

This module will only work in HPS Simulations' Aide de Camp 2, Version 2.11 or 
higher.

Blitzkrieg published 1965, 1975 by Avalon Hill Company. 
Blitzkrieg Module System published 1969 by SPI, Inc.

Blitzkrieg 1965 Game Design: Lawrence Pinsky

Blitzkrieg 1975 Game Design: David Roberts

Blitzkrieg Module System Design: James F. Dunnigan and 
Redmond Simonsen

ADC2 published by HPS Simulations (http://www.hpssims.com/)

Module Creators: Charles McLellan and Daniel 	Davis    

DIFFERENCE BETWEEN VERSIONS:

This version is an entirely new remake of the old ADC2 version of Avalon Hill's 
Blitzkrieg Game.  It features new terrain, new units, and changes in size at all 
zoom levels.  It provides scenarios for the Basic and Tournament Games, the 
Blitzkrieg Module System, and several published variants.  Significant 
innovations include the grid coordinate in each hex and the use of transparent 
stacking symbols.  Many extra terrain and unit symbols are provided to permit 
you to make your own games and scenarios.  A Replay is provided to instruct how 
to play the Basic Game.  Additional material provides instruction on use of 
ADC2 to play Blitzkrieg and how to make changes to the existing symbols, maps, 
and games.  Also, the complete 1975 rules and charts along with several variant 
articles are provided as additional material.

GETTING STARTED:

Place all downloaded Blitzkrieg2 files into a separate folder in ADC2's 
"Game Sets" folder. Read "How to Play ADC2 Blitzkrieg" if you are unfamiliar 
with using ADC2 to play games.  Run the "Basic Blitzkrieg REPLAY.OPS" if you 
want to view the basic rules for playing the game.  The log-in flags were 
designed by Redmond Simonsen for the Blitzkrieg Module System.  The blue flag is 
for country of Azurnerreich (The Blue Empire) alias Great Blue and the red flag 
is for Krasnynorad (The Red State) also known as Big Red.  These games are best 
viewed at the 1024 by 768 monitor setting.  Additional material available:

 How to Play ADC2 Blitzkrieg: An article showing how to use ADC2 to play a game. 
A Word97 document contained in a "How to Blitz" zip file.

 How to Make Your Own: An article explaining in detail how to change or create 
your own scenario or game with the extra terrain and units provided in the ADC2 
Blitzkrieg2 kit. A Word97 document contained in a "How to 
Blitz" zip file.

 Blitzkrieg 1975 Rules Manual: The Blitzkrieg 1975 rules and charts plus a few 
extra charts.  A Word97 document contained in a "1975 Rules" zip file.

 The Rest of Blitzkrieg: Dave Roberts' article in General 12/5 providing 
additional rules. A Word97 document contained in a "1975 Rules" zip file.

 Fortresses: Glenn Roberts' letter in General 12/5 providing an additional rule. 
A Word97 document contained in a "1975 Rules" zip file.

 Surface Raiders - Blitzkrieg Naval Power: Don Greenwood's article in 
General 12/2 providing additional rules and charts.  A Word97 document contained 
in a "1975 Rules" zip file.

 Blitz in the Pacific - or Victory in the Krieg: Jim Stahler's article from 
General 18/6 providing additional rules and charts. A Word97 document contained 
in a "1975 Rules" zip file.

 A New Look at an Old Friend - A Commander's Notebook: Blitzkrieg: Robert D. 
Harmon's article from General 20/4 providing an analysis of the game. A Word97 
document contained in a "1975 Rules" zip file.

 A "New Look" Challenged: Thomas Butcher's letter in General 20/8 pointing out 
some errors in Robert D. Harmon's article. A Word97 document contained in a 
"1975 Rules" zip file.

 Blitzkrieg '85 - Advanced Tournament Optional Rules: Jon Mishcon's article from 
General 21/6 providing additional rules. A Word97 document contained in a "1975 
Rules" zip file.

