Greek Tragedy Rules II

a GMT GAMEPLAYERS Series Game
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GREEK
TRAGEDY
ATATURK: The Greco-Turkish War,
1919-1922
UNARMED GOLIATH: The Italian
Invasion of Greece, 1940-1941
Number of Players:
Complexity: Moderate (4 out of 9)
Learning Time: 30 minutes
Playing Time: 3-8 hours
Solitaire: High (7 of 9)
a RICHARD H. BERG Game Design
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(1.0) INTRODUCTION
A Greek Tragedy covers Greece’s two major wars after WWI: her attempt to seize the Ionian/western
portion of Turkey, 1919-22 - the Ataturk game - and the woefully sorry invasion of Greece by Italy during
WW II, Unarmed Goliath.
In the Gameplayers series, the emphasis is on accessibility and playability, with as much historical flavor
as we can muster. Given a choice between playability and historicity, we have tended to “err” on the side of
the former.
Each campaign has some of its own, specific rules; these are given in that campaign’s Scenario Book.
Unless stated otherwise, the rules in this book apply top both campaigns.
(2.0) COMPONENTS
The game includes the following items:
2 22”x34” game maps
? sheet of combat counters (large)
1 sheet of informational markers (small)
1 Rules Book
2 Scenario Booklets
2 Charts & Tables Cards
1 ten-sided die
(2.1) THE MAPS
The gamemaps are overlayed with a grid of hexagons - hexes - which are used to regulate movement. The
various types of terrain represented are discussed in the rules, below. The map of Greece is used for the
Unarmed Goliath scenario; the map of Turkey for Ataturk. The two maps do link up; not that we provide
any reason to do so.
(2.2) THE COUNTERS
The large, 5/8” Combat counters represent the mostly foot infantry units, with very few armored or
motorized units.
There are also smaller, 1/2” Support Units - Artillery and Air - and informational “markers” which are
used to help keep the players on top of things.
Most Combat units are printed on both sides; the reverse shows the unit in a “Reduced” state. Some units
(usually with a combat strength of ‘1’) have no reverse side.
The individual scenarios contain a larger list of units and their descriptions.
Full Strength (Greek) Infantry Formation
[Activation Indicator and Parent,
the “B” Corps ]
[Combat Strength Points]
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5
5
[Unit ID: 5th Division]
xx [Unit Size: Division]
X
[Unit Type: Infantry]
7
8 [Movement Allowance]
Cohesion
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Reduced Strength Formation
[Activation Indicator and Parent
the “B” Corps ]
5
xx
B
X Red
3
[Reduced Combat Strength Points]
6
[Unit Type: Infantry reduced]
8
[Movement Allowance]
Reduced Cohesion
The Activation Markers (5.1) indicate the Command to be activated.
XXV
Corps
AM
(2.3) THE DIE
The game uses a ten-sided die. A ‘0’ is a “zero”, not a “ten”.
(2.4) DEFINITIONS AND ACRONYMS
Awareness of the following terms will help as you read through the rules:
AM = Abbreviation for Activation Marker, discussed in 5.1. Each Command has at least two AM. In this
game, most AM are Corps level.
Armor Points: Used as a Dieroll Modifier in Combat. There is very little (effective) armor in this game,
and we have kept the use of Armor as simple as possible.
CDR = Cohesion Dieroll, used to check whether a unit has “survived” Combat, or reacted adversely.
Cohesion = A unit’s ability to withstand the rigors of combat, stated numerically.
Combat Strength = A unit’s ability to engage in combat, rated numerically.
Command = A group of combat units activated by play of an AM, and assigned to
a specific Corps.
DR = Alphabet soup for dieroll. A DRM is a dieroll modifier.
Fully Activated = a unit that is capable of using all its abilities to the fullest. Units that have Limited
Activation - usually those unable to trave an LOC - are restricted in what they can do.
LOC = Line of Communication, a path of hexes that, when traced, enables a unit to be Fully Activated.
Motorized = Units that move by wheel or track, as opposed to those on Foot. Most units in these games
are Foot.
PC = Port Capacity, the ability of ports to have resources - manpower and RP - flow through them.
RP = Resource Points, the game’s currency. The equivalent of supply, command efficiency, planning,
organizational structure, et al.
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ZOC = Zone of Control, or the ability of a unit to extend its presence into adjacent hexes.
(2.5) THE SCALE
The map scale is approximately 7.5 miles per hex. Each turn covers one month of real time. Units range
from battalions all the way up to divisions. Very, very loosely, each Strength Point is the equivalent of
1500 men. Each Air unit represents about 20 planes. Artillery units, many of which are generic, are used to
represent far more than just the number of guns involved. See the Artillery rules for more information.
(2.6) QUESTIONS?
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(3.0) SEQUENCE OF PLAY
Each game-turn follows a set sequence. Within that sequence when individual units move is somewhat
random, depending on when, or whether, their Activation Marker is drawn.
A. Initiative Determination Phase.
1. Roll die to see who goes first. (4.0)
2. Check Weather
B. Resource Allocation Phase. Players determine how many of their Available Resource Points they wish
to use this turn.
1. Determine number of RP available for that turn (9.12)
2. Roll for Available Air Suport in Rain/Snow Weather
3. Place Arriving Reinforcements in Appropriate Box or Hex. (6.5)
4. Italian Corps Assignment (“Unarmed Goliath” only; 5.4)
C. Marker Selection Phase.
1. Initiative Player chooses which Command (AM) will start the turn
2. Place all remaining Activation (and Random Event) Markers in The Pool
D. Activation Phase (Applies only to units whose AMs are in Pool)
1. Draw Activation Marker from Pool. (Exception: C/2)
2. Activate Units for that AM by spending Resource Points (9.13)
3. Operations Sequence (to be fllowed strictly):
a. Units Move
b. Units engage in Combat
c. Units that did neither ‘a’ nor ‘b’ may engage in Construction
d. Refit (for units that did none of the above) (8.6)
“D” is repeated until there are no AM left in the Pool. When that happens, go to:
E. Isolation Phase.
1. Apply effects of Isolation
2. Determine changes in Isolation Status
F. End Turn Phase.
1. Remove Air Interdiction markers
2. Proceed to next turn and top of Sequence, unless it was the last turn, in which case, determine
Who Won.
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(4.0) THE INITIATIVE PHASE
(4.1) DETERMINING INITIATIVE
In the Initiative Determination Phase, each player rolls the die. High total has the Initiative for that turn. If
there is a tie, No player has the Initiative, and all AMs go into The Pool.
Play Note: Some scenarios either designater which player automatically has the Initiative, or gives one
player a DRM for Initiative determination.
The Player with the Initiative may (not must) pre-select (choose specifically) with which AM - and
command - he wants to start that turn.
(4.2) WEATHER
Weather affects the Movement capabilities of units, as well as the ability of air support to function.
(4.21) At the start of each game-turn the players determine the weather for the start of that turn by rolling
the die, consulting the Weather Table for that scenario, cross-referencing that DR with the turn/month, and
determining what the Weather is.
(4.22) During the course of the turn, the Weather may change. See the indiviual scenario rules for how this
occurs, as well as for the scenario-specific effects of weather.
(4.23) Rain and Snow Weather provide negative DRM for any combat.
(5.0) ACTIVATION
(5.1) ACTIVATION MARKERS (AMs)
Activation markers are used to determine which player may “go”, and what units he may then use in the
Activation Phase. All Commands have two AM. Each Activation Marker (AM) represents a Command usually a Corps, and all the units in that Corps - as indicated on the side of each combat counter, and also
by specific colors. AM activate the units assigned to that corps, allowing them to undertake operations.
(5.2) THE ACTIVATION PHASE
(5.21) Combat units are assigned to a specific Corps. How corps are represented is covered in each
scenario, and is often different for each side. All AMs are available if any units for that corps are either on
the map (including the various boxes) or scheduled to enter as a reinforcement.
(5.22) All available AM are placed in the AM Activation Pool - an opaque cup (or similar container) - for
random selection during the Activation Phase. Exception: 4.1.
(5.23) In the D/1 segment of the Activation Phase one of the players - it matters not which - draws,
randomly and blindly, one AM from The Pool. That AM designates which Corps may activate its units, as
well as any independent units under that AM.
(5.24) Full Capacity Activation. When a Corps is activated by an AM, the units of that command that can
trace a Line of Communications (LOC, as defined in the individual scenarios), at the instant of
activation, which allows them to receive Resource Points (supply) may operate at Full Capacity:
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•• Move up to their printed Movement Allowance.
•• Attack
•• Undergo Construction, if they neither moved nor attacked
•• Refit (for units that did none of the above)
(5.25) Limited Activation. Units of an activated command that have not received Resource Points (see
9.2), operate under the following restrictions:
1. Printed Movement Allowances are halved.
2. Strategic Movement is not allowed.
3. They may not move adjacent to an enemy unit at any time.
4. They may not attack.
5. They may Refit
(5.26) When all the units of the selected Command have finished their actions, that AM is set aside and a
player draws another AM, repeating the process.
(6.0) MOVEMENT
(6.1) MOVEMENT ALLOWANCES
(6.11) Each combat unit has its Movement Allowance printed on its counter. All MA of ‘10’ or less are
considered to be on Foot (walking). All MA higher than ‘10’ are Motorized, using vehicles to effect
movement.
(6.12) When its AM is selected, and the unit is fully activated (5.24), that unit may move up to its printed
MA. Units may always move less than the printed MA. Units that have not been fully activated (5.25) may
move up to one-half their MA.
(6.13) A unit whose AM has been selected in the Phase, and which is Fully Activated, may use Strategic
Movement. When using SM,
•• motorized units have an unlimited Movement Allowance;
•• foot units have a MA equal to three times (3x) their printed allowance.
(6.14) There are some Restrictions when using SM:
•• All movement must be on a road or through a city.
•• They may not enter any occupied hex at any time during movement; exception: they may move
into/through a friendly occupied city hex.
•• The unit must start movement at least two hexes distant from the nearest enemy combat unit.
•• At no time during SM may a unit move adjacent to an enemy unit of any type.
Play Note: Remember, Rain and Snow change the movement costs for Road hexes.
(6.2) MOVEMENT AND TERRAIN
General Note: The terrain for both of the games in AGT is particularly difficult; most of its effects are
covered in the individual scenarios.
(6.21) A unit expends Movement Points for each hex it enters. MP costs depend on unit type, Foot or
Motorized, and the Weather conditions; see the Terrain Chart.
Play Note: Units that do not have the MP to enter a hex may not do so, even if that means such unit may
not move when activated.
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(6.22) Units pay the Road cost if they are entering that hex from a hex containing a connecting road hex;
otherwise, they pay the cost of the other terrain in the hex.
(6.23) Certain terrain types - e.g., mountains - may not be entered/crossed by motorized units, unless the
units are using roads. The Terrain Chart lists the costs for the latter.
(6.24) Roads negate the cost of crossing rivers, as if a bridge was there. However, if crossing a river would
mean the moving unit is entering an enemy ZOC, or wishing to attack a unit across that river, that river is
considered Unbridged.
