TSWW Game Charts Blitzkrieg - Diffraction Entertainment · PDF fileTSWW Game Charts Blitzkrieg...

46
TSWW Game Charts Blitzkrieg 1D10 1D10 Die Roll 1:4 1:3 1:2 1:1 2:1 3:1 4:1 5:1 6:1 7:1 8:1 9:1 Die Roll -4 AE AE AE AE AE AE AE AE AH AQ HR QR -4 -3 AE AE AE AE AE AE AE AH AQ HR QR HQ -3 -2 AE AE AE AE AE AE AH AQ HR QR HQ DR -2 -1 AE AE AE AE AE AH AQ HR QR HQ DR QH -1 0 AE AE AE AE AH AQ HR QR HQ DR QH EX 0 1 AE AE AE AH AQ HR QR HQ DR QH EX HX 1 2 AE AE AH AQ HR QR HQ DR QH EX HX DQ 2 3 AE AH AQ HR QR HQ DR QH EX HX DQ DH 3 4 AH AQ HR QR HQ DR QH EX HX DQ DH DE 4 5 AQ HR QR HQ DR QH EX HX DQ DH DE DE 5 6 HR QR HQ DR QH EX HX DQ DH DE DE DE 6 7 QR HQ DR QH EX HX DQ DH DE DE DE DE 7 8 HQ DR QH EX HX DQ DH DE DE DE DE DE 8 9 DR QH EX HX DQ DH DE DE DE DE DE DE 9 10 QH EX HX DQ DH DE DE DE DE DE DE DE 10 11 EX HX DQ DH DE DE DE DE DE DE DE DE 11 12 HX DQ DH DE DE DE DE DE DE DE DE DE 12 13 DQ DH DE DE DE DE DE DE DE DE DE DA 13 14 DH DE DE DE DE DE DE DE DE DE DA DA 14 15 DE DE DE DE DE DE DE DE DE DA DA DA 15 1D10 1:4 1:3 1:2 1:1 2:1 3:1 4:1 5:1 6:1 7:1 8:1 9:1 1D10 N.B. Refer to rules for resolution details. Ground Combat Resolution Table Combat Odds Die Roll Result of ‘0’ = 10 copyright 2010 Diffraction Entertainment 1 v 1.29a

Transcript of TSWW Game Charts Blitzkrieg - Diffraction Entertainment · PDF fileTSWW Game Charts Blitzkrieg...

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TSWW Game Charts Blitzkrieg

1D10 1D10

Die Roll 1:4 1:3 1:2 1:1 2:1 3:1 4:1 5:1 6:1 7:1 8:1 9:1 Die Roll

-4 AE AE AE AE AE AE AE AE AH AQ HR QR -4

-3 AE AE AE AE AE AE AE AH AQ HR QR HQ -3

-2 AE AE AE AE AE AE AH AQ HR QR HQ DR -2

-1 AE AE AE AE AE AH AQ HR QR HQ DR QH -1

0 AE AE AE AE AH AQ HR QR HQ DR QH EX 0

1 AE AE AE AH AQ HR QR HQ DR QH EX HX 1

2 AE AE AH AQ HR QR HQ DR QH EX HX DQ 2

3 AE AH AQ HR QR HQ DR QH EX HX DQ DH 3

4 AH AQ HR QR HQ DR QH EX HX DQ DH DE 4

5 AQ HR QR HQ DR QH EX HX DQ DH DE DE 5

6 HR QR HQ DR QH EX HX DQ DH DE DE DE 6

7 QR HQ DR QH EX HX DQ DH DE DE DE DE 7

8 HQ DR QH EX HX DQ DH DE DE DE DE DE 8

9 DR QH EX HX DQ DH DE DE DE DE DE DE 9

10 QH EX HX DQ DH DE DE DE DE DE DE DE 10

11 EX HX DQ DH DE DE DE DE DE DE DE DE 11

12 HX DQ DH DE DE DE DE DE DE DE DE DE 12

13 DQ DH DE DE DE DE DE DE DE DE DE DA 13

14 DH DE DE DE DE DE DE DE DE DE DA DA 14

15 DE DE DE DE DE DE DE DE DE DA DA DA 15

1D10 1:4 1:3 1:2 1:1 2:1 3:1 4:1 5:1 6:1 7:1 8:1 9:1 1D10

N.B. Refer to rules for resolution details.

N.B.

Ground Combat Resolution Table

Combat Odds

Die Roll Result of ‘0’ = 10

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TSWW Game Charts Blitzkrieg

NE No Effect. The combat is inconclusive, and fails to inflict substantial Casualties

Note 1 The smaller force is eliminated, the larger force suffers losses at least equal to the strength of the smaller force

Note 2 The smaller force is eliminated, The larger force suffers losses at least equal to half the strength of the smaller force

Size Symbol SP Size Size Symbol SP Size

XXX 4 III 1

XX 4 II ½

X 2 Reduced ½ original

N.B. Check Political Rules for national amendments (Esp. USSR)

N.B.

Stacking Point (SP) size chart

Concentric Attack Effect

Reduced units

Battalion

Unit

Corps

Division

Brigade

DA NE Defender AnnihilatedDestroyed, No Units Survive (including Flip sides)

Defender

Defender's Choice

Halved

Unit

Regiment

Halved

Defender

Halved

EliminatedNE

NE

DE

QH

EX

Quartered

Defender Quartered

NE

Ground Combat Results

Retreats

Attacker Quartered/Defender halved

Note 1

Note 2

NE

NEEliminated

Halved

Quartered

Halved

NE

CRT Result

AE

AH

AQ

HR

None

QR

HQ

Effect on Attacker Effect on Defender

DR

Attacker Halved/Defender Quartered

Quartered Retreat

Defender Retreat

Quartered

None

None

Defender

+1 Attacker DRM

ONLY if the defender is being attacked from at least 2 hex

sides separated by at least one hex side.

Force Size

Any size force

Effect on Defence

Defender

Attacker Halved

Attacker Quartered

Halved retreat

Defender Halved

HX

DQ

DH

Notes

Attacker eliminated

Retreats

NE

Retreats

Defender

Defender

Smaller Force

Smaller Force

Defender

Exchange

Half Exchange

Note 1

Note 2

Quartered

Defender Eliminated

Quartered

Retreats

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TSWW Game Charts Blitzkrieg

1D10 1D10

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

-2 - - - - - - - - - - - - R* R R -2

-1 - - - - - - - - - - R* R* R R R -1

0 - - - - - - - - - - R R R R R 0

1 - - - - - - - - R* R* R R R R 1 1

2 - - - - - - - - R R R R R 1 1 2

3 - - - - - - R* R* R R R R 1 1 1 3

4 - - - - - - R R R R R 1 1 1 1 4

5 - - - - - R* R R R R 1 1 1 1 1 5

6 - - - - - R R R R R 1 1 1 1 2 6

7 - - - R* R* R R R 1 1 1 1 1 2 2 7

8 - - R* R R R R 1 1 1 1 1 2 2 2 8

9 - R* R R R R 1 1 1 1 1 1 2 2 2R 9

10 R* R R R R 1 1 1 1 1 1 2 2 2R 2 R 10

11 R R R R 1 1 1 1 1 1 2 2 2R 2R 2R 11

12 R 1 1 1 1 1 1 1 1 2 2 2R 2R 2R 2R 12

1D10 -7 -6 -5 -4 -3 -2 -1 0 +1 +2 +3 +4 +5 +6 +7 1D10

N.B. R Return to base, no combat loss, 0.25 x mission payload dropped.

R* Return to base, no combat loss, 0.5 x mission payload dropped, roll AA for dispersion only.

1 Air unit 1 step loss, roll AA for all effects. 2R As per 2, one other air unit is returned.

2 Air unit eliminated (2 step loss), it cannot complete any other mission steps.

DRM N.B.

+1

+2

+3

+4

N.B.

Air Combat Results Table

Differential

Type HF v Types A, B, D, T gain

the benefits, Type HF v Type F

do not.

Dispersed factor is always rounded UP to the

nearest full factor.

4:1 or higher but less than 5:1

3:1 or higher, but less than 4:1

2:1 or higher, but less than 3:1+1/-1 in favour of stronger side

+1/-1 in favour of stronger side

1 F V Many B

1 F V Many F

DRMCombat Type

Air CRT DRMRatio of Type F to All Other Types

5:1 or Higher

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TSWW Game Charts Blitzkrieg

1D10 1D10

Die Roll 1 2-4 5-8 9-12 13-15 16-19 20+ Die Roll

-4 - - - - - - - -4 Operational Strategic

-3 - - - - - - - -3 +1 +2

-2 - - - - - - - -2 +1 +2

-1 - - - - - - - -1 - +2

0 - - - - - - - 0 -* +2

1 - - - - - - - 1 +1 +1

2 - - - - - - - 2 +2 +1#

3 - - - - - - - 3 +2 +3

4 - - - - - - R* 4

5 - - - - - R* R* 5 N.B.

6 - - - - R* R* R 6

7 - - - R* R* R R 7

8 - - R* R* R R R 8

9 - R* R* R R R R 9

10 R* R R R R R 1 10

11 R R R R R 1 1 11

12 R R R R 1 1 1 12

13 R R R 1 1 1 1R 13

14 R R 1 1 1 1R 1R 14

15 R 1 1 1 1R 1R 2 15

1D10 1 2-4 5-8 9-12 13-15 16-19 20+ 1D10

R Return to base, no combat loss, 0.75 x mission payload dropped, all factors dropped are dispersed for strategic missions.

R* Return to base, mission payload dropped, 0.25 x dropped factors are dispersed.

1 Air unit 1 step loss. 0.5 x mission payload dropped, 0.5 x dropped factors are dispersed.

2 Air unit eliminated (2 step loss). Bomb load not dropped.

1R As per 1, one other air unit is returned. Dispersed factor is always rounded UP to the nearest full factor.

N.B.

Anti Aircraft Combat Results Table

AA Value

Air Unit Type

* Means +1 after Jan 1942 if in Europe,

+1 after Jan 43 if in the Pacific

# Means +1 if flying a carpet bombing

mission but +2 from Jan I 1943 in Europe

(only).

F

HF

A

D

B

HB

All Other

AA DRMs

NOTE: Mission payload may be reduced by Air to Air Combat prior to AA

resolution. The reduced payload is modified by AA not the total payload.

