Wargame Crimea Playbook FINAL

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WWII Crimea Playbook FINAL

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  • Crimea PLAYBOOK

    2010 GMT Games, LLC

    1.0 Introduction.................................................... 22.0 GameBasics................................................... 23.0 SpecialRules.................................................. 44.0 SpecialMovementSituations......................... 55.0 TheSevastopolInsetMap.............................. 66.0 AirUnits......................................................... 97.0 SpecialUnitsandSituations........................... 118.0 NavalOperations............................................ 139.0 HowtoSetUpaScenario.............................. 2010.0 SCENARIOS.................................................. 2010.1 Scenario1:TheTartarDitch........................... 2010.2 Scenario2:Odessa:HeroCity....................... 23

    10.3Scenario3:Crimea:TheRoadtoSevastopol.. 2510.4Scenario4:Sevastopol:FirstAssault............... 2710.5Scenario5:CrimeanCampaign....................... 2910.6Scenario6:Kerch:ThePartyBossAttacks..... 3210.7Scenario7:Kerch:OperationTrappenjagd...... 3310.8Scenario8:Sevastopol:OperationStorfang.... 3610.9Scenario9:TheKerch-FeodosiyaOperation... 3811.0DetailedExamplesofPlay............................... 4312.0DesignersSection........................................... 46Credits...................................................................... 49Counterscans........................................................... 50ExpandedSequenceofPlay..................................... 54

    Table of ContentsGameDesignbyVancevonBorries

    P L A Y B O O K

    GMT Games, LLC P.O.Box1308,Hanford,CA93232-1308www.GMTGames.com

  • Crimea PLAYBOOK

    2010 GMT Games, LLC

    .0 IntroductionHewhocontrolstheCrimeaismasteroftheBlackSea.

    . Historical SettingTheCrimeaisalargepeninsularregionintheBlackSeaknownbymanyinvaderssinceantiquity.Duringthecurrenteraafterbe-ingheldbytheCrimeanTartars(Tatars)forthreecenturies,itwasannexedin1783byCatherineII(TheGreat)ofRussia.Later,theCrimeanWar(18541856),foughtbyBritain,France,Turkey,andothersagainstRussia,focusedattentionontheimportanceofthegreatRussiannavalfortressatSevastopol,animportancerenewedbytheSecondWorldWar.Inthefallof1941therecouldbenoquestionwhethertheAxiswouldinvadetheCrimea.TheSovietshadbeenusingairandnavalbasestheretothreatenGermanoilsuppliesinRomaniasincethestartofthewar.WhenGermantroopsfoughttheirwayintoCrimeaduringOctobertheyhadhopeditwouldbeaquickcampaign.InsteaditbecameprotractedwithacostlysiegeofovereightmonthsatSev-astopol.WheretheBritishandFrenchhaddaredtochallengetheRussiansacenturybefore;nowitwasGermanysturn.

    . General IntroductionBarbarossa: Crimea recreates theWorldWarIIcampaign in theCrimea,historicallyfromlateSeptember1941throughearlyJuly1942.OneplayerwillcontroltheAxisforces(GermansandRoma-nians),whilehisopponentcontrolstheSovietforces.Theplayingpiecesrepresenttheactualunitsthatparticipatedinthecampaignandthemaprepresentstheterrainoverwhichthoseunitsfought.TheplayersmaneuvertheirunitsacrossthemapandconductcombataccordingtothestandardrulesofplayandtheadditionalrulesandscenarioinstructionsfoundinthisPlayBook.Oneplayerwinsbycapturing certain specified objectives while his opponent wins by avoidingthosevictoryconditions.

    .3 Combining GamesThisgameispartofaseriesofgamescoveringWorldWarIIintheSovietUnion.PlayersshouldfeelfreetocombineplayofthisgamewiththatofBarbarossa:KievtoRostov,(KtR),alsopublishedbyGMTGames.Allgamesofthisserieshavebeenbuiltwiththeideatheycouldbeplayedtogether.Someshareafewofthesamehistori-calunits.Itisanticipatedthatplayerswouldwanttoexploremorehistoricalalternativeswithcombinedplay.Tofacilitatesuchplay,somereferencestoKtRarefoundinthisPlayBookwithgeneralguidelinesoncombiningplay.

    .0 Game EquipmentBarbarossa: Crimeacontains: One22x34inchmap(mapQ) Four11x17ScenarioCards Twodouble-sidedSovietSetUpCards TwoAxisSetUpCards(onedouble-sided) One11x17inchfoldedChartCardwithCombatResultsTable,TerrainEffectsChart,movementcharts,artilleryandNon-OpHQcharts

    One11x17inchfoldedChartCardwithHowtoReadUnitsinformation, air combat, AA fire, interdiction effects, overrun and combatrelatedcharts

    One8.5x11chartcardwithSuper-HeavyArtilleryInsetEffectsTable.

    TwoAirUnitStatus/UnitRebuildingCards(oneSoviet[beige]andoneAxis[gray]).

    TwoCardscontainingScenario3,4and5VictoryConditions One8.5x11cardwithnavalchartsandtables One8.5x11CardwithTurnRecordtrackandWeatherTable 740die-cutinchcountersintwofullcountersheetsandtwohalfcountersheets

    Oneten-sideddie

    . The Game Maps.Mapsareusedasfollows: Scenarios1,2,6,7,8and9useseparatescenariocards. Scenarios3,4,and5useMapQandtheSevastopolInsetmap.. The Map-T Holding Box.Thisrepresentsalargegeographicalregionadjoiningthegamemapforusebygameunitswithouttheneedforadditionalplayingspace.TheholdingboxisprintedonMapQandappropriatescenariocards,andisusedinmostscenarios.NOTE: The actual Map T will be found in a later game in this series.a.AllSovietunitscan tomove toandfromtheMap-THoldingBox.AxisgroundunitscannotenteritorattackSovietunitstherebutAxisairunitscanconductShippingAttackmissions[PB6.44]againstSovietnavalunitslocatedthere.b.SovietairunitsdesignatedasbeginningtheirmissionintheMap-THoldingBoxcountrange[PB6.13]beginningwithanyhexontheeastmapedgesouthofhex7011.c. SovietartilleryunitsintheMap-THoldingBoxcanconductartil-lerysupportcombatonanyhexonMapQwithinrangefromtheeastmapedgeorfromhex7014;treathex7014asintheHoldingBox(theartilleryneednotbepositionedonhex7014).MorethanonesuchartilleryunitcansupportanyonecombatpercombatphaseifanHQiswiththemintheHoldingBox.TheseartilleryunitsdonotrequireAttackSupply.DESIGN NOTE: This is the Kerch Strait; the land on the far side is very close.d.AplayercanplaceasmanyunitsasdesiredinMap-THoldingBox.Thereisnostackinglimit.UnitsmightbeplacedthereAtStartorasreinforcements.Groundunitsleaveonlybynavaltransportprocedure.ThereisnodirectMapQlandconnectionwiththehold-ingbox[exception:PB10.44.c].e.Map-THoldingBoxisalsoaport(notaseazone)adjacentonlytotheKerchSeaZone.ForpurposesofNavalunitbasingandrepair,theMap-THoldingBoxisconsideredamajorport[Portcharacteristicsonplayeraidcard].NavalunitsenterorleavebyNavalMovementprocedure[PB8.2].f.Map-THoldingBoxprovidesGeneralSupplyduringtheSupplyDeterminationPhasetoallunitsthere,andtoallunitsonMapQabletotraceSupplytotheIceBridge.g.HQunitscanattempttorecovertoOperationalstatuswhileintheActiveBoxorMap-THoldingBox.TheirNon-Opstatusdoesnotaffectotherunitsineitherbox.h.AZapunitcanincreaseaunitwhilethatunitisinMap-THold-ingBox.

  • 3Crimea PLAYBOOK

    2010 GMT Games, LLC

    i.UnitsintheMapTHoldingBoxmarkedwithGarrisonmarkersarereleasedindividually.

    . The Playing Pieces. Carefullyremovethecardboardplayingpiecesfromthecountersheetsandsort themintocategories.Refer to theHowtoReadUnitsinformationononeofthe11x17ChartCards.. Unit counters are not coded for specific scenarios (as was done inpreviousgamesofthisseries).

    .3 Barbarossa Standard Rules (BSRs): Exceptions and Changes

    No one is forgotten, nothing is forgotten.RedArmyslogan

    .3Taketimetofamiliarizeyourselfwithalladditionsandexcep-tionstotheBSRscontainedinthisPlayBookandinthescenarioyouareplaying.SomeBSRsusedinpreviousgamesofthisserieshavebeenchangedforCrimeaandtheiraccompanyingchartsandtables have been revised to reflect those changes. Rules changes havebeennotedinmanyPlayBookrulessectionswithreferencetotheappropriateBSR..3 The Sevastopol Inset Map.UnitdensityintheSevastopolareaforcedachangetoadifferentscaletopreventstackingproblemsandstaticgameplay[SeePB5.0foracompletediscussion]..33 Naval Operations.Theneedfortransportofreinforcementsandsuppliesbyseaaddsanotherdimensiontoregulargameplay[see PB 8.0 for a complete discussion]. These rules will be retrofitted atalaterdatetoallowplayinArmyGroupNorth..34 Captured Rail Lines [addition to BSR 9.0] HISTORICAL NOTE: During late 1941, overextended Axis forces resorted to using captured Soviet rolling stock and unconverted Soviet rail lines to remain in supply.a.DuringtheAxisEngineeringPhaseafterexpendingrailconversionpoints,theAxisplayermayextendtherailnetbybringinguncon-vertedSoviet rail linesunderAxiscontrol.Scenario instructionswillspecifyhowmanycapturedraillinesmaybeutilized,buttheutilizationprocedureisidenticalforeachline.b.UtilizationfollowsguidelinesofBSRs19.21,22and23withthefollowingadditionsandexceptions:Eachcapturedrail linemuststart adjacent to anAxisRailheadmarker (major river hexsideswithdestroyedrailroadbridgesdonotpreventplacement).PlacetwoCapturedRailheadmarkersinthehex.OnemarkerremainsintheplacementhexandbecomestherearRailheadhex.Thesecondmarker ismovedup to12hexes forwardalong thecapturedraillineandbecomestheforwardRailheadhex.EachSwamporMarshterrainhexcountsastwohexes.NohexinthecapturedraillinecanbeSovietoccupiedorinaSovietZOC.ThemostforwardhexmusteitherbeAxisoccupiedbyagroundcombatunitorinanAxisZOC.Ifthesecondmarkercannotbeadvancedall12hexes,unusedhexesarelost.OnsubsequentturnsthecapturedraillinemaybeadvancedbymovingtheforwardRailheadmarkerupto12hexesusingthisprocedure.DuringMud,SnowandArcticWeatherturnsthemaxi-mumforwardmovementforanycapturedraillineis6hexes.

    Example of extending a captured rail line in Dry Weatherc.WhenanAxisconvertedRailheadmarkerismovedforwardbyexpendingRCPs, any adjacent captured rearRailheadmarker ismovedbackbyanequalnumberofhexes.

