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The Second World War Global Rules European Theatre of Operations 1. Introduction. ................................................................................................................ 4 2. Concepts and Definitions. ......................................................................................... 5 A. Fractions. ......................................................................................................................5 B. Cumulative Effects. ....................................................................................................5 C. Die rolls. .......................................................................................................................5 D. Sides. ............................................................................................................................5 E. Nations. ........................................................................................................................5 F. Geography. ...................................................................................................................6 G. Forces. ..........................................................................................................................6 H. Naval System Concepts.............................................................................................7 I. Logistics. ........................................................................................................................7 3. Geography and Climate ............................................................................................ 8 A. The Arctic Region. ......................................................................................................8 B. Ocean Map. ................................................................................................................8 C. Weather. ......................................................................................................................8 4. Facilities ...................................................................................................................... 11 A. Fortifications..............................................................................................................11 B. Airbases. .....................................................................................................................11 C. Ports. ..........................................................................................................................12 D. Rail Marshalling Yards. ............................................................................................13 5. Units ............................................................................................................................. 14 A. Ground Units. ............................................................................................................14 B. Air Units. ....................................................................................................................16 C. Naval Units................................................................................................................19 6. Order of Play ............................................................................................................. 23 7. Movement Phase ...................................................................................................... 25 A. Ground Unit Movement. .........................................................................................25 B. Air Unit Movement. ..................................................................................................32 C. Naval Movement. .....................................................................................................41
Transcript

The Second World War

Global Rules

European Theatre of Operations

1. Introduction. ................................................................................................................ 4

2. Concepts and Definitions. ......................................................................................... 5

A. Fractions. ......................................................................................................................5

B. Cumulative Effects. ....................................................................................................5

C. Die rolls. .......................................................................................................................5

D. Sides. ............................................................................................................................5

E. Nations. ........................................................................................................................5

F. Geography. ...................................................................................................................6

G. Forces. ..........................................................................................................................6

H. Naval System Concepts. ............................................................................................7

I. Logistics. ........................................................................................................................7

3. Geography and Climate ............................................................................................ 8

A. The Arctic Region. ......................................................................................................8

B. Ocean Map. ................................................................................................................8

C. Weather. ......................................................................................................................8

4. Facilities ...................................................................................................................... 11

A. Fortifications..............................................................................................................11

B. Airbases. .....................................................................................................................11

C. Ports. ..........................................................................................................................12

D. Rail Marshalling Yards. ............................................................................................13

5. Units ............................................................................................................................. 14

A. Ground Units. ............................................................................................................14

B. Air Units. ....................................................................................................................16

C. Naval Units. ...............................................................................................................19

6. Order of Play ............................................................................................................. 23

7. Movement Phase ...................................................................................................... 25

A. Ground Unit Movement. .........................................................................................25

B. Air Unit Movement. ..................................................................................................32

C. Naval Movement. .....................................................................................................41

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8. Combat Phase ............................................................................................................ 46

A. Ground Combat. ....................................................................................................... 46

B. Air Combat. ............................................................................................................... 54

C. Antiaircraft Combat ................................................................................................ 56

D. Naval Combat. ......................................................................................................... 58

9. Other Activities. ........................................................................................................ 65

A. Unit Breakdowns ...................................................................................................... 65

B. Engineers. .................................................................................................................. 65

C. Special Forces. .......................................................................................................... 66

D. Partisans. ................................................................................................................... 67

E. River Flotillas. ............................................................................................................ 69

F. Quartermaster Units. ............................................................................................... 70

10. Logistics ..................................................................................................................... 71

A. General Definitions. ................................................................................................. 71

B. Key Points of the Logistics System. ........................................................................ 71

C. Continental System. ................................................................................................ 72

D. Overseas System (Standard with QM). ................................................................ 72

E. Consistent Rules. ...................................................................................................... 73

F. Isolation Status. ........................................................................................................ 73

G. Effects of Being Out of Supply. ............................................................................. 74

H. Supply Terminals. .................................................................................................... 75

I. Quarter Master (QM) Units. ................................................................................... 75

J. Offensive Supply and General Supply. ................................................................... 76

K. Army Headquarters Markers. ................................................................................. 76

L. Corps Markers. .......................................................................................................... 76

M. National Supply Sources. ....................................................................................... 76

N. National Contingents. ............................................................................................. 77

O. Logistics Points. ........................................................................................................ 77

P. General Supply Points. ............................................................................................ 77

Q. Stockpiles. ................................................................................................................ 78

R. Capture of Supply Points or Logistics Points. ...................................................... 78

S. Naval Supply. ............................................................................................................ 78

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11. Administration ........................................................................................................ 81

A. Ground Unit Administration. ...................................................................................81

B. Air Force Administration. .........................................................................................84

C. Naval Unit Administration. .....................................................................................86

12. Political and Economic Rules. ............................................................................. 87

A. Introduction. ..............................................................................................................87

B. Definitions. ................................................................................................................87

C. National Regulations. ..............................................................................................95

13. Winning the Game ............................................................................................... 167

A. Victory Conditions. .................................................................................................167

B. National Surrender. ................................................................................................167

14. Designer’s Notes ................................................................................................... 168

15. Game Credits ........................................................................................................ 169

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1. Introduction. A. The Second World War-online system covers the entire war in all theatres, from 1939-1945. The European Theatre

Series allows the play of the entire war in the European and Mediterranean theatres, and also connects with Pacific

Theatre series, covering the Pacific, China, Burma, and India utilising 15 mile ground hexes, 75 mile sea zones, and half

monthly game turns.

B. The rules and charts contained in the Global Rules can be used to play the game, and will constitute a standardised rules

set covering all Theatres and Commands.

C. The highest player position in this series is the theatre commander, while the lowest is army or fleet command. Political

decisions taken by higher levels are represented by requirements and limitations on the players within the rules for each

nation, but players have limited control over national production policies, reflecting changes in requirements and the

demands of his forces.

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2. Concepts and Definitions. A. Fractions.

Unless stated otherwise, fractions are always retained.

B. Cumulative Effects.

Unless stated otherwise, all effects to unit strengths and die roll modifications (DRM) are cumulative.

C. Die rolls.

1. Dice. The Second World War series in paper requires two decimal (ten-sided) dice (provided with the game). When a

die roll is called for, the following abbreviations will designate what dice and how many are to be rolled:

a. 1D10 - 1 ten sided die

b. 2D10 - 2 ten sided dice

c. Percentile roll = 2D10 one for 10’s and one for 1’s.

d. When rolling the ‘ones’ D10, a result of ‘zero’ (0) is considered to be a ten (10).

e. When rolling the ‘tens’ D10 a result of ‘double zero’ (00) is considered to be one hundred (100). This general rule

may be modified by specific rules or charts. Whenever 1D10 is called for, use the ‘ones’ D10.

2. Rounding. Where rounding of results is required, it is specified within the rules.

D. Sides.

The game is designed to be played by one or two people, with opportunity for team play. There are two ‘sides’ in the

game, Axis (Germany, Italy, Japan, and their allied powers), and Allied (Britain, France, the United States, and their allied

powers). The players control the forces of the side on which they are playing.

1. Neutral: Some nations are neutral, and are not controlled by either side. When a neutral nation joins the war it does so

on one side or the other, and that side’s players control its forces from that point forward.

2. Friendly: These are all Nations, Hexes and Forces on the same side.

3. Enemy: These are all Nations, Hexes and Forces on the opposing side.

E. Nations.

These are the countries occupying the area in which the two sides will do battle and are initially represented as they

existed at the start of WW II on 3rd September 1939. Nations start the Game belonging to one side or the other or

they are Neutral. Nations may also defect from one side to another. See Rule 12 C for details.

1. National Boundaries: The maps show the national boundaries as of September 1, 1939. Changes due to scenario start

times or specific details are defined in either the specific scenario or Political and Economic Rules, and are represented

on the maps. See the Map Terrain Key for symbology.

2. The National “Seat of Government” Marker: This marker designates the location of the centre of the national government

apparatus. Because this represents the authority to declare open cities, request an armistice, or order the national

forces to surrender, its physical position and status is important. It is represented by each nation’s flag.

3. Neutral Nations: Until authorized by their respective Political and Economic Rules, no nation may enter the territory of

another, under any circumstance. Nations that are "out of bounds" are considered neutral. Units that would be forced

into a neutral nation’s territory by combat results are eliminated instead; however there may be exceptions in the

Political and Economic Rules. No over flight of a neutral nation is permitted, unless specified in the Orders of Battle

and/or Appearance.

4. National Contingents: Armies fight most effectively when they have a common structure, language, and training with which

to develop plans. To represent this, the games make use of ‘national contingent’ rules. When units of differing national

contingents are trying to attack together, they suffer a reduction in their overall strength (see 8.A.3.e). Some nations

formed, equipped and trained units that were made up of refugees from conquered countries. These units are shown or

listed in the Political and Economic Rules and Orders of Battle and/or Appearance (OB/OA) as being part of the

sponsoring nation’s contingent.

For Example: Free Polish troops, ships, and air units are part of the British Contingent.

5. Garrisons: Some nations are required to keep a specified amount of force deployed near the border shared with a

neutral nation. See the OB/OA for each nation to determine what (if any) garrisons that nation is required to maintain,

and the penalties for failing to do so.

a. A garrison is held off the map unless it is activated by the owner.

b. Garrison activation is triggered by either political or military events.

c. This occurs in the initial phase of either player turn (by both sides) to ensure that garrisons that are off map are

visible to players as they plan their turn.

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NOTE: If the optional Fog of War rules from Mare Nostrum are used, Garrisons are held off map unless

reconnoitred by a player.

F. Geography.

1. The Map: The map is a representation of the area in which the two sides will do battle and is sub-divided into hexes that

are 15 miles in width and, for naval movement, sea zones that are 75 miles in width.

2. Going (Optional Rule): Going is a military term which describes the ground over which operations occur:

a. Good Going: Good terrain for the unit type to move and operate in.

b. Fair Going: Adequate terrain for the unit type to move and operate in.

c. Poor Going: Difficult terrain for the unit type to move and operate in.

3. Theatres and Commands: The Theatre or Command is used for administration of ground and air forces. See the

appropriate Political and Economic Rules for Theatre designations. If no Theatres are designated in a Nation’s Rules, it is

considered to have only the ‘home’ theatre even if operating in adjacent countries. The game splits the world into

Theatres (Europe, Pacific, Mediterranean, China/Burma/India), however within these Theatres, the game deals with

Commands. Commands represent large geographical areas which were historically under the control of one senior

commander, or small group of commanders.

For Example: The German Eastern Front, Operation Overlord (the liberation of Western Europe), or the campaigns in

the South West Pacific are all Commands in the Game.

4. Ownership of Hexes: Each nation owns territory as specified in the Module and Political and Economic Rules. Ownership

affects the ability to make use of facilities and extended movement types. Ownership of Hexes will change during the

game as the Forces of one side take territory from the other side. See Change of Ownership Rule in the Movement

Section (Rule 7.A.8) for more detail.

5. Control of Hexes: This occurs when a ground unit (or stack of ground units) that is too small to take ownership of a hex

moves through a hex. They are deemed to control but do not own the hex they are currently in but once they leave the

hex, ownership reverts to the previous owner. This distinction is important for ownership of some facilities (see Rule

4).

6. Front Line: Friendly territory consists of all friendly owned hexes at any given time. Enemy territory consists of all enemy

owned hexes at any given time. The Frontline is any hex side at which enemy and friendly territory meet. Hexes along

the ocean coasts are also considered to be the ‘front line’, even if no opposing force exists in the ocean.

7. Lines of Supply and Communication:

a. Main Supply Route (MSR). A limited length overland route from a supply terminal to Army, then Corps HQ, and

finally to units. In overseas theatres the MSR also refers to the range of supply provided by a Quarter Master Unit

(see Rules 9.F, 10).

b. Line of Communication (LOC). An unlimited length route from a supply terminal via road, high capacity rail to the

national supply source, which in China Burma India (CBI) may also include an air element as defined in the OB/OA,

that does not enter an enemy Zone Of Influence or enemy owned territory, but in CBI may over fly enemy owned

territory, or an unlimited length route per above from a unit to a supply terminal (see Rule 10)

c. Line of Supply (LOS). An unlimited length overland route from a supply source or supply terminal to a unit, used

to determine Isolation (see Rule 10.F).

8. Isolation: Isolation is defined as not being able to trace a Line of Supply. Forces eliminated while isolated do not generate

Combat Replacement Points, and may have other penalties imposed upon them per Rule 10.F on page 73.

G. Forces.

This term refers to the ground, naval and air units of a nation or alliance in general. In Game terms, Forces are separated

into Services and Branches on the basis of the function of the units (land, sea or air) and whether the Service or Branch

maintain a separate Combat Replacement Pool, that is a pool of replacement points used to rebuild damaged or destroyed

units of that Service or Branch.

1. Service: These are the three main components of the Armed Forces; the Army, the Navy and the Air Force. Note that

the Japanese Imperial Navy and Army must maintain completely separate replacement pools as defined in the national

rules.

2. Branch: For the Army, there are the 3 main branches: Infantry, Armour, and Artillery, each having a separate Combat

Replacement Pool. For the Navy and the Air Force, branches are generally not defined as each of these has a single

Combat Replacement Pool used for rebuilding any units in the Service.

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3. Units:

a. In general, when the term ‘unit’ appears by itself, it refers to ground units. However, within the air rules, the term

refers to air units and within the naval rules to naval units.

b. All units have a size, referred to as the Stacking Point (SP) size. Unit sizes may be amended by the Unit

Replacement Chart or the Political and Economic Rules.

H. Naval System Concepts.

Due to the dramatic difference in both scale and pace of naval operations, the Operational Naval System (ONS) utilises a

number of special game concepts. The ONS introduces in-phase reaction movement, large scale sea zones, fog of war, and

a time based mission system. There are four primary naval phases (two friendly and two enemy per player turn) and a

number of secondary elements to the system. Refer to the Turn Sequence for further details.

1. Sea Zones: Sea Zones are areas on the maps which are five hexes (or approximately 75 miles) across. Sea zones

represent the general area in which ships may be located during a period of time within the game turn. Every all sea and

partial sea hex is part of a sea zone. These sea zones are marked on the maps and most have a unit locator hex (the

hex nearest the centre of each sea zone) which is used to display the sea zone that a Naval Task Group is in during

movement. For sea zones where the unit locator hex is an all-land hex, any hex in the sea zone may be used to locate

units for all purposes including ranges for aircraft undertaking naval cooperation missions. During the combat resolution

phase all ships within each Naval Task Group (NTG) must be placed in the appropriate boxes on the Naval Combat

Range Display. There are three supply states that a naval unit may be in. These are full, extended or depleted. See

Rule 10.R.c for details.

2. Supply: Ships have three supply states that they may be in. Ships are either in supply, on an extended mission, or are

depleted. See Rule 10.S for more details.

I. Logistics.

Logistics is the military science of delivering those resources (men, equipment, supplies and services) to the point of need

in a timely fashion. They are covered in depth in Rule 10.

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3. Geography and Climate A. The Arctic Region.

Units in the Arctic (weather zone SA) have their operations restricted, due to the harsh climate, terrain, and limited

communications of this region. Horse cavalry type units are prohibited from entering or engaging in combat in the Arctic.

1. Movement Restrictions: Movement costs are doubled in all terrain; however road and rail movement costs are not

changed.

2. Supply Line Restrictions: The terrain cost tracing overland supply lines is doubled (except along a road).

B. Ocean Map.

This map is used to track long range naval movement in the complete TSWW game. It is generally abstracted in the

individual modules or shown directly on the game maps, depending on the specific game. Each sea zone is within a specific

climate zone (see Rule 3.C.1 below). See the Game OB/OAs for additional information.

C. Weather.

1. Climate Zones: Light blue Climate Lines divide the map into areas (zones) where climate conditions are similar during the

year. Each Climate Zone is labelled with a code (see the Weather Chart) contained on the Climate Line. Each zone

generally includes all hexes on and north of the Climate Line, up to the next Climate Line. Also, the top of the code

points to the area of the Climate Zone. Some Climate Zones are completely surrounded by one or more zones. These

Climate Zones contain all the hexes on and encircled by the Climate Line. If a sea zone is bisected by a Climate Zone,

the worst weather within the zone is prevalent.

2. Weather Conditions:

a. Weather Conditions are:

i. Good (G)

ii. Poor (P)

iii. Severe (S)

b. Temperature levels are:

i. Hot (H)

ii. Cool (C)

iii. Freezing (F)

c. Weather Effects:

i. Snow: Poor or Severe Weather and Freezing temperature.

ii. Mud

3. Weather Chart: The Weather Chart is used to determine the weather in each zone during the initial phase of each player

turn.

4. Weather Procedure: Each Axis initial turn, the Allied player rolls 2D10, one to determine the weather, the other the

temperature. Roll each die only once, not for each weather zone. Cross reference the die roll with the month of the

current game turn on the Weather Charts. This provides the weather and temperature for each Climate Zone. Use the

‘ones’ die for the storm activity, and the ‘tens’ for the temperature.

5. General Weather Effects:

a. Ground forces

i. Effect on the CEV: CEV is not affected by weather.

ii. Overland supply lines.

1 Good = no effect

2 Poor = no effect

3 Severe = halved rounded down

iii. Movement. See the Terrain Effects Chart.

iv. Construction operations.

1 Good = no effect

2 Poor = no effect

3 Severe = MP cost doubled

v. Freezing weather. All combat conducted when the temperature is Freezing has a -2 DRM.

vi. Freezing - when the temperature in a Climate Zone is freezing, canals, rivers and swamps begin to freeze.

1 Time required to freeze. After two consecutive game turns of freezing temperature, rivers, swamps, Lake

Intensive, Lakes and major rivers in the Continental Cold, Steppe, Arctic and Sub Arctic zones freeze.

2 Thawing. All frozen terrain thaws after two consecutive turns of non-freezing temperatures.

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3 Effects of freezing.

a. Frozen rivers: no cost in MP.

b. Frozen swamps:

i. A wooded swamp becomes a wooded hex.

ii. A swamp hex becomes a clear hex.

c. Lake Intensive and Lakes: Treat as clear terrain.

vii. Flooding.

1 Flooding caused by Severe Weather. If there has been Severe Weather in a Climate Zone for three

consecutive turns, the rivers and all swamps in that zone flood for two game turns.

2 Flooding caused by melting snow. If a Climate Zone has snow, and the new temperature is not freezing,

the non-frozen rivers and all swamps in the zone flood. Rivers flooding due to snow melt do so for two

game turns.

3 Flooding of Frozen Rivers and Swamps. These types of Terrain flood as soon as they thaw.

4 Effects of flooding.

a. Flooding rivers - add two additional MP to the cost of crossing any river.

b. Flooding swamp (all types) add two additional MP to the cost of the hex for movement.

c. Engineer repair cost for any bridge is tripled (x3) during flooding conditions.

d. The hex cost to trace an overland supply line through a flooding river or flooded swamp is increased

by one hex.

viii. Mud. Mud is caused by sustained precipitation. In the event that Good weather is immediately followed by

poor or severe non-freezing weather, mud occurs on the second consecutive turn of such weather. In the

event that a thaw occurs, mud occurs during any game turns in which there are penalties as a result of a

thaw. Mud affects various rules in the game, primarily for construction practices.

ix. Air operations.

1 Weather Conditions affect air operations as follows by reducing the total bombing factors by the

percentage shown:

a. Good - no effect

b. Poor = -10%

c. Severe = -50%

2 The presence of friendly forces (ground or naval) in proximity to the target may reduce the weather

effect above:

a. 1-2 hexes = reduces the effect by one level (Poor becomes Good, and severe becomes Poor)

b. 3-5 hexes = reduce the weather effect by 50% (Poor is 5% and severe is 25%).

c. 5+ hexes = No change in weather effects.

3 For targets at sea, Naval units must be in the same sea zone as the target for the effects above to occur,

and ground units must be in a land hex that is part of the sea zone the target is in.

x. Naval operations.

1 Sea Conditions.

There are three possible Sea conditions, Calm (C), Rough (R) and Stormy (S). These are determined by

the Weather and Temperatures according to the following chart:

Weather

Temperature

Good Poor Severe

Hot C R S

Cool C R S

Freezing R R S

2 Weather and Sea Zones.

Sea Zones crossed by one or more Climate Lines always have the worst sea condition possible from the

weather and temperatures of the Climate Zones.

3 Unit and Combat Effects.

Spotting, combat, and landing capabilities.

a. Calm

i. No effect

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b. Rough:

i. Surface action Naval Gunfire Support (NGS) is reduced by 10%

ii. Beach cargo capacity reduced by 10%

c. Stormy:

i. Surface action NGS is reduced by 20%

ii. The total Torpedo factors (including those of all air units) are reduced by 50%, but never below 1.

iii. Beach cargo capacity reduced by 50%.

iv. No amphibious landings (of any type).

In all cases round fractions down.

4 Coast Defence Artillery (CDA) is reduced by one level in Stormy Sea Conditions. A level one CDA has

its gunnery strength reduced by 50%.

5 Air unit bombing strengths are reduced for naval operations by 10% in Rough Sea Conditions and by 25%

in Stormy Sea Conditions.

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4. Facilities A. Fortifications.

1. Field Fortifications: These are the only type of fortifications that can be built by the player during the game. Whenever a

fortified hex becomes owned (not controlled) by the enemy, its field fortifications cease to exist. All field fortifications

more than 25 hexes from enemy forces in regular supply cease to exist in the initial phase of the owner’s turn unless at

least 1 SP of friendly forces are in the hex. There are four levels possible, their effects on the combat are shown on the

Terrain Effects Chart:

a. Level 1 (Field Works)

b. Level 2 (Defensive Fortifications)

c. Level 3 (Fortified Network)

d. Level 4 (Deep Defences)

2. National Special Works: See the Political and Economic Rules, and the Terrain Effects Chart for these types of fortified

works. In general these are printed on the maps, and in general cannot be rebuilt (if reduced) in the context of the

game.

B. Airbases.

1. Definition: The term airbase is used generically to describe facilities that Air Units operate from unless a specific rule

requires separating their capabilities.

2. Types: Air units operate from facilities defined as follows:

a. Airport: A printed city, place, or facility which has a capacity for air units.

b. Airfield: A facility built by engineers in the course of the game.

c. Airstrip: A temporary facility built in the course of the game. It is an airbase counter with a 1 printed on it.

3. Capacity and Operational Status:

a. The capacity of an airbase is the number of friendly air units, each player turn that may begin air missions from the

airbase. There is no limit to the number of units that may land, or remain at, an operational airbase. The Airbase

Capacity Chart shows the capacities for the airbases. See Scenario or Political and Economic Rules for any

modification to this.

b. An airbase is considered to be operational if it has a capacity greater than zero. An airbase with no capacity (due

to damage) can have aircraft land at it, but no aircraft units can take off until it has been made operational.

c. An airstrip exists only when there is a construction engineer unit in the hex with it. It is removed from the map

during any initial player turn if it does not have such a unit present in the hex.

4. Airbase Capture:

a. Capture of Airbases. Enemy airbases are considered captured when the hex they are in becomes friendly

controlled or owned. Airstrips may not be captured.

b. When captured, the airbase is available for use by the new owner during the air return phase of the current player

turn. For airborne assault purposes only, airbases maybe used to crash land transport aircraft on to the airbase the

moment friendly forces gain control of the airbase. Transport aircraft used in this manner are eliminated over

enemy territory and immediately enter the air replacement system. See air rules for more details on the air

system.

c. Air Units on Captured Airbases.

i. When a hex containing a friendly airfield or airport becomes enemy controlled, all air units that are based in

the hex are eliminated. These units are treated as being their equivalent in ARPs of that aircraft type

eliminated over friendly territory.

ii. Air units based at an airstrip in a hex that becomes enemy occupied are eliminated, but are treated as being

eliminated over hostile territory.

5. Airbase Damage and Repair:

a. Airbases can be damaged by being bombed (Rule 7.B.5.c), or shelled (Rule 8.D.16.a). Each hit of damage on an

airbase reduces its capacity by one, with no more hits of damage allowed than the capacity of the base plus one.

b. If multiple airbases are in a single hex, it is not required to allocate a specific hit to a specific base. The total

capacity of the hex is used to determine the maximum number of hits allowed.

c. Air units at an airbase that is damaged lose 1 Air Replacement Point (ARP) (per hit on the base), chosen randomly

by the player for each hit the airbase suffers.

d. Engineer units with construction ability repair hits on airbases at the rate of 1 hit removed per MP expended, per

SP of engineers.

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6. Airbase Removal:

a. Airports cannot be removed from the map.

b. Phasing player owned airfields that do not have any air units on them can be removed from the map during the

phasing player initial, or pursuit phases (only) to prevent their use by enemy forces. There is no cost to do so.

c. Airstrips are always removed from the map if, during a player initial phase, there is no friendly construction

engineer unit present in the hex. An air unit on an airstrip that is removed due to absence of a friendly

construction engineer unit is eliminated over friendly territory, and enters the aircraft replacement system.

C. Ports.

1. Definition: Ports are marked on the map (see the map legend for details on port markings). Unless noted on the Orbat

or the Political & Economic Rules, ports are only cargo handling facilities (no repair capability).

2. Cargo Clearing: This is the maximum number of SPs that can be handled in that port during a single player turn.

3. Repair and Shipbuilding Capacity:

a. Certain ports (as listed on the Naval Facilities Chart) have a Repair Capacity. Specialist shipyards and Naval

Dockyards are also listed on the Naval Facilities Chart

b. Ports may also have a Shipyard and/or a Naval Dockyard Capacity.

c. Shipyards provide both General Repair Capacity and New Build Capacity, which are defined on the Naval Facilities

Chart as the port’s Repair Capacity. The repair capacity is based on the “size” of the naval unit (See Rule1.B.12.b

on page 91 for details of naval unit sizes).

For Example: A Shipbuilding Centre (Glasgow on the River Clyde is one) would be able to repair up to 8 Battleships

or Fleet Carriers within its facilities, or any combination of ships as long as the total does not exceed the capacity

of the port. At the same time it could be constructing ships up to its Repair Capacity, so at the same time as

repairing 8 battleships, it could also be building 8 battleships.

4. Naval Dockyards: Naval Dockyards offer specialist facilities to repair, refit, or upgrade major combatants and capital ships.

Escorts may be repaired, refitted or upgraded at any port with a repair capacity. NSPs may only be repaired in Ports

with a repair capacity or a shipyard with a repair capacity. NSPs may not be repaired at a naval dockyard.

5. SSF Facilities: Specialist Submarine facilities, with refit and repair capabilities. Any Naval Dockyard or SSF Pen (see the

Port Repair Chart) have these facilities, and capacities.

6. Fuelling Capacity: This represents the maximum number of fuel points that can be transferred to ships in harbour in a

game turn.

7. Port Damage: Ports can be damaged by bombing, shelling, or demolition 'hits'. Each hit on a port reduces its cargo and

fuelling capacity by one until repaired. A port retains 1/10th of its cargo handling capacity even if the port has received

hits equal to or more than its stated capacity. No amount of hits will remove this limited capacity.

8. Port Capture: Ports are considered captured when the hex they are in becomes enemy owned territory (not just

controlled).

a. Use of a Captured Port: A captured port becomes available to the capturing player during that player’s next initial

phase. The capacity of the port is not altered by the change in ownership however any damage to the port is

inherited by the capturing player.

b. Repair Capacity: Roll 1D10. Repair capacity cannot be used for one game turn after a port changes hands.

Repair capacity then recovers proportionately to the result of the Die roll, rounding fractions up.

For Example: Brest is captured on the June II 1940 turn by the Axis Player. He rolls one die, with 7 as the result.

He may not use the repair capacity in the July 1 1940 turn. In the July II turn he has a repair capacity 1/7 of the

normal one, in the August I turn, 2/7s and so on until it is completely recovered. If the Allies were to recapture

Brest, they would repeat this procedure.

c. Enemy NSPs and LCs in port. NSPs or LCs in a port when it is captured can become the property of the new

owner of the port. Roll 1D10 for the NSPs and 1D10 for the LCs, the result is the percentage of these types

captured, rounding fractions down.

d. Captured NSPs and LCs are available to the new ‘owner’ after six game turns.

For Example: There are 9 Axis NSPs and no LCs in Tunis when it is captured by the Allies. The Allied player rolls

1D10, with a result of ‘four’. 40% of 9 would be 3.6, which is rounded down to 3. The player capturing the port

gains control of 3 of the NSP's, after a delay of 6 game turns they may be used by him, and are placed at the

nearest friendly owned port.

e. Enemy Naval Combatants in Port. Naval Combatants in a port that is captured by the enemy will either escape,

or be scuttled. Each ship or flotilla has 1D10 rolled for it, with the effects being:

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i. 5 or less: Escape - the vessel is considered to be “at sea” in the sea zone

ii. 6 or more: Scuttle - the vessel is considered sunk by its crew to avoid capture

9. Basing Capacity: As noted on the Port Capacity Chart, this is the number if naval units (excluding NSPs) that may remain

in port.

D. Rail Marshalling Yards.

1. Rail marshalling yards (RMYs) are located at all small, major or great cities.

Their capacity for use in segments of the game is defined in the rules for air bombardment, and ground movement for

ownership and the ability to change ownership of rail capacity within the game.

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5. Units A. Ground Units.

1. Definition: Ground Units are differentiated by colour, size and type, as shown in detail on the Unit Identification Table

(UIT). For general information see below, for specific information, and the movement and combat rules for the unit

types, refer to those rules sections.

2. Types:

a. Motorised Units. Motorised: Motorised units are any unit that includes the motorised symbol, motorcycle, or

armour icon as part of its unit icon. All units that are motorised may move their full movement point rating during

the pursuit phase unless specified otherwise.

b. Cavalry: Any unit with the cavalry icon that is not motorised. Cavalry units may move their full movement point

rating during the pursuit phase unless specified otherwise.

c. Other: Any unit other than cavalry that is not motorised. These units may move half their movement point rating

during the pursuit phase unless specified otherwise.

d. Support Units. Although not a specific unit type, it is important to note that any artillery, railroad, quartermaster

or construction engineer unit is a support unit. Support units on their own may not negate Zones of Influence or

gain permanent Ownership of hexes.

NOTE: Heavy Equipment. Many ground units have heavy equipment such as artillery, trucks and tanks. Units with

heavy equipment have restrictions placed on them for Air Transport and Naval Transport over beaches. All

supported, motorized, artillery and heavy anti-aircraft units have heavy equipment.

3. Size:

a. Corps: A unit with the corps size symbol.

b. Division: A unit with the division size symbol.

c. Non-divisional Unit: A unit smaller than a division.

d. Unit sizes in parenthesis are “groupings” equivalent in size to the symbol within the parenthesis.

For Example: [X] would mean a unit with the same size as Brigade, but which was historically designated as some

other unit type.

e. Some units may have a reduced side. The reduced side is half the SP size of the full strength unit. For Combat

Replacement calculations (See Rule 11.A.2.f) a unit that is reduced counts as half its full strength in SP. For combat

replacement calculations, a reduced unit counts half its full strength in SP.

For Example: A player reduces and then eliminates a Division during combat. The total loss is the full SP value of

the unit.

4. Stacking Points (SPs):

Ground forces are described in terms of their relative size by the amount of stacking points they are assigned. Unless

modified by their specific Political and Economic Rules, units are the following sizes in SPs (NOTE: Reduced strength units

are always half the original SP in size):

a. Corps XXX = 4 SPs

b. Division XX = 4 SPs

c. Brigade X = 2 SPs

d. Regiment III = 1 SP

e. Battalion II = ½ (0.5) SP

5. Stacking: The placing of more than one ground unit in a hex is called "stacking". The ‘stacking limit’ limits the size of the

ground forces that can be in a hex at the end of a phase. A player may move more units through a hex than may remain

there, but no unit may end a phase in violation of the appropriate stacking limit. If, as a result of combat, a unit is forced

to retreat into a hex where it would exceed the stacking limit, it must continue to retreat until it no longer exceeds the

limit. Units that cannot retreat (Rule 8.A.7) are eliminated. Attacks can be made from multiple hexes into any hex type,

regardless of the limits of stacking in the attacked hex. Attacking forces may only advance after combat (see Rule

8.A.7.c) up to the stacking limit of the attacked hex.

For Example: Two regular stacking hexes are attacking an enemy force in a mountain hex. All the forces in each of the

attacking hexes can participate, but if the attack succeeds in taking the hex, only mountain stacking level of SP can advance

into the hex from the attacking forces.

6. Stacking Restrictions: The types of stacking are based on the type of terrain or weather zone the hex is in. They are:

a. Regular. 22 SP of Normal Units, 6 SP of Artillery (or two Artillery Divisions). For Example: four divisions, 6 SP

non-divisional units, 6 SP of artillery, or any viable combination of such.

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b. Mountain. 11 SP of Normal Units, 4 SP of Artillery (or one Artillery Division). For Example: two Divisions, 3 SP of

non-divisional units, 4 SP of artillery, or any viable combination of such.

c. Limited Land Mass. This represents the very limited space of small islands. (Islands smaller than one quarter (¼)

of the hex they occupy in size). Four SP of Normal Units. Two SP of Artillery. For Example: one Division, 2 SP

Artillery or any viable combination of such.

7. Zones of Influence: Large ground units have a Zone of Influence into hexes that surround them (Rule 7.A.2). This

represents use of patrols and artillery fire to hamper the movement of Enemy Ground Units in close proximity.

8. Combat Efficiency Variable (CEV): This is a measure of the relative efficiency of Nations at an overall level, bringing into

play the ‘soft’ factors such as leadership, training, doctrine, communications, morale, etc. All Nations are affected and

have a CEV (see the Combat Efficiency Charts for specifics).

a. The Effect of the CEV. The CEV is used as a modifier (the printed factors are multiplied by this value) of the

combat factors a unit has. This may increase or decrease the combat power of the unit in question.

For Example: A German force of 20 points attacking a Soviet force of 10 points in August of 1941 would receive a

CEV multiplication of its combat factors of 1.5, so the final combat odds would be 30:10 (or 3:1) instead of the

original 20:10 (or 2:1).

b. Modifiers of the CEV.

i. Some Political and Economic Rules may further modify this.

ii. Interdiction. Two types of interdiction can cause a reduction of a unit’s CEV; interdiction (Rule 7.B.5.h for

air interdiction, Rule 9.D.5.c.i on partisan interdiction), and railroad network interdiction (Rule 7.B.5.h). Air,

Close Air Support (CAS) and Partisan Interdiction can accumulate to no more than a 40% reduction in the

CEV. Railroad network interdiction can contribute an added 10% reduction to the CEV.

iii. Maximum Reduction. Thus the maximum possible impact on the CEV by all means is a reduction of 50%.

c. National Variations. The CEV Chart shows the CEVs of all nations, and the dates on which they change

throughout the game.

d. Applying the CEV.

i. Determine the basic CEV of all the forces in the combat. Each nation’s forces have their own CEV.

ii. Determine the effect of interdiction and CAS. Apply to the CEV of the affected forces in the combat.

iii. All phasing player interdiction modifies non-phasing player CEV.

iv. All non-phasing player interdiction modifies phasing player CEV.

v. Multiply each nation’s combat strength in the combat by the final CEV (determined by 1-3 above).

For Example: A phasing player force is attacking a non-phasing force with 20 printed strength points. The

non-phasing force (only) has its supply line interdicted by a combination of partisans and air units causing a

level 2 interdiction on the line (Rules 9.D.7.e.i & 7.B.5.h). If the phasing player has a base CEV of 2.0 at this

time, the effect of interdiction is to multiply this CEV by the accumulated impact of the interdiction (10%)

2.0 x 0.9 = 1.8 the final CEV adjusted strength of the unit is then 20 x 1.8 = 36, not the full value without

the interdiction effects of 20 x 2.0 = 40

9. Unit Breakdowns: Some division sized units in the game may be split into their major sub units in the course of the game.

This may be done at any time during the Movement, or Pursuit Phases of the owning player’s turn . Breakdown activity is

only possible at the owner’s choice (see Rule 9.A).

10. Special Unit Capabilities: Many Ground Units have special capabilities detailed in the Rules.

For Example: combat capabilities such as Combined Arms Effects and Engineer Effects, Engineer Construction capabilities,

Commando and Airdrop movement capabilities and Partisan operations. The appropriate Political and Economic Rules

may also contain information concerning special unit capabilities.

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B. Air Units.

1. Definition: Air units are identified as shown on the Unit Identification Chart. Air units may either be shown in the game as

Squadrons (approximately 10 aircraft) or as Wings (about 40 aircraft). In the air combat (see Rule 8.B.3) and air

administration (Rule 11.B) rules the basic measure of losses and replacements is the Air Replacement Point (ARP). These

represent 10 aircraft of the type to be replaced or lost. ARPs are produced at aircraft factories, and appear via the

production system OB/OA.

2. Air Unit Ratings:

a. Attack Factor. This represents the lethality of the aircraft when attacking other aircraft.

b. Defence Factor. This represents the effectiveness of the aircraft in evading or preventing enemy air attack.

c. Operational Bombing Factor. The ability of the unit to attack “point” targets.

d. Strategic Bombing Factor. The ability of the unit to attack “strategic” or “economic” targets.

e. Range Factor. This represents the distance the air unit may fly whilst using its optimum combat factors (normal

range).

3. Air Unit Types and Descriptors:

a. Types

i. F Fighter air units. Designed to combat other aircraft. Day fighters may not fly at night.

ii. A Attack air units. Light Bombers specially designed to operate at low to medium altitudes.

iii. B Bomber air units. Deliver bombs in a horizontal mission profile. -2 DRM on the naval to hit die roll,

unless using either skip bombing (see Rule 7.B.8.f) or are Code V, S, or M. See section 4 below for more

information on unit codes.

iv. D Dive bomber air units. Type A air unit that uses a steep dive to deliver bombs. Gains a +2 DRM for

naval attacks on the to hit die roll (see (e) below).

v. T Transport air units. Cargo carrying aircraft.

vi. G Gliders. Unpowered transports, which must be towed from point to point.

vii. R Reconnaissance. Reconnaissance units are specially modified and/or equipped to provide intelligence

on enemy forces.

b. Descriptors

i. H Heavy variants of Types. -2 DRM on the naval to hit die roll unless using skip bombing. See also 4.e

below.

ii. J Jet powered variants of Types. Gain a +2 DRM in combat.

iii. R Rocket powered variants of Types. They gain a -1 DRM in combat.

iv. N Night capable variants of Types. Type NF air units that do not have Code R special effects have their

air combat attack factor reduced by 50%, but never below one.

4. Air Unit Codes: Air units may have one or more codes as listed below. Codes define certain specific or special capabilities

of air units. These capabilities may modify the bombing or AA resolution, or the unit’s air combat or bombing strengths as

noted on the appropriate tables. In addition, air units with codes have the following abilities:

a. L: Low Altitude. Code L air units generally operate at low altitudes, and the effects of this are shown by the

modifiers on the AA Combat Results Table and noted in Rule 8.C.2.e

b. T: CAS Specialists. Code T air units are equipped with special close air support weaponry. When operating in the

interdiction role, their capability is enhanced by five operational bombing points. When operating in the CAS role,

their CAS factor is not reduced, unlike other air units flying this mission.

For Example: A Ju87B-1 has an operational bombing factor of 5, and is Code T. During a CAS mission, it adds 5 to

the ground strength of friendly ground forces; during a battlefield air interdiction mission it adds 5 points from its

operational strength, and 5 points as a result of being Code T to the interdiction calculation, thus it adds a total of

10 CAS points to the zone.

c. C: Carrier Capable. Code C air units are equipped and trained to operate from aircraft carriers. Code C air units

(only) may base at and fly missions from aircraft carriers (Aircraft carriers are covered in the Naval rules). A code

C air unit is not required to base at a carrier group; it may use any airbase.

d. F: Floatplane/Flying Boat. Code F air units are composed of floatplanes or flying boats. A code F type B, T, or A

air unit must base at an airbase in a partial sea or partial lake hex; it may not use any other airbase. A Type F Code

F air unit may operate from CAV, and BBV naval units, or from partial sea or partial lake hexes. Code F air units

may not undertake any air missions from an eligible airbase if the weather is such that the water in the hex is

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frozen. A code F air unit flying a regular transport mission may land its cargo in any unfrozen, friendly owned partial

sea or partial lake hex.

e. S: Anti Shipping Capable. Code S air units are trained and equipped to attack naval surface units. Code S air units

roll on the naval success table to determine whether they hit their targets. For each operational bombing point,

Roll 1D10, apply all applicable modifiers from the Naval Charts to see if it has succeeded. Code S air units have a

+1 on its to hit die roll. On a roll of 10, the hit is automatically a critical hit.

f. M: Anti Shipping Missiles. Code M air units are trained and equipped to carry anti shipping missiles to attack naval

units. When a code M air unit flies the naval units in port it multiplies its operational bombing factor by 1.5. If it is

bombing ships in a sea zone it uses its standard bomb factor. In all cases for each operational bombing point, Roll

1D10, and consult the success table on the Naval Charts to see if it has succeeded. It also has a +2 DRM on it’s to

hit roll.

g. V: Anti Shipping Torpedoes. Code V air units are trained and equipped to attack naval units with air dropped

torpedoes or bombs. When a code V air unit flies the naval patrol mission, it may:

i. Carry a standard bomb load, operating as a code S air unit.

ii. Carry torpedoes. Its torpedo factor is as follows:

1 Type B, Code V : Torpedo Factor 4 (for every 2 ARP of units)

2 Type B, Code CV : Torpedo Factor 3 (for each ARP)

3 Type A or F, Code V : Torpedo Factor 2 (for every 2 ARPs of units)

4 Type A or F, Code CV : Torpedo Factor 3 (for each ARP)

iii. Despite port defences (such as anti-torpedo nets) a code V air unit flying the naval units in port bombing

mission has a +3 DRM when carrying torpedoes. Any hits inflicted by a Code V bomber on shipping in a port

are doubled, and in addition the enemy ship must automatically roll on the critical hit table.

iv. Resolves anti shipping hits per Rule 8.D.11.

h. I: Dedicated Interceptors. Code I air units are dedicated point defence interceptors. They may only fly

Interception and Transfer missions.

i. X: Fragile Air Units. Code X air units are extremely fragile. A code X air unit which flies a mission automatically

loses one ARP every time it flies a combat mission.

j. R: Radar Equipped Air Units. Code R air units use radar and other advanced technologies to make their operations

more effective. Their effects are as follows:

i. Code R Bombers. Code R bomb at their full strength during Area Bombing missions or Radar Bombing

missions, but only suffer a 50% reduction in the percentage of bomb load dispersal. This is after any Night

Bombing Accuracy Chart effects have been applied.

For Example: A RAF Lanc 3 Code R bomber in 1944 would suffer a 25% dispersal instead of a 50% dispersal.

ii. Code R Fighters. Code R fighters have Air Intercept Radar and specialised ground control support. Code R

fighters attack at night with their full air attack and air defence strengths.

k. P: Pathfinder Air Units. Pathfinder aircraft use a variety of specialised navigational and bombing aids designed to

mark/attack specific targets. Code P air units have the same advantages as Code R units. In addition, Code P air

units bomb at their full strengths in all weather at night. An Area Bombing or Radar Bombing attack that includes

at least one code P air unit gains a further 15% reduction in dispersal. A Code P unit may attack a specific target at

night in clear weather. If the weather over the target is poor, it reverts to an Area or Radar Bombing Mission.

l. B: High Precision Bombing. Essentially this counter represents RAF 617 Squadron and 19 Squadron. The Code B

unit is a code P unit with the following additional abilities. Its air defence and air attack strengths are never affected

by night air operations. In clear or mud weather (only) it may carry out any bombing mission except for naval

bombing against ships at sea, ASW operations, or CAS, but including naval units in port, hitting any one target per

month. All targets are attacked using the units bombing factor at its full strength. Any hits achieved are doubled

for damage inflicted. It may carry out extended range air missions at 1.5 times its printed movement rating without

penalty to its bombing factors. If operating at extended range, all air combat factors are divided by two, rounding

factors down. In winter or snow weather it operates against land targets, and has its bombing strength reduced by

50%.

m. H: High Altitude Fast Bombers and Reconnaissance Units.

i. Code H units are fast, unarmed night attack bombers. They are treated as if they were code R night bombers

for all missions. If intercepted by enemy NF units, enemy NF units receive a -2 DRM for all air attack rolls.

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ii. Code H reconnaissance units are fast, unarmed recce planes. If intercepted by enemy F units the F units

receive a -2 DRM for all air attack rolls.

iii. Code H air units receive a +2 DRM for all AA die rolls. This reflects the fact that code H units had the

lowest operational losses to enemy air defences during WW2.

n. A: Antisubmarine Warfare (ASW). Code A air units have specific ASW training and equipment. Code A units

have their bombing factor converted at the rate shown on the ASW Conversion Rate Table when attacking enemy

submarines.

o. E: Electronic Warfare (EW). EW air units have specialised training and equipment to confuse enemy air defences.

A night area bombing mission (only) may be supported by EW air craft. If a Code E air unit accompanies a night

area bombing mission, Enemy air units (+1) and AA combat roles (-2) are modified per the relevant combat

resolution tables.

p. N: Night. Code N Night fighters may operate as “night interdictors” against enemy night fighters. For every night

fighter with this code deployed over enemy territory within 15 hexes of an Area Bombing or night Terror Raid,

enemy night fighters lose 1 ARP per Code N fighter deployed. They may also operate against the enemy bomber

stream over the area in which the bombers originated. For every night fighter deployed with this code over enemy

territory within 10 hexes of an airbase or group of airbases that launched a night area mission, enemy bombers

based at those bases lose 1 ARP per Code N fighter deployed.

5. Friendly or Hostile Territory: Air units are considered to be conducting missions over friendly or hostile territory. Friendly

territory is defined as being territory meeting the definition on the owner’s side of the front line (Rule 2.F.5). All other

hexes are considered to be hostile. Eliminated ARPs are assigned (type of aircraft) and noted as to where they were lost

(Eliminated over Friendly Territory (EFT) or Eliminated over Hostile Territory (EHT)) until the time to reconcile the

losses (the next owning player initial phase).

6. Air Superiority: Air superiority generates benefits for ground combat operations. The maximum possible modification for

this effect is a 3 DRM (+/-). Air superiority is determined by a three stage process:

a. Theatre Fighter Superiority. Each side’s active group allowance is compared to the other. If one side has a 2:1 or

greater ratio of active FIGHTER (F) class ARPs it has theatre superiority. Having this level of superiority grants a

DRM to the side with it in attack (+1) and defence (-1) in all combats in the theatre or command.

b. Fighter Superiority. In each hex where a ground combat is occurring, the number of fighters committed by both

players is evaluated. In the hex with combat, the side with the majority of type (F) air units in the hex receives a

DRM (+1 if attacking, -1 if defending). If one side has a single fighter in the hex for a mission, and the other has

none, the side with the single fighter receives the DRM. NF types are excluded from this calculation. This DRM is

only applied to combat in that hex.

c. Ground Attack Superiority. In each hex where a ground combat is occurring, the number of aircraft committed by

both players to the Close Air Support (CAS) mission is totalled and compared. The side with the majority of

aircraft delivering CAS points to the hex receives a DRM (+1 if attacking, -1 if defending). This DRM is applied to

the specific combat in that hex only.

7. Air Combat Efficiency Variable (ACEV): This is a factor applied during air combat resolution to show the differences between

nations regarding training, technology, and other ‘soft’ factors in combat. See the Combat Efficiency Charts for details.

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C. Naval Units.

1. Definition: Naval units are identified as shown on the Unit Identification Chart. Naval units represent capital ships and very

large merchantmen, and escort vessels individually, and smaller vessels in flotillas or groups as defined in the Naval Rules

(Rule 5.C.11). To track fuel states etc., it is recommended that players utilise the Generic Ship Chart to note each ships

capabilities.

2. Ship Types and Special Rules: Naval units are split into a number of different types:

a. Capital Ships.

i. CV Fleet Aircraft Carrier.

ii. CVL Light Fleet Carrier.

iii. CVLS Light Fleet Carrier/Fleet Train Carrier (for the PTO).

iv. BBV Modified Battleship with increased air capacity.

v. BB Battleship.

vi. BC Battle Cruiser (11” or better guns, light to moderate armour).

b. Major Combatants.

i. CVE Escort Carrier.

ii. CVES Escort Carrier/Fleet Train Carrier (for the PTO).

iii. BD Coast Defence or Pre-Dreadnaught Battleship.

iv. CAV Heavy Cruiser, 8” guns or above, with significant search plane capability.

v. CA Heavy Cruiser, 8” guns or above.

vi. CL Light Cruiser, 6” guns or above.

vii. CLA Light Cruiser, Anti-Aircraft, 4”guns or above.

viii. CD Coast Defence or Armoured Cruiser.

ix. AC Armoured Cruiser.

x. AMC Armed Merchant Cruisers – usually converted passenger ships.

xi. MN Monitor.

c. Escorts.

i. DD Fleet Destroyer

ii. DE/TB Destroyer Escorts (Corvettes, Frigates or Sloops) and Torpedo Boats are generally shown as

flotilla counters in the game, and have their type followed by “F”.

For Example: DEF is a Destroyer Escort Flotilla.

d. Other Ship Types.

i. LC Landing Craft.

ii. LB Landing Barge.

iii. AO Fleet Oiler.

iv. ASR Replenishment Vessel.

v. GB Gun Boat.

vi. XXF Where XX is a ship type, F relates to a flotilla of such.

vii. SL Superliner.

viii. SSF Submarine Flotilla.

ix. FAS Fast Attack Squadron.

e. Submarine Flotilla (SSFs). All submarines are shown as 12 boat flotillas. Each SSF flotilla counter has a reduced side.

The game system represents the formation and maintenance of multi boat patrol lines.

f. SSF Dummies. Player may be given SSF Dummies. These operate in all ways like SSFs, but may not attack, and

cannot be attacked in turn. See Rule 8.D.15.a.i.

g. Super Liners (SLs). Major troopships above 30,000 tonnes are shown as individual ships.

i. General Restrictions. SLs may only dock at great or major ports unless specified below.

ii. Allied Restrictions. In addition to the restrictions above, Allied SLs when carrying troops, may only dock at

major or great ports in Canada, The United Kingdom (Clyde Ports only), South Africa, Sierra Leone, India,

Singapore, Egypt (Suez only), Australia, and New Zealand.

iii. Germany. In addition to the restrictions above, unless Soviet Troops are within the boundaries of East

Prussia, German SLs may not be used for any purpose. They are released from this restriction when the

Soviets enter East Prussia. Once released they must operate a continuous shuttle service between East

Prussia and Northern Germany. They may dock at Kiel, Rostock and Stettin.

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iv. Italy. In addition to the restrictions above, Italy may use its SLs normally until two have been sunk by the

Allies. Italian SLs may dock at Benghazi and Tobruk. If docked at Tobruk, it will take one full game turn to

unload.

h. Naval Shipping Points (NSPs). Each NSP represents a variable number of ships, with a cargo capacity of 40,000

tonnes approximately. 2 NSPs may carry one LC to a friendly owned hex or an assault zone.

i. Landing Craft (LC). A landing craft counter consists of a variable number of specialised craft specifically designed and

trained to conduct and support amphibious assaults and operations.

j. Landing Barge (LB). An ad hoc miscellany of inadequate vessels pressed into service to conduct amphibious assaults

and operations.

k. All type SL, NSP, LC, and LB naval units are cargo units. Some naval vessels may have a transport capacity on their

counter as well.

For Example: RN CL Manxman has a transport capacity of 1 on the counter.

l. Fast Attack Squadrons (FAS). Each FAS counter represents a number of MTB/MGB/S-boat type craft.

m. Supply Vessels. Their counter designates their type (AO–Oiler, ASR -At Sea Replenishment). AO's can only refuel

ships; ASRs can replenish AA, Torpedo and fuel points.

3. Class: All Naval units belong to a ship class. The ship class determines their Strategic Movement Allowance (SMA). The

number of sea zones that they may move through in each Naval Movement segment is determined by their SMA. See the

Strategic Movement Chart for more details.

4. Counters: Each counter has a number of combat values and ratings printed on its face. Some naval units are back printed

with reduced strengths or their ratings after a refit. Each naval unit (with the exception of SSF and FAS units) has a tactical

movement rating to determine range changes during combat.

5. Other Unit Details:

a. Gunnery Values: Each combatant has two gunnery strengths, representing Long and Short Range weapons. Only

types CA, CL, BB, BC, BD, CAV, BBV have long range gunnery strengths, which equates to 70% (round fractions

down) of the gunnery rating of the unit. MN types are 80% Long Ranged.

b. AA Values: Each ship has an Anti-Aircraft strength (doubled for type CLA). DDs with a * for their AA rating have a

half point of AA that may combine with any other DD with an * AA rating to provide 1 AA point.

c. Torpedo Rating: Submarines and some ships have a torpedo attack rating for use against surface targets.

d. Protection Rating: All ships have a protection rating to determine hit points. See the Ship Protection Chart for more

details.

e. ASW Capability: Types DD, DE, FF, and some type FAS are ASW capable units. See the Political and Economic

Rules and naval charts for further details

f. Air Unit Capacity: Type CV, CVL and CVE have an air unit basing capacity (in squadrons). Type CV, CVL and RN and

USN CVLS, and CVE counters may transport one land based type F air group. Type CVE counters may elect to

dedicate its aircraft to the Convoy Protection mission. Aircraft dedicated to the Convoy Protection mission may

not fly any other missions during that game turn.

6. Submarine Flotillas (SSF). SSFs have a limited gunnery value (which may only be used against types LC, NSP, and ML), a

torpedo attack rating and a protection rating. The movement rating on an SSF represent the maximum number of sea

zones distant from their home port that they can set up patrol in.

7. Super Liners (SLs). During WW2 major passenger ships were pressed into service as fast troopships. These major ships are

illustrated directly in the OBs and have, where applicable, AA and protection ratings. All SLs have a cargo capacity which

is the number of Infantry Replacement points it may carry.

8. Naval Shipping Points (NSPs). NSPs are variable groups of merchant ships with a standard capacity of 1 SP of cargo

(including heavy equipment, logistics and supply items, and crated air groups). NSPs with a speed rating of 4 or higher are

high value high speed transports. NSPs with a CODE of “D” are equipped with high weight capacity derricks designed to

unload large items at ports that do not have adequate facilities. NSPs with a CODE of “T” are troop transports, and are

the ONLY ships that may carry troops at sea. See the naval transport rules for more details.

9. Landing Craft (LCs). Groups of assault craft with a normal cargo capacity of 1 SP for transport, and 0.5 SPs for amphibious

assaults. LC’s may carry units with Heavy Equipment at any time.

10. Fast Attack Squadrons (FAS). FAS counters have, where applicable, gunnery, Torpedo and AA attack ratings. All FAS

counters have protection and range (in sea zones) ratings.

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11. Naval Task Groups: All surface ships must move as part of a naval task group. Naval units that are part of a Task Group

must be placed in the appropriate Task Group Box on the Task Force Chart. The units are placed on the display, and the

marker is placed on the map in the same port or sea zone from which the units were removed.

a. Task Groups can combine and recombine at any time during a player turn, as long as they are in the same sea

zone.

b. Ships at sea must be allocated to a task group at all times.

c. All naval task groups have two components; the escort and the main body. The escort may consist of any non-

cargo or capital units. The main body may include any type of ship, excepting Escorts and FAS which are always

part of the escort.

d. Naval Task Groups have four types:

i. Carrier Battle Group. Any naval task group with one or more type CV/CVL, or five or more type CVE naval

units, and not containing any type SL, NSP or LC naval units is a Carrier Battle Group (CBG).

ii. Naval Task Force. Any naval task group that does not include types CV, CVL, or SLs, NSPs, LBs or LCs, and

has four or less CVE’s is a Naval Task Force.

iii. Escort/Support Group. A semi-permanent grouping of 12 Escorts assigned solely to the convoy war. Either

may include one CVE. An Escort/Support Group gains a +1 DRM for ASW warfare. It has an “average combat

value” which determines the overall capability of the group. To determine the capability of an Escort/Support

Group:

1 Average each of the combat values of the assigned ships, with the exception of an assigned CVE. Radar

and HF/DF modifiers are averaged.

2 Divide the total number of assigned ships by two, rounding fractions down, except for Radar and HF/DF

modifiers, which are rounded up.

3 Multiply the average values for Naval Gunnery, AA, ASW, Torpedo, and Protection factors by the result

of (ii). Add any factors relating to an assigned CVE. These are the factors and modifiers used for combat

involving the Escort/Support Group. If attacked by SSFs, Naval or Surface forces, the Escort/Support

Groups is the screen for any assigned CVE.

4 The fuel point range multiplier for the Escort/Support Group is that of the lowest ship within the group.

5 Major Upgrades to the ships are noted in the OB/OA. Players must detach ships from the Escort/Support

Group on the turn PRIOR to the major upgrade. The upgrade is carried out in accordance with the rest

of the game rules.

6 Escort/Support Groups have “immediate” cycle times, and it is only the component ships that are subject

to extended refits.

iv. Convoy. Any naval task group including type SL, NSP and or LC/LB is a convoy. Convoys may include up to

four CVEs, in addition to other surface escorts or one or more Escort/Support Groups. If an Escort/Support

Group includes a CVE, it is in addition to those attached directly to the convoy and does not mean that the

Convoy becomes a CBG (the CVE would leave with the Escort/Support Group).

12. Coast Defences: Either player may have Coast Defences (CD) as noted in their OBs. Coast defences may engage naval task

groups involved in Naval Gunfire Support Missions or transiting restricted waters such as fjords. Transit results in one

round of gunnery if transiting vessels are spotted.

a. Definitions:

i. Levels. Each CD has a level between 1 and 8.

ii. CD Naval Gunnery Strength. The Naval Gunnery Strength is always double their level.

iii. CD NGS is always short range.

iv. AA. CD’s have an intrinsic AA strength equivalent to half their level, but never less than 1. AA is Light.

Optionally, any air mission that transits a hex occupied by a CD, SSF Pen, or Port Fortification pauses its air

movement, and is attacked by the AA in the CD’s hex. AA results are cumulative with any effects of AA and

ATAC that are imposed over the target of that air mission.

v. Torpedoes. CDs may have torpedoes. Look for a T on their counter to determine if they do or not. If they

have torpedoes resolve combat as if they have a torpedo factor of 4. If they gain a hit, it is automatically a

critical hit.

b. Naval Combat and CDs. CD combat is resolved as per Naval Gunnery, except that naval units firing at CDs use

the bombardment mission to resolve hits:

i. Every two hits obtained on a CD reduce its level by 1.

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ii. Hits on a CD may be repaired by Engineer units with construction ability in the same manner that hits on rail

lines are repaired.

iii. One hit may be repaired per player turn only.

iv. Air units may attempt to suppress CD level by flying the CD bombing mission.

c. Ground Combat and CDs.

i. For units conducting an amphibious landing, a CD has a ground combat strength equal to its CD Level.

ii. CDs are treated as forts for combat purposes and do not count toward ground unit stacking.

iii. If a CD is out of supply, it is treated like a ground unit for all negative effects of isolation and lack of supply.

iv. CDs cannot provide supply for units stacked with them.

v. A CD is immediately destroyed on any turn that an enemy non-support grounds unit of 1 SP size or greater

gains control of its hex.

vi. A CD that is attacked from an adjacent land hex has no combat factor for ground combat, and is overrun

automatically as a zero strength unit.

d. Port Fortifications.

i. Players may be provided with port forts per their OBs.

ii. The defence strength of a port fort is its CD Level.

iii. Treat a port fort as a CD for all naval and ground combat.

iv. Port fortifications are exempt from point (c.vi) above.

v. A port fort may act as source of special supply for itself and 2 SPs of ground units for six turns.

vi. The units stacked with the port fortification are treated as being out of supply for all purposes if they cannot

trace an uninterrupted land supply line to a friendly owned supply source.

vii. A port fort (and any units stacked with it) roll on the Success Table every turn that they are out of supply:

1 On a result of S they do not surrender if they are not in a Full ZOI imposed on the hex from every

available land hex.

2 If the port fort (and any units stacked with it) is/are still out of supply on the 7th turn after being placed

out of supply, treat all units as being U3 for all supply affects.

NOTE: Modify the success roll by –1 if attacked by a code B air unit in the preceding and current game

turn, and by a further –1 for poor weather, or if the port fort and units are in the ZOI of an enemy

division sized unit.

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6. Order of Play 1. Turns: The game is played in a series of game turns, which represent approximately half a month. Each game turn is

subdivided into two player turns, the Axis player goes first and the Allied player goes second in order, within which the

Turn Sequence below is repeated.

2. Phasing and Non-Phasing Players: In these rules, the phasing player is the player moving his units and the non-phasing player

is the player reacting to those actions. The designations are solely for ease of rules understanding.

3. Turn Sequence: EVERY player turn follows these steps, in this order:

a. Initial Phase.

i. Both players determine the general supply & isolation status of their units. Phasing player spends GSPs as

necessary. Any special events required by scenario rules may occur.

ii. The Phasing Player conducts administration activities including production, naval repair and spotting by Naval

Intelligence Means (Rule 7.C.7.h).

iii. Both players conduct balancing of aircraft losses and replacements in the theatres and national pool (Rule

11.B.4 on page 85).

b. Movement Phase

i. The non-phasing player flies airbase attack/operational/strategic/naval cooperation missions and transfer

missions. If an airbase bombing mission is flown by either player it must be resolved prior to the owner of the

target airbase launching any missions from that base other than interception of the incoming bombers.

ii. The phasing player moves naval task forces and the non-phasing player then moves naval task forces.

iii. The phasing player moves ground units and air units (including interception of non-phasing player’s air

missions).

iv. The non-phasing player flies interception missions (but cannot intercept the phasing player’s interception

missions).

c. Combat Phase

i. Non-Phasing Player Air Combat

1 Non-phasing player resolves all air mission interception combats.

2 Non-phasing player resolves all remaining / strategic / operational missions.

ii. Phasing Player Air Combat

1 Phasing player resolves all air mission interception combats.

2 Phasing player resolves all remaining strategic / operational missions.

iii. The phasing player declares attacks including the allocation of offensive CAS. These are declared individually

and once declared MUST be resolved.

iv. The non-phasing player flies defensive CAS and interception of phasing player’s offensive CAS - at this time

to the declared hex, or none can be allocated.

v. When all the phasing player attacks are declared, the phasing player can intercept non-phasing defensive CAS.

Offensive and defensive CAS are intercepted and resolved separately from each other.

vi. Both players determine the isolation status of their units and hexes for special replacement purposes.

vii. Resolve all NGS and ground combats, hex order determined by the phasing player. Air units involved in

ground and naval battles have their combat (air to air and AA) resolved first in each hex.

viii. The results of combat are applied in the following order:

1 The phasing player loses factors as required.

2 The non-phasing player loses factors as required.

3 Surviving non-phasing units execute retreats if required (or chosen) as possible.

4 Units that are required to retreat which cannot are eliminated.

5 The attacking player executes any movement after combat allowed or possible.

d. Reaction Movement Phase. Non-phasing units allowed reaction (Rule 7.A.3.h) can move up to ½ their movement

allowance.

e. Air Return Phase. All air return to friendly airbases, unless otherwise specified in the Rules. Units unable to land

at a friendly owned airbase are considered eliminated over friendly territory.

f. Pursuit Phase. All Naval task forces may be moved: the phasing player first followed by the non-phasing player.

