Barb-AGC Standard+Living+Rules Fall-24
Barb-AGC Standard+Living+Rules Fall-24
S T A N D A R D R U L E S
Table of Contents
1.0 Introduction............................................................ 2 14.0 Airpower.............................................................. 34
2.0 Game Components................................................. 2 15.0 The Combat Phase............................................... 39
3.0 Basic Concepts....................................................... 6 16.0 Combat Results.................................................... 43
4.0 Starting the Game.................................................. 7 17.0 Inset Map............................................................. 47
5.0 Weather Phase........................................................ 8 18.0 Fortifications........................................................ 49
6.0 Supply.................................................................... 9 19.0 Railroad Conversion............................................ 52
7.0 Replacements....................................................... 13 20.0 Soviet Surrender.................................................. 53
8.0 Reinforcements.................................................... 17 21.0 Soviet Special Units............................................. 54
9.0 Air Unit Readiness............................................... 19 22.0 Other Special Units.............................................. 57
10.0 Ground Unit Movement....................................... 20 23.0 Axis Regiment Substitute Counters..................... 60
11.0 Specialized Movement......................................... 24 24.0 How to Win.......................................................... 61
12.0 Pre-Combat Actions............................................. 28 Index............................................................................. 63
13.0 Artillery................................................................ 32 Credits........................................................................... 64
The following Second Edition rules include updates and clarifications to the original rules.
To aid readability, updates and clarifications are indicated in blue text.
2 BARBAROSSA: Army Group Center ~ Standard Living Rules
Recovery Value is the highest possible die roll number allowed Special Codes
to return a Non-Op HQ to Operational status [21.28]. A double-box unit type symbol ( ) indicates two like-sized
Ground Unit Size Symbols: historical units combined into one game unit.
I company (or artillery battery) Indicates that the unit cannot be rebuilt.
II battalion
Unit Type Box Color Coding
III regiment
X brigade Color Type
XX division Red Soviet Guards
Ground Unit Type Symbols: Yellow Soviet Militia
Armored (motorized) units Blue Kriegsmarine/Soviet Naval
Armor Green Soviet NKVD
Armored anti-tank Light Blue Soviet Airborne
Armored engineer Light Blue Luftwaffe/Parachute
Assault gun
German Panzer and Motorized Formations: All
Motorized Units component units of each major formation (usually,
Reconnaissance (Recon) but not always, a division) have a unique color in their
Motorcycle infantry unit type box.
Motorized infantry c. Air Unit Values
Motorized engineer Examples of Air Units:
Motorized anti-aircraft Designation Unit Type
Motorized anti-tank Air Combat CAS
Rating Interdiction
Non-Motorized Units Rating
Infantry Air Combat Rating is the strength of an air unit in air combat.
Mountain infantry Firing units use this rating to attack in air combat; mission air
Airborne infantry units only defend with this rating.
Parachute infantry Close Air Support Rating consists of points used as combat
die roll modifiers [15.55].
Security infantry
Border guard Interdiction Rating is the value from surviving interdiction mis-
sion units applied toward creating a Zone of Interdiction [14.64].
Ski infantry
Engineer Air Unit Types
Cavalry Code Type
Base unit B Bomber
Headquarters F Fighter
T Transport
Anti-aircraft
Anti-tank d. Ground non-combat units
Special Units Example of a non-combat unit - MSU (trucks):
Armored train Game Indicator;
M for Mitte
Flotilla (Center)
Artillery Units ASP number
3.1 Terminology
3.11 Friendly and Enemy
• Units. If you are the Axis player, all Axis units are friendly
and all Soviet units are enemy. The situation is reversed for
the Soviet player.
• Turn Segments and Phases. A turn divides into Segments
that further divide into Phases. During some phases both
players conduct activities; during others only one player,
called the active (or friendly) player, can perform activities.
If his opponent conducts any activities in that phase, then the
opponent is the non-active (or enemy) player. Axis player
phases are friendly to the Axis player and enemy to the Soviet
player. Soviet player phases are friendly to the Soviet player
and enemy to the Axis player. Example of a ZOC
• Hexes and Supply Sources. Those last occupied or 3.21 The hex a combat unit occupies and the six hexes adjacent
controlled by Axis combat units are friendly to the Axis to it constitute that unit’s ZOC [Exceptions: 3.22, 3.24, 3.25, and
player; those last occupied or controlled by Soviet combat 3.26]. A combat unit always controls the hex it occupies, even
units are friendly to the Soviet player. when an adjacent enemy unit projects its ZOC into it.
3.12 Controlled Hexes. A hex is controlled by a player if: 3.22 A unit projects its ZOC into, and out of, all hex types and
• One (or more) of his combat units occupies the hex, or across all hexsides, except those prohibited to its movement [see
the Terrain Effects Chart], regardless of the movement point
• One of his combat units currently projects an uncontested
cost to enter adjacent terrain, or of the presence of an enemy
Zone of Control [3.2] into the hex.
unit in that hex.
3.13 Contested Hexes. If both friendly and enemy combat Exception: The Terrain Effects Chart (TEC) lists certain excep-
units project a Zone of Control into a vacant hex, both zones tions; for example, ZOCs do not project across a major river
co-exist and the hex is contested. Neither player controls a hexside [unless frozen; 5.23].
contested hex.
3.23 There is no additional ZOC effect when more than one
3.14 Contiguous Hexes. This is an unbroken series of con- unit projects a ZOC into a hex. A friendly unit’s ZOC does not
nected adjacent hexes used for movement, range, and Supply affect the movement of other friendly units.
Routes.
3.24 Weather can affect ZOC.
3.15 Movement Phases. The capitalized terms (“Move-
ment Phase” and “Motorized Movement Phase”) refer to the a. Into hexes affected by Mud weather [5.0] red-box MA and
relevant specific phase in the Sequence of Play [4.21], whereas orange-MA units project their ZOCs (if they otherwise would
when the lower case term (“movement phase”) is used, it refers have a ZOC) only if:
to both phases. • The hex contains a town or city
• The hexside is crossed by a motorway, main road, minor
3.16 Armored Units. These are considered Motorized units
road, or railroad
for all purposes and the the term Motorized unit as used through-
out the rules, includes all Armored units in all cases (except b. During Frozen weather conditions a ZOC projects across
where specifically noted otherwise e.g. 7.31c, 7.61c and 10.45c). major river, lake, and shallow water hexsides where it was
previously not projected.
3.25 Limited ZOC. A unit with a No ZOC band does not
project a ZOC into any of the six adjacent hexes. It controls only
the hex it occupies. If at least one combat unit in a hex projects a
ZOC (it does not have the No ZOC band), then all combat units
in that hex project a ZOC into the adjacent hexes.
Note: Some units have a No ZOC band only on their reduced
15cm sIG33 Inf. Gun strength side.
3.26 A unit with an Overrun marker [11.38] on it cannot project 3.5 Unit Steps
its ZOC into the six surrounding hexes. Steps represent the durability or staying power of combat units.
3.27 Non-combat units and player aid markers never have a Units lose steps as a result of combat [16.2], overrun [11.37i],
ZOC. and Soviet Surrender [20.21].
3.51 A combat unit has up to four steps.
3.3 Stacking • A unit with values on only its front has just one step.
Stacking refers to placing more than one unit in a hex at the
• A unit with values on both sides of its unit counter has more
same time. The position of a combat unit within a stack has no
than one step. Many of these are only two steps.
effect on play.
• Certain units are one-step units even though they have values
3.31 Most combat units have a printed stacking point value. on both sides:
HQs and non-combat units have no printed stacking value; their HQs, Tried and Untried units (militia and MG units), Axis
stacking value is zero. Units with zero stacking value and all Base units, artillery units
player aid markers can be added to stacks without limit.
3.52 Units with three or four steps are all shown on the Step
Exception: Armored trains [21.31]. Reduction Organization Card. They use a reduced strength re-
3.32 A maximum of ten (10) stacking points can occupy a hex placement counter carrying the same unit identification as the
at the end of any game phase. Units currently moving or retreat- original full-strength counter.
ing can pass through stacks of friendly units without regard to a. When the original, full strength counter is reduced to its
the stacking limit. third step (or immediately to its fourth), pick up the original
3.33 If a stack exceeds the stacking limit at the end of any and replace it with the reduced strength replacement counter at
phase, the owning player immediately places the excess in the its new step value.
Cadre Box of the Unit Rebuilding Track. The following units b. The original stays on the Step Reduction Organization Card
can exceed the stacking limit at the end of a movement phase until sufficient replacements [7.0] are received to restore it.
under special circumstances: Then replace the reduced strength replacement counter with the
• Rocket artillery [13.32b and c] appropriate restored strength level of the counter.
• Engineer, armored engineer, and motorized engineer [15.53c] Note: A stripe marked across the reduced strength side of
3.34 Inspection. Players can freely inspect enemy stacks. a counter shows it has more than two steps. Additionally,
Players cannot inspect Untried units until they become Tried. a lighter unit nationality color is used on a unit’s reduced
Game markers should be placed on top if they affect combat strength side so that its status can be seen at a glance.
units, or on the bottom if they affect the hex [EXAMPLES:
Garrison and Supply Status markers pertain to units; Railhead
and Rail Cut markers pertain to the hex,]. Place strongpoint 4.0 Starting the Game
markers on the top of the units.
T-26S (M1939)
SdKfz 250/1
5.16 Procedure. Roll the die, apply any Weather DRM shown 5.3 Special Weather Effects
on the TRT, and index the numerical result with the correspond- 5.31 Storm. Certain results on the Weather Table
ing line on the current Climate Condition column. The result is include Storm in addition to the weather. Storm lasts
the weather for the entire turn. This weather applies to the entire for the entire turn, but is not a climate or weather
scenario area. Different weather may occur next turn. condition. Storm supplements the current weather by affecting
Air Readiness [9.0], flotilla movement [22.54], and certain
5.2 Lingering Weather Conditions naval procedures [see Naval Module].
The effects of Mud or Snow weather can extend beyond the
turn it occurs. See the Effects on Movement Chart for a list of 5.32 Limited Mud. During Dry Climate no more than two
all weather effects on movement. See also 6.15b. turns in a row of Mud are allowed. If on the third turn Mud oc-
curs, disregard that Mud result and use Dry (no Storm).
5.21 Lingering Mud
5.33 Limited Dry Weather. During Dry Climate no more
a. During Mud or Frost Climate: If a Dry weather
than five turns in a row of Dry are allowed. If on the sixth turn
turn immediately follows a Mud weather turn, Mud
Dry occurs, disregard that result and use Mud (no Storm).
effects continue to apply but only in those hexes
containing woods. If Dry or Frost weather follows for a second 5.34 Combining Games. Each game has its own Weather
consecutive turn, then Lingering Mud in woods hexes no longer Table that applies to the area covered by that game’s maps. Use
applies. each game’s Weather Table to determine the weather for that
game’s area. For those hexes that overlap the next game, use
b. During Dry or Snow Climate: Lingering Mud cannot occur.
the weather applicable to the map on top.
5.22 Lingering Snow. If a Frost weather turn immediately
follows a Snow weather turn, Snow weather conditions continue
to apply everywhere. If Mud follows Snow, Mud weather condi- 6.0 Supply
tions apply everywhere.
There are two types of supply: General Supply and Attack Sup-
EXAMPLE ONE, GT 79: The Climate condition is Frost. The die ply. A unit requires General Supply to move without penalty.
roll for the turn’s weather shows a result of S (Snow), therefore A unit requires Attack Supply [15.2] to attack without penalty.
apply Snow for the current turn. Attack Supply is provided by Attack Supply Points [ASPs].
EXAMPLE TWO, GT 80: The weather result is ST (Snow with ASPs are represented on the map by supply units. A supply
Storm). The weather for the turn remains Snow, but now with unit is either a Mobile Supply Unit (MSU) or a Supply Dump.
Storm added.
EXAMPLE THREE, GT 81: The weather result is F (Frost). 6.1 Supply Routes
However, Frost does not change Snow weather. The weather 6.11 During the Supply Status Phase both players determine
remains Snow for this turn. If the weather on GT 82 also results the General Supply status [6.3] of their ground units by tracing
in Frost, the weather continues as Snow. It continues as Snow Supply Routes [of length shown in 6.12]. A Supply Route is a
until Mud occurs, at which time apply Mud. If Frost follows designated path of contiguous hexes leading to a friendly Sup-
Mud, then apply Frost. ply Source [6.2].
5.23 Frozen 6.12 A unit is in General Supply if it can trace a Supply Route
Frozen conditions affect the movement allowance of motorized to a friendly Supply Source. A Supply Route includes one or
units [engines will freeze], but mainly make some barriers pass- more of the following components, in this order:
able to movement [because ice accumulates]. Component Maximum length
a. Frozen effects apply starting with the beginning of the second Line of Communications (LOC) [6.14] 7
consecutive turn of Snow weather during Snow Climate. Road Net hex [6.15] 21
b. Frozen effects cease immediately during Mud (or Dry) turns, Railroad Net hex [6.16] unlimited
regardless of Climate. Frozen effects return if the conditions in 6.13 No component of a Supply Route can be traced:
5.23a occur again.
• Through a hex in an enemy ZOC unless that hex is occupied
c. The following become frozen and remain frozen during all by a friendly combat unit
the Frost and Snow weather turns that follow [subject to 5.23a]: • Across lake or major river hexsides (unless frozen) unless
swamp, canal, river, major river, lake, and shallow water. across a non-destroyed bridge or a friendly Bridge or Ferry
5.24 Frozen Effects on Movement Allowance marker
a. Axis motorized units lose one MP from their printed MA • Into or through any number of swamp hexes in Dry or Mud
before any halving of MA [see also 10.37]. weather unless along a road or railroad. If the road or railroad
cannot be used to trace an LOC, the hex cannot be a part of
b. Ski units spend only one MP to enter: clear, hills, marsh, or
swamp.
the LOC (the road, or railroad, must enter the swamp hex sion, MG unit placement, Air unit mission range or bridge unit
from a hex in the LOC and exit into a hex in the LOC) placement.
• Into or through a hex with a non-destroyed enemy citadel,
Note: Game map graphics do not always show railroad lines
fortified belt, strongpoint, or strongpoint under-construction
through cities or major cities. Every city or major city main
• Across a non-destroyed enemy fortified line hexside map hex counts as a railroad hex for purposes of railroad
6.14 Line of Communications (LOC) movement and railroad conversion. On an Inset map [17.0]
they count as a railroad hex only if the line is actually printed
a. A unit traces its LOC over hexes of any type to a Supply
in the hex.
Source, or to a hex in a road net [6.15] or railroad net [6.16]
leading to a Supply Source.
6.2 Supply Sources
b. LOC Length. An LOC is traced through no more than seven
contiguous hexes to a Supply Source, road net hex, or railroad 6.21 A Supply Source friendly to one player will not be friendly
net hex. Do not count the hex the unit occupies but do count the to the other player, even if captured. If captured, a Supply Source
hex occupied by the Supply Source, road net hex, or railroad net will cease giving supply. If recaptured by the friendly player,
hex. Calculate LOC hexes on an Inset map [17.0] by counting it will provide supply starting the next friendly Supply Status
mega hexes [17.13]; disregard the number of Inset hexes within Phase if it is still friendly.
each mega hex. Note: Most map-edge hexes are not Supply Sources.
c. Reduce the LOC length to five contiguous hexes when: 6.22 Units available for play but currently held off the map have
• Tracing the LOC along a minor road or railroad into or General Supply while off the map. Any unit entering the map is
through any swamp hex during Dry or Mud weather in General Supply during the turn it enters the map.
• Tracing the LOC into or through even one marsh hex not 6.23 Soviet Supply Sources are:
along road or railroad during Dry weather
• A friendly port [can be limited; see Naval Module, 26.26]
• Tracing the LOC during Mud or Snow weather
• A major city hex
• Tracing the LOC into or through even one hex where
• Many of the railroad, main road, or motorway hexes at a
Lingering Mud or Snow conditions apply [5.2]
scenario map-edge hex, as listed in scenario instructions
6.15 Road Net • Any location designated by scenario instructions
a. A road net is traced through a continuous series of 6.24 A Soviet major city (single or multi-hex) does not function
contiguous hexes [3.14] connected by main road and as a Soviet Supply Source if it is unable to trace an overland
motorway, not more than 21 hexes in length, which Supply Route [per 6.1] to another Soviet Supply Source. A So-
leads either to a friendly Supply Source or to a railroad hex viet major city hex may otherwise function as a Supply Source.
which forms part of a friendly railroad net [6.16]. Count the Scenario instructions may also apply.
Supply Source hex or railroad hex as the start of the 21 hexes.
6.25 Axis Supply Sources. These are any playable map-
Note: Town, city, or major city hexes do not interrupt a road edge railroad, main road, or motorway hexes designated as
net. Please assume that the roads pass through these. Supply Sources by scenario instructions. Ports can be used when
b. Reduce the road net length to 15 hexes when the allowed by scenario instructions.
weather is Mud or Snow or when tracing the road net 6.26 Temporary Supply Sources
through any hex still affected by Mud or Snow condi- a. A player can designate a friendly Mobile Supply Unit (MSU)
tions [5.2]. [6.41], or Supply Dump, or Large Supply Dump [6.48] as a
Note: During Lingering Weather conditions players should temporary, one-time Supply Source for units or stacks of units,
be mindful that the road net might include an affected hex. or hexes [6.17], for up to five designated hexes (or five Inset
map hexes, or a combination of Inset and main map hexes) for
6.16 Railroad Net. A railroad net is traced through an un- each ASP spent to provide this supply. This can be done each
limited series of contiguous hexes connected by friendly rail- turn with as many ASPs as there are available. The hex does
road available for use that leads to a friendly Supply Source. A not need to be occupied.
railroad net can include hexes converted [19.2] to friendly use b. Each designated hex traces an LOC of up to seven hexes
during the course of the scenario and can include Ferry markers [6.14b], or five hexes [6.14b and c], to the hex containing the
[22.3]. A friendly railroad net cannot include: MSU or Supply Dump to be used.
• Rail Cut markers [19.4],
c. During the Supply Status Phase, remove the designated MSU,
• Non-destroyed enemy fortifications [18.0], or or turn the designated regular Supply Dump to its MSU side,
• Any hex available for enemy railroad movement. or reduce the designated Large Supply Dump to its lesser value
6.17 The General Supply status of a hex is also determined for side: a 4-ASP Large Supply Dump would reduce to a 3-ASP
other purposes, such as strongpoint construction, rail conver- Large Supply Dump, or a 3-ASP Large Supply Dump would
reduce to a 2-ASP Supply Dump. For each ASP removed the • It cannot receive replacements [7.74]. However, Soviet units
player removes the Out of Supply [6.34] or Emergency Supply can be strengthened by the use of Zap units [7.43] regardless
[6.33] markers on the hexes that the owning player designates of their supply status.
[6.26a]. All combat units [and strongpoints, see 6.36] that were
6.36 Strongpoint Deterioration. Check all strongpoints
under those markers are now in General Supply.
and remove any [18.13b] that are unoccupied and not adjacent to
d. Bridge markers can be placed on any of these hexes and a friendly combat unit and which are Out of Supply at the end of
strongpoint construction can begin in them. Even if the hexes the Supply Status Phase. They do not receive Emergency Supply
subsequently revert to Emergency Supply or Out of Supply, markers but can be supplied by a temporary supply source [6.26].
the Bridge, Ferry, or strongpoint under-construction markers Other fortifications are not subject to deterioration.
can remain.
6.37 Armored trains and flotillas do not require General Supply.
6.3 Supply Status
6.4 Supply Units
6.31 After tracing Supply Routes, units will be either:
A supply unit represents food, fuel, and munitions, not men and
• In General Supply [6.32], or equipment. Each scenario limits the number of supply units
• Out of Supply, but using Emergency Supply [6.33], or available to both sides [see the set up cards].
• Out of Supply [6.34].
6.41 Each supply unit has sides that correspond to the number
6.32 A unit is in Supply if it can trace a Supply Route to a of Attack Supply Points (ASPs) that it represents. The front side
friendly Supply Source during the Supply Status Phase. Remove of a supply unit is a Mobile Supply Unit (MSU) containing one
Emergency Supply or Out of Supply markers from those units. ASP. The reverse side is a Supply Dump containing two ASPs.
6.33 If a unit was in Supply last turn but cannot now 6.42 A supply unit is a non-combat unit and has no stacking
trace a Supply Route, it changes to Emergency Supply. point value. Remove it from the map if it is alone in a hex when
Place an Emergency Supply marker on the unit. A unit an enemy unit enters its hex. An MSU cannot enter an enemy
with an Emergency Supply marker suffers no adverse effects. ZOC unless moving with a combat unit or joining a combat
It is treated as in Supply. unit in that hex. Supply units cannot be captured. MSUs can
retreat if stacked with a retreating combat unit. Supply Dumps
6.34 A unit is Out of Supply if it cannot trace a Sup- cannot retreat.
ply Route and already has on it either an Emergency
Supply marker or an Out of Supply marker. If so, turn Note: Because a supply unit is not a combat unit, an attack
the Emergency Supply marker over to its Out of Supply side. A cannot be declared [12.1] against it.
unit judged Out of Supply during the Supply Status Phase re-
mains Out of Supply for the rest of the turn, even if it moves to 6.43 When removed from the map by combination [6.48b],
a location where it could be in General Supply. A player can spent for supplied combat, temporary supply, enemy action, or
choose to leave units Out of Supply. A unit cannot be elimi- voluntarily [as part of 6.48d] the supply unit is again available
nated solely through lack of supply. for play. Store them off-map.
6.35 Out of Supply Effects on a Combat Unit 6.44 A supply unit always has General Supply regardless of its
location and does not need to trace a Supply Route for Strategic
• Reduce its printed Movement Allowance by two MPs in
Movement [11.23].
all movement phases (prior to halving or applying weather
effects) [Exception: Do not reduce the MA of cavalry, flotilla, 6.45 Number Received. During the Reinforcement Phase
or armored train units]. both players consult the scenario instructions and applicable
• Out of Supply Axis motorized units are subject to Fuel Attack Supply Charts to determine the number of ASPs they
Shortage [6.5]. receive. ASPs enter the map in the form of Mobile Supply Units
• It cannot conduct Railroad movement [11.1]. (MSUs) [6.46] or Supply Dumps [6.48]. If insufficient supply
• It cannot conduct Strategic movement [11.2]. units are available, then excess ASPs are lost. ASPs cannot be
accumulated off-map. Players cannot have more supply units in
• An Out of Supply artillery unit cannot use its support strength
play at any one time than those allowed by the scenario. Place
when attacking or defending unless placed in Attack Supply.
these Supply units in the Active Box to await entry on map in
• Out of Supply German Panzer and Motorized divisions do the player turn.
not qualify for the Panzer Division Integrity Bonus [15.22
and 15.58d], unless placed in Attack Supply [15.2].
• If the defending force includes any unit with an Out of Supply
marker, the attacker applies a (–1) DRM.
• It cannot conduct Unit Conversion [8.6].
6.46 MSUs. MSUs have an orange MA. They move EXAMPLE ONE: During his Movement Phase a player moves
the same as motorized units but move only in the a 1-ASP MSU to an existing 2-ASP regular Supply Dump. He
friendly Movement Phase [unless activated; see then removes that MSU and replaces the 2-ASP regular Supply
10.13]. They can conduct: Dump with a 3-ASP Large Supply Dump. He could also move
two 1-ASP MSUs to an existing 2-ASP regular Supply Dump and
• Railroad movement [11.1]
create a 4-ASP Large Supply Dump.
