Famous Divisions: Grossdeutschland Panzer
Famous Divisions: Grossdeutschland Panzer Rulebook
Table of Contents
Table of Contents
- 1.0 Quick-Summary Game Concept
- 2.0 Game Components
- 3.0 Game Turns
- 4.0 Reinforcements
- 5.0 Supply
- 6.0 Activation
- 7.0 Stacking
- 8.0 Zones of Control (ZOC)
- 9.0 Movement
- 10.0 Combat
- 11.0 Ranged Fire
- 12.0 Demolishing Bridges
- 13.0 Evening & Night
- 14.0 Weather
- 15.0 Fortifications
- 16.0 Engineers
- 17.0 Scenarios
- 18.0 Scenario 1: Kursk
- 19.0 Scenario 2: Akhtyrka
- 20.0 Scenario 3: Mischurin-Rog
- 21.0 Scenario 4: Lutchessa Valley
1.0 Quick-Summary Game Concept
Famous Divisions: Grossdeutschland simulates four battles that involved the German Grossdeutschland. Each game turn represents approximately six hours and each hex represents approximately 550 yards from side to opposite side. The game system utilizes a basic odds-ratio combat results table that is augmented by "Event Chits" players randomly draw from a cup during the course of play.
Each game turn is not divided into separate friendly and enemy turn, but rather is comprised of numerous individual "HQ Activations." All of the game's HQ activation chits are placed into an individual opaque cup, and each one is drawn one at a time to initiate the activation (movement and combat) of a headquarters (HQ) unit, and all of that headquarter's associated units (companies). When that HQ's activation is finished, a new HQ activation chit is drawn from the cup, and its activation commences. All of the HQ activation chits are drawn one at a time in that way until the draw cup is empty. When the last of the HQ activation chits have been drawn, that game turn is over.
1.1 Fog of War
A player may inspect the units and stacks of the other player if he demonstrates a line of contiguous and uninterrupted (by blocking terrain) hexes not in excess of 10 hexagons in length from any of his own units presently on the map to the enemy unit or stack he desires to inspect.
Exception: No enemy unit or stack in the same hex as a fortification is subject to inspection.
However, any enemy unit that conducts any manner of combat must be revealed in all cases (even if occupying a fortification).
2.0 Game Components
This game includes two counter sheets (560 counters), and four maps (two mapsheets) of four battlefields where Grossdeutschland fought. Players will need to provide three six-sided dice, and also three small opaque cups for drawing various random game pieces.
Errata: The Soviet 2nd Mot HQ unit is printed with an incorrect battalion color band; it should be the same color band as the 2nd Mot battalion.
Activation Draw Cup One of three draw cups is to be used for "Activations" (see rule 6.0); place all of the HQ activation chits of the scenario being played into the activation draw cup.
German Event Draw Cup One of three draw cups is to be used for German "Event Chits" (see rule 10.3); place the specified event chits designated by the scenario into the German event chit draw cup.
Soviet Event Draw Cup One of three draw cups is to be used for Soviet "Event Chits" (see rule 10.3); place the specified event chits designated by the scenario into the Soviet event chit draw cup.
2.1 Maps
The maps portray four distinct battles: "Kursk," "Akhtyrka," "Mischurin-Rog" and "Lutchessa Valley." The hex grid printed on the maps is used to facilitate the movement of units and to delineate the various terrain features. The effects on play of the various terrain features can be found on the Terrain Chart (printed astride each map).
2.2 Charts and Tables
The rules and the maps include all of the charts and tables necessary for play. The Terrain Chart includes the combat modifiers as well as the movement costs for each type of unit and terrain.
2.3 Combat Units
The various game pieces represent all the historic combat units, as well as all necessary chits to facilitate play. The combat units are primarily companies, and are color-coded by nationality:
Red = Soviet Grey = German
Additionally, the individual combat units are color-coded in accordance with their respective battalion HQ, indicating the combat units that may move and/or attack when its battalion HQ unit is "Activated" (see rules 2.5 and 6.0).
The numerical ratings and symbols printed on each combat unit are indicated as follows:
The front side of all combat units is their full-strength side, whereas the back side is always their depleted (reduced-strength) side. Whenever any full-strength combat unit suffers casualties, it is flipped to its back side, which is printed with lower ratings. Whenever any depleted combat unit suffers casualties (depleted again), it is eliminated and removed from play.
Note: Some of the units are not printed with depleted back sides. As such, they are simply eliminated whenever they suffer casualties.
As a general note, Wheeled units are assumed to include trucks or other types of wheeled vehicles. In the case of infantry or artillery, it is assumed they are being transported (if classified as a Wheeled unit), and any unloading/unlimbering occurs automatically within the timeframe represented during each turn. Nonetheless, in most cases such units are not assumed to be loaded or limbered when engaged in combat.
2.4 Headquarters Units
Headquarters (HQ) units exist to "activate" combat units (see 6.0), provide a supply source during the supply phase, and provide a retreat direction for any units forcibly retreated after combat. Each HQ unit is color-coded to correspond to a specific HQ activation chit, and a particular battalion, indicating which units are activated during a turn (when the corresponding HQ activation chit is drawn from the draw cup).
If a battalion's HQ unit has been eliminated, the units of that battalion cannot be activated as a whole. The HQ activation chit remains in the draw cup, and is drawn normally, but only one stack of units (any units of that same battalion in any one hex) may be activated per game turn. For example, if the German HQ 1Gr has been eliminated, the German player may activate one hex that contains any 1Gr company when the 1Gr HQ activation chit is drawn; however, if the scenario also includes the division HQ for that side, that division HQ may activate that whole battalion normally, when the division HQ activation chit is drawn (see rule 6.0).
2.5 HQ Activation Chits
Each player is allotted an assortment of "HQ Activation Chits," as specified by the current scenario. All of the HQ activation chits (of both sides) are placed into the activation draw cup (except those of reinforcement battalions, until their arrival on the map), and are then drawn blindly by either player each turn, one at a time, to determine the sequence of the battalions to be activated throughout each game turn (see rule 6.0). Each drawn HQ activation chit allows the player of the same nationality to activate (move and/or to conduct attacks) the same color-coded battalion units during that turn.
2.6 Information Markers
In addition to the Turn Track markers, the following information markers are provided to aid game play:
Blown Bridge Markers Used to indicate map-printed bridges that have been destroyed (see rule 12.0).
Pontoon Bridge Markers Used to indicate the presence of pontoon bridges astride a river or canal hexsides (see 12.1).
Road Move Markers Used to indicate units that have moved along a road, to be placed in the last hex occupied by that unit during a turn to retain its eligibility for the road movement rate, per the Terrain Chart (see rule 9.2).
Supply Markers Used to designate units that are Low Supply or Out of Supply (see 5.2).
Overrun Markers Used to indicate units that have conducted an overrun attack, and are thus eligible to conduct overrun movement.
3.0 Game Turns
Each game turn simulates approximately six hours of one day. As such, there are four types of turns: Morning, Day, Evening, and Night. The sequence of play for each type of turn is exactly the same; the only notable differentiation is that Evening and Night turns entail movement and combat penalties (see rule 13.0), as well as limiting the application of certain Event Chits (see rule 10.3).
3.1 Sequence of Play
Each turn (Morning, Day, Evening or Night) is divided into the following phases, which are played in the order listed:
- Weather (Phase #1)
- Supply (Phase #2)
- Activation (Phase #3)
- End of Turn (Phase #4)
3.2 Weather Phase
One player determines the weather for the current turn (see rule 14.0).
3.3 Supply Phase
Both players determine the supply status of their units (see rule 5.0).
3.4 Activation Phase
Both players place their HQ activation chits, as specified by the current scenario (including the HQ activation chits of reinforcement units, if any) into the activation draw cup. Either player then thoroughly mixes the draw cup to assure a random drawing during the game turn.
During the "Activation Phase" of each turn, either player (it doesn't matter which) blindly draws one HQ activation chit from the draw cup. The chit drawn indicates which HQ is currently activated, and which battalion's units may be activated by that headquarters unit. Only units within that HQs activation range (see rule 6.0) may move and/or attack.
Exception: Division HQs may activate any friendly units of any battalion if that battalion had not been activated yet during that turn.
Any movement of each activation must be completed before any attacks are begun. When a battalion is activated, each unit of that battalion may move or attack, or move and then attack. No unit may ever attack and then move.
3.5 End of Turn Phase
After the last HQ activation chit has been played, all information markers (except road movement) and event chits are removed from the map. Under-construction pontoon bridges, if any, are flipped to the completed side (see rule 12.1), and the game turn marker is moved to the next turn box on the turn track.
All HQ activation chits are placed back into the activation draw cup, except any battalions that had been eliminated during the previous turn.
Remove all "Pinned" markers from all units that were pinned by Opportunity Fire (see rule 11.4) during the current game turn.
Flip any artillery unit(s) that had fired from the "FIRED" side, back to the front (ready to be fired) side.
If the current turn is the end of a night turn, each player may roll for possible replacements (see rule 4.1 below).
4.0 Reinforcements
Reinforcements are units scheduled to arrive during specific game turns via specific entry hexes, as indicated by a particular letter printed on each entry hex along the edge of the map. When a reinforcement unit arrives on the map, place its corresponding HQ activation chit in that player's activation draw cup.
Note: Inasmuch as Reinforcements are not on the map before their entry, they are not required to be within their HQ's activation range during their first (only) entry turn. All reinforcements are assumed to be within activation range when entering the map.
Reinforcement units may enter the map as individual units or as stacks (within normal stacking limits), one unit or stack at a time per the owning player's preference. Upon entry, a reinforcement unit or stack is immediately governed by all the normal rules pertaining to movement and combat. Until entry onto the map, no reinforcement unit is subject to any rule governing movement or combat.
If any particular entry hex is occupied by any enemy unit (or a pinned friendly stack), a scheduled reinforcement may simply arrive in the closest, legally enterable map-edge hex on that same side of the map. If, because of enemy units and prohibitive terrain, no legal entry hex is available, reinforcements thus cannot arrive on the map until a subsequent turn, when an enterable hex becomes available.
Note: A player may withhold the arrival of his own reinforcements until a later turn, although doing so does not afford any rules benefit or advantage. In such a case, the reinforcing unit's activating HQ is placed into the draw cup each turn.
4.1 Replacements
At the end of each calendar day (that is, at the end of each night turn), each player may roll one die to receive possible replacements (though some scenarios may specify that a side does not receive replacements). If the die roll is 1-3, the rolling player may then immediately rebuild one depleted leg unit of his choice from among the units present on the map. If the die roll is 4-6, no replacement is possible.
The current weather affects the replacement die roll, as follows:
| Weather | Modifier |
|---|---|
| Sunny | -1 |
| Cloudy | 0 |
| Foggy | +1 |
| Rainy | +2 |
| Stormy | +3 |
| Snowy | +3 |
A depleted unit may not be rebuilt if it is currently within an enemy unit's ZOC, or within any direct ranged fire unit's range. In addition, a depleted unit may not be rebuilt if it does not have an uninterrupted contiguous path of hexes (of any length and route) from the unit's hex to an HQ unit of the same battalion, or its divisional HQ (even if that unit is not yet marked as low supply).
