The Supreme Commander ~ Clarification Sheet SUMMARY OF COMPONENT CHANGES NOV 2013 Update Kit 46 Replacement Counters Italian: Added two missing Decoy markers, a “Dip+1” marker and a replacement Airborne Corps (back now 1-4). German: Added a “Dip+1” marker and the following replacement counters: the PzA Tank army (back now 3-3 Infantry army); a Flak unit (replaces one of the duplicate ‘5’ ID Flak units); a Surface fleet (replaces one of the duplicate ‘1’ ID Surface fleets); and the Infantry Tech Marker (back now marked with “Advanced”). UK: Added a “Dip+1” marker and the following replacement counters: 11th HQ (replaces UK 15th ID HQ to avoid confusion with mixed US/UK 15th HQ); ‘H’ HQ (back now 1-0); four UK Tech markers (backs now have correct symbols); two UK Forts (backs now show construction symbols); the UK/ Free Pole Tank corps (back now shows correct symbol); and the ‘1 CAN’ Mech army (back now shows correct INF Army symbol). Soviet: Added a missing Surface fleet Decoy and “Dip+1” marker and the following replacement counters: four USSR Forts (backs now show construction symbols); an air (Fighter) unit (replaces one of the duplicate ‘2’ ID Fighter units); and the Airborne Corps (back now 1-4). USA: Added a “Dip+1” marker and the following replacement counters: an air decoy (Bomber) unit (replaces one with Naval anchor symbol on back). French: Added a “Dip+1” marker, an air (Fighter) decoy; and a naval (Surface fleet) decoy. Other: • Replacement ‘1 Sw’ Swedish Army (back now shows reduced stripe). • Replacement ‘V Yu’ Yugoslavian Corps (replaces one of the duplicate ‘IV Yu” Corps). • Eight additional “Out of Supply” / Bombed! Markers (can be used to mark which units are OoS and/or which cities have been subjected to strategic bombing in a given phase). • Replacement ‘1 Ne’ Netherlands Army (unit ID corrected and back now shows correct 1-2 values). • Replacement ‘1 Ne’ Corps (unit ID corrected). • Replacement ‘II Tu’ Corps (replaces one of the duplicate ‘1 Tu’ Corps). Additional Counter Notes: The following counters are not used in any scenario of The Supreme Commander and are extras: one US air (Fighter) Decoy [the one with the Naval anchor on back]; both US Forts; one USSR air (Fighter) Decoy; and one French air (Bomber) Decoy. Map changes West Map • All charts corrected (see below). • Albania now has “(Italy)” after its name. • North Ireland now has “(UK)” after its name • Hex 3750 outside of Gibraltar now Prohibited. • Dotted white line extended slightly from Copenhagan into the 1632/1731 hexside. • Nazi-Soviet partition line now marked. • Hex 2725 now noted as Hungarian home country. • Vichy border now marked. • Danzig Corridor now marked. • East Prussia now labeled as “German”. • La Coruna in Spain now spelled correctly. • Straits between Italian mainland and Sicily now shown. • River in Sicily (Simeto) now spelled correctly. • Tunis now shows Victory Hex gold star. • Karlskrona, Sweden now spelled correctly. • USA/Canada Box now labled as such. • Ruhr, Germany now named “Essen” • 5 MSP in Venice, Italy relocated to Milan, Italy. EAST MAP • “North Atlantic Transfer” box now properly labeled as: “North Atlantic Transfer Box”, and a graphic added to the box. • Iraq/Iran now shown as Neutral at start. • Tallin, in Estonia, now spelled correctly. • Damascus in Syria now spelled correctly. • Baku and Ploesti now show Victory Hex gold star. • Smyrna, Turkey (hex 3922) now named correctly (Izmir). • Vyazma, Russia (hex 1819) now spelled correctly. • Yaroslavl, Russia (hex 1417) now spelled correctly. • Novorossiysk, Russia (hex 3015) now spelled correctly. • Sevastopol, Russia (hex 3117) now spelled correctly. • NATB updated to clarify movement to/from a friendly controlled Basra or Suez does not need a Surface fleet for one corps per turn. • Minsk, Smolensk, Kiev, Dnepropetrovsk and Sevastopol given Factory symbols on the map to aid in placement of Factory counters. Charts and Player Aid Cards Tech Tracks and Force Pool Cards • Technology levels and their bonuses now clearer (removed “1/2” levels). • Added Mech, Tank and Infantry icons under tracks that gain associated bonuses. • Fixed image on French Force Pool. • Added Submarine Track on German Card. • Clarified how German naval Decoys are earned. Diplomacy Track Card • Corrected A3/A3/A3 to be A3/A2/A1 for all Nations. • Corrected some flags. • Clarified that Iraq is “Iraq/Iran”. • Added “Note” about France. • Added “Note” about green squares. Turn Record Track and Phase Track • Added UK flag to turn 5. • Added FR flag to turn 22. • Added USSR flags to turns 19, 28 and 37. • Added weather key. • Corrected color of “Baltic States”, “Lend-Lease” and “Murmansk Convoys” text. • Added “Eastern Poland” text to turn 3. • Corrected “Lend-Lease” to turn 14. • Removed “USA” on MSP increase for turn 13. • Moved “US MSP Increase” from turn 22 to turn 23. • Added “End of Scenario” text to turn 52. CRT/TEC Player Aid Card CRT Added clarifying notation to rows, columns. Naval and Air Combat Table • Added clarifying notation to rows, columns. Total Combat Strength Chart • Updated entries to correct modifiers. © 2013 GMT Games, LLC The Supreme Commander ~ Clarification Sheet Terrain Effects Chart • Clarified that Ports are treated as Cities for all purposes. • Clarified that Forts and Cities replace the Move cost of a hex, but provide cumulative Combat defensive terrain modifiers. • Added key to terms. • Added shading to make TEC easier to read. • Clarified Marsh is “NE” in Snow. • Corrected Fort combat effects (to “+2”). • In Notes, clarified that Rails only negate the Movement effects of rivers, not the Combat effects. Additional Weather Effects Table • Clarified that Snow and Mud are ignored in Desert hexes. • Made terminology regarding Airborne Assaults and Amphibious Invasions uniform. • Clarified Ground Support and Strategic Bombing effects. Unit Cost Chart • Added Mechanized army. • Made terminology consistent with rules. • Clarified Partisans as 5(+15). • Clarified DoW costs. Unit Build Chart • Clarified all asterisks. • Clarified Canadian army builds. Murmansk Convoy Table • Clarified how column is determined. • Added clarifying notation to rows, columns. Convoy Intercept Chart • Added clarifying notation to rows, columns. Base MSP Income Table • Made chart clearer in what it was showing. • Clarified US doesn’t increase until Active. Partisan Table • Clarified adjacent units, not just German. • Added clarifying notation to rows, columns. Rulebook changes 2.2: Clarified that all ports and capitals are cities in all respects. 2.4.1: Defined four types of military units, each type having similar traits: Flak units (Flak and AAA); air units (includes Decoys); naval units (includes Decoys); and land units (includes Forts and Partisans). Armor units are a subset of land units and include full strength Mechanized armies or the PzA army, full or reduced strength Tank armies, or Tank corps. Armor units gain the armor tech level bonus, increased advance after combat ability, and can participate/lead Follow-up Combat. 2.4.2: Defined Free French units as those US colored units with the small French flag. 3.3: Defined home country to mean all hexes within their national border at the start of the 1939 scenario. Clarified that air, Flak and naval units do not control hexes (even their own). Clarified that East Prussia is considered German home country for all purposes. Important Note: An enemy controlled city (includes port or the capital) in an Active nation’s home country that is not occupied by enemy units is always considered a friendly supply source for units of that Active nation. Supply may be traced to it normally (see 7.0), and reinforcements may be placed there. Furthermore, the enemy may not trace supply along a rail line (7.2) or use Strategic Movement by Rail (15.1.1) through the city. 3.3.1 Added new section defining Political entities, including Major Power (i.e., player) and Minor Nations (those Nations able to be aligned by the player via the Diplomatic Track). Also in the game are Possessions controlled by Major Powers Nations or Minor Nations (e.g., Algeria, Gibraltar, Albania, Spanish Morocco), which have no military units but can still be conquered or serve as a basis for diplomacy. All Nations exist in one of the following game states: • Active Major Power: A Major Power at war with at least one other Major Power on the other side: Germany, France and the UK begin the game as Active Major Powers; • Inactive Major Power: A Major Power not currently at war with any other Major Power: USSR, USA and Italy begin the game as Inactive Major Powers; • Active Controlled Minor Nation: An unconquered Minor Nation at war with at least one Major Power on the other side that is not aligned with an Active Major Power on the other side: this only apply to Minor Nations declared war upon by an Inactive USSR; • Active Minor Nation Ally: An unconquered Minor Nation at war with at least one Major Power on the other side and aligned with an Active Major Power on the other side: if Germany uses its free DoW on Poland, Poland becomes an Active Minor Nation ally of the UK per 17.11; • Inactive Minor Nation Ally: A conquered Minor Nation ally: if Germany conquers Poland, Poland would be an Inactive Minor Nation ally of the UK; or • Neutral Minor Nation: A Minor Nation not currently at war with any other Major Power and who’s Diplomatic marker is still located on the Diplomatic Chart. 