    Example of Converting captured rail hexes.d.Thereisnohexlengthlimittothehexlengthofacapturedrailline,butthe60hexperturnlimitforrailmovementappliestobothconvertedandcapturedraillines.e.ThemovementcosttomovefromaConvertedRailheadmarkertoa Captured Railhead marker is 15 rail movement points (reflects the timeneededtotransloadbetweenrollingstockofdifferinggauges).Transported units with insufficient rail movement points must stop beforeenteringtheCapturedRailheadmarkerhex(orConvertedRailheadhexifmovingtheoppositedirection),andtheremainingrailtransportpointsarelost.MajorriverhexsidesmusteithercontainanundestroyedrailbridgeoraFerrymarker[PB2.35].f. General Supply.AcapturedraillinecanprovidelimitedGeneralSupply. Up to five hexes within five hexes (four hexes intervening) oftheforwardRailheadhexmaybeplacedinGeneralSupplydur-ingtheSupplyDeterminationPhase.RemoveanyEmergencyorOutofSupplymarkersfromthosehexes.AnymajorriverhexsideintherailnetmusteitherhaveanundestroyedrailbridgeoraFerrymarker[PB2.35]g. Rail Transport. Whenallowedbyscenarioinstructions,capturedraillineshavearailcapacityofonestackingpoint.BSRrailmove-ment rules apply. Ifmore thanone stackingpoint utilizingRailmovementonaConvertedraillinemovesadjacenttotheCaptured

  • 4 Crimea PLAYBOOK

    2010 GMT Games, LLC

    Railhead,onlyonestackingpointmaycontinuemovingontothecapturedrailline.TheremainingunitsmustceasemovementontheConvertedrailheadhexwithremainingrailmovementpointslost..35 Major River Ferries.Axisforceswerewoefullyunprepared to repair damaged rail bridges over theDneprRiver,andagainresortedtostop-gapmeasurestoforwardsuppliesbyutilizingferries.a. Placement. Ferry placement followsBSRBridge paragraphs23.22through23.24withthefollowingchanges:1.AFerrymarkerisplacedduringtheAxisEngineer-ingPhasepriortoRailConversion.AFerrymarkermaybeplacedonanyhexcontainingahexsidewithadestroyedmajorriverrailbridgeifthehexcontainsaconvertedRailheadmarkerinarailnetthattracessupplybacktoanin-supplyBaseoramapedgesupplysource.2.TheFerrymarkerisplacedonitsUnderConstructionsideup.DuringtheAxisEngineeringPhaseofthefollowinggameturnthe Ferry marker may be flipped to its Operational side. An Axis engineerunitmustbepresentduringbothturnsbutmaythenmoveawayonanysubsequentturn.

    b.ThemajorriverhexisnowopentoAxisrailmovementbegin-ningthenextgameturn.Itcosts30railmovementpointstocrossa major river on a Ferry. Transported units with insufficient rail movementpointsremainingmaynotcrossthemajorriverhexsidebyFerry.Theymuststopadjacenttothemajorriverhexsideandanyremainingrailmovementpointsarelost.IfthetransportedunitnextentersaCapturedrailhex,itwouldpayanadditional15railmovementpointstoenterthathex[PB2.34].c.GeneralSupply.StartingtheturnaftertheFerrymarkeristurnedto its operational side, theAxis player can trace general Supplyacrossthemajorriverhexside.d. Removal.FerryremovalfollowsBSRBridgeparagraphs23.22through23.25withthefollowingchanges:1.Onceplaced,aFerryisnotremoveduntileitherthemajorriverhex-siderailbridgeisrepaired,oranenemyunitmovesintoitshex.2.FutureplacementisintheAxisEngineeringPhasepriortoRailConversion.

    DESIGN NOTE: Both of these rules are meant to be retrofitted into Kiev to Rostov, but with the caveat that play balance will be affected (in favor of the Axis player). Kiev to Rostov scenarios have not been retested to determine adjustments to supply point levels and victory levels.

    3.0 Special RulesNot all BSRs cover all scenario situations. Additions or modifications toBSRsthatapplytotwoormorescenariosbeginhere.AllruleschangeshavebeennotedinthePlayBookRulessectionwithrefer-encetotheappropriateBSR.TaketimetofamiliarizeyourselfwithalladditionsandexceptionstoBarbarossaStandardRules(BSRs)containedinthisPlayBookandinthescenarioyouareplaying.

    3. Historical Weather3.ThehistoricalweatherforeachturnisprintedintheTurnBoxontheTurnRecordTrack.Itcanbeusedinanyscenariobypriormutualagreement.

    3. Limited Mud.DuringDryClimateconditionsnomorethantwoturnsinarowofMudareallowed.IfonthethirdturnMudoccurs,disregardthatMudresultanduseDry(noStorm)instead.NOTE: This game uses a Weather Table that differs from those in the rest of this game series. Much of the Crimea enjoyed a far milder climate than the rest of the Soviet Union.

    3. Replacements3. Axis Replacementsa. Romanian nationality is specified for certain RPs shown on the SetUpcards.UsetheseonlyonRomanianunits.ARomanianTypeIRPcanbereceivedinsteadasa(1-2-4type)RegimentSubstituteCounter.3. Applicable to Both players:a.BothplayerscanaccumulateType IRPsasdesiredup to thelimitshownontheirLoss/ReplacementTracks.TrackaccumulatedRomanianRPsseparately.NOTE: The limit has been increased for this game.b.AllSovietunitsintheActiveBoxreturntoplayonlythroughtheMap-THoldingBoxorbyon-mapconversionofZapunits.c.AllAxisunitsintheActiveBoxreturntoplaythroughthenorthedgeofthegamemap.3.3 Soviet ReplacementsTheSovietReplacementsTableisnotusedinthisgame.Usethefollowinginitsplace.a. TheSovietplayerreceivesoneTypeIRPeveryturnunlessthescenariostatesotherwise.SomescenarioslistadditionalTypeIRPsasreinforcements.b.EachTypeIRPcanbereceivedinsteadasaZapunit.ZapunitsarecreatednormallyduringtheSovietReplacementphase.NOTE: Unless otherwise indicated, use of Zap units is the only way for the Soviet player to get Type I RPs to besieged units at Odessa or Sevastopol.c.TheSovietplayerreceivesonlytheTypeA,air,andarmoredtrainRPsspeciallylistedontheSetUpCards.AirandarmoredtrainRPsareuseorlose.ArebuiltarmoredtrainisplacedonlyinOdessa.Rebuilt armorandartilleryunits return toplayonly through theMap-T Holding Box unless specified by scenario instructions.

    d.TheSovietplayercanstarttheconstructionofnomorethanoneStrongpointperturn,unlessthescenariostatesotherwise.e.TherearenoSovietMandatedAttacksotherthanthoserequiredbyscenariorules.DESIGN NOTE: This feature figures importantly in other games in this series and no additional Mandated Attacks are generated here. To the Kremlin the Crimea was a secondary theater of operations and as such was already on limited supply and reinforcement. It was not subject to as intense a level of supervision as elsewhere until later [see Scenario 6].f. Soviet Garrisons1.EachturntheSovietplayercan,asdesired,eitherreleaseoneGarrisonhexoracceptoneSpecialReinforcementPoolGroup.Theoptionremainsineffecteveryturn,evenifneitherischosen.

  • 5Crimea PLAYBOOK

    2010 GMT Games, LLC

    2.AllunitsonaGarrisonhexAtStartarethecombinedGarrisonofthathexandarereleasedtogetherasagroup.EXAMPLE: Hex 5718 in Scenario 3 has two units At Start. Both are the Garrison. Both are released upon a single declaration of the release of the hex 5718 Garrison.3.GarrisonunitsinthemapTHoldingBoxarereleasedindividu-ally.

    3.4TheAxisplayercannotcreateStrongpointsunlessallowedbyscenariorules.

    3.3 Map ExitExitingthemapisnotallowedinthisgame,exceptforSovietunitsmovingtotheMap-THoldingBox.Units(ofeitherside)cannotretreatoffthemapedge.

    3.4 Reinforcements and Withdrawals3.4UnitsontheSetUpCardsmarkedasAvailablearepartofvariouspoolsofgamepieces[suchasMSUs]thatareusedinthescenario.Nomorethanthelistednumberofeachtypecanbeused.Setasidetherestforuseinadifferentscenario.More(orfewer)ofcertaintypesmaybecomeavailablelaterasshownintheReinforce-mentssectionoftheSetUpCards.3.4 WithdrawCannot Cancel [AdditionstoBSR8.73]Not allwithdrawals can be cancelled.Certainwithdrawals aremarkedCannotCancelonthescenarioSet-UpCards.Theseoccurbecauseofspecialhistoricalcircumstances.AplayercannotpayVPstocancelthewithdrawalofCannotCancelunits.3.43UnitswithdrawatthestrengthshownontheSetUpCard.Ifthewithdrawingunit isat less than thestrengthshown, then theownerdeductsthenecessarystepsfromaccumulatedreplacementsstepsoftheappropriatetype,orhereducesunitsofthesametypecurrentlyinplayonthegamemap,step-for-step.NOTE: If a withdrawing unit is stronger than the strength shown, the extra step(s) remain with the unit, but can be used to offset shortages of identical type steps in other withdrawing units on a one-for-one basis.3.44Withdrawnairunitscanbefromanyairstatusbox,eventheDestroyedBox.3.45 Combining GamesWhencombiningseriesgames,playerscanconductasmuchoraslittleswitchingofunitsastheydesire.a.SomewithdrawingunitsaremarkedtoKtR.WhencombiningthisgamewiththeKtRgame,unitsnotwithdrawndonotappearintheKtRplayarea.b.AllAxisunits(andsomeSovietunits)arefromKtReventhoughnotsomarked.Here,applytheoppositeoftheabove;theyarrivefromtheKtRgameandsoshouldnotbereceivedunlesswithdrawnfromthatgamesplayarea.c.Useonlyonecountertorepresentthesameunit.Itcannotappearatthesametimeinplayareasofmorethanonegame.d.OnlySovietnon-NavalairunitsontheCrimeaSovietAirUnitStatuscardsufferthe+2DRMifSimferopolisAxisoccupied[PB6.15].

    e.Transferredairunitsaresubjecttoatimedelay.PlacetransferredairunitsintheFlownBoxwithaDoNotMove2GTsmarkeronthem.TheycanundergoReadinessdierollswhileundertheDoNotMovemarkers,butaddthevalueofthemarker(1fora1GTmarker,or2for2GTs)totheReadinessdieroll.Iftheypass,theygototheReadyBoxwiththeirDoNotMovemarkers.AftertheDoNotMovemarkersareremoved,theyareeligibletoperformairmissions.DESIGN NOTE: The time delay as to when air units withdraw from one game and then appear in the next is necessary to provide the variable Readiness status for those units when they reappear. This is, in part, because the ground servicing element also needs time to make the transfer. We regret any design inconsistencies from game to game.f.Allreplacements,Strongpoints,andASPsforbothsidesareinadditiontothosereceivedintheAGSgame.AddallSovietreplace-mentsandStrongpointsreceivedinScenario2tothosefortheAGSgamebutthesearereceivedasdescribedforScenario2.g.SomeunitsshownonSovietSetUpCardOneBackareusedonlywhencombiningcampaigngames.h.Whencombininggames,thoseMandatedAttacksgeneratedinother games in this series cannot be satisfied on Map Q.

    3.5 Reinforcements3.5Unless otherwise indicated allAxis reinforcements enterthrough the north edge of Map Q, usually at a specified entry hex. UnitsrestoredbyreplacementsprocedurefromtheCadreBoxwillreturntoplaythroughanynorthedgeentryhexdesired.3.5Unless otherwise indicated, all Soviet reinforcements enterplaybyplacement in theMap-THoldingBox.Units recoveringfromCadrestatusandcurrentlyintheActiveBoxareplacedonlyintheMap-THoldingBoxunlessrecoveringbyuseofanon-mapZapunit.

    4.0 Special Movement Situations4. Railroads4. Railroad Movement is not available unless specifically allowed inthescenariobeingplayed.4.Sovietcoastartilleryunitscannotuserailroadmovement,airtransport,ornavaltransport.

    4. Unit ConversionsSomeof the scenarios includegroupsofunitsmarkedRemoveReceive.DuringtheReinforcementsPhasetheowningplayerremoves the indicatedunit(s), fromwherever located (includingfromtheCadreorEliminatedboxes).Heremovesthatexactunit.Hethenimmediatelyreceivestheindicatedunit(s)inthesameloca-tionastheremovedunit(s).Ifmorethanoneunitisremovedinanoptionalconversion,placethenewunit(s)inanyoneofthehexes(orboxes)occupiedbyunitstoberemoved.Thenewunitentersplayatnomorethanthesamestepstrengthastheunit(s)removed;iftheremovedunitisreduced,thenewunitentersreduced;iffullstrength,itentersatfullstrength.Ifmorestepsareremovedthanreceived,theexcessislost.

  • Crimea PLAYBOOK

    2010 GMT Games, LLC

    4.3 Supply Unit Entry4.3AllSovietSupplyPointsenterplaybyfirst being placed as MSUs in the Map-T HoldingBox.4.3AllAxisSupplyPointsenterasMSUs(orDumps)throughthenorthmapedgeofMapQ.NOTE: Axis Fuel Shortage and its effects [see KtR] are not included in this game because of the lack of motorized and panzer divisions. Apply these effects when combining games and such a division moves into the Crimea game area.

    5.0 The Sevastopol Inset MapThe defense of Sevastopol for eight months (officially 250 days) during1941 and1942wasoneof the epic events of thewar inRussia. During 1944 Sevastopol was given the honorific of Hero CitybytheSovietgovernment.Toportraythisfamoussiege,thesingleMapQhex of Sevastopol and 25 surrounding hexes arerepresentedbytheSevastopolInsetMap,anenlarged,detailedmapadjacenttoMapQ.NOTE: Follow BSRs unless described differently below.

