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Battle for Moscow: Operation Typhoon, 1941

Battle for Moscow: Operation Typhoon, 1941 Rulebook

Table of Contents

Table of Contents

  • Game Components
    • Counters
    • Mapboard
    • Terrain Effects Chart
  • How to Play
    • Zone of Control
  • Movement
  • Combat
    • Combat Results Table
  • Mud Turns
  • 1st Shock Army
  • Replacements
  • Starting the Game
  • Winning the Game
    • Turn Record Chart
  • Game Credits
  • What Happens Next: Continuing Play in Battle for Moscow
    • New Victory Conditions
    • Winter Effects
    • Replacements
    • New Timetable
  • Additional Material
    • Game-Play Aides
  • Clarifications
  • Soviet Play Balance
  • Optional Rules
  • The "War of Attrition" Variant
    • Supply Phase
    • Supply Utilization

Game Components

You need a six-sided die, or a method of generating the numbers 1 through 6 randomly.

Counters

The counters represent Soviet and German military units. Soviet units are brown and German units are blue. Each counter shows: unit type (infantry or panzer — only the Germans have panzers), combat strength ("STR"), movement allowance ("MA"), and unit size/identification (historical interest only, no effect on play).

All counters have two sides: a full-strength side and a half-strength side with about half the combat strength of the full-strength side. Step losses in combat can reduce a full-strength unit to a half-strength unit. Replacements can turn a half-strength unit into a full-strength unit.

Counter manifest key; Full-strength/Half-strength: unit identification (type):

Soviet counters

  • 8-4/4-4: 3rd, 5th, 10th, 13th, 16th, 19th, 20th, 24th, 29th, 30th, 32nd, 33rd, 40th, 43rd, 49th, 50th (infantry)
  • 10-4/5-4: First Shock (infantry)
  • 8-4/4-4: Tank Unit (tank)

German counters

  • 4-4/2-4: XXXIV, XLII (infantry)
  • 5-4/2-4: VI, XII (infantry)
  • 6-4/3-4: V, XIII, XX, XXVII, LIII (infantry)
  • 7-4/4-4: VII, VIII, IX (infantry)
  • 8-4/4-4: XXII, XXXV (infantry)
  • 8-6/4-6: XL, XLVIII (panzer)
  • 9-6/4-6: XLVII, LVI (panzer)
  • 10-6/5-6: XLVI (panzer)
  • 12-6/6-6: XXIV, XLI, LVII (panzer)

Mapboard

The map is divided into hexagons ("hexes") which define units' positions just like the squares of a chessboard. The map shows important terrain such as forests, cities, fortifications, rivers, and railroads; the Terrain Effects Chart explains each terrain type.

Terrain Effects Chart

TerrainCombat EffectOther
ForestReduce odds 1 levelCounts as 2 hexes for movement
CityNo effectCan replace units there
MoscowReduce odds 1 levelCan replace units there; Soviets can replace even if not in communication
FortificationReduce odds 1 level for Soviet defender only—
RiverReduce odds 1 level if all attackers across—
RailroadNo effectSoviets use during rail movement phase
Star or CrossNo effectSoviet units begin on stars; German units begin on crosses

How to Play

There are seven turns in Battle for Moscow. Each turn represents one week (Exception: turns 3 and 4 each represent two weeks, because mud slows the battle). See the Turn Record Chart.

Each turn is divided into eight parts or phases performed in the exact order given below. All actions in one phase must be finished before the next phase can begin. The first four phases are the German player's turn; the last four are the Soviet player's turn.

German Player's Turn

  1. German Replacement Phase. The Germans receive replacements.
  2. German Panzer Movement Phase. All panzers may move.
  3. German Combat Phase. All German units may attack.
  4. German Movement Phase. All German units may move (including panzers which moved in phase 2).

Soviet Player's Turn 5. Soviet Replacement Phase. The Soviets receive replacements. 6. Soviet Rail Movement Phase. All Soviet units which begin the phase on a rail line may move along the rail line. 7. Soviet Combat Phase. All Soviet units may attack. 8. Soviet Movement Phase. All Soviet units may move (including those which moved in phase 6).

Zone of Control

Each unit has a zone of control which consists of the six hexes surrounding it, including hexes occupied by enemy units. Enemy zones of control have important effects on movement, combat, and replacement.

  • Movement: A unit entering an enemy zone of control must immediately end its movement phase.
  • Combat: Units cannot end their retreat in an enemy zone of control (they are eliminated if they do).
  • Replacements: Zones of control affect how a path can be traced to allow replacements.