3.4: Clarified all armies and HQs—except the UK ‘H’ HQ— have 3 steps and first loss is flipping army to reduced side, second loss is removing army to TRT (number of turns listed on Unit Cost Chart—‘Return time’) and replacement by corps listed as “1st step” on Unit Build Chart. Rebuilding a reduced army means adding a “3rd step” corps (‘H’ HQ, “2nd step”). 6.0: Clarified Partisans do not have a ZOC and a ZOC does not extend across an all-sea hexside, even if crossed by a strait. 7.2: Rewrote supply rules: HQs are in supply if: • They are within four hexes of a supply source (7.2.1) or • They can trace a supply line up to four hexes* to a hex containing a rail line (hereafter “rail hex”), which can then trace a path over any number of contiguous rail hexes back to its supply source; or • They are in any port or can trace a supply line up to four hexes* to a valid port, which can then trace over any number of Sea Zones to its supply source; or • They are in any port or can trace a supply line up to four hexes* to a rail hex or valid port which then traces along one or more Sea Zones, valid ports and/or contiguous rail hexes (in any order, and multiple segments of each allowed), ultimately ending up at its supply source. Non-HQ land units are in supply if: • They can trace a supply line up to four hexes* to an in-supply HQ on their side; or • They are on or adjacent to a rail hex which can then trace a path of contiguous rail hexes back to a supply source; or • They are in any port, or adjacent to a valid port, which can trace supply over any number of Sea Zones to a supply source; or • They are in any port or on a rail hex, or they are adjacent to a rail hex or valid port, which then traces along one or more Sea Zones, valid ports and/or contiguous rail hexes (in any order, and multiple segments of each allowed), ultimately ending up at a supply source. • They have just conducted an Amphibious Invasion this, or a previous, player turn and are being supplied by a Surface fleet (12.4). * Three in snow, two in mud (Desert negates). Supply lines are restricted as follows: • No supply line can enter hexes occupied by enemy units. • No supply line can enter hexes containing EZOCs unless there is a friendly unit there to negate that EZOC for supply purposes. • No supply line can enter hexes in a Neutral nation. • No supply line can enter prohibited, lake, or all-sea hexes or hexsides, nor may it cross a strait except as part of the supply line not on contiguous rail hexes. © 2013 GMT Games, LLC The Supreme Commander ~ Clarification Sheet • Supply cannot be traced along a rail line through an unoccupied city in an Active enemy Nation. • Once a supply line begins to trace along rail hexes, it may not leave the contiguous line of rail hexes other than to use a valid port to travel across one or more Sea Zones to enter another valid port that is either on a rail line or is a supply source for the tracing unit. • Tracing supply through Sea Zones is subject to restrictions 12.2.1 and 12.3.2. • For a port to be a valid port, it must either be in a home country of an Active Major Power or of an (In)Active Minor Nation ally on the same side, or be occupied by a land unit on the same side. 7.3: Clarified that the –3 OoS effect applies to attackers and defenders and is per stack, not per unit, and that Airborne corps are in-supply the player turn they drop. 8.0: Clarified that desert ignores both Mud and Snow. Clarified weather effects on air units: • Snow reduces the number of surviving air units able to provide Ground Support (13.2.2.1) by one (i.e., if only one air unit, there will be no modifier; two air units for the attacker generate a +1 DRM; etc.) • Snow reduces the number of surviving Bombers able to conduct Strategic Bombing by one, and each Strategic Bombing attack has a –1 DRM. • Mud reduces to one-half (rounded down) the number of surviving air units able to provide Ground Support (13.2.2.1) (i.e., if only one air unit remains, there will be no modifier for that player; two or three air units for the attacker generate a +1 DRM; etc.) • Mud reduces to one-half (rounded down) the number of surviving Bombers able to provide Strategic Bombing, and each Strategic Bombing attack’s result roll is halved (rounded down). 