Gamehelpquartermastergeneralsouthfront
Quartermaster General: South Front – Game Help
Objective
The game lasts up to 16 rounds. Axis plays first each round, followed by Allies.
Victory Points (VP) are gained from cards and during the four scoring rounds. During scoring, gain 1 VP per Victory Star you control.
If one side leads by 10+ VP after a scoring round, it wins immediately. After the final scoring round, the player with more VP wins. Ties go to the Axis.
Turn Sequence
Each turn consists of:
- First Movement – Move any or all of your pieces.
- Action – Take 1 action.
- Second Movement – Move tanks, fleets and carriers. Infantry and airplanes may only move to unload from fleets.
- Supply – Eliminate all of your unsupplied pieces.
- Draw – Draw until you have 5 cards, but never draw more than 2 cards.
Actions
Choose one:
- Play – Play a card and resolve its text.
- Conscription – Discard 1 card to deploy infantry, or 2 cards to deploy a tank, airplane, fleet or carrier. The piece must be deployed in or adjacent to its faction's Supply Flag.
- Forced March – Discard 1 card to move 1 piece.
- Desperate Attack – Discard 2 cards to attack.
- Production Initiative – Draw 1 card.
- Contingency – Use one of your Contingency cards.
- Pass – Do nothing.
Cards discarded for Conscription, Forced March or Desperate Attack do not need to match the faction of the affected piece.
Control
Land: Infantry and tanks take control of the space they occupy. You retain control after they leave until the enemy takes the space.
Sea: A fleet or carrier controls the sea space it occupies. An empty sea space is considered controlled by both players.
Opposing pieces may never occupy the same space.
Deployment and Recruitment
To deploy a piece:
- the space must be controlled by you;
- the piece must be supplied;
- infantry, tanks and airplanes deploy on land;
- fleets and carriers deploy at sea.
With Conscription, the destination must contain or be adjacent to the faction's Supply Flag.
Recruit is less restrictive:
- a piece may be recruited into a controlled space;
- it may also be recruited into an unoccupied enemy-controlled space, taking control of it;
- it may be recruited unsupplied, but will be eliminated during the Supply step unless supply is restored.
Supply
A piece is supplied if it can trace a path through spaces controlled by its side to one of its faction's Supply Flags.
An unoccupied space cannot be used for supply if an adjacent enemy piece can interdict it.
- Infantry, tanks and airplanes interdict adjacent unoccupied land spaces.
- Fleets and airplanes interdict adjacent unoccupied sea spaces.
- A carrier without an airplane does not interdict adjacent spaces.
Unsupplied pieces:
- cannot attack;
- normally cannot move into another unsupplied space;
- are eliminated during their owner's Supply step.
Supply is checked continuously as the board position changes.
Movement
Normally:
| Piece | First Movement | Second Movement |
|---|---|---|
| Infantry | 1 land space or load onto a fleet | No movement, except unloading from a fleet |
| Tank | 1 land space or load onto a fleet | 1 land space; transported tanks must unload |
| Airplane | Up to 2 spaces, or 1 space to load onto a fleet | No movement, except unloading from a fleet |
| Fleet | 1 sea space | 1 sea space |
| Carrier | 1 sea space | 1 sea space |
A piece may not normally enter a space containing an enemy piece.
Airplanes
Airplanes moving on their own may move up to 2 spaces.
When moving 2 spaces, they may jump over an intermediate space that is:
- water;
- enemy-occupied;
- enemy-controlled;
- unsupplied.
They cannot jump over a neutral space.
An airplane may not finish movement in a land space you did not control at the beginning of that Movement step.
A fleet may transport 1 infantry, tank or airplane.
- UK fleet: UK or French piece
- USA fleet: USA or French piece
- Pact fleet: Pact or German piece
Pieces normally load during First Movement. The fleet may move before or after loading.
A transported piece must unload before the end of the turn or it is eliminated.