The phasing player may move all ground units again using the tactical movement rate and rounding down any

fractions.

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i. Units in offensive supply: cavalry and all motorized class units may use their full movement allowance; all

other units may move up to ½ of their allowance.

ii. Units in general supply: cavalry and all motorized class units may move up to ½ of their movement allowance,

all other units may move up to ¼ of their allowance.

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7. Movement Phase A. Ground Unit Movement.

1. Definition: Units generally must be moved one unit at a time. However, units that start a movement or pursuit phase

stacked together can be selected and moved as a stack. A player may ‘interrupt’ the movement of one unit or stack to

allow units to move into/out of the hex and participate in overruns, engineer operations, or to load onto NSP’s. No

individual unit may move further than its movement point allowance permits. All the phasing player’s ground units may

move during both the movement and pursuit phases of the player turn, at the owning player’s option. Those non-phasing

player’s units that meet the requirements of the Reaction Rule (Rule 7.A.3.h) may move within the limits imposed by the

Reaction Rule.

2. Zones of Influence: The zone of influence (ZOI) represents the influence a large enough ground force can exert into all

adjacent hexes. ‘Friendly’ ZOI (FZOI) means one exerted by forces friendly to your side, “Enemy’ ZOI (EZOI) means

those exerted by enemy forces.

a. Force Size and ZOI.

i. A sufficiently large force exerts a ZOI in all areas of the map, into those hexes immediately adjacent to it. A

force cannot exert a ZOI across either prohibited hexes, hex sides, or into terrain it cannot enter.

ii. Force size and the ZOI they exert, along with any combat effects of the force size, are detailed on the Zone

of Influence (ZOI) charts. There are two such charts, one for all types of terrain (excluding mountain), and

one for mountain terrain.

iii. In addition to the notations on these charts, certain terrain, weather, or supply conditions, result in a unit

having a reduced ZOI. When a ZOI is reduced by two separate causes the force exerts no ZOI.

For Example: A regiment normally exerts a reduced ZOI. If that force was out of supply, and its condition called

for a reduced ZOI, the force would have no ZOI.

iv. If two friendly forces in separate hexes exert reduced zones of influence into the same hex, the net effect is

the same as if that hex were in a full zone of influence.

v. If units of opposing sides exert a ZOI into a hex, the level of control exerted is determined as follows:

1 If the ZOIs are equal, the hex remains owned by the side that owned it at the start of that turn, and is

treated as being in a reduced ZOI by both sides.

2 If the ZOIs are unequal, the hex is dominated by the side with the greater ZOI, and is treated as being

within the greater ZOI for all game purposes.

vi. In the TSWW game sets, air and naval forces never exert a ZOI.

b. Effects of the ZOI.

i. Movement of Enemy Forces. See the Zone Of Influence Movement Cost Chart.

ii. Tracing of Overland Supply Lines.

1 Full EZOI: An overland supply line can be traced through a full EZOI, but each hex costs double the

regular cost of the hex’s terrain when counting for supply line length. Railroad supply lines cannot be

traced through an uncontested full ZOI.

2 Reduced EZOI. An overland supply line being traced through a reduced EZOI costs one and a half (1.5)

times the regular cost for the terrain when being counted for supply line length

3 The Railroad portion of a supply line can be traced through reduced EZOI if any size of non-support unit

is in the hex through which it is traced (not a full EZOI).

iii. Retreats. A force cannot retreat through a full or reduced EZOI unless allowed to do so by its Political and

Economic Rules.

iv. Combat Replacements. No nation can receive combat replacements from forces eliminated while

surrounded by full EZOI unless allowed to do so by their Political and Economic Rules.

c. Modifications of ZOI Effects

i. Terrain. Some types of terrain modify ZOIs from full to reduced, or from reduced to none. See the Terrain

Effects Chart (TEC) for these effects.

ii. Supply. The supply status of a force may cause the ZOI it exerts to be reduced from full to reduced, or from

reduced to none. See the Supply Effects Chart for these effects.

3. General Movement: Movement is calculated with movement points (MPs) spent to enter a hex. Movement point costs

reflect the time element of the combat equation, as the combat rating represents the force element, and may also be used

to perform activities. A unit's movement rating gives the number of MPs the unit may normally spend in a movement

phase. Units move voluntarily, with each unit spending MPs as it moves from hex to hex. Each unit spends the number of

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MPs per hex side, and per hex as shown on the Terrain Effects Chart (TEC) for the terrain type. The costs are shown on

that chart and are paid as the hex side is crossed or entered.

a. Limits. Units with a movement rating can always move one hex into or across permitted terrain. A unit with a

movement allowance can always move one hex in both the movement and pursuit phases, (excluding into or across

prohibited terrain), even if it lacks the movement points to do so. The unit expends all of its movement points and

enters the adjacent hex. When making use of this provision, the unit cannot conduct an overrun (see 7.A.5). Units

with no movement point rating, may not be moved in the context of the game.

b. Pursuit Phase Movement. Motorised and cavalry units can spend their full movement allowance during the pursuit

phase. All other units may move up to ½ their rating (rounded down). A unit may move up to these limits as

modified by terrain, EZOIs, and its own supply status. Units moving in the pursuit phase may use their movement

points for movement and or overruns. They may also use their MPs to destroy infrastructure per the engineering

rules (Rule 9.B). They may not use their MPs for any other purpose.

c. Entering an Enemy Occupied Hex. In general, a unit may not enter a hex occupied by an enemy unit. Exceptions to

this rule are found in the Overrun (see 7.A.5), Partisan (see 9.D), Airborne Assault (see 8.A.14), and Amphibious

Operations (see 7.C.8.a). Overruns occur during the movement, advance after combat, and pursuit phases.

d. Rail, Air, and Naval Transport. Rail, air, and naval transportation are special forms of movement and are covered

in separate rules (see Rules 7.A.6.a (Rail), 7.B.9 (Air Transport), and 7.C.8 (Naval Transport)).

e. Weather effects on movement. Weather effects on movement are given in Rule 3.C.

f. Units with a zero (‘0’) movement rating. A unit with a movement rating of zero (‘0’) cannot move at all. If forced

to retreat by combat, this will result in its elimination.

g. Impact of Zones of Influence.

i. When a unit leaves a hex that is in an EZOI, or moves from a hex in an EZOI directly to another such hex, it

must spend additional MPs per the Zone of Influence Movement Cost Chart.

ii. If all the EZOI exerted are reduced EZOI, then the cost for movement is calculated using the reduced EZOI

line on the Zone of Influence Movement Cost Chart.

h. Reaction Movement. Immediately after the combat phase, and prior to the phasing player pursuit movement, the

non-phasing player can execute reaction movement. During reaction movement the non-phasing player can move

qualifying units up to one-half their movement allowance (rounded down – at the tactical movement rate) towards

enemy operations. The qualifications for this are that the units are:

i. Un-isolated and in supply.

ii. At least three hexes away from any enemy ground units. (Two hexes minimum between the unit and enemy

forces.) At least three and no more than seven hexes from a hex that has been attacked, resulting in the

defender losing the hex, or the hex being left with no defending units if the attacker does not advance into it.

This includes hexes overrun during the previous movement phase.

iii. Units moving in the reaction phase may enter an EZOI, but cannot attack or overrun.

4. Ground Movement Types: There are three types of ground movement rates available to the phasing player:

1 Tactical Movement.

2 Operational Movement.

3 Administrative Movement.

A unit cannot combine movement types in a movement phase.

b. During the reaction movement and pursuit phase, units may only use Tactical Movement. These rates are:

i. Tactical Movement. This is movement as described in the General Concept's portion of this rule (Rule 7.A.3).

Tactical movement may be combined with rail, air or naval movement. This rate is used when calculating all

MP expenditures for construction, destruction, or any other MP cost activity.

ii. Operational Movement. During the movement phase only, units using operational movement are given one

and a half (1.5) times their printed movement points to spend for movement. The unit pays normal costs for

all hexes entered or hex sides crossed.

1 A unit using operational movement may not enter an EZOI, however, the presence of a friendly force of

at least 1 SP in size, non-support unit nullifies the EZOI. The unit pays the MP cost for moving as if the

EZOI was there.

2 A unit using operational movement cannot execute overruns (see 7.A.5) against enemy units, unless the

total defence strength of the hex is zero (0). If the actual strength of the hex is zero (for any reason) then

it may be overrun at the 12:1 cost from the Overrun Costs Chart.

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3 A unit using operational movement cannot spend MPs for any other purpose than movement.

4 Operational movement can be combined with rail, naval, or air transportation in the same movement

phase.

5 Available MPs are worked out proportionately.

For Example: A unit with 20 MPs moves using operational movement for 15 hexes. It has used 10 MPs. It

retains 10 MPs for other movement types (such as Naval Transport).

iii. Administrative Movement. During the movement phase, units using administrative movement are given

double their printed movement points. While using administrative movement, units may not spend MPs for

any other purpose than movement.

1 A unit using administrative movement may only move in friendly owned territory, and may not start, end,

or move adjacent to enemy forces (excluding partisans) while doing so. NOTE: Ownership of territory is

changed immediately, so administrative units can ‘follow’ units using either tactical or operational

movement.

2 Administrative movement may be combined with rail, naval, and air transportation. The units doing so pay

normal tactical costs for such means of transport.

3 Units using administrative movement do not exert a ZOI nor can they gain ownership or control of

enemy territory.

4 Available MPs are worked out proportionately.

For Example: A unit with 20 MPs moves using administrative movement for 25 hexes. It has used 12.5 MPs.

It retains 7.5 MPs for other movement types (such as Naval Transport).

5. Overruns: When a moving force encounters a much weaker one, the impact is more a delay than a battle. This is described

as an ‘overrun’. Overruns only occur at the instigation of the phasing player. The non-phasing player has no input into the

ability of a moving force to conduct an overrun, or in the calculation of the overrun (although he may insist on a check of

the calculation). Where losses are inflicted, round the losses up to the nearest full strength point.

a. Overruns are possible at a variety of odds levels, but cannot be conducted at less than 7:1 calculated odds.

Overrunning a zero strength unit (or one with no defence strength) never results in attacker losses.

i. 10:1 or higher, the attacker loses a maximum of the attack or defence strength of the force that is being

overrun, determined by using the printed combat strength of the units which are overrun.

ii. 9:1, the attacker loses a maximum of twice the attack or defence strength of the force that is being overrun,

determined by using the printed combat strength of the units which are overrun.

iii. 8:1, the attacker loses a maximum of three times the attack or defence strength of the force that is being

overrun, determined by using the printed combat strength of the units which are overrun.

iv. 7:1 the attacker loses a maximum of four times the attack or defence strength of the force that is being

overrun, determined by using the printed combat strength of the units which are overrun. NOTE: In all

cases, the losses inflicted are determined by using the attack or defence strength of the overrun units,

whichever is the greater.

v. In each case, losses are determined by rolling 2D10 (percentile) die, and calculating the percentage of the

maximum loss possible. That loss is immediately applied to the attacking force. Attacker losses are inflicted

using combat strength points, but players must take a note of the losses for use in the Replacement system

where such losses would in normal combat be eligible for combat replacements, and such losses are recorded

as Stacking Points for the replacement system.

Losses over and above those limits above reduced to the maximum possible at each odds level.

For Example: A player makes a 7:1 overrun against 4 strength points defending. The 4 points are multiplied by

4 to get a maximum loss of 16. The attacker rolls 2D10, with 65 as the outcome. 65% of 16 strength points

for a loss of 10.4 rounded up to 11 strength points. SP losses are then taken to match or exceed this loss of

strength per combat resolution.

b. Overruns can happen during the movement and pursuit phases of a player turn. The units making the overrun

must enter from a single hex, be capable of spending the MPs required for both the overrun and entry into the

target hex and may not violate the stacking limit of the target hex.

c. Effects of Overruns.

i. A unit being overrun immediately loses its ZOI. Moving from a hex in the ZOI of the target unit into the hex

occupied by the target unit, is not considered a move from an EZOI to another EZOI. The presence of other

enemy units with ZOIs extending into the target hex, however, is not ignored for this purpose.

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ii. Overrun units are eliminated. Units with a reduced side available are not reduced, but are completely

eliminated; however Combat Replacements are received if the unit would generate them in normal combat.

iii. Overrunning units that enter a hex along a road may use double the MP cost for following the road instead

of the actual terrain costs to enter the hex.

iv. A unit or stack of units with a defence strength of zero is automatically overrun at the 15:1 MP cost when

targeted by any unit or stack with an attack strength greater than zero and using tactical movement.

v. A unit or stack with defence strength of zero is automatically overrun at the 12:1 rate when targeted by a

unit or stack with an attack strength greater than zero using operational movement.

d. A unit with the capability to retreat before combat may make use of this ability when an overrun is attempted

against it. This may not be done if there are units without this capability stacked with it. The overrunning units pay

1 MP in addition to the costs of entering the hex if all the defenders in the hex retreat before combat.

e. All units making an overrun must enter the hex being overrun and must pay all required MP costs to do so.

6. Transportation Lines: There are two types of transportation lines on the map; railroads (high and low capacity) and roads.

See the Terrain Key Chart for details.

a. Rail. Movement by rail is done by individual units, expending a rail movement point cost for each hex on the rails

they enter.

i. Rate. To determine the amount of rail movement a unit has, use the Rail Movement Chart to convert the

printed movement point rating for the unit into rail movement points.

For Example: A unit with a printed movement rate of 12 pays 1 MP to gain 21 rail movement points). The unit

moving pays the MP cost, gains the rail movement points to spend and spends them moving along the rail line.

ii. Movement. Units expend movement points as they move along, purchasing more “rail movement points” as

they continue moving. However, a unit does not retain any fraction of the rail movement points purchased

should it leave the rails, move (using regular ground movement) to another rail line and then continue to

move by rail.

iii. All ground movement types (Rule 7.A.4) can be combined with rail movement, with the unit expending MPs

based on the printed movement rate per fraction of rail hexes moved.

For Example: A unit with a printed rating of ‘10’ using administrative movement moves four hexes to a rail line.

It then moves along the rail line 26 hexes (the rate is 1 printed for each 25 {or part of} moved) so the unit has

spent 2 MP to make its rail movement. It can then continue to move on the ground up to 16 hexes

(movement rating of 10x2 for administrative movement, it has used 4 MP so far). The unit could move five

hexes and re-board a train, for further rail movement. This second movement would be the second section of

rail movement (fractions from the first are lost).

iv. Restrictions on Rail Movement.

1 When using rail movement a unit may not enter or leave a hex containing an uncontested EZOI or

unequal EZOI. The presence of at least 4 SP of friendly non-support units in the hex nullifies the EZOI in

either case above for purposes of this prohibition. If the 4 SP of friendly units remains in the hex, other

units would also be able to leave or transit the hex using rail movement.

2 A unit may only use rail movement in the owning player’s movement phase. It cannot be used during the

pursuit phase.

3 Units may only use rail lines that are friendly owned at the start of the phasing player’s turn. No unit can

use rail movement to cross a bridge that is destroyed. The unit must leave the train (ending a rail

movement section) and move across the river to the next rail hex it can use. It then can resume its rail

movement by starting another section of rail movement.

4 Cavalry units count double their SP size when moving by rail.

5 Motorised units count triple their SP size when moving by rail.

v. Gauge. There are two different gauges of rails in the game; Standard and Broad. The Railroad Network

Capacity Chart lists the gauge for each nation’s rail net and the gauges are displayed on the map. Units

entrained in one gauge may not continue to use rail movement directly from that gauge to another. Railroad

engineer units can convert one gauge to another (Rule 9.B.5).

vi. Networks. In the game, the rails of each nation are considered a ‘network’ for movement inside, through,

or out of each nation:

1 Capacity. Every network has a capacity listed in the Railroad Network Capacity Chart, showing all the

networks in the game and their maximum capability to move military units. There is much greater capacity

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in every network used for civilian and economic use, but these are not counted here. An element of that

capacity is shown below the Rail Network Capacity Chart solely for use in the economic system.

Diverting economic capacity results in severe production penalties which are noted in the game charts.

2 Movement In and Through Networks.

a. Movement inside a Network. The maximum number of SP that can be moved inside the network is its

‘capacity’. All rail movement originating in a network counts towards the capacity limit.

b. Movement from a Network into Another. When leaving one network and entering another, only the

capacity of the network where the movement began is counted.

c. Movement Passing Through a Network. Units moving from one network through another to a third,

cost capacity on the original, second, but not the third network.

3 Gaining Use of Rails in Invaded Nations. When a nation invades another, it can make use of rails in the

invaded nation by following these procedures:

a. The rails must be owned by the invader.

b. Rail engineers must re-gauged to the invader’s gauge where necessary (Rule 7.A.6.a.v). If the gauge is

the same as the invader’s gauge, rail traffic may enter the captured portion of the rail line in the

following player turn. Use a convenient marker to show the rail head for the invader’s available rail

line.

For Example: Germany (standard gauge) invades the USSR (broad gauge). The Germans have to convert

the gauge from the border to a city to gain control of that city’s capacity for that network. Note that

this can result in several separate networks inside a country until they are tied together with properly

gauged rails.

c. To originate rail traffic on this new network the invader must have rail capacity within it. Capacity is

gained by the capture of cities connected by the captured rails. This capacity is in addition to, and

separate from, the capacity listed for the invaded nation on the Railroad Network Capacity Chart. The

capacity gained is:

i. Major/Great city hex 1.5 SP of capacity

ii. Small city hex 1 SP of capacity

iii. Large Town hex 0.5 SP of capacity

d. The ‘new’ network is referred to as the (invader) network in (invaded) country.

e. The defending player loses an equivalent amount of rail capacity from his “friendly” rail capacity on

that network.

For Example: The German ‘network’ in France.

f. Once all the cities on a nation’s network have become enemy owned and are connected to the

invader’s network, the invader is assumed to be the ‘owner’ of the network, controlling all the original

network capacity of the rail net. If the invader is then driven out of the country, the process is

reversed by the liberating force.

b. Roads.

i. Roads are designated on the map per the Terrain Key Chart. A unit moving along a road pays the MP cost for

clear terrain, modified by weather for every hex entered, or hex side crossed.

ii. Roads may be used in the movement, reaction, and pursuit phases. Movement along a road is subject to the

same limitations imposed by the type of movement being used (tactical, operational, or administrative).

iii. All railroads are also roads, and a unit may use the road in such a hex even if it may not use the railroad.

c. Bridges.

i. When a transportation line crosses a river or narrow strait it is considered to be a bridge. A bridge allows

units using any ground movement to move across the bridged hex side at no additional cost. In order to be

used the bridge must be operational.

ii. There are two types of bridges; major and minor:

1 A major bridge is any bridge across a major river or narrow strait.

2 A minor bridge is any bridge not meeting the definition of a major bridge.

iii. A friendly owned bridge can be destroyed by the owner at any point in the owner’s movement, reaction

(during the enemy player turn), or pursuit phases. The player announces that the bridge is blown to

accomplish this. A friendly unit must be in the hex at either end of the bridge at that time, and must spend

1MP to destroy the bridge.

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iv. Air units can destroy a bridge by bombing and naval units can destroy a bridge by gunfire:

1 Three hits are required to demolish a major bridge by air or naval bombardment.

2 One hit destroys a minor bridge.

v. Bridges destroyed prior to changing ownership may not be used for any purpose by the new owner until

repaired.

vi. When a friendly owned bridge is destroyed, no rail movement can be used over it. However, the rail portion

of a supply line may still be traced over it. Units or cargo being moved by rail must detrain, cross the gap and

re-embark on trains on the other side.

vii. A destroyed major bridge has three hits on it, a destroyed minor bridge has one hit. All hits must be

repaired before a bridge can be used. A major bridge with at least one, but less than three hits on it may be

used, but utilising the cost or movement for low volume rail lines.

viii. To repair a railroad line on a repaired bridge, a rail engineer must be present and spend MPs as required

(Rule 9.B.5).

d. Rail Ferries: Rail ferries are marked on the map (see the map legend). These represent the use of ships to move

parts of trains across open waters. Both ends of a ferry route must have a railway link to qualify as a rail ferry.

i. For rail and supply trace purposes these are treated as being 'bridges'.

ii. For ground movement, treat them as if loading and unloading to and from NSPs at a port with unlimited

capacity.

iii. Rail ferries cannot be ‘‘destroyed’ by damage, but can be ‘sunk’ by achieving three hits on the ferry (just like

a major bridge).

iv. Rail ferries cannot be repaired by engineers.

v. Rail ferries are not treated as bridges by ground forces. Ground forces must be entrained prior to using a rail

ferry. Combat can never be instigated using a ferry.

vi. Rail ferries can be recreated by spending one NRP per hex side crossed by the ferry in three consecutive

initial phases at a friendly owned, in Command, shipyard to re-establish a ferry connection.

e. Road/General Ferries. These operate in the same way as rail ferries except that the unit is not entrained; rather it

embarks prior to movement, and then disembarks prior to moving on land.

f. Rail Breaks: Rail lines can be broken by ground units, naval gunfire and aerial bombardment. A Rail break trebles

the rail movement cost through the hex where the rail break is located:

i. Non Artillery ground units spend 1 MP in a hex to break a rail line.

ii. It takes 10 Points of naval gunfire to break a rail line.

iii. It takes 10 bombing points to break a rail line.

iv. Each nation has a limited ability to repair rail breaks intrinsically. See the Political and Economic Rules for

more details.

7. Abilities of Special Unit Types:

a. Mountain Troops Effects. Mountain Troops are specially trained and equipped to operate in difficult terrain.

Movement rating is modified per the TEC when moving in rough, wooded rough, mountain terrain.

b. Light Infantry (Jaeger) Effects. Light infantry are less well equipped than their “regular” counterparts, and have a

lesser allocation of heavy weapons. Movement rating is modified per the TEC when moving in rough, woods,

jungle, wooded rough, or karst terrain.

c. Cavalry Effects. Cavalry units are lightly equipped and have significant mobility advantages as shown in their

movement ratings. Movement rating is modified per the TEC when moving in rough, woods, wooded rough, karst

terrain.

d. Motorised Unit Effects. Motorised units have movement advantages in Good Going and disadvantages in Poor

Going. Their movement rating is modified as a result of terrain type. See the TEC for details.

e. Rail Only Units:

i. A unit with a printed movement rating of "R(x)" can only move on friendly owned, reconditioned and

properly gauged rails.

ii. They may NOT cross a destroyed bridge, nor can they 'dismount', cross, and ‘remount’ to continue rail

movement in that turn.

iii. These units may not move in the pursuit phase or use reaction movement.

iv. They do not count against the rail capacity of the owning player.

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f. Commando: When using tactical movement, these units pay the special ZOI costs for EZOIs. Commando units

may always retreat into an unoccupied hex, even if it is in an EZOI.

g. Airborne Units:

i. Transport Element: Some types of divisions can have the bulk of their force air transported, but still have

equipment that cannot be so transported. To show this, the breakdown for air transport for these divisions

includes a ‘transport element’. This cannot be transported by air under any circumstances. The division

cannot be assembled until this element is also in the hex with all the other breakdowns as shown on the Unit

Breakdown Chart.

ii. Air Droppable Units: Parachute and Glider units may be dropped by transport aircraft, and may have special

advantages as a result (Rule 8.A.14).

iii. Air Portable Units: Some units (for example elements of the German 22 Air Landing Division) are air

portable. Air portable units breakdown either into a transport element and non-divisional elements, or are

specially equipped so that they are fully air portable. Type T units transporting the breakdowns of air portable

units may land at an airbase that just been occupied by air dropped forces.

iv. Air Droppable Combat Engineers: These units may be delivered by Glider during the air movement step. If

they land successfully the owning player may immediately create an airstrip in the hex as long as it is not in

mountainous terrain or an EZOI. Air portable units may immediately land at such an air strip. See Rule

8.A.14.f for more details and penalties relating to air drops.

8. Change of Ownership: Each nation on the map owns territory as described in the Module and Political and Economic Rules.

a. Territory may exchange hands within the game following the rules noted below if:

i. 1 SP or more of non-artillery combat units occupy the hex. By itself, a force smaller than 1 SP of non-artillery

combat units may not gain permanent ownership of a hex.

ii. When entering an enemy owned hex, a ½ SP unit gains control of the hex only for as long as it remains

there. The hex reverts to enemy ownership when vacated.

iii. A force exerts an uncontested, full zone of influence into the hex. A hex is uncontested if both the following

criteria are met:

1 The hex is not occupied by ANY enemy ground unit (regardless of size), and

2 The hex is not in an enemy ZOI.

iv. Note that zones of influence alone cannot gain ownership of a hex containing a city (of any size), or an

airbase.

v. A line of communication cannot be traced to a friendly owned hex, in regular supply. This does not apply if

neither side can trace this line to an appropriate hex.

b. A change of hex ownership is effective immediately upon satisfying any of the conditions above.

c. A force using administrative movement cannot enter enemy owned hexes and does not exert a ZOI during the

movement phase. However in all phases after the movement phase they are treated normally.

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B. Air Unit Movement.

1. Definition: Air units move by spending one movement point of their range for each hex entered. They pay no added costs

for any type of terrain, nor does any type of terrain block their movement to a target hex. From the target hex, the unit

may expend up to its range returning to a friendly airbase. Note that a unit’s range and that its time during the player turn

at which it must return to a friendly base may be changed due to specific mission rules below. Unless otherwise noted in

the mission profile below all air units must end a turn on a friendly airbase.

For Example: A Ju-87B has a range of 10 hexes; it can fly from its base 10 hexes to a target, then during the air return

phase fly 10 hexes to a friendly owned airbase. NOTE: Air units may fly in both player turns of a game turn unless

prohibited by the specific mission profile.

2. Air Missions: Whenever air units take off from an airbase, they are performing a mission. Air missions can be flown in the

owner’s turn, the enemy turn, or even in both player turns, and are described in detail below. Missions end in the air

return phase in the player turn they are flown in, unless stated in the specific mission profile below.

a. Air Mission Range Options: An air unit’s printed range represents the normal number of hexes the unit can fly to a

target hex to execute a mission, however, this may be modified by the range bands below. Air units pay one

movement point per hex entered. There are four range bands all missions can be flown at (unless otherwise noted

in a specific mission rule):

i. Long Range. Units flying any mission at this range have double the printed range on the counter available for

use. When flying at long range all bomb factors and cargo capacity are reduced to one quarter (1/4) of the

printed bomb load. All fighters flying long range escort missions have their attack strengths reduced by 50%

but never below one.

For Example: An aircraft with bombing factor of 4 has its bombing factors reduced to 1.

ii. Normal Range. This range band is applied to all missions flown at ranges exceeding ¼ printed range, but not

exceeding the printed range of an air unit. Unless changed by specific missions, aircraft flying at this range have

their normal bombing or cargo carrying capabilities. Aircraft ratings are as printed.

For Example: An aircraft with a printed range of 9 may operate at “normal” range if it flies between 3 and 9

hexes (inclusive) to its target.

iii. Short Range. This range band is applied to all missions flown at ranges up to ¼ of the printed range of an air

unit. Units flying missions at this range increase their bombing factors by 50% (1.5x), and double (2x) their

cargo carrying capacity unless noted in the specific mission. All Fighters flying short range interceptions have

their air attack strengths doubled. See Rule 8.B.2.b.i (below) for short range interception procedures.

iv. Extended Range. The capability to do this is shown on the counter and noted in the appropriate Political and

Economic Rules. The use of these tanks extends the printed range of the counter by 1.5 times. A counter

with a printed range of 10 is considered to have a base range of 15. Long and normal range considerations are

based on this extended range. Fighters have their Air to Air combat rating reduced by 25% at this range, but

never below 1.

v. Weather Effects. Weather effects on missions are cumulative with the effects of this rule, but are applied

after all other effects have been applied.

For Example: A unit flying a short range mission multiplies its bombing factor by 1.5. However the weather

requires the bombing factor to be halved. The net result is the plane gets 0.75 regular bombing factor to the

target hex (1.5 x for range, halved for weather).

3. Transfer: This mission can be flown in either player turn. When executing this mission air units may not conduct any other

mission. An air unit flying this mission can fly six times its printed range. This is the maximum allowed for transfer missions

at all times. The mission can only be flown from a friendly owned base to another friendly owned base. No cargo can be

carried on a transfer mission, although any type ‘T’ unit can tow a glider (also with no cargo aboard) while transferring.

Type T units towing gliders during a transfer mission may only move their normal movement rating plus 50%.

4. Fighter Missions: All Fighter (F) units can act as fighters optimised for air to air combat. Some can engage in ground attack

missions carrying bombs. When assigned to any mission other than interception or escort, a fighter may carry bombs, and

can ‘jettison’ them and engage in air to air combat without penalty. When they choose to do so, they are no longer part

of the bombing mission, but are reassigned to the escort mission. Fighters fly four different missions which are:

a. Interception. This is a mission that any fighter can perform to intercept enemy air units that are conducting

missions within the interception range of the fighter. During the player turn, after enemy missions have been flown

to their targets, but prior to resolving their attacks, they can be intercepted. Air units flying this mission may fly to

any friendly owned or controlled hex targeted by the enemy within:

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i. The full range of the interceptor for Western Allied, Italian and German Nations.

ii. Half the range of the interceptor for all other nations.

Only fighters with the ‘night’ designation can intercept night missions. Once all interception missions have

been flown, air to air combat takes place where air units of both sides are in the same hex - per the sequence

of play. Intercepting air units return to their base during the current player air return phase.

b. Escort. Units assigned to this mission accompany other types of aircraft and will engage the enemy only if the

force they are with is attacked by enemy interceptors. This mission can be flown at any range. Any mission can be

‘escorted’, and the escort flies to the target when the mission is flown in the sequence of play. If a player wishes to

provide an escort for bombers operating as naval cooperation units, the escorting fighters must also be assigned to

naval cooperation in the player’s initial phase.

c. Operational Bombing. Fighter type aircraft with a bombing factor can use it for operational bombing missions (See

Rule 8.B.2.b.iv). Fighters assigned to this mission can jettison their bomb load and engage in air to air combat

without penalty. They may not complete their bombing mission if they jettison their bomb load.

d. Airbase Attack. This mission is an attack against an enemy airbase. Fighters without a bombing factor have a

bombing factor of one point when executing this mission (only).

5. Operational Bombing Missions: This is the use of air units with bombing factors to attack bridges, airbases, and other targets

that have direct impact on the combat forces of the opposing side. Hits are determined by the number of bombing factors

delivered (after all air to air and AA combat has been resolved) to the target. When flying any operational bombing

mission, factors delivered by type ‘D’ aircraft are increased by 1.5 times.

For Example: A type D air unit with a bombing factor of 3 would bomb with a bombing factor of 4.5 when flying and

operational mission. Where fractions are left (the 0.5 in this case) Roll 1D10. If the result equals or is less than the

number after the decimal place, the type D bombs with 5 factors. If it is greater than the number after the decimal place,

the type D bombs with 4 factors.

a. Ports. Every four bombing points delivered against a port cause one hit. Each hit reduces the port’s capacity by 2

SPs until repaired. A port can have no more hits on it than 1.5 times its cargo capacity. Ignore hits above that

amount.

b. Rail Marshalling yards (RMY). For every four bombing factors delivered against a rail marshalling yard (any city

on a rail net), the capacity of the net is reduced by 1 SP for the next game turn. This effect is limited by city size:

i. Great City hex 3 SP lost

ii. Major City hex 2 SP lost

iii. Small City/Large Town hex 1 SP lost

iv. The First RMY hit also breaks the rail line in the hex for that turn (only). Additional hits on the RMY cause

no further rail breaks. NOTE: Rail marshalling yards hits have effects on both the rail movement of ground

forces and the national industrial system in some instances. Hits are repaired at the rate of one hit per city

per player turn, at no cost to the owning player. This initial repair also repairs the rail break inflicted per (a)

above. Rail or construction engineers can also work to repair these hits these repairs cost four movement

points per hit. If a network capacity is reduced to less than 50% (calculated on the above rate), any ground

forces tracing supply through that network have an added 10% reduction to their CEV, above any other

impact from other effect.

c. Airbases. For every three bombing factors delivered to the hex (after air to air, and antiaircraft combat have been

resolved) one hit is inflicted. Each hit achieved against the airbase reduces the capacity of the base by one.

Additionally, if there are air units at an airbase that is damaged one air units on the base loses 1 ARP in damage per

hit inflicted on the airbase, at random.

For Example: There are 3 P-51 groups at a base that receives 1 hit. 1 ARP of P-51’s is lost (EFT) as a result of the

hit. If there is a mix of air units on the base, then the lost ARP is chosen at random.

d. Bridges. As bridges cross hex sides, the hex ‘targeted’ can be on either ‘end’ of the bridge. NOTE: AA defending

the bridge can engage from either or both hexes it is located in. For every four bombing points delivered to the

hex (after air to air, and antiaircraft combat has been resolved) one hit is inflicted:

i. One hit destroys a minor bridge.

ii. Three hits destroy a major bridge.

e. River Flotillas. For every twelve (12) bombing factors delivered, one hit on the flotilla is inflicted. Three hits sink a

flotilla.

f. Naval Forces at Sea (Rule 7.B.7.c & 7.B.8.f).

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g. Naval Forces in Port. Air bombing factors are calculated in exactly the same way as for naval units at sea.

h. Battlefield Air Interdiction (BAI). This is the use of aviation to interfere with the movement of supplies and

reserves in the rear of a combat zone.

i. Interdiction Targets:

1 Any hex up to a maximum of five from the Frontline (including the enemy owned hex immediately

adjacent to friendly units).

2 Any hex containing a Corps HQ. Any units supplied via the HQ counter suffer the impact of the

interdiction mission.

3 Any hex containing an Army HQ. Any Corps supplied via the HQ counter suffer the impact of the

interdiction mission.

4 Any hex containing a Supply Terminal. Any Army HQ (and its subordinate units) supplied via the Supply

Terminal suffers the impact of the interdiction mission.

5 This mission can be flown by any aircraft with an operational bombing factor (OBF) rating. It takes the

delivery (after air to air and AA combat) of a number of OBF factors to a hex to create an interdiction

zone. An interdiction zone consists of the centre hex (where the mission is flown to) and the six adjacent

hexes to that central hex. Interdiction does not have any effect on naval supply elements.

ii. Cumulative and General BAI effects:

1 12 OBF points delivered create a level 1 interdiction zone. Ground unit and river flotilla movement cost is

increased by one movement point for each hex in the zone it enters. The CEV of units tracing their supply

line through this level zone is reduced by 5%. Rail movement costs two added rail points per rail hex

entered.

2 18 OBF points delivered create a level 2 interdiction zone. Ground unit and river flotilla movement cost is

increased by one and a half (1.5) movement points for each hex in the zone it enters. The CEV of units

tracing their supply line through this level zone is reduced by 10%. Rail movement costs three added rail

points per hex entered.

3 24 OBF points delivered create a level 3 interdiction zone. Ground unit and river flotilla movement cost is

increased by two movement points for each hex it enters. The CEV of units tracing their supply line

through this level zone is reduced by 15%. Rail movement costs five added rail points per hex entered.

4 Zones that overlap can create higher levels in the overlapped hexes, however, the maximum level in any

area or hex is level 3, no matter the sum of all the overlaps covering a specific hex.

iii. Effects on the CEV can be cumulative from separate zones.

For Example: Passing the overland supply line through two level 1 interdiction zones would yield a -10% to the

CEV. The maximum effect on the CEV is a 60% reduction from interdiction missions.

iv. AA fire on interdiction missions. When the air units are placed in the target hex of the mission, the defender

totals their AA value within the projected zone, calculates the average AA per hex, rounding fractions up, and

uses that AA rating to engage the enemy air units. If the projected Zone includes sea hexes only the AA

within the zone on land would be counted toward the average AA rating.

For Example: An air mission is flown to a hex that has no AA in it. Of the surrounding six hexes, three have

three points each, one has five and the other two have none. The player controlling the AA can engage with a

maximum of 14 AA factors divided by the Zone Hex total (7) giving them an AA rating of 2.

i. Close Air Support (CAS). This is the use of aircraft to directly attack enemy front line forces during ground

combat. Units assigned to this mission that remain after air to air and AA combat have their operational bombing

factors totalled. One combat factor is added to the owner’s ground combat strength for every four operational

bombing factors delivered, retaining fractions. The factors delivered are not modified by CEV or ACEV. Where

fractions are left roll 1D10. If the result equals or is less than the number after the decimal place, the combat

strength is rounded up. If it is greater than the number after the decimal place, the CAS strength is rounded down.

For Example: A US force is attacking a German force in 1944. The US player has 25 OBFs assigned to the CAS

mission in the hex. If nothing is lost during air to air or AA combat, the US player adds 6.25 (rounded up or down)

CAS (combat strength) factors to its force prior to terrain modifications. NOTE ‘T’ Code units, Rule 5.B.4.b.

j. Naval Dock Yards. Every four bombing points delivered against a port cause one hit. Each hit reduces the dock

yard’s repair capacity by 2 SPs until repaired. A dock yard can have no more hits on it than 1.5 times its repair

capacity. Hits above that amount are ignored.

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k. Shipyards. Every four bombing points delivered against a port cause one hit. Each hit reduces the dock yard’s

repair and construction capacity by 2 SPs until repaired. A dock yard can have no more hits on it than 1.5 times its

repair and construction capacity. Hits above that amount are ignored.

l. Shipping Under Construction or Repair. For every two hits on a shipyard or naval dock yard, any ship or NSP

under repair or construction may be further damaged. Roll 2 Dice. On a roll of 5% or less, the ship is destroyed

beyond economical repair. On a roll of 6% to 15% the ship or NSP suffers two extra damage points. On a roll of

16% to 25% the ship or NSP suffers one extra damage point. Any other result means the ships or NSP are not

damaged.

m. Submarine Pens. May not be attacked using operational air missions.

n. Coastal Defences (CD). Every eight bombing points delivered against a CD cause one hit. It takes two bombing

hits to suppress the CD level by one. Bombing hits do not damage the CD, but reduce its level for that player turn

only.

6. Strategic Bombing Missions: This is the bombing of factories, marshalling yards, cities and so forth to impact the industrial

system of the targeted nation. Hits are determined by the number of bombing factors delivered (after all Air to Air and

AA combat has been resolved) to the target. Only air units with a bombing factor can fly this type mission. Night Strategic

air missions are automatically Area Missions. Daylight missions that find poor (heavy) weather at their target immediately

revert to Radar Bombing Missions if the force includes at least 3 Code R (radar equipped) bomber units (Rule 5.B.4.j). The

missions that can be flown using strategic bombing factors are:

a. Rail Marshalling Yards. The target of this mission is an enemy-owned, functioning rail marshalling yard (Rule

7.B.5.b). A yard is functioning if a rail-element supply line can be traced to the yard from a national supply source

or a supply terminal belonging to the owning player at the time the mission is flown. For every eight bombing

factors delivered against a rail marshalling yard (any city on a rail net), the capacity of the net is reduced by 1 SP for

the next game turn. This effect is limited by city size:

i. Great City hex 3 SP lost

ii. Major City hex 2 SP lost

iii. Small City/Large Town hex 1 SP lost

iv. The First RMY hit also breaks the rail line in the hex for that turn (only). Additional hits on the RMY cause

no further rail breaks. NOTE: Rail marshalling yards hits have effects on both the rail movement of ground

forces, and the national industrial system in some instances. Hits are repaired at the rate of one hit per city

per player turn, at no cost to the owning player. This initial capacity repair also repairs the rail break inflicted.

Rail or construction engineers can also work to repair these hits; these repairs cost four movement points

per hit. If a network capacity is reduced to less than 50% (calculated on the above rate), any ground forces

tracing supply through that network have an added 10% reduction to their CEV, above any other impact from

other effect.

b. Ports. Every eight bombing points delivered against a port cause one hit. Each hit reduces the ports capacity by 2

SPs until repaired. A port can have no more hits on it than 1.5 times its cargo capacity. Hits above that amount are

ignored.

c. Factories. In all cases, 8 bombing factors must be delivered against a factory to cause one hit. The number of hits

required to damage production vary by nation:

i. 12 hits on a factory: Britain, Germany.

ii. 6 hits on a factory: Finland, France, Italy, Spain, USSR

iii. 4 hits on a factory: All Other Nations.

iv. Additional hits do not accumulate.

d. Terror Bombing. Axis Air or Strategic Rocket (V1, V2) units (only) may fly this mission. The target of this mission

is any allied owned major city hex in any nation that is under the Allied player’s control and have the following

effects:

i. For every 30 points of bombing factors delivered against one major city (or its capital if the nation does not

contain a major city) within Minor Allied Nations, between Sept I 1939 and June I 1942, Roll 2 D10. On a roll

of 80 or more, the Minor Allied Nation capitulates. See the Political and Economic Rules for more details on

capitulation and the definitions of nations.

ii. In the turn after every turn in which 30 points of bombing factors delivered against any one town or minor

city within the UK between June II 1942 and the end of the game, German ARP production (only) is increased

by 5%.

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iii. In every turn that V1 or V2 ground based launch units remain in range of the UK, after their first use within

the game, reduce British Production by 5%.

e. Soviet Replacement Cities. For every 30 points of bombing factors delivered against a Soviet replacement city,

reduce its Infantry SP production by one in the next production phase (only). Hits beyond a city’s production

capacity are ignored.

f. Oilfields and Oil Production Facilities. Those major oilfields and oil production facilities that produce fuel points, as

listed on the national OBs, may be bombed.

i. Oilfields. Every eight bombing points delivered against an oilfield causes one hit.

ii. Oil Production Facilities (OPFs). Every four bombing points delivered against an Oil Production Facility cause

one hit.

iii. Effects of Hits:

1 For every 2 hits, five fuel points from the oilfield are eliminated during the next player turn.

2 Hits in excess of the overall fuel point rate have no further effect on fuel point production.

3 Intensive bombing may cause significant damage to the facility.

iv. Significant Damage. For every 5 hits on the production facility, the attacking player may consult the Success

Table, rolling 1S10. If successful (S result), the attacking player has caused significant damage to the facility.

The owning player of the oilfield or oil production facility must repair the facility before it can produce Fuel

Points again.

1 Repairs. If the facility is significantly damaged, he must roll one die to determine the number of turns the

facility will be unable to, or will produce fewer than normal fuel points. Divide the result by 3 for OPFs

and by 2 for oilfields. The result is the number of turns the facility will take to repair. Round UP in all

cases (a result of 3.33 would equal 4). During the repair period, the owning player must station 2 SPs of

construction engineers at the damaged facility. For every turn the owning player does not station 2 SPs of

construction engineers at the oil facility, extend the repair time by one turn. Production during the repair

period is proportionate to the number of turns the damage lasts.

For Example: The Allied player bombs Ploesti and gains a significant hit. The Axis player rolls 1D10. The

result is 9/2=5 (4.5 Rounded up). It will take five turns to repair Ploesti to full operation. From the initial

phase after both construction engineers arrived at Ploesti, the Axis player begins to repair the Oil Fields.

Production commences at 1/5th, then increases to 2/5ths etc of normal levels until the field is operating

normally again.

2 Cumulative Significant Damage. Significant damage to oilfields and oil production facilities is cumulative up

to a maximum of three significant damage hits.

For Example: The Allied player bombs Ploesti, gaining 5 hits. He rolls on the Success Table and has a

success result. The Axis player must roll one die and rolls a 4/2=2. This is the number of turns that he

losses production from Ploesti. He ensures he has 2 RE of engineers at Ploesti during those four turns

repairing the damage to, and receiving the reduced fuel points from, Ploesti. In his initial phase of his

second player turn following the start of repairs to the significant damage to Ploesti, the plant is repaired.

If the Allied player attacked Ploesti again during the repair period, or prior to repairs commencing, and

achieved further significant damage to the oilfields, the Axis player would repeat the significant damage

procedure and add the result to the remaining time period for repairs.

g. Radar Bombing. Allied heavy bomber units may radar bomb enemy owned cities in poor (heavy) weather. Due to

inherent problems with radar bombing accuracy the bomb loads delivered are dispersed. Deduct the percentage

of the bomb load noted in the Night Bombing Accuracy Table. Modify the table utilising special unit types and the

timeline within the table. The remaining bomb load is distributed equally amongst all permissible Strategic Bombing

targets within the target hex. The target hex loses 15% of its production for one turn for every 160 bombing

factors that are lost to dispersal. Dispersal damage is repaired at the rate of 160 factors worth of damage per game

turn automatically.

NOTE: Production is allocated monthly. If the dispersal was 540 points, then the damage would take 3 turns to

repair automatically. City production would remain reduced by 15% of norms for 3 game turns. A 15% loss for one

turn in a monthly system equates to a 7.5% loss of a full month’s production.

h. RAF Area Bombing. Due to inherent problems with night bombing accuracy the bomb loads delivered are

dispersed. Deduct the percentage of the bomb load noted in the Night Bombing Accuracy Table. Modify the table

utilising special unit types and the timeline within the table. The remaining bomb load is distributed equally amongst

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all permissible Strategic Bombing targets within the target hex. The target hex loses 25% of its production for one

turn for every 160 bombing factors that are lost to dispersal. Dispersal damage is repaired at the rate of 160

factors worth of damage per game turn automatically. NOTE: Production is allocated monthly. If the dispersal was

540 points, then the damage would take three turns to repair automatically. City production would remain

reduced by 25% of norms for three game turns. A 25% loss for one turn in a monthly system equates to a 12.5%

loss of a full month’s production.

For Example: 620 bombing factors are dropped on a major city hex. The dispersal factor is 30% after all modifiers.

434 bombing factors are split equally between available strategic targets in the hex (e.g. RMY, Factory, Shipyard,

Rail Lines). 186 factors are “dispersed” within the hex. In addition to damage caused by the “targeted” bombs, any

production for that turn is reduced 25%.

i. Special Targets. If through National Intelligence Means (See the Political and Economic Rules) the Western Allies

Identify a special target, the RAF and USAAF must immediately divert 100% of its Type HB (including schools units)

aircraft that have sufficient range (at any range band) based in the UK to attack it.

i. Special Targets include V weapons research, and nuclear weapons plants. The Allies must drop attack with at

least 60 HBs in one game turn, or a total of 40 HBs in the initial turn, and a cumulative total of 110 HBs over

2 additional game turns to succeed.

ii. The target will be repeatedly re-attacked until the totals above are matched. Roll 1D10. On a die roll of 1or

2, the Allies must repeat the missions until they roll a 4 or higher on a die roll in the following initial phase.

iii. No other Strategic Missions maybe flown until this mission has been successfully completed.

j. Missile V-Weapons Sites. Once Germany commences V1 or V2 attacks on the UK, 35% of the Allied Type HB

aircraft available each turn must be diverted to “suppress” the V weapons sites until land based sites are out of

range of the UK. After Air to Air combat and AA Combat resolution, roll 1D10 for the effect of the suppression

mission. On a roll of 7-10, The V Weapons site is suppressed and may not launch its weapons in the next Axis

player turn. It is automatically repaired in the initial phase of the next Allied player turn.

k. V-3 Super-Gun. If through National Intelligence Means (see the Political and Economic Rules) the Western Allies

identifies the hex (any all land hex, without a town {but including points of interest} in the Pas de Calais, Axis

player’s choice) in which the V-3 Super Gun is located, the allied player must immediately attack the hex with Type

HB (Code B) aircraft. After Air to Air combat and AA Combat resolution, roll one die. On a result of 3 or more,

the mission is successful; the V-3 is destroyed. On a result of 1 or 2, the gun becomes operational 12 turns later in

the Axis Initial Phase. The Allies must continue Type HB (Code B) missions either until it is destroyed, or until the

Gun Hex is overrun by 10SP of Allied Motorised Troops. If the Gun becomes operational, the Axis player may use

it to hit any hex on the straightest line between the Gun hex and London (inclusive). Every turn (until the gun is

overrun or destroyed), the British player loses 25% of his production from the Southern Military command area.

l. Naval Dockyards. Every eight bombing points delivered against a port cause one hit. Each hit reduces the

dockyard’s repair capacity by 2 SPs until repaired. A dockyard can have no more hits on it than 1.5 times its repair

capacity. Hits above that amount are ignored.

m. Shipyards. Every eight bombing points delivered against a port causes one hit. Each hit reduces the dockyard’s

repair and construction capacity by 2 SPs until repaired. A dockyard can have no more hits on it than 1.5 times its

repair and construction capacity. Hits above that amount are ignored.

n. Shipping Under Construction or Repair. For every 2 hits on a shipyard or naval dockyard, any ship or NSP under

repair or construction maybe further damaged. Roll 2 die. On a roll of 5% or less, the ship is destroyed beyond

economical repair. On a roll of 6% to 15% the ship or NSP suffers 2 extra damage points. On a roll of 16% to 25%

the ship or NSP suffers 1 extra damage point. Any other result means the ships or NSP are not damaged.

o. Submarine Pens. When under construction a player may attempt to bomb them to delay completion. Resolve

damage as per Naval Dockyards. Every 2 hits delay completion by one game turn. Once completed only RAF Code

B air units may operate against them. Bombing is resolved per the V-3 rules, except that the “to hit” is 6 or higher.

There is no penalty on the British for not attacking the pens. If the attack is successful, the SSF repair rate is

reduced by 50%, and all SSFs based out of that pen are reduced by 10% in strength until rebuilt.

p. Coastal Defences (CD). Every 16 bombing points delivered against a CD cause one hit. It takes two bombing hits

to suppress the CD level by one. Bombing hits do not damage the CD, but reduce its level for that player turn

only.

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q. Carpet Bombing (Western Allies only). This is the use of Heavy Bombers to directly attack enemy front line

forces during ground combat. Once declared, the target hex of a carpet bombing mission must be attacked by the

ground forces allocated.

i. A minimum of 25 type HB air units must be committed to this mission.

ii. One (1) combat factor is added to the owner’s ground combat strength for every four bombing points

delivered. The factors delivered are not modified by CEV. Where fractions are left Roll 1D10. If the result

equals or is less than the number after the decimal place, the combat strength is rounded up. If it is greater

than the number after the decimal place, the type combat strength is rounded down.

iii. Impact on Ground Forces and implementation:

1 The Axis CEV in the target is reduced by one in addition to any other CEV modifiers, but cannot be

reduced below 0.5 during that turn only.

2 Allied forces may advance into the hex if the combat result requires that the Axis forces retreat, however

Allied forces that move into the hex either as an advance after combat, or during the pursuit phase may

not move out the carpet bombed hex.

3 Short Bombing. Roll one Die. On a result of nine or 10, Allied forces suffer short bombing. Roll a further

Die. Prior to combat resolution, eliminate combat factors equivalent to the die roll from the attacking

Allied forces. The Allied player then recalculates odds and resolves the ground combat. In the Initial Phase

of the Allied Player Turn after short bombing occurs, roll two dice. On a result of 96-100, Carpet

bombing may no longer be used by the Allied player. Add 2 to this die roll for every incidence of short

bombing by aircraft from the same National Contingent and 5 to this die roll for every incidence of short

bombing by aircraft from another National Contingent.

4 Place a carpet bombing market in the hex. The owner of the hex gains a -2 Defensive DRM until the hex is

“cleared up”. It takes 3 SP of construction capable engineers their full MP allowance for one game turn to

clear up the hex. Until the hex is cleared up, the MP cost to into or out of the hex is equal to ½ a unit’s

MPs plus 2.

7. Naval Air Rules:

a. Naval Air Units:

i. Naval Air Capacities on Aircraft Carriers is based upon the number of half strength air units carried.

For Example: HMS Glorious has a capacity of two air units. Two half or one full strength air unit may be carried

on board the carrier, and may operate per the air and naval air rules.

ii. Naval air units are either full or half strength per the OB/OA

iii. Resolve all air missions normally.

b. Sea Zone Air Range. Compare the total number of hexes that an air unit can fly to the number of hexes to the

centre point of a sea zone. It needs to have a range 2 hexes greater than the distance to the centre of the sea

zone.

For Example: An RAF Spitfire V has a range of 12. It is based at an airbase in a hex adjacent to a sea zone. At normal

range it could fly to any sea zone adjacent to the one it is based beside. (i.e. 10 hexes to the centre point of the sea

zone).

c. Naval Air Missions.

i. ASW. Maybe flown by Code A air units only. Move the air unit through sea zones. In each entered sea zone

check on the Spotting Table. If the result is S any SSF in the zone maybe attacked. Resolve per the SSF Air

Attack rules.

ii. ASW Escort. Maybe flown by Code A air units only. Move the air unit with a Convoy (only) as the convoy

moves. If the air unit reaches its maximum range, it must return to base from that sea zone. Resolve per the

SSF Air Attack rules.

iii. Naval Spotting. May be flown by any air unit. The air unit is committed to this mission in the Naval

Cooperation Phase. It remains at its home base, but may attempt to spot any enemy TG within its sea zone

range. Roll 1die on the naval Success Table, modifying for any DRMs. If the enemy TG is spotted, it remains

spotted until the TG leaves the air unit’s sea zone range.

iv. Naval Unit Bombing. Once an enemy TG is spotted, any Naval Cooperation tasked air unit within range may

attempt to bomb the target. Roll 1D10:

1 On a result between 6 and 10 the air unit locates the target, and resolves the attack normally.

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2 On a roll of 1, if any friendly TG is in the same sea zone as the target TG, resolve the attack against the

friendly TG instead, but reduce bombing or torpedo factors by 50%. Damage in this instance is inflicted

normally.

3 On any other roll, the attack misses all targets and returns home.

4 DBA (Rule 8.B.2.c) May only be flown by naval air coded units (S, V, M, A).

v. Air Cover. May only be flown by Land based type F air units. If within sea zone range, a TG may be “covered”

by land based air units. Roll one die per air wing committed. On a Roll between 4 and 10 the whole air wing

finds the TG to be escorted. The air wing is treated as a naval air squadron for air to air purposes. It remains

“over” the TG being escorted until it is either shot down, the naval air return step, or the TG moves out of

sea zone range. On any other roll the air wing does not find the TG.

vi. Also see Rule 7.C.4 on Carrier Air Power.

8. Naval Cooperation Missions: Only air units assigned to naval cooperation may fly against enemy naval forces at sea, or

intercept enemy naval air cooperation missions (unless otherwise noted in mission rules). Units are assigned to this

mission during the initial phase of each player turn. Naval cooperation is considered an operational bombing mission.

a. Air units with any special naval capabilities (see the Unit Identification Table and Rule 5.B.4) are automatically on

the naval cooperation mission, they may not be assigned to other air missions.

b. All other air units are assigned to naval cooperation in the initial phase of a player turn. When non-naval units are

assigned to this mission, a “naval coop” marker is placed on or over all such units assigned at an airbase.

c. Air units assigned to naval cooperation remain assigned until the next player initial phase.

d. Spotting. Naval cooperation units may have to search to find their targets (Rule 7.C.7). Naval cooperation units fly

to the centre hex of a sea zone to complete their mission. The air units must have 2 additional MPs over and above

the MPs required to reach the centre hex of the sea zone, however air units operating against River Flotillas in a

Coastal Sea Zone may fly directly to the hex in which the flotilla is spotted, without paying the additional MP cost.

e. Aircraft Naval Specialty Marking Code. (Rule 5.B.4).

f. Naval Bombing Resolution. Method: In all cases convert the modified operational bombing factor to “to hit

attempts” on the Naval Success Table. Roll 1D10 for each attempt, using all applicable DRMs. A “S” result means a

hit. If the player Rolls 10, then the hit may be a critical hit. Critical hits are resolved per Naval Gunnery resolution.

i. Dive Bombing. Type D air units attack by dive bombing. See Rule 5.B.3.a for more details of modifiers. Naval

units in port are subject to an additional +1 DRM on the to hit die roll.

ii. Torpedo Bombing. Use the Torpedo attack resolution system in the naval rules.

iii. Level Bombing. May be flown by Type B or HB air units. They have a negative DRM (see Rule 5.B.3.a) on the

to hit die roll.

iv. Skip Bombing. May be flown by USAAF, USN, RAF and FAA Type A, B, or HB air units after the Oct II 43

game turn. Each bomb factor delivered allows 2 to hit die roll attempts, and they have a +3 DRM on the to hit

die roll, all hits are critical hits. Critical hits are resolved per Naval Gunnery resolution.

9. Air Transport: This mission is the transport of cargo from a friendly airbase to a friendly airbase. Air units types "T", “G”,

or “B”, can carry cargo. This mission is restricted by:

a. Air transport capacities are reduced by 50% if the temperature is “H” at the destination. There is no other

modification as both the start and destination are friendly controlled, and have weather reporting capability.

b. Type "T" air units carry cargo as indicated on the aircraft counter. Type "B" units can only transport supplies (no

units), suffering no combat penalty for doing so. They are also more restricted to their loading, than type “T” in

that they can only carry 0.1 SP for each bombing factor they have at their printed range, 0.2 points at short range

and 0.05 points at long range (Rule 7.B.2.a).

c. A ground unit may move to an airbase and be transported by air. Cargo in the form of supplies must either begin

the turn in the hex with the base, or supply points can be moved to the base if the supply points can move by rail

to the airbase.

d. The capacity of the base where the cargo is unloaded is not used. This mission is flown to the unloading base

during the air movement step and to the final destination of the aircraft during the air return phase. It may be

intercepted only at the unloading base. If intercepted, the units undergo air-to-air combat prior to landing to

unload cargo.

e. There are two types of air transport mission; air lift and air drop;

i. Air Lift. This mission is flown by types “T” and “B” only, from a friendly airbase to a friendly airbase. There

are three types of airlift operations that can be used:

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1 Normal Range Operations. Ground units pay a two movement point cost when transported by air at this

range. Both type “T” and type “B” units carry their normal cargo capacity at this range.

2 Short Range Operations. Both type “T” and type “B” units can carry double their normal cargo capacity at

this range. Ground units pay a one movement point cost when transported by air at this range.

3 Long Range Operations. Type “T” units have their cargo capacity halved (rounding down) at this range.

Ground units pay a three movement point cost when transported at this range.

ii. Air Assault. This mission is flown during the owning player’s movement phase. See Rule 7.B.9.e.ii for details

on conducting this mission.

f. Gliders and Glider Operations:

i. The cargo capacity of gliders is given on the aircraft data sheet.

ii. Gliders (type "G") may not fly by themselves, but must be 'towed' to the target hex. Any unit that can fly the

air transport mission is capable of towing a glider. One type “T” or (additionally) type HB unit may tow one

glider unit.

iii. There is a 25% (round fractions down) range penalty for towing a glider. Type “T” tow units can carry cargo

at half their normal capacity, whilst type “HB” units may not carry any cargo and may not conduct a bombing

mission whilst acting as a tug.

iv. Gliders have full capacity at all ranges.

v. Gliders do not use the capacity of an airbase.

vi. Nothing can be parachuted from type “G” units but their towing aircraft may parachute supplies (only).

vii. When a unit towing a glider is eliminated, the glider it is towing is also eliminated.

viii. Recovery of gliders when used. See the Political and Economic Rules for recovery rates of gliders.

10. Night Air Operations: Air operations at night can be flown with reduced or no penalties by units with the “N” (for night)

capability designation. These units can fly day missions at the owner’s option. These units are presumed to be flying at

night unless otherwise decided by the owner. Air units without the “N” designation may fly night missions; see the

Political and Economic Rules for details. The procedures for flying night missions are identical to day missions except as

follows:

a. All Air to Air, antiaircraft, and mission resolutions involving night missions are resolved separately from any day

mission in the hex. Any AA in the hex can fire at BOTH the day and night mission (fire twice in effect).

b. Range Restrictions. Due to the changes in the number of hours of darkness, night missions are restricted to

maximum ranges during the year as follow:

i. January 45 hexes

ii. February 41 hexes

iii. March 36 hexes

iv. April 31 hexes

v. May 27 hexes

vi. June 25 hexes

vii. July 27 hexes

viii. August 31 hexes

ix. September 36 hexes

x. October 41 hexes

xi. November 45 hexes

xii. December 47 hexes

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C. Naval Movement.

1. Phases: There are four main naval movement phases in each player turn, making 8 in a game turn:

a. Movement Segment. Before moving ground units, the phasing player moves all eligible naval units in his movement

phase, utilising their SMA allowance. A naval unit may spend some or all of its strategic movement rating to

accomplish specific tasks including naval combat (e.g., replenishing, loading or unloading cargo.) A naval unit is not

required to move in a naval movement step.

b. Reaction Movement Segment. After the phasing player has moved his naval units, but before he moves his ground

units, the non-phasing player may move any at sea or fully supplied naval units up to their SMA counted in sea

zones. These units may attempt to intercept enemy naval forces, or may move to support friendly ground forces

with Naval Gunfire (Rule 8.D.16).

c. Phasing player Pursuit Movement Segment: Phasing ships may move up to their SMA again.

d. Non-phasing player Pursuit Movement Segment: Non-phasing ships may move up to their SMA again.

2. Sea Time Limits: Naval ships may remain at sea for 4 consecutive friendly movement segments unless it is operating at

extended range or replenishes at sea (Rule 10.S.4.b). If it does not return to a friendly owned port or naval base by the

end of the fourth segment, it is depleted and is at sea. See Rule 10.S for naval logistics. Use a convenient marker to show

the passage of time for each TG at sea.

For Example: An Allied TG sails on the April I 40 turn during the reaction movement segment to intercept an Axis TG.

The Allied TG must return to base on the reaction movement segment of the April II 40 turn, or it is depleted and at sea.

3. Transit Combat: Naval combat is seen as happening during a sea zone “transit” and may be resolved at any time.

4. Carrier Air Power:

a. Phasing player carrier air power may launch air strikes at any time. Naval cooperation missions and airbase

bombing missions are resolved immediately. Missions against Ground Targets are resolved during the main Air

Mission or Ground Combat resolution steps.

b. Non-Phasing player carrier air power may launch air strikes at any time.

c. Interception missions from carriers may be launched against any mission targeting task groups and forces in the

same Sea Zone that that carrier is based in.

d. Carrier fighter units may fly as many interception missions during a player phase as required by incoming enemy

air attacks until the fighter unit suffers a negative air result. This represents the carrier air group’s generally higher

availability rate and sortie on demand strategy, thus enabling the carriers to provide on-going air protection to its

charges.

e. CVEs. CVEs can allocate their air group to convoy protection. Type A and B air units (only) may be allocated.

For each half unit allocated, the convoy gains 12 ASW points. If the air unit is CODE A, it gains 24 ASW points.

Once allocated to convoy protection, an air unit may not be used for any other purpose.

5. General Limits:

a. Returning to Base.

i. Naval units returning to base during their 4th movement segment at sea may expend their SMA only for

movement, ASW if spotted by an SSF, or replenishment. They may not operate in any other way.

ii. Transit Combat may be resolved at any time.