 Total Krieg - NBC in Blitzkrieg: Robert D. Harmon's article from General 
23/3 providing additional rules and charts. A Word97 document contained in a 
"1975 Rules" zip file.

 Blitzkrieg 1965 Rules Manual: All original rules and charts.  A Word97 document 
contained in a "1965 Rules" zip file. 

 Blitzkrieg Module System Rules and Charts: Complete rules and charts for SPI's 
variant.  Word97 documents contained in a "1965 Rules" zip file.

 Blitzkrieg 1965 Questions and Answers: Rules questions about the Blitzkrieg 
1965 edition answered in General magazine.  A Word97 document contained in a 
"1965 Rules" zip file.

 Blitzkrieg 1975 Questions and Answers: Rules questions about the Blitzkrieg 
1975 edition answered by Avalon Hill Company.  A Word97 document contained in a 
"1965 Rules" zip file.

GAMES:

The Blitzkrieg2 kit consists of nine files of which seven are game scenarios:

 Blitzkrieg Basic.OPS provides the counters and map for playing only the 
Blitzkrieg Basic Game.

 Blitzkrieg in the Pacific.OPS provides the counters and map for Jim Stahler's 
"Blitz in the Pacific" variant.  Extra counters and counters for other variants 
are available in Force Pools.

 Blitzkrieg Module System 1.OPS provides the counters and map for SPI's 
Blitzkrieg Module System.  The counters are setup for Order of Battle 2 
(Strategic Combined Arms Army - Red) versus Order of Battle 3 (Mixed Combined 
Arms Army - Blue).  Extra counters and counters for all variants except the 
Blitz in the Pacific variant are available in Force Pools.

 Blitzkrieg Module System 2.OPS provides the counters and map for SPI's 
Blitzkrieg Module System.  The counters are setup for Order of Battle 7 (Horde 
Infantry Army - Red) versus Order of Battle 6 (Standard Infantry Army - Blue).  
Extra counters and counters for all variants except the Blitz in the Pacific 
variant are available in Force Pools.

 Blitzkrieg Module System Layout.OPS provides the counters and map for SPI's 
Blitzkrieg Module System.  The counters are on the board but not setup in any 
order of battle.  Extra counters and counters for all variants except the Blitz 
in the Pacific variant are available in Force Pools.

 Blitzkrieg Tournament Layout.OPS provides the counters for the tournament game 
laid out by corps.  The Force Pool contains extra counters and counters for 
playing all variants except Blitzkrieg in the Pacific.

 Blitzkrieg Tournament  Setup.OPS provides the counters for the tournament game 
setup in positions provided in Robert D Harmon's "A New Look at an Old Friend" 
article.  This setup is flawed as was pointed out by Thomas Butcher in his 
letter to the General.  Unfortunately, Thomas Butcher's letter is also flawed.  
(For example, his setup calls for five Red artillery units when only four are 
initially available.)  The Force Pool contains extra counters and counters for 
playing all variants except Blitzkrieg in the Pacific.

The two non-game files are:

 Blitzkrieg Basic REPLAY.OPS which provides a Replay showing the rules for 
playing the Blitzkrieg Basic Game.

 Blitzkrieg Sampler.OPS which shows samples of all terrain, units, and markers 
available in the blitzkrieg2 symbol set.  Use the sampler to help determine what 
terrain and counters to use in making your own scenarios or games.

RULES, CHARTS, AND TABLES:

This game is out of print.  Rules, charts and tables for the game and variants 
are available separately in downloadable files labeled "1965 Rules" and "1975 
Rules".  The 1965 and 1975 Basic Game Attrition Table is on the Info-Pages with 
the Basic Game.  But, the Attrition Table definitions are for the 1975 game and 
differ greatly from the 1965 game.  The 1975 Tournament Game Tables are on the 
Info-Pages of all other games except the Blitzkrieg Module System scenarios.  
The Sequence of Play and the Naval Ascendency Table are added to both the Info-
Pages and the downloadable rules packages. Several, but not all, of the 
Blitzkrieg Module System Tables are on the Info-Pages with those scenarios.  
Recommend that the charts and tables needed for any particular game be printed 
from the downloadable rules.