Example: [Greece map] The Italian 131st Armored Bbrigade is in 1614. A Greek brigade with an artillery
support unit is in 1815. The Weather is Rain. The 131st cannot cross the river into 1714 because the Greeks
are exerting a ZOC into that hex, rendering the river Unbridged … and motorized units cannot cross rivers
in Rain.
(6.25) Units designated as “Mountain” troops subtract one (-1) from the cost of entering any Mountain hex
in any weather.
(6.26) Units pay an extra MP (+1) for moving through another, friendly combat unit (but not an Artillery
unit). This additional cost is not paid when just moving into, or just moving out of an occupied hex.
(6.3) MOVEMENT RESTRICTIONS
As a unit moves it traces a path, in any direction, of contiguous hexes through the hex grid, paying the cost
of each hex entered. Each unit moves separately, and one unit's movement must be completed before
another can begin. This includes stacks of units that start together. A moving unit must have enough MP's
to pay the terrain cost of entering a hex; if it doesn't, it may not enter that hex.
(6.4) STACKING
(6.41) Stacking refers to having more than one unit in a hex at any one time. To determine stacking
limitations, ATG uses Combat Strength Points as a measuring stick. The CS of the unit determines its
Stackability.
(6.42). The following limits apply:
City Hex: 15 CS
Clear Hex: 12 CS
Rough or Marsh Hex: 8 CS
Mountain Hex, including Road: 5 CS (or one unit, whichever is larger)
Artillery Units: No cost; may stack freely with other units. However, only one Artillery unit is allowed in
a hex.
Air Squadrons: 4 per City, 1 per Town; Unlimited in Italy. (This refers to when they are on the ground;
not in the air, where there are no stacking restrictions.) Air Squadrons do not count against stacking of
combat units.
(6.43) Informational markers and fortifications do not count for stacking purposes.
(6.44) Stacking restrictions apply at all times, including during movement.
(6.45) A unit may never move into or through a hex containing an enemy combat unit.
(6.46) Units from different commands may not stack together.
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Design Note: The stacking restrictions for ATG, especially 6.44, reflect the incredible difficulty of military
movement in the terrain featured.
(6.5) REINFORCEMENTS
(6.51) Reinforcements enter the game as per the Reinforcement Schedule. Where such units arrive is
particular to the scenario being played. Usually they are simply placed in the hex location given.
(6.52) Some reinforcements arrive with certain restrictions. Example: “Move only with Second AM”
means that unit may not move when that unit’s first AM is drawn that turn.
(6.53) Entering Reinforcements are placed where noted in the Reinforcement Phase B/2.
(6.54) If the hex into which a Reinforcement is supposed to be placed is enemy occupied, that group of
reinforcements may be placed at the nearest, available Entry Hex (as defined by the scenario rules) the
following turn.
(7.0) ZONES OF CONTROL
Zones of Control (ZOC) represent the presence a unit extends outside the immediate area it is in, usually
through manueverability and/or firepower.
(7.1) EXERTING A ZOC
All units, including Artillery units, exert a ZOC into all six hexes adjacent to the hex they occupy.
Exceptions. The following units do not exert a ZOC:
•• Units with a total Combat Strength of ‘1’.
•• Combat units into Mountain hexes in Rain or Snow Weather that are not connected by Roads, unless
stacked with Artillery.
•• Isolated (9.5) units do not exert a ZOC.
ZOC’s do not extend across or into impassable hex(sid)es. Thus motorized units do not exert a ZOC into
non-road connected Mountain hexes. Exception: Artillery units’ ZOC extend regardless of terrain.
(7.2) EFFECTS OF A ZOC
(7.21) Units must stop (for that AM) upon entering an enemy ZOC. They may move no further that
activation.
(7.22) Units may leave an enemy ZOC, but only
•• if they start their activation there, or
•• if allowed by Combat Results.
It costs 1 MP,+1 in addition to terrain entered, to leave an enemy ZOC. Units may move directly from one
enemy ZOC into another (at which point they, again, stop), if they have the necessary MP.
(7.23) Units that are in an enemy ZOC are not required to attack. Morever, if they do, they do not have to
attack all enemy hexes exerting a ZOC. They may choose to attack one or more hexes, although they must
attack all units in that hex.
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(7.24) A unit may retreat into an enemy ZOC. However, if it does so, the unit is Reduced. If the hex is
friendly-occupied, that occupying unit negates the effect of the enemy ZOC. However, remember to
observe all Stacking restrictions, even during retreats.
(7.25) LOC (Lines of Communication; see 9.23, et al) may be traced through an Enemy ZOC if that hex is
occupied by any friendly combat unit.
(8.0) COMBAT
(8.1) TYPES OF UNIT STRENGTH
Both of the campaigns in AGT are overwhelmingly infantry-oriented. Artillery is present, and important,
but there is almost no armor.
Most Combat units have one type of strength. Armor has two.
Combat Strength (CS): used to determine the odds-ratio DRM.
Armor Points: The numbers in circles … used as a positive DRM when resolving combat.
See 8.4 for how Artillery Units are used.
(8.2) RESOLVING COMBAT
(8.21) Combat is always voluntary; it takes place when
•• a player has selected an AM and, after all units have completed the movement portion of that AM, he
has units from that AM/command adjacent to enemy units; or
•• a CounterAttack result, as per 8.27.
(8.22) Combat is resolved by having the attacker roll the die, apply all relevant dieroll modifiers (DRM or
strength reductions), and then apply the results to all units involved.
Combat DRMs are as follows:
•• Terrain, including Fortifications. See the Terrain Charts
•• Aggressive Attack (8.23)
•• Stand Defense (8.24)
•• Odds-Ratio (8.25)
•• Concentric Attack (8.26)
•• Artillery (see 8.4)
•• Armor (see 8.5)
•• Air Support (“Unarmed Goliath”, 8.6)
Other effects, usually on unit strength, include
•• Isolation (9.5)
•• Unsupported Armor (8.54)
(8.23) Attack Options. Before resolution, the Attacker must choose whether he will be Aggressive in
attacking, or Cautious.
•• Aggressive attacks stand a much better chance of gaining ground, but at the risk of taking losses. An
Aggressive Attack gets a +1 DRM when resolving combat.
•• Cautious Attacks produce fewer losses but also stand less chance to advance.
(8.24) Defense Options. Before resolution, the Defender must choose whether his units will Stand
(making a staunch, valiant defense against the attack in an attempt to hold the position), or adapt a Flexible
stance, wherein the defenders may give ground quickly but “save lives” (fewer chances of being Reduced).
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Defenders adopting a Stand Defense get a -1 DRM when resolving combat, but they do tend to take losses.
Defending units in each individual combat must all adopt the same stance.
Play Note: Players use the Combat Option markers to annoucne their intentions, using the appropriate
marker to indicate choice with both players revealing their decision simultaenously.
(8.25) Odds-Ratio DRM. To determine this, each player totals the number of CS points he has in a given
combat, and the two players compare their totals, expressed as a simple ratio, rounding off mathematically.
Thus 21 CSP to 11 CSP would be a 2-1 ratio, while a 10-15 would be a 1 to 1 and 1/2 ratio, and a 10-11
would be a 1-1!
(8.26) Concentric Attack Benefit. If a player’s attacking units and their ZOC (which may be negated by
enemy units’ presence) occupy or extend into all six hexes surrounding the defender, or if some of those
hexes are impassable for the defender, the Attacker gains a Concentric Attack DRM of +2.
(8.27) Isolation. If a defending unit is Isolated (9.5), its (total) CS points are halved, rounding down, to a
minimum of ‘1’ .Isolated Armor and Artillery may not use those points.
(8.3) COMBAT RESULTS
That single, adjusted dieroll produces a Result that is applied to all of the involved units of both attacker or
defender, as per the Combat Results Table, as follows:
Eliminated: Unit is removed from play and placed in the Eliminated section of the Available/Refit Box if,
at the time of its elimination, it could trace a LOC (9.23) of any length to a Supply Source. If not, it is
placed in the Destroyed Box, from which it may not return.
Reduced: Flip the unit to its Reduced side; if already Reduced, treat as Eliminated. If there is no reverse
side, the unit is Eliminated.
rd +/- a #: Roll the die for each unit, adjusting the DR when indicated (as usually happens if defender is in
a fortification, etc.). If higher than its Cohesion, it is Reduced. If the same as or lower, No Effect.
Retreat: Unit must move one (1) hex away from the enemy units that caused the retreat and towards its
Supply Source, if possible. See 7.24
•• A retreating unit may not enter a friendly, occupied hex, unless allowed by Stacking rules.
•• It may not Retreat into a hex, or across a hexside, which it could never enter/cross using normal
movement. Example: Motorized units may not retreat across unbridged rivers during bad weather.
•• A unit may retreat into an enemy ZOC, but it suffers a Reduced result for each such hex entered (7.24).
Play Note: In essence, this will be used only by units voluntarily retreating (8.24), as a unit forced to
retreat is already Reduced.
•• A unit that cannot complete its mandated retreat is, instead, Reduced.
Advance: Units may move one hex into the hex vacated by the enemy unit. Advancing units may ignore
enemy ZOC, but not Stacking restrictions. Advance does not cost or use Movement Points.
Continued Attack: Advancing units may Attack any adjacent enemy units when it ends its advance. There
is no limit to the number of times this may happen.
Counterattack: Units, after advancing - or even if they don’t advance - may attack adjacent enemy units
as if it were their phase. Any Continued Movement resulted from this attack is treated as an Advance.
(8.4) ARTILLERY
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(8.41) Artillery units may be used for two purposes:
•• provide a DRM for combat resolution, and/or
•• provide a ZOC.(see 7.1).
(8.42) Each, individual Artillery unit provides all friendly units in any one combat resolution within one
hex with a + or -1 DRM (depending on whether helping the attacker or defender) as long as the artillery
unit is not Isolated (9.5). It may do so any number of times per turn.
(8.43) Only one Artillery unit may stack in any one hex, but that unit may provide combat support for
any/all units withiun reach, as per 8.42. It provides ZOC only for the unit with which it is stacked.
(8.44) Artillery units, alone, may never attack in any way. If an artillery unit alone in a hex is attacked, it
defends with a strength of ‘1’ and may not use itself for an Artillery DRM. Moreover, it gets no terrain
benefit. And possible negative result (such as any “rd”) eliminates that unit.
(8.5) ARMOR POINTS
(8.51) Armor Points represent the ability of Armor to destroy opposing units above and beyond the nonarmor relative strengths of the units. The numbers on the combat units inside a circle are Armor Points.
(8.52) Armor Points are used as DRM, added if on attack, subtracted if defending.
(8.53) Armor Points may not be used to affect combat against a Fortification, or across a fortified hexside.
Units inside fortifications may not use Armor Points. This does not apply to cities.
(8.54) Unsupported Armor. Armor fought best when teamed with infantry. Therefore, if an Armored unit
is involved in combat (attacking or defending), and there is no infantry (motorized or foot) stacked with it
the armor units’ CS is halved, rounding down (to a minimum of ‘1’).
(9.0) RESOURCES
(9.1) RESOURCE POINTS
Resource Points (RP) cover anything that requires an influx and use of men and materiel, as well as the
ability to organize and disseminate their use.
(9.11) At the start of each turn (B/2), each player receives a number of Resource Points (RP). Players keep
track of their Available RP on their RP Available Track, which represents what the player has in his
“bank”.
