Bagration 1944
Bagration 1944 Rulebook
Table of Contents
Table of Contents
- 1.0 – Introduction
- 2.0 – Game Components
- 3.0 – Turns and Game Phases
- 4.0 – Movement
- 5.0 – Stacking
- 6.0 – Zones of Control
- 7.0 – Combat
- 8.0 – Artillery
- 9.0 – Fortifications
- 10.0 – Aviation
- 11.0 – Headquarters (HQ)
- 12.0 – Integrity Bonus
- 13.0 – Strategic Redeployment
- 14.0 – Supply
- 15.0 – Unit Placement and Reinforcements
- 16.0 – Bridges
- 17.0 – Special Unit Features
- 18.0 – Disorganisation
- 19.0 – Fog of War
- Special Rules of Bagration
- Scenarios
1.0 – Introduction
This game is a simulation of the fighting around the city of Warsaw in 1944. Soviet, Polish and German units are represented by divisions, brigades, regiments and battalions, while American units are represented by brigades, regiments and battalions. Aviation is also present, but in an abstract way, represented by markers.
2.0 – Game Components
2.1 – The Map
The map represents the portion of Poland where the battle took place, at the end of the war. It shows various terrain symbols: woods, towns, rivers or the period road network... A grid of hexagons is printed on the map to regulate movement and the placement of units. Each hexagon (hex) is also defined by a number and represents a distance of about 2700 m.
2.2 – Units
Most counters have two faces, which correspond to two possible steps of loss. The numbers and names printed on the units are their historical designations. Units come in different sizes: II – battalion, III – regiment, X – brigade and XX – division.
The combat value is used both in attack and in defence. The attack value of artillery is used in attack; its defence value is used in defence. The firing range of artillery is the distance, in number of hexes, up to which the unit can fire. In this game, the firing range of all artillery units is 3 hexes.
All tracked units are called mechanised (tanks, artillery on vehicles, half-tracks...). All wheeled units are called motorised (anything with wheels). All other units are called non-motorised (infantry, artillery, HQs, cavalry...).
3.0 – Turns and Game Phases
3.1 – Phases
The phases must be carried out one after another. A phase may be skipped if it is not needed during the turn, or if neither player wishes to take any action during that phase.
Initiative is the game concept that indicates the first player. The player holding the initiative is player A; the player not holding the initiative is player B. Player A plays before player B.
Phase 1: Air phase of player A. During this phase, player A may carry out air attacks. Player B may place air support in defence and/or delay enemy movement and provide supply.
Phase 2: Supply phase of player B. Player B checks the supply of his units as defined in 14.0. The effects of lack of supply apply from this phase onward.
Phase 3: Artillery bombardment by player A. Player A may carry out artillery fire on enemy positions.
Phase 4: Movement of player A. Player A may move his units, bring reinforcements into play and build fortifications.
Phase 5: Attack of player A. Player A may attack enemy units. He may use artillery in support as well as air support. Likewise, player B may provide support to his units in defence.
Phase 6: Strategic redeployment of player A's units. Player A may redeploy his units according to 13.0.
Phase 7: Air phase of player B. During this phase, player B may carry out air attacks or assign air support for future attacks. Player A may place air support in defence to delay enemy movement and provide supply.
Phase 8: Supply phase of player A. Player A checks the supply of his units as defined in 14.0. The effects of lack of supply apply from this phase onward.
Phase 9: Artillery bombardment by player B. Player B may carry out artillery fire on enemy positions.
Phase 10: Movement of player B. Player B may move his units, bring reinforcements into play and build fortifications.
Phase 11: Attack of player B. Player B may attack enemy units. He may use artillery in support as well as air support. Likewise, player A may provide support to his units in defence.
Phase 12: Strategic redeployment of player B's units. Player B may redeploy his units according to 13.0.
Turns are shown on the turn track. One turn equals one real-time day. Each turn is divided into 12 phases. Once phases 1 to 12 have been carried out, the turn ends and a new one begins (or the game ends, if it was the last turn of the scenario).
3.2 – General Note
As phases 1 to 6 are identical to phases 7 to 12, for simplicity phases 1 and 7 are called air phases, 2 and 8 supply phases, 3 and 9 barrage phases, 4 and 10 movement phases, 5 and 11 combat phases, and 6 and 12 strategic redeployment phases.
4.0 – Movement
4.1 – General
During its movement phase (including the strategic redeployment phase), a player may move as many units as he wishes, in any possible direction. Units may be moved in any order. They move from hex to hex, without skipping hexes. At the start of each movement, a unit has a movement allowance (MA, potentiel de mouvement, PM). Each time it enters a hex, a number of MA are subtracted from the unit's allowance, depending on the terrain. Movement may continue as long as the allowance is not exhausted.
Movement takes place during the movement phases of the player (including the strategic redeployment phase), but also after the result of certain combats (advance and retreat).
4.2 – Details
4.2.1 – A unit may not enter a hex containing an enemy unit.
4.2.2 – A unit may not spend more MA than it has.
4.2.3 – A unit is not obliged to spend all its MA in a phase.
4.2.4 – MA not used during a phase cannot be kept for the following phase.
4.2.5 – A unit may not transfer part of its MA to another unit.
4.3 – Terrain Effects
4.3.1 – The reference terrain is clear terrain. The movement cost in a clear-terrain hex is 1 MA, as shown in the terrain table.
4.3.2 – To enter a hex other than clear terrain, a unit must spend additional MA, as shown in the terrain table.
Example: a unit entering a hex containing a wooded hill must spend 1 MA for clear terrain, +1 MA for the woods, +1 MA for the hill, i.e. 3 MA.
4.3.3 – The cost for certain hexes may differ depending on the type of unit (mechanised, motorised or non-motorised). The terrain table therefore has one column per type. Mechanised units are a special case of motorised units.
4.4 – Friendly Units
4.4.1 – A unit may cross a hex containing friendly units or friendly ZOCs without spending additional MA.
4.4.2 – An unlimited number of friendly units may move into the same hex during the same movement phase.
5.0 – Stacking
5.1 – General
5.1.1 – In this game, there may be no more than 3 units in the same hex. This limit does not apply to HQs and tank battalions.
5.1.2 – In the same hex, in addition to these 3 units, there may be 1 battalion and an unlimited number of HQs.
6.0 – Zones of Control
6.1 – General
6.1.1 – A unit exerts a zone of control (ZOC) over the six hexes around it, unless a hex is impassable terrain.
6.1.2 – All units exert ZOCs, except HQs and certain artillery units. See the influence of ZOCs on combat in 7.3 and on supply in 14.1.5.
6.1.3 – Exerting several ZOCs into the same hex has no particular effect. If a friendly unit exerts a ZOC into a hex where an enemy unit also exerts a ZOC, this simply means the hex is controlled by neither side and both ZOCs apply.
6.1.4 – ZOCs do not extend across the other bank of rivers, nor into impassable terrain (for example a marsh hex for an armoured unit).
6.1.5 – A hex is controlled by a side if the last unit to enter the hex is a unit of that side, or if the last unit to have exerted a ZOC in the hex is a unit of that side.
6.2 – Influence of ZOCs on Movement
6.2.1 – A unit entering an enemy ZOC must stop its movement.
