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Edelweiss: The Struggle in the Caucasus, 1942

Edelweiss: The Struggle in the Caucasus, 1942 Rulebook

Table of Contents

Table of Contents

  • Part One: Edelweiss Exclusive Rules
    • E1. Introduction
      • E1.1 Game Components
      • E1.2 Unit Color Identification
    • E2. Exclusive Weather Rules
    • E3. Irregular Unit Operations
      • E3.1 Partisan Unit Limits
      • E3.2 Partisan Operations
        • E3.2.1 Provincial Control
    • E4. Ultimate Supply Sources
      • E4.1 Soviet Supply Sources
      • E4.2 German Supply Sources
    • E5. Exclusive Rail and Naval Operations Rules
    • E6. Exclusive German Army Rules
      • E6.1 Supply Shortages
      • E6.2 Air Assault
      • E6.3 Provincial Control
      • E6.4 The Oil Brigades
      • E6.5 Oil Well Repair
    • E7. Exclusive Soviet Army Rules
      • E7.1 Artillery Restrictions
      • E7.2 New Playing Pieces
        • E7.2.1 NKVD Political Units
      • E7.3 Soviet Artillery
        • E7.3.1 Coastal Artillery
        • E7.3.2 Mountain Troops
        • E7.3.3 Armored Trains
      • E7.4 Remnants
      • E7.5 Soviet Special Operations
        • E7.5.1 Provincial Control
        • E7.5.2 Demolitions
    • E8. Command Game Exclusive Rules
      • E8.1 Soviet Prevailing Orders
      • E8.2 General Instructions
      • E8.3 Beria's Meddling
      • E8.4 German Prevailing Orders
        • E8.4.1 General Instructions
      • E8.5 Relief of List
        • E8.5.1 Fuhrer Directives
    • E9. Scenario Rules
  • Part Two: Winter Storm Standard Rules
    • 1. Introduction
    • 2. The Playing Pieces
      • 2.1 Unit Types
        • 2.11 Combat Units
        • 2.12 Headquarters Units
        • 2.13 Transport Units
      • 2.2 Unit Capabilities
        • 2.21 Unit Type Symbol
        • 2.22 Unit Size
        • 2.23 Movement Allowance
      • 2.3 Combat Unit
        • 2.31 Identification Numbers

Part One: Edelweiss Exclusive Rules

E1. Introduction

Edelweiss was the German code name for the third phase of their "Case Blue" summer offensive, and the operational plan for the invasion of the Caucasus in late July of 1942. The German objectives were dictated by both military and economic imperatives. Hitler's obsession with oil to fuel his expanding Reich made the petroleum works at Maykop, Grozny and distant Baku the primary targets of the German advance. Only one of the major production targets was ever taken, and no significant economic benefit was realized due to the massive damage there. Still, Hitler saw a virtue in denying the Soviets the use of the fields, and continued to press for operations aimed at securing unconquered areas to the east and south. On the military side, the Germans hoped to destroy the retreating Soviet divisions, secure all of the Black Sea ports to neutralize Soviet naval operations there, and persuade Turkey to join the Axis alliance. These goals were never achieved. A combination of terrain, supply problems and tough Soviet resistance brought the German offensive to a standstill like a wave breaking against the rugged mountains of the Caucasus range. Further, the German adventure in the Caucasus tied down two entire armies which might have intervened decisively in the fighting to the north around Stalingrad. By the time the Soviets launched their winter counteroffensive in November, the German position in the Caucasus had become a major liability. By early January they were in full retreat to the north, in a race against time for survival itself.

Players will represent commanding officers in control of the campaign for either side. Scenarios covering small portions of the battle, as well as a variable length campaign game, will focus on the German offensive operations undertaken in the Caucasus. Campaign game options will allow Players to experiment by altering the historical order of battle to determine just what the German possibilities for a victory were. Was the offensive doomed from the start, or could the right combination of planning and military force have secured the objectives? In Edelweiss both Players will put that question to the test as they struggle to outperform their historical counterparts.

E1.1 Game Components

Your copy of Edelweiss should include the following parts:

  1. One Standard Rules Booklet
  2. One Exclusive Rules and Scenarios Booklet containing charts and tables needed to play the game.
  3. Three different counter sheets representing the playing pieces and markers needed to play the game
  4. Two Army Display Sheets
  5. Two differently colored dice
  6. Four 22" x 34" maps covering the area of the battle. The fourth map must be cut apart to place the Taman, Sochi and Batum extensions accurately. A field of hexagons is superimposed over the map to regulate movement.

Game Scale: Each hexagon on the map represents 5 miles from side to side. Each turn is two days of real time. Units represent battalions, regiments, brigades, and divisions.

E1.2 Unit Color Identification

The following color schemes are used to help Players identify the playing pieces:

Unit TypeColor
German
CombatBlack on Grey*
HQWhite on Grey
TransportBlack on White
IrregularGrey on Black
Aircraft UnitsGrey on White
Rumanian
CombatBlack on Brown
HQWhite on Brown
Soviet
CombatBlack on Red**

* SS units are White on Black. ** Marines are Red on Black.

E2. Exclusive Weather Rules

Forces operating in the Caucasus had to cope with wide extremes of temperature and weather conditions, from the sweltering heat of the summer to the icy frost of the high mountain passes.

(The text of this section in the source document ends with the introductory paragraph above; no further weather rules are reproduced in the source.)

E3. Irregular Unit Operations

E3.1 Partisan Unit Limits

The maximum number of Partisan units the Soviet Player may have at any one time is limited. The Soviet Player may add 1 new Partisan beyond the initial limits for every 5 City, Town or Village hexes he

(Source gap: the source text breaks off mid-sentence here and resumes with the words below.)

Controls (even if he voluntarily destroys units to obtain new Partisans as in Cases 4.111 and 4.112 above). Control is determined by the degree of success in the Provincial Control Special Operation (see Rule 4.47 below). The Provincial Control Total is assessed every Reinforcement Phase and the Soviet Player must adjust his total Partisan mix on the board. New cadres may be deployed in any controlled hex.

E3.2 Partisan Operations

Active Partisan units may conduct the following Special Operations: Provincial Control.

E3.2.1 Provincial Control

Both Players can attempt to assert control over Village, Town or City (populated) hexes. The Soviet Player derives an advantage in doing so, and the German Player denies the Soviet Player this benefit by doing so. Place Soviet Control Markers in hexes that are Controlled (see below). For every five Controlled hexes the Soviet Player has established, he may deploy one additional cadre beyond the scenario starting limits up to the counter mix limit in one of the controlled hexes. Choose randomly from those available. Use the Soviet Control markers to mark which hexes are controlled and the two Provincial Control Markers on the numbered track on the Soviet Army Display Chart to keep track of the current total.

Soviet Control. The Soviet Player may assert control over a Village, Town or City hex through any of the following methods:

  1. By moving an Operational or Superior HQ or NKVD Political unit into the hex and remaining there the rest of the turn. Place a Soviet Control marker there. The unit is free to leave the next turn.
  2. Any time an active Partisan enters an unoccupied Village, Town or City hex it may attempt to bring the hex under control. Make an EC for the Partisan and if passed, multiply the PCF by the ER. For a failed EC multiply the SCF by the ER. This total is the Control Number. Roll two dice, and if the sum is less than or equal to the Control Number, the hex is successfully controlled. Add +1 to the dice roll if the hex in question is a Town, and +3 if the hex is a City. If the target hex is within the Patrol Radius of a German Outpost the German Player may conduct an anti-Partisan "sweep" prior to the Soviet control attempt to try and deactivate the Partisan (even if the Partisan did not move prior to the control attempt). Similarly, any active Patrols adjacent to the hex may first attempt Irregular Combat against the Partisan. Surviving active Partisans may then attempt Provincial Control.

German Control. The German Player may reassert control over Soviet-controlled hexes as follows:

  1. By moving any Assault-capable Combat unit with a printed ER of four or more into the hex and remaining there the rest of the turn.
  2. By conducting a Provincial Control operation with a Patrol (use the above procedure for Partisan units). The Soviet Player may attempt Irregular Combat with any adjacent active Partisan units first.
  3. By establishing an Outpost in the hex.
  4. By moving an Operational or Superior HQ into the hex and remaining there the rest of the turn. Remove the Soviet Control marker from the hex. The unit is free to leave the hex next turn.

E4. Ultimate Supply Sources

The following information on Ultimate Supply Sources is applicable in all the scenarios and the campaign game.

E4.1 Soviet Supply Sources

There are three Soviet Ultimate Supply Sources in the game. These are:

  1. The major road or railroad hexes exiting the eastern edge of maps 6 and 7, or the major road hexes exiting the southern edge of map 7. Specifically, these hexes represent connections to Astrakhan, Baku and Tiflis.
  2. The town of Batum on Map 8c and all major road and railroad hexes leading to Batum when the Batum map is not in use.
  3. The town of Elista on Map 3 may serve as a limited Ultimate Supply Source. Until occupied by the German Player, the Soviet Player may bring up to 2 SPs per Strategic Supply Segment on the map at Elista (The road connections back to the Volga and Astrakhan were very bad). A Supply Dump may be formed automatically in Elista, even if no unit capable of forming one is present. SPs may be assigned via rail connections to Superior HQs as normal.

To use a major road as a USS, Transport units must exit the map via the indicated major roads and spend 1 full turn off the map (exit Turn 1, return Turn 3) before reentering fully loaded with SPs.

E4.2 German Supply Sources

There are two German Ultimate Supply Sources in the game. These are:

  1. The city of Rostov on Map 1, or the major road and railroad hexes leading to Rostov when the Rostov map is not in use. The German Player may wish to briefly align the Rostov map with the playing area to determine which major roads and railroads make a direct connection with Rostov. German Control markers can be used to indicate these specific roads and railroads. All SPs rolled for on the SST appear at Rostov and may be assigned via rail connections to Superior HQs. In scenarios where the Rostov map is not used, Supply Columns (not Caravans) may exit the indicated roads leading to Rostov and may return 3 turns later (exit Turn 1, return Turn 5) loaded with up to 4 SPs each (they are presumed to be in transit for a week).
  2. Should the German Player capture any port hexes on the Sea of Azov or Black Sea coast, he may place an additional 2 SPs per Strategic Supply Segment over what he rolls on the SST into that port. He may bring only 2 SPs no matter how many ports he controls (this represents limited shipping capabilities from the Crimea). He may form a Supply Dump in the port hex even if no unit capable of forming one is present.

E5. Exclusive Rail and Naval Operations Rules

This game uses all of the rules found in the Standard Rules Book concerning Rail and Naval Operations.

The Soviet Black Sea fleet maintained a limited transport capacity, along with several destroyers, patrol boats, and a few cruisers.

E6. Exclusive German Army Rules

E6.1 Supply Shortages

To reflect the tremendous logistical difficulties the Germans faced the German Player may only deploy one Supply Column and two Caravans per Superior HQ in the game. These penalties may be waived in the campaign game if the German Player selects the Increased Supply Option.

E6.2 Air Assault

In this case the Air Assault is assumed to be flying in from bases in the Crimea and may drop in any hex on or adjacent to an unoccupied Black Sea coastal hex.

E6.3 Provincial Control

German Assault-capable Combat and HQ units may attempt Provincial Control. Refer to Rule 4.47 for details of this Special Operation. HQ units conduct the operation in their respective phases, and Assault-capable Combat units do so during the Operations Phase.

E6.4 The Oil Brigades

These were essentially industrial engineer units following behind the armies sent in to restore the wells and get production going. They have several unique features. Oil Brigades are leg Non-Assault-capable Combat units and are governed by all Standard Rules except where noted below. Oil Brigades do not require Command Control or Supply Modes, and like all such units possess 4 EPs for Engagement Operations. They may not attack or Support other units but may be attacked by enemy units. They are treated as leg units for movement purposes. Oil Brigades may conduct the Repair Special Operation as described in the Oil Well Repair rule.

E6.5 Oil Well Repair

At the end of his Operations Phase the German Player may attempt to repair damaged oil well hexes with his Oil Brigades. They must have been stacked with the oil well at the start of his Operations Phase and remained there throughout the rest of the turn to attempt repair. At the start of his next Operations Phase roll one die, and if the number is less than or equal to the number of Oil Brigade units stacked on the oil well hex, the Damage Level is reduced by one level. The Oil Brigade is free to continue repairing or conduct some other operation. Oil wells which have been reduced to Damage Level zero are considered repaired. During any Strategic Supply Phase the German may roll one die for every repaired oil well where he has stacked an Oil Brigade. On a roll of "6" he may place 1 SP on the hex in a Supply Dump (even if no unit capable of forming a Supply Dump is present) representing the week's production.

E7. Exclusive Soviet Army Rules

As the war continued, the Red Army evolved after early disasters into a tough professional fighting force. The rules below outline some of the Red Army's capabilities as well as special units that made an appearance during the campaign.

E7.1 Artillery Restrictions

Certain deviations from the Standard Rules are required to simulate Soviet artillery practices during the campaign. In Edelweiss, Soviet Operational HQ possess only short range Heavy AFs which have a range of one hex. Soviet Naval units may only conduct Barrage Missions against coastal hexes (not any hex in range). They may not Counterbarrage, Close Support or FPF.

NOTE: These restrictions are deliberate, and simulate the inferior coordination and control of artillery exhibited by the Soviets throughout the campaign.

E7.2 New Playing Pieces

The Soviet order of battle included an unusual assortment of formations that directly influenced the campaign. All units described below follow all of the Standard Rules except where noted below.

E7.2.1 NKVD Political Units

Beria and his confederates played a major role in controlling the population, as well as stiffening the Soviet defense. They were ruthless in oppressing wayward or disaffected locals. NKVD operatives also exerted a considerable influence on the military, taking charge of divisions on a moment's notice and even threatening to remove army commanders who were not showing appropriate revolutionary zeal.

NKVD Political units are leg Combat units. NKVD Political units are double-sided, representing either a cadre or a battlegroup, with an infantry unit symbol and a single number printed on both sides. This number serves as the PCF for the unit. Like all such units with a single PCF, these units have no ZOC Rating but project a ZOC equal to their PCF in the hex they are in. NKVD Political units have no ER or MR - they will never fail a MC and never suffer any penalties associated with morale failure! Groups have either a named officer printed on top of the unit symbol representing a cadre, or a BG (for Battlegroup). NKVD Political units never require Command Control or Supply Modes and possess 4 EPs when operating alone. Any Assault-capable Combat units stacked with them may be declared IND, even if not normally eligible. NKVD Political units do not count against a hex's stacking limits. NKVD Political units may not Force March or conduct General Retreat, but may be declared part of a rearguard (above the one division limit). NKVD Political units may not be carried by Transport or Naval units. Disrupted Soviet units stacked with NKVD Political units in City or Town hexes may conduct the Holding Operation in an enemy ZOC. When deployed, NKVD Political units always start as cadres. They will automatically flip to the stronger battlegroup side if they are stacked with any unit that fails its pre-combat EC.

NKVD Political units will not alter the ER of units they are stacked with, but do increase their MR by +2. NKVD battlegroups will revert back to cadres if they are stacked with any unit which fails a MC. NKVD cadres and battlegroups contribute their PCF to the attack and defense total of any units they are stacked with. They may never alone conduct an Assault Option unless stacked with a friendly Assault-capable Combat unit. They may not conduct Support or Limited Assault Options at all (even if stacked with friendly units).

EXAMPLE: Assume two Soviet infantry divisions rated 4-2-1 are stacked with a NKVD cadre and pass their pre-combat EC. The stack has a total of 9 PCFs (8 for the divisions and 1 for the cadre). If the divisions had failed their EC, the stack would then have a total of 8 SCFs (4 for the two divisions and 4 for the now flipped NKVD battlegroup).

NKVD Political units ignore Disruption and MC results. Those which are alone in a hex and forced to Retreat flip back into cadres at the end of the Retreat, or may be Eliminated at the Soviet Player's option. If stacked with other units, the NKVD Political unit will be the last unit to suffer a Step Loss. NKVD Political units suffering Step Losses alone in a hex are Eliminated.

NKVD Political units may undertake the Sabotage, HQ Attack and Irregular Combat Special Operations, but do so in the Operations Phase. They use a fixed combat total of 1 for all these operations. Refer to Module 4.0 for rules governing these operations. NKVD Political units may also conduct Provincial Control (see Rule 4.41). By conducting a Holding Operation, an NKVD Political unit may construct a Field Works marker (see Rule 8.91) in any City or Town (not village) hex.

NOTE: The NKVD were expert street fighters and were often used to buttress the defense of key towns.

The two NKVD Divisions, 11th and "Makhachkala", are treated as elite Assault-capable Combat units. They may be declared IND and conduct the Sustained Assault Option but do not possess any of the abilities of NKVD Political units.

E7.3 Soviet Artillery

E7.3.1 Coastal Artillery

This unit represents the gun emplacements around the port area of Novorossiysk. It is treated as a Heavy Artillery unit in all respects except it is considered immobile; it may not assume March Mode to Maneuver. The Heavy Artillery unit may only assume the Supply Mode of its parent Operational HQ when it is stacked with or adjacent to the HQ. The unit may also independently be placed into Offensive Mode by expending 1 SP (which must be stacked with it) but it must be in Command Control (6 MP Communications Radius) under its parent HQ to Barrage or Counterbarrage. As the gun positions were somewhat fortified, German units are -1 ER when attacking the unit. The unit has one Step, and may be Disrupted. If Disrupted, it may Regroup (but not in an enemy ZOC). If forced to Retreat, either by the CRT or by the fact a Disrupted unit may not hold in an enemy ZOC, the unit is eliminated instead.

E7.3.2 Mountain Troops

The Soviets fielded a number of mountain divisions during the campaign. Though not all of the components of these divisions were trained or equipped for mountain warfare, these units receive a favorable CRT die roll modifier when attacking or defending on Elevation Level 3 or higher. They enjoy the mountain leg unit movement advantages in high Elevations as listed on the TEC.

E7.3.3 Armored Trains

The Soviets used several armored trains as a stopgap defense measure and for escorting what little rolling stock they had in the Caucasus.

E7.4 Remnants

Scenarios may call for a specified number of remnants to be deployed at start. Also, whenever a Soviet rifle or Guards brigade is eliminated in combat, it may form a remnant. The Soviet Player may form a rifle brigade (or Guards brigade) from remnants (Guards remnants) by conducting a Refit Operation with 3 of them during the Operations Phase and declaring this intention. All Standard Rules concerning Refit apply (see Rule 13.81). Brigades may not break down into remnants.

E7.5 Soviet Special Operations

The Soviet Player has a number of Special Operations that only he can perform. All Special Operations listed here occur at the end of the Operations Phase and follow the Standard Rules (see Section 13.9) concerning such except where noted below.

E7.5.1 Provincial Control

NKVD Political units and HQ units may attempt Provincial Control. Refer to Exclusive Rule 4.47 for details of this Special Operation. HQ units conduct the operation in their respective phases, and NKVD Political units do so during the Operations Phase.

E7.5.2 Demolitions

Soviet Operational HQs may conduct Demolition Special Operations against oil well Installations as in the Standard Rules (see Demolitions).

E8. Command Game Exclusive Rules

Use the following Exclusive Rules when playing Edelweiss with the optional Command Game.

E8.1 Soviet Prevailing Orders

The use of the Command Game in Edelweiss is complicated by the fact that Strategic Withdrawal is a major Soviet tactic, and at times a "must" if the Soviet Player is to have any chance of winning the game. In spite of the fact that Stalin's famous "not a backward step" order was issued after the fall of Rostov, the Soviets proceeded to retreat some 400 miles into the Caucasus. They were, in fact, pursuing a deliberate elastic defense strategy, avoiding engagement, and extricating troops from dangerous situations to survive and fight again under better circumstances. Use the following rules to simulate the Soviet dilemma.