9.1: Entire section rewritten for clarity. Essentially, MSP per Turn includes Base MSP Income + any increases (yearly, conquest or alignment) or losses. First time (only) conquering an enemy MSP location generates 2x MSP to Total Current MSP track and adds MSP value to Total MSP per Turn track. Losing a MSP location deducts from your Total MSP per Turn track (only). Retaking a MSP location in your Major Power’s home country returns the MSP per Turn, but retaking a location in an aligned Minor Nation ally does not. RULE CHANGE: aligning a Minor Nation ally via Diplomacy or by an enemy DoW gains the MSP locations for the controlling Major Power. 9.2: Clarified that first all naval units are placed (Initiative player decides who places first), then all Strategic Naval combat occurs (in order decided by Initiative player). Clarified that if the German player has Surface fleets and Subs, the Subs are not able to be attacked by the Allied Surface fleets. Clarified that naval units Aborted remain face-up (i.e., used) and are unavailable for anything other than Overseas Strategic Movement. 9.4: Clarified that a Minor Nation ally can bring a reduced army up to full strength even if out of their home country and even if all of their available corps are already on-map. 10.3: Clarified Tech Level expenditure (see PAC), bonuses (noting that only full-strength Mechanized armies gain both the Tank and Infantry tech bonus) and Decoys (noting that Germany gains their first naval unit Decoy when either Submarine or Naval Tech reaches level 1, and their second when either reaches level 3). 10.4.1: Clarified that Possessions are adjacent for Diplomacy purposes and “adjacent” means sharing a land border. 10.4.3: Clarified that the “N” in the Diplomacy chart is a Target Number of ‘0’ for a Diplomacy attempt. 10.5: NEW RULE: No player may declare war on the US or Switzerland. NEW RULE: A player may declare war on an Inactive Minor Nation ally on their side during their Movement Phase at no MSP cost, provided they have not yet entered any hex in that Minor Nation’s home country. NEW RULE: If a Minor Nation is declared war upon by an Active Major Power, only an Active Major Power on the other side can become the controlling Major Power of that Minor. 10.6-10.7: Clarified that all multi-step units (HQs, armies, and Forts) can be broken down or combined up. Clarified that armies can be formed at reduced strength, if desired. Clarified procedure using Unit Build Chart. 10.8: Clarified that Forts can either be built by combining two Infantry corps, or purchased. Clarified that a purchased Fort must be placed in a friendly-controlled hex with a land unit from that Major Power. 10.10: Added section clarifying when Voluntarily Elimination of units occurs (in the Organization Phase). 11.1: Clarified the Air Base rule. Only friendly controlled ports, cities, or capitals can serve as Air Bases. An Air Base for a Major Power air unit must meet one of the following two requirements: • Be in the home country of that Major Power; or • Be occupied by an in supply land unit of that Major Power. Note: The USA and UK may always use each other’s Air Bases. Active Minor Nation ally air units may use Air Bases of its controlling Major Power, or friendly controlled port, city or capital that meets one of the following two requirements: • Be in the home country of that Active Minor Nation; or • Be occupied by an in supply land unit of that Active Minor Nation. 11.2: Clarified the Strategic Bombing procedure and that Aborted planes remain face-up (“used”), as do all other planes that are used in the Strategic Bombing Phase. 12.0: Clarified that Flak units and land units with a Movement Allowance (MA) of zero (exception: not Forts, which cannot move) can only move via Naval Transport, Overseas Strategic Movement, or Strategic Movement by Rail. 12.1: Clarified that Forts and cities (remember, includes ports and capitals) replaces the terrain cost in a hex. Clarified the rail line rule: A unit moving from one hex to an adjacent hex along a connected path of adjacent, contiguous rail hexes uses the movement cost listed under the “Rail” column on the TEC. Note that rail lines never cross strait hexsides and, in Mud, armies and HQs may not use the Rail movement cost (even for negating the river hexside MP cost). 12.2: Clarified that a friendly Surface fleet can transport any friendly Infantry, Tank or Cav corps—subject to 18.5 restrictions. Clarified that Suez, not Cairo, is the destination port associated with the NATB. Clarified that you can invade out of the NATB. 12.2.1: NEW RULE: Only Allied-side units may enter the NATB or USA/ Canada Box. 12.2.3: Clarified that you can only move to a friendly-controlled Basra or Suez. 12.2.4: Clarified rule that Surface fleet ends in NATB or destination port. 12.3: Clarified that naval units moving alone still have to be face-down to do the move, and are then turned face-up after moving (i.e., to their “used” side). 