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INVASION|AMERICA1.0 INTRODUCTION
2.0 GENERAL COURSE OF PLAY
3.0 GAME EQUIPMENT
3.1 The Game Map
3.2. Game Charts and Tables
3.3 The Playing Pieces
3.4 Game Equipment Inventory
3.5 Game Scale
4.0 SEQUENCE OF PLAY
4.1 The Game-Turn
4.2 Sequence Outline
423 Game Length
5.0 NAVAL MOVEMENT
5.1 How to Move Naval Uni
5.2 Restrictions and Prohibitions
6.0NAVAL UNIT STACKING
6.1 Effect on Movement
6.2 Effect on Combat
7.0 NAVAL TRANSPORT UNITS
7.1 Restrictions on Naval Units
7.2 Naval Units and Zones of Control
8.0 REPLACEMENTS
81 Removal of Destroyed Units,
8.2 Replacement Units
9.0 SUPPLY
9.1 Supply Sources
9.2 Supply Effects
9.3 Judging Supply
9.4 Blocking Supply
9.5 Supply Units
9.6 Ports
10.0 LAND MOVEMENT
10.1 Movement Restrictions and Prohibitions
10.2 Effects of Terrain
11.0 LAND UNITS ZONES OF CONTROL
11.1 Effectiveness of Zones of Controt
11.2 Zone of Control Restrictions
12.0 STACKING OF LAND UNITS
12.1 Stacking Inhibitions and Prohibitions
13.0 LAND COMBAT
13.1 Which Units May Attack
13.2 Malti-Unit and Multi-Hex Combat
133 Bifets of Terr
134 Combat Resolution
13.$ How to Retreat
13.6 Displacement
137 Advance After Combat
138 Terrain Effects Chart
13.9 Combat Results Table
14.0 AIR COMBAT
14.1 Air Strike Attacks
14.2 Combined Attacks
143 Adjacent Attacks
14.4 Defense
145 Air Superiority
15.0 AMPHIBIOUS ASSAULTS
15.1 Restrictions pn Amphibious Assaults
16.0 SPECIAL UNIT TYPES
16.1 P.A.L. Special Infantry
16.2 Hovercraft
163 Militia
16.4 Rail Units
17.0 SPECIAL RULES
17. Central American Annexation Garrison
1722 Partisans
173 Weather
18.0 HOW TO SET UP AND PLAY THE GAME
1841 Setting Up
18.2 Initial Orders of Battle
183 Deployment
18.4 Victory Conditions
19.0 SCENARIOS
19.1 Scenario I: Three Pronged Invasion
19.2 Scenario II: Early Assault
19.3 Scenario III: European Invasion
19.4 Scenario IV
19.5 Scenario V
19.6 Scenario VI : Partisan Revolt
19.7 Constructing Your Own Scenarios
19.8 Campaign Game
19.9 Multi-Player Games
20.0 GAME NOTES{1.0] INTRODUCTION
Invasion Amerien is a corps level simulation for
two or more Players ofa hypothetical amphibious
invasion of the North American continent within
the next generation. Invasion Amneticn postulates
‘that the" Noeth American continent is. being
Invaded. by up to three Agreeor forces: the
European ‘Socaist Coalition (ESC), the South
American Union (SAU), and the Pan Asiatic
League (PAL). Defending the North American
continent are the armed frees ofthe United States
tnd Canada. Esch separate force has differing
apabiitas and objectives.
[2.0] GENERAL
‘COURSE OF PLAY
TInvaslon America can be played as either a
two-Plaer game or as a mull-Player game. Ib
‘ach of these versions, each Player mores his unis
fod execites attacks on Enemy waite in fro,
tempting to full the conditions of victory. TO
‘more from one hex to another, each uit expends a
portion of its Movement Allowance. Combats
esolved by comparing the total Combat Strength
of opposing units and expressing the comparison
45 2 simplfed probability ratio (odds) A die i
‘lle snd the outeome indicated on the Combat
Results Table is applied to the uoits involved
[3.0] GAME EQUIPMENT
[3.1] THE GAME MAP
‘The 35" x 42" two-piece mapsheet portrays the
[North American continent from the Balin Islands
to Venezuela. A hexagonal grid is superimposed
fofer the mapsheet to regulaize movement and
combat of the playing ploss. Terran, commun
fatlons snd demographic considerations signi
fant to the game ere delineated.
