Europe Engulfed Rules

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Europe Engulfed Rules
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  1  Europe Engulfed  RULEBOOK © 2006 GMT Games, LLC — 2nd Edition   GMT Games, LLCP.O. Box 1308, Hanford, CA 93232-1308www.GMTGames.com #0307 The Second World War In Europe1939 – 1945 RULE BOOK Game Design: RICK YOUNG & JESSE EVANSDeveloper: WILLIAM COOPER  2  Europe Engulfed  RULEBOOK © 2006 GMT Games, LLC — 2nd Edition INTRODUCTION:  Europe Engulfed  is a strategic simulation of the Second World Warin Europe. Each player makes decisions that will affect the war. Youdecide where and how the major battles of the war will be fought. Toreflect luck and local combat leader initiative, dice are used to resolvethese battles. Ultimately each player’s skill and grand strategy willdetermine the outcome of the war.  Europe Engulfed  is a two-player or a three-player game. If there aretwo players, one player controls the Allied Powers and the other con-trols the Axis Powers.The Allied side lends itself to being played by a team of two players(thereby allowing three players to play). If there are three players; thefirst player controls Great Britain and the U.S.A., the second playercontrols the U.S.S.R., France, and any Minor Powers that the Axisinvade, while the third player controls the Axis Powers (Germany,Italy, the Axis Minor Powers, and any Minor Powers that the Alliesinvade).In the case of a three player game, we recommend that optional rule14.48 (see Play Book) be used to determine an overall winner whenthe result is an Allied Victory.Throughout the rules, you will find references to other rules ( e.g., “see9.64”). These references should be ignored as you read through therules. They are provided, along with the Table of Contents, the Glos-sary, and the Index, to help you find any desired rule when you referback to the rulebook. TABLE OF CONTENTS: 1.0 Sequence of Play......................................................Page 4 1.1 Weather Determination Phase1.2 Axis Player-Turn1.3 Allied Player-Turn1.4 Turn Advancement Phase 2.0 Strategic Warfare....................................................Page 5 2.1 ASW and the U-Boat Campaign2.2 Strategic Air War2.3 Strategic Warfare Building Limits 3.0 Supply.......................................................................Page 7 3.1 General Rules3.2 Supply Sources3.3 Supply Paths Across Sea-Zones3.4 Effects of Being Out of Supply3.5 Restoring Supply3.6 Final Supply Determination Phase 4.0 Production................................................................Page 8 4.1 General Rules4.2 Naval Maintenance4.3 Replacements4.4 Producing New Units4.5 Production Protocol4.6 Restricted Builds4.7 Partisans 5.0 Movement.................................................................Page 10 5.1 Operational Movement Phases5.2 Strategic Movement Phases5.3 Sea-Transport5.4 Breakthrough Movement Phases5.5 Stacking Limits 6.0 Combat.....................................................................Page 12 6.1 General Rules6.2 Round of Combat Procedure6.3 Combat Options6.4 Summary of Hit-Bonuses6.5 Counterattack 6.6 Ground-Support Units6.7 Breakthrough Combat and Movement Phases6.8 Terrain Effects on Combat6.9 Field Fortifications 7.0 Special Actions.........................................................Page 15 7.1 General Rules7.2 Amphibious Invasion7.3 Airborne Assault7.4 Breakthrough Movement & Combat Phases7.5 Retreat From Combat7.6 Reinforce Battle7.7 Counter Attack 7.8 Unrestricted Replacements7.9 Limited Supply 8.0 Naval Operations.....................................................Page 17 8.1 Naval Combat8.2 Naval Interdiction8.3 Fleet Point Transfers 9.0 Political Considerations..........................................Page 18 9.1 Germany and the Axis Minor Powers9.2 The Soviet Union (U.S.S.R.)9.3 Great Britain and the U.S.A.9.4 Italy9.5 France9.6 Minor Powers 10.0 Conquest & Victory..............................................Page 22 10.1 Major Power Conquest10.2 Minor Power Conquest10.3 Conquered Territory Control10.4 Victory Conditions10.5 Bidding for Sides 11.0 Player Notes...........................................................Play Book12.0 Designers’ Notes....................................................Play Book13.0 Designers’ Optional Rules....................................Play Book14.0 Additional Optional Rules....................................Play Book15.0 Extended Examples of Play..................................Play Book16.0 Scenarios & Short Games....................................Play BookIndex...............................................................................Play Book17.0 1939 Campaign Game.................................Player Aid Card18.0 1941 Campaign Game.................................Player Aid Card19.0 Minor Powers Setup....................................Player Aid Card20.0 Charts and Tables.......................................Player Aid Card  3  Europe Engulfed  RULEBOOK © 2006 GMT Games, LLC — 2nd Edition GAME COMPONENTS: Your copy of   Europe Engulfed  should include the following:284 Wooden Blocks, as follows:  NationBlockNumber of  RepresentedColorBlocks GermanyGray68German Elite UnitsDark Gray10Axis Minor PowersYellow18ItalyLight Green20U.S.A.Dark Green27FranceLight Blue27Great BritainDark Blue24Soviet UnionRed-Orange68Soviet