From: "Gary J. Robinson" <wiggler@concentric.net>
Subject: Vernian WWI - a draft

Here is a draft of some rules I have been playtesting so far.  Comments
welcomed.

20,000 Leagues under the Trenches: a Vernian WWI variant for GWIE

Draft #1, not including reinforcement schedules


Concept: this variant adds some twists to the standard GWIE rules to create
a WWI "that should have been," retaining an August 1914 atmosphere for the
whole game, with some science fiction elements thrown in. The variant will
be much smaller and faster to play than the original game.

Components: West Front (not Italy) map from GWIE; GWIE counters; Zeppelin
counters from S&T 178 game "Zeppelin;" plane, tank and armored train
counters from COA game "Landships;" map of Southern England from the
Command "Sea Lion." game.

Rules changes:

OVERALL:
- The game ends at the start of Strategic Turn G, or by sudden death.
- There are no Resource Points and no replacements, only scheduled
reinforcements.  Some reinforcements which would normally appear on
Strategic Turn G or later appear earlier instead.
- There are no initiative switches.
- Operational Movement rates are never doubled, except for German units
(only) on the West Front map (not Britain) on Operational Turn 1 (only).
- There are no weather effects, no chits, and no strategic movement nor sea
movement, and no Collapse rules.
- Each turn represents a week, starting in May 1914.  By the end of the
summer if no one has won, civilization triumphs and a negotiated peace
occurs (a draw), leaving men with top hats, big sideburns, and handlebar
moustaches in charge of Europe's affairs.


NEW OPERATIONAL TURN SEQUENCE OF PLAY:

German:
 New Units Phase
*Zeppelin Base Change Phase/Ether Flyer Base Change Phase
*Airmobile Embarkation Phase
*Zeppelin Sortie Phase
*Interception Phase
 Ground Movement and Disembarkation Phase
*Bombards from Monstrous Artilleries
 Ground Combat
 Attrition

Allied:
 New Units Phase
*Ether Flyer Base Change Phase
*Ether Flyer Mission Allocation Phase
*Interception Phase
 Ground Movement Phase
*Bombards from Monstrous Artilleries
 Ground Combat
*Ether Flyer Return to Base Phase
 Attrition

*New Phase. Note there is no Strategic Movement


VICTORY:

The Germans win the instant they control
a) 11 French city hexes (Paris hexes each count as two), or
b) the London hex and all six adjacent hexes.

The Allies win the instant they control 6 German city hexes (Ruhr hexes
each count as two).


MACHINE GUNS:

  There aren't any. Ignore Trench modifiers when making attacks; there are
no trenches.


SUPPLY: There are now three supply states instead of two.

1. Attack Supply - units in Attack Supply have full capabilities. Attack
Supply is determined in exactly the same manner as regular supply is
determined in GWIE, i.e. trace to a town/city or be adjacent to an HQ,
which can in turn trace to an ultimate supply source. Ultimate Sources for
the Allies now include the London hex, and the northern hexrow of the
England map.

Units cannot voluntarily move out of Attack Supply. If they start the turn
out of Attack Supply they may not move unless their move improves their
supply status or ends up taking them closer to a secondary or ultimate
supply source by whatever route.

2. Defense Supply - units which are not in Attack Supply may still qualify
for Defense Supply status.  Units are considered to enjoy this status if
they are either:
   a) In a town or city hex, or
   b) Can trace a supply line of any length to a friendly city hex.
Units in Defense Supply have their Attack factors halved but defend at full
strength. Units in Defense Supply never die from attrition.

3. Out of Supply - units which do not qualify for either Attack or Defense
Supply status are Out of Supply: they have Attack and Defense factors
halved.  They may suffer from Attrition. During the Attrition Phase, roll
for each Out of Supply stack. On a die roll of equal to or less than the
number of units present, one step is lost to Attrition effects.


MOVEMENT: Units always move with their printed movement factors, except for
German units moving in Germany, France and Belgium on Operational Turn 1,
which get doubled movement factors for that one turn.


THE KAISER'S DRILL-BORER BRIGADE,
or, sung with German accents, "We're Digging for England...."

The Germans in this war have implemented the "Schlieffen-Scheer Plan,"
which calls for a combined surprise assault on England and France.

