Anzio Tournament Game
OFFICIAL TOURNAMENT GAME VERSION OF WBC 2000
1. The Basic Game (all Standard Rules in Sections B & C).
2. Optional Initial Placement of German 1st Para Division (Rule F.10, last paragraph).
3. Air Superiority (Rule D.2) This rule makes the more northerly invasion sites much more risky for the Allies Sept II.
4. New South End Entry Rules (see details below). The Germans will not be able to seal off the South End Entry hexes with ZOC.
5. New Sea Attack Rules (see details below). This rule makes it impractical to use ersatz units to seal off an invasion zone.
6. Optional Rule for Re-Rolls (see details below).
NEW SOUTH END ENTRY RULES
Rule C.8.D. governing entry is changed as follows, to more correctly represent
the geography of southern Italy and more accurately simulate the campaign.
1. Units from Taranto enter from hex Y60 to Y65, inclusive, Sept III; thereafter Y54 to Y65, inclusive.
2. Y47 – Y53 hexes are plain terrain Adriatic beach hexes, functionally equivalent to hex M66 on the Tyrrhenian Sea.
3. Only September II the Germans may not enter hexes X60 – 66 and Y59 – 65 (Taranto edge), nor may they enter the final two playable hexes in columns N-V (Messina edge). [V68 and W68 are allowed]. After September II the Germans are no longer restricted.
4. German zones of control extend into the unplayable partial hexes adjacent to the Taranto and Messina extry hexes, affecting both entry and retreats. Allied units may enter the board directly into enemy zone of control, but only by entering directly from an unplayable partial hex that is free of any German zone of control.
5. The zone of control of units in Messina or Taranto does not extend into the board, nor can units attack on-board units from there.
SEA ATTACK RULES
1. Invading Allied units may make a sea attack on an invasion zone hex that is occupied by one or more enemy units.
2. No more than 8 stacking points may participate in any one sea attack. Each separate individual attack may assault only one defender's hex. Units participating in sea attacks must conform to applicable Initial Lift rules. ZOCs do not extend from sea to land nor vice-versa.
3. Units attacking from the sea have their attack strength halved. Halved factors may be combined, but if the total attack factors include a fraction, round down. As in attacks through High Apennine hex-sides, losses are not doubled against an undoubled defender.
4. A sea attack may combine with a land-based attack to make one attack, but any terrain benefit which the defender enjoys against the land attack would remain. Losses must be taken first from invading units.
5. Any unit attacking from the sea which does not occupy the defender's hex at the end of the attack (whether because of the combat result, or voluntarily) becomes an inverted counter subject to the usual evacuation rules.
6. Units attacking from the sea may advance into the defender's hex normally, but may not move further, unless they have achieved breakthrough movement, which would be governed by the usual rules.
7. Units attacking from the sea may engage in second combat per rule C.14.
RULES FOR RE-ROLLS Because of the major effects that die rolls of "1" and "6" can have at certain key junctures in the game, this rule provides a way to flatten or smooth out the role of luck as a determining factor. A RE-ROLL CHIT.
1. Select an unused counter to be used as the Re-Roll Chit. The holder of the Re-Roll Chit may use it to force a re-roll of any combat resolution die roll (the player using the chit may be either the attacker or the defender).
2. As soon as the chit is used, it is given to the opponent.
3. The Re-Roll Chit may be used only once per player-turn.
4. The Allied player begins the game with the Re-Roll Chit.