How to Assemble the Map: The “North” map
section is overlapped onto the “South” map
Section so that the partial exes on the South map
section are entirely covered by the North section
This wil result in the edge of the North section
exactly bitecting the northernmost hextow ofthe
Southern suction. Players may wish to use stall
Pieces of masking tape (not cellophane tapel] to
Secure the map tothe table a the fur corners and
in the middle ofthe top and Bottom,
[82] GAME CHARTS AND TABLES
‘Various visual aids are provided for the Players to
simplify and illustrate certain game. fonctions
‘These are the Combat Results Table, the Tersin
Eefecte Chart and the Turn Record Track. These
are explained in the appropriate rules sections.
(83) THE PLAYING PIECES
‘The diferenily colored playing pieces represent
the units of the diffrent armed forces involved in
the game. They are henceforth known as uit
Many of the unite are printed on both sides. One
side is up when a unit has not been “tried” in
Combat; the other side is used when the Unit bas
tither attacked or defended and ite Strength
became Know. It is strongly recommended that
the Players sort the units by type and colar into the
trays inthe base of the game box, as this greatly
facilitates setting up and playing the game
(831) Unie Types
"There ae thtee types of units in Invasion Amedien:
Land Units, Air Units and Naval Units. Each of
these types of units is further subdivided iato
several categories. Each specific type and subtype
has. specific Timitatons and uses, which are
outlined in the rules seston dealing specifically
with cach type.
(9.32]Sample Land Unit
eienatty [USA
ni Type
contest | GAB | women
(2.391Sample Air Unit
aon | ESC =
Unit Type | LB ‘
combat Srensh | J & | Meremen
(334) Sample Naval Uatt
Natnaty | sau
ts | nie pe
contersroets |
(8.35) Sample Arent Crier
ony | PAL
te | tne
combarsinncts| Qu | renee
(9.6) Summary of Unit Type
‘rRieD UnrRIED
Gren LANUNis once
amor) a
| wechanzed itary |
86 “| 626
5 infay E
310 2710
i rita iy
34 274
RR ‘railroad (rr)
60
special infantry)
fo hovercraft th
Es
30 sors
AIR UNITS
G8 31 sae eas 3
ee ae | 474
ied fong-range bomber (ib) ra
NAVAL UNITS
FE | seosteuserien
aa somphitious (am)
Ste | sacapost
@ ™
[5371 Definition of Terms
‘Combat Strength i he basic strength of the unit
‘uantied in Combat Strength Points. The same
Strength is used for both attack and defense.
Morement Allowance is the basic movement
bility ofa unit quantified in Movement Point: i
‘ost cases a unit expends one Movement Point of
iis Movement Allowance fr each hex entered
Range the ability ofan Air Unit to projet its
Combat Strength for stack arons gen number
iow encusve) to the defending omit ‘hex
Actas)
Parenthesized Strength may be used only for
efense; units wth parenthestodstength may ot
stick
“ried Strength isthe tue value of «unit, reveled
only after that unit has participated in combat.
Untied Strength san approximation of strength
for units of a cerain type. Units sct up showing
only their Untried Stength.
[34] GAME EQUIPMENT INVENTORY
‘A complete set of Invasion Ameren incles the
faloring pars
One Game Map (v0 22" x
(One Rates Booklet
‘One Set of Die Cut Counters (400 pies)
One Die
One Game Bor
Ir any ofthese pars are missing or damaged, write
tos address for replacement
Costomer Semice
Simlatione Publications, In.
‘East 2a Stree
New York,NY. 10010
(Questions regarding the rls to this game wil be
Sniwered i sesompanied. by. stamped, sl
Sddressod envelope, marked “Rules Questions
invasion America” and set tothe above adres
[BS] GAME SCALE
ach Game Turn represents one month, and each
hexagon onthe map is equivalent to 130
Kilometers from side 10 side
[4.0] SEQUENCE OF PLAY
(41 THE GAME-TURN
Invasion America is played in turns called Game-
Turns, Each Game‘Turn is composed of four
* sections)Ployer-Turns, the irs thee of which are Aggressor
Plajer-Turns In two-Plyer games, the ABBEssor
Player must move the distinct national. forces
separately during. their oxn individual Player
‘Turnsonly. In some Seenaion, there are no P.ALL.
