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Four Roads to Moscow

Four Roads to Moscow Rulebook

Table of Contents

Table of Contents

  • Codeword: Barbarossa
    • READ THIS FIRST
      • Learning to Play the Game
    • 1.0 INTRODUCTION
    • 2.0 GAME COMPONENTS AND CONCEPTS
      • 2.1 Game Map
      • 2.2 Crisis Spectrum
      • 2.3 Event Cards
      • 2.4 Unit Pieces
      • 2.5 Force Pool
      • 2.6 Basic Resource Points (BRPs)
      • 2.7 Technological Level
      • 2.8 Actions
      • 2.9 Alert Checks
      • 2.10 War Strategies
    • 3.0 THE TURN
      • 3.1 Sequence of Play
    • 4.0 UNIT MOVEMENT
      • 4.1 Land Movement
      • 4.2 Soviet Reserve/Deep Reserve Zones
      • 4.3 Sea Movement
      • 4.4 Strategic Redeployment
      • 4.5 Stacking
      • 4.6 Movement and Unit Upgrade Activation
      • 4.7 Special Movement Restrictions
      • 4.8 Movement and Event Cards
    • 5.0 PRODUCTION AND UNIT MOBILIZATION FUNCTIONS
      • 5.1 Technology Investment
      • 5.2 BRPs and Unit Mobilization Costs
      • 5.3 Mobilization and Placement
      • 5.4 Special Case: East Prussia
      • 5.5 Unit Upgrades
      • 5.6 Soviet Fortified Areas
    • 6.0 EVENT CARD PLAY
      • 6.1 General Rule
      • 6.2 Campaign Losses
      • 6.3 New German Unit
    • 7.0 WAR STRATEGY
      • 7.1 Changing Strategy
      • 7.2 Strategies
      • 7.3 War Strategy Comparisons
    • 8.0 WINNING THE GAME
      • 8.1 Borderlands
      • 8.2 Victory Points (VPs) For Forces
      • 8.3 VP Awards for Strategies Chosen
      • 8.4 VPs for Remaining BRPs at the End of the Game
      • 8.5 Final Victory Calculation
    • 9.0 GAME SETUP
      • 9.1 Both Players
      • 9.2 German Setup
      • 9.3 Soviet Setup
    • Player's Aid Charts (Codeword: Barbarossa)
      • BRP/Action Costs
      • War Strategy Comparison Chart
      • Crisis Spectrum Table
      • Sequence of Play (PAC)
      • Victory Point Calculation Chart (Updated Edition 11/11)
  • Hitler Turns East
    • READ THIS FIRST
      • Learning to Play the Game
    • 1.0 INTRODUCTION
    • 2.0 THE COMPONENTS
      • 2.1 The Map
      • 2.2 The Counters
      • 2.3 The Player's Aid Charts (PAC)
    • 3.0 SET-UP AND VICTORY
      • 3.1 Set-Up
      • 3.2 Victory Points
      • 3.3 Automatic Victory
  • Slaughterhouse
    • READ THIS FIRST
      • Learning to Play the Game
    • 1.0 INTRODUCTION
      • 1.1 Object of the Game
    • 2.0 GAME COMPONENTS
    • 3.0 GAME MAP
      • 3.1 Map Scale
      • 3.2 Map Areas
      • 3.3 Turn Track
      • 3.4 Impulse Track
      • 3.5 General Records Track
      • 3.6 Dice
  • Strike the Bear
    • READ THIS FIRST
      • Learning to Play the Game
    • 1.0 INTRODUCTION
      • 1.1 Game Scale
      • 1.2 Game Units
      • 1.3 Game Charts
    • 2.0 SEQUENCE OF PLAY
    • 3.0 MUTUAL PHASES
      • 3.1 Weather Phase
      • 3.2 Redeployment Phase
      • 3.3 Operations Points Determination Phase

Codeword: Barbarossa

Module 1 of Four Roads to Moscow, transcribed from the official Against the Odds rules for this module.

READ THIS FIRST

We've organized the overall structure of the rules of this LPS simulation game to follow this game's sequence of play in introducing concepts. The rules themselves are written in a format known as the Case System. This approach divides the rules into Modules (each of which deals with a major important aspect of play). Modules are numbered sequentially as well as possessing a title. Each Module is divided into Sections (that deal with a major sub-topic inside the Module) which are also numbered sequentially. Modules and Sections are introduced by some text that briefly describes the subject covered by that particular Module or Section. Finally, the majority of each Section consists of Cases. These are the specific, detailed rules that govern play. Each Case is also numbered sequentially. The numbering follows a logical progression based upon the number of the Module of which the Cases are a part. A Case with the number 7.51, for example, is the first Case of the fifth Section of the seventh Module of the rules. The numbering system is designed as an organizational aid. Use it to determine where a Case is located in the rules.

3.1.4

The example above is the number of the fourth Case of the first Section of the third Module of the rules.

Learning to Play the Game

Begin by familiarizing yourself with all of the components listed for this game. Then skim through the charts and rules, reading all the titles of the Modules and Sections. Set up a game scenario or portion of a scenario (after reading the applicable Module) and play a trial game against yourself. During this trial game, try referring to the rules only when you have a question and remember the numbering system we employ makes it easy to look up rules when you do. While a trial game may take you an hour or two, it is the quickest and most pleasant way to learn (short of having an experienced friend teach you). We also don't recommend attempting to learn the rules word-for-word. Memorizing all the details is an effort that few can do. We've written these rules to be as comprehensive as possible, but they are not designed to be memorized. Taking in the rules in this way (as you play along) is the best approach to mastering this game. We're always open to suggestions on how to improve the comprehension of our rules. Write to us (see addresses below) if you have an idea on how we can communicate better with you.

The game includes: 1 17" x 22" map, 1 set of 108 counters, 36 punch-out game cards, and 2 sets Player's Aid Charts (PAC). If any of the supplied parts are missing or damaged, write to: Against the Odds Magazine, PO Box 165, Southeastern, PA 19399-0165 USA, Attn: Codeword: Barbarossa. Or e-mail us at: [email protected]

We hope you enjoy this game. Should you have any difficulty interpreting the rules, please write to us at the above postal address, or send an e-mail to: [email protected], phrasing your questions so that a simple sentence, word, or number can answer them. If you send a letter by mail, you must enclose a stamped, self-addressed envelope to receive a reply. We recommend e-mail as the best way to resolve a query. Although we welcome comments and suggestions about the game's interpretation of events, we cannot promise to respond to questions on theory or design intent. Additionally, check out the Against the Odds and Codeword: Barbarossa discussion folders at www.consimworld.com.

In general, the strategic problem for the German player is to move his armies from the positions they occupy at the end of the conquest of France (June 1940) and position them for an invasion of Russia. The German wants to deploy his forces in an optimal way to carry out a War Strategy he/she has selected, and strengthen them to the maximum extent possible, without bringing on the war so quickly that his/her dispositions are not complete. The Soviet player's problem is to transition forces from peacetime to war posture, strengthen them, and deploy in accordance with his/her selected War Strategy.

1.0 INTRODUCTION

Codeword: Barbarossa is a two-player political-military game that reaches back behind a war to recreate the period of planning, preparations, and force concentration necessary to conduct warfare. It is unusual in that no fighting actually occurs. Rather, players select strategies and then compete to effect the concentrations of forces most suitable to carry out their plans in comparison with those of the opponent. In an unusual, fast-paced fashion, Codeword: Barbarossa features joint activities by both players within most phases of a turn. The game turns represent one month of real time. The game ends in June 1941, or sooner if the sides move more quickly to war. Forces are represented at the level of corps for the German player, and for the Soviet Union, armies for infantry formations, and corps for other troop types. The mapboard presents Europe as it existed in June 1940, from the Atlantic coast to the interior of the Soviet Union, divided into areas to regulate the movement of pieces. Game play is regulated by a Crisis Spectrum that indicates the level of hostility between the sides and specifies the kinds, amounts, and costs of various activities in which the players can engage. Players receive and expend economic resources to build or improve forces, and use Actions to carry out assorted game functions. Victory is awarded based upon the players' selections of War Strategies and their force dispositions at the end of the game, modified by any Game Points the player may have received in the course of play or are awarded based upon the situation at the end of play.

2.0 GAME COMPONENTS AND CONCEPTS

2.1 Game Map

The area of play is on a 22" x 17" game map. Solid white lines define national borders. Dotted lines represent area boundaries. Printed on the map are a number of tracks that are used in the game (Game Turn Track, each side's General Record Tracks, Crisis Spectrum Track). Each side's Force Pool box holds forces not yet mobilized. The gold-colored countries are neutral countries and may never be entered by either player's forces.

2.2 Crisis Spectrum

The heart of the game system is the level of hostility between the Third Reich (Hitler's Germany) and the Soviet Union (Stalin's Russia), which drives Codeword: Barbarossa by setting the rate at which players can carry on various kinds of activities, as well as the type of activities that are permitted. The Crisis Spectrum is represented on the board by a track that is separated into eight levels ranging from "Friendly Relations" to "Verge of War." A Crisis Level marker is used to indicate the current status of the spectrum. The Crisis Level can move toward or away from "Verge of War" depending on the play of Event cards (Section 2.3) or the results of Alert Checks (Section 2.9) that are required as the players concentrate forces in border areas where Soviet and German troops confront each other. The Crisis Level is adjusted during the Preparation Phase of each game turn from Event cards played, and during the Terminal Phase from Alert Checks. Crisis Level changes have immediate effects.

EXAMPLES: A change that results from Event card play may adjust the Crisis Level in a way that alters the number of available Actions for this turn. One that follows an Alert Check on the Terminal Phase of a turn may change the Crisis Level in a way that alters the Basic Resource Point (BRP) costs for troop activation and upgrading.

Codeword: Barbarossa automatically ends if the Crisis Level has reached "Verge of War" and has remained there for a full turn.

Printed on the Player's Aid Charts (PAC) is a Crisis Spectrum Table. This specifies for each possible Crisis Level what game activities are permitted and with what intensity. The table indicates how many Actions (Section 2.8) the player has available that turn, whether Strategy Change (Section 2.10) is permitted, if Technology Development (Section 5.1) is possible, whether Unit Mobilization and/or Upgrade (Sections 5.2 and 5.5) is possible, and if so the price in BRPs (Section 2.7), and the rate of force concentration in borderlands areas that necessitates Alert Checks. The Crisis Level effects at a given moment of a turn are those corresponding to the level of hostility at that instant (Exception: Number of Actions for a Turn). The Crisis Level can change within the turn (generating different costs and capabilities), so actions that can modify the Crisis level must be performed first within any Phase. The number of actions for a turn does not change when the Crisis Level changes mid-turn; it is determined at the start and remains that total amount for the entire turn.

2.3 Event Cards

Each player has 18 Event cards. German cards are numbered G01 to G18 and have the German Cross in the background, while Russian cards are numbered R01 to R18 and have the Hammer and Sickle in the background. These represent important military, diplomatic, and economic events that took place during the period 1940-1941. Each player shuffles their set of cards to randomize them. They are drawn by players as explained more fully in later rules. Play of the cards affects the Crisis Level or other game conditions, including movement of units or their removal from the game, addition of Actions for either player, expenditure of BRPs, or they may affect the production or upgrade of units. Drawing of an Event card and play of a card each cost an Action, and some cards themselves have an additional Action cost to effectuate. The Event card is printed with text that specifies its identity.

2.4 Unit Pieces

The unit pieces in Codeword: Barbarossa are extremely simple. They are printed on both sides with a symbol for the type of unit, and the identification number of that formation. On the reverse side of the unit counter appears an additional "+" notation which indicates the unit has been upgraded and is a "reinforced" corps or army. The status of a unit is important at the end of the game, when each type of unit will have a Victory Point (Section 8.2) value that varies depending on the particular War Strategy (Section 2.10) each player has selected. Soviet Infantry appears in army-size units. All other forces are represented as corps.

[Component figure: Russian and German unit counters, front and back, with the Army/Corps/Infantry/Airborne/Cavalry/Mountain/Motorized-Panzer-Mechanized symbol key and the Fortified Zones symbol.]

2.5 Force Pool

Under the rules for setting up the game, some units are not yet in play. These units form part of each player's Force Pool, represented on the board by a box. Un-mobilized pieces are placed in the box at the beginning of the game. Units are mobilized from the Force Pool by the expenditure of Basic Resource Points (BRPs) (Section 2.6) and put in play under the rules for Unit Mobilization and Upgrading (Sections 5.2 and 5.5). Unit mobilization from the Force Pool becomes impossible once the Crisis Level reaches "Hostile," after which it is assumed the sides will be focusing on upgrading existing forces.

2.6 Basic Resource Points (BRPs)

BRPs represent the economic strength of each side. Each turn the game awards a number of BRPs to each player, but actual Production is moderated by the Technological Level (Section 2.7) of the player (BRPs x Technological Level = Final Production). BRPs are produced during the Preparation Phase of each turn, and are indicated by adding the produced amount to the current amount shown on the player's Records Track. If the total accumulates exceeds 99, flip the x10 marker over to its "x10 +100" side. BRPs are used for activation or upgrade of units, for certain game activities such as Technology Development (Section 5.1) or Strategic Redeployment (Section 4.4), and may be required to fulfill certain Events. Adjust the markers on the Records Track as BRPs are expended. Unused BRPs can be accumulated from turn to turn and are exchanged for Victory Points (VPs) at the end of the game (Section 8.4).

2.7 Technological Level

Technological Level is a measure of the efficiency with which each nation utilizes its basic resources and the relative sophistication of its technology. It helps generate the final BRP production for the player (Base BRPs x Technological Level = Final BRP Production). Technological Level is indicated with a marker on the player's Records Track printed on the mapboard. It starts each game at 1. The player may increase his Technological Level by Investment (Section 5.1) and Event card play. The ability to invest in Technological Development is prohibited once the crisis scale reaches the level of "Hostile," after which it is assumed both sides will aim their activities strictly at producing the sinews of war.

2.8 Actions

Almost every kind of player activity in Codeword: Barbarossa is voluntary but requires the use of Actions. The player receives new Actions during the Preparation Phase of the turn and places his OPS marker on his Records Track with the current amount. If the total OPS is 10 or more, flip the marker to its backside which shows the "+10" value. At each Crisis Level a specific number of Actions is awarded according to the Crisis Spectrum Table (see PAC). Event cards may also award or take away Actions. Some Event cards and some game activities require the expenditure of extra Actions. Actions cannot be accumulated from turn to turn. Unused Actions are lost at the end of a turn.