6. Fuel: Every Ship has a fuel point rating. Each ship expends ¼ of its fuel level per movement segment at sea. If due to

combat a ship expends more than its current movement segment SMA, deduct that SMA from its next movement

segment allowance. Ships may expend more than their total (4 times the Strategic Movement Allowance Table value) SMA

during their 4 segments at sea – however, if they do (for whatever reason), they are fuel depleted. See Rule10.S.3 for the

costs and penalties to the ships for becoming fuel depleted.

For Example: A Fleet DD costs 1 FP to refuel. It expends ¼ of a FP per movement segment at sea. If it does not replenish

prior to the end of the fourth movement segment at sea, it is fuel depleted.

7. Spotting: Naval units in a task group cannot be attacked by enemy air or naval units unless the Task Group that they are

part of has been spotted. Naval Units maybe spotted by other Naval Units, Aircraft, National Intelligence Means or

Coastal Watchers. A Task Force that engages in transit combat is spotted by the opposing side for the remainder of the

player turn, unless all enemy vessels are sunk in the resulting combat. Spotting attempts can be modified by a number of

issues, including naval efficiency, surface search radar/HF DF, weather. See the Naval Unit Modifiers Chart for full details.

a. Types and Methods of Spotting:

i. Spotting. Roll 1 D10 on the Naval Success Chart and modify the die roll by the applicable modifiers. See

below for results.

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ii. Shadowing. Roll 1 D10 on the Shadowing Table (Naval Charts Part 5) and modify the die roll by the

applicable modifiers. See below for results.

b. Carrier Battle Groups (CBGs):

i. CBG’s may attempt to spot enemy naval task forces in their own sea zone. A result of F* or S* spots the

enemy TG for the remainder of the phasing player turn.

ii. Carrier Battle Groups. CBGs that sacrifice 1/6 of their SMA may also launch a squadron of aircraft to search

any all adjacent sea zones to the ones that they are moving through during each naval movement segment.

This simulates the use of Carrier based aircraft and the time taken to launch/recover aircraft. One type A or

D air squadron must be allocated to this mission for the duration of the player turn.

1 On a result of S the attempt is successful.

2 The CBG, if it has replenishment ships with, it may elect to try and shadow the enemy force.

3 To attempt this it must replenish prior to rolling to spot. If it spots successfully, it rolls again on the

Shadowing Table. If successful, it “follows” the enemy force until the end of the reaction phase in the

following friendly player turn.

c. Naval Task Forces.

i. NTFs that spend 1/4 of their sea zone movement allowance may attempt to spot enemy naval task groups in

sea zones that they are in or transit. The ability of naval task forces to successfully spot enemy Naval Task

Groups depends on their size and the type of ships that are assigned. This represents the fact that lookouts

on the top of a Battleship or Battle Cruiser can see further than lookouts on top of a Destroyer.

ii. The number of ships is also crucial – at the owning player’s option, a Task Force with ten or more surface

combatants may attempt to search any 1 sea zone adjacent to those which the owning player’s task force

moves through, however a NTF that uses this extended search formation is more vulnerable to enemy attack,

as noted in the relevant combat rules. See Rule 8.D.6 for more details.

iii. On a result of S, the enemy naval task group is spotted for the remainder of the phasing player’s turn only.

Flip the Task Force counter to its spotted side to illustrate this on the enemy task force. Friendly Naval Task

Forces that are used to spot enemy Naval Units may be spotted by the enemy naval force. The enemy player

rolls one die, and applies the appropriate DRMs. On a result of F* or S the task force attempting to spot is

also spotted for the remainder of the phasing player’s turn.

iv. Any CBG or Naval TG may also attempt to spot SSFs. In each sea zone entered, TFs may attempt to detect

suspected enemy submarines during movement. Total the ASW rating in the naval task force (see the

ASW/Air ASW Conversion Chart for the ship types and their individual ratings). For every 4 ASW additional

points after the first 4 ASW points in the naval force, the naval forces receive a +1 DRM on the to-spot die

roll against the SSF. Roll 1D10 on the naval success table to determine whether the SSF is spotted. On a

result of S the SSF is spotted. Roll 1 D10 on the Naval Success Chart and modify the result by the relevant

modifiers. On an S result, the TF has detected an enemy submarine force (if present in the sea zone) and can

either evade the enemy submarine force or attack it if it has an ASW capability

d. Convoys: These may not attempt to spot enemy Naval Task Groups or Carrier Battle Groups in the context of

the game. They may attempt to detect an enemy submarine force in the same manner as in c.iv above and engage it

with ASW. See the SSF rule immediately below for more details.

e. Submarine Flotillas (SSFs):

i. SSFs may attempt to spot enemy naval task groups that fail to spot them. On a result of S on the Naval

Success Chart, the enemy Task Group is spotted while the enemy task group is in the sea zone(s) occupied

by the submarine flotilla.

ii. The submarine flotilla may then either attack the enemy Task Group or may, if the enemy Task Group is a

convoy, attempt to shadow the detected convoy.

iii. If the submarine attacks, follow the submarine attack rules 8.D.15.

iv. An SSF may be detected by naval forces in the same sea zone that have an ASW rating, if the naval forces are

in the same sea zone as the SSF. If the SSF tries to attack the naval force, the naval forces must attempt to

spot the SSF prior to SSF combat resolution.

v. If the player elects to shadow and the attempt at shadowing is successful, the enemy task group is spotted for

the remainder of the phasing player’s turn, although the SSF does not leave the sea zone it is patrolling.

vi. A SSF that has been spotted may not attempt to shadow an enemy task group.

vii. Mark a spotted SSF with spotted markers or with a convenient marker to show spotting.

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f. Coastal Watchers: If the phasing player moves a task group into a sea zone, which includes enemy owned land or

islands, it may be spotted. Roll 1 D10, modify with applicable DRMs and consult the Naval Success Table. On a

result of F* or S the task force is spotted. If spotted, the task force remains spotted until it moves into another sea

zone.

i. Enemy air units on the naval co-operation mission may, prior to further TG movement, opt to attack the TG

if they are within range. If they do attack, resolve the mission prior to further movement.

g. Spotting by Land Based Air Units: Air units assigned to the Naval Spotting mission (see Rule 7.B.7.c.iii above) may

fly to a sea zone that is within range. They may attempt to spot enemy naval forces in that sea zone, and those

adjacent to it that pass through those sea zones. A sea zone is within range if an air unit can fly to the sea zone

locator hex and retain four movement points.

i. Spotting Surface Ships: On a result of F* or S the enemy task group is spotted in that sea zone and all adjacent

sea zones. The spotted task force may be attacked by air units flying the Naval Bombing mission.

ii. Spotting Submarines: On a result of S the SSF marker is spotted, the SSF is revealed to the spotting player (or

removed if a dummy). If the SSF is an active SSF, may be attacked by the spotting aircraft (if it is Code A).

Naval surface forces passing through a sea zone containing a spotted SSF receives combat modifiers per the

ASW Table.

h. Spotting by National Intelligence Means (NIM): Carried out in the Initial Phase and if successful the TFs remain

spotted until the player’s next Initial Phase. All major naval powers developed sophisticated naval intelligence

resources during the war, such as Allied Ultra and Magic Crypto-analytical units, and Axis B-Dienst Naval

Intelligence. The NIM Table gives the results of search attempts. The time element reflects the changing national

abilities in this effort during the game.

i. Method Against Surface Forces. Roll 1 die on the Naval Success Spotting table using the NIM table modifiers.

This tells the player if he has “decrypted” the enemy’s ciphers. If successful he may spot the number of TGs

noted on his NIM Table.

ii. Method Against Submarine Forces. The phasing player may attempt to reveal the contents of enemy SSF

dummy counters. If NIM reveals the enemy SSF, the SSF is marked as spotted. It may be attacked as noted in

the Naval rules.

8. Naval Transport: This is the transportation of ground units by sea and involves loading and offloading the ground unit(s)

being transported by NSPs or certain other naval vessels. SLs, and those CLs that have a cargo capacity may not carry

units with heavy equipment. Embarkation may only take place in the Phasing Player’s turn.

a. Naval Transport Capacity: This is the SP size of the unit except:

i. Motorized count as triple their normal SP size for the purposes of naval transport.

ii. Cavalry units count as twice their normal SP size for the purposes of naval transport.

b. NSP Capacity. Each NSP may carry 1 SP of ground units. Multiple NSPs and Ship counters where applicable can

combine to carry units or resources larger than their individual capacity.

c. Naval Combatant Capacity. Naval ships have a limited capability to transport units with no heavy equipment.

Capital Ships (see 5.C.2.a) and Major Combatants (see 5.C.2.b) may transport ½ SP of ground units while Escorts

(see 5.C.2.c) may carry ¼ SP of ground units (an exception to this is an AMC which may carry 1 SP of ground

units).

d. Loading and Offloading. Normally, units are loaded and offloaded onto an NSP at a port but unit without heavy

equipment may load and offload over a beach.

e. Landing Craft. Units or counters with heavy equipment may load or offload from a beach using LCs. The units then

tranship to or from NSPs for onward transportation.

f. Loading and Offloading. It costs 1 MP to load or offload at a port. It costs 4MP to load or offload at a beach.

i. Ports. Port capacity determines the maximum number of units that may load or offload at a port. Port

capacity is limited, and is set out in the Port Capacity Chart. Once the total port capacity has been used, the

player may opt to load or offload ships using beaches.

ii. Beaches. As noted above, units may load or offload at a beach. Beach hexes with coastal cliffs cost an

additional 3MPs per unit to load or offload at.

g. Movement of NSPs carrying ground units. NSPs move normally per the naval movement rules, but pay costs for

transhipping, loading, and offloading.

i. Loading and Offloading:

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1 Ports. It costs the NSP 1 SMA to load or offload cargo. However, SLs only go through one load, move,

and offload cycle per game turn.

2 Beaches. It costs the NSP 2 SMA to load or offload cargo at a beach.

3 Transhipping. See Rule7.10.i.3

9. Amphibious Shipping Operations: Amphibious Operations are a naval mission designed to transport ground units to an

enemy beach hex so that the ground units may attempt to land in the hex. Units unable to land in the initial wave of an

operation form the Floating Reserve and these may be landed in the Pursuit Phase.

a. Amphibious Shipping Limitations.

i. Ground Units may be transported to a sea zone (the Assault Zone) adjacent to the target hex(es) of an

amphibious assault by type NSP or LC only, but may only assault the target hex if transported there on (or

transhipped from an NSP into) a LC. Loading costs for units participating in any amphibious operations are

doubled (representing the time cost of “combat loading” the units.) Units participating in an amphibious

assault must be in offensive supply on their embarkation turn, and may not be used for any purpose during

the planning period (Rule 7.C.10.iv.1c). Where MP costs are greater than the unit has available the unit may

land but not conduct overruns or move in the Pursuit Phase.

ii. LCs participating in an amphibious assault may not be used for any other purpose during the planning period

(Rule 7.C.9.d.i.3) and may only travel 1/3 their SMA to the assault zone under their own power, but may be

carried to an assault zone by NSPs. An LC may be carried by a 2 capacity NSP as cargo.

iii. Transhipping units from NSPs to LCs costs 2 MPs of the Ground Unit’s movement rating, and two sea zones

worth of both the NSP and the LC’s modified SMA.

iv. LCs may carry 1 SP of amphibious units (including units with heavy equipment) or 0.5 SP of non-amphibious

units (including units with heavy equipment) during an assault landing.

v. NSPs and surviving LCs must return to base after the operation. However, the units allocated to the floating

reserve may land immediately prior to the departure of their NSPs and or LCs.

vi. LC Damage. LCs may be damaged during an assault landing or in naval combat.

b. Assault Landings.

i. Roll 1 Die adding all relevant DRM’s on the LC Damage Chart for details of damage to the LC’s.

ii. Damaged LCs are repaired if the owning player spends one Naval Repair Point per counter, and they spend

one complete turn in a friendly owned standard, major or great port.

c. Sunk in Transit.

Sunk LCs are returned to play four player turns after the turn on which they were sunk at any friendly owned

standard, major or great port within the theatre in which it was lost, that is a linked to a source of general supply

or by a sea LOC to the national source of supply, if the owning player expends one Naval Repair Point per counter

(lost) on the turn that it is lost.

d. Ground Operations.

i. Assaults.

1 Assaults are considered to be any landing operation:

a. Onto hostile shore that consist of 3 SP or more of ground forces, with the intention of establishing a

beachhead to occupying territory as a base for future operations.

b. Into a Neutral Owned port. Roll 1D10 per unit landing the forces. On a roll of 10 the assaulting force

suffers a critical hit on the unit affected. Resolve per the naval gunnery critical hit procedure. On any

other roll the force lands into the port using the port capacity unaffected by naval defences. Landed

forces then operate per the remainder of the amphibious assault rules below.

2 Amphibious assaults occur only during the first naval movement phase of the owning player's turn.

Ground Combat is resolved during the Ground Combat resolution element of the game turn.

3 Planning time required. An amphibious assault must be planned six game turns in advance. At that point

the NSPs, LCs, and the general number and type of the ground units to be involved are designated. No

naval or ground unit may have no more than one amphibious assault involving it planned at a time. When

the planned execution date is four turns away, the LCs and NSPs that will carry the force to land must

remain in the designated embarkation port(s) until the turn of execution. They may not be used for any

other purpose unless the assault is cancelled. Specific ground units are scheduled for the operation. These

units must be kept out of contact with enemy ground forces and within movement distance of the

designated embarkation ports (This distance to be adjusted to include the loading and unloading costs {4

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MP total} for the unit.) If the designated ground units are involved in any ground combat during this time

they are not available for the assault and it is cancelled. If the NSPs used use “extended” supply rules as

part of their movement, they are held out of use five not four turns prior to the execution date.

4 Cancelling or delay of execution. Assaults may be cancelled at any time and a player is not obliged to

follow through on a plan. The owning player may “delay” the landing for one turn, keeping the plan in

effect and binding all involved units to the plan for one additional turn. The ground units need not load if

the operation is delayed.

5 Combat. Units landed at an enemy occupied coastal hex attack the defending units. All attacking units have

their normal attack factors, except for marine and commando units, which are doubled. All attacking

ground units are destroyed at the end of the turn if they fail to gain control of the hex where they landed.

ii. Tactical Landings: Tactical landings are small landings on enemy owned shores designed to force the enemy

to either retreat in another direction, or block retreat routes for the enemy in conjunction with other attacks

being made by ground forces. These landings are 3 SP or smaller in size.

1 Tactical landings occur in the owning player’s naval movement phase only. They may also only be executed

into hexes adjacent to a hex being attack by friendly ground forces other than the landing force.

2 These operations require no planning time. The landing force may only move out of the hex it landed in if

it is either adjacent to a friendly ground unit in regular supply, or by withdrawal via the LC(s) in the

pursuit phase. If the force is to be withdrawn, this occurs immediately after the combat resolution phase

on the turn it landed. The LC(s) involved pay the 1 SMA MP point cost for loading and unloading during

the movement phase. The reloading from the target hex on completing the operation has no MP cost.

iii. Raids: Raids can only be conducted by units that have ‘amphibious’ capability; as denoted on the Unit

Identification Chart. They are smaller than 3 SP in size.

1 Raids occur in the owning player’s movement phase only.

2 Raids require two turns of planning. During that time the LC(s) that will land the force will remain in the

port of embarkation and the specific units involved will remain within movement distance (allowing for the

cost to load and unload the units) of that port.

3 Should either the LC(s) or the units designated to participate be involved in either other operations or

ground combat, the raid is cancelled. Once the raiding units have been landed, they may not leave that

hex except withdrawal via LC(s) in the pursuit phase. They can expend movement points to damage items.

4 During the ‘pursuit phase’ of the turn they landed in, they are reloaded onto the LC(s) and return to a

friendly port (at the option of the owning player, and the range of the vessels). The LCs involved pay the 2

SMA cost for loading and unloading only during the movement phase. The reloading from the target hex in

the pursuit phase has no MP cost.

iv. Landing on Friendly Shores: This is the use of LCs to transfer units to areas where port capacity is limited or

restricted to unloading other cargo. There is no planning time required for this type of operation.

Transhipment Costs are charged.

e. Evacuations: An evacuation is the lifting of forces off a beach (no port capability used) due to a calamitous military

situation. Evacuations are declared events (by the player desiring to execute them). Once declared, the units to be

evacuated are removed from the map as they load onto the NSPs, with only the Infantry replacement points

needed to rebuild them available to be ‘taken off the beach’. All other points (armour and artillery) are lost and do

not go into any of the owner’s replacement pools.

i. If a player has a sufficient number of LCs, a proportion of the heavy equipment is rescued:

1 One LC per SP evacuated: 25% of the Arm or Arty SRPs in the unit.

2 Two to three LCs per SP evacuated: 50% of the Arm or Arty SRPs in the unit.

ii. LCs used for an evacuation may be permanently lost:

1 Roll 1D10 per LC and consult the naval success table

a. On a S result the LC survives, but is in refit as soon as it enters a friendly owned port for 4 game

turns.

b. On a F* result, the LC is critically damaged in game terms. The LC must be rebuilt expending 1 NRP,

and then refitting the LC in a friendly port for 6 game turns.

c. On a F result, the LC is destroyed, and cannot be rebuilt in the context of the game.

2 Fractions. In all cases above, retain SRP fractions.

10. Submarine Movement: See Rule 8.D.15.a

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8. Combat Phase A. Ground Combat.

1. Definition: During the combat phase, a player's units may attack adjacent enemy units. Attacks are voluntary, at the option

of the phasing player. However, starting air combat in the hex forces the attack on the ground to be completed. No unit

may attack into or across prohibited terrain. The Ground Combat Results Table is used to resolve ground combats.

2. Procedure:

a. The attack (combat) strengths of all the forces attacking are modified for terrain, supply, national contingent (see

3.e below), weather and CEV, then totalled.

b. The defence (combat) strengths of all the forces defending are modified for supply, national contingent, weather

and CEV, then totalled.

c. The two totals are compared in the following manner; divide the attacker total by the defender total to arrive at a

combat ratio (always expressed as attacker : defender). If the ratio is not exact, round it to the nearest hundredth

and use a percentile roll to determine the initial odds column used on the Combat Results Table. If the result of

the 2D10 roll is equal to or lower than the ratio the higher odds column is used, if higher than the ratio the lower

odds column is used.

For Example: 34 factors attacking 9 factors 34/9 = 3.77:1

i. 2D10 result greater than 77 means that the attack is a 3:1.

ii. 2D10 result equal to or less than 77 means that the attack is a 4:1.

iii. From this odds column result, apply any generated odds column shifts.

iv. 1D10 is rolled and the result is modified by any terrain or other special effects to the die roll (from any

source, such as Air Superiority – Rule 5.B.6).

v. The adjusted die roll result is then cross indexed with the odds column under the ratio determined in steps

iii & iv above.

vi. This final result is then applied to all forces involved in the combat.

vii. Results are applied to both sides immediately after the die roll for each individual combat.

3. General Modifications and Restrictions:

a. No unit may attack, or be attacked, more than once per combat phase. If a unit retreats to a hex that is then

attacked, it takes no part in the defence and suffers the result of the combat with the defending force.

b. Each attack must be directed against a single enemy hex. Two or more enemy held hexes cannot be attacked by

the same units as a single attack.

c. Units in the same hex may attack different hexes, but each hex attacked is resolved independently. A single unit

may not split its attack strength to attack into multiple hexes.

d. The order in which individual combats are resolved is determined by the attacker.

e. National contingents. When units from more than one nation combine in an attack, there is a modification to the

attack strength. The majority contingent (in terms of SPs) remains at full strength, while the other national

contingents are halved. If there is no minority, the owning player designates the minority. The minority contingents

retain any special capabilities they bring to the attack (Armour heavy, engineer benefit, etc.). On the defensive, the

minority force loses 25% (retain fractions) of its strength.

f. Attacks at greater than 9:1 are treated as 9:1.

g. Attacks at less than 1:4 are treated as 1:4

h. Die roll results higher than 15 are treated as being 15, those lower than -4 are treated as -4.

4. Combat Results:

a. AH: Attacker Halved. The attacker must lose ½ the stacking points of the DEFENDING force total. The defender

retains the hex.

b. DH: Defender Halved. The defending force must lose ½ its total stacking points and must retreat.

c. AQ: Attacker Quartered. The attacking force must lose ¼ of the stacking point total of the defending force. The

defending force retains the hex.

d. DQ: Defender Quartered. The defending force must lose ¼ of its total stacking points. The defending force must

retreat.

e. AE: Attacker Eliminated. The defending forces take no losses. The Attacking force is eliminated. Any remaining

attacking units must retreat.

f. HQ: Attacker Halved, Defender Quartered. The attacking force must lose ½ of the total stacking point size of the

defending force; the defending force must lose ¼ of its stacking point total. The DEFENDER has the choice to

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retreat or not. If the defender chooses NOT to retreat, the loss required goes up to ½ its total stacking points,

but remains in the hex. If the defender does retreat, the attacker may advance into the hex after combat.

g. HR: Halved Retreat. The attacking forces lose ½ of the total stacking point size of the defending force; the

defending force must retreat.

h. DA: Defender Annihilated. The defending force is completely destroyed. If units in it have reduced sides, these are

not received. The defending force does not receive combat replacements. The attacker may advance into the hex

after combat.

i. QR: Quarter Retreat. The attacker must lose ¼ of the defending force total of stacking points. The defender must

retreat.

j. HX: Half Exchange. The smaller force is eliminated, the larger force suffers losses equal to half the SP size of the

smaller force. If the attacker is eliminated (including all reduced units) the defender may elect to retain the hex.

k. DR: Defender Retreat. Neither the attacker nor defender takes losses. The defending force must retreat.

l. QH: Attacker Quartered, Defender Halved. The attacking force must lose ¼ of defending forces total stacking

points; the defending force must lose ½ of its total stacking points. The defending force must retreat.

m. DE: Defender Eliminated. The attacking force takes no losses, the defending force is eliminated. Any remaining

units must retreat.

n. EX: Exchange. The smaller force (fewer SPs) is eliminated. The larger force suffers losses equal to the SP size of

the smaller force. Then the smaller force retreats or returns to its starting hex if it was the attacker.

5. Losses:

a. In general, all combat losses are calculated in terms of stacking points involved in the action (attacker and

defender), and are rounded down to the nearest half stacking point.

b. The number of stacking points required to be lost is defined in the results (above). Required Losses’ (Rule 10

below) may also apply. This specifies the types of stacking points that must be lost as a proportion of the losses

required by the combat result, if any.

c. As naval and air units have no ‘stacking point size’, they are never included in ground loss calculation.

d. Losses are subject to the ‘Combat Replacements’ regulations (Rule 11.A.2.f).

e. If the side suffering losses cannot precisely match the losses called for as a result of a combat result, the side must

take losses that exceed those called for. For Example: A force attacking with 8 SPs takes 5 SPs of losses. The

attacking force consists of two divisions, worth 4SP each The attacking player may reduce and eliminate one

division for 4 SP, then he must reduce the other division for 2 SP losses, and then records his total SP losses (6 SP)

for the combat replacement system.

6. ‘Reduced Strength’ Capable Units:

a. Some ground units can be ‘eliminated’ in combat and yet retain some strength. These units have a reduced

strength printed on the reverse of their counter. If such a unit is eliminated in combat, instead of being removed

from play, it is reduced. If the unit is already reduced, then it is eliminated. When a unit is reduced due to combat,

it is flipped to its reduced side. Its reduced side represents a size equal to ½ its initial SRP size. For divisions 2 SRPs

of its unit type are set aside for use in the ‘Combat Replacement' system, for Brigades or other sized units ½ of its

SRPs are set aside for use in the Combat Replacement system (Rule 11.A.2.f).

It is possible for a unit to be reduced and then eliminated. The unit counts as half its SP strength if reduced, and as

half its SP strength if its reduced side is later eliminated.

For Example: A force loses 4 SP in combat. The side suffering the loss includes several divisions. That side may elect

to reduce one division, and then eliminate the reduced side to satisfy the losses from the combat result. Hence, the

total combat replacements added to the combat replacement system are 4 SP.

b. Where multiple contingents are involved in a combat, losses should if possible be spread across the contingents

equally, however where this is impossible, the larger contingent takes the loss.

7. Movement after Combat:

a. There are two types of movement possible after combat; Retreat and Advance. Attacking forces are never

required to retreat (unless the result is EX), while defending forces cannot advance after combat. Units in a hex

can retreat individually, in separate groups, or as a single stack at the owner’s option.

b. Retreats. When a unit is required to retreat, the owning player must move it one hex away from the hex it

occupied during the combat. All units in a hex, or each unit in a hex individually, retreats in the order determined

by the owning player.

i. Retreat Restrictions and Requirements.

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1 A unit which must retreat into an EZOI is eliminated.

2 A unit which has a reduced size, and is full strength prior to the required retreat, is reduced.

3 If it must continue to retreat (due to stacking) and again must enter an EZOI it is eliminated. Note: Units

eliminated in this manner are also put into the combat replacement system.

4 A unit must retreat according to the following priorities:

a. To a hex not in an EZOI and not over stacked.

b. To a hex not in an EZOI but over stacked.

c. To a hex in an EZOI and not over stacked.

d. To a hex in an EZOI but over stacked.

5 Stacking. When a unit violates stacking by retreating into a hex, it must continue to retreat until it no

longer violates stacking. Units that are capable of being reduced may be reduced at the owner’s option to

avoid being forced to further retreat if such a reduction would permit the unit(s) to no longer violate the

hex stacking limit. Stacking points lost in doing this are added directly to the appropriate combat

replacement pool (and are not counted for Rule 11.A.2.f). Any units that cannot retreat to avoid

exceeding stacking are totally eliminated (not reduced). Their points go into the appropriate replacement

pool.

6 Retreated Units and the Defence. When units are forced to retreat into a hex that is subsequently

attacked in the same combat phase, they contribute nothing to the defence. They are subject to the

results of the combat in the hex. They are included in the total for the defender losses but only the

contributing defending force SPs in the target hex are used to determine the loss for the attacker.

c. Advances after Combat. If the attacked hex is cleared of all enemy units, the attacking player may occupy the hex

with units that participated in the attack. The hex can be occupied only up to its stacking limit, but the units can

come from any hex that it was attacked from. If there are units still in the attacked hex, the attacking force can

overrun them (Rule 7.A.5) if sufficient factors can be moved into the defending hex from any of the attacking

hexes. This advance is voluntary on the part of the attacker, but must be completed prior to resolution of the next

combat.

8. Zero Strength Units:

a. Any regular (non-partisan) ground unit with a printed attack strength of zero (0) may not attack by itself but:

i. It may be included in an attack to either provide a special benefit, or to be permitted to advance after combat.

ii. These units are eliminated when attacked alone by any unit with a combat strength of one or more.

iii. Their stacking point size is used both for losses and required losses.

9. Terrain Effects: The terrain of the defender’s hex and the hex sides being attacked across may modify the strengths of

attacking units. The effects columns on the Terrain Effects Chart (TEC) show the effects on combat for each terrain type.

Any DRMs are cumulative for the combat, with the final adjusted total applied to the basic 1D10 roll for that combat.

10. Required Losses: Ground units with special capabilities are required to take losses when their benefits are used to influence

the outcome of ground combat. This represents the increased risk they suffer by influencing the combat. In any combat

where a side uses the benefits a +2 DRM from any proportion of effects or specialist units, at least half of the SP losses by

that side must be taken from units who are ½ or greater capable in that category.

For Example: An armour heavy force attacking field works with 2 armoured divisions (8xSP) giving +2 DRM, an infantry

division (4xSP), and two assault engineer battalions (1xSP {4xSP for combat effects}) giving another +2 DRM, would be

required to take 50% of any losses from the armour and engineer units. Against this force if the defender was ¼ AT, then

¼ of the SP loss must come from AT units in the defence. The owning player decides the order in which units are lost.

One unit per type contributing special capabilities is taken (or reduced) at a time, with a second loss from each type only

allowed to be taken when all unit types contributing have taken losses. In the above example if the attacker suffered losses

of 6xSP then he could reduce an armoured division (2xSP), eliminate an assault engineer battalion (½xSP) and then either

eliminate the other assault engineer battalion or take another 2xSP of armour losses before taking any infantry losses.

11. Concentric Attacks: Forces attacked from multiple sides may suffer a combat penalty. If the attacker meets any or all of the

following requirements, the attacker gains a +1 DRM on their combat die roll:

a. The attackers attack across multiple hex sides, separated by at least one other hex side.

b. The attackers attack across at least 3 hex sides.

c. The attackers attack across diametrically opposite hex sides.

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12. Abilities of Special Unit Types:

a. Combined Arms Effects: Specialised units may have a dramatic impact on a battle above and beyond their basic

Combat Strength. Combining these arms will dramatically increase the combat power of forces, especially when

proper use of terrain is considered.

i. Armour Shock Effects (ASE) and Antitank Effects (ATE): To reflect the ‘shock’ impact of armoured fighting

vehicles in combat, all units that have a significant armour component have a point value assigned to them

showing their ‘armour’ value. See below for these values. Opposing this impact is the density of antitank guns

resisting the armoured attack. All units that have a significant antitank component have a point value assigned

to them showing their AT value. The following list summarises in general the units affected:

1 Armour. Equate to their SP total in Armour points. They also equate to their SP strength in AT points.

2 Assault Guns and Tank Destroyers. Equate to 50% of their SP strength in Armour points. They also

equate to their SP strength in AT points.

3 Light Armour and Armoured Cavalry Units. Equate to 75% of their SP total in Armour Points. They also

equate to 50% of their SP strength in AT points.

4 Special Armour. Special Armour (such as Engineer or Flame Tank Units) count as 25% their SP total in

Armour Points. They also equate to 50% of the SP strength in AT points.

5 Mechanised Infantry. Equate to 25% of their SP total in Armour points. They also equate to 75% of their

SP strength in AT points.

6 NOTE: The following units do not have any Armour Point Effect:

a. Anti-Tank. Equate 50% of their SP strength in AT points until the Initial Phase of the June 1 Turn,

1942. Between that date and the Initial Phase of the June 1 Turn, 1943, they equate to 100% of their SP

strength in AT points. From that turn until the end of the game, they equate to 150% of their SP

strength in AT points:

b. Heavy Anti-Aircraft. When deployed as AT weapons, Heavy AA units count in general as 100% of

their SP strength as AT points.

c. Infantry. From the Initial phase of the June 1 Turn, 1942 until the Initial Phase of the June 1 Turn 1943,

they count as ½ their SP for AT points. From that turn until the end of the game they count as their

full SP for AT points. This may be modified by the Political and Economic Rules.

d. Artillery. All types of Artillery are not counted for the AT or Armoured Shock Effects totals.

NOTE: These are not combat factors, but values for use in determining the effects in an individual

combat in the turn. All Armour Point and AT point values are subject to the Political and Economic

Rules in which they may be amended by Nationality.

ii. Determining Armour Shock Effects (ASE). The number of armour points the attacking force has can be

affected by terrain. (See Terrain Effects Chart). Total all the armour points in the attacking force, modify by

terrain and supply effects, and use the modified total to determine the armour benefit for the attacker. To

gain this effect the following conditions are required:

1 1-5 Armour Points +1 DRM

2 6-10 Armour Points +2 DRM

3 11-12 Armour Points +3 DRM

4 13+ Armour Points +4 DRM

iii. Determining AT Effect. The defending force totals up the AT points it has. ATE can be affected by supply and

terrain. Modify the total by these effects. This modified total is used to determine the AT benefit received by

the defender. To gain the effects, the following conditions are set:

1 With 2-5 Antitank Points -1 DRM (if 3+ unmodified Armour Points in the attack)

2 With 6-12 Antitank Points -1 DRM (if 3-8 unmodified Armour Points in the attack)

-2 DRM (if 9+ unmodified Armour Points in the attack)

3 With 13+ Antitank Points -2 DRM (if 3-8 unmodified Armour Points in the attack)

-3 DRM (if 9-12 unmodified Armour Points in the attack)

-4 DRM (if 13+ unmodified Armour Points in the attack)

iv. To determine the points in an attack, total up the armour points and the AT points, compare them, and the

DRMs are applied.

For Example: The Attacking force is 100% Armour and consists of 20 SP, for a +4 DRM. The defending force

has 6 AT points for a -2 DRM. The net DRM is +2.

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b. Mountain Troops Effects. Mountain Troops are specially trained and equipped to operate in difficult terrain. Attack

Strength is doubled against mountain hexes. Their Defence strength is NOT modified in any way. Mountain troops

also have the same modifiers in hills, woods, jungle, wooded hills, or karst terrain as do light infantry units.

c. Light Infantry (Jaeger) Effects. Light infantry are less well equipped than their “regular” counterparts, and have a

lesser allocation of heavy weapons which has the effect of increasing their battlefield mobility in Poor Going. As a

result, a stack with greater than ½ its SPs consisting of Light Infantry units gains a +2 DRM when attacking hills,

woods, jungle, wooded hills, or karst terrain.

d. Machine Gun. Machine Gun units (and Light AA units) have a significant increase in the percentage of automatic

weapons. If a MG or Light AA unit (or a stack containing a MG or Light AA unit) is attacked by a force which is at

least 25% Infantry, multiply the defence strength of the MG or Light AA unit by 1.5.

e. Political Police. In operations between the USSR and any other nation, or Germany and the USSR, the presence of

a Political Police unit in a stack multiplies the defence strength of the stack by 1.5. This is not cumulative if more

than one Political Police unit is in the stack.

f. Cavalry Effects. Cavalry units are lightly equipped and have significant mobility advantages as shown in their

movement ratings. Against stacks which have no divisional units or artillery units their attack strength is multiplied

by 1.5.

g. Motorised Effects. In general motorised units have no additional modifiers except where noted in the ASE/AT rule

above. If using the optional going rules they have the following effect in some types of Good Going:

i. Their combat strength is multiplied by 1.5 in clear and desert going.

ii. Their combat strength is multiplied by 1.25 in hills and sandy desert going.

This represents their increased local mobility.

h. Engineer Effects. Engineers have a variety of missions, dependant on their specific training. Construction and repair

work are dealt with in Rule 9.B. Combat engineers have effects in attacks in addition to their construction

capabilities. All the effects in this rule are for combat engineer units.

i. Combat Engineers in River Crossing Operations. Combat engineers provide essential support to a river

crossing operation. Their presence reduces the impact of a river as an obstacle to the advance of the force.

To take advantage of this ability there must either be 1 SP of combat engineers for every 12 SP of non-

engineer forces (in each hex involved) attacking across the river. This proportion gains the attacking force (if

all attacking across a river) a +1 DRM; or if there are one SP of engineers for every six SP of non-engineer

force (in each hex involved) attacking across the river, the forces (if all are attacking across the river) receive

a +2 DRM.

ii. Combat Engineers in Attacks against Cities and Fortifications. When attacking a city (any size), field

fortification (any level), or other fortified work, combat engineers provide benefits to the attacker. If the

attacking force includes SP equivalent of combat engineers (calculated as in iii below) it receives the following

benefits:

1 With 1-3 SPs +1 DRM

2 Over 4 SPs +2 DRM

NOTE: Less than 1 SP has no effect.

iii. Adjustments to the combat engineer SP total. Combat engineers receive ‘multipliers’ to their SP numbers as

follows:

1 Combat Engineers. These units have their SP size doubled when attacking cities, fortresses or major

fortified works. Combat engineers have construction and repair capabilities per Rule 9.B.2.

2 Assault Engineers. These are specialist units trained for combat use only they have no construction

capability. These units cannot be counted towards the river crossing support mission. When attacking

cities, fortresses, field fortifications, or fortified works these units have their SP total quadrupled (x4). In

addition their combat strength is always increased by +1 against these targets.

3 Armoured Engineers and Flame Tank Units. These are assault engineers equipped with armoured vehicles.

They have no construction capability. These units are not counted towards the river crossing support

mission. When attacking cities, fortresses, field fortifications, or fortified works these units have their SP

total quadrupled (x4).

i. Artillery Effects: Artillery class units not stacked with at least 1 SP of non-artillery, non-support units attack or

defend with their combat values halved.

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i. Types of Artillery. Artillery is divided into four groupings for the game. They receive the benefits described

below:

1 Field Artillery. All artillery or rocket units not designated as being Siege, Heavy, or Coastal.

2 Heavy Artillery. Generally guns or howitzers from 6” to 9.2” in calibre, depending on the nationality. Used

for a variety of tasks.

3 Siege Artillery. Siege artillery consists of Very or Super Heavy artillery designed for use against fortified

positions. Due to its size it is often mounted on railroad carriages.

4 Coastal Defences (CD). This is artillery dedicated to engaging ships at sea.

NOTE: No artillery can fire more than one hex in the game.

ii. Effects of Artillery.

1 Field Artillery. There is no benefit for field artillery other than those described in the TEC.

2 Siege or heavy artillery.

a. All size cities: Factors x 3

b. Major Fortifications. Major fortifications are level 3 & 4 field fortifications, and major pre-war

structures such as Maginot Line, Fortified hexsides etc. (See the Political and Economic Rules and maps

for more details): Factors x 4

c. All other: Factors as printed.

d. Enemy River Crossings supported by Engineers gaining a special effect. If the attacker uses the

engineer effect during an attack, defending heavy artillery (only) causes the following effect:

If two or more SP in a defending hex are Heavy Artillery, the die roll is modified by -1.

iii. Coast Defences.

1 Coast Defence Artillery Against Ships. Coast artillery positions are rated with gunnery ratings equating to

their level.

2 Coastal Defence Artillery Against Ground Forces. See Naval and Movement Rules.

3 Coastal Defences Being Bombed or Shelled. CD positions can be bombed from the air, or shelled from

the sea to try and eliminate them. It takes six hits to destroy them, with each hit up to their level reducing

their gunnery and AA level by one until they are suppressed. Torpedo Batteries are never affected.

Additional hits have no effect other than to increase the repair time, or to destroy them.

a. To achieve a hit requires the delivery of 16 bomb (NGS) factors to the hex.

b. To repair a hit requires an engineer unit to spend four MPs per hit.

4 AA. CD positions have their AA factor determined by their level. It is always light AA.

iv. Field, Heavy, Siege, and Rail Artillery as CD. All artillery has its combat factor multiplied by 4 for use in the

naval system.

1 Field and Heavy Artillery. Field and heavy artillery may only engage enemy forces engaged in some form

of amphibious landing.

2 Siege and Rail Road Artillery may attempt to engage enemy naval forces either operating within a Coastal

Sea Zone, or passing through a Coastal Sea Zone immediately adjacent to their hex location. They roll on

the Spotting Table to see if they can fire. If they can fire, their attack strength is their Naval Gunnery

Strength. Resolve attacks per the Naval Gunnery rules. Multiple units may combine their NGS, but are

penalised per the Naval Gunnery rules for doing so.

j. Commandos:

i. Commandos are not counted when determining the number of SPs for special capabilities in an attack.

ii. Commandos may attempt to gain tactical surprise (Rule 13.a below).

iii. Commando units may always retreat into an unoccupied hex, even if it is in an EZOI.

iv. When a stack of units containing a commando unit is forced to retreat as a result of a combat result, the

commandos can allow the units to retreat through or into a hex that they would normally not be able to

retreat through. To do this, the hex being entered must be unoccupied by enemy units, and the hex may not

be prohibited terrain. The units may not exceed the stacking limit in the hex that they are attempting to

enter.

13. Tactical Surprise: Surprise is a major force multiplier in military operations. Tactical surprise is a matter of die roll chances

for success. Tactical surprise is possible in the following situations:

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a. Forces conducting airdrops (the turn they land), forces conducting amphibious landings (assault, raid, or tactical)

and forces conducting regular ground operations, if accompanied by commando type forces (at least ½ SP in size).

These attempts suffer no penalty for failure.

b. Any ground combat force can also attempt surprise, the attacking player can state that surprise is being attempted,

and rolls for success. This type of attempt may suffer a penalty for failure.

c. To determine if surprise is achieved in all the above conditions, consult the Success Table, roll 1D10, and modify

that roll as described there. Success means surprise is achieved, failure means it is not.

i. Success gives the attack a two odds column shift in the favour of the attacker (a 1:1 becomes a 3:1).

ii. Failure for all attempts described in 13.a (above) has no further impact on the combat.

iii. Failure in cases described by 13.b (above) imposes a -4 DRM penalty on the attack in addition to any other

DRMs in the combat.

14. Airborne Assault: This rule explains how combat units and supply can be parachuted or glider landed into enemy or friendly

territory. Parachute, airborne, parachute commando and partisan HQs are capable of being parachuted. NOTE: While

some units have the term ‘parachute’ in their name, it is strictly an honorific title, not a functional one. Only those units

with the parachute gull wings within the unit symbol or only have the parachute symbol within the unit icon are air

droppable.

a. Glider Units can only be landed in gliders (type “G”).

b. Division sized units must always be broken down for transportation and dropping. Once dropped, a division

cannot be reassembled until it is reunited with its ‘transport’ element.

c. Planning. Air assaults into enemy owned territory must be planned in advance of the turn they are conducted by

following these steps:

i. Planning consists of noting both the target hex and the units to be dropped during the executing player’s

initial phase the turn prior to the drop being executed.

ii. A single air droppable unit may only have one drop planned at a time, however divisional break downs may

have up to three drops planned at any given time. The player must, however drop the entire divisional

breakdowns from each division either in the same hex, or in adjacent hexes. Furthermore drops in more

widely spaced operations are subject to the “single unit” limitation.

iii. Planned operations can be cancelled at the owning player’s option.

iv. Drops are automatically cancelled if the planned drop unit begins the turn the plan is set for in an EZOI, or is

attacked by enemy ground forces.

v. An air drop can be planned for unit(s) scheduled to arrive as reinforcements.

d. Air Drop Mission. This mission is flown during the owning player’s air phase. Its purpose is to drop units or

supplies by parachute or glider. This mission may be intercepted in the hex targeted for the drop of units or

supplies, and must undergo air to air and antiaircraft combat before dropping the cargo. The air units that drop

the ground units or release the gliders may not land in the target hex of an air drop even if there is an airbase in

the hex until the next friendly initial phase, assuming the airbase remains friendly owned. Air drops are treated the

same as airlift, with the target hex for the drop replacing the ‘unloading’ airbase, with these differences:

i. Regular Range. All cargo capacity is halved.

ii. Short Range. All have normal cargo capacity.

iii. Extended Range. All cargo capacity is quartered.

e. Glider Operations. (Rule 7.B.9.f).

f. Disruption. In an airdrop (parachute and/or glider landing), units may become disrupted, or supplies may be lost.

1D10 is rolled for each unit being dropped and for every three (or portion of three) supply points being dropped;

during the mission resolution step, with the following cumulative modifiers to the roll:

i. +2 if the entire unit is delivered in gliders.

ii. +2 if dropping into friendly owned or occupied hexes.

iii. -2 for dropping into a major or large city hex.

iv. -1 if dropping at night.

v. -1 for dropping onto enemy units or EZOI.

vi. -1 for dropping into a any hex other than clear terrain hex.

vii. -1 for dropping in Mountain, Forest, Jungle, or Swamp hex.

viii. -1 for dropping in heavy storm activity.

ix. Modified per the Airdrop element of the ACEV Chart.

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x. These modifiers are cumulative.

For Example: A British unit drops into a rough hex, in an EZOI, in heavy storm weather, after flying 12 hexes.

The total modifier is -5 (the distance cost is -1 for every 8 or part of 8 flown).

g. Effects of Disruption:

i. If the adjusted total is 1 or zero, the unit is disrupted. Its combat strength is halved the turn it is dropped

(from the time dropped until the next owner’s initial phase).

ii. If the adjusted total is -1, or - 2, the unit or supplies are eliminated if landing in an enemy occupied hex. It

may not attack at all until after the next owner’s initial phase and its combat strength is halved for a turn.

iii. If the adjusted total is -3 or less the unit or supply cargo is eliminated regardless of hex or enemy forces.

iv. A disrupted unit does not gain control or ownership of the hex it occupies. A supply line may be traced

through the unit as if it were not there; units may move through or past it as if it were not present.

v. The effect of disruption on units ends at the start of the next friendly initial phase. Surviving units then

operate normally for their supply status.

h. Ground Operations. Occupied and unoccupied drop hexes. Airborne units can drop into hexes that are either

enemy occupied or not enemy occupied. The procedure for attacks is slightly different in each case:

i. Into Enemy Occupied Hexes. Airborne units which land in hexes occupied by enemy forces must attack the

enemy forces in the hex during the combat phase. If the attack does not make the enemy leave the hex, the

force(s) that landed there are eliminated.

ii. Adjacent to Enemy Units. Airborne units dropped adjacent to an enemy unit may attack during the combat

phase.

iii. Zones of Influence. Airborne forces do not exert a ZOI during the turn they are dropped. They commence

having a ZOI during the initial phase of the next friendly player turn.

iv. Movement. Airborne units may not move after landing in the movement phase, but can move in the pursuit

phase of that turn.

v. Tactical Surprise. The Success Table should be consulted to see if ‘surprise’ is gained by any force attacking

on the turn of the drop. All airdrops receive a DRM of + 5 on the Success Table, on the turn dropped. Air

droppable units receive a +2 DRM on the Success Table on all other turns.

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B. Air Combat.

1. Definitions: Air combat occurs when air units of one side intercept air units of the opposing side. Air to air combat is

resolved as designated in the turn sequence (for the various missions possible).

a. The Phasing Player and the Non-Phasing Player. Used to show the interaction between the players when engaging,

and being engaged by, enemy forces.

b. Air Combat Efficiency Variable: This is a die roll modifier for combat based on the training, experience and other

soft factors (C3I, doctrine, etc.) that an air force has. It is abbreviated ACEV for use in the rules. The national

ACEVs are in the ACEV chart.

c. Eliminated Over Friendly Territory: Air units shot down of friendly owned territory are EFT.

d. Eliminated Over Hostile Territory: Air units shot down over enemy owned territory, or over the sea are EHT.

NOTE: Friendly owned, isolated territory is EFT.

2. General Air Combat Conditions: Players cannot avoid air combat by cancelling a mission once launched. The phasing player

may choose to cancel air missions in the hex, but they remain subject to interception (but not AA) before returning to

base. Cancelled air missions return to base during the air return segment. Units can only participate in one air to air

combat per player turn.

a. A hex may contain several separate combats:

i. Day Missions: As there can be multiple missions flown into a hex, they and their escorts are intercepted, and

engaged by AA mission by mission. If there are multiple missions in a hex, the Phasing Player must specify

which air craft belong to each individual mission force, and which escorts are assigned to which mission force.

The non-phasing player must specify which mission each interceptor is attacking.

For Example: A phasing player force is attempting to daytime bomb a Strategic Target in the hex, and is also

attacking a bridge in the same hex. Each mission force is intercepted separately by non-phasing player in the

hex and each combat is resolved separately.

ii. Night Missions: Night missions are completely separate from day missions, even when flown to the same hex.

Night air combat is resolved separately from day missions.

For Example: A phasing player force is attempting to daytime and night-time bomb an economic target in the

hex, and also attacking an operational target (a bridge) in the same hex. Each mission force is intercepted

separately by non-phasing player in the hex, and each combat is resolved separately.

b. Type “F” units. There are four conditions that directly apply to “F” air strength. These units, when part of a

mission force and carrying bombs, can choose to jettison their bombs (the jettisoned factors are not delivered to

any target) and fight with no penalty.

i. All fighters with Ground Controlled Intercept (GCI) capability flying short range interceptions have their air

attack strengths doubled. See the GCI table for more details.

ii. Fighters have their Air to Air combat rating reduced by 25% at extended range.

iii. All fighters flying long range escort missions have their attack strengths halved.

iv. Fighter type units who retain their bombs during the air to air combat have their attack factor halved

(rounding up).

c. Determined Bombing Attacks (DBA): Aircrew during the war were, on occasion, exceptionally determined to

complete their mission, and thus pressed home their attacks despite extreme risk. Players may nominate a mission

as flying a DBA prior to flying the mission. All ATAC is resolved normally. AA in a hex is doubled for loss

calculation but dispersion is ignored against land targets, quartered against naval targets.

d. Determined Transport Missions (DTM): Aircrew during the war were, on occasion, exceptionally determined to

complete their mission, and thus pressed home their attacks despite extreme risk. All ATAC is resolved normally.

AA in a hex is doubled for loss calculation however the transport mission is completed prior to losses being

applied to the transports.

3. Air Combat Resolution: Air combat happens simultaneously and both players follow the procedure below before any results

are applied to their forces.

a. Air to Air Combat (ATAC). Each bombing mission to a hex must be dealt with in turn, and each mission has its

own assigned Escorts (if available). Resolve ATAC one bombing mission in a target hex at a time using the following

method:

b. Both Players:

i. Separate missions into bombers and escorts.

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ii. Air units allocated to intercept are designated as Air Superiority or Bomber Destroyers. Those attacking as

Air Superiority solely engage the escort, those operating as Bomber Destroyers engage the bombers and any

fighters not engaged by the Air Superiority Group.

iii. The intercepting player allocates his attacking aircraft against enemy aircraft, and may not allocate more than

one aircraft against a defending air unit unless each defending air unit in the mission group has an aircraft

allocated against it.

For Example: The intercepting player has 6 fighters; the intercepted player has 3 escorts and 5 bombers. The

intercepting player allocates 3 fighters as the Air Superiority force, and 3 fighters as Bomber Destroyers. The

intercepting player allocates one fighter against each escort. The bypassing Bomber destroyers are allocated

against 3 of the bombers. 2 of the bombers are ignored for this combat.

iv. If an escort has been selected by the intercepting player to be engaged, at the owning player’s discretion it

may attempt to attack the Bomber Destroyers. If it tries to do this, the intercepting player rolls with a +3

DRM on the air to air combat chart. It may not attack the aircraft allocated against it by the intercepting

player. If it survives it may attack the Bomber Destroyers.

v. Consult the Air CEV table. Compare the pilot quality DRM for each side. Subtract the lower ACEV from the

higher ACEV. Use the differential to modify the combat resolution die roll.

For Example: the pilot differential for the intercepting player is +3, that of the defending player is (-1). The

result is +3- (-1) = +4 to the benefit of the intercepting player. If the intercepting player is -2, and the

defending player is +1, the result would be a +3 in favour of the defending player.

vi. Overwhelming allocations of Type F air units to a combat may result in an additional DRM. This is

determined by consulting the Air CRT DRM Chart. Apply the DRMs per the chart to the air combat

resolution die roll. This chart is NOT affected by percentile die rolls. Type HF units are treated as “other” if

the opposing side consists solely of Type F units.

vii. Roll 1D10 on the Air Combat Results Table, modify the result by the ACEV modifier, and the fighter ratio

modifier.

viii. Compare and impose the results. The results are expressed as follow:

1 R: Return to base, suffer no combat loss, if a bomber, 0.25 times the applicable bombing factor is dropped.

Roll AA to see if the payload is dispersed.

2 R*: Return to base, suffer no combat loss, if a bomber, 0.5 times the applicable bombing factor is dropped.

Roll AA to see if the payload is dispersed.

3 1: Air Unit suffers 1 step loss. The balance of the unit breaks through to the target, Roll AA for all effects.

4 2: Air unit is eliminated. It cannot complete any other mission steps.

5 1R/2R: The unit suffers step losses per 3 and 4 above, if there are additional air units involved in the air

combat of a similar type, one other of those air units selected at random, after all other ATAC results

have been applied, suffers a R result.

Note: Dispersed bomb factor is always rounded UP to the nearest full factor.

ix. Remove all eliminated air units from the map. Record the loss by type if applicable, and whether EFT or

EHT. Note: This is for later use in balancing the losses in the upcoming player initial phase.

x. Surviving air units may be attacked by AA prior to mission completion.

xi. During the air return phase, surviving air units return to base.

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C. Antiaircraft Combat

1. Antiaircraft Artillery: Various units and facilities have antiaircraft (AA) strengths and can engage enemy air units. Antiaircraft

combat is resolved per the sequence of play after air to air combat and prior to the resolution of the air mission being

completed.

a. Types of Antiaircraft. There are two types of antiaircraft strength; heavy and light:

i. Heavy AA. Only heavy AA, and a percentage of naval ship AA, can fire against economic bombing missions.

Ground units with heavy AA are treated as artillery for combat, are full antitank effect, and can fire on

operational and CAS missions. Heavy AA units may be in one of two modes – AA or AT. When a unit

finishes movement the owning player must determine which mode it is in. If deployed for AA it has zero AT

effects. If deployed for AT effects it has zero AA strength. Mark units in AT mode with a convenient marker.

ii. Light AA. Light AA can fire on operational and CAS missions. Exception: LAA may not engage a carpet

bombing mission.

b. Unit and Organic Capabilities: Ground combat units with the AA branch symbol, naval units, cities, and airfields

etc (see the National Organic AA Chart and the UIT) have specific capabilities which are listed below:

i. Ground Combat Units. Any ground combat units with an AA factor (other than AA branch units) have light

AA.

ii. Ground Combat AA Units. The AA factor of this unit is usually printed inside the unit symbol. This factor is

only used against air units in flight and has no influence on the ground combat strength of the unit.

iii. Naval Unit AA. All naval AA is a mixture of light and heavy AA. See the Naval Gunnery Split Chart for more

details of the percentage splits. Only Type F, A, D and B (only when flying torpedo or skip bombing missions)

units maybe engaged by the full AA rating. Type HB or B (flying level bombing missions) may only be engaged

by the modified heavy AA rating of the target ships.

iv. Organic AA. Cites have an assigned (constant and automatic for all sides at all times) AA strength as Noted

in the National Organic AA Chart.

v. “Static” AA points. These may only move by rail in the Movement Phase. They contribute one combat point

to the defence (only) for every 4 points of AA in a hex. They may combine or split into increments of 1 AA

point at any time within the owning player’s turn. If they move during a turn they may not use their AA or

Defence strength in any way until the next friendly initial phase. Other units or facilities may have an AA

factor as designated in the owning nation’s Political and Economic Rules.

2. Antiaircraft Fire Resolution Procedure: AA fire is resolved as indicated in the sequence of play, after all air combat in the hex,

and prior to the resolution of any mission the attacking air units are attempting. AA fire is resolved using the National

Technical Means AA Chart and the AA Combat Results Table. Determine the mission of the air units being engaged.

Aircraft executing separate missions are engaged separately.

a. Strategic Bombing – Only heavy AA may fire against the bombing aircraft. Losses are determined by use of the AA

Combat Results Table for the AA’s firing nationality and date.

b. Operational Bombing – All types of land based AA factors may engage aircraft flying this mission.

c. Interdiction Missions. Due to the ‘area’ nature of these missions, when the air units are placed in the central hex

of the zone that is being attempted, the defender can take any two hexes in the projected zone, total their AA

value and use that total to engage the air units.

d. Close Air Support. All types of AA can fire on aircraft executing these missions if in the target hex. For an

attacking force the AA strength in all the hexes being attacked from is totalled and then divided by the number of

hexes attacked from. The result is rounded down.

e. Code L units. All AA is doubled against Code L units.

f. AA factors may be fired against each separate mission operating against targets within a hex (or adjacent hex side).

For Example: An attacking force is coming out of 3 hexes, it has a total of 8 Heavy AA factors deployed in AA Mode

within the hexes. 8 divided by 3 = 2.67, which is rounded down to 2 for engaging enemy CAS missions.

NOTE: AA is doubled against DBA and DTA missions (Rule 8.B.2.c & d above)

3. Determining the Results of AA Fire: AA fire may have the following results:

a. R: Return the air unit to base, no combat loss, 0.75 mission payload dropped, all factors dropped are dispersed for

strategic missions.

b. R*: Return the air unit to base, its’ entire mission payload is dropped, 25% of dropped factors are dispersed.

c. 1: The air unit suffers 1 step loss. 0.5 x its mission payload is dropped, and half of its factors are dispersed.

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d. 2: The air unit is eliminated (2 Step loss). Its mission payload is not dropped at all.

e. 1R/2R: Apply the step loss per (3) and (4) above. After all AA results have been applied, if any mission units have

not been affected, one additional air unit selected at random is affected by an R result.

NOTE: If the air unit was returned in air to air combat, it may not suffer casualties in the AA step, however its’

remaining bomb load may be affected per the results above. If the air unit was step reduced either during air to air

combat, or as a result of being a half unit prior to combat resolution, a single step loss during AA resolution would

eliminate it, however 0.5 times it’s payload is dropped, suffering dispersion as listed above.

4. Anti-Aircraft Combat: After all ATAC is completed, any AA units in the target hex or zone must attack the mission force

(only) prior to resolving any bombing attack. Method:

a. Determining AA factor:

i. Target Zone: Total the AA in all hexes of the zone, and divide by the number of hexes in the zone. This is

the applicable AA factor.

ii. Target Hex: Total the AA in the hex. This is the applicable factor. Exception: If the mission force includes

TYPE HB, only the sum of Heavy AA may fire on the HBs.

b. Resolution:

i. Roll 1D10 for each air counter involved in the bombing mission. Apply all applicable DRMs to the result.

ii. Consult the Anti-Aircraft Combat Results Table, applying the results to each aircraft in turn.

iii. Apply losses prior to calculating the bomb factor dropped. Remove destroyed air units from play, and note

lost steps for use by Type and whether EFT or EHT. Note: This is for later use in balancing losses in the

upcoming player initial phase.

iv. Total the delivered bomb load, splitting it into delivered on target and dispersed totals per the outcome(s) of

the AA and ATAC results.

v. Dispersed factors dropped on an operational target or ship have no effect. Dispersed factors dropped on a

strategic target may have an effect per the bombing rules.

For Example: A player has 5 bombers after ATAC available to attack a strategic target. 2 of the bombers were

returned, R* during ATAC, the remainder were unaffected. Each bomber has a bomb factor of 12. The

defending player rolls on the AA table for each airplane on the 5-8 column on the AA CRT.

Plane 1 (R*) roll is 3, there is a +2 total DRM (National Effects, AA DRM): Result is – so no effect, 6

points dropped, no dispersion.

Plane 2 (R*) roll is 7, there is a +2 total DRM: Result is R* so a 6 points are dropped, but 0.25 x the

modified load is dispersed, thus 1.5 factors are dispersed (round up) to 2. 4 points hit the target, 2 are

dispersed.

Plane 3 (- so no ATAC effects) roll is 1, there is a +2 total DRM: Result is -, 12 points hit the target.

Plane 4 (-) roll is 8, +2 DRM: Result is R, 12 points are dropped, all 12 are dispersed.

Plane 5 (-) roll is 5, +2 DRM: Result is -, 12 points are dropped, all 12 hit the target.

Plane 6 (-) roll is 5, +2 DRM: Result is -. 12 points are dropped, all 12 hit the target.

Total results are: 46 points hit the target, 14 are dispersed. As this is below 160 points, they are ignored.

Damage is inflicted per the bombing rules with the 46 “on target” points. (See Rule 7.B.6.h).

5. Naval AA: Exactly as above but “dispersed” bomb load is a clean miss.

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D. Naval Combat.

1. Definition: The owning player of a Naval Task Force may engage a spotted enemy task group in a transit combat if both his

own task force and the enemy task group are in the same sea zone. Transit combat consists of a series of rounds until

one side evades, is sunk or completely disengages.

a. Round One:

i. Attempt to Evade or Scatter. See 3 and 4 below. DRMs – Naval Efficiency (NEM Chart), weather and tactical

movement differential (speed).

ii. Allocate Divisions. See 6 below.

iii. Long Range Gunnery (Short Range if poor weather). See 5, 9 and 10 below. DRMs – 5.e & f, NEM and

Radar.

iv. Range Determination. See 6h and 7 below. DRMs – NEM and speed.

b. Second and subsequent Rounds:

i. Attempt to Disengage. See 6h and 8 below. DRMs – NEM, weather, covering divisions, torpedoes and speed.

ii. Combat Phase. See 5, 6h, 9, 10 and 11. DRMs – 5.e & f, NEM, covering divisions and Radar.

iii. Range Determination. See 6h and 7 below. DRMs – NEM and speed.

2. Pre Combat Stage: Both players determine their remaining SMA both for that movement segment, and that ship’s overall

movement allowance. They may then elect to engage or evade.

3. Evasion: Once a transit combat has been declared, either player may attempt to evade prior to combat commencing.

Method:

a. In the unlikely event that both sides elect to evade, the attempt is automatically successful.

b. Evasion may be affected by forces being dispersed to spot. See Rule 8.D.6.a for more information.

c. Otherwise, the slowest ships in both task forces have their tactical movement ratings compared.

d. Roll one die, adding the difference in tactical movement and modifying by appropriate modifiers from the Naval

Efficiency Modifiers Chart. Note that bad weather assists the evading side so a minus weather DRM turns into a

positive weather DRM in this case.

e. On a result of S on the Naval Success Table the evading player is successful.

f. If a task force successfully evades, it remains in the sea zone and it remains spotted but cannot be attacked by the

enemy TG that attacked it during the remainder of the movement segment. Other enemy TGs may attempt to

engage it.

4. Scattering: Convoys (only) may scatter if engaged by enemy naval forces. Method:

a. Total the gunnery factors of the attacking force; this is the scatter attack strength of the attacking naval task force.

b. If the Convoy has no escort force, Eliminate convoy NSPs equal to 20% of the total scatter attack strength at

random.

c. If the convoy has an escort, the escort may attempt to engage the attacking naval task force in combat to screen

the scattering NSPs. A transit combat starts immediately at short range with the escort and attacking naval forces

only (the NSPs are not part of the transit combat). For every turn of naval combat the escorts continue to engage

the attacking naval force, reduce the percentage of scattered NSP’s eliminated by 5%. At any time, after the first

round of transit combat, the escort may attempt to disengage.

For Example: If the escort is able to hang on for 5 rounds of combat, all NSP’s are able to successfully get away.

d. The convoy escort may elect to evade at the beginning of naval combat leaving the NSPs to their fate. In this case,

the tactical movement ratings of the NSPs are ignored for evasion. If the escort successfully evades, NSPs equal to

50% of the total scatter attack strength are eliminated.

e. Scattered NSPs remain with the Convoy and continue to be spotted. The escort force is moved to a new spotted

task group and no longer provides any support for the convoy. Either of these task forces may be engaged by

other naval or air assets but must be engaged separately i.e. one or the other (but not both) may be attacked by a

new mission force.

5. Combat Range: Ships have 3 ranges at which they may engage in combat: Long, Short, and Torpedo. Ships are placed on

the tactical display in one of these range bands. Method:

a. Naval combat normally commences at long range. In poor weather and for escorts screening a scattering convoy,

naval combat commences at short range.

b. Naval gunnery factors are used to determine the attack strength of ships involved in combat.

c. A ship firing at long range uses its long range gunnery factor against enemy ships also at long range, but can use

both long and short range gunnery against targets at short and torpedo range.

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d. A ship firing at short range may use all its gunnery factors (printed gunnery strength) against targets at any range.

e. Each ship in a task force may fire at more than one enemy ship per gunnery phase. If the ship is firing at more than

one ship, there is a -1 DRM on the Naval Gunnery CRT for each ship fired at. This represents the process of fire

control acquiring and ranging in on new targets.

f. If more than one ship engages a target, each additional ship incurs a -1 DRM on the Naval Gunnery CRT. This

represents interference to fire control of shell splashes from multiple ships.