(9.12) How each player receives RP, and how many, is covered in the Scenario Rules.
(9.13) When an AM is drawn, the Player then allocates RP from those he has available to activate the units
under that AM, keeping track of such usage on the RP Availability Track.
(9.14) RP are used for the following (all, some or none, at the players’ choice, and as available in each
scenario):
•• Unit Activation (5.21), including Reinforcement Transit (for Italians in “Unarmed Goliath”)
•• Refitting (9.3)
•• Construction (9.4)
•• Air Support (see scenario rules)
(9.15) The cost of each of these allocations is given in the scenarios.
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(9.2) RP ALLOCATION AND USAGE
(9.21) A player may allocate as many RP as he wishes from those he has available, when needed. Most RP
will be used to activate combat units. However, there are times when players will need RP during an
activation - usually Air Support , Construction, and/or Refitting - so they will need to keep track of how
many RP they have spent. To do this, players should use their respective RP Tracks on the maps.
(9.22) When an AM is drawn, the player notes which units are in that Command/AM. As per the cost to do
so (see individual scenarios), he then allocates RP to each of those units (as per 9.23) before undertaking
any operations. If a unit is not Fully Activated (5.24) because the player has not allocated RP for it, indicate
such by either placing a “Limited Activation” (5.25) marker on top of it.
(9.23) In order to expend RP for a unit, the unit must be able to trace a Line of Communications (LOC)
back to its Supply Source. Supply sources and rules for length of LOC are given in each scenario.
(9.24) A LOC must be free of enemy combat units and/or their ZOC. A friendly unit negates the effect of
an enemy ZOC. Additional restrictions include:
•• LOC may not be traced through Mountain hexes in Poor/Winter Weather. They may be traced into/out of
them, but not through them.
•• Towns and Cities used to provide a LOC must, at one point, have last been entered by the player tracing
the LOC.
(9.25) RP that are not used are gone at turn’s end. You cannot save RP for another turn.
(9.3) REFIT
Refit is the term used to represent bringing Reduced or Eliminated units up to strength and/or back into
play.
(9.31) Players use Resource Points to refit units. It costs 2 RP to perform a single refit action. A Refit
action involves rebuilding a unit from Eliminated to Reduced, or Reduced to Full strength . Units with no
“reduced” side go directly from Eliminated to Full. Units do not have to be Fully Activated to Refit.
Play Note: Which means it is rather silly to spend RP to Fully Activate a unit, then moreRp to Refit it.
(9.32) Units may be refitted either when their AM is selected. This applies to units both on the map and
off-map (in the Refit Box). The unit may neither have moved nor attacked that activation.
(9.33) When a Refit operation is chosen for units in the Refit Box, simply expend the necessary RP and
“promote” the unit to its next highest level: Eliminated to Reduced, or Reduced to Ready . Units with no
“reduced” side go directly from Eliminated to Ready. Units so revived are placed in the Available
Reinforcements Box. A player may always advance a Reduced unit into the Available Reinforcements box
without upgrading its status.
(9.34) When a Refit operation is chosen for units in-play, on-map, Reduced units, they must have an LOC
and not be in an enemy ZOC. Upon expending the RPs, the unit is flipped to “full” status.
(9.35) Units in the “Destroyed” Box (8.27) may not be refitted.
(9.4) CONSTRUCTION: FORTIFICATIONS
(9.41) Players may expend RP to construct Fortifications, which increase the defensive benefits, if any, of
the terrain the fortifications are in. See the Terrain Effects Chart.
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(9.42) Construction takes place in the Activation Phase. A combat unit - not an artillery unit - must be in
the hex in which the fortification is to be constructed, and that hex may not be in an enemy ZOC. A unit
used to effect construction may not have moved or attacked in that activation.
(9.43) Fortrifications may be built only in Clear or Rough Hexes.
(9.44) It costs 2 RP to construct a Fortification. If an enemy unit enters that Fortification, it is destroyed and
removed from the map.
(9.45) Fortifications have the following effects on units defending inside them, or in a hex with a fortified
hexsider across which all enemy units are attacking
•• -1 DRM to Combat Resolution
•• -1 DRM to all ‘rd’ checks (but ...)
•• May ignore Retreat results, but, if doing so, ignore the -1 rd DRM.
•• Armor Points may not be used against them or by units in such hex.
(9.5) ISOLATION
(9.51) Units that cannot trace a LOC (9.23) in the Isolation Phase (F/2) are Isolated. Place an Isolated
marker atop such a unit to indicate such status. If a unit with an Isolated marker is no longer isolated when
its AM is selected remove the marker.
(9.52) In the F/1 Phase, Isolated units are Reduced, as per 8.27. Units eliminated in this manner are eligible
for Refit.
(9.53) Isolated units have their MA, CS and any Armor Points halved, rounded down. (If stacked, round
down totals.) Artillery may not be used for any purpose. They may not move into an enemy ZOC.
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THE SCENARIOS
ATATURK
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UNARMED GOLIATH
The Italian Invasion of Italy, 1940-41
HISTORICAL BACKGROUND
xxxxx
INTRODUCTION TO SCENARIO RULES
The scenario rules, below, augment and, in rare cases, replace the Basic rules. All Basic rules are in effect,
unless specifically stated otherwise.
“Unarmed Goliath” is, at least for the Italians, a logistics nightmare. Most of what he does will be
marshalling his resources - and that includes keeping his units in some sort of viable shape - and fighting
the machinations of Il Duce and his ill-chosen subordinates.
For both players, this is a Terrain and Weather game. For some remarkably curious, personal, and rather
complex reasons, Mussolini chose to attack mid-Fall, in a country noted for bad weather and rough terrain.
Up until the chosen day (orininally October 26th, but delayed to the 28th for the usual Fascist-era Italian
reasons) the weather was fine and clear. zMorning of the 28th, about an hour before the Italian army mvoed
out, across the Albanian border, it started to pour. It was downwhill (granted, given the terrain, that’s a
somewhat oxymoronic simile) from that point on.
(2.2) THE COUNTERS
In addition to the types of counters shown in the Basic Rules, the following counters are used for Unarmed
Goliath.
Italian Armored Division
131
[131st Armored Division]
[Unit Size: Brigade]
xx
(1)
[Combat Strength Points]
5
5
[Armor Points]
[18]
[Motorized Movement Allowance]
Cohesion
Italian Bersagliere
1
iii
[1st Bersaglieri Regt]
[Unit Size: Regiment]
[Motorized Infantry **]
X••
[Combat Strength Points]
2
6
[12]
[Motorized Movement Allowance]
Cohesion
** = The Bersgalieri units’ “motorized vehicles” ran the gamut from a few armored cars, to lorries (most of
which never got to Albania), to motorcycles and even bicycles. Still, these were pretty good units.
Greek Cavalry
A
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ii
[Unit Size:Battalion]
[Cavalry]
8
[Movement Allowance]
/
1
[Combat Strength Points]
4
Greek Artillery Support
A
•
8
[Movement Allowance]
Italian Corps Assignment
33/Acqui Div
O
[2]
[RP to Fully Activate]
Redeployed Greek HQ
A
O
10
Italian Fighter Squadron (Ready)
[Movement Allowance]
Italian Fighter Squadron (UnReady)
Fighter
19
Fighter
UnReady
[Range]
(2.7) LENGTH OF GAME
The game starts with the November, 1940, game-turn, unless you are using 14.0 (B). When it ends is given
in 13.0. A full game will take about 5 hours.
(4.1) INITIATIVE
The Italians automatically have the Initiative for the First Game Turn (November, 1940). After that, players
roll, with the Greeks always adding two (+2) to their DR, unless a Random Event changes that.
(4.2) WEATHER
(4.22) In addition to the automatic Weather dieroll at the start of each turn (A/2 ),Weather determination is
also part of the Random Events rule, 11.0.
(4.25) Weather - which determines visibility- affects the ability of players to provide air support, as
follows:
Both Players:
•• Clear: No Effect, all abilities are available
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•• Rain: It costs an air unit 2 MP to fly into a Mountain Hex.
•• Snow: No air unit may enter a Mountain hex; it costs 2 MP to fly into a Rough Hex
Italian Air Support: These limits are determined by the Weather at the start of the Turn, regardless of
what changes take effect within the Turn.
•• Rain. The number of Air Missions is limited to the total of ‘5’ plus the roll of one die.
•• Snow: The number of Air Missions is limited to the roll of one die.
Greek Air Support: These limits are determined by the Weather at the start of the Turn, regardless of what
changes take effect within the Turn.
•• Snow: Only one Bombing Mission may be attempted per Turn, total.
(5.1) ACTIVATION MARKERS
(5.11) The Italians have AM for their Corps. The units that may activated when a Corps AM is drawn is
covered in 5.4.
(5.12) In order for Italian combat units assigned to a corps to be Fully Activated, those combat units must
be able to trace a Line of Communications (LOC) back to a Supply Source. Italian Supply Sources are
their ports. The actual LOC that is traced to a port any length along a Road. To reach a Road the unit must
be either in or adjacent to that Road (and not separateed by impassable terrain), or within 5 MP of a Road.
Once a Road is being used to so trace LOC, the tracing path may not leave the road. See, also, 6.7, wherein
Italian Port Capacity limits how many RP may be funneled through a port to so activate units.
Play Note: The above LOC also apply to the Isolation rule; x.xx.
(5.13) Greek Activation. The Greeks have AM for their Corps. However, the Greeks do not use RP.
They use LOC to determine whether their units are eligible for Activation. The Greeks can Fully Activate
their in-range combat units as long as they can trace a LOC to a Supply Source.
(5.14) Greek Supply Sources are their HQ cities (as noted on the map). Units from a specific corps must
trace a LOC back to its own HQ City. Example: the Greek 1st Division traces its LOC back to Larissa.
Their LOC is the same for Italians (5.12).
Play Note: Random Events may reduce the ability of the Greek Player to use all his AM.
(5.2) THE ACTIVATION PHASE
(5.21). Italian Corps are represented by the Italian Corps Assignment Boxes on the map. Units are
assigned as per 5.4. Greek Corps are represented by their Corps HQ Cities, as noted on the map. And see
5.3. Example: The HQ for Greek “C” Corps is Thessaloniki.
(5.3) REDEPLOYED GREEK HQ
(5.31) The Greek Player may relocate his Corps HQ - usually if that Corps HQ City is threatened - by
replacing it with an actual Corps HQ counter. He does this when that Corps is activated. Place the Corps
HQ counter in the city; it is then free to move.
(5.32) When using a HQ counter, Greek combat units from that Corps trace their LOC to that HQ. The
HQ must then trace a LOC to any Greek City for its to be able to Fully Activate units.
(5.33) HQ units have the following restrictions:
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•• HQ units alone in the hex have an unprinted CS of ‘1’ which is used only when defending alone in a hex.
HQ may never attack.
•• HQ units may not move into an enemy ZOC. unless the hex they are entering is friendly occupied.
(5.4) ITALIAN CORPS ASSIGNMENTS
(5.41) All Italian land units, be they full divisions or individual regiments/battalions, must be assigned to a
Corps for activation. Such assignments are noted by placing that unit’s Corps Assignment Marker (the
smaller counter with that unit’s name on it) in the appropriate Corps Box on the map.
