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Unconditional Surrender 2nd Edition - USE2 Rulebook-SV 2023-05-31.

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2nd Edition – Living Rules Designer’s Edition

Unconditional
Surrender!

Pilot: Salvatore Vasta • Co-Pilot: Mark Dey • Flight Engineer: Allen Hill

Table of Contents
1.0 General Information ........................................................ 2 13.0 Conditional Events .......................................................35
2.0 Country & Factions ......................................................... 6 14.0 Event Markers ..............................................................40
3.0 Markers & Units .............................................................. 7 15.0 Tracking Markers ........................................................43
4.0 Movement ......................................................................... 8 16.0 Country List ..................................................................47
5.0 Combat ........................................................................... 13 17.0 Disputed Area List .......................................................47
6.0 Actions ............................................................................ 17 Index ......................................................................................48
7.0 Supply ............................................................................. 25 Policies Quick Reference .....................................................50
8.0 Unit Logistics .................................................................. 28 Conditional Events Quick Reference ..................................52
9.0 Economy ......................................................................... 29 Operations Phase Flowchart ...............................................55
10.0 Politics ........................................................................... 31 Sequence of Play Flowchart ................................................56
11.0 Weather ........................................................................ 35
12.0 Turn Completion.......................................................... 35
© 2014, 2017 GMT Games, LLC Living Rules Designer’s Edition
2 Unconditional Surrender 2nd Edition ~ USE2 Rulebook-SV 2023-05-31.docx

Sequence of Play (1.2) 1.0 General Information


1.1 Introduction
In faction order, each faction completes one Phase before the next
Phase is started. [Exceptions: Weather and Strategic Warfare Unconditional Surrender! World War 2 in Europe (referred to as
Phases.] Faction Order is Axis, Western, and Soviet. USE) is a 2-4 player strategic level game covering World War
Two’s European Theater. Players control the political decisions and
Weather Phase
military forces of the Axis, Western, and Soviet factions that
Axis faction determines the turn’s weather. struggled for European dominance and survival.
Declare War Phase USE has scenarios ranging from individual campaigns to the entire
If allowed, factions may declare war on neutral countries. war. See the Playbook for a listing.
Economy Phase 1.1.1 Objective
Determine production points for each country. Have fun playing. After that, achieve the victory conditions as set
Strategic Warfare Phase forth in the scenario being played.
Axis faction determines the effect of strategic warfare. 1.1.2 Writing Style
Strategic Movement Phase Some words are italics to emphasize their importance. Rules
An air or ground unit moves using Strategic Movement. marked Important or Exception are ones to pay significant
Operations Phase* attention to. A rules number cross-reference or an acronym for a
Actions Sub-Phase: Units perform Actions to move and fight. group of words appears in parentheses, such as (1.2) or (EZOC).
Supply Check Sub-Phase: Units trace a supply line. Important notes are highlighted in blue-shaded boxes.
*Each faction completes both Sub-Phases of the Operations Game Designer comments appear in italics, usually in tan-shaded
Phase before the next faction starts its Operations Phase. boxes.
No Supply Phase A rules exception is usually enclosed in brackets. [Exception: …]
Unsupplied units are reduced in strength or eliminated. Examples are in italics.
Replacements Phase Examples and comments may help in understanding a rule.
Factions may pay to increase reduced strength ground units to full Nouns are generally written in the singular form. A phrase such as
strength and remove up to two Sorties each from air and naval “a unit” does not limit the rule to one unit. When a numerical limit
units. is imposed, a number will be used, e.g., “one country.”
Upgrade Phase A Step labeled procedure is performed in numeric sequence. Each
Units on the map may be replaced by Upgrade units that are in step is completed before the next higher step is performed.
their Faction Card’s Upgrade box. Text in blue color is a corrected or new rule. It only appears in
Mobilization Phase updated “Living Rules” versions of the respective component.
Factions may pay to take units in their Faction Card’s Underlined numbers in brown color are hyperlinks to that respective
Mobilization box and place them onto the map. rule in the electronic version of the respective component.
Diplomacy Phase 1.1.3 Learning the Game
Factions work with diplomacy related event markers. Rules are grouped around a common procedure or concept, e.g.,
Victory Check Phase Movement. You may choose to learn the game by reading the
Rulebook from cover to cover (while having the Faction Cards
Check if Victory Conditions have been achieved.
and Player Aid Sheet with you) or by using one of the different
End of Turn Phase ways found in the Playbook’s Alternate Learning Methods (30.1).
Advance the Turn marker one turn. Due to the game’s unique mechanics and low counter density
Place counters from the new Turn box in their respective (relative to other strategic WW2 wargames) the Training
locations. Scenarios method is recommended.
Move all units in a Faction Card’s Eliminated Box to its If you prefer to read the rules while having some components on
Mobilization Box. the map, set up the France 1940 scenario (31.3).
1.1.4 Components
• One Rulebook
• One Playbook
• Two 22”x34” maps
• 840 counters on three counter sheets
• Three 11”x17” Player Aid Sheets
• Three 8.5”x11” Faction Cards
• Three 8.5”x11” Flowchart Cards
• Three six-sided dice

Living Rules Designer’s Edition © 2014, 2017 GMT Games, LLC


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Rulebook: The rules in this book apply to all scenarios unless noted Example: In the No Supply Phase, the Axis faction reduces all its
otherwise within a specific scenario. If a rules disagreement arises unsupplied units first, followed by the Western faction, and then the
that cannot be resolved through discussion, roll a die. High roller Soviet faction. The Axis faction then starts the Replacements Phase.
wins. It’s a game, folks. [Exceptions:
Flowcharts: Flowcharts follow the Sequence of Play and • Only the Axis faction performs the Weather Phase and Strategic
Operations Phase to help you while playing the game. Warfare Phase.
Playbook: The Playbook contains the specific rules and setup • The Diplomacy Phase is skipped unless one or more of these
instructions for the scenarios included in the game. policies are in effect: Appeasement, Nazi-Soviet Pact, or Moscow
Faction Cards: Each faction has its own Faction Card. Treaty.]
Alternatively, players may use the other side of two of them, one of The Operations Phase has two Sub-Phases: Actions and Supply
which has the Production and National Will Tracks for all factions Check. In faction order, one faction completes both Sub-Phases
and the other which has Faction Cards for all factions. before the next faction starts its activities in that Operations Phase.
Player Aid Sheet: The Player Aid Sheet contains many tables used 1.2.1 Operations
in the game.
USE does not use a “Move everyone; fight everyone” system.
1.1.5 Scale Instead, a faction activates one unit to move and/or fight (possibly
USE is not a detailed case study of WW2. It simulates relative force multiple times within a single activation). When the faction
projection rather than actual quantities of men and equipment. You completes that unit’s activation, it then activates another unit.
may not see an air or naval unit somewhere on the map, but that The Operations Phase is when air, ground, and naval units move,
does not mean no planes or ships are there. It means their impact fight, and check if they can trace a supply line. It is also when a
is minimal at the game’s scale. faction checks that its countries are satisfying the Home Defense
Turn: Each turn represents one calendar month. policy (10.3.1). It also checks for the Home Defense policy at the
Unit: A ground unit is represented at the army level, but may consist start of its Strategic Movement Phase (4.1.1).
of forces ranging from a brigade to a full army. An air or naval unit Actions Sub-Phase: At the start of its Actions Sub-Phase, if the
is represented as a group, fleet, or other designation. Home Defense policy (10.3.1) is in effect, the phasing faction
Map: The map covers the European continent, portions of Africa, checks to see if any friendly country is not satisfying that policy. If
and the Middle East. A hex represents about 30-40 miles (50-65 it is not, see Home Defense Not Satisfied (10.3.1.1). After that, the
kilometers). phasing faction may perform Actions (6.0) with its units. When all
The map does not use the common Mercator projection. It is a Actions are done, remove any Airdrop, Assault, Partisans, or
Lambert-style equal area projection that fits USE’s scale and game Surprise Attack marker in a hex or Sea Zone. See the marker’s rule
mechanics. to determine where it goes.
1.1.6 Dice & DRM Supply Check Sub-Phase: After completing its Actions Sub-
Phase, the phasing faction checks if its units in a hex can trace a
The game uses six-sided dice to resolve some mechanics. The result
Supply Line (7.4).
of a die roll may be modified by a Die Roll Modifier (DRM). You
add or subtract the DRM to arrive at the final result. 1.3 Map
Rounding: If instructed to round up, a fractional value is increased The following are key elements and rules related to the map.
to the next higher whole number. If instructed to round down, a 1.3.1 Capital, City, Factory, Port
fractional value is decreased to the prior lower whole number. See the Terrain Key on the map to identify which symbol represents
Example: For Strategic Combat, the Soviet faction receives +1 a capital, city, factory, or port. The distinctions are important for
DRM per three Allied countries conquered by Axis. Round up. If the different game mechanics.
Axis conquered two countries, the DRM is +1 (2/3=0.67). If it City: A hex with one or more of these symbols is considered to have
conquered four, the DRM is +2 (4/3=1.33). a city in it: capital, city, factory, or port.
1.2 Sequence of Play Graniti: This reference location in Sicily is not a city and is ignored
A basic Sequence of Play list is found on page two of this Rulebook. for all game purposes.
A detailed Sequence of Play is found at the end of this Rulebook. It’s there because that is where the designer’s parents are from. It’s
A game turn follows a specific Sequence of Play, made up of Phases good to be the designer.
and possibly Sub-Phases. The faction performing its part in the 1.3.2 Faded Dot Hex
Sequence of Play is referred to as the phasing faction. The other A hex that is faded in color and has a
factions are referred to as the non-phasing factions. dot in the middle is called a Faded
In USE, a non-phasing faction will have opportunities to interact Dot hex.
while the phasing faction is playing. Example: Hexes 1805 and 5640.
Important: In each Phase, in faction order, each faction completes A Faded Dot hex is prohibited for
all its activities before the next faction starts its activities in that ground movement and Amphibious Invasion but is allowed for air
Phase. Faction order is Axis, Western, and Soviet. and naval movement.
Example: A USSR ground unit in Batum (hex 4058) can
amphibiously invade Samsun (hex 4052), but not hex 4153.
© 2014, 2017 GMT Games, LLC Living Rules Designer’s Edition
4 Unconditional Surrender 2nd Edition ~ USE2 Rulebook-SV 2023-05-31.docx
Some areas, such as Scandinavia, had too little infrastructure to Ground or air movement is allowed between the eastern map edge
support a large number of ground forces. By prohibiting ground within the USSR and the Central Russia Box.
movement in them, the quantity of units and their operations fall Combat, Air Interception (6.2.5), or Naval Interception (6.4.3)
more within historical limits. cannot occur in a Map Box.
1.3.3 Other Hex/Hexside Definitions 1.3.6 Sea Zone
Coastal Hex: A land hex that has land and water in it, and the water A Sea Zone is a group of water and/or coastal hexes encompassed
area of the hex is part of a Sea Zone. by a Sea Zone border and/or a Strait symbol.
Example: Hexes 1640-1642 are coastal hexes; 1742 is not. Example: The straits by Denmark and Sweden separate Sea Zones
Inland Port: A port that is not in a coastal hex, e.g., London in hex 12 and 13.
2611. A Sea Zone also has a large identification number in it.
Island: A land hex that is either alone or part of a group of hexes Example: Sea Zone 12 near Denmark and 13 near Sweden.
which are surrounded by Water hexsides. In addition, none of its If the same Sea Zone number appears twice, it is to show that those
land hexes contain a Transport Line. hexes are in the same Sea Zone.
Example: Malta and Crete are islands. Sicily is not because it If a Sea Zone border or Strait runs into or ends at a hex, that hex is
contains a Transport Line. in more than one Sea Zone.
Rough Hex: A hex that has Desert, Hills, Woods, or Swamp terrain In most cases, the end of a Sea Zone border will extend onto
in it, either fully or partially. hexsides to more easily identify such a multi-zone hex.
Land Hex/Hexside: A hex or hexside that has land terrain in it, Examples:
either fully or partially.
A Sea Zone border runs into hexes 1540
Example: Hexes 1739, 1840, and 1639. Each hex is in Sea Zone 14 and
and 1940 are rough hexes. 33.
Water Hex/Hexside: A hex
or hexside that has only
water.
Example: Hexes 1642, 1742,
and 1841 are land hexes.
Example: Hex 1542 is a
water hex; 1642 is not. A Sea Zone border ends at Antwerp’s hex.
Hexside 1742/1743 is a water That hex is part of Sea Zones 10 and 11.
hexside; 1642/1743 is not.
1.3.4 Land Border
A land border is an International or Disputed border hexside that
has some amount of land and is shared by two countries. A border
A Strait runs into the Gibraltar and
hexside crossed by a Strait is not a land border.
Tangier hexes. Each hex is in Sea Zone
Example: Hexside 2714/2715 is a land border; 2125/2126 is not. 16 and 17.

Inland Port: An Inland Port is part of a Sea Zone. Example:


1.3.5 Map Box London is in Sea Zone 10.
Each of the following is considered a Map Box: Arabian Sea, 1.3.7 Transport Line
Central Russia, North Atlantic Ocean, Eastern North America, A “Transport Line” refers to either a rail (dashed) or road (solid)
South Atlantic Ocean, and Western Indian Ocean. line running through a hex on the map. Rules-wise there is no
Naval movement or a supply line trace is allowed directly between difference between them. They are for historical reference.
Map Boxes if an arrow connects both boxes. A Transport Line provides a benefit in ground movement (4.2.3.4)
Example: A unit can move from the North Atlantic Ocean directly and may be required to trace a supply line (7.4).
to Eastern North America. It cannot go directly to the Western A Transport Line in adjacent hexes is connected if its symbol
Indian Ocean. It must first go to the South Atlantic Ocean Box and crosses a mutual hexside. Example: The lines in hexes 4528 and
then continue. 4529 are connected; the lines in 2125 and 2126 are not.
Naval movement or a supply line trace is allowed directly between
a Map Box and an adjacent Sea Zone listed within that Map Box.
Example: A unit can move from the Arabian Sea to either Sea Zone
31 or 32.

Living Rules Designer’s Edition © 2014, 2017 GMT Games, LLC


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1.3.8 Prohibited Country Unless otherwise restricted, a range of Sea Zones can trace across a
Persia, Saudi Arabia, and Switzerland hexes are prohibited to all Strait or through a Canal without penalty.
units and these countries cannot be activated or selected for any 1.5 Sorties
purpose. Doing this mitigated unusual game play occurrences. The effectiveness of an air or naval unit is tracked using Sorties
1.3.9 Weather Zones markers, valued at 1 through 6. A unit with no Sorties is fully
Each Weather Zone on the map is separated by a weather line. All effective. A unit with 6 Sorties cannot be activated.
hexes in a Weather Zone are affected by its current weather. As an air or naval unit conducts actions or is involved in combat, it
Cold Zone: contains hexes north of the blue line. will add Sorties to its total. When an air or naval unit receives
Mild Zone: contains hexes between the green and blue lines. replacements (8.1), it reduces Sorties from its total.
Warm Zone: contains hexes between the yellow and green lines. When a unit adds or reduces its Sorties, put the respective Sorties
marker equal to the total on the unit (or under the unit, whichever
Desert Zone: contains hexes south of the yellow line. you prefer – just be consistent).
1.3.10 USSR Restricted Hexes Example: A unit with 2 Sorties suffers a combat result that adds
Only a USSR unit or marker can move, two Sorties. Replace the 2 Sorties marker with a 4 Sorties marker.
retreat, trace a path, or be placed in a USSR The highest Sorties value a unit can be marked with is 6, even if it
hex east of a Restricted USSR border suffers a total greater than 6.
hexside. Other USSR hex rows are not
restricted. Note that a USSR unit cannot be 1.6 Turn Counting
attacked while in these hexes, but a USSR When you are instructed to put a counter a certain number of turns
unit can attack out of them. later on a Track, do not count the current turn.
If the Axis has done extremely well in the Example: It is the Jun-41 turn. To put the USA Entry marker six
USSR (which should be rare), this rule turns later on the Turn Track, place it in the Dec-41 box.
prevents it from unrealistically sealing off 1.7 Zone of Control
the east map edge from the Central Russia A ground unit exerts a Zone of Control (ZOC) into each of the six
Box. adjacent hexes around its current location. More than one ZOC from
1.4 Range different units can be exerted into the same hex.
Some activities require counting out a range of hexes, Sea Zones, [Exceptions:
or Map Boxes. Besides being stated in those rules, the Player Aid • A unit occupying a fort (i.e., under a fort marker) does not exert
Sheet’s Ranges table lists those activities and their ranges. any ZOC. An enemy ZOC is exerted into a hex with a fort.
When counting out a range of hexes from a counter, do not include • No ZOC is exerted into or across a ground movement Prohibited
that counter’s hex. hex or hexside. (Player Aid Sheet: Movement table)
Example: If Appeasement is in effect, an Axis unit’s ZOC does
not extend into a Western country and vice versa.
• No enemy ZOC is exerted into a hex with a No EZOC marker.
• No ZOC is exerted into or out of a Map Box.]
Example: A 5-hex range from an air unit in hex 3055 goes out to 1.7.1 Enemy Zone of Control
and includes hex 3060.
A ZOC exerted by an enemy unit is referred to as an Enemy Zone
Even though it is not counted, the counter’s location is part of that of Control (EZOC).
range.
An EZOC may affect movement, supply, and retreats in combat.
Example continued: Hex 3055 is within the range. The effects are found below and within their respective rules.
A Faded Dot hex can be counted as part of a range of hexes. 1.7.1.1 EZOC Effects Summary
When counting out a range of Sea Zones or Map Boxes, count the Air Movement Prohibitions (4.2.2.1)
location containing the counter you are tracing from.
An air unit cannot end its movement in hex containing an EZOC
unless the hex contains a friendly: city, fort, or unit.
Amphibious Invasion Resolution (6.3.2.4)
If the invading ground unit is in an EZOC, it must either end its
activation or immediately resolve an Assault attack against an
enemy ground unit in an adjacent hex.
Ground Movement Prohibitions (4.2.3.2)
A ground unit cannot enter a hex containing a friendly ground unit
and an EZOC.
Ground Movement EZOC Restrictions (4.2.3.1)
Example: A range of two Sea Zones from a naval unit in Malta Examples for these restrictions appear in rule 4.2.3.1.
includes Sea Zone 22 and an adjacent Sea Zone.
© 2014, 2017 GMT Games, LLC Living Rules Designer’s Edition
6 Unconditional Surrender 2nd Edition ~ USE2 Rulebook-SV 2023-05-31.docx
• A unit cannot move directly between hexes which contain an A neutral country is not considered part of any faction (2.3).
EZOC exerted by the same enemy unit. No movement, retreat, movement path trace, nor Supply Line trace
• At the start of its activation, a unit in an EZOC can move into a can include a hex in a neutral country.
hex containing an EZOC exerted by a different unit, provided that 2.1.2 National Will
move does not violate the same unit EZOC rule above. National Will represents a country’s willingness to continue
• At the start of its activation, a unit in an EZOC can move into a fighting. A country’s starting National Will is listed in a scenario’s
hex containing no EZOC and then later move into a hex instructions and it may vary during play.
containing an EZOC exerted by any unit (even the enemy unit Will Markers: National Will is tracked using a country’s Will
that exerted the original EZOC). markers on its faction’s National Will Track. A Will 1s marker is
Very Important: At any point during its activation (except at the put in the Ones row. A Will 10s marker (if any) is put in the Tens
start of its activation as per above), if a ground unit is in a hex row.
containing an EZOC, it must do one of the following. A country’s National Will cannot exceed 99 and it cannot be less
• End its activation. If the hex contains a fort of the same than zero. If a country’s National Will drops to zero, it collapses
nationality and the unit did not occupy the fort earlier in the turn, (13.2). A collapsed country that has at least one of its cities under
it may occupy the fort before ending its activation. enemy control is considered conquered (13.2.2).
• If it has not performed a Mobile attack in this activation, it can 2.1.2.1 National Will Effects
designate an Assault (5.3.3) against an adjacent enemy ground Per the Player Aid Sheet’s National Will Effects table, some events
unit. If it designates an Assault, the unit’s activation ends. cause a country’s National Will to decrease or increase. National
• It can initiate a Mobile attack (5.3.2) against an adjacent enemy Will is affected immediately when these events occur and its Will
ground unit that does not occupy a fort (4.2.3.5). It can do this markers are moved on the Track accordingly.
even if it had resolved another Mobile attack in the same If you forget to do that and cannot easily fix it, just play on and have
activation (even against the same enemy unit). Remember to pay fun.
all the movement costs for each attack. Example: France’s National Will is 15. A German ground unit
No EZOC Marker (15.17) eliminates a French field ground unit in Paris. Before the German
No EZOC is exerted into a hex containing a No EZOC marker. unit advances after combat, France’s National Will is reduced by
Retreat Prohibitions (5.3.5.1) one to 14. Then, after the German ground unit advances into Paris,
France’s capital goes under enemy control and its National Will is
A unit cannot retreat into a hex containing an EZOC unless it decreased by four more down to 10.
contains a friendly: city or fort, and the unit is also putting a one
hex gap between it and the attacker. 2.2 Disputed Area
Strategic Movement Prohibitions (4.1.3) A Disputed Area is a group of land hexes encompassed by a
Disputed and/or International border, e.g., Eastern Poland.
The moving unit cannot enter an EZOC. It can start in an EZOC.
The hexes in a Disputed Area may start a scenario as part of one
Supply Line Prohibitions (7.4.1) country, but may be ceded to another country due to an Area Seized
A Supply Line trace cannot enter an EZOC unless it contains a event (14.2) or if its country is conquered (13.2.2).
friendly: city, fort, or ground unit. The Disputed Area List (17.0) has information for each Disputed
2.0 Country & Factions Area; the country it is part of, and the country it may be ceded to.
2.1 Country When an area is ceded, put its Ceded [Disputed Area] marker in its
A country is a group of land hexes encompassed by an International Faction Card’s Ceded Area box.
border. All countries have a Mainland Area. Some countries also USE does not have a Disputed Area that can be ceded to a Western
have an Overseas Area, which is any territory not considered a country. However, the Western Faction Card has a Ceded Area box
Mainland Area. in case of official game expansions or unofficial player
Example: Greece consists of the Mainland Area of Greece and the modifications.
Overseas Area of Crete. If the Area was ceded to the USSR, raise its National Will as per
The Country List (16.0) has information (based on 1939 borders) the Player Aid Sheet’s National Will Effects table.
for each country’s Mainland and Overseas Areas, number of When a Disputed Area is ceded, all its hexes immediately become
factories, and National Will. (and remain for the rest of the scenario) part of the Mainland Area
2.1.1 Active/Inactive Country of the country they were ceded to. All cities in that Area which do
A country is considered active or inactive. An active country has not contain an enemy unit are now under the control of its new
joined a faction and has units in play. An inactive country is neutral, country. This could increase that country’s Factory Count.
conquered, or ceded in its entirety to another country. It has no units Example: The Area Seized event causes the Bessarabia Disputed
in play. Area of a Romania to be ceded to the USSR. All hexes and cities in
2.1.1.1 Neutral Country Bessarabia are now part of the USSR for the rest of the scenario.
Since Kishinev is a factory, the USSR’s Factory Count is increased
A neutral country may activate during a scenario due to Declare by one and Romania’s is decreased by one. If Romania were to later
War (10.1), a Conditional Event (13.0), or Diplomacy (10.2). If a take control of Kishinev, Romania’s Factory Count would not
country activates, see Country Activation (13.1).
Living Rules Designer’s Edition © 2014, 2017 GMT Games, LLC
Unconditional Surrender 2nd Edition - USE2 Rulebook-SV 2023-05-31.docx 7
increase because Kishinev would still be a factory in an enemy historical scenarios. They may be used due to optional rules,
country (9.1.2). hypothetical scenarios, or unofficial player modifications. Use at
If a city contains an enemy unit, it is now under the control of the your own discretion.
enemy unit’s faction. Put the respective Control [Faction] marker in 3.1 Markers
the hex and lower the new owning country’s National Will as per There are two kinds of markers, Event (14.0) and Tracking (15.0).
the National Will Effects table. A list of each marker is found in its respective rules section.
2.2.1 Disputed Areas Special Cases A marker may have one or more of the following reminder symbols
Estonia, Latvia, and Lithuania: Each of these countries is on them.
considered a Disputed Area. Once ceded, that country ceases to
A small die indicates to roll a die after using the marker and put
exist and its units and markers are removed from the scenario.
the marker that many turns later on the Turn Track. [Exception:
Occupied France, Occupied USSR, and Vichy: These are not Airdrop (14.1).]
Disputed Areas. The Disputed border is used to denote new borders.
A #P indicates the number of production points it costs to buy
2.3 Factions
back the marker in the Mobilization Phase.
There are three factions in the game: Axis, Western, and Soviet.
The Axis faction consists of countries allied with Germany. The A #T indicates that after using it, the marker is put the listed
Western faction consists of countries allied with the United number of turns later on the Turn Track.
Kingdom (UK). The Soviet faction consists of countries allied with An S+1 indicates that after using it, the marker is put on the
the Union of Soviet Socialist Republics (USSR). Turn Track a number of turns later equal to its total Sorties plus one.
Players separately control these factions in the game. The number 3.2 Units
of factions involved in a scenario is based on the scenario played. Unlike some other wargames, USE does not use combat factors to
If a rule or marker states “Allied,” then it applies to either or both rate the fighting effectiveness of different units and nationalities.
of the Western and Soviet factions. Instead, those qualities are reflected in various die roll modifiers.
Friendly / Enemy: A unit, marker, or city that belongs to, or is Also, there is no movement factor number on the counters as there
under the control of, one faction is “friendly” to all units and are only two values to remember, eight and ten: Eight for Leg
markers of that faction. If it belongs to a different faction, it is ground units and ten for every other kind of unit.
“enemy” to that faction. Therefore, Axis, Western, and Soviet There are three kinds of units: Air, Ground, and Naval. Within each
factions are enemy to each other. kind there are different types or other distinctions.
Example: A USSR unit is an enemy unit to both the Axis and The distinction between the different types of units (e.g., fighter or
Western factions. bomber air units) is based on the predominant equipment and
A country (even if it is conquered) is always considered part of the tactics used. It is not the only type of equipment in that unit.
faction that it joined. The center of a unit’s counter contains a NATO military symbol or
The Central Russia Map Box is friendly to the Soviet faction. All an image. The symbol or image indicates the unit’s type, as does the
other Map Boxes are friendly to the Western faction. text on the reverse side.
A Pro-[Faction] marker is friendly/enemy based on its listed faction. An historical ID appears along one side of a unit’s counter (left for
However, it does not belong to a faction. air, top for naval, right for ground). Unless specifically required
Example: A Pro-Axis marker is Axis friendly but putting one in a (e.g., to identify a Shock unit), the ID has no impact on play.
neutral Belgium does not trigger the West Invaded Conditional A unit with a star symbol is considered an Elite unit and
Event (13.8). receives the Elite unit combat DRM on a Combat DRM list (Player
2.3.1 City Control Aid Sheet).
A city is under the control of one faction at a time (i.e., it is friendly Example: In ground combat, a USSR Shock ground unit receives
to the Axis, Western, or Soviet faction). The control of a city the +1 Elite unit DRM.
immediately changes if an enemy ground unit moves into the hex. 3.2.1 Air Units
It may also change because of an Airdrop (14.1), a Disputed Area There are two types of air units: Fighter and Bomber.
being ceded (2.2), or USSR Collapse (13.2.1.1).
When a city’s control changes, put or remove the respective Control
[Faction] marker in the hex. If needed, adjust the respective
country’s National Will as per the National Will Effects table. Fighter Bomber
3.0 Markers & Units A fighter or bomber can attack an air or naval unit, or provide air
A counter is either a unit or a marker. They are different from each support to a ground combat. A fighter can also escort or intercept
other, so rules are specific to each type. Markers track economic, an air or naval unit. A bomber can also bomb a factory.
military, or political conditions. Units represent military forces. Unlike a ground unit, an air unit does not have strength sides.
If a counter specifically belongs to a country or faction, its country 3.2.2 Ground Units
name abbreviation is on the bottom of the counter.
What-if counters: A counter with a triangle symbol ( ) is a What-
if counter. These alternative forces or events are not included in
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There are two categories of ground units: Field and Garrison. Both • A ground unit can temporarily violate stacking if it is moving
categories may move and attack other ground units. through (i.e., not ending in) a hex containing another friendly unit
and there is no enemy Zone of Control (EZOC) in that hex.
• An air or naval unit can temporarily violate stacking if it is
moving through (i.e., not ending in) a hex containing another
Field: Full Strength Reduced Strength friendly air or naval unit (regardless of any EZOC in that hex).
A field unit has two different sides to indicate the strength of the • Stacking limits are ignored when tracing a supply line.]
unit. A full strength side has no stripe across the bottom of the Examples: German infantry units are in hexes 2915, 3015, and
counter; a reduced strength side has a stripe at the bottom across its 3116 (one in each hex). German air units are in hexes 3015 and
nationality name. 3016 (one in each hex). A French infantry unit is in Paris.
A reduced strength unit represents forces of significantly lower
quality and/or quantity. The German infantry
unit in 3015 can move
into hex 3116 (which is
not in an EZOC) and
Garrison: Reduced Strength (front side only) then continue moving.
A garrison unit has only one side and is always considered a reduced It cannot move into
strength unit. and through 2915
because 2915 has both
3.2.2.1 Ground Unit Types
a friendly ground unit
Ground units are broken down into two types: Leg and Mobile. and an EZOC (from
Within each type there are different sub-types which are identified the unit in Paris). It
by the NATO military symbol on the counter. could not do this even
if it moved out of the EZOC in 3015 by first moving into hex 2916.
Using the same set up, the German air unit in 3016 can move into
Leg: Infantry Paratroop Garrison
3015 and then continue moving. It cannot end movement there.
Using the same set up, the German unit in 3015 can trace a supply
line through hex 2915 or 3116.
Mobile: Motorized Tank
Subject to the above restrictions, friendly units of different countries
3.2.3 Naval Units can stack.
There are two categories of naval units: Warship and Convoy. There is no stacking limit in a Map Box (1.3.5). However, for
A Warship unit can attack, escort, or intercept a naval unit. It can purposes of naval transport or providing escort, units in a Map Box
also provide naval support in an amphibious invasion. A Convoy can be considered stacked (within stacking limits) as the owning
unit is used for supply or naval transport purposes. faction chooses.
Example: The following USA units are in the Eastern North
America Box: two convoy, one warship, and two ground units. The
Western player can create two separate stacks with those units in
Carrier Surface Convoy order to move to Great Britain.
There are two types of warship units: Carrier and Surface. Only a Important: Enemy units cannot share the same hex. A ground unit
Carrier can perform the Carrier Strike Action (6.4.5). Otherwise, can move into a hex containing an enemy air or naval unit and no
there is no difference in the Actions they can perform. enemy ground unit, but that will force the air or naval unit to
immediately move out of the hex (4.2.3.7).
Unlike a ground unit, a naval unit does not have strength sides.
[Exceptions:
3.3 Stacking Limits
• An air unit can temporarily share a hex if it is moving through
Stacking refers to having more than one counter in a hex.
(i.e., not ending in) a hex containing an enemy counter.
Stacking has to do with assigned areas of operation, not manpower.
• Axis and Soviet units may temporarily share a hex while
A reduced ground unit may have fewer soldiers than a full strength
performing steps related to a USSR collapse (13.2.1.1).]
unit, but two reduced units cannot occupy the same hex. The same
concept applies to air or naval units. 4.0 Movement
Markers have no stacking limit and they do not impact the stacking Important: The Player Aid Sheet’s Movement table lists
limit of units. Units do have stacking limits. information related to unit movement points, movement point costs,
A hex can have one of each of the following units: bomber, convoy, and Prohibited hexes.
fighter, ground, and warship. This stacking limit cannot be violated There are two kinds of movement: Strategic and Operational.
at any point in a turn. Strategic movement only occurs in the Strategic Movement Phase.
[Exceptions: Unlike operational movement, it does not cost movement or
production points, and it does not add a Sortie.