    5. Inset Map Overview5.TheInsetMap isusedatall times inscenarios that includeit;theyarescenarios3,4,5and8(printedononeoftheseparatescenariocards).5.TheInsetMapisanenlargementof theblackoutlinedareaaroundSevastopolonMapQ.a. Groundunitsarealwaysplacedontheinsetmap.b.ThereisnochangeinSequenceofPlaybetweenMapQandtheInsetMap.Movementofunitsonbothmapsandbetweenbothmapsisdoneinanyorderduringtheappropriategamephase.Attacksaredeclaredandresolvedinanyorderonbothmaps.5.3TherearetwotypesofregularsizedhexesrepresentedontheInsetMap: Transitionhexes(allregularsizedhexesadjacenttotheInsetMapboundaryline;eachhexcontainsayellowdot)

    Interiorhexes(allotherregularsizedhexesontheInsetMap)5.4 Optional.PlayerscanuseMapQInteriorhexesfortemporarystorageofSovietnavalunits.5.5 Mega Hexes.TheInsetincludesgroupingsofsevenInsethexes,calledmegahexes,whichhavenoeffectonplay.EachhasahexreferencenumbercorrespondingtoaMap-Qhex.Megahexesareforreferenceandorientationpurposesonly.

    5. Inset Map hexes5.ThescaleoftheInsetMapissmallerthanMapQ,soitsterrainfromhextohexdoesnotalwaysmatchexactlywithterrainshowninMapQhexes.DESIGN NOTE: Inset Mega Hexes generally conform to the corre-sponding Map Q hex but where a Map Q hex appears as completely one type of terrain (such as hills), the corresponding Inset Map area may show hills in only some of the Inset hexes. Additional terrain details such as woods, roads, etc. sometimes appear in Inset Map

    hexes when the corresponding Map Q area indicates none of these. At this scale we can enjoy the benefits of greater detail.

    5.TransitionhexesarefoundonlyattheedgeoftheInset.Thesehexesmark theboundarybetween the InsetMapandMapQ.Ablack-coloredhexsideprovidesanadditionalgraphictoshowtheexact point of change between InsetMapTransition hexes andMap-Qhexes adjacent to the InsetMap.Transitionhexes differfrominteriorInsethexesasfollows:a.TransitionInsethexeseachcontainayellowdottodistinguishthemfromInteriorInsethexes.b.ZOCprojectionbetweenTransitionInsethexesandadjacentMapQhexesdiffersfromregularZOCprojection[PB5.3].c. StackingforcombatbetweenTransitionhexesandadjacentMapQhexesdiffersfromcombatbetweenregularhexes[PB5.23]

    EXAMPLE: Stack R1 in transition hex 1418 contains 8 stacking points, the maximum allowed for an Inset hex [PB5.23]. Stack R2 in transition hex 1718 contains 2 stacking points. The two stacks, totaling 10 stacking points, are both adjacent to Map Q hex 4023. No additional Soviet units with stacking value one or greater may stack in hexes 1518, 1619 or 1718 because 10 Soviet stacking points, the maximum adjacent to a Map Q hex, are already present.5.3 Stacking on any Inset hex is limited to eight (8) stackingpoints.a. Additionally,whilethe8stackingpointperhexlimitationisineffect,stackingontransitionhexesisfurtherlimitedtoatotaloften(10)stackingpointsadjacenttoanynumberedMapQhexshownontheinset.DESIGN NOTE: Play testing revealed that the Soviets could stack up to eight stacking points per transition hex, presenting the Axis player with more than 20 stacking points to attack with a maximum of 10 stacking points(before factoring in artillery) in effect, ahistorically denying the Axis player entry into critical areas of the inset map.b.TheAxisplayerislimitedtoplacing10(ten)stackingpointspernumberedMapQhexshownontheinset.c. Strongpoints cannot be constructedon transitionhexes (sameproblemasabovewithdenialofentrybecomingarealproblemfortheAxisplayer).d.InanyattackonanInsethexcontaininganytypeofundestroyedfortification, one engineer unit may be added above the maximum stackinglimitof8SPs[PB7.42].

    5.3 Inset Map Zones of Control5.3 In all hexeson the InsetMap, anyunitwith aZOCexertsthatZOCintheInsethexitoccupiesandthesixsurroundingInsethexes.

  • Crimea PLAYBOOK

    2010 GMT Games, LLC

    5.3ZOCextendsintoadjacentMapQhexesonlyfromunitshav-ingZOCthatoccupyInsethexesdirectlyadjacenttoaMapQhex.TheseZOCeffectsareidenticaltoMapQZOCeffects.5.33UnitsinMapQhexeshavingZOCexerttheirZOCintoalladjacentTransitionhexes,buttheZOCeffects(identicaltoMapQZOCeffects)extendonlyintotheInsethexesdirectlyadjacenttoMapQhexes.

    EXAMPLE: Soviet unit R1 exerts ZOC into Map Q hexes 3922 and 4023 as well as Inset hexes 1318, 1419, and 1518. Unit R3 exerts ZOC into Map Q hex 4023 as well as adjacent Inset hexes but not into Q3922. Unit R2 does not exert ZOC into any Map Q hex but does extend ZOC into all adjacent Inset hexes. Axis unit A3 exerts ZOC into Inset hexes 1418, 1518, 1619, and 1718 as well as Map Q hex 3922, 4022 (not shown), 4122 (not shown), and 4123.

    5.4 Inset Map MovementTheprintedMovementAllowances(MAs)ofallunitsremainun-changedontheInsetMap.5.4 Adjacent Map Q hexes.a.AllstandardterrainMPcostsandeffectsonmovementapply.These hexes function normally in all respects to otherMapQhexes.b. Units unable to enter Inset hexes from Map Q hexes (insufficient MPsremaining)remaininthoseadjacentMapQhexesuntiltheirnextavailablemovementphase.

    EXAMPLE: Axis unit A2 begins movement in Q3922. It moves to Inset hex 1418 by spending MP since it is moving along minor road (Dry weather), then another MP to 1419 where it stops.In his turn the Soviet player moves his R4 unit from Inset hex 1619 to Q4023 by spending 1MP for crossing the river and 1MP for entering a clear hex; it must stop since it has only now entered the ZOC of Axis A5 (A2 moved to 1419). Soviet R5 cannot move directly to Q4023 since that would be directly from enemy ZOC to enemy

    ZOC; it could, however, move from 1718 to 1619 and then to Q4023 (thereby spending a total of 4 MPs).5.4 Inset Map Special Movementa. FollowBSR 11.1 forRailroadMovement.DuringRailroadMovementeachInsethexequalsoneMapQhex.EachInsethexoccupiedorenteredmustbeatleastthreeInsethexes(twohexesintervening)fromanyInsethexorMapQhexcontainingenemycombatunits.Exception:Thethreehexproximityrestrictiondoesnotapplyforarmoredtrainunitsandrailroadartillery.b.FollowBSR11.3forStrategicMovement.Duringstrategicmove-menteachInsetMaphexequalsoneMapQhex.EachInsethexoccupiedorenteredmustbeatleastthreeInsethexes(twohexesintervening)fromanyInsethexorMapQhexcontainingenemycombatunits.c.SovietnavalunitsmovefromInsetMapporthexesaspartofnormalnavalmovementanddonotcounthexes[PB8.21].d.FlotillaunitsmoveontoorfromtheInsetthroughall-seaorcoastalhexesonMapQinthesamemanneraslandunitsdothroughlandhexes[PB5.41].

    5.5 Inset Map CombatConductattacksperBSRs.5.5AttacksfromMapQhexesintoTransitionhexesareresolvedwith differing stackingpoint limits, up to ten stackingpoints intheMapQhex,anduptoeightstackingpointsineachInsethexattacked.

    EXAMPLE: In the diagram above, if Axis A3 attacks R1, it must also attack R4 because R4 exerts ZOC into the adjacent Map Q hex 4023 (it occupies an Inset hex adjacent to a Map Q hex). Axis A3 cannot attack Soviet R2 because they are not adjacent. Axis A5 cannot attack R4 because they are not adjacent. A2 can attack only R1.5.5AttacksconductedentirelyfromInsethextoInsethexobservetheeightstackingpointlimitperInsethex.ApplycombatresultsperBSRs.Exception:PB7.42overstackinganAxisengineerunitwhen attacking a Soviet fortification hex.

    EXAMPLE: In the 5.52 example, if Axis A1 in Inset hex 1318 attacks, it must engage both R1 and R2 because both these units project a ZOC into its hex. Note that if A2 attacks R1 then A1 needs to engage only Soviet unit R2.5.53AunitforcedtoretreatbycombatresultscanretreatofftheInsetMapontoanyMapQhexwhereitwouldbenormallyallowedtomove;itcanalsoretreatfromMapQontotheInsetmap;oritcan

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    BSR15.64].AdditionaldefenderDRMsmaybeavailableforotherterraininthehex[forhillorstrongpoint]andcannotbeoffsetbyadditionalengineerorsuper-heavyartilleryunits.b.Onedefendingunitdoublesitsdefensestrength,uptoamaximumincreaseofthree(3)defensestrengthpointsforthehex.Thiscanbeanyunittype,defenderschoice.EXAMPLE: Two Soviet units occupy a Citadel hex. One is an artil-lery unit with defense strength of two and the other is an infantry division with defense strength of four. The Soviet player chooses to use the doubling effect on the infantry division, doubling three of its four defensive strength points to six and giving the division a defensive strength of seven. Counting the artillery unit, the total intrinsic defense strength for the Citadel hex is nine before adding any artillery support.c.AllAxisarmoredunits[exceptarmoredengineerandFlammpan-zerunits]attackingCitadelarehalved.d.AxisCABisnotallowedagainstundestroyedCitadelhexes,butPanzerDivisionIntegrityisallowed.e.UnitsonanundestroyedCitadelhexmusttakeallprintedsteplosses,butcanignoreallRetreatcombatresultswithoutsufferingtheadditionalNoRetreatstepreduction.ThistakesprecedenceovertheNoRetreatoptionandonlyiftheCitadelisdestroyedmayanin-rangeSovietHQissueaNoRetreatordertothathex.ThemaximumpossibledefenseDRMinasinglehexforcombatagainstaCitadel inthisgameis3,pluseffectsofsupportingairunits,computedas: Citadel(+1) Strongpoint(+1);notallCitadelhexeshavethis Hill(+1);notallCitadelhexeshavethis Airsupport(variablenumber)TheAxiscanoffsetbyatotalof2DRM,pluseffectsofairunits,computedas: OneengineeroroneSuper-Heavyartilleryunit(1);additionalengineerorSuper-HeavyartilleryunitshavenoDRMcancelingeffect,thoughtheirsupportstrengthscanbeaddedtothecom-bat.

    PanzerDivisionIntegrityBonus(1) Airunits(variablenumber)The Citadel may be destroyed [see PB 5.76] before netting the final DRM. Remember that the final net combat DRM cannot exceed +3 or3[BSR15.7].DESIGN NOTE: These Citadels are relatively small and cannot hold a full division, hence the limit on the doubling effect. Retreats do not apply since units deployed there would be under orders to stand. Citadel garrisons were full of fanatical political officers is-suing death or glory orders. It should be noted also that the Soviets did not name these Citadelsonly the Germans did.5.3AxisunitsdefendingaCitadelhex(destroyedornotdestroyed)donotreceiveitscombateffects.5.4SovietunitsonanundestroyedCitadelhexarenotsubjecttoSurrender[BSR21.0]andarealwaysinGeneralSupply.5.75 Citadel and Fortified Line Destruction. WhenatleastoneAxisSuper-Heavyartilleryunitisincludedinacombatsuppliedattack on an undestroyed Citadel or Fortified Line hex a separate

    combinethetwoifretreatingtwohexes.Eachhexcountsasonehexoftheretreat,whetheritisonMapQortheInsetmap.

    5. Special Situations on the Inset5.StrongpointsarealwaysplacedonMapQInteriorhexes.PlacethemdirectlyonthedesiredInsethexes.5. Range Calculations.Fordistanceson the InsetMap tripletherangeforallartillery(bothsides),forairrangelimitations[PB6.1](bothsides),andthecommandradiusofSovietHQs(OporNon-Op).LOCRanges[BSR6.11]forGeneralandAttackSupplyisdoubled.AArangedoesnotchange.RangecanbecomputedpartlyonMapQandpartlyontheInsetMap.WhenmeasuringrangefromtheInsettoMap-Q,eachthreeunusedrangehexescarriestoMapQasoneMapQrangehex;amountslessthantwodonotcarry.WhenmeasuringrangefromMapQontotheInset,tripleallremainingrangeafterdeductingfortheMapQportion.PLAY NOTE: Players often reported forgetting that their Map Q artillery could be used to fire on the Inset Map, and vice versa. The disconnect between the two maps cannot be avoided, so use extra care when moving units, allocating artillery support, etc.5.3AAunitsontheInsetinenemyZOC(fromInsetoroffInset)cannotconductAAFireDESIGN NOTE: Because of the close-in nature of the Inset, they are now engaged in front-line fighting.

