Playtest Warning
This has been playtested by me (Dave) for 2 game years of a Fascist Tide game. It seemed to work well for that, but I do not yet claim this is bug-free. It is a tremendous change in the game - use at your own risk!
(P.S. Here is a short form for printing.)
11.18 Reoganization
(replaces entire section)
In the reorganization step, you can turn some face-down units face-up. This will permit them to move and attack again in later impulses. Note that 13.5 Final reorganization step no longer allows all face-down units to flip face-up. Instead, reorganziation takes place at the end of impulses as well as during the final reorganization step. Units which are face down remain face down until reorganized.
Reorganization points
At the end of every impulse and during the final reorganization phase, every major power accrues a number of reorganization points (RPs) equal to the number of build points spent last game turn (but not those saved). During the production phase, a major power may spend build points to obtain more RPs next game turn. Each build point spent on RPs increases next turn's RPs for that major power by 2 instead of 1. This expenditure is subject to gearing limits.
RPs may not be saved; any unused RPs are lost. Cooperating major powers may freely reorganize each other's units using their own RPs. Minor country units must use RPs available to their controlling major power. A major power may never dispense more RPs than it has no matter what. It is possible that a unit cannot be reorganized if its controlling major power does not have enough RPs that turn (in which case it could ask for help from a cooperating major power, or spend build points on RPs during the next Production Phase in order to boost RP levels for next turn.)
How to reorganize units
Every unit requires a number of RPs in order to reorganize. Naval units need a number of RPs equal to their first round build point cost. Air units need a number of RPs equal to the air frame's build point cost. Land units (including supply units, trucks, and HQs) need a number of RPs equal to the unit's total build point cost. (Note: you no longer double a unit's cost due to impulse choice or due to the fact that it was reorganzied by another MP.)
A supply source must trace a basic supply path to a unit in order for the unit to receive RPs (exceptions: ATR reorganization, Railway reorganization, TRS reorganization, below). Various supply sources may reorganize units each impulse as follows, subject to total available RPs. Units that are shattered need to be reorganized twice, but may only be reorganized once per impulse.
In all cases (exceptions: Supply unit reorganization, Offensive chits and reorganization, below) subtract the RPs used to reorganize the unit(s) from the total available RPs this impulse for the major power doing the reorganizing.
11.18.1 ATR reorganization
An air reorganization mission allows you to turn a unit face up by flying an ATR to its hex.
To fly air reorganiztion
1. your opponent flies fighters on combat air partol to potential target hexes;
2. you fly all your selected ATRs and escorting fighters to the target hexes;
3. your opponent flies intercepting fighters to the target hexes;
4. you fly intercepting fighters to the target hexes;
5. fight any air-to-air combats;
6. suriviving ATRs suffer anti-aircraft fire from AA units (AsA option 3, see 22.4.2);
7. suriving ATRs provide air reorganiztion;
8. return all remaining aircraft to base and turn them face down.
Each surviving ATR may dispense the RPs needed to reorganize 1 unit (Option 36: 'large' ATRs may provide the RPs needed to reorganize 2 units if the ATR has not flown over half its range to that hex).
11.18.2 HQ reorganization
A face up HQ can provide the RPs needed to reorganize a number of units equal to its reorganization value. (Note: the HQ needs only trace a basic supply path to the units to be reorganized, the units do not to be in the HQ's ZOC.) Turn the HQ face down after reorganizing the units. An HQ which flips over to reorganize units may not itself be reorganized that impulse, nor may it be used as a secondary supply source for reorganization that impulse (see below).
11.18.3 Limited supply source reorganization
Limited supply sources may provide RPs to reorganize 1 unit per impulse if the limited supply source is in supply (and, if a port, is not damaged.) Note that the basic supply length to a limited source is 0, so units will have to be positioned directly on a limited source hex and be in supply in order to be reorganized.
11.18.4 Overseas reorganization
Supply sources tracing overseas to units must trace via a port. Damaged ports can receive RPs in order to repair the port only; once repaired, the port can coordinate the distribution of RPs normally immediately. Only 2 units per impulse may trace a basic supply path through a minor port in order to receive RPs. Any number of units may trace via a major port. Exceptions: INF-class divisions, MAR units, and flying boats may be traced to directly overseas from a coastal hex and do not need to be traced to via a port; supply sources must still be able to trace a basic supply path to these units in order to receive RPs, with the coastal hex treated as a port for purposes of determining supply path length.
Example: German units have invaded the UK, seizing Harwich, a minor port. Once the port is repaird, then 1 unit per impulse can receive RPs overseas in Harwich. (The Germans may of course employ ATR, HQ or TRS reorganization as well).
11.18.5 Primary supply source reorganization
A number of oil-dependent land and air units equal to the number of operating factories in the hex may be given RPs by a primary supply source as long as the primary supply source can trace a basic supply path to the units.. A maximum of 1 corps per primary supply source (both leg and motorized) may receive RPs in any case.
Out of communication primary supply sources
If a primary supply source is unable to trace a path of any length overseas or overland to another primary supply source, then it may only dispense RPs once per turn. Once it does so, it is unable to dispense RPs again until either next turn, or until it is no longer isolated.
Out of supply reorganization
If a primary supply source does not have enough movement points to reach a unit, but the source would be able to trace a valid path to the unit if the source had unlimited movement points, then the unit may be reorganized but the cost is twice the usual amount of RPs.
