THE OFFENSIVE OF THE EJERCITO POPULAR: Battle of the Ebro - 25 July -3 August 1938 By Javier ROMERO During the weeks that preceded the crossing of the Ebro by the Republican army, the leaders of Francos army had had numerous indications that the reds were preparing something in the Ebro sector. General Yage, chief of the Moroccan Army Corps (CEM), charged with defending the banks of the river from Mequinenza to its mouth, informed Franco that the concentrations and movements of troops and reports from deserters revealed the preparation of an offensive as well as the Republicans training troops in river crossing for several weeks. It was evident to Yage that the Republicans were preparing something and he requested reinforcements. Because even if the Ebro was a significant natural obstacle (although the sultry summer of 1938 had made the river fordable in places) the CEM had to defend a large sector with barely more than 16 battalions. Franco refused him the reinforcements: the offensive on Valencia had priority and also at this time the French border had again been closed which blocked the arrival of war materials from the USSR and other countries. Even the Republican officials did not decide to launch the operation until the last minute because, with the French border closed, launching an offensive of such magnitude seemed folly. In addition, a river crossing is an operation of great technical difficulty and Franco always considered the Ejercito Popular as little better than a band of armed peasants. In sum, the Nationalists knew that something was up but they were unaware of the date and size of the operation. It would undoubtedly be only a diversionary attack whose purpose would be to support a second attack against the Nationalist bridgeheads on the Segre front, like the attacks launched in May of that year. ACROSS THE RIVER At 0015 on July 25, 1938, the day of St. James, patron saint of Spain and both a traditional military symbol and one of the reconquest of the country in the Middle Ages from the Moors, the Army of the Ebro quietly began to cross the river. The forces commanded by Modesto succeeded in the very perilous operation that Franco thought was beyond the capabilities of the Army of the Republic. The operation began in complete silence with no previous artillery preparation. Some 250 boats left their hiding places, which allowed leading units to begin the crossing. At the same time, a series of footbridges were installed which would allow infantry to cross. These footbridges, which consisted of rows of planks placed on hexagons of cork or casks, could on paper support 3000 men per hour. The Republicans had five at the beginning of the operation. Once the crossing points were secured, the engineers began to build bridges: first the field bridges which dated from the prewar army and had a capacity of 4.5 tons, then fixed bridges of wood and steel which in theory required 48 to 72 hours to be made functional. In reality, it would take five days before a steel bridge was built at Flix. Such bridges could support between 8 and 11 tons, which was the weight of an artillery piece or a tank of the period. On the other side, resistance at first was token. The lead units of the 50th Division, charged with defense of the attacked sector, was taken completely off guard. The number of prisoners taken in the first hours shows to what extent the attack had completely surprised the Nationalists: the XVth Army Corps of the Ejercito Popular alone took 4000 prisoners through the second day of the offensive,. such that the commander was obliged to assign an entire battalion of machine guns to guard them. The commander of the CEM was not informed of the river crossing until near 3 a.m. He ordered the few reserves to counterattack because it was clear from the first that the 50th Division was completely overwhelmed and the situation was no longer under control. But this order was not appropriate to the actual situation. Yage reluctantly ordered the 50th Division to retreat at 0730 and asked for reinforcements from Francos HQ. The principal effort of the operation was concentrated in the mountainous region of Pandols, La Fatarella and Caballs. The corps which were tasked with it were the Tageas XVth Corps, Listers Vth Corps, and Modestos Army of the Ebro. These corps were formed by some of the better Republican brigades, veterans of the battles of Belchite, Brunete, Teruel and Aragon. The 3rd and 35th International Divisions of the XVth Corps crossed the river at Ribarroja and Asco, while the 10th Brigade of the 46th Division and the 11th Division of the Vth Corps did so at Benifallet and Ginestar and advanced rapidly toward Gandesa, Corbera and Villalba. The two Republican corps almost completely destroyed the Nationalist 50th Division and part of the 13th Division whose 1st Brigade was the sector reserve. The tally of the operation was a total success. On the afternoon of 25th July, the Nationalist front between Caspe and Gandesa had completely disappeared and Gandesa seemed to be at the Republicans mercy. Further, that night, the Nationalist offensive on Valencia was suspended, which was the strategic objective of the operation. If the heart of the operation was centered on the bend of the Ebro between Ribarroja and Benifallet, to the north and south the Ejercito Popular launched diversionary operations to mislead Franco as to the offensives main zone of concentration. At Mequinenza, the 42nd Division of the XVth Corps crossed the river and threatened the road corridor Caspe-Mequinenza. It was to the south, the area which seemed the most logical place for an offensive to join the two Republican-controlled zones, therefore where the Nationalists deployed the bulk of the 105th Division, which saw the only Republican check. On the afternoon of the 25th, after 14 hours of fierce fighting and having suffered heavy losses, the 14th International Brigade La Marseillaise, mainly composed of French speaking troops (primarily French and Belgians) was driven back to the north bank. Initially, the Nationalists believed that the main Republican effort was directed towards Amposta and that their intention was to advance along the coast towards Castellon to unite the two Republican zones. But after realizing that the attack on Amposta was only a feint, they sent most of the available reinforcements towards Gandesa: a unit of Legionnaires and isolated battalions of the 13th and 40th Divisions. THE RACE TO GANDESA Yage knew that Gandesa was the key to the sector. It was an important communications junction through which passed almost all of the main roads in the zone. In addition, the terrain south of Gandesa is flatter and more suited to an offensive. The commander of the CEM already knew the importance of this city because, even before the Republican offensive began, he had sent three battalions to defend it. He therefore ordered Gandesa to be held at all costs and ordered reinforcements sent there from other fronts. The 4th Division of Navarre received the order to retire from the Levant front and two other divisions left from Estremadura for the Ebro. Meanwhile, on July 25th, only the Nationalist aviation (which bombed and machine-gunned without any opposition from the Republican aviation) and a few isolated units came to the aid of the CEM. Despite the incontestable success by the Ejercito Popular, the Ebro crossing operation revealed several problems. The Republicans lacked the means to cross which would allow them to support the offensive with artillery, tanks and trucks. The initial plan called for the construction of wood and steel bridges which would allow support elements to cross within 48 hours of the river crossing. However, the plan was substantially delayed particularly by Nationalist resistance at several planned crossing points (such as at Flix, where a battalion of the 50th Division dug into the chateau resisted until the afternoon of the 26th) and the incessant harassment by Nationalist aircraft. Francos avaition was mainly in the Levant supporting the offensive against Valencia which allowed it to operate over the Ebro without changing base. Only two groups of Fiat fighters, which were in Estremadura to support the offensive against the Serena pocket, were late in joining the Ebro sector and took three or four days to arrive in the zone. The rest of the Nationalist aviation (the aviation of the Italian Legion, the Condor Legion and the Nationalist bomber squadrons) struck the Republican crossings from the morning of July 25th. To aviation was joined another threat: at 2000 hours on the 25h, the floodgates of dams on the Segre (located within Nationalist bridgeheads, between the rivers Segre and Noguera Pallaresa, which were captured by the Nationalists during the offensive of March-April 1938) were opened and the resulting flood carried off several of the bridges and footbridges already built, and made construction of new bridges difficult. THE BATTLE FOR THE BRIDGES Even if the activity of the Nationalist aviation did not prevent the Republicans passage, it upset the predictions of the Republican engineers as to the availability of wood and steel bridges by which they could pass artillery, tanks and heavy weapons. It seems that the Republican command had underestimated the importance of air superiority, particularly when fighting with their backs to a river. When the Army of the Ebro crossed the Ebro, the bulk of Republican aircraft remained concentrated on the Valencia front and