STRATEGY & TACTICS MAGAZINE GAME VARIANTS
by Joseph Miranda

DIXIE: THE SECOND WAR BETWEEN THE STATES (S&T 54) had a fascinating premise: the Confederacy won the American Civil War. North and South become separate nations and in the 1930s refight another civil war. 

SPECIAL UNITS
1) Shock Corps (5-7s) are formed by combining one tank brigade and two infantry divisions. That costs five administrative points. 
 2) Marine Divisions (1-6s) may be received if the player chooses the amphibious warfare doctrine (see below). 
3) Airborne Brigades (1-4) may be received if the player chooses the airborne warfare doctrine (see below).

4.2 SEQUENCE OF PLAY (modification)
Add the following phase to each player’s turn.
2a (Following the Replacement and Reinforcement Phase.) Airstrike Availability Phase. All friendly airstrike markers assigned by the scenario are available again. 
9. City Bombing Phase. The player places all airstrikes for city bombing missions, then resolves those attacks one by one.
10. Interdiction Phase. The player places any airstrikes for tactical support missions. They remain on the map until the end of the other player’s turn.

AIRPOWER 
Both sides receive airstrike markers according to scenario instructions. Players may use airstrikes for one of four missions: tactical support, city bombing, interdiction, and interception.
1) Airstrike markers are not units, they represent where “x” number of sorties have been conducted. Players hold them off map and utilize them only in the appropriate points in the sequence of play. A single airstrike marker may be used for only one mission per complete game turn. As soon as they complete their missions, they are removed from the map and are not available again until the following airstrike availability phase. Within that restriction, airstrikes may be reused every game turn. Airstrikes may co-exist in the same hex with enemy land and air units; they don’t affect land units other than as indicated below; nor are they ever affected by the outcomes of ground combat.
2) Administrative Points. Each airstrike used on the map costs the player the following number of administrative points:
Tactical Support: 1
City Bombing: 1
Interdiction:	2
Interception:	2
3) Range. Each air unit may be employed up to the following number of hexes away from a friendly occupied city (including captured enemy cities), depending on the mission:
Tactical Support: 5
City Bombing: 10
Interdiction: 10
Interception: 5

4) Missions. There is no limit to the number of airstrikes that may be employed on a particular mission other than those imposed by administrative point costs. Those missions include the following.
1. Tactical Support is conducted during the friendly combat phase. The player places airstrikes in hexes being attacked by friendly ground forces. All tactical support missions must be placed prior to any land attacks being made, and if a land attack is canceled for any reason, any supporting air for it is removed without being executed,  and it may not be converted to other mission. For each airstrike committed to a single tactical support mission, increase the die roll result for that attack by two. Tactical support may be flown only for offensive support, not defensive.
2. City Bombing missions are placed during the friendly city bombing phase. They may be conducted only against enemy controlled city hexes that aren’t being attacked by land combat. Total the number of city bombing airstrikes (after interception), and then resolve the raid on the City Bombing Table. Following the mission, the airstrikes are removed from the map.
3. Interdictions are placed during the friendly interdiction phase. The airstrike remains on the map until the end of the other player’s turn. While on the map, interdiction missions have the following effects: each airstrike committed to interdiction creates an “Interdiction Zone” that includes the hex of placement and all adjacent hexes. Whenever a land unit enters an interdiction zone using normal land movement, it must expend an extra movement point. If it doesn’t have the extra movement point, it may not enter the hex. Whenever a land unit enters an interdiction zone using rail or amphibious movement, it must expend an extra administrative point. If the player doesn’t have the extra movement point, the unit may not enter the hex. Interdiction doesn’t affect combat, retreat or any other game functions.
4. Interception missions are placed by the non-phasing player after the phasing player has finished placing all airstrikes during a particular phase. Interceptors may be placed only in hexes containing enemy air units. For each two intercepting airstrikes, one phasing airstrike is removed from the map (but may be re-used later). Remove all interceptors at the end of the phase in which they’re employed. Interceptors themselves may not be intercepted by enemy air units.

CITY BOMBING TABLE

Die 
Roll	Result
1	0
2	0
3	0
4	0
5	-1
6	-1
7	+1
8+	-2 

Die Roll Modifier
+1 for each additional airstrike after the first one attacking a target hex.

Results:
0 = No Effect
-1, 2 = the enemy permanently loses that number of administrative points.
+1 = the enemy permanently gains that number of administrative points. (Yes, gains – that represents outrage and reaction over the bombing of civilians).

SPECIAL DOCTRINES
General Rule. Prior to the start of the game, each player secretly chooses any, all or none of the following special doctrines. That will give his units special capabilities; however, each doctrine chosen permanently reduces his administrative point total for the game (representing the investment in ground breaking tactics and new organizations); which is in addition to any costs for utilizing units. 
Doctrines		AP Reduction
Amphibious Warfare	3	
Airborne			6	
Mechanized Exploitation	5

1) Amphibious Warfare. The player begins the scenario with one Marine brigade. Marine brigades function in the same manner as infantry, except they may each conduct one amphibious invasion per turn. Amphibious invasions are conducted as follows: the unit must begin the movement phase in a coastal city. Expend nine administrative points and move the Marine brigade to any other coastal hex on the map. The landing hex may not be enemy occupied, but may be in an enemy zone of control. The unit must end the movement in a coastal hex; it may not attack from an all sea hex. Amphibious movement expends all of a unit’s movement factors for the turn.
2) Airborne Moves. The player begins the scenario with one airborne brigade. Airborne brigades function in the same manner as infantry, except they may each conduct one airborne move per turn. Airborne moves are conducted as follows: the unit must begin the movement phase in a city. Expend nine administrative points and move the airborne brigade to any other land hex on the map within 10 hexes. The landing hex may not be enemy occupied, but may be in an enemy zone of control. Airborne movement expends all of a unit’s movement factors for the turn. Airborne missions may not be intercepted.
3) Mechanized Exploitation. Tank and shock units may advance after combat up to two hexes. The first hex must be into the hex the defender vacated; the second hex may be in any direction. The advance may be through enemy zones of control, but not into enemy units or prohibited terrain. Additionally, change rule 13.93 so up to two units may advance after combat, as long as both advancing units are tank and/or shock. They need not advance into the same hexes, though they may do so. This kind of advance doesn’t cost extra administrative points.

INTERVENTION FORCES
General Rule. There are two sets of intervention forces, the “Internationals” (IV) and the “Legion” (LV). Players are free to use those units as they wish; however, the Internationals and the Legion are always hostile to each other and may never be on the same side. Intervention units are treated the same as USA/CSA for all game purposes, with the following exceptions: they may not be used to build corps, and they may never be replaced.
Internationals: one 1-6 infantry division, one 1-8 armored brigade, one airstrike.
Legion: one 1-6 infantry division, one 1-8 armored brigade, one airstrike.

SCENARIO MODIFICATIONS
1) Administrative Points. Players increase the starting number of administrative points they receive by 10 in each scenario.
Additional Units 
2a) Any amphibious or airborne units gained via the doctrine rule are placed at start of play at no extra cost. 
2b) Players may not initially deploy shock corps, but may form them in the course of play.
2c) Air Units
Scenario 17.1: USA starts with three, CSA with two. 
Scenario 17.2: USA starts with two, CSA with three.
Scenario 17.3: USA starts with three, CSA with three.
3) Costs.
Create a replacement amphibious brigade: 4
Create a replacement airborne brigade: 8