playbook - GMT Games

playbook - GMT Games

PLAYBOOK

Designer: Salvatore Vasta • Developer: Mark Dey • Lead Tester: Allen Hill

Table of Contents

30.0 Introduction ......................................................... 2

30.1 Alternate Learning Methods ............................. 2

30.2 Scenario General Information ........................... 6

30.3 Scenario Standard Set Up ................................. 8

30.3.1 Basic Set Up .................................................. 8

30.3.2 Set Up Table – Terms ..................................... 8

31.0 Two-Faction Scenarios ........................................ 9

31.1 Poland 1939 ...................................................... 9

31.2 Scandinavia 1940 .............................................. 10

31.3 France 1940 ....................................................... 11

31.4 Balkans 1941 ..................................................... 12

31.5 Mediterranean 1940-1942 ................................. 13

31.6 French North Africa 1942-1943 ........................ 15

31.7 France 1944 ....................................................... 16

31.8 USSR 1941........................................................ 18

31.9 USSR 1941-1944 .............................................. 20

31.10 Soviet vs. Western 1945-1946 ........................ 22

32.0 Three-Faction Scenarios ..................................... 25

32.1 Main Event 1939-194? ...................................... 25

32.2 Europe 1941-1945 ............................................. 29

32.3 Europe 1942-1945 ............................................. 32

Dedications ................................................................ 35

32.4 Europe 1943-1945 ............................................. 36

32.5 Europe 1944-1945 ............................................. 39

32.6 Germany 1945 ................................................... 42

33.0 Rules Notes ........................................................... 44

33.1 Rules to Avoid Getting Wrong .......................... 44

33.2 Pro-[Faction] Marker Related Events ............... 45

34.0 Tactical Tips ......................................................... 46

35.0 Play-By-Email Adjustments ............................... 47

36.0 Solitaire Play Adjustments ................................. 48

37.0 Laws of Gaming ................................................... 48

38.0 Designer’s Notes .................................................. 48

39.0 Bibliography ........................................................ 50

40.0 Event Marker Quick Reference ......................... 51

Credits ............................................................................. 52

GMT Games, LLC • P.O. Box 1308, Hanford, CA 93232-1308 www.GMTGames.com

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• Training Scenarios Method (30.1.2): This provides a way to learn the game in small steps while playing out several scenarios.

They will not cover all the rules in the game, but do provide a foundation of its core mechanics. After you are done with the training scenarios, read the remaining rules.

30.1.1 Sequence of Play Method

Learning Objective: Learn in the order in which a turn is played.

Initially focus on the economic system, the integrated movement and combat system, and the supply system.

Worry first about how to move, fight, and stay supplied. The rest will come while playing out scenarios.

Set Up: Set up and play the Main Event scenario (32.1) with the following changes.

• As per each faction’s Set Up Table, set up counters that either have no Entry-H date or an Entry-H date of Dec-40 or earlier.

At the end of the Dec-40 turn, either stop and set up the scenario again; or continue playing by setting up counters that have an

Entry-H date from Jan-41 to Dec-41 (and so forth after Dec-41).

• The Axis faction must perform the scenario’s Special Rule:

Setting the Stage West-First.

30.0 Introduction

In addition to the scenarios, the Playbook contains other sections dealing with how to learn the game, such as rules notes, tactical tips, and more designer notes. See the Table of Contents.

Important: Whether you have already read the rulebook or are using one of the alternate methods below, before setting up a scenario read section 30.2. It explains those aspects of scenario set up that are consistent with each scenario, such as how to read a Set Up table.

30.1 Alternate Learning Methods

The following are alternate methods of learning the game as opposed to reading the Rulebook from cover to cover.

Each method will list specific rules to read under the header “Rules to Read”. Unless otherwise restricted, read the numbered rule and all lower-level rules within that section.

Example: If rule 8.2 is listed, read 8.2 and 8.2.1.

As you are reading a rule, do not become worried if it references another rule or concept you have not covered yet. You will learn about it eventually.

• Sequence of Play Method (30.1.1): This is for those that want to read all the rules, but mainly in the order they may be encountered in the Sequence of Play. This method is supported by the Flowcharts which contain rules number references within the listed game mechanic to perform.

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Rules to Read:

• Game Basics: 1; 2; 3; 5 to 5.1

• Weather Phase: 11

• Declare War Phase: 10.1

• Economy Phase: 9 to 9.1.3

• Strategic Warfare Phase: 5.4, 9.2

• Strategic Movement Phase: 4 to 4.1.4

• Actions Sub-Phase: 4.2, 5.2 to 5.3, 6

• Supply Check Sub-Phase: 7 to 7.4

• No Supply Phase: 7.5

• Replacements Phase: 8.1

• Upgrade Phase: 8.2

• Mobilization Phase: 8.3

• Diplomacy Phase: 10.2

• Victory Check Phase: 12.1

• End of Turn Phase: 12.2

• Scenario Related: 10.3, 13

• Marker Related: 14, 15

30.1.2 Training Scenarios Method

Play each of the training scenarios in the order listed.

These scenarios are generally one-sided affairs in favor of the

Axis faction, but the main point is to learn how to play.

Rules to Read: Before playing the training scenarios, read the following rule sections.

• Game Basics: 1; 2; 3; and 5 to 5.1.

• Do not read: 1.3.2 to 1.3.9; 1.6; 2.2; and 3.2.3

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30.1.2.1 Training Scenario One

This scenario covers the invasion of Poland. Its rules deal with basic air and ground operations.

Learning Objective: Learn about air and ground unit actions,

“Mobile” ground attack, Conditional Events, and Event markers.

While you read and play, focus on the following.

• The integrated movement and combat system: an important element of this is the effect an EZOC has on a ground unit as it is moving and attacking.

The basic concept is that except for a ground unit’s initial move, if it finds itself in an EZOC, it must either end its activation or attack an adjacent enemy ground unit.

Any type of ground unit can perform a Mobile attack (5.3.2) and as long as it has enough movement points available, the same unit can attack more than once in a turn.

One air unit may provide Air Support (6.2.3) to a ground combat.

This is declared during the ground attack, not before. An air unit cannot directly attack an enemy ground unit.

Set Up: Set up and play the Poland 1939 scenario (31.1).

Rules to Read:

• Operational Movement for air and ground: 1.3.7, 4.2 to 4.2.3.4

• Ground Combat: 5.3

Do not read: 5.3.3, and ignore any part of a rule related to an “Assault” combat or a “fort”. In section 5.3.4, only read “Isolated”.

For the following, read only the specific numbered sections. Do not read their lower-level rules.

• Actions: 6; 6.2; 6.2.1; 6.2.3; 6.3, and 6.3.1. Ignore references to production points; assume enough exist for all purposes.

• Conditional Events: 13 and 13.2

• Event Markers: 14 and 14.5

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30.1.2.2 Training Scenario Two

This scenario covers the invasion of Denmark and Norway. Its rules deal with weather, airdrop, and amphibious invasion.

Learning Objective: Learn about weather, Airdrop and naval unit

Actions, ground combat Assault attack, amphibious invasion, and

Event markers. While you read and play, focus on the following.

• See how Poor or Severe weather impacts movement and combat.

If you play the scenario and both turns are Fair weather, play it more times, but with the weather as Poor and Severe.

• An Airdrop marker is put on the map as a separate Action (6.1) and it must be within range of a friendly air unit. Related to this are how Actions can be performed in any order.

Example: In this scenario, the Axis faction wants to put the Germany Airdrop marker in

Oslo before invading it. To do this, the 5 Luf air unit must be in Aalborg (hex 1923) because the

Airdrop marker has to put within three hexes of a friendly air unit. Therefore, the Axis faction first activates the 18 Army to perform an Army

Operations Action (6.3.1) to attack and clear the way in Denmark. It then activates the 5 Luf to perform an Air Rebase Action (6.2.1) to move to Aalborg. It then performs the Airdrop Action to put the Airdrop marker in Oslo. Finally, it activates the Nor army to perform an Amphibious

Invasion Action.

• Using a Surface Action marker as a warship unit for the Naval Escort Action (6.4.2) in order to receive the ground combat Naval Support DRM

(5.3.4 Amphibious Invasion Assault).

• Walking through the Amphibious Invasion (6.3.2) process. This rule is long, but follows a fairly sequential order. Do not worry about memorizing it. This is to experience how it works. You can review the process again later when playing other scenarios.

So why are you trying this now? An amphibious invasion may be possible in Training Scenario

Three and this provides an opportunity to practice it without worrying about interception.

Set Up: Set up and play the Scandinavia 1940 scenario (31.2).

Rules to Read:

• Ground Combat: 5.3.3 and 5.3.4. Note the references to a “fort”. You will not encounter a fort in this scenario, but you will in Training Scenario

Three.

• Actions: 6.1 to 6.1.3; 6.3.2 Ignore references to tracing a naval movement path; assume it exists.

• Weather: 11

• Turn Completion: 12

For the following, read only the specific numbered sections. Do not read their lower-level rules.

• Actions: 6.4 and 6.4.2

• Conditional Events: 13.2.2 up to and including Step 1.

• Event Markers: 14.1; 14.16; 14.17

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30.1.2.3 Training Scenario Three

This scenario covers the invasion of the Low Countries and France.

It adds many more rules, dealing mainly with economy, air and naval operations, and logistics. Take your time. Play the scenario several times. When done, you will have learned many of the game’s core mechanics.

Learning Objective: Learn about the economic system, strategic combat, air/naval combat, strategic movement, naval unit actions, unit replacements and mobilization, supply, forts, and policies.

While you read and play, focus on the following.

• National Will (2.1.2) tracks a country’s willingness to keep fighting.

• The need for production points to activate ground units (6.3) and perform Replacements (8.1).

• Additional Actions available to air and naval units, such as the ability of an air unit to directly attack another air or naval unit.

• Tracing a supply line, especially across a Sea Zone (7.4.3) and the need for a convoy unit to be in the same area as the unit using it for supply purposes.

Example: If the UK BEF ground unit is in France, in order for it to trace a supply line back to Britain, the UK 1

Convoy unit has to be in a port in France.

• The impact a fort (15.12) has on ZOC, movement, and combat.

Set Up: Set up and play the France 1940 scenario (31.3).

Rules to Read:

• National Will 2.1.2

• Strategic Movement: 4 to 4.1

• Operational Movement ground and naval: 4.2.3; 4.2.4

Note: You read most of the ground movement section before, but this time pay attention to rules related to a fort.

• Air/Naval Combat and Strategic Combat: 5.2; 5.4

• Unit Logistics: 8 Do not read: 8.2 Upgrade

For the following, read only the specific numbered sections. Do

not read their lower-level rules.

• Air Actions: 6.2 to 6.2.4

• Naval Actions: 6.4 to 6.4.4

• Supply: 7

• Economy: 9

• Policies: 10.3; 10.3.2; 10.3.3

• Conditional Events: If the UK collapses, read 13.2.1

• Event Markers: 14.8; 14.15; 14.18

• Tracking Markers: 15.12

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30.1.2.4 Training Scenario Four

This scenario covers the same time period as the first three scenarios (i.e., the first year of the war), but as one whole game. Its rules deal politics and expand on conditional events.

Learning Objective: Learn about Disputed Areas, politics, and policies. While you read and play, focus on the following.

• How policies (10.3 and 10.3.3) limit certain activities and require keeping units in specific areas.

• Pro-[Faction] markers (15.19) and the events that cause their placement or removal.

• The additional items included in the Conditional Events:

Conquered Country France (13.2.2.1) and West Invaded (13.8).

Set Up: Set up and play the Main Event scenario (32.1) with the following changes.

• Put the Scenario Ends marker in the Turn Track’s Dec-40 box.

The scenario ends on that turn. While playing, if a mechanic puts a counter on the Turn Track after this date, do it. It will not affect this scenario, but you’ll learn about it for future reference.

• Set up Axis and Western faction counters starting on their Faction

Card or on the map. If a counter starts on a Turn Track, use its

Entry-H date and only set up those counters with a date of Dec-

40 or earlier. Do not set up any Soviet faction counters [except for the USSR Ceded Area markers].

• The Soviet faction is ignored and the USSR is a Prohibited country (1.3.8).

[Exceptions:

◊ The Soviet faction takes part in the Diplomacy Phase (see below).

◊ For Diplomacy or Policy related rules, the USSR is considered to be an active country and the Allied player makes decisions for it as needed.]

• The Axis faction must perform the scenario’s Special Rule:

Setting the Stage West-First.

• When performing the Diplomacy Phase and it is the Soviet faction’s turn, do the following.

◊ If there is an Area Seized marker in the Diplomacy Cup, randomly pull a marker from the Cup. Resolve the pulled marker pulled per its rule. If Area Seized is pulled, do not perform Area Seized (14.2) Steps 3 and 4.

◊ If both Area Seized markers are in the Diplomacy Cup Marker

Holding Box, take one Area Seized marker from the Box and put it in the Cup. Then, if a No Event marker is also in the

Holding Box, put one of them in the Cup.

◊ If all USSR Disputed Areas have been ceded, do nothing and continue play.

• The Axis faction wins if by the end of Dec-40, it achieves all of the following. Otherwise, the Western faction wins.

◊ Poland and four other countries [except France] are conquered.

◊ Either France is conquered or the UK has collapsed.

◊ There is at least one other active Axis country besides

Germany.

Rules to Read:

• Disputed Area: 2.2

• Policies: 10.3.1; Ignore USSR Main and USSR Conditional.

• Conditional Events: 13.1; 13.2; 13.4; 13.8

• Event Markers: 14.2; 14.4; 14.9; 14.10; 14.11; 14.12; 14.14;

14.19

30.2 Scenario General Information

Before playing your first scenario (especially the full campaign), read the Playbook’s Tactical Tips (34.0). It may help prevent mistakes due to inexperience with the game’s mechanics. The Playbook’s Rules Notes (33.0) section may also be useful as it lists rules to avoid getting wrong and other various rules summaries.

Play Time: It is estimated to take 15-60 minutes per turn depending on the scenario, rules knowledge, and the specific turn being played. Therefore, a scenario’s playing time may range from 30 minutes (e.g., Poland 1939) to 50 hours for the full campaign.

Factions: A Two-Faction scenario involves the Axis faction and one Allied faction. [Exception: The Soviet vs. West 1945-1946 scenario involves the Allied factions only.] A Three-Faction scenario involves the Axis faction and both Allied factions.

As was the case historically, a campaign represented by a scenario may not be evenly matched.

Depending on how many players there are, each player will separately control factions as listed below.

• 2 players: one Axis, one Allied

• 3 players: one Axis, one Western, one Soviet

• 4 players: two Axis, one Western, one Soviet. This is only effective with the larger Three-Faction scenarios.

In a 4 player game, The Axis players decide who will be the Axis

“West Front” player and who will be the Axis “East Front” player.

The Axis West Front player controls an Axis unit located in an Axis or Western country. The Axis East Front player controls an Axis unit located in a Soviet country or any country [except Germany] that shares a land border with the USSR.

Also, for the first turn of the scenario, the Axis West Front player is also the Axis “Home Front” player and handles all the decisions regarding the use of an Axis faction Event marker or other game mechanic not related to a unit performing an Action (such as neutral country selection, supply line traces, replacements, mobilization, etc.). On the next turn, the Axis East Front player becomes the Axis

Home Front player. The Axis players continue to alternate control of the Home Front each turn for the scenario.

Example: Axis Player One controls the East Front, while

Axis Player Two controls the West and Home Fronts. Axis

Player One initiates a combat against the Sevastopol fortress and wants to use the Heavy Arty event marker. To use the marker, Axis Player Two needs permission from Axis Player

One. Place your bets! How long before the Axis players turn on each other?

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Countries: The only countries that may be moved through or selected for any reason are the ones listed in the scenario as active, inactive, or that can be activated. Any other land hex in any other country is considered prohibited.

Sequence of Play: Unless stated otherwise, a scenario begins with the Strategy Phase of the first turn and ends when the last turn’s

Victory Check Phase is completed.

Example: The Scenario Ends marker is in the May 1945 box.

The scenario ends with the Victory Check made in the May

1945 turn. So play out that turn.

Not in Effect / NA: If a scenario states a Phase, rule, or other item is not in effect or “NA” (Not Applicable) for that scenario, a rule associated with the referenced item is ignored during play.

Example: In the Scandinavia 1940 scenario, Germany conquers Denmark. Because there is no Diplomacy Phase in this scenario, the Axis faction does not put a Pro-Axis marker in the Diplomacy Cup as per Step 2 of the Conquered Country rules.

Special Rules/Notes: A scenario may have a special rule or note that applies to it. If it conflicts with a rule in the Rulebook, the scenario rule/note is used.

30.2.1 Reinforcements Entry

The turn a unit or marker enters play in a scenario is the designer’s estimate of when that unit had an impact in the war.

It is not necessarily the historical date of formation. USE is more about force projection than a detailed case study.

Before starting a scenario, the players decide if they will use a historical or variable entry date system to determine when a reinforcement counter (i.e., a counter that does not start a scenario in a hex or on a Faction Card) becomes available for use within a scenario. That turn is referred to as the counter’s Entry Turn.

When a counter is removed from its Entry Turn box on the Turn

Track, put it in the place listed in the Location column of its scenario Set Up Table.

30.2.1.1 Historical Entry

A counter is put on the Turn Track in the turn listed in the Entry-H column. That turn is its Entry Turn. Ignore any Entry-V turn.

30.2.1.2 Variable Entry

While this rule varies when a unit or marker will enter play, the arrival dates are within historical timeframes. Sorry, Axis player, you will not get Jets in 1940.

If the Entry-V value for a counter is “NA”, use the counter’s Entry-H value instead. That turn is its Entry Turn.

Otherwise, put the counter on the Turn Track in the turn listed in the Entry-V column. Ignore any Entry-H turn. To denote a reinforcement counter from other counters in a turn box, place it facing in a different direction (e.g., upside down). If more than one reinforcement counter has the same Entry-V date, stack them within that turn box. Based on the scenario, there may be a few stacks of counters in that box. Arrange them carefully.

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After all counters are placed on the Turn Track, do the following.

Step 1) Put the Variable Entry marker on the Turn Track on top of the reinforcement counters with the earliest Entry-V turn box.

Example: In the USSR 1941-1944 scenario, the earliest Entry-V turn with reinforcement counters is Sep-41. The Variable Entry marker is placed on them.

Step 2) When the Turn marker is moved into the box containing the Variable Entry marker, set aside all reinforcement counters under Variable Entry marker and put the Variable Entry marker on top of the reinforcement counters in the next Entry-V turn box.

Example, continued: In the USSR 1941-1944 scenario, the next Entry-V turn box with counters is Mar-42. You’ll know it’s an Entry-V turn box

because the counters in it will be facing a different direction.

Step 3) An owning faction selects one of its reinforcement counters set aside in step 2 and rolls a die. Put that counter a number of turns later on the Turn Track equal to the result. That turn is its Entry Turn.

Example, continued: The USSR 1 Shock unit is removed from the Sep-41 turn box. The Soviet faction rolls a die and the result is 3. The 1 Shock unit is put in the Turn Track’s Dec-41 box. Dec-41 is the unit’s Entry Turn.

If the die roll result puts a counter beyond the last turn of the scenario, it is removed from the scenario.

Continue doing the above until all reinforcement counters that were set aside in step 2 have been rolled for and put on the Turn Track.

Important: On a die roll result of 6, a counter may put in a future Entry-V Turn box containing reinforcement counters that will be rolled for later in the scenario. If that happens, do not place that counter under the Variable Entry marker. Instead put that counter somewhere else in that turn box.

This avoids accidentally rolling for that counter again along with those other Entry-V counters.

30.2.1.3 USA Variable Arrival

The USA has a Variable Arrival marker (its other side

is the USA Entry marker). It is used in the same way as the Variable Entry marker is used except that it tracks

USA reinforcement counters only.

Based on when the USA activates, its reinforcement counters may not be in the same Entry-V Turn box as other nationalities.

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30.3 Scenario Standard Set Up

The following applies to all scenarios unless stated otherwise within a specific scenario.

30.3.1 Basic Set Up

East / West Maps: Lay out the indicated map(s). The East map has the USSR on it. The West map has the UK on it. If both maps are used, lay them aside each other to form one map of Europe.

Move / DRM Markers: If using the Movement Points or +/– DRM markers, put them on their respective track on either map.

Turn Marker: Put the Turn marker on the Turn Track corresponding with the first turn of the scenario. If playing a scenario that includes the West map, use its Turn

Track. The East map Turn Track is used for East map only scenarios.

Scenario Ends: Put the Scenario Ends marker (its

other side is the Appsmt or Pact Ends marker) on the

Turn Track corresponding with the last turn of the scenario. [Exception: The Main Event scenario (32.1) requires placing the Appsmt or Pact Ends marker instead of the

Scenario Ends marker.]

Control Markers: Put Control markers (if any) in the listed cities. If there are not enough Control markers to put on all listed cities, check for a country which has all its cities under the control of one enemy faction. If one exists, put one Control marker in its capital to denote all its cities are under that faction’s control.

Counters: Set up counters as listed below or in the scenario.

Counters for inactive countries are not set up on the map.

Production / National Will Markers: Unless stated otherwise, all of a country’s Prod and

Will markers are put in their Faction Card’s respective Track matching the value listed.

The Start value on the back of the Prod and Will markers is used for the Main Event scenario (32.1).

Factory Count: The value listed for a country in the scenario is that country’s On-Map Factory Count (9.1.2).

If a country has a Fac. Count marker, put it in its respective

On-Map Factory Count Track box. If a country does not have a Fac. Count marker, this value is for informational purposes so you do not have to look at the map and count it yourself. This Factory Count value excludes the value of a box occupied by a Fac Lost marker or any marker on an Extra Factories Track.

If “NA” is listed after a country’s Factory Count, no production is tracked for it during play. That country is considered to have enough production points to pay for all of its expenditures.

If “Every Turn” is listed after a country’s Factory Count, the listed value is that country’s only Factory Count value for the entire scenario. It is not modified, even if that country loses any of its Factories. Note this refers to Factory Count value only, not necessarily the number of production points received for the turn.

In these cases, the value represents an estimate of the effort for that campaign, not necessarily all of a country’s economy.

National Will: If “NA” is listed after a country’s National Will, no Will is tracked for it during play. That country cannot collapse.

Units / Markers: Put a country/faction specific counter in its respective location as listed in its faction Set Up Table (30.3.2) or as indicated above. Markers that are not country/faction specific

(e.g., Sorties or Moscow Treaty) are kept aside to be used if/when they are needed.

Important: If a counter has an Entry-V or Entry-H date listed in its Set Up Table, it is a reinforcement counter and is initially set up on the Turn Track. See Reinforcements Entry (30.2.1).

The only country/faction specific counters used in a scenario are the ones listed for that country/faction in its Set Up Table, or that belong to a country/faction that can be activated in the scenario.

