Historical European Scenario

Introduction: The Historical European Scenario recreates the European part of World War II. This differs from the standard European Theater Campaign Game in that diplomatic, research, production and mobilization results are already provided, based on the historical actions of each country. Players do not allocate research or diplomatic points, make research or diplomatic rolls, track tensions, or determine which units to mobilize.

The Historical European Scenario is intended for use by players new to the game who want to begin play as quickly as possible, without the need to assimilate all of the rules for diplomacy, research, intelligence and mobilizations. Note that the historical activation of the German minor allies in Winter 1940 makes a German invasion of Russia in 1941 the soundest strategic option for the Axis.

The European theater is played as a two-sided game, although it may easily be played with more than two players.

Research and Production: Research and production results are already provided in the Historical European Scenario force record sheets and in the Historical Events Chart. The rules that govern the research results obtained still apply. The value of the research result is the value of the modified die roll. To interpret the result, refer to the Research Tables.

Diplomacy: The diplomatic results achieved by each major power are provided in the Historical Events Chart.

Declarations of War: Major powers are free to declare war as they wish, subject to the normal restrictions, except Germany and Italy may not declare war on Spain.

Shipbuilding: All sides use the shipbuilding charts for the standard European Theater campaign game.

Tensions: Tension levels are not tracked – the historical tension levels are used, as set out in the Historical Events Chart.

Duration: The Historical European Scenario begins in Fall 1939 and ends at the end of the Allied Winter 1946 player turn or when:

A. France, Britain and Russia have surrendered and are not at war with Germany , and the United States signs a peace treaty with Germany as a result of an adverse U.S. election result. The Axis then win a decisive victory.

B. The European Axis surrender.

C. One side or the other concedes defeat on the basis that one of the above is inevitable.

Initial Situation (Europe): Germany is at war with Britain, France and Poland. Italy is neutral. Russia and the U.S. are neutral, and the RGT and USAT levels are zero.

Order of Deployment:   Poland, Germany, Italy, France, Britain, Russia, U.S.

Order of Movement: During each game turn, Germany and Italy move first, moving together. The Allies, including neutral Russia and the U.S., move second. The order of movement does not change in the course of the game.

Effect of an Axis invasion of Britain: If an Axis unit enters Britain, all USAT effects are accelerated by one turn.

Gibraltar: Beginning the turn after France has surrendered, Britain must garrison Gibraltar with at least three ground factors. If this requirement is not met at the end of an Allied player turn, Spain activates as a German minor ally at the start of the following Axis player turn.

Additional Setup Information: Additional information relating to the initial setup of this scenario is found in the following rules: supply status (7.25); mapboard box restrictions (7.31); replacements (10.25); partisan placement (11.36); airbase placement (18.141); initial transport placement (20.631); initial fortifications (32.41); initial oil reserves (33.422); no YSS (35.12); initial codebreaking cards (48.23); initial cooperation restrictions (53); Poland (64.34); Baltic States (65.22); minor country setup (82.51, 82.92); minor countries begin with a “3-4” diplomatic result (Diplomatic Tables Introduction).

National Capabilities

The Historical European Scenario game BRP levels, growth rates, starting force pool levels and additions, unit construction limits, basic airbases and replacements are set out on the Historical European Scenario force record sheets.

The European scenario cards, which contain the Naval Construction Charts and space for allowable builds, isolated units and minor country units, should be used to keep track of units which are currently in play.

Additional information required to begin the Historical European Scenario is set out below:

Germany

Control: Germany , including East Prussia.

Mobilization: None.

Research and Production: Refer to the Historical European Scenario force record sheets and Historical Events Chart for research and production results. In addition, the following rules are in effect for the specified results:

·        Harbor attack research results may be held for future use and may be accumulated.

·        Germany may choose between the placement of a fort, beach defense or railhead as indicated. No more than one fort (or beach defnese) and one railhead may be placed in the same turn.

Fall 1939 Restrictions: Axis offensive operations and attritions on the western and Mediterranean fronts are prohibited in Fall 1939 (9.91).

Initial Capabilities: Germany begins with two synthetic oil plants (33.233), up to three pocket battleships raiding at sea (21.5334) and a free one-ship harbor attack (21.442). Germany begins the game with a 10 BRP economic interest in Russia (69.11).