forces, and thos no PALL PlayerTor,
‘The term "Friendly" refers only to units of the
same national force, Aggressor units of {vo
Aliferent" national forces are. not Friendly
Canadian and US. unite are considered to Be
ofthe same national force: they ae always con=
trolled by the same Player. SAU, ES.C. and
PIAL units are not consigered to be ofthe same
national fee, although they may be eontolled by
{the same Player. Each of these fores Is a distinct
land separate national force, and has 2 separate
‘Supply network and separate Player Turn (xcept
foe Canadion and US foes)
Each Player-Turn is composed of a number of
diserete Phases, The Player whose Payer-Turn is
in progress is termed the Phasing Payer.
All actions must be exoouted in sequence actions
taken ot of sequence constitute a viclation ofthe
rules. Each Game-Turn proceeds follows!
[4.2] SEQUENCE OUTLINE
‘8. SAW. PLAYER-TURN
L.Naral Movement Phate. The Phasing Player
‘nay move any oral of hie Naval Units within the
‘estrictios oulined inthe Naval Movement Rules,
No Land or Ait units except those being trans.
ported by Naval nits) may be moved.
2. Replacement Phase. The Phasing Player places
his replacements as called for by the Setnario
being played
'3. Primary Sopply Judgment Phate. The Phasing
Payer determines which of hi units are out of
supoly and which are in supply.
4. Land Movement Phase. The Phasing Player may
‘move allofhie Land and Ai nits in any ditection,
Up to the limit of their Movement Allowances,
‘Mithin the restrictions outline in the Movement
td Supply Rules. Naval units may not be moved.
‘5. Combat Phase. The Phasing Player may’ attack
Enemy units and conduct Amphibious Assaults
These activin. are resolved as oatlined in the
respective rules sections
{Secondary Supply Judgment Phase. The
Phasing Player determines which ofhis units are in
supply and which are out of suppl
7.Mechanized Movement Phase. ‘The Phasing
Payer may move his Armored and Mechanized
Infantry unite again. No other unite may he moved
in this Phase
BLESC. PLAYER-TURN
1. Naval Movement Phase
2. Replacement Phase
3. Primary Supply Judgment Phase
44 Land Movement Phase
‘5. Combat Phase
6. Secondary Supply Judgment Phase
7. Mechanized Movement Phase
PALL, PLAYER-TURN
1. Naval Movement Phase
2 Replacement Phase
3. Primary Supply Fadgment Phase
4. Land Movement Phase
S. Combat Phase
6 Secondary Supply Judgment Phase
7. Mechanized Movement Phase
D. US/CANADA PLAYER-TURN
1. Replacement Phase. The Phasing Player places
replacements on the map as called for by the
Soenarlo being played.
2. Primary Supply Judgment Phase. The Phasing
Player determines which of his units are in supply
tnd which are out of supply
3. Rail Motement. The Phasing Player may load
and transport units with his Ral units within the
restrictions outlined inthe Rail Movement Rules.
4. Land Movement Phase. The Phasing ayes may
rove all of his units in any direction or combina
tion of directions within the restietions outlined in
the Movement and Supply Rules,
S. Combat Phase, The Phasing Player may attack
Enemy units. Combat Is resolved according tothe
Combat Ruts
6. Secondary Supply Judgment Phase. The
Phasing Plajer determines which of his units are i
supply and which are out of supply
7.Mechanized Movement Phate, The Phasing
Player may mote his Armot and Mechanied
Tnfantey units agai. No other units may be moved
in this Phase
E.GAME-TURN INDICATION
‘TheGame-Turn Marker is advanced one space on
the Game-Turn Record Track tosignal the sar of
anew Game-Turn
[43] GAME LENGTH
Repeat Steps A through E for elght Game-Turns
(rless the Campaign Game s being played) At
the end of the final Game-Turn the Pavers!
