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Retrofitting a new set of rules into Typhoon! will require using components of both games. Here follows a complete "how-to-do-it" guide.
- Maps: Use the three Typhoon! maps (M, N and P), plus the Rostov map (R) can be added since the timeframe of both overlaps. It Typhoon! units enter the Rostov map, they obey all Barbarossa rules. If Barbarossa units used in the Rostov scenario enter a Typhoon! map, they obey the Barbarossa rules as modified below for Typhoon!.
- Counters: Use the Typhoon! counters with the following modifications:
- All Soviet Guards rocket units have their MAs increased from 6 to 8.
- All Axis nebelwerfer units have their MAs increased from 5 to 7.
- Treat the Soviet 199 Naval and 200 Naval arty units as super-heavy arty per Barbarossa rules.
- Treat their MAs as Barbarossa Green MAs.
- Treat Axis 641 Arty Bn, (not Harko 302 and Harko 312) as super-heavy arty per Barbarossa rules.
- This unit becomes a double sided counter (you can borrow the 641st from Barbarossa or use the Typhoon! counter and note the differences. Also, make a new counter for the 614 Arty Bn identical to the 641st (or also borrow the 614th from Barbarossa). Place the 614th in the Axis Special Reinforcement Pool containing the 312 HARKO and 641 Arty Bn. Raise the VP cost for the reinforcement group to -2VPs.
- Front side (mobile mode) -- range box blank, support factor zero, defenseense factor one, Green MA of two on both units.
- Back side (firing mode) -- for both units range box two, attack DRM -1, defenseense factor one, MA Green zero. For 614th and 641st, support factor two.
- Treat all remaining Sov and Axis arty, rocket arty, nebelwerfers, and 0-0-8 MSUs as Barbarossa Orange MA units.
- Treat all Soviet armored trains as Barbarossa Gray MA units.
- Soviet HQs. All Typhoon! HQs need to be modified so that they will possess a Non-Op side.
- Back side (Non-Op mode) -- all HQs require a recovery value of one greater than their respective front side command values.
- Additionally, all Non-Op sides require attack factors of zero, defense factors of one and MAs of three.
- Modify Typhoon! air units to include bombardment and interdiction values as shown on Barbarossa counters, or substitute Barbarossa counters wherever possible.
- Rule Book
- Do not use the Typhoon! Rule Book. Almost all rules covered in the Typhoon! Rule Book are also covered in the Barbarossa Rule Book. It is far easier to note the few rules to add to the Barbarossa Rule Book than to modify and add to Typhoon!.
- Add the following to the Barbarossa Rule Book (perhaps best to pencil in notes at the appropriate points to refer to this sheet):
- Arctic Weather Effects
- There are now five climate conditions (add Arctic to paragraph 5.1.2a).
- There are now five weather conditions (add Arctic to paragraph 5.1.2b).
- LOCs are reduced to 5 hexes (add to paragraph 6.2.2d)
- Major river hexsides can also be crossed for +1MP during Arctic (add to paragraph 10.7.9)
- Inland sea/lake hexes and hexsides are affected by Arctic as well as Snow (add to paragraph 10.7.10)
- Swamp hexes can also be entered from any hexside during Arctic turns (add to paragraph 10.7.11)
- Units attacking across major rivers do not have their att factors halved (add to 15.5.2b, exception 1)
- Once the first Arctic turn occurs, strongpoints can only be constructed in hexes with engineer units (add to section 18.3 as new paragraph 18.3.8)
- Railroad Conversion costs two RCPs for all hexes (add to paragraph 19.2.1).
- Ski units. Add to paragraph 11.5.1: Soviet and Axis ski units may only use Infiltration Movement during their respective Movement Phases of Snow and Arctic turns.
- Moscow Air defenseense Corps. Add to paragraph 7.2.d -- Aircraft: The Soviet player may also use the point to activate the Moscow Air defenseense Corps (those air units in the Ready Box with Moscow on the counters). These units function identically in all respects to the other Soviet air units except that unless released by expending the air point, they are limited to conducting missions within ten hexes of any Moscow hex (count the Moscow hex -- do not count the air mission hex).