2.9 Alert Checks

The Crisis Level is affected by the players' hostile Actions, among the most obvious of which is moving forces into areas on the mapboard that are adjacent to those of the opponent ("Borderlands," Section 8.1), from which a war can actually be launched. The Crisis Level permits a given number of units to enter Borderland areas without requiring an Alert Check during a game turn. This is a net number. The player may see fit to withdraw units from Borderland areas. Withdrawn units are subtracted from the net number of units that have moved into Borderlands so far. Net unit movements into Borderlands areas above the Alert Check number necessitate the check. The requirement for a check is established during the Movement Phase of the turn. Alert Checks are carried out during the Terminal Phase. Either or both players' activities may require the check. Regardless of the number of causes for an Alert check, only one check is made for each side if they have precipitated it. Roll one die. On an odd die roll move the Crisis Level marker right one box.

Gameplay Note: Unit movements from one Borderlands area to another similar area do not affect the net number used to determine the requirement for an Alert Check.

2.10 War Strategies

The Victory Point values of the players' forces for the subsequent German-Soviet war will depend on their respective strategies. In Codeword: Barbarossa the players select a strategy before the game begins, noting it on a slip of paper kept hidden through the game. During the game the player may change his strategy choice until the Crisis Level reaches "Bellicose". At the end of play the War Strategies of both sides are compared to generate a Victory Point valuation for each type of military unit present in the Borderlands in order to determine the winner.

3.0 THE TURN

3.1 Sequence of Play

Each turn represents one month of real time. The game consists of thirteen turns from June 1940 through June 1941, but may end sooner ("sudden death") if the Crisis Level reaches "Verge of War" and remains there for a full turn. During each turn the players both conduct their activities simultaneously for each segment of the phase. Any action that would result in an immediate Crisis Level change must be performed by both players first in a phase's segment. In each segment, when the player has completed all activities they intend to carry out, an announcement to this effect is made to the opponent. When both players have announced completion, the turn proceeds to the next segment of play.

PREPARATION PHASE During this Phase of the turn the players first consult the Crisis Spectrum to determine the number of actions they will have available for the turn based on its current level and set their Actions Marker at that value on their Records Track. Next they will resolve any die rolls for prior events that were played and require such. Then players will reveal and resolve the Event Cards placed into the Next Turns Event Cards box last turn. After this is done they will ascertain what game activities are permitted or prohibited under prevailing conditions. Finally, the players collect their BRPs and adjust their BRP markers to reflect their new total.

MOVEMENT PHASE The players alternate moving their units, with the German player going first. Movement (Module 4.0) includes Land and Sea movement plus Strategic Redeployment, requires Actions, and may also consume BRPs. Note that units entering Borderlands areas may trigger Alert Checks, which are executed in the Terminal Phase. Each player announces when they have completed all intended Movement. When both players have finished their Movement, play then proceeds to the Terminal Phase.

TERMINAL PHASE In the first segment of this phase, both players decide if they will change their War Strategy (Section 2.10) if permitted by the current Crisis Level. The second segment has the players spend actions and BRPs to invest in Technology development and/or increase their Technology Level. The third segment has both players spend actions and BRPs to mobilize and/or upgrade units (Sections 5.2-5.5). The fourth segment has the Soviet dismantling or activating Fortified Zones (Section 5.6). The fifth segment has both players spending actions to draw or place Event cards to be resolved next turn (Module 6.0). And the final segment is for resolving Alert Checks (Section 2.9). Each player announces when they have completed all their actions in a segment to carry on to the next segment. Once all segments are done, the Turn marker is moved up one space on the Turn Track (printed on the mapboard) and play proceeds to the next turn. The game ends at the finish of the June 1941 turn or sooner if the Crisis Level has already been at "Verge of War" for a full turn and is currently in that position.

4.0 UNIT MOVEMENT

Both players alternate moving their pieces (Germans first). In general, each movement consumes one Action. Once both players do not wish to move any further pieces, the phase ends and they move on to the Terminal Phase.

4.1 Land Movement

Movement during this phase is from an area to an adjacent area across the mapboard. Areas must be connected for the piece to move from one to another. Infantry, Mountain, and Parachute units move up to 2 areas. Armor-type and Cavalry units move up to 3 areas. Soviet Fortified Zones do not move. Each individual unit movement consumes one Action. Each unit may only move once during this phase. The player may move as many or few units as desired given their supply of Actions. Units may not enter areas containing the opponent's pieces, neutral areas (gold-colored), the cross-hashed area of Vichy France, or across the sea (Exception: Section 4.3). Certain areas, or units occupying them, are subject to special restrictions described in the following rules.

4.2 Soviet Reserve/Deep Reserve Zones

The Soviet player has units that start the game in off-board boxes that represent their Reserve (Urals and Siberia) or Deep Reserve (Soviet Far East) zones. Moving a unit in one of these zones consumes two Actions, and the piece displaces only one zone or onto a map area. That is, a Soviet unit in the Deep Reserve zone may only reach the Reserve zone and stop, and one in Reserve may only enter a mapboard area on the east edge of the board and stop, as indicated by the map graphics. On any given turn the first unit entering the board from the Reserve box must move onto the map at Moscow. Additional units may enter on any east-edge map area. Deep Reserve formations cannot be moved unless or until the Crisis Level is at "Tense." Units in these off-board boxes may not use Strategic Redeployment (Section 4.4).

4.3 Sea Movement

The German player (only) may use Sea Movement to add or withdraw units from Norway (one German unit begins the game there, while the German player's War Strategy may advantage units located in Norway). A unit from Norway must end its sea movement in a friendly coastal area of the Baltic Sea. Units may move from any coastal area to Norway. Each Sea Movement requires one Action plus the expenditure of 2 BRPs.

4.4 Strategic Redeployment

A unit on the mapboard may use Strategic Redeployment to displace from an area to any friendly playable area on the mapboard. Each Strategic Redeployment consumes one Action plus 1 BRP. Strategic Redeployment may not be used to move units to or from Norway, Soviet Reserve Zones, or into or through areas where movement is prohibited.

4.5 Stacking

An area may contain as many or as few units as the player desires. That is, there are no stacking limits in Codeword: Barbarossa. The player may have any number of pieces within any given area on the mapboard. If stacks become too tall simply break them into multiple ones.

Player Note: The player should keep separate stacks of their units that have moved to an area this turn, with a different pile of units previously present in that space, because this is important with respect to Unit Activation and Upgrades (Sections 5.2 and 5.5).

4.6 Movement and Unit Upgrade Activation

A unit cannot upgrade on a turn in which it moves. For purposes of Unit Activation (Section 5.2), a unit that moves to an area counts as occupying that area for purposes of meeting the criteria that govern placement of new pieces.

4.7 Special Movement Restrictions

4.7.1 Moscow Garrison Units that begin the game in the area labeled "Moscow" may not move until the Crisis Level has reached "Tense."

4.7.2 Baltic States Only the Soviet player may move units into the Baltic States (Lithuania, Latvia, and Estonia) and only at a certain point in the game. A German Event card ("Baltic States") requires the Soviet player to move forces into these areas. If that Event card does not enter play, the Baltic States automatically become Soviet areas beginning in September 1940 (Turn 4). Thus the Baltic State areas become playable for the Soviet player either when the card has been played or on Turn 8, whichever comes first.

Errata (addenda as of Jan. 1, 2024): the second-last line should say "Turn 4" instead of "Turn 8," so that the last sentence reads: "Thus the Baltic State areas become playable for the Soviet player either when the card has been played or on Turn 4, whichever comes first."

4.7.3 Rumania, Hungary, and Transylvania Only the German player may move forces into Rumania or Hungary. Movement is prohibited into either country until the "Vienna Award" Event card has been played, or until September 1940 (Turn 4), whichever comes first. Transylvania is disputed territory between Rumania and Hungary. Movement into Transylvania is allowed only if the "Vienna Award" card has been played.

4.7.4 Yugoslavia and Greece Only the German player may move into Yugoslavia and Greece. Movement into both countries is prohibited, however, until May 1941 (Turn 12) or until the "Balkans War" Event card has been played, whichever comes first.

4.7.5 Vichy France No Movement is ever allowed into Vichy France.

4.8 Movement and Event Cards

Various Event cards for both sides require units to be re-located to given areas for particular purposes. Such displacements are executed immediately and do not count as "movement" under the standard rules for this function. They can move normally afterwards from the location to which they have been displaced. Units to be displaced are selected by the owning player.

5.0 PRODUCTION AND UNIT MOBILIZATION FUNCTIONS

Basic Resource Points (BRPs) are received every turn as a function of Base BRP value multiplied by the current Technology Level (Base BRPs x Technology Level = Final BRP Allocation). As noted throughout these rules, BRPs are expended for a variety of purposes. The essential rules for BRP-related functions are detailed below.

5.1 Technology Investment

The Technology Level that is a multiplier for Base BRP value changes with Investment. Technology Investment occurs during the Terminal Phase of the turn, except when permitted by an Event card. Investment is an activity that requires consumption of an Action, in exchange for which the player may invest up to 4 BRPs in technology. Each 2 BRPs expended increases the Technology Investment marker by one on the player's Records Track. Each time the Technology Investment marker reaches 10, no further investment can occur into technology until the player's Technology Level is increased by the play of the Technology Level Increase Event card and expenditure of the 10 invested factors (move Investment marker back to 0). When this occurs, adjust the Technology Level marker up one space. After this has been performed, the player can begin investing in technology again to increase his level again. Note: Each side can increase the Technology Level a maximum of 3 times in the game. Technology Investment becomes impossible at Crisis Levels of "Hostile" or above. The technology level can only increase one level per card played. A player can perform actions to purchase Technology points prior to the action he will expend the card (investment into research).

5.2 BRPs and Unit Mobilization Costs

One use for BRPs is to mobilize units from the Force Pool. The cost for this varies depending on the current Crisis Level and is specified by the Crisis Spectrum Table (see PAC). The BRP costs on the table are those for mobilizing infantry, mountain, or cavalry units into their home country. Armor/mechanized and airborne units cost twice the listed amount. The player simply spends the stipulated number of BRPs and picks a unit from the Force Pool to put on the mapboard.

5.3 Mobilization and Placement

The player may only mobilize units from the Force Pool. German unit sent to North Africa by the Event cards is permanently out of the game. Units removed as losses from military campaigns required by Event cards do return to the Force Pool. Unit mobilization becomes impossible once the Crisis Level reaches "Hostile." Once that level is attained, only upgrading is possible. Mobilization of the unit is an Action, requires BRPs as noted above, and takes place during the Terminal Phase of the turn. An activated unit is placed on an area of the player's home country. Units are activated and placed individually. The unit must be placed in an empty area if possible, and every area of the nation must be occupied by at least one unit before the player may place a second or subsequent unit in any given area. There is no limit beyond this distribution requirement on the number of pieces that can be brought into play in a given area (Exception: Section 5.4).

Player Note: Units in transit or at home for upgrading, and those simply sitting on homeland areas, count toward meeting the requirement for filling every area before multiple deployment is possible. Be sure to consider this as you lay down newly activated pieces.

5.4 Special Case: East Prussia

The area labeled "East Prussia" is part of Germany. To reflect previous mobilizations and existing population constraints, the German player may mobilize only one piece in East Prussia throughout the course of the game. Be sure to announce whenever a unit is mobilized in East Prussia. A unit mobilized in East Prussia does not count toward Alert Checks (Section 2.8). Because East Prussia is considered part of Germany, unit upgrades (Section 5.5) performed here take place at the regular, not the premium, BRP price.

5.5 Unit Upgrades

Most units (Exception: Soviet Fortified Zone) may be built up to their reinforced reverse side "+" level for an Action plus a BRP expenditure based on the current Crisis Level and the associated cost listed on the Crisis Spectrum Table (see PAC). This occurs as an Action during the Terminal Phase of the turn. Simply adjust BRP markers to reflect the consumption and flip the piece to its upgraded face. As with Unit Mobilization, upgrading an Armor/Mechanized or Airborne unit costs double the listed number of BRPs. A premium of +1 BRP also applies to upgrades made outside the home country. A unit cannot be upgraded on any turn during which it moves. Upgraded units are worth extra Victory Points for most (not all) War Strategy comparisons (Section 7.3) at the end of the game.

5.6 Soviet Fortified Areas

Soviet Fortified Areas are fixed installations. The procedure for activating/moving them is different than that for other game pieces. It requires not only an Action and a BRP expenditure but also time measured in turns. During the Terminal Phase of the turn, use an Action and expend a BRP to flip the Fortified Zone counter to its "Build/Breakdown" face, which also denotes dismantling. On the Terminal Phase of the following turn, remove the Fortified Area piece from the board and place it in the Force Pool. On the Terminal Phase of the third (or a subsequent) turn, spend an Action and 1 BRP to deploy the Fortified Zone from the Force Pool to an area on the game map that contains another Soviet unit. The Fortified Zone appears showing its "Build/Breakdown" face. Finally, on the Terminal Phase of the next turn the Fortified Zone can be flipped to its active face. Thus, in summary, moving a Fortified Zone requires 2 Actions, 2 BRPs, and four turns of time. A Fortified Zone that begins the game already in the Force Pool is placed using only the last half of this procedure, requiring one Action, 1 BRP, and two turns.

6.0 EVENT CARD PLAY

The use of Event cards can make critical differences in the evolution of Codeword: Barbarossa, making war nearer or more distant, with marked impacts on forces, the BRP costs of activating or upgrading units, the availability of Actions, or other game conditions. Before the game begins, each player separates out his/her Event cards, shuffles them, and places them conveniently near their board edge to draw from. Select the top 3 cards from each player's draw deck as an initial hand. Thereafter new Event cards are drawn from the top of a player's draw deck as an Action during the Terminal Phase of the turn. Keep Event cards hidden so the opponent does not learn what they are. The number of cards drawn or played during a given turn is a function of the players' available Actions. There is no automatic limit to the number of cards a player can have in their hand.

Player Note: Do not neglect Event card play, which constitutes almost a sub-game beyond the main action and can lead to a "sudden death" ending of the game.

6.1 General Rule

The interplay of Event cards overlaps turns of the game. Cards are drawn and played during the Terminal Phase of the turn, and revealed and implemented during the third segment of the Preparation Phase of the following turn. Drawing Event cards or playing them both require the expenditure of an Action during the Terminal Phase. When playing an Event card, place it into the "Next Turn Event Cards" box on the map; when they are revealed, some require the expenditure of additional Actions or BRPs. These come from the supply of fresh Actions determined by the Crisis Level for the new turn. Implement the Event immediately, drawing specifics from the description given on the card. Event cards can affect the player or the opponent and can impact the Crisis Spectrum, BRP levels, Investment, Unit Reinforcement and Mobilization, movement, diversion of units to other fronts, Game Points, and so on.

6.2 Campaign Losses

Two Events ("Winter War," "Balkans Campaign") contain potential for the Soviet or German side to sustain losses of units. If this occurs the eliminated pieces return to the Force Pool and are eligible to be mobilized like other units. The "North Africa" event requires a unit to be removed from the game permanently so it does not go into the Force Pool.