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Operational movement only occurs in the Operations Phase. Unlike USSR ground unit is in Kharkov. The Axis faction takes its Strategic
Strategic movement, it costs movement points, and it may cost Move marker and puts it on the Germany air unit. It can do this
production points or add a Sortie. despite the USSR unit’s EZOC because it is starting the move in
4.1 Strategic Movement EZOC. After leaving its starting hex, the air unit is then moved
Strategic movement allows one friendly supplied air or ground unit along a contiguous Transport Line (avoiding any EZOC) all the
to move any distance along a contiguous Transport Line. A naval way to Palermo in Sicily. The Axis Strategic Move marker remains
unit cannot use Strategic movement. on the air unit until the next turn’s Strategic Move Phase. Then the
Western and Soviet factions do their strategic movement.
4.1.1 Strategic Movement Phase
4.2 Operational Movement
In this Phase, the phasing faction does the following.
There are three types of Operational movement: Air (4.2.2), Ground
Step 1) If the Home Defense policy (10.3.1) is in effect, it checks (4.2.3), and Naval (4.2.4). Each one allows a supplied or unsupplied
to see if any friendly country is not satisfying that policy. unit to move.
If it is not, see Home Defense Not Satisfied (10.3.1.1).
All types of Operational movement use the Operational Movement
Step 2) It removes its Strategic Move marker (if any) from the map Procedure listed below. However, each type also has specific rules
and puts it in its Faction Card’s Events box. (found in their own section) that need to be followed.
Step 3) If required as per scenario instructions, it removes any of Movement Path Trace: A game mechanic may require a unit to
its units or markers. trace a “movement path” from one location to another without
Step 4) It may put its Strategic Move marker on one friendly, physically moving the counter. Unless stated otherwise, the path
supplied air or ground unit in a hex containing a Transport traced must follow the rules for the specified movement type.
Line. That hex can contain an EZOC. The unit then Movement Points: With each activation, a unit receives a
performs strategic movement (4.1.2). The Strategic Move maximum number of movement points (MP) it can expend to move.
marker stays on the unit until next turn. The amount received depends on the unit and its Supply State (7.1).
4.1.2 Strategic Movement Procedure
• Full Supply: Leg ground unit = 8; All other units = 10
A unit marked with Strategic Move may move any distance from
• Low or No Supply: Leg ground unit = 4; All other units = 5.
hex to hex across hexsides that are connected by a Transport Line.
When done, keep the Strategic Move marker on the unit. Movement points cannot be saved from turn to turn.
Important: Each hex entered must be able to trace a supply line 4.2.1 Operational Movement Procedure
(7.4) back to a Supply Source (7.3) for the unit. If the supply line is As a unit moves, it will pay an MP cost to enter or cross a hexside,
traced across a Sea Zone or Map Box, it cannot be intercepted, and hex, Sea Zone, or Map Box. A ground unit also pays an MP cost to
the convoy used (even if it has 6 Sorties) is not activated. Just attack an enemy ground unit (4.2.3.3). After a unit pays the MP cost,
confirm that a valid supply line can be traced. its total MP for the turn is reduced accordingly.
4.1.3 Strategic Movement Prohibitions The MP cost paid to move (and attack) is subtracted before the unit
• The unit cannot enter or cross a ground movement Prohibited hex moves. If a unit does not have enough MP left to pay the total cost,
or hexside (Player Aid Sheet: Movement). it cannot move (and attack) into that location.
• The unit cannot enter an enemy: city, fort, unit, or ZOC. Per Example: The weather is Fair and the
above, it can start in an EZOC. USSR 5 Shock Army has spent six of its
eight MP. It cannot attack an Italian
• The movement cannot violate stacking limits. ground unit in a clear hex across a river
• The movement cannot be into, out of, or between a Sea Zone hexside because the total movement point
and/or Map Box. cost of three (1 MP for Clear hex, +1 MP for Moving across a river
4.1.4 Strategic Movement Unit Limitations hexside, and +1 MP for Attacking a hex affected by Fair weather)
A unit marked with the Strategic Move marker: exceeds the Shock army’s remaining two MP.
MP costs are on the Player Aid Sheet’s Movement table.
• Cannot be activated in its faction’s Actions Sub-Phase.
Only MP costs beginning with a “+” are cumulative with other MP
• Cannot be improved in the Replacements Phase.
costs.
• Cannot be replaced in the Upgrade Phase. Example: A ground unit moving
• Cannot occupy a fort at the end of its movement. across a river hexside (+1 MP) into a
• That is attacked or displaced in an enemy Actions Sub-Phase does hex with an enemy city (2 MP) and
not suffer a penalty related to the Strategic Move marker. If the rough terrain (2 MP) pays three
unit retreats or is displaced, the Strategic Move maker remains movement points, not five.
with the unit. 4.2.2 Air Movement
Strategic Movement Example: The turn is December 1941. The An air unit can use air movement to move across hexes; or if stacked
Axis Strategic Move marker is on a German ground unit in France. with a convoy unit, it can use Naval Transport (6.4.4) to move
Things are going very badly for Axis Italy in the Mediterranean, so within or between adjacent Sea Zones and/or Map Boxes.
the Axis player wants to get German air down there quickly. First, A USSR air unit can use air movement to move between a USSR
the Axis faction removes its marker from the map and puts it in its hex on the east map edge and the Central Russia Map Box, and vice-
Faction Card’s Events box. A German air unit is in hex 2951 and a versa.
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Only an air unit can perform air movement. Example: The French 10 Army is in
An air unit moves from hex to adjacent hex using the Operational hex 2914 and the French 6 Army is
Movement Procedure (4.2.1). in hex 3115. The German 2P Army
Important: Air movement must end in a Map Box, in a friendly starts its activation in hex 2915. The
city, or in a hex containing a Transport Line and no enemy unit or 2P Army cannot move from 2915
enemy marker. directly into 3014 (an empty Paris)
because the 10 Army exerts an
In addition, a supply line (7.4) must be able to be traced from the EZOC in both hexes.
ending location to a Supply Source for the unit. If tracing across a
Sea Zone, the trace cannot be intercepted, and the convoy used
(even if it has 6 Sorties) is not activated. Just confirm that a valid
supply line can be traced. This requirement limits movement ending
behind enemy lines. • At the start of its activation, a unit in an EZOC can move into a
Sorties: When the unit’s movement is done, add one Sortie to its hex containing an EZOC exerted by a different unit, provided that
total. [Exception: An air unit using Naval Transport does not add move does not violate the same unit EZOC rule above.
one Sortie if the convoy moving it was interdicted (5.2.1).]
4.2.2.1 Air Movement Prohibitions Example continued: The 2P Army
• A unit cannot enter an air movement Prohibited hex. (Player Aid can move from 2915 into 3015 as
Sheet: Movement) the EZOC in the 3015 does not
• A unit cannot end in a hex that violates stacking limits (3.3). belong to 10 Army.
• A unit cannot end in a hex containing an EZOC unless the hex
contains a friendly: city, fort, or unit.
• A unit cannot end in a hex containing an enemy: city, fort, unit,
Airdrop or Partisans marker.
• In the same activation, a unit cannot combine Naval Transport
with hex to adjacent hex (or Central Russia Box) movement.
4.2.3 Ground Movement • At the start of its activation, a unit in an EZOC can move into a
USE has an integrated movement and combat system. Basically, hex containing no EZOC and then later move into a hex
one ground unit moves and fights (sometimes multiple times) before containing an EZOC exerted by any unit (even the enemy unit
the next ground unit moves and fights. that exerted the original EZOC).
A ground unit can use ground movement to move across hexes; or
if stacked with a convoy unit, it can use Naval Transport (6.4.4) to Example continued: The
move within or between adjacent Sea Zones and/or Map Boxes. 2P Army can move from
Only a ground unit can perform ground movement. 2915 into 2815 (which
A ground unit can move from hex to adjacent hex using the has no EZOC), and then
Operational Movement Procedure (4.2.1). into 2814 (which has an
A USSR ground unit can use ground movement to move between a EZOC).
USSR hex on the east map edge and the Central Russia Map Box,
and vice-versa.
4.2.3.1 Ground Movement EZOC Restrictions
The following applies to a ground unit in an EZOC, including one
that occupies a fort in an EZOC.
Because these restrictions are important to how the game plays out, Very Important: At any point during its activation (except at the
it is recommended you set up the example below on the map to start of its activation as per above), if a ground unit is in a hex
physically go through it. containing an EZOC, it must do one of the following.
• A unit cannot move directly between hexes which contain an • End its activation. If the hex contains a fort of the same
EZOC exerted by the same enemy unit. nationality and the unit did not occupy the fort earlier in its
activation, it may occupy the fort before ending its activation.
• If it has not performed a Mobile attack in this activation, it can
designate an Assault (5.3.3) against an adjacent enemy ground
unit. If it designates an Assault, the unit’s activation ends.
Remember to pay all the movement costs to designate the Assault
(4.2.3.3).
• It can initiate a Mobile attack (5.3.2) against an adjacent enemy
ground unit that does not occupy a fort (4.2.3.5). It can do this

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even if it had resolved another Mobile attack in the same It will have the option to advance into the hex if it wins the combat
activation (even against the same enemy unit). Remember to pay and the defender is no longer in the defending hex.
all the movement costs for each Mobile attack (4.2.3.3). Example continued: At the start of 2P Army’s activation it had ten
The basic concept of these restrictions is that except for a ground movement points because it is a Mobile unit. To attack the 10 Army
unit’s initial move, if a ground unit finds itself in an EZOC, it must in hex 2914, 2P spent three MP (1 for the defender’s clear hex, +1
either end its activation or attack an adjacent enemy unit. An EZOC for the river hexside, and +1 for Attacking a unit in a hex affected
is very sticky in USE. by Fair weather). 2P remained in hex 2915 and resolved the Mobile
Example continued: The 2P Army attack. 10 Army retreated into Calais and 2P performed an Advance
starts its activation by resolving a after Combat into 2914. 2P continued its activation by attacking 10
Mobile attack against 10 Army. Army in Calais. This attack cost four MP (2 for the defender’s hex
The combat result was DR and that contains an enemy city, +1 for the river hexside, and +1 for
Western Faction retreats 10 Army Attacking a unit in a hex affected by Fair weather). 2P has three
into 2813 (Calais). 2P performs an MP left out of its starting ten.
Advance after Combat into 2914. It Placing an Assault marker on a phasing unit ends that unit’s
is now in the EZOC of 10 Army in activation. Therefore, it cannot continue moving that phase.
Calais. Since it is no longer the More than one unit can designate an Assault against the same
start of its activation and 2P is in enemy ground unit.
an EZOC from 10 Army in Calais, Example: The Soviet faction activates a USSR infantry unit and
2P must either end its activation or moves it next to a German infantry unit. It has enough movement
attack an adjacent ground unit. It cannot leave the EZOC to move points left to attack into the German unit’s hex so it designates an
into Paris. 2P continues its activation by attacking 10 Army in Assault by placing an Assault marker on the USSR unit and pointing
Calais. the marker's arrow to the defender’s hex. The USSR infantry unit's
Example continued: Alternatively, activation ends. It could not do a Mobile attack first and then
2P does not Advance after Combat. designate an Assault.
By doing this, it is no longer in an The Soviet faction then activates a Guards unit, moves it adjacent
EZOC and can continue its to the same German unit, and designates an Assault against it. The
activation by moving into Paris. Guards unit’s activation is over.
When it does, it is now in the EZOC
of 6 Army and so must either end The Soviet faction does the same thing with a Shock unit.
its activation or attack the adjacent The Soviet faction can choose to resolve the Assault now or
ground unit. continue activating other units to do something else. When the
Soviet faction wants to resolve the Assault that phase, it declares it
is doing so.
4.2.3.4 Transport Line
Any time during a unit’s movement across hexes, it may use a
4.2.3.2 Ground Movement Prohibitions Transport Line connecting the unit’s current hex with an adjacent
• A unit cannot enter or cross a ground movement Prohibited hex hex. While moving along a Transport Line, treat the terrain of the
or hexside. (Player Aid Sheet: Movement). hexside being crossed and the hex being entered as Clear terrain.
• A unit cannot violate stacking limits (3.3). A unit does not receive this benefit if it is moving or attacking into
• A unit cannot enter a hex containing a friendly ground unit and a hex containing an enemy: city, fort, or unit. A USSR unit does not
an EZOC. You can move through a friendly unit if there is no receive this benefit if it is moving into/out of the Central Russia
EZOC in its hex. Box. A unit not receiving this benefit ignores the Transport Line
and pays full movement point costs.
• In the same activation, a unit cannot combine hex to adjacent hex
(or Central Russia Box) movement with Naval Transport. 4.2.3.5 Fort Occupation
4.2.3.3 Ground Movement and Attack A brief list of fort effects is also in Fort (15.12).
At any point in its movement, any type of ground unit (e.g., infantry, A ground unit must occupy a fort to receive its combat benefits as
tank, full or reduced strength, field or garrison, supplied or found on the Player Aid Sheet’s Ground Combat tables.
unsupplied, etc.) may do the following against an enemy ground An air or naval unit cannot occupy a fort.
unit in an adjacent hex that it can move into. To show a unit occupies a fort, put it under the fort marker. A unit
• It may initiate and resolve a Mobile attack (5.3.2). on top of a fort marker does not occupy that fort.
• If it did not already initiate a Mobile attack in its current A unit can choose to occupy a fort only while performing the Army
activation, it may designate an Assault attack (5.3.3). Operations Action (6.3.1), Mobilization (8.3), or Country Setup
Important: To initiate a Mobile attack or designate an Assault (13.1.2). The decision to occupy a fort is made at the time a unit
attack, the phasing unit must pay the full terrain cost to enter the starts in, moves into, ends in, or is initially set up in a fort hex. The
defending hex plus the additional “Attacking a unit …” movement sole purpose of a performing the Army Operations Action can be to
point cost. This cost is paid before the attack is resolved. After simply occupy or exit a fort.
paying the cost, the attacker does not move into the defender’s hex.
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A unit can choose to exit a fort only while performing the Army Naval movement does not involve moving from hex to adjacent
Operations Action (6.3.1) or a Retreat (5.3.5). hex. The entirety of a map feature (e.g., a Sea Zone) is considered
Occupying or exiting a fort (i.e., putting it under or on top of a fort one location.
marker) does not cost movement points.
A unit occupying a fort in an EZOC is considered to be in an EZOC.
An EZOC in a fort hex does not impact a unit’s ability to occupy or
exit a fort. Also, a unit that starts its activation by exiting a fort in
an EZOC may continue to move per ground unit rules.
While a unit is occupying a fort, it cannot attack an enemy unit.
Therefore, a unit must first exit the fort before it can attack.
4.2.3.6 Fort Occupation Restrictions
Only a ground unit of the same nationality as a fort can occupy it.
Another friendly country’s unit can be in the hex (provided there is
no other ground unit already in the hex), but it cannot occupy the
fort.
A unit occupying a fort cannot exit it and then occupy any fort in Example: A naval unit in Rotterdam that moves to Brest pays 3
the same movement activation. movement points (1 MP each for Sea Zones 11, 10, and 7). Note that
Example: A French army occupies the Maginot Fort in Metz. It moving into and out of the ports did not cost movement points
cannot move out of the fort, attack a German unit, and then occupy (Player Aid Sheet: Movement).
the Metz fort (or any other Maginot Fort) in that activation. Naval movement starts with a unit doing one of the following.
Why not? Because we’re not talking about a hundred soldiers • It moves into a Sea Zone that contains the
sallying forth from a castle. port the unit occupies. This occurs even if it
If an enemy unit moves into a hex containing a fort, remove that is only moving to an adjacent hex.
fort from the scenario. [Exception: If Italy is an Axis country and a Example: A unit in Rotterdam enters Sea
Western ground unit enters Tobruk, flip the Italy Tobruk Fort over Zone 11 (1 MP) before it moves into
to its UK Tobruk Fort side. If an enemy unit enters the hex at a later Amsterdam.
time, the UK fort is removed from the scenario.] • It moves through a canal from the port it
The Tobruk fortifications proved much more useful to occupies at one end of the canal to the port at the
Commonwealth troops. other end of the canal.
4.2.3.7 Air/Naval Displacement Example: A unit in Port Said moves to Suez (2
If a ground unit enters a hex containing an enemy air or naval unit, MP).
that enemy unit immediately moves out of the hex per air (4.2.2) or • It moves from a Map Box into an adjacent Sea
naval (4.2.4) movement rules. [Exception: The unit cannot move Zone or Map Box. Unlike when counting a
using Naval Transport.] Range (1.4), you exclude the Map Box occupied
The enemy unit moves even if it has 6 Sorties. This movement by the unit.
cannot be intercepted, nor is the displaced unit considered activated Example: A unit in the Eastern North America Box can move into
because of it. either the North Atlantic Ocean or South Atlantic Ocean Box (3
The air or naval unit’s faction moves it. Multiple enemy units in the MP).
entered hex may move to the same or different locations. After it starts moving as per the above, the naval unit can then
When the displaced air or naval unit is done moving, if it has less continue to move into an adjacent Sea Zone or Map Box; move into
than 6 Sorties, add one Sortie to its total. a friendly port within its current Sea Zone; or use a canal.
If the air or naval unit has no location where it can end its Important: Naval movement must end in a friendly port. USE
movement, remove its Sorties and put it in its Faction Card’s naval units do not remain “out at sea.”
Eliminated box. Sorties: When a naval unit’s movement ends, if it did not fight an
4.2.4 Naval Movement air/naval combat during its move, add one Sortie to its total.
Only a naval unit can perform naval movement. 4.2.4.1 Naval Movement Prohibitions
A naval unit moves within or between adjacent Sea Zones and/or • A unit cannot enter or cross a naval movement Prohibited hex or
Map Boxes using the Operational Movement Procedure (4.2.1). hexside (Player Aid Sheet: Movement).
[Exception: If the Cooperation Limits policy is in effect, a unit
using a canal (4.2.4.2) can cross Land hexes and/or move into
(but not end its movement in) a different, active friendly country.]
• A unit cannot end in a hex that violates stacking limits (3.3).
• A unit cannot end in a hex containing an enemy: city, fort, unit,
Airdrop or Partisans marker.

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• A unit cannot cross a Strait if either of the hexes the Strait symbol 5.0 Combat
points to contains an enemy: city, fort, or unit. It also cannot cross The combat resolution sequence is simple despite the number of
a Strait if both of the Strait’s hexes are in a neutral country or steps. You should remember it after a few combats.
countries.
There are three types of combat: Air/Naval, Ground, and Strategic.
• A unit cannot use a canal if any of its hexsides is adjacent to an They are discussed in more detail later in this rules section.
enemy: city, fort, or unit.
The attacker in a combat is the faction that initiated it.
• An Axis unit cannot enter a Map Box. Example: A phasing Italian convoy unit is moving and the Western
• An Axis or Western unit cannot enter the Central Russia Box. faction intercepts it with a non-phasing UK warship unit. The UK unit
• A USSR unit cannot enter a Map Box (except the Central Russia is the attacker.
Box). A combat can involve only two factions at a time. The third faction
4.2.4.2 Canal cannot commit anything to influence the combat.
A canal allows naval movement across Land hexes between Sea If a combat is initiated by an attacker, the defender must participate.
Zones. To use a canal, the unit either starts, or moves into, a port at Note that an Assault ground combat (5.3.3) can be designated but
one end of the canal and is then placed in the port at the other end need not be initiated. If not initiated, it is not fought.
of the same canal. It may then continue moving. Example: A phasing German air unit declares an Air Strike against a
4.2.4.3 Map Box UK air unit. The defending UK unit must participate in the combat.
Two Map Boxes are adjacent if they share an arrow that points to The same Combat Resolution Sequence (5.1) and Combat Results
each other. A Map Box is adjacent to a Sea Zone if its Sea Zone Table (CRT) are used to resolve all types of combat. However, each
number is listed in that Map Box. type of combat has its own Die Roll Modifiers (DRM) list and its
own Combat Results list.
4.2.4.4 Strait
The Combat Results Table and the specific Combat Results lists are
Within a single activation, the cost to cross a Strait is paid for each
different things.
one crossed between the starting and ending locations of that
activation. All combat lists and tables are on the Player Aid Sheet.
5.1 Combat Resolution Sequence
Use the following sequence to determine the result of any type of
combat. If a step does not apply in the combat fought, skip it.
Step 1) Ground Combat Only: If it is a Mobile attack, the attacking
unit is the Primary Attacker. If it is an Assault attack
involving multiple attacking units, the attacker declares one
unit as the Primary Attacker and up to two others as
Additional Attacker units.
Step 2) Each side uses a Will Commit/Will not Commit marker to
secretly decide if it commits any of the following to the
combat. Both sides then simultaneously reveal their choice.
• Any number of Event markers (14.0) as per their rules.
Examples: A naval unit that starts its activation in Athens and ends • Ground Combat Only: One air unit.
that activation in Sevastopol pays for crossing two Straits. If a side reveals Will not Commit, it cannot commit
A naval unit that starts its activation in Istanbul and ends that anything to the combat, even if the other side does.
activation in Samsum does not pay to cross a Strait because the unit If a side reveals Will Commit, it must commit at least one
started its activation in the hex with the Strait. Therefore, the unit eligible event marker or air unit to the combat.
did not cross that Strait to complete its move. Similarly, if the unit
If both sides reveal Will Commit, start with the attacker.
started in Samsum and ended in Istanbul, no Strait was crossed
Each side alternates declaring one event marker or air unit
between locations.
to be committed. Continue this until both sides
A convoy in Athens activates to perform Naval Transport (6.4.4) for a consecutively stop committing. As long as one side
ground unit. If the convoy moves to and ends that activation in Istanbul, commits, the other side can also, even if it did not commit
it pays for crossing one Strait (i.e., the one pointing to hexes 4141-
something earlier.
4241, not the one pointing to Istanbul).
Step 3) Ground Combat Only: If both sides committed an air unit,
If instead of ending its activation in Istanbul the convoy dropped off the
ground unit in Istanbul and then continued to move to and end that temporarily stop the ground combat sequence. Resolve an
activation in Constanta, the convoy pays for crossing two Straits (4141- air/naval combat between the air units to determine which
4241 and the one pointing to Istanbul). side might apply the Air Support ground combat DRM. The
ground combat attacker is also the attacker in the air/naval
If the convoy did end in Istanbul but then activated again to move to
Constanta, it would not pay to cross a Strait. Again, in this new
combat.
activation it started in a hex with the Strait, so it did not cross that After the air/naval combat has been resolved, continue the
Strait. Using another activation avoided the Strait MP cost, but the ground combat with Step 4.
additional activation increased the convoy’s total Sorties.
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Step 4) Each side determines its own die roll modifiers as per the Step 6) The attacker’s final result of 4 is found across the top of the
Die Roll Modifiers list for the type of combat fought. Combat Results Table and then cross-referenced down the column
After adding all modifiers for a side, the maximum DRM with the defender’s final result of 6. The combat result is AS+2.
that can be applied to that side is + or – 10. Since it is a ground combat, the “+2” part of the result is ignored.
Do not combine both sides’ modifiers and apply the result The result is AS. The AS result is then located on the Player Aid
to only one side. For example, if the attacker has a +2 DRM Sheet’s Ground Combat Results table. The AS or “Attacker
and the defender has a -1 DRM, it is not applied as a +1 Stopped” result ends the German tank unit’s activation for the turn.
DRM. The CRT results are not strictly linear. The combat is over and the heroes of the Soviet Union have turned
back the German panzers.
Step 5) Each side rolls one die and applies its own DRM to the
result. Each side then checks the Die Roll Modifiers list 5.2 Air/Naval Combat
under “After Rolling Combat Die” to see if it divides its An air/naval combat is fought between air and/or naval units. It
modified result by two. Round up after each division. occurs in the Operations Phase due to the following Actions: Air
A final modified value less than one is treated as one. Strike (6.2.2), Air Support (6.2.3), Air Interception (6.2.5), Carrier
Strike (6.4.5), or Naval Interception (6.4.3). The combat is resolved
Step 6) On the Combat Results Table, cross-reference the attacker’s using the Combat Resolution Sequence (5.1)
final value across the top with the defender’s final value
down the side. Look up the found CRT result on the 5.2.1 Air/Naval Combat Results
respective Combat Results list for the type of combat fought After determining the CRT result, perform the two steps listed on
and apply that result. After applying all results, the combat the Player Aid Sheet’s Air/Naval Combat Results list. Based on the
is over. CRT result, step one will add Sorties to the attacking and defending
Combat Resolution Sequence Example: units. Also based on the CRT result, step two determines the Effect
on the Action that initiated the combat, e.g., if both sides committed
A German tank unit initiates an Assault attack against a reduced an air unit to a ground combat, which sides receive the Air Support
USSR infantry unit in a city hex affected by Poor weather. Each side DRM.
has several air units (all with less than 6 Sorties) within five hexes
Air/Naval Combat Example:
of the defender’s hex.
A UK fighter with 1 Sortie in Malta intercepts an Italian convoy
Step 1) The German tank unit is the Primary Attacker.
with no Sorties that moved from Catania into Sea Zone 22. The Axis
Step 2) Each side takes a Will Commit/Will not Commit marker. faction wants it to go to Tripoli.
The Axis faction wants to commit the air unit so it secretly places
To resolve the interception an air/naval combat is fought. The UK
the Will Commit side face up and covers it with his hand. The Soviet
fighter is the attacker because it initiated the combat. After
faction wants to commit an air unit and a Tanks event marker, so it
following the Combat Resolution Sequence and rolling the dice, the
does the same thing with its Will Commit/Will not Commit marker.
CRT result is DR+2.
Together, they both reveal their choices.
On the Air/Naval Combat Results list, the DR result is found under
The Axis faction starts by declaring it is committing an air unit. The
Step 1: Sorties. The DR result (as well as a DD or DE result) states
Soviet faction does likewise. At this point, no more air units can be
the attacker adds one Sortie and the defender adds Sorties equal to
committed because only one per side is allowed in a combat.
the +# part of the CRT result. The UK fighter adds one Sortie
The Axis faction then says it is not committing. The Soviet faction (bringing its total to 2). The Italian convoy adds two Sorties
then commits the Tanks event marker. The Axis faction could now (bringing its total to 2).
commit an event marker (if it had one it could use) but chooses not
After applying the Sorties, the factions look at Step 2: Effect. Since
to and states so. The Soviet faction also states it is not committing.
the combat was against a unit performing Naval Movement, the
Since both sides did not commit consecutively, no more
fourth bullet applies. It states look below at the “Interdiction”
commitments can be made.
section of the Air/Naval Combat Results list. The DR result (as well
Step 3) Because both sides committed an air unit, an air/naval as a DD or DE result) states the interdiction was successful.
combat is fought between the air units (with the Axis unit being the Looking at what was interdicted, i.e., Naval Movement, the Italian
attacker in this battle as well). The air/naval combat goes through convoy unit’s activation ends.
its own Combat Resolution Sequence to determine the number of
The Italian convoy must now move to the nearest port (based on
Sorties added to each air unit and which side receives the Air
movement point costs). In this situation, because Tripoli is also in
Support ground combat DRM. For this example, the air/naval
Sea Zone 22 and it does not cost anything more to move into a port,
combat resulted in both sides applying the Air Support ground
the Italian convoy is placed in Tripoli (which was the Axis faction’s
combat DRM to the ground combat.
goal in the first place).
Step 4) Each side determines its own applicable ground combat die
This example also served the purpose of illustrating that even if
roll modifiers. The final Axis DRM is +2 (+2 for a Germany unit,
naval movement is successfully interdicted, it is possible for it to
+1 Air Support in Poor, +1 Tank unit in Poor, -1 for attacking a
make it to its destination, provided that it is not farther away from
unit in a hex affected by Poor weather, and -1 for attacking a city).
another friendly port.
The final Soviet DRM is 0 (+1 Air Support in Poor, +1 Tank unit in
Poor [due to the Tanks event marker] and -2 for being reduced). 5.2.2 Escorted Unit Air/Naval Combat
Step 5) The Axis faction’s die roll result was 2, to which it adds the If a unit attacks an enemy convoy unit that is being escorted by an
Axis +2 DRM (for a final modified result of 4). The Soviet faction’s air unit (6.2.4) and/or a naval unit (6.4.2) and the escort has less
die roll result was 6, to which nothing is added. than 6 Sorties, first resolve a combat between the attacking unit and
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the escort. If there is more than one escort, the defender decides no losses. It did, but not at a level that was significant enough to
which escort it will fight first. reduce combat effectiveness at the game’s scale.
If the air/naval combat result is “Escort Failed.”, and the attacking A ground combat is fought between ground units. It occurs in the
unit has less than 6 Sorties, it may choose to attack again. Operations Phase when the phasing faction initiates a Mobile attack
• If there is a second escort with less than 6 Sorties, this combat or initiates a designated Assault attack. The combat is fought using
is fought against this escort. If the second escort also fails and the the Combat Resolution Sequence (5.1)
attacking unit still has less than 6 Sorties, the attacking unit may An Assault attack is a set-piece attack that may involve multiple
choose to attack the enemy unit that was being escorted. armies attempting to capture a main objective or put a hole in a
• If there is no second escort with less than 6 Sorties, this combat defensive line. A Mobile attack represents an army operating
is fought against the enemy unit that was being escorted. relatively independently and in response to enemy resistance.
Escorted Unit Air/Naval Combat Example: So which one should you use?
A French convoy with no Sorties is tracing a supply line for a A single unit with a positive combat DRM (e.g., a German Panzer
French ground unit. The convoy is being escorted by a UK carrier unit in Fair weather has a +4 DRM) is more successful with Mobile
with 2 Sorties. As it traces a supply line, it is intercepted by an attacks because it can move and fight multiple times in a single
Italian fighter with no Sorties. activation. Just one army can attack multiple enemy units and/or
capture several cities.
First, the Italian fighter (the attacker) and the UK carrier (the
escort) resolve a combat using the Combat Resolution Sequence. With no positive combat DRM (e.g., a USSR infantry army), extra
The French convoy is ignored. The result is DR+2. The Italian armies in an Assault provide a positive combat DRM. In addition,
fighter adds one Sortie (bringing its total to 1) and UK carrier adds some Event markers only provide a combat DRM if it is an Assault.
two Sorties (bringing its total to 4). In addition, the Effect was The disadvantage of an Assault is that a unit attacks only one time,
“Escort Failed.” so it only affects one enemy unit and hex.
Because the escort failed, the Italian fighter may now attack the 5.3.1 Ground Combat Prohibitions
French convoy. The UK carrier is ignored. This combat result is • A unit cannot designate an Assault attack and conduct a Mobile
DD+3. The Italian fighter adds one Sortie (bringing its total to 2) attack in the same phase. It’s one or the other.
and the French convoy adds three Sorties (bringing its total to 3). • A unit cannot conduct a Mobile attack against an enemy ground
In addition, the Effect was “Interdiction Successful.” The supply unit occupying a fort. A unit can only Assault it.
line trace failed and the activation of all involved units ends.
• A unit cannot conduct a Mobile attack against an enemy ground
If an escorting unit receives an Escort Failed result, it is not unit in a hex affected by Poor or Severe weather. A unit can only
impacted in any other way than the Sorties it incurs. For example, Assault it.
if it has less than 6 Sorties, it still provides escort in future
interceptions. • A unit in a Map Box cannot attack unless it is performing an
Amphibious Invasion (6.3.2). Note a unit that exits a Map Box
5.2.3 Air/Naval Combat DRM Special Cases during its activation can attack as it is no longer in the Map Box.
Weather: If a combat occurs in a specific hex, use the respective 5.3.2 Mobile Attack
combat DRM based on the weather affecting that hex.
If a Mobile attack is initiated during a unit’s ground movement, it
If the combat occurs in a Sea Zone and is not in a specific hex, use is immediately resolved. After resolving the combat, if the
the respective combat DRM based on the weather affecting the attacker’s activation has not ended; it may continue moving and
majority of the water hexes in that Sea Zone. initiate more Mobile attacks (even against the same enemy unit).
Example: The Western faction is performing an Amphibious Remember to pay all the movement costs for each Mobile attack
Invasion in the Mediterranean. The weather for the Warm Zone is (4.2.3.3).
Poor. The weather in the Desert Zone is Fair (which it always is). A Mobile attack against a unit defending in a hex already designated
When the naval movement path trace goes into Sea Zone 24, the as the target of an Assault attack receives no benefit from, nor gives
Western faction declares Benghazi as the invasion hex. The Axis any benefit to, any Assault against that hex.
faction then declares it is intercepting with an Italian warship in the 5.3.3 Assault Attack
Sea Zone (though it could have chosen to intercept in Benghazi
instead). Since that combat is being fought in the Sea Zone and the An Assault attack is designated during a ground unit’s movement
majority of water hexes in Sea Zone 24 are in the Warm Zone, the by placing one Assault marker on the phasing unit and pointing the
Poor weather related DRM is used. Assault marker’s arrow at the defending unit. Remember to pay all
the movement costs to designate the Assault (4.2.3.3).
The warship failed to interdict the invasion so the Axis faction now
declares it will intercept the invasion in Benghazi with a nearby Placing the Assault marker on a phasing unit ends that unit's
German fighter. Since this combat is being fought in the invasion activation. Therefore, it cannot continue moving and attacking that
hex and it is located in the Desert Zone, the Fair weather related phase.
DRM is used. A phasing faction may initiate and resolve a designated Assault at
5.3 Ground Combat any point during its Operations Phase.
Remember USE is an abstract simulation. An army may fight many [Exceptions:
times and not be reduced in strength. That does not mean it suffered • An Assault cannot be resolved during a unit’s activation.

