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NO RETREAT 3: THE French Front: May-JUNE 1940 v2.4 3[5.3.3] Initiative Events: Each event witha German Cross symbol (E) is playableonly if the German player spends oneInitiative marker to do so.Each Event with a French Roundel symbol() is playable only if the French playerspends one Initiative marker to do so.All other Events (i.e., those without thesesymbols) are playable for free.[5.4] Other Card Uses: In addition to theiruse triggering Events, you can spend (i.e.,discard) cards during Organization Phasesto buy additional Initiative markers (see7.1)[6.0] SUPPLYGeneral RuleDuring this Phase, both players check thesupply status of each of their on-map units:first, all of the Phasing Player’s units, andthen the Non-Phasing Player’s units, markingthose that are unsupplied.Cases[6.1] Receiving Regular Supply: A unit isin Regular Supply if it is able to trace avalid Overland Supply Path. You trace aSupply Path from the unit requiring supply,through any number of hexes, to a friendlymap edge. A friendly map edge is the east(dark gray) edge for the Germans, and thewest and south (blue) edges for the Frenchand British.[6.2] Alternative Supply Sources: A unit isalways in supply if it is in a fortified hex inits own country. The Swiss unit is always insupply in Switzerland.Tracing to these alternative supply sourcesdoes not constitute an Overland Supply Path.Note that units in Ports are not automaticallyin supply in this game, but being there doesallow them to receive Improvements (7.2.1).[6.3] Blocking Supply Paths: Enemy unitsalways block a Supply Path. Enemy Zones ofControl (see 8.5) also block Supply Pathsunless there is a friendly unit in that hex.You cannot trace through Neutral countriesnot yet attacked by the German Player.That is, friendly units negate enemy Zones ofControl for the purpose of tracing a SupplyPath.[6.4] Unsupplied Markers: When aunit is Unsupplied during the SupplyPhase, place an Unsupplied markeron it to denote its precarious status.[6.5] Unsupplied Effects: A unit with anUnsupplied marker suffers accordingly: Organization: Reduced-strength units arerestricted in their ability to recover back tofull-strength (see 7.2.2). Movement: Its Movement Allowance isreduced to a maximum of Three (3)Movement <strong>Point</strong>s. Combat: When attacking, it neverreceives an Armor Bonus (10.6.3),cannot conduct Multi-Hex Advance(10.8.1), and suffers a one shift to the left(1) penalty on the Combat ResultsTable. If it is eliminated in combat, it isplaced in the Surrendered Units Box(10.7.1). Scoring: A Maginot line Area isconsidered “Isolated” for <strong>Victory</strong> <strong>Point</strong>purposes if it cannot trace a validOverland Supply Path.Units are not automatically eliminated solelybecause they lack supply.[7.0] ORGANIZATIONProcedureDuring your Organization Phase, performthe following Steps in order:A. Initiative Buy Step: Purchase extraInitiative markers.B. Flip Step: Improve units and (for theGermans only) Initiative markers.C. Placement Step: In order: Reinforce,Replace, and Evacuate units.D. French Attack Step: The Frenchplayer (only) places his white targetmarkers during this Step of his PlayerTurn.A. The Initiative Buy Step[7.1] Buying Initiative markers: BothPlayers may discard any number of Eventcards in their hand to purchase their side’sunused Initiative markers on a 1-for-1 basis:each card exchanged for one marker.Note that you can buy Initiative markersduring your opponent’s Player Turn!B. The Flip Step[7.2] Improving Reduced-Strength Unitsto Full-Strength, and German Initiative toBlitz! Markers:[7.2.1] Improving Units: The Phasingplayer’s square, two-step units (only) thatare currently on the map on their one-step(i.e., reduced-strength) side can beImproved (i.e., flipped over) to their fullstrengthside.[7.2.2] Improvement Restrictions: Youcan only flip a unit that is in RegularSupply (6.1) unless it can trace a SupplyPath to a Friendly Port (see 7.2.4).[7.2.3] Reduced-Strength: When broughtback onto the map as Replacements, twostepunits always return to play showingtheir reduced-strength (one-step) side.[7.2.4] Cost: You must pay two (2)Initiative markers for each Improvement,unless (7.2.2) Port Supply is being used: inthis case, you must pay three (3) markers.Note that it is cheaper to Replace (7.7) aneliminated unit (bringing it back at reducedstrength)than it is to Improve a reducedstrengthunit back up to full-strength.[7.2.5] Penalty (Important): Puta Disorganized marker on anyunit that was just Improved.[7.2.6] Improving Initiative markers:The German player can flip, for free, anynumber of Initiative markers he hasavailable for later play as Blitz! markers.The French player does not have the capabilityto freely flip his Initiative markers;only specific Event cards allow him to flipthem over to Shock! markers.[7.3] One-Step Square Units: Some unitshave only one step, and some cost more toReplace (7.7). Cadre units have one step,but come back for free (see 14.9).[7.4] Paratroop/Fort Units: These nonsquareunits are irreplaceable. Wheneliminated, Paratroops are removed from thegame and Forts are placed in the SurrenderedUnits Box.C. The Placement Step[7.5] Unit Placement: Place Reinforcementand Replacement units in play as follows:• Place German, French and British unitsinto the Reserve Box. Place Neutral units in a friendlycontrolledcity within their country.[7.6] Receiving Reinforcements: Playersreceive units as Reinforcements on the GameTurn indicated by their ReinforcementNumbers (i.e., as placed on the Game TurnTrack during set up). Reinforcement unitsare placed in the Reserve Box.[7.7] Replacement of Destroyed Units: Totake a unit from the Destroyed Units Boxand return it to play (as per 7.5), the owningplayer must pay (discard) one (1) Initiativemarker for each such Replacement received.Note that the one-step Allied Armored Unitscost two (2) markers to replace, as indicatedon their reverse sides.Example: A unit is eliminated on Turn 4. Itsowner replaces it at the first opportunity on Turn5’s Placement Step. It returns to the map on itsone-step side. Raising it back to full-strength (i.e.,two steps) cannot be done until the followingturn’s Flip Step at the earliest, because the FlipStep occurs before the Placement Step. Thesequencing is very strict about this![7.8] Unit Evacuations: You cantry to move one (1) Unsuppliedunit per turn, provided that it is in a© 2012 Carl Paradis and <strong>Victory</strong> <strong>Point</strong> <strong>Games</strong>

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