Mercury Living Rules 4-14-2012

Embed Size (px)

Citation preview

  • 7/27/2019 Mercury Living Rules 4-14-2012

    1/5

    1.0 INTRODUCTION

    Mercury: The Invasion of Crete is a two-player game thatimulates the first ten days of Operation Mercury, theirborne invasion of Crete, May 20 to May 29, 1941. Each

    urn represents one day of combat, and each hex is about 4miles across. One player commands the defending Alliedorces and the other player commands the invading Germanorces.

    2.0 COMPONENTS

    Each copy ofMerkuris composed of this rules booklet, map,

    nd one sheet of counters.

    2.1 Counters

    Counters are either units representing combat forces ormarkers for keeping track of game conditions. The front ofach combat unit is arranged in the following manner:

    2.2 ChartsThe following charts, printed on the map, are used toegulate play of the game.

    .2.1 Combat Results Table (CRT). Odds columns acrosshe top are crossed-indexed with results of a die roll alonghe left-hand side to obtain a combat result during combat

    esolution (6.1).

    .2.2 Airborne Landing Table. The German player consultshis table whenever he attempts to move units from one ofis Airborne Approach Boxes to a hex on the map.

    .2.3 Sea Transport Table. The German player consults thisable whenever he attempts to move from the Sea TransportBox to a hex on the map (5.3).

    .2.4 Naval Resupply Table. The Allied player consults thisTable after the last impulse of each turn to determine if hemay refit a unit (9.4.2).

    3.0 PREPARE FOR PLAY

    3.1 Allied SetupSetup the Allied units in the hex listed on the front of ecounter.

    3.2 German SetupGerman units are placed in the Airborne Approach

    indicated on the front of each counter: W for the West M for the Mitte Box and O for the Ost Box.

    3.3 Marker SetupPlace the turn marker in the 1 box of the Game Turn TPlace the impulse marker in the A box of the ImpTrack.

    Units with a turn number rather than a hex numberreinforcements (8.0) and do not begin play on the map.

    3.2 OtherYou will need one six-sided die to play Merkur: The Inva

    of Crete.

    4.0 SEQUENCE OF PLAY

    The game consists of ten turns: May 20 through MayStarting with the May 23 turn units that are out of sumust make a surrender die roll (9.5.1)

    4.1 ImpulsesEach turn has four impulses. During eimpulse the German player may peractions with his units and then the A

    player may perform actions with his uAfter both players have performed an ac

    the Impulse marker is advanced to the next letter onImpulse Track: A then B then C then D.

    4.1.1 Tactical Actions. There are ttypes of tactical actions a unit may pereach impulse: movement, combat, pass. Movement always occurs first, which any and all units that are adjacean enemy unit may have combat. Com

    is always optional. Post-combat advance (6.4) is consida part of combat. A unit that begins its impulse adjace

    an enemy unit may engage in combat and post-comadvance but may not then move. A unit that does not mor engage in combat is considered to have passed impulse.

    5.0 MOVEMENT & STACKING

    5.1 Normal MovementUnits move a number of hexes equal to their movemfactor. Units must stop immediately and move no futhat impulse upon entering a hex adjacent to an enemy Exception: armored units (5.1.1).

  • 7/27/2019 Mercury Living Rules 4-14-2012

    2/5

    .1.1 Armor. Armored units may ignore the presence ofnemy units in adjacent hexes. Armored units may onlynter and exit hexes using a road.

    .1.2 Mountains. Units must immediately stop when theynter a mountain hex except where there is a road.

    Exception: German Mountain units may move normally.

    5.2 Airborne Landings

    There are three Airborne Approach Boxes: West, Mitte, andOst. As the sole action of a German impulse the German

    layer may activate all of the German glider and parachutenits in any ONE Airborne Approach Box for movement.

    Each unit moves to the hex printed on the front of theounter and each unit must make a die roll and consult the

    Airborne Landing Table printed on the map. There are threeossible results for each unit:

    -2 Hot Reception: flip counter to its 3-2-3 side

    -4 Warm Reception: unit suffers a damage point (6.2).

