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SPECIAL OPERATIONS FORCES - Historical Board Gaming Games/… · SPECIAL OPERATIONS FORCES A Global War 1936 – 1945 Expansion - v1.0 After the ‘War to end all wars’, there came

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Page 2: SPECIAL OPERATIONS FORCES - Historical Board Gaming Games/… · SPECIAL OPERATIONS FORCES A Global War 1936 – 1945 Expansion - v1.0 After the ‘War to end all wars’, there came

SPECIAL OPERATIONS FORCES A Global War 1936 – 1945 Expansion - v1.0

After the ‘War to end all wars’, there came another war. And it was not as static as the first. Before and during World War 2 many nations and individuals invented or exploited new tactics and ideas, that even culminated in a range of specialist forces within the specialist forces. Marines and airborne infantry were known concepts, and often from within these groups of soldiers new tactical formations emerged to perform what we now call Special Operations.

HBG is proud to present the Special Operations Forces © Expansion. Special Operations Forces were small sized units

not suitable for capturing land zones. Instead their small size and unique training made them specialists in raiding

operations and sabotage. They were versatile in ways of damaging enemy supply lines, facilities, fighting partisans

and even occasional assassinations of high profile enemy personalities as well as spearheading large scale

amphibious attacks. This type of warfare often meant certain death if caught.

This expansion enables you to take control of your nation’s special forces, often entering at the historical date of

formation, and maneuver them behind enemy lines to wreak havoc or pave the way for your troops on the front. But

remember, the risky nature of the operations can have them eliminated before they can fullfill their mission. It is

time; “Nunc aut nunquam!”

Page 3: SPECIAL OPERATIONS FORCES - Historical Board Gaming Games/… · SPECIAL OPERATIONS FORCES A Global War 1936 – 1945 Expansion - v1.0 After the ‘War to end all wars’, there came

This set contains 45 World War 2 Special Operations Forces (SOF) markers .

2.1 The SOF Markers

•Brandenburg Division Marker •Brandenburg Panzer Grenadier Division Marker •Brandenburg Fallschirmjäger Batallion Marker •Brandenburg Bergman Batallion Marker •Brandenburg Tropical Division Marker •Brandenburg Jäger Regiment Marker •Brandenburg Batallion IX Settembre Marker •Brandenburg Küstenjäger Marker •Brandenburg Sonderverband Marker •Brandenburg Sonderverbande 287 Marker •Brandenburger Sonderverbande 288 Marker •Teishin Shudan 1st Raiding Group Marker •Teishin Shudan 2nd Raiding Group Marker •Giretsu Kuteitai Marker •Xa MAS motor boats Marker •Xa MAS manned torpedoes Marker •1st Special Service Brigade Marker •2nd Special Service Brigade Marker •3rd Special Service Brigade Marker •4th Special Service Brigade Marker •SAS & Long Range Desert Group Marker •Gideon Force Marker (cavalry/camel) •Canadian-American 1st Special Service Force Marker •FEC Chindits Marker •USA Merrill’s Marauders Marker •1st Ranger Battalion Marker •2nd Ranger Battalion Marker •3rd Ranger Battalion Marker •4th Ranger Battalion Marker •5th Ranger Battalion Marker •6th Ranger Battalion Marker •1st Marine Raiders Battalion Marker •2nd Marine Raiders Battalion Marker •3rd Marine Raiders Battalion Marker •4th Marine Raiders Battalion Marker •Sacred Squadron Marker •RON Marker •ROON Marker •Tank Desant Markers (x2) •Kompani Linge Marker •Sapper Brigade Markers (x2) •Korps Insulinde Marker •No. 2 Dutch Troop Marker

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2.2 Optional Units

The optional units mentioned in these rules are not a standard part of the SOF marker set. The Acrylic Maiale Markers can be purchased HERE.

3.1 Overview:

SOF units can not be purchased or lend leased and are nation specific. They are placed according to historical entry

dates or under certain circumstances.

3.2 Placement Conditions SOF units are placed according to placement conditions in the Place New Units and Income Phase unless specified

differently. If a marker can not be placed or is not placed in the phase it is allowed to enter the game, the

opportunity to receive the SOF unit is lost unless a date is mentioned with the addition of “-or later” which means it

can be placed in the Place New Units and Income Phase of a later turn under the same conditions. Some SOF

markers are not placed by date but by circumstances as explained below.

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3.3 Relation between Game Piece and Marker

Relation between Game Piece and Marker The game piece you place on the marker stays on the marker until the

marker is destoyed. The marker represents the SOF unit. The game piece on the marker represents an indicator of

the statistics (combat values, movement value and place in a naval or air transport) of that game piece by which the

SOF unit can operate in the role of light infantry. If the SOF marker is destroyed, the game piece on it is destroyed

too.