(5.42) The assignment of units to Corps is done in the Resource Allocation Phase (B/4) and lasts for the
entire turn. There is no restriction as to how units may be moved around in that box, although there is no
corresponding movement on the actual map. Units may assigned/reassigned freely, but only in that specific
segment.
(5.43) Each Italian Corps may control a maximum of eight (8) Corps Assignment markers. Italian Artillery
does not count; see 5.45.
(5.44) The following are non-divisional units treated as one group in that all must be assigned to one corps:
•• All Bersaglieri
•• 1st Albanians
•• 2nd Albanians
•• 3rd Albanians
•• The Littoral Group
•• IV Medium Tank Bn
•• Monte Cervino Ski Bn
(5.45) Artillery units are not assigned to a specific corps. They are transported to the Balkans with the
Corps AM of any unit with which they are stacked (in the Transit Box), and they activate with the corps
AM of any unit with which they are stacked. If they are alone in a hex, they may move with the Corps AM
of the nearest combat unit. However, when doing so, they must move towards that unit.
(5.46) When a unit is elminated, both it and its Corps Assignment marker go to the Eliminated Box. An
eliminated unit that is Refitted may be assigned to any operative corps, not just the one it was assigned to
when eliminated.
(6.1) MOVEMENT ALLOWANCES
(6.14) Units crossing the Strait of Corinth are considered to be on a road for SM purpose, but they must pay
+1 to cross the strait when so moving. Units crossing from Halkida (4223) to the mainland may not use
SM.
(6.15) Italian Lorries. It may happen, via Random Event, that the Italians finally start getting some
wheeled transport for their troops. This comes in the form of Lorrie (Truck) counters, usually one per turn.
(See 11.1). A Lorrie counter stacked with (attached to, as it were) an Italian Foot unit increases its
Movement Allowance by two (+2). However, the unit is still treated as a foot unit; it is not Motorized. The
actual Lorrie unit, when unattached to an infantry unit, has a MA of ‘12’ and is Motorized; if attacked alone
it is automatically destroyed. It has no ZOC.
Lorrie
[MA Benefit] +2 12 [Lorrie MA]
(6.2) TERRAIN
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The following special terrain notes apply to the map of Greece:
Strait of Corinth (3628-3727). Units may cross the straits in either direction at the cost of +2 MP, as if it
were Road Movement, as long as there is no enemy unit in either of those hexes. Units (Foot only, no
Artillery support allowed) may attack an enemy unit across the strait, but halve, rounding down, their total
strength. Units may Retreat across the strait but roll to see if they suffer a Reduction.
The Halkida (Euboea) Crossing (4123-4223). Foot units may cross between the two hexes, in Clear
Weather only, at a cost of +4 MP. This is not Road Movement, and SM is not allowed. Units may not
attack an enemy unit across the strait.
Lake Prespa Region. Units may not move from either 2404-5 into 2304-5 or vice versa.
(6.25) Mountain Troops. Certain units are designated as Mountain troops. Mountain units subtract one (1) from the cost of entering any non-Road connected mountain hex, regardless of terrain.
Historical Note: The movement advantage gained by Mountain troops is not so much from their training,
but from the fact that they had larger number of pack animals - usually goats - to carry their equipment.
(6.27) Italian foot units move much faster on Roads in Clear Weather; they pay only 1/2 an MP to enter a
Road hex in Clear Terrain in Good Weather.
Design Note: Really? Why? Because Il Duce, learning that his army was always short of wheels, insisted
his men be trained to march long distances. Under good conditions, Italian infantry could do some
impressive strolling! Not that there’s much opportunity to exhibit this here.
(6.4) STACKING
(6.46) Example: In the Italian Army,if the 51/Siena division was assigned to the XXV Corps, it could not
stack amywhere with the 33/Acqui, if the latter is assigned to the VIII Corps. For the Greeks, units from
“B” Corps could not stack with those from “C” Corps.
(6.6) ITALIAN REINFORCEMENTS
The Italian Reinforcement system represents the fact that the High Command, or Mussolini, or whoever
was in charge at that instant - the words “in charge” being relative and optimistic - had no plan. Divisions,
were simply activated, usually piecemeal, and then sent, almost invariably piecemeal, to Albania, often
without sufficient weapons, artillery or clothing.
(6.61) The units available to the Italian Player are listed in groups of approximately two months, labelled
Fall, Winter and Spring. These units are placed in the Available Box in the Italy area at the beginning of the
first turn in that period. There is no RP cost to do this.
(6.62) For a unit/command to move from Available to any of the Transit Boxes it must first be assigned to
a Corps, as per 5.4. Such assignment is undertaken at the beginning of the turn (B/4), and, when that Corps’
AM is drawn, that Reinforcing command may be activated, as per the rules for doing so.
(6.62) To get his units to the Albanian/Greek front, the Italian Player must determine the method he will
use to get them there: Air (from the Air Transit Box) or Sea (from the Naval Transit Box). Units may
move only one such box per AM; no unit may move from Available to, say, Naval Transit, and thence to
Durazzo, under the same AM.
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(6.63) To move a command or unit from Available to a Transit Box takes up an entire Activation.
However, there is no cost in RP to do so (as it is all being done in Italy).
However, while moving from a Transit Box to Albanaia (or Greece) also takes an entire activation, that
move requires the expenditure of RP to activate that command to so move it. And moving units by Sea
Transport to a uses up Port capacity (6.8).
(6.64) There is no limit on how many units a Transit Box may hold.
(6.7) GREEK REINFORCEMENTS
The hexes of arrival for the one Greek Reinforcement, the 19th Motorized Division, as well as for the
British, is noted in the Reinforcement Schedule, 13.2.
(6.8) ITALIAN TRANSPORT CAPABILITIES
Now it gets interesting. The Italian Player has units in Transit Boxes, and he has RP available to move them
to the front. Unfortunately, those limitations are further restricted by the capacity of Italian-held Ports to
debark them. The Italians do have minimal Air Transport Capacity.
(6.81) Everything that arrives from Italy by sea - that means all units and RP not sent by Air Transport must be channeled through ports in Albania and Greece (if Italy ever gets one). To this end, every
(reasonably usable) port on the map has a Capacity Track, used to indicate how many units/RP have landed
at that Port that Turn. As units are landed, and RP’s funneled through that Port, that Port Capacity marker is
moved along the track until it reaches its Maximum Capacity, at which point nothing else may be landed in
that turn.
Design Note: No ports reachable solely through the Aegean Sea (including Piraeus) are availabler
because the British navy pretty much controlled that area.
(6.82) Port Capacity Points (PCP) are used as follows:
1 PCP: Each RP used to Fully activate a unit traced into that Port;
Each Combat Strength Point, or Artillery unit, except for the Centauro armored
division, debarked at that Port by Naval Transport.
2 PCP: The CS of the 131st Armored Division if transferred, after refit, or the IV
Medium Tank Bn, by
Naval Transport
(6.83) Air units never use, or need, PCP.
(6.84) Starting in December, 1940, the Italian Player may increase the Port Capacity of any Port occupied
by a combat unit. It costs 1 RP to increase the Port Capacity by one (+1). This “construction” is undertaken
under the AM of any unit (regardless of its condition) in that Port. That unit does not have to stay in that
hex; it just has to start the activation in that hex. The maximum capacity for each Port is noted on the Port
Capacity Track.
(6.85) Port Capacity can be reduced by Bombers (as per 8.64). It can also be reduced by having a Greek
unit enter the hex and perform a Port Capacity Destruction. The Greek Player expends as many remaining
MP from that unit as he wishes, and that is the number that the Port Capacity is reduced. Only one unit
may do this, per port, per activation.
(8.5) AIR POWER
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(8.51) Both sides have an air force, although the Greek airforce is so minimal that it is the one area in
which the Italians have obvious superiority. Not that they put it to any great advantage during the war.
Both sides have long-range bombers and fighters. The Italians also have a small squadron of dive bombers
plus some air transport. We use the term “squadron” to define each air counter.
(8.52) What a given squadron may do - its Mission - depends on what type of squadron it is. Greek
squadrons may not fly to Italy.
Fighters: Used as
•• Air Support for ground troops;
•• to protect Bombers and Transport;
•• to neutralize (8.5x) any one other enemy plane
Long-Range Bombers: Used to
•• Interdict Lines of Communication;
•• to bomb Air Bases and render “Ready” planes on the ground unready and not fit to fly.
Dive Bombers: Used to
•• Interdict Lines of Communication;
•• to bomb Air Bases and render “Ready” planes on the ground unready and not fit to fly.
•• Air Support for ground troops
Transport: Used to transport ground units and RP from one air base to another.
(8.53) All squadrons are “based” in either a friendly City hex (up to 4 Squadrons may be based in a City)
or any friendly Town in a Clear hex (1 Squadron maximum). In addition, Italy may hold any number of
Squadrons.
Play Note: That means that Athens, which is made up of three City hexes could hold up to 12 squadrons.
Too bad the Greeks have only two squadrons.
(8.54) Air Squadrons may fly only when Ready. A squadron is Ready when it is on its Ready side;
otherwise, and when it returns from a mission, it is placed on its Unready Side. It costs Italians 1 RP to
make any two Albania-Greece based squadrons Ready (but see 8.55). The Italian Player may make any
number Air Squadrons Ready - including those that have already flown missions that turn (but not that
activation) - any time one of his AM is selected, regardless what type of AM it is. Expending the RP flips
an Unready squadron top its Ready side. Squadrons may undertake Missions in any succeeding friendly
AM, but not during the one in which it was Readied. There is no RP cost to undertake a Mission; the only
requisite is that the squadron be Ready.
Play Note: RP used to Ready Italian squadrons do not count against Port Capacity Points. However,
planes based in non-port towns must be able to trace a LOC back to a Port to use the RP to ready the
squadron.
(8.55) Italian Squadrons based in Italy, and Greek (and British) squadrons, do not require any RP to be
Readied.
•• Italy-based squadrons may be readied under any AM that the Italian player does not move any combat
units into the Air Transit Box.
•• Greek/British squadrons may be readied any time the AM for the corps area in which the city/town being
used as a base is located is drawn. The Corps Reas for cities/towns capable of being used as bases is the
letter in red in that hex. Example: Athens is an A Corps city.
(8.56) When a squadron flies a mission, it may be used to fly to any hex within its printed Range (and
back). In most instances, each hex costs one MP to enter when flying. However, as noted in 4.26, during
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certain types of Weather, certain hexes cost more to enter or are forbidden entirely (reduced Visibility,
difficult flying conditions, etc.).
(8.57) Squadrons based in Italy must use an Air Flight hex as the first hex it enters when tracing its path of
flight. The Range from Italy to any of the Air Flight hexes surrounding that box is printed in that hex.
That’s the number of Air MP it takes to reach that hex. After that, start counting.
(8.58) When a Mission is finished, whether successful or not, all squadrons are returned to the base from
which they came. They are returned in Unready status.
(8.59) Air squadrons are never (what never?, well hardly ever) eliminated. No air mission ever eliminates
air units. However, if their air base is attacked by enemy ground forces and occupied
•• Unreadied squadrons are eliminated.
