TERUEL (English Edition)

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TERUEL, TURNING POINT OF THE SPANISH CIVIL WAR TABLE OF CONTENTS

1. Introduction 2. Basic Game Concepts 3. Turns 4. Sequence Of Play 5. Weather 6. Initiative 7. Organization Phase 8. Reinforcements 9. Airpower 10. Impulses 11. Activation 12. Movement 13. Combat 14. Bombing 15. Fatigue and Recovery 16. Strategic Phase 17. Boxes out of the Map 18. Special Units 19. Victory

2 2 4 4 4 5 5 6 6 7 7 10 10 12 15 15 16 16 17

Note on the terms used: the names used to designate the two opposing sides, have been summarized in Republicans for the side fighting for the Republic and Nationalists for those who fought in the enemy ranks The optional rules have been written in red. Its use must be agreed before starting the game. The texts framed in light gray only have informative character. They should not be taken into account when implementing a rule.

UNITS International Brigade (Republicans) Army of Levante (Republicans) Other Army (Republicans) Separate unit (Republicans) Militias (Republicans)

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Headquarter HQ (Nationalists) Leader (Republicans) Army of Teruel (Nationalists) Legion Condor (Nationalists) Aviazione Legionaria (Nationalists)


Upper part (size of unit)

1. INTRODUCTION

End of 1937. After the fall of the North front and the battle of Belchite, the initiative of the conflict remains in the hands of the rebel troops. Franco and his generals prepare what they hope will be the coup de grâce, the occupation of Madrid. For this purpose, since November, a strong contingent of troops has been prepared in the province of Guadalajara, aiming directly at the heart of the Republic. In the meantime the Republican High Command, and specifically its main strategist, Colonel Vicente Rojo, is aware of the danger, and preparing their own attack in return. Expecting to recover the initiative and threat on the capital city, the staff elaborates plan T (Operation Teruel), with the objective of occupying this small provincial capital. After conquer the city, and with the initiative recovered, plan P will be developed, an operation designed to cut in half the Nationalist zone in Extremadura. Neither of the two contenders presupposes a great strategic value to the city of Teruel. However, its occupation will be a moral and propaganda achievement that will attract more and more forces to the battle. In little more than two months the fate of the Spanish civil war will be resolved in the city of Teruel. Teruel, turning point of the Spanish Civil War (SCW), is a military simulation game about the battles of Teruel and Alfambra. In Teruel two players assume the role of commanders of the Republican army and the Nationalist army). The victory goes to the player who reaches the objectives set in each game scenario. Both strategically and militarily the city of Teruel, located at the eastern end of the Nationalist front and almost isolated, had little value. According to the Republican plans, Teruel's occupation was only the first step of a more ambitious offensive (Plan P), so the victory conditions and the variable initiative reflect this initial secondary character in the grand republican strategy. However, Franco accepted the stakes and decided to compromise the prestige and the best of his army in the battle. This decision, in return, caused an escalation in the rival army, so a month after the offensive began, the best of both armies were going to decide the fate of the war in the city of Teruel. There are five game scenarios, each with a variable number of turns. Each game turn represents a week of combat, and it is divided into seven impulses or days.

2. BASIC GAME CONCEPTS 2.1 The Game Counters

The following types of counters are used in the game: Units, leaders, aviation and informational markers. 2.1.1 Units The units are divided into three general types: combat units, artillery and headquarter (HQ). The combat units represent from battalions to brigades, and their conventional symbols are extracted from the "Regulation of Conventional Abbreviations and Symbols" of 1933, representing units of infantry, tanks and cavalry. The upper part of the symbol represents the size of the

Corps

Regiment

Division

Batallion/Group

Brigade

Company

Lower part (type of unit)

Tanks

Artillery

Cavalry

Infantry

unit, while the lower one is the type. The unit ID is on the left, and the upper formation (usually a division) on the top. On the right, on a black circle, the number of steps of the unit and in the lower part the attack, defense and quality factors. Usually, combat units have two sides: the front (“normal”) side and the reverse (“damaged”) side. The damaged side is marked by a red stripe across the unit. 3rd Infantry (Mixed) Brigade 34 Division Upper formation(division)

1st Tank Battalion Army of Teruel Type of tank (historical interest)

Unit Name

Attack Quality Defense Steps • Steps: number of steps that the unit has before it is destroyed. As a general rule, the Republican brigades (historically composed of four battalions) have fewer steps than the Nationalist brigades (6 battalions), frequently divided into half brigades or agrupations). It is also used as the stacking factor. • Attack Factor: number of dices rolled by the unit when it attacks. • Defense Factor: number of dices rolled by the unit when it defends. • Quality: overall unit performance; quality units A are considered veterans and trained in combat. Those of quality B are units already tested in battle, and those of quality C are units not tested in combat. Artillery units represent groups, and they do not have a stacking value like combat units. In the conventional symbols appears the caliber of the artillery guns, only for historical interest. In the lower part, the support factor (a number) and the bombardment factor (one letter) are shown.

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The headquarters (HQ) represent the command structures of the army corps (AC). They do not have a number of steps, only the support factor shown at the bottom. The function of the HQ, is to provide a line of communications to the units, enabling their activation. In addition to this function, the HQs can support the attack or defense dice of a unit. The AC Teruel represents the HQ of the Operations Army of Teruel, although for the purposes of the game it is like any other HQ. Nombre de Unit

1st artillery Group, 3rd regiment

Support

Bombardment

For simplicity, the first names with which the Nationalist army corps took part in the battle of Teruel, such as the CE Sur Turia and Norte Turia, have been obviated, leaving the best known and consolidated names of Galicia, Castilla and Marruecos.

Operational

Name

Support Fighter 2.1.3 Airplanes The air units represent groups, either of fighters or bombers, although for the purposes of the game this distinction is not important. The air groups remain in the aide sheets of each player, where they are available for missions of air superiority (caza) or ground support. At the beginning of each turn the air superiority is determined taking into account the groups located in the air superiority boxes. During the rest of the turn the groups located in the air support box can support the ground combats or realize missions of bombing. • Support factor: used to determine how many dice can be modified or how many units to bomb. • Fighter factor: used to determine the air superiority.

2.1.4 Markers There are fortification markers, fatigue (1 and 2), leader +1 or -1, turn counter and area control. The Republican units have overall colours of different brown tones: medium brown, army of the LevanteÍž light brown, Maneuver or Eastern armies, and dark brown, se- 2.1.5 Divisions The divisions are composed of two or three units: parated units. All units of the Nationalist army have been represented Republican division: composed of two or three brigades. with blue background, green units of the Aviazione Legionaria (Italian aid) and black those of the Legion Condor (German aid).

Both sides used their brigades and divisions with great organic flexibility, becoming dependent on one Corps or 82, 84 and 87 Brigades, 40 Republican division on another on multiple occasions, so in Teruel there are no rigid rules to maintain the structure of the Corps. For Nationalist division: composed of two brigades or three example, the 83rd Republican Mixed Brigade depended on regiments ( 85 division has only one brigade). three different Corps in a 48 hours period. 2.1.2 Leaders Leader markers represent a particular leader and his staff. Each HQ has permanently assigned a leader as its commander in chief. In certain circumstances, a leader may I and II Brigades, 105 Nationalist Division worsen or improve during the game, and the players can The division is the basic unit that is activated by playing substitute him (see 13.3.9). cards. To activate a division, their brigades (or regiments) Each leader has two factors: a tactical or support (+1, 0 must be in the same area or in an adjacent area. A player or -1), which modifies a combat roll or forced march, and can activate some of the brigades/regiments of one an operational one (A, B or C), which provides a general division and not the rest. idea of its capabilities. A division may be activated even if it only has one If a leader eliminated, turn the counter to their generic brigade/regiment, and it will continue counting for the side, to represent their replacement by another limit of divisions to be activated. commander in chief. Note that you can also activate brigades or regiments like The HQs provide a communications line of 4 (Republicans) or 5/6 (Nationalist) areas. Leaders A increase this other units to activate, if they meet the conditions of reinforced division or the OFFENSIVE/ADVANCE line of communications in one area (see 13.3.9). cards condition.

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2.2 The Map

The game map is divided into asymmetric areas, where the combat units move.

