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  1. #1
    Makeru ga, katta
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    Before you all die ghastly, horrible deaths, let me take the hour to describe my latest plan for world domination! Uhauhauha!
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    Post World in Flames, the rules, le regole (versione 7.0)

    World in Flames (“WiF”) and all its components and kits, in both its electronic and printed forms, is Copyright © 1985 ~ 2003, Australian Design Group.
    Permission is hereby granted to copy these rules electronically for your personal use only, provided that they are copied in their entirety (including this message). Any deletion or alteration or on-selling, without the express written permission of Australian Design Group, is a violation of domestic and international copyright law.

    Dedicated to the memory of:
    Dr. Peter Browne Rowland
    5 April 1929 ~ 25 June 1996
    Loving father, partner and friend
    * * * * * *
    Dedicated also to the memory of:
    Harry Pinder 1901~1996
    Barbara May Cambridge 1909~1996
    Frances Amina Gleghorn 1905~1996
    Rest in Peace


    Table of Contents
    1. Introduction 3
    1.1 Rules 3
    1.2 Scale 3
    1.3 Markers 3
    2. General concepts 3
    2.1 Terrain 3
    2.2 Zones of control 4
    2.3 Stacking 5
    2.4 Supply 5
    2.5 Control 7
    2.6 Fractions 8
    2.7 Dice 8
    2.8 Range 8
    3. The Turn 8
    3.1 Sequence of play 8
    4. Reinforcement Stage 9
    4.1 Force pool changes 9
    4.2 Reinforcements 9
    5. Lending Stage 9
    5.1 Trade agreements 10
    6. Initiative Stage 10
    6.1 Determining initiative 10
    6.2 Effect of Initiative 11
    7. The Action Stage 11
    8. Weather 11
    8.1 Weather zones 11
    8.2 Weather effects 11
    9. Declaring war 12
    9.1 Neutral major powers 12
    9.2 How to declare war 12
    9.3 Compulsory declarations 12
    9.4 US entry 12
    9.5 Neutrality pacts 13
    9.6 Calling out the reserves 13
    9.7 Controlling new minors 14
    9.8 Aligning minors 14
    9.9 Multiple states of war 14
    9.10 Japanese occupation 14
    10. Choosing Actions 14
    10.1 Action types 14
    10.2 Activity limits 14
    11. Implementing actions 15
    11.1 Passing 15
    11.2 Port attack 15
    11.3 Naval air missions 15
    11.4 Naval movement 16
    11.5 Naval combat 19
    11.6 Opponent’s naval combat 22
    11.7 Strategic bombardment 22
    11.8 Carpet bombing (option 32) 23
    11.9 Ground strike 23
    11.10 Rail movement 24
    11.11 Land movement 24
    11.12 Air transport 25
    11.13 Debarking land units 26
    11.14 Invasions 26
    11.15 Paradrops 27
    11.16 Land combat 27
    11.17 Aircraft rebases 30
    11.18 Reorganisation 31
    12. Last impulse test 31
    13. End of Turn Stage 31
    13.1 Partisans (option 46) 31
    13.2 Entry markers 32
    13.3 US entry 32
    13.4 Return to base 35
    13.5 Final reorganisation step 35
    13.6 Production 36
    13.7 Peace 39
    13.8 Victory check 41
    14. Aircraft 42
    14.1 Aircraft movement 42
    14.2 Aircraft missions 42
    14.3 Air-to-air combat 43
    14.4 CV units 45
    14.5 Terrain 46
    14.6 Pilots (PiF option 28) 46
    14.7 Flying bombs (PiF option 59) 47
    14.8 Kamikazes (option 60) 47
    15. Surprise 47
    15.1 Surprise effects 47
    16. Offensive chits (option 61) 47
    16.1 Air action 47
    16.2 Naval action 48
    16.3 Land action 48
    16.4 Combined action 48
    16.5 Reorganise HQs 48
    17. Vichy France 48
    17.1 Creation 48
    17.2 Determine control 48
    17.3 Units 48
    17.4 Running Vichy France 49
    17.5 Combat with Vichy 49
    17.6 Running Free France 49
    18. Co-operation 50
    18.1 Who can co-operate 50
    18.2 Not co-operating 50
    18.3 Co-operating 50
    19. Minor countries 50
    19.1 Neutral minor countries 50
    19.2 Entering the war 50
    19.3 Who can enter the minor 51
    19.4 Minor country units 51
    19.5 The Nazi-Soviet pact 51
    19.6 Soviet border rectification 52
    19.7 Axis minor countries 52
    19.8 Allied minor countries 53
    19.9 Netherlands East Indies 53
    19.10 Austria & East Prussia 53
    19.11 French African minors 53
    19.12 The Ukraine (option 62) 53
    19.13 MIL units 54
    20. Chinese communists 54
    21. Stilwell 54
    22. Optional rules 54
    22.1 Intelligence (option 63) 54
    22.2 Factory destruction & construction
    (option 30) 55
    22.3 Japanese command conflict
    (option 64) 55
    22.4 Optional units 55
    23. Index and Glossary 61
    2die 10 table 64