6.2.2 – Entering a ZOC costs no MA.
6.2.3 – A unit may not move from one ZOC to another ZOC exerted by the same unit, except during a pursuit.
6.3 – Leaving a ZOC
6.3.1 – A unit may leave a ZOC without spending additional MA.
6.3.2 – A unit may leave a ZOC and enter directly into another ZOC if these two ZOCs are not exerted by the same unit. Passing from one ZOC to another ZOC exerted by the same enemy unit is forbidden.
7.0 – Combat
7.1 – Procedure
7.1.1 – A unit may only attack during the combat phase of the player. Combat is only possible between adjacent units, except for artillery (see 8.0). The player whose phase it is is called the attacker; the other is the defender.
7.1.2 – A unit may only be attacked by enemy units that exert a ZOC into its hex. An attack is resolved using the following procedure and the combat results table:
a) The attacker names the units that will take part in the combat. He also indicates any support (air and/or artillery). The attacker calculates his final attack value.
b) The defender may assign support for his defence (air and/or artillery). The defender calculates his final defence value.
c) The attacker's value is divided by the defender's value and the result is rounded mathematically. Example: an attack value of 16 against a defence value of 5 gives 16/5, i.e. 3.2/1, rounded to 3/1. Conversely, a ratio of 3.51/1 is rounded to 4/1.
d) The attacker looks up the final ratio in the combat results table.
e) The attacker rolls two dice.
f) The attacker reads the result of the combat in the combat results table.
7.2 – Details
7.2.1 – All units in defence that are in ZOCs of the active player's units must be attacked.
7.2.2 – All units of the active player that exert ZOCs on enemy units at the start of the combat phase must attack (exception: see 9.2.3).
7.2.3 – A unit may be attacked by all enemy units that exert a ZOC into its hex. A unit may attack several enemy units in different hexes into which it exerts a ZOC. The defence values of each unit are then added together.
7.2.4 – When several enemy units are in the same hex, they cannot be attacked individually, but must be attacked as one group. The defence values of each unit are then added together.
7.2.5 – When several units are stacked in the same hex, each may attack a different hex. In the example, units A and B may attack hex 2 while C attacks hex 1.
7.2.6 – Combats are resolved one after another, in the order chosen by the active player.
7.2.7 – A unit may attack or be attacked only once during a combat phase.
7.2.8 – Combats in which several units attack several other units are not permitted, unless the attacking units or the defending units are in the same hex (in one combat, the attacker or the defender may only have participating units in a single hex).
7.2.9 – Units may not decline a combat. It is possible to apply 7.2.1 and 7.2.2 at the same time (exception: see 9.2.3). The combat phase ends when all combats have been resolved, applying 7.2.1 and 7.2.2.
7.2.10 – Attacking an HQ alone is always resolved at 10/1, and whatever the result, the HQ is eliminated at the end of the combat.
7.3 – Effects of Combat – Retreat
7.3.1 – The following results are used in the combat results table. To the left of the "/" is the result for the attacker, and to the right that of the defender. A result of -1 indicates one step loss. Ax indicates a retreat of x hexes or the loss of x steps for the attacker. Bx indicates the same thing, but for the defender. D means that the player's units are disorganised (see 18.0). A dot means that each of the player's units must carry out a disorganisation test. The player then rolls one die for each unit. See the disorganisation table for the result.
7.3.2 – Retreat and step loss may affect units located in different hexes that take part in the same combat in the same way. Example: the 7th Armoured Division attacks the 560th German Division. If the result of the combat is A1, the 7th Armoured Division must lose a step unless it chooses to retreat. Only one step is lost whether the division is in one hex or in two.
7.3.3 – A unit that receives a result Bx or Ax must retreat or suffer x steps of loss, or retreat n hexes (n<x) and suffer x-n steps of loss. Example: units suffer a result B2. They may retreat 2 hexes, or lose one step and retreat 1 hex, or lose 2 steps.
7.3.4 – Loss of a step is irreversible.
7.3.5 – Each player applies his own losses, deciding which unit(s) take the steps of loss.
7.3.6 – A unit that suffers two steps of loss is eliminated. A unit that has only one step of loss is eliminated with a single loss only.
7.3.7 – If the attacker suffers losses, any unit of the player who took part in the combat may suffer losses.
7.3.8 – A unit that retreats may not enter an enemy ZOC, a hex containing impassable terrain, or leave the map. When retreat is not possible, the unit has no choice and must suffer the steps of loss instead.
7.3.9 – Retreating does not cost MA.
7.3.10 – A unit may not cross a river when retreating, unless it crosses using a bridge.
7.3.11 – A retreat may be made through friendly units that did not take part in the combat and that are in an enemy ZOC. In this case, the units that retreat suffer one step of loss for each hex of this type entered (one step for the whole group).
7.3.12 – A unit that has retreated during a turn may not subsequently carry out fortification construction in the following phase.
7.4 – Advance After Combat
7.4.1 – If an enemy unit retreats, the enemy units that attacked may pursue along the retreat path (the hexes the unit has just followed in its retreat). Victorious units may move the same number of hexes, or fewer, following the retreating unit.
7.4.2 – If units retreat in different directions, the pursuit may take place in all of these same directions, following rule 7.4.1.
7.4.3 – Units carrying out a pursuit ignore enemy ZOCs.
7.4.4 – Units in pursuit must stop their movement in the first hex that is not part of the retreat path of the enemy units.
7.4.5 – Units in pursuit may move regardless of their movement allowance and are only concerned with the accessibility of the terrain crossed, not with its MA cost.
7.4.6 – All victorious units adjacent to the enemy unit at the start of combat may carry out a pursuit, with the exception of non-motorised artillery units.
7.4.7 – If all enemy units are eliminated as a result of a combat, the victorious units may enter one of the hexes previously occupied by the enemy and advance one additional hex in any direction.
Example: units A and B attack unit 1 and obtain a result of -/B3. Unit 1 chooses to retreat 3 hexes. Units A and B decide to pursue. Unit B, disregarding the enemy ZOCs (of unit 2), advances 3 hexes in pursuit of 1. Unit A chooses to pursue unit 1 over two hexes, then to leave the retreat path of 1 for the last hex (where it must in any case stop its movement).
7.4.8 – When a pursuit takes place across a river, any type of unit may pursue normally. When a pursuit takes place across a major river (fleuve), only infantry, cavalry and motorcycle units may pursue. If the pursuit does not use a bridge, only the hex of the enemy unit may be entered. If the pursuit takes place across a bridge, the pursuit may take place normally.
7.5 – Effect of Terrain on Combat
7.5.1 – Only the terrain in the hex or hexes of the defenders has an effect on combat. Exception: a unit attacking from a marsh hex has its combat value halved.
7.5.2 – The effect of terrain on combat is shown in the terrain table. The numbers shown give a shift of the combat resolution column to the left or right.
Example: a unit in a hill hex with a defence value of 4 is attacked by units with a total attack value of 20. The ratio for the combat is 20/4, i.e. 5/1. As the combat takes place in a hill, the defender receives a shift of 1 column in his favour. The combat is therefore resolved at 4/1.
7.5.3 – The various modifiers are cumulative. A hill (+1) covered by woods (+1) therefore gives a shift of +2.