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TSWW Game Charts Blitzkrieg

Motorised Cavalry Others Motorised Cavalry Others Motorised Cavalry Others

Good Poor

G/1.25/1 G/0.75/1 G/1.0/1 G/1.0/2 G/1.0/1 G/1.0/2 G/1.0/3 G/1.25/2 G/1.0/3 0 0 Y

G/1.5/1 G/0.75/1 G/1.0/1 G/1.25/2 G/1.0/1 G/1.0/2 G/1.0/3 G/1.25/2 G/1.0/3 0 0 Y

G/1.25/1 G/0.75/1 G/1.0/1 G/1.0/2 G/1.0/1 G/1.0/2 G/1.0/3 G/1.25/2 G/1.0/3 0 -1 Y

F/0.75/2 F/0.75/1 F/1/0/1 F/0.75/3 F/0.75/2 F/1.0/2 G/1.0/3 G/1.25/2 G/1.0/2 -1 -2 Half

F/1.25/2 G/1.0/1 G/1.0/2 G/1.0/3 G/1.0/2 G/1.0/3 G/1.0/4 G/1.25/3 G/1.0/4 -1 -1 Y

P/0.5/4 F/1.0/2 P/0.75/2 P/0.35/5 F/1.0/3 P/0.5/3 P/Along Road/6 P/0.75/4 P/0.5/4 -2 -2 N

F/1.0/2 G/1.25/2 G/1.0/2 G/1.0/3 G/1.35/3 G/1.0/3 G/0.75/4 G/1.5/3 G/1.0/4 -1 -1 Y

P/0.75/3 F/1.25/2 P/0.75/2 P/0.75/4 F/1.0/3 P/0.5/3 P/0.5/5 P/0.75/4 P/0.5/4 -1 -1 N

P/0.75/3 F/1.25/2 P/0.75/3 P/0.75/4 F/1.0/3 P/0.5/4 P/0.5/5 P/0.75/4 P/0.5/5 -2 -2 Half

F/1.0/2 G/1.0/2 G/1.0/2 G/1.0/3 G/1.0/2 G/1.0/3 N/A N/A N/A -1 -2 Y

P/0.5/4 P/1.25/3 F/1.0/3 P/0.35/5 P/1.0/4 P/0.75/4 G/1.5/3 G/1.25/2 G/1.0/3 -2 -2 N

P/0.5/5 P/1.25/4 F/0.75/4 P/0.35/6 P/1.0/5 P/0.5/6 G/0.75/4 G/1.5/3 G/1.0/4 -3 -3 N

G/1.5/1 P/0.5/3 G/1.0/1 G/1.25/2 G/0.5/4 G/1.0/2 N/A N/A N/A 0 0 Y

F/1.25/3 P/0.5/3 G/1.0/2 G/1.0/4 G/0.5/4 G/1.0/3 N/A N/A N/A 0 0 Y

F/1.15/3 P/0.5/3 F/1.0/2 F/1.0/3 P/0.5/3 F/1.0/2 N/A N/A N/A 0 0 Y

G/1.25/1 G/0.75/1 G/1.0/1 P/0.75/3 F/1.0/2 F/1.0/2 N/A N/A N/A -1 -1 Half

P/0.75/3 F/1.0/2 F/1.0/2 P/0.5/4 F/1.25/3 F/1.0/3 P/0.75/4 F/1.25/4 F/1.0/4 -2 -2 Half

P/0.75/3 P/0.5/2 P/0.75/2 P/0.5/4 P/0.25/3 F/0.5/3 As Clear As Clear As Clear -1 -1 Y

F/1.0/2 G/1.25/1 F/1.0/2 F/0.75/3 G/1.35/2 F/0.75/2 F/1.0/3 G/1.5/2 F/1.0/3 -1 -1 Half

P/0.75/6 F/1.0/2 F/0.75/2 P/0.5/Road P/1.0/3 P/0.75/3 N/A N/A N/A -1 -2 N

P/0.5/8 F/1.0/3 F/0.5/3 P/0.25/Road P/0.75/4 P/0.5/4 N/A N/A N/A -2 -3 N

P/0.25/10 F/0.75/4 F/0.35/4 P/0.1/Road P/0.5/5 P/0.35/5 N/A N/A N/A -3 -4 N

P/0.5/8 P/1.0/3 F/0.5/3 P/0.1/Road P/0.5/4 P/0.25/4 N/A N/A N/A -3 -4 N

G/1.5/2 F/1.0/2 G/1.0/1 P/0.5/8 F/1.25/3 F/1.0/3 As Clear As Clear As Clear 0 -2 Half (Poor)

P/0.1/10 Prohib P/0.1/6 Prohib Prohib Prohib N/A N/A N/A -5 -5 N

Prohib Prohib Prohib Prohib Prohib Prohib Prohib Prohib Prohib Prohib Prohib Prohib

N.B. Poor Weather for ASE, Construction or Railway works is either Poor or Severe Weather.

Ground Unit Effects

Unit Type Weather

Paddy Fields

Salt Marsh

Lava Flow

Weather Good Poor Severe DRM

ASE

Mountain/Jungle

Jungle Swamp

Jungle

Hills/Jungle

Terrain Effects Chart Part 1

Stony Desert

Intensive Farming

Bocage

Waterways

Broken Terrain

Hex Type

Clear

Steppe/Prairie

African Scrub

Lakes

Hills

Mountains

Woods

Forest

Wooded Hills

Stony Hills

Swamp

Wooded Swamp

Desert

Sandy Desert

Going/Combat Modifier/MP Cost Going/Combat Modifier/MP Cost Going/Combat Modifier/MP Cost

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TSWW Game Charts Blitzkrieg

Optional Going Chart. Inaccessible Terrain Transportation Lines

All

Good Poor Severe P (ground)

1.2 1.1 0.8 P (ground)

1 1 0.75 P (ground)

0.8 0.9 0.5 N.B.

N.B.

City Types

Motorised Cavalry Others Motorised Cavalry Others Motorised Cavalry Others

Good Poor

G/0.5/1 G/0.5/1 G/0.5/1 G/0.5/1 G/0.5/1 G/0.5/1 G/0.5/1 G/0.5/1 G/0.5/1 -3 -3 None

G/0.75/1 G/0.75/1 G/0.75/1 G/0.75/1 G/0.75/1 G/0.75/1 G/0.75/1 G/0.75/1 G/0.75/1 -2 -2 None

G/1.0/1 G/1.0/1 G/1.0/1 G/1.0/1 G/1.0/1 G/1.0/1 G/1.0/1 G/1.0/1 G/1.0/1 -1 -1 0.5

G/1.0/1 G/1.0/1 G/1.0/1 G/1.0/1 G/1.0/1 G/1.0/1 G/1.0/1 G/1.0/1 G/1.0/1 0 0 0.75

G/1.0/1 G/1.0/1 G/1.0/1 G/1.0/1 G/1.0/1 G/1.0/1 G/1.0/1 G/1.0/1 G/1.0/1 0 0 Per Hex

Per Hex Per Hex Per Hex Per Hex Per Hex Per Hex Per Hex Per Hex Per Hex 0 0 Per Hex

Naval Facilities Chart Port Capacity Chart

Map Icon

A

B

C

1

2

N.B. Cargo Capacity (CP) represents the ports "trade" capacity.

CEV Modifier is a multiplier of NATIONAL CEV prior

to application of other modifiers.

Special forces may move

through Salt Lake without

penalty.

Fair (F)

Poor (P)

Prohibited

Salt Lake

Glacier

Sea

Small City

ASE

Unit Type

Hex Type

Great City

Weather

Terrain Effects Chart Part 2

Weather Type

Weather

Going Chart

Going CEV Modifier

Good (G)

12

6

12

6

Naval Facilities

Shipbuilding Centre

Major Shipyard

Shipyard

Naval Base

Naval Dock Yard

Large Town

Town

Repair Capacity

Point of Interest

Good

Military Capacity represents the number of SP that may load/off load at the port

in a turn.

Small Port

Military Capacity (SP)

300 56

100 23

50 12

25 6

56

23

12

6

Major City

DRM

Unlimited

Ports

Poor

Basing Capacity represents the number of naval units that may remain in port.

Going/Combat Modifier/MP Cost

24

Transporation Lines

Ferry

Rail

Road 1MP Any Hex

Rail or Road

Great Port

Large Port

General Port

RULE 7.d.

MP Cost

Cargo Capacity (CP) Basing Capacity

N/A N/A

Going/Combat Modifier/MP Cost

Severe

Natural Harbour

Going/Combat Modifier/MP Cost

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TSWW Game Charts Blitzkrieg

Terrain Hexsides

Motorised Cavalry Others Motorised Cavalry Others Motorised Cavalry Others

-1/1.0/2MP -1/1.0/2MP -1/1.0/2MP -1/1.0/3MP -1/1.0/3MP -1/1.0/3MP -1/1.0/1MP -1/1.0/1MP -1/1.0/1MP Half

-2/0.5/4MP -2/0.25/4MP -2/0.5/4MP -2/0.25/6MP -2/0.1/6MP -2/0.25/6MP -1/1.0/2MP -1/1.0/2MP -1/1.0/2MP None

P/0.5/4 F/1.0/2 P/0.75/2 P/0.35/5 F/1.0/3 P/0.5/3 P/Road/6 P/0.75/4 P/0.5/4 0.5

-1/0.75/+1 -1/0.5/+1 -1/1.0/+1 -1/0.5/+2 -1/0.75/+2 -1/0.75/+2 -1/0.75/+1 -1/1.0/+1 -1/1.0/+1 0.75

-1/0.75/Hex -1/0.5/Hex -1/1.0/Hex -1/0.5/Hex -1/0.25/Hex -1/0.75/Hex -1/0.75/Hex -1/0.5/Hex -1/1.0/Hex Per Hex

N.B.

Motorised Cavalry Others Motorised Cavalry Others Motorised Cavalry Others

-2/0.5/+1 -2/0.25/+1 -2/0.75/+1 -3/0.5/+1 -3/0.25/+1 -3/0.75/+1 -4/0.5/+1 -4/0.25/+1 -4/0.75/+1 No ASE

-1/0.5/+1 -1/0.25/+1 -1/0.75/+1 -2/0.5/+1 -2/0.25/+1 -2/0.75/+1 -3/0.5/+1 -3/0.25/+1 -3/0.75/+1 No ASE

-1/0.5/Hex -1/0.25/Hex -1/0.75/Hex -2/0.5/Hex -2/0.25/Hex -2/0.75/Hex -3/0.5/Hex -3/0.25/Hex -3/0.75/Hex No ASE

-1/1.0/Hex -1/0.75/Hex -1/1.0/Hex -1/1.0/Hex -1/1.0/Hex -1/1.0/Hex -1/1.0/Hex -1/1.0/Hex -1/1.0/Hex Full ASE

-1/1.0/Hex -1/0.5/Hex -1/1.0/Hex -1/1.0/Hex -1/0.75/Hex -1/1.0/Hex -1/1.0/Hex -1/0.5/Hex -1/1.0/Hex Half

-2/0.5/Hex -2/0.5/Hex -2/0.75/Hex -2/0.5/Hex -2/0.5/Hex -2/0.75/Hex -2/0.5/Hex -2/0.35/Hex -2/0.75/Hex Quarter

-3/0.25/+1 -3/0.25/+1 -3/0.5/+1 -3/0.25/+1 -3/0.25/+1 -3/0.5/+1 -3/0.25/+1 -3/0.25/+1 -3/0.5/+1 No ASE

N.B. Going is per the hex in all cases.

In all Terrain Types:

Light Infantry - Movement cost in any hills, woods, jungle, or wooded hills is reduced by 1 MP. Going is good in all noted terrain types. No Combat Multiplier Increase.

Mountain units - Movement cost in any type of hills, and mountain terrain is reduced by 1 MP. Going is good in all terrain types bar mountain terrain, which is Fair. Combat Multiplier is 0.25

above Others in all terrain and weather types.

