A35 Italia44 ENG

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Rules

The Italian Campaign, 1.4. Historical names used on map


January to September 1944 and counters.
Italy 1944 is a two-player wargame simula-
ting the campaign in the Italian peninsula Inf: Infantry.
from January to September 1944. Mech: Mechanized.

- Allied Units
Abbreviations
MAAF: Mediterranean Allied Air Force.
MA : Mobile Assault
LC: Logistic Centre. - US:
CF: Combat Factors. SSF: Special Service Force (US-Canadian
LOC: Line of Communication special ops force).
MP: Movement Points.
RRW: Reinforcement, Replacement and - Polish Forces
Withdrawals. C: Carpathians.
1d6, 2d6: one or two six sided dice. K: Kressowa, (region in Eastern Poland).
+1 R: +1 odds shift to the right. W: Warszawa, “Warsaw”.
-1 L: -1 odds shift to the left.
- French Forces
Index DIA: Argel Infantry Division.
DIM: Moroccan infantry Division.
1. Components DMI: Mot. Infantry Division.
2. Game scales DMM: Moroccan Mountain Division.
3. Sequence of Play and Set up Goum: Goumiers (1st, 3rd and 4th Tabor
4. Zones of Control Groups).
5. Stacking
6. Logistic Centres
- Commonwealth forces
7. Replacements, Reinforcements and
C: Canadians.
Withdrawals.
G: Guards.
8. Movement & Mobile Attacks
I: Indians.
9. Combat
NZ: New Zealand.
10. Air and Naval Support
SA: South Africa.
11. Allied Landings and General
Offensives
12. Allied Strategic Reserve - Italian Co-belligerent forces:
13. How to Win RM: Raggrupamento Motorizzatto, (Motori-
14. OOB notes zed group).
Ne: Nembo.
1. Components. Ut: Utili.
Rules, 1 map size 40x55 cm., 1 player aid
sheet, 1 sheet including 90 counters and mar- - German Forces:
kers for that game. FJ: Fallschirmjäger (Parachute troops).
GJ: Gebirgsjäger (mountain troops)
1.2. The Game map. HD: Hoch und Deutschmeister (Honorific
Represents the area on which the histori- title of the 44th Infantry Division).
cal campaign was fought. HG: Hermann Göring.
J: Jäger (Light Infantry).
1.3. Unit Counters. LS: Luftwaffe Sturm Division (Luftwaffe
There are 90 counters, representing com- Ground Forces).
bat units. All others counters are markers used R: Reserve.
for certain game functions such out of supply SS: Schutzen Staffeln.
status, turn record track, etc. The use of every T: Turkoman (unit recruited among Turko-
marker is explained in the corresponding sec- mans and other ethnic groups from the Cau-
tion of the game rules. casus and other Soviet Republics).