Name of the card Side (Republican)

Brief explanation

Mountain

Victory point River edge

Urban zone

The areas surrounded by red borders represent the urban areas of the city of Teruel: TERUEL, Arrabal and San Julián. The blue edges of the area show the bed of the Turia river, and represent a modifier to combat and movement. The mountain areas are represented by a mountain symbol. The areas that provide victory points are marked with a badge of the side that defends them. The exit areas of reinforcements, also used to draw the communication line, are marked on the map with a flag of Number of card the matching side.

Type

Air support available Effect Each player has a deck of cards, for use during the There is a common aid sheet, where three external areas impulses. There are three types of cards: are located (Calamocha, Vivel del Río and Alcañiz). Units can move from the main map to any of these areas and vice• General: which are used to activate units or do some ersa, or move between the external areas. particular action, at the beginning of each subphase of each impulse. 3. TURNS Each of the game scenarios consists of a variable number • Support: cards that are used in the combats to modify of turns: from one in the introductory scenario, to ten in the rolls of the dice. Only one support card can be used the campaign scenario. Each game turn represents a week per combat and side. of real time, divided into seven days or impulses, in which each player will have the opportunity to play their cards. • Interruption: cards can be used in the impulses of the opposing player, to do some action BEFORE the other Each impulse (or day) is divided into two subphases, one player does any activation. for each player (if any interruption card is played, more subphases can be added). At the beginning of each of All cards, regardless of their type (general, support or these sub-phases, the player must play one of his general interruption) can be used to activate a reinforced division in cards, performing the action marked on each card, or use an impulse. The action of using a card to do this activation the card for a activation by default. A player can pass is called activation by default. and not use any card during some impulse.

2.3 Cards

At the beginning of each turn, players randomly receive 9 cards (10, if the player has the initiative). Once the turn is over, if there is any card left in player hand, it is discarded, except if the RESERVE card has been used, which allows you to keep a card from one turn to the next.

2.4 Aide sheets

Each player has a aide sheet, where he places his air units, reinforcement and artillery available to enter as reinforcement.

4. SEQUENCE OF PLAY

Each turn consists of the following phases: • Weather • Initiative • Phase of Organization (deck building) • Reinforcements • Air Phase • Impulse (day 1 )

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• ( Possible interruption Subphase) • First player Subphase • ( Possible interruption Subphase) • Second player Subphase The impulses are repeated 7 times. • Strategic phase • Victory Determination Phase (only in the last turn of each scenario)

5. WEATHER

“…the percentage of casualties suffered by the units that took part in the battle was the highest in the whole war. General García Valiño, who commanded the First Division of Navarra (about 15,000 men), quantified in more than 3,500 cases of freezing suffered by his soldiers. (..) In total, according to the various authors, the casualties suffered by the Nationalists during the battle of Teruel exceeded 54,000; of them, more than 18,000 due to freezing. Among the republican forces the total of casualties was around 60,000 men, a third of them also as a result of the cold.”(1)

• During the strategic phase, only one quarter of the units can be reorganized (instead of half).

6. INITIATIVE

The objective of the offensive on Teruel was fulfilled with the occupation of the city. However, Teruel was only an intermediate objective; within the great Republican plan, once the operation was concluded, the army of Maneuver would transfer the best troops from the Levant front to Extremadura. Once there, plan P would be triggered. Therefore, after the occupation of the city, several divisions were removed and the front was stabilized, fortifying the avenues to the city. But Franco had other plans, and immediately set out to recover the city at any cost.

6.1 Determination of the Initiative

The particular rules of each scenario determine which player have the initiative for the first and subsequent game turns.

The rest of the turns, during the initiative phase, test what player occupies the three urban areas of Teruel. If the player with the initiative, occupies with combat units (no At the beginning of each turn, the weather for the rest of artillery or headquarters) or with control markers, the the turn is determined by a roll of 1D6 in the following three areas of Teruel, the initiative passes to the other player for the rest of the scenario. table: 1 2 3 4 5 6

Normal Normal Cold Cold Snowy Snowy

-1 to the dice from turn 6. +1 if the previous turn was snowy. 5.1.1 Normal Weather GENERAL WINTER cards are removed from the deck, and neither of them can be played during the turn (see 4.3). 5.1.2 Cold Weather At most, during the phase of organization, each player enters a GENERAL WINTER card in the deck. 5.1.3 Snowy Weather The GENERAL WINTER cards that correspond according to the turn are introduced in the deck. The following modifications occur: • All units that use two movement points acquire a level of fatigue. • Half of the air units are not available for the Air phase, fractions rounded up for the Republican player and down for the Nationalist player (2).

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The initiative can only change possession once during any scenario.

6.2 Effects of the initiative

The player with initiative, during the organization phase, forms his hand of cards with ten cards, and chooses which player begins during the first impulse. Some cards of the game and several units of reinforcement, appear in the turn of the change of initiative. A card TRENCHES of the Popular Army, and a card OFFENSIVE of the Nationalist Army, are entered in the deck the turn that initiative changes. The TANKS card of the Popular Army is removed from the deck the turn that changes the initiative. Refer to the aide sheets and the particular rules of each scenario to check which units enter or leave the game as reinforcements (or subsequent turns), as the change of initiative takes place.

7. PHASE OF ORGANIZATION PHASE

The game engine consists of a deck of 54 cards, divided into 29 cards for the Nationalist player, and 25 for the Republican player. During the organization phase, both players prepare their deck, taking out or including the cards according to the rules of the scenario and the text of the bottom of each card:

(5-10), (3-6), etc., this card is played and included in the • The Turia river is frozen, and the modifier to the combat deck in the turns marked (from 5 to 10, etc), both by river (see 5.2) and movement (see 12.5) is not taken inclusive. (*) This card is included or removed from the deck when into account. changing the initiative from one player to the other.


After the constitution of each deck of cards, the players draw, randomly, 9 cards (the player with the initiative takes 10), and they have these cards in their power for the rest of the turn. These cards are called the "hand" of the player.

8. REINFORCEMENTS

During this phase both players place the available reinforcements on their units reserve box of the aide sheet, but no reinforcement unit is placed on the map. The list of available reinforcements can be found in the aide sheet and in the specific instructions of each scenario.

8.1 Placement of reinforcements

At the beginning of this phase both players check which units appear as reinforcements in this turn, and place the indicated units in the box of the Reserve of units of the corresponding aid sheet, Army of Levante and Army of the North respectively.

8.2 Deployment of reinforcement units

The units located in the unit reserve box come into play, during a subphase, when the respective player uses a REINFORCEMENT card. The player obtains, one by one, and randomly, the units that enter reinforcement. If the player takes a brigade, he can automatically choose the rest of the brigades of the same division to take as reinforcement (if available), up to a maximum of three combat units.

Example: On turn 3 the Republican player has six brigades (27 and 42 divisions) and one headquarters (XXI CE) in the units reserve box, and 4 artillery groups (2 of 75mm and two of 105mm) in the artillery reserve box. During his 2nd subphase he plays a REINFORCEMENT card. Among the eligible units, he takes out (randomly) the first of the three units he can choose; the 128th brigade of the 27 division. Then, without needing to take out more units, he chooses to take out the other two brigades of the same division (brigades 127 and 129 of the 27 division). As he has played a REINFORCEMENT card, he also has at his disposal the headquarters of the XXI CE and an artillery unit, obtaining (also randomly) a group C, guns of 75mm. Once the reinforcements are chosen, place the five units (127, 128 and 129 brigades of the 27 division, artillery and HQ) in the area of Villalba Alta. These units can activate and move during this impulse.

9. AIRPOWER

During the air phase both sides fight for air superiority and it is determined that air units will be available during the turn for ground support.

9.1 Availability of air units (groups)

Each scenario specifies the availability of air groups for each game turn. Each time an air group is used for air superiority or ground support it is placed in the Unidades aéreas ya empleadas box and can no longer used for the rest of the turn.

The units thus displayed are placed in any of the two entry areas of your side, marked on the map by a flag: Sarrión or Villalba Alta for the Republican player and El Pobo or Cañada for the Nationalist player. The particular instruc- 9.2 Air Superiority tions of each scenario may indicate other forms of At the beginning of the air phase both players, in secret, reinforcements entry. determine which of their groups are used to figth for the air superiority (3) and which for ground support. At least Units deployed as reinforcement are automatically activa- one group of fighters (groups with fighter factor 2 or 3) ted and can move, and if necessary, combat. must necessarily be used for air superiority.

