![](https://static.isu.pub/fe/default-story-images/news.jpg?width=720&quality=85%2C50)
5 minute read
9. axIs supply
from Case Geld Rules
by compassgames
project their ZoC into the same hexes. Garrison units do not project ZoC, but neither do they block or inhibit the projection of ZoC by friendly units stacked with them. 8.2 seas & lakes & Zoc. In general, ZoCs do not extend across all-lake or all-sea hexsides. The exception is during the Turn 6 Dec/Jan winter freeze. During that turn all the lakes on the maps (other than the Great salt lake and lake okeechobee) are frozen over and treated as clear terrain. ZoCs extend across frozen lake hexsides as if they were clear terrain. 8.3 Zoc & The grand & copper canyons. ZoC
never extends across any canyon hexsides.
8.4 enemy Zones of control (eZoc) &
movement. a moving unit must end its movement for that phase when it first enters an eZoC. a unit that begins its move already in an eZoC may leave that hex, but only by entering a hex that does not contain any eZoC, and it must still stop for that phase if it enters a hex containing an eZoC. Thus, units may not move directly from eZoC to eZoC. also: the presence of another friendly unit in a hex containing an eZoC does not negate that eZoC for movement purposes. 8.5 eZoc & supply. your units are always able to trace their supply lines into one eZoC hex without penalty (see section 10.0). In order to trace a supply line both into and through one or more eZoC hexes, a friendly ground unit must be in each such hex in order to “negate” the effect of the eZoC. 8.6 eZoc & advance after combat. eZoCs do not
in any way inhibit or stop or block the ability of victorious units to advance after combat (see 12.21). 8.7 probing attacks. eZoC hexes that are otherwise empty of enemy and friendly units may be the subject of “probing attacks.” (see 12.23 for details.) 8.8 eZoc & paradrops. eZoCs by themselves do not prohibit an otherwise allowable paratroop drop into those hexes. (see 11.19 and 11.20.)
9.0 axis Supply
9.1 In general. In order for an axis unit to be able to move and fight at its full potential, it must be in supply. supply for movement is determined at the moment a given unit or stack of units begins to move, and once determined, that status lasts all during that move. supply for combat is determined at the start of each individual battle for all axis units involved. (us units are always automatically in supply.) 9.2 tracing supply lines. No counters are provided to represent the materiel consumed by combat units. Instead, that is abstracted into the process of supply-line tracing (“tracing supply”). a unit has supply (“is in supply”) if it can trace a path of contiguous hexes of any length from a friendly “supply source hex” to its own location. a unit without a valid supply line is said to be “out of supply” or “oos.” 9.3 enemy units & supply lines. supply paths may
9.4 eZoc & supply lines. a supply line may be traced into and through any one single eZoC hex; however, no supply line may ever be traced through an eZoC hex directly into another eZoC hex—unless there are one or more friendly units in that or those eZoC hexes. a friendly unit’s presence works to negate eZoC for purposes of supply-line tracing through more than one eZoC hex.
9.5 us-controlled city Hexes & axis supply
lines. No axis unit or stack may trace its supply line into or through a us-controlled city hex, even if that hex is empty of mobile us combat units and their ZoC. In effect, the city garrison markers count as static defensive combat units. 9.6 terrain & supply lines. Within the strictures given above, axis supply lines may be traced into and across all kinds of terrain—except for all-sea hexes and hexsides; unfrozen lake hexes and hexsides; and Grand Canyon hexsides—all of which are prohibited. 9.7 supply & Theater limits. No supply line may ever be traced across the us Theater Boundary line. axis supply may be traced into, but not through, the Tulsa/NDC hex. 9.8 oos movement. If a unit or stack is found to be oos at the start of its move, the movement factor of that force is halved for that phase. When halving, round up all remainders. That halving remains in effect throughout that movement phase, even if the moving force moves into a location or hex in which it would have been in supply had it started there. 9.9 oos combat. If an attack contains one or more attacking and/or defending non-artillery units that are found to be oos at the start of that battle’s resolution, those oos units have their relevant combat factor halved when calculating the odds for that battle. When halving, round up all remainders. 9.10 Indefinite oos. No unit is ever reduced in stepstrength or fully eliminated simply for being oos. units may remain oos indefinitely. 9.11 willful oos. It is permitted for both players to move units into hexes in which they may or will become oos. 9.12 german supply sources. German units
inland may use as their supply sources their army’s Beachhead Invasion Marker and/or any friendlycontrolled us atlantic coast port. a successfully a-bombed hex (see 13.4) may not be used as a supply source while the mushroom cloud marker remains in place there. 9.13 japanese supply sources. Japanese units
inland may use as their supply sources their army’s Beachhead Invasion Marker and/or any friendlycontrolled us pacific coast port. a successfully a-bombed hex (see 13.4) may not be used as a supply source while the mushroom cloud marker remains in place there. Design Note. In general, all cities in Atlantic or Pacific coastal hexes are considered ports; however, all five Gulf of Mexico coastal cities are excluded from that category. That is because the German transoceanic supply system is at full-stretch just to get to the Atlantic coast;