E8.2 General Instructions

The following City and Town hexes must be garrisoned at all times by an Assault-capable Combat unit: Novorossiysk, Krasnodar, Tuapse, Sukhumi, Batum, Groznyy, Ordzhonikidze and Mozdok (rifle brigades fill this assignment well). Each time the German Player captures one of these towns or cities, the Soviet Player's marker on the High Command Disposition Track is moved one box to the right (making it more difficult to get Stalin's permission to do anything). Should the Soviet Player re-capture the objective, he may shift the marker one box to the left in his favor.

In July and August: To simulate the elastic defense strategy initiated by Timoshenko and Zhukov, the Soviet Player is granted automatic permission for General Retreats of any size or number during the months of July and August. From September on, he must roll for permission as normal.

In September: Starting in September all Soviet units must "Stand Fast". All Assault-capable Combat units must remain within 5 hexes of the front line at all times. The front is defined as any enemy ZOC.

In October and November: In games lasting through these months, the Soviet Player must place at least 3 Operational HQs in Offensive Mode and conduct offensive operations with them. This requirement is considered met if the HQ's Supply Mode has been reduced to Depleted Mode before the next Strategic Overphase.

E8.3 Beria's Meddling

Beria threw the entire theatre out of sync by shuttling from one HQ to another and throwing the weight of his murderous reputation and connections with STAVKA around. To simulate this, the Soviet Player should roll 1 die each Strategic Overphase and equally divide the chances among the available Superior HQs. Then place the Beria NKVD Political unit with the afflicted Superior HQ (the unit may move from anywhere to do this) and place the Beria Commander Chit in the Superior HQ's Command Box along with the regular commander. Beria will subtract -4 from the total reached for all command decisions involving the afflicted HQ. Naturally, he may not be "Relieved" of command.

E8.4 German Prevailing Orders

In contrast to the Soviet Player, the burden of the attack falls on the German Player, who was being driven by an impatient Hitler. List was relieved of his command when Hitler suspected his lack of initiative in the field to be the reason behind the German failures. These considerations form the basis for the prevailing orders in Edelweiss.

Though the victory conditions for the scenarios have been set up to more or less force the German Player to be aggressive, the Command Game adds the additional irritation of Hitler's impatience.

E8.4.1 General Instructions

A timetable for the advance will be imposed on the German Player. The following objectives must be taken by the indicated dates or the German Player must move his marker on the High Command Disposition Track one box to the right for each failure.

ObjectiveDateGame Turn
VoroshilovskAug 35
MaykopAug 119
KrasnogradAug 119
PyatigorskAug 1712
MozdokAug 2717
NovorossiyskSept 421
TuapseSept 1024
SochiSept 2230
SukhumiOct 4

NOTE: The dates are calculated from a July 26th Turn 1. In some cases these timetable objectives are scheduled a bit after the historical fall, and in some cases they are scheduled before the historical fall.

E8.5 Relief of List

If the Disposition Track ever exceeds List's Decision Rating, he will be considered "relieved of command" by a direct order of the Fuhrer (as List is rated 5, he would be relieved the moment Hitler's Disposition Marker enters the first box in the "Outraged" Section of the track). If List is relieved, Hitler will assume personal control of Army Group A. If this happens the German Command Game is more or less over. The only question the German Player may ask of the High Command is to Transfer Units.

In this instance, the CO will not be consulted, but the German Player may add the Decision Ratings of both commanders controlling the HQs involved in the transfer.

EXAMPLE: Assume the 57th Panzer Corps (normally under 1st Panzer Army) has been operating under Ruoff's 17th Army and Kleist wants it back. The German Player may add the ratings of Kleist (5) and Ruoff (3) for a total 8 and use the 4-9 column on the Weight of Opinion Table.

E8.5.1 Fuhrer Directives

If Hitler assumes control of Army Group A, the German Player will be forced to undertake offensive operations by a special order of the Fuhrer. A three turn grace period will be allowed after the dismissal of the German CO. After this, the German Player must place at least three Operational HQs into Offensive Mode and attack until the HQ assume Depleted Mode. If one of the objectives listed above on the timetable is taken that turn, the High Command Disposition Marker may be moved one box to the left. If one of the objectives listed above is not taken that turn, the Disposition Marker moves one box to the right and the special order to attack is repeated (the German Player must have at least 3 Operational HQs into Offensive Mode and attack next turn and continue burning SPs). If the German Player does not have the SPs to do this, the marker continues to move to the right each turn no objective is taken. Once the marker reaches the rightmost box in the "Outraged" Section, the following penalties apply:

  1. No questions (including transfers) may be asked of the High Command.
  2. No commander may undertake any operation by initiative.
  3. No German unit may be designated IND and all Combat units must remain within Command Radius of their parent HQ.
  4. No German Leader may contribute bonus EPs to Engagement Groups.

Once the Fuhrer is totally outraged, he will only be pleased by success. Each time the German Player captures one of the timetable objectives while Hitler is in control, he may move the Disposition Marker one box to the left. If, by some miracle, he manages to get the marker into the "Uncertain" Section of the track, the Fuhrer relinquishes command! The German Player may freely promote officers as he wishes. One must be named to the CO position in Army Group A, and a maximum of three other promotions may be made to fill positions and realign the command structure. All penalties are negated, and the German Player resumes the Command Game normally.

E9. Scenario Rules

To facilitate play all scenarios in Edelweiss will use discretionary setup. A specific location will be listed for each HQ, and all units subordinate to that HQ will setup within a specified number of hexes from the HQ's position. In some cases certain restrictions as to the setup will be specified in order to tailor the starting dispositions of units to historical research. Unless otherwise indicated, the following rules apply to all scenarios. In all scenarios the Strategic Overphase is already presumed completed at the start of the scenario. Only the Air Superiority Step is carried out and then play proceeds with the Communications Phase. All HQ start in Depleted mode, ready to draw on and expand SPs to assume new Supply Modes (unless otherwise indicated). Players will be able to roll on the Strategic Supply Table during the next Strategic Overphase. Units indicated as setting up reduced will deploy with their weaker side up. All reinforcements enter the scenarios in Defensive Mode, and all Supply Columns start the scenarios empty.

(The source document ends here; the individual scenario descriptions, setups and victory conditions are not included in it.)


Part Two: Winter Storm Standard Rules

1. Introduction

Each game in the Winter Storm series utilizes these Standard Rules to model WWII warfare at the operational level. In addition, a set of Intermediate and Advanced Rule Modules is provided to add depth to the model in specific areas such as Air Warfare, Combat, or Irregular Warfare. Finally, each game in the series will also have a set of Exclusive Rules to cover any additions or modifications to the Standard Rules and the Intermediate and Advanced Rules Modules.

Players should begin by playing the Standard Rules along with the Exclusive Rules for the particular game being played. If more detail is desired, one or more of the Intermediate or Advanced Rules Modules can be selected for an in-depth treatment of additional aspects of battle. Incorporating all the Rules Modules provides a complete model of WWII

The rules present concepts in the game turn order. Exceptions do exist and Players are urged to first read briefly through the rules to get a feel for them. Headings and important concepts are printed in bold for clarity. A numbering system is employed at the front of each paragraph. Important game mechanics and details are presented in a set of Game Charts for easy reference:

Sequence of Play

Combat Sub-sequence of Play

Terrain Key

Counter Display

Organization

Weather

Supply

Movement

Terrain/ZOC Modifiers

Command and Control

Effectiveness/Morale

Artillery

Combat Results

Combat Modifiers

Each Game Chart contains one or more Game Tables describing a specific aspect of game play. As you read through the rules, scan the charts as you come to the areas they deal with to gain an overall understanding of the game mechanics. If you come upon an unfamiliar concept refer to the Table of Contents for a full explanation.

NOTE Many game rules are presented only in these tables and not in the narrative rules below.

2. The Playing Pieces

All of the playing pieces are printed in various colors with a number of symbols and other designations which serve to outline the type of unit the counter represents or for use as a marker in the game. Many pieces have decorative cartouches in the upper left hand corner. These usually have no effect on play except to show related groups of units. Many units are backprinted with either a weaker version of the front side (representing the unit has suffered casualties) or additional information useful when playing the game.

2.1 Unit Types

Units are divided into types to simplify identification. Generally, each type of unit has broad advantages and disadvantages.

2.11 Combat Units

Combat units represent the frontline units. Combat units are classified as either Assault-capable or non-Assault-capable units. Non-Assault-capable Combat units are easily distinguished as they have parentheses about the large numbers at the bottom of the counter.

2.12 Headquarters Units

The brains and nervous system of an army, Headquarters (HQs) are essential to properly supply and command one's forces. Superior HQs represent a Player's central staffs and +s for his side. Operational HQs represent the frontline HQs directing the fighting and movement of a Player's Combat units. The two types of HQ are easily distinguished from each other by the fact that Superior HQs have the letters "HQ" printed on them while Operational HQs look similar to Combat units.

2.13 Transport Units

Included in the game are a number of Transport units representing truck columns. These are used to haul Supply Points (SPs).

2.2 Unit Capabilities

All units are printed with a variety of numbers and symbols as shown on the Counter Display denoting the type of unit it is, its size, combat and artillery capabilities, and other information needed to play the game.

2.21 Unit Type Symbol

The Unit Type symbol, printed in the center of the counter, identifies what kind of formation the unit is (Infantry, armor, HQ, transport, etc.) and its mobility type (leg or mobile). Symbol types and their meanings are listed on the Counter Display.

NOTE All mechanized and motorized units are mobile units but not all mobile units are mechanized units. This distinction is quite important as mechanized units possess several advantages that motorized units do not have.

2.22 Unit Size

The unit size symbol (if any) appears above the Unit Type symbol. Generally, only Combat and Operational HQs possess Unit Size symbols. Other types of units are more generic in nature. (See Counter Display.)

2.23 Movement Allowance

A unit’s Movement Allowance, listed on the Movement Chart is the unit's Movement Allowance expressed either in Movement Points (MPs), or in the number of hexes the unit is allowed to move in a turn. Generally, a unit will require fewer MPs to travel through Clear terrain and along roads than to enter Woods or Rough terrain (See Terrain Effects Table).

2.3 Combat Unit

2.31 Identification Numbers

Combat units are generally designated by their historical Identification Number. Some Combat units lack a unit Identification Number and are generic breakdown units representing "any" Infantry regiment, tank brigade, etc. Players should be careful when setting up, to only use breakdown units when explicitly called for in the set-up instructions.

2.32 Effectiveness Rating

Combat units possess an Effectiveness Rating (ER). This is a number from 1 to 6 which determines the unit's overall effectiveness and reliability in battle. The higher the number, the higher the Effectiveness. When required to pass an Effectiveness Check (EC) by the rules, roll one die. If the die roll is less than or equal to a unit’s ER, they have passed their EC. If the die roll is more than a unit’s ER, they have failed their EC.

The ER is used to determine the Morale Rating (MR) of the unit. The same procedure described above to make an EC is also used to make a Morale Check (MC). To differentiate between these two types of checks, Players need only remember that any check prior to initiating or defending in combat is an Effectiveness Check, and any other check forced upon a unit as a result of combat or other circumstances is a Morale Check.

NOTE Due to game events and various modifications to Effectiveness or Morale, a unit could have a current ER that is different from its current MR.

2.33 Artillery Factors

Many units possess Artillery Factors (AFs). Artillery may be light or heavy and have short or long range (see Artillery Chart.) AFs may be used to conduct a Barrage, Counterbarrage, Close Support, or Final Protective Fire Mission. A unit’s AFs are not affected by the results of any EC.

2.34 Elite Status

Certain units are Elite formations. For each Elite unit conducting an Assault or defending against one, a Player receives a favorable Die Roll Modifier (DRM) on the Combat Results Table regardless of the EC result.

Some Elite units gain the Elite DRM only when attacking an enemy unit in an Improved Position, in a City, or Town but not a Village (see Counter Display.)

2.35 The Primary Combat Factor

Combat units possess a Primary Combat Factor (PCF). This is the factor the unit uses when attacking or defending if it passes its pre-combat EC. Support units may only defend using this number. They may not attack. Should a unit fail its pre-combat EC, it must use its Secondary Combat Factor .

Combat units possessing only a single number at the bottom of the counter count this as their PCF. They have no Secondary Combat Factor and need not make ECs.

2.36 The Secondary Combat Factor

Combat units also possess a Secondary Combat Factor (SCF). This is the factor the unit uses when attacking or defending if it fails its pre-combat EC. Non-Assault-capable units may only defend using the number. They may not attack.

2.37 Zone of Control Rating

Combat units possess a Zone of Control (ZOC) Rating. This number measures the strength of the Zone of Control (ZOC) which the particular unit projects into its own hex and all adjacent hexes and how well the unit is able to offensively assist other units in combat by launching diversionary attacks (see Support Option). Non-Assault-capable units do project a ZOC. The ZOC Rating may be modified due to supply, terrain, morale, weather, etc.

2.38 Armor Bonus

Tank. Some Assault-capable Combat units (usually armor units) will receive some or all of their SCF as an Armor Bonus DRM on the CRT when attacking or defending (see Counter Display). Should the unit pass its pre-combat EC, it uses all its Armor Bonus as a DRM. Should it fail its pre-combat EC, it gains only half its Armor Bonus, rounded down, as DRM. A unit with an Tank Armor Bonus will always receive at least one DRM when defending whether it passes its EC or not.

Mechanized. Some Assault-capable Combat unit (mainly mechanized Infantry) will receive some or all of their ZOC Rating as an Armor Bonus DRM when attacking or defending (see Counter Display). This is equal to the ZOC Rating if it passes its pre-combat EC. Failure to pass the pre-combat EC means the unit receives only half the ZOC Rating as DRM, rounded down (a ZOC Rating of 1 would be 0 instead). These DRMs are not affected by rules that reduce a unit's ZOC Rating but units do not receive a minimum mechanized Armor Bonus as with tank Armor Bonuses.

2.4 HQ Units

HQ units do not possess an ER. If required to pass an MC, they automatically fail.

HQ units do not possess a ZOC Rating and do not project a ZOC (not even of zero). They may not conduct Support Options in combat.

2.41 Engagement Points

Operational HQs possess an Engagement Point (EP) value. This number is used to determine the number of EPs the HQ possesses to conduct combat activities (see Engagement Operation.)

2.42 Defensive Combat Factor

HQ units possess a Defensive Combat Factor (DCF). These units always defend with this number, and never make an EC as do Combat units. HQ units may never attack enemy units.

2.43 Transport Capacity

HQs possess a cargo capacity, expressed in terms of Supply Points (SPs). A HQ may haul up to the printed amount of SPs at its Movement Allowance (See Transport Operation).

2.44 Command Rating

HQ units possess a Command Rating. For Superior HQs this is the number of Operational HQs that may trace command to it. For Operational HQs this number is the total number of divisions or division equivalents (see Unit Size Table) which may be controlled by that Operational HQ.

The Command Rating is also the number of Supply Points (SPs) required to place the Operational HQ in Offensive Mode, and one half the Command Rating, rounded down, is the number of SPs required to place the Operational HQ in Defensive Mode (See Supply Mode Effects Table).

2.45 Supply Column Rating

Superior HQs possess a Supply Column Capacity. For each point in this category, the Superior HQ may create and maintain one Supply column up to the limit of the countermix.

2.46 Mobile Unit Command Rating

Operational HQs possess a Mobile Unit Command Rating representing the total number of mobile divisions (or mobile division equivalents) which may be controlled by that HQ. Operational HQs with a Mobile Unit Command Rating of zero may not have mobile Combat units assigned to them.

2.5 Subordinate HQs

The German side and/or the Soviet side may have Subordinate HQs present. These are non-Assault-capable units with the special ability to extend their sides Command and Supply networks (See Command Control Segment and Supply Segments).

2.6 Transport Units

Transport Units possess an ER. Transport units do not possess a ZOC Rating and do not project a ZOC (not even of zero). Transport units may never attack enemy units or conduct Support Options in combat. Transport units do not possess any historical identification representing abstract units instead.

2.61 Defensive Combat Factor

Transport units possess a Defensive Combat Factor (DCF). These units always defend with this number, and never make an EC as do Combat units.

2.62 Transport Capacity

Printed on the back of Transport units is the unit's cargo capacity, expressed in terms of Supply Points (SPs). A unit may haul up to the printed amount of SPs at its Movement Allowance.

2.7 Remnants

Remnants represent small battalion or company-sized units of men who continue to function after their parent formation has been destroyed. They are leg non-Assault-capable units principally used to provide replacement Steps for units that are Refitting. Two Remnants will provide one Replacement step. In certain cases units will be backprinted with a Remnant as their last step.

2.8 Morale

Combat, HQ, and Transport units may be in one of three states of Morale. The three states of unit order are:

  1. Good Order

  2. Disrupted

  3. Routed

Usually units are in Good Order but combat results may cause Disruption or Rout. Each of the three successive stages is considerably worse in terms of organization.

3. Sequence of Play

The sequence of play for this game is outlined below. Each game turn is divided into “phases” and may be further subdivided into “segments”. Each of these phases is described below.

3.1 Reinforcement Phase

Both Players place any reinforcements indicated in the scenario at the indicated entry point but not actually on the map. These units will enter the map and conduct operations in the proper phase depending on what type of unit they are. Until these units enter, they are not eligible to be placed in Command Control or assume a Supply Mode.

3.2 Weather Phase

Temperature conditions and atmospheric conditions are determined for the upcoming turn. The temperature and atmospheric conditions determine if any unusual ground condition has resulted for that turn. Record these conditions for reference during the turn.

3.3 Strategic Overphase

This phase only occurs every three turns (Turn 1, Turn 4, Turn 7, etc.). Both Players may perform the following in any order:

Superior HQs operations (not Operational HQs)

Transport unit operations

Strategic supply assignment - both Players determine how many SPs are available at their Ultimate Supply Sources for the next three turns. Players then assign these SPs to eligible Superior HQs and place SP markers for the assigned amounts with their Superior HQs on the map.

After supply assignment and operations are completed, both Players now remove all Supply Mode markers from all Operational HQs and any Combat units (see Heavy Artillery and Emergency Supply).

3.4 Communications Phase

Command Control Segment. Both Players check to see if their Operational HQs are in Command Control, then check their Combat units to see if they are in Command Control. Units which are not in Command Control are marked Out of Command (OCC) or Isolated (ISO) as needed. Any eligible units which Players wish to declare as "Independent" formations are so marked.

Supply Segment. The 1st Player then draws on SPs for his Operational HQs and decides what Supply Modes they will assume based on the available SPs. Operational HQs may be placed in one of three Supply Modes:

  1. Offensive Mode

  2. Defensive Mode

  3. Depleted Mode

SPs are expended and the Operational HQs are tagged with the appropriate Supply Mode marker. Combat units under the command of an Operational HQ automatically assume the Supply Mode of the HQ. Those units not under the command of an HQ must find their own source of supply. The 2nd Player now performs his Supply Mode segment as the 1st Player did and the phase is then over.

Command and Supply Freedom. Some units do not require Command Control or a Supply Mode to function, e.g., Remnants, Transport units.

3.5 1st Player's Operational HQ Phase

The 1st Player places any pontoon bridges he declared he was building the previous turn. The 1st Player now conducts operations with his Operational HQs (not Superior HQs). At the end of his phase, the 1st Player must declare any bridge building.