• Strategic movement [11.2]
EXAMPLE TWO: During his Movement Phase a player moves (by
• One-hex movement [11.5]
Railroad movement) two 2-ASP Supply Dumps to the same loca-
• Map exit [11.6] tion and replaces them with a single 4-ASP Large Supply Dump.
6.47 MSU Entry EXAMPLE THREE: During the Reinforcements Phase a player
a. Map Entry can convert 3 newly arrived ASPs into a 3-ASP Large Supply
• MSUs enter through the scenario map edge during the Dump or 4 newly arrived ASPs into a 4-ASP Large Supply Dump.
friendly Movement Phase at friendly road or motorway map- He can then move the Large Supply Dump onto the map using
edge hexes designated as Supply Sources by the scenario railroad movement. He could also combine 3 or 4 MSUs in the
instructions, or by railroad movement through a friendly same hex to create a Large Supply Dump.
map edge railroad hex designated as a Supply Source by the d. Supply Dump Reduction
scenario instructions.
A player can reduce the value of an on-map Supply Dump
• Axis MSUs can be placed on Base units [6.6] during the by movement of supply units away from the hex or by use in
Reinforcement Phase, up to the Base ASP limit for each combat. Unless reduced by use in combat [6.48e], the final 2
Base unit each turn [see scenario instructions]. They then ASP regular Supply Dump counter in a hex, when flipped to its
can move from there and use railroad movement if railroad 1 ASP MSU side, loses the other ASP in the dump.
capacity allows.
EXAMPLE ONE: Reduce a 2-ASP regular Supply Dump by turn-
b. An MSU can enter the map by air transport [14.7], or by naval ing it over to its 1-ASP MSU side (and thereby the other ASP in
transport; see Naval Module 28.0. the Supply Dump is lost).
c. The Soviet player can alternatively place one of the new MSUs EXAMPLE TWO: Reduce a 3-ASP Large Supply Dump by
he receives each turn in any city or major city hex (main map replacing it with a 1-ASP MSU and a 2-ASP regular Dump. If
or Inset map) that can trace a Supply Route [6.12] to a Supply there are no appropriate size unused supply units available, then
Source. If that hex cannot trace an Supply Route to another this procedure cannot be done. If there is only one appropriate
Supply Source (outside of this city), then it cannot serve for supply unit available, then the other ASP is lost.
MSU placement.
EXAMPLE THREE: Reduce a 4-ASP Large Supply Dump by
6.48 Supply Dumps (dumps). There are two first turning it over to its 3-ASP side and then placing a 1-ASP
types of Supply Dump: regular Supply Dump and MSU in that hex.
Large Supply Dump. Neither type of supply dump
can move by itself. It can move only by railroad movement [or Note: A player does not need to have an unused supply counter
by naval transport, see Naval Module; 28.0]. available to conduct reduction as a result of combat usage as
long as that Combat Phase continues and another ASP will
a. Map Entry be required from the same Dump.
• Supply Dumps can enter the map during the friendly
Movement Phase through any friendly map edge railroad Note: Some of the examples above can be a very inefficient
hex that has been designated as a Supply Source by scenario way of getting supply to where it is needed, and should not
instructions. be used often. Some advance planning is advised.
• Supply Dumps can be placed on Axis Base units [6.6] the
e. For ASPs in combat [15.2 and 15.45] remove the MSU or
same way as MSUs are, up to the Base ASP limit.
reduce a regular or Large Supply Dump at the end of the Combat
b. Supply Dump creation on-map. A player can, at the end Phase. For ASPs spent by use in combat (or Limited Artillery
of any phase, combine two MSUs in the same hex to create a Supply [13.5]), a 2-ASP regular Supply Dump can be reduced
two-ASP regular Supply Dump. In this case, turn one MSU over to leave an MSU [exception to 6.48d].
to its Supply Dump side and remove the other from the map.
f. Managing Existing on-map Dumps
Note: Players should use this procedure to accumulate extra There may be instances where a player already has a hex with
ASPs in one place and to free an MSU for use on a later turn. one or more Dump counters on-map at the start of their turn and
wants to both Reduce these [6.48d] by removing ASP as MSUs
c. Large Supply Dump Creation from ASPs on the Map and Dumps from the hex and later in the same turn, increase the
A player can increase the value of an on-map Supply Dump to size of any remaining dump(s) in that hex.
create a Large Supply Dump.
If so then the following procedure must be followed in the e. Units of the group that are in the Active Box [8.3] are not
order given: affected by Fuel Shortage during their turn of entry.
1. Any hex containing a Dump, Large Dump or several such f. Units of a group that passes its Fuel Shortage die roll that are
counters must first have all ASP, as supply counters, extracted stacked with units of a group that fails are not affected by the
from the hex before any new ASP (in the form of new MSU failing group.
or Dump counters) are added. This means that if any MSUs
or Dumps are being removed by Dump-reduction [6.48d] and 6.55 Other Affected Units. Non-divisional armored and
then moved from that hex by road movement, rail transport motorized units are affected by Fuel Shortage results only if
[11.1] or Air transport [14.7], such Dumps or MSUs are stacked with a unit of a group with a “Fails” result on the Fuel
moved first before any new supply counters can be added to Shortage Table, even when there are units from other groups in
that hex. the hex that do pass their Fuel Shortage rolls.
2. Once this reduction is completed rotate any supply counters Note: The Axis player has the option during the Supply Status
remaining or use any convenient marker such as a DNM Phase to use an ASP as a temporary Supply Source [6.26] to
marker to mark that hex. Once this is done the player cannot put all of a group’s units into General Supply and thereby
later that turn again extract by movement any more MSUs avoid Fuel Shortage effects [and Out of Supply effects; 6.35].
or Dumps, but can add more supply counters to the hex,
following the normal rules [6.48c]. Rotate back or remove 6.6 Axis Base Units
any marker from this hex at the end of the player turn.
Some games in this series include a special type of Axis combat
unit called a Base Unit. Generally, these simplify the procedure
6.5 Axis Fuel Shortage for moving ASPs over long distances. Some scenarios may
Certain Axis groupings of units (usually divisions) are subject designate them as a Supply Source. Rules for these units can
to further movement restrictions, called Fuel Shortage. be found in the Playbook for the appropriate game.
6.51 Nearly all groupings are German panzer and motorized
divisions. Any other German or Axis-Allied groupings that
qualify are listed in the Playbook. They are subject to Fuel 7.0 Replacements
Shortage regardless of map location or what map they are on.
Both players receive Replacement Points (RPs) when allowed by
Note: All units of the same division (or group) have the same scenario instructions. All RPs are received during the Replace-
color code in their unit type box. ments Phase but most are spent during the friendly Engineering
Phase. An RP represents the manpower and equipment necessary
6.52 Conduct the Fuel Shortage procedure at the end of the for combat units to replace combat losses, or to rebuild forma-
Supply Status Phase. tions destroyed in combat.
6.53 Procedure. The Axis player rolls the die for each group
that still has at least one of its units in Out of Supply status (dis- 7.1 The Unit Rebuilding Track
regard the supply status of the remaining units in the division). Players use their respective Unit Rebuilding Tracks to rebuild
Roll each turn for each qualifying group. Apply the DRMs listed units that have been removed from the map. The four unit status
beside the Fuel Shortage Table. Compare the modified die roll boxes range from Cannot Rebuild (lowest) to Active (highest).
result to the Axis Fuel Shortage Table. Results are: Units move from lower boxes to higher boxes, one box per turn,
as they receive replacements during the Engineering Phase.
Fails All units of that group have Fuel Shortage this turn.
Passes Fuel Shortage effects do not apply this turn to the units Note: In practice players should begin by rebuilding units in
of that group. All other effects, including Out of Supply the Active Box, then move units in the Cadre Box to the Active
effects, still apply. Box. Finish by moving units from the Eliminated Box to the
Cadre Box. This sequence ensures the “one box per turn” limit.
6.54 Fuel Shortage Effects
a. No units of the affected group can move during their Move- 7.11 The Active Box. Units arriving here due to rebuilding
ment, Motorized Movement, or Reaction phases. can enter the game map the next turn as reinforcements (per
8.3), or remain in the Active Box for as long as desired. Units
b. They can attack and defend and can retreat or advance as a
remaining in the Active Box can regain one step per turn by
result of combat. Combined Arms Bonus [15.57] is allowed.
spending one (or two, as required) RP(s). Soviet Non-Op HQs
Panzer Division Integrity bonus [15.58] is not allowed unless
in the Active Box can roll for recovery of Operational Status
that division group is provided Attack Supply.
[21.28]. Their Non-Op status does not affect any other units
anywhere on the Unit Rebuilding Track.
c. Place a Fuel Shortage marker with all units of the
group (regardless of their actual supply status). 7.12 The Cadre Box. Units in this box lack some of their
troops and much equipment, but can be rebuilt fairly quickly.
d. Remove all Fuel Shortage markers during the Recovery Phase.
One (or two) RPs of the required type will move one unit of c. From the Cadre Box to the Active Box, or to strengthen units
that type to the Active Box [7.11] on its one-step strength level. on the map: Two Type I RPs move any one unit of the follow-
ing types:
7.13 The Eliminated Box. Units in this box have lost
most of their troops and equipment. One RP (of either type) Anti-aircraft, anti-tank, HQ, or any of the six listed motor-
will move any one eligible unit up to the Cadre Box [see Unit ized unit types [2.22b], including motorized NKVD
Rebuilding Track]. 7.32 Type A (Armaments) RPs. Record points received
7.14 The Cannot Rebuild Box. Units that can never be using the Soviet Armaments Replacements marker on the Soviet
rebuilt are marked with an “R” in a circle and go to the Cannot Loss/Replacement Track. These points can be saved from turn
Rebuild Box. Units cannot leave this box. to turn. If the marker reaches the Track end, the excess is lost.
Spend RPs in the Soviet Engineering Phase to advance units on
7.2 The Soviet Replacements Table the Unit Rebuilding Track as follows:
The Soviet player receives most of his RPs by using the Soviet a. From the Eliminated Box to the Cadre Box:
Replacements Table. Scenario instructions specify which table One Type A RP moves one unit of any type
to use, and which turns to use it.
b. From the Cadre Box to the Active Box, or to strengthen units
7.21 During the Replacements Phase the Soviet player uses on the map: One Type A RP moves a unit into the Active Box,
the appropriate Replacement Table to determine the number or restores one step of the following types:
of the various types of replacements he receives that turn. The Armored, field artillery, rocket artillery
appropriate table can vary according to the scenario and the
current turn. Each Replacements Table is divided into separate 7.33 Type V (Aircraft) RPs. Each point the Soviet player
columns for each type of replacement. receives moves one Soviet Air Unit from the Destroyed, Dam-
aged, or Flown Box during the Replacements Phase to the
7.22 Procedure: The Soviet player rolls the die. He adds a Ready Box on the Soviet Air Unit Status Track, regardless of
(+1) DRM if the weather is Mud or Snow, and a (+1) DRM weather. If the point is not used, it is lost. Type V RPs cannot
for each remaining accumulated Mandated Attack [12.3]. The be accumulated. Air units that have a “cannot rebuild” symbol
final DRM cannot exceed +3. He locates the final number re- (an “R” in a red circle) on them cannot be rebuilt.
sult on the die roll column and cross-indexes it with the four
replacement category boxes on that line. Any box containing 7.4 Special Soviet Replacements Types
a number or a letter provides a replacement type or an event.
The categories are: 7.41 Strongpoints
• Type I Replacements a. The number shows the number of regular strong-
point under-construction markers the Soviet player
• Strongpoints [7.41]
can place during his Engineering Phase.
• Other Replacements (A and V)
b. Additional Strongpoints may also be received.
• Special Events [7.5]
• An E result gives the Soviet player one additional strongpoint
7.3 Soviet Replacements Types under-construction (or two with 2E, or three with 3E).
Replacements are recorded immediately as they are received. • Place these on or within five hexes of a friendly major city
The numbers on the Replacements Table show the number of hex.
Replacement Points (RPs) received of each type. • One can be placed on a friendly location that can count for
7.31 Type I (Infantry) Replacements. Record points VPs (usually a town, city, or major city).
received using the Soviet Infantry Replacements marker on the • The strongpoint(s) can be built within five hexes of a city
Soviet Loss/Replacement Track. These points can be saved from (not just major city) if an NKVD unit is on that city during
turn to turn. If the marker reaches the Track end, the excess is the period of construction.
lost. Spend RPs in the Soviet Engineering Phase to advance
Note: On the Inset map [17.0] count a mega hex as one hex
units on the Unit Rebuilding Track, or strengthen units on the
of the construction range.
map, as follows:
a. From the Eliminated Box to the Cadre Box: c. Strongpoints under-construction cannot be accumulated for
placement on a future turn.
One Type I RP moves one unit of any type
d. Non-Op HQs prevent Soviet regular strongpoint placement,
b. From the Cadre Box to the Active Box, or to strengthen but have no effect on E strongpoint placement [18.43c and
units on the map: One Type I RP moves any one unit of the 21.26a].
following types:
Any of the thirteen non-motorized unit types (including
non-motorized NKVD), but excluding HQ, non-motorized
anti-tank and anti-aircraft units
7.42 Armored Trains Note: The Do Not Move GT 2 marker becomes a Do Not
a. Receive armored train RPs only as indicated on the set up Move GT 1 marker during the Recovery Phase this turn.
cards. Spend the armored train RP in the Soviet Engineering
Phase or it is lost. It cannot be accumulated. f. Always return a Zap unit to the Cadre Box after use, regard-
less if it is used as a replacements step, eliminated in combat,
b. Spend one point for one NKVD or Army armored train unit. or has surrendered.
Newly rebuilt NKVD armored trains are not subject to the seven-
turn [7.45b] delay that applies to other NKVD units. 7.44 Militia Conversion
c. Regardless of how an armored train unit is lost, always place a. During his Engineering Phase the Soviet player can remove
it in the Cadre Box. When moving it from the Active Box, place from the map any on-map Militia units [21.7] (Tried and Untried)
it on any friendly city or major city hex that has a railroad. that meet all the following conditions:
• Not in an Axis ZOC (even if stacked with another friendly
Design Note: When an armored train unit is rebuilt, very few
unit)
personnel are required; the main component is the new train.
• Not still marked as Garrison [21.8]
7.43 Soviet “Zap” Units • Can trace a Supply Route (of any length) to a friendly map
Zap units were training units and during 1941 they edge Supply Source [6.12 and 6.13]
also served as collection units for many of the indi- b. For each Militia unit removed, immediately move one Zap
vidual soldiers and small groups escaping east ahead unit from the Cadre Box to the Active Box (up to the availability
of Axis forces. They would hold large numbers of loosely or- of Zap units).
ganized manpower, but few heavy weapons. In critical situations
c. Removed Militia units go to the Cannot Rebuild Box.
they could be pressed into front-line duty. Game-wise they
function as dual-purpose units that can either be committed to 7.45 Rebuilding NKVD Units
combat as weak, one-step units, or be used as on-map Type I Any NKVD unit can be rebuilt. All use only Type I RPs [Excep-
RPs. They also provide a way to get RPs to units that are be- tion: Armored Trains 7.42b].
sieged at a port or are surrounded.
a. Any NKVD unit in the Eliminated Box that receives one RP
a. A single Type I RP builds one Zap unit during the Engineering moves immediately to the Cadre Box.
Phase. Place rebuilt Zap units in the Active Box.
b. Procedure for any NKVD unit in the Cadre Box receiving
b. The Soviet player can move Zap units that start the turn in the
one (or two) RPs:
Active Box to any eligible on-map location during the friendly
Movement Phase, at one per location each turn. Eligible loca- • If it is a one-step unit, place it seven turns ahead of the
tions are: current turn on the Turn Record Track; it enters as a regular
reinforcement starting that turn.
• Any friendly town, city, or major city (regardless of supply
status); a friendly unit must be in the hex if an enemy ZOC • If it is a multi-step unit, place it seven turns ahead of the
projects into the hex current turn on the TRT at its reduced strength level; during
those seven turns it can receive the next RP without restarting
• Through a friendly map-edge Supply Source
the seven turn period.
c. A Zap unit functions as a single step for a reduced unit that • Move a rebuilt NKVD unit from the TRT to the Active Box
requires only one Type I RP to strengthen to the next level. Each once the Turn marker advances into the Turn Box containing
Zap unit is one Type I RP that rebuilds one step. the NKVD unit.
d. Strengthen on-map. Move the Zap unit to the unit to be c. A reduced two-step NKVD unit on the map recovers its full
strengthened. The receiving unit can move, can be at any loca- strength by the same method as other units of its type and without
tion, and can be in an enemy ZOC. During the Soviet Engineer- the seven-turn delay for the full-strength level.
ing Phase remove the Zap unit and increase the reduced unit by
one step. A unit cannot strengthen by both absorbing a Zap unit 7.5 Soviet Special Events
and taking an RP in the same turn.
Special Event codes M, R, and S as found on the Soviet Replace-
e. Exchange on-map. A supplied Zap unit already on-map at ments Table indicate a single occurrence of that event. These
the start of the Soviet Engineering Phase at any city or major take effect on the turn received. Multiple occurrences of the
city that is in General Supply can be exchanged to recreate a unit same event for the same turn are indicated by a number, such
currently in the Cadre Box and requiring one Type I RP. Remove as 2 or 3, along with the code letter.
the Zap unit from the map; then take the unit to be rebuilt from
the Cadre Box and place it at the Zap unit’s former location. 7.51 Mandated Attack (M). Receive one Man-
Placement cannot exceed the stacking limit, and it cannot be dated Attack [12.3] each time a code M occurs (unless
in an enemy ZOC. Place a Do Not Move 2GTs marker on it. disallowed by scenario instructions). For each Man-
dated Attack received, move the Mandated Attacks Not Yet Made
marker one space along the Soviet Loss/Replacement Track.
7.52 Reinforcement Group or Garrison Release (R) c. From the Cadre Box to the Active Box, or to strengthen units
a. With each R result the Soviet Player can either: on the map: Two Type I RPs restore one step of the following
types:
• Choose one Soviet Special Reinforcement Group [if available
for Release; 8.2], or Anti-tank, anti-aircraft, or any of the six motorized (non-
armored) unit types
• Release all units on any two hexes designated as Garrison
(multiple Garrison units on a single hex are a single release), d. German 1-2-5 (not 2-2-5) Regiment Substitute Counters
or (RSCs) [23.0] can be created during the Replacements Phase.
• Ignore the result. Each costs one Type I RP. Place them in the Active Box and
reduce the Loss/Replacements Track by one level for each one
b. Use an R result the turn it is received or it is lost. created.
c. If multiple R results occur (2R or 3R), the Soviet player
7.62 Type A (Armaments) RPs. Record points received
can choose to receive a combination of Special Reinforcement
using the Axis Armaments Replacements marker on the Axis
Groups and release pairs of Garrison hexes up to the number
Loss/Replacement Track. These points can be accumulated.
of R results indicated.
If the marker reaches the Track end, the excess is lost. Spend
7.53 Additional Supply (S) RPs in the Axis Engineering Phase to advance units on the Unit
a. With each S result the Soviet player can either: Rebuilding Track as follows:
• Remove an Emergency Supply marker from any one hex, or a. From the Eliminated Box to the Cadre Box:
• Remove an Out of Supply marker from any one hex, or One Type A RP moves one unit of any type
• Receive one additional ASP (as reinforcement), or b. From the Cadre Box to the Active Box, or to strengthen units
• Ignore the result. on the map: One Type A RP moves a unit to the Active Box, or
b. Choose the result during the Supply Status Phase. Use an S restores one step of the following types:
result the turn it is received or it is lost. Field artillery, coast defense artillery, rocket artillery, or any
of the six motorized or four armored unit types
c. If multiple S results occur, the Soviet player can choose to
receive a combination of the above, including more of the same 7.63 Type V (Aircraft) RPs. The Axis player receives
result, up to the number of S results indicated. Type V RPs only as indicated on the set up card. These can be
d. The Emergency Supply or Out of Supply marker is removed of any nationality the Axis player desires. During the Replace-
at the end of the Supply Status Phase. The unit, or stack, is now ments Phase one point moves one air unit from the Destroyed,
in General Supply for the remainder of this turn. Damaged, or Flown Box to the Ready Box on the Axis Air
Unit Status Track, regardless of weather. Type V RPs cannot
be accumulated.
7.6 Axis Replacements
The Axis player receives Types I, A, and V RPs as indicated on
7.7 Spending Types A and I Replacements
the scenario set up cards. All replacements are German national-
ity unless otherwise indicated. There is no Axis Replacements Points
Table. 7.71 Units can receive replacements while on the
map. Place a Receiving Replacements marker on all
7.61 Type I (Infantry) RPs. Record points received using
on-map units that are to receive a replacement. Both
the Axis Infantry Replacements marker on the Axis Loss/Re-
players place all Receiving Replacements markers during the
placement Track. These points can be saved from turn to turn.
Replacements Phase.
If the marker reaches the Track end, the excess is lost. Spend
RPs in the Axis Engineering Phase to advance units on the Unit 7.72 Units receiving replacements are not eligible to move or
Rebuilding Track as follows: attack as long as they have a Receiving Replacements marker
a. From the Eliminated Box to the Cadre Box: on them. Remove the marker if the unit defends in combat.
One Type I RP moves one unit of any type 7.73 During his Engineering Phase a player adds one step to each
of his units marked to receive replacements and decreases the
b. From the Cadre Box to the Active Box, or to strengthen units
RPs available by one (or two per [7.31c or 7.61c]), for each step
on the map: One Type I RP moves a unit to the Active Box, or
added. He then removes the Receiving Replacements marker
restores one step of the following types:
from each unit receiving replacements.
Any of the thirteen non-motorized unit types (excluding
non-motorized anti-tank and anti-aircraft units) 7.74 A unit cannot receive an RP if it is unable to trace a Supply
Route to a Supply Source.
Note: A Zap Unit can replace step losses [7.43d] regardless
of its supply status [6.35].
7.75 Soviet units receiving replacements or absorbing Zap units first hex. They can enter using road movement rates, railroad
can regain only one step per turn. movement, or strategic movement.
7.76 Axis units can regain multiple steps in a single turn, up c. Reinforcements cannot use overrun [11.3] or infiltration
to their full strength [7.61b], by receiving replacements and by movement [11.4] directly from off the map onto the first map
absorbing any number of RSCs [23.3]. hex. The entry hex can be in an enemy ZOC but cannot be oc-
cupied by an enemy unit.
7.8 Soviet Reservists d. Units entering through a map edge are in General Supply for
7.81 Any Soviet infantry division size unit starting the turn in the turn of entry.
the Active Box on its one-step side can be placed one per hex
8.13 Placement On-Map
onto any friendly town, city, or major city in Russia, Belorussia,
or Ukraine that can trace a Supply Route to a friendly Supply a. Some units are placed directly on-map, at a specified hex.
Source. The placement hex must be friendly. A friendly combat unit in
the hex negates enemy ZOC for placement of reinforcements.
7.82 Place Soviet Reservists during the Reinforcements Phase. There is no MP cost for placement directly onto the map.
The unit then becomes a Garrison [21.8]. Place a Garrison
b. If an entry hex is blocked, a unit cannot enter there until that
marker on the unit.
entry hex is no longer blocked.
