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INVASION OF NORWAY 1940 specific documentation

Naval Troop Transport (NTT): Germany has 14 NTTs available (varies by Difficulty Level). When you move an infantry unit from land to water, 1 NTT is reserved. Motorized or Artillery unit require 2 NTTs, and armoured units reserve 4 NTTs. When a unit moves from water to land, the reserved NTT(s) will be unavailable for a couple of turns (representing the time NTTs need to travel from Norway back to Germany). Destroyed NTTs will also go through the unavailable phase, which usually lasts a couple of turns. However, initially there are more than max capacity at use, so the few first units making a landing, do not free up NTT. Please note that when a big new German convoy emerges it will consume some of the available Naval Troop Transports (NTTs) and in some cases even pushes that to negative values.

Destroyer: Fight enemy destroyers to protect troop transports, fuel tankers, and supply ships on their way to their destination - or bombard known enemy units on the shore in an adjacent hexagon. Black marker in the upper right corner of a Destroyer shows the available fuel, and BASE notification on the unit means it has less fuel left than what it takes to reach a friendly port (which you controlled at the start of the campaign by default) or a fuel tanker. Destroyers without fuel only get 1 MP each turn. Refueling can be done either by accessing a friendly city or a fuel tanker (which has fuel left). Any out-of-fuel destroyer will receive half of the fuel from any other destroyer entering the same hexagon. Destroyers can be repaired in any harbor (anchor symbol), which functions as a hospital, so only one unit can repair at a time. The more enemy Destroyers have MPs the more likely they are to avoid engagement against superior force.

Fuel Tankers deliver fuel to Destroyers from friendly cities. Fuel Tanker will give Destroyer fuel until it has reached the maximum fuel capacity or the Tanker is empty. Tankers can be refueled from cities which you have controlled from the start of the campaign by default (captured cities do not count). Tank itself does not require fuel to move. Black marker in the upper right corner of a Destroyer shows the available fuel.The dotted circle around the tanker represents the amount of fuel left, making it easier to visually see which tanker is empty and which is full.

Germans will have 5 supply 'convoys', more or less concentrated groupings of ships over the duration of the full length campaign.

NTT = NTT == Naval Troop Transport.

D1, D2, D3, etc = When unit has full HPs between turns it is Digging in (number shows the turns unit has been doing this). This offers a unit a small defense bonus. This cannot be done in cities or hospitals.

Harbor (Anchor): Functions like a hospital for German Destroyers.

Scuttle: You can scuttle Destroyer by moving it on the land hexagon which is not a city. Unit will turn into an Infantry unit. Conditions: HPs must be below 4, target hexagon must not be city, must be visible and controlled by you.

The Player gets Supply Depots from: 1) Landing Supply Ships 2) Looting 3) Seizing Swedish/Norwegian Supply locations on map 4) With a couple of German Airflits (which are transporting units deeper into Norway).

# HA: Harbor.

# XX: Orange XX marker: Out of fuel.

GERMAN UNIT TYPES:

Fallschirmjager: Elite German Paratrooper formation.

Light Infantry Mountain unit: German Gebirgsjäger division. Extra bonus (on top of possible high-ground bonus) when fighting in mountains and no extra movement penalty when moving into a mountain hexagon.

German Infantry: Regular Werhmacht infantry division. Usually most +1 HP replacements arrive as basic infantry.

Kriegsmarine Infantry: Sailors from scuttled ships forming a weaker Infantry unit. Please take into consideration that these units will consume your possible limited supplies.

Fuel Tankers deliver fuel to Destroyers from friendly cities. Fuel Tanker will give Destroyer fuel until it has reached the maximum fuel capacity or the Tanker is empty. Tankers can be refueled from cities which you have controlled from the start of the campaign by default (captured cities do not count). Tank itself does not require fuel to move. Black marker in the upper right corner of a Destroyer shows the available fuel.

Supply Ship: After landing in Norway, Supply Ships turn into Supply Depots, which are the only source of supplies for German troops. Supply ships can ONLY land on hexagons which are clear (no forest, no swamp) and have at most one unit in them.

Destroyer: Fight enemy destroyers to protect troop transports, fuel tankers, and supply ships on their way to their destination - or bombard known enemy units on the shore in an adjacent hexagon. Black marker in the upper right corner of a Destroyer shows the available fuel, and BASE notification on the unit means it has less fuel left than what it takes to reach a friendly port or a fuel tanker. Destroyers without fuel only get 1 MP each turn. Refueling can be done either by accessing a friendly city or a fuel tanker (which has fuel left). Any out-of-fuel destroyer will receive half of the fuel from any other destroyer entering the same hexagon. Destroyers can be repaired in any harbor (anchor symbol), which functions as a hospital, so only one unit can repair at a time. The more enemy Destroyers have MPs the more likely they are to avoid engagement against superior force.

Major warships: Some major warships, marked as Destroyers, can initially have more than the maximum amount of HPs, but these ships can only be repaired to the maximum number of HPs of the Destroyer unit type.

Artillery: Tap enemy unit to bombard it (this action requires full move points). Bombardment can result in a loss of HP, loss of MPs, increase in Fatigue, or be ineffective (IE). Operational range is shown with a circle when the unit is selected. If attacked by an enemy unit this type of unit might withdraw multiple hexagons and lose extra MPs.

Dugouts: Defense structure: Must be placed on the border of a fully controlled province. Dugouts located too far away from the active front line might be either removed from play or returned to the resource pool. Dugout completely surrounded by deep enemy area might either surrender or break out (=turn into infantry unit with limited MP capacity). Dugouts cannot be moved or receive resources, and, usually, they cannot receive replacements (+1 HP).

Generals/Commanders and their actions: See generic guide for the regular features of this unit type.

NORWEGIAN AND ALLIED UNIT TYPES:

Norwegian King and Government unit (3 HP) that starts north of the capital city of Oslo and tries to reach one of the still Norwegian-held coastal cities. Capturing it will give small combat bonus plus one +1 MP resource per turn for the rest of the game.

British, French, Polish infantry: Regular infantry formation (arrive via landings).

Regular Infantry: Regular infantry formation. Can gain extra HPs during one of the four Mobilization phases.

Local: Weak Norwegian infantry unit. Can gain extra MPs during one of the four Mobilization phases. More likely to withdraw and scatter under pressure.

Dugout: Defense structure to slow down enemy progress.

Artillery: Bombards nearby units (miss, MP hit, HP hit), can relocate, and sometimes manages to escape if enemy unit moves over it. Capturing might give some resources as a reward.

AI Commander: Supports enemy units in combat and provides extra MPs to combat troops just like a General commanded by the player does. Chance of capturing the enemy commander (moving into the same hexagon) is roughly 50 percent, partly depending on the MPs of that commander (if you push a commander back several times and it has negative MPs it will be easier to capture).

Air strike, artillery barrage, or bombardment: These types of actions can result in a loss of HP, loss of one or more MPs, or increase in fatigue, or no result at all in which case the result is shown as ineffective (IE). The following factors increase the likelihood of a good hit: Multiple units at the same hexagon, high HP count, unit is known, unit is encircled, unit type cannot move. The following factors can reduce the chance of a good hit: low HP count, difficult terrain like swamp, unit is unknown (showing just question mark).