Standard Combat Series:
Stalingrad Pocket II
©1996. The Gamers, Inc. All Rights Reserved.
Stalingrad Pocket II:
The Encirclement of the 6th Army 1.3 Sequence of Play
#5-01a Use this game specific Sequence of Play rather than the
A Standard Combat Series Game generic one in the Series Rules.
Game Design: Dean N. Essig
Pre-Turn
Series Design: Dean N. Essig Weather Determination Phase
Original Game Concept: Masahiro Air Point Determination Phase
Yamazaki
Playtesting: Jerry Axel, John Best, Dan Soviet Turn
Cicero, Dean N. Essig, Dave Friedrichs, Soviet Movement and Reserve &
Jeff Hill, John Newman, Jonathan Perry,
DAM Designation Phase
Chip Pharr, David Powell, Rod
Schmisseur, Joe Sylvester
Axis Reaction Phase
Graphics: Dean N. Essig Axis Reaction Movement &
Production Management: Sara Essig Overrun Segment
Copyright ©1996 The Gamers, Inc. All Axis Reaction Barrage Segment
Rights Reserved Soviet Barrage Phase
Soviet Combat Phase
Table of Contents Soviet Supply Phase
Page Item 1.0 General Soviet Exploitation Phase
Special Rules
1 General Special Rules Soviet Exploit Movement &
5 Soviet & Axis Special Rules
Set Up Notes Overrun Segment
1.0a Scenario Note. In all cases, all Soviet Exploit Barrage Segment
6 Scenario 1
special rules apply fully to every scenario.
8 Scenario 2 Soviet Reserve Marker
12 Scenario 3 1.0b Cardinal Directions. To simplify
direction listings, orient the map so that the
Removal Phase
13 Scenario 4
14 Designer’s Notes Title logo is along the top edge (and the Soviet DG Marker Removal
15 For Further Reading... Chir River is on the bottom) and use the
16 Terrain Effects Chart following: Axis Turn
North is the left map edge, Axis Reserve Marker Removal Phase
South is the right map edge, Axis Movement and Reserve &
East is the top map edge, and DAM Designation Phase
West is the bottom map edge.
Parts Manifest Axis Barrage Phase
Axis Combat Phase
A Complete Copy of Stalingrad Pocket II Includes:
1x Box
1.1 Scale Axis Supply Phase
1x SCS Series Rulebook (v1.6) Each turn represents 2 days, each hex
Axis Exploitation Phase
1x Game Specific Rulebook 5.5 kilometers. Units range in size from
2x Dice (one red, one white) Battalion through Division.
Axis Exploit Movement &
1x 22x 34” Map Overrun Segment
2x 280-counter countersheet
1x Registration Card 1.2 Stacking Axis Exploit Barrage Segment
1x Current Price List
Up to 6 steps can stack in a hex.
Axis DG Marker Removal
Assorted Advertising Flyers (which our collators
love to hate...) Nationality differences within the Axis side
do not matter, nor does the difference Turn End Phase
If you are missing something, contact us. If you have
something extra, Merry Christmas!
between Guard and regular units on the Turn Marker Advance
Soviet side.
Stalingrad Pocket II SCS #1a
List of Abbreviations if both players use HQs the shifts cancel
Special Unit Arty Artillery each other out. Only HQs participating
Explanations Aufk Aufklarungs or Recon in a combat in this manner can advance
Bde Brigade after combat.
Bn Battalion
Soviet HQ German HQ
Cav Cavalry 1.5 Terrain Notes
(15)-1-3 Supply Range Rumanian HQ DAM Determined Action Marker 1.5a Soviet Pontoons. Some
Div Division pontoon bridges have Red Stars as part
Gds Guards of their symbol, others do not. Those
Artillery Unit Grp Group with Red Stars are Soviet-Only
(7)-1-1 Barrage Strength HQ
Hvy
Headquarters
Heavy
pontoons. Only the Soviet player can
use these pontoon bridges. In effect,
Inf Infantry they do not exist as far as the Axis
Motorized Jg Jäger player is concerned. Only Soviet ZOCs
Armor KG Kampfgruppe extend across such bridges. Other
Regular Infantry Lt Light pontoons have no such star; these
LW Luftwaffe pontoon bridges can be used freely by
Naval Infantry
MC Motorcycle either side.
UR (Area Defense) Mech Mechanized 1.5b The Volga. The Volga
Cavalry OCS Operational Combat Series partitions the hexes as per the Volga
Machine Gun PG Panzer Grenadier Hexsides (not where the actual river
Mechanized or PG Infantry PJ Panzerjäger (Anti-Tank) is). The Volga Pontoon bridges are all
Pz Panzer hexside features (don’t try to follow
Regular Artillery Rgt Regiment the ins and outs of the islands as they
Rocket Artillery Rum Rumanian go inside the hexes. These bridges were
Motorcycle SCS Standard Combat Series placed so they look correct with respect
Alert SP Stalingrad Pocket to the actual river, so some might
UR Area Defense confuse players. The following hexes
Anti-Tank or PJ
Werfer Nebelwerfer are connected to each other via these
Armored Recon pontoon bridges (only one direction of
bridge is listed, obviously in each case
the inverse is also true):
Air Base 1.4 Units
Gumrak
1.4aExploit Capable Units. Only those 44.34 to 43.34 and 44.33
units marked with the Yellow Exploitation 44.33 to 43.33
Determined Action
Box notation are automatically Exploit 46.29 to 45.29
Capable. Any unit can become Exploit 46.30 to 47.30
Soviet Air Unit Capable by use of Reserves. 47.31 to 48.31
1.4b Step Losses. All units are either
one or two steps in size (as noted by the 1.5c Stalingrad: The City. Any
Axis Air Unit number on each counter). Show step losses number of steps can stack in the
of two-step units by flipping the counters Stalingrad City hexes—but only those
to their one step side. One step units which at or under the stacking limit (counting
2 Supply Points take a step loss are destroyed. Note that from the top of the stack down, so
(2 SPs in this case) artillery units have a special side notation arrange them carefully) can be used to
0-0-5 system which does not have anything to determine the stack’s combat strength.
do with step size (all artillery units have Note that units unable to contribute to
Reserve one-step, even though their counters have the stack’s combat strength are subject
printing on both sides). to any adverse results inflicted on their
1.4c HQs. HQ units serve two stack.
functions—they can supply friendly units
DG Disorganized
and can shift the combat odds of attacks or
defenses they participate in. Only one HQ
1.5d Lakes. Lakes only affect
movement and combat where Lake
hexsides exist (the Lake and Volga
Out of Supply per side can participate in a combat—this hexside symbols are the same and have
HQ must be in the defense’s hex (for the the same effect.
defender), or stacked with at least one
attacking unit (for the attacker). Shift the
odds one column in the favor of a side
having a participating HQ in a combat—
1.6 Weather 1.7d The player can release any of his air lifts (see 1.11c). Supply Points move
1.6a Weather Determination. In the Reserve Marked stacks at the beginning of about using their own Movement
Weather Determination Phase, one player his Exploitation Phase. Units so released Allowance. They have no combat ability
rolls two dice on the Weather Table. have complete use of that Phase—just as if (if alone in a hex Soviet units can enter the
The results of this roll determine the they were all exploitation-capable. hex—at no additional MP cost—and
weather type for the turn. Mark this 1.7e Also, the Axis player can release destroy them). They cannot retreat because
Weather using the Weather Marker on the his reserves as in 1.7d (during his own of combat (if the Axis unit defending their
Weather Record. The Weather-type Exploitation Phase, of course) OR he can hex retreats or is destroyed, the Supply
remains constant until the next Weather release these units at the beginning of the Points are destroyed the instant the Soviet
Determination Phase. Axis Reaction Phase during the Soviet units advance into the defender’s hex) nor
1.6b First Turn’s Weather. The player turn so as to use those units then. The can they advance after combat.