ALEA # 35 - Italia 1944 15


2. Game Scales. Set up. units exert ZOC. LCs, naval support and air
- Each hex on the map represents During setup, both players deploy their support units do not exert ZOC.
approximately 20km. units on the map.
- Units are divisions and brigades. 4.1 ZOCs and Movement.
- Each game turn represents one The German player deploys first. When A unit which enters a ZOC must stop its
month of real time. the German player finishes set up, the movement immediately and cannot move fur-
Allied player may then deploy their troops ther for the remainder of the turn. (Exceptions:
3. Sequence of Play and Set up. on the map. see Advance after Combat, Breakthrough and
In General.- Each turn is composed of Exploitation) It is not allowed to move into
two segments, (Allied and German). Each The Allied player may place their units an enemy ZOC directly from another enemy
sequence is further divided into more phases on the map OR in the Strategic Reserve box ZOC.
in which each player must follow. (See 12.0).
4.2 ZOCs and Lines of
Communications.
1. Reinforcement, Replacement and Both players may deploy their units in any
A unit can trace a LoC through an enemy
Retirements, (Mutual Phase). hex under their control. The front line (red
ZOC only if that hex is occupied by a friendly
2. Allied Phase dotted line) defines the hexes under control of
unit
a. Movement each side at the beginning of the match. The
b. Combat zone north of the red line is under German
5. Stacking.
3. German Phase control; the zone south of that line is under
A maximum of 4 units of whatever type
a. Movement Allied control.
may be stacked in a single hex.
b. Combat
4. End of turn, (Mutual Phase) Both players may then place their respec- Units may move across a hex with 4 units
Supply check and Victory Conditions tive Logistical Centers (See 6.0) in the desig- if it does not stop its movement there.
nated hexes.
German and Allies. Allied units can freely stack with any other
German Player: when there is a reference Game Turn 1 Allied nationality.
to German, this refers to German and Italian Game turn 1 begins with the Allied phase
Social Republic Forces unless the rule says (Phase 2 of the Sequence of play). 5.1 Effects of Over Stacking.
otherwise. If at any moment of the sequence of
4. Zones of Control (ZOC). play a hex is over stacked, the units in ex-
Allied Player: when Allies are mentio- In General.- The six hexagons immedia- cess cannot use their combat power if the
ned it refers to British/Commonwealth, tely surrounding a hex constitute the “zone of hex is attacked. Also if an over stacked
French, Italian cobelligerent, Polish and control” (ZOC) of any unit in that hex. Only hex is attacked, the excess units must
US forces, unless the rule says otherwise. armoured, infantry and mechanised infantry lose one step and retreat towards

Example 1. Moving LC.

It is game turn 6 (June 1944) and


the Allied units have advanced nor-
th of Rome, so they are tracing a
LOC longer than 8 hexes to its Lo-
gistical Center.

The Allied player then decides to


move his CL north, away from its ul-
timate supply source hex. At the be-
ginning of his phase, he announces
that the 15th AG Logistical center is
going to move. He flips the LC to its
“mobile” side and expends a maxi-
mum of 8 MFs across road hexes.

During that turn, Allied units suffer


the penalties detailed in 6.6.

16 ALEA # 35 - Italia 1944


their friendly board edge (Allies south, Ger-
man north).

6. Logistics.
In General.- Both side’s units must be
capable of tracing a LOC or Line of Com-
munications towards a friendly source of
supply (CL or supply source hex) to allow
use of its full movement and combat fac-
tors.

For a unit to be supplied, it must be able


to trace a LOC, free of enemy units and their
ZOCs to a Supply Source hex or a friendly
CL. Landing in Salerno beach, Italy. AP picture.