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Example: The USSR 11 Guards unit moves two hexes and enters Example: German, Italian, and Finnish infantry units resolve an
a German infantry unit’s EZOC. The Soviet faction cannot stop Assault against a USSR infantry unit in Leningrad. The German
the 11 Guards unit’s move to resolve a designated Assault unit is the Primary Attacker. The Axis faction could commit a
somewhere else on the map and then continue to move 11 Guards German Heavy Arty marker, the Italian Tanks marker, and the Axis
again. Ground Support marker (because of the Finnish unit).
• An Assault due to an Amphibious Invasion must be resolved at Isolated: A defending unit is considered Isolated if it has no eligible
the time of the invasion.] location it can retreat into (5.3.5) and it is not adjacent to a friendly:
After an Assault is resolved, remove the Assault markers from the city, fort, or ground unit. [Exception: A defending unit occupying a
attackers involved in that combat. fort on an island is not considered Isolated.]
All Assaults do not have to be resolved at the same time. Nearby support alleviates the “We’re surrounded!” feeling, even if
there is nowhere to run to.
Example: The Soviet faction has eight units marked to Assault
several hexes. After resolving an Assault involving three of those An event marker, e.g., Naval Evacuation, cannot be used by the
units, it activates an Air unit. It then later resolves another Assault. defender to avoid being Isolated.
No matter how many Assault markers are pointing to the same hex, An adjacent city, fort, or ground unit cannot be used by the defender
an Assault can only have up to three attacking units in a single to avoid being Isolated if the hexside between it and the defender is
combat resolution. This restriction is to put a limit on DRM and a ground movement prohibited hexside.
represents the difficulty of battlefield coordination. Other units may Example: A USA ground unit in hex
resolve their own separate Assault against that hex. The phasing 4329 attacks a German ground unit in
faction decides how many and which units are involved in each hex 4330. The German unit cannot use
Assault. the adjacent city of Taranto to avoid
A designated Assault attack does not have to be initiated and being Isolated because the hexside
resolved. The phasing faction may choose not to initiate an Assault between the German unit and Taranto is
combat. At the end of the phasing faction’s Operations Phase, a water hexside.
remove any remaining Assault markers on the map. A defender with no adjacent support that is in a city or occupying a
An Assault can be resolved against an enemy ground unit that was fort (except on an island as above) can be considered Isolated.
not in the hex at the time the Assault was designated. Amphibious Invasion Assault: If an
Because an Assault may be resolved after it was designated, the Assault is fought in a coastal hex as part
unit intended to be attacked may not be there due to other combats of an Amphibious Invasion (6.3.2) and
against it and a different enemy unit may have retreated into the an escorting warship unit or Surface
hex. Action marker with less than 6 Sorties is
in the invading force, the attacker
An Assault can be resolved against a hex that no longer contains an
applies the Naval Support DRM. The
enemy ground unit. No combat is fought, but the phasing faction
defending hex does not have to be the
may use Advance after Combat (5.3.7) to move one of the attackers
invaded hex.
into the hex. After it is done, remove the associated Assault
markers. Example: A German infantry is in
Cherbourg and another is in hex 3111. A
5.3.4 Ground Combat DRM Special Cases
USA ground unit invades hex 3010. If it
Air / Naval Support: An air or naval unit’s Sorties or Supply State attacks the German unit in Cherbourg,
does not affect the value of this DRM. the Western faction can apply the Naval
Assault Attack: For an Assault, the attacker’s DRM is based on Support DRM. If it attacks the German
the unit that is declared the Primary Attacker. Each other attacking unit in 3111, it cannot apply the Naval
unit involved in the Assault only applies an “Additional Attacker” Support DRM since it is not a coastal hex.
DRM as listed on the Ground Combat DRM list. 5.3.5 Retreat
Example: One USSR full strength tank and two USSR reduced A combat result may state the defending ground unit must retreat.
strength infantry units marked with Assault markers attack a
A retreat is a one hex move in total or a move from a map edge hex
German infantry unit in Fair weather. The USSR infantry units are
into a Map Box. This movement cannot be intercepted, nor is the
across a river, but the tank unit is not. The Soviet faction declares
unit considered activated because of it.
the tank unit as the Primary Attacker and the two infantry units as
Additional Attackers. The Soviet combat DRM is +4 (+2 for a Tank A unit that retreats moves one hex away from the attacker, and it
unit in Fair weather and +1 for each Additional Attacker infantry must put a one hex gap between the attacker and defender.
unit). The -1 DRM for attacking across a river does not apply [Exceptions: A one hex gap is not required for the following.
because the tank unit (the Primary Attacker) is not attacking across • The only attacking ground unit is performing an Amphibious
the river. Also, even though the USSR infantry units are reduced, Invasion Assault.
the -2 DRM for being a reduced unit does not apply because neither
• The retreat is into a Map Box.
unit is the Primary Attacker.
Event Markers: An Event marker (14.0) may be committed to a
combat if the defending unit or any involved attacking unit allows
the marker to be played.
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• The hex retreated into and the attacker’s 5.3.7 Advance after Combat
hex share a ground movement Prohibited If a defending unit is eliminated or retreats out of its hex, the
hexside.] attacking unit may choose to enter the defender’s hex at that time.
Example: A UK ground unit in Catania If it was an Assault, only one of the attacking units can advance
attacks an Italian ground unit in hex 4528. (attacker’s choice). There is no movement cost to Advance after
The Italian unit can retreat into hex 4529 Combat. The cost was paid when the attack was initiated.
due the water hexside between hex 4529 If a unit does not Advance after Combat, it may continue moving
and Catania. provided it performed a Mobile Attack and has movement points
The defending faction chooses the hex a unit retreats into. remaining. If it’s in an EZOC, see EZOC Restrictions (4.2.3.1).
In an Assault, the retreat is away from any one of the attacking units. If a unit does Advance after Combat, the advancing unit ignores all
The defending faction chooses which unit it is moving away from. EZOC as it enters the defender’s hex. After it is in that hex, it may
It cannot choose an attacking unit that would prevent the defending continue moving provided it performed a Mobile Attack and has
unit from retreating due to Retreat Prohibitions (5.3.5.1). If a retreat movement points remaining. If it’s in an EZOC, see EZOC
path is available, the defender must retreat. Restrictions (4.2.3.1).
Unless otherwise prohibited, a unit can retreat into a hex containing If the attacker enters a hex containing an enemy air or naval unit,
an enemy air or naval unit, causing it to move (4.2.3.7). the enemy unit is moved as per Air/Naval Displacement (4.2.3.7).
An Airdrop or Partisans marker does not affect retreats into or out If the attacker enters a hex containing an Airdrop or Partisans , that
of its hex. Also, that marker stays in its hex. marker stays in the hex.
A USSR unit can retreat from a USSR hex on the east map edge 5.4 Strategic Combat
into the Central Russia Box. Strategic combat is fought between factions in the Strategic Warfare
A full strength unit occupying a fort is not required to retreat. Phase (9.2.1). The combat is fought using the Combat Resolution
However, if it chooses to retreat, retreat rules apply to it. Sequence (5.1).
A unit may retreat into a hex containing a fort but cannot occupy A strategic combat result involves moving the Germany, UK, or
that fort. USSR Fac Lost marker on its On-Map Factory Count Track.
This simulates the offensive or defensive posture of the army for the A unit provides a Strategic Combat DRM regardless of its Supply
month. If you want to hold a fort, occupy it first. Having an adjacent State (7.1) or the number of Sorties it has.
fort (like having an adjacent city) provides some benefit as it A Bombed marker provides a Strategic Combat DRM even if the
guarantees a retreat location (if the hex has no ground unit in it) factory is under Allied control. That is because at the time the
and prevents the defender from being Isolated. marker was placed it was under Axis control and so impacted its
5.3.5.1 Retreat Prohibitions production capacity during that time.
• A unit cannot retreat into an enemy: city or fort. 6.0 Actions
• A unit cannot retreat into a hex containing an EZOC unless it An Action allows a unit in a hex or Map Box to move and/or fight.
contains a friendly: city or fort, and the unit is also putting a one It may also put an Airdrop or Partisans marker in a hex.
hex gap between it and the attacker. Unless stated otherwise, each Action is declared and resolved
• The retreat cannot violate ground movement prohibitions or before another Action is declared.
stacking limits. Example: The Axis faction declares and resolves one Air Strike
5.3.5.2 Cannot Retreat before declaring another.
If a reduced unit cannot retreat, eliminate it. Actions listed below may be performed in any order. However,
If a full strength unit cannot retreat or chooses not to retreat because certain procedures within them may have a strict order.
it is occupying a fort, leave it in its hex and flip it over to its reduced Example: The Axis faction activates an air unit to perform an Air
side. Strike Action against an enemy air unit. It then activates a ground
5.3.6 Unit Elimination unit for a Ground Action. This is followed by an Airdrop Action to
A ground unit may be eliminated in combat due to the combat result place an Airdrop marker and then by another Air Strike Action.
or because it cannot retreat. Unless stated otherwise, one unit’s Action must be completed
Put an eliminated unit in its Faction Card’s Eliminated box and before another unit is activated.
check the Player Aid Sheet’s National Will Effects table to see if its Example: The Axis faction cannot stop moving a ground unit in the
country loses National Will. middle of its Ground Action; activate an air unit to perform an Air
Example: A USSR Guards unit is eliminated while defending in Rebase Action; and then continue moving that same ground unit.
combat. The Soviet faction puts it in its Faction Card’s Eliminated Action Special Notes:
box and reduces USSR National Will by one. A unit marked with a Strategic Move marker cannot be activated.
If a defender is eliminated in a Mobile attack, put a No EZOC At some point during the phase, a Conditional Event (13.0) may
marker in the defender’s hex. occur during a unit’s Action. If that happens, immediately check
All No EZOC markers placed are removed at the end of the moving that event’s rules.
unit’s activation. Therefore, only the currently activated unit can 6.1 Special Marker Action
take advantage of the negated EZOC.
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Important: Unlike other Event markers (14.0), an Airdrop, There is no physical movement of the air unit’s counter; it stays in
Partisans, or Surprise Attack marker cannot be placed during a its hex. This path cannot be intercepted.
unit’s activation, nor can it be committed in Step 3 of an air/naval To resolve the Air Strike, conduct an air/naval combat (5.2). When
or ground combat. [Exception: A Partisans marker can be the combat is done, the phasing unit’s activation ends.
committed in Step 3 of a strategic combat.] Sorties: When the air unit’s activation ends, no Sorties are added to
Example: The Axis faction cannot move a ground unit, initiate a its total. It already added Sorties due to the combat.
Mobile attack with it, place an Airdrop marker, resolve that attack, 6.2.2.1 Air Strike Special Notes
and then continue moving that same ground unit.
An enemy unit can be the target of more than one Air Strike in a
At any point during its Actions Sub-Phase (except as noted above), Phase
the phasing faction may take an Airdrop (14.1), Partisans (14.10),
or Surprise Attack marker (14.17) from its Faction Card’s Events A phasing unit can perform more than one Air Strike against the
box and use it as per its rules. same enemy unit. Each Air Strike requires a separate activation.
Example: After the Axis faction activated and completed the actions 6.2.3 Air Support
of three ground units within France, but before it activates its next During a ground combat, a phasing or non-phasing faction may
unit, it puts the German Airdrop marker in Paris. It then activates activate one of its fighter or bomber units within a 5-hex range of
its next unit. the defending unit to attempt to provide Air Support to the combat.
Only one of each marker may be placed in the same hex. Air Support is a DRM on the Ground Combat DRM list.
For each marker’s placement, effects, and removal rules, see its The air unit must be in a hex and of the same nationality as the
specific entry in the Event Markers (14.0) section. defending unit or one of the attacking ground units.
6.2 Air Actions The owning faction declares the unit it is using and traces an air
movement path to the defending hex. There is no physical
Only an air unit can be activated to perform an Air Action. movement of the air unit’s counter; it stays in its hex.
Air Actions are Air Rebase (6.2.1), Air Strike (6.2.2), Air Support If only one side commits an air unit, that side automatically receives
(6.2.3), Air Escort (6.2.4), Air Interception (6.2.5), and Bombing Air Support and the air unit’s activation ends.
Run (6.2.6).
If both sides commit an air unit, immediately conduct an air/naval
Important: An air unit with 6 Sorties cannot be activated. Check a combat. The ground combat attacker is also the air combat attacker.
unit’s Sorties each time you want to activate it. Note that Air/Naval The final result of the air/naval combat will determine if either or
Displacement (4.2.3.7) does not involve activation. The air or naval both sides receive Air Support for the ground combat. When the
unit must move, even if it has 6 Sorties. air/naval combat is done, each air unit’s activation ends.
Activating an air unit does not cost production points. Sorties: When the air unit’s activation ends, if it did not fight a
Activating an air unit does not add Sorties to its total. However, combat, add one Sortie to its total. If it did fight, no Sorties are
performing the Action will add Sorties as indicated in each Action added to its total. It already added Sorties due to the combat.
rule. So do not add one Sortie for activating the unit and then add 6.2.4 Air Escort
more Sorties based on what it did. Just follow the specific rule.
A phasing fighter unit can activate to escort a naval unit as it
More than one air unit can be activated in a phase. performs an Amphibious Invasion, Naval Rebase, Naval Transport,
An air unit can perform only one Action per activation. or a Supply Line trace in a Sea Zone.
An air unit can be activated multiple times in a phase. A non-phasing fighter unit can activate to escort a naval unit in a
An air unit can perform the same Action multiple times in a phase. port that is attacked by an Air Strike or Carrier Strike.
6.2.1 Air Rebase A fighter cannot escort a bomber in USE for several reasons. First,
A phasing air unit can activate to move (4.2.2). This move cannot a bomber unit is a representation of bombers and fighters. Second,
be intercepted. When the movement is done, the unit’s activation testing showed that it was very rarely used by players and so it was
ends. removed to reduce rules length.
Sorties: When the air unit’s activation ends, add one Sortie to its The owning faction activates a fighter to escort a naval unit when
total. the naval unit is initially activated to perform an Action or when it
6.2.2 Air Strike is attacked by an Air Strike or Carrier Strike. If a warship unit is
also eligible to provide escort, the faction must state at this time if
A phasing fighter or bomber unit in a hex can activate to attack an it will also escort.
enemy air or naval unit within a 7-hex range of the phasing air unit.
Example: A UK fighter and convoy are in Malta. An Axis air unit
An Air Strike’s purpose is to inflict Sorties on an enemy unit. This initiates an Air Strike against the convoy. The Western faction
is a way the phasing faction can attempt to suppress enemy air or declares the UK air unit is escorting.
naval units before it starts land operations.
To provide escort, the fighter must be stacked with the naval unit at
The 7-hex range allows striking at enemy air units far behind front the time that unit is initially activated or attacked.
lines. If limited to five hexes (the range for Air Support), an enemy
air unit that was six hexes behind its lines would be immune to While escorting, there is no physical movement of the fighter’s
attack, but still able to provide Air Support to its ground units. counter; it stays in its hex.
The phasing faction declares the enemy unit to be attacked and The escort provided by the fighter ends when the fighter is no longer
traces an air movement path from activated air unit to the defender. in Air Escort Range (6.2.4.2) or when the escorted unit’s activation
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ends. The fighter’s activation ends when the escorted unit’s
activation ends (even if the escorted unit moves beyond Air Escort
Range).
Sorties: When the fighter’s activation ends, if it did not fight a
combat, add one Sortie to its total. If it did fight, no Sorties are
added to its total. It already added Sorties due to the combat.
6.2.4.1 Air Escort Prohibitions
• A fighter cannot escort another escorting unit. A convoy could
simultaneously have one air escort and one naval escort.
• A fighter using Naval Transport cannot escort. Planes being
shipped in freighters don’t fly.
6.2.4.2 Air Escort Range
A fighter escorts a naval unit in the hex or Sea Zone that the fighter
is located. If escorting naval movement, the fighter does not move
with the naval unit, it only escorts the naval unit within its Sea Zone.
Land based air escort range is limited.
Example: A UK fighter and convoy are in Malta. The UK fighter
can provide escort in Malta and within Sea Zone 22.
6.2.5 Air Interception Example: A UK bomber unit in Hull tentatively traces a path from
Intercepting a phasing unit may result in the interdiction of its hex 2411 directly east to Hamburg in 2422. An Axis fighter unit in
Action, i.e., ends the intercepted unit’s Action. Note that Antwerp could intercept the Bombing Run. To avoid this, the
interception is automatic, but interdiction is not. bomber traces a path outside of the fighter’s interception range.
A non-phasing fighter unit can activate to intercept and attempt to A fighter in a coastal hex or in any port of a Sea Zone can intercept
interdict a phasing air or naval unit as it performs a Bombing Run, a Naval Rebase, Naval Transport, Amphibious Invasion or Supply
Naval Rebase, Naval Transport, Amphibious Invasion, or a Supply Line trace if the naval movement or naval movement path traced is
Line trace in a Sea Zone. It also can intercept a phasing naval unit in the same Sea Zone as the
in an Amphibious Invasion’s declared invasion hex. air unit. In this situation,
The interception must be within Air Interception Range (6.2.5.2). interception takes place in
the Sea Zone, not in a hex.
To intercept, the non-phasing faction must be able to trace an air
[Exception: Amphibious
movement path from the fighter to where the interception is
Invasion hex, see below.]
occurring. There is no physical movement of air unit’s counter; it
stays in its hex. This path cannot be intercepted. There is no Example: An air unit in
interception of an interception. Antwerp could intercept
naval movement in Sea Zone
A non-phasing faction declares interception immediately after the
10 and 11.
phasing faction has traced a Bombing Run path into a hex; has
moved or traced a path into a Sea Zone; or has declared an A fighter in any hex can intercept a movement path trace into an
Amphibious Invasion hex. A non-phasing faction must be given the Amphibious Invasion hex if the air unit is within a 5-hex range of
opportunity to do this before the phasing unit continues. the invaded hex. This is independent of intercepting in the Sea
Zone, which is also allowed.
To resolve the interception, conduct an air/naval combat (5.2). The
non-phasing unit is the attacker. The final result of the air/naval Example: An air unit in Paris could intercept the invasion hex of
combat will determine if the interdiction was successful. When the Cherbourg.
combat is done, the non-phasing unit’s activation ends. 6.2.5.3 Air Interception Special Notes
Sorties: When the non-phasing unit’s activation ends, no Sorties are Within the same hex or Sea Zone, more than one interception can
added to its total. It already added Sorties due to the combat. be made against the same phasing unit. [Exception: During an
6.2.5.1 Air Interception Prohibitions Amphibious Invasion, only one interception per Sea Zone or
invasion hex is allowed (6.3.2.6).]
A fighter cannot intercept strategic movement, a Supply Line traced
within a hex, Air/Naval Displacement, Air Rebase, Air Strike, Air Each interception is resolved separately and must be done by a
Support, Carrier Strike, Air or Naval Escort, or Air or Naval different non-phasing unit. The non-phasing faction must resolve
Interception. one interception before declaring another.
6.2.5.2 Air Interception Range When a phasing unit moves into or traces a movement path into a
different hex or Sea Zone, it may be intercepted again (even by a
A fighter in a hex can intercept a Bombing Run if a hex of the
unit that did so earlier in a different hex or Sea Zone).
bomber’s movement path trace is within a 5-hex range of the fighter
unit. A non-phasing unit can make more than one interception in a Phase.
However, within a single hex or Sea Zone, it cannot intercept the
same phasing unit more than one time during that unit’s Action.

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Example: In the same Phase, a German fighter in Antwerp could Example: A Surprise Attack marker in Sea Zone 22 cannot be used
intercept a UK convoy moving in Sea Zone 10 and then again in Sea to invade Palermo in hex 4526 or any of its adjacent hexes because
Zone 11. It cannot intercept the convoy twice in either Sea Zone. If the port of Palermo is in Sea Zones 19 and 21 and the marker is
later in the phase a different UK convoy moved through Sea Zones not in either of those Sea Zones. Similarly, a Surprise Attack marker
10 and 11, the German fighter could also intercept it once in each in Sea Zone 19 does not allow for the invasion of hex 4626 southeast
Sea Zone. of Palermo because that hex is in Sea Zone 22, which does not
If both Allied factions want to intercept the Axis faction at the same contain the marker.
time, the Western faction resolves all its interceptions first. A Surprise Attack marker may be used by any friendly unit. The
6.2.6 Bombing Run marker’s country designation denotes who must buy it in the
A phasing bomber unit can activate to bomb an Axis-friendly Mobilization Phase.
factory in Germany that is within a 20-hex range of the bomber. The invaded hex can contain an enemy unit or EZOC.
The phasing faction declares the hex to be bombed and traces an air After the phasing faction activates the ground unit, it activates the
movement path no more than 20 hexes to it. There is no physical convoy and any escort (so those units need to have less than 6
movement of the bomber unit; it stays in its hex. This path can be Sorties). It then declares it is performing an Amphibious Invasion.
intercepted by a non-phasing fighter unit (6.2.5). It does not, however, declare the invasion hex at this time.
If the Bombing Run was not interdicted, put a Bombed marker in This is so the non-phasing faction must choose to intercept while
the declared hex. If it was interdicted, no Bombed marker is placed. the invasion force is tracing a naval movement path, but without
In either case, the bomber’s activation ends. knowing the final destination.
Only one Bombed marker may be placed in a factory hex. It then traces a naval movement path from the activated units to the
No more than eight Bombed markers can be placed in one turn. Sea Zone containing the invasion hex and Surprise Attack marker.
There is no physical movement of the counters; they remain in their
A bomber can make more than one Bombing Run in a Phase. hex. When the path has entered the Sea Zone containing the
Sorties: When the bomber’s activation ends, if it did not fight a invasion hex, the phasing player declares that hex.
combat, add one Sortie to its total. If it did fight, no Sorties are After all interceptions against the activated units are resolved, if the
added to its total. It already added Sorties due to the combat. Amphibious Invasion is not aborted (6.3.2.3), see Amphibious
6.3 Ground Actions Invasion Resolution (6.3.2.4).
Only a ground unit can be activated to perform a Ground Action. 6.3.2.1 Amphibious Invasion Prohibitions
Ground Actions are Army Operations (6.3.1) and Amphibious • The invasion hex cannot contain a friendly ground unit.
Invasion (6.3.2).
• The invasion hex cannot be affected by Severe weather. The
To activate a ground unit (regardless of its strength), its country weather in the Sea Zone does not matter, only what is in the hex.
must spend its production points. This cost is paid one time at the
• A coastal hex without a port
start of the ground unit’s activation.
cannot be invaded if that
• A Leg unit costs 1 production point to activate. coastal hex and each port hex it
• A Mobile unit costs 2 production points to activate. is adjacent to share a ground
A ground unit can activate only one time in a phase. movement Prohibited hexside.
Tip: When a unit’s activation ends, use some method (such as Example: A UK unit cannot
rotating it or putting a small item on it, like a bead) to remind you invade hex 4330 because it and
it cannot be activated again that turn. Taranto (the only port adjacent
More than one ground unit can be activated in a phase, but not at to 4330) share a water hexside.
the same time. • A phasing faction cannot declare the same hex more than once
6.3.1 Army Operations per Actions Sub-Phase.
A phasing ground unit can be activated to move (4.2.3). During • A naval unit cannot be involved in more than one Amphibious
movement it may initiate a Mobile attack (5.3.2) or designate an Invasion per Operations Phase.
Assault attack (5.3.3). • The path traced to the invasion hex cannot cross a Strait unless at
6.3.2 Amphibious Invasion least one of the Strait’s hexes contains a friendly: city, fort, or unit
This rule is long, but do not let that scare you. There is also an and neither of its hexes contains an enemy: city, fort, or unit. An
extensive example at the end. You may want to set it up on the map invading unit starting in a Strait hex ignores that Strait because
and walk through it to get a better feel for the rule. it does not have to cross it.
A phasing ground unit stacked with a convoy can activate to invade • Hex 2617 (near Amsterdam) cannot be declared the invasion hex.
a coastal hex that contains, or is adjacent to, a friendly or enemy 6.3.2.2 Amphibious Invasion Range
port within Amphibious Invasion Range (6.3.2.2). A friendly port The Axis or Soviet factions can invade a hex in the Sea Zone
can be invaded; it is a way to get more troops there quickly. In containing the activated units.
addition, the invaded hex must be in a Sea Zone containing a The Western faction can invade a hex within two Sea Zones of the
friendly Surprise Attack marker, and if the invaded hex has no port, activated units, i.e., the Sea Zone they occupy or an adjacent Zone.
at least one adjacent port must also be in that same Sea Zone.