7.83 There is no limit to the number of such divisions that can c. A unit can move from its entry hex during any friendly move-
be placed during one turn (subject to availability in the Active
ment phase that turn. There is no movement point cost to place
Box), or on any one location during the course of the game, but
a reinforcement unit on the map.
only one can be placed on a single location per turn (subject to
the stacking limit). d. Placement cannot exceed the stacking limit. If placement
of a unit or a group of units will cause the stacking limit to be
Note: The Soviet player can alternatively enter one-step units exceeded on a single hex at the end of a phase, then those excess
directly into a city or major city during the Reinforcement units cannot enter until stacking space is created [because the
Phase from the Active Box of the Unit Rebuilding Track. hex is blocked by friendly units].
These are not garrisons. Soviet Reservists offers the Soviet
player the added flexibility to place infantry divisions onto 8.14 Units can enter using air transport [or naval transport, see
a wider variety of locations, but they become garrisons that Naval Module] only when specifically designated on the set up
require release. card or in scenario rules.
8.15 Place air unit reinforcements in the Ready Box (unless
otherwise specified) of the Air Unit Status Track. If there is
8.0 Reinforcements Storm this turn, place them in the Flown Box; they then check
for Readiness [9.2].
Both players receive reinforcements. These are new units ar-
riving from outside the game area. All are received during the 8.16 HQ and artillery units cannot conduct any functions until
Reinforcements Phase. they enter the map.
8.11 Placement 8.22 A Group cannot be chosen for play until the first turn a
a. Each unit has a designated entry turn. This is the earliest turn unit from the same group is available [see set up cards]. It can
it can be brought onto the map. However, entry can be delayed be chosen only on one of the turns listed in the range of turns
at the owning player’s option until any later turn. shown for that Group. On the turn the Group is chosen, its units
enter play as reinforcements.
b. Place arriving units on the map location indicated by the set
up card: at the map-edge or on-map, during the Reinforcements 8.23 When a Group is chosen for entry, adjust the VP Track
Phase. There is no MP cost for placement. that turn if any VPs, plus or minus, are listed for that Group.
8.12 Map-edge Entry 8.24 Some Groups have units that become available on later
turns. A Group can be chosen if any of its units are available to
a. Motorized units and cavalry units can enter in either their
enter on the current turn. The remaining units that enter later
Movement Phase or their Motorized Movement Phase. All others
are treated as scheduled reinforcements. An additional R result
enter during their Movement Phase.
is not needed for these remaining units and there is no further
b. Units enter through a scenario map-edge hex one at a time or VP adjustment for that Group.
stacked. When they enter, they pay the terrain MP cost for that
8.25 Number of Groups a. Place each Militia unit on or within five hexes of its des-
a. The Soviet player can choose a Group only on turns he obtains ignated placement city hex (do not count the city hex, but do
an R result on the Soviet Replacements Table. A single R means count the hex of placement). The placement hex can be Out of
he can choose only one Group from those available. A 2R means Supply, but the hex qualifies if it can trace an LOC [6.14] to
he can choose up to two Groups; a 3R means up to three Groups. the designated city.
b. The Axis player can choose any number of eligible and avail- b. A Militia unit cannot be placed in an Axis ZOC unless a
able Groups for entry during any turn. They enter automatically. friendly unit occupies the placement hex.
No die roll is required. c. If an Untried Militia unit’s placement city is entirely Axis
controlled when the unit is drawn, set it aside. Draw another
8.3 Units in the Active Box Militia unit in its place. If the city is recaptured, the Militia
Use the Active Box on the Unit Rebuilding Track to hold units brigade can go back into the opaque cup.
rebuilt from the Cadre Box.
8.44 Soviet Machine Gun (MG) Units
8.31 Units that start the turn in the Active Box are placed during a. Place each At Start unit on the hex specified on the set up card.
the Reinforcements Phase on any friendly city or major city at
one unit per city that can trace a Supply Route to a friendly Sup- b. Place reinforcement MG units during the Reinforcement
ply Source (but not by spending an ASP). They cannot be placed Phase on the hex specified on the set up card. If not specified,
in an enemy ZOC, even if another friendly unit occupies the hex. place them on any non-destroyed Soviet fortification hex in
General Supply.
8.32 They can, instead, enter the map during any movement
c. An MG unit cannot be placed in any hex already containing an
phase in which they are allowed to move if entering at a map-
MG unit. It cannot be placed in an Axis ZOC unless a friendly
edge hex designated as a friendly Supply Source.
unit occupies the placement hex.
8.4 Untried Units 8.5 Withdrawals
Soviet Machine Gun (MG) [21.6] and Militia [21.7] units have
A unit may be required to withdraw, as shown on the set up card.
Tried and Untried modes.
8.51 During the Reinforcement Phase pick up a unit designated
8.41 Untried Unit Modes to withdraw that turn. It does not “move” off the map; just pick
• The back side of the unit is its Untried mode and shows it up. It withdraws at the strength shown on the set up card.
unknown values. This is shown by the “?” symbol.
a. If the unit has less than the strength shown (including in the
• The front side of a unit is its Tried mode and shows actual
Cadre or Eliminated Box), the owner deducts the necessary steps
unit strength values.
from accumulated replacements steps of the same type, or if that
8.42 Placement is not possible he reduces his choice of units of the same type
Unless stated otherwise by scenario instructions, draw MG and currently on-map, step-for-step.
Militia units randomly from an opaque cup as follows: b. If the unit is currently surrounded, withdraw a different non-
a. Draw them one at a time, using separate opaque cups for each surrounded on-map unit of the same unit type and at least equal
type and place them Untried on the At Start or Reinforcement attack and defense strengths.
sections of the scenario set up cards. Any units not drawn are c. If the set up card indicates the unit withdraws “at any
set aside on their Untried sides. They are not used and cannot strength,” the unit need not be restored to full or any other
be examined by either player. strength level (it can be in the Cadre Box or Eliminated Box,
but if surrounded a different unit will withdraw).
Note: The hex location marked on the Tried side of an Untried
unit is only for historical reference. d. Some withdrawn units may return. They return at the same
strength they had when they left. They cannot be increased
b. Place an Untried unit in its Untried mode (question mark side while out of play.
up) with the actual strength unknown to either player.
e. If a withdrawing unit is stronger than the strength shown on
Note: An alternative method is to turn all Untried units to the set up card, the extra step(s) withdraw with the unit.
their Untried side, mix them around while keeping the Untried
side face-up, and then place these onto the set-up card. The Note: A game-wise Axis player will detach RSCs [23.0] from
term “opaque cup” is the short way to describe the process. units before they withdraw in order to “keep” those steps.
8.43 Soviet Militia Units 8.52 Any air unit of the aircraft type designated for withdrawal is
allowed. The air unit can come from any Air Status box [14.13].
The Untried side of each Militia brigade-size unit has the name
of the Soviet city, major city, or region where it was raised. Design Note: Even if the aircraft have been destroyed, the
ground crews are available to redeploy.
8.53 A player can cancel the withdrawal of any unit [Exception: 8.7 Do Not Move Markers
8.54]. He pays one VP for each unit not withdrawn. Do Not Move markers are usually used on
8.54 Withdraw: Cannot Cancel units to show either disorganization or slow
reorganization.
a. Not all withdrawals can be cancelled. Certain withdrawals
are marked “Cannot Cancel” on the set up cards. These occur 8.71 The set up cards for each game in the series use a code to
because of special historical circumstances. A player cannot pay designate which units are not allowed to move for one turn or
VPs to cancel the withdrawal of Cannot Cancel units. two turns. See the Playbook for each game.
b. If a Cannot Cancel unit is surrounded when required to with- 8.72 Units with a Do Not Move marker cannot move even when
draw, withdraw instead a non-surrounded unit (or combination adjacent to enemy units. They can attack and retreat. They can-
of units) of the same type with at least the same number of steps. not advance after combat. Engaging in combat does not remove
the Do Not Move marker.
8.6 Unit Conversions
8.73 During the Recovery Phase, remove Do Not Move 1 GT
The Reinforcements section of some scenario set up cards
markers from all units. Then turn over any Do Not Move 2 GT
includes units indicated as “Remove - Receive.” This is a unit
markers to their 1 GT side.
conversion. This procedure is required on the indicated turn.
8.61 During the Reinforcements Phase the owning player re-
moves the exact indicated “Remove” unit(s) from any supplied 9.0 Air Unit Readiness
location or from a Unit Rebuilding Track box. He removes the
exact units. He cannot cancel the removal. 9.1 Air Readiness
8.62 If any of the “remove” units are not in General Supply, the Determine Air Readiness during the Air Readiness Phase. Units
removal is delayed until the units are in Supply. After removing starting this phase in the Ready Box on the Air Unit Status Track
the indicated unit, immediately place the indicated “Receive” automatically remain in that box and remain in Ready status. On
unit in the same location as the removed unit or in the Active any Storm turn, move all air units of both sides that start in the
Box. Units removed are permanently removed from play. Ready Box (including reinforcement and replacement air units)
to the Flown Box before determining Air Readiness.
8.63 The new unit enters play at no more than the same step
strength as the unit removed. If the removed unit is reduced, the
new unit enters reduced. If full strength, it enters at full strength.
9.2 Readiness Resolution Sequence
If more steps are removed than received, the excess are lost. 9.21 Roll the die for each air unit in the Flown Box and adjust
the die roll for applicable (cumulative) DRMs. If the result lies
8.64 If more than one unit is removed in a single conversion, within the range listed in the Flown Box, the air unit passes
place the new unit(s) in any one of the hexes (or Eliminated or and moves to the Ready Box. Units that do not pass remain in
Cadre boxes) occupied by the units to be removed. Reduce steps the Flown Box. Dummy air units always move automatically
from the “Receive” unit to be the same as the number of steps to the Ready Box.
removed from the on-map unit(s) it converts unless set-up card
or scenario instructions indicate otherwise. 9.22 Roll next for all air units in the Damaged Box and adjust
the die roll for applicable (cumulative) DRMs. Air units that
• If the “Receive” unit has fewer steps than the number of
pass the die roll move up to the Flown Box. Air units that fail
on-map “Remove” units, it is placed full-strength and any
this die roll remain in the Damaged Box.
excess on-map steps lost.
• If none of the “Remove” unit(s) are on-map and instead any 9.23 Air units in the Destroyed Box do not check for Air Readi-
of the ”Remove” unit(s) are in the Cadre box, the replacement ness. They leave the Destroyed Box only through the use of Air
is put there. Replacement Points [7.33 and 7.63] or by Withdrawal [8.52].
• Otherwise if all “Remove” unit(s) are in the Eliminated box
the “Receive” unit is put there.
Units removed are permanently removed from play.
EXAMPLE: Three one step Regiments are to be converted. One
units is on-board and the other two units are in the cadre box.
The on-board Regiment is converted to a Division unit at the
same on-board step-strength, so the Div counter takes a loss and
is placed on the one-step side replacing the original on-board
divisional regiment unit.
10.26 Movement can be reduced or eliminated entirely by lack 10.3 Zone of Control and Weather Effects on
of supply, weather, Interdiction, or an enemy ZOC. Movement Movement
can be increased by using strategic movement or railroad move-
ment. Units with a Receiving Replacements, Fuel Shortage, 10.31 Friendly ZOCs do not affect friendly unit movement.
Garrison, or Do Not Move marker cannot move. 10.32 Units entering an enemy ZOC stop moving immediately.
10.27 Maps Exception: Overrun [11.3].
a. Subject to terrain or scenario restrictions, movement between
10.33 Friendly units can enter enemy ZOCs using all types of
adjacent maps is allowed without an added MP cost.
movement except:
b. Unless specifically allowed by scenario instructions, move- • Strategic movement [11.2]
ment off a map-edge (not between maps) is prohibited.
• Units using Reaction movement [12.4] can enter an enemy
c. Unnumbered partial hexes on any exposed map edge are not ZOC only if the hex already contains one or more friendly
available for play. combat units
d. Units forced to retreat off a map edge (or outside of the • Railroad movement [11.1]
scenario area) cannot return to play. Do not count them toward
Note: Armored trains and railroad artillery move only along
Victory Point [24.4] calculations.
railroads. This is not Railroad Movement, so they can enter
Note: Zap units, MSUs, Supply Dumps, and Regiment Sub- an enemy ZOC.
stitute Counters [23.0] can be reused.
10.34 A unit entering an enemy ZOC pays one additional MP.
10.28 The following units pay motorized movement costs, but If it does not have the necessary MP, it cannot enter the hex.
do not move in the Motorized Movement Phase or Reaction Exceptions:
Phase [12.4]:
(1) Reacting units [12.4] do not pay this additional MP.
• Axis and Soviet Super-Heavy artillery (green MA) [see 13.41
(2) Crossing a non-bridged major river hexside [10.45c], Infiltra-
for additional movement restrictions]
tion movement [11.4], and One-Hex movement [11.5] are not
• All other Axis artillery and anti-tank with orange MA affected because a friendly unit spends its entire MA to cover
• All other Soviet artillery, anti-tank units, or AA units with all MP costs associated with moving the one hex.
orange MA
10.35 Units cannot move directly from one hex in an enemy
• Axis and Soviet MSUs (orange MA)
ZOC to an adjacent hex also in an enemy ZOC.
• Certain other units with orange MA [see Playbook]
Exception: Infiltration Movement [11.4].
Note: A Soviet HQ unit can use Activation [21.12a] to move
orange MA artillery, anti-tank, and AA units and MSUs in the 10.36 Units can begin their movement by exiting a hex in an
Soviet Motorized Movement Phase. enemy ZOC, move through one or more hexes not in an enemy
ZOC, and then re-enter a hex in an enemy ZOC if enough MPs
10.29 AA units with no movement allowance are restricted to remain.
railroad movement [11.1] or Naval Transport [Naval Module,
10.37 Weather Effects On Movement
28.0]. They cannot otherwise move and cannot retreat or advance
as a result of combat. They are restricted during movement to a. The weather condition for the turn determines the MP column
final positioning (upon concluding railroad movement or naval to use on the TEC. See the TEC for the differing MP costs.
transport) in a town, city, or major city. Changing weather can also affect ZOCs [see 3.24].
b. All Axis motorized units lose one MP during Frozen condi-
Design Note: AA units without MA were area defense orga-
tions [5.24] and Snow weather.
nizations deployed for protection of communications centers.
They were not tactically mobile.
10.4 Terrain Effects on Movement
The Terrain Effects Chart identifies all the types of map terrain
and lists the MPs to spend to enter each terrain type. Certain
other terrain features are found on the hexside. A unit spends
MPs to cross these hexsides in addition to the cost to enter the
terrain in the hex itself.
10.41 Each hex contains one or more terrain types [EXAMPLE:
clear and hill]. Units not on roads pay the highest MP cost to
occupy the hex [EXAMPLE: In Dry weather a unit not moving
on a road pays 2 MPs to occupy a hex containing both clear and
hill terrain]. Generally, units using road movement pay reduced
MP costs to enter or occupy map hexes. Hex or hexside terrain Refer to the TEC and the examples below.
which carries a plus (+) sign adds the indicated number of MPs EXAMPLE:The Weather
onto the highest hex terrain cost when units not on roads cross is Dry in all cases. The
a hexside or occupy a hex with (+) terrain. example hex is bounded by
EXAMPLE: The weather hexsides A-F. Hexsides A
is Dry. An Axis motorized and B are river hexsides.
unit with MA of seven has The example hex is hills
spent no MPs, but now terrain with woods. Main
crosses hexside A (a river roads cross hexsides C and
hexside) and occupies hex F. A minor road crosses
B. This single hex move hexside D.
costs the motorized unit 5 EXAMPLE 1: A unit enters the hex using road movement and
MPs (2 MPs for the hill ends movement in the hex. The MP cost to make this move through
terrain, +2 MPs for the hexsides C or F along a main road is a half MP. The cost for
woods, and +1 MP for using the minor road through hexside D is 1 MP.
crossing the river).
EXAMPLE 2: A unit enters and passes through the hex while
10.42 Terrain Effects and Railroads. Units moving from remaining on the same road type. The unit enters the hex on the
hex to hex along a railroad [but not using railroad movement; main road through hexside C, remains on the main road as it
11.1] are affected as follows. crosses the hex, and enters the adjacent hex through the main
a. When a unit enters a hex with woods terrain along a railroad, road crossing hexside F. The MP cost is ½ MP to cross hexside
reduce the total woods cost by 1 MP (in any weather). Do not C and another ½ MP to cross hexside F. The total cost of C to
reduce the MP cost if the unit exits the hex across a hexside not F is 1 MP.
crossed by a road or railroad. EXAMPLE 3: Movement through the hex using different road
b. When crossing a canal, river, or major river hexside on a rail- types. A unit entering through the minor road hexside D spends
road, the MP costs for these types of hexside terrain are negated. 1 MP because the hex contains non-clear terrain. If the unit
Crossing units do pay the terrain costs to enter the hex on the continues moving by road it will change road types and cross
far side of the river (or canal or major river) crossed. hexsides C or F along a main road where the cost to enter ei-
ther adjacent hex will be a half MP. The total cost is 1.5 MPs.
c. Motorized units (or all those with orange or green MAs) can However, entering through hexsides C or F and exiting through
enter a swamp hex when entering along a railroad that crosses hexside D would cost 2 MPs because the rate of 1 MP for leaving
the hexside and by spending 3 MPs per hex. They can also the hex is also applied to entering the hex.
enter by a road that crosses the hexside and move at that road’s
movement rate. EXAMPLE 4: Entry through road hexside, then exit through
non-road hexside. The road rate for the hex is ignored and the
10.43 Road Movement during Dry Weather MP cost is the non-road cost of the hex. A Soviet motorized unit
There are three types of roads: motorway, main road, and minor entering through C then exiting to E spends 3 MPs (or 4 MPs if
road. Axis motorized) plus 1MP for the clear terrain. A Soviet motor-
ized unit entering through D, then exiting to E, spends 3 MPs plus
a. Units moving directly from hex to hex along a road (the road
1 MP for the clear terrain for a total of 4 MPs (or 5 MPs if Axis
symbol crosses each hexside) spend MPs at the applicable road
motorized). Note that Soviet units spend 1 MP less for woods.
movement rate, instead of paying the hexside and hex terrain
costs. EXAMPLE 5: An Axis motorized unit enters the hex through road
hexside C, but exits through non-road hexside A. The unit again
A unit that enters a hex via a road, and then leaves that hex via
pays 2 MPs for the hills plus 2 MPs for the woods, plus 1 MP to
a lower class of road (in the same movement phase), pays the
enter clear terrain hex A, plus 1 MP for crossing a non-bridged
MP cost for the lower class of road for both the entry into and
river hexside, for a total cost of 6 MPs.
exit from the hex; see Example 3 below.
Similarly, a unit that enters a hex via a road and then leaves b. Optional Rule: Road Movement Alternative
that hex not via a road (in the same movement phase), ignores This rule presents an alternative to examples 3 and 4 above as a
the road movement rate for both the entry into and exit from different method of exiting a road through a non-road hexside.
the hex and uses the underlaying terrain movement cost; see Refer to the illustration. Entry through a road hexside and then
Example 4 below.” exit through a non-road hexside is at the cost of the hex entered,
not the hex exited.
EXAMPLE: In preceeding Example 4, a unit entering through
C (or F) spends a half MP, then exiting to E spends 0.5 MP for
the road then 1 MP for the clear terrain for a total of 1.5 MPs.
A unit entering through D and then exiting through E spends
2 MPs. A unit entering through C and then exiting through D orange or green colored MAs and for Soviet armor units. The
spends 1.5 MPs. MP cost would be 3 MPs for all other units except for green MA
units that cannot move at all on minor roads in Mud.
Design Note: EFS is one of the few game systems where it is
how a unit exits a hex that determines the MPs spent for how 10.45 Rivers
it enters the hex. Yet our observation of just how the game There are two types: river and major river.
has been played over the years revealed that a distinct group
a. Bridged major river hexsides
of players prefer the more traditional technique shown in this
optional rule. While optional rules belong in the Playbook for • Any unit can cross on a road bridge. When using road
each game, the movement rules are fundamental to game play. movement, it pays road movement rates to enter the hex on
It very much represents gaming tastes. Use of this rule should the other side.
be clearly agreed to by the players from the start. • Any unit can cross by using a Bridge marker [22.2]. It pays
the hex terrain cost of the hex entered on the other side of
10.44 Road Movement during Non-Dry Weather the bridge.
a. Motorway • A railroad bridge can be used for both ground and railroad
• No weather condition changes the MP cost of a motorway. movement during the same phase. Use of a bridge for railroad
It always costs a half MP per hex to move along it. movement does not affect ground movement use of the
• All Soviet units can use the motorway movement rate. bridge.
• Only the following Axis units can use motorway movement Notes:
rates: 1) The river symbol must cover an entire hexside for that
All motorized (including armored) hexside to be treated as river.
All orange MA (MSUs and artillery) 2) All bridges over major rivers are marked on the map; none
All green MA (Super-Heavy artillery) are implied. Other rivers (and canals) have an implied bridge.
• All other Axis units use the terrain cost of the other terrain 3) Where both a road and a railroad cross the same hexside,
in the hex, and can use other road types in the hex. They treat them as two separate bridges. These are separately subject
cannot use the motorway in any manner, including strategic to damage and repair [22.43 and 22.44].
movement or using a motorway bridge. 4) A railroad bridge by itself does not constitute a road; it is
Design Note: This was German policy. There was only one just a bridge.
motorway and it was reserved for motor vehicles. Since the b. Non-bridged river hexside
infantry could clog the road, they were assigned nearby minor
routes. The motorway had only a crushed rock surface and • Units spend 1 MP in Dry weather [see TEC] to cross the
was not complete in some places. By late fall 1941 motorized hexside in addition to the cost to enter the hex on the other
units had nearly destroyed the motorway through heavy usage. side. When frozen, the river has no MP effect.
• In a few places a hexside will be covered twice with river,
b. Main roads. During Mud or Snow weather turns, the MP cost indicating a deep meandering river bend. Here, a unit
to enter any hex along a main road increases to one MP per hex. effectively crosses the same river twice to get to the hex on
c. Minor roads the other side. In these situations double the cost to cross the
hexside.