    “We may be destroyed but, if we are, we shall drag a world with us - A World in Flames”
    Adolf Hitler, 1932

  2. #2
    Makeru ga, katta
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    Before you all die ghastly, horrible deaths, let me take the hour to describe my latest plan for world domination! Uhauhauha!
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    Predefinito Re: World in Flames, the rules, le regole (versione 7.0)

    Ulteriori notizie sul gioco sono reperibili sul sito dell'Australian Design Group:

    http://www.a-d-g.com.au

    E su relativi link con le immagini delle pedine e delle mappe, che posterò in seguito.

    Nelle regole non potrò inserire le immagini degli esempi.

    Buona lettura e buona guerra.

  3. #3
    Makeru ga, katta
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    Before you all die ghastly, horrible deaths, let me take the hour to describe my latest plan for world domination! Uhauhauha!
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    Predefinito

    1. Introduction
    World in Flames (“WiF”) is Australian Design Group’s strategic level game of the Second World War. Up to six players will manage the economies and conduct the military operations of the major nations involved in that conflict, either as a member of the Axis (Germany, Italy and Japan) or as one of the Allies (China, the Commonwealth, France, the USSR and the USA).

    We intend this edition of the game to be the final edition. It comes as one of five products:
    World in Flames Rules Set;
    World in Flames Classic game;
    World in Flames Starter Kit;
    World in Flames Deluxe game; and
    World in Flames Super Deluxe game set.

    The World in Flames Rules Set consists of:
    this rule book (incl. 2 x A4 builds charts);
    WiF Scenario book;
    1 production circle; and
    1 x A3 (420 x 294mm) full-colour game chart.

    The World in Flames Classic game consists of:
    The World in Flames Rule Set;
    1 additional A3 full-colour game chart;
    4 large (574 x 820mm) full-colour maps covering most of the world (West Europe & Africa, East Europe & the middle east, Asia and the Pacific);
    1 x A3 full-colour minimap of America;
    1400 counters representing all the armies, navies and air forces of World War II (counter sheets 1-6 & 24); and
    2 ten-sided dice.

    The World in Flames Starter Kit consists of everything contained in the World in Flames Classic game except the box and dice.
    The World in Flames Deluxe game consists of:
    The World in Flames Classic components;
    1 additional A3 full-colour game chart;
    an Africa map & 200 counters ~ CS 14 (from Africa Aflame);
    a Scandinavian map & 200 counters ~ CS 15 (from Asia Aflame);
    600 aircraft counters ~ CS 7-9 (from Planes in Flames);
    1000 naval counters ~ CS 18-22 and a task force display (from Ships in Flames); and
    200 land counters ~ CS 23 (from Mech in Flames);
    for a total of 7 maps and 3600 counters!

    The World in Flames Super Deluxe game set consists of a:
    World in Flames Deluxe game;
    America in Flames game;
    Days of Decision game;
    Patton in Flames game;
    Carrier Planes in Flames kit;
    Convoys in Flames kit;
    Cruisers in Flames kit; and
    1 year’s subscription to Lines of Communication

    1.1 Rules
    We have arranged these rules in sequence-of-play order. Optional rules are generally in the same place as the standard rule they modify. They are separated from the standard rules by being framed in grey. All optional rules are exactly that and each option can be played in part or full provided all players agree.
    To play this game, you should decide on what rules variants you want to play with (using the Optional Rules Manifest on the back of the Production Circle will make this easier) choose a scenario (see 24, scenario information), and follow the set-up instructions there.

