
14. Markers
14.1 Airdrop
When a Blitz-enabled airborne unit performs an Airdrop (4.1.1), flip the counter over and place the Airdrop marker on the map.
Effects: While this marker is on the map:
- During the Blitz Combat Segment only, the attacker receives a one-column shift to the right for each Airdrop marker in the defending hex.
- Enemy units cannot retreat into a hex containing an Airdrop marker.
- Enemy units cannot trace a supply line into a hex containing an Airdrop marker.
Removal: This marker is removed per 4.1.4 in the Airdrop Landing Segment.

△ 14.2 Airmobile Doctrine
When this marker is removed from the Turn Track, place it in the Axis Force Pool.
Effect: If this marker in the Axis Force Pool, the Axis player may conduct one Mobile Defense or Mobile Advance. After the Axis faction uses its Airmobile Doctrine marker, place it on the Turn Track to arrive next Turn.
Do not place it in the Delay Box. Essentially, this marker allows the Axis faction to perform one Mobile Defense or Mobile Advance per turn.
Mobile Defense: A defending force is eligible to perform a Mobile Defense if it contains only German ground units. The Axis faction declares this immediately after the Combat Result is determined, but before it is implemented.
To perform a Mobile Defense, one required step loss (from an Ex 0/0 combat result, Retreat Conversion, or Attrition Result) is converted into one Retreat hex. This is in addition to hexes that must be Retreated due to a Retreat Result. The Axis player decides at what point the step loss is converted.
A defending force containing an HQ (including one providing Ranged Support) and not containing any unit with a Movement Allowance of 0 can conduct a Mobile Defense and Retreat up to one hex. The HQ itself is Retreated only if it is in the same hex as the defending force. This Retreat must occur before any Retreat Conversion takes place.
Example: A German two-step HQ and one-step infantry unit are stacked and attacked. The combat result is Ex 0/0. The attacker chooses to take a step loss, leaving the Axis faction to decide what to do. Normally, this defending force would have to take a step loss because it includes an HQ unit. Instead, the Axis faction declares it is conducting a Mobile Defense and Retreats these units one hex.
If the combat result was Dr3 0/1, the force could Retreat one hex, but must then begin converting the two remaining Retreat result into step losses. Should the Axis player eliminate a step from the HQ (removing it from the map), an HQ is no longer part of the defending force so the third Retreat result must be performed – it cannot be converted into a step loss.
Mobile Advance: An attacking force is eligible to perform a Mobile Advance if it contains only German ground units. The Axis faction declares this immediately after the Combat Result is implemented.
To perform a Mobile Advance, one German HQ may Advance After Combat if it participated in an attack without providing Ranged Support.
In other words, it must be adjacent to the defending hex.

14.3 Allied Collapse
When this marker is removed from the Turn Track, place it in the Strategic Warfare Box.
Effect: This marker counts against the Allied factions when determining the Current Strategic Value (0.1.1).

△ 14.4 Anti-Comintern Crusade
When this marker is removed from the Turn Track, place it in the Strategic Warfare Box.
Effect: If this marker is in the Strategic Warfare Box and Russia’s Posture is War, the Axis faction receives one Anti-Comintern Crusade seasonal replacement step (1.3.2.1).

14.5 Beachhead
Place this marker per 2.2.3.4.
Effects: While this marker is on the map:
- A faction may be required to place a Blitz marker in the same hex (2.2.4).
- A ground unit may cross an All-Sea hexside to enter a hex containing a Beachhead marker.
- A ground unit can only cross the marker’s Beachhead Hexside to exit a hex containing a Beachhead marker.
- A hex with a Beachhead marker may be an Open Port.
Note that a hex with a Beachhead marker cannot be an Air Base or Naval Base.
- An airborne or helicopter ground unit stacked on a Beachhead marker cannot conduct an Airdrop, as it must be in a Land hex to do so (4.1.1).
- An HQ unit stacked on a Beachhead marker cannot provide Ranged Support (4.2.1.2).
- There is a column shift to the left for attacks across a Beachhead Hexside as specified on the Beachhead counter.
- A supply line can be traced across an All-Sea hexside if the hexside is part of a hex containing a Beachhead marker.
You can trace across any All-Sea hexside, not just the Beachhead Hexside.