NOTE: These effects are cumulative.

For Example: If two battleships split their fire onto 3 enemy light cruisers, the cumulative DRM will be -4 (-3 for

acquiring and ranging onto 3 targets and -1 for interference for 2 ships firing at the same target).

g. Ships with a torpedo factor may attempt to close to torpedo range and may attack with their torpedo factors

once at torpedo range.

6. Combat Preparation: Prior to resolving naval combat, players allocate ships within their task group to divisions, and the

divisions operate independently within the following methodology:

a. Determine if either force was dispersed to “spot” in adjacent sea zones. The following applies to dispersed forces

in the first round of combat:

i. Randomly select 25% of the ships in the force and exclude them from combat.

ii. Those ships in the combat suffer a -1 DRM penalty.

iii. Evasion for those ships engaged is modified by a -2 DRM.

iv. Evasion for those ships excluded from the combat is modified by a +2 DRM.

b. Each division may be grouped as the player sees fit with some restrictions as outlined below.

c. Carriers are always grouped together and automatically attempt to disengage. NSP’s are always grouped together

in a division and must attempt to disengage.

d. If Carrier(s) or Capital Ships are part of a surface combat, their escorts may not disengage until the Carrier(s) or

Capital Ships have successfully disengaged.

e. Otherwise, Divisions may attempt to disengage at will. If successful they are removed from the combat.

f. Divisions may individually attempt to change the range.

g. Ships in divisions that have been damaged may split off into another division after a round of combat and may

attempt to disengage during the next disengagement phase.

h. Divisions may attempt to “cover” other divisions to aid an attempt at disengaging. To do this they must close the

range:

i. This attempt to close range is always successful, add a +3 DRM to the disengaging division’s disengagement

roll.

ii. Divisions covering may not disengage nor extend range until the divisions they are covering have successfully

disengaged.

iii. Enemy fire is modified by a +2 DRM against covering divisions during a covering effort.

7. Changing the Range in Combat: Once Transit Combat is declared, players may attempt to change the range of individual

divisions. Ships may not move more than one range band per combat round. Ships can enter the torpedo range band

even if it is already occupied by enemy ships, but they may not “crossover” to the enemy’s side of the tactical display.

For Example: A division may not close directly to torpedo range from long range, it must first close to short range and

then close to torpedo range.

a. If both players elect to close or both players elect to extend the range for all divisions the range change is

automatically successful.

b. If multiple divisions on both sides want to execute a combination of closing and extending the range use the

following procedure:

i. First pair off divisions from each side that are executing mutually compatible range changes (i.e. both want to

close the range). These occur automatically without needing to roll.

ii. Any remaining divisions need to roll individually and use the difference in tactical speed as a DRM. To

calculate this each division, and taking damage into account, compares the slowest ship within the division

with the slowest ship in the opposing Task Force.

For Example: In a fleet engagement in the Mediterranean, the Italians have 5 Divisions: 1 with 2 BBs, 2 with CA/CLs

and 2 with DDs. The British (RN) has 7 Divisions: 1 with 2 BBs, 3 with CA/CLs and 3 with DDs. The BBs on both

sides wish to remain at long range. The Italian CA/CLs wish to close to short range as do the RN CA/CLs. All

Italian DDs and all RN DDs wish to close the range to torpedo range. The DDs must alter range over two turns.

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In this example all BBs remain at LR (No Change); both Italian and 2 of the RN CA/CL divisions close the range

automatically. The remaining RN CA/CL division must roll against the slowest ship in the opposing NTF (in this

case one of the Italian BBs). Both Italian and 2 of the RN DD divisions close range automatically. The remaining

RN division must roll against the slowest ship in the opposing NTF.

c. Otherwise the slowest ships in both task forces (including the effects of damage) have their tactical movement

ratings compared.

d. Roll one die, adding the difference in tactical movement (positive for the side with the faster ships, negative for the

side with the slower ships) and modifying by appropriate modifiers from the Naval Efficiency Modifiers Chart. On

the Naval Success Chart, a result of S means the player trying to change the range is successful.

8. Disengagement: Once a transit combat has been declared, either player may attempt to disengage his divisions once

combat has commenced. Ships must first move out of Torpedo range before they attempt to disengage. Method:

a. Preparation.

i. The slowest ships in the opposing Task Groups, irrespective of Divisional allocations and including the effects

of damage have their tactical movement ratings compared.

ii. The Disengagement roll is modified by the difference in speed - positively if friendly forces are faster,

negatively if they are slower.

iii. A player with torpedo carrying ships may use his torpedo armed ships to improve his disengagement

attempt. These ships automatically close the range to torpedo range and may attack with their torpedo

factors. The disengagement roll is modified by +1 if this action is taken, however the ships carrying out the

torpedo attack will be engaged by the enemy player for at least two gunnery phases prior to making any

disengagement attempt of their own.

b. Determination: Roll one die, adding the difference in tactical movement and modifying by appropriate modifiers

from the Naval Efficiency Modifiers Chart and Rules 8.D.6.h above and 8.D.8.a.iii above.

i. On a result of F* the player trying to Disengage is successful, however the enemy player’s ships may fire one

last gunnery attack using long range guns only.

ii. On a result of S the player trying to disengage is successful, and his forces disengage freely.

9. Gunnery and Torpedo Phases: Gunnery combat between ships takes place in a series of consecutive phases. Gunnery

combat is seen to take place simultaneously. Damage is applied after both players’ ships have fired. Eligible ships that

survive gunnery may fire torpedoes.

10. Naval Gunnery Combat Resolution:

a. Total the gunnery strengths allocated against each ship. Find the Armour Value of the target ship from the Ships

Protection Rating using the Ship Protection Chart.

b. Subtract the Armour Value from the total gunnery strength allocated against the target ship. This is the Combat

Value on the Naval Gunnery Combat Results Table. If the Combat Value is negative, the ship rolls for combat

resolution on the 1-2 table.

c. Roll 1 die, and modify as necessary.

d. For each hit consult the Naval Gunnery Results Table and apply the relevant number of hits to the target ship.

e. On a die result of 10 on the 11+ column the target may suffer a critical hit. Consult the Critical Hit Chart and Roll

1D10 which may result in more damage inflicted on the target ship.

11. Torpedo Combat: Each ship that has a torpedo combat rating may close to torpedo range and engage in a torpedo attack.

At torpedo range they may fire torpedoes at targets at the same range or at short range. They may also fire at targets at

long range if the enemy has no covering forces at short range.

a. Ships with a torpedo rating greater than one, may make a number of torpedo attacks equivalent to their torpedo

rating. For example, a ship with a Torpedo Rating of three may make 3 rolls on the Success Table.

b. For each torpedo attack roll 1 Die, modifying it with applicable DRMs, and consult the Naval Success Table.

c. On a result of S a torpedo has come close enough to be considered to be a strike. For each strike made, roll

1D10, total the result and divide by 5 rounding down. This is the number of hits made on the target. For all ships

other than BB and BC, each torpedo hit is considered to be a possible critical hit and a throw must be made on the

Critical Hit table. For BB’s and BC’s, an unmodified torpedo strike roll of 10 is considered to be a possible critical

hit and a roll must be made on the Critical Hit Table.

d. Japanese ships with a Long Lance Torpedo symbol (Code “L”) may make torpedo attacks at short gunnery range

as well as Torpedo Range, representing the extraordinary range of the Long Lance torpedo.

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e. Japanese ships with a Long Lance Torpedo symbol have their roll for damage divided by 3 rather than 5 if they

achieve a hit, which represents the lethal effects of a hit by Long Lance torpedoes.

f. Once ships have made a torpedo attack, ready use torpedoes are expended and the ship may not make any more

torpedo attacks in the current transit combat even if it has a torpedo reload capability. Ships may not make any

more torpedo attacks in further naval engagements until they have returned to port or have resupplied from a

supply ship during that player turn, except ships with a torpedo reload capability.

g. Torpedo Reload: Certain ships may have a torpedo reload capability. This is shown on their counter as a Code T.

A ship with a reload capability may engage in 2 torpedo attacks during a player turn. As noted in (f) above, only one

torpedo attack per transit combat is permitted.

12. Damage Results:

a. M – Miss, no damage

b. M* - Hit against LB, LC or units with 1 hit point.

c. H* - Hit against SL, NSP, LC, LB, or units with 1 hit point.

d. H – 1 Hit

e. 2H – 2 Hits

f. 2H* - 2 Hits plus a roll on the Critical Hit table, but only capital ships and CAs may score critical hits on other

capital ships using gunnery.

NOTE: Torpedo hits can cause critical hits. See 11.c above.

13. Damage Resolution:

a. Individual Ship Counters. The Ship Protection Chart shows the number of hits each Armour Value can absorb. If

the number of hits equals or exceeds the number of hit points available to a ship, the ship is sunk.

For Example: If a ship has a protection rating of 5, it has 3 hit points. If the ship incurs 3 or more hits it is sunk.

i. If the number of hits is less than the number of hit points available to the target ship, place hit markers on the

ship counter to illustrate the number of hits incurred.

ii. Ships that have hits have their combat and movement ratings reduced. For each hit on a ship, reduce its AA,

torpedo and movement ratings by one (but never below zero). Gunnery strengths are reduced in proportion

to the number of hits sustained compared with the total hits available (rounding down all fractions).

For Example: A ship that takes 4 hits to sink has its gunnery factor quartered for each hit sustained. The

modified factors are the available combat and movement factors until the ship has been repaired.

b. NSP Counters. NSP counters have a normal and a reduced strength. NSP counters have 1 hit point per protection

value. NSPs with a larger cargo capacity, have the same protection rating as a 1 capacity NSP, but have more hit

points as a result of the larger numbers of ships within the counter.

i. If reduced, eliminate 50% (rounding up fractions) of cargo.

ii. If eliminated, remove the NSP and cargo from play, placing in the relevant replacement pools. Large cargo

items may be carried on more than one NSP.

iii. If up to half the NSPs carrying the cargo are sunk, the owning player converts the cargo into replacement

points or supply points (see Rules 10.P and 11.A.2) and eliminates the replacement points/supply points in

proportion to the lost transports.

iv. If more than half the NSPs carrying the cargo are sunk, eliminate the cargo.

v. Sunk NSPs may be replaced per the New-Build rules.

vi. Ground or air units may be placed in any Replacement Pool in the theatre in which they were sunk.

Logistics items are destroyed if sunk.

c. LC Counters. LC counters are destroyed if they suffer a NGS or Air unit bombing hit. Follow LC damage rules

as noted in the Naval rules.

14. Fuel Costs: Naval combat is always fought at high speed unless the ship(s) involved has a fuel supply problem.

a. Every NGF resolution phase costs a player’s ship one SMA point counted against their available SMA.

b. If ships run out of fuel, and cannot disengage, enemy NGF is given a +4 modifier in each round of gunnery

resolution. Ships that are out of fuel also have other penalties as noted in the Supply Rules.

15. Submarines.

a. General Concepts:

i. SSFs have two sides (plus dummy markers) in the game. The owning player may deploy all his dummy

markers in the game.

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1 SSFs may be deployed to a maximum range as noted on their counter. (EG Type VIIc U-boats have 46 sea

zone range, Type IXc U-boats have 74 sea zone range.)

2 The owning player should note whether a dummy SSF counter actually has a SSF Flotilla assigned to it on a

hidden piece of paper.

ii. Once deployed to a sea zone, submarine flotillas may not change position unless returned to a friendly

owned port with SSF repair facilities.

iii. SSF Flotillas must remain in port for two game turns prior to being committed to another sea zone. This

represents the costly and time consuming refits that SSFs had to have between major redeployments.

b. Depletion: SSFs are never depleted when operating at normal range (each counter represents a group of 10-14

submarines, ¼ of which are on patrol, ½ of which are moving to/from the SSF sea zone, ¼ of which are in refit at

any given time).

c. Extended Range: SSF counters may deploy in a sea zone up to 150% of their Sea zone range rating.

i. If they take advantage of this ability, their torpedo ratings are doubled and their spotting rolls are modified by

+2.

ii. Submarine operations are not normally expected at such extended range areas so convoys and ASW

defences are non-existent or are inefficient. However at the end of the player turn they are depleted and

must immediately move to a friendly owned submarine base for replenishment.

iii. They may not sail again for 2 player turns. As noted in the naval rules, SSFs may spot and attack enemy units

in their sea zones.

d. Naval ASW Combat. Certain ships as noted on the ASW/Air ASW chart are dedicated ASW units. If a naval

force contains at least 4 ASW points, it may try to engage in ASW combat against a detected SSF in the sea zone

that it occupies.

i. For every 8 ASW points over and above the first 4 ASW points within the naval force, the naval force gains a

+1 DRM (in addition to any others) to its to hit die roll.

ii. For each ASW point less than 4 within a naval force, the naval force suffers a -1 DRM on its SSF combat die

roll.

iii. If an SSF attacks a naval force it may be counter detected per the spotting rules, and the escorts may engage

in ASW combat (as resolved below) prior to the SSF resolving it’s combat result.

iv. ASW Combat resolution:

1 Roll one Die on the Naval Success Table and modify the result by all applicable DRMs.

2 On a result of S the SSF is Reduced and is driven off.

3 On a result of F* the SSF is Reduced, but may attack at full strength.

4 On a result of F, SSF is unaffected.

e. SSF Torpedo Combat. SSFs have a torpedo rating just like surface ships. Torpedo attacks are resolved as noted in

the Torpedo Combat rule above.

f. Air Units. SSF counters attempting to attack a naval task group are significantly more vulnerable to ASW Attack.

The ASW chart provides DRMs to cover this. Air units that successfully detect an SSF may attempt to attack it.

i. The Air ASW Conversion Chart multiplied by the air unit’s operational bombing strength gives the number of

air ASW attacks per air unit. Round fractions up. Roll one Die per attack on the Air ASW Attack Chart.

ii. If the roll results in a hit on the Air ASW Attack Chart, the defending player consults the Air ASW Results

Chart.

iii. He must apply the results as noted on the chart to his SSF immediately, prior to other combat resolution.

16. Naval Gunfire Support (NGS) Missions: The following missions take place along enemy coasts. Task forces involved in these

missions are automatically spotted, and may be engaged by coast defences (where applicable).

a. Bombardment. Naval units in a TG may bombard enemy ground installations in coastal hexes only. Method:

i. They may spend 2/3 of their modified SMA in the movement segment within which bombardment is to be

undertaken to reach the sea zone adjacent to their target.

ii. Total the gunnery strengths of the ships in the attacking task force and divide them by 8. This is the

bombardment strength, which may be split into a number of attacks as long as the total strength of the

individual attacks does not exceed the bombardment strength.

iii. For every four points of “bombardment strength” the target selected receives one hit.

iv. En route to or from their target they may be spotted normally and are automatically spotted when

bombarding.

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b. Amphibious Assault Gunnery Support and Combat Gunnery Support. Naval units in a Task force may provide

gunnery support to ground units involved in an amphibious assault, or ground combat.

i. Amphibious Gunnery Support (AGS). Method:

1 Ships must be assigned the AGS role in at the start of a player’s naval movement phase.

2 During the naval movement segment in which the assault is scheduled to occur, they may spend a

maximum of 1/3 their modified SMA moving to the location of an amphibious assault, and may remain in

the sea zone (called the assault zone) adjacent to the hex(es) that will be assaulted in line with their sea-

time limit (Rule 7.C.2) .

3 They may replenish by returning to base during a movement segment and using 1/3 of their SMA at a

friendly Naval Dockyard, and must then return to the assault zone from which the amphibious assault was

launched.

4 AGS units are automatically spotted by the enemy while in the assault zone once the assault has been

declared. They may be spotted and engaged normally during transit to or from the target hex.

5 If engaged by enemy surface forces, their NGF total is reduced by 80%.

6 Total the gunnery strengths of the ships in the attacking task force, and divide them by two. This is the

Amphibious Gunnery Support Strength (AGSS).

7 Add the AGSS to the combat strength of the units assaulting the enemy beach.

8 AGSS is treated as if it were a 1 SP artillery unit, does not count towards ground stacking or combat

losses (if applicable) and is never affected by terrain or CEV effects.

9 AGSS may engage targets up three hexes inland to support friendly offensive operations, and two hexes

inland to support friendly defensive operations. If firing above one hex range, total the long range factors

of CA, BC, BB, and monitor ship types only.

10 Limit and effects on the ships.

a. AGSS may be provided as long as the deepest penetration of the friendly amphibious assault has not

exceeded 15 hexes in area.

b. Ships committed to AGSS may not participate in any other mission in that turn, and must be subject

to a two game turn refit at a friendly owned naval dockyard, prior to being committed to any other

operation.

c. They may remain allocated to AGSS for a maximum of four consecutive game turns prior to a refit as

noted in (b) above, whether or not AGSS may still be permissible.

ii. Combat Gunnery Support (CGS). Method:

1 A TG may move up to 2/3 of its modified SMA prior to providing CGS.

2 Their mission is time limited by Rule 7.C.2.

3 They may be spotted normally en route to and from the sea zone in which they provide CGS and are

automatically spotted whilst providing CGS.

4 Ships with Long Range gunnery factors may provide CGS to units in partial sea hexes, and may also

provide CGS to units in hexes adjacent to partial sea hexes. All other gunnery factors may only provide

CGS to units in partial sea hexes.

5 Total the applicable gunnery strengths that are in range of the ships in the attacking task force, and divide

them by eight.

6 This is the Combat Gunnery Support Strength (CGSS). Add the CGSS to the combat strength of the

units involved in combat. CGS is treated as if it were a 1 SP artillery unit, does not count towards ground

stacking or combat losses (if applicable) and is never affected by terrain or CEV effects.

17. Night Naval Combat: Naval combat may at the discretion of the attacking force be attempted at night. It is resolved per

day combat above, however a variety of additional restrictions apply:

a. Initiation of night combat:

i. Roll 1D10:

1 On 1-3: The combat is at night.

2 On 4-10: The combat is during the day.

b. Effect of night combat:

i. General Capabilities:

1 Naval combat always commences at short range unless the attacker is Night Naval Combat Trained

(NNCT) or Code R, in which case it commences at long range.

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2 Naval gunnery and torpedo attacks are modified with a -2 to resolution Die rolls.

3 Evasion attempts are increased by +2 in favour of the force attempting to evade unless the opposing force

is NNCT or “Code R”.

4 Range change attempts are increased by +2 in favour of the force attempting to change the range.

ii. Navies: Ships and navies that are not NNCT or “Code R” are at a disadvantage:

1 Hits on these forces at night are automatically critical hits.

2 Torpedo to strike attempts against them are modified by +2 (+3 for Long Lance).

3 Torpedo damage divisor is reduced from 5 to 3.

4 Their gunnery and torpedo to strike rolls are reduced by -2.

iii. Pack Attacks: SSFs from the Kriegsmarine or USN may attempt pack attacks at night on convoys (only). Roll

1D10:

1 1-3 the attempt fails.

2 4-7 Torpedo to strike attempts against NSPs, LCs and LBs are modified by +1.

3 8-10 Torpedo to strike attempts against NSPs, LCs and LBs are modified by +2.

iv. ASW Specialists: RN and USN DD, DE, DEF counters with a “Code R” are specialist ASW assets. If an

enemy SSF attempts a pack attack, and succeeds in initiating one, ASW specialists may attempt to counter the

attack:

1 Royal Navy:

a. From Apr I 1941- June II 1942: Roll 1D10:

i. 1-7: No Effect

ii. 8-10: The attacking SSF is driven off, its torpedo rating is halved, round factors up.

b. From June II 1942 – May II 1943: Roll 1D10:

i. 1-4: No Effect

ii. 5-9: The attacking SSF suffers a step loss and is driven off, its torpedo rating is halved, round

factors up.

iii. 10: The SSF suffers a step loss, is driven off, and may not attack.

c. From June I 1943: Roll 1D10:

i. 1-7: The attacking SSF suffers a step loss and is driven off, and may not attack.

ii. 8-10: The attacking SSF is totally destroyed, and may not attack.

2 USN:

a. From June I 1941 – Dec I 1941:

i. 1-9: No Effect

ii. 10: The attacking SSF is driven off, its torpedo rating is halved, round factors up.

b. From Dec II 1941 - June II 1942: Roll 1D10:

i. 1-7: No Effect

ii. 8-10: The attacking SSF is driven off, its torpedo rating is halved, round factors up.

c. From June II 1942 – May II 1943: Roll 1D10:

i. 1-4: No Effect

ii. 5-9: The attacking SSF suffers a step loss and is driven off, its torpedo rating is halved, round

factors up.

iii. 10: The SSF suffers a step loss, is driven off, and may not attack.

d. From June I 1943: Roll 1D10:

i. 1-7: The attacking SSF suffers a step loss and is driven off, and may not attack.

ii. 8-10: The attacking SSF is totally destroyed, and may not attack.

NOTE: These combat results are in addition to any results from normal ASW combat.1-7: No Effect

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9. Other Activities. A. Unit Breakdowns

1. Definition: Some division sized units in the game may be split into their major sub units in the course of the game. This may

be done at any time during the movement or pursuit phases of the owning player’s turn. Breakdown activity is only

possible at the owner’s choice.

2. Procedure:

a. A unit that is to be broken down is removed from the map and is automatically placed in the appropriate lettered

or numbered box on the Unit Breakdown Chart for that nation.

b. The correct breakdown counters are placed on the map where the unit was located. There is no MP cost for this

operation and it may occur at any point during the phase.

c. For a unit to be reassembled, the procedure is reversed, with the proper breakdown counters being removed and

the larger unit being returned to the map. The correctly designated counters must be used to reassemble a unit.

3. Unit Breakdown Charts: All the possible breakdown combinations are shown on each nation’s Unit Breakdown Chart. Unit

types or sizes not shown on the chart may not break down. No more units may be broken down than there are individual

boxes to hold them.

4. Special Combinations: Some breakdown boxes have a specific identification on them. These boxes, and counters, may only

be used to breakdown and reassemble the unit shown.

B. Engineers.

1. General: All engineer operations, except combat support, require the expenditure of MPs to pay for the work. MPs cannot

be ‘split’ for an engineer project. The minimum expenditure possible is 1 MP from a single unit. These costs reflect the

relative amount of time and the number of units allocated to the completion of a task. All MP expenditures are done

during the movement phase of the owning player’s turn, no engineer operations are allowed in any other phase (unless

permitted below).

2. Construction: Construction and combat engineers have a variety of capabilities as described below:

a. Building Field Fortifications. There are four levels of field fortifications that can be constructed by engineers. See

the Fortification Types chart for the effects of each level. A field fortification level costs 5 MPs to build, with units

able to combine their movement factors to complete one or more levels. Levels must be built from Level 1 to

Level 4 in order. The expenditure of 20 MPs in a hex during one turn by construction engineer(s) will create a level

4 field fortification. Field fortifications are available for use immediately upon completion. A hex fortified during

the phasing player’s movement phase gains the defensive benefit of the completed fortifications during the red

players turn. Field fortifications may be built in any type of terrain.

b. Building Airfields. Airfields may be built in clear, hills, woods and wooded hill terrain, including any hex with a city

or town, excluding a major city. Each hex may contain up to four airfields in addition to any airport a city in the

hex has. Airfields cost 3 MPs to build, with multiple units able to combine their MPs for completion of one or more

airfields in a movement phase. Airfields are available for use immediately on being completed. Airfields must be

completed before they can be used. Airfields cannot be built in mud weather.

c. Building Airstrips. An airstrip can be built in any type of terrain a construction engineer unit can enter. They cost 2

MPs to build and only one may be in any hex. Airstrips can be built in mud weather, or on partial frozen lake and

frozen partial sea hexes. A construction unit must be in a hex containing an airstrip at the end of the movement,

reaction, and pursuit phases for the airstrip to remain operational. However, if the unit is maintaining an airstrip on

a partial frozen lake or sea hex must remain in a coastal hex immediately adjacent to the air strip, rather than in

the hex with it. Airstrips cannot be built in a hex containing an operational airbase or airfield.

d. Demolishing Ports. For every 4 MPs a construction engineer spends in a port hex, it inflicts one hit against the

port’s capacity.

e. Repair of Damaged or Destroyed Facilities. Repairing a facility means that hits accumulated by it are being

removed. Repairs are effected by spending MPs as required per hit below:

i. Major River or Narrow Straight Bridge 12 MPs

ii. Port 8 MPs

iii. Minor Bridge 2 MPs

iv. Airbase 1 MP

v. Rail Break 0.5 MP

f. Unit Size: Construction and Combat Engineer units can be Regiments, Brigades or Battalions. The MP Costs above

relate to Regiment (1SP) sized units. Units other than Regiments have construction Movement Costs amended:

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i. Brigades: all MP costs are halved (retaining fractions)

ii. Battalions: all MP costs are doubled.

g. Co-operation. Multiple units may combine their movement points to effect repairs. A unit can spend its entire

printed movement rating in the movement phase on engineer projects.

h. Civilian Labour. Construction engineers working in, or adjacent to, a major or great city inside their own nation,

may draw on civilian labour to assist in the operation. The MP cost for any construction engineer operation is

halved (rounded down) when this applies.

i. Slave Labour. Construction engineers owned by the Soviet or German player working in, or adjacent to, a major

city captured by them in the course of military operations on foreign soil, may draw on slave labour to assist in a

construction operation. The MP cost of any construction engineer operation is halved (rounded down) when this

applies. Enemy Partisan recruitment in any turn in which these nations utilise Slave Labour for construction

purposes is increased by 2 partisan units.

3. Combat Engineer Combat Effects: (Rule 8.A.12.h).

4. Port Engineers: Port engineers are specialists in the repair and operation of ports. They expend only 4 MPs to repair a port

hit.

5. Railroad Engineers: These are units trained and equipped to work on the rail lines. They specialise in rail work and railroad

bridge repair.

a. Rail engineers do not count against the capacity of any network they move or work on.

b. Rail Work. All such work traces a single rail line though the hex. A junction of two lines would show one line

having been worked on and the other not having been worked on. Rail work cannot be done over destroyed

bridges; these must be repaired first.

c. Re-Gauging. If captured railways are of a different gauge to that of the capturing player, the railway must be

changed to match the gauge of the invading player or they cannot be used by the invading player. To do this

requires that the unit spend MPs in each hex in addition to the cost to enter the hex along the road. The exact

cost for this effort is given in the Political and Economic Rules for each nation. This converts the hex to the gauge

usable by the new owner. These hexes may be used to trace supply and for transportation at the start of the next

owner player turn.

d. Rail Bridge Repair. A rail line cannot be reworked across a bridge that has been destroyed. While construction

engineers are required to repair a destroyed bridge (see above A.1.e), in addition a railroad bridge must have a rail

engineer adjacent to it spend 1 MP to reconnect or repair the rail link across the bridge. Once the bridge has been

repaired and the rail engineer has finished re-connecting the line, reworking or rail services can be continued past

the bridge on the line.

e. Rail Break Repair. A rail break may be repaired by a rail road engineer unit by spending ¼ MP to do so.

6. Weather Effects on Engineer Operations: Mud, heavy snow, or flooding affects the cost of repairs and construction (Rule

3.C.5.a.iv).

C. Special Forces.

1. Definition: Special Forces (SF) units operate in elements too small to show up as a combat factor in the game. However

their effects are shown as follows:

2. General:

a. SF units can move through enemy forces, or ZOI paying the ‘special’ movement rate to do so.

b. SF units are not affected by interdiction in a hex.

c. SF units have no size for stacking in a hex.

d. SF units are not counted when determining any proportion based combat effect.

e. SF units cannot end a movement or pursuit phase in a hex with enemy units. If forced to do so they are

eliminated.

3. Sabotage:

a. Air Units on Airbases. During their movement or pursuit phase, SF units can enter a hex containing enemy air

units which does not have ground or anti-partisan units in it. When they enter they immediately expend 2 MPs and

roll on the Success Table; success eliminates 1 ARP of enemy air units on the airbase, at the SFs owning player’s

choice. Failure eliminates the unit. If successful the unit can continue to move. Only one such attempt can be made

per movement phase by a SF unit.

b. Bridges. SF units can attempt to damage a bridge from either end. The attempt is made during the combat phase

of the SF unit owners turn. Success means they inflict three hits on the bridge.

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c. Seizing Control of Airbases. SF units can take immediate control of any unoccupied airport, or air field they enter,

allowing the landing of friendly air units during the movement phase in which they seized the airbase.

d. If the hex is occupied only by static AA units, they must roll on the Success Table to gain control. Failure

eliminates the SF unit.

4. Regular Combat:

a. SF units cannot attack enemy ground units.

b. SF Units Under Attack. SF units must be surrounded by both enemy forces and APZOI to be attacked. If this is

achieved they are eliminated. Eliminated SF units are returned to play during the next owner initial phase, at no

replacement point cost. Enemy units do not suffer losses in this type of combat, but this would count as their

“attack” for the game turn in which they conduct this type of attack. SF units cannot be ‘overrun’.

D. Partisans.

1. Definitions: Partisans represent citizens in occupied territories that continue to fight against the occupying power.

a. Band. The basic partisan unit.

b. Group. A concentration of partisans, equal to three bands in size, with a printed combat factor of one.

c. Anti-Partisan Unit. Security or police units are considered to be specialized anti-partisan units. The Political and

Economic Rules for each nation show any other types of units that are also considered to be anti-partisan.

d. Anti-Partisan Zone of Influence (APZOI). The area covered by the effects of an anti-partisan unit regardless of the

size of that unit. The APZOI is exerted exactly as a regular ZOI, but only anti-partisan units exert it. APZOI are

exempt from force size effects.

e. Operational Partisan HQ. These are the various special leadership teams that were formed and sent to operate

with partisan forces by various agencies (OSS, SOE, GKO, GRU etc.).

2. Hidden and Revealed Units: Partisan counters have two sides:

a. Hidden Side: This side is up when the unit is ‘hidden’; it may not be examined by the opposing player.

b. Revealed Side: This side is up when the unit is ‘revealed’, it shows the true information about the partisan unit. All

the capabilities of being revealed are related to this side. Partisan units remain hidden unless they are executing any

sabotage, or combat type mission.

c. ‘Flipping’ Units. Units that have completed a mission can be ‘flipped’ to its hidden side in the next owning player

turn initial phase. There is no cost to ‘flip’ these units. Equally a hidden unit may be flipped to its revealed side in

any owning player turn initial phase.

3. Recruitment:

a. Partisan units enter play through recruitment. For each partisan force (each separate national grouping) available

bands are kept in a general recruiting pool.

b. Eliminated partisan units are placed in this pool and may be reused as an active unit in the game. Bands called for

by recruitment must be taken into active play whenever possible. If no bands are available for recruitment, then the

number is accrued until bands are available to be recruited. Bands must be recruited as soon as available.

c. During the owning player’s initial phase, recruitment is calculated, and new partisan units (along with any decoy

units allowed) are placed in play. Partisans appear in any enemy owned, unoccupied hex not in an APZOI. If there

is no hex meeting these standards in a recruitment zone, the number of bands called for are added to the pool

available for recruitment.

4. General Rules for all Partisan Units:

a. Partisans can move the printed number of hexes at all times but are affected by terrain. Partisans use the

mountain, light infantry, or cavalry movement point costs, whichever is most for that particular terrain type.

b. A hidden partisan unit is not affected by regular ZOIs while moving, but suffers an added cost of 1 MP for every

hex of an APZOI it leaves.

c. Hidden partisans may move through hexes occupied by enemy regular (not anti-partisan) units as if they were an

enemy APZOI.

d. Partisans may not end a phase stacked with enemy units.

e. Displacement. Enemy units may end their movement in a hex with hidden partisans. When a unit ends its

movement in such a hex, the partisans are displaced (moved immediately) to the closest unoccupied hex not in an

enemy APZOI. There is no cost for this movement. If no hex within two hexes from its initial location is free from

enemy APZOIs, the partisan unit is eliminated and returns to the partisan recruitment pool. A displaced partisan

may carry out any operations in the following player turn, and its movement point rating is halved, rounding down

fractions.

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f. Stacking.

i. Partisan units do not have a size for stacking, so groups, decoys, commands, and bands can all be in the same

hex.

ii. However no more than 10 partisan units of any type may be in one hex at any given time.

iii. Displaced partisans may not exceed this limit. If they do they are eliminated and return to the partisan

recruitment pool.

g. Regular Movement. The presence of a hidden partisan unit in a hex has no effect on movement for enemy forces;

this includes the use of administrative ground or rail movement.

h. Partisan units may not leave the nation they formed in.

5. Partisan Bands: The special rules for partisan bands are:

a. Hidden bands. Hidden bands can make sabotage attempts on the following types of targets:

i. Bridges. To make the attempt the partisan must be at one end of the bridge, and roll on the Success Table.

Success means the target has one hit of damage inflicted on it. Separate attempts can be made from both sides

of a bridge; success for both would inflict two hits on the target.

ii. Air Units on bases. Attempts to inflict damage on air unit at bases can be made from all adjacent hexes

(separate attempts, or combined). A success result on the Success Table eliminates 1 ARP chosen by the

attacker.

iii. Rail Lines. To make the attempt, the partisan must be in the rail hex and roll on the Success Table. Success

means the rail line is broken.

b. Attacking Hidden bands. Hidden bands can only be attacked by anti-partisan forces. It takes AP ZOIs from at least

3 hexes to surround a hidden partisan unit. The unit is then pinned down and eliminated.

c. Revealed bands.

i. Interdiction. Revealed partisan bands create a Level 1 zone of interdiction in the hex they are in. They may be

combined up to level 3 (three units or in conjunction with air interdiction in the hex) maximum.

ii. Revealed partisan bands can be attacked by conventional units, if the partisan bands are pinned by APZOIs. If

this condition is met, the partisan band is eliminated.

NOTE: Attacking forces do not suffer any losses as a result of (a) (b) or (c) above.

6. Partisan Groups: Groups are partisan forces gathered together to engage in conventional combat operations. As such they

are treated as a combination of regular and band type forces.

7. Forming and Disbanding Groups:

a. A group is formed by combining three bands into a single unit. The bands must begin the owning player’s turn

together, and are converted during the initial phase of that turn. Bands formed into groups are held aside, since

their members are not eliminated, but are merely absorbed into the larger grouping.

b. Groups may be disbanded in the owning player’s initial phase. The bands making up the group are placed in the

hex occupied by the group and may operate normally in the owning player’s turn.

c. Hidden groups. Hidden groups can make sabotage attempts on the following types of targets:

i. Bridges. To make the attempt the partisan must be at one end of the bridge, and roll on the Success Table. A

group is treated as three bands for the roll. Success means the target has one hit of damage inflicted on it. Separate

attempts can be made from both sides of a bridge; success for both would inflict two hits on the target.

ii. Air units on bases. Attempts to inflict damage on air unit at bases can be made from all adjacent hexes (separate

attempts or combined). Hidden groups are treated as being three bands for these efforts. A success result on the

Success Table eliminates 1 ARP chosen by the attacker.

iii. Rail Lines. To make the attempt the partisan must be in the rail hex, and roll on the Success Table. Success

means the rail line is broken in the hex attempted and any two adjacent, contiguous, and unoccupied rail hexes. If

either of the hexes are occupied, then the rail line is not broken in those hexes.

d. Hidden groups can only be ‘attacked’ by anti-partisan forces. The attacking force may be stacked with non-AP

forces while executing the attack. It takes AP ZOIs from at least 3 hexes to surround a hidden partisan unit. The

unit is then pinned down and eliminated. However, the attacking force automatically loses 0.25 of its strength,

rounding fractions down of their force if the attacking force consists solely of police and security units. If more

than one SP of non-AP units participate in the attack, no losses are required.

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e. Revealed groups.

i. Interdiction. Revealed partisan groups create a level 1 zone of interdiction in the hex they are in, and the six

adjacent hexes. They may be combined up to an interdiction zone with a level 3 (three units or in conjunction

with air interdiction in the hex) maximum.

ii. Revealed partisan groups can be attacked by conventional units, if the partisan band is surrounded by an

APZOI. The partisan group must be surrounded (physically) by units and also all adjacent hexes must be in an

APZOI. If these conditions are met, the partisan band is eliminated.

f. Revealed groups also are treated as being 0.5 stacking points of regular troops. They have no ‘combat factor’, but

impact movement, control, and other aspects of the hex they occupy. Revealed groups cannot be combined to gain

an increased effect.

8. Partisan HQ:

a. These units appear in a nation’s order of appearance and are moved by sea, air, or ground to operate in enemy

owned areas behind the front line. They may only be transported and landed when operating in their hidden

format.

b. These units increase the efficiency of partisan units in sabotage operations. If one is within one hex of a partisan

unit attempting a sabotage operation, that operation receives a +1 on the Success Table.

c. Only one partisan HQ may influence any attempt against a specific target (hex or hex side).

d. Partisan HQ units are attacked and eliminated in the same way that partisan bands are dealt with (Rule 9.D.5.b).

e. Eliminated HQs are placed into the partisan recruitment pool and are available for reuse during the initial phase of

the following friendly player turn. There is no replacement point cost for placing them back into play. The units can

be placed at any friendly city or airbase during the owner’s initial phase.

9. Decoy Partisan Units:

a. Decoy units move and look exactly as real partisan units, but if "trapped and forced to fight" are removed from

play. Decoy units reappear during the next recruitment phase in the recruitment pool if eliminated.

b. Decoy units appear at a rate of one for every two bands recruited in a turn.

10. Dismissal:

a. During the owning player’s initial phase, any partisan unit that is in a friendly owned hex that is in regular supply

must be dismissed.

b. Partisan units that have been dismissed are returned to the pool of such units available to be recruited or formed.

The owning player receives 0.25 infantry stacking point replacements (Rule 11.A.2) for every band that is dismissed.

11. National Variations: See the Political and Economic Rules and the Partisan Recruitment Table for these if applicable.

E. River Flotillas.

1. Definition: River flotillas are units that are trained and equipped to conduct operations along rivers. They combine features

of both naval and ground units:

2. Movement:

a. River flotillas have a movement allowance of 35 movement points.

b. River flotillas move in the ground movement phase in or along unfrozen rivers, partial or full lake hexes, and

partial sea hexes. Flotillas spend MPs to move in the same method as ground units, but can choose which side of

the river they are on. Each river hex side, counts one point to enter.

For Example: To move three hexes along a straight line of river hex sides, the flotilla would pay 1 MP for every hex

side it touches on, requiring 6 MP to move three hexes as described above.

c. Flotillas may not enter a hex containing an enemy unit (unless executing an amphibious assault) with a defence

factor greater than zero; if forced to do so they are eliminated. As the flotilla determines as it moves which side of

the river it is on, it pays the EZOI for the hex it counts as it moves along the river hex sides.

3. Amphibious Assaults: Flotillas may provide transport for units involved in amphibious assaults. Flotillas may, for this purpose

only, enter a hex owned and occupied by enemy ground forces.

4. Stacking: A maximum of five friendly flotillas may be in any hex. They do not count against the ground unit stacking in that

hex.

5. River Flotilla Combat V River Flotillas: At the attacking players option this may be resolved as naval combat.

6. Flotillas as Transports: They can be used to carry a maximum of 3 SP of cargo each and can either unload this in a city on

the river, any clear terrain hex along the river, or conduct amphibious landings. To conduct an amphibious landing, see

Rule 7.C.9, 7.C.9.d, 8.D.16.b.i.

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7. Artillery Support: Flotillas can provide gunfire support to a ground attack. To do so the hex being attacked must be one the

flotilla could enter if unoccupied. A flotilla provides two combat points of artillery and has no effect on calculations for

special effects proportions. The unit must be stacked with friendly units and be adjacent to the target hex.

8. Ferry Service: Flotillas can "ferry" ground units. This capability can only be used when moving from friendly owned land to

friendly owned land.

a. Full Lake Hex Sides: This allows the ground forces to move across full lake hex sides. Ground units pay an

additional cost of two MPs for using this service. The flotilla pays 18 MPs for this service.

b. River Hex sides: When ferrying ground units across a river, the ground unit pays no river crossing MP cost.

9. Ground Forces Attacking Flotillas: The flotilla may not retreat before combat. When in combat with ground forces, flotillas

have two combat points. The attacker is always halved if engaging a flotilla alone in a hex. Flotillas stacked with defending

units are treated as ground units for calculation of combat losses & retreat, except that they must retreat along the river.

They suffer damage proportionate to friendly losses:

a. Q – quarter damaged (1 hit)

b. H – half damaged (2 hits)

c. QR - three quarter damaged (3 hits)

d. DE – Eliminated (4 hits)

10. Effects of Damage: Each hit on a flotilla reduces its cargo capacity by one SP and combat strength by ½ a point. If they take

three hits, their SP capacity and ability to operate as ferries is removed until repaired.

11. Repairing Damage: Hits on flotillas which have not been sunk are removed by spending one turn in any friendly owned city

or town on the river. One hit is removed per turn the unit remains there, and is not used for any mission. Its combat

factors remaining may be used to augment the defences.

12. Naval Interaction with River Flotillas: If a river flotilla is intercepted by naval units in a Coastal Sea Zone, it is at a significant

disadvantage. The intercepting naval units have all naval gunnery factors multiplied by four, and have a +1 DRM. River

Flotillas protection rating is always 1. A river flotilla’s gunnery rating is its strength.

13. Air Interaction with River Flotillas: If a river flotilla is attacked by air units in any hex other than one in a Coastal Sea Zone or

in a Full Lake hex, it is at a significant disadvantage. The bombing factors of the attacking air units are quadrupled. It takes

12 modified bombing factors to inflict one hit of damage on a river flotilla.

F. Quartermaster Units.

1. Definition: Quartermaster (QM) units provide transport for logistics points from port supply terminals to inland supply

terminals. Each QM unit can carry up to 2 LPs at one time.

2. Features of QM Units:

a. If enemy non-support units enter their hex at any time in a game turn, the QM unit is destroyed. It costs a player

2 SP of armoured replacements to replace a QM unit. They have a fully motorised movement rating of 20 for all

game purposes. This rating is used to calculate their rail movement rate as well as their land movement speed.

b. These units can only transport LPs or Supply Terminals, or provide a Main Supply Route in overseas theatres, they

cannot "motorise" units.

c. Quartermaster units are two motorised SP for rail transport, but have no effect on stacking for ground forces.

d. QM Units have no combat effect, and have a zero combat strength.

3. Movement. To move LPs, establish the QM unit at a Supply Terminal. The QM unit then provides a 20 hex radius within

which LPs may move as if they were a zero strength motorised unit. The QM unit may also provide rail transport for LPs

at the same rate as if they were a zero strength motorised unit. However LPs count toward Rail net capacity (Rule

7.A.6.a.vi). They can only arrive at another Supply Terminal or at a valid location for the creation of a supply terminal.

4. Supply Points: These may also be moved by a QM unit. They count as 1/40th of the QM unit’s capacity per point.

5. Supply Terminals:

a. Two QM units may move a Supply Terminal using a fully motorised movement rating of 20 for all movement

purposes.

b. The QM units must spend five MP each to load the Supply Terminal prior to movement. Whilst repositioning, the

Supply Terminal may only provide 50% of its capacity until fully emplaced again.

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10. Logistics This is the movement of supplies from the national source of supply to forces. There are two systems in the game, which

retain similar concepts, the continental system and the overseas system, as defined in detail below.

A. General Definitions.

1. Ground Units Supply: Units may be in or out of supply. When in supply units may be in general or offensive supply.

2. Air Units Supply: Air units may be in or out of supply. When in supply air units may operate normally, otherwise they may

not fly missions except transfer missions to a base that is in supply. If air units remain out of supply for more than 2 turns

they are eliminated.

3. Naval Units: May be in full supply, extended supply, or depleted. See the Naval Supply system (Section S) for full

information on the naval system.

4. Supply Terminal (ST): A major supply base and tertiary distributor of supply, and a key component in the supply system as a

whole.

5. Logistics Point (LP): A large quantity of supplies.

6. Army Group: 3 Army HQs and those units supplied via both them and their Corps HQs.

7. Army HQ: Secondary distributor of supply, and can move supply to Corps HQ.

8. Corps HQ: Primary distributor of supply.

9. QM Unit: A unit that facilitates the distribution of supply and can also move STs or LPs. They provide a 20 hex MSR (QM

MSR) or transport of LPs/STs in the overseas system.

10. National Supply Source: Where a nation’s forces ultimately receive supply from.

11. Overseas System: Any location that is not linked by a high capacity rail line to the national supply source is on the overseas

system. To distribute supply over large distances within the overseas system a QM unit must be emplaced in the same hex

as an ST. This is a critical concept. Exceptions exist on a limited basis.

12. Continental System: Linked by a high capacity rail line to the national supply source.

13. Line of Communication (LOC): An unlimited length route from a supply terminal via high capacity rail to the national supply

source, which in China Burma India (CBI) may also include an air element as defined in the OB/OA, that does not enter

an enemy ZOI or enemy owned territory, but in CBI may over fly enemy owned territory, or an unlimited length route

per above from a unit to a supply terminal. See the Rail LOC Supply Element Chart for more information.

14. Main Supply Route (MSR): A limited length route from a supply terminal to Army, then Corps HQ, and finally to units. In

overseas theatres the MSR also refers to the range of supply provided by a Quarter Master Unit.

15. Line of Supply (LOS): An unlimited overland line of supply to an ST or the National Source of supply, used solely to

determine isolation.

16. General Supply: Limited unit capabilities.

17. Offensive Supply: Full unit capabilities.

18. General Supply Points (GSP): Fractions of LPs that can be used to supply units.

19. Restrictions:

a. Nationality: See the MSR Chart for any alterations to ranges of MSR.

b. Fuel Stocks: Ranges may be affected by fuel stocks. See The Political and Economic Rules for details.

c. EZOI Impact: Units cannot trace an LOC or MSR through an EZOI, but this can be negated by 4 SP of friendly

non-support units in each hex in an EZOI on the LOC or MSR.

B. Key Points of the Logistics System.

1. Continental Supply: Rail LOC to supply terminal, then 6 hex MSR to army, then 6 hex MSR to corps, units stacked or

adjacent to corps (only way to get offensive supply). 6 hexes to LOC from unit (this allows supply of rear area troops

which can never be in offensive supply unless provided with GSPs at a rate of 1 GSP per SP).

2. Overseas Supply (Standard QM method): Ship from a port to a port with ST. Emplaced QM has a 20 hex MSR (QM MSR). An

Army HQ has to be located within a QM MSR to provide supply to units or Corps HQs. Then 6 hex MSR to a Corps

HQ, units stacked or adjacent to corps, which is the only way to get offensive supply. If located within a QM MSR from an

ST that has expended LP (or fractions of LP) for the purpose then units are in general supply.

3. General Supply Points (GSPs): GSPs are generated from LPs, fractionalised. They are distributed via transport (any type) to

the unit, then the player spends 1 GSP per SP to get general supply, and spends another 1 GSP per SP to get offensive

supply. Air units may also be supplied via this method.

4. Air on Continental Supply: Trace 6 hexes to a LOC to national supply source, units are then supplied.

5. Air in Overseas Supply: Within the MSR of an ST at which 1/3 LP has been spent for the purpose of supplying air units or

defined GSPs have been spent at the rate of 1 per F, D, A and 2 per B, HB, T.

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6. Exceptions: East Prussia, areas of Africa.

7. Options:

a. Germans may forfeit rail cap for supply via rail from ST as they do not have a QM for Norway (effectively). All

units then out of range do not get supplied unless GSPs spent. No rail cap in Denmark or Norway for any purpose

if used.

b. Italians must forfeit rail cap in Albania to run any supply network.

c. British may forfeit rail cap for supply via rail from ST in East Africa or Egypt (only). All units then out of range do

not get supplied unless GSPs spent. No rail cap in Palestine, Egypt, Sudan, Kenya, Uganda for any purpose if used.

8. Supply Effects: E1-2 for overextended. U1-3 for isolated and out of supply. General supply is not full supply and is punitive

in terms of evening out CEV, reducing capability. Offensive supply negates this.

C. Continental System.

1. Tracing the LOC: The player must trace a high capacity rail LOC from the national source of supply to a supply terminal

(ST).

a. This places units belonging to the army and corps (see below) in general supply if they are within the MSR of their

army and corps HQs. The ranges are listed on the Supply Line Length Chart.

b. At that ST, the player must spend 1 LP for 3 armies, each of which may supply not more than 4 corps to get

offensive supply. The player may opt to expend fractions of the LP to only supply one army, and thus may

stockpile LPs.

2. Tracing the MSR: From the ST the player must then trace an overland supply line to the unit via army and corps HQ.

Exceptions:

a. In general units not adjacent to a Corps HQ or stacked with an Army HQ may never be in offensive supply.

b. In general, units within 6 hexes of a LOC are in general supply.

c. Army HQs can be omitted from the chain resulting in a shorter MSR.

3. Air Units: Air Units are always in supply as long as they can trace 6 hexes to an LOC to the national supply source.

D. Overseas System (Standard with QM).

1. Methodology:

a. Ship LPs to a Large or Great Port that has an ST emplaced at it. Each emplaced ST can only support a single Army

HQ.

b. Expend 1/3 LP for general supply, and an additional 1/3 LP for offensive supply per army supplied.

c. In general units that are not adjacent to a Corps HQ or stacked with an Army HQ may never be in offensive

supply. Army HQ’s have a 6 hex MSR to a Corps HQ.

d. Army HQ must be within the QM MSR from an emplaced QM unit to distribute supply. If there is no Army HQ

the Corps HQ must be within the QM MSR but it does not have its own 6 hex MSR as it would in the Continental

System.

e. Units that are able to trace a 20 hex QM MSR to an emplaced QM unit at a supply terminal at which part of an LP

has been spent for the purpose are in general supply.

f. Air units must be supplied by spending supply points. For every 20 air units overseas, a player must expend 1/3 LP

per turn to operate those air units at a supply terminal, or may expend GSPs per unit according to Rule 10.B.5.

Air units must be within the ST’s MSR.

2. EXCEPTION: German units in East Prussia until East Prussia is linked to the rest of Germany via a high capacity rail line

may utilise the East Prussian rail net instead of a QM unit for the purposes of this rule. East Prussia has a zero rail capacity

for all other purposes if this capability is used. Army HQs must remain on an East Prussian high volume rail line at all

times, and have an MSR of 6 hexes. Corps HQs must be within Army HQ MSRs or sit on an East Prussian high volume rail

hex for supply purposes if using this rule.

3. Optional Rule: Definition of terms and effects for alternative limited overseas systems without QM units.

a. Rail MSR. Forces in overseas theatres may use a local rail network without a QM unit to provide a rail MSR if they

have sufficient RMYs to create a rail capacity on that network. The player may not use the local rail net capacity

whilst using it for supply purposes.

i. From a Large or Great Port with an emplaced ST: a rail line of supply traced up to 40 hexes along high

volume lines or 20 hexes along low volume from a ST to EITHER forces directly (which may never be in

offensive supply but can be in general supply), or to an Army HQ and then a Corps HQ to provide offensive

supply.

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ii. From a Port or Airbase with GSPs: a rail line of supply traced up to 20 hexes along high volume lines or 10

hexes along low volume to EITHER forces directly (which may never be in offensive supply), or a Corps HQ

to provide offensive supply. Army HQs cannot be supplied in this manner.

b. No Rail MSR using a Port or Airbase. In all cases units could only be in offensive supply if stacked with an Army or

Corps HQ, or adjacent to a Corps HQ.

i. GSPs or LPs with an emplaced ST: trace a 6 hex MSR to an Army HQ then a 6 hex MSR to a Corps HQ.

Units within the MSR or adjacent to a Corps HQ can be in general supply.

ii. GSPs with an Army HQ: trace a 6 hex MSR to a Corps HQ. Units within the MSR or adjacent to a Corps

HQ can be in general supply.

iii. GSPs with a Corps HQ: units within a 6 hex MSR could be in general supply.

iv. GSPs alone: units within a 3 hex MSR could be in general supply.

E. Consistent Rules.

1. Out of supply isolated: A ground unit cannot trace a LOS or an overland supply line to LOC or an MSR to a supply terminal

or the national source of supply.

2. Out of supply over extended: A ground unit cannot trace a LOS but is not isolated, and is further than 6 hexes from a rail

LOC.

3. Tracing MSRs: MSR costs are per hex. In general it costs one hex of the MSR range to enter one road, or rail hex, but it

may be modified by terrain and weather per below:

a. Good Weather. In clear hexes the cost of tracing the MSR is the same as for road hexes. In steppe and desert

terrain the cost of tracing the MSR is increased by half. In rough, woods, sandy terrain, hills the cost of tracing the

MSR is 2 hexes. In Mountains and swamps or across mountain hex sides it is 3 hexes. Un-bridged wadis, river hex

sides, and escarpments cost 2 hexes. Un-bridged major river and mountain hex sides cost 3 hexes. Other hex sides

are the same cost as if it were a full hex of the terrain type.

i. If the player owns 2 or more RMYs on a rail line in an overseas theatre, the MSR may be extended. Each high

capacity rail hex is one third of a hex in terms of the cost to trace the MSR, each low capacity rail hex is

2/3rds of a hex in terms of the cost to trace the MSR. Each Army tracing supply via the extended MSR

reduces rail capacity by 50% rounding fractions down on that rail net.

b. Poor Weather. Poor weather increases the costs of the MSR by 50%, except on rail lines.

For Example: The cost of the MSR in rough terrain would be 3 hexes, and in mountain would be 4.5 hexes.

c. Severe Weather.

i. Severe (non-freezing) weather doubles the costs of the MSR except on rail lines (where applicable).

For Example: The cost of rough is 4 hexes, mountains is 6 hexes.

ii. Severe (freezing) weather doubles the costs of the MSR.

For Example: The cost of road or rail is 2 hexes.

4. Amphibious Operations: Units allocated to amphibious operations or raids are always in offensive supply on the turn in

which they land, as long as they have been in offensive supply for one turn prior to the operation or raid, and have at all

times during the planning process been in general supply. On all following turns they must be supplied on the overseas or

continental systems.

F. Isolation Status.

1. Status: The isolation status of all units and hexes is determined at two points during a turn.

a. Isolated for General Supply. This is determined during the Initial Phase. A unit or hex determined to be isolated

for supply purposes remains so for one player turn.

b. Isolation for Replacement Points. This is determined at the start of every combat phase and requires the unit

tracing a LOS. This determination is used only for calculating combat replacements, and has no impact on the

supply status of the unit involved.

2. “U” & “E” Markers:

a. The first time a unit is found to be out of supply it receives a “U-1” if isolated or an E-1 marker if overextended (in

both cases Blue if during an Allied initial phase, Red if in an Axis initial phase), marking the unit as being out of

supply.

b. The ‘U” and “E” status of a unit can be changed by the following conditions:

i. Change of status. The unit is found to be in supply in any following initial phase. If so, the marker is

immediately removed. The unit can be placed back into supply by any of these methods:

1 Regaining LOS (if “U” status), MSR (if “E” status) or moving to within 6 hexes of an LOC (either status).

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2 Expenditure of supply points (GSPs).

3. Passage of Time: The “U” and “E” status increases one level for each game turn the unit has remained out of supply and

can change from one marker to the other.

For Example: A unit found out of supply and isolated (blue U-1) on the Allied OCT I 41 turn, becomes blue U-2 on the

Allied OCT II 41 initial phase. A unit found to be over extended (blue E-1) on the Allied OCT 1 41 turn which became

isolated during the following Axis player turn would become blue U-2 on the Allied OCT II 41 initial phase.

4. Isolation: When a unit is determined to be “out of supply and isolated”, the appropriate colour isolated marker is placed

on the unit (blue for the Allied initial phase, red for the Axis). The effects of being isolated at the “U” level the unit is at

take effect immediately after the unit is determined to be isolated. The isolated marker remains on a unit regardless of its

supply status until the unit is no longer isolated.

G. Effects of Being Out of Supply.

1. Units: Units can be in limited supply because they are too far from their supply lines (Over Extended) or out of supply

because they are cut off from supply (Isolated). Depending on its isolation status, and the number of turns the unit has

been without supplies, the effects of being out of supply grow more severe as time passes. If a unit is “out of supply and

isolated” long enough it will collapse as it is no longer combat effective. The effects of being out of supply are as follows:

a. Out of Supply - Over Extended. These penalties are in addition to those suffered for being out of offensive supply:

i. E-1. Attack Factor halved, movement factor halved, reduced ZOI, ASE DRM reduced by -1 no reaction

movement.

ii. E-2. Attack Factor quartered, defence, AA, and movement factors halved, no ZOI, no ASE/ATE, no pursuit or

reaction movement. No greater level for Un-isolated units.

b. Out of Supply – Isolated:

i. U-1. Attack, defence, and movement factors halved, reduced ZOI, ASE/ATE DRM reduced by -1 no pursuit or

reaction movement.

ii. U-2. Attack factor quartered, defence, & AA factors halved, movement reduced to one hex in the movement

phase, no ZOI, no pursuit or reaction movement, no ASE/ATE. Unit collapses on a 1D10 roll result of seven

or more.

iii. U-3. Attack, & AA factors zero, defence factor quartered, movement factor zero, no reaction or pursuit

phase movement, no ZOI, no ASE/ATE. Unit collapses on a 1D10 roll result of three or higher. +1 for each

added turn being rolled after U-3 turn. No greater level for isolated units.

c. Collapse.

A unit which collapses is eliminated; if it has a reduced strength side it is flipped to that side, retaining the supply

status of the collapsed full strength side. Units in conditions isolated U-2 and U-3 are rolled for in the initial phase

every player turn until eliminated or returned to a better supply status. The collapse die roll is modified by the

following factors:

i. -4 if the unit is in a major or great city that has been owned by the player since SEP I 39. See Political and

Economic Rules for special fortifications.

ii. -2 if the unit is in a major or great city that was captured by the player in the course of the game.

iii. +2 during below freezing weather. This also does not apply when receiving the -4 above.

For Example: A unit found isolated and out of supply (U-1) in the Oct I 41 turn initial phase, becomes U-2 in

the Oct II 41 initial phase. The player Rolls 1D10. The result is 3, and the unit survives. On the next turn,

Nov I 41 initial phase, the unit remains out of supply and Isolated. The player again rolls 1D10, rolling 8. The

unit collapses and is eliminated.

2. Out of Supply Airbases:

a. Airbases that are in supply, but are isolated, suffer no negative effects.

b. In the overseas system, airbases that are out of supply - un-isolated - have their capacity reduced by one.

c. In both the continental and overseas supply systems, airbases that are out of supply - isolated - have their capacity

reduced by two.

d. An airbase reduced below a capacity of one, would be considered to have a capacity of zero. When reducing an

airbase’s capacity round all fractions down. The capacity cannot drop below zero.

e. Airstrips are exempt from this rule. Their capacity is never reduced due to supply or isolation.

3. Supply Status of Reinforcements and Replacements: During the course of the game, each player receives reinforcements and

replacements; may convert, upgrade, or disband units; and may be required to withdraw units from play. This rule covers

the general procedure for such actions. The Political and Economic Rules should be consulted for specific details.

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a. Units arrive at the same supply status as the hex or Port (if new build shipping) they arrive in. Supply status of the

hex or port is determined at the instant of arrival. Use the normal supply tracing rules to determine the status of

the unit. The unit may either be in general supply or is out of supply at the same level as any other units that may

be in the hex. If the player wishes to provide offensive supply to the unit, supply points must be spent per the

supply point rule unless the unit is in a hex satisfying the Corps HQ marker rule.

b. Units appearing in a hex where they are required to roll for collapse do roll and may collapse immediately after

arriving. Units lost in this case do not generate replacement points.

For Example: A unit is scheduled to arrive in a city that is out of supply, and ready to collapse (U-3). The

replacement/reinforcement arriving would be automatically be at U-3 when they arrive.

H. Supply Terminals.

1. General Features of Supply Terminals:

a. Supply Terminals may be moved by QM units, rail transportation, or by naval shipping points.

b. Supply Terminals are 10 SP in size.

c. Supply Terminals may supply not more than 1 Army Group (3 Army HQs, and their 12 related Corps HQs {4 per

Army HQ}) in a player turn.

d. When being moved by rail or by 2 QM units, their total supply capability is reduced It may only supply one Army

HQs and 4 Corps HQs with offensive supply. It may still provide general supply to 3 Army HQs, and 12 Corps

HQs (4 per Army HQ).

e. Supply Terminals may be created by spending 1 Arm SRP and 1 LP at any city that qualifies as a valid location for

one (see below), or they may arrive in the OB/OA.

f. When being moved by sea, it may not operate until it is emplaced.

g. They may be located at either:

i. In the continental system:

1 Supply Terminals may be emplaced at any Rail Marshalling Yard that has three or more connections across

different hex sides to other Rail Marshalling Yards, and can trace supply from the national supply source by

rail.

Or:

ii. In the overseas system:

1 At any Large or Great Port, or at any RMY that has two or more connections across different hex sides

to other Rail Marshalling Yards, and is within the QM MSR.

2 In Egypt and Libya (only) they may be established on any rail line that can trace a QM MSR to another

supply terminal. This ST does not require a QM to be placed at it for units to trace supply from it.

Additionally QM units may “daisy chain” together by emplacing within the QM MSR. This chain must

end at an emplaced ST and emplaced QM co-located at a large or great port.

I. Quarter Master (QM) Units.

1. Features of QM Units:

a. If enemy non-support units enter their hex at any time in a game turn, the QM unit is destroyed. Otherwise the

QM unit retreats to a permissible hex using the retreat rules.

b. It costs a player 2 SP of armoured replacements to replace a QM unit. They have a fully motorised movement

rating of 20 for all game purposes. This rating is used to calculate their rail movement rate as well as their land

movement speed.

c. These units can only transport LPs, GSPs or Supply Terminals, they cannot "motorise" units.

d. Their capacity is 2 LP, or 40 GSP, or ½ a supply terminal. 2 QMs are required to move a ST. Each QM must

spend 5MP to load or off load an ST.

e. Quartermaster units are two motorised SP for rail transport, but have no effect on stacking for ground forces.

f. QM Units have no combat effect, and have a zero combat strength.

g. QMs may carry 2 LPs during the movement and pursuit phases if they are not emplaced.

h. QMs may emplace at an ST and then provide a 20 hex MSR

i. It takes 1 full game turn to emplace a QM.

j. QMs may daisy chain their MSR, but must be emplaced.

k. An Army HQ must be within the QM MSR to accept supplies. The Army>Corps>unit MSR remains per the MSR

chart.

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J. Offensive Supply and General Supply.

Units can be in two levels of “in” supply, either offensive or general. Units may only be placed in Offensive Supply if the unit

is adjacent to a Corps HQ marker, or expends GSPs. Units in General Supply may not attack using their full capabilities

unless the owning player spends logistic points or general supply points as defined in 10.O and 10.P below.

1. Effect of being in Offensive Supply:

a. Units may operate at their full printed strength.

b. Units may operate utilising their full national CEV.

c. Units may operate using all their combat effect modifiers.

d. Units may pursue using their full pursuit movement point allowance.