30.3.2 Set Up Table – Terms

The counters used and placed by a faction in a scenario are listed in its Set Up Table. The following explains Set Up Table terms.

Country: States the country or faction listed at the bottom of a counter. It is not necessarily where a counter is set up.

Counter ID: States the counter’s historical ID or name. If a number and a multiplication symbol (i.e., "x") appears before a name, it indicates the number of counters with that name.

Example: In the Poland 1939 scenario, the Western Faction Set Up Table (31.1.3) lists “2xGround Support” in the

Counter ID column. This means two counters with the name

"Ground Support" on them.

Location: States where a counter is placed. Placement cannot violate stacking limits or movement prohibitions. If a unit cannot be placed in a location without violating a rule, put in its Faction

Card’s Mobilization box.

• If a counter has no Entry-H and Entry-V date, put it in the location listed.

• If a counter has an Entry-H or Entry-V date, put it on the Turn

Track as a reinforcement counter (30.2.1). When it is removed from the Turn Track on its Entry Turn, put it in the location listed.

Example: In the France 1940 scenario, the Germany Airdrop marker’s Entry Turn is Aug-40. When it is removed from the Turn Track’s Aug-40 box, it is put in the Axis

Faction Card’s Events box.

The following may appear in a Location box:

◊ ####: Put the counter in that hex number.

◊ Cd Area: Put the counter in its Faction Card’s Ceded Area box.

◊ Conditional: Put the counter in its Faction Card’s Conditional box. Where it is placed and becomes available for use in a scenario is based on a Conditional Event (13).

◊ Events: Put the counter in its Faction Card’s Events box.

◊ Mobilization: Put the counter in its Faction Card’s

Mobilization Box..

◊ Sp Rules: See the scenario’s Special Rules for that faction to determine where to put the counter.

◊ Track Name #: Put the counter in that Track’s listed box.

◊ Upgrade: Put the unit in its Faction Card’s Upgrade box.

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Entry-H / Entry-V: Put the counter in the respective Turn Track box as per Reinforcement Entry (30.2.1). If “NA” appears in this box, that type of Entry is not used for that counter.

R (for Reduced): If “R” appears in this box, the unit is set up at reduced strength.

S (for Sorties or Supply): If a number appears in this box, mark the unit with that number of Sorties. If “L” appears in this box, mark the units with a Low Supply marker.

31.0 Two-Faction Scenarios

Diplomacy Markers: NA

Pro-Faction Markers: NA

Special Rules/Notes:

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• There is no Declare War, Strategic Warfare, Strategic Movement, or Diplomacy Phase.

• The only countries that have been, or can be, activated are

Germany and Poland.

31.1.2 Axis Faction

Active Countries:

Germany: National Will= NA. Factory Count= NA

Special Rules/Notes: NA

Set Up:

Country Counter ID Location Entry-H Entry-V R S

Germany 4 2430

Germany 8 2731

Germany 10 2932

Germany 14 3032

Germany 16 2434

Germany 1Pz 2331

Germany 2Pz 2831

Germany

Germany

1 Luf

4 Luf

2334

2932

31.1.3 Western Faction

Active Countries:

Poland: National Will= 12. Factory Count= NA

Special Rules/Notes: NA

Set Up:

Polish units may be set up as the Western faction chooses.

Below is the historical set up.

31.1 Poland 1939

This covers the German invasion of Poland.

31.1.1 Basics

Factions: Axis, Western

Scenario Length: 1 turn. Sep 1939.

Maps Used: Both

Victory Conditions: The Axis faction wins if Poland is conquered by the end of the Axis Operations Phase. Otherwise, the Western faction wins.

Policies: NA

Conditional Events: Only Country Collapse and Conquered

Country may occur. All others are NA.

Control Markers: None at start

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Country Counter ID Location Entry-H Entry-V R S

Poland Karpaty 2937

Poland Krakow 2934

Poland Lodz 2832

Poland Modlin 2535

Poland Narew 2436

Poland Pomrz 2432

Poland Poznan 2631

Poland Prusy 2734

Western 2xGround Events

Support

31.1.4 Soviet Faction

NA

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31.2.2 Axis Faction

Active Countries:

Germany: National Will= NA. Factory Count= NA

Special Rules/Notes:

• The Surprise Attack marker can only be placed in Sea Zone 12 in order to allow an Amphibious Invasion of Norway.

Set Up:

Country Counter ID Location Entry-H Entry-V R S

Germany 18 2322

Germany Nor 2422

Germany 5 Luf 2422 2

Germany 1 Convoy 2422

Germany Airdrop Events

Germany Surface Action Events

Germany Surprise Attack Events

31.2.3 Western Faction

Active Countries:

Denmark: National Will = NA. Factory Count = NA

Norway: National Will = NA. Factory Count = NA

Special Rules/Notes:

• National Will markers are not used. Denmark is conquered if one of its cities is under Axis control. Norway is conquered if its capital or any two of its cities are under Axis control.

Set Up:

Country Counter ID Location Entry-H Entry-V R S

Denmark 1 2122

Norway 1 1623

Norway 2 1523

Western 2xGround Events

Support

31.2 Scandinavia 1940

This covers the German invasion of Denmark and Norway.

31.2.1 Basics

Factions: Axis, Western

Scenario Length: 2 turns. Apr 1940 to May 1940.

Maps Used: West

Victory Conditions: The Axis faction wins if Denmark and

Norway are conquered by the last turn. Otherwise, the Western faction wins.

Policies: NA

Conditional Events: Only Country Collapse and Conquered

Country can occur. All others are NA.

Control Markers: None at start

Diplomacy Markers: NA

Pro-Faction Markers: NA

Special Rules/Notes:

• There is no Declare War, Economy, Strategic Warfare, Strategic

Movement, or Diplomacy Phase.

• The only countries that have been, or can be, activated are

Denmark, Germany, and Norway.

Weather has a big impact on play balance in this scenario. If playing the Western faction, pray for rain.

31.2.4 Soviet Faction

NA

© 2014 GMT Games, LLC

Unconditional Surrender ~ Playbook

11

31.3 France 1940

This covers the German invasion of Belgium, France, Netherlands, and possibly Great Britain.

31.3.1 Basics

Factions: Axis, Western

Scenario Length: 5 turns. May 1940 to Sep 1940.

Maps Used: West

Victory Conditions: The Axis faction wins if by the last turn, Belgium and Netherlands are conquered and either France is conquered or the UK has collapsed. Otherwise, the Western faction wins.

Policies: The Cooperation Limits and Neutral Non-Violation policies are in effect.

Conditional Events: East Invaded, USA Entry, USSR Northern

Border, and USSR Southern border cannot occur. West Invaded has been triggered and some of its actions have been incorporated into the scenario setup/rules. All other events can occur.

Control Markers: None at start

Diplomacy Markers: NA

Pro-Faction Markers: NA

Special Rules/Notes:

• There is no Declare War or Diplomacy Phase.

• For Strategic Warfare, there is an Axis air unit in Sea Zone 3.

• The only countries that have been, or can be, activated, are

Belgium, France, Germany, Netherlands, and UK.

• If France is conquered, perform Step 1 of Conquered Country

(13.2.2). Do not do any other step of rule 13.2.2 or 13.2.2.1.

© 2014 GMT Games, LLC

31.3.2 Axis Faction

Active Countries:

Germany: National Will= 45. Factory Count= 14

Special Rules/Notes:

• In the first turn’s Operations Phase, the Axis faction must attack or move into Belgium, Netherlands, Ireland, France, or the UK.

Set Up:

Country

Axis

Germany

Counter ID Location Entry-H Entry-V R S

Strategic Move Events

Fac Lost On-Map Fac Jun-40

Count 1

Germany Surface Action Events

Germany Submarines Events

Germany Airdrop Events Aug-40 NA

Germany Surprise Attack Events Aug-40 NA

Germany 1 3020

Germany 2 2921

Germany 4 2819

Germany 6 2719

Germany 7 3121

Germany 9 2720

Germany 12 2820

Germany 16 2920

Germany 18 2619

Germany 1Pz 2818

Germany 2Pz 2919

Germany

Germany

2 Luf

3 Luf

2719

2818

31.3.3 Western Faction

Active Countries:

Belgium: National Will= 3. Factory Count= 1.

France: National Will= 20 (35-15 due to the Nazi-Soviet Pact policy). Factory Count= 8.

Netherlands: National Will= 3. Factory Count= 1.

UK: National Will= 20. Factory Count= 9.

Special Rules/Notes:

• At the start of the scenario, a France ground unit located in the same hex as a fort sets up occupying it.

• At the end of the May-40 Axis Operations Phase, put the France

2 Air unit in a friendly city in France. Placement cannot violate

Stacking Limits. Mark it with 4 Sorties. It has Full Supply.

12

Unconditional Surrender ~ Playbook

Set Up:

Country Counter ID Location Entry-H Entry-V R S

Belgium Belgian 2717

France Tanks Events

France 1 2815

France

France

France

France

2

3

4

5

2917

3017

3018

3019

France

France

France

France

6

7

8

9

3117

2714

3120

2916

France

France

France

France

10

1 Air

Maginot Fort

Maginot Fort

3014

3116

3017

3018

France

France

France

France

Maginot Fort

Maginot Fort

1 Flt

1 Convoy

3019

3120

3817

3817

France 2 Air Sp Rules

Netherlands Dutch 2617

UK Fac Lost On-Map Fac Jun-40

Count 1

UK

UK

UK

UK

UK

UK

UK

UK

Nav Evac

Tanks Events

BEF

Home 2611

Ftr Cmd

Home Flt

1 Convoy

1 RAF

Events

2814

2611

2910

2910

Mobilization Jun-40 NA

UK Surprise Attack Events Jul-40 NA

Western 2xGround Events

Support

Western Strategic Move Events

31.3.4 Soviet Faction

NA

So as we fight, work for Victory!

31.4 Balkans 1941

This covers the Axis invasion of Yugoslavia and Greece.

31.4.1 Basics

Factions: Axis, Western

Maps Used: Both

Scenario Length: 2 turns. Apr 1941 to May 1941.

Victory Conditions: The Axis faction wins if Greece and Yugoslavia are conquered by the last turn. Otherwise, the Western faction wins.

Policies: The Cooperation Limits and Neutral Non-Violation policies are in effect.

Conditional Events: East Invaded, USA Entry, USSR Northern

Border, and USSR Southern Border cannot occur. All else can.

Control Markers: None at start

Diplomacy Markers: NA

Pro-Faction Markers: NA

Special Rules/Notes:

• There is no Declare War Phase, Strategic Warfare, or Diplomacy

Phase.

• The only countries that have been, or can be, activated are

Bulgaria, Germany, Hungary, Italy, Greece, UK, and Yugoslavia.

31.4.2 Axis Faction

Active Countries:

Bulgaria: National Will= 4. Factory Count= 1.

Germany: National Will= NA. Factory Count= NA

Hungary: National Will= NA. Factory Count= NA.

Italy: National Will= NA. Factory Count= NA

Romania: National Will= NA. Factory Count= NA

Special Rules/Notes: There are no Romanian units in play. Only a Germany unit can move into Romania.

© 2014 GMT Games, LLC

Unconditional Surrender ~ Playbook

13

Set Up:

Country Counter ID Location Entry-H Entry-V R S

Axis 2xGround Events

Support

Bulgaria 5 3837

Germany Polish Corridor Cd Area

Germany Airdrop Events

Germany 2 3329

Germany 12 4038

Germany 1Pz 4037

Germany 2Pz 3536

Germany 4 Luf 3333

Hungary 3

Italy 2

3432

3527

Italy

Italy

Italy

9

11

2 Convoy

4134

4233

4133

31.4.3 Western Faction

Active Countries:

Greece: National Will= 4. Factory Count= 1.

UK: National Will= NA. Factory Count= NA

Yugoslavia: National Will= 6. Factory Count= 2.

Special Rules/Notes:

• A Western unit cannot move into an Axis country.

Set Up:

Country

Greece

Counter ID Location Entry-H Entry-V R S

1 4234

Greece

UK

UK

UK

2

Med Flt

2 Convoy

4138

BEF 4236

4538

4538

Yugoslavia 1 3532

Yugoslavia 2 3629

Yugoslavia 3 3832

Yugoslavia 4 3429

Yugoslavia 5 3835

Yugoslavia 6 3634

Western 2xGround Events

Support

31.4.4 Soviet Faction

NA

31.5 Mediterranean 1940-1942

This covers the Mediterranean campaign from Italy’s entry until the end of 1942. It excludes the French North Africa campaign.

31.5.1 Basics

Factions: Axis, Western

Maps Used: Both

Scenario Length: 29 turns. Jul-40 to Dec-42

Victory Conditions: The Axis faction wins if in any Victory Phase, it controls Alexandria and Cairo.

The Western faction wins if in any Victory Phase, the Axis faction only controls cities in Mainland Italy.

Policies: The Cooperation Limits and Neutral Non-Violation policies are in effect.

Conditional Events: Mediterranean Crisis and West Invaded have occurred. East Invaded, USA Entry, USSR Northern Border, and

USSR Southern Border cannot occur. All else can.

Control Markers: None at start

Diplomacy Markers: NA

Pro-Faction Markers: NA

Special Rules/Notes:

• There is no Declare War or Diplomacy Phase. Phase. [Exception:

Starting with Apr-41 or on any later turn, the Western faction may declare war on Iraq and/or Syria. War does not have to be declared on both countries in the same turn.]

• For Strategic Warfare, the following applies.

◊ There is an Axis air unit in Sea Zone 3 and an Axis port in

Sea Zone 2.

◊ At the end of the Nov-41 turn, the USA becomes a Western country. It has no units in this scenario.

◊ Apply Strategic Combat results only to the UK.

German strategic warfare losses are considered to affect

the Eastern Front.

© 2014 GMT Games, LLC

14

Unconditional Surrender ~ Playbook

• Hexes north of the weather mild zone green line are prohibited except for 2607. Hex 2607 may be used as a UK supply source and mobilization location.

Remember, the Western Indian Ocean box can also be used for unit mobilization purposes.

• If Axis friendly, hexes 3520 and 3525 are used as a Germany

Unlimited Supply Source and Mobilization location.

They are still Italian city hexes.

• Albania is part of Italy, but its hexes are prohibited.

• The only countries that have been, or can be, activated are

Germany, Iraq, Italy, Syria, and the UK.

31.5.2 Axis Faction

Active Countries:

Germany: National Will= NA. Factory Count= NA

There are no German units until Oct 1940 (at the earliest).

Italy: National Will= 12. Factory Count= 6.

Special Rules/Notes:

• In the Sep-40 Strategic Movement Phase, the Axis faction removes one Italy convoy unit. It went to Albania to support

the invasion of Greece.

In the May-41 Strategic Movement Phase, the Axis faction puts that convoy in any friendly port in Italy. It has 2 Sorties. It came

back from Albania.

• Starting with Jun-42 or on any later turn, the Axis faction may make one Amphibious Invasion in a Sea Zone containing an

Axis ground unit stacked with a convoy unit. No Surprise Attack marker is used. It may only make one attempt during the whole scenario.

Set Up:

Italy

Italy

Italy

Italy

Italy

Italy

Country

Axis

Counter ID Location Entry-H Entry-V R S

Strategic Move Events

Germany Submarines Events

Germany Tanks Events Jan-41 Sep-40

Germany

Germany

Afrika Mobilization Jan-41 Sep-40

2 Luf Mobilization Dec-41 Sep-41

Germany Submarines Events Jun-42 Mar-42

Italy Tanks Events

Italy

Italy

Italy

Italy

Italy

Italy

Italy

Italy

1

2

4

5

6

7

8

10

3621

3527

3520

5226

4628

4025

4231

5339

Tobruk Fort

1 Air

1 Fleet

2 Fleet

1 Convoy

2 Convoy

5339

4526

5226

4231

5226

4231

31.5.3 Western Faction

Active Countries:

UK: National Will= NA. Factory Count= 9.

Special Rules/Notes:

• In the Mar-41 Strategic Movement Phase, one UK motorized unit is removed. It went to Greece.

In the Jun-41 Strategic Movement Phase, put that unit in any friendly port (reduced side up). It came back from Greece.

• In the Sep-42 Strategic Movement Phase, one UK motorized unit is removed from the scenario. It left to prepare for Operation

Torch and upgrading to the 1 Army.

• The UK 8 ground unit can upgrade a UK motorized unit.

Set Up:

Country

UK

UK

UK

UK

UK

UK

UK

UK

UK

UK

UK

Counter ID Location Entry-H Entry-V R S

ComWealth Extra

Trade Factories 3

Fac Lost On-Map Fac

Count 1

2xLend Lease Turn Track May-41 NA to UK

Nav Evac Events

Surprise Attack Events

Tanks Events

Gib 4706

Gibraltar Fort 4706

Malta 4827

Malta Fort

9

4827

5250

UK

UK

UK

UK

UK

UK

UK

UK

10 5547

WDF 5445

Force H

Med Flt

4706

5445

1 Convoy

2 Convoy

3 Convoy

4 Convoy

2807

5250

5445

5647

UK

UK

UK

UK

1 RAF 2807 4

BEF Mobilization Nov-40 Sep-40

2 RAF

Tanks

Mobilization Nov-41 Sep-41

Events Nov-41 Sep-41

UK 8 Upgrade Sep-42 Mar-42

Western Strategic Move Events

Western 2xGround Events

Support

Western Partisans Events Dec-41 NA

Western Mulberry Events

Western

Western

ULTRA

ULTRA

Events Jul-41 Mar-41

Events Jul-42 Mar-42

31.5.4 Soviet Faction– NA

NA

© 2014 GMT Games, LLC

Unconditional Surrender ~ Playbook

15

31.6 French North Africa 1942-1943

This covers the Allied invasion of French North Africa.

31.6.1 Basics

Factions: Axis, Western

Maps Used: West

Scenario Length: 7 turns. Nov-42 to May-43

Victory Conditions: The Axis faction wins in any Victory Phase if there is no Allied ground unit in French North Africa. Otherwise, it wins if the Western faction does not win by the last turn. The

Western faction wins if all cities within French North Africa are under Western control by the last turn.

Policies: The Cooperation Limits and Neutral Non-Violation policies are in effect.

Conditional Events: Mediterranean Crisis, USA Entry and West

Invaded have occurred. East Invaded, USSR Northern Border, and

USSR Southern Border cannot occur. All else can.

Control Markers: None at start

Diplomacy Markers: NA

Pro-Faction Markers: NA

Special Rules/Notes:

• There is no Declare War, Strategic Warfare, or Diplomacy Phase.

• Hexes outside of French North Africa and Libya are prohibited.

The Eastern North America Box is used by UK and USA units for mobilization purposes. More than one UK unit may be mobilized in the Eastern North America in a turn.

• The only countries that have been, or can be, activated are

Germany, French North Africa, Italy, UK, and USA.

• To ease play, certain game mechanics (e.g., naval actions) are handled abstractly in the faction special rules below.

• Before setting up units, roll a die. If the result is 1-3, French

North Africa is an active Axis country and its counters are set up as normal. [Exception: It cannot set up in hex 4622.] If the result is 4-6, French North counters are not used in the scenario.

French North Africa is considered conquered by the Western faction, but all its cities start under Axis control.

This represents negotiations that convince FNA forces to not resist.

© 2014 GMT Games, LLC

31.6.2 Axis Faction

Active Countries:

Germany: National Will= NA. Factory Count= NA.

If French North Africa is an active Axis country.

French North Africa: National Will= 5. Factory Count= 2.

Italy: National Will= NA. Factory Count= NA.

Special Rules/Notes:

• The German 5Pz unit cannot be activated on the first turn.

Historically, it moved into Tunis in November.

• The German Afrika unit cannot be activated on the turn it is placed.

• An Axis unit cannot move or attack east of hexes 5226 and 5326.

• The Italian 1 unit enters play by activating it during an Axis

Operations Phase. It may be placed in a friendly Tripoli; or if

French North Africa is conquered, it can also be placed in a friendly: Gabes or Tunis. Placement cannot violate stacking limits. If it cannot be placed or the Axis faction chooses to not place it, its placement is delayed (as often as needed) until the following turn.

It cannot move on the turn it is placed.

• If an Axis ground unit is eliminated, it is removed from the scenario.

• To represent air support from a Germany fighter unit, Germany receives two free fighter Air Support actions per turn. The hex of origin is hex 4526.

If a UK air unit is also committed to the same ground combat, fight an air/naval combat, but do not keep track of Sorties for the Germany unit.

• In the Supply Phase, an Axis unit checks its supply state by tracing a supply line to a friendly: Gabes or Tunis.

◊ If it can trace a line, roll one die. If the die result is 1-3, that unit is in Full Supply.

◊ If it cannot trace a line or the die result was 4-6, that unit’s supply state is reduced as per the rules.

◊ A unit can only make one supply roll per turn.

Set Up:

Country

Axis

Counter ID Location Entry-H Entry-V R S

Ground Support Events

Axis Strategic Move Events

Germany Tanks Events

Germany Afrika 5226 Jan-43 NA

Germany 5Pz 4622

Fr.N.Africa

Fr.N.Africa

1

2

Sp Rules

Sp Rules

Fr.N.Africa

Italy

Italy

3 Sp Rules

Tanks Events

1 Sp Rules Feb-43 NA

16

Unconditional Surrender ~ Playbook

31.6.3 Western Faction

Active Countries:

UK: National Will= NA. Factory Count= NA.

USA: National Will= NA. Factory Count= NA.

Special Rules/Notes:

• Before setting up Western units, roll one die each for the Free

Forces and ULTRA markers. Put that marker later on the Turn

Track equal to its result.

• No convoys are used in this scenario. The following convoy actions are allowed and cannot be intercepted.

◊ A UK or USA air or ground unit can use naval transport if it is in a port.

◊ A UK or USA unit is in Full Supply if it can trace a supply line to a friendly port or hex 5328.

• A UK or USA unit can be mobilized in the Eastern North America box. Ignore the one UK unit limit.

• The Western faction’s first two actions of the scenario are to activate the UK 1 Canada and USA Tsk Frc units. It puts one each in Casablanca, Oran, or Algiers (Western faction’s choice—no more than one per port). The amphibious invasions

are automatically successful.

◊ If there is no Axis ground unit in the hex, the placed unit may then be moved into an adjacent hex. When done, the Western unit’s activation ends.

◊ If there is an Axis ground unit in the hex, roll a die. If the result is 1-3, apply the ground combat DD result to the Axis ground unit. If the result is 4-6, apply the ground combat DR result to it. The Western unit remains in its placement hex and its activation ends.

• The UK 8 and 1 RAF units cannot be activated on the turn they are placed.