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A Western unit in a Map Box can invade a hex in an adjacent Sea In each Sea Zone the movement path is traced, a non-phasing
Zone. faction may intercept only one time with an air unit (6.2.5) and/or
Example: A UK unit in the Arabian Sea Box can invade a hex in one time with a naval unit (6.4.3).
Sea Zones 31 or 32. The interceptions of an Amphibious Invasion are limited because
6.3.2.3 Amphibious Invasion Aborted they are trying to stop a specific operation within a limited time
An Amphibious Invasion is aborted, and the activation of the frame and while surprised.
phasing units performing it ends, if either of the following occurs. When the invasion hex has been declared, interception can occur in
its Sea Zone or in the invasion hex (non-phasing faction’s choice
• The Amphibious Invasion is successfully interdicted.
with each interception). These are still limited as above.
• If any Amphibious Invasion escort unit suffers a DR, DD, or DE
That is, you can intercept with one air unit in the Sea Zone or hex,
result in combat, the phasing faction may immediately abort the
and with one naval unit in the Sea Zone or hex. It is not one air and
Invasion. If it does this, no combat is fought between the convoy
naval unit in the Sea Zone and then another air and naval unit in
unit and the intercepting unit.
the hex. That’s two interceptions in total between both places.
The phasing units of an aborted Amphibious Invasion remain in the
An Amphibious Invasion Assault may be combined with other units
location they activated in.
marked to Assault the invaded hex. The invading ground unit is the
6.3.2.4 Amphibious Invasion Resolution Primary Attacker. This can only occur if the other units were
If an Amphibious Invasion is not aborted, do the following. marked to Assault the hex before the Invasion was performed.
• If there is no enemy ground unit in the invasion hex, put the Amphibious Invasion Example: A German fighter is in Taranto
phasing ground unit in that hex. and another is in Palermo. An Italian fighter, surface warship, and
 If the invading ground unit is not in an EZOC, it may move into infantry are in Catania. A UK tank unit, convoy, and surface
an adjacent hex and its activation ends. This move cannot warship are in Tunis. Also, a UK infantry unit, convoy, and carrier
violate ground movement prohibitions or stacking limits. warship are in Malta. The Axis air and naval units have a high
number of Sorties on them (the exact number is not important), but
 If the invading ground unit is in an EZOC, it must either end
the UK units have none.
its activation or immediately resolve an Assault against an
enemy ground unit in an adjacent hex. After the combat, its
activation ends.
• If there is an enemy ground unit in the invasion hex, it must
immediately resolve an Assault against that unit. Note the
invading ground unit is still in its original hex at this point, so it
is not exerting an EZOC into or around the defending hex.
 If the Assault does not clear the hex of the defender and the
invading ground unit survives, its activation ends. Since it has
not moved yet, it stays in its current hex.
 If the Assault clears the hex of the defending ground unit, the
phasing ground unit must be put in the defending hex (even if
it attacked with other units) and its activation ends.
Mulberry: If the marker is included in scenario setup, immediately The Western faction places the UK Surprise Attack marker in Sea
after an invading UK or USA ground unit’s activation ends, if it is Zone 22, which is within two Sea Zones of Tunis. It then activates
in a coastal hex with no port, the Western faction may put the the tank, convoy, and surface units in Tunis and declares it is
Mulberry marker (15.16) in that hex. attempting an Amphibious Invasion. It does not state the invasion
Naval Units: After the invading ground unit’s activation ends (and hex at this time.
any Mulberry placement), the phasing faction must either leave all The Western faction first traces a naval movement path into Sea
invading naval units in their current hex or put them in a port taken Zone 19. At this point the Axis faction declares an interception
by the invading ground unit or in the hex containing a just-placed with the German fighter in Palermo as it is within Sea Zone 19. If
Mulberry marker. The naval units must all end in the same location. the UK surface unit escort fails, the Western faction could
After doing this, the naval units’ activation ends. abandon the invasion at that time (in order to avoid having to
Sorties: When a naval unit’s activation ends, if it did not fight an fight with its convoy) or it could continue, at which point the
air/naval combat during its Action, add one Sortie to its total. If it convoy would fight.
did fight, no Sorties are added to its total. It already added Sorties
due to the combat.
6.3.2.5 Amphibious Invasion Limitations
An Inland Port (1.3.3) can be used for purposes of invading an
adjacent coastal hex, but the port hex cannot be directly invaded.
A phasing faction may make one Amphibious Invasion Resolution
attempt per Surprise Attack marker located within a Sea Zone.
6.3.2.6 Amphibious Invasion Special Notes
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The German fighter and UK surface warship escort fight a combat The Axis faction chooses to intercept first in the Sea Zone using the
using the Combat Resolution Sequence. The UK escort was Italian warship. It fails and so the Axis faction intercepts in hex
successful, ending the air interception. The Axis faction then 4528 with a German fighter. The UK escort fails this time, and the
intercepts in Sea Zone 19 with the Italian surface warship from two Western faction does not abandon the invasion. So, the German
Sea Zones away in Sea Zone 22. Note the UK carrier in Malta fighter attacks again hitting the UK convoy. However, the German
cannot intercept the Italian surface warship as it traces through Sea fighter fails to interdict the convoy so the Amphibious Invasion
Zone 22 or 19 because interception of another unit performing lands. The troops hit the beaches!
interception is not allowed. The UK escort is successful again
Since the invaded hex does not contain an enemy ground unit, the
against the Italian warship.
Western faction takes the UK tank unit out of Tunis and puts it into
Since no more interceptions can occur in Sea Zone 19, the Western hex 4528. Because it is now in the EZOC of the Italian infantry unit
faction continues its movement path trace into Sea Zone 22 and in Catania, the Western faction must choose to either end the tank
declares it is invading hex 4528 (adjacent to the port of Catania). unit’s activation or attack the Italian ground unit.
It must declare the invasion hex before any interceptions are
The UK tank unit attacks and gets a DR result The Italian infantry
attempted.
unit retreats into hex 4728, and the UK tank unit advances into
Now the Axis faction can choose to intercept in Sea Zone 22 and/or Catania. This causes the Italian fighter and surface units to move
in the invasion hex 4528. In Sea Zone 22, the Axis can use the Italian out of Catania, as per Air/Naval Displacement (4.2.3.7).
fighter or surface warship units or the German fighter in Palermo.
The UK tank unit’s activation ends. The Western faction finishes the
The German fighter in Taranto cannot intercept in Sea Zone 22
Amphibious Invasion by taking the UK convoy and surface units out
because it is in a different Sea Zone.
of Tunis and putting them in Catania (the port just taken in the
invasion) and ending their activation. The Western faction could
have chosen to leave the naval units in Tunis instead. However,
without a Western convoy unit in Sicily, the UK tank unit would not
be able to trace supply in the upcoming Supply Check Sub-Phase.
If the Western faction decided not to put the invading naval units in
Catania, then later in the Phase, the Western faction could move a
different convoy unit there. However, it would be subject to
interception on the way and possibly not make it.
If the Western faction wanted and had another Surprise Attack
marker available to put in Sea Zone 22, the UK units in Malta could
activate (now or later in the Actions Sub-Phase) to conduct their
own Amphibious Invasion in Sea Zone 22. If it chose to do so, hex
4528 could not be invaded because the same hex cannot be directly
In hex 4528, it can intercept with the Italian warship or any of the invaded twice within the same Actions Sub-Phase. It also could not
German or Italian fighter units as all are within five hexes of 4528. invade Catania because it contains a friendly unit.
However, because this is an Amphibious Invasion attempt, the Axis 6.4 Naval Actions
faction is limited to one air interception and one naval interception Only a naval unit can be activated to perform a Naval Action.
within a Sea Zone (including the invaded hex). Therefore, despite Naval Actions are Naval Rebase (6.4.1), Naval Escort (6.4.2),
having three air units available, only one of them can intercept. Naval Interception (6.4.3), Naval Transport (6.4.4), and Carrier
Strike (6.4.5).
Important: A naval unit with 6 Sorties cannot be activated. Check
a unit’s Sorties each time you want to activate it. [Exception: A
warship with 6 Sorties can activate to trace its own Supply Line.]
Note that Air/Naval Displacement (4.2.3.7) does not involve
activation. The air or naval unit must move, even if it has 6 Sorties.
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Activating a naval unit does not cost production points. Intercepting a phasing unit may result in the interdiction of its
Activating a naval unit does not add Sorties to its total. However, Action, i.e., ends the intercepted unit’s Action. Note that
performing the Action will add Sorties as indicated in each Action interception is automatic, but interdiction is not.
rule. So do not add one Sortie for activating the unit and then add A non-phasing warship unit can activate to intercept and attempt to
more Sorties based on what it did. interdict a phasing naval unit as it performs a Naval Rebase, Naval
More than one naval unit can be activated in a phase. Transport, Amphibious Invasion, or a Supply Line trace in a Sea
A naval unit can perform only one Action per activation. Zone. It also can intercept a phasing naval unit in an Amphibious
Invasion’s declared invasion hex.
A naval unit can be activated more than one time in a phase.
The interception must be within Naval Interception Range (6.4.3.2).
A naval unit can perform the same Action more than one time in a
phase. [Exception: Amphibious Invasion (6.3.2).] To intercept, the non-phasing faction traces a naval movement path
from the warship to where the interception is occurring. There is no
6.4.1 Naval Rebase physical movement of the warship’s counter; it stays in its location.
A phasing naval unit can be activated to move (4.2.4). This move This path cannot be intercepted. There is no interception of an
can be intercepted (6.2.5 and 6.4.3). When the movement is done, interception.
or if it was successfully interdicted, the unit’s activation ends. A non-phasing faction declares interception immediately after the
Sorties: When the naval unit’s activation ends, if it did not fight a phasing faction has moved or traced a path into a Sea Zone or has
combat, add one Sortie to its total. If it did fight, no Sorties are declared an Amphibious Invasion hex. A non-phasing faction must
added to its total. It already added Sorties due to the combat. be given the opportunity to do this before the phasing unit
6.4.2 Naval Escort continues.
A phasing warship unit can activate to escort a convoy unit as it To resolve the interception, conduct an air/naval combat (5.2). The
performs an Amphibious Invasion, Naval Rebase, Naval Transport, non-phasing unit is the attacker. The final result of the air/naval
or a Supply Line trace in a Sea Zone. combat will determine if the interdiction was successful. When the
A non-phasing warship unit can activate to escort a convoy unit in combat is done, the non-phasing unit’s activation ends.
a port that is attacked by an Air Strike or Carrier Strike. Sorties: When the non-phasing unit’s activation ends, no Sorties are
The owning faction activates a warship to escort a convoy unit when added to its total. It already added Sorties due to the combat.
the convoy unit is initially activated to perform an Action or when 6.4.3.1 Naval Interception Prohibitions
it is attacked by an Air Strike or Carrier Strike. If an air unit is also • A warship cannot intercept strategic movement, a Supply Line
eligible to provide escort, the faction must state at this time if it will traced within a hex, Air/Naval Displacement, Air Rebase, Air
also escort. Strike, Air Support, Bombing Run, Carrier Strike, Air or Naval
Example: An Italian warship unit and convoy are in Taranto. The Escort; or Air or Naval Interception.
Axis player activates the convoy unit to move to Benghazi. Before • The naval movement path traced by an intercepting warship
the convoy unit moves, the Axis player declares the warship is cannot go through a Canal or cross a Strait. An intercepting unit
escorting. in a hex with a Strait pointing to it ignores that Strait because the
To provide escort, the warship must be stacked with the convoy at unit does not have to cross it.
the time the convoy is initially activated or attacked. In addition, if Example: A UK surface warship in Malta cannot intercept in Sea
it is escorting a convoy’s Naval Rebase or Naval Transport, the Zone 21. A UK surface warship in Gibraltar can intercept in Sea
warship must be able to end its movement in the same hex as the Zone 16 or 17.
convoy. Unlike an escorting air unit, an escorting warship moves
6.4.3.2 Naval Interception Range
along with the convoy.
A warship can intercept within two Sea Zones of its current
The escort provided by the warship ends when the convoy’s
location, i.e., the Sea Zone it occupies and a Sea Zone adjacent to
activation ends. When the provided escort ends, the warship’s
it.
activation ends.
Sorties: When the warship’s activation ends, if it did not fight a
combat, add one Sortie to its total. If it did fight, no Sorties are
added to its total. It already added Sorties due to the combat.
6.4.2.1 Naval Escort Prohibitions
A warship unit cannot escort another escorting unit. A convoy can
simultaneously have one air and one naval escort.
6.4.2.2 Naval Escort Range
A warship escorts a convoy in the hex the warship is located, and in
all locations the convoy unit moves or traces a Supply Line.
If the convoy is performing Naval Rebase or Naval Transport, the
Example: A UK surface unit in Malta (Sea Zone 22) can intercept
warship must move with the convoy and end stacked with it.
in Sea Zones 19, 22, or 24. It cannot intercept in Sea Zone 21
6.4.3 Naval Interception because Naval Interception cannot trace across a Strait.
A warship in the North Atlantic or Central Russia Box can intercept
in an adjacent Sea Zone.
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Example: A USA carrier unit in the North Atlantic Box can Sorties: When the convoy’s (and escort’s) activation ends, if it did
intercept in Sea Zone 7. not fight a combat, add one Sortie to its total. If it did fight, no
In the above situations, interception takes place in the Sea Zone, not Sorties are added to its total. It already added Sorties due to the
in a hex. [Exception: Amphibious Invasion hex, see below.] combat.
A warship can intercept a movement path trace into an Amphibious Example: This illustrates naval transport and shows how air and
Invasion hex, if that hex is in a Sea Zone within the ranges listed naval forces can activate and move multiple times in a single
above. This is independent of intercepting in the Sea Zone, which Actions Sub-Phase. It is a way for them to quickly get to a front.
is also allowed. They do so, however, with reduced effectiveness due to the Sorties
6.4.3.3 Naval Interception Special Notes they incur.
Within the same hex or Sea Zone, more than one interception can It is the Western faction’s Actions Sub-Phase and it wants to move
be made against the same phasing unit. [Exception: During an a UK air unit in Plymouth to Alexandria. A USA convoy is in Cardiff
Amphibious Invasion, only one interception per Sea Zone or and a UK warship is in Plymouth.
invasion hex is allowed (6.3.2.6).] Because Gibraltar was taken by Axis forces, Western units cannot
Each interception is resolved separately and must be done by a move through its Strait to go across the Mediterranean. Instead,
different non-phasing unit. The non-phasing faction must resolve they must go the long way around Africa.
one interception before declaring another. First, the USA convoy is activated to perform the Naval Rebase
When a phasing unit moves into or traces a movement path into a Action to move through Sea Zones 9 and 7 to Plymouth. It then ends
different hex or Sea Zone, it may be intercepted again (even by a its activation, adding one Sortie to its total. It cannot pick the UK
unit that did so earlier in a different hex or Sea Zone). air unit during its activation because Naval Transport requires the
air or ground unit begin its activation already stacked with the
A non-phasing unit can make more than one interception in a Phase. convoy. In other words, first the air or ground unit activates, then
However, within the same hex or Sea Zone, it cannot intercept the the convoy activates.
same phasing unit more than one time during that unit’s Action.
The Western faction then activates the air unit to perform the Air
Example: In the same Phase, a UK carrier in Malta could intercept Rebase action. As the air unit begins its activation stacked with the
an Italian warship moving in Sea Zone 22 and then again in Sea convoy, the USA convoy activates to perform Naval Transport. In
Zone 24. It cannot intercept the warship twice in either Sea Zone. If addition, the UK warship is activated to perform Naval Escort.
later in the phase an Italian convoy traced a Supply Line path in
Sea Zones 22 and 24, the UK warship could also intercept it once All three units then move from Plymouth into Sea Zone 7, into the
in each Sea Zone. North Atlantic Ocean Map Box, into the South Atlantic Ocean Map
Box, and then into the Western Indian Ocean Map Box. This costs
If both Allied factions want to intercept the Axis faction at the same 10 naval movement points so their activation ends and all three
time, the Western faction resolves all its interceptions first. units each add one Sortie to their total. The convoy now has two
6.4.4 Naval Transport Sorties.
If a phasing air or ground unit that activates to move is stacked with If the Western faction was moving a ground unit, it could not move
a convoy unit, that convoy can also activate to transport that air or that ground unit again because a ground unit can only activate once
ground unit across Sea Zones and/or Map Boxes (4.2.4). The air or per Actions Sub-Phase. However, since it is an air unit with less
ground unit’s nationality does not matter, only that it is friendly. than 6 Sorties, the Western faction activates it again. Units in a Map
The air or ground unit must begin its activation stacked with the Box can be considered stacked so the convoy and warship are also
convoy. activated. All three then move into the Arabian Sea Map Box, into
Within the same activation, an air or ground unit cannot combine Sea Zone 31, into Suez, through the Suez Canal, into Port Said, into
other movement with naval transport. Sea Zone 26, and into Alexandria. This costs seven naval movement
A convoy can transport only one unit at a time. Therefore, a stacked points. Remember: moving into and out of ports does not cost
air and ground unit need to be transported separately. movement points.
As the convoy is moving, it can be intercepted (6.2.5 and 6.4.3). The air unit is now in Alexandria; its activation ends and it adds
one Sortie to bring its total to two. The naval units still have three
When the convoy enters a Sea Zone, the convoy (and escort) and
movement points left. The Western faction then moves them into Sea
transported unit may be placed in a friendly port within that Sea
Zone 26, into Port Said, through the Suez Canal, and finally into
Zone to drop off the transported unit in that hex. That hex cannot
Suez. Their activation ends and each add one Sortie. The warship
already contain a convoy unit (or warship, if there is a naval escort
has two and the convoy has three.
with the group), or the same type of unit being transported.
Since the air and naval units still have less than 6 Sorties, they could
When placed in its destination hex, the transported unit’s activation
activate again this Actions Sub-Phase.
ends. Remember, a transported ground unit cannot activate again
in that phase. Also, a transported air unit adds one Sortie to its total 6.4.5 Carrier Strike
unless the air unit added Sorties due to a successful interdiction of A carrier unit can activate to attack an enemy air or naval unit in a
the Naval Transport. port or coastal hex that is in a Sea Zone containing a friendly
After the transported unit is placed, the convoy (and escort) can Surprise Attack marker. A Carrier Strike’s purpose is to inflict
continue moving or end its movement in the port with the Sorties on an enemy unit.
transported unit. A convoy and escort must end movement in the The phasing faction declares the unit to be attacked and traces a
same port. naval movement path of any length from its carrier unit to the
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defender. There is no physical movement of the carrier unit; it stays A unit can make more than one supply check in a Supply Check
in its hex. This path cannot be intercepted. Sub-Phase to see if it can trace a supply line.
To resolve the Carrier Strike, conduct an air/naval combat (5.2). A supply check is not mandatory. The phasing faction may choose
When the combat is done, the carrier’s activation ends. not to supply any of its units (even if in a Supply Source location or
Sorties: When the carrier’s activation ends, no Sorties are added to otherwise exempt). [Exception: A unit satisfying a country’s Home
its total. It already added Sorties due to the combat. Defense policy must make as many supply checks as it can to supply
it with Full or Low Supply.]
7.0 Supply
If a unit traces a supply line to an Unlimited Supply Source, it has
The supply status of a unit affects its movement and combat a Full Supply State. Remove any Low Supply or No Supply marker
capabilities. Without supply, a unit will eventually be eliminated. on the unit (even if it was placed earlier in the same turn).
A unit is either considered supplied or unsupplied based on its If a unit traces a supply line to a Limited Supply Source, it has a
Supply State (7.1). When a unit’s supply status matters for a rule, it Low Supply State. Place a Low Supply marker on the unit (even if
will include one of the following terms. a No Supply marker was placed earlier in the same turn).
Supplied: A unit is supplied if it has a Full or Low Supply State. If a unit cannot trace a supply line; has its supply line trace
Unsupplied: A unit is unsupplied if it has a No Supply State. successfully interdicted; or its faction chose not to supply it, that
7.1 Supply State unit’s Supply State is immediately reduced as follows.
There are three Supply States: Full, Low, and No. When the Supply • If it has no Low Supply or No Supply marker on it, put a Low
State of a unit is determined for the turn, it maintains that state until Supply marker on it.
the next turn’s supply check. • If it has a Low Supply marker on it, flip it to its No Supply side.
A unit with a Full Supply State is not marked with a Supply counter. • If it has a No Supply marker on it, leave the marker on it.
If it has a Low or No Supply State, it is marked with the respective
Important: A unit’s Supply State can only be reduced one time per
Low Supply or No Supply counter.
turn, regardless of how many failed traces were made to supply it.
7.1.1 Low Supply / No Supply Effects
Example: An Axis supply line trace across Sea Zone 22 is
• A unit with Low Supply has a combat -2 DRM applied to it interdicted, causing the German Afrika army to go to Low Supply.
(Player Aid Sheet: Combat DRM lists). When another supply trace in the same phase is also interdicted, it
• A unit with Low or No Supply has reduced Movement Points, is not marked with No Supply. It keeps Low Supply.
i.e., four for Leg units and five for all other units (Player Aid 7.3 Supply Source
Sheet: Movement).
There are two types of Supply Sources: Limited and Unlimited.
• A unit with Low or No Supply cannot be improved in the A Limited Supply Source can supply up to two units, giving each a
Replacements Phase (8.1). Low Supply State. Remember Limited = Low.
• A unit with No Supply cannot perform Strategic Movement (4.1). An Unlimited Supply Source can supply any number of units,
• A unit with No Supply is reduced in the No Supply Phase (7.5.1). giving each a Full Supply State.
• A unit with No Supply cannot satisfy a Home Defense policy 7.3.1 Limited Supply Source
(10.3.1). Each of the following is a Limited Supply Source (LSS).
• A unit with No Supply may be voluntarily eliminated in the No • A friendly Overseas Area factory is an LSS for units belonging
Supply Phase (7.5.2). to that Overseas Area’s country.
• A unit with No Supply has its modified combat die roll result Example: A friendly Tripoli in Libya (which is Italy’s Overseas
divided by two. Round up (Player Aid Sheet: Combat DRM lists). Area) is an LSS for Italian units only.
This applies to the attacker in an Assault if at least one of its • A friendly capital in a conquered country is an LSS for that
attacking units has No Supply. controlling faction’s units.
7.2 Supply Check Example: Norway is a conquered Western country and Oslo has
In the Supply Check Sub-Phase, the phasing faction determines the an Axis Control marker in it. Oslo is an LSS for two Axis units.
Supply State for each friendly unit in a hex by tracing a supply line
• A friendly capital in an Axis country is an LSS for a German unit.
(7.4) to a friendly Supply Source (7.3).
[Exception: Berlin is a USS for a German unit.]
[Exception: The following units are always considered to have
Example: Romania is an Axis country and Bucharest is Axis
traced a supply line to an Unlimited Supply Source. These
friendly. Bucharest is an LSS for two German units.
exceptions speed game play by reducing the number of traces.
• A friendly capital in a Western country is an LSS for a UK or
• a convoy unit
USA unit. [Exception: London is a USS for a UK or USA unit.]
• a unit in a Map Box
• A friendly capital in a Soviet country is an LSS for a USSR unit.
• a UK garrison ground unit in Gibraltar [Exception: Moscow is a USS for a USSR unit.]
• a garrison ground unit in a port on an island] 7.3.2 Unlimited Supply Source
The phasing faction chooses the order in which units are checked Each of the following is an Unlimited Supply Source (USS).
and the supply line path traced for each unit. • A friendly country’s Mainland Area city is a USS for that
country’s units.
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• The Eastern North America Box or Western Indian Ocean Box is Land Supply Line Example:
a USS for a UK unit. A German ground unit is in hex 2434. It can
• The Eastern North America Box or a friendly UK Mainland Area trace a supply line into hex 2335 and then
city is a USS for a USA unit. into Konigsberg, which is a German
• The Central Russia Box is a USS for a USSR unit. Unlimited Supply Source. Alternatively, it
can trace into hex 2535 and then 2634,
7.4 Supply Line which contains a Transport Line. From
A Land Supply Line (7.4.2) starts at checking unit’s location and 2634, it can then trace along a contiguous
then goes overland to a friendly Supply Source for that unit. Transport Line back to any friendly city in
A Sea Supply Line (7.4.3) starts at the checking unit’s location, goes Germany. It cannot trace into hex 2535,
overland to a convoy, and then that convoy traces across a Sea Zone 2534, and then 2633 because the second
or Map Box toward a Supply Source. Remember this when hex does not have a Transport Line.
contemplating overseas operations. 7.4.3 Sea Supply Line
Each unit traces its own supply line. From the checking unit, trace a ground movement path up to two
More than one unit can use the same path to trace a supply line. hexes to a hex containing a Transport Line or a port that has a
All hexes, Sea Zones, or Map Boxes that are traced out of, into, or friendly convoy unit with less than 6 Sorties in it.
through are considered part of the supply line. [Exception: A warship unit tracing its own supply line without
A convoy unit is required and activated each time a unit traces a using a convoy cannot trace an overland path to a different port. It
supply line across a Sea Zone or Map Box. The same convoy can must begin to trace the naval movement path part of a Sea Supply
be activated multiple times in a Supply Check Sub-Phase. One Line from the port it occupies (see below).]
convoy activated multiple times will accumulate 6 Sorties quickly If the hexes traced into did not contain a port that has a friendly
and then won’t be able to activate again for other Actions. convoy with less than 6 Sorties, or if the tracing faction has a
[Exception: A warship unit (even with 6 Sorties) may activate to different convoy it wishes to use, continue tracing the path along a
trace its own supply line across a Sea Zone or Map Box without connected Transport Line back to a port that does have a convoy.
using a convoy. If a warship uses a convoy to trace a supply line, When the trace reaches the port, the convoy (and any escort) is
the warship is not activated.] activated. The convoy then traces a naval movement path of any
This represents inherent convoys assigned to support the fleet. length to a friendly Map Box or a Sea Zone containing a different
Because a warship can trace its own supply line regardless of its friendly port. This port must either be a Supply Source for the
Sorties, it will eventually be supplied no matter how many times its checking unit or have a connected Transport Line that goes back to
supply line is intercepted. So the issue isn’t if the warship unit will a Supply Source for the checking unit. There is no physical
be supplied, but how many Sorties it incurs to get that supply. movement of the convoy (and escort); it stays in its hex.
7.4.1 Supply Line Prohibitions The naval movement path part of a Sea Supply Line can be
intercepted. The path traced across Land hexes cannot be
• A supply line trace cannot include a hex containing an enemy:
intercepted. If the trace is successfully interdicted, the checking unit
city, fort, unit, or ZOC.
can try again, even using the same convoy (assuming it has less than
• A supply line trace cannot violate movement prohibitions. 6 Sorties) and/or the same naval movement path.
[Exception: Ignore all EZOC in a hex containing a friendly: city, • If the second port traced into is a Supply Source for the checking
fort, or ground unit.] unit, a supply line has been traced.
7.4.2 Land Supply Line • If the second port traced into is not a Supply Source for the
From the checking unit, trace a ground movement path up to two checking unit, continue tracing the path along the connected
hexes to a hex containing a Transport Line or friendly Supply Transport Line back to a friendly Supply Source.
Source for that unit. When a supply line has been traced to a Supply Source, or if the
If the hexes traced into did not contain a friendly Supply Source, trace was successfully interdicted, the convoy (and escort) unit’s
continue tracing the path along a connected Transport Line back to activation ends.
a friendly Supply Source. So, the first hex of a supply line does not Sorties: When the convoy’s (and escort’s) activation ends, if it did
require a contiguous Transport Line, but the rest do. not fight a combat, add one Sortie to its total. If it did fight, no
A Land Supply Line trace cannot be intercepted. Sorties are added to its total. It already added Sorties due to the
combat. [Exception: A warship that traced its own supply line and
did not fight a combat does not add one Sortie.]
Sea Supply Line Example:
Tripoli contains the Italian 5 ground unit and the 2 Fleet and 2
Convoy units, each with 5 Sorties. Benghazi contains the German
Afrika ground unit and the Italian 1 Fleet and 1 Convoy units, each
with 3 Sorties. The 1 Fleet is also at Low Supply. Hex 5436 contains
the Italian 10 ground unit. Catania contains the Italian 1 Air unit
with 5 Sorties. Against these forces is the UK Force H carrier unit
with 4 Sorties in Malta.
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The Axis faction notes the Italian convoys do not have to trace a again, the result is DR+2 so the interdiction was successful. Force
supply line for themselves because a convoy always has a Full H adds one Sortie (bringing it to 6 Sorties). 1 Convoys adds two
Supply State. The Italian air unit is in a Mainland Italian city (an Sorties (bringing it to 5 Sorties). In addition, a Low Supply marker
Unlimited Supply Source for any number of Italian units) so it is put on the Afrika unit.
traces to its own hex to remain at a Full Supply State.

The Axis faction then checks the Italian 5 unit in Tripoli. It is in


the hex with 2 Convoy (which has less than 6 Sorties) so the
convoy is activated, as is 2 Fleet to escort it. The faction then
traces a naval movement path (without physically moving any
counters) across Sea Zone 22. The Western faction declines to
intercept with Force H. Since Sea Zone 22 contains the port and
Italian Unlimited Supply Source of Catania, the supply line is
successfully traced and the Italian 5 unit remains at Full Supply.
For tracing supply and escorting, 2 Convoy and 2 Fleet each add Because a unit may make more than one supply check in a Supply
one Sortie (bringing each to 6 Sorties). Check Sub-Phase, the Afrika unit is checked for again. 1 Convoy in
Benghazi still has less than 6 Sorties so it activates again. 1 Fleet
is not activated to escort because Force H has 6 Sorties so it cannot
intercept any more. A path is traced across Sea Zone 24 to the
Taranto port. Taranto is an Italian Supply Source, not a German
one, so the supply line trace continues along the Transport Line
from Taranto to Munich, a German Unlimited Supply Source. 1
Convoy adds one Sortie (bringing it to 6 Sorties) and the Low
Supply marker is removed off Afrika. It now has Full Supply.
If that second supply line check had failed for some reason, the Low
Supply marker would not flip to No Supply because a unit’s Supply
State can only be reduced one time per turn.

