Roberts during the s in the Avalon neighborhood of Catonsville, Maryland. The Avalon Hill Game Company sold mailorder games from the garage for six years It is considered the first of a new type of war game, consisting of a self-contained printed map, pieces, rules and box designed for the mass-market. After another office move, in August Thomas N.
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Advertising, clip art, bullets, and blood stains have been deleted. Charts and diagrams are reproduced, except where noted. You will make the decisions that determine the outcome of a titanic struggle in which two major powers, Great Blue and Big Red, sweep through five unnamed minor countries. The Basic Game is the simplest, in order to serve as an introduction if you have never played a simulation game before, but also to serve as a fast-paced "action" game if you prefer a minimum of unnecessary complication.
Optional Rules can he added to both games so that you can choose the level of complexity you most prefer. This is to he expected, especially if you are approaching historical simulation games for the first time. Simply re-read those sections that seem hazy and begin playing the game. Printed on the counters is certain information needed to play the game: 2. Here after they will simply be called "artillery. Substitute units, air units and ranger units are used in the Tournament Game.
If desired he 2. Artillery have 2 combat factors. The first is used only when the unit is attacking, the second only when defending. Mapboard Set-Up 3. Note the hexagonal grid which is used to measure movement and determine the relative location of units. Refer to the TEC for an explanation of the terrain features in each hex. Sequence of Play 4. A complete-turn is composed of two player-turns as follows: 4. He also moves all his units including reinforcements that he chooses that turn.
No Red movement is allowed. He then determines the odds and resolves all battles one at a time in the order that he chooses.
This completes the Blue player-turn. No Blue movement is allowed. This completes the Red player-turn. This cycle is repeated for the remainder of the game. Friendly Cities 5. Other city hexes are friendly in a given player-turn if you begin that player-turn with a unit occupying that city hex, and there are no enemy units adjacent to it. You may not enter a city hex and make it friendly in that player-turn.
If a player moves through or adjacent to a city hex friendly to his opponent without stopping to occupy it, it reverts to being friendly to his opponent the instant his units are no longer adjacent. Exception: see However, players have the option to delay their arrival as long as desired. Movement 7. The die has nothing to do with movement; it is used only to resolve battles. Rivers, borders and beaches have no restriction on movement.
This causes combat. Reinforcements 6. Reinforcements are new units from the Order of Appearance Card OAC and have nothing to do with units already eliminated. Zones of Control 8. Movement Bonuses 9. Thus a unit with a movement factor of 4 could move 12 hexes along roads. A unit may combine road and non-road movement in any way in the turn. Unused fractions may be carried over from movement on one portion of road to on a different portion of road in the turn, but at the end of movement a unit may not use a fractional MF to move into a non-road or a non-city hex.
When moving to a road or city hex from another road or city hex not directly connected by the road, a unit expends 1 full MF. One bonus or the other may be used in desert-road hexes not both together. To be eligible for this "air transport" the units must begin their turn in the take-off city hex. They may move normally with their full MF after landing.
Reinforcements may be air transported in the turn of placement on the board since they would be considered to have begun their turn in the city hex of placement. The airdrop hex may be any land hex not in enemy ZOC. Airdropped units may move only 1 hex after landing during that turn, and may not move at all if landing on mountain or forest hexes.
Air-assault may not land in forests. There is no combat until he has finished movement but because the 28th Inf starts the turn in ZOC there must be at least one battle. When beginning a turn in an enemy ZOC, they are considered "engaged", and may not move, but must attack from that position. When beginning their turn in enemy ZOC, armor and air-assault units may move directly through enemy controlled hexes, although they may not move on top of enemy units Exception: see 21 , but must stop in the first enemy armor or air-assault ZOC that they enter.
Movement Restrictions They may not proceed until the next turn. Units move through mountains and forests at the rate of 1 hex per turn.
Units may leave mountains and forests at their full MF. They may attack units that are in the forest, however. Stacking Units These stacks may move together over friendly stacks in the turn, however, at the end of movement players may not have more than 3 units per hex anywhere on the board. Of course faster units in the stack may continue on after splitting off from the slower units. Attacking The player moving his units is the attacker; his opponent is the defender for that player-turn.
You may make as many attacks as you wish in one turn. Red 2nd Infantry is doubled because 3rd Marine is on an end-ofriver hex. Defending Units defending in cities and mountains are always doubled.
Multiple Unit Battles Resolving Battles To do this divide the smaller combat factor both into itself, and into the larger combat factor. The resulting two numbers one of which is "1" are expressed as a strength ratio, placing the number which represents the attacker first in the ratio. Fractions of any size are "converted" either up or down to the whole number most favorable to the defender in each attack.
For example, a attack rolls a "6", "d-elim". As soon as one player wins, the game is over. Any other situation at the end of the 15th turn is considered a stalemate. Thus 5th must attack 21st, and 1st and 2nd must attack 19th and 20th Only 13th and 4th Armor have a choice of how to attack.
Blue has chosen to divide the attack of the armor stack This tactic is called "soaking-off". Soak-off odds cannot be worse than If a player cannot bring up Rules Commentary on Strategy The Basic Game will be decided in a massive battle in the center of the board. Therefore it is imperative to quickly concentrate maximum force there. This can be accomplished by boxing enemy forces against a terrain feature after a breakthrough by concentrations of heavy units.
A careful strategist will weigh localities he fights for with those he gives up, trying to force the enemy into a position that is vulnerable to a breakthrough and isolation. On the attack it is often wise to include infantry in stacks of armor and artillery to absorb losses and prevent wastage of these critical units. On defense care must be taken to screen rear areas to prevent paratroops from surrounding front line troops and blocking their retreat routes.
When infantry defend any extended sector, a few armor should be stacked with them to prevent enemy armor penetrations. Infantry must make careful use of terrain-features to secure their fronts against enemy armor. We regret that we cannot correspond with each of you as to the best tactics to employ in Blitzkrieg, but we do offer the next best thing in our bi-monthly magazine the GENERAL. They may all be in 1 zone, or may be in any combination of zones.
For convenience such units are placed in the At Sea Box of the appropriate zone. They may also simply remain at sea, either in their own sea zone, or they may move to an adjacent zone. Landing at a port or on a beach See 20 counts as 1 basic MF off the normal allowance.
Units landing in a friendly port may use the road, desert, and or strategic movement bonuses See 22 after landing. Units landing on a beach may use only their normal movement allowance. Units may not move directly back to sea in the turn that they have landed.
To move to sea in a given sea zone, units move to a friendly port that opens on that sea zone, and may then be placed in the At Sea Box of that sea zone at no additional MF cost. Units may not land at ports, invade, or move to an adjacent sea zone in the turn they move to sea.
The variants will provide new counters, specifically geared to represent the various armies and fronts of the World War II era. Each variant will also include a set of rules modifications that augment these new unit counters. These counters and rules are to be used in tandem with the existing Blitzkrieg mapboard and rules sets of all additions. Players may be required to adapt the basic Blitzkrieg rules to fit these variant rules.
Blitzkrieg Game Rules 1975 Edition
WWII Blitzkrieg Variant – NW Europe 1943