Set Up:

Country

UK

UK

UK

Counter ID Location Entry-H Entry-V R S

Nav Evac Events

1 RAF 5328

1 Canada E.N.Amer

Feb-43 NA 4

UK

USA

8 5327 Feb-43 NA

Tanks Events

USA Tsk Frc E.N.Amer

Western Strategic Move Events

Western

Western

Free Forces Sp Rules

ULTRA Sp Rules

31.6.4 Soviet Faction

NA

31.7 France 1944

This covers the Allied invasion of France.

31.7.1 Basics

Factions: Axis, Western

Scenario Length: 4 turns. Jun 1944 to Sep 1944.

Maps Used: West

Victory Conditions: The Western faction wins if the Axis faction controls a total of four or fewer cities in Belgium, Occupied

France, and Vichy. Otherwise, if the Western faction does not win, the Axis faction wins.

Policies: The Cooperation Limits and Neutral Non-Violation policies are in effect.

Conditional Events: Mediterranean Crisis, USA Entry and West

Invaded have occurred. East Invaded, USSR Northern Border, and

USSR Southern Border cannot occur. All else can.

Control Markers:

All cities in Belgium, Occupied France, and Vichy [except Ajaccio] are Axis controlled.

All cities in French North Africa and Ajaccio are Western controlled.

Diplomacy Markers: NA

Pro-Faction Markers: NA

© 2014 GMT Games, LLC

Unconditional Surrender ~ Playbook

Special Rules/Notes:

• There is no Declare War or Diplomacy Phase.

• For the Strategic Warfare Phase—instead of the normal procedure—the Axis faction rolls a die and reduces Germany’s production points by the result. Strategic Warfare does not affect the UK in this scenario, the Axis faction rolls a die. Reduce

Germany’s production points by the result.

This represents strategic warfare and a variable impact due to the war on the Eastern and Italian fronts.

• The only countries that have been, or can be, activated are

Belgium, Occupied France, French North Africa, Germany, UK,

USA, and Vichy.

• The only hexes in Germany in which a unit/marker may move, or be placed, in are the ones adjacent to a border hexside with

Belgium, Netherlands, Occupied France, or Vichy.

31.7.2 Axis Faction

Active Countries:

Germany: National Will= NA. Factory Count= 6 Every Turn

Special Rules/Notes: NA

• Antwerp is considered an Unlimited Supply source for Germany.

This represents the supply line running through Netherlands back to Germany.

• The Axis faction cannot use Strategic Movement.

Set Up:

Country Counter ID Location Entry-H Entry-V R S

Germany Alsace-Lorraine Cd Area

Germany Jets Events

Germany Surface Action Events

Germany Tanks Events

Germany 2xSubmarines Events

Germany 1

Germany 7

3610

3209

Germany 15 2716

Germany 19 3817

Germany 5Pz 3014

Germany 3 Luf 3017 4

Germany

Germany

Germany

Germany

Germany

2 Gar

3 Gar

4 Gar

5 Gar

7 Gar

2813

2912

2910

3107

Mobilization

17

31.7.3 Western Faction

Active Countries:

UK: National Will= NA. Factory Count= 12 Every Turn

USA: National Will= NA. Factory Count= NA.

Special Rules/Notes:

• To represent air support from bomber units, the UK and USA each receive one free bomber Air Support per turn.

The hex of origin is any hex within Britain that contains a

Transport Line and does not contain an air unit. In the same

Operations Phase, the UK and USA bomber Air Support cannot originate from the same hex.

If a Germany air unit is also committed to the same ground combat, the bomber Air Support is treated as a bomber unit for purposes of the air/naval combat.

Set Up:

Country

UK

UK

UK

UK

UK

UK

UK

Counter ID Location Entry-H Entry-V R S

Naval Evac Events

Surprise Attack Events

1 Canada 2611

2 2710

Home 2411

Ftr Cmd 2611 2

RAF2 2710

UK

UK

UK

UK

Home Flt

Force H

1 Convoy

2 Convoy

2611

2710

2611

2710

UK 4 Convoy 4622

UK/USA Airdrop Events

USA

USA

Surprise Attack

1 French

Events

4021

USA

USA

USA

USA

USA

USA

USA

USA

1

3

2807

2607

7 4622

9 Mobilization

9 AAF 2807

FTAF E.N.Amer

4 Flt

8 Flt

2607

4021

2

USA

USA

USA

USA

12 Flt

1 Convoy

2 Convoy

3 Convoy

2807

2807

4021

2607

Western Partisans Events

Western Mulberry Events

Western Strategic Move Events

Western ULTRA Events

Western ULTRA Turn Track Aug-44 NA

31.7.4 Soviet Faction

NA

© 2014 GMT Games, LLC

18

Unconditional Surrender ~ Playbook

31.8 USSR 1941

This covers the Axis invasion of the USSR up to the 1941-1942

Soviet winter offensive.

31.8.1 Basics

Factions: Axis, Soviet

Maps Used: East

Scenario Length: 8 turns. Jun 1941 to Jan 1942.

Victory Conditions: The Axis faction wins if the USSR’s National

Will is less than 50. Otherwise, the Soviet faction wins.

Policies: The Appeasement and Nazi-Soviet Pact policies are not in effect. The Cooperation Limits and Neutral Non-Violation policies are in effect. The Home Defense policy is in effect for Finland,

Hungary, Romania, and the USSR.

Conditional Events: Mediterranean Crisis, USA Entry and West

Invaded have occurred. East Invaded has been triggered and its actions have been incorporated into the scenario setup/rules. All other events can occur.

Special Rules/Notes:

• There is no Declare War, Diplomacy Phase, or Strategic Warfare

Phase.

• The only countries that have been, or can be, activated are

Germany, Finland, Hungary, Romania, and USSR.

Control Markers: All cities in Poland are Axis controlled.

Diplomacy Markers: NA

Pro-Faction Markers: NA

31.8.2 Axis Faction

Active Countries:

Germany: National Will= NA.

1941: Factory Count= 12 Every Turn

1942: Factory Count= 10 Every Turn

The Germany Factory Count listed above is different from the USSR 1941-1944 scenario to account for Strategic

Warfare.

Hungary: National Will= 4. Factory Count= 1 Every Turn

Romania: National Will= 6. Factory Count= 1

Special Rules/Notes:

• Axis Political Success: At the end of the Jun-41 Axis Operations

Phase, the Axis faction may activate Finland as an Axis country.

If it does this, the USSR Northern Border Conditional Event is triggered.

• In the Dec-41 Strategic Movement Phase, the Axis faction must remove one German air unit from the scenario. It may come from a hex, a Track, or Faction Card. Luftflotte 2 went to the

Mediterranean.

• In addition to standard supply sources, a Transport Line hex on the west edge of the map serves as an Unlimited Supply Source for an Axis unit. That’s Axis, not just German.

• In addition to standard Mobilization Locations, a Transport Line on the west edge of the map serves as a Mobilization Location for a German unit. Unlike supply above, it’s German only.

• A Hungarian unit mobilizes in hex 3234.

Set Up:

Country

Axis

Counter ID

Strategic Move

Location

Events

Entry-H Entry-V R S

Axis 2xGround Events

Support

Germany Polish Corridor Cd Area

Germany Surface Action Events

Germany Surprise Attack Events

Germany 2 2634

Germany 4

Germany 6

2738

2837

Germany 9 2537

Germany 11 3442

Germany 16 2337

Germany 17 3037

Germany 18 2235

Germany 1Pz 2937

Germany 2Pz 2637

Germany 3Pz 2436

Germany 4Pz 2236

Germany 1 Luf 2236

Germany

Germany

2 Luf

4 Luf

Hungary 1

Romania 1

2637

2937

3138

3241

2

Romania 3 3240

Romania 4 3544

© 2014 GMT Games, LLC

Unconditional Surrender ~ Playbook

31.8.3 Western Faction

NA

31.8.4 Soviet Faction

Active Countries:

USSR: National Will= 95. Factory Count= 15.

Special Rules/Notes:

• At the start of the scenario, a USSR ground unit located in the same hex as a fort sets up occupying it.

• Emergency Mobilization: At the end of the Jun-41 Axis

Operations Phase (after the Axis faction activates Finland, if it chose to do so), the Soviet faction takes one USSR air and five

USSR ground units from its Faction Card’s Conditional box and mobilizes them per Mobilization (8.3). This mobilization does not cost production points. The units are at Full supply.

Set Up:

Country Counter ID Location Entry-H Entry-V R S

Soviet Partisans Events Dec-41 NA

Soviet

USSR

USSR

Strategic Move Events

Fac Lost On-Map Fac

Count 1

Surface Action Events

USSR 2xTanks Events

USSR Bessarabia Cd Area

USSR

USSR

E. Poland

Estonia

Cd Area

Cd Area

USSR

USSR

USSR

USSR

Karelia

Latvia

Cd Area

Cd Area

Lithuania Cd Area

Russian Weather Dec-41 NA

Winter Track

USSR

USSR

USSR

USSR

USSR

USSR

16 Mobilization Dec-41 NA

22 Mobilization Dec-41 NA

33 Mobilization Dec-41 NA

50 Mobilization Dec-41 NA

Tanks Events Dec-41 NA

2xLend Lease Turn Track Dec-41 NA to USSR

19

USSR

USSR

USSR

USSR

USSR

USSR

USSR

Country

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

Counter ID Location Entry-H Entry-V R S

2xUrals Turn Track Jul-41 NA

Factories

3 Air Conditional

7 Conditional

14 Conditional

23 Conditional

30 Conditional

44 Conditional

45 Conditional

46 Conditional

51 Conditional

62 Conditional

3

4

2338

2638

USSR

USSR

5

6

2739

2838

USSR 8 2136

USSR 9 3444

USSR 10 2437

USSR 11 2237

USSR

USSR

12

13

3139

2442

USSR

USSR

USSR

USSR

21 3141

26 3038

27 1546

37 3649

USSR

USSR

USSR

USSR

38

1 Air

3343

2439

2 Air 2942

Leningrad Fort 1546

Moscow Fort 2154

Sevastopol Fort 3649

1 Convoy 3649

1 Shock Mobilization Oct-41 Sep-41

2 Shock Mobilization Oct-41 Sep-41

3 Shock Mobilization Nov-41 Sep-41

4 Shock Mobilization Nov-41 Sep-41

© 2014 GMT Games, LLC

20

31.9 USSR 1941-1944

This covers the USSR campaign from the Axis invasion in 1941 until the end of 1944.

31.9.1 Basics

Factions: Axis, Soviet

Maps Used: East

Scenario Length: 42 turns. Jun 1941 to Dec 1944.

Victory Conditions: The Axis faction immediately wins if the

USSR collapses or if the Soviet faction does not win. The Soviet faction wins if there are fewer than four German ground units in the USSR.

Policies: The Appeasement and Nazi-Soviet Pact policies are not in effect. The Cooperation Limits and Neutral Non-Violation policies are in effect. The Home Defense policy is in effect for Finland,

Hungary, Romania, and the USSR.

Conditional Events: Mediterranean Crisis, USA Entry and West

Invaded have occurred. East Invaded has been triggered and its actions have been incorporated into the scenario setup/rules. All other events can occur.

Special Rules/Notes:

• There is no Declare War or Diplomacy Phase.

• For Strategic Warfare:

◊ Before resolving a strategic combat against the Soviet faction, the Axis faction rolls a die. If the result is less than the last digit of the turn’s year, increase the Germany Fac Lost marker value by one. If the result is equal to or greater than the last digit of the turn’s year, decrease the Germany Fac Lost marker value by one.

Example: The current turn is Dec-42. The last digit of the year is two. If the die roll result is 1, the Germany Fac

Lost marker value is increased by one. If the result is 2-6, the marker value is decreased by one. This represents the

impact of Strategic Warfare against the Western faction.

◊ There are eight conquered Allied countries and an Axis air unit in Sea Zone 3. This is always in effect.

Unconditional Surrender ~ Playbook

• The only countries that have been, or can be, activated are

Germany, Finland, Hungary, Romania, and USSR.

Control Markers: All cities in Poland are Axis controlled.

Diplomacy Markers: NA

Pro-Faction Markers: NA

31.9.2 Axis Faction

Active Countries:

Germany: National Will= 58

1941: Factory Count= 13 Every Turn

1942: Factory Count= 11 Every Turn

1943-44: Factory Count= 9 Every Turn

The Germany Factory Count above is reduced by the value of the Germany Fac Lost marker.

Hungary: National Will= 4. Factory Count= 1 Every Turn

Italy: National Will= 4. Factory Count= 1 Every Turn

Romania: National Will= 6. Factory Count= 1

Special Rules/Notes:

Axis Political Success: At the end of the Jun-41 Axis Operations

Phase, the Axis faction may activate Finland as an Axis country.

If it does this, the USSR Northern Border Conditional Event is triggered.

• In the Dec-41 Strategic Movement Phase, the Axis faction must remove one German air unit from the scenario. It may come from a hex, a Track, or Faction Card. Luftflotte 2 went to the

Mediterranean.

• In addition to standard supply sources, a Transport Line hex on the west edge of the map serves as an Unlimited Supply Source for an Axis unit. That’s Axis, not just German.

• In addition to standard Mobilization Locations, a Transport Line on the west edge of the map serves as a Mobilization Location for a Germany unit. Unlike supply above, it’s German only.

• A Hungarian unit mobilizes in hex 3234.

• If the Italian unit is eliminated, put it two turns later on the Turn

Track. It mobilizes in a Transport Line hex in Poland on the west edge of the map.

The Italian unit is removed from the scenario in Jul-43. Italy

collapsed in July 1943.

If Italy collapses, its unit is removed from the scenario.

© 2014 GMT Games, LLC

Unconditional Surrender ~ Playbook

21

Set Up:

Country

Axis

Axis

Germany

Counter ID Location Entry-H Entry-V R S

2xGround Support Events

Strategic Move Events

Fac Lost On-Map Fac

Count 1

Germany Polish Corridor Cd Area

Germany Surface Action Events

Germany Surprise Attack Events

Germany 2 2634

Germany 4

Germany 6

2738

2837

Germany 9 2537

Germany 11 3442

Germany 16 2337

Germany 17 3037

Germany 18 2235

Germany 20 2235 Jun-42 Mar-42

Germany 8 Gar

Germany Vlasov

2235 Nov-43 Sep-43

2235 Nov-43 Sep-43

Germany 12 2235 Jan-44 Sep-43

Germany 1Pz 2937

Germany 2Pz 2637

Germany 3Pz 2436

Germany 4Pz 2236

Germany 1 Convoy 2234

Germany

Germany

Germany

Germany

1 Luf

2 Luf

4 Luf

6 Luf

2236

2637

2937

Mobilization Jan-42 NA

2

Germany Heavy Arty Events Jun-42 Mar-42

Germany Submarines Events Jun-42 Mar-42

Hungary 1

Hungary 2

3138

Mobilization Feb-42 Sep-41

Italy 8

Romania 1

2931 Apr-42 Mar-42

3241

Romania 3 3240

Romania 4 3544

31.9.3 Western Faction

NA

31.9.4 Soviet Faction

Active Countries:

USSR: National Will= 95. Factory Count= 15.

Special Rules/Notes:

• At the start of the scenario, a USSR ground unit located in the same hex as a fort sets up occupying it.

Emergency Mobilization: At the end of the Jun-41 Axis

Operations Phase (after the Axis faction activates Finland, if it chose to do so), the Soviet faction takes one USSR air and five

USSR ground units from its Faction Card’s Conditional box and mobilizes them per Mobilization (8.3). This mobilization does

not cost production points. The units are at Full supply.

• When upgrading a unit, the numeric designation of the units involved may be ignored.

© 2014 GMT Games, LLC

Example: The 1 Guards Tank army does not have to upgrade the 1 Tank army.

• A USSR Gd motorized unit can upgrade a USSR infantry unit

[except Shock].

• A USSR Gd Tk unit can upgrade a USSR tank unit.

Set Up:

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

Country Counter ID Location Entry-H Entry-V R S

Soviet 2xGround Support Events

Soviet Strategic Move Events

Soviet Partisans Events Dec-41 NA

Soviet Partisans Events Dec-42 NA

USSR Fac Lost On-Map Fac

Count 1

USSR Surface Action Events

USSR 2xTanks Events

USSR

USSR

Bessarabia

E. Poland

Cd Area

Cd Area

USSR

USSR

USSR

USSR

USSR

Estonia

Karelia

Latvia

Lithuania

Cd Area

Cd Area

Cd Area

Cd Area

Russian Weather Dec-41 NA

Winter Track

USSR

USSR

USSR

USSR

16 Mobilization Dec-41 NA

22 Mobilization Dec-41 NA

33 Mobilization Dec-41 NA

50 Mobilization Dec-41 NA

USSR

USSR

USSR

USSR

USSR

Tanks Events Dec-41 NA

2xLend Lease Turn Track Dec-41 NA to USSR

2xUrals Turn Track

Factories

Jul-41 NA

3 Air Conditional

7 Conditional

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

14 Conditional

23 Conditional

30 Conditional

44 Conditional

45 Conditional

46 Conditional

51 Conditional

62 Conditional

3

4

5

6

2338

2638

2739

2838

8

9

2136

3444

10 2437

11 2237

12 3139

13 2442

21 3141

26 3038

27 1546

37 3649

22

Unconditional Surrender ~ Playbook

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

Country

USSR

USSR

USSR

USSR

USSR

USSR

USSR

Counter ID Location Entry-H Entry-V R S

38 3343

1 Air

2 Air

2439

2942

Leningrad Fort

Moscow Fort

1546

2154

Sevastopol Fort 3649

1 Convoy 3649

1 Shock Mobilization Oct-41 Sep-41

2 Shock Mobilization Oct-41 Sep-41

3 Shock Mobilization Nov-41 Sep-41

4 Shock Mobilization Nov-41 Sep-41

4 Air

1 Tank

3 Tank

5 Tank

Mobilization Jan-42 Sep-41

Mobilization Jun-42 Mar-42

Mobilization Jun-42 Mar-42

Mobilization Jun-42 Mar-42

4 Tank

1 Gd

2 Gd

3 Gd

5 Air

4 Gd

5 Gd

6 Gd

7 Gd

8 Gd

10 Gd

11 Gd

3 Gd Tk

5 Gd Tk

4 Gd Tk

Heavy Arty

Heavy Arty

6 Tank

2 Gd Tk

Mobilization Jul-42 Mar-42

Upgrade Aug-42 Mar-42

Upgrade Aug-42 Mar-42

Upgrade Nov-42 Sep-42

5 Shock Mobilization Nov-42 Sep-42

Heavy Arty Events Nov-42 Sep-42

2 Tank Mobilization Jan-43 Sep-42

1 Gd Tk Upgrade Jan-43 Sep-42

Mobilization Jan-43 Sep-42

Upgrade

Upgrade

Upgrade

Upgrade

Upgrade

Upgrade

Upgrade

Upgrade

Upgrade

Upgrade

Events

Events

Upgrade

Feb-43 Sep-42

Jan-43 Sep-42

Feb-43 Sep-42

Feb-43 Sep-42

Apr-43 Mar-43

Apr-43 Mar-43

Apr-43 Mar-43

May-43 Mar-43

May-43 Mar-43

Jul-43 Mar-43

Aug-43 Mar-43

Dec-43 Sep-43

Mobilization Dec-43 Sep-43

Surprise Attack Events

6 Gd Tk Upgrade

Jan-44 Sep-43

Sep-44 Mar-44

Oct-44 Sep-44

31.10 Soviet vs. Western 1945-1946

This covers a hypothetical war between the Soviet and Western factions soon after Germany surrendered. The action is mainly limited to central Europe.

This is meant to be a fun scenario. Don’t take it too seriously.

31.10.1 Basics

Factions: Western and Soviet

Maps Used: East and West

Scenario Length: 18 turns. Jul 1945 to Dec 1946.

Victory Conditions: The Western faction wins if the Soviet faction’s National Will is zero; the Soviet faction wins if the Western faction’s National Will is zero. If both of the above occurs in the same Victory Check Phase, or neither is achieved by the last Victory

Check Phase, it is a draw. And the Iron Curtain descends on Europe.

Policies: No policy is in effect.

Conditional Events: Only Country Collapse and Conquered

Country can occur. All others are NA.

Control Markers: The following cities are Soviet controlled:

Berlin, Breslau, Dresden, Konigsberg, Prague, Stettin, Trieste, and Vienna.

Diplomacy Markers: NA

Pro-Faction Markers: NA

Special Rules/Notes:

• There is no Declare War or Diplomacy Phase.

• The Western faction rolls for Weather Conditions.

• For the Jul-45 turn,

◊ There is no Strategic Warfare Phase.

◊ The Western faction skips its Operations Phase and all Western units are in Full Supply. The Soviet attack is a surprise, so

no Western pre-emptive actions.

© 2014 GMT Games, LLC

Unconditional Surrender ~ Playbook

23

• Starting with Aug-45—instead of the normal procedure for the

Strategic Warfare Phase—the Soviet faction rolls a die.

◊ If the result is 1-2, increase the USSR Fac Lost value by one and decrease the UK Fac Lost value by one.

◊ If the result is 3-4, decrease the UK and USSR Fac Lost values by one each.

◊ If the result is 5-6, decrease the USSR Fac Lost value by one and increase the UK Fac Lost value by one.

After resolving the roll, remove all Nuclear Strike markers on the map.

• ULTRA and Partisans markers cannot be used for Strategic

Warfare.

• Each faction uses one Faction Will value rather than a National

Will for each country. To track its Faction Will, the Western faction uses the USA’s Will markers and the Soviet faction uses the USSR’s Will markers.

A faction’s Will cannot go below zero.

The National Will Effects table is replaced with the following:

Faction Will Effects:

–1 To a faction, each time one of its field ground units is eliminated while defending in combat (including nuclear attacks).

–2 To a faction, each time a friendly city becomes enemy controlled.

+2 To a faction, each time an enemy city becomes friendly controlled.

• A Western or Soviet Partisans marker can be placed in any country.

This represents local civilian aid, spetsnaz, commandos, etc.

• The Alsace-Lorraine Disputed Area is part of France and the

Polish Corridor Disputed Area is part of Poland. All USSR

Disputed Areas are part of the USSR.

• The UK, USA, and USSR are active.

Belgium, France (Mainland area only), Germany, Netherlands, and Italy (Mainland area only) are inactive Western countries.

Hungary, Poland, Romania, and Yugoslavia are inactive Soviet countries.

All other countries are prohibited.

31.10.2 Axis Faction

NA

31.10.3 Western Faction

Active Countries:

UK: National Will= NA. Factory Count= 12 Every Turn

USA: National Will= NA Factory Count= NA.

Faction Will = 20

Special Rules/Notes:

• The Western faction cannot move or attack into the USSR.

[Exception: A nuclear attack is allowed in the USSR.] An

invasion of, or near, the USSR would not have been seriously considered as an option. Sorry Patton fans.

• A bomber unit cannot perform the Bombing Run action.

• Naval units are not used. Instead, the following applies.

◊ A Western unit may move between friendly ports using

Naval Transport. It cannot be intercepted. [Exception: Naval

Transport is not allowed in Sea Zone 13 or 14.]

