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1 - Victory Point Games

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NO RETREAT 3: THE French Front: May-JUNE 1940 v2.4 5[8.5.2] +1 MP to Enter or Exit: It costs aunit one additional (+1) MP to enter ahex in an EZOC.If a unit begins your Movement Phaseadjacent to an enemy unit (i.e., in anEZOC), it costs one additional (+1) MPto exit that hex.[8.5.3] No Infiltration: A unit cannotmove directly from one hex in an EZOCdirectly into another unless the hex it isentering is also occupied by a friendly unit(whereupon the moving unit mustimmediately stop, as per 8.5.1).Otherwise, a unit must first leave anEZOC by way of an uncontrolled hex, andafterward it can continue moving.[8.5.4] Negating EZOCs: In addition toallowing some limited infiltration movement(8.5.3), the presence of a friendlyunit negates an enemy-controlled hex forthe purposes of tracing a Supply Path(6.3) and when Retreating (see 10.7.6).There are also no ZOCs (for any purposes)into Marsh hexes.[8.5.5] Mobile Units: Units with a redMovement Allowance (i.e., mobile units)can Retreat through enemy non-Mobileunits’ ZOCs (only).[8.6] Switzerland: French and Germanunits (only) can enter Switzerland (14.2).There are no hexes, so consider the entirecountry as one huge Mountain terrain hexthat is adjacent to three hexes in both Franceand Germany.It costs a unit its entire Movement Allowance(see 8.3) to enter that Area of the map.Double the regular stacking limit whenapplying it inside Switzerland, and normalZone of Control rules apply to and fromSwitzerland.Example: German units in the 3 German hexesadjacent to Switzerland canall attack it.[8.7] Fortress Areas:There are no separatehexes in these areas, soconsider each of theFortress areas as one (sometimes large) hexthat is adjacent to many hexes on the map(akin to Switzerland, as per 8.6). Normalstacking rules apply inside each of theseareas, and normal Zone of Control rules alsoapply.Fortress Areas that include a City areFortresses for Movement and Combat. TheCity is only considered for <strong>Victory</strong> <strong>Point</strong>scoring purposes.[8.8] Ardennes Area: The large Forest areawith the browntinting behind itis the ArdennesForest (picturedhere).French/Alliedunits cannotvoluntarily enter the Ardennes Forest (theserough/wooded) hexes before Game Turn 6(see 13.4, Event #6).[8.9] Exiting the Map: Your units can exitthe map during your Movement Phase alongGray/Blue map edges at a cost of 1MP plusone (1) Initiative marker per unit exited.• German units (only) can exit along theGerman (Gray) Map Edge. They are thenplaced in the Reserve Box.• Both sides’ units can exit along the French(Blue) Map Edge. They are then placed inthe Southern France Box.Some units in the Southern France Box score<strong>Victory</strong> <strong>Point</strong>s at the end of the game, butonce in this box, they cannot return to themap nor engage in combat there; they are outof play.[8.10] Neutral Countries: Belgium,Holland, Luxembourg, and Switzerlandbegin the game as neutral countries.German units can freely enter any neutralcountry or attack their units. The instant aGerman unit crosses a neutral country’sborder or attacks a neutral country’s units, astate of war exists between that (now former)neutral country and Germany with thesespecific effects:• ZOC rules between those units and acrossthose borders immediately take effect.• That country allies with France and theFrench player commands that country’sunits for the rest of the game.• French and British units can also freelyenter that now-active allied country.• The French player’s units cannot enterthose countries before they are at war withthe Germans, nor attack the units of theseminors while they are neutral.[8.11] Southern France Box: Units canmove and Retreat to the Southern FranceBox (see 8.9 and 10.7.6). Once there,© 2012 Carl Paradis and <strong>Victory</strong> <strong>Point</strong> <strong>Games</strong>however, they cannot leave. No Battles caninvolve the units there, so the units of bothsides in that Box simply co-exist there untilthe end of the game.[9.0] RESERVE MOVEMENTGeneral RuleDuring your Movement Phase, you can Putin Reserve your non-Fort units by placingthem in the Reserve Box. You can relocatethem back onto the map during a subsequentReserve Phase.Cases[9.1] Put in Reserve: Starting on Turn 2,you may take up to one friendly suppliedunit (only!) from the map per MovementPhase and pay one (1) Initiative marker andplace it in the Reserve Box in lieu of anyother movement for that unit that turn.[9.1.1] Reinforcements/Replacements:Units and markers arriving as Reinforcements/Replacementsappear in the ReserveBox during your Organization Phase.These units do not count against your oneunit-per-turn-from-the-maplimit.[9.1.2] Reserve Capacity: Each playercan have a maximum of six (6) units in theReserve Box, plus any Paratroopermarkers.[9.1.3] Exceptions: Belgian, Dutch, Swissand Fortification units are prohibitedfrom being placed in Reserve.The Reserve Box represents Operationalredeployments, rail moves, and actualmovement of reserve troops away fromprying enemy eyes. It also accounts for theunexpected German moves through theArdennes area early in the campaign.[9.2] Release of Reserves: During eachMutual Reserve Phase, both Players (withthe player whose turn it currently is goingfirst) may bring none, any or all of their unitsfrom the Reserve Box back onto the map.(Units in the Reserve Box can remain thereindefinitely.)When thus Released, each such unit must beplaced in:1) A friendly City hex that can trace aRegular Supply Path (even if that City hexis in an EZOC).2) German units can be placed in any Ardenneshex (see 8.8), even in an EZOC,that he can trace a Regular Supply Pathfrom unless the “No Ardennes Surprise”Event text is on his Plan card selectedduring set up (14.14).3) Or any other hex that is within three (3)hexes, maximum (i.e., no more than twointervening hexes), from a friendly Cityor friendly map edge (Gray for theGermans and Blue for the French) that is

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