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Duel of the Giants: Eastern Front

Duel of the Giants: Eastern Front Rulebook

Table of Contents

Table of Contents

  • Introduction
    • The Opponents
    • Object of the Game
    • Structure of the Instructions
    • Set up of the Game
    • Number of Players
    • Choosing Sides
    • Winner
    • Overview of the Game Phases
  • Overview of the Game Set-up
    • The Game Phases in Detail
  • The Terrain Elements
    • Steppe
    • Forest
    • High Ground
    • Swamp
  • The Front Element
    • Invading a Hex with a Front Element
  • The VP Bar
  • The Tank Markers
    • Moving Face-down Tank Markers
  • The German Player's Weapons
    • Tiger Tanks
    • Airfield
    • Ju 87 Stuka
    • Anti-tank Guns (ATG)
    • Tank Mine Markers
    • Tire Markers
    • The German Weapon Cards
  • The Soviet Player's Weapons
    • The T-34 Tank
    • The T-34 Weapon Card
  • Recon
    • Recon of Soviet Tank Markers by Tiger and ATG
    • Recon of German ATG Markers by T-34 Tanks
  • Movement of the German Weapons
    • Programming the Tiger Tanks
    • Programming the Tiger Turret
    • Orienting the ATG
    • Moving the Stuka
      • Attacking a T-34
      • Recon by the Stuka
      • Forced Landing of the Stuka
      • Destroying a Stuka on the Ground
      • Blocking the Airfield
    • Using the Tank Mines
    • Moving an ATG
  • Activation and Movement of the Soviet Tanks
    • Activating the T-34 Tanks
    • Moving the T-34 Tanks
  • Overrunning an ATG
  • Combat
    • Visibility Rules
    • Who Shoots When?
    • Firepower
    • How many shots may be fired?
  • The Victory Points
    • Victory Points for Destroyed T-34s and ATGs
    • Victory Points for Damaged T-34 Tanks
    • Victory Points for Damaged Tiger Tanks
    • Critical Damage to Tiger Tank
    • VPs for T-34 Tanks Breaking Through Enemy Lines
  • 3- to 4-Player Variant
    • Distribution of the Weapons
    • What Do I Get Medals for?
    • Winner
  • Multiplayer Variant
  • Scenario Winter '44
    • Game Elements
    • Elements with Features Different From the Summer Variant
    • Features of the Winter Landscape Elements
      • Snow Steppe
      • Snow-covered Forest
      • Snow-covered High Ground
      • Snowdrift

Introduction

The Opponents

"Duel of the Giants" is a tactical game for two to four persons who play on the German or Soviet side, hereafter referred to as the "German player" or "Soviet player."

Object of the Game

The object is for each player to gain more victory points than his opponent. As a tank commander of the Red Army, you can succeed by breaking through the front line and reaching the German edge of the board with as many tanks as possible. As a tank commander of the German Wehrmacht, with tactical, cleverly planned use of your defense resources, you need to destroy as many T-34 tanks as possible in order to prevent the Soviet juggernaut from reaching Germany.

Structure of the Instructions

You will find the game rules from page 4 to page 22; page 23 to page 43 shows the course of a sample game.

Set up of the Game

Choose either the Summer Scenario or the Winter Scenario. You'll find the additional rules for the Winter Scenario on page 21. The sample game from page 23 on is based on the Summer Scenario rules.

Number of Players

"Duel of the Giants" is principally designed as a 2-player game since it reflects the conflict between two nations, Soviet Union and Germany. However, it also plays very well with three or four players. Even large battles with 40 tanks are possible. Multiplayer Rules, see page 19.

Choosing Sides

Have you agreed on who plays on what side? If not, the player who is sitting with his back to the west plays the German side; the player with his back toward the east plays the Soviet side.

Winner

The player with the most VP when one opponent has no weapons remaining on the board.

Overview of the Game Phases

The game takes about 30 to 60 minutes. It begins with 4 set-up phases and 1 opening phase, followed by 4 repeating phases (A to D).

Overview of the Game Set-up

Components: 16 tank markers, 8 T-34 tanks, 1 T-34 weapon card, 10 landscape elements (Soviet side); 2 Tiger tanks, 6 ATG markers (1 ATG 8.8 marker, 2 ATG 36 markers, 3 bluff markers), 4 weapon cards, 2 tire markers, 10 landscape elements (German side); 1 victory point bar.