12.4: Clarified Armor-type units invading only advance into the target hex, never additional hexes. Clarified that there is no Amphibious Retreat in the North Atlantic, North Sea or Baltic Sea during mud or snow turns. 12.5: Clarified that “A valid target hex is any Fort, city, port or capital hex, or any other non-woods, mountain or marsh hex, whether it is enemy occupied or not (yes, Airborne corps can drop into Fort, city, port or capital hexes, regardless of the terrain in the hex).” Clarified that Airborne corps are eliminated if any enemy Fighters are left after the 2nd round of Air Combat. NEW RULE: Airborne corps attacking in conjunction with units from an adjacent hex will negate any river defensive terrain modifier for the defending units. 13.1: Clarified that all terrain in the target hex and hexside terrain between the attacking and target hex applies. 13.1.1: Clarified that HQs cannot aid other HQs being attacked. 13.2: Clarified the Air Combat and placement procedure to make it clearer. © 2013 GMT Games, LLC The Supreme Commander ~ Clarification Sheet 13.2.2.1: Clarified that Weather affects are applied to surviving Ground Support air units first, then the smaller surviving air unit total is subtracted from the larger, leading to net DRM for combat. Example: The weather is Mud and after air combat, the attacker has three non-Decoy air units remaining and the defender has one nonDecoy air unit remaining. Both sides halve their surviving air units, rounding down, leaving the attacker with one air unit and the defender with zero air units. The attacker adds a +1 DRM and the defender adds a –0 DRM, for a net DRM of +1 to the combat. 13.2.3: Clarified that Flank Support units can be OoS. Clarified that OoS effects both attackers and defenders. Clarified that differences greater than +7 and less than –7 are resolved on the respective columns. Clarified that final die rolls less than ‘1’ and greater than ‘10’ are resolved on the respective row. Clarified that each side can end up at a negative Total Combat strength. 13.2.3.1: Clarified that in multi-step units the first loss removed is the “3rd step”, second loss is the “2nd step”—which then replaces the on-map army with an on-map corps of the “1st step” in the same hex. 13.2.3.3: Clarified that retreating through an EZOC, even if a friendly unit in the hex, causes a step loss for each such hex retreated through – per stack, not per unit. 13.2.3.4: Clarified that Armor units only advance one hex after an invasion. 14.0: Clarified that Armor type units, and units stacked with Armor type units can perform Follow-up Combat (and Armor type units must take first loss and only the Armor type units can Advance). Clarified that Flank Support applies. 15.0: Clarified the three types of Strategic Movement: land and Flak units by rail; land and Flak units by Overseas; and air units. Clarified that National limit applies to all three types, total. Example: The UK is limited to two Strategic Moves per turn. This could be two units moved by Rail; one unit moved by Rail and one air unit by Strategic Air Movement; or two units moved by Overseas, etc. 15.1.1: Strategic Movement by Rail section added. Clarified that unoccupied cities in an unconquered (i.e., Active) enemy Nation can’t be railed through, also clarified units “may only use Strategic Movement into enemy territory along a rail line up to the last friendly unit on or adjacent to that rail line; i.e., when using Strategic Movement by Rail into an unconquered enemy nation home country, the destination hex must be a rail hex that is friendly controlled and along a path between the moving unit and another friendly unit further away from the original hex (counting along adjacent, contiguous rail hexes).” Example: During Barbarossa, Russia is still unconquered and German units occupy Kiev (hex 2421) and Rostov (hex 2714). Kharkov (hex 2415) is controlled by the Germans, but is currently empty of units. Italy uses Strategic Movement by Rail to send a unit to Kharkov, as (1) Kharkov is friendly-controlled; (2) the path does not cross any restricted hexes or hexsides; and (3) the path is along a rail line up to the last friendly unit on or adjacent to that rail line (i.e., the unit in Rostov) even though some of the rail hexes may be USSR controlled. 15.1.2: Overseas Strategic Movement section added. Clarified that one unit may move NATB to/from friendly controlled Basra or Suez without needing a Surface fleet—though MSP cost still applies. 