◊ The Western faction may attempt an Amphibious Invasion as per standard rules [except for the naval units]. The invasion cannot be intercepted and automatically receives the Naval

Support combat DRM. [Exception: Amphibious Invasion is not allowed in Sea Zone 13 or 14.]

◊ A Western friendly port [except in Sea 13 or 14] is an Unlimited

Supply Source for up to six Western units. For units above six, or located in a port in Sea Zone 13 or 14, supply must be traced across land hexes to a Western Supply Source port that has not exceeded its six unit limit.

• Nuclear Strike!

In a Strategic Warfare Phase, if Western Faction Will is less than or equal to ten, the Western faction may take a USA Surprise Attack marker from its Faction Card’s

Events box; put it in its Surprise Attack Marker Holding

Box; and resolve up to two nuclear strikes.

The Western faction can wait to see the result of one strike before deciding to resolve another.

The Western faction may do this for each USA Surprise Attack marker in its Faction Card’s Events box.

There is no limit to the number of nuclear strikes in the scenario.

More than one nuclear strike can be resolved against the same hex.

Nuclear Strike Resolution Sequence

Step 1) The Western faction selects a hex containing a USSR unit and/or city under Soviet control and puts one Nuclear

Strike marker in it. The placement cannot be interdicted.

Step 2) If a reduced ground unit is in the hex, eliminate it.

If a full strength ground unit is in the hex, reduce it.

If there is an air unit in the hex remove its Sorties and put it in the Soviet Faction Card’s Eliminated box.

Step 3) The Western faction rolls a die. Reduce Soviet Faction

Will by an amount equal to the result, and also reduce

Western Faction Will by half that amount (round up).

European allies would eventually demand a halt to nuclear attacks.

Europe will be free!

© 2014 GMT Games, LLC

24

Unconditional Surrender ~ Playbook

Nuked Hex: While a hex contains one or more Nuclear Strike markers, the following applies.

◊ It has rough terrain and contains no city or port. Do not remove any Control marker in the hex.

◊ For movement purpose only, it contains no Transport Line.

◊ Each time a ground unit attacks, retreats, or moves into the hex [except Advance after Combat]; its faction immediately rolls a die for that unit. If the result is 1-3, nothing happens.

If it is 4-6, that unit is reduced. Radiation detection devices

and protection gear fail.

◊ If attacking, roll for the attacking unit before its combat is resolved. For an Assault, roll separately for each attacker and then resolve the Assault. If an attacking unit survives, it must resolve its attack.

Nuclear Strike Removal: Nuclear Strike markers are removed in the Strategic Warfare Phase after determining Strategic Warfare results.

Set Up:

Country

UK

UK

UK

UK

UK

UK

UK

UK

UK

UK

UK

Counter ID Location Entry-H Entry-V R S

Fac Lost On-Map Fac

Count 1

Naval Evac Events

Surprise Attack Events Oct-45 NA

2xTanks Events

1 RAF 3525

2 RAF

Bm Cmd

1 Canada

2

8

BEF

2521

2816

2323

2524

3426

2622

UK WDF 2521

UK/USA Airdrop Events

USA

USA

USA

USA

Surprise Attack

Surprise Attack

1 French

Events

Events

3124

Oct-45

Mar-46

Tanks Events

NA

NA

USA

USA

USA

USA

USA

USA

USA

USA

1

3

5

7

9

Tsk Frc

8 AAF

9 AAF

2726

2927

3326

3126

2624

2925

3017

2925

USA

Western

12 AAF 3124

Partisans Turn Track Aug-45 NA

Western Strategic Move Events

Western ULTRA Turn Track Aug-45 NA

Western ULTRA Turn Track Sep-45 NA

31.10.4 Soviet Faction

Active Countries:

USSR: National Will= NA. Factory Count= 22 Every Turn

As a reminder, put the USSR Fac. Count marker in the On-Map

Factory Count Track’s 15 box and the Urals Factories marker in the Extra Factories Track’s 7 box.

Faction Will = 20

Special Rules/Notes: NA

Set Up:

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

Country Counter ID Location Entry-H Entry-V R S

Soviet Partisans Events

Soviet Partisans Events Aug-45

Soviet Strategic Move Events

USSR Fac Lost On-Map Fac

Count 1

USSR

USSR

Heavy Arty

Heavy Arty

Events

Events Aug-45

USSR

USSR

Heavy Arty

Surprise Attack

Events

Events

Sep-45

USSR 2xTanks Events

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

4 3429

21 2427

45 2931

2 Air 2928

3 Air

4 Air

5 Air

2 Shock

2727

2526

3428

2324

3 Shock

5 Shock

1 Gd

3 Gd

4 Gd

5 Gd

7 Gd

8 Gd

9 Gd

1 Gd Tk

2 Gd Tk

3 Gd Tk

4 Gd Tk

5 Gd Tk

6 Gd Tk

2525

2626

3428

2526

2729

2827

3328

2928

3128

2625

2627

2727

3130

2424

3027

Surprise Attack Turn Track Oct-45

© 2014 GMT Games, LLC

Unconditional Surrender ~ Playbook

32.0 Three-Faction Scenarios

25 was never collapsed. The Axis faction wins if the Allied factions do not win. Germany has to avoid being conquered and the Axis

must have taken down at least France or the USSR.

Policies:

• All Policies [except Moscow Treaty] are in effect.

Reminder: If a policy is in effect, all its rules apply. When a policy ends, all its associated rules are immediately no longer in effect.

Conditional Events: All events can occur.

If you are new to the game or haven’t played in a long time, review all the Conditional Events to remember what triggers them and understand the implication of certain events. Also, the Player Aid Sheet contains a list of event triggers for quick reference.

32.1 Main Event 1939-194?

This covers the whole war from fall 1939 until the end.

If you are new to the game or have not played in a long time, it is recommended you review the following as they are important to play balance.

• Conditional Events (13)

• Policies (10.3)

• Rules to Avoid Getting Wrong (33.1)

32.1.1 Basics

Factions: Axis, Western, Soviet

Maps Used: East and West

Scenario Length: Sep 1939 to Jul 1944, 1945, or 1946.

The last turn of the scenario is dependent on when both the Appeasement and Nazi-Soviet Pact policies end. Therefore, the

Scenario Ends marker is eventually placed as follows.

• At the start of the scenario, put the Appsmt or Pact Ends marker

(its other side is Scenario Ends) in the Turn Track’s Jun-42 box.

• When both the Appeasement and the Nazi-Soviet Pact policies have ended, flip the Appsmt or Pact Ends marker over to its

Scenario Ends side and put it on the Turn Track as follows.

◊ In the Jul-44 box, if current turn is Jul-40 or earlier.

◊ In the Jul-45 box, if current turn is from Aug-40 to Jul-41.

◊ In the Jul-46 box, if current turn is Aug-41 or later.

Example: The Appeasement policy has already ended and in

Sep-40 the Axis faction declares war on the Soviet faction, immediately ending the Nazi-Soviet Pact. The Appsmt or

Pact Ends marker is removed from the Jun-42 box; flipped over to its Scenario Ends side; and is put in the Jul-45 box.

Reminder: If the Turn and Scenario Ends markers occupy the same Turn Track box, play out that turn.

Victory Conditions: The Allied factions win if Germany is conquered. If Germany is not conquered by the end of the game, the

Allied factions win if France was never conquered and the USSR

Control Markers: None at start

Diplomacy Markers: Put the following markers in the Diplomacy

Cup: six No Event, three Political Success, one Political Failure, and two Area Seized.

Pro-Faction Markers: NA

Special Rules/Notes:

• All countries [except Germany, France, UK, and USSR] are neutral.

Setting the Stage: Before the start of the scenario, players decide if they want a Wide-Open, Variable, East-First, or West-First opening. West-First is the historical opening.

When decided, in faction order, counters are set up per the tables below. A faction may choose to set up a unit in a different location. However, it must remain in the same Mainland or

Overseas area in which it is historically listed. In addition, the final placement of all units cannot violate stacking limits or policy effects.

Example: The Western faction cannot put the France 1 unit in French North Africa because its listed hex of 2815 is in

Mainland France. It can put it in Paris instead.

[Exception: A ground unit listed in the same hex as a fort must set up in that hex.]

Wide-Open: The Axis faction does not have to declare war on the first (or any) turn. If/when it does declare war; it may choose to do so against any faction or country.

Tip: The Axis player is not likely to win the game by never declaring war. Eventually the Appeasement and Nazi-Soviet

Pact policies will end and you’ll have some very annoyed gamers waiting for you.

Variable: In the first turn’s Declare War Phase, the Axis faction rolls a die. On a result of 1-3, it declares war on the Soviet faction; on 4-6, it declares war on the Western faction. When determined, the Axis faction declares war on Poland (which joins the determined Allied faction). The Axis may then declare war on other countries.

© 2014 GMT Games, LLC

26

Unconditional Surrender ~ Playbook

East-First: In the first turn’s Declare War Phase, the Axis faction declares war on the Soviet faction and then Poland (which activates as a Soviet country). The Axis may then declare war on other countries.

West-First: In the first turn’s Declare War Phase, the Axis faction declares war on the Western faction and then on Poland

(which activates as a Western country). The Axis may then declare war on other countries.

Set Up Poland:

This is Poland’s historical set up. You do not have to use it.

Country Counter ID Location Entry-H Entry-V R S

Poland Karpaty 2937

Poland Krakow 2934

Poland Lodz 2832

Poland Modlin 2535

Poland Narew 2436

Poland Pomrz 2432

Poland Poznan 2631

Poland Prusy 2734

32.1.2 Axis Faction

Active Countries:

Germany: National Will= 40. Factory Count= 13.

Special Rules/Notes:

• See “Setting the Stage” above for possible setup variations.

Set Up:

Country

Axis

Counter ID Location Entry-H Entry-V R S

2xGround Support Events

Axis Strategic Move Events

Germany Surface Action Events

Germany Submarines Events

Germany 1 2920

Germany 4

Germany 7

2430

3121

Germany 8 2731

Germany 10 2932

Germany 14 3032

Germany 16 2434

Germany 18 2919

Germany 1Pz 2331

Germany 2Pz 2831

Germany 1 Luf 2334

Germany

Germany

Germany

Germany

Germany

Germany

Germany

Germany

2 Luf

3 Luf

4 Luf

1 Convoy

1 Gar

2 Gar

3 Gar

4 Gar

2719

2818

2932

2422

Conditional

Conditional

Conditional

Conditional

Germany

Germany

5 Gar

6 Gar

Conditional

Conditional

Germany 7 Gar Conditional

Germany Polish Corridor Conditional

Country Counter ID Location Entry-H Entry-V R S

Germany Alsace-Lorraine Conditional

Germany

Germany

Fac Lost

2

Conditional

Mobilization Feb-40 Sep-39

Germany

Germany

Germany

Germany

6

9

12

Nor

Mobilization Oct-39 Sep-39

Mobilization Dec-39 Sep-39

Mobilization Oct-39 Sep-39

Mobilization Jan-40 Sep-39

Germany 5 Luf

Germany Airdrop

Mobilization Jan-40 Sep-39

Events Nov-39 Sep-39

Germany Surprise Attack Events

Germany 11

Jan-40 Sep-39

Mobilization Oct-40 Sep-40

Germany

Germany

Germany

Germany

15

17

3Pz

4Pz

Mobilization Jan-41 Sep-40

Mobilization Dec-40 Sep-40

Mobilization Nov-40 Sep-40

Mobilization Feb-41 Sep-40

Germany

Germany

Germany

Germany

Afrika Mobilization Jan-41 Sep-40

Tanks

6 Luf

20

Events Jan-41 Sep-40

Mobilization Jan-42 Sep-41

Mobilization Jun-42 Mar-42

Germany 2xEconomic Conditional Jun-42 NA

Reforms

Germany Heavy Arty Events Jun-42 Mar-42

Germany Submarines Events Jun-42 Mar-42

Germany

Germany

5Pz

19

Mobilization Oct-42 Sep-42

Mobilization Aug-43 Mar-43

Germany

Germany

8 Gar

9 Gar

Mobilization Apr-43 Mar-43

Mobilization Jun-43 Mar-43

Germany Liguria Mobilization Jul-43 Mar-43

Germany Vlasov Mobilization Nov-43 Sep-43

Germany

Germany

Germany

Germany

Germany

Luf Re

1 Para

Jets

6 SS

11 SS

Mobilization Dec-43 Sep-43

Mobilization May-44 Mar-44

Events Apr-44 Mar-44

Mobilization Sep-44 Mar-44

Mobilization Nov-44 Sep-44

32.1.3 Western Faction

Active Countries:

France: National Will= 20 (35-15 due to the Nazi-Soviet Pact policy). Factory Count= 8.

UK: National Will= 20. Factory Count= 9.

Special Rules/Notes:

• See “Setting the Stage” above for possible setup variations.

• At the start of the scenario, a France or UK ground unit located in the same hex as a fort sets up occupying it.

• The France 1 Tank unit can upgrade the France 1 motorized unit.

• A France Gd motorized unit can upgrade a France infantry unit.

• The UK 2 or 8 tank unit can upgrade a UK motorized unit.

• The USA 5 tank unit can upgrade the USA Tsk Frc unit.

Set Up:

Country Counter ID Location Entry-H Entry-V R S

France Tanks Events

France

France

1

2

2815

2917

© 2014 GMT Games, LLC

Unconditional Surrender ~ Playbook

27

Country

France

France

France

France

France

France

Counter ID Location Entry-H Entry-V R S

3

4

5

3017

3018

3019

6

7

8

2814

2714

3120

France

France

France

France

France

France

France

9

10

1 Air

Maginot Fort

Maginot Fort

Maginot Fort

Maginot Fort

2916

3014

3116

3017

3018

3019

3120

France

France

France

UK

UK

UK

UK

UK

UK

UK

France Alps 3619

France 1 Flt 3817

France 1 Convoy 3817

France Syria Conditional

France 1 N.Afr Conditional

France 2 N.Afr Conditional

France

France

France

France

3 N.Afr

2 Air

1 Gd

Tanks

Conditional

Conditional

Upgrade Nov-40 Sep-40

Events Jan-41 Sep-40

2 Gd

1 Tank

3 Gd

Ftr Cmd

Upgrade Feb-41 Sep-40

Upgrade May-41 Mar-41

Upgrade Jun-41 Mar-41

Nav Evac Events

Tanks Events

BEF 2710

2611

2710

Home 2611

Force H

Home Flt

4706

UK

UK

UK

UK

UK

UK

UK

UK

UK

UK

UK

UK

UK

UK

UK

Med Flt 5445

WDF 5445

Gib 4706

Gibraltar Fort 4706

Malta 4827

Malta Fort 4827

UK

UK

UK

UK

UK

UK

1 Convoy

2 Convoy

3 Convoy

4 Convoy

2710

4706

5445

5647

9 Conditional

10 Conditional

2xLend Lease Conditional to UK

ComWealth Conditional

Fac Lost

1 RAF

2 RAF

Tanks

Bm Cmd

1 Canada

Conditional

Surprise Attack Events

Trade

Mobilization Jun-40 Mar-40

Jul-40 Mar-40

Mobilization Nov-41 Sep-41

Mobilization Jul-42 Mar-42

Events Nov-41 Sep-41

Mobilization Apr-42 Mar-42

Country

UK

UK

UK/USA

Counter ID

8

2

Airdrop

Location Entry-H Entry-V R S

Upgrade Sep-42 Mar-42

Upgrade Jun-43 Mar-43

Events Jul-43 Mar-43

Western 2xGround Support Events

Western Free Forces Conditional

Western Partisans Conditional

Western Mulberry Events Feb-44 Sep-43

Western Strategic Move Events

Western ULTRA Events Jul-41 Mar-41

Western ULTRA Events Jul-42 Mar-42

Country

USA

USA

USA

USA

USA

USA

USA

USA

USA

USA

USA

USA

USA

USA

USA

USA

USA

USA

USA Activation:

The USA activates as a Western country when the USA Entry marker is removed from the Turn Track.

The USA National Will is 10. Its remaining counters are set up as below based on which Reinforcements Entry method is being used.

Entry-H: The values are valid if the USA activates in Dec-41. If it activates on a different turn, modify the entry date accordingly based on the difference, or use the Entry-V method instead.

Example: If the USA activates in Nov-41, all Entry-H dates are reduced by one, e.g., Mar-42 becomes Feb-42.

Entry-V: The +# value indicates how many months after the USA activates that counter is placed on the Turn Track. The Turn Track boxes the counters are put into represent the Entry-V dates for those USA counters.

Example: The USA activates in Dec-41. The 9 AAF unit has an Entry value of +6. The unit is put in the Jun-42 box on the Turn Track.

After placing the USA counters on the Turn Track, put the USA

Variable Arrival marker on top of the USA counters in the earliest Entry-V turn box containing them. The USA Variable Arrival

marker works just like the Variable Entry marker.

An Entry-V value of “+0” means immediately roll a die for that unit.

Put it a number of turns later on the Turn Track equal to the result.

Counter ID Location Entry-H Entry-V R S

1 Convoy E.N.Amer Dec-41 NA

4 Fleet E.N.Amer Dec-41 NA

Tanks Events Dec-41 NA

2 Convoy Mobilization Jan-42

8 Fleet Mobilization Mar-42

Surprise Attack Events Oct-42

Tsk Frc Mobilization Jul-42

+0

+0

+6

+6

9 AAF

5

7

8 AAF

Mobilization Aug-42 +6

Upgrade Jun-43 +12

Mobilization Apr-43 +12

Mobilization Mar-43 +12

12 AAF Mobilization May-43 +12

3 Convoy Mobilization Jan-43 +12

12 Fleet Mobilization Jul-43 +18

1 French Mobilization Dec-43 +18

1

3

Mobilization Sep-43 +18

Mobilization Dec-43 +18

15 AAF Mobilization Nov-43 +18

© 2014 GMT Games, LLC

28

Unconditional Surrender ~ Playbook

Country

USA

USA

USA

USA

Counter ID Location Entry-H Entry-V R S

4 Convoy Mobilization Dec-43 +18

9 Mobilization May-44 +24

FTAF Mobilization Apr-44 +24

Surprise Attack Events Mar-46 +48

32.1.4 Soviet Faction

Active Countries:

USSR: National Will= 45 (85-40 due to the Appeasement policy).

Factory Count= 9.

Special Rules/Notes:

• See “Setting the Stage” above for possible setup variations.

• At the start of the scenario, a USSR ground unit located in the same hex as a fort sets up occupying it.

• When upgrading a unit, the numeric designation of the units involved may be ignored.

Example: The 1 Guards Tank army does not have to upgrade the 1 Tank army.

• A USSR Gd motorized unit can upgrade a USSR infantry unit

[except Shock].

• A USSR Gd Tk unit can upgrade a USSR tank unit.

Set Up:

Country Counter ID Location Entry-H Entry-V R S

Soviet 2xGround Support Events

Soviet

Soviet

2xPartisans Conditional

Strategic Move Events

USSR Surface Action Events

USSR 2xTanks Events

USSR

USSR

3

4

2143

2442

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

5

6

10

11

12

27

37

1 Air

2842

2043

2343

2242

2942

1546

3649

2442

USSR

USSR

USSR

USSR

2 Air

1 Convoy

2942

3649

Leningrad Fort 1546

Moscow Fort 2154

USSR

USSR

USSR

USSR

Sevastopol Fort 3649

3 Air Conditional

7 Conditional

8 Conditional

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

9 Conditional

13 Conditional

14 Conditional

16 Conditional

21 Conditional

22 Conditional

23 Conditional

26 Conditional

© 2014 GMT Games, LLC

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

Country

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

Counter ID Location Entry-H Entry-V R S

30 Conditional

33 Conditional

38 Conditional

44 Conditional

45 Conditional

46 Conditional

50 Conditional

51 Conditional

62 Conditional

Bessarabia Conditional

E. Poland Conditional

Estonia Conditional

Karelia Conditional

Latvia Conditional

Lithuania Conditional

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

Fac Lost Conditional

2xLend Lease Conditional

Russian Winter Conditional

2xSurprise Attack Conditional

USSR

USSR

Tanks Conditional

2xUrals Factories Conditional

USSR

USSR

1 Shock

2 Shock

Mobilization Oct-41 Sep-41

Mobilization Oct-41 Sep-41

3 Shock Mobilization Nov-41 Sep-41

4 Shock Mobilization Nov-41 Sep-41

4 Air

1 Tank

3 Tank

5 Tank

4 Tank

1 Gd

Mobilization Jan-42 Sep-41

Mobilization Jun-42 Mar-42

Mobilization Jun-42 Mar-42

Mobilization Jun-42 Mar-42

Mobilization Jul-42 Mar-42

Upgrade Aug-42 Mar-42

2 Gd

3 Gd

Upgrade Aug-42 Mar-42

Upgrade Nov-42 Sep-42

5 Shock Mobilization Nov-42 Sep-42

Heavy Arty Events Nov-42 Sep-42

2 Tank Mobilization Jan-43 Sep-42

1 Gd Tk Upgrade Jan-43 Sep-42

5 Air

4 Gd

Mobilization Jan-43 Sep-42

Upgrade Feb-43 Sep-42

5 Gd

6 Gd

7 Gd

8 Gd

10 Gd

11 Gd

3 Gd Tk

5 Gd Tk

4 Gd Tk

Heavy Arty

Heavy Arty

6 Tank

6 Gd Tk

2 Gd Tk

9 Gd

Upgrade

Upgrade

Upgrade

Upgrade

Upgrade

Upgrade

Upgrade

Upgrade

Jan-43 Sep-42

Feb-43 Sep-42

Feb-43 Sep-42

Apr-43 Mar-43

Apr-43 Mar-43

Apr-43 Mar-43

May-43 Mar-43

May-43 Mar-43

Upgrade Jul-43 Mar-43

Events Aug-43 Mar-43

Events Dec-43 Sep-43

Mobilization Dec-43 Sep-43

Upgrade Sep-44 Mar-44

Upgrade Oct-44 Sep-44

Upgrade Jan-45 Sep-44

32.2 Europe 1941-1945

This covers the whole war from summer 1941 until the end.

32.2.1 Basics

Factions: Axis, Western, Soviet

Maps Used: East and West

Scenario Length: 50 turns. Jun 1941 to Aug 1945.

Victory Conditions: The Allied factions win if Germany is conquered. The Axis faction wins if the Allied factions do not win.

Policies: The Home Defense, Cooperation Limits, and Neutral

Non-Violation policies are in effect.

Conditional Events: Mediterranean Crisis, USA Entry and West

Invaded have occurred. East Invaded has been triggered and its actions have been incorporated into the scenario setup/rules. All other events can occur.

Control Markers:

• All cities in Belgium, Denmark, France (but not Vichy, French

North Africa, or Syria as they are neutral countries), Netherlands,

Greece (including Crete), Norway, Poland, and Yugoslavia are

Axis controlled.