14.6 Blitz
The phasing faction places this marker per 2.2.4. The marker is removed in the affected faction’s Marker Segment (4.3).
Effects: While this marker is on the map:
- All friendly units within two hexes of the Blitz marker are Blitz- enabled, including those in the placement hex.
- A defending force cannot use Voluntary Retreat Conversion (4.2.5.3) in a City hex containing a Blitz marker.

14.7 Ceded Land
Place this marker in the Ceded Lands Box, the Delay Box, or a faction’s Force Pool as directed by the scenario setup, event, or option card.
Effects:
- If a Ceded Land marker is in the Ceded Land Box, that Country, Dependent, or Region is either part of the Country stated on the marker (if the marker reads “Ceded to”) or is a Dependent of the Country stated on the marker (if the marker reads “Dependent”).
Note that some Countries, such as Austria and Czechoslovakia, disappear when ceded to another Country.
If a Ceded Land marker is in a faction’s Force Pool, that faction may be eligible to be place the marker in the Ceded Lands Box during a Conditional Events Segment.
If a Ceded Land marker is being removed from the Turn Track and…
- △ Pre-War is in effect: Place the Ceded Land marker in the Ceded Land Box. If the Country being ceded is Austria, Czechoslovakia, or Switzerland, remove all counters belonging to that Minor Country from play. If the Country is the Baltic States, Belgium-Holland, Denmark-Norway, or Poland, intern any Allied units in the Region being Ceded.
- Limited War or Total War is in effect: Place the Ceded Land marker in the Axis Force Pool.

14.8 Convoy
Place this marker per 2.2.3.6.
Effects:

△ 14.9 Civil War [Center, Stronghold]
Placed per scenario setup.
Effect: If the Republican Stronghold marker is in a Strategic Hex, it is considered under control of the Allied faction named on the Republican Support marker.
If a Republican Center marker is in a City hex within a Breakaway Region (13.8.4), that Region may become a Neutral Minor Country if the Provincial Independence Event is applied to it (15.34).
A Stronghold marker in a Minor Country might prevent its activation with the Country Joins Axis (15.6) or Influence (15.19) Political Events.

14.10 Devastation
This marker is placed via successful Devastation Marker Placement (2.2.3.5) or the Project Success: A-bomb Political Event (15.33). Once placed, Devastation markers are never removed.
Effect: An Axis Strategic Hex inside Germany with an Allied Devastation marker is controlled by the Allied faction that placed the marker. An Allied Strategic Hex inside Britain, France, or Russia with an Axis Devastation marker is controlled by the Axis faction.
You don’t get any credit for bombing your own Strategic Hexes, even if they’re in enemy hands.

14.11 Enforced Peace
When the Ostland Accord Conditional Event is performed (16.2.2), place this marker one year ahead on the Turn Track. When it comes off the Turn Track, remove it from the game.
Effect: If this marker is on the Turn Track, the Axis faction cannot “voluntarily” end the Ostland Accord Policy (13.6.1.2).

14.12 Failure [Command, Supply]
There are two Failure markers: Failure (Command) and Failure (Supply). Each Failure has a set of rules that limit the faction affected by them. Such a faction is referred to as a Failure Affected Faction (FAF).
Failure Range: Failure rules apply in the hex containing a Failure marker and all hexes within a five-hex range. These hexes are referred to as “Failure Hexes.”
Failure Effects: These rules apply while a Failure is in effect.
Support Unit or Airdrop Marker Placement:
- An FAF support unit or Airdrop marker cannot be placed in a Failure Hex.
- An FAF support unit cannot contest the attempted placement of an enemy support unit in a Failure Hex.
Movement:
- If Failure (Supply) is in effect, an FAF ground unit cannot move into a Failure Hex containing an EZOC. No exceptions.
- If Failure (Command) is in effect, a FAF ground unit cannot move out of a Failure Hex containing an EZOC. No exceptions.
Combat:
- An FAF ground unit cannot conduct an Airdrop, Beachhead Landing, Advance After Combat, or Exploitation into a Failure Hex.
Removing a Failure Marker: This marker is removed in the affected faction’s Marker Segment (4.3) and set aside for possible later use.