Movement

Units are moved during the movement phases (phases 2, 4, 6, and 8 of the turn). Movement works essentially the same way in each phase. Each unit has a movement allowance ("MA"), which represents the distance in hexes it can move in one phase. (Exception: a forest hex counts as two hexes for movement.) In a phase, the player moves any or all of his units that qualify (only panzers in the panzer movement phase; only Soviet units on rail lines in the rail movement phase). Units move one at a time, from hex to hex, in any direction.

Rail Movement: In the rail movement phase, any Soviet units which start the phase on a railroad terrain hex may move. They must move to adjacent railroad hexes with connecting rail line artwork. A forest hex counts as only one hex for movement in this phase.

Restrictions: A unit can never enter a hex containing an enemy unit. A unit can enter a hex containing a friendly unit, but there can only be one unit in a hex at the end of the phase.

Movement example: the example shows different ways a Soviet unit could move. The numbers show the number of hexes it has moved. With a movement allowance of four, the unit can move four hexes, as in path A. In path B the third hex the unit enters is a forest hex, which counts as two hexes moved, and the unit must stop. In path C the unit enters an enemy zone of control in its first hex and must stop. In path D the unit enters an enemy zone of control in its second hex and must stop. In path E, the unit ends its movement in an enemy zone of control in its fourth hex and must stop because its movement allowance is used up. Path F is not possible: the unit would have to move 5 hexes (counting 2 for the forest hex).

Combat

In each combat phase (phases 3 and 7), units may attack adjacent enemy units. First, the attacking player (the German in the German combat phase, the Soviet in the Soviet combat phase) announces all his battles: which enemy units he will attack and which of his units will attack them. A battle is an attack on one enemy unit by any or all of the attacking player's units which are adjacent to it. A single unit may only attack once per phase, and a single enemy unit may only be attacked ("defend") once per phase. Once battles have been announced, the attacking player can't change his mind.

Resolve battles one at a time in any order the attacking player wants. For each battle this sequence is followed:

  1. Total the combat strengths of all the attacking units.
  2. Divide this total by the combat strength of the defending unit, dropping all fractions, to get one of the odds levels given on the Combat Results Table. For example, a strength 16 attacking 4 is 4:1 (four to one), while 15 attacking 4 is only 3:1.
  3. Determine if the effects of terrain have reduced the odds.
  4. Roll one die and consult the Combat Results Table; cross-index the number rolled with the odds to determine the result.
  5. Apply the result immediately.
  6. If the attacked unit is no longer in the hex (eliminated or forced to retreat), one of the attacking units may immediately move into the hex.
  7. Resolve the next battle.

Maximum and Minimum Odds: In step 2, if the odds are above 6:1, reduce them to 6:1. After step 3, if the odds are below 1:1 the attack has no effect on either side.

Terrain Effects: If the defending unit is in a forest hex, is in Moscow, or is a Soviet unit in a fortification, reduce the odds by one level (thus: 4:1 becomes 3:1, 3:1 becomes 2:1, and so on). If all of the attacking units are across a river from the defending unit, reduce the odds by one level. (If both these conditions apply, reduce the odds by two levels.)

Combat Results Table

Die Roll1:12:13:14:15:16:1
1DRDRDRDRDRDRL
2EXDRDRDRDRLDRL
3EXEXDRDRDRLDE
4NEEXDRDRLDRLDE
5NENEEXDRLDEDE
6ALNEDRLDEDEDE

Combat Results: There are six different results on the Combat Results Table.

  • NE (No Effect): Nothing happens.
  • DR (Defender Retreat): The defending unit is moved two hexes by the attacking player. The unit must end up two hexes away from its starting hex and may not enter an enemy zone of control. If there is no retreat path which satisfies these conditions, the unit is eliminated. The unit also must end its retreat in a hex not already occupied by a friendly unit, and must retreat further than two hexes if necessary to reach an empty hex.
  • DRL (Defender Retreat and Loss): The defending unit must first take a step loss; then, if it still survives, it must retreat as described in DR. If a full-strength unit takes a loss, replace it with its half-strength counter. If a half-strength unit takes a loss, it is eliminated.
  • AL (Attacker Loss): One attacking unit (of the attacker's choice) takes a step loss. If a full-strength unit takes a loss, replace it with its half-strength counter. If a half-strength unit takes a loss, it is eliminated.
  • DE (Defender Eliminated): The defending unit is entirely eliminated whether full-strength or half-strength.
  • EX (Exchange): First, the defending unit takes a step loss. Then the attacking player must lose at least the same amount of strength from attacking units. In both cases, if a full-strength unit is reduced to half-strength, the amount of the loss is the original strength minus the reduced strength. For example, if a panzer with a strength of 9 takes a loss (and is replaced by its strength-4 counter), the loss is 5. Finally, the defending unit, if it survives, must retreat as for DR above. (Note that the defending unit may be eliminated in its retreat, but the attacking player is not required to match this loss.)

