48th Panzer Korps: Battles on the River Chir
48th Panzer Korps: Battles on the River Chir Rulebook
Table of Contents
Table of Contents
- 1.0 Introduction
- 2.0 Components
- 3.0 Game Preparation
- 4.0 Victory Conditions
- 5.0 Turn Procedure
- 6.0 Stacking
- 7.0 Zone of Control (ZOC)
- 8.0 Movement
- 8.5 Effects of the EZOC (Enemy Zone of Control)
- 8.6 Effects of the Concentrated [Planned] Attack
- 8.7 Artillery Units
- 9.0 Combat
- 9.1 Limitations on the Concentrated [Planned] Attack
- 9.2 Limitations on the Manoeuvre or Mobile Attack
- 9.3 Attack Resolution Procedure
- 9.4 Fire
- 9.4.1 Fire of Anti-Tank Guns
- 9.4.2 Fire of Artillery Units
- 9.5 Resolution of Fire
- 9.6 Target Class and Weapon Effects
- 9.7 Columns and Shifts
- 9.7.1 Multi-Group Attack (applicable only during a planned attack)
- 9.7.2 Encirclement (applicable during planned attacks and manoeuvre attacks)
- 10.0 Artillery Fire Support
- 11.0 Reinforcements
- 12.0 Recovery Phase
- 13.0 Example of Play
- 14.0 Optional Victory Conditions
1.0 Introduction
1.1 Game Scale
The distance between opposite sides of each hex is approximately 1.6 km. One turn represents 12 hours. Each unit corresponds to a regiment, battalion or company.
2.0 Components
This game includes the following materials:
- Map, A1 format: 1 piece
- Counter sheet, A4 format: 1 piece (198 square counters, 15 mm)
- Game support card in A4 format (hereafter called the PAC): 1 piece
- Rules manual: 1 copy (this book)
In addition to the above, you must obtain at least one six-sided die.
2.1 Map
The map depicts the terrain of the battlefield. The entire map is covered by a grid of hexagons called "hexes", used as a reference for the position and movement of units. Game units must always be placed inside a hex.
Each hex shows terrain types that affect the movement and combat of units. In addition, each hex is marked with a unique four-digit number (hex number), which is used to identify specific hexes.
2.2 Counters
Counters include "units", which represent military forces, and "markers", which are used to record and display game information.
2.3 Example of a Unit
Each unit shows information about its nationality, military arm (corps), size, unit name, combat strength, morale value, movement capacity, and details on its initial deployment or reinforcement.
Key to the unit example (numbers as printed on the example counter):
- Initial placement information: indicates where and how each unit is to be placed on the map at the start of the game. This may include specific details on which units are deployed in certain areas or sectors, and on which turn they may appear as reinforcements, if applicable.
- Refers to the size or scale of the unit in the game. Indicates how large or powerful a given unit is, representing its numerical or organisational strength.
- Indicates the state of a unit that has suffered damage and reduced its combat capacity.
- Refers to the type of armed force.
- Unit identifier.
- Strength factor (in the example, a BLUE frame means infantry). Frame colours: Red: tanks; Blue: infantry; Orange: anti-tank guns; Yellow: artillery.
- Unit affiliation.
- Morale value.
- Movement capacity, mobility (in the example, a WHITE frame means non-motorised; a BLACK frame means motorised). Frame: WHITE = non-motorised, or BLACK = motorised.
- Advanced command unit.
- Counter affiliation band.
- Strength factor (RED frame, tanks).
- Unit affiliation.
- Heavy tank symbol (red indicates a light tank).
- Reinforcement information.
- Strength factor (in the example, ORANGE: anti-tank guns).
- Unit affiliation.
- Initial placement information: indicates where and how each unit is to be placed on the map at the start of the game. This may include specific details on which units are deployed in certain areas or sectors, and on which turn they may appear as reinforcements, if applicable.
- Range.
2.3.1 Nationality
The colour of the unit indicates its nationality:
- German Army: grey-green
- German Luftwaffe (air force) field division: blue
- Soviet Army: light brown
2.3.2 Military Arm (Corps)
The symbol in the centre of the unit represents its military arm.
Units with a tank silhouette in place of the military arm symbol are armoured units.
- Armoured grenadiers, motorised infantry, infantry, armoured engineers, engineers, reconnaissance, cavalry and anti-aircraft artillery have a combat value with a blue frame and are considered infantry units.
- Artillery and self-propelled artillery have a combat value with a yellow frame and are classified as artillery units.
- Anti-tank units have a combat value with an orange frame and are designated as anti-tank units.
Note: the German Marder self-propelled anti-tank gun is considered an armoured unit.
2.3.3 Size
The symbol on the military arm indicates the size of the unit:
- I = Company
- II = Battalion
- III = Regiment
German company units have the upper part of the symbol in a lighter colour. Also, Soviet regiment units have a band in the centre, indicating that they cannot be stacked with other units (as explained in section 6.0).
2.3.4 Combat Strength
Combat strength represents the relative capacity of the unit in battle. The border enclosing the combat value is coloured according to the unit's fire class.
Red: tanks; Blue: infantry; Orange: anti-tank guns; Yellow: artillery.
Only artillery units have a range, which allows them to attack targets located two or more hexes away. Units of other military arms can attack only adjacent enemy units.
Regiment units with a combat strength of 2 or 1 are marked with a white frame. This indicates that the zone of control (as described in section 7.0) does not extend beyond the hex in which the unit is located.
Note: battalion or company units with a combat strength lower than 2 may extend their zone of control if they are stacked with other units (as described in section 6.0), and therefore do not have a white frame.
2.3.5 Morale Value
The morale value represents the determination and motivation of the troops, and is used during morale checks.
2.3.6 Movement Capacity
The movement capacity represents the maximum number of movement points (MP) that a unit may use during a single movement phase. Units with the movement value inside a black border are motorised units, while those with the movement value inside a white border are non-motorised units. Even if the terrain is the same, the movement cost may differ depending on the type of unit.
2.3.7 Heavy and Light Tanks
Some tank units (light tanks) of both factions are marked with one or two red circles (●). Light tanks suffer unfavourable modifications when fighting against enemy tanks (as described in section 9.7.4).
A Soviet tank unit marked with a black circle (●) is a heavy tank, which obtains favourable modifications in combat against enemy tanks (as described in section 9.7.4).
2.3.8 Unit Name and Affiliation
The "unit name" written to the left of the military arm symbol is the name of the unit itself. Several units may share the same name.
Example: in the German 11th Panzer Division (11Pz) there are 5 tank units named "15". These 5 units form the 15th Panzer Regiment (15).
The "corps affiliation" written in the upper right corner of the unit indicates the higher command formation to which the unit is assigned.
For the German army, the corps affiliation corresponds to the division or the combat battalion. This affiliation is relevant for initial deployment (as described in section 3.0), for unit formation (as in section 6.0) and for artillery support (as in section 10.0). The corps affiliation is represented by a different colour inside the military arm symbol.