A LoC can pass through an enemy ZOC


Armoured and mechanised units cannot per- Moving LCs
ONLY if the hex is physically occupied by a
form Mobile Assaults. Moving a LC towards a supply source
friendly unit.
hex does not causes any penalty to that side’s
A unit can be out of supply for an inde- units. If one of the players decides that he
6.1 German Supply. wishes to move its LC away from its supply
finite length of time. It is not eliminated just
German units are considered to be in sources hexes, then the following penalties
for being out of supply.
supply if they can trace a LOC towards its apply:
Logistical Centre or towards a supply source
hex, but only if the LC is itself in supply. If 6.4. Over extended LOC. Tank and mechanized units have their
the LOC is greater than 8 hexes, or if the LC An unit which traces a LOC of more movement points reduced to 2.
is not in supply, the German units suffer a than 8 hexes towards an HQ suffers a penalty
penalty (see 6.3). of one column to the left in attack and one Infantry units have their movement
column to the right in defence. points halved (round down remainders).
6.2 Allied Supply.
Allied units are considered to be in A unit which traces a LOC of more than All attacks carried out by that side’s
supply if they can trace a LOC towards 12 hexes towards an HQ suffers a penalty units will suffer a negative -3 L odds shift
theirLogistical Centre or towards the supply of two columns to the left in attack and one (in addition to any other applicable favora-
source hex placed in the southern end of the column to the right in defence. ble or unfavorable odds shift).
map, but ONLY if the LC is itself in supply.
If the LOC is greater to 8 hexes, or if the 6.5. Supply Check. The Allied player may only use 2 air sup-
LC is not in supply, the Allied units suffer a At the end of the each turn both sides port units that turn.
penalty (see 6.3). check whether their units are in supply.
If a unit cannot trace a line of Supply When moving the CL away from its
towards a supply source, place an OOS supply source, it must be flipped to its “8”
Furthermore, Allied units may trace
marker on it. Withdraw OOS markers movement factor side. The CL will then
supply to a beachhead unit, although the-
from units marked with OOS markers be able to expend 8 movement factors that
re is a limit to the maximum number of
that can now trace a line of supply to any turn.
units that may trace supply to a beachhead
unit. supply source.
Example 1. Moving LC:
(See text and graphics in page #16).
6.3. Out of Supply Effects. 6.6. Logistical Centres (CLs).
If a unit cannot trace a LOC towards In General.- Logistical Centers repre- 6.7. Beachhead Markers.
a supply source it is considered to be out of sent the supply depots and administrative The Allied player may launch up to two
supply (OOS). headquarters needed to supply and com- landings per match. (See 10.0).
mand the armies in the field. There are two
During the supply check at the end of CLs in the game: the German CL (Army For supply purposes, a beachhead marker
the turn non-supplied units receive a «non– Group “C”) and the Allied CL (15th Army works like a Logistical Center, with the fo-
supplied» marker. Non supplied units are Group). Both sides’ units need to trace a llowing exceptions:
halved in combat (round down remainders). LOC to their respective Logistical Center
in order to be considered in supply. No more than 5 divisions or equivalent
Armoured and mechanised infantry also may trace LOC to that beachhead marker. A
have their movement factors halved (rounded LC Movement. brigade is considered half division for bea-
down). CLs may only move along road hexes. chhead supply purposes.
ALEA # 35 - Italia 1944 17
In the case of an infantry unit with-
drawal a Jäger, light infantry, infantry
or mountain unit is treated as the same
type.

Example : The Reinforcements,


Replacements and Withdrawals
Table requires the German player
to withdraw one infantry division
on turn 8, August 1944. Historica-
lly they withdrew the 168 ID but
the German player may withdraw
another infantry, Jäger or mou-
ntain division, be it reduced or at
full strength, with the same or di-
fferent number of steps and/or fac-
tors as the 168 ID.
German column of bikers advancing towards the front, Italy 1944. AP picture.

8. Movement and Mobile Attacks.


Beachhead markers may never move once pla- Replacements cannot be accumulated from In General .- The value printed in
ced in a beach hex. turn to turn. the centre box of the counters represents
its movement factor. This is the number
It is not allowed to trace LOC longer than Each nationality receives its own re- of Movement factors the unit can use each
2 hexes to a beachhead marker. placements. Replacements of different turn.
nationalities cannot be used to rebuild a
7. Reinforcement, Replacements single unit. That is, French replacements During the movement phase, units can
and Withdrawals (RRW) can only be used to rebuild French units, use their MP to move through the hexes and
In General.- During the RRW phase German replacements can only be used to pay the cost of entry of each hex or hexside
each side executes the following actions: rebuild or replenish German units, etc. (river).