    5.4 Bunker Busting.AxisAAandAssaultGununitsmaydoubletheirattackstrengthswhenpartofaDeclaredAttackagainsthexescon-taining Strongpoint, Fortified Belt, Fortified Line or City terrain.

    a.OneAAunitperDeclaredAttackmaybedesignatedasabunkerbuster.Thisunitwilldoubleitsattackstrength,butitcannotcon-tributea+1DRMtotheAAFireTable.OtherAAunitsparticipatingintheDeclaredAttackusetheirnormalattackstrengthsandmaycontributetheir+1DRMstotheAAFiretable.b.OneAxisAssaultGununitperDeclaredAttackmaybedesignatedasabunkerbuster.Thisunitwilldoubleitsattackstrength.OtherAssaultGununits participating in theDeclaredAttackuse theirnormalattackstrengths.DESIGN NOTE: Assault Guns were originally designed to support infantry against prepared positions and they performed very well in this roll. Later in southern Russia they would earn a reputation as tank killers. The AA guns proved to be as effective in their improvised role against bunkers as the 88mm AA guns in North Africa became against Allied tanks there.

    5. Citadel HexesThese hexes contain multiple heavy fortifications, some originally startedwelloveracenturyearlier.Soviettroopsheldthesetena-ciously.5. ZOC Effects of Citadel.EnemyZOCdoesnotextendintoanundestroyedCitadelhex.5. Combat Effects of Citadel.ApplythefollowingincombatwhenSovietunitsaredefendinganundestroyedCitadel.a.TheAxisplayerappliesa(+1)DRMtohiscombatdieroll(cu-mulativewithothereffects).OneAxisengineerunitoronesuper-heavyartilleryunitattackingCitadeloffsetthisDRM[additionto

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    procedureisconductedusingtheSuper-HeavyArtilleryInsetEffectsTable[7.33]beforeregularcombatresolution(Generallyrepresent-ingapriorbombardment).5.AdestroyedCitadelconfersnocombatorothereffects.Itcan-notbebuiltorrebuilt.ACitadelcanbedestroyedbyoneoftwomethods: Whenoccupiedduring theAxisengineeringphasebyanAxisdivisionorengineerunit(exceptfor300thArmoredEngineers)

    WhenanattackagainstitincludesAxissuper-heavyartillerythatachievesadestroyedresultwhenmakingaseparateattack,im-mediatelybeforeregularcombatusingtheSuper-HeavyArtilleryInsetEffectsTable[PB7.33].

    5.8 Fortified Belt HexesCome on fascist dogs. We are waiting.CommunistsloganpostedonSevastopolperimeter,1942

    These hexes contain permanent systems of bunkers and minefields arrayedindepth.5. Fortified Belt hexes are found only on the Inset map. They benefit only the Soviet player. They cannot be built or rebuilt. See TECforterrainmovementcosts.5. Combat Effects. TheAxisplayerappliesa(+1)DRMtohiscombatdieroll (cumulativewithothereffects)whenattackingaSoviet unit on an undestroyed Fortified Belt hex and applies the asteriskresultwhenitoccurs.TheDRMandasteriskapplyregard-lessofthedirectionorcombinationofdirectionstheattackeruses.AdditionaldefenderDRMsmaybeavailableforhillterraininthehexorforaStrongpoint.5.3 Axis ZOC does not extend into an undestroyed Fortified Belt hex(occupiedorunoccupied),foranypurpose.SovietZOCdoes.The ZOC of both players units does extend out of Fortified Belt hexes into non-Fortified Belt hexes.

    5.4 Axis units defending a Fortified Belt hex (destroyed or unde-stroyed)donotreceiveitscombateffects.

    5.5 A destroyed Fortified Belt hex confers no combat or terrainmovementeffects.AxisZOCsextendnormallyinto a destroyed Fortified Belt hex. A Fortified Belt hex canbedestroyedonlywhenoccupiedduringtheAxis

    EngineeringPhasebyanAxisdivisionorengineerunit.5. Combining Games. Soviet Fortified Belt hexes on the Sevas-topolInsetarenotcompletedandreadyforuseuntiltheendoftheSovietengineeringphaseofGT53.DESIGN NOTE: Sevastopol had no continuous landward defense line at the start of the war. This particular line was begun on 4 July 1941 by the usual means of forced local labor. The inner encircling Fortified Line was completed quickly. A third defense line farther out was planned but the Germans arrived well before it could have been completed.

    5.9 Inset Map Air OperationsUptothreeairunitspersideareallowedforanysingleairmission.There is no change fromBSRs forAAFire,CAS, Interception,Interdiction,orAir-to-AirCombat.EachInsethexistheequivalentofaregularmaphexfordeterminingmissionhexes.RangeforAA

    fire from HQs and AA units remains unchanged from Map Q

    5.10 Defender Fanaticism.[AdditiontoBSR16.5]VictoriousAxisunitscannotadvanceintoadefenderhexcontainingStrongpointorFortified Belt terrain if the defenders were issued a No Retreat order andlostthelast(oronly)defendersteptosatisfytheNoRetreatsteplossprovision.

    .0 Air UnitsWo bleibt die Luftwaffe? (Where is the Luftwaffe?)

    OftenrepeatedbytheGermansoldier

    . Air Range Limitations. Axissingle-engineairunitscannotbeplacedinmissionhexesmorethan25hexesfromafriendlytown,city,ormajorcityinAxisGeneralSupply.AllotherAxisairunitscanconductmissionsinanyhex.Axissingle-engineairunitsarethefollowingtypes:Bf109E,Bf109F,andJu87..SovietTB-3andDB3airunits[thesearelong-rangebomb-ers]canconductmissionsonanyhex..3NoSovietairunitofanyothertypecanbeplacedinmissionhexesmorethan25hexesfromafriendlyhexinGeneralSupply.AnySovietairunitintheMapTHoldingBoxcountsanyhexsouthofhex7010ontheeastedgeofMapQasafriendlyhexingeneralsupply..4AhextobeusedforairrangecannotbeplacedinsupplybyspendinganASP..5 Soviet Airbase Limitations.BeginningtheturnaftertheAxisplayercapturesSimferopol(hex4321)allSovietairunitsaretreatedasbeingintheMap-THoldingBox;thosenon-NavalairunitsintheMap-THoldingBoxaresubjecttoa(+2)DRMontheirReadinessdierollwhileinFlownstatus.ThoseinDamagedstatusdonothavethisDRM.NavalairunitsarenotaffectedbytheDRMforSovietAirbaseLimitations.DESIGN NOTE: With the loss of their central Crimean bases, more Soviet air units operated from the area represented by the Map T Holding Box. There, the whole base organization had to be rebuilt from scratch. Battlefield coordination problems between the regions were immense.

    . Air CombatTo provide assistance to the forces of the Crimea, the Stavka orders you to throw in 51st Armys aviation to a maximum. Stavka to theCommanderof theForcesof theCrimea,1

    Nov.1941. Air Combat Table.This game uses a revisedTable.TheoriginalTablewasnotproperlygeneratingairunitlossesincertaincombatdifferentialcolumns.NotealsotherevisedDRMsontheAAFireTable.. Soviet Anti-aircraft Units. Someofthesehavenomovementallowance.Thesearerestrictedtomovementonlyonactiverail-roadhexesortoNavalTransport[PB8.5].Theycannototherwisemoveandcannotretreatoradvanceasaresultofcombat.Theyarerestricted during movement to final positioning (upon concluding railroadmovement)inatown,city,ormajorcity.

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    DESIGN NOTE: These were area defense organizations deployed for protection of communications centers. The Soviets deployed comparatively few mobile AA guns for tactical protection. These would be controlled by army headquarters; fewer still by Front command.

    .3 AA FireApplythefollowingchangestotheAAFireTable: Alsoapplya(1)DRMforaSovietIL-2airunit. No longer apply a DRM when the firing Soviet unit is greater than fourhexesfromanOperationalHQ.

    .4 Additional Axis Air Interdiction Missions[AdditiontoBSRs13.0and17.1]NOTE: Axis Air Interdiction missions are now conducted earlier in the Sequence of Play; see the Expanded Sequence of Play.

    .4AxisairunitswithanInterdictionratingcanperformanad-ditionalthreetypesofmissions: NavalMovementInterdictionMission PortInterdictionMission ShippingAttackMission.4 Naval Movement Interdiction Mission Procedurea. Allocate eligible air units during theAxisAir InterdictionPhase.b.EligibleinterdictionunitsareanyairunitwithanInterdictionrating. Non-mission air units can also be assigned as firing units (asescort).c. Therearenomissionhexes.Instead,amaximumofthreeairunitscanbeplacedintheNavalMovementInterdictionBox(foundonMapQor the appropriateScenario cards).Airunitswith an In-terdictionratingthatareplacedintheboxaffectnavalmovementanywhereonthemap.d. Up to three Soviet naval fighter air units can oppose this mission. Aircombatisresolvednormally.NOTE: Soviet AA Fire is not possible against this mission.e. SurvivingAxis air units cause an InterdictionLevelmarkerequaltotheirInterdictionratings(uptoLevel2)tobeplacedintheNavalMovementInterdictionBox.ExcessInterdictionratingsareignored.f. NowreturnallairunitsintheNavalMovementInterdictionBoxtotheFlownBox.g. TheSoviet player refers to this boxwhenmaking anyNavalMovementLossTabledierolls.IftheInterdictionLevelintheboxisone(1),heusestheAirInterdictioncolumnontheNavalMove-mentLossTable;iftheInterdictionLevelistwo(2),applya(+1)DRMonthattableforeachdieroll.h. Combined Games.OnlyGermanairunitsareeligibleforthismission..43 Port Interdiction Mission.IfaporthexonthegamemapiswithinaZoneofInterdictionasaresultofaregularInterdictionmission[BSR13.0],reducetheportsloadingandunloadingcapac-ity,andgeneralsupplycapacity,bytheamountofNTPsshownforeachtypeofportonthePortCharacteristicsChartforeachlevelof

    Interdiction[nomorethan2levelsarepossible;BSR13.14].ThelevelofInterdictionalsoaffectsnavalunitReadiness[PB8.13]andRepair[PB8.35]atthatport.ThismissionisnotallowedagainsttheportinMap-THoldingBox[sinceitisnothexterrain].Navalunits(excludingtransports)intheportdoallowtheSovietplayertomakeanAAdierollifnoSovietAAcapablelandunitsoccupyorareadjacenttotheporthex.ThesameholdstruewhentheportisadefenderhexinaDeclaredAttack..44 Shipping Attack Mission.DuringtheAxisCombatphasetheAxisplayercanuseairunitsintheReadyBoxasmissionunitstoattackenemynavalunitseitheratseaoroccupyingaporthexorintheMapTHoldingBox.AnyairunitwithanInterdictionRatingcanconductShippingAttackmission.a. Mission units can be escorted by firing units (apply the three air unitmaximum).b.MissionunitsaresubjecttoaircombatbyopposingSovietnavalairunits.c.Survivingmissionunitsareeachplacedtoattackasinglenavalunit.Allcanattackthesameunit,orattackseparateunitsifmorethanonenavalunit is present.Additionalnavalunits canbe ig-nored. Targeted naval units are specified prior to any rolls being made.Missionunitscannotshifttodifferenttargetunitsoncethedeclarationismade.d.Anynavalunit,excepttransporttype,iseligibletoconductAAFirebutonlyagainstairunitsconductingamission(ofanytype)inthehexoccupiedbythatnavalunit(notadjacent).AAFireisal-lowedregardlessofanavalunitsstatus,SailedorReady,butdonotaddtogetherothernavalunitsinthesamehexforAAFireDRMs.In-range ground AA unit or HQ fire DRM up to the maximum +2 DRMcanbeaddedcanbeaddedtoeachattackednavalunitsAAdieroll.MapTHoldingBoxe.RefertotheShippingAttackTable.RollonceforeachremainingairunitandapplyDRMs.ApplyanyresultantDamagePointstotheaffectednavalunitsimmediatelyandthenplacethemissionunitsintheFlownBox.f. Since transports cannot conductAAFire; [they had noAAweapons],anynavalunitallowedAAFirethatisstackedwiththattransport(inport)canprovideAAFireforthattransport,unlessitis,itself,atargetofashippingattackmissionthatsamephase.NOTE: Since the transport is the actual object of the attack, the transport will take any resulting Damage.g. Air units can conductShippingAttackmission against navalunitsinMap-THoldingBox.Sovietanti-aircraftunitstherehavenoeffectonAxisairunits.h. AirunitscannotattackFlotillaunitswithShippingAttackmis-sions.TheDD/T/FlotillaColumnon theShippingAttackTablecanonlybeutilizedby air units forDDandTShippingAttackmissions.DESIGN NOTE: This may seem odd but these are deemed as ground units. Historically, flotillas experienced such a turn-over of actual vessels that the loss of a few such vessels would not eliminate the unit.i.CDartilleryunitscanalsoconductShippingAttackMissions against any in-range naval or flotilla units duringtheAxisCombatPhase[PB8.31b].