14.13 Free Passage
This marker is placed in the capital of a Neutral Minor Country during setup when it is activated by the Free Passage Political Event (15.15).
Effect: While this marker is in a Minor Country’s capital, its ground units cannot use Operational Movement, Reserve Movement, Retreat, or Exploitation to enter a hex outside that Minor Country or one of its Dependents, nor can it attack such a hex.
Free Passage markers can be removed by Influence or Neutrals Pressured events.

14.14 Influence [Axis, Soviet, Western]
Place or remove the respective marker as instructed in a Neutral Country’s capital. There can be no more than one Influence or Neutrality marker in a Neutral Country at any time.
Effects: If a country with an Influence marker is selected in the Political Events Segment for an event requiring a die roll, apply the indicated +1 or -1 DRM to all related rolls (in addition to any other Political DRMs).
An Influence marker in a Minor Country might cause or prevent its activation with the Country Joins Axis (15.6), Free Passage (15.15), or Influence (15.19) Political Events.

14.15 Intensive Bombing
When this marker is removed from the Turn Track, place it in the Strategic Warfare Box.
△ Effect: If this marker is in the Strategic Warfare Box, it provides a +1 Delay DRM to the Axis faction unless one of the following conditions is true:
- There is a Policy or Truce marker in the US Posture Box.
- There is no US Air Base within nine hexes of a German Home Country City.
- The Reduced US Impact marker is in the Strategic Warfare Box.

14.16 Jet Fighter Production
When this marker is removed from the Turn Track, place it in the Strategic Warfare Box.
Effect: If this marker is in the Strategic Warfare Box, it provides a +1 Delay DRM to all Allied air units, except those belonging to a Policy Affected Country or Truce Affected Country.

14.17 Lend-Lease
When this marker is removed from the Turn Track, the Western faction may place it in either the Soviet Conditional Events Box or the Western Conditional Events Box.
△ The Western player may remove this marker from a Conditional Events Box when applying the Lend-Lease to France Conditional Event (16.3.7). He can remove it from the game completely or put it in the Delay Box.
Effect: If this marker is in an Allied Conditional Events Box, that faction may be able to roll on the Lend-Lease Table in its Conditional Events Segment.

14.18 Logistics
△ Axis (OKH, OKW): When an Axis Logistics marker is removed from the Turn Track, place it in the Axis Force Pool. See 1.2.1 for its map placement and removal.
Effects: If in a hex and able to trace an overland supply line to a supply source in Germany, it is a Replacement Location for German units.
Soviet (Stavka): When the Soviet Logistics marker is removed from the Turn Track, place it in the Soviet Force Pool. See 1.2.1 for its map placement and removal.
Effect: If in a hex and able to trace an overland supply line to a supply source in Russia, it is as a Replacement Location for Russian units.
△ Western (AFHQ, SHAEF): When a Western Logistics marker is removed from the Turn Track, place it in the Western Force Pool. See 1.2.1 for its map placement and removal.
Effect: If in a hex and able to trace a supply line to the Eastern US/Canada Box, it is a Replacement Location for British and US units.

14.19 Materiel Shortages
△ When this marker is removed from the Turn Track, the Axis faction must roll on the table on Axis card 36 Material Shortages. Apply Political DRMs to the roll. If this marker is being removed from the Turn Track at the same time as the Increase USCL marker, the Axis faction may choose whether to roll on the table before or after the USCL is raised.
After the roll, place the marker in the Strategic Warfare Box.
Effect: If this marker is in the Strategic Warfare Box, it provides a +1 Delay DRM to the Axis faction.

14.20 Military Takeover
Place this marker in the Strategic Warfare Box per 15.23.
Effect: This marker counts against the Axis faction when determining the Current Strategic Value (0.1.1).

14.21 Minor Country Production [+1, +2]
Each faction has one of these markers. Place this marker in the Strategic Warfare Box when it is removed from the Turn Track.
Effect: A faction with a Minor Country Production +1 marker in the Strategic Warfare Box receives one Minor Country seasonal replacement step. A faction with a Minor Country Production +2 marker in the Strategic Warfare Box receives two Minor Country seasonal replacement steps (1.3.2.2).

14.22 Mobilizing
This marker is placed in the capital of a Neutral Minor Country when it is set up (13.7). This marker is removed in the affected faction’s Marker Segment (4.3) and set aside for possible later use.
Effect: While this marker is in a Minor Country’s capital, its ground units may not use Operational Movement to enter a hex outside that Minor Country or one of its Dependents, nor may it attack such a hex.