1. Arrival of Replacements Commonwealth Replacements The costs of entry and passage are in-
2. Arrival of Reinforcements Commonwealth replacements may be dicated on the Terrain Effects Chart(see
3. Withdrawal of Units. used to rebuild all Commonwealth units be Map).
4. Transfer or withdraw units to and/or it British, Indian, New Zealanders, Cana-
from the Strategic Reserve (See 12). dians or South Africans.
All units have a minimum movement
7.1. Replacements ability of 1 hex per turn even if the cost of
7.2. Reinforcements. crossing one hexside is greater than their prin-
Each side receives replacements as per
The units indicated as reinforcements ted movement factor.
the RRW table. A replacement can flip a
(the entry turn is also indicated on the cou-
damaged unit to its full strength side or re-
nter) are placed on a supply hex of their A group of stacked units can be moved as
build an eliminated one.
side during the RRW phase of their turn one unit, but they must use the MP of the unit
of entry. with the lowest movement factor.
It costs 1 Replacement point per step re-
built.
Eliminated units which are rebuilt can 8.1. Bridges.
For a reduced unit to receive a repla- be placed in a supply hex on or adjacent to A unit can cross a river hexside by pa-
cement it must be able to trace a LOC (no its LC which can trace a LoC via towards ying only the cost of the hex entered if mo-
longer than 8 hexes) to its Logistic Centre. a supply hex. ving across a river hexside connected by a
railroad line or are crossing a hexside adja-
A rebuilt eliminated unit can be placed at 7.3. Unit Withdrawals. cent to a town or city, with the proviso that
either of the following locations: If a unit scheduled to be withdrawn is both hexes by the river are both friendly
already eliminated or cannot trace a LOC controlled.
1.- On or adjacent to a friendly supply to a friendly supply hex, then a similar re-
source hex. placement can be removed instead. Example: any unit may cross the
2.- Stacked with/adjacent with its LC. Tiber River across the 2419-2520
The unit to be withdrawn needs only to hexside paying a cost of 1 MP only
Units rebuilt can be moved during the be of the same type. It can be reduced or at because the city of Rome is in one
movement phase on their entry turn. They full strength (for a two sided unit) and it of these hexes. The unit may only
can make an operational movement on their shouldn’t have the same combat or move- do so if both 2419 and 2520 are
turn of entry. ment factors. friendly controlled.

18 ALEA # 35 - Italia 1944


8.2. Mobile Attacks (MAs). An enemy unit can be attacked several ti-
During their movement turn Mechanised mes per turn if it is attacked by different
and Armour units can use a type of combat units.
called Mobile Attack (MA).
The player annonces and resolves, one by
To launch a Mobile Attack (MA) the one, all the attacks he wishes to make. That
units launching it must begin their move- is, first he announces and resolves one attack,
ment phase stacked together. It is not ne- then another, then another, until resolving all
cessary for them to begin adjacent to the the attacks he wishes to perform that turn.
objective.
9.1 Combat Resolution.
The stack moves adjacent to the objec- Determine which unit(s) is attacking
tive and then declares a MA on that hex. and which unit(s) is/are defending, then
They must pay the normal cost of the hex work out the attack and defence factors.
and add +2 MPs. Then a combat can be The total attack factor is divided by the Example 3. Mobile Attack.
resolved normally (see 9. Combat) with a defence factor to obtain the attack ratio.
2 columns to the left odds shift in favour of The attack ratio can be modified by terra- 6th British and 5th Canadian Armou-
in, fortifications or other modifiers as per red divisions (both at full strength,
the defender.
the usual tables. Roll 1d6 and then apply each with 22-20-12 factors) launch a
modifiers. mobile attack against hex 2519, which
If the unit attacked is eliminated the is occupied by 356 Infantry Division
stack may continue to move, and/or launch (one step loss, factors 7-9-8).
additional mobile attacks, provided that 9.2. Advance after Combat.
they have enough movement points left to If the attacked hex is empty of ene- The CW Armored divisions pays the
do so. my units at the end of the combat, the cost for entering hex 2519 (clear hex:
attacking player can advance all or one 1 MP) + 2 additional MP to launch a
of his units into the hex. This is not man- Mobile Attack. The Allied player gives
A Mobile Attack can receive air support air support to the attack, assigning a
datory.
and naval support, (see Example 3). British air unit. Combat odds are as
follows: 44/9 = 4:1 odds +1R (air sup-
9.3. Front Breakthrough. port) -2L (MA negative odds shift).
8.3. Operational Movement. If the result of a combat inflicts on the
Allied units can use Operational move- enemy player more step losses than steps of The Allied player rolls one die and
ment during the Movement phase. To use it units in that hex, then the excess step losses the result is ½. The CW units lose one
a unit must never start its move adjacent are transformed into bonus movement points. step and the German unit is elimina-
or end its movement adjacent to an enemy This is called a Front Breakthrough. Only ted. The extra step loss suffered by
unit. Armoured and/or Mechanised units which the German player does not count as
“front breakthrough”. The CW units
participated in the attack can move during a have 9 MP remaining which they can
Operational movement doubles the move- Front Breakthrough. use to launch additional Mobile As-
ment factor of the unit. saults and/or keep moving.
The first hex entered must be the hex just
Operational Movement can be com- attacked but otherwise the units performing
bined with road movement which allows the Front Breakthrough may enter any hex ment. A unit which performs an Exploita-
movement paying ½ MP per each hex en- not occupied by enemy units and that could tion Movement may use ½ of its movement
tered. be entered during normal movement (no mo- allowance (round up remainders: half of 5
vement across Lake hexsides, for instance.) is 3) to exploit the breach. Its movement
8.4. Lakes. They may ignore enemy ZOCs during this must pass through the hex just emptied of
Units cannot trace a LOC through all kind of movement. (See Example of Front enemy units during combat.
lake hexsides. Breakthrough, Page #20).
During the Exploitation move enemy
8.5. French Units. 9.3. Exploitation. ZOCs are ignored. They pay the normal
French units treat mountain hexes like If a result of Front breakthrough is ob- movement costs of entering each hex or hex
rough hexes for movement purposes. tained and there are Armoured or Mecha- side. (See Exploitation Example, Page #
nised units which are not adjacent to enemy 21).
9. Combat. units AND have not been in combat that
In General.- During the Combat phase turn, they can perform an Exploitation 9.4. German Fortification Lines.
a player can attack enemy units adjacent to Movement. Three German Fortification Lines are
his own. It is not mandatory to attack adja- printed on the map: the Gustav, Caesar and
cent enemy units. After performing any Front Breakthrough Berhardt/Gothic lines. These positions give a
movement, the Allied player declares that he shift of 1 column to the left for German units
No unit may attack more once per turn. is going to perform an exploitation move- in defence.
ALEA # 35 - Italia 1944 19
The German player earns 10 VPs whene-
ver he manages to destroy a BH marker.