During Second Movement:
- tanks may unload into an unoccupied enemy-controlled space;
- infantry may only unload into a space you currently control;
- airplanes may only unload into a space you controlled at the beginning of the step.
Transported infantry and tanks may form an attacking land force.
Transported airplanes cannot participate in combat.
Carriers
A carrier may carry 1 airplane of the same faction.
The airplane may remain on the carrier between turns.
If a carrier carrying an airplane would be removed, the airplane is removed instead.
An airplane on a carrier is considered carried, not transported.
Combat
Combat takes place between opposing forces in adjacent spaces.
The type of combat is determined by the space being attacked.
Land Combat
A land attacking force consists of:
- infantry;
- tanks.
Airplanes and fleets may support land combat, but cannot form the attacking land force themselves.
Sea Combat
A sea attacking force may consist of:
- fleets;
- airplanes;
- carriers.
A carrier cannot initiate an attack by itself; the force must initially contain at least one fleet or airplane.
Attack Rounds
Each attack round normally forces the defender to remove:
- 1 piece from the attacked space; or
- an eligible adjacent airplane or fleet supporting the defense.
The defender chooses the casualty.
If defenders remain, the attacker may continue by:
- removing a piece from the attacking force;
- removing an eligible adjacent supporting airplane or fleet; or
- using an appropriate Reaction.
The piece or Reaction used to continue must have at least the same combat rank as the defender's previous loss or Reaction.
The attacker may not remove the last piece of the attacking force to continue an attack.
Combat Rank
Land, highest to lowest:
- Sustain Attack / Stand Fast
- Airplane / Fleet
- Tank
- Infantry
Sea, highest to lowest:
- Naval Combat
- Fleet
- Airplane / Anti-Air
- Carrier (defense only)
Reactions
Reaction cards are discarded when used and normally must belong to a faction involved in the combat.
| Reaction | Use |
|---|---|
| Sustain Attack | Continue a land attack without removing a piece. Cannot be used in Winter except in Desert Climate spaces. |
| Advance! | After clearing a land space, move one attacking infantry or tank into it. Cannot be used in Spring except in Desert Climate spaces. |
| Stand Fast | Do not remove a defending piece in land combat. |
| Exchange | When removing a defender, force the attacker to remove a piece as well. |
| Retreat | Move one defending land piece 1 space before resolving the casualty. |
| Withdraw Navy | Move one defending fleet or carrier 1 space. |
| Anti-Air | Counters effects involving airplanes; may also protect against an air-containing sea attack. |
| Naval Combat | Counters fleets in land combat; at sea it can continue an attack or prevent a defending loss. |
Only one Reaction at a time may be used.
France
The French infantry:
- may use any UK Supply Flag;
- may be transported by UK or USA fleets;
- may join a UK or USA attacking force in the same space;
- may only use French Reactions.
If the French infantry is the only remaining piece in the force, it cannot be supported by UK or USA fleets or airplanes.
Minor Countries
Yugoslavia, Bulgaria, Greece and Iraq begin neutral.
You may declare war on a neutral minor country at any time during your turn. Doing so activates it for your opponent.
A card may instead activate a minor country for your own side.
You cannot move into, attack, or jump an airplane over a neutral minor country before it is activated.
Minor Country Forces (MCFs)
MCFs:
- cannot move;
- cannot attack;
- are always supplied;
- defend like infantry;
- may use defensive Reactions from any faction controlled by their player;
- cannot Retreat;
- allow friendly supply to be traced through them;
- do not interdict enemy supply.
Round Reminders
- Late War cards: shuffled into the decks after Winter 1941.
- USA at War: before this round, USA pieces may be recruited but cannot move or be deployed.
- Scoring: after Winter 1940, Winter 1941, Winter 1942 and Spring 1944.
Victory
During each scoring round, gain 1 VP for every Victory Star you control.
If you lead by 10 or more VP after any scoring round, you win immediately.
After the fourth and final scoring round:
- highest VP wins;
- if tied, Axis wins.