    -6 Clean Landing: no effect on the unit.

    Modifiers:1 Enemy units adjacent1 Second and Third Drops on May 201 German controlled Airfield1 German Air Support Marker (7.1.1) in hex

    .2.1 Air Transport. German mountain units in a singleAirborne Approach Box may move to a German controlled

    irfield hex adjacent to that Approach Box. They make a dieoll and consult the Airborne Landing Table just likearachute and glider units. Note: Any parachute and/or

    glider units still in an Airborne Approach Box at the end ofTurn 1 may enter play per rule 10.2.1. Treat a die roll of 1-2 the same as 3-4 for German mountain units.

    5.3 Sea TransportThe German 5GD 3/100 battalion is a reinforcement that is

    laced in the Sea Transport Box. As the sole action of aGerman impulse this unit may attempt to move to anyGerman-controlled port on the north coast of Crete. These

    re: Kastelli (0902), Maleme (0904), Hania (0807), Souda0808), Rethymnon (0713), and Heraklion (0722). The

    German player makes a die roll and consults the SeaTransport Table printed on the map. There are three

    ossible results:

    -2 Intercepted: the unit suffers a damage point (6.2) andmust remain in the Sea Transport Box.

    -4 Aborted: the unit does not suffer any damage but mustremain in the Sea Transport Box.

    -6 Success: the unit may move to the intendeddestination hex.

    Modifiers: -1 Each Allied Naval Support Marker+2 German Air Support Marker

    5.4 StackingStacking occurs when there are multiple units in one There may never be more than three units in one hex. the end of any player impulse a hex is overstackedowning player must eliminate units (his choice) to reducenumber of units back to three.

    5.5 Turn 1 Movement RestrictionsAllied units may not move until Impulse D of Turn 1. T

    may attack any adjacent German unit, and participatpost-combat advance (6.5), without any restriction.

    6.0 COMBAT

    Units on the map may attack enemy units in adjacent honce per impulse. All enemy units in a hex must be attacas a single group. A unit may only attack or be attaonce per impulse.

    6.1 Combat ResolutionAdd up the Combat Strength of the units participating in

    attack, and then add up the Combat Strength of the unithe defending hex. Figure the ratio using the ComResults Table (CRT). Fractions are always rounded indefenders favor, i.e. downwards. Odds of more than 5:1treated as 5:1 and odds less than 1:3 are treated as After modifying the ratio (see 6.1.1 and 6.1.2), the attamakes a die roll. The first of the numbers on the CRT isnumber of damage points inflicted on the attacker andsecond is the number of damage points inflicted ondefender. Excess damage is ignored.

    6.1.1 Defensive Modifiers. If the defender is in a mounhex, shift the column used on the CRT one column to

    left.

    6.1.2 Offensive Modifiers. If the German Air Support mais in the Ground Support Box shift the column used onCRT one column to the right(see 7.1.2). Any attack witarmored unit participating is shifted one column to the rig

    6.2 Damage PointsMark any damage points suffered byattacker and/or the defender using markers provided. Points may be divamong units in the hex as the player seeIf a unit has sustained a number of dam

    points equal to its Endurance Value that unit is eliminand permanently removed from play. Eliminated units nreturn to play. Exception: Greek Irregulars (optional 12.3.2).

    6.3 RetreatWhichever side has lost the combat must retreat a numof hexes equal to the difference in damage points incombat. The first hex of a treat must always be indirection of a friendly supply source. If the numbedamage points is equal neither side retreats.

    6.3.1 Ignoring retreat. Units may ignore a required retrea

    suffering an additional point of damage.

  • 7/27/2019 Mercury Living Rules 4-14-2012

    3/5

    .3.2 Failure to Retreat. Retreating units may not retreat into hex adjacent to an enemy unit, unless that hex contains a

    riendly combat unit or the hex is a mountain hex. Units mayot retreat into the sea. Units that cannot retreat or ignore

    he retreat by absorbing an additional point of damage areliminated instead.