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    .5 Soviet Naval Air UnitsThese specially designated air units havesomeadditionalrestrictions..5OnlytheSovietplayerhasnavalairunits.Ontheairunitcoun-terstheplaneiconsarecolorednavyblueinsteadofarmybrown..5Navalairunitsarerestrictedtouseonlywithin25hexesofabaseunit[NOTE: There are only two such base units].Theycanalsobeusedwithin25hexesoftheMap-TholdingBoxentryareahex[PB2.12b](regardlessifabaseunitispresentintheHoldingBox)..53 Only Soviet fighter naval air units can oppose Axis air units conducting: NavalMovementInterdictionmission[PB6.42],or ShippingAttackmission[PB6.44]..54 NavalairunitsarenotsubjecttoSovietAirbaseLimitations[PB6.15].DESIGN NOTE: The Black Sea Fleet Air Force was not operation-ally subordinate to the Front (Army command) and in principal continued to support the defense of Sevastopol.

    . Air TransportAirTransportisnotavailableforeitherplayerinthisgame[excep-tion:PB10.44e].

    .0 Special Units and Situations. Special Reinforcement Pool Groups CertainSpecialReinforcementPoolGroupshave special condi-tions attached.See scenarios 3, 4 and5 for these group specialconditions.

    . Special Axis Situations. Romanian Regiment Substitute Counters.TheAxisplayerusestheseonlyforRomanianinfantryormountaintypeunits.RomanianRSCscannotbeusedforGermanunitsandGermanRSCscannotbeusedforRomanianunits[seealsoPB3.21bforspecialuse].. Axis Garrison Requirements.EachcityhextheAxiscapturesrequiresagarrisonofonestep(ofanycombattype),ortheVPsforthatcityarelost.Formulti-hexcitiestherequiredtotalgarrisoncanbeinanysinglehexorcombinationofhexesofthatcity.

    .3 Artillery.3UnlesslocatedintheDefenderHexRomanianartilleryunitsprovidedefensivesupportathalfstrength(dropfraction).Nomorethan two Romanian artillery units can combine to provide fire support inasinglecombat.Germanartilleryunitscancombine(notreduced)withRomanianartilleryuptothefour-unitlimit.EXAMPLE: If there are two Romanian artillery units, no more than two German units can combine with them.

    .3 German Super-Heavy Artillery Units with Asterisk (zero) Support Strength.[AdditiontoBSR23.4]a. These units can also fire only at Soviet Citadel and Fortified Belthex.b.Thosethathavezerosupportstrength(shownbyasterisk)causeeachSovietcoastartilleryorsuper-heavyartilleryunitinthetargethex to be reduced by one step if the fortification is Destroyed by resultsoftheSuper-HeavyArtilleryInsetEffectsTable.Theyreduceartilleryinahexonlyonce.c. ParticipationbythoseS-Hartilleryunitsthathavezerosupportstrength (shownbyasterisk) allows theattacker tooffset the+1DRMs of all fortifications in the hex (each non-asterisk S-H artillery unitcanoffsetonlyonesuch+1DRM.d. Thosethathavezerosupportstrength(shownbyasterisk)caneach fire up to only four times during the course of a scenario. In the Storfangscenario(#8)usetheAmmomarkersandtheSuper-HeavyArtilleryAmmunitionExpenditureTrack.StarteachunitsAmmomarker on the 4 Box, and move down one box each time the unit fires. Once each unit has fired for the last time (Ammo marker reaches the 0Box),immediatelywithdrawtheunitfromthegame.Forothercombinedcampaignscenarios,useanumbermarkertoshow the number of times each has fired. Place the marker with the unit,orplaceitontheunitsfacsimileontheSetUpcard.e. The Dora unit

    1.DorahasonlyaFiringmode;onceplacedatthestartofascenario,itcannotmove,retreat,oradvanceaftercombat.2.CombiningGames.DorawillalsodestroyallSupplyDumpsinthetargethex(notMSUs).SupplyDumpsarenotusedinthesamescenarioasDorabutshouldplayerswant toaddDoratootherscenarios,applythiseffect.MSUsarenotaffectedduetogreaterdispersion.

    DESIGN NOTE: Dora cannot move (in game terms) because of the time needed to prepare a new battle position..33 Super-Heavy Artillery Inset Effects TableDESIGN NOTE: Sevastopol saw one of the heaviest concentrations of super-heavy artillery in the history of warfare. On the Sevasto-pol Inset map, the effects of those shells falling on any Inset hex is proportionally greater than on a regular map hex, and the effects on the many types of fortification terrain become more diverse. This table will be found on one of the player aid cards.a. AnyAxisS-HartilleryunitcanusetheTable.b. Resolve theSuper-HeavyArtillery InsetEffectsTable beforeresolvingregularcombat.MorethanoneSuper-Heavyartilleryunitmayattack,butapplyonlythesinglebestDRMaslistedbelowtheTable.Super-HeavyartilleryunitsnotlistedcanusetheTablebutdonothaveaDRMontheTable.ThoseS-HartilleryunitswithonlyanasteriskforsupportstrengthapplyonlyaDRM,notanysupportstrengthtotheregularcombat.c. Alleffectsareappliedimmediatelypriortocombatresolution(thesuper-heavyartilleryismakingapreliminarybombardment).d. ApplythemostfavorableTableDRM,ifapplicable.RefertotheSuper-HeavyArtilleryInsetEffectsTableforresults.

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    .34 Soviet Super Heavy Artillerya.ThereareonlytwosuchSovietunitspro-videdinthisgame(the30+andthe35+units).TheyhaveonlyFiringmodeandcan-notmove,retreat,oradvanceaftercombat.Thereversesideisaninfantryreducedstrengthlevel(thesearetwo-stepunits)wheretheunithaspermanentlylostitsartillerysupportstrength.DESIGN NOTE: These two units had huge crews in immense for-tifications going several levels underground. They fought on long after their guns were destroyed.b. NeitherhasanattackDRM;bothhaveartillerysupportstrength.PerBSR23.42theycanprovidesupport(attackordefense)toanyin-rangehexwithaDeclaredAttackmarker.c.Eachcountstowardtheartilleryunitandstrengthlimitationspercombat..35 Soviet Artillerya. WhileontheOdessamap(ScenarioCard#1Back)orSevastopolInsetMapaSovietHQisnotrequiredtobestackedwithartilleryunitstoallowthemtocombinetheirsupportstrengthswhenattackingordefendinginasinglecombat.ArtilleryornavalunitsontheInsetneedonlybewithinCommandRangeofanHQalsoontheInset.AirInterdictionoftheHQstillreducesthetotalnumberofartilleryunitsthatcancombineforadeclaredcombat.DESIGN NOTE: Sevastopol artillery was organized under a single commander who had good centralized control over the 70 batteries of all gun types in the fortress area.b. Naval Artillery Support.Navalunitsprovidingartillerysupportforgroundunitsareincludedwithintheartilleryunitcombinationrestrictions[andPB7.34.a],andmustbewithinrangeofanopera-tionalHQwhencombiningwithotherartillery[seealsoPB8.6].Navalunitscanconductartillerysupport(attackingordefending)regardlessoftheirReadinessstatus..3Coastartilleryforbothsidescanconductallregularartilleryprocedures(inadditiontotheeffectsinPB8.32).

    .4 CombatThere is no such thing as a division being finished. Manstein,25October1941

    .4 Armored Engineers.TheGerman300thBnfunctionsasengi-neerformostcombatandDRMpurposes.Theyarenothalvedwhenattackingcity.TheydonotprovidetheengineerDRMforattackingacrossriver.Theyaresubjecttolossfromarmorattrition,requireTypeAreplacements,andcountasarmoredforVPcalculations.Theycannot remove enemy Strongpoints, or destroy Citadels, Fortified Lines or Fortified Belts during the Engineering Phase.

    .4 Engineer Assault.InanyhexwhereAxisunitsareattackinganon-destroyed Soviet fortification (of any type), the Axis player can addoneengineerunit(anytype)overandabovethenormalstackinglimit.Theengineermustcombinewithotherunitsattackingthatfortification. Engineer effects in combat are automatically in effect. Ifthatengineersurvivescombat,itmustadvanceaftercombat(ifresultsallow);itisretreatedonanyothercombatresult..43AnydefendinghexcontainingonlyRomanianunits(noGermanunitspresent)cannotbeplacedunderNoRetreatorders[exceptiontoBSR14.33].

    7.44 German 22nd Infantry Division.Whenallthreeregimentsof this division are present in the same hex (at full or reducedstrength), they qualify as a full division for purposes of fortifica-tionremoval.

    .5 Axis Panzer and Motorized Units7.51 Panzer Division Integrity [Addition to BSR 15.68]

    A single PanzerDivision receives a (1)DRM for each groupcontainingonePanzerBattalionandoneMotorizedRegimentorReconnaissanceBattalion.AllunitsmustbelongtothesamePanzerDivision.The22ndPanzerDivisioncouldhavethreesuchgroups,eachreceivinga(1)DRMinseparatecombats,butonlyonesuchDRMisallowedperPanzerDivisioninanysinglecombat.Whenfourofthesixunitsofthisdivisionarepresentinthesamehex,theyqualify as a full division for purposes of fortification removal.

    7.52 Motorized Divisions.NonemaybepresentonmapatthesametimeaPanzerdivisionisonmap.7.53 German 60th Motorized Division

    a.Ifeitherofthetwomotor-ized infantry units of thisdivision are removed fromplay due to combat losses(toCadreorEliminatedboxes),eachreturnsonlyasnon-motor-izedinfantry;conductanimmediateUnitConversionforthatunitandusethecorrespondingUnitConversioncounter(oneforeachregimentisprovided).b.When all three units of this division are present in the samehex, they qualify as a full division for purposes of fortification removal..54Duetosub-unitcomposition,boththeGroddeckandZieglerbrigadesqualifyfor theCombinedArmsBonus(CAB)onattackwhenallowedbyweather,orterrainandabsenceofdefendingSovietarmor,AAorATunits.Whendefending, both units negateSovietCAB,andtriggerarmorattrition.

    .. Soviet Surrender [AdditiontoBSR21.0].AcombatunitinanyhexdoesnothavetomakeaSurrendercheckaslongasitcantraceanoverlandLineofCommunications(LOC)[BSR6.2]ofunlimitedlengthto: TheIceBridgeinScenarios4,5and9. Afriendlyportoranchorage;disregardwhethertheportcapac-ity[PB8.44]isadequatetoprovideGeneralSupplytoallunitstracingtoit.

    Exception:PortoranchoragehexescontainingonlyaSovietCDartilleryunitmustmakeaSurrendercheckwhenAxisunitswith2ormorestackingpointsareadjacent.DESIGN NOTE: There are several lone Soviet CD artillery units occupying coastal hexes with a defense strength of 1 to simulate their defensive capability against a seaborne landing, but their defense strength would have been zero against land attack. Such units were easily overcome by small Axis forces. .TheSurrenderTablenow includesaDRMshowing the in-creasedlikelihoodofmilitiaunitsurrenderandtheincreasedlikeli-hood of Surrender during a specified period of the game.

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    .3NavalunitsarenotsubjecttoSurrender..4SovietunitsinanundestroyedCitadelhexarenotsubjecttoSurrender.

    .0 Naval OperationsOnlytheSovietplayerhasnavalunits.

    . Naval Units. Explanation of Naval Unit Values

    BB Battleship DD DestroyerCL LightCruiser T TransportDL DestroyerLeader

    . Characteristicsa. Navalunitsarenotcombatunits,buttheycanaffect(ground)combatunits.Theyhavenostackingvalue.TheydorequireGeneralSupplyorAttackSupply.b.Navalunitsmoveonlyatseaandhavenoeffectonmovementofunitsonland.Theycannotprevententryofenemycombatunitsintoaporthex[seePB8.23b].Theydo,however,prevententryofenemynon-combatunits[suchasMSUs].c.NavalUnitshavenosteps;theysufferDamagePoints[8.34].AunitintheEliminatedBoxcannotberebuilt[exceptTtype].d.Allnavalunits[excepttransporttype]areallowedAAFire.ForthispurposeeachnavalunitcountsasanAAunit,regardlessofDam-ageonit;butitprovidesAAonlyforitself[seealso6.44dandg].e.Navalunitscannotbereducedorremovedtosatisfycombatunitsteplosses,buttheycanbedamagedoreliminatedduetoNavalMovementLossTableresults,ortheShippingAttackairmission[PB6.44].NOTE: Flotilla units are not naval units [PB 8.8]..3 Naval Unit Readinessa.Navalunitcountershavetwosides:ReadyandSailed.TheReadysideindicatesReadystatus:theunitisarmed,fueled,provisionedandcrewed.Tobeeligiblefornavalmovement[PB8.2]anavalunitmustbeinReadystatus[Exception:8.23b].SailednavalunitscheckforreadinessduringtheNavalReadinessPhaseoftheStra-tegicSegment.b. Procedure. TheSovietplayermustdesignateSailednavalunitstoeitherrollforrepairorforreadiness.NoSailednavalunitcanrollforbothproceduresinthesameNavalReadinessPhase.TheSovietplayerrollsonedieforeachselectednavalunitthatisinSailedstatus.ApplyDRMsfromtheNavalUnitReadinessandRepairChart.Ifthemodified die roll result is equal to or less than the units Recovery rating,changethatnavalunittoReadystatus.Unitsthatdonotpass

    ReadinessremaininSailedstatusandcantryagainnextturn.Unitsthat pass Readiness can remain Ready indefinitely.

    c. Sunknavalunitsarepermanentlylost[exception:Transporttype;PB8.34.b];sunknavalunitsdonotcheckforReadiness.