• Hex 5339 (Tobruk) is Western controlled.

Diplomacy Markers:

• Diplomacy Cup: 1x Pro-Axis, two No Event, 1x Political Failure

• Diplomacy Cup Marker Holding Box: 4x No Event, 3x Political

Success

Pro-Faction Markers: Put a Pro-Axis marker in hex 1540.

Special Rules/Notes:

• The first turn’s weather is Fair in each weather zone.

• There is no Declare War Phase in the Jun-41 turn.

• The Diplomacy Phase is skipped unless the Moscow Treaty policy goes into effect.

• All countries that are not active or conquered are neutral and can be activated.

• Poland, Belgium, Netherlands, Denmark, Norway, France,

Yugoslavia, and Greece have been conquered by the Axis. Put a National Will marker from each of these countries in the

Conquered Allied Countries box.

Unconditional Surrender ~ Playbook

29

32.2.2 Axis Faction

Active Countries:

• Bulgaria: National Will= 4. Factory Count= 1.

• Germany: National Will= 58. Factory Count= 15.

• Hungary: National Will= 4. Factory Count= 1.

• Italy: National Will= 9. Factory Count= 6.

• Romania: National Will= 6. Factory Count= 1.

Special Rules/Notes: At the end of the Jun-41 Axis Operations

Phase, the Axis faction may activate Finland as an Axis country.

Activation triggers the USSR Northern Border Conditional Event.

Set Up:

Country

Axis

Counter ID Location Entry-H Entry-V R S

2xGround Support Events

Axis Strategic Move Events

Bulgaria 1 3938

Bulgaria 5

Germany Fac Lost

3842

On-Map Fac

Count 1

Germany Polish Corridor Cd Area

Germany Alsace-Lorraine Cd Area

Germany Surface Action Events

Germany Surprise Attack Events

Germany Tanks Events

Germany Submarines Events

Germany 1 3610

Germany 2

Germany 4

2634

2738

Germany 6

Germany 7

Germany 8

Germany 9

2837

3209

2517

2537

Germany 10 2422

Germany 11 3442

Germany 12 4538

Germany 14 4231

Germany 15 2716

Germany 16 2337

Germany 17 3037

Germany 18 2235

Germany Afrika 5438

Germany Nor 1623

Germany

Germany

1 Gar

2 Gar

2125

2813

Germany

Germany

Germany

Germany

3 Gar

4 Gar

5 Gar

6 Gar

2912

2910

3107

2616

Germany 7 Gar 3014

Germany 1Pz 2937

Germany 2Pz 2637

Germany 3Pz 2436

Germany 4Pz 2236

Germany 1 Luf 2236

© 2014 GMT Games, LLC

30

Country

Germany

Germany

Germany

Counter ID Location Entry-H Entry-V R S

2 Luf 2637

3 Luf

4 Luf

2813

2937 2

Germany

Germany

Germany

Germany

5 Luf

1 Convoy

6 Luf

20

1718

1623

Mobilization Jan-42 Sep-41

Mobilization Jun-42 Mar-42

Germany 2xEconomic Events Jun-42 NA

Reforms

Germany Heavy Arty Events Jun-42 Mar-42

Germany Submarines Events Jun-42 Mar-42

Germany

Germany

5Pz

19

Mobilization Oct-42 Sep-42

Mobilization Aug-43 Mar-43

Germany

Germany

8 Gar

9 Gar

Mobilization Apr-43 Mar-43

Mobilization Jun-43 Mar-43

Germany Liguria Mobilization Jul-43 Mar-43

Germany Vlasov Mobilization Nov-43 Sep-43

Germany

Germany

Germany

Germany

Luf Re

1 Para

Jets

6 SS

Germany 11 SS

Hungary 1

Hungary 2

Hungary 3

Italy

Italy

Italy

Italy

Italy

Italy

Italy

Italy

1

2

4

5

6

7

8

Mobilization Dec-43 Sep-43

Mobilization May-44 Mar-44

Events Apr-44 Mar-44

Mobilization Sep-44 Mar-44

Mobilization Nov-44 Sep-44

3138

3234

3634

3621

3429

5226

5237

4025

4230

4628

Tanks Events

L

L

Italy

Italy

Italy

Italy

Italy

Italy

Italy

Italy

9 4133

10 5338

11 4138

1 Air 4628 4

1 Convoy

2 Convoy

1 Fleet

2 Fleet

5226

4628

5226

4628

2

4

Romania 1

Romania 3

3241

3240

Romania 4 3544

Unconditional Surrender ~ Playbook

32.2.3 Western Faction

Active Countries:

UK: National Will= 19. Factory Count= 9.

Special Rules/Notes:

• At the start of the scenario, a ground unit located in the same hex as a fort sets up occupying it.

• The USA activates as a Western country when the USA Entry marker is removed from the Turn Track. When activated, put the

USA 1 Convoy and 4 Fleet units in the Eastern North America

Map Box, the Tanks marker in the Western Faction Card’s Events box, and the rest of its other counters on the Turn Track in their respective Entry-H or Entry-V turn box.

• The UK 2 or 8 tank unit can upgrade a UK motorized unit.

• The USA 5 tank unit can upgrade the USA Tsk Frc unit.

Set Up:

UK

UK

UK

UK

UK

UK

UK

UK

UK

UK

UK

UK

UK

UK

UK

UK

Country

UK

UK

UK

UK

UK

UK

UK

UK

UK

UK

UK

UK

UK

UK

UK

UK

UK/USA

Counter ID Location Entry-H Entry-V R S

ComWealth Extra

Trade Factories 3

Fac Lost On-Map Fac

Count 7

Lend Lease to UK

Extra

Factories 1

Lend Lease Turn Track Nov-41 NA to UK

Naval Evac Events

Surprise Attack Events

Tanks Events

9 5445 L

10 5250 L

BEF 5440

Home 2611

WDF 5339

Tobruk Fort 5339

Gib 4706

Gibraltar Fort 4706

Malta 4827

Malta Fort

Home Flt

Force H

Med Flt

4827

2611

4827

5445

4

2

1 Convoy

2 Convoy

3 Convoy

4 Convoy

Ftr Cmd

1 RAF

2 RAF

Tanks

5339

2611

5445

4827

2

2

2611

4827 4

Mobilization Nov-41 Sep-41

Events Nov-41 Sep-41

Bm Cmd Mobilization Apr-42 Mar-42

1 Canada Mobilization Jul-42 Mar-42

8

2

Upgrade Sep-42 Mar-42

Upgrade Jun-43 Mar-43

Airdrop Events Jul-43 Mar-43

© 2014 GMT Games, LLC

Unconditional Surrender ~ Playbook

31

USA

USA

USA

USA

USA

USA

USA

USA

Country

USA

USA

USA

USA

USA

USA

USA

Counter ID Location Entry-H Entry-V R S

USA Entry Sp Rules Dec-41 NA

Tanks Events Dec-41 NA

1 Convoy E.N.Amer Dec-41 NA

4 Fleet E.N.Amer Dec-41 NA

2 Convoy Mobilization Jan-42 Dec-41

8 Fleet Mobilization Mar-42 Dec-41

Surprise Attack Events Oct-42 Jun-42

Tsk Frc Mobilization Jul-42 Jun-42

9 AAF Mobilization Aug-42 Jun-42

5

7

Upgrade Jun-43 Dec-42

Mobilization Apr-43 Dec-42

8 AAF Mobilization Mar-43 Dec-42

12 AAF Mobilization May-43 Dec-42

3 Convoy Mobilization Jan-43 Dec-42

12 Fleet Mobilization Jul-43 Jun-43

USA

USA

USA

USA

1 French Mobilization Dec-43 Jun-43

1 Mobilization Sep-43 Jun-43

3 Mobilization Dec-43 Jun-43

15 AAF Mobilization Nov-43 Jun-43

USA

USA

4 Convoy Mobilization Dec-43 Jun-43

9 Mobilization May-44 Dec-43

USA FTAF Mobilization Apr-44 Dec-43

Western 2xGround Support Events

Western Free Forces Events

Western Partisans Events Dec-41 NA

Western Mulberry Events Feb-44 Sep-43

Western Strategic Move Events

Western ULTRA Events Jul-41 NA

Western ULTRA Events Jul-42 Mar-42

32.2.4 Soviet Faction

Active Countries:

USSR: National Will= 95. Factory Count= 15.

Special Rules/Notes:

• At the start of the scenario, a ground unit located in the same hex as a fort sets up occupying it.

• At the end of the Jun-41 Axis Operations Phase (after the Axis faction activates Finland, if it chose to do so), the Soviet faction takes one USSR air and five USSR ground units from its Faction

Card’s Conditional box and mobilizes them per Mobilization

(8.3). This mobilization does not cost production points. The units are at Full supply.

• When upgrading a unit, the numeric designation of the units involved may be ignored.

Example: The 1 Guards Tank army does not have to upgrade the 1 Tank army.

• A USSR Gd motorized unit can upgrade a USSR infantry unit

[except Shock].

• A USSR Gd Tk unit can upgrade a USSR tank unit.

Set Up:

Country Counter ID Location Entry-H Entry-V R S

Soviet 2xGround Support Events

Soviet Partisans Events Dec-41 NA

Soviet Partisans Events Dec-42 NA

Soviet

USSR

Strategic Move Events

Fac Lost On-Map Fac

Count 1

USSR Surface Action Events

USSR 2xTanks Events

USSR

USSR

Bessarabia

E. Poland

Cd Area

Cd Area

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

Estonia

Karelia

Latvia

Lithuania

16

22

33

50

Tanks

Turn Track Dec-41

Turn Track Dec-41

Turn Track Dec-41

Turn Track Dec-41

Turn Track Dec-41

NA

NA

NA

NA

NA

2xLend Lease Turn Track Dec-41 NA to USSR

Cd Area

Cd Area

Cd Area

Cd Area

USSR Russian Weather Track Dec-41 NA

Winter

USSR 2xUrals Factories Turn Track Jul-41

USSR 3 Air Conditional

USSR

USSR

7 Conditional

14 Conditional

NA

USSR

USSR

USSR

USSR

23 Conditional

30 Conditional

44 Conditional

45 Conditional

USSR

USSR

USSR

46 Conditional

51 Conditional

62 Conditional

© 2014 GMT Games, LLC

32

Unconditional Surrender ~ Playbook

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

Country

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

Counter ID Location Entry-H Entry-V R S

3

4

5

6

8

9

10

11

12

2338

2638

2739

2838

2136

3444

2437

2237

3139

13 2442

21 3141

26 3038

27 1546

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

37

38

1 Air

3649

3343

2439

2 Air 2942

Leningrad Fort 1546

Moscow Fort 2154

Sevastopol Fort 3649

1 Convoy 3649

1 Shock Mobilization Oct-41 Sep-41

USSR

USSR

USSR

2 Shock Mobilization Oct-41 Sep-41

3 Shock Mobilization Nov-41 Sep-41

4 Shock Mobilization Nov-41 Sep-41

4 Air Mobilization Jan-42 Sep-41

1 Tank

3 Tank

5 Tank

4 Tank

1 Gd

2 Gd

3 Gd

5 Shock Mobilization Nov-42 Sep-42

Heavy Arty Events Nov-42 Sep-42

2 Tank Mobilization Jan-43 Sep-42

1 Gd Tk

5 Air

4 Gd

5 Gd

6 Gd

7 Gd

8 Gd

10 Gd

11 Gd

3 Gd Tk

5 Gd Tk

4 Gd Tk

Heavy Arty

Heavy Arty

6 Tank

6 Gd Tk

2 Gd Tk

9 Gd

Mobilization Jun-42 Mar-42

Mobilization Jun-42 Mar-42

Mobilization Jun-42 Mar-42

Mobilization Jul-42 Mar-42

Upgrade Aug-42 Mar-42

Upgrade Aug-42 Mar-42

Upgrade Nov-42 Sep-42

Upgrade

Upgrade

Jan-43 Sep-42

Mobilization Jan-43 Sep-42

Feb-43 Sep-42

Upgrade Jan-43 Sep-42

Upgrade Feb-43 Sep-42

Upgrade Feb-43 Sep-42

Upgrade Apr-43 Mar-43

Upgrade Apr-43 Mar-43

Upgrade Apr-43 Mar-43

Upgrade

Upgrade May-43 Mar-43

Upgrade Jul-43 Mar-43

Events

Events

Mobilization Dec-43 Sep-43

Surprise Attack Events

Upgrade

Upgrade

Upgrade

Surprise Attack Events

May-43 Mar-43

Aug-43 Mar-43

Dec-43 Sep-43

Jan-44 Sep-43

Sep-44 Mar-44

Oct-44 Sep-44

Jan-45 Sep-44

Jan-45 Sep-44

32.3 Europe 1942-1945

This covers the whole war from summer 1942 until the end.

32.3.1 Basics

Factions: Axis, Western, Soviet

Maps Used: East and West

Scenario Length: 37 turns. Jul 1942 to Aug 1945.

Victory Conditions: The Allied factions win if Germany is conquered. The Axis faction wins if the Allied factions do not win.

Policies: The Home Defense, Cooperation Limits, and Neutral

Non-Violation policies are in effect.

Conditional Events: East Invaded, Mediterranean Crisis, USA

Entry, USSR Northern Border, and West Invaded have occurred.

All other events can occur.

Control Markers:

• All cities in Belgium, Denmark, France (but not Vichy or French

North Africa as they are neutral countries), Netherlands, Greece

(including Crete), Norway, Poland, and Yugoslavia are Axis controlled.

• The following cities in the USSR are Axis controlled: Brest,

Bryansk, Cernauti, Dnepropetrovsk, Kaunas, Kharkov, Kiev,

Kishinev, Kursk, Lvov, Minsk, Odessa, Orel, Smolensk, Riga,

Sevastopol, Talinin, Velikiye Luki, Vilnius, and Vyborg

• All cities in Syria are Western controlled.

Diplomacy Markers:

• Diplomacy Cup: 1x Pro-Axis, 1x Pro-Western, two No Event,

1x Political Failure

• Diplomacy Cup Marker Holding Box: 4x No Event, 3x Political

Success

Pro-Faction Markers: NA

Special Rules/Notes:

• The Diplomacy Phase is skipped unless the Moscow Treaty policy goes into effect.

• All countries that are not active or conquered are neutral and can be activated.

• Poland, Belgium, Netherlands, Denmark, Norway, France,

Yugoslavia, and Greece have been conquered by the Axis. Put a National Will marker from each of these countries in the

Conquered Allied Countries box.

© 2014 GMT Games, LLC

Unconditional Surrender ~ Playbook

32.3.2 Axis Faction

Active Countries:

Bulgaria: National Will= 4. Factory Count= 1.

Finland: National Will= 4. Factory Count= 1.

Germany: National Will= 56. Factory Count= 15.

Hungary: National Will= 4. Factory Count= 1.

Italy: National Will= 10. Factory Count= 6.

Romania: National Will= 6. Factory Count= 1.

Special Rules/Notes: NA

Set Up:

Country

Axis

Counter ID Location Entry-H Entry-V R S

2xGround Support Events

Axis Strategic Move Events

Bulgaria 1 3938

Bulgaria 5 3842

Finland Isthmus 1545

Finland Talvela 1247

Finland W.Fin 1042

Finland N.Fin 0645

Germany Economic Extra

Reforms Factories 1

Germany Economic Turn Track Dec-42 NA

Reforms

Germany Fac Lost On-Map Fac

Count 1

Germany Polish Corridor Cd Area

Germany Alsace-Lorraine Cd Area

Germany

Germany Surface Action Events

Germany 2xSubmarines Events

Heavy Arty Turn Track Oct-42 NA

Germany Surprise

Attack

Sur Att

Holding Box

Germany Tanks Events

Germany 1

Germany 2

3610

2552

Germany 4

Germany 6

Germany 7

Germany 8

2350

2952

3209

2517

Germany 9 2047

Germany 10 2422

Germany 11 3649

Germany 12 4538

Germany 14 4231

Germany 15 2716

Germany 16 1846

Germany 17 3154

Germany 18 1645

Germany 20 2234 R

Germany Afrika 5543

Germany Nor 1623 L

Germany 1Gar 2125

Germany 2Gar 2813

33

Country Counter ID Location Entry-H Entry-V R S

Germany 3Gar 2912

Germany 4Gar 2910

Germany 5Gar 3107

Germany 6Gar 2616

Germany 7Gar 3014

Germany 1Pz 3053

Germany 2Pz 2451

Germany 3Pz 2149

Germany 4Pz 2752

Germany

Germany

1 Luf

2 Luf

2046

4526

2

3

Germany

Germany

Germany

Germany

3 Luf

4 Luf

5 Luf

6 Luf

2813

3153

1718

2449

2

L

2

Germany

Germany

Germany

Germany

1 Convoy 2234

5Pz Mobilization Oct-42 Sep-42

19 Mobilization Aug-43 Mar-43

8 Gar Mobilization Apr-43 Mar-43

Germany 9 Gar Mobilization Jun-43 Mar-43

Germany Liguria Mobilization Jul-43 Mar-43

Germany Vlasov Mobilization Nov-43 Sep-43

Germany Luf Re Mobilization Dec-43 Sep-43

Germany

Germany

Germany

Germany

1 Para

Jets

6 SS

11 SS

Mobilization May-44 Mar-44

Events Apr-44 Mar-44

Mobilization Sep-44 Mar-44

Mobilization Nov-44 Sep-44

Hungary 1

Hungary 2

3138

2850

Hungary 3

Italy

3634

Tanks Events

Italy

Italy

Italy

Italy

Italy

Italy

Italy

Italy

1

2

4

5

6

7

8

9

3621

3525

5226 L

5339

4025

4628

3050

4133

Italy

Italy

Italy

Italy

10 5443

11 4138

1 Air

1 Convoy

4628

5226

4

2

Italy

Italy

2 Convoy

1 Fleet

Italy 2 Fleet

Romania 1

4628

5226

4628

3643

2

Romania 3 3252

Romania 4 3552

© 2014 GMT Games, LLC

34

Unconditional Surrender ~ Playbook

32.3.3 Western Faction

Active Countries:

UK: National Will= 18. Factory Count= 9.

USA: National Will= 10. Factory Count= NA.

Special Rules/Notes:

• At the start of the scenario, a ground unit located in the same hex as a fort sets up occupying it.

• The UK 2 or 8 tank unit can upgrade a UK motorized unit.

• The USA 5 tank unit can upgrade the USA Tsk Frc unit.

Set Up:

UK

UK

UK

UK

UK

UK

UK

UK

UK

UK

UK

UK

UK

UK

UK

UK

Country

UK

UK

UK

UK

UK

UK

UK

UK

UK

UK

UK

UK

UK

UK

UK/USA

USA

USA

USA

USA

USA

USA

USA

Counter ID Location Entry-H Entry-V R S

ComWealth Extra

Trade Factories 3

Fac Lost On-Map Fac

Count 4

Lend Lease to UK

Extra

Factories 3

Lend Lease Turn Track Nov-42 NA to UK

Naval Evac Events

Surprise Attack Events

2xTanks Events

1 Canada Mobilization

9 5445

10 5646

BEF 5544

Home 2611

WDF 2807

Gib 4706

Gibraltar Fort 4706

Malta 4827

Malta Fort

Home Flt

Force H

Med Flt

4827

2807

4827

5445

4

1 Convoy

2 Convoy

3 Convoy

4 Convoy

Ftr Cmd

1 RAF

2 RAF

Bm Cmd

5647

2807

5445

5447

2611

5447

2807

2611

8

2

Upgrade Sep-42 NA

Upgrade Jun-43 Mar-43

Airdrop Events Jul-43 Mar-43

Tanks Events

1 Convoy E.N.Amer

2 Convoy E.N.Amer

4 Fleet

8 Fleet

E.N.Amer

E.N.Amer

Tsk Frc Mobilization

Surprise Attack Events Oct-42 NA

2

4

4

Country

USA

USA

USA

USA

USA

USA

USA

Counter ID Location Entry-H Entry-V R S

9 AAF Mobilization Aug-42 NA

5

7

Upgrade Jun-43 Dec-42

Mobilization Apr-43 Dec-42

8 AAF Mobilization Mar-43 Dec-42

12 AAF Mobilization May-43 Dec-42

3 Convoy Mobilization Jan-43 Dec-42

12 Fleet Mobilization Jul-43 Jun-43

USA

USA

USA

USA

1 French Mobilization Dec-43 Jun-43

1 Mobilization Sep-43 Jun-43

3 Mobilization Dec-43 Jun-43

15 AAF Mobilization Nov-43 Jun-43

USA

USA

4 Convoy Mobilization Dec-43 Jun-43

9 Mobilization May-44 Dec-43

USA FTAF Mobilization Apr-44 Dec-43

Western 2xGround Events

Support

Western Free Forces Events Oct-42 NA

Western Partisans Events Nov-42 NA

Western Mulberry Events Feb-44 Sep-43

Western Strategic Move Events

Western 2xULTRA Events

32.3.4 Soviet Faction

Active Countries:

USSR: National Will= 36. Factory Count= 6.

Special Rules/Notes:

• At the start of the scenario, a ground unit located in the same hex as a fort sets up occupying it.

• When upgrading a unit, the numeric designation of the units involved may be ignored.

Example: The 1 Guards Tank army does not have to upgrade the 1 Tank army.

• A USSR Gd motorized unit can upgrade a USSR infantry unit

[except Shock].

• A USSR Gd Tk unit can upgrade a USSR tank unit.

Set Up:

Country Counter ID Location Entry-H Entry-V R S

Soviet 2xGround Support Events

Soviet Partisans Events Sep-42 NA

Soviet Partisans Events Dec-42 NA

Soviet

USSR

Strategic Move Events

Fac Lost On-Map Fac

Count 1

USSR Surface Action Events

USSR 3xTanks Events

USSR

USSR

Bessarabia

E. Poland

Cd Area

Cd Area

USSR

USSR

USSR

USSR

Estonia

Karelia

Latvia

Lithuania

Cd Area

Cd Area

Cd Area

Cd Area

© 2014 GMT Games, LLC

Unconditional Surrender ~ Playbook

35

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

Country

USSR

Counter ID Location Entry-H Entry-V R S

Lend Lease Extra to USSR Factories 2

USSR Lend Lease Turn Track Dec-42 NA to USSR

USSR Urals Extra

Factories Factories 9

USSR 45

USSR 46

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

3

4

5

6

7

8

9

10

2352

3553

2049

2953

0646

1750

2954

2354

USSR

USSR

USSR

USSR

USSR

USSR

11

12

13

14

16

21

22

23

26

27

30

37

44

1747

3155

2452

1248

1953

2753

2356

2051

2351

1546

2048

3054

2652

33 Mobilization

38 Mobilization

50 Mobilization

51 3254

62 Mobilization

1 Air

2 Air

3 Air

4 Air

1750

2154

3156

2050

4

4

4

2

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

Country

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

Counter ID Location Entry-H Entry-V R S

Leningrad Fort. 1546

Moscow Fort.