Italy

Control: Italy, Sicily, Sardinia, Albania, Libya, Rhodes, Ethiopia.

Deployment Limits: Three 1-3 infantry units must begin the game in Ethiopia and remain there until the outbreak of war between Italy and Britain. Italy may reinforce its Ethiopian garrison by NRing one infantry unit each turn to Ethiopia prior to the outbreak of war between Italy and Britain (88.42).

Mobilization: In Fall 1939, Italy adds 10 BRPs to its BRP base and level (36.11B).

Research and Production: Refer to the Historical Global War force record sheets and Historical Events Chart for research and production results.

Britain

Control (Europe): Britain, including Ulster, Iraq, Kuwait, Palestine, Transjordan, Egypt, Malta, Gibraltar, Cyprus, the Canadian portion of the U.S. box, the South Africa box.

Canada

Canada is part of the British Commonwealth and has its own units. Canada is worth 10 BRPs. The Canadian BRPs are included in the British base and contribute to the British construction limit.

Canadian Forces: Canada begins the game with one 3-4 infantry unit in the Atlantic U.S. box. This unit may be NRed to Europe in Fall 1939. One 3-4 infantry unit is added, unbuilt, to the Canadian force pool in Fall 1940. One 4-5 armor unit is added, unbuilt, to the Canadian force pool in Spring 1941.

South Africa

South Africa is part of the British Commonwealth and has its own units. These include African units which are considered South African for game purposes only.South Africa is worth 10 BRPs. The South African BRPs are included in the British base and contribute to the British construction limit.

South African Forces: South Africa begins the game with one 3-4 infantry unit and three 1-3 infantry units in the South Africa box. These units may be NRed to Europe in Fall 1939.

British Units: British units may not begin the game in South Africa.

Australia

Australia is part of the British Commonwealth and has its own units. The Australia box is worth 10 BRPs and is counted as part of the British BRP base.

Use of Australian Units in Europe: The following Australian units may be employed in Europe as set out below. Australian units that are eliminated may be rebuilt using British BRPs and NRed to Europe, and are counted when determining British resistance level calculations until they are rebuilt. The NR of Australian units to Europe requires the use of an Indian Ocean transport. Australian units are restricted to the Mediterranean front and Ethiopia.

·        Fall 1939: one Australian 1-3 infantry unit may be NRed to Europe.

·        Fall 1940 or thereafter: one Australian 2-3 infantry unit may be constructed by Britain and NRed to Europe.

·        Fall 1941: both Australian units must return to the Pacific theater; if unable to do so, these units must be voluntarily eliminated and rebuilt at double the normal BRP construction cost (27.13C). If these units are unbuilt, they must be built by Britain.

·        After Fall 1941, no Australian units may be used in Europe.

Use of Australian Shipbuilding in Europe: Australian shipbuilding may be used to construct one Indian Ocean transport each turn, with Britain paying the BRP cost.

India

India is part of the British Commonwealth and has its own units. The India box is worth 10 BRPs and is counted as part of the British BRP base. Calcutta and Dacca are each worth five BRPs and are treated as British colonies.

Use of Indian Units in Europe: In Fall 1939, one Indian 2-2 and one Indian 1-2 infantry unit may be NRed to Europe, and employed there for the duration of the game. Indian units that are eliminated may be rebuilt using British BRPs and NRed to Europe, and are counted when determining British resistance level calculations until they are rebuilt. The NR of Indian units to Europe requires the use of an Indian Ocean transport. Indian units are restricted to the Mediterranean front and Ethiopia.

Mobilization: In Fall 1939, Britain adds 10 BRPs to its BRP base and level (36.11E).

Research and Production: Refer to the Historical European Scenario force record sheets and Historical Events Chart for research and production results.

Forts: The British fort may be built in any British-controlled hex, but may not be built in a French-controlled hex. Once France surrenders, Britain may build a fort in any British-controlled hex in France or a former French colony.

Pacific BRPs: Britain receives 40 BRPs its Asian colonies in the 1940 and 1941 YSS. In Winter 1941, Britain deducts 7 BRPs for the loss of Hong Kong, Malaya, Singapore and Burma; and the British resistance level is reduced by one for the loss of Singapore. Britain receives 10 BRPs for Dacca and Calcutta in the 1942 and each subsequent YSS.

