Luftwaffe
Note:
See Rule 27A3 for Home Defense air units. Luftflotte 1.
Luftflotte
1
Place at
any airbases in East Prussia: lx Do 17M 2B3 3-4/15 2x Do 17Z 3B4 3-4/13 2x
He 111H1 2B3 2-5/20 lx Ju 87B 2D3 4-1/8 lx Me 110C1 5HF5 1/12
Place
at any airbases in Germany, excluding East Prussia, on or north of hex row 37:0822-0126: lx
He 111E 2B3 2-5/17 3x He 111H1 2B3 2-5120 3x Ju 87B 2D3 4-1/8 2x Me 109E
7F5 1/7
Home
Defense
Place
at any airbases in East Prussia: lx Me 109D 4F4 0/6 lx Me 109E 7F5 1/7 Home
Defense: Place at any airbases in Germany, excluding East Prussia, on or north
of hex row 37:0822-0126: 4x Me 109E 7F5 1/7 Luftflotte
4
Place
at any airbases on or south of the 37:0923 0127 hex row:3x Do 17E 1B3 1-2/14 2x
Do 17Z 3B4 3-4/13 3x He 111P1 2B3 2-5/20 lx Hs 123A 2A2 2/10 4x Ju 87B
2D3 4-1/8 lx Me 109D 4F4 0/6 lx Me 110C1 5HF5 1/12 Home Defense: Place
at any airbases on or south of the 37:0923-0127 hex row: 2x Me 109E 7F5 1/7
7th
Flieger Division
Note:
The German player may select either Option A or B (see Rule 30). Note that the
Polish player receives a victory point award if the German player chooses Option
A. Place at any airbases in Germany, excluding East Prussia: Option
A: lx 2-5 Air Lndg I I I 22/16 lx 2-5 Inf III FHH (SA) lx 2-5 Inf
III GD Lb 2x 1-5 Para II I/1, II/1 (LW) lx 0-1-5 Para II III/1 (LW) lx
1-5 Inf II Lehr 7x Ju 52 1T2 0/20
Option B: lx 2-5 Inf III
GD Lb lx 2-5 Inf III FHH (SA) lx Ju 52 1T2 0/20 Position AA. Place anywhere
in Germany: 6x 4 pos AA AA=1 (LW)
Reinforcements
Turn
1 Special: The divisions (only) of the Army Group South Reserves cannot
move on turn 1. Turn 2 Place at any airbases in Germany: 4x He
111P1 2B3 2-5/20 Turn 3 Place at any airbase in Germany: lx Ju
87B 2D3 4-119 Turn
6 Place in any major city hex in Germany: 2x
5-6 Inf XX 257,258
Optional Reinforcements See
Optional Rule 31D.
Western
Garrison and High Command Reserves 11 x 7-6 Inf XX 5, 6, 9, 15, 16, 25,
26, 33, 34, 35, 36 9x 6-6 Inf XX 52, 58, 69, 71, 75, 76, 78, 86, 87
21x 5-6 Inf XX 209, 211, 212, 215, 216, 223, 225, 227, 231, 246, 251, 253, 254,
255, 256, 260, 262, 263, 267, 268, 269 lx 4-5-5' Inf XX 14Ldw lx 4-6-4
Fort XX Trier lx 2-10 mot Inf III DF (SS) 2x 2-5 Air Lndg III 22/47, 22/65 lx
2-6 Inf III 125 2x 1-5 Border III 127,129 3x 1-4 Border I I I 112,122,182 3x
0-1-4' Border I I I 132,142,152 8x 0-1-4 Border 111 6, 16, 26, 36, 46, 56,
66, 76 lx 1-2-8 mot Art III 623 Ix 4-3-8 Art III 41 4x 3-8 Art III 69,
618, 677, 697 lx 2-3-8 Art III 70 lx 2-3-6 Art III 704 lx 2-1-R Art III
720 lx 1-2-8 Mortar III 1 lx 2-3-10 mot it AA II I AA=5 GG (LW) 13x 2-10
mot hv AA III AA=4 4, 5, 6, 9 LC, 13, 14, 24, 25, 26, 29, 44, 49, 64 (LW) 4x
2-8 Eng III 413, 511, 617, 628 lx 2-6 Eng III 507 9x 1-10 mot MG II 1, 2,
3, 4, 5, 10, 11,13,14 4x 2-1-R RR Siege Art I I 676, 679, 680, 681 lx 1-6
Siege Art II I/84 7x 1-10 mot AT II 525, 543, 559, 616, 625, 645, 672 8x
0-1-10 mot lt AA II AA=1 73, 74, 75, 84, 85, 841, 851, 861 (LW)
1.
Government.
The
government of Germany starts the game in Berlin hex 37:0121. Use the German capital
marker to mark its location. During any German initial phase, the German player
ma} evacuate the government, moving it into central Germany. When evacuated, remove
the government's capital marker from the map. Note: It does not cost the German
player an} rail capacity to evacuate the government.
If the Polish player
gains ownership of the hex containing the government, roll a die and consult the
Success Table:
- On any Success result, the government escapes capture,
and the German player must evacuate it in the next initial phase. - On any
Failure result, the Polish player captures the government. Remove the capital
marker. (The Polish player gains a victory award for this event.)
2.
Transfers to the West
Germany cannot maintain large forces in Poland
indefinitely, as these forces are needed it western Germany to guard against an
anticipated Frencl offensive there.
The German player transfers forces
to the western front b; moving them off the west edge of the map in Germany Ground
units may move overland, by rail, or by air transport air units must fly the transfer
mission. Home Defense air unit (see section A3 below) may not transfer to the
west. Place forces transferred to the west in the Western Front box.
All
forces transferred to the west increase the Westwal strength (see Rule 27D) as
follows:
- Panzer and light panzer units add double their attack strength.
- All other ground units add their defense strength. - All bomber-category
air units add double their tactic bombing strength. - All fighter air units
add their air defense strength.
3. Home Defense Air Units
Certain
German air units are specified in the German order of battle as Home Defense air
units. These air units may be based only in airbases at major cities in Germany.
They may fly only interception and patrol attack missions.
4. Intrinsic
Defense
Every major city in German (including East Prussia, but not
Danzig) has an intrinsic, 5-point supported defense strength. Treat the intrinsic
defense strength of a city as if it were a supported infantry brigade with an
attack strength of 0 and a defense strength of 5, with the following properties:·
It does not count against stacking.
- If forced to retreat due to combat, it is eliminated instead. - Its strength
is counted for determining losses due to exchanges. - If eliminated for any
reason, its city no longer has an intrinsic defense strength for the rest of the
game.
5. Army Group South Reserves
The divisions (only) of
the Army Group South Reserves may not move on turn 1 |