Weather-type used on the first turn of every Soviet player has no such Reaction Phase 1.8d Supply Point Supply. When units
scenario is that rolled for in the very first he can use in the Axis player turn. use Supply Points instead of the HQ trace
Weather Determination Phase—there are 1.7f Whenever Reserves are released as described above, the units must be able
no pre-set weather conditions before play they can do the following in that phase: to trace a path of 5 MPs or less from the unit
begins nor is there ever any die roll modifier Move, Overrun, and conduct Barrage to the Supply Point being used. This path
applied to the first turn’s Weather Table attacks. Each side has a Reserve Marker must be into the hex of the Supply Point,
roll. Removal Phase—any Reserve Markers adjacent is not “good enough” as it is for
1.6c Effects of Weather. Weather has remaining on the map for that side must be HQ tracing.
only two effects: each Weather-type gives removed in that phase, even if not used.
a die roll modifier for each side’s Air Points, • Each Supply Point expended can
and some Weather-types give a modifier 1.8 Supply supply any number of units. Units being
for the next turn’s Weather Table roll. All Soviet and most Axis units can supplied must be able to trace their 5 MP
There are no other effects. only be supplied by a friendly HQ as per the path to the Supply Point they are being
below. An exception is in 1.8c, whereby counted against. If the SPs are available
1.7 Reserves & Reserve Axis units can use Supply Points to remain within the range requirement, they must be
expended.
Markers in supply even when no trace is possible.
The Supply Point method is not available
Reserve Markers allow non- to the Soviet player. 1.8e Out of Supply Effects. Attack,
Exploitation capable units to access the 1.8a HQs are “supplied” if you can Defense, and Movement are x1/2. Out of
Exploitation Phase and Axis units to access trace as per SCS rule 12.1 from the Supply artillery cannot make Barrage
the Axis Reaction Phase in the Soviet Player appropriate map edge to the unit; east or Attacks.
Turn. The counter-mix limits the number north for the Soviets and west or south for 1.8f Attrition. Units with Out of Supply
of Reserve Markers available to the players. the Germans. This path can be of any Markers which are found to be Out of
Each side can reuse its Reserve Markers length. Only supplied HQs can supply units Supply again suffer Attrition. Mark these
repeatedly—provided the number of (exception: see 1.8c). units as Out of Supply normally (same
markers in play at any one time never 1.8b Each HQ unit has a “Supply effects as before, and they are subject to
exceeds the number allowed each side. Range” which is given as the far left number attrition again if the conditions are again
These are color-coded for each side and the at the bottom of the counter and will be in met). Independently foreach unitconduct
number available at any one time is listed in parenthesis (to keep players from using it the following: if the unit has more than one
each scenario. as an attack strength). Units are in supply if step, reduce the unit to one step. If the unit
1.7a Place Reserve Markers on any they are at or within a friendly HQ’s range has only one step, roll one die. On a 1 or 2,
friendly unit or stack at any time during the (counting from the HQ to the unit) using destroy the unit. Otherwise there is no
owning player’s regular Movement the HQ’s range in Movement Points and additional effect.
Phase. Only units which have not the Terrain Effects on Movement Chart.
moved in the current game turn, An HQ successfully traces to a unit if the
which are not Disorganized, and are MP count can make it into a hex adjacent to
not adjacent to any enemy unit can the unit—the trace need not make it all the
be so marked. Any number of units in a way into the unit’s hex. A trace made into
stack can be placed into Reserve while the a hex adjacent to friendly units is successful
remainder are not—place the Reserve regardless of terrain—but is blocked if the
Marker above those in Reserve and below hex contains a non-negated EZOC. HQs
those who are not. can supply any friendly unit (but see 2.2).
1.7b Units, while under a Reserve 1.8c Supply Points. Only the Axis
Marker, cannot move, or conduct any sort player can use Supply Points; the Soviet
of Barrage or combat. Should a Barrage player has none and destroys any whose
attack DG them, remove the Reserve hex his units enter
marker. Units attacked when in Reserve
have their Defense Strength x1/2. 2 (automatically)—the Soviet
player cannot capture and use
1.7c Remove any remaining Reserve
markers during the appropriate Reserve 0-0-5 Axis Supply Points. The Axis
player starts the game with some
Marker Removal Phase or if a DG result is Supply Points and he can bring more on
applied against their hex. during play using his Air Units to conduct
Stalingrad Pocket II SCS #1a
1.9 Disorganized Units 1.10c An artillery unit cannot conduct Subtract the Air Units used by the defender
Units become DG only as a result of more than one barrage attack per phase and from those used by the attacker and shift
the Barrage Table. When the Barrage Table cannot split its fires. A hex can have only the final odds column that number—left if
gives a DG result, mark all units in the one Barrage Attack made against it in a negative, right if positive. Shifts beyond
target hex with a DG Marker. Non-DG single phase. Any number of artillery units the table’s available columns have no
units can move through or stack with DG and Air Units can engage in a single Barrage additional effect; use the last available table
units with no effect. Attack. column in these cases.
1.9a Effects of DG. Units which are 1.10d Make barrage attacks against
DG suffer the following: their Attack enemy hexes using the Barrage Table. The ❏ The defender identifies any use of Air
strength (or Barrage Strength), Defense possible results of a barrage attack from the Units FIRST (before the attacker does so
strength, and Movement Allowance are Barrage Table are: No Result, Disorganized and before determining the odds).
each x1/2. DG units cannot conduct (DG), and step loss. Step loss results also
overruns or be put into Reserve. DG units automatically DG the target stack. Apply ❏ Air Points can be used in any phase
no longer have any ZOC. A DG unit loses only those shifts or modifications listed containing regular or overrun combats—
any Exploitation Capability or Reserve under the table. Only the target hex’s terrain including the Reaction Phase.
Marker it might have had. DG has no effect can affect Barrage Attacks. Terrain has no
on supply ranges & other supply matters, effect on the ability of a unit to qualify as 1.11b Air Units can attack alone or
or HQ combat effects (other than their “adjacent” for modification purposes. with artillery during any of the player’s
actual combat strength). There is no 1.10e Units cannot advance into hexes Barrage Phases. More than one Air Unit
additional effect for multiple DG results. that no longer contain enemy units due to a can affect a single barrage
1.9b Recovery of DGs. At the end of Barrage result—even if the player intended •Each Air Unit gives 5 barrage points.
his Player Turn, the phasing player removes to attack the hex in the Combat Phase.
all DG markers from his units. Being Out 1.10f When a hex has a step loss 1.11c The Axis player can also
of Supply does not affect the ability to applied to it by a Barrage, the owning designate one or more of his Air Units to
recover from DG status. player can select any unit in the stack to conduct air lift operations into
take the required step losses. The selected any Axis Air Base. Air Lifts only
1.10 Artillery & Barrage unit need not be the strongest (as in combat) occur in the Axis Movement
and the player is not required to distribute Pitomnik Phase. Two Air Points can
Combat the losses (if more than one). transport 1 SP (round Air Points
“Artillery” (as referred to here) 1.10g Divisional Integrity Artillery down where an odd amount is allocated—
includes both regular Artillery, Bonus. Artillery which does not have a in a word, don’t!). Supply Points cannot
Nebelwerfer Rocket Artillery and friendly unit adjacent to the intended target move in the turn they are air lifted.