2. Effect of being in General Supply:

a. Units may attack and defend at 100% of their printed combat strength.

b. Units defending may utilise their full national CEV and their full combat effect modifiers.

c. Units attacking have a base CEV of 0.75 for CEV calculations, odds are automatically rounded down.

d. Units pursuing have their pursuit movement point allowance reduced by 50%.

e. Units attacking have their combat effects reduced by 50%.

For Example: If a unit has an ASE point value of 4, and a CEV of 1.5 when in offensive supply, if it is out of offensive

supply it has only 2 ASE points and a CEV of 0.75.

K. Army Headquarters Markers.

1. Definition: Army Headquarters counters are used to define those units that are in full offensive supply within both main

supply systems. In general, forces operating on the map make use of Army HQ markers to distribute supply and logistics

points to them. Other units may be stacked with these markers.

2. Features of Army HQ Markers:

a. Army HQ markers have no effect on stacking.

b. Their replacement cost is 2 SRPs, one of their unit type icon, one armoured.

c. Each Army HQ marker may provide supply to not more than 4 Corps HQ markers and may not provide supply

into or across prohibited terrain.

d. Army HQ markers have no combat strength.

e. They move per their unit type icon at the maximum rate on a ground unit of that type in that nation’s OB.

For Example: A German Mountain Army HQ marker moves up to 6 MPs using mountain unit movement rules.

f. Units stacked with an Army HQ that is in offensive supply are in offensive supply.

g. Their MSR from an ST on the continental system is 6 hexes long. On the overseas system they receive supply

from an ST via an emplaced QM unit. The HQ marker must be within the QM MSR to receive supply.

h. They are subject to all combat effects but may retreat before combat.

i. They draw supply from the ST, not from any other source except in the overseas system where they may also

draw supply from an emplaced QM MSR.

L. Corps Markers.

1. Definition: In general, these markers function in the Logistics System as the final link in the supply system.

2. Features of Corps HQ Markers:

a. Corps HQ markers may provide supply to units stacked in up to 4 hexes that are directly adjacent to the HQ

Marker, or the hex in which the Corps HQ marker is located and three additional hexes that are directly adjacent

to the HQ, except into or across prohibited terrain. In effect the Corps HQ may only supply 4 stacks of units.

b. Corps HQ markers have no effect on stacking.

c. They move per the Army HQ movement limits.

d. At the player’s option, they may be used as Stacking Replacement Markers as well as an element of the supply

system, in the same way that Task Force Markers are used in the Naval System.

e. They cost ½ SRP of their unit type icon and ½ Arm SRPs to replace.

f. They are subject to all combat results in their hex, but may retreat before combat.

g. In general their MSR is 6 hexes, drawn from an Army HQ marker. An individual Corps may also draw a 6 hex MSR

from an ST, at the same LP cost as an Army HQ marker.

3. Optional Rule: The ONLY units that can draw offensive supply are those stacked with the Corps HQ marker.

M. National Supply Sources.

Each independent nation has its own source of supply. If the nation is shown on the map (wholly or partially) then the

source for each nation is determined in the following order:

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1. National Supply Sources:

a. If the nation has at least three great or major cities, general supply can be traced to any city connected by friendly

owned rail to any other two such cities.

b. If the nation has only two great or major cities, general supply can be traced to either city, as long as it is linked by

friendly owned rail to the other.

c. If the nation has no great or major cities, then general supply is traced to any city connected by friendly rail to

another city.

d. If the nation has only one city, or none, then its general supply is traced to the capital city whatever size it may be.

Such points or places are designated in the specific Political and Economic Rules or in the OB/OA.

2. Logistics Points: Logistics Points are produced by the nation’s industrial plant.

a. They are placed at a qualifying industrial plant or at the nation’s capital, owning player’s choice. See the Political

and Economic Rules or OA/OB for details.

b. Logistics Points may be transferred from one nation to another allied nation.

These supply sources do not change in the course of the game, a nation that begins with a supply source (see M1

above) suffers supply being lost if one or more of the designated cities are lost to the enemy. Supply must then be

provided by an ally using the overseas system.

For a city to be considered a supply source it, and any others called for, must be friendly owned. Forces raised and

equipped by a nation may always use the raising nation’s supply source, even if operating as a separate national

contingent.

For Example: Free French units are either British or US as time passes, but those equipped by the British can always

draw supply from a British supply source, or LP spent at an ST.

N. National Contingents.

Generally, national contingent rules apply for all purposes in terms of provisions of the Logistics rules, except where the

force drawing supply from an Army HQ marker is a single Corps HQ, in an overseas system. See OB/OA for details of all

exceptions.

O. Logistics Points.

1. Definition: LPs represent the additional resources required to support intense combat operations on the offensive, and

may represent the basic resources needed to keep forces within the field, particularly in isolated pockets or on the

overseas supply system.

2. Features:

a. Each logistic point represents 5 NSPs (or 5 SPs) worth of naval transport capacity, and may provide general and/or

offensive supply to a maximum of three Army Headquarters, depending on the supply system in use. Each Army

Headquarters may provide offensive supply to four Corps HQs. An LP may be transported by rail costing 5 SPs of

capacity. LPs may be air lifted, however they cost triple their size for air lift.

For Example: German forces have been surrounded at Stalingrad, and the pocket includes an ST. The German player

wishes to air lift an LP into the surrounded position. He may do so, but it would take a minimum of 15 full

transport air wings to lift the LP into Stalingrad.

b. Each Army HQ to be supplied by the LP must be on the MSR from the ST at which the LP is spent to be placed in

offensive supply (and general supply in the overseas system) or within the QM MSR of an emplaced QM unit in the

Overseas System.

c. Each Army HQ uses 1/3 of an LP per turn to provide offensive supply, and in the overseas system, 1/3 to provide

general supply, and a further 1/3 to provide offensive supply.

d. If a player has fewer than three Army HQs within supply range of his supply terminal, he may retain the fraction(s)

of the LP or ship the balance to another Supply Terminal for use. The LP fraction may not be used until the turn

after it arrives at the other Supply Terminal.

e. One LP may be broken down into 20 General Supply Points (GSP).

f. As an option players may ship an LP to any port that has sufficient capacity to handle the LP. On the instant of

arrival if that port does not have an ST in it, the LP is converted to 20 GSP.

P. General Supply Points.

One LP can break down into 20 General Supply Points (GSPs). GSPs cannot be created in any other fashion.

1. General Supply Point Transportation:

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a. GSPs cannot move by themselves. They can be transported by rail, sea, air, or QM units. For all forms of

transportation (except QM units – see QM Rule 10.I above), one general supply point equals ¼ of a Naval Shipping

Point (NSP) point or Stacking Point for cost of transport. Ground units may not carry GSPs.

2. Use of General Supply Points:

GSPs may provide general or offensive supply to ground units, and permit air units to operate:

a. General Supply: Spend 1 GSP per SP of force. No penalty other than those for being in General Supply.

b. Offensive Supply: Spend 1 GSP supply point per SP of force in general supply. No penalty.

c. Partial Supply:

i. Half or Better Supplied. If units are supplied with at least half of the points needed for general supply, in

addition to the effects of being generally supplied, they are considered to be ‘out of supply - overextended’.

“E” effects continue to increase, with all effects in effect. These units are not considered ‘isolated’ for supply

purposes.

ii. Less Than Half Supplied. If units receive less than half the supply they need, they are changed to out of supply

- isolated, with all the effects of that status.

d. Air units. Spend GSPs per full strength air wing as noted below.

Supply points may be expended in any friendly owned hex, if they are transported to that hex during the player turn.

3. Other Ground Units: Ground Units based on islands that cannot trace a rail LOC to their national source of supply must be

supplied using supply points, except for national forces belonging to that nation, and based on islands within their 1939

national borders. Islands (with the exception of the Shetland Isles) which are more than 1 sea zone from the mainland are

excluded from this rule. French Colonial possessions, even if politically a region of France are also excluded from this rule

(i.e. Algeria, MR XIX, is on the overseas system). The Japanese Home Islands as delineated on the maps are included on

this system.

4. Other Air Units:

a. Air Units Based on islands or in overseas theatres that cannot trace an overland supply line to an ST at which part

of an LP has been expended for air supply or to their national supply source must have supplies spent on them to

keep them fully operational in the same way that friendly ground units in small islands do. GSPs must be spent per

wing per turn to keep them fully operational. For game purposes wings have varying sizes in terms of supply costs:

i. Types F, A, D, are 1 SP.

ii. Types B, HB, and T are 2 SPs.

iii. Type G does not count toward SP allowance.

b. Only air units originating an air mission from an Overseas Theatre or an island are restricted.

For Example: A JU88 flying from Italy to bomb Benghazi, would spend no GSPs. If it lands in Crete, it must then have

supply spent on it to take off again for any reason.

Q. Stockpiles.

GSPs can be stockpiled for use by the owning player at a later time. GSPs do not ‘expire’ over time, but remain in stock till

used. All supply points remain on the map until expended.

R. Capture of Supply Points or Logistics Points.

A force can capture supply or logistics points belonging to the enemy.

a. Supply or logistics points in a hex that becomes enemy owned with no ground combat in the hex (or just by the

hex being overrun) are captured automatically.

b. If there is combat in the hex, and the defenders must retreat (leaving the supply or logistics points), roll 1D10.

The Die roll is the percentage (in tens rounded up) of the points that are captured:

i. Captured logistics points are rounded down to the nearest third, unless the capturing player rolls a 10.

ii. Captured supply points are rounded down to the nearest whole number unless the capturing player rolls a

10.

c. Captured supply or logistics points can be used in the new owner’s next initial phase.

S. Naval Supply.

Naval units have three supply states; full, extended or for ships not on extended supply state, depleted.

1. Full Supply: The unit has a full load of fuel and ammunition. Its combat ratings are at its printed strength.

2. Extended Supply: The unit is operating in a reduced level of efficiency to maximise its time at sea. A player must note on

the ship card that it is operating using extended supply on the turn it leaves port to start its mission. The following are

the effects and results of using Extended Supply:

a. It must have a full load of ammunition and fuel on leaving port.

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b. Its SMA range is increased by 50%.

c. If it engages in surface combat, it may engage in naval gunnery, however at the owning player’s choice, it may limit

its firing to conserve its ammunition supply. If the player chooses to do this, reduce its gunnery factor by 25%. If it

engages in a further surface combat on a later turn, its combat ratings are reduced by a further 25%.

For Example: DKM Bismarck has a gunnery factor of 46. She is operating using extended supply, and is engaged by

HMS Hood and HMS Prince of Wales. The German player elects to conserve ammunition. Her gunnery factor

(prior to range considerations) is reduced by 25% to 34.5, rounding down to 34. In the following movement

segment, DKM Bismarck is engaged again, this time by HMS Rodney and HMS King George V. Her gunnery factor

is further reduced by 25% from 34 to 25.5, rounding down to 25 prior to range considerations.

d. It may repeat this process until its effective gunnery factor is 0%. It must then replenish and refit for 2 game turns

in port prior to using its main armament again.

e. It must replenish every second turn at sea. If it fails to, it becomes fuel depleted at the end of the second player

turn.

f. Light AA ratings, Torpedo ratings and fuel maybe replenished by spending 1/6 of its SMA in a sea zone with a

friendly replenishment ship.

g. SSFs may extend their range 25% using either Supply (Milch Cow) Submarines or replenishment ships, however its

torpedo factor is expended after two torpedo attacks on enemy shipping.

i. If it uses a replenishment ship its torpedo factor is completely replenished.

ii. It may replenish once prior to returning to base for a refit.

iii. The refit takes 2 game turns.

h. For every 4 consecutive friendly movement segments beyond the first 4 that ships remain at sea must be matched

by an equal amount of time spent in “refit” on returning to a friendly Naval Dock Yard. During this refit the ship

may use its AA ratings (only).

i. NSPs may operate on extended supply to move ground units from a port with a direct LOC to the national supply

source to an Assault Zone (sea zone adjacent to a target hex for an amphibious landing) except in the case of a

Raid. The NSPs must leave during the player turn immediately prior to the turn in which the invasion is scheduled

to take place, must travel directly to the assault zone, and may only contain assault troops or the Floating Reserve.

See Rule 7.C.8.a for details. All other penalties are imposed on NSPs used for this purpose.

3. Supply Depletion: Ships become depleted in specific areas of their capability depending on the operations that they take

part in:

a. General Movement Effects. Moving burns fuel, and once a ship has moved its fuel Capacity modified SMA, it must

refuel, either in a port or from a support vessel.

b. A ship that has not refuelled has certain penalties applied:

i. Its SMA is reduced by 75%.

ii. Its TMR is reduced by 75%.

iii. Every Sea Zone it enters results in damage to the ship. Roll 1D10. Multiply the number of sea zones entered

by half the die result, round to the nearest whole number. That is the number of Game turns the ship must

remain in a Friendly owned Naval Dockyard or Shipyard undergoing repairs.

c. Combat Effects.

i. Naval units that are involved in Surface Combat or Naval Gunfire Support have their Naval Gunnery Factors

reduced by 80% until they are replenished. They also expend 1 SMA point in combat.

ii. Naval units that are involved in ASW Combat have their ASW value (see the ASW Chart) reduced by ¼ for

each ASW combat they engage in. They also expend 3 SMA points in each ASW combat.

iii. Naval units that use their AA ratings expend ¼ of their AA Ammo factor every time they are attacked by

aircraft. When they run out of AA Ammo, their AA rating is reduced by 80%; round factors down until they

are replenished.

4. Replenishing.

a. In Port. To complete replenishment in port, the owning player must:

i. Expend fuel points as noted on the ship cards to refuel the ship.

ii. Naval units must spend one entire movement phase of their SMA in a friendly owned general, large or great

port or a port with a Naval Base, which can trace a line of supply from the national supply source (Rule 10.M

above), or from an active and supplied supply terminal.

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iii. Depleted Naval units that are in port, but which have not replenished have their movement allowances

reduced to zero, and all combat factors except AA factors reduced to zero. Their AA factors are unaffected

and may be used at their maximum value. If enemy naval units enter the port, they are automatically captured

or scuttled unless the owning player rolls a 10 on the naval success table. They must move directly to a

friendly owned port or naval base within their single movement phase SMA to replenish. Roll 1D10 on arrival.

The result is the number of movement phases it will take to complete replenishment.

b. At Sea. At the owning player’s discretion, Naval units may rendezvous at sea with supply ships:

i. Naval units spend the last 1/3 of their SMA in the Naval Movement phase to replenish, or refuel, and are

marked with a suitable marker.

ii. If they rendezvous with an AO, they may refuel as many Fuel Points as the AO has available as Cargo, subject

to their own capacity.

iii. If they rendezvous with an ASR, they may replenish as many Fuel Points, Torpedo Ammo Points and AA

Ammo points as the ASR has available as Cargo, subject to their own capacity for each type of supply.

iv. If an enemy naval force intercepts ships during a replenishment operation, roll 1D10. On a result of 1-5 the

enemy force engages at close range, on a result of 6-10 the enemy force engages at long range. Replenishing

ships have their Surface and Torpedo factors reduced by 50% during that combat only.

v. If enemy air units intercept ships during a replenishment operation, the aircraft have their naval attack ratings

increased by 25%.

vi. Surface units may only replenish at sea from AOs and ASRs. SSFs may replenish from them or Milch Cow

submarines.

Units not operating on the “extended supply” system may only replenish at sea once. When they return to a friendly

owned Port, they must spend an entire game turn in port to replenish.

SPECIAL NOTES:

a. Any NSP with a capacity of 1 may be designated as an AO by the British, German, Japanese or American player.

Any NSP with a capacity of 2 may be designated as an ASR by the American player. Use a U1 marker to

designate a NSP being used as an AO, and a U2 marker to designate a NSP being used as an ASR. NSPs so used

may not be used for any other reason during the player turn. Each point of capacity equates to 20FPs.

b. HMS Vindictive. Vindictive may be used as an ASR.

c. RN CVs. RN I class CVs (Victorious, Illustrious, Formidable, Indomitable, Implacable, Indefatigable) may be used

by their escorting DDs as AOs.

d. US CVs. USN Essex or Midway Class CVs may be used by their escorting DDs as AOs.

NOTE: In both cases deduct 2 SMAs for that movement segment from the carrier per DD refuelled.

e. German AMCs. All German AMCs may operate as ASRs.

f. US and RN BBs. From Jan I 44 all RN and USN BB/BCs may act as AOs for their escorting DDs. In every case

deduct 2 SMAs for that Movement segment from the BB/BC per DD refuelled.

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11. Administration

A. Ground Unit Administration.

1. Reinforcements: The national order of appearance shows the arrival dates of the reinforcements a nation receives, while

the Replacement Schedule for each nation shows when replacement points are received. Historical identifications on

these lists are advisory and need not be followed as long as the correct type and strength unit is used. These units are

placed on the map in the owning player’s initial phase and may be placed in violation of stacking, but cannot end the

movement phase in violation.

a. Enemy ZOIs do not affect the appearance of new units, but they may not appear in enemy owned territory. Units

that are unable to enter play as scheduled are lost; this applies to those who cannot appear for any reason.

Reinforcement units lost due to an inability to appear do not generate combat replacements.

b. Conditional Reinforcements. Conditional reinforcements are designated in a nation’s order of battle, or order of

appearance. These units only appear if the special conditions given for their appearance are met. They appear

immediately (even during an enemy movement phase) when conditions calling for their appearance are met. They

may be 'over stacked' on appearance, but must meet stacking limits at the end of the next owning player’s

movement phase. Note that these units may appear during an enemy turn if their appearance is ‘triggered’. They

are not on the map as a matter of administrative ease, but are in fact present in the locations, just not assigned to

the control of the operational commander (player).

c. Early Reinforcements. All players have the capability to bring into play any type unit with a reduced side two game

turns before they are scheduled to arrive per the order of appearance. Units that are brought into play in this

manner appear where they are designated to appear, at their reduced strength.

2. Replacements: Stacking Replacement Points (SRPs) are used to rebuild ground units that have been reduced or eliminated

in previous turns. Rebuilding happens during the owning player’s initial phase.

a. Definition of terms:

i. Production SRPs: These are SRPs received per the Replacement Schedule and or from production for each

nation.

ii. Combat SRPs: These are SRPs generated when units are eliminated in combat.

iii. Service type point. Some nations have internal breakdowns of branch type points for various ‘services’

(Japanese Army and Japanese Navy Ground troops for example).

iv. Branch type point. These are designated as Infantry, Armour and Artillery SRPs.

b. Types of SRP and used for:

i. There are 3 types of SRPs: infantry, armour, and artillery.

ii. The Unit Replacement Cost Chart states what quantity of SRPs of a given type is required to rebuild a unit.

c. Management of Stacking Replacement Points. SRPs are managed first in the nation in which they are produced by

being added to the appropriate branch and service replacement pool, and secondly by being transported to a

theatre for use.

i. Once in the national pool, replacement points can be shipped by rail, sea, or air to theatres for addition to

that theatre replacement pool.

ii. Once in a theatre pool, the points are available for use to rebuild units in that theatre.

iii. For transportation purposes, one SRP is equivalent to one SP of infantry, armour, or artillery, depending on

the type of point transported. Armour SRPs are treated as motorised. Armour and Artillery SRPs have

heavy equipment. Infantry SRPs are treated as if they do not have heavy equipment.

d. General rules for use of replacement points.

i. Replacements in an overseas theatre must be allocated to a supply terminal located at a port.

ii. Refer to the Unit Replacement Cost Chart for SRP costs to replace units.

iii. Reduced strength units being rebuilt by replacement points must be on friendly owned territory, either on

or off map, and able to trace a supply line to a source of replacements at the start of the owner’s initial phase.

The hex may be in an enemy ZOI, but if so there must be at least 2 SRP of friendly non-support units in the

hex before the unit can be rebuilt.

iv. Only points of the correct nation, service and branch can be used to rebuild units.

v. Eliminated Units are rebuilt using SRPs in accordance with the costs detailed in the Unit Replacement Cost

Chart. Eliminated Units that have a reduced side may be rebuilt to the reduced side, or to their full strength

side. Units that are reduced may be rebuilt to their full strength side.

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e. Donation of Points. Armour or artillery SRP belonging to one nation can be ‘donated’ to another (friendly) nation.

See the Political and Economic Rules for any other benefits that may accrue to the player as a result of such

donations.

f. Combat Replacements System: When un-isolated regular units are eliminated or reduced by combat or overrun,

the owning player receives combat replacements. These represent the surviving elements of any unit that is shown

as eliminated by the CRT.

i. Rate of generation of combat replacements. The standard rate of generating SRPs is 1 SRP for every three

stacking points eliminated. This rate may be adjusted by the relevant Political and Economic Rules for each

nation.

ii. Type of points generated. Combat replacements are generated based on the losses in the branch and services

described in 11.A.2.a.iii above. Record should be kept of points lost during the game turn to ensure a full

accounting of losses for calculation.

iii. How to calculate for combat SRP:

1 All units eliminated during a game turn, and the SP lost by reduction, should be kept separate in each

theatre until the owning player’s next initial phase.

2 During the owning player’s initial phase, the combat replacements should be totalled by branch and

service (remember that service types may have the same branch replacement points in them). This gives a

total lost for each category (service and branch) in each service that turn.

3 Divide the total lost by three (or the appropriate figure per the Political and Economic Rules).

4 The result of ‘3’ above for each SRP type is the amount of combat replacements received. Fractions are

retained.

5 Add the total to the appropriate replacement point pool in the theatre.

6 Place that turn’s losses into the dead pile, or remove from play as appropriate.

7 Combat SRP are mixed in the theatre pool, and used in the same manner as planned SRP (Rule 11.A.2.d).

g. Transfer: Orders of Appearance may call for certain units to be removed from play in the game. This represents

the receipt of orders from higher headquarters requiring that the unit be transferred to another theatre (either

outside the specific game, or outside the entire set of games).

i. When called for, the specific unit must be either:

1 Moved toward the home country by the most expeditious ground movement type.

2 Shipped out of the theatre if on the overseas supply system. If the player is unable to part with the specific

unit required, any unit of like type and strength can be substituted. The action must be taken during the

next friendly movement phase when on the Continental Supply System, or on the next possible movement

phase when in the Overseas Supply System.

ii. Failure to make the required transfer will cost the amount of SRPs (by type) needed to build the unit, or the

loss of incoming planned SRPs until the replacement cost of the unit has been made up.

iii. Transfer from ‘dead pile’ to ‘dead pile’. The player may, at their option, choose to move a unit eliminated in

one theatre (placed in the dead pile there) to another theatre dead pile. There is no cost to do this. The only

effect is that the unit is available to be rebuilt in the destination theatre rather than the original one.

h. Conversions: At times, military units convert from one type to another; this is shown by the ability to convert

units. The national Order of Appearance (OA) will state when a conversion is possible, and once this has been

shown, the specific unit or units can be converted as fast as the conditions allow the owner to do so. The OA will

also state any conditions required for the conversion, or other effects of the conversion being done. Specific

conditions and restrictions are:

i. To be converted on the map, a unit must be in general supply.

ii. Treat a conversion as the same as rebuilding a reduced strength unit for procedures and restrictions as to

location and EZOI.

iii. A unit being converted may undergo one conversion per turn. The unit may be in an enemy zone of control,

but cannot be the only unit in the hex.

iv. A unit in the dead pool can be converted (it is rebuilt at the new value to return to play).

v. When a unit is converted, the old counter is removed from play (and cannot be rebuilt).

vi. Unless otherwise specified if at the end of a reorganisation the SPs of the units that result from the

reorganisation, restructuring, or conversion are less than those that entered this process, the player receives

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SRPs equal to the loss in SPs. These SRPs are calculated by comparing the SRP cost of the units before the

change, to that of the units after to the change. The surplus SRPs are available in the following initial phase.

i. Restructuring: Military units can change their strengths by two similar processes. To restructure, a unit must be in

general supply:

i. Upgrade. This is the incorporation of new weapons into an existing organisation, with only minor changes in

its structure.

For Example: converting from T-34-43 to T-34-85 tanks.

ii. Reorganise. This is a restructuring of the unit(s) in significant ways.

For Example: decreasing the number of infantry battalions in the unit.

j. Upgrades require the expenditure of replacement points, or yield replacement points for the player. See the

national order of appearance for details on each of these as called for. Follow the guides for conversions for

procedures unless specified in the OA.

k. Scrapping: Players may scrap any unit or type of units throughout the game.

i. Units are scrapped in the owning player’s initial phase, provided they are capable of tracing a line of

communications to a source of replacement points or a Supply Terminal.

ii. When a unit is scrapped it is removed from play permanently and the SRP cost to rebuild the unit from the

replacement pool is added to the theatre replacement pool of the owning player.

iii. Points gained through scrapping may not be used in the turn they are gained.

l. Disbanding: Players may be instructed to disband units in the OA. Units disbanded in this manner are generally

being used within the military force to build or reinforce units which are either forming or in play. The player does

not benefit in SRP terms unless specified in the order of appearance.

m. Assembly: Some national OAs show units that become available to assemble. These are units that are received in

exchange for the removal of units in play. The units required to assemble into the new unit must be in the same

hex at the start of the initial phase, they are then removed from play and the group is converted into the new

single unit. Units used to assemble a new unit are removed from play.

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B. Air Force Administration.

1. General Concepts: The administration of air forces is handled on two levels; National and Theatre. The national air force

level deals with the production of aircraft (ARPs) including their placement into the homeland ARP pool, wing allowance,

the forming of new air units, and the transfer of these items to, and between, the various theatres the nation has air units

operating in. The national level only appears when making use of the Strategic Air War (Europe and Pacific); individual

games are handled at the theatre level. The theatre level handles the pool of ARPs sent to the theatre by the national air

force command, the accounting for wing allowance, air units engaged in operations, and the rebuilding of air units lost in

combat. Where used, a nation’s Political and Economic Rules will designate the area and establishment of theatres for that

country's air force.

2. Definitions:

a. Air Replacement Point (ARP). Aircraft are produced in 'batches' of 40 aircraft of the type (ME-109D, Yak-1, B-

17G, Spitfire 1 etc.). These points are put into the homeland ARP pool when produced, and may be broken into

half points if necessary.

b. Air wing allowance. This is the total number of wings that a nation can support (generic all types are equal for

wing allowance). The number represents the ground support and logistical forces needed to sustain a Wing in

action.

c. Air Wings and Squadrons. In all cases the counter strengths are approximate:

i. Each full strength air unit counter represents a wing, 40 aircraft (1 ARP) of the type shown on the counter.

ii. Each reduced counter represents a squadron, 20 aircraft (0.5 ARP) of the type shown on the counter.

d. ARP pool. This is a collection of ARPs in two types of pools:

i. National pool. This is the 'acceptance' pool where ARPs produced by factories are transferred to air force

control. This pool is only used by the national air force commander.

ii. Theatre pool. This holds all the ARPs transferred into the theatre and the ARPs made excess by losses.

e. Eliminated. An air unit destroyed by enemy action such as air to air combat, antiaircraft fire, or the overrun of an

airbase. Units are eliminated in either friendly or hostile territory:

i. Friendly territory (Rule 2.D.2).

ii. Enemy territory (Rule 2.D.3).

f. Active. This is an air unit (and one wing allowance for it) that is available for missions in the game turn.

g. Inactive. This is an air unit that is placed in the 'inactive' category. It does not operate, nor require supplies. It

returns to the map, including a wing allowance being used for it in the initial phase of a turn where it is going to be

active again.

h. "Change of Aircraft". Changing an active wing from one type of aircraft to another requires a 'down time' to

transition it to the new model.

For Example: Changing a wing from P-47s to P-51 or from He-111 to Ju-88. When a change of type is being

executed, the air unit is held in the 'upgrading box' for the theatre. The unit counts against the 'active' wing

allowance, but is not available for use until the change down time has passed. Changing within a model (Me-109F to

ME-109G for example) does not require this down time. Unless otherwise noted in the Political and Economic

Rules, this down time is two game turns. (The unit and one wing allowance for it are placed into inactive status

during this time).

i. Change of Class. If the player wants to change a wing’s class (from type “F” to type “B” for example), the required

down time is six turns.

j. Theatre. A geographic area in which a player conducts air force administration. Theatres are designated by the

Political and Economic Rules.

3. National Level Administration: At this level, the player tracks the production of ARPs at the aircraft factories, and

consolidates all the production into a national pool. Once ARPs are in the pool the player can decide if there is wing

allowance available to put a new unit onto the board. If there is spare wing allowance, 2 ARP of a type are spent and the

counter is on the map. If there is no available wing allowance, or if the player wants to transfer the ARP to a theatre for

use to either maintain, rebuild, or upgrade air units, then they are transferred to that theatre. Transferred units or ARPs

can either be flown (transfer mission ranges), or shipped to the theatre (if out of transfer range). Political and Economic

Rules will have details on this procedure for various nations. At no time can there be more air units active in the air force

than there is wing allowance for. The national commander may also decree that air units in a theatre, ARPs held in theatre

pools, or wing allowances be transferred to other theatres. WA maybe increased by the expenditure of ARPs. See the

Political and Economic Rules for details of that procedure, which are in addition to increases via the OB/OA.

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4. Theatre Level Administration: At this level the player maintains a record of the wing allowance allocated to the theatre (from

the total national allowance), and a pool of replacement points where all available points are held during the game. At no

time can there be more wings active in the theatre than there is wing allowance for. In the theatre, when air units are

eliminated the following steps are taken. Notation is made after combat of the ARPs eliminated by the combat result.

Note if they are EFT or EHT, as well as type.

a. Every player turn initial phase (twice per game turn) the players must ‘balance’ their air units to show those active

(shown as units on the board) with those held in the replacement pool (unused as of yet, or parts of eliminated

units). The procedure for this process is as follows (retain fractions):

i. Determine replacements directly to the pool. Each player counts up the ARPs lost in the turn by type (SM-79,

LaGG-3) and then places the appropriate amount of these types into the pool.

ii. EFT - Two of each four lost are placed in pool, the remainder are eliminated.

iii. EHT - One of each four lost is placed in the pool, the remainder are eliminated.

For Example: There are five ARP of Ju-87B, EFT, in the air replacement pool. The player receives 2.5 ARP as

“replacements”, and may spend the ARPs in 0.5 ARP increments. Fractions are retained in case further losses

latter in the game allow them to be used. If it was 5 ARP EHT, the player would receive 1.25 ARP.

b. New units and wing allowance sent to the theatre are recorded, and may be placed on the map by the theatre

commander at any friendly airbase in regular supply. These arrive by transfer during the player turn.

c. The player can make use of any ARP in the pool to rebuild existing air units spending ARPs of the appropriate type

to do so. These units are placed back on the map on friendly airbase in regular supply.

d. If there are wings that have completed the changeover down time, these are placed on the map on any friendly

airbase in regular supply.

e. If the theatre commander desires, air wings can be shifted to 'inactive' status, saving supply and freeing wing

allowance for other use. Such air wings can add their ARPs to the pool, and also be rebuilt by expenditure of the

appropriate amount of ARPs in the future.

5. Naval Aviation Administration: As per the general administration system, but only naval air units may flow through it.

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C. Naval Unit Administration.

1. Naval Reinforcements and Replacements: Players receive naval reinforcements and repair points per their OBs. Players may

also elect to construct additional naval units per their naval force pool as noted in the Naval Orders of Battle.

a. New Build. Certain ports as noted on the player’s OBs are Naval Dockyards and or Shipyards. New build ships

arrive at these locations per the OA.

b. If a port in which a ship is under construction ever is captured by the enemy player, construction is suspended for

six turns. If the port is recaptured, it is again suspended for six turns. The capturing player may, in the initial phase

of the 7th player turn, elect to either scrap the ship, freeing up the ship building capacity for other tasks, or may

decide to complete the ship. If the capturing player decides to complete the ship, building resumes in the next

initial phase. It would therefore be at least eight turns late in being completed.

c. Reinforcements. Reinforcements/transfers from other theatres appear per the OB in the relevant holding box (or

must be sent to such) and travel to specified Ports as defined in the OB/OA.

d. Transfers. Transfers to other theatres depart from specified Ports and are moved to the relevant holding box.

2. Naval Repairs: Naval Forces that have been damaged in combat or need refits or upgrades are dealt with as follows:

a. Refits. The rules or OB/OA may determine that a ship must enter port for refit. The individual rules specify the

type of port facility, and period of refit that is required. A ship that cannot be refitted according to the rules has its

combat, FP capacity, and movement ability reduced by 10% per month until refitted fully.

b. Upgrades. The OB/OA may specify major refits for naval vessels. In the game these are called Upgrades to

differentiate them from normal operational refits. A ship that is due an upgrade may be sent to a valid port facility

for upgrading. The OB/OA specifies the type of facility that is acceptable and any costs that must be paid to gain

the upgrade. They also determine the time taken for the upgrade and subsequent working up period.

c. Repairs. As noted in the rules, naval forces may be damaged in combat. When they arrive in a valid port facility

(Naval Dockyard, Shipyard etc) for repairs, roll two Die, sum the total, and add the number of hits on the unit.

Treat each Die as a single integer value, with the decimal Die counting as the tens, and the standard Die as the

ones. This gives a repair time in game turns.

For Example: A ship with four hits of damage enters Brest for repairs. The owning player rolls two Die: A result of

60 and 9 would be 6 and 9. Add 6 and 9 and 4. This equals a repair time of 19 game turns (10.5 months).

d. Emergency Repairs. On occasion, a maximum effort would be made to get a critical ship out of port as a result of

some pressing need (USS Yorktown to get out of Pearl Harbour prior to Midway, or HMS Illustrious to get out of

Malta). Once per 6-month period, in any Naval Dockyard owned by a major power, the owning player may

conduct an emergency repair. The owning player immediately spends one FP and sacrifices that turn’s repair/new

build capacity in the Port. One ship may be emergency repaired. The emergency repaired ship is available in his

next initial phase at 90% capability. The ship must, however, within three game turns, return to a Naval Dockyard

for all its original repairs, plus any additional damage. The total damage costs are doubled.

For Example: IJNS Shokaku receives two hits in operations off Midway Island in the Pacific and returns to

Yokohama. Due to a crisis at sea, the Japanese player elects to emergency repair her. On the next turn she sails

(operating at 90% capacity) and is torpedoed by a US SSF, suffering three hits. She limps back to Yokohama docks.

The Japanese player makes the normal repair roll (2.c above) and rolls 4 and 8. The total damage is 2 (Midway)

plus 3 (SSF) for 5, doubled to 10. She will be under repair for 22 turns.

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12. Political and Economic Rules. A. Introduction.

1. The Political and Economic Rules provide an integrated rules set that governs player actions and provides player control

over the fringes of economic warfare, whilst pushing the player toward military decisions, which are both open to

innovations and require players to operate within the historic imperatives that were determined by the historic

motivations and ambitions of the political leadership within the powers involved in World War Two.

2. Generally, players will often be faced with conflicting priorities. That is normally the case faced by the military. It is up to

the player to create a plan of action that promotes success for his nation or alliance, whilst preventing his opponent from

succeeding in their goals.

B. Definitions.

1. Major Power Blocs.

a. In the game, there are three major power blocs:

i. The Comintern, consisting of the USSR and Communist China.

ii. The Western Allies, consisting of the French Third Republic, Poland, and the United Kingdom. If they join

the war, the United States of America will join the Western Allies. For Political Purposes, Nationalist China is

a part of the Western Allies.

iii. The Axis, consisting of Germany, Italy, and Japan.

b. Players may play as any of the major nations noted above, gaining control of those minor nations that may join

their alliance. These power blocks have an interrelationship based upon the Rules below.

2. Theatres.

a. Theatres are major geographical areas within which World War 2 was fought. They may, in the scenario rules, be

subdivided into commands (see Rule 2.F.3 for more details).

b. The following are the theatres for the Comintern:

i. The Western Theatre. Defined as the entire military effort in the Western areas of the USSR.

ii. The Southern Theatre. Defined as the Southern Borders of the USSR. This would include Soviet operations

against Iran or Turkey.

iii. The Far Eastern Theatre. Defined as the Border of the USSR with Afghanistan, Mongolia, and China. This

would include any operations against the Japanese Empire or China.

c. The following are the theatres for the European Axis:

i. Northern Theatre. Defined as operations in Scandinavia and Karelia.

ii. The Western Theatre. Defined as operations against France, the Benelux, and the United Kingdom. When

the USA enters the war, German naval operations against the USA will be controlled by the West Theatre.

iii. The Southern Theatre. Defined as operations in Southern France, Italy, and Africa.

iv. The South Eastern Theatre. Defined as operations in the Balkans, against Turkey, and the Near East (Iran,

Iraq).

d. The following are the Theatres for the Western Allies:

i. European Theatre of Operations. All operations in North West Europe north of the Loire Valley. The ETO

controls the North Atlantic Naval War.

ii. The Mediterranean Theatres of Operations. All operations in North Africa, and Southern Europe. The

MTO controls the South Atlantic Naval War.

iii. The South East Asia Command (Also ABDACOM). All operations on the periphery of the Indian Ocean,

North of Papua New Guinea, West of the Philippines. SEAC controls the Indian Ocean Naval War.

iv. South West Pacific Command. All operations south of the Pacific Ocean proper, including the Philippines,

Papua New Guinea, New Britain and Australia. SWPAC controls the Naval War in the Solomon Islands and

convoy routes to Australia from the USA.

v. Pacific Theatre of Operations. All operations in the Pacific Ocean, including the Japanese Home Islands.

PTO commands the Naval War in the Pacific and allocates naval forces to SWPAC.

e. The following are the Theatres for the Asiatic Axis:

i. Manchukuo. All operations in China.

ii. Northern Sector. All operations against the USSR.

iii. Eastern Sector. Operations in the Pacific north of the Solomon Islands, including the defence of Japan.

iv. South Eastern Sector. Operations in the Solomon Islands, the Philippines, and Papua New Guinea,

including Australasia.

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v. Western Sector. Operations against the British, French, and Dutch Asian Colonies, except those mentioned

above.

f. Theatres may be divided into commands per the Scenario Rules.

3. Trade.

a. Nations, as noted in the national and production rules, may trade a variety of resources to further their goals in

the game. Nations at war may not enter into trade with nations with whom they are at war.

4. Defection.

Minor nations allied to the Axis may defect to the Allies. Check for defection at the start of each game turn once the

conditions for defection (as detailed below) have been met. When defection occurs the following rules are in force:

a. Roll one Die for each defecting unit in play; modify the roll by +2 if the unit is motorised, cavalry or

parachute/parachute infantry. On a roll of six or greater, the unit is eliminated. On any other result the unit defects

to the Soviets and is under Soviet control for the rest of the game.

b. The nation no longer receives reinforcements listed for it on the Axis OB. Any accumulated replacement points

for the nation are lost and it does not receive any replacement points for six game turns following defection.

Thereafter it receives SRPs at its usual rate.

c. When the nation defects, if forces of the defecting nation and Axis forces occupy the same hex, these forces must

be disengaged. In hexes inside the defecting country, Axis ground units must retreat and air units must attempt to

escape. In hexes outside the defecting country, defecting ground units must retreat and air units must attempt to

escape. Retreats are resolved the same as retreats due to combat, except that the ZOIs of the defecting units or

Axis units are ignored.

d. All hexes in the defecting nation that are not occupied by, or are in the uncontested ZOIs of Axis units,

automatically become Soviet owned when the nation defects.

5. Allied.

Powers that are aligned (e.g. Germany and Italy from 1939-1943) have certain benefits:

a. Dominance. The nation with the greatest economic and military potential or strength in an alliance is seen as being

the dominant partner (e.g. Germany is the dominant partner in the Axis), however National Objectives and

Foreign Policy considerations may allow a minor ally to initiate military operations that vary from the policy of the

Dominant power. (For example, the Italian invasion of Greece.)

b. Subordinate. In an alliance, any nation that is not dominant is subordinate and, in general, except where the Rules

below dictate otherwise, its actions are dictated by the dominant power in the Alliance.

c. National Objectives. Each nation, as noted in the rules below, have National Objectives that determine the

direction of military operations. Failure to abide by these terms results in forfeiture of the game by the player

ignoring his national objectives.

d. Military Co-Operation. Allied forces may operate in any friendly owned hexes on the map. Allied forces may draw

full general supply from any Allied supply sources unless specifically restricted by the OB or Rule 12. The dominant

military partner in an alliance may direct operations by his ally’s forces when operating in the same theatre.

For Example: Italian forces deployed to the Eastern Front are subordinated to the German military commander

responsible for the sector of the front in which they are deployed.

6. Economic Policy. Allied nations’ economic resources may be freely shared between allies, as noted in the production rules.

All nations, as noted in the production rules, have specific economic needs that may have to be met prior to active

participation in the war.

7. Neutral.

a. All nations not actively engaged in the war are neutral. There are three states of neutrality which may be altered

based on the Political Charts:

i. Pro-Axis Neutrality. The nation is disposed to look favourably on the Axis Powers. It will not trade with

Allied Nations. It will send those volunteers listed within the German OB/OA to fight in the Crusade against

Godless Communism. It will, if it has ports adjacent to oceans in which German SSFs are operating, offer to

replenish German Supply Ships (Types AMC, AO and ASR only) free of charge. German Surface Ships, if

forced into a Pro-Axis Neutral’s port(s), will be interned until the initial phase of any turn in which the Axis

control Paris, Moscow, Kunming and Cairo.

ii. Strictly Neutral. Strictly neutral powers will not enter the war of their own free will. The Western Allied

nations (or Pro-Allied neutrals under Allied control) may not attack a neutral nation in the context of the

game. They may trade with both sides.

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iii. Pro Allied Neutrality. The nation is disposed to look favourably on the Allied Powers. It will not trade with

Axis Nations. It will not enter the war unless attacked (or permitted to do so by its political rules). It will

allow any Allied Naval vessels with the exception of SSFs to replenish in their ports, however they must leave

port in the initial phase of the next Allied player turn.

b. Neutral nation’s territory may not be violated by forces of belligerent powers, unless those forces are intended to:

i. Create a state of war between that neutral nation and the belligerent nation.

ii. Utilise special agreements per the production and national rules.

8. Truce.

a. Due to certain common National Objectives and/or Foreign Policy requirements, Nations may enter into a truce

with foreign powers. This means that:

i. Forces of nations that enter into a State of Truce are moved to territory within delineated map area (e.g. The

Intra-Polish Border following the Axis/Soviet partition of Poland, The Intra French Border following a French

armistice with the Axis).

ii. Trade may take place per the production rules.

iii. Either nation may elect to return to a state of war without warning and may gain a surprise attack. To

determine the success of the Surprise attempt, roll one Die on the Success Table and modify with the Die

Roll Modifiers from the Surprise Attempt Table. On a result of F or S, the effects of the surprise attack as

noted in the national rules below are applied. On a Result of F*, the attacking player’s plans have been

determined by the victim and the Belligerent receives no special help during his first turn of combat.

9. Foreign Policy.

a. All nations as noted below have Foreign Policy statements which determine their relationship with other

countries. Purposeful failure to abide by these statements results in the level of victory in the game being reduced

by one full level as a result of his perfidy.

10. Geographical Objectives.

a. These objectives (often contradictory) are the historic goals set by various national leaders during World War II.

The side with the highest conglomeration of these gains an additional level of victory. See the Geographical

Objectives Chart for more details.

11. Production.

a. The act of producing resources and assets for the conduct of the war. These are as follows:

i. Fuel Production Point. The main production of fuel from Fuel Production Facilities (FPFs). These may be split

into Fuel Points at a rate of 20 FPs per FPP.

ii. Fuel Points. As noted in the bombing rules, there are limited numbers of critical fuel producing facilities in the

world. Control of these is noted in the OB and or game charts at the start of the game. FPFs include major oil

fields (e.g. Ploesti, Baku and their ancillary refining plants) and synthetic fuel production plants. FPFs produce

FPPs every game turn. FPPs are used to provide support for air units (Rule 10), to provide bunker fuel for

naval units and to provide Petroleum, Oils and Lubricants (POL) resources for industry. Certain major FPFs

also produce specialist products like synthetic rubber points (SSRPs). SSRPs replace Natural Rubber Points

(RRP) on a 2:1 basis (i.e. 2 SSRPs equate to 1 RRP).

iii. Natural Rubber Sources. In certain areas of the game there are natural rubber sources. These produce

RRPs, which are required for certain factory to be able to produce to their normal levels. As noted in Rule

12.B.10.ii it is possible for FPFs to produce synthetic rubber points, which can substitute for RRPs.

iv. Opium. China (all government types) was dependent on the drug revenues from Opium to survive. Control

of Opium Fields (OFs) provides Chinese governments with the equivalent of 10 CPs per field in trade credits

to “ease” the difficulties of operating against China’s enemies.

v. Armour SRP. Represent Stacking Replacement Points (SRP) representing a variable number of men and

vehicles that have a stacking value of one, when built into a unit within the OB.

vi. Infantry SRP. Represent a variable number of men and supporting assets which have limited or no motor

transport attached, again with a stacking value of one.

vii. Artillery SRP. Represent a variable number of men and artillery pieces that must be spent to replace artillery

units, to form or replace any artillery unit, or to replace or rebuild destroyed divisional units to reduced or

full strength status. All AA and AT units must be replaced or raised (where applicable) with a mixture of

Artillery SRPs and Infantry or Armoured SRPs. Half the combat strength of an AA or AT unit must be

Artillery SRPs. Infantry SRPs are used for non-motorised units. Armour SRPs are used for motorised units.

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Tube artillery units (e.g. Siege, Heavy, and Field Artillery) may only be rebuilt with Artillery SRPs. Rocket

Artillery units may be rebuilt with a combination of Art and Infantry or Armour SRPs. At least half the combat

strength must be Artillery SRPs. This reflects that these units were much easier to build and required fewer

specialised troops, raw materials etc. to maintain.

viii. Naval Replacement Point (NRP). NRPs represent a variety of resources required by shipyard and naval

dockyards to repair ships. They may be moved from one shipyard or naval dockyard to another by high

volume rail or by naval transport. Each NRP equates to 5 SP of shipping or rail capacity.

ix. Air Replacement Point (ARP). ARPs represent a mixture of air and ground crews, and their equipment.

ARPs replacement rates are split into two categories:

1 Light. Air unit types F, A, D are rebuilt from related ARPs.

2 Heavy. Air unit types B, HB are rebuilt from related ARPs.

3 Any specialist unit code (E.G. V, S, T, C, A, R, P etc.) cost double the ARP rates to rebuild.

x. Wing Allowance (WA). WA is the total number of air units a nation may support, including land and carrier

based units. A nation may only utilise its maximum WA if a number of conditions are met:

1 The nation must have sufficient fuel points (see below) for WA activation.

2 WA may be increased by spending 4 ARPs of any type per WA point increase.

NOTE: The national WA may consist of the sum total of naval and land based air wings.

For Example: If Japan has an IJN WA of 24, and an IJA WA of 45. The Japanese total WA would be 69.

xi. Fuel shortages.

1 One Fuel Point activates 10 WA factors.

For Example: If a nation’s WA is 96, it must spend 10 Fuel points to activate the entire air force.

2 Fractions are lost and may not be recovered or retained in any way.

3 If more than 1/3 (round fractions down) of an air force are without fuel for two consecutive game turns,

that air force loses any skill advantages for the remainder of the game.

4 The skill factor may be regained if that national air force remains in complete consecutive supply for six air

phases and spends 50% of its ARPs on training.

xii. Common Features of ARPs and Infantry SRPs. Six ARPs may be converted to one Infantry SRP (only). This

conversion may be indicated in any initial phase and takes two game turns to take effect (represents retraining

of ground crew etc). In the second initial phase, the player receives one Infantry SRP which he may spend on

any valid replacement task. Infantry SRPs may never be converted into ARPs.

xiii. Optional Motorised Fuel Requirements.

1 General Requirement. In addition to providing LP support (per the Logistics Rules), players must expend

FPs to maintain full mobility of their motorised units.

2 Method of Expenditure:

a. Continental System:

i. Total the SP value of all motorised units in each theatre of the game operating on the Continental

system.

ii. Expend 1 FP for every 30 SPs of motorised units to maintain full mobility.

For Example: If a nation has 354 SP of motorised units, the player would need to expend 12 FPs to

maintain full mobility.

iii. Fractions are lost and may not be recovered in any way.

b. Overseas System:

i. Total the SP value of all motorised units in each theatre of the game operating on the Overseas

System.

ii. Expend 1 FP for every 15 SPs of motorised units to maintain full mobility.

iii. Fractions are lost and may not be recovered in any way.

3 Effects of Fuel Shortages:

a. Continental System.

i. Motorised movement is reduced in proportion to the lack of fuel provided to motorised units.

For Example: The German player has 245 SP of motorised units, but can only provide fuel for 210 SPs

of motorised units. 210 equates to 86% of the total. German motorised movement rates are

reduced by 15% (round fractions down), so a 20 MP unit would have a movement rating of 17 MPs.

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ii. If the fuel shortfall is greater than 30%, pursuit movement is reduced by 50%, over and above the

impact of any other reduction as a result of Rule 10.

iii. If the fuel shortfall is greater than 50%, motorised units may only move 2 hexes in exploitation.

iv. In all cases units out of supply, over extended are immediately placed in U-3 out of supply isolated

if there is any fuel shortfall. Immediately roll for elimination on that and all subsequent player

movement, reaction, or pursuit phases until such time as the unit is either eliminated, returned to

normal supply, or all motorised units are provided with sufficient FPs to operate normally.

v. STs cost half the Arm SRP rate if there is any fuel shortages, but require 2 Inf SRPs in addition to

their normal costs to be formed.

vi. The Army HQ and Corps HQ MSR ranges are reduced by 2 hexes if there is any fuel shortage.

NOTE: Points v and vi above represent the impact of increased reliance on horse drawn supply

elements as a result of fuel shortages. Point iv shows the critical importance of motorised transport

to even minimally support exceptionally deep penetrations of enemy territory.

b. Overseas System.

i. Effects are the same as above for combatant and support units except QM units.

ii. The QM MSR is reduced from 20 hexes by the same proportion as the loss of movement.

iii. STs may not be formed if there is any fuel shortage in theatre.

iv. The Corps HQ MSR is reduced to 2 hexes (rather than 6).

c. National Effects.

i. If the fuel shortfall is equal to or more than 50% but less than 75% for all units the national CEV is

reduced by 30%, retaining fractions.

ii. If the fuel shortfall is 75% or greater, the national CEV is reduced to one, or halved, whichever is

the lower modified CEV.

iii. In all cases of penalty on the CEV, if the fuel shortage continues for more than two game turns,

the national CEV is permanently reduced by 10% each initial phase in which there is a fuel shortage.

iv. The national CEV can be recovered if the player allocates 3 FP over and above the FP quantity

required for maximum motorised mobility each game turn over a 6 month (12 turn) period. In

general the national CEV may not be increased above its printed value as a result of this method.

12. National Manpower Capacities.

a. All nations have a manpower capacity. This determines the number of units (whether on map, off map or in the

replacement pool) that they may support and is expressed in Stacking Points (SPs) supportable.

i. Each point represents 1,000,000 people within the 1939 borders of the nation (captures of cities are ignored

for the purpose of this rule).

ii. Each point allows for the support of 50 SPs of units or five factories.

b. Naval units have an SP size as follows:

i. 10 NSPs, 10 LC, 5 Escorts, 1 CA/CLA/CL/CLM/CAV, 1 CVE = 1 SP (round fractions up: 22 LC = 3 SPs).

ii. 1 SSF, 1 CVL = 2 SPs.

iii. 1 CV, BC/BB/BBV = 3 SPs.

c. Air units are counted as noted above (Rule 12.B.11.a.ix).

d. Ground units are counted per their OB/OA size:

i. See the Unit Replacement Charts for unit SP sizes.

ii. Some units have a smaller SP size:

1 All German Security, Police, Mountain, DAK Panzer, and Jaeger divisions;

2 All Italian mountain and infantry divisions;

3 All British Armoured Divisions that break down as two Brigades;

4 All British Motor Divisions

All these units above are counted as three SPs.

5 All Soviet units are per their nation specific replacement chart in their OB/OA.

e. If a player fails to allocate Population Points during a player turn to a factory, he receives no production from that

factory for the next two turns.

i. General Effects of Population Shortages. If a player cannot support units that appear as new units within the

OB/OA as a result of population point shortages, he may not gain the unit. Instead he receives the half unit’s

SRP/ARP value in that turn, and may spend them to rebuild damaged or destroyed units. Naval units remain

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available (i.e. constructed but not crewed, and not available for operations) until sufficient PPs are available to

support them.

ii. Free Allied Forces. Free Allied forces (with the Exception of those Free Allied elements that own overseas

possessions) do not count toward the PP value of the contingent that “supports them”. If a Free Allied nation

owns overseas possessions, the total PP value of the Free Allied overseas possessions is used to determine

population support for their own units (only).

iii. Disbanding. Units in the replacement pool may be disbanded, however the player does not receive any

benefits other than a reduction in PP support costs (and the concomitant freeing up of space for other units,

or to alter force mix).

iv. Factories. Two FPs and two SSRPs or one RRP must be spent per turn, per factory to maintain normal

production levels. Reduce production proportionately if fewer FPs are spent per factory (mark it with a

suitable marker for play).

For Example: The German player has 15 FP available for seven factories after all other costs have been taken

into consideration. He may fully activate three factories at normal production, and the others at nil

production, or may activate all seven at a proportion of their production (15/35ths). Retain SRP fractions.

13. Factories.

a. There are several types of factory present in the game, noted as follows:

i. Ground Production Factories: These produce Armour and/or Artillery SRPs. Each factory requires 1

Population Point and 2 FPs to operate at normal capacity. As noted above factories may be affected by fuel

shortages.

ii. Aircraft Plants: These produce ARPs. Each Aircraft Plant produces ARPs of specific types. Each factory

requires Population Point support and 2 FPs to operate at normal capacity.

iii. Shipyards: Shipyards have a repair capacity, and a new production capacity, as noted on the Naval Facilities

Chart. That repair capacity may be allocated as noted in the naval rules (Rule 11.C.2). Shipyards require

population point support, one fuel point and one Naval Repair Point (NRP) per point of capacity in use to

function normally. If a player chooses not to provide the relevant resources, all naval repairs and construction

are delayed by one turn.

b. Damage: Factories, Aircraft Plants, Shipyards and FPFs may be bombed per the bombing rules; Factories, Aircraft

Plants, Shipyards and FPFs may be shelled per the naval rules (Rule 8.D.16.a).

c. Capture: Factories that are overrun by an opposing player may be used by that player at 50% of capacity. If

recaptured by the original player they will slowly recover to 100% of capacity. In either case, however a length of

time must elapse between capture and usage.

i. Roll one Die, add two, the result of the sum is the number of game turns conversion takes.

ii. FPFs may be captured. However the fragile nature of FPFs means that they may be destroyed in combat prior

to capture.

d. Roll Die on the Success Table.

i. Modify by –1 for the Great Patriotic War Front (Germany at war with The Soviet Union).

ii. On an S result the facilities are captured intact. Roll to find the conversion time per the factory rule above.

e. Shipyards may also be captured.

i. Due to the possible demolition of key elements (lock gates, cranes etc), the defending player roles 1D10 on

the Port Demolition Table to see what damage has been done to the port.

ii. If destroyed use the port reconstruction rule, and then roll for conversion time, per the factory rules above.

f. Upgrades: Production sites maybe upgraded as per the OB. Roll Die and divide by three, round fractions up. That

is the number of turns the upgrade will take to be completed. Production sites being upgraded still require PP

support, except in the USSR where such support is reduced 50% during the upgrade process (representing the

impact of Slave Labour from the Gulag System).

14. Foreign Aid.

a. A nation may allocate fuel points, Artillery SRPs, ARP’s or Armour SRPs as foreign aid. These points are

transferred using their SP size for naval, rail or air transport to the recipient nation via any valid entrépôt (any

standard, major or great port, any operational airbase, any Small or Major or Great City connected to an

unbroken, friendly owned, high volume rail line from the source of the aid). ARPs, Artillery SRPs and Armour SRPs

yield Infantry SRPs to the donor nation and cost Infantry SRPs for the recipient nation to activate as follows:

i. ARPs and ARP yield/cost 1/3 Infantry SRP (representing the ground crews and support).

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ii. Artillery and Armour SRPs yield/cost ½ Infantry SRP.

b. Foreign aid may be used in the initial phase by the recipient nation on the turn following activation by the recipient

nation.

15. Victory.

a. In addition to Rule 13.A in the General Rules, Victory is defined by the following rules and Rule 12.B.10 above.

b. The Western Allies. Where the Western Allies are concerned, their higher moral stand point is also noted on

occasion in the game. The propagation of mass murder as matters of national policy by various nations is also

clearly shown in the rules. As a core precept of the political and economic rules, the player(s) controlling the

Western Allies must bring the war to an end as soon as is practicable, whilst obeying their internal policies. For

each month after May 1945 (in Europe) and August 1945 (in the Far East) the war drags on, reduce the Western

Allied victory conditions by one level. For each month earlier than the dates mentioned above, raise the Western

Allied victory conditions by one level.

c. The Soviet Union. As far as Stalin, the Politburo, and the GKO were concerned, the only thing that mattered was

extending the boundaries of socialism to protect the Rodina from fascist, neo-fascist, or bourgeoisie influence. If

the Soviets fail to gain historic objectives by May 1945 or August 1945 (West, East respectively), you as a player

can consider yourself arrested, sent to a cell in the Liubiyanka Prison complex, enlightened by the “French

Method” of your sins, placed against a convenient brick wall, and shot. Your family will be sent the bill for the

interrogator’s time, the bullet, and the repair to the good socialist wall that was damaged by your incompetence.

On the other hand, if you do better than the historic norms, you will be raised to Hero of the Soviet Union.

Clearly you are now a risk to the Generalissimo. You will then be arrested, sent to a cell in the Liubiyanka Prison

complex, enlightened by the “French Method” of your sins, placed against a convenient brick wall, and shot. Your

family will be sent the bill for the interrogator’s time, the bullet, and the repair to the good socialist wall that was

damaged by your incompetence.

d. The European Axis. Simply put, you must gain control of the USSR (to the Ural Mountains), Western Europe, and

be in an impregnable military position in relation to the Allies. Failure is unthinkable, as the consequences involve

the use of piano wire, nooses, and meat hooks. Success will frankly be a miracle.

e. The Asiatic Axis. To gain access to the natural resources to create the “East Asian Co-Prosperity Sphere”, to

destroy communism, and to prevent the loss of the “East Asian Co-Prosperity Sphere” by annihilating the Imperial

might of the Western Allies, and forcing them to negotiate a settlement. Failure will result in the destruction of

your people’s way of life, the loss of your homeland to barbarian invaders, and, most importantly, humiliation in

front of your Emperor. Your only option if you fail will be to apologise for your uselessness, and commit suicide

(seppuku).

16. Active Combat Operations.

a. The National Regulations determine a variety of economic requirements for each nation. For simplicity these are

tied to each nation’s entry into the war (i.e. player control).

b. The economic rules become applicable on the first initial phase in which a player controls the forces belonging to

the nation. In general that is the first player turn that each nation’s military forces and economy conduct

themselves on a war footing, and progress to active military operations (i.e. fight an enemy nations military units).

c. This “dichotomy” also shows the impact of mobilisation on the general economy of each nation – the absorption

of military age manpower into the country’s armed forces, and its increased need for militarily significant materials

and production to conduct total war.

d. In addition to all other restrictions on fortification construction, prior to the commencement of active combat

operations, fortifications may only be built in a hex adjacent to the national border, and may only be so

constructed if the national border separates a nation from one which is likely under the political rules (below) to

attack it. In all cases quadruple the cost of construction prior to the commencement of active operations.

17. General Cargo. The game uses a system of general “Cargo Points (CPs)” in many cases to represent the civilian output or

needs of a nation. These are produced in the most important cities within each nation per the General Supply and

General Cargo Production Chart. These are available to support “trade” and show the massive logistical efforts made to

supply these to other nations as necessary to maintain or ensure their active participation in the war.

18. Naval Danger Zones. Naval Danger Zones are formed from any sea zones that are two or less sea zones from an enemy

owned General, Major, or Great Port.

19. Geography. See the Scenario Rules for descriptions of local geography.

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20. Force Pool. 3rd Republic France, Germany, The Soviet Union, the United States and the United Kingdom all have the ability

to create a limited change in their OB/OA mix by building units within their “force pool”. These may be built at the

player’s discretion, but must be maintained in the normal way. There is a time lag between spending the full replacement

cost of the unit, and it being available to the player for use:

a. Land Units.

i. Divisions take 12 turns to train.

ii. Brigades take six turns to train.

iii. Regiments take six turns to train.

iv. All other ground units take three turns to train.

b. Air Units.

i. Types B and HB take 12 turns to train.

ii. Types F, A, D take six turns to train.

iii. Type T take three turns to train.

iv. Air units with special codes take an additional four turns to train (cumulative with type costs).

c. Naval Units.

i. All Naval units take their build time plus four turns to work up prior to release to the fleet unless specified

within the OB/OA.

ii. Naval units may be transferred incomplete up to 4 game turns prior to completion to an Allied shipyard or

naval dockyard for completion. See the OB/OA for specific ship effects.

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C. National Regulations.

1. Arab Nations and Iran.

a. The Arab nations (Saudi Arabia, Kuwait, Trans-Jordan, Palestine, Egypt and Iraq) and Iran are poor, UN mandated

territories, for the most part self-sufficient. They have no ability to produce any SRPs except Infantry SRPs. See

the Political rules below for further information on their alignment.

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2. The Kingdom of Albania

a. Starting Conditions. Albania is neutral.

b. National Objectives. To maintain its neutrality.

c. Foreign Policy. Albania will declare war on any nation that invades it. Due to its insular nature, no Free Albanian

forces will be created.

d. Special Rules

i. Operational Zone. Albanian forces may only operate within 1939 Albania.

ii. Albanian forces may not enter any other nation. If forced to do so they are eliminated and may

not be replaced

e. Economic Status

i. Albania is a very poor nation that is unable to support extended military operations

ii. Albania must be supplied by 40 CP per turn to maintain operations.

f. Surrender

i. Albania will surrender if either:

1 All ports and the Capitol are Enemy owned.

2 The Capitol marker has been captured.

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2. Baltic Nations. (Estonia, Latvia, Lithuania)

a. Starting Conditions. The Baltic nations are Neutral. They are bound by the Soviet/Baltic Nations Mutual Assistance

Pact. While the Pact remains in force, up to three Soviet air units and up to six points of Soviet Static AA may base

in each Baltic State. Soviet units may fly air missions from Baltic National bases. Soviet ground units may not enter

Baltic National territory. Soviet naval units may replenish at Baltic National ports, but may not remain in Baltic

National ports at the end of the Soviet player turn. Air units of nations at war with the Soviet Union may fly air

missions against Soviet air units based in Baltic National states.

b. National Objectives. The Baltic Nations may attack Poland. See below for rules relating to this.

c. Foreign Policy. Due to overwhelming political and military pressure, the Baltic Nations will immediately surrender

to the USSR if they are neutral, and are not Axis Allied on or after June II 40.

d. Special Rules.

i. To determine if each Baltic Nation attacks Poland, roll one Die. On a roll of 0 they immediately declare War

on Poland. Receive all units and replacements listed on the Baltic National OBs.

