WWII Variant	by Ken Drego  (deadkenny99@hotmail.com)		June 22, 2007

 I’ve always liked this interesting little game on the ETO in WWII, although it is little known these days.  It allows the entire war to be played out, from start to finish, in an evening.  Yet it still has that traditional ‘hex and counter’ wargame feel to it.  It incorporates some rather clever and subtle design features as well.  Experience shows that a couple changes are necessary from a balance point of view – most notably helping the French with the addition of a Maginot Line and rules around the handling of Russia prior to being attacked by Germany.  Beyond that, a few more changes are perhaps desirable from a ‘cosmetic’ point of view.  In order to adjust the balance, players may ‘bid’ on the frequency of the column shifts on the Russian war production chart.  One shift every 4 turns (one year) is the default – shifting down a column every 3 (or less) turns would make it harder for the Allies to win, while shifting every 5 (or more) turns makes it harder for the Germans to win.  Players may also adjust play balance by the inclusion / exclusion of 'optional' rules, such as partisans or counterattacks.     

Poland - Poland starts the game with two 1SP units in each of the following hexes: 1512, 1612 and 1613. Poland receives no reinforcements or replacements in the game. 

France - Hexes 1013 and 1014 are Maginot line hexes. The effect is to double the (French) defender, in addition to any modifier due to the terrain in the hex.  Thus in hex 1014 French defenders would be quadrupled as long as the Maginot line effect is still in force.  Furthermore, surviving (French) defending SP’s do not have to retreat from a Maginot line hex.   If a Maginot line hex is occupied by the Axis, it has no special effect in the game thereafter (i.e. even if subsequently recaptured).   French reinforcements must be placed on resource hexes.  Only one reinforcement unit (of 1, 2 or 3 SP’s) can be placed per resource hex, and the placement must obey stacking limits.  If the Germans do not declare Vichy France, then France is considered conquered when, at the end of any game turn, all of the French units in mainland France (not including Corsica) have been eliminated. Vichy can no longer be declared after that point. If the conditions have been met, the Axis player may declare Vichy at the end of any game turn prior to France being considered conquered. If the conditions for the conquest of France are met, France would be considered conquered at that point if the Axis player decides not to declare Vichy that turn, or if the conditions for declaration of Vichy have not yet been met. Vichy France includes Corsica in addition to the specified hexes in mainland France (14.11), North Africa and the Middle East.

Rumania - Russia should be allowed to occupy hexes 1915 and 2015, in addition to Eastern Poland and the Baltic States.  If there are any Axis units in either of these 2 hexes on the Allied Player turn when Russia decides to occupy these hexes, the Russians may go to Limited War status as is the case with Eastern Poland and the Baltic States as per section 14.3 in the rules. Once Limited War status is triggered, the Russians do not have to stop with the capture of these 2 hexes alone, but may continue on Limited War status and attack other Axis units / countries, including Germany.  Once these hexes are occupied by Russia, they assume the same status as hexes in Eastern Poland and the Baltic States (see section 14.3).  Note, that even after Russia occupies these hexes, they are still considered part of Rumania for purposes of Rumanian movement restrictions etc.  Rule 16.32 should be modified so as to allow 2 Rumanian SP into Russia, rather than just one.  Further note that if the Allies conquer Rumania (as defined in rule 5.61) then a penalty, the same as that for the invasion of Sweden, is imposed on the Germans (i.e. reduction of reinforcements by 1 and replacements by 2 each turn – see below).  This penalty can be in effect in addition to the penalty for Sweden (i.e. combined reduction of 2 reinforcements and 4 replacements with both penalties in effect).

Hungary - Hex 1814 should be considered part of Hungary for all purposes from the start of the game.  

Bulgaria – One Bulgarian SP should start in hex 1818 in the 1939 scenario (in addition to the SP already listed in the set-up in 15.11).

Norway - Axis forces in northern Norway are considered to be in Finland for purposes of activating Russian Limited War status (see the Russian activation chart printed on the game map). ‘Northern' Norway is defined as hex 1404 or further north.  Similarly, Axis units in or north of 1505 / 1605 in Sweden are counted as in Finland for purposes of Russian activation.

Sweden – Rule 12.1 should be modified such that the penalty to the Germans for invading Sweden is a reduction of 1 in their reinforcements or a reduction and 2 in their replacements (depending on which they choose to take) each game turn.  This penalty ceases to be in effect once the Axis has completely conquered Sweden (as defined in rule 5.61).  This penalty is also imposed on any Winter game turn after 1940 (i.e. excluding Winter 1940) if Norway is neutral or if there is an Allied SP in ‘northern’ Norway (as defined above), regardless of the status of Sweden (neutral or conquered by German).  

Finland – During the Winter 1940 Allied player turn, the Winter War is considered to be fought.  The Russians must reduce one unit along the Finnish border by 1 SP and the Axis player must remove 2 Finnish SP’s during the Allied combat phase.  The Finnish SP’s removed are not available for replacement as described in rule 16.16.  This does not constitute an attack or move across the Finnish border as described in section 16.4.

Italy – Rule 16.61 should be modified such that Italy becomes an active Axis ally immediately upon the conquest of France, or Vichy France being declared.  Italy will also become an active Axis ally immediately upon the invasion of Russia.  Note this latter condition is not triggered by Russian Limited War Status, but rather the invasion of Russia itself (i.e. War Production status).  The Axis player may not choose the point of Italy’s entry into the war.  Either of the events listed above will trigger Italy’s activation, whichever occurs first.  Rule 5.77 should be modified so as to allow the Italians to ship units to Africa regardless of the number of SP’s already there.  Hex 1321 should be considered a port hex for all purposes.  Hex 1420 should not be considered a port hex. 