If a LC unit is eliminated it can return


to play (at no cost in replacement points) in
any road hex that can trace a LOC of no
more than 10 hexes to a friendly supply sou-
rce hex.

10. Air and Naval Support.


In General.- Each side uses air support
markers. The Allied player uses also two na-
val support markers.

10.1. Using naval and/or air Support


markers.
During the combat phase, both sides
may use air and or Naval Support markers
to provide Support to its defensive or offen-
sive operations.

Air and naval support counters may only


be used once per turn, either on the attack or
on the defense.
Example of Front Breakthrough.
Three Allied Armoured divisions are placed in hex 2317 and attack one German The attacker must announce first if he is
stack sited in 2317. The German force is composed of divisions 1FJ and 334. Both
going to use air or naval Support to support
divisions have a total of three steps. After resolving combat the final result is 1/6,
that is, 1 step loss for the attacker and 6 for the defender.
an attack.
Since the German units only have three steps the Allied player has achieved a
“Front Breakthrough.” The Allied mech and armor units have each three addi- Then, the defender may announce if he is
tional MPs available to perform Front Breakthrough movement. going to use air or naval support.
Two Armored divisions move to hex 2316, then to hexes 2416 and 2314. The remai-
ning armoured division moves to hex 2316. During their “front breakthrough”
Each air or naval support marker genera-
movement both units ignore enemy ZOCs and they pay the normal cost of ente-
ring each hex and/ or crossing each hexside. tes a +1R odds shift in attack or a -1 L left-
ward odds shift in defense. Each marker used
The Cesar, Gustav and Berhardt positions 9.4.1. Monte Cassino. cancels one of the enemy.
are already activated on Turn 1. German units defending the Cassino hex
(3020) have a favorable odds shift of -2 on The maximum number of odds shifts that
The Gothic position is not activated until the defense (in addition to the -2 for mou- apply when using air or naval markers (no
turn 7 (July 1944). ntain terrain and any other applicable mo- matter how many support markers used) is
difiers). +2R or -2L.
If an Allied unit enters a hex of the Gothic
line before turn 7 then the line is not activated.
9.5. Concentric Attacks. 10.1.1. Naval Support.
The modifiers for the fortified line are An attack against any hex by units It can be used only to provide Support to
added to any other terrain modifiers in the hex. which are attacking from opposite sides attacking or defending Allied units placed in
gives that attack a +1 column shift to the coastal hexes.
The modifiers are not applied if more than right.
½ of the combat factors attack across a non-
fortified line hexside. 11. Allied landings and General
9.6. LCs and Beachheads. offensives.
Example : One German units placed LC and beachhead units are eliminated In General.- During each match, the
in hex 0811 is attacked from hexes when the last step of units they stack with Allied player may choose to launch up to 2
0809 and 0709. 10 attack factors is eliminated. landings and/or general offensives. He may
from 0809 and 12 from 0709. There only launch a total of 2: 2 landings, 1 lan-
is a fortified line in the 0809-0709 ding and 1 offensive, or 2 offensives.
If an enemy unit moves to a hex adja-
hexside but the number of attack
factors attacking across the non-for-
cent to a LC or beachhead unit that it is
tified hexside are bigger. Therefore, not stacked with any friendly unit, that If the Allied player decides to launch a lan-
the -1L odds shift modifier does not LC or BH unit is immediately elimina- ding or a general offensive, he, it may not launch
apply in this case. ted. another such operation until two turns later.