The Game Phases in Detail

  • Set-up phase 1: Set-up of the landscape elements
  • Set-up phase 2: Set-up of the front line
  • Set-up phase 3: Placement of the Soviet tank markers
  • Set-up phase 4: Placement of the German weapons
  • Opening phase: Revealing and activation of the Soviet tank markers
  • Phase A: Programming of the German Tiger tanks and orientation of the Panzer anti-tank guns (ATG)
  • Phase B: The movement of the Soviet T-34 tanks
  • Phase C: The execution of the pre-programmed movement of the German tanks
  • Phase D: Combat

The Terrain Elements

Steppe

  • The steppe is printed on the gameboard as a foundation.
  • In order to drive on a steppe element, you need one movement point upon entering it.
  • See Programming the Tiger Tanks, p. 12; Moving the T-34 Tanks, p. 15.

Forest

  • You can drive through the forest as you can over the steppe, i.e. with one movement point of the tank.
  • The tanks and ATGs in the forest cannot be fired at unless they themselves shoot and thus expose themselves, or if the attacker is standing on an adjacent space. In this case, the following applies: the attacker can attack the enemy in a forest hex with a -1 firepower.
  • If you are in a forest, you always fire first.
  • The Stuka cannot attack an opponent on a forest hex. See Moving the Stuka, p. 13.
  • Soviet tank markers cannot be reconnoitered in the forest. See Recon of Soviet Tank Markers, p. 11.

High Ground

  • In order to drive on high ground, one movement point, as in the steppe, is sufficient.
  • A tank or an ATG on high ground shoots with +1 firepower.
  • From higher ground you can spot tanks and ATGs in one additional hex, even beyond an adjacent forest hex. See Recon, p. 11.

Swamp

  • Tiger tanks cannot drive through swampland.
  • T-34 tanks can drive on swampland with one additional movement point.

The Front Element

The front element separates the Soviet from the German side of the front.

  • The German player, using the 14 front elements, builds up a continuous front line from the edge of the gameboard.
  • The front elements can be put on any type of landscape.
  • Front elements may also be set up in staggered depths in order to form specially protected front sections. (Set-up Phase 2, see p. 24.)

Invading a Hex with a Front Element

A tank needs one additional moving action to invade a hex with a front element.

If a front element is in a swamp, you need 3 moving actions to invade there:

  1. one movement point for the steppe
  2. one additional moving point for the swamp
  3. one additional moving point for the front element

See Landscape Elements, p. 6; Programming the Tiger Tanks, p. 12; Moving the T-34 Tanks, p. 15.

After the breakthrough, the element is removed so that subsequent tanks can drive through without restriction.

The VP Bar

The VP bar is used to keep track of the VPs. At the end of a combat, you take the difference in VPs gained and move the marker towards the player who gained the most VPs that turn. Example: If the German player gained 4 VPs and the Soviet player 1 VP, the marker is moved 3 spaces toward the German side of the bar. Should the marker be at the end of a row and more points are awarded to the same player, record these separately: they will be removed first when the other player gains VPs.

The Tank Markers

The 16 tank markers symbolize 16 potential positions of Soviet tanks. (Set-up Phase 3, see p. 21.)

  • 8 of them are marked on the back with a wheel symbol. This sign symbolizes a non-activated tank.
  • The other 8 tank markers without a wheel symbol are used to bluff the opponent. There are no tanks on those spaces.
  • Tank markers placed in a forest hex cannot be reconnoitered by the German player.
  • A T-34 tank may be moved onto a tank marker even if this marker has a hidden tank.
  • See Recon of Soviet Tank Markers, p. 11.

Moving Face-down Tank Markers

In the Opening Phase of turn 1 and during Phase B of turn 2 onwards, the Soviet player may move two of his still face down tank markers up to two spaces each.

  • You may move tank markers only on steppe and forest hexes.
  • If, during or at the end of movement, the marker comes into the recon range of an activated ATG or Tiger tank, the German player has successfully reconnoitered the Soviet marker even if the movement leads through or ends in a forest hex. The marker is immediately turned over to reveal a real Soviet tank or dummy marker.
  • Tank markers that have been moved may be activated.
  • Tank markers may be moved over other tank markers.
  • Tank markers may not be moved onto mine fields.

(Illustration: a tank marker placed in a forest hex cannot be reconnoitered; movement of 2 tank markers.)