Pacific Unit Construction: In Spring, Summer and Fall 1941, Britain must spend four BRPs per turn to bring the Australian force pool up to full strength before Japan attacks. Starting in Winter 1941, Britain must spend three BRPs per turn to replace Australian and Indian units lost in combat in the Pacific theater. These construction costs are mandatory and count against the British construction limit. All Australian and Indian units in the Pacific theater are considered to be built when determining the British resistance level.

Naval Withdrawals: Britain must NR the following ships, which are listed by factor and type, off the European mapboard at the end of the indicated turns. These represent the historical transfer of ships to the Pacific theater. If an undamaged British ship of the required type is not available for transfer to the Far East, twice as many factors of undamaged Western Allied naval factors must be removed from the board instead. Transferred naval units may not return to the European mapboard.

·       Summer 1941: BB4 (fast), BC3 (both these ships are eliminated at the start of the Axis Winter 1941 player turn)

·       Winter 1941: 2 CVL, 4 NAS, 5 BB3, CA2, DD1

Use Against Raiders:   British ships transferred to the Far East may be used to combat Axis raiders in the Indian Ocean (EXCEPTION: The ships transferred in Summer 1941 may be used to combat Axis Indian Ocean raiders only during the Axis Fall 1941 player turn, as they were sunk during the Japanese Winter 1941 player turn).

Replacement of Lost and Damaged Naval Units:   Naval units transferred to the Far East which are lost or damaged in combat with Axis Indian Ocean raiders must be replaced in the next Allied player turn.

Penalties:   For each turn the Western Allies fail to transfer the required naval units to the Far East or replace losses from Axis raiders in the Indian Ocean, Japan’s surrender is considered to be delayed by one turn, up to a maximum delay of two turns.

Starting Transport Levels: The Western Allies begin with 30 transports, as follows: Atlantic: 20; Indian Ocean: 5; at large: 5, to be initially allocated to the Atlantic or Indian Oceans as desired. The optimal levels necessary to avoid BRP losses are Atlantic: 25; Indian Ocean: 10.

Indian Ocean Transports: Three Indian Ocean transports are inverted at the start of each Allied player turn to reflect the use of Indian Ocean transports to ship oil and units to India. The Western Allies must maintain at least five transports in the Indian Ocean; if Axis air or naval attacks reduce the number of Indian Ocean transports below five, the Western Allies must replace the missing Indian Ocean transports before building Atlantic transports. This requirement does not prevent the Western Allies from putting more than five transports in the Indian Ocean.

Transport Transfer to the Pacific: In Winter 1941, the Western Allies must redeploy two transports to the Pacific.

Restrictions on opening setup: The British strategic bomber factor must begin the game in the Atlantic SW box (7.31).

France

Control: France, including Corsica, Tunisia, Algeria, Morocco, Lebanon‑Syria.

Deployment Limits: One 1-3 infantry unit must remain in Lebanon-Syria and two 1-3 infantry units must remain in French North Africa or Libya. These units may not enter France.

Mobilizations: None.

Research: Refer to the Historical Events Chart for research results.

United States

Control: Atlantic U.S. box.

Starting Forces: Two 3-4 infantry units, six replacements, one strategic bomber factor and the following naval units: Colorado (BB3), Idaho (BB3), Mississippi (BB3), New Mexico (BB3), New York (BB3), Texas (BB3), CA14, DD12 . The Yorktown (CV) is considered to be transferred to the Pacific and may not be used in Europe.

Pacific Naval Commitments: The ships which begin the game on the American Naval Construction Chart (the Wasp, Indiana, Massachusetts and Washington) must be completed as quickly as possible and sent to the Pacific theater, where they remain out of play for the remainder of the game. All other American named ships and cruisers built in the Atlantic U.S. box remain in play in Europe unless voluntarily transferred to the Pacific theater.

Transferring Pacific Destroyers to the Atlantic: For each 4- and 5‑factor American named ship transferred to the Pacific theater, other than the three BB4s under construction at the start of the game (the Indiana, Massachusetts and Washington), an equivalent number of destroyers may be transferred from the Pacific theater to Europe (i.e., transferring one BB4 to the Pacific allows four DDs to be transferred to the Atlantic). These destroyers arrive in Europe during the redeployment phase of the Allied player turn in which the heavy ship is transferred to the Pacific theater.

