A game in the Europa series that covers the 1936-39 Spanish Civil War, plus provides the Grand Europa material for WWII Spain and Portugal (including a separate game covering a hypothetical attack on Spain/Gibraltar by the Axis). Designed by John Gee and Jeff Millefoglie.

For Whom The Bell Tolls is a very much updated and expanded version of ¡No Pasaran!, a scenario for the Spain and Portugal Europa series module from 1984  that was published in The Grenadier No. 27 (1986).

First Edition Game Components (1995)

  • 1680 die-cut counters
  • One and one half maps
  • Rules Book
  • 3 OB Books
  • Chart Set

Second Edition (2004)

Complete game, with all the original components of the original ‘color box’ version except that it comes in a plain white box instead of the sold-out original yellow and black box. Includes a bonus pack of three sheets of game play markers not in the original game.

Game Reports

Game Report No 1: This epic write-up from a full-length game of For Whom the Bell Tolls was graciously shared with us by Friedrich H. Helfferich, who spent the better part of 1999 playing the Insurgets against the Loyalist player Elias Nordling.

Game Report No 2: This report from a full-length solitary campaign game of For Whom The Bell Tolls was written by Davis Stokes in 2001.

Invasion of Spain: Ralph Sunley tested the scenario "Invasion of Spain" included in For Whom the Bell Tolls. The solitary game took place in 2007.

Game Report No. 4: A game report by Ken Newall, who tried the variable start to the revolution in a solitaire game, played in 2017 and notable for lots of pictures documenting every turn.

Game Report No. 5: A very promising game report with excellent and extensive reports by Brian O'Connell from 2014. Unfortunately, Brian only found the time to write up the reports covering 1936, even though the game lasted until 1939.

Game Report No. 6One of the earliest game reports of FWTBT, played and written up by Wolf Broszies in 1998/99.

References

ETO Newsletter

"A First Look: For Whom the Bell Tolls", ETO 52

The Europa Magazine

“Assaulting the Rock: Operation Felix.” By Peter Robbins and Rich Velay. TEM 62.
For Whom the Bell Tolls Counter Sheets. TEM 42.
“For Whom the Bell Tolls: A Civil War game report.” By Fred Helfferich. TEM 62.
“For Whom the Bell Tolls Design Update.” By Jeff Millefoglie. TEM 11.
“For Whom the Bell Tolls Errata Sheet - June 1, 1996.” TEM 47.
“For Whom the Bell Tolls Q&A.” By Rich Velay. TEM 62.
“Optional beginning to the Spanish Civil War.” By Fred Helfferich. TEM 63.
“Replacement and Production Charts.” By Bob Fulton. TEM 62.
“Still Tolls the Bell.” By Friedrich Helfferich and Elias Nordling. TEM 68.
“The Spanish Loyalist Army.” By John Gee. TEM 47.

Line of Communications

"Spanish Torch" by Ralph Sunley, LOC #3

FAQs

Counters that are not used in any of the Scenarios

Question:
It appears there are a number of counters that are not used in any of the scenarios included in the game.

Answer:
A:  Yes, there are a few and here is a list:

Insurgent/Spanish:
1x 3-8 Cav X                       Mar(Col)
1x 3-6* Inf III          TdI(Col)
2x 0-1-6 Inf II          I/TdI,IV/TdI(Col)
1x 1-8 Lt Arm II      S
1x N.52                   1F1      0/4
1x Bre.19                0A1      1/8
1x Vild                    1A1      1/F/9

Loyalist:
1x A-101                 1A1      1/9

German:
1x 7-6 Inf XX          Pol(SS)

Note that the Nationalist air units above may come into play when using 44H.  Similarly, use the Loyalist A-101 in place of the Bre.19 in the Insurgent OB should it go over to the Loyalist player.

Source:
[Official Erratum, 01-Jun-96]

 

Loyalist OB – Conditional Reinforcements, Releasing Basque Garrison

Question:
One of conditions for release of the Euzkadi garrison is the presence of 4 REs of Insurgent units north of the 19xx hexrow.  Does this include the 19xx hexrow itself?

Answer:
No.  The term “north of the 19xx hexrow” means just that.  Units *in* hex of the 19xx hexrow are not *north* of the 19xx hexrow.  Had it been intended that units in the 19xx hexrow be included, the Loyalist OB would have specified “on or north of the 19xx hexrow”.

Source:
[AEG, Developer, 03-Mar-04]

 

1-0-8 Lt Arm III AAC missing insurgent backprint

Question:
Why is there no Insurgent counter for 1-0-8 Lt Arm III AAC?  (Not backprinted like the others either.)  Aranjuez could join the Insurgency.

Answer:
This was a deliberate choice made by the FWtBT designers.  The AAC unit was not a pre-Spanish Civil War unit, but instead was an ad-hoc unit assembled by the Loyalists in just a couple of days by pulling miscellaneous assets from other units and by arming a number of private vehicles quickly impressed into Loyalist service.  As such it was a unique unit that only the Loyalists should be able to form.