Deep Defences

Poor Severe

ASE

DRM/Combat Modifier/MP Cost

Good

DRM/Combat Modifier/MP Cost DRM/Combat Modifier/MP Cost

Weather

Unit Type

Hex Side Type

River/Canal

Great River

Weather

Good Poor Severe

ASE

DRM/Combat Modifier/MP Cost DRM/Combat Modifier/MP Cost DRM/Combat Modifier/MP Cost

Fortification Types

Terrain Effects Chart Part 3

Mountain

Escarpment (up)

Fortification Line

Mountain units - Movement across mountain and escarment hexsides is reduced by 1 MP. Combat Multiplier is 0.25 above Others In both cases, no

matter the weather.

Light Infantry - Movement across escarpment hexsides is reduced by 1 MP. Combat Multiplier is 0.25 above Others for Escarpments no matter the

weather.

Unit Type

Fortification Type

Major Fortification Hexside

Fortified Hexside

Port Fortification

Field Works

Defensive Fortifications

Fortified Network

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TSWW Game Charts Blitzkrieg

Interdiction Zone Effects Chart

DRM Commando DRM Airborne DRM

+1 Alone +4 Effect +5

+1 -5% -10% -15%

+2 +1 per hex +1.5 per hex + 2 per hex

+2 2 Rrail MP 3 Rrail MP 5 Rrail MP

-2 Result N.B.

DRM Fail

+3 Fail *

+4 Succeed

N.B. Tactical surprise (See Rule 8.13):

If gained the attack gains a +2 DRM.

Odds Regular Special*

10:1 6 4

12:1 4 2

4 3 2 1 15:1 2 0

5 3 3 2

ZOI Chart (Non-Mountain Terrain) ZOI Chart (Mountain Terrain) Stacking Normal Artillery

Unit Size General A/SA Zones Unit Size General A/SA Zones

XX Full Full XX Full Full

X Reduced Full X Full Full

III None Reduced III Reduced Full

II None None II None Reduced

N.B. A/SA Zones refer to weather zones on the maps, General represents all other weather zones.

Regular Special*

Full ZOIReduced

ZOI

Reduced

ZOIFull ZOI

Overrun CostsZone of Influence Movement Cost Chart

Unit type

Action

To leave an EZOI

Moving EZOI TO EZOI

CEV effects from separate zones are cumulative, up

to a maximum of 40%.

*See Political Rules for ‘special designations'

Added cost to execute overrun

Added cost to move above terrain

Success Table and General Game Effects

Raid

Die Roll (1D10)

Less than 4

between 4 and 6

7 - 10 or more

-2+1If

Disrupted

Amphibious Landings

Full Assault

Each 1/2 SP

Involved

Partisans & Special Forces

Each Band

If target in Large town or City hex

If target in Large or Major city hex

I within 2 hexes of Partisan HQ

If in an APZOI

Level 2 Level 3 Affects on:

Ground CEV

Ground movement

Railroad movement

Level 1

6 SP

Limited

Land Mass2 SP 1 SP

Regular

Stacking Limit Chart

4 SP

22 SP

Mountain 11 SP

Success Table

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TSWW Game Charts Blitzkrieg

Ground CEV Table Air CEV Table

1.5 1.5 1.5 1.4 1.3 2 2 2# 2# 1#

1 1 1 1 1 0 0 0# 0# 0#

1.4 1.4 1.4 1.3 1.3 2# 2# 2# 2# 2#

1 1 1 1 1 0 0 0 0 0

1 1 1 1 1 0 0 0 0 0

1 1 1 1 1 -1 -1 -1 -1 -1

1.1 1.2 * * * 2 2 * * *

1.2 1.2 1 1 * 0 0 1 1 *

1.3 1.3 1.3 1.3 1.3 2 2 2 2 2

1 1 1 1 1 0 0 * * *

1 1.1 1.2 * * 1 1 * * *

1 1 1.1 1.1 * 0 0 0 0 *

1.3 1.4 1.3 * * 0 0 0 * *

1 1 1 1 1 -1 -1 0 * *

1 1 1 1 1.1 -1 -1 -1 0 0

* * 1 1.2 1.3 1 1 1 2 2

1 1 1 1 1 1 1 1 1 1

1 1 1 1 1 -1 -1 -1 -1 0

1 1 1 1 1 0 0 0 0 0

1 1 1.1 1.1 1.2 -2 -2 -1 -1 0

1 1 1 1 1 -2 -2 -2# -1# -1#

N.B. * means "no longer extant historically". N.B. # +1 Versus the USSR.

Free Allied forces operate using th CEV for the contingent to which they belong to. * means "no longer extant historically".

Free Allied forces operate using th CEV for the contingent to which they belong to.

Spain

Turkey

All other nations

Switzerland

Sweden

Switzerland

Sweden

Spain

Turkey

All other nations

United States United States

Yugoslavia

USSR

Combat Efficiency Charts

Bulgaria

Poland

France 3rd Rep/Vichy

British CW.

Belgium

Hungary

1941

Hungary

1940Year - Time >

Nation v

Germany

Italy

Finland

Romania

1939

Norway

Bulgaria

Poland

France 3rd Rep/Vichy

British CW.

Year - Time >

Nation v

Germany

Italy

Finland

1939 1940 1941

Greece

Yugoslavia

USSR

Romania

Norway

Belgium

Netherlands

Greece

Netherlands

1942 1942 19431943

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TSWW Game Charts Blitzkrieg

Railroad Network Capacity Chart

Nation Gauge Rail Cap. Nation Gauge Rail Cap. Nation Gauge Rail Cap. Nation Gauge Rail Cap.

Albania S 3 Hungary S 10 Slovakia S 5 Finland B 10

Algeria S 5 Iraq S 3 Sweden S 15 Iran S 8

Belgium S 20 Eire S 10 Switzerland S 15 USSR on Map B 50

Bulgaria S 6 Italy S 70 Syria / Levant S 5 USSR off Map B 14

Denmark S 15 Latvia B 5 Transjordan S 5 Portugal S 5

Egypt/Palestine S 10 Lithuania B 5 Turkey B 10 Spain B 10

Estonia B 5 Luxembourg S * Tunisia S 5 Spanish Morocco B 3

France S 80 Morocco S 5 United Kingdom S 100

Germany S 100 Norway S 10 Yugoslavia S 8

Greece S 6 Poland S 40 Romania S 15

N.B. Civilian Rail capacity is 10 times the capacity listed.

Fuelling Costs

1939 1940 1941 Class/Type FP Cost

6 6 6 Strategic BB/BC/CV 4

6 6 6 BD/CD/CVL 3

6 6 6 CA/CL/CLA 2

6 6 6 Separate DD 1

4 4 4 DE Flotilla 4

4 4 6 TB Flotilla 4

6 6 6 SSF 1

N.B. NSP 2 Per SRP

SL 4

LC 1

LB 1

Supply Vessel 2*

N.B. All other ships cost 2.

*plus cargo.

High Volume Rail Low Volume Rail

Unlimited 20General Supply Source to Supply Terminal

Type

For every 5 SP of the Civilian Rail Capacity

used for military purposes, loose increments

of 10% of all military production. If more

than 50% of the Civilian Rail Capacity is used

in a game turn, no LPs are produced for 4

game turns, and all overland supply line

lengths are reduced to 1. In addition, all

units are at U-1 for movement and combat

capability (only) for 4 game turns.

Rail LOC Supply Element Chart

Distances between Corps HQ and Army Hq, Army HQ

and ST. Ground Unit to LOC. Corps HQs have no

MSR in overseas theatres.

MSR Chart

General Charts

Nation

British Commonwealth

Germany

Italy

Japan

Soviet Union

United States

All Others

* Luxembourg is absorbed automatically into

the net of the occupying nation.

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TSWW Game Charts Blitzkrieg

E-1. Attack and movement factors halved, Reduced ZOI. No reaction movement. ASE DRM reduced by -1.

E-2. Attack factor quartered. Defence, AA and movement factors halved. No ZOI, no ASE/ATE, no pursuit or reaction movement.

There is no greater level for Unisolated units **Out of supply air base capacity is reduced.

U-1. Attack, defence and movement factors halved. Reduced ZOI. ASE/ATE DRM reduced by -1. No pursuit or reaction movement.

U-2. Attack factor quartered. Defence and AA factors halved. Movement reduced to 1 hex in Mvmnt Phase and no reaction or pursuit.

No ZOI, ASE/ATE. Collapses on 7+.

U-3. Attack and AA factors zero, defence factor quartered. Movement factor zero, no pursuit or reaction movement.

No ZOI, ASE/ATE. Collapses on 3+ with a +1 to the die roll for each turn beyond U3.

There is no greater level for isolated units **Isolated air base capacity is reduced.

A unit which collapses is eliminated, if it has a reduced strength side it is flipped to that side. Units in conditions isolated U-2 and U-3 are rolled

for in the initial phase every player turn until eliminated or returned to a better supply status.

The collapse die roll is modified by the following factors:

-4 if the unit is in a major or large city that has been owned by the player since SEP I 39. See national rules for special fortifications.

-2 if the unit is in a major or great city that was captured by the player in the course of the game.

+2 during below freezing weather. This also does not apply when receiving the -4 above.

Remember - Supply impacts printed combat strength, Interdiction impacts CEV.

Collapse

Out of Supply - Isolated

Out of Supply - Over Extended

SUPPLY EFFECTS CHART

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TSWW Game Charts Blitzkrieg

Partisan Recruitment Table Rail Movement Chart

1939 - - - - - - - - - - - - - - - - - - - - - - - - - - -

1940 - - - - - - - - - - - - - - - - - - - - - - - - - - -

1941 - - 1 1 - - 1 - 1 1 - - - - 1 10 4 1 - - - 1 - 1 1 2 1

1942 - 1 1 1 - - 2 - 1 1 - - 1 1 1 10 4 1 - - 1 2 1 2 2 3 2

1943 - 1 - 1 1 1 3 - - - 1 - 1 1 1 15 2 1 1 - 2 2 2 2 2 4 2

1944 1 1 - 1 2 3 4 2 - - 1 - 2 2 1 15 1 2 1 - 3 2 2 3 2 5 3

1945 1 1 - 1 2 4 5 2 - - 1 - 2 4 1 15 - 2 1 - 4 2 2 3 3 5 3

N.B. Partisans are ‘recruited’ on the 1st turn of every month.

Partisans appear in the nations territory, and cannot leave their nation.

Partisans do not appear if a nation has not been invaded.

Partisans appear in enemy occupied (owned) territory in the nation in question.

* All partisans recruited in the various parts of this nation can move about within the Yugoslavian 1939 boundaries.

Air Base Capacity Chart

Rail Movement Cost Chart

Type

N.B. 1

Full

Units

Supply line length

4

10 hexes

High Volume Rail Low Volume Rail

Unit Movement

Rating

20

33

31

27

25

24

22

57

21

* Means as per denoted airbase counter value.

Airstrips are 1 capacity airbase counters.