Next, the Axis faction checks the German Afrika unit in Benghazi.
It is in the hex with 1 Convoy so the convoy and 1 Fleet (to escort)
are activated. It then traces a path across Sea Zone 24. This time
the Western faction intercepts with Force H.
First, an air/naval combat is fought between Force H (as the
attacker) and the escort, 1 Fleet. The combat result is DR+2 so The Axis now checks the Italian 10 ground unit. Both Italian convoy
the escort failed. Force H adds one Sortie (bringing it to 5 units have 6 Sorties so neither can be used to trace a supply line.
Sorties). 1 Fleet adds two Sorties (bringing it to 5 Sorties). Instead, it traces a supply line two hexes from 5436 to 5434, which
The Western faction decides to continue with the interception and contains a Transport Line. It continues tracing along the Transport
fights another combat between Force H and 1 Convoy. Once Line to Tripoli. Tripoli is a Factory in an Italy Overseas Area so it
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is a Limited Supply Source for up to two Italian units. A Low Supply The Replacements Phase only deals with units already in a hex or
marker is placed on Italian 10. Map Box. It is not when a unit is put into a hex or Map Box. That
happens in the Mobilization Phase.
In the Replacements Phase, the phasing faction may improve the
condition of a friendly unit in a hex or Map Box. Do not forget a
unit stacked under another counter.
A friendly unit may be surrounded by enemy units by the time a
faction gets to this Phase. Such a unit can be improved. This
represents replacements that made it through before the unit was
cut off.
To improve a unit, its country pays the production point cost listed
on the Player Aid Sheet’s Production table to do the following.
Finally, both Italian warship units need to trace their own supply • Flip over a friendly, reduced field ground unit to its full side.
lines. Since they are warship units, a convoy is not needed. 1 Fleet • Remove up to two Sorties from an air or naval unit.
in Benghazi traces across Sea Zone 24 to the Italian Unlimited 8.1.1 Replacements Special Notes
Supply Source of Taranto. It now has Full Supply so the Low Supply The unit receiving replacements must be in Full Supply and cannot
marker on it is removed. Also, because a warship does not incur a be marked with a Strategic Move marker.
Sortie when it traces a supply line for itself, 1 Fleet remains with 5
A faction may spend as many production points as it has remaining,
Sorties.
but a unit can be improved only one time per turn.
2 Fleet in Tripoli checks despite having 6 Sorties because a warship
Example: A German air unit with 4 Sorties can remove only two of
tracing its own supply line is exempt from the cannot activate rule.
them, even if there are more production points available.
2 Fleet could trace in its own hex to Tripoli, but that would only
give it Low Supply. Instead, it traces across Sea Zone 22 to Catania 8.2 Upgrade
and so remains at Full Supply. The Upgrade mechanic reflects significant improvements in troop
7.5 No Supply Phase quality and/or quantity, e.g., USSR infantry armies were designated as
“Guards” after numerous battles and becoming motorized.
In the No Supply Phase, the phasing faction performs Unsupplied
Attrition (7.5.1) followed by Voluntary Elimination (7.5.2) An Upgrade unit has the symbol in a top left corner of its
counter.
7.5.1 Unsupplied Attrition
In the Upgrade Phase, the phasing faction may take an Upgrade unit
If a phasing unit has a No Supply marker, do the following.
located in its Faction Card’s Upgrade box and replace a unit as
Step 1) If it is a reduced strength ground unit, remove it from its specified in scenario instructions.
location and put it in its Faction Card’s Eliminated box.
USE’s Playbook scenarios do not have an Axis Upgrade unit.
Step 2) If it is a full strength ground unit, reduce it. However, the Axis Faction Card has an Upgrade box in case of
Step 3) If it is an air or naval unit, remove its Sorties and put the official game expansions or unofficial player modifications.
unit in its Faction Card’s Eliminated box. To make the replacement, take the Upgrade unit from its Upgrade
7.5.2 Voluntary Elimination box and put it in the same location as the unit being replaced. The
The phasing faction may eliminate a friendly ground unit that has a strength of the Upgrade unit is the same as the replaced unit. The
No Supply marker. The phasing faction may also eliminate a replaced unit is then removed from the scenario. A replaced unit
supplied or unsupplied friendly air or naval unit. [Exception: A unit cannot come back, so Upgrade units will enhance your forces, not
satisfying a Home Defense Policy rule (10.3.1) cannot be increase their numbers.
voluntarily eliminated.] USSR Motorized Guards: If a USSR infantry unit was replaced
An eliminated unit is placed in its Faction Card’s Eliminated box. with a USSR Motorized Guards unit, the Soviet faction
If it is an air or naval unit, also remove its Sorties. immediately removes a second USSR infantry unit in a hex or Map
National Will is not lost if a unit is eliminated due to Unsupplied Box that is not marked with a Strategic Move marker. The second
Attrition or Voluntarily Elimination. unit removed from the scenario may be of any strength or supply
status. So, one USSR Motorized Guards unit replaces two USSR
This prevents the Soviet faction from intentionally eliminating infantry units.
USSR units to cause a very quick collapse of the USSR, thereby
throwing off play balance. 8.2.1 Upgrade Special Notes
An Upgrade unit gets in its Faction Card’s Upgrade box when it is
8.0 Unit Logistics removed from the Turn Track or if set up there per scenario set up.
In the Replacement Phase, a unit in a hex or Map Box may receive Only an Upgrade unit in its Faction Card’s Upgrade box can
replacements. In the Upgrade Phase a unit in a hex or Map Box may upgrade another unit.
be upgraded to a different unit. In the Mobilization Phase a unit on
its Faction Card may be mobilized into a hex or Map Box. Pay There is no production cost to upgrade a unit.
attention to the order they are performed in the Sequence of Play The unit being replaced must be in a hex or Map Box, be in Full
because it affects what can be done to a unit. Supply, and cannot be marked with a Strategic Move marker.
8.1 Replacements
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Once an Upgrade unit has replaced a unit in the scenario, the This means an eliminated unit cannot be mobilized in the same turn
Upgrade unit is treated like any other unit. it was eliminated. Also, due to the order of Phases, a unit cannot
Upgrade Example: A USSR reduced strength infantry unit is under receive replacements or be upgraded on the same turn it is
the Moscow Fort marker in Moscow. A USSR Motorized Guards mobilized.
unit is in the Soviet Faction’s Upgrade box. The Soviet faction takes 9.0 Economy
the USSR Guards unit from the box, puts it under the Moscow Fort Each turn, a country receives a number of production points that it
with its reduced strength side face up and removes the reduced may spend to do certain activities such as move ground units or
strength infantry unit in Moscow from the scenario. It then takes a conduct diplomacy. All activities that require production points and
USSR full strength infantry unit from another hex on the map and their respective costs are listed on the Player Aid Sheet’s Production
removes it from the scenario. table.
On the next turn Axis units Assault attack the USSR Guards in Prod Markers: A country’s production and expenditures are
Moscow and eliminate it. The USSR Guards unit is taken from the tracked using Prod markers on their Faction Card’s Production
hex and put in the Soviet Faction Card’s Eliminated box (not its Track. [Exception: The USA does not track production. It is
Upgrade box). To get back on the map, the Soviet faction will need considered to have enough production points to pay for all its
to mobilize it in a future Mobilization Phase. expenditures during the turn.]
8.3 Mobilization A Prod 1s marker starts in the 0 box of the Ones row. A Prod 10s
The Mobilization Phase only deals with placing new or eliminated marker (if any) starts in the 00 box of the Tens row. A Prod x#
units into a hex or Map Box. It also deals with buying back a marker (if any) is put in the Production Multiplier box.
Surprise Attack marker. It is not when units already in a hex or Map After determining a country’s production points for the turn, its
Box are improved. That happens in the Replacements Phase. Prod markers are moved on the Track accordingly. As a faction
In the Mobilization Phase, the phasing faction may mobilize a unit spends a country’s production points, it subtracts the amount spent
that is in its Faction Card’s Mobilization box. from that country’s current total on the Production Track.
The phasing faction may also buy back a Surprise Attack marker If you forget to do that and can’t easily fix it, just play on and have
that is in its Faction Card’s Surprise Attack Marker Holding Box. fun.
To buy back a Surprise Attack marker, its country pays the Tip: Playing time can be reduced by paying for all the activities you
production cost listed on the Player Aid Sheet’s Production table want to perform in the turn at one time during this Phase rather
and then puts the marker four turns later on the Turn Track. When than individually over the course of the turn. Note this only saves
removed from the Turn Track, put it in its Faction Card’s Events time if the activities and their respective costs are very quick to
box. Reminder: The marker’s country denotes who buys the marker determine and calculate, e.g., moving all ground units costs 10 out
in the Mobilization Phase. However, any friendly unit can use or of 12 production points and you are doing nothing else.
receives its benefits in an Operations Phase. Important: Production points are not saved from turn to turn;
To mobilize a unit, its country pays the production cost listed on unused points are lost. USE has a “Use it or lose it” economic
the Player Aid Sheet’s Production table to do the following. system. This makes for easier accounting and prevents hoarding
• Mobilize a reduced ground unit. [Exception: A USSR infantry production for unrealistic activity. There is no deficit spending.
unit (except Shock) mobilizes at full strength.] The USSR could 9.1 Economy Phase
quickly call upon its manpower reserves to raise basic infantry The phasing faction first determines how many production points
armies. Note that a USSR Guards unit is not an infantry unit. are received by each of its active countries (9.1.1). It may then
• Mobilize an air or naval unit marked with 4 Sorties. transfer production points between certain countries (9.1.3).
A unit that is mobilized is placed in a Mobilization Location (8.3.1). 9.1.1 Production Points
If the location contains a fort, the unit can occupy it. Any country that is listed in, or which has a Prod x# marker in, its
Placement can be in an EZOC. Faction Card’s Production Multiplier box receives production
Placement cannot violate stacking limits. points equal to its Factory Count (9.1.2) multiplied by the value in
8.3.1 Mobilization Location the box or on the marker. [Exception: If the Moscow Treaty policy
is in effect, the USSR receives production points equal to its Factory
• A unit can be put in a friendly city in its country’s Mainland area.
Count.] In USE, the multiplier value is two. The rule has been
If a naval unit is mobilized, the hex must also have a port.
written generically in case of official game expansions or unofficial
• One UK unit may be put in either the Eastern North America or player modifications.
Western Indian Ocean Box. That’s one in total per Mobilization Example: The Italian Prod x2 marker is in the Western Faction’s
Phase, not one per box. Production Multiplier box and its Factory Count for the turn is five.
• USA units are put in the Eastern North America Box. Italy receives 10 production points for the turn.
• Up to five USSR units may be put in the Central Russia Box. Each other country receives production points equal to its Factory
8.3.2 Mobilization Special Notes Count.
A unit gets into the Mobilization box in the End of Turn Phase from The maximum number of production points a country can have in
its Faction Card’s Eliminated box, the Turn Track, or per scenario one turn is 59 (as per the Production Track). Any additional points
set up. are lost.
9.1.2 Factory Count
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To determine a country’s Factory Count, count the number of A friendly factory with a Bombed marker on it is included in the
friendly factories in its own Mainland and Overseas Areas. On-Map Factory Count. A Bombed marker does not affect the
Remember to count factories in Disputed Areas that were ceded to Factory Count. Instead, it is a Strategic Warfare combat DRM.
it (2.2). The total is its Factory Count. [Exceptions: Germany, UK, During the turn, losing or regaining control of a country’s factory
and USSR (9.1.2.1).] does not affect the number of production points that country has
Important: A country does not count factories in a different already received that turn.
country, even if it occupies those hexes. The number of factories for each country (based on 1939 borders)
Example: A German ground unit is in Paris. When counting is listed on the Country List (16.0). Scenario instructions may list a
factories for Germany, the factory in Paris is not counted. different amount to use for that scenario.
A country’s production does not increase because it conquers 9.1.3 Transfer Production Points
territory. Exploitation did occur, but a country’s overall economy After determining the production points for all its faction’s
did not dramatically increase because of it (at least in the countries, a phasing Germany, UK, USA, and USSR may transfer
designer’s opinion). its production points to any number of its faction’s active countries.
On-Map Factory Count Track: France, Germany, Italy, UK, and [Exception: The UK and USA cannot transfer points to each other.]
USSR each have a Fac Count marker. It is put on its Faction Card’s That is handled via the Lend Lease to UK rule.
On-Map Factory Count Track in the box listed in the scenario set A country may receive a maximum of one production point per
up. Economy Phase. For each transfer, decrease and increase each the
Other countries do not need an On-Map Fac Count marker because respective country’s production points accordingly. Since the USA
they have few factories (often only one). has no production points to track, just increase the other country’s
The value of the box occupied by a country’s Fac Count marker is value by one.
that country’s Factory Count value. [Exceptions: Germany, UK, 9.2 Strategic Warfare
and USSR (9.1.2.1).] Strategic warfare abstractly represents trade wars, U-boat activity,
When control of a factory changes during the turn, its country’s Fac strategic bombing, partisan activity, etc.
Count marker is moved on the Track accordingly. Strategic Warfare is fought between the Axis and Allied factions in
Example: France’s Fac Count marker is in the On-Map Factory the Strategic Warfare Phase. It affects Germany, UK, and USSR
Count Track’s 6 box. During the Operations Phase, a German production by moving its Fac Lost marker on the On-Map Factory
infantry unit moves into Paris, putting it under Axis control. Count Track. The Fac Lost marker’s value decreases a country’s
France’s Fac Count marker is moved to the 5 box. Factory Count (9.1.2).
Germany’s Fac Count marker is not moved. Important: Fac Lost markers are put on a faction’s On-Map
9.1.2.1 Factory Count Special Cases Factory Count Track due to the East Invaded (13.3) and West
To determine the Factory Count for Germany, UK, and USSR, do Invaded (13.8) Conditional Events.
the following. Note this is a value calculation. Do not physically Strategic Warfare is resolved after production points have been
move a country’s markers on the On-Map Fac Count Track or Extra determined for the turn. Therefore, the production point impact due
Factories Track. to Strategic Warfare is felt the turn after it is fought.
• Looking at the On-Map Factory Count Track, find the value of 9.2.1 Strategic Warfare Phase
the country’s Fac Count marker and then subtract the value of its In the Strategic Warfare Phase, do the following.
Fac Lost marker. If its Fac Lost marker is not on the Track, Step 1) If the USSR Fac Lost marker is on the On-Map Factory
subtract zero. A total less than zero, is raised to zero. Count Track and the Moscow Treaty policy is not in effect,
• To the result determined above, add the value of all of that resolve a strategic combat between the Axis and Soviet
country’s markers on the Extra Factories Track. If it has no factions using the Combat Resolution Sequence (5.1). The
markers on the Extra Factories Track, add zero. Axis faction is the attacker.
• The final result is that country’s Factory Count. Step 2) If the UK Fac Lost marker is on the On-Map Factory
To summarize, the Germany, UK, and USSR Fac Count formula is Count Track, resolve a strategic combat between the Axis
On-Map Factory Count minus Factories Lost (If this total is less and Western factions using the Combat Resolution
than zero, raise it to zero.) plus Extra Factories. Sequence (5.1). The Axis faction is the attacker.
Example: On the On-Map Factory Count Track, the UK Fac Count Step 3) Remove all Bombed markers (if any) on the map.
marker’s value is 6 and its Fac Lost marker’s value is 7. On the Be sure to resolve Strategic Warfare involving the Soviet faction
Extra Factories Track, the UK ComWealth Trade marker’s value is first (if applicable) as this may alter the Western faction’s decision
3. Six minus seven is less than zero so the result is raised to zero. to commit an Event marker to its Strategic Warfare resolution.
Then, zero plus three equals three so the UK’s Factory Count is 9.2.2 Strategic Warfare Special Notes
three. Important: A Fac Lost marker on the On-Map Factory Count Track
9.1.2.2 Factory Count Special Notes cannot go below the 1 box or above the 9 box.
No supply line or movement path trace is needed from an Overseas The Allied factions do not perform their own Strategic Warfare.
Area to count a friendly factory located there. Strategic Warfare Example:

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Brest, in France, is under Axis control and a German air unit is in Example: Germany, France, and the UK start a scenario as active
Stavanger in Norway. Also, on their respective On-Map Factory countries and Appeasement is in effect, preventing these countries
Count Track, the Germany Fac Lost marker is in the 1 box and the from fighting each other. At no point during the scenario (even after
UK Fac Lost marker is in the 4 box. The USSR Fac Lost marker is Appeasement ends) does France or the UK declare war on
not on its Track. Germany, or vice-versa.
First, the Axis faction checks for the USSR Fac Lost marker. It is 10.1.1.1 Declare War on Country Prohibitions
not on the Soviet On-Map Factory Count Track so there is no • If both the Appeasement and Nazi-Soviet Pact policies are in
strategic combat resolved against the Soviet faction. The Axis effect, the Axis faction cannot declare war on a country. If the
faction then checks for the UK Fac Lost marker. It is on the Western Axis faction wants to attack a country, it must first declare war
On-Map Factory Count Track and so strategic combat against the on a faction (10.1.2) or wait for either or both policies to end by
Western faction must be resolved. some other means (see 10.3.4.1 and 10.3.5.1).
The Axis faction is considered the attacker for the combat. It goes • If either the Appeasement or Nazi-Soviet Pact policy is in effect,
through the Combat Resolution Sequence and looking at the both the Western and Soviet factions cannot declare war. Yes,
Strategic Combat DRM list on the Player Aid Sheet, determines it either policy affects both Allied factions.
has a +3 DRM (+2 for an Axis port, Brest, in Sea Zone 7 and +1
for an Axis air unit in a port, Stavanger, in Sea Zone 3). The Western • If the Moscow Treaty policy is in effect, the Soviet faction cannot
faction determines it has no DRM. declare war.
Each side rolls a die and adds its own DRM to its own die roll result. 10.1.2 Declare War on Faction
The Axis faction’s die roll result was 3, to which it adds the Axis +3 Important: While the Appeasement (10.3.4) or Nazi-Soviet Pact
DRM (for a final modified result of 6). The Western faction’s die (10.3.5) policy is in effect, the Axis and respective Allied faction
roll result was 6, to which nothing is added. Looking the CRT, the cannot attack each other or move into each other’s countries.
attacker’s result of 6 is cross-referenced with the defender’s result The phasing Axis faction may declare war on the Western faction
of 6. The CRT combat result is diamond symbol. if the Appeasement policy is in effect and/or declare war on the
Looking at the Strategic Combat Results list on the Player Aid Soviet faction if the Nazi-Soviet Pact policy is in effect.
Sheet, a diamond symbol states the value of the Fac Lost marker for Declaring on a faction ends its respective policy.
Germany and the respective Allied faction is decreased by one. The War is not declared, nor is it required, against an Allied faction if
UK Fac Lost marker is then moved to the 3 box on its On-Map its respective policy has already ended, e.g., due to the Policy
Factory Count Track. However, the Germany Fac Lost marker is Evaluation marker (15.21).
not moved because a Fac Lost marker cannot be moved below a
Declare War Example:
value of 1. If the Germany Fac Lost marker had been in the 2 box,
it would have been moved to the 1 box. It is September 1939. All countries except France, Germany, UK,
and USSR are neutral, and the Appeasement and Nazi-Soviet Pact
10.0 Politics policies are in effect.
The politics that occurred during WW2 were more unexpected than The Axis faction goes first in the Phase and its player decides that
they are often considered in hindsight. Therefore, USE takes an it wants to attack Poland now and then invade the USSR in 1940 (to
unscripted approach and simulates this chaotic period by creating delay triggering the East Invaded Conditional Event (13.3)).
tension in a player’s political decision making. Because both policies are in effect, the Axis cannot declare war on
10.1 Declare War a country (10.1.1.1). Therefore, it first states it is declaring war on
In the Declare War Phase, the phasing faction may declare war on the Soviet faction. That ends the Nazi-Soviet Pact, which allows the
any number of neutral countries (10.1.1). Independent of declaring Axis to declare war on a country (10.1.2) and allows the Axis and
war on a country, the Axis faction may declare war on an Allied Soviet factions to fight each other. In addition, with that policy no
faction (10.1.2) in order to end the Appeasement or Nazi-Soviet longer in effect and with Appeasement still in effect, any neutral
Pact policy. The Allied factions cannot declare war on a faction. country the Axis faction declares war on automatically joins the
10.1.1 Declare War on Neutral Country Soviet faction (13.1.1). With the Pact ended, the Axis faction
declares war on Poland. This activates Poland, which joins the
Important: Remember to check Prohibitions 10.1.1.1. Soviet faction, and its counters are set up as per the Country Setup
The phasing faction may declare war on any number of neutral (13.1.2). The Axis faction could then declare war on more countries
countries. but states it will not.
When war is declared on a country, it is activated and joins an The Western faction goes next in the Phase. However, since
enemy faction per Country Activation (13.1). That country is Appeasement is in effect, it is prohibited from declaring war. So the
immediately set up before the next declaration of war is made. Western faction skips the Phase.
A faction can declare war on a country that contains a friendly or The Soviet faction goes next. While it is allowed to fight the Axis
enemy Pro-[Faction] and/or Strict Neutrality marker in it. faction, the Appeasement policy also prohibits it from declaring
War is not declared against an active country. Unless prohibited by war, so the Soviet faction also skips the Phase.
a policy (10.3), an active country may move into and attack an What, why? This prohibition prevents Allied player from activating
enemy country. Likewise, it may be moved into and attacked by an countries and causing them to join the Axis faction, which might
enemy country. trigger Conditional Events that would upset play balance. For
example, if it were allowed in this situation, the Soviet player would

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32 Unconditional Surrender 2nd Edition ~ USE2 Rulebook-SV 2023-05-31.docx
declare war on Estonia to trigger the East Invaded event and get skipped). There are three markers in the Diplomacy Cup and seven
USSR units into play sooner. markers in the Diplomacy Cup Marker Holding Box. These markers
10.2 Diplomacy remain there for the rest of the scenario unless the Moscow Treaty
Except for the USA or as otherwise listed in a scenario setup, USE goes into effect. If that occurs (starting the Diplomacy Phase
does not assume a neutral country leans in favor of one faction or again), the markers still stay in their location unless moved due to
another, e.g., Italy is not pro-Axis. It was decided to follow this an action performed in a Diplomacy Phase.
concept because the politics of the era were volatile, and it made 10.2.2 Pulled Marker Resolution
for a much more interesting game. Put the pulled marker into the map’s Diplomacy Cup Marker
One opaque container, called the “Diplomacy Cup”, is required for Holding Box. [Exception: The Pro-[Faction] or Area Seized marker
diplomacy. It is not provided with the game. Sorry. as stated in its result below.] Then apply the marker’s result below.
In the Diplomacy Phase, the phasing faction may spend production Area Seized: Apply the Area Seized event (14.2), unless the Nazi-
points to work with diplomacy related event markers. These Soviet Pact policy has ended or all USSR Disputed Areas are ceded
markers affect the political alignment of a neutral country; cause a to the USSR, in which case remove this marker from the scenario
neutral country to join a faction by activating; cause a USSR and pull another marker from the Diplomacy Cup.
Disputed Area to be ceded to the USSR; or result in nothing No Event: No event occurs; continue with play. Do not pull another
happening. marker from the Cup.
Diplomacy-related markers are Area Seized (14.2), No Event Political Failure: Apply the Political Failure event (14.11).
(14.9), Political Failure (14.11), Political Success (14.12), and Pro- Political Success: Apply the Political Success event (14.12).
[Faction] (15.19). Pro-[Faction]: Put this marker aside (for possible later use) with
10.2.1 Diplomacy Phase other unused counters and then do the following.
Important: On any turn, the Diplomacy Phase is skipped if the • If the phasing faction pulled a marker with an enemy faction on
Appeasement, Nazi-Soviet Pact, and Moscow Treaty policies are it, no event occurs; continue with play. Do not pull another
all not in effect. If everyone is a’shootin, ain’t no one a’talkin. marker from the Diplomacy Cup.
Otherwise, if at least one of those policies is in effect, all factions
• If the phasing faction pulled a marker with a friendly faction on
may participate in the Diplomacy Phase.
it, it applies the Political Success event (14.12).
One time per Diplomacy Phase, a phasing faction may spend five
Diplomacy Phase Example:
production points to do one of the following: (A faction may look
at the markers in the Diplomacy Cup before deciding what to do.) It is October 1940. Appeasement has ended, but the Nazi-Soviet
Pact is in effect. If the Nazi-Soviet Pact had also ended, the
• Randomly pull one event marker from the Diplomacy Cup and
Diplomacy Phase would be skipped by all factions. Each faction
resolve it as per Pulled Marker Resolution (10.2.2).
has 10 production points available to spend. In the Diplomacy Cup
• From the map’s Diplomacy Cup Marker Holding Box, take any are the following markers: three No Event, two Political Success,
one marker of its choosing (see exception below) and put it in the one Political Failure, two Pro-Axis, and one Area Seized. On the
Diplomacy Cup. Then, if there is a No Event marker in the map, in the Diplomacy Cup Marker Holding Box are the following
Holding Box, it must take one of them and put it in the Diplomacy markers: three No Event, one Political Success, and one Area
Cup. Seized.
This prevents a faction from guaranteeing what can be pulled The Axis faction goes first. It decides to spend five production points
from the Cup on a future draw. to randomly pull a marker from the Cup. It draws the Area Seized
[Exception: The Area Seized marker cannot be selected if the marker (to the joy of the Soviet faction) so the Axis faction puts the
Nazi-Soviet Pact policy has ended or all USSR Disputed Areas marker on the map in the Diplomacy Cup Marker Holding Box and
are ceded to the USSR. Tip: If either of those situations is in then the Soviet faction applies the Area Seized event. The Axis has
effect, remove the Area Seized markers from the scenario to avoid five production points left, but no faction can spend more than five
accidentally choosing them.] in the Diplomacy Phase so it is finished.
If an event marker is pulled and nothing happens as a result The Western faction goes next and decides to also pull a marker out
(whatever the reason), the production points are lost. of the Cup. It draws a Pro-Axis marker (making the Axis faction
The Axis faction spends Germany production. The Soviet faction angry). A Pro-[Faction] marker is not put on the map in the
spends USSR production. The Western faction spends UK Holding Box, but instead set aside with other unused markers. Since
production if the USA is not active. If the USA is active, the the marker contains an enemy faction on it, the Western faction is
Western faction spends USA production. now done. Though the Western faction did not directly gain
All markers in the Diplomacy Cup and Diplomacy Cup Marker something from the draw, it did deny the Axis faction from possibly
Holding Box remain in their respective location unless moved due getting a Political Success in a later draw. Sometimes in USE, it is
to an action associated with the above bullets. Nothing else causes not what you gain from something, but what you deny your
their placement or removal, including the ending or starting of a opponent.
policy. The Soviet faction finally goes, but instead of pulling a marker from
Example: It is June 1941. The Appeasement policy has already the Cup, it decides to take one of the Area Seized markers in the
ended and the Axis faction declares war on the Soviet faction to end Holding Box and put it back into the Cup (so there is a chance it
the Nazi-Soviet Pact (thus causing future Diplomacy Phases to be will be pulled out in a future turn). It does this and then because the

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Holding Box contains a No Event marker, it must take one of them • Belgium, Great Britain, Denmark, Mainland France (incl.
from the Holding Box and put it back into the Cup. Occupied France or Vichy), Netherlands, or Norway
10.3 Policies • Germany: in a hex sharing a land border (1.3.4) with a country
Policy rules exist so players act within reasonably historic limits. listed above.
For example, the Home Defense policy keeps Germany from Germany Conditional: If the USA is a Western country and the
unrealistically stripping its western border of units because the Moscow Treaty policy is not in effect, a German air or field ground
Western faction cannot attack it due to the Appeasement policy. unit anywhere in Germany applies to both the West Front and East
A policy has a specific set of rules which may put limits on what a Front policies above. This reduces the total number of units needed
faction can do with its units and markers, alter a country’s National to satisfy both those rules.
Will, or prevent an Allied faction from declaring war. Policies are UK Main: The UK must keep at least one of its air units and one of
a key play balance element of the game. Try not to forget them when its ground units within three hexes of, or anywhere within, Great
playing. Britain, the Eastern North America Box, or North Atlantic Ocean
Important: If a policy is in effect, its rules cannot be voluntarily Box.
violated. UK Conditional: Until the Mediterranean Crisis or West Invaded
If a policy ends, all its rules are immediately no longer in effect. Conditional Event’s actions are completed, a UK unit in a UK
Example: While the Appeasement policy (10.3.4) is in effect, USSR Overseas Area cannot move.
National Will is reduced by 40. Once Appeasement ends (10.3.4.1), USSR Main: It must keep at least two of its air units and five of its
immediately add 40 to the USSR’s National Will. ground units within three hexes of, or anywhere within, the USSR.
Policies are Home Defense (10.3.1), Cooperation Limits (10.3.2), USSR Conditional: Until the East Invaded Conditional Event’s
Neutral Non-Violation (10.3.3), Appeasement (10.3.4), Nazi-Soviet actions are completed, a USSR unit occupying a fort cannot move.
Pact (10.3.5), and Moscow Treaty (10.3.6). 10.3.1.1 Home Defense Not Satisfied
Scenario instructions state which policies are in effect for that At the start of its faction’s Strategic Movement Phase and again at
scenario. the start of its Operations Phase; if a country is not satisfying a
10.3.1 Home Defense Home Defense policy rule above, its faction must attempt to satisfy
A rule listed here is in effect for the respective country during its that rule.
faction’s Strategic Movement Phase and Operations Phase. All of For each unsatisfied rule, the faction chooses and repatriates (10.4)
the rules below are considered a Home Defense rule, regardless of the required units from a hex and/or Map Box and puts them in a
the geographic area is stated within the individual rules. location that satisfies that rule. It continues to do this until the rule
If more than the minimum number of required units can satisfy a is fully satisfied or the necessary unit or location is unavailable.
Home Defense rule, the owning faction decides which units satisfy After all possible repatriation, if the rule is still not satisfied,
it. If applicable, the same unit can satisfy more than one rule continue playing that phase. There is no other impact.
simultaneously. 10.3.2 Cooperation Limits
A unit satisfying a Home Defense rule below cannot be moved, • A Soviet counter cannot attack, move, retreat, trace a path, nor be
voluntarily eliminated, or repatriated, unless that rule is already placed in France or the UK (including its Overseas Areas). It is
fully satisfied by other units, or if the unit being moved or allowed in other Western countries.
repatriated will definitely satisfy that rule at the end of its movement
• A Western counter cannot attack, move, retreat, trace a path, nor
or repatriation (i.e., it has enough MPs; no chance of interdiction,
be placed into the USSR (including Occupied USSR). It is
etc.) In addition, a unit satisfying a rule or under a Conditional
allowed in other Soviet countries.
Event restriction below must make as many supply checks as it can
until it has Full or Low Supply. • Any country’s counter cannot attack, move, retreat, trace a path,
nor be placed into a different, active friendly country.
Each Country (except Germany, UK, USA, and USSR): A
country must keep at least one of its ground units within three hexes [Exceptions:
of, or anywhere within, its country's Mainland Area.  A supply line can be traced through any friendly country.
France Conditional: Until the West Invaded Conditional Event’s  A unit using Strategic Movement can move through (but not
actions are completed, a French unit occupying a fort cannot move. end its movement in) a different, active friendly country.
Germany East Front: Germany must keep at least two of its air  This policy does not apply to French, German, UK, USA, or
units and three of its field ground units within any of the following USSR counters. Their counters can be in any friendly country.
locations. All units do not have to be in the same country.  A unit using Naval Movement through a canal can move
• E. Prussia, Lithuania, Poland, or USSR (including Occupied through (but not end its movement in) a different, active
USSR). friendly country.]
• Germany: in a hex sharing a land border (1.3.4) with a country  A ZOC extends into any friendly country.
listed above. 10.3.3 Neutral Non-Violation
Germany West Front: Germany must keep at least two of its air • A move, retreat, or traced path cannot go into a neutral country.
units and three of its field ground units within any of the following
locations. All units do not have to be in the same country. 10.3.4 Appeasement

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• An Axis counter cannot move, retreat, trace a path, nor be placed • A USSR counter cannot attack, intercept, move, trace a path, nor
into a Western country. be placed outside of the active USSR. [Exception: It can be put
• Western and Axis units cannot attack nor intercept each other. on the Soviet Faction Card or Turn Track.]
• A Western counter cannot move, retreat, trace a path, nor be 10.3.6.1 Moscow Treaty Ends
placed into an enemy country. The Moscow Treaty policy ends when a die roll result of 4-6 occurs
• Neither the Western faction nor Soviet faction can declare war. after the Moscow Treaty marker is taken off the Turn Track. If the
policy ends, see “Policy Ends” in Moscow Treaty (15.14).
• A Western unit must end its movement in its own country or a
Policy Examples:
Map Box unless the Policy Evaluation marker is on the Turn
Track. Home Defense Germany East Front: Poland is a neutral country.
A German air unit is in Konigsberg. Also, two German air units and
• USSR National Will is reduced by 40. [Exception: This does not
three field ground units are in Germany in hexes that have a border
apply if the USSR collapsed at any point in the scenario.]
with Poland. The Axis faction activates the air unit in Konigsberg
10.3.4.1 Appeasement Ends and moves it 10 hexes toward France. The Axis faction can do this
This policy ends when one of the following occurs. because the two air units in Germany fully satisfy the air
• The Axis faction declares war against the Western faction. requirement part of the Germany East Front rule.
• A die roll result of 4-6 occurs after the Policy Evaluation marker Neutral Non-Violation: To move toward France, the activated
is taken off the Turn Track. German air unit had to move over some water hexes in the Baltic
Sea because it was prohibited from moving into a neutral Poland
• The Appsmt or Pact Ends marker is removed from the Turn
due to this policy.
Track.
Home Defense Germany East Front: Same situation as above
10.3.5 Nazi-Soviet Pact
except there is no German air unit in Konigsberg. The Axis faction
• An Axis counter cannot move, retreat, trace a path, nor be placed activates one of the two air units in Germany and moves it to East
into a Soviet country. Prussia. It cannot move into Poland so it must move over water
• Soviet and Axis units cannot attack nor intercept each other. hexes to get to East Prussia. Even though the air unit would not
• A Soviet counter cannot move, retreat, trace a path, nor be placed normally be allowed to move because it is one of the two air units
into an enemy country. satisfying the East Front rule, it can move because at the end of its
movement the air unit requirement part of the East Front rule will
• Neither the Western faction nor Soviet faction can declare war. be fully satisfied.
• A Soviet unit must end its movement in its own country or a Map The Axis faction now activates one of the three German ground
Box unless the Policy Evaluation marker is on the Turn Track. units and moves it toward France. While moving it, an Allied player
• France National Will is reduced by 10. reminds the Axis player that the East Front rule requires three field
10.3.5.1 Nazi-Soviet Pact Ends ground units. The Axis faction must either adjust the move so it ends
This policy ends when one of the following occurs. in a hex that borders Poland, or it must put the ground unit back in
its starting hex and not move it at all.
• The Axis faction declares war against the Soviet faction.
Home Defense Germany Conditional: The USA is active and the
• A die roll result of 4-6 occurs after the Policy Evaluation marker Moscow Treaty is not in effect. A German air unit is in Paris, Berlin,
is taken off the Turn Track. and Warsaw. The air requirements of both the Germany West Front
• The Appsmt or Pact Ends marker is removed from the Turn and East Front rules are satisfied because the German air unit in
Track. Berlin is counted for each rule.
10.3.6 Moscow Treaty Home Defense UK Main: A UK air unit is in London and a UK
• The Disputed Area border within the USSR is in effect. The ground unit is in Calais. This rule is fully satisfied.
USSR area west of that border is Occupied USSR. The USSR Home Defense Not Satisfied: It is Sep-39. At the start of the Axis
area east of it and the Central Russia Box are the active USSR. Operations Phase, Germany has three field ground units on the
• Occupied USSR is considered a conquered country. [Exception: French border in Germany satisfying the Germany West Front rule.
It is considered part of the active USSR for purposes of the In the Western Operations Phase, France attacks one of the
Political Failure or Political Success event.] German units and causes it to retreat away from the French border.
Germany is not violating the West Front rule at this time because it
• In the Economy Phase, the active USSR receives production only applies during an Axis Strategic Movement Phase or Axis
points equal to its Factory Count. Do not multiply. Operations Phase.
• In the Strategic Warfare Phase, a strategic combat is not fought In Oct-39 at the start of the Axis Strategic Movement Phase, the
between the Axis and Soviet factions. Axis faction is still not satisfying the West Front rule so it
• The Soviet faction cannot declare war. repatriates a field ground unit in Poland and puts it in a hex that
• An Axis counter cannot attack, intercept, move, retreat, trace a borders Denmark and is not in an EZOC. That German ground unit
path, nor be placed into the active USSR. cannot be activated in the upcoming Axis Operations Phase.
• A Soviet counter cannot attack, intercept, move, retreat, trace a Cooperation Limits: Appeasement is not in effect. Belgium and
path, nor be placed into Occupied Russia. France are Western countries. A Belgian ground unit cannot move