15.1.3: Strategic Movement of air units added. Strategic Air Movement may be used to move any air unit not in a Transfer box of an Air Front. Regardless of whether the air unit was already used this turn, simply spend the MSP cost and place the air unit in the desired Air Front Transfer Box. Flip it to its “revealed” side; it will flip back face-down (“hidden”) during the Final Mutual Phase (5.1: section IV), ready for use in the following turn. 16.1: Clarified that a Neutral Minor Nation becomes an Active Controlled Minor Nation if Russia declares war on the Minor while Russia is Inactive. 16.1.2: Clarified that a controlling Major Power of a Minor Nation ally can declare war on an Inactive Minor Nation ally that they control, pro- vided that they have not entered the Minor Nation’s home country yet. This is done in the Movement Phase and at no MSP cost. The 2x MSP bonus for capture is granted, but the units are now associated with an enemy Major Power. 16.1.3.1: Clarified how the Axis Minors can become Allied Minor Nation allies after conquest. 16.1.6.1: Active Controlled Minor Nations section added. Clarifies how to treat those Neutral Minor Nations declared war upon by an Inactive Russia. 17.0: Clarified how the Baltic States are handled; i.e., they are an Inactive Minor Nation ally in the German Force Pool, subject to DoW by Germany or alignment. Clarified that corps are not limited in German Minor Nation allies prior to being at war with the USSR. Clarified when Finnish and Italian Diplomacy markers are moved. Clarified how France functions once it is Vichy or completely conquered. Clarified that Italian conquest requires two MSP locations in Italy, one of which must be Rome if the Allies DoW Italy before Italy is an Active Major Power. Clarified how Italy works if it becomes an Allied Major Power. Clarified that the loss of Swedish ore only occurs while Norway or Sweden is an Active Minor Nation ally of the Allies or an Inactive Minor Nation ally of the Axis. Clarified Poland— noting that the Nazi-Soviet Pact line and Danzig corridor only come into play if the Germans utilize their free 1st turn DoW on Poland. Clarified USSR Factory, Diplomacy and Collapse rules. Clarified that Murmansk interception/reduction of aid roll only occurs if 1+ Subs are in the North Sea. Clarified that all Soviet naval units may be rebased as fit, provided they are originally based in the Baltic or Black Sea. Clarified that the MSP gain for annexations are permanent unless the Soviet Union declares war on the associated Minor Nation while the Soviet Union and the Minor Nation are both not Active. Clarified the UK Collapse rules. Clarified that the Unarmed Minor Nations and Possessions rules. 18.1-18.2: Clarified the cost is 5 (+15). Clarified that placement is one per player turn; e.g., both the USSR and UK can attempt to place a Partisan in the same Allied Turn, if they both spend the MSP. 18.3: Clarified that Static corps can move by Strategic Movement by Rail or Overseas, or regular Naval Transport. 18.4: Clarified that Forts are built by either combining two Infantry corps or by spending 50 MSP. Clarified that Forts are placed in one of the following: any friendly capital, city or port hex; or any hex that contains a unit of the Major Power (not a Minor Nation ally unit). NEW RULE: the USA player does not get any Forts—ignore their Fort units. Clarified that Forts replace the Movement cost of the hex, but that their +2 is cumulative with other terrain in the hex. 18.5: Clarified that the the British BEF or one British Corps can stack with any French military units (i.e., including Surface fleets for Naval Transport). Clarified that no USSR military units may stack with other Major Power units. 19.1: Clarified that Poland sets up first and that East Prussia is German home country for all purposes. Clarified Diplomacy starting positions. Clarified some set-ups to account for all units. Clarified that “Allied HQ” are the two joint US/UK HQs. Clarified starting MSP and MSP per Turn for all Major Powers. 19.2: Clarified starting Diplomatic positions, starting MSP and MSP per Turn for all Major Powers. Clarified some set-ups to account for all units. 19.3: Clarified starting Diplomatic positions, starting MSP and MSP per Turn for all Major Powers. Clarified some set-ups to account for all units. Clarified that Soviet set-up is identical to 19.2 set-up. 19.4: Clarified starting Diplomatic positions, starting MSP and MSP per Turn for all Major Powers. Clarified some set-ups to account for all units. Clarified that Vichy is an Active Axis Minor Nation ally, with the three Vichy Infantry corps in the German Force Pool, available to be built if desired. © 2013 GMT Games, LLC GMT Games, LLC P.O. Box 1308, Hanford, CA 93232-1308 www.GMTGames.com
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