3.6 1st Player's Operations Phase

Barrage Segment. The 1st Player conducts Barrage Missions with eligible units and the results are applied to their targets. Heavy Artillery units which Barrage must alter their Supply Mode markers.

Operations Segment. The 1st Player now conducts any and all operations with his Combat and Transport units in any order he pleases.

When conducting an Engagement Operation a special subroutine is introduced into the Sequence of Play. The 1st Player declares an Engagement Group and conducts an Engagement Operation with them up to the limit of the controlling HQs EP total. The choice of which specific Engagement Options to conduct during the Engagement Operation is up to the 1st Player. After the combat results are determined and applied, either Player must decide whether to Advance After Combat. The 1st Player may then declare a new Engagement Group and conduct further Engagement Operations if he wishes.

During an attack, the 1st Player may trigger a 2nd Player Counterattack. Should this occur, all activity by the 1st Player is temporarily suspended. The 2nd Player may conduct an Engagement Operation with those units that were the target of the attack. Also, any mobile Combat units (both mechanized and motorized) under the command of the same Operational HQ as the defending units may participate as well. After the 2nd Player's Counterattack is resolved, the 1st Player continues his Operations Phase with any remaining units.

Special Operations Segment. The 1st Player then conducts any Special Operations he is eligible for.

Supply Mode Marker Removal Segment. After all operations are completed, the 1st Player adjusts the Supply Mode markers for HQs and units that attacked during the phase.

3.7 2nd Player's Operational HQ Phase

The 2nd Player now carries out all activities as in the 1st Player’s Operational HQ Phase reversing the 1st and 2nd Player roles.

3.8 2nd Player's Operations Phase

The 2nd Player now carries out all activities as in the 1st Player’s Operations Phase reversing the 1st and 2nd Player roles.

3.9 The Turn Record Phase

Move the turn record marker to the next box on the track and begin the Reinforcement Phase of the next turn.

4. Stacking

Players are limited to the number of units they may place in a hex. While in theory a large number of troops could fit inside the area covered by a hex, the number of troops that could effectively contribute in offense and defense is represented by the stacking rules.

4.1 General Rule

A hex's stacking limit is expressed in terms of how many total PCFs (Combat units) and DCFs (HQ and Transport units) can stack in the hex. The limit is printed on the Terrain Effects Table. Units can move through friendly units already stacked in hexes but cannot end any portion of their movement over-stacked.

4.2 Stacking Limits

Any combination of units may be used together in a stack as long as the total number of PCFs and DCFs in the hex for that terrain type is not exceeded.

EXCEPTION: Players may always stack all of the units comprising one division in any Elevation Level 0 Terrain Type.

4.3 Overstacking Penalties

If a Player violates a hex's stacking limits during his own Operations Phases, then all the units in the hex Disrupt (see Disruption). In the following turn it will cost all units an additional MP to leave the over-stacked hex.

NOTE: This simulates the confusion and greater difficulty in coordinating a large mass of units. A certain amount of time is required to sort them out.

4.4 Stacking Restrictions

Units may not overstack when conducting Engagement Operations. Players may not stack their Combat, HQ, and Transport units on top of enemy units.

5. Zones of Control

World War II units were capable of projecting firepower considerable distances, interfering with enemy movement and supply. All Combat units (but not HQ or Transport units) which possess a current ZOC Rating greater than 0 will project a ZOC equal to this rating in the hex it occupies and on the six adjacent hexes around it. A Combat unit whose ZOC Rating is effectively 0 or less (due to Command Control, Supply Mode, Disruption, the terrain being projected into or other causes - see ZOC Modifiers Table) projects a ZOC of strength 1 only in the hex it occupies.

Combat units with only a single number at the bottom of the counter count this value as their ZOC Rating in the hex they occupy. They do not project a ZOC into adjacent hexes.

5.1 Overlapping ZOCs

In cases where two or more friendly units in different hexes exert a ZOC on the same hex, the ZOC projected into the hex is equal to that of the unit projecting the highest ZOC. ZOCs from different units in different hexes are never added together to achieve a higher ZOC in a hex where ZOCs overlap.

5.2 ZOCs and Stacking

Whenever two or more units are stacked in the same hex, this stack is given a ZOC strength of 1 if no unit in the stack possesses a printed ZOC Rating greater than 0. If any unit in the stack possesses a printed ZOC of 1 or higher, the stack assumes the ZOC strength of the topmost unit (which might be inferior to another unit's ZOC in the stack).

Division ZOC. Divisions which have broken down into regiments or brigades total all ZOCs of the units belonging to the same division stacked in the same hex. Thus all units comprising the top division in a stack are counted together to get the total ZOC that stack projects.

When calculating a stack's ZOC total it is important to note that all ZOC reductions for Weather, Command Control, Supply Mode, the terrain being projected into, etc. are calculated on a division basis and not per unit.

EXAMPLE A Player has a stack consisting of two 3-2-1 regiments of the same division, each with a ZOC Rating of 1, and a 9-6-3 division with a ZOC Rating of 3 on the bottom of the stack. The total ZOC projected by this stack is only 2. The top two regiments each contribute their 1 ZOC point as they are from the same division. The bottom division is not counted; only the top division (or equivalent) is counted.

EXAMPLE Using the above example, suppose both of the regiments were Out of Command Control (OCC). Normally, each regiment would have a -1 ZOC Rating penalty applied to each unit so the total ZOC would be 0. However, the two regiments project a ZOC of 1, not 0, because the -1 ZOC penalty applies to the division as a whole, not to each unit making up the division.

5.3 ZOCs and Movement

Entering an enemy ZOC. Disrupted and Routed units may not voluntarily enter an enemy ZOC.

Leaving an Enemy ZOC. It does not cost a unit MPs to enter an enemy ZOC, but the cost to leave a ZOC is an additional MP. The presence of a friendly unit in an enemy ZOC does not negate that ZOC, but will negate the penalty to exit the ZOC if the friendly unit's ZOC Rating is sufficiently stronger than the highest enemy's ZOC Rating

EXAMPLE Three mobile regiments, each rated 4-2-1, from the same division are stacked in a hex along with a 6-4-2 leg division. They are adjacent to an enemy leg division rated 4-2-1. Both hexes are Clear terrain. If the 6-4-2 division leaves first it can exit the ZOC without penalty because the three mobile regiments have a total ZOC Rating of 3, which is two more than the enemy ZOC Rating of 1. The three mobile regiments could then leave without penalty as mobile units do not pay the +1 MP cost to exit a leg unit's ZOC.

5.31 Infiltration

Combat units are not required to stop once they have entered an enemy ZOC. As long as they have the required MPs they may continue to move through, i.e., infiltrate, enemy ZOCs. HQ and Transport units may not move from one enemy ZOC to another unless the hex they enter is already occupied by a friendly Combat unit.

To infiltrate they must pay any required MP cost to exit the ZOC which they are in, and double the highest ZOC Rating of the next enemy ZOC which they are attempting to enter (the next target hex they wish to move into). All normal terrain costs must also be paid.

Negating the cost to enter an enemy ZOC does not negate the cost of infiltration.

A unit need not start its turn adjacent to another enemy unit to infiltrate. It could be some distance away when it begins its turn and still perform infiltration.

NOTE Mobile units pay no cost to leave a enemy leg unit's ZOC but do pay the costs of moving from one enemy ZOC directly into another even if the ZOCs are project exclusively by enemy leg units. Mobile units still possess a high degree of penetration power due to their higher Movement Allowances.

The infiltration rules are applicable any time a unit attempts to move from one enemy ZOC to another, no matter whether these two enemy ZOCs are projected by one or more units.

IMPORTANT Infiltration is an important concept in the game and should not be overlooked by either Player.

5.4 ZOCs and Combat

Enemy ZOCs have no effect on combat. Combat is always voluntary in the game system.

5.5 ZOCs and Communications

Enemy ZOCs interdict Supply Paths for Operational HQs (Operational HQ Supply Radii) and Communications Paths between Operational HQs and their subordinate units.

EXCEPTION The path is not interdicted if the hex into which the enemy units project is occupied by a friendly Combat unit, and there is no movement penalty for tracing a path through the enemy ZOCs in such a hex.

5.6 ZOCs and Retreat

Enemy ZOCs do not interdict the path of Retreat, though penalties are placed upon units which Retreat through an enemy ZOC (see Retreat).

5.7 ZOCs and Terrain

In general, ZOCs are stronger when projected into Clear terrain, as an advancing or passing enemy is given no cover and the defender enjoys a greater field of fire and greater mobility to react to a threat. ZOCs are weaker when they project into terrain obstacles. The ZOC Rating Modifier Table summarizes ZOC reductions due to terrain. Terrain effects on ZOCs are cumulative.

EXCEPTION: A unit always projects a full ZOC into the hex it occupies. Do not reduce the ZOC for terrain purposes, but all other ZOC reductions (weather, Command Control status, etc.) are in effect.

EXAMPLE: A stack of units in a Woods hex adjacent to a Clear terrain hex across a Minor River with a printed total ZOC Rating of 3 would, during Storm weather, possess a ZOC of 2 in the Woods hex and project a ZOC Rating of 1 into the Clear terrain hex.

6. Artillery

Artillery is what really makes the offensive go, or provides the backbone to any defensive position. Some 80% of a unit's firepower in real life is generated by it's organic artillery piece. Artillery is represented in two ways. There are separate Heavy Artillery units included in the game representing corps level artillery. In addition, Assault-capable Combat and HQ units with AFs printed directly on the counter represent units with sufficient organic artillery to merit the factors, although they are not artillery units per se (see Artillery Factor Type Table).

6.1 Artillery Missions

There are four basic Artillery Missions in the game system. They are:

  1. Barrage

  2. Counterbarrage

  3. Close Support (CS)

  4. Final Protective Fire (FPF)

Units with AFs may perform any number of Artillery Missions in a given turn subject to the Artillery supply rules (see Artillery Missions and Supply.) Units count their AFs as points on the Barrage Combat Results Table (BCRT) for Barrage and Counterbarrage Missions, or as DRMs on the CRT for CS or FPF Missions. A unit's AF total is not affected in any way if the unit fails an EC. The PCFs and SCFs of Artillery units are used to defend when attacked.

Morale. Only units in Good Order may fire Artillery Missions. Units that are Disrupted or Routed may not fire any Artillery Missions at all nor may friendly units conduct Artillery missions for them.

Command. Units with AFs which are OCC or ISO may not conduct Barrage or Counterbarrage Missions

6.2 Heavy Artillery Units

Heavy Artillery units represent the really large caliber guns that were instrumental in successful barrages. These guns were difficult to move and once set up were immobile. A Heavy Artillery unit has two sides, a "Deployed Mode" representing the unit ready to fire, and a "March Mode" representing the unit ready to move. A Heavy Artillery unit can be in only one of these “modes” at any given time.

NOTE Operational HQs with Heavy AFs are not restricted to "Modes". HQs are always considered mobile and ready to fire. HQs do not have to change "mode". HQs with Heavy AFs do not project any ZOC at all (being considered an HQ unit for this purpose).

6.21 Deployed Mode

Heavy Artillery units in Deployed Mode may not move. Thus if forced to Retreat as a result of combat the unit is eliminated. Heavy Artillery units in Deployed Mode project a mobile unit type ZOC equal to its ZOC Rating. The unit defends using its PCF or SCF (make an EC), and may use its AFs for Counterbarrage or FPF Missions if attacked.

6.22 March Mode

A Heavy Artillery unit in March Mode may not fire. If attacked while in March Mode it does not assume Deployed Mode, but defends in March Mode with its SCF. In this case the unit may not use its AFs to conduct Counterbarrage or FPF Missions. Heavy Artillery units in March Mode do not project a ZOC.

6.23 Changing Mode

Heavy Artillery units may change Mode at any point in the phasing Player's Operations Phase and mode may be changed more than once by expending the necessary MPs. A Player may never change a friendly Heavy Artillery unit's mode during the opposing Player's Operations Phase.

7. Terrain

Terrain affects various game and unit characteristics.

NOTE Not all types of terrain are present in every game.

7.1 Cities, Towns, Villages

Cities are designated on the map with names spelled in capitals. Towns have names spelled in lowercase. Villages are unnamed. If a location occupies two hexes, the second hex is considered a city if shaded (e.g., Rostov, Novorissiysk in Edelweiss), a town if houses are black (e.g., Krasnodar, Salsk in Edelweiss), or a village if houses are brown (e.g., Proletarskaya in Edelweiss)

7.2 Major and Minor Rivers and Streams

The strategic planning on both sides often revolved around the defense and securing of bridgeheads across rivers. Combat and movement across major rivers was very difficult.

There are Major Rivers such as the Dnepr and the Donets. Minor rivers are labeled (the Kirovi, Mzha, Orel, etc.) and gain the Terrain Effects Table and Combat Results table benefits awarded for this terrain type. All remaining watercourses appearing on the map are Streams.

7.21 Movement Across Rivers

Minor Rivers. Minor Rivers can be crossed by units during the Operations Phase by paying the additional cost in MPs listed on the Terrain Effects Chart.

Major Rivers. Leg units may cross a Major River hexside at a bridge or by conducting a Special Operation (See Major River Crossing).

Mobile units may only cross a Major River hexside at a Major or Minor Road bridge, Pontoon Bridge or Railroad Bridge.

7.22 Combat Across Rivers

Rivers may limit the size of the force that can Assault or Support across each hexside, reduce Armor Bonuses, Effectiveness Ratings and ZOC Ratings as specified in the Game Tables.

Minor Rivers. Any Assault-capable Combat unit may conduct an Assault across a Minor River hexside (either bridged or unbridged). The number of PCFs per Minor River hexside is limited and factors in excess of this limit are ignored.

Major Rivers. Attacks across Major River hexsides are done with the restrictions outlined below:

  1. Leg units attacking across unbridged Major River hexsides may only do so into hexes where they placed a Crossing Arrow the previous Operations Phase.

  2. Mobile units may only attack across hexsides which are bridged.

  3. The number of PCFs that may be used to attack across a Major River hexside (bridged or unbridged) is limited. Excess factors are ignored. All attacking units (but not the defenders in the event of an attacker retreat result) may Advance After Combat across Major Rivers as normal, except into prohibited terrain.

7.23 Support Across Rivers

Units may conduct the Support Option to assist friendly units Assaulting across rivers.

Mobile units may only support across bridged hexsides. Units conducting a Support Option will require Crossing Arrows or bridged hexsides whenever their ZOC rating suffers reductions in additional to the river penalty, e.g., defender is in favorable terrain.

Supporting units cannot Advance after Combat across an unbridged Major River.

Reductions of ZOC Ratings due to river terrain are per division, or equivalent. All other terrain restrictions on ZOC Ratings remain in force and are cumulative with this river penalty.

7.24 Communications Across Rivers

Communications Paths can be traced over unbridged Minor River hexsides by expending the higher MP costs. Communications Paths across Major River hexsides can be traced only over a bridge of some type.

7.25 Retreat Across Major Rivers

Occasionally units will be attacked and compelled to retreat when they are "pinned" against a Major River hexside. A unit cannot retreat across an unbridged Major River hexside even if it has deployed a Crossing Arrow. Units which have no place to retreat except across an unbridged major river hexside will suffer a Step Loss for each hex they are unable to retreat, with the losses taken on a per stack basis.

EXAMPLE A stack of three divisions unable to retreat two hexes across an unbridged Major River hexside would suffer two Step Losses total from the stack, not two Step Losses from each unit.

Units may retreat across Major River bridges of any type.

7.26 Retreat Across Pontoon Bridges

Retreating across a temporary pontoon bridge destroys the pontoon bridge but has no effect on the HQ unit that built it. The effect of retreating across a pontoon bridge occurs immediately after the first unit or stack of units retreats across it.

7.3 Elevations

Each hex on a game map is at an Elevation ranging from 0 (near sea level to around 125 meters) to 5 (over 5000 meters). Elevation in the hex affects Temperature as well as ZOCs, stacking, Communications Paths, mobility, and combat. Consult the Game Tables for specific effects.

7.31 Lowland and Lowland Woods

This is Elevation 2 terrain, sometimes referred to as Hills and Wooded Hills.

Elevation 2 hexes may be marked with a small triangle and labeled with their height in meters.

7.32 Highland and Highland Forest

This is Elevation 3 terrain. Mobile units may not enter these terrain types at all except by a Major or Minor Road. Mobile units occupying these terrain types have reduced Effectiveness when attacking or defending regardless of the presence of a road.

7.33 Mountains

This is Elevation 4 Terrain. Mobile units may not enter it at all. Only mountain units may Assault or Support into this terrain type.

7.34 Summits

This is Elevation 5 Terrain. Only mountain leg units whose PCF is 3 or less may occupy these hexes. Only Mountain units may attack enemy units occupying this terrain type but no unit can project a ZOC or conduct a Support Option into this terrain type.

7.35 Elevation and Communications

There are no effects on leg unit communications when traced through Elevations 0 through 2. At level 3, 4, and 5, Communications paths for all leg units (except Mountain units) must be traced via road or trails.

Mobile unit communications are normal through Elevations 0 or 1, but must be traced along roads at Elevation 2 or 3. They cannot enter Elevation 4 or 5 at all, even on roads.

Note: This rule causes all mobile formations to become road bound in high terrain, greatly limiting their use.

7.36 Elevation and Combat

If at least one unit in an Assault occupies a higher Elevation hex than the defender occupies, the attacker gains a DRM.

NOTE The height differential relative to the surrounding terrain allows for better visibility, fire control and overall defensive coordination).

7.37 Elevation and Movement

The road MP cost varies by Elevation.

7.38 Elevation and Stacking

Generally, the higher the Elevation, the lower the stacking limit and more severe the ZOC Rating reduction (See Terrain Effects Table).

7.4 Special Terrain Types

The following special terrain types have unique effects on unit stacking, communications, combat, and movement.

7.41 Balkas

Balkas are depressions. There is an increased MP cost to cross a Balka. All units have their ZOC Rating reduced in addition to any other ZOC Rating reductions when projecting a ZOC or conducting a Support Option across a Balka Hexside.

7.42 Pipelines and Burial Mounds

These terrain types have no effect on play.

7.43 Dunes

Units occupying Dunes receive a favorable column shift when attacked but otherwise there is no effect on play.

7.44 Salt Pans

Mobile units attacking a unit defending in a Salt Pan hex have reduced ER in addition to receiving unfavorable column shift on the CRT. Otherwise there is no effect on play.

7.45 Ridges

Ridges can appear at any Elevation. Communications Paths for all leg units may not be traced across this terrain type except by a Minor Road or Good or Bad Trails. Communications Paths for mobile units may not be traced across them at all. All units have their ZOC Rating reduced in addition to any other ZOC Rating terrain reductions when projecting a ZOC or conducting a Support Option across a ridge.

8. Reinforcement Phase

Both sides will usually receive reinforcements over the course of the scenario. In the Reinforcement Phase, these are placed off the map at the indicated entry point. Units that are "off" the map cannot be affected by enemy (or friendly) units until they actually enter onto the map.

8.1 When Reinforcements Enter

A reinforcement enters on the map based on what kind of unit it is. A Superior HQ enters during the Superior HQ Operations Segment of the Strategic Overphase. An Operational HQ would enter during the Operational HQ Phase. A Combat unit would enter during the Operations Phase.

8.2 Command and Supply Mode

Combat unit reinforcements always enter the map in Defensive Mode (see Independent Commands.) They enter in IND Command Status unless under control of an offboard Operational HQ or entering with an assigned Operational HQ which is itself a Reinforcement. Note that units "off" the map cannot be placed in Command Control or assume Supply Modes until they have actually entered the map.