    1.2 Scale

    Units
    A land unit represents an army or corps (optional division units represent smaller units, see 22.4.1 and 22.4.2).
    A naval unit represents a squadron of 4 to 6 destroyers attached to either 1 aircraft carrier, 2 battleships or battle cruisers, or 4 heavy or light cruisers. If playing with the Ships in Flames counters, a naval unit represents only 1 aircraft carrier, battleship, or heavy cruiser in addition to the destroyers.
    An aircraft unit represents 250 aircraft in 1939 gradually increasing to 500 aircraft by 1945. Each counter consists of a variety of types, but with the predominant aircraft being that depicted on the counter. Not all of them would be flying in each mission.
    You are limited by the number of units included in the game except for Convoy points which can be freely broken down or combined, as long as the total convoy points remain the same.

    Time
    Each game turn is two months.

    Map
    Each hex is approximately 100km on the European maps, 230km on the Asian, Pacific, African and Scandinavian maps, and 650km on the America mini-map.

  4. #4
    Makeru ga, katta
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    Before you all die ghastly, horrible deaths, let me take the hour to describe my latest plan for world domination! Uhauhauha!
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    Arrow Immagini del gioco

    http://users.utu.fi/juheja/WIFpics.htm

    http://users.utu.fi/juheja/TBGpics2.htm


    In questo sito potete vedere un gruppo di giocatori finlandesi intenti a muovere le pedine sulle mappe e decidere le migliori strategie di guerra. Nel secondo in particolare vi sono immagini più particolareggiate delle mappe.

  5. #5
    Makeru ga, katta
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    Before you all die ghastly, horrible deaths, let me take the hour to describe my latest plan for world domination! Uhauhauha!
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    Predefinito continuiamo con le regole

    1.3 Markers
    You are not limited by the number of markers provided in the game except for entry markers (see 13.3), forts (AfA/MiF option 5), synth oil plants (AfA option 14) and Task Force markers (SiF Option 21). If you run out, just make up some more.


    2. General concepts
    This section lumps together general wargaming terms that may already be familiar to you. If you have played World in Flames before, you can probably skip them for now because they are much the same as previous editions. Read them later though, especially the supply rules where there are some important changes.

    2.1 Terrain
    Terrain and its effects are summarised on the bottom of the Asian map. The rule here explains some more general concepts.

    2.1.1 Hexes & hex-dots
    As in many wargames, the land portions of the maps are divided into hexagons (called “hexes”). Hexes regulate unit location and movement.
    A “coastal hex” is a hex which contains both land and sea. We have printed the sea portion of coastal hexes in a lighter shade of blue to distinguish them.
    Each hex has six sides (“hexsides”). Certain terrain features (e.g. rivers) conform to hexsides and affect combat, and sometimes movement, across that hexside. An all-sea hexside is a hexside with no land at all.
    On-map hexes are contained within the grey map borders. Off-map hexes are printed in the border area itself. All hexes on the American mini-map are also off-map hexes.
    Two hexes are adjacent if:
    they share a common hexside;
    they are on either side of the join between the eastern European map and the Asian map and share the same number. They are actually connected via the hexside on the Asian map bearing the same number as the hex on the east European map.

    AsA option 1: The same applies if you are using the Scandinavian map (letters differentiate the hexes/ hexsides).

    AfA option 1: The above is also true for the northern border of the African map. However, the eastern edge of the African map has a hex for hex correspondence with the Asian map (i.e. the hexes with the same letter are in fact the same hex, see below). Any map-edge hex-dot on the Africa map connects to any other in the same sea-area on the American, Asian or Pacific maps.

    they are off-map hexes connected to each other by a rail line or a grey communication line (exception: the Perm to E0148 rail); or

    one is an off-map hex and the other is either an on-map edge hex connected to it by a rail line or a grey communication line or an on-map hex, on the map’s edge, which is adjacent to a connected on-map hex.