1 If a Baltic Nation attacks Poland, the Soviet Union annexes all of Poland up to the Vistula River Line.

2 If Axis Allied, the Baltic Nation will allow unlimited Axis Units into their territory prior to or during an

Axis invasion of the USSR.

3 If Axis Allied the Baltic Nations will allow up to nine SPs of their own units to serve in Weather Zones B

and C during the campaign against the Soviet Union.

ii. Each Baltic Nation will surrender if Soviet forces own their capital cities (see OBs). Remove all Baltic

National forces (but not Eastern Troops) on the turn of surrender.

iii. If the Baltic Nations remained Neutral, the Axis/Soviet demarcation line remains static. On the June II 40

turn, the Baltic Nations are annexed by the Soviet Union and Baltic National Territory becomes Soviet

Owned. See Soviet OBs for other alterations.

iv. If the Baltic Nations enter the war on the Axis side, on any turn after the commencement of Axis operations

against the USSR, all Baltic National Troops may be withdrawn for re-organisation. Six game turns following

the withdrawal, the axis player receives the forces listed in the Baltic Nations OB. Other than the limited SS

forces in the German OB, no Eastern Troops from the Baltic Nations will be received in this eventuality.

Furthermore, the Eastern Troop replacement rates for the Baltic Nations in the German OB/OA are

provided to the relevant Baltic National forces.

e. Surprise Effects. If attacked by German units (only), during the initial phase of the turn in which the Axis player

intends invading, roll one Die. On a roll of 3-10 the Baltic Nations are surprised. During that turn (only) Baltic

National Forces have no ZOI, may not move in the Pursuit Phase and have their Attack and Defence strengths

halved. Baltic National Air Forces may not engage in any bombing mission during their first turn of active

operations.

f. Economic Status. The Baltic States are neutral, and are self-sufficient, excepting oil supplies. Each nation must

import FPs sufficient to maintain their factories, military, and domestic energy requirement which is one FP per

game turn from any source. Baltic States’ factories only produce Infantry and Artillery SRPs.

g. Surrender. The individual Baltic Nations will surrender on any turn that the capital city of each nation is owned by

an enemy force. If the Baltic Nations are Axis, immediately remove from play any non-SS national forces that are

within 10 Hexes of Soviet forces that are in General Supply.

h. Nation Specific Effects. The following rules differentiate the individual nations in the Baltic States:

i. Partisans.

1 Partisan Types in The Baltic Nations:

a. Anti-Soviet. During 1941 and 1942 anti-Soviet partisan bands will form on Estonian territory

controlled or owned by the USSR. These units follow all standard partisan rules except that they may

not disband. Once Estonia becomes fully Axis controlled these units are removed from the map and

are no longer used. These units are separate from the Anti-German partisans formed in the Baltic

Military District (see below).

b. Anti-German. From the time of the invasion of the USSR, anti-German partisans will form in Estonia

as it is part of the Soviet Baltic MD.

ii. Troops in German Service. Some Baltic Nationals were prepared to volunteer to serve in the German

Armed Forces:

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1 Latvians in German Service. These troops are formed into units that begin appearing four turns after Riga

has been "liberated" by the Germans. These units disband if there are Soviet forces in regular supply

within five hexes of Riga, and they are within 10 hexes of Soviet forces in General Supply.

2 Lithuanians in German Service. These troops are formed into units that begin appearing four turns after

Kaunas has been "liberated" by the Germans. These units disband if there are Soviet forces in regular

supply within five hexes of Kaunas, and they are within 10 hexes of Soviet forces in General Supply.

3 Estonians in German Service. These troops are formed into units that begin appearing four turns after

Tallinn has been "liberated" by the Germans. These units disband if there are Soviet forces in regular

supply within five hexes of Tallinn, and they are within 10 hexes of Soviet forces in General Supply.

4 General restrictions:

a. The units are designated as Eastern Troops on the German OA.

b. They are considered to be part of the German national contingent for all rules.

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3. Brazil.

a. Starting Conditions. Brazil is a pro allied neutral nation.

b. National Objectives. Brazil will strive to remain neutral. However Brazil will declare war on the Axis powers if

the United States of America and the United Kingdom are at war with the Axis powers and if the following

preconditions are met:

i. At least 40 SPs of American ground units are within 10 hexes of Axis units on the same landmass.

ii. If the optional naval rules are being used, if at least 40 NT strength points have been sunk by Axis submarines

in the Western Atlantic Ocean or in the Caribbean Sea.

c. Foreign Policy. As long as Brazil is neutral, it will avoid provoking the Axis powers, however, if the conditions for

Brazilian entry into the war are met, Brazilian air, naval and ground units as detailed in the OBs will be made

available to prosecute the war against the Axis. Due to political relationships with other South American Nations

not represented in the game, Brazilian units may only operate in the MTO.

d. Special Rules.

i. Neutrality Watch. Brazil will allow up to 12 SPs of American (only) ground units, and up to two type F and

two type B or HB air units to base on Brazilian soil. Allied naval units may replenish at Brazilian ports, but

may not remain in a Brazilian port for more than one naval phase.

ii. Axis units may not enter Brazilian territory in the context of the game.

iii. War Time. Brazil will request military aid from the Allies.

1 Once at war Brazil must be garrisoned by at least 12 SPs of American ground units and two type F and

two type B or HB air units.

2 Brazil will allocate military units as noted in the OBs for operations against the Axis. Due to political

constraints relating to nations not included in these rules, Brazilian ground and air units may only operate

in the MTO and may not enter Greater Germany at any time. Brazilian combatant naval units may not

operate outside the South Atlantic Ocean and the Caribbean Sea.

e. Surprise Effects. If using the optional naval rules, on any two consecutive turns Axis submarine flotillas have all

detection and torpedo attack rolls modified by two in favour of their success. This represents the impact of the

sudden allocation of U-boats and Italian submarines to “virgin” hunting grounds.

f. Nation Specific Effects.

i. Pursuit Phase. All Brazilian units are considered to be motorised for pursuit phase movement.

ii. Movement.

1 Zones of Influence. Brazilian units pay the special MP cost for enemy zones of influence, as shown on the

ZOI movement point cost chart.

2 Overruns. Brazilian units use the ‘special’ line on the overrun cost chart when conducting an overrun

action.

3 Combat Effectiveness Variable. The Brazilian CEV is the same as that of the US Army during operations in

the MTO or ETO.

iii. Combat.

1 Retreats. Brazilian units may retreat into hexes in an enemy ZOI without penalty if the hex is either

unoccupied, contains an enemy force that can be overrun by the retreating force, or occupied by a friendly

unit of any size.

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4. Belgium.

a. Starting Conditions. Belgium is a pro allied neutral. Belgian armed forces are at neutrality watch per the OBs. The

Allied powers may not invade Belgium.

b. National Objectives. Belgium will strive to retain its territorial integrity within its 1939 borders.

c. Foreign Policy.

i. Belgium will strive to remain neutral. If attacked by the Axis, it will immediately ally itself with the Western

Allies.

ii. If forced to surrender, the Belgian government in exile will be created in London. All Belgian units in Allied

owned hexes outside the 1939 Belgian borders, at sea, or in Belgian colonies become the foundation of the

Free Belgian forces.

iii. Free Belgian units are controlled by the Allies until such time as the Axis powers surrender to the Allies.

d. Special Rules.

i. The Belgian Army. The Belgian Army is severely hampered by poor training and military doctrine in 1939.

For the first six turns of active operations against Germany, Belgian Motorised units may not move in the

exploitation phase if they have participated in combat or have been in the ZOI of any German unit. Belgian

Army units attack at half strength if they have moved in that turn. Belgian non-motorised units will retreat

two hexes (instead of one) on implementation of any combat result that requires retreat if the attacking

forces are ½ or better ASE.

ii. The Belgian army will not move more than two hexes from the national boundaries of the home nation

(forces in Belgian Colonies may move freely) unless 100 SPs of Western Allied forces have penetrated the

German West Wall.

e. Surrender. Belgium will begin rolling 1D10 for surrender on the Belgian player initial turn that the Belgian national

sources of supply have been lost.

i. Subtract two from the Die roll result if Brussels has fallen to the enemy.

ii. Subtract two from the Die roll result if Antwerp has fallen to the enemy.

iii. Subtract three from the Die roll if there are no British or French ground forces in Belgium.

iv. Subtract one from the Die roll result for each turn after the first roll is made.

v. Belgium surrenders on a result of two or less.

vi. If Belgium surrenders, remove all Belgian units from play that are within the 1939 Belgian borders.

vii. Roll one Die and subtract two from the result, however it can never be below one. The result is the

number of Belgian infantry SRPs that escape to Belgium’s allies to form the core of the Free Belgian forces.

f. The Belgian Air Force.

i. The Belgian Air Force may not attack any economic targets for two turns after the start of active operations

against the Axis. Additionally Belgian air units may not attack any Axis owned hex until Axis air units have

flown at least one combat mission against a Belgian owned hex.

ii. If Belgium surrenders, all Belgian air units based within the 1939 Belgian borders are withdrawn from play

immediately. Refer to the OB/OA to gain free Belgian air units.

g. The Belgian Navy.

i. The Belgian Navy was abolished in 1926 and, despite being resurrected in 1939, there was insufficient time for

the Navy to acquire any ships so the Belgian Navy has no naval forces that show up in the game.

h. Surprise Effects. On the turn that the Axis initiate hostilities with Belgium, Belgian military units are surprised by

the German Offensive:

i. All Belgian units with a MP rating of less than six are treated as having no ZOI and a combat strength of one

for one turn.

ii. All Belgian Forces are treated as if they were halved unless stacked with one or more SPs of artillery for the

first two turns.

iii. Belgian units with a MP rating of six or greater have reduced ZOIs.

iv. Belgian Air units may be caught on the ground on the turn in which Axis units invade. As a result Belgian air

units may be attacked on their airbases using either bombing factor of the attacking units (whichever is higher)

during the first turn of the offensive. Each Bombing attack Die roll is modified by +1.

v. Belgian Air units may only conduct interception missions if they roll “success” on the Success Table. No

other missions may be flown.

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vi. The Axis player may conduct 2 low odds over-runs at 4:1 odds as if they were 12:1 overruns on the first

two turns of his offensive.

i. Economic Status.

i. Belgium is a small nation with a far flung, but comparatively small empire. Belgium is generally self-sufficient

but must import FPs from any Allied FPF. The Belgian factory may only produce Infantry and Artillery.

j. Nation Specific Effects.

i. Fortifications

These are marked on the game maps. These fortifications are major fortifications or fortified hex sides.

ii. Airbase capture and air unit escape.

The Belgian escape roll has a +2 modifier until 1941, no modifier after that.

iii. Government in exile.

1 As the King chose to remain in the country, a government in exile will be established two turns after the

surrender.

2 This government remains allied to the powers that did not invade.

3 The non-invading player can places the government in exile in the city containing his capital marker.

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5. Bulgaria.

a. Starting Conditions. Bulgaria is a pro Axis neutral.

b. National Objectives. Bulgarian forces will, without prolonged involvement against Soviet or Western Allied forces,

operate against local Balkan enemies, primarily Greece, to gain territory as marked on the maps.

c. Foreign Policy. Bulgaria will enter the war on the Axis side if axis powers have attacked Greece or Yugoslavia. Roll

one Die in each Axis Initial Phase. On a roll of 14 or more, Bulgaria will enter the war. Modify the Die roll as

follows:

i. +1 for each city or town (including points of interest) the Axis player owns in Yugoslavia and mainland

Greece.

ii. +2 for each SP missing from the required Greek garrison of the Metaxas line.

iii. -3 for each city (including point cities) the Allied player owns in Albania.

iv. Bulgaria will retain limited war aims in the Balkans i.e. limited participation, (as noted below), unless 60 SPs

of German ground forces intervene in the Balkans (Yugoslavia, Greece, Albania) in combat against Allied

forces. If Germany intervenes, full Bulgarian participation in the Balkans will ensue. Participation levels are as

follow:

1 Full Participation: The Bulgarian operational area consists of Bulgaria, Greece, and Yugoslavia. If the Axis

attacks Turkey, the Bulgarian operational area expands to include European Turkey (i.e. Turkish territory

north of the Bosporus).

2 Partial Participation: The Bulgarian operational area is Bulgaria, Thrace (in Greece) and Macedonia (in

Yugoslavia).

v. If the USSR demands territory from Rumania, Bulgaria demands the Dobrudja Region. It is in southern

Rumania, and is marked on the maps. This territory is transferred to the Bulgarians due to German pressure

on Rumania.

d. Special Rules.

i. Bulgarian units may only operate in the Balkan operational area including European Turkey (i.e. Turkey north

of the Bosporus).

ii. Bulgaria will surrender on any turn in which 20 SPs or more of Western Allied or Soviet forces are adjacent

to, or enter 1939 Bulgaria after the Soviet Union is attacked by the Axis. Prior to the invasion of the Soviet

Union, the Allied player must control Sophia, Varna, and Burgos.

iii. Bulgarian units will defect if they are adjacent to a superior number of Western Allied or Soviet SPs on any

turn after Jan I 43.

iv. German units may enter Bulgarian territory on any turn after Jan I 40 (even if Bulgaria is neutral) and may

operate freely from Bulgarian territory.

e. Surprise Effects.

N/A.

f. Economic Status. Bulgaria is a pro Axis neutral. Bulgaria is an impoverished European nation, which does not have

the industrial capacity to support a prolonged war effort. Once at war, Bulgaria is generally self-sufficient but must

import:

i. Sufficient FPs to maintain its economy and military forces, unless actively involved in combat.

ii. Bulgaria must import 10 SPs of rail or NSP capacity per turn.

iii. Failure or shortfalls in these imports means that all Bulgarian units are fragile (i.e. may not be rebuilt if

eliminated) and may not advance after combat, or move in the exploitation phase.

iv. In the initial phase of the 2nd consecutive turn of shortfall, the Bulgarian military has all combat, naval or air

unit strengths reduced by 50%, rounding fractions down.

v. Bulgarian factories may only produce Infantry SRPs.

g. Nation Specific Effects.

Combat Replacements.

Bulgaria receives combat replacements at a rate of one Infantry SP for every 10 strength factors

eliminated un-isolated.

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6. Communist China.

a. Starting Conditions. The communist regime under Mao Tse Dong is aligned closely with The Soviet Union, and is a

Soviet minor ally.

b. National Objectives. The Communist goal is to limit combat with the Japanese while building its military forces for

the inevitable revolutionary war with the corrupt, bourgeoisie, and anti-proletarian Nationalist Regime.

c. Foreign Policy.

i. Communist Chinese forces will engage in open warfare against the nationalist Government commencing six

game turns after the Western Axis have unconditionally surrendered to the Allies.

ii. Communist Forces will engage in partisan warfare (only) with Japanese forces in the following regions of

China:

1 In any region of China within 20 hexes of the Communist capital marker.

2 In any region of China within 20 hexes of Nanking.

3 In Manchuria within 10 hexes of the Manchurian/USSR border.

iii. Communist Forces will engage in general warfare with Japanese force in the following regions of China:

1 Any region in which Japanese regular or Manchuko forces have attacked Communist Chinese forces.

2 If Japanese forces threaten any Communist OF.

3 If Japanese forces enter any hex within 3 hexes of the Communist Chinese capital.

4 If the USSR provides 2 Arm, 3 Arty SRPs, and 2 LP per game turn in foreign aid in addition to any other

aid provided within the context of the rules.

d. Special Rules.

i. Stacking. Communist Chinese forces may not stack with Nationalist Chinese forces for any reason. If forced

to do so, all Chinese forces in a hex immediately attack each other. Resolve combat per the Airdrop Rule

(See Rule 8.A.14.h).

ii. Attacks. Communist Chinese forces may not conduct an attack in association with Nationalist or Nationalist

Allies if Nationalist forces participate in the combat.

iii. CEV. Communist Chinese forces have a CEV equivalent to that of the Nationalist forces until the turn on

which they engage in open warfare against either Nationalist China or Japan. On that turn the Communist

CEV immediately becomes equivalent to that of the USSR for all purposes.

iv. Warlords. Warlord leaders were generally reluctant to join the Communist side as a result of their

perception that the Communist government would democratise their forces. Communist CP values to bribe

or control Warlord forces are double those of the Nationalist Chinese Government.

e. Surrender. Once engaged in open warfare with the Japanese or Nationalists, Communist China will not surrender

unless all Communist regular forces have been eliminated, and the Japanese completely own the regions noted in C

above.

f. Surprise Effects.

i. N/A

g. Economic Status.

i. Communist China is reliant on the USSR for all heavy equipment (artillery, armour, and air replacements).

ii. The USSR must also provide 50% of the LP requirement for Communist Chinese operations against Japan

from the I June 1943 Turn.

iii. Communist China receives Infantry SRPs at double the regional rate for the Nationalist Chinese in every

region that is Communist Chinese owned.

iv. Opium. Communist China must control at least one OF at all times. Control means that the capital must

co-locate with an OF. The CP value of one OF must be given to the USSR in return for their military aid.

Any additional CPs from OFs may be used to gain the trust (bribe) warlords to support the beneficent

Communist Party in its attempts to gain control of China.

h. Nation Specific Effects

i. Army Upgrades. Each Communist Chinese infantry formation may be upgraded to the equivalent Soviet

strength for an infantry formation of that size in any initial phase in which the Soviet Union provides sufficient

Armour and/or Artillery SRPs to rebuild the formation completely. The USSR must also provide 1 GSP per SP

in the unit to complete the upgrade.

ii. Communist China requires 100 CPs per turn in foreign aid to maintain its forces in the field if it enters open

warfare with Nationalist China and/or Japan..

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iii. Retreats. Communist forces (until upgraded) may retreat before combat in hills and mountain terrain.

iv. Combat Replacements. The Communist combat replacement rate until 50% or greater of their Army is

upgraded is 1:10. Once upgraded it is on the Soviet Rate.

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7. Nationalist China.

a. Starting Conditions. The Nationalist regime under Generalissimo Chiang Kai Shek is aligned closely with the

Western Allies and becomes a Western Ally on any turn in which Japan engages in active operations against The

United Kingdom or The United States of America.

b. National Objectives. The Nationalist goal is to limit combat with the Japanese while building its military forces for

the inevitable counter-revolutionary war with the corrupt, totalitarian and anti-democratic Communist Regime.

c. Foreign Policy.

i. Nationalist Chinese forces will engage in open warfare against the Communist Government if the Japanese

have unconditionally surrendered and the Communist Government has engaged in open warfare against

Nationalist forces.

ii. Nationalist China will endeavour to create a coalition of the “Warlord” states within unoccupied China to

resist Japanese operations in furtherance of the Greater East Asian Co-Prosperity Sphere.

iii. Nationalist China will demand enormous levels of support from the USA in particular on every game turn,

with a view to massing sufficient resources to guarantee the defeat of the Communist Chinese.

iv. Nationalist China will refuse extensive support from The Soviet Union for political reasons.

d. Special Rules.

i. Attacks. Nationalist forces will only attack Japanese forces if the odds are 4:1 or better in their favour, and if

they are supported by at least one USAAF, RAF or Flying Tiger air unit.

ii. CEV. The Nationalist Chinese CEV is noted on the CEV table. However those forces raised by or allocated

to the US Army has a CEV value of 0.8 times the US CEV for all purposes.

iii. Flying Tigers. The Flying Tigers are a mercenary air force formed with the blessing of the

USAAF/USN/USMC.

1 Its ACEV is the same as the ACEV for the USA.

2 Its Forces are only repaired using US ARPs.

3 If converted to the US 14th Air force, it transfers immediately to the USAAF, and may only be flown by

the US or British player where there are separate players in a team of allied players.

iv. Warlord Forces. The vast bulk of the Nationalist forces were based on or provided by regional warlords.

Warlord Forces have the following limits:

1 They have CEVs as noted in the OB/OA.

a. Each Warlord expects at least 5 CP from OFs per turn to remain loyal to the Nationalist

Government. If less than 5 Cps per turn are provided Roll 1D10:

i. 1-4 The Warlord forces remain in the hex they are in, and will not move, attack or engage in active

operations unless attacked by an enemy of the government.

ii. 5-9 The Warlord forces retreat out of any non-warlord forces ZOC until they are no longer in a

ZOC unless they are in the same hex as the Warlord’s capital.

iii. 10 The Warlord forces are removed from the board. Each unit requires 1 OF CP per SP to be

returned to the field.

b. Each Warlord will allow his forces to operate with the same restrictions as Nationalist Chinese forces

if:

i. The Nationalist Chinese player, in addition to the CPs noted above provides 1 CP per SP of

Warlord forces controlled, and supplies them with GSP or LPs sufficient to place them in offensive

supply.

ii. Control. Prior to moving warlord forces, the Nationalist Chinese player must roll 1D10 and gain a

result of 5 or higher. This roll is modified by a +1 DRM for every CP above those noted above

provided from OF sources. Units uncontrolled by the Nationalist Chinese player may not move or

contribute their attack factor to combat during the player turn.

For Example: A Warlord controls 5 SP of forces. The Nationalist player must pay the Warlord 5 CPs

for “loyalty”, plus 1 CP per SP. He also elects to pay the warlord 2 CPs extra per unit. If he uses

the Warlord forces he gains a +2 DRM in his favour during the control die roll.

2 Defection.

a. Bribery: Warlords will defect to any power if they are provided with 20 CPs from OF sources above

their minimum requirements for loyalty: For Example: The Nationalists wish to bribe a Warlord to

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defect from the Japanese to their forces. The Warlord has 7 SP of units. They must spend 5 CP (the

general payment) plus 1 CP per unit plus 20 CPs. All CPs noted in this example must come from OFs.

b. Japanese Influence: Warlords will defect to the Japanese side if either:

i. More Japanese SPs are within 3 hexes of the Warlord’s forces than Nationalist Chinese forces, or

ii. The Japanese spends at least 20CPs per unit (from any source) for 6 game turns on the Warlord’s

forces.

e. Surrender.

i. Once engaged in open warfare with the Japanese or Communists, Nationalist China will not surrender unless

all Nationalist regular forces have been eliminated.

ii. If Nationalist forces evacuate to an Island off the Chinese Coast (Taiwan for example), the USA will

guarantee the territorial integrity of Nationalist China. Communist China will not then attack Nationalist

China.

iii. Japanese Accommodation. In any game turn in which Nationalist China cannot trace a MSR or LOC to any

port in China, The nationalist Chinese will immediately enter into an accommodation with Japan:

1 Nationalist Chinese units will not attack Japanese units in any hex.

2 Japanese units will not attack Nationalist Chinese units within 20 hexes of the Government marker or any

major or great city that is nationalist owned.

f. Surprise Effects.

i. In any attempt to gain tactical surprise Japan has a +2 DRM in its favour.

ii. Twice per game on a turn in which all Japanese units adjacent to Nationalist Chinese units are in offensive

supply, the Japanese player may designate 2 attacks which gain a +3 DRM on the CRT.

iii. On any turn in which the Japanese player flies sufficient CAS to gain a CEV modifier against Nationalist

Chinese ground units the Japanese player may designate 3 attacks on the affected Army HQ areas to gain a +3

DRM on the CRT.

g. Economic Status.

i. Nationalist China is a poor nation, with limited resources. As such Nationalist China requires substantial aid:

1 All Armour RPs must be shipped from donor nations.

2 All units operating with the Western Allies must be equipped by the Western Allies (i.e. The Armour or

Artillery RP’s must come from foreign aid).

3 At least 50 CP per game turn of general cargo and at least 20 GSPs must be shipped into Nationalist

China per month.

4 If the Burma Road is closed for any reason, Nationalist China’s CEV is reduced by 25%.

ii. Opium. The Nationalist Government was supported by massive funding from Chinese criminal elements. To

remain active within the game until such time as the Nationalist Government transfers to an Island of the

Chinese Coast, it must control at least 3 OFs. It may expend the CP value of the OFs to maintain their

relationships with warlords, or to increase the support of the warlords for the Nationalist Government.

h. Nation Specific Effects

i. Army Upgrades. Nationalist Chinese units may be upgraded to the equivalent US strength in any initial phase

in which the USA provides sufficient Armour and/or Artillery SRPs to rebuild the formation completely. The

USA must also provide one GSP per SP in the unit to complete the upgrade.

ii. Combat Replacements. The Nationalist combat replacement rate until 50% or greater of their Army is

upgraded is 1:6. Once upgraded it is on the US Rate.

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8. Denmark.

a. Starting Conditions. Denmark is Neutral.

b. National Objectives. Denmark’s primary objective is to prevent unnecessary loss of Danish life in the event or

being embroiled in the war.

c. Foreign Policy. To prevent enemy aggression, Denmark may alter its mobilization level if a foreign power invades

any Scandinavian Country. Denmark will not voluntarily enter the war.

d. Special Rules. The following rules govern Danish reactions to military action affecting Scandinavian or Danish

territory.

i. Reaction. If any side invades a Scandinavian country Danish reaction is covered thus:

1 If the invading power is Allied, Denmark will allow the Axis player, from the next Axis initial phase, to

move Danish forces within Denmark. Danish military forces may not leave Danish territory.

2 If the invading power is Axis, Denmark will allow the Allied player, from the next Allied initial phase, to

move Danish forces within Denmark. Danish military forces may not leave Danish territory.

ii. General. Danish forces will move from peacetime operations to partial mobilization (per the OBs) if steps

one or two (above) are taken.

iii. If Denmark is invaded, Denmark will declare war on the invading power and all Danish units are immediately

under control of the non-invading side.

iv. The Danish Protectorate.

1 If Germany invades Denmark, Denmark may subsequently accept the imposition of a German

protectorate over the country.

2 Denmark immediately accepts a German protectorate if, at any point during the player turn (only) it is

invaded by Germany, all Danish Small and Major or Great City hexes are German owned and the Danish

capitol has been captured. The effects of a protectorate are:

3 Denmark is now German controlled.

a. Danish forces within Denmark are disarmed, demobilized and removed from play.

b. All hexes in Metropolitan Denmark are now Axis owned.

c. Iceland. Once Denmark becomes German controlled, the islands are neutral territory. The first

player to move a one SP non-support unit into Reykjavik gains control of Iceland.

d. Greenland. Greenland becomes US Territory on the April I, 1941 turn.

e. The Faeroe Island group. After the fall of Denmark, the first player to move a one SP non-support unit

into Tórshavn gains control of the Faeroe Islands.

4 Danish government in exile. The Danish government in exile sets up to operate in the USA two turns

after the fall of Denmark. Forces raised by this group are considered part of the US national contingent.

a. Denmark no longer receives regular reinforcements. Any production it receives while a German

protectorate is halved.

b. Danish Naval units in any hex outside Danish or Axis danger zones immediately become Allied owned

for the remainder of the game. Danish naval units inside Danish or Axis dangers zones, or in any Axis

owned hex immediately become Axis owned for the remainder of the game.

e. Surrender.

i. Denmark will surrender if, subsequent to the turn of invasion, all Small and Major or Great City hexes are

enemy owned. In addition, to this, as Denmark is a peace loving nation Denmark will surrender if the Axis

player allocates 5 or more full strength Type B to bomb any Small, Major or Great City hex in German. The

German aircraft must be assigned to this mission, fly to the hex, using a short or normal range strategic

bombing mission. The allocated aircraft may not fly any other mission during that game turn, however they

may fly an air return step during the Axis pursuit phase to any Axis owned air base from the designated target

of the bombing mission once Denmark has surrendered. In either case detailed above, immediately disarm all

Danish land and air forces within Denmark. Danish Naval units in any hex outside Danish or Axis danger

zones immediately become Allied owned for the remainder of the game. Danish naval units inside Danish or

Axis dangers zones, or in any Axis owned hex immediately become Axis owned for the remainder of the

game.

ii. Garrison.

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1 Following the surrender of Denmark, the Germans must provide a maximum garrison of those forces

allocated to the invasion of Denmark. Germany must provide a bare minimum garrison of 9 SP, including

half an SP of motorised AA.

2 German air units may operate from Danish airbases. Germany may build 2 airbases on Danish territory,

with a maximum capacity of 6 air wings.

3 On surrender, all CD becomes German owned.

4 Denmark converts from an occupied protectorate to an occupied nation on Nov I 1943. On that turn

double the German Garrison requirement.

f. Surprise Effects.

N/A

g. Economic Status.

i. Denmark is totally dependent on foreign aid for FPs, Art and Arm production. Strategic Bombing hits count

double for damage to production centres during the first 12 months of Denmark’s participation in the war.

h. Nation Specific Effects.

N/A

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9. Egypt.

a. Starting Conditions. Egypt is a Neutral nation, whose territory is controlled by the United Kingdom under pre-war

treaties.

i. Allied forces may operate in Egypt, and may treat Egyptian territory as Allied owned. Egyptian position AA,

intrinsic AA, and the Egyptian river flotilla may be used by the Allied player as if they were Allied owned.

ii. Axis forces may operate in Egyptian Territory without violating Egyptian neutrality. While neutral, Egyptian

ground and air combat units are ignored for all game purposes.

b. National Objectives. To remain unengaged in the wider war.

c. Foreign Policy.

i. Egypt will remain neutral unless an Axis unit that can trace a supply line to an Axis supply terminal moves

adjacent to any city in the Nile Delta. On that turn only, the Axis player rolls one Die for each ground or air

unit in the Egyptian military. Results are:

1 S: The ground or air unit is controlled by the Axis player, and is considered an Axis unit for the rest of the

game.

2 F: The ground or air unit is demobilised. Eliminate it. If the neutral nation joins a side, treat demobilised

forces as eliminated loyal forces of that side.

3 F*: The ground or air unit is loyal to its government.

ii. If any Egyptian unit sides with the Axis the British disarm all units that remain loyal to the government.

Remove all Egyptian units from play.

iii. If no Egyptian units become pro axis, Egypt declares war on the Axis. Egyptian units engage in combat until

Egypt Surrenders.

iv. Starting three turns after Egypt declares war her troops may be withdrawn for re-organisation. Six game

turns following the withdrawal, receive the forces listed in the British OB. These units may operate anywhere

in North Africa.

d. Special Rules.

i. If Egypt declares war on the Axis, Egypt will surrender if the Axis owns all cities in the Nile Delta.

ii. Pre-reorganisation Egyptian units may not leave Egyptian territory. Any Egyptian unit that does so for any

reason is eliminated and may not be replaced in the context of the game. This includes the Egyptian river

flotilla if Egypt is neutral, or at war.

e. Surprise Effects.

N/A.

f. Nation Specific Effects.

i. Combat Replacements.

1 Egypt receives no combat replacements until her army is re-organised. From that time she receives

combat replacements at the standard rate.

ii. CEV

1 Once reorganised, the Army uses the British CEV until the end of the game.

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10. Finland.

a. Starting Conditions. Finland is neutral. If Soviet forces attack Finnish forces, or if Finnish forces attack the Soviet

Union, the Axis player controls Finnish units.

b. National Objectives. To retain its 1939 borders.

c. Foreign Policy.

i. Finland will resist any attempt by the USSR to annex portions of its territory as shown on the maps.

ii. If the USSR attacked Finland at any time prior to an Axis invasion of the Soviet Union, Finnish units may join

the Axis assault on the Soviet Union.

iii. See special rules for details.

d. Special Rules

i. The Winter War.

1 If the USSR invades Finland to forcibly annex these areas, Finland will accede to Soviet demands if at least

10 SPs of Finnish ground units have been eliminated, and Viipuri and any other city (including points of

interest) in the Sub Arctic Weather Zone are Soviet owned.

e. The Continuation War.

i. If the USSR attacked Finland at any time prior to an Axis invasion of the Soviet Union, Finnish units may join

the Axis assault on the Soviet Union.

ii. During the continuation war (any Axis attack on the USSR that occurs during or after a Soviet attack on

Finland), Finnish and German units are controlled by the Axis player responsible for the North Theatre.

Unlike most Axis Allies, Finland was never dominated in its war time policies by Nazi Germany. To that end

there are a number of limits on Finnish participation in the continuation war as follows:

1 Regions. Finland is divided into two regions:

a. The Finnish Region. The Finnish Region consists of all hexes in Finland south of the Sub Arctic weather

line, and all hexes adjacent to Finnish Territory south of the Sub Arctic weather line up to the 1939

Finnish Border facing Leningrad, The Svir River, Lake Onega, and the White Sea Canal.

b. The Arctic Region. The Arctic Region consists of all hexes on or north of the Sub Arctic weather line.

2 Units. The Arctic Region is a German controlled region.

3 German operations in the Arctic, including those on Finnish territory, have no limits placed on

them once Finland re-enters the war. Finnish forces in the Arctic Region may operate normally,

however not more than 15 SPs of Finnish units may operate within the 1939 Soviet borders in the

Arctic Region.

4 The Finnish Region is a Finnish controlled region. Finnish forces may operate normally within the

Finnish Region. Finnish units may not attack, but may move into or overrun hexes outside the

Finnish theatre south of the A weather line. All German units operating in or tracing supply

through hexes of the Finnish Region are bound by Finnish limits.

5 Only a limited number of German units may operate in the Finnish Region. A maximum of 8 SPs of

German units may operate within the Finnish Region. For this limit motorised units count at

double their SP size. Position AA and supply items are not counted toward this limit. The SP limit

on German units in the Finnish region is raised by:

a. 8 SPs on the Apr I turn each year.

b. 25 SPs if there are any un-isolated Soviet units within 7 hexes of Helsinki within the 1939

Finnish Borders. Soviet units at Hango are ignored for this calculation if Hango has been Soviet

owned from the start of the continuation war.

6 Leningrad. If at the start of any German initial phase Leningrad is completely Axis owned, Finnish

limited war aims are modified for the remainder of the game. In the Finnish region German, but

not Finnish forces are no longer bound by the Finnish operational limits, and any number of SPs of

Finnish units may operate in the Sub Arctic weather zone outside Finland.

f. Surrender. Finland will surrender during the Continuation War if any 3 Finnish Great, Major, or Small cities are

Soviet owned, can trace a supply line to a source of Soviet full general supply, and if at least 25 SPs of Finnish units

are in the replacement pool.

g. Armistice. At the start of every game turn on or after the Jan I 43 turn, Finland will accept an armistice with the

USSR if all the following conditions are met:

i. All cities in the Leningrad Military District are Soviet owned.

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ii. At least four of the following cities are Soviet owned and a supply line can be traced from each city to a

Soviet source of full general supply: Any major or Small city inside the 1939 Finnish borders, any port in the

Baltic Nations or Greater Germany.

iii. If Finland agrees to an armistice, the Soviet player may accept or reject it. If the Soviet player rejects the

armistice, Finland remains in the war on the side of the Axis until surrender.

iv. If the Soviet player accepts the armistice, then the German player may accept or reject it. If the German

player rejects it, Finland defects to the Soviet player.

v. If both players accept the armistice, the following conditions are in effect:

1 Finnish forces become non-belligerent. Remove all Finnish units from play. Finnish reinforcements and

replacements are no longer received and any accumulated Finnish replacements are lost.

2 During the German player turn on the turn in which the armistice is accepted, German forces must leave

all hexes in the Finnish Region, and within the 1941 Finnish borders, plus all hexes within three hexes of a

Baltic coastal hex. During this turn, German forces may use Finnish ports, airbases and rail capacity to

expedite withdrawal. Any German forces in the Finnish Region of control at the end of this turn are

interned. Place them in the replacement pool; do not receive combat replacements for them, do not

charge PP costs for them. For the remainder of the game German forces may not enter the armistice area,

and may not use Finnish rail capacity.

3 Soviet units must leave the armistice area within six game turns of the armistice being accepted. Finland

then remains neutral for the rest of the game, and Finnish territory is inviolable.

h. Surprise Effects.

N/A.

i. Economic Status. Finland is a poor nation, which is generally self-sufficient, but which has insufficient heavy industry

or population to sustain intensive combat operations in the long term.

i. During active military operations, Finland must import 10 SPs of NSP or rail capacity per turn if involved in

combat operations as well as sufficient FPs to support its military operations.

ii. Failure or short-falls in these imports means that all Finnish units are fragile (i.e. may not be rebuilt if

eliminated) and may not advance after combat, or move in the exploitation phase.

iii. In the initial phase of the second consecutive turn of shortfall, the Finnish military has all combat, naval or air

unit strengths reduced by 50%, rounding fractions down.

iv. Finnish factories may only produce Air, Infantry and Artillery SRPs. Finland will only fight for limited war

aims as defined in the Political Rules.

j. Nation Specific Effects.

i. Pursuit Phase.

1 All Finnish units are treated as Motorised for pursuit phase movement.

ii. Zones of Influence.

1 All Finnish units pay the special MP cost for enemy zones of influence, as shown on the ZOI movement

point cost chart.

iii. Overruns.

1 Finnish units use the ‘special’ line on the overrun cost chart when conducting an overrun action.

iv. Retreats.

1 Finnish units may retreat into unoccupied hexes in either a full or reduced EZOI at any time.

2 They may also retreat into any such hex if occupied by Finnish or German forces.

v. Special Unit Capabilities.

1 Engineers.

a. Railroad engineers.

i. Finnish rail engineers may re-gauge lines during the exploitation phase movement.

ii. Finnish rail engineers pay an added ¼ (0.25) movement point cost to change the gauge of a hex to

Finnish (broad) gauge.

2 Finnish Icebreaker Fleet.

a. Due to the size and capacity of the Finnish icebreaker fleet, one port (either Turku or Helsinki)

remains open when ice forms in the Baltic.

b. The Finnish player announces in the initial phase of the turn which of these ports is to be open for

that turn.

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c. If both Helsinki and Turku are enemy owned, the icebreaker fleet is lost for the remainder of the

game.

3 Partisans.

a. Finland generates partisans while at war with the Soviet Union, on any Finnish territory (as outlined by

the 1939 borders) owned by the USSR, until an armistice is asked for and granted. If Finland

surrenders, the partisans remain active.

b. Partisans will be reactivated in the continuation war with the same guidelines for operations.

vi. Airbases.

1 Airbase Capture and Air Unit Escape.

a. Finland modifies its die roll for escape by +1.

vii. Combat Replacements.

1 Finland receives combat replacements at a rate of one point for every four attack factors eliminated un-

isolated.

2 Combat replacements are received for all ground force types.

viii. Branch and Service:

1 Finnish Army.

2 Foreign Volunteers.

ix. Fortifications.

1 Special National Works.

a. In all cases these are shown on the maps.

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11. France (3rd Republic).

a. Starting Conditions. France is allied with the UK and Poland, and is at war with Germany.

b. Allies. France is the dominant partner in the alliance with the UK and Poland on continental Europe (only).

c. National Objectives. France will strive to retain its territorial integrity within the 1939 borders of France and its

Colonies. French forces will not impinge upon the territory of a neutral nation, other than to replenish naval;

vessels or trade.

d. Foreign Policy. France is hostile towards Germany, and will ally itself with any nation attacked by Germany.

France is ambivalent towards the United Kingdom and will abandon Britain to its fate if the conditions for French

surrender are met.

e. Special Rules.

i. The French Army. The French Army is severely hampered by poor training and military doctrine in 1939.

1 For the first six turns of active operations against Germany, French motorised units may not move in the

pursuit phase if they have participated in combat or have been in the ZOI of any German unit. Active

operations are defined as more than 50 German SPs have been attacked by 100 or more SPs of French

units, or 50 French SPs have been attacked by 100 or more SPs of German Units, during a single turn.

2 During the first six turns of active operations, French Army units attack at half strength if they have

moved in that turn.

3 French non-motorised units will retreat two hexes (instead of one) on implementation of any combat

result that requires retreat if the attacking forces have a +3 or higher base TME result (prior to

modification) during the first six turns of active operations.

4 During the first six turns of active operations no reaction movement is allowed.

ii. The French Air Force.

1 The French Air force may not attack any economic targets for six turns after the start of active operations

against the Axis. Additionally French Air Units may not attack any Axis owned hex prior to the start of

active operations.

iii. The French Navy.

1 Due to historic factors, not least the battles of Quiberon Bay, The Nile, and Trafalgar, the French Navy is,

in general, extremely hostile to the Royal Navy. To this end:

a. French Naval units may not operate in the same task force as British units in the context of the game.

b. Additionally, on any turn after the third turn from French Surrender, French Naval units may elect to

defect to the Axis. Roll 1D10 and consult the Success Table. On an S result naval units will attempt to

defect to the Axis. Modify the defection Die roll by +3 if any Major or Great City in the UK is German

Occupied.

2 Ignore the defection Die roll if British naval units have attacked (attempted to disarm) French units in at

least two French Controlled ports outside Metropolitan France.

3 Prior to resolving the attacks, check for defection to the British. Roll one D10 per ship, modify by:

a. -3 if any Major or Great City in the UK is German Occupied.

b. +3 If in a UK Port.

c. +5 if in a British Owned Naval Base.

d. -6 if in a Vichy Owned Naval base.

e. On a result of 1-6 French Ship will resist the attempt to “disarm them”.

f. On a result of 7 or 8 French Ship will sail to Martinique and be “interned”.

g. On a result of 9 the French Ship will be scuttled

h. On a result of 10 the French Ship will immediately sail and join the British Fleet as a combatant.

i. On a result of 11 the French Ship will be interned until such time as all overseas colonies belonging to

France in Africa, the Caribbean and South America join the Allies, or until released by the relevant

OB/OA.

f. Surrender. Due to internal dissension, France will surrender if one of the two following conditions is met:

i. Paris is captured or encircled and the BEF is under British Control and has been evacuated.

ii. The BEF is under British Control and has been evacuated and France has suffered 100 cumulative stacking

points of loss.

iii. If the conditions for French surrender are met Germany will occupy and or annex large tracts of France.

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iv. The only area of Metropolitan France that is not German controlled is the area shown on the map as “Vichy

France”.

v. French overseas possessions may remain as part of the Vichy Empire, or may rebel and join Free France in

the Allied camp.

vi. On the turn of surrender, remove all French units on the continent from play.

vii. Roll one Die, and divide by three, round down. The number (never less than one) is the number of Infantry

SPs that “defect” to the Allies and form Free French ground forces in the UK. That number is also the annual

SP value for the replacement production rate for Free French units in the UK. Free French ARPs count

towards that rate.

viii. Western Allied units and Free Allied units must withdraw from Vichy France during the Allied player turn,

and may use French rail capacity, airbases and ports to do so.

ix. All Western Allied or Free Allied forces remaining in Vichy France at the end of the Allied player turn are

eliminated. Do not receive combat replacements for such eliminated units.

g. Surprise Effects. Due to pre war French military inefficiencies, French forces may be caught by surprise by German

units on any one occasion. On a turn in which the German player wishes to benefit from French un-preparedness

roll one die:

i. S Result - French Forces are completely surprised by the German Offensive.

1 All French units with a MP rating of less than six are treated as having no ZOI, and a combat strength of

one for two turns.

2 All French Forces are treated as if they were halved unless stacked with two or more SPs of artillery for

two turns.

3 French units with a MP rating of six or greater have reduced ZOIs.

4 French air units may only fly patrol missions on that turn.

5 French Air units may be bombed on the ground using bombing factor added to the (if available) CAS

factor of the attacking units during the first turn of the offensive. The “to hit” cost of the raid is halved.

6 The German player may conduct two low odds over-runs at 4:1 as if they were 12:1 overruns on the first

two turns of his offensive.

ii. F Result – French forces have been caught off balance.

1 All French units with a MP rating of less than six are treated as having reduced ZOIs, and are halved unless

stacked with one or more SPs of Artillery.

2 All French forces with a MP rating of six or greater are treated as if they are halved unless stacked with

one or more SPs of Artillery.

3 French air units may be bombed on the ground using either the CAS or BF of the attacking units

(whichever is the higher) during the first turn of the offensive. The “to hit” cost of the raids is reduced by

25%.

4 The German player may conduct two low odds overruns at 6:1 as if they were 10:1 overruns on the first

turn (only) of his offensive.

iii. F* Result - Other than the effects of the special rules above relating to French Army doctrine there are no

additional penalties on the French Armed Forces.

h. Economic Status.

i. France is generally sufficient in most materials but has no significant domestic source of oil. All French FPs

must be imported from an allied or neutral FP source.

ii. Also, due to the low morale of the population, enemy strategic bombing attacks on any strategic targets have

twice the effect that they would normally have during the first 12 months of the game.

i. Nation Specific Effects.

i. Airbase Capture and Air Unit Escape.

1 3rd Republic France modifies its escape roll by +1 until 1941.

ii. Combat Replacements.

1 France divides its combat replacements into the following service groups:

a. Metropolitan (regular) French Army.

b. French colonial forces.

c. French Foreign Legion forces.

iii. Special National Fortified Works.

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1 Maginot Line. The Maginot Line is represented on the maps as Major Fortifications.

2 Mauberge & the Maginot Extension. These are represented with fortified hex sides.

3 The ‘Little’ Maginot Line (alpine defences). These are represented by fortresses and fortified hexsides on

the map.

4 Mareth Line. Represented by field fortifications deployed per the OB.

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12. Vichy France.

a. Starting Conditions. On the turn following French surrender, place the Vichy capitol per its OB. Vichy is a pro

Axis Neutral.

b. National Objectives. Vichy France will try to retain control over the rump of France, its colonies, whilst avoiding

angering the Axis.

c. Foreign Policy. Vichy will remain a pro Axis neutral unless the Axis player invades Vichy France.

d. Special Rules.

i. Vichy France. If the Axis player invades Vichy:

1 Vichy air and ground units in Vichy France will immediately surrender to the Axis. All other Vichy units

immediately become Free French.

2 Vichy naval units based in Vichy France will attempt to scuttle. Units that survive scuttling roll one die.

3 On a result of 1 through 6 they escape from port and join the Free French.

4 On a roll of seven or eight they sail for the Caribbean. They are “interned” at Martinique (removed from

play).

5 On a roll of nine or 10 they join the Axis fleet.

ii. Vichy France May Join the Axis.

1 The Vichy government may join the Axis in operations against the British. Vichy units may not stack with,

move adjacent to, base with, operate at sea with, or operate in the air with Italian Units. If they, even as a

result of a retreat, are forced to do so, the Vichy units immediately attack the Italian forces. Resolve that

combat prior to any other action in the game.

a. Triggers. This can be triggered by any one of three possible actions taken by British forces (alone)

during the first 24 months of Vichy existence. Roll percentile Dice and if the result is equal or less than

the percentage noted below, Vichy France declares war on the United Kingdom:

i. Invade French North Africa with only British troops. (60% chance).

ii. RAF units bomb targets inside Vichy. (1% chance each turn event happens, adding 1% for each

previous event).

iii. Invade metropolitan Vichy France. (100% chance).

b. If the Vichy government joins the Axis, its forces are considered to be a separate national contingent.

i. The Axis must provide FPs to Vichy France to support its industrial base.

ii. Roll one Die; if the result is one, if not already at war with the European Axis, the USA

immediately declares war on the European Axis in support of the United Kingdom.

iii. French North Africa.

1 If 75% or more of Allied units that amphibiously invade a colony in French North Africa are American,

that colony rebels and joins Free France. The French Navy in Vichy France will attempt to defect to the

Free French. Units that fail to defect are eliminated.

2 If a French North African Colony is invaded by Allied ground forces, which are less than 75% American in

force mix, that colony will surrender to the invader if the invading ground forces are at least three times

stronger than the Vichy Garrison and if there are no Axis units within the colony. If the Axis send ground

units to fight an Allied invader of a Vichy North African Colony, all Vichy units in a ZOI of Allied or Axis

units are disarmed and removed from play.

3 French Navy units in bases outside Martinique join the Free French.

4 Vichy will declare war on the Western Allies if Britain has bombarded the French fleet (see above) and

Germany has landed 10 SPs or more of Ground units on the Island of Great Britain.

iv. Vichy Colonies. Other than French North Africa, there are a number of Vichy Colonies on the maps.

Consult the Vichy Table if these Colonies are attacked by the Allies. If attacked by the Axis they will join the

Free French.

1 Roll one Die, and modify by all appropriate modifiers to determine whether these colonies defect to the

Allies by rebelling and join the Free French, or resist.

2 In all cases the ownership of all Small City or Major or Great City hexes in a Vichy Colony results in that

colony surrendering to the invading power.

v. French Indo China.

1 If France surrenders to Germany, the Japanese will pressure the French into a local basing agreement. All

airbases, General (or bigger) ports, and all Major or Great City hexes fall under Japanese military

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“supervision”. Japanese shipping and air units may use the facilities as if they were owned by Japan. Japan

must provide supply and FPs sufficient for the units based there to operate from these bases.

2 Western Allied forces may operate against Japanese “supervised” targets within French Indo China at any

time once Japan has declared war against the Western Allies. Vichy French forces will not operate against

Western Allied forces in any circumstance.

3 If Vichy France collapses, immediately disarm any French units in Indo China. Naval and Air units may

attempt to escape or scuttle per the port and airbase capture rules, and become Free French units if they

succeed.

4 If Japan attacks Vichy French units within Indo China, the Vichy forces in Indo China (or assigned to Indo

China in the case of naval forces) immediately become Free French.

vi. Surprise Effects. If a Vichy Colony elects to resist attack, the attacking player rolls one Die against the

Success Table. The results are:

1 Success: On the first turn of hostilities only, all Vichy ground units in that theatre are treated as if they

were halved in strength unless stacked with one SP of Artillery. All Vichy ground units have reduced

ZOIs.

2 Failure: No Effect. Vichy units in the Colony operate normally.

e. Nation Specific Effects.

i. Supply. All Vichy units within a Vichy colony are in General Supply. They may stock pile sufficient supplies to

convert the entire garrison to “offensive supply” for one game turn.

ii. Equipment. Generally, Vichy Units that join the Allies may be re-equipped to Allied norms. See the relevant

OB/OA for more details.

iii. Syria & Lebanon. The Axis may gain transit Rights if the Iraqi revolt is succeeding. If there is a successful

Coup in Iraq, roll 1D10 and on a result of two or less the Germans can transit through to Iraq without

resistance two groups of air units, and one SP of ground forces.

iv. Aid to the Levant. If the Levant is attacked by the allies, up to one SP of ground forces can be sent to its aid

from the garrison of French North Africa.

v. Axis use of Tunisian ports.

1 Prior to an Allied invasion of French North Africa, there is a chance that Axis supplies may be landed at

and moved forward from Bizerte, Tunisia.

2 If Axis forces are within six hexes of Alexandria, and until the Levant has been occupied by the British, the

Axis player rolls 1D10 on the I turn of each month, if the result is six or less the Axis may land cargo.

3 Once this permission has been granted Bizerte remains available to the Axis even if the Levant is taken by

the British.

4 No Axis QM units can be landed or used in Tunisia while it is under Vichy control. The French QM unit in

Tunisia may move supplies to one hex over the Libyan border for axis QMs to pick up.

5 The presence of allied ground forces within 10 hexes of the Tunisian - Libyan border cancels this

arrangement.

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13. Free France.

a. Starting Conditions. If France Surrenders to the Axis, place the Free French capitol in London on the turn after

French surrender. Free French units are Western Allied/Free Allied and are subordinate to the British or American

players. Generally, Vichy Units that join the Free French may be re-equipped to Allied norms. See the relevant

OB/OA for more details.

b. National Objectives. The Liberation of Occupied France.

c. Foreign Policy. Free France will not surrender to the Axis.

d. Special Rules.

i. Units. Free French units appear per the OBs and may be accrued from Vichy Colonies that rebel or are

invaded, per the Vichy rules, and the OBs.

ii. Free French units may operate in any theatre until an invasion of occupied France occurs. All available Free

French units must be diverted to the ETO within five turns of the invasion.

iii. Twenty game turns after metropolitan France is liberated, Free France begins to draw supply from French

national supply sources per the 3rd Republic French. All colonial areas also draw supply from France.

e. Surprise Effects.

N/A

f. Economic Status. Free French forces rely upon British or American Armour SRPs, ARPs, and NRPs. They must

also be supplied by the Allies until such time as France is liberated.

g. Nation Specific Effects.

i. Pursuit Phase.

1 All Free French commando units are treated as being motorised for pursuit phase.

ii. Zones of Influence.

1 All Free French units pay the special MP cost for enemy zones of influence, as shown on the ZOI

movement point cost chart.

iii. Overruns.

1 Free French units use the ‘special’ line on the overrun cost chart when conducting an overrun action.

iv. Retreats.

1 Free French units operating with the British army are treated as British for purposes of retreat.

2 Free French units operating with the US army are treated as American for purposes of retreat.

v. Airbase Capture and Air Unit Escape.

1 Free France modifies its escape roll as the nation it is contingent with.

vi. Combat Replacements.

1 Free France has no division by service; all units under their control enter the same pool.

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14. Germany.

a. Starting Conditions. At the start of the first turn of The Second World War (I Sept 1939), Germany is at war with

Poland, France, and the United Kingdom.

i. Germany is Allied with Italy and Japan.

ii. Germany is in a Truce with the Soviet Union and The United States of America.

iii. An “Active Front” for the Germans is one in which they have initiated offensive combat operations in, or in

which the Allies have initiated offensive combat operations at any time after September 1939.

b. Allies. Germany is the dominant power in the Axis.

c. National Objectives.

i. The German Objective is to create a racially pure German super-state within Europe whilst gaining sufficient

economic “living space” in Eastern Europe.

ii. To this end, the German nation will, at the first opportunity after the surrender of either the United

Kingdom or France, assault the Soviet Union with at least 70% of its available stacking points of ground and air

units.

iii. In addition, Germany may at any time elect to attack any power that borders Axis owned territory, if the

Axis player feels that this is of benefit to him.

For Example: the German player may elect to attack Sweden in any game turn, simply because he believes that

Ikea must be prevented at all costs.

d. Foreign Policy. Germany is violently hostile to the following nations:

i. Soviet Union: Due to German racial policy, the perceived threat and intransigence of the Communist

untermensch, Germany will not accept a Truce with the Soviet Union once active military operations have

commenced.

ii. The United States: Due to German racial policy and perceived US intransigence, social and racial inferiority,

Germany will not accept a Truce with the United States, and will declare war on the United States on the

turn following an attack on the USA by any nation that is a German Ally.

iii. The United Kingdom: Due to the perceived intransigence, social and racial inferiority of the British

Government, Germany will not enter into Truce with the UK for any reason.

e. Special Rules.

i. Attacks. After the Jan I 1942 turn, Germany must engage in at least one major offensive, i.e. at least 250

Combat factors committed to a frontage not to exceed 10 hexes wide on an active front, lasting for at least

two game turns, every calendar year that they are at war. Failure to abide by this will result in the deduction

of 500 VP from the German VP total for each year that this rule is ignored.

ii. Enemy Surprise. Targets of German invasions may be surprised per their national rules. If the target nation is

fully surprised, German airborne units are treated as full strength on the turn they are air dropped, and

cannot be disrupted.

iii. German intervention. Germany may intervene to pull its Ally’s chestnuts from the fire. If an Axis Ally attacks

a neutral nation and fails to force evacuation of its government or surrender within two turns, the German

may divert forces from German operations against Britain, France, or the USSR to resolve the problem.

Furthermore, if Western Allied units enter any hex on the continental mainland or the Greek Islands within

extended type B or HB air unit range of a Oil Facility that supplies the Axis with Oil once Germany has

forced the surrender of France or Britain, but prior to an attack on the Soviet Union, the German player

must divert sufficient forces to eliminate Western Allied forces from the continental mainland, or any Islands

within air range of that Oil Facility.

For Example: Italy invades Greece in 1940. British aid arrives in Greece in Jan 1941. This aid would be within

Well 1C range of Ploesti, which is a major oil facility that supplies the Axis. Due to poor weather Germany

has not yet initiated hostilities with the USSR. Germany must divert sufficient forces to force Greek

surrender, and to capture all Allied owned Islands in the Greek Islands prior to attacking the Soviet Union.

iv. Population. From I Jan 1942, deduct one population point per 6-month period (i.e. on the I July Turn and on

the I Jan turn of each year) from the total population controlled by the Germans. This represents the effects

of German racial and occupation policies being enforced.

v. Garrisons. The Axis powers must provide a Garrison per the Garrison Table for Occupied Areas. From I Jan

1943, all Garrison costs are doubled as a result of German Population policy.

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vi. Slave Labour. Nazi Germany may use slave labour to free up domestic manpower for service in their armed

forces.

1 Nazi Germany may allocate a maximum of 10 population points from occupied countries to work as slave

labour in factories instead of German population points.

2 For each population point taken from conquered countries the player must forfeit one SRP of each

production type (Armour, Infantry, Artillery, ARP, CP, FPP) per turn.

3 The Allied player gains a shift in victory one position in his favour (represents unconditional surrender and

the moral impact of Nazism on the Allied powers) if, at any time, the German player has used slave labour.

vii. Naval Operations.

1 Due to the lack of viable assault landing craft in the Kriegsmarine, the German invasion of Norway

depended on surprise and bluff to succeed. On the turn of invasion only, German troops may debark

from NSPs at any Norwegian ports as if the ports were German owned. However, roll 1D10 for each

unit:

a. On a roll of 1-5, the units pay the normal debarkation costs, and proceed as normal.

b. On a roll of 6-10, the units may attack enemy units in the port hex, or any one adjacent hex, but may

not advance out of the port hex, or move in the pursuit phase.

2 Kriegsmarine surface ships were a matter of national pride and propaganda value. Once the Allies sink at

least 5 Capital Ships or Major Combatants, German Capital Ships or Major combatants may only operate

against enemy forces at sea if no Allied Aircraft Carrier (CV, CVL, CVE) has been spotted. Additionally

they may not venture more than 25 sea zones from a friendly owned port.

f. Political Reliability. Due to political events outside the scope of the game after the Jul II 44 game turn, Luftwaffe

parachute, parachute Infantry and panzer or panzer grenadier divisions, Waffen SS panzer and panzer grenadier

divisions (only), and Wehrmacht “named” panzer and panzer grenadier divisions (E.g. Gross Deutschland, Fuhrer

Grenadier, 1SS Liebstandarte Adolf Hitler etc.) must be replaced or rebuilt to full strength prior to any other

German units.

For Example: 1 LSSAH, 2 DR and Brandenburg Divisions are reduced in a German initial phase. These units must be

rebuilt prior to SRPs being spent on any other units.

g. Collapse. Germany will collapse on any turn in which enemy forces control all hexes in the Ruhr, Berlin, and East

Prussia. If Germany collapses, the game in Europe (only) ends immediately. Remove all Axis units from play, tally up

the VPs and consult the Victory Table. The player with the lowest VP total is the loser, after modification by

discussion between the players, and the national regulations.

h. Surprise Effects.

i. On any one turn per year on or after Dec I 41, German units operating within the 1939 boundaries of the

Soviet Union may be surprised.

ii. A maximum of 4 hexes may be surprised. Roll one die for each hex:

1 On a roll of 6-10 German units are surprised in that hex.

2 German units defending in a surprised hex are treated as if they are halved in combat strength for that

turn (only).

3 German units in hexes adjacent to the surprised hex are treated as if they have reduced ZOIs for purpose

of Soviet exploitation during that turn (only). This is in addition to other modifications.

i. Economic Status.

i. Germany is generally self-sufficient in most products, but has serious shortfalls in Oil and Food production

capacity.

ii. Whilst the game does not explicitly simulate food supplies, the Germans must import at least 150 SPs of rail

capacity or 150 NSP’s worth of cargo point (CP) capacity per turn to maintain the economy at a reasonable

level of performance. This may be reduced by conquering CP capacity during the course of the game.

iii. In addition, production or units requiring FPs will need more FPs than can be generated by synthetic oil

plants, and oil fields within Germany. To this end the German player must arrange for oil imports (or the

conquest of sufficient oil supply sources) to provide for his economy.

iv. The German player may barter Resource points and Combat Strength Replacement Points with Eastern

European nations (including the Soviet Union) for FPs sufficient to provide support for German industry, the

Luftwaffe, and the U Boat arm (only).

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v. Germany may not import a surplus of oil until Germany is either allied with the oil producing nation, or has

gained control (per the Political Rules) of its economy {represents Western Allied pressure on Rumania etc}.

1 Three FPPs may be exchanged for one SP, ½ Combat Strength Replacement Point (ARP, Armour SRP,

and/or Artillery SRP only).

2 Three FPP may be exchanged for 1 LP.

3 Part Completed ships:

a. Major Combatant = 450 GCPs and 10 FPP.

b. Minor Combatant = 150 GCPs and 5 FPP

vi. Germany may not recruit slave labour from an allied nation.

vii. Germany may use the capacity of captured industrial plants per the Factory Rules; however, production

from factories in conquered nations is reduced by 50% if the German player recruits slave labour in that

nation.

viii. Germany may attempt to recruit workers from conquered nations for work within German industry once

Germany had invaded the Soviet Union.

1 Roll 1D10 and divide by two from the result. The answer is the total number of PPs that can be allocated

to German Industry.

2 On a Roll of two or less, the Germans may allocate 1 PP to their industrial work force.

3 Foreign PPs may only be used for industrial production purposes.

j. Axis Allies.

i. Nations that become a part of the Axis of their own free will, per the Political rules, are immediately

subordinated to the German Player.

ii. The German player, whilst abiding by relevant Political and Garrison restrictions may allocate Axis Allied

resources as if they were German assets, and may utilise Axis Allied forces and NSPs as if they were German

units.

iii. Exception: Finnish units may be involved in a German Invasion of the Soviet Union. Finland may never

become part of the Axis, and may not be considered an Axis Allied nation due to the severely restricted

Finnish war aims, however Finnish military units may be deployed and controlled as if they were German units

within the limits of the theatre rules and relevant Political Rules.

k. Nation Specific Effects.

i. Zones of Influence.

1 German Motorised class units pay the special MP cost for EZOI, as shown on the ZOI movement point

cost chart.

ii. Overruns.

1 German Motorised class units make use of the special rate when conducting overruns.

iii. Retreats.

1 German Motorised class units may retreat into a hex in a full EZOI.

2 All German units may retreat into unoccupied hexes in reduced EZOI without any penalty.

3 German units can retreat into hexes occupied by German units with no restriction.

4 German Motorised class units can ‘lead’ a retreat out of a stack, entering an unoccupied hex in any EZOI,

allowing non-Motorised units in the hex being retreated out of to follow per ‘c’ above.

iv. Special Unit Capabilities.

1 Engineers.

a. A field fortification level costs German engineers four Movement points to build.

b. Atlantic Wall positions. These can only be built in hexes that contain a level four field fortification. The

cost to construct these positions for a single regiment is 20 MP per level. See rule 37 for the effects of

each of these levels.

2 Railroad Engineers.

a. German rail engineers may re-gauge lines during the exploitation phase movement. German rail

engineers pay an added ¼ (0.25) movement point cost to change the gauge of a hex to German gauge.

v. Fortifications

1 Special National Fortified Works.

a. West Wall.

i. The West Wall is marked on the maps, and is a line of fortified hex sides, and one fortress.