performances are evaluated in Hight of the Victory
Conditions forthe Scenario being played
[5.0] NAVAL MUVEMENYT
GENERAL RULE:
During the Naval Movement Phase, the Phasing
Player may move as many oF a8 few of his Naval
units a5 he wishes. During any Friendly Naval
Movement Phase, each nit may be moved as
‘mang al sex and/or coastal hexes ae the Phasing
Player destes. Naval units have an unlimited
Movement Aliowance
PROCEDURE:
“More each Naval unit (or stack of Naval unit),
tracing. the path of movement through the
Hexagonal grid. Naval unite may only be moved
(rough sea and/or coastal exes
CASES:
[5.1] HOW TO MOVE NAVAL UNITS
[5.11] During the Naval Movement Phase of 2
specific fore, only the units of that force are
moved, All,some or none ofthese Naval units may
te moved, No Land units (ccept thooe Belg
Transported) and. no aon-Phasing units may be
moved, nor may any form of combat take place
‘uring the Naval Morement Phase.
[5.2] Naval units have an unlimited Movement
Allowance. They may move through any numberof
aise and/oc costal hexes. Unite may move
Any direction oF combination of diections
(5.2) RESTRICTIONS AND PROHIBITIONS
[5.21] Naval units may nether exit the map, nor
enter albland heres, nor cross all-land hersides
[5.22] Zones of Control never affect Naval units
[5.23] Naval units may never enter a coastal hex
containing Enemy unite, ekeept to execute an
Amphibious Assalt
[5.24] Units may freely more through exes
containing other Friendly unis
[6.0] NAVAL UNIT
STACKING
GENERAL RULE:
‘A maximum of three Naval wits may be in any
tome hex atthe end of any Naval Movemeat Phase
(6:] EFFECT ON MOVEMENT
[6:11] The stacking Fimit applies only at the end of,
the Movement Phase, A Naval unit may tore
through exes alrady containing thre Naval
[6.12] Naval units may more asa stack or stack
fnd unstack freely during movement, as fong as m0
‘ore than three Naval nits end the Movement
Phase in a given hex
(62) EFFECT ON COMBAT
[621] AI ums stacked i a singe hex must be
tacked s one combined Comat Strength; all
thsi Combat Strength are totalled when
stacked
[622] Land, Air and Supply units being tan
ported by Fecndly Noval ute never edd the
Schone of a given bex under eftack They do
however, suffer all resus old against the vel
‘nls eensporting the
(623| Land, Ai and Supply units Strength Points
tre never calculated in an Exchange’ Combat
Fecult in on atack agains the Navel units
transporting them; the attacking units lst must
ual only the Strength of the defending Naval
(624) Land, Air snd. Supply units being
{tansporied by Naval wits donot count against
the Naval unit stacking limit of tee it
(625 Land Aan Suppiy nit eng an
iby Naval units ae destroyed i te unit
FFansporing them scestopedy and most rereat
{fount transporting thr forced fo retreat, into
the same her asthe transporting slat even in a,
‘Amphibious Asal.
(7.0) NAVAL
TRANSPORT UNITS
GENERAL RULE:
During the Naval Movement Phase, Naval
‘Transport and Amphibious unite may transport wp
o three Friendly” units through allseahexes
Transport unite may transport only Land combat
units and Air units Amphibious units may tans
port only Land combat and Supply units. Transport
tits may load and unload in hexes with Feendly
Supply units or in Frendly-occupied port eres (ot
in the PAL, Holding Bon. Amphibious units may
{oad snd unload unitein hexes with riendly Supply
units, in Frlendly-oceupied port hers, in amphi
‘ious hexes Corin the PAL. Holding Bor) Toad
tonto or unload from a Naval Transport or Amphi-
bows unitcostthe Land or Air unit to Movement
Points. There ix 20. Movement Point cost far
loading to the Amphibious or Transport unit
PROCEDURE:
During the appropriate Mosement Phas, units of
4 national free may expend 2 MP in a port hex
‘containing Transport or Amphibious unis of that
nationalforee. ‘These Land units are. then
considered to be loaded on the Navel unit and
‘may be transported bs them in the folowing Naval
Morement Phase. The Land or Air units being
‘wansported are. placed under the Naval unit
‘tansporting them. The procedure is reverse for
Unloading units from Transports oF Amphibious
‘units. Additionally, Amphibious units may Toad
lind onload Land tit of the same national force
(Galpin amphibious hexes, and assist these unis
in atacks on Enemy uniteCASES:
[7.1] RESTRICTIONS ON NAVAL UNITS
7.11] Teansports and Amphibious units have a
maximum capacity of three units of the same
national force.