Tank units without a military arm symbol will have a colour behind the silhouette to indicate their corps affiliation.
For the Soviet army, the corps affiliation is represented by the army group or the tank or mechanised division or corps. In addition, the Soviet army has information on its "superior formation", indicated by a coloured stripe above the unit. This superior formation is relevant for artillery support (as described in section 10.0). Units with a red stripe belong to the 5th Tank Army (5TA), while units without a stripe belong to other formations (for example, the 5th Assault Army (5SA)).
Abbreviations of German unit affiliations:
- 53W: 53rd Werfer (53rd Motorised Infantry Regiment)
- A: Group Adam (Adam combat battalion)
- Art: Artillery
- AT: Anti-Tank (anti-tank gun)
- Eng: Engineers
- EP1: 1st Railway Pioneer Regiment
- FB: Reserve battalion (Battaglione di congedo)
- Flak: Anti-aircraft artillery
- Goe: Group Goebel
- Hei: Group Heilman
- K593: Koruck 593
- Mik: Group Mikosch
- Pz: Panzer Division
- Ob: Group Obergethman
- Rcn: Reconnaissance
- Sch: Group Schmidt
- Sau: Group Sauerbruch
- St: Group Stumpfeld
- LW: Luftwaffe Field Division (armoured division of the German air force)
Abbreviations of Soviet unit affiliations:
- 5SA: 5th Assault Army
- 5TA: 5th Tank Army
- CC: Cavalry Corps
- GCC: Guards Cavalry Corps
- Gd: Guards (Red Guards)
- TC: Tank Corps
- MC: Mechanised Corps
2.3.9 Initial Setup / Reinforcement Information
Units with a number inside a black circle in the upper left corner are reinforcements that will enter play during the course of the game. The number indicates the game turn in which the unit will enter the field (as described in section 11.0).
Units with a letter inside a green circle (for German units) or a red circle (for Soviet units) in the upper left corner, and Soviet units with a red star or a four-digit number (also with the suffix "-1"), must be placed on the map at the start of the game, following the setup rules (as described in section 3.0).
2.4 Front and Back of Units
The front of a unit represents its maximum combat potential, while the back of the unit represents the state in which the unit has lost 1 point of combat strength.
2.5 Markers
Several markers are used in the game; their use is explained in the rules. The markers are:
- Game turn marker (5.0)
- Loss of combat strength marker (9.9.3): a red "1" in a circle
- Half move marker (8.8): reduced movement
- Disrupted / No ZOC marker (7.1): confusion
- Fired marker (10.0): has already fired
3.0 Game Preparation
Once it has been decided who will control which army, gather all the units that belong to you and sort them by unit affiliation.
Then proceed with game preparation following these steps in the order indicated.
Note: even during initial setup, the stacking limits (section 6.0) must be respected.
3.1 Reinforcements
The reinforcement units of both armies (section 11.0) must be placed on the game turn track, in the boxes corresponding to the game turns (GT) in which they will enter play.
3.2 German Army Setup
The German player must place all units coming from the initial setup information A to E on the map. Units that belong to the same setup group (indicated by the same letter) are grouped together. During setup, the following restrictions must be observed:
- Each setup group has an assigned front. For example, the front of group A (Ob: Group Obergethman) is represented by a thick dashed line running from hex 3201 to hex 3206.
- Infantry units must be placed exclusively on hexes of the assigned front. Non-infantry units may be placed on any hex that lies on the assigned front, or further south or west.
Exception: anti-aircraft guns with a blue frame, which represent infantry units, may be placed on the front or even behind the assigned front.
Example: the German player has arranged setup group A as shown in the diagram. The 3 infantry units must be placed on hexes of the front. The other units may be placed either on the front or behind it. Hex 3107 is further south than the front of group A but is more oriented to the east, so units of group A may not be placed on it.
3.3 Soviet Army Setup
Once the German setup is complete, the Soviet player follows these steps for setup:
- Place the 32nd Cavalry Division (32C: only 1 regiment) on hex 2832 (Novomaksimovskiy).
- Place the 89th Tank Brigade (89: 2 units) on hex 2834 or on one of the adjacent hexes (Note: it may not be placed on hexes of the German front). Similarly, place the 5th Guards Cavalry Division (5GC: 3 units) on hex 3232 or on one of the adjacent hexes.
- Place the units of setup groups A-G on their assigned front hexes, following the same procedures as for the German forces. During this phase, the following restrictions must be observed:
- Infantry units must be placed mandatorily on the assigned front hexes.
- Soviet non-infantry units may not be placed on front hexes; they must be placed north or east of the assigned front hexes.
- It is not necessary for all front hexes to exercise territorial control (as described in section 7.0).
- Units of setup group "C, D" (1st and 26th Tank Corps: 1TC, 26TC) must be placed north or east of the front hexes and west of the River Chir. They may not be placed on front hexes.
- Place 7 units marked with a red star on the hex marked with the red star. Each unit must be placed on one of the 7 marked hexes.
Note: the printed text of this step refers both to "the hex marked with the red star" and to "one of the 7 marked hexes"; it is transcribed as printed.
Definition of control: the player who last moved one of his own units into a hex, or who controls a hex in the absence of enemy units and without enemy zones of control extending into it, is considered the controller of that hex. At the start of the game, Novomaksimovskiy is controlled by the Soviet forces, while all other hexes are under German control. VPs are assigned on the basis of the control situation at the end of the game, regardless of the situation during play.
3.4 Marker Setup
Place the GT marker in box "1" of the GT Record Track. The other markers must be set aside in an area off the map, in a place that does not hinder play.
4.0 Victory Conditions
The game lasts 12 turns. At the end of the last turn, both players total the victory points (VP) they have accumulated. The player with the most VP wins. VP may be gained in the following ways:
4.1 Loss of Enemy Strength
- At the end of the game, for every strength point lost by an enemy unit (of any type) still on the map, the player gains 0.5 VP. Soviet units that managed to break through the line (section 4.4) and that have lost strength are also subject to this calculation.
- For each enemy unit eliminated (of any type), the player gains 1 VP per strength point.
Example: if an enemy unit of 3 strength points remains on the map with 1 strength point, the player gains 1 VP (2 strength points lost x 0.5 VP). If the same unit is destroyed, the player gains 3 VP (3 strength points x 1 VP).
4.2 Control of Cities and Villages
At the end of the game, the player who controls the following cities and villages gains VP:
- Oblivskaya (3203, 3204): 5 VP*
- Surovikino (3719, 3818): 5 VP*
- Novomaksimovskiy (2832): 5 VP
- Verkhne-Aksenovskiy (1918): 10 VP*
- Nizhne-Chirskaya (1930): 10 VP*
- Verkhne-Solonovskiy (1709): 10 VP*
Both hexes of a city or village must be controlled. If only one of the two is controlled, neither player gains VP.
Note: the source marks some cities with an asterisk (*) but does not define the asterisk in section 4.2; the asterisks are transcribed as printed.