    . Sea Zones and Naval Movement.Navalunitsmoveonlybynavalmovementatsea.Whennavalmovementoccurs,thenavalunitsphysicallymove.Anygroundunitswiththem[loadedfornavaltransport;PB8.5]movewiththosenavalunits[evenwhenforcedtomove;seePB8.23b].All seaareasaredivided intoseazones.Coastalhexesandportsarenotpartofanyseazone.Seazonesareusedfornavalunitmovementandareusedforcalculationofhowfaranavalunitcanmove. Naval units are not placed on any specific hex in the sea zone unless for a specific mission [such as in PB 8.6].

    NOTE: The Map-T Holding Box is a port, not a sea zone. All sea hexes on the Sevastopol Inset Map are part of the Sevastopol Sea Zone; these are not a separate sea zone..3 Naval Movementa. Anaval unit conductsnavalmovement in either, or both, theMotorizedMovementorMovementphases.b. AnavalunitconductsnavalmovementalsoduringenemyMove-ment orReactionMovement or during advance or retreat aftercombatonlywhenitisforcedtodoso[thesearerarecircumstances]becauseanenemycombatunitenterstheporthexitoccupies.Trans-feritimmediatelyintotheadjacentseazone;suchtransferissubjecttotheNavalMovementLossTable[8.3]andtreatabortasaD1result.ItremainsinReadystatuswhileatsea.IfitbeginsinSailedstatus,itturnsimmediatelytoReadystatusbutapplya(+3)DRMtotheNavalMovementLossTable.NOTE: Naval units can move during any type of weather but only Storm weather causes a DRM on the Naval Movement Loss Table.c.Movenavalunitsoneatatime,individually.DESIGN NOTE: Soviet ships do not move as groups because of poor command and control.d. Moveeachfromseazonetoseazone,fromporttoseazone,orseazonetoport.Navalunitsdonotmovefromhextohexeventhougheachseazoneincludesahexgrid.Thegridisusedonlyfornavalunitplacementforcertaingamefunctions.e.NavalmovementisnotlimitedbyNon-OpstatusofHQunits[theyareadifferentcommand].f.NavalunitscanremainatseainaseazoneattheendofNavalMovementintheSovietMovementPhaseonlyiftheydonothavesufficient NMPs to enter a friendly port.

    Exception: Transporting units forAmphibiousAssualt [PB8.74c.3].DESIGN NOTE: The Soviets understood all too well that they did not have the capability to replace lost vessels. Ships at sea were far more vulnerable to the Luftwaffe than ships in port..4Navalmovement ismeasured in termsofNavalMovementPoints(NMPs).NavalunitscanspendallorsomeoftheirprintedNMPallowanceeachphasetheymove. NavalunitsusetheirNMPallowance(asshownonthebottomright-handportionofeachnavalunit).

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    Flotillaunitsusehexmovement.a.ThereisonlyonetypeofNMPcost.ItcostsoneNMPforanavalunittoenteraseazonefromaportoranadjacentseazone.EachportonMapQisadjacenttoonlyoneseazone.b. NMP costs: Tomovefromoneseazonetoanadjacentseazone,cost1NMP Toendmovementonanyall-seahexinthesameseazoneisnoNMPcost

    Tomovefromporttoanadjacentseazone,costis1NMP Toenter aporthexadjacent to the seazone there isnoNMPcost

    .5 Naval Unit Statusa.Onceanavalunitendsitsmovementphaseinafriendlyport,turnitovertoitsSailedside.SailednavalunitscannotmoveuntiltheychangetoReadystatus.b. AnavalunitinSailedstatuscanprovideartillerysupport[PB8.6]andAAFire.DESIGN NOTE: The reasons for availability for movement are not the same as the reasons for availability for fire support.

    c.AnavalunitisnotturnedovertoSaileduntilitentersafriendlyport.NOTE: Until it enters a friendly port it cannot re-load with ground units for naval transport [PB 8.5]; it cannot conduct Damage Repair [PB 8.35]. . Shallow WaterCertain seaandcoastalhexesare speciallymarkedon thegamemapasShallowWater.a. No naval movement or flotilla movement [PB 8.8] is allowed withintheareasmarkedasShallowWater.b. The Sivash1.AxiscombatunitscanmoveandattackacrossSivashhexsidesunderthesamerestrictionsasmajorriverhexsides2.Theyarelimitedtoonly2stackingpointsacrossanySivashhexsideperphase.3.Anengineerunitmustoccupytheinitialhexatthebeginningofthatphase(itcanmoveawaylaterduringthesamemovementphase).The engineer can conduct thismovement (or combat)by itself, and can support crossings acrossmultiple qualifyingSivashhexsides.4.IfawholehexisSivash(noland),nounitofanytypecanenterit,crossit,orattackacrossit.Sovietunitscannotcross.

    NOTE: This is not naval transport.DESIGN NOTE: The Germans would make use of assault boats to make such crossings. Assault boats were most often controlled by engineer units. The Soviets would use similar methods but note that there are no Soviet engineer units in this game.c. Severnaya Bay. Germancombatunitscancrossthesehexsides(ontheSevastopolInset),inthesamemannerasSivash[PB8.26.b].This isallowedacrossanyof fourhexsides, from1427/1527to1626/1627.SovietunitscannotcrossexceptbyutilizingNavalTransportfromInsethex1527to1526orviceversa.TransportingnavalunitsaresubjecttoNavalMovementLoss.

    d. Nonavalmovement(exceptfortransporttype)isallowedintheSea of Azov sea zone; flotilla movement is allowed.

    e. Combining Games.ABridgeUnitcannotbeusedtocrossSivashorSevernayaBayhexside.

    .3 The Naval Movement and Shipping Attack Loss Tables.3 General.a.Wheneveranavalunitstopsitsmovementforthecurrentphase(eitherbyenteringaportoranchorage,byremainingatseaor),andhasspentat leastoneNavalMovementPoint, resolve theNavalMovementLossTableforthatunit.Rollseparatelyforeachnavalunit.EXAMPLE: A naval unit spends one NMP to enter the Kerch Sea Zone during the Soviet Motorized Movement Phase and stops there. It is subject to Naval Movement Loss Table results. Resolve the Table for it at the end of the phase and apply the results. During the next movement phase when it moves from Kerch Sea Zone to Feodosia port, it is again subject to Naval Movement Loss Table results upon arrival in the port because it spent one NMP to enter the Crimea Sea Zone. Note that here the Naval Movement Loss Table is resolved twice for the same unit. Results are cumulative.b.CDartilleryunitscanalsoconductShippingAttackMissionsagainst any in-range naval or flotilla units in line of sight during theAxisCombatPhase.1)CDArtilleryunitsconductingShippingAttackcannotpartici-pateinGroundCombat.2) Each CD Artillery unit targets one naval or flotilla unit. If more thanoneCDunitispresent,someorallmaytargetthesameunit/flotilla, or different units/flotillas.

    .3FindandthenusetheapplicablecolumnoftheNavalMove-mentorShippingAttackLossTable.a. Naval Movement Loss Table1)Use theAir Interdiction columnwhen theAxis player hasplacedanInterdictionLevelOnemarkerintheNavalMovementInterdictionBox[PB6.42];applya(+1)DRMforaLevelTwomarker.2)UsetheCoastDefense(CD)ArtillerycolumnforallnavalunitsthateitherpasswithinrangeofatleastoneenemyCDunitany-whereonthewaytoadestinationhex[suchastheKerchStrait],orwherethedestinationhexisitselfinrangeofanenemyCDunit[suchaswhenstoppinginanall-seahextoprovideartillerysupporttoa(ground)combatunit].Applyanadditional(+1)DRMforeachadditionalCDartillerypoint(countsupportpoints,notunits) after the first point.

    3)Ifboth(a)and(b)aboveapplythenusetheBothcolumn,with DRMs as specified above.

    4)Ifneither(a)or(b)aboveapply,thenusetheRegularMove-mentcolumn.

    b. Shipping Attack Loss Table1) Use the appropriate column for the target unit/flotilla. 2)RollseparatelyforeachCDunit.

    .33 Naval Movement Loss and Shipping Attack Table Resultsa. Naval Movement Loss Table

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    1) Apply applicable DRMs to the die roll to obtain the final re-sult.2)IftheonlyDRMisforStorm,nomorethanone(1)printedDamagePointcanbeappliedtothenavalunit.3)IfAbortistheresult,theownerchoosesto: Returnthatnavalunit(andanytransportedunits)immediatelytoitsdepartureport,or

    Apply an additional onepoint ofDamage [required forPB8.23.b]andremainatthecurrentlocation(destinationportoratsea).

    NOTE: When returning to port due to an Abort result, a naval unit may appear to need to spend NMPs to return to that port, but additional NMPs are not actually spent; the naval unit does not actually physically occupy the destination hex. It has turned back short of its destination, and the NMPs that would have been spent getting to the destination are spent returning to port. No additional NMPs are spent so the naval unit is not again subject to Naval Movement Loss Table results.4)AnavalunitthatbeginsnavalmovementwhileinaseazonewillsubstituteA(Abort)resultsontheNavalMovementLossTablewithanadditionalone(1)DamagePoint.DonotapplytheAbort(thereisnoporttowhichthenavalunitcanreturn).5)WheneverDamageistheresult,immediatelyapplytheindi-catednumberofDamagepoints.

    b. Shipping Loss Table1)ApplyapplicableDRMstothedierolltoobtainthe final result.

    2)IftwoormoreCDArtilleryunitstargetasinglenaval unit/flotilla, apply all numerical results to the target unit/flotilla.

    8.34 Naval Unit Damage

    a.IfanavalunitreceivesDamagePointsfromShippingAttack[PB6.44.c]orNavalMovementLoss[PB8.33],applythelistednumberofDamagePointstothatnavalunit,nottoitspassengersortoanyother naval unit.Once a naval unit accumulatesDamagePointsgreaterthanitsprotectionrating,thatnavalunitissunk;placeitintheEliminatedBox.b.AsunktransportunitisplacedinsteadintheCadreBoxwith3DamagePoints. Itcanreturn toplay if itpassesDamageRepairduring thenaval readinessphase.Once itpasses,place itwith2DamagePointsintheMapTHoldingBoxonitsSailedsideattheconclusionofthephase.DESIGN NOTE: Soviet transport naval units are really groups of transport ships. A loss of individual ships could be replaced after a short organizational delay.c.Passengergroundunitsarenotaffectedunless:1)thenavalunitcarryingthemissunk.Ifthenavalunitissunk,placeitspassengersintheEliminatedBox.2)The naval unit receives twoormoreDamagePointswhiletransportingpassengergroundunits.ThetransportedpassengerunitseachreceiveaDoNotMove2Turnsmarker.

    EXAMPLE 1: The Soviet Komintern naval unit (protection rating of 3) is sunk upon receiving its fourth Damage Point. Place it in the Eliminated Box. It cannot return to play.