MAPS:

There are five different "maps" used with this kit.  Generally, the game maps 
are the same as the original, except where noted.  The sea around the game map 
has been slightly extended.  All hexes on the map area and in the sea adjacent 
to the map have the Avalon Hill grid coordinate added as a Place Name.  Except 
for cities, this coordinate is only visible in the terrain box (light blue 
window on the lower right of the screen).   

 Basic Board.map: Used only for the Basic Game and does not identify the sea 
zones.  Off map areas are Terrain Key, Turn and Reinforcement Track, 
Storage, and Eliminated Units.

 Tournament Board.map: Used as the basis for all other maps except the sample 
board.  Off map areas are Sea Zones, Terrain Key, Substitutes, Additional 
Storage, Turn and Reinforcement Track, Weather, Eliminated Units, Air Transport 
Capacity, Sea Transport Capacity, Production, Nuclear Arsenal, War Status, and 
Task Forces.   Some of the areas are only used with variants.

 Blitz in Pacific Board.map: Used only for the Blitz in the Pacific scenario.  
Off map areas are as with the Tournament Board except that an Available Ships 
replaces the Task Forces area.  "Neutral Ports" are added.  While one port is 
shaded blue and the other red, any neutral port can be used either player.

 BMS.map: Used only for the Blitzkrieg Module System.  Off map areas include Sea 
Zones, Terrain Key, Weather, Phase, Time Record, Substitutes, Additional 
Storage, and Minor Countries.  Aircraft Replacement and Critical Resource cities 
are removed and ports are relocated in accordance with the Blitzkrieg Module 
System rules.  Map folds are indicated for use with the Weather module.

 Sample Board.map: Not used with any game, this map is added to identify and 
display all terrain and units.  The areas are divided by Primary, Secondary, and 
Off-Map Terrain and by Blitzkrieg '65/'75, Extra, Blitzkrieg '85, Surface 
Raiders, Blitz in the Pacific, Blitzkrieg Module System, Fortresses, and Total 
Krieg Units.  Flips of all units are displayed except where noted.

MAP BOXES:

Boxes on and around the map provide information and storage:

 Sea Zones: The Sea Zones Boxes on the Tournament game map are labeled B1 thru 
B4 and R1 thru R4 for use with the Surface Raiders variant.  The "B" stands for 
Blue while the "R" stands for Red.  The Surface Raiders variant article uses 
letters "A" thru "D" and "Clubs", "Diamonds", "Hearts", and "Spades" to 
represent the distance from shore within each sea zone.  The ADC2 map uses 
numbers "1" thru "4" to represent those same respective distances.  ("1" is 
close to shore and "4" is mid-ocean)

 Terrain Key: Each game map has a terrain key that identifies specific terrain 
types.  The effect of those terrain types on movement and combat is given on the 
Terrain Table in the Info-Pages or in the rules and charts for the game.

 Turn: Available to record the Game-Turn.  ADC2 also has a turn indicator that 
can be used in lieu of or in addition to the on map record.  The turn marker 
flips between Great Blue and Big Red to indicate which Player-Turn is in 
progress.  Reinforcements for Great Blue and Big Red are on the track adjacent 
to the turn on which they become available. 

 Time Record: Available on the Blitzkrieg Module System (BMS) game map.  The 
Time Record is divided by season - Spring is "SP", Summer is "SU", Fall is "FA", 
and Winter is "WI".  The beginning of scenarios are identified by upper case 
letters (A-H) and scenario ends by lower case letters.  Where no matching lower 
case letter exists, the scenario is of indeterminate length.  ADC2 also has a 
turn indicator that can be used in lieu of or in addition to the on map record.