4.3 Interruption of the Line of Communication with the River Don
At the end of the game, if the German player is unable to establish an uninterrupted line of communication running from hex 2541 to the south or west edge of the map, following roads and without passing through Soviet units or zones of control (even if a German unit is present in the hex), the German player loses 10 VP.
This condition makes it essential for the Germans to keep open a line of communication along the roads towards the River Don, protecting it from Soviet attacks.
4.4 Crossing the Map Edges
For each strength point of a Soviet unit that has crossed the south edge of the map, the Soviet player gains 1 VP.
- Units may leave the map using the road hex on the south edge by spending 0.5 movement points (see the movement rules). Units may not leave the map from other hexes. Units may not cross the edges during a retreat (section 9.10).
- There are no restrictions on unit type or on the number of strength points for Soviet units leaving the map.
- German units may not leave the map.
- Once a unit has crossed the edge, it may not re-enter the map.
- VP for leaving the map are gained only if a line of communication can be traced from the point where the unit crossed the map to one of the Soviet entry points (4316, 4323), without passing through hexes occupied by German units or under German control. If a line of communication cannot be traced, no VP are gained (there are no other penalties).
Line of communication: if an uninterrupted line of communication can be traced from the point where the Soviet unit exited, to the Soviet entry points, without passing through German hexes or areas controlled by the Germans, the Soviet player gains 1 VP for each strength point of the unit that exited the map.
4.5 Level of Victory
The level of victory is determined by subtracting the VP gained by the player with the lower score from the VP of the player with the higher score (the difference).
| VP difference | Level of victory |
|---|---|
| 0-4 | Draw (pareggio) |
| 5-10 | Narrow victory (vittoria di misura) |
| 11-15 | Substantial victory (vittoria sostanziale) |
| 16-20 | Major victory (grande vittoria) |
| 21+ | Brilliant victory (vittoria splendente) |
5.0 Turn Procedure
"The Battle for the River Chir" advances through a series of "game turns" (GT). Each GT is composed of two player turns. The player who is carrying out his turn is called the "phase player". Each game turn develops following a fixed sequence of steps, called "phases".
Game turn (GT) procedure:
- Soviet player's turn A. Concentrated/planned attack phase B. Soviet movement phase (execution of the manoeuvre attack) C. Soviet recovery phase
- German player's turn A. Concentrated/planned attack phase B. German movement phase (execution of the manoeuvre attack) C. German recovery phase
- End-of-turn phase: the GT marker is moved to the next box on the GT track to begin a new GT. When GT 12 is completed, the victory is determined according to section 4.0.
6.0 Stacking
Placing several allied units in the same area of the map is called "stacking". Enemy and allied units may not be stacked together in the same hex.
6.1 German Stacking Limits
- Up to 3 battalions, regardless of affiliation, or
- Up to 4 battalions belonging to the same unit.
For stacking purposes, every 3 company units are counted as 1 battalion. Field divisions of the German Army and Luftwaffe may stack without penalty.
6.2 Soviet Stacking Limits
- Only 1 regiment, or
- Up to 2 battalions, regardless of affiliation, or
- Up to 3 battalions belonging to the same army. It is important to note that 1TC and 26TC belong to different armies.
6.3 Regiment-Level Units
Soviet regiment-level units may not be stacked with other units. This is indicated by a dark stripe at the centre of the unit. The unit's strength does not affect the stacking limit: even a unit with only 1 strength point cannot be stacked if it is at regiment level.
6.4 Application of Stacking Restrictions
Stacking restrictions apply at the end of the movement of each unit or stack (before the manoeuvre attack is carried out), as well as after the completion of the retreat or advance after combat. It is permitted to temporarily break stacking restrictions during movement or retreat. However, once the movement, retreat or advance after combat is completed, the player must remove any units necessary to comply with the stacking restrictions.
Exception: for stacking restrictions during a retreat, refer to rule 9.10.3.
6.5 Stacking and Movement
Movement (section 8.0) may be carried out by a single unit or by a stack of units. At the start of movement, only units located in the same hex may move together as a single stack. Even if units are in the same hex, they are not obliged to move as one stack; each unit may move separately. It is not permitted to add other units to a stack during movement, nor to split a stack in half during movement.
6.6 Stacking and Combat
- Concentrated attack (9.1): several allied stacks may attack one enemy stack together.
- Manoeuvre attack (9.2): a single allied stack attacks one enemy stack immediately after finishing its movement. If an allied stack ends its movement in a hex where other allied units are located, those units may not take part in the manoeuvre attack. Furthermore, allied units originally present in the hex will not suffer the effects of the manoeuvre attack. Likewise, only the unit that carried out the manoeuvre attack may take part in the advance after combat (section 9.11).
7.0 Zone of Control (ZOC)
Regardless of unit specialisation, if a hex contains units with a total strength of 3 or more points, a Zone of Control (ZOC) is generated that extends into the six adjacent hexes. Stacks of units with a total strength of 1 or 2 points do not possess a ZOC.
- Regardless of unit type, a hex with a total of 3 or more strength points generates a ZOC. If in that hex there are 3 or more strength points of armoured units, these generate a "tank ZOC" (ZOC di carri armati). The difference between a tank ZOC and other ZOC concerns retreat from enemy ZOC (section 8.5.2).
- The ZOC extends over all types of terrain and also crosses river sides.
Example: the Soviet unit 5GC has only 2 strength points, so it does not generate a ZOC. A German unit in the stack in hex 2120 with a total of 4 strength points generates a ZOC (a tank ZOC). In hex 2021 there are German units with a total of 6 strength points, but because a unit with 4 strength points is "retreated" and has lost its ZOC (section 7.1), the total strength in that hex is considered 2, and therefore it does not generate a ZOC.
7.1 Retreated Units
Units that retreat during combat temporarily lose their ZOC for the entire duration of the current phase (the concentrated attack phase or the movement phase). A disruption marker (confusion marker, "No ZOC") is used to indicate this state. At the end of each phase, all confusion markers on units of both factions are removed.
Units with a confusion marker are considered units with 0 strength points for the purpose of determining ZOC. For example, even if a unit with 2 strength points has retreated and another unit with 2 strength points has not, during that phase they will not generate a ZOC if they are together in the same stack.
7.2 Entry into Enemy ZOC (EZOC)
Units that enter an enemy ZOC (EZOC) must end their movement in that hex.
Exception: anti-tank guns and artillery units may not enter an EZOC alone. However, they may enter an EZOC if they are in a stack with armoured or infantry units. Furthermore, if allied armoured or infantry units are already in the hex, even anti-tank or artillery units may enter the EZOC alone (section 8.5.1). If an anti-tank or artillery unit is alone in an EZOC, it is not obliged to retreat, but it may do so voluntarily (see section 7.3).
7.3 Leaving the EZOC
Units may leave the EZOC by one of the following methods:
- Retreat as the result of combat (section 9.10).
- Advance after combat (section 9.11).
- Tactical retreat during combat (section 8.5.2).