6.3 New German Unit

One Event card ("Luftwaffe Production") makes an additional unit (the Parachute Corps) available in the German Force Pool. Simply place the unit in the Force Pool, where it is then eligible to be activated.

Errata (addenda as of Jan. 1, 2024), The Cards: all references to "Imminent War" should be "Verge of War," and "Rising Tension" should be "Tense," wherever they appear on the Event cards.

7.0 WAR STRATEGY

Each player follows a general overall strategic concept secretly chosen prior to the game. War Strategy affects the outcome of Codeword: Barbarossa in two ways. First, both players compare their strategies to generate a schema for valuing each of their appropriately placed units for victory purposes. Second, the choice of strategy provides specific premium VPs that also go toward determining victory in the game.

7.1 Changing Strategy

Decisions to change strategy are up to the player. A decision to change costs an Action, and the player makes an announcement of his/her intent to modify strategy during the Terminal Phase of the current turn. The selection of a new strategy takes place during the Terminal Phase of the following turn. If the player announces a change but then does not implement it, the chance is lost and the process must be repeated. Simply take the slip of paper on which the original strategic approach was noted, cross it out, and substitute the new one. Strategies can be modified in the course of play until the Crisis Level reaches the stage of "Bellicose."

Gameplay Note: At the "Bellicose" level the player's strategy is considered to be locked in. Even if the Crisis Level subsequently falls to one at which strategy change would normally be permitted, having once crossed the "Bellicose" threshold disregard this.

7.2 Strategies

The German player may choose the "Historical Strategy," a "Northern Emphasis" option, a "Moscow Central" approach, or a "Ukraine Emphasis" strategy. The Soviet player may select from "Border Defense," "Defense in Depth," or an "Offensive" strategy. The interactions among the different approaches are explained below. Players' strategic choices convey particular Victory Point advantages for certain types of units positioned in certain Borderland areas at the end of the game, as well as the separate Victory Point calculations outlined in Sections 8.2-8.5.

7.3 War Strategy Comparisons

Each player states his chosen War Strategy. Both then consult the War Strategy Comparison Table. Find the column corresponding to the Soviet choice and the row that matches the German one. The intersection of column and row yields a letter identification. This letter identification is used on the Victory Point Value Chart to determine the specific values of each type of unit in both normal and reinforced "+" states a player receives for their forces onboard at the end of the game. Proceed with Victory determination (Module 8.0).

8.0 WINNING THE GAME

If at the end of the game the Crisis Level stands at "Friendly Relations," both players are declared winners. This is called a "Summary Victory," and determining the winner proceeds no farther.

Because Codeword: Barbarossa simulates a pre-war situation and not a combat action, determining the winner is a somewhat involved process, except in the rare case where the game ends in a Summary Victory. Otherwise, players compile overall scores based on Victory Points (VPs) they receive from their War Strategy chosen. Some Victory Points will be gained through play action of Event cards laid down during the game. Record these points in the "VPs from Events" box on the top row of the player's Victory Calculation Sheet as they are earned. Players tabulate their VPs and they tally their totals for each row into the right column; then add all the values together in the right column to derive their overall VP score. Compare both players' results. The player with the higher overall score wins the game. As a loose approximation of historical analysis, the difference in overall scores can be viewed as the degree of advantage that side would have in a German-Soviet war.

8.1 Borderlands

All types of points are scored only for units located in areas adjacent to those of the opponent. These areas are called "Borderlands" and they have the "B" symbol within them. Some are numbered to facilitate scoring of Victory Points. Essentially the areas are Norway, Lithuania, East Prussia, two areas of German Poland (1 and 2), three areas of Soviet Poland (6-8), two areas of Rumania (3 and 4), and one area of the Soviet Union opposite Rumania (5). These areas are always considered Borderlands. In addition, some area's units are counted into the victory calculation depending on the strategy in play (see Victory Calculation Chart).

Note: Finland (because Germany could not, for the most part, act directly in this country), Hungary, including Transylvania (because Hungary entered the war slightly after the initiation of Barbarossa), and the German home country area immediately to the south of Poland (Slovakia) are never counted as Borderlands.

8.2 Victory Points (VPs) For Forces

Having determined the letter column to use (Section 7.3), each player counts up the number of each type of unit in the borderlands areas and records that tally in the appropriate column box on the Victory Point Calculation Sheet (Note: Do not remove the units from the areas they are in at this time because there may be additional VPs deducted or scored in the next step of VP calculation). Then multiply the number of units by the bracketed value on the left side of the box to determine the total VPs received for that unit type and enter the result into that row's box in the Totals column.

8.3 VP Awards for Strategies Chosen

VPs are awarded or deducted based on the specific strategy chosen by the players and the locations and types units in the specified areas for that strategy. See the Strategy Section of the Victory Point Calculation Sheet for the specifics of these VP awards or deductions. Certain German War Strategies will deduct VPs from the Germans depending on the location of Soviet units. War Strategies only add or subtract VPs from the owning player's amount. Tally up the VPs earned for these and record the total in the row's box in the Totals column.

8.4 VPs for Remaining BRPs at the End of the Game

At this point the player may accumulate additional VPs for his unexpended BRPs at a rate of 1 Victory Point per 5 BRPs (fractions ignored). Record the total VPs calculated into the row's box in the Totals column.

8.5 Final Victory Calculation

Add together all the totals column boxes and enter the value in the bottom box of the Totals column. This total is the player's final score. The player with the higher final score wins Codeword: Barbarossa.

9.0 GAME SETUP

9.1 Both Players

Separate out Event cards and shuffle them. Select 3 Event cards (each) as a starting hand. Place markers for BRPs, Game Actions, Technology Investment and Technology Level on the respective players' number tracks printed on the mapboard. Each player marks the track for pre-game BRP stocks. Set Technology Level at 1. All other markers begin at 0. Each player makes the specific dispositions of his/her other pieces listed below.

9.2 German Setup

Note: units named Mountain Corps are considered as Infantry Corps.

  • At Start BRP Stock: 20 BRPs
  • Per-Turn Base BRP Earnings: 8 BRPs
  • FORCE POOL: 13x Infantry Corps, 3x Armor Corps [1x Parachute Corps is set aside and may enter the Force Pool as a result of an Event card play]
  • BORDERLANDS: 3x Infantry Corps
  • GERMANY: 1x Infantry Corps
  • NORWAY: 1x Infantry Corps
  • HOLLAND: 2x Infantry Corps
  • BELGIUM: 2x Infantry Corps
  • FRANCE: 7 x Armor Corps, 12 x Infantry Corps. At least one Infantry Corps must be placed on every area in France (Exception: No units set up in Vichy France or may even enter that area); at least 2 Infantry Corps must set up in each coastal area. Other units may deploy in any area. All Motorized Corps must set up in coastal areas.

Errata (addenda as of Jan. 1, 2024): the Force Pool should contain 4 Armor Corps, not 3.

Historians' Note: Pieces included in the game represent forces actually used in the Russian campaign. Formations held in the West to defend what became the "Atlantic Wall" are not included in the counter mix. Thus all forces in the West are eligible to participate in the game.

9.3 Soviet Setup

  • At Start BRP Stock: 10 BRPs
  • Per Turn Base BRP Earnings: 6 BRPs
  • FORCE POOL: 1x Infantry Army, 3x Mechanized Corps, 1x Fortified Zone
  • DEEP RESERVE: 6x Infantry Armies
  • RESERVE: 5x Infantry Armies, 2x Mechanized Corps
  • LENINGRAD: 3x Infantry Armies, 3x Mechanized Corps, 1 Fortified Zone
  • MOSCOW: 5x Mechanized Corps, 1x Cavalry Corps, 1x Airborne Corps
  • SOVIET POLAND: 1 Infantry Army or Mechanized Corps per area
  • SOVIET AREAS ADJACENT TO Russian Poland, Lithuania, Latvia, and Estonia: 1 Fortified Zone in each area.
  • ALL OTHER AREAS IN THE SOVIET UNION: 1 Infantry Army or Mechanized Corps per area.
  • REMAINING UNITS: 1 each in areas containing Fortified Zones (except Leningrad); after that the player may deploy freely any remaining pieces, 1 extra unit per area (except in Soviet Poland).

Player's Aid Charts (Codeword: Barbarossa)

The PAC for Codeword: Barbarossa are printed on the pages of the rulebook (the BRP/Action Costs and Sequence of Play, Crisis Spectrum Table, and War Strategy Comparison Chart on the Player's Aid Chart page, and the Victory Point Calculation Chart on the following page). The printed Victory Point Calculation Chart on the Player's Aid Charts page is superseded by the "Updated Edition 11/11" chart, reproduced below, whose unit values differ from the printed ones.

BRP/Action Costs

ActionAction CostBRP CostNotes
Sea Movement (to/from Norway)12Units moving to Norway must begin in a coastal area. Units moving from Norway land in a friendly coastal area.
Movement of a unit10
Move Soviet "Reserve" unit20Unit must stop movement upon entering another zone or onto the map area. First unit exiting a zone must enter the Moscow area.
Strategic Redeployment11Strategic Redeployment not allowed from or into Norway, Soviet Reserve Zones, Neutral Countries, or Vichy France.
Invest in Technology1up to 4Costs 2 BRPs per increase of 1 Technology Investment.
Increase Technology Level

War Strategy Comparison Chart

German StrategyRussian: Border DefenseRussian: Defense in DepthRussian: Offensive
HistoricalADB
Northern EmphasisABC
Moscow CentralBDB
Ukraine EmphasisCBC

Crisis Spectrum Table

Unit Mobilization/Upgrade Cost: the number to the left is the mobilization cost; the number to the right is the upgrade cost. NA: Not Allowed.

Crisis LevelNo. of ActionsStrategy ChangeTechnology DevelopmentUnit Mobilization/Upgrade CostAlert Check
Friendly Relations5PermittedYes4/21
Uneasy5PermittedYes3/21
Anxious5PermittedYes2/22
Wary6PermittedYes2/32

Sequence of Play (PAC)

  • Preparation Phase: Receive Action Points for the Turn; Resolve previous Event-caused die rolls; Resolve Event Cards; Collect BRPs.
  • Movement Phase
  • Terminal Phase: War Strategy Change; Technology Development; Mobilization and Upgrade of Units; Build or Dismantle Fortifications (Soviet only); Draw and/or Play Event Cards for next turn; Alert Checks.

Victory Point Calculation Chart (Updated Edition 11/11)

This is the operative chart. Each unit row lists the VPs per unit (in brackets) for each War Strategy Comparison Chart result A, B, C or D. The "Totals" column is the player's own running total for that row.

Unit TypeABCD
Soviet Fortified Zones(1)(1)(0)(2)
Soviet Cavalry Corps(1)(1)(3)(2)
Cavalry +(2)(2)(4)(3)
Soviet Airborne Corps(2)(2)(3)(3)
Airborne +(3)(3)(3)(4)

Strategy-specific VP awards. The left-hand cell of each strategy applies to every result. The "A or B" cell applies when the result is A or B, and the "C or D" cell applies when the result is C or D.

German Historical

  • All results: 1 VP per (+) Panzer Corps in a Borderlands area.
  • A or B: 5 VPs if every Borderlands area contains 3 units (any type).
  • C or D: -5 VPs per Borderlands area left ungarrisoned.

German Northern Emphasis

  • All results: 6 VPs per Mountain Corps in Norway (8 VPs if Corps is reinforced "+"). 5 VPs if every Borderlands area contains at least 3 units (any type).
  • A or B: 1 VP per other Corps in Norway. Note: Only 3 Corps total permitted in Norway. -5 VPs per Borderlands area left ungarrisoned.
  • C or D: 3 VPs per Motorized/Panzer Corps in East Prussia or Borderlands Area 1. -1 VP per Soviet unit in the Leningrad area or the Soviet Area just north of Leningrad.

German Moscow Central

  • All results: 1 VP per Panzer Corps in Borderlands Areas 1 and 2. 2 VPs per corps in non-Borderlands area of Poland (3 VPs if Reinforced).
  • A or B: 2 VPs if the German Parachute Corps ("FJ") is present in Borderlands Areas 1 or 2 (3 VPs if reinforced "+"). -1 VP for each Soviet unit in the Moscow area.
  • C or D: 5 VPs if every Borderlands area contains at least 3 units (any type).

German Ukraine Emphasis

  • All results: 1 VP per Panzer Corps in Borderlands Area 2. 5 VPs if every Borderlands area contains at least 3 units (any type).
  • A or B: 2 VPs per Panzer Corps in Borderlands Areas 3 or 4. -5 VPs per Borderlands area left ungarrisoned.
  • C or D: 1 VP per Mountain Corps in Borderlands Area 3 or 4.

Soviet Border Defense

  • All results: 2 VP per Soviet Mechanized Corps in any Borderlands area.
  • A or B: 2 VPs per Fortified Zone in a Borderlands area.
  • C or D: Only units in Borderlands areas earn VPs on the Strategy Comparison Chart.

Soviet Defense in Depth

  • All results: 3 VPs per Fortified Zone in an area adjacent to but behind the Borderlands.
  • A or B: 2 VPs per Soviet Army/Corps in Leningrad, Moscow, Reserve, or Deep Reserve.
  • C or D: Only units in areas adjacent to Borderlands earn VPs on the Strategy Comparison Chart.

Soviet Offensive

  • All results: 3 VPs per reinforced "+" Mechanized corps in Borderlands Areas 6, 7, 8, or Lithuania.
  • A or B: 5 VPs if every Borderlands area contains at least 3 units (any type).
  • C or D: Only units in Borderlands areas earn VPs on the Strategy Comparison Chart.

Remaining BRP VP Conversion: # BRPs remaining divided by 5 (fraction rounded down).

Player's Total VPs: the sum of the Totals column.

The addenda of Jan. 1, 2024 point to an updated VP Scoring Sheet download. The "Updated Edition 11/11" chart supplied with this module is reproduced above; it was not checked against that download.

Hitler Turns East

Module 2 of Four Roads to Moscow, transcribed from the official Against the Odds rules for this module (third printing).

READ THIS FIRST

We've organized the overall structure of the rules of this LPS simulation game to follow this game's sequence of play in introducing concepts. The rules themselves are written in a format known as the Case System. This approach divides the rules into Modules (each of which deals with a major important aspect of play). Modules are numbered sequentially as well as possessing a title. Each Module is divided into Sections (that deal with a major sub-topic inside the Module) which are also numbered sequentially. Modules and Sections are introduced by some text that briefly describes the subject covered by that particular Module or Section. Finally, the majority of each Section consists of Cases. These are the specific, detailed rules that govern play. Each Case is also numbered sequentially. The numbering follows a logical progression based upon the number of the Module of which the Cases are a part. A Case with the number 7.51, for example, is the first Case of the fifth Section of the seventh Module of the rules. The numbering system is designed as an organizational aid. Use it to determine where a Case is located in the rules.