Type

Major or Large City Airstrip

Capacity

1 Wing

15

5

6

14

Yugoslavia*

Mac

edonia

Monte

negr

o

Poland

Small City

Norw

ay

London c

ontr

ol

Slove

nia

Switze

rlan

d

United K

ingd

om

Ukra

ine

Cro

atia

n S

tate

Serb

ia

Capacity

1 Wing

Counter*

Capacity

6 Wings

3 Wings

Type

17

18

Large Town

Airfield

Sovi

et

Contr

ol

Port

uga

l

Anti -

Axis

Anti S

ovi

et

Spai

n

Soviet

Union

Lat

via

Year

Belg

ium

Denm

ark

Type

80

67

1 or R

2

3

4

12

13

50

44

40

36

16

7

8

9

10

11

Sweden

20

19

Rail Distance per

Movement Point.France

Est

onia

Fin

land

Occ

upie

d a

rea

Ital

y (p

ro-a

llied)

Lithuan

ia

Neth

erl

ands

Vic

hy

zone

Gre

ece

400

200

133

100

29

General Charts

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TSWW Game Charts Blitzkrieg

Combined Arms Effects

ASE ATE AA Construction Combat Eng APZOI Air Droppable Glider Benefit Artillery River Benefit Seige Gun Assault Mod Inf Defence

N UI UC UC UC UC N N UC UC UC UC UI

1 1 UC

0.75 0.5 UC

0.5 1

0.5 1

0.25 0.5 Y

0.25 0.5 Y

0.5

1

1.5

0.5 UC

1 UC

UC

Y 1.25

1 Y

UC

Inf UI UC UC

Inf Inf UC

UC

UC

N.B. N: Means no effect. NC: Means not counted for effect.

UI: See unit icon. Inf: As Infantry.

UC: See unit counter.

Number: multiply stacking value of unit by this number to determine effect level, except Inf Defence column, where this is a defence strength multiplier.

* Not including positional AA.

** See Terrain Charts for additional benefits, also as Infantry.

In all cases please refer to main rules set for full details.

Unit Abilities Information Chart Part 1

Border

Fortress

Anti Tank 6/42-5/43

Anti Tank 6/43-End

Infantry 6/43-End

Anti Tank 9/39-5/42

Infantry 6/42-5/43

Light Anti-Aircraft*

Heavy Anti-Aircraft*

Reserve/Training

Light Infantry**

Cavalry

Unit Type/Ability

Motorised

Tank Destroyer

Engineer Tanks

Flame Tanks

Armour

Light Armour

Assault Gun

Mountain**

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TSWW Game Charts Blitzkrieg

Combined Arms Effects

ASE ATE AA Construction Combat Eng APZOI Air Droppable Glider Benefit Artillery River Benefit Seige Gun Assault Mod Inf Defence

UC UI UI 1.5

Y Y UI UI Y Y

Y UI UI Y

Y

See Rules

See Rules

See Rules

NC NC Y

NC NC Y Y

NC NC Y Y

NC NC Y

NC NC Y

Y

Y 1.5 x stack

Inf Inf UC

Inf Inf UC Y Y

Inf Inf UC Glider Only Y

Inf Inf UC

Inf Inf UC

N.B. N: Means no effect. NC: Means not counted for effect.

UI: See unit icon. Inf: As Infantry.

UC: See unit counter Political Police: Presence in a stack when in the EAST (USSR and Germany) Theatre only multiplies stack defence strength by 1.5.

Number: multiply stacking value of unit by this number to determine effect level, except Inf Defence column, where this is a defence strength multiplier.

* Not including positional AA.

** See Terrain Charts for additional benefits, also as infantry.

In all cases please refer to main rules set for full details.

Unit Abilities Information Chart Part 2

Machine Gun

Combat Engineer

Assault Engineer

Contruction Engineer

Beach Engineer

Port Engineer

Railway Engineer

Parachute

Glider

Naval Infantry

Unit Type/Ability

Bicycle

Artillery

Heavy Artillery

Seige Artillery

Mortar

Rocket Artillery

Security

Political Police

Static

Air Landing

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TSWW Game Charts Blitzkrieg

Naval Efficiency Modifiers Sea Effects Chart

1939 1940 1941 1942 1943 1944 1945 DRM

+1 +1 +1 +1 +2 +2 +2 -

-1 -1 - +1 +1 +2 +2 -1

- - +1 +1 +1 +1 +2 -2

- -1 -1 - - +1 +2 N.B. DRMs are cumulative.

+1(+2) +1(+2) +1(+2) +1 - -1 -2

- - - -1 -1 - +1

+1 +1 +2 +1 - -1 -2

- - - +1 +2 +2 +3 Naval Success and Spotting Table

-2 -2 -1 -1 -1 - - Result

-1 -1 -1 -1 -1 -1 -1 Fail

N.B. Parenthical DRMs apply to SSFs where different from surface units. Fail *

'-' means no modifier. Succeed

Political and Economic Rules Modifiers are cumulative.

Radar Modifier Chart Landing Craft Damage

1939 1940 1941 1942 1943 1944 1945 Nation 1939-41 1942-43 1944 1945

- - +1 +1 +2 +2 +3

- - - +1 +1 +2 +2

- - - +1 +1 +1 +1 Britain 1-5 1-3 1-2 1-2

- - - +1 +1 +2 +2

- - +1(-) +1(-) +1(-) +2(-) +2(-)

- - - - +1 +2 +2 USA 1-5 1-3 1-2 1-2

- - - - - +1 +1 N.B. Affected by DRMs for: Weather

- - +1 +1 +2 +2 +3 Naval Efficiency

- - - - - +1 +1

- - - - - - -

Nation

Britain

Canada

France

Free French

Germany

Italy

Japan

USA

USSR

Minor Nations Allied operations using 2 or less LC are exempt from

damage.

1-4 1-6Asiatic Axis 1-4

1-7 1-5 1-3

1-8

European

Axis1-8

Naval Charts Part 1

Weather

Calm

Rough

Stormy

Die Roll (1D10)

Less than 5

between 5 and 7

8 or more

Nation

Britain

Canada

France

Free French

Germany

Italy

Japan

USA

USSR

Minor Nations

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TSWW Game Charts Blitzkrieg

Spotting Modifiers Table

1939 1940 1941 1942 1943 1944 1945 1939 1940 1941

+1 +1 +1 +1 +1 +1 +1

- - +1 +1 +1 +1 +1

-1 -1 -1 - +1 +1 +1 France - 1 TF -

- +1 +1 +1 +2 +2 +1(-1)

-2 -2 -2 -1 -1(-) -2(+1) -2(+1)

- - +1 +1 +2 +2 +3 Italy - - 1 TF

+2 +2 +1 +2 - -1 -1

+1 +1 +2 +2* -1 -1 -2

N.B. * Jan I 1942-May I 1942 only.

Parenthesis for SSF is for US SSFs only; for Coastal Watchers is for Germans.

Air ASW Attack Chart Air ASW Results Chart

Die Roll 1939 1940 1941 Result

1 M M M M

2 M M M

3 M M M

4 M M M

5 M M M 1. Roll For success on the Naval Success Table.

6 M M S* 2. Cross reference the table above.

7 M M S*

8 M S* S

9 S* S* S

10+ S S H* N.B. +1 for Radar Equipped Planes

CV/CVL/CVE Air

Mission Flown. Allied

CV/CVL/CVE Air

Mission Flown. Axis

Japan1 CON

1 TF

1 CON

1 TF

- - -USSR

Effect

Misses SSF

+3

BB/BC

Radar Equipment

TF in Search Mode

Coastal Watcher

SSF

+2 +2 -

+2

3 CON

1 TF

2 CON

2 TFF

1 TF

1 SSF

Naval Charts Part 2

H*

HSSF totally destroyed, whether reduced

or not, loses contact, may not attack.

SSF reduced (if already reduced,

destroyed), loses contact, TR halved.

S*SSF Forced under, loses contact, may

not attack

S*SSF Forced under, loses contact, may

attack with half torpedo rating.

1 TF

1 SSF

1 TF

1 SSF

1 TF

1 SSF

1 CON

- -

+3- - +1

National Intelligence Means Spotting Table

3. Result is the number of SSF, Convoys, and TFs you

can spot automatically.

1 TF

1 SSF

1 TF

2 SSF

Britain v

Japan-

USA v

Japan

1 TF

1 SSF

+2

+1+1 -1 -3

Units

USA v Euro

Axis

2 CON

1 TF

Ultra (Allies

B-Dienst

Japanese Intel.

Britain v

Euro Axis1 TF

1 TF

1 SSF

Germany

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Naval Gunnery CRT ASW Chart/Air ASW Conversion Chart

DIE Roll 1-2 3-4 5-6 7 8 9 10 11+ DIE Roll Unit Type 1939 1940 1941

-1 M M M M M M* M* H* -1 DD 1 1 1.5

0 M M M M M* M* H* H 0 DE 1 1 2

1 M M M M* M* H* H H 1 FF 1 1 2

2 M M M M* H* H H H 2 Air 0.5 BF 0.5 BF 1.0 BF

3 M M M* H* H H H H 3 DD 0.5 0.5 1

4 M M M* H H H H H 4 DE 0.5 0.5 1

5 M M* H* H H H H H 5 FF 0.5 0.5 1

6 M M* H H H H H H 6 Air 0.5 BF 0.5 BF 0.5 BF

7 M* H* H H H H H H 7 DD 0.5 0.5 1

8 M* H H H H H H 2H 8 DE 0.5 0.5 1

9 H* H H H H H 2H 2H 9 FF 0.5 0.5 1

10+ H H H H H 2H 2H 2H* 10+ Air 0.5 BF 0.5 BF 0.5 BF

N.B. Coastal Defenses count DOUBLE their level for Naval Gunnery. DD - 0.5 0.5

H* Only counts against SL, NSP, LC, LB and ships with a protection rating of G-D DE - 0.5 0.5

FF - 0.5 0.5

DRMs Air - 0.5 BF 0.5 BF

Weather Dispersal Results DD 1 1 1

Radar National Rules Miss DE 1 1 1

Naval Efficiency M* FF 1 1 1

SSFs Roll on 1-2 only H* Air 0.5 BF 0.5 BF 0.5 BF

H DD 0.5 0.5 0.5

2H DE 0.5 0.5 0.5

Result 2H* FF 0.5 0.5 0.5

1-2 Air - - 0.5 BF

3-5 DD 0.5 0.5 0.5

6-9 Other - - -

10 DE Flotillas are 6 ships. DE rating is multiplied by 6 TBs are treated as DE, but their ASW rating is halved.

Naval Charts Part 3

Royal

Canadian

Navy, RIN

Royal Navy,

RAN,

RNZN

French

Free Allied

Effect

No Effect

2 extra hits

Critical Hit Table

Germany

Italy

1 Hit

Hit against LB, LC or G-D only

ASW Chart Notes: Minor

Nations

Naval Unit Numbers = ASW rating per ship.

Air Unit Numbers = Air unit Bomb Factor (BF) Multiplier.

Ship sunk

1 extra hit

2 Hits, Automatic Critical Hit.

Hit Against NSP/LC/LB/G-D Only

Effect

No Damage

Naval Gunnery Results Table.

