Winter Table - 34.41

0

No effect

1

Movement of armor units during exploitation reduced by 1.

2

Movement of armor units during exploitation reduced by 2.

3

Movement of armor units during exploitation reduced by 3; overruns and airdrops are prohibited.

4

Movement of armor units during exploitation is reduced by 4.

5

Movement of armor units during exploitation is reduced by 5. Fortifications and railheads may not be constructed.

6

Exploitation is prohibited.

7

CTL reduced by one. Infantry units and replacements are subject to a -1 DM unless defending in a capital, objective hex, IC, bridgehead or railhead.

8

Air Nationality DRM reduced by one.

9

Ground attacks against non-partisan units and offensive air operations are prohibited. Defensive air support is restricted to the hex in which the air factors are based.

10

Enemy units must expend only one, not two, movement factors to leave the ZoC of armor units.

11

Armor units are treated as infantry units.

Modifiers

+5

winter turns in the Russian winter zone.

+5

winter turns in Siberia, Manchuria, Mongolia and Tannu Tuva.

+2

fall turns in Siberia, Manchuria, Mongolia and Tannu Tuva.

Explanation: Each level of winter effects includes all the effects of all lower results.

The “Russian winter zone” consists of all eastern front hexes east of the Nazi-Soviet Pact line and in Finland.

Winter preparation: Winter effects are reduced by winter preparation. The starting winter preparation levels are: Russia, Finland, Sweden: 6; Japan: 2; Other: 0. Winter preparation levels may be increased by production, but may not exceed 6.

Attrition combat: The difference in winter preparation levels modifies attrition die rolls (+/-1 for each level).

Russian attritions in the Russian winter zone permit the Russian player some control over attrition results (14.521).

Offensive operations in the Russian winter zone: For every Axis winter effect level below "9", the Axis may make one ground attack of any size; use 15 or more air factors for offensive operations; or, if permitted by a winter result of "5" or less, exploit from one breakthrough hex. Overruns, ground attacks on partisans and the use of up to 14 air factors do not count.

Exploitation: Exploiting armor units may always move at least one hex.

Pacific effects: Movement reductions for exploiting armor for winter effects 1-5 are halved, round down, in the Pacific theater. Winter effect 10 does not apply in the Pacific theater.

Winter turns in the Russian winter zone; winter and fall turns in Siberia, Manchuria, Mongolia and Tannu Tuva: One die is rolled, subject to the above modifiers.

Automatic winter levels:

6

Eastern front west of the Nazi-Soviet Pact line

6

Western front

4

Mediterranean front hexes in continental Europe