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					  Standard Game
						Setup    This page offers a sequence of setup guidelines which
					 will help players to create their own scenario. All of the following setup
					 options including barrages, defenses, etc. should be used at the player's
					 discretion. For example; players may wish to set up their own 1943 scenario
					 with only a small amount of artillery for each side, dispensing with all other
					 defenses, etc. In such cases, players are advised to at least roll two dice
					 (2D6) in order to set a lull deadline, although even this is optional. Players
					 may simply play until they run out of troops, then declare a lull and start all
					 over again. 
   
					  
						- Set up Sequence
  
						- 1) Decide which side is the attacker and which is
						  defender. In case of debate about this, each side roll a die with the high
						  roller deciding who is attacker. 
  
						- 2) Roll for Air Superiority
  
						- 3) Roll for Airstrikes (request
						  chits)
  
						- 4) Roll for Barrages (request
						  chits)
  
						- 5) Roll for availability of Defensive
						  Works. (This is very optional; players may want to dispense with or
						  severely limit presence of any defenses) 
  
						- 6) Fill the Request and Wait boxes on the barrage and
						  airstrike requests sheet
  
						- 7) Roll for Setup Proximity
  
						- 8) Place troops and start game. Players may want to
						  arrange for basic troop placement to be written out ahead of time in order to
						  avoid the problem of players who setup slowly while watching enemy
						  "deployment".
  
						- 9) As required during game play, consult the Combat Lull section for lull actions.
  
					         
					 Air Superiority - Each side rolls 1D6, with the axis
						player applying the modifiers shown above. The high roller has air superiority
						and rolls for airstrike ability. A tie results in no airstrike presence for
						either side. The modifiers above also count for allies of the nations shown
						(i.e. - German modifiers count toward Italians, etc.)  
					  
						 
						   
							 |   |  
							 1939 |  
							 1940 |  
							 1941 |  
							 1942 |  
							 1943 |  
							 1944 |  
							 1945 |  
						    
						   
							 | Germany |  
							  |  
							  |  
							  |  
							  |  
							  |  
							  |  
							  |  
						    
						   
							 | Russia/Poland |  
							 +4 |  
							 - |  
							 +4 |  
							 +2 |  
							 0 |  
							 -2 |  
							 -4 |  
						    
						   
							 | France/Belgium |  
							 - |  
							 +2 |  
							 - |  
							 - |  
							 - |  
							 -5 |  
							 -5 |  
						    
						   
							 | Africa/Italy |  
							 - |  
							 - |  
							 0 |  
							 -1 |  
							 -3 |  
							 -4 |  
							 -5 |  
						    
						   
							  |  
							  |  
							  |  
							  |  
							  |  
							  |  
							  |  
							  |  
						    
						   
							 | Japan |  
							  |  
							  |  
							  |  
							  |  
							  |  
							  |  
							  |  
						    
						   
							 | China |  
							 +3 |  
							 +3 |  
							 +3 |  
							 +2 |  
							 0 |  
							 -1 |  
							 -3 |  
						    
						   
							 | Field Force |  
							 - |  
							 - |  
							 +1 |  
							 0 |  
							 -1 |  
							 -3 |  
							 -5 |  
						    
						   
							 | Island Garrison |  
							 - |  
							 - |  
							 -1 |  
							 -2 |  
							 -3 |  
							 -4 |  
							 -5 |  
						    
						      
					 Airstrike Availability - The numbered columns
						represent the amount by which the rolling player won or lost the air
						superiority roll. Hence, the greater air superiority victory results in greater
						airstrike availability. The ½D6, 1D6 and 2D6 are the numbers of six
						sided dice rolled, with the resulting value being the number of airstrikes
						available to that player. The numbers 5, 6, etc. are the results required on a
						six sided dice roll in order for one airstrike to be available to that
						player  
					  
						 
						   
							 |   |  
							 -1 |  
							 0 |  
							 +1 |  
							 +2 |  
							 +3 |  
							 +4 |  
							 +5 or more |  
						    
						   
							 | United States |  
							 5,6 |  
							 ½D6 |  
							 ½D6 |  
							 1D6 |  
							 1D6 |  
							 2D6 |  
							 2D6 |  
						    
						   
							 | Germany, UK, USSR |  
							 6 |  
							 5,6 |  
							 ½D6 |  
							 ½D6 |  
							 ½D6 |  
							 1D6 |  
							 1D6 |  
						    
						   
							 | France, Japan, Italy |  
							 None |  
							 None |  
							 6 |  
							 5,6 |  
							 ½D6 |  
							 ½D6 |  
							 1D6 |  
						    
						        Artillery
					 Barrages - Both sides decide which artillery intensity will be used for the
					 game. Each side then rolls one six sided die (1D6) and consults the chart
					 below. The decimal values indicate the number of barrages that side receives
					 per sub-unit present on the battlefield (totalled for both sides).
					 