The setup for the Western Front map is as normal, the only differences being:

  a) The Belgians do not deploy normally; instead, they deploy with one
unit per Belgian city excluding Liege. The Belgian HQ deploys in Mons.  No
French units may be deployed in Belgium.

  b) All French units with a reinforcement code of "G" or greater deploy on
the map in France, one per French city hex that would otherwise be empty.
(These units set up after all normal units have set up, especially fortress
divisions.)

  c) The Germans get five 0-3-3 Zeppelins in Aachen.

  d) The French get a Type "F" (interceptor) ether flyer in Paris.

The setup for the England map is as follows:

  a) The British set up all British units with a reinforcement code of G or
greater in town and city hexes in England, one per hex. No unit may be
within three hexes of another unit (there must be at least three
intervening hexes between each unit and every other). HQs ignore these
restrictions and may be set up in any town/city hexes desired.  The British
get one "F" type (interceptor) ether flyer in London.

  b) The German Turn "B" reinforcement units start on the map, distributed
as desired between Dover, Ramsgate, and Folkestone.

  c) For all purposes, all hexes in England with building marks in them are
considered "town" except for the London hex, the six hexes adjacent to it,
and Birmingham, which are all considered "city."

Special rules for England are:

  a) The Front - No unit in England may ever leave England while fighting
continues.  British units there may be removed from the map and added to
the Available Units box in each Strategic Turn following the elimination of
all German units from England.  Note it may still be adviseable to leave
some troops behind to guard against Zeppelin raids.

  b) The Tunnel - by a combination of Journeying to the Center of the
Earth, and using massive Iron Mole digging machines, the Kaiser's men have
found/created a massive tunnel between Dover and Munich. The tunnel
entrance is in Dover. One German infantry division must stay in Dover at
all times to keep the tunnel open and prevent pesky British mining workers
from dynamiting it closed.  If for any reason Dover is ever empty of a
German infantry division the tunnel is permanently sealed closed and no
German (nor Allied) unit may ever enter Britain again except by Zeppelin.
While the tunnel is open Dover is a German ultimate supply source.  The
German player may not voluntarily close the tunnel - Kaiser's orders.
  German units with reinforcement codes I and J and O should be sorted into
stacks of 5 infantry divisions, with at most one HQ per stack. Place these
stacks on the Turn Record Track, one stack per Strategic Turn, starting
with A. These represent the forces the Germans have committed to the
invasion, who are travelling in order through the tunnel. Each Strategic
Turn, remove the appropriate stack and place it in Dover during the
Reinforcements Phase. If it can't fit, only place what will fit; traffic in
the tunnel backs up, excess units are bumped to the next Strategic Turn,
and the same number of excess units are bumped from each stack down the
line. If the Tunnel is ever closed, reverse the order of the stacks on the
Turn Record Track; now these stacks appear in Germany instead as the men
turn around and walk back out in reverse order.  There is a delay of two
strategic turns before they start to appear.  (For example: if the Tunnel
is closed by British action between Strategic Turns B and C, starting on
Turn E the "last" stack in line will re-emerge in Germany as normal
reinforcements, the second to last stack will appear on F, etc.)  Note
units emerging from the tunnel do so during the Strategic Turn, not during
the New Units phase of the Operational Turn, i.e. they can only emerge once
per Strategic Turn cycle.

  c) British mobilization - new British ground units may be placed either
in France as normal, or in England. Units placed in England are subject to
the following rule: each ground unit may be placed in any friendly town or
city hex, but no more than one ground unit per hex (plus one HQs), except
the London hex and the Birmingham hex, which may each accept the normal
number (up to six as long as stacking limits aren't violated).

  d) Remember nobody gets doubled movement in England, not even the Germans
during the first turn.


CAPTAIN NEMO:

There are no amphibious invasions in the game, and no Sea Movement,
although normal British new unit placement in French ports is allowed.