did not appear on the Ebro until the beginning of the month of August. For its part, the Republican anti-aircraft artillery, grouped into two maneuver brigades, which had only light equipment (automatic cannons of 20mm and 40mm) and a few heavier pieces, was unable to effectively defend the bridges and the material assembled on the banks by the crossing points. The only way that they could pass a few dribbles of tanks, guns and trucks was over the dams [ferries?] on which they could transport up to eight tons per voyage drawn by a steel cable between the banks, which made a target too small and too mobile to be hit by airplanes. On the 26th, the Nationalists caused another flood, by opening the floodgates of other dams, which totally isolated the south bank of the Ebro, particularly on the 26th, despite the efforts of the Republican pontoon engineers. Tagea wrote that the pontooneers of the XVth Corps suffered 30% casualties in the first days of the offensive. The flood of the 26th destroyed several of the bridges which, despite everything, had allowed several tanks and trucks to cross to continue the offensive. The Republicans south of the Ebro were totally isolated, not only for lack of ways to cross but also the weakness of their lines of communication due to a lack of radios and qualified personnel to operate them. In addition, cable communications were unreliable because the telephone cables frequently broke. Thus, it was not until after the 29th that field communications were sufficiently reliable to command a battle. THE BATTLE OF GANDESA The importance of the road junction of Gandesa did not escape the notice of Modesto either, commander of the Army of the Ebro. It became essential to reinforce the Republican infantry with heavy weapons in order to take Gandesa and continue the offensive. Meanwhile, in the Ebro pocket, the XVth and Vth Corps finished mopping up the remnants of the 50th Division. At Mora dEbro, two battalions were captured when they tried to break the siege. For its part, Listers Vth Corps reinforced control of the sierra of Pandols and flanked Gandesa from the southeast. However, the Nationalists, having destroyed the Republican bridges, were clearly winning the race against time to reinforce Gandesa. Colonel Barron, commander of the 13th Division, took command of the Gandesa sector and organized its defense. Reinforcements arrived rapidly: the 26th, four battalions, a unit of the Legion and elements of the 4th Navarre Division; the 27th, the 150th Division; in the following days, the 82nd and 74th Divisions. On the other hand, the Republican 35th Division only got heavy weapons on the afternoon of July 27th. At Gandesa and Villalba, both sides infantry was balanced. But the Nationalists benefitted from a superiority in artillery and air support. With neither artillery nor tanks, the Republicans had to bayonet charge the trenches from which the enemy calmly machine-gunned them. Elsewhere, after three days and nights of constant combat, the Republican troops were showing signs of weakness. In addition, munitions, food, and drinking water began to run short especially in the stifling heat of the July days. The shortage of vehicles was so severe that they could not even evacuate wounded to the rear. Since few artillery pieces, tanks, armored cars and ambulances had been able to cross, Modesto decided to concentrate the scant available resources (72 artillery pieces, 22 tanks and 23 armored cars) to support the assault on Gandesa, which would be attempted on August 1st by the 35th Division and two brigades of the 11th Division, and which he would personally supervise. Against them, the Nationalist defense had increased to 15 battalions of infantry, 1 regiment of cavalry and 3 battalions of artillery, all dug in and well provided with ammunition. THE FINAL ASSAULT On the morning of August 1st, the Republicans attacked all along the front: lead units arrived in the area of Gandesa while the XVth Brigade went on the attack at Puig Aliga, a peak (nicknamed the Grain by the Republican soldiers) in front of Gandesa, a key to control of the city. Other assaults followed at 1830 and 2230. Both sides suffered heavy losses (a Nationalist battalions was practically annihilated and had to be relieved by a unit of the Legion) but Gandesa held out. An attack by the 3rd Division on Villalba dels Arcs gave no better result. On August 2nd, the Republicans returned to the attack, supported by several tanks. But the Republican offensive had run out of steam and on the 3rd it was practically exhausted, the day being quiet. Thus, on the night of the 1st to 2nd, units of the Ejercito Popular in other sectors were ordered onto the defensive, not to yield an inch of captured terrain and to begin digging trenches. The Republican offensive was finished and the thrust by the Army of the Ebro was finally contained in a bridgehead of nearly 800 square kilometers. The mobile phase of the battle was finished and the battle of attrition which began would last until the month of November. THE BATTLE OF THE EBRO, 1938 A game by Javier ROMERO [Translators notes are in square brackets like this - Roy K. Bartoo Note that errata has been integrated, probably from Vae Victis 62] The Battle of the Ebro is a simulation of the decisive first days (from 25 July to 4 August 1938) of the principal and most deadly battle of the Spanish Civil War: the Ebro. [Index: 0. Overview 1. Units 2. Sequence of Play 3. Stacking 4. Supply 5. Reinforcements 6. Aircraft 7. Anti-Aircraft Units 8. Ground Combat 9. Movement 10. Headquarters 11. Zones of Control 12. Dominant Positions 13. The Ebro 14. Scenario Designers Notes [Counter key - see also the illustration on p. 33 of the magazine. Background color denotes nationality, Nationalists are in pale green, Republican Vth Corps are in pale khaki, Republican XVth Corps are medium brown. White stripe across the center of the counter denotes that a unit has taken 1 step loss. Left center edge of the counter has a small NATO-style symbol of the unit type, size and affiliation. Size: two strokes denotes a battalion, three strokes a regiment, an X a brigade; for HQs, size is: XX is division, XXX is corps, XXXX is army. Unit affiliation is: white are regulars, whether Nationalist or Republican; blue is Nationalist Phalangist; black is Nationalist Spanish [Foreign] Legion; yellow is colonial troops, red is Nationalist Carlists and Republican International Brigades. Unit type symbology is NATO-standard: infantry is an X, cavalry a slash /, anti-aircraft defense an A, armor an oval, reconnaissance a slashed oval, and HQ are a little triangular flag. For ground units, the colored stripe across the top is in the formation color and has the unit ID printed inside (see the Designers Notes at the end of the rules for what teh abbreviations mean). A yellow circle on the right side has the number of steps the unit currently has. Number on the bottom left is the attack factor, in the bottom center is the defense factor, on the bottom right is the movement allowance. For HQs, the number on the bottom left is the artillery support factor, the number in the bottom center printed in a red box is the artillery support radius, and the number in the bottom right is the movement allowance. Number in the yellow circle is the number of steps the unit currently has. For air units, number in the bottom left is the air combat strength, if in brackets then it only defends; in the bottom center is a letter identifying the aircraft class: C = Fighter [chasseur], B = Bomber, AT = Ground Support [appui tactique, functions exactly like bombers]; in the bottom right corner of the counter is the bombardment strength, if any. The unit ID is printed in the top of the counter, over a flag denoting what faction the airplane is from (Republican flag is red, yellow, purple; Nationalist flag is red, yellow, red; the Italian Aviazione Legionari has a small Italian flag underneath (green, white and red); the German Condor Legion has a miniature eagle. NOTE that there are additional counters on p. 40 of the magazine - 1 Step Loss [1 Pas de Perte], Supply Column, HQ Moved [QG Dplac], Tactical Support [Appui Attaque, Appui Defense], and Republican Control [Controle Rpublicaine]. Also note that several ground units have various misprints, replacements were apparently issued in the next issue of Vae Victis, #62] 0 - OVERVIEW 0.1 Scales Ground units generally represent battalions or brigades for the Ejercito Popular (the Republican Popular Army), battalions or regiments (or the equivalent: demi-brigades or groups of 3-4 battalions) for the Ejercito Nacional (the Nationalist Army). Air units represent groups of 2-3 squadrons or 30-40 machines for the fighters and squadrons of 50-70 machines for the bombers. A hexagon (hereafter termed a hex) represents about 1.5 km from side to side. A game turn equals a day of real time. 0.2 The Dice At certain times during the game, the players will need to use one or more six-sided or ten-sided dice (indicated by the terms d6 or d10).Erratum: on the d10, a 0 counts as 0, not 10 1. UNITS Each unit has several values among the following: Attack Factor: the combat value used by the attacker in a ground combat. Defense Factor: the combat value used by the defender in a ground combat. Movement Allowance: the number of movement points which a ground unit has available to spend in order to move about the map during each Movement Segment. Strength Steps: the number of step losses which a unit can suffer before being eliminated. Support Radius: the radius (in hexes) within which a HQ may furnish support to the units which it commands. Artillery Support Factor: the value used by a HQ to furnish artillery support or for bridge bombardment. Air Combat Factor: the combat value used by an air unit in both attack and defense during an air combat. If a unit has its Air Combat Factor in [brackets], that indicates that it may only be used in defense. Bombardment Factor: the combat value used by an air unit during an attack against enemy ground units or a bridge. Anti-Aircraft Factor: the combat value used by an anti-aircraft unit, such as anti-aircraft artillery or Corps or Army HQ, against an enemy air unit. 2 - SEQUENCE OF PLAY A. Air Phase (common) 1. Assignments: Both players assign each of their air units desired to an area on the Air Assignment Card [on the back of the counter sheets, PHOTOCOPY BEFORE CUTTING THE COUNTERS!!!, shows a reduced version of the map divided into 16 squares] 2. Air Combats: Both players simultaneously reveal the assignments of their air units. In each area which has units of both sides, with at least one fighter unit on at least one side, combat occurs. 