14.23 Neutrality
Place or remove the marker as instructed in a Neutral Country’s capital. There can be no more than one Influence or Neutrality marker in a Neutral Country at any time.
Effects: If a country with a Neutrality marker is selected in the Political Events Segment for an event requiring a die roll, apply the indicated –1 DRM (if the Axis faction is rolling) or +1 DRM (if an Allied faction is rolling) to all related rolls, in addition to any other Political DRMs.
A Neutrality marker in a Minor Country might cause or prevent its activation with the Country Joins Axis (15.6), Free Passage (15.15), or Influence (15.19) Political Events.

14.24 No Occupation
Place this marker in the capital of an Axis Minor Country when it is:
- activated by an Allied declaration of war (6.1.1) and the Axis faction chooses to place this marker.
- subjected to the Operation Avalanche Conditional Event (16.4.2).
Effects: While this marker is in a Minor Country’s capital:
- Its ground units cannot use Operational Movement, Reserve Movement, Retreat, or Exploitation to enter a hex outside that Minor Country or one of its Dependents, nor can it attack such a hex.
- The Minor Country is no longer subject to Axis Minor Country Occupation (16.1.2).

△ 14.25 No Retreat
When this marker is removed from the Turn Track, place it on the VP Track in the VP Box containing the Axis Tide VP marker. If the VP marker reads Allied Crusade, place it in the 0 VP Box.
Effects: While this marker is on the map:
- The Axis Tide VP marker cannot move to the right of the No Retreat marker (0.1.2).
- The Allies must place the Allied Crusade marker in a higher- numbered VP Box to win the game (0.3).
- The Axis faction receives additional German replacements (1.3.2.3).
- The Axis faction may perform FE fortress conversion (2.3.2.1).

*14.26 Pacific War Markers
*14.26.1 Pacific Limited War
When the Pacific Limited War marker is removed from the Turn Track, the Axis faction rolls one unmodified die on the table below:
- Limited War with Britain
- Limited War with Britain
- Peace Continues
- Peace Continues
- Limited War with Russia
- Limited War with Russia
This table is printed on the back of the Pacific Limited War marker as a handy reference.
Limited War with Britain: The Western faction must do one of the following:
- Place the Pacific Limited War marker in the Western Pacific War Box.
- Remove card 23 Commonwealth Support from the game.
Limited War with Russia: Place the Pacific Limited War marker in the Soviet Pacific War Box.
Peace Continues: Place the Pacific Limited War marker ahead two Seasonal Turns on the Turn Track. Exception: Pacific Limited War must happen no later than Winter 1939. If it is the Winter 1939 Seasonal Turn, the Axis faction may choose to apply Limited War with Britain or Limited War with Russia.
Example: You are rolling for the Pacific Limited War marker in the May-June 1938 Turn and you get a 4. So the result is Peace Continues. You place the marker in the Nov-Dec 1938 Turn Box.
A Japanese Limited War with Britain or Russia doesn’t necessarily mean an active conflict. It also covers border incidents like the historical one at Nomonhan, or diplomatic matters that could have drawn the Allied forces to the region.

*14.26.2 Pacific Total War
When the Pacific Total War marker is removed from the Turn Track, the Axis faction must roll one unmodified die on this table:
- Total War with Britain
- Total War with Britain
- Total War with Britain
- Total War with Russia
- Total War with Russia
- Total War with Russia
Again, this table is printed on the back of the Pacific War marker as a handy reference.
Note that it’s possible for Japan to fight Limited War against one faction and Total War against the other.
Total War with Britain: Place the Pacific Total War marker in the Western Pacific War Box on the Pacific War Display, then place the US Entry marker two Seasonal Turns ahead on the Turn Track.
Example: If Pacific Total War with Britain begins in Aug-Sept 1941, the US Entry marker is placed in the Mar-Apr 1942 Turn Box.
Total War with Russia: Place the Pacific Total War marker in the Soviet Pacific War Box on the Pacific War Display, then place the US Entry marker one Seasonal Turn ahead on the Turn Track.
Example: If Pacific Total War with Russia begins in Aug-Sept 1941, the US Entry marker is placed in the Nov-Dec 1941 Turn Box.
You may notice the US Entry marker is removed from the Turn Track a season after Pearl Harbor happened historically. That’s not an error – it’s simply a game artifact. In a war with Britain, we assume Japan attacks the US in early December 1941. Removal of the US Entry marker is the trigger that allows the Western faction to play one of its US Entry cards (Arsenal of Democracy or US Victory Program) later on. A hypothetical war with Russia is assumed to happen in October, which is why the US then enters a season earlier.