3.1.4

The example above is the number of the fourth Case of the first Section of the third Module of the rules.

Learning to Play the Game

Begin by familiarizing yourself with all of the components listed for this game. Then skim through the charts and rules, reading all the titles of the Modules and Sections. Set up a game scenario or portion of a scenario (after reading the applicable Module) and play a trial game against yourself. During this trial game, try referring to the rules only when you have a question and remember the numbering system we employ makes it easy to look up rules when you do. While a trial game may take you an hour or two, it is the quickest and most pleasant way to learn (short of having an experienced friend teach you). We also don't recommend attempting to learn the rules word-for-word. Memorizing all the details is an effort that few can do. We've written these rules to be as comprehensive as possible, but they are not designed to be memorized. Taking in the rules in this way (as you play along) is the best approach to mastering this game. We're always open to suggestions on how to improve the comprehension of our rules. Write to us (see addresses below) if you have an idea on how we can communicate better with you.

The game includes: 1 17" x 22" map, 1 set of 144 counters, and 1 page Player's Aid Charts (PAC) on the back of this rulebook. If any of the supplied parts are missing or damaged, write to: Against the Odds Magazine, 425 Steeplechase Ln, Pottstown, PA 19464-2056 USA, Attn: Hitler Turns East. Or e-mail us at: [email protected]

We hope you enjoy this game. Should you have any difficulty interpreting the rules, please write to us at the above postal address, or send an e-mail to: [email protected], phrasing your questions so that a simple sentence, word, or number can answer them. If you send a letter by mail, you must enclose a stamped, self-addressed envelope to receive a reply. We recommend e-mail as the best way to resolve a query. Although we welcome comments and suggestions about the game's interpretation of events, we cannot promise to respond to questions on theory or design intent. Additionally, check out the Against the Odds and Hitler Turns East discussion folders at www.consimworld.com.

1.0 INTRODUCTION

Hitler Turns East looks at what was probably the decisive campaign of the Second World War through the lens of Command. On both sides powerful dictators issued sometimes very detailed instructions to not-always enthusiastic commanders, who in turn were often more interested in their own career advancement (or in the Soviet case, personal survival) than the overall strategic picture. Initially faulty command decisions almost cost Stalin the war, but in the end a lack of strategic focus brought about the first major defeat of the German Army in WWII.

2.0 THE COMPONENTS

2.1 The Map

The game map represents the area of over which the battle was fought. The map is divided into hexagons, used to regulate movement and unit positioning. Each hex is approximately 50 miles across. The terrain symbols are explained in the Terrain Effects Chart. In addition, the Map sheet contains a number of Tracks used to facilitate play. They include:

  • Turn Record Track: The map contains the Turn Record Track (TRT) used to track the current game turn. Each turn represents one month of time.
  • German Victory Point Track: Used to track current German Victory Points.
  • Orders Boxes: Used to record current Orders issued to the listed German Army Groups or Soviet Fronts.
  • Advance and Retreat Compasses: Used to determine Advance and Retreat directions for each side.

2.2 The Counters

2.2.1 Combat Units. These units represent ground forces of the campaign. Axis Armies are 4-step units (an at-start counter with full strength and second step back and then a replacement counter, noted by the "R" in the upper left, with the third and fourth steps). Axis Garrison units are 1-step units. All other Axis Combat units are 2-step units, with the stronger side on the front and the weaker, reduced 1-step side on the back. The number of steps remaining for a unit is indicated by the number of bars in the lower left of the counter. All Soviet Combat units have a single step. Oversized Soviet Armies are 1-step armies that begin with a combat strength of 3 or more. Once eliminated they always return as normal 2 Combat Factor single-step armies (this is noted by an "e" above the Step marking). Besides unit type, size, and historical ID, Combat units have a single Combat Factor used in both Attack and Defense. (Exception: German Garrisons, Soviet Partisans and Independent Coastal units may only defend and have their combat factor noted in brackets.)

2.2.2 Combat Support Markers. German Luftwaffe and the Soviet T-34 Marker add their Combat Factor to their side on Attack or Defense. They may not attack on their own and suffer no effects from Combat.

2.2.3 Order Markers. These Markers are purchased and then next turn randomly drawn from the Orders Cup to determine the order that units on the board perform Action Rounds. Order Markers, when drawn, are placed on the Orders Boxes on the map of the Army Group or Fronts chosen to be activated. This also determines the Movement Factors of the activated units, and the limits under which they operate.

2.2.4 Game Markers. Game markers are used to keep track of various game events and functions. The Game Turn Marker keeps track of the current game turn. The Victory Point Marker records current Axis Victory Points.

2.3 The Player's Aid Charts (PAC)

Contains the Terrain Effects Chart, Combat Results Table, Counterattack Table, Command Points Table, and Orders Summary Listings.

3.0 SET-UP AND VICTORY

3.1 Set-Up

Each player should separate his units (including German Luftwaffe and Soviet T-34 Support markers) into those with a 4-number hex set-up code and those with a one or two digit Turn of Entry Reinforcement code. Place units with a hex number in the appropriate hex on the map (German Army units must be placed at the top of any stack of German units). Place those with a Turn of Entry number on the appropriate space on the Turn Record Track. One German Luftwaffe Support Marker is available for use on Turn 1. Place the Game Turn marker on the Turn 1 space. Place the German Victory Marker on the 0 Space on the Victory Points Track. The German Player places two Blitz OKH Order markers and one Hold/Advance to Contact (Hold/ATC) OKH Order markers in a mug or other opaque container. This is known as the Orders Cup. Since the Germans have Initiative on turn 1, one Blitz Order Marker is placed on one of the Army Group Orders boxes (German Player's choice) on the map as that Group's Turn 1 Orders which will be performed after setup. The Soviet Player places 3 Hold/ATC Stavka Order markers, 1 Withdrawal Marker, and all three Counter Attack (CA) Stavka Order Markers in the cup with the German OKH Order Markers. Place all other markers aside within easy reach.

3.2 Victory Points

VPs are awarded for control of the red-titled or symbol VP locations (towns, cities, or Oil Resource hexes) marked on the map (see terrain key). VPs are only awarded at the end of the game. At the end of the last game turn, the German Player wins if he holds 12 or more VP spaces with a Line of Communication (LOC, Section 9.2) to the west map Edge; otherwise the Soviet Player wins. Draws are not possible. Moscow is worth 3 VPs; Leningrad is worth 2 VPs; Rostov and Sevastopol are worth 2 VPs each. A VP track is located on the map to facilitate a running total of VPs for those who wish to use it.

3.3 Automatic Victory

The German Player wins immediately at end of any Game Turn if he controls:

  • Kiev, Leningrad and Moscow; or
  • Kiev and Moscow, and Leningrad must be tracing supply through the Lake Supply hex; or
  • Leningrad, Rostov, and either Maikop or Sevastopol.

In all cases the controlled named hexes must have an LOC (Section 9.2) to the west map edge.

4.0 SEQUENCE OF PLAY

Each game turn is divided into Phases, during which players conduct specified actions. Every action taken by a player must be carried out in accordance with the sequence given below. Once a player finishes his activities for a given phase or round, he may not go back to perform some forgotten action unless his opponent permits it. Game actions take place in the following order:

I. Axis Reinforcement/Replacement Phase. Place Reinforcements in any town/city hexes in East Prussia or the General Government. Bring to full strength any eligible reduced Army or Panzer Corps that receive a replacement step. The Germans get 1 Army Replacement Step each non-Snow Turn after Turn 1. The Germans get 1 Panzer Corps Replacement Step each non-Mud and non-Snow Turn after Turn 1. Units must be in full supply to get replacements.

II. Soviet Reinforcement/Replacement Phase. Place Reinforcements in any town/city hexes in the USSR. If a specific Front is listed the unit must be placed in that Front. Units may also be placed anywhere on the Soviet Off Map Zone hexes. Soviet replacements enter as Reinforcements, but free of all Front restrictions. The Soviets get a number of replacement Armies as shown on the Turn Record Track starting on Turn 3.

III. Command Points Phase. On Turn 1 roll for Turn 2, on Turn 2 for Turn 3 etc. (Command Points for Turn 1 are given). Purchase and write down on a paper the Orders purchased for next Turn.

IV. Initiative Phase. Players will determine Initiative; Initiative player chooses first Order Chit (may be either player's). All other Orders purchased for this Turn go into a draw cup, along with eligible CA chits and Zhukov (if available).

V. Action Phase. Perform the first activation as chosen by the Initiative player. Then order chits are randomly picked from the cup. Each non-CA order chit is assigned to an area by the active player. The player completes all unit movement and combat for units in the area. This is completed once for all four fronts on each side. If a CA chit is drawn, perform actions as described in Section 7.3.

VI. End Phase. Determine Attrition (Section 10.2). Roll to see if Hitler takes command (Section 7.5) if it is Turn 6 or later and Hitler has not yet taken Command. If no there is no Automatic Victory, proceed to the next Turn. If it is the last Game Turn, determine victory.

5.0 REINFORCEMENT AND REPLACEMENTS

Reinforcements represent the entry of new combat units or capabilities represented by Game Markers into the game. They are placed as indicated on the counter on the Turn Record Track until their Turn of Entry. Replacements represent the return of previously destroyed combat units (keeping in mind that destroyed generally means "rendered combat ineffective" rather than "killed to the last man") to the game, or the return of previously reduced combat units to full strength. Each player has his own Reinforcement/Replacement Phase, and Reinforcements should be taken before Replacements.

5.1 Axis Reinforcement/Replacements

5.1.1 Place German Combat Reinforcements in any Town or City hexes in East Prussia or the General Government within the stacking limits.

5.1.2 Place Reinforcing Luftwaffe Support Markers aside for use that Turn.

5.1.3 The Germans get 1 Army Replacement Step each non-Snow Turn after Turn 1.

5.1.4 The Germans get 1 Panzer Corps Replacement Step each non-Mud and non-Snow Turn after Turn 1.

5.1.5 Units must be in supply to get replacements, but may be adjacent to Soviet units.

5.1.6 Each replacement Step allows the German Player to bring an eligible Army or Panzer Corps to full strength.

5.1.7 Replacement steps may not be saved, and any that are not spent are lost.

5.1.8 German Replacement Steps may not be used to return eliminated units to the game.

5.2 Soviet Reinforcements/Replacements

5.2.1 Place Soviet Combat reinforcements in any controlled (Section 8.2) Town or City hexes in Russia, within 4 hexes of a friendly unit or an Automatic Victory City that has an LOC (Section 9.2) to the east edge. The Automatic Victory City need not be Russian controlled to place units there, it just must be able to trace a LOC to the East map edge. Otherwise simply place Soviet units in a controlled town or city hex (which could also be a controlled Automatic Victory City). Units must be placed within the stacking limits, the Soviet player must have eliminated units which are able to be used for the replacement points.

Errata (addenda as of Jan. 1, 2024), 5.2.1 (clarification): the clarified wording on Automatic Victory Cities is already reflected in the sentences above.

5.2.2 If a specific Front is listed on the reinforcing unit, the unit must be placed in that Front. Front abbreviations are: NW-NorthWest Front, W-West Front, SW-Southwest Front, S-South Front.

5.2.3 Alternatively Combat Units may be placed anywhere on the Soviet Off Map Zone hexes regardless of Front restrictions.

5.2.4 When it enters play the Soviet Zhukov Marker is placed in the Orders Cup.

5.2.5 When available, the Soviet T-34 Support Marker should be placed aside for use during the Turn.

5.2.6 Soviet Mechanized Corps cannot be replaced and this is noted by an "n" above their step marking.

5.2.7 Soviet replacements enter the map the same as Reinforcements but can be assigned to any front. They are first placed into the Front Orders box and then entered onto the board when the front activates.

5.2.8 Starting turn 3, the Soviets get replacement Armies. Located in the brown section of the Turn Record Chart are printed Minimum (top number) and Maximum (lower number) values for these. When the German player captures a VP location for the first time, the Soviet player will take one of his eliminated Armies from the dead pool and place it on a future turn box that can accept it. The number of armies that a turn box can accept is the Minimum number in that turn box. Once filled, you continue placing armies in the next turn box (to its Minimum value) and onwards until the last turn box. Once all turn boxes are filled to their Minimums, no further units will be placed into them. When you arrive during the game to a turn that shows replacements are to be received, you will then look at the Maximum value. This is the total number of replacement armies that will be received this turn. Choose additional armies from the dead pool to increase the amount to be received to the Maximum value from those already there (Minimum).

Example 1: It is Turn 2. The German player captures 3 Soviet-controlled Victory cities. The Soviet player places 2 eliminated Soviet Armies (if available) onto the Turn 3 box for the first and second city as the German captures them. When the third city is captured, since the Turn 3 box already has its Minimum value of replacements, the next replacement is placed in the Turn 4 box. During the Soviet Reinforcement/Replacement Phase of Turn 3, the Soviet player chooses 2 other eliminated armies (if available), takes the two armies on the Turn 3 box, and places them into the Front boxes of his choice (thus placing up to 4 replacements onto the board).

Example 2: It is Turn 4. There are already 2 replacement units in the Turn box (from units eliminated on Turns 1 and 2). There are 5 Army units in the eliminated pool. The Soviet player therefore can take 2 of those units from the eliminated pool and have them enter as replacement reinforcements (for a total of 4 units returning - the maximum) on Turn 4.

Note: Soviet Armies that begin with a Combat Factor of 3 or more have only one step, and once eliminated they may only be replaced as normal 2 Combat Factor armies (their flip side). This is noted by the "e" above their front side step bar of their counter.

Errata (addenda as of Jan. 1, 2024), 5.2.8 (rewrite): the addenda restate this section; the rewritten wording matches the text above.

5.3 Soviet Off Map Zone Hexes

5.3.1 These hexes act as ultimate supply sources for the Soviet player, and may be used to enter Reinforcement/Replacements.

5.3.2 Axis units may never enter, attack into, or trace supply through these hexes.

5.3.3 Soviet units may attack out of these hexes.

6.0 WEATHER

A Turn's Weather is marked on the Turn Record Track. Weather is either Fair, Light Mud, Mud, Frost, or Snow. Weather affects Terrain costs (see Terrain Effects Chart), Command Point die rolls, and movement allowances (Light Mud).

7.0 COMMAND AND ORDERS

Combat units in Hitler Turns East do not have inherent Movement Factors. Instead the distance they can move across the map is determined by the current Orders they are operating under. Orders also determine their ability and method of attack, and other restrictions. Each turn both players will roll for Command Points, purchase 4 orders (OKH—German Army High Command or Stavka—Soviet High Command) for next turn. Then the orders purchased last turn for the current turn are placed in the draw cup (with the exception of one Order Marker which is chosen by the Initiative Player) and then turn activations begin.

7.1 Command Points

During the Command Point Phase each player rolls one die and consults the appropriate Command Points Table (Axis or Soviet) on the PAC to determine the number of command points they have to purchase the next turn's orders chits.