Elite UnitsDark Red7NeutralsBrown15One Rule Book (this book)One Play Book Two MapsheetsDie-cut labels to be peeled & affixed to the wooden blocks24 Dice (12 each of two different colors)176 die-cut square markers68 die-cut round markers5 Player-Aid Cards (8.5 x 11)  Note that some extra blocks have been included, so the block count may be higher than listed. Extra stickers have also been provided incase they are needed to replace misapplied stickers. If any of thesecomponents are missing or damaged, write to the following address: GMT Games, LLC P.O. Box 1308Hanford, CA 93232-1308www.GMTGames.comThe designers and GMT Games authorize and permit the holder of this rulebook to make one photocopy of the label sheets and the countersheets for personal use. GLOSSARY: Air-Routes – White dotted-lines on the map that cross a Sea-zone andconnect two land areas for purposes of moving ground-support and/orAirborne-Assaulting units across the Sea-zone without utilizing FleetPoints. These lines are always bidirectional. Eligible units crossingvia an Air-Route use their entire movement allowance. Cadre – A ground unit that has only one step remaining is consideredto be at cadre level. Contested Area – A contested area is one in which both sides haveground combat units. The side that was the last sole-occupant controlseach contested area. Controlled Area – Either the Axis or the Allies control all non-neu-tral areas on the map. The player that was the last sole-occupantcontrols each area. All areas behind a player’s scenario start-linebegin as controlled by that player. Enemy-controlled area’s are con-verted to friendly-control at the instant they are occupied solely byfriendly Ground Unit(s), except for areas taken by an uncontestedamphibious or airborne assault, which are not converted until theInitial Combat Phase. Desert – Treat in all ways as Clear terrain unless playing with Op-tional Rule 13.23. Elite Ground Units – These units represent the German & Sovietpractice of lavishly equipping and giving the best training to a fewformations, then using those units at critical battles. These units weremore carefully tracked by opposing intelligence services, which is whythey have a different block color from the other units of their Nation.There are seven dark red Soviet tank and infantry units, and ten dark gray German panzer and infantry units. These units are more power-ful because they fire with a free hit-bonus, however they cost twice asmuch to build (see 4.43(a)). Fleet Points – Naval forces are represented in the game as ‘FleetPoints’, with each point being represented by a Fleet Point marker,which is placed within the Sea-zone it currently occupies. Fleet Pointscan be used to perform each naval function during a turn, rather thanbeing forced to choose just one, making them very flexible (exception– see rule 8.3). The counter-mix is not a limit on the number of FleetPoints any Nation can have or construct. Fleet Points may not be vol-untarily destroyed. Force Pool – All the units and Special Actions available for construc-tion by a given power. As units are destroyed and as Special Actionsare expended, they are returned to this pool. Fortresses – Fortresses are fortified ports that act as areas within ar-eas (see map). They affect combat in several ways (see 5.17, 5.5, 6.85& 6.86). An unoccupied Fortress is automatically controlled by theplayer that controls the surrounding area (exceptions: Malta, whichhas no surrounding area, and Gibraltar, which is Western Allied con-trolled as long as Spain remains neutral). This surrounding area alsofunctions as a port for game purposes so long as the fortress is friendly-controlled and uncontested. Units in friendly-controlled Fortressesreceive Limited Supply (see 7.9) if they cannot otherwise trace a validsupply path. Ground Units – These are the square wooden blocks included in thegame. These blocks are usually placed on edge, with the informationfacing away from your opponents, thereby providing a built-in lim-ited intelligence system. The current step value of each unit should bealong the topmost edge of the playing piece. The highest printed value ArmorInfantryAirborneCavalryMilitia Unit Types FleetPoints Ground Support Side Dogfight Side SpecialActionmarker See Player Aid Card for a complete list of markers Ground Support Units  4  Europe Engulfed  RULEBOOK © 2006 GMT Games, LLC — 2nd Edition on each label represents that unit at full strength. Ground units in thegame represent (approximately) corps, except for the Soviet units,which represent (approximately) armies. Ground-Support Units – These are the round die-cut markers withairplane silhouettes. They are color coded to match the ground unitsof each country. The number provided for each country is the maxi-mum that country can have in play at any given time. A ground-sup-port unit will provide a hit-bonus to any one desired ground unit in thesame area during Combat Phases of any Clear or Light Mud weatherturn (see 6.6). Hit-Bonus(es) – A hit-bonus is a modifier that makes it easier for youto hit what you are shooting at. Normally you need to roll a six on adie to score a hit. Each hit-bonus received adds one to the numberrolled on each affected die, thus making it easier to hit. With one hit-bonus you would hit on a 5 or 6, with two hit-bonuses you would hiton a 4 through 6, etc. Home Areas – Home Areas are the core areas of a Nation where newunits are built and to which supply is traced. Home Areas for eachNation are those within their srcinal borders, and they are shaded theappropriate color on the map (gray for Germany, red-orange for theSoviet Union, etc.). Non-Home Areas aligned with each country havethe same color code as their Home Areas, but are identified by havinga diagonal striping pattern. The American Home Area is the U.S.A.box in the Atlantic Ocean.  