7.5.4 – Rivers only have an effect on combat if a majority (in combat value) of the attackers is on the other side of the river.
7.5.5 – When the defenders are spread over several hexes containing different terrains, the terrain most favourable to the defender is taken into account.
7.5.6 – Roads have no influence on combat.
7.5.7 – Rule 7.1.2c (choice of the final column in the combat results table) only applies after all column shifts have been applied (terrain, but also HQs, fortifications and divisional bonus).
Example: the attacker has a value of 30, the defender a value of 2. The initial ratio is 30/2, i.e. 15/1. But the defender is in a town (+2). The theoretical ratio is 13/1, which corresponds to 10/1 in the combat results table.
8.0 – Artillery
8.1 – General
Artillery is divided into:
- Field artillery, represented by a gun on the counter, which may be towed by truck (truck symbol on the counter) or not (no truck symbol on the counter).
- Motorised artillery, represented by a gun mounted on a tracked vehicle or a half-track (with the corresponding symbol on the counter).
Motorised artillery includes both motorised and mechanised artillery.
8.1.1 – Only an artillery unit may take part in a combat without being adjacent to the defender. An artillery unit may either bombard a unit directly, or provide its support in attack or defence of a non-adjacent unit.
8.1.2 – Motorised artillery units have two steps of loss. Non-motorised artillery units always have only one strength level (printed as "PC" in the source).
8.1.3 – The firing range of all artillery units is 3 hexes.
8.1.4 – A field artillery unit may not carry out a pursuit and does not exert ZOCs.
8.1.5 – A motorised artillery unit may carry out a pursuit with other units (other than artillery) and exerts ZOCs.
8.1.6 – A field artillery unit has no ZOC. It is eliminated if an enemy unit enters its hex during its movement (including strategic movement) or after a combat during a pursuit. This elimination costs the enemy unit 1 MA, or 2 MA if the artillery unit is in a fortification. An artillery unit cannot be eliminated in this way during a retreat. The unit may then continue its movement if it has enough MA left.
Point 8.16 (printed; apparently a typo for 8.1.6) does not apply to armoured artillery units (such as the "Wespe" or "Hummel" for Germany, or the "Priest" or "Sexton" for the Allies).
8.2 – Bombardment
8.2.1 – General. During the combat phase of the active player, the artillery units of the active player may carry out bombardments using their attack value. The procedure is as follows:
a) The attacker declares the bombarding unit, its attack value and the target hex (which must be 3 hexes or less from the unit).
b) The attacker rolls 2 dice to determine the result of the bombardment on the artillery bombardment table.
The artillery unit carrying out the bombardment suffers no damage.
8.2.2 – An artillery unit may carry out only one bombardment of a single hex.
8.2.3 – Several artillery units may carry out a single bombardment together. Their attack values are then added.
8.2.4 – Attacked units may only be bombarded if they are within the firing range of the artillery unit, i.e. 3 hexes at most but not adjacent.
8.2.5 – A bombardment may receive air support. The value of this support is added to the value of the bombardment. Only the attacker may receive such support.
8.2.6 – An artillery unit that has been the target of a bombardment but has not suffered damage may provide its support in defence during this same combat phase.
8.2.7 – An artillery unit may not bombard an adjacent hex. Such an attack is a normal combat and may therefore affect both sides.
8.3 – Support in Attack
8.3.1 – An artillery unit may provide its support to a friendly attack. Its attack value is added to the attack value of the other units.
8.3.2 – When an artillery unit supports an attack on several hexes, at least one of the hexes must be within the firing range of the artillery.
8.3.3 – The attacker must declare any artillery support before the defender does so.
8.3.4 – An artillery unit may support only one attack in the same combat phase.
8.4 – Support in Defence
8.4.1 – An artillery unit may provide its support to the defence of a combat during the enemy's combat phase.
8.4.2 – A unit may provide support in defence only if it is not in an enemy ZOC. If a unit is in an enemy ZOC, it may only provide support in defence for a combat in its own hex. This is then called direct combat (see 8.5).
8.4.3 – An artillery unit providing support to a defence has its defence value added to that of the other units.
8.4.4 – The supported unit must be within the firing range of the artillery unit.
8.4.5 – Several artillery units may provide their support to the same combat. The total of the defence values of the artillery units is then added to the defence values of the other units.
8.4.6 – If several units are attacked in different hexes, at least one of these hexes must be within the firing range of the artillery unit.
8.4.7 – The defender must declare his artillery support after the attacker has declared his own support. The attacker may not then readjust his level of support.
8.4.8 – An artillery unit may support only one defence in the same combat phase.
8.4.9 – An artillery unit that provides its support at range during a combat may not suffer damage.
8.5 – Direct Combat
8.5.1 – An artillery unit that is in an enemy ZOC at the start of the phase may only provide its support for a combat in the hex where it is located. In attack, it uses its attack value. If it is stacked with other units (which are not only artillery units or HQs), it uses its defence value in defence. If it is alone in its hex, a non-mechanised artillery unit has a defence value of 1, and a mechanised artillery unit uses its defence value. Damage also applies to artillery units in the case of direct combat.
8.6 – Barrage
8.6.1 – If the scenario allows it, an artillery unit may carry out a barrage on enemy units. A barrage is a bombardment, but carried out before its own movement phase, and is resolved as in 8.2. During a barrage, the artillery unit's value is doubled. A unit that has carried out a barrage may not move in the following phase and may not provide support during the following friendly and enemy combat phases.
9.0 – Fortifications
9.1 – General
9.1.1 – All units other than field artillery that did not move and did not retreat during the last combat phase (they may have suffered steps of loss) may build fortifications in their own movement phase. The fortification is indicated by placing a fortification marker under the unit. Building a fortification costs a unit all its movement points.
9.1.2 – Fortifications may be built on any type of terrain, except marshes.
9.1.3 – The fortification marker is removed as soon as there are no friendly units left in the hex at the end of a movement phase. A marker may also be removed as a result of a combat.
9.1.4 – During the same movement phase, a unit may leave a hex containing a fortification, and another unit may then enter the hex and benefit from the existing fortification without having to rebuild it.
9.1.5 – A fortification is removed if an enemy unit enters the hex. A fortification cannot be used by both sides.
9.1.6 – A destroyed fortification may be built again in the same hex.
9.1.7 – A fortification may not be built in a hex containing a fortified work (ouvrage fortifié).
9.2 – Effect in Combat
9.2.1 – A unit defending in a hex containing a fortification receives a bonus of 2 columns in its favour on the combat results table.
Example: a unit in a hex containing a fortification is attacked. The ratio is 5/1, which is reduced to 3/1 because of the fortification.
9.2.2 – The effect of a fortification is cumulative with the effect of terrain. A fortification in a hill hex therefore gives a shift of 3 columns in the defender's favour.
9.2.3 – A unit in a hex containing a fortification is not obliged to attack a unit that is in its ZOC (a fortification does not, however, neutralise ZOCs).
9.3 – Effect on Movement
9.3.1 – A unit entering or leaving a hex containing a fortification does not spend additional MA. However, it must always take into account the terrain in the hex.
9.4 – Fortified Works
Fortified works are shown on the map either by red and black lines, or by dotted lines or crosses, depending on the game.
