West Berlin

On the Potsdam conference in 1945, the supreme commanders of the four
allies France, Great Britain, Soviet Union and United States decided to
split the defeated Nazi Germany into four zones. Its capital Berlin,
which was located in the middle of the Soviet zone, was divided into
four sectors.
In the 1950s, the Soviet Union seperated from the western allies. That
way, the three western sectors of Berlin became a political problem.
The Soviets tried to cut West Berlin off from supplies several times.
But American, British, French and German pertinacity kept the city
alive. In 1961, the East German government decided to build a wall
around the western sectors. That way, Berlin became one of the
most bizarre cities of history: a city divided and the west locked up by
the most heavily fortified border of that time.
West Berlin was an isolated island of freedom during the cold war. Its
western sectors were completely surrounded by enemy territory. If the
Warsaw Pact had decided to attack NATO countries, an American, a
British and a French armoured division were to defend the city hoping
for relief forces to cut a corridor from West Germany to Berlin.
GAME LENGTH: 12 turns (24 turns for long game)
INITIAL FORCES:
- Attacker - Receives 300 points in the territory surrounding West
Berlin. The setup area contains 62 victory point regions (58 of which
can only be occupied by infantry units). He additionally receives 4
points to be placed within West Berlin.
- Defender - Receives 200 points in West Berlin. The setup area
contains 82 victory point regions (64 of which can only be occupied by
infantry units).
REINFORCEMENTS:
All recurring reinforcements are only
granted if no enemy units are in the reinforcement zones.
All reinforcements at airports or beaches can be spent within three
consecutive turns.
Attacker :
- 5 points at Soviet airport every second turn starting from turn 2.
- 18 points at "Wannsee Beach" on turn 2.
- 30 points at eastern incoming roads on turn 8.
- 250 points at eastern incoming roads on turn 14 (only long game).
Defender:
- 12 points at the "Borsigwerke" every 3rd turn starting from turn
2.
- 5 points at French airport every third turn starting from turn 4.
- 5 points at British airport every third turn starting from turn 3.
- 5 points at American airport every third turn starting from turn
2.
- 250 points in two chosen regions in the west on turn 13 (only
long game).
WEATHER:
There is night every 6 turns starting from turn 3.
TERRAIN COMMENTS:
All intact city blocks can be occupied by infantry units only.
Destroyed city blocks can be entered by all units.
Destroyed city blocks no longer block LOS.
Engineers can blast city blocks or the wall (type "B" for blasting).
The "Wall" is infantry only terrain except for checkpoints.
The "Wall" blocks LOS and gives defender advantage.
Connected city blocks of the same colour award the number of
connected hexes as victory points. Bunkers award 3 points.
Airports award the length of the runway multiplied by 10.
NOTES:
For the urban warfare, infantry units are of utmost importance.
Engineers can be very valuable for cutting paths through houses or the
wall. They are also quite effective against armoured vehicles on short
distance.