1 Convoy

2154

3653 1

1 Shock

2 Shock

3 Shock

4 Shock

2150

1646

1847

1948

1 Tank

3 Tank

4 Tank

5 Tank

3060

2154

Mobilization

2655

1 Gd

2 Gd

Upgrade Aug-42 NA

Upgrade Aug-42 NA

3 Gd Upgrade Nov-42 Sep-42

5 Shock Mobilization Nov-42 Sep-42

R

R

R

Heavy Arty Events Nov-42 Sep-42

2 Tank Mobilization Jan-43 Sep-42

1 Gd Tk

5 Air

Upgrade Jan-43 Sep-42

Mobilization Jan-43 Sep-42

4 Gd

5 Gd

6 Gd

7 Gd

Upgrade

Upgrade

Upgrade

Upgrade

Feb-43 Sep-42

Jan-43 Sep-42

Feb-43 Sep-42

Feb-43 Sep-42

8 Gd

10 Gd

11 Gd

3 Gd Tk

5 Gd Tk

4 Gd Tk

Heavy Arty

Heavy Arty

Upgrade Apr-43 Mar-43

Upgrade Apr-43 Mar-43

Upgrade Apr-43 Mar-43

Upgrade May-43 Mar-43

Upgrade May-43 Mar-43

Upgrade Jul-43 Mar-43

Events

Events

Aug-43 Mar-43

Dec-43 Sep-43

6 Tank Mobilization Dec-43 Sep-43

Surprise Attack Events Jan-43 Sep-43

6 Gd Tk

2 Gd Tk

Upgrade

Upgrade

Sep-44 Mar-44

Oct-44 Sep-44

9 Gd Upgrade Jan-45 Sep-44

Surprise Attack Events Jan-45 Sep-44

Dedications

To Mark Dey, developer.

To Allen Hill, lead playtester and part time developer.

To those that pre-ordered this game on P500.

To GMT Games for publishing.

To Jay Muchnij for creating and running computer programs that provided valuable statistical data.

To Ken Keller for playtesting and being the game’s representative at the Consimworld Expo convention.

To Alan Emrich, who has been there when I needed him, no questions asked or strings attached.

To Darren Bly, who sacrificed rare face-to-face gaming time to test early versions of the game and provided valuable insight.

To Andrew Offen, who wisely convinced me to represent strategic bombing in some capacity.

To Joel Toppen, who put together the first VASSAL module.

To Kevin Coombs, who took over the VASSAL module.

To Enrico Viglino who did a video review of Uncondi-

tional Surrender! Case Blue (USCB) while USE was on

P500. Check out his game reviews on CALANDALE on

Youtube.com.

To the Contact with the Enemy Guild (aka Paul Glenn), who interviewed me in his podcast while USE was on P500.

Check it out on BoardGameGeek.com.

To the Messy Game Room Guild, for talking about USE in their podcast while USE was on P500. Check it out on

BoardGameGeek.com. Warning: Contains Adult Language.

To Paul Pfeiffer, who recorded intro and session videos while USE was on P500. See them on BoardGameGeek.com.

© 2014 GMT Games, LLC

36

Unconditional Surrender ~ Playbook

32.4 Europe 1943-1945

This covers the whole war from summer 1943 until the end.

32.4.1 Basics

Factions: Axis, Western, Soviet

Maps Used: East and West

Scenario Length: 25 turns. Jul 1943 to Aug 1945.

Victory Conditions: The Allied factions win if Germany is conquered. The Axis faction wins if the Allied factions do not win.

Policies: The Home Defense, Cooperation Limits, and Neutral

Non-Violation policies are in effect.

Conditional Events: Only Country Activation, Country Collapse and Conquered Country may occur. All others have occurred.

Bombed Markers: Each of these cities contains one Bombed marker: Aachen, Bremen, Düsseldorf, and Hamburg

Control Markers:

• All cities in Belgium, Denmark, France (but not Vichy),

Netherlands, Greece (including Crete), Norway, Poland, and

Yugoslavia are Axis controlled.

• The following cities in the USSR are Axis controlled: Brest,

Bryansk, Cernauti, Dnepropetrovsk, Kaunas, Kharkov, Kiev,

Kishinev, Lvov, Minsk, Novorossiysk, Odessa, Orel, Sevastopol,

Smolensk, Riga, Sevastopol, Talinin, Velikiye Luki, Vilnius, and

Vyborg

• All cities in French North Africa, Libya, and Syria are Western controlled.

Diplomacy Markers:

• Diplomacy Cup: 1x Pro-Axis, two Pro-Western, two No Event,

1x Political Failure

• Diplomacy Cup Marker Holding Box: 4x No Event, 3x Political

Success

Pro-Faction Markers: NA

Special Rules/Notes:

• The Diplomacy Phase is skipped unless the Moscow Treaty policy goes into effect.

• All countries that are not active or conquered are neutral and can be activated.

• Poland, Belgium, Netherlands, Denmark, Norway, France,

Yugoslavia, and Greece have been conquered by the Axis faction.

Put a National Will marker from each of these countries in the

Conquered Allied Countries box.

© 2014 GMT Games, LLC

32.4.2 Axis Faction

Active Countries:

Bulgaria: National Will= 4. Factory Count= 1.

Finland: National Will= 4. Factory Count= 1.

Germany: National Will= 52. Factory Count= 15.

Hungary: National Will= 3. Factory Count= 1.

Italy: National Will= 3. Factory Count= 5.

Romania: National Will= 4. Factory Count= 1.

Special Rules/Notes: NA

Set Up:

Country

Axis

Counter ID Location Entry-H Entry-V R S

2xGround Support Events

Axis Strategic Move Events

Bulgaria 1 3938

Bulgaria 5 3842

Finland Isthmus 1545

Finland Talvela 1247

Finland W.Fin 1042

Finland N.Fin 0643

Germany Heavy Arty Events

Germany Surface Action Events

Germany Tanks Events

Germany 2xSubmarines Events

Germany Surprise Attack Sur Att

Holding Box

Germany Polish Corridor Cd Area

Germany Alsace-Lorraine Cd Area

Germany Economic Extra

Reforms Factories 3

Germany Economic Turn Track Dec-43 NA

Reforms

Germany

Germany

Fac Lost On-Map Fac

1

Count 1

3610

Germany 2

Germany 4

2750

2248

Germany 6

Germany 7

Germany 8

Germany 9

3253

3209

2517

2552

Germany 10 4025

Germany 11 2631 R

Germany 12 4538

Germany 14 4230

Germany 15 2716

Germany 16 1846

Germany 17 3554

Germany 18 1645

Germany 20 0646

Germany Afrika 2422 R

Germany Liguria Mobilization

Germany Nor 1623 L

Country

Germany

Germany

Germany

Germany

Germany

Germany

Germany

Counter ID Location Entry-H Entry-V R S

1 Gar 2125

2 Gar

3 Gar

2813

2912

4 Gar

5 Gar

6 Gar

7 Gar

2910

3107

3522

4628

Germany

Germany

8 Gar

9 Gar

3424

3124

Germany 1Pz 3052

Germany 2Pz 2350

Germany 3Pz 2047

Germany 4Pz 2952

Germany 5Pz 3018 R

Germany 1 Luf 2046 4

Germany

Germany

Germany

Germany

2 Luf

3 Luf

4 Luf

5 Luf

4127

2813

3150

1718

4

4

4

L

Germany

Germany

6 Luf

1 Convoy

2449

1137

4

2

Germany 19 Mobilization Aug-43 NA

Germany Vlasov Mobilization Nov-43 Sep-43

Germany

Germany

Germany

Germany

Luf Re

1 Para

Jets

6 SS

Germany 11 SS

Hungary 1

Hungary 2

Hungary 3

Mobilization Dec-43 Sep-43

Mobilization May-44 Mar-44

Events Apr-44 Mar-44

Mobilization Sep-44 Mar-44

Mobilization Nov-44 Sep-44

3138

2648

3730

Italy

Italy

Italy

Italy

Italy

Italy

Italy

Italy

Italy

Italy

Italy

Italy

Italy

Italy

Italy

Italy

Tanks Events

1 3624 R

2

4

5

6

7

8

3527

4231

3426

4526

3525

4127

9 4133

10 3621

11 4138

1 Air 4628 4

1 Convoy

2 Convoy

1 Fleet

2 Fleet

4127

4231

4231

3621

2

2

Romania 1

Romania 3

3643

3649

Romania 4 3346

Unconditional Surrender ~ Playbook

37

32.4.3 Western Faction

Active Countries:

UK: National Will= 16. Factory Count= 9.

USA: National Will= 10. Factory Count= NA.

Special Rules/Notes: At the start of the scenario, a ground unit located in the same hex as a fort sets up occupying it.

Set Up:

UK

UK

UK

UK

UK

UK

UK

UK

UK

UK

UK

UK

UK

UK

UK

UK

Country

UK

UK

UK

UK

UK

UK

UK

Counter ID Location Entry-H Entry-V R S

Naval Evac

1 Canada

2

8

9

Home Flt

Force H

Med Flt

1 Convoy

2 Convoy

3 Convoy

Events

Surprise Attack Events

2xTanks Events

ComWealth Extra

Trade Factories 3

Fac Lost On-Map Fac

Count 1

Lend Lease to UK

Extra

Factories 5

Lend Lease Turn Track Nov-43 NA to UK

2611

2807

5022

5445

10 5226

Home 2411

Gib 4706

Gibraltar Fort 4706

Malta 4827

Malta Fort 4827

2807

4827

5022

5647

2807

5022

4

2

UK

UK

UK

UK

4 Convoy

Ftr Cmd

1 RAF

2 RAF

5445

2611

5022

2807

2

2

4

UK Bm Cmd 2611 4

UK/USA Airdrop Events

USA

USA

Surprise Attack

5

Events

4715

USA

USA

USA

USA

USA

USA

USA

USA

USA

USA

USA

USA

7

8 AAF

9 AAF

12 AAF

8 Fleet

12 Fleet

1 French

1

4622

2710

4622

E.N.Amer

1 Convoy E.N.Amer

2 Convoy 4622

3 Convoy

4 Fleet

4715

2210

4622

Mobilization

Mobilization Dec-43 NA

Mobilization Sep-43 NA

4

2

2

© 2014 GMT Games, LLC

38

Country

USA

USA

USA

Counter ID Location Entry-H Entry-V R S

3 Mobilization Dec-43 NA

15 AAF Mobilization Nov-43 NA

4 Convoy Mobilization Dec-43 NA

USA

USA

9 Mobilization May-44 Dec-43

FTAF Mobilization Apr-44 Dec-43

Western 2xGround Support Events

Western Free Forces Events Oct-43 NA

Western Partisans Events Nov-43 NA

Western Mulberry Events Feb-44 Sep-43

Western Strategic Move Events

Western ULTRA Events

Western ULTRA Events Oct-43 NA

32.4.4 Soviet Faction

Active Countries:

USSR: National Will= 20. Factory Count= 6.

Special Rules/Notes:

• At the start of the scenario, a ground unit located in the same hex as a fort sets up occupying it.

• When upgrading a unit, the numeric designation of the units involved may be ignored.

Example: The 1 Guards Tank army does not have to upgrade the 1 Tank army.

• A USSR Gd motorized unit can upgrade a USSR infantry unit

[except Shock].

• A USSR Gd Tk unit can upgrade a USSR tank unit.

Set Up:

Country Counter ID Location Entry-H Entry-V R S

Soviet 2xGround Support Events

Soviet Partisans Events

Soviet Partisans Events Sep-43 NA

Soviet

USSR

Strategic Move Events

Surface Action Events

USSR Heavy Arty Events

USSR 3xTanks Events

USSR

USSR

USSR

USSR

USSR

USSR

Bessarabia Cd Area

E. Poland

Estonia

Karelia

Latvia

Lithuania

Cd Area

Cd Area

Cd Area

Cd Area

Cd Area

USSR

USSR

USSR

Fac Lost

Lend Lease to USSR

Lend Lease to USSR

On-Map

Fac Count 1

Extra

Factories 4

Turn Track Dec-43 NA

USSR

USSR

Urals Factories Extra

Factories 9

3 Mobilization

USSR 4 2553

USSR 7 0647

Unconditional Surrender ~ Playbook

Country Counter ID Location Entry-H Entry-V R S

USSR 9 2149

USSR

USSR

11

14

1548

1248

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

1 Gd

2 Gd

3 Gd

4 Gd

5 Gd

6 Gd

7 Gd

8 Gd

5 Air

1 Convoy

1 Shock

2 Shock

3 Shock

4 Shock

5 Shock

2 Tank

16 Mobilization

22 Mobilization

23 2351

27 1546

30 2150

33 Mobilization

44 3454

45 4058

46 3555

50 Mobilization

51 3254

62 Mobilization

1 Air

2 Air

3 Air

4 Air

1750

2051

3156

2655

4

2

4

2

2354

4058

1847

1646

1948

2048

3154

2652

2954

3156

3054

2453

2852

2752

2953

2955

10 Gd

11 Gd

1 Gd Tk

3 Gd Tk

2152

2250

2751

2452

4 Gd Tk

5 Gd Tk

2252

2754

Leningrad Fort 1546

Moscow Fort 2154

Heavy Arty

Heavy Arty

Events

Events

Aug-43 NA

Dec-43 Sep-43

6 Tank Mobilization Dec-43 Sep-43

Surprise Attack Events Jan-44 Sep-43

6 Gd Tk

2 Gd Tk

Upgrade Sep-44 Mar-44

Upgrade Oct-44 Sep-44

9 Gd Upgrade Jan-45 Sep-44

Surprise Attack Events Jan-45 Sep-44

4

2

© 2014 GMT Games, LLC

Unconditional Surrender ~ Playbook

39

32.5 Europe 1944-1945

This covers the whole war from summer 1944 until the end.

32.5.1 Basics

Factions: Axis, Western, Soviet

Maps Used: East and West

Scenario Length: 15 turns. Jun 1944 to Aug 1945.

Victory Conditions: The Allied factions win if Germany is conquered. The Axis faction wins if the Allied factions do not win.

Policies: The Home Defense, Cooperation Limits, and Neutral

Non-Violation policies are in effect.

Conditional Events: Only Country Activation, Country Collapse and Conquered Country may occur. All others have occurred.

Bombed Markers: Each of these cities contains one Bombed marker: Aachen, Berlin, Bremen, Dresden, Düsseldorf, Frankfurt,

Hanover, and Munich

Control Markers:

• The following cities are Axis controlled.

◊ All cities in Belgium, Denmark, France, Netherlands, Greece

(including Crete), Norway, Poland, and Yugoslavia.

◊ USSR: Brest, Kaunas, Kishinev, Lvov, Minsk, Riga, Talinin,

Vilnius, and Vyborg

• The following cities are Western controlled.

◊ Italy: Brindisi, Catania, Naples, Palermo, Taranto

◊ All cities in French North Africa, Corsica, Libya, Sardinia,

Sicily, and Syria.

Diplomacy Markers: NA

Pro-Faction Markers: NA

Special Rules/Notes:

• The first turn’s weather is Fair in each weather zone.

• There is no Diplomacy Phase.

• All countries that are not active or conquered are neutral and can be activated.

• Vichy is an active Axis country, but its units and Prod markers are removed from the scenario.

• Poland, Belgium, Netherlands, Denmark, Norway, France,

Yugoslavia, and Greece have been conquered by the Axis faction.

Put a National Will marker from each of these countries in the

Conquered Allied Countries box.

• French North Africa, Italy, and Syria have been conquered by the Western faction.

© 2014 GMT Games, LLC

32.5.2 Axis Faction

Active Countries:

Bulgaria: National Will= 4. Factory Count= 1.

Finland: National Will= 4. Factory Count= 1.

Germany: National Will= 42. Factory Count= 15.

Hungary: National Will= 2. Factory Count= 1.

Romania: National Will= 2. Factory Count= 1.

Vichy: National Will= 5. Factory Count= NA.

Special Rules/Notes: NA

Set Up:

Country

Axis

Counter ID Location Entry-H Entry-V R S

2xGround Support Events

Axis Strategic Move Events

Bulgaria 1 3938

Bulgaria 5 3842

Finland Isthmus 1545

Finland Talvela 1247

Finland W.Fin 1441

Finland N.Fin 0643

Germany Heavy Arty Events

Germany Jets Events

Germany Surface Action Events

Germany 2xSubmarines Events

Germany Surprise Attack Sur Att

Holding Box

Germany Tanks Events

Germany Polish Corridor Cd Area

Germany Alsace-Lorraine Cd Area

Germany Economic Extra

Reforms Factories 5

Germany Economic Turn Track Dec-44 NA

Reforms

Germany Fac Lost On-Map

Fac Count 8

3610 Germany 1

Germany 2

Germany 4

Germany

Germany

6

Germany 7

8

Germany 9

2442

2345

3344

3209

3140

2544

Germany 10 3927

Germany 11 2234 R

Germany 12 2638

Germany 14 3926

Germany 15 2716

Germany 16 1943

Germany 17 Mobilization

Germany 18 1642

Germany 19 3817

Germany 20 0647 L

Germany Afrika 2616

Germany Liguria 3622

Germany Nor 1623

Germany Vlasov Mobilization

40

Country

Germany

Germany

Germany

Germany

Germany

Germany

Germany

Counter ID Location Entry-H Entry-V R S

1 Para 2719 R

1 Gar

2 Gar

2125

2813

3 Gar

4 Gar

5 Gar

6 Gar

2912

2910

3107

3621

Germany

Germany

7 Gar

8 Gar

Mobilization

2041

Germany 9 Gar 3525

Germany 1Pz 2941

Germany 2Pz Mobilization

Germany 3Pz 2144

Germany 4Pz 2742

Germany 5Pz 3014

Germany

Germany

Germany

Germany

Germany

Germany

Germany

Germany

1 Luf

2 Luf

3 Luf

4 Luf

5 Luf

6 Luf

Luf Re

1 Convoy

2041

3525

3017

2939

1718

2442

2622

1623

Germany

Germany

6 SS

11 SS

Hungary 1

Hungary 2

Mobilization Sep-44 NA

Mobilization Nov-44 Sep-44

2939

3138

Hungary 3

Romania 1

3234

3643

Romania 3 3445

Romania 4 3241

4

4

4

4

4

4

4

32.5.3 Western Faction

Active Countries:

UK: National Will= 16. Factory Count= 9.

USA: National Will= 10. Factory Count= NA.

Special Rules/Notes: At the start of the scenario, a ground unit located in the same hex as a fort sets up occupying it.

Set Up:

Country

UK

UK

UK

UK

UK

UK

UK

UK

UK

Counter ID Location Entry-H Entry-V R S

Naval Evac Events

Surprise Attack Events

2xTanks Events

ComWealth Extra

Trade Factories 3

Fac Lost On-Map Fac

Count 1

Lend Lease to UK to UK

Extra

Factories 7

Lend Lease Turn Track Nov-44 NA

1 Canada 2611

2 2710

Unconditional Surrender ~ Playbook

UK

UK

UK

UK

UK

UK

UK

UK

Country

UK

UK

UK

UK

UK

UK

UK

Counter ID Location Entry-H Entry-V R S

8 4027

9

10

5445

5226

L

L

Home 2411

Gib 4706

Gibraltar Fort 4706

Malta 4827

Malta Fort

Home Flt

Force H

Med Flt

1 Convoy

2 Convoy

3 Convoy

4 Convoy

4827

2611

2710

4231

2611

2710

4231

4622

UK

UK

UK

UK

Ftr Cmd

1 RAF

2 RAF

Bm Cmd

2611

4028

2710

2611

2

2

4

4

UK/USA Airdrop Events

USA Surprise Attack Events

USA

USA

1 French

1

4622

2807

USA

USA

USA

USA

USA

USA

USA

USA

3

5

8 AAF

9 AAF

2607

4026

7 4526

9 Mobilization

2710

2807

12 AAF 4127

FTAF E.N.Amer

4

2

USA

USA

USA

USA

USA

USA

USA

USA

1 Convoy

2 Convoy

3 Convoy

4 Convoy

4 Fleet

8 Fleet

12 Fleet

15 AAF

2807

4526

2607

4127

2607

4526

2807

4127

Western 2xGround Support Events

Western Free Forces Events

Western Partisans Events

Western Mulberry Events

Western Strategic Move Events

Western ULTRA Events

Western ULTRA Turn Track Aug-44 NA

4

© 2014 GMT Games, LLC

Unconditional Surrender ~ Playbook

32.5.4 Soviet Faction

Active Countries:

USSR: National Will= 46. Factory Count= 9.

Special Rules/Notes:

• At the start of the scenario, a ground unit located in the same hex as a fort sets up occupying it.

• When upgrading a unit, the numeric designation of the units involved may be ignored.

Example: The 1 Guards Tank army does not have to upgrade the 1 Tank army.

• A USSR Gd motorized unit can upgrade a USSR infantry unit

[except Shock].

• A USSR Gd Tk unit can upgrade a USSR tank unit.

Set Up:

Country Counter ID Location Entry-H Entry-V R S

Soviet 2xGround Support Events

Soviet Partisans Events

Soviet Partisans Events Jul-44 NA

Soviet

USSR

USSR

USSR

Strategic Move

Surface Action

2xHeavy Arty

Heavy Arty

Events

Events

Events

Events Aug-44 NA

USSR Surprise Attack Events

USSR 3xTanks Events

USSR

USSR

Bessarabia

E. Poland

Cd Area

Cd Area

USSR

USSR

USSR

USSR

Estonia

Karelia

Latvia

Lithuania

Cd Area

Cd Area

Cd Area

Cd Area

USSR

USSR

USSR

Fac Lost

Lend Lease to USSR

Lend Lease to USSR

On-Map

Fac Count 1

Extra

Factories 6

Turn Track Dec-44 NA

USSR

USSR

Urals Factories Extra

3

Factories 9

2648

USSR

USSR

USSR

USSR

4 Mobilization

7

9

0548

2047

11 0748

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

14

16 Mobilization

22 Mobilization

23

27

30

1248

2348

1546

3350

33 Mobilization

44 Mobilization

USSR 45 Mobilization

USSR 46 3346

The

French army in battle

41

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

Country

USSR

USSR

USSR

USSR

USSR

USSR

USSR

Counter ID Location Entry-H Entry-V R S

50 Mobilization

51 2848

62 1647

1 Air

2 Air

3 Air

4 Air

5 Air

1 Convoy

1 Shock

2 Shock

3 Shock

4 Shock

5 Shock

2 Tank

1746

2047

3149

2845

2648

3649

1945

1645

1844

2045

3345

2546

6 Tank

1 Gd

2 Gd

3 Gd

4 Gd

5 Gd

6 Gd

7 Gd

8 Gd

10 Gd

11 Gd

1 Gd Tk

2644

1745

2346

2942

3 Gd Tk

4 Gd Tk

2844

3041

5 Gd Tk 2245

Leningrad Fort 1546

3243

3141

3649

2842

3244

2845

2545

3142

Moscow Fort

6 Gd Tk

2 Gd Tk

9 Gd

2154

Upgrade Sep-44 NA

Upgrade

Upgrade

Surprise Attack Events

Oct-44 Sep-44

Jan-45 Sep-44

Jan-45 Sep-44

4

2

3

4

4

3

© 2014 GMT Games, LLC

42

Unconditional Surrender ~ Playbook

32.6 Germany 1945

This covers the invasion of Germany.