• During Frost weather a unit spends 1 MP to enter any hex
along a minor road. Design Note: The deep meandering river bends are obvious
• When Snow weather conditions apply, a unit spends 2 MPs but what you see is really art. Art is intended to make the object
to enter any hex along a minor road. pleasing to the eye. After all, we have to study the game map
• During Mud weather (or in hexes where Lingering Mud quite a lot. River covers only the hexside, sometimes twice.
conditions apply) a unit spends 2 MPs to enter a clear terrain It does not continue into the interior of the hex to which the
hex on a minor road. All non-clear hexes require paying MPs end of the river points because there is no shared hexside.
at the Mud Column rate (see TEC) for that other terrain except c. Non-bridged major river hexside
woods (ignore Woods). Mud does not negate the effects of a
minor road crossing a river or canal. • The following unit types are prohibited from crossing:
All types of armored units
EXAMPLE: Go back to the example for 10.43. If hexside D is
crossed in either direction, it will cost 3 MPs. Both contain hill All types of artillery units
terrain which costs 3 MPs during mud turns. Both hexes also • A non-prohibited Axis unit (including an MSU) can cross
contain woods; but because movement is along the minor road, if it begins its Movement Phase (not Reaction or Motorized
ignore woods. If both hexes sharing hexside D were clear terrain Movement phase) adjacent to the hexside to be crossed. It
hexes, the MP cost to enter either hex on the minor road would then spends its entire MA (similar to One-hex movement)
be 2 MPs for Axis or Soviet non-motorized units that do not have and moves to an adjacent hex on the other side and stops for
the phase. It can also cross during an advance after combat
[16.5], even if it had moved next to the major river during 10.48 Swamps. Motorized, green MA, and orange MA units
that same turn. can enter or exit swamp hexes only through hexsides crossed
• A non-prohibited Soviet unit crosses using the same method by roads or railroads. They follow the path of roads or railroads
as an Axis unit but only during the phase it has its full MA while in swamp hexes. During frozen conditions these unit
(it then spends its full MA to cross). types can enter or exit swamp hexes through any hexside and
• When non-bridged major river hexsides are frozen [5.23], all do not require a road or railroad to do so. If conditions thaw
unit types can cross. They spend 1 MP extra (like non-frozen (no longer frozen) those units are stuck in a swamp hex. They
rivers) to cross the hexside. cannot move, advance, or retreat from that hex until it is again
frozen or there is a road or railroad leading out. In this case of
Design Note: Crossing a river depends on bridges that can a stuck unit a player has the option to pick up his unit and place
handle certain weights. The prohibited units would have a it in the Cadre Box.
weight exceeding that found with divisional bridging capa-
bilities and would require special bridging units [as found in 10.49 Major City Hexes. Because ZOCs do not extend
rule 22.2]. into major city hexes [even from an adjacent major city hex],
friendly units can:
d. Canal. Any length of river marked by a special graphic as • Exit a major city hex and move directly into an adjacent hex
“canal” is treated as river for all purposes [Exception: 22.51d]. in an enemy ZOC (where movement must stop)
10.46 Woods. The TEC shows the cost for Axis units. Soviet • Enter a vacant adjacent major city hex, paying normal MP
units spend one (1) MP less than Axis units. costs, and exit the major city hex if there are sufficient MPs
to do so
10.47 Lakes and Shallow Water Hexes and Hexsides.
Certain sea and coastal hexes are specially marked on the game
map as shallow water. Lakes are marked (graphically) by darker
10.5 Untried Unit Movement
outlining and lighter colored water. 10.51 An Untried unit with an unknown MA cannot move until
it becomes Tried and has an MA greater than zero.
Note: A lake hexside is one totally enclosed by a lake.
10.52 Untried units that have MA on their Untried side can
a. Naval units cannot enter these hexes or cross these hexsides; move (using that MA) and still remain Untried. None of these
but unless frozen, flotillas always can. These are prohibited to units are motorized.
ground movement unless frozen.
b. Crossing by Ground Units
• No more than 3 stacking points of ground units in each phase
11.0 Specialized Movement
can move across lake and shallow water if the next hex A unit can conduct only one type of specialized movement in a
contains land. Ground units move across it the same way as Movement Phase. Air transport [14.7] also qualifies as special-
they would cross a major river hexside [10.45c]. ized movement.
• To make this move, an engineer unit must occupy the EXAMPLE: A unit cannot use strategic movement [11.2] to
departure land hex at the beginning of that phase at the conduct map exit [11.6].
moment of crossing and it has completed its move for that
same movement phase. 11.1 Railroad Movement
• An engineer unit that has not moved can move across this
11.11 Any combat unit or supply unit in General Supply can
hexside by itself, but then ends its movement. An engineer
conduct railroad movement if it begins its Movement Phase on
unit can support crossings across multiple adjacent qualifying
a railroad hex. The railroad hexes must all be part of a friendly
hexsides during the same phase.
railroad net [6.16].
Design Note: The Germans would make use of assault boats 11.12 A unit conducts railroad movement only during the friend-
to make such crossings. Assault boats were controlled by ly Movement Phase and only once per turn. A unit conducting
engineer units. The Soviets would use similar but usually railroad movement cannot otherwise move during that phase.
more primitive methods.
Note: Armored trains [21.3] and railroad artillery [13.33]
c. A Bridge or Ferry marker cannot be used to cross a lake or conduct armored train movement, not railroad movement.
shallow water hexside. Armored train and railroad artillery (both gray MA) move
d. Shallow Water. Ground units can cross frozen lake or shal- according to their printed MA. Like an armored train, a rail-
low water hexsides without an MP cost. They can enter frozen road artillery unit can move in only one of the two movement
shallow water hexes by spending 2 MPs for each hex. phases each turn.
overrun at any one time. Eligible units can conduct one or more b. Units can overrun a marsh or swamp hex only when the hex
overruns during their movement if they have sufficient MPs is frozen or when moving along the path of a motorway, road, or
available, and still conduct an attack during the Combat Phase. railroad. Apply a (+2) DRM to the Overrun Table die roll result.
Note: An overrun is not a Declared Attack [12.1]; therefore, c. Units can conduct an overrun across a fortified line hexside
non-active units cannot conduct Reaction movement [12.4], or a strongpoint only when they include a motorized engineer
receive artillery support [13.1], or receive CAS [14.5]. Neither and the basic combat odds are at least 12-1.
the overrunning units nor the defending units can receive 11.36 Additional Restrictions
Orders [12.5].
a. Units cannot conduct an overrun when conducting infiltration
11.32 Any combat unit can be subjected to overrun. Any mo- movement [11.4] or one-hex movement [11.5].
torized unit or Soviet (but not Axis) cavalry unit is eligible to b. When in the same hex as non-participating friendly units, the
conduct an overrun, except as per [11.33]. An overrun occurs overrunning unit (or stack) can exceed the friendly stacking limit
while the unit (or stack) is moving. Units conducting an overrun in its hex at the moment of conducting the overrun.
begin movement stacked together and leave behind any non-
motorized or other ineligible units. Design Note: Overrun occurs during a movement phase, not
at the end. Stacking is tested only at the end of game phases.
Note: A defending unit (or stack) could be subjected to an A friendly unit of any type that is not initially part of the
overrun by two or more successive enemy units (or stacks). stack conducting the overrun and that already occupies the
After being retreated in an overrun, that same defending force hex overrunning units are coming from, cannot participate in
could be the object of additional overrun attempts by the same the overrun because it is not currently moving.
successful group of overrunning units (or by other groups).
c. Required Minimum. The overrunning units must achieve at
11.33 Units that cannot conduct an overrun or be part of a stack least a 5-1 odds ratio.
conducting an overrun:
Note: A force of less than 5 attack strength points cannot
• Artillery [any non-motorized type]
achieve the required minimum 5-1 odds and is therefore not
• NKVD [no training or doctrine] eligible to conduct an overrun.
• Any Axis-Allied unit [no training]
d. Untried Defenders
11.34 Multiple Enemy ZOCs. A unit cannot conduct an
• If the Overrun hex contains one or more Untried units, turn
overrun from a hex that is in the ZOC of enemy units not being
them to their Tried sides after overrun declaration.
overrun.
• An Untried unit cannot be overrun unless the active force
EXAMPLE 1: An overrun has at least 5 attack strength points.
is allowed if the armored
• If the defense strength of the Overrun hex is now great enough
regiment moves into hex A.
to lower the overrun odds below the 5-1 minimum allowed
The only enemy ZOC pro-
odds, the overrun automatically fails [11.37j].
jected into hex A is from the
Soviet motorized regiment, • If a unit with a “Remove” designation is revealed, remove
which is the object of the it from the map immediately. If removing a “Remove” unit
overrun. leaves the Overrun hex vacant, the overrun is automatically
successful [11.37i] without any friendly loss (but the
EXAMPLE 2: The armored overrunning units still pay the overrun MP cost).
regiment cannot overrun
the Soviet motorized regi- e. Attack Supply Points are not used during overrun.
ment if it moves into hex B, because both the brigade and the f. Close Air Support missions are not allowed.
Soviet infantry division project ZOCs into the hex.
g. Combined Arms Bonus [15.57] and Panzer Division Integrity
Note: This rule also applies to situations where enemy units Bonus [15.58] do not apply.
in the Overrun hex exert no ZOC, but enemy units in one or h. Artillery cannot provide support (attack or defense).
more adjacent hexes do exert a ZOC into the Overrun hex.
11.37 Procedure
11.35 Weather and Terrain Restrictions a. Move the overrunning units adjacent to the Overrun hex,
a. An overrun is not allowed: paying normal terrain and ZOC costs. Declare the overrun. If
• Where Mud conditions apply the overrunning units begin their movement adjacent to the
• Where Snow conditions apply (applies to Axis only) Overrun hex, just declare the overrun.
• Through a lake or major river hexside (bridged or not bridged) b. Each overrunning unit pays 1 MP as the overrun MP cost
• Into fortified belt, citadel, lake, alpine, mountain, city, major plus the terrain cost for the Overrun hex. Pay only the road
city hexes, or shallow water cost as the terrain cost when the two hexes are connected by a
road if the overrunning units remain on the road. There is no • If Soviet cavalry participates in a failed overrun, remove one
additional cost to enter a ZOC extending into the Overrun hex step of loss from that cavalry unit (or group of cavalry) in
from another hex. addition to any required loss.
EXAMPLE: If the Overrun hex is hill terrain, the total MP cost 11.38 Overrun Markers
is 1 MP to overrun plus 2 MPs for the hill (for a total of 3 MPs),
plus the cost to cross the hexside (if any). Place an Overrun marker on defending units that re-
c. Leave the overrunning stack in the hex adjacent to the Over- treat from the Overrun hex.
run Hex. a. A unit with an Overrun marker:
d. Total the attack strength of the overrunning unit or stack. • Loses its ZOC into all adjacent hexes
e. Total the defense strengths of all enemy units in the Overrun • Is turned to Fired status, if it is an artillery unit
hex. Artillery units use only their defense strengths. • Is not eligible for Reaction movement [12.4]
f. Compare the attack strengths of the units conducting the over- b. An overrun or a Declared Combat against a unit (or stack)
run to the defense strength of the unit(s) in the Overrun hex to that already has an Overrun marker receives a (–1) DRM.
determine whether any odds DRMs apply [see Overrun Table]. c. HQs that receive an Overrun marker are turned to their Non-
g. Combine any Defender disadvantage DRMs with Attacker Op side [21.23 and 21.24] whether they remain in play or are
Odds DRMs for a total attacker DRM [see Overrun Table]. placed in the Cadre or Eliminated box.
Offset the total Attacker Odds DRM with the defender’s Terrain d. Remove Overrun markers from friendly units during the
DRMs (these are cumulative). The net DRM after offsetting enemy Engineering Phase.
cannot exceed +3 or –3.
h. Now roll the die and apply the net DRM to the number rolled. 11.4 Infiltration Movement
Refer to the Overrun Table for the result. Any unit lost to satisfy 11.41 A unit eligible for infiltration movement can move
a required step loss result is placed in the Cadre Box. Units that directly from one enemy ZOC to an adjacent hex also in an
cannot be rebuilt go to the Cannot Rebuild Box. A unit unable enemy ZOC when it starts its movement adjacent to an enemy
to retreat can be counted as the required step loss. unit. This can be the ZOC of either the same enemy unit or a
i. A Successful result means: different enemy unit.
• Remove any required step losses 11.42 Eligible Units:
• The active player retreats any remaining defending units two • Motorized units, if they have a printed yellow MA of 7 or
hexes [per 16.4] greater
• Remove units unable to retreat to the Cadre Box (units that • Cavalry units (with a yellow MA)
cannot be rebuilt go to the Cannot Rebuild Box) • Ski units (with a yellow MA) [11.46]
• Supply Dumps, Bridge markers, and Ferry markers cannot • Mountain units [11.48]
retreat. Remove them and set them aside for reuse. An MSU
suffers the fate of the combat units with which it is stacked 11.43 An eligible unit can conduct infiltration movement only
(retreat or removal) [see also 6.42] in those movement phases where the Movement Phase Chart
• The overrunning units move into the now vacated hex. If indicates the unit has its full printed MA available (even if the
that hex is in the ZOC of an enemy unit, movement for the unit is Out of Supply).
overrunning units is finished for the phase unless they can EXAMPLE: An Axis armor- unit (6-4-7) moves with 7 MPs in
perform a new overrun against the unit projecting that ZOC the Movement Phase but only 3.5 MPs in its Motorized Move-
• If the vacated hex is not in an enemy ZOC, the overrunning ment Phase. It can conduct infiltration movement only during
units can continue moving to the limit of their remaining MA its Movement Phase.
and can conduct additional overruns if they have sufficient
movement points available
j. An Overrun Fails result means:
• The units conducting the overrun remain in their adjacent hex
and cannot move for the remainder of the phase. Remove any
overrunning units that exceed the stacking limit at the end of
the present movement phase (either Movement or Motorized
Movement). The remaining units have the option to conduct
combat during the ensuing friendly Combat Phase.
PzKpfw IV F1
11.44 Infiltration movement costs the unit’s entire MA. The 11.6 Map Exit
unit must have sufficient MA to enter the destination hex if it Units may be required to move off the map in order to fulfill
could have entered the hex under regular movement conditions. scenario victory conditions.
Disregard the MP cost to enter enemy ZOC [10.34].
11.61 A unit can exit during any movement phase in which it is
11.45 Infiltration movement is not allowed into a hex where allowed to move. It spends one MP to exit the map from a full
Mud weather conditions apply. It is allowed during all other hex at the map-edge. [A partial hex at the edge of the scenario
weather conditions. area is not playable; 10.27c].
11.46 Ski units can infiltrate only into hexes having Snow 11.62 Exited units are not eliminated and do not require general
weather conditions. supply. They cannot return to the map and do not count for VPs
11.47 Infiltration movement is not allowed across fortification as eliminated units [24.4].
hexsides or into hexes containing active enemy fortifications. 11.63 After friendly units exit through any hex in a specific exit
11.48 Special Infiltration Movement Situations area [see scenario instructions], enemy units cannot subsequently
enter through (or trace supply through) any hex of that exit area.
a. Mountain units can conduct infiltration movement into or out
of a hill, mountain, or alpine hex [due to their training].
b. If a friendly combat unit starts the phase in a destination hex,
any unit (except green and orange MA units) can conduct infiltra-
12.0 Pre-Combat Actions
tion movement to enter that hex. The initial friendly unit in the
destination hex is free to move elsewhere that same movement
12.1 Attack Declaration
phase after the infiltration movement is completed. Combat takes place between adjacent opposing combat units at
the active player’s option [Exception: 12.16 and 12.3] during the
11.5 One-Hex Movement Combat Phase. Combat cannot take place unless it is declared.
A unit that has enough MA to move into some hexes, but not 12.11 A player declares his attacks in his Attack Declaration
others, might be able to use one-hex movement to move into a Phase. Place a Declared Attack [12.32] marker on each Defender
hex that it has insufficient MA to enter. hex targeted by an attack [see also 12.35]. Once an attack is
declared, it becomes required.
11.51 All combat units can conduct one-hex movement. They
conduct one-hex movement only during those movement phases 12.12 Which Units Can Attack
where the Movement Phase Chart indicates the unit has its full a. The active player must have friendly units eligible to attack
printed MA available. that are adjacent to enemy combat units in Defender hexes where
11.52 One-hex movement is allowed only into an adjacent hex. attacks are allowed [12.14].
The moving unit cannot have spent any MPs that phase prior to b. All combat units are eligible except:
conducting one-hex movement. It then spends all its MPs and • Units with zero attack strength [see also 3.44]
moves just the one hex. It is not restricted by weather or supply
• Flotillas during Storm [22.54c]
status. It cannot conduct overrun.
• Units that are still Untried, unless attacking with a unit with
11.53 One-hex movement is not allowed: known attack strength greater than zero
• Across a hexside or into a hex prohibited to the moving unit
12.13 Attacking is Voluntary. Multiple friendly combat
[see TEC]
units can be adjacent to an eligible Defender hex, but the at-
• From a hex in an enemy ZOC to an adjacent hex also in tacker need not include all of them in a Declared Attack on the
an enemy ZOC [Here, the unit might qualify instead for hex. They are not required to attack.
infiltration movement]
• By units with zero (0) MA or no MA. EXAMPLE: Friendly units A,
B, C, and D are adjacent to an
eligible Defender hex. An at-
tack is declared utilizing units
B and D. Units A and C, also
adjacent, are not required to
participate.
PzKpfw IIF
12.17 Multiple Hex Attacks. Two or more Defender hexes 12.3 Soviet Mandated Attacks
can be targeted in a single attack if:
“Prikaz I.V. Stalina”
• The provisions of 12.14, 12.15, and 12.16 are met, and
(Stalin Directive)
• All attacking units are adjacent to all defending units, and
• All attacking artillery units are in range of one or more of From time to time Stalin ordered special attacks. These are
the Defender hexes. Mandated Attacks. These usually occur as a result from the
Soviet Replacements Table [7.51] but can be assigned in certain
EXAMPLE: In the figure scenarios. Mandated attacks follow the requirements of 12.1 but
above, the Axis unit in with the added restrictions shown below.
hex B could be desig-
nated to attack the Soviet 12.31 A Mandated Attack can be made any turn, and need not
units in A, C and D be- be made during the same turn it is first required. Mandated At-
cause it is adjacent to all tacks can accumulate, so the Soviet player could declare more
three units (and it meets than one in a single turn. He cannot declare a Mandated Attack
the other prerequisites before it is required by a Replacements Table result.
for attack). The Axis unit 12.32 During his Attack Declaration Phase the Soviet player
in hex F could not par- declares any Mandated Attacks. He then immediately places
ticipate in this attack a Mandated Attack marker on each defender hex; he also also
because it is adjacent to places a marker on each attacking unit conducting the Mandated
only one of the three enemy units (the armor unit in hex A). Attack. These are part of this attack and cannot be changed. A
Mandated Attack is also a Declared Attack.
12.2 Minimum Combat Odds
12.21 Combat cannot be declared if the initial combat Note: Some units may have been moved because of HQ
odds are worse than 1-4. Odds are checked at the activation [12.35] to perform Mandated Attacks.
moment the Declared Attack marker is placed on the 12.33 A Mandated Attack requires an attack with at least six
Defender hex. Where the defender has Untried units [15.43], steps of combat units (excluding artillery), and at an initial odds
assume each has a defense strength of one (1) for determination calculation of at least 3-2. If Axis Reaction reduces the final
of minimum allowable initial odds. odds and it still meets minimum combat odds, the attack still
12.22 Computing Combat Odds qualifies as a Mandated Attack.
• Total the attack strengths of adjacent friendly non-artillery 12.34 An overrun [11.3] does not fulfill the requirements for a
combat units designated to attack [15.1]. Mandated Attack [It is not a Declared Attack].
• Adjust for terrain [15.41] and weather [15.42] effects on
12.35 HQ Doubling Effects. For each Mandated Attack,
combat strength.
one operational HQ doubles its remaining non-interdicted com-
• Total the defense strengths of all non-artillery combat units mand value during activation [21.12a]. To obtain the doubling
in the Defender hex(es) [15.11]. for the HQ at least one of the units now activated by that HQ
• Divide the total attack strength by the total defense strength must participate in a Mandated Attack during the subsequent
to arrive at a combat odds ratio, which is rounded off, always Combat Phase. The same HQ (or any other) can double every
in favor of the defender. turn there are Mandated Attacks to fulfill.
EXAMPLES: 10 attack strength points against 2 defense points 12.36 The Soviet player is penalized for not making timely
is 5-1 odds, 10 to 3 is 3-1 odds, 10 to 4 is 2-1 odds, 10 to 5 is 2-1 Mandated Attacks.
odds, and 10 to 6 is 3-2 odds.
a. Any turn the Axis player newly captures (not recaptures) one
12.23 If the initial odds ratio is 1-4 or higher, place a Declared or more scenario Victory Point locations (even if that location
Attack marker on the Defender hex. does not currently provide the Axis player any VPs) and still
holds it during the Administrative Segment, all Mandated At-
Note: Final combat odds may differ [15.47] and can be at
tacks not yet made are converted into Victory Points [see Victory
worse than 1-4 odds [15.47c].
Point Schedule] for the Axis player. The VP Track is adjusted,
and the “Mandated Attacks Not Yet Made” marker returns to
the zero box of the Soviet Loss/Replacement Track.
b. If the number of accumulated Mandated Attacks on the So-
viet Loss/Replacement Track reaches nine (9), each additional
Mandated Attack immediately converts to an Axis Victory Point.
M42 76mm
c. During the Replacements Phase, each accumulated Mandated 12.52 The defender issues Orders during his Reaction Phase
Attack becomes a (+1) DRM to the Replacement Die Roll. after defensive artillery support has been added. The attacker
EXAMPLE: Two “Mandated Attacks Not Yet Made” becomes issues his during the Combat Phase before resolving any combat
a (+2) DRM. [see also 15.33].
12.53 Orders Placement (Both Players)
12.4 Reaction Movement a. Place all Orders markers face down. Reveal them as each
After Attack Declaration the defending (non-active) player can combat is resolved.
conduct reaction movement during his Reaction Phase. Reaction
movement allows the defender local reaction to combat. Thus, b. The defender can place an Orders marker (either type) only
if the moving player makes no Declared Attacks, no reaction where the Defender hex includes eligible terrain. Eligible ter-
movement is possible. rain is woods, alpine, mountain, city, major city, or any type
of friendly active fortification [Exception: Citadel; 18.51d].
12.41 During his Reaction Phase the defender can move any Include towns when weather causes the town to give a DRM for
one eligible unit for each Defender hex at up to half its MA defense. Where there is more than one Defender hex in a single
[see the Movement Allowance Conversion Chart]. Specialized combat, the Order can be placed if at least one of the Defender
movement [11.0] is not allowed during this phase. hexes includes eligible terrain.
a. A unit is eligible if it: c. The attacker can place an Orders marker (either type) only in
• Has red-box MA a combat where the defender has already placed Orders. He can
• Is within three hexes of a Defender hex place Orders without qualifying terrain in the hexes his units
occupy when the defender has placed Orders.
• Does not have a Fuel Shortage or Overrun marker on it
• Does not begin movement in an enemy ZOC or in a Defender d. An Additional Retreat Orders marker cannot be placed on
hex hexes where Mud conditions apply.
• Does not move into or out of a hex in an enemy air Zone of e. Orders markers do not apply to units with a MA of zero.
Interdiction [14.65]
f. If an Orders marker is placed on one hex in a multiple unit
b. Additionally, for a Soviet unit to be eligible, it: combat, apply it to all hexes for that side in that combat and
• Is within command range [21.11] of an HQ with a non- to all those units as a group. Separate Orders are not placed on
interdicted command point [21.12c] different units in the same combat. If a multiple combat situa-
• Cannot be within command range of a Non-Op HQ tion, each with separate and different Orders, becomes just one
combat (now multi-hex), the defender removes the conflicting
• Cannot be an NKVD unit
Order(s) of his choice so that only one Orders marker remains.