3. Bombardments: The players, first the Nationalist and then the Republican, must resolve their air bombardments. If one or more Republican anti-aircraft units is stacked with or adjacent to a bombarded bridge or ground unit, they may shoot before the air bombardment is resolved. 4. Recovery: Both players check to see if they recover any strength steps for their air units. 5. Return: Air units which were not eliminated return to their sides Available Air Units [Units ariennes disponibles] holding box. B. Republican Phase 1. Reinforcements: The Republican player may have his reinforcements enter, as indicated on the list of reinforcements for the scenario: ground units enter through their sides supply sources, air units enter by being placed in their sides Available Air Units [Units ariennes disponibles] holding box [on the Air Assignment Card]. 2. Movement: The Republican player performs the following four operations in order: a. Remove his HQ Moved [QG dplac] markers from the map; b. Movement of all, some, or none of his ground units; c. Begin and/or complete construction of bridges and fortifications; d. Place HQ Moved [QG dplac] markers on any of his HQ which moved during the current phase. 3. Ground Combat: all, some, or none of the Republican ground units may attack enemy ground units which are adjacent to them. C. Nationalist Phase 1. Reinforcements: The Nationalist player may have his reinforcements enter, as indicated on the list of reinforcements for the scenario: ground units enter through their sides supply sources, air units enter by being placed in their sides Available Air Units [Units ariennes disponibles] holding box [on the Air Assignment Card]. 2. Movement: The Nationalist player performs the following four operations in order: a. Remove his HQ Moved [QG dplac] markers from the map; b. Movement of all, some, or none of his ground units; c. Begin and/or complete construction of bridges and fortifications; d. Place HQ Moved [QG dplac] markers on any of his HQ which moved during the current phase. 3. Ground Combat: all, some, or none of the Nationalist ground units may attack enemy ground units which are adjacent to them. D. End of Turn [The Turn marker is the single-sided marker with a watch, and Nationalist and Republican flags in the corners] The Turn marker is advanced one space. If this was the last turn of a scenario, determine the victor. 3 - STACKING In a Clear [Clair] or Level 1 [Escarp] hex, you may stack up to 6 SP (Stacking Points). In a Level 2 [Montagneux] hex you may stack up to 4 SP. [The rules refer to escarp - rough - and montagneux - mountainous. No such terrain types appearing on the terrain key, I assume that Escarp is Niveau 1, and Montagneux is Niveau 2] The stacking point equivalent of a ground unit depends upon its type: - Supply Column = 1 SP - Battalion (any) = 1 SP - Regiment (or equivalent) = 3 SP - Brigade = 4 SP - Division HQ = 4 SP - Corps HQ = 4 SP - Army HQ = 6 SP [Apparently you CANNOT normally examine enemy stacks, but see 12.3 Dominant Positions] 3.1 Overstacking If a bombardment is directed against a hex which is overstacked (i.e. the units stacked there count for more SP than allowed in the hex), it gets a +1 column modifier (see the Bombardment Table [Table des bombardements, p37 and infra.]). All units which are in a hex which is overstacked have their attack and defense factors halved (rounded down to the nearest whole number). 3.2 Divisional Integrity 3.2.1 - Divisional units A ground unit belonging to a division may be stacked with: - other units of its division; - support units of its Corps: HQ, Supply Column, armored units and anti-aircraft artillery units; - a maximum of one unit from any other division. Exception: the units of the 40th, 63rd and 150th Nationalist Divisions may be stacked with any other unit regardless of its division. [Literally, the rules refer to blinds, which I have translated as armored units, but rule 4.3 seems to consider blinds as being the armored car units, as distinct from the tankette units. Nonetheless, I think the intention is to treat armored car and tankette units as identical except for the icon on the counter.] 3.2.2 Independent unit A unit which is independent, that is not part of any division, may be stacked with any unit regardless of its division. 4 - SUPPLY 4.1 General principle A ground unit is considered supplied if it is able to trace a line of supply, of any length, to a friendly supply source hex. 4.1.1 Supply Sources A factions supply sources are the map-edge hexes of roads which exit the map on that factions side of the map. Thus, the Republican board edges run from [0500-2700-2731-1731]. The Nationalist board edges run from [0300-0100-0128-1031-1331]. [The supply sources are conveniently marked on the map with the appropriate factions flag. However, the hexes given in the rules for the friendly board edges are muddled, Ive corrected them to what I think are the correct coordinates. It is not clear whether 1531 is supposed to be a Nationalist supply source, and 1631 a Republican one. I would assume not, since they are not marked with the factional flags like other supply sources, but that violates 5 which says that reinforcements enter at supply sources.] 4.1.2 Line of Supply Limitations A line of supply may not pass through a hex in enemy ZoC unless the hex in question is occupied by a friendly ground unit. A line of supply may be affected by hexes of Dominant Position [Position dominante] (see 12. Dominant Positions). 4.2 Supply Columns (single-sided markers with gasoline cans and artillery shells in front of wooden crates) Errata: Supply Columns have a movement allowance of 14 MPs and a stacking value of 1 SP. They move as normal units. 4.2.1 Usage Each side receives a certain number of Supply Column units per turn. A Supply Column may be put to one of the following uses: - In attack: if a player has a Supply Column stacked with or adjacent to a unit or stack of ground units which are attacking and he decides to spend this supply column on the attack, it benefits from a shift of 1 column to the right on the Combat Results Table [Table de Combat] (for example, and attack at 2:1 becomes 3:1). - On defense: if a player has a Supply Column stacked with or adjacent to a unit or stack of ground units which are being attacked and he decides to spend this Supply Column on this defense, it benefits from a shift of one column to the left on the Combat Results Table [Table de Combat] (for example, an attack at 3:1 becomes 2:1). - After being used, a Supply Column is removed from the map. The counter may be reused by eventually returning to play as a reinforcement Supply Column (see 14. Scenarios). 4.2.2 Assignment Limits Several Supply Columns may be assigned to the same attack or defense, but the odds ratio modifier may never be more than 3. Thus, an attack may not be modified by more than three columns in either direction. In order to use a Supply Column: - A unit attached to a division must be within the support radius of its division HQ; - A unit attached to a corps or army must be within the support radius of the HQ to which it is attached; - An independent unit must be within the support radius of any division or corps HQ. 4.2.3 Availability Neither side may ever have more that 10 Supply Columns on the map at the same time. If a side receives Supply Columns when it already has 10 on the map, the new Supply Columns cannot be received and are considered lost. 4.3 Lack of Supply The effects of lack of supply are as follows - Infantry: the attack factor is halved, rounded down to the nearest whole number (for example, half of 5 would be 2); the defense factor and the movement allowance are not affected. - Tanks, armored cars, cavalry and HQ: the attack factor is halved, rounded down to the nearest whole number; the defense factor is halved, rounded up to the nearest whole number (for example, half of 5 would be 3); the movement allowance is halved, rounded down to the nearest whole number. A HQ may not provide support if it is not in supply. An anti-aircraft unit may not fire if it is not in supply. 