(4)-1-2 Katyusha Rocket Artillery.
1.10a Artillery Modes. Each
(a spotter) will receive a shift on the Barrage
Table for its barrage. Divisional artillery is 1.12 Determined Action
artillery unit has two modes (as shown
by the side of the counter facing up). One
not required to have a spotter from its own
division, but if it is spotted by such a unit,
Markers (DAMs)
mode is better for firing, the other better for its Barrage Strength is x 2. Artillery cannot Each player has one or more of these
moving. Depending on the counter’s values, spot for itself to get this advantage. markers. He can use them freely provided
units in either mode can do both functions— the number in play at any one time never
1.11 Airpower
the mode just determines which activity exceeds the number he began the
they are better at in a given turn. scenario. Each DAM can be used
Each player receives one or more Air any number of times but can be
Units to use each turn. Determine the used only once per turn. Even if
• Artillery modes can only be changed number available to each player
during the unit’s regular Movement Phase a hex contains a DAM, the player
by making two separate die rolls is not required to use it—he can freely
before it expends any Movement Points. during the Air Point
Artillery can change mode after being choose to use it or not, but each DAM can
Determination Phase. Each player only be used once.
placed into reserve. rolls one die and modifies it 1.12a Placements of DAMs. DAMs
according to the current Weather- are placed by each player any time during
1.10b Artillery units have a Barrage type’s die roll modifier. The result
Strength listed on their counter in his own Movement and Reserve &
is the number of Air Units Determined Action Designation Phase.
parenthesis (be careful not to confuse this available to that player. These
number with the Supply range of HQs— Place DAMs in any hex—occupied or not.
Air Units are available that turn DAMs have no effect on unoccupied hexes
artillery always has Barrage strength, HQs only and you cannot save them from turn to
always have supply range). This strength (but such placement allows the player to
turn. You can use them in any of a number move his units up to where an attack (or
can only be used in Barrage Attacks—it of different phases in each turn, but each
can never be “added in” on ground attacks. defense) will occur later). If there are already
Air Unit can only be used once. units in the hex, place the DAM at the
Artillery units can conduct barrage attacks 1.11a Each Air Unit expended shifts a
against hexes at or within their 4-hex range. bottom. If units move into a DAM hex,
ground combat (Regular or Overrun) one place the units on top of the DAM marker.
Resolve barrage attacks in the player’s column in the owning player’s favor.
Barrage Phase or Segment. Artillery DAMs cannot be placed into enemy held
Identify Air Points used at the moment of hexes, and remove any DAM whose hex
defends like any other unit using its printed use. Use any number of the available Air
defense strength. enemy units enter and return it to its owner
Units to affect a single combat. Air Units for future use.
can affect either attacks or defenses.
There is no additional effect for 2.2a Reinforcement Units have no 3.2 Air Bases
additional DAMs in a single hex. stripe and can trace supply to any HQ. The Axis player has two Air Bases—
EXCEPTION: A number of reinforcing Pitomnik and Gumrak. These Air Bases
Once placed, a DAM must remain in units of the 1st Guards Army appear on only serve two functions: 1) they serve as
its hex until it is removed when used or Turn 3. These reinforcements can only the entry point for Supply Points being
until the next friendly Movement and trace supply to their own HQ. flown onto the map, as per 1.11c, and 2)
Reserve & Determined Action Designation 2.2b Reinforcement HQs have no they are one of the points where Alert Units
Phase. stripe and can supply units without stripes can enter. Otherwise, they have no function,
1.12b DAM Usage. Each DAM can or units with stripes of any color. do not have any Movement or Combat
affect only one attack, overrun, or defense— ability, and are destroyed whenever an
remove the DAM immediately after being 2.3 The 62nd Army enemy unit enters their hex. To enter an air
(Optional)
used. It can affect any number of units in its base hex, a Russian unit need only move
stack—or any number of stacks in a single into the hex as if nothing was there. If the
attack (read carefully 1.12c!). Remove each Players may find the Soviet player’s
free use of the 62nd Army to be annoying— air base’s hex is occupied by other friendly
DAM as it is used. units and those units are destroyed or retreat,
1.12c DAMs in the Attack. Soviet given a free hand, most players will drop
the east bank of the Volga in a heartbeat the air base is destroyed if a Soviet unit
Version: Only the attacking units stacked advances into the hex.
with the DAM marker have their attack and transfer the army to an active theater.
When this option is used, the 62nd Army
strength x 2. Axis Version: If at least one
of the attacking stacks in a given attack HQ must remain east of the Volga. The 3.3 Frontline
contains a DAM, all attackers in the combat units of the army can function normally, Requirement
are x 2 (even if in different stacks). Remove but must maintain their supply line to the In scenarios starting on Turn 1, the
the DAM afterwards. DAMs can be used locked down HQ. following is required of the Axis set up of
for Overrun attacks (even in the Reaction Make no victory adjustment for this any formations with set ups with the
Phase). option’s use—that way it can be used by frontline as one of its boundaries:
1.12d DAMs in the Defense. If the players to tone down the Russian attack
defender’s hex contains a DAM, the while they learn to use the Axis effectively All Infantry or Mechanized Infantry
defender’s defense strength is x2. Remove or to compensate for players of differing (PG) units must be set up in frontline hexes.
the DAM afterwards. skill. This requirement does not apply to units
1.12e DAMs and Other Strength which do not contain the standard infantry
Modifiers. The x2 effect of a DAM is 3.0 Axis Special symbol or the standard mechanized infantry
Rules
cumulative with any other strength symbol or those whose set up areas do not
multipliers affecting an attacking or include the frontline trace at all.
defending unit. For instance, a defending 3.1 Alert Units
stack with both a DG and a DAM marker in
it would defend at x1 if the DAM was used.
Unlike other reinforcements, Alert 4.0 Set Up Notes
units do not appear through the 4.0a First Player to Set Up. The Axis
2.0 Soviet
map edge’s Entry Areas. Alert Player always sets up first.
units can be placed as follows 4.0b First Player to Move. The Soviet
Special Rules 1-2-5 (given that the hex chosen does
not overstack or contain an
Player always moves first.
4.0c Set Up Boundaries and Frontline.
2.1 Katyusha Pull Out & EZOC—friendly units do not In scenarios starting on turn 1, the Axis
Return negate this restriction, and the hex is on the player can set up on the Frontline trace, the
Frontline or is further West than it): Soviet player cannot. Where units share a
Katyushas are removed from play • Any hex adjacent to the Chir or Don common boundary (not counting the
when fired and returned five turns later as Rivers.* Frontline), both can set up on the boundary.
reinforcements. When they return, • On any hex containing an Axis HQ. 4.0d At Start Supply Considerations.
they enter from the Entry Area closest • On either the Pitomnik or Gumrak All units are in supply at the beginning of
to their owning HQ (if any), or in any
(18)-1-0 Entry Area (if no HQ owns them). Air Base hexes.* every scenario.