Design Note: NKVD units were not under Army command, g. Orders markers cannot be placed in an enemy air Zone of
and doctrine did not exist to allow such tactical flexibility. Interdiction [14.65], but citadel [18.51d] and NKVD effects
[12.54b] still apply [These are “effects,” not “orders” as issued
12.42 With a multi-hex combat, multiple reacting units could
by an HQ].
move to the same combat, but only one reacting unit can move
into a Defender hex. Reaction need not be into the Defender 12.54 Soviet Retreat Orders Placement
hex of the combat that triggered it, or even toward any combat. a. Soviet Orders markers require Soviet HQ command points
12.43 A reacting unit can enter a hex adjacent to an attacking [21.1]. At least one of the Soviet hexes in that combat must be
enemy unit only if entering a hex already occupied by a friendly within the command range of an Operational HQ that has an
combat unit [including a Defender hex]. It cannot force creation available, non-interdicted command point to issue the Order. It
of an additional combat. When the reacting unit enters an enemy cannot be within the command range of a Non-Op HQ. Non-Op
ZOC, it does not pay the MP cost to enter an enemy ZOC. Instead HQs cannot issue Orders. The Non-Op HQ effect takes prece-
it stops for the remainder of that phase. dence over Operational HQs [21.22 and 21.25].
b. An NKVD unit occupying qualified terrain [12.53b] auto-
12.5 Orders Markers matically gives a No Retreat Orders marker to that hex without
12.51 Both players have the option to place an Orders requiring an HQ command point [21.12d; see also 21.51d]. Place
marker regarding retreats for each Declared Attack: revealed No Retreat Orders markers on these hexes. These can-
not be removed by a Non-Op HQ [21.25]. They can, however,
a No Retreat or an Additional Retreat marker.
be removed by an Operational HQ [21.12e and 21.51c].
A single Orders marker placed on any hex of a multiple-hex
combat applies to all friendly hexes in that combat. All friendly
units in that combat will have the same Order. A different hex in
the same combat cannot have a different Order [12.53f]. Refer
to [15.52] and [16.45] for the impact of Orders markers.
13.13 Support Strength Limit 13.22 When an artillery unit occupies a Defender hex with any
non-artillery combat unit, it provides support only for the defense
a. A single artillery unit can support only one combat within its
of its hex and does not use its defense strength. Artillery units in
range per combat phase. It cannot split its strength, lend unused
the Defender hex that are not qualified [see 13.13] to contribute
points to other artillery units, or accumulate unused points for
their support strengths contribute their defense strengths instead.
use on a later turn.
An artillery unit in a Defender hex (or attacker’s hex) is subject
b. In any combat, attacker support strength cannot exceed (un- to all combat results.
adjusted) attack strength and defender support strength cannot
exceed (unadjusted) defense strength. Excess support strength 13.23 When attacking and in an enemy ZOC, an artillery unit
points of the same unit are not available for this phase. can support only an attack on the enemy units that project a
ZOC onto its hex (owner’s choice if there is more than one
Note: If separate combats, each with separate artillery support attack against these).
become just one combat (now multi-hex), any excess support
strength is lost [see also 13.14 and 13.15]. 13.3 Special Situations
13.14 Axis Unit Combination Limits 13.31 Axis-Allied Artillery
a. Up to four artillery units (any type) can combine their support a. Unless located in the Defender hex, Axis-Allied artillery units
strength to provide support (attacking or defending). provide defense support at half strength (drop fraction) to any na-
tionality, including their own (German artillery is not reduced).
b. Axis Super-Heavy artillery units do not count against the
four unit limit [13.42d]. b. No more than two Axis-Allied artillery units can combine to
provide defense support in a single Declared Attack.
c. Up to two German artillery units can combine (attacking or Mobile mode during the Engineering Phase and move during
defending) with Axis-Allied artillery in addition to the two unit the next friendly Movement Phase.
Axis-Allied limit.
Note: Axis S-HA does not have a “Fired” mode because their
13.32 Rocket Artillery sides are used to indicate Mobile or Firing modes. Use Fired
a. Rocket artillery units have an “A” following their support Artillery markers to indicate they have fired.
strength. This means they use their support strength only when
c. S-HA (and railroad artillery) units have an “A” following
supporting an attack; they cannot support a defender.
their support strength. This means they cannot provide support
b. Up to two attacking rocket artillery units can stack above strength or DRMs when defending. They contribute only their
the stacking limit. Regardless of the combat result or whether defense strength when occupying Defender hexes.
the attacker had a No Retreat order, they either retreat [16.4],
or are eliminated (Eliminated Box) after combat. They cannot d. Axis S-HA does not count against the artillery combination
advance after combat [16.5]. limit [13.14]. Any number of S-HA units can be included.
c. All attacking Soviet rocket units, regardless if stacked above e. Each S-HA unit contributes its support strength and DRM
the stacking limit, and even if not required to retreat by the actual only to attacks where the Defender hex contains any type of
combat result, nevertheless are required to retreat after combat, fortification [18.0]. The DRMs supplied by attacking S-HA and
or they are eliminated after combat. Axis attacking rocket units engineer units combined cannot exceed the defense DRMs for
may also optionally be retreated. qualifying terrain [15.54] in the Defender hex.
f. S-HA units in Firing mode cannot retreat.
13.33 Railroad Artillery
a. A railroad artillery unit can move only when on its Mobile 13.43 Super-Heavy Artillery Bombardment. When
side. It moves exactly like an armored train (grey MA) in either at least one Axis S-HA unit is included in a supplied Declared
the Movement Phase or the Motorized Movement Phase, but not Attack on an active fortification, the Axis player has the option
both [11.12 note and 21.32]. It does not use railroad capacity. to conduct Bombardment. He conducts Bombardment first, after
he has spent his Attack Supply but before the strengths of both
b. A railroad artillery unit functions in combat exactly like Super-
sides are calculated for regular combat. S-HA units cannot attack
Heavy artillery [13.4]. It has both Mobile and Firing modes and
by themselves. Soviet S-HA units cannot conduct Bombardment.
changes mode by the same procedure.
a. Use the Super-Heavy Artillery Effects Table to determine
13.4 Super-Heavy Artillery Bombardment effects before resolving combat (but after com-
Super-Heavy Artillery (S-HA) units possess the heaviest of the mitment of air, artillery, and reaction). Use the Table only when
artillery pieces, including the monster weapons designed to attacking an enemy fortification.
reduce fortifications to rubble. b. When more than one S-HA unit conducts Bombardment
against one target, combine all into just one resolution of the
13.41 Super-Heavy Artillery Movement
Table. Apply only the single best DRM listed below the Table
a. Super-Heavy Artillery can enter a hex only through a hexside [These are repeated on the unit’s Firing mode side]. S-HA units
crossed by a main road, minor road, motorway, or railroad. not listed still use the Table but do not have a DRM on the Table.
b. Movement is allowed along connected minor road hexes only c. Only those S-HA units with an asterisk for strength can destroy
during Dry or Frost weather turns. citadels or fortified lines. They cannot destroy strongpoints or
c. Strategic movement is allowed. fortified belt hexes. Those with only an asterisk for support
d. A Super-Heavy artillery unit can move, including using rail- strength apply only a DRM to the combat, not support strength.
road movement, only when it is on its mobile side. d. Apply all Bombardment effects prior to resolution of regular
combat [the S-HA bombardment occurs first].
13.42 Super-Heavy Artillery Mode
a. All Axis S-HA units have only one step; the two sides of the 13.44 Bombardment Results
counters instead show different modes. The front side is the a. No Result means:
Mobile side, with a blank range box and zero support strength. • The S-HA unit(s) had no effect; the fortification DRM
Units on their Mobile sides can move, but they cannot provide cancellation does not take effect. Fortifications are not
support to Declared Attacks. The back side represents the Firing destroyed or suppressed
mode, with printed range, support strength, and attack DRM.
Units in Firing mode cannot move. b. Suppressed means:
b. S-HA units change modes during the friendly Engineering • Citadel is not destroyed
Phase. If the S-HA unit did not move during the previous friendly • For each firing S-HA unit cancels one fortification (+1) DRM
Movement Phase, it can change from Mobile mode to Firing in the hex
mode. It can then provide support next turn. If the S-HA unit is
in Firing mode during the Engineering Phase, it can change to
Note: Multiple air unit nationalities can be present in a mis- 14.23 Place air units upside down on their Mission hex. Their
sion, unless restricted by scenario rules. identity and strength is unknown to the enemy player until air
combat [14.32] is conducted.
14.2 Air Missions 14.24 Air Unit Mission Allocation
14.21 An air unit can conduct one of the following air missions a. The active player moves air units from his Ready Box and
each turn: Close Air Support (CAS) [14.5], Interdiction [14.6], places up to three air units face down on each Mission hex (or in
or Air Transport [14.7]. An air unit performing one of these air the Naval Movement Interdiction Box - Naval Module, 31.12).
missions is called a “mission” unit. These can be any combination of mission and firing units.
Note: In games where the Naval Module rules are in play, b. A non-active Axis player can move up to three air units (or
add the Naval Movement Interdiction and Shipping Attack a non-active Soviet player can move up to two air units) from
missions. his Ready Box and place them face down on any allowed Mis-
sion hexes.
a. Only those air units (actual or Dummy) that are in the
Ready Box after Air Readiness [9.0] is checked can perform 14.25 Resolving Air Missions. After all missions and in-
an air mission. terception of those missions for both sides have been designated,
resolve each mission one Mission hex at a time.
b. The maximum number of air units (including Dummy air
• For each Mission hex the active player reveals his units and
units) that can be allocated to a single air mission or to a single
declares them to be mission units or firing units [14.12]. Then
hex is:
the non-active player does the same.
• Three active player air units, or • Conduct air combat [14.32].
• Three non-active Axis air units, or • AA Fire is conducted against surviving mission air units
• Two non-active Soviet air units. [14.4].
c. Air units assigned to conduct a single air mission can include 14.26 Completion of Mission
fighter and dummy air units that are not capable of conducting
a. As units complete their mission for the turn, place them in
the mission.
their Flown Box. Air combat [14.3] or AA Fire results [14.4]
EXAMPLE: Fighter air units can be sent as escort for mission might cause them to be placed instead in the Damaged or De-
air units. stroyed Boxes.
d. When conducting an air mission, the owning player (active b. Air units (as firing units) that accompany mission units and
or non-active) places his air unit(s) in the hex he desires to be do not engage enemy air units in air combat also go to their
the Mission hex. He does not move them hex-by-hex across the Flown Box upon completion of the air mission, but their owner
map [Exception: 14.7]. A Mission hex is the location on the map immediately conducts the Air Readiness procedure [9.0] for
where a player chooses to place his air units for their air mission. each. A unit that fails remains in the Flown Box. If it passes,
move it to the Ready Box.
14.22 Range Limitations
a. A Mission hex for the following air unit types cannot be more Note: This is an important change from previously published
than 25 hexes away (measured like artillery range) from any editions of these standard rules.
friendly Supply Source, town, city, or major city hex that is in
General Supply during the Supply Status Phase: 14.3 Air Combat
• Axis single-engine air units [14.22d] When air units move to a hex containing enemy air units [see
• Any Axis air units performing CAS missions 14.52, 14.61, and 14.76], air combat may occur between those
• All Soviet air units of any type [Except the Soviet long-range units if either or both players have firing air units. If there are
bombers: TB-3 and DB-3] no firing air units, there is no air combat.
b. Transport air units can conduct air transport missions only 14.31 Air Initiative in Air Combat
up to a range of 60 hexes [see also 14.74]. Before air combat begins players first determine whether one
c. All other Axis air units and Soviet TB-3 and DB-3 air units side has Air Initiative. Air Initiative determines the order in
can conduct missions in any hex without considering range. which firing units are placed in air combat.
d. Axis single-engine air units are the following types: a. Preparation. Both sides turn over all their air units in the hex
to their front sides. Remove Dummy air units to the flown box.
Bf 109E, Bf 109F, Ju 87, Hs 123, B-534, CR.42, IAR 80, Declare firing units and mission units. For Interdiction proce-
MC.200, PZL P.11 dure, the Axis player declares first. For CAS and air transport
Design Note: Soviet doctrine called for fighters to be located missions, the active player declares mission units first before
within a range of 120km from the front lines and designed any air combat.
them to be able to operate within a range of 200km.
b. In all cases the active player uses the Air Initiative Table to d. Local Tactical Advantage. If the player with Local Tacti-
determine other air combat conditions (such as which friendly cal Advantage has any unengaged firing units after the initial
firing units will have combat with enemy air units). round of combat, he can select a new target for each of them.
An engaged enemy air unit cannot be chosen as a new target.
c. If a player has only mission units he cannot have Air Initiative
To be unengaged, a firing unit will have forced its initial round
or Local Tactical Advantage [14.32d]; his opponent receives
air opponent to return to the Air Unit Status Track. Regardless
Initiative instead.
of air unit type, targets of Local Tactical Advantage fire cannot
d. Roll the die and refer to the Air Initiative Table. Results are: return fire. Now resolve each new air combat.
No Air Combat No air combat occurs. The firing units go e. Surviving mission units will continue the mission. Place
to their Flown Box (and immediately ap- all surviving firing units in the Flown Box; rule 14.26b does
ply 14.26b). Mission units conduct their not apply.
mission after possible Anti-aircraft Fire
[14.4]. 14.33 Air Combat Results. Refer to the Air Combat Table
and apply air combat results to each combat. Air units affected
Air Initiative Conduct the Air Combat procedure by air combat results are returned to their respective air unit
[14.32] with the side indicated by the status cards. The results are:
Table as having Air Initiative. One side
A Aborted units go to the Flown Box
may also have Local Tactical Advantage
[14.32d]. D Damaged units go to the Damaged Box
X Eliminated units go to the Destroyed Box
Note: If air combat occurs, all firing units go to the Flown,
Damaged, or Destroyed box after air combat, depending upon - No result: Mission air units remain in the hex, and
the air combat result. Firing air units go to Flown Box
b. Concentration. If one player has more firing units than the 14.41 AA Fire comes from the Mission hex and all six sur-
other player has units present, excess firing units can be assigned rounding hexes. If any unit in those hexes is eligible, AA Fire
to any enemy air unit. All enemy units must have an attacker takes place. Otherwise, there is no AA Fire and the mission units
assigned to them before determining whether there are any conduct their missions. Resolve AA Fire against mission units
excess units. Units attacked by more than one enemy unit fire [not firing units] using the AA Fire Table.
at only the first attacker. 14.42 Units Eligible to Conduct AA Fire
c. Firing. All firing is simultaneous, so all units fire before Axis units eligible:
applying results. Subtract the target unit’s Air Combat Rating • Most Combat units [see below for those that cannot]
from that of the firing unit to determine the rating difference.
• Naval units
The owner then rolls the die and refers to the column on the
Air Combat Table which equals the difference in rating for the Axis units not eligible:
air combat result. Where multiple firing units concentrate on a • Axis-Allied cavalry units (German cavalry units are
single defender, all excess firing units will fire before applying eligible)
any results. • Flotillas
EXAMPLE: A Bf 109F (rating of 4) firing at a MiG3 (rating of • Units with No ZOC bands [except AA units]
2) uses the “+2” column of the Air Combat Table. The MiG3 • Non-combat units
returns fire using the “–2” column.
Soviet units eligible:
• All division size non-cavalry units
• Anti-aircraft units
• HQs
• Naval units
I-16 “Rata”
Soviet units not eligible: Note: If more than one hex that has CAS mission units be-
• Cavalry units comes just one combat (now multi-hex) combine them and
• Flotillas net the DRMs.
• Units of less than division size, other than AA or HQ
14.54 After each combat place all mission air units assigned to
• Non-combat units
that Declared Attack in the Flown Box.
14.43 To resolve AA Fire, each player fires once against each
enemy mission unit in the Mission hex (regardless of the number 14.6 Interdiction Mission
of eligible ground units). Apply the DRMs listed with the AA Only those Axis air units that have an Interdiction rating can
Fire Table. Aborted mission units go to the Flown Box. Dam- conduct Interdiction. Soviet units may also have an interdiction
aged mission units go to the Damaged Box. Destroyed mission rating but this is available only under optional rules as described
units go to the Destroyed Box. in the Playbooks.
14.44 Positive and negative AA DRMs can never be greater 14.61 Conduct Interdiction missions during the Air Phase (of
than +2 or –2 before netting out a final AA DRM to apply to the Strategic Segment). Procedure:
the AA Fire die roll.
a. The Axis player allocates his air units to interdiction missions
EXAMPLE: An Axis Ju 87 air unit with an AA DRM of –1 con- per 14.24 as the active player.
ducts a CAS mission against a hex in range of one Soviet HQ and
b. The Soviet player can place interceptor air units against those
two Soviet AA units. The Soviet player has an initial +3 DRM,
missions as the non-active player.
but it is reduced to +2 to comply with the +2 DRM limit. The
Axis –1 DRM is netted out, leaving a +1 DRM to be applied to c. After all missions have been designated, resolve air combat,
the Soviet AA Fire die roll against the Ju 87 air unit. then AA Fire.
14.45 Mission units that survive AA Fire perform their mission 14.62 The Mission hex for an Interdiction mission can be any
and then go to the Flown Box. in-range hex [14.22].
14.63 Mission units remaining after air combat and
14.5 Close Air Support Mission AA Fire cause an Interdiction marker to be placed in
The Close Air Support (CAS) mission represents aircraft provid- the Mission hex. The marker indicates either Interdic-
ing direct support to ground units in combat thereby allowing tion Level 1 or 2. Determine the Interdiction Level by totaling
them an advantage in that combat. the Interdiction ratings of the remaining mission air units. If the
14.51 Air units of both players that have a CAS rating can total is 1, the Interdiction Level is 1. If the total is 2 or more,
conduct CAS missions. First the attacker and then the defender the Interdiction Level is 2. After placing an Interdiction marker,
assign all desired air units from the Ready Box to CAS missions. place the mission units in the Flown Box.
Exception: Soviet air units cannot conduct CAS missions within 14.64 Interdiction of either Level creates a Zone of Interdic-
range of a Non-Op HQ [21.26b]. tion (ZOI).
14.52 Placement a. A ZOI consists of the Mission hex and the six adjacent hexes.
a. Only one mission is allowed per combat during each Combat b. Friendly ZOIs can overlap. Add them together in the overlap
Phase. Any in-range hex [14.22] under a Declared Attack marker area, but the maximum Interdiction Level allowed in any hex
can be a CAS mission hex. is 2.
b. Where more than one Defender hex is involved in a single c. Restrictions within a ZOI [14.65 and 14.66] do not apply in
Attack Declaration, the mission air units need only to reach any hexes containing woods. Interdiction does not affect movement
one of the Defender hexes. across a bridge [although the road rate may be affected; see
14.65], Bridge marker, or Ferry marker.
c. The attacking player allocates his CAS missions first, and then
the defending player allocates his CAS missions.
14.53 Air units remaining in a Mission hex after air combat
and AA fire will affect (ground) combat with their CAS ratings.
If all remaining mission units belong to one side (attacker or
defender) the total of the CAS ratings is the CAS DRM for the
combat die roll [15.55]. If both attacker and defender mission
units remain in the Defender hex, net the opposing CAS rating
points. This is the net CAS DRM for the combat die roll.
Bf109F
14.65 Zone of Interdiction Effects on Enemy Units 14.66 Axis ZOI Effects on Soviet HQs
• A unit conducting railroad movement or armored train a. Reduce the command value of each Soviet HQ unit within
movement through a ZOI spends 12 railroad MPs per the Zone of Interdiction by an amount equal to the sum of all
interdicted hex. Interdiction Levels that affect their hex (maximum of two). HQ
• Flotillas pay an additional 3 Flotilla MPs to enter any command values might be reduced to zero for those HQs with 1
interdicted hex. or 2 command points. Each decrease in command value reduces
• A unit cannot begin strategic movement in a ZOI. A unit or eliminates the following HQ capabilities:
cannot enter a ZOI using strategic movement. Instead, it • Soviet activation [21.12a] of non-motorized units [Exception:
stops its strategic movement in the hex before the ZOI. Guards units, 21.41]
• The road (any type) movement rate is not allowed in a ZOI. • Making motorized units eligible for Reaction Movement
Exception: Road movement rates still apply within a ZOI [12.41b and 21.12c]
where roads and motorway are in hexes with woods, and for • Issuing Retreat Orders [12.54a and 21.12d]
bridges where one (or both) of the two adjacent hexes have • Removing one mandatory No Retreat [21.12e]
woods. • Allowing two artillery units within command range of an
• Air Transport missions [14.7] that begin or end on a hex in HQ to contribute their support strengths to a given combat
a ZOI are subject to AA Fire [14.76], calculated as one AA [13.15a and 21.14]
unit per Interdiction Level (see Table), plus any actual AA
units within range [14.41]. b. The Soviet HQ might become Non-Op. Immediately after all
Interdiction markers are placed that put the HQ in their ZOI, roll
• There is no additional effect where zones overlap.
one die for each Operational HQ within that Zone of Interdic-
• A ZOI does not affect Supply routes or bridge or Ferry tion. If the die roll is less than or equal to the Interdiction Level
markers that are already placed on the map. shown on the Interdiction marker (marker at 1 or 2), turn the
• ZOI affects Reaction movement [12.41a]. HQ to its Non-Op side.
• ZOI affects placement of Retreat Orders [12.53g].
Also, roll once for each HQ that enters that Zone of Interdic-
• Within a ZOI any level of Air Interdiction reduces the tion in the Movement Phase [see 21.28 for HQ recovery of
number of artillery units that are able to provide artillery Operational status].
support to one per combat. One supplied, in-range artillery
unit can always support a combat, even if all available 14.67 Remove all Interdiction markers during the Recovery
artillery is interdicted. Phase.
EXAMPLE: In Dry weather, hex 1829 (Novyy Borisov) is inter- 14.7 Air Transport Mission
dicted and receives a level 1 interdiction marker.
14.71 An air transport unit conducts an air transport mission dur-
ing the Movement Phase provided the Air Transport unit starts
in the Ready Box. This air mission may be subject to enemy
Air Combat [14.3] at the destination hex, so players may wish
to allocate fighter escort for protection [14.75c].
14.72 The ground units eligible for air transport are:
airborne (or parachute), infantry, mountain, engineer, MSU,
or HQ
Exception: Non-Op HQ units and units with a Do Not Move or
Overrun marker are not eligible.
14.73 Capacity. A single air transport unit can carry only
An enemy unit begins in hex 1729—which is not impacted by in- one stacking point per mission. An HQ, or a unit with zero
terdiction effects due to the woods—and wishes to move (directly stacking value, or one MSU (one ASP) uses one stacking point
along the Motorway) into hex 1828. Without the interdiction the of capacity. A Supply Dump cannot be carried. A two-stacking
cost along the road is 1 MP, but now road rate cannot be used point combat unit can be carried if two air transport units fly
and the bridge between 1829 and 1928 is also interdicted; the and complete the same mission together. If one does not, then
cost will be 3 MP for the two clear terrain hexes (ignoring the apply rule 14.77d.
road) and the cost of crossing the river without a bridge.
However, there is an alternate route (shown by the dashed line) 14.74 Range. Mission hexes for air transport cannot be more
via hex 1828 which is woods and hence the bridge between 1829 than 60 hexes (count like artillery range) from any friendly
and 1828 can still be used. The cost is 2.5 MP for the two clear starting location: a friendly Supply Source, town, city, or major
terrain hexes as before, but the bridge is used and the road in city hex (including those on an Inset map). The starting location
hex 1828 provides cover from Interdiction and allows its 0.5 MP does not require General Supply.
road rate to be used.