    Example 1: Riyadh is adjacent to the 2 bottom right-most hexes of the East European map.

    Example 2: Dakar is adjacent to the 3 Moroccan hexes with the letters ‘u’, ‘v’, and ‘w’, printed on them.

    A unit in a hex that contains both mainland and an island occupies both the island and the mainland.

    Unlike other wargames, the hexes stop at the coastlines. Hexes at sea are replaced by hex-dots - each hex-dot is at the centre of what would otherwise be a hex. When moving an aircraft unit across hex-dots, or when counting hexes, just imagine you are moving from hex to hex.

    The use of hex-dots is partly aesthetic but also serves to show that the presence of land units is not permitted.

    Some hex-dots are “large” hex-dots. Only large hex-dots are adjacent to off-map hexes. So, you can only move between a hex-dot and an off-map hex if the hex-dot is large. Large hex-dots can also be adjacent to normal hexes or normal hex-dots.

  6. #6
    Makeru ga, katta
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    Before you all die ghastly, horrible deaths, let me take the hour to describe my latest plan for world domination! Uhauhauha!
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    Predefinito Re: continuiamo con le regole

    2.1.2 Sea areas
    The seas are divided into areas by dark blue lines (called sea area borders). Each sea area is individually named (e.g. ‘RED SEA’). Each sea area contains a sea-box which regulates movement and combat at sea.
    Two sea areas are adjacent if they share a common sea area border or if they are directly connected by a blue communication line. Some sea areas on the west European and Pacific maps contain statements that they are connected to one or more sea areas on the USA minimap. The connected sea areas are also adjacent.
    The Mozambique Channel and the Azanian Sea (both on the Asian map) are connected. Treat hexdot ‘O’ as being connected to the hexdot south of hex ‘U’ by a blue communication line.
    The Red Sea is the only sea area that is on 2 maps. The sea-box is only on the east European map but the hex-dot on the Asian map is still part of the same sea area. The hex-dot on the Asian map is adjacent to the large hex-dot at the eastern end of the sea area on the east European map.

    2.1.3 Off-map areas
    The maps incorporate the main areas of conflict in World War II. However, other areas saw combat and World in Flames provides off-map areas to deal with them.
    An off-map area contains:
    1 or more off-map hexes; and (usually)
    a sea area with a sea-box.
    Off-map areas are connected to each other, and to the map, by grey and blue communication lines.

    Grey communication lines
    Only land and aircraft units can move along grey communication lines. Some grey communication lines are shown as railways. You can move along these lines normally as well as by rail.

    Blue communication lines
    Only aircraft and naval units (and their cargoes) can move along blue communication lines.
    A naval unit moves along blue communication line from sea area to sea area.
    An aircraft unit moves along a blue communication line from any adjacent hex-dot in the first sea area to an adjacent hex-dot in the second sea area (see 14.1.2). If it’s not clear which hex-dots are adjacent to a blue communication line, the nearest ones always are.

  7. #7
    Makeru ga, katta
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    Predefinito Re: Re: continuiamo con le regole

    2.1.4 The American minimap
    Every hex on the American minimap is an off-map-hex. Every hex-dot on the American map is a large hex-dot.
    Puerto Cortes and Vera Cruz are ports on the Caribbean sea area. Panama and Puntarenas are ports on the Gulf of Panama sea area.

    AiF option 1: If playing with the maps from America in Flames, you use them instead of the American minimap.

    2.2 Zones of control
    A zone of control (“a ZOC”) is the effect a land unit has on the hex it occupies and on adjacent hexes. A ZOC affects supply (see 2.4), garrison values (see 9.5), railroad movement (see 11.10), land movement (see 11.11), notional units (see 11.14), retreat after combat (see 11.16.5), reorganisation (see 11.18.2), the transport of resources and build points (see 13.6.1), breaking down (see 22.4.1), and the placement of off-city reinforcements (see 4.2), partisans (13.1), fortifications (22.4.9) and synthetic oil plants (22.4.11).
    Most land units have a ZOC into their own hex and into all adjacent hexes. Partisans only have a ZOC into their own hex. Units that invade (see 11.14) or paradrop (see 11.15) temporarily lose their ZOC.