4.0e Reserve Markers and DAMs
Katyushas cannot fire if they cannot *In these cases, an Axis HQ must be within placement at Set Up. No Reserve Markers
trace off a friendly map edge at the moment supply range of the hex in question. or DAMs are ever set up before a player’s
of firing. (This rule has no effect on German
first Movement and Reserve & Determined
Werfer units.) These locations do not have to trace Action Designation Phase.
to the Axis Map edges to allow these units
2.2 HQ Restrictions to arrive there.
Almost all Soviet units are color coded Ignore this rule when Alert units are
with colored stripes. These stripes indicate called for in a scenario’s set up—these
which HQ owns them. Units owned by a rules apply only to Alert units entering play
particular HQ must trace supply to that HQ as reinforcements. Aside from the above
(if that HQ is destroyed, they must either special placement rule, Alert units function
trace to a reinforcing HQ—see below—or the same as any other.
be Out of Supply).
Stalingrad Pocket II SCS #1a
5.0 Scenarios 5 Rum Corps
5 Rum Corps HQ
Army Troops
With any Corps Above:
Scenario 1: The 5 Hvy Artillery Rgt 430 Rum Infantry Bn
Northern Pincer 5 Infantry Div 7 Rum Cav Div
32 Infantry Rgt Ros 11 Cavalry Rgt
This scenario explores the attack of
9 Infantry Rgt Cal 11 Cavalry Rgt
the Northern Pincer of Operation Uranus—
8 Infantry Rgt 5 Artillery Rgt
the attack of the 5th Tank and 24th Armies.
Artillery Bde KG Lepper PJ Bn
6 Infantry Div KG Simons
Play Area: The area bounded by the road
27 Infantry Rgt
from 15.27 to 17.24, then xx.24, and 35.xx,
15 Infantry Rgt Pz Reserve Heim
and the north-west map edges, inclusive.
10 Infantry Rgt w/i 1 12.17:
Start Turn: 1
Artillery Bde 1 Rum Pz Div
End Turn: 5
55 Cavalry Bn Aufk Bn
Game Length: 5 Turns
1 Pz Rgt
Special Rule: The number of air points
4 Rum Corps 3 Infantry Rgt
available in this scenario each turn is the
4 Rum Corps HQ 4 Infantry Rgt
number determined as per 1.11 divided by
4 Hvy Artillery Rgt 1 Artillery Rgt
two. Round 0.5’s up.
54 Cavalry Bn
13 Infantry Div w/i 2 15.13:
Axis Information: Infantry Group 22 German Pz Div
• Reserve Markers Available: 6 Artillery Bde 1-204 Pz Bn
• DAM Markers Available: 2 15 Infantry Div 129 Infantry Rgt
12 Infantry Rgt 24 MC Motorcycle Bn
Set Up: 25 Infantry Rgt 140 Artillery Rgt
Each Corps within its Corps Zone: 10 Infantry Rgt Aufk Bn
1 Rum Corps Artillery Bde
1 Rum Corps HQ 1 Cav Division Anywhere on Axis side of Frontline:
51 Cavalry Bn 1 Ros Cavalry Rgt 326 Bicycle Bn
8 Hvy Artillery Rgt 2 Ros Cavalry Rgt
7 Infantry Div Carda Cavalry Rgt Reinforcements:
16 Infantry Rgt 1 Artillery Rgt Turn 2:
14 Infantry Rgt w/i 2 35.11: KG Tsch, KG Göbl, KG
37 Infantry Rgt Miko
Artillery Bde 1x Alert Bn (see 3.1)
11 Infantry Div
2 Infantry Rgt Turn 3:
3 Infantry Rgt Area G:
19 Infantry Rgt 294 German Infantry Div
Artillery Bde 513 Infantry Rgt
514 Infantry Rgt
2 Rum Corps 515 Infantry Rgt
2 Rum Corps HQ 249 Artillery Rgt
2 Hvy Artillery Rgt 2x Alert Bn (see 3.1)
52 Cavalry Bn
9 Infantry Div Turn 4:
40 Infantry Rgt Area G:
36 Infantry Rgt 62 German Infantry Div
84 Infantry Rgt 179 Infantry Rgt
Artillery Bde 183 Infantry Rgt
14 Infantry Div 190 Infantry Rgt
Infantry Group 162 Artillery Rgt
Artillery Bde 2x Alert Bn (see 3.1)
Turn 5:
Area G: 48 Pz Corps HQ, KG Wenck
3x Alert Bn (see 3.1)
Soviet Information: Reinforcements: Victory Conditions:
• Reserve Markers Available: 8 Turn 3: The Soviet player wins if two or fewer
• DAM Markers Available: 4 For the 1st Gds Army via Area A: of the following hexes contain supplied
203 Infantry Div Axis units at the end of play (supply status
Set Up: 278 Infantry Div as per the last Axis Supply Phase):
Each Army within its Army Zone: 22 Infantry Bde
1st Guards Army Bokoskaya (6.08)
1 Gds Army HQ Area B: 315 Infantry Div Perelazovskii (16.14)
1 Infantry Div Surovikino (29.11)
266 Infantry Div Nizhne-Chirskaya (35.11)
153 Infantry Div Kalach (34.19)
197 Infantry Div
5th Tank Army
5 Tank Army HQ
3x Katyusha Bdes
2x Artillery Bdes
14 Gd Infantry Div
50 Gd Infantry Div
159 Infantry Div
8 Cav Corps
21 Cav Div
55 Cav Div
112 Cav Div
8 Gd Tank Bde
47 Gd Infantry Div
119 Infantry Div
346 Infantry Div
26 Tank Corps
19 Tank Bde
157 Tank Bde
216 Tank Bde
14 Infantry Bde
1 Tank Corps
89 Tank Bde
117 Tank Bde
159 Tank Bde
44 Infantry Bde
8 Motorcycle Rgt
21 Army
21 Army HQ
1x Katyusha Bde
2x Artillery Bdes
96 Infantry Div
293 Infantry Div
333 Infantry Div
63 Infantry Div
1 Gd Tank Rgt
2 Gd Tank Rgt
3 Gd Tank Rgt
3 Gd Cav Corps
5 Gd Cav Div
6 Gd Cav Div
32 Cav Div
4 Tank Corps
45 Tank Bde
69 Tank Bde
102 Tank Bde
4 Infantry Bde
51 Gd Infantry Div
277 Infantry Div
5 Light Infantry Bde
Stalingrad Pocket II SCS #1a