MONSTROUS ARTILLERIES:

The big guns in this war are truly huge. HQs have normal movement
capabilities (e.g. 3 hexes per turn) but their combat function is
different: instead of giving shifts, they fire at enemy stacks during the
Bombard Phase, which takes place right before the Combat Phase.

  a) The two numbers on the HQ (e.g. 1-3) now also represent their combat
ability as follows: the first number is the number of dice that Monstrous
Artillery gets, the second is the kill number per die. So a 1-3 Monstrous
Artillery gets one die, and kills an enemy step on a 3 or less on that die.
A 0-3 HQ has no gun, it is just an HQ. A 2-2 HQ would get to roll two dice
and kill a step on a 1 or 2 on each die.

  b) The range of the Monstrous Artillery is also the second number, so a
1-3 HQ could fire at an enemy stack up to three hexes away.

  c) Monstrous Artilleries can only fire during the owner's turn.  All
bombards must be predesignated before any are rolled.  Excess hits (e.g.
three hits on a stack with only two steps in it) are wasted. All bombards
take place before any regular combats.

  d) If a hex is totally cleared of enemy ground units by bombardment,
including any inherent fortress step, then that hex may not be attacked nor
advanced into in that Combat Phase - in this case the hurricane of fire is
so horrendous that friendly units won't go near it.

  e) Die rolls for bombards are modified as follows:
       +1 if the target hex is anything other than Clear or flood plain
          (Towns, cities and forts count as "not Clear")
       +1 if the target hex has no friendly units adjacent to it (spotters)

  f) HQs may be blown away by bombardment, but are always the last units in
a stack to be killed.  Zeppelins and ether flyers are immune to the effects
of Monstrous Artilleries.


CRACK GERMAN TROOPS

The Germans seem to have an annoying habit of learning from battle quicker
than anybody else, and thus ending up with armies of expert troops; but the
Allies have the fun of popping these crack units and carving the German
Army back down to size. To reflect these facts of (gaming) life, the
following rule applies:

  a) Making Them: Anytime a German attack takes place in which one or more
yellow-striped German units are participating, ONE surviving yellow-striped
attacking unit may be flipped over to its White-on-Black (Stosstruppen)
side. These men are not Stosstruppen, they are honorary members of the
Order of the Pickelhaube (Crack Troops for short).  As such they do not get
any Stoss abilities, they simply get the better attack and movement
capabilities. They remain one-step units.

  b) Popping Them: Anytime a German attack takes place in which one or more
attacking units are Crack Troops, the first German lost must be a Crack
Troop.

  c) Flying Them: Crack Troops, and only Crack Troops, have Airmobile
capability (see Zeppelins below).


ÜBER-ZEPPELINS

The Germans have taken the concept of the airship to a new height, so to
speak, with their super-duper Über-Zeppelins. These mighty craft, whose
frames are constructed with rare metal alloys featuring an anti-gravity
element discovered on the Moon, and boosted by huge bags of imported,
non-flammable, Venusian helium gas, can carry humongous payloads. Since
terror bombing is in bad taste, these craft have been designed to act as
supply and transport craft, and operate in fleets.  Each Zeppelin counter
represents a fleet of airships, some of which at any given time are
actually travelling to or from the counter back to Germany for supplies.

Properties:  Zeppelins are never affected by enemy ground units, nor do
they affect enemy ground units. They never attack, nor do they advance
after combat. They can only be destroyed by Allied Ether Flyers.
  Zeppelins act as supply sources in the same manner as HQs (for
stacked/adjacent units), except that they need not trace back to an
ultimate source; they are assumed to be tracing by air and thus are always
in supply.  A Zeppelin does not act as supply source if it shares a hex
with an enemy ground unit at the instant of trace.
  Zeppelins have a stacking limit of 5 Zeppelins per hex; this limit does
not affect, and is not affected by, ground units in the hex.  Ground units
on board Zeppelins must disembark the same turn that they embark; ground
units may not end a player-turn in the air (the Zeppelins are not carrying
all the men at once, they are making short trips back and forth, shuttling
the men).
  Obviously, Zeppelins always pay one movement point per hex, never more.