7.1.1 The die roll may be modified by the weather of the next Game Turn, and for the Axis, whether Hitler has taken Command of the German Army (an event that historically took place in Dec. 1941).

7.1.2 Consult the table using the modified die roll to determine the number of Command Points you have available to purchase Orders for the next Game Turn. (So on Turn 1, you roll for Turn 2 Orders, on Turn 2 for Turn 3 etc. Orders for Turn 1 are handled in the Game Set Up instructions.)

7.1.3 You do not have to use every Command Point available to purchase Orders for the next Game Turn, but any points not spent are lost; they may not be saved.

7.1.4 You must purchase 4 Orders, one for each of your Army Groups or Fronts.

7.1.5 On a piece of paper, write down the Orders you are purchasing for next turn. Do not allow your opponent to see your chosen Orders purchases at this time; you must reveal them the next Turn when you place your purchased Orders Markers in the Orders Cup.

Example: On Turn 1 the German player rolls a 4 on the Axis Command Table. Because the Weather for Turn 2 (the Turn he is rolling for) is Fair, he adds +1 to the die roll, for a modified roll of 5. This gives him 12 Command Points. He might like to purchase four Blitz Order Markers, but it costs 4 Command Points to purchase a Blitz Order Marker and he must purchase Orders for all four of his Army Groups. So he purchases two Blitz Markers, 1 Assault Marker (3 Command Points), and 1 Hold/ATC Marker (1 Command Point) for a total of 12 Command Points. On a piece of scratch paper he secretly writes down "Blitz x2, 1 Assault, 1 Hold/ATC." (Feel free to abbreviate as long as your intent is clear.) Those will be the Orders he has available on Turn 2.

7.1.6 After writing down their Orders purchases for the following Turn, players determine who has the Initiative (see Section 7.7).

7.2 Purchased Orders

There are four Orders Markers that may be purchased. Orders cost different numbers of Command Points to purchase, and have different effects and restrictions.

7.2.1 Hold/Advance to Contact Orders. Costs 1 Command Point. Infantry units have a Movement Factor of 4; Mechanized Units (including the Soviet First Guard Cavalry Corps) have a Movement Factor of 6. Supplied Units in an Army Group or Front under these Orders may only move in a direction allowed by their Advance Compass (black arrows) on the map, unless they end their move in a Town, City, Fort, or Rough hex. They may not Attack. It costs +1 MP to exit a German Army's ZOC. Unsupplied units may move in any direction.

7.2.2 Withdraw. Costs 2 Command Points. Infantry units have a Movement Factor of 5; Mechanized Units (including the Soviet First Guard Cavalry Corps) have a Movement Factor of 7. A unit (supplied or not) under a withdrawal command may only move in the direction of the white arrows on its Advance compass (see map) and must end its move closer to its friendly board edge (east for Soviets and west for Germans) OR at least 1 hex away from its starting hex and either north or south of its movement start position unless it ends its move in a Town, City, Fort, or Rough hex. They may not Attack or enter an enemy ZOC, except that a unit starting its movement in an enemy ZOC may move directly from one ZOC hex into another (if moving in an allowed direction), but must halt then (normally this sort of move is not permitted, but with the Withdraw order in effect, the unit can do so).

Errata (addenda as of Jan. 1, 2024), 7.2.2 (clarification): the clarified wording is already reflected in the final sentence above.

7.2.3 Assault. Costs 3 Command Points. Infantry units have a Movement Factor of 4; Mechanized Units (including the Soviet First Guard Cavalry Corps) have a Movement Factor of 6. There are no movement restrictions. After all movement for that Army Group or Front is completed, units under these orders may Attack.

7.2.4 Blitz/Mobile Defense (Axis Only). Costs 4 Command Points. Infantry units have a Movement Factor of 4; German Armor Units have a Movement Factor of 8. Apart from that, Blitz Orders are the same as Assault Orders, with the addition that German Panzer Corps may perform Mobile Assaults in Fair, Light Mud, or Frost turns. In a Snow Turn this is a Mobile Defense order rather than Blitz order. Infantry units have a Movement Factor of 4; Armor Units have a Movement Factor of 6. Mobile Defense allows defending Panzer Corps to treat DE as DR results. Otherwise Mobile Defense is the same as Assault.

7.3 Soviet Counterattack

7.3.1 Soviet Counterattack Orders are never purchased; instead they are placed into the Orders Cup on the Game Turns they are in play.

7.3.2 Three Counterattack Markers go into the Cup on Turns 1 and 2. 2 go into the Cup on Turn 3, and 1 goes into the Cup on Turn 4. (The counters have the turns they are available noted on them.) There are no Soviet Counterattack Markers after Turn 4.

7.3.3 A Counterattack Marker is assigned to a Soviet Front randomly, based on a die roll. On a roll of 1 the Northwest Front Counterattacks; on a roll of 2-3 the West Front Counterattacks; on a roll of 4-5 the Southwest Front Counterattacks; and on a roll of 6 the South Front Counterattacks. Note that the presence of an Order in the Command Box for that Front has no effect, nor does it matter if that Front Counter attacked previously this turn. Once used don't place a Counterattack Marker on an Orders Box; instead place it on the Turn Track for the following Turn (if it will be available that Turn) or remove it from play if it will not.

7.3.4 When a Soviet Counterattack is allocated to a Front, units that are not in contact will move to contact the nearest Axis units in their front. They have a Movement Factor of 4 for Infantry and 6 for Mechanized.

7.3.5 Once this movement is complete, add up the total number of Soviet combat factors with an LOC to an Off Map Zone hex, and are adjacent to German combat factors on the chosen Front, and treat it as a single Soviet Attack (see below). Ignore Terrain, Supply, and Weather, and simply roll for the Combat Result on the Counterattack Table (see PAC). To calculate the odds, tally up the total combat factors of all attacking Soviet units versus the total combat factors of all defending German units. Treat odds of worse than 1:2 as 1:2. If all the Soviet units managed to disengage or are dead, or have no combat factors at all, there is no Counterattack. Note that the lack of a LOC does not prevent a Soviet unit from moving to make contact when a Counterattack is launched (only already being in contact does) but units with no LOC cannot contribute to the subsequent attack.

7.3.6 The result will be either the loss of a Soviet unit (A1) or the loss of a Soviet unit and an Axis step loss (B1). The owning player chooses the unit/step lost, but it must come from a supplied unit adjacent to a supplied enemy unit, on that Army Group/Front if possible.

7.4 Zhukov

After Zhukov enters the game, the marker is placed in the Command Pool. (Exception: if the Soviet Player has the Initiative he may chose Zhukov as the first activation for the Action Phase.) Zhukov is considered an Order Marker.

7.4.1 When Zhukov is first drawn, he can either be placed in the Orders Box of any Front that currently has no Order Marker, or be placed back into the draw cup and another chit drawn.

7.4.2 When Zhukov is drawn the second time he must be placed into an Orders box that has no command chit. Zhukov allows the Soviet player to issue an Assault Order at no Command Point cost.

7.4.3 If Zhukov comes out of the Orders Cup after all Soviet Fronts have been activated he has no effect.

7.4.4 If the Zhukov chit is drawn earlier and used to give orders to a Front, the Soviet player can ignore one of the later Soviet Order chit draws and redraw a new chit from the cup.

7.5 Hitler Takes Command

7.5.1 Starting at the End Phase of Turn 6, the Axis player will roll a die to see if the Fuhrer takes over direct command of the German Army.

7.5.2 Modify the die roll by the amounts shown if the Soviets control the following: +2 Moscow, +1 Leningrad, +1 Sevastopol, +1 Rostov. These modifiers are cumulative.

7.5.3 If the modified die roll is 7 or greater, Hitler Takes Command.

7.5.4 Place the Hitler Marker on the Turn Record Track to indicate this.

7.5.5 Once Hitler takes command:

  • He remains in command for the rest of the game and no more rolls are required.
  • The Guderian counter is removed from the game.
  • The Axis have a -1 die roll modifier (DRM) from all future Command Point die rolls.

7.5.6 Until then, the Axis player will make this roll at the End Phase of each successive turn.

7.6 Army Group/Fronts

German Army Group and Soviet Front Boundaries are marked on the map. Units may move, attack (but not Mobile Assault) or retreat across an Army Group/Front Boundary, but may only end their Movement/Combat Advance across such a boundary if the Army Group/Front they are entering has already been activated this turn. LOC and Supply lines are restricted for units due to the Army Group/Front boundaries (see Section 9.2 and Case 10.1.3).

7.7 Initiative

Initiative determines who gets to pick a single Orders Marker (from either side) to remain out of the Orders Cup and begin the Action Phase. The Axis has the Initiative in all non-Snow Turns, the Soviets in all Snow Turns. Note that Zhukov may be the chosen Orders Marker if the Soviets have the Initiative.

7.8 Assigning Orders for Activation

Orders Markers, when randomly drawn, are assigned by the owning player to one of his four Army Group (German) or Front (Soviet) Command's Order boxes located on the map (Exception: Initiative player's first activation).

7.8.1 Each player has four Army Group/Front Commands, and each Command must be assigned one Order Marker each Turn. You may never leave an Orders Box empty at the end of the Action Phase.

7.8.2 An Orders Box may never hold more than a single Order Marker (Exception: Section 7.3).

Example: If the German Player wishes to assign a just-drawn OKH Blitz Marker to Army Group Center, he would place it on the Army Group Center Orders Box.

7.8.3 Even if you have no desire to do anything with a particular Army Group or Front, it must still be given an Order Marker at some point during the Action Phase.

7.8.4 A Player is limited to the Orders he purchased with Command Points during the previous Turn's Command Phase, but exactly what Army Group or Front to assign them to when drawn from the Orders Cup (or chosen by the Initiative Player) is up to the Player.

8.0 STACKING AND STACKS

Stacking is the placement of more than one unit into a single hex at the same time.

8.1 General Rules

8.1.1 Up to 3 Combat Units may stack per hex.

8.1.2 Leaders and Garrisons do not count towards stacking limits.

8.1.3 No more than 1 each of German Leaders, Armies, or Garrisons may stack per hex.

8.1.4 Stacking limits apply during the placement of Reinforcement and Replacement units on the map, throughout combat, including retreat and advance after combat, and at the end of all movement.

8.1.5 Units may freely move through hexes in violation of the stacking limit provided that at the end of all current movement stacking limits are met.

8.1.6 In any Axis stack that contains a German Army unit, the Army unit must be at the top of the stack. (This makes determining ZOC effects easier.)

8.1.7 Players may freely examine the content of enemy stacks.

8.1.8 Overstacking. If a hex is overstacked, the owning player must eliminate sufficient units (of that player's choice) to bring the stack within the stated limits.

8.1.9 Markers and Stacking. Markers do not count for stacking, but only one Luftwaffe marker may be used per hex.

8.1.10 Stacks. The term "Stack" refers to any one or more units legally placed in a hex. Note: A lone unit in a hex is a Stack.

9.0 ZONES OF CONTROL AND CONTROL

Units influence activities both in their own hexes and in the six hexes adjacent to their location. Those six hexes are called the unit's Zone of Control (ZOC) and are inherent to all combat units.

9.1 General Rules

9.1.1 ZOCs do not extend into or across Prohibited hexes or hexsides.

9.1.2 Russian ZOCs do not extend across the "At start" Russian/Axis border on the first turn.

9.1.3 German Army ("XXXX") units (only) have ZOC that halt all enemy movement (except advance after combat). Russian units must stop upon entering a German Army's ZOC. Russian units may exit a German Army's ZOC but may not move directly from one Army ZOC to another Army ZOC (Exception: Withdrawal Command, Case 7.2.2).

9.1.4 All Combat Units (except Leaders and partisans) have ZOC that block Line of Communication, Supply, and Retreat. These effects are negated by the presence of friendly units in the enemy's ZOC hex. No ZOC ever extends into enemy-controlled forts.

9.2 Lines of Communication (LOC)

9.2.1 An LOC is a path of passable hexes of any length within the boundary, plus one hex beyond, of an Army Group or Front, free of enemy units or un-negated enemy ZOC or prohibited hexes/hexsides to the west map edge (for the Axis) or the Soviet East Zone hexes (for the Soviets). The wording "plus one hex beyond" means that the LOC can pass through hexes that are the hexes just past the boundary line of the Army group (in the adjacent Army Group's Area).

Errata (addenda as of Jan. 1, 2024), 9.2.1 (clarification): the wording "plus one hex beyond" in this sentence means that the LOC can pass through hexes that are the hexes just past the boundary line of the Army group (in the adjacent Army Group's Area). This is the printed meaning above.

9.2.2 LOC is used to check for Supply (Module 9.0), Soviet Counterattacks (Case 6.3.1), Victory Point purposes (Section 3.2) and attrition during the End Phase (Section 9.3). It is possible for a unit to have an LOC and still be Out of Supply (OOS).

9.2.3 An LOC must be traced through land hexes for which units can move through only (Exceptions: Soviet Sea Supply, Case 10.1.10 and Leningrad, Case 10.1.11).

9.3 City/Town Control

A city/town is controlled by a side if it is occupied by a friendly unit or it was last occupied by a friendly unit. German Armies ("XXXX") can establish control of a city or town if at any point during their move they exert a ZOC into a city or town that is unoccupied and not in the ZOC of a Soviet unit.

10.0 SUPPLY

Supply is the provision of your combat forces with food, ammo, clothing, etc. In Hitler Turns East you do not move actual supplies on the map; instead supplies are determined by tracing Supply Lines.

10.1 General Rules

10.1.1 Supply status checks are determined for all Active units in an Army Group/Front before any movement for those Army Groups/Fronts is performed, and then again for both the Active and Inactive units in Combat at the instant of Combat.

10.1.2 Units are Out of Supply (OOS) when beyond a line of 4 hexes with the same restrictions as an LOC from a friendly-controlled Town or City that in turn can trace an LOC back to a friendly board edge.

Errata (addenda as of Jan. 1, 2024), 10.1.2 (clarification): for units to be in supply there can be 4 hexes maximum between the city/town and the unit. Do not count the hexes the unit and city/town are in.

10.1.3 The City/Town for case 10.1.2 must be in the unit's Army Group/Front boundaries.

10.1.4 Towns and Cities that can supply friendly units are indicated on the map with a German cross for the Axis and a red star for the Soviets. Towns that can supply either side have both the cross and star.

10.1.5 Units that are OOS lose 1 Movement Point (MP) and 1 Combat Factor (CF) for each hex beyond four to the closest supply source Town or City they can trace a valid supply line to.

10.1.6 Surrounded. Units that are surrounded (unable to trace a supply line) determine their modified CF and movement value by determining the length of a direct (shortest route passing through any enemy units or their ZOCs) supply line to the closest valid City/Town that has an LOC. Subtract 1 CF or MP for each hex distant (unit's hex excluded).