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3.4 Placements by Circumstances:

Unit Marker Attack Defense Move Notes

Brandenburg Sonderverband

2

4

1

Place under any infantry unit that participated in the annexation of Sudetenland.

Brandenburg Sonderverband 287

2

4

1

Place the marker under any German infantry unit that participates in the capture of Eastern Ukraine.

Brandenburg Sonderverband 288

2

4

1

Place the marker under any German infantry unit in a land zone bordering Sea Zone 80 or 81, (excluding islands, originally Spanish land zones and Gibralta).

Brandenburg Batallion IX Settembre

2

2

1

In the case of Italian surrender, Germany may place the IX Settembre marker under an existing Blackshirt militia unit in any German possessed land zone before taking the Italian units off the board. This unit voluntarily becomes a German unit.

Xa MAS manned torpedoes

2

4

1

As soon as Italy is at war with a major power, place the marker under an existing marine unit in any home country land zone with an undamaged naval facilty.

Canadian-American 1st Special Service Force

2

4

1

Place this marker under an existing UK/USA specialist infantry at a Canadian factory with undamaged naval facility when at least 1 US SOF unit is eliminated.

5307th Composite Unit (a.k.a. Merrill’s Marauders)

2

4

1

USA may immediately place this marker and a US infantry unit on it at no cost in any one originally FEC land zone in mainland Asia that is possessed by Japan.

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3.5 Turn Based Historical Placements

January 1939

Unit Marker Attack Defense Move Notes

Brandenburg Division

2

4

1

Place the marker under an existing infantry class unit in Berlin.

Xa MAS motor boats

2

4

1

Place the marker under an existing marine unit in any Italian home country land zone with an undamaged naval facility.

January 1940

Unit Marker Attack Defense Move Notes

Commando 1st Special Service Brigade

2

4

1

Place this marker under an existing UK specialist infantry in the UK home country in January 1940 or later.

Commando 2nd Special Service Brigade

2

4

1

Place this marker under an existing UK specialist infantry in a land zone that borders the Mediterranean Sea (Sea Zones 49-53 & 80-81) in January 1940 or later.

SAS & LRDG

2

4

1

Place the marker under an existing UK or ANZAC infantry unit in Egypt (excluding colonial infantry).

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January 1941

Unit Marker Attack Defense Move Notes

Brandenburg Bergman Batallion

2

4

1

Place the marker under any one Gebirgsjäger (German Mountain Infantry) in the German home country.

Gideon Force

2

4

2

Place the marker in UK possessed Sudan, Abyssinia or Ethiopia under a camel (cavalry class) and place the camel at no cost. If you do not have a camel unit, you may place a cavalry type unit on it to represent the camel. Horses (cavalry units) movement is reduced to 1 in desert terrain, while camel movement is not hindered by desert terrain.

Kompani Linge

2

4

1

Place the Kompani Linge marker in London if London is UK possessed and if or as soon as Oslo (in Norway) is occupied by another nation. This marker does not get a game piece on it. It has the statistics of a marine for light infantry role purposes.

July 1941

Unit Marker Attack Defense Move Notes

Brandenburg Tropical Division

2

4

1

(See 10.0 compatibility rules)

RON

2

4

1

Place the RON Marker under an existing Soviet marine in any land zone with an undamaged Soviet naval facility in the home country in july 1941 or later.

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January 1942

Unit Marker Attack Defense Move Notes

Brandenburg Fallschirmjäger Batallion

2

2

1

Place the marker under a regular airborne unit in any home country land zone with an undamaged air base.

Teishin Shudan 1st Raiding Group

2

2

1

In January 1942 or later Japan may place both Teishin Shudan Markers under 2 existing airborne units in any one or two land zones with undamaged airbases in the home country

Teishin Shudan 2nd Raiding Group

2

2

1

*see 1st Raiding Group

Commando 3rd Special Service Brigade Marker

2

4

1

Place this marker under a UK marine unit in London if there is at least 1 undamaged naval facility. The UK player may decide to move this unit once per game from London to any original FEC land zone in a supply path either immediately or in a future Non Combat Movement Phase. This move does not count as a strategic naval movement.

1st Ranger Battalion

2

4

1

Place this marker under an existing US infantry unit in the home country once the USA is at war, but not earlier than January 1942.

1st Marine Raiders Battalion

2 4 1 Place this marker under an existing US marine unit in New Caledonia if USA is at war, but not earlier than January 1942.

2nd Marine Raiders Battalion

2 4 1 Place this marker under an existing US marine unit in Hawaii if USA is at war, but not earlier than January 1942.

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July 1942

Unit Marker Attack Defense Move Notes

Chindits

2

4

1

Place the marker under an existing infantry in an originally FEC possessed land zone.