Scenario 2: Operation 5 Rum Corps Pz Reserve Heim
Uranus 5 Rum Corps HQ w/i 1 12.17:
5 Hvy Artillery Rgt 1 Rum Pz Div
On November 19th, 1942, the Soviet 5 Infantry Div Aufk Bn
hammer-blows of artillery and rocket fire 32 Infantry Rgt 1 Pz Rgt
disturbed the morning fog shattering the 9 Infantry Rgt 3 Infantry Rgt
southern Axis frontline. Men were buried 8 Infantry Rgt 4 Infantry Rgt
to death in their defensive positions. Soviet Artillery Bde 1 Artillery Rgt
tanks propelled forward in two pincers 6 Infantry Div
which would in a few days slam the door 27 Infantry Rgt w/i 2 15.13:
shut on Hitler’s strongest single army on 15 Infantry Rgt 22 German Pz Div
the Eastern Front. One of the epic campaigns 10 Infantry Rgt 1-204 Pz Bn
of the War in the East had begun. Artillery Bde 129 Infantry Rgt
This one is the campaign game. In it 55 Cavalry Bn 24 MC Motorcycle Bn
players can explore the full gamut of Soviet 140 Artillery Rgt
and Axis actions, options and responses. 4 Rum Corps Aufk Bn
Have a great time! 4 Rum Corps HQ
4 Hvy Artillery Rgt w/i 1 26.24:
Play Area: All 54 Cavalry Bn 14 Pz Div
Start Turn: 1 13 Infantry Div 2-36 Pz Bn
End Turn: 16 Infantry Group 4 Artillery Rgt
Game Length: 16 Turns Artillery Bde
15 Infantry Div Each Corps within its Corps Zone:
Axis Information: 12 Infantry Rgt 11 Corps
• Reserve Markers Available: 10 25 Infantry Rgt 11 Corps HQ
• DAM Markers Available: 2 10 Infantry Rgt 51 Werfer Rgt
Artillery Bde 376 Infantry Div
Set Up: 1 Cav Division 672 Infantry Rgt
Each Corps within its Corps Zone: 1 Ros Cavalry Rgt 673 Infantry Rgt
1 Rum Corps 2 Ros Cavalry Rgt 767 Infantry Rgt
1 Rum Corps HQ Carda Cavalry Rgt 376 Artillery Rgt
51 Cavalry Bn 1 Artillery Rgt 44 Infantry Div
8 Hvy Artillery Rgt Aufk Bn
7 Infantry Div Army Troops 131 Infantry Rgt
16 Infantry Rgt With any Corps Above: 132 Infantry Rgt
14 Infantry Rgt 430 Rum Infantry Bn 134 Infantry Rgt
37 Infantry Rgt 7 Rum Cav Div 96 Artillery Rgt
Artillery Bde Ros 11 Cavalry Rgt 384 Infantry Div
11 Infantry Div Cal 11 Cavalry Rgt 534 Infantry Rgt
2 Infantry Rgt 5 Artillery Rgt 535 Infantry Rgt
3 Infantry Rgt KG Lepper PJ Bn 536 Infantry Rgt
19 Infantry Rgt KG Simons 384 Artillery Rgt
Artillery Bde
8 Corps
2 Rum Corps 8 Corps HQ
2 Rum Corps HQ 8 Artillery Group
2 Hvy Artillery Rgt 76 Infantry Div
52 Cavalry Bn Infantry Grp A
9 Infantry Div Infantry Grp B
40 Infantry Rgt 176 Artillery Rgt
36 Infantry Rgt 113 Infantry Div
84 Infantry Rgt Aufk Bn
Artillery Bde Infantry Grp A
14 Infantry Div Infantry Grp B
Infantry Group 87 Artillery Rgt
Artillery Bde
14 Pz Corps 4 Corps Reinforcements:
14 Pz Corps HQ 4 Corps HQ Turn 2:
9 MG Bn 4 Artillery Group w/i 2 35.11: KG Tsch, KG Göbl, KG
16 Pz Div 371 Infantry Div Miko
Aufk Bn Infantry Grp 2x Alert Bn (see 3.1)
1-2 Pz Bn 371 Artillery Rgt
Infantry Grp 297 Infantry Div Turn 3:
16 MC Motorcycle Bn Infantry Grp Area G:
16 Artillery Rgt 297 Artillery Rgt 294 German Infantry Div
60 Mtr Infantry Div 243 AG Bn 513 Infantry Rgt
160 MC Motorcycle Bn 514 Infantry Rgt
Infantry Grp 6 Rum Corps 515 Infantry Rgt
160 Pz Bn 6 Corps HQ 249 Artillery Rgt
160 Artillery Rgt 1 Hvy Artillery Rgt Area E: KG Prus, KG Birk
3 Mtr Infantry Div 56 Cavalry Bn 3x Alert Bn (see 3.1)
Infantry Grp 20 Infantry Div
3 Artillery Rgt Infantry Group Turn 4:
103 Pz Bn Artillery Bde Area G:
94 Infantry Div 2 Infantry Div 62 German Infantry Div
2 Werfer Rgt Infantry Group 179 Infantry Rgt
849 Artillery Bn Artillery Bde 183 Infantry Rgt
18 Infantry Div 190 Infantry Rgt
51 Corps 18 Infantry Rgt 162 Artillery Rgt
51 Corps HQ 90 Infantry Rgt Area E: KG Bsff, KG v.Pw
24 Pz Div Artillery Rgt 4x Alert Bn (see 3.1)
1-24 Pz Bn 1 Infantry Div
2-24 Pz Bn Infantry Group Turn 5:
Infantry Grp 2-38 Artillery Bn Area G: 48 Pz Corps HQ, KG Wenck
89 Artillery Rgt 4 Infantry Div 5x Alert Bn (see 3.1)
4 MC Motorcycle Bn Infantry Group
14 Pz Div 3-2 Artillery Bn Turn 6:
KG Seydel 5 Cav Div Area F:
53 Werfer Rgt 6 Motorized Infantry Rgt 7 LW Field Div
A-51 Artillery Group 7 Cavalry Rgt 1 Infantry Bn
B-51 Artillery Group 8 Cavalry Rgt 2 Infantry Bn
389 Infantry Div Artillery Rgt 3 Infantry Bn
Infantry Grp Artillery Bn
389 Artillery Rgt 7 Rum Corps 4x Alert Bn (see 3.1)
79 Infantry Div 7 Corps HQ
Infantry Grp 8 Cav Div Turn 7:
179 Artillery Rgt 3 Motorized Infantry Rgt Area F:
100 Jg Div 2 Cavalry Rgt 8 LW Field Div
Infantry Grp 4 Cavalry Rgt 1 Infantry Bn
369 K (Croatian) Infantry Rgt 3 Artillery Rgt 2 Infantry Bn
83 Artillery Rgt 7 Hvy Artillery Rgt 3 Infantry Bn
244 AG Bn 57 Cavalry Bn 4 Infantry Bn
295 Infantry Div Artillery Bn
71 Infantry Div Anywhere on Axis side of Frontline:
Infantry Grp 326 Bicycle Bn
171 Artillery Rgt 6 Supply Points
305 Infantry Div
w/i 2 46.23:
29 Mtr Infantry Div
Aufk Bn
129 Pz Bn
71 Infantry Rgt