[7.12] Naval units may transport oly units ofthe
same nationality; for erample, E-S,C. Transport
and Amphibious units may only transport ES.
[7.13] Only Transport and Amphibious usits may
transport unite CV ‘units may never transport
tunis not even Ale units
(7.| NAVAL TRANSPORT OF SUPPLY UNITS
Amphibious units of a national force may
teaosport Supp units (during the Neval Move
ment Phat) of the same national force. To load
Gr enload = Supply unit requires thatthe trans
Porting Amphibious unit remain in the coastal ex
With the Supply unit for an entre Neval Movement
Phase. After loading, the Supply unit may be
‘uansported in the following Naval. Movement
Phase. Afr unloading, the Supply unit may be
used as a Port and Suppiy base for units of the
“ame national fore inthe subsequent Land Mare
ment Phase. After a Supply ua is placed, it
continues to provide Supply as Tong as 1 remains
Inthe hen. Iemay be tsnsported by any Amphibi
‘ou unt ofthe same national force that fulfils the
requirements for transport.
17-21} Supply units may only be transported by
“Amphibious unite (which may simultaneously
‘wansport Fiendly Land units
{7.22} Supply units may never be transported by an
“Amphibious unit inthe same Game Turn thatthe
“Amphibious unit Is conducting an. Amphibious
‘saul
173] NAVAL UNITS
"AND ZONES OF CONTROL
Naval units (and units they are transporting) have
ro Zones of Comtol. Naval units (and units they
fre transporting) are unaffected by Land unit
‘Zomes of Conte
(74) NAVAL COMBAT
Only the Aggrestor forces have Naval fores
Amphibious units may conduct Amphibious
Assaults aganst amphibious hexes. Land units
tay not sack Naval unite CV units may make
attacks im the same manner as Ait units for
Purpores of combet, CV units ate considered Air
finite. They may attack any Land or Air units
within thele range. (See 140 for procedure) Ait
tits may atack Naval its inthe same manner
that they attack Land units. Naval units never have
‘an “untied” Combat Strength. Ther stength i
Always known, (In mult-Player games, CV unite
may attack other Naval uals; other Naval unit
‘types may not atack Naval units.)
[8.0] REPLACEMENTS
GENERAL RULE:
Liste in each Scenario ate the numberof replace:
tment units received by each force during. thet
‘espective, Replacement Phases for each, Game
‘Turn. Replacement units are always romoved from
the Destroyed Units Boxes.
PROCEDURE:
‘When unit is destroyed, it is placed in the
Destroyed Units Box for units of its own force
There are five boxes, one for each force. During
each Replacement Phase, the specified number of
Units may be removed from the Destroyed Unite
Box and brought into play
CASES
[8.1] REMOVAL OF DESTROYED UNITS
[8-11] When 2 unit is destroyed as a result of
combat, i is Immediately placed in the proper
Destroyed Units Box
[8.12] When a Land Combat or Air unit is placed
Jn the Destroyed Unite Bo, itis placed face-down
showing is unteled Strngth (as it vas. at the
beginning oF the game). These uals should then be
thoroughly mised in with the other units ia the
Destroyed Units Bor,
(8.2) REPLACEMENT UNITS
[8.21] tf fore isto eceve replacement units that
force may only receive replacements if thete are,
luring the” appropriate. Replacement Phase.
fulfitnt units inthe Destroyed Ualts Box to bring
back into the gime a5 replacements. Unclaimed
replacements mey not be accumulated,
{8.22} When forces are being replaced, only the
destroyed unit-ypes listed are replaced
{8.23} American and Canadian replacements
appear in any Supply hex cureealy contelled by
the Phasing Piss.
[8.24] Aggressor replacements appear in any
‘soastal ex occupied by a Supply unt ofthe same
‘ational force, ola any port hex occupied by units
‘of the same national fore.
{8.25} All replacements may move normally the
Game-Turn in which they appear
18.26} Replacements may appear in any Enemy
controlled hex, but they may move no further in
‘he folowing Land Morement Phase.
(8.27) 1 no replacement hex is available, replace
‘ments sheduled for that Turn may not be received.