3rd Marine Raiders Battalion

2

4

1

Place the marker under an existing marine on the Line Islands (in SZ130) in or after July 1942 and if USA is at war.

4th Marine Raiders Battalion

2

4

1

Place the marker under an existing marine in San Fransisco in or after July 1942 and if USA is at war.

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January 1943

Unit Marker Attack Defense Move Notes

Brandenburg Jäger Regiment

2

4

1

Place under an existing infantry unit in Berlin.

Tank Desant Troops

2

4

1*

Place 2 Tank Desant Troop markers under two existing infantry in the USSR home country. (* see 8.6)

Sapper Brigades

2

4

1

Place 2 Sapper Brigade markers under two existing infantry in the USSR home country.

2nd Ranger Battalion

2

4

1

Place this marker under an existing US infantry unit in Appalachia if USA is at war, but not earlier than January 1943.

3rd Ranger Battalion

2

4

1

Place this marker under an existing US infantry unit in Morocco if USA is at war, but not earlier than January 1943.

4th Ranger Battalion

2

4

1

Place this marker under an existing US infantry unit in Morocco if USA is at war, but not earlier than January 1943.

Sacred Squadron

2

4

1*

Place the Sacred Squadron marker under an existing Free French Infantry (and replace this infantry for a motorized infantry unit) in any Free French land zone bordering the Mediterranean Sea in January 1943 or later if both Greece and Paris are Axis possessed. This represents the Greek Sacred Squadron Company under the command of the Free French.

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July 1943

Unit Marker Attack Defense Move Notes

Brandenburg Küstenjäger

2

4

1

Place under an existing marine in Axis possessed Stettin in July 1943 or later.

5th Ranger Battalion

2

4

1

Place this marker under an existing US infantry unit in Appalachia if US is at war, but not earlier than July 1943.

January 1944

Unit Marker Attack Defense Move Notes

ROON

2

4

1

Place the ROON Marker under an existing Soviet marine in any land zone with an undamaged naval facility in January 1944 or later.

Commando 4th Special Service Brigade

2

4

1

Place the marker under a marine unit in a UK home country land zone with an undamaged naval facility in January 1944 or later.

July 1944

Unit Marker Attack Defense Move Notes

Brandenburg Panzer Grenadier Division

3

5

2

Replace the Brandenburg Division and its infantry class unit (if not already destroyed) for the Brandenburg Panzer Grenadier Division Marker and a mechanized infantry on it at the cost of 1 ipp. This unit is no longer a SOF unit but it may blitz independently from medium armor. In all other situations it acts as a mechanized infantry.

Giretsu Kuteitai

2

4

1

Place the marker under an existing airborne unit in any land zone in the home country with an undamaged airbase.

6th Ranger Battalion

2

4

1

If the USA is at war with Japan but not earlier than July 1944, and New Guinea is friendly possessed at the start of its turn, USA may place the 6th Ranger Battalion under any infantry type unit on one of its original Pacific islands or on any island the USA captured from the Japanese.

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Before the start of the game, players need to agree on playing with Novice or Advanced Rules and optional rules and units. Novice rules with less complexity are chapters 1 to 6. Advanced Rules comprise all rules in the expansion especially for veteran players.

4.1 Terrain SOF do not suffer terrain penalties. Often specialised in enemy weaponry, defending SOF in a surrounded city do not suffer the penalty for being in a surrounded city.

4.2.a Movement Specifics

SOF with a vehicle class game piece on the marker may follow blitzing units into combat. All SOF have a movement of 6 land and/or sea zones in the Non Combat Movement phase if they performed no role in the Combat Phase but have to end their movement in a friendly land zone.

4.2.b Movement By Sea: Kayaks

In the Combat Movement Phase SOF infantry type units in a friendly land zone with an undamaged naval facility may raid enemy facilities or attack enemy land zones using kayaks. A kayaks are virtual units, not actual game pieces; available only to SOF. The SOF using kayaks have a range of 1 (+1 from an undamaged naval facility & +1 if one of your submarines (SOF in the raiders role) or transports (SOF in the light infantry role) is in the same sea zone as the naval facility tends) when the SOF role is announced. (The submarine/transport may after announcing be used for completely other missions, but it is a condition for getting a +1 in the kayak movement for the mentioned roles. SOF may use up the complete kayak range to reach the destination. Retreating or exfiltration requires an exfiltration role (See 5.2.d).

4.2.c Movement By Air: Gliders

In the Combat Movement Phase SOF infantry type units in a friendly land zone with an undamaged airbase may raid

enemy facilities or attack enemy land zones using gliders. Gliders are virtual units, not actual game pieces; available

only to SOF. The SOF using gliders have a range of 2 (+1 from an undamaged airbase & +1 if you have Long Range

Aircraft Technology). SOF may use up the complete glider range to reach the destination. Retreating or exfiltration

requires an exfiltration role (See 5.2.d).