    AsA/MiF/PoliF options 2&3: Divisions and artillery only ever have ZOCs into their own hex.

    MiF option 6: Supply units have no ZOCs.

    ZOCs don’t extend:
    into, or out of, off-map hexes; or
    into the notional hexes represented by hex-dots; or
    across alpine hexsides; or
    across all-sea hexsides; or
    across lake (except when frozen), or straits, hexsides; or
    into a hex controlled by a major power or minor country, on the other side that the unit is not at war with; or

    Option 20: (Surprised ZoCs) from a surprised unit.
    Naval and aircraft units don’t have a ZOC (even in the hex they occupy).

    The unit does not exert a ZOC into:
    hex (1) because of the alpine hexside;
    hex (2) because of the straits hexside; and
    hex (3) because it is a hex-dot.

    Option 4: (Pacific & Asian ZoCs) You need either an HQ or 2 other (non-PART) corps or army units in a hex to exert a ZOC into an adjacent hex on the Asian or Pacific map (AfA/AiF/AsA Option 1: or African, American or Scandinavian map).

  8. #8
    Makeru ga, katta
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    Before you all die ghastly, horrible deaths, let me take the hour to describe my latest plan for world domination! Uhauhauha!
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    Predefinito Re: Re: Re: continuiamo con le regole

    2.3 Stacking
    There is a limit on the number of units that can occupy each hex. This is called the stacking limit of the hex.

    2.3.1 Limits
    Units that can’t co-operate (see 18.1) can’t stack together in the same hex. They can stack together in the same sea-box.
    Stacking applies at the end of every step and after each retreat and advance after combat (see 11.16.5). You cannot voluntarily overstack then but if it happens (whether inadvertently or unavoidably), the owner of the hex must destroy enough of the overstacked units to comply with the stacking limits. You must destroy face-up units before face-down units.
    Land unit limits
    Up to 2 land units can stack in a hex. Stacking limits are doubled in an off-map hex.

    AsA/MiF/PoliF options 2, 3 & 6: You can stack 3 land units in a hex if the 3rd unit is a division, artillery or supply. You can stack 5 land units in an off-map hex if the 5th unit is a division, artillery or supply.

    AfA/MiF option 5: Up to 2 fortification markers can occupy a hex in addition to any other units.

    Units invading (see 11.14) and paradropping (see 11.15) have a stacking limit in addition to the defending units’ limit. This limit is applied to the combined number of invading and paradropping units.
    There is no limit to how many land units being naval transported (see 11.4.5) can stack in a sea-box.

    Aircraft unit limits
    The stacking limits for aircraft units not flying a mission are:
    Minor port hex 2
    Major port or city hex 3
    Mountain, desert mountain 0
    or swamp hex
    Any other hex 1
    Hex with HQ +1

    If several limits apply (e.g. a city in a mountain hex), the highest of them applies.
    Aircraft stacking limits are doubled in an off-map hex. The HQ increase for aircraft units applies after doubling.

    MiF option 7: (ENG divisions) Each ENG (even face-down) increases the aircraft stacking limit of a hex by 1 (e.g. you could stack 2 aircraft in a swamp occupied by 2 ENG units). In off-map hexes, this increase applies after doubling.

    Option 8: (Flying boats) Flying boats have a vertical blue stripe on their counter.
    Flying boats can only stack in a coastal hex (even if the coast is only on a lake). You can only ever stack 1 flying boat in a hex, but this is in addition to any other aircraft there. For example, you could stack a flying boat plus 3 other aircraft in a major port; you can even stack a flying boat in a coastal mountain hex. Flying boats can fly missions into, or rail move through, non-coastal hexes. Engineers (MiF option 7) do not effect stacking limits for flying boats.

    ATR flying boats (e.g. the BV-222) can only air transport units to or from, or air supply units in, coastal hexes.

    Naval unit limits
    Up to 2 naval units can stack together in a friendly controlled minor port. Every 5 convoy points is 1 naval unit.

    SiF option 9: Up to 4 naval units can stack together in a minor port. Every 2 convoy points (or any spare point) is a naval unit.
    There is no limit to the number of naval units that can occupy a friendly controlled major port (exception: see 18.2, foreign troop commitments) or a sea-box.