Combat unit reinforcements must be assigned an Operational HQ to "march" to and must always attempt to move as quickly as possible within the Command Radius of that HQ. If attacked in route, the reinforcement becomes Isolated in the next Communications Phase (see Isolation) and ISO restrictions then apply.

8.3 Blocked Entry Points

If an enemy unit is occupying or projecting a ZOC onto an entry point, the phasing Player may:

  1. Enter the map at the closest point to the original entry hex that is free of enemy units or their ZOCs, or;

  2. Displace the blocking enemy unit(s) up to two hexes out of the way closer to the enemy unit's Ultimate Supply Source.

The Player may then bring his reinforcements onto the map.

9. Weather Phase

Weather plays an important role in any simulation of warfare.

9.1 How to Determine Weather

On the first turn of any scenario the Players should first consult the Exclusive Rules to determine if there are any special weather effects in force. Effects of Current Weather Conditions and Seasonal Weather Conditions may be specified.

Otherwise, the 1st Player then rolls two dice of different colors and checks the Current Weather Table. One die will determine temperature conditions in force for that turn, and the other die will determine the atmospheric conditions. Consult the Seasonal Modifiers Table for DRMs. Also check the Prevailing Weather Table for this turn for DRMs to be applied to the weather die rolls.

EXAMPLE: If the current atmospheric condition is "rain", a +1 is applied to the next atmospheric die roll check.

After modifiers, if any, are applied to these die rolls, the Players should record the resulting weather conditions.

Note that each box in the Ground Conditions Table has numbers associated with each Atmosphere and Temperature condition. These numbers are the Ground Condition Codes for that given weather condition. Add the Codes for the Temperature and Atmosphere conditions this turn to obtain a total. This total corresponds to the printed numbers in the Ground Condition Boxes. Record the appropriate Ground Condition.

9.2 Temperature Conditions

Temperature will affect the ERs, MRs, MPs, and ZOC Ratings of certain units. Specific effects are detailed in the Game Tables. The Temperature may be: Hot, Warm, Mild, Cold, Freezing, Stream Freeze, or Deep Freeze. Not all Temperature conditions will exist in each game.

Spring Thaw. The first hot weather turn after February 1 initiates the Spring Thaw which lasts 6 turns. The Thaw unfreezes all rivers and swamps. A Ground condition of Deep Mud will prevail during the next three turns and a condition of Light Mud will prevail for the three turns after that. During any Light Mud turn caused by the Spring Thaw, Rain/Storm will cauuse a Deep Mud condition. All normal Temperature rolls are suspended during the six turns of the Spring Thaw.

9.3 Atmospheric Conditions

Atmospheric conditions will affect Air Missions and the ZOC Ratings of certain units. Specific effects are given in the Game Tables. Atmospheric conditions may be: Clear, Mist (intermittent low clouds and ground fog), Overcast, Rain, or Storm.

9.4 Ground Conditions

The Ground conditions will affect leg and mobile unit Movement Allowances and Operational HQ Command and Supply Radii as well as the amount of SPs and EPs available. Specific effects are detailed in the Game Tables. Ground Conditions may be: Good, Light Mud, Deep Mud, Light Snow, or Deep Snow. Not all Ground Conditions will exist in each game.

NOTE Mud is caused only by Rain or Storm.

Elevation Effect. The Ground Conditions will change along with the different temperatures at higher Elevations. If a unit changes Elevations during a turn or if HQs are attempting to trace Communications Paths across different Elevations, always use the worse effects when determining Movement Allowances, Supply Radii, etc.

EXAMPLE A German mobile unit is moving from Elevation 1 (Good Ground condition) to Elevation 2 (Light Mud condition). The unit loses 1 MP from its Movement Allowance as soon as it enters Elevation 2. It would not regain it by moving back down to Elevation 1.

10. Strategic Overphase

Every three turns a special phase is inserted into the Sequence of Play. The Strategic Overphase is used to conduct operations with Superior HQs, and more importantly, determine the amount and allocation of SPs for upcoming operations.

Note that each Superior HQ and Transport unit conducts operations either before or after Strategic Supply Assignment is done. Some HQ’s and Transport units may conduct their operations before while others conduct their operations after Strategic Supply Assignment

10.1 Strategic Supply Assignment

In order for Combat units to function up to their full capabilities they must be in supply. Units which are inadequately supplied will suffer a loss of mobility, effectiveness, and morale. The supply system simulates the actual mechanics of supply; receiving supplies from the rear, stockpiling them and then funneling the supplies to the frontline HQs. A schematic diagram of the supply flow looks like this:

Mapedge

!.....Superior HQs

!.....Operational HQs

! !....... Units

!.....Subordinate HQs

!....... Units

NOTE Subordinate HQ for each side may not be present in all games to extend their Command and Supply network .

10.11 Strategic Supply Procedure

During the Overphase, Players consult their side's Strategic Supply Table (SST) and roll one die, applying any modifiers (for Weather and other factors). The resulting number listed under the die roll is the number of Supply Points (SPs) which become available at the Player's friendly Ultimate Supply Source entry points.

10.12 Ultimate Supply Source

After rolling to determine how many SPs were brought forward from the rear areas to their Ultimate Supply Source (USS), place the SPs on the Mapedge. All SPs which are brought into play must appear at the USS points. USS are listed for each side in the Exclusive Rules Booklet. Stack the SP markers at the USS points. Except where restricted by enemy action or the Exclusive Rules, there is no limit to the number of SPs which may be brought into play at a friendly USS but the total number of SPs brought on may not exceed the SST die roll result.

10.13 Assignment of SPs to Superior HQs

After placing the SPs at their mapedge USS hexes, Players must decide how to assign them to their Superior HQs. SPs may be assigned to Superior HQs only, not Operational HQs. To receive SPs, Superior HQs must be located in a Town or City hex which is within 3 MPs (use leg unit terrain costs) of:

any friendly Rail Depot hex (see Terrain Key). This Rail Depot must be able to trace an unbroken line of friendly rail hexes (free of enemy units or their ZOCs) back to the SPs stacked at the USS. The Player may assign the Superior HQ any number of SPs currently stacked at the USS as long as a path of rail hexes can be traced to the USS. Simply place the SPs on top of the Superior HQ. There is no MP cost used to place the SPs on the Superior HQ.

Superior HQs that cannot meet the condition above may not be assigned SPs. Improperly placed Superior HQs may not deploy Supply Columns (see Transport Unit Operations) and Operational HQs may not draw SPs via Supply Lift (see Operational HQ Supply Radii) from them. Improperly placed Superior HQs cannot provide Command Control for Operational HQs (see Superior HQ and Command Control.)

10.2 Superior HQ Operations

Superior HQs may conduct operations only in the Strategic Overphase which occurs every three turns Superior HQs may conduct the following operations (see Operations Phase):

  1. Holding

  2. Transport

  3. Maneuver

  4. Regroup

  5. Bridge Laying

NOTE Superior HQs never conduct operations in the Operational HQ Phase.

10.3 Transport Unit Operations

During the Strategic Overphase, all Transport units may conduct operations. Unless already on the map, Supply Columns may be created, and are stacked with their respective Superior HQs. Transport units may conduct the following operations (see Operations Phase):

  1. Holding

  2. Transport

  3. Maneuver

  4. Regroup

NOTE Transport units may also conduct operations again during the Operations Phase.

10.4 Supply Mode Marker Removal

At the end of each Strategic Overphase, Players must remove all remaining Offensive and Defensive Supply Mode Markers that are currently on Operational HQs and Combat units. The troops are considered to have "eaten" their supply allocations from the previous turn.

11. Communications Phase

During this phase Players will determine Command Control and Supply Mode for all units on the board. It is at this stage that Players will determine the pace and direction of the turn's battles.

11.1 Command Control Segment

Both sides are given a number of Superior and Operational HQ units which impart Command Control to the units under their command. Both Players determine Command Control simultaneously during this segment.

11.11 Superior HQs Command Control

The principal function of the Superior HQs is to serve as a conduit for SPs arriving from the USS (see Assignment of SPs to Superior HQs). Superior HQs also have a Command Rating specifying the maximum number of Operational HQs which the Superior HQ may control.

Operational HQ Command Control. So long as the Superior HQ is properly placed, there is no specified radius in terms of MPs or Communications Paths required for the Superior HQ to provide Command Control to subordinate Operational HQs. Even "cut off" Operational HQs may be commanded by their Superior HQ if the Superior HQ has the capacity to do so. "Command" simply means that the Superior HQ is devoting the necessary time and attention to direct and coordinate the strategic operations of the Operational HQ.

Out of Command Control HQ. If there are more Operational HQs in play than the Superior HQs can Command, mark the excess Operational HQs (owner's choice) with Out of Command Control (OCC) markers.

OCC Operational HQs may not assume Offensive Mode - ignore what the OCC marker reads.

Operational HQs are not obligated to remain under the command of the same Superior HQ throughout the game. A Player may freely switch which Superior HQ is controlling a given Operational HQ each turn with no penalty.

11.12 Operational HQ Command Control

Operational HQs serve to provide Command Control to the Combat units under their command. Each Operational HQ also has a Command Rating. This is the maximum number of division-sized Combat units it may control (see Divisional Equivalent Table.) No Operational HQ may ever impart Command Control to any Combat unit in excess of Command Rating.

EXCEPTION Heavy Artillery do not count against the HQ Command Rating.

NOTE High unit density in certain areas may lead to confusion as to which unit is under a HQ's command. Use the HQ boundary markers to mark areas in which a given HQ commands all the units therein.

11.13 Combat Units and Command Control

In order for Combat units to perform at full effectiveness they must meet the following Command Control Requirements:

The unit must be within the Command Radius of its parent Operational HQ. Command Radii are specified in the HQ Command Table. Command Radius is counted from the HQ (exclusive of the hex the HQ is in) to the unit (inclusive of the hex the unit is in). MP terrain costs are counted using the Terrain Effects Table at the mobile rate.

The parent Operational HQ must be in Good Order.

The unit must be able to trace a Communications Path between itself and its parent Operational HQ.

The total number of units tracing Command Control to the Operational HQ does not exceed the HQ’s Command Rating

When tracing Communications Paths, all terrain restrictions apply. The Path cannot be traced across an unbridged Major River hexside, etc. The Path must be free of enemy Combat or HQ units and their ZOCs unless the hex in the enemy ZOC is occupied by a friendly Combat or HQ unit. Transport units do not block Communications Paths.

If OCC/ISO units are now found to be in Command Control, remove the OCC/ISO marker. Units within Command Radius of an HQ and able to trace a Communications Path but which exceed the Command Rating of the Operational HQ become OCC instead.

Once a Combat unit is determined to be in Command Control in this phase, it remains so for the rest of the turn.

11.14 Artillery and Command Control

Heavy Artillery units must be assigned to a parent Operational HQ (or are OCC) but do not count against the HQ's Command Rating.

11.15 Subordinate HQ and Command Control

If a Subordinate HQ is within Command Radius of its parent Operational HQ, then all component combat units within it Command Radius are in Command Control as well. Component units that cannot trace to their parent Subordinate HQ may trace a normal Communications Path back to the Operational HQ but then count against the Operational HQ's Command Rating as separate regiments and battalions and not as a single subordinate organization. Recon units may be an additional hex away from their subordinate HQ and still be in Command Control.

11.16 Independent Commands

Units comprising German Panzer or Motorized Divisions, German reconnaissance units, or either Player's reinforcements that meet the Command Control Requirements may instead be nominated as Independent Commands (IND). Units must be in Good Order to be designated IND.

Units that wish to function as IND must be so designated in the Command Control Segment and marked with an IND marker. To assign a unit IND status counts against the HQ's Command Rating that turn. IND units may perform as though they were in Command Control on subsequent turns even if they do not meet the Command Control requirements.

NOTE IND status should not be confused with units that do not require Command Control to begin with. The two concepts are different.

11.17 Out of Command Control

Combat units which do not meet Command Control requirements and are not in IND status are Out of Command (OCC) instead. Mark them with OCC markers and the same Supply Mode marker as their parent HQ.

OCC units may only conduct the Holding, Maneuver or Regroup Operations (See Operations Phase). If they choose to move, they must end their Operations Phase inside the Command Radius of some friendly Operational HQ if possible. If moving within some HQ’s Command Radius this turn is not possible and they choose to Maneuver, the units must move towards some friendly HQ, ending its Operations Phase closer to the HQ’s Command Radius than it was before it began the Operations Phase. The unit may declare an Engagement Operation if necessary to achieve this goal.

11.18 Isolation

OCC Units. Any Combat unit which began the Command Control Segment with an OCC marker on it from the previous turn and still does not meet the requirements listed in the Combat Units and Command Control rule is now Isolated (ISO). Flip the OCC marker to its reverse side. OCC units remain ISO until they are placed back in Command Control.

IND Units. IND units remain IND until they attack or are attacked outside their parent HQ’s Communication Radius. Should this occur, flip the IND marker over to its reverse side. The unit is now Isolated (ISO), and suffers all restrictions for ISO units (see Isolation).

EXCEPTION IND units that become ISO may move in any direction they wish, not only toward a friendly Operational HQ as with normal ISO units.

IND Units remain ISO until they meet the Command Control requirements again. A friendly Operational HQ may place them in Command Control or they may be redesignated IND.

Note: The reverse side of ISO counters may be either IND or OCC depending on whether the unit was IND or OCC before it became isolated. Be sure to use the correct counter to indicate whether the unit must move to its parent HQ.

Avoiding Isolation. Units that are occupying Supply Dumps may avoid becoming ISO by expending an additional SP per division or equivalent (a minimum of 1 SP is still expended for units totaling less than a division) above the costs of assuming Supply Modes via the Supply Dump method.

EXCEPTION This does not apply to IND units that have become ISO due to combat.

Holding. Units which are ISO may not conduct Holding Operations but must Maneuver and attempt to enter the Command Radius of a friendly HQ. If they achieve this they may attempt to Regroup as well if they possess sufficient MPs (see Regroup Operation). ISO units may conduct Engagement Operations to move within a HQ's Command Radius.

Combat. When resolving combat they calculate odds normally but they must use their printed ZOC Rating as their combat factor when the odds are calculated.

11.19 Units Not Needing Command Control

Treat units that do not require Command Control as if they are always in Command Control. These units may attempt any operation they are eligible for.

11.2 Supply Segment

In this segment Players will decide which of three modes their Operational HQs and Combat units will assume. The three basic modes are:

  1. Offensive Mode

  2. Defensive Mode

Depleted Mode

NOTE Unlike the Command Control Segment above, the Supply Segment is not a mutual segment. The 1st Player assigns Supply Modes first, and then the 2nd Player does so.

Supply Sources. In order to assume either Offensive or Defensive Mode, the Operational HQ must be able to draw on SPs from one or more on-map sources. These are:

  1. its Superior HQ

  2. a Supply Dump

  3. SPs stockpiled on previous turns with the Operational HQ

  4. one of its commanding Superior HQ’s Supply Columns

HQs may not draw SPs from another Operational HQ or from a Supply Column or Dump belonging to a non-controlling Superior HQ.

11.21 Drawing Supply

An Operational HQ may draw SPs directly from one of the sources listed above. The Operational HQ is presumed to have its own logistical "lift" capacity which enables it to draw SPs in this manner.

NOTE Operational HQs do not draw SPs in the Strategic Supply Segment like Superior HQs, but wait until the Supply Mode Segment of each turn.

In order to draw SPs to itself, the Operational HQ must meet the following requirements:

The Operational HQ must be in Good Order.

The source of the SPs must be within the Supply Radius of the Operational HQ measured from the HQ to the Supply source.

A Communications Path of hexes free of enemy units and their ZOCs (unless occupied by a friendly unit) must be able to be traced between the Operational HQ and the SP source.

The total number of SPs drawn by the Operational HQ from all sources this segment does not exceed the HQ's Command Rating.

If the above conditions can be met, simply move the desired number of SPs from the Supply Source to the Operational HQ.

EXAMPLE An Operational HQ with a Command Rating of 4 could draw up to 4 SPs from any source up to 6 Leg MPs away.

11.22 Assuming Supply Modes

Operational HQ. An Operational HQ wishing to assume a Supply Mode expends a portion of the SPs stacked with the HQ. Operational HQ must be in Good Order to assume a Supply Mode. Units in its Command Control then automatically assume its Supply Mode.

Costs to assume Supply Modes are given in the Supply Costs Table. The costs must be paid no matter how few units are actually under the command of the HQ or how many the Player actually wishes to attack with this turn.

If the cost is paid for Offensive Mode, place an "A" marker on the HQ. If the cost is paid for Defensive Mode, place a "D" marker on the HQ.

Operational HQ without sufficient SPs, or unwilling to expend SPs to assume either Offensive or Defensive Mode, automatically assume "Depleted Mode" instead.

Supply Mode Markers may be placed beneath HQ to hide their state of preparedness. For HQ assuming Depleted Mode, a fake marker can be placed under the HQ to deceive the other Player.

All Combat units under the command of the HQ are automatically in the chosen Supply Mode too, but do not mark them with "A" or "D" markers.

Subordinate HQs may be present to extend the Supply Network.

Upgrade. Operational HQ and Heavy Artillery beginning the Supply Segment in Defensive Mode may be upgraded to Offensive Mode by paying the cost specified in the Supply Costs Table.

11.23 IND/OCC/ISO Supply

Players should tag IND/OCC/ISO Combat units with their own Supply Mode markers since these unit have Supply Modes independent of HQ.

OCC Units. When units are first found to be Out of Command Control in the Mutual Command Control Segment, mark them with the Supply Mode of their parent HQ.

Independent Units. When units are declared Independent, mark them with the same Supply Mode as their parent Operational HQ.

After initially placing the Supply Mode marker, Supply is determined independent from the parent HQ.

Reduction. The Supply Mode of IND, OCC, and ISO units declines one level for each Assault Option the unit conducts (Barrage, Counterbarrage, or Close Support mission for Heavy Artillery units. )

Removal. Remove all Supply Mode markers during the Marker Removal Segment of the Strategic Overphase or when the units come under the command of a friendly HQ.

NOTE IND status should not be confused with units that do not require Supply Modes to begin with.

Assuming Supply Modes. IND, OCC, ISO units must find a Supply source of their own to assume a Supply Mode. They may get supply from any friendly Supply Dump they are stacked with as well as from captured enemy supplies (see Captured Supplies). They must expend the appropriate amount for the Supply Mode they wish to assume (see Supply Mode Cost Table.) Tag the units with an "A" or "D" marker. Otherwise, the units assume Depleted Mode.

11.24 Emergency Supply

Any unused SPs which are stacked under the Operational HQ may be used for Emergency Supply during the Operations Phase.

11.25 Subordinate HQ Supply Mode.

If the subordinate HQ is in Command Control and Good Order during the Communications Phase, then all the subordinate units that have a Communications path to their HQ of the subordinate HQ’s Command Radius or less in length may assume the parent Operational HQ's Supply Mode.

11.26 Supply Mode Markers

Operational HQs and their subordinate Heavy Artillery units (see REF _Ref392425789 * MERGEFORMAT Artillery Missions and Supply) are actually tagged with an “A” or “D” marker (no marker if assuming Depleted Mode) as described above.

All Combat units under the command of the HQ and previously determined to be in Command Control are automatically in its Supply Mode for the upcoming Operations Phase.

11.27 Offensive Mode

Offensive Mode does not obligate any unit to attack; it is merely an indication that it may do so with full effectiveness.