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4.2.d Movement By Naval and Air units.

Each submarine can carry 1 SOF infantry unit with kayaks and disembark them unseen in an enemy coastal land zone. 1 SOF per air or naval transport is allowed and does not count towards the transport capacity of the transporting unit.

4.3 Motorized Upgrades

If playing with the Motorized Upgrade rules from the Global War manual the infantry game pieces on SOF are allowed to be upgraded to motorized infantry.

4.4 Defenders

In defence apply the defence value of the game piece on the SOF or marine infantry defence statistics if the marker has no game piece on it.

4.5 SOF Roles

All SOF units can choose to perform one of two roles: Light Infantry and Raiders. Some SOF units have additional

Nation Specific roles.

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5.1 Overview:

In the light infantry (LI) role SOF function as regular units with the following statistics: Attack value: Use the attack value of the game piece on top of the marker. Defence value: Use the defence value of the game piece on top of the marker. A few markers have no game piece on them but perform with marine statistics. Movement: Use the movement range of the game piece on top of the marker or apply the other movement rules in 4.2.a - 4.2.d if applicable

5.2 LIGHT INFANTRY Role Turn Sequence:

The abilities of SOF in the light infantry role are explained below;

5.2.a LIGHT INFANTRY Combat Movement Phase

• Announce any SOF in the light infantry role and apply the following rules: • Combat your SOF into enemy land zones by;

- Gliders: Each enemy (CAP, carrier or land based) fighter and AA gun en route to and into the attacked land zone gets to roll a 1D12 interception roll hitting on a 1, which destroys the SOF immediately before crash landing the gliders. Regular rules do not allow movement through a land zone with an enemy fighter present, so this is an exception to that rule.

- Kayaks: Each enemy coastal gun, (CAP, carrier or land based) fighter, TBD en route to and into the sea zone the attack comes from gets to roll a 1D12 interception roll hitting on a 1, which destroys the SOF immediately before going ashore with the kayaks. If playing with river boats, these get an interception roll as well if the estuary of the river ends in the sea zone the attack came from.

- Amphibious attack: Apply GW rules for amphibiously attacking units if attacking from naval units. - Airborne assault: Apply GW rules for airborne assaulting units if attacking from air transports. - by land using the movement points of the game piece on the marker: SOF infantry class have movement

1; SOF vehicle class have movement 2.

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5.2.b LIGHT INFANTRY Combat Phase

• SOF have first strike by any hit in the first round of combat and may target select a fortification if scoring a hit in the first round of combat.

• SOF can not be chosen by an enemy player as a casualty from target selection hits, because the SOF unit is too small to be recognized and singled out.

• SOF attacking: Once a SOF has survived any interception rolls it can perform its role in the targeted land zone.

SOF in the light infantry role means the unit(s) fight(s) alongside regular units attacking the same land zone or if the commanding player feels confident enough fights the enemy alone, but capturing the land zone with SOF alone is not possible. SOF use the attack and defence values of the game piece on the marker (Dutch and Norwegian SOF do not have a game piece on them and are using marine infantry combat values. SOF infantry class units do not suffer double casualties during amphibious attacks. SOF vehicle class units can not attack amphibiously in the first round of combat. They join in the second round under amphibious attack rules.

5.2.c LIGHT INFANTRY Non Combat Movement Phase

SOF can not capture land zones. So if SOF is the only land unit left in an attacked land zone that was not captured by

other friendly units, the SOF needs to exfiltrate. The SOF must make an exfiltration roll of 1D12 exfiltrating to the

naval/air base/shipyard or naval unit it came from regardless of range. The exfiltration is succesful on a 1-9 and fails

on a 10-12 resulting in the destruction of the SOF marker. If SOF was parachuted by an air transport that moved on,

the SOF could not return to that air unit, but is exfiltrated to the closest friendly naval/air base/shipyard by having to

make a succesful exfiltration roll for each land and/or sea zone with enemy units in its path to return safely.

6.1 Overview

All SOF can perform the raiders role. As raiders SOF can raid an facilities on the production chart and try to damage facilities and units under construction or even destroy them.

6.2 RAIDERS Role Turn Sequence:

The abilities of SOF in the raiders role are explained below;

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6.2.b RAIDERS COMBAT MOVEMENT PHASE

The Combat move of SOF is explained in the following steps:

1. announce the SOF in the Raiders role.