The German player is eligible to rebuild one depleted Leg unit regardless of the die roll, if that unit is presently stacked with a "Feld Ersatz" (Field Replacement) unit, in addition to the aforementioned stipulations. That "Feld Ersatz" unit must not be marked as either low supply or out of supply.
Eliminated units may never be rebuilt.
5.0 Supply
Both players must audit the supply status of all units during the Supply Phase of each turn.
5.1 Supply Determination
To be considered in supply, every unit must have an uninterrupted contiguous path of hexes (of any length and route) from the unit's hex to an HQ unit of the same battalion. For example, the German 5K unit of the 2Pz Battalion must have a demonstrable path of traversable hexes from the 5K unit to the 2Pz Battalion HQ.
Battalion HQ must themselves also have a supply path, although a battalion HQ must have a demonstrable path of traversable hexes (of any length and route) from the HQ unit to any other HQ (other than itself).
Note: A division HQ may be a single source of supply for any single battalion.
If, during the Supply Phase, no battalion HQ is available as a source of supply, one stack of units (only) may be nominated as being automatically in supply for that turn (even if no battalion HQ is available). As such, any unit(s) from that unsupplied battalion in that same stack are always assumed to remain in supply throughout the current turn, even if no HQ is available. The unit(s) in that stack may thus move, attack and defend normally during that turn. If there is more than one unit in the nominated stack, only one unit or stack may be designated as being automatically in supply if any of those units in that stack split off during movement or retreat.
All other units from that same battalion not stacked with that nominated stack cannot be considered automatically supplied. A unit is not qualified as being automatically supplied if it moves into or through a nominated stack's hex during movement, or retreats during that same turn. During each Supply Phase, however, the owning player may nominate a different stack (or the same stack) as being automatically in supply each turn, if supply cannot be restored. In any case, only one stack (even if only one unit is present) of each battalion may ever be nominated as being automatically in supply.
A supply path may be any length and route, although no supply path may pass through the following hexes:
- Any hex presently occupied by any enemy unit.
- Any hex presently within any enemy unit's ZOC, unless that hex is also occupied by any friendly unit.
- Into or across any terrain where a Wheeled type unit is not allowed (NA), as indicated by the Terrain Chart.
Transcriber's note: the printed rules have no rule 5.2. Cross-references to "5.2" (in 2.6 and 9.1) are reproduced as printed; the low-supply and out-of-supply rules follow directly under 5.3.
5.3 Low Supply and Out of Supply Units
Any particular unit that cannot demonstrate a supply path to a battalion HQ during a supply phase is immediately considered "Low Supply." If a particular unit cannot demonstrate a supply path during two consecutive supply phases, it is immediately considered "Out-of-Supply." If any unit is unable demonstrate a supply path during three or more consecutive supply phases, it immediately suffers casualties (it is flipped to its depleted side, or is eliminated if already depleted).
A unit that is currently low supply or out-of-supply suffers the following penalties:
- Low Supply: Attack Strength is halved (rounded up).
- Out-of-Supply:
- Attack Strength and Defense Strength is halved (rounded down).
- Tracked and Wheeled unit movement is halved (rounded down).
- No Direct Ranged Fire is permitted.
- Artillery must be flipped to "fired" side, and must remain so until supply is reestablished.
6.0 Activation
During each game turn, either player blindly draws one HQ activation chit from the draw cup. The HQ activation chit drawn determines which battalion is activated at that time. In this way, HQ activation chits are drawn one at a time throughout the game turn to regulate the order in which the battalions on the map move and attack.
No combat unit may move or conduct any attack unless it is "activated" by its battalion headquarters unit (an HQ unit that is printed with the same color-code as the combat units that will be moving and/or attacking during that activation). When a battalion activation chit is drawn from the draw cup, the owning player may nominate that battalion HQ to move any or all of the combat units of that same battalion designation (for example, "2Pz"). Each battalion has a unique color-code to differentiate it from all other battalions. No battalion HQ may be nominated to activate any units of any other battalion.
Exception: Division HQ may activate any friendly units of any single battalion during each turn (if that battalion had not yet been activated during that turn).
To activate a combat unit, however, that unit must be within the "Activation Range" (printed to the side of the HQ unit, within a white flag) of the nominated battalion HQ (if that HQ's activation chit had been drawn from the draw cup). An HQ may activate one, some or all of the combat units within its activation range (of the same battalion), or none at all, if the owning player prefers.
Note: An HQ activation range is defined as a direct line of contiguous hexagons from (but not including) an HQ's present hex to any friendly combat units' hexes (including each such unit's hex), but disregarding any terrain, enemy units or enemy ZOC.
Each battalion HQ unit is eligible to activate as many friendly units (of the same battalion) as are within its activation range; however, no combat unit may ever be activated more than once during the same turn, even by a division HQ. When a battalion's activation is complete, its HQ activation chit is placed into a discard pile until the next turn when all HQ activation chits are placed back into the draw cup.
Note: Units that start the scenario off map, or reinforcements that are not on the map prior to their entry, are always assumed to be within their battalion HQ's activation range during their first entry turn.
If a player chooses not to activate any of a battalion's units, he may simply declare a "pass," and he places the HQ activation chit he drew into the discard pile normally (not back into the draw cup). That battalion may not be activated during that game turn, except by a subsequent division HQ draw (and only if it had not been activated during its first HQ activation draw, or that division HQ had activated another battalion).
No battalion may ever be activated more than once during the same turn.
When the last of the HQ activation chits has been drawn from the draw cup, the Activation Phase ends. Place all of the HQ activation chits back into the draw cup (except any battalion that had been totally eliminated during the previous turn), to be drawn again during the following turn.
If no battalion HQ is available to activate a battalion's units, the owning player may activate a maximum of one stack of units (any units of that same battalion in any one hex) per turn, whenever that battalion's HQ activation chit is drawn from that player's draw cup. If that scenario also includes the division HQ for that side, that division HQ may activate that whole battalion when the division HQ activation chit is drawn (see rule 6.0).
Activation of a battalion allows the units of that battalion to move and/or fight (in that order); an activated unit may either move or fight or move and then fight. No unit may ever fight and then move.
7.0 Stacking
Each hex on the map is limited to a specified stacking limit, regardless of the type of terrain in any hex, and regardless of the type of units stacked therein. Friendly and enemy units may never be stacked together in the same hex.
7.1 Stacking Limits
Each hex can accommodate a maximum of four units of any type, or a maximum of two units while utilizing road movement (see rule 9.2). However, any depleted unit is only counted as half when calculating the stacking of units in a hex. Thus, each hex can accommodate a maximum of eight depleted units, or three units and two depleted units, and so forth. If utilizing road movement, a maximum of four depleted units may be stacked together, or one unit and up to two depleted units.
Note: Division HQ are never subject to stacking limits. A division HQ may stack freely in any hex.
Stacking limits are only enforced at the end of all units' movement. If a hexagon's stacking limit is exceeded, the owning player must then eliminate (or deplete) enough units in that hex to comply with the stacking limit.
Differently color-coded battalion units may stack together freely, though they may never be activated together.
7.2 City Stacking
The stacking limit in any city hex is six units of any type (that is, a maximum of 12 depleted units). However, the stacking limit in a city hex while utilizing road movement remains two units.
Towns and villages are not considered cities for purposes of stacking.
Downtown Akhtyrka hexes are considered city hexes for purposes of stacking.
8.0 Zones of Control (ZOC)
All combat units (but never HQ) exert a Zone of Control (ZOC) into each of the six hexagons that surround its hex. ZOC does not extend into any hex or across any hexside wherein a Wheeled unit is not allowed (NA), per the Terrain Chart (except into a hex crossed by a bridge that has not been blown). For example, no unit exerts any ZOC into a forest hex, because movement into a forest hex is forbidden to Wheeled units.
An enemy ZOC is not negated by a friendly unit except when demonstrating a supply path; see rule 5.0. Nevertheless, a supply path may never enter an unoccupied hex in an enemy combat unit's ZOC.
Additionally, movement into an enemy ZOC is restricted as follows.
- Any unit that enters an enemy ZOC must halt its movement immediately.
- Any unit that begins its movement in an enemy ZOC, and then exits that enemy ZOC must expend +1 MP in addition to the cost of terrain in the adjacently entered hex.
- No unit may utilize road movement when exiting any enemy ZOC.
- No unit may move across any river or canal hexside into an enemy ZOC, unless a bridge (not blown) is astride that river.
- No retreating unit may move into any enemy unit's ZOC. If a retreating unit is unable to retreat because of enemy ZOC, it is eliminated and removed from the map.
9.0 Movement
During the movement portion of activation, the activating player may move any units that have been activated by an eligible HQ as well as the HQ unit itself. Each unit is allotted a movement allowance, which is the lower-right printed numeral printed on each unit's counter.
Each unit may be moved from its present hex to a succession of adjacent hexes, paying a specific Movement Point (MP) cost in each hex as it enters each hex. Each type of terrain (as printed on the Terrain Chart along the side of the map) specifies three particular movement costs, which are specific to each type of unit (Leg/Tracked/Wheeled). The numerals simply indicate the required MP cost for each type of unit when entering that terrain.
For example, a Wood hex appears on the Terrain Chart as such:
2 / H / ALL
- 2 = Two movement points to enter a woods hex if a Leg unit.
- H = Half movement allowance to enter a woods hex if a Tracked unit.
- ALL = All movement allowance to enter a woods hex if a Wheeled unit.
Each unit in the game is either Leg, Tracked or Wheeled. Leg units are denoted by having no symbol printed around their movement factor; Tracked units are denoted by a rectangle printed around their movement factor, and Wheeled units are denoted by a circle printed around their movement factor.
Each of the three movement categories only applies to the type of unit of that same category. For example, the movement cost for Leg units in a wood hex is two (2 MPs), and is only applicable to Leg units, never to Tracked units or Wheeled units. The movement cost for Tracked units in a wood hex is "H" (which means "half" of a Tracked unit's MP), whereas the movement for Wheeled units in a wood hex is "ALL" (which means "all" of a Wheeled unit's MP).
An "ALL" movement cost indicates the type of unit must expend all of its printed movement allowance to enter that one particular hex, and therefore requires that type of unit to begin its movement already adjacent to that type of terrain to be eligible to expend 'all' of its available movement to enter. "H" movement costs indicate that type of unit must expend half of its printed movement allowance to enter that particular hex, in which case a unit may have already moved up to half (round down) its printed movement allowance before it enters such a hex.
Road and highway movement indicates "½" for some units, which requires that type of unit (Tracked or Wheeled) to spend one-half (0.5) a movement point to enter that road or that highway hex (via a hexside that is connected to that road or highway symbol).
Movement into a railway, minor road, road or highway hex (via a hexside connected to the railway, road, minor road or highway symbol) is to be moved per the movement cost indicated for either a railway, minor road, road or highway, regardless of the other type of terrain in that same hex (see rule 9.2).
Entry hexes are listed as OTIH to indicate all units entering an entry hex move per the (O)ther (T)errain (I)n that (H)ex.
Any type of unit may expend some or all of its MP, although no unit may move into any hex that requires more MP than the moving unit has available or remaining. Unused MP may not be saved from one game turn to the next, or transferred among different units.