5 - REINFORCEMENTS During a Reinforcement Segment, the phasing player consults the reinforcements list for the scenario to determine whether he receives reinforcements this turn. A ground unit reinforcement enters through a friendly supply source hex It may move and fight normally on its turn of entry into the game. [Actually, several Nationalist units do NOT enter through supply source hexes: 1/LV/40, 73/To/13, 1/Me/13, maybe XVII/Lg, 262/CT/13, and for the Republicans maybe the XIVth Brigade.] An air unit reinforcement enters by being placed in the Available Air Units [Units ariennes disponibles] holding box. It may be activated the turn after its entry into the game. 6 - AIRCRAFT 6.1 Assignment At the start of the Air Phase, both players secretly assign their available air units to an area on their Air Assignment Card (see back of countersheets). 6.2 Determine Air Combats After the assignment of air units, both players reveal their Air Assignment Card. In each area which has air units of both sides, with at least one unit of fighters on at least one side, a combat occurs which is immediately resolved unless one side attempts to flee and succeeds. 6.3 Flee Before Air Combat Before beginning an air combat, the Republican player announces whether he will attempt to flee. If he does not attempt to do so, the Nationalist player may attempt it. A player who decides to attempt to flee rolls 1d6 to which he adds the following modifiers: -1 if all that he has engaged in the combat are friendly fighters; +1 if at least one friendly bomber is engaged in the combat. If the die roll is 1, 2 or 3, that players air units flee. The air units of the other side remain in the area. If a flee attempt fails, players immediately resolve air combat. [Despite what this rule seems to say, I would assume that if the Republican player attempts to flee, but fails, the Nationalist player still has the option of attempting to flee.] 6.4 Resolving Air Combat Air combat is resolved in the following manner: - air combat between fighters - interception of enemy bombers (for surviving fighters, see below) - bombardment During an air combat, the players align their engaged fighter and bomber units. Each fighter unit chooses a target from among the enemy air units, this target cannot be a bomber unit unless all of the enemy fighter units are attacked by at least one friendly fighter unit. Bomber units can only defend. For each attack by a fighter unit, the player rolls 1d10 for each strength step the unit has (for example, for a unit which still has 3 strength steps, the player rolls 3d10). At the same time, the opposing player does the same for his attacked unit according to the number of strength steps that it has. Any die roll less than or equal to the air combat factor of a unit inflicts a step loss on the enemy unit. If both sides have fighters survive after the attacks are resolved, then the units of both sides return to their respective Air units Available [Units ariennes disponibles] holding boxes. If only one side has fighters survive, then these may re-attack once against any enemy bombers present. Any surviving bombers may then carry out their mission. 6.4.1 Example A Nationalist unit of Fiat fighters (air combat factor of 6, with 3 strength steps) attacks a Republican unit of Mosca fighters (air combat factor of 7, with 2 strength steps). The Nationalist player rolls 3d10 and simultaneously the Republican player rolls 2d10. The nationalist player gets 0, 8, and 7 and therefore inflicts one step loss on the Republican unit which receives a 1 step loss marker. At the same time, the Republican player rolls a 3 and a 1: he therefore inflicts 2 step losses on the Nationalist unit which receives a 2 step losses marker. Both units return to the Available Air Units [Units ariennes disponibles] holding boxes. In their next combat, these units will both roll only one d10. [This rule seems to assume that players will agree on which Republican fighter will go against which Nationalist fighter. If they do not agree, I would assume that each fighter fires at its chosen target air unit, but ONLY bombers fire defensive fire. Suppose for example that the Nationalist player has fighter units A, B and C, while the Republican player has Fighters X and Y and Bomber Z. The Nationalist player chooses to have A attack X, B attack Y, and C attack Z, while the Republican player chooses to have X attack B and Y attack A. So A fires at X, X fires at B, B fires at Y, Y fires at A, C fires at Z who fires defense at C] 6.4.2 Air Combat LimitationsA unit whose air combat factor is in [brackets] can only use it in defense, that is to say only if it is attacked by another air unit. 6.5 Resolving Air Bombardments If after resolving air combats, bomber units are still in the area, these units may resolve their bombardment against their target (bridge or ground units). If anti-aircraft units are in or adjacent to the target hex, their fire must be resolved before the bombardment (see 7 Anti-aircraft units). To resolve this bombardment, the layer sums the bombardment factors of his bombers present in the area, then rolls 1d6 and checks the Bombardment Table [Table de Bombardement]. 6.6 Bomber Step Losses When a bomber unit suffers at least one step loss (doesnt matter if it is more than one), its bombardment factor is halved (rounded down to the nearest whole number) for the rest of the game. This penalty only applies if the unit does not succeed in recovering its step losses (see 6.7). Errata: The bombardment value of bomber and ground support [AT] air units is halved and rounded down to the next whole number (ex: 5 becomes 2) with the first step loss and does not change after that. Ground support [AT] air units function exactly like bombers. 6.7 Air Unit Recovery Each player has a marker for Air Steps Lost [Pas ariens detruits] for fighter units and another for bomber units. In each air combat segment, the players keep track of the step losses suffered by their air units during air attacks and because of anti-aircraft fire. At the end of the air Phase, both players roll 1d6 for each type of air unit, check the Recovery Table [Table de Rcuperation des units ariennes] and find the number of step losses that their ar units have recovered. Only air units which fought can recover steps. For that, it is suggested that you set them aside before replacing them in the Air Units Available [Units ariennes disponibles] holding box. A unit which receives steps cannot exceed the number of steps that it had before combat. A unit which was eliminated can only return to the game through the recovery of steps. 7. ANTI-AIRCRAFT UNITS An anti-aircraft unit, that is to say either a Republican anti-aircraft artillery unit or a HQ with an anti-aircraft factor (Corps or Army HQ) which in the same hex as, or adjacent to, ground units or a bridge which are being bombarded, may fire against the attacking bomber units before these resolve their bombardment. Thus, for each step loss which the anti-aircraft artillery unit or HQ still has, the player rolls 1d10: for each roll that is less than or equal to its anti-aircraft factor, the bomber unit which is subjected to the fire suffers an immediate step loss. If an anti-aircraft artillery unit is attacked while alone in the hex (not stacked with another friendly ground unit other than a HQ or Supply Column), it is automatically eliminated. SImilarly, if all of the ground units which are stacked with an anti-aircraft artillery unit are eliminated, the anti-aircraft artillery unit is also eliminated. 8. GROUND COMBAT 8.1 Principle A ground combat takes place between adjacent enemy units. A ground combat is never required. A ground unit can only attack once per Ground Combat Phase. Errata: A unit is not required to attack all units in its ZoC, but if it attacks a hex it must attack all units in that hex. A hex may be attack by units in different adjacent hexes. These units may belong to different divisions. 8.2 Resolution The attacking player designates the hex which he wishes to attack as well as, among those adjacent to the hex, those of his units which will take part. 1 The attacker and defender decide if they are going to use Supply Columns, and secretly note, on a sheet of scratch paper, how many they will use, and reveal this value before beginning the next step. 2 The attacker and defender respectively and secretly sum the attack and defense factors of their engaged units, including any HQ support. 3 The attacker and defender announce the total of their factors. The attackers total is divided by the defenders, to yield a strength ratio, such as on the Combat Results Table (Table de Combat], rounding fractions down to the next whole number. Apply to this strength ratio any modifiers for terrain, Supply Columns, etc. 4 The attacker checks the Combat Results Table [Table de Combat]: at the intersection of the modified strength ratio and the roll of 1d6, he reads the combat result. 5 Retreat after Combat: if the attacker or defender suffered 50% losses of the total pre-battle combat factors, they must retreat after the combat under certain conditions (see 8.5). [But, rule 8.5 says that a stack must lose 50% of its strength STEPS, not its strength FACTORS, before retreat becomes an issue.] 