2 Hits

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Strategic Movement Allowance Table

SMA SMA SMA Ship Class SMA

13 17 15 CD 7

16 13 29 CL 12

8 17 DD 12

27 12 DE 7

32 27 12 TB 5

33 27 23 NSP 20

27 50 23 SL 28

17 21 27 Supply N/A

20 10 12

46 27 12 N.B.

13 23 8

13 8 8

20 5 8

20 36 20

13 17 36

36 20 46

8 36

11 5

8 2 12

13 22

40 20

25 13 15

20 25 7

46 23 5

7 10 20

36 15

SL

Supply Vessels

Naval Charts Part 4

Jean D'Arc

Algiers

Suffren

Free Allied nations

operate using the same

statistics as The Royal

Navy

German Brummer and

similar have a radius of

20 sea zones

Joffre

Bearn

De Grasse

Pluton

Emile Bertin

TB

DE

DD

Mogador

Ship Class

Royal Navy German Navy French Navy Others

Ship Class

Leander Cl, BB/BCs

BAR KGV

TB

AMC

HMS Hermes

G Class CV

F Class CV

HMS Eagle

I Class, Unicorn CV/CVL

NSP

DD

DKM Emden

DKM Leipzig

DKM Nurnburg

DKM Graf Zeppelin

LC

23

Ship Class

GB

A, B Class DD

All other indivual DDs

York Class

Town, E Class CL

County Class

Dido Class CL

All other CA/CL/CLA

KGV/T Class

HMS Argus

Z Plan CL (Town Class)

BB

BC

Scheer CA

Hipper CA

K Class CL, BD

NSP

TB

DE

Z Plan CL (Other)

HMS Ark Royal

British NSP

British SL

Old BBs

All BCs, Richelieu BBs

La Gallisionaire

Dg Trouin

DE (single vessels)

NSP

Supply Vessels

LC

LB

Supply Vessels

US Town Class

RN V&W

Hunt Class

Flower Class

CVE/CVL (All other)

Duquesne

DD

Tromp Class

Dutch Navy

De Ruyter Class

Java Class

French Navy

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Port Fuel Transfer Chart

1939 1940 1941 Result Size

Fail Great

Partial Major

Succeed Large

N.B. Fail: Do not shadow Port

Partial: Ship is shadowed for that Naval Segnent Only Naval Base

N.B.

France - +2 -

Die Roll Cost

Italy - -1 -1 3

3

2

3

2

1

2

2

1

2

-

3

N.B. DRMs +1 If between Germany and USSR 2

1

DRMS are cumulative with Spotting DRMs N.B. TBs are treated as DE for this rule

DE Flotillas are 6 ships.

+1 -

USA v Euro

Axis

+2

Naval bases include Naval dockyards.

Naval bases double fuel transfer rates.

Volume

100

50

25

15

x 2

- -

Roll 1D10. Double the result. That

is the number of hits of damage on

the port.

National Intelligence Means Table Shadowing Table

Succeed: Ship is shadowed for that entire player turn,

range permitting.

Naval Charts Part 5

Naval Repair Cost Chart

Ship Type

BB/BAV

BC

BD

CV

CVL

CVE

CA/CAV

CL/CLA

DD

DE Flotilla

SSF

SL

NSP

All Others

The port is intact

Port Demolition Table

8

Damage

Roll 1D10. The result is the number

of hits of damage on the port.

Britain v

Euro Axis

Germany v

Allies

+2 If after 1943, and between

Germany and Western Allies

9-10 The port is destroyed.

+4 If between the UK and Germany in

the UK

Die Roll (1D10)

Less than 6

between 6 and 8

9 or 10

1-3

4-7

+1 +2 +2

Britain v

Japan- - +1

Japan v

Allies+1

US DRMs are cumulative with British

DRMs

+1

USA v

Japan- - +1

USSR - -

+3 +2

+1

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TSWW Game Charts Blitzkrieg

Heavy AA Heavy Guns

0.6 0.7

0.6 0.7

0.6 0.7

0.6 0.7

0.6 0.7

0.6 0.7

0.9 -

0.9 -

- -

- 0.7

0.5 -

0.75 0.7

N.B. N.B.

Roll on Naval Success Table to Strike.

Other nations Flotillas are non-replaceable. Apply the hits to the target ship.

Allocate Gunnery Factors against each Target.

Subtract Ship Armour Value from Gunnery Factor.

Roll one 1D10 , modifying the roll by all applicable modifiers.

Compare against the Naval Gunnery CRT.

Apply hits to targets, remembering that hits are simultaneous.

For each strike, Roll 1D10, dividing the result by 5, round fractions down to

nearest whole number.

Torpedo Resolution Methodology

Naval Gunnery Resolution Methodology

SL

NSP

BC

BD

CV/CVL/CVE

CA/CAV

CL/CLA

DD

DE Flotilla

SSF

All Others

Total Naval AA, then round down when

using the AA modifier.

BB/BAV

SL Ship rating multiplied by 0.5.

2# If hit by major combatants or torpedoes, hits are

automatically critical hits

RN, RCN, RAN V, W, V&W Mod, ex US DE Flotillas -

each hit is non-replaceable.

Axis TB Flotillas are non-replaceable. Axis SSFs are

replaceable.

Armour Value Hit Points

1

Naval Charts Part 6

Naval Gunnery Split Chart

Ship Type

Ship Protection Chart

1

2 1

3 2#

4 2

5 3

6 As Ship Rating

7 As Ship Rating

8 As Ship Rating

9 As Ship Rating

10 As Ship Rating

11 As Ship Rating

12 As Ship Rating

copyright 2010 Diffraction Entertainment 20 v 1.29a

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TSWW Game Charts Blitzkrieg

N.B.

Return DateReturn Date

Due Date

Replen (Fuel)

Due Date

Players may photo-

copy this specific

chart for their own

use.

RangeRange

Fuel Capacity

Replen (Fuel)

Due Date

Name

Fuel Capacity

Return Date

Name

Replen (Fuel)

Replen (Ammo)

Refit

Due Date

Name

Fuel CapacityFuel Capacity

Range Range

Return Date

Fuel Capacity

Return Date

Name

Replen (Fuel)

Replen (Ammo)

Refit

Due Date

Generic Ship Chart

Fuel Capacity

Name

Replen (Ammo)

Refit

Name

Replen (Ammo)

Refit

Fuel Capacity

Replen (Fuel)

Range Range

Replen (Ammo)

Refit

Due Date

Range

Due Date

Return Date

Fuel Capacity

Replen (Fuel)

Return Date

Range

Range

Refit

Replen (Fuel)

Replen (Ammo)

Name

Replen (Ammo)

Refit

Fuel Capacity

Name

Due Date

Name

Replen (Ammo)

Refit

Due Date

Return Date

Replen (Fuel)

Return Date

Replen (Fuel)

Replen (Ammo)

Refit

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TSWW Game Charts Blitzkrieg

Place units on chart and replace it with the ship counters. N.B. Players may photo copy this specific chart for their own use only.

If Carriers are part of the Group, their air craft must also be placed on the chart.

Task Group

Task Force Chart

Task Group Task Group Task Group

Task GroupTask Group

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TSWW Game Charts Blitzkrieg

1939 1940 1941 1942 1943 1944 1945

90% 85% 70% 65% 60% 50% 45%

- - - 70% 65% 55% 45%

40% 40% 40% 50% 60% 70% 80%

90% 85% 85% 85% - - -

- 85% 70% 65% 60% 50% 45%

90% 85% 70% 70% 80% 90% 90%

- 85% 70% 70% 80% - -

90% 90% 90% 90% 90% 90% 90%

95% 95% 95% 95% 95% 95% 95%

N.B. * Use the 1942 results for missions in 1941

** If allied with a major power, decrease the penalty by 5.

XX represents the percentage of bomb factors LOST prior to combat resolution.

Total available bombing factors prior to commencing resolution.

Deduct the Night Bombing Accuracy Chart percentage from the total available bomb factors. This is the Night Bombing Factor (NBF).

Resolve AA fire. Split the night bombing factor using the dispersal result from the AA chart. These are the dispersed and the targeted factors.

Dispersed Factor: For every 160 NBF dispersed within a target hex, the target loses 15% of any production within the hex.

Targeted Factor: The targeted factor is spilt evenly between all strategic bombing targets in the hex.

Note: Air to Air and AA combat may damage air craft or reduce/disperse their bomb factors. These effects are applied to the bomb factors prior to bombing resolution.

1939 1940 1941 1942 1943 1944 1945

- - - 80% 60% 50% 40%

30% 30% 30% 30% 30% 30% 30%

N.B. * Use the 1942 results for missions in 1939-41 "*" impact only affects type HB.

General Charts

Free Allied

Nation

Germany

France/Vichy France

Italy

USSR

General Night Bombing Methodology

Japan

Minor Nations**

Night Bombing Accuracy Chart

United Kingdom

USA*

Strategic Bombing Accuracy Chart

Nation

USA/United Kingdom*

All Medium

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TSWW Game Charts Blitzkrieg

Armour Shock Effects Chart

1939 1940 1941 1942 1943 1944 1945 DRM

+1 +1 +2 +2 +2 +3 +3 +1

- - - +2 +2 +3 +3 +2

+1 +1 +1 +1 +2 +2 +2 +3

- - +1 +1 - - - +4

+1 +1 +2 +2 +2 +3 +3

- - - - - - - Anti Tank Effects Chart

- - - +1 +1 - - AT Points DRM

- - - - - +1 +1

- - - - - - -

N.B.

Engineer Proportion Table

DRM

+1

+2

N.B. May trigger heavy artillery Modifier

N.B.

Africa 5

3

The Empire and Commonwealth

Norway

-2

-3

If 9-12 unmodified

Armour Points in the

attack.

Canada 11

Italy

Population (Millions)

Population Chart

New Zealand 2

Nation

National Technical Means (AA)

France/Vichy France

Netherlands 9

Free Allied

Belgium 8

Slovakia 4

USSR

United Kingdom 48

Minor Nations**

Australia 7

5

0.5 times the Indian PP value is seen

as British.

Caribbean 2

35

India 54

General Charts

USA*

Germany 77

Germany

1-5

Armour Points

6-10

11-12

Japan

Poland

Nation

Denmark 4

United Kingdom

France 42

Italy 44

Nation Population (Millions)

Proportion

Compare ASE and ATE - the differential

is the applicable DRM

South Africa

If 3+ unmodified

Armour Points in the

attack.

-12-5

If 3-8 unmodified

Armour Points in the

attack.

-1

-2

If 9+ unmodified

Armour Points in the

attack.

6-12

If 3-8 unmodified

Armour Points in the

attack.

If 13+ unmodified

Armour Points in the

attack.