Units that do not require a Supply Mode at all always operate as if in Offensive Mode.

11.28 Defensive Mode

Combat units in Defensive Mode in Command Control of a HQ must pass a MC before leaving the Command Radius of their parent HQ. A failed MC means the units may not exit.

If the parent HQ moves so as to place a unit outside of the HQ’s Command Radius, the unit must voluntarily move so as to enter its parent HQ's Command Radius as soon as possible or must pass a MC to remain outside the HQ’s Command Radius.

Units in Defensive Mode have their Movement Allowance reduced.

In Defensive Mode, Operational HQs retain all of their normal functions: Supply Radius, Command Radius, etc.

EXCEPTION EP total is affected by Supply Mode.

11.29 Depleted Mode

Depleted Combat units may never voluntarily leave the Command Radius of their Operational HQ. If their parent HQ moves further away from them than its Command Radius, they must then move to try to remain inside their HQ’s Command Radius.

Units in Depleted Mode have their Movement Allowance reduced. They are not required to withdraw from an enemy ZOC, though they may never voluntarily enter one. Units in Depleted Mode generally may not conduct Artillery Missions at all.

HQ. Operational HQs retain all of their normal functions: Supply Radius, Command Radius, etc.

EXCEPTION EP total is affected by Supply Mode.

11.3 Artillery Missions and Supply

Heavy Artillery units are marked with the same type of Supply Mode marker as their parent HQ adopts. This Supply Mode marker is free, and does not require the HQ to expend any extra SPs. Light AFs on Combat units are automatically in the Supply Mode of the parent HQ.

11.31 Who May Fire

The affect of Supply Mode on Artillery is specified in the Supply Effects on Artillery Missions Table.

11.32 Supply Mode Reduction

The following rules apply to Supply Mode reduction when conducting Artillery Missions:

Whenever a Heavy Artillery unit (but not HQs) with Heavy AFs conducts a Barrage, Counterbarrage or Close Support Mission, reduce the unit's Supply Mode marker 1 level. HQ units with Heavy AFs never suffer Supply Mode reduction regardless of what Artillery Mission is fired.

The Light AFs on Combat units do not consume supply when fired. Do not alter the parent Operational HQ's Supply Mode marker for Combat units that conduct Artillery Missions with their Light AFs.

11.4 Captured Supplies

Units stacked with enemy SPs at the end of the Operations Phase will capture a portion of those supplies. Units may keep one half of all enemy SPs captured (the food and fuel) rounded down. All remaining SPs (the ammunition) are considered destroyed and immediately removed from play upon capture.

12. Operational HQ Phase

12.1 Types of Operations

Operational HQs conduct operations during each side's Operational HQ Phase. They may conduct the following operations and special operations during this phase (see Operations Phase):

  1. Holding

  2. Transport

  3. Maneuver

  4. Regroup

Bridge Laying

NOTE: Operational HQs conduct operations now, and not in the upcoming Operations Phase for Combat units.

13. Operations Phase

The Operations Phase is the heart of the game system where all Combat and Transport unit movement and combat occurs. In this system, movement and combat are “integrated” rather than “sequential.”

13.1 The Barrage Segment

Any unit in Good Order possessing AFs may conduct a Barrage Mission. Each Barrage Mission is conducted against all of the ground units (Combat and HQ) units only or Installations only in a target hex. A Player must choose which of the two target types to attack with each Barrage Mission. Each type of unit may only be Barraged once per segment.

To conduct a Barrage Mission, total all AFs within range of the target unit and find this number on the BCRT. Totals greater than 12 are treated as 12. All units Barraging a target unit must do so together as a combined total. Cross index the total with the die roll to get a result. All of these modifiers are cumulative. A modified die roll of more than 6 is treated as 6.

13.2 Operations Segment

Conducting activities with a given unit or stack of units is referred to as the "operations" of that unit or stack.

Instead of completing the movement of all units prior to initiating any combat, units (or stacks) conduct operations one at a time and any combat which that unit (or stack) wishes to conduct must be resolved before another unit (or stack) is allowed to conduct its operation.

EXCEPTION Units conducting the Engagement Operation may all conduct certain Engagement Options before the combat is resolved.

Basic Operations. There are five Basic Operations that may be undertaken by a unit or stack of units. The five Basic Operations permitted are:

  1. Holding - units remain stationary with the aim of defending positions on the map (possibly assuming Improved Positions as well).

  2. Transport - eligible units move SPs and form Supply Dumps.

  3. Maneuver - units expend MPs to move across the map, but do not engage in combat.

  4. Engagement - units begin or move adjacent to enemy units and conduct an Assault or Support Option, resolve combat and then Advance After Combat.

Refit - units attempt to absorb replacements

Regroup - units attempt to recover Good Order if Disrupted or Routed.

Special Operations. Units may conduct several unique operations in conjunction with the five basic operations above called Special Operations:

  1. Bridge Laying

  2. Demolitions

  3. Occupy Improved Positions

  4. River Crossings

These are conducted at the end of the Operations Phase. Generally, a Player may perform any number of operations in any order during the Operations Phase so long as no unit does more than one Basic Operation plus any Special Operations it is eligible for. There are some exceptions and these are presented in the appropriate sections below.

13.3 Holding Operation

Units which do not engage in Transport, Maneuver, Engagement, Refit, or Regroup Operations are said to be "Holding" a given hex on the map. They sit there throughout the Operations Phase.

13.31 Which Units May Hold

Combat, Transport, and HQ units may all conduct the Holding Operation. Units may conduct Holding Operations regardless of their Supply Mode.

Combat units which are OCC Transport/HQ units alone in a hex, and Units that begin their Operations Phase in Disrupted or Routed Status may not conduct Holding Operations in an enemy ZOC.

ISO units may not hold.

Any unit that may not Hold and that cannot Maneuver (e.g. due to impassable terrain, inability to enter enemy ZOCs) must take a Step Loss instead.

13.32 Holding and Emergency Supply

Only Combat units which conducted a Holding Operation during their Operations Phase are eligible to receive Emergency Supply during the enemy Player's Operations Phase.

13.4 Transport Operation

The Transport Operation is used mainly to shuttle SPs from rear area Superior HQs and move them forward to where the troops can use them.

13.41 Who May Conduct Transport Operations

Transport and HQ units in Good Order may Transport SPs and form Supply Dumps.

The principal Transport unit in the game is the Supply Column but other types may exist. Supply Columns which are not already on the map are deployed in the Strategic Overphase during the Superior HQ's Operations Segment, and are allowed a Bonus Operations Segment to perform Transport Operations, but normally conduct operations each turn during the Operations Phase.

13.42 Combining Transport and Other Operations

Any of the Transport Options listed below may only be combined with the Maneuver Operation. Players may not conduct multiple Transport Operations transferring SPs to additional Transport units for extra movement. A Transport unit can load and unload its cargo the same Operations Phase, however.

13.43 Supply Point Transport

Any Transport unit is capable of carrying a certain number of SPs. This number is printed on the back of the counter. The Transport unit must be stacked with the SPs to transport them. The cost in MPs to load or unload SPs is given in the Transport MP Cost Table. Once loaded, the Transport unit is free to spend the rest of its Movement Allowance Maneuvering over the map. The loading and unloading of SPs may not take place in an enemy ZOC.

HQ units may load and unload SPs up to the limit printed on the back of the counter. There is no MP cost to do so. They may carry these SPs around with them as they Maneuver over the map.

13.44 Form Supply Dump

Supply Dumps may be created by HQs and Transport units in Good Order. To create a Supply Dump, unload the SPs into the hex where the Dump is to be created. The number of Supply Dumps that may be created is not limited by the number of Supply Dump markers in the counter mix

Supply Dumps may only be created in Town, City, Rail Depot, or road junction hexes (any hex which contains an intersection of roads or roads and railroads) not in an enemy ZOC.

Supply Dumps are no more than concentrations of SPs on the map. They may not move or distribute SPs in any way. Supply Dumps are Installations, and have no ZOCs, and do not restrict the movement of enemy or friendly units in any way.

13.5 Maneuver Operation

Units which wish to change their position on the map but which do not wish to conduct an Engagement Operation are said to be "Maneuvering" instead.

13.51 Who May Maneuver

All types of units may conduct the Maneuver Operation, regardless of Command Control or Supply Mode. However, Command Control restrictions may govern where they can move. A unit's Supply Mode may restrict the number of MPs available, and may inhibit Combat units from leaving their parent HQ’s Command Radius.

13.52 Maneuver Procedure

All units are given a Movement Allowance expressed in MPs and they move from hex to hex by expending a certain number of MPs to enter a hex or cross a hexside (see Terrain Effects Table). A unit that cannot pay the MPs required to enter a hex may not enter that hex.

The Movement Allowances for all units are listed on the Movement Allowance Table. Movement Allowances are different for leg and mobile units as are their terrain costs for entering a hex or crossing a hexside. Mechanized units (and some motorized units) also have a Counterattack Movement Allowance listed on the Movement Allowance Table (see CounterAttack).

Exception. Superior HQs are mobile units. Although mobile units, Superior HQs pay the most favorable terrain cost to enter a new hex (either mobile or leg).

13.53 Maneuver and ZOCs

Enemy ZOCs may restrict a unit's freedom of Maneuver (see ZOCs and Movement).

13.54 Maneuver and Command Control

Units in Defensive Mode are required to pass a MC to leave their HQ’s Command Radius. Depleted Mode units cannot leave at all.

Units in Defensive Mode that start outside of their HQ's Command Radius that choose to maneuver must pass a MC to remain outside of their HQ's Command Radius. Units which fail to pass their MC, must Maneuver to attempt to re-enter its HQ’s Command Radius.

Depleted Mode units must Maneuver to attempt to re-enter their HQ’s Command Radius.

13.6 Engagement Operation

The Engagement Operation is defined as an offensive operation undertaken by the subordinate units of an Operational HQ against enemy units involving combat of some type and use of the CRT.

Engagement Options. An Engagement Operation is made up of Engagement Options:

Maneuver Before Combat

Assault

Advance After Combat

Support

Maneuver After Combat.

Two or more units can be involved in the same Engagement Operation, but may perform different options (which models the fluid nature of operational warfare). If a Player declares an Engagement Operation but fails to make use of the CRT, the operation is considered to be a number of Maneuver, Holding, etc. Operations instead.

13.61 Who May Conduct Engagement Options

Assault-capable Combat units in Good Order are the primary units used in an Engagement Operation. Non-Assault-capable Combat, Transport, and HQ units in Good Order may conduct certain Engagement Options either alone or stacked with Combat units, but don't contribute combat factors (they may contribute AFs) when attacking.

Units which Disrupt or Rout as a result of an Engagement Option may not conduct further Engagement Options.

13.62 Engagement Points

All Operational HQs possess an Engagement Point (EP) Rating. This rating simulates the HQ’s ability to coordinate a combat situation. The higher the number, the greater the capabilities of the units under the command of the HQ. As units conduct the Engagement Options outlined below, a simple running count of EPs expended is kept against the HQ’s EP Rating to determine when the Engagement Operation must end.

As long as units were judged in Command Control during the Communications Phase, they may continue to use their parent HQ’s EP total to conduct Engagement Operations even if the units move outside the HQ's Command Radius earlier in the turn or during the Engagement Operation itself.

If the parent Operational HQ of units that were judged in Command Control during the Communications Phase moves so that the units are no longer in its Command Radius during the Operational HQ Phase, the units may continue to conduct Engagement Options

Fixed EP Allotments. Units not under the command of an HQ are given a fixed allotment of EPs with which to conduct Engagement Operations (see Engagement Points Table).

13.63 Engagement Groups

When a Player wishes to undertake an Engagement Operation he must state all the units which are to be used for that Engagement Operation. Once defined, these units become an Engagement Group.

Each stack of units assigned to the Engagement Group expends its controlling HQ's EPs when undertaking one of the specific Engagement Options listed below (see Combining Engagement Options).

Small Engagement Groups. If a Player only names one unit (or one stack) as an Engagement Group then the controlling HQ's available EP total is halved (round down).

Combining Stacks. If a Player combines stacks during an Engagement Operation, the controlling HQs remaining EP total is halved from that point on for the rest of that Engagement Operation.

Stacks. A unit that is currently stacked with other units may be named to an Engagement Group without automatically committing the others.

Out of Command. A unit (or stack) that is OCC or ISO must be designated the sole unit (or stack) in an Engagement Group. They may not operate with units in Command Control under an HQ, or other IND, OCC, or ISO units.

Independent. IND units may only be named to operate with other IND units or with units that don't require Command Control or a Supply Mode to operate.

Command/Supply Freedom. Combat units that do not require Command Control or a Supply Mode to operate and Transport units may form Engagement Groups by themselves or with IND units. They may also be named to Engagement Groups along with units in Command Control under an HQ as long as they were determined to be within that HQ's Command Radius during the Command Control Segment. In this case they expend the controlling HQs EPs as if they were directly controlled by that HQ.

If a Player forms an Engagement Group from units with fixed EP totals, they may not add their EPs together but instead operate using the unit or stack with the fewest EPs as the Group's EP total.

13.64 Stacking/Unstacking

If a Player forms additional stacks during the course of the Engagement Operation, then the new stack will be able to expend any of the controlling HQ's remaining EPs to conduct Engagement Options. If a Player consolidates stacks, then the combined units expend EPs as one stack.

EXAMPLE A Player Assaults with two stacks and advances units from each during Advance After Combat to form a third stack in the defender's original hex. All three stacks may now expend any of the controlling HQ's remaining EPs among them. The third stack may not be named to a new Engagement Group or expend another HQ’s EPs.

EXAMPLE A Player Maneuvers Before Combat two stacks to the same hex (1 EP each) and then Assaults with the combined units. The combined stack now expends only 2 EPs to Assault. It would have cost 4 EPs to Assault with two different stacks in different hexes.

13.65 Combining Engagement Options

Each unit that conducts Engagement Operations may conduct only one of the following Engagement Options per Engagement Operation:

  1. Maneuver Before Combat

  2. Maneuver After Combat

  3. Maneuver After Support

Units may also conduct one Assault Option per Engagement Operation.

Units may also conduct one or more of each of the following Engagement Options per Engagement Operation.

  1. Support

  2. Advance After Combat

13.66 The Maneuver Before/After Combat Option

Units conducting the Maneuver Before Combat Option as part of an Engagement Operation must then conduct an Assault or Support Option (or must have already done so if Maneuvering After Combat) or the Maneuver is not considered part of an Engagement Operation and is treated as an ordinary Maneuver Operation instead. The Maneuver rules govern Maneuver Options when Maneuvering as part of an Engagement Operation. Units may only Maneuver After Combat if they do not Advance After Combat. While units may Maneuver Before or After Combat, a unit may not Maneuver Before and After Combat.

13.67 The Assault Option

The Assault Option is used to conduct attacks against enemy units in a specific target hex (see Resolving Assaults.)

Only Assault-capable Combat units which are in Offensive or Defensive Mode may conduct Assaults. Other units may stack with the Assault-capable Combat units (to conduct Close Support Artillery Missions if eligible), but do not contribute combat factors to the Assault.

Assault Limits. The following restrictions apply for units that plan to conduct an Assault Option:

  1. All units or stacks that begin the Operations Phase adjacent to the enemy unit(s) in the target hex may be named to Assault plus;

  2. Up to one leg unit or any one stack of leg units or any one mixed stack of leg and mobile units which did not begin the Operations Phase adjacent to the target hex may be named to Assault plus;

  3. Any number of mobile units or stacks comprised entirely of mobile units which did not begin the Operations Phase adjacent to the target hex may be named to Assault.

13.68 The Support Option

Support is an option where a Assault-capable Combat unit which is unable (due to EP costs or commitment restrictions) or unwilling to attack may still participate by contributing its ZOC Rating to the attacker's final combat factor total. In order to do so, it must be able to project a non-zero ZOC into the target hex.

In order to conduct a Support Option, an Assault-capable Combat unit must be in Good Order and either be in Offensive or Defensive Mode. The Support Option may only be used in conjunction with the Assault Option.

NOTE This Option simulates the fact that the presence of another unit adjacent to the target of the attack would exert pressure there, and force the defender to deploy some of his strength to that front.

A unit's ZOC Rating may be modified for Command Control, the terrain being selected to mount the Support into or across, etc. All Assault-capable Combat units in a stack total their ZOC Ratings when conducting a Support Operation.

Units in Improved Positions and Depleted Mode units may not conduct Support Operations.

NOTE Elite units conducting the Support Option do not provide a favorable DRM for their Elite status.

NOTE Though units must be in Offensive or Defensive Mode to Support, the Support Option consumes no supply. Do not adjust the parent HQ’s Supply Mode marker for a Support Option.

Units conducting the Support Option must either begin their Operations Phase adjacent to an enemy unit which is being Assaulted by another friendly unit, or they must move adjacent via the Maneuver Before Combat Option.

Support is an offensive option, and may never be applied to the defense of another hex.

Units that Support are not affected by adverse combat results.

13.69 Advance After Combat Option

If, as a result of combat, an attacking or defending enemy unit is either eliminated or forced to Retreat from a hex, the victorious units are allowed an "Advance After Combat" of one or more hexes. Advance After Combat costs 0 EPs per stack, and so either the attacking or defending Player may conduct it.

Advancing units may always advance at least one hex, regardless of terrain restrictions except where a particular type of terrain is prohibited.

Leg units may never Advance After Combat more than one hex. Mobile units may Advance After Combat more than one hex in certain cases. They may always advance a number of hexes equal to the number of hexes which the enemy unit Retreated. However, hexes other than Clear terrain (including Elevations, Rivers, Ridges, etc.) count as if they were two hexes to an advancing mobile unit. Roads negate this penalty and mobile units may treat road hexes through any sort of terrain as a Clear terrain hex.

Advancing units in a stack may advance into different hexes.

In addition to advancing as many hexes as an enemy unit Retreats, a mobile unit may also advance one additional hex for every Step loss called for by the combat result which is not taken by the defending unit(s).

Attacker Advance. All Assault-capable Combat units that conducted an Assault or Support Option may always advance into the hex which was formerly occupied by the defending enemy units (up to the hex's stacking limit) as may any non-Assault-capable Combat, Transport, and HQ units stacked with an eligible Assault-capable Combat unit.

If any Assaulting units wish to Advance After Combat, then at least one Assault-capable Combat unit must enter the hex which was formerly occupied by the defender. Other units eligible for Advance After Combat may move in any other direction as long as they do not move from one enemy ZOC to another.

Defender Advance. Defending Combat, Transport, and HQ units may advance if the attacking units are forced to Retreat instead. Defending units must first advance into a hex previously occupied by a Retreating enemy unit.

EXAMPLE An enemy unit is defending in a forest hex and suffers a result of R2, and decides to Retreat two hexes. Even though mobile units are allowed a two hex advance, they must count any non-Clear terrain hex entered as if it were two hexes. So the mobile units would only be allowed to enter the forest hex, and could proceed no further. Of course only one of the units has to enter the hex. The others may advance in different directions if eligible.

EXAMPLE Unit A (with one Step) is attacked by mobile unit 1. The combat result is D2R2, which means that the defender must suffer two Step Losses and Retreat two hexes. Since Unit A has only one Step, the resulting additional Step Loss may be claimed as an additional hex by the Unit 1. It may now claim an advance of three hexes; one for the untaken Step Loss and two for the "R2" combat result. Remember to count any non-Clear terrain hexes (except roads) as two hexes in such an advance.

ZOCs. Units that Advance After Combat ignore all enemy ZOCs which are projected into the hex formerly occupied by the defending unit(s). All other ZOCs are in full force, and a unit may never advance from one ZOC to another during an Advance After Combat after occupying the Retreating unit's original hex.