 Phase: A column to mark the specific phase of a player-turn when playing the 
Blitzkrieg Module System scenarios.

 Substitutes: Area provides storage for Tournament Game substitute units.

 Additional Storage: Area provides storage for markers used in the Tournament 
Game and variants.

 Weather: Space for Tournament Game marker indicating current weather.  Three 
spaces are provided on the Blitzkrieg Module System map to mark weather in each 
of the three weather zones.

 Eliminated Units: Space for storage of eliminated units. Most Tournament game 
ground and air units can return as replacements so they should be placed in 
Substitutes rather than Eliminated box.  Some variant units, however, are not 
replaceable and should be place here or removed from the game when eliminated.

 Air Transport Capacity: A track used to record the number of Tournament Game 
units that each player can transported by air.  There are two markers on each 
column.  The upper half is for Great Blue and the lower half is for Big Red.  
Adjust the markers to reflect the current air transport capacity available to 
each side.

 Sea Transport Capacity: A track used to record each player's sea transport 
capacity when playing the Surface Raiders variant. There are two markers on each 
column.  The upper half is for Great Blue and the lower half is for Big Red.  
Adjust the markers to reflect the current sea transport capacity available to 
each side.

 Production: A track used to record Production Points available to each side 
when playing the Blitzkrieg '85 variant.

 Nuclear Arsenal: A track used to record the nuclear arsenal available to each 
side when playing the Total Krieg variant. 

 War Status: Space for the Blitzkrieg '85 Hot/Cold War marker.

 Task Forces: Space to maintain assemblies of ships for the Surface Raiders 
variant.  The Task Force boxes for Blue and Red are separated in order to permit 
use with hidden units.  The actual ships "At Sea" are maintained on the Task 
Force Chart while the chit from the Task Force box is placed in the appropriate 
Sea Zone and Sea Zone Area (B1 thru B4 or R1 thru R4).  There are three markers, 
numbered ".1" thru ".3", for both Blue and Red for each of Sea Zone Area,

 Minor Countries: A space for storage of minor country units and substitutes 
when playing the Blitzkrieg Module System scenarios.  

UNITS AND MARKERS: 

The Blitzkrieg Sampler provides representative samples of all available units 
and markers in the "blitzkrieg2" symbol set.  The sampler provides a visual 
picture of all zoom levels, identifies the reverse side of the units that have a 
different flip side, and gives the unit identification and class name for each 
symbol.  

Ground and Air Units:

 Great Blue units are blue (surprise!!) and Big Red units are pink.  If you tire 
of these colors, all units flip to an alternate color of gray and tan 
respectively.  Well almost all, the Ranger and Marine units of Great Blue flip 
to two variations of German SS spring camouflage and the Airborne and Airborne 
Assault units of Big Red flip to two variations of German SS fall camouflage.  
Minor countries in the Blitzkrieg Module System have separate colors as 
"defined" by Robert D. Harmon's "A New Look at an Old Friend" article.  Those 
colors are: Yellow for the Northwest (Nord Walkure), Green for the Southwest 
(Sud Walkure), Black for the Southeast (San Estados), White for the Northeast 
(New Endor), and Brown for the Center (Calaedia).  (The Blitzkrieg Module System 
names for the minor countries are in parentheses.)  The minor country units with 
multiple digit "Piece ID" are substitute units.

 At ADC2 Level 1, Great Blue units display a cross, and Big Red units display a 
star.  Minor countries display a roundel in the "national" colors of the 
country.

 At ADC2 Level 2, Combat Factors, Movement Factor, and Unit Type Symbol are 
displayed.

 At ADC2 Level 3, Combat Factors, Movement Factor, Unit Size, and Unit Type 
Symbols are displayed.