•• Ready squadrons may fly to any base within range that is able to hold them. If they cannot reach one,
they are eliminated.
(8.6) AIR MISSIONS
(8.61) Italian air may be activated under any Italian AM, regardless of location. The Italian Player may fly
as many Ready squadrons as he has available (8.62) and for which he pays any necessary RP as he sees fit
under that one AM.
(8.62) Greek squadrons may fly missions only when the AM for the Corps Area in which they are based is
drawn. British squadrons may fly missions, or be Readied, under any Greek AM, regardless of location.
Play Note: The Greek Corps Area limitation means that, effectively, no Greek squadron will ever fly more
than one mission a turn.
(8.63) The ability to fly missions is limited by Weather.
•• Clear: No Weather limitations
•• Rain: The Italians may fly a total number of Missions that Turn equal to ‘5’ plus one dieroll. The
Greeks have no Rain limitations.
•• Snow: The Italians may fly a total number of Missions that Turn equal to one dieroll (and a ‘0’ means
no missions). The Greeks and British may fly only one mission, total, that turn.
(8.64) Missions. The Mission a squadron may fly include:
•• Ground Support. Each Fighter or Dive-Bomber flying to the hex containing the friendly ground unit
that is involved in the combat provides a 1 point DRM (+ if attacking, - if defending). Thus 3 fighters
supporting an attack would give that attack a +3 DRM.
•• Interdiction. Add one MP to the cost of entering the target hex, or tracing an LOC through it, for each
Fighter, Bomber or Dive Bomber successfully flown to that hex. Onkly Road hexes may be the targets of
Interdiction. Use the numbered interdiction markers to indicate added MP. These markers are removed at
the end of the Turn.
•• Port supresssion. For each Bomber successfully flown to that hex, reduce the PC by two.
•• Airfield Attacks. For each Bomber or Dive Bomber successfully flown to that hex, flip one Readied
Squadron to Unready.
•• Transfer. Fly from one friendly base to another. When doing so, double the Range.
•• Transport. Italian Transport is used to supply Isolated units. Each Transport flown to a hex removes an
Isolation marker. Units in moutain hexes in Snow may not be so supplied.
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•• Neutralization. This is the only mission that may be flown during an opposing player’s AM. The only
requirement for this Mission - other than Weather limitations (8.63) - is that the Fighter by Readied.The
target hex is wherever the active player’s sqaudrons are attempting to undertake an Air Mission. For each
Fighter flying a Neutralization mission to the target hex, one squadron of the active player aborts (and
returns unReadied). No squadrons are eliminated. All fighters must be neutralized befroe any other typoe
of plane is neutralized.
(8.65) Anti-Air Defense. When a mission is flown to any hex that contains enemy combat units, the latter
player rolls the die, adding the CS of all units in that hex. If the total is greater than ‘9’ the AA-firing player
may neutralize a number of squadron missions equal to how much over ‘9’ the total was.
Example: Italy flies 3 Bombers to Kalpaki (2012) on an Interdiction mission, supported by one Fighter.
There is a 5 CS Greek division in Kalpaki. Before the Italian can undertake his mission, the Greek rolls the
die, getting a ‘6’, to which he adds the 5 for the Greek Division’s CS, for a total of ‘11’. He then neutralizes
two of the three Bombers - the supporting Fighter has no effect on AA , The remaining Bomber adds one
(+1) MP to that hex.
(9.1) RESOURCE POINTS
(9.12) Italian RP. The number of RP available for the Italian Player in each turn is a combination of those
he receives automatically, based on the turn, plus the roll of three dice.
Fall Turns (November and December): 20 RP + 3 dice
Winter Turns (January and February): 25 RP + 3 dice
Spring Turns (March and April): 35 RP + 3 dice
Optional Better Organization: To see how/if the Italians could have done better had they evinced a
higher level of organization, roll 4 dice instead of 3.
Greek RP. The Greeks don’t use RP; it’s their country and, essentially, they can provide logistical support
for any and all units with a LOC. See 5.16 for specifics.
Example: The Italian Player has 5 units in the Available Box, 4 in Naval Transit and 1 in Air Transit. A
Transit AM is drawn. The Italian Player checks his available RP and decides to expend 4 RP, moving 2
units by Sea from the Naval Box to Durazzo, and 2 from the Available Box to the Naval Transit Box.
(9.3) REFIT
(9.31) Greek units do not pay RP costs to Refit a unit. Instead, they receive Refit Points as per their
Reinforcement schedule. Each Refit Point may be used to either return a Reduced unit to Full Strength or
return a previously Eliminated unit back into the game as a Reduced Status Reinforcement.
(9.36) Refitted Italian Eliminated units are placed in the Available Box. Refitted Greek Eliminated units
are placed in their Corps HQ City (or hex if using Redployed HQ), even if adjacent to an enemy unit.
(9.4) CONSTRUCTION
(9.44) The Greeks do not pay RP to construct a fortification. They simply follow 9.42-3 without paying any
RP.
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(9.46) The Metaxas Line. Prime Minister Metaxas had had constructed a Greek Siegfried Line of conrete
pill boxes and defensive positions to hold back any possible Bulgarian invasion of Thrace. This is
represnted by the icons along the hexside in Thrace. The effect of this line of fortifications is on the TEC.
They cannot be destroyed.
(9.5) ISOLATION
(9.54) Greek units that are in or adjacent to a friendly Town in Greece can never be isolated, even if they
are not eligible to be activated (LOC rules).
Design Note: That’s why all those seemingly insignificant Greek towns dot the mountainous regions of the
Greek portion of the map.
(10.0) ITALIAN PREPAREDNESS
Play Note: This is a rule that is recommended mostly for those who like as much historical accuracy and
flavor as is possible in a gaming enviornment. The rule greatly hinders the Italians and,m if you wish to see
one of the reasons why the Italians did so pporly, we highly recommend you use it. See 14.0.
Amazingly, and most unfortunately for the men involved, many Italian units arrived in Albania short of
trained men, weapons, transport, winter clothing, even basic supplies. Much of that can be laid at the feet of
Mussolini’s decision to have most of his units demobilized (to help with the Fall harvest) only weeks
before the invasion. He actually thought such a move would lull the Greeks into a false sense of security.
Even worse, the majority of troops, although courageous and as stalwart as one could get in such horrorific
conditions as the Greek/Albanian mountains provided mid-winter, had little enthusiasm for the campaign,
unable to figure out for what they were fighting.
To simulate this - granted, on a rather generic level - before starting play, roll the die for each Italian nonartillery combat unit in play.
•• If the DR is higher than the unit’s Cohesion Rating, the unit starts play in Reduced status. Do not do this
for units with no Reduced side.
•• If the DR is the same as or lower than the Cohesion Rating, the unit starts at full strength.
The Italian Player does this for each such unit that arrives in Albania/Greece, for the first time as a
Reinforcement. He does not do this for units that have been Refitted and are returning to play.
(11.0) THE MUSSOLINI FACTOR
The reigning, resident genius behind this entire tragic fiasco was Il Duce, Benito Mussolini, who would be
out-loud laughable if there were anything to laugh about in this campaign. Unorganized, disorganized,
mercurial, self-delusional, destructively egocentric … any synonym you can think of would apply to how
Mussolini ran this operation. You think North Africa went badly for the Italians? It was a veritable “Desert
Storm” compared to the invasion of Greece.
To simulate just a surface amount of what went on we have our Random Events, named in honor of Benito.
Note, though, that not all of the events that can occur are bad for the Italians; some actually reflect what the
Italians hoped would occur (and could possibly, if not probably, have done), thus keeping the Greeks at
least partially on their toes.
There are two “Mussolini” markers. They are placed in the AM Pool at the beginning of the turn.
Whenever a Mussolini marker is drawn, the players consult the Random Events Table, one of them rolling
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the die (it matters not who). That dieroll delineates which Random Event has occurred. If a Mussolioni
marker is the last one left in The Pool, it is ignored.
Design Note: Originally, this was an Optional Rule. After some playtesting, we decided to make most of it
it mandatory.
(11.1) THE RANDOM EVENTS
Weather: Whenever an Odd Number (1,3,5,7 or 9) is rolled, in addition to the Event, below, and before
that Event is undertaken/resolved, players roll the die to see what the Weather is now. This is unnecessary
in January, which is always Snow.
DR = 0: Jugoslavia Coup. The pro-German ruling Regent, Paul II, is deposed and replaced by the minor
King Peter II, a front for anti-German General Dusan Simovic. Historically, this is one of the reasons Hitler
decided that enough was enough in this area, leading to the massive German attack through Bulgaria that
wiped out the Greeks in almost no time flat. Here, we have a somewhat reduced effect. (It is, after all, a
game.) The Italian Player must immediately remove two divisions - regardless where they are and in what
shape - from the map (they must be in the Balkans, not Italy) permanently. They have been given Jugoslav
Frontier guard duties for the rest of the war.
Once the Jugo Coup event has been rolled, it may not longer be “rolled” again, and any subsequent dieroll
is a No Event.
DR = 1: Increased Italian Air Power. The Italians bring back some of their air force from Belgium,
where they were unsuccessfully helping the Luftwaffe to bomb England into submission. Italy immediately
gets 2 Fighter and 1 Dive Bomber squadrons, which he must place in Italy. Once this event has been rolled,
treat as No Event.
DR = 2: Mussolini Insists Air Force Bomb Greek Cities. For the remainder of this turn, no Italian
Bombers or Dive Bombers may undertake any missions. If it is Rain or Snow, consider this as 3 flown
missions. However, this rather indiscriminate order does have some effect.
•• Add a +2 MP Interdiction marker to any one Greek city (Italian player’s choice).
•• The Greek Player randomly removes one Greek AM from the Pool.
DR = 3: Increased Italian Transportation Support. Starting next Turn, the Italian Player receives as
“Available” Reinforcements one Lorrie counter per turn. See 6.14. Each time this is rolled increase Lorrie
availability by one per turn.
DR = 4: Increased Italian Materiel Support. Whatever passes for Italian Logistics sort of gets its act
together. Units start getting appropriate clothing and weaponry. The Italian Preparedness Rule is cancelled
for the rest of the game. This is treated as No Event if you are using the Optional Rule for Better Logistical
Preparation, or if
•• it is rolled in November,
•• if it was already rolled once before, or
•• if you weren’t using the Preparedness rule.
One this event takes effect, treat as No Event.
DR = 5: British Naval and Air Power Disrupts Italian Shipping. The Italians may not use any more
Naval Transport this turn. This event may occur only once a game; after that, treat as No Event.
However, if this event is rolled in the February Turn, or in the March Turn before a British AM has been
played, the Event is:
British Cautious. Britain was caught between all sorts of conflicting diplomatic and military
positions vis a vis Greece. While she ended up providing support of a “too little, too late” nature, she did
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send some units, as can be seen in the reinforcement schedule. If this event is rolled, those units do not
arrive at all. If, however, Hitler has provided any air or ground suppor, or there has been a Jugoslav Coup,
treat this as Event.
DR = 6: Italian Snafu Time. The 20 Chimpanzees passing for Italian Logistics move into High Gear.
Randomly move one-half (rounded up) of all Italian units in the Italian Naval Transit Box back to the
Available Box. Consider them to having been sent to the Swiss Border, or some such other buffoonery. It
happened.