15 Infantry Rgt
29 MC Motorcycle Bn
29 Artillery Rgt
40.27: Pitomnik Air Base
41.30: Gumrak Air Base
Stalingrad Pocket II SCS #1a
Turn 8: Soviet Information: 65 Army
Area F: • Reserve Markers Available: 12 65 Army HQ
336 German Infantry Div • DAM Markers Available: 6 1x Artillery Bde
685 Infantry Rgt 2x Katyusha Bdes
686 Infantry Rgt Set Up: 4 Gd Infantry Div
687 Infantry Rgt Each Army within its Army Zone: 27 Gd Infantry Div
336 Artillery Rgt 1st Guards Army 40 Gd Infantry Div
Area F: 1 Gds Army HQ 258 Infantry Div
11 Pz Div 1 Infantry Div 91 Tank Bde
1-15 Pz Bn 266 Infantry Div 321 Tank Bde
2-15 Pz Bn 153 Infantry Div 252 Infantry Div
3-15 Pz Bn 197 Infantry Div 304 Infantry Div
110 Infantry Rgt 23 Infantry Div
111 Infantry Rgt 5th Tank Army 24 Infantry Div
61 MC Motorcycle Bn 5 Tank Army HQ 321 Infantry Div
Motorcycle Lehr Bn 3x Katyusha Bdes
119 Artillery Rgt 2x Artillery Bdes 24 Army
Area G: 17 Corps HQ 14 Gd Infantry Div 2x Artillery Bdes
2x Alert Bn (see 3.1) 50 Gd Infantry Div 1x Katyusha Bde
159 Infantry Div 24 Army HQ
Turn 9: 8 Cav Corps 54 UR Bde
2x Alert Bn (see 3.1) 21 Cav Div 49 Infantry Div
55 Cav Div 84 Infantry Div
Turn 10: 112 Cav Div 120 Infantry Div
Area E: 8 Gd Tank Bde 273 Infantry Div
6 Pz Div 47 Gd Infantry Div 298 Infantry Div
1-11 Pz Bn 119 Infantry Div 173 Infantry Div
2-11 Pz Bn 346 Infantry Div 214 Infantry Div
4 Infantry Rgt 26 Tank Corps 233 Infantry Div
114 Infantry Rgt 19 Tank Bde 260 Infantry Div
6 Pz Recon Bn 157 Tank Bde 16 Tank Corps
76 Artillery Rgt 216 Tank Bde 107 Tank Bde
14 Infantry Bde 109 Tank Bde
Turn 11: 1 Tank Corps 164 Tank Bde
Area E: 89 Tank Bde 15 Infantry Bde
15 LW Field Div 117 Tank Bde 10 Tank Bde
29 Jäger Rgt 159 Tank Bde
30 Jäger Rgt 44 Infantry Bde 66 Army
15 Artillery Rgt 8 Motorcycle Rgt 1x Artillery Bde
1x Kaytusha Bde
Turn 12: 21 Army 66 Army HQ
Area E: 21 Army HQ 299 Infantry Div
23 Pz Div 1x Katyusha Bde 99 Infantry Div
1-203 Pz Bn 2x Artillery Bdes 116 Infantry Div
2-203 Pz Bn 96 Infantry Div 226 Infantry Div
126 Infantry Rgt 293 Infantry Div 343 Infantry Div
128 Infantry Rgt 333 Infantry Div 58 Tank Bde
23 Pz Recon Bn 63 Infantry Div 64 Infantry Div
128 Artillery Rgt 1 Gd Tank Rgt
2 Gd Tank Rgt
Turn 14: 3 Gd Tank Rgt
Area E: 3 Gd Cav Corps
17 Pz Div 5 Gd Cav Div
40 Infantry Rgt 6 Gd Cav Div
63 Infantry Rgt 32 Cav Div
1-39 Pz Bn 4 Tank Corps
17 Pz Recon Bn 45 Tank Bde
27 Artillery Rgt 69 Tank Bde
102 Tank Bde
4 Infantry Bde
51 Gd Infantry Div
277 Infantry Div
5 Light Infantry Bde
62 Army 51 Army 85 Tank Bde
62 Army HQ 51 Army HQ 35 Tank Rgt
2x Katyusha Bde 1x Katyusha Bde 166 Tank Rgt
1x Artillery Bde 76 UR Bde 5 Artillery Rgt
45 Infantry Div 1x Artillery Bde 400 Artillery Rgt
95 Infantry Div 15 Gd Infantry Div
138 Infantry Div 254 Tank Bde Reinforcements:
42 Infantry Bde 126 Infantry Div Turn 3:
92 Infantry Bde 302 Infantry Div For the 1st Gds Army via Area A:
115 Infantry Bde 91 Infantry Div 203 Infantry Div
124 Infantry Bde 38 Infantry Bde 278 Infantry Div
149 Infantry Bde 4 Mech Corps 22 Infantry Bde
160 Infantry Bde 36 Mech Bde
13 Gd Infantry Div 59 Mech Bde Area B: 315 Infantry Div
37 Gd Infantry Div 60 Mech Bde Area C: 87 Infantry Div
39 Gd Infantry Div 55 Tank Rgt
112 Infantry Div 158 Tank Rgt Turn 6:
193 Infantry Div 4 Cav Corps Area D: 139 Tank Rgt, 198 Tank
284 Infantry Div 61 Cav Div Rgt
308 Infantry Div 81 Cav Div Any Area A through D: 1x
84 Tank Bde Artillery Bde
Set these units up anywhere on the
64 Army Soviet side of the Frontline: Turn 9:
64 Army HQ 1 Gds Mech Corps Area B:
7 Rifle Corps 1 Gd Mech Bde 7 Tank Corps
93 Infantry Bde 2 Gd Mech Bde 3 Gd Tank Bde
96 Infantry Bde 3 Gd Mech Bde 87 Tank Bde
97 Infantry Bde 16 Gd Tank Rgt 62 Tank Bde
1x Katyusha 17 Gd Tank Rgt 7 Infantry Bde
Vinnica Cadet Rgt 116 Gd Artillery Rgt Area B:
38 Infantry Div 5 Mech Corps
29 Infantry Div 77 UR Bde 168 Tank Rgt
157 Infantry Div 115 UR Bde 188 Tank Rgt
36 Gd Infantry Div 156 UR Bde 45 Mech Bde
204 Infantry Div 159 UR Bde 49 Mech Bde
20 Light Infantry Bde 300 Infantry Div 50 Mech Bde
154 Naval Infantry Bde Area A: 114 Tank Rgt, 119 Tank
66 Naval Infantry Bde Rgt
56 Tank Bde
13 Tank Bde Turn 11:
118 UR Bde Area A: 94 Infantry Bde, 90 Tank
Bde (independent)
57 Army
57 Army HQ
1x Katyusha Bde
1x Artillery Bde
156 Naval Infantry Bn
169 Infantry Div
422 Infantry Div
13 Tank Corps
17 Mech Bde
61 Mech Bde
62 Mech Bde
143 Infantry Bde
90 Tank Bde
225 Tank Bde
41 Tank Rgt
Stalingrad Pocket II SCS #1a
Turn 13: Scenario 3: The Chir Soviet Information:
Any Area A through D:
2 Gd Army HQ
Battles • Reserve Markers Available: 4
This scenario examines the aborted • DAM Markers Available: 2
2 Gd Mech Corps
4 Gd Mech Bde Soviet attempt to further the gains of the
Uranus offensive across the Chir River. Set Up:
