A. ALLIED PLAYER-TURN 1. Mutual Supply Determination Phase 2. Movement Phase A. Tactical Movement Segment B. Strategic Movement Segment 3. Combat Phase B GERMAN PLAYER-TURN 1. Mutual Supply Determination Phase 2. Movement Phase A. Tactical Movement Segment B. Strategic Movement Segment 3. Combat Phase C. GAME-TURN INDICATION STAGE
GERMAN: Infantry Panzer Panzergrenadier B-1-4/1-4 1-12 B-3-12/1-12 951/361/89 [1629] 15/11P/13 (b) [1618] 110/11P/13 [1618] 952/361/89 [1528] 15/11P/13 (b) [1518] 111/11P/13 [1518] 953/361/89 [1426] 243/82 (b) [C5] 127/48/13 [1223] 100/21P/82 (b) [C5] B-1-12/1-12 713/416/82 [1602] 100/21P/82 (b) [C5] 125/21P/82 [C5] 713/416/82 [1307] 130/Lr/13 (b) [B15] 192/21P/82 [C5] 774/416/82 [1404] 130/Lr/13 (b) [B15] M/25/82 [0818] 5/25/13 (b) [A3] B-2-12/1-12 M/22/13 [0816] 115/15/13 (b) [?] 901/Lr/13 [B15] 130/Lr/13 (b) [B15] 902/Lr/13 [B15] B-2-4/1-4 1125/559/13 [1423] Infantry A-2-12/1-12 1126/559/13 [1325] 3-4 104/15/82 [?] 1127/559/13 [1425] 43/13 (b) [1629] 115/15/82 [?] 59/19/82 [1212] M/48F/82 (b) [0816] 37/17/13 [0920] 73/19/82 [1011] M/45/82 (b) [0816] 38/17/13 [1021] 74/19/82 [1209] M/53/82 (b) [0817] 1215/462/82 [0916] M/82 (b) [1404] A-3-12/1-12 1216/462/82 [1013] 35/25/13 [A3] 1217/462/82 [0817] 2-4 119/25/13 [A16] 1431/13 (b) [1022] B-3-4/1-4 43F/82 (b) [1118] Artillery 87/36/13 [A4] 1-2 118/36/13 [A4] 1-4 1/401/13 (d) [1521] 165/36/13 [A4] M/55/82 (b) [0919] 2/401/13 (d) [1521] 1/381/82 (d) [1408] C-1-4/1-4 Anti-Tank 2/318/82 (d) [1114] 126/48/13 [1022] 2-3 1/404/13 (d) [B16] 128/48/13 [1322] 111/13 (b) [1528] 2/404/82 (d) [B16] M/1010/82 [0919] M/811/82 (b) [0817] 485/82 (b) [1010] A-1-4/1-4 486/82 (b) [1412] 860/347/13 [A5] 861/347/13 [A5] U.S. Infantry Mech Infantry Armor A-1-4/1-4 (C)-1-12/1-12 1-12 377/95/20 [0812] A/10A/20 (d) [0615] 761/12 (b) 378/95/20 [0715] B/10A/20 (d) [0615] 737/12 (b) 379/95/20 [0617] R/10A/20 (d) [0615] 702/12 (b) 101/26/12 [1329] 704/12 (b) 104/26/12 [1328] (C)-3-12 654/12 (b) 328/26/12 [1429] A/4A/12 (d) [1129] 602/12 (b) B/4A/12 (d) [1129] 603/12 (b) A-2-4/1-4 R/4A/12 (d) [1129] 712/20 (b) 357/90/20 [0708] A/6A/12 (d) [1027] 778/20 (b) 358/90/20 [0708] B/6A/12 (d) [1027] 735/20 (b) 359/90/20 [0708] R/6A/12 (d) [1027] 818/20 (b) 329/83/20 [1402] 773/20 (b) 330/83/20 [1203] Artillery 609/20 (b) 331/83/20 [1106] 1-2 705/20 (b) 134/35/12 [1226] 404 (d) 137/35/12 [1126] 182 (d) Recon 320/35/12 [1227] 410 (d) A-3-12 317/80/12 [0924] 183 (d) 3Cav [1008] 318/80/12 [1024] 177 (d) 319/80/12 [1125] 193 (d) A-2-12 195 (d) 2Cav [1330] A-3-4/1-4 40 (d) 2/5/20 [0822] 203 (d) B-2-12 10/5/20 [0821] 204 (d) 106 [D14] 11/5/20 [0720] Self-Propelled Arty Anti-Tank 1/12 2-3 5/20 (d) 691 (b) 808 (b) 610 (b) 807 (b) 774 (b) 614 (b) 802 (b)
Unit Type Counter Values Unit ID (Special Identifiers) [Setup Hex, Turn of Arrival, Variable Arrival or Optional Arrival]
Special Identifiers: b=Battalion d=Brigade s=Special Coastal Battalion [See rule 17.0 Setting Up The Game]
Strength Chits:
Morale Rating 1: Morale Rating 2: Morale Rating 3: 1) A10-B8-C5/A5-B4-C2 1) A13-B10-C8/A6-B5-C4 1) A16-B12-C11/A8-B6-C5 1) A9-B7-C4/A4-B3-C2 2) A12-B9-C7/A6-B4-C3 1) A15-B11-C10/A7-B5-C5 2) A8-B6-C4/A4-B3-C2 3) A11-B8-C6/A5-B4-C3 2) A14-B10-C9/A7-B5-C4 2) A8-B6-C4/A4-B3-C2 4) A10-B7-C5/A5-B3-C2 2) A13-B9-C8/A6-B4-C4 3) A7-B5-C3/A3-B2-C1 4) A9-B6-C4/A4-B3-C2 2) A12-B8-C7/A6-B4-C3 4) A6-B4-C2/A3-C2-C0 4) A8-B5-C3/A4-B2-C1 2) A11-B7-C6/A5-B3-C3 3) A5-B3-C1/A2-B1-C0 3) A7-B4-C2/A3-B2-C0 2) A10-B6-C5/A5-B3-C2 3) A4-B2-C1/A2-B0-C0 2) A6-B3-C1/A3-B1-C0 2) A9-B5-C4/A4-B2-C2 1) A3-B1-C1/A1-B0-C0 1) A5-B2-C1/A2-B0-C0 1) A8-B4-C3/A4-B2-C1 1) A2-B1-C1/A0-B0-C0Format: Number of chits) front side of counter/back side of counter.
An example: Look at the first counter in the column with a Morale Rating of 1. If you had a unit with A-1-12 as its counter values, your unit would have a combat strength of 10. When this unit takes a step loss the combat strength becomes 5. NOTE: In Sicily each time a unit has combat you must pick a new chit randomly from a cup. The time span of a Game-Turn is longer in Sicily than the other two games in the Victory in the West series. During this time replacements were received by units, men were lost to combat, desertion and other operational problems so the unit strengths varied. Remember to keep the new counter with the proper orientation, i.e. flipped or not when choosing a new counter. The only problem with this rule comes into play when an Italian Coastal Regiment with a good combat rating has to draw a new counter, comes up with a zero requiring your to flip over the unit to cadre status.
Other Counters: 9 Out of Supply/Isolated 1 Game-Turn 1 Mud 1 12th Corps Support Pts 1 20th Corps Support PtsBack to Web-Grognards