DR = 7: Greek Amphibious Operation. The Greeks may immediatelty move any one unit of 2 SP
(including the island garrison units) or less from any friendly Port (it must start in a Port) to any Greekfriendly, or unoccupied Port in Greece. It may not move any further once it lands, but it may attack any
adjacent enemy unit. It is in full supply for the remainder of the turn.
DR = 8: Greeks have Supply Problems. The Greek Player randomly and blindly removes half of all of
his remaining AM from the Pool. If it is Fall or Spring, round down; if it is Winter, round up.
DR = 9: The Ciano-Badoglio-Mussolini Shuffle. Mussolini, not the most stable individual in any case,
decides to pay attention to one of his advisors, probably the wrong one. (There was never a right one, but
that’s built into other parts of the game.) He changes his overall Strategy, and revises his Victory
Conditions. Pick a new Victory Chit, randomly and blindly, and place the old one back with the unused
ones. See 12.0.
Historical Note: Count Galeazzo Ciano, Mussolini’s golf-loving, son-in-law head of the Foreign Ministry,
was pro-attack; Marshal Pietro Badoglio, Italy’s chief of General Staff (for about half the war) favored
limited aggressiveness. Mussolini, himself in charge of any and all overall strategy, wavered wildly and
often between the two, and all points in between. If you can envision The Three Stooges at their best/worst,
you’ve got a pretty good picture of how things went from day to day.
(12.0) WINNING THE GAME
(12.1) VICTORY CONDITIONS
Victory in “Unarmed Goliath” is a bit unusual, vis a vis other historical games. Yes, the Greeks win simply
by stopping the Italians from winning. But what constitutes “victory” from the Italians point of view varies
as did the host of varied plans/objectives Mussolini came up with - and may just change during the
campaign, as it did at Il Duce’s whim.
The Greeks gain an Automatic Victory at the end of
•• any Activation in which they occupy either Tirana (1400) or Durazzo (1100).
•• any Turn in which they control Vlore (1106), Berat (1405) and Koritsa (2105). (They came very close to
doing this.)
The Italians have 4 possible set of Victory Objectives, each one represented by an Italian Victory marker,
numbered ‘1’ through ‘4’. Before the game starts, the Italian Player (our Decahydral Duce) must pick one
of these sets of objectives. He does this by taking one of the four Victory counters and setting it aside, out
of Greek sight, and placing the other 3 somewhere else (where, again, the Greek player cannot see them).
These 3 may be used later on; see Random Events.
The four Italian Victory Objectives are:
1. Spectacular Victory: The Conquest of Greece: the ultimate objective is Athens, but this plan wants it
all, a thesis Mussolini advanced during some his more high-flying, less connected moments (which were
difficult to differentiate from his grounded ones).
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At the end of any Activation - not turn, Activation - that the Italian Player controls Athens, Thessaloniki,
and Larissa he wins, big. How big? It not only impresses Hitler but allows Adolph to attack Russia earlier
by taking possible pressure off his southern flank.
Otherwise, if this plan is in effect, the Italians win the game if they control - occupy, or last to do so, with a
LOC to any friendly port - any one of those cities by the end of the game. Not as big as the above, but still,
a nice, solid victory that flies in the face of actual history.
Failure to do either of the above gives the Greeks a victory, regardless of the situation anywhere else.
2. Major Victory: Athens in 3 Days. This was Il Duce’s spin phrase that he gave his troops, to spur them
to walk a little faster. It soon became “Athens in 3 Weeks”, then “Athens in 3 Months”, quickly dissolving
to a punchline of many a joke, as the frozen troops tried to figure out if their feet were still working,
literally.
At the end of any Activation that the Italians occupy any hex of Athens/Piraeus they win the game. Failure
to do so is a Greek victory, as Mussolini has apoplexy and strangles his palace cat.
3. Decisive Victory: Control of the Adriatic: The Italians seek to ctonrol all traffic in the Afriatic by
holding all the ports on that sea. At the end of any Turn in which the Italians control (occupy or last to
occupy):
•• Igoumenitsa (1615)
•• Parga (1717)
•• Preveza (2020)
•• Messalonghi (2523)
and retain control of Durazzo and Vlore, they win.
Failure to attain these objectives results in a Greek victory.
4. Substantive Victory: Greater Albania, Italian-style: This is the plan that the Italians eventually chose:
control of Epirus in a lightning-like, blitzkrieg operation. It also allows the Italian Player to actually shorten
the game.
If, at the end of any Activation in November or December (1940) the Italians control - occupy, or last to do
so, with a LOC to any friendly port - Igoumenitsa (1615), Ionina (2014), Metsovo (2413), Kastorina (2507)
and Florina (2605), they win a Substantive Victory, and the game is over, regardless what the Greek Player
wants to, or even can, do afterwards.
Failing this, the game continues on to the end of the April turn. If, at that time, the Italians control at least
three of the above towns they win a Marginal Victory. Otherwise …
Design and Historical Note, The German Invasion: The game ends with the completion of the April
turn, regardless of the situation, because, if Italy has not “won”, Hitler has had enough and, with the
(historical) coup d’etat in Jugolsavia, he is forced - in his mind - to invade Greece. That invasion was the
military equivalent of a hot knife through soft butter: Greece, even with those british troops, fell in
extremely short order. Putting that into the game serves little purpose, other than as a raison d’etre to end
it.
(13.0) DISPOSITION OF FORCES
(13.1) INITIAL DEPLOYMENT
Italian Forces
Hex/Location
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Unit(s)
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1100
3rd Albanian Brigade
1106
2nd Albanian Brigade
1508
Cavalry Division
1613
Littoral Group [a]
1707
131/Cenaturo Armored Division
1710
51/Siena Division
1908
1st Albanian Brigade (both units)
1909
23/Ferrara Division
2009
3/Julia Alpine Division
2004
19/Venezia Division
2105
29/Piemonte Division
2207
49/Parma Division
North Edge
53/Arrezzo Division [c]
Anywhere in Albania
Two (2) Artillery units [d]
Anywhere in Albania
and/or Italy
4 Fighter Squadrons, 6 Bomber Squadrons, 1 Dive Bomber
Squadron, 2 Transport Squadrons
Naval Transit Box
47/Bari Division
Italy Available Box
33/Acqui [b], 37/Modena, and 48/Taro Divisions; 2/Tridentia,
4/Cuneense, and 5/Pusteria Alpine Divisions; 1, 2, and 4
Bersaglieri Regiments; 4th Medium Tank Battalion; Two (2)
Artillery units.
a = An ad hoc (and supposedly) mobile force (division) made up of the 3rd Grenadier Regiment and the
Aosta and Milano cavalry regiments. The only unit that had any iota of success in the opening week.
b = For the literary amongst you, this is Captain Correlli’s division.
c = The Arezzo may enter the map through any hex between 1700 and 1900, inclusive.
d = We have genericized Italian artillery for the sake of playability vis à vis the way artillery is used in the
game. Most Italian units were supposed to have some artillery, plus the usual division-level guns. In
practice, much of the artillery arrived late, or never, and when it did it was sent to the front in piecemeal,
haphazard, and useless fashion.
Resource Points: For the first turn (November, 1940), the Italians have 40 RP available.
Corps: The Italians start the game with the XXV and the XXVI Corps available.
Historical Corps Assignments (Players may use these assignments to start the game, or they may assign
units to corps as they wish, and as per the rules.)
XXV Corps: 131/Centauro Armored Division, 23/Ferrara Division, 51/Siena Division,
47/Bari
Division, Littoral Group, Cavalry Division, all Albanian units
XXVI Corps: 3/Julia Alpine, 29/Piemonte Division, 49/Parma Division, 19/Venezia Division,
53/Arezzo Division,
Historical Note: The 3/Julia Alpine Division historically operated as an independent division for the first
two months. It was not attached to any specific corps. We have ignored that anomaly here for the sake of
playability.
Greek Forces
Hex/Location
4227
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Unit(s)
2nd Division, ‘A’ Cavalry Bn, ‘A’ Artillery
28
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4127
2724
4223
5th Division [One AM only; see ‘b’]
3rd Division [a]
3rd Brigade
3313
1414
1714
1912
2111
2209
2308
2407
Any above hex(es)
1st Division, 5th Regiment, 26th Battalion, ‘B’ Cavalry Bn
10th Infantry Bn
51st Infantry Bn
8th Division
39th Evzones Regiment [a]
WFAS “Brigade” [c]
9th Division
4th Regiment
B/1 Artillery, B/2 Artillery units
3606
3106
3219
11th Division, 17th Division, “C” Cavalry Bn, ‘C/1’ Artillery unit
10th Division, “C/2” Artillery unit
16th Infantry Regiment
4604
4000
4400
4102
4602
4th Regiment, ‘D’ Cavalry Bn , D/1 Artillery unit
72nd Regiment
91st Regiment
6th Division, 70th Regiment, D/2 Artillery unit
7th Division
5703
5402
5001
13th Division
14th Division
12th Division, ‘E’ Artillery unit
4820
1826
Skiros Garrison Infantry Bn
Cephalonia Garrison Infantry Bn
Any City/Town Hex
1 Fighter Squadron, 1 Bomber Squadron
AM: Only the A, B and C Corps AM are available for Novemeber. The D and E Corps AM are avilable
starting in December.
a = The elite 39th Evzones Regiment was, on paper, part of the 3rd Division. The lower strength of the
latter reflects the independent assignment of the former (to B Corps). (If you’re ever in Athens, don’t miss
the daily changing of the guard; the Evzones, resplendent in their skirt-like uniforms and pom-pommed
boots, are very impressive.)
b = This division has just been shipped in from Crete, and thus may be activated only on the second “B”
Corps AM drawn that turn.
c = An ad hoc unit thrown together to guard the area it starts in.
(13.2) REINFORCEMENTS
Italian Reinforcements
Italian units become available - placed in the Available Box in Italy - by seasons (two turns per season).
When the Italian player brings these units in is up to him, and the availability and dispersal of RP.
Fall (November and December): As listed to be in the Available Box on Initial Deployment, plus, in
December, the Italians get to use VIII Corps.
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Winter (January and February): 2/Sforzesca, 6/Cuneo, 7/Lupi di Toscana, 11/Brennero, 22/Cacciatori
delle Alpi, 24/Pinerlo, 36/Forli, 58/Legnano, and 59/Cagliari Infantry Divisions; Monte Cervino Ski
Battalion; one (1) Artillery unit. In addition, they get to use III and IV Corps.
Spring (March and April) [a]: 15/Bergamo [b], 38/Puglie, and 41/Firenze Infantry Divisions; two (2)
Artillery units
Additional Air units may arrive via Random Events.
a = The 18/Messsina and 32/Marche divisions were shipped to Albania in late April, but did not take part in
any of the fighting.
b = Cervi does not list the Bergamo as being present; he does, though, list a Feltre division (as noted in an
official communique), whose existence we can find no evidence of elsewhere.
Greek Reinforcements
There is only one Greek Reinforcement in terms of new units. Mostly, Greece gets “Refit” points, which
enable her to upgrade/return without using Refit Points. She does get some help from England at the end of
the game … maybe.