8.3 Combat Effects When a combat unit suffers 1 step loss it is flipped onto its reverse side or, in the case of a 3-step unit which suffers a second step loss, a loss marker is placed under it. Its combat factors are then halved. Example: the 1/1 unit of the 84th Nationalist division has 3 steps and a value of 8-12. On the first step loss it is flipped to reveal its new combat values: 4-6; on the second loss, a marker is placed under it and its combat values become 2-3. Exception: the three units of the Nationalist 4N Division have four steps and two counters each to represent them (4 and 3 steps, then 2 and 1 step). Losses must be divided equally among the ground units in a stack. Thus, no unit can absorb a loss if at least one other unit in its stack has lost fewer steps. Exception: no unit can absorb a step loss which would result in its elimination if at least one other unit in its stack can absorb the loss without being eliminated. E xample: three battalions fight while as a stack. The first battalion had previously lost a step while the other two units had lost none. The combat result gives 1 step loss which must be absorbed by one of the two battalions (your choice) which have not yet suffered a step loss. 8.4 Advance After Combat If after a ground combat, the defenders hex becomes vacant, the attacker may have all, some or none of his units which took part in the combat, advance into it. Exception: HQ and Supply Columns cannot advance after combat. [8.5.3 indicates that the defender may also advance after combat if the attackers hex is vacated.] 8.5 Retreat After Combat 8.5.1 Principle A unit or stack of ground units which suffered at least 50% losses with respect to their total of steps engaged in combat must retreat after combat. [This seems to conflict with 8.2.1.5 which refers to combat factors, not steps] Exceptions: - If a side has among its units in combat at least one elite unit (Legionnaires, Coloniale, Phalangiste, Internationaliste or the Republican 11th or 46th Divisions), the retreat is not required. - If the attacker as well as the defender suffers at least 50% losses, no retreat is required. Example: a stack has 4 ground units, each with 2 steps and of which two have a single step loss, for a total of 6 combat steps. During a combat, if it suffers 3 or more step losses, it must retreat. 8.5.2 Defenders Retreat If the defender must retreat, he must do it into a hex which is not in an enemy ZoC (not even one occupied by a friendly unit), otherwise the retreat is impossible. The attacker may, if he wishes, advance to occupy the defenders vacated hex. [But see 8.5.5 for the consequences of being unable to retreat - elimination is not certain] 8.5.3 Attackers Retreat If the attacker must retreat, he may retreat into an enemy ZoC only if it is already occupied by a friendly unit. The defender may, if he wishes, advance to occupy the attackers vacated hex. 8.5.4 Restrictions A stack of units which retreats must retreat as a stack, into the same hex. A unit or stack of units which retreats into a hex already occupied by one or more friendly units must not cause overstacking [see 3. Stacking] 8.5.5 Unable to Retreat A stack of units which cannot retreat (because it cannot enter any adjacent hex, whether it cannot enter an enemy ZoC or would cause overstacking) must remain in its hex, and each unit in the stack suffers an additional step loss. 9 - MOVEMENT 9.1 Principle During a movement segment, the phasing player may move all, some or none of his ground units. A ground unit moves by spending movement points (MP). Entering a hex as well as crossing certain hexsides has a cost in MP (see the Terrain Effects Table [Table des effets de terrain]). A unit is not required to use all of its MPs during a movement segment. It may not transfer unused MPs to another unit. 9.2 The Ebro Republican units can only cross the Ebro via bridges (continuous means) or on boats, footbridges or by dams (discontinuous means) - see 13.2 The Ebro. Nationalist units may never cross the Ebro. 9.3 Road Movement Moving via road costs 1/2 MP for ground units (including HQ and Supply Columns). In doing so, a unit must not begin nor end its movement in an enemy ZoC. 9.4 Railroad Movement A ground unit may move along railroads as if they were roads, under the same conditions. 9.5 Fortification Construction A unit or stack of ground units which did not move in the movement segment may begin the construction of a Fortification. The player places an Under Construction [E.C., En Construction] marker in the hex. If during his movement segment of the following turn, the unit or stack of units has not moved, the player may flip the marker onto its Constructed [C., Construit] side. 9.6 Control (see 14.1.5 Victory Conditions) A player controls a hex if one of his ground units occupies it or was the last to occupy it. Place a Republican Control marker [Contrle Republicain] in such a hex. 10 - HEADQUARTERS A HQ represents a headquarters as well as support units (engineers, supply, transport and artillery) at the divisional, corps or army level. 10.1 Artillery Support HQ can provide artillery support (in attack as well as in defense). To receive artillery support, a ground unit must be within the support radius of the division, corps or army HQ which will provide the support. A HQ may support a unit in both attack and defense: during the Republican phase, a HQ can support a Republican attack, then support a defensive combat during the Nationalist phase. A HQs support cannot be divided among several attacks or defenses. The effect of artillery support is to add the HQs artillery factor to the attack or defense factor of the unit which receives its benefit (see 8. Ground Combat). Example: units of the Republican 11th Division, part of the Vth Corps, may receive support from these two HQs, the 11th Div. and Vth Corps. If for example these units make 3 attacks and all are eligible to receive the support, the Republican player has the following options: support one attack with both HQs or support two attacks with one HQ each. 10.1.1 Artillery Support Limitations A unit that is part of a division may only receive support from its divisional HQ, from the HQ of its divisions corps, or from the HQ of its divisions army. Exceptions: - The HQ of the Nationalist Northern Army [the Davila HQ] can provide artillery support to all Nationalist units; - the HQ of the Republican Army of the Ebro [the Modesto HQ] can provide support to all Republican units. A HQs support factors which are used to support an attack cannot be greater than the total from other unit types (infantry, cavalry, tanks, etc.) which are taking part in the attack. For example, units with 10 attack factors could receive HQ support up to a maximum of 10 points. HQs support value may not be divided among several units. 10.1.2 - Artillery Support from the Passive Front Republican units of the XVth Corps have 4 additional artillery points which they may use in hexes within 3 hexes of the Ebro from hexes 0906 through 2416. Republican units of the Vth Corps have 4 additional artillery points which they may use in hexes within 3 hexes of the Ebro from hexes 2417 through 1626. Note: These artillery points function like HQ support points but within a radius of 3 hexes beyond the Ebro. They may be used alone or in combination with a HQ. For example, a unit of the XVth Corps attacking hex 0909 can receive support from the passive Front because this hex is within 3 hexes of the Ebro. [The rules are not clear whether a Corps Passive Front artillery may be traced ONLY from the two numbered hexes given, or from any Ebro-adjacent hexes between those numbers as well. I assume that it may be traced drom any hex between those end-points, inclusive.] 10.2 HQ Anti-Aircraft Fire Corps and Army HQ have an anti-aircraft factor. During the Ar Phase, HQ with an anti-aircraft factor and which are in the same hex as or adjacent to a bombarded target may fire at the bombarding air units. HQ anti-aircraft factors are as follows: - Republican Corps HQ: 2 - Nationalist Corps HQ: 3 - HQ of the Army of the Ebro [Modesto HQ]: 3 - HQ of the Northern Army [Davila HQ]: 4 10.3 HQ in Combat If a HQ is attacked while alone in its hex (not stacked with another friendly ground unit other than a HQ or Supply Column), it is automatically eliminated and the attacker can advance after combat into the hex the HQ occupied. Similarly, if all of the ground units stacked with a HQ are eliminated, the HQ is also eliminated. A HQ may be subjected to aerial bombardment. Once a HQ has suffered at least 1 step loss (regardless of whether it has suffered more than one), its artillery factor is halved (rounded down to the nearest whole number) for the rest of the game. 10.4 HQ Movement A HQ which moves is marked with a HQ Moved [QG Dplac] marker: it cannot give artillery support on attack nor defense during the following Ground Combat phase. 11 - ZONES OF CONTROL 11.1 Principle Every ground unit (including HQ, but not including Supply Columns) exerts a zone of control (ZoC) into the six adjacent hexes. A ground unit which enters into a hex of enemy ZoC must stop and cannot move further for the rest of the turn. A ground unit may begin its movement in an enemy ZoC but must pay an additional 1 MP to leave it. A unit cannot move directly from one ZoC into another enemy ZoC. 11.2 Zones of Control on the Ebro A unit cannot exert a ZoC across the Ebro. 12 - DOMINANT POSITIONS [Position dominante] Dominant Position hexes, which are key tactical locations, are marked on the map with a black triangle. 12.1 Effects on Combat A unit which is located in a Dominant Position hex defends with a bonus of one column shift to the left on the Combat Results Table (for example, a combat at 4:1 becomes 3:1). 12.2 Effect on HQ Artillery Support A HQ which provides artillery support to a unit which is in a Dominant Position or within a radius of 2 hexes from a Dominant Position (which is occupied by a friendly unit or simply under friendly control) benefits from a +2 modifier to its artillery factor. 