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into France. A French ground unit can move into Belgium because Finally, the Axis rolls a 3 for the Warm Zone, which had Severe
French counters are an exception to this policy. weather in March. On the Apr (Mar Sev) row within the Warm Zone
Appeasement: Belgium and France are Western countries. A section, a 3 result is listed under Poor.
Belgian or French ground unit does not exert a ZOC into Germany. 11.2 Poor/Severe Weather Effects
Similarly, a German ground unit does not exert a ZOC into Belgium Poor weather effects in combat may feel worse than Severe effects
or France. Also, a French unit cannot end its movement in Belgium (especially for the attacker) and sometimes they can be. However,
and vice-versa. Poor weather still allows for more extreme combat results on the
10.4 Repatriation CRT. Severe mitigates extreme combat results, but it is also less
If a rule states a unit is repatriated, the owning faction removes the predictable in terms of who will win.
unit from its current location and puts it in or adjacent to a friendly • A ground unit cannot conduct a Mobile attack against an enemy
city in its country. No movement path is traced. ground unit in a hex affected by Poor or Severe weather. A unit
If a marker is repatriated, it is placed as per that marker’s rule. can only Assault it.
If another rule lists a different placement location, follow that rule. • It costs two (instead of one) additional movement points to
The placement cannot: violate stacking limits, be intercepted, be in initiate a ground combat against a unit in a hex affected by Poor
a prohibited hex, or be in a hex with an EZOC or enemy marker. In or Severe. Otherwise, movement is not affected by weather.
addition, a supply line (7.4) must be able to be traced from the • A ground unit has a combat -1 DRM if attacking a unit in a hex
ending location to a Supply Source for the unit. If tracing across a affected by Poor.
Sea Zone, the trace cannot be intercepted, and the convoy used • The Tank unit, Air Support, and Naval Support ground combat
(even if it has 6 Sorties) is not activated. Just confirm that a valid DRM is +1 (instead of +2) if defending in, or attacking a unit in,
supply line can be traced. a hex affected by Poor.
If there is no eligible placement location and repatriation is for a • An air or naval unit has a combat -2 DRM if defending in, or
rule other than Home Defense (13.3.1.1), the unit is put in its attacking a unit in, a hex or Sea Zone affected by Poor.
Faction Card’s Eliminated box.
• An Amphibious Invasion cannot be performed against a hex
A repatriated unit cannot be activated in that turn. If currently affected by Severe.
activated, immediately end that unit’s activation.
• There is no Tank unit or Air Support ground combat DRM if
A repatriated air or naval unit adds one Sortie to its total. defending in, or attacking a unit in, a hex affected by Severe.
11.0 Weather • A faction’s modified combat result is divided by two (round up)
Weather represents climate and ground conditions. There are not if defending in, or attacking a unit in, a hex affected by Severe.
many weather specific effects, but they have a significant impact on
12.0 Turn Completion
combat and operations.
12.1 Victory Check Phase
There are three types of weather: Fair, Poor, or Severe.
Check if a faction has achieved the scenario’s victory conditions.
After the weather for a specific weather zone is determined, it
Unless the scenario states otherwise, victory can occur in any turn.
applies to all hexes within that zone for the rest of the turn. Weather
does not affect a Map Box. 12.2 End of Turn Phase
11.1 Weather Phase Step 1) Advance the Turn marker on the Turn Track to the next
turn. If a counter is in the entered Turn Track box, put it in
The Axis faction rolls one die each for the Cold, Mild, and Warm
its respective location on the map, on a Track, or in a
weather zones. It finds the result on the Player Aid Sheet’s Weather
Faction Card box as per its rule or its Location listed in the
table based on the turn’s month and puts a Weather marker in that
scenario setup. [Exception: Do not remove the Scenario
Zone’s respective box on the map’s Weather Track. [Exception: If
Ends marker.] A marker is usually put in either its Faction
the Russian Winter marker (15.23) is in the Cold Zone’s Poor box,
Card’s Events box or on a Track. A unit is usually put in
do not roll for the Cold Zone. Instead, put its marker in the Severe
its Faction Card’s Mobilization box.
box.]
Step 2) Move all counters in a Faction Card’s Eliminated box to
When rolling weather for the Apr, Jun, or Nov turns, use the row on
its Mobilization box.
the Weather Table that matches the prior month’s weather. The
location of a Zone’s Weather marker on the track will remind you 13.0 Conditional Events
what it was. Conditional Events can be looked up as needed rather than
The Allied factions do not roll for weather. memorized. It is good to remember the triggers for Conditional
Example: It is Apr-42. The Axis faction declares it is rolling for the Events, but there is a brief list of them on the Player Aid Sheet.
Cold Zone and looks at the Weather Track to see its Weather marker While playing, one or more of the following events may occur when
is located in the Poor box (indicating the March weather was Poor). its trigger condition happens. If an event’s trigger condition
It rolls a 5 and looks at the Apr (Mar Poor) row within the Cold happens, immediately check its rule and perform the listed actions.
Zone section of the Weather Table. It finds a result from 4 to 6 is If a Conditional Event or event marker requires an action that is
listed under Severe and then moves the Cold Zone’s Weather impossible to complete, ignore that specific action.
marker to the Severe box. The Axis then rolls a 1 for the Mild Zone,
which also had Poor weather in March. On the Apr (Mar Poor) row
within the Mild Zone section, a result of 1 is listed under Fair.
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Example: If an event requires the selection of a neutral country, but • Production markers are put on the Production Track. A Prod x2
there are no neutral countries left, nothing happens and play marker (if any) is put in the Production Multiplier box. Then
continues. determine the country’s production points (9.1.1).
If a Conditional Event is triggered during a unit’s activation, resolve • Event markers are put in its Faction Card’s Events box.
the Conditional Event first and then continue with the unit’s • The owning faction chooses one of the two Setup methods below
activation, provided the Conditional Event did not end the unit’s and then places the country’s units as indicated.
activation.
• A fort is set up per scenario instructions or the rules below.
Example: After expending five movement points, a German ground
unit moves into Zagreb and causes the conquest of Yugoslavia. After Off Map Setup: Put all of the country’s units in its Faction Card’s
performing the steps of Conquered Country (13.2.2), the German Mobilization box.
ground unit can continue moving. This gives the Axis faction a way to prevent the East or West
If more than one Conditional Event is triggered at the same time, Invaded Conditional Event due to the activation of a country which
perform the rules in numeric order from lowest to highest. triggers that event.
Example: USSR collapse (13.2) and USSR Northern Border (13.6) On Map Setup: First look at Country Setup Special Cases
occur at the same time when an Axis ground unit moves into hex (13.1.2.1) below to see if it applies for the activated country. If it
1448 (northeast of Volkhov). Rule 13.2 is performed before 13.6. does not apply, place all of the activated country’s units as follows.
If a Conditional Event happens while resolving another Conditional • A ground unit is placed at full strength and Full Supply in a land
Event, complete the actions of the newly triggered event and then hex.
continue with the previous event. • An air unit is placed with no Sorties in a city, fort, or Transport
Example: East Invaded (13.3) is being resolved and the Axis faction Line hex.
uses its Political Success to activate Finland. Finland is now set up • A naval unit is placed with no Sorties in a port hex.
per Country Setup (13.1.2). When a Finnish ground unit is put in All placements must be within the activated country’s Mainland
Finland, USSR Northern Border is triggered (13.6). USSR Northern and/or Overseas Areas.
Border is resolved, followed by the completion of Country Setup,
A unit must be placed in a hex from which it is able to trace a supply
and then the completion of East Invaded.
line (7.4) back to a Supply Source (7.3) for that unit. If the supply
13.1 Country Activation line is traced across a Sea Zone or Map Box, it cannot be intercepted
When a country activates, determine the faction it joins (13.1.1), and the convoy used is not activated. Just confirm that a valid
remove any Pro-[Faction] and/or Strict Neutrality marker in it, and supply line can be traced.
then set up its counters per Country Setup (13.1.2). Units may set up stacked, but cannot violate stacking limits.
13.1.1 Faction Determination 13.1.2.1 Country Setup Special Cases
A rule or event that activates a country may state which faction it The following countries have specific Setup rules if they are
joins. If it does not state which faction, do the following. activated.
If an Allied faction declared war, it joins the Axis faction French North Africa, Syria, or Vichy:
regardless of any Pro-[Faction] marker that may be in it.
When one of these countries activates in the Declare War Phase
If the Axis faction declared war, check the following in the order (10.1.1) its faction rolls a die for it. Add +1 DRM for each of these
listed until the Allied faction is determined. countries that are conquered.
• If the country contains a Pro-Soviet or Pro-Western marker in it, The Vichy countries had decreasing levels of resistance with each
it joins that Allied faction. conquest of its territories.
• If Appeasement is in effect and both the Nazi-Soviet Pact and • If the result is 1-3, set up the country using Country Setup
Moscow Treaty are not in effect, it joins the Soviet faction. (13.1.2).
• If Appeasement is not in effect and either the Nazi-Soviet Pact or • If the result is 4-6, the country is considered conquered by the
Moscow Treaty is in effect, it joins the Western faction. phasing faction (13.2.2). Instead of performing the steps under
• If none of the above applies, roll a die. If the result is 1-3, the 13.2.2, all the country’s counters are removed from the scenario.
country joins the Western faction; if 4-6, it joins the Soviet Example: It is Aug-44. French North Africa and Syria are
faction. conquered. The Western faction declares war on Vichy. The Axis
13.1.2 Country Setup faction rolls a die and adds +2. The final result is 5 so Vichy is
The activated country’s units and markers are placed as follows. conquered by the Western faction and its counters are removed.
• A counter with a triangle symbol is a What-if counter (3.0) Italy: Use Country Setup (13.1.2), but no more than three field
and is not set up or used unless playing with an official game ground units may be set up in Italy’s Overseas Areas. The Tobruk
expansion (not included in this game) or unofficial player fort is put in hex 5339, even if using Off Map Setup above. If it has
modification. not yet occurred, placing the Tobruk fort marker triggers the
Mediterranean Crisis Conditional Event (13.4).
• National Will markers are put on the National Will Track
matching the country’s value shown in the Country List (16.0). USA: Its units are placed as per scenario instructions.
The activated country’s National Will is not affected if it has a 13.2 Country Collapse
Disputed Area that was ceded to another country (2.2).
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A country immediately collapses if its National Will drops to zero marker) and remove all Axis Control markers within the
or all of its Mainland cities are under enemy control. [Exception: active USSR (even if it has an Axis: unit or marker).
The USSR cannot collapse if the current turn is 1943 or later.] A Step 4) First, the Axis faction repatriates (10.4) all its units and
country that collapses without being conquered remains an active markers from within the active USSR. A repatriated
country (2.1.1). German unit must be placed within Occupied USSR
When a country collapses, if at least one of its Mainland cities is (instead of Germany), even if the hex has a Soviet: unit,
under enemy control and there is an enemy ground unit in its EZOC, or marker.
Mainland Area, the country is conquered. [Exception: The UK, Second, the Soviet faction repatriates all its units and
USA, or USSR can collapse, but it is never considered conquered.] markers from within Occupied USSR. It then repatriates
If a country is conquered, see Conquered Country (13.2.2) all USSR units and markers in a hex outside of the USSR.
An active country can collapse multiple times per scenario. A repatriated USSR unit is put within the active USSR
[Exception: The UK or USA can collapse only one time.] only.
Each time a country collapses without being conquered, do the When all repatriation is done, no Axis or USSR unit within
following. [Exceptions: UK, USA, or USSR (13.2.1.1).] Occupied USSR or the active USSR can be activated in the
13.2.1 Country Collapse Procedure current Operations Phase. End any currently activated
unit’s activation. Axis forces are too busy establishing
Step 1) Each of its reduced ground units in a hex or Map Box is control and the Soviet forces are too disorganized.
put in its Faction Card’s Eliminated box. Then, each of its
full-strength ground units is reduced. Also, each of its air Step 5) Take the USSR Fac Lost marker from its On-Map Factory
or naval units in a hex or Map Box has its Sorties removed Count Track and put it in its Faction Card’s Conditional
and is put in its Faction Card’s Eliminated box. box. While in the Conditional box, there is no Strategic
Warfare fought with the Soviet faction. The German Fac
Step 2) Reset its National Will to one half of the value shown for Lost marker stays in its current location unless moved by
that country in the Country List (16.0). Round up. a strategic combat result against the Western faction.
13.2.1.1 Country Collapse Procedure Special Cases Step 6) Take one German ground unit from its Faction Card’s
The goal of these special cases is to keep the game from ending right Conditional box and put it in the Eliminated box.
away should an Allied faction’s major power collapse. Step 7) Increase Germany’s National Will by 16. This step only
UK or USA: When the UK or USA collapses, do the following. happens the first time the USSR collapses.
Step 1) Each of the collapsed country’s reduced ground units in a Step 8) Put the Moscow Treaty marker on the Turn Track as
hex or Map Box is put in its Faction Card’s Eliminated follows.
box. Then, each of its full-strength ground units is reduced.
• If the Policy Evaluation marker is on the Turn Track, six
Also, each of its air or naval units in a hex or Map Box has
turns later than the turn occupied by that marker.
its Sorties removed and is put in its Faction Card’s
Example: The Policy Evaluation marker is in Jun-41.
Eliminated box.
The Moscow Treaty is put in Dec-41.
Step 2) Remove its National Will markers from the scenario. It no
• If the Scenario Ends marker is in May-44, in the May-
longer tracks its own Will and cannot collapse again.
43 turn.
Step 3) Take one German ground unit from its Faction Card’s • In all other situations, in the Dec-43 turn.
Conditional box and put it in the Eliminated box.
The Moscow Treaty policy (10.3.6) goes into effect.
Step 4) Increase Germany’s National Will by 16.
While the policy is in effect, Occupied USSR is considered
Step 5) The Axis faction puts a Pro-Axis marker in the Diplomacy a conquered country. [Exception: Occupied USSR is part
Cup and then applies an Unrestricted Political Success of the active USSR for purposes of the Political Failure
event (14.12). (14.11) or Political Success (14.12) event.]
USSR: When the USSR collapses, do the following. When the Moscow Treaty policy ends, Occupied USSR
Step 1) Each USSR reduced ground unit in a hex or Map Box is becomes part of the active USSR again.
put in its Faction Card’s Eliminated box. Then, each of its Step 9) The Axis faction puts a Pro-Axis marker in the Diplomacy
full-strength ground units is reduced. Also, each of its air Cup and then applies an Unrestricted Political Success
or naval units in a hex or Map Box has its Sorties removed event (14.12).
and is put in its Faction Card’s Eliminated box. Each
USSR fort within the USSR is removed from the scenario. 13.2.2 Conquered Country
Step 2) The Occupied Russia Disputed Area border within the A country is considered conquered by the phasing faction,
USSR goes into effect. The area west of that border and all regardless of which faction caused the collapse.
USSR Disputed Areas that were ceded to the USSR are After a country is conquered, it becomes inactive and is considered
considered “Occupied USSR.” The area to the east and the conquered for the rest of the scenario. This is true even if the faction
Central Russia Box remains the active USSR. Though the it belongs to retakes all its cities. You can still feel proud for
USSR can collapse multiple times, the only territory the liberating your ally.
Axis gets each time is the Occupied USSR area. Important: Until an enemy unit moves into a conquered country’s
Step 3) Put an Axis Control marker in each Occupied USSR city city, that city is still friendly to the faction that controlled it at the
that does not have one (even if it has a Soviet: unit or time the country collapsed. Occupation takes soldiers and time.
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38 Unconditional Surrender 2nd Edition ~ USE2 Rulebook-SV 2023-05-31.docx
If a country is conquered, do the following. [Exception: France. See Step 2) Take the Western: Free Forces and Partisans markers from
Conquered Country Special Cases (13.2.2.1).] their Faction Card’s Conditional box. If the East Invaded
Step 1) Remove all of the conquered country’s counters from the event (13.3) has occurred, put them six turns later on the
scenario. Turn Track. If East Invaded has not occurred, put the Free
Step 2) The faction that conquered the country puts a friendly Pro- Forces marker six turns later on the Turn Track and the
[Faction] marker in the Diplomacy Cup and then applies a Partisans marker 18 turns later on the Turn Track.
Restricted Political Success event (14.12). Step 3) The Alsace-Lorraine Disputed Area is ceded to Germany.
Step 3) If an Allied faction conquered a country belonging to the If an Axis unit (except a German unit) is in this Area at this
other Allied faction, the Axis faction performs Step 2 and time, it is repatriated (10.4).
the second, third, and fourth bullets of Step 4. This Step 4) If the Nazi-Soviet Pact is not in effect, skip Step 4. If it is
prevents the Allies from denying these benefits to the Axis in effect, the following occurs.
by conquering each other’s countries. • The Disputed Area border between Occupied France
Step 4) If the Axis faction conquered a country, and Vichy is in effect. The area west and north of the
• Put the conquered country’s Will 1s marker in the Axis border is Occupied France and remains the conquered
Faction Card’s Conquered Allied Countries box. country of France.
The number of countries the Axis conquers impacts the • The neutral countries of French North Africa (capital is
Strategic Warfare DRM. The markers in this box serve Tunis), Syria (capital is Damascus), and Vichy (capital
as a reminder of how many were conquered. is Vichy) are created. Historically, they were all Vichy.
However, control was very local and so for game
• Take one German ground unit from its Faction Card’s purposes they are divided into separate countries.
Conditional box and put it in the Eliminated box.
In Axis and Western order, each faction repatriates
• Increase Germany’s National Will by two [Exception: (10.4) all its counters in these countries.
If Italy was conquered, increase it by eight.]
Step 5) Take one German ground unit from its Faction Card’s
• If Italy was conquered, put a Pro-Axis marker in the Conditional box and put it in its Eliminated box.
Diplomacy Cup. This is in addition to the marker put in
Step 6) Increase Germany’s National Will by eight.
the Cup in Step 2.
Step 7) The Axis faction puts a Pro-Axis marker in the Diplomacy
• If Poland was conquered, the Polish Corridor Disputed Cup and then applies an Unrestricted Political Success
Area is ceded to Germany. If an Axis unit (except a event (14.12).
German unit) is in this Area at this time, it is repatriated
(10.4). Also, if the Nazi-Soviet Pact policy is in effect, 13.3 East Invaded
do the following in the order listed. This event occurs the first time either of the following happens. It
can occur only one time in a scenario.
 In Axis and Western order, each faction repatriates
(10.4) all its counters in the Eastern Poland Disputed • An Axis unit or marker attacks into, moves into, or is placed in
Area. Estonia, Latvia, Lithuania, or USSR; or in Poland, but only if
Poland is an active Axis country.
 The Eastern Poland Disputed Area is ceded to the
USSR and USSR National Will is increased per the • The USA activates as a Western country.
Player Aid Sheet’s National Will Effects table. This If this event occurs in a phasing Axis faction’s Operations Phase,
represents the USSR invading Eastern Poland. perform the following (in the order listed) at the end of that Axis
 Take one USSR ground unit from its Faction Card’s Operations Phase.
Conditional box and put it in the Eliminated box. Example: It is Jun-41 and in the Axis faction’s Operations Phase,
Step 5) If the Soviet faction conquered a country, a German air unit attacks a USSR air unit. The East Invaded events
are performed at the end of the Jun-41 Axis faction’s Operations
• If the East Invaded event (13.3) has not occurred, take
Phase.
one USSR ground unit from its Faction Card’s
Conditional box and put it in its Eliminated box. If it occurs any other time, perform them at the end of the next Axis
Operations Phase that is played.
• If Estonia, Latvia, or Lithuania was conquered, that
whole country is ceded to the USSR and increase the Example: It is Oct-40 and in the Diplomacy Phase, Latvia activates
USSR's National Will by two. as an Axis country. Latvia’s ground unit is set up in Riga. The East
Invaded events are performed at the end of the Nov-40 Axis
• If Finland, Poland, or Romania was conquered, that faction’s Operations Phase.
country’s USSR Disputed Area is ceded to the USSR
Axis Political Influence: The Axis faction may select any one
and increase the USSR's National Will by two.
neutral country that ceded a Disputed Area to the USSR and does
13.2.2.1 Conquered Country Special Cases the following.
France: When France is conquered, do the following. • If it has no Pro-[Faction] marker in it, put a Pro-Axis marker in
Step 1) Remove France’s counters from the scenario, but put the its capital. Do not remove any Strict Neutrality marker that may
France Will 1s marker in the Axis Faction Card’s be there.
Conquered Allied Countries Box.