Turn
December
Units/Refit Points (Hex)
1 Squadron British Bombers (2724 [a]); 4 Refit Points; the D and E Corps
AM
January 3 Refit Points
February
19th Motorized Division (4227) [b]; 3 Refit Points
March
British 1st Armored Brigade, 2nd New Zealand Division (any hexes in
Athens). The British AM; may use only one AM the turn of arrival; 2
Refit Points.
a = The British planes were actually based in a new air base built for them in Araxos (2525), but we didn’t
think that merited a whole slew of air-base building rules.
b = This was probably the worst Greek unit in the war, a hodge-podge of broken down trucks and
equipment, with poorly trained men.
(13.3) OTHER SCENARIO DETAILS
Initiative: For the first game-turn, November, the Italians automatically have the Initiative. They may
select any one AM to start play. After that, AM selection proceeds as per the rules. Each turn thereafter,
Initiative is determined by dieroll, with the Greek Player always adding two (+2) to his dieroll. Exception:
if the Italian plays his Mussuloni/Italian Offensive Special Event marker, the Italian Player automatically
gets the Initiative, as per that rule.
Weather: The game starts with Rain. Players not wishing to overburden the Italians from the start may
roll for Weather or, to see what would have happened “if”, give them a Clear Weather start.
Greek Commitment of Eastern Forces: Army Corps D and E are guarding the Bulgarian border, which
the Greek Army feels is a definite, and dangerous, threat.
•• The Greeks may not move any D and E units during the November turn.
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•• In any turn after November (staring with December) they may move one division (plus one regiment- or
battalion-sized unit, which includes artillery) west of Thrace (any hex east of the river running 4205-3801)
per Turn.
•• A D or E corps combat unit in Reduced state may be Replaced by a full strength unit from the same
corps by movimg the Reduced unit back to while moving the full strength unit west. This is not considered
as moving a division to the west.
(14.0) HISTORICAL ALTERNATIVES: THE WHAT IF? FACTOR
The basic game simulates the remarkable, and horrendously heavy, albatross the Italian Army carried
around, and operated under, during the tnrie campaign. Granted, much of this baggage was self-inflicted,
but, if you, as a gamer, wish to see what might have happened had things been different - a spin term for
“someone with a modicum of intelligence had been in command” - we suggest using some or all of the
following rules and changes. Players can decided between them what to use; each one increases the Italians
ability to gain a higher level of victory. Otherwise, and without these, “Unarmed Goliath” is more of an
insight into the Whys and Wherefores of the Italian failures, and less of a game.
A. Ignore the Italian Preparedness Rule. No Harvest-time Demobilization; training continues at full
pace. This will increase Italian strength by at least one-third throughout the game, probably by more than
50%!
B. Start the Campaign in Good Weather. Start with the October Game-Turn and Clear Weather.
•• The Italian Fall Reinforcements apply to October through December.
•• The Greek Reinforcement schedule remains the same, except she gets 1 Refit point for October.
•• The Greek Eastern movement restrictions (13.3) apply to October, not November.
C. Better Logistics. More understanding, planning and preparation go into the campaign.
•• The Italians start with 45 RP for October
•• They get an RP DR of 4 dice per turn, not 3
•• They may start Port Capacity Construction in October.
D. Special Event . This provides the Italian with a whole host of politically-oriented possibilities, some of
which actually happened. They run the gamut from greatly aiding the Italian effort - and, thereby, keeping
the Greek Player from getting too confident - to minor help for the Greeks. It also increases The Fun
Factor a great deal.
Whenever a ‘0’ or a ‘9’ is rolled on the Mussolini Table, the Italian player randomly and blindly selects
one of the 9 SE markers from a “pool”. This is his event chit to keep. He may reveal and play it at any
time during the game. Once played, that SE marker is permanently discarded. The Events are as follows.
Bulgaria Invades Greece. A Bulgarian attack on eastern Greece - the Bulgarians had coveted this area as
access to the Mediterranean for generations - was part of the Italian Wishful Thinking part of their plan. In
truth, the Greeks greatly feared such an attack, as you can see from the initial disposition of divisions along
the Bulgarian border (Greek D and E Corps), a fear which did not dissipate quickly, even after the Italian
attack. This event allows the Italians to see what effect such an attack might have add, as well as to keep
the Greeks relatively honest in this area.
Upon playing this Event marker, the Italian player receives the two Bulgarian AM, one of which he plays
immediately, placing the other in The Pool, plus three Bulgarian Divisions: the 7th (which enters through
4000 or 4400), the 2nd, which enters through 4900), and the 10th, which enters through any hex between
5200-5600, inclusive). They may attack into those hexes from off-map until they either enter the map or are
eliminated. Bulgarian units need no RP, but, to be activated, they must be able to trace a LOC back to
4000, 4400 or 4900.
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This event may not be played if the “Hitler Provides Ground Support” event has been played (and vice
versa).
Greek Disloyalty. Somehow, the Italians convinced themselves that a large minority of Greek officers
would not only not want any fighting, but would support, if not an Italian adventure, Axis presence in
Greece. Never really happened above a totally ineffective and miniscule level, but, this rule shows what
might have happened had it occurred. When this SE marker is revealed and played, the Italian Player
randomly removes any two Greek AM from the Pool for the rest of that turn.
Hitler Provides Air Support. To help his Axis ally out just a bit, more showing the flag than anything
else, Hitler orders the Luftwaffe to send some air support to Mussolini. The Italian player, upon play of this
event, may place one German Bomber unit and one Fighter squadron anywhere he wishes.
Hitler Provides Ground Support. Somehow, one of those useless meetings Mussolini has with Hitler has
some effect, and the Germans send the Italians limited ground forces to help in their efforts. The Italian
Player may bring in the German 2nd Armored Division and the 50th Infantry Division, with the German
AM, through hexes between 4000, 4400, and/or 4900. They may be assigned to any Italian Corps (as one
unit). They may attack into those hexes from off-map until they either enter the map or are eliminated.
German units require no RP to activate, and they are always in full supply as long as they can trace a LOC
of any length to any of the roads leading off the north edge, at 4000, 4400 and/or 4900. They are in full
supply for the first turn of their arrival.
The instant the Italian player brings in these two German divisions, he must remove from the game two (2)
Italian infantry divisions from either Greece or Albania. These have been sent north to guard the
Jugoslavian frontier.
This event may not be played if the “Bulgaria Invades Greece” event has been played (and vice versa).
Increased Italian Logistics Support. The Italians somehow get their supply system in some sort of roder,
increasing the flow of materiel to the front. Play athe beginning of any turn, and each turn, from then on,
the Italian increases his PR dieroll to four dice.
Italian Airborne Operation. The Italians may paradrop the V/186 Bn of the Folgore Division onto any
Clear hex on Corfu. It costs them 2 RP to do this, and they may undertake the airborne operation under any
Corps AM (assigning the Folgore Bn to that Corps for purposes of activation). The V/186 is considered in
full supply for the entire turn. It costs 1 RP to Fully activate after that, and such RP must come through
Kerkira.
If the Italians control Kerkira (1414) [I’ll thnk of something neato...]
Italian Amphibious Operation. While one of the (several) initial Italian plans envisioned seizing Corfu
and launching an amphibious attack against Igoumenitsa to open up another Balkan port (the 47/Bari
Division had been assigned that task, the result of which was, when it was cancelled, the Bari had no
artillery and heavy weapons and little trasnport), this was probably more wishful thinking that a realization
of actual capability. However, let’s give ‘em a shot here, if, alone, to keep the Greeks thinking. When this
SE counter is played (with the appropriate AM), the Italians may take any one non-motorized, non-Alpine
combat unit in the Naval Transit Box and place it in any unoccupied port west of the 2800 row. It costs 2
RP - in addition to the cost to activate that unit - to launch an amphibious operation. Once debarked, the
unit may not mvoe further that AM, although it may attack any adjacent units that activation.
Metaxas Dies. General John Metaxas, Prime Minister (and Dictator) of Greece for most of the war, was a
rather tragic man of moderate talents who rose beyond his capabilities to provide Greece with surprising
backbone and resilience. He died in mid-January, 1941. When played, all Greek Cohesion ratings are
reduced by one for the rest of the turn. This is somewhat fanicful, and did not happen to such an effective
level, but the Italians need all the help they can get.
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Mussolini To the Front; Italian Offensive. Benito slaps on his niftiest set of field-marshal, gray-green
duds, grabs a plane to Albania, and decides to rouse the fervor of his troops in anticipation of launching a
new offensive. If he plays this before the start of a turn, the Italian player automatcially has the Initiative,
and specifically selects one AM to start the turn (one at a time). For, hopefully, the rest of that turn (only),
all Italian ground attacks have a +1 DRM. The instant any Italian ground unit is eliminated, for any reason,
the DRM no longer is applied. (Whatever Italian enthusiasm could be mustered proved to be a quick victim
to Reality.)
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CHARTS
(3.0) SEQUENCE OF PLAY
A. Initiative Determination Phase.
1. Roll die to see who goes first. (4.0)
2. Check Weather
B. Resource Allocation Phase. Players determine how many of their Available Resource Points they wish
to use this turn.
1. Determine number of RP available for that turn (9.12)
2. Roll for Available Air Suport in Rain/Snow Weather
3. Place Arriving Reinforcements in Appropriate Box or Hex. (6.5)
4. Italian Corps Assignment (“Unarmed Goliath” only; 5.4)
C. Marker Selection Phase.
1. Initiative Player chooses which Command (AM) will start the turn
2. Place all remaining Activation (and Random Event) Markers in The Pool
D. Activation Phase (Applies only to units whose AMs are in Pool)
1. Draw Activation Marker from Pool. (Exception: C/2)
2. Activate Units for that AM by spending Resource Points (9.13)
3. Operations Sequence (to be fllowed strictly):
a. Units Move
b. Units engage in Combat
c. Units that did neither ‘a’ nor ‘b’ may engage in Construction
d. Refit (for units that did none of the above) (8.6)
“D” is repeated until there are no AM left in the Pool. When that happens, go to:
E. Isolation Phase.
1. Apply effects of Isolation
2. Determine changes in Isolation Status
F. End Turn Phase.
1. Remove Air Interdiction markers
2. Proceed to next turn and top of Sequence, unless it was the last turn, in which case, determine
Who Won..
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WEATHER: Unarmed Goliath
Month
October*
November
December
January xx
February
March
April
Clear
0-7
0-1
xx
Rain
8-9
2-9
0-2
xx
xx
0-1
0-7
Snow
xx
xx
3-9
0-9
0-3
3-7
8-9
4-9
8-9
xx
* = See 14.0.
THE MUSSOLINI TABLE (RANDOM EVENTS)
DR
Event
0 SE
Jugoslavia Coup
1*
Increased Italian Air Power.
2
Mussolini Insists Air Force Bomb Greek Cities.
3*
Increased Italian Transportation Support..
4
Increased Italian Materiel Support.
5*
British Disrupt Italian Shipping, or, British Caution
6
Italian Snafu Time.
7*
Greek Amphibious Operation.
8
Greeks have Supply Problems.
9*and SE
The Ciano-Badoglio-Mussolini Shuffle.