8.3 Reinforcement of artillery units

All artillery units not starting the game on the map are placed in the corresponding Artillery Reserve box. Each time a player uses a REINFORCEMENT card to deploy reinforcement units, he places ONE artillery unit in any reinforcement entry area.

8.4 Headquarters and leaders

The headquarters are entered into play the turn marked on the aide sheet and the instructions of each scenario. Once in play, just like the artillery units, they deploy on the map when a REINFORCEMENT card is played. Each headquarters deploys with a leader assigned according to the scenario.

8.5 Air units

Each scenario provides what air units come into play. These new air units are, immediately and for the rest of the game, available to the player. Units that have been retired by air superiority come into play in the same way.

Then both players, simultaneously, show their groups dedicated to air superiority. Each player adds the fighter points of each of their groups and both results are compared. The player with the highest number of fighter points has air superiority for the duration of that turn. In case of a tie, no player has air superiority, and no further action is required.. If one of the two players has air superiority: • The player with air superiority rolls a dice for each fighter point that he exceeds his opponent. For each result of 5 the opposing player chooses one of their groups and removes it from the game, placing it for reinforcement entry two turns after the current game turn. With a result of 6 the rival player definitely eliminates one of their groups. • The player without air superiority rolls a single die. With a result of 5 or 6, the opposing player chooses one of his groups and places it, for his reinforcement entry, two turns after the current turn of the game.

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Example: On turn five, Vicente, the Republican player, has placed his two fighter groups (21 and 26) in air superiority, with a total of 4 fighter points. For its part, Fidel, the Nationalist player, places three fighter groups in air superiority with 8 fighter points. In the air phase, both numbers are compared and Fidel obtains the air superiority. Later Fidel rolls 4 dice and Vicente another. Fidel gets a 5, a 6 and two 2, and Vicente a 5. In this way Vicente definitely loses one of his groups and both players remove one of their groups from the game, which will come back as reinforcement at the beginning of turn seven.

impulses. Each impulse is divided into two subphases. In the first subphase, one of the players is the active player and the other the passive player, while in the second subphase these roles are reversed. The player with the initiative determines who is the first active player for the first impulse. For the rest of the impulses of the turn, the order chosen the first impulse is maintained.

9.3 Ground Support

10.1 Impulse sequence

• Support: the active player can activate an air group for each ADVANCE or COUNTERATTACK card, and two for each OFFENSIVE card he plays. For each bombing point of each air group, a single combat roll is modified by +1.

• First subphase (first player): • Activation (possible interruption) • Combats resolution • Second subphase (second player): • Activation (possible interruption) • Combats resolution • End of impulse

The groups placed in the air support box can be used in • Determination of first player (only in the first impulse of each turn) two different ways:

• Bombing: the active player can activate two air groups for each PREPARATION card and one for each COUNTERPREPARATION card that he plays. These groups choose an enemy unit for each bombing point that the air group has. The chosen units must be located at least four areas away from an area occupied by their own units (see 11). A bombing mission is carried out on these units. The air groups used during the turn are placed in the box of units used and can not be used again until the next air phase.

11. ACTIVATION 11.1 Overview

During their subphase, players activate their units by using their cards. The cards to be used must be one of those in your hand, according to the organization phase (see 6. ORGANIZATION). This action is not mandatory, and the player can pass and not play any of his cards. The actions (or activations) to be carried out vary according to the type of card used and how it is used: • General cards: it follows what is established in the card, in the text part. • Others cards: the active player can, using any card (including general cards), perform a activation by default. A activation by default consists in activating a reinforced division or any two units.

+1

A reinforced division is a division, with 1 to 3 brigades or regiments, and another unit (including HQ and artillery) that is in the same area or in an adjacent area. The brigades / regiments of the division, also have to be in the same area or adjacent to each other.

+1

+1

+1

Example: Vicente plays an OFFENSIVE card, and decides to support his combats with two air groups, the 24th and the 30th. With them, he supports two attacks, being able to modify both rolls with a +1. The 116 Brigade launches 2 dice and the 2 are modified with a +1 by the support of the G-24. The 61 Brigade does the same for the support of the G-30.

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Players are not required to activate the total number of units or divisions that each card has, but they can choose to activate fewer units. Once the card is played, it is discarded and placed in the general deck for the next turn.

Once the active player has declared which card he is going to use (including the default activations), but before doing any activation, the passive player may use one of his interruption cards (CONTRAPREPARATION, COUNTER and GENERAL WINTER) to make a own activation BEFORE the active player. During this activation, the passive player (the one who played the interruption card) 10. IMPULSES Each turn is divided into seven equal impulses. The is considered the active player for all purposes, and the impulses represent a day of real time. In the general aide other player, passive player. Only one interruption card sheet there are two counters to keep track of turns and can be played in each subphase.


As an exception, the RETREAT interruption card is played after the active player does all his activations but before any combat. Example: At the beginning of turn 4, Vicente, the Republican player, holds the initiative and has ten cards in his hand. Fidel has only nine. Vicente chooses to be the active player during the first impulse (and will be for the rest of the impulses) and declares that he is going to play an OFFENSIVE card. Before Vicente determines which units he will activate, Fidel declares, in turn, that he will interrupt with a COUNTERATTACK card. Fidel activates one of his divisions, and moves to an area occupied by the enemy. After resolving the subsequent combat, Vicente continues with his activation and uses his OFFENSIVE card to activate four of his divisions. In the subphase of the Nationalist player, Fidel plays the MANO NEGRA card (activation by default). As a support card, he activates a reinforced division, instead of using it as provided in the card. At the end of the impulse, Vicente has consumed a card of the ten he had, and Fidel two cards of the nine that counted at the beginning of the turns.

11.2 Activation of units

To activate an unit, and be able to do any action, you must be able to draw a line of communications (LC) from the unit to any own headquarters. In turn, this HQ must be connected to its own supply area. At most, only two divisions can trace an LC to the same HQ in the same subphase. As an exception, the HQ of Army of Teruel can be used to activate up to three divisions simultaneously. Units that are not activated as a division do not count toward this limit.

In order to activate a division, all the units that compose it, must be in the same area or in an area adjacent to one another. If an unit can not draw a valid LC, it can not be activated.

11.3 Activation by default

An activation by default is the use of any card (general, interruption or support) to activate a reinforced division. In this case, the text of the general cards is not used to resolve the activation of the units. Once the activation is finished, the card is discarded normally. Alternatively, a player, in any activation by default, instead of activating a reinforced division, can choose to activate any two units.

V CE

41 D 41 D

The areas through which the LC is drawn can not be occupied by the enemy. After the movement the units can be left out of an LC. 11.2.1 Length of the LC The Republican units, to be able to trace a LC, must be placed at four or less areas of their own CG, and Nationalist ones at five. The length of the LC of the HQ of the Nationalist army of Teruel can be of six areas. Any HQ, with a leader of quality A, can add an area to the distance to activate units. The HQ, to draw a valid LC, must be able to draw a LC of up to ten areas to a area of reinforcements entry, not occupied by the enemy.

XIII CE

Example: During its subphase, Vicente uses a TRENCH card to activate his units through a default activation. With this card he can activate units with a single HQ (see 11.3). For this it has the HQ of the V Corps (Modesto), located to the north, in CeladasÍž or the XIII CE (Perea) to the south, in San JuliĂĄn.

Vicente can activate a reinforced division, with all units adjacent to each other. H HQ can only draw a four-area 11.2.2 Activation of divisions LC, so it decides to activate using the V CE (activation The basis for activating the units is the division. With an range marked in red). He activates the 41 division in full, OFFENSIVE card you can activate four divisions and and a brigade of the 27 division. He can not activate the four other units (which can be combat units, HQ or XV BI because it is not adjacent to any unit of the 41st artillery units), with one ADVANCE card two divisions division. If Modesto were a leader A, he could activate and two other units, and with a COUNTERATTACK units located one area more away. card (or an activation by default) a reinforced division. A division counts for this limit although it is composed of 11.4 Activation with general cards fewer brigades or regiments (even if the division is only General cards can be used to do an activation by default composed of one brigade). (see 10.3) or as wrote in the text:

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PREPARATION: the player activates up to five artillery units and two aerial groups to do bombing (see 14). Once the bombardment is done, the artillery units gain a level of fatigue and the air groups pass to the box of air units used.

bomb, up to four units of artillery that can trace an LC to the same HQ. He can also use an air group to carry out bombing (see 14). Once the bombardment is done, the artillery units gain a level of fatigue and the air group pass to the box of air units used.