How They Move: Zeppelins can move up to twice per friendly Player-Turn.
Both Zeppelin movement phases take place before ground movement. Zeppelins
may never end a move over water.

  a) Base Change: a Zeppelin may move in this phase, up to six hexes (i.e.
double the middle number on the Zeppelin counter), but it may only move if
the final hex moved to could trace Attack Supply in the normal fashion
(over land).  The hex must not contain an enemy unit. The presence of
Zeppelins is always ignored when calculating whether a base hex could trace
supply - the base must be able to make a normal, overland trace.  If no
such base is in range, the Zeppelin must stay put - it is assumed to be
foraging/raiding the local area for petrol, waiting for supply zeppelins to
show up from Germany, sending down foraging parties to hold up rich men
with automobiles and steal their petrol after apologizing profusely, etc.

  b) Embarkation Phase: In this phase a Zeppelin may pick up one Crack
Troop from its own hex. Each Zeppelin may carry one, and only one, Crack
Troop. No other ground units may be carried. Show the fact that the Troop
is embarked by putting it directly above the Zeppelin in the stack.

  c) Sortie Phase: A Zeppelin may always move in this phase, regardless of
where it is or whether it could move in the Base Change phase. The Zeppelin
may move a number of hexes equal to double the third number on its counter
(so a 0-3-3 Zeppelin could Sortie six hexes; a 0-3-6 Zeppelin could Sortie
twelve hexes). The final hex moved to may contain an enemy unit, although
this prohibits Disembarkation; it also prevents the Zeppelin from acting as
a supply source as long as the enemy ground unit remains present. A
Zeppelin which is carrying a Crack Troop may not end its Sortie over a hex
containing an enemy ground unit, even an HQ. Zeppelins end the turn in the
hex they Sortied to. They do not return to base.  Zeppelins can thus
operate indefinitely behind enemy lines.

Disembarkation: Zeppelins carrying passengers MUST land the passengers
during the Movement Phase of the turn they pick them up. Passengers can't
remain in the air. Disembarking costs all of a ground unit's movement
points; thus a Crack Troop which is flown does not get normal movement that
turn.

Crossing the Channel: the Dover hex on the England map is considered to be
the N arrow hex on the West Front map. A Zeppelin entering this hex from
the West Front (hex W7005) is immediately placed on Dover; a Zeppelin in
Dover which wants to go back to France is immediately placed on 7005.


ETHER FLYERS:

These magnificant machines and their flying men are constructed of
precious, imported Martian Liftwood. The war starts with the Allies having
a lock on this technology from British colonial holdings on Mars, but as
events progress a Martian revolt and interplanetary smuggling gives the
Germans a small supply, enough to build a handful of desperately-needed
interceptors.

Properties: There are three types of Ether Flyers.

F - Fighter, or Interceptor, types, are the only air units in the game that
can attack other air units.
CS - Close Support, or Light Interdiction, types have the ability to
interdict supply in empty hexes.
B - Bomber, or Heavy Interdiction, types have the ability to interdict
supply in any hexes, even if they contain enemy units.

Like Zeppelins, Ether Flyers always pay one movement point per hex, never
more.  Stacking limit is 5 friendly Flyers per hex.

How They Move:  Allied Ether Flyers change base in exactly the same manner
as Zeppelins. Unlike Zeppelins, they cannot remain in enemy territory; they
must always end this phase in a friendly hex that is in attack supply.
Like Zeppelins, they have a movement allowance for Base Change purposes of
six hexes. If they can't reach a legal base hex they are destroyed. If an
enemy ground unit enters a Flyer's hex the Flyer displaces to a friendly
hex that is in attack supply within six hexes; if there is no such hex the
Flyer is destroyed.

Missions: Allied Ether Flyers do not sortie; they fly Missions.
- All Missions have a range of six hexes, except Interception, which has a
range of three hexes. The range is one-way, meaning the Flyer can fly six
hexes out, and then six back, for a six-hex range mission.
- Ether Flyers always return to base at the end of a Mission.
- The only mission which can be flown during the opposing player's turn is
Interception.  German Ether Flyers can fly only Interception missions, by
order of the Kaiser; they cannot Escort or Sweep.

  Sweep: Allied F types may fly Sweep missions. This mission allows the F
type to fly to a hex containing enemy Zeppelins and attack them using Air
Combat.

  Escort: Allied F types may fly Escort missions. This mission allows the F
type to accompany friendly CS or B types on their mission to protect them.
Note an F type can't Escort and Sweep at the same time; it must choose one
or the other.