7.4 EZOC and Combat
Presence in the EZOC affects the retreat after combat (section 9.10.2) and the advance after combat (section 9.11). Being in an EZOC does not oblige a unit to fight, but it may influence its retreat or advance options.
8.0 Movement
During the movement phase of its turn, the phase player may move any friendly unit that is able to move. At the start of the movement phase, units with a confusion marker, and artillery units with a "fired" marker (except German self-propelled gun units, see rule 8.7), may not move. Each unit has a movement allowance, indicated by the maximum number of movement points (MP) that it may use during a single movement phase.
8.1 Principles of Movement
Movement is carried out by unit or by stack. After a unit or stack has completed its movement (and, if necessary, a manoeuvre attack, see rule 9.2), the next unit or stack is moved.
- Each time a unit moves into a new hex, it consumes movement points according to the type of terrain. A unit may not enter a hex if it does not have the necessary movement points. It is not obligatory to spend all available movement points, but unused movement points may not be accumulated for the following turn or transferred to other units.
- After a unit or stack has completed its movement or a manoeuvre attack, it changes its facing by 90 degrees to indicate that its movement has been completed. If there is a marker that reduces movement, it is removed after the change of facing.
- A unit may not move into a hex occupied by an enemy unit, nor leave the map edge (except in the cases provided for by rule 4.4). Once a unit has completed its movement, it may not repeat or resume its movement.
8.2 Movement Classes
Units are classified in two categories according to their movement. Units whose movement is shown in a black frame are "mechanised" (motorised), while those whose movement is shown in a white frame are "non-mechanised" (non-motorised). This classification affects movement costs, which may vary depending on terrain type (consult the terrain effects table).
8.3 Terrain Effects
When a hex contains more than one type of terrain, the terrain with the higher movement cost applies.
If a unit crosses a river hexside, it must add the cost of the river side to its movement cost, unless it is crossing a river hex along a road.
Example: a mechanised unit enters a boggy terrain hex beyond a river side. It spends 1 MP (for the boggy terrain) + 2 MP (for the river side) = 3 MP.
8.4 Roads and Bridges
When entering a hex adjacent to a road, the movement cost of the road is charged, regardless of the terrain type of the hex. If a road crosses a river hexside, it is presumed that there is an indestructible bridge, cancelling the movement cost of the river side.
8.5 Effects of the EZOC (Enemy Zone of Control)
8.5.1 Entering the EZOC
During movement, if a unit enters an EZOC, it must end its movement in that hex, regardless of the movement points remaining.
Anti-tank and artillery units may not enter an EZOC unless they satisfy one of the following conditions. Armoured and infantry units have no such restriction:
- they move together with an armoured or infantry unit in the same stack; or
- a friendly armoured or infantry unit is already present in the EZOC being entered.
8.5.2 Leaving the EZOC
Units located in an EZOC at the start of their movement may leave the EZOC by means of a "tactical retreat" (ritiro da combattimento).
Important: a stack that succeeds in a tactical retreat from combat may carry out a manoeuvre attack (see rule 9.2) during movement. If the retreat fails, it will not be possible to carry out a manoeuvre attack. If the unit completes its movement and attacks by manoeuvre into the same hex, the die roll to determine the success or failure of the retreat from combat is not necessary.
Tactical retreat with support: if at the start of movement there are two or more units in the same stack located in the EZOC, and at least one of those units remains in the EZOC, the tactical retreat succeeds automatically (see rule 8.5.3).
Tactical retreat without support: if a unit is alone in the EZOC at the start of its movement, or if the entire stack is in the EZOC, the phase player must roll a die to determine the success or failure of the retreat from combat:
- 1-3: success in the retreat from combat
- 4-6: failure in the retreat from combat
If all the units attempting the retreat are mechanised and the EZOC is not a tank ZOC, subtract 1 from the result of the die.
- When a stack attempts to retreat, the die is rolled only once for the whole stack, not for each unit.
- If the roll succeeds, the unit may retreat from combat (see rule 8.5.3).
- If the roll fails, the units of the stack are considered to have completed their movement in that hex, and their facing is turned 90 degrees to indicate that movement has been completed.
Note: because movement is carried out unit by unit, it is possible to make a "tactical retreat with support" leaving one of the units in the stack, while allowing the remaining unit to make a "tactical retreat without support" separately.
8.5.3 Retreat from Combat
Units or stacks that successfully retreat from combat may continue their movement according to the movement rules. As a general rule, it is not possible to move directly from one EZOC into another EZOC. However, if a unit enters a hex containing an allied unit, it may move into that EZOC and end its movement in that hex.
8.6 Effects of the Concentrated [Planned] Attack
- Friendly units that did not attack during the preceding concentrated attack phase may use all of their movement points.
- Friendly units that attacked during the preceding concentrated attack phase, and were not forced to retreat by the enemy's defensive fire, may use only half of their movement points (rounded down), but may not carry out manoeuvre attacks. A Half Move marker is placed to indicate this condition.
- Friendly units that attacked during the preceding concentrated attack phase and were forced to retreat by the enemy's defensive fire may not move. Their facing is turned 90 degrees to indicate that they may not move.
8.7 Artillery Units
Artillery units that have fired in support carry a "fired" [già sparato] marker placed on them. Artillery units with a "fired" marker may not move.
Exception: German Wehrmacht self-propelled gun units may move at half of their movement points, even if they have fired. To indicate this condition, both the "fired" marker and the movement-reduction (Half Move) marker are placed.
9.0 Combat
Players may attack adjacent enemy units with their own units. Attacks are of two types: concentrated attacks, which take place during the concentrated attack phase, and manoeuvre attacks, which take place immediately after the movement of the units/squads has been completed in the movement phase. Even if a unit is adjacent to an enemy, the attack is not obligatory. In combat, the player who carries out the attack is called the "attacker", while the other player is called the "defender".
9.1 Limitations on the Concentrated [Planned] Attack
The concentrated attack is carried out before the movement phase of one's own army. Only friendly units adjacent to an enemy unit at the start of the concentrated attack phase may attack.
- During a concentrated attack, only a single group of enemy units may be chosen as the target. Enemy units located in the same stack must all be attacked together.
- Friendly units adjacent to the enemy group may take part in the attack together.
- Not all units in the attacking stack must take part in the planned attack. Some units may take part in a different attack, or may not attack at all.
- Each unit may attack only once per concentrated attack phase. It is not possible to attack the same group of enemy units more than once in the same phase.
- Each concentrated attack must be resolved separately, following the procedure described in section 9.3. It is not necessary to decide in advance all the combinations of attacks.
- Both forces may use artillery for supporting fire (section 10.0).
Exception: anti-tank units may take part in a concentrated attack only if they are stacked with armoured or infantry units; otherwise they may not attack. Artillery units, on the other hand, may take part in a concentrated attack even without being stacked with other units, provided they are adjacent to the enemy unit.
9.2 Limitations on the Manoeuvre or Mobile Attack
The manoeuvre attack is carried out during the movement phase of one's own army, immediately after the movement of each unit/squad. The manoeuvre attack is optional: it is not obligatory to attack if the movement ends in a hex adjacent to an enemy unit.