    .3.3 Retreating Off-Map. Allied units may retreat off-maprom any hex on the eastern map edge. Allied units thatetreat off the map in this manner may return to play aseinforcements (8.0) during any following turn. Axis unitshat retreat off map are eliminated and do not return to play.

    6.4 Post-Combat AdvanceWhichever side has won the combat may advance a number

    f hexes equal to the difference in losses in combat. Therst hex of an advance must always be a hex formerlyccupied by an opposing attacking/defending unit.

    Advancing units must stop immediately upon entering amountain hex, unless moving along a road.

    7.0 German Air Support

    The German player has one air support marker (FliegerkorpsVIII). This marker enters play beginning Turn 2.

    7.1 Placement and Relocation.The German player may initially place theirair support marker as the sole action of aGerman impulse. The marker may beplaced in the Ground Support Box, theInterdiction Box or the Resupply Box. Once

    laced the marker must remain in that box for the rest of theurn. Beginning with the following turn the air support markermay be moved from one box to another as the sole action of

    German impulse. Simply pick up the marker and move ito the desired location.

    7.2 German Ground Support.f the German air support marker is in the Ground SupportBox German attacks receive a one-column shift to the right.

    7.3 Allied Movement Interdiction.Any Allied unit attempting to move into or out of a hex

    djacent to a German unit must make an interdiction die roll.There are three possible results:

    -2 Unspotted: the unit may move normally.

    -4 Strafed: the unit suffers one damage point but maymove normally.

    -6 Bombed: the unit suffers a damage point and may notmove.

    8.0 Allied Naval Support

    The Allied player has four naval support markers, labeledA, B, C, and D.

    8.1 Placement.The Allied player may place their nsupport markers once per Turn as the action of an Allied impulse. Naval supmarkers may be placed in both Interdiction Box and the Resupply

    printed on the map. Simply pick up the markers and mthem to the desired location.

    8.2 Naval Interdiction.Each naval support marker modifies German attempts toSea Transport (5.3).

    8.3 Naval Resupply.Each naval support marker modifies Allied refit (9.4.2).

    9.0 SUPPLY

    Supply status is checked during combat and durinplayers impulse to determine if a unit can remove a dampoint. Units not in supply are Out of Supply (9.5).

    9.1 Allied SuppliesThe following hexes are Allied Supply Sources: W(0801); Palaiokhora (0502); Sphakia (0409); TymbakEast (0724).

    9.2 Axis SuppliesHexes containing an airfield are German supply sourThese are: 0924; 0714; and 0722.

    9.3 Tracing SupplyUnits are in supply if, without crossing any hexes contaienemy units, or a mountain hex without a road, they

    trace a continuous line of hexes back to a supply source.

    9.4 Unit RefitAfter the last impulse of each Game Turn each playerthe opportunity to remove a damage points. Neither pmay remove damage to an out of supply (9.5) unit.

    9.4.1 German Refit. At the end of Game Turn 1, whethnot they may trace supply to an airfield hex (9.2.),German player may remove one damage point on West unit, one point on one Mitte unit, and one poinone Ost unit. At the end of each Game Turn thereaftereceives one refit point for each Airborne Approach Box

    is adjacent to an airfield hex that is both German contrand does not have an Allied unit in an adjacent hex. points may not accumulate and are lost if not spent.

    Note: there are three makers labeled West, Mitte Ost that may be placed in the 1 box of the GenRecords Track to indicate German control of each airhex.

    9.4.2Allied Refit. At the end of each Game Turn, if theat least one Allied Naval Support Marker in the ResuBox printed on the map the Allied player makes a die rollconsults the Sea Resupply Table printed on the map.

  • 7/27/2019 Mercury Living Rules 4-14-2012

    4/5

    -2 Intercepted: the Allied player does not receive a refitpoint this turn and one Allied NavalSupport Marker is permanently removedfrom the game.