The German Player's Weapons

Tiger Tanks

The 2 Tiger tanks combine high firepower and strong armor to become a formidable weapon. You can place the tanks in any of the 6 directions. In phase A, the facing of the turret may be programmed independently. (Turret and hull can be programmed independently from one another.)

Airfield

The airfield serves as a starting and landing place for the Stuka.

Ju 87 Stuka

With the help of the Ju 87, you can destroy the hostile T-34 tanks from the air. It was used at the Eastern Front as the "fire brigade." With its 3.7cm ATG equipped with tungsten ammunition, the Ju 87 could destroy tanks that had broken through the lines.

The Ju 87 Stuka is placed on the airfield in one of the 6 directions. Moving the Stuka, see p. 13.

Components: 1x Ju 87 Stuka, 1x ATG 8.8 marker.

Anti-tank Guns (ATG)

The German player has 3 ATG markers and 3 bluff markers available to him. (2x ATG 36 markers, 1x ATG 8.8 marker, 3x bluff markers.)

The ATG serves to fight Soviet tanks and can also be used for recon. Recon, see p. 11. Combat, see p. 16.

Tank Mine Markers

The German player has 4 tank mines and 4 bluff markers available to him. The tank mines work to stop Soviet tanks in order to destroy them more easily. Using the Tank Mines, see p. 14.

Tire Markers

The two tire markers serve to move ATG markers. Moving an ATG, see p. 14.

The German Weapon Cards

The upper section shows the defensive capabilities of the tank or ATG. The number of shells represent the strength of the defensive armor - the enemy firepower must equal or exceed the number of shells shown here to damage the Tiger or destroy the ATG.

The middle section shows the firepower of the weapon.

The bottom section (only on the Tiger tank) shows the number of movement cards available for each tank from a maximum of 5 to a minimum of 1. See Critical Damage to Tiger Tank, p. 18.

The Soviet Player's Weapons

The T-34 Tank

The Soviet player gets 8 T-34 tanks.

After activating the T-34, you can orient it in any of the 6 directions. During each moving action, you can orient the turret independently from the hull. See Moving the T-34 Tanks, p. 15.

The T-34 Weapon Card

The upper section shows the defensive capabilities of the T-34. The number of shells represent the strength of the defensive armor - the enemy firepower must equal or exceed the number of shells shown here to destroy the T-34.

The lower section, above the illustration, shows the firepower of the weapon.

Recon

Recon of Soviet Tank Markers by Tiger and ATG

Since the German player doesn't know under which tank markers there really is a tank, he has the possibility to reveal them in the opening phase, in each phase A (after new orientation of the ATG markers) or in each phase C, after the Tiger tanks have reached their final position.

You can, up to a distance of 2 spaces, turn over, i.e., reveal, tank markers that are lying in the line of fire of Tiger tanks or activated ATGs. See Opening Phase, p. 27; Phase A, p. 28; Phase C, p. 30.

  • If the back shows the wheel symbol, the tank marker is replaced by a tank, which is thereby activated.
  • The same visibility rules apply as in the fight between the weapons. See Visibility Rules, p. 16.

(Illustration: tank markers may be reconnoitered/turned over since they are lying in the line of fire of the tank and the ATG, no more than 2 spaces away; other markers may not be reconnoitered since they are more than 2 spaces away.)

Recon of German ATG Markers by T-34 Tanks

T-34s can recon (i.e. reveal) ATGs using similar rules as above: no more than 2 spaces away and in the line of fire. However, this recon can take place after the activation and during or at the end of a movement. If the recon takes place during a movement, the tank can change its course and, if necessary, get out of the line of fire of the ATG. See Moving the T-34 Tanks, p. 15.

(Illustration: the left T-34 may reconnoiter the German ATG marker.)

Movement of the German Weapons

Programming the Tiger Tanks

You will secretly program the movement of your Tiger tanks in phase A of a turn, and execute the moves in phase C of the turn.

An undamaged Tiger tank can be programmed with up to a maximum of 5 movement cards. The movement cards are comprised of 5 different cards that may be arranged in any order and number:

  • one space forward
  • one space backward
  • turn left once
  • turn right once
  • stop

The programmed course of the Tiger tanks may also lead through the front into the hostile hinterland. For that, you have to program "forward" twice. See Invading a Hex with a Front Element, p. 7.

If a T-34 stands in the way of the programmed course, the Tiger must stop and the unused movement actions go to waste.