9.4.1 – If an attack takes place across a fortified work, the attacker's attack value is halved and the defender receives a bonus of +3. If the attack takes place from several hexes, the fortification is taken into account if half of the combat value of the attacking units attacks across the fortification.
9.4.2 – Certain fortified works may have particular modifiers. In this case, the modifier is printed in the hex.
9.4.3 – Any unit in a hex containing a fortified work is considered fortified if it is attacked, but not across the fortified work. The defender therefore receives a modifier of +2.
9.4.4 – The fortified work contributes its defence value when calculating the force ratio, but also when applying the result (if the player does not wish to retreat).
Example: a German unit is behind a level-5 fortification. It is attacked and suffers a B2 result, which means it must lose 2 steps if it does not retreat. The losses are applied to the fortification, which still has 3 steps of loss remaining. Note: a "2 crossed out" marker may be placed in the hex to show that the fortified work has lost defence value.
9.4.5 – Losses are permanent, and it is thus possible to eliminate the fortification. Example: following the previous example, if the German unit retreats, the "2 crossed out" marker remains in the hex. If a fortified work loses its last step, it is permanently eliminated from the map. If losses still remain to be absorbed, the unit may retreat by the number of points remaining after the fortified work has been eliminated.
9.4.6 – If several units are behind a fortification, the losses may be shared between the units and the fortification, at the player's choice.
10.0 – Aviation
10.1 – General
10.1.1 – In this game, aviation is represented by markers. The number and value of the markers available are indicated for each scenario.
10.1.2 – Markers are placed on the map during the air phases. Each of the two air phases allows the placement of markers. A marker may only be used once per turn. In order to conceal the marker placed in a hex, each player may write down on a sheet of paper the value of the chosen marker. The value is revealed only once both players have assigned aviation to the combat. It is then forbidden to change one's marker. One of the markers will be removed from the map.
10.1.3 – If both players have assigned markers to the same hex, an air combat takes place. Each player rolls a die and adds the value of his marker to the result. The player with the highest total wins the air combat. Only the winner of the air combat may use his marker. In case of a tie, the dice are rolled again.
10.1.4 – An air marker may affect only one hex (see also 10.2.1).
10.1.5 – Aviation may be represented by fighters or by bombers.
10.1.6 – If a marker is placed in a hex that is not in a friendly ZOC, the player rolls one die:
- on a result of 1 to 4, the marker is removed from the map,
- on a result of 5 or 6, the bombardment takes place normally.
10.1.7 – Any number of markers may be used in a single hex. Their values are added.
10.1.8 – A ZOC does not apply to aviation across a river either, except when using a bridge.
10.1.9 – A marker may supply ground units. This does not change the status of the units for supply purposes, but it prevents their status from worsening during that turn. In addition, no unit may carry out a surrender test for units supplied in this way. Only American or British markers may supply ground units. The marker is placed on a hex, and all units in that hex receive its effect for this turn.
10.2 – Bomber Attacks
10.2.1 – Bombers may have as their objective, in a hex:
- the bombardment of bridges,
- the bombardment of the units in the hex.
The effect of these two types of bombardment is judged either in the bridge destruction table or in the bomber bombardment table.
10.2.2 – To find the value of the modifiers due to the terrain in the hex, the terrain table modifiers are added together and multiplied by two. This final modifier is then subtracted from the attack value of the bomber markers.
Example: a total of 17 attack points attacks a wooded hill hex. The modifiers are therefore 1+1 = 2, multiplied by two gives 4. The bombardment is resolved for 17-4 = 13 points.
Warning: in each game of the series, the value of the terrain may differ.
10.3 – Fighter Attacks
10.3.1 – A fighter marker may carry out one of the following actions:
- provide its support to an attack,
- provide its support to a defence,
- attack alone,
- destroy bridges,
- disrupt the movement of Soviet troops.
10.3.2 – Fighters may act together with artillery (excluding naval bombardment). The value of the aviation is added to that of the artillery.
10.3.3 – A fighter marker may provide its support in an attack or a defence. In order to support an attack, the marker is placed in the attacked hex and the value of the marker is added to the attacking units. In order to support a defence, the marker is placed in the attacked hex and the value of the marker is added to the defending units.
10.3.4 – A fighter marker may also attack alone, at the start of the air phase of the active player. Only the active player may carry out direct attacks with his markers. The objective of these direct attacks may be enemy units, but also bridges. The effect of the attacks is resolved in the fighter bombardment and bridge destruction tables. Bridge destruction is described in a separate chapter (see 16.0).
10.3.5 – A fighter marker may be used to disrupt the movement of Soviet units. Any Soviet unit that begins its movement in a hex adjacent to an enemy marker has only half of its movement allowance for that turn (rounded up). A unit that wants to enter the zone formed by the hexes adjacent to an enemy marker must spend half of its initial movement allowance.
10.3.6 – In attack, fighter markers bring their full strength. In defence, they bring only half of their combat value (rounded up). Soviet fighters may only be used in attack.
Example: an armoured unit of the 58th Pz arrives in a hex adjacent to an enemy fighter marker. The unit has already spent 3 MA (to arrive in the hex outside the air marker's adjacent zone) from its allowance of 8 MA. The unit spends 4 MA (half of its total MA) to enter the hex adjacent to the air marker. It then has 1 MA left to move, which allows it to advance 3 hexes along the road. If the same unit had already spent 5 MA, it could not enter the hex adjacent to the air marker, as it would need 4 MA to do so.
Note: the example in 10.2.2 shows bombers attacking specific units, whereas this one shows small groups of fighters on patrol forcing troops to slow down or stop. This represents a different use of the different types of aircraft. A marker used to slow Soviet units cannot at the same time be used for defence. When placing the marker, its role must be clearly defined (as in 10.1.9).
11.0 – Headquarters (HQ)
11.1 – General
These are the units representing the corps and army headquarters. Although they are not combat units, they nonetheless affect combat.
11.2 – Details
11.2.1 – An HQ has no combat value and does not exert a ZOC.
11.2.2 – An HQ has a movement allowance of 8 MA and moves like a mechanised unit. However, an HQ may cross a river like infantry.
11.2.3 – An HQ may stack freely with friendly units. As these are not combat units, HQs are not counted in the stacking limits (see 5.0).
11.3 – Effect in Combat
11.3.1 – All Allied or German units located within a radius of 4 hexes of their HQ receive its support for combat. Soviet and Polish units receive this support only within a radius of 3 hexes.
11.3.2 – If all the units of the attacker are within the support radius of their HQ, they receive a bonus of one column for the combat.
11.3.3 – If all the units of the defender are within the support radius of their HQ, they receive a bonus of one column for the combat.
11.3.4 – The effects of HQs are not cumulative, and the presence of several HQs does not give any additional bonus.
11.3.5 – HQs have only one step of loss.
11.3.6 – As HQs are not combat units, they cannot attack alone (however, they may be attacked; see 7.2.10).
11.3.7 – An HQ may be used to absorb a loss, if a combat involves the units in the hex where it is located.
11.3.8 – An HQ is eliminated if an enemy unit passes through or stops in its hex (in the same way as for a field artillery unit; see 8.1.6).
12.0 – Integrity Bonus
12.1 – General
12.1.1 – If three Allied or German units of the same division, or three units of a Soviet or Polish armoured corps, fight together (attack or defence), they receive a bonus of one column for the combat.