Command Control. During Advance After Combat all Command Control restrictions apply. Units in Defensive Mode must pass a MC to advance beyond Command Radius of the parent HQ, and Depleted Mode units may not do so at all. Remember that Supply Mode changes do not occur until the end of the Operations Phase.

13.610 Ending an Engagement Operation

As the units named in an Engagement Group conduct Engagement Options, keep a running total of all EPs expended. Once this total equals the controlling HQ's EP Rating (or the fixed EP allotment), the Engagement Operation for that Engagement Group is over. Units assigned to the Engagement Group may not undertake further operations of any sort that turn (nor conduct Support Options for future Engagement Groups that turn).

EXCEPTION: Units may perform any Special Operations they are eligible for that turn.

An Engagement Operation may be voluntarily concluded at any time by the phasing Player. Any ongoing Engagement Operation must be concluded before naming a new Engagement Group to perform a new Engagement Operation. EPs unused by one Engagement Group may not be transferred to another Engagement Group.

13.611 Engagement Group Limits

After an Engagement Group has finished its Engagement Operation, the phasing Player may form another Engagement Group from units under the command of the same HQ that was named for the first Engagement Group. The HQ’s full EP total is available again for the second Engagement Group to conduct an Engagement Operation of its own. Players may continue to form Engagement Groups for units under the command of the HQ (up to the limit of the units under the command of the HQ) and conduct Engagement Operations with them.

Players do not have to conduct Engagement Operations in any particular order. A Player could name an Engagement Group under the command of one HQ to conduct an Engagement Operation, finish it, name a new Engagement Group under the command of a second HQ, conduct an Engagement Operation, and then go back to the first HQ and name a new Engagement Group of units that were not named earlier, and so on.

EXAMPLE The German Player controls HQ A (with 8 EPs) which is in Offensive Mode and commands 5 divisions in 4 stacks (stacks Al, A2, A3 and A4). The Player wishes to attack enemy unit C1. Stacks Al and A2 begin the Operations Phase adjacent to enemy unit Cl and all other stacks begin some distance away. The Player names an Engagement Group consisting of stacks Al, A2 and A3. This Engagement Group will have 8 EPs to expend. The Player decides to Assault with stack Al (2 EPs), Support with stack A2 (1 EP), and Maneuver Before Combat and then Assault with stack A3 (3 EPs). The total number of EPs expended so far is 6. The result for the Assault is rolled on the CRT (assume enemy unit Cl is forced to Retreat 1 hex). The Player still has 2 EPs left to expend for his Engagement Group. He can if he wishes, Advance After Combat (0 EPs). Assume he does.

Stack A2 occupies the defender's hex which allows stacks A1 and A3 to advance 1 hex in any direction they choose. Assume A3 advances. The Player still has 2 EPs left. He may;

  1. Assault enemy unit C1 with stack A2, which Supported earlier (2 EPs to Assault) or

  2. Maneuver After Combat with stack A1 which Assaulted earlier but didn't Maneuver before Combat or Advance After Combat (costs 2 EPs to Maneuver after Combat) or

  3. Voluntarily conclude the Engagement Operation,

Once the Engagement Operation is finished, the Player still has another stack, A4 under the command of HQ A. He could name a second Engagement Group consisting of stack A4 only. This Engagement Group would have 4 EPs to expend (a single stack would have only 1/2 its normal EP total) for its Engagement Operation as well.

13.7 Refit Operation

Combat units wishing to absorb replacements must engage in the Refit Operation. All Combat units that Refit may not undertake any other operation (including Special Operations) during the Operations Phase. Refitting is used to incorporate Replacement Steps given in the scenarios or from Remnant units created during the game. Players may add Steps to friendly units to build them back up to full strength, up to the limit of Replacement Steps received.

Replacement Steps given in the scenarios are not represente by counters. Any unit of the appropriate type may have these steps added to them as long as they are eligible to perform the Refit operation.

Refitting units must be in Command Control and inside Command Radius of their parent HQ. The units may not be OCC or ISO. The units must be in a City, Town, road junction, or Rail Depot hex, and not in an enemy ZOC.

Exchanging Steps. Players may use the Refit Operation to exchange Steps between two or more friendly eligible Combat units which begin the Operations Phase stacked together. The Player may redistribute Steps, transferring strength between units until the desired balance is reached. Units must be of the same type to exchange Steps and be printed with that same Unit Type symbol. In addition, units may only exchange Steps with other units which have an ER which is equal to or less than their own. They may not exchange with units of superior effectiveness.

After the Refit Operation has occurred, mark the unit(s) with a Refit Marker. This marker will stay on the units until the start of the next friendly Operations Phase.

EXAMPLE Two Infantry divisions (each with an ER of 3) begin the Operations Phase stacked together in a town hex. Each division has one Step remaining. If the Player wishes he could have one division give one Step to the other to build it up to full strength. In this case, the first division would be eliminated; the second would be at full strength and marked Refit.

EXAMPLE Assume a Infantry division has suffered a Step Loss and is now flipped to its weak side. Wishing to build this unit back up to strength the Player moves this unit to a town hex along with two Remnant markers. Because they did not start the Operations Phase stacked together, they may not Refit this turn. In the following friendly Operation Phase the Player declares he will Refit the division. The two Remnant markers are removed from play, and the division is flipped back to its strong side and marked with a Refit marker. The marker is removed at the start of the next friendly Operations Phase The division may now undertake operations.

Example A unit with an ER of 3 could not give Steps to a unit with an ER of 4, though the higher unit could give Steps to the lower.

13.8 Regroup Operation

All Combat, HQ, and Transport units which are currently Disrupted or Routed may engage in the Regroup Operation to recover Good Order status.

In a Regroup Operation, a unit spends its Operations Phase recovering from Routed or Disrupted State. When Regrouping, a unit may only improve its state of order by one level per Regroup Operation. A unit in Routed State must first Regroup to Disrupted State during an Operations Phase, and then Regroup to Good Order in another Operations Phase. A Player announces that his unit is Regrouping during the Operations Phase and flips the Routed marker to Disrupted, or removes the Disrupted marker. A Regroup marker is then placed on the unit and removed at the start of the next friendly Operations Phase. Regrouping may occur in any kind of terrain hex and there are no Command Control requirements. ZOCs. If a Disrupted or Routed unit begins its Operations Phase in an enemy ZOC, it may not conduct a Regroup Operation.

While normally Regrouping units may not conduct any other operation during the turn they Regroup, units may attempt to Regroup while also performing the Maneuver Operation. A unit must first Maneuver and then Regroup using its last remaining MPs (see Movement Point Cost Table). Units may never Regroup and then Maneuver.

NOTE: This rule simulates “regrouping on the run.”

13.9 Special Operations

Special Operations are declared at the end of the owning Player's Operations Phase (or during the enemy Player's Operations Phase as noted). A unit may undertake as many Special Operations as it is eligible for if the opportunity arises. The only restriction is that it may not perform the same Special Operation more than once per turn.

Units must be in Good Order to undertake Special Operations. Units which are currently OCC or ISO may not attempt Special Operations but IND and units which do not require Command Control may. There are no Supply Mode restrictions. In general, Special Operations do not require the expenditure of supply by units undertaking them. Do not alter the unit's or parent HQ's Supply Mode marker.

13.91 Bridge Laying

All Superior and Operational HQs have the capability to "bridge" Major and Minor River hexsides. To do so, the HQ unit must move adjacent to the river during its Operations Phase and announce the bridging attempt. The HQ must remain adjacent for the rest of the turn in Good Order (Superior HQs must remain adjacent three turns). If a hex directly opposite the HQ where the bridge is to go is not enemy-occupied or in an enemy ZOC, a pontoon bridge marker may be placed at the start of the HQ’s next Operations Phase. Bridges across Minor Rivers eliminate any terrain penalties for that hexside. Should the HQ unit move away, the bridge is removed.

EXCEPTION Bridges built by Superior HQs are permanent.

13.92 Demolitions

Engineer Assault-capable Combat units may attempt to destroy various things with Demolitions.

Supply. Engineers may attempt to destroy their own or enemy SPs with Demolitions. Stack the Engineer unit with the SPs to be destroyed and at the end of the Operations Phase, make an EC. If the Engineer unit passes its EC, it may destroy a number of SPs equal to its PCF. If it fails its EC it may destroy SPs equal to its SCF.

Bridges. Engineers can automatically destroy bridges that are not in enemy ZOCs by moving adjacent to them and remaining adjacent to them the rest of the turn. At the start of the next friendly Operations Phase, remove the bridge. In a similar way, engineers may attempt to blow bridges where one side of the bridge is in an enemy ZOC (or occupied). In this case it must make a die roll less than or equal to its printed PCF to destroy the bridge in the following friendly Operations Phase. No EC is made. Once the demolition attempt is resolved, the Engineer unit is then free to conduct further operations.

13.93 Occupy Improved Positions

From time to time Players will find it advantageous for their units to occupy Improved Positions. The principal type of Improved Position is the Field Works (the Exclusive Rules may list other types) which represents prepared positions to help defending units resist enemy attacks and Artillery Missions. Field Works are assigned to a side in the scenario set up instructions and normally cannot be constructed during the course of the game.

Only non-cavalry Combat leg units may occupy an Improved Position for the defensive benefit. They must perform the Holding Operation during the Operations Phase and then occupy the Improved Position at the end of the phase.

Place the units occupying the Improved Position under the marker to show they are in it; otherwise place them on top to show the units are in the hex but not occupying the Improved Position. A unit may leave an Improved Position at any time. Do not remove Field Works markers if unoccupied; they remain on the map until reoccupied by friendly units. However, if occupied by enemy units, the Field Works are destroyed and the marker is removed from the map.

Any unit in a Improved Position has the ZOC Rating projected into adjacent hexes reduced to 0 as long as it is occupying it and it may not conduct Support Options out of the Improved Position to assist other friendly attacking units. It does project a normal ZOC into the hex it occupies.

13.94 Build Fortifications

Fortifications represent built-up localities offering moderate defense. Fortifications are Improved Positions.

Construction. Unlike Field Works, any leg Assault-capable Combat units may construct Fortifications. Fortifications may be constructed by having a leg unit conduct a Holding Operation the entire Operations Phase. At the end of the phase, place a marker indicating a Fortification exists in the hex (Hedgehog marker for Axis, Entrenchment marker for Soviets) in the hex. Fortifications may be placed in the same hex as Field Works for extra protection.

NOTE Soviet Front Engineers may also construct Fortifications.

Occupation. Already existing Fortifications may be occupied by new leg units expending MPs instead of conducting a Holding Operation. Units occupying Fortifications receive a DRM against enemy attacks and increase their ER and MR when making an EC or MC.

NOTE Soviet AT Brigades may also occupy Fortifications.

Removal. A unit may leave a Fortification at any time but remove the Fortification marker as soon as it is unoccupied at the end of the Player's Operations Phase. As soon as an enemy unit occupies the hex where a friendly Fortification is located, it is destroyed and removed from the map.

13.95 Major River Crossings

Crossing a Major River is a special Operation. Leg units must stop as soon as they come adjacent to an unbridged Major River hexside they wish to cross and may move no further that turn. A Crossing Arrow marker is then placed into the hex the unit wishes to cross into. Crossing Arrows may be placed into hexes which are enemy-occupied. Only one Crossing Arrow per division (or equivalent) may be placed by the division (or equivalent) per Operations Phase. On an Operations Phase following the one in which the Crossing Arrow was placed, the leg unit may cross the Major River hexside at an additional MP cost if the hex entered is unoccupied. An enemy unit can, of course, prevent the crossing by occupying the hex containing the Crossing Arrow and remaining in that hex the rest of its Operations Phase. The crossing unit would then have to attack the enemy unit to dislodge it if it wanted to cross.

EXCEPTION Cavalry leg units are treated as mobile units for purposes of the above rule.

13.10 Supply Mode Reduction

At the end of the Operations Phase, whenever more than one division (or division equivalent) under the command of an Operational HQ conducts an Assault Option as part of an Engagement Operation, the HQ's Supply Mode marker is reduced by one level. Thereafter all units controlled by that HQ function in the reduced mode until another expenditure of SPs by the HQ upgrades its status.

14. Combat

Combat actions could result in anything from an easy rout of the enemy to a stubborn defense resulting in high casualties to both sides. The combat rules and CRT results in the game system model these wide variations.

The attacking Player states which units are attacking or conducting a Support Option (to assist Assault Options only) and then declares any Close Support Missions by eligible units with AFs. The defending Player then states if he wishes to Retreat Before Combat. If no Retreat Before Combat has occurred, the defending Player may conduct a Counterbarrage Mission against any of the attacking units or use any eligible units with AFs for FPF Missions. After any Counterbarrage Missions have been resolved, the Assault is resolved.

14.1 Combat Procedures

14.11 Retreat Before Combat

All HQs, Transport, and Reconnaissance (see Special Units) Combat units may Retreat Before Combat at the instant any enemy unit declares an Assault Option against them. The Retreating unit moves two hexes away from the enemy unit, but may not enter an enemy ZOC to do so. When defending units use the "Retreat Before Combat" option, the Assaulting unit(s) has consumed no supply (do not adjust the parent HQ’s Supply Mode marker), did not attack (do not expend any EPs) and may continue with Engagement Operations against the same or other enemy units.

There is no limit to the number of times that this Retreat Before Combat may be conducted, but if the units are carrying any SPs they will lose an SP each time they Retreat Before Combat. In addition, if HQ or Transport units Retreat Before Combat more than once, they Disrupt and must Regroup before resuming their normal functions.

14.12 The Counterbarrage Mission

Immediately before the CRT die is rolled during an Assault Option, the defending Player may use any Heavy AFs to:

Counterbarrage the Assaulting enemy units (possibly Disrupting or eliminating them, thereby spoiling the Assault) or;

Counterbarrage the enemy Player's units which conducted a Barrage Mission.

Counterbarrage missions may be directed at only one eligible enemy hex. The Counterbarraging units must be in range of the hex being Assaulted if attempting to spoil the Assault or within range of the enemy Barraging units to attack them. The Counterbarrage Mission is conducted in exactly the same manner as the Barrage Mission (see Barrage Segment.)

Units Disrupted by the Counterbarrage mission may not Assault and may not conduct any further Engagement Options.

14.13 The Close Support Mission

The attacking Player will receive a DRM for each AF conducting a Close Support Mission during an Assault Option. Close Support AFs only modify the CRT die roll. Do not roll on the BCRT.

Light AFs. Only the Light AFs of Combat units that are conducting the Assault Option or of those stacked with them may conduct Close Support. Units with Light AFs conducting the Support Option or on friendly units simply within range but not Assaulting may not Close Support.

Heavy AFs. Friendly Heavy AFs that are within range of the target hex can conduct Close Support.

14.14 Final Protective Fire Mission

The defender will receive a DRM on the CRT for each AF that conducts the FPF Mission during an enemy Assault Option. These factors modify the CRT die roll. Do not roll on the BCRT.

Light AFs. The Light AFs on any unit that is the target of an enemy Assault Option may conduct FPF. Friendly units with light AFs that are adjacent to the defender's hex may not FPF.

Heavy AFs. Friendly units with Heavy AFs may FPF but they must be adjacent to the hex that is being Assaulted.

14.15 Terrain Features

The column shift for linear Obstacles such as Rivers and Ridges is only used when conducting attacks exclusively across the obstacle's hexsides. Use of column shifts for Obstacles is only avoided if the unit attacking across the Obstacle has a friendly unit also attacking the target hex on the other side. If the friendly unit on the defender's side of the Obstacle is only conducting a Support Option, the River column shift is still used. When attacking across a linear obstacle into more favorable defensive terrain, use the column shift most favorable to the defender.

If attacking across more than one Obstacle, use the lowest number of column shifts for the combat resolution.

14.16 Installations

Installations (like Supply Dumps) have no intrinsic Defense Factor and may not be Assaulted. Installations can be attacked by Barrage Missions. Should an enemy unit enter the hex, the Installation is captured (see Captured Supplies.)

14.17 Resolving Assaults

To resolve the Assault, the Assaulting Player rolls two dice of different colors. One die is used to make an EC for all attacking units and the other die is used to make an EC for all defending units.

All Assaulting units which have rolled equal to or less then their current ER have "passed" their EC and use their PCFs to determine the odds ratio. Those which roll over their ER have failed their EC and use their SCFs instead. The same principle is applied to the defending units to determine which set of combat factors will be used. Units with a single PCF or DCF automatically contribute these without making an EC.

Having determined which set of combat factors the units will be using, the odds may be calculated. Add up the Assaulting combat factors (plus the ZOC Ratings of friendly Assault capable Combat units conducting Support Options) and compare the total to the defending units' combat factor total. Assaults must be made against all the units in the defender's hex; none can be singled out by the attacker to Assault separately. Express the comparison of combat factors as a ratio of the attacker's total to the defender's total, always rounded in favor of the defender. Apply any relevant column shifts to the CRT to determine the odds column for this combat. If Assaulting a defender whose final combat factor total is 0 or less use the "Max" column on the CRT.

EXAMPLE 20 to 10 would be a 2:1 ratio, but 19 to 10 would only be a 1:1 as odds are always rounded in favor of the defense.

If the Assault Option fails to meet the minimum odds printed on the CRT all Assaulting units automatically Disrupt instead. The Assault still counts against the HQ for Supply Mode Reduction .

Players now check to see if they have any CRT DRMs in their favor for this combat. DRMs can be more significant than odds in obtaining a favorable result. All modifiers are cumulative. Take the total of all the attacking Player's DRMs and subtract the total of all the defender's DRMs to get the modifier differential.

EXAMPLE If the attacking Player had 5 DRMs and the defender had 3, the modifier differential would be +2 (5 - 3).

The DRM differential, whether positive or negative, is always added to the die roll when rolling for a combat result. Roll one die and add the modifier. Cross indexing the modified die roll with the proper odds column will give the combat result.

EXAMPLE An armor unit (rated 7-4-2) is Assaulting a Infantry unit (rated 3-2-1) in Clear terrain. The armor unit has an ER of 4, the Infantry unit has an ER of 3. In the pre-combat EC, assume the armor unit passes, and the Infantry unit fails. Because the armor passed, it will use its PCF of 7, plus it will count its SCF as armor bonus DRMs (see Armor Bonus). The Infantry unit will defend using its SCF of 2 as it failed its EC. The combat odds are 3 to 1 (7 divided by 2, rounded down). The armor unit is allowed to add +4 to the die roll for its armor bonus. Consulting the CRT under the 3 to 1, the Assaulting Player rolled one die and adds +4. Assume he rolls a five. Adding +4 the new total is nine, a result of "DR2".

14.18 Emergency Supply

Under normal circumstances an HQ may not change its Supply Mode during the other Player's Operations Phase. However, Operational HQs (including those in Depleted Mode) which have retained some SPs may use these SPs to provide Emergency Supply to a threatened unit under their control. This supply serves to temporarily restore the defending unit to its full ER no matter how far the attrition has progressed.

One SP can supply one division or equivalent. Simply state the allocation of Emergency Supply to the unit in question, and remove the SP from beneath the HQ.

Only Combat units which conducted a Holding Operation during their previous Operations Phase are eligible for Emergency Supply.

In addition, the unit receiving Emergency Supply may not be OCC, ISO, or IND and a Communications Path of length less than or equal to the Command Radius of the parent HQ must be traced. Emergency Supply may only be allocated in the defense; it may never be used when attacking an enemy unit.