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b. East Wall.

i. The East Wall is marked on the maps and is a line of fortified hex sides and fortresses.

c. Atlantic Wall Fortifications.

i. These represent the extensive improved works at the ports along the Atlantic coast. These are

emplaced as port fortifications per the OB/OA. In addition they provide the following benefits to

the defenders:

ii. They are treated as a Major or Great City for supply and effects of isolation.

iii. German forces (not Eastern Troops or Foreign Volunteers) do not roll for elimination even if out

of supply for 12 game turns once they are unable to trace a LOC to the German General Supply

source.

vi. Airbase Capture and Air Unit Escape.

1 Germany modifies its escape die roll by + 2.

vii. Replacements.

1 Germany can only rebuild some types of units at a set rate, this rate is shown below:

2 Parachute one SP per month. This maybe accumulated to replace a reduced unit, or a unit that is two SP

in strength. This ability is only available if such a unit is in the replacement pool.

3 Combat Engineer one SP per turn.

4 Assault engineer one SP per turn.

5 SS Police one SP per turn.

6 As an option players may maintain a completely separate Waffen SS Pool for the German forces, in which

case, commencing in 1940, increasing in increments of 5% per annum, 5% of total ground branch

production is allocated to the Waffen SS. Additionally, if using this rule, Waffen SS units must always be

replaced prior to any Wermacht or Luftwaffe ground units, even if that means utilising Wermacht

replacements to do so.

viii. Combat Replacements.

1 German combat replacements are divided by ‘service’ pools as well as branch with separate pools for each

service and its branches in every theatre:

a. Army - all army eliminated generate combat replacement points for these pools in each theatre.

b. SS - all SS units eliminated generate combat replacement points for these pools in every theatre.

c. LW - All LW ground units eliminated generate combat replacement points for these pools in each

theatre.

2 Points in the pool for one branch cannot be used to rebuild units from any other branch.

ix. Disbanding.

1 The following German unit types (of any service) cannot be disbanded until authorized by the order of

appearance:

2 Panzer, Panzer grenadier, Motorised Divisions.

3 Infantry Divisions with a movement rating greater than six.

4 Mountain and Light infantry divisions.

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15. Greece.

a. Starting Conditions. Greece is neutral.

b. National Objectives. Greece will endeavour not to enter the war.

c. Foreign Policy. If Greece is attacked by the Axis, it will attempt to force a stalemate to allow a negotiated peace

with its aggressors.

d. Special Rules.

i. Government.

1 Evacuation

a. The owning player may elect to evacuate the Greek capital from Greece in any of his initial phases

that the Axis player has succeeded in 2 of these 3 conditions:

i. Occupied and has an un-isolated 1SP non-support unit in general supply in Thessalonika.

ii. Occupation by an un-isolated 1SP non-support unit in general supply, of any high volume rail hex

from PE:0931 south to Athens (inclusive).

iii. Occupied and has an un-isolated 1SP non-support unit in general supply in Athens.

b. If the capital is evacuated, all Greek ground and air forces in mainland Europe or on an Island in a

partial sea zone adjacent to mainland Europe surrender and are removed from play.

c. Greek naval units in ports in mainland Greece immediately put to sea and become Free Greek units

for the remainder of the game.

d. All Greek units in the Greek Islands or at sea, or in ports in Allied or Neutral territory immediately

become Free Greek units under control of the Allied player.

2 Capture

a. Remove all ground and air units from play immediately.

b. All Greek naval forces not in Axis danger zones immediately become Free Greek until the end of the

game. Greek naval forces in Axis danger zones immediately become Axis owned naval units.

ii. Metaxas Line Garrison. If Greece is at war, there must be at least 20 SPs of Allied units deployed in any

hexes of the line.

1 The garrison may consist of any units except construction engineers or position AA.

2 If the garrison requirements are not met, Greek units east of the Vardar (Axios) River may not move

west of the river (except to become part of the garrison). Greek units may not leave ports east of the

Vardar River.

3 If the garrison is not maintained, the chances of Bulgaria intervention are increased per Bulgarian National

rules.

4 If Bulgaria and or Germany are at war with Greece the garrison no longer needs to be maintained.

iii. Garrisons. Greek forces must also maintain Garrisons in certain areas as noted on the Garrison Table.

iv. Redeployment.

1 Greek ground and air units may not be moved voluntarily from the Greek Mainland, with the exception of

those units noted in the OB, or any units that are interned. See (h.iii.1.) below

2 Albania. Greek forces engaged in operations against Axis forces in Albania my not move more than 3

hexes from the front line trace between Italian and Greek forces unless instructed to do so by the OB, or

if Germany intervenes. It is mandated that all A, B and G corps assets and 50% (rounded up) of D corps

assets be moved to combat the Italian invasion of Greece, however 4SP of Greek non-support units may

be retained as a garrison for Athens.

e. Foreign Aid. Greece may receive aid from Britain in the event of an attack by Axis powers. See the OBs for

details. Note that British aid may trigger or increase German aid to an all Italian/minor Axis powers invasion force.

f. Surprise Effects.

i. On any one turn, Greek units may attempt to surprise non German Axis forces that are within the 1939

borders of Greece:

1 In any one Allied initial phase, roll one Die. On a roll of 7-10, enemy forces in any one hex (only) that are

the subject of a Greek attack are treated as if they have a reduced ZOI, and are halved.

g. Economic Status. Greece is a poor European seafaring nation, with limited natural resources. To maintain the

economy 150 SPs of rail capacity or NSP capacity must be delivered per turn. Greece has no oil resources and

must import sufficient FPs to maintain the military and its production facilities each turn. Surplus Greek NSP

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capacity may be given to an allied nation to augment that nation’s NSP capacity. Greek factories may only produce

Infantry SRPs.

h. Nation Specific Effects.

i. Special unit capabilities

1 Greek Mountain Skills.

a. All Greek units are considered to be mountain type for combat. Only those units designated as being

mountain on the counter may make use of the mountain units movement costs.

ii. National Special Works.

1 The Metaxas line. This is represented by fortified hex sides as shown on the maps.

2 The Albanian border. This is represented by defence in depth counters deployed along the border per the

OB.

iii. Escaped or Evacuated Greek Forces.

1 Internment in Turkey.

a. Ground units which enter Turkey are interned.

b. Greek ground units may only be interned if they are forced into Turkey by enemy action or are

moved there once Germany, Italy and Bulgaria are at war with Greece.

c. These units are immediately disbanded.

d. Inf SRPs equivalent to half the unit size are interned in Turkey until such time as an Allied owned

rail line links Palestine and Turkey.

e. These Inf SRPs become available to the British player to form Free Greek ground units at a rate of

one SRP per month once point (iii.1.c) above comes into force.

2 Evacuated to the Middle East. Ground units evacuated are treated as any naval evacuation and the SRPs

generated can be used to form Greek units under the British national contingent.

3 This applies to units evacuated from the mainland, or any island that was Greek territory as of SEP I 39.

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16. Hungary.

a. Starting Conditions. Hungary is a pro Axis neutral.

b. National Objectives.

i. Hungary will attack those nations that have areas of their terrain as shown on the maps that may be ceded to

Hungary. See the OBs for details.

ii. In general Hungary will not declare war on any nation unless Germany does so before or on the same turn as

Hungary intervenes.

iii. Hungary will enter the “Crusade against Godless Communism” on the turn following a German attack on

the Soviet Union. See OBs for limits.

c. Foreign Policy.

i. Hungary will become a full member of the Axis on the turn following a German attack on the USSR.

ii. Hungary will become unstable if at least 50 SPs of Soviet Combat forces are within the 1939 Hungarian or

Rumanian borders. Once unstable, the Axis player must Garrison all Axis owned Hungarian Small or Major

cities with 3 SPs of German troops. See special rules for details.

iii. Once at war with the USSR Hungary will not surrender to the Soviets until every city is Soviet owned.

iv. Hungary will surrender to the Western Allies if more than 50 Western allied SPs are within the 1939

Hungarian borders. Immediately remove all Hungarian units from play if the Western Allies have more than

50 strength points within the 1939 Hungarian borders.

d. 4. Special Rules.

i. Instability. Once Hungary becomes unstable, Hungarian units may desert if at least 200 Soviet combat factors

are inside the 1939 Hungarian or Rumanian borders. Roll one Die for each Hungarian unit on the map or in

the replacement pool. On a roll of 8-10 the units desert. Remove it from play immediately.

ii. Commitment Limits. Due to political factors outside the scope of the game, Hungary will only deploy a

limited number of units to the Eastern Front, per the OBs. Hungarian units may only deploy in Weather

zones C, D and G.

iii. National Limits.

1 Due to longstanding hatred between Hungary and its Slovakian and Rumanian neighbours, Hungarian units

may not stack with, or participate in an attack that includes Rumanian or Slovakian units.

2 If retreats after combat force Hungarian units to stack with Rumanian or Slovakian units into the same

hex, Hungarian units must continue to retreat until they are no longer stacked with Rumanian units.

3 If this is impossible the Hungarian units are eliminated. Do not receive combat replacements from units so

eliminated.

4 If Hungarian units are forced to retreat into Rumanian or Slovakian territory they are eliminated. Do not

receive combat replacements from units so eliminated.

5 Hungarian units may only operate south of the VG:XX34 hex row in the Soviet Union, or as limited by

the OB/OAs.

iv. Reserve. Units withheld from deployment to the east are in reserve.

1 They may be released from reserve according to the OBs or if at least 15 SPs of Soviet units enter any

hex of 1939 Hungary.

2 Units released from reserve may operate normally once released.

v. Replacement. Hungarian units that are replaced from the replacement pool are placed into reserve.

e. Surprise Effects.

N/A.

f. Economic Status. Hungary is a pro Axis neutral. Hungary is a minor European power, which is self-sufficient in

most respects.

i. Hungary must however import at least 10 SPs of Rail or NSP capacity per turn from Axis or Axis Allied

sources.

ii. Hungarian ARPs may only be used to replace domestically produced air units.

iii. All other air units must be replaced using ARP aid sourced from the nation of manufacture. Hungary may

also gain Armour SRPs as a result of foreign aid.

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17. Italy.

a. Starting Conditions. Italy is Neutral on I Sept 1939, but is Allied to Germany and Japan. Italy will not enter the war

unless Germany has occupied Poland, Norway, Denmark, the Benelux, and at least four Major or Great City hexes

in France. Once Italy has entered the war, its policy is directly linked to German Foreign Policy and will engage in

any and all operations the German player sees fit to request.

b. National Objectives. Italy will attempt to gain control of areas of the map that coincide with the historic Roman

empire as follows:

i. Greece, North Africa, Yugoslavia, Palestine, The Levant, The Near East, and Turkey.

ii. Italy will attempt to retain control of its existing overseas possessions in Albania, North Africa, and East

Africa.

c. Foreign Policy.

i. Italy will subordinate its National Objectives to those of Germany once Germany has entered into active

operations against the Soviet Union. Until that time Italy will deploy its military and economic resources to

gain control of the above noted National Objectives, in the order noted above.

ii. Italy may call upon limited German Aid as noted in then OBs to help it achieve these goals.

iii. If Italy is a combatant and suffers sufficient military reverses, the Italian Fascist government will be deposed,

Italy will surrender to the Western Allies (only), and will join them.

d. Special Rules.

i. Offensive Action.

1 Italy’s National Objectives and Foreign Policy goals are determined by its dictator, Mussolini.

2 Italy will therefore attack one of its neighbours as noted above, on a whim of Mussolini. Roll 1D10 for

each 6-month period starting with the first turn after the Surrender of France, and consult the Italian

National Objective Table. The Axis player must execute an offensive against the selected nation within

two turns, or forfeit the game.

3 Additionally, Italy must launch an offensive in North Africa on the turn after it enters the war, with a view

to capturing the Suez Canal and the Nile delta, and a view to establishing overland communications

between Italian North Africa and Italian East Africa.

4 Italy will, if Germany invades the USSR, send forces as noted in the OBs to participate in the invasion.

ii. Morale.

1 If The Axis lose control of Cyrenaica, Italian East Africa, and if Italian units deployed to a German led war

against the Soviet Union have suffered at least 20 combat strength point losses, Italian morale becomes

unstable. From the turn in which Italian morale becomes unstable the following effects may occur:

a. All Italian units have their combat strengths halved on any turn in which the Italian capital relocates to

any hex except Rome.

b. All Italian units have their combat strengths halved on any turn in which Western Allied ground units

enter any hex in mainland Italy or Sicily.

c. If the Italian government is captured by the Western Allies, all Italian units that are both out of supply

in the next initial phase and in a Western Allied ZOI surrender. Surrendering units are immediately

eliminated and are removed from play.

d. If Italian Morale is unstable, an air attack on the Italian Islands of Lampedusa and Pantellaria by at least

10 Type B or HB air units will cause the immediate surrender of any Italian forces on the Island if the

Western Allies attempt an amphibious landing on the turn of the air attack.

e. Italian Surrender. While Italy is part of the Axis, check for Italian surrender in any Axis Initial phase once Italian

morale has become unstable and sufficient conditions for surrender have been triggered.

i. Conditions are:

1 The Western Allies own Sicily.

2 The Western Allies own Lampedusa and Pantellaria.

3 The Western Allies have one major lodgement on the Italian mainland, composed of at least 30 SP of

forces, in any hexes north of Taranto on the Italian Mainland.

For Example: The Americans have 20 SP and the British have 10 SP within 4 hexes of Salerno. This would

qualify for the surrender attempt.

4 The Western Allies own a General, Large, or Great Port on the Italian mainland.

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5 At least eight Italian Capital or Major Combatants, and 15 Escorts have been sunk by the Western Allies

in the course of the game.

6 The Western Allies have inflicted at least 30 SPs of Italian losses after the campaigns in Africa have been

completed.

7 The Western Allies own at least one Major or Great City Hex on the Italian mainland.

8 The Western Allies own Rome.

9 The Western Allies have conducted at least six Strategic bombing attacks on Italy in the past three

months.

For Example: It is the Sept I 1943 game turn. Bomber Command and the USAAF have launched seven

attacks of a strategic type (see the Global Rules for details) during May, June, July and August. Six of them

were during June, July, and August. This would qualify for the surrender attempt.

10 The Western Allies have announced a further amphibious assault on either the Italian Mainland, or on

Corsica or Sardinia.

11 The Italian Government Captured: The Allied player captured the Italian government in the preceding

game turn.

ii. Italy may surrender in any of up to three surrender attempts. Surrender attempts are triggered as follows:

1 First Surrender Attempt. The Allied player meets at least three conditions for surrender. Each condition

met in excess of three modifies the success die roll by plus +3.

2 Second Surrender Attempt. The Allied player meets at least four conditions for surrender. Each

condition met in excess of four modifies the success die roll by plus +2.

3 Third Surrender Attempt. The Allied player meets at least five conditions for surrender. Each condition

met in excess of five modifies the success die roll by plus +1.

iii. When a surrender attempt is triggered, the Allied player rolls one Die:

1 On a roll of 1-5, Italy does not surrender. If this is the first or second surrender attempt, check for Italian

surrender once the conditions are met in a subsequent turn.

2 On a roll of six or higher Italy surrenders.

3 If Italy does not surrender on the third surrender attempt it remains part of the Axis and its forces remain

controlled by the Axis player until Germany or Italy collapse. Axis Italy collapses on any turn in which all

Small City and Major Cities are Allied owned. If Axis Italy collapses, immediately remove all Italian units

from play. Any surviving Axis units remain in play. If Germany Collapses, Italy immediately collapses;

immediately remove all Italian units from play.

iv. Italy surrenders to the Allies, the following occurs:

1 Check for loyal fascist units. For each Italian parachute, parachute infantry, armoured unit or CCNN

combat unit (not position AA), roll one Die and consult the Success Table. Success means the unit stays

loyal to fascism and remains under control of the Axis player.

2 If necessary mark these units with markers to distinguish them from other Italian units. All other Italian

forces are no longer considered to be Axis forces.

v. Germany occupies Italy and disarms various non-Axis Italian air and ground units:

1 All Italian owned hexes become German owned.

2 All accumulated Italian replacements are lost.

3 All cargo points, supply/logistics points and industrial facilities/resources within Axis owned territory

become German owned/operated.

4 All Italian units within a Western Allied ZOI, that are adjacent to a Western Allied unit, or are unable to

trace a LOC to an Axis source of full General Supply, but that can trace a LOC to an allied owned large

port immediately defect to the Allies.

5 All Italian units within an Axis ZOI, or unable to trace a LOC to a Western Allied owned large port are

immediately removed from play. Exception: For Italian units in Italy and France, total the SRP values for

Armour, Artillery and Infantry SRPs. Divide the Armour and Artillery values by two, Infantry by the

German standard Combat Replacement rates. Add the result to the German SRP pool in Italy.

6 Within the 1939 borders of Yugoslavia, conduct the same process for the Artillery and Armour SRPs,

which are placed on the map, and may be used by whichever side enters the hex first, including Anti-Axis

Partisans. No Infantry SRPs are gained, however add one PP to the German Slave labour total if Germany

has utilised Slave Labour.

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7 Any Italian units operating in the USSR are removed from play within two game turns. Divide the SRP

replacement value of these units by two. The result is added to the relevant German replacement pools.

8 All Italian air units are immediately removed from play. Exception: Any Italian air units operating in the

USSR are immediately removed. Half the Italian WA deployed to the USSR is immediately added to the

Luftwaffe WA total.

9 All Italian units in replacement pools and all Italian air units in eliminated boxes are removed from play.

NOTE: the turn in which Germany occupies Italy in this manner is “Occupation Turn 1” for OB purposes.

vi. Germany Attempts to capture Italian NSPs, SSFs, and ships.

1 Italian naval units at sea immediately become Allied owned.

2 For each Italian a naval unit in port, the Axis player rolls one Die per strength point/ship, and consults the

Success Table:

a. A Success result means that Germany takes over the naval unit.

b. A Failure result means the naval unit eludes capture and becomes Allied.

c. Allied Italian naval units in port at an Axis owned ports must now attempt to escape to sea per Rule

4.C.8.

3 Naval units under repair or refit also attempt to escape. Modify the Die by +1 for ships under repair, and

by +2 for in refit. On an S result, add three turns to the total completion time of the repairs. Once

completed the ship then is made available for commissioning in the German Navy.

vii. Italy joins the Allies:

1 All non-Axis Italian forces in play become Allied forces. All hexes occupied by Allied Italian forces

become allied owned. The Allied player immediately relocates the Italian government if it is in an Axis

owned hex (or re-establishes it if he has already captured it). Germany establishes its puppet state, RSI

Italy.

2 Axis rail capacity on Italian owned rail networks may become Allied owned. For each rail net in which the

Allied player owns RMYs, each Allied owned RMY reduces the Axis owned rail cap by the Allied RMY

capacity (but never below zero). For each two point reduction, the Allied player gains one point of

capacity to his net. Allied capacity may be built spending RMY capacity increases as listed in the OB/OA.

3 Germany annexes Italian territory as follows: The Italian portion of Slovenia, and the Italian provinces of

Ven-Tridentino and Ven-Giulia are annex into WK XVIII. For game purposes however, theatre and

command boundaries are untouched.

4 Allied Italy. When Italy joins the Allies it becomes a Free Allied power.

5 The Allies begin receiving Italian regular forces to command for the remainder of the game (see the

appropriate OB/OA).

6 Fleet units become allied controlled once they have reached an allied port.

7 The Italian player becomes an Allied player.

8 The ground and air units received by the Allied Italian player (per OB/OA) cannot leave Mainland Italy,

unless there are no Axis units inside the 1939 Italian border.

9 Fleet units may operate anywhere in the Mediterranean, the Adriatic, or the Aegean Seas.

10 Italian forces operating with the Western Allies, can draw supply from either British or US sources.

viii. Republica Socialista Italiano (RSI). With the surrender of the Italian government, the Italian Fascist party,

following the rescue of Mussolini by SS Commandos, created a new regime in northern Italy and fought on

against the Allies.

1 See the appropriate OB/OA for details on these forces. These forces will fight anywhere in France,

Mainland Italy, Germany, or Yugoslavia under German control.

2 These units are considered to be part of the German national contingent.

3 RSI units draw supply from Germany.

4 RSI units do not generate combat replacements.

f. Surprise Effects.

i. Due to the generally poor condition of the Italian Army, its forces may be subject to surprise attack the first

time a belligerent power declares an offensive against Italian forces in a theatre:

1 S Result – The attacker has gained complete surprise. On the turn of surprise (only) Italian forces have

reduced ZOIs, unless Stacked with at least 2 SPs of Artillery, Italian Ground Forces are treated as if they

were halved. Additionally, the attacker may execute one low odds over-run at odds of 2:1 or better, as if

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it were a normal 10:1 over-run. Italian Air units have all combat ratings reduced by 50% (round fractions

down).

2 F result – The attacker has gained partial surprise. On the turn of surprise (only) Italian forces, unless

stacked with at least one SP of Artillery, are treated as if they were halved. Additionally the attacker may

execute one low odds over-run at odds of 4:1 or better, as if it were a normal 10:1 over-run.

3 F* result – due to good luck, and a shortage of good Chianti, the Italians have discovered preparations for

a major offensive, and operate normally against the attacking forces.

g. Economic Status.

i. Italy is not self-sufficient in most materials, and suffered during WW2 from a mixture of ill equipped units, and

poor political direction. To this end, the Italians must receive from their allies all oil resources required for

ongoing operations.

1 In addition Italy must receive 20 SPs worth of rail supply (or 20 NSPs of “cargo”) per turn from an allied

source of general supply.

2 Delete 20 SPs of rail capacity from the allied rail capacity; this represents additional aid not directly shown

in the game.

3 If there is a shortfall in aid, calculate the % (delivered SPs/20 X 100) delivered. Deduct the shortfall from

Italian production.

h. Nation Specific Effects.

i. Engineers.

1 Railroad Engineers.

a. Rail Gauge Work. Italian Railroad engineer units re-gauge track by expending one additional MP in

each hex.

ii. 10th MAS. The 10th MAS was an extremely capable specialist marine sabotage unit. During each 6 month

period from the turn on Italian entry to the war, it may make two attacks on enemy shipping that is in port,

Roll one die:

1 On a roll of 1-3, the attack is totally successful. 10th MAS inflicts three torpedo hits on its target. Roll

for damage and Critical Hits.

2 On a Roll of 4-6, the attack is partially successful. 10th MAS inflicts one torpedo hit on its target. Roll for

damage and Critical Hits.

3 On any other roll 10th MAS takes heavy losses. The 10th MAS may not attack another naval target for

four game turns as it is refitting and retraining its members.

iii. Airbases.

1 Airbase Capture and Air Unit Escape.

a. Italian forces modify their roll by +1.

iv. Combat Replacements.

1 Italy receives combat replacements at a rate of one point for every four attack factors eliminated un-

isolated.

2 Italy must divide its combat replacements by branch, and service. Italy shows these separate services:

a. Regular Italian forces

b. Colonial (by colony of origin)

c. Black Shirt Units.

v. Participation in action against the United Kingdom or Ireland.

1 Ground Units. No ground units can be sent to aid in an invasion of these places.

2 Air Units. A minimum of three and no more than six air wings can be sent to assist the Luftwaffe in

operations against these places. These units function under the control of the German player if there are

separate players for Italy and Germany.

3 No units can be sent until after Italy has entered the war and Vichy France has been created.

4 These units remain assigned to the Germans until the OCT II 40 turn, when they return to Italian control.

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18. Iran.

a. Starting Conditions. Iran is a pro Axis neutral.

b. National Objectives. Iran will allow Axis air units (only) to operate within Iranian Territory without violating

Iranian neutrality.

c. Foreign Policy. To retain control within its 1939 borders. In keeping with its pro Axis policies, if Allied units of

any type enter Iran (or over fly Iranian airspace) Iran will declare war on the Allies, immediately joining the Axis.

d. Special Rules.

i. Allied Intervention. If Germany attacks the Soviet Union, the Allied player must invade Iran on any turn

between the fifth turn after Germany attacks the USSR, and the ninth turn after Germany attacks the USSR.

If the Allies fail to do so, no Southern Route Lend Lease reinforcements may reach the USSR until the turn

after Iran surrenders. Furthermore the Allied player incurs a VP penalty for not invading Iran.

ii. Iranian Surrender. Once in the war Iran may surrender. The Allied player checks for Iranian surrender each

Axis initial phase if there are any Allied units in Iran. The Allied player rolls one Die and consults the Success

Table, modifying the Die roll per the table. Results are:

1 S: Iran Surrenders

2 F or F*: Iran does not surrender.

3 In addition, Iran surrenders if Allied units gain control of all Iranian owned Major or Great City hexes.

iii. Allied Iranian Garrison. Once Iran has surrendered an Allied garrison per the garrison charts must be

maintained in Iran.

iv. Unit Limits. Iranian units may not leave Iranian territory. Any Iranian unit that does so for any reason is

eliminated and may not be replaced in the context of the game.

e. Surprise Effects.

i. N/A

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19. Iraq.

a. Starting Conditions. Iraq is Neutral, however, due to pre war agreements, treat Iraq as Allied owned territory.

Allied forces may operate freely in Iraqi territory, and may use Iraqi ports and rail capacity without violating Iraqi

Neutrality. While neutral, Iraqi units are ignored for all game purposes.

b. National Objectives. To avoid participation in the war.

c. Foreign Policy. Iraq is a neutral power, and will remain neutral unless specific events occur as noted below.

d. Special Rules.

i. Britain

1 At the start of the game the Iraqi Government is pro British and if Axis forces enter Iraq whilst a pro

British government is in power, Iraq declares war on the Axis and joins the Allies. Iraqi forces are

controlled by the Allied player once Iraq is at war in this instance.

2 However, there were strong Anti-British sentiments in Iraq during periods of the war. Accordingly, check

Iraqi reaction as follows:

a. Reaction. Iraq will remain neutral unless an Axis unit that can trace a supply line to an Axis supply

terminal moves into any hex of Iraq. On that turn only, the Axis player rolls one die for each ground

or air unit in the Iraqi military. Results are:

i. S: The ground or air unit is controlled by the Axis player, and is considered an Axis unit for the

rest of the game.

ii. F: The ground or air unit is demobilised. Eliminate it. If the neutral nation joins a side, treat

demobilised forces as eliminated loyal forces of that side.

iii. F*: The ground or air unit is loyal to its government.

3 If any Iraqi unit sides with the Axis the British disarm all units that remain loyal to the government.

Remove all Iraqi units from play.

4 If no Iraqi units become pro Axis, Iraq declares war on the Axis.

5 If Iraq becomes either Axis or Allied aligned, after the sixth turn of combat operations, Iraqi unit may be

withdrawn for re-training and equipping. Roll one Die per unit being re-trained and equipped. That is the

number of turns that the unit is unavailable.

6 In the case that Iraq is a full ally of one of the major power blocs, it receives one Infantry SP on every 4th I

turn of the game from the date of alliance. Iraqi forces receive combat replacements at a rate of one per

six combat factors eliminated.

7 If Iraq is a full ally of one of the major power blocs, the Iraqi operational area includes Turkey, Iraq, Syria,

Palestine, Egypt and Libya. Iraqi units may not enter Iran, Kuwait or Saudi Arabia.

ii. Coup.

1 From Jan I 41 through Jun II 41, there is a chance of a pro Axis coup d’état in Iraq. Each Axis initial phase

in which Iraq is neutral with a pro British government in power, there are Axis units operating inside

Egypt, and the British garrison of Iraq is below five SPs, the Axis player checks for a coup. The Axis player

rolls one Die:

a. 10+, Coup: The coup occurs.

b. 1-9, No coup: The coup does not occur.

c. The result is modified as follows:

i. +2 for two months after the fall of Greece.

ii. +2 for the turn after the fall of Crete.

2 A coup may occur only once per game. If a coup does not occur before Jul I 41, it may not occur at all,

unless less than five SPs of Allied forces are in Iraq.

3 If a coup occurs then a pro Axis government controls Iraq. Except for hexes already occupied by Allied

units, Iraqi territory immediately becomes Axis owned. The Allied player may not use the Iraqi rail

capacity unit he builds an Allied rail network. However due to confusion in Iraq after the coup, the Allied

player may use unoccupied Iraqi ports. An Iraqi port is unoccupied until the first time an Iraqi unit enters

its hex, or it has been in a full Iraqi ZOI.

4 Iraqi forces are controlled by the Axis player, and may move and attack, starting with the turn after the

start of the coup. However, Iraq does not join the Axis until an Axis ground unit with a combat strength

greater than 2 – enters the hex of any city in Iraq for the first time.

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5 While a pro Axis government controls Iraq but hasn’t joined the Axis, Iraqi units are unreliable. An

unreliable unit has its combat strength halved. Exception: Iraqi units are no longer unreliable immediately

following the occurrence of one of the following events:

a. An attack involving Iraqi units results in the elimination (including by any combat result) of at least one

Allied units with a defence strength greater than 0.

b. Iraqi units gain ownership of Habbaniya.

c. Iraqi units gain ownership of Shaibah.

6 The coup collapses and Iraq surrenders if the Allied player gains ownership of Baghdad. Iraqi territory

except any hexes occupied by Axis ground or air units, or in uncontested ZOI’s of Axis units becomes

Allied owned.

7 Unit Limits. Whilst under Iraqi control, Iraqi units may not leave Iraqi territory. Any Iraqi unit that does so

for any reason is eliminated and may not be replaced.

e. Surprise Effects.

N/A

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20. Japan.

a. Starting Conditions. Japan is at war (and has been since 1937) with China in 1939. It has been (and may again be)

involved in significant border ‘disputes’ with the USSR. Japan is a member of the Axis Alliance, and is a signatory to

the Anti-Comintern Pact.

b. National Objectives.

i. Foreign Policy. Due to internal stresses, largely as a result of a weak and ineffectual political system, and a

resource shy economy, Japan will plan and execute military operations to create “The Greater East Asian Co-

Prosperity Sphere” in the Far East on any turn after the 12th but before the 18th game turn after the USA

pressures the United Kingdom and the Free Dutch to impose economic sanctions of Japan. In addition, Japan

may elect to enter the “Crusade against Communism”. To determine the course of action required of him,

the Japanese player rolls 1D10 die and consults the following table:

1 "East Wind Rain" ("Higashi no kaze ame"). On a result of 4-10 the Japanese will attack US possessions in

the Pacific, including the Philippine Islands, with a view to destroying the USA’s will to wage total war,

while securing vital raw materials. Modify the die roll by +2 if the USA has imposed economic sanctions on

the Japanese.

2 "West Wind Clear" ("Nishi no kaze hare"). On a result of 2-10 the Japanese will attack British and Free

Dutch possessions in the Far East, with a view to destroying white colonial supremacy in the Orient, and

securing vital raw materials. Modify the Die roll by:

a. -1 if the British have closed the Burma Road at any time in the game.

b. +1 if the US have pressured the British into Imposing sanctions on Japan

c. +1 If the US have pressured the Dutch into imposing sanctions on Japan

d. +1 if through NIM the Japanese have “detected signs of weakness” in the British, position in the Far

East.

3 "North Wind Cloudy" ("Kitano kaze kumori"). On a result of one, the Japanese will attack the Soviet

Union utilising all available ground and air forces. Limited Japanese naval forces (not more than two CVs,

1CVL/CVE, four CA's, one CL and 10 DD's) may be committed to these operations. All other Japanese

naval forces will be committed to the “Great Battle” in case the USA decides to intervene in defence of

‘Godless Communism’.

ii. In the event of war against either The United Kingdom or the USA, Japan will not, unless both the UK and

USA have sued for peace, honour its commitments under the Anti-Comintern pact to declare war against the

USSR if the European Axis attack the USSR. Note: On a Die result of two or three the Japanese will not

attack the USA. On a roll of four or more, the Japanese will attack both the USA and Anglo-Dutch

possessions in the Far East.

c. Special Rules.

i. Co-Operation. As a special rule, Japanese players operating within separate theatres may not be told the real

situation in each other’s spheres of command, and may not voluntarily show each other the condition,

deployment and status of their forces. If at any time they do so, the Japanese in that theatre immediately

forfeit three victory levels.

ii. Inter-service Rivalry. Any Operation involving Imperial Japanese Navy (IJN) and Imperial Japanese Army (IJA)

troops, ships, or aircraft is subject to the following constraints:

1 IJA and IJN troops should not stack together. If forced to do so, Japanese combat results Die rolls are

modified by two, in favour of their opponents.

2 IJA and IJN Logistics are completely separate. IJA and IJN units cannot use the opposite services allocated

supplies, unless on a limited land mass Island or Isolated.

3 IJA and IJN troops may not be transported on NSPs belonging to the opposite service.

4 IJA and IJN aircraft may not, with the exception of interception, operate in the same air mission as each

other, and may not base at the same airbase as each other. Japanese airbases are coloured to show which

service controls each one. Allied attacks on an airbase which is co-located with an opposite service airbase

must nominate which airbase they are attacking.

iii. Night Naval Combat. During 1937-42, when engaging in surface combat, against USN or Dutch TGs

containing at least 75% USN or Dutch ships only, any Japanese TG may declare a night attack.

1 During a night attack, the Japanese force gains a +1 Critical Hit DRM.

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2 During a night attack, Japanese ships gain a +2 DRM for Long Lance Torpedo to hit. Long Lance equipped

ships are denoted by an L on their ship counters.

3 They do not gain this modifier against TGs that consist of at least 75% RN ships.

iv. Fanaticism. Japanese ground units of any service that suffer a combat result that would include retreat as any

part of their combat result roll one Die. On any result other than one, the Japanese units refuse to retreat,

and eliminate both themselves and their Infantry SRP cost in combat strength points of enemy units. This

would include any “Defender Eliminated” result that allowed any Japanese units to be reduced.

For Example: Six SPs of Japanese units are attacked by an American Force. They refuse to retreat after

combat. Eliminate six combat strength points of US forces in addition to any combat results suffered in the

combat.

v. Political Influence. Japan may try to create “anti-colonial” forces in Burma and from captured Indian troops.

Any unit eliminated while surrounded by the Japanese is considered to be captured. See the OBs for the

results. If Allied land forces are within 20 hexes of Rangoon within Burma, and have captured an airbase

within Type HB air unit range of Tokyo, all Indian and Burmese units become unstable. When they become

unstable, on any turn in which an Allied non-support unit is adjacent to them, and they are not stacked with at

least twice their SP size of Japanese ground units of any type, the anti-colonial forces immediately defect to

the Allies. Remove defecting units from play. If the units remain stacked with Japanese ground units they have

a CEV of 0.75, and inflict a -1 DRM on Japanese units for any and all combat resolution.

vi. Slave Labour. In any Japanese territory, the Japanese may elect to recruit slave labour. No more than five

PP may be recruited in this manner, and may only be used to support industrial production.

vii. The Burma Railway. If British forces in Singapore and Malaya surrender (are eliminated with no LOC to

India), Allied POWs will be forced help construct the Burma railway. Roll one Die. Subtract the result of the

Die from the total combat power of the surrendered British units. That is the number of MPs that can be

used as POW labour per turn from 1942-3, commencing three game turns after the surrender of British

forces. Half that number may be used from 1944-5.

viii. US Prisoners. Roll one Die. Subtract the result from the total combat power of US forces captured in the

Philippines if they surrender (are eliminated with no LOC to a functioning supply terminal). That is the

number of MPs that may be used as POW labour per turn from 1942-3, commencing three game turns after

the surrender of US force. Half that number may be used from 1944-5.

ix. POW Transfer. Commencing in 1944, POWs maybe shipped to the Japanese Home Islands. Each MP of

POWs counts as ½ SP.

x. Strategic Inflexibility. Due to the blinkered “attack is the only option” approach of the IJN and IJA, Japanese

production may not be amended in the context of the game until June I, 1944. Japanese forces must also,

between Jan II 1944 and Dec I 1944, launch a land action to permanently cut China off from overseas supply.

xi. The Divine Wind. In 1274 and 1281 typhoons destroyed the invasion fleet belonging to Kublai Khan. In the

later stages of the Pacific Campaign, an overburdened Japanese High Command acceded to the creation of

Special Attack Forces. If Allied Forces capture any Island chain within normal (not extended or Long) Type

HB range of Tokyo, the Japanese player may call for the creation of special attack units.

1 Convert 50% of available air units to Special Attack status.

2 Air Special Attack Units have the following benefits when attacking Allied Naval forces (Only):

a. +3 DRM to their Critical Hit Roll.

b. -2 DRM to their To Hit Die Roll

c. 50% reduction in ARP, WA, and maintenance costs.

d. Any Air unit may be used. Multiply Type A, F bomb factors by two.

3 Naval Special Attack Units have the following benefits:

a. -3DRM to the To Hit Die Roll

b. 50% reduction in maintenance costs.

xii. Mobilisation. Japan is fully mobilised in 1939.

d. Surrender. Japan will surrender on any turn that 80% of Japan’s cities have been fire bombed, the Home Islands

have been cut off from a friendly owned source of FPP production for 12 game turns, and at least one home Island

is enemy owned.

e. Surprise Effects.

i. Roll one Die:

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1 On a roll of 4-10 all naval attacks, including IJN air units, during the initial turn of military operations gain a

positive +2 DRM.

2 On a roll of 1-3 all naval attacks, including IJN air units, during the initial turn of military operations gain a

positive +1 DRM.

ii. In addition Japan gains a CEV against enemy forces of 2.0 for 12 game turns from the start of active combat

operations against the Western Allies. Following that the CEV is 1.0 against the Western Allies. At all times it

is 2.0 against the Chinese. The Japanese CEV is 1.0 against the Soviet Union.

iii. Japanese ACEV is increased by 50% for 36 Game Turns, or until Japanese air units suffer a total of 50ARP

loss (whichever comes first).

f. Economic Status. Japan is a moderately industrialised nation, which has an extreme lack of raw materials. It must

import 250 NSP loads of resources and all FPs each turn to sustain its economy from any source, excepting the

USSR.

g. Nation Specific Effects.

i. Engineers.

1 Japanese Engineers gain an extra -1 per fortification level against Western Allied or Soviet Units.

2 Construction of fortifications costs 6 MP per level.

3 Railroad Engineers.

a. Japanese rail engineers may re-gauge lines during the exploitation phase movement. Japanese rail

engineers pay an added ¼ (0.25) movement point cost to change the gauge of a hex to Japanese gauge.

ii. Airbase Capture and Air Unit Escape.

1 Japan modifies its escape die roll by + 2.

iii. Ground Force Administration.

1 Replacements. Japan can only rebuild some types of units at a set rate, this rate is shown below:

a. Parachute one SP per month. Parachute SPs may be accumulated to rebuild units that are greater in

size than one SP. This ability is only available if such a unit is in the replacement pool.

b. Combat Engineer one SP per turn.

c. Assault engineer one SP per turn.

2 Combat Replacements.

a. Japan receives combat replacements at a rate of one point for every 10 attack factors eliminated un-

isolated.

b. Japanese combat replacements are divided by ‘service’ pools as well as branch with separate pools for

each service and its branches in every theatre:

i. Army - all army eliminated generate combat replacement points for these pools in each theatre.

ii. Navy units eliminated generate combat replacement points for these pools in every theatre.

c. Points in the pool for one branch/service cannot be used to rebuild units from any other

branch/service.

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21. The Netherlands (Holland).

a. Starting Conditions. The Netherlands is neutral.

b. National Objectives. To preserve the lives of the Dutch population from unnecessary casualties.

c. Foreign Policy. The Dutch government will not enter the war on either side unless attacked. If the Dutch

Government is in exile (i.e. is now Free Dutch) it will match its policy to that of the Dominant Allied power in each

theatre.

d. Special Rules.

i. Mobilisation. The Dutch government will order mobilisation on the turn after the turn in which Poland

surrenders to the Axis.

ii. Flooding. The Dutch player may flood all canal intensive hexes if the Axis invade the nation. Roll 1 D10. On a

roll of 1-4 the player may select which hexes he wishes to flood. On a roll of 5-10, the hexes may not be

flooded. Once flooded, treat the hexes as swamp for 12 game turns from the moment of flooding. If the

Netherlands become Axis owned, the Axis may elect to flood canal intensive hexes and does not need to roll

for permission to do so.

iii. Surrender. If attacked by the Axis, Dutch forces within metropolitan Holland will surrender if the attacking

force gains control of six or more Dutch Small, Major or Great cities, and gains six or more area bombing hits

on any Dutch Major or Great City hex:

1 Immediately remove all Dutch ground and air units from the map.

2 Dutch naval units in port at the time of surrender may attempt to escape per the port escape rules.

3 Dutch naval units that fail to escape are scuttled.

4 Dutch naval forces that are at sea, in allied ports, or in neutral ports immediately become Free Dutch

units for the remainder of the game.

5 Dutch forces based in the Dutch colonies immediately become Free Dutch, and are controlled by the

Allied player until the end of the game.

e. Surprise Effects. Due to the lack of preparedness of the Dutch military, the Dutch may be surprised. Roll one Die

and use the following results:

i. Roll of 5-10: Dutch units are partially surprised.

1 On the turn of invasion only, treat all Dutch units as being halved unless stacked with at least one SP of

artillery.

2 Dutch units with ZOIs have reduced ZOIs.

3 Dutch air units may only fly interception missions.

4 Dutch air units air units may be bombed on the ground using either the bombing or CAS factors of the

attacking units (whichever is the higher) during the first turn of the offensive.

5 The German player may conduct one low odds over-run at 6:1 as if they were 10:1 overruns on the first

turn (only) of his offensive.

ii. Roll of 1-4: Dutch units are completely prostrated.

1 On the first and second turns of the invasion, treat all Dutch units as being halved unless stacked with at

least two SPs of artillery.

2 Dutch units with ZOIs have reduced ZOIs.

3 Dutch air units may only fly patrol attack missions.

4 Dutch air units may be bombed on the ground using the sum of their bombing factor and CAS rating of

the attacking units during the first turn of the offensive.

5 The German player may conduct two low odds over-runs at 6:1 as if they were 10:1 overruns on the first

turn (ONLY) of his offensive.

f. Economic Status. The Netherlands are a small nation, with a significant Far Eastern empire.

i. The Netherlands, whilst generally self-sufficient, have no domestic oil production and also have shortages of

certain raw materials.

ii. The Netherlands must import all FPs required for domestic use from their colonies in the Far East and must

receive 50 SPs of rail capacity, or 50 NSP capacity worth of cargo per turn.

iii. The Dutch factories may only produce ARPs, Infantry and Artillery SRPs. Dutch NSP capacity may be given

to an allied nation, to augment that nation’s NSP capacity.

g. Nation Specific Effects.

i. Partisans

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1 Holland generates partisans per the Partisan Appearance chart once its surrender takes effect.

ii. Ground Force Administration.

1 Combat Replacements.

a. The Netherlands divides its combat replacements into the following ‘services’:

i. Regular Units.

ii. Colonial Forces (by the colony of origin).

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22. Norway.

a. Starting Conditions. Norway is neutral, and has extensive trade agreements with Germany and Britain. Norwegian

territorial waters may be used by Axis naval units without violating Norwegian Neutrality. Allied Naval units may

attack Axis shipping in Norwegian waters, at a cost of one VP per attack.

b. National Objectives. To remain neutral in the war.

c. Foreign Policy. Norway’s foreign policy may change depending on a number of external factors. If it is attacked

Norway will fight to preserve the integrity of its 1939 borders.

d. Special Rules.

i. Activation. A neutral Norway at neutrality watch will order partial mobilization if Denmark or Finland is

invaded:

1 If partial mobilization is triggered by an Allied or Soviet invasion of the above countries, Norway begins

mobilization during the first Axis initial phase following the Allied or Soviet intervention. Norway is now a

pro Axis neutral.

2 If the Axis invades Denmark or Finland, Norway will order partial mobilization in the first Allied initial

phase following the invasion. Norway is now a pro Allied neutral. A pro Allied neutral will terminate all

trade agreements with the Axis.

ii. Activation. A neutral Norway at any level of mobilization will order full mobilisation on any turn in which

Sweden is invaded.

1 If mobilization is triggered by an Allied or Soviet invasion of Sweden, Norway begins mobilization during

the first Axis initial phase following the Allied or Soviet intervention. Norway is now a pro Axis neutral.

2 If the Axis invades Sweden, Norway will order partial mobilization in the first Allied initial phase following

the invasion. Norway is now a pro Allied neutral. A pro Allied neutral will terminate all trade agreements

with the Axis.

iii. The player to which Norway is pro may move Norwegian units within the 1939 Norwegian borders. These

units may not leave Norway, nor may they do anything other than move.

iv. If invaded Norway will join the non-invading side and will immediately begin full mobilisation (if not already in

progress).

e. Surrender. Norway will surrender if the attacking side gains ownership of all Small and Major or Great City hexes,

and all General, Large or Great ports within Norway.

i. All Norwegian ground and air units within the 1939 Norwegian borders are removed from play immediately

Norway surrenders.

ii. Norwegian naval units in ports within Norway may attempt to escape per the Naval Rules, however units

that fail to escape are seized by the invading side.

iii. Naval units in enemy owned ports may attempt to escape per the naval rules.

iv. Naval units at sea immediately switch to the control of the dominant power in the non-attacking side.

f. Surprise Effects.

N/A

g. Economic Status. Norway is a major seafaring nation, which is generally dependant on imports for its economic

survival. Norwegian NSP capacity may be given to an allied (or pro allied neutral nation) to augment those nations’

NSP capacity. Norway must import 100 SPs of NSP capacity per turn from any foreign ports to maintain the

Norwegian economy. Norway must also import all FPs from foreign sources. The Norwegian factories only

produce Infantry SRPs.

h. Nation Specific Effects.

i. Evacuation. Norwegian units can be evacuated to England on the turn Norway surrenders. These units

disband and contribute one Infantry RP per SP towards units of Norwegians formed in the British Army.

These points are also used to rebuild those units should they be eliminated.

ii. Internment in Sweden. Norwegian units can escape into Sweden (moving on the turn that Norway

surrenders). These units disband and form units in the Swedish army. They can re-enter Norway upon

German surrender.

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23. Poland.

a. Starting Conditions. Poland is at war with Germany, and is allied with France and the United Kingdom. Poland is a

Western Allied nation. Polish forces become subordinate to the dominant Western Allied power once 30 SPs or

more French or British units are operating within Poland or Eastern Germany.

b. National Objectives. To defend its 1939 territory against any aggressor.

c. Foreign Policy. Poland will declare war on any nation that enters its territory, or that joins the Axis.

d. Special Rules.

i. Mobilisation. Poland is in the process of full mobilisation; however the uncertain international situation

delayed that process.

ii. Government. Polish government may be evacuated during any Allied initial phase.

1 It does not count toward the capacity of the Polish rail net or ports during evacuation.

2 The Polish government may be captured.

3 If the Axis (or the Soviets) enters the hex containing the Polish government, roll one Die. On a roll of 1

to 4 the government escapes, and the government must be evacuated in the next Polish initial phase. The

Free Polish Government is established in London during the next Allied initial phase.

4 On any other roll the Polish government is captured by the Axis. Delay the formation of the Free Polish

Government in any Western Allied capital by four game turns.

e. Surrender.

i. Polish combat units may surrender if the Polish government has been evacuated or captured. Determine the

supply status of Polish units immediately after the government is evacuated or captured.

ii. Check for surrender in hexes that meet both of the following conditions:

1 The hex contains one or more unsupplied Polish units.

2 The hex is in an Axis ZOI.

iii. If both conditions are met in a hex, roll one Die:

1 On a roll of six or less, all unsupplied Polish units in a hex surrender. Immediately eliminate them from

play, and do not receive combat replacements.

2 On a roll of 7-10, no Polish units in the hex surrender.

iv. Polish Units captured by the Soviets. All Polish units in a Soviet ZOI or within the Soviet Zone of

Occupation, and not in an Axis ZOI are “captured” by the Soviets.

v. Polish Evacuation. Once the Polish government is evacuated or captured, Polish forces may evacuate from

Poland to neutral nations excepting the USSR. For each Polish ground unit that enters Rumania, convert it

into replacement points equal to its combat strength. These Infantry SRPs may be bought by the Western

allies at a cost of:

1 1 ARP, Armour SRP or Cargo Point for every 2 Infantry SRPs.

2 For each Air unit that evacuated to Rumania, convert it into 2 ARPs.

3 These ARPs may be bought by the Western Allies at a cost of one Cargo Point per ARP.

4 Polish replacements bought in this matter may be shipped to any Western allied port, and may be formed

into Free Polish units per the Polish OBs.

5 Units captured by the USSR are converted into Polish Infantry SRPs as noted above (and formed ‘Anders’

Army’).

6 However, delete one IRP out of every five polish Infantry SRPs formed in this manner.

7 These Infantry SRPs may be bought by the Western Allies if the USSR is attacked by the Axis at a cost of

two Armour SRPs per Infantry RP.

8 Once the Western Allies remove the Infantry SRPs that constitute ‘Anders’ Army’to the Middle East, and

take control of Anders’ Army, The Soviet Union creates a Puppet Government in Moscow. That

government then creates Polish units within the Soviet Army per the OBs. Communist Polish forces must

operate on the shortest axis to Warsaw, and may not enter Hungary, Bulgaria, Rumania or Slovakia. Once

a Puppet government counter is established within Poland by the Soviet player, Polish units may operate in

any area of 1939 Germany.

vi. Free Poland and the Allied Powers. The Free Polish government is dominated by the British Government.

1 Free Poland will only be reconstituted as the Polish Government by the Western Allies if they gain

control of Warsaw.

2 If Warsaw is liberated by Soviet forces, the Soviets will impose a communist puppet state on Poland.

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3 Deduct 50 VPs from the Western Allied totals if a Communist Puppet state is imposed on Poland.

f. Surprise Effects. Despite strong intelligence warnings, Poland was unprepared for the violence of the German

Attack.

i. On the turn of invasion (only), treat all Polish units as being halved unless stacked with at least one SP of

artillery units.

ii. Polish ground units that have ZOIs are treated as if they have reduced ZOIs.

iii. Polish air units may be caught on the ground. For each Polish air unit roll one Die.

1 On a roll of 5-10, the units are surprised, it immediately loses one ARP. Any air unit that loses an ARP

may not fly any mission during that Axis Player turn.

2 These inoperable air units may be bombed on the ground using either the BF or CAS strength of the

attacking units (whichever is the higher) during the first turn of the offensive.

iv. The German player may conduct two low odds over-runs at 6:1 as if they were 10:1 overruns on the first

turn only of his offensive.

g. Economic Status. Poland is a resource shy nation that must import resources and FPs to maintain its economy.

Poland may only import resources from Allied nations, excluding the Soviet Union. Poland must import 100SPs rail

capacity or 100 SPs of NSP capacity plus sufficient FPs per turn to maintain its economy and military forces. These

imports may transit Rumanian territory from ports in Rumania until Rumania becomes pro Axis.

h. Nation Specific Effects.

i. Partisans

1 Poland receives partisans at the rates shown on the Partisan chart. There are two bodies of partisans, the

“London Poles”, and the “Soviet Poles”, these will both attack German forces and facilities, but will not

cooperate to do so.

ii. Fortifications

1 National Special Works.

a. In all cases these are represented by fortresses or fortified lines on the maps.

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24. Portugal.

a. Starting Conditions. Portugal is neutral, and has a longstanding relationship with the United Kingdom (on paper

Portugal is Britain’s oldest ally, dating back to the time of the Spanish Armada).

b. National Objectives. The prevention of excessive losses to Portuguese civilians, and the retention of friendly

relations with a neutral Spain.

c. Foreign Policy. Portugal will remain neutral unless pressured into changing its posture by regional events. Despite

its treaties with the United Kingdom, Portugal will not allow Allied naval, ground or air units to enter Portuguese

territory unless the following special rules have taken effect.

d. Special Rules.

i. The Azores. A neutral Portugal will allow Western allied air, naval and ground forces to operate in the

Azores if there are no Axis ground units in any hex of Africa or the Near East.

ii. Entering the War. Portugal may allow limited passage rights to Western Allied units if Spain enters the war. If

Spain is allied to the Western Allies, Portugal will allow Allied units to use Portuguese rail capacity, ports, and

airbases to operate against Axis forces on the Iberian Peninsula if the Allies meet Portugal’s economic needs.

Furthermore, roll 1D10, modifying the result by +1 for each Spanish Major or Great City owned by the Allied

side. On a roll of eight or more, Portugal enters the war on the Allied side. If Spain is allied to the Axis roll

one Die, Portugal will allow Allied use of its transport system as noted above on a result of seven or greater.

Modify the Roll by +1 for each Spanish Major or Great City that is Allied owned. If Spain is an Axis ally,

Portugal will only enter the war if the Axis declares war against Portugal. Until the Axis declares war against

Portugal, Axis combat forces may not violate Portugal’s neutrality even if Allied units are attacking Axis units

from a Portuguese hex, or airbase.

iii. The Portuguese Government. If Axis forces enter the hex containing the Portuguese government, it may be

captured. Roll 1D10. On a roll of 1-4 it evades capture. On a roll of five or more it is captured. If the

Portuguese Government is captured, or if it evacuates to a hex outside Lisboa, Portuguese units become

demoralised for one turn. Ground units have their combat strength halved for all operations. Air units have

their air combat strengths and bombing strengths halved for all air operations.

iv. African Garrison. Portugal must maintain a minimum garrison of one SP in each of its Colonial Holding

Boxes (Mozambique, Goa, Macao and Angola). If Portugal itself is enemy occupied, the Colonies will remain

under control of the non-invading player.

e. Surrender. If Portugal is a combatant nation, it will surrender if both Lisboa and Porto are Axis owned. When

Portugal surrenders, all Portuguese ground forces not stacked with Western Allied ground forces are immediately

removed from play (do not receive combat replacements for these units). All accumulated replacements are

eliminated. Portuguese air units at bases that are not within an Axis ZOI become Free Portuguese and remain in

play. Portuguese air units at bases that are within an Axis ZOI are immediately removed from play. Portuguese

naval units in port may attempt to escape per the naval rules. Portuguese naval units at sea in any hex that is in an

Axis danger zone are scuttled. Portuguese naval units at sea in any other hex immediately become Free Allied, and

remain in play.

f. Surprise Effects.

N/A

g. Economic Status. Portugal is an economically limited nation with a minor overseas empire. Portugal must import

30% of its 1939 NSP capacity, and sufficient FPs per turn from ports in its empire, neutral nations or from Allied

and Allied aligned nations per turn to maintain its economy, military production and air force. The Portuguese

factory may only produce Artillery and Infantry SRPs.

h. Nation Specific Effects.

i. Partisans

1 National Variations. Portuguese partisans can operate in Spain as well as Portugal.

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25. Rumania.

a. Starting Conditions. Rumania is a pro Allied Neutral, and is hostile to the Bulgarian and Hungarian Governments.

Rumania has strong trading links with Germany.

b. National Objectives. To maintain its 1939 borders, and avoid unnecessary civilian losses.

c. Foreign Policy. Rumania will remain neutral unless its territorial integrity is damaged by diplomacy or invasion. If

either France of Britain surrenders to the Axis, Rumania will become a pro Axis neutral for its own protection.

d. Special Rules.

i. Soviet Pressure.

1 Rumania maybe pressured by the Soviet Union to cede Bessarabia to the USSR. The USSR will pressure

Rumania, and Rumania will bow to this pressure if the following conditions are met:

a. Either France or Britain has surrendered to the Axis.

b. Italy has invaded Greece or Yugoslavia.

c. Poland has been partitioned by the Soviets and the Axis.

2 If the Soviets have successfully pressured Rumania, Rumania becomes a pro Axis Neutral. Rumania will

allow Axis units to use Rumanian territory to mount invasions of neighbouring countries, and requires a

permanent Axis garrison per the Axis garrison charts.

3 Up to 40 SPs of Axis motorised units and 60 SPs of non-motorised units may transit Rumania for

operations against its neighbours.

ii. Entering the War. Rumania will enter the “Crusade against Bolshevism” on the turn following a German

attack on the Soviet Union. Rumanian participation is bound by the following limits:

1 Reserves. A number of Rumanian units are retained in reserve per the OBs.

2 These units may be released from reserve per the OBs or if 15 SPs or more of Soviet forces enter

Rumanian territory West of the Bessarabian stop line (see maps). If released from reserve by the OBs, any

divisions (but only non-motorised non-divisional units) may be deployed to the eastern front.

3 Limits. Rumanian units may only operate South of the VG:XX34 hex row. If they are forced to leave this

region, they are destroyed.

a. Rumanian units may not enter or remain in a stack that includes Hungarian units.

b. If forced to do so by combat results, Rumanian units continue to retreat (per Retreat rules) until no

longer forced to do so.

c. If Rumanian ground forces may not do so successfully they are eliminated.

d. Rumanian air or ground units may not participate in any attack that includes Hungarian units.

iii. Early Surrender.

1 Until Dec II 42, Rumania may surrender if:

a. Bucharest (3B:3126), Ploesti and all Small City cities in Rumania are Soviet owned, or

b. If there are 70 combat factors of Western Allied ground units in any hexes of Rumania, and a supply

line from these can be traced to a source of supply commensurate with their national grouping.

2 If Rumania surrenders, immediately remove all Rumanian units from play.

iv. Instability. On or after the Jan I 43 turn, Rumania may become unstable as a result of the strain of the war. If

more than 45 combat strength points of Rumanian units are or have been in the replacement pool, or if more

than 30 Stacking Points of Axis units are eliminated whilst isolated and out of supply at any time, Rumania

immediately becomes unstable.

v. Defection.

1 If Rumania is unstable, Rumania may surrender or defect if:

a. Either Bucharest or any three Small City cities in Rumania are Soviet owned at the start of a game

turn and are in full general supply from a valid Soviet source of supply, or if there are 70 combat

factors of Western Allied ground units in any hex of Rumania, Rumania sues for peace. The Allied

player either accepts surrender, or demands that Rumania defects.

b. If surrender is accepted, Rumania surrenders immediately: remove all Rumanian units form play.

c. Hexes that were Axis owned remain Axis owned if they are on a transport line, or are occupied by,

or are in the uncontested ZOI of an Axis ground unit; Axis air units must attempt to escape.

d. If defection is demanded, the Soviet player rolls one Die.

e. On a roll of 1-4, Rumania remains in the war as part of the Axis until the end of the game.

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f. On a roll of five of greater, Rumania defects. Check Rumanian units per the guidelines on defection

above.

2 Rumanian units coming under Soviet control as a result of defection are not considered to be Soviet

national contingent for combat.

e. Surprise Effects.

N/A

f. Economic Status.

i. Rumania is a minor European power which is self-sufficient in most respects.

ii. Rumania must however import at least 10 SPs of Rail or NSP capacity per turn from foreign sources.

iii. Rumania is a pro Allied or pro Axis neutral, depending on the source of the rail or NSP capacity.

iv. Rumanian factories only produce ARPs, Art and Infantry SRPs. Rumanian ARPs may only be used to replace

domestically produced air units.

v. All other air units must be replaced using ARP aid sourced from the nation of manufacture.

vi. Rumania may gain Armour SRPs as a result of foreign aid, or by interning units from combatant nations.

g. Nation Specific Effects.

i. Operational limits.

1 The Rumanian government will only allow its forces to participate in the campaign against the USSR (not

against Yugoslavia for example). The limits set forth in the Rumanian OB/OA apply concerning the use of

forces.

2 Rumanian forces can only operate in the USSR below the VG:XX34 hex row, or inside Rumania itself.

3 Rumania will allow German forces to be based inside Rumania, and to pass through to participate in

operations against Greece, Yugoslavia, the USSR and Turkey.

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26. Saudi Arabia.

a. Starting Conditions. Saudi is a neutral power. Due to pre-war treaties, treat Saudi Arabian territory as British

owned for all purposes. Saudi may not enter the war unless invaded. Saudi will immediately become an ally of the

non-invading force.

b. Nation Specific Effects.

i. Pursuit Movement:

1 Camel Corps. The Royal Saudi Camel Corps may operate in desert areas as cavalry would in normal

terrain. Its Supply Point Requirement is half that of a normal unit.

2 On the sixth turn of Saudi Participation in the war, all Saudi units (including air units) may be withdrawn

for re-training and equipping. Roll one Die. That is the number of turns re-training and equipping will

take.

ii. National Contingent.

1 Saudi units become a part of the National Contingent of the Non-Invading force.

iii. CEV.

1 Saudi Units have a CEV of one until re-trained and then match the re-equipping force.

iv. Operational Areas.

1 Saudi re-equipped units may operate anywhere in North Africa, the Near East, and Asian Turkey. Prior to

re-equipping they may only operate within the 1939 Saudi borders.

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27. Slovakia.

a. Starting Conditions. Slovakia is an Axis Ally.

b. National Objectives. To maintain its independence from Germany.

c. Foreign Policy. To do whatever Germany asks of it to maintain its independence from Germany.

d. Special Rules.

i. Entering the War. Slovakia will enter the “Crusade against Bolshevism” on the turn following a German attack

on the Soviet Union. Rumanian participation is bound by the following limits:

1 Reserves. A number of Slovakian units are retained in reserve per the OBs.

2 These units may be released from reserve per the OBs or if 15 SPs or more of Soviet forces enter

Slovakian territory. If released from reserve by the OBs, any divisions may be deployed to the eastern

front.

3 Limits. Slovakian units may only operate South of the VG:XX34 hex row. If they are forced to leave this

region, they are destroyed.

a. Slovakian units may not enter or remain in a stack that includes Hungarian units.

b. If forced to do so by combat results, Slovakian units continue to retreat (per Retreat rules) until no

longer forced to do so.

c. If Slovakian ground forces may not do so successfully they are eliminated.

ii. Slovakian air or ground units may not participate in any attack that includes Hungarian units.

iii. Instability.

1 If either Hungary or Rumania becomes unstable Slovakia becomes unstable.

2 Once unstable, all Slovak units operating outside the 1939 Slovakian borders are returned to Slovakian

territory in the next Axis initial phase.

3 Coup. If Slovakia is unstable, there may be an anti-Axis coup. Each Axis initial phase, roll one Die. Results

are:

a. 1-6, Coup: There is a coup.

b. 7-10, No Coup: The Coup does not take place.

4 If the coup takes place, remove all Slovakian ground units that do not include HG in their unit identifier

immediately. Remove all accumulated Slovakian replacements from play. Receive Axis Slovakian Coup

conditional reinforcements, and refer to the OBs for Slovakian reinforcements and Axis garrison

requirements.

e. Surrender. If at least 70 Combat factors of Soviet or Western allied ground units enter any hex of Slovakia,

Slovakia surrenders. Remove all Slovakian units from play immediately, and remove all accumulated replacements

from the RP pools.

f. Surprise Effects.

N/A

g. Nation Specific Effects.

i. Operational Limits.

1 Slovakian units can only be used below the VG:XX34 row in the USSR, or as limited by the OB/OA.

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28. The Soviet Union (USSR).

a. Starting Conditions. The USSR is in a truce with the Axis and the Western Allies.

b. National Objectives.

i. Prior to an Axis attack: To maximise its protection against an Axis attack, whilst spreading the gospel of

communism.

ii. After an Axis Attack: To utterly destroy the Dominant Axis powers in a fight to the death.

c. Foreign Policy. The Soviet Union is required to gain control of all areas marked on the maps as ceded to the USSR

within 12 months of the start of the game to provide additional security against the Fascist threat on its western

borders.

i. If attacked by any power, The USSR will not surrender until every city of any size within the on map 1941

Soviet Borders is enemy owned.

ii. However if a European invader gains ownership of Moscow, Leningrad, Stalingrad, Astrakhan, and Baku, the

Soviet Union will offer to cede The Ukraine, Byelorussia, the Baltic States and Karelia to the enemy. It will

also offer to “demilitarise” Russia to the Volga River Line. If the attacker is Germany, the Third Reich will

accept this Truce… pending further “negotiation” at a later date.

d. Special Rules.

i. Relationships.