Exception: If a unit has not moved at all, it may always move at least one hex, even if the movement cost to enter that hex exceeds that unit's printed movement factor. This exception does not, however, permit a unit to enter a type of hex where it is otherwise prohibited to enter.
Each unit's movement must be completed before a subsequent unit may begin movement, though all units' movement must be completed before any attacks by those units commence during that activation. Moreover, the movement of all the units of an activated battalion (that are intended to be moved) must be completed before any of those units may conduct any attacks during that activation.
9.1 Movement Restrictions
Whenever moving any unit, the following restrictions apply.
- A unit may never cross a major river hex without a bridge. Tracked and Wheeled units may not cross a river or canal hexside without a bridge. In all cases, anywhere a bridge symbol is indicated across any type of hexside presumes the terrain in that hex (such as a river) or along that hexside is nullified by the bridge. All bridges are considered to be the same type of other surrounding terrain in that hex.
- A unit is always permitted to move at least one hex, even if it lacks sufficient MP (because of being unsupplied) to otherwise move into a particular hex, assuming that hex permits movement for that type of unit.
- The movement of all Tracked and Wheeled units, as well as HQ units, is always halved (rounded up) if out of supply (see rule 5.2).
- Units may move together as a stack, but a stack of units must complete its movement before another unit of that battalion begins to move. Units in a stack may not move together and then be split off to move in multiple directions. Any unit in a moving stack may be "dropped off;" however, as the other units of that stack continue to move the dropped off unit cannot then continue to move. Once any unit is dropped off, its movement is ended for that activation.
9.2 Road Movement
Any unit that moves from any road hex (defined as a minor road, road, highway and even any railway) to an adjacent road hex (via a hexside connected by a road symbol) expends movement per the road movement rate, as specified for that type of unit (Leg, Tracked or Wheeled) on the Terrain Chart printed on the map. The other terrain in that hex or along that hexside is disregarded when expending MP, even if movement is normally not allowed into a particular hex or across a particular hexside. For example, Tracked and Wheeled units may not cross a "dragon's teeth" hexside (indicated as NA on the Terrain Chart) except whenever a road symbol is printed across that hexside.
Any unit that is attacked while utilizing any road movement always defends per the other terrain in that hex, as indicated by OTIH (if attached, units on a road are assumed to be deploying off that road).
During opportunity fire into a road hex, place a "Road Move" chit atop any unit(s) utilizing road movement (as opposed to units that entered that hex from a non-road hex).
9.3 Stacking & Movement
A stack of units may move together as a stack if they began their movement stacked together. Any such stack may not move more than the unit in that stack that is printed with the lowest MP (although any particular unit in a stack may individually end its movement in a hex to permit its stack to continue its movement from there).
9.4 Overrun
An "overrun" is an offensive move that may be attempted by any Tracked combat unit (any unit with a rectangle printed around its printed movement factor).
To attempt an overrun, a Tracked unit must conduct a normal attack during its activation. Any other friendly units may participate in an attack beforehand, but neither the attacker (the overrunning player) nor the defender may add any artillery to the overrun attack.
Note: No overrun may ever be attempted into any hex wherein a Tracked unit's movement is normally not allowed (NA), except via a bridge or a road into that hex.
If the overrun attack successfully eliminates or retreats all enemy units in the combat hex, the overrunning unit is eligible to advance after combat normally (see 10.6), although it is not required to do so. In either case, place an "Overrun" marker atop that Tracked unit. If, however, the overrun attack does not eliminate or retreat all enemy units in the combat hex, that Tracked unit's activation is concluded; no "Overrun" marker is placed, and that unit's activation ends immediately.
After a successful overrun (if the defending units were eliminated or retreated from the combat hex), any Tracked unit(s) that participated in that overrun is eligible to continue movement, after the attack, minus any movement points it had already expended (if any) before moving adjacent to that combat hex. Thus an overrunning unit may move up to the extent of its remaining movement allowance.
After a successful overrun, an overrunning unit that conducts overrun movement must halt its movement immediately if it enters any enemy ZOC. If an overrunning unit began its overrun within an enemy unit's ZOC, it may exit that hex, but must expend +1 MP, per rule 8.0, but must halt again if it enters any enemy ZOC after exiting its initial hex.
9.5 Riding Tanks
Any Leg unit can be moved with any Tracked unit (of any battalion) during movement, per that Tracked unit's movement allowance. To do so, the Leg unit and the Tracked unit must begin or move into the same hex, and must each expend +1 MP to mount up that Leg unit. That Leg unit is then stacked with that Tracked unit, and a "Riding Tanks" chit is placed atop those two units.
Note: Movement costs that normally apply to Leg units are ignored while riding a Tracked unit. Likewise, a Tracked unit may not be moved as a Leg unit because it is carrying a Leg unit.
While a Leg unit is riding a Tracked unit, it is considered to be the same unit as that Tracked unit (not a separate unit), and is thus only activated when that Tracked unit is activated. Thus, if that hex is attacked, only the Tracked unit is targeted (the Leg unit's defense is ignored in such a case). Moreover, any combat result affecting that Tracked unit also affects that riding Leg unit equally. For example, a DC result (see rule 10.4) against a Tracked unit with a riding Leg unit requires that Leg unit to suffer a depletion (in addition to the other depletion required by that DC combat result).
Note: A Tracked unit may not conduct overrun while a Leg unit is riding it.
If a Tracked unit becomes pinned while a Leg unit is riding it, the riding Leg unit is also pinned. Further, that Leg unit is immediately dismounted, and is no longer considered to be riding along. The troops have jumped off the tank to take cover.
At any time during movement, a Leg unit may dismount from a Tracked unit. To do so, the Leg unit and the Tracked unit must each expend +1 MP to dismount that Leg unit, removing the "Riding Tanks" chit immediately. A dismount within a hex does not in-and-of-itself provoke opportunity fire.
If an artillery barrage (see rule 11.2) hits a hex where a Leg unit is riding a Tracked unit, that Leg unit must also suffer casualties (become depleted) if that Tracked unit suffers casualties.
9.6 Debarking
Wheeled units (only) may convert to Leg units during their movement, so as to be eligible to move as Leg units into terrain that is otherwise prohibited to Wheeled units (or to simply move per the Leg movement cost).
Note: A Wheeled unit may not debark if it is presently "Pinned" (see rule 11.4).
As a Wheeled unit is moving, the owning player may announce that the unit is "debarking." To do so, that Wheeled unit must expend at least half its printed movement allowance in its present hex, and the owning player must place a "Debarked" marker atop that unit. Once placed, that Wheeled unit is considered a Leg unit for all purposes until it is re-embarked; see below.
Note: For purposes of "opportunity fire" (see rule 11.4), debarking is considered to be movement, even if the debarking unit does not exit its present hex yet.
When any Wheeled unit becomes a Leg (L) unit, its movement allowance is considered to be 4, regardless of the type of unit it is. A debarked unit is eligible to move up to its full MA (4), even after it has been moved as a Wheeled unit provided it had not moved more than half its MA as a Wheeled unit during that activation, which would disallow it to debark during that same activation.
Once any Wheeled unit has debarked as a Leg unit, it functions as a Leg unit until it is re-embarked. A unit may be re-embarked as a Wheeled unit (if not pinned) during a later activation, and once it is re-embarked, it may move again normally (up to its full printed MA), and may even be debarked yet again during that later activation. A unit may never, however, debark and then re-embark during the same activation.
Note: A unit out-of-supply is eligible to debark normally, although it is ineligible to re-embark until it is no longer out-of-supply. "Low" supply status does not prohibit re-embarkation.
Tracked units may never be debarked.
It is legal for a debarked unit to ride tanks per 9.5 normally, but once a unit is re-embarked, it is immediately considered dismounted.
9.7 Rafts
Ford, stream, canal and river MP costs do not apply to any German Leg unit if either of the two German "Raft" Eng units (Engineer battalion) is currently adjacent to that ford, stream, canal or river where the Leg unit is crossing.
10.0 Combat
After movement, if any, all activated combat units are eligible to attack any enemy units, if presently adjacent to the targeted enemy unit's hex. Each combat unit is eligible to conduct or participate in one attack, although combat is never mandatory. Indeed, some combat units in a particular stack may attack while other units in that same stack might not attack, if the owning player prefers.
Note: A player is not required to declare all of his attacks after finishing his units' movement; he may decide and resolve each attack, one at a time, as he conducts them (in any order the attacking player prefers).
To be eligible to conduct an attack, a combat unit must be within the activation range (at the time of that attack) of its activating HQ unit (see rule 3.4).
Note: Inasmuch as reinforcements are not on the map before their entry, they are not required to be within their HQ's activation range during their first (only) entry turn.
If multiple units (either as a stack or from multiple adjacent hexes) are attacking the same enemy hex, their collective attack strength numbers are added together, and then compared to the collective defense strength of the enemy unit(s) present in that hex. Multiple enemy units in the same combat hex must be attacked as a sum.
10.1 Combat Procedure
Each attack is resolved to completion using the following procedure (in the numbered order as listed).
-
The attacker designates a particular hex to be the target of a combat attack by any of his eligible and adjacent combat units.
-
The attacker calculates the total attack strength (the first, red, leftmost number printed on a combat unit) of all participating attacking combat units (including any of his own artillery units, in range, that he announces will be added to his attack; see rule 10.2 and 11.0), while the defender calculates the total defense strength (the second, green, lower middle number printed on a combat unit) of all defending combat units in the adjacent target hex (including any of his own artillery units, in range, he announces that will be added to his defense). The attacker's and the defender's total combat strengths are then compared as a ratio (dividing the attacker's total combat strength by the defender's total combat strength, rounding any fractions down to the next whole number; for example: 1-1).
Note: Any unit pinned by any direct ranged fire (see 11.4) is not eligible to participate in an attack during that game turn.
Note: Calculated ratios greater than 5-1 are resolved using the 5-1 column; calculated and adjusted ratios of less than 1-4 is always resolved as 1-4.
-
The attacker draws and applies the Event Chit he has just drawn (and any black Event Chit he draws or plays from among his starting allotment), and then the defender draws and applies the Event Chit he has just drawn (and any black Event Chit he draws or plays from his starting allotment, if any; see rule 10.3).
-
The attacker applies the terrain dice roll modifier of the defending unit's hex terrain (as indicated by the Terrain Chart printed along the side of the map), as well as any fortification chit present in that same hex (see rule 15.0). Apply all the terrain (and fortification, if any) modifiers that are present and applicable in the defender's hex. For example, attacking across a river into a hill hex requires the attacking player to apply the river and the hill terrain modifier.
Note: The dice roll penalty of hexside terrain (such as a river) or fortification chit is only applicable if all of the attacking units are attacking across the terrain or fortification chit's hexside depiction. Each hexside of terrain is indicated on the Terrain Chart by a green hex line symbol.
-
The attacker applies the current weather dice roll modifier, if any (see rule 14.1), and the evening (+1) modifier, if it is an evening turn.
-
The attacker then rolls two six-sided dice (or three dice if a night attack; see rule 13.0, or three dice if attacking across a bridge hexside), and cross-references the net result of that dice roll under the "Dice Roll" column of the CRT with the column under the correct ratio.