10.1.7 A unit's values can never be reduced below 1 for Combat or 2 for Movement.

10.1.8 Axis Special Supply Conditions. The Axis Supply range is reduced from 4 hexes to 3 hexes in Light Mud and 2 hexes in Mud or Snow Turns. All Axis units are always in Supply west of the "At start" border between the Axis and Soviet Areas. German garrisons never require supply.

10.1.9 Soviets Special Supply Conditions. Soviet units are always in Supply when in Soviet Off Map Zone hexes. The Partisan unit and the 1st Guard Cavalry Corps are always in supply. The Independent Coastal Army is always in supply in any Black Sea coastal hex.

10.1.10 Soviet Sea Supply (SSS). Soviet Cities/Towns with the SSS symbol (anchor) may trace a Line of Communication across sea hexes to another City/Town that has an LOC back to the east board edge.

10.1.11 Leningrad Supply. The Soviet player may trace an LOC across lake hex 2100 even if that hex is in a German ZOC. Germans can draw supply to Leningrad from Finland (hex 1800).

Errata (addenda as of Jan. 1, 2024), 10.1.11 (correction, fixed in the 2nd printing): the lake hex is 2100, not 2106. The printed text above already reads 2100.

10.2 Attrition During the End Phase

10.2.1 Combat Units with no LOC and adjacent to a fully supplied enemy unit suffer attrition of one step loss during the End phase. For units to be in supply there can be 4 hexes maximum between the city/town and the unit. Do not count the hexes the unit and city/town are in.

10.2.2 Opposing units that are mutually out of supply because of each other's positions both lose a step at the same time.

10.2.3 Units that are OOS during this check do not exert a ZOC for this check.

11.0 MOVEMENT

All units move according to the rules in this section, except as may be limited elsewhere.

11.1 General Rules

11.1.1 Units move from hex to adjacent hex, paying varying Movement Point costs to do so, depending upon the terrain in the hex being entered and/or hexsides crossed. These costs are detailed on the Terrain Effects Chart (see PAC).

Note: Terrain costs may be changed by Weather.

11.1.2 Units may not enter or cross prohibited hexsides.

11.1.3 The number of Movement Points available to the unit depends on its current Orders and whether it is Mechanized or non-Mechanized, its supply status, and the Weather.

11.1.4 Movement Points may not be accumulated from Movement Round to Movement Round, nor lent from one unit to another.

11.1.5 Moving units need not expend all available points before stopping.

11.1.6 The movement of each unit must be completed before that of another is begun. (Exception: units may move as stacks within the stacking limits.)

11.1.7 No unit may move more than once per Turn.

11.1.8 A unit may always move 1 hex except when prohibited by terrain or enemy ZOCs (Exception: Withdraw Command).

11.1.9 Light Mud subtracts 1 from all Movement Allowances.

Note: Advances and retreats are not considered movement.

11.2 Movement and Orders

Movement takes place during the Action Phase in a series of Activations.

11.2.1 Each time one of a player's Orders Markers from the Orders Cup is drawn, units that are in the Army Group or Front area may perform the actions determined by its current Orders.

Note: Leaders may provide individual stacks with different Orders.

11.2.2 The Active Player moves none, any, or all friendly Active units.

12.0 COMBAT

Once all movement has concluded, units that are under Assault or Blitz Orders may Attack.

12.1 Combat Particulars

12.1.1 Each Combat consists of the units in one or more hexes attacking one adjacent hex containing defending units.

12.1.2 Attacks may be conducted from multiple hexes, providing all units involved are currently Active and eligible.

12.1.3 No attacking unit may attack more than once per Combat Round (Exception: Mobile Assaults, Section 12.4).

12.1.4 A defending hex may only be attacked once per Round (Exception: Mobile Assaults, Section 12.4).

12.1.5 All units in a defending hex must defend together as one combined total.

12.1.6 All units in an attacking hex do not have to attack together. Some Active units in the hex(es) from which the attack is made may attack a different hex, or not attack at all.

12.1.7 No single attacking unit may have its combat value divided and applied to more than one battle.

12.1.8 No limits. Aside from the restrictions noted above, there is no limit on the number of attacks each player may initiate during an Action Round under Assault/Blitz Orders.

12.1.9 The attacker need not declare all attacks beforehand, and he may resolve them in any order he wishes, as long as the resolution of one is completed before the next is begun.

12.1.10 Units with their combat value in parenthesis may not attack.

12.2 Combat Procedure

The attacker chooses the order in which Combats are conducted. Each Combat is conducted using the following procedure:

12.2.1 Determine Strengths. Each player totals up the combat strength of friendly units engaged in the Combat (taking into account Supply) and translates it into an expression of Combat Odds (Attacker vs. Defender). Fractions are ignored (12 attacking 7 is 1:1 odds). Find the final adjusted ratio column (after all shifts) on the Assault Combat Table (see the PAC). Odds less than 1:2 result in automatic A1. Odds greater than 6:1 are treated as 6:1. Adjust the odd's column left by any terrain shifts applicable from the TEC (See PAC).

Errata (addenda as of Jan. 1, 2024), 12.2.1 (insert): change the third sentence to read "Find the final adjusted ratio column (after all shifts) on the..." The printed sentence above is the corrected reading.

12.2.2 Roll Die. The Attacking player then rolls a die and apply the die roll modifier (DRM) if applicable (below CRT on PAC) and cross-references the modified die roll with the odds column on the CRT to get a result. The results are explained to the right of the CRT.

12.2.3 Determine losses. If a player is directed to lose a step he may choose which step to lose, but no 2 or more step unit in a Combat may be eliminated until all friendly 2 step units in the combat have taken a step loss. Within that restriction the owning player determines losses. When a German Army takes a step loss and is on its "6" strength side, replace the counter with its replacement counter with its "4" strength side showing (German Armies have 4 steps).

12.2.4 Retreat Units and Conduct Advances. See Section 12.3.

12.2.5 Repeat the above four steps for each combat until all desired Combats are resolved.

12.3 Combat Retreats and Advances

12.3.1 On a "DR" Combat Result, defending Combat Units must retreat 2 hexes.

12.3.2 Units must retreat in the direction allowed by the white arrows on the Advance Compass if possible.

12.3.3 Units may not double back, and must end their retreat 2 hexes from their original hex if possible.

12.3.4 Units that retreat through or into an un-negated enemy ZOC lose 1 step per hex per stack (so a stack of units retreating through/into one such hex would lose only step). Units unable to retreat 2 hexes are eliminated.

12.3.5 Units that are completely surrounded and unable to retreat are eliminated. Make a die roll for a unit eliminated (for any reason) when completely surrounded. If the roll's result is greater than the unit's CF, it is permanently removed from the game.

Errata (addenda as of Jan. 1, 2024), 12.3.5 (clarification, fixed in the 2nd printing): units eliminated during combat also check. The printed text above includes "(for any reason)".

12.3.6 Any or all of the attacker's units may advance into the defender's hex (observing stacking limits) if it is vacated and no farther.

12.3.7 German Panzer Corps in non-Mud turns may follow the defender's path of retreat, and so advance up to 2 hexes.

12.4 Mobile Assault

German Panzer Corps (only) may Mobile Assault (MA) under Blitz Orders only.

12.4.1 Mobile Assaults may only be performed during Fair, Light Mud, and Frost turns.

12.4.2 It costs +1 Movement Point over the terrain costs to perform the MA against the defending hex. Some terrain prohibits an MA into that hex or out of the hex (see TEC on PAC).

12.4.3 A Panzer Corps may MA only once per turn. They may also perform one regular combat a turn.

12.4.4 A hex may be MA'd any number of times.

12.4.5 If the hex is cleared, the attacker must enter the vacated hex.

12.4.6 There is no normal combat "Advance after Combat" with MAs.

12.4.7 If the successfully assaulting Panzer Corps have any remaining Movement Points, they may be spent normally.

12.4.8 If the MA does not clear the hex, all assaulting unit's movement is concluded.

12.4.9 Additional Panzer units can be "picked up" while the stack, which will MA, is moving, but the units picked up will have expended the same number of movement points as the stack picking them up at that point.

12.4.9 An MA with a Leader involved receives a +1 DRM.

Note: the printed rulebook numbers both of the last two Case entries above as 12.4.9; they are transcribed as printed.

13.0 SPECIAL RULES

13.1 Axis Minor Powers

Design Note: Though both Hungary and Italy sent expeditionary forces to take part in Barbarossa, they were too small to be represented as individual units in the game and are instead factored into the German armies. Likewise the large home forces retained by Hungary and Romania during this campaign are represented by prohibitions on Soviet operations in those countries.

13.1.1 Hungary. Romanian units may never enter or trace supply through Hungary. German units may freely enter Hungary starting on Turn 2. Soviet and Romanian units may never enter, attack into, or trace supply through Hungary. Units in Hungary are never affected by and do not count towards computing the combat odds of a Soviet Counterattack.

13.1.2 Romania. Romanian units may never function as part of Army Groups North or Center. Axis units may not enter, exit, or attack of out of Romania on Turn 1, but may move within Romania. Soviet units may never enter, attack into, or trace supply through any hex of Romania. Units in Romania are affected by and do count towards computing the combat odds of a Soviet Counterattack.

13.2 First Guard Cavalry Corps

This Soviet combat unit needs no supply. If starting in a German Army ZOC, it may move directly into another German Army ZOC hex, and pays 1 MP for Swamp at all times. It moves either 6 or 7 (depending on its Front's orders).

13.3 German Armies and Garrisons

Each German Army consists of 4 steps and may create a single garrison unit. There is only one garrison available per German Army.

13.3.1 Place Garrisons during the German Reinforcement Phase of a turn in the town/city/fort/oil hex in which the Army they belong to are located.

13.3.2 Garrisons may be created only by 8, 6, or 4 strength Armies.

13.3.3 A garrison may never move or attack (their combat factor in parentheses indicates defense only). Garrisons add nothing to the defense of a hex. They only fight when alone in a hex (so don't stack with a garrison). If eliminated, Garrisons may be returned to play by expenditure of 1 Replacement Step.

13.3.4 Garrisons may be removed from the board, for later placement elsewhere, during any Reinforcement Phase if they currently have a Line of Communication to their parent Army.

13.3.5 Garrisons do not count for stacking or add to the defense strength of any other German units in their hex.

13.3.6 Garrisons are only affected by DE and EX results.

13.3.7 When a German army suffers a step loss and it is on its 6 strength side, replace the unit with its 4 strength side up replacement (marked "R" in the upper left) counter.

Errata (addenda as of Jan. 1, 2024), 13.3 Garrisons (change): there is only one garrison available per German Army. Place Garrisons during the German Reinforcement Phase of a turn in the town/city/fort/oil hex in which the Army they belong to are located. The printed text above reads the same way.

13.4 German Leaders

The two German Panzer Leaders, Guderian and Kliest, may attempt to give Leader Orders to any Panzer Corps they are stacked with.

13.4.1 Leaders have no Combat Factor or Zone of Control.

13.4.2 Leaders must always be stacked with a friendly Panzer Corps and Leaders may not stack together.

13.4.3 If the Panzer Corps they are stacked with is eliminated in combat simply move them to the nearest Panzer Corps in the same Army Group. If none exists, the Leader is eliminated.

13.4.4 When the Army Group they are currently a part of is activated, roll a die and compare the result against the number range listed on their counter ("1-3").

13.4.5 If the die roll's result is within that range, any Panzer Corps they are stacked with may be given an Order different than the Order for that Army Group.

13.4.6 Remove Guderian from the game when Hitler Takes Command.

Errata (addenda as of Jan. 1, 2024), 13.4.7 (addition): German Leaders may not stack together. This is already stated in 13.4.2 above.

13.5 General Kluge

Design Note: The commander of the 4th Army, General von Kluge, had a long-running feud with General Guderian that prevented proper cooperation between them. In addition, Kluge essentially opted his army out of the final Typhoon offensive against Moscow. This left 4th Army in better shape to deal with the Soviet winter counteroffensive, but also helped cause Typhoon to fail in the first place.

13.5.1 The German 4th Army is always under von Kluge's command (his name is printed on the 4th Army's counter) and may always be given its own set of Orders regardless of the current Orders of the Army Group it is in.

13.5.2 The 4th Army may never stack with Guderian.

13.5.3 The 4th Army may not perform attacks in Snow unless it is in either supply or it is OOS with no LOC (surrounded).

13.6 Partisans

13.6.1 The Soviet Partisan unit must initially be placed in the NW Front area on its turn of entry (Turn 7). It can be placed (or replaced) in any Front area on later turns in each Reinforcement Phase in any forest or swamp hex that does not contain a Soviet or German unit.

Errata (addenda as of Jan. 1, 2024), 13.6.1 (clarification): the Partisan unit must be placed in the NW Front area on its turn of entry (Turn 7). It can be placed in any Front area on later turns. The printed text above already states this.

13.6.2 If a Soviet unit other than the Guard Cavalry Corps enters its hex, the partisan is removed.

13.6.3 It may be replaced (or simply moved to a new location) each turn.

13.6.4 The Partisan Unit may not move (apart from being placed in a new location each turn) and may only defend, not attack.

13.7 Soviet Black Sea Capabilities

13.7.1 Soviet Independent Coastal (IC) Army may retreat between any SSS hexes.

13.7.2 Soviet Sea Invasion.

a) During normal Front Activation, one Soviet army may sea invade any Black Sea coastal hex in the Soviet Union once per turn from any SSS hex that can trace an LOC to the east board edge of their Southern command.

b) The Soviet player can attempt (successful or not) up to 2 Black Sea Invasions during a particular game if the required conditions are met prior to starting each invasion individually.

c) Make a DR for the invading unit. If the modified result is a 1-3, it is successful and the invading unit is placed in the invasion hex. On a modified result of 4-5 the unit returns to its SSS hex of origin. If the result is a 6 or more, the unit is eliminated. If the invasion hex is in the ZOC of any German unit add one to the roll.

d) If the hex is enemy-occupied, it may not be invaded.

e) An invading unit may not move further after it has attempted an invasion (successful or not).

f) If the hex is an SSS city/town the unit is in normal supply. Otherwise it suffers normal OOS effects (see Module 10.0).

Errata (addenda as of Jan. 1, 2024), 13.7 Soviet Black Sea Capabilities (clarification): the Soviet player can attempt (successful or not) 2 Black Sea Invasions during a particular game if the required conditions are met prior to starting each invasion individually. The printed 13.7.2(b) above already reads this way.

13.8 Luftwaffe

The Germans get 1 Luftwaffe marker on Turn 1, and 2 more on Turn 2.