- Units/squads that end their movement in a hex adjacent to an enemy unit may carry out a manoeuvre attack. Units/squads that begin their movement in a hex adjacent to an enemy unit may carry out a manoeuvre attack without moving further.
- Manoeuvre attacks may be carried out only by armoured or infantry units. Artillery units or anti-tank guns may not carry out manoeuvre attacks.
- Since the manoeuvre attack is carried out immediately after the completion of movement, no further movement is possible after the manoeuvre attack. The advance after combat (section 9.11) is not considered a movement, so it may be carried out after a manoeuvre attack where provided.
- The manoeuvre attack is carried out by a single unit/squad immediately after it has completed its movement. The attack must be directed at one of the adjacent enemy squads. If a manoeuvre attack is carried out, all the units within the attacking squad must take part. If the attacking squad contains units that cannot take part in a manoeuvre attack, such as anti-tank guns or artillery, the attack may not be carried out (so these units may not be included in a squad that prepares to carry out a manoeuvre attack).
- If the attacking squad ends its movement in a hex already occupied by another friendly unit, that friendly unit will not take part in the manoeuvre attack and will not be affected by the combat.
- Units that have already made a planned attack in the same concentrated attack phase may not carry out a manoeuvre attack.
- During a manoeuvre attack, only German artillery units may provide supporting fire (both in attack and in defence). Soviet artillery units may not provide supporting fire during a manoeuvre attack. German artillery units that have fired in support during the movement phase may not move further in that same phase.
Exception: German self-propelled gun units, even after having fired in support, may move with half of their movement capacity. If they have used less than half of their movement, they may fire in support after completing their movement.
- Each attacking unit may carry out a manoeuvre attack only once per movement phase. There are no limits on the number of attacks that may be made against the same defending group.
Attacks may be carried out in waves against the same defending group.
9.3 Attack Resolution Procedure
Both planned (concentrated) attacks and manoeuvre attacks are resolved using the same procedure:
- The attacker declares which enemy squad it will attack. During a planned attack it is possible to use several friendly squads to attack, while during a manoeuvre attack the attack may be carried out only by a single squad that has just completed its movement.
- The attacker declares the use of supporting fire from its artillery units.
- The defender declares the use of supporting fire from its own artillery units, then carries out the defensive fire and applies the results.
- The attacker carries out the offensive fire and applies the results.
- Retreats or advances after combat are carried out according to the combat results. This concludes an attack.
9.4 Fire
During a single attack, each defending and attacking unit involved in the combat carries out a "fire" once. There are limitations regarding fire:
- Each friendly unit may carry out only one fire during its fire phase. Fire is optional, not obligatory.
- During a planned attack, if the attacker has several squads, the defender chooses a single attacking squad and carries out its fire against that squad.
- The target of fire is always a single enemy squad. It is not possible to aim at a specific unit within a squad.
9.4.1 Fire of Anti-Tank Guns
- Anti-tank guns, like all other units, may carry out defensive fire.
- Anti-tank guns may not take part in a manoeuvre attack, whether alone or together with other units (so they may not be included in the squads that carry out manoeuvre attacks).
- Anti-tank guns may take part in a planned attack only when they are in a squad with armoured or infantry units. If all the armoured and infantry units in the squad are destroyed by defensive fire, the squad may not take part in the planned attack.
9.4.2 Fire of Artillery Units
- Artillery units adjacent to enemy units, like all other units, may carry out defensive fire. They may also take part in planned attacks. Unlike anti-tank guns, it is not necessary for artillery units to be in a squad with armoured or infantry units.
- Artillery units that are not adjacent to enemy units may take part in supporting fire during a planned attack, or in defensive fire through supporting fire (section 10.2). German artillery units may also take part in supporting fire during a manoeuvre attack or in its defensive fire. Artillery units marked with an "already fired" or "confusion" marker may not fire. (For details on supporting fire, consult section 10.0.)
- Artillery units that have carried out a supporting fire, or a planned attack, against an adjacent hex (except defensive fire) receive the "already fired" marker.
9.5 Resolution of Fire
Defensive fire is carried out first, and its results are applied; then the offensive fire is carried out. Defensive and offensive fire are resolved by the same procedure:
- Calculation of the fire strength: sum the combat strength of the friendly units that fire. Any modifiers for supporting fire and for weapon effects (section 9.6) are also applied. If the total fire strength is 0 or less, the fire is cancelled. If the fire strength is greater than 0, consult the Combat Results Table (CRT) to determine the column to use.
- Column shift: apply the column shifts necessary (section 9.7) to determine the final column.
- Fire resolution: the player carrying out the fire rolls one die to determine the result.
- Application of the result: apply the result of the fire immediately (section 9.8).
9.6 Target Class and Weapon Effects
The fire strength of the units firing is modified by the effects of the weapons, according to the target class. The target class is determined as follows:
- If the target stack contains at least one tank unit, the target class is "Tank" (carro armato).
- If the target stack contains no tank units, the target class is "NOT tank" (NON carro armato).
Weapon effects table (TABELLA DEGLI EFFETTI DELLE ARMI). Columns: target class "tank" and "NOT tank". Rows, with the firing class in brackets:
| Firing class | vs. tank | vs. NOT tank |
|---|---|---|
| Tanks (carri armati) | x2 | x2 |
| Anti-tank guns (cannoni anticarro) | x2 | x1 |
| Infantry (fanteria) | x0.25 | x1 |
| Artillery, adjacent (artiglieria, adiacente) | x1 | x2 |
| Artillery, supporting fire (artiglieria di supporto) | x0.5 | x1 |
When several units of the same firing class fire together, their combat strengths are summed first and then the modifiers are applied. Any decimal fractions are truncated.
9.7 Columns and Shifts
Based on the final sum of the modified fire strength, the column to use in the Combat Results Table is determined (see the PAC). Column shifts are then applied to obtain the final column, as follows:
The conditions for column shifts must be verified during the resolution of the fire. For example, at the start of combat there may be an encirclement condition, but a defensive fire could prevent the application of that shift. If several column shifts occur, they must first be summed, and then one shift to the right or to the left is applied.
- If the sum of the modified fire strength becomes 0, the fire result is "no effect" ("senza effetto"), regardless of the column shifts.
- If the column before the shift is "35+" and the shift moves the column to the right, the fire is resolved on the "35+" column.
- If the column after the shift is to the left of column "1-2", the fire is cancelled.
Important: the column shifts applicable to defensive fire are only those relating to heavy and light tanks (9.7.4) and to confusion (9.7.5).
9.7.1 Multi-Group Attack (applicable only during a planned attack)
If several attack groups carry out a planned attack simultaneously, each successive group causes a shift one column to the right. Artillery units that carry out supporting fire are not counted in these groups.
9.7.2 Encirclement (applicable during planned attacks and manoeuvre attacks)
If all the hexes adjacent to the target stack are occupied by attacking units, or if the zone of control (ZOC) of the attack covers such hexes, a shift one column to the right is applied, even if allied units are in the ZOC. This requirement may also be satisfied by units that do not fire.