14.75 Air Transport Mission Procedure c. If the Air transport is Damaged, the transported unit arrives
a. A ground unit starts its Movement Phase on a town, city, or at the destination hex.
major city hex, or from the Active Box of the Unit Rebuilding d. When two stacking points are carried [14.73] and one air unit
Track. This is the location from where the transport unit counts is Destroyed or Aborts, return the transported unit to its starting
its range. The transported unit can start Out of Supply. location. If both are Destroyed, the transported unit goes to the
b. The ground unit and the air transport unit then move together Eliminated Box (any Zap units lost go to the Cadre Box. Supply
within its 60-hex range, without regard to terrain, to another units and RSCs lost are returned to Available status for reuse).
friendly town, city, or major city hex (but not to the Active 14.78 Transported RSCs can conduct recombination [23.3] and
Box). Count the range from a map edge (west for Axis, east for Zap units can conduct on-map strengthening [7.43d] during the
Soviets) for units that start in the Active Box. turn they are transported. The combined unit keeps the Do Not
c. The Air Transport unit arrives at the Mission hex, together Move marker.
with any Air Fighter escort units the player wishes to allocate
up to the allowed Air mission grouping size limit including the
Air Transport unit(s) [14.21b]. The opposing player may now 15.0 The Combat Phase
choose to contest the mission. If Enemy fighter Air units are
allocated to oppose the mission then the normal round of Air 15.1 Combat Organization
Combat ensues [14.3].
The attacking player conducts each combat during his Combat
d. If the Air Transport mission unit remains (for failure see Phase in any order desired. Players follow several steps to con-
[14.77]) then also check for AA Interception [14.76]. If the clude each combat. As a combat is selected, the attacker makes
Air Transport mission finally succeeds, the Air Transport unit the final determination of the friendly non-artillery combat units
does not remain with the ground unit. Place it in the Flown Box that will participate. For participation eligibility and require-
once the mission is complete. The ground unit remains in the ments, follow rule 12.1.
Mission hex and cannot conduct (ground) movement this turn.
15.11 The defender reveals any Untried units. Combine the
Place a Do Not Move 1 GT marker on the ground unit, even
defense strength of all units in a Defender hex into a single
if it does not arrive.
total. The defender cannot withhold a unit in a hex under attack.
14.76 AA Interception
15.12 A unit’s attack or defense strength cannot be divided
If a unit is transported to or from a friendly hex adjacent to an among different combats or loaned to other units and cannot be
enemy combat unit, the air transport unit is subject to AA Fire accumulated from turn to turn.
from that enemy combat unit.
If either the Air Transport starting or destination hexes are in
15.13 Multiple Hex Attacks. An attack can involve any
number of attacking or defending units and can be directed
an enemy ZOI the AA Fire Table is used (regardless if AA is
against more than one defending hex. To resolve the attack as
present) [14.65].
a single combat, follow rule 12.17.
In addition, if the air transport passed over any enemy AA quali-
fying unit while moving to the destination, or is now adjacent 15.14 With the exception of units designated for Mandated
to an enemy AA qualifying unit [14.42] in the destination hex, Attacks, the final units chosen to attack in any Declared At-
apply that unit’s qualifying AA as another (+1) DRM for each tack need not be the same units designated during the Attack
such unit (also include any specific ‘AA unit’ DRM in addition, Declaration Phase.
up to the limit [14.44]) 15.15 An enemy Defender hex can be attacked by as many
[There is no additional AA Fire when returned to the Air Unit friendly combat units as can be placed in the six adjacent hexes.
Status Track].
15.16 No unit can attack or be attacked more than once per
EXAMPLE 1: The Starting or Destination hex is in an enemy Combat Phase.
ZOI; as per 14.76 the AA table is used with no DRM.
Note: An overrun is not a Declared Attack [11.31 note].
EXAMPLE 2: As in the previous Example, but the Air Transport
path to the Destination hex also has to pass directly over an
enemy combat unit that qualifies for AA; apply the (+1) DRM. 15.2 Attack Supply
15.21 As each attack is resolved, the attacker declares whether
14.77 Air Combat and AA Results on Transported the attack will be Attack Supplied, and designates the MSU or
Units Supply Dump containing the ASP to be spent. More than one
a. If the air transport is Destroyed, the combat unit goes to the ASP may be required (and spent) to bring all attacking units
Eliminated Box. Supply units, Zap units, and RSCs are lost and into Attack Supply, but no ASP can provide Attack Supply to
return to Available status. more than one attack. Generally, one ASP is spent to place one
b. If the Air transport Aborts, the transported unit does not ar- attack in Attack Supply. All attacking units (including artillery)
rive and is placed back on its starting location. trace an LOC of not more than seven hexes [6.14, and note the
reduction to five hexes in 6.14c] to a designated ASP (or ASPs). 15.4 Combat Odds Determination
If not, then the attack is not supplied and no ASP is spent.
15.41 Terrain Effects on Combat
IMPORTANT NOTE: Units with Out of Supply markers a. Swamp.
suffer no Out of Supply effects while they are participating • Halve the total combat strength of units attacking from a
in an attack that is Attack Supplied. Do not remove their swamp.
Out of Supply markers. The spent ASP allows such units to
• Artillery support strength is halved when firing into a swamp
function normally during the attack only. After the attack is
hex, but is not halved when firing from a swamp.
concluded, those units with Out of Supply markers are still
subject to all Out of Supply effects. • There is no DRM for a unit defending in a swamp.
Design Note: Swamps are terrible places to deploy and ma-
15.22 If no Attack Supply is provided to a Declared Attack: neuver ground units. Artillery shells with point-detonating
• Apply a (+2) DRM to the die roll fuses were ineffective in the mire, and setting time fuses for
• If any Panzer or Motorized Division has an Out of Supply airburst was an inexact science.
marker on any one of its attacking units, the Panzer Division
Integrity Bonus [15.58] is not received b. Major Rivers. The total attack strength of non-artillery units
attacking across a non-frozen major river hexside is halved,
• The attacker cannot allocate artillery support strength to that
regardless of whether other friendly units in the same combat
attack [exception per 15.34 Note]
are attacking on the defender’s side of the major river. Halving
• The defender may not be able to allocate artillery support is not affected by a bridge.
strength in Limited Artillery conditions [13.52]
Exceptions:
• The attacking force removes an additional step loss if the
final combat result contains an asterisk (*) [16.3] 1) The halving does not apply to frozen [5.23] major rivers.
However, apply a (+1) DRM if all attacking units attack across
Exception: Flotillas [22.56] and Armored Trains [21.34] are not a frozen major river (not just river).
affected by lack of Attack Supply.
2) Artillery support strength is not halved when firing across
a major river hexside.
15.3 Artillery Support in Combat
c. Rivers. When frozen, a river (not major river), or canal, does
15.31 An artillery unit only provides support. It cannot attack
not provide a DRM during combat.
by itself.
d. City, Major City, Mountain, and Alpine
15.32 Defender Artillery Support
• The total attack strength of red attack strength armored units
a. The defender adds any artillery support strength committed
is halved when attacking into these terrain types.
during the Reaction Phase to the defense strength.
• A city or major city in the Defender hex causes a (+1) DRM
b. The defender now checks supporting defending artillery not to the die roll.
in the Defender hex. If any of these units are now in an enemy • Mountain or alpine causes a (+2) DRM.
ZOC (after earlier combats), they can no longer contribute their
support strengths (nor can the defender allocate other “available” 15.42 Weather Effects on Combat
artillery units to replace them). a. Mud. Attacking and defending artillery support strength is
15.33 Attacker Artillery Support. After the defender has halved when attacking hexes affected by Mud weather [note
allocated his artillery support the attacker allocates his artillery 5.21]. Total all halved artillery units (including any fractions),
support to each combat as it is resolved [see also 13.0 for restric- then drop the final fraction.
tions on the use of artillery]. b. Storm. Flotillas cannot attack [22.54c].
15.34 Artillery requires an ASP in order to provide artillery sup- 15.43 Untried Units
port while attacking. It traces either to an ASP allocated for that a. All Untried defending units are now turned to their Tried sides.
combat or to an ASP specifically designated for that artillery unit. Immediately remove from play those Untried units that show
Note: An artillery unit could still provide support (if it uses “Remove” on their Tried side. They are not counted as part of
an ASP) even though other attacking units cannot use any the defending force for step loss calculations.
ASP (this attack then has no Attack Supply [15.22] and the b. If all defending units in a declared combat are marked “re-
(+2) DRM applies). move,” remove the Declared Attack marker and the “Remove”
units. Their removal counts as a combat, thereby attacking
units are allowed to advance after combat [16.5]. Any ASPs
allocated to the attack are not spent. Advance the designated
attacking units, as desired, into the now vacant Defender hex
up to the stacking limit. These units cannot move and cannot
be re-allocated to other Declared Attacks.
15.44 Bunker Busting Note: Other than in the case of Mandated Attacks [12.32] the
“Forward and at the enemy” attacker can also withhold or change some units performing
Sturmgeschütze training manual
that specific attack [15.14], as long as the attack is made.
If declared, eligible Axis units double their attack strengths when c. If the final combat odds become less than 1-4, the attacker
part of a Declared Attack (but not an overrun) against any hex resolves that combat during the Combat Phase by using the 1-4
containing non-destroyed strongpoint, fortified belt, fortified column on the CRT and applying a (+2) DRM.
lines, city, or major city terrain. They do not double against d. The attacker cannot otherwise reduce the odds.
citadels. Soviet units are not eligible.
EXAMPLE: He cannot declare 3-1 odds when he has 4-1 odds.
a. Eligible units:
e. Combat odds greater than 10-1 are resolved as 10-1.
Anti-aircraft, motorized anti-aircraft, assault gun
b. Only one eligible unit can be declared as a bunker buster unit 15.5 Final DRM Determination
per attack. Other participating eligible units use their normal Using the categories in this section, the attacker nets friendly and
attack strengths. enemy DRMs to arrive at a final DRM that will be applied to the
c. An AA unit that contributes a DRM to AA Fire during the combat die roll. Each plus one (+1) DRM offsets a minus one
current Combat Phase cannot be designated as a bunker buster. (–1) DRM. The plus or minus DRM total remaining after offset-
It instead uses its normal attack strength. ting is the final DRM. The final DRM cannot exceed +3 or –3.
Design Note: Assault guns were originally designed to support 15.51 Terrain Effects. Only defending units benefit from
infantry against prepared positions and they performed very terrain effects.
well in this role. Beginning in March 1942 they received a a. Defending units benefit from only the highest hex terrain
new main gun. With this, they began to gain a reputation as DRM. These are in ascending order: hill, mountain, or alpine
tank killers. The AA guns proved to be as effective in their terrain. These effects are not cumulative.
improvised role against bunkers as the 88mm AA guns in
b. If there is hexside terrain that could confer a DRM to the
North Africa became against Allied tanks there.
defender, the DRM is applied only when all defending units are
15.45 Spend Supply Points. At the end of his Combat behind hexside terrain, and all attacking units attack through it
Phase the attacker spends (removes) ASP(s) designated to pro- or through hexsides that provide the same or larger DRM [see
vide Attack Supply for his attacks [see also 6.48e and 15.21]. also 18.22 Exception].
c. Whenever the Defender hex contains hex and hexside terrain,
15.46 Totaling Strength
the effect is cumulative.
a. The attacker totals the attack and support strengths of all his
combat units involved in the attack. EXAMPLE: City and major city DRMs (and town during Mud
or Snow) are cumulative with hexside (such as river) and hex
b. The defender totals the defense strengths of all units which terrain (such as hill).
are the object of a specific attack and applies artillery support
strength. d. When two or more defending hexes are being attacked in a
single combat, apply the highest hex terrain DRM found in any
Note: Artillery support strength cannot exceed friendly total Defender hex to the entire combat. Applying hexside terrain
non-artillery strength [13.13b]. Excess support points are DRMs is dependent on 15.51b above.
ignored.
e. When a fortified line covers the same hexside as river or canal,
15.47 Final Combat Odds Determination. The “final” the effects are cumulative.
combat odds are determined by the total strength allocated as a f. If the hex contains a completed strongpoint, apply a (+1)
result of combat organization [15.1]. Players use the final combat DRM [Exception: See 18.41d]. Refer to 18.0 for additional
odds to determine the outcome of that combat. information regarding fortifications.
a. Initial combat odds can change because of subsequent de- 15.52 Defender No Retreat Orders [12.53b]. When
fender reaction movement [12.4], allocation of defender artillery in effect, apply a (+1) DRM. The attacker receives no DRM
support [13.1], and revealed Untried unit strengths [15.43]. benefit if he places a No Retreat order on his units (the order
b. Initial combat odds can also change because the attacker refers only to the “retreat” requirement). The No Retreat DRM
has the option in each combat, up to the time of resolving that applies only to defending units.
combat, of declaring additional units to make that attack, per
[15.14]. These units cannot have already been engaged in any
15.53 Engineer Effects
other combat this phase. a. Apply a (–1) DRM when the attacker declares Engineer
Effects and his units include at least one engineer type unit
(engineer, motorized engineer, or armored engineer) and the
Defender hex has eligible terrain [15.53b]. This DRM is applied
only once per combat even if the attacker has multiple engineers b. Only one CAB is allowed per combat.
involved and the defender has multiple modifiers that can be c. CAB applies even if the required units attack from different
negated by engineers. hexes.
b. Terrain eligible for engineer effects: city, major city, river (not d. The CAB does not apply when all required unit types are
major river), canal, or non-destroyed fortification that provides attacking across canal, river, or major river hexsides, or when
a defender DRM benefit, and attacks across shallow water. A any defending units are in swamp hexes [except when frozen],
town becomes eligible only when Mud or Snow weather effects non-destroyed fortifications, cities, major cities, mountain hexes,
apply to its hex. or alpine hexes.
c. Special Engineer Stacking. For both players, one attacking
e. The CAB does not apply during Mud or Snow weather or
engineer unit can stack above the stacking limit. If a player does
where Lingering weather applies.
this, Engineer Effects automatically apply and this engineer
combines its strength with the other attacking units. However, f. Soviet units are not eligible for CAB [they lacked training
the engineer unit cannot remain over the stacking limit at the and tactical proficiency].
conclusion of the combat phase. It either advances after combat, 15.58 Panzer Division Integrity Bonus
or it retreats two hexes according to retreat rules. It is eliminated
a. When enough component units of a German Panzer Division
if it cannot advance or retreat.
attack a defender, apply a (–1) DRM for that combat. Apply a
d. An engineer unit is required in order to allow a unit to attack DRM for each qualifying Panzer Division [Exception: 18.51d].
across a non-frozen shallow water hexside [They are using as-
sault boats]. No more than 3 stacking points of non-engineer b. When enough component units of a German motorized
units can attack across a shallow water hexside. One engineer division attack a defender, apply a (–1) DRM for that combat
can participate in combat across the hexside in addition to the if the division qualifies. A Motorized division qualifies if one
non-engineer (s) and can advance after combat. Artillery units qualifying Panzer division [15.58a] participates in the same at-
can support the combat. Engineer Effects in combat [15.53a] tack. A single Panzer Division can qualify only one Motorized
are allowed when attacking across shallow water. Armored units Division in any one combat.
cannot attack across shallow water hexsides. c. The Integrity bonus applies even if the component units of
either division type are attacking from different hexes or if any
15.54. Each Attack Supplied Axis Super-Heavy Artillery and
of them has been reduced in strength.
Railroad Artillery unit provides a (–1) DRM used only to offset
any terrain DRMs the defending force receives for town (during d. The following conditions allow a Division of either type to
Mud or Snow), city, major city, or for a non-destroyed fortifica- qualify:
tion. Axis S-HA DRMs (or S-HA and Engineer Effects DRMs) • None of the necessary component units can have an Out of
cannot exceed the Soviet DRMs received for the above terrain. Supply marker, unless they use Attack Supply
Note: Some railroad artillery and S-HA units also possess • A Panzer Division requires three of its component units to
support strengths that add to attack strength. be present: its Panzer regiment (or one of its battalions), plus
one of its motorized infantry regiments, plus either the second
15.55 Close Air Support Air Mission [14.5]. Each motorized infantry regiment or the recon unit
Attacker CAS point equals a (–1) DRM. Each Defender CAS • A Motorized Division requires all three of its component
point equals a (+1) DRM. units to be present (two motorized infantry regiments and
the recon unit)
15.56 Lack of Supply
a. If any defending unit has an Out of Supply marker on it, ap-
15.6 Combat Resolution Procedure
ply a (–1) DRM.
• Locate the odds column on the CRT to be used for the combat.
b. If any attacking non-artillery unit is out of Attack Supply (or • Roll the die. Find the die roll number in the left-hand column
no ASP is spent), apply a (+2) DRM [15.22]. of the CRT.
Note: The (+2) DRM applies even if attacking artillery is • Cross-index the die roll number with the odds column. Apply
supplied. the final DRM value to arrive at the final die roll result. If
there is not a final DRM to be applied, the box where the die
15.57 Combined Arms Bonus (CAB) roll number and odds column intersect is the Combat Result.
a. Apply a (–1) DRM if both of the following are met: • After obtaining the Combat Result, remove the Declared
• The attacking force contains at least one armored unit with Attack markers from the Defender hex before applying
red attack strength and at least one reconnaissance, motorized the result.
infantry, motorcycle, or motorized engineer unit • Apply the full combat result before moving on to the next
• The defending force does not contain armor (with red attack combat.
strength), anti-tank, motorized anti-tank, armored anti-tank,
anti-aircraft, or motorized anti-aircraft unit
due to no attack supply. The second step is for the non-destroyed b. Engineer Loss
fortification, either strongpoint or fortified line, but not both. 1) Engineer Loss takes effect in all combat situations where an
16.33 Special Situation Asterisk Losses. When either asterisk (*) result occurs and:
Armor Attrition Loss [16.33a] or Engineer Loss [16.33b] condi- • The attacking force includes one or more steps of units
tions apply, the asterisk result requires the first 16.32 step loss to allowed under Engineer Effects [15.53] or Bunker Busting
be either an armored unit (with red attack strength) or engineer [15.44], and
unit. Where both armor and engineer conditions apply, the red • Engineer Effects or Bunker Busting effects are allowed and
attack strength armored unit takes the step of loss. Any remain- declared, and
ing 16.32 loss and other numerical loss can be taken from any
• At least one of the conditions of 16.32 applies.
other unit type. Armor Attrition Loss and Engineer Loss are not
cumulative with rule 16.32 losses. 2) Where the asterisk requires a loss, a unit of the declared type
[see 15.44a or 15.53a] takes the first step of loss required by
a. Armor Attrition Loss
the asterisk. The loss is not doubled if both 15.44 and 15.53 ef-
1) Armor Attrition Loss conditions take effect in all combat fects are declared and either unit (attacker choice) can take the
situations where an asterisk (*) result occurs, and: required step loss. Other unit types will take any further steps
• The attacking force contains one or more steps of armored of loss, as required by rule 16.32 and by any numerical loss.
units with red attack strength, and EXAMPLE 1: Attack Supplied Axis units with engineers attack
• The defending force has one or more steps of armor, anti- Soviet units in a strongpoint. Engineer Effects [15.53] are de-
tank, motorized anti-tank, armored anti-tank, anti-aircraft, clared. When the combat result is without an asterisk, no Axis
or motorized anti-aircraft units, and step is lost in addition to any numerical loss. If instead, the
• At least one of the conditions of 16.32 applies, or a numeric result is (*) or (R*), the asterisk requires an additional step loss
Attacker loss result occurs on the CRT. due to attacking a fortification. Because Engineer Effects were
2) Where the asterisk requires an Armor Attrition Loss, a red declared, an engineer step is required to satisfy the asterisk loss.
attack strength armored unit takes the first step of loss. Other The R requires a retreat [16.4]. If an Axis armored unit with red
unit types will take any further step losses, as required by rule attack strength is included and the Soviet force includes one of
16.32 and by any numerical loss. the listed types, the armored unit will take a step loss for Armor
Attrition (if the asterisk occurs) and the engineer will not take
3) Defender Loss. Any time the attacker suffers a required any step loss [16.33].
Armor Attrition step loss and the combat result requires any
defender loss, the defender takes the first step of loss from an EXAMPLE 2: Attack Supplied Axis units with engineers attack
armored unit with red attack strength. If an armored unit with Soviet units in a strongpoint. Engineer Effects are declared. The
red attack strength is not present, then the loss comes from his combat result is (1*). Now the Axis force loses two steps. Since
choice of anti-tank, motorized anti-tank, armored anti-tank, the attack is being made against a strongpoint, the asterisk re-
anti-aircraft, or motorized anti-aircraft. sult indicates that an additional step loss is required. Because
Engineer Effects were declared the engineer takes the first step
EXAMPLE: Attack Supplied Axis units with a red attack strength of loss for the asterisk. The “1” causes one step of loss from
armor unit attack Soviet units that include a one-step Soviet anti- any unit type.
tank unit in a strongpoint. The combat result is 1*/1. Here, the
Axis force loses two steps. The asterisk normally requires one EXAMPLE 3: Attack Supplied Axis units with engineers attack
additional step of loss from any type of units [for strongpoint], Soviet units in a strongpoint. Engineer Effects are declared. The
but because Armor Attrition conditions are met the armor takes combat result is (1) (no asterisk). Only one Axis step is lost (due
the loss for the asterisk. The “1” causes one more step of loss, to the “1”) which does not have to be an engineer step. Even
although from any unit type. Because the attacker suffered an though Engineer Effects were declared, it takes the asterisk to
Armor Attrition loss and a defender loss is required, the Soviet require the first step of loss to be an engineer unit.
force loses the one-step anti-tank unit. EXAMPLE 4: Attack Supplied Axis units with engineers attack
Soviet units in a strongpoint. Engineer Effects are not declared.
The combat result is (1*). The engineers are still part of the attack
force, but they did not provide Engineering Effects [a (–1) DRM]
against the fortification. The asterisk still requires an additional
Axis step loss for attacking the fortification, but the engineers
are not required to lose a step to satisfy it.
EXAMPLE 5:Attack Supplied Axis units with engineers attack
Soviet units in a city. Engineer Effects are declared. The combat
result is (1*). The Axis force loses only 1 step even though Engi-
neer Effects were declared; rule 16.32 does not require additional
losses for attacks against city hexes.