[8.28] “Constant” replacements listed in the
Scenarios may be received in each Game Turn
Variable" "replacements Tequire certain cont
tions to be me
[9.0] SUPPLY
GENERAL RULE:
Land units and Air units are considered to be
“in. supply” or “out-of supply.” Units are
considered tobe in supply if they can trace ine of
hexes unblocked by Enemy nits or Zones. of
Control toa Supply hex (in th ease of American
snd Canadian uni), of 1 « Supply unit, oocupies
ort hex, or Amphibious unit (a amphibious hex)
fF the same national force as the unit to be
supplied, for the Aggresor force.
|9.1] SUPPLY SOURCES
[9.11] American and Canadian units are
‘considered tbe in supply if they can trace a line of
theres of any length, unblocked by Enemy units oF
[Enemy-contrlled exes to any Supply hex in their
conn respective counties. Aggresor its are
‘considered in supply if they ean trace a line of
theres of any Tength unblocked by Enemy units or
Enemy controlled hexes to © Supply unit of their
‘ovn national force on a coastal hex, or 4 port hex
‘ecupied by 4 unit of thee own national fore
Friendly ualts negate Enemy Zones of Control for
supply purposes
(9.12) Aggressor units are also considered to be in
"supply # they can trace apath no longer than three
‘exes toan amphibious hex occupied bya Friendly
‘Amphibious unit. Ths path must not be locked
by Enemy units oF Zones of Conta
[9.13 Naval units ate aways in supply
{9.14} Supply hexes may not be used as supply
sources for Aggressor foes, unless the supply nek
isin a coastal hen
(92) SUPPLY EFFECTS
{9.20} Land units that are out of supply attack and
defend at oneal ther printed Combat Strength.
The Movement Allowance of such units i also
halved
[9.22] The Combst Strength and Movement
Allowance of Air units that are out of supply are
halved: however, their Range Allowance "is
unaffected by supply considerations,
[9.23] Units that are out of supply may remain so
indefinitely. Unite are never eliminated as «result
of Being out of suppl
19.24) Rail units are always in supply. They always
fetain their full Movement Allowance,
(93) JUDGING SUPPLY
(9.31) Supply, for purposes of movement, i judged
Shuring the appropriate Supply Judgment hase
(rimary or Secondary. Units which are out of
supply. at. that time hive. their Movement
‘Allowance cut in hall (actions are rounded up).
1932] Supply, for purposes of combat (cither
sack or defense) is Judged at the instant of
Combat. Units which are out of supply at the
instant of combat have their Combat Strength cut
in half (fractions are rounded wp.
[9.4] BLOCKING SUPPLY
Units ae considered to be out of supply if their
supply path i blocked by (1) am Enemy occupied
hex, of @) an Enemy-contolled hex not occupied
by a Friendly unit or (3) blocked hexsides. Land
and Air unity may never trace supply through
allsea or lake hexes. Naval unite ate alwaye in
supply:
[9] SUPPLY UNITS
Only Aggresioe frees have Supply its. A Supply
‘nit ean supply any Friendly nits, and Rts supply
ipectty hluever expen
[9.51] Each Supply un
facklng purposes.
[9.52] Supply units may never attack; they may
only defend.
[9.53] A Supply unit may be used as a source of
supply tall unis ofthe ame national force which
‘can trace a Line of Supply fo tin all Game: Turns
Subsequent to its landing (ee Case 7.2.
19.84) Once placed, Supply units cam never be
‘moved overland, although they may be moved by
Amphibios units
counts as one unit for
19.6] PORTS
Some hexes on the map are designated as Port
exes. These ees supply all units of @ national
force tht ean trace a Line of Supply to them, if
‘cceuped by 4 unit of that force.