  Interception: This mission can only be performed during the other
player's turn. It allows the F type to move into a hex containing enemy air
units and attack them using Air Combat.  Unlike other missions, the range
for this mission is three hexes, not six.

  Light Interdiction: Allied CS types may fly out to empty hexes and
Interdict them. Enemy supply lines may not be traced from, into or through
an Interdicted hex. Interdiction status lasts only so long as the Ether
Flyer remains there (i.e. it ends when the Flyer returns to base after that
Combat Phase).

  Heavy Interdiction: Allied B types may fly to any hex and conduct Heavy
Interdiction regardless of the presence of any enemy units there. Enemy
supply can never be traced through, from, or into an Interdicted hex. Any
units in that hex are automatically Out of Supply during that Combat Phase.
Interdiction status lasts only so long as the Ether Flyer remains there
(i.e. it ends when the Flyer returns to base after that Combat Phase).

Returning to Base: At the end of the combat phase all Flyers in the air
must return to base. The base need not be the same one; it can be any hex
in mission range that is in attack supply. F types performing Interception
missions return to base immediately after the mission is concluded.

Air Combat: Air combat is of three types:

  a) Fighter versus Fighter: if there are F types from both sides in a hex,
and one of them is flying an Interception mission and the other is flying
Escort, they must fight it out before any other air combat can take place.
German fighters never participate in combats unless they are flying an
Interception mission.  To resolve the combat, the intercepting player rolls
one die and consult the following table. Keep rolling until only one side
has an F type remaining.  Voluntary aborts are not allowed.

    Die     Result
     6      One Escort F type shot down
     5      One Escort F type aborts and returns to base immediately
     4      One Escort F type aborts and returns to base immediately
     3      One Intercepting F type aborts and returns to base immediately
     2      One Intercepting F type aborts and returns to base immediately
     1      One Intercepting F type is shot down

  DRMs: +1 if there are more Intercepting F types than Escorts; -1 if there
are more Escorts than Interceptors.



  b) Allied Fighter versus Zeppelin:   Fighters attack one Zeppelin at a
time. Roll on the following table. Keep rolling until only one side has a
unit remaining in the hex.  Voluntary aborts are not allowed.
    Die     Result
     6      Zeppelin shot down. Any passengers lost.
     5      Zeppelin survives but passengers lost.
     4      One F type aborts and returns to base immediately
     3      One F type aborts and returns to base immediately
     2      One F type shot down
     1      One F type shot down

DRMs: +1 if more than one Fighter is present.


  c) German Fighter versus Bomber or Close Support Flyer:  Fighters attack
one Flyer at a time. Roll on the following table. Keep rolling until only
one side has a unit remaining.  Voluntary aborts are not allowed.
    Die     Result
     6      B or CS type shot down.
     5      B or CS type shot down.
     4      B or CS type aborts and returns to base immediately
     3      B or CS type aborts and returns to base immediately
     2      One F type aborts and returns to base immediately
     1      One F type shot down

DRMs: +1 if more than one Fighter is present.

From: "Gary J. Robinson" <wiggler@concentric.net>
Subject: Verne draft part II

20,000 Leagues under the Trenches: a Vernian WWI variant for GWIE

Part II

Note: the game ends at the start of Strategic Turn "H," not "G."
Note: board edge hexes are not considered city nor victory point hexes.
Note: the British setup was in error.  Only units with a code of "K" start
set up in Britain.

THE ARMORED FRONT BUSTER

The Allies get an Armored Front Buster ground unit on Strategic Turn C.
Use the Armored Train counter from "Landships."  The Armored Front Buster
represents a massive land battleship, 400 feet long, 75 feet wide, which
rolls on several parallel railroad tracks, with huge overhangs in front and
in back which allow the track gangs to pick up track from behind and then
lay it down in front of the craft, all while being sheltered from enemy
fire.  The great weight of the craft is offset by gravity-blocking paint
which has been applied to retractable shutters on the craft's underside; by
manipulating these shutters the crew can cause the vehicle to weigh less or
more depending on the needs of the moment.
  The AFB has a large crew, carries thick armor plate, and has a massive
armament of large caliber and small arms weapons, which makes it immune
from enemy action. It has no attack strength. The hex it is in cannot be
attacked in normal combat, but it can be Bombarded by Monstrous
Artilleries. The AFB itself is immune to Monstrous Artilleries however;
only other units in the hex can be affected.
  The AFB must be mobilized in a friendly French city hex.
  The AFB counts as a division for stacking purposes, and has a movement
rate of one hex per turn if in Attack Supply, otherwise zero. It cannot
move into Mountain hexes, nor can it cross all-sea hexsides or enter sea
hexes.
  It has a special power: it can always move one hex per turn, regardless
of what is in front of it, as long as it is in Attack Supply. Any enemy
ground units in the hex moved into are pushed straight back one hex; if
this results in overstacking, the surplus units that were in the hex
retreated into must themselves retreat back a hex, etc. Any units forced
off the map are destroyed.  If the hex moved into is a fortress, the
fortress is automatically destroyed.