Germany -  The German initial setup for the campaign game, section 15.11,  is modified as follows:  all 3SP inf units are replaced by 1SP inf units.  The 2SP inf unit in hex 1112 is replaced by a 1SP unit.  The German reinforcements for game turns one and two are doubled (to 20 and 14 respectively).   Hexes 1614 and 1714 are not considered part of Germany for any purpose (supply, reinforcements / replacements, victory conditions etc.).  Those hexes constitute the Axis minor ally state of Slovakia, which has no SP’s in the game but allows Axis movement through their territory as per any other Axis minor ally.  Rule 10.13 should be modified so as to allow placement of reinforcements / replacements in East Prussia, but disallow it in hexes 1614 and 1714.

Russia - To clarify, Russian War Production represents reinforcements, not replacements.  The column used on the War Production table, should be shifted down as the war drags on. For the first year following the invasion (i.e. triggering of total war production) the Russians use the column of the table as determined by the number of resource hexes they hold. In the second year they shift down one column, third year shift down 2 columns etc.  Once War Production is triggered, the Russians would never revert to Limited War production, they receive the War Production reinforcements for the rest of the game.

The Russians may build armor SP’s starting on the Winter 1943 game turn.  These Russian armor SP’s cost 2 points to build per SP and operate in exactly the same way as German armor SP’s do. The maximum number of Russian ‘infantry’ SP's on the board at any time is 80 and the maximum number of Russian armor SP’s is 24.  Any reins that would bring the total above that are permanently lost (i.e. they cannot be accumulated for future turns).  While at peacetime status, Russian units may not be moved at will by the Allied player, but are limited by the following restrictions:

1.	The unit on the Turkish border (starts in 2918) may move, but must stay on the Turkish border.  The unit on the Finnish border (starts in 1905) may also move, but must stay on the Finnish border.
2.	On the first game turn, 3 Russian units must move into the 3 border hexes in eastern Poland (1712, 1713 and 1813).  This requirement is waived for the entire game if the Axis player fails to eliminate all Polish SP’s on the first turn.  Note, the Russian player could still choose to occupy any or all of these hexes, on the first or a later game turn, even if the requirement is waived.
3.	The Russians may, but do not have to, advance into the Baltic States.  If the Russians advance units into the Baltic States, the first 2 units to enter must occupy the border hexes (1710 and 1711).
4.	The Russians may, but do not have to, advance into either or both of the Rumanian border hexes (1915 and 2015), see the above rules on Rumania.
5.	The Allied player may freely place Russian peacetime reinforcements in any resource hex, subject to peacetime stacking limitations etc.
6.	Subject to the above limitations, Russian units (either at start forces or subsequent reinforcements) may advance into Eastern Poland, the Baltic States and / or the Rumanian border hexes.  Forces may not relocate inside Russia, with the noted exception of the Finnish and Turkish border units.

Note restrictions in the rules (10.32) on the size and stacking of units, and placement of reinforcements during peacetime still apply.  Further note that all of these restrictions would be permanently lifted if / when the Russians enter Limited War or War Production status.  If Limited War or War Production is not triggered by Axis action on or before the Summer 1942 game turn, the Allied player is free to have Russia go to Limited War and attack the Axis on the Summer 1942 game turn, or any later game turn.

Northern Ports - The only Atlantic port in Finland is hex 1801.  The only north coast ports in Russia are Murmansk and Archangel (as per errata).

Victory Conditions - The two player victory conditions in rule 13.0 are modified as follows: Axis or Allied marginal victories are considered a Draw instead. 

Amphibious Capacity  - The Allies have a one time amphib point that can be used anytime prior to the amphib shown on the turn track.  It is lost once it is used, or if it is not used prior to the appearance of amphib capacity on the turn record track.  If it is used on the game turn immediately before the amphib capacity on the turn track, then the amount of amphib available would be reduced by one, as per the rule prohibiting the use of the same amphib point on 2 consecutive game turns.  The one time amphib point cannot be used in the Med while there is at least 1 Axis SP in supply in Africa.  Rule 5.84 should be modified such that Allied amphib movement in the Med is possible on Winter game turns.  The amphib movement in the Med on a Winter game turn would be aborted on a die roll of 5 or 6, as described in 5.84 for Spring and Fall game turns.  Allied amphib movement in the Med during Spring and Fall game turns does not require the die roll described.  Amphib movement in the Med is defined as amphib movement starting and ending in the Med, and with the entire path from start to end also contained within the Med.

Pro-rated movement across the weather area boundary -  If all of the hexes a unit enters during a given turn are in the weather area, then the existing rules apply as if the unit started in the weather area. Similarly, if all of the hexes a unit enters during a given game turn are outside the weather area, then the existing rules apply as if the unit started outside the weather area. If a unit enters at least one hex inside and one hex outside of the weather area, then the following applies: Each unit has 5 movement points for the turn. Each hex outside the weather area costs 1 movement point (as per existing rules), but each hex in the weather area costs the following number of movement points based on the season: Spring - 2.5 movement points per hex, Summer - 1, Fall - 1.25 and Winter - 1.66 (do not drop fractions). In addition to the cost for entering the hex, crossing a blocked hexside costs 2 times the cost for entering the hex on the crossed side of the blocked hexside, and to conduct an overrun costs an amount equal to the cost to enter that hex. 

Counterattack Rule – When using the counterattack rule from the Feb. 1975 errata, it should be read as counterattacks where the differential is less than 0 are rolled on the 0 column, even if the defenders are not completely destroyed and are in supply.  Further note that units with a combat strength in parentheses may never counterattack.