12.3 Effect on Stacking A stack of enemy units which is located in a hex adjacent to a Dominant Position occupied by friendly units may be freely inspected at any time. In the contrary case, you may not examine an enemy stack. 12.4 Effect on Supply A unit may only trace a supply line through a hex which is within 2 hexes radius of a Dominant Position hex occupied by an enemy ground unit if the hex through which the supply line passes is occupied by a friendly unit. 12.5 Effect of the Ebro The Ebro has no effect on Dominant Positions. 13. THE EBRO 13.1 Ways of Crossing Republican ground units may cross the Ebro in several ways depending upon the unit type. Thus, infantry units can use, in period terminology, continuous and discontinuous means. Other units can only cross using continuous means. Note that Republican units cannot cross the Ebro below Benifallet (river hexes 1525 to 1531). Nationalist units can never cross the Ebro. [see the Designers Notes for reasoning.] [Can Republican units cross from 1625 to 1525?] 13.2 Discontinuous Means Discontinuous means, which are boats, footbridges and dams, can only be used by infantry units. Using discontinuous means, the Republican player may cross the Ebro (anywhere) with his infantry and cavalry units up to a maximum of 40 SP per turn. Crossing the Ebro by discontinuous means costs an additional +2 MP, +3 if it is across a steep banks hexside (Berges, see the Terrain Effects Table). 13.3 Continuous Means Continuous means are the bridges (in steel and wood) used by the Ejercito Popular (Popular Army). Units other than infantry [and cavalry, see supra.] can only cross the Ebro via a bridge. Exception: the Republican player can cross the Ebro with units that can normally only cross by continuous means, even if there is no bridge over the Ebro, up to a maximum of 4 SP per turn. 13.3.1 Bridge Construction At the start of the game the Republican player has 6 Bridge markers. He can place them between non-steep [Berge] banks of the Ebro during his Movement Phase. When he places a Bridge marker, he also places it on the Under Construction side [E.C., En Construction]. If during his Movement Phase of the following turn the bridge has not been destroyed (by air bombardment), the player flips the Bridge marker to its built side [C., Construit] and the bridge can be used by Republican ground units to cross the Ebro. Under no circumstances can there be more than 4 bridges under construction at the same time. 13.3.2 Destroyed Bridges The Republican player can reuse bridge markers that have been destroyed, but he may never use more than 6 simultaneously (the number of Bridge markers provided corresponds to the maximum number usable. 13.4 Opening the Dam Floodgates The Nationalist player may, twice per game, open the floodgates of dams on the Ebro and its tributaries in order to create a flood which destroys bridges (after Turn 1). Before beginning his movement segment, the Nationalist player must decide if he is going to release a flood, in which case he must announce that to the Republican player. Then, the Nationalist player rolls 1d6 for each bridge on the map. A bridge under construction is destroyed and removed from the map on a roll of 1 through 4. A completed bridge is destroyed and removed from the map on a roll of 1 through 3. 13.5 Amphibious Assault A Republican unit or stack of units able to use discontinuous crossing means may attack directly across an unbridged Ebro hex. If it succeeds in eliminating all the Nationalist units which occupy the attacked hex, it may advance after combat without needing a means to cross. Example: the 122nd and 123rd brigades of the Republican 27th Division which are in hex 2414 launch an amphibious assault against hex 2415 which is occupied by the 73rd Battalion of the Toledo Regiment (13th Division). The two Republican brigades have 12 attack factors against 3 defense factors for the Nationalist battalion. The combat is resolved at 4:1 odds and the Nationalist unit is eliminated. The two Republican units can therefore cross the Ebro, which they could not have done had the Nationalist unit not been eliminated. [The example seems a bit muddled. The Nationalist unit in 2415 would be NORTH of the Ebro, I assume that it should be in 2314. Also, per the Terrain Effects Table, the attack should be shifted one column left for the Ebro effect.] [The Designers Notes, which are printed in French on the back of the Ebro mapsheet, have been translated and are appended at the end of these rules, infra.] 14. SCENARIO 14.1 Across the Ebro Length: 11 turns (from 25 July to 4 August) [But there are 12 spaces on the Turn track! Note also that the factional flags on the Turn track to indicate the arrival of reinforcements seem to have been switched] The Nationalist player sets up first. There is no Air Phase on Turn 1, which therefore begins with the Republican Phase. 14.1.1 Nationalist Initial Deployment 14.1.1.1 Ground Units 50th Division: The HQ plus up to 3 units of this division may be deployed in Corbera (hex 1318), Gandesa (hex 1020), Villalba dels Arcs (hex 0816) or La Fatarella (hex 1213). The rest of the units of the 50th Division must be deployed south of the Ebro, not adjacent to it, except three units which may be deployed in hexes adjacent to the Ebro on the south bank between hexes 1525 (confluence of the Canaletes river with the Ebro) and 0401. 13th Division: The following units may be deployed in Corbera 1318, Gandesa 1020 or Pinelle de Brai 1522: 3/LV, TRF and V/TM. Errata: the TRF counter should be TLF [reprinted in VV 62?] 105th Division: 1 regiment between Xerta 1529 and hex 1531. XVIII/Lg (independent): This unit may be deployed on Corbera 1318, Gandesa 1020 or La Fatarella 1213. Errata: this unit has the wrong color stripe and is reprinted [in VV 62? Unit stripe shows it as part of 102nd Div. when it is in fact independent] The Nationalist player has: 1 Supply Column 4 Fortifications markers which may be placed as desired with the ground units which are deployed at start. 14.1.1.2 - Air Units [type of plane flown by the unit is shown in parentheses] Nationalist Units Bomber Squadrons 2 and 3 [2Esc and 3Esc] (SM 79) 4-G-12 (Ro 37) 6-G-15 (He 45) Condor Legion (Germans) J88 (Me 109) KGr88 (He 111) Aviazione Legionaria (Italians) 16e LC (Cr-32) 21st Bomber Gruppo (SM 81) 111th Bomber Gruppo (SM 79) 22e Aut (Ro 37) 35e Aut (BR 20) 14.1.2 - Nationalist Reinforcements - The Nationalist player receives 2 Supply Columns per turn on turns 2 through 4, then 3 per turn during turns 5 through 11. Turn 1 (25 July): Moroccan Army HQ [the Yage HQ]: 0116 1/LV (40e Division) [independent battalion]: between hexes 0101 and 0401 IV/LG, 73/To and 1/Me (13th Division) : between hexes 0101 and 0401 Errata: the IV/LG unit is misprinted and was forgotten. 1/2 Cavalry Regiment. (1st Cavalry Division) [independent battalion]: 0128 IX/Te (150th Division) [Probably the X/T 150 independent battalion]: 0116 Errata: counter is misprinted. Turn 2 (26 July): 1/1 and 2/1 (84th Division): 0128 10/Am (63rd Division) [independent battalion]: between 0101 and 0401 HQ 13th Div., VI/TM, I/TM, IV/FC and VI/Lg (13th Division): 0301 XVI/Lg (independent) [XVI/B independent battalion]: 0301 7/Me (63rd Division) [7/ME 63 independent battalion]: 0301 Air units: 1-G-2 (He 51) and 1Esc (Ju 52) Turn 3 (27 July): 2/2, III/Lg, I/FA and I/FG (82nd Division): 0120 XVII/Lg [XVII/B independent battalion]: 1531 If-Sh (13th Division): 1531 1A Gr. (4N Division): 0128 IX/L and IX/T (150th Division) [these are probably X/Al and X/LA independent battalions]: 0116 Errata: misprinted counters Turn 4 (28 July) : 1/2 and 2/2 (74th Division): 0120 1/2 and 2/2 (84th Division): 0128 2A Gr. (4N Division): 0128 262/CT (13th Division): 1531 Air unit: 23rd AB (CR-32) Turn 5 (29 July): 1/2 and 2/2 (102nd Division): 0116 HQ and the rest of the units of 74th and 82nd Divisions: 0128 HQ, 1/1 and 2/1 (84th Division): 0128 3A Gr. (4N Division) and HQ 4N Division: 0128 HQ Davila: 0116 Turn 8 (1 August): Air unit: 3-G-3 (CR-32) HQ, 1/1, 2BE, III/FS and XI/Lg (102nd Division): 0120 Errata: misprinted counters T urn 9 (2 August): Air units: 6th GF (CR-32) and 2-G-3 (CR-32) 14.1.3 - Republican Initial Deployment [When a deployment is given as between hexes A and B, it is not clear if that is inclusive of hexes A and B or exclusive.] 14.1.3.1 - Ground Units HQ Modesto: any hex north of the Ebro 2 Supply Columns, stacked with or adjacent to the Modesto HQ. Vth Corps [Lister] Lister HQ: Stacked with or adjacent to any unit of the 11th, 45th or 46th Divisions. 1 Supply Column stacked with or adjacent to the Vth Corps HQ [Lister] 3rd Gr DECA [This is the 3Ag antiaircraft unit of Vth Corps]: stacked with or adjacent to any unit of the 11th, 45th or 46th Divisions. 3TQ [tankette unit], 3Bl [armored car unit] and 2/2 Cavalry Regiment: stacked with or adjacent to any other unit of Vth Corps. 11th Division: set up in any hex adjacent to the Ebro on its north bank between hexes 2221 and 2517. [But NOT the BE unit, see Optional Rule 14.1.6.2] 46th Division: set up in hexes 1526-1527-1626-1627-1724-1725. 12th Brigade/45th Division and 45th Division HQ: set up in any hex adjacent to the Ebro on its north bank between hexes 1628 and 1631. [1628 is not on the Ebro, probably should be 1528] XVth Corps (Taguena) Taguena HQ: Stacked with or adjacent to any unit of the 3rd, 35th or 42nd Divisions. 