14.27 Partisan Base
Place this marker in the Force Pool of the Allied faction receiving it. See 1.2.2 for its placement and removal.
Effect: If this marker is in a hex that does not contain an enemy ground or support unit, the hex is as a Replacement Location and supply source for the units belonging to the Minor Country it is located in.

14.28 Policy
△ Policy markers include Appeasement, Cordon Sanitaire (“Cordon” for short), Franco-Russian Entente (“Entente” for short), Guarantees, Isolationism, Nazi-Soviet Pact (“Pact” for short), Ostland Accord (“Ostland” for short), Treaty of Locarno (“Locarno” for short), and Treaty of Rapallo (“Rapallo” for short).
Place or remove from the respective Posture Box as instructed.
Effect: See Policies 13.6.1

△ 14.29 Red Army
These markers appear only in scenario B.2 The Great Crusade. Their use is explained in that scenario’s Special Rules (B.2.5).

△ 14.30 Reich Annex
When this marker is removed from the Turn Track, the Axis faction places it in the capital of an Axis or Conquered Allied Minor Country that shares a Border with Germany. Exception: It cannot be placed in France, Italy, or Vichy.
Effect: If the Reich Annex marker is in a Minor Country’s capital, that Country is ceded to Germany. Remove all counters belonging to that Minor Country from play.

△ 14.31 Republican Support [Soviet, Western]
Placed per scenario setup.
Effect: This marker indicates which Allied faction is responsible for the Republican side in the Civil War Country.

△ 14.32 SS Europa
When this marker is removed from the Turn Track, place it on the VP Track in the VP Box containing the Axis Tide VP marker. If the VP marker reads Allied Crusade, place it in the 0 VP Box.
Effects:
- When this marker is placed on the VP Track, remove the Axis Minor Country Production +1 marker from the game.
- The Axis faction receives additional German replacements (1.3.2.4).

△ 14.33 Surface Raiders
When this marker is removed from the Turn Track, place it in the Axis Force Pool.
Effect: In an Axis Support Segment, the Axis faction may take this marker from the Axis Force Pool and place it in the Naval Warfare Delay Box.
If the Axis faction does this, the Western faction must immediately take two friendly support units from the Western Force Pool to “match” the placement. Air units (including CV Strike units) that are selected to match are placed in the Delay Box. Fleet units that are selected to match are placed in the Naval Warfare Delay Box.
If the Western faction has only one support unit in its Force Pool, just place that unit in its Delay Box. There is no additional penalty.

14.34 Truce
Truce markers include Armistice, Negotiation, and Reassess Policy.
Place or remove from the respective Posture Box as instructed.
Effect: See Truces (13.6.2)
Reassess Policy and Armistice Truce markers have red borders to remind you they can only be reduced on Seasonal Turns.

△ 14.35 Type XXI U-boat Production
When this marker is removed from the Turn Track, place it in the Strategic Warfare Box.
Effect: If this marker is in the Strategic Warfare Box, it provides a +1 Delay DRM to all Western units and markers, except those belonging to a Policy Affected Country or Truce Affected Country.

△ 14.36 Ural Bomber Production
When this marker is removed from the Turn Track, place it in the Strategic Warfare Box.
Effect: If this marker is in the Strategic Warfare Box, it provides a +1 Delay DRM to all Soviet units and markers, except those belonging to a Policy Affected Country or Truce Affected Country.

14.37 US Markers
14.37.1 European USCL
Place this marker on the USCL Track per the scenario setup.
Effect: The USCL applies a Political DRM and DRMs to Axis and Western Delay rolls, as indicated by the USCL Track.

