Nevington Rules of EngagementChapter 4 Time Table for War |
World War II was a tragic episode in world history. From the attack on Poland in 1939 to the Japanese surrender on board the “Missouri” in 1945, millions of people were to suffer. The war 55 million lives and extensive material damage estimated at some 3 billion dollars. The war was fought on three oceans (the Mediterranean, the Atlantic and the Pacific) and in five major land campaigns (the Soviet Union, North Africa, the Mediterranean, Europe and the Far East and Pacific)
56 countries were involved in the conflicts of World war II It was more cruel, bitter and extensive than any other war in history.
However to put WW II into perspective please look at the Time Line for War.
The timetable for war exists within the Timeline for war and at the Strategic level operates on an annual basis.
Please note that turns are coded in red and signify
Year,
Seasonal Quarter,
Monthly,
Fortnightly
Thus the turn for the beginning of WW II would be
1939 III Sep I
The Seasonal Quarter Turn
Note:Takes place at the beginning of every three months.
Resource point acquisition - Each player rolls for resource points from towns and major cities. Each player collects resource points from any land he is in control of at the beginning of the turn. From this potential number make any deductions that need to be made because of special events. Then proceed to the monthly turn as usual. All unused resource points may be saved and stockpiled.
The Monthly Turn
Note:Takes place once every 2 turns.
Resource allocation - Each player decides what activities they will do with their resource points. Players may spend or save as many points as they wish. Players decide if they will spend saved unit points on new troops, structure building or the building of defensive works. Unit points may be placed (spent) on any territory under the control of the player. Each player designates resource points to territories before troop types are decided. This is done because a commander is never sure of what troops will be raised in a particular territory plus the element of chance can ensure victory or defeat. In addition, each player gets to place 25 resource points in the neutral territory in any of Blet's land that is being attacked by other countries.
The Fortnightly Turn (Campaign Turn)
Determining activities- Each player draws the movements of his forces on a scratch map noting the position of each unit that week. If a player does nothing that turn, he is considered passive. If all sides are passive, go to the next weekly turn.
Movement / Combat- Both sides reveal their activities to each other. Players not where conflicting actions arise. Raids, sieges, invasions, etc. are set up as skirmishes. Roll for attacking surprise, troop type, defensive availability etc. after generating terrain.
Weather- Weather can have all sorts of effects, such as making the ground slippery and hazardous or making it hard to see or hear one's enemies.
56 countries were involved in the conflicts of World war II It was more cruel, bitter and extensive than any other war in history.
However to put WW II into perspective please look at the Time Line for War.
The timetable for war exists within the Timeline for war and at the Strategic level operates on an annual basis.
Please note that turns are coded in red and signify
Year,
Seasonal Quarter,
Monthly,
Fortnightly
Thus the turn for the beginning of WW II would be
1939 III Sep I
The Seasonal Quarter Turn
Note:Takes place at the beginning of every three months.
Resource point acquisition - Each player rolls for resource points from towns and major cities. Each player collects resource points from any land he is in control of at the beginning of the turn. From this potential number make any deductions that need to be made because of special events. Then proceed to the monthly turn as usual. All unused resource points may be saved and stockpiled.
The Monthly Turn
Note:Takes place once every 2 turns.
Resource allocation - Each player decides what activities they will do with their resource points. Players may spend or save as many points as they wish. Players decide if they will spend saved unit points on new troops, structure building or the building of defensive works. Unit points may be placed (spent) on any territory under the control of the player. Each player designates resource points to territories before troop types are decided. This is done because a commander is never sure of what troops will be raised in a particular territory plus the element of chance can ensure victory or defeat. In addition, each player gets to place 25 resource points in the neutral territory in any of Blet's land that is being attacked by other countries.
The Fortnightly Turn (Campaign Turn)
Determining activities- Each player draws the movements of his forces on a scratch map noting the position of each unit that week. If a player does nothing that turn, he is considered passive. If all sides are passive, go to the next weekly turn.
Movement / Combat- Both sides reveal their activities to each other. Players not where conflicting actions arise. Raids, sieges, invasions, etc. are set up as skirmishes. Roll for attacking surprise, troop type, defensive availability etc. after generating terrain.
Weather- Weather can have all sorts of effects, such as making the ground slippery and hazardous or making it hard to see or hear one's enemies.
Resources: The Viking Atlas of World War II John Pimlott “La Ultima Cruzada” By Bob Cordery Chronological Listing of AFRIKAKORPS EVENTS during 1941 and 1942 George Bradford The World at War. by Wilfried Braakhuis. 1997-98-99 |