TANKS

The Allies and Germans both get Tank units. Use the cool tank counters from
"Landships." These are no ordinary tanks; the designs from both sides are
derived from a peacetime prototype vehicle designed by a brilliant but
eccentric English engineer, whose first self-powered air-capable sea-worthy
multi-purpose auto-mobile design was the famous "Chitty Chitty Bang Bang."
Of course the Allies have a head start in development, and get theirs
first. These tanks have the uncanny knack of providing their crews with
whatever capabilities they need to complete the job at hand, whether that
be ravine-jumping, flame-throwing, smoke-generating, shell-lobbing, or just
plain hi-speed rumbling. Eventually an experienced crew learns to just
"trust their tank" and "let it ride."

Properties: Only one Tank unit can be in a stack, but it does not count for
stacking. Tanks have 4 movement points like infantry. A Tank is not a
combat unit; if alone in a hex it is destroyed.  It must always be stacked
with an Infantry unit; it is destroyed along with the last infantry step in
that hex.  Tanks cannot be transported by Zeppelins.

Tanks don't like to fight each other.  The tanks on both sides simply shut
down with mechanical problems if this prospect looms.  A tank thus cannot
be used to attack a hex containing another tank.  Tanks can never attack by
themselves, they only aid attacking infantry in their hex.

On defense, Tanks have no special properties, except that the first hit
each Bombardment Phase against that hex from Monstrous Artilleries is
ignored.

On attack, an attacking stack containing (and using) a Tank counter has the
following special advantages, even if the Tank is not in Attack Supply:
  a) The first hit normally suffered by that side is ignored. Only one hit
per combat can be absorbed this way, so attacking with multiple stacks,
each containing a tank, does not increase the hits absorbed.
  b)  A stack containing a tank can advance two hexes after combat instead
of one.  The first hex advanced into must be the hex attacked; the second
hex can be any adjacent vacant hex.
  c) One unit in the stack containing the Tank has its Attack Strength doubled.


WEIRD, HUGE INVENTIONS AT THE ELEVENTH HOUR

Each side has a chance of perfecting some gigantic, weird scientific
invention at the eleventh hour if pressed hard enough.

Allies: If German infantry units are within three hexes of London or Paris,
or control 8 or more French city hexes, the Allies can roll once per
Strategic Turn to see if they can build a Weather Control Projection
Device. They succeed on a 1 or 2 on a d6. Up to two WCPD's can be built, at
most one per Strategic Turn.  They do not appear on the map; they are
mobile devices, eerily similar to the device which appears in that Kate
Bush video "Cloudbusting." The Allied player gains one "Storm" marker (use
the "Zeppelin" storm markers) for each WCPD he has built. No WCPD's can be
rolled for until Strategic Turn B at the earliest.
  At the start of each Operational Turn, before anything else, the Allied
player may place one Storm marker per WCPD anywhere in France or Engand, no
more than one per hex. The marker stays there for the rest of the
Operational Turn and is then removed for placement again next Operational
Turn. It has the following effects:
  a) Units defending in that hex gain two left column shifts.
  b) Air units may not enter that hex. In order to leave they must "roll to
escape" and can only leave on a 1 or 2 on a d6. Each unit rolls seperately.
Rolls to Escape can only be made during the Rebasing phase; units which
fail to rebase cannot Sortie nor fly a Mission. If an Ether Flyer is
overrun in the hex by an enemy ground unit, it is automatically destroyed.
  c) Movement into the hex costs +1.