PASAGE OF LINES: exchange the positions of two divisions (with any number of brigades / regimients). Both must be able to trace a line of communications at any HQ. This activation dispenses with the general rules of movement. No unit gains fatigue with this activation.

RETREAT: once the active player has activated his units, and resolved his movements, the passive player can play a RETREAT card. This card is used to move up to three units that are going to be attacked. The movement of these units must be done by the shortest way in the direction of a reinforcement entrance area. For this activation, the general rules of movement are followed.

REPLACEMENTS: Up to three combat units recover one step. These units can not be isolated or in an area adjacent to an area occupied by the enemy. These units gain a level of fatigue. Nationalist cadres (see 18.6) can not recover steps. A unit with fatigue level 2 an not recover any steps.

COUNTERATTACK: the passive player plays this card to activate a reinforced division. These units can only move one zone, and as long as this zone is occupied by an enemy unit. For this activation, the general rules of movement are followed. The player may activate an air group to support the resulting attack.

ADVANCE: activate up to two divisions and two other units that draw their line of communication to the same HQ. If the movement of any of the activated units, EL CAMPESINO: the republican player can play this generates a combat, the player may use an air group for card as an interruption in the same way as a RETREAT card, but only for the brigades of the 46 division. support. TRENCHES: Place a fortification marker in two areas with at least one infantry unit in each. These units gain a level of fatigue. OFFENSIVE: Activate up to four divisions and four other units that trace your LC to up to three HQ. If the movement of any of the activated units generates a combat, the player may use up to two air groups for support. REINFORCEMENTS: place up to three reinforcement units in some entrance area (see 7). These units are active automatically and can move. REORGANIZATION: the player removes a level of fatigue to up to eight units that are not isolated. As an exception, the Nationalist player can recover a level of fatigue to any unit of the 52 Division that is in an urban area even if it is isolated. EL CAMPESINO: This card, played by the national player, allows activating to move a brigade of the 46th Republican division. The movement must be one or two areas, and always in the direction of the nearest reinforcements entrance area, surrounding any area occupied by the enemy. The brigade is fatigued 2.

11.6 Type of activation

The units can be activated to perform any of the following actions (only one in each impulse): • Movement: The player can activate any number of units to make a move. • Reorganization: the player can activate half (fractions rounded down) or less of their units to remove a level of fatigue.

11.7 Isolated units

Isolated units are units that can not draw a line of uninterrupted communication through their own areas to a HQ. The number of areas between the zone occupied by the unit and that occupied by the CG can not be greater than four, for the HQ of the Republican player, or five for the Nationalist player. Leaders A increase the maximum number at which LC can be plotted. The HQ of the Army of Teruel can draw an LC of up to six zones.

RESERVES: The player who plays this card can not activate any unit. Instead, he separates a card from his hand, which can not be played this turn. The card will be included in the hand of the next turn, not counting for the limit of cards (9 or 10) of that turn.

The condition of isolated or not, is determined at the time of trying to be activated or when going to participate in a combat. An isolated unit can not be activated or supported, and rolls one die less in combat.

11.5 Activation by interruption cards

The air units are activated at the time of the combats, to provide support, or with the PREPARATION or COUNTERPREPARATION cards, to carry out bombing. The cards that allow to activate aerial groups are identified with an airplane symbol in its lower right part.

The Interruption cards, once played, are used in the same way as general cards. COUNTERPREPARATION: The player can activate to

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GENERAL WINTER: this card prevents the active player from using the card he has declared that he will use for activation. Instead it is discarded and can only activate a single unit. Each player can only play a GENERAL WINTER card as an interruption per game turn.

11.8 Activation of air groups


Once they have provided support or carried out a bombardment, they are removed to the air units used box.

12. MOVEMENT 12.1 Stacking

In each zone you can only stack friendly combat units with a total of six steps (or four in urban area), two artillery units (or one in urban area) and a HQ. Air groups and other markers do not count toward the stacking limit. Any number of friendly units can pass through an area, exceeding this limit, but at the end of the movement any excess to the stacking limit is eliminated, before any possible combat. If at the end of a movement units of the two sides are stacked in the same zone, a combat occurs.

12.2 Controlled areas

If at the end of a subphase, there are only units of one side in an area with the enemy victory point, a control marker is placed in that zone. An area is controlled by one of the players, if there are only that player's combat units or a control marker.

12.3 Movement capacity

The infantry units, the HQ and the artillery units have a capacity of movement of two points. The tanks (armoured) and the cavalry units have a movement capacity of three points.

A unit that enters an area with an enemy unit must stop its movement. A concealed unit counts as an enemy unit to stop the movement (even if the unit is a picket).

12.5 Combat

If at the end of all activation movements, in the same area there are units from both sides, a combat must be resolved in each area.

12.6 Fortifications

If a fortified area is left without any own infantry unit, it loses the fortification marker. Units can not reuse an enemy fortification marker. If any enemy unit finishes its movement with one of these markers, the fortification is destroyed and is removed from the game.

13. COMBAT 13.1 Overview

After making all the activation movements, it is checked whether there are units of the two sides in the same area (or in several areas). If there are several combats, the order of their resolution is determined by the active player.

13.2 Combat units and support units

The active units that moved to the area are considered attacker units, and the passive units are the defender units. Each unit located in the combat zone will roll as many dice as its attack factor (attacking units) or defense (defending units). For each result of five or six a hit will be achieved.

Artillery units or HQ with fatigue level 1 can not move. If one of the two sides, in a given combat, has more units of category A than the other, add one die to his roll. The rest of units can not move with fatigue at level 2. Each category C unit, present in the area, counts as a category A unit less when performing this calculation. For 12.4 Force March The combat units (not HQ or the artillery), before starting example, two units of category A, and one unit of their movement, may try to force march to gain an category C, are equivalent to a single unit of category A. additional point of movement. To do this, each unit that In urban area this modifier is not applied. intends to force the march rolls a die: Artillery units, air groups, HQ and leaders can support these attacks by adding a +1 to the rolls. They are support • A units force march with a result of 3+. units. Only one roll can be modified once, regardless of • B units force march with a result of 4+. the number of supports that are present in the combat. • C units force march with a result of 5+. Leaders with a tactical factor of +1 can modify the forcemarching roll of a unit. The leader can not be used again for the rest of the turn. A unit that force march, increases a level of fatigue. If the unit does not manage to force march, it must move and count as activated for all purposes.

Leaders, artillery units, air groups and HQ can support as many die rolls as their support factor. A leader can only support a combat if the HQ to which he is assigned is also used in support. Leaders and HQ can only support one combat per turn.

Units with fatigue level 1 can not try to force a march.

12.5 Movement cost

Entering an area costs a point of movement, two points if the area is mountain or the unit crosses the Turia River (area blue limit) when it is not frozen. The armoured (tanks) units consume three points of movement to enter a mountain area.

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Example: The Nationalist player attacks in the San Julian area with a brigade of the 105 Division. The Republican player defends with the 128th Brigade. To support his attack, the Nationalist player can only use one of his two artillery groups (maximum of as many as supported units in combat), despite having two available. Fidel decides to support with the group I / 4, two dice with +1.

• Resolution of combat • Applying results • Loss and promotion of leaders • Retreat • Fatigue calculation • Next combat (if there is more than one in the subphase)

13.3.1 Determination of the attacker and defender The active player is the attacker and the passive player is the defender. It is worth remembering that the player who has interrupted with a COUNTERATTACK card is considered the active player until the current activation is reMedium artillery groups (letter B, 105mm guns) support solved. an attack or defense die. The range of support is two 13.3.2 Attacker player support zones. The active player decides if he uses artillery units, air Heavy artillery groups (letter A, guns of 150 + mm) groups, headquarters and leaders to support the combat: 13.2.1 Artillery support Light artillery groups (letter C, guns up to 77mm) support an attack or defense die. The range of the support is of an area (the own zone and the adjacent one).

support two attack or defense dice. The range of support is up to three zones. Artillery units can provide support to an area more distance, if they occupy a mountain area.