32.6.1 Basics

Factions: Axis, Western, Soviet

Maps Used: East and West

Scenario Length: 8 turns. Jan 1945 to Aug 1945.

Victory Conditions: The Allied factions win if Germany is conquered. Otherwise, the Axis faction wins.

Policies: The Cooperation Limits policy is in effect.

Conditional Events: Only Country Collapse and Conquered

Country may occur. All others have occurred.

Bombed Markers: Each of these cities contains one Bombed marker: Berlin, Bremen, Frankfurt, Hanover, Leipzig, and Munich

Control Markers:

• The following cities are Axis controlled: Amsterdam, Budapest,

Lodz, Krakow, Rotterdam, Sarajevo, Split, Warsaw, and Zagreb.

• The following cities are Western controlled: Aachen, Metz,

Strasbourg, and all cities in Belgium, Occupied France, and

Vichy.

• The following cities are Soviet controlled: Belgrade, Debrecen,

Nis, and all cities in Bulgaria and Romania.

Pro-Faction Markers: NA

Special Rules/Notes:

• There is no Declare War or Diplomacy Phase.

• For Strategic Warfare,

◊ There are eight conquered Allied countries and there is no

Axis air unit in Sea Zone 3, 4, or 5. This is always in effect.

◊ The only Fac Lost marker in play belongs to Germany. It is moved as per Strategic Combat results. Ignore any reference to moving an Allied Fac Lost marker.

◊ ULTRA and Partisans markers cannot be used for Strategic

Warfare.

• No faction can attempt an Amphibious Invasion.

• The only countries that are active are Germany, UK, USA, and

USSR. In addition, the only other countries which are in play are Belgium, Bulgaria, Netherlands, Hungary, Occupied France,

Poland, Romania, Vichy [except Corsica], and Yugoslavia. All other countries or Overseas areas are prohibited. [Exception:

For tracing a supply line, the Axis faction can use the Transport line in Italy that runs from hex 3424 to 3527.]

© 2014 GMT Games, LLC

32.6.2 Axis Faction

Active Countries:

Germany: National Will= 30. Factory Count= 13.

Special Rules/Notes: After determining Germany’s production points for the turn, reduce the amount by five. This represents production sent to the Italian Front.

Set Up:

Country

Axis

Counter ID Location Entry-H Entry-V R S

Strategic Move Events

Germany Heavy Arty Events

Germany Jets Events

Germany Surprise

Attack

Sur Att

Holding Box

Germany Tanks Events

Germany Polish Corridor Cd Area

Germany Alsace-Lorraine Cd Area

Germany Economic Extra

Germany

Reforms Factories 6

Economic Turn Track Jun-45 NA

Reforms

Germany

Germany

Fac Lost On-Map Fac

1

Count 8

3020

Germany 2 2535

Germany 4

Germany 6

Germany 7

Germany 8

2336

3232

2920

3032 R

Germany 9 2635

Germany 11 Mobilization

Germany 12 2617

Germany 15 2719

Germany 16 1937 R

Germany 17 2934

Germany 18 2035 R

Germany 19 3121

Germany Afrika 2616

Germany Vlasov Mobilization

Germany

Germany

Germany

Germany

Germany

Germany

1 Para

2 Gar

3 Gar

4 Gar

5 Gar

8 Gar

2718

Mobilization

3130

2521

Mobilization

Mobilization

Germany 1Pz 2830 R

Germany 2Pz 3532

Germany 3Pz 2235 R

Germany 4Pz 2835

Germany 5Pz 2819

Germany 6 SS Mobilization

Germany 11 SS 2631 R

Germany

Germany

Germany

1 Luf

3 Luf

4 Luf

2234

2921

2934

4

4

4

Germany

Germany

Germany

5 Luf

6 Luf

Luf Re

2521

2634

2622

4

4

6

Unconditional Surrender ~ Playbook

43

32.6.3 Western Faction

Active Countries:

UK: National Will= NA. Factory Count= NA

USA: National Will= NA. Factory Count= NA

Special Rules/Notes:

• No naval units are used in this scenario and the following rules apply every turn.

◊ A UK or USA air or ground unit can use naval transport if it starts its activation in a port.

◊ A UK or USA unit is in Full Supply if it can trace a supply line to a friendly port.

• At any point during its Actions Sub-Phase, the Western faction may place up to two Bombed markers in Axis friendly Factory hexes in Germany (one per hex, per standard rules). This placement cannot be interdicted. This represents bombing runs

from the USA 15 AAF in Italy.

Set Up:

Country

UK

UK

UK

UK

UK

UK

UK

Counter ID Location Entry-H Entry-V R S

Naval Evac Events

Surprise Attack Turn Track Feb-45 NA

1 Canada 2716

2

Ftr Cmd

2 RAF

Bm Cmd

2717

2716

2816

2611

2

4

4

UK/USA Airdrop Events Feb-45 NA

USA Surprise Attack Events Mar-45 NA

USA

USA

1 French

1

3120

2817

USA

USA

USA

USA

3

7

9

8 AAF

2919

3019

2818

2710 4

USA

USA

9 AAF

FTAF

3018

3120

4

2

Western Free Forces Events

Western Partisans Events

Western Strategic Move Events

Western ULTRA Events

Western ULTRA Events Mar-45 NA

Set Up:

32.6.4 Soviet Faction

Active Countries:

• USSR: National Will= NA. Factory Count= 25 Every Turn

As a reminder, put the USSR Fac. Count marker in the On-

Map Factory Count Track’s 15 box and Urals Factories marker in the On-Map Factory Count Track’s 10 box.

Special Rules/Notes:

• When upgrading a unit, the numeric designation of the units involved may be ignored.

Example: The 1 Guards Tank army does not have to upgrade the 1 Tank army.

• A USSR Gd motorized unit can upgrade a USSR infantry unit

[except Shock].

© 2014 GMT Games, LLC

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

USSR

Country Counter ID Location Entry-H Entry-V R S

Soviet Partisans Events

Soviet Partisans Events Feb-45 NA

Soviet Strategic Move Events

USSR

USSR

USSR

USSR

2xHeavy Arty Events

Heavy Arty Events

Surprise Attack Events

Surprise Attack Events

Feb-45

Apr-45

NA

NA

USSR 2xTanks Events

USSR Bessarabia Cd Area

USSR

USSR

E. Poland

Estonia

Cd Area

Cd Area

USSR

USSR

USSR

USSR

Karelia

Latvia

Lithuania

Cd Area

Cd Area

Cd Area

4 Mobilization

9 3533

44 Mobilization

45 Mobilization

46 3333

51 3632

1 Air 1941 2

2 Air

3 Air

2438

3234

4

4

4 Air

5 Air

1 Shock

2 Shock

3 Shock

4 Shock

5 Shock

1 Gd

3638

2938

1938

2436

2438

2037

2536

3034

2

4

2 Gd

3 Gd

4 Gd

5 Gd

6 Gd

7 Gd

8 Gd

10 Gd

11 Gd

1 Gd Tk

2 Gd Tk

3 Gd Tk

2136

2636

2638

2938

4 Gd Tk

5 Gd Tk

6 Gd Tk

9 Gd

2935

2337

3133

Upgrade

Surprise Attack Events

2236

2836

3432

2936

2036

3233

2736

1939

44

33.0 Rules Notes

This section contains various notes related to rules and game mechanics that help in provide a better understanding of how to play. These are not new rules.

33.1 Rules to Avoid Getting Wrong

Here are rules which may be played incorrectly by someone new to the game or who hasn’t played it in a long time.

33.1.1 Amphibious Invasion

Only Severe weather in a hex prevents an Amphibious Invasion into that hex. The weather in a Sea Zone does not matter.

Therefore, a hex in the Desert Weather Zone is always vulnerable.

33.1.2 Conditional Events

Do not forget these exist. The Player Aid Sheet has a look-up list.

33.1.3 Diplomacy Stops

There is no Diplomacy unless at least one of these policies is in effect: Appeasement, Nazi-Soviet Pact, or Moscow Treaty.

33.1.4 Factory Count

An Axis friendly Factory with a Bombed marker is included in

Germany’s Factory Count.

The Germany, UK, and USSR Factory Count formula is On-

Map Factory Count minus Factories Lost (if this total is less than zero, raise it to zero) plus Extra Factories.

Unconditional Surrender ~ Playbook

33.1.5 Ground Combat

A ground unit cannot make a Mobile attack and designate an

Assault attack in the same phase. It is one or the other.

A ground unit can make multiple Mobile attacks in a phase provided it has sufficient movement for each attack.

Any ground unit can do a Mobile attack (not just tank units).

A ground unit can make only one Assault attack in an activation.

A ground unit occupying a fort can only be attacked with an

Assault.

A ground unit occupying a fort must exit the fort in order to attack. It cannot occupy the fort again in that activation.

A ground unit occupying a fort does not exert a ZOC.

The + # part of a CRT result does not apply to ground combat.

Only look at the letters.

33.1.6 Ground Unit and Enemy Zone of Control

At any point during its activation [except at the start of its activation], if a ground unit is in a hex containing an EZOC, it must either end its activation or attack an adjacent enemy unit.

Therefore, after a ground unit’s initial move, attack, or Advance after Combat, if it is in an EZOC, it must stop or attack. It cannot just move out of that EZOC.

33.1.7 Ground Unit and National Will

Only a field ground unit that is eliminated in combat as the

defender causes a country to lose National Will.

33.1.8 Mobilization Timing

Mobilization occurs after Replacements, so a newly mobilized unit cannot be improved in that same turn.

33.1.9 Movement

Each time a ground unit attacks a hex, it must pay the terrain and “Attacking a hex” movement point costs.

Only MP costs beginning with a “+” are cumulative with other

MP costs.

Faded-Dot hexes are prohibited for ground movement. An air unit can move through them if not otherwise prohibited.

33.1.10 Policies

Remember the Home Defense Policy. Someone must stay home.

The Axis faction must declare war on a faction before it can attack a country that belongs to that faction. Declaring war on

a country does not end the Appeasement or Nazi-Soviet Pact policy.

If the Appeasement, Nazi-Soviet Pact, or Moscow Treaty policy is in effect, it affects which faction a newly activated country joins.

33.1.11 Replacements

To be improved, a unit must be in Full Supply and not marked with a Strategic Move marker.

A maximum of two Sorties may be removed from an air or naval unit in one Replacements Phase.

© 2014 GMT Games, LLC

Unconditional Surrender ~ Playbook

45

33.1.12 Retreat and Advance after Combat

A retreat is always one hex in total and must put a one hex gap between the attacker and defender.

An Advance after Combat is into the Defender’s vacated hex.

33.1.13 Sorties

If an air or naval unit fights a combat while performing an action, then for that action, the only Sorties it adds to its total is the amount suffered in combat.

In other words, a unit that fights in a combat does not add the

Sorties it received in combat plus another one for the Action it performed.

33.1.14 Supply

A unit’s supply state can be reduced only one time per turn, regardless of how many failed supply line traces were made to supply it.

If a unit successfully traces a supply line it goes up to Full

Supply regardless of its current supply state.

A warship unit does not require a convoy to trace a supply line, but it can use one if it wants to. Also, a warship unit can trace its own supply line even if has 6 Sorties.

33.1.15 Weather

Weather effects on combat differ based on the unit and the weather.

Weather effects on combat can affect one or both sides.

Weather’s only effect on movement is the extra MP cost to attack a ground unit.

33.2 Pro-[Faction] Marker Related Events

The following deals with the Pro-[Faction] marker part of the respective rule found in the Rulebook.

33.2.1 Area Seized

If the selected country was Estonia, Latvia, or Lithuania, it ceases to exist. Remove any Pro-[Faction] marker in it.

If it was not Estonia, Latvia, or Lithuania, do the following.

• If it has no Pro-[Faction] marker in its capital, put a Pro-Axis marker in it.

• If it has a Pro-[Allied] marker in its capital, remove it.

• If it has a Pro-Axis marker in its capital, leave it there.

33.2.2 Conquered Country [except France]

The faction that conquered the country puts a friendly Pro-

[Faction] marker in the Diplomacy Cup and may do one of the following.

• Select one neutral country that has no Pro-[Faction] marker in it and shares a land border with the just-conquered country.

Put a friendly Pro-[Faction] marker in its capital hex.

• Select any one neutral country that has an enemy Pro-

[Faction] marker in its capital hex and remove it.

© 2014 GMT Games, LLC

Every day of battle brings us closer to the goal

33.2.3 East Invaded

The Axis faction may select any one neutral country that ceded a Disputed Area to the USSR and apply the Political Success event to it.

33.2.4 France Conquered; or UK, USA, or USSR

Collapse

The Axis faction may select any one neutral country and apply the Political Success event to it.

33.2.5 Political Failure Event

The non-phasing faction applying this event must select one neutral country that shares a land border with an active country belonging to the phasing faction.

The terms friendly or enemy below refer to the applying (i.e., non-phasing) faction.

If the selected neutral country

• has no Pro-[Faction] marker in it, put a friendly Pro-[Faction] marker in its capital hex.

• has a friendly Pro-[Faction] marker in it, that neutral country activates and joins the non-phasing faction.

• has an enemy Pro-[Faction] marker in it, remove the marker.

33.2.6 Political Success Event

The faction applying this must do one of the following.

• Select a neutral country that has no Pro-[Faction] marker in it and shares a land border with an active friendly country. If the Western faction is applying this event, the neutral country can instead share a Sea Zone with an active friendly country.

Put a friendly Pro-[Faction] marker in its capital hex.

• Select any neutral country that has a friendly Pro-[Faction] marker in its capital hex. That neutral country activates and joins the friendly faction.

• Select any neutral country that has an enemy Pro-[Faction] marker in it and remove it.

33.2.7 Pro-[Faction] Marker pulled from

Diplomacy Cup

• If the pulled marker had an enemy faction on it, no event occurs; continue with play. Do not pull another marker from the Cup.

• If the pulled marker had a friendly faction on it, the phasing faction applies the

Political Success event.

46

34.0 Tactical Tips

Things to keep in mind as you try to take over or save Europe.

Air Superiority: If you have a higher air combat DRM or more fighter units, launch Air Strikes against enemy fighter units before you start the land campaign, just like they did in WW2.

If enemy air units are full of Sorties, they’ll be limited in how many ground combats they can support.

Remember to activate and move your air units into position before activating your next ground unit. It can be easy to forget to do this, especially after you’ve punched a hole in the enemy line. Caught up in the moment, you immediately activate a new ground unit to exploit the gap. Unfortunately, you left your air unit too far behind to help support it.

Attack or Encircle: Sometimes a sledgehammer can be just as

effective as a rapier. There are times (mainly when you have a combat DRM advantage) that attacking straight ahead multiple times may be more effective than encircling the enemy to attempt to create large pockets of enemy units. If creating a pocket means you are attacking less in a turn, you may be giving your opponent time to recover and survive long enough to break out

(especially if the pocketed troops have a supply source).

Having said the above, a pocket can be very effective at reducing the enemy’s ability to fight, especially if the units in the pocket have been cut off from their supply source. If enemy units cannot stay supplied, they will have significantly reduced combat and movement capabilities.

Avoid Traffic Jams: Be careful where you end a ground unit’s activation. A ground unit can be activated only one time per phase; it cannot end stacked with another ground unit; and an

EZOC is not negated by a friendly unit. Avoid ending a unit’s movement in a hex that will prevent your other units from being able to move into or through that location.

Even though air and naval units can be activated multiple times per phase, they have their own traffic issues. Two units of the same type can’t simply swap their locations due to stacking limits. One has to get out of the way first. Historically, different units could not simply or quickly exchange positions in the line.

Unconditional Surrender ~ Playbook

City Defense: A city is generally a speed bump rather than a road block. That’s because the negative ground combat DRM for attacking a city is not very bad and it is not combined with other rough terrain in the hex. Protracted city campaigns such as in Stalingrad were more the exception than the rule.

Sometimes it is better to defend in front of or beside a friendly city rather than directly in it. Doing that takes advantage of the fact that a friendly city keeps a friendly unit from being considered Isolated and provides a place to retreat into (as long as you’re putting a one hex gap between the attacker and defender).

Similarly, it may be better to retreat next to a city rather than in it. If you retreat into a city, the enemy can attack you again and possibly Advance after Combat into it. If you are next to the city, your ZOCs may prevent direct movement into the city and there is no Advance after Combat into the city.

Don’t Panic and Bring a Towel (a Hitchhiker’s Guide to the

Galaxy reference): The low counter density means that a few losses might leave large holes in your line. Don’t panic. Reform the line. As long as you have the production, dead units come back to life in two turns. What’s the towel for? Read the book.

Germans Don’t Die: Patience; they will. (No offense to the

German buyers of this game.) Because of the combat system and abstract simulation of army strength, during the early years of the war, German ground units suffer very few strength reductions. This seems to run contrary to historical events. However, strength reduction in USE does not try to simulate the everyday losses suffered by units fighting. Instead, ground unit reduction is more a representation of a massive loss of materiel, cohesion, and morale in such a short time frame that the steady flow of replacements and time cannot handle it. Remember, USE is

more about force projection rather than actual quantities of men and equipment.

Unlike in other games that have a more detailed representation of manpower losses, the early main goal for the Allied player is survival to delay and disrupt Axis conquest plans.

It is not to attrit German strength so there are fewer Germans later in the war.

Certainly, the Allied player should take the opportunity to reduce or eliminate a German (or other Axis) army when it presents itself as that can disrupt an Axis offensive. However, early Allied success should not be judged on that. Instead, be patient, survive, and wait for later in the war when the power of Allied forces grows to the point when German units can definitely be reduced.

Have a Reserve (but not too much): This is a key tip. More units on the front line means it is harder to wipe out and the more offensive potential you have on your turn. However, not every unit needs to be on the front line. If you have a unit or two to spare, put them a few hexes behind your front line, especially in key locations that protect supply lines or prevent encirclement.

Defensively, this prevents enemy units from pouring through a hole they’ve punched in your front line. Offensively, it gives you a unit to either exploit a hole you put in their line, or plug up a hole in your line after your offensive is done and your front line units are scattered around.

The flip side to this tip is to not put too many units in reserve. A front line with many gaps (even if only one hex wide), will make it easier for your opponent to open a wider hole in your line.

He can then use it to trap and isolate the next defender along the line. During playtesting, we referred to this as “unzipping

the line.” Related to this is the Watch your Flanks tip below.

Luck Isn’t Always a Lady: This is more of a warning than

a tip. Due to the CRT and combat system, a combat result is one out of a possible 36 outcomes. Because many combats are fought in the game, over the course of time, combat luck should average out for all sides. However, a streak of good or bad luck at a critical time can have a huge impact on a campaign. A well planned defense or attack can easily unravel when Lady Luck is cruel. Similarly, the lucky or unlucky break in a weather roll can make the difference in a campaign’s success. Luck can be very frustrating at times. But your historical counterparts had to contend with it, so you do also. For a sad, but often true view on this, see Laws of Gaming (37).

Mobile vs. Assault: If the ground combat DRM are close or slightly in your favor, multiple Mobile attacks are often worth more than a single Assault with a slightly better DRM. With an

Assault you only get one chance to roll. With Mobile, you roll over and over (assuming you have spare movement allowance).

Russia is Big: The USSR a very big place that continually stretches your front line the deeper into it you are. As that line spreads, it becomes increasingly brittle. If it breaks, don’t panic, especially if you have a reserve.

If you are the Soviet faction, the worst that will happen is the

USSR will collapse. This sounds terrible, but it might actually

give you back territory. In USE, that’s not necessarily the end of the game, though it certainly makes it harder to win as the Allies.

If you are the Axis faction and deep in Russia, you may lose a lot of your units in just a few turns (especially when the Big

Bear gets nasty later in the war). But Germany will be far to the rear so you should be able to rebuild a line (admittedly closer to Germany) before the Russians are dancing in Berlin.

Also, as the Axis faction, there also comes a time when you need to consider a general retreat of the front line to shorten it and/or help free up a few units to act as reserves. However, one needs to be careful when doing this in USE. Because of its integrated movement and combat system, the Russians may still be able to reach your front line and cause major losses.

Surprise, Surprise, Surprise: Keep an eye on Surprise Attack markers. That marker can make a big difference punching a hole in a line and allows amphibious invasions to occur. Its presence in, or absence from, a Faction Card’s Events box often affects an opponent’s play.

Watch those ZOCs: The very sticky EZOC rules are quite effective at bogging down enemy movement. Avoid getting stuck in them yourself.

Unconditional Surrender ~ Playbook

47

A line of ZOCs made by two units that are three hexes apart (i.e., there are two empty hexes between the units) can be penetrated by the enemy. It’ll take a few turns, but it can be done. Don’t count on such a defensive line to hold for very long.

Watch your Flanks: Avoid leaving holes in your line that an enemy unit can slip through or around to cut off your supply line. And by “line” I’m not only referring to a line

of adjacent units, but also one of adjacent ZOCs. You’ll not immediately die for lack of supplies, but your units will suffer from significantly reduced movement allowance and reduced combat DRM.

The other danger is that it may result in your units being unable to retreat or becoming Isolated (a condition that gives a specific DRM bonus to the attacker). This quickly increases your losses.

Related to this is that you may not want to Advance after Combat.

Sometimes it is better to leave a location under enemy control rather than advance and leave a hole in your line. This is especially important to the Axis which goes first in the turn.

Weather Advisory: The Poor and Severe weather conditions effects may not seem that bad when first looked at. However, their cumulative effect can significantly slow down offensive combat operations. Don’t underestimate them.

You vs. Them: Sometimes a campaign is not about what you get from it, but rather what you deny the enemy from getting.

Strategic warfare in particular is like this. The enemy losing some production points at just the right time or over a significant period can have much more benefit to your war effort than you think. For want of a nail…

35.0 Play-By-Email Adjustments

If playing USE using a Play-By-Email program, the following should reduce the number of email exchanges and thus speed game play time (especially for the smaller scenarios or in the early turns of the campaign game). The changes should not significantly affect play balance.

Do not use the Will-Commit/Will-not-Commit markers in Step 2 of the Combat Sequence. Instead, the attacker declares all commitments, followed by the defender.