    EXAMPLE 2: The Soviet Gp-A transport naval unit (protection rating of 2) is sunk upon receiving its third Damage Point. Place it in the Cadre Box (since transports can be rebuilt) but any ground units it was transporting go to the Eliminated Box (since it was sunk).d. RecordDamagebyuseofNumbermarkers.Placetheseonthefacsimileforthatnavalunit,asfoundontheNavalUnitsDamageBoxonthemap.NOTE: As an alternative, players could place these directly on the naval unit but are cautioned that this would make for unwieldy stacks of game counters. Other alternatives: players might want to make unit hit rosters, or place the marker on the scenario Set Up Card.e.NavalunitswithDamagecanstillchangetoReadystatusbutnotethe(+1)DRMfortheReadinessdieroll[PB8.13b].f. AnavalunitwithDamagetotalinggreaterthanhalfitsprotectionratinglosesone(1)NMPandhalfofitssupportfactor(roundedup).Navaltransportcapacitydoesnotchange,regardlessofDamage.NavalunitswithAAretainAAregardlessofdamage.8.35 Damage Repair

    a. DuringtheNavalReadinessPhase(oftheStrategicSegment)theSovietplayercanconductDamageRepaironeachofhisselectedSailednavalunitsandanyReadynavalunitwithDamage.ConductRepairafterReadinessb. Procedure.TheSovietplayerrollsonedieforeachnavalunitwithDamage and applies pertinentDRMs from theNavalUnitReadinessandRepairChart.IftheresultisequaltoorlessthanthenavalunitsRecoveryRating,removeoneDamagePointfromthatnavalunit.NomorethanoneDamagePointcanberemovedperNavalReadinessPhaseforeachnavalunit.c. ATransporttypenavalunitintheCadreBoxrequiresjustoneDamagePointtoberemoved(ofthethreepointsonit)inordertobemovedfromtheCadreBoxbackintoplay.PlaceitinMap-THoldingBoxonitsSailedsidewithtwoDamagePointsremaining.

    .4 Ports.4Everymajorcity,city,ortownfoundincoastalhexesisalsoaport,regardlessofitspreciselocationinthathex[thegraphicsymboldoesnothavetoactuallytouchthesea].Aportisalwaysadjacenttoaseazone,notactuallyinthatzone,andisalwaysadjacenttoonlyoneseazone..4Eachmajorportandminorporthasaspecialnavalholdingboxprintedonthegamemapnearit.Navalunitscanbestoredtherewheninport.Thisisthesameasbeinginthatportandisprovidedonlyasaconveniencetoreducestackingproblems.Anchoragesaresorestrictedthatfewnavalunitswillbefoundthere,sonoportboxisprovidedforthem..43 Port Categories Major Port:acoastalhexwithananchorsymbolwithinacircle. Minor Port:acoastalhexwithananchorsymbol. Anchorage:anycityortowninacoastalhexwithoutananchorsymbol.

    .44Thereisnolimittothenumberofnavalunitsofallowedtypesthatcanoccupyaport.Navalunitsarerestrictedtothetypeofporttheycanuse.SeethePortCharacteristicsChartforthetypesofnavalunitsallowedineachtypeofport.

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    .45PortcapacityismeasuredintermsofNavalTransportPoints(NTPs).SeethePortCharacteristicsChartforthemaximumthatcanbebothloadedandunloadedonanyturnforeachtypeofport.ThenumberlistedontheChartisthetotalforbothloadingandunload-ing.Capacityusedforloadingcannotalsobeusedforunloadinginthesameplayerturn.EXAMPLE: If capacity is 10 and 7 NTPs have unloaded, then a maximum of only 3 (10 7 = 3) can load in the same turn. Next turn another 10 NTPs can load or unload at that port..4 Port General Supplya. AportprovidesGeneralSupplyforalimitednumberofstack-ingpointsofgroundunitsthatcantraceaSupplyLinetoit.AporttherebybecomesaSupplySource(althoughlimited).SeethePortCharacteristicsChart forGeneral Supply capacity by port type.GeneralSupplycapacityisstatedintermsofStackingPoints.b. Aportofanytype(andanchorage)providestwiceitsGeneralSupplycapacityifafriendlyBasetypeunitisonthatporthex.NOTE: Normally, an unlimited number of units can trace a Supply Line off the edge of a game map but, nearly always, Soviet units on Map Q have no connection with the (north) edge of the game map, that being the connection with the rest of the Soviet Union. They are on a peninsula and thereby are cut off by water on all other sides. Furthermore, the north edge of Map Q is not a source of General Supply for Soviet units. So, they rely totally on port capacity to provide their General Supply. As the Axis player captures ports in Crimea, total available Soviet port capacity may become insuf-ficient to sustain all Soviet units. Players are cautioned to watch port capacities carefully.The Axis player depends primarily on his land connection to the north edge of the game map for supply. The Supply Sources there provide unlimited General Supply to all units within range. Should Axis units be cut off from the map edge, they will likewise have to depend on the General Supply capacity of friendly ports.c. Combining Games.TheAxis player is not allowed anyportcapacity in theBlackSeauntil he controlsOdessa (historically,GT59),andintheSeaofAzovuntilhecontrolsOdessa,Sevastopol,andKerch.d. Aport(oranchorage)onShallowWaterdoesnotprovideanygeneralsupply(sinceitcannotfunctionasaport/anchorage)[ex-amples:hex3606,hex4703].4 Soviet Naval Base Unitsa.TheSovietplayerhastwoNavalBaseunitsthatcanbeplacedonanySovietcontrolledporthex(maximumofonebaseunitperhex).b. ASovietNavalBaseunitdoublestheportcapacityoftheplace-mentporthexontheGTfollowingplacement.c. ASovietNavalBaseunitcannotbemovedbyroadorrailmove-ment.Itcanonlybetransportedorevacuatedbyseatransport[PB8.5]..4 Port Capacity Reduction.ReduceaportsGeneralSupplycapacityasfollows:a. IfaporthexiswithinaZoneofInterdiction,reducetheGeneralSupplycapacityforeachlevelofInterdictionbytheamountshownonthePortCharacteristicsChart.Sincethereareonlytwolevelsof

    Interdiction,useeitherthelistedamountforLevel1ordoublethelistedamountforLevel2.b.IfaporthexiswithinrangeofoneormoreenemyartilleryunitsinGeneralSupply,reduceGeneralSupplycapacitybyoneperartilleryfire support point, up to a maximum reduction of six for as long as theenemyunitsareinrange.c. ForaporttohaveanyGeneralSupplycapacityatevenareducedratewhenenemycombatunitsareadjacent,afriendlygroundunit,combatornon-combat,isrequiredintheporthex.d. Capacityreductioneffectsarecumulative.Capacityforanyportcannotbe reducedbelowzero.ABaseunit doubles thenetportGeneralSupplycapacityafterallreductionshavebeenmade.EXAMPLE: A Soviet Base unit occupies Inset hex 1527 (Sevastopol major port). The printed port capacity is 30, but Axis artillery units with six support points are in range, reducing the capacity by 6 to 24, and the port is in a Level Two zone of interdiction, further reducing the capacity by 12, leaving remaining capacity at 12. The Base unit now doubles this capacity to 24..49AportcapturedduringamovementorcombatphasecannotbeutilizedforNavalTransport,navalmovement,orGeneralSupplypurposesuntilthenextturn(notnextphase).

    .5 Naval TransportNovorossiisk has been established as the basis for supplying Sevastopol I ask Comrade Khrushchev to accelerate the supply of transports in Novorossisk. StavkatothecommandersoftheforcesoftheCrimea,16

    November1941.5NavalTransportoccursafterallothergroundmovementhasceasedforthatphase. Loadingorunloadingofeligiblegroundunitsontoanavalunitisnotgroundmovementandusesno(ground)movementpoints,however to performNavalTransport in its entirety (loading,navalmovementandunloading)coststhetransportedgroundunit itsentiremovementallowance for thatmovementphase[8.54fandg].

    Motorizedandnon-motorizedunitsenteringaHoldingBoxasreinforcementsduringtheirrespectivemovementphasescanbenavaltransportedduringthemovementphaseofarrival.

    .5Groundunitsarecarriedonlybynavalunitsthathavenavaltransportcapacity.Navalmovementofgroundunitsisalsolimitedbythecapacityofindividualports[PB8.45]..53 Naval Transport Unitsa.Allnavalunitscapableofperformingnavaltransporthavetransportcapacitymarkedonthem.Anavalunitcannotperformnavaltransportunlessithastransportcapacitygreaterthanzero.b. Generally,onecapacitypointcarriesonestackingpointofgroundunits.Onecapacitypointonanavalunittransports: Onenon-motorizedstackingpoint,or OneHQ,or OneSupplyPointc.Eachmotorizedstackingpoint(includingorangeMAartillery)requires two capacity points; therefore, eachmotorized stacking

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    pointrequiresanavalunithavingacapacityofatleasttwopoints.Naval units cannot combine to carry ground units; a sufficiently largenavalunitisrequired.d.Non-Transportable: ArmoredTrain CDArtillery RailroadArtillery Super-HeavyartilleryNOTE: Replacements Points (RPs) cannot be transported but So-viet Zap or tried militia units can be transported. Tried Militia units can be converted to RPs at any time when located on a city, major city or anchorage, and then spent at the end of that turn to restore lost unit steps [BSR 7.22b]. Transported Zap units are used normally [BSR 7.22c]. .54 Naval Transport Procedurea. Eligiblegroundunits(thosethatcanmovethismovementphase)andthenavalunitstotransportthemmustbegintogetheronanon-mapportorintheSevastopolorMap-THoldingBox.UnitsallowedtoLoad:

    Motorized Movement Phase Motorizedunits Non-Motorizedunitsactivatedbyanin-rangeHQforport-to-

    portnavaltransport.PlaceActivatedmarker. Infantry,Mountain Infantry, Parachute, and non-Motorized

    EngineerunitsactivatedforAmphibiousAssault.Movement Phase Motorizedunits Non-Motorizedunits

    b. PlacethegroundunitseitherunderneaththenavalunitoronthenavalunitsfacsimileontheNavalUnitsBox.c.PerformNavalMovement[PB8.23]forall transportingnavalunitstobemovedthisphase.EachnavalunitspendsitsNMPstoendNavalMovementateither: afriendlydestinationport(placeitintheportbox);or itremainsatseainaseazoneifitcannotreachafriendlydestina-tionport;or

    itisplacedforAmphibiousAssault[PB8.7] alltransportedgroundunitshavenoAAcapability.d. ResolvetheNavalMovementLossTable[PB8.3]afterhavingmovedalldesirednavalunits.NOTE: After conducting Amphibious Assault during the motorized movement phase the naval unit might return to port. It would do so during the movement phase. If that port is adjacent to the same sea zone, no NMPs are spent, so do not resolve the Naval Movement Loss Table for that unit.e. Unloading.Place the transportedgroundunitson themaponthedestinationporthex,uptostackinglimitsandaccordingtothatportsunloadingcapacity[PB8.45and8.46;andseePortCharac-teristicsChart].f.Anytransportedgroundunitthatwouldexceedstackinglimitsortheunloadingcapacityoftheport,insteadremainsonthetrans-portingnavalunituntil thenext friendlymovementphasewhen

    capacity opens again and cannot expendMPs in themovementphaseunloaded.g.GroundunitsthathaveconductednavaltransportcannotexpendanyMPsduringthatmovementphasetheyareunloaded.UnloadedZapunitscanbeusedtostrengthenreducedunitsinthedestinationporthex[7.22c.2].SuchstrengthenedunitsassumeanyDoNotMovemarkercarriedbytheZAPunitusedtostrengthenthem.h. MSUsandDumpsstillloadedonnavalunitsarenoteligibletobeusedbygroundunits.Onceunloaded(ontotheporthex)thesecanbespentinthenextphaseofthesameSegmenttoprovideAt-tackSupply.i. Non-Motorizedunitsactivatedforport-to-porttransportduringtheMotorizedMovementPhase [8.54a]mayunload during theMovementPhasebutcannotmove[8.54g]..55 Evacuationa.DuringanyfriendlymovementphasetheSovietplayercandeclareEvacuationproceduretobeginatanyfriendlyport.Exception:Evacuationcannotbedeclaredforaholdingbox.b.Evacuationtakeseffectwhenthedeclarationismade.PlaceanEvacuationmarkeronallportswhereEvacuationisdeclared.Re-movethismarkerduringtheGameTurnInterphaseoftheturnofcompletionofEvacuation.EvacuationiscompleteeitherwhentheSovietplayerdeclaresittobecompleteorwhenanAxiscombatunitentersthehex.c.WhileanEvacuationmarkerisonaport: Doubletheloadingcapacityofthatport[Computecapacityafterreduction;seePB8.47].

    Thatportcannotunload(itonlyloads). TheportsGeneralSupplycapacityiszero(0)untiltheEvacuationmarkerisremoved.

    AnynavalunitarrivingtheredoesnotchangetoSailedmode;itremainsinReadymode.