12.2 – Details
12.2.1 – The three units do not have to be in the same hex.
12.2.2 – The integrity bonus is cumulative. If nine units from three divisions take part in the same combat, the player receives a bonus of three columns.
12.2.3 – An artillery unit counts for the divisional bonus.
13.0 – Strategic Redeployment
13.1 – General
13.1.1 – Strategic redeployment (phases 6 and 12) is used to move troops once combats are over.
13.1.2 – Strategic redeployment may be used by a unit that has not moved, has not fought, has not built a fortification, and is not in an enemy ZOC. The player therefore places a strategic redeployment marker on a unit he wishes to move in the strategic redeployment phase of the movement phase.
13.1.3 – The movement rules described in 4.0 apply to strategic redeployment.
13.2 – Details
13.2.1 – Strategic redeployment is limited by the movement allowance of the unit. If the unit's movement allowance is from 9 to 5, it has 2 MA less during strategic movement. A unit with a movement allowance of 4 has 3 MA for strategic redeployment. A unit with a movement allowance of 3 has 2 MA for strategic redeployment.
13.2.2 – A unit may not enter a ZOC during strategic redeployment or fight.
14.0 – Supply
14.1 – Supply Lines
14.1.1 – A supply line is a line that runs from a supply source to a unit.
14.1.2 – Supply sources are indicated in each scenario (generally, they are map edges or towns).
14.1.3 – A supply line consists of an unlimited number of road hexes and a limited number of off-road hexes (given as a number of MA). Each side has its own limitations:
- for the Allies: 12 MA,
- for the Germans: 10 MA,
- for the Soviets and the Poles: 8 MA.
The length of a supply line consists of an unlimited number of road hexes, plus a number of hexes corresponding to the movement of a motorised unit, up to the maximum number of MA indicated, from the road hex to the hex of the unit.
14.1.4 – A supply line may not pass through an enemy ZOC or through a hex containing an enemy unit.
14.1.5 – For the purpose of tracing supply lines, all artillery units exert ZOCs.
14.1.6 – A supply line may pass through a hex where a ZOC is exerted if the hex contains a friendly unit.
14.1.7 – Only units that can trace a supply line to a supply source are declared supplied.
14.1.8 – Supply lines may not pass through mountain, marsh, major river (fleuve) or river hexes (except by using roads).
14.1.9 – Friendly units extend a supply line. For each hex of the supply line that passes through a hex containing a friendly unit, the MA cost of the hex is not counted.
Example: 2 friendly units are located in two adjacent hexes. One of them is adjacent to a hex containing a road connected to a supply source. The supply line therefore arrives adjacent to the first unit. From this hex, MA are counted. MA are counted to get from the road hex to the first unit. The MA needed to go from the first unit to the second is not counted.
In the example below, starting from the town hex (connected by road to a supply source), 2 MA are counted to reach unit A, then 0 MA to go to B, as it is adjacent to A, then 3 additional MA to go to C, then 0 MA to go to D. Therefore 5 MA are needed only to supply D.
14.1.9.1 – It is thus possible to extend one's supply lines. Each supplied unit in a hex extends its own supply line into adjacent hexes (without spending additional MA).
14.2 – Effect on Combat and Movement
14.2.1 – The status of a player's units is checked during the supply phase of that player. If a unit is out of supply, the player places on the unit a marker indicating the number of turns for which the unit has been out of supply. So if a unit has not been supplied for 3 turns, a "3" marker is placed on the unit (replacing the "2" marker from the previous turn).
14.2.2 – If an out-of-supply unit is supplied again, the marker is removed and the unit immediately regains its full movement and combat allowance.
14.2.3 – A unit that has been out of supply for 2 turns or more must take a surrender test. The player rolls one die for each unit in this case. If the result is less than or equal to the number shown on the marker, the unit surrenders and is removed from the game. Whatever the number on the marker, a result of 6 on the die is always a failed test.
14.2.4 – A unit out of supply has its attack value halved (rounded up). A unit with an attack value of 7 has an attack value of 4 if it is out of supply.
14.2.5 – A unit out of supply keeps its defence value.
14.2.6 – An artillery unit out of supply has its ranged combat value (attack and defence) halved and, moreover, rounded down.
14.2.7 – A motorised unit out of supply has only half of its movement allowance left (rounded up).
15.0 – Unit Placement and Reinforcements
15.1 – Reinforcements
15.1.1 – During the game, both players receive reinforcements. The reinforcement table of each scenario indicates the place and date when the units enter the game.
15.1.2 – The reinforcements of a player may enter the map at any time during the player's movement phase.
15.1.3 – If the entry area for reinforcement units is in an enemy ZOC, the units may enter in the nearest zone.
15.1.4 – Units may enter play stacked.
15.1.5 – If several units enter through the same hex, the entry cost is not the same for all of them. Every 3 units, the cost increases. For example, if several units enter through a motorway hex: for the first three units, there is no additional cost to enter the map. For the next three, it costs 1/3 MA (i.e. the cost of the hex), for the following three 2/3 MA (i.e. twice the cost of the hex), and for the tenth 1 MA (i.e. three times the cost of the hex). Only 10 units may enter through the same hex on the map during a turn. The cost is calculated as described in the previous example, for any type of terrain. In addition to these entry costs, the cost of the hex itself must of course be spent. The other costs are spent before entering the map.
15.1.6 – Then, the movement rules (4.0) and the effects of enemy ZOCs apply.
15.2 – Entry Areas
15.2.1 – If, during the game, the entry areas for reinforcements are:
- in enemy ZOCs,
- or occupied by the enemy,
then the player may decide to bring his troops in from another possible adjacent reinforcement area. This costs half the MA of the reinforcement units.
15.2.2 – It is possible to decide to bring reinforcements in through a completely different area, on the same map edge, but this costs all the MA of the unit for that turn.
Example: area X has been taken by the enemy. If a friendly unit was to enter through this area, it may: enter through the neighbouring area with half of its remaining MA (rounded up), or enter the following turn with all its MA through an area on the same map edge.
15.2.3 – Leaving the map and returning to play. If, during the game, a combat unit leaves the map through a friendly entry area (but only during the player's movement phase), it may return to play during the player's next movement phase through the following area or through another area on the same map edge, which the player must announce when leaving. The rule 15.2.2 is then used.
15.3 – Setup
15.3.1 – At the start of the game, units are placed on the map as specified in the scenario setup. For units belonging to a corps or a division, or if the stacking limits are not respected, the units may also be placed in an adjacent hex.
16.0 – Bridges
16.1 – Bridges over Rivers
16.1.1 – A bridge over a river is destroyed if a unit (other than an HQ or artillery) is at one end of the bridge at any moment of the player's movement phase and that player declares the destruction of the bridge. If an enemy unit is on the other side of the bridge, the player who wishes to destroy the bridge must have been the first present at one end of the bridge (i.e. start his movement in the hex). Destroying a bridge costs the unit 1 MA.
16.1.2 – A bridge may be rebuilt by a unit (other than artillery) during the player's movement phase, if the player controls both ends of the bridge. Rebuilding a bridge costs the unit 3 MA. The unit must moreover be within command distance of an HQ.
Note: a bridge over a river may be built by an HQ.