Note: Any net dice roll result (including all accumulated modifiers) that exceeds 12 is considered a result of 12. Similarly, any net dice roll result (including all accumulated modifiers) less than two is considered a result of two.
- Implement the final result indicated by the CRT (see 10.4 below).
10.2 Artillery
When the attacking player is determining the attack strength of his units during a particular attack, he may also add the attack strength of any friendly artillery unit(s), provided if each artillery unit is within range (see rule 11.1), and has not already "Fired" during that game turn.
After the attacker has decided to add (or not add) any of his available artillery units to his attack, the defending player may then add the attack strength (not the defense strength) of any of his own artillery unit(s) to the defense of his own units during that same attack.
Note: Adding a defender's artillery is the only instance during the game when any unit's attack strength is added to the defense strength of any other unit.
No artillery unit is required to be activated to be added to the attack or defense of a combat engagement, but once any artillery unit's attack strength has been added to an attack or defense, it is considered to be "fired" (flip that artillery unit to its reverse side, indicating it has fired), and is not eligible to be added to any other attack or defense until the next game turn.
An artillery unit may not add its own attack strength to its own defense strength, or to the defense of any units in its own hex. (The scale of each hex in the game is less than the typical minimum range of most large caliber artillery guns.) However, any other artillery unit(s) in a different hex may be added to the defense of an artillery unit that is being attacked.
The maximum range of any artillery unit is indicated by the white triangle-number printed above its movement number. Only an artillery unit within range of a combat hex may add its attack strength to the attack or to the defense of that combat. Range is determined by counting outward from the firing artillery unit (not counting the artillery unit's hex) and all of the hexes to the combat hex (including the combat hex itself). If the combat hex is farther away than the artillery unit's range number (printed within the white triangle symbol), that artillery unit cannot contribute any strength to that combat engagement.
Note: Either player may add as many of his eligible artillery units to a combat engagement as he has available (if within range, and if they haven't already fired during that same game turn). Whenever adding artillery, the attacking player must always declare all the artillery units he intends to fire during each combat engagement first; then the defending player may declare which of his artillery (if any) he intends to fire during that combat engagement second.
After any artillery unit has been added to a combat engagement, it is flipped to its "fired" side, and remains flipped until the end of the current game turn (that is, until all the HQ activation chits have been drawn). An artillery unit that has been flipped to its fired side cannot be added to any other combat engagements for the remainder of that current game turn, but still functions normally in all respects if attacked.
At the end of each game turn, all artillery units that have fired are flipped back to their non-fired sides to indicate that they are eligible to be fired again normally during the game turn that is about to begin.
"Famous Divisions" Combat Results Table (10.1)
| Dice Roll | 1-4 | 1-3 | 1-2 | 1-1 | 2-1 | 3-1 | 4-1 | 5-1 |
|---|---|---|---|---|---|---|---|---|
| 2 | DC | DC | DD | DE | DE | DE | DE | DE |
| 3 | DR | DC | DC | DD | DE | DE | DE | DE |
| 4 | - | DR | DC | DC |
10.3 Event Chits
Each side is provided with an allotment of "Event Chits," which are placed into two separate draw cups (a German draw cup and a Soviet draw cup), as specified by the scenario. Some scenarios will also specify that some of the Event Chits are not in play for that scenario, and others are set aside as a starting allotment that players may play during the turn.
Whenever an attacking player declares an attack, each player (the attacking player and the defending player) must each draw one Event Chit from his own draw cup. A drawn Event Chit specifies a description (the event), a dice roll modifier, and usually a nullifier. Drawing an Event Chit is never optional, and must be drawn blindly by each player from his own draw cup. No more than one Event Chit may ever be drawn by each player when an attack is conducted.
When a player draws an Event Chit, he is required to apply the number printed on the chit to his attack dice roll as a modifier. If a player draws a blue Event Chit, he must add a negative (—) modifier to the dice roll, but if a player draws a red Event Chit, he must add a positive (+) modifier to the dice roll.
Note: Some Event Chits are ineffective at night. Event chits printed with a "No Night" symbol are never applicable during a night game turn. If a player draws an Event Chit with a "No Night" symbol during a night (not merely an evening) turn, that Event Chit is not applied and is simply placed into that player's discard pile.
Insofar as lower dice rolls on the CRT are beneficial to the attacker, and higher dice rolls on the CRT are beneficial to the defender, blue Event Chits are always helpful to the attacker, and the red Event Chits are always helpful to the defender (regardless of which player draws a blue or red chit).
Note: The black Event Chits aren't printed with any number, and only indicate a specific nullifier (see below).
After the attacking player and the defending player have each blindly drawn one Event Chit, both of the chits' modifiers are applied to the attacking player's dice roll, regardless of the color of the Event Chit that each player has drawn.
Example: The attacker draws a red Event Chit printed with a "+2," and the defender draws a blue Event Chit printed with a "-3." Therefore, the players must add 2 to the dice roll, and also subtract 3 from that same dice roll. Therefore, the net total modifier is -1.
Most of the Event Chits are also printed with a nullifier, which simply cancels another specific Event Chit, if drawn by the opposing player. If one player draws an Event Chit that nullifies another particular Event Chit, that other Event Chit (if it is drawn by the other player during that combat) is not applied, and is instead placed into his discard pile (where all of a player's Event Chits are placed after they have been played). For example, if the attacking player draws a red "Apathy" Event Chit, and the defending player draws a blue "Accurate Fire" Event Chit, that "Accurate Fire" event chit cannot be played because it is canceled by the "Apathy" chit's nullifier. As such, only the red "Apathy" Event Chit's dice roll modifier (+2) is applied to that combat dice roll.
Note: Once drawn and played, an Event Chit is placed into a discard pile (not back into the cup). Once all Event Chits have been played, however, all the Event Chits in the discard pile are placed into the draw cup.
Some of the Event Chits are black and not printed with any modifier, but only a nullifier or an effect instead. Black Event Chits are assigned by each scenario, and some are not drawn like blue and red Event Chits, but are allotted to each player instead to be played when applicable. A black Event Chit simply allows a player to nullify a specific blue or red Event Chit when it is has been drawn or played (by either player). A player is not required to play any of his black events, but he may only do so when a blue or red Event Chit is drawn (to nullify a blue and/or red Event Chit). A player may play any black Event Chit (whether just drawn or from his allotment) when a blue or red Event Chit is drawn (and can be nullified by a black Event Chit), or a player may simply save his black Event Chits for possible later use. Once a black Event Chit is played during a scenario, it cannot be regained by any method; it is expended permanently.
A black Event Chit cannot be canceled by any other Event Chit.
10.4 Combat Results
The combat result of any attack dice roll simply indicates a two-letter code that specifies the effect.
- AE = Attacker Eliminated: all attacking units are eliminated.
- AP = Attacker Pulverized: half the attacking units are eliminated.
- AD = Attacker Decimated: one attacking unit must be eliminated.
- AC = Attacker Casualties: one attacking unit must be depleted.
- AR = Attacker Retreat: all attacking units must retreat two hexes.
- - = No Effect.
- DR = Defender Retreat: all defending units must retreat two hexes.
- DC = Defender Casualties: one defending unit must be depleted.
- DD = Defender Decimated: one defending unit must be eliminated.
- DE = Defender Eliminated: all defending units are eliminated.
AE or DE combat results indicate all involved attacking (if AE) or defending (if DE) units must be eliminated.
AP combat results indicate half (round any fractions down) of the attacking units must be eliminated.
AC or DC combat results indicate one attacking (if AC) or one defending (if DC) unit suffers casualties and must be flipped to its depleted side or must be eliminated if already depleted. The applicable player always decides which of his units suffers casualties. An HQ unit in a stack cannot be chosen as a casualty unless that HQ is the only defending unit.
AR or DR combat results indicate a retreat of two hexes (see 10.3) of all attacking (if AR) or all defending (if DR) units involved in that particular combat is mandatory.
Note: An HQ unit that is stacked in the same hex as an attacking unit may retreat with that unit after rolling an AR result, despite that HQ unit not contributing to the attack from that hex.
AD or DD combat results indicate one attacking (if AD) or defending (if DD) unit must be completely eliminated and removed from the map. The applicable player always decides which of his units is eliminated (a unit already depleted can be eliminated to comply with this combat result). An HQ unit in a stack cannot be chosen as an elimination unit unless that HQ is the only defending chit.
10.5 Retreat
Any AR or DR combat result is a mandated retreat indicating all surviving attacking (if AR) or all surviving defending (if DR) units involved in that combat must retreat exactly two hexes.
Note: Multiple units in the same hex that must retreat are not required to retreat as a stack; each unit in that hex may retreat separately and to different eligible hexes.
Retreats do not require the expenditure of MP; however, any unit that is required to retreat must move to a legal hex that is closer to (not equidistant to or farther from) its own battalion HQ unit, or the division HQ, if in play. If no HQ is available, the opposing player may choose that unit's retreat path, which must be via legal hexes (not over-stacked, not into any terrain where that type of unit is NA, nor into the ZOC of any opposing unit; see below).
Normal stacking limits (see rule 7.1), as well as normal movement restrictions (see rule 9.1) apply to retreating unit(s), though no retreating unit may ever move into any enemy unit's ZOC, even if no other retreat path is possible. If any unit is unable to conduct a mandated retreat due to stacking limits, prohibited terrain or enemy ZOC, it is eliminated and removed from the map.
10.6 Advance After Combat
After an attack has been resolved against a particular combat hex, if all the defending units have been eliminated or retreated, any of the attacking units may then immediately advance after combat into that same hex within normal stacking limits.
Note: Enemy ZOC are ignored when conducting an advance after combat.
Tracked and Wheeled units may move one additional hex after entering the initial combat hex as an advance after combat, if not in violation of normal movement restrictions or stacking limits.
Exception: no unit may advance after combat into or across any kind of terrain where movement is forbidden (NA) to that type of unit, though any unit may advance after combat across a river or canal crossed by a bridge that is not "blown" (see rule 12.0), or into or across any terrain via a roadway hexside.
Advance after combat is never mandatory. The attacking player may choose to advance any of his units that participated in the attack into the combat hex, or none at all.
10.7 Anti-Aircraft
Any unit designated as either AA or Flak may nullify an Airstrike or Strafing Event Chit, if drawn during a combat engagement.
If, during an attack, a player draws a blue Airstrike or Strafing Event Chit, that chit may be nullified (and placed into the discard pile) if the opposing player demonstrates that any of his units presently on the map are printed as either "AA" or "Flak." In such a case, the opposing player must roll two six-sided dice before the attack is resolved; if the dice roll is greater than ( > ) the number of hexes between that AA or Flak unit and the combat hex, the Airstrike or Strafing Event Chit is immediately nullified and discarded.
Note: If the unit is printed as "Lt" (light) AA or Flak, the opposing player must roll three six-sided dice, not two.
The opposing player is eligible to roll to nullify an Airstrike or Strafing Event Chit per each AA or Flak unit near the combat hex, and whenever an Airtrike or Strafing Event Chit is drawn.