2. Combat your SOF into enemy land zones by;

A) Gliders: Each enemy (CAP, carrier or land based) fighter and AA gun en route to and into the attacked land

zone gets to roll a 1D12 interception roll hitting on a 1, which destroys the SOF immediately before crash

landing the gliders, OR

B) Kayaks: Each enemy coastal gun, (CAP, carrier or land based) fighter, TBD en route to and into the sea zone

the attack comes from gets to roll a 1D12 interception roll hitting on a 1, which destroys the SOF

immediately before going ashore with the kayaks. If playing with river boats, these get an interception roll as

well if the estuary of the river ends in the sea zone the attack came from. In the raiders role SOF can not

attack from regular air and naval transports.

C) by land using the movement points of the game piece on the marker: SOF infantry class raiders have

movement 1; SOF vehicle class raiders have movement 2, OR

D) Amphibious attack: Apply GW rules for amphibiously attacking units if attacking from naval units OR

E) Airborne assault: Apply GW rules for airborne assaulting units if attacking from air transports.

3. when the SOF reaches the enemy land zone, announce which facility is being raided.

6.2.c RAIDERS COMBAT PHASE

Raids are rolled before any other combats in this phase. Each SOF raider rolls a 1D6 damage roll and each raided facility rolls a 1D6 defence roll for one round of combat. Apply the following modifiers to the rolls: • The attacking raiding SOF has a standard modifier of +2. • If one of the other combat moves in this phase is a strategic bombing of the same facility the attacker gets a

+1 on the damage roll. • For each garrison militia (See 7.0) the defender gets a modifier of +1 • If the SOF unit raiding roll plus modifiers is higher than the defender roll plus modifiers, the difference

between the outcomes is the damage done to the facility. The owner of the SOF raiders may opt to afflict all damage by SOF raiders combined in that land zone to the inherent AA gun of a facility. Any damage only takes the inherent AA gun out of service for the rest of the current combat phase, which would make strategic bombing raids safer for air units. If that number is higher than the maximum damage a facility can take, the facility is destroyed immediately. However garrison units are able to prevent damage by their presence (2 damage points per garrison militia) which might prevent the destruction of the facility.

Damage markers are not part of this expansion and can be purchased HERE. • After the raid each garrison militia of the raided facility gets one defensive roll against each SOF raider. Any

hit by the garrison militia destroys the SOF marker. • Any garrison militia garrisoned with a destroyed facility immediately reverts back to regular militia before

rolling for other combats.

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6.2.d RAIDERS NON COMBAT MOVEMENT PHASE

If SOF raiders are the only land units in a raided land zone that was not captured in the combat phase by other units,

it gets an exfiltration roll of 1D12 exfiltrating to the naval/air base/shipyard or naval unit it came from. The

exfiltration is succesful on a 1-9 and fails on a 10-12 resulting in the destruction of the SOF marker. If SOF was

parachuted by an air transport that moved on, the SOF could not return to that air unit, but is exfiltrated to the

closest friendly naval/air base/shipyard by having to make a succesful exfiltration roll for each land and/or sea zone

with enemy units in it to return safely.

Note: It is safer (range provided) to raid by gliders and kayaks than to raid from naval and air transports, because the

transport would be a high profile target easily visible at sea/in the air and susceptible to the higher defensive values

of enemy units present (like coastal guns) than the much lower interception rolls (hitting only on a 1) applied to the

silent and covert gliders and kayaks.

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7.1 Overview:

Garrison militia are static defenders of facilities against SOF raiders. The Garrison Markers are not part of this set,

but can be purchased HERE.

7.2 Garrison Militia Table

Unit Marker Attack Defense Move Cost Notes

Garrison Militia

0

2

0

2

Specialty: modify facility raid defence roll and get 1 defensive roll against the raiding SOF unit besides defending in regular combat after preceding SOF actions.

7.3 Garrison Militia Combat Phase

Garrison militia have no movement and have no attack value. In the enemy combat phase they modify the defensive facility roll by +1 per garrison militia and they get a defensive roll of 1D12 each hitting on a 2 or less against the SOF unit after the raid as described in the SOF raid sequence. These dice are rolled before any other combat, which means garrison militia could both defend against SOF raiders and defend against regular invasion in the same phase. In a regular invasion of a land zone, garrison units must be taken as the last casualties in combat. They can be chosen by target selection.

7.4 Garrison Militia Non Combat Phase

In the Non Combat Movement Phase a player may choose to assign a maximum of 3 militia per facility as garrison units. If you announce a militia as garrison, replace the militia marker for a garrison marker. The garrison marker is then placed under or next to the facility. Make sure that it is clear which facility the Garrison guards if there are more facilities in the zone. A Garrison militia may be strategically railed to garisson another facility. This is also the phase where a Garrison militia can be announced to take on the role of a regular militia. (Exchange the Garrison Militia marker for a regular militia marker).