Use of Pacific Shipbuilding to Construct Transports: If USAT are 28 or more, one transport may be constructed at no BRP or Atlantic shipbuilding cost each turn, to reflect the use of American Pacific shipyards. The construction of this transport counts as a grant of three BRPs from the U.S. to Britain.

American Carrier Construction and Use: The U.S. may begin the construction of one American fast carrier of any type for each fast carrier laid down by the Axis (one fast carrier for each German or Italian fast carrier placed on the German or Italian Naval Construction Charts – 27.733). Only American fast carriers built in the American Atlantic shipyards may be used in the European theater until after Japan surrenders.

American CVE Construction: The U.S. may build four American CVEs per turn (17.355).

American Naval Air Training: The American naval air training rate at is 0.

Mobilization: The U.S. adds 25 BRPs to its BRP base and level for each mobilization. The U.S. mobilizes when the USAT level reaches 10, 20, 30, 35, 40, 45 and 50, followed by five additional increments at the rate of one per turn, as set out in the Historical Events Chart.

Research and Production: Refer to the Historical European Scenario force record sheets and Historical Events Chart for research and production results.

Forces available after a Japanese surrender (57.8): Japan is considered to surrender in Fall 1945.

In each of the three Allied player turns following Japan’s surrender, the following units may be redeployed from the Pacific U.S. box to the Atlantic U.S. box, for use in Europe:

A. Ten AAF (for a total of 30 AAF);

B. Two 1-3 marine units (for a total of six 1-2 marine units);

C. Three 3-4 infantry units (for a total of nine 3-4 infantry units);

D. Three CVs, including their naval air component, two 4-factor battleships and three destroyer factors (for a total of nine CVs, with their naval air component, six 4-factor battleships and nine destroyer factors).

During the redeployment phase of the Allied player turn following Japan’s surrender, four strategic bomber factors are placed in the Atlantic SW box.

Russia

Industrial Centers (ICs): One in each of Moscow, Leningrad, Stalingrad, Kharkov, Dnepropetrovsk, Rostov and Gorki . Each IC is worth 10 BRPs in 1939. The first three ICs added through mobilization must be placed in Kuibyshev, Magnitogorsk and Sverdlovsk, in that order, if possible. See 37.6 for restrictions on the placement of new ICs.

Control: Russia, Urals box.

Deployment Limits: Of the starting Russian European naval forces, at least six naval factors must start in both Leningrad and the Black Sea.

Mobilization: For each mobilization, Russia adds one IC, increasing its BRP level by 10 BRPs. Russian mobilizations occur when the RGT level reaches 10, 20, 30, 40 and 50, as set out in the Historical Events Chart, at the maximum rate of one every second turn.

Research and Production: Refer to the Historical European Scenario force record sheets and Historical Events Chart for research and production results.

Urals Box and Siberian Transfer: Russia begins the game with one 3-5 armor unit, two 3-3 infantry units and one army air factor in the Urals box. Russia may SR these units onto the European mapboard during the Russian Fall 1941 redeployment phase.

Siberian BRP Grants:   Russia receives 10 BRPs in American grants via Siberia each turn, beginning in either Spring 1943 or when Russia and Germany go to war, whichever occurs later. This is reduced to 5 BRPs per turn from Summer 1945, when Russia attacks Japan, until the turn after Japan surrenders (Fall 1945, or later, depending on Western Allied actions - see above under Britain and the United States). Siberian BRP grants count against the 50 BRP limit on grants to Russia in a single turn, but neither the cost of building the Alaska highway nor the cost of the BRP grants themselves come off the U.S. European BRP total. (40.7).

 

Victory Conditions

The victory conditions are determined according to the number of turns played before Germany and Italy surrender:

Historical European Scenario
Victory Conditions

Turn of Axis surrender

Victory Level

Winter 1943 or earlier

-6

Spring 1944

-5

Summer 1944

-4

Fall 1944

-3

Winter 1944

-2

Spring 1945

-1

Summer 1945

0

Fall 1945

+1

Winter 1945

+2

Spring 1946

+3

Summer 1946

+4

Fall 1946

+5

Winter 1946

+6

The victory level depends on if and when the European Axis surrender. "-" results favor the Allies and "+" results favor the Axis. The maximum victory level either side may achieve is +/-6. If the European Axis are not conquered, they achieve a +6 victory.