10.8 Attacking Across Streams, Rivers, Canals, Bridges
If all the attacking units are attacking across a stream terrain hexside, a +2 dice roll penalty must be applied. Similarly, if all the attacking units are attacking across a river or canal hexside, a +4 dice roll penalty must be applied. In either case, however, if any of the attacking units are attacking across a stream, river or canal that is crossed by an intact bridge, only a +1 dice roll penalty applies to that attack, regardless of other attacking units attacking the same enemy hex across a stream, river or canal hexside.
11.0 Ranged Fire
Some units are printed with a range number (within a triangle symbol), which allows them to attack enemy units from distant hexes. "Ranged Fire" permits units not adjacent to the combat hex to be added to an attack, or conduct a separate attack from a distant hex.
There are two types of ranged fire: Artillery Ranged Fire (see rule 11.1) and Direct Ranged Fire (see rule 11.3), described as follows.
11.1 Artillery Ranged Fire
A unit printed with a white triangle may add its attack strength to any combat engagement (either to the attacker or the defender) during a player's activation (see rule 10.2), even if that unit had already been activated and moved (if it had not yet been "fired"). An artillery unit added to a combat engagement must be within range of the combat hex, meaning the artillery unit itself must not be any farther, counted in hexes, from the combat hex (to include the combat hex) than the number within the white triangle symbol printed on the artillery unit (not including the artillery unit's hex).
Artillery Ranged Fire disregards the terrain in every hex between the firing artillery unit and the combat hex. In other words, no line of sight restrictions apply to any artillery units added to a combat engagement.
11.2 Artillery Barrages
Instead of adding an artillery unit's attack strength to a combat attack, as described under 11.1, a player may declare an activated artillery unit to be conducting an "Artillery Barrage" against an enemy unit within range, and observed by at least one unit friendly to the barraging artillery. A targeted enemy unit is observed if at least one unit friendly to the barraging artillery unit demonstrates a path of unobstructed hexes from its own hex to that targeted enemy unit's hex, up to a maximum of 10 hexes from the observing unit to the targeted hex (not counting the observing unit's hex, but counting the target's hex).
Exception: If barraging during a night turn, the maximum distance of an artillery barrage is only one (adjacent) hex.
If a terrain symbol on the Terrain Chart features a black triangle, it is considered blocking terrain to the observing unit, and no enemy unit may be observed through that terrain by that unit (although observation may be demonstrated into any blocking terrain normally, provided no other blocking terrain is intervening).
Note: Elevation differences never nullify blocking terrain; All blocking terrain between a unit and an enemy unit disallows observation. However, any unit on any peak hex (signified by a red triangle) is not obstructed by blocking terrain directly adjacent to that peak hex). Moreover, blocking terrain never obstructs observation traced precisely along the hexside of that blocking terrain hex. No unit, enemy or friendly, ever obstructs observation.
To resolve an artillery barrage, the barraging player must first roll three six-sided dice per each barraging artillery unit. If the dice roll total (of all three dice) is greater than ( > ) the distance between the barraging artillery and the targeted hex (if it is within range), that targeted hex is considered "hit" by that artillery barrage. If the dice roll (of all three dice) is equal to or less than ( < ) the distance between the barraging artillery unit and that targeted hex, it is not considered to be a hit.
Note: Event Chits are never drawn or played during any artillery barrage.
If a targeted hex is "hit," any unit in that hex is susceptible to casualties. If all of the three die rolls are the same number, two of the units in that hex suffer casualties (or one unit must be totally eliminated if there are not at least two units in that target hex). If two of the three die rolls are the same number, one unit in the hex suffer casualties. If none of the die rolls is the same number, no units in the hex suffer any casualties; the barrage has no effect.
Exception: No Tracked unit may ever be totally eliminated by any single bombardment, regardless of the dice roll or the mandated casualties (if there are no other units to suffer casualties in that hex, no additional effect occurs to that Tracked unit during that bombardment). Likewise, no unit stacked in the same hex with a bunker or a trench may ever be totally eliminated by any single bombardment. In the same manner, no additional effect occurs if there are no other units to suffer casualties in that hex.
An artillery unit may conduct one barrage when it is activated, but may not then participate in a normal attack (per rule 10.1). If an artillery unit participates in a normal attack, it may not conduct any barrage that game turn.
When activated, an artillery unit may move and then conduct a barrage after it has moved. No unit may ever conduct a barrage or an attack and then move.
An artillery unit may never advance after combat after conducting an artillery barrage.
11.3 Direct Ranged Fire
A unit printed with a black triangle is unique inasmuch as it may attack an enemy unit from a distant hex, though a direct ranged fire attack must "hit" the targeted enemy unit first, before resolving its attack on that unit. A unit conducting a direct ranged fire attack must be within range of the targeted unit's hex, meaning the firing unit itself must not be any farther, counted in hexes, from the targeted unit's hex (to include the targeted unit's hex) than the number within the black triangle printed on the firing unit (not including the firing unit's hex).
Note: No direct ranged fire is permissible if the current weather is foggy or stormy (see rule 14.1), or during any night turn.
Unlike artillery, a direct ranged fire attack must demonstrate a path of unobstructed hexes between the firing unit and the targeted unit. If a terrain symbol on the Terrain Chart features a black triangle, it is considered blocking terrain, and no direct ranged fire attack may be conducted through that terrain (although a direct ranged fire attack can be conducted into any blocking terrain, with a penalty, provided no other blocking terrain is intervening; see below).
Note: Elevation differences never nullify any blocking terrain; All blocking terrain in between a direct ranged fire attacker and an enemy unit disallows direct range fire. However, any unit on any peak hex (signified by a red triangle) is not obstructed by blocking terrain directly adjacent to that peak hex). Further, blocking terrain never obstructs observation traced precisely along the hexside of that blocking terrain hex. No unit, enemy or friendly, ever obstructs observation.
To "hit" a targeted enemy unit, the attacking player must simply roll two six-sided dice: if the number on each of those two dies is greater than ( > ) the distance from the firing unit to the targeted unit, that targeted unit is considered "hit" by that direct ranged fire. If the roll on either of those two dice is equal to or less than ( < ) the distance from the firing unit to the targeted unit, it is not considered to be a hit, and no further effect occurs; That direct ranged fire attack is ended. Range is always calculated as including the targeted unit's or stack's hex, but not the firing unit's hex.
Historical Note: The penetration variances of direct ranged fire-capable units in the game are subsumed within the myriad of other characteristics affecting "probabilities of kill" (Pk) at this game's scale, such as rates-of-fire, optics, ammunition types and allotments, target disposition and facing, terrain anomalies, ad infinitum, particularly against company-sized enemy units.
If a direct ranged fire attack occurs during a snowy weather turn, a -1 die roll penalty must be applied to each die of a direct ranged fire attack dice roll. Additionally, if a direct ranged fire attack occurs during an evening game turn, a -1 die roll penalty must be applied to each die of a direct ranged fire attack dice roll. Direct ranged fire attacks occurring during a snowy and evening game turn thus incur a cumulative -2 die roll penalty (to each die roll). Further, if the target of a direct ranged fire attack is presently occupying a blocking terrain type (signified by a black triangle on the terrain chart), a -1 die roll penalty must be applied to each die of a direct ranged fire attack dice roll (cumulative with snowy and/or evening die roll penalty).
Note: Event Chits are never drawn nor played during any direct ranged fire attack.
If a targeted unit is hit, that targeted unit suffers casualties if that same dice roll is equal to or greater than ( > ) that same targeted unit's defense strength plus (+) the range—in hexes—from that firing unit to that targeted unit. Range is always calculated as including the targeted unit's hex but not the firing unit's hex.
Exception: Any direct ranged fire attack on any 2-9-8 "Flak" unit is always resolved against that Flak unit's reverse side defense strength number (5), not 9, even if that Flak unit is not depleted.
If a targeted unit suffers casualties, it is flipped to its depleted side (or is eliminated if already depleted), and is considered "Pinned." If the hit dice roll is less than the targeted unit's defense strength number plus (+) the range—in hexes—from that firing unit, that unit is only "Pinned." A unit that becomes pinned must halt its movement (assuming the hit occurs as a result of "Opportunity Fire"; see rule 11.4 below). Inasmuch as a pinned effect is only applicable during an enemy unit's movement, it is ignored unless it occurs during an enemy movement.
Note: Any unit that is currently pinned by any direct ranged fire is not eligible to participate in an attack per 10.1 during that game turn.
A direct ranged fire unit may conduct one direct ranged fire attack when it is activated, as well as one direct ranged fire attack per each hex entered by a moving enemy unit or stack within that direct ranged fire unit's range (known as opportunity fire; see rule 11.4). When activated, it is permissible for a unit to move and then conduct a direct range fire attack. Unlike a bombardment, it is also permissible for a direct ranged fire unit to conduct a normal attack per 10.1 after it has conducted a direct ranged fire attack. No unit may ever conduct a direct ranged fire attack and then move, or conduct a normal attack per 10.1 and then a direct ranged fire attack thereafter. A direct ranged fire unit may never conduct more than one direct ranged fire attack during its own activation, but a direct ranged fire unit may conduct as many direct ranged fire attacks during enemy movement as opportunity fire allows.
Direct ranged fire may not be added to an attack like artillery, although, a unit may always participate in a regular attack per 10.1 normally after conducting a direct ranged fire attack.
A direct ranged fire unit may not advance after combat after conducting a direct ranged fire attack.
See examples on following pages.
11.4 Opportunity Fire
A direct ranged fire unit may conduct one direct ranged fire attack each time an enemy unit or stack enters any hex within the printed hex range of that direct ranged fire unit. This is known as an opportunity fire.
Exception: Any unit advancing after combat may not be targeted by opportunity fire.
To conduct an opportunity fire, the firing player must simply announce his intention to do so against an enemy unit or stack moving into a specific hex (if observable and within range). That enemy unit or stack is temporarily halted in that specific hex, and the direct ranged fire attack is resolved normally. After that direct ranged fire attack is resolved, the enemy unit may continue moving normally if it was not pinned or eliminated. If it enters another hex in the range of that direct ranged fire unit (or any other direct ranged fire unit), another direct ranged fire attack may again be resolved against that moving enemy unit or stack.
If a direct ranged fire attack is conducted against an enemy stack, the firing player may choose which single enemy unit in that stack he is targeting. However, an HQ unit may not be chosen as the target of any direct ranged fire attack unless it is the only unit in that hex.
Note: A player may not conduct opportunity fire in a hex retroactively after an enemy unit or stack has exited a hex. A player must announce his intention to conduct opportunity fire when an enemy unit or stack is moving into a hex (within range) where the firing player intends to conduct a direct ranged fire attack. If a direct ranged fire unit moves into a hex to conduct a direct ranged fire attack in the same hex where an opportunity fire will occur, the opportunity fire is always resolved first.
An enemy unit that does not move (during an enemy player's activation) is never subject to opportunity fire (they're assumed to be under some kind of cover if not moving). However, a direct ranged fire unit may always conduct a direct ranged fire attack against an enemy unit (even an enemy unit that did not move) during its own activation.
12.0 Demolishing Bridges
A player may attempt to demolish a bridge adjacent to any engineer (Eng) unit, but not within any enemy unit's ZOC.
Note: A pinned engineer unit cannot demolish a bridge.