EXAMPLE: A one-step unit attacks two steps of defenders at c. The following units cannot retreat under any circumstances
3-4 odds. The die roll is a “3” (no DRMs) resulting in a step and therefore are eliminated if forced to retreat:
loss for the attacker and a retreat for the defender. Even though • Zero MA units
the attacking unit will be removed because it had only one step • Railroad artillery (in Firing mode)
to lose, the defender is required to retreat. The defending units • Super-Heavy artillery (in Firing mode)
retreat first and then the attacking unit is removed.
d. Supply Dumps cannot retreat and therefore are removed (but
16.45 Units with Orders Markers can be reused). Other units stacked with any of these may still
a. No Retreat. Units with a No Retreat marker do not be eligible for retreat. An MSU can retreat but is removed if all
retreat. When a retreat result occurs, apply one step other units with it have been eliminated.
of loss in addition to the printed combat result, and 16.47 The following units have restricted retreat paths. A unit
remove the No Retreat marker. that cannot follow its restricted retreat path is eliminated.
a. Super-Heavy artillery units on their mobile sides can retreat
only through hexsides crossed by minor road, main road, mo-
torway, or railroad. Where Mud or Snow conditions apply, they
cannot retreat along minor road or railroad.
b. Armored trains or railroad artillery (in Mobile mode) can re- 16.5 Advancing
treat only along a connected railroad and cannot retreat through When the Defender hex becomes vacant of combat units as a
one vacant hex in an enemy ZOC [exception to 16.48c]. result of a Declared Attack, the attacker has the option to advance
c. A flotilla can retreat only through hexes where the TEC attacking units [12.15b exception] into that hex up to the stacking
allows movement, and through shallow water. Flotilla units limit. Advancing is not movement and uses no movement points.
cannot retreat along frozen river hexsides or over other frozen
16.51 The attacker decides whether to advance before resolving
areas [5.23c].
the next combat. He is not forced to advance a unit. Advancing
d. No unit (except Flotilla) can retreat across a non-bridged units cannot attack again in that phase even if their advance
lake or sea hexside. places them adjacent to Defender hexes where the combat has
e. A unit can retreat across a major river hexside only if it starts yet to be resolved.
adjacent and would be eligible to cross during the next move- 16.52 Only attacking units that participated in that combat can
ment phase that it has its full MA (adjusting for the current advance. Artillery units that participated in that combat may
turn’s weather condition). Once it crosses, it stops its retreat [as never advance.
in 10.45c] instead of continuing to a second hex. a. Units can advance from any of the hexes from which the
16.48 Retreating through Enemy ZOC. A unit cannot attack was made.
end its retreat in a vacant hex in an enemy ZOC. However, a b. Units with Additional Retreat or Do Not Move markers can-
unit can retreat through (and end its retreat in) hexes occupied not advance.
by one or more friendly combat units even though an enemy
unit projects ZOC into that hex (friendly occupation of the hex c. Non-participating units cannot advance, even if they are in
negates the ZOC for this). the same attacking hex or served only to block an enemy retreat.
a. If a unit has no alternative but to end its required retreat in a d. Anytime that a hex becomes vacant because an Untried unit
hex under a Declared Attack marker, the retreating unit retreats is revealed to be a “Remove” unit, units already declared for
one additional hex. If this hex is also under a Declared Attack that combat have the option to advance.
marker, or would exceed the stacking limit in the third hex, place Note: Engineers [15.53c] and rocket artillery [13.32b] have
the retreating unit in the Cadre Box or Cannot Rebuild Box. special advance and retreat requirements.
b. A unit cannot retreat through two consecutive vacant hexes
in an enemy ZOC. Any unit required to do so is placed in the 16.53 Advancing units can enter only into a vacant Defender
Eliminated Box instead. Units marked with an “R” are placed hex. They ignore enemy ZOC(s) to enter the hex.
in the Cannot Rebuild Box. 16.54 In the case of multiple hex combat, victorious units can ad-
c. A unit (or stack) can retreat through one vacant hex in an vance from any hex from which the attack was made and into any
enemy ZOC [Exception: 16.45b], but risks removal. When this adjacent Defender hex, subject to terrain and the stacking limit.
type of retreat is concluded, the unit (or stack) loses one step Note: Conceivably, a unit could move adjacent to a major
(owner’s choice). This step loss can be of types not eligible river, attack across it, and advance across it after combat in
for retreat. Use the Retreat Table to determine the fate of the the same turn. Armored units cannot advance across a (non-
remaining steps. Roll the die and apply any necessary DRMs. Frozen) major river hexside unless there is a non-destroyed
Results are: bridge on the hexside between it and the Defender hex.
Yes The retreat has succeeded, and no further loss occurs.
No The retreat attempt has failed. Remove all retreating
units and place them in the Cadre Box.
Note: Artillery units can be put into the Eliminated Box to
improve the chances for the other units to retreat (to avoid
the unfavorable (+2) DRM).
d. An HQ that retreats through a vacant hex in an enemy ZOC
turns immediately to its Non-Op side [21.23].
Ju-52
17.22 Transition hexes are found only at the edge of the Inset. 17.32 ZOCs extend into adjacent main map hexes only from
These hexes mark the boundary between the main map and the units having a ZOC that occupy Transition hexes directly ad-
Inset map. A thick black hexside provides an additional graphic jacent to a main map hex. These ZOC effects are identical to
to show the exact point of change between Inset map Transition main map ZOC effects.
hexes and main map hexes adjacent to the Inset map. Transition 17.33 Units in main map hexes having a ZOC exert their ZOC
hexes differ from interior Inset hexes as follows: into all adjacent Transition hexes, but not into interior Inset
hexes.
17.54 Soviet Artillery Combination on the Inset Inset map, triple all remaining range after deducting the main
a. Up to two Soviet artillery units (including coast defense artil- map portion.
lery) can combine their support strengths for Defender hexes c. When measuring range on the main map, then to the Inset
on the Inset map. map, and then back to the main map, either count just the mega
b. As many more Soviet artillery units as desired can combine hexes on the Inset map as regular hexes, or just use the main
their support strengths provided all are within command range map hexes that are inside the Inset map boundary. Either method
of a qualifying HQ [Exception to 13.15]. should work out with the same result.
c. Naval units [see Naval Module] providing artillery support Note: Players often reported forgetting that their main map
for ground units are included within the combination limitations artillery could be used to fire on the Inset map, and vice versa.
[13.15] only if they are on a port hex and are within command The “disconnect” between the two maps cannot be avoided,
range of the HQ that allows the combining. Naval units can so use extra care when moving units, allocating artillery
conduct artillery support (attacking or defending) regardless of support, etc.
their Readiness status.
17.72 AA units on the Inset map in enemy ZOC (from the Inset
Design Note: Artillery for each Inset map was organized under map or from off the Inset map) cannot conduct AA Fire. How-
a single commander. He would have centralized control over ever, one can qualify as a “bunker buster” [15.44] in each attack.
batteries of all gun types in the area. Coast defense artillery
ratings have been adjusted for their seemingly contradictory Design Note: Because of the close-in nature of the Inset map,
functions of engagement of both land and sea targets. they are now engaged in front line fighting.
18.2 Fortified Line 18.33 An Axis ZOC does not extend into a non-destroyed
A fortified line represents a continuous line of concrete pillboxes fortified belt hex.
and bunkers. All fortified lines are printed on the map. 18.34 Axis units defending a fortified belt hex (active or de-
18.21 A fortified line is a hexside feature, although it is located in stroyed) do not receive its combat effects. A Soviet strongpoint
a specific hex. Fortified line always faces in one direction along built on an active fortified belt hex gives no additional combat
the inside of a hexside. All effects on movement or combat apply effects.
only when crossing from the outside of the hex containing the 18.35 Once destroyed, a fortified belt hex cannot be rebuilt.
fortified line over the facing side into the hex containing it and
not from inside the hex containing the fortified line. 18.4 Strongpoints
18.22 Combat Effects. If all Axis units are attacking across Strongpoints represent improved field fortifications
hexsides faced by fortified line, and the defending Soviet units prepared for defense against attack from any direction.
are in the hex with the fortified line terrain symbol, then the Axis Strongpoints are not printed on the map; they must
player applies a (+1) DRM to that combat die roll, cumulative be built. Both players can build strongpoints.
with other effects. If even one Axis combat unit attacks through
a hexside not faced by an active Fortified line, the DRM does
18.41 Combat Effects
not apply. a. If an active strongpoint is in the Defender hex, apply a (+1)
DRM to the combat die roll.
Exception: When attacked entirely through different terrain
hexside types [such as fortified line and river] that confer equal b. A Soviet strongpoint on an active fortified belt gives no ad-
combat benefits, the defender still receives a (+) DRM benefit. ditional combat effects.
EXAMPLE: A defender is attacked from two hexes with one hav- c. The (+1) DRM of an active Soviet strongpoint on a fortified
ing a river hexside and the other a fortified line hexside. Because line hex is not cumulative with the fortified line but still apply
each provides a (+1) DRM and both of these features are not in its DRM when the attack comes from a direction not covered
both hexes, the defender receives the (+1) DRM. by the fortified line.
18.23 Axis Combined Arms Bonus is not allowed if all Axis d. When a Soviet strongpoint is on an active fortified line hex
units in that combat required for the CAB are attacking across that is within four hexes of a Soviet friendly city or major city
active fortified line hexsides [15.57d]. hex, apply a (+2) DRM for attacking through that fortified line
hexside [representing defensive works built in depth by civil-
18.24 Once destroyed, a fortified line hexside cannot be rebuilt. ian workers and forced labor]. If an Axis unit attacks through
a hexside not covered by a fortified line, apply only the (+1)
Note: A fortified line may be destroyed prior to an attack by
DRM for the strongpoint.
a Super-Heavy Artillery bombardment [13.43 and 13.44].
18.42 The Soviet player cannot begin the construction of more
strongpoints each turn than those allowed by the results from the
Soviet Replacements Table [7.41]. The number of strongpoints
allowed on the map for both sides is unlimited; the counter-mix
does not constitute a design limit.
b. During the next turn’s friendly Engineering Phase, turn the EXAMPLE: Three units of 2 defense points each defend a citadel.
strongpoint under-construction over to its completed side if its The total defense strength is 2+2+2 + the 3 doubling bonus =
hex is in General Supply. If the hex is not in General Supply, 9 total defense strength points. If the defenders were reduced to
the strongpoint remains under-construction. just a single 2 defense point unit, then the new total would be 2
plus a 2 doubling bonus = 4 total defense strength. A 4 defense
c. Engineers can be used to complete the construction of a point unit computes as 4 + the 3 doubling bonus = 7 total defense
strongpoint in one turn [22.11]. strength points.
18.45 Additional Construction Restrictions for the c. The attack strength of all Axis armored units [Exception:
Axis Armored engineer units] attacking an active citadel is halved.
a. Scenario rules may limit how many strongpoints the Axis d. All units on an active citadel ignore all R (Retreat) combat
player can build per turn. results (and its extra loss). This is not the equivalent of No Re-
b. Each Axis strongpoint requires a constructing combat unit treat orders; units in a citadel cannot be given Orders.
(any type except armored) for placement. During the turn the The maximum possible defense DRM in a single hex for combat
unit constructs the strongpoint the unit cannot engage in move- against a citadel is a (+4) DRM plus effects of supporting air
ment or combat [see also 22.11]. units, computed as:
Note: Place the strongpoint under-construction directly on • Citadel (+1)
top of the constructing combat unit to indicate the unit that • Strongpoint (+1), if a strongpoint has been built here
the marker affects.When complete, flip the strongpoint over • Hill (+1)
to its constructed side and place on top of the upper most unit;
• River hexside (+1)
because it affects the hex [3.34].
• Air support (variable number)
c. During construction place the strongpoint with its under- The Axis can offset these by a maximum of three (3) DRMs
construction side face up on the same hex as the constructing along with the DRM effects of air units, computed as:
unit. Turn the strongpoint over to its completed side during
the next friendly Engineering Phase, regardless of its supply • One engineer (–1) DRM [15.53]. Just one engineer is
status, but only if the constructing unit is still in that hex. If required. Additional engineers have no effect [15.53a]
the constructing unit is not there, then remove the strongpoint. • Each Super-Heavy artillery unit can offset either the citadel
(+1) DRM or a strongpoint (+1) DRM [13.44]
18.46 A strongpoint under-construction does not block move- • Panzer Division Integrity Bonus (–1) DRM [15.58]. Just one
ment of combat units [or naval units] but does block:
Bonus is allowed against a citadel
• Movement of enemy non-combat units (unless accompanied • Air units (variable number)
by combat units)
The citadel and fortified line may become destroyed [13.43]
• Tracing an enemy LOC through that hex
before netting the final DRM.
• Enemy railroad movement into or through its hex
• Enemy railroad conversion in its hex
• Armored train movement
19.23 Each turn, the Axis player can spend RCPs to advance 19.3 Railroad Conversion by Soviet Units
Railhead markers on railroad lines, but no more than four The Soviet player can convert an Axis railroad hex to Soviet use
RCPs can be spent to move any single Railhead marker from if a supplied Soviet engineer unit [22.12] or Operational HQ
its start hex (in Russia; additional RCPs may be available for [21.15] occupies the hex at the end of the Soviet Engineering
use elsewhere according to the scenario). Unused RCPs cannot Phase. The engineer (or HQ) cannot have engaged in combat or
be accumulated from turn to turn. specialized movement [11.0] during that turn. The Soviet player
19.24 The Axis player uses Railhead markers to in- pushes back the Railhead marker and places (or advances) a Rail
dicate the extent of his rail conversion. Railheads Cut marker with an arrow to indicate its conversion.
arriving as reinforcement are placed in the indicated
hex during the Reinforcement Phase of the Strategic Segment. 19.4 Cutting Railroad Lines
From there railroad hexes can be converted normally later that During his Engineering Phase, the Soviet player has
same turn. the option to place a Rail Cut marker on any Axis-
a. As the Axis player spends RCPs, he moves the Railhead converted railroad hex that is occupied by any Soviet
marker into the converted hexes. combat unit. Axis units cannot place Rail Cut markers and
Soviet units cannot cut their own railroads.
b. Whenever a Railhead marker moves onto a railroad junction
hex (where multiple railroad lines converge), the Axis player Design Note: During this time period the Axis expected to
places additional Railhead markers oriented toward each railroad capture Soviet railroads and to convert them to their own
line which enters the hex. If the Axis player still has RCPs avail- use. The Soviets, on the other hand, destroyed Axis railroads.
able, construction can continue (this turn) along any (or all) of
the railroad lines exiting the junction hex where each converted
hex costs one (or more) RCPs regardless of the direction from 20.0 Soviet Surrender
the junction. The Railhead marker is advanced as RCPs are spent
to convert a hex along each line. Many surrounded Soviet units readily surrendered, but certain
units were more likely to fight to the death. Only Soviet combat
EXAMPLE: Axis player has 6 RCPs available and he converts
units are subject to Surrender.
a line in clear terrain at cost of one RCP per hex. A rail junction
is reached after converting two hexes—he places a new railhead
for the junction and can now continue to convert two more hexes
20.1 Surrender Qualifications
along each line to keep within the scenario limit of four RCPs 20.11 During the Surrender Phase, the Soviet player is required
per line, spending a total of 2+2+2 = 6 RCPs. to make a surrender check for each hex with a Soviet combat
unit that is in an Axis ZOC and that cannot trace a line of hexes
19.25 Rail Cut Markers of any length free of Axis ZOC to:
• A friendly port
a. Rail Cut markers are placed at the start of each • A non-surrounded major city
scenario according to scenario instructions. • A map-edge Supply Source
b. A Rail Cut marker without an arrow indicates that just the hex 20.12 Certain units are not subject to Surrender:
containing the marker is not converted or has lost its conversion Naval units
for use by Axis units. When an Axis Railhead marker enters Flotillas
a hex containing a Soviet Rail Cut marker without an arrow,
Armored trains
remove the Rail Cut marker.
All units in a non-destroyed citadel hex
c. Rail Cut markers with an arrow indicate that the hex with Dumps and MSUs
the marker and all hexes in the direction of the arrow are not
converted for Axis use, and are available for Soviet use. When 20.13 A unit can trace its line of hexes into or through a hex
an Axis Railhead marker enters a hex containing an “arrow” containing a friendly combat unit even if enemy units project
Rail Cut marker where the arrow points away from the Railhead a ZOC into that hex.
marker, the Rail Cut marker is moved back one hex to the next
Soviet railroad hex. The marker is removed only when it enters 20.2 Surrender Procedure
a hex containing another Rail Cut marker. 20.21 Refer to the Surrender Table. Roll the die for
Note: The Axis player should remember that moving through each qualifying hex. Modify the die roll by applicable DRMs.
a railroad hex does not convert it. The Soviet player could The results are:
still use it for railroad movement, even deep behind the Axis Surrender Remove all Soviet units from the hex and
front line, if it is left unguarded. place them in the Eliminated Box.
Full Attrition Each unit in the hex loses one step. Any e. One command point can be used to remove one mandatory No
unit removed due to this step loss is Retreat Order imposed by NKVD units [12.54b and 21.51c]. Re-
placed in the Eliminated Box. moved NKVD orders cannot be changed to Additional Retreat.
Partial Attrition Only one unit in the hex loses one step, EXAMPLE: If there are two combats but the only HQ within
Soviet player’s choice; the rest are unaf- range has only one command point, an Orders marker can be
fected. Any unit removed from the map placed on only one of those combats; or, one NKVD No Retreat
is placed in the Eliminated Box. Order can be cancelled.
No Effect The Soviet units remain without loss.
21.13 Command points cannot be accumulated from turn to
Note: Soviet MSU and Supply Dump units can provide DRMs turn or lent to other HQs. Air Interdiction can affect an HQ’s
on the Surrender Table by keeping units in General or Emer- command point value [14.66].
gency Supply. Any Soviet MSU or Dump that remains in a
21.14 Each Operational HQ can allow up to two Soviet artil-
hex where all Soviet units have surrendered is removed and
lery units within its command range to provide support to one
placed in the pool of available supply counters for later use.
Declared Combat [13.15a].
20.22 The DRM for an HQ applies regardless of its supply 21.15 Engineer Function. An Operational HQ can also
status. convert railroad hexes [19.3] to Soviet use. The HQ converts
Design Note: The DRM for GTs 31 through 61 represents only the hex it occupies (regardless of its Command value).
the period of particularly low Soviet national morale that Design Note: Some engineers are assumed to be with the
culminated in a partial evacuation of Moscow. HQ units.
21.26 Non-Op HQ Restrictions. The following apply The Soviet player can also roll for Non-Op HQs in the Active
to Soviet activity on hexes located within its command range. Box (not the Cadre or Eliminated boxes).
a. Construction Restrictions b. If the HQ has an Out of Supply marker on it, do not double
• New regular strongpoints cannot be placed, but strongpoints its recovery value.
received by E results can be placed and strongpoints and 21.29 HQ Disbandment. During the Administrative Seg-
bridges under-construction can be completed. ment the Soviet player can disband any number of his Non-Op
• Bridge Destruction [22.43c] is not allowed. HQs. Disbanding an HQ is done instead of doing the recovery
• Railroad conversion is allowed. die roll for that HQ [you can’t fail the die roll and then decide
b. Soviet air units cannot conduct CAS [14.5] or Interdiction to disband the HQ]. Place disbanded HQs in the Cadre Box (in
[14.6] missions, but Soviet fighter units can oppose Axis Inter- Non-Op status). The Axis player scores one VP for each Soviet
diction and CAS missions. Non-Op HQ disbanded.
c. No more than one Soviet artillery unit, including those in the 21.3 Soviet Armored Trains
Defender hex, can contribute its support strength to a Defender
These units represent groups of trains numbered for
hex in command range.
their controlling NKVD or Army railroad security
21.27 Non-Op HQ Movement Restrictions regiments. The Axis deployed very few armored trains
a. While a Non-Op Soviet HQ can always move during the to the eastern front and these were strictly for internal security.
Soviet Movement Phase, the number of Soviet combat units 21.31 Stacking. Only one armored train is allowed in a hex
that can begin movement within Non-Op command range at the at the end of any phase. If an armored train is forced to stack
beginning of a movement phase is limited during each movement with another armored train, it is eliminated instead.
phase to one less than that HQ’s recovery value.
21.32 Movement
EXAMPLE: If the HQ’s recovery value is 3, only two Soviet
a. An armored train (gray MA) moves only on railroad hexes,
combat units located within the Non-Op HQ’s command range
up to its printed MA each turn (subject to Air Interdiction ef-
can move during the Soviet Motorized Movement Phase (if mo-
fects; 14.65). It can move during either the friendly Motorized
torized), and the same (or different) two units can move during
Movement Phase or the friendly Movement Phase, but not both
the Soviet Movement Phase.
in the same turn.
b. Where two or more non-Op HQs have overlapping zones,
treat the combined zone as a single zone and use the HQ of the Note: To keep track of movement consider placing an Acti-
lower recovery value to determine the movement of other units. vated marker on a Soviet armored train if it moves during the
Motorized Movement Phase.
c. Any Soviet combat unit that begins its movement outside
of the command range can enter and freely move within that b. An armored train can move into but not through an enemy
command range. Once a unit ceases moving within four hexes ZOC. It can move only on contiguous connected railroad hexes
of a Non-Op HQ, it becomes subject to the Non-Op HQ Move- not converted to Axis use. It can retreat through enemy ZOC
ment Restriction. only if a friendly unit occupies that hex [16.47b and 16.48].
Note: Moving a Non-Op HQ can be critical, because the 4-hex c. An armored train does not count against railroad capacity. It
command range moves with it. Moving the command range cannot transport units.
can free units to move (during a later phase) which would d. Even though it conducts regular movement on railroads, an
otherwise remain restricted. armored train cannot conduct Specialized Movement [11.0].
d. Placement or repositioning of a Bridge marker within Non-Op 21.33 An armored train blocks an enemy Supply Line through
command range counts as the movement of one unit. Removal the hex it occupies.
of a Bridge because an enemy combat unit enters its hex does
not count against this one unit limit. 21.34 Armored trains do not require Attack Supply or General
Supply. They are not subject to Surrender.
e. Air transport [14.7] that begins or ends within Non-Op com-
mand range counts as the movement of one unit. 21.35 Armored trains are not “armored ” type units for purposes
of movement, combat, or VP calculation [24.41]. Armored trains
f. The movement of flotilla and naval units is not restricted. are rebuilt only from armored train RPs. When eliminated,
21.28 Recovery of Operational Status place the armored train in the Cadre Box [7.42c], never the
Eliminated Box.
a. During the Administrative Segment the Soviet player can
attempt HQ recovery. He rolls the die for each Non-Op HQ. If
the die roll is greater than twice the HQ recovery value, the HQ
remains Non-Op. If the die roll is equal to or less than twice the
HQ recovery value, turn the HQ over to its Operational side.
21.42 Non-Op Soviet HQs do not allow Guards activation 21.7 Soviet Militia Units
[21.25] within their command range. All Soviet units with yellow colored unit type boxes
Note: Guards rocket units can use special stacking [13.32b]. are Militia units. Militia units function as normal
combat units, but with some differences.
21.5 NKVD Units 21.71 Untried Militia. Unless scenario set up
These internal security troops were not under army instructions specify differently, place all Soviet Un-
control, but during emergency conditions many were tried Militia units in the counter mix in an opaque cup
committed to front line duty. to be drawn at random for placement on the Scenario Set up
Card. Place Untried Militia units on the map on their Untried
21.51 Automatic No Retreat sides. Like Untried MG units [21.61], reveal them only if en-
a. Whenever any NKVD unit defends in eligible terrain [12.53b], gaged in a combat (attacking or defending) or an overrun. As
it automatically confers a No Retreat Orders marker on that they are revealed, remove from play those units that show
hex. A town in the hex allows No Retreat when the town gives “Remove” on their Tried side.
a DRM during Mud or Snow weather.
Design Note: Militia performance was erratic. Soviet Com-
Note: NKVD units do not confer Orders during overrun be- manders were often the last to know how their Militia units
cause Orders cannot be placed until combat is declared and would perform in battle.
overrun is not combat.
21.72 Militia units can be voluntarily converted into Zap units
b. Any step losses required by this combat result cannot be during the friendly Engineering Phase [7.44].
assigned to an NKVD unit until all other units in the hex have
been eliminated. If more than one NKVD step occupies a De-
21.73 When removing a Militia unit from the map, for any
reason, do not place it back into the opaque cup. It cannot
fender hex, the Soviet player specifies the unit that creates the
return to play.