14.37.2 Increase USCL
When Total War begins, place this marker three Seasonal Turns ahead on the Turn Track.
Effect: Each time this marker is removed from the Turn Track, advance the USCL marker one box on the USCL Track, then place the Increase USCL marker four Seasonal Turns (i.e., one Year) ahead on the Turn Track. The USCL marker stops advancing once it reaches the USCL 4 Box.
Example: It is Mar-Apr 1943 and the Increase USCL marker comes off the Turn Track. The European USCL marker, which is in the USCL 1 Box on the USCL Track, is placed in the USCL 2 Box, and the Increase USCL marker is placed in the Mar-Apr 1944 Turn Box.

14.37.3 Reduced US Impact
If the Western Reduced US Impact Conditional Event (16.3.5) is in effect, place this marker in the Strategic Warfare Box.
Effects:
- If this marker is in the Strategic Warfare Box, the Axis faction does not suffer a +1 Delay DRM if the Intensive Bombing marker (14.15) is in the Strategic Warfare Box.
- If this marker is in the Strategic Warfare Box and the USCL is 1 or more, the Axis faction receives a –1 Delay DRM.

14.37.4 US Entry
*When the Pacific Total War marker is removed from the Turn Track, place this marker as directed (14.26.2).
Effect: When removed from the Turn Track, end any Policy or Truce that applies to the US.

14.37.5 US Victory Program
When this marker is removed from the Turn Track, place it in the Strategic Warfare Box.
Effects: While this marker is in the Strategic Warfare Box:
- The Western faction receives additional US replacements (1.3.2.5).
- There is a +1 Delay DRM for all Western units.
- There is a +1 DRM on the Lend-Lease Table.

△ 14.38 V-E Day
Place the V-E Day marker four Years ahead on the Turn Track from the Turn that Total War goes into effect.
Effect: When this marker is removed from the Turn Track, the game ends. Conduct a Final Victory Point Check (0.3). ©Exception: In AE, the game does not end until both the V-E and V-J Day markers are removed (0.4). Also see “Unconditional Surrender” below.
© Unconditional Surrender: At the moment the V-E Day marker is removed from the Turn Track, the Axis faction may return the marker to the Turn Track if all of the following conditions are true:
- The Axis No Retreat or SS Europa marker is on the VP Track.
- The Axis faction controls at least one Axis Strategic Hex inside Germany.
- The V-J Day marker is still on the DS Turn Track.
© Clarification: If you’ve removed both the V-E Day and V-J Day markers from their respective Turn Tracks during the same turn, you cannot place either one back on the Turn Track. Your AE game is now officially over.
Until the V-J Day marker gets picked up though, you can keep replacing the V-E Day marker each turn as long as you meet the conditions above.
If the Axis faction chooses to place the V-E Day marker back on the Turn Track, the marker is placed in the very next Turn Box (i.e., so it will get picked up at the beginning of the next turn). The Axis faction also scores 1 Bonus VP for extending the TK game (0.4).
You can record Bonus VPs earned by placing a +1 or +2 (as appropriate) marker on the VP Track, next to the No Retreat or SS Europa marker.
The Bonus VPs are there to make the Allies stick to their “unconditional surrender” war aims. Bear in mind that the Allies cannot earn more than 4 VPs on a map, so if you can keep Germany in the war long enough, you can keep the Allies from winning.

△ 14.39 War Economy [+1, +2]
Place this marker in the Strategic Warfare Box when removed from the Turn Track, or as instructed by Minor Country Setup rules.
Countries with a War Economy marker are France, Italy, Poland, Spain, and Turkey.
The Ukraine and Austria-Hungary War Economy markers are for use in the Random Campaign Game only.
Effect: A Minor Country with a War Economy +1 marker in the Strategic Warfare Box receives one seasonal replacement step. A Minor Country with a War Economy +2 marker in the Strategic Warfare Box receives two seasonal replacement steps (1.3.2.6).

14.40 War Production
When this marker is removed from the Turn Track, place it in the Strategic Warfare Box.
Effect: If this marker is in the Strategic Warfare Box, it provides a –1 Delay DRM to the owning faction.

14.41 Weather [Mud, Storms, Snow]
These markers are simply reminders. Players may use them as needed to indicate the current weather in Weather Areas on the map.

14.42 ±1, ±2
These markers are simply reminders. Players may use them to record additional VPs earned by the Axis faction. They may also be used in the Delay Box to record a faction’s combined Delay DRM.