16.1.3 – It is only possible to rebuild a destroyed bridge, not to build a new bridge in a hex where there was none.
16.2 – Bridges over Major Rivers (fleuves)
16.2.1 – A bridge over a major river is destroyed if a unit (other than an HQ or artillery) is at one end of the bridge at any moment of the player's movement phase and that player declares the destruction of the bridge. If an enemy unit is on the other side of the bridge, the player who wishes to destroy the bridge must have been the first present at one end of the bridge. Destroying a bridge costs the unit 3 MA. The unit must moreover be within command distance of an HQ.
16.2.2 – A bridge over a major river may be rebuilt by an HQ according to the following procedure:
- The HQ moves and ends up adjacent to one bank of the river. This may be the result of a combat.
- The HQ remains for an entire turn in the hex, and the opposite bank must be free of any enemy unit.
- During the player's next movement phase, the bridge is considered built or rebuilt.
16.2.3 – A bridge may also be destroyed by artillery or aviation bombardment (see the bridge destruction table).
17.0 – Special Unit Features
17.1.1 – Armoured units marked with a black star provide a bonus of one column in attack. This modifier can only be obtained when attacking across clear terrain against infantry units (motorised or not) or artillery. The modifiers are added together if more than one armoured unit attacks.
17.1.2 – Anti-tank units marked with a white star provide a bonus of one column in defence and cancel the bonus of enemy armoured units. Mechanised units also contribute their bonus in attack.
17.1.3 – Armoured units marked with a yellow star receive a bonus of one column in any combat against troops other than armoured units marked with a white or black star.
17.1.4 – Any unit that brings a modifier must suffer at least one loss, if the combat involves one or more losses for its side.
17.1.5 – No bonus applies if the combat takes place across a major river (fleuve).
18.0 – Disorganisation
18.1.1 – A unit may be disorganised as a result of a combat or a bombardment.
18.1.2 – A disorganised unit has its attack and defence values halved (rounded down).
18.1.3 – A unit that does nothing during an entire turn (does not move, does not attack, is not attacked) may remove its "disorganised" marker and regains its normal status. It is therefore necessary to note from when the unit does nothing, and to wait a complete turn.
19.0 – Fog of War
19.1 – General
19.1.1 – At the start of a scenario, each player has markers to camouflage his units (each side has its own markers).
19.1.2 – Units are only revealed just before combats. They become hidden again after each combat.
Special Rules of Bagration
Rules
- The map and counters of the game Bagration 1944 are supplied in issues 25 and 26 of the magazine TiS.
- The game belongs to the WB-95 series.
- RU units cannot cross the Vistula. These units have a +1 malus in combat.
- RU units cannot enter an enemy ZOC. They cannot attack.
- Certain German units arrive as reinforcements in a weakened state, such as the 7th tank battalion of the 19th Panzer. These units (and only those) may recover their losses during the game by remaining stationary (without attacking) for one full turn.
- A unit that carries out its entire movement along a secondary road gains one MA.
- AK units may arrive in the following localities (immediately, they join the Soviet side, at any stage of the turn): Minsk Mazowiecki (2318), Wolomin (1321), Radzymin (820), Tluszcz (1315), Otwock (2325). AK units have no zone of control. An AK unit may be over-stacked (i.e. be a fourth unit).
- Soviet or Polish units that enter as reinforcements may only spend half of their MA for that turn.
- Cities are extensive urban areas, such as Warszawa, Minsk Mazowiecki and Siedlce. The name of the city is written in white on a red background.
- Certain troops must have bridgeheads on the Vistula in order to win: the 1st Polish Army, the 8th Guards Army and the 69th Army. Having a bridgehead means having at least two hexes, each containing at least two units, on the west bank of the Vistula.
Warsaw Uprising
- The Warsaw Uprising historically broke out on 1 August. However, it could have occurred earlier. It occurs when there are only three German units (artillery and personnel) or fewer in Warsaw. At that moment, a "Warszawa" counter is placed in each Warsaw hex that does not contain a German unit. If there are not at least three German units in Warsaw, they cannot control the place.
- Insurgent counters (which show no value) may appear in the Warsaw area only through this rule.
- Each turn, the German player may try to remove one uprising counter. To do so, he rolls a die: on a result of 1 to 4, he permanently removes one insurgent counter from the map; on a result of 5 or 6, there is no effect.
- All insurgent units may take part in the uprising, except eliminated units.
- If there are only two German units or fewer in Warsaw, the uprising breaks out immediately.
Hungarians
- The Hungarian units belong to the 2nd Hungarian Corps: the 5th, 12th and 23rd divisions and the 1st cavalry. These units had been withdrawn from the front in the area of Warsaw and Piaseczno and were waiting to return to their homeland. But they soon found themselves in the rear guard of the German 9th Army. Their participation in the fighting was uncertain, since these units could very well pass over to the Soviet side or, worse, join the Warsaw Uprising. At the start of each turn, the German player must therefore roll two dice. On a result of 12, the entire Hungarian corps passes to the Soviet side. A Hungarian unit that has passed to the Soviet side and is in a Soviet ZOC is immediately disarmed and removed from the game.
Star Effects
| Black star | Yellow star | White star | Blue star | |
|---|---|---|---|---|
| Why a modifier? | Tactical and logistical advantage | Direct support unit for infantry | Anti-tank units | Special units |
| When does the modifier apply? | If the unit is accompanied by infantry (motorised or not) in clear terrain | Affects combats when the opponent has no armour | Mechanised unit: affects all combats where the enemy has armour. Non-mechanised unit: only in defence, if the attacker has armour | Affects all combats |
| Attack | Yes | Yes | Yes | Yes |
| Defence | No | No | Yes | Yes |
| Effect | Eliminates yellow stars and applies its own modifier |
Terrain Table
| Terrain | Cost: motorised unit | Cost: non-motorised unit | Effect on combat |
|---|---|---|---|
| Clear terrain | 1 | 1 | – |
| Wisla, Bug, Narew (*) | Bridges only | +3 | Attacker X 1/2 |
| Wieprz, Pilica | +3 | +2 | +2 |
| Other watercourses | +2 | +1 | +1 |
| Wood | +2 | +1 | +1 |
| Town (**) | +1 | +1 | +2 |
| Village |
The figures in parentheses apply to tracked (mechanised) units.
A unit moving along a railway line (black and white line) spends 2 MA to enter a wood or marsh hex. Exception: an infantry unit spends only 1.5 MA.
* : ZOCs do not extend across the other bank of rivers. ** : These are the urban zones, coloured maroon. Villages are coloured brick red.