13.8.1 They have a Combat Factor of 4.

13.8.2 They may be used in Fair, Light Mud and Frost Turns only.

13.8.3 Each Luftwaffe marker may be added to any one attack or defense per turn.

13.8.4 No more than 1 may be used per individual combat.

13.8.5 Two may be used per turn in Army Group Center, while no more than 1 per can be used in other Army Groups.

13.8.6 They are never affected by Combat results.

13.9 T-34

The Soviets may add this marker to one combat (attack or defense) per turn, once available. It adds its combat value to the Soviet attack or defense.

13.10 Optional Zhukov Command Roll

Use this rule when a stronger (game knowledge wise) player is playing the Russians. When the Zhukov chit is first drawn from the cup, the Soviet player makes a die roll. If the result is within the range listed on Zhukov's counter, he can be used as described in Section 7.4. If the result is not in the range, place the Zhukov counter to the side. He is not used this turn but is available again next turn.

Hitler Turns East Errata: Counters, Charts and Map

Errata (addenda as of Jan. 1, 2024), The Counters (corrections, fixed in the 2nd printing): German 6th Army setup hex 1109; German 17th Army setup hex 1011; German 18th Army setup hex 1104; Order Markers: all "Hold/Attack" markers should read "Hold/ATC" (Hold/Advance to Contact). These are counter-sheet items and are not part of the rules text.

Errata (addenda as of Jan. 1, 2024), The Charts (fixed in the 2nd printing): Combat Results Table, "Stacking Points" means "Steps." The PAC is not in the source bundle (see the Player's Aid Charts note below).

Errata (addenda as of Jan. 1, 2024), The Map (correction): the hex just south of Moscow should be hex 2506, not 2406.

Errata (addenda as of Jan. 1, 2024), The Charts: TEC River Entry (clarification): to receive the 1L shift, all attacking units must be attacking across a river.

Errata (addenda as of Jan. 1, 2024), not applied in this printing: the following items are numbered for text that does not appear in this printing (no Impulse, Counter-Attack Value or Movement Factor Cost rules, and no matching setup text), so they are recorded here as listed rather than inserted: 4.4.1 "Only one General Tyulenev or Hoth can ever be on the board. If due to flipping a leader, there are now two of either on the board, the other Leader counter with same Leader must be flipped as well."; 5.1.1 "Add Kalinin and Kursk to the list of Control/VP markers in the fourth sentence."; 5.2.1 (German Setup) "Set up all German Leaders asterisk side up."; 5.2.2 (Soviet Setup) "'Soroki' should be 'Balta'."; 8.1.1 (Assault Impulses) "For an Assault Impulse, you can only activate ONE Area or zone (on all the map) to attack (exceptions: see Sections 11.1 Combined Operations and 18.2 Turn 1 Special Rules)."; 9.2 (Movement Factor Cost, second bullet) "'All MP' means exactly that. If a unit has only 1 MP, it costs it 1 MP. Armor would spend their 2 MPs to enter."; 10.6.1 (Counter Attack) the replacement text: "In a Counter-Attack the Attack Value is the current Counter-Attack value of any one unit (a unit reduced in the initial combat uses its reduced side value), plus the Combat Rating of the Leader marker with the same Command ID (if available). There is no DV used in a Counter-Attack. Once the original Defender has Counter-Attacked the Impulse is over. The original Attacker may not Counter-Attack after the Defender's Counter-Attack."

Hitler Turns East: Player's Aid Charts

The Player's Aid Charts for Hitler Turns East (the Terrain Effects Chart, Assault Combat Table, Counterattack Table, Command Points Table, and Orders Summary Listings) are not included in the source files for this module and are not transcribed here.

Slaughterhouse

Module 3 of Four Roads to Moscow, transcribed from the official Against the Odds rules for this module.

READ THIS FIRST

We've organized the overall structure of the rules of this LPS simulation game to follow this game's sequence of play in introducing concepts. The rules themselves are written in a format known as the Case System. This approach divides the rules into Modules (each of which deals with a major important aspect of play). Modules are numbered sequentially as well as possessing a title. Each Module is divided into Sections (that deal with a major sub-topic inside the Module) which are also numbered sequentially. Modules and Sections are introduced by some text that briefly describes the subject covered by that particular Module or Section. Finally, the majority of each Section consists of Cases. These are the specific, detailed rules that govern play. Each Case is also numbered sequentially. The numbering follows a logical progression based upon the number of the Module of which the Cases are a part. A Case with the number 7.51, for example, is the first Case of the fifth Section of the seventh Module of the rules. The numbering system is designed as an organizational aid. Use it to determine where a Case is located in the rules.

3.1.4

The example above is the number of the fourth Case of the first Section of the third Module of the rules.

Learning to Play the Game

Begin by familiarizing yourself with all of the components listed for this game. Then skim through the charts and rules, reading all the titles of the Modules and Sections. Set up a game scenario or portion of a scenario (after reading the applicable Module) and play a trial game against yourself. During this trial game, try referring to the rules only when you have a question and remember the numbering system we employ makes it easy to look up rules when you do. While a trial game may take you an hour or two, it is the quickest and most pleasant way to learn (short of having an experienced friend teach you). We also don't recommend attempting to learn the rules word-for-word. Memorizing all the details is an effort that few can do. We've written these rules to be as comprehensive as possible, but they are not designed to be memorized. Taking in the rules in this way (as you play along) is the best approach to mastering this game. We're always open to suggestions on how to improve the comprehension of our rules. Write to us (see addresses below) if you have an idea on how we can communicate better with you.

If any of the supplied parts are missing or damaged, write to: Against the Odds Magazine, PO Box 165, Southeastern, PA 19399-0165 USA, Attn: Slaughterhouse. Or e-mail us at: [email protected]

We hope you enjoy this game. Should you have any difficulty interpreting the rules, please write to us at the above postal address, or send an e-mail to: [email protected], phrasing your questions so that a simple sentence, word, or number can answer them. If you send a letter by mail, you must enclose a stamped, self-addressed envelope to receive a reply. We recommend e-mail as the best way to resolve a query. Although we welcome comments and suggestions about the game's interpretation of events, we cannot promise to respond to questions on theory or design intent. Additionally, check out the Against the Odds and Slaughterhouse discussion folders at www.consimworld.com.

1.0 INTRODUCTION

Slaughterhouse: The Soviet-German War 1941-42 is a game simulating the invasion of the Soviet Union by the Axis between June 1941 and March 1942. One player controls the Axis forces and one controls the Soviet Forces.

1.1 Object of the Game

The Axis player wins the game by occupying Leningrad, Moscow, and Rostov, or by accumulating at least 10 Victory Points, by the end of the March 1942 Game Turn. The Soviet player wins by avoiding the Axis Victory Conditions. In reading these rules, if any capitalized term or abbreviation confuses you, refer to the Index and Glossary (Module 22.0). The numerical rules references found therein and throughout these rules should be ignored during first reading and used only later to refer to related sections for greater clarity.

2.0 GAME COMPONENTS

Slaughterhouse includes the following components:

  • One 17'' x 22" map
  • 108 die-cut counters
  • This rules booklet

3.0 GAME MAP

The map depicts the portions of European Russia where Operation Barbarossa took place between June 22, 1941 and March 31, 1942.

3.1 Map Scale

The map scale is approximately 1 inch = 50 miles.

3.2 Map Areas

The map is divided into 68 named hexagonal locations hereafter called Areas. Areas are adjacent to each other if they are linked by a connection (a white line).

3.2.1 Area TEM. The number in the lower middle hexside's circle of each Area's hex (ranging from 1 to 5) is that Area's Terrain Effects Modifier or TEM. This TEM modifier is used in resolving attacks against units in that Area (Case 10.4.3).

3.2.2 Victory Condition Areas. An Area with a red background in its TEM circle is a Victory Point location. Most Areas are worth one Victory Point. Leningrad and Rostov are each worth two Victory Points. Moscow is worth three Victory Points.

3.2.3 Terrain. Areas have one of the following terrain types: Clear, Forest, or Swamp (see Map Terrain Key). Note: Rivers have no direct effect on play. Their value is factored into the Area's TEM.

3.2.4 Urban Areas. (See Terrain Key on the map for map depiction.) Some of these urban centers have control markers (VP or otherwise). The control markers indicate which side controls them (last to occupy or indicated at the start of the game). They are important for Strategic movement (Case 8.1.2b).

3.3 Turn Track

The Turn Track is printed on the map and is used to note the current Game Turn date. The Turn marker is placed in the space corresponding to the current Turn, with the side of the marker that is face up indicating the state of Axis logistics (Module 14.0). At the end of each Turn, advance the Turn marker one space to the next sequential date on the Turn Track.

3.4 Impulse Track

The Impulse Track is printed on the map and is used to record the current Impulse of a Turn. The Advantage marker is placed in the space corresponding to the current Impulse, with the side of the marker that is face up indicating the holder of the Advantage (Module 11.0).

3.5 General Records Track

The General Records Track is used to record the number of Replacement Points available to each player by moving his Replacement Point marker(s) along it for gains and expenditures.

3.6 Dice

Players will need at least two six-sided dice to play the game. An abbreviation of "dr" indicates the roll of a single die. An abbreviation of "DR" indicates the roll of two dice. An abbreviation of "DRM" means "die roll modifier" which is a value applied to the dr or DR.

4.0 PLAYING PIECES

Included with the game are die-cut playing pieces, called units, representing the various military formations that fought the campaign, as well as several markers that assist in game play.

4.1 Unit Coloring

Soviet units are light brown. German units are grey, Rumanian units are light green, and the Hungarian unit is grey with a yellow background in its NATO symbol.

4.2 Unit Types

There are three types of units: Infantry, Panzer, and Shock. Every unit has two printed sides. The front side represents a Full Strength unit while the back side (with a colored stripe) represents a Reduced Strength unit.

4.2.1 Infantry units are foot-bound units.

4.2.2 Panzer units are mechanized, tank-heavy units. Only the Axis player has Panzer units.

4.2.3 Shock units are special units experienced in and/or equipped for winter warfare. Only the Soviet player has Shock units.

Note: The Fallschirmjager unit is only used when playing with the Variant rules (indicated by a "V" in black circle).

4.3 Unit Information

All units have information printed on them to identify the unit and indicate its strength as well as its movement capability. The name of each unit is printed in the middle of the counter.

4.3.1 Unit Size and Organization. All Axis units are Army sized. Soviet units are Front and Army Sized.

4.3.2 Strength/Movement Factors. Each unit has three numbers below its name. The first is the unit's Attack Factor, followed by the Counter-Attack Factor, and the Movement Factor (MF).

4.3.3 Command ID. Most units have a Command ID. Axis and Soviet units have a letter printed on the upper right of the counter. Units lacking a Command ID are Independent units.

4.3.4 Army Group Identification. For purposes of conducting Combined Operations (Section 11.1), Axis units have a letter printed in the upper right corner of each counter: "N" for Army Group North, "C" for Army Group Centre, and "S" for Army Group South.

4.4 Markers

Markers represent non-combat units and/or record various game information.

4.4.1 Leaders. Leader markers are used to aid units in combat with their unit when in an assault. Each Leader marker has a number printed inside a white square to the left of the individual's photo, with who they command noted above. The number is their Combat Rating. Leader markers may potentially add their Combat Rating to a unit with the same Command ID (Case 10.4.2).

4.4.2 Control & Victory Point. VP control markers are placed in their named locations. Urban control markers are placed in their named location. Initially all control markers on the map are Soviet-controlled.

4.4.3 Turn & Axis Logistics. The Turn & Axis Logistics marker indicates the current Turn on the Turn Track. Initially the Turn marker is placed "Blitz" side up to indicate the starting Axis Logistics (Module 14.0).

4.4.4 Advantage. The Advantage is an abstract reflection of an edge that one side will temporarily possess due to factors such as morale, position, surprise, leadership, intelligence, or fate. The holder of the Advantage may use it to gain certain game benefits (Module 11.0).

4.4.5 Replacement Points. Each player has a marker that is used to record accumulated Replacements on the General Records Track (Section 12.4).

5.0 PREPARE FOR PLAY

5.1 Marker Placement

Place the Turn/Logistics marker in the "June-July 1941" space on the Turn Track with the "Blitz" side facing upward. Place the Advantage marker in the "0" space of the Impulse track, Axis side up (to show Axis possession of the Advantage). Place both Replacement markers in the "0" space of the General Records Track. Place Control/VP markers Soviet side up in the Areas with the corresponding name on the marker. These are: Tallinn, Leningrad, Tikhvin, Moscow, Tula, Smolensk, Kiev, Kharkov, Orel, Voronezh, Rostov, Kerch, Sevastopol, and Odessa. Place the Urban Control markers Soviet side up on the indicated Areas for (Brest, Vilna, Minsk, Riga, Pskov, Novogorod, Vitebsk, Gomel, Bryansk, Dnepropetrovsk, Stalino, and Yaroslavl.

5.2 Unit Setup

Each player places his initial units in the Areas listed below. All units begin play on their Full Strength (face up) sides, unless indicated. Army Leader's marker name will follow after the "+" if they have one.

5.2.1 Axis Setup. Axis units are set up as directed in the following Areas:

  • Konigsberg: XVI Army + Busch, XVIII Army + Kuchler, IV Panzer Army + Hoepner
  • Suwalki: IX Army + Strauss, III Panzer Army + Hoth
  • Warsaw: IV Army + V. Kluge, II Panzer Army + Guderian
  • Lublin: VI Army + V. Reichenau, XVII Army + V. Stupnagel, I Panzer Army + V. Kleist
  • Szeben: Hungarian Army
  • Piatra: III Rumanian Army + Dumitrescu
  • Bacau: XI Army + V. Shobert
  • Focsani: IV Rumanian Army + Constantinescu
  • Germany: II Army + Weichs

Note: The Hitler Leader marker is not used unless playing with the Optional Rules (Module 20.0).

5.2.2 Soviet Set Up. Soviet units are set up as directed in the following Areas:

  • Leningrad: Leningrad Front Army (Reduced Strength) + Popov*
  • Riga: Riga Army
  • Kaunas: Northwest Front Army + Kurochkin*
  • Bialystok: Western Front Army + Pavlov*
  • Brest: Brest Army
  • Lvov: Southwestern Front Army + Kirponos*
  • Tarnopol: Tarnopol Army
  • Kiev: Kiev Army
  • Soroki: South Front + Tyulenev*
  • Kishinev: Odessa Army
  • Vitebsk: Vitebsk Army + Konev*
  • Orsha: Central Front (Reduced Strength) + Kuznetsov*
  • Moscow: Reserve Front + Budenny*
  • Caucasus: Caucasus Front + Kozlov*

Note: The Stalin Leader marker is not used unless playing with the Optional Rules (Module 20.0).

6.0 SEQUENCE OF PLAY

A game has five Turns. Each Turn represents several weeks and comprises four Phases and a number of "mini-turns" or Impulses.

6.1 Phases

The Phases of a Turn are conducted as follows: Political Phase, Maneuvers Phase, Refit Phase, and End Phase. Note: there is no Political Phase during the June/July 1941 Turn (Section 18.1).