Condition

-4

13+

13+

1/7 < 1/4

1/4 or more

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TSWW Game Charts Blitzkrieg

Nation Nation Nation

General Cap Supply General Cap Supply General Cap Supply

All Great Cities 10 All Great Cities 7

All Major Cities 7 All Major Cities 5

All Small Cities 5 All Small Cities 3

All Large Towns 3 All Large Towns 1

Nation

General Cap Supply

LPs Placed per OB LPs Placed per OB All Great Cities 1

All Major Cities 0.5

All Small Cities -

Nation Nation All Large Towns -

General Cap Supply General Cap Supply

All Great Cities 7 All Great Cities 10

All Major Cities 5 All Major Cities 7

All Small Cities 3 All Small Cities 5

All Large Towns 1 All Large Towns 3

LPs Placed per OB LPs Placed per OB

Italy

Resource Type/Capacity

Germany France

Any Three Great

or Major Cities

with a Friendly

LOC to a FPP

Source is General

Supply Source

Any Three Great

or Major Cities

with a Friendly

LOC to a FPP

Source is General

Supply Source

Resource Type/Capacity Resource Type/Capacity

United

Kingdom

Any Three Great

or Major Cities

with a Friendly

LOC to a FPP

Source is General

Supply Source

Any Three Great

or Major Cities

with a Friendly

LOC to a FPP

Source is General

Supply Source

Resource Type/Capacity

USAUnlimited at any

US or Canadian

Port

2 LP per month at

any US or

Canadian Port

Resource Type/Capacity

All

Others

Capital of Nation

or 3 Large Towns

(or bigger),

Friendly LOC to

FPP Source

Resource Type/Capacity

General Supply and General Cargo Production Chart

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TSWW Game Charts Blitzkrieg

Nation

Oil Facilities Armour Cap Artillery Cap Air Cap Naval Cap N.B. He - Heinkel

Hamburg Area Essen 4 Dusseldorf 8 Rostock (He) - Bremerhaven 1 Ju - Junkers

Vienna Dortmund 3 Kassel 2 Schwechat (He) - Kiel 1 Me - Messerscmidt

Zala Berlin 4 Celle 2 Dessau (Ju) - Rostock 1 Fw - Focke Wulf

Hamburg Area Munich 3 Essen 8 Stuttgart (He) - Hamburg 2 Do - Dornier

Bottrop Kassel 3 Magedeburg 2 Oranienburg (He) - Bremen 1 Ar - Arado

Duisburg Dusseldorf 3 Prague 2 Krakow (Pol) [He] - Danzig - Hs - Henschel

G Kirchen Bremen 2 Pilsen 2 Mittelburg-Dora (Ju) - Konigsburg 1 Bv - Blohm und Voss

Homberg Zwickau 2 Halberstadt (Ju) - Emden 1

Kamen Ulm 2 Bernburg (Ju) - Lubeck 1

Holten Cottbus 1 Kothen (Ju) - Wilhemshaven 1

Wanne Stuttgart 3 Munich (Me) - Elbing -

Dortmund Braunschweig 1 Augsberg (Me) - Memel -

Odertal Hamburg 2 Regensburg (Me) - Gdynia (Pol) -

Ruhland Prague 2 Innsbruck (Me) -

Blechhammer Pilsen 2 Bremen (Fw) -

Essene Vienna 1 Koln (Fw) -

Ludwigshafen Elbing 1 Cottbus (Fw) -

Wesseing Koln 2 Sorau (Fw) -

Oswiciem (Auschwitz) Plauen 1 Poznan (Pol) (Fw) -

Bad Oeynhausen 1 Friedricshafen (Do) -

Nuremburg 3 Munich (Do) -

Brandenburg (Ar) -

Berlin (Ar) -

Zossen (Hs) -

Hamburg (Bv) -

N.B. Air Unit Factories may be bombed. Hits proportionately affect the production of air units.

E.G. 4 hits to a hex with a Ju factory. Work out the ARP loss as a percentage, and divide by 4. That is the ARP loss caused. Retain ARP fractions.

Production Location Chart Part 1

Replacement/Resource Type and Production Capacity

Germany

See Oil Chart for

details of capacity

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TSWW Game Charts Blitzkrieg

Nation

Oil Facilities Armour Cap Artillery Cap Air Cap Naval Cap N.B. MB-Bloch

Le Creusot 1 Le Creusot 3 Rochefort (MB) - St Nazaire 1 Bre - Breguet

Paris 1 St Etienne 2 Dunkirk - LeO - Loire et Olivier

Lune 0.5 Paris 3 Dieppe 1 LN

Le Mans 1 Bourges 1 Chateauroux (MB) - Le Havre 1 Po - Potez

Brest 0.5 Chalon sur Saone 1 Bordeaux (MB) - Cherbourg 1 D - Dewetine

St Nazaire 0.5 St Nazaire (LN) - Brest 1 Am - Amiot

Perigueux 1 Nantes (Bre) - Lorient 1 F - Farman

Marseilles 1 Cannes (LeO, Po) - Cannes - M-S - Made at Bloch

Toulon 0.5 Marseilles (LeO, Po) - Nantes 1 LATE - Made at LN

Sochaux 0.5 Clichy (LeO, Po) - La Rochelle 1

Dijon 0.5 Bordeaux 1

Lille 0.5 Port De Bouc -

Verdun 0.5 Toulouse (D, Bre) - Toulon 1

Lyon 0.5 Bourges (F) -

Macon 0.5 Nevers (F) -

Tarbes 0.5 Cherbourg (Am) -

Beziers 0.5

Montbelliard 0.5

Nation

Oil Facilities Armour Cap Artillery Cap Air Cap Naval Cap

Nowy Sacz Warsaw 0.5 Warsaw 1 Warsaw (PZL) -

Lublin 0.5 Radom 0.5 Mielec (PZL) -

Lublin (LWS) -

N.B. Air Unit Factories may be bombed. Hits proportionately affect the production of air units.

E.G. 4 hits to a hex with a Ju factory. Work out the ARP loss as a percentage, and divide by 4. That is the ARP loss caused. Retain ARP fractions.

Production Location Chart Part 2

France

Poland

Replacement/Resource Type and Production Capacity

Aix-en-Provence

(LeO, Po)-

N/A

Replacement/Resource Type and Production Capacity

N/A

Paris (MB, Bre, LN,

Po, LeO, F, MS)-

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TSWW Game Charts Blitzkrieg

Nation

Oil Facilities Armour Cap Artillery Cap Air Cap Naval Cap N.B.

East Midlands Birmingham 1.5 Newcastle 2 Coventry (A-W) - Chatham 1

Edinburgh Coventry 1.5 Coventry 1 Manchester (Avro) - Grimsby 1 B - Bristol

Iraq (OM) Watford 0.5 Greenwich 2 Hull (B) - London 1 B-P - Boulton Paul

Iran (OM) Wolverhampton 0.5 Manchester 2 Clydebank (B) - Portsmouth 1 DH - De Haviland

Aruba (OM) Stoke on Trent 0.5 Sheffield 1 Leeds (B) - Southhampton 1 S - Supermarine

West Africa (OM) Manchester 0.5 London 2 Cowes 1 Sh - Shorts Bros

Venezuala (OM, N) London 1 Plymouth 1 V - Vickers

Bristol (Br) - Falmouth 1 H - Hawker

Stevenage (DH) - Bristol 1 H-P - Handley Page

London (F, H-P, H) - Cardiff 1 G - Gloucester

Stockport (F) - Swansea 1 F- Fairey

Southampton (S, F) - Birkenhead 1

Gloucester (G) - Barrow in Furness 2 OM - Off Map

Windsor (H) - Liverpool 2 N - Neutral, UK control

Blackpool (H) - Glasgow 2

Birmingham (S) - Greenock 1

Rochester (Sh) - Clydebank 1

Belfast (Sh) - Aberdeen 1

Epsom (V) - Dundee 1

Yeovil (W) - Belfast 1

Rosyth 1

Leith 1

Newcastle 2

Sunderland 2

Middlesbrough 1

Hull 1

N.B. Air Unit Factories may be bombed. Hits proportionately affect the production of air units.

Production Location Chart Part 4

Replacement/Resource Type and Production Capacity

Wolverhampton

(B-P)-

United

Kingdom

See Oil Chart for

details of capacity

A-W = Armstrong

Whitworth

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TSWW Game Charts Blitzkrieg

Nation

Oil Facilities Armour Cap Artillery Cap Air Cap Naval Cap N.B. F - Fairey

Brussels (F) - Antwerp 0.5

Antwerp (F) -

Charleroi (F) -

Nation

Oil Facilities Armour Cap Artillery Cap Air Cap Naval Cap N.B. Fk - Fokker

Indonesia Rotterdam 0.5 Amsterdam (Fk) - Rotterdam 1

Amsterdam 1

Nation

Oil Facilities Armour Cap Artillery Cap Air Cap Naval Cap

N/A Copenhagen Copenhagen 1

Nation

Oil Facilities Armour Cap Artillery Cap Air Cap Naval Cap

Horten - Horten 1

Oslo - Oslo 1

Kristiansand -

Frederickstad -

Bergen 1

Aalesund -

N.B. Air Unit Factories may be bombed. Hits proportionately affect the production of air units.

E.G. 4 hits to a hex with a Ju factory. Work out the ARP loss as a percentage, and divide by 4. That is the ARP loss caused. Retain ARP fractions.

Production Location Chart

Replacement/Resource Type and Production Capacity

N/A

N/A N/A N/A

Replacement/Resource Type and Production Capacity

Holland

Belgium

Replacement/Resource Type and Production Capacity

N/A N/A

Replacement/Resource Type and Production Capacity

NorwayN/A N/A N/A

Denmark

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TSWW Game Charts Blitzkrieg

1939 1940 1941 1942 1943 1944 1945 1939 1940 1941 1942 1943 1944 1945

5 15 35 55 80 100 100 - - - - - - -

15 30 50 70 90 100 100 - - 100 100 100 100 100

- - - - - - - - - - - - - -

100 100 100 100 100 100 100 100 100 100 100 100 100 100

1939 1940 1941 1942 1943 1944 1945 1939 1940 1941 1942 1943 1944 1945

5 10 25 40 50 55 70 10 30 50 75 100 100 100

5 15 35 75 100 100 55 35 70 100 100 100 100 100

- - - - - - - - - - - - - -

100 100 100 100 100 100 100 - - - - - - -

1939 1940 1941 1942 1943 1944 1945

25 75 80 80 100 50 35

5 10 40 100 90 40 35

- - - - - - -

N.B. All numbers above are percentage of production available in a particular year.

Multiply the Production Location SRP values by the percentage above to get actual production.

Arm

Art Art

Air Air

NRP

Year

Arm

Art

Air

United Kingdom

NRP

Arm

Air Air

Available Production

Germany Year Netherlands Year

Year

Arm Arm

Art Art

NRP NRP

France (3rd Rep) Year Poland

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TSWW Game Charts Blitzkrieg

Type Production Type Production Type Production

NW Germany Hamburg Area Well 1 Wells 20

Austria Vienna Well 1 Wells 0.5 Wells 35

N Italy Bologna Well 0.5 Shale 0.5 Wells 14

Hungary Zala Well 1 Wells 28 Wells 14

NW Germany Hamburg Area Shale 1 Wells 28 Wells 0.5

Albania North West Well 0.5 Wells 80

Bottrop Synthetic 0.5 Wells 90

Duisburg Synthetic 0.5 Wells 18

G Kirchen Synthetic 0.5

Homberg Synthetic 0.5

Kamen Synthetic 0.5 Type Production

Holten Synthetic 0.5 Well 5

Wanne Synthetic 0.5 Well 3

Dortmund Synthetic 0.5 Well 30

Odertal Synthetic 0.5 Well 15

Ruhland Synthetic 0.5

Blechhammer Synthetic 0.5

Essene Synthetic 0.5

Ludwigshafen Synthetic 0.5

Wesseing Synthetic 0.5

N.B.

Western Allied oil production maybe shipped to any Allied country.

Western Allies

W Siberia

Iraq

Iran

Texas

California

Aruba

Maikop

Grozny

BakuSynthetic Plants

Location

Oil Chart

Location Location Location

Poland

Where the location is "Area" place a well

marker on map within 3 hexes of the

location

Axis Oil Resources Allied Oil Resources Other Areas

USSR

East Midlands

Venezuala

Indonesia

West Africa

Romania

Edinburgh

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TSWW Game Charts Blitzkrieg

Initial Phase

Both players determine the supply & isolation status of their units. Any special events required by scenario rules may occur.

Phasing Player conducts administration activities including production, naval repair and spotting by NIM.

Both players conduct balancing of aircraft losses and replacements in theatre and national pools.

Movement Phase

Non-phasing player flies airbase attack / operational / strategic / naval cooperation missions.

Phasing Player moves NTFs followed by the non-phasing player.

Phasing player moves ground and air units (including interception of non-phasing player’s air missions).

Non-phasing player flies interception missions (but cannot intercept the phasing player’s interception missions).

Combat Phase

Non-Phasing Player Air Combat

Non-phasing player resolves all air mission interception combats.

Non-phasing player resolves all remaining strategic and operational missions.

Phasing Player Air Combat

Phasing player resolves all air mission interception combats.

Phasing player resolves all remaining strategic and operational missions.

The phasing player declares attacks including allocating offensive CAS. Declared individually and once declared MUST be resolved.

The non-phasing player flies defensive CAS and interception of phasing player’s offensive CAS - at this time or none can be allocated.

Both players determine the isolation status of their units and hexes for special replacement purposes.

Combat results are applied in the order noted in the rules (6.3.c.viii).

Reaction Movement Phase.

Non-phasing units allowed reaction (Rule 7.A.3.h) can move up to ½ their movement allowance.

Air Return Phase.

All air units return to friendly Airbases unless specified otherwise in the Rules. Units unable to land at friendly owned airbases are considered eliminated (EFT).

Pursuit Phase.

All NTFs can be moved again, phasing player first. Phasing player may move all ground units again using tactical movement rates.

See Rule 6.3.f for supply effects on pursuit movement.

When all the phasing player attacks are declared, the phasing player can intercept non-phasing defensive CAS. Offensive and defensive CAS are intercepted and resolved separately

from each other.

Resolve all NGS and ground combats, hex order determined by the phasing player. Air units involved in ground and naval battles have their combat (air to air and AA) resolved first

in each hex.

Order of Play Chart

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TSWW Game Charts Blitzkrieg

Month Jan Feb Mar Apr May Jun Jul Aug Sep Oct Nov Dec

≤ 1 F F F F F F F F F F F F

2 F F F F F C C C C F F F

3 F F F F C C C C C C F F

4 F F C C C C H C C C C F

5 F C C C C H H H H C C C

6 C C C C H H H H H H C C

7 C C C C H H H H H H C C

8 C C C H H H H H H H H C

9 C C H H H H H H H H H C

≥ 10 H H H H H H H H H H H H

1d10

F - Freezing

C - Cool

H - Hot

Weather Charts

Desert (D)

North Africa Wet (NW)

Mediterranean Wet (MW)

+ 4

+ 3

+ 2

Climate Zone DRMClimate Zone

Temperate (T)

German Plain (GP)

Steppe (ST)

Continental Cold (CC)

Sub - Arctic (SA)

Arctic (A)

+ 1

0

- 1

- 2

- 3

- 4

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TSWW Game Charts Blitzkrieg

Month Jan Feb Mar Apr May Jun Jul Aug Sep Oct Nov Dec

≤ 1 G G G G G G G G G G G G

2 G G G G G G G G G G G G

3 P G G G G G G G G G G P

4 P P P G G G G G G G P P

5 P P P P G G G G G P P P

6 P P P P P P G G P P P P

7 P P P P P P P P P P P P

8 P P P P P P P P P P P P

9 S S P P P P P P P P S S

≥ 10 S S S S S S S S S S S S

D10 roll result of ‘0’ = 10. 1d10

Jan Feb Mar Apr May Jun Jul Aug Sep Oct Nov Dec

-4 -2 -3 -3 -5 -4 -6 -7 -5 -6 -5 -4

-2 0 -1 -3 -3 -3 -4 -4 -4 -1 -1 0

0 -1 +1 -2 -1 0 0 -1 0 0 0 0

0 +2 +2 +1 0 +2 0 0 0 0 +1 +1

0 0 0 0 0 0 0 0 0 0 0 0

0 +1 +1 -1 -1 0 0 -1 -1 0 0 0

0 +2 +2 +2 0 0 0 0 0 0 0 0

+1 +2 +2 +2 0 0 0 0 0 0 0 +1

+2 +3 +4 +3 +2 +3 +3 +1 +1 +1 +1 +2

Weather Chart

Weather

Key

Weather Charts

Weather Chart Climate Zone DRM

G = Good P = Poor S = Severe

Desert (D)

German Plain (GP)

Sub Arctic (SA)

Mediterranean Wet (MW)

Continental Cold (CC)

North Africa Wet (NW)

Steppe (ST)

Arctic (A)

Temperate (T)

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TSWW Game Charts Blitzkrieg

Module I

VPs Germany Poland USSR

Danzig 1

Pozan 1

Krakow 1

Lodz 1

Warszawa 2

Lublin 1

Bialystok 1

Grodno 1

Brezesc-Nad-Bugium1

Lvov 1

Kowel 1

Wilno 1

Konigsberg 2* - -

Breslau 3* - -

Stettin 1* - -

Hindenburg 1* - -

Berlin 10* - -

Minsk 2* - -

Notes:

* Only awarded to the Polish player. Full value if Polish owned at the end of the Module.

Half value if captured by Poland at anytime but German or USSR occupied at the end of Module

** Award Germany or the USSR 2 VPs if the Polish government is captured, OR 1 VP if it goes into exile in a foreign country.

Award Germany 1 VP per game turn prior to I Oct 39 that Poland surrenders or the Government goes into exile in a foreign country.

Award Poland 1 VP per game turn after I Oct 39 that Poland does not surrender or its government does not go into exile.

Award Poland 1 VP for every five (5) stacking points interned (in Rumania) after the Polish government is captured or sent into exile.

Victory Chart

Victory Levels

Axis Great Victory

Axis Major Victory

Axis Minor Victory

Tie

Allied Minor Victory

Allied Major Victory

Allied Great Victory

11 or more VPs and Capture Polish Government

6 - 10 VPs

1 - 5 VPs

0 VPs

-1 to -5 VPs

-6 to -10 VPs

The Polish government still exists inside of Poland

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TSWW Game Charts Blitzkrieg

Module II

VPs Germany Allies

Oslo 2

Kritiansand 1

Stavanger 1

Bergan 1

Trondheim 1

Narvik 1

Copenhagen 2

Odense 1

Esbieg 1

Aarhus 1

Viborg 1

Aalburg 1

Germany receives the following VPs

2 VPs for Capture of Danish Government

2 VPs for Capture of Norwegian Government

1 VP for forcing Danish Government into Exile

1 VP for forcing Norwegian Government into Exile

Allies receive the following VPs:

2 VPs per German capital ship (Battle cruiser or larger) sunk.

2 VPs if Germany fails to invade Norway for loss of Trade

agreement and all VPs in Norway are awarded to the Allies as

1 VPs per German capital ship (Battle cruiser or larger)

damaged.

Axis Minor Victory

Axis Major Victory

Allied Major Victory

Allied Great Victory

Victory Chart

15 or more VPs

11 - 14 VPs

6 - 10 VPs

3 - 5 VPs

2 VPs

1 VP

0 VPs and must hold Narvik

Axis Great Victory

Victory Levels

Allied Minor Victory

Tie

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TSWW Game Charts Blitzkrieg

Module III

VPs Axis Allies Weather Zone Good Poor Severe Calm Rough Stormy

Great City hexes 2

Major city Hexes 1

Belgium - 1 Great, 3 Major city hexes

Netherlands - 2 Great, 2 Major city hexes

France - 3 Great, 10 Major city hexes

* - only the Allies can receive these VPs

Germany receives the following VPs

2 VPs for capturing a foreign government

1 VP for forcing the exile of a foreign government

1 VP for forcing the evacuation of the BEF

1 VP for inflicting 100 stacking points of losses on the French

1 VP for inflicting 32 stacking points of losses on the British

Axis Major Victory

Axis Minor Victory

Tie

Allied Minor Victory

Allied Major Victory

Allied Great Victory

Desert (D)

North Africa Wet (NW)

Mediterranean Wet (MW)

Temperate (T)

German Plain (GP)

Steppe (ST)

Continental Cold (CC)

Sub - Arctic (SA)

2 VPs for forcing the surrender of the French government or the

French asking for and receiving an Armistice.

≤ -22 VPs

Victory Levels

Victory Chart/Weather Display

1 - 15 VPs

0 VPs

-1 to -9 VPs

Any (Great, Major, or

Small) City in Germany or 1*

Axis Great Victory 32 stacking points of losses of British units

in combat, the surrender of France, and 23

16 - 22 VPs

-10 to -21 VPs Arctic (A)

Weather Display

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TSWW Game Charts Blitzkrieg

Module IV

3 Points

2 Points

1 Point

0 Points

If a battle is not fought then Players receive a zero (0)

Example: no invasion of Scandinavia (Denmark, Norway)

Compare the number of the player having the highest total to the following table to determine how the player won.

You Won but... Insufficient long term advantage has been gained. For instance, two major victories over Poland, France and the Low Countries, but with no

battle for Scandinavia means no bases for U-Boats, surface combat vessels, or air units to interdict Murmansk Convoys later in the war.

7 - 8 Points

5 - 6 Points

1 - 4 Points

Great Campaign Victory

Major Campaign Victory

Minor Campaign Victory

You Won but…

Victory Point Table

Victory Results Table

Which ever side has the higher Point Total wins Module

IV. If both sides have equal points the campaign in a tie

In a campaign game the scoring is done as follows. For the battles of Poland, Scandavia, and France the module I, II, III scoring for those battles is used. This

does not maen that you fight each module independently but that the scoring is used for victory point determination in that area. The result from each of these

battles is scored and the level of victory is used to gain a result from this table.

Great Victories

Major Victories

Minor Victories

Ties

Victory Chart

9 Points

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TSWW Game Charts Blitzkrieg

Jan I Jan II Feb I Feb II Mar I Mar II Apr I Apr II May I May II June I June II

July I July II Aug I Aug II Sept I Sept II Oct I Oct II Nov I Nov II Dec I Dec II

N.B. Use a convenient marker to denote the turn and year.

7 Flieger Division. 22 Luftland Division

22 Lftld; 22 Artillery

Regiment16/22 Lftld

47/22 Lftld 65/22 Lftld

7 Flieger Division. 1/7Fd Regiment

2/7 FD

Unit Break Down Chart

Place the Division on the chart, and place the break downs in the hex from which the unit was removed. Reverse to

assemble.

1939 1940 1941 1942 1943 1944 1945

Turn Record Chart

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TSWW Game Charts Blitzkrieg

Place units on chart and replace it with a convenient marker. N.B. Players may photo copy this specific chart for their own use only.

Stacking Replacement Markers are available at etsww@yahoogroups in the files section, or on the DVD included with the game.

Miscellaneous Play Aid Chart

Stack Stack Stack

Stack Stack Stack

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TSWW Game Charts Blitzkrieg

N.B. Place all ships at ranges per Rules, separated by divisions.

As ships move in or out of range, move on display

All ships at torpedo range are placed in the Torpedo Range box

Miscellaneous Play Aids

Long Range

Short Range

Torpedo Range

Short Range

Long Range

Naval Combat Range Display

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TSWW Game Charts Blitzkrieg

Air Units

Ground Units

Nation Unit Size Infantry Armour Mechanised Mot. Inf Artillery Cavalry Light Inf Mountain Parachute Marine

France Division 3/0/1 1/2/1 1/1/1 2.5/0.5/1 - 2/0/1 2/0/1 3/0/1 - -

Germany Division 3/0/1 1/2/1 1.5/1/1 1.5/0.5/1 SP (#) 2/0/1 2/0/1 2/0/1 2/0/1 -

Italy Division 2/0/1 1/1/1 1.5/1/1 1.5/1/1 - 2/0/1 2/0/1 2/0/1 2/0/1 -

UK Division 2.5/0.5/1 0.5/2/0.5 2.5/1.5/1 1.5/0.5/1 SP (#) 3/0/1 3/0/1 3/0/1 2.5/0/0.5 3/0/1

Others (*) Division 3/0/1 1/1/1 - 1.5/0.5/1 - 2/0/1 2/0/1 3/0/1 - -

N.B. Replacements listed in the following order: Infantry/Armour/Artillery.

To rebuild to/from reduced strength divide cost by 2.

All other units are replaced with their SP strength in SRPs of the correct unit type (see P&E Rules).

Naval Units

Naval combat units may not be rebuilt in the context of the game, with the exception of SSFs, LCs, and NSPs - see rules for details.

Generic Unit Replacement Costs Engineer Repair Costs Table

Unit Type Cost

ST 12 MPs

QM 8 MPs

Army HQ 2 MPs

Corps HQ 1 MP

N.B. 0.5 MP(Icon) means the unit type on the HQ. For Example: If the unit is infantry,

1 Infantry SRP is required.

Unit Replacement Charts

Full Strength

Half Strength

2

1

4

2

Size

Rebuilding Cost

Standard Air Units Air units with Code

* May be amended by

OB/OA or Political Rules,

does not include the

USSR.

# Per the unit's SP size in

Artillery SRPs.

Cost

1Lp, 1 Arm

2 Arm

1 SRP (Icon), 1 Arm

1 SRP (Icon), 1 Arm

The unit's SRP value is

also used for proportions,

combat effects, stacking,

and transportation size.

Major River or Narrow Straight Bridge

Port

Minor Bridge

Airbase

Rail Break

Facility

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TSWW Game Charts Blitzkrieg

Great City 2 - 3 2 1 1 1 3 2 1 5 1 1 1 5

Major City 1 - 1 1 - - - 2 1 1 2 - 1 - 3

Large City - - 1 1 - - - 2 - - 1 - - - 2

City - - - - - - - 1 - - 1 - - - 1

Shipyard 1 - 1 - - - 1 1 1 1 1 - 1 1 1

Factory - - - 1 - 1 1 - - 1 - 1 1

Great Port - - 1 1 1 1 1 2 - 1 2 1 1 1 2

Major Port - - 1 1 - - 1 1 - - 1 - - 1 1

Port - - - - - - - 1 - - 1 - - - 1

Minor Port - - - - - - - - - - 1 - - - -

N.B. Vichy is a Minor Axis Ally for the purposes of this chart.

All Organic AA is Heavy in Type.

Organic AA is cumulative both within this table and with Positional and Combat AA types.

Example:

33 -5--

Oil

Profuction

Facility

1 -

Minor

Allied

Free

AlliedUK USSR

Minor

AxisItaly Germany

1 1 2 1 1 1 1

1 2 1 5 5 - 3

Minor

Allied

Free

AlliedUK France USSR

Minor

AxisItaly Germany

City

Size/Facility

Naval

Dockyard1 - 1 1 1 1 1 1

National Organic AA Chart

Game Information Charts

Sept I 1939 - Sept I 1940 Sept II 1940 - Sept I 1941

AA units with no combat strength, including Organic AA have a limited defense strength. Its defense strength is half (retain fractions of combat strength) the AA

strength in a hex. This increase in strength is NOT cumulative with Combat AA values. It has a CEV of 1. It has no combat effect (ATE).

A hex has 12 Organic AA points, 4 points of positional Hv AA, and 3 points of AA in combat units. Its cumulative AA strength is 19. Its cumulative AA

strength for organic defense is 16, giving the hex an additional 8 points of defense strength.

This defense strength may never attack. If engaged in combat and defeated it is destroyed. It returns 1 point per game turn if the hex remains friendly owned, or if

and when the hex becomes friendly owned again. Do not receive combat replacements. NOTE: This represents the fact that most organic AA was not manned by

regular military forces.

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Great City 2 3 5 1 3 1 1 5 3 3 5 4 1 1 6

Major City 1 2 3 1 2 1 1 3 2 2 4 3 1 - 5

Large City 1 1 2 - 1 1 - 3 1 1 3 2 - - 4

City - 1 2 - - - - 2 1 1 2 1 - - 3

Shipyard 1 1 2 - - 1 1 1 1 1 2 1 1 1 2

Factory 1 1 2 - 1 1 1 2 1 1 2 2 1 3

Great Port 1 1 5 2 1 1 1 3 1 1 5 1 1 1 2

Major Port 1 1 3 1 - 1 1 2 1 1 3 1 - 1 1

Port - - 1 - - - 1 1 1 - 2 - - - 1

Minor Port - - 1 - - - - - 1 - 1 - - - 1

N.B. Vichy is a Minor Axis Ally for the purposes of this chart.

All Organic AA is Heavy in Type.

Organic AA is cumulative both within this table and with Positional and Combat AA types.

Example:

Game Information Charts

Minor

Allied

Free

AlliedUK USSR

Minor

Axis

4 2 12

Oil

Profuction

Facility

2 2 1 3 5 7 2 3

2 2 1 2

3 2 1 8 5 - 8

Minor

AxisGermany

Minor

Allied

Free

AlliedUK US USSR Italy Germany

City

Size/FacilityItaly

4 3 1 1 2Naval

Dockyard1 2

National Organic AA Chart

Sept II 1941 - Sept I 1942 Sept II 1942 - Sept I 1943

AA units with no combat strength, including Organic AA have a limited defense strength. Its defense strength is half (retain fractions of combat strength) the AA strength

in a hex. This increase in strength is NOT cumulative with Combat AA values. It has a CEV of 1. It has no combat effect (ATE).

This defense strength may never attack. If engaged in combat and defeated it is destroyed. It returns 1 point per game turn if the hex remains friendly owned, or if and

when the hex becomes friendly owned again. Do not receive combat replacements. NOTE: This represents the fact that most organic AA was not manned by regular

military forces.

A hex has 12 Organic AA points, 4 points of positional Hv AA, and 3 points of AA in combat units. Its cumulative AA strength is 19. Its cumulative AA strength

for organic defense is 16, giving the hex an additional 8 points of defense strength.

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Allied Theatre Date

Day Night Day Night Day Night Day Night Day Night

N N N N N N Y N Y N

Y N Y N Y N Y N Y Y

Y N Y N Y Y Y Y Y Y

N N N N N N N N Y N

N N N N N N N N N N

N N N N N N N N N N

N N N N Y N Y N Y N

N N N N N N N N N N

N N N N N N N N N N

N N N N N N N N N N

N N N N N N N N Y N

N N N N N N N N N N

Axis Day Night Day Night Day Night Day Night Day Night

Y N Y N Y N Y Y Y Y

N N Y N Y N Y N Y N

N N N N Y N Y N Y N

N N N N N N N N N N

N N N N N N N N N N

N N N N N N N N N N

Home Territory N N N N N N N N N N

N N N N N N N N Y Y

N N N N N N N N N N

N N N N N N N N N N

NOTE: Only for air units based in Germany, or in theatres in which Germany is the dominant partner. Excludes Romanian, Italian, Hungarian and Bulgarian owned

Territories.

Time of Day

Germany &

Finland

Home Territory

West

East

North

South & South East

Africa

Other Axis

Excl Japan

Ploesti*

Africa

Other

Sept I 39 - Jun I 40 Jun II 40 -Dec II 40 Jan I 41 - Jun I 41 Jun II 41 - Dec II 41 Jan I 42-Jun I 42

UK, USA,

Free Allied

forces

Time of Day

European Mainland

Africa

Home Territory

Pacific

France (Inc

Vichy)

European Mainland

Africa

Home Territory

Pacific

USSREuropean Mainland

Far East

Other

Allied not

China

Home Territory

Overseas

Ground Controlled Intercept Table

Y = Yes. N = No

* NOTE: Air units based at or within 3 hexes of Ploesti have GCI due to its critical nature from the Jun II 40 game turn. # NOTE: Only applies to Italy.

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Allied Theatre Date

Day Night Day Night Day Night

Y N Y Y Y Y

Y Y Y Y Y Y

Y Y Y Y Y Y

Y N Y N Y N

N N N N N N

N N N N N N

Y N Y N Y N

N N N N N N

N N Y N Y N

N N N N N N

Y N Y N Y Y

N N N N Y N

Axis Day Night Day Night Day Night

Y Y Y Y Y Y

Y Y Y Y Y Y

Y N Y Y Y Y

Y N Y Y Y Y

N N N N N N

N N N N N N

Home Territory N N Y# N Y# N

Y Y Y Y Y Y

N N N N N N

N N N N N N

NOTE: Only for air units based in Germany, or in theatres in which Germany is the dominant partner.

Excludes Romanian, Italian, Hungarian and Bulgarian owned Territories.

* NOTE: Air units based at or within 3 hexes of Ploesti have GCI due to its critical nature from the Jun II 40

game turn. # NOTE: Only applies to Italy.

Other

Allied not

China

Home Territory

Overseas

Time of Day

Germany &

Finland

Home Territory

West

East

North

South & South East

Africa

Other Axis

Excl Japan

Ploesti*

Africa

Other

Jun II 42-Dec II 42 Jan I 43-Jun I 43 Jun II 43-Dec II 43

UK, USA,

Free Allied

forces

Time of Day

European Mainland

Africa

Home Territory

Pacific

France (Inc

Vichy)

European Mainland

Africa

Home Territory

Pacific

USSREuropean Mainland

Far East

Ground Controlled Intercept Table

Y = Yes. N = No

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