Combat Results Table
Roll two dice (Lancer deux dés). Legend, as printed:
- A1: retreat of one hex for the attacker (or loss without retreat)
- B1: retreat of one hex for the defender (or loss without retreat)
- -1: one step loss
- • (printed as "." in the legend): reorganisation test (each unit of the player must make a disorganisation test)
- D: all units of the player are disorganised
| Dice | 1:4 | 1:3 | 1:2 | 1:1 | 2:1 | 3:1 | 4:1 | 5:1 | 6:1 | 7:1 | 8:1 | 9:1 | 10:1 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2 | -1/-1 | -1/B1D | -1/B1D | -1/B2D | -1/B2D | -1/B2D | -1/B3D | -1/B3D | -1/B4D | -1/B4D | -1/B4D | -1/B4D | -1/B5D |
| 3 | -1/- | -1/B1 |
Disorganisation Table
Results: A1 – attacker retreats one hex (or loses without retreat); B1 – defender retreats one hex (or loses without retreat); -1 – one step loss; • – reorganisation test; D – all units disorganised.
| Value | Nationality |
|---|---|
| 6 | Germans |
| 5, 6 | Volksturm |
| 6 | Americans, Soviets and Poles |
| 6 | British |
| 5, 6 | French |
| 4, 5, 6 | Belgians and Dutch |
| 5, 6 | Czechs |
If the result of the die matches the disorganisation value for the unit's nationality, the unit is disorganised.
Bombardment and Bridge Tables
Each bombardment table is used with a two-dice roll (Lancer 2 dés) and the attack value in the left column. The printed note under each table reads: "The terrain modifiers apply (see the terrain table)." Results: -1 one step loss in the stack; D all units in the stack disorganised; Z bridge destroyed (bridge table only).
Bomber bombardment (Bombardement des bombardiers)
| Attack value | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 1-2 | -1 | -1 | - | - | - | - | - | - | - | D | -1 |
| 3-5 | -1 | -1 | D | - | - | - | - |
Fighter bombardment (Bombardement des chasseurs)
| Attack value | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 1-2 | - | - | - | - | - | - | - | - | - | - | -1 |
| 3-5 | -1 | - | - | - | - | - | - |
Artillery bombardment (Bombardement de l'artillerie). The printed legend for this table adds: "•: all units must make a disorganisation test". Where a cell shows a value followed by "•" (for example -1•), both apply.
| Attack value | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 1-2 | -1 | - | - | - | - | - | - | - | - | - | • |
| 3-5 | -1 | D | • | - | - | - | - |
Legend for the artillery table, as printed: -1: one step loss in the stack; D: all units in the stack disorganised; •: all units must make a disorganisation test. Terrain modifiers apply (see the terrain table).
Bridge destruction (Destruction des ponts). Z: bridge destroyed.
| Attack value | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 1-2 | Z | - | - | - | - | - | - | - | - | - | - |
| 3-5 | Z | Z | - | - | - | - | - |
Scenarios
The initial-placement diagrams of the scenarios (counters shown on the printed map) are reproduced below as the unit lists printed beside them. Where the printed table has two columns, the right-hand column is listed after the left-hand column in the order printed.
Scenario: Czołgi Bogdanowa (The Bogdanov Tanks), 29 July – 15 August
Rules:
- The scenario begins on 29 July and ends on 15 August. However, it is possible to continue the fighting afterwards, following the turn record.
- The scenario takes place on the map supplied in issue 25 of TiS.
- There are no reinforcements for this scenario.
- Germany has one air point.
- This game is based on the WB-95 system.
Initial placement of troops:
Red Army:
- 2 APanc.
- 3 KPanc.: 2518, 2613
- 8 KPanc.Gw.: 2924, 2824
- 16 KPanc.: 3120, 3221
- 164 BPanc.: 2820
- Sztab (HQ), 6,62 pcz.: 3217
- 41 BP-Panc., Art.Panc.: 3217
- 5 prozp.: 3230
Germany:
- XXXIX KPanc.
- Sztab (HQ), Art.: 1720
- 186/73 DP: 2528 u
- III/1/HG: 2318(1) u
- 27/19 DPanc.: 2318(1) u
- Art./HG: 2720
- 170/73 DP: 2425
- 70/73 DP: 2223
- 23 Flak: 2128
- 74/19 DPanc.: 1722
- DK (węg.): 1916
- 4 pp: 622
- II/1/HG: 423
- 743: 1123
- Warszawa: Bach (HQ), 1, 2 Art./W, Rein., Rohr, Schmidt, 90 Flak: freely in Warsaw (Librement dans Varsovie)
Key: "u" = fortified; "(1)" = at a hex of...; "Sztab" = HQ; -1 PSB or -1 SP = -1 step loss.
Initiative: Soviet.
Supply: German: North and West. Soviet: East and South.
Air: Germany 1.
Victory conditions:
Red Army:
- Victory is automatic if all hexes east of the city of Warsaw are controlled by the Soviets (they may be controlled by the insurgents).
- Bridgehead on the Vistula: +30 VP
- Control of Wyszków, Radzymin and Wołomin: +5 VP
- Control of Marek: +8 VP
- For each German unit eliminated: +2 VP
Germany:
- Recapture of Siedlce (all hexes) at any time in the game: +20 VP
- Control on 2 August of the city of Minsk Mazowiecki: +10 VP
- Control of Wyszków, Radzymin and Wołomin: +5 VP
- Control of Marek: +3 VP
- For each Soviet unit eliminated: +2 VP
Scenario: 27 July (27 Lipca)
Rules:
- The game begins with the attack of the IV Panzerkorps SS (5 SS, 211 DP and DStrz.). After the combats resolved following the movement of the units of IV SS, the Soviet player may carry out the movement of his troops for 27 July (he thus has the initiative to end the game). Then the German player may normally move his troops.
- The units of IV SS Corps that attack Siedlce may not use air support.
- This scenario lasts until 8 August. It uses the same victory conditions as the following scenario.
Initial placement of troops:
Germany:
- VIII KA (reinforced)
- Sztab, 1 Art.: 4036
- 2 Art.: 5131
- 17 DP: 4929, 5128, 5329
- 6 DGren.: Zwoleń
- 54 Flak: 3832
- 174 DP
- XXXIX KPanc. (reinforced)
- 23 Flak: 2229
- 70/73 DP: 2925
- 170/73 DP: 2723
- 186/73 DP: 2718
- III/1 PzR/HG: 2718
- 27/19 DPanc. (-1 PSB): 2720
- Art./HG (-1 PSB): 2521
- Sztab, Art.: 1123
- K "Bach"
- Schmidt, Rohr, Rein., Sztab (HQ)
- 1, 2 Art., 90 Flak: Warszawa
- IV KPanc.
- Sztab, Art.: 2906
- 1 DK (węg.): 2109 u
- 211 DP: 3402
- 5 DStrz., 177 bdz.szt.: 3204
- 3 DPanc. SS: 3108 (1)
- 5 DPanc. SS: 3006 (1)
Red Army:
- 8 Armia Gwardii
- Sztab, 35,36 pcz., 2 Art.: 5126
- Art.panc., 11 BPanc.: 4927
- 35, 79 DG: 4928
- 82 DG: 5127
- 27, 47, 39 DG: 5328
- 74 DG: 5527
- 119 RU: 5728
- 1 Art., 57, 88 DG: 5828
- 1 Armia WP
- 1 BK: 5024
- 1 DP: 5618
- 2 DP: 5321
- 3 DP: 5420
- 4 DP: 5714
- Sztab, 1 Art., 1 BPanc.: 5616
- 115, 153, 161 RU: 5611
- 2 Armia Pancerna
- XVI KPanc.: 4124, 4225
- VIII KPanc.: 3524, 3625
- 164 BPanc./XVI: 3625
- III KPanc.: 3317, 3417
- 40 BP-Panc., Sztab: 3816
- Art. Panc., 6,62 pcz.: 3816
- 5 rozp.: 4130
- Grupa Kriukowa
- XI KPanc.: Siedlce (1)
- II KKGw.: Siedlce (1)
Initiative: German.