11.18.6 Railway reorganization
A major power may utilize any unused rail moves to rail RPs to units. Each rail move allows 1 unit to receive RPs to reorganize it. The unit to be reorganized must be able to trace a railway supply path back to the supply source (and this does count against the source's ability to reorganize units.) Railway reorganization may be used in conjunction with overseas reorganiztion, subject to the limits there.
Example: an American unit in German-conquered France is able to trace a railway path back to La Rochelle and overseas to the USA. This costs a rail move, and the port of La Rochelle is able to coordinate the RPs for only 1 other unit this impulse.
11.18.7 Secondary supply source reorganization
Any in supply secondary supply source may provide the RPs needed to reorganize 1 unit per impulse. This includes HQ units, which do not need to flip face down if reorganizing only 1 unit via secondary supply reorganization. Note that a Supply unit in any city allows that city to act as a secondary supply source.
11.18.8 Supply units
A supply unit which is making an HQ act as a primary supply source allows the HQ to trace to units as if the HQ were a primary supply source every impulse instead of as a secondary supply source, with no need for the HQ to flip face down. The HQ may supply a number of units equal to its reorganization value every impulse (including fuel-dependent units). Of course, the HQ can also reorganize as an HQ (and flip over).
11.18.9 TRS reorganization
A face up TRS at sea may dispense the RPs needed to reorganize 1 unit. The unit must occupy a coastal hex bordering the sea zone the TRS occupies. TRS reorganization may be provided to any unit on the coast, no need to trace via a port.
11.18.10 At sea reorganization
Any naval or air unit in a sea area which has an in supply major port controlled by a cooperating major power on any coastal hex of that sea area, may receive RPs from the major power which controls the major port.
11.18.11 Offensive chits and reorganization
Air action
The HQ which was used to play the chit may reorganize air units at half the usual RP cost that impulse, and each air unit reorganized only counts for half a unit for the purpose of determining the number of units which the HQ may reorganize. (For example, Rommel, a 3 reorganization HQ, could reorganize up to 6 air units, each at half the usual RP cost.)
Naval action
No change here. The naval units are freely reorged by the chit play and do not count against that turn's RP limits.
Land action
The HQ which was used to play the chit may reorganize land units at half the usual RP cost that impulse, and each land unit reorganized only counts for half a unit for the purpose of determining the number of units which the HQ may reorganize.
[Combined action
Any HQ which uses HQ reorganization may reorganize any units at half the usual RP cost that impulse. (Note: if using the "no impulse choices" version of impulse reorgs, this chit play does not exist anymore!)
Reorganize Units
Flip up all of your face-down units that are in supply anywhere on any maps. Fuel costs still must be paid, however.]
Example: It is July/August 1944, and the Allies have just finished their impulse and want to reorganize some units. The USA and CW have various units ashore in northern France. 1 British INF in Rouen traces an overseas path via Rouen back to Newcastle, costing 3 RPs. A British PARA in Rouen traces an overseas path via Rouen back to Edinburgh, costing 5 RPs. Rouen cannot coordinate the reorganization of other units, nor may Newcastle or Edinburgh reorganize any more corps, as 1 corps has traced to both. A British ATR flies to Rouen and reorganizes the American ARMdiv there, costing 4 RPs for the CW. A MOT unit in Boulogne traces out via that minor port to Hull to reorganize, costing 4 more RPs. Monty is in hex 1332 and decides to reorganize the 3 units he is allowed to reorganize: a FTR, MOT, and 3 point LND, total cost 9 RPs. Back in the UK, two 4 point LNDs get reorganized by London, costing 8 Rps. The CW has used 33 RPs - it probably doesn't have too many left.
Background/Purpose: WiF's magical end of turn reorganization method is a terrific abstraction that every so often bothers me. Why do supplies get through on the 31st of every other the month? Why do units start the turn always face up? After exploring at least 8 different impulse reorganization systems with Dean (not to mention numerous sub-permutations), I am pleased to say that this one works ... I think... and it is quite fun. Best of all, this actually speeds up play, my playtesting has shown. No longer does the beginning of a new turn give you that feeling of omnipotence, best characterized by "I can do anything ... now what do I want to do?", which is normally followed by half an hour of making plans to optimize usage of every piece you own.
Dave's Notes: This will take some getting used to, but if you think in terms of operations, including stand-by availability, you'll catch on quickly. When you ready troops to do something, it takes some planning and choices. Do you spend your RPs reorganizing your naval units that you returned to base last turn first, or do you reorganize your land units to try to push forward (or defend) somewhere? Areas in the heat of battle will tend to dominate your reorganizations, but the player who is able to project activity in far-flung theathers can gain the additional benefit of forcing his opponent to guess where the next strike will be and be ready for it. For example, a German player attacking Russia may well choose to focus all available reorganizations to that theater. This choice has at least 2 negative consequences: the western Allies will realize that German air and naval units that are face down are not about to be turned face up, and will gain freedom of activity to, say repeatedly bomb Germany, or perhaps launch an offensive in North Africa. Meanwhile, German reorgs in the USSR have to be coordinated by a mix of rail moves, and ATRs, and especially HQs. If these resources are constantly used to reorganize units, German strategic mobility will be greatly reduced: no rail moves will be available to bring forward reinforcements, no ATRs will be available for paradrops or air transport, and the HQs will be able to move only 50% of the time if doing optimal reorganizations.
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