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• If it has enemy Pro-[Faction] marker, remove that marker. Do not • An Axis unit or marker attacks into, moves into, or is placed in a
remove any Strict Neutrality marker that may be there. France or UK: Overseas Area or in any Area of any country
• If it has a Pro-Axis and a Strict Neutrality marker, remove the (except a France or UK: Mainland Area) that shares a border with
Strict Neutrality marker. a France or UK: Overseas Area.
• If it has a Pro-Axis marker in it and no Strict Neutrality marker, Example: France has been conquered, Syria has become a
that country activates (13.1) and joins the Axis faction. Perform neutral country (13.2.2.1), and Turkey is a Western country. An
Country Setup (13.1.2) for the activated country. Axis unit moving into Turkey triggers this event because Turkey
shares a border with Cyprus, a UK Overseas Area.
Policy Evaluation: If the Appeasement or Nazi-Soviet Pact policy
is in effect and the Policy Evaluation marker is not on the Turn The France or UK: Mainland Area exception prevents the
Track, put that marker 13 turns later on the Turn Track. invasion of continental France or Great Britain from triggering
this event due to the border shared by Syria (while it is part of
USSR Conditional Counters: From the Soviet Faction Card’s
France) and Palestine (an UK Overseas Area).
Conditional box, the Soviet faction does the following.
• The USA activates as a Western country.
• Emergency Mobilization: Takes one USSR air and five USSR
ground units (except Shock) and mobilizes them as per When this event occurs the Western faction immediately does the
Mobilization (8.3). This does not cost production points. The following in any order. The Western faction can wait until a newly
units are at Full supply. activated Axis country has set up all its units before doing this.
• Lend Lease to USSR: If the West Invaded event (13.8) has French Reserves: Take all French ground units from their Faction
occurred, takes the Lend Lease to USSR markers and puts them Card’s Conditional box and put them in any hex in a France
six turns later on the Turn Track. If West Invaded event has not Overseas Area. This does not cost production points. Placement
occurred, puts them 12 turns later on the Turn Track. cannot violate stacking limits. The units are at Full supply.
UK Reserves: Take all UK ground units in their Faction Card’s
• Reserves:
Conditional box and put them in any hex in a UK Overseas Area
 Takes two USSR Shock ground units and one Tanks marker (except Egypt). This does not cost production points. Placement
and puts them four turns later on the Turn Track. cannot violate stacking limits. The units are at Full supply.
 Takes two USSR Shock ground units and put them five turns Emergency Shipping: The Western faction may take one UK
later on the Turn Track. convoy unit and/or one French convoy unit from any port and put it
 Takes one USSR air unit and four USSR ground units (except in a friendly port in a UK Overseas Area or France Overseas Area.
Shock) and puts them six turns later on the Turn Track. No movement path is traced. The placement cannot be intercepted
 For each Ceded [Disputed Area] marker in the Soviet Faction and cannot violate stacking limits.
Card’s Conditional box (if any), takes one USSR ground unit 13.5 USA Entry
(except Shock) and puts it in its Eliminated box. When both the Appeasement and Nazi-Soviet Pact policies have
• Russian Winter: Takes the Russian Winter and puts it on the ended, put the USA Entry marker six turns later on the Turn Track.
Turn Track in the December turn following the current turn. Also, see USA Entry (15.29).
• Soviet Partisans: Takes the Soviet Partisans markers and puts 13.6 USSR Northern Border
one of them six turns later on the Turn Track and the other one This event occurs the first time either of the following happens. It
18 turns later on the Turn Track. can occur only one time in a scenario.
• Strategic Warfare: Takes the USSR Fac Lost marker and puts • An Axis unit or marker attacks into, moves into, or is placed in a
it in its On-Map Factory Count Track’s 1 box. Also, if the USSR hex north of hex row 15xx.
Germany Fac Lost marker is not on the On-Map Factory Count • Finland activates as an Axis or Allied country.
Track, take it from its Faction Card’s Conditional box and put it
The Soviet faction immediately takes two USSR ground units
in its On-Map Factory Count Track’s 1 box.
(except Shock) in their Faction Card’s Conditional box and puts
• Surprise Attack: If the USA is not an active country, take the them in any USSR hex north of hex row 15xx. Placement cannot
USSR Surprise Attack markers and put one each in the January violate stacking limits. The units are at full strength and supply.
boxes three and four years later on the Turn Track. If the USA is Example: Finland activates as an Axis country. Before the Axis
active, put one each in the January boxes two and three years faction completes its setup (13.1.2), USSR ground units are set up
later. in hexes 1146 and 0646.
Example: East Invaded occurs in Jun-41 and the USA is not an Tip: Leningrad is in hex 1546, so keep a defender in it.
active country. One USSR Surprise Attack marker is put in the
Jan-44 Turn Track box. The other is put in the Jan-45 box. 13.7 USSR Southern Border
This event occurs the first time either of the following happens. It
• Urals Factories: Takes the Urals Fac markers and puts them on
can occur only one time in a scenario.
the next turn on the Turn Track.
13.4 Mediterranean Crisis • An Axis unit or marker attacks into, moves into, or is placed in a
USSR hex south of hex row 36xx.
This event occurs the first time either of the following happens. This
event can occur only one time in a scenario. • Turkey activates as an Axis or Allied country.
The Soviet faction immediately takes two USSR ground units
(except Shock) in their Faction Card’s Conditional box and puts
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40 Unconditional Surrender 2nd Edition ~ USE2 Rulebook-SV 2023-05-31.docx
them in any USSR hex south of hex row 37xx. Placement cannot 14.1 Airdrop
violate stacking limits. The units are at full strength and supply. The phasing faction may put an Airdrop marker in a hex
Example: A German tank unit moves into hex 3761. After it is in the by performing a Special Marker Action (6.1). Reminder:
hex, but before it continues moving, USSR ground units are set up This marker cannot be placed during a unit’s activation.
in hexes 3961 and 3862. More than one Airdrop may be placed in the same Sub-
13.8 West Invaded Phase, but no more than one in the same hex.
This event occurs the first time either of the following happens. This This marker can be placed in a hex within a 3-hex range of an air
event can occur only one time in a scenario. unit of the same nationality. The Western marker may be placed
• An Axis unit or marker attacks into, moves into, or is placed in within range of a UK or USA air unit.
Belgium, Netherlands, Ireland, or the Mainland Area of France The phasing faction traces an air movement path from the activated
or the UK. unit to the placement hex. When the path has entered the placement
• The USA activates as a Western country. hex, the marker is put in it. The trace and placement cannot be
intercepted.
If this event occurs in a phasing Axis faction’s Operations Phase,
perform the following (in the order listed) at the end of that Axis The air unit is not considered activated and does not add a Sortie to
Operations Phase. its total.
If it occurs any other time, perform them at the end of the next Axis The placement hex cannot be in a ground movement Prohibited hex,
Operations Phase that is played. but it can contain an enemy unit.
Example: See East Invaded Conditional Event (13.3) examples. When the marker is placed if the hex contains
French Air Reserves: Take one French air unit from its Faction • An enemy city and no enemy unit, the phasing faction rolls a
Card’s Conditional box and mobilize it as per Mobilization (8.3). die. On a result of 1-3, put a friendly Control marker in the hex
This does not cost production points. The unit is at Full supply. and remove the marker per the procedure below. On a result of 4-
6, nothing happens and the marker stays in the hex until the end
Commonwealth Trade: Take the Commonwealth Trade marker
of the Actions Sub-Phase. Local forces hold off the paratroopers.
from its Faction Card’s Conditional box and put it six turns later on
the Turn Track. • In all other situations, nothing happens and the marker stays in
Lend Lease to UK: If the East Invaded event (13.3) has occurred, the hex until the end of the Actions Sub-Phase.
take the Lend Lease to UK markers from their Faction Card’s If an enemy air or ground unit in the placement hex is attacked
Conditional box and put them six turns later on the Turn Track. If during the phase, the defending unit applies a combat -2 DRM.
the East Invaded event has not occurred, put these markers 12 turns There is no effect on an enemy naval unit.
later on the Turn Track. When this marker is removed (either after placing a Control marker
Policy Evaluation: If the Appeasement or Nazi-Soviet Pact policy or at the end of the Actions Sub-Phase), roll a die. If the result is 1-
is in effect and the Policy Evaluation marker is not on the Turn 5, put the marker a number of turns later on the Turn Track equal to
Track, put that marker 13 turns later on the Turn Track. the result. If the result is 6, remove it from the scenario.
Germany has one year to feel secure on its other front. This represents disasters, such as at Crete, which suspend major
Strategic Warfare: Take the UK Fac Lost marker from its Faction airdrops for the rest of the war.
Card’s Conditional box and put it in the On-Map Factory Count 14.2 Area Seized
Track’s 1 box. Also, if the Germany Fac Lost marker is not on the This represents the USSR militarily or politically seizing disputed
On-Map Factory Count Track, take it from its Faction Card’s territory it considers under its sphere of influence.
Conditional box and put it in the 1 box. When this marker is pulled from the Diplomacy Cup, if
14.0 Event Markers the Nazi-Soviet Pact policy has ended or all USSR
Event markers can be looked up as needed rather than memorized. Disputed Areas are ceded to the USSR, remove this
marker from the scenario and pull another marker from the
This section lists Event markers and their specific rules. Diplomacy Cup.
An Event marker is set up as per scenario instructions. If not listed Otherwise, regardless of which phasing faction pulled the marker,
in a scenario, that Event marker is not used. the Soviet faction must do the following. Sorry Axis or Western
Important: An Event marker in its Faction Card’s Events box is faction, better luck next time.
available for use by its faction. If located somewhere else during the Step 1) Select a country with a USSR Disputed Area (17.0) that
scenario, e.g., the Turn Track, it cannot be used. has not been ceded to the USSR and is either neutral or an
Unless stated otherwise, when an Event marker is removed from the active Western country with no Axis unit in it.
Turn Track, put it in its Faction Card’s Events box. If no country meets the above criteria, put the Area Seized
Important: If an Event marker requires an action that is impossible marker in the Diplomacy Cup Marker Holding Box.
to complete, ignore that specific action. Continue with play. Nothing else happens. Sorry Soviet
Marker Return: After being played, a marker might be placed a faction, better luck next time.
number of turns later on the Turn Track. If the placement turn is Step 2) That Disputed Area is ceded (2.2) to the USSR. Put its
after the final turn of the scenario, remove the marker from the Ceded [Disputed Area] marker in the Soviet Faction
scenario. Card’s Ceded Area box. If a Western unit or marker is in
the Disputed Area at this time, it is repatriated (10.4).
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Step 3) Increase the USSR’s National Will by two. A faction may play one Heavy Artillery in an Assault
Step 4) Take one USSR ground unit from its Faction Card’s combat involving an attacking ground unit of the same
Conditional box and put it in its Eliminated box. nationality as the marker. [Exception: It cannot be used
Step 5) If the selected country was Estonia, Latvia, or Lithuania, it in an Amphibious Invasion Assault.]
ceases to exist. Remove all Pro-[Faction] and/or Strict Example: A German infantry unit resolves an Assault against a
Neutrality marker in it (if any) and remove all its counters USSR infantry unit occupying the fort in Sevastopol. The Axis
from the scenario. faction may use the German Heavy Arty marker. The Soviet faction
If the selected country is neutral and is not Estonia, Latvia, cannot use a USSR Heavy Arty because it is defending.
or Lithuania, do the following. In the combat, the attacker applies a +2 DRM.
• If it has no Pro-[Faction] marker in it, put a Pro-Axis After combat, roll a die. Put this marker a number of turns later on
marker in its capital. the Turn Track equal to the result.
• If it has a Pro-[Allied] and/or Strict Neutrality marker in 14.7 Jets
it, remove the Pro-[Allied] marker. This represents German jet aircraft which were very effective for
• If it has a Pro-Axis marker in it, do nothing. The country local support, but too few in numbers to constitute a full air unit.
stays neutral. Sorry, Axis player, you cannot build more of them.
14.3 Convoy Action The Axis faction may play Jets in an air/naval combat
involving a German air unit.
This represents convoy assets too weak to constitute a full unit.
In the combat, the Axis faction applies a +2 DRM.
The phasing faction may play Convoy Action any time it
could use a convoy unit to perform a Naval Action (6.4). After combat, put this marker on the next turn on the Turn Track.
To perform the action, the marker is first put in a friendly 14.8 Naval Evacuation
port that does not already contain a convoy unit, and is either in the This represents the ability of the UK to conduct emergency naval
marker’s country or in any country from which a naval movement evacuations of ground forces, such as at Dunkirk.
path can be traced back to a friendly port in the marker’s country. The Western faction may play Naval Evacuation if a UK
This path cannot be intercepted. ground unit is in any coastal hex within a Sea Zone
After it is placed, the marker is then treated as a convoy unit and is containing a friendly port (excluding a port that may be
immediately activated to perform a Naval Action. It tracks and adds in the unit’s hex) and either one of the following applies.
Sorties to its total as would a convoy unit. After activating the • That UK unit is forced to retreat in a ground combat.
marker, the phasing faction may put down a Surface Action marker • It is the Western faction’s Operations Phase and that UK unit has
in the same location to use it for a Naval Escort Action. not yet been activated that phase.
When its activation ends, put this marker a number of turns later on Put that UK ground unit in any friendly port within the same Sea
the Turn Track equal to its total Sorties plus one. Then remove its Zone. This placement cannot violate stacking limits or be
Sorties marker. intercepted. The ‘miracle of Dunkirk’ just happens.
14.4 Free Forces If it is a full strength ground unit, flip it over to its reduced side. If
This represents troops of conquered countries, such as Poland and already reduced, it is not eliminated. Someone always survives.
France, which continued to fight fiercely afterwards. If it is the Western faction’s Operations Phase, the unit cannot
The Western faction may play Free Forces in a ground activate this phase.
combat involving a Western ground unit. After the ground unit has been placed, roll a die. Put this marker a
In the combat, the Western faction applies a +1 DRM. number of turns later on the Turn Track equal to the result.
After combat, roll a die. Put this marker a number of turns later on 14.9 No Event
the Turn Track equal to the result. When removed from the Diplomacy Cup, nothing
14.5 Ground Support happens. Put this marker in the Diplomacy Cup Marker
This represents air and tank forces of smaller countries which are Holding Box. Better luck next time.
too weak to constitute a nationality specific unit or event marker. 14.10 Partisans
A faction may play one Ground Support in a ground This represents partisans operating directly behind enemy lines in
combat if at least one of its involved ground units is not support of an offensive or against strategic targets far from the front
a French, German, Italian, UK, USA, or USSR unit. If line. General partisan activity is also represented as a strategic
playing with a What-if air or tank unit for country other than those combat die roll modifier for conquered Allied countries.
listed above, add that country to the list above. A faction may play Partisans in the following situations.
In the combat, the owning faction applies a +1 DRM.
After combat, roll a die. Put this marker a number of turns later on
the Turn Track equal to the result.
• A faction may play one Partisans marker in a strategic combat.
14.6 Heavy Arty
• A faction may put a Partisans marker in a hex by performing a
This represents massive German railway guns or the large artillery
Special Marker Action (6.1). Reminder: This marker cannot be
divisions the Soviet army amassed before offensives.
placed during a unit’s activation.
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42 Unconditional Surrender 2nd Edition ~ USE2 Rulebook-SV 2023-05-31.docx
More than one Partisans may be placed in the same Sub-Phase,  …has one friendly Pro-[Faction] marker and one Strict
but no more than one in the same hex. Neutrality marker, remove the Strict Neutrality marker.
The placement hex must contain an enemy: air and/or ground unit  …has one friendly Pro-[Faction] marker, no Strict Neutrality
and be within an active or conquered friendly country. So, no marker, and is not Italy, Spain, or Turkey, that country
Soviet Partisans in a Western country and vice-versa. activates (13.1) and joins the friendly faction. Perform
For strategic combat, the Axis modified combat result is divided by Country Setup (13.1.2) for the activated country.
two. Round up.  …has one friendly Pro-[Faction] marker, no Strict Neutrality
For air/naval or ground combat, if an enemy air or ground unit in marker, and is Italy, Spain, or Turkey, put a second friendly
the placement hex is attacked, the defending unit applies a -2 DRM. Pro-[Faction] marker in its capital hex.
There is no effect on an enemy naval unit.  …has two friendly Pro-[Faction] markers, that country
When this marker is removed (either at the end of the strategic activates (13.1) and joins the friendly faction. Perform
combat or the end of the phasing faction’s Actions Sub-Phase), roll Country Setup (13.1.2) for the activated country.
a die. Put this marker a number of turns later on the Turn Track The above placement and removal of markers is how to get a
equal to the result. neutral country to join a faction via diplomacy. Remove all enemy
14.11 Political Failure Pro-[Faction] markers. Then put a friendly Pro-[Faction]
This represents negotiation breakdowns, political coups, allies marker in the country. Then if it has a Strict Neutrality marker,
acting independently (e.g., Italy attacking Greece), etc. remove it. Finally, depending on the country, it will activate by
A non-phasing faction as determined below applies an applying one or two more friendly Political Success events to it.
Unrestricted Political Success event (14.12). Note the second bullet’s requirement for a shared land border or
Sea Zone with an active friendly country. It is a design limitation
that simulates geographic spheres of influence.
• If an Allied faction pulled the Political Failure marker, the Axis
Remember the enemy is likely trying to influence the same
faction applies the event.
countries so the markers in it may vary several times during play.
• If the Axis faction pulled the Political Failure marker, the Soviet
Moscow Treaty: If the Moscow Treaty is in effect Occupied USSR
faction applies the event if the Appeasement policy is in effect
is part of the active USSR for purposes of determining a shared land
and both the Nazi-Soviet Pact and Moscow Treaty are not in
border.
effect. Otherwise, the Western faction applies it.
14.13 Rockets
14.12 Political Success
This represents German rockets such as the V-1 and V-2.
The faction applying a Political Success, Restricted
Political Success, or Unrestricted Political Success event The Axis faction may play one Rockets in the following
must do one of the following. situations.
The term “friendly” or “enemy” below refers to the faction applying
this event. Usually, the phasing faction applies the event. However, • In a strategic combat.
if this is occurring because of a Political Failure event, a non- • In a ground combat involving a German ground unit.
phasing faction applies it.
For strategic combat, the enemy modified combat result is divided
• Select a neutral country anywhere on the map that has one or two by two. Round up.
enemy Pro-[Faction] markers, remove one Pro-[Faction] marker For ground combat, the enemy faction applies a -2 DRM.
from it. If a Strict Neutrality marker is in the country, do not
remove it. After combat, roll a die. Put this marker a number of turns later on
the Turn Track equal to the result.
• Select a neutral country anywhere on the map that has no enemy
14.14 SNAFU
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 This represents “Situation Normal: All F___ed Up.”.
event, it can instead select a neutral country sharing a Sea Zone A faction may play a SNAFU in any type of combat.
with an active friendly country rather than sharing a land border. In the combat, the enemy faction applies a -1 DRM.
[Exceptions: If instructed to apply a… After combat, roll a die. Put this marker a number of
• …Restricted Political Success, in addition to the shared turns later on the Turn Track equal to the result.
land border or Sea Zone above, there must also be a shared 14.15 Submarines
land border with the just-conquered country. This represents changes in submarine deployment, cipher codes, or
• …Unrestricted Political Success, the shared land border or tactics. In other words, some change that provides a temporary
Sea Zone above is not required. Any neutral country on the advantage over anti-submarine forces. Regular German U-boat
map can be selected.] activity is abstracted in strategic combat with the Axis DRM for
If the selected neutral country… controlling key ports on the Atlantic.
 …has no Pro-[Faction] marker, put one friendly Pro- A faction may play one Submarines in the following
[Faction] marker in its capital hex. If a Strict Neutrality situations.
marker is in the country, do not remove it.

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• In a strategic combat. In the same phase the Axis faction may play convoy does not receive the Surprise Attack marker’s DRM in the
one Submarines against the Soviet faction and a different interception’s air/naval combat.
Submarines against the Western faction. • If it is in a Sea Zone, then within that Sea Zone (including all its
• In an air/naval combat in which both the attacker and defender coastal hexes and any port hex within it), the following applies.
have a naval unit, Surface Action marker, or Convoy Action  For any air/naval combat, the phasing faction applies a +1
marker. That is, both sides need ships involved. DRM. There is no DRM for a ground combat.
For strategic combat, the enemy modified combat result is divided  The phasing faction may perform a Carrier Strike (6.4.5). The
by two. Round up. carrier unit does not have to start in the Sea Zone with the
For air/naval combat, the enemy faction applies a -2 DRM. Surprise Attack marker.
There is no effect on an enemy air unit.  The phasing faction may perform one Amphibious Invasion
After combat, roll a die. Put this marker a number of turns later on (6.3.2) per Surprise Attack marker. The phasing faction cannot
the Turn Track equal to the result. declare the same invasion hex more than once per Actions Sub-
14.16 Surface Action Phase.
This represents warship assets too weak to constitute a full unit. Important: If more than one Surprise Attack marker is on the map,
only one +1 DRM per combat is applied from these markers.
A faction may play Surface Action any time it could use
a surface warship unit to perform a Naval Action (6.4). A Surprise Attack marker has a country specification, but any
friendly unit may receive the benefits listed above. The country
To perform the action, the marker is first put in a friendly
specification denotes who buys the marker in the Mobilization
port that does not already contain a warship unit and is either in the
Phase so that it may be used again later.
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. When removed at the end of the phasing faction’s Actions Sub-
This path cannot be intercepted. Phase, put it in its Faction Card’s Surprise Attack Marker Holding
Box. It may be bought back in a Mobilization Phase (8.3).
After it is placed, the marker is then treated as a surface warship
unit and is immediately activated to perform a Naval Action. It 14.18 Tanks
tracks and adds Sorties to its total as would a warship unit. This represents tank assets or doctrine sufficient enough for local
When its activation ends, put this marker a number of turns later on support, but too weak to constitute a full tank unit.
the Turn Track equal to its total Sorties plus one. Then remove its In a ground combat, a faction may play one marker per
Sorties marker. involved ground unit of the same nationality as the
Example: A USSR Surface Action marker performs an escort and marker. [Exception: It cannot be played on a tank type
incurs 2 Sorties in total. Put it three turns later on the Turn Track. unit or a unit with a “Shock” ID.]
14.17 Surprise Attack All ground units in the combat do not require a Tanks marker played
for them.
This represents superior planning, intelligence, materiel, etc.
For each Tanks played, that unit is considered to be a tank unit for
The phasing faction may put a Surprise Attack marker in
ground combat DRM purposes. It retains all other designations.
a hex by performing a Special Marker Action (6.1).
Reminder: This marker cannot be placed during a unit’s Example: A USSR Guards unit is attacked in Fair conditions and
activation. the Soviet faction plays a USSR Tanks event marker. Its combat
DRM is +3 (+1 for Elite unit and +2 for a Tank unit in Fair).
More than one Surprise Attack may be placed in the same Sub-
Phase, but no more than one in the same hex. After combat, put this marker on the next turn on the Turn Track.
Immediately after placing the marker, if the placement hex is part 14.19 ULTRA
of a Sea Zone (1.3.6), the phasing faction declares whether the This represents the superior UK and USA intelligence operations.
marker is considered in the hex or in the Sea Zone. It cannot be The Western faction may play one ULTRA in any type
considered in both. Once declared, it is considered in that location of combat involving the Western faction.
for the remainder of the Actions Sub-Phase.
• If it is in a hex, the phasing faction applies a +1 DRM to any For strategic combat, the Axis modified combat result is divided by
combat against a unit defending in a hex within a 2-hex range of two. Round up.
the marker.
For air/naval or ground combat, the Western faction applies a +1
If both sides committed an air unit to a ground combat, this DRM DRM.
is applied to the air combat if the defending ground unit is within
After combat, roll a die. Put this marker a number of turns later on
range of the marker.
the Turn Track equal to the result.
There is no DRM for an air/naval combat occurring within a Sea
Zone, even if the placement hex is part of that Sea Zone. 15.0 Tracking Markers
Example: The Western faction puts a Surprise Attack marker in This section lists Tracking markers and their specific rules.
2912 and declares it is being placed in the hex. Later, the Axis Depending on the scenario played, all markers may not be used.
faction intercepts a Western convoy performing naval movement 15.1 +/- DRM [Attacker; Defender]
in Sea Zone 10. Even though hex 2912 is part of Sea Zone 10, the

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These markers are used on the map’s DRM When first removed from the Turn Track, put one marker six turns
Track to track the combat DRM of the attacker later on the Turn Track and the other one in the Extra Factories
and defender. Track’s 1 box. Then, take all German ground units from the Axis
15.2 Appsmt or Pact Ends / Scenario Ends Faction Card’s Conditional box and put them in its Eliminated box.
This marker is put on the Turn Track as per scenario instructions. On turns when only one Economic Reforms marker is removed
Appsmt or Pact Ends: If the Appeasement and/or Nazi- from the Turn Track, put it four turns later on the Turn Track and
Soviet Pact policies are in effect when this marker is move the other one up one value on the Extra Factories Track.
removed from the Turn Track, that policy immediately Example: See the Lend Lease to UK/USSR example (15.13).
ends. If both have already ended, no event occurs. If on the Extra Factories Track, add a number of Factories to the
Scenario Ends: When the Scenario Ends marker and Germany Factory Count (9.1.2) equal to the occupied box.
Turn marker occupy the same Turn Track box, the game 15.9 Fac Count
ends with the Victory Check of that turn. So play out This marker tracks a country’s On-Map Factory Count
that turn. (9.1.2). Only France, Germany, Italy, UK, and USSR
Example: The Scenario Ends and Turn markers are in the Jul 1945 have a Fac Count marker.
box. The scenario ends with the Victory Check made in the Jul 1945 15.10 Fac Lost
turn. This marker tracks how many factories are subtracted
15.3 Assault from a country’s On-Map Factory Count (9.1.2.1). Only
The phasing faction puts this marker on a unit to Germany, UK, and USSR have a Fac Lost marker.
designate an Assault against an enemy ground unit in the These markers are put on an On-Map Factory Count Track due to
hex the Assault marker points to. the East Invaded (13.3) or West Invaded (13.8) Conditional Event.
The marker is removed when the Assault is resolved, or at the end 15.11 Factory
of the phasing faction’s Actions Sub-Phase if the Assault is not As per scenario set up, this marker is put in a hex
resolved. containing a city and no factory.
15.4 Bombed While in a hex, that hex has a factory for the entire
This marker is put in a factory hex after a successful scenario. Imagine the factory is printed on the map like other
Bombing Run Action (6.2.6). The marker is removed factories.
from a hex at the end of the Strategic Warfare Phase. 15.12 Fort
The maximum number of Bombed markers that can be on the map This represents extensive fortifications. Only the forts the designer
is eight. felt had a significant strategic impact are represented.
15.5 Ceded [Disputed Area] Only a ground unit can occupy a fort. To show a ground
This indicates if a Disputed Area has been ceded to another country. unit occupies a fort, put it under the fort marker.
When a Conditional Event states a Disputed Area is
ceded to another country, move its Ceded marker from While occupying a fort, the following applies to that unit.
its Faction Card’s Conditional box to its Ceded Area box.
• It does not exert any ZOC.
• It cannot initiate an attack.
15.6 Commonwealth Trade
This represents increased trade from Commonwealth countries. • It cannot exit and reoccupy a fort within the same activation.
This marker is put on the Turn Track due to the West • It can only be attacked by an Assault.
Invaded Conditional Event (13.8). • If it is attacked, after rolling its combat die, the attacker divides
its modified result by two. Round up.
When this marker is removed from the Turn Track, put it in the • If it suffers a DR combat result while defending and is at full
Extra Factories Track’s 3 box on the Western Faction Card. strength, the unit may suffer a strength loss instead of retreating.
If on the Extra Factories Track, add a number of Factories to the • If in an EZOC, it is considered to be in an EZOC.
UK Factory Count (9.1.2) equal to the box occupied by the marker. If a unit is forced to retreat, it cannot occupy a fort (even if it started
15.7 Control [Faction] in the same hex).
This marker indicates which faction controls a city This represents the commitment, or lack thereof, to operate in a
(2.3.1). strictly defensive manner.
If an enemy unit moves into a hex containing a fort, remove that
15.8 Economic Reforms fort from the scenario. [Exception: If Italy is an Axis country and a
Western ground unit enters Tobruk, flip the Italy Tobruk Fort over
This represents German economic and production reforms
to its UK Tobruk Fort side. If an enemy unit enters that hex at a later
implemented during the war, e.g., underground factories.
time, the UK fort is removed from the scenario.]
These markers are put on the Turn Track per scenario
15.13 Lend Lease to UK; Lend Lease to USSR
instructions.

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These markers are put on the Turn Track due So only the ground unit currently activated can benefit from a No
to the East Invaded (13.3) or West Invaded EZOC marker. If more than three defenders are eliminated by the
(13.8) Conditional Event. same attacker (which should rarely happen) and you need a No
When first removed from the Turn Track, put one marker six turns EZOC marker for the recently attacked hex, use one already in a
later on the Turn Track and the other one in the Extra Factories hex the attacker cannot move back into due to a lack of remaining
Track’s 1 box on its respective Faction Card. MPs.
On turns when only one Lend Lease marker is removed from the 15.18 Nuclear Strike
Turn Track, put it six turns later on the Turn Track and move the This marker is used in one USE Playbook scenario, a hypothetical
other marker up one value on the Extra Factories Track. post war Soviet vs. Western conflict.
Example: A Lend Lease to UK marker is removed from the Nov-41 This marker is put in a hex when a Nuclear Strike is
Turn Track box. It is put in May-42 box and the other marker on the performed by the Western faction.
Extra Factories Track is moved from the 1 box to the 2 box. See Playbook: Western Faction Special Rules/Notes
Once the Extra Factories Track Lend Lease marker is in the 9 box, (31.10.3) for resolution, effects, and removal.
remove its Turn Track marker from the scenario. The Extra 15.19 Pro-[Faction]
Factories Track Lend Lease marker cannot go above the 9 box. This represents which faction a country’s government is leaning
If on the Extra Factories Track, add a number of factories to the towards, not necessarily what form of government it has.
respective country’s Factory Count (9.1.2) equal to the occupied This marker indicates which faction
box. a neutral country might join if war
15.14 Moscow Treaty was declared against it or if it
This marker is put on the Turn Track due to USSR activated due to an event.
Collapse (13.2.1.1). The maximum numbers of markers for a single faction that can be
on the map and/or in the Diplomacy cup is eight.
While on the Turn Track, the Moscow Treaty policy is in effect. This marker may be put in or removed from the Diplomacy Cup or
When this marker is removed from the Turn Track, the Soviet a neutral country due to: Area Seized (14.2), Conquered Country
faction rolls a die. If the result is 1-3, put the marker on the next turn (13.2.2), Political Failure (14.11), or Political Success (14.12).
on the Turn Track. If the result is 4-6; the Moscow Treaty policy This marker is friendly/enemy based on its named faction.
ends and this marker is removed from the Turn Track. However, it does not belong to a faction.
Policy Ends: When this policy ends, reset the USSR National Will 15.20 Prod [10s; 1s; x 2 ]
to 45. Appeasement does not reduce this value. Also, put the USSR These markers track a country’s
Fac Lost marker in its On-Map Factory Count Track’s 1 box. production points and production
15.15 Movement Points point multiplier (9.1.1).
This marker is used on the map’s Move Track to track 15.21 Policy Evaluation
the activated unit’s movement point expenditure. You Maybe doing nothing while Hitler conquers Europe is not a good
can count up or count down, just be consistent. idea.
15.16 Mulberry This marker is put on the Turn Track due to the East
This represents the artificial harbors used at Normandy. Invaded (13.3) or West Invaded (13.8) Conditional
This marker is put in a coastal hex with no port that Event.
contains a UK or USA ground unit which just ended its If both the Appeasement and Nazi-Soviet Pact policies have already
activation after performing an Amphibious Invasion ended when this marker is removed from the Turn Track, no event
(6.3.2.4). occurs and remove this marker from the scenario.
Once placed in a hex, it cannot be voluntarily removed. Otherwise, the Allied faction with the policy in effect rolls a die. If
While in a hex, that hex has a Western friendly port. Treat this as a the result is 1-3, put the marker on the next turn on the Turn Track.
printed port on the map, except as noted below. If the result is 4-6, that policy ends.
If an enemy unit moves into a hex containing a Mulberry, remove 15.22 Sorties [1; 2; 3; 4; 5; 6]
the Mulberry marker from the scenario. These markers track the total number of Sorties
15.17 No EZOC (1.5) a unit currently has. If a unit has no
This represents the inability of nearby defending forces to react to Sorties, do not put a marker on it.
a very successful attack. 15.23 Russian Winter
This marker is put in a hex that was occupied by a Germans find out it is very cold in Mother Russia.
defending unit eliminated by a Mobile attack. This marker is put on the Turn Track due to the East
While this marker is in a hex, no EZOC is exerted into Invaded Conditional Event (13.3) and is removed from
that hex. the scenario before the Axis faction rolls for weather in
It is removed at the end of the phasing ground unit’s activation. the following March turn.

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When this marker is removed from the Turn Track, put it in the Cold Once the Extra Factories Track’s Urals Fac marker is in the 9 box,
Zone’s Poor box and put the Cold Zone’s Weather marker in the remove its Turn Track marker from the scenario. The Extra
Severe box. Factories Track Urals Fac marker cannot go above the 9 box.
While this marker is on the Weather Track, the Cold Zone’s weather If on the Extra Factories Track, add a number of factories to the
is automatically Severe. However, for any hex in the USSR, the USSR Factory Count (9.1.2) equal to the occupied box.
weather for the Soviet faction is considered Poor for all purposes. 15.29 USA Entry / Variable Arrival
Example: A USSR Shock unit attacks a German tank unit near This marker is put on the Turn Track due to the
Minsk. The Shock unit applies the +1 Elite unit and -1 Attacking a USA Entry Conditional Event (13.5).
unit in a hex affected by Poor weather DRM. Because the weather
is Severe for the Axis faction, the German tank unit does not receive
any Tank unit DRM and its modified combat result is divided by When the USA Entry marker is removed from the Turn Track,
two. activate the USA as a Western country. Then flip the marker over
to its Variable Arrival USA side.
Axis Air Support: Due to the Severe weather, an Axis air unit
provides no Air Support DRM in a ground combat. However, an The Variable Arrival is used in the same way as the Variable Entry
Axis air unit can be committed to a ground combat to possibly add marker is used. See Playbook: USA Variable Arrival (30.2.1.3).
multiple sorties on a Soviet air unit. If USA activation triggers the West Invaded, East Invaded, or
15.24 Strategic Move Mediterranean Crisis Conditional Events, resolve the triggered
events in that same order.
In the Strategic Movement Phase, this marker is put on a
supplied air or ground unit so it can use strategic 15.30 Variable Entry
movement (4.1). While on a unit, that unit cannot: be This marker indicates Variable Entry reinforcement
activated in the Actions Sub-Phase, be improved in the counters. See Playbook: Variable Entry (30.2.1.2).
Replacements Phase, or be upgraded in the Upgrade Phase.
15.25 Strict Neutrality 15.31 Will [ 10s; 1s ]
This represents a country’s government pursuing neutrality. These markers track a country’s National Will
This marker is put in a neutral country’s capital as per (2.1.2).
scenario set up. It cannot be placed during a scenario.

This marker may be removed from a neutral country due to: Area 15.32 Weather
Seized (14.2), Country Activation (13.1), Conquered Country This marker denotes a Weather Zone’s weather for the
(13.2.2), Declare War (10.1), Political Failure (14.11), or Political turn (11.0).
Success (14.12).
15.26 Supply [Low / No]
15.33 Will Commit / Will not Commit
This marker indicates if a unit has a Low or No
This marker is used in the Combat Resolution
Supply State (7.1).
Sequence (5.1) to secretly decide and then
reveal if a faction is committing an Event
15.27 Turn marker to any combat and/or one air unit to a
This marker is put on the Turn Track to indicate the ground combat.
scenario’s current turn (month and year).

15.28 Urals Fac


This represents the redeployment and expansion of production
facilities in Russia. Unlike Lend Lease, this increases rapidly.
These markers are put on the Turn Track due to the East
Invaded Conditional Event (13.3).

When first removed from the Turn Track, put one marker two turns
later on the Turn Track and the other one in the Extra Factories
Track’s 1 box.
On turns when only one Urals Fac marker is removed from the Turn
Track, put it two turns later on the Turn Track and move the other
marker up one value on the Extra Factories Track.
Example: A Urals Fac marker is removed from the Nov-41 Turn
Track box. It is put in Jan-42 box and the other marker on the Extra
Factories Track is moved from the 2 box to the 3 box.