[9.61] Port hesex function ax supply centers
Immediatly upon being cecupied by Land or Ait
tunis, at any point in the Game Turn
[9.621 Port hexes may only function ae supply
‘centers for units ofthe same national force asthe
unit currently occupying them. If Port exes are
‘unoccupied, they may #0t function as a Sapply
‘enter for any units. Al Coastal-Urban hezes and
Supply hexes function as ports forall purposes
[10.0] LAND MOVEMENT
GENERAL RULE:
During the Land Movement Phase of @ Player:
‘Tarn, as many oF as few ofthe Land and Ait unitsof that national force may be moved as the
Contrling Payer wishes. Unis may be moved ia
‘ny direction or combination of directions During
the Mechaniond Morement Phate, Armored and
Mechanized Infantry unis, only, may be moved
again
PROCEDURE:
Unis are moved one at atime, tracing a path of,
‘ontiquous heres through the hex grid. AS a unit
‘enters a her, i pays one or more Movement Pots
ftom it total Movement Allowance
CASES
[00.t] MOVEMENT RESTRICTIONS
AND PROHIBITIONS
110.11] Movement may never take place cut of
sequence, Units ofa national force may be moved
uly during he Moreen Phase of thee own
Plajer-Tuen. During the Combat Phase. 2 unit
hich js either attacking or defending may be
Called upon to advance or retreat after combat is
resolved: Duting the Morement Phases of other
PlayerTurns and during all Combat. Phases
(except when advancing o reteating as a result of
combat, units of & matonal force must not be
moved
10.12] A Friendly unit may never enter a hex
containing an Enemy unit (exception: see 15.0)
{10.13} unit may never expend more Movernent
Points than is total Movement Allowance in any
‘one Movement Phase, A unit may expend al, ome
for none of ie Movement Point in any one Move-
trent Phase, but unused Movement Points may aot
bbe accumulated uns another Movement Phase ot
transfered to another unit
[10.14] Once a unit has been moved and the
Player's hand taken from Uhe piece, it may not
change ts move without the. convent of the
‘opening Pye
[102] EFFECTS OF TERRAIN
[10.21] Morement i calculated in terms of Move
tment Points Basically, each unit expends one
‘Movement Point from its Movement Allowance to
center a clear terrain hex. To enter other types of
hreses, unit. must expend. more than one
-Manenent Point, When the Terrain Bifets Chatt
fails fora Movement Point expenditure to crot &
terrain Resse, this cost is In addtion to the
terrain cost for entering the hex
{30.23} Unite may never exit the map, or enter of
{ros prohibited ferrin, Units forces o da so asa
‘result of combat are eliminated instead.
[11.0] LAND UNITS
ZONES OF
CONTROL
GENERAL RULE:
“Thesix hexagons surrounding a hex constitute the
Zone of Control of any Land Combat units in that
hex. Heres upon which a unit exerts a Zone of
Conic are called controlled heres, and inhibit
the movement of Enemy Land wnits and Block the
‘supply path of Enemy writs All Land unite must
fceaxe movement whe they enter an Enemy
‘ontolled hex
CASES:
[1.,1}BRFECTIVENESS OF
ZONES OF CONTROL
[I1AH] Atl Land Combat units exert @ Zone of
{Control a allies during the entire Game: Ture.
{11.42} Units do not pay any additional Move
‘ment Points to enter Enemy controlled exes
[11.3] Usits may lave an Enemy controlled hex
tthe beginning of their Movement Phase, but
ust ceave movement immediately spon
Subsequently entering aay other Enemy controlled
hex Units may move fom one Enemy controlled
hex directly into snother Enemy controled hex, but
Ifa unit does soit may move ao further that Phase
[11.14] Feendly Zones of Conteol never affect
Friendly unis; only Enemy unite
11.15] Ifa given unit is in an Enemy controlled
hex, the Enemy unit is also in that given unit's
conirlled hex. The Enemy and Friendly units are
equally and joinly affected.
[11.16] Zones of Control extend into all sx hexes
adjacent to the contolling unit's hex, with the
folloming three exceptions: Zones of Conizl do not
extend across Blocked hexsides, Major Rivers, of
[ML.17) There is no additonal effec of having more
than one Land Combat unit cating i Zone of
Control into given hex.
{11.48} Land units may not retreat as a result of
‘ombat into of through an Enemy contalled hex.
‘This isteve even ifthe Enemy controlled bex is
occupied by a unit of the same national force orf
Zone of Control of unit of te same national force
is cat into the hex
[11.19} Supply paths may noe be traced through
nem Zones of Control. Te occupation of 2 hex
bya Friendly Land unit, however, negates the Zone
‘of Conta or purposes of tracing a Line of Supply.
112] ZONE OF CONTROL RESTRICTIONS
[11.21] While being transport by Nava usits ot
Rail its, units Rave n0 Zone of Control
[11.22| Zones of Control do not extend. through
Hilooked herides or do they extend tnt alsen
boxes, or across Major River.