EXCEPTION Emergency Supply may be used for Counterattacks.

Allocation of Emergency Supply always occurs in the opposing Player's Operations Phase, as enemy attacks are the reason for the allocation.

An eligible unit may be allocated Emergency Supply as many times as desired in a given turn. If the unit is subsequently attacked and no additional Emergency Supply is allocated, it will undergo ER attrition again.

EXAMPLE An Operational HQ with a Command Rating of 9 assumes Depleted Mode because there are only 3 SPs available in a nearby Supply Dump (4 would be required to assume Defensive Mode, and 9 for Offensive Mode). The HQ assumes Depleted Mode, but the 3 available SPs located in the Supply Dump are allocated to this HQ and stacked beneath it. In the ensuing enemy Operations Phase one of the HQ's subordinate divisions is attacked. As the Player regards the position as vital, he decides to allocate Emergency Supply, spending 1 SP to do so. The SP is immediately deducted from the 3 SPs stacked under the HQ, leaving only 2 remaining. Even though the HQ is still in Depleted Mode, the defending division may participate in the ensuing combat with its full ER (instead of -1 for Depleted Mode) because of the Emergency Supply. If a second attack were made against the division its ER would sink by -1 because the division is back to Depleted Mode. Of course, a second Emergency SP could be expended allowing the division to participate at full ER.

14.2 Applying CRT Results

Combat Results are executed in the following strict order:

  1. Counterattacks

  2. Retreats

  3. Morale Checks

  4. Step Losses

  5. Assume Disrupted or Routed Status

  6. Additional Retreats due to Rout

14.3 Counterattack

When this result is obtained on the CRT, the phasing Player's Engagement Group loses any remaining EPs and the Engagement Operation is over for that Group. The defending Player checks his units which were just attacked and determines what Operational HQ(s) those units are under the command of (if any). As a Counterattack is called for, the defending Player may now identify one Operational HQ and name an Engagement Group to conduct an Engagement Operation. This Engage-ment Group may consist of the selected HQ’s units from the original defending stack of units plus any of the HQ’s mobile Combat units.

The Counterattacking Player uses the HQ’s EP total to conduct the Counterattack. EP costs per Engage-ment Option per stack are normal, but the original defending stack may only conduct Assault, Support, and Advance After Combat Options. Other Counterattacking mobile Combat units may only use Maneuver Before Combat, Assault, Support, and Advance After Combat Options.

EXCEPTION Units that Maneuver Before Combat are not required to Assault as in a normal Engagement Operation. They may simply move and need not Assault.

The HQ controlling the Counterattack uses its current Supply Mode when conducting the Counterattack unless 1 Emergency SP per division or equivalent that the Player wishes to Counterattack with is expended. This places the HQ in Offensive Mode for the Counterattack Operation only (the HQ reverts back to its previous Supply Mode once the Counterattack is resolved). As the Counterattack is considered a defensive action, it qualifies for Emergency Supply.

The HQ conducting a Counterattack does not undergo Supply Mode reduction as a result.

Counterattack Movement. Units may move their full Counterattack Movement Allowance given in the Movement Chart when conducting a Maneuver Before Combat Option regardless of their current Supply Mode. If the Counterattacking units are able to move adjacent to the enemy units that conducted the original attack, they may conduct an Assault or Support Option along with the original defending unit(s). Counterattacking units may Assault any of the original attacking enemy units they choose, even singling out a unit or units in a stack to attack.

NOTE The ability to single out a unit to attack applies only in Counterattacks. Normally, units must attack all the defending units in a hex when Assaulting.

Artillery. The Counterattacking Player may not conduct Barrage Missions nor may the original attacker Counterbarrage, but eligible units on either side may conduct CS and FPF Missions.

The original attacking units are not considered to have suffered Supply Mode Reduction yet. All units use their normal ER as modified for other conditions.

EXAMPLE The 2nd Player in a turn has a division whose HQ is in "D" Mode attacked by the 1st Player with 3 brigades. A "C" result is obtained. This means that the division is calling on its Operational HQ for a Counterattack. The 2nd Player may now interrupt the 1st Player's Operations Phase and Counterattack with the division and any mobile Combat units which are also under the command of the same Operational HQ as the division is. The 2nd Player chooses to Counterattack with an armor regiment. He expends 2 Emergency SPs to place his HQ in Offensive Mode for the Counterattack (1 SP for the division and 1 SP for the armor regiment). The armor regiment now moves up to the limit of its Counterattack Movement Allowance (assume this is 2 MPs) at a cost of 1 EP. Assume it moves to stack with the division. Together these units may Assault one, two or all three of the original attacking brigades at a cost of 2 EPs.

If the 2nd Player's HQ was currently in Depleted Mode instead and refused to expend Emergency SPs, its subordinate units would normally be prohibited from entering an enemy ZOC. The armor regiment would be able to move its normal 2 MPs of Counterattack Movement, but could not enter an enemy ZOC or conduct an Assault.

If the attacking Player attacks units that are incapable of calling for a Counterattack (like Transport or Combat units that do not require Command Control and therefore not under command of an HQ), or if a defending Player declines to exercise a Counterattack option, or merely moves units without Assaulting, or has no units capable of Counterattacking, or rolls a "C" result on the CRT himself, the combat result is "no effect" and no result occurs. The original Assault Option that triggered the Counterattack does then count against the attacker for Supply Mode reduction.

14.4 Retreat

The Retreat result requires units to conduct Retreat movement. In these cases the owning Player always conducts this movement. Retreating units or stacks must Retreat in such a way that they are the Retreat number result distance in hexes from the enemy units that caused the Retreat and if possible, closer to their parent HQ (for Combat units) or a friendly Ultimate Supply Source (all others). A Retreating stack of units may not Retreat in different directions.

Whenever possible, units should attempt to Retreat into hexes free of enemy ZOCs. Combat units may Retreat into enemy ZOCs. Transport and HQ units are eliminated if forced to Retreat into an enemy ZOC unless they are stacked with a Combat unit with at least two Steps of strength.

Any stack of units which Retreats into an enemy ZOC during its Retreat must make a MC immediately at the end of the Retreat (Friendly units do not negate the enemy ZOC.) Should a unit pass its MC it Disrupts automatically at the end of the Retreat. If the MC is failed, the stack must suffer a Step Loss and then all units automatically Disrupt at the end of the Retreat.

Units forced to Retreat into two or more enemy ZOCs automatically Rout instead at the end of the Retreat (but still must check for Step Loss.)

Surrounded. If a unit is unable to satisfy a Retreat result (e.g., due to enemy units or unpassable terrain) it is eliminated.

Overstacking. Units may Retreat into hexes in excess of stacking limits but this violation must be immediately corrected in the next friendly Operations Phase. In such cases, the Disruption penalty for overstacked hexes does not apply (see Overstacking Penalties) but the Retreated unit does not contribute its combat factors to the overstacked hex. In addition, to correct this stacking violation in the next Operations Phase, it will cost all units in the overstacked hex an additional MP to leave that hex.

Displacement. Players may choose to displace a friendly unit(s) which is in the way of one of his Retreating units to avoid overstacking. If this is done, the displaced unit may move up to 1 hex away from enemy units if possible, and then must make a MC. Should it fail this MC it will become Disrupted.

14.5 Morale Checks

Units may be required by the CRT to make a MC. A MC may also be called for by the BCRT. Unless otherwise noted, units must always make a MC after a Retreat (of any length). They are also required to make a MC if a friendly unit which is Disrupted or Routed, Retreats through or ends its Retreat in the hex they occupy.

A MC is defined as a check of a unit's MR as a result of combat. To pass the MC the unit must roll equal to or lower than its MR - its printed ER as modified by conditions affecting a unit's morale. These conditions are summarized in the Morale Modifiers Table. Morale is always checked using the MR of the unit as it began the Operations Phase. If a unit is forced to make more than one MC during an enemy Engagement Operation, use the unit's initial MR for all the MCs. Units which pass a MC are unaffected. Units which fail a MC become Disrupted (Remnants are Eliminated instead) and already Disrupted units become Routed. HQ units have no MR. They always fail MCs, automatically Disrupting.

EXAMPLE A full strength unit with a MR of 4 is attacked and forced to Retreat 2 hexes, one of which is through an enemy ZOC causing the unit to automatically Disrupt at the end of the Retreat. The unit must make two MCs, once to check for a Step Loss, the other because units must always make a MC after a Retreat. Both MCs are checked against the unit's MR of 4, before the automatic Disruption (with its -2 MR penalty) or the possible Step Loss (which may lower the unit's MR) apply because of CRT result priorities.

14.6 Step Losses

Step Losses represent sufficient casualties and disorganization to make a material impact on a unit's fighting ability.

The owning Player always chooses which of his units take a Step Loss when carrying out a Step Loss. It is important to note whether the unit selected is a three, two, or one Step unit.

Three Step Units: See German Army and Soviet Army Rules on losses for three step units.

Two Step Units: Two Step units are back-printed with a weaker second side. One Step Loss result causes the counter to be flipped over to its weak side. The second Step Loss will eliminate it.

One Step Units: Combat units not back-printed with a second side and all HQ and Transport are one Step units and are eliminated if they suffer a Step Loss. HQ and Transport units that are eliminated are permanently out of the game, and may not be "recreated".

14.7 Disruption

The Disruption result has the following effects on the different types of units:

Combat Units. Disrupted Combat units may not conduct Engagement or Special Operations. Remnants are Eliminated.

HQ Units. HQ units which Disrupt may not be used to give Command Control for subordinate units. They may not assume new Supply Modes, draw SPs via Supply Lift, form Supply Dumps, or conduct Transport or Special Operations.

Transport Units. Transport units which disrupt may not load/unload SPs nor form Supply Dumps. HQs may not draw SPs from them via Supply Lift.

Units which Disrupt remain so until they perform the Regroup Operation.

Holding. Disrupted units in an enemy ZOC may not hold. If unable to Maneuver out of the ZOC, it Routs.

ZOCs. Disrupted units may not voluntarily enter enemy ZOCs and if they begin their Operations Phase in an enemy ZOC, they may not conduct a Regroup or Holding Operation.

Artillery. Disrupted units may not use their AFs, if any, nor may friendly units conduct Artillery Missions for them.

Any unit which is currently Disrupted and fails a MC, or suffers another Disruption result, becomes Routed.

Friendly Units. If a Disrupted unit Maneuvers or Retreats through or stops on an undisrupted friendly unit, the undisrupted unit must make a MC to see if it maintains Good Order. A failed MC causes the friendly unit to Disrupt.

Undisrupted Friendly units may move through Disrupted units without penalty. Undisrupted Friendly units which stop in a hex with Disrupted units, must make a MC to see if it maintains Good Order. A failed MC causes the Friendly unit to Disrupt.

14.8 Rout

A unit which routs is subject to all Disruption effects except:

Units which Rout remain in a Routed state until they perform the Regroup Operation and achieve Disrupted state. Any unit which is currently Routed and fails a MC, or suffers another Disruption result, remains Routed.

The instant a unit assumes a Routed state, it is immediately required to execute a Retreat of one hex - this is over and above any Retreat result called for by the CRT (but no additional MC is required for this additional Retreat).

ZOCs. A Routed unit which begins a friendly Operations Phase in an enemy ZOC and is unable to move out of that ZOC (e.g., due to other enemy ZOCs), must take a step loss.

15. Special Units

A number of specialized units were used by most armies to perform specific tasks. Not every type will be present in each game in the series.

15.11 Anti-tank Units

Throughout the war, Anti-tank (AT) units were an essential part of the defense against enemy armor attacks. AT units are non-Assault-capable Combat units. AT units contribute their PCF or SCF to the defense of the hex when attacked (make an EC). They may be named as part of an Engagement Group.

15.12 Engineer Units

These Assault-capable Combat units are specialized bodies of troops with extra equipment and expertise to aid in the attack or defense of Cities or Towns. Whenever they conduct an Assault Option against a City or Town hex (or when defending such a hex), a Player receives a favorable DRM per Engineer unit involved. Engineer units in Good Order may also perform the Demolition Special Operation.

15.13 Reconnaissance Units

These Assault-capable Combat units represent the frontline "scouts". Reconnaissance units may be up to 1 additional hex away from their parent HQ's Command Radius and still be in Command Control and able to assume Supply Modes. Reconnaissance units in Good Order may Retreat Before Combat.

16. The German Army

The German Army possessed a number of inherent advantages due to well thought out doctrines of war, superior organization and dedicated professionals staffing the frontline units and rear service areas. Only German units may take advantage of these rules; German Allied units may not use these rules.

16.1 Mobile Divisions

The panzer and motorized divisions that the Germans fielded during the campaign have a number of unique characteristics and abilities.

Organization. German mobile divisions are not represented by a single piece. Instead, they are broken down into their component regiments and battalions, plus a division HQ. Printed in the upper left hand corner of each unit is the division's historical insignia which serves to identify all the units of a single division. No matter how many individual units a mobile division possesses, the sum of the components comprises one division for all rule purposes. All of a mobile division's units are equivalent to one division for the Command Control and Supply Mode rules.

Stacking. All of the units comprising a single mobile division may stack together in an Elevation 0 hex even if the total of all their PCFs exceeds 24. Mobile divisions (i.e., their components) must obey stacking limits at higher Elevations.

16.11 Division HQs.

Each mobile division possesses a division HQ unit. Unlike other HQ units, the division HQ is a mobile non-Assault-capable Combat unit. It possesses an ER and a MR.

EXCEPTION They may Retreat Before Combat.

NOTE Players may flip the division HQ over to symbolize all the mobile division's units are stacked together in a hex. Place the other units in one of the holding boxes on the Army Display Sheet.

Division Artillery. A mobile division HQ has an artillery capability (AFs). These Light AFs may conduct any Artillery Mission for its subordinate units against any target hex in range. These AFs may even fire Close Support and FPF Missions if not directly stacked with the attacking or defending units (so long as they are in range) to assist other units of the division.

A mobile division HQ with AFs receives a DRM when defending against enemy mobile enemy units.

16.12 Combat

Engagement Groups. If some or all of the units belonging to a single mobile division are named as an Engagement Group, and if they are within Command Control range of their Division HQ which is currently in Good Order, and they all conduct the same Engagement Option (or some units do nothing while others conduct the same Engagement Option), they pay the EP costs as if they were a single stack, even if the units are spread out over several hexes.

EXAMPLE A panzer division begins the Operations Phase with its units in 3 different hexes (one of which is adjacent to an enemy stack of units the German Player wishes to attack) and all within 4 hexes of the Division HQ. It would cost only 1 EP to Maneuver Before Combat with the two non-adjacent stacks (instead of 2 EPs), and 2 EPs for all three stacks to Assault even if from different hexes.

If the division had begun its Engagement Operation as a single stack and then broke apart to Assault from two different hexes, the EP costs for the two Assaulting stacks together would only be 2 EPs, not 4 (plus 1 EP for the stack to Maneuver Before Combat).

Divisional Integrity. If all of the units comprising a German mobile division (as listed at start in the scenario) are stacked together in the same hex when the Combat units of the division conduct an Assault Operation, the German Player receives a DRM for "Divisional Integrity."

16.2 Leg Divisions

German leg divisions consist of Infantry, mountain, Jaeger and security divisions. All leg divisions are represented by a single counter.

Leg Division Breakdown. The German Player may break down his leg divisions into their component pieces if desired at any time during a Friendly Operations Segment. When breaking a division down, the division counter is flipped over to its reverse side. This will represents the division's HQ, and the location of division's AFs, if any. These Light AFs may conduct any Artillery Mission for its subordinate units against any target hex in range as with Mobile Division Artillery.

Division HQ. The leg division's HQ unit is a mobile non-Assault-capable Combat unit. It possesses an ER and a MR.

EXCEPTION They may Retreat Before Combat.

Engineers/Recon Battalions. German Infantry division HQs marked "E" may break down into an Engineer battalion, and as many other Infantry units that total its current PCF. A division marked with an "E" or "R" need not break down in order to use the Engineer or Recon abilities (e.g., Demolitions, Recon in Force, Screening.)

PCF may be reduced by Step Losses (See Combat Factor Modifiers Table). Infantry division HQs marked "R" may break down into a Recon battalion and as many Infantry units that total its current PCF. An Infantry division marked with both an "E" and "R" could break down into an Engineer battalion, a Recon battalion, and as many Infantry units that total its current PCF. Thus any breakdown combination is allowed as long as the Player never has more regiment and or battalion units in play than the total PCF for that division. Do not count the division HQs PCF towards the total.

EXAMPLE A 9-6-3 Infantry division is marked with an "E' on its HQ side indicating that Engineers are present with the division. Normally the Engineers are “distributed” throughout the 3-2-1 regiments this division could break down into, but if the German Player wishes, he may concentrate his engineers into a 2-1-0 Engineer battalion This leaves an additional 7 PCFs to be accounted for. The German Player could break down into two 3-2-1 Infantry regiments in addition to his Engineer battalion forfeiting his last PCF, or one 3-2-1 Infantry regiment and two 2-1-0 Infantry battalions plus the Engineer battalion for a total of 9 PCFs plus the division HQ.

Mountain/Jaeger Divisions. Mountain and Jaeger divisions also breakdown into a division HQ and subordinate regiments and battalions. These divisions have a two regiment basic organization. When breaking down, they may deploy no more than two regiments with any remaining PCFs deployed as battalions. All fractions are lost on breakdown, but regained upon reforming the full division.

EXAMPLE The German Player could breakdown a 7-5-2 mountain division into a division HQ and two 3-2-1 mountain regiments, losing the 7th PCF. He could also breakdown into one 3-2-1 mountain regiment, and deploy any two 2-1-0 battalions (Mountain Infantry, Mountain Recon, Mountain Engineer, etc.) he is entitled to provided he does not exceed the 7 PCF minimum

EXAMPLE A 9-5-2 Jaeger division backprinted with an E or R could break down into a division HQ and two 3-2-1 Infantry regiments and a 2-1-0 Engineer or Recon battalion (losing the 9th PCF), or two 4-2-1 Infantry regiments only (again losing the 9th point), or one 3-2-1 Infantry regiment and three 2-1-0 Infantry battalions, etc.

Security Divisions. Security divisions were usually low-grade troops whose primary mission was to fight partisans. Security divisions may break down into a division HQ and two 2-1-0 Security regiments.

Engagement Groups. If some or all of the units belonging to a single broken down leg division are named as an Engagement Group, and if they are within the Command Radius of their Division HQ which is currently in Good Order, and they all conduct the same Engagement Option (or some units do nothing while others conduct the same Engagement Option), they pay the EP costs as if they were a single stack, even if the units are spread out over several hexes. When conducting Assault Options all the units under the command of a leg division HQ may participate (if in command of the division HQ). There are no commitment restrictions (See The Assault Option). Consider this to be the activities of a single stack of leg units.

EXAMPLE Normally only one non-adjacent leg unit or stack may be named to participate in an Assault Option, all the subordinate breakdown units under a leg division HQ could participate, even if they began the turn in separate hexes. All the units would just expend 1 EP between them to Maneuver Before Combat, 2EPs total to Assault, etc. just as if they were a single stack.

Concentration. Leg divisions which have broken down may be built up again by stacking the components with their division HQ and expending an additional MP to "concentrate." All the component units must be able to meet this MP requirement during the same Operations Phase or the division cannot rebuild that turn.