Combat example — first attack: 15 strength points attack a 4-strength defender: odds begin at 3:1. They are reduced one level for the river and one for the defending unit's fortifications, for a final level of 1:1.

Combat example — second attack: adding a strength-2 German infantry unit to the same attack makes the odds 17 to 4, or 4:1; still reduced one level for fortifications but no longer for the river (since not all attackers are now across it), for a final odds of 3:1. In this case the Soviet unit would be eliminated if forced to retreat, since it is surrounded by enemy zones of control.

Mud Turns

Turns 3 and 4 are mud turns. All movement except Soviet rail movement is reduced to 1 hex per phase; rail movement is unaffected. All units' combat strengths are halved when attacking (not when defending). For example, three German units with a combined printed strength of 17 would be reduced to a total combat strength of 8½ when attacking in a mud turn. The attacker's losses in an exchange are based on printed strength, not halved strength.

1st Shock Army

The "First Shock" unit may not begin on the map at the start of the game, and may not be taken as a replacement until turn 4 (Nov I/II).

Replacements

Both players get Replacement points each turn to purchase replacements, each during their respective replacement phases. Each turn, the German player gets 1 Replacement point, and the Soviet player gets 5. Spending a Replacement point will create a new half-strength unit (using one which was previously eliminated), or flip an existing half-strength unit to full-strength.

You can't use two Replacement points at once to create a new full-strength unit. Creating a new full-strength unit from nothing takes two turns of replacements.

New Soviet units appear near the east edge of the map (in any empty hex marked with a single arrow) or in any empty controlled city in communication with the east edge (at most one per city). Existing Soviet units, to be restored, must also be in communication with the east edge.

  • Controlled means that your units were the last units in the city; all cities except for those that start occupied by a German unit are owned by the Soviets at the beginning of the game.
  • In communication means being able to trace a path of any length, without entering a hex containing an enemy unit or enemy zone of control, to the east edge of the map. Exception: the Soviets can bring in or restore a unit in Moscow even if it isn't in communication.

German replacements work the same way, except that communication is traced to the west edge and Moscow has no special properties.

If replacements are not used, they may not be saved for later turns.

Game Balance: If a handicap is needed for players of unequal experience, change the replacements. To benefit the Germans, change the Soviet replacements to four or even three. To benefit the Soviets, give the Germans their replacement only on turns 2, 4, and 6.

Starting the Game

Set up one Soviet unit on each hex marked with a yellow battle star, all at half-strength. Don't use the 1st Shock Army (the Soviet army with a combat strength of 10); it comes later. Since all Soviet units are the same, it doesn't matter which unit goes where. You should have four units left over (counting the 1st Shock Army); all except the 1st Shock Army can be used as replacements in the Soviet player's turn.

The German player should then set up one German unit on each black cross, all at full-strength. The exact setup is important since it helps to determine what the German can do on turn 1.

After setting up the game, the German player begins his panzer movement phase. Since all German units begin the game at full-strength, the German player receives no replacements on turn 1 and skips his replacement phase.

Winning the Game

Whoever holds Moscow at the end of the game wins. A player holds Moscow if one of his units was the last unit to be in the city. The Soviets hold Moscow at the start of the game.

Once you have mastered the above rules, try the extra rules given in "What Happens Next: Continuing Play in Battle for Moscow" below.

Turn Record Chart

TurnWeatherWeek
1ClearOct I
2ClearOct II
3MudOct III/IV
4*MudNov I/II
5ClearNov III
6ClearNov IV
7ClearDec I

*Turn 4: the 1st Shock Army (10-4) becomes available as a replacement.

Game Credits

Battle for Moscow was designed by Frank Chadwick (he proposed the basic game idea, researched the information, and wrote the game rules). The game was developed by John Harshman and John Astell (they tested, polished, and edited the rules into their final form). Playtesting was performed by members of the staff of Game Designers' Workshop and Diverse Talents Incorporated. Barbie Pratt was art director.

What Happens Next: Continuing Play in Battle for Moscow

By Thomas M. Kane. This mini-campaign scenario gives the Soviets extra chances to strike back after the base game's turn 7, and also lets the German player try more conservative strategies than an all-out dash for Moscow. Originally published in BATTLEPLAN, Issue Number 7, August/September 1988, pp. 10-11. The copyright of this material is owned by Decision Games; this document and game are for recreational use only, and not for commercial or mass reproduction. All rights reserved.