1 Supply Column stacked with or adjacent to the XVth Corps HQ [Taguena] 1Bl [armored car unit] and 1+3 [tankette unit]: stacked with or adjacent to any XVth Corps unit. 1st Gr. DECA [This is the 1 Ag anti-aircraft unit of XVth Corps]: stacked with or adjacent to any XVth Corps unit. 7 Cavalry Regiment [counter color incorrectly shows it as part of Vth Corps] and 3/2 Cavalry Brigade: stacked with or adjacent to any unit of XVth Corps 3rd Division: set up in any hex adjacent to the Ebro on the north bank between hexes 1106 and 1607. 35th Division: set up in any hex adjacent to the Ebro on the north bank between hexes 1807 and 2111. 42nd Division: set up in any hex adjacent to the Ebro on the north bank between hexes 0501 and 0607. [0607 is not on the Ebro, not sure if this should be 0506, 0507, 0608, or 0707] 14.1.3.2 - Air Units Group 26 : 3 units of I-15 fighters. 14.1.4 - Republican Reinforcements The Republican player receives 2 Supply Columns per turn for turns 2 through 11. Turn 4 (28 July): 16th Division enters through hex 2301. [2301 is not a board edge hex, I assume this should be 2300] Turn 5 (29 July): 60th Division enters through hex 2612. [2612 is not a board edge hex, I assume this should be 2712] Turn 8 (1 August): 27th Division enters through hex 2301. [2301 is not a board edge hex, I assume this should be 2300] Air units: 2 I-16 fighters of 21st Group, Group 30 (Natacha ground support [AT]), Group 24 Katiuska bombers, 1/28 (Grumman G-23 ground support [AT]), Group 71 and 72 (bombers) 14.1.5 Victory Conditions The Republican player scores victory points (VP) by controlling certain hexes at the end of the game (see also the optional rules for the 105th Nationalist Division and the XIVth Brigade of the Ejercito Popular). 14.1.5.1 Victory Points Gandesa 1020: 10 VP Villalba 0816: 5 VP [spelled Villaba on the map] Gaeta 1015: 5 VP Puig Caball 1022: 5 VP Pandols 1319: 5 VP [Caballis or Caballs on the map] Fayo 0307: 2 VP Pobla de Massaluca 0511: 2 VP La Fatarella 1213: 2 VP Venta de Camposines 1616: 2 VP 14.1.5.2 Victory Levels Determine the victor according to the number of Republican victory points. 30+ VP: Republican Victory, the communications hub of Gandesa and all the observation posts of Pandols and Cavalls are under Republican control. The recapture of the terrain lost by the Nationalists is even more costly than it was historically. The battle of the Ebro lasts until January 1939, and as a result the war drags on for several more months which was the ultimate Republican objective. 18-28 VP: Draw, Gandesa remains in Nationalist control but the Republicans hold almost all of the observation posts of the zone which allows them to have a very solid bridgehead. It will take time and many losses to dislodge them from the north [?] banks of the Ebro. Historical result. 16 or fewer VP: Nationalist Victory, the Republican bridgehead is not solid enough and the battle is shortened by several weeks from the historical length. The war ends in December 1938. 14.1.6 Optional Rules 14.1.6.1 Republican Aviation The Republican air units are all available from the start of the battle. Thus, all republican air units are available starting with Turn 1. 14.1.6.2 the Special Battalion of the 11th Division the Republican player may use the Special Battalion [BE, Bataillon Especial] unit. Before beginning the game, he must reduce any two battalions of the 11th Division by 1 step each. He may then set up the BE unit like any other unit of the 11th division. 14.1.6.3 The Nationalist 105th Division The Nationalist player may use the 105th Division (1 HQ, and the 3 remaining regiments). He may enter them as reinforcements beginning Turn 3 through any hex between 0131 and 1531, but to offset this the Republican player gets a bonus of 5 VP. [hex 0131 would be under the terrain key on the map, I assume that this should be between 0128 and 1531, not sure if partial hexes such as 0228 would be playable?] 14.1.6.4 The XIVth Brigade of the Ejercito Popular The Republican player may choose to bring into the game the XIVth Brigade of the 45th Division (the Republican command decides not to launch the diversionary attack on Amposta). He may have the unit enter as a reinforcement beginning Turn 2 through hex 1631, but as a penalty he suffers a loss of 3 VP. 14.1.6.5 The Republican Plan of Operations To simulate the rigidity and lack of flexibility of the Republican units as well as the limited nature of the Ebro Army offensive, the two Republican corps must take control of a series of predetermined objectives before entering the exploitation phase of the offensive. If one of the two corps controls all of its objectives but the other does not, the first corps may assist the second in the control of its objectives. - Vth Corps Objectives Units of Vth Corps must control the following objectives: Gandesa 1020, Puig Caball 1022, Miravet 2120 and Benisanet 2319. [Benisanet does not appear on the map, not sure if there was supposed to be a village marked here or not?] - XVth Corps Objectives Units of the XVth Corps must control the following objectives: Corbera dEbre 1318, Cavalls 1319, Venta de Camposines 1616, Villalba 0816, Aco 1812, La Fatarella 1213 and one of the two cities: Pobla de Massaluca 0411 or Fayo 0307. [Cavalls is spelled Caballis or Caballs on the map; Pobla de Massaluca is actually in 0511 not 0411.] Consequences: While the indicated objectives are not controlled, no Republican unit may go beyond the line defined by the hexes 1525, 0922, 0915, 0513, 0511 (Pobla de Massaluca) 0509, 0308 and 0304. No Republican unit may cross the Ebro below Benifallet (1525 to 1531) so long as all of the objectives of phase 1 are not controlled by the Republican side. [Is this intended to lift the restriction of 13.1 once all the phase 1 objectives are Republican-controlled?] CREDITS: Design: Javier Romero. Development: Candido Gonzalez, Frdric Velasco. Playtesting: Enric Marti, Frdric Velasco, Candido Gonzalez and Javier Romero. Historical Research: Carlos A. Perez, Enric Marti. Translation from Spanish into French: Frdric Velasco. Translation from French into English: Roy Bartoo. COMBAT RESULTS TABLE Strength Ratio Attacker: Defender 1D6 1:2 1:1 2:1 3:1 4:1 5:1 6:1 7:1+ 1 3/0 2/0 1/0 1/0 1/1 1/1 0/1 0/2 2 3/0 2/0 1/0 1/0 1/1 0/1 0/1 0/2 3 3/0 1/1 1/0 1/1 1/2 1/3 1/3 1/3 4 2/0 1/0 1/1 1/2 1/2 1/3 1/3 1/3 5 2/1 2/1 1/1 1/2 1/2 1/3 1/4 1/4 6 2/1 2/2 2/1 1/2 1/3 1/4 0/4 0/5 7 1/1 2/2 2/2 1/2 1/3 1/4 0/4 0/5 8+ 0/1 1/2 2/1 1/3 1/4 1/5 0/5 0/6 Results for the Attacker/Defender, in number of step losses Odds ratios greater that 7:1 are treated as 7:1. Odds ratios less than 1:2 are treated as 1:2 Modifiers: -1 to the die roll for attacking a rough terrain hex. -1 to the die roll for attacking across a major or minor river -1 to the die roll for attacking units under a Fortification -1 to the die roll if there is at least one defending unit of legionnaires, colonial, phalangist, carlist, International Brigade, or Republican 11th or 46th Division, representing at least 50% of the stacks combat factors +-1 to the die roll if there is at least one attacking unit of legionnaires, colonial, phalangist, carlist, International Brigade, or Republican 11th or 46th Division, representing at least 50% of the stacks combat factors +1 to the die roll for combined arms: Republicans, attack includes at least one unit of infantry and at least one unit of tankettes or armored cars, supported by a HQ Nationalists, attack includes at least one infantry unit supported by a corps or army HQ (armor is factored into the support factor) Shift 1 column to the left for attacking a Dominant Position hex. Shift 1 column to the left if attacking across the Ebro (see 13.5) Shift 1 column to the left if the defender allotted a Supply Column to its defense (maximum 3 columns to the left) Shift 1 column to the right if the attacker allotted a Supply Column to the attack (maximum 3 columns right) effects from the Terrain Effects Table, as applicable BOMBARDMENT TABLE Bombardment Factors 1D6 1-4 5-8 9-12 13-18 19-25+ 1 0/ 0/ 0/ 1/ 2/ 2 0/ 0/ 1/ 1/ 2/D 3 0/ 0/ 1/ 2/ 2/D 4 0/ 1/ 1/D 2/D 2/D 5 1/ 1/D 2/D 2/D 3/D 6 1/D 2/D 2/D 3/D 3/D 7+ 1/D 2/D 3/D 4/D 4/D Result versus ground unit/bridge: 0-4: step loss(es) suffered by the ground units D: bridge destroyed -: no effect Modifiers: -1 to the die roll for attacking a hex under a Fortification -1 if the unit bombarded is in a forest, village or level 1 or 2 +1 if the hex bombarded is adjacent to a friendly Dominant Position shift 1 column to the right for attacking an overstacked hex (see 3 Stacking). TERRAIN EFFECTS TABLE [try setting tabs at 3 and 5 inches to make this table look readable] Terrain Cost in MPs Effects on Combat Clear [Clair] 1 MP - Level 1 [Niveau 1 ?] Inf or Cav: 1 MP -1 to die roll other: 2 MP Level 2 [Niveau 2 ?] Inf or Cav: 2 MP -1 to die roll other: only on roads or railroads Dominant Position inf or Cav: 2 MP shift 1 column left [Position dominante] other: only on roads HQ artillery factor +2, or railroads see 12.2 Road [Route]., 1/2 MP as other terrain in hex Railroad [Chemin de fer], Bridge [Pont] Ebro River [Fleuve] see 13 the Ebro shift 1 column left Steep Banks [Berges] +1 MP to cross - Minor River [Rivire] +1 MP to cross -1 to die roll if at least one unit attacks across Village [Ville] 1 MP -1 to die roll Supply Source as other terrain in hex as other terrain in hex [Hex. de ravitaillement] Forest [Fort]] Inf or cav: 1 MP -1 to die roll other: 2 MP Fortification