To demolish a bridge, the owning player must roll one six-sided die (once per activation, at any moment during that activation) and then implement the results as follows:
| Die Roll | Result |
|---|---|
| 1 | No effect |
| 2 | Bridge is "blown" |
| 3 | Bridge is "blown" |
| 4 | Bridge is "blown" |
| 5 | Bridge is "blown" |
| 6 | Bridge is "blown" |
Demolishing a bridge is never subject to any modifiers.
A pontoon bridge (see rule 12.1 below) can be demolished exactly like a printed bridge using the procedures above.
12.1 Pontoon Bridges
A player may place a pontoon bridge across any river or canal hexside or one-hex river that is adjacent to any activated engineer (Eng) unit but not within any enemy unit's ZOC.
To do so, the owning player simply places a pontoon bridge marker in a hex, with its under-construction side facing up (featuring a hammer and wrench). At the end of that turn (after all of the HQ activation chits have been drawn), that pontoon chit is flipped to its front side, and it then functions like a normal bridge.
Note: A pinned engineer unit may not place a pontoon bridge.
A pontoon bridge cannot be completed if, at any time, any enemy unit moves adjacent to the hexside or the hex where it had been placed. In such a case, that under-construction pontoon bridge must be immediately removed from the map. Further, any pontoon bridge placed in that hex during any later turn must placed as under-construction again, as if a new pontoon bridge.
A pontoon bridge may be placed in a major river hex adjacent to another completed (not still under-construction) pontoon bridge. In such a way, a player can place multiple pontoon bridges across a wide portion of a river.
A pontoon bridge may not be placed during stormy or snowy weather (see rule 14.0).
A pontoon bridge does not affect the combat modifier when attacking across a river or canal, and only functions to allow units to cross a river or canal wherein a unit's movement is normally not allowed (NA).
13.0 Evening & Night
"Evening" and "Night" game turns impose movement and combat penalties, in addition to limiting the application of certain Event Chits.
13.1 Evening Game Turn
Evening game turns do not affect movement or limit the application of any Event Chits, but any normal attack (per 10.1) conducted during an Evening game turn incurs a +1 dice roll penalty (as signified by the red circled "+1" printed on the upper lefthand corner of the turn track), in addition to all other relevant dice roll modifiers. Moreover, if a direct ranged fire attack (per 11.3) occurs during an Evening game turn, a -1 die roll penalty must be applied to each die of a direct ranged fire attack dice roll.
13.2 Night Game Turn
The movement allowance of all units during Night game turns is halved (round any fractions up), in addition to being halved by inclement weather.
Any normal attack conducted during a Night game turn must roll three six-sided dice (not two dice), in addition to all other relevant modifiers (although not the +1 dice roll penalty for an attack during an Evening turn, which only applies during Evening game turns, not Night game turns).
No direct ranged fire is permitted during Night game turns.
Some Event Chits are printed with a "No Night" symbol. Any player who draws an Event Chit with a "No Night" symbol (a moon within a red backslash) may not play that Event Chit, and must discard it immediately. That player does not draw a replacement Event Chit.
14.0 Weather
At the beginning of each game turn of a scenario, a player must roll one six-sided die to determine the weather condition of that game turn, and implement the results as follows:
| Die Roll | Weather |
|---|---|
| 1 | Sunny* |
| 2 | Cloudy |
| 3 | Foggy |
| 4 | Rainy |
| 5 | Stormy |
| 6 | Snowy |
*During Evening and Night turns, "Sunny" should be considered "Clear." There is no difference in effect.
Each game turn will indicate a modifier to the weather die roll (indicated by the "+" or "-" modifier printed inside the white cloud symbol), which must be applied to the roll. As such, some weather conditions will not be possible during specific scenarios, but will be possible in other scenarios of the series.
14.1 Weather Effects
The effect of the current weather is listed as follows.
- Sunny = No effect on movement or combat.
- Cloudy = If any Airstrike or Strafing Event Chit is drawn, it is discarded during that turn.
- Foggy = No Direct Ranged Fire attacks are permitted. If any Airstrike or Strafing Event Chit is drawn, it is discarded during that turn.
- Rainy = All units' movement allowances are halved (round any fractions up). A +1 dice roll penalty applies to all attacks. If any Airstrike or Strafing Event Chit is drawn, it is discarded during that turn.
- Stormy = No direct ranged fire attacks are permitted. All units' movement allowances are halved (round any fractions up). A +2 dice roll penalty applies to all attacks. No pontoon bridges may be placed. If any Airstrike or Strafing Event Chit is drawn, it is discarded during that turn.
- Snowy = All units' movement allowances are halved (round any fractions up). A +3 dice roll penalty applies to all normal attacks, and a -1 die roll penalty applies to each die of any direct ranged fire attack. No pontoon bridges may be placed. If any Airstrike or Strafing Event Chit is drawn, it is discarded during that turn.
The current weather only prevails during the current game turn. When a new turn begins, a new weather roll is required, per rule 3.2.
15.0 Fortifications
Some scenarios specify fortifications are to be placed in certain locations, which add a dice roll penalty to any attack against any enemy unit occupying that fortification hex, exactly like a terrain dice roll penalty (except per rule 15.1). In fact, a fortification dice roll penalty is also added to any terrain dice roll penalty, if any, in that same hex.
Note: No fortification is ever considered to be blocking terrain, although a fortification's presence does not negate blocking terrain in a hex. (An orchard is not assumed to be hewn if a bunker is placed in that orchard hex, for example.)
There are four types of fortification chits, and each type simply adds a single dice roll penalty, exactly like terrain. In that regard, like terrain, a fortification has no effect if it is not presently occupied. Each fortification's dice roll penalty is listed as follows:
- Trench = +1
- Minefield = +2
- Dragon's Teeth = +3
- Bunker = +4
Note: It is permissible for a player to place more than one fortification chit of a different type in the same hex; however, no more than one fortification of each type may ever be placed into the same hex. If multiple types of fortification are placed into the same hex, the dice roll penalties are cumulative (to include the terrain penalty in that hex, if any, as well).
Like terrain, a combat result has no effect on a fortification.
Some black Event Chits, if played during an attack against a fortification's hex, nullify the fortification dice roll penalty, indicated by the cancellation icon printed on the back of the Event Chit. That Event Chit, after it is played, is discarded normally (see 10.3).
15.1 Fortification Facing
Unlike terrain, a fortification dice roll penalty is not omni-directional when that fortification's hex is attacked. Each type of fortification is printed with a green hexside symbol indicating which hexsides the fortification specifically faces. As such, a fortification dice roll penalty is only applicable if all of the attacking units attack across that fortification counter's hexside depiction. Thus, when placing a fortification, a player must place it so as to face a particular direction, aligning that fortification's green hexside symbol with the hexagon on the map where it is placed.
Exception: Minefield fortifications are omni-directional.
If two or more fortifications in a hex are facing different directions, it is possible that some fortifications may be facing all of the attacking units, while others may not be. In such a case, only the fortification that is attacked across all green hexside symbols applies its dice roll penalty, per 15.0 above.
15.2 Fortification Movement Costs
A fortification chit adds an additional MP cost to the hex it is in, if it is entered via that fortification's green hexside symbol (this is in addition to the terrain's normal MP cost), which is not negated by the presence of any type of road.
Note: A road negates any map-printed fortification hexside it traverses.
The MP cost of each type of fortification is specific to each type of unit (Leg, Tracked, Wheeled) normally, listed as follows:
- Trench = +1/+1/NA
- Minefield = +H/+H/+H
- Dragon's Teeth = +1/NA/NA
- Bunker = +4/+0/+1
For example, if a Leg unit enters a clear terrain hex where a minefield fortification is present, the MP cost for a Leg unit to enter that hex is 1 MP (per the Terrain Chart) plus half (+H) of that Leg unit's MA (movement allowance).
16.0 Engineers
If any engineer unit (any unit printed with "Eng") participates in an attack, the dice roll penalty of any terrain or fortifications in the combat hex is halved (round fractions down). If more than one terrain and/or fortification is present in a hex, each dice roll penalty is halved individually, not all of the penalties in the hex collectively.
Note: German pioneer units are considered engineer units in every respect.
16.1 Clearing Fortification Chits
Any activated engineer unit is eligible to remove a fortification (though never any map-printed fortification, which represent more thorough construction). To remove any fortification (if not currently occupied by any enemy unit), that engineer unit must be adjacent to (or in) that fortification hex at some moment during its activation. It is permissible for an engineer unit to move first and then remove a fortification (or vice versa), but an engineer must expend at least half its printed movement allowance in or adjacent to that fortification hex to remove fortifications there.
Clearing a fortification is automatic; no die roll is required (and regardless of how many fortification are present in a hex). However, if an engineer unit becomes pinned, even after it is already adjacent to a fortification (or in that fortification hex), it may not clear any fortification that turn.
Note: An engineer unit is not eligible to clear any fortification if it participates in combat that same turn.
An engineer cannot clear any fortification occupied by any enemy unit or within any enemy unit's ZOC.
17.0 Scenarios
The four scenarios included here specify the map, units and Event Chits to be used, as well as victory conditions, and any special instructions pertinent to the battle portrayed (such as which side chooses the first activation).
The various unit designation abbreviations of the four scenarios are clarified as follows:
- Art = Artillery
- Eng = Engineer
- Flak = Anti-Aircraft
- Fus = Fusilier
- Gr = Grenadier
- I.G. = Infantry Gun
- K = Kompanie
- Pz = Panzer
- Rcn = Recon
- AA = Anti-Aircraft
- Art = Artillery
- AT = Anti-Tank
- Hvy = Heavy Tank
- Mot = Motorized
- Rckt = Rocket
- Rcn = Recon
- Rif = Rifle
- Res = Reserve
- SPG = Self Propelled Gun
- Tk = Tank
18.0 Scenario 1: Kursk
This is the famous battle of Kursk when the Grossdeutschland Division bulled its way forward with the 3rd and 11th Panzer Divisions on the southern pincer of the salient. In this scenario the Germans get to flex all the division's muscle in a grinding battle of attrition. All the tanks missing in the later scenarios are here in force, including the cumbersome "Elephant" company that can operate with the Tigers.
By the time the action in this scenario was fought, the battle had been underway for nearly a week. After struggling through the first lines of defense, the Grossdeutschland Division continued to encounter deeply echeloned Soviet defenses around Werchopenje (Verchopenye). They took Hill 230, Werchopenje and Ssyrzewo, and then became embroiled in a tough tank fight as they drove for Beresowka. The attack pushed through State Farm 80 and into Beresowka itself, and the woods beyond. The Soviets then counterattacked toward Alexejewka in the south, and toward the State Farm in the north. On the 14th the division was ordered to withdraw toward the start line.
The Soviet player can make a fight of this battle from the very beginning if he decides to hold and reinforce Ssyrzewo and Werchopenje. If that happens, the Germans will need their engineers and dismounted infantry to get over the Pena River and threaten to cut off the Soviet strongpoints. The second Soviet strategy is to fight a grudging delay action in the beginning until all the tank and artillery reinforcements have arrived. They can be held back until the Germans threaten Beresowka, and then launched as a major counterblow.