New Victory Conditions

The continued campaign game rewards objectives beyond simply holding Moscow. Each side receives victory points ("VP") for accomplishing goals, and whoever has the most VP when the game ends wins.

There are three different ways to earn victory points:

  1. Each side gets 1 VP per enemy unit eliminated from the board, even if they are replaced later.
  2. Players receive 5 VP for each controlled city at the end of the game, and 20 VP for Moscow. A player controls a city if his units were the last to move through it.
  3. The Germans get 10 VP if they can occupy Moscow at the end of any Soviet Player Turn, even if the Soviets recapture it later. This is awarded just once.

The player with the greatest number of Victory Points at the end of Game Turn 14 is the winner.

Always use Victory Points: for both the 7-turn original game and the 14-turn mini-campaign, always use the Victory Point conditions described above.

Winter Effects

Both sides suffer Winter Attrition. During each player's Replacement Phase on turns 8 through 12, each player rolls on the Winter Attrition Table. If the result is Frostbite, one unit of the player's choice is reduced by one step. A player may choose which unit to reduce, and units eliminated by frostbite do not yield Victory Points to the enemy.

All infantry units have one fewer movement allowance than normal during Snow turns (turns 8 through 12), while panzer units lose two movement allowance per Movement Phase.

Replacements

Beginning on turn 8, the Soviet player only gets 2 Replacement points per turn.

On turn 13, the Soviet player may designate any one army which is in communication as his Tank unit by replacing it with the matching counter. This requires the expenditure of one Replacement point.

Soviet Tank Unit Special Abilities: The Soviet Tank unit may move during the Rail Movement phase but need not follow any rail lines. Additionally, it receives one column shift to the right when attacking.

When the Soviet Tank unit arrives it replaces the unit to which it has been assigned — essentially converting it. If that unit was at full-strength, then so is the Soviet Tank unit — otherwise it will be at half-strength.

New Timetable

This campaign scenario begins on Battle for Moscow's usual Game Turn 1, but lasts through turn 14, into early March.

TurnWeatherWeek
1ClearOct I
2ClearOct II
3MudOct III/IV
4*MudNov I/II
5ClearNov III
6ClearNov IV
7ClearDec I
8SnowDec II/III
9SnowDec IV/Jan I
10SnowJan II/III
11SnowJan IV/Feb I
12SnowFeb II/III
13*ClearMar I
14ClearMar II

*Turn 4: add the 10-4 Shock Army to the replacement pool. Turn 13: designate one unit the Tank Army.

Mud Game Turns cause one hex movement per Movement Phase and all units attack at half their printed strength. Snow Game Turns cause Winter Attrition die rolls and reduce infantry by one movement allowance and panzers by two movement allowance.

Additional Material

By Robert Kurcina. This rulebook incorporates the available on-line material of Battle for Moscow including the original rules, the mini-campaign, and the errata. The mapboard measures 10x14 hexes across, matching the original design as well as the PBEM versions for Cyberboard and Wargame Processor.

Game-Play Aides

The mapboard's Turn Record track shows the turn number, how many Replacement points each player receives, special Soviet unit availability, and specific weather effects. The mapboard also carries a Points track for tracking victory points ("VP") received during the "What Happens Next" mini-campaign. In addition, a number of status-tracking markers are provided:

  • Weather Marker: used with the optional rule "Variable Weather." The marker shows "EARLY" or "LATE" to indicate that for the given turn, either the next turn's weather or the previous turn's weather is in effect.
  • Victory Points Markers: place these on the Points track as soon as either player acquires VP during play.
  • Supply Points Markers: for use with the Supply Phase rule used with the Advanced Game. Place these on the Points track at 5 for the German player and 15 for the Soviet player.
  • Attack Commitment Markers: place Attack markers on each attacking unit pointing the arrow toward its target defending unit prior to resolving combat. Resolve combat in any order desired. Remove all markers at the end of each resolved combat.
  • City Control Markers: place on Soviet-controlled cities at the start of the game. When a German unit enters a city hex, remove the marker to indicate "controlled" status for the Germans. Place it again if a Soviet unit enters the city.

Clarifications

These are clarifications of the existing rules.

Zone of Control: All units may always leave an enemy zone of control, but must stop upon entering another enemy zone of control. Retreat through a hex with enemy zone of control is possible as a last resort, but will cause a loss to a full-strength unit. Half-strength units retreating through an enemy zone of control are eliminated.