  Example: A game which sets a French regiment of two 4-unit
					 battalions against a German regiment of three 4-unit battalions plus two
					 assault units, will have a battlefield total of 20 units present. A barrage
					 result of .45 on the chart will allow the player who roles that value to
					 multiply .45 by 20 (.45 x 20) giving that player 9 barrages. Standard rounding
					 rules apply to final values. 
  Players may (but do not have to) use dummy
					 requests chits equal to the number of real requests chits received as a result
					 of this die roll.
   
					  
						 
						   
							 | Die Roll |  
							 Local Attack |  
							 Major Offensive |  
							 Naval Barrage |  
							 Stalemated Front |  
						    
						   
							 | Attacker |  
							 Defender |  
							 Attacker |  
							 Defender |  
							 Attacker |  
							 Defender |  
							 Attacker |  
							 Defender |  
						    
						   
							 | 1 |  
							 .15 |  
							 .00 |  
							 .20 |  
							 .10 |  
							 .35 |  
							 .00 |  
							 .10 |  
							 .05 |  
						    
						   
							 | 2 |  
							 .15 |  
							 .00 |  
							 .25 |  
							 .15 |  
							 .40 |  
							 .05 |  
							 .10 |  
							 .05 |  
						    
						   
							 | 3 |  
							 .20 |  
							 .05 |  
							 .30 |  
							 .20 |  
							 .50 |  
							 .10 |  
							 .15 |  
							 .10 |  
						    
						   
							 | 4 |  
							 .25 |  
							 .10 |  
							 .45 |  
							 .30 |  
							 .65 |  
							 .20 |  
							 .15 |  
							 .15 |  
						    
						   
							 | 5 |  
							 .35 |  
							 .15 |  
							 .60 |  
							 .45 |  
							 .70 |  
							 .30 |  
							 .15 |  
							 .20 |  
						    
						   
							 | 6 |  
							 .40 |  
							 .20 |  
							 .70 |  
							 .55 |  
							 .85 |  
							 .40 |  
							 .20 |  
							 .30 |  
						    
						  
						 
						   
							 Historical Barrage Examples Local Attack:
								Bloody Ridge, Cherbourg, Tobruk, Sedan Major Offensive: Kursk,
								Stalingrad, Cassino Naval Barrage: Tarawa, Okinawa,
								Normandy Stalemated Front: Just about
								anywhere
 
  Notes & Die Roll Modifiers 1939: Most
								scenarios should use stalemated front or local attack. 1940: Most scenarios
								should use stalemated front or local attack. 1941: Italians -1.  1942:
								Japanese -1. Italians -2. Americans -1. 1943: Japanese -1.  1944:
								Japanese -2. Germans -1. Russians +1. British +2. Americans +3.  1945:
								Japanese -3. Germans -2. Americans +1. Russians +2. 
 
  |  
						    
						         
					 Defensive Works - Each side rolls for each category
						once per 200 total bases present for both sides. Defending player receives +1
						die on all categories.  
					  
						 
						   
							  |  
							  |  
							 Trenches (x10") |  
							 Pillboxes |  
							 Bunkers |  
							 Minefields |  
						    
						   
							 | German |  
							  |  
							  |  
							  |  
							  |  
							  |  
						    
						   
							  |  
							 West - 40 |  
							 ½D6 |  
							 - |  
							 - |  
							 - |  
						    
						   
							  |  
							 44 45 |  
							 1D6 |  
							 ½D6 |  
							 ½D6 |  
							 1D6 |  
						    
						   
							  |  
							 East - 41 42 |  
							 ½D6 |  
							 - |  
							 - |  
							 - |  
						    
						   
							  |  
							 43 44 45 |  
							 1D6 |  
							 ½D6 |  
							 - |  
							 3D6 |  
						    
						   
							  |  
							 South |  
							 2D6 |  
							 ½D6 |  
							 - |  
							 1D6 |  
						    
						   
							  |  
							  |  
							  |  
							  |  
							  |  
							  |  
						    
						   
							 | Russian |  
							 41 42 |  
							 1D6 |  
							 ½D6 |  
							 - |  
							 1D6 |  
						    
						   
							  |  
							 43 |  
							 2D6 |  
							 ½D6 |  
							 ½D6 |  
							 5D6 |  
						    
						   
							  |  
							 44 45 |  
							 ½D6 |  
							 - |  
							 - |  
							 2D6 |  
						    
						   
							  |  
							  |  
							  |  
							  |  
							  |  
							  |  
						    
						   
							 | American |  
							 Pacific |  
							 2D6 |  
							 - |  
							 - |  
							 - |  
						    