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7.5 Garrison Militia Place New Units Phase

In the Non Combat Movement Phase a player may choose to assign a maximum of 3 militia per facility as garrison

units. If you announce a militia as garrison, replace the militia marker for a garrison marker. The garrison marker is

then placed under or next to the facility. Make sure that it is clear which facility the Garrison guards if there are

more facilities in the zone. A Garrison militia may be strategically railed to garrison another facility. This is also the

phase where a Garrison militia can be announced to take on the role of a regular militia. (Exchange the Garrison

Militia marker for a regular militia marker).

8.1 Overview

Some nations can have their SOF perform special abilities, which are explored in the rules below.

8.2 Germany: Infiltration

8.2.1 German Brandenburger in the Infiltration Role: Overview

Germany recruited Brandenburgers from foreign nationalities (sometimes POW’s) and Volksdeutsche (ethnic Germans who lived abroad and returned to Germany for patriotic reasons). As a result the Brandenburgers could speak foreign languages and infiltrate behind enemy lines for example dressed in Soviet NKVD uniforms posing as Russians, sending complete divisions or supplies in the wrong direction, trying to stall the advance of the enemy.

8.2.2 German Brandenburger Infiltration Sequence

Instead of using the Brandenburger as a raider or light infantry, the unit may be assigned to infiltrate. • Announce a Brandenburger in the Infiltration Role in the German combat movement phase. The

Brandenburger is moved into the enemy land zone within its range. • If Germany attacks a land zone with an infiltrated Brandenburger in it, the Brandenburger will take on the

role of light infantry. • If the owner of the infiltrated land zone has enemy land units attacking from that land zone in his combat

movement phase, these enemy units must retreat to the land zone they last came from if they roll an 11-12 in the first round of combat.

• After using the infiltration role, the German player may try to exfiltrate the Brandenburger from the enemy land zone. The exfiltration is succesful on a 1-9 (place the Brandenburger in Berlin) and fails on a 10-12 resulting in the destruction of the SOF marker.

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8.3 Germany, USSR, Italy: Frogman

8.3.1 Frogmen General Rules

Frogmen are also called Combat Diver Team. In addition to raids on land, some frogmen were able to raid ships, harbors and bridges. Only the following SOF units can perform the Frogmen role: Brandenburger Küstenjäger, Xa MAS (both), RON & ROON. • Frogmen must start and end their movement in a coastal zone or a land zone with a river in or bordering it. • Frogmen may raid enemy convoy lines. They have a movement of up to 2 sea zones away where they can

raid as if a submarine, except without a modifier. They must return to the land zone they came from at the end of combat. Units on escort duty may fire at frogmen raiding convoy lines.

• If playing with bridges (which will be featuring in a future expansion), frogmen may blow up bridges. To do so they have to be in a land zone bordering the land zone with the targeted bridge and be able to use the river from the land zone they are in to reach the targeted bridge. Both players get one roll 1D6. If the Frogmen roll the highest number the bridge is destroyed. They must return to the land zone they came from at the end of combat. If succesful the bridge is destroyed. If unsuccesful one enemy infantry type unit (defender’s choice) in the targeted zone may return fire. Each SOF in a frogmen role has its own nation specific Frogmen roles.

8.3.2 Soviet Nation Specific Frogmen: Frogmen Salvage Operations

Overview: The Soviets recruited and trained frogmen in their ranks. However the Soviet frogmen turned out to often participate in rather different special operations than their German and Italian counterparts, like salvaging weapons from sunken ships and blowing up bridges.

8.3.3 Soviet Frogmen Salvage Operations

Each surface warship that sinks in a sea zone bordering a land zone with the RON and/or ROON SOF frogmen in it, gives the Soviet player the opportunity to salvage valuable cargo. Roll 1D12 per sunken surface warship and on a 1-4 that much ipp are gained by the USSR immediately from salvaged material.

8.3.4 Italian Nation Specific Specialties: Manned Torpedoes

The Italian navy employed frogmen who in very small teams (sometimes as small as 2) could attack enemy warships with manned torpedoes or motor boats with explosives. They would steer their explosive vessels towards a ship and bail out before the explosion, then trying to get away by swimming ashore. Many were captured, but the successful attacks resulted in heavy losses of men and ships. The Italian Decima Flottiglia MAS units Xa MAS motor boats and Xa MAS in the role of Manned Torpedoes may be used as ‘launch platforms’ and expend Maiale Torpedoes from Italian naval facilities.

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8.3.5 Table

Unit Marker Availbility Cost Launch Platform Use

Maiale Torpedo

July 1939

2

Xa Mas SOF units can launch Maiale. (See below)

See 8.3.6

8.3.6 SOF Manned Torpedo Sequence:

• LAUNCH PLATFORM: If in the Combat Movement Phase an Xa MAS SOF unit and a Maiale Torpedo are in the same land zone with an undamaged naval facility, each Xa MAS SOF unit can expend 1 Maiale Torpedo per turn per Xa MAS unit in the Manned Torpedoes role in any adjacent sea zone.