20 ALEA # 35 - Italia 1944


(That is, if he decides to launch a landing landed Allied units have a -1L odds shift
on game turn 1, it may not launch another in attack and a +1R odds shift in defense.
landing or a general offensive until game Their movement factors are halved (round
turn 3 or later). down). They may not use operational mo-
vement. These units may receive air and
Only one such maneuver (landing naval Support.
or offensive) may be launched during a
single turn. That is, if the Allied player Game Turn 1 landing.
decides to launch a landing on turn 1, The Allied player is allowed to launch
he cannot launch a general offensive that a landing on game turn 1. If the Allied
same turn. player decides not to launch a landing, he
may not launch another landing (or ge-
Procedure neral offensive) until game turn 3 at the
To launch a landing or a general offen- earliest.
sive, it must be planned at least two turns
in advance. That is, if the Allied player General Offensives.
wants to launch a landing operation on If the Allied player decides to launch a
game turn 4, he must write on a piece of general offensive, he must place the “gene-
paper (during the administrative phase of ral offensive” marker in one hex under his
game turn 1 or 2) that he will launch a control. The marker must be within 8 hexes
landing on turn 4, and in what hex. That of its Logistical Center or an Allied supply
paper will be disclosed at the beginning of hex.This is done at the very beginning of
game turn 4 to the German player. the movement phase, before moving any
unit. The Allied player may place in that
Intelligence Operations hex or in adjacent Allied-controlled hexes
any number of units from the strategic re- Example. Exploitation.
The Allied player may write “no lan-
ding” and reveal it to the German player as serve provided that the stacking limits are
not violated. Following the Front Breakthrough
explained above.
example, the 1st. Armoured Div.,
placed in hex 2418 it is not adja-
Landings. Any units adjacent to the general offensi- cent to any German unit and has
If the Allied player has planned to ve marker will attack that turn with a +1R not fought yet during the Allied
launch a landing, during the Allied move- rightward odds shift. combat phase.
ment phase of that game turn place a bea-
chhead marker in the hex written in the The 1st. Div. has a movement fac-
12. Allied Strategic Reserve. tor of 12 MPs, and therefore it can
note. The hex selected must be any coastal The Allied player may put any number of expend up to 6 MP to perform its
hex under enemy control that contains at units in the strategic reserve box. exploitation movement. The 1st.
least a town. AD must move to hex 2317 (the
The strategic reserve (SR) box must hex just emptied of German units)
The Allied player may place up to 2 di- be always kept hidden from the German then continue moving if it has MPs
visions or equivalent taken from the general remaining.
player’s view.
reserve stacked with that marker (see 12.
Allied Strategic Reserve).
The Allied player may place in the stra-
tegic box any number of units he wishes.
During subsequent turns the Allied
Units in the SR Box may be placed in a
player may land in that beachhead up to
Units may be sent to the Strategic Re- beachhead unit (provided that the stacking
1 division or equivalent OR units tracing
serve box only if they are not adjacent to limits are not violated) during the replace-
LOC to that beachhead marker may recei-
enemy units and if they are placed in an ments, reinforcements and withdrawals pha-
ve up to 2 Replacement Points. The player
Allied controlled hex that may trace LOC to se.
may also land a brigade-sized reinforce-
the Allied Logistical Center or to an Allied
ment unit and use 1 Replacement Point to
supply hex. 13. How to Win.
flip a depleted unit back to its full strength
side, as long as it can trace an LOC to that In General.- Control of a number of ci-
beachhead marker. Units may be sent to the SR Box during ties or towns determines who wins the game.
the replacements, reinforcements and with- Cities with a bracketed figure [ ] are victory
The player may also land a brigade- drawals phase. point hexes.
sized reinforcement unit and use 1 Repla-
cement Point to flip a depleted unit back to Units in the SR box may be placed in The figure between brackets shows the
its full strength side, as long as it can trace any town or city hex under Allied control number of victory points (VPs) yielded by
an LOC to that beachhead marker the just that it is not adjacent to enemy units. each city or town.