Always Use Victory Points: For both the 7-turn original game and the 14-turn mini-campaign, always use the Victory Point conditions described under "New Victory Conditions."

Soviet Tank Unit: When the Soviet Tank unit arrives it replaces the unit to which it has been assigned — essentially converting it. If that unit was at full-strength, then so is the Soviet Tank unit — otherwise it will be at half-strength.

Soviet Play Balance

These optional rules alter play balance in favor of the Soviet player.

Improved Soviet 1st Shock Unit: When the Soviet 1st Shock unit arrives, it will be at half-strength and counts as one of the replacements allowed to the Soviet player. The Soviet 1st Shock unit creates one column shift to the right when attacking from Moscow or a fortification hex if in communication.

Stronger Soviet Defensive Line: Any Soviet unit that is targeted as defender while within Moscow or a fortification hex while adjacent to another Soviet unit also in such creates 2 left odds-ratio shifts instead of just 1.

German Logistics Problems: The German player receives Replacement points only on turns 2, 4, and 6. All other turns the German player receives no points. As a reminder of this house rule, turns 2, 4, and 6 are indicated on the Turn Record track as black replacement cells.

Optional Rules

These additional rules make the game a bit more interesting.

Soviet Replacement Edge: For turns 1, 2, and 3, allow replacements/in communication to be traced into the two triple-arrowed hexes north of Moscow, and the triple-arrowed hex south of Orel. If playing the 14-turn mini-campaign, allow use of those entry hexes on turns 13 and 14 as well.

Harsher Winter: The German player rolls twice on the Winter Attrition table for turns 9, 10, and 11. This is indicated on the Turn Record track as "Harsh Snow." For all Winter Attrition rolls, all players must take losses against full-strength units if they are available.

Advanced Combat Results Table: This modified combat results table allows 1:2 and 3:2 odds ratios. Attacks at 1:2 or greater are allowed. Attacks that are adjusted to less than 1:2 odds are not allowed.

Possible Early 1st Shock: On turn 3 of the Soviet replacement phase, the Soviet player rolls a die. If the die roll scores 4, 5, or 6, the Soviet First Shock unit becomes immediately available now as a replacement instead of on turn 4. It will be at half-strength and counts as one of the replacements allowed to the Soviet player.

Variable Weather: On some turns, the Turn Record track will show the weather condition followed by the words "EARLY" or "LATE." Roll a die on those turns at the start of the German Replacement phase (or, if using the house rule for Supply Lines, during the Supply phase). Scoring a 4, 5, or 6 means that the weather is different than that printed on the chart for the given turn.

  • EARLY means that the weather of the next turn also affects the current turn.
  • LATE means that the weather of the previous turn also affects the current turn.

Indicate that the alternate weather is in effect by placing the Weather marker in the turn's box on the track.

The "War of Attrition" Variant

These rules provide for the use of supply points that represent the abstract factors of air support, partisan forces, logistics and command. Use these rules in conjunction with all "Soviet Play Balance" and "Optional" rules.

Supply Phase

At the start of the game, the German player has 5 Supply points and the Soviet player has 15; indicate these on the Points track with a Supply marker. Add a Supply Phase prior to each Replacement phase. In this phase, the first step is to check supply; a player is allowed to keep 1 supply point for every city that they control, with Moscow allowing 3 points for the Soviet player.

  • Basic Supply: The next step is to receive basic supply; each player receives 3 supply points. Exception: starting with turn 5, the German player no longer receives basic supply. This is indicated on the Turn Record track as red bars under the German replacement schedules.
  • Extra Supply: During each player's Replacement phase, allow that player to receive extra supply points equal to the value scored on a die roll for each Replacement point spent. Up to 2 Replacement points may be spent for this purpose.

Supply Utilization

Supply points may be spent on units that are in supply for a number of supply options such as increasing combat strength for attack and avoiding winter attrition. In-supply uses the same rules as in-communication, except it can always be traced through a friendly unit.

  • Assault: Players may provide attacking units that are in supply with extra combat capability by spending supply points. Each supply point spent provides a unit with an extra strength, up to the printed value of that unit's combat strength. This extra strength is applied prior to reductions due to Mud weather or odds-ratio column shifts.
  • Winter Gear: Players may announce before checking Winter Attrition that they want to purchase winter gear to avoid the effects of one "Frostbite" result. They must then spend 2 supply points.

In-supply can also be traced through an empty hex containing an enemy zone of control, but for each such hex entered it costs 1 supply point more.