1 Axis. Unless attacked by the Axis, the USSR will remain in a state of Truce with the Axis powers until the

first good weather game turn in 1943. On that turn the USSR will launch a pre-emptive strike against the

Axis.

2 Western Allies. The USSR will remain in a truce with the Western Allies unless attacked by the Axis. If

attacked by the Axis, The Soviet Union (player) will demand aid as noted in the Lend Lease aid charts, and

will constantly call for the creation of a Second Front in France, no matter what military conditions prevail

in the West. Western Allied air, naval and ground units may not base in the Soviet Union for any reason

unless one or more of the following conditions are previously met:

a. If Axis ground units are within two hexes of Murmansk, up to two Western Allied air units may base

at an airbase in the USSR for two consecutive game turns. No Soviet units may base at that airbase

during the Western Allied presence. The Western Allied air units must be turned over to the USSR as

lend lease equipment in the next air phase after the two turn limit. Each air unit reverts to two points

of Western Allied WA, which must immediately be shipped out of the USSR.

b. If any Murmansk Convoy takes 50% or greater cargo losses, one Allied Naval co-operation bomber

unit and one Allied fighter may base permanently on Soviet soil. They may not base in the same hex as

any Soviet units. They may only fly interception missions or Naval Co-operation missions.

c. If any three of the following cities are Axis owned; Leningrad, Baku, Moscow, Stalingrad, an unlimited

number of Western Allied units may enter Soviet territory.

d. They may not enter a hex occupied by Soviet units, and may not base (where applicable) in a hex

occupied by Soviet units.

e. They may not participate in an attack with Soviet units, and if forced to retreat into a hex occupied by

Soviet units, they must continue to retreat (per the retreat rules) until they are not in a hex occupied

by Soviet units.

f. Soviet ground units “contaminated by such a contact (i.e. Allied units retreating through their hex(s))

with Western Allied troops, that would normally be able to move in the exploitation phase, may not –

and, in the initial phase of the next allied player turn, are immediately removed by the player to a

Soviet owned Major or Great City at least 50 Hexes from any Western Allied Units. They return to

player control as Infantry SRPs four game turns later, but suffer 20% losses in the process. This

represents NKVD “political reliability” testing.

g. Western Allied cargo units (only) may remain in a Soviet port for an unlimited time. Western Allied

naval units may only remain in a Soviet port long enough to replenish.

ii. First Winter. If the Axis attacks the USSR in 1941, the winter is severe.

1 Axis units suffer a –1 DRM to all Axis attacks in severe weather.

2 Soviet units participating in an attack that includes any winterised Soviet unit have their combat die roll

modified by +1.

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iii. Gulag System. At all times the Soviet Union maintains a Political Correction system under the control of the

NKVD, which must have a minimum of 10 PPs in it from all sources:

1 30% of the PPs in the system may be used for production support from the start of the game until Dec II

1942.

2 From Jan I 1943, 50% of the PPs involved may be used to support both production and military uses.

3 The remainder of the Gulag population are being used within the USSR for “hero” projects, basic

infrastructural maintenance etc outside the context of the game.

iv. Soviet Political Policies. If the USSR gains control of any nation, whether by conquest or by treaty, the

controlled country immediately loses one PP. This represents the repression of politically undesirable

elements within the controlled country. The Soviet Union, may then, without penalty, draft up to three PP

per controlled former Axis country, or one PP per controlled country to support the USSR’s production and

military system. Of these 30% of the PPs are allocated to the Gulag System.

v. Factory Evacuation and Loss. There are three types of factories considered for the game; Armour, Air, and

Artillery. The Initial OB states where these are. These factories produce Armour, Air and Artillery

Replacement points that may be used to rebuild eliminated units of those types.

1 Points can be combined from all factories of a type connected by friendly owned rails, to produce units.

2 To view the production and rates from these factories see the Soviet Armour, and Artillery production

point charts.

3 Evacuation. A factory may be evacuated either to another city or off the map (to the Urals).

4 A factory costs 15 SPs of rail capacity to move, and does not produce RPs for the six game turns following

such a move.

5 Loss to the enemy. The loss of a factory un-isolated puts it out of production for 12 turns.

6 The loss of a factory isolated puts it out of production for 18 turns.

7 Replacement of lost factories. Factories can be placed in any location (or off map) in regular supply and on

the Soviet rail network after the number of turns specified above.

e. Surprise Effects. Due to the after effects of the Stalinist purges from 1937 to 1941, the armed forces of the Soviet

Union were utterly unable to operate effectively against a well organised enemy force. If the Axis decides to attack

the Soviet Union prior to Jan I 1943, the following rules affect Soviet units during the early stages of the campaign.

i. Shock Effects.

1 During the first turn of the Axis attack, Soviet ground units are halved unless stacked with two or more

SPs of artillery.

2 Soviet air units within 50 hexes of the frontline may only fly transfer or may roll one Die to see if they

may fly interception missions. On a roll of 1-3 they may fly; any other roll they may not.

3 Soviet air units may be bombed on the ground using double the BF or CAS (whichever is greater) of the

attacking units during the first turn of the offensive.

4 Axis stacks that are ½ or more ASE may conduct six overruns in the movement and exploitation phases

at 6:1 odds as if they were at 12:1 odds.

5 Soviet Ground units that have ZOIs are treated as if they do not have a ZOI in all weather zones except

zone A. In Zone A they are treated as if they have reduced ZOIs.

6 Soviet ground units that would normally be able to move in the exploitation phase may not.

ii. Incompetence. During the second and third turns of the invasion:

1 Soviet ground units that would normally be able to move in the exploitation phase may not.

2 Soviet air units may only intercept enemy air units in hexes adjacent their base, or over their base.

3 In weather zones other than zone A:

a. Soviet forces that would normally have ZOIs are treated as if they have a reduced ZOI.

b. Axis stacks that are at least ½ ASE may conduct up to four overruns in the movement and

exploitation phases at 6:1 odds as if they were at 10:1 odds.

iii. Political Shock.

1 On any single turn during the first year of the war between the Axis and the USSR in which Axis forces

inflict 300 or more ground attack strength losses on Soviet forces, or in which Axis forces enter the hex

in which the Soviet capitol is located, the Soviet Union suffers from Political Shock. In the next player turn:

a. Soviet industry operates at 50% (round fractions down) capacity.

b. Soviet ground units may not move in the exploitation phase.

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c. Any unit that is surrounded and is both isolated and out of supply is immediately eliminated.

2 On any single turn after the first year of the war between the Axis and the USSR, in which Axis forces

inflict 350 or more ground attack strength losses on Soviet forces, or in which Axis forces enter the hex

in which the Soviet capital is located, the Soviet Union suffers from Political Shock.

a. Soviet industry operates at 75% (round fractions down) capacity.

b. Soviet ground units may not move in the exploitation phase.

f. Economic Status.

i. General. The USSR is self-sufficient, however, if the Don Basin (all Small or Major Cities in the Kharkov,

Odessa and North Caucasus MDs north of the Volga river, west of the XX hex row on map Y) are enemy

owned the USSR must:

1 Receive 100 SPs of rail or NSP capacity per turn to maintain its economy.

2 In addition, Soviet Armour SRP production is reduced by 50% if it is not the beneficiary of 100 SPs of rail

or NSP capacity per turn of Lend Lease aid, and a further five Armour SRPs per month if more than three

factories have been relocated to the east.

g. Nation Specific Effects.

i. Divisions. Soviet Corps sized units are considered to be divisions whenever the rules refer to a division

generically.

ii. Transportation Lines.

1 Railroads.

a. Gauge. All rail lines inside the 1939 Soviet boundaries are considered to be broad gauge.

b. Capacity. The Soviet Union has two rail networks for purposes of this game. The on-map network

covers all movement by rail from positions on the map, to either other on-map positions, or off the

map into the Soviet interior. The second network covers movements from the eastern MDs to each

other, and movement onto the map.

For Example: A unit moving from the Ural MD into the Moskva MD uses the capacity of the off map

system for the entire move. This move is not counted against the Soviet on-map system capacity.

iii. Combined Arms Effects.

1 Full. All Soviet Mechanized Corps have full capability for ASE/ATE.

2 Neutral. All Guards units listed on the UIC as having no AT are considered to be 1/8 AT neutral beginning

JUL I 43, and 1/4 AT as of JUL I 44.

3 All non-guards units listed as having no ATE are 1/8 AT as of JAN I 44.

iv. Special unit capabilities

1 Engineers.

a. Railroad Engineers.

i. Soviet railroad engineers have no extra capability.

b. Rail Gauge Work. Soviet rail engineers pay an added two MP cost to change the gauge of a hex to

Soviet gauge.

2 Special Forces. The Soviets have several Special Forces units in the game. These have the normal SF

capabilities but also have abilities as described below:

a. 0-8 Naval Cmdo ll 144 Mar. Capabilities:

i. Can be air transported by Po-2

ii. Amphibious: adds +1 to any Soviet Naval Gunnery attack made against adjacent hexes.

b. 1-8 MDO X 1 ‘Spanish Communists’. Capabilities:

i. Not air transportable by Po-2.

c. 0-8 Cmdo ll U9903. Capabilities:

i. Can be air transported by Po-2.

d. 0-8 Cmdo II 1M A, 1M B, 1M C (Gds). Capabilities:

i. Can be air transported by Po-2.

v. Soviet Tank and Mechanized Divisions. Soviet early war tank divisions had internal organizational problems.

To reflect this they are treated as follows throughout the game:

1 ASE: 0.75 Full level.

2 ATE: Half.

vi. All Soviet light tank units are treated as:

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1 ASE: 0.5 Full level

2 AT ¼.

vii. Axis Nationals in Soviet Service.

1 The Soviet Union formed units made up of Axis nationals for combat service. These units function as

regular combat units, but allow the Soviet player to attempt to make use of these units to gain tactical

surprise against enemy units of that nationality.

2 When attacking a hex occupied by forces of the same nationality as the Soviet Foreign units, the Soviet

player may make an attempt to gain surprise (roll on the Success Table). German national units may be

used against all Axis nationalities. Success means surprise. Failure means the units used suffer required

losses and do not achieve surprise.

viii. Militia Units. Militia units cannot be used outside the MD they were created in, unless all cities and towns in

that district have become enemy owned.

ix. Po-2 Aircraft. The U-2 / Po-2 (‘Kukuruznik’ or ‘corn cutter’) has several special capabilities as listed below:

1 They are replaced free and do not count against the group numbers.

2 They can base on any hex that could contain an airbase even if there is no base there.

3 They can transport Partisan HQ units and some Special Forces units, landing them in an enemy held hex

as by flying a night transport mission. They are not penalised during this mission type.

x. Partisans

1 ‘Booty’ Troops. Soviet partisan bands when dismissed by the arrival of friendly forces generate ¼ infantry

SP each to the Soviet replacement pool (they were incorporated into active army units as they moved

through the areas).

xi. Airbases

1 Airbase Capture and Air Unit Escape.

a. Soviet forces modify their roll:

i. 1939 -1940 : +2

ii. 1941 : +1

iii. 1942 : no modification

iv. 1943 -1945 : -1

xii. Air Missions

1 Soviet Effectiveness Limits. The Red air force was almost totally a ground support type organization. To

reflect this focus any Type F, A, or D air unit flying more than one hex outside Friendly Territory (as

defined in Rule 2.D.2) has its bombing factor halved.

xiii. Airborne Operations

1 Disruption. Due to poor co-ordination, aircrew training and aircraft availability, Soviet Air Drop

operations are also penalised for range from their base. For every eight hexes from the point of

departure that the air drop is made, the DRM for disruption is modified by -1.

xiv. Ground Force Administration

1 Replacements.

a. Limitations. The Soviets have some limits placed on how fast they can rebuild eliminated units of some

types. These limits are:

i. Airborne one SP per turn

ii. Combat Engineer three SP per turn

iii. Assault Engineer one SP per turn

iv. Cavalry eight SP per turn

v. Mountain four SP per turn

b. Combat Replacements. The USSR receives combat replacement points from eliminated forces at the

rate of one for every three attack points lost un-isolated. Note: Soviet forces can trace a Line Of

Communications (LOC) through enemy ZOI (partial or full) for purposes of determining if units are

lost isolated or not. This has no bearing on the retreat or supply effects.

c. Conversions. Conversions to Guards. When a Soviet regular unit is converted to a guards unit, the

old unit is not removed from play, but is placed in the dead box (without generating any special

replacements) and can be rebuilt at a later date. A unit cannot re-enter play, upgrade, and convert to

Guards status in a single initial phase.

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2 Special Considerations.

a. Disbanding. When militia units are disbanded they generate an additional SRP per unit disbanded. This

reflects the higher number of troops allocated to the militia units when compared to regular army

units.

b. Fragile Units. Some Soviet units are considered “Fragile” and may not be rebuilt or replaced in the

game. These units have ‘substitute’ counters for them and when eliminated are removed from play,

with the substitute counter being placed into the replacement pool instead:

i. Rifle divisions with a strength of five or greater. These have a 4-6 rifle division counter of the

appropriate ID as a substitute.

ii. All mechanized and Motorised divisions have a 4-6 rifle division counter of the appropriate ID as a

substitute.

iii. Cavalry Divisions stronger than 2-1-8* (3-2-8* & 4-3-8) after JUN I 41.

iv. 2-3-6 AT Brigades. These have a 1-2-8 AT as a substitute.

v . Mountain Rifle Divisions after Jun 1941. There are 4-6 Rifle XX counters as substitutes.

c. Replacement of Lost river flotilla’s. Sunken river flotillas can be brought back into play by the following

procedure:

i. Any port in regular supply can be used to ‘reconstruct’ the sunken flotilla. No more than one

flotilla can be replaced per turn in any one port.

ii. Replaced Flotillas cost one Armour and one Artillery point each.

xv. Fortifications

1 National Special Works.

a. The Stalin Line. This is represented by fort markers, deployed per the OB.

b. The Molotov Line. This is represented by fort markers deployed per the OB/OA.

c. Brest-nad-Bugiem. Brest is a fortress marked on the map.

d. Hango. Place a Defence in Depth marker at Hango.

e. Conversion of markers to ‘UR’ (Fortified Region) units. Following the third player turn after the Soviet

Union has been invaded these may be converted to a “UR” unit. The conversion rate is one marker

becomes one UR unit.

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29. Spain.

a. Starting Conditions. Spain is a pro Axis neutral.

b. National Objectives. To remain neutral unless provided with exceptional amounts of foreign aid, whilst providing

non-military aid to the Axis.

c. Foreign Policy. Spain will remain neutral in all but the most beneficial circumstances, however, if attacked, Spain

will immediately declare war against its attackers, and will join the non-attacking side.

i. Axis blockade runners may unload at any Spanish port. Cargoes may be transhipped to any Axis owned

factory using Spanish rail capacity.

ii. Spain will provide the Axis with intelligence of any Allied surface units in sea zones adjacent to the Spanish

coast (including units in port at Gibraltar). Place a spotted marker on these units.

iii. One Axis SSF may replenish at any Spanish owned General, Large or Great Port on the Atlantic seaboard

(including ports on the Biscay Coast) per month. They may not replenish in a Spanish Mediterranean Port at

any time.

d. Special Rules.

i. Activation. If the Axis player so desires, he may request Spanish participation in the war. In addition to

providing economic aid as detailed in the economic rules, he must also roll two Dice and determine the

Spanish response to his request:

1 95+: Spain declares for the Axis. Spain immediately mobilises, beginning with this turn. Spanish units may

operate anywhere within Europe. In addition to the economic aid detailed in the economic rules, Germany

must provide sufficient ARPs to modernise the Spanish Air Force (to modern German Standards), whilst

the Axis must immediately provide Spain with sufficient Arm SRPs to complete all conversions to

armoured units in the Spanish OBs.

2 90-95: Spain becomes Axis Aligned. Spain allows up to 25 SPs of Axis forces to operate in Spain against

Gibraltar or any Allied intervention forces. Up to 25 SPs of Spanish units may operate against the USSR if

the Axis attack (or have attacked) the Soviet Union. The Axis must immediately provide Spain with four

ARPs (to convert any two Spanish air units to modern aircraft) and sufficient Armour SRPs to complete all

conversions to armoured forces in the Spanish OBs.

3 89 or less: Spain refuses to participate, but offers to send a volunteer unit to join the “Crusade against

Communism” (i.e. the Spanish Blue division) per the OBs. If Spain refuses to participate, it may elect to

increase its readiness. The Axis player rolls one Die. On a roll of 1-3, Spain conducts one turn of

mobilisation immediately.

ii. Vichy France. While Spain is neutral, if the Axis occupies Vichy France, Spain conducts one turn of

mobilisation in the next allied initial phase after the Axis player declares that he is occupying Vichy. This is in

addition to any mobilisation caused by Axis attempts to activate Spain.

iii. Spanish Morocco. Spain must maintain a minimum garrison in Spanish Morocco of six SPs. This Garrison

requirement is reduced to three SPs if Spain has surrendered, or to zero SPs if enemy ground units enter any

hex of Spanish Morocco.

iv. NSP’s. Prior to entry into the war, Spain makes 10% of its NSP capacity available to the Axis powers to

transport Cargo Points from Neutral nations to Spain for onward rail transportation to the rest of Europe.

v. Morale. If enemy units enter the hex that contains the Spanish Capital marker, or if the Spanish Capital

marker is relocated from any hex of Madrid the following effects occur:

1 All Spanish units have their combat strengths halved throughout the game turn in which the Spanish

Capitol relocates or is affected as above.

2 All Spanish units out of supply in the next initial phase are demoralised. A demoralised unit may not move

or attack.

e. Surrender. Spain will surrender if all Major or Great City hexes are enemy owned. When Spain surrenders:

i. All accumulated Spanish SRPs are lost.

ii. The player controlling Spanish units checks each Spanish ground and air unit in Spain, or in the ZOI of an

enemy unit anywhere within Europe, to see if it surrenders or continues fighting. Roll 1D10 for each unit

using the following modifiers:

1 0 if surrender occurs during the turn in which Spain enters the war.

2 +1 if surrender occurs during the second or third turn after Spain enters the war.

3 +2 if surrender occurs during the fourth or fifth turn after entering the war.

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4 +3 if surrender occurs during the sixth or seventh turn after entering the war

5 +4 if surrender occurs during the eighth or ninth turn after Spain enters the war

6 +5 if surrender occurs during the tenth or subsequent turn after Spain enters the war.

iii. On a roll of 1-8 the unit is immediately removed from play, and does not provide combat replacements.

iv. On a roll of nine or higher it continues fighting until the end of the game.

v. Once Spain surrenders, mainland Spain is considered occupied by the enemy player. At this time, all hexes in

mainland Spain except those hexes occupied by units of the other player become enemy owned.

vi. Starting four turns after Spain is occupied a district in mainland Spain is liberated if the other player has

ownership of all cities in the district. Occupation and liberation may affect certain Spanish OB conditions.

f. Surprise Effects.

N/A

g. Economic Status.

i. Fascist Spain is an impoverished nation which has limited economic potential following the destructive effects

of its recent civil war. Although loosely aligned with the Axis powers, Spain does not have sufficient

economic power to become embroiled in WW2 without substantial foreign aid:

ii. Spain must import 150% of its available NSP capacity either by sea or from Axis powers, and sufficient FP’s

per turn from ports in neutral nations or from Axis and Axis aligned nations per turn to maintain its

economy, military production and air force.

iii. Spain’s NSP capacity may be lent to the Axis powers for economic shipping usage only.

iv. The Axis player must provide on the turn of entry into the war, two FPPs and six Artillery SPs.

h. Nation Specific Effects.

i. Partisans

1 Operational Limits. Spanish partisans may operate in Portugal if that nation is at war with the same nation

Spain is at war with. They may also take refuge in that country if it is not at war, entering and leaving it at

will.

ii. Ground Force Administration.

1 Combat Replacements.

a. Spain will divide combat losses into the following ‘services’:

i. Regular forces

ii. Colonial forces (by colony of origin)

iii. Foreign legion

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30. Sweden.

a. Starting Conditions. Sweden is a neutral power. It has extensive trade agreements with Germany.

b. National Objectives. To avoid participation in the war.

c. Foreign Policy. Sweden will move toward whichever side appears to be winning in the war. Swedish policy is

governed by the following special rules.

d. Special Rules.

i. Neutrality and Activation.

1 A neutral Sweden at Neutrality Watch will order partial mobilisation if Finland is invaded.

2 If partial mobilization is triggered by a Soviet invasion of Finland, Sweden begins mobilisation during the

first Axis initial phase following the Soviet Invasion. Sweden is now a Pro Axis neutral.

3 If the Allies, or the Axis invade Denmark or Norway, Sweden begins full mobilisation in the Axis initial

phase following the turn of the invasion. Sweden becomes Allied leaning if the Axis invade; Sweden

becomes Axis leaning if the Allies invade. The player to which Sweden is leaning has a limited ability to

control Swedish forces. He may move Swedish forces within Swedish territory (only). They may not

conduct any operations except movement or transfers.

4 Once one side or another forces surrender of Denmark and Norway, Sweden becomes dominated by

that side. The dominating side (if Germany invades Denmark and Norway, and subsequently forces both

countries surrender, Sweden is Axis dominated) may trace supply along rail lines of a neutral Sweden, and

may move an unlimited number of ground units by Swedish rail lines once during the game.

5 Sweden is no longer dominated by the Axis if the Axis invades the Soviet Union and has not forced Soviet

surrender by Jul I 43.

6 Sweden is no longer Allied dominated if France or Britain surrenders to the Axis.

ii. Finland. Sweden is very sympathetic to Finland’s plight if the USSR attacks Finland. As long as Sweden

remains neutral, Swedish supply sources function as a source of general supply for Finnish units. Sweden may

also provide Foreign Volunteer units to fight in Finland. Finnish units may trace supply along Swedish

railroads.

iii. Exile Units. Both Danish and Norwegian “Exile” units may be formed in Sweden. See the OB/OA for

details.

e. Surprise.

i. If the Axis elects to invade Sweden, if Sweden is Axis dominated, Sweden will be caught by surprise by Axis

perfidy:

1 If Sweden is Allied dominated or is not biased one way or another, Sweden may be warned by the Allies

of an impending Axis invasion. Roll one Die and modify it as follows: +1 for Jan I 41 to Dec II 41, +2 for

Jan I 42 to Dec II 42, +3 thereafter.

2 On a roll of 1-5, Sweden is caught completely by surprise. Mobilisation is delayed one turn and German

units gain surprise effects as noted below.

3 On a roll of 5-8, Sweden is caught unawares. Mobilisation is delayed one turn.

4 On a roll of nine or higher, Sweden is warned. Sweden is not surprised. Mobilisation proceeds

immediately.

ii. Effects. If Sweden is surprised, on the turn of invasion:

1 Swedish ground units are treated as if they are halved unless stacked with one SP of artillery.

2 Swedish air units may only fly patrol attacks or transfer missions.

3 Swedish air units may be bombed on the ground using the CAS or BF of the attacking units (whichever is

the higher) during the first turn of the offensive.

4 Axis stacks that are ½ or more ASE may conduct overruns in the movement phase at 6:1 odds, as if they

were at 10:1.

5 Swedish units that have ZOI’s are treated as if they have reduced ZOIs.

f. Economic Status. Sweden is an advanced industrial and agrarian nation, which is generally self-sufficient, but which

has no domestic source of oil. Sweden must import FPs to support its military and industrial infrastructure.

g. Nation Specific Effects.

i. Airbases

1 Airbase Capture and Air Unit Escape.

a. Sweden modifies its die roll for escapes by a +2.

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31. Switzerland.

a. Switzerland is Neutral and cannot be invaded or affected by the players in the context of the game, due to its

critical role in confidential financial deals, independent “negotiation”, and outstanding cuckoo clocks.

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32. Turkey.

a. Starting Conditions. Turkey is a pro Axis neutral.

b. National Objectives. Turkey would enter the war if it was provided with the right incentives, namely projected

control of Iran, Iraq, Kuwait, Egypt, and Saudi Arabia, and the Trans Caucasus region of the USSR, excluding the

Baku oil fields, or if pressured by the Allies to do so.

c. Foreign Policy. Turkey will endeavour to remain aloof from the war, but will grab any land (as noted on the maps)

that it can without major risks. Turkey will remain a pro Axis neutral unless Germany is unable to attain its

geographical objectives in Africa, the Near East, or in the USSR. If Germany fails to achieve these objectives,

Turkey becomes a pro Allied neutral.

d. Special Rules.

i. Mobilisation. Turkish activation may occur if certain events occur:

1 Full Activation. Turkey will mobilise per its OB if the Axis invades Turkey, or if the Axis are able to meet

Turkish economic demands, and if un-isolated Axis units in general supply are east of the Nile delta in

Egypt, and within five hexes of Baku in the Soviet Union. Turkish forces may operate south of the

AA;xxxx hex row if they are Axis. Turkish forces may operate south of the BB;xxxx hex row if they are

Western Allied.

2 Partial Activation. Turkey will intervene and dispatch an expeditionary force to “secure” certain areas for

Turkey. If 12 or more SPs of Axis forces are in Egypt or the Near East, east of the Suez Canal, un-

isolated, and in general supply, Turkey may intervene. Roll 1D10 and see below. On a result of:

a. 1-2, Axis. Pro Axis limited intervention occurs. Turkey is still officially neutral. Non Turkish forces

may not enter or attack into any hex of Turkey itself. The Axis player controls the Turkish

intervention force. Hexes outside Turkey that Turkish unit’s gain ownership of become Axis owned.

b. 3-8, None. No intervention occurs and Turkey remains strictly neutral.

c. 9-10, Allied. Pro Allied limited intervention occurs. Turkey is still officially neutral. Non Turkish

forces may not enter or attack into any hex of Turkey itself. The Allied player controls the Turkish

intervention force. Hexes outside Turkey that Turkish units gain ownership of become Western

Allied owned.

3 In the first player turn in which a player may move Turkish forces; Turkish units may not attack or

overrun enemy units. Turkish air units may only fly transfer missions.

ii. Operational Area. Upon limited activation, Turkish units may operate in (enter or attack) hexes outside

Turkey that are within 10 hexes of any hex in Turkey, however, Turkish forces may not operate in Iran whilst

Iran remains neutral. Turkish forces may operate inside Turkey, but no other forces (on either side) may do

so.

iii. Retraining and Equipping. On the sixth game turn after full entry into the war, Turkish units may be

reequipped and retrained. The dominant ally in whichever side the Turks join may provide ARPs, Armour

and Artillery SRPs to the Turks for this purpose. Roll one Die per unit. The result is the number of turns

that retraining and equipping takes. Turkish CEV then defaults to that of their dominant ally for the duration

of the war.

e. Surrender. If Turkey is fully engaged in the war, Turkey may surrender.

i. Turkey will surrender if all large and major hex cities within Turkey are enemy owned.

ii. Turkish units will, however, remain in the field under the control of the side which Turkey has joined.

f. Surprise. If the Axis invades Turkey, Turkey may be surprised. To determine if Turkey is surprised, roll 1D10 and

consult the Surprise Attempt Table. Results are:

i. F*: Turkey is completely surprised by the Axis Invasion.

1 All Turkish units in play are considered to be halved for two turns.

2 All Turkish forces that have ZOIs are treated as if they have reduced ZOIs for two turns.

3 All Turkish mobilisation attempts are delayed by one turn and have a –1 modifier on each unit

mobilisation Die roll.

4 During the period of Turkish Surprise, German motorised units may make one overrun at any 2:1 or

greater odds with guaranteed success per turn, if those units have sufficient MPs to conduct a 10:1 odds

overrun in the target hex.

ii. F: Turkey is caught off balance by the Axis Invasion.

1 All Turkish units that have ZOIs are treated as having reduced ZOIs for one turn.

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2 Turkish units at 75% printed strength for the invasion turn.

3 German motorised units may make one overrun at 4:1 or greater odds with guaranteed success, if those

units have sufficient MPs to conduct a 10:l odds overrun in the target hex.

iii. S: Turkey is fully prepared for the Axis invasion.

1 Turkish units within Turkey may move up to half their movement rating in any direction prior to

commencing the German movement phase.

2 Turkish units mobilise on their mobilisation turns per the OB.

3 Turkish mobilisation attempts have a +1 modifier on each unit mobilisation Die roll.

g. Economic Status. Turkey is a large, but poor Eurasian nation. If Turkey is involved in combat, Turkey must import

40 SPs of rail or NSP capacity of CPs per turn. Failure or short falls in these imports means that all Turkish units

are fragile (i.e. may not be rebuilt if eliminated) and may not advance after combat or move in the exploitation

phase. In the initial phase of the second consecutive turn of shortfall, the Turkish military has all combat, naval and

air unit strengths reduced by 50%, rounding fractions down. Turkish factories may only produce Infantry SRPs.

h. Nation Specific Effects.

i. Ground Force Administration.

1 Replacements. Turkey does not receive any replacements until it is invaded, after that it receives three

Infantry SRPs and one Artillery SRP per turn until it surrenders.

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33. Trans Jordan.

a. Starting Conditions. Trans Jordan is a pro Allied neutral. Due to pre war treaty rights, treat Trans Jordan as Allied

owned territory for all game purposes.

b. National Objectives.

N/A

c. Foreign Policy. Trans Jordan will remain neutral unless Axis forces enter any hex of Trans Jordan per the rules

below.

d. Special Rules. If Axis ground forces enter any hex of Trans Jordan, Trans Jordan immediately declares war on the

Axis.

i. Once at war, Trans Jordan is conquered if the Axis gain ownership of Amman.

ii. Axis air units may operate over Trans Jordan (and may attack allied units stationed in Trans Jordan, without

violating Trans Jordanian neutrality, as long as no Axis ground unit is in Trans Jordan on any Allied initial

phase.

iii. Trans Jordanian units maybe created and deployed per the Trans Jordanian OB.

e. Surprise Effects.

N/A

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34. Ukraine.

a. Starting Conditions. The Ukraine is not an independent country at any point during the game, but it was one

during the 1920s. Its people were a separate ethnic group, and fought against both the Soviets and the Germans to

try and regain that freedom. For this reason the Ukraine is shown as both a Soviet SSR and given ‘national’ status in

the rules.

b. National Objectives. To regain their national freedom.

c. Nation Specific Effects.

i. Partisans

1 The Ukrainian partisans are controlled by both players as they were violently opposed to any occupying

forces. Those behind the Axis front line are controlled by the Soviet player, while those behind the Soviet

front are controlled by the Axis player.

2 When this front line divides a district which is part of the Ukraine, the following table is used to

determine into which area the scheduled units arrive:

3 Year 1D10 result Placed behind

a. 1941

i. 1 - 8 Soviet lines

ii. 9 - 10 Axis lines

b. 1942

i. 1 - 5 Soviet lines

ii. 6 - 10 Axis lines

c. 1943

i. 1 - 3 Soviet lines

ii. 4 - 10 Axis lines

d. 1944

i. 1 - 5 Soviet lines

ii. 6 - 10 Axis lines

e. 1945

i. 1 - 8 Soviet lines

ii. 9 - 10 Axis lines

4 When the controlling players regular forces get to within four hexes of a Ukrainian partisan it reverts to

the control of the opposing player.

ii. Operational limits. Ukrainian partisan units may not leave the borders of 1939 Ukraine. This consists of the

Russian Military Districts of Kiev, Odessa, and Kharkov.

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35. The United States of America.

a. Starting Conditions. The USA is a pro Allied Neutral. The USA is involved in a Truce with the Soviet Union.

Once at war the USA will never surrender.

b. National Objectives. The USA will endeavour to support the Western Allies with all means available, up to and

including restricted naval warfare, but will never voluntarily enter the war. If the Axis powers declare war on the

USA, the USA will become the dominant Ally of the Western Allies, and will prosecute the war using all means

available to utterly defeat the Axis. In addition, the USA will provide military and economic aid to the maximum

extent possible to any nations actively engaged in war with the Axis, but will only become allied with Western

Allied Nations and China.

c. Foreign Policy.

i. The Axis. The USA is utterly hostile to any Axis nation. The US is hostile to any pro-Axis neutral nation;

however the USA will never violate the neutrality of a neutral nation unless its alliance with the UK is at

stake.

ii. The Soviet Union. Unless the terms for massive allied intervention are met (per the Soviet national rules), in

general US armed forces may never enter the Soviet Union, except to unload aid, or to replenish. US ground

and air forces may not base with, enter the same hex as, or participate in combat with Soviet forces in any

circumstances, but may retreat through hexes in which there are Soviet forces. US naval forces may operate

with Soviet naval forces within 15 sea zones of Murmansk or Archangelsk.

d. Special Rules.

i. Lend Lease. If either France or The United Kingdom surrenders to the Axis before Jan I 1943, the USA will

enact Lend Lease. See the OB/OA and national rules for effects.

ii. Military Assistance.

1 US forces will, from Jan I 1941 provide convoy escorts for Allied convoys between North America and

Europe, as well as indirect military assistance. US naval units may attempt to locate and attack Axis

Submarines from Nov I 1941.

2 US naval forces may not attack Axis surface naval units, but may attempt to locate and/or shadow Axis

surface naval units at any time prior to an Axis declaration of war against the US.

3 US ground and air forces may provide a garrison for Iceland on any turn after Jan I 1941.

4 US air units may fly transport or ASW/Naval Search missions prior to full participation in the war.

5 Despite its dominance in Western Allied affairs, it will allow limited forces to be diverted to support the

MTO as a sop to British pride.

e. Surprise. Due to the inexperience of US forces in active warfare the Axis player may on one occasion ONLY gain

a +3 DRM against US ground units.

f. Economic Status. For all game purposes the USA is an unlimited source of general cargo points, lend lease aid, and

FPs, however these assets may only be provided to a nation (or nations) which are Allied to the USA, or are

involved in combat against the Axis powers.

i. These resources must be shipped from any standard, major or great port in the USA to a valid entry port on

allied owned or operated NSPs.

ii. The USA will not provide resources for Axis or Axis Allied nations in the context of the game.

iii. The US may also elect to provide up to 50% of its production of ARPs, NRPs, Artillery and Armour SRPs as

lend lease aid to Allied or pro Allied combatants.

iv. Allied naval units may replenish, be repaired, or be built in US ports without penalty, subject to port or

shipyard capacity limits.

v. US ARPs may be used by the UK and its Commonwealth nations without conversion costs.

vi. The US may also provide naval escort for Allied convoys per the naval and political rules prior to

commencement of hostilities with the Axis powers.

vii. The US may also provide aerial and National Technical Means or support to the Allied powers as set out in

the Naval and Political Rules.

viii. The US will enter the war on the Allied side if the Axis attempts to operate land or air units in the

Caribbean or on land in Central, Northern, or Southern America, or if the Axis conducts unrestricted

submarine warfare within the Caribbean Sea, or within two sea zones of the US eastern seaboard.

ix. Surplus US NSPs maybe be used to transport resources to designated locations, within the US safety zones

on map.

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x. In addition, once the US is a combatant, US NSPs may be leased or given to Western Allied powers as long

as the leased/gifted NSP do not impair the US ability to maintain itself.

xi. 215 CPs, plus sufficient FFPs from the South American oil fields to maintain the US economy and military

must be transported from South America or between US ports in the Caribbean Sea and/or the Atlantic

seaboard per turn.

xii. Shortfalls maybe assumed to be met by alternative (e.g. rail or road) transport means within the US.

However, as soon as NSPs become available, the capacity transfers must be resumed.

xiii. Domestic NSP use takes precedence over all other NSP use by the US/Allied Player.

g. Nation Specific Effects.

i. Pursuit Phase. All US units except parachute, glider, and commando are considered to be Motorised for

pursuit phase movement.

ii. Zones of Influence. All US units pay the special MP cost for enemy zones of influence, as shown on the ZOI

movement point cost chart.

iii. Overruns. Beginning with the June I 1943 turn, all US units use the special line on the overrun cost chart

when conducting an overrun action.

iv. Combined Arms Effects.

1 Armour and antitank unit capabilities.

a. All US units listed on the UIC as having no AT are considered to be 1/7 AT neutral beginning on the

OCT I 1942 Turn, 1/2 AT neutral on MAY I 43, and full AT neutral beginning on the JAN I 1944 turn.

b. AT. All US infantry divisions are considered to be 1/6 AT capable.

v. Retreats. US units may retreat into hexes in an enemy ZOI without penalty if the hex is either unoccupied,

contains an enemy force that can be overrun by the retreating force, or occupied by a friendly unit of any size.

vi. Special Unit Capabilities.

1 Engineers.

a. Port Engineers. US port engineers are also Special Beach Force units, capable of unloading 22 SPs per

player turn directly from NSPs to a Beach hex (without LCs being present).

b. Railroad Engineers. All US construction type (not combat) engineer units are also railroad engineer

units, with full capabilities of both construction and railroad type units. US rail engineer units can re-

gauge hexes at a cost of 0.25 MP per hex, and can do so in both the movement and pursuit phases.

vii. Airbases.

1 Airbase Capture and Air Unit Escape.

a. The US (all services) modifies its escape roll as follows:

i. 1941 : - 1

ii. 1942-1943 : +1

iii. 1944-1945 : +2

viii. Ground Force Administration.

1 Combat Replacements.

a. US forces receive combat replacements at a rate of one for every three attack factors lost un-isolated.

b. US forces divide their combat replacements by the following services:

i. Army.

ii. Marine Corps.

ix. Motorised Heavy AA Conversion. US motorised heavy AA units can be converted into Quartermaster units

at the option of the US commander. For every two SPs of motorised heavy AA removed from play the US

gains one Quartermaster unit. The QM unit remains in play for the remainder of the game.

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36. The United Kingdom, its Empire (Crown Colonies, India, Malaya, Burma), and the Dominions.

a. Starting Conditions.

i. The UK and its Empire is at War with Germany on Sept I 1939, and is allied with France and Poland.

ii. The UK is subordinate to France in military operations in continental Europe (only). However the British

player may at any time that the BEF can no longer trace an overland line of communications to Marseilles or

Cherbourg, elect to withdraw it by the most expeditious means. Immediately this decision is made, the BEF

comes under British control only. It must be withdrawn as expeditiously as possible.

iii. The Dominions declare war on Germany in the initial phase of Sept II 1939.

iv. Air units belonging to the Dominions may only fly naval co-operation, Scramble, Transfer, and Interception

missions during the Sept I through Oct II 1939 turns.

b. National Objectives. The UK’s war aim is the total defeat of any powers that are at war with the UK, no matter

the cost.

i. The UK’s military goals are the protection of Great Britain and Northern Ireland, North Africa, The Near

East, East Africa and the Indian Subcontinent (including Malaya and Burma), and its Pacific possessions, in that

order, followed by the prosecution of military action by any and all means to destroy the ability to wage war

of any nation(s) at war with the UK.

ii. Furthermore the UK will attack the forces of any neutral or pro Axis neutral nation to prevent their use

against the UK, or to prevent economic aid to the Axis, at the British player’s discretion.

c. Foreign Policy

i. Germany. The UK is utterly opposed to Germany, and will not accept any Truce prior to the unconditional

surrender of Germany. In general, the UK is hostile to any nation that is a signatory to the Tripartite Pact, is

engaged in a truce with an Axis power, or that is a pro Axis neutral.

ii. Japan. The UK will treat Japan as a neutral nation until such time as Japan attacks British possessions or the

US. Once Japan has entered the war, Japan will be treated the same way as Germany.

iii. Italy. The UK will treat Italy as a pro-Axis neutral until Italy enters the war. At that time the UK will engage

in military operations against Italy until such time as Italy surrenders. Due to British limitations in material

and manpower, Britain will prioritise the surrender of Italy as a precursor to further operations against

Germany if France has surrendered.

iv. The Soviet Union. The UK will treat the Soviet Union as a pro-Axis neutral until such time as the USSR is

engaged in war with the Axis. At that time the UK will treat the USSR as an ally until the total defeat of

Germany, however British units may never participate in ground or air combat in the same hex as Soviet

units. British ground units may never stack with Soviet units, nor may British air units base at an airfield or

airbase at which Soviet air units are based.

v. General. The UK will ally itself with any nation that is attacked by Axis forces, and will send military aid to its

allies to the maximum extent possible.

vi. The USA. The UK will subordinate its war aims to those of the USA once the USA enters the war as long as

US war aims prioritise the destruction of the European Axis powers prior to the destruction of Japan.

vii. Portugal and Spain. On any turn that Spain or Portugal is invaded by the Axis, or Spain permits Axis ground

forces into Spain, the United Kingdom will invade by the most expeditious means all Spanish and Portuguese

Island in the Atlantic Ocean.

d. Special Rules.

i. The UK will never surrender.

ii. If Great Britain and Northern Ireland are occupied by the Axis, UK forces will continue to prosecute the war

against Germany from the Empire, the Dominions and North Africa.

1 Australia. Due to political tension between the Australian and UK governments, Australian ground forces

may only be deployed to the MTO, SW Pacific, and SEAC.

2 In addition, the Australian government may call for the return of some or all of these forces for the

defence of the homeland in the event of a Japanese attack on British possessions, or on the USA in the

Pacific or South-East Asia. See OBs for details.

3 Furthermore, Australian sensitivity to losses may result in VP penalties – see the OBs for more details.

4 At a cost of 50 VPs, the British player may elect to retain up to one Australian divisional unit, and two

Australian non-divisional units in the MTO, despite Australian protests.

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5 New Zealand. Due to the limited New Zealand population, a maximum of five SPs of New Zealand

ground units may be deployed to an active theatre of war in Europe or Africa.

6 South Africa. Due to the limited South African population, and internal political tensions, a maximum of

12 SPs of South African ground units may operate outside of South Africa at any given time, within the

continent of Africa. A maximum of four SPs of South African units may operate in continental Europe, but

only within the MTO.

7 Canada. Due to the small size of the Canadian populace, and internal political tensions, only those units

noted on the OBs may participate in active operations against the Axis. Canadian units must operate as

“Corps” or as an Army whenever possible.

8 Burma. Due to political and racial tensions, Burmese units are unstable during the first six turns of Active

operations against the Axis. Modify all combat Die roles by one in favour of the Axis during this time

period. Burmese units may not operate outside the 1939 borders of Burma.

9 India. Due to political, religious and racial tensions, only those units as noted in the OBs may operate

outside the 1939 Indian borders. Indian units operating outside the 1939 Indian borders against Japanese

forces (only) may be unstable during the first six turns of active operations. Active operations occur when

Japanese forces initiate hostilities against the British Empire in any area of the maps. Prior to combat

resolution roll 1D10 and consult the Success Table. On a result of S, Indian units are stable. On any

other result, Indian units are unstable. If unstable units participate in combat modify the Die roll by 1 in

favour of the Japanese player.

iii. Lend Lease. The US may provide up to, but not more than five Population points to support the British

economy if it has either enacted Lend Lease, or has entered the War on the Allied side.

iv. Supply Effects: If the UK receives fewer than 216 NSP calculate the % shortfall, and deduct that shortfall

from all British Production. Also:

1 For each US SP deployed to the UK, or on the continent of Europe in the ETO, 1 NSP must sail to the

UK per turn.

2 If there is a short fall in this additional supply, a number of SPs equal to the NSP shortfall of US units, at

the enemy player’s discretion may be permanently eliminated.

v. Free Allied Nations. Nations conquered by the Axis may become Free Allied per the Political rules.

1 All Free Allied naval assets that survive the conquest by the Axis are immediately transferred to British

control.

2 All Free Allied colonies which have not been affected by Axis conquest immediately become British

Controlled.

3 All resources in Free Allied Colonies immediately become available to the British/Allied player at no cost

in foreign aid, and may be shipped freely to relevant destinations.

4 On liberation of Free Allied national territory (e.g. the liberation of Holland) the Free Allied forces

become a subsidiary Ally, whose forces remain under the control of the British/Allied Player. Exception:

Free French forces maybe designated as a separate national contingent per the Political Rules.

e. Economic Status. The UK is an Island nation, which is not self-sufficient, and must be supported by resources

imported from overseas.

i. A minimum of 216 NSPs must arrive in British ports from key raw material sources (North America, South

America, the dominions) per turn for basic production to be unaffected.

ii. In addition double the base load (for factories and air units) of FPs must arrive every turn to maintain the

British economy.

iii. Up to (but not more than) six months’ supply of FPs and NSP Loads may be stockpiled in Britain.

f. Nation Specific Effects.

i. Pursuit Phase. All British units except parachute, glider, and commando are Motorised.

ii. Zones of Influence. All British Commonwealth units pay the special MP cost for EZOIs, as shown on the

ZOI movement point cost chart from Jan I 1942.

iii. Combined Arms Effects

1 Neutral. All British units listed on the UIC as having no AT are considered to be 1/4 AT beginning on the

JAN I 1943 Turn, and 1/2 AT beginning on the JAN I 1944 turn.

2 Infantry Divisions AT battalion. British infantry divisions are considered to be 1/10 AT capable during

1939-41, ¼ AT capable from Jan I 1942 to Dec II 1944.

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iv. Retreats.

1 British units may retreat into unoccupied hexes in a reduced EZOI at any time.

2 British units may retreat into a full EZOI if the hex is occupied by either British or US units.

v. Required Losses.

1 British units taking losses as a result of combat must first lose any armour or engineer factors as required

by the general rules. The remaining losses that must be taken as a result of the combat must be at least

half infantry if possible (if infantry is available to take losses).

For Example: A British stack with a 9-8 Infantry Div. and a 4-8 Art Bgd. is required to take losses of four

points. The division must be reduced to meet the requirement since a minimum of two of the points lost

must be infantry, and there is no other way to break the stack apart.

vi. Special Unit Types

1 Mixed Type Units. The mixed type unit was an experimental grouping of infantry and tanks. It is

considered to be non-Motorised for combat, but Motorised for pursuit phase movement, has one SP of

Armour and the remainder of the unit is infantry for ASE.

2 Mulberry Harbours. To construct the Mulberry harbours, the British player must commit to the limited

placement of the Mulberry Harbours when they are started - June 1943. Once committed to this plan the

Mulberry Harbours can only be emplaced within five Sea Zones from the port that they depart from.

a. Placement. The Mulberry Harbours can be placed in any hex with friendly owned land, up to 12 hexes

away from a standard or larger port in the UK.

b. Capacity. Each Mulberry is treated as a general port for handling cargo.

c. Storm Damage. Roll 1D10 for each deployed mulberry in every heavy storm weather turn:

i. 1-3 no damage

ii. 4-7 3 hits on the Mulberry

iii. 8-10 5 hits on the Mulberry

iv. Loss to the Enemy. If the enemy gains ownership of every hex adjacent to a deployed Mulberry,

the Mulberry is removed from play and may not be rebuilt.

3 Partisans.

a. British partisans appear in any enemy controlled hexes of the United Kingdom subject to the usual

restrictions as in Rule 15. The British begin receiving partisans as soon as there is enemy owned

territory within the United Kingdom or any other colonial possession.

b. UK Partisans must be placed in separate hexes when recruited.

vii. Unit Breakdowns.

1 Procedure. British Commonwealth forces have the following special rules for breaking down and

reassembling divisions:

2 Infantry Divisions.

a. Indian and Colonial Infantry Divisions. When assembling a broken down division, one brigade of the

division can be a British brigade.

b. New Zealand 2d Infantry Div. When this unit is being reassembled, one brigade used can be a British

brigade.

3 Armoured Divisions (W/Support Groups).

a. In the early part of the war, British armoured divisions were based on a 'support group' and two tank

brigades. To reflect this when reassembling the divisions, the appropriate ID support group must be in

the units used to reassemble it.

b. In the later part of the war, some British armoured divisions (in Italy) consisted of 3 brigades, one

armoured, two infantry, reflecting the difficult terrain in Italy for armoured operations. One of the

infantry brigades may be of a different Commonwealth or Empire nationality to the remainder of the

division.

viii. RAF Limitations. Unless Axis ground troops gain un-isolated ownership of any hex within the 1939 borders

of mainland Britain, excluding the Channel Islands, the following limitations apply:

1 Spitfires. Due to RAF aircraft and air crew shortages, Spitfires (of any type) may only operate from the

1939 mainland United Kingdom (including The Orkneys, Western Isles, and Shetland) until January 1942.

They may not fly any missions other than interception, transfer or escort until November 1940.

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2 Hurricanes. At least 15 ARPs of Hurricanes must be dedicated to the air defence of the United Kingdom

until both France has surrendered and Italy has declared war on the United Kingdom. Hurricanes

allocated to air defence of the United Kingdom may only fly transfer, interception or escort missions until

November 1940, and may only operate from the 1939 mainland United Kingdom (including The Orkneys,

Western Isles, and Shetland) until the first severe weather turn in any sea zone adjacent to the UK, or the

end of Oct II 1940 game turn whichever is first.

3 Medium and Heavy Bombers. RAF bombers must attack Northern German ports every turn from the

start of the game until at least 4 ARPs of losses have been inflicted on the bombers by enemy fighter

defences. Following those losses all Wellington, Hampden, Manchester, Whitley and Type HB aircraft

convert to Type N, and may operate without restriction, either as day or night bombers, however, RAF

policy was to operate at night, and day operations with Type NHB are limited to not more than 4 ARPs

unless the Allies have a +1 DRM for Type F Theatre Air Superiority (see Rule 5.B.6.a), and the NHBs can

be escorted 1 for 1 by fighters to their targets.

4 Naval Co-operation. Coastal Command air craft (essentially all naval coded air craft) may only operate

against naval targets.

ix. Airbase Capture and Air Unit Escape.

1 British Commonwealth units modify their escape Die roll as follows:

a. 1939 – 1941 : +1

b. 1942 – 1943 : -1

c. 1944 – 1945 : -2

x. Replacement Points.

1 All major members of the commonwealth generate replacement points (mainly Infantry). Infantry points

generated by these members can only be used to rebuild units of their own nationality.

a. UK Infantry points can be used for up to 1/3 of the total infantry requirement for Indian army, or

British colonial forces.

b. Any commonwealth nation’s armour and artillery replacement points are available to any of the

nations of the British Commonwealth.

2 Combat Replacements.

a. Commonwealth forces receive combat replacements at the rate of one for every four attack points

eliminated un-isolated. These factors are also recorded per the nationality of the unit lost (UK,

Australian, Indian, etc.).

b. In the British Commonwealth there are separate national branch pools for replacements.

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37. Yugoslavia.

a. Starting Conditions. Yugoslavia is neutral at the start of the game.

b. National Objectives. To retain the integrity of its 1939 borders.

c. Foreign Policy. Due to internal dissention, Yugoslavia may at any time become pro Axis or Western Allied, or may

enter the War on either side if certain special events have taken place.

d. Special Rules.

i. Axis Pressure.

1 During an Axis initial phase once per game he may voluntarily pressure Yugoslavia to join the Axis. He

may do this on any turn except:

a. Any turn prior to an Italian invasion of Greece.

b. On or after the turn Germany Intervenes in Yugoslavia.

2 When the Axis player pressures Yugoslavia, he rolls 1D10. Modify the Die as follows:

a. +1 if the Axis player owns five cities of any size in mainland Greece.

b. -2 if the Allied player owns one or more ports in Albania.

3 Use the modified roll on the following table to find the result.

a. 4 or less: Yugoslavia joins the Allies.

b. 5-8: Yugoslavia becomes a pro Allied neutral.

c. 9 Yugoslavia remains neutral.

d. 10Yugoslavia becomes a pro Axis neutral.

e. 11+ or more: Yugoslavia joins the Axis.

ii. Allied Pressure.

1 The Western Allies may exert pressure on Yugoslavia on or after any turn in which it has become a pro

Axis neutral.

2 Roll 1D10 and consult the Success Table.

a. Add one to the Die roll for every SP of British units in general supply in any part of Greece.

b. On a result of S, Yugoslavia becomes a pro Allied neutral.

iii. German Intervention. If Yugoslavia is at war with the Axis, neutral or pro Allied neutral, the Axis may attack

Yugoslavia at the Axis players discretion.

e. Surrender. If Beograd and at least two other Large Towns or Small Cities are enemy owned at the end of the

enemy turn, Yugoslavia surrenders.

i. All Yugoslav ground units within Yugoslavia are removed from play.

ii. Any one Yugoslav air unit may attempt to escape to friendly territory.

iii. Yugoslav naval units in an enemy danger zone are scuttled (if at sea) or are taken over by the enemy player

(if in a Yugoslav port).

iv. Yugoslav naval units in a foreign, friendly owned port, or in a friendly danger zone remain under the control

of the friendly side.

f. Surprise Effects.

i. If the Axis attacks Yugoslavia, roll one Die:

ii. On a roll of F or F* Yugoslavia is surprised.

1 On the invasion turn, Yugoslavian units that have ZOIs are treated as if they have reduced ZOIs.

2 Yugoslavian units are halved if they are not stacked with at least one SP of artillery.

3 Yugoslav air units may be bombed on the ground using the BF or CAS factor of the attacking units

(whichever is the higher) during the first turn of the offensive.

4 Axis stacks that are ½ or more ASE may conduct overruns in the movement phase at 6:1 odds, as if they

were at 10:1.

g. Nation Specific Effects.

i. Partisans. Partisan Regiments and Divisions.

1 Yugoslavian partisans can be combined into regiments and divisions of ‘regular’ troops. These units are

capable of gaining full ownership of hexes.

2 Forming. To form these units, the Yugoslav partisans must combine groups in the following manner:

3 Regiments. Two partisan groups form one Infantry regiment. The two groups must be in the same hex,

and then can be converted into a Regiment.

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4 Divisions. Three Regiments form an Infantry division. To fully form the division, also requires the use of a

set of heavy equipment. These sets can be gained by either:

a. Capture of Italian Equipment. When Italy surrenders, divide the number of Italian SPs in each

Yugoslavian province by five. The resulting number is the number of equipment sets available for

capture in the province. The number should be divided equally between all cities in the province. If the

partisans can bring the three regiments into a city with an equipment set, a division is formed. Italian

equipment sets in a city remain in place until ownership of the city is gained by the Germans. At that

time they cease to exist.

b. Lend Lease. The Allies can deliver equipment sets to any hex where the three regiments can combine.

An ‘equipment set’ is two SPs for delivery (either by air or sea).

5 Elimination. If a division is destroyed, its equipment set is lost.

6 Supply Status. All regular regiments and divisions formed are considered to be isolated U-1 at all times,

until they can trace a LOS to an Allied (Soviet or Western) Supply Terminal. After that time they are

treated as regular, not partisan units.

7 Disbanding.

a. Regiments. A regular regiment can be disbanded into its component groups and bands at the partisan

player’s option during the partisan player’s initial phase.

b. Divisions. A regular division can be disbanded into its regiments (only) during the partisan player’s

initial phase. The equipment set for the division is lost by doing so.

8 Operational limits. Yugoslavian partisan units may operate inside the 1939 Yugoslav borders, and the

Italian provinces of Zara, Ven-Giulia; and Albania.

ii. Combat Replacements.

1 Yugoslavia receives combat replacements at a rate of one RP for every 10 attack factors eliminated un-

isolated.

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13. Winning the Game A. Victory Conditions.

1. Principle. Victory is determined by a comparison of player performance based on capturing or retaining possession of

objectives worth victory points at the end of the module. These are set down by module, and can be found on the

Geographic Objective and Victory Chart.

2. Determination. Victory is determined by the following process:

a. The Charts award VPs to a player for cities owned by that player at the end of a Module (or at any time during a

module if the module instructions for VP awards so state).

b. The players then total the VPs for each nation (Germany and the USSR are combined if there is no separate Soviet

Player).

c. The players then subtract the Allied VP total from the Germany/USSR/Axis total.

d. Players then determine who won and how large the victory by finding the result of iii above in the victory chart for

that module.

e. In all cases, if players disagree with the manner in which victory points or victory levels are determined, players may

ignore the victory rules and charts, and are free to agree on any type of victory between them that they desire. In

doing this players may want to take into account losses on both sides, how long it took to end the module, as well

as how many objectives or how much territory they hold.

B. National Surrender.

1. The National “Seat of Government” Marker:

a. Evading capture.

i. Evasion. The owning player can move the government marker to avoid it being captured by enemy forces.

ii. During the opposing player turn: Should the government marker be in a hex that is attacked, and lost, or in a

hex that is being overrun by enemy forces, it can be immediately moved by the owner before its capture by the

enemy, to any size city or town in the country (excluding overseas possessions). The hex moved to must be in

general supply, and outside of enemy zones of influence. (The presence of friendly units in the hex nullifies the

EZOI for this rule.)

iii. During the owning player’s turn: The owning player can move the government marker to any size city or

town in general supply, and either occupied by friendly forces, or not in an EZOI.

iv. Effects of evasion. If the government moves to evade capture, there is no appreciable effect on the national

forces. The government still is functioning, so its command and control of the nation’s military remains intact.

v. Being unable to evade. If there is no place in the country the government can evade to, then it must go into

exile or surrender (see the Political and Economic Rules for more details.)

b. Going into Exile.

i. Exile. When the military situation is adjudged untenable, the government can go into exile in either:

1 One of its own overseas possessions.

2 In any nation allied to the country whose capital is at least 15 hexes from enemy forces at the time of

going into exile, or is separated from the location of withdrawal by a body of water.

ii. During the opposing player turn: If during the opposing player turn the government is forced to 'evade

capture', but there is no city that meets the standards to evade, then the government must go into exile.

iii. During the owning player’s turn: The owner may decide to take the government into exile as a result of

reasons laid down in the specific Political and Economic Rules.

c. Effect of going into exile. When the government goes into exile, it triggers the surrender of the nation’s military

forces. See the Political and Economic Rules for details.

d. Being unable to go into exile. See the Political and Economic Rules for details, but if the government cannot go into

exile it surrenders unconditionally. All ground and air forces are removed from play, roll 1 die for each naval

vessel, SSF, or NSP/LC. On a roll of 1-9, naval forces move to the nearest enemy owned port, and are captured

on arrival. On a roll of 10, naval forces move using the “extended” rules to a neutral nation that remains friendly to

the defeated force. If no neutral nation remains friendly then the unit moves to the nearest neutral Port and are

scuttled on arrival (removed from play).

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14. Designer’s Notes Welcome to the TSWW game system. Firstly I would like to thank you all for buying the game, and having bought it, I hope

that you will all enjoy the experience. The game that you have here is the first game in a series that will fully cover The

Second World War at a consistent operational level, taking in Air, Land, and Naval operations in a way never before done.

The concept is simple, the player gains the opportunity to fight the war with historic goals and objectives as a guide, and can

experiment with whatever operations he sees fit within the framework of the game. It also opens an admittedly small window

initially, but with growing consequences for the player’s forces, into the economic and political decisions that in many cases

provided the impetus for the campaigns fought during the war.

The design of the games take into account the essential nature of combined arms operations at all levels within the war, and

highlights the crucial importance of the war of supply to enable successful operations in all theatres of the globe. Indeed,

without the sinews of war, logistics, war cannot be prosecuted at all with any hope of success.

At the operational scale, the design team have researched every army, air force, and navy whilst examining the capabilities of

the systems involved in the actual combat that decides battles. We are confident that, within reason, we have created unit

strengths and capabilities that reflected those of the main combatants, and have filled in many holes that we are aware of in

other game systems. The reliability of our data enables us to say that the at start locations for the main ground forces in all

cases are very reliable. However, the relative shortage of good information has adversely affected our ability to precisely

determine, for example, the exact transfer dates and times between theatres for minor units in the Axis armies in particular.

That said, we are continuing our efforts to fill in those details with a view to correcting or amending any errors that come to

light as the main Order of Battle files are expanded. We are also expanding our research into the political and, more

crucially, the economic imperatives that dictated war time production and policies, although I would be the first to admit that

my understanding of China in The Second World War is currently lacking! Our air and naval research highlights the fast

moving nature of the campaigns in the air and on the seas – and the huge scale of the forces deployed. We have tried and

hopefully succeeded in showing the massive scale, for example, not just of the Royal Navy, but of the British Merchant Navy

(some 17.5 million tonnes of shipping). We have used known air loss rates to determine the combat resolution systems and

the costs of maintaining the air forces in operation, even before they flew a combat mission.

We as a team have spent a great deal of time working out how forces interacted on the battlefield, and have tried to follow

known doctrines to show the impact of supply, air power, and tactical ability on the results of combat, not forgetting the

influence of mother nature on the battlefields of the world. Meantime, we have also worked incredibly hard to bring you

bespoke counters, maps, rules, charts, orders of battle, and box art, which we hope will add to the pleasure of ownership.

Clearly, we are always open to suggestion, and offers of help. We have done our best to bring you an exciting game. If you

have any questions relating to the game, cannot understand a part of the rules, or find errors of omission or information,

please do not hesitate to contact us at:

[email protected]

You can also join our web group at:

[email protected]

We will be placing updates regularly on the web group as the game develops, and we look forward to hearing from you about

your experiences of playing the game.

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15. Game Credits Design Team: John Bannerman, David Tebbutt, Cory Manka, Matthew Manka.

Design Support: Kirsty Gemmell, Tom Johnson, Mike Kaspar, Wolf, Tom Davidson, Robert Borries, Daniel Tebbutt, Sam

Douglas, Robert MacDonald, Robin Sillem, Rob Brown, Chris, Alex Tennant, Andrew Gibson, John Soper, Craig Petersen,

Melanie Johnson, Alan Philson, Richard Duval, Darby, Rennie Laurie, Una Bannerman, Trevor Holman, Troy Kenily, Alan

Conrad, Martyn Potts, Tim Erickson, Samuel Manka, Simon Tett.

Map Art, Design, and Creation: Andrew Gibson, John Bannerman, David Tebbutt, Daniel Tebbutt, Sam Douglas, Robert

MacDonald.

Computer Software Design: David Tebbutt, Daniel Tebbutt, Sam Douglas, Robert MacDonald.

Order of Battle Research: Cory Manka, Darby, Robert Borries, Matthew Manka, David Glantz, John Bannerman, David

Tebbutt.

Political and Economic Research: John Bannerman, Cory Manka, David Tebbutt, Tom Davidson.

Game Art and Design: John Bannerman, Alex Tennant, Daniel Tebbutt, Sam Douglas, Robert MacDonald, Cory Manka.

Game Production Team: John Bannerman, David Tebbutt, Cory Manka, Matthew Manka.

Play Test: John Bannerman, David Tebbutt, Tom Davidson, Cory Manka, Matthew Manka, The Waukesha Gaming Group,

Troy Kenily, Bob, David and those who joined the hordes at Origins and Gen Con.

Website Design: Patrick Harris

Thanks: Grateful thanks to all who supported the effort to get the game out the door. If I have omitted a name it is because

I forgot, not because we do not appreciate your huge level of help and support.

End of TSWW Game I


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