games-pc clash of steel Manual De Usuario

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supply value of >3, a morale of 25, one
remaining AP, and have not conducted
an air strike.
Naval Movement
Naval operations are only possible during
the first two impulses of a given turn.
There are four types of naval units:
Carriers: the best fighting units
Escorts: surface units from destroyers
to battleships
Subs: used to hunt enemy convoys
Amphib: transport ground units
Note: Artificial harbors are treated as
land units. They can be placed on a
coastal or sea hex.
Each unit is rated for strength and raid
value. Amphib units are also rated for
capacity. When a ship suffers a loss it will
become damaged. A ship which is dam-
aged and suffers a further loss is sunk.
Sunk ships are permanently eliminated.
In the Navy Menu the map is displayed
with two types of boxes that contain the
various ships. The large light blue box is
the At Sea box which represents the
seven sea zones: Baltic Sea, North Sea,
North Atlantic, South Atlantic, West
Mediterranean, East Mediterranean, and
the Black Sea. The smaller light blue
boxes are the Port box. Each naval unit
can be located either in one of these sea
zones or in a friendly port. During the
impulse a naval unit can travel an unlim-
ited number of sea zones in any
combinations with entering and/or leav-
ing port. However, this must be done in
one single action, i.e. you cannot move,
use shore bombardment and move again
with the same unit. You can only enter
friendly-controlled ports. If a ship is in
port and the port is captured by the
enemy, you will receive a message that
the ship has left the port.
Restrictions on Movement
There are three narrow points on the
map where sea movement can be blocked
by the control of land hexes. A naval unit
(including subs) can move from one sea
zone to another only if a certain port is
friendly-controlled. These cases are:
ZONE
#1
ZONE
#2
INTERDICTED BY
Baltic Sea
North Sea
Hamburg
Atlantic
Mediterranean
Gibraltar
Mediterranean
Black Sea
Istanbul
Naval Formations
Naval units At Sea can be issued orders
by putting them into formation boxes.
For every sea zone, there are 8 boxes:
2 fleet boxes: units placed in these
boxes are ordered to show up and seek
combat to gain the superiority in this
zone.
1 transporter box: units in this box
show their presence for some reasons
(i.e. establishing sea supply), but try to
avoid combat.
4 raider boxes: each box can only have
one unit. Units in this box are ordered
to raid enemy convoys and avoid com-
bat.
1 land based box: air units which are
located in a coastal hex will be dis-
played in the appropriate land based
box and can take part in combat occa-
sionally.
Note: units in the same box will act
together as a fleet for all purposes of
search, combat, and raid. Splitting a fleet
gives a higher chance of finding the
enemy, but it is more uncertain if the
fleets can combine again in the case of 
a combat.
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Operational Movement
For each pool (except for Italy), one unit
can be moved up to 10 hexes in its parti-
tion, regardless of the current impulse.
Units need not be inserted next to cities.
Army groups act as supply centers and
are not allowed operational movement.
Units cannot use operational movement
if they have already moved or attacked.
No Operational Movement is allowed for
Russian units before Russian Winter
strikes, which is the first snow turn after
war is declared.
Terrain Effects
The number of Action Points (AP) it
takes to enter a given hex is summarized
below:
TERRAIN EFFECTS COST TABLE
TERRAIN NAME
AP COST TO ENTER
City
1
Clear
1
Desert
1
Fort
1
Mountain
2
Port
1
Resource
1
River
-
Sea
-
Swamp
2
Wood
1
Russian Partisan Effects 
on Axis Movement
There is a test against the number of
unoccupied, Axis controlled cities in
Russia during each Axis Supply Phase. If
a random number is less than the num-
ber of cities, then partisans will greatly
lower Axis supply in Russia. The chance
for partisans to appear will also increase
as the war progresses.
Strategic Bombing Effects 
on Oil Resources
Each Strategic Bombing Point (SBP)
assigned to attack oil targets will have a
50% chance of permanently decreasing
the Action Point allowance of one enemy
unit by one point.
Air Movement
Every air unit has an integrated strength
point of ground combat units. Ground
combat strength is modified by the same
morale value as the air strength. If this
ground strength point is eliminated, the
air unit is removed. The numbers on the
air unit counter show the actual effective
air strength and the remaining number
of possible ground strikes for the
impulse. Air units can only be moved by
using Reserve or Rebase Movement. The
air range is 7 hexes to conduct a ground
strike or interception.
Rebase Air Movement
Air units rebase up to 4 hexes away per
impulse. If an air unit attacks, then it
cannot rebase. Air units can rebase
across sea hexes.
Reserve Air Movement
In the first two impulses you can move a
limited number of units strategically
over an unlimited number of hexes. To
do so move the cursor over the unit you
wish to move, click the left button twice
to access the unit, and select RESERVE.
Note: The unit must be placed back on
the map in the same impulse using the
NEW
option. However, you must place
the unit in a friendly-controlled hex in or
adjacent to a city which is in the same
partition as the original hex of the unit.
Air units are not held by this restriction.
See the section “Supply Partitions” on
page 31 for more details. To use Reserve
Movement a unit must have at least a 
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