						   
							  |  
							 Europe |  
							 1D6 |  
							 - |  
							 - |  
							 1D6 |  
						    
						   
							  |  
							  |  
							  |  
							  |  
							  |  
							  |  
						    
						   
							 | Japanese |  
							 China |  
							 1D6 |  
							 ½D6 |  
							 - |  
							 1D6 |  
						    
						   
							  |  
							 Field Force |  
							 1D6 |  
							 1D6 |  
							 1D6 |  
							 1D6 |  
						    
						   
							  |  
							 Island Garrison |  
							 2D6 |  
							 2D6 |  
							 2D6 |  
							 4D6 |  
						    
						   
							  |  
							  |  
							  |  
							  |  
							  |  
							  |  
						    
						   
							 | British |  
							 Africa |  
							 3D6 |  
							 1D6 |  
							 ½D6 |  
							 6D6 |  
						    
						   
							  |  
							 Europe 40 |  
							 ½D6 |  
							 - |  
							 - |  
							 ½D6 |  
						    
						       Setup
					 Proximity - Cross index the roll of one six sided die (top row) with the
					 location and year (left column) to obtain the nearest point (in yards) to the
					 defender that the attacker may place his nearest combat units or defenses.
					 Also, the die value (number of dots) actually rolled is the turn number that
					 players begin rolling for lulls in combat. See the Combat Lull section below
					 for more information.
   
					  
						 
						   
							    |  
							 1 |  
							 2 |  
							 3 |  
							 4 |  
							 5 |  
							 6 |  
						    
						   
							 | Constricted Terrain |  
							 80 yds |  
							 160 yds |  
							 200 yds |  
							 250 yds |  
							 300 yds |  
							 400 yds |  
						    
						   
							 | Open
								Terrain |  
							 120 yds |  
							 200 yds |  
							 300 yds |  
							 400 yds |  
							 500 yds |  
							 600 yds |  
						    
						   
							 | Wide Open Terrain |  
							 200 yds |  
							 300 yds |  
							 400 yds |  
							 500 yds |  
							 700 yds |  
							 1000 yds |  
						    
						 Ref: Large scale 1" = 20
						yards, Medium Scale 1" = 30 yards, Small Scale 1" = 40 yards.
					 
 
     Combat Lulls - When players roll for
					 proximity on the set up chart, the unmodified die result is used to establish
					 the turn upon which players begin rolling on one six-sided die (1D6) for a
					 combat lull, which will occur on an unmodified roll result of 6.
					 The lull is considered to be a short lull if it occurs before the seventh game
					 turn, and is considered to be a long lull if it occurs on or after the seventh
					 game turn. Players may mutually declare either type of combat lull at any time
					 during the game. 
  The Lull Features column below shows the various
					 attempts at base repair, unit recover and resource acquisition which player may
					 attempt during combat lulls. The values shown under the Short Lull and Long
					 Lull columns below indicate the permissions or die rolls required to achieve
					 the operations shown at left. For example: During a short lull, a demoralized
					 unit may not attempt to recover from its current demoralized status. But that
					 same unit will recover during a long lull if it can roll a 5 or 6
					 on a recovery die roll. A damaged combat base may repair itself on a die roll
					 of 6 during a short lull and on a 4 through
					 6 during a long lull.
   
					  
						 
						  | Lull
							 Feature |  
						  Short
							 Lull |  
						  Long
							 Lull |  
						  
						 
						  | Extra Defenses |  
						  Hasty Dig-in : Unlimited |  
						  Trenchline: ½10  |  
						  
						 
						  | Repair Roll : Combat
							 Base Damage |  
						  6 |  
						  4 - 6 |  
						  
						 
						  | Repair Roll: Command Base Damage
							 ¹ |  
						  6 |  
						  5,6 |  
						  
						 
						  | Repair : MG Jam |  
						  Automatic |  
						  Automatic |  
						  
						 
						  | Recovery : Demoralized Unit |  
						  No recovery |  
						  5,6 |  
						  
						 
						  | Reorganize : Units
							 ² |  
						  No reorganzing  |  
						  All unpinned
							 units |  
						  
						 
						  | Extra Resource Roll : Barrages
							 ³ |  
						  No |  
						  Yes |  
						  
						 
						  | Extra Resource Roll :
							 Airstrikes ³ |  
						  Yes |  
						  Yes |  
						  
					   
					  
						 
						  ¹  A command base may repair
							 a maximum of one damage point during a short lull, and three damage points
							 during a long lull. ²  Re-configure
							 battalion subunits to more favorable strengths. This may include eliminating
							 existing subunits in order to reinforce others in the same battalion. May only
							 be done within a battalion, hence inferior grade troops may not be used to
							 replace better grade troops, etc. Pinned units remained pinned, and therefore
							 may not take part in any reorganization. ³ 
							 Unused barrages not used in the previous round may be kept and
							 used in the next round of fighting. Unused air strikes are lost. |  
						  
					  
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