16.3 Step Losses

16.31 Three Step Units

Infantry divisions with an original strength of 9 or more have 3 steps of strength regardless of their PCF total. The first time an Infantry division suffers a Step Loss, it must be marked with a "1 Step Lost" counter. Do not flip the unit over as with other units. Should it take a second loss while already marked "1 Step Lost", simply flip the loss indicator over to its "2 Steps Lost" side. German Infantry divisions with a Step Loss marker may still use their PCF/ SCF (based on the EC) in an attack or when defending, but they must reduce their PCF/ SCF for each Step Loss. (See Combat Factor Modifier Table). The unit's ER and MR are unaffected.

EXAMPLE A 9-6-2 German Infantry division has suffered 2 Step Losses. Assuming it passes its EC, its modified PCF would be only 1/3 of 9, or 3. It loses a third for the first step loss, and another third for the second, a total of 6 PCFs lost.

16.32 Two Step Leg Divisions

Infantry divsions with an original strength of less than 9, and all Mountain, Jaeger or Security Divisions are two step units and if forced to take a Step Loss, are marked with a -1 Step marker as above. The unit’s strength is reduced and is eliminated if forced to take a second Step Loss. ER and MR are unaffected.

16.4 German Special Units

16.41 Security Divisions

Security divisions that are broken down may not be declared Independent.

16.42 Mountain/Jaeger Divisions

The Germans enjoyed only limited successes with their Mountain and Jaeger troops during the campaign.

NOTE Jaeger troops were trained for operations in lowland hills, but not equipped for higher Elevations.

Movement Effects. The only Assault capable Combat units that can enter Elevation 5 terrain are mountain units. Both Mountain and Jaeger units pay lower movement costs when moving through high Elevations. Refer to the Game Tables for specific movement costs.

Combat Bonus. Mountain units receive a favorable DRM when attacking or defending on Elevations of 3 or higher. Jaeger units receive a favorable DRM when attacking or defending on Elevations 2 or 3.

16.5 German Special Operations

The German Player may conduct additional Special Operations with his units.

16.51 Leg Division Special Operations

Non-broken down German leg divisions may attempt the Special Operations listed for Engineers and Recon units if backprinted with an "E" or "R". Use a German 2-1-0 Engineer or Recon battalion values for these units when attempting Special Operations.

EXAMPLE An non-broken down leg division backprinted with an "E" or "R " could undertake Demolitions (using a PCF value of 2, SCF value of 1)..

17. The German Allies

17.1 Stacking

Romanian and Hungarian units may not stack together nor may they form part of the same Engagement Group

17.2 German Allied HQs

German Allied HQ units have no intrinsic anti-aircraft capability (flak).

German Allied HQs may be placed under the command of a German Superior HQ. German Allied Combat units may be placed under the command of a German HQ unit. German units may not be placed under the command of a German Allied HQ unit. Units of one German Allied nationality may not be placed under the command of a German Allied HQ of a different nationality.

For a German Allied HQ to be placed under the command of a German Superior HQ unit, two requirements must be met. These are:

The German Superior HQ must be within the Command Radius of the German Allied HQ.

Both the German Allied Operational HQ and the German Superior HQ must expend the appropriate number of SPs to enter Offensive Mode or Defensive Mode. A German Superior HQ unit cannot provide command for the German Allied HQ if it does not expend enough SPs to meet the Supply Mode marker costs.

Note that the German Allied HQ may assume Defensive Mode (or Depleted Mode) independently by itself when not under the command of a German Superior HQ, but it cannot assume Offensive Mode without being placed under a German Superior HQ.

17.21 German Superior HQ Command

If a German Allied HQ is placed under the command of a German Superior HQ, it may enter Offensive Mode. Regardless of what Supply Mode it is in all of its subordinate Combat units in Command Control will be eligible for the following benefits:

The printed ER and MR of all German Allied Assault-capable Combat units are increased

German Allied Assault-capable Combat units in Good Order stacked with a German Combat unit that is also in Good Order received an increase in MR. However, anytime a mixed stack hex of German Allied and German units must take a Step Loss(es); the first Step Loss and the third Step Loss must come from the German unit(s).

17.3 German Allied Divisions

All the benefits of German Superior HQ Command applies equally to German Allied divisions when it is under the ultimate command of a German Superior HQ. The division may be assigned to any German Operational HQ where it acts like any other German division.

18. The Soviet Army

18.1 Soviet Step Losses

18.11 Three Step Units

When a Soviet three step unit first suffers a Step Loss, flip the counter to its weak side. Should another Step Loss be called for, remove the unit from play and replace it with the appropriate unit (See Soviet Unit Breakdown Table).

18.2 Morale

18.21 Morale Restrictions

Due to the inexperienced troops making up most of the units all Soviet units in ISO status have reduced Morale in addition to any other penalties.

18.3 Corps HQs

Many independent brigade sized units were often grouped together under the control of a central Corps HQ. In general, a Soviet Corps HQ is similar to an Operational HQ. The Corps HQ is a mobile non-Assault-capable Combat unit, paying mobile terrain costs. The Command Rating represents the number of brigade‑sized (not division) units the HQ may command. Each Corps HQ is designated as to whether the HQ commands Rifle (R) Guard (G) or Cavalry (C) brigades exclusively.

Communications. Cavalry Corps HQ may only command cavalry brigades, Rifle Corps HQs may only command rifle brigades, and Guards Corps HQs may only command Guards brigades. The Corps HQ and its subordinate brigades count as one division against the Operation HQ's Command Rating for Command Control and Supply Mode rules.

Supply Mode Reduction. The Corps HQ, if in command of an Operational HQ, will suffer Supply Mode reduction if more than one subordinate brigade conducts an Assault Option.

IND Corps. Corps HQs may be declared IND. IND Corps HQs may draw an SP during the Supply Mode Segment using the Supply Lift rules from any supply source within its Supply Radius. This SP may be expended to place the Corps HQ and its attached brigades in Offensive Mode or be carried along with the HQ as it moves. An IND Corps will become ISO if one or more of its brigades is involved in combat.

Engagement Groups. If some or all of the brigades under a single Corps HQ are named as an Engagement Group, and if they are within Command Control range of their Corps HQ which is currently in Good Order, and they all conduct the same Engagement Option (or some units do nothing while others conduct the same Engagement Option), they pay the EP costs as if they were a single stack, even if the units are spread out over several hexes. When conducting Assault Options all the units under the command of a Corrps HQ may participate. There are no commitment restrictions (see The Assault Option). Consider this to be the activities of a single stack of leg units.

EXAMPLE Normally, only one non‑adjacent leg unit or stack may be named to an Assault Option, all three brigades attached to a Corps HQ could participate, even if they began the turn in separate hexes. All three brigades would expend just 1 EP among them to Maneuver Before Combat, and just 2 EPs to Assault, even from different hexes, etc.

ZOC Rating. If two or more brigades are stacked together in a hex and in Command Control of a Corps HQ, then total their ZOCs to find the ZOC projected. If not in Command Control, only the top brigade projects a ZOC.

18.31 Brigades

Brigades are leg Assault-capable Combat units. Count two brigades as one division for Command Control and Supply Mode purposes unless under the command of a Soviet Corps HQ.

Rifle Brigades. Rifle brigades may be declared IND or be assigned to Rifle Corps HQs or Operational HQs. When operating IND, each rifle brigade may assume Offensive or Defensive Mode by expending the amount of SPs given in the Supply Cost Table (and would have to be stacked with a Supply Dump to draw it).

Guards Brigades. Guards rifle brigades are treated the same as rifle brigades above.

Cavalry Brigades. Cavalry brigades are treated as rifle brigades above. They have unit identification numbers for historical accuracy but are otherwise considered generic cavalry units in every way.

18.32 Regiments

Regiments are leg Assault-capable Combat units. They may be declared IND or be placed under command of an Operational HQ. When operating IND, they may assume Offensive or Defensive Mode by expending the number of SPs specified in the Supply Cost Table (and the regiments would have to be stacked with a Supply Dump to draw it).

18.4 Soviet Special Units

18.41 Tank Brigades

Three armored brigades (rather than the normal two) are equivalent to a division for purposes of determining Command Control and assuming Supply Modes. A tank "corps" is also equal to a division.

Independent Command. Armor brigades under the command of an Operational HQ may be declared IND, even if not otherwise eligible.

Concentration. Whenever three tank brigades attack or defend together, the Soviet player receives one DRM (in addition to any earned for the tank brigades themselves) for "concentration" for each three such units involved in the attack.

ZOC Rating. Whenever tank brigades are stacked together, the ZOC ratings of the top three tank brigades are added together to determine the ZOC Rating for the stack. Three tank brigades, each with an individual ZOC of zero will nevertheless exert a ZOC rating of one, into adjacent hexes. (This is subject to terrain/atmospheric modifiers.)

18.42 Soviet Anti-Tank Brigades

Soviet AT Brigades may occupy (but not create) Improved Positions despite being mobile units.

Soviet Anti-Tank Brigades are mobile non-Assault-capable Combat units. In addition to their combat factors, these units receive a DRM against mobile units when stacked with a leg unit or stacked with a leg unit in an Improved Position of any type.

18.43 Guards Units

The Soviet Player has a few Guards corps, divisions, and brigades in his order of battle. Guards units are identified by the Guards banner symbol in the upper left hand corner of the units.

Guards units may be declared IND (see Independent Commands) or be assigned to an Operational HQ.

18.44 Front Engineers

Each Soviet Superior HQ unit is considered to have an intrinsic Engineer capacity for building pontoon bridges. Any Superior HQ unit that is in play on the map can deploy its Front Engineer unit to perform engineering functions separate from the Superior HQ. When its Front Engineer unit is deployed, the Superior HQ unit loses its bridge building capacity until it recombines with its Front Engineer unit.

The Front Engineer may be deployed on its Superior HQ unit during any "Reinforcement Segment" and may move normally in the following Operations Phase. The Front Engineer may be reabsorbed by its Superior HQ by stacking with it and removing the Front Engineer from play. If the Front Engineer is lost in combat, it cannot be replaced and its Superior HQ permanently loses its bridge building capability.

The Front Engineer is a non-Assault-capable Combat unit and may be declared IND.

Construction. The Front Engineer can build permanent bridges at the beginning of the Operations Phase or repair destroyed bridges by being adjacent to the river hexside to be bridged or repaired. Use a pontoon bridge to indicate a newly built bridge and remove a destroyed bridge marker to indicate a repaired permanent bridge.

Bridge Destruction. The Front Engineer can destroy bridges just like German engineers can, but unlike them it cannot attempt to destroy a bridge if a German or German Allied Combat unit is adjacent to the targeted bridge.

18.45 Poor Quality Troops

Some Soviet units have a SCF of "0". If one of these units attacks by itself and fails its pre-combat EC, it automatically Disrupts itself. An attack made against a unit or units whose defense strength is zero is resolved on the maximum odds column of the CRT.

EXCEPTION If a "0" strength unit is stacked with other non-zero strength units, the attack is not resolved on the maximum odds column unless the attack is sufficient to be on that column if the zero strength unit were not present in the hex.

18.5 Soviet Special Operations

18.51 Construct Field Works

Soviet Front Engineers may build Field Works during the course of the game (even in enemy ZOCs). The unit must conduct a Holding Operation during the Operations Phase and not be Disrupted, forced to Retreat or Eliminated during the German Player's turn. At the start of the next friendly Operations Phase, place a Field Works marker in the hex. The Front Engineer is then free to conduct other operations in that Operations Phase. Field works may be built in any type of terrain that is not impassable to enter and may be built in the same hex as a Fortification.

  • 2.32 Effectiveness Rating
  • 2.33 Artillery Factors
  • 2.34 Elite Status
  • 2.35 The Primary Combat Factor
  • 2.36 The Secondary Combat Factor
  • 2.37 Zone of Control Rating
  • 2.38 Armor Bonus
  • 2.4 HQ Units
    • 2.41 Engagement Points
    • 2.42 Defensive Combat Factor
    • 2.43 Transport Capacity
    • 2.44 Command Rating
    • 2.45 Supply Column Rating
    • 2.46 Mobile Unit Command Rating
  • 2.5 Subordinate HQs
  • 2.6 Transport Units
    • 2.61 Defensive Combat Factor
    • 2.62 Transport Capacity
  • 2.7 Remnants
  • 2.8 Morale
  • 3. Sequence of Play
    • 3.1 Reinforcement Phase
    • 3.2 Weather Phase
    • 3.3 Strategic Overphase
    • 3.4 Communications Phase
    • 3.5 1st Player's Operational HQ Phase
    • 3.6 1st Player's Operations Phase
    • 3.7 2nd Player's Operational HQ Phase
    • 3.8 2nd Player's Operations Phase
    • 3.9 The Turn Record Phase
  • 4. Stacking
    • 4.1 General Rule
    • 4.2 Stacking Limits
    • 4.3 Overstacking Penalties
    • 4.4 Stacking Restrictions
  • 5. Zones of Control
    • 5.1 Overlapping ZOCs
    • 5.2 ZOCs and Stacking
    • 5.3 ZOCs and Movement
      • 5.31 Infiltration
    • 5.4 ZOCs and Combat
    • 5.5 ZOCs and Communications
    • 5.6 ZOCs and Retreat
    • 5.7 ZOCs and Terrain
  • 6. Artillery
    • 6.1 Artillery Missions
    • 6.2 Heavy Artillery Units
      • 6.21 Deployed Mode
      • 6.22 March Mode
      • 6.23 Changing Mode
  • 7. Terrain
    • 7.1 Cities, Towns, Villages
    • 7.2 Major and Minor Rivers and Streams
      • 7.21 Movement Across Rivers
      • 7.22 Combat Across Rivers
      • 7.23 Support Across Rivers
      • 7.24 Communications Across Rivers
      • 7.25 Retreat Across Major Rivers
      • 7.26 Retreat Across Pontoon Bridges
    • 7.3 Elevations
      • 7.31 Lowland and Lowland Woods
      • 7.32 Highland and Highland Forest
      • 7.33 Mountains
      • 7.34 Summits
      • 7.35 Elevation and Communications
      • 7.36 Elevation and Combat
      • 7.37 Elevation and Movement
      • 7.38 Elevation and Stacking
    • 7.4 Special Terrain Types
      • 7.41 Balkas
      • 7.42 Pipelines and Burial Mounds
      • 7.43 Dunes
      • 7.44 Salt Pans
      • 7.45 Ridges
  • 8. Reinforcement Phase
    • 8.1 When Reinforcements Enter
    • 8.2 Command and Supply Mode
    • 8.3 Blocked Entry Points
  • 9. Weather Phase
    • 9.1 How to Determine Weather
    • 9.2 Temperature Conditions
    • 9.3 Atmospheric Conditions
    • 9.4 Ground Conditions
  • 10. Strategic Overphase
    • 10.1 Strategic Supply Assignment
      • 10.11 Strategic Supply Procedure
      • 10.12 Ultimate Supply Source
      • 10.13 Assignment of SPs to Superior HQs
    • 10.2 Superior HQ Operations
    • 10.3 Transport Unit Operations
    • 10.4 Supply Mode Marker Removal
  • 11. Communications Phase
    • 11.1 Command Control Segment
      • 11.11 Superior HQs Command Control
      • 11.12 Operational HQ Command Control
      • 11.13 Combat Units and Command Control
      • 11.14 Artillery and Command Control
      • 11.15 Subordinate HQ and Command Control
      • 11.16 Independent Commands
      • 11.17 Out of Command Control
      • 11.18 Isolation
      • 11.19 Units Not Needing Command Control
    • 11.2 Supply Segment
      • 11.21 Drawing Supply
      • 11.22 Assuming Supply Modes
      • 11.23 IND/OCC/ISO Supply
      • 11.24 Emergency Supply
      • 11.25 Subordinate HQ Supply Mode.
      • 11.26 Supply Mode Markers
      • 11.27 Offensive Mode
      • 11.28 Defensive Mode
      • 11.29 Depleted Mode
    • 11.3 Artillery Missions and Supply
      • 11.31 Who May Fire
      • 11.32 Supply Mode Reduction
    • 11.4 Captured Supplies
  • 12. Operational HQ Phase
    • 12.1 Types of Operations
  • 13. Operations Phase
    • 13.1 The Barrage Segment
    • 13.2 Operations Segment
    • 13.3 Holding Operation
      • 13.31 Which Units May Hold
      • 13.32 Holding and Emergency Supply
    • 13.4 Transport Operation
      • 13.41 Who May Conduct Transport Operations
      • 13.42 Combining Transport and Other Operations
      • 13.43 Supply Point Transport
      • 13.44 Form Supply Dump
    • 13.5 Maneuver Operation
      • 13.51 Who May Maneuver
      • 13.52 Maneuver Procedure
      • 13.53 Maneuver and ZOCs
      • 13.54 Maneuver and Command Control
    • 13.6 Engagement Operation
      • 13.61 Who May Conduct Engagement Options
      • 13.62 Engagement Points
      • 13.63 Engagement Groups
      • 13.64 Stacking/Unstacking
      • 13.65 Combining Engagement Options
      • 13.66 The Maneuver Before/After Combat Option
      • 13.67 The Assault Option
      • 13.68 The Support Option
      • 13.69 Advance After Combat Option
      • 13.610 Ending an Engagement Operation
      • 13.611 Engagement Group Limits
    • 13.7 Refit Operation
    • 13.8 Regroup Operation
    • 13.9 Special Operations
      • 13.91 Bridge Laying
      • 13.92 Demolitions
      • 13.93 Occupy Improved Positions
      • 13.94 Build Fortifications
      • 13.95 Major River Crossings
      • 13.10 Supply Mode Reduction
  • 14. Combat
    • 14.1 Combat Procedures
      • 14.11 Retreat Before Combat
      • 14.12 The Counterbarrage Mission
      • 14.13 The Close Support Mission
      • 14.14 Final Protective Fire Mission
      • 14.15 Terrain Features
      • 14.16 Installations
      • 14.17 Resolving Assaults
      • 14.18 Emergency Supply
    • 14.2 Applying CRT Results
    • 14.3 Counterattack
    • 14.4 Retreat
    • 14.5 Morale Checks
    • 14.6 Step Losses
    • 14.7 Disruption
    • 14.8 Rout
  • 15. Special Units
      • 15.11 Anti-tank Units
      • 15.12 Engineer Units
      • 15.13 Reconnaissance Units
  • 16. The German Army
    • 16.1 Mobile Divisions
      • 16.11 Division HQs.
      • 16.12 Combat
    • 16.2 Leg Divisions
    • 16.3 Step Losses
      • 16.31 Three Step Units
      • 16.32 Two Step Leg Divisions
    • 16.4 German Special Units
      • 16.41 Security Divisions
      • 16.42 Mountain/Jaeger Divisions
    • 16.5 German Special Operations
      • 16.51 Leg Division Special Operations
  • 17. The German Allies
    • 17.1 Stacking
    • 17.2 German Allied HQs
      • 17.21 German Superior HQ Command
    • 17.3 German Allied Divisions
  • 18. The Soviet Army
    • 18.1 Soviet Step Losses
      • 18.11 Three Step Units
    • 18.2 Morale
      • 18.21 Morale Restrictions
    • 18.3 Corps HQs
      • 18.31 Brigades
      • 18.32 Regiments
    • 18.4 Soviet Special Units
      • 18.41 Tank Brigades
      • 18.42 Soviet Anti-Tank Brigades
      • 18.43 Guards Units
      • 18.44 Front Engineers
      • 18.45 Poor Quality Troops
    • 18.5 Soviet Special Operations
      • 18.51 Construct Field Works
  • HQWhite on Red
    TransportRed on White
    IrregularBlack on Pink
    Aircraft UnitsRed on Pink
    Naval UnitsRed on Black
    36
    GroznyyOct 436
    OrdzhonikidzeOct 1642