    -4 Aborted: the Allied player does not receive a refitpoint this turn.

    -6 Success: the Allied player receives one refit point.

    Modifiers:1 Each Allied Naval Support Marker beyond the first

    -2 German Air Support Marker

    9.5 Out of SupplyUnits unable to trace supply (9.3) are out of supply. Duringombat, out of supply units subtract one from their die rolluring combat resolution (6.1).

    .5.1Surrender. Starting with the May 23 turn out of supplynits must make a surrender die roll at the end of each turn.

    Rolls are made for each side simultaneously. There arehree possible results:

    -2 The unit is eliminated and removed from play.

    -4 The unit suffers a damage point.

    -6 No effect.

    10.0 REINFORCEMENTS

    Reinforcements arrive during Impulse A of the attack phasef each Game Turn.

    0.1 Allied ReinforcementsAllied reinforcements may be placed in any of the ports

    long the southern coast of Crete. These are: Palaiokhora0502), Sphakia (0409), and Tymbaki (0416).

    0.2 German ReinforcementsGerman reinforcements are placed in the Airborne ApproachBox indicated on the counter: W for the West Box, M forhe Mitte Box, and O for the Ost Box. Units without a markmay be placed in any Airborne Approach Box. Exception:he German 3/100 counter has an S to indicate it is placedn the Sea Transport Box (5.3).

    0.2.1 German Reinforcement Movement. Mountain unitsmove from the Airborne Approach Box to the map using AirTransport (5.2.1). Parachute units may make an Airborne

    anding (5.2) in any hex containing a German glider orarachute unit with the same letter as that Airborne

    Approach Box (W or M or O). Parachute units may alsose Air Transport beginning with game Turn 2.

    11.0 WINNING THE GAME

    1.1 Victory ConditionsThere are two ways to win the game: an Automatic Victory

    9.1.1) and an Operational Victory (9.1.2).

    11.1.1Automatic Victory. If at the end of any attack phthere is an in-supply German unit in at least two offollowing three hexes with a white star, the game eimmediately in a German victory: Maleme (09Rethymnon (0713); Haraklion (0722).

    If at the end of the May 22 attack phase all three airfieldthe map are Allied-controlled the game ends immediatean Allied victory: Maleme (0904); Rethymnon (07

    Haraklion (0722).

    11.1.2 Operational Victory. At the eneach turn count the number of Victory P(VP) hexes controlled by the German plaPoints are indicated by using the VP maon the VP Track. If at the end of anythe German Player has 10 or more VP

    wins. Note: hexes with a white star are also countedVictory Point purposes.

    12.0 OPTIONAL RULES

    The following rules can be used for additional histodetail, as well as to balance play between opponentdiffering abilities.

    12.1 SssmannThe game includes a marker to reprethe commander of the 7th Flieger DivisThe Sssmann marker does not ctowards the stacking limit of a hex.

    12.1.1Sssmann and Movement. If the Sssmann mabegins the impulse stacked in a hex with German u

    those units may move one additional hex that impulselong as they remain stacked with the Sssmann lemarker.

    12.1.2Sssmann and Combat. If the Sssmann markpresent in a hex that is attacking Allied units, add one (+the die roll. This is not an option: if the Sssmann markpresent in an attacking hex the modifier must be added.

    12.1.3 Sssmann and Damage Points. If a hex contathe Sssmann marker suffers a damage point in combatopposing Allied player rolls a die. On a result of 6Sssmann marker is permanently removed from the ga

    If an enemy unit enters a hex containing only the Sssmmarker the Sssmann marker is permanently removed the game.

    12.2 FreybergThe game includes a marker to reprethe commander of the Allied fodefending Crete. The Freyberg marker not count towards the stacking limit of a

    12.2.1 Freyberg and Combat. If the Freyberg markpresent in a hex with more than one Allied nationality

  • 7/27/2019 Mercury Living Rules 4-14-2012

    5/5

    Allied player may treat the units in the hex as a singleationality for the purposes of combat coordination (10.5).