6.2 Political Phase

The following steps are carried out during the Political Phase.

6.2.1 Offer Peace Terms. Once per game the Soviet player may offer Peace Terms. If the Axis player accepts the game immediately ends in a draw. If the Axis player refuses, add 1 VP to the Axis total at the end of the game.

6.2.2 Change Leaders. Each player may flip one Leader marker with an "*" asterisk side currently up. The Axis player goes first, followed by the Soviet Player.

Example: The Soviet player flips the Pavlov Leader marker, putting Timoshenko, who has a higher Combat Rating, in command of the Western Front. Note also that the Timoshenko Leader may command any Soviet Front, whereas the Pavlov Leader may only command the Western ("W") Front.

6.2.3 Place Reinforcements. The Soviet player places reinforcements on the map (Module 16.0). The Axis player does not receive any reinforcements during the game.

6.2.3a Release Shock Armies. Starting the October/November 1941 turn the Soviet player makes a dr for each Shock army to see if they have been released. If the army is not released, roll again at this point of each following turn until it is released. During October-November Turn a dr of 5 or 6 will release that Shock Army. During December/January 1941-1942 Turn a dr of 3-6 will release that Shock Army. During February-March a dr of 2-6 will release that Shock Army.

6.2.4 Hitler Takes Command Check. Starting with the Political Phase of the December-January Turn, and each Political Phase thereafter, the Axis player checks to see if Hitler assumes command of the German Army. The Axis player makes a dr. If Leningrad is Soviet-Controlled add a +2 DRM. If Moscow is Soviet-Controlled, add a +3 DRM. If the dr is equal to or greater than 7 flip every Axis Leader marker with an asterisk (*) still face up over to its backside leader.

6.3 Maneuvers Phase

Each player may take one action each Impulse (Section 8.1) before the Advantage marker is advanced to the next space on the Impulse Track. The Soviet player always goes first. Exception: There is no Soviet Impulse 0 during the June/July 1941 Turn (Module 18.0).

6.3.1 Logistics DR. The first Axis DR made for any purpose during an Impulse also serves as the Logistics DR (if the Axis player does not make a DR during his Impulse, he makes a Logistics DR at the end of his Impulse). If the Logistics DR is less than the Impulse number, the Maneuvers Phase ends once the Axis player has finished his Impulse. If the Logistics DR is greater than the Impulse number, the Advantage marker advances to the next space on the Impulse Track. If the Logistics DR is equal to the current impulse number flip the Turn marker from its "Blitz" side to its "Pause" side (Logistical Pause, see Section 14.2). If the Advantage marker moves off the Impulse Track, the Maneuvers Phase ends.

6.4 Refit Phase

The Axis player spends his available Replacement Points (RPs). The Soviet player then spends his available RPs. RPs not spent by either player are saved and remain marked on the General Records Track.

6.5 End Phase

Determine if the Axis player has won an Automatic Victory (Section 19.1). If he has not won an Automatic Victory, advance the Turn marker to the next box on the Turn Track. Return the Advantage marker to the 0 space on the Impulse Track if the next turn will be Clear Weather, to the 3 space if the next Turn will be Rain Weather, and to the 4 space if the next Turn will be Snow Weather. If the game has reached the End Phase of the February/March Turn, determine who has won the game.

7.0 STACKING AND CONTROL

7.1 Stacking

Each player may have a maximum of three units per Area. Leader, Victory Point, and Urban control markers do not count against stacking limits. Units may not move into, Assault into, or end a retreat in an Area already stacked to the maximum. It is suggested to stack each Leader marker (if available) directly on top of the unit it commands. A player may freely examine stacks of enemy units at any time.

7.2 Control

Each Victory Point or Urban Area is always controlled by either the Axis player or the Soviet player. Control changes only when one side has a unit in a vacant (Section 7.4) Area that is controlled by the enemy. Control can be gained during movement without stopping to end an impulse in a Victory Point/Urban Area. Control is shown by flipping the control marker to either its Axis or Soviet-Controlled side as is appropriate.

7.3 Contested

An Area is Contested if it contains units of both sides. Contesting an Area does not alter control of that Area.

7.4 Vacant

An Area is Vacant if it contains no enemy units, regardless of the presence of friendly units or who currently controls it.

7.5 Free

An Area is Free if it is Vacant and under friendly control.

8.0 IMPULSES

The majority of the game is played during the Maneuvers Phase in mini-turns called impulses. The Soviet player performs one impulse, and then the Axis Player performs one impulse. After both players have performed one impulse, the Advantage marker is advanced one space on the Impulse Track printed on the map. In his impulse the Soviet player activates a single Area or zone. The Axis player then has the same opportunity. The active player during an impulse is the attacker; his opponent is the defender. No enemy unit may move during a friendly impulse except to retreat from an assault.

8.1 Types of Impulses

There are three types of impulses: Assault, Non-Assault, and Pass.

8.1.1 Assault Impulse. The Attacker selects any single Area or zone of his choice as the Active Area. Units may move and/or attack during that assault impulse.

8.1.2 Non-Assault Impulse. There are four types of Non-Assault impulses. Only one of the four may be chosen each impulse.

a) Movement. The Attacker may activate all of his units and Leader markers and move them one Area. Units beginning the impulse in the same Area do not have to move to the same Area. Units moving during a Non-Assault Impulse may not enter any Area containing an enemy unit (unless already contested), an enemy-controlled VP marker, or an enemy Partisan or Security marker (Section 17.1 and 17.2).

b) Strategic Movement. The player may activate one unit and one Leader marker in a single Area and move them an unlimited number of Areas, subject to the following restrictions.

i) Units using Strategic Movement must trace their movement Area by Area, and may never enter an Area containing an enemy unit or an enemy-controlled marker.

ii) Axis units may not use Strategic Movement on Game Turn 1. Beginning Game Turn 2 and for the remainder of the game they may use Strategic Movement in Areas only as far east as the locations with their Area names in red text. Axis units using Strategic Movement may not enter an Area containing the Soviet Partisan marker (Section 17.1). Axis units must finish their Strategic Movement in an Area containing another Axis unit, an Axis Security Marker (Section 17.2), or a friendly controlled urban center (Case 3.2.4).

iii) Soviet units may not use Strategic Movement to enter any Area whose hexagonal outline is color-coded gray. Soviet units using Strategic Movement may not enter an Area containing an Axis control marker (Case 3.2.4) or an Axis Security marker (Section 17.2). Soviet units must finish their Strategic Movement in an Area containing either another Soviet unit or a friendly controlled urban center (Case 3.2.4).

c) Strategic Transfer. During the Maneuvers Phase either player may, as the sole action of a Non-Assault impulse, flip one reduced unit to its full strength side while flipping a single full strength unit elsewhere on the map to its reduced side. Both units involved must be able to trace a line of friendly connected Areas back to their friendly board edge. Exceptions: Rumanian Armies may only participate in Strategic Transfer with each other. The Hungarian Corps may not participate in Strategic Transfer.

d) Soviet Leader Swap. During the Maneuvers Phase the Soviet player (only) may, as the sole action of a Non-Assault impulse, swap any two Leader markers on the map.

Note: Leader markers with a specific Command ID printed in the upper left corner may still only command the Front with the same Command ID. They may, however, command any Army.

8.1.3 Pass Impulse. The attacker may elect to take no action during this impulse (the Axis player must still make a Logistics DR if it is possible to roll a Logistical Pause or end the Maneuvers Phase).

8.2 Legalities and Errors

A player may not change his move once a DR/dr has been made, or his opponent has declared any action (including a Pass impulse) he will take during his impulse. An illegal move/attack's results are valid if the opposing player does not challenge them prior to completing his own next impulse.

9.0 MOVEMENT

9.1 Mechanics of Movement

During an Assault impulse the attacker chooses one Area to be the Active Area. Units move one at a time. A unit may move from an Area to an adjacent Area, the number of Areas entered during movement being limited by the moving unit's Movement Factor (MF). At any point in an Assault impulse (only) units that began this impulse in the Active Area, or enter an Area with enemy units, may assault (Module 10.0) those enemy units within the same Area.

9.1.1 Area Activation. All of the units and Leader markers in an Area may move/attack if the attacker has chosen that Area as his Active Area. Units in the activated Area may move and/or assault until there are no units left to perform an action.

9.1.2 Leader Marker Movement. Leader markers have a movement rate equal to the type of unit they command, i.e. 2 MF if they command a Panzer Army, and 1 MF in all other cases.

9.2 Movement Factor Costs

Movement requires the expenditure of Movement Factors (MF) during an impulse. A unit may continue to move into adjacent Areas until it either lacks enough MF to enter another Area, it enters an Area occupied by an enemy unit, or the terrain stops its movement. Movement into an Area incurs the following MF costs (use only the one that applies):

  • Enter any Area = 1 MF
  • Contested Area Activation (Section 10.3):
    • For all units in the Active Area (regardless of involvement in the assault) moving after assault resolution if all defending units were Reduced Strength = 1 MF.
    • For all units if there was at least one full strength defender in the Active Area prior to the assault resolution = ALL MF.

9.2.1 Units may exit a Contested Area at normal MF costs, so long as the next Area entered is Vacant or Free. Soviet units may not exit a contested Area into Areas containing either an Axis Security marker (17.2) or adjacent to an Area containing an Axis Security marker.

Note: Areas are adjacent if units could move directly between them.

9.2.2 Multiple Area Destinations. Units starting in an Active Area may move to and/or assault different Areas in the same impulse. Assaults into different Areas do not have to be pre-designated. The attacker may wait for the results of a move/assault before announcing a later move/Assault into another Area in the same impulse by other units starting in the Active Area. Once an Area is assaulted, additional units may not move into that Area during the same impulse. Units that begin movement in the same Area do not have to end their movement in the same Area. Nor do all moving units during an impulse have to move simultaneously.

9.3 Point Unit

A Point Unit is the first friendly unit that enters a non-contested, enemy-controlled Area. Only a Point Unit may initially enter an uncontested, enemy-controlled Area (whether Vacant or not). Once a Point Unit has entered an Area in an impulse, additional units and Leader markers may enter that Area for the duration of that impulse. Leader markers may not enter a contested Area across a boundary requiring a Mandatory Assault (Section 10.1) unless accompanied by a Point Unit.

9.4 Movement Restrictions

The following three situations restrict movement:

9.4.1 Overstacking. Units may not move into a fully stacked Area (Section 7.1).

9.4.2 Rough Terrain. Panzer units must stop and move no further that impulse upon entering any Area with Forest or Swamp, even if Vacant or Free.

9.4.3 Pripet Marshes. Panzer units may not enter the Pripet Area.

9.4.4 Axis Minor Allies. Rumanian and Hungarian units may only enter areas on or south of these areas: Szeben, Stanislav, Tarnopol, Vinnistsa, Uman, Kremenchug, Dnepropetrovsk, Kharkov, Belgorod, Kursk, Livny, Voronezh.

9.4.5 Fortresses. Panzer units may not act as the Point Unit in any assault against a Fortress Area (these are Leningrad, Moscow, and Sevastopol).

9.4.6 Sea Movement. Soviet Army units (not Fronts) may move between a Soviet-controlled Odessa and Soviet-controlled Sevastopol using the dotted connection between those two Areas.

9.5 Air Support

The air superiority of the German Luftwaffe is represented by the Axis Air Support marker.

9.5.1 Air Support Placement. The Air Support marker may be placed in an Area containing at least one Axis unit and one Soviet unit where assault resolution (Section 10.4) is taking place (Exception: Case 18.1.1). It may not attack on its own.

9.5.2 Clear Weather Value. During Clear Weather the Air Support marker may add +5 to the Attack Value of one Axis attack or +3 to the Attack Value of every Axis attack made that impulse.

9.5.3 Rain Weather Value. During Rain Weather the Air Support marker may add +3 to the Attack Value of one Axis Attack or +1 to the Attack Value of every Axis Attack made that impulse.

9.5.4 Snow Weather. During Snow Weather the Air Support marker may not be used.

10.0 ASSAULTS

Only units that begin an impulse in the Active Area may assault. An assault incurs no additional MF cost beyond that for entering an enemy-occupied Area unless the Active Area is contested. In this latter case, the assault costs one MF if the assaulted Area contains only reduced enemy units or two MF otherwise. Units of the attacker that are not participating in the assault may have to expend MF. All defending units in an Area being assaulted can potentially be affected by that assault. An assault is revolved only after all units have entered the assaulted Area in that impulse. Other units starting in the Active Area not involved in the assault may move, but no additional units may enter the assaulted Area during the current impulse once the assault is resolved.

10.1 Mandatory Assaults

A friendly unit must make a mandatory assault whenever it enters an enemy-occupied Area that was not contested at the beginning of the current impulse. If a mandatory assault result was a failure (Case 10.4.4) all participating units must retreat (Section 10.7).

10.2 Optional Assaults

Unless required to conduct a mandatory assault, the attacker may assault with some, all, or none of his units that entered the Area. If he chooses to assault, at least one Point Unit must assault.

10.3 Contested Area Activation

If the Active Area is contested at the start of the impulse, all, some, or none of the units starting in that Area may assault before they begin movement. If the defenders are eliminated the assaulting units may then continue moving. If any defending units remain in the Active Area after the assault has been resolved, the assaulting units may not assault again or move; their impulse is over. If the attacker loses the assault, the assaulting units do not retreat and must remain in the Active Area. All units in the Active Area (regardless of involvement in the assault) moving after assault resolution expend 1 MF if only reduced strength defenders were in that Area, or they expend 2 MF if there was at least one full strength defending unit in the Active Area prior to the assault.

10.4 Assault Resolution

Assaults are resolved by adding up the Attack Value of the attacking unit(s) and subtracting the Defense Value of the defending units(s), the difference being called the Assault Total (AT) and then making a DR.

10.4.1 Dice. When resolving combat the attacker rolls two dice. The defender does not roll any dice.

10.4.2 Attack Value (AV). The AV is equal to the sum of:

  • The Attack Factor of any one assaulting unit (the Point Unit) of the attacker's choice.
  • The Combat Rating of the Leader marker with the same Command ID as the Point Unit.
  • Each additional Infantry unit participating in the assault: +1
  • Each additional Panzer unit participating in the assault (Axis only): +2
  • Air support assigned (Axis only; not available during Snow Turns): see Case 9.5

Exceptions: A Soviet Leader marker without a Command ID may add its Combat Rating to any Soviet Front or Army acting as a Point Unit. The German XI Army Leader marker may add its Combat Rating to any Rumanian or Hungarian Army acting as a Point Unit. Rumanian Leaders may only add their Combat rating to the unit they command.

10.4.3 Defense Value (DV). The DV is equal to the sum of:

  • The TEM of the Area being assaulted (Case 3.2.1).
  • Each full strength Infantry unