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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
copyright 2010 Diffraction Entertainment 1 v 1.29a
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
copyright 2010 Diffraction Entertainment 2 v 1.29a
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
copyright 2010 Diffraction Entertainment 3 v 1.29a
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.
copyright 2010 Diffraction Entertainment 4 v 1.29a
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
copyright 2010 Diffraction Entertainment 5 v 1.29a
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
copyright 2010 Diffraction Entertainment 6 v 1.29a
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
copyright 2010 Diffraction Entertainment 7 v 1.29a
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
copyright 2010 Diffraction Entertainment 8 v 1.29a
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
copyright 2010 Diffraction Entertainment 9 v 1.29a
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.
copyright 2010 Diffraction Entertainment 10 v 1.29a
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
copyright 2010 Diffraction Entertainment 11 v 1.29a
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
copyright 2010 Diffraction Entertainment 12 v 1.29a
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**
copyright 2010 Diffraction Entertainment 13 v 1.29a
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
copyright 2010 Diffraction Entertainment 14 v 1.29a
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
copyright 2010 Diffraction Entertainment 15 v 1.29a
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
copyright 2010 Diffraction Entertainment 16 v 1.29a
TSWW Game Charts Blitzkrieg
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
copyright 2010 Diffraction Entertainment 17 v 1.29a
TSWW Game Charts Blitzkrieg
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
copyright 2010 Diffraction Entertainment 18 v 1.29a
TSWW Game Charts Blitzkrieg
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
copyright 2010 Diffraction Entertainment 19 v 1.29a
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
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
copyright 2010 Diffraction Entertainment 21 v 1.29a
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
copyright 2010 Diffraction Entertainment 22 v 1.29a
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
copyright 2010 Diffraction Entertainment 23 v 1.29a
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
copyright 2010 Diffraction Entertainment 24 v 1.29a
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
copyright 2010 Diffraction Entertainment 25 v 1.29a
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
copyright 2010 Diffraction Entertainment 26 v 1.29a
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)-
copyright 2010 Diffraction Entertainment 27 v 1.29a
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
copyright 2010 Diffraction Entertainment 28 v 1.29a
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
copyright 2010 Diffraction Entertainment 29 v 1.29a
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
copyright 2010 Diffraction Entertainment 30 v 1.29a
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
copyright 2010 Diffraction Entertainment 31 v 1.29a
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
copyright 2010 Diffraction Entertainment 32 v 1.29a
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
copyright 2010 Diffraction Entertainment 33 v 1.29a
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)
copyright 2010 Diffraction Entertainment 34 v 1.29a
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
copyright 2010 Diffraction Entertainment 35 v 1.29a
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
copyright 2010 Diffraction Entertainment 36 v 1.29a
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
copyright 2010 Diffraction Entertainment 37 v 1.29a
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
copyright 2010 Diffraction Entertainment 38 v 1.29a
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
copyright 2010 Diffraction Entertainment 39 v 1.29a
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
copyright 2010 Diffraction Entertainment 40 v 1.29a
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
copyright 2010 Diffraction Entertainment 41 v 1.29a
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
copyright 2010 Diffraction Entertainment 42 v 1.29a
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.
copyright 2010 Diffraction Entertainment 43 v 1.29a
TSWW Game Charts Blitzkrieg
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.
copyright 2010 Diffraction Entertainment 44 v 1.29a
TSWW Game Charts Blitzkrieg
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.
copyright 2010 Diffraction Entertainment 45 v 1.29a
TSWW Game Charts Blitzkrieg
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
copyright 2010 Diffraction Entertainment 46 v 1.29a