Ship Units:

Four types of ship units are available:

 Surface Raiders has Battleships, Carriers, Cruisers, Destroyers, and 
Submarines.  The Great Blue Battleships carry, in addition to the name of the 
co-author, the names of ADC2 representatives and the friend who provided the 
copies of the variant articles (Owen "Chip" Pharr) while the Big Red ships carry 
the names of other wargaming luminaries.  The destroyers and submarines are used 
in a "change" manner as indicated by the combat number within the white circle.  
(The variant article uses parentheses and the printed counters use a square 
instead of the white circle.)

 Blitzkrieg '85 has Battleship (BB) Groups, Carrier (CV) Groups, Escort Groups, 
Naval Transport Groups, Amphibious Groups, and Submarine Wolfpacks units.

 Blitz in the Pacific uses Battleships, Carriers, Cruisers, and Submarines from 
the Victory in the Pacific game set.  The front side is the Patrolling side and 
the reverse is the Raider side.  The War at Sea and the War at Sea II counters 
are also provided for make your own scenarios.  These ship counters are of a 
slightly larger size than the ground and air units; consequently, the 
transparent stacking symbol prepared by HPS for the Blitzkrieg game is not used 
with this variant.

Blitzkrieg Module System uses Task Force (TF), Landing Ship/Troop (LST), and 
Military Sea Transport (MST) counters.

Markers:

 Control flags to mark controlled non-home country cities
 Air Mission markers to identify specific mission of air units
 Naval Ascendency markers to mark Sea Zone status
 Blank and Back markers to hide identity of units
 Turn and track markers, both opaque and hollow split, to mark tracks
 Damage markers to mark resource loses
 Weather indicators
 Chemical and biological contamination markers
 Mine field markers
 Fortress and fortified area markers
 Out of supply and isolated markers
 Ship damage markers
 Light and heavy damage markers
 War status markers
 Mission matrix markers to indicate battle intensity
 Reserve force markers
 RR cut and bridge destroyed markers
 Resource Points (RP's)

PIECE VALUES:

Piece Values remain constant when a unit is flipped.  Three Piece Values fields 
are defined:

 Cost (Numeric): Blitzkrieg '85 variant and the Blitzkrieg Module System use 
replacement systems that charge for units.  However, both systems use different 
cost bases.

 Production (Numeric): Production value for Blitzkrieg Module System factories.

 Available (Text): Turn or location that Blitz in the Pacific ships become 
available.  Units available at Start are coded "S", units from the War at Sea or 
War at Sea II sets are coded "A" for Atlantic, and other ships have the turn 
number of availability.

CLASS VALUES: 

The Class Values fields may change when units are flipped.  Eight Class Values 
fields are defined:

 Attack Value (Numeric): Gunnery Factor for Victory in the Pacific and War at 
Sea ship units

 Defense Value (Numeric): Armor Factor for Victory in the Pacific and War at Sea 
ship units

 Movement Allowance (Numeric): Clear terrain movement points for ground and air 
units.  Speed for Victory in the Pacific and War at Sea ship units

 Transport (Numeric): Carrying capacity of units that can carry others

 Air Drop (Numeric): Carrying capacity of air units engaged in airborne or air 
drop operations

 Flak (Numeric): Anti-aircraft factor for units

 Air (Numeric): Airstrike Factor for Victory in the Pacific and War at Sea ship 
units

 Attack Bonus (Yes/No): "Yes" for Victory in the Pacific units possessing either 
gunnery or air attack bonuses and "No" for others

NEW PIECES:

	Representative units of all units, new and otherwise, are displayed in the 
Blitzkrieg Sampler.

STACKING:

	Transparent stacking symbols are used in all games except Blitz in the 
Pacific scenario. These stacking symbols were provided by HPS for this game.   
They are designed to give a hint that other units are stacked below the one 
visible.  Special thanks to Mr. Scott Hamilton for his skill and understanding 
in making these symbols available.