Supply: German: West. Soviet: East.
Air: Germany 2. When the Soviets have entered a hex of Praga or have crossed the Vistula, a third air counter becomes available.
Scenario: 1 August (1 Sierpnia)
Initial placement of troops:
Germany:
- K "Bach"
- Schmidt, Rohr, Rein., Sztab (HQ), 1, 2 Art., 90 Flak: Warszawa
- Kozacka BK: 1333
- II KA (hongrois)
- Sztab, 5, 23, R DP: Piaseczno
- 902, szk.bdz.szt.: Piaseczno
- 1 DK (hongrois): Piaseczno
- XXXIX KPanc.
- Sztab, Art.: 1123
- 27/19 DPanc.: 1722
- Art./19 DPanc.: 521
- 73/19 DPanc.: 321
- 74/19 DPanc.: 622
- 70, 170/73 DP (-1 PSB): 2126
- 186/73 DP: 2225
- Art./HG: 1324
- 2./HG: 1423
- 1, II/1/HG: 923
- III/1/HG, 1132 BGren.: 1923
- VIII KA (reinforced)
- 6 DGren., 904 BDz.Szt.: Zwoleń
- Sztab, 1 Art., 55/17 DP: 4036
- 2 Art.: 5131
- 95/17 DP: 4032
- 21/17 DP: 4532
- 174 DP: 4929, 5128, 5329
- 54 Flak: 3235
Red Army:
- VII KKGw.: 6405
- 115 RU: 4630
- 153 RU: 6028
- 161 RU: 4928
- 8 Armia Gwardii
- Sztab, 35,36 pcz.: 3827
- Art.panc., 11 BPanc.: 3827
- 1 Art.: 3627
- 2 Art.: 3930
- 82 DG: 3524
- 74 DG: 3030
- 27 DG: 3231
- 79 DG: 3529
- 39, 88 DG: 3829
- 35 DG: 3831
- 57 DG: 3931
- 47 DG: 4030
- 119 RU: 2829
- 1 Armia WP
- 1 BK: 4829
- 1 DP: 5728
- 2 DP: 5127
- 3 DP: 5328
- 4 DP: 5125
- 1 Art., Sztab, 1 BPanc.: 4926
- 2 Armia Pancerna
- Sztab, 107/XVI, Art.panc.: 2318
- 41 BP-Panc., 6,62 pcz.: 2318
- 5 Rozp.: 2326
- 164, 15/XVI: 2124
Poland:
- Armia Krajowa: 2325, 1321, 2318, 1315, 820, 730, 731
Key: "u" = fortified; "(1)" = at a hex of...; "Sztab" = HQ; -1 PSB or -1 SP = -1 step loss.
Initiative: Soviet.
Supply: German: West. Soviet: East.
Air: Germany 3.
Reinforcements:
Red Army:
- 27 VII – 47 Armia, 4 KKGw.: B
- 31 VII – 7 KKGw.: D
- 1 VIII – 28 Armia: A
- 1 VIII – 9 KPanc., 1 KZmech.: A
- 5 VIII – 65 Armia: T, S
- 5 VIII – 1 KPanc.Gw.: T, S
- 9 VIII – 48 Armia: R
- 10 VIII – 70 Armia: U, A
Germany:
- 28 VII – 7 DP: T
- 29 VII – 19 DPanc. (-2 PSB): N
- 29 VII – HG (-3 PSB): L
- 30 VII – 1131 BGren.: Piaseczno
- 30 VII – szk.bdz.szt.: Piaseczno
- 31 VII – II KA (węg.): Piaseczno
- 31 VII – 1132 BGren.: Piaseczno
- 31 VII – 902 BDz.Szt.: Piaseczno
- 1 VIII – 4 pp, 743: M
- 1 VIII – Kozacka BK: L
- 2 VIII – 4 DPanc. (-3 PSB): P
- 3 VIII – 45 DG: G, H, J
- 3 VIII – 102 DP, 3 BK: T, S
- 3 VIII – 541 DP (-3 PSB): T, S
- 3 VIII – Sztab XXIII KA: T, S
- 4 VIII – 129 DP (-3 PSB): S
- 4 VIII – 292 DP (-2 PSB): S
- 4 VIII – 4 BK, 209 bdz.szt.: S
- 5 VIII – Sztab, art./XX KA: R
- 5 VIII – 507 bcz., 185 bdz.szt.: R
- 5 VIII – 3 BK, 35 DP (-2 PSB): R
- 5 VIII – 203 DP: R
- 8 VIII – GB "E", 297 bdz.szt.: R
- 9 VIII – 214 DP: Zwoleń
- 10 VIII – 342 DP: Zwoleń
- 10 VIII – 600 BDz.Szt.: Zwoleń
Insurrection of Warsaw. In the city of Warsaw, the German troops are mixed with the insurgents. The rule of number 25 of TiS is followed. The only change concerns the removal of insurgent counters, which are eliminated by German troops on a die roll of 1; otherwise there is no effect for any other result. A single die roll is made for one insurgent counter per turn.
Rules:
- The 6 DGren. (positioned at Zwoleń) may move if one of the following conditions is met: a) at least three Soviet units have crossed the Vistula; b) a Soviet unit is within 5 MA of Zwoleń.
- The German player has a new air unit to bomb enemy troops crossing the Vistula. It suffices to place the air unit on the Vistula. In this case, for each Soviet unit that attempts to cross the Vistula, a die is rolled. On a result of 1 or 2, the unit suffers one step loss; otherwise there is no result. This die roll applies to any Soviet unit that attempts to cross the Vistula, whether at a bridge or not.
- The Soviet Headquarters of the 69th Army will be supplied in issue 27 of TiS. It is therefore necessary to use a counter from other games for the moment.
- This scenario lasts until 17 September.
Victory conditions:
Red Army:
- Victory is automatic if all the hexes of Warsaw are liberated (whether by the insurgents or by the Red Army).
- If the 8th Guards Army has a bridgehead on the Vistula: +12 VP
- If the 1st Polish Army (1 Armia WP) has a bridgehead on the Vistula: +10 VP
- If the 69th Army has a bridgehead on the Vistula: +8 VP
- For each SS unit eliminated: +4 VP
- For each armoured unit eliminated (other than SS): +3 VP
- For each other unit eliminated: +2 VP
Germany:
- For control of all hexes of Siedlce, at the end of any turn: +12 VP
- For each armoured unit eliminated: +2 VP
- For each other unit eliminated: +1 VP
Turn Record
Printed turn record (Compte tours), 27 July to 17 September:
27/07 28/07 29/07 30/07 31/07 01/08 02/08 03/08 04/08 05/08 06/08 07/08 08/08 09/08 10/08 11/08 12/08 13/08 14/08 15/08 16/08 17/08 18/08 19/08 20/08 21/08 22/08 23/08 24/08 25/08 26/08 27/08 28/08 29/08 30/08 31/08 01/09 02/09 03/09 04/09 05/09 06/09 07/09 08/09 09/09 10/09 11/09 12/09 13/09 14/09 15/09 16/09 17/09