Note: if the target stack is on a hex at the edge of the map, encirclement is determined only on the basis of the hexes inside the map.
9.7.3 Terrain Modifications
During offensive fire, the defender receives modifications according to the terrain type of the hex in which it is located. Terrain modifications do not apply during defensive fire. Refer to the terrain effects table.
- Even if there are bridges, the effects of river terrain are not cancelled.
- If all the attacking units are located adjacent to a river hexside, apply a shift of 2 columns to the left. The river effects are added to the terrain effects of the hex.
9.7.4 Modifications for Heavy Tanks / Light Tanks
If among the firing units there are tanks that are not light tanks, and the target stack contains only light tanks (red ●), one shift to the right is applied for each red symbol (●) on the light tanks in the target stack. If there are several light tanks with different symbols in the target stack, the modification is applied using the smallest number of symbols.
Regardless of the type of firing unit, if the target stack also contains a heavy tank (black ●), one shift to the left is applied.
Note: if the firing side has no tanks, the light tank modification does not apply. However, the heavy tank modification always applies, regardless of the type of firing unit.
9.7.5 Confusion
If a unit with a confusion marker carries out defensive fire, apply one shift of 1 column to the left.
9.8 Result of Fire
Regardless of the result, a "fired" marker is placed on all artillery units that carried out fire (including supporting fire), except defensive fire (10.5).
The fire result "-" means no effect. Otherwise, the result consists of two numbers separated by a hyphen (-). The first number indicates the morale losses; the second indicates the loss of strength. The loss of strength is applied by immediately removing the corresponding number of strength points from the target group.
- If the target is of the tank class, the strength loss must be applied, as far as possible, to all tank units. If there is no strength loss and additional damage occurs (9.9.2), at least one damage must be applied to a tank unit.
- Apart from the restriction above, the strength loss is applied to the units with the greater strength. If there are units with equal strength, the player who controls the units decides to which unit the strength loss is applied.
9.9 Morale Damage
The player who suffers morale damage must resolve the damage by choosing between "retreat" and "additional loss of strength". The two options may not be combined.
- Choice of retreat: the player retreats a number of hexes equal to the morale damage suffered (9.10). The attacking stack that retreats may not carry out assault fire.
- Choice of additional loss of strength: the player first carries out a morale test (9.9.1). If the test succeeds, a strength equal to the morale damage suffered is removed from the stack, and the units remain in the same hex. The surviving attacking units may carry out assault fire. If the test fails, the units retreat (9.10).
Important: additional loss of strength may be chosen only if, after applying the forced strength losses, the stack still has a strength equal to or greater than the morale damage suffered. Otherwise, the player must choose the retreat.
9.9.1 Morale Test
The morale test is carried out once for the whole group. Roll a die: if the result is equal to or less than the morale value, the test succeeds. If the result is greater, the test fails and the group must retreat (9.10).
9.9.2 Application of Additional Loss of Strength
If the morale test succeeds, a strength equal to the morale damage is removed from the group. Strength is removed one point at a time, starting with the unit that has the greater strength at the moment of removal (note the first point of 9.8).
If the units in the group have different morale values: in this case too, a single die is rolled, and the result is used for all the units in the group. Units that fail the morale test must retreat (9.10), while those that pass the morale test remain in the current hex but lose a number of strength points equal to the morale damage (9.9.2).
Example: a group composed of one tank unit (strength 4) and two infantry units (strength 3 each) suffers fire, and the result is "2-1". The tank unit immediately loses 1 strength point (from 4 to 3). To handle the morale damage, the target side may choose between (1) not making the morale test and retreating 2 hexes, or (2) making the morale test and suffering an additional loss of 2 strength. If it chooses (2), a die is rolled for the morale test. If it succeeds, the first strength loss (1 point) may be applied to any unit in the group (since all the units have 3 strength), so it is applied to one infantry unit (from 3 to 2). The second strength loss must be applied to a unit that has 3 strength at that moment, so it is applied to the tank unit or to the other infantry unit (from 3 to 2).
9.9.3 Indicating Strength Loss
All units start with their full strength. As combat proceeds, their strength decreases. Once a unit's strength has been reduced, it cannot be recovered during the game. Furthermore, it is not possible to transfer strength between units (for example, reducing the strength of one unit and increasing that of another).
- When a unit loses strength for the first time, 1 point, it is flipped over (turned to its back).
- When a unit loses 2 or more strength points, a loss of strength marker is placed on it.
The loss of strength marker is placed under the unit to record its strength points, so that it is clear how much strength the unit currently has. The current strength of the unit equals the strength shown on the counter minus the strength points indicated on the loss of strength marker.
- If a unit's strength falls to 0, the unit is immediately removed from the game.
- The player may inspect the loss of strength markers of enemy units at any moment.
9.10 Retreat
When a retreat occurs, the player controlling the retreating unit carries out a special movement for that unit. The retreat takes place on a hex-by-hex basis and does not consume MP. The unit must retreat a number of hexes equal to or greater than the morale damage suffered. A confusion marker is placed on the unit that retreats.
- Units in a stack retreat together as a group.
- It is not possible to retreat across a river without a bridge.
- It is not possible to retreat into the same hex as an enemy unit.
- It is not possible to retreat off the map.
- Units that already have a "fired" or "confusion" marker may nevertheless retreat (see, however, 9.10.4).
9.10.1 Priority of Direction in Retreat
If more than one hex is available for the retreat, the direction to follow is determined by the following priority:
- Hexes that are not inside an enemy ZOC (EZOC).
- Hexes that do not violate the stacking limit.
- For the Soviet army, the retreat is north or east; for the German army, the retreat is south or west.
9.10.2 Effect of the EZOC on Retreat
Retreat into an EZOC is possible only when no other retreat options are available. Each time a unit enters an EZOC hex, it loses 1 strength point.
Exception: a unit that enters an EZOC occupied by tanks loses 2 strength points, except when it is itself a tank unit, in which case it loses 1 strength point regardless of the type of EZOC.
It is not possible to end a retreat in an EZOC. The retreat must continue until it reaches a hex that does not belong to an EZOC.
9.10.3 Retreat and Stacking
The stacking limit applies at the end of the retreat. If the stacking limit is violated, the unit must continue retreating to a hex that does not violate the stacking limit. If there are no other hexes to retreat to, the units that have retreated must be removed to comply with the stacking limit.
9.10.4 Retreat of Anti-Tank / Artillery Units
When an anti-tank or artillery unit with a confusion marker retreats, it is immediately removed from play, regardless of its remaining strength.
9.11 Advance After Combat
If all the defending units are destroyed or retreat, the attacking units, excluding anti-tank guns and artillery (including self-propelled guns), may carry out an advance after combat. The advance after combat may be carried out by single units or by whole stacks, and units in the same stack may move in different directions. Each attacking unit may advance a number of hexes equal to the morale damage suffered in the combat result. The advance is optional, but if it is chosen, it must be carried out immediately after the resolution of the combat.