In order to prevent players from figuring out how many cards have been programmed, you can place a stop card at the end of the programming and then fill up the stack with cards remaining from the piles.

Programming the Tiger Turret

It may be wise to bring the turret of the Tiger into a position other than the standard 12 o'clock position. In this case, you can program another position for the turret (turret cards: 12, 2, 4, 6, 8 and 10 o'clock positions). This turret card is programmed as a final step after the movement cards, decreasing the number of movement cards by one.

After you finish programming movement and/or turret positioning, the stack of cards is turned over.

Orienting the ATG

In phase A, it is also possible to turn each ATG - no matter if the marker is a bluff, or whether it is face down or face up - into one of the 6 directions (keeping its current status) or activate face-down (turning them face up) ATG markers for recon purposes. See Recon of German ATG Markers, p. 11.

Moving the Stuka

The Stuka may be activated in any phase D after the ground fighting ends. Once activated, it has a maximum of 5 moving actions in that phase, as well as 5 moving actions in each of the next three subsequent phase Ds. However, it must reach its airfield within its total of 20 moving actions or it will be forced to land. (See Forced Landing of the Stuka below.)

Three different kinds of movement are possible in any combination:

  • one space forward
  • turn left once
  • turn right once

Additional rules:

  • The Stuka can only fly once per game.
  • Unused moving actions go to waste.
  • Tanks and flying Stukas may share a space.
  • The Stuka cannot be attacked in the air.
  • The Tiger tank may not share a space with a Stuka on the ground.

Attacking a T-34

The Stuka may destroy one T-34 tank during these four flight phases. It manages to do so from a space directly behind a T-34.

Recon by the Stuka

On its flight, the Stuka can reconnoiter tank markers on the 6 adjacent spaces and on its own space.

Forced Landing of the Stuka

If the Stuka can no longer reach its airfield after its 20 moving actions, the Soviet player gets 4 VP. From then on, the Stuka cannot be used anymore during the game.

  • The Stuka, if forced to land, does not block spaces and lines of sight.

Destroying a Stuka on the Ground

If a T-34 occupies the airfield space with a Stuka on the ground, then the Stuka is destroyed. The Soviet player gets 2 VP.

Blocking the Airfield

If a T-34 occupies the empty airfield space in the fourth phase D of the Stuka's activation and the Stuka cannot destroy this tank, then the Stuka cannot land and has to carry out a forced landing.

Using the Tank Mines

If a T-34 drives onto a tank mine marker, the marker is turned over. If there is a mine symbol on the back, the T-34 must stop immediately. Nevertheless, the turret may be turned and used to fight. In the next movement phase, the T-34 may take part in the game again without restriction.

  • Tank mines may not be placed on swamp spaces.
  • ATG markers and tank mine markers may be placed on the same space.
  • The tank mines affect only hostile tanks.

Moving an ATG

By using the two tire markers, the German player can move up to two hidden or activated ATG markers 1-2 spaces in any direction and reorient them.

To do so, in any phase A he can prepare one or two ATG markers for movement by earmarking the ATG marker with the moving tire symbol side of a tire marker.

In the next phase A, the ATG marker is then moved up to 2 spaces and may be reoriented in any direction. Now the tire marker is turned over to the standing tire symbol.

The standing tire marker is removed at the end of phase D; the ATG marker may take part in the fight again from then on.

As long as an ATG is earmarked with a tire marker, it may not take part in any combat.

  • The ATG marker to be moved cannot reconnoiter or be reconnoitered during the moving.

Activation and Movement of the Soviet Tanks

Activating the T-34 Tanks

The Soviet player must activate at least one, but may activate a maximum of all his tanks in the opening phase.

  • Reconnoitered T-34 tanks are activated.

After that, the Soviet player may freely decide in which of the phases B he activates any number of further tanks. To do so, the applicable tank marker with the wheel symbol is turned over and replaced by a T-34 tank.

A tank that was just activated cannot move the turn it was activated, but may take part in the fight in the next phase D if they are in the correct shooting position.

  • The orientation of the hull and turret of an activated tank can be chosen as desired.

Moving the T-34 Tanks

In each phase B, the Soviet player can move his activated T-34s. The following movements are possible: forward, backward, right and left turn. Each T-34 tank may carry out up to 3 movement actions in any combination; you may repeat the same action. (Example: to get from position 1 to position 2, the following moving actions are required: forward, turn right twice = 3 moving actions.)