[01.23] Air nits and certain types of Land units do
not have Zones of Control, The Land units without
‘ones of Coatzol are: HovereraRt unis, Militia
units, Ral units and Supply units. Enemy units
toring adjacent 10 these types never have to
abserve any Zone of Control effects. These units
are, howerer, subject to all effects of any Enemy
Zone of Control
[12.0] STACKING
OF LAND UNITS
GENERAL RULE:
‘A maximum of theee Friendly Land units may be
Stacked in one hex at the end of any Friendly
Movement Phase. All types of Land units, except
Railunits, count towards the stacking restrictions.
CASES:
[12.1] STACKING INHIBITIONS
AND PROHIBITIONS
{12.11} Naval nits never count against Land
Stacking limits when inthe same hex with Land
tunis (ether Enemy ot Friendly).
[02.2] Land unite and Naval. units may be
fombined as 2 single Strength Point total when
tacking or defending, except when Land units
fre being transported faee 622 and 150)
{12.3} Alliypes of Land and Air units except Rall
fui, count towards the thes-unit stacking
[12.14}Land units ofitering Aggressor forces may
fot stack together, nor may they combine thet
Combat Strengths when attacking or defending,
[13.0] LAND COMBAT
GENERAL RULE:
Combat ccc between adjacent _oppoing
Combat units. The Phasing Player isthe atacking
Player and the non-Phasing Players the defending
Player, regardless of the overall strategie situation.
PROCEDURE:
All attacking units ae committed oan attack, and
fonce commited may not be withdran of reallo
tated to another attack All defending wnits must
tlso be specified. The “tried” strength of ll unite
fa the combat are then revealed Gee Case 18.3)
‘otal the Combat Strengths ofall the attacking
unit inglved in a specific attack and compare it
{othe otal Combat Strength ofthe units in the hex
tnder attack. State the “comparison as. a
Trobe rae Attackers Strength to. Defer
‘ers Strength Round off the ratio in favor ofthe
‘efender to conform tothe simplified odds found
on the Combat Results Tele, all the die and read
the result onthe appropriate line under the odds.
Apply the resul immediately before resolving any
ther stacks being made during the Combat
Phase. Friendly units may not atack each othe.
CASES
(03.4) WHICH UNITS MAY ATTACK
{13.11] Land Combat Unit may only atack ducing
their ove national force's spectic Combat Phase
‘They may then attack any and all Enemy units
adjacent to them. Only those Land Comat units
Aliettly adjacent to a given Enemy unit may
participate in an attack on that unit
[13.12] Adackingis completly voluntary: wos are
never compalled to attack, and. not every unit
{djacent fo an Enemy unit seed participate im any
tack ont that i ot partijpating in a stack
‘by ther units in the same hex sneer affected by
[13.13] An Enemy occupied hex may be stacked
by as mat unite ae can be brought to ear in the
sik adjacent Rete, lus any number of Air units
{hat ean attack rom non adjacent hexes (oe 14.0),
[13.18] No unit may attack more thm once per
Comat Phase and no Enemy unit may beattacked
tore than ones per Combat Phase. A unit may be
stacked more than once pet Game-Turm (once in
tach Enemy Combat Phase)
032] MULTL-UNIT
AND MULTE-HEX COMBAT
(13.21) Al units ina given hex must be attacked 35
{single combined Combat Strength. The defender
ray not "withhold a unit in a hex under atack.
Different units in a hex may not be atacked
separately
{13.22] Other units in 2 hex that contains an
Stacking unit need not participate in that sare
Stack or anyother attack. Thus when one unit in
Sack le attacking sgien hex, dhe other uote
the stack could attack diffrent hex, oF not
attack at all
(13.23) If stack of wits is adjacent to more than
fone Enemy occupied hex, eould attack al, ome
‘enone of them in a single combat. Thus, wits in
single hex may attack more than one hex. The
fnly requirement is that all attacking units must
beadjacent ral defending units. (Ai unis, when
adjacent, must be adjaceat to all defending units)
[13.24] A given unit's Combat Strength i always
tnitary. Thats unit's Combat Strength may not
be divided among different combats, either for
attack oF defense
(033) EFFECTS OF TERRAIN
‘ont defending in certain types of terrain may
haves Combat Strength increased. This increase