Important: the defending side may not advance after combat. Anti-tank and artillery units (including self-propelled guns) may not advance after combat.
The advance after combat does not consume MP, and it is not necessary to follow the route of the retreat of the defending units (see, however, 9.11.2). It is not necessary to enter the same hex from which the defending units were initially located.
Each unit that carries out an advance after combat must end its movement in a hex that does not violate the stacking limit. Regardless of the result, the facing of the unit is changed by 90 degrees to indicate that its movement has been completed.
9.11.1 Effect of Terrain on the Advance After Combat
It is not possible to carry out an advance after combat beyond a river hexside that has no bridge.
Exception: it is possible to cross one river hexside of a hex without a bridge if the attacking unit attacks from that side and advances into the first hex occupied by the defeated defending unit. After this first move, the advance may continue, if possible.
9.11.2 Effect of the EZOC on the Advance After Combat
If a unit enters an EZOC during the advance after combat, it must stop there and may not proceed further. However, if the defending units have retreated, the EZOC may be ignored during the advance along their retreat route. If the advance ends along the retreat route of the defending units, the EZOC may be ignored in that case too.
9.12 Treatment After Combat
9.12.1 Units that Carried Out a Concentrated Attack (周密攻撃)
Units that were subjected to a defensive attack and retreated may not move. A confusion marker is placed on them, and their facing is changed by 90 degrees to indicate that they may not move. Other units that completed a concentrated attack receive a marker that reduces their movement capacity by half. During the movement phase they may move using only half of their movement points, and they may not carry out manoeuvre attacks.
9.12.2 Units that Carried Out a Manoeuvre Attack (機動攻撃)
[The printed heading 9.12.2 has no body text of its own in the source; the text that follows in the source is printed under section 10.2.]
10.0 Artillery Fire Support
Artillery units may carry out concentrated attacks against adjacent enemy units. Furthermore, when they are not adjacent to enemy units, they may support the fire of their own allied units. The value of the artillery strength, modified by weapon effects, is added to the fire strength of the unit carrying out the fire.
Note: unlike anti-tank guns, artillery units may carry out concentrated attacks even alone.
10.1 Artillery Range
Each artillery unit has its own range. When measuring distance, the artillery unit's own starting hex is not included, while the target hex is included. Terrain does not affect range, and it is not necessary to maintain a line of fire. Furthermore, rivers do not affect artillery fire. The target hex is always the hex occupied by a defending group of units.
Example: when the target of defensive fire is a group of attacking units, artillery may nevertheless carry out supporting fire if the defending group is within range.
10.2 Limitations on Fire Support
- Each artillery unit may carry out only one supporting fire during a player's turn (whether his own turn or the enemy's). An artillery unit that has carried out supporting fire receives a "fired" marker, which indicates that it may not carry out further supporting fire during the same turn. At the end of the turn, all "fired" markers on the artillery units of both players are removed.
- Artillery units adjacent to enemy units may not carry out supporting fire, regardless of the EZOC. Artillery units with a "fired" or "confusion" marker may not carry out supporting fire.
- During concentrated attacks, both sides may carry out supporting fire, both in the offensive and in the defensive phase. During a manoeuvre attack, only German artillery units may carry out supporting fire, both offensively and defensively. German artillery units that move during the movement phase may not carry out supporting fire during a manoeuvre attack (except the "self-propelled guns" as described in 9.2).
- For each group of allied units that is firing, only one allied artillery unit may give supporting fire. Thus, during defensive fire, only a single artillery unit may give supporting fire.
- Artillery units with a specialisation symbol that includes the colour of a particular division may give supporting fire only if the group of units firing belongs to the same division.
- Soviet artillery units without a coloured specialisation symbol may give supporting fire only for units belonging to the 5th Tank Army (units with a red symbol).
10.3 Declaration of Artillery Support
The defender must declare the artillery support when it carries out a defensive fire. The attacker, at the time of declaring an attack, must specify which artillery units will be used for support.
Exception: if, following the defensive fire, the number of attacking stacks enabled to carry out the offensive fire is less than the number of artillery units assigned to support, the artillery units in excess may not provide artillery support. The attacker decides which artillery units to invalidate. Even if invalidated, these units are nevertheless considered as if they had carried out the support, and they receive a "fired" marker.
10.4 Artillery Support and Combat Results
Artillery units that have carried out supporting fire are not affected by the result of the combat. They do not retreat or advance after combat.
10.5 Defensive Fire by Artillery
Defensive fire by artillery is optional for the defender. When artillery carries out defensive fire, it does not receive a "fired" marker. Artillery units that already have a "fired" marker may nevertheless carry out defensive fire.
11.0 Reinforcements
German units enter on GT 1, while Soviet units enter on GT 6, 8 and 9. It is possible to delay the entry of reinforcements intentionally.
11.1 Entry of Reinforcements
Units of both sides enter the map during the movement phase of the turn stated, starting from the edge hexes of the map. The movement cost to enter the first hex is the normal one (assuming the units move along roads).
- If there are enemy units in the entry hex, the reinforcements may not enter.
- If the entry hex is influenced by an EZOC, reinforcements may nevertheless enter, but they must stop in the entry hex.
- If, for some reason, a reinforcement unit cannot enter the map in its turn, it remains off the map until the turn in which entry is possible.
11.2 German Reinforcements
On GT 1, the 11th Panzer Division (11Pz) enters from hex 1020.
11.3 Soviet Reinforcements
- GT 6: one regiment of the 47th Guards Rifle Division (47G) enters from hex 4323.
- GT 8: two battalions of the 8th Guards Tank Brigade (8GT) enter from hex 4323.
- GT 9: the 5th Mechanised Corps (5MC) enters from hex 4316.
12.0 Recovery Phase
At the end of each game turn, during the recovery phase, the following operations are carried out:
- All friendly units that have been rotated by 90 degrees, to indicate that they have completed a movement or a mechanised attack, have their facing restored to the original position.
- All the movement-reduction (half move) markers placed on friendly units are removed.
Additional note: the confusion markers placed on units of both sides are removed at the end of each phase. The "fired" markers placed on the artillery units of both sides are removed at the end of the game turn.
Attention: the recovery described above also takes place for units located in an EZOC area.
13.0 Example of Play
The diagram below shows the situation at the start of the game, with an example of part of the front line C and D of both sides. It is important to note that this setup and play do not represent the optimal move. Infantry units must be placed on hexes of the front line. Other units may be placed on the front line or behind it (anti-aircraft units are the exception, and may also be placed on hexes of the front line). It is not forbidden to place units far from the front line. The German player has placed two anti-tank guns of the Luftwaffe (deployment C) in hex 2719, accumulating enough forces to satisfy the ZOC generation requirements (Zone of Control), that is at least 3 strength points.