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16.0 Country List Mainland: Spain
The National Will is not affected if a country has ceded its Overseas: Majorca and Spanish Morocco
Disputed Area to another country. • Sweden (SWE) National Will= 4 Factories = 2
The Factories value is based on a country’s 1939 border. • Syria*(SYR) National Will= 2 Factories = 1
• Belgium (BEL) National Will= 2 Factories = 1 * Created if France is conquered and the Nazi-Soviet Pact
• Bulgaria (BUL) National Will= 4 Factories = 1 policy is in effect. Its capital is Damascus.
• Denmark (DEN) National Will= 2 Factories = 1 • Turkey (TUR) National Will= 8 Factories = 3
• Estonia (EST) National Will= 2 Factories = 1 • United Kingdom (UK) National Will= 20 Factories = 9
• Finland (FIN) National Will= 4 Factories = 2 Mainland: Great Britain and Northern Ireland
• France (FRA) National Will= 30* Factories = 8 Overseas: Cyprus, Egypt, Gibraltar, Kuwait, Malta, Palestine,
and Trans-Jordan
Mainland: Continental France
• United States of America (USA) National Will= 10*
Overseas: Corsica, French North Africa and Syria
Mainland: Eastern North America Box.
* If the Nazi-Soviet Pact policy is in effect, France National
Will is reduced by 10. * The National Will is very low, but there are no USA cities to
lose. So don’t get all its armies destroyed.
• French N. Africa*(FNA) National Will= 5 Factories = 2
• Union of Soviet Socialist Republics (USSR)
Mainland: French North Africa
* Created if France is conquered and the Nazi-Soviet Pact National Will= 85* Factories = 9
policy is in effect. Its capital is Tunis. Mainland: USSR and Central Russia Map Box
• Germany (GER) National Will= 45 Factories = 13 * If the Appeasement policy is in effect, USSR National Will
is reduced by 40.
Mainland: Germany and East Prussia
• Vichy* (VIC) National Will= 6 Factories = 2
• Greece (GRE) National Will= 4 Factories = 1
Mainland: Continental France, encompassed by the Disputed
Mainland: Greece
Area border around Vichy.
Overseas: Crete
Overseas: Corsica
• Hungary (HUN) National Will= 4 Factories = 1
* Created if France is conquered and the Nazi-Soviet Pact
• Iraq (IRQ) National Will= 2 Factories = 1 policy is in effect. Its capital is Vichy.
• Ireland (IRE) National Will= 3 Factories = 1 • Yugoslavia (YUG) National Will= 6 Factories = 2
• Italy (ITA) National Will= 12 Factories = 6
Mainland: Italy and Sicily
17.0 Disputed Area List
Overseas: Albania, Libya, Rhodes, and Sardinia.
• Alsace-Lorraine (part of France). May be ceded to Germany.
• Latvia (LAT) National Will= 2 Factories = 1
• Bessarabia (part of Romania). May be ceded to USSR.
• Lithuania (LIT) National Will= 2 Factories = 1
• Eastern Poland (part of Poland). May be ceded to USSR.
• Netherlands (NET) National Will= 2 Factories = 1
• Estonia (entire country). May be ceded to USSR.
• Norway (NOR) National Will= 3 Factories = 1
• Karelia (several parts of Finland). May be ceded to USSR.
• Poland (POL) National Will= 12 Factories = 3
• Latvia (entire country). May be ceded to USSR.
• Portugal (POR) National Will= 4 Factories = 1
• Lithuania (entire country). May be ceded to USSR.
• Romania (ROM) National Will= 6 Factories = 2
• Polish Corridor (part of Poland). May be ceded to Germany.
• Spain (SPA) National Will= 8 Factories = 4

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Index

Actions .............................................................................. 17 Set Up .............................................................................36


Advance After Combat.................................................... 17 Declare War ......................................................................31
Air Actions........................................................................ 18 Diplomacy ..........................................................................32
Air Escort ......................................................................... 18 Disputed Area .....................................................................6
Air Interception ............................................................... 19 Disputed Area List ..........................................................47
Air Movement .................................................................... 9 East Invaded......................................................................38
Prohibitions .................................................................... 10 Econmc Reforms ...............................................................44
Air Rebase ........................................................................ 18 Economy ............................................................................29
Air Strike .......................................................................... 18 Economy Phase .................................................................29
Air Support ...................................................................... 18 End of Turn Phase ............................................................35
Air/Naval Combat ............................................................ 14 Enemy ..................................................................................7
DRM Special Cases ....................................................... 15 Event Markers ..................................................................40
Escorted Unit ................................................................. 14 EZOC ...................................................................................5
Results ........................................................................... 14 Effects Summary ..............................................................5
Air/Naval Displacement .................................................. 12 Fac Count ..........................................................................44
Airdrop ............................................................................. 40 Fac Lost ........................................................... 39, 40, 44, 53
Amphibious Invasion ....................................................... 20 Factions................................................................................7
Appeasement .................................................................... 33 Factory Count ...................................................................29
Appsmt or Pact Ends ....................................................... 44 Factory Marker.................................................................44
Area Seized ....................................................................... 40 Faded Dot Hex ....................................................................3
Army Operations ............................................................. 20 Fort
Bombed ............................................................................. 44 Effects .............................................................................44
Bombing Run ................................................................... 20 Occupation ......................................................................11
Canal Naval Movement ................................................... 13 Free Forces ........................................................................41
Capital................................................................................. 3 Friendly ...............................................................................7
Carrier Strike ................................................................... 24 Ground Actions .................................................................20
Ceded [Disputed Area] Marker ...................................... 44 Amphibious Invasion ......................................................20
City ...................................................................................... 3 Army Operations ............................................................20
City Control........................................................................ 7 Ground Combat ................................................................15
Coastal Hex ........................................................................ 4 Advance After Combat ...................................................17
Combat Assault Attack.................................................................15
Air/Naval Combat .......................................................... 14 DRM Special Cases ........................................................16
Combat Resolution Sequence ........................................ 13 Mobile Attack .................................................................15
Escorted Unit ................................................................. 14 Prohibitions.....................................................................15
Ground Combat ............................................................. 15 Retreat.............................................................................16
Strategic Combat ........................................................... 17 Unit Elimination .............................................................17
Commonwealth Trade ............................................... 40, 44 Ground Movement ...........................................................10
Conditional Events........................................................... 35 Air/Naval Displacement .................................................12
Conquered Country ........................................................ 37 EZOC Restrictions ..........................................................10
Country Activation ........................................................ 36 Fort Occupation ..............................................................11
Country Collapse ........................................................... 36 Movement and Attack.....................................................11
East Invaded................................................................... 38 Prohibitions.....................................................................11
Mediterranean Crisis ...................................................... 39 Transport Line ................................................................11
USA Entry ..................................................................... 39 Ground Support ................................................................41
USSR Northern Border .................................................. 39 Heavy Artillery .................................................................41
USSR Southern Border .................................................. 39 Home Defense....................................................................33
West Invaded ................................................................. 40 Island ...................................................................................4
Control [Faction] ............................................................. 44 Isolated...............................................................................16
Convoy Action .................................................................. 41 Jets .....................................................................................41
Cooperation Limits .......................................................... 33 Land Border ........................................................................4
Country ............................................................................... 6 Land Hex .............................................................................4
Activation ...................................................................... 36 Lend Lease to UK .......................................................40, 44
Active/Inactive ................................................................. 6 Lend Lease to USSR ............................................. 39, 44, 53
Collapse ......................................................................... 36 Low Supply........................................................................25
Conquered ...................................................................... 37 Mainland Area ....................................................................6
Country List ................................................................... 47 Map Box ..............................................................................4
Faction Determination ................................................... 36 Naval Movement ............................................................13
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Markers Stacking Limits ...................................................................8
Counter Reminder Symbols ............................................. 7 Strait
Event .............................................................................. 40 Naval Movement ............................................................13
Tracking ......................................................................... 43 Sea Zone Border ...............................................................4
Mediterranean Crisis ....................................................... 39 Strategic Combat ..............................................................17
Mobilization ..................................................................... 29 Strategic Movement ............................................................9
Moscow Treaty ........................................................... 34, 45 Strategic Warfare .............................................................30
Movement ........................................................................... 8 Strict Neutrality ................................................................46
Movement Path Trace ...................................................... 9 Submarines ........................................................................42
Movement Points ............................................................. 9 Supply ................................................................................25
Operational ...................................................................... 9 Low/No Supply Effects ..................................................25
Strategic ........................................................................... 9 No Supply Phase .............................................................28
Mulberry........................................................................... 45 Supply Check..................................................................25
National Will ...................................................................... 6 Supply Line ....................................................................26
Naval Actions ................................................................... 22 Supply Source-Limited/Unlimited ..................................25
Naval Escort ..................................................................... 23 Supply State ....................................................................25
Naval Evacuation ............................................................. 41 Units-Supplied/Unsupplied.............................................25
Naval Interception ........................................................... 23 Surface Action ...................................................................43
Naval Movement .............................................................. 12 Surprise Attack ........................................................... 39, 53
Prohibitions .................................................................... 12 Buy Back Marker (Mobilization Phase) .........................29
Naval Rebase .................................................................... 23 Placement/Effects ...........................................................43
Naval Transport ............................................................... 24 Tanks .................................................................................43
Nazi-Soviet Pact ............................................................... 34 Trace Movement Path ........................................................9
Neutral Non-Violation ..................................................... 33 Tracking Markers.............................................................43
No Event ........................................................................... 41 Transport Line ..............................................................4, 11
No EZOC .......................................................................... 45 Turn Counting ....................................................................5
No Supply ......................................................................... 25 ULTRA ..............................................................................43
Nuclear Strike .................................................................. 45 Unit Logistics ....................................................................28
Operations .......................................................................... 3 Units
Overseas Area .................................................................... 6 Air Unit Activation .........................................................18
Partisans ................................................................39, 41, 53 Definition ..........................................................................7
Policies .............................................................................. 33 Ground Unit Activation ..................................................20
Policy Evaluation ....................................................... 40, 45 Mobilization ...................................................................29
Political Failure ................................................................ 42 Naval Unit Activation .....................................................22
Political Success ............................................................... 42 Replacements ..................................................................28
Politics ............................................................................... 31 Supply .............................................................................25
Port...................................................................................... 3 Upgrade ..........................................................................28
Pro-[Faction] .................................................................... 45 Unsupplied Attrition.........................................................28
Prod Markers ............................................................. 29, 45 Upgrade .............................................................................28
Production Points............................................................. 29 Urals Fac................................................................ 39, 46, 53
Transfer Production Points ............................................ 30 USA Entry ...................................................................39, 46
Range .................................................................................. 5 USSR Northern Border ....................................................39
Repatriation ..................................................................... 35 USSR Restricted Hexes ......................................................5
Replacements.................................................................... 28 USSR Southern Border ....................................................39
Retreat .............................................................................. 16 Variable Arrival ................................................................46
Cannot Retreat ............................................................... 17 Variable Entry ..................................................................46
Prohibitions .................................................................... 17 Victory Check Phase ........................................................35
Rockets.............................................................................. 42 Voluntary Elimination .....................................................28
Rough Hex .......................................................................... 4 Water Hex/Hexside .............................................................4
Russian Winter................................................................. 45 Weather .............................................................................35
Scenario Ends ................................................................... 44 Marker ............................................................................46
Sea Zone.............................................................................. 4 Poor/Severe Effects ........................................................35
Sequence of Play Weather Zones ....................................................................5
List ................................................................................... 2 West Invaded ....................................................................40
Rule .................................................................................. 3 Will Commit / Will not Commit ......................................46
SNAFU .............................................................................. 42 Will Markers .................................................................6, 46
Sorties ................................................................................. 5 Zone of Control (ZOC) (Also see EZOC in Index.) ...........5
Special Marker Action..................................................... 17

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Policies Quick Reference

General Rules (10.3) Home Defense (10.3.1)


Important: If a policy is in effect, its rules cannot be voluntarily A rule listed here is in effect for the respective country during its
violated. faction’s Strategic Movement Phase and Operations Phase. All
If a policy ends, all its rules are immediately no longer in effect. the rules below are considered a Home Defense rule, regardless
Example: While the Appeasement policy (10.3.4) is in effect, of the geographic area stated within the individual rules.
USSR National Will is reduced by 40. Once Appeasement ends If more than the minimum number of required units can satisfy a
(10.3.4.1), immediately add 40 to the USSR’s National Will. Home Defense rule, the owning faction decides which units
Scenario instructions state which policies are in effect for that satisfy it. If applicable, the same unit can satisfy more than one
scenario. rule simultaneously.
A unit satisfying a Home Defense rule below cannot be moved,
voluntarily eliminated, or repatriated, unless that rule is already
fully satisfied by other units, or if the unit being moved or
Cooperation Limits (10.3.2)
repatriated will definitely satisfy that rule at the end of its
• Soviet counter cannot attack, move, retreat, trace a path, nor be movement or repatriation (i.e., it has enough MPs; no chance of
placed in France or the UK (including its Overseas Areas). interdiction, etc.) In addition, the unit must make as many supply
• Western counter cannot attack, move, retreat, trace a path, nor checks as it can to supply it with Full or Low Supply.
be placed into the USSR (including Occupied USSR). Each Country (except Germany, UK, USA, and USSR): must
• Any country’s counter cannot attack, move, retreat, trace a keep at least 1 of its ground units within 3 hexes of, or within its
path, nor be placed into a different, active friendly country. Mainland Area.
[Exceptions: France Conditional: Until the West Invaded event occurs, a
 A supply line can be traced through any friendly country. French unit occupying a fort cannot move.
 Strategic Movement can move through (but not end its Germany East Front: Germany must keep at least 2 of its air
movement in) a different, active friendly country. units and 3 of its field ground units within E. Prussia, Lithuania,
Poland, or the USSR (including Occupied USSR); or within
 Naval Movement through a canal can move through (but not Germany (in a hex sharing a land border (1.3.4) with a country
end its movement in) a different, active friendly country. listed above).
 This policy does not apply to French, German, UK, USA, or Germany West Front: Germany must keep at least 2 of its air
USSR counters. Their counters can be in any friendly units and 3 of its field ground units within Belgium, Great Britain,
country.] Denmark, Mainland France (incl. Occupied France or Vichy),
Netherlands, or Norway; or within Germany (in a hex sharing a
land border (1.3.4) with a country listed above).
Neutral Non-Violation (10.3.3) Germany Conditional: If the USA is a Western country and the
A move, retreat, or traced path cannot go into a neutral country. Moscow Treaty policy is not in effect, a German air or field
ground unit anywhere in Germany applies to both the West Front
and East Front policies above.
UK Main: UK must keep at least 1 of its air units and 1 of its
ground units within 3 hexes of, or within, Great Britain, the
Eastern N. America Box, or N. Atl. Ocean Box.
UK Conditional: Until the Mediterranean Crisis or West
Invaded event occurs, a UK unit in a UK Overseas Area cannot
move.
USSR Main: USSR must keep at least 2 of its air units and 5 of
its ground units within 3 hexes of, or anywhere within, the USSR.
USSR Conditional: Until the East Invaded event occurs, a USSR
unit occupying a fort cannot move.
Home Defense Not Satisfied (10.3.1.1) At the start of its
faction’s Strategic Movement Phase and again at the start of its
Operations Phase; if a country is not satisfying a Home Defense
policy rule above, see 10.3.1.1.

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Policies Quick Reference

Appeasement (10.3.4) Moscow Treaty (10.3.6)


• Axis counter cannot move, retreat, trace a path, nor be placed • Disputed Area border in the USSR is in effect. USSR area west
into a Western country. of it is Occupied USSR. USSR area east of it and Central
• Western and Axis units cannot attack nor intercept each other. Russia Box is active USSR.
• Western counter cannot move, retreat, trace a path, nor be • Occupied USSR is a conquered country. [Exception: It is part
placed into an enemy country. of the active USSR for purposes of the Political Failure or
Political Success event.]
• Neither the Western faction nor Soviet faction can declare war.
• In the Economy Phase, the active USSR receives production
• Western unit must end its movement in its own country or a
points equal to its Factory Count.
Map Box unless the Policy Evaluation marker is on the Turn
Track. • In the Strategic Warfare Phase, a strategic combat is not fought
between the Axis and Soviet factions.
• USSR National Will is reduced by 40. [Exception: This does
not apply if the USSR collapsed at any point in the scenario.] • The Soviet faction cannot declare war.
• Appeasement Ends (10.3.4.1) when one of the following • Axis counter cannot attack, intercept, move, retreat, trace a
occurs. path, nor be placed into the active USSR.
• Axis faction declares war against the Western faction. • Soviet counter cannot attack, intercept, move, retreat, trace a
path, nor be placed into Occupied Russia.
• A die roll result of 4-6 occurs after the Policy Evaluation
marker is taken off the Turn Track. • USSR counter cannot attack, intercept, move, trace a path, nor
be placed outside of the active USSR. [Exception: Soviet
• Appsmt or Pact Ends marker is removed from the Turn Track.
Faction Card or Turn Track.]
• Moscow Treaty Ends (10.3.6.1) when a die roll result of 4-6
occurs after the Moscow Treaty marker is taken off the Turn
Nazi-Soviet Pact (10.3.5) Track. If the policy ends, see “Policy Ends” in Moscow Treaty
• Axis counter cannot move, retreat, trace a path, nor be placed (15.14).
into a Soviet country.
• Soviet and Axis units cannot attack nor intercept each other.
• Soviet counter cannot move, retreat, trace a path, nor be placed
into an enemy country.
• Neither the Western faction nor Soviet faction can declare war.
• Soviet unit must end its movement in its own country or a Map
Box unless the Policy Evaluation marker is on the Turn Track.
• France National Will is reduced by 10.
• Nazi-Soviet Pact Ends (10.3.5.1) when one of the following
occurs.
• Axis faction declares war against the Soviet faction.
• A die roll result of 4-6 occurs after the Policy Evaluation
marker is taken off the Turn Track.
• Appsmt or Pact Ends marker is removed from the Turn Track.

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Conditional Events Quick Reference
Country Activation (13.1) Conquered Country (13.2.2)
Trigger: A country activates due to: Trigger: When a country collapses, if at least one of its
Mainland cities is under enemy control and there is an enemy
• Declare War on a Country (10.1.1) ground unit in its Mainland Area, the country is conquered.
• Political Failure (14.11)
• Political Success (14.12) Actions: If France is conquered, see Special Cases (13.2.2.1).
Otherwise, do the following.
Actions: Determine the faction it joins (13.1.1), remove any Step 1) Remove all of the conquered country’s counters from the
Pro-[Faction] or Strict Neutrality marker in it, and then set up scenario.
its counters per Country Setup (13.1.2).
Step 2) The faction that conquered the country puts a friendly
Pro-[Faction] marker in the Diplomacy Cup and then
Country Collapse (13.2) applies a Restricted Political Success event (14.12).
Trigger: A country collapses when one of the following
happens. Step 3) If an Allied faction conquered a country belonging to the
other Allied faction, the Axis faction performs Step 2 and
• A country’s National Will drops to zero. the second, third, and fourth bullets of Step 4.
• All its Mainland cities are under enemy control.
Step 4) If the Axis faction conquered a country,
Actions: If UK, USA, or USSR collapsed, see Special Cases
(13.2.1.1). Otherwise, for the country that collapsed, • Put the conquered country’s Will 1s marker in the Axis
Faction Card’s Conquered Allied Countries box.
• Check if it is a Conquered Country (13.2). If conquered,
follow 13.2.2. If not conquered, do the following. • Take one German ground unit from its Faction Card’s
• Eliminate its reduced ground units in a hex or Map Box. Conditional box and put it in the Eliminated box.
• Reduce its full-strength ground units in a hex or Map Box. • Increase Germany’s National Will by two [Exception:
• Eliminate each of its air or naval units in a hex or Map Box. If Italy was conquered, increase it by eight.]
Remove their Sorties.
• If Italy was conquered, put a Pro-Axis marker in the
• Reset its National Will to one half of its value on the Country
Diplomacy Cup. This is in addition to the marker put
List (16.0). Round up.
in the Cup in Step 2.

Mediterranean Crisis (13.4) • If Poland was conquered, the Polish Corridor Disputed
Trigger: Occurs the first time one of the following happens. Area is ceded to Germany. If an Axis unit (except a
German unit) is in this Area at this time, it is repatriated
• An Axis unit or marker attacks into, moves into, or is (10.4). Also, if the Nazi-Soviet Pact policy is in effect,
placed in a France or UK: Overseas Area or in any Area of do the following in the order listed.
a country (except a France or UK: Mainland Area) that
 In Axis and Western order, each faction repatriates
shares a border with a France or UK: Overseas Area.
(10.4) all its counters in the Eastern Poland Disputed
• The USA activates as a Western country. Area.
Actions: Do the following.  The Eastern Poland Disputed Area is ceded to the
• All French ground units in their Faction Card’s Conditional USSR and USSR National Will is increased per the
Box are put in any hex in a France Overseas Area. Player Aid Sheet’s National Will Effects table.
• All UK ground units in their Faction Card’s Conditional
Box are put in any hex in a UK Overseas Area, except  Take one USSR ground unit from its Faction Card’s
Egypt. Conditional box and put it in the Eliminated box.
• Western faction may take one UK convoy unit and/or one Step 5) If the Soviet faction conquered a country,
French convoy unit from any port and put it in a friendly port • If the East Invaded event (13.3) has not occurred, take
in a UK or France: Overseas Area. one USSR ground unit from its Faction Card’s
Conditional box and put it in its Eliminated box.
USA Entry (13.5) • If Estonia, Latvia, or Lithuania was conquered, that
Trigger: Occurs when both the Appeasement and Nazi-Soviet whole country is ceded to the USSR and increase the
Pact policies have ended. USSR's National Will by two.
Actions: Do the following. • If Finland, Poland, or Romania was conquered, that
• Put the USA Entry marker 6 turns later on the Turn Track. country’s USSR Disputed Area is ceded to the USSR
• See USA Entry (15.29) when the marker is removed from and increase the USSR's National Will by two.
the Turn Track.

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Conditional Events Quick Reference
East Invaded (13.3) • Strategic Warfare: Takes the USSR Fac Lost marker and puts
Trigger: Occurs the first time one of the following happens. it in its On-Map Factory Count Track’s 1 box. Also, if the
• An Axis unit or marker attacks into, moves into, or is placed Germany Fac Lost marker is not on the On-Map Factory Count
in Estonia, Latvia, Lithuania, or USSR; or Poland, but only if Track, take it from its Faction Card’s Conditional box and put
Poland is an active Axis country. it in its On-Map Factory Count Track’s 1 box.
• The USA activates as a Western country. • Surprise Attack: If the USA is not an active country, take the
If this event occurs in a phasing Axis faction’s Operations Phase, USSR Surprise Attack markers and put one each in the January
perform the following (in the order listed) at the end of that Axis boxes 3 and 4 years later on the Turn Track. If the USA is
Operations Phase. If it occurs any other time, perform them at the active, put one each in the January boxes 2 and 3 years later.
end of the next Axis Operations Phase that is played. Example: East Invaded occurs in Jun-41 and the USA is not
Axis Political Influence: The Axis faction may select any one an active country. One USSR Surprise Attack marker is put in
neutral country that ceded a Disputed Area to the USSR and does the Jan-44 Turn Track box. The other is put in the Jan-45 box.
the following. • Urals Factories: Takes the Urals Fac markers and puts them
• If it has no Pro-[Faction] marker in it, put a Pro-Axis marker in on the next turn on the Turn Track.
its capital. Do not remove any Strict Neutrality marker that
may be there. West Invaded (13.8)
Trigger: Occurs the first time one of the following happens.
• If it has enemy Pro-[Faction] marker, remove that marker. Do
not remove any Strict Neutrality marker that may be there. • When an Axis unit or marker attacks into, moves into, or is
• If it has a Pro-Axis and a Strict Neutrality marker, remove the placed in Belgium, Netherlands, Ireland, or the Mainland
Strict Neutrality marker. Area of France or the UK.
• If it has a Pro-Axis marker in it and no Strict Neutrality marker, • The USA activates as a Western country.
that country activates (13.1) and joins the Axis faction. Actions: If this occurs in a phasing Axis faction’s Operations
Perform Country Setup (13.1.2) for the activated country. Phase, do the following at the end of that Axis Operations
Policy Evaluation: If the Appeasement or Nazi-Soviet Pact Phase. Otherwise, do it at the end of the next Axis Ops Phase.
policy is in effect and the Policy Evaluation marker is not on the • Mobilize one French air unit for no production points.
Turn Track, put that marker 13 turns later on the Turn Track. • Put the Commonwealth Trade marker 6 turns later on the
USSR Conditional Counters: From the Soviet Faction Card’s Turn Track.
Conditional box, the Soviet faction does the following. • If East Invaded event has occurred, put the Lend Lease to UK
• Emergency Mobilization: Takes 1 USSR air and 5 USSR markers 6 turns later on the Turn Track. Otherwise, put these
ground units (except Shock) and mobilizes them as per 12 turns later on the Turn Track.
Mobilization (8.3). This does not cost production points. The • If not on the Turn Track, put the Policy Evaluation marker 13
units are at Full supply. turns later.
• Put the UK Fac Lost marker in the 1 box of its On-Map
• Lend Lease to USSR: If the West Invaded event (13.8) has
Factory Count Track. If not on its On-Map Factory Count
occurred, takes the Lend Lease to USSR markers and puts them
Track, put the Germany Fac Lost marker in the 1 box.
6 turns later on the Turn Track. If West Invaded event has not
occurred, puts them 12 turns later on the Turn Track.
USSR Northern Border (13.6)
• Reserves: Trigger: Occurs the first time one of the following happens.
 Takes 2 USSR Shock ground units and 1 Tanks marker and
puts them four turns later on the Turn Track. • An Axis unit or marker attacks into, moves into, or is placed
in a USSR hex north of hex row 15xx.
 Takes 2 USSR Shock ground units and put them 5 turns later
• Finland activates as an Axis or Allied country.
on the Turn Track.
 Takes 1 USSR air unit and 4 USSR ground units (except Actions: Take two USSR ground units from Conditional Box
Shock) and puts them 6 turns later on the Turn Track. and puts them in any USSR hex north of hex row 15xx.
Tip: Leningrad is in hex 1546, so keep a defender in it.
 For each Ceded [Disputed Area] marker in the Soviet
Faction Card’s Conditional box (if any), takes one USSR
ground unit (except Shock) and puts it in its Eliminated box. USSR Southern Border (13.7)
• Russian Winter: Takes the Russian Winter and puts it on the Trigger: Occurs the first time one of the following happens.
Turn Track in the December turn following the current turn. • An Axis unit or marker attacks into, moves into, or is placed
• Soviet Partisans: Takes the Soviet Partisans markers and puts in a USSR hex south of hex row 36xx.
one of them six turns later on the Turn Track and the other one • Turkey activates as an Axis or Allied country.
18 turns later on the Turn Track.
Actions: Take two USSR ground units from Conditional Box
and puts them in any USSR hex south of hex row 37xx.

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Unconditional Surrender!
Operations Phase Flowchart

World War 2 in Europe


Operations Phase Flowchart
In faction order, one faction completes both its Sub-Phases before the next faction starts its Operations Phase. A faction completes its Actions
Sub-Phase before starting its Supply Check Sub-Phase. Faction order is Axis, Western, and Soviet.

Actions Sub-Phase (1.2.1 and 6.0)


First, if the Home Defense policy (10.3.1) is in effect, the phasing faction checks to see if any friendly country is not satisfying that policy. If it is not,
see Home Defense Not Satisfied (10.3.1.1). After that, the phasing faction may perform Actions (6.0) with its units.
Actions may be performed in any order. Unless stated otherwise, one unit’s action must be completed before another unit is activated. However,
certain procedures within them may have a strict order.
After all Actions are done, perform Marker Removal.

Take a marker listed below from its Faction Card’s Events box and put it in a hex as follows.
Airdrop: Within a 3-hex range of an air unit of the same nationality. The Western marker may be within
Special Marker Action (6.1) range of a UK or USA air unit.
Airdrop (14.1) Partisans: That contains an enemy: air or ground unit and is within an active or conquered friendly country.
Partisans (14.10)
Surprise Attack: No restriction, but if the placement hex is part of a Sea Zone (1.3.6), the phasing faction
Surprise Attack (14.17) declares whether the marker is considered in the hex or in the Sea Zone.
Placement Restrictions: For other placement restrictions and effects, see that marker’s specific entry in
Event Markers (14.0).

Air Actions (6.2) Activate an air unit in a hex or Map Box to perform an Air Action.
Air Rebase (6.2.1) Activating an air unit does not cost production points.
Air Strike (6.2.2) An air unit with 6 Sorties or marked with a Strategic Move marker cannot be activated. Check a unit’s
Air Support (6.2.3) Sorties each time you want to activate it.
Air Escort (6.2.4) An air unit can be activated multiple times in a phase.
Air Interception (6.2.5) An air unit can perform the same Action multiple times.
Bombing Run (6.2.6) More than one air unit can be activated in a phase.

Activate a ground unit in a hex or Map Box to perform a Ground Action.


A ground unit marked with a Strategic Move marker cannot be activated.
To activate a ground unit (regardless of its strength or Supply State) its country must spend production
Ground Actions (6.3) points based on what group the unit belongs.
Army Operations (6.3.1) • Leg unit costs 1 production point.
Amphibious Invasion (6.3.2) • Mobile unit costs 2 production points.
A ground unit can be activated only one time in a phase.
Only one ground unit can be considered activated at one time.
More than one ground unit can be activated in a phase.

Naval Actions (6.4) Activate a naval unit in a hex or Map Box to perform a Naval Action.
Naval Rebase (6.4.1) Activating a naval unit does not cost production points.
Naval Escort (6.4.2) A naval unit with 6 Sorties cannot be activated. Check a unit’s Sorties each time you want to activate it.
Naval Interception (6.4.3) A naval unit can be activated multiple times in a phase.
Naval Transport (6.4.4) More than one naval unit can be activated in a phase.
Carrier Strike (6.4.5) More than one naval unit can be considered activated at the same time.

Marker Removal: After all Actions are done, remove any Assault, Airdrop, Partisans, or Surprise Attack marker in a hex or Sea Zone.

Supply Check Sub-Phase (1.2.1 and 7.2)


Each phasing unit in a hex checks to see if it can trace a supply line back to a friendly supply source. If it cannot, its supply state is reduced one
level (only once per turn). [Exception: The following units are always considered to have traced a supply line to an Unlimited Supply Source: a
convoy unit, a unit in a Map Box, a UK garrison ground unit in Gibraltar, a garrison ground unit in a port on an island.]
A supply check is not mandatory. The phasing faction may choose to not supply any number of its units (regardless of type or location).
[Exception: A unit satisfying a country’s Home Defense policy (10.3.1) must make as many supply checks as it can.]

© 2014, 2017 GMT Games, LLC Living Rules Designer’s Edition


56 Unconditional Surrender 2nd Edition ~ USE2 Rulebook-SV 2023-05-31.docx
Sequence of Play Flowchart Sequence of Play Flowchart
In faction order: complete one Phase before the next Phase is started. [Exceptions: Weather and Strategic Warfare Phases]
Faction order is Axis, Western, and Soviet.

Weather The Axis faction rolls one die each for the Cold, Mild, and Warm weather zones (11.1). Find the results on the Player Aid
Phase Sheet’s Weather table and adjust the Weather Track’s markers. The Allied factions do not roll for weather.

The phasing faction may declare war (10.1) on any number of neutral countries. If war is declared on a country, it is activated
Declare and joins an enemy faction per Country Activation (13.1).
War Independent of declaring war on a country, the phasing Axis faction may declare war on the Western faction if the
Phase Appeasement policy is in effect and/or declare war on the Soviet faction if the Nazi-Soviet Pact policy is in effect.

Determine each active country’s Factory Count Determine each active country’s Germany, UK, USA, or
Economy (9.1.2). A country’s Factory Count equals the number Production Points (9.1.1). USSR may transfer its
Phase of friendly factories in its Mainland and Overseas Production Points equal a Production Points to
Areas. [Exceptions: For Germany, UK, and the country’s Factory Count friendly countries; one
USSR, Factory Count equals On-Map Factory Count multiplied by is Production point per receiving
minus Factories Lost (if this total is less than zero, Multiplier. country (9.1.3).
raise it to zero) plus Extra Factories]

If USSR Fac Lost marker is on the On-Map If UK Fac Lost marker is on the On- Remove all Bombed
Strategic Factory Count Track and the Moscow Treaty Map Factory Count Track, resolve a markers (if any) from the
Warfare is not in effect, resolve a strategic combat strategic combat between the Axis and map (9.2.1).
Phase between the Axis and Soviet factions (9.2.1). Western factions (9.2.1).

Strategic Check if any friendly country is Remove Strategic Remove any unit or Move one supplied air or
Movement not satisfying the Home Move marker from marker if required ground unit using Strategic
Phase Defense policy (10.3.1). map. Put it in its in the scenario. Movement (4.1.2).
Events Box.

Actions Sub-Phase Supply Check Sub-Phase


Operations Phase
First check if any friendly country is not A unit in a hex checks to see if it can trace a
Each faction completes both Sub-
satisfying the Home Defense policy (10.3.1). supply line back to a Supply Source (7.3). If it
Phases before the next faction
Then activate a unit to perform an Action cannot, its Supply State is reduced one level
starts its Operations Phase.
(6.0). When actions are done, proceed to (no more than one time per turn).
See Operations Phase Flowchart
Supply Check Sub-Phase.

No Supply A phasing unit with No Supply is reduced or A phasing unsupplied ground unit or a phasing supplied or
Phase eliminated (7.5.1). unsupplied air or naval unit may be eliminated (7.5.2).

Replacements Spend production points to improve a phasing unit in a hex or Map Box. Flip a reduced strength ground unit over to its
Phase full strength side or remove up to two Sorties from an air or naval unit (8.1).

Upgrades A scenario designated unit in a hex or Map Box may be replaced with its respective Upgrade unit (8.2).
Phase

Mobilization Spend production points to mobilize a unit that is in its Faction Card’s Mobilization box and/or to buy back a Surprise
Phase Attack Marker that is in its Surprise Attack Marker Holding box (8.3).

The Diplomacy Phase is skipped unless one or more of these policies are in effect: Appeasement, Nazi-Soviet Pact, or
Moscow Treaty. Otherwise, you may spend five production points to do one of the following (10.2).
Diplomacy • Randomly pull one event marker from the Diplomacy Cup and resolve it (10.2.1).
Phase
• From the Diplomacy Cup Marker Holding Box, take one marker and put it in the Diplomacy Cup. Then, if there is a No
Event marker remaining in the Holding Box, take one of them and put it in the Diplomacy Cup.

Victory Check Check to see if a faction achieved the scenario’s victory conditions (12.1).
Phase

Advance the Turn marker one turn. Put any counter in the entered box in its Move all units in a Faction
End of Turn
respective location. If it is a Variable Entry Reinforcement, roll a die to determine Card’s Eliminated Box to its
Phase
its Entry Turn. [Exception: Do not remove the Scenario Ends marker.] (12.2) Mobilization Box (12.2).

Living Rules Designer’s Edition © 2014, 2017 GMT Games, LLC

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