5 Gd Mech Bde 5th Tank Army Units:
6 Gd Mech Bde This offensive was stopped cold by the
exemplary mobile defense conducted by 30.11: 5 Tank Army HQ
21 Tank Rgt 24.04: 8 Cav Corps (21, 55, 112 Cav Div)
22 Tank Rgt the 11th Panzer Division.
24.07: Arty Bde
117 Gd Artillery Rgt 25.05: 47 Gd Inf Div
5 Gd Tank Rgt Play Area: The area enclosed between
24.xx, xx.13, 35.xx and the map edge 26.06: 63 Inf Div
6 Gd Tank Rgt 27.07: 8 Gd Tank Bde
7 Gd Tank Rgt (inclusive)
Start Turn: 10 27.08: 346 Inf Div
8 Gd Tank Rgt 27.10: 8 MC Rgt
9 Gd Tank Rgt End Turn: 16
Game Length: 7 Turns 28.11: 119 Inf Div
10 Gd Tank Rgt 29.12: Katyusha Bde, 159 Inf Div
3 Gd Infantry Div Special Rules:
A) The number of air points available 32.09: 1 Tank Corps (89, 159 Tank Bde, 44
24 Gd Infantry Div Inf Bde)
98 Infantry Div in this scenario each turn is the number
determined as per 1.11 divided by three. Note: 117 Tank Bde of 1 Tank Corps
33 Gd Infantry Div is dead.
49 Gd Infantry Div Round normally.
B) The one Katyusha available to the 32.11: Arty Bde
387 Infantry Div
Soviets is removed from play when fired
and does not come back to the game 21st Army Units:
Victory Conditions: thereafter. 28.11: 21 Army HQ
Determine the number of the following 25.05: 5 Lt Inf Bde
hexes that contain supplied Axis units at 27.09: 2x Arty Bde
the end of play (supply status as per the last
Axis Information: 30.11: 3 Gd Cav Corps (5 Gd Cav Div)
Axis Supply Phase): • Reserve Markers Available: 5 31.11: 333 Inf Div
• DAM Markers Available: 2 31.12: 3 Gd Cav Corps (6 Gd Cav Div)
Bokoskaya (6.08) 32.10: 51 Gd Div
Perelazovskii (16.14) Set Up: 32.11: 3 Gd Cav Corps (32 Cav Div)
Surovikino (29.11) 24.03: Alert Bn 35.13: 96 Inf Div
Nizhne-Chirskaya (35.11) 25.03: 2x Alert Bn
Kalach (34.19) 26.03: Alert Bn 65th Army Units:
Kotelnikovo (51.01) 26.04: 8 LW Div (1 Inf Bn, Arty Bn) 27.10: 65 Army HQ
Bridge entry hex (50.10) 27.05: 8 LW Div (2 Inf Bn) 27.09: 321 Inf Div
Bridge entry hex (50.11) 27.06: 8 LW Div (3, 4 Inf Bn) 33.12: 258 Inf Div
Gromoslavka (45.14) 28.06: 1 Rum Cav Div (2 Ros Cav Rgt), 54 34.12: 4 Gd Inf Div
Marinovka (37.23) Rum Cav Bn
Karpovka (39.25) w/i 3 33.05: 11 Pz Div (1-15, 2-15, 3-15 Pz Not Affiliated (Un-Banded) Units:
Each Stalingrad City Hex: (43.32, 43.33, Bn, 61 MC Bn, Lehr MC Bn, 110 Inf Rgt, w/i 1 26.10: 5 M Corps (168, 188 Tank Rgt,
44.29, 44.30, 44.31, 44.32) 111 PG Rgt, 119 Arty Rgt) 45, 49, 50 Mech Bde)
(Total VP hexes available: 17) 33.04: 48 Pz Corps HQ
28.07: 13 Rum Inf Div (Inf Grp) Reinforcements:
Total VP Hexes containing 28.09: 1 Rum Cav Div (1 Ros Cav Rgt) None
Supplied Axis Units: Victory Type: 29.10: 7 LW Div (3 Inf Bn)
13 or more Major German Victory 29.11: 7 LW Div (1, 2 Inf Bn, Arty Bn)
12 to 10 Minor German Victory 30.10: Alert Bn
Victory Conditions:
9 Minor Soviet Victory The Soviet player wins if he takes and
31.10: Alert Bn
8 to 7 Major Soviet Victory holds any two of the following hexes:
32.08: 336 Inf Div (685 Inf Rgt)
6 or less Massive Soviet Victory 35.11, 33.04, 29.11, 26.01
33.10: 336 Inf Div (687 Inf Rgt, 336 Arty
Rgt)
35.11: 336 Inf Div (686 Inf Rgt) The German player wins if the Soviet player
35.12: Alert Bn fails to meet his victory conditions AND at
34.11: Alert Bn least five hexes adjacent to the Chir River
are occupied by supplied Axis units when
Reinforcements: the game ends.
None
Any other result is a draw.
Scenario 4: The Relief 17 Corps HQ Reinforcements:
Operation 2 Rum Inf Div (Inf Grp, Arty Bde) Turn 13:
1 Rum Inf Div (Inf Grp) Hex 46.25:
This simple scenario examines the 6 Rum Corps HQ 2 Gd Army HQ
running of the gauntlet attempted by Panzer 18 Rum Inf Div (90 Inf Rgt) 2 Gd Mech Corps
Group Hoth in its attempt to relieve the 5 Rum Cav Div (6, 7 Cav Rgt, Arty 4 Gd Mech Bde
Stalingrad Pocket. This one makes a good Rgt) 5 Gd Mech Bde
quick learning scenario. 8 Rum Cav Div (2, 3, 4 Cav Rgt, 3 6 Gd Mech Bde
Arty Rgt) 21 Tank Rgt
Play Area: South of the Don River, West 22 Tank Rgt
of xx.25 (inclusive) and the map edges. Reinforcements: 117 Gd Artillery Rgt
Start Turn: 13 Turn 14: 5 Gd Tank Rgt
End Turn: 16 Area E (at 51.01 only): 6 Gd Tank Rgt
Game Length: 4 Turns 17 Pz Div 7 Gd Tank Rgt
Special Rules: 40 Infantry Rgt 8 Gd Tank Rgt
A) The number of air points available 63 Infantry Rgt 9 Gd Tank Rgt
in this scenario each turn is the FULL 1-39 Pz Bn 10 Gd Tank Rgt
number determined as per 1.11. 17 Pz Recon Bn 3 Gd Infantry Div
B) No Soviet unit can end a Soviet 27 Artillery Rgt 24 Gd Infantry Div
Player Turn at or within 2 hexes of any 98 Infantry Div
Soviet VP Hex. If a Soviet unit ends the
Soviet player turn at or within 2 hexes of
Soviet Information: 33 Gd Infantry Div
• Reserve Markers Available: 6 49 Gd Infantry Div
these locations, the Germans automatically 387 Infantry Div
win. • DAM Markers Available: 4
Set Up: Victory Conditions:
Axis Information: 51st Army Units: • The Axis wins if they exit Two Supplied
• Reserve Markers Available: 6 50.11: 51 Army HQ, 76 UR Bde, 1x Arty (they must make and pass a supply check in
• DAM Markers Available: 2 Bde the exit hex Panzer Battalions off the east
42.12: 4 M Mech Corps (55 Tank Rgt, 59 play edge via 39.25, 46.25, or 40.25 at any
Set Up: Mech Bde) point in the game. The German player also
w/i 5 51.01: 49.14: 38 Inf Bde automatically wins if the Soviet player
15 LW Inf Div (29, 30 Inf Rgt, 15 Arty 54.13: 126 Inf Div ends a Soviet Player Turn with any units at
Rgt) w/i 1 45.07: 4 Cav Corps (61, 81 Cav Div) or within 2 hexes of these VP hexes.
6 Pz Div (1-11, 2-11 Pz Bn, 4 Inf Rgt, 51.08: 302 Inf Div
114 PG Rgt, 6 MC Bn, 76 Arty Rgt) 56.07: 91 Inf Div • The Russians win if no Supplied German
23 Pz Div (1-203, 2-203 Pz Bn, 126 units (Rumanians do not count) are east of
Inf Rgt, 128 PG Rgt, 23 MC Bn, 128 Arty 57th Army Units: xx.15 (exclusive).