The Soviet units of deployment D (333rd Rifle Division) have been distributed for a precision attack, concentrated as shown in the diagram. In addition, the units of deployment C (6th Guards Cavalry Division) have been placed behind the lines, out of sight in the diagram, to the left of the front line (from the Soviet point of view), so as not to interfere with the advance of the tanks in the rear areas. The units of the 1st and 26th Tank Divisions have been placed between the front line and the River Chir.
Soviet concentrated attack phase: three units of the 333rd Rifle Division attack a battalion of the Luftwaffe (7th Field Division) located on the left side of the front line. The Soviet divisional artillery provides support. The German player has decided not to use artillery support. However, he carries out a defensive fire against the rifle regiment positioned in 3220, with a strength of 3 and without modifications. The die roll results in a 3, thus obtaining a null result.
The Soviet player continues with the offensive attack. The total attack strength is 18, combining the forces of the three rifle units, with artillery support bringing the total to 22. The attack comes from three directions, so a modifier of +2 is applied (a shift to the right of 2). The final column is "30-34". The die roll is 3, with a result of 3-2. The Luftwaffe battalion loses 2 strength points and must retreat 3 hexes. Since there are retreat hexes available, the battalion retreats towards one of the hexes 3217 or 3317, trying to avoid the EZOC (Enemy Zone of Control).
The battalion retreats to 3217 and is placed with a confusion marker on it.
Since the defender has retreated, the three Soviet rifle units may carry out a post-combat advance of 3 hexes. The units advance towards hexes 3417, 3318 and 3218. During the subsequent movement phase, these units may move using half of their movement capacity, so reduction-of-movement markers are placed on them. In addition, a "fired" marker is placed on the Soviet divisional artillery that provided the support. At the end of the attack phase, the confusion markers are removed.
Soviet movement phase: the Soviet player has the opportunity to attack the two German units in sector 3120 with an encirclement attack, and decides to take advantage of this possibility to destroy them.
Movement of 3120: the Soviet motorised rifle battalion moves towards 3020, but does not carry out a manoeuvre attack.
Movement and attack from 3122: the Soviet blocking unit moves into 3219 and declares a manoeuvre attack. Although the artillery of the Soviet 1st Tank Corps is in range to support the combat, Soviet artillery units may not provide support during mobile attacks. On the contrary, German artillery may carry out a supporting fire during a mobile attack, even if it belongs to the Luftwaffe.
German defence: the German defensive strength is calculated as follows:
- Infantry: (3+3) x 0.25 = 1
- Artillery: 3 x 0.5 = 1
- Total defensive strength = 2
Using the "1-2" column, the die roll is 1, with a result of 1-0, so the German defence is partially effective.
Soviet morale control: the Soviet player decides not to retreat by one hex, so he carries out a morale test. The die roll is 3, which is a success: a strength loss of 1 is applied, but the attack continues. Since the target class of the Soviet attack is "tanks", the loss must be applied to an armoured unit. Consequently, the light tank battalion of the 159th Tank Regiment suffers a strength loss of 1 point.
Soviet attack fire: the Soviet attack consists of:
- Tanks: (2+1) x 2 = 6
- Infantry: 3 x 1 = 3
- Total = 9
Since the attack is an encirclement, a shift to the right of 1 column is applied, using the column "12-15". The die roll is 4, with a result of 1-0. The German player, wishing to hold the position, carries out a morale test, but with a result of 5 it fails. The total strength is 9. Since the German units are surrounded, a shift to the right of one column is applied, so the column "12-15" is used. The die roll is 4, with a result of 1-0.
The German player wants the two battalions to hold at all costs, so he carries out a morale test. However, the die roll is 5, which is a failure. The battalions must therefore retreat by one hex, and they choose hex 3019. Since this area is influenced by an enemy Zone of Control (EZOC), each battalion loses 1 strength point. In addition, a disruption marker is placed on them because of the retreat.
The Soviet units that carried out the attack could advance one hex, but they decide to stop in order to avoid blocking the movement of the support troops.
The Soviet movement phase continues. The Soviet player moves the stack of the 26th Tank Corps to hex 3119 and declares a manoeuvre attack against the German stack in hex 3118. Even though the German artillery unit has a "fired" marker, it may nevertheless carry out a defensive fire (rule 10.5).
German defensive fire:
- Artillery: 3 x 1 = 3
- Armour (Stug III): 1 x 2 = 2
- Total = 5
Since the Soviet blocking group has a heavy tank modifier, a shift to the left of 1 column is applied, using the column "3-4". The die roll is 3, but it has no effect.
Soviet attack fire: the total Soviet forces are:
- Tanks: (3+2) x 2 = 10
The attack uses the column "8-11", and the die roll is 6, but it has no effect.
Finally, the Soviet player moves the artillery of the 1st Tank Corps to hex 3120. Although it approaches a hex adjacent to a German unit, it may enter because the German unit is disorganised and therefore does not exercise a Zone of Control (ZOC).
Subsequently, the Soviet player moves the stack into hex 3021, towards hex 2920, and launches a mobile attack against the disorganised German stack. The German forces have a total of 4 strength points, reduced to 1 by the effectiveness of the weapons (multiplied by 0.25). However, since they are disorganised, they suffer a further column shift to the left, which makes their defensive fire automatically ineffective.
The total Soviet strength is:
- Tanks: (4 + 2) x 2 = 12
- Infantry: 2 x 1 = 2
The total Soviet strength is 14, and since the German units are encircled, a shift to the right of one column applies, using the column "16-19". The die shows a result of 2, with an outcome of 2-1. In case of retreat, the German units would find themselves in the Zone of Control (ZOC) of the Soviet tanks, which would lead to the complete destruction of both units. The German player therefore chooses to carry out a morale test. With a die result of 1, the test is passed. They suffer an additional loss of 2 strength points, but one of the units survives with 1 strength point remaining.
Since the German unit was neither destroyed nor retreated, no post-combat advance is allowed for the Soviet forces. The Soviet player then moves a rifle regiment by one hex, completing the movement phase in this zone (as shown in the picture below).
After the movement phase, the disruption (disorganisation) marker is removed. The "fired" markers placed during the turn are removed at the end of the turn.
Although the line of the 7th Air Corps has not been completely violated, the situation is critical for the German forces, which must try to reorganise the front during their movement phase.
14.0 Optional Victory Conditions
The following options may be used during play if both parties (players) agree:
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VP multiplier for cities not controlled by the Soviets: if a city has never been controlled by the Soviets during the game, the VP that the Germans obtain for that city are multiplied by 1.5 (with rounding of any fraction). For example, if during the game the Soviets never controlled the two hexes of Slovikino, the German player will receive 7.5 VP instead of 5 when the game ends. This bonus rewards the maintenance of German control over key cities.
Note: Slovikino is not among the cities listed in section 4.2 in the source; it is transcribed as printed.
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Line of communication with the River Don: if, during the game, the line of communication with the River Don is never interrupted, the Germans gain 10 VP. If the line of communication is instead interrupted at the end of the game, the Germans lose those 10 VP as a penalty, as established by the rules in point 4.3. The protection of the line of communication with the Don is therefore fundamental to the success of the German strategy.