Offensive Operations

Offensive Operations are missions assigned to ground, air, and naval units at various points of the game. Each faction (European Axis, Japan, Western Allies, and Russia) calculate, pay for, and execute offensive operations separately.

Cost of Offensive Operations
Offensive Operations cost BRPs based on the units participating in the operation. Paying the BRP cost of a unit activates it for the rest of the turn. BRP costs for unit activation is shown for each operation.
 * If less than 15 BRPs have been spent on Offensive Operations for a specific front, the faction is considered to be performing Limited Offensive on that front.
 * If 15 BRPs are spent on Offensive Operations for a specific front, the faction is considered to be performing a Full Offensive on that front. During a Full Offensive:
 * Units in that front may perform additional Offensive Operations at no additional cost
 * Attrition combat and Exploitation may not occur

Overruns (Movement Phase)

 * Purpose: to quickly take control of enemy territory through overwhelming number
 * Eligible Units: Armor or Mechanized Infantry units with their Mechanized components intact
 * Mechanized Infantry units may only Overrun alongside an Armor unit
 * Cost: 1 BRP per participating ground factor, and one movement factor in addition to the usual movement cost
 * 1) Attacking player moves up to 2 Armor or Mechanized Infantry across the same hexside into an enemy occupied hex
 * 2) * This movement costs 1 Movement Factor in addition to the usual movement costs
 * 3) Attacking player may execute Ground Support, defending player may execute Defensive Air Support, and attacking player may Intercept
 * 4) * Sea transported air units may only assist Overruns originating from their own hex
 * 5) After any air support is completed, if the attackers are at 6:1 odds or greater, the Overrun is successful; otherwise, it has failed
 * 6) * If successful, the enemy units in the overrun hex are eliminated
 * 7) * If failed, participating units remain in their original hex; they MUST participate in ground combat against that hex in the Combat Phase, and any Defensive Air Support remains to support that ground combat; additional units may be assigned to participate in the combat
 * 8) After a successful Overrun, units may continue moving and performing additional overruns as normal

Ground Combat (Combat Phase)

 * Purpose: to execute ground combat against designated targets
 * Eligible Units: Ground units adjacent to enemy ground units; Airborne units airdropped onto an enemy hex; air units on a Ground Support mission; naval units on a Shore Bombardment or Ground Support mission
 * Cost: 1 BRP per participating ground factor, including Airborne units that are airdropped
 * Exception: Isolated units may be selected without spending BRPs, but may only join combat with non-isolated units if the BRPs are spent


 * Execution:
 * Designate enemy hexes and attacking ground units; adjacent enemy hexes may be selected for a single combat
 * Attacker announces any tactical atomic attacks, then the defender does the same
 * Determine combat factors, including defensive multipliers (before adding defensive air support), and roll on the Combat Results Table
 * Resolve combat losses; casualties may be taken from ground, air, or naval factors participating in the combat
 * Resolve additional rounds of combat; the maximum rounds of combat are the attacking units' lowest Combat Training Level, to a minimum of 1; attacker receives a +1 die roll modifier for each additional round of combat
 * If all defending units in a combat are destroyed, one or more attacking units may advance into any attacked hexes
 * A Breakthrough counter may be placed in each attacked hex if:
 * All attacked hexes are cleared
 * There was 1 or more attacking armor unit with its mechanized component intact, and a CTL of 1 or more
 * At least 1 surviving non-partisan, non-airdropped unit advances into the attacked hex
 * A Breakthrough counter may also be placed during a naval invasion of an undefended hex if there is one or more armor units participating

Exploitation (Combat Phase)

 * Purpose: to make a spearhead thrust into an opening in the enemy's front lines
 * Eligible Units: Armor units that:
 * are in or adjacent to a hex from which a Breakthrough hex was attacked this turn
 * have a CTL of 1 or higher
 * are in full supply with its mechanized component intact
 * Cost: 1 BRP per participating Armor factor
 * 1) Place participating Armor units onto the Breakthrough hex
 * 2) * Stacking limits are ignored for stacking on a Breakthrough hex for Exploitation
 * 3) One armor unit is moved up to 2 hexes (Europe) or 1 hex (Pacific), up to its full movement value (CTL of 2 or more) or half its movement value (CTL of 1)
 * 4) The next Armor unit may follow the previous unit's route and then move an additional 2 hexes (Europe) or 1 hex (Pacific), up to its full or half movement value; alternatively, it may move a different route, according to the previous movement rule
 * 5) Any additional Armor units follow the same rules, either following the previous unit's route with additional movement, or choosing to use a different route
 * 6) Attacking player may execute Ground Support, defending player may execute Defensive Air Support, and attacking player may Intercept
 * 7) Attacking player may execute Airdrops
 * 8) Exploitation Combat may be initiated, under the normal rules of Ground Combat, except that defending Armor without its mechanized component intact, any defending Infantry and Mechanized Infantry receive -1 Defensive Multiplier for the duration of Exploitation Combat
 * 9) Armor units who perform Exploitation are considered to be in Full Supply until the end of the next game round, unless they are redeployed; these units may create Breakthroughs so long as their mechanized components remain intact, although they may not perform additional Exploitations unless they are able to receive supply normally

Naval-based Offensive Operations
Patrols (Movement Phase)

Sea Transport (Movement Phase)

Shore Bombardment (Combat Phase)

Seaborne Invasions (Combat Phase)

Raiding (Combat Phase)

Attacks on Enemy Bases by Fast Carriers (Combat Phase)