No more artillery units can be used in support than friendly units involved in combat. For example: Vicente attacks an area with two brigades, he can only support that attack with two artillery groups. If an artillery unit or HQ unit has been activated previously (to move or reorganize) it can not support during that subphase. 13.2.2 Air Support Each bombardment factor supports an attack die. An air group, with more than one point of bombardment factor, can only support one combat in the same area. 13.2.3 HQ and Leader Support Each HQ can support a defense or attack of one die (republican player) or two dice (national player) (support factor), once per turn. Leaders with a tactical factor of +1 can support a single die; leaders - 1 can be used by the opposing player to subtract a -1 from the roll of a dice. Leaders and HQs can only support one combat per turn.

• Artillery: It is possible use as many units of artillery as friendly combat units are engaged in combat. Air Groups: For each card of CONTRAATAQUE or ADVANCE the player can use an air group to support during the subphase and for each OFFENSIVE card he can use up to two air groups. • HQ and Leaders: A single HQ, and optionally its leader, can be used to support a combat. • Enemy Leaders -1: the player can choose a HQ with a -1 leader of the enemy to negatively support an combat. This leader subtracts a -1 from an enemy die, as long as the HQ can draw an LC to the combat area. 13.3.3 Defender player support The active player decides if he uses artillery units, headquarters and leaders to support the combat: • Artillery: In each combat that the attacker uses an artillery unit, the defender may choose to use up to the same number of artillery units to support his own units. For example, if an attacker, who has played an OFFENSIVE card, supports a combat with two artillery units, the defender may use, in that combat, one or two units of support artillery. The defender can not use air groups to support.

• HQ and Leaders: A single HQ, and optionally its In order to support a combat, it must be possible for the leader, can be used to support a combat. supported unit to draw a line of communications to the • Enemy Leaders -1: the player choose an enemy HQ HQ that provides the support. with a -1 leader to negatively support an combat. This leader subtracts a -1 from an enemy die, as long as the HQ 13.3 Combats resolution can draw an LC to the combat area. Once determined the areas where the combats are taking place one at a time, following this procedure:

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• Determination of attacker and defender • Supporting units of the attacker player (artillery, aviation, HQ and leaders) • Supporting units of the defender player (artillery, HQ and leaders) • Attacker support cards • Defender support cards

All units after supporting a combat gain a level of fatigue. Units with fatigue level 1 can not support a combat. 13.3.4 Support cards of the attacker player The attacker player decides if he uses a support card. Support cards provide a +1 to the rolls of some units, as explained in their description. This +1 is an addition to


any other support that can be provided by an artillery unit, air group, HQ or leader. 13.3.5 Support cards of the defender player The defender player decides if he uses a support card. Support cards provide a +1 to the rolls of some units, as explained in their description. This +1 is an addition to any other support that can be provided by an artillery unit, HQ or leader. 13.3.6 Combat Die Roll Modifiers +1 for artillery unit support +1 for air group support -1 if the defender is in a fortified area +1 per HQ support factor + 1 / -1 by tactical factor of the leader +1 for support card (if any) All modified dice are roll separately from the rest.

combat, were some of the dangers faced by officers in Civil War officers. Furthermore, the performance of an officer could vary greatly throughout a campaign, and gain or lose reliability. When a HQ is used to support an attack, the die (or dice) it supports must be roll separately. If a result of one is obtained it is possible that its leader should be eliminated. Another die roll is maded, with a result of 5 or 6 the leader is eliminated and the counter is turned around, on the side of generic leader. A generic leader can not be eliminated on a new occasion.

If that result is a 6, and the leader is of quality C, the leader can promote; roll a die. With a result of 1 the leader is modified with a marker of -1 (and becomes a leader -1) and with a result of 6 the leader is modified with a score of +1. A leader who promotes can not re-promote, but The attacker rolls one die less if he fights in a mountain can be eliminated. A leader with tactical factor +1 can not area or has crossed the Turia river (blue line), not be promoted with another +1. cumulative. 13.3.10 Retreat The player with more units of category A in combat (in The side that has caused more hits occupies the area. In the same area) adds one die to his roll, except in urban case of equal number of hits, the defending units will reareas or against fortifications. main in the area. The units of the other side must retreat: 13.3.7 Resolution of the combat Players determine which units contribute their attack or defense factor respectively, and with how many dice. Players can decide not to use all their units in combat (so they do not gain fatigue), although at least one of them is forced to fight. The attacking units use their attack factor to determine how many dice they roll, while the defending units use their defense factor for their own. Before rolling the dice, if there are supports, players must specify which of their dice are modified by these supports. For each result of five or six a hit is obtained, after adding or subtracting the corresponding modifiers. 13.3.8 Applying Results Once determined the number of hits that each player has caused, the results are implemented. Each hit involves the loss of a step from an enemy unit. • Only units that are in the target area of the combat can lose steps.

• If they are attacker units, they retreat to the same area they entered from. • If they are defender units, they retreat to an area not occupied by the enemy, by the shortest direction towards their own reinforcements entrance area. All units must retreat to the same area. In case of draw in two possible retreat routes (because the number of areas to be covered in the aforementioned withdrawal is the same), the defender player chooses the area to be retreat at. The defender units placed in a fortified area are not forced to retreat. Instead, the player can choose to remain in the area without assuming additional casualties. If all the units of a fortified area are eliminated, or the area is occupied by enemy units, the fortification is eliminated. Units in urban areas should not be removed; in this case, like that of fortified units, retreat is optional. 13.3.10 Retreat voluntary or interrupted A defender unit, which must retreat, may choose to remain in the area assuming an additional hit.

• The allocation of the impacts on the different units is An attacker unit, occupying an area abandoned by the done by the player who owns the units. enemy, may choose to retreat to the zone of departure instead of remaining in the area where the combat took • All units must receive a hit before reassigning a second place. or subsequent hit to the same unit. If any unit must retreat to an area in excess of the stacking • Artillery units and HQ can only be hit if there is no any limit, it must continue to withdraw until it reaches an area combat unit in the area. For these purposes the artillery where it does not exceed the stacking limit. units and the HQ have a single step. If a unit can not retreat because its retreat line must be 13.3.9 Loss and promotion of leaders (Optional) traced through areas occupied by the enemy, it is eliminaTo be captured, to fall wounded or sick, or even to die in ted and removed from the game.

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COMPLETE EXAMPLE OF COMBAT Turn 6, Impulse 1, cold weather: The Nationalist player, with initiative, decides that his opponent is the first to activate, so Vicente has the first impulse. Determined to expel the Nationalists of Teruel, Vicente uses an OFFENSIVE card, to attack in the direction of la Muela and el Muletรณn, powerful defensive positions of the Nationalist player. Fidel does not use any interruption card, so the republican activation begins. Vicente activates four of his divisions (shaded in red), with the OFFENSIVE card: 25, 40, 41 and 47 divisions (47 out of sight of the example), and four other units, but only the 128 brigade (27 division) is show in the example view. The 41st division moves to the south (out of the picture), trying to skirt the national defenses. The 40 moves directly towards la Muela, consuming two points of movement (mountain area) and the 25th division towards the Muletรณn. The 128 brigade occupies positions to the rearguard of the 40, in San Julian, Teruel. The 82 Brigade (40 division) must try force march (a dice of 3+). It rolls 6, and gains an extra point of movement and a fatigue level. No unit gains fatigue from these movements. After the movements, the combats begin. Vicente chooses to resolve first the combat of el Muletรณn, and then the one of la Muela.

COMPLETE EXAMPLE OF COMBAT (II)

A

Combats are solved sequentially, in the order chosen by the active player:

A

Vicente supports the attack on el Muletรณn (the northernmost zone) with a medium artillery group (I / 20) and the 24th air group. The artillery can modify a die, and the air group can modify two dice. Considering that the attack on la Muela is more important, Vicente does not support with his HQ. Fidel, for his part, does not provide any support.

B

Vicente rolls five dice (6 of his units minus 1 to attack a mountain area) and modifies 3 with +1. Roll these three dice separately and get a 2, 4 and 6. When you add +1 you get 2 hits. With the other two dice you get two 5, getting two more hits, for a total of four. Fidel rolls six dice, unmodified, and gets 2, 3, 3, 4, 5 and 6, two hits. At the moment of the aplying the hits, Vicente decides to damage two brigades and Fidel completely eliminates a three-step brigade, and removes one step to the second brigade. Having received more hits, the Nationalist troops must withdraw an area and the Republican division occupies el Muletรณn. All units, which have fought and supported, win a level of fatigue.

