Oil Resources:
Each oil center printed on the map gives a player one free oil resource per turn. If you capture enemy oil centers, you then receive the oil token. Newly created oil tokens are always placed in the territories containing the oil centers, which the territory having the capacity to yield one free token for each of them. If you decide to develop more tokens for combat on the following turn, you can build up to the printed value of the territory. In this case, each land combat has a cost as follows:
1941 1942 1943 1944 1945
Germany 1 1 2 3 3
(Nov-Feb turn) 3 3 2 2 2
Soviet Union 1 1 1 1 1
(Nov-Feb turn) 2 2 1 1 1
Air attacks do not require fuel tokens individually, but anytime you use your planes for any mission, you must allocate one oil token per turn.
Oil tokens can be moved to any front line territory and used for the following turn. If the territory they are in is captured, any tokens are captured by the new player. If you don’t have a token in a territory, then you can’t attack from this territory. If during land combat you retreat, the Oil tokens must be left behind and be captured. Also, if during combat if you have units surrounded and no oil tokens, you must use a bomber to drop these supplies. Each bomber can drop one token per turn. Note: for clarification some oil centers produce two tokens per turn.
So each attack ( of any duration on land) costs one oil token and based on the time of year or year or side the costs vary.
Oil tokens required for combat and they must be moved to the area where combat occurs. In some cases you can build directly up to two tokens if the space has an oil center. That is also the only place where you get oil.
So this means that certain units must be allocated to bring these supplies to the front lines that carry oil tokens.
Also, if you use one or one million planes … this will cost you 1 oil token. Bombers can carry oil tokens as well
The German player starts with 15 oil tokens stockpiled, the Soviets start with 8… sorry but thats not in the rules… :roll:
Also note the idea for oil is to represent logistics. Oil is just the iconic resource which as the German player you see the obvious need to get those Russian oil centers.
Now these NA’s are picked by the player and last the whole 12 turns.
National Advantages:
Each player randomly chooses three special advantages which represent specific historical advantages as follows:
Germany:
• Manstein: Your tanks or infantry defend at 3 in any one area per turn.
• Volkstrum: you may build up to 5 infantry for 2 IPC each turn starting on turn 6.
• Panzergruppe Guderian: Your tanks can move 3 spaces in spring turns.
• Tank Destroyers: Your Heavy Tanks can decide which unit they hit on a roll of one.
• Paratroopers: Each Bomber can drop one infantry within 2 spaces of friendly forces.
• Railway Artillery: Negate fortress city defense when your artillery hits only
• East Wall: You can designate up to one territory per turn in Soviet Union, where its considered a fortress city. Use Blockhouse units from AA bulge to designate these.
• Anti-Partisan sweeps: Negates Soviet partisan selection
• The Bunker: The Soviets need to capture Berlin to win, selecting this can save the game, because it becomes the new German capital and must be captured for the Soviet player to claim a win. He will not know this until it may be too late.
Soviet Union:
• Lend Lease: Each turn roll one D6= income that must be spent on units except Infantry.
• Zhukov: All infantry in factories defend at 3
• Paratroopers: Each Bomber can drop one infantry within 2 spaces of friendly forces.
• Partisans: Roll one d6= income lost from German occupied Soviet territories that turn. This roll is performed each game turn.
• Conscripts: Five Infantry may be purchased for 10 IPC each turn.
• Katyusha: An Artillery fires preemptively on the first round and loses are removed and do not fire back.