• USE: Announce the Manned Torpedo role for the Xa MAS SOF unit(s) and place the Maiale Torpedo marker under an enemy ship of the Italian player’s choice in a sea zone bordering the launching platform. The Xa MAS SOF unit stays in the land zone and may not be moved in the Non Combat Movement Phase.

• Roll 1D12 strategic damage per Maiale. • EFFECT: The strategic damage is done to the ship.

*1-2 damage is a failure. Failure gives the UK the ability to immediately develop the equivalent of the Maiale; the Chariot, and may expend 1 per turn for the rest of the game. If UK rolls a failure with the Chariot, the Germans immediately develop their Neger Torpedo and may expend 1 per turn. UK and Germans must launch from a valid launch platform or respectively by Commando’s or the Brandenburg Küstenjäger. *3-10 damage is a success and results in the owner of the ship paying 4 ipp to repair the ship immediately or scuttle it (and take it off the board) *11-12 damage results in the immediate destruction of the ship (or taking 1 hit if it is an intact capital warship).

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8.4 Japan: Suicide Raiding Mission

Instead of using the Giretsu Kuteitai (GK) as light infantry or raiders, the Japanese player may announce a GK suicide raiding mission instead.

Suicide Raiding Mission Sequence: • The Japanese player announces a GK Suicide Raiding Mission in the combat movement phase. (Which means

the unit is taken off the board after the first combat round.) • The GK is given a movement of 2 by air (+1 from an undamaged airbase in the home country and +1 if Long

Range Aircraft technology has been achieved) as if using air transport (no actual air transport has to be present). The movement points may all be used up to reach its target.

• The Japanese player announces the target of the Suicide Raiding Mission. Possible targets for a Suicide Raiding Mission are: facilities & land based aircraft.

• Enemy AA and fighters do not effect the SOF in the role of suicide raiding mission en route to its target as the GK uses silent gliders to crash land the GK at their destination.

• The GK get 1D12 once and scores a target selection hit on an 8 or less. • If a hit is scored, immediately destroy either the enemy facility or one enemy aircraft (attacker’s choice). • After this one roll the GK is destroyed immediately.

8.5 FEC/USA: Jungle Warfare

• Raiders role: Chindits (FEC) and Marauders (USA) in the role of raiders double their movement going into or moving within jungle terrain, regardless of enemy units present.

• Light Infantry role: These SOF units in the role of light infantry fighting in jungle terrain take 2 hits to detroy in the same Combat Phase. If hit once as the attacker the unit needs to retreat and can not perform any attacks or other roles until it has returned to an Allied land zone.

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8.6 USSR: Tank Desant

There are 2 Tank Desant troops available for USSR.

8.6.1 Tank Desant Overview

“This is the formation of groups of "hitchhike troops" specially trained to operate mobile tank forces (which have acted as spearheads for the Russian drive westward)... It was used in last winter's fighting by the Germans as well as the Russians. What is new is that the Russian command developed its hitchhiking fighting units into highly trained groups who make combined tank and infantry raids a science.” Bill Downs (CBS war correspondent) - march 5, 1943

8.6.2 Tank Desant Rules Starting january 1943 USSR SOF infantry type units in the role of light infantry may join blitzing armor units if both start in the same land zone. Tank Desant means they travel on the tanks into combat. Tank Desant has no effect on the pairing of other units joining a blitz move. If the tank carrying the SOF infantry type unit is taken as a casualty in the first round of combat, both the tank and the SOF unit marker are destroyed by this single hit.

9.1 Overview:

Sabotage and Demolition roles are raider roles concerning units and facilities under production. SOF raiders can raid facilities and units under construction on the production chart. To be able to do this, players need to keep track of where naval units are being built. Start with designating the ships on the production chart to the naval bases and shipyards where they are built. (Designation can be tracked on a piece of paper). This also implies that if a land zone with a shipyard/naval base is captured, that any designated ships under construction in those facilities are captured too. Any ships that fall under Vichy facilities are relocated to German facilities immediately. Facilities under construction need to be kept track of as well and their place of building needs to be visible on the board by placing Under Construction Markers. Under Construction Markers can be purchased HERE. Under these conditions it is possible to perform sabotage and demolition roles.

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9.2 Sabotage of ships under construction

If a SOF raids a shipyard it may select any ship being built there as a target for its raids. Damage to the chosen ship under construction is represented by damage markers under the ship under construction. If damage is equal to or exceeds the amount of payment for the advancement to the phase on the production chart it is in, the ship under construction moves a space backwards on the production chart and any remaining damage needs to be paid for before continuing building it. Both repairs to ship under construction and advancement on the production chart can be done in the Production Phase. For the raid itself, apply SOF raider and exfiltration rules in Chapter 6. If the naval unit can not be moved further up the production chart, because it would go further back than the first phase it is placed on the chart, it would be taken off the production chart and any remaining damage must be assigned to the facility that is building it.