    Both sides’ naval units can occupy the same sea-box, even in the same section.

    Combinations
    Stacking limits for land, aircraft and naval units are independent. So, you can have any number of naval units, up to 4 aircraft units and an HQ stacked with another land unit in a major port city.

  9. #9
    Makeru ga, katta
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    Predefinito Re: Re: Re: Re: continuiamo con le regole

    2.4 Supply
    Units need to be in supply to operate effectively.

    2.4.1 When to check supply
    You need to check the supply status of a unit before it moves, flies, sails or reorganises units.
    You also need to check the supply status of land units immediately before you resolve an overrun (both sides), during combat declaration (attacking units) and at the moment of combat (both sides).
    Units at sea are always in supply.

    Example: You want to move an ARM unit but it isn’t in supply. So, you move a nearby HQ first. This puts the ARM in supply when it starts its own move, so it doesn’t suffer the effects of being out of supply. During its move, it contacts an enemy unit. You check its supply to see if it can overrun the enemy. Luckily, it’s in supply, and can overrun ~ you check the enemy unit’s supply status before resolving the overrun. After you finish all your moves, you start your combats. If the ARM is in supply, you can declare an attack with it. You need to check its supply status again when you resolve its combat in case the result of another combat has cut its supply line.

    2.4.2 Tracing supply
    To be in supply, a unit must be able to trace a supply path back to a primary supply source.
    A primary supply source for a unit is:
    any friendly city in the unit’s unconquered home country; or
    for a Commonwealth unit, any friendly city in another unconquered Commonwealth home country; or
    any friendly city in an unconquered home country of a major power the unit co-operates with (see 18.1).

    Example: Germany has just declared war on Poland. Polish units that can trace a supply path to a friendly controlled city in Poland are in supply (because it is a friendly city in their home country). They are also in supply if they can trace to their controlling major power’s cities (because Poland co-operates with its controlling major power).

    MiF option 6: An HQ is a primary supply source for the rest of the turn if you expend a face-up supply unit it is stacked with (see 22.4.10).

    A city controlled by the communist Chinese is not friendly to the nationalist Chinese (and vice versa), even though both are (nominally) on the same side.
    If the unit can’t trace a supply path directly to a primary supply source, it can trace it via one or more secondary supply sources instead.

    A secondary supply source for a unit is:
    an HQ the unit co-operates with (see 18.1); or
    the capital city of a minor country controlled by the unit’s major power; or
    the capital city of a major power, or a minor country, conquered by the unit’s major power, or by a major power the unit co-operates with.

    A secondary supply source of the tracing unit must be able to trace a supply path either to a primary supply source or via another secondary supply source. That other secondary source must also be able to trace a supply path either to a primary source or via another secondary source, and so on. There can be any number of secondary supply sources in this chain but it must end up at a primary supply source of the unit tracing the path.

    Example: Poland’s controlling major power is the Commonwealth. Warsaw is a secondary supply source for Commonwealth units, in addition to being a primary source for Polish units.

    A city can only be a supply source for a unit if it has not been controlled by the other side at any time in the turn.
    A supply source can supply any number of units.

    Supply paths
    You trace a supply path from a unit to a primary supply source.
    If you are tracing a path from a secondary supply source to a primary supply source, it is a railway supply path.
    If you are tracing any other supply path, it is a basic supply path.
    A supply path, basic or railway, can be up to 4 hexes. Each Asian or Pacific (AfA/AiF/AsA Option 1: or African, American or Scandinavian) map hex you trace into counts as 2 hexes. Each off-map hex counts as 4 hexes, so you can only trace a basic supply path into an adjacent hex during clear weather.
    Each desert, or desert mountain, hex your supply path enters counts as 1 extra hex (i.e. counts as 2 on the European maps, 3 on the Asian and Pacific maps and 5 in off-map hexes).
    This maximum distance will vary in some weather (see 8.2.2). In those cases, you determine the length allowed for each path by the weather in the hex occupied by the unit or secondary source you are tracing from.

