NOTICE: This page only shows CAMPAIGN SPECIFIC rules and exceptions from the general rules!

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SPANISH CIVIL WAR (NAT) specific documentation

Railway: If there are RMPs (Railway Movement Points) available, a unit can move from a hexagon with railway to an adjacent hexagon with railway using RMPs instead of regular MPs (if a motorized unit normally consumes fuel when it is moving this fuel will not be consumed when moving using RMPs, however if there are no RMPs then fuel is consumed even if unit moves on railways). Railway movement cannot be used near the front line (=meaning enemy controlled area). Armored units consume more RMPs per move than Infantry. There will be a slowly increasing amount of RMPs available each turn as the number of units in play will most likely slowly increase and the need to transport units to different sectors of the front line and to hospitals to rest. Depending on the campaign Generals might also be able to exchange their MPs to RMPs, and in some rare campaigns capturing POWs, Enemy Supply Depots, etc enemy resources might result in extra RMPs. Most of the unused RMPs will carry over to the next turn, but a small percentage will be lost to prevent stockpiling RMPs for unrealistic distances of transportation.

Each unit type consumes different amounts of RMPs when it is moving on the railway network. Some examples: General 1 RMP cost, Infantry 3 RMP cost, Panzer unit 8 RMP cost. For more information select the INFO button while the unit is selected.

RMP = Railway Move Point. Can be used to move via railways instead of regular MPs. Railway movement is not available near the front line (enemy controlled area). Armored units consume move RMPs per move than Infantry. There will be a slowly increasing amount of RMPs available each turn, and a small percentage of unused RMPs will be saved for the next turn.

# ##: Railway in the hexagon unit is located in. Allows movement with RMPs (Railway Movement Points) instead of regular MPs in the rear area. Armored units consume more RMPs per move than Infantry. There will be a slowly increasing amount of RMPs available each turn, and small percentage of unused RMPs will be saved for the next turn.

NATIONALISTIC UNIT TYPES:

Nationalist Militia: Weaker infantry unit - to represent the early weakness and even smaller scale of these units, most of them start with 4 HPs. More likely to withdraw under pressure.

Carlist Requetes: Separate stronger militia unit with more HPs (mostly came from Navarre and were religious with many regarding the war as a Crusade).

Civil Guard: Separate higher quality unit with 4 HPs. Military force charged with police duties. Together with Militia it was the early backbone before the Army of Africa arrived and regular divisions were raised.

Regular Spanish infantry Division: 1 move point, 6 HPs. Raised automatically as the game goes on.

Italian Infantry Division: Regular infantry of Italian Corps of Volunteer Troops, arrives mainly to Cadiz.

Portuguese Viriatos: Regular infantry unit, semi-official volunteers from Portugal. Arrives near the Portuguese border.

Army of Africa: Battle-hardened infantry units, both Moroccan Regulares and the Spanish Legion. Moroccan Regulares: Indigenous troops recruited in Spanish Morocco. Spanish Legion: Similar to French Foreign Legion.

Pz1: Tank Unit. Two move points. Represents both German, Italian, and misc Spanish armoured formations.

Nationalist dugout: Weak defense structure to slow down enemy progress. Can only be placed on a border hexagon of a fully controlled province.

An air force unit can bombard enemies, recon unknown areas, airsupply encircled units, and protect nearby units from enemy strafing. To bombard, select an enemy within range (shown as a circle) and use full move points. Bombardment may reduce HP, MPs, or increase fatigue but may also be ineffective. Larger or mobile units in open terrain are easier targets, while swamps/forests provide cover. Bombarding hexes with multiple units improves hit chances. If attacked, air units may withdraw, losing MPs and turns. Recon reveals enemy areas by selecting a hexagon, identifying nearby units. Airsupply an encircled unit by tapping it, reducing siege turns and adding 1 MP (which may not result in positive MPs if negative). Bombing range is shown as a circle, while airsupply/rebase ranges are slightly larger. Air units also reduce the risk of enemy strafing for nearby units, with effectiveness varying by campaign scale and proximity. 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.

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

REPUBLICAN UNIT TYPES:

Republican Militia: Weaker infantry unit - to represent the early weakness and smaller scale of these units, most of them start with 4 HPs. Withdraws more easily under pressure.

Infantry: Regular infantry Division. 1 move point, 6 HPs. Raised automatically as the game goes on.

International Brigade: Similar as regular infantry (high morale but slightly lacking military training).

T-26 unit: Tank Unit. Two move points. Represents both Soviet and misc Spanish tanks.

Republican Dugouts: Immobile defense structures of various strengths mostly meant to represent defensive lines or slow down progress of seizing enemy cities.

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).

Republican 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.