No Retreat. That NKVD unit takes the last step of loss even if
an HQ cancels a No Retreat order. 21.74 A Militia brigade unit cannot move more than five main
map hexes from the nearest hex of its placement town, city, or
Note: See 7.45 for how to rebuild NKVD units. major city (count the hexes like artillery range). If forced to
c. The Soviet player can apply a command point from an in-range retreat (by combat or overrun) outside of the five-hex range, it
operational HQ to remove the No Retreat requirement [21.12e]. is immediately eliminated.
d. Beginning GT 31 only motorized (red-box MA) NKVD units Note: This rule refers only to brigade size militia units. These
confer No Retreat Orders markers. are very loose organizations that would disintegrate when
outside of centralized control.
Design Note: After about two months into the campaign only
the most fanatical of NKVD troops still had the determination
for such warfare. 21.8 Garrisons
21.52 Surrender die rolls receive a favorable DRM for any 21.81 Units designated as Garrison are shown as such
hex in which there is at least one NKVD unit of any type [see on the set up cards or created by special placement.
Surrender Table].
21.82 A garrison unit cannot conduct movement. It cannot
21.53 Motorized NKVD units cannot conduct Reaction Move- attack, but can defend in combat. A garrison artillery unit can
ment or Overrun. provide artillery support. After it has been released, a garrison
unit can perform all game functions. Garrisons are released on
Design Note: Since NKVD units were not under Army com- a hex-by-hex basis [7.52].
mand, doctrine did not exist to allow them tactical flexibility.
21.83 Release all units on a single garrison hex when: 22.2 Bridge Markers
• The hex is attacked, or Historically, bridge construction engineers were avail-
• An enemy combat unit projects its ZOC into the garrison hex able to both sides and frequent use was made of
at the end of any phase, or pontoon bridges. Both players can use their Bridge
• It is released by a release date listed in the scenario markers to cross canal, river, and major river hexsides where
instructions. there is currently no bridge, or to cross hexsides where a bridge
printed on the map has been destroyed.
21.84 Soviet Garrisons
a. A Soviet Reservist unit [7.8] becomes a garrison unit upon
22.21 Bridge markers have two sides. The front side is the
completed (active) side. The back side is the under-construction
placement.
side. A completed Bridge marker becomes a bridge across an
b. An R result obtained from the Soviet Replacements Table adjacent canal, river, or major river hexside. Orient the arrow
[7.52a] can release one or two (as desired) Soviet garrison hexes. on the counter to point directly at the bridged hexside. An active
This does not cost a VP [24.3]. Bridge negates only the cost to cross that hexside. If there are
roads in the hexes on each side of the bridged hexside, these
roads connect only if they were previously connected by a bridge
22.0 Other Special Units that is now destroyed [22.4].
22.22 A Bridge marker does not move; it is removed or reposi-
22.1 Engineers tioned for construction. There is no limit to the number of times
22.11 An Axis or Soviet engineer unit can construct a completed a Bridge marker can be removed or placed, but it can do this
strongpoint during the same turn the strongpoint is received only once per turn. When not being used, store Bridge markers
[7.41, 18.44c, and 18.45c]. Place an available strongpoint on in the Active Box. A player is never forced to construct a Bridge.
its completed (active) side on any engineer in General Supply
during the friendly Engineering Phase. That engineer cannot 22.23 Bridge Placement
engage in combat, specialized movement [11.0], or air or naval a. A bridge under-construction can be placed only on
transport during the turn, or convert railroad hexes [19.3] or cut a hex in friendly General Supply. The destination hex
Axis railroad hexes [19.4] during that Segment. does not have to be in friendly General Supply. The
construction hexside cannot contain a non-destroyed bridge
Note: Axis Engineers can move and construct a Strongpoint (including printed on the map) but can contain a destroyed
in the same turn (exception to 18.45b). bridge. When completed across a destroyed bridge hexside, units
can continue to move at the road movement rate across the
22.12 A Soviet engineer unit on an Axis railroad hex at the end Bridge marker to the opposite hex (where the road leads) while
of the Soviet Engineering Phase can convert that hex to Soviet
repair procedures continue on the destroyed bridge. A road Sup-
use [19.3].
ply Route can also continue across a hexside with a Bridge
22.13 A stack can attempt an overrun against a hex with a marker. Once the printed bridge is repaired, remove the Bridge
strongpoint or through a hexside containing a fortified line only marker.
if it contains a motorized engineer unit [18.15].
Note: An unsupplied (and therefore ineligible) hex can be-
22.14 An engineer unit can perform only one of the following come eligible for bridge placement by use of a Temporary
functions during any one turn: Supply Source [6.26].
• Aid movement across a shallow water hexside [10.47] b. A Bridge marker can remain in a hex indefinitely, fully func-
• Aid construction of strongpoints [22.11] tioning as a (road) bridge, even if the hex is later determined
• Conduct conversion of railroad hexes from Axis to Soviet to be Out of Supply.
use [22.12]
c. Place the Bridge marker during the friendly Movement Phase
• Allow overrun of a fortified line hex or strongpoint [11.35c, if Axis, or friendly Motorized Movement Phase if Soviet, with
18.15, and 22.13] the under-construction side face up. Place the Bridge marker ad-
• Allow Ferry construction [22.32] jacent to the hexside to be bridged. Enemy ZOC can extend into
the destination hex (the opposite, or adjacent, hex on the other
22.15 In the same phase an engineer can:
side of the river), but the destination hex cannot be enemy oc-
• Allow Engineer Effects in combat [15.53], and cupied. A Bridge under-construction has no effect on movement.
• Exceed the stacking limit [15.53c].
Note: Non-Op HQs can limit Bridge placement [21.27d].
22.24 Bridge Completion 22.34 Supply. Starting the turn after the Ferry is completed the
a. A Bridge marker crossing a (non-major) river or canal hexside Axis player can use it to trace General Supply and Attack Supply,
turns over to its active side as soon as it is placed. and can extend his railroad net across that major river hexside.
b. A Bridge marker crossing a major river completes its con- 22.35 Ferry marker removal is the same as Bridge marker
struction during the friendly Engineering Phase; therefore, it removal except that once placed, a Ferry is not removed until
cannot be used during the preceding Movement or Motorized either the railroad bridge is repaired, or an enemy combat unit
Movement phases. moves into its hex.
c. When completed, turn the Bridge marker over to its active Note: The main reason for the use of a Ferry is to link rail-
side with the arrow pointing at the bridged hexside if both place- roads while bridge repairs take place. So, you can place a
ment and destination hexes are still friendly and no enemy ZOC Ferry and continue railroad conversion on the opposite bank
extends into either hex (unless negated). of the river, once the Ferry is complete. Keep in mind that
you cannot begin repairs to destroyed railroad bridges until
Note: Changing the hexside that a Bridge marker is pointed
you get the railhead there.
to requires following the entire construction procedure again,
even if the hex that the Bridge occupies does not change.
22.4 Bridge Destruction and Repair
22.25 Soviet Bridge markers function exactly like Axis Bridge 22.41 Only the road and railroad bridges printed on the maps
markers but through GT 98 cannot be placed to cross a major over major rivers or lakes are subject to Bridge Destruction.
river unless otherwise specified in a scenario [The Soviets gener- Both players can conduct Bridge Destruction.
ally lacked proper heavy equipment during 1941].
Note: Bridge and Ferry markers are not subject to destruction
22.26 A unit cannot use an enemy Bridge marker. Remove the or enemy capture. Instead, they can only be (temporarily)
Bridge if an enemy combat unit enters its hex. Removed Bridges
removed.
can be reused during any future turn.
22.42 Any combat unit, in any supply status, can conduct Bridge
22.3 Ferry Markers Destruction during the friendly Engineering Phase. The unit can
Axis forces were unprepared to repair so many dam- conduct Bridge Destruction when it is located in either of the
aged railroad bridges over major rivers and resorted two hexes that include the bridge hexside and an enemy unit is
to stop-gap measures to forward supplies by construct- seven hexes or less from the hex containing the unit conducting
ing ferries. Only the Axis player has Ferry markers. Bridge Destruction (count hexes the same as artillery range). All
bridges on that hexside are destroyed automatically [Exception:
22.31 A Ferry marker allows railroad movement (not ground 22.43c] when Bridge Destruction is declared for that hexside.
movement) across a major river hexside where the railroad A destroyed bridge no longer allows ground or railroad move-
bridge (printed on the map) has been destroyed. ment across it until it is repaired. A bridge can be destroyed and
22.32 Ferry markers are used nearly the same way as Bridge rebuilt an unlimited number of times.
markers. Use rules 22.22 through 22.26 but with the following
22.43 Bridge Destruction Procedure
changes.
a. Declare which bridges will be destroyed, as desired [note
a. Place a Ferry during the Axis Movement Phase. A Ferry can be rule 10.45a, last bullet].
placed on any hex containing a hexside with a destroyed major
river railroad bridge if the hex contains a converted Railhead b. Place a Bridge Destroyed marker with
marker in a railroad net that traces supply back to a map edge its 2 point side face up in either hex adjacent
supply source. to each bridge destroyed. The marker re-
mains until the bridge is fully repaired.
b. Place the Ferry with its under-construction side up. During the
Axis Engineering Phase turn the Ferry to its active side. An Axis c. A bridge cannot be destroyed by a Soviet unit that is within
engineer unit (any nationality) is required for both phases. It can command radius (four hexes) of a Soviet Non-Op HQ.
move away on any subsequent turn. The major river hexside is 22.44 Bridge Repair
now open to Axis railroad movement beginning the next turn. a. Both players can conduct Bridge Repair. Conduct Bridge Re-
22.33 Major Rivers and Ferries. A transported unit spends pair during the friendly Engineering Phase on as many eligible
30 railroad MPs to cross a major river (plus one additional rail- bridges as desired. Repair of each bridge can be attempted only
road MP for the hex on the other side) on a Ferry. Units with once per turn.
insufficient railroad MPs remaining cannot cross the major river b. A bridge is eligible if a supplied friendly engineer unit is in
hexside by Ferry. They stop adjacent to the major river hexside either of the two hexes that include the bridge hexside. A railroad
and any remaining railroad MPs are lost. bridge also requires a friendly railhead marker adjacent to the
bridge hexside in order to be eligible for repair. An engineer can
conduct repair on only one bridge per turn.
c. A bridge is not eligible for repair if an enemy combat unit is EXAMPLE: Here, the
in the hex on the other side of the bridge; however, that hex can flotilla could move into
be in an enemy ZOC. hexes A or E by spend-
ing 1 flotilla MP Flotil-
Design Note: A railroad bridge across a major river would be las can also move “to
extremely difficult to repair. It is required to carry more weight the other bank” by
than a road bridge and the surface must be perfectly level. spending 1 flotilla MP
To accomplish this, the Germans massed bridging assets into to enter that hex, re-
large organizations, each controlled by an engineer regiment. gardless of the actual
Interestingly, such assets included cable ferry functions. By hex terrain. The flotilla
March 1942 the Germans operated four groups of ferry and could switch sides of the
pontoon crossings to supplement repaired bridges. major river, moving into
22.45 Bridge Repair Procedure hexes B, C, or D by
spending 1 flotilla MP.
a. A player indicates the bridges he will attempt to repair.
d. Flotillas move on canals, the same way they do major
b. He rolls the die, applies DRMs, and consults the Bridge Repair
rivers, but only on those hexes that include the canal hashed
Table for each attempt. Results are:
hexside graphic.
Remove 1 Damage point Turn the Bridge Destroyed marker
from its two-point side to its one- e. Flotillas move on connected coastal or sea hexes at a cost of
point side, or remove the marker one flotilla MP for each hex entered. Land terrain in coastal hexes
if it begins with its one-point side is ignored. Flotillas can enter shallow water [10.47].
face up.
Not repaired Do not remove the damage point.
22.46 Removal of the Bridge Destroyed marker signifies the
bridge is fully repaired and can be used. A player can try each
turn to repair the bridge until repair is complete. Additional
damage points might be inflicted during the repair period, if
an enemy unit later becomes adjacent to the hexside and again EXAMPLE: The flotilla oc-
performs bridge destruction. cupies a coastal hex. It can
enter any of the adjacent
22.47 A bridge may start a scenario as destroyed. Check the hexes by spending 1 flotilla
scenario rules for a list of these. MPper hex.
within its movement allowance. If there is no such friendly port, 23.22 Restrictions
the unit is not repositioned and stays in its current location. It • Conduct Detachment at the start of the Axis Movement Phase.
cannot be repositioned from one port to another port. There is no MP cost.
22.56 Flotillas in Ground Combat • Place RSCs in the hex containing the detaching unit.
• Do not require Attack Supply (or General Supply) • Place the RSC in a supply status identical to the unit that
• Are not subject to Surrender detached it.
• Cannot conduct Anti-Aircraft Fire • The detaching unit must be on a land hex and can be in an
enemy ZOC.
• Cannot receive artillery fire support unless with other unit
types 23.23 RSC Types
• Do not receive the fortification DRM unless with other unit • Regular RSCs (rated 1-2-5). These are created by a one-
types step reduction in any eligible unit [23.11] or by independent
• Are subject to all combat results and can be removed to satisfy creation [23.12].
combat step losses • Strong RSCs (rated 2-2-5). These are created only when the
• Can retreat to an all-sea hex step reduction in an eligible German unit causes a loss of two
attack strength points.
22.57 When a flotilla is in an overrun hex, do not count it as
EXAMPLE: A 7-8-5 German Infantry Division already reduced
part of the defending force. It retreats, regardless of the overrun
by one step to its 5-6-5 reduced strength side is selected to create
result. It is eliminated if there is no valid retreat route.
an RSC. When reducing the division by the one step to create the
22.58 Flotillas can engage in combat with other naval units and RSC, the division is reduced to its 4-4-5 strength resulting in a
can be rebuilt but only when using the Naval Module. reduction of just one attack strength point. Therefore, the only
RSC allowed is a regular 1-2-5 RSC.
23.0 Axis Regiment Substitute 23.24 The Axis Player can choose to take a regular RSC where
a strong RSC is allowed.
Counters 23.25 Either RSC type can restore any step in an eligible unit
when recombining [23.3].
Only the Axis Player has Regiment Substitute Counters.
23.26 Axis-Allied RSCs. Some games contain RSCs for Axis-
23.1 Steps and Regiment Substitute Counters Allied units.
23.11 Each step of an Infantry, Mountain, or Security Divi- a. The Axis Player uses these only for Axis-Allied units of the
sion equals one Regiment Substitute Counter (RSC). Any full same eligible types as German RSCs. Each step equals one
or reduced strength Division size unit with at least two steps Axis-Allied RSC of that nationality.
remaining is eligible to conduct Detachment [23.2] of RSCs.
b. There are no Axis-Allied strong RSCs.
23.12 Independent Creation. Each German Type I RP c. Nationalities cannot be mixed.
can create one German 1-2-5 RSC. The RSC enters play as a
reinforcement [7.61d and 8.3] during the Reinforcements Phase. EXAMPLE: Romanian RSCs cannot be used for German units
and German RSCs cannot be used for Romanian units.
23.13 RSCs are available for reuse after map exit, combat loss
[16.23, 16.42, and 16.43], or recombination [23.3]. Players 23.3 RSC Recombination
store these available RSCs off-map on the scenario set up card.
23.31 Eligible units [23.11] can recombine with any RSC (or
23.2 Detachment multiple RSCs) of the same nationality. An RSC is not required
to recombine with its original unit. Any eligible reduced unit
23.21 Any eligible unit can conduct Detachment as long as can recombine with any RSCs of the same nationality up to its
there are available RSCs. Up to three RSCs can be detached original full strength level.
any turn from a unit depending on the number of steps that unit
still has. A full or reduced strength unit can detach all but its 23.32 The unit and one or more RSC(s) that occupy the same hex
last step as RSCs. recombine at the end of any friendly Movement Phase (before
counting for over-stacking). They can be in an enemy ZOC.
Recombining does not cost any MPs. The strengthened unit
assumes the lower of its own supply status or that of the RSCs
recombining with it. The strengthened unit retains a Do Not
Move 1 GT marker if it or any of the RSCs had such a marker.
23.33 RSCs cannot combine on-map or off-map to recreate a
unit currently in the Cadre or Eliminated Boxes.
Notes:
Index
Active Box......................................7.11, 8.3 Frozen................................................... 5.23 Replacements.......................................... 7.0
Additional Retreat Marker......12.45, 16.45b Garrison Release................................... 7.52 Replacement Types (Soviet).................... 7.2
Advancing............................................. 16.5 Garrisons............................................... 21.8 Replacements (Axis)............................... 7.6
Air Combat............................................ 14.3 Ground Unit Movement........................ 10.0 Required Attacks................................. 12.16
Air Missions.......................................... 14.2 Guards Units......................................... 21.4 Retreating.............................................. 16.4
Air Transport Mission........................... 14.7 Halving and Rounding............................ 3.4 Rivers.................................................. 10.45
Air Unit Readiness.................................. 9.0 HQs.............................................. 21.1, 21.2 Road Movement.........................10.43,10.44
Air Units......................................2.22c, 14.1 HQ Doubling....................................... 12.35 Road Net............................................... 6.15
Airpower............................................... 14.0 Infiltration Movement............................11.4 Rocket Artillery................................... 13.32
Anti-Aircraft Fire.................................. 14.4 Inset Map............................................... 17.0 Sequence of Play................................... 4.21
Armored Trains............................ 7.42, 21.3 Inspection.............................................. 3.34 Shallow Water................................... 10.48d
Artillery................................................. 13.0 Interdiction Mission.............................. 14.6 Snow...... 5.22, 10.44b, 10.44c, 11.16, 11.46
Combination Limits ..............13.14, 13.15 Limited ZOC......................................... 3.25 Soviet Replacement Table....................... 7.2
Defending.......................................... 13.2 Line of Communications....................... 6.14 Soviet Replacement Types...................... 7.3
Limited Supply Effects...................... 13.5 Machine Gun (MG) Units............ 8.44, 21.6 Soviet Reservists..................................... 7.8
Super-Heavy (S-H)............................ 13.4 Mandated Attacks......................... 7.51, 12.3 Soviet Retreat Orders.......................... 12.54
Support..................................... 13.1, 15.3 Map Exit.................................................11.6 Soviet Surrender.................................... 20.0
Asterisk Results (*)............................... 16.3 Militia Conversion................................ 7.44 Special Events (Soviet)........................... 7.5
Attack Declaration................................ 12.1 Militia Units (Soviet)................... 8.43, 21.7 Special Reinforcement Groups................ 8.2
Attack Strength..................................... 2.22 Minimum Combat Odds........................ 12.2 Special Soviet Replacement Types.......... 7.4
Attack Supply........................................ 15.2 Motorized Box...................................... 2.22 Special Units (Soviet)........................... 21.0
Axis-Allied Artillery........................... 13.31 Motorized Movement Phase................ 10.12 Stacking................................................... 3.3
Axis Base Units....................................... 6.6 Movement Allowance........................... 2.22 Stacking Value.............................. 2.22, 3.31
Axis Fuel Shortage.................................. 6.5 Movement Phase..................................10.11 Strategic Movement...............................11.2
Bridge Destruction and Repaire............ 22.4 Movement Restrictions......................... 10.2 Strongpoints..............7.41, 17.24, 18.1, 18.4
Bridge Markers...................................... 22.2 MSUs.................................................... 6.46 Strongpoint Deterioration...................... 6.36
Bunker Busting................................... 15.44 Mud....................................................... 5.21 Supply.......................................... 6.0, 15.56
Cadre Box............................................. 7.12 Multiple Hex Attacks.......................... 12.17 Supply Dumps....................................... 6.48
Cannot Rebuild Box.............................. 7.14 NKVD Units................................ 7.45, 21.5 Supply Routes......................................... 6.1
Citadels ................................................ 18.5 Nationality............................................. 2.22 Supply Sources........................................ 6.2
Close Air Support Mission......... 14.5, 15.55 No Retreat Orders...................15.52, 16.45a Supply Status........................................... 6.3
Combat Losses...................................... 16.2 No ZOC Band....................................... 2.22 Supply Units............................................ 6.4
Combat Odds......................................... 15.4 Non-Operational HQs........................... 21.2 Surrender (Soviet)................................. 20.0
Combat Phase........................................ 15.0 One-Hex Movement...............................11.5 Swamps............................................... 10.48
Combat Results..................................... 16.0 Operational HQs.................................... 21.1 Terrain Effects on Combat................... 15.51
Combat Units........................................ 2.21 Orders Markers...................................... 12.5 Terrain Effects on Movement................ 10.4
Combined Arms Bonus (CAB)............ 15.57 Overrun..................................................11.3 Unit Conversions..................................... 8.6
Contested Hexes.................................... 3.13 Overrun Markers..................................11.38 Unit Rebuilding Track............................. 7.1
Contiguous Hexes................................. 3.14 Panzer Division Integrity Bonus......... 15.58 Unit Steps................................................ 3.5
Controlled Hexes................................... 3.12 Pre-Combat Actions.............................. 12.0 Untried Units................................ 8.4, 15.43
Defense Strength................................... 2.22 Rail Cut Markers........................ 19.25, 19.4 Victory Points........................................ 24.1
Do Not Move Markers............................ 8.7 Railroad Artillery................................ 13.33 Weather................................................... 5.1
DRMs.................................................... 15.5 Railroad Capacity.................................11.14 Weather Effects
Dry Weather........................................ 10.43 Railroad Conversion.............................. 19.0 .......3.24, 10.3, 10.37, 11.35, 15.42, 22.54
Eliminated Box...................................... 7.13 Railroad Movement................................11.1 Weather Phase......................................... 5.0
Engineer Effects......................15.53, 16.33b Railroad Net.......................................... 6.16 Weather (Special).................................... 5.3
Engineers............................................... 22.1 Range (Artillery)................2.22, 13.0, 13.13 Weather Table........................................ 5.15
Ferry Markers........................................ 22.3 Reaction Movement.............................. 12.4 Withdrawals............................................ 8.5
Flotillas................................................. 22.5 Reaction Phase........................... 21.12, 12.4 Zap Units (Soviet)................................. 7.43
Fortifications......................................... 18.0 Recovery Value............................ 2.22, 21.2 Zone of Control.............................. 3.2, 10.3
Fortified Belt......................................... 18.3 Regiment Substitute Counters (RSC)..... 23.30
Fortified Line......................................... 18.2 Reinforcements....................................... 8.0
Game Credits
Second Edition:
Designer: Vance von Borries
Development: Gary Burgess
Research: Thomas F. Burke, Vance von Borries
Art Director: Rodger B. MacGowan
Counter Art: Steven Bradford, Mark Simonitch
Game Map Art: Steven Bradford, Mark Simonitch
Game Manual Layout: Charles Kibler
Charts Layout: Steven Bradford, Gary Burgess, Mark Simonitch
Production Coordinator: Kai Jensen
Editing and Proofing: Steven Bradford, Gary Burgess, Russ
Dumke, Yasuo Horiguchi, Mike Ring, Dick Vohlers, Vance von
Borries, John Holden, David Wilkinson, Jonathan Squibb
Artwork and Charts Review/Proofing: Marc Hirschy, Simon
Nicholls, Erin Weir
Play Testing: David Banks, Steven Bradford, Mike Borovsky,
Gary Burgess, Dave Coplen, Russ Dumke, Yasuo Horiguchi, John
Lesko, Mike Ring, Frank Snyder
Special gratitude goes to Gary Burgess and Mike Ring for their
tireless testing and inquiring about rules and concepts.