    Railway supply paths
    A hex a railway supply path enters, by moving along a railway or road, does not count against the 4 hex limit. A hex it enters across a straits hexside also does not count against the limit, so long as the hexes on either side of the straits are railway hexes.
    The 4 non-rail hexes can occur anywhere along the path. Although you will mostly use them to trace supply from an HQ to the railhead, they can be handy for re-routing around an enemy unit that’s blocking a vital rail link.

    Overseas supply paths
    Any part of a basic or railway supply path can be traced overseas. You may only trace supply overseas once for each unit attempting to trace supply, regardless of how many secondary supply sources are used between the tracing unit and the primary supply source.
    The sea portion of a supply path does not count against the maximum number of hexes permitted in the path. The port hex you trace the overseas supply path into does count against your 4 hex limit. However, it always counts as only 1 hex, regardless of what map it is on or what terrain it contains.
    To trace a basic supply path overseas, the unit must be in a coastal hex or trace the path via a port. To trace a railway path overseas, the secondary source must be in a coastal hex or trace the path via a port.

    SiF option 11: (limited overseas supply) You can only trace a supply path overseas if each sea area you trace it through contains a friendly convoy, TRS or AMPH.

    From the coastal hex or port, you trace the supply path via any number of consecutive sea areas to a friendly controlled port which is a supply source itself or from which you can continue the supply path overland to a supply source.
    You cannot trace a supply path into a sea area that contains:
    an enemy CV, SCS or aircraft unit with an air-to-sea factor;
    unless it also contains a surface naval unit, or aircraft unit with an air-to-sea factor, (SiF option 11: convoy, TRS, or AMPH only) controlled by any major power or minor country at war with that enemy unit.

    You can’t trace a supply path between sea areas if one of your SCS couldn’t move between them (see 11.4.4). For example, Axis units can’t trace supply between the Western Mediterranean and Cape St. Vincent until Gibraltar is Axis controlled.

    You cannot trace an overseas supply path either out of, or into, an iced-in port (see 8.2.10) if the weather in that hex is snow or blizzard.

    Limits on supply paths
    You can’t trace any supply path:
    into an enemy ZOC (unless the hex contains a friendly land unit); or
    into a hex controlled by another major power unless it agrees; or
    into a hex controlled by a neutral country (exception: Vichy territory ~ see 17.4 and Sweden ~ see 19.7); or
    across an alpine hexside; or
    across a lake hexside (except when frozen); or
    across an all sea hexside that isn’t a straits hexside (except as an overseas supply path); or
    for any Soviet unit, into a hex controlled by any other Allied major power (and vice versa) unless the USSR is at war with Germany.

    Option 12: (limited access across straits) A unit can’t trace supply across a straits hexside, if the presence of enemy units would prevent you tracing an overseas supply path into that sea area.

  10. #10
    Makeru ga, katta
    Data Registrazione
    07 Sep 2002
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    Before you all die ghastly, horrible deaths, let me take the hour to describe my latest plan for world domination! Uhauhauha!
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    Predefinito Re: Re: Re: Re: Re: continuiamo con le regole

    2.4.3 Out of supply
    Land units
    A land unit that is out of supply:
    can’t attack;
    must be turned face-down if you move it (even by naval transport or air transport);
    defends with 1 combat factor if it is a face-down division (see 22.4.1) or non-white print unit, 3 if it is a face-down white print unit (face-up units defend with their normal strength); and
    option 13: can’t provide HQ support (see 11.16.3).

    Out of supply land units still have their normal movement allowance and still exert a ZOC.

    Aircraft units
    Aircraft units that are out of supply can only fly rebase missions.

    Naval units
    If you move a naval unit that is out of supply, subtract 1 from its movement allowance (not range) and turn it face-down (or put a CP used marker on it if it is a convoy point) when you finish its move (even at sea).

    Option 13: (emergency HQ supply) Non-HQ units that are out of supply can operate as if they were in supply this impulse if they can trace a basic supply path to a face-up HQ they may co-operate with. You can only do this with as many units as the HQ’s reorganisation value.
    You must announce the HQ providing emergency supply before any unit can gain this benefit. Turn the HQ face-down after the land combat step.
    An HQ may not provide emergency HQ supply during the impulse(s) it is surprised.

 

 
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