  • Exception: on consecutive steppe hexes, with none containing front elements or enemy weapons, the T-34 may drive forward 5 spaces (it may not make any turns).
  • Unused moving actions go to waste.
  • The position of the moved T-34 tanks may not be changed once their movement has stopped.
  • The turret may be positioned in any one of the 6 directions during the execution of these moving actions in order to reconnoiter the hostile ATG markers.
  • It does not cost the Soviet player a movement action to position its turret.

Overrunning an ATG

  1. If, during its movement, a T-34 reaches the hex of a face-down or activated ATG marker that is not pointed toward it head on, the marker is removed. If there is an ATG on it, this ATG is destroyed and the player gets 1 VP.
  2. If the ATG marker is pointed toward it head on, it remains in the game, revealed but undestroyed.
  3. ATG markers can be overrun in any terrain.

Combat

In phase D, the fight between the opposing ground weapons takes place if there is direct visual contact as described below:

  1. The opposing tanks or turrets stand in the same hex row to each other.
  2. The ATG stands in the same hex row of an enemy tank and was already activated or has just been activated in the current phase D.

Visibility Rules

There is no visual contact if:

  1. there is one or more forest hexes between the opponents.
  2. there is high ground between the opponents.
  3. there are 2 or more forest hexes between an opponent on high ground and an opponent in the steppe or in the swampland.
  4. there is a tank between 2 opposing tanks.
  5. there is a tank behind an adjacent high ground although the opposing tank is also on high ground.

There is visual contact if:

  1. there is a tank between two opposing tanks, one of which is standing on high ground.
  2. one opponent only is standing on high ground and the other is behind an adjacent forest hex.

Who Shoots When?

The following Firing Examples are resolved in order, A, B and C.

Firing Example A: Two barrels are directly aimed at each other. The shooting takes place at the same time and the result is determined.

Firing Example B: Only the barrel of one adversary is aimed directly at the opponent. This adversary is allowed to shoot first. An opposing tank may only turn its turret and shoot back if it has not been destroyed. If an ATG is being fired upon, it cannot shoot back since its barrel may be turned (oriented) ONLY in phase A.

Firing Example C: Neither gun is directly aimed at one another. Due to the separation of the gunner and the commander, the Tiger tank may turn its turret first by one hex. After that, the T-34 turns its turret by one hex. This is repeated until Firing Example B occurs.

IMPORTANT! A T-34 tank loses -1 firepower per step, beginning with the second step of turning the turret. (This is because the commander and the gunner of the T-34 were one and the same person.)

  • Destroyed tanks block spaces and lines of sight and are removed only after the shooting phase.

Firepower

Each weapon has a specific firepower. This firepower is reduced by 1 for each hex along the shooting direction.

The pictures show the effectiveness of each weapon. The Tiger's 88mm gun can penetrate and destroy the T-34's front armor from up to three hexes away; anything farther away would need to strike the weaker side or rear armor. The T-34's gun can only cause critical hits to the Tiger when close to the tank or striking the side or rear armor.

How many shots may be fired?

One; so you can fight against only one enemy.

The Victory Points

Victory Points for Destroyed T-34s and ATGs

If the firepower is the same or higher than the number of shots depicted on the weapon card, the T-34 tank or the ATG is destroyed. The German side gains 2 VP for one destroyed T-34 tank.

The Soviet player gains 1 VP for one destroyed ATG. An ATG can also be destroyed if it is overrun by a tank; for this the player also gains 1 VP. See Overrunning an ATG, p. 15.

Victory Points for Damaged T-34 Tanks

If the number of hits remains below the number of shots depicted on the weapon card, the T-34 is only damaged and the German player gains 1 VP independent of the number of hits.

  • It is considered damaged if it has been hit at least once.
  • If a T-34 tank is damaged by one weapon but destroyed by another in the same phase, the opponent only gets the victory points for the destruction of the tank.

Damaging a T-34 tank has no consequences on its movement or firepower.

Victory Points for Damaged Tiger Tanks

If the number of hits remains below the number of shots depicted on the weapon card, the Tiger tank is damaged independent of the number of hits. The Soviet player gains 1 VP.