COMBAT SUMMARY VALUES:

Combat Summary Values have been set to reflect the Combat Strength of units.  
Units with parenthesized Combat Strength are not included in strength 
computations.  Click a second time on units that have doubled defensive strength 
due to terrain.

PIECE STATUS DOTS:

A white dot will be displayed in the lower right corner of units that have 
moved.  A red dot will be displayed in the lower left corner of units that have 
attacked.  A red dot will be displayed in the lower center of units that have 
defended.

FORCE POOLS:

Force Pools have been created for extra units and markers and for units and 
markers of the variants.  Many substitute units are on the board in off map 
boxes.  If you desire to use to the Print to File Option for playing with 
another party not equipped with ADC2, it is recommended that all units and 
markers, except those in play and perhaps those scheduled to arrive as 
reinforcements, be transferred to newly created Force Pools.  That way, the 
print list can be limited to just the units in play. 

INFO-PAGES:

The Info-Pages contain information and some of the charts and tables printed in 
the game and variant rules.  Due to limited space, not all charts or tables can 
be made available on the Info-Pages; consequently, printing from the "1965 
Rules" and "1975 Rules" sets may be necessary.

HIDDEN UNITS, FACING, and LINE OF SIGHT:

No hidden units have been defined.  Facing and Line of Sight are not used.

TURN: 

The Game-Turn can be kept by using the Turn Record Track on the map or by using 
the ADC2 Game \Next Turn / Set Turn recorder.  Player-Turn can be kept by 
flipping the on map counter between blue and red.
 
STARTING A GAME:

 After agreeing to a scenario and rules with an opponent, "Open" the game and 
preserve the scenario's original positions by selecting "Save As..." from the File 
menu and saving with new file name, such as "Game1".

 If you are the first player, complete initial deployment.  Setups are examples 
only.  After your setup is complete, "Save As..." the file with another new name 
such as "Game1Blue00" and attach that file to an e-mail sent to your opponent.  
Your opponent then completes his setup, also "Save As..." the file with still 
another new file name such as "Game1Red00", and returns the new file as an 
attachment to you.

 You place the received attachment in your game folder and open it thru the 
ADC2 program.  If you desire, view the Replay.  Then clear the replay, reset the 
movement and combat flags, and set the turn indicator.  Now make your move.  
When all movement is complete and battles determined, (you may have to save and 
send the file to your opponent if you are playing the Tournament Game rules and 
if Red FTRs are in a position to intercept or strafe) proceed with the battles 
using either the ADC2 internal die-roller or public Internet die-roller.  (If 
you exchange files during your Player-Turn, "Save As..." and use suffixes such 
as "Game1Blue01", "Game1Blue01a", "Game1Blue01b", etc. to indicate that they are 
still part of the same Player-Turn and do not clear the Replay.)  When your turn 
is complete, "Save As..." "Game1Blue01" for example and send the file as an 
attachment to your opponent.

 After both players have completed their turns, the Game-Turn marker is advanced 
the sequence repeated until the scenario ends or one side meets victory 
conditions.

CONCESSIONS AND CONFESSIONS:

	This is a rather large game set and is perhaps more a game "kit" than a 
game.  You can certainly make you own map of any game that uses the vertical hex 
orientation as long as you are willing to use the available size terrain and 
unit symbols.  You can of course alter the symbols or add new ones, just keep in 
mind that an opponent will have to be furnished with the same symbol and map 
sets if you wish to play a game using added or changed symbols.

	On a game of this size, well even on games of small size, errors seem to 
occur despite the best efforts of those involved.  Please cut us "module 
creators" (that's not the word for guys like me that make these sets that I 
would have chosen - but...) some slack.  Let me know of any errors that you find, 
and I will maintain an errata sheet for those interested in updating the set.

QUESTIONS:

Please provide questions, comments, or suggestions and information on errors or 
omissions discovered to Charles McLellan at <cgmclellan@mindspring.com>.  
cgm, 19 Nov 00, Version 2.0. 