The Soviet player may be tempted to take the forward defensive strategy and feed his reinforcements in as they arrive. Historically the Russians used the second strategy, and held back tank forces for a counterattack. That was in keeping with their overall plan for the battle. When the counterattack finally came, it chased the Germans back over 100 miles! The German Army never recovered from the loss at Kursk, and the defensive battles fought later found the Grossdeutschland Division reduced to the status of a motorized infantry division again. The tanks were gone.
18.1 Scenario Activation
The German player knowingly chooses the first of the HQ activation chits before all activation chits are placed into the draw cup. Thereafter all the German HQs must be drawn randomly normally.
18.2 Event Chits
Place 30 random blue Event Chits and 30 random Red Event chits into the German draw cup.
Place 30 random blue Event Chits and 30 random Red Event chits into the Soviet draw cup.
The German player begins the game with these black Event Chits, which he may use to nullify specific blue and/or red Event Chits (see 10.3):
- Combined Arms (nullifiers Poor Coordination)
- Fighter Cover (nullifies Airstrike)
- Rallied (nullifies Dispirited)
- Heavy Casualties (nullifies Tough Outfit)
- Flamethrower (nullifies Bunker)
The Soviet player begins the game with these black Event Chits, which he may use to nullify specific blue and/or red Event Chits (see 10.3):
- Bogged (nullifies Aggressive Assault)
- Fire Lane (nullifies Charge)
- Suppressive Fire (nullifies Aggressive Assault)
- Hardened (nullifies Raw Recruits)
Then, place six random black Event Chits in the German draw cup, and six random black Event Chits in the Soviet draw cup.
18.3 Victory Conditions
The German player is awarded victory points for each of the following locations last occupied by any German unit:
- Kalinovka: 3 VPs (any three towns)
- Novenkoye: 3 VPs (hex 4451)
- Hill 243: 2 VPs (hex 2448)
- Beresowka: 2 VPs (hex 3437)
- Rakowo: 2 VPs (six towns)
- Hill 230: 1 VP (hex 1448)
- Ssyrezwo: 1 VP (hex 2135)
- Werchopenje: 1 VP (hex 1742)
In addition, the German player receives 1 VP per each non-Rcn unit exited off of the map via Entry Hex F and/or G, provided the German player can demonstrate a path of any road hexes from Entry Hex F and/or G to Entry Hex A, B, C, D or E not within any Soviet unit's ZOC, nor within the range of any soviet direct ranged fire unit.
The German player wins this scenario if he accrues at least 9 VP.
There is no draw possible in this scenario; if the German player accrues less than 9 VP, the Soviet player wins the game.
18.4 Scenario Special Rules
The German player must set up first.
The German 1K 1Pz, 2K 1Pz and 3K 1Pz units must begin this scenario flipped to their depleted sides.
The German player may enter the entire HQ 3Art battalion via Entry Hex B instead of Entry Hex A. Likewise, the German player may enter the entire Division HQ battalion via Entry Hex B instead of Entry Hex A.
German Pioneer units are considered Eng (engineer) units in every respect.
All German 2nd Artillery Battalion units are set-up off map, and assumed to be within two hexes of hex 2328, but may never enter the map. If barraging or supporting an attack, the range of each artillery unit is counted as two hexes less than its printed range. No 2Art unit is ever subject to any enemy attack while off map.
The Soviets are provided with 5 Minefield chits, 5 Trench chits, as well as 3 Bunker chits, and must set-up after the German player sets up all of his units. Each Soviet fortification must be set-up in a hex with at least one Soviet unit.
18.5 Scenario Notes
Location spellings are from German source maps, and thus differ from Soviet maps.
Kursk: German Set-Up
| Unit | Location |
|---|---|
| HQ 1Gr | Via Entry Hex D (10th, Morn). |
| 1K 1Gr | Via Entry Hex D (10th, Morn). |
| 2K 1Gr | Via Entry Hex D (10th, Morn). |
| 3K 1Gr | Via Entry Hex D (10th, Morn). |
| 4K 1Gr | Via Entry Hex D (10th, Morn). |
| Schwr 1Gr | Via Entry Hex D (10th, Morn). |
| Pioneer 1Gr | Via Entry Hex D (10th, Morn). |
| HQ 2Gr | Within 1 hex of Entry C |
| 5K 2Gr | Within 5 hexes of Entry C |
| 6K 2Gr | Within 5 hexes of Entry C |
| 7K 2Gr | Within 5 hexes of Entry C |
Kursk: Soviet Set-Up
| Unit | Location |
|---|---|
| HQ 1Rif | In Ssyrzewo |
| 1 1Rif | Any hex north of Pena River |
| 2 1Rif | Any hex north of Pena River |
| 3 1Rif | Any hex north of Pena River |
| AT 1Rif | Any hex north of Pena River |
| HQ 2Rif | Any hex north of Pena River |
| 1 2Rif | Any hex north of Pena River |
| 2 2Rif | Any hex north of Pena River |
| 3 2Rif | Any hex north of Pena River |
| AT 2Rif | Any hex north of Pena River |
| HQ 3Rif | Any hex north of Pena River |
Kursk: Location Hex Numbers
- German: Alexejewka (3249); Luchanio (2328)
- Soviet: Ssyrzewo (2135); Werchopenje (1742); Novenkoye (4451); Hill 243 (2448)
19.0 Scenario 2: Akhtyrka
This is a "thrust and parry" scenario where both sides will have strong combined arms forces with potential to attack. In the beginning the grenadiers are holding a wide front far from the key Soviet objective. The arriving Soviet forces at Area B are positioned to outflank the German defense, but the fusiliers are arriving soon to help cover the German right and the southern approaches to Akhtyrka. The east-west roads are good for each side, and generally lead to a battle in the Volkii-Gradnov-Tresovka triangle.
Alternatively, the Soviets can take Vesskoye and then swing south through Prokopenk and follow the road leading west to Michailovka before turning toward the city. Historically, they took the first approach and the Germans fought a withdrawal until both their regiments were side by side in an arc around Akhtyrka. The Germans brought in their armor, which included a Tiger element, and then launched a major counterattack along the roads from Akhtyrka to Michailovka and Vesseloye. The drive penetrated all the way to Kaplunovka and was subjected to vigorous Soviet counterattack the entire time. It is vital for the Germans to prevent any Soviet incursion into the city hexes of Akhtyrka itself.
19.1 Scenario Activation
The Soviet player knowingly chooses the first three HQ activation chits (before all activation chits are placed into the draw cup), activating them in any order he prefers. Thereafter, all the Soviet HQs must be drawn randomly.
19.2 Event Chits
Place 30 random blue Event Chits and 30 random Red Event chits into the German draw cup.
Place 30 random blue Event Chits and 30 random Red Event chits into the Soviet draw cup.
The German player begins the game with these black Event Chits, which he may use to nullify specific blue and/or red Event Chits (see 10.3):
- Killed in Action (nullifies Brilliant Leader)
- Intensive Fire (nullifies Inferior Equipment)
- Critical Hit (nullifies Off Target)
- Expert Sniper (nullifies Sniper)
- Overcautious (nullifies Tactical Approach)
The Soviet player begins the game with these black Event Chits, which he may use to nullify specific blue and/or red Event Chits (see 10.3):
- Combined Arms (nullifies Poor Coordination)
- Outflanked (nullifies Flanking Maneuver)
- Repaired (nullifies Radio Out)
- Bogged (nullifies Aggressive Assault)
Then place six random black Event Chits in the German draw cup, and five random black Event Chits in the Soviet draw cup.
19.3 Victory Conditions
The Soviet player is awarded 1 VP for each hex of downtown Akhtyrka (3502, 3602, 3603, 3702, 3802, 3803, 3804 and 3902) that was last occupied by any Soviet unit:
In addition, the Soviet player will receive 1 VP per each non-Rcn unit exited off of the map via Entry Hex F and/or G, provided the Soviet player can demonstrate a path of any roadway hexes from Entry Hex F or G to Entry Hex A, B, C, D or E, not within any German unit's ZOC, or within the range of any German direct ranged fire unit.
The Soviet player must subtract 1 VP for each German unit that is presently adjacent to any A, B, C, D or E Entry Hex, provided the German player can demonstrate a path of any road hexes from the German unit adjacent to A, B, C, D or E Entry Hex to Entry Hex F or G, not within any German unit's ZOC, nor within the range of any German direct ranged fire unit.
The Soviet player wins this scenario if he accrues at least 4 VP.
There is no draw possible in this scenario; if the Soviet player accrues less than 4 VP, the German player wins.
19.4 Scenario Special Rules
The city of Akhtyrka includes a Downtown terrain type. The river in hex 4613 and 4614 is considered one river hexside (across the entire hexside).
19.5 Scenario Notes
Entry Hex E represents the Soviets' attempt to outflank the German defenses.
Akhtyrka: German Set-Up
| Unit | Location |
|---|---|
| HQ 1Gr | Hill 62 |
| 1K 1Gr | Within 3 hexes of Hill 62 |
| 2K 1Gr | Within 3 hexes of Hill 62 |
| 3K 1Gr | Within 2 hexes of Hill 62 |
| Sturm 1Gr | Within 1 hex of Hill 62 |
| HQ 3Gr | In any Sorkova hex |
| 9K 3Gr | Within 2 hexes of Sorkova |
| 10K 3Gr | Within 2 hexes of Sorkova |
| 11K 3Gr | Within 2 hexes of Sorkova |
| Sturm 3Gr | Within 2 hexes of Sorkova |
| HQ 2Gr | Within 1 hex of Vesseloye |
| 5K 2Gr |
Akhtyrka: Soviet Set-Up
| Unit | Location |
|---|---|
| HQ Rcn | Via Entry Hex A (9th, Morn) |
| 1 Rcn | Via Entry Hex A (9th, Morn) |
| 2 Rcn | Via Entry Hex A (9th, Morn) |
| 3 Rcn | Via Entry Hex A (9th, Morn) |
| 4 Rcn | Via Entry Hex A (9th, Morn) |
| HQ 1Mot | Via Entry Hex A (9th, Morn) |
| 1 1Mot | Via Entry Hex A (9th, Morn) |
| 2 1Mot | Via Entry Hex A (9th, Morn) |
| 3 1Mot | Via Entry Hex A (9th, Morn) |
| 4 1Mot | Via Entry Hex A (9th, Morn) |
| HQ AT | Via Entry Hex A (9th, Morn) |
All Soviet units enter the map.
Akhtyrka: Location Hex Numbers
- German: Hill 62 (4214); Sorkova (4317); Vesseloye (3519); Bakirovka (4610); Tresovka (3413)
20.0 Scenario 3: Mischurin-Rog
This scenario features two German regiments on the attack, but they will not have much in the way of tank support for the offensive (in fact, the panzer regiment reported only one operational tank on the day before the battle; so the SP artillery was used in an AFV role to support the infantry). The Germans are trying to capture the main Soviet bridge, which is protected by a reinforced rifle brigade. The superiority of the German infantry over the average Soviet rifle unit will be obvious in both mobility and fighting power.