Ever notice how it always rains in London, especially when you're visiting
the area?

Germans: if the Allies control two or more German city hexes, or Allied
infantry units are within three hexes of a Ruhr hex, the Germans can try to
build Gigantic Van der Graaf Generators with which to hurl lightning at
attacking troops and make last-ditch epic defenses. The procedure is the
same as the Allied roll for WCPD's. Up to two can be built. Use the Radio
Tower counters from "Zeppelin."
  Each Gigantic Van der Graaf Generator, when built, must be placed in a
German city hex, no more than one per hex.  Once placed it can never move.
A Generator has no stacking value and is destroyed if an enemy ground unit
enters it hex, just like an HQ would be. Each Generator has the following
effects:
  a) During the Attrition Phase, each Allied stack adjacent to a Gigantic
Van der Graaf Generator automatically loses a step.
  b) Allied Ether Flyers may not enter a hex containing a Gigantic Van der
Graaf Generator.

"This is a perversion of my magnificent invention!  You unprincipled thugs!"
"My apologies, Herr Professor - we have our orders."



REINFORCEMENT SCHEDULE  (Remember, NO REPLACEMENTS)

The Reinforcement Schedule for Strategic Turns A through G is normal,
except as noted, and except for the German Tunnel scheduled reinforcements
noted in the England rules:

A: British receive all British units with reinforcement codes higher than
"G," except for the "K" units which of course started on the map already in
England.  The lone unit with a reinforcement code of "A" must appear in
France.
  Allies receive two F type Ether Flyers.
  Germans receive five 0-3-3 Zeppelins, in Germany.

B: Germans receive all units with a reinforcement code of "K."  They do not
get the "B" units, which of course started on the map already in England.
  Allies receive two Tanks.
  Allies receive two F type Ether Flyers.
  Germans receive seven 0-3-4 Zeppelins, in Germany.

C: Allies receive American units with a reinforcement code of "+3" or "+4",
on ultimate supply source map edge hexes in France and/or Britain.
  Allies receive two Tanks; Germans receive two Tanks.
  Allies receive the Armored Front Buster.
  Allies receive two F type and two CS type Ether Flyers.
  Germans receive four 0-3-6 Zeppelins, in Germany.
  Germans may flip one 0-3-3 Zeppelin to its improved side.

D: Allies receive American units with a reinforcement code of "+5," on
ultimate supply source map edge hexes in France and/or Britain, or via US
HQ.
  Allies receive two Tanks; Germans receive two Tanks.
  Allies receive two CS type Ether Flyers.
  Allies receive two F type Ether Flyers.
  Germans receive two F type Ether Flyers.
  Germans receive four 0-3-6 Zeppelins, in Germany.
  Germans may flip two 0-3-3 or 0-3-4 Zeppelins to their improved sides.

E: Allies receive American units with a reinforcement code of "+6," on
ultimate supply source map edge hexes in France and/or Britain, or via US
HQ.
  Allies receive two Tanks; Germans receive two Tanks.
  Allies receive two CS type and one B type Ether Flyers.
  Germans receive two F type Ether Flyers.
  Germans receive three 0-3-6 Zeppelins, in Germany.
  Germans may flip three 0-3-3 or 0-3-4 Zeppelins to their improved sides.

F: Allies receive American units with a reinforcement code of "+7," on
ultimate supply source map edge hexes in France and/or Britain, or via US
HQ.
  Allies receive two Tanks.
  Allies receive two B type Ether Flyers.
  Germans may flip three 0-3-3 or 0-3-4 Zeppelins to their improved sides.

G: Allies receive one B type Ether Flyer.
   Germans may flip three 0-3-3 or 0-3-4 Zeppelins to their improved sides.

Contributors:

Inspired by the works of Jules Verne, H.G. Wells and Edgar Rice Burroughs
Original idea and rules drafting by Gary J. Robinson
Invaluable assistance and organization of ideas by Doug Murphy
Ideas and discussion contributed by: Randall Favero, Kim Harris, Jim Mason,
George O'Brien, Walt O'Hara, Pokke, Dan Raspler, Thomas Sobczak, David A.
Vandenbroucke, Alfred Wallace, David Wessman