British Home Areas also act as Home Ar-eas to U.S.A. units for supply purposes only. Infantry Class Units – These are ground units that do not possesssignificant numbers of tanks, and are represented in the game as theinfantry, airborne, cavalry, and militia units. Markers – These are the 176 square and also the 68 round die-cutmarkers included in the game. They are used to represent field forti-fications, ground-support units, Special Actions, and various gamemarkers. Major Powers – The main combatants, each with its own productionlevel and Force Pool. The Major Powers and their block colors are:Germany (gray & dark gray), Italy (light green), the Soviet Union(red-orange & dark red), Great Britain (dark blue), France (light blue),and the U.S.A. (dark green). Middle-East – All areas of the French Levant, Transjordan, Iraq, andPersia. Militia Units – These units are the converse of elite infantry units.They are weaker in that they never  receive any hit-bonuses, but theyare cheaper to build (see 4.43(b)). Minor Powers – These are all the Nations shown on the map otherthan the six listed as Major Powers above. The Axis Minor Powersuse the yellow blocks, and the other Minor Powers use the brownblocks. Newly Contested Area – A newly contested area is one that has be-come contested as a result of the just completed Movement Phase. Anarea may be newly contested more than once over the course of thegame, providing that each time it was solely occupied by one side,and then entered by the other. Special Actions – These are the die-cut round markers with the words“Special Action” written on them. These represent concentrated sup-ply/leadership resources and the operational skill to put them to bestuse. They can be expended for special offensive or defensive opera-tions (see 7.2–7.9). Steps – Steps are the increments by which ground units are built-upby production/replacements, and depleted by combat losses. If amulti-step unit suffers a hit, reduce its current step value one pointby turning the block 90 degrees counter-clockwise. If a unit withonly one step remaining suffers a hit, it is eliminated and returned toits force pool. Straits – Straits are narrow bodies of water separating two land areas.They affect both movement (see 5.16) and combat (see 6.83). Thereare three straits on the map: The Straits of Messina between Sicily andItaly, The Dardanelles in Turkey, and The Kerch Straits near Sevasto-pol in the Soviet Union. Strat-Move – abbreviation for Strategic Movement (see 5.2) Strategic Assets – The strategic air forces of each Major Power areabstractly represented as points on the General Information Track, alongwith U-boats, ASW, and Flak levels. As these Assets are produced anddestroyed, their current value is adjusted by moving the appropriatemarker to the corresponding number on this track (see game map).The maximum number of bombers and fighters that each side canhave is 30 of each type. The maximum number of U-boat points theGermans can have is 60 (values of 31-60 are shown by flipping the U-boat marker over to its +30 side). Suez Canal – This is the waterway connecting the Mediterranean tothe Red Sea (and for the Allies only—on to the Atlantic by goingaround Africa) through Egypt. This waterway can be used for anyallowed purpose only by the side that currently controls both the Al-exandria and Sinai Desert land areas. Weather Zones – There are three weather zones on the map: West,East, and South. Weather affects both movement and combat (see 1.1)and has various other effects. The Weather Lines (see Map) divide thethree weather zones. WERP(s) – Pronounced “wurps”, this is an acronym meaning War-time Economic Resource Points. These points measure a nation’smilitary industrial output for the European theater of the SecondWorld War. 1.0SEQUENCE OF PLAY Each game turn represents two months and is broken into Phases asoutlined below. These Phases must be completed in the order pre-sented. 1.1 WEATHER DETERMINATION PHASE The map is divided into three weather zones; Eastern, Western, andSouthern. During March/April and November/December turns of eachyear, weather is variable and must be determined. These turns havetwo possible ‘Variable Weather’ result boxes (see map), one box in-cludes Mud and Lt. Mud results, and the other includes Snow andClear results.1.11 Variable Weather is determined on the above listed turns by theSoviet and German players each rolling one die and determining thehighest roll. The Variable Weather boxes show one result if the Germanplayer rolls high, and another result if the Soviet player rolls high (or if the die-roll is tied). This one die-roll comparison determines weather inall three weather zones. Clear weather has no effect on play, while theeffects for Snow, Mud, and Lt. Mud are detailed below.
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