WEATHER EFFECTS |
MUD CONDITIONS exist in the severe weather zone during M weather and in the moderate weather zone during W weather. • Air units are grounded in the mud zone on a roll of 9-12 on two dice. • Beakthrough and exploitation movement and attacks are not allowed in the mud zone. • The movement allowances of land units (except HQs) are halved, with fractions rounded up. • Attacks against hexes in the mud zone suffer a -1 penalty to the die roll. WINTER CONDITIONS exist in the severe weather zone during W months. • Air units are grounded in the winter zone on a roll of 7-12 on two dice. • Exploitation movement and attacks are not allowed in the winter zone. • The movement allowances of land units (except HQs) are halved, with fractions rounded up. • Lake hexsides freeze and become passable to land units. • Attacks across river and lake hexsides suffer a -1 die roll penalty instead of the usual -2 penalty. • Naval interception die rolls have a -2 die roll modifier. • U-boats that make sucessful attacks in the severe weather zone add +1 each to their EP damage die rolls. • The harbour at Leningrad and Archangel freeze, making the ports unuseable. • The cost of all offensives (icluding impromptu and combined offensives) doubles for every contry except the U.S.S.R. |
TERRAIN EFFECTS SUMMARY |
All terrain costs 1 movement point to enter (by land movement). Terrain affects land movement and combat as listed:. CLEAR: Combat and movement occurs normally. ROUGH: Attacks against units in rough hexes suffer a -1 die roll modifier. MARSH: Armor units cannot move into, attack into, or project ZOC into marsh. FOREST: Enemy ZOC does not affect supply lines or retreat routes in forest. A units in a forest hex in enemy ZOC can move 1 hex into another forest hex, even if both are in enemy ZOC. CITY RESOURCE: Units trace supply to their home country city resource hexes. One extra land unit can stack in a city resource hex. RIVERS, CANALS, FERRY-CROSSINGS: If the water barrier lies between all attacking units and the defendeng hex, the attack suffers a -2 die roll modifier. IMPASSABLE HEXSIDES, LAKE HEXSIDES: Units cannot move, attack, or project ZOC across these hexsides. |