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COMPLETE EXAMPLE OF COMBAT (III)

B The next fight is resolved on la Muela. The republican

player uses the air group 39 (+2) and the HQ of the V CE (+1) in support, with the leader Modesto (+1) and a group of 75mm (+1). This provides a total of five supports of +1. In principle, although the three brigades of the 40 division can roll a total of 6 dice, when attacking through the river and a mountain area, one die is subtracted. Therefore Vicente will only roll five dice, but all modified with a +1. The two sides have two units of category A, so there are no extra dice for this point.

Since Vicente has used artillery, Fidel can do itÍž a group of 75mm (+1), and also decides to use its HQ (+2), which will be able to modify three dice.

B

Vicente does not play any support cards, but Fidel uses his Mano Negra card so that his two brigades of the 13th division add a +1 to his dice, rolls three dice with +2 and another three with +1. Both players must throw separately the dice that are modified by the H, to check if there are any possible losses of leaders. The dice are roll and Vicente gets 1, 2, 2, 3 and 6 (all the dice are modified with +1, for a total of 1 impact) and Fidel 3, 4 and 5 in the dice with +2, and 3, 4 and 5 on the dice with +1 (total 4 hits). The die that modified Modesto was a 6, so it can promote.

COMPLETE EXAMPLE OF COMBAT (IV) Vicente (he must assign four impacts) decides eliminate one brigade and damages the other two brigades of the 40 division. Aferwards he rolls a die for Modesto and gets a 1, with which, as of this moment, the tactical value of Modesto is 0. Having received more hits than the defender, the Republican brigades must retire to the zone of departure, in Teruel. All the units gain fatigue and the leaders are inverted to remember that they can not be used again during the rest of the shift. The offensive has been half success. Although Vicente has managed to conquer the area of el MuletĂłn, the attack on la Muela has resulted in a great failure and the destruction of a division almost completely. After this movement the subphase ends and the Nationalist player begins. Fidel, on the other hand, has several options, from trying to reorganize his units against Teruel (worn out and fatigued) or playing a reinforcement card to bring new units to the area. But that is for another example...

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13.3.11 Determination of fatigue All units that have fought or that have supported an attack gain a level of fatigue. The air groups that have supported a combat are placed in the box of used air units and can not support any combat the rest of the turn.

13.4 Artillery units and HQ

The artillery groups and the HQ can only be hit if there is no combat unit left in the area capable of taking the hit. If at the end of the activation or combat of any unit, enemy units of artillery or HQ (with added leader) remain in an area without the presence of their own combat units, they should try to retreat. For this, each unit of artillery or HQ launches a die: with a result of 4+ retreat, with another result the unit is destroyed. A HQ with a leader C subtracts -1 from its roll. The artillery groups and the HQ can retreat like any other unit, if they are withdrawn together with any unit of their own.

14. BOMBING

PREPARATION and COUNTERPREPARATION cards involve the development of a bombing. A bombing is an activation in which only artillery and aviation units intervene.

14.3 Bombing procedure

• The active player declares that units and air groups are going to be activated. • Declare the areas that are going to be bombed and by which units and / or groups. • The active player determines the resolution order of the different bombings. • Each bombing is solved separately. • The defender player chooses which units receive hits, according to 13.3.8 • The artillery units gain a level of fatigue and the air groups are removed to the box of air units used.

14.4 Resolution of bombing

The attacker player resolves the bombings by zones. Each result of 5 increases one level of fatigue to one defending unit, and each result of 6 eliminates one step. A unit with fatigue level 2, which must increase its level of fatigue due to an impact, loses a step. The artillery units and the HQ can not be subject to hit or assignment of level of fatigue by bombing, except if there aren´t combat unit in the area.

14.5 Bombing Die Roll Modifiers

Each die roll is modified: -1 Air bombing missions of the side without air 14.1 Range superiority. Artillery units can bomb areas located at the following +1 Bombing of artillery units of factor C. ranges: -1 Bombing of artillery units of factor A. -1 if the area is fortified. • Units C (-77mm): one area. -1 if defending units are in urban area. • Units B (105mm): two areas. • Units A (150+mm): three areas. 15. FATIGUE AND REORGANIZATION The air groups can bomb at a distance of four zones of any zone occupied by friendly units.

14.2 Bombing value

Each unit that bomb chooses a single zone, with the presence of enemy units, to bomb.

15.1 Overview

Fatigue represents, in an abstract way, the capacity for work and combat of a unit. The higher the level of fatigue the less efficiency by the part of the unit. The units gain fatigue by doing various actions during the course of the turn. They can also lose fatigue by activating the unit to reorganize or by the REORGANIZATION card.

Each air support point provides a die roll to bomb. For example, a unit with bombardment factor 3, would roll 3 dice in bombardment. Artillery units roll as many dice as their bombardment factor: • C and B: a die • A: two dice

Air units and leaders do not gain fatigue. The CG and the artillery units can only have level 0 or 1 of fatigue, the rest of units 0, 1 or 2.

Example: the Nationalist player plays a PREPARATION card, and active to bomb three artillery groups (bombing factor A and 2 C) and two air groups (bombing factor 2 and 3). In total he will throw 9 dice.

• Level 0: units, unless otherwise indicated in the scenario, start the game with level of fatigue 0. The level of fatigue 0 is implicit in the unit, so there is no marker to represent it. With this level of fatigue there aren´t any restrictions.

15.1 Units and fatigue levels

Units can have one of these three levels of fatigue:

• Level 1: A unit with fatigue level 1 can not try to force a march. The artillery groups and the HQ can not move, support or bomb with level of fatigue 1. The HQ can draw a line of communications with level of fatigue 1. The units with level of fatigue 1 are marked with a counter. Optionally some units (the one-step), have a fatigue marker 1 on the back.

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• Level 2: Units with fatigue level 2 can not be activated to move, nor can they fight offensively. When defending they do it with one die less (although always with at least one die). A unit with level 2 of fatigue, which must increase a level the fatigue as a result of a bombing, loses a step instead.

15.2 Gaining fatigue The units gain fatigue:

• When they force march. • When supporting in a combat. • When using two movement points with snow weather (see 5.1.3). • When making any die roll in a combat. • As a result of a bombing (see 14.4).

15.3 Fatigue recovery (reorganization) There are three ways to recover from fatigue:

• Activating the unit, only half (fractions down) of the units allowed by the card that is played (including activations by default). • Using a REORGANIZATION card, being able to eliminate up to eight levels of fatigue of eight different units. • During the strategic phase each player recovers a level of fatigue of half (fractions down) of their units that have any level of fatigue. A unit that reorganizes can not do any other action during the rest of the subphase.

16. STRATEGIC PHASE

map. To represent forces not included in the game, in the area of Calamocha can only enter national units, and in the area of Alcañiz Republicans. 17.1.1 Movement between areas (boxes) outside the map A unit that moves from one box out of the map to another box out of the map, consumes all its movement capacity of its activation, but is not fatigued. If, after an activation, units of the two sides remain in Vivel del Río, a combat occurs. 17.1.2 Movement between the map and the areas outside the map The units located in an box outside the map can, consuming all their movement, can move to an area of the map and vice versa. The units can be moved from the areas outside the map to the areas of the Map (and vice versa) that are indicated below: Calamocha: El Pobo or Villarquemado. Vivel del Río: Santa Catalina or el Plano. Alcañiz: Perales or Villarubio.

17.2 Combat in areas outside the map

The combat in the areas outside the map is done in the same way as in the rest of the areas. Only the artillery and the HQ located in the same outside area can support the combat. Example: the republican brigade 81/64, located in the area of Alcañiz, moves to Vivel del Río, for which it uses all its capacity for movement. In Vivel del Río, the I / 105 brigade is located, which results in a battle between the two brigades.

During the strategic phase both players, starting with the player who does not have the initiative, do the following 18. UNITS 18.1 Leaders actions: Leader counters come into play attached to an army or army corps HQ. Leaders are not units, • Deployment of a reinforcement division: a division they can not be activated or separated from located in the units reserve box, can be deployed in any the HQ to which they are attached. When a reinforcement arrival zone. player activates a HQ to support a combat, the • Reorganization: each player chooses half of their units player can decide if their attached leader also (fractions down) with some level of fatigue and removes one level. If the weather is snowy only removes one fati- supports that combat. A leader can only support one combat per turn. gue level to a quarter of units per player.

17. BOXES OUT OF THE MAP

A leader -1 may be forced to support a combat (by subtracting -1 from a previously chosen roll) by the opposing player, only once per turn. In order to carry out this support, the HQ to which this aggregate must meet all the conditions to carry out normal support.