The grenadiers should move north through State Farm 142 and cover Mischurin Rog as soon as possible to prevent the Soviet player from running elements of his recon battalion into the town where it will require a streetfight to get them out. The fusiliers can either drive through the center or swing to the right in tandem with the panzer artillery battalion to turn the Russian flank near Yvaschki. This is a very "winnable" scenario for the Germans, but they don't have much time. This force, combined with the 2nd Tank Battalion, could manage to hold the bridge if played well. If the German fails to cover Mischurin Rog, the Russian might weigh the advantages of trying for the victory there.
20.1 Scenario Activation
The German player knowingly chooses the first of the HQ activation chits (before all activation chits are placed into the draw cup). Thereafter, all the German HQs must be drawn randomly.
20.2 Event Chits
Place 35 random blue Event Chits and 25 random Red Event chits into the German draw cup.
Place 25 random blue Event Chits and 35 random Red Event chits into the Soviet draw cup.
The German player begins the game with these black Event Chits, which he may use to nullify specific blue and/or red Event Chits (see 10.3):
- Fighter Cover (nullifies Airstrike)
- Critical Hit (nullifies Off Target)
- Intensive Fire (nullifies Inferior Equipment)
- Hardened (nullifies Raw Recruits)
- Surrendered (nullifies Friendly Fire)
The Soviet player begins the game with these black Event Chits, which he may use to nullify specific blue and/or red Event Chits (see 10.3):
- Calm Under Fire (nullifies Caught in Crossfire)
- Heavy Casualties (nullifies Tough Outfit)
- Outflanked (nullifies Flanking Maneuver)
- Killed in Action (nullifies Brilliant Leader)
Then, place six random black Event Chits in the German draw cup, and six random black Event Chits in the Soviet draw cup.
20.3 Victory Conditions
The German player is awarded victory points for each of the following locations that was last occupied by any German unit:
- Borodayevka: 1 VP per (3551, 3552, 3651, 3653)
- Main Bridge: 3 VP per (4047, 4147, 4248)
In addition, the German player receives 1 VP per each non-Rcn unit exited off of the east edge of the map, if within 2 hexes of Borodayevka (hex 3653), provided the German player can demonstrate a path of any roadway hexes from Entry Hex A or B to the exit hex on the east edge of the map that is not within any Soviet unit's ZOC, nor within the range of any Soviet direct ranged fire unit.
The German player must subtract 1 VP per each Mischurin Rog and/or Lichovka city hex that was last occupied by any Soviet unit.
The German player wins this scenario if he accrues at least 6 VP.
The scenario is a draw if the German player accrues 5 VP, or a German defeat (a Soviet victory) if the German player accrues less than 5 VP by the last turn of the scenario.
20.4 Scenario Special Rules
The Soviet player must set up first.
The German units of the 1Art Battalion are considered to be moving on the road when the scenario begins. They are not eligible to be fired until after their movement during that game turn is complete.
20.5 Scenario Notes
Hamlets 86, 142 and 179 represent farms.
Mischurin-Rog: German Set-Up
| Unit | Location |
|---|---|
| HQ 1Art | In Lichovka (Road Move) |
| (1)Wsp 1Art | In Lichovka (Road Move) |
| (2)Wsp 1Art | In Lichovka (Road Move) |
| Obsvr 1Art | In Lichovka (Road Move) |
| Hummel 1Art | In Lichovka (Road Move) |
| HQ 1Fus | In any Krassni Kut hex |
| 1K 1Fus | Within 1 hex of Krassni Kut |
| 2K 1Fus | Within 1 hex of Krassni Kut |
| 3K 1Fus | Within 1 hex of Krassni Kut |
| I.G. 1Fus | Within 1 hex of Krassni Kut |
| Lt Flak 1Fus | In any Kalinov hex |
Mischurin-Rog: Soviet Set-Up
| Unit | Location |
|---|---|
| HQ Rcn | Main Bridge |
| 1 Rcn | Within 2 hexes of Main Bridge |
| 2 Rcn | Within 2 hexes of Main Bridge |
| 3 Rcn | Within 2 hexes of Main Bridge |
| 4 Rcn | Within 2 hexes of Main Bridge |
| AA Rcn | Within 1 hex of Main Bridge |
| Lt AA Rcn | Within 1 hex of Main Bridge |
| HQ Rif | In any Sausslovka hex |
| SPG Rif | Within 1 hex of Sausslovka |
| I.G. Rif | Within 1 hex of Sausslovka |
| HQ 1Rif | In any Sausslovka hex |
| 1 1Rif |
Mischurin-Rog: Location Hex Numbers
- German: Lichovka (1040); Krassni Kut (2239); Kalinov (1939); Hamlet 179 (1633); Hamlet 142 (2733); Nesamoshnik (3127)
- Soviet: Main Bridge (4147); Sausslovka (3642); Hamlet 86 (3143); Yvaschki (2347); Borodayevka (3653)
21.0 Scenario 4: Lutchessa Valley
This was a "rude awakening" for the Grossdeutschland Division in the Soviet Union. Though the Division had been in many tough scraps before this battle, it had only recently reorganized in Smolensk, and was badly overstretched. This scenario shows what can happen when infantry lose their armor support and are caught by a more mobile combined arms force.
As the Soviet player enters the map from the south and west (Areas A-F), he finds the German player in what appears to be a solid position behind a river line. There is a small Soviet battalion arriving north of the river (at A), but the bulk of the Soviet forces come in from the south. In the beginning, the Soviet player should resist the temptation to commit too much force against the minor road bridges near Slaruchi. While a pincer attack using the recon battalion from area A and the troops arriving from area C seems inviting, it really plays into German hands. The Soviets won this battle with maneuver. Rather than attacking at Slaruchi, they rolled their mobile units along the good roads and focused on Bogorodizskoye as the center of gravity. This central position has better bridges for the Soviet tanks, and threatens to split the German line in two if a bridgehead can be taken and exploited.
Since the German line of communication leads back to Vaskovo, a Soviet attack at the center of the river line serves to cut off those German battalions farther west. The heavy tanks can batter their way across the bridges, and if the Germans cause too much trouble with their 88s, the arrival of the Soviet artillery is a good counter. It is good to use tanks against infantry, but when infantry are supported with AT guns the tanks can be cut to pieces. Artillery is the best weapon against AT guns unless you can close on them with infantry.
If the Soviet player is aggressive and gets onto Hill 62 and 87, the German position will become untenable, and a wholehearted retreat may be needed as the German tries to avoid casualties. The Germans must cover the central bridges with AT fire, and shift as many assault guns as possible to that area. A general movement away from Griva and Slaruchi is advisable, using Hill 96 as a rear guard position. The Soviets get reinforcements at area A, but the poor east-west road net will not allow a bold advance from that direction. Hill 87 is often a "must hold" for the Germans.
21.1 Scenario Activation
The Soviet player knowingly chooses the first five HQ activation chits (before all activation chits are placed into the draw cup), activating them in any order he prefers. Thereafter, all the Soviet HQs must be drawn randomly.
21.2 Event Chits
Place 30 random blue Event Chits and 25 random Red Event chits into the German draw cup.
Place 30 random blue Event Chits and 25 random Red Event chits into the Soviet draw cup.
The German player begins the game with these black Event Chits, which he may use to nullify specific blue and/or red Event Chits (see 10.3):
- Killed in Action (nullifies Brilliant Leader)
- Hardened (nullifies Raw Recruits)
- Critical Hit (nullifies Off Target)
- Intensive Fire (nullifies Inferior Equipment)
The Soviet player begins the game with these black Event Chits, which he may use to nullify specific blue and/or red Event Chits (see 10.3):
- Suppressive Fire (nullifies Aggressive Assault)
- Rallied (nullifies Dispirited)
- Resupplied (nullifies Ammo Exhausted)
- Calm Under Fire (nullifies Caught in Crossfire)
- Retreated (nullifies Trench)
Then, place 6 random black Event Chits in the Soviet draw cup, and 5 random black Event Chits in the German draw cup.
21.3 Victory Conditions
The Soviet player is awarded victory points for each of the following locations that was last occupied by any Soviet unit:
- Hill 142: 1 VP (4116)
- Hill 96: 1 VP (3412)
- Hill 54: 1 VP (3621)
- Hill 62: 1 VP (2718)
- Hill 87: 1 VP (2215)
The Soviet player wins this scenario if he accrues at least 5 VP.
There is no draw possible in this scenario; if the Soviet player accrues less than 5 VP, the German player wins.
21.4 Scenario Special Rules
The German player sets up first.
The German 1K, 2K, 3K and 4K Eng units must begin the scenario flipped to their depleted sides.
The Germans are provided with 4 Trench chits. Each German Trench chit must be set-up with one Eng unit (1K, 2K, 3K, 4K Eng units).
The German player may also deploy the 2nd Panzer Battalion and the 1st Artillery Battalion if the Soviet player has accrued any VP before the morning game turn of 2 December.
Lutchessa Valley: German Deployment Under 21.4
| Unit | Location |
|---|---|
| HQ 2Pz | Via Entry Hex G (2nd, Morn) |
| 5K 2Pz | Via Entry Hex G (2nd, Morn) |
| 6K 2Pz | Via Entry Hex G (2nd, Morn) |
| HQ 1Art | Via Entry Hex G (2nd, Morn) |
| (1)Wsp 1Art | Via Entry Hex G (2nd, Morn) |
| (2)Wsp 1Art | Via Entry Hex G (2nd, Morn) |
21.5 Scenario Notes
Lacking sufficient armor support, the grenadier regiment was almost totally wiped out during this engagement.
Lutchessa Valley: German Set-Up
| Unit | Location |
|---|---|
| HQ Rcn | Hill 142 |
| (1)SPW Rcn | Within 3 hexes of Hill 142 |
| (2)SPW Rcn | Within 3 hexes of Hill 142 |
| Schwr Rcn | Within 3 hexes of Hill 142 |
| HQ Eng | In Griva |
| 1K Eng | Within 1 hex of Griva |
| 2K Eng | Within 1 hex of Griva |
| 3K Eng | Within 2 hexes of Griva |
| 4K Eng | Within 2 hexes of Griva |
| Brumbr Eng | Within 2 hexes of Griva |
| HQ 2Gr | Hill 96 |
| 5K 2Gr |
Lutchessa Valley: Soviet Set-Up
| Unit | Location |
|---|---|
| HQ Rcn | Via Entry Hex A (1st, Morn) |
| 1 Rcn | Via Entry Hex A (1st, Morn) |
| 2 Rcn | Via Entry Hex A (1st, Morn) |
| 3 Rcn | Via Entry Hex A (1st, Morn) |
| 4 Rcn | Via Entry Hex A (1st, Morn) |
| AA Rcn | Via Entry Hex A (1st, Morn) |
| HQ 2Tk | Via Entry Hex B (1st, Morn) |
| (1)T-34 2Tk | Via Entry Hex B (1st, Morn) |
| (2)T-34 2Tk | Via Entry Hex B (1st, Morn) |
| (3)T-34 2Tk | Via Entry Hex B (1st, Morn) |
| (4)T-34 2Tk | Via Entry Hex B (1st, Morn) |
All Soviet units enter the map.
Lutchessa Valley: Location Hex Numbers
- German: Hill 142 (4116); Griva (4311); Hill 96 (3412); Reskoye (1909); Kalin (1710); Hill 87 (2215)