    GroundunitsdonothavetostartintheEvacuationhexinordertoloadontonavalunitsthatwilltransportthem.TheycanconductregulargroundmovementtotheEvacuationportandloadandleave,allinthesamephase.

    d. AllgroundunitsthatconductEvacuationreceiveaDoNotMove2GTsmarkerimmediatelyuponloadingontoanavalunit.Thetwo-GTperiodforremovalbeginstheturntheunit lands.NavalunitsarenotaffectedbytheDoNotMovemarker.EXAMPLE: The 1330 Regiment evacuates during GT 59 to hex 1426. A Do Not Move 2 Game Turns marker is placed on it immediately upon landing. During the Soviet engineering phase of GT 59, the marker is changed to a Do Not Move 1 Game Turn. At the end of GT 60 the Do Not Move marker is removed and the unit is free to move on GT 61.e.AnyHQthatconductsEvacuationisturnedovertoitsNon-Opstatusimmediatelyuponbeingloadedontoanavalunit.Itcanbe-ginrecoverytoOperationalstatusonlywhileonland.Aslongasitisonanavalunit,itsNon-Opstatushasnoeffectonotherlandornavalunits.DESIGN NOTE: Historically, the Soviets organized the evacuation at Odessa carefully because they could not risk a repetition of the disastrous Tallinn evacuation during August where Soviet personnel and merchant ship losses were enormous.

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    . Naval Artillery Support. At Sea Naval Artillery Supporta.AnavalunitwithartillerysupportstrengthcancontributethatsupportstrengthtoaDeclaredAttack,whetheraregular(ground)combatorAmphibiousAssaultcombat[PB8.7].Todoso,thenavalunitendsmovementonanall-seahexinrangeoftheDefenderHex.WhileatseaonlyonenavalunitcansupportanysingleDeclaredAttack,althoughitcancombinewithartilleryonlandifwithinCom-mandRangeofafriendlyHQwhencombiningwithothergroundartilleryinthesamecombat(allusingthesameHQ).b.Atseanavalunitscannotbeusedtoprovidedefensiveartillerysupport.c.AnyatseanavalunitsprovidingsupportstrengthtoaDeclaredAttackmustreturntoportduringtheSovietMovementPhaseafterprovidingthesupport..NavalunitsinportcancombineandcounttowardtheartilleryunitandstrengthlimitationsperDeclaredAttack.a.NavalunitsdonothavetobestackedwithanHQtocontributetheirartillerysupportstrengthtoaDeclared(ground)Attack,butmustbewithinCommandRangeofafriendlyHQwhencombin-ingwithotherartillery(navalorground)inthesamecombat(allusing thesameHQ).Thefourartilleryunitmaximumapplies toeachDeclaredAttack.b. Asinglein-portnavalunitcanconductSupportwithoutthepres-enceofanHQwithinCommandRangeifitistheonlyunit(navalorland)providingartillerysupporttothatcombat..3 Naval units in port can also combine to conduct defensive fire supportfollowingtheprovisionsof8.62above.DESIGN NOTE: At both Odessa and Sevastopol Soviet ships were included under a well organized and centrally directed artillery system of observed fire control. Outside of this control they could not respond in a timely manner to enemy actions.

    . Amphibious AssaultAmphibiousAssault is theprocedurebywhichcombatunitscanattackacoastalhexfromanadjacentall-seahex..Eachparticipatingcombatunitstartsinaportwithanavalunitwith sufficient capacity and is carried by naval transport procedure to thedesiredall-seahexofplacementforAmphibiousAssaultagainstanadjacentcoastalhex.. SovietAmphibiousAssault combat takes place only in thecombatphase;navalmovementforplacementoccursintheSovietMotorizedMovementPhase..3 Unit Limitationsa.OnlythefollowingcombatunitscanconductAmphibiousAs-sault: Infantry MountainInfantry Airborne Engineer(non-motorized)b.AllparticipatingSovietcombatunits(onmaporintheMap-THoldingBox)areActivated[BSR10.24.c]butdonotrequireanHQforthisactivation.PlaceanActivatedmarkeroneach.

    DESIGN NOTE: Combat units are being activated by a Front level HQ (or higher) and are not bound by the restrictions for Soviet Army HQs.c. UnitsleavingaportduetoEvacuation[PB8.55]cannotbeusedforAmphibiousAssaultinthesameturn.d.CombatunitsmakingAmphibiousAssaultdonotrequireAttackSupply,arenotAAcapableandarenotsubjecttoSovietSurrender[BSR21.0]duringtheturnofAmphibiousAssault.NOTE: Starting the turn after landing, the very next supply determi-nation phase, these units are required to trace General and Attack supply normally. Units that cannot trace LOC to a friendly port or the Ice Bridge must make Surrender die rolls [PB 7.6] if adjacent to Axis units.

    .3 Placement Limitationsa. Onlyonecombatunitperphasecanbeplacedinasingleall-seahexforAmphibiousAssault[duetopoorcommandcontrol].b. Placementonacoastalhexisnotallowed.c.CoastalhexeswhicharetheobjectofanAmphibiousAssaultcanbeeitheroccupiedorunoccupied.Enemyreactionmovementispro-hibitedintoanunoccupiedcoastalhexunderAmphibiousAssault.NOTE: Amphibious Assault can be used to place a unit in a coastal hex that is already occupied by another friendly unit.d.Fromtheall-seaplacementhexeachcombatunitcanattackanyoneadjacentcoastalhex.Itcannotattacktwoormorecoastalhexesinasinglecombat.Combatunitsinmorethanoneall-seahexcancombinetoattackthesamecoastalhex,butallmustbeadjacenttothatcoastalDefenderHex.e.AmphibiousAssaultcannotbeconductedbyleavingtherequirednavalunitsinport;theymustbeatsea.

    .4 Amphibious Assault Procedurea. Movement:Moveeligibleunitsonthetransportingnavalunitsbynavaltransportprocedure[PB8.54]fromdepartureports.Endmovementinanall-seahexoppositeacoastalhexduringthemotor-izedmovementphase.AllnavaltransportmovementissubjecttoNavalMovementLossTableresults.b. Combat:Theunitsintheall-seahexdeclareanattackagainstasingleadjacentcoastalhex.Theyignoreotheradjacenthexesoc-cupiedbyenemycombatunits.Theycanparticipateinanattackcombinedwithotherunitsalreadyonland.NOTE: An enemy unit in an adjacent coastal hex does not project its ZOC through the all-sea hexside between its coastal hex and the all sea hex occupied by the Amphibious Assault units.c. Amphibious Assault Combat Procedure1.UnitsconductinganAmphibiousAssaultignoreretreatcombatresults.NoRetreatorAdditionalRetreatordersarenotallowed.2.AmphibiousAssaultUnitsmustadvanceaftercombat if thecoastalhexbecomesvacant.3.Ifcombatresultsdonotclearthecoastalhexofenemycom-bat units, surviving attackinggroundunits and thenaval unitstransportingthemremainatseaintheall-seahexadjacentto

  • 9Crimea PLAYBOOK

    2010 GMT Games, LLC

    thecoastalhex.TheycanconductAmphibiousAssaultagainstthehexnextturn(ifthenavalunitsdonotmove)withoutagainresolvingtheNavalMovementLossTable,orcanmoveaway(bynavalmovement)duringtheirnextmovementphase(andmightbesubjecttoNavalMovementLossTableresults).4.Whileon theall-seahex theycannotbeattackedbyenemygroundunitsonthecoastalhexexceptforinrangeCDArtilleryunitsparticipatinginaShippingAttack.5.FlotillascanalsobeincludedinthecombatandcanadvanceaftercombatontoavacatedcoastalDefenderHex.6.Groundunits that have conductedAmphibiousAssault can-notconductmovementfortherestoftheturn(or2turnsiftheirtransportingunithas received twoormoredamagepoints [PB8.34c.2]).

    d. AmphibiousAssaultunitscanmakeaDeclaredAttackagainstanunoccupiedcoastalhex,ignoringotheradjacentcoastalhexes.Combatprocedureisnotfollowedsincethereisnoactualattack[thehexisvacant].Alloftheseunitsmustadvanceaftercombatontothevacantcoastalhex..5AnMSU(notaDump)canbecarriedbyatransportnavalunittoacoasthexoccupiedbyafriendlycombatunitorsupplyunit.a.ItmovesontothecoastalhexduringthecombatphaseasthoughitwereacombatunitmakinganAmphibiousAssault.Itcanaccom-panyothercombatunitscurrentlymakinganAmphibiousAssaultandcanprovidecombatsupplyonceithaslanded,andduringthesamephaseitlands.b. Oncelanded,anMSUcanalsobeexpendedduringtheSupplyDeterminationPhasetoplaceSovietunitsinGeneralSupply[BSR6.53],butcannotpreventSurrenderdierollsforSovietunitsunabletotraceLOCtoaport.8.76 Coast Defense (CD) Artillery Effects

    a.DuringnavalmovementCDartillerycausesaDRMontheNavalMovementLossTableifthatnavalunit,atanypointinitsnavalmovement,eitherpasses[PB8.32b]orendswithinrangeofanenemyCDunit.NOTE: Where the Odessa and Sevastopol Sea Zones join (near hex 2517) is not intended to force CD effects. The area is constrained by the need to fit the Inset map onto the game map. Naval units move by this area without CD effects, unless conducting amphibious assault within range of coast defense artillery.

    1. During naval movement the final hex of Amphibious Assault navalmovementbecomesthenavaltargethexforallCDunitsinrangeofthathex.ACDunitcanaffectmorethanonenavaltargethexperturn[sinceitaffectsallthatarewithinrange].DesignatethoseCDunitsthatwillapplytheirsupportstrengthateachnavaltargethexforpurposesofNavalMovementLossTable.EXAMPLE: The Soviet player makes an Amphibious Assault against two different target hexes in range of a single Axis CD unit. The Axis CD unit has the range to reach both naval target hexes. It can be used against both of the two naval target hexes for purposes of determining Naval Movement Loss Table results.2.Totalthesupportstrengthsofallin-rangeCDunits.CDunitscannot fire at naval target hexes through any all-land hexsides or morethanonecoastal(part-landandpart-sea)hexside.

    3.ThesupportstrengthsofallCDunitsinaDefenderHexaredoubledagainsteachnavaltargethex.4.ThetotalobtainedistheCDartillerypointstrengthtoapplyasaDRMontheNavalMovementLossTable.

    NOTE: A CD unit can be counted twice if it is adjacent to two naval target hexes.b. DuringcombatthesameCDunitcanapplyitsartillerysupportstrengthononeDefenderHex.ApplyeachCDunitssupportstrengthtojustonedefendingcoastalhex,notallthatareinrange.Nodou-blingoccursforcombat[DoublingappliesonlytoDRMcomputationontheNavalMovementLossTable;PB8.76a3].c.AllCDunitsofbothplayersalwaysapplytheirCDeffectsagainstnavalmovement,regardlessoftheirsupplystatus.SovietCDunitsalwayshaveattacksupply,regardlessofitsfunction,andregard-lessofASPavailability.Axisunits are subject tonormal supplyrestrictions.

    . Flotillas [AdditiontoBSR23.3].Flotillaunitsarelandcombatunitsbuthavespecialmovementcapabilitiesandrestrictions..Flotillaunitscanmoveuptosixteenhexesinbothfriendlyregularmovementandfriendlymotorizedmovementphases.Theydonotmoveduringthereactionmovementphase[sincetheywerenottiedintotheHQcommunicationssystem]..3Flotillaunitscanmoveonanyhexthatincludesmajorriverhexside,anycoastalhex,andall-seahexes.TheycannotmoveontoShallowWaterhexes[PB8.26a]..4 Flotillas in Combata. A flotilla unit can always participate in (ground) combat, but cannotattackduringaStormturn. IfStormweatheroccurs,anyFlotillaunitonaseaorcoastalhexispickedup(duringtheweatherdeterminationphase)andplacedatthenearestfriendlyportwithinitsmovementallowance.Ifthereisnosuchfriendlyport,theunitisnotrepositioned.Ineithercase,itremainsstationaryfortheremainderoftheturn(butcanretreataftercombat).Flotillaunitsonlandhexesadjacenttoariverhexsidearenotrepositioned.b. When alone in a hex a flotilla unit cannot receive defensive artil-lerysupport.Itcanreceiveoffensiveartillerysupportifattackingalone.c.Flotillascanretreattoanall-seahex..5FlotillaunitsaresubjecttotheNavalMovementLossTableonlywhen conductingFlotillamovement in an all-sea hex (anynumberofthese)inaseazoneorwithinrangeofanenemycoastdefense artillery unit. A flotilla unit is sunk (to Eliminated Box) if itsuffersthreeormoreDamagePoints.Placeanumbermarkeronthe Flotilla to show points of Damage already inflicted. Flotilla units mayalsoberemovedfromplaynormallytosatisfysteplossesiftheyparticipateinamphibiousassaultsorcombat..Flotillaunitsdonot requireAttackSupplyorGeneralSup-ply.

  • 0 Crimea PLAYBOOK

    2010 GMT Games, LLC

    9.0 How to Set Up a Scenario[The] next task [is] to occupy the Crimean peninsula, which is particularly dangerous as an enemy airbase against the Roma