ALEA # 35 - Italia 1944 21


included also Italian volunteers from
the former parachute divisions of the
Regio Esercito, the Nembo and Folgore
Divisions.

Allied troops advancing through the outskirts of Rome, June 1944. (AP picture).

Rome is worth 15 VP. Bologna is worth Armored Brigade, 3rd and 5th Infantry
10 VPs. All other VP cities are worth 5 VP Divisions) are not available until game
each. turn 4.
The German player may also gain VPs if Design notes and infographics
he eliminates beachhead markers. Brazilian expeditionary division
Is not available in the counter sheet Counter units.- the icons used
because it would not enter combat until in the vehicle, aircraft or ship files
If the Allied player conquers three or seeks to make the representation
more Gothic line hexes before turn 7, he September 1944 (last game turn) and
only part of the force. The Brazilian di- of the models as close as possible
earns 10 VPs. to the material used in the histo-
vision would not be complete until early
1945. rical period, trying to complete
At the end of the last game turn, the proposed historical simula-
count the number of VPs earned by each tion with a visually attractive de-
side to determine who won. The Allied Divisions of the Italian Social sign, in no case does it pretend to
player if he has won 40 or more VPs Republic be a treatise on uniformology or
than the German player. If the Allied These are not represented in the Ger- military equipment.
player has less than 40 VPs more than man OOB because the Germans did not
the German player, then the German trust them and preferred to use them in Map.- the area where the
player wins. counter guerrilla missions. Eventually they campaign takes place, has been
fought against Allied troops but this would adapted to the requirements of
If the Allied player earns 50 VPs not happen until late 1944. This is also this simulation with the minimum
more than the German player, the the reason why there are no Italian parti- possible variations.
Allied player obtains a strategic victory sans in the game.
(the end of the Italian campaign takes Abbreviations used in the
place 2 or 3 months earlier than histo- Italian co-belligerent units map :
rical). (pro-Allied)
On the other hand, the Italian co- I: island. R: river. L: lake.
Example: the Allied player earns belligerent units fought at the forefront
60 VPs while the German player of the Allied forces as early as late 1943.
earns 20 VPs. The difference for In April 1944, the great number of vo-
the Allied player is +40. Therefo- lunteers allowed to form two divisions,
re, the Allied player wins. Utili and Nembo.
Game Credits

These two divisions formed the Cor- Design: Javier Romero


14. OOB Notes. po Italiano dec Liberazione or Italian English translation : Javier Romero
and Grant Whitley
Liberation Corps. The Nembo division
Development: Damián González
The Polish Corps was raised around a cadre of troops and Playtesting: D. González, A.Snider,
That unit arrived gradually to Italy officers from the Nembo parachute di- J. Romero.
starting with late 1943 and it would vision of the old Regio Esercito. Ironi- Graphics and layout:
not be complete until April 1944. This cally, the 4th German parachute divi- Xavier P. Rotllán.
is why the three units forming it (2nd sion, activated in Venice in late 1943,

22 ALEA # 35 - Italia 1944

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