The three boxes correspond to the areas of Alcañiz, Vivel del Río and Calamocha.

A player can replace a leader -1 by spending an activation of those available to him in a subphase. This activation counts for the limit marked by the card or for a activation by default. The replacement leader is a leader 0 C (back of the normal leader counter).

Example: At the end of the third turn, Fidel has four units with level of fatigue 1 and one with level of fatigue 2. He recovers a total of two levels of fatigue, which must be of two different units. There are three boxes or areas outside the map that represent part of the territory that influenced the Teruel campaign, without being directly involved in the battlefield.

17.1 Stacking and movement

There is no stacking limit in the three zones outside the

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18.2 Nationalist Cavalry Brigades

can not receive replacements.

The cavalry brigades of the Nationalist army were relatively small units, with about 1,000 horsemen each. However, well used, and against undetermined enemies, could have a great shock power, in exchange for greater vulnerability.

The Nationalist cavalry brigades, in attack, can choose to combat with the attack factor printed on the card (2) or with a reduced factor of 1. If they combat with the factor 2 and among the defending units, there are any unit of quality B or A, the republican player obtains hits with a result of 4 (apart from the usual ones of 5 and 6). In that case, that impact can only be assigned to a cavalry brigade.

18.7 Nationalist Half Brigades

The large national brigades, frequently, could be divided into two half brigades or agrupations, which granted greater flexibility to the veteran units.

Cavalry units can not use fortifications.

18.3 "Acción Ciudadana" Battalion (AC)

The garrison of Teruel had several second-line units composed of reservists or older people. One of them was the battalion of Acción Ciudadana, civic-military entity dedicated to tasks of surveillance, control and political repression. Forced by the situation, the AC battalion attached to the garrison of Teruel, fought with determination against a much superior enemy. During the course of the days several civilians joined spontaneously to the ranks of the battalion.

At the moment of activating a Nationalist brigade (not reduced to two steps) to make a move, the player can replace the brigade counter by two half-brigade or agrupation counters. The agrupations must be of the same quality as the original brigade. This action can only be carried out, simultaneously, with a quality-A brigade and a quality-B brigade. In a later activation, if both half-brigades are in the same zone, the Nationalist player can reform the brigade again, removing the group cards. The brigades of the 52 division can not be divided into half-brigades.

The battalion of "Acción Ciudadana" always deploys in some urban area of Teruel and can not be activated to do movement. This unit does not roll any dice in defense or attack (defense and attack factors of 0 0). However, the battalion has a step that must be eliminated so that an 18.8 Armoured (Tank) Units The tank units of the time were far from being the attacker can occupy the area. flexible and powerful forces of the later world conflict. 18.4 International Brigades During the Battle of Belchite, the International Brigades acquired an unwanted role for the Republican leaders. Desiring to give an image of independence with respect to foreign powers, it was tried that the participation of the "brigadistas" passed to second plane. To fulfill this objective, severe instructions were given to prevent international brigades from being seen in the city of Teruel, stealing the laurels from the Republican army.

You can not stack two or more friendly tank units in the same area. A unit of tanks, defending or attacking alone, without the presence of an infantry or cavalry unit, is hit with -1 to the enemy die roll. Tank units can not benefit from fortifications.

18.9 34 Republican Division

The 34th division of the XVIII Army Corps, had a hesitant behavior during the first days of the battle.

No international brigade can occupy an urban area of Teruel. In case of finishing any subphase in one of those The 34th division, like the troops not belonging to the zones, the brigade is definitively removed from the game. Army of Levante, can not move the first turn on the Hemingway or campaign scenarios. To represent this fact, 18.5 52 Nationalist Division Two brigades of the 52nd division formed the garrison of Teruel. two light brown markers have been included to replace Despite being formed in part by reservists, they fought admirably, those of the middle brown of the Army of Levante. even surrounded and without any outside support.

18.10 46 Republican Division

The units of the 52 division are not considered isolated if they occupy an urban area, but they can not be activated to move.

18.6 Nationalist Cadres

The Nationalist brigades used to have six battalions, while the Republican brigades were more little, only had four battalions.

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The three-step Nationalist brigades, when they lose their second step, are replaced by a cadre counter. The cadres

and the worst.

The 46th division was one of the best units of the Republican Army of Maniobra. However, the behavior of its commanding officer, the militia major Valentín Díaz, el Campesino (the Peasant), made this unit an unpredictable force, capable of the best

The 46 division can be influenced by two cards, one from each side.


Once during any scenario, all the brigades of the 46 subjected to greater meteorological inclemency than the division, which are in an urban area of Teruel, can be Republicans, located in the Levant. (3) In this game context, bomber groups used in air superiority activated despite not drawing a line of communications.

18.11 Republican divisions of two brigades

The republican divisions constituted by two brigades (28, 34, 47, 70 and 72), when they activate both brigades by an activation by defect, can activate another additional republican unit that is in its same zone or adjacent.

are considered to be used to bomb enemy airfields and cities, with the purpose of reducing the presence of enemy fighters on the Teruel

18.12 Undiscovered unit

Although the Republican intelligence had a rough idea of the Nationalist units and their position in the front, once the battle began, it was found that these estimates were not correct.

The 52 division units (except for brigades II and III) deploy their undiscovered unit side. An undiscovered unit remains in this state until it moves, or until a Republican unit ends its movement in the same zone. At that moment the unit turns around and its real composition is shown. An undiscovered unit is considered as any other unit, for the purposes of activation, control and enemy movement.

18.13 Nationalist Pickets

Around the city of Teruel had spread several small units (entity company or lower) with the mission to alert and delay any enemy attack on the sector. These units, once completed their task, would retire to the interior of Teruel.

The Nationalist pickets, like the rest of the 52 division units, always deploy on the undiscovered unit side. Any Republican unit must stop in any area with any undiscovered unit marker. At the time of the combat, the picket unit withdraws from the game without fighting (the Republican units do not gain fatigue). A picket can not be activated.

18.14 Militias

Although willful, the militiamen of the first months of the war, lacking in discipline and instruction, were not very reliable in the eyes of the republican officers..

A militia unit can not be stacked in the same area as a unit of the popular army. The militia units, if they win in a combat, always advance, and always withdraw if defeated. An air group that bombs a militia unit has a +1 modifier.

19. VICTORY

Each scenario determines the conditions of victory. In general, the victory or defeat is determined according to which player has in his possession the three urban areas of the city of Teruel, and when he achieves that goal. (1) Assistance and treatment of freezing injuries in Navarrese hospitals during the civil war. P. Larraz, C. Ibarrola (2) The Nationalist aerodromes were located in Castile,

18


Units

ONE PAGE RULES Activation

There are combat units (infantry, cavalry, battle tanks), artillery and headquartes (HQ). There are also markers for leaders and air groups.

During each impulse both players alternate activation through their playing cards. In the general cards, the action that can be do with each card is written explicit.

Each combat unit has a factor of attack, defense, quality and number of steps (value of stacking) the artillery has support value and bombardment factor and the HQs support factor.

Any card can be played to do an activation by default, where a reinforced division is activated. The units to be activated must be capable of drawing a line of communications (LC) of up to 4/5 areas to a HQ.

3 Infantry (mixed) Brigade 34 Division Upper Unit (division)

Steps

The passive player can interrupt the activation of the active player by an interruption card. Only one interruption card per player and turn can be played.

Movement

Unit Name

Attack

Interruption

Quality Defense

Map

Divided into irregular areas, urban and mountain areas are distinguished.

Sequence Of Play

• Weather • Initiative Phase • Organization Phase (deck building) • Reinforcement Phase • Air Phase • Impulse (1st day) • First player subphase • Second player subphase The impulses are repeated 7 times • Strategic Phase • Victory Phase

The units of infantry, HQ and artillery move up to 2 areas, the rest 3. Force march (by means of a quality roll) increases an area the movement capacity but the unit gains a level of fatigue. Stacking limit is any combat units with a total of 6 steps, one HQ and two artillery units per area.

Combat

If there are enemy units from both sides in the same area, a combat occurs. The attacker rolls as many dice as the sum of attack factors, the defender as the sum of defense factors.

Combat Support

The attacker can modify his dice rolls with artillery groups, HQ, leaders and air groups; each roll can only be modified once.