Consequences of damage with respect to the deployment of the Tiger tank: The maneuverability of the Tiger tank is reduced immediately upon taking damage. For this purpose, the gray hit marker is set from position 5 to position 4 of the Tiger weapon card. At this time, the Tiger tank can be programmed with only 4 cards. If the marker has reached 1 after two more damage, the Tiger can be programmed with only 1 card. That's the maximum amount of damage that can be done to a Tiger tank. However, the Soviet player still receives 1 VP every time it damages a Tiger that has maximum damage. Note, a Tiger can never be destroyed and can never go below using one card for programming movement.

Critical Damage to Tiger Tank

If the value is the same or higher than the number of the shots depicted on the weapon card, the Tiger tank is critically damaged. The gray hit marker is now moved two positions to the right. The Soviet player earns 1 VP.

(Illustration: a Tiger tank still has its 5 movement cards in phase A left.)

VPs for T-34 Tanks Breaking Through Enemy Lines

If, after breaking through the German front line, a T-34 tank leaves the playing area on the German side, the Soviet player earns 5 VP.

3- to 4-Player Variant

One additional player can participate in the game on the German side and one on the Russian side of the front.

Distribution of the Weapons

The second player on both sides gets half the tanks. On the German side, one of the two players takes the ATGs, the other the Stuka.

What Do I Get Medals for?

In this variant, each player can receive medals. The medals are awarded in addition to victory points.

The German player gets 1 Tank Battle Insignia for each T-34 tank that is destroyed from a Tiger Tank.

A Russian player gets 1 Suvorov Medal for each of his tanks that reaches the German edge of board, and for each Tiger tank that he critically hits.

Winner

The player with the most medals on the side that has the most victory points is the winner.

Multiplayer Variant

If you want to play tank battles of epic proportions, you can put together a huge playing area using four copies of "Duel of the Giants."

With 2 - 8 players who can acquire medals as in the 3- to 4-player variant, you can carry out strategies and tactics in larger dimensions.

You should use several victory point bars to be able to display a larger number of points won. If you have reached the bottom of a victory point bar, you go on counting on the victory point bar to the right of it. In the rulebook's example, the German side is ahead by 13 victory points.

All rules of the basic game apply.

Scenario Winter '44

In the course of the Nikopol-Krywyj Rih operation from the 30th of January to the 29th of February 1944, the Red Army succeeded in destroying 12 German divisions (3 of which were tank divisions) and recapturing the industrial town of Krywyj Rih with its surrounding manganese and iron ore deposits. With your Tiger tanks, prevent the Red Army from breaking through the German front line in order to avert the threatening destruction of your own forces.

Game Elements

For this scenario, you use the backs of the following game elements:

  • gameboard
  • front element
  • weapon cards
  • airfield
  • victory point bar

Exchange the following game elements for their winter versions:

  • landscape elements
  • ATG markers

The following game elements are still used:

  • movement cards
  • turret cards
  • tanks, Stukas

Elements with Features Different From the Summer Variant

  • Tiger tank: In winter, the Tiger tank has a firepower of 4 instead of 5.
  • T-34 tank: The T-34 tank can now carry out 4 movement actions instead of 3.

Features of the Winter Landscape Elements

Snow Steppe

  • The snow steppe is printed on the gameboard as a foundation.

Snow-covered Forest

  • In snow-covered forest, you can drive as in the steppe, i.e., with 1 movement action of a tank.
  • Snow-covered forest provides as little protection as the snow steppe, but the attacker can attack an enemy in a forest hex only with -1 firepower.
  • Russian tank markers can be reconnoitered in the forest.

Snow-covered High Ground

  • To drive on high ground, 2 movement actions are required.

Snowdrift

  • You can drive into a snowdrift with 2 movement actions (like Swampland).
  • Tanks and ATGs are invisible in a snowdrift and can be fired at only by the Stuka, unless they themselves shoot and thus expose themselves.
  • After a tank has driven out of a snowdrift, the snowdrift is removed.
  • If a tank turns in a snowdrift, the snowdrift is also removed.
  • A tank can stay in a snowdrift for a maximum of two phase Bs (T-34) or two phase Cs (Tiger tank) whereupon the snowdrift is removed. This is indicated by the "drop marker." After entering the hex, the snowdrift is marked with the 1-drop picture; in the following phase B (C), the marker is turned over to the 2-drop symbol. In the next phase B (C), the snowdrift is removed.
  • Snowdrifts block the line of sight. From high ground, however, you can shoot over any number of snowdrifts.
  • A snowdrift cannot be mined.

Beyond this, the "Summer '43" rules apply.