Rgt) 45.15: 57 Army HQ, 90 Tank Bde, 422 Inf
4x Alert Bn Div All other results are a draw.
V.Pw Cavalry KG 44.13: 225 Tank Bde
Bsff PG KG 50.09: 13 Tank Corps (17, 61 Mech Bde)
Unaffiliated (Un-Banded) Units:
37.14: 315 Inf Div
39.10: 300 Inf Div
Stalingrad Pocket II SCS #1a
Counter Errata Designer’s Notes these units. As we had the exact
The following counter errors were spotted The most frequently asked question manpower reports (in terms of percent of
before this rulebook went to press but, about SPII is “Why a 2nd Edition?” I’ll TO&E establishment), you won’t find
unfortunately, after the counters were answer that before I mention the features better strength information anywhere.
printed. of the new game. These corrections and grafting some of
Be sure to maintain a current address The primary reason for the second the more advanced concepts from more
on our customer list so you will obtain the printing was the simple fact that the recent SCS games, allowed for a 2nd
free replacements for these counters when amazingly popular 1st edition had run edition which was a more economically
they are corrected in the 1996 Christmas reasonable proposition.
out of print—in that we had none left.
mailing—if you are not on the list or the So what have we added? You get
That game, the 1992 CSR award winning
address there is not current you will not reserves (as seen in Ardennes), artillery
Best WW2 game, was frequently
get yours... barrage combat, and air units (as per
requested by distributors and individuals
alike. Economics prohibit simply Ardennes and Yom Kippur). In order
• 5 Rumanian HQ and 23 MC Bn (23
reprinting the original (reprints cost to show the greater flexibility of the
Panzer Div)—These units only have one
almost as much as the first printing). German army, the Germans have access
step (they say they have two steps, but the
There were two issues which the original to a Reaction Phase which is similar in
backs of the counters are correctly blank).
• 5 Rum Cavalry Div Artillery design (by Masahiro Yamazaki) did not nature to that found in the Operational
Regiment—this unit has no back, it should address correctly: some map terrains and Combat Series . While some have
have a move mode side with the values of order of battle. The map showed forests commented they did not like the
(1)-1-8. where swamps should be—I’ll wager “intrusion” of OCS-like concepts into
• 22 Infantry Bde and 156 Naval Infantry Masahiro misinterpreted the green the SCS, a greater number have requested
Bn (Soviet)—These units have the correct symbol on his base maps as forest instead access to these ideas without the overhead
movement values, but do not sport the of swamps. The original order of battle (in rules) of the more detailed system. I
motorization “wheels” they should. showed a great deal of weakness with feel SPII brings in all the OCS concepts
respect to the Rumanians (too many that can be had given that provision—
infantry regiments per division) and the more would bring with it an unacceptable
strength issues of all Axis formations. I load in rules. As these rules are, players
used the extensive research done for (with experience with recent SCS games)
Enemy at the Gates to correct many of should be able to jump right in and play.
the OOB issues, and adjusted many of The concept was to give the game
the Axis infantry formations (giving you the most depth in simulation with the
the “Groups” you see) to reflect the least amount of rules weight. The
exceptionally weak nature of many of additional rules place a greater emphasis
on planning and thinking through your For Further Reading... Hitler’s Stalingrad Decisions. Geoffrey
operations. I believe wargamers look for Battle for Stalingrad: The 1943 Soviet Jukes. University of California Press. 1985.
something more than a mindless “panzer- General Staff Study. Louis Rotundo, editor. An excellent look into the thought process
bash” when they game. The SCS motto Brassey’s 1989. An analysis of the Soviet and mind of Hitler and his HQ. This volume
(“Simple, not Simplistic”) applies here operations by the Soviet General Staff for traces the events of this period in detail
and those whose interest in learning the their own purposes (in order to learn the showing the effects of the disasters
art of warfare reached its pinnacle with lessons they could from the campaign). occurring on both the Stalingrad and African
Useful for an in-depth look at some specific fronts on the mind of the dictator and his
“Sgt Rock” comics would do better to
Soviet methods in the campaign, but HQ. A bit more academic than the casual
look elsewhere. I expect more from my
definitely not the book for those looking reader might enjoy, but worth a look.
company’s games than that and I think
you do, too. for a narrative over-view.
Beyond Stalingrad. Sadarananda. Praeger.
I hope you have as much fun with it 1990. A good short book covering Manstein
as we did! Stalingrad. V.E. Tarrant. Cooper. 1992. A
good graphic read and an excellent over- and the operations of Army Group Don.
view to the campaign and especially to the While the hero worship of Manstein is
suffering of the soldiers in the pocket. One readily apparent, the book’s analysis of
does need to be careful about Tarrant’s what went on after the Stalingrad disaster
amazing lack of skill with mathematics— unfolded is good. While it covers the Uranus
for instance, he tells us that the Soviet offensive with a broad brush and gives
production of 2,037 tanks a month is 75% much detail on what happened well after
more than the German production figure of the game ends, the book as a whole is
515 and we learn that summer temperatures highly recommended—although quite
in August of 1942 soared to 70 degrees expensive
Celsius in Stalingrad—a full 158°
Fahrenheit which must have slowly roasted
the fighting forces (they dreamed of being
sent to a fridgidly cool clime—like North
Africa or Death Valley!) His unusual use of
math aside, the book is good read—just
don’t trust the numbers!
Stalingrad Pocket II SCS #1a
Sequence of Play Terrain Effects Chart
Use this game specific Sequence of Play rather than the
generic one in the Series Rules.
Feature MovementCost Effect on Combat
Pre-Turn
Weather Determination Phase Open 1 NE
Air Point Determination Phase Woods 2 D x2
Soviet Turn Hills 2 D x2
Soviet Movement and Reserve &
Swamp 4 D x3
DAM Designation Phase
Axis Reaction Phase Primary Road 1/3 NE
Axis Reaction Movement &
Overrun Segment Secondary Road 1/2 NE
Axis Reaction Barrage Segment
RR 1 NE
Soviet Barrage Phase
Soviet Combat Phase Major City ot D x4
Soviet Supply Phase
Soviet Exploitation Phase Minor City ot D x3
Soviet Exploit Movement &
Village ot D x2
Overrun Segment
Soviet Exploit Barrage Segment Minor Village ot shift left 1
Soviet Reserve Marker
Removal Phase Volga River P P (with Bridge/Pontoon: Ax 1/4)
Soviet DG Marker Removal
Major River P P (with Bridge/Pontoon: Ax 1/3)
Axis Turn Medium River +5 A x1/3 (with Bridge/Pontoon: Ax 1/2)
Axis Reserve Marker Removal Phase
Axis Movement and Reserve & Minor River +2 A x1/2 (with Bridge/Pontoon: Ax 1)
DAM Designation Phase Volga/Lake Hexside P P
Axis Barrage Phase
Axis Combat Phase Set Up Boundary ot NE
Axis Supply Phase
Axis Exploitation Phase Bridge or Pontoon Negates River See above
Axis Exploit Movement &
Overrun Segment
Axis Exploit Barrage Segment
Axis DG Marker Removal
Turn End Phase
Turn Marker Advance