The defender can modify his dice rolls with artillery groups, HQ and leaders; each roll can only be modified once. Both players can play support cards.

Weather

Retreat

Initiative

Fatigue

The time for the current turn is determined: normal, cold The player who receives the most impacts is removed. In or snowy. case of a tie, the attacker retreats. Marked by the scenario, the side that does NOT control the urban areas of Teruel has the initiative. The initiative player receives one more card than his opponent and chooses who plays first in the impulses.

Organization Phase

The deck of cards of each player is constituted and 9 or 10 cards are distributed to each one for his hand.

Reinforcement Phase

It is verified that reinforcements are available for entry during the course of the turn and are placed in the unit reserve box.

Air Phase

19

Air superiority is disputed for the entire turn. Air groups dedicated to ground support are placed in a special box.

Three levels: level 0 no modifications, with level 1 the artillery and HQ can not move; level 2 any units can not move. Units gain fatigue level in combat, forcing march, supporting combats or under bombing. They recover with the reorganization card or activating the unit to reorganize.

Strategic Phase

A reinforcement division is deployed and half of the units fatigue levels are recovered.

Victory

It is determined according to the side and when the urban areas of Teruel are occupied.


21. HEMINGWAY

Across a country cold as a steel engraving, wild as a Wyoming blizzard or a hurricane mesa, we watched the battle which may be the decisive one of this war. (...) You need infantry still to win battles, and impregnable positions are only as impregnable as the will of those who hold them. Ernest Hemingway, January 15, 1938.

Nationalist Army Army of Teruel (or Norte)

Army of Teruel • Brigade II/52: Cañada, Cerros or Los Aguanes. • Brigade III/52: Celadas, El Tejar or Caude. • Other units of 52 División 1/IV, 2/IV, 1/I, 2/I, Acción Ciudadana, an artillery group C and two piquetes counters, This scenario shows the first phase of the battle, the deploy on the undiscovered unit side in any of the republican conquest of the city of Teruel, hoping for a following areas: Teruel, Arrabal, San Julián, Puerto Escandón, propaganda and moral success. Villaespesa, Castralvo, El Muletón, La Muela, Venta del Puente, La Laguna, San Blas, La Valsilla, Concud, Corbalan or Alto de las Celadas. Only one unit can be deployed in each area. The Acción Ciudadana battalion can only deploy in an urban area. Place a fortification in the Puerto Escandón area and another in any non-urban area.

21.1 Turns

5 turns; December 15, 1937 to January 18, 1938.

21.2 Order of Battle Republican Army Army of Levante

XVIII Corps • 34 Division: Tramacastriel. • 64 Division: Umbria. • Corps units: HQ (Heredia), artillery group 2/XVIII, 3rd tank battalion: Tramacastriel or Umbría. XX Corps • 40 Division: La Puebla de Valverde. • 68 Division: Sarrión (El Chispa). • Corps units, HQ (Menéndez): artillery group 1/XX, Regimiento Pesado de carros: Sarrión o La Puebla de Valverde.

• 81 Division: El Pobo. • Brigade I/53: Cella. • Brigade I/84: Villarquemado. • Corps units: CG (Davila), four artillery groups; in any area with at least one Nationalist unit. (except 52 division). • Aviation: Groups 3-G-3 and 2-G-22. All artillery units, except those with an indication of number, are chosen randomly.

21.3 Reinforcements Republican Army Turn 1 Divisions 35 and 47.

Turn 2 Divisions 40 and 41. Air Group 21. Turn 3 HQ XXI Corps (Perea) and 27 Division. Air Group 30.

XXII Corps Turn 4 • 11 Division: Alfambra. Division 28. • 25 Division: Escriche. • Corps units, HQ (Ibarrola): artillery group 1/XXII, 1st The game turn that changes the initiative tank battalion: Alfambra o Escriche. HQ V CE (Modesto) and Division 46. Remove 2 brigades of quality A or B, which are not damaged or isolated. Armies of Maniobra and Este XIII Corps The game turn that changes the initiative + 2 • 39 Division: Pedro Pardo. 2 brigades that the turn that changed the initiative was re• Corps units: HQ (Velasco), Pedro Pardo. move. XIX Corps • 70 Division: Libros. • Corps units: HQ (Eixea), Libros. Separate units • 3 artillery groups (1ª and 2ª Ag.): in any area with at least one Republican unit. • Separate Cavalry Regiment: in any area with at least one republican unit.. • Aviation: Groups 24 and 26.

Nationalist Army

Turn 1 Divisions 62 and 82, Brigade I/84, Tank Battalion. Turn 2 HQ Galicia Corps (Aranda), Divisions 54, 61, 1st de Navarra, 1st Cavalry. 1 group Aviazione Legionaria (to choose). Turn 3 HQ Castilla Corps (Varela), Divisions 150 and 85. 1 group Aviazione Legionaria.


• During the first turn: - Shock units: the Republican player can only activate units of the Army of Levante (medium brown) or not The game turn that changes the initiative assigned (dark brown), except if the unit enters as HQ Marroquí Corps(Yagüe), Divisions 13 and 85. 2 Air reinforcement. groups of Legion Condor. HQ Marroquí Corps and 13 - Aviation out of range: there is no dispute over air Division, automatically deploy in a reinforcement area, not superiority and neither side has superiority. in the reserve box. - Nationalist HQ: in each subphase, only two national divisions and four other units can trace an LC to the Army All artillery units that do not deploy on the map remain in of Teruel HQ. the General Reserve of each army. - Infiltration: after the deployment, but before the first impulse, the Republican player may try to move a division 21.4 Victory of each of his Corps of the Army of Levante. For this, Republican Victory if the Republican army occupies and individually, each brigade of the division must simultaneously the three urban areas of Teruel the third or overcome a roll of 1d6 as if it were to make a forced previous turn, and keeps them in its power until the end march. In case of overcoming the roll the brigade can of the fifth turn. move to an area adjacent to that of its deployment. Turn 4 4th and 5th Navarra Divisions.

Nationalist Victory if the Republican army does not • During the first three impulses of the first game simultaneously occupy the three urban areas of Teruel in turn: any turn. - Republican stacking: Republican tank and cavalry units may exceed the stacking limit if they have not activated Tie any other result. during the first three impulses. - Nationalist cards: the Nationalist player can not play any 21.5 Cards INTERRUPTION, ADVANCE or OFFENSIVE cards. The player who has the initiative, includes an - Force marches: the Nationalist player can not force march OFFENSIVE card in his hand each turn. with any unit. - Nationalist air groups:the Nationalist player can not use During the first turn the Republican player includes in his his air groups. hand, in addition to the offensive card, an ADVANCE card. The Nationalist player includes in his hand a 21.7 First turn REINFORCEMENTS card and a GENERAL WINTER The initiative is of the Republican side. The reinforcement card. All these cards count towards the 9/10 limit. units of the first turn, and all artillery units that have not been deployed, are placed in their respective reinforcement 21.5.1 Nationalist player deck boxes. The Nationalist player includes in the deck (not in the hand) the two GENERAL WINTER cards and the The air units are placed in the Bombardment box. The REDUCT card during turns 1 to 4. weather is cold automatically during the entire game turn. Turn 5 are included in the deck the STUKA, MANO NEGRA, EL CAMPESINO and MONASTERIO cards. When the initiative changes, an OFFENSIVE card is included in the deck.

21.8 Deployment

Before the first impulse, units of both sides are deployed as follow:

1º. The Republican player deploys his infantry units according to 21.2. 21.5.1 Republican player deck 2º The Nationalist player deploys his infantry units The Republican player includes in the deck (not in the according to 21.2. hand) a GENERAL WINTER card on turn 3 and another 3º The Republican player deploys his HQ and artillery and on turn 4, and one of them retires on turn 6. tanks units. 4º The Nationalist player deploys his HQ and artillery Turn 5 includes in the deck the EL CAMPESINO card units. and one RETREAT card. 5º The Republican player deploys his cavalry unit.

When the initiative changes, it includes a TRENCHES card and withdraws the TANKS card.

21.9 Teruel at all costs

If during the phase of organization of any turn, the national player does not have, on the map, any complete 21.6 Surprise attack division and without casualties, a division of those located To show the effect of surprise caused by the Republican in the reserve box is automatically deployed. attack, the following special rules are followed: • During the first two game turns, the Nationalist player can not use the Cañada area for reinforcements entry.


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