* = Roll for Weather
SE: See 14.0; Italin Player draws a Special Event Marker
PORT CAPACITY USAGE
1 PCP: Each RP used to Fully activate a unit traced into that Port;
Each Combat Strength Point, except for the Centauro armored division, debarked
at that Port by Naval Transport.
2 PCP: The CS of the 131st Armored Division if transferred, after refit, or the IV
Medium Tank Bn, by
Naval Transport
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Terrain Effects Chart: Foot Units
Weather
Rain
2
2
1
3
4
3
OTIH
OTIH
Snow
2
2
2
3
5
2
OTIH
OTIH
Effect on
Combat [a]
NE
OTIH
-2
-1
-2
-1
-1 (plus 9.45)
-2 (plus 9.45)
Terrain
Clear
Town
City
Rough
Mountain [b]
Marsh
Fortified Hex
Metaxas Line
Clear
1
1
1
2
3
2
OTIH
OTIH
Road
1 or 1/2 [d]
[-1]
5
OTIH
Unbridged River
Bridged River
Cross Corinth Strait
Cross Halkida - 4123
+1
+0
+2
+4
+3
+0
+2
NA
+3
+1
+2
NA
-1/-3[ [c]
-1
-3
NA
Move Thru Occupied Hex
+1
+1
+1
OTIH = Use other terrain in hex
NE = No Effect
NA - Not Allowed
a = In hex effects apply whenever at least defending unit is therein. Cross-hex effects apply when all attacking units are
doing so across such a hexside.
b = Mountain units subtract one (-1) from the movement cost.
c = -1 if Clear Weather or only some units attacking across; -3 for any other Weather.
d = Italian Foot units pay 1/2 to use Roads in Clear hexes only; all other times, and all Greek units pay 1. See 6.27
Terrain Effects Chart: Motorized Units
Weather
Rain
3
2
1
4
NA
NA
OTIH
OTIH
[-1]
4
Terrain
Clear
Town
City
Rough
Mountain [d]
Marsh
Fortified Hex
Metaxas Line
Road, not in Mountain
Road in Mountain
Clear
1
1
1
2
NA
NA
OTIH
OTIH
1/2
2
Snow
2
2
2
3
NA
3
OTIH
OTIH
OTIH
8
Unbridged River
Bridged River
Cross Corinth Strait
Cross Halkida - 4123
+3
+0
+2
NA
NA
+0
+2
NA
NA
+1
+2
NA
Move Thru Occupied Hex
+1
+1
+1
Effect on
Combat [a]
NE
OTIH
-2
-1
-2 [b, d]
-1 [b]
-1 (plus 9.45)
-2 (plus 9.45)
OTIH
OTIH
-1/-3 [b,c]
-1
-3
NA
OTIH = Use other terrain in hex
NE = No Effect
NA - Not Allowed
a = In hex effects apply whenever at least defending unit is therein. Cross-hex effects apply when all attacking units are
doing so across such a hexside.
b = units that cannot enter/cross a hex[side] may not attack a unit in/across such a hex[side]
c = -1 if Clear Weather or only some units attacking across; -3 for any other Weather. For latter must have MP
(remaining) to enter hex
d = May enter Mountain Hex only on Road; and thus they can attack into a road connected Mtn hex.
BNA Rules
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©Richard Berg, 1995
COMBAT RESULTS TABLE
Effect on Attacking Units
Adjusted DR
-1 or less
Cautious
All units Reduced
& Retreat
Aggressive
All units Reduced
0
All units Reduced
All units Reduced
1
rd +2
All units Reduced
2
rd +2
All units Reduced
3
rd+1
rd +3; Unaffected units may Advance
4
rd
rd +2; Unaffected units may Advance
5
rd
rd +1; Unaffected units may Advance
6
rd -1
rd +1; Unaffected units may Advance
7
rd-1; Unaffected
units may Advance
8
rd-2; Unaffected
units may Advance
9-11
No Negative Effect;
units may Advance
rd-1; Unaffected units may Advance
Continued Attack possible
12+
No Negative Result;
units may Advance;
Continued Attack
possible
rd-2; Unaffected units may Advance
Continued Attack possible
BNA Rules
rd+1; Unaffected units may Advance
rd; Unaffected units may Advance
Continued Attack possible
37
©Richard Berg, 1995
Effect on Defending Units
Adjusted DR
0 or less
Stand
No Effect; May Advance
and Counterattack
Flexible
No Effect
1
rd-2
No Effect
2
rd-1
“A”
3
rd
“A”
4
rd+1
“B”
5
rd+2
All Retreat
6
rd+3
All Retreat
7
All units Reduced
All Retreat
8
All units Reduced
All Retreat
9-11
“C” Eliminated; rest
Reduced and Retreat
12+
“D” Eliminated; rest
Reduced and Retreat
“C” Reduced; rest Retreat
“D” Reduced; rest Retreat
A = Unit with lowest Cohesion Rating must Retreat; if more than one, player’s choice.
B = Player Retreats one unit, his choice.
C = Unit with Lowest Cohesion; tie, player’s choice.
D = Unit with highest Cohesion; tie, player’s choice.
Adjustments to Dieroll/Strength
Combat DRMs are as follows:
•• Terrain, including Fortifications. See the Terrain Chart, and 9.4.
•• Odds-Ratio (8.25)
•• Aggressive Attack, +1 DRM (8.23)
•• Stand Defense, -1 DRM (8.24)
•• Armor (see 8.5)
•• Artillery (see 8.4)
•• Concentric Attack, +2 DRM (8.26)
•• Air Support (8.5)
•• Rain Weather, -1 DRM
•• Snow Weather, -2 DRM
Other effects, usually on unit strength, include
•• Isolation (9.5)
•• Unsupported Armor (8.54)
BNA Rules
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©Richard Berg, 1995
The Odds Ratio DRM Chart
Odds/Ratio
10-1+
9-1
8-1
7-1
6-1
5-1
4-1
3-1
2-1
3-2
1-1
2-3
1-2
1-3
1-4
1-5
1-6 or worse
Fortification Effects
(in addition to the DRM on the
Terrain Chart)
Shock Dieroll Adjustment
+10
+9
+8
+7
+6
+5
+4
+3
+2
+1
none
-1
-2
-3
-4
-5
-6
**
**
**
**
-1 to all ‘rd’ dierolls
-1 to Combat DR
No Armor Points usable
May ignore Retreats, but
when doing so, +1 to
any “rd” DR
ITALIAN RESOURCE POINT COST
Operation
Unit Full Activation
Refitting (9.31 and 9.35)
Fortification Construction (9.4)
Increase Port Capacity (6.84)
Air Support
BNA Rules
Cost
As per Corps Asssignment marker
2 RP per unit per step
2 RP
1 RP per 1 PC Increase
1 RP per 2 squadrons; no cost if in Italy
39
©Richard Berg, 1995
PORT CAPACITY TRACKS
Durazzo
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
2
3
4
5
6
7
8
9
10
11
12
13
14
15
Igoumenitsa
1
2
3
4
5
6
7
8
9
10
Parga
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
Preveza 1
2
3
4
5
6
7
8
9
10
Argostoli
1
2
3
4
5
6
7
8
9
10
Messalongi
1
2
3
4
5
6
Patra
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
10
11
Vlore
Kerkira 1
Port Capacity
1 PCP: Each RP used to Fully Activate a unit traced into that Port;
Each Combat Strength Point, or Artillery unit, except for armored
debarked at that Port by Naval Transport.
units,
2 PCP: Each CS point of the 131st Armored Division, if transferred after refit, or the IV
Medium Tank Bn, by
Naval Transport
ITALIAN AIR MISSIONS POSSIBLE
0
1
2
12
13
14
BNA Rules
3
4
5
6
40
7
8
9
©Richard Berg, 1995
CREDITS
Game Designed by : Richard H. Berg
Game Developed by:
Playtesters: Jack Polonka
Research Assistance: Scott de Brestian, Joe Miranda,
SOURCES:
Cervi, Mario, The Hollow Legions (Doubleday, Garden City NY 1971)
Hellenic Army General Staff, An Abridged History of the Greek-Italian and Greek-German
1940-1941 (The Army History Directorate Editions, Athens, 1997)
BNA Rules
41
War
©Richard Berg, 1995
(5.14) The Independent AM: Each player has one AM marked “Independent”. It costs No RP to use this
AM, and it is used to activate individual units that are unassigned to a HQ. However, to activate
Independents in the Primary Activation Phase, the player must expend RP. These RP must have been
assigned to the Independent Unit Track at the beginning of the turn. This is done by placing an
Independent RP marker - the ones with the #s on them - in the Original Assignment Box, upside down, so
the opposing player does not know how many RP have been initially so assigned.
When the Independent AM is selected, the player may use the available Independent AM to activate
eligible independwent units, 1 RP per unit. He keeps track of the number of RP so used on the track,
revealing their usage, vis a vis how many he originally had, at the end of the turn … unless both players
trust each other implicitly.
(5.5) RESERVE
(5.51) A Player may - as per the individual scenarios - have the ability to place some of his units in
Reserve, a status which enables the player to actually decide, with some minor limitations, when to use
them.
(5.52) A Player with Reserve ability may decide to place any one HQ (and, therefore, all its in command
units) in Reserve per turn. The player must have expended RP for that HQ.
(5.53) There is no Reserve marker or anything similar to designate such status. What the player does is to
not place one AM for that HQ in the Pool (as an exception to 5.14). He holds it aside, keeping it secret. He
does not even have to tell his opponent he has done this. However, we do suggest that Players place such
AM face-down in front of him so that there’s no hanky-panky here. You may “bluff” of course, placing an
AM face-down which will not (cannot) be so used.
(5.54) A player may play any his Reserve HQ at any time after his opponent has under a Activation Phase.
He may not play a Reserve command after going with one of his own HQ, and this must occur in the
Activation Phase. To do so he simply announces, before any new AM is drawn from the Pool, that he is
playing a Reserve AM. He reveals the AM and then undergoes a PA Phase with the command.
(5.55) Units in Reserve have three movement limitations:
•• They may not use Strategic Movement
•• Their Movement Allowance is halved, rounded up, for that phase (only)
Other than that, it’s just as if their AM had been drawn normally.
Play Note: Unfortunately, the Reserve system does not readily lend itself to solitaire play, unless you can
ignore what you know.
(5.22) Combat units may be Fully Activated (5.24) only by their HQ.
(5.23) Each HQ may fully activate (as opposed to 5.25) any of its units (5.21) that are in its Activation
Command Range at the instant of activation. HQ may not attach units from other commands.
Play Note: An HQ’s Command Range is used only to determine Activation; it is not used to determine
LOC (9.23)
(5.24) Command Range is determined in Movement Points, not hexes.
BNA Rules
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©Richard Berg, 1995
Play Note: This becomes very important in difficult terrain in bad weather, when many units will be out of
command range.
(5.25) If a HQ is attacked while alone in a hex, it defends with a CS of “1”, a CS used only when alone.
HQ’s are eliminated if they suffer any possible adverse combat effect (that includes “rd” results) while
alone in the hex. If there is a combat unit in the hex, HQ suffer no adverse effect at all, although they may
retreat with the supporting combat unit, if the player wishes. HQ may be Refitted (9.3).
BNA Rules
43
©Richard Berg, 1995