as other terrain in hex -1 to die roll Note: Terrain effects are cumulative, for example a rough terrain hex with forest has a defensive modifier of -2 to the die roll: -1 for rough terrain and -1 for the forest. AIR UNIT RECOVERY TABLE 1d6 Steps Lost 2 3 4 5 6+ 1 2 3 1 4 1 1 1 5 1 1 1 2 6 1 1 1 2 2 THE BATTLE OF THE EBRO: DESIGNERS NOTES The Orders of Battle For the orders of battles for the two sides, we have combined units at battalion level for elite units (the international brigades, the 11th and 46th Divisions, the legionnaires, the colonial troops, the phalangists) and units at regiment/brigade level or equivalent (groups, demi-brigades) for units of average quality. There are some exceptions to this principle, such as for the 4th Navarre Division. This large unit, given its elite character and that historically it was used combined to counter-attack at Pandols, was left in three powerful and tough units (groups, regiments each reinforced with four battalions, four steps in the game). The 37th Machinegun Batallion which historically was divided between the 105th and 50th Divisions (two companies of machinguns with the 50th Division and one company of riflemen and other machineguns with the 105th) is simulated by the four fortification counters that the Nationalist player has at the start of the battle. The Nationalist tankette and armored car units are included in the support factors of their corps and army HQs. Historically, during the Spanish Civil War, the Nationalists did not use their armor in units larger than companies. The Special Battalion The Bataillon Especial is a quality unit formed with the best fighters of the Republican 11th Division (formerly Division Lister). Completely equipped with submachineguns (notably with the naranjeros models), this batallion had much more firepower than the other battalions of the 11th Division. The Combat Results Table The Combat Results Table guarantees attacker losses for each odds ratio except the last two. This reflects the attritional nature of combat which was mainly between infantry and where the machinegun was predominant. In that, the Spanish Civil War greatly resembled the First World War. The Republican Plan of Operations The Republican Plan of Operations rule simulates two things. First, it simulates the rigidity and lack of flexibility of the Ejercito Popular (the lack of non-commisioned officers and professional company and battalion commanders was the principle cause because, in fact, the majority of the professionals were on the other side). Second, it simulates the fact that the initial objective was to establish a solid bridgehead in the Gandesa region, and only in the case of unexpected succes could they pass to the following phase and advance toward the phase 2 objectives. The idea of both Rojo and Modesto was to establish a bridgehead and hope that Franco took the bait and counterattacked, temporarily abandoning the drive on Valencia. The Ebro and Nationalist units Nationalist units did not have means of crossing the Ebro. Anyway, that was not anticipated because their only objective was to send the reds back to the far bank in applying unimaginative brute force. To cross the river, as Sharon did during the Yom Kippur War in 73, and trap the Army of the Ebro in its own bridgehead was a much too sophisticated concept for Franco. The Dominant Positions This rule introduces and innovative concept: the effects of zones of control are not determined by the unit type, but by the hex the unit is in. A dominant position (what English-speakers call high ground) can be a hill or peak of which control is a key to determining the battles outcome. The fact that an HQ increases its artillery factor when it fires aganst units near a dominant position hex simulates the advantage of holding an observation post to improve the accuracy of its artillery fire. Obviously, as strong as such a position may be, if it is commanded by a company of national guardsmen or, as Enric Marti put it, by a batallion of stone-throwing youths, it can easily be taken by the opponent with a weak assault. Historically, the entire battle of the Ebro concentrated on the control of the observation posts of La Fatarella, Cavalls and Pandols: Hill 666, the peak of Gaeta, etc. Once Cavalls and Pandols fell into Nationalist hands, the Republican pocket took only two weeks before it was reabsorbed across the river. Given the future attritional battle, it was essential that the Ejercito Popular control all of the observation posts in the zone. The Passive Front Artillery During the Ebro offensive, the Republicans used a number of static batteries (coastal defense units and/or batteries equipped with rigid and very obsolete material) to support the initial offensive. The Dams This simulates the passage in driblets of heavy weapons, supplies and artillery in the first days of the offensive. Supply Columns The Supply Columns rules simulate the stocks of artillery and other ammunition, supplies, fuel, etc. necessary for large-scale offensive and defensive operations, as well as the concentration of transport needed to move them. Air Unit Recovery Step losses represent not only destroyed airplanes and dead pilots but also damaged aircraft, pilots who parachute into friendly territory and are recovered after several days, etc. This rule simulates the recovery of damaged aircraft that are repaired and later returned to service. In effect, the number of aircraft that a combat air unit has immediately available is never equal to the total number of airframes it has. Depending on the quality of the maintenance services, the ratio between available and operational aircraft will be higher or lower. The more good mechanics there are per aircraft the more operational aircraft there will be. Javier ROMERO Abbreviations - Ejercito Popular [Republicans] 12f: 12th of February [43/11/35 international battalion.] 1/28: 1st Squadron of the 28th Group [1/28 AT squadron] 1+3: company grouping of the 1st and 3rd Armored Battalion Ag: Group AM: Andr Marti [55/14/45 international battalion] BE: Special Battalion of the 11th Division Bl: Armored Car Battalion Bm: Hans Beimler [42/11/35 international battalion] BR: British [57/15/35 international battalion] CE: Cuerpo dEjercito (Army Corps) CP: Paris Commune [53/14/45 international battalion] EA: Edgar Andr [41/11/35 international battalion] EB: Ejercito del Ebro (Army of the Ebro) GB: Garibaldi [45/12/45 international battalion] HB: Henri Barbusse [56/14/45 international battalion] IE: Italo-Spanish [international battalions 46, 47, 48 of the XIIth Brigade, 45th Div.] Lcn: Lincoln-Washington [58/15/35 international battalion] McP Mackenzie-Papineau [60/15/35 international battalion] MK: Adam Mickievickz [50/13/35 international battalion] PX: Palafox [52/13/35 international battalion] RK: Mathias Rakosi [51/13/35 international battalion] SP: Spanish [59/15/35 international battalion] TC: Tchapaiev [also called the 21 Nations, 49/13/35 international battalion] Th: Thaelmann [44/11/35 international battalion] TQ: Tankette Battalion VC: Vaillant-Couturier [54/14/45 international battalion] - Ejercito Nacional 1T: [4/1T/82 Colonial battalion, abbreviation not defined, possibly 1 Tabor?] 2M: [4/2M/82 Colonial battalion, abbreviation not defined] AB: Asso di Bastone [Ace of Batons 23 AB Italian fighter squadron] Agr: Group Al: Alhucemas [X/Al/150 battalion] Am: Regiment America [10/Am/63 battalion] Ap: Regiment Arapiles [7/Ap/50 battalion] Aut: Autonomous [22 & 35 Italian AT squadrons] B: [XVI & XVII/B Legions, abbreviation not defined] Ba: Regiment Badajoz [probably 12/B/50 battalion] BE: Expeditionary Corps [2/BE/102 battalion] Bg: Regiment Burgos [16 & 17/Bg/50 battalions] BS: Burgos-Sangesa [BS/74 Carlist battalion] CEM: Moroccan Army Corps Ct: Ceuta [262/Ct/13 Colonial battalion] Esc: Bomber squadron FA: Asturias Phalanx [1/FA/82 Phalangist battalion] FBg: Burgos Phalanx [IV/FBg/74 Phalangist battalion] FC: Castille Phalanx [IV/FC/13 Phalangist battalion] FG: Galicia Phalanx [1/FG/82 Phalangist battalion, III/FG/102 Phalangist battalion] Fl: Regiment Flanders [5/Fl/50 battalion] FS: Seville Phalanx FSo: Soria Phalanx [IV/FSo/74 Phalangist battalion] G: [on the appui tactique and fighter units, e.g. 1-G- 2, probably Gruppo?] Ge: Regiment Gerone [4/Ge/50 battalion] GF: Gamba de Ferro [Legs of Iron, 6 GF Italian fighter squadron GM: General Mola [GM/74 Carlist battalion] If-Sh: Ifni-Sahara [If-Sh/13 Colonial battalion] JG: Jger (JG 88 Condor Legion fighter squadron) KGr: Kampf Gruppe (KGr 88 Condor Legion bomber squadron) LA: Larache [X/LA/150 battalion] LC: La Cucaracha [16 LC Italian fighter squadron] Lg: Foreign Legion LV: Regiment La Victoria [1 &3/LV/40 battalions] M: Melilla [1/M/13 battalion] Me: Regiment Merida [7/Me/63, 16 &17/Me/50 battalions] MSM: [MSM/74 Carlist battalion, probably should be NSM] N: Navarra NT: North NSM: Tercio of Notre-Dame de Montserrat [Probably the MSM/74 Carlist battalion] TIF: Tirailleurs dIfni (Ifni Riflemen) [No such unit, probably the TRF/13 Colonial battalion] Sq: Regiment San Quintin [9/Sq/50 battalion] SQ: ?? [7/SQ/74 battalion] T: Tetuan [X/T/150 battalion] To: Regiment Toledo [73/To/13 battalion] X: ? [X/Al, X/T, and X/LA/150 battalions] TM: Tabor de Melilla [I, V & VI TM/13 Colonial battalions] TRF: Probably a misprint for TIF [TRF/13 Colonial battalion] Va: Regiment Valladolid [7/Va/50 battalion] Zg: Regiment Zaragoza [21/Zg/50 & 6 &9/Zg/82 battalions] Zm: Regiment Zamora [19/Zm/50 & battalion]