Have the Axis player do all the Phases through the Axis faction’s

Operations Phase. Depending on the game situation, Allied production point transfers between countries or the Allied Strategic

Movement Phase may need to be done before the Axis Operations

Phase in order to keep the Axis from exploiting a situation that would not occur in the normal sequence of events. In such a case the Allied player can inform the Axis player ahead of time what to do or simply request to run it themselves.

When the Axis player is done with the Axis Operations Phase, the

Allied player does everything from the Allied Operations Phase to the end of the turn. As before, depending on the situation, the

Axis player may provide input into what they would like to do for

Diplomacy, Replacements, etc. or request to run it themselves.

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36.0 Solitaire Play Adjustments 38.0 Designer’s Notes

Given its relatively low counter density and the fact that nothing except the commitment of Event markers to a combat is secret, USE is quite playable solitaire.

“Not just another World War Two game, but “Sal’s World War

Two game” – Ken Keller at ConsimWorld Expo 2009.

To address the one secret element, use the Will-Commit/Willnot-Commit markers in a combat to generate some uncertainty and randomness in the game. For combats in which the decision to commit an Event marker or an air unit is not obvious, flip a Will-Commit/Will-not-Commit marker as you would a coin. The side that lands face up decides whether an event marker or air unit will be committed to the combat.

To reflect that not all players play the same way you do, consider playing a faction with a specific type of personality

(such as aggressive) and try to make reasonably sound decisions along those lines—even if you wouldn’t normally play it that way. For example, aggressive Axis play would seek combat objectives of deep exploitation behind enemy lines at the expense of trying to always maintaining a solid front of friendly units/ZOCs.

37.0 Laws of Gaming

When your luck seems to be going from bad to worse, just look at these and realize that for some of us, it is a way of life.

37.1 Sal Vasta’s Laws of Gaming

Law #1: Just because I've played a lot and know what to do, doesn't mean I win a lot. That’s because I have to roll dice.

Law #2: It doesn't matter what the game situation is; it never goes easy for me.

Law #3: Despite the actual odds, the chance of me rolling something bad is always at least 50%. Whatever is left over is the chance of me rolling something disastrous.

37.2 Dan Mixer’s Laws of Inverse Proportionals

Law #1: The odds of rolling high or low are inversely proportional to the desired result.

Law #2: The odds of spectacularly succeeding are inversely proportional to the result’s importance.

The original title of the game (and the one shown on early prototypes) was “Sal’s World War II Game: Europe”, a title borne out of laziness or genius depending on your point of view.

Either way, it generally received a good reaction. Alas, business concerns dictated otherwise and so the title was changed to Unconditional Surrender! I still miss that old name.

The seeds of this game came out of my desire to have a strategic World War Two game that would be a low counter density, traditional hex wargame. It would be relatively simple and the emphasis was to be on the strategic action of the armed forces. It had to avoid a myriad of subsystems or mechanics which were below the game’s representation. In my opinion, many strategic level WW2 games are really operational level games expanded to include everything. They are fun, but also a lot more work.

I started with several game mechanic concepts that proved too much for a paper based board game. Some initial mechanics were too fiddly and time-consuming. Other concepts couldn’t handle what had to be covered without adding too many rules.

And every additional rule, no matter how simple, adds complexity to a game. So I made the following key decisions.

Ground Unit Scale: Since I wished to be able to look at a strategic level WW2 atlas and have the game look similarly, the unit scale was set to army level. From there it was only a small step to limit stacking to one of everything in a hex. It gave the look I wanted, simplified stacking rules, avoided build up and break down rules, and significantly reduced the number of counters needed. In some cases, however, the historical army level Order of Battle did not provide enough counters to cover a reasonable frontage (in particular the German forces defending

France in 1944). To help compensate, I created garrison armies to help fill out the front.

Air and Naval Unit Scale: Air and naval forces would be represented at the fleet level. This avoided complicating the game with detailed air and naval rules. For this decision, I owe a lot to the game Totaler Krieg!, which showed me air wings and fleets could achieve their strategic impact without tracking individual planes and ships. While this would disappoint those that would like to sink the Ark Royal with U-81, it was the price to pay to keep the design focused at the strategic level.

No Combat Factors: No unit would have combat factors.

Having spent many years moving counters around to gain an extra combat factor to maximize my odds on a Combat Results

Table, I chose to do away with them. So effectively I gave all units a combat factor of one and represented the differences between them with die roll modifiers.

Speaking of which, players may wonder why one modifier is negative while another is positive. They were not random decisions. I contemplated whether, in my opinion, the specific

DRM strengthened or weakened the attacker or defender in

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49 terms of what result it could potentially receive on the Combat

Results Table. In addition, I considered their impact on other game mechanics, such as interdiction of air/naval actions. So, for example, a defending convoy unit suffers a –2 DRM rather than the attacker getting a +2 DRM against it. By doing this, a severely depleted attacking warship unit has less chance of interdicting a convoy. This gave overseas ventures a greater chance to occur without adding more convoy units to the game.

One Combat System: One combat system would handle air, land, and sea battles, and it would not be a “Bucket of Dice” system. No offense to that system as it is fine in its own right.

It was just too unpredictable for this game. With all major armed forces at the macro level, one combat system made the game easier. No matter what was fighting, the sequence was the same and there was only one Combat Results Table to look at.

Far Off Places: The campaigns in places like Scandinavia and

Africa would be handled with forces within reasonable limits.

For places that always required supply via a convoy, that was relatively easy to manage. However, if an overland supply line could be established, things didn’t work. It did, however, come back to the design intent when I implemented the Faded Dot hex concept. By prohibiting areas of the map to ground units, it turned that section of the hex map into a point-to-point map.

From there, stacking limits took care of limiting the forces that could effectively take part in the action.

Attacking Slows Movement: An army that fights would move less distance compared to an army that does not fight. It is common in WW2 wargames to have units move to the extent of their movement allowance, attack, and then move again in

Advance after Combat. While that simulates breakthroughs, it felt odd that within the same time frame, unopposed units covered less distance than ones engaged in combat. So combat was integrated into the movement system. This isn’t the first game to do this, but it worked well to achieve this goal.

The one exception to this is amphibious invasions. A unit that conducts one may move one hex farther than a unit which uses regular naval transport. This exception was created because allowing units using regular naval transport to move and attack gave the Western faction too much flexibility to take advantage of the hex grid and low counter density.

Integrated Chrome: Special events and chrome would be mainly woven into the game’s core mechanics. World War 2 had a plethora of events that impacted the overall war on some level.

Airborne forces, intelligence gathering, jet technology, political coups, and partisans are just a few. However, these events also had to be kept in check in terms of their historical impact and the game’s complexity. I chose to represent them using event markers, often providing simple die roll modifiers.

This avoided complicated event rules, allowed me to manage their impact, and somewhat control how often they would occur.

An example is the early superiority of German armored warfare.

The Allies had no shortage of tanks, but their operational use did not compare with Germany’s. By giving Germany full tank armies, while giving the Allies only Tanks events markers, Germany was much more effective at mechanized warfare.

Less Scripted Diplomacy: Politics would not be repetitive and players would have limited control over influencing who their allies would be. Ultimately for simplicity’s sake, I chose to have political events occur through the use of random event marker pulls and thinly layered which way a country leaned politically.

Some players prefer a more historical or detailed political simulation. Personally, I like the surprise effect of alliances forming unexpectedly. And it wouldn’t be without historical precedent.

No one thought Germany and the USSR would sign the Non-

Aggression Pact. However, if you’re an historically-leaning player, by all means feel free to modify as you see fit. Just get your opponent’s permission to play with your house rule.

Allies Aren’t Fodder: Allied countries would not be used as cannon fodder. Many WW2 games have the Axis player repeatedly sacrificing the forces of Germany’s allies to save German units from harm. Yet this wanton sacrifice of allied forces has no political impact. In USE, if a player repeatedly sacrifices his allies, those countries will collapse.

No Accounting Degree Required: Economics needed to be simple enough to do on a track. I had no desire to spend a lot of time doing accounting. A basic “factories equal production points” system was designed to minimize the workload. Early versions of the game allowed for production points to be saved from turn to turn. However, this resulted in a level of activity that was too high and involved too many units. And over the course of time it became difficult to manage using tracks. Going go to a “Use it or lose it” system ratcheted down the activity and handled much easier on tracks. It also served to recreate the desperate times each faction felt when things were going against them. Germany should feel the pain as the two-front war develops and it has to decide where to spend its points.

Germany is not the Borg (a Star Trek reference): A German economy that improved with each conquest felt wrong and didn’t have historical support. Certainly Germany did exploit its conquests, but it also had to occupy those countries in order to maintain control over them. It served the economic system of the game (and I believe is more historically accurate) to not increase Germany’s (or another country’s) economy with each conquest.

Slow Burn Supply: Supply would not be game breaking. I’m not fond of games in which putting units out of supply causes near immediate, catastrophic results (or conversely games that give unsupplied units little to no penalty). While the former may be historically accurate within a game’s time scale, games are not reality. With such rules, players try to take advantage of the artificial structure of the game to get unreasonable results.

So I went with a slow supply drain method that kept units alive for a limited time, but at reduced movement and combat effectiveness.

Limited Overseas Operations: Overseas operations would be limited by available ports, convoys, and enemy air. There were reasons why the Western Allies didn’t invade all over

Europe. This was abstractly represented by the Sorties system and requiring a convoy unit to be located at the hostile end of a supply line (e.g., to supply a unit in Africa, a convoy needs to

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be based in Africa). In this way, a convoy's Sorties represents transport availability and port capacity.

Having a convoy on the hostile end limits how many units can be supplied overseas. On the first turn, a convoy with no Sorties could supply six units, but after that it is limited to two units per turn (assuming no interdiction) due to low Sorties replacement. If you want to keep supplying those six units turn after turn, you will need more ports and convoys in that area. So the

Axis player could try to ship Army Group South to Africa, but he’ll find keeping them all fully supplied nearly impossible.

In addition, a convoy on the hostile end makes the convoy vulnerable to enemy air strikes. Rather than add rules to represent port capacity and ways to damage, repair, and track that capacity, I made the convoy itself the target. So even if one plans an invasion with a small force that can be supplied by one convoy, a player will think twice about launching it far away from his own air cover in the face of enemy air that can render the convoy useless with constant air strikes.

Simple Strategic Warfare: Strategic warfare would not be a big game within a big game. This was the most vexing part of the design. My opinion on strategic warfare’s impact is that it hurt most when resources were spread too thin and that strategic warfare alone was not enough to win the war. Therefore, the

Axis player was not going to build more U-boats to definitely knock Britain out of the war. And likewise, the Allies would not build more bombers to bomb Germany out of existence. Could either of those have been an alternative historical possibility?

Perhaps, but I felt it made for a poor game.

One combat system for all types of combat drove the strategic warfare design. I turned key elements of the strategic war (such as partisans or U-boat bases outside of Germany) into strategic combat die roll modifiers. My original system caused an immediate loss of production points. However, the losses were either too low or too high to work properly. It felt too tactical in nature. So I went back to the drawing board and came up with its current system that affects Factory Count, feels more strategic in scope, and follows the history better.

USE players may find themselves debating as historians do.

Is gaining an advantage in strategic warfare really worth the production spent and operational effort made? That is a decision you need to make.

Avoid Rules Escalation: The game’s relatively simple design makes it easy to modify. Want more historically based alliances?

Add another layer of faction preference and start countries with political markers in them. Want to represent supply build ups before an offensive? Create HQ units, store production points under them, and have only units in range of the HQ spend them

(rather than one track to use everywhere).

While these are not very difficult to implement and may add to the simulation aspect, there comes a time when one more thing becomes one thing too many. (Thanks, Kos.) It’s actually harder for a designer to keep stuff out of a game than to add to it. So despite how good some ideas were, I tried to remain disciplined in keeping them out. Besides, if I included everything, there’d be nothing left for expansions.

39.0 Bibliography

Below are some of the books I used during design. Not cited are many websites that were also referenced. To the individuals that worked hard on those sites, thank you.

Coggins, Jack. The Campaign for North Africa. Garden City, NY:

Doubleday, 1980. Print.

Conner, Albert Z., and Robert G. Poirier. Red Army Order of Battle

in the Great Patriotic War: Including Data from 1919 to the Pres-

ent. Novato, CA: Presidio, 1985. Print.

Davidson, Edward, and Dale Manning. Timeline of World War II.

Day by Day Campaigns, Battles and Special Operations. London:

Cassell &, 1999. Print.

Dear, Ian, and M. R. D. Foot. The Oxford Companion to World

War II. New York: Oxford UP, 2005. Print.

Dupuy, Trevor N., and Paul Martell. Great Battles on the Eastern

Front: The Soviet-German War, 1941-1945. Indianapolis: Bobbs-

Merrill, 1982. Print.

Dupuy, Trevor N. Understanding War: History and a Theory of

Combat. New York: Paragon House, 1987. Print.

Ellis, John. The World War II Databook: The Essential Facts and

Figures for All the Combatants. London: Aurum, 1993. Print.

Goodenough, Simon. War Maps: World War II, from September

1939, to August 1945, Air, Sea and Land, Battle by Battle. New

York: St. Martin's, 1982. Print.

Greene, Jack, and Alessandro Massignani. Rommel's North Africa

Campaign: September 1940-November 1942. Conshohocken, PA:

Combined, 1994. Print.

Griess, Thomas E. West Point Atlas for the Second World War:

Europe and the Mediterranean. Garden City Park, NY: Square

One, 2002. Print.

Keegan, John. Collins Atlas of World War II. New York: Collins,

2006. Print.

Liddell, Hart Basil Henry. History of the Second World War. New

York: Putnam, 1971. Print.

Mitcham, Samuel W. Hitler's Legions: The German Army Order

of Battle, World War II. New York: Stein and Day, 1985. Print.

Murray, Williamson, and Allan Reed. Millett. A War to Be Won:

Fighting the Second World War. Cambridge, MA: Belknap of

Harvard UP, 2000. Print.

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40.0 Event Marker Quick Reference

Airdrop (14.1): Place in a hex within a three hex range of an air unit of the same nationality. The Western marker may be placed within range of a UK or USA air unit.

If put in an enemy city containing no enemy unit, roll a die. If result is 1-3, put a friendly Control marker in the hex. If result is 4-6, no Control marker is placed.

For air/naval or ground combat, the defender applies a –2 DRM.

There is no effect on an enemy naval unit.

When removed at the end of the phasing faction’s Actions Sub-

Phase, roll a die. If result is 1-5, put the marker later on the Turn

Track equal to the result. If result is 6, remove it from the scenario.

Area Seized: See rule 14.2, regardless of which phasing faction pulled the marker.

Naval Evacuation (14.8): Play if a UK ground unit is in any coastal hex within a Sea Zone containing a friendly port (excluding the unit’s hex) and either one of the following applies.

• That UK unit is forced to retreat in a ground combat.

• It is the Western faction’s Operations Phase and that UK unit has not yet been activated that phase.

Put the UK ground unit in a friendly port within the same Sea

Zone. If it is a full strength ground unit, reduce it. If already reduced, the unit is not eliminated. If it is the Western faction’s

Operations Phase, the unit cannot activate this phase.

After the ground unit has been placed, roll a die. Put the marker later on the Turn Track equal to result.

No Event (14.9): Nothing happens. Put it in the Diplomacy Cup Marker Holding Box.

Convoy Action (14.3): Play this by putting it in a friendly port that does not already contain a convoy unit, and is either in the marker’s country or in any country from which a naval movement path can be traced back to a friendly port in the marker’s country.

Then treat it as a convoy unit and immediately perform a Naval

Action with it. Add Sorties to its total as would a unit.

When its activation ends, put this marker a number of turns later on the Turn Track equal to its total Sorties plus one. Then remove its Sorties marker.

Free Forces (14.4): Play this in a ground combat involving a Western ground unit.

In the combat, the Western faction applies a +1 DRM.

After combat, roll a die. Put the marker later on the Turn Track equal to result.

Ground Support (14.5): Play one marker in a ground combat involving a friendly ground unit. It cannot be played if that unit’s country has an air or tank unit in the game (not just the combat).

In the combat, the owning faction applies a +1 DRM.

After combat, roll a die. Put the marker later on the Turn Track equal to result.

Heavy Arty (14.6): Play one Heavy Artillery in an

Assault combat involving an attacking ground unit of the same nationality as the marker. [Exception: This cannot be played in an Amphibious Invasion Assault.]

In the combat, the attacker applies a +2 DRM.

After combat, roll a die. Put the marker later on the Turn Track equal to result.

Jets (14.7): Play this in an air/naval combat involving a German air unit.

In the combat, the Axis faction applies a +2 DRM.

After combat, put this marker marker on the next turn on the

Turn Track.

Partisans (14.10): Play one marker in a strategic combat; or place in a hex that contains an enemy: air or ground unit and is within a friendly active or conquered Soviet or Western country.

For strategic combat, the Axis combat result is divided by two.

For air/naval or ground combat, the defender applies a –2 DRM.

There is no effect on an enemy naval unit.

When removed (either at the end of the strategic combat or the end of the phasing faction’s Actions Sub-Phase), roll a die. Put the marker later on the Turn Track equal to result.

Political Failure (14.11): The non-phasing faction applying this event (as determined by Pulled Event Marker

Resolution 10.2.2) must select one neutral country that shares a land border (1.3.4) with an active country belonging to the

phasing faction. The terms friendly or enemy below refer to the applying (i.e., non-phasing) faction.

If the selected neutral country…

• …has no Pro-[Faction] marker in it, put a friendly Pro-[Faction] marker in its capital hex.

• …has a friendly Pro-[Faction] marker in it, that neutral country activates (13.1) and joins the non-phasing faction. Perform

Country Set Up (13.1.2) for the activated country.

• …has an enemy Pro-[Faction] or Strict Neutrality marker in it, remove that marker.

Political Success (14.12): The faction applying this must do one of the following. The terms “friendly” or

“enemy” below refer to the applying faction.

• Select a neutral country that has no Pro-[Faction] marker in it

and shares a land border (1.3.4) with an active friendly country.

If the Western faction is applying this event, the neutral country can instead share a Sea Zone with an active friendly country. Put a friendly Pro-[Faction] marker in its capital hex.

• Select any neutral country that has a friendly Pro-[Faction] marker in its capital hex. That neutral country activates (13.1) and joins

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the friendly faction (13.1). Perform Country Set Up (13.1.2) for the activated country.

• Select any neutral country that has an enemy Pro-[Faction] or

Strict Neutrality marker in it and remove that marker.

Rockets (14.13): Play one marker in a ground combat involving a German ground unit or in a strategic combat.

For strategic combat, the enemy combat result is divided by two.

For ground combat, the enemy faction applies a –2 DRM.

After combat, roll a die. Put the marker later on the Turn Track equal to result.

SNAFU (14.14): Play this in any type of combat.

In the combat, the enemy faction applies a –1 DRM.

After combat, roll a die. Put the marker later on the Turn Track equal to result.

Submarines (14.15): Play one marker in a strategic combat or in an air/naval combat in which both the attacker and defender each have a naval unit, Surface

Action marker, or Convoy Action marker.

For strategic combat, the enemy combat result is divided by two.

For air/naval combat, the enemy faction applies a –2 DRM. There is no effect on an enemy air unit.

After combat, roll a die. Put the marker later on the Turn Track equal to result.

Surface Action (14.16): Play this by putting it in a friendly port that does not already contain a warship unit, and is either in the marker’s country or in any country from which a naval movement path can be traced back to a friendly port in the marker’s country.

Then treat it as a surface warship unit and immediately perform a Naval Action with it. Add Sorties to its total as would a unit.

When its activation ends, put this marker a number of turns later on the Turn Track equal to its total Sorties plus one. Then remove its Sorties marker.

Surprise Attack (14.17): At any point in its Actions

Sub-Phase before activating a unit put this in any Land hex or a Sea Zone.

Land hex: The phasing faction applies a +1 DRM to any combat against a defending unit within a 2-hex range of the marker.

Sea Zone: Within that Sea Zone (including all its coastal hexes and any port hex within it), the following applies.

◊ For any air/naval combat, the phasing faction applies a +1

DRM. There is no +1 DRM for a ground combat.

◊ The phasing faction may perform a Carrier Strike (6.4.5).

◊ A phasing Axis or Soviet faction may perform one

Amphibious Invasion (6.3.2).

◊ A phasing Western faction may perform up to two

Amphibious Invasions (6.3.2) per marker, but the same hex cannot be invaded twice in the same Action Sub-Phase.

If more than one Surprise Attack marker is on the map, only one

+1 DRM per combat can be applied from these markers.

When the marker is removed at the end of the phasing faction’s

Actions Sub-Phase, put it in the Surprise Attack Marker Holding

Box. It may be brought back into play in a Mobilization Phase.

Tanks (14.18): In a ground combat, a faction may play one marker per involved ground unit of the same nationality as the marker. [Exception: It cannot be played on a tank type unit or a unit with a “Shock” ID.]

All ground units in the combat do not require a Tanks marker played for them.

After combat, put this marker on the next turn on the Turn Track.

ULTRA (14.19): Play one marker in any type of combat involving the Western faction.

For strategic combat, the Axis combat result is divided by two.

For air/naval or ground combat, the Western faction applies a

+1 DRM.

After combat, roll a die. Put the marker later on the Turn Track equal to result.

Credits

Game Design: Salvatore Vasta

Game Development: Mark Dey

Lead Tester/Part Time Developer: Allen Hill

Art Director: Rodger B. MacGowan

Package Art & Design: Rodger B. MacGowan

Map: Salvatore Vasta & Mark Simonitch

Counters, Manuals & Cards: Charles Kibler

Proofreaders: Jonathan Squibb

Production Coordination: Tony Curtis

Producers: Tony Curtis, Rodger MacGowan, Andy Lewis,

Gene Billingsley and Mark Simonitch

Playtesters: They tried it at least one time before it was published. My apologies to anyone I missed. Wendell

Albright, Alex Aminoff, David Aud, Darren Bly, Jason,

Bower, Edric Brog, John Clarke, Mark Dey, Earl Dixon,

Chuck Frascati, Davide Gallorini, Allen Hill, Nathan

Hill, Chad Jensen, Kai Jensen, Tito Jimenez, Jim Jones,

Ken Keller, Glenn Madsen, Paul Marjoram, Jerry Marty,

Michael Meeks, Paul McGuane, Jay Muchnij, Paul Pfeiffer, Chris Provenzano, Barry Roy, Daniel Ruhnke, Mark

Simonitch, John Setear, Dan Stueber, Rui Serrabulho, Ken

Tee, John Teixeira, John Vanore, Nathan Wagner

Thank You: To my wife (Gail) and children (Erin and

Alfio) for loving to play games and letting me indulge in my hobby without angst. The family that plays together

stays together. Well, so long as you do not play cutthroat.

GMT Games, LLC

P.O. Box 1308, Hanford, CA 93232-1308 www.GMTGames.com

© 2014 GMT Games, LLC

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