9.3 Demolition of Facilities under construction

Facilities under construction can be raided as well. Facilities under construction should be represented on the board by placing Under Construction Markers where they will be built. Damage to the facility under construction is represented by damage markers under the facility under construction. If damage is equal to or exceeds the amount of payment for the advancement to the current phase on the production chart it is in, the facility under construction moves a space backwards on the production chart and any remaining damage needs to be paid for before advancing it. Both repairs to facilities under construction and advancement on the production chart can be done in the Production Phase. For the raid itself, apply SOF raider and exfiltration rules in Chapter 6.

9.4 Garrison Militia

Garrison Militia may be placed under facilities under construction. Garrison Militia under facilities that build multiple stage units also defend against raids on naval units under construction there. Garrison Militia may be placed under multiple stage fortifications under construction to defend against raids.

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10.1 AFRIKA KORPS EXPANSION

The Deutsche Afrika Korps Expansion is not part of the content of this set and can be purchased HERE. • Germany: Brandenburg Tropical Division

If playing with the Deutsche Afrika Korps Expansion place under the first AfrikaKorps motorized infantry that arrives in Tripoli starting July 1941 or later.

10.2 SEA LION EXPANSION

If the Sea Lion expansion you play with contains Brandenburgers, replace the Brandenburger rules with the rules in this expansion.

10.3 COMPATIBILITY WITH SUPPLIES

If playing with Supply rules, often specialised in enemy weaponry, SOF units themselves are never considered out of supply.

10.4 PARTISANS EXPANSION

If playing with the Partisan expansion, SOF gain an extra ability; the Anti-Partisan role. Each hit by a SOF unit in an Anti-Partisan role is doubled. The SOF unit in the Anti-Partisan role uses the statistics of the unit that is on the marker.

10.5 COMMANDERS EXPANSION

If playing with the Commanders expansion, SOF gain an extra ability; the Assassination role. Each hit on a “1” by a SOF unit in the light infantry role may be assigned to a commander if they share a land zone during any combat round.

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10.6 NETHERLANDS FIGHTS BACK EXPANSION

If playing with the Netherlands Fights Back expansion, the rules section NFB 3.0 Dutch Special Forces is replaced by the following rules: Dutch SOF Units Korps Insulinde and No. 2 Dutch Troop are Dutch SOF units. They have no nation specific specialties. No game piece is placed on them. They have marine statistics regarding light infantry role. • Korps Insulinde Marker

Placement: If Sumatra is enemy possessed, immediately place the Korps Insulinde Marker anywhere in FEC without a game piece on it.

• No. 2 Dutch Troop Marker Placement: If the Netherlands land zone is captured place the No.2 Dutch Troop Marker anywhere in an unoccupied UK home country land zone without a game piece on it.

10.7 FORTIFICATIONS EXPANSION

If playing with the Fortifications Expansion apply this rule to Garrison militia: If you place a Garrison militia under a fortification (a maximum of 1 Garrison militia per fortification applies), the Garrison militia gains first strike in defense while under the fortification. (purchase HERE)

10.8 FIGHTING RAILWAYS EXPANSION

If playing with the Fighting Railways Expansion one SOF is allowed to join another unit on an armored train.

10.9 ELITE OF THE SOVIET UNION EXPANSION

If fighting with the Elite of the Soviet Union Expansion SOF units can not be promoted.

10.10 COMMANDERS OF WWII EXPANSION

SOF units are not affected by commanders.

10.11 OIL WARS EXPANSION

Using SOF while playing with Oil Wars Expansion does not effect the use of oil. Transportation units like air/naval transports and submarines would have to use oil.

10.12 SPANISH CIVIL WAR EXPANSION

Under full intervention rules, SOF units are allowed to be moved into Spain.

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10.13 ELITE OF THE REICH EXPANSION/SEA LION EXPANSION If playing with the Elite of the Reich expansion (regardless of using Sea Lion expansion or not) the German player may place the Brandenburg z.b.V. 800 marker from the Sea Lion Expansion under a Mechanized Infantry in Stettin in January 1941 at the cost of 1 ipp. This is an Elite Mechanized Infantry which adds +1 to Mechanized attack and defense values and may blitz without pairing. This rule replaces all Sea Lion Expansion rules for this marker.

Credits: Rules Designed by Delája Schuppers Art Work by Mario Manthey With the kind contributions of Morten Munck, Doug Friend & Will Henson

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Global War 1936-1945 - The Ultimate War Game

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