Source:
[AEG, Developer, 03-Mar-04]

Rule 38D5 (Insurgent Gobernito border garrisons) and Rule 39D (Intrinsic Garrison)

Question:
For the purposes of 1) Insurgent REs triggering Gobernito garrison release, and 2) checking the required Insurgent Gobernito border garrison, are the REs of intrinsic garrisons (of pacified cities) considered units?

Answer 1:
39D specifies that intrinsic garrisons are treated as units.  The trigger conditions listed in the Loyalist OB for release of the various Gobernito Garrisons refer to insurgent units without modifying the term “units” in any way.  Therefore, yes, Insurgent intrinsic garrison “units” that otherwise meet the conditions specified in the OB *do* count towards Gobernito garrison release.

Note that the trigger conditions for the release of the various garrisons all require the Insurgent units being counted toward the garrison’s release to be inside the Gobernito.  If the Insurgent player has taken a city inside a Gobernito and pacified it (thus leaving an intrinsic garrison behind), then that intrinsic garrison is definitely contributing towards the unease being felt by that Gobernito and should count towards the release of that Gobernito’s garrison.

Answer 2:
There is no such thing as an “Insurgent Gobernito border garrison”.  38D5 refers to “Insurgent Gobernito Guard Forces”.  Per that rule, “Only Insurgent ground units with an attack strength greater than 0 may be used for these guard forces”.  Since 39D specifies that intrinsic garrisons always have an attack strength of 0, intrinsic garrisons cannot be counted towards part of any Insurgent Gobernito Guard Force.

[AEG, Developer, 03-Mar-04]

Bre.19 not backprintet

Question:
No 2nd Loyalist-printed Bre.19 in case Sevilla does not rise?  Errata says use A-101 instead, but it has different ratings!  (Bre.19 is 0A1 1/8, A-101 is 1A1 1/9)

Answer:
This was a deliberate choice made by the FWtBT designers.  The Bre.19 squadrons stationed in and around Sevilla were in the process of reequipping from Bre.19s to A.101s when the Spanish Civil War began.  As part of this process a fair number of A-101s were in the final stages of assembly at Sevilla.  Even though the insurgents quickly took Sevilla (and the facilities there that were assembling the A-101s), they failed to get any appreciable numbers of A-101s into service (I think this was because of a shortage of engines, but I may be wrong) and just kept flying the Bre.19s instead.  However, had Sevilla stayed Loyalist, the pre-war plan to replace the existing Bre.19s with A-101s would probably have quickly been implemented.

Source:
[AEG, Developer, 03-Mar-04]

Rule 3E1 and 3E3 – Geography Terms and Regions

Question:
Spanish Morocco is not part of Spain, but it is still a region of Spain, correct?

Answer:
Yes.

Source:
[Official Erratum, 01-Jun-96]

Master Terrain Key – Major City Terrain Type

Question:
Are major city hexes considered non-clear terrain?

Answer:
No, major cities do not contain clear terrain.  They are a terrain type, not a feature.  Features exist within the other terrain of the hex and do not change the basic terrain type.  For example, you cannot have a “dot city hex”; you simply have a dot city existing in a hex of whatever terrain type it is.

Source:
[Rules Court, TEM 62]

Rule 3A2 – Artillery unit types

Question:
AA units are replaced using art RPs, and are in fact anti-aircraft artillery.  However, the rules, at least as I can find, do not seem to make a distinction beyond that.  Are these units treated the same as artillery units for movement, or purposes of combat restrictions?  Can they provide support?

Answer:
3A2, 2nd bullet:  “Artillery.  All unit types listed as artillery on the unit identification chart…  …Note that for game purposes antiaircraft and antitank units are not artillery.”  So the answer to both questions above is no.  For more details, see also the Unit Identification Chart (UIC).

Source:
[DPS, Rules Judge, 21-Aug-05]

Terrain Effects Chart – Mountain Hexsides

Question:
Movement across a mountain hexside should be +3, not 3, correct?

Answer:
No, movement across a mountain hexside is treated as if the unit entered a mountain hex, ignoring the actual terrain of the hex entered.  For example, a c/m unit entering a clear terrain hex, in Clear weather, by cross a mountain hexside would pay 6 MPs to do so.  In Winter (Snow) weather it would not be able to enter a clear terrain hex by crossing a mountain hexside, since a mountain hex is prohibited terrain for motorized and artillery units under those conditions.  If the effect was an additional modifier, this would be listed as such, as is done with rivers and wadis.

Source:
[Rules Court, TEM 62]

Rule 3E2 and Master Terrain Key — Point City Features

Question:
According to the rules, point cities are not even features.  Is a point city hex somehow different from another hex of the same terrain type?

Answer:
No.

Source:
[Rules Court, TEM 62]

Gallery