    2.2.2Freyberg and Damage Points. If a hex containing theFreyberg marker suffers a damage point in combat, the

    pposing German player rolls a die. On a result of 6 theFreyberg marker is permanently removed from the game. If

    n enemy unit enters a hex containing only the Freybergmarker the Freyberg marker is permanently removed from

    he game.

    12.3 Greek IrregularsTo represent the extra-ordinary resistance ofthe civilian population of Crete the gameincludes two Greek units marked irregular.Irregular units do count towards the stackinglimit of a hex.

    2.3.1Irregular Placement. Greek Irregulars are available athe start of the game. Place them in any vacant VP hex orny hex adjacent to a German unit. Any number may belaced at one time. Placement counts as the entire Allied

    mpulse.

    2.3.2Irregular Reinforcements. Greek Irregulars are neverermanently eliminated. If destroyed during combat theyutomatically return to play and are eligible for placement12.3.1) the following Game Turn.

    2.4 Allied Combat CoordinationTo represent the difficulty of coordinating the combat

    perations of their multinational forces any Allied attack ofmore one nationality (Australian, British, Greek, or NewZealand) suffers a -1 drm for each nationality in excess ofhe first (to a maximum of -3).

    2.5 Artillery SupportEach player has artillery support markers. Artillery supportmarkers do not count towards the stacking of a hex. TheGerman player may combine air support and artillery supportn the same hex. A marker is placed in a hex with at leastne friendly attacking or defending unit.

    12.5.1Allied Marker Placement. The Alliedplayer may place their artillery supportmarkers once per impulse. The Britishmarker may only be placed in a hexcontaining a British unit, the Australianmarker may only be placed in a hex

    ontaining an Australian unit, and the New Zealand markermay only be placed in a hex containing a New Zealand Unit.

    12.5.2 German Marker Placement. TheGerman player may place their artillerysupport markers once per turn. The 7FDmarker may only be placed beginning Turn 2in a hex containing an airborne unit. Thehex must be able to trace a supply line to a

    German-controlled airfield hex. The 5 GD marker may onlye placed beginning Turn 3 in a hex containing at least one

    German mountain unit. The hex must be able to trace a

    upply line to a German-controlled airfield hex.

    12.5.3Artillery Support and Combat. The German palways places his artillery support first. If the German phas placed an artillery support marker the Allied player not commit an artillery support marker to the same comIf an artillery support marker is placed by the attacker, the column used on the CRT one column to the right. Iartillery support marker is placed by the defender, shiftcolumn used on the CRT one column to the left. Acombat resolution, remove any artillery support markers the map before post-combat advance.

    12.6 BiddingEach player submits a secret, written, VP bid to commthe Germans. The high bid receives the German side,the winning bid becoming the number of points requiredan Operational Victory (11.1.2). Automatic Victory (11.1.1) remain unchanged.

    CREDITS

    Game Design: Michael RinellaGameboard and Unit Art: Brandon Pennington

    Box and Rule Design: Sean Cooke

    2011 Worthington Gameswww.worthingtongames.com

    ERRATA

    Counters: Strum ought to be Sturm on several count

    Map: There are two hexes numbered 0416. The directly below 0516 is correct. The hex directly below0514 ought to be 0414.

    On the Sea Resupply Table 4-6 should be 5-6.

    On the Sea Transport Table 4-6 should be 5-6.

    Setup: The 1/ASH should set up in the correctly lab0416 (two hexes northwest of Tymbaki).

    CLARIFICATIONS

    Rule 9.2 has no bearing on rule 9.4.1. Consider rule 9.4be an exception to rule 9.2.

    In rule 6.3, if the attack loses the combat and has attacfrom multiple hexes, all hexesthat side as the rule samust retreat. At the same time attacking units may igretreat using rule 6.3.1 if they wish.