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Winter Table - 34.41 |
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0 |
No effect |
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1 |
Movement of armor units during exploitation reduced by 1. |
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2 |
Movement of armor units during exploitation reduced by 2. |
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3 |
Movement of armor units during exploitation reduced by 3; overruns and airdrops are prohibited. |
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4 |
Movement of armor units during exploitation is reduced by 4. |
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5 |
Movement of armor units during exploitation is reduced by 5. Fortifications and railheads may not be constructed. |
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6 |
Exploitation is prohibited. |
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7 |
CTL reduced by one. Infantry units and replacements are subject to a -1 DM unless defending in a capital, objective hex, IC, bridgehead or railhead. |
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8 |
Air Nationality DRM reduced by one. |
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9 |
Ground attacks against non-partisan units and offensive air operations are prohibited. Defensive air support is restricted to the hex in which the air factors are based. |
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10 |
Enemy units must expend only one, not two, movement factors to leave the ZoC of armor units. |
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11 |
Armor units are treated as infantry units. |
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Modifiers |
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+5 |
winter turns in the Russian winter zone. |
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+5 |
winter turns in Siberia, Manchuria, Mongolia and Tannu Tuva. |
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+2 |
fall turns in Siberia, Manchuria, Mongolia and Tannu Tuva. |
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Explanation: Each level of winter effects includes all the effects of all lower results. The Russian winter zone consists of all eastern front hexes east of the Nazi-Soviet Pact line and in Finland. |
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Winter preparation: Winter effects are reduced by winter preparation. The starting winter preparation levels are: Russia, Finland, Sweden: 6; Japan: 2; Other: 0. Winter preparation levels may be increased by production, but may not exceed 6. |
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Attrition combat: The difference in winter preparation levels modifies attrition die rolls (+/-1 for each level). Russian attritions in the Russian winter zone permit the Russian player some control over attrition results (14.521). |
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Offensive operations in the Russian winter zone: For every Axis winter effect level below "9", the Axis may make one ground attack of any size; use 15 or more air factors for offensive operations; or, if permitted by a winter result of "5" or less, exploit from one breakthrough hex. Overruns, ground attacks on partisans and the use of up to 14 air factors do not count. |
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Exploitation: Exploiting armor units may always move at least one hex. |
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Pacific effects: Movement reductions for exploiting armor for winter effects 1-5 are halved, round down, in the Pacific theater. Winter effect 10 does not apply in the Pacific theater. |
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Winter turns in the Russian winter zone; winter and fall turns in Siberia, Manchuria, Mongolia and Tannu Tuva: One die is rolled, subject to the above modifiers. |
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Automatic winter levels: |
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6 |
Eastern front west of the Nazi-Soviet Pact line |
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6 |
Western front |
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4 |
Mediterranean front hexes in continental Europe |