- Parts of the Barbarossa Rule Book not to use. The major rules sections are noted. Ignore any other minor references found in other sections of the Rule Book.
- UR/MG units. Ignore sections:
- 11.6 -- Untried UR/MG Movement
- 20.3 -- Soviet UR/MG Units
- 22.9 -- Soviet UR/MG Units
- Flotillas. Ignore sections:
- 11.2 -- Flotilla Movement
- 22.6 -- Soviet Flotillas
- Soviet Militia (Not all militia references are ignored. All references to untried militia are ignored however). Ignore sections:
- 8.5 -- Untried Soviet Militia
- 22.10.2 -- Untried Militia
- 22.10.3 -- Militia movement restrictions
- 22.10.4 -- Istrebitel'nyye (Istr) Units (plus any other references to Istr units in the rules).
- Sea Transport. Ignore section 11.7.8
- Optional Air System. Ignore all references to the optional Barbarossa Air System.
- Typhoon! Play Book
- Ignore Learning Scenario.
- Scenario #1
- 18.1.3h -- Modify: reduce available Axis MSUs by one 0-0-8 unit
- Add 18.1.3j -- The Soviet 30 and 31 Army HQs set up on their Non-Op sides. Recovery die rolls or HQ removal start on GT24. Axis motorized units may use their full MA during the Axis motorized movement phase of GT24 only.
- Make above changes to Axis and Soviet Set-Up Cards if desired.
- Scenario #2
- 18.2.3f -- Modify: reduce available Axis MSUs by one 0-0-8 unit. Make this change on Axis Set-Up Card if desired.
- Add 18.2.3i -- Axis motorized units may use their full MA during the Axis motorized movement phase of GT25 only.
- Scenario #3
- 18.3.3 Placement -- note that changes made to scenarios 1 and 2 apply here also.
- Scenario #4
- Add 18.4.3j -- Soviet Non-OP HQs. The Sov 3, 13, 43 and 50 Army HQs set up on their Non-Op sides. (make changes to Soviet Set-Up card if desired). Except for HQ 13 Army, no Non-Op Soviet HQ can move on GT1.
- Add 18.4.3k -- Except for HQ 3 and 13 Armies, Non-Op Recovery die rolls begin during the Game Turn Interphase of GT2 and each GT thereafter.
- add 18.4.3L -- The Soviet player cannot disband a Non-Op HQ during the Game Turn Interphase of GT1.
- Add to 18.4.6a: Note -- On GT1 only, all axis motorized units allowed to move on Map P (those south of hex P1921) may move their full MA during the Axis Motorized Movement Phase.
- Delete rule 18.4.7 in its entirety. There are no at start Garrison units on Map P for this scenario.
- Scenario #5 --Note: Scenario #4 set-up is an integral part of scenario #5 since GT1 of scenario #5 is played on Map P exactly as played in scenario #4. All changes above also apply to this scenario.
- Garrisons. The only garrison units are those actually specified on the set-up cards as garrison units on Maps M and N
- Add 19.2.3j -- Soviet Non-Op HQs. In addition to the Non-Op HQs on Map P, the Soviet 30, 19, 16, 20, 24, 31, 49, 32, and 33 Army HQs on Map N set up on their Non-Op Sides (make changes to Soviet Set-Up cards if desired). Except for 13 Army HQ on Map P, no other Non-Op HQ can move on GT1.
- Paragraph 19.2.6a -- delete last sentence (All units begin normal movement on GT#2), and replace with "On GT2 all units on all maps may move normally unless restricted by garrison requirements or the effects of Non-Op HQs.
- Add 19.2.6c -- Except for HQ 3 and 13 Armies, Non-Op Recovery die rolls begin during the Game Turn Interphase of GT2 and each GT thereafter. The Soviet player may not disband a Non-Op HQ during the Game Turn Interphase of GT1.
- Add 19.2.6d -- On GT1 only, all axis motorized units allowed to move on Map P (those south of hex P1921) may move their full MA during the Axis Motorized Movement Phase. On GT2, all Axis motorized units which will end their Motorized Movement Phase on Map N (including those motorized units entering Map N from Map P) may move their full MA during the Axis Motorized Movement Phase.
- Add paragraph 19.2.6e -- Axis Supply System Breakdown. During the Supply Determination Phase of GT12, remove one 0-0-8 Axis MSU (either on or off map). On GT18 remove a second 0-0-8 Axis MSU in the same manner. Neither may be used for the remainder of the scenario once removed from play.
- Delete paragraph 19.3.2 Soviet Reserve Units. The Reserve Unit procedure is now covered in Barbarossa Rule 7.2c.
- Delete paragraph 19.5.4 Bombard Moscow.
- Typhoon! Overrun and Air Combat examples: Ignore both. Refer to examples in the Barbarossa Play Book if necessary.
- Typhoon! Player Aid Cards to Use
- All Typhoon! Set-Up Cards (marked with above changes if desired)
- Typhoon! Turn Record Track
- Typhoon! Soviet Replacements Table
- Typhoon! Victory Point Schedule (less the reference at the bottom "For bombarding Moscow" (Paragraph 19.5.4 has been deleted)
- Typhoon! card containing Weather Table and Axis Attack Supply Chart.
Note: If the entire card is used, ignore Summary of Additional Supply/Weather Effects, Surrender Table, Terrain Effects Chart, Movement Allowance Chart and Overrun Table which also appear on the card.
The two relevant charts and tables are reproduced below if you would rather copy them. Be aware that the Axis Supply Table has been modified from its original Typhoon! levels. Pencil in the new levels if you are using the old Typhoon! card.
|Axis Attack Supply Chart|
|Turn #||Scenario 4||Scenario 5|
|Current Climate Condition|
- Lingering Snow (Barbarossa 5.1.4b) If Frost weather occurs in a turn immediately following a Snow turn, apply Snow effects. It takes two consecutive turns of Frost weather to change Snow weather to frost.
- Codes: A = Arctic, D = Dry, F = Frost, M = Mud, S = Snow, T = Storm
- Barbarossa Chart and Table cards to use.
- Soviet Unit Rebuilding and Air Unit Status card.
- Ignore the Sea Transport Box.
- Cadre Box and Eliminated Box: Add Soviet ski units to the boxes requiring one Type I Point to move to the next higher box.
- Flown Box and Damaged Box: Add Arctic to the +1 Weather DRM list in each box.
- Axis Unit Rebuilding and Air Unit Status card.
- Cadre Box and Eliminated Box: Add Axis ski units to the boxes requiring one Type I Point to move to the next higher box.
- Flown Box and Damaged Box: Add Arctic to the +2 Weather DRM in each box.
- Four page card with terrain key on the front.
- Terrain Key: Ignore the Mountain, Alpine, Sea, Coastal and National Boundary terrain examples. Ignore Barbarossa map reference hexes for all terrain types.
- Unit Type Symbols: Add the Ski unit type symbol to the Non-Motorized Units box.
- Informational Markers: Garrison Hex and Receiving Replacements markers are not in the original Typhoon! counter mix, but feel free to use these Barbarossa markers, or coin your own for Typhoon!.
- Disregard the Barbarossa Optional Air System page.
- Four page card with Movement Point Cost Chart and Effects on Movement Chart on the front.
- Movement Point Cost Chart. Modify the column heading for each Snow Column to read Snow/Arctic.
- Effects on Movement Chart. In the Movement Is Allowed portion, add a new column (During Arctic Turns) to the right of During Snow Turns. See below:
|Addition to Effects on Movement Chart|
|During Arctic Turns|
|Motorized Movement Phase||Y6N7|
|Reaction Movement Phase||Y|
|One Hex Movement||Y|
|Railroad (not Ar Train) Movement||Y|
|Armored Train Movement||Y|
|A unit projects a ZOC||Y8,9|
When playing Typhoon!, ignore the entire Flotilla line.
- Combat Effects Chart.
- Ignore Mountain, Alpine, Coastal and Sea combat effects lines
- Change all Snow Weather to Snow/Arctic
- Barbarossa Expanded Turn Sequence of Play (two back pages of Barbarossa Play Book). It's not mandatory touse this one instead of the sequence in the back of the Typhoon! Play Book, but the Barbarossa sequence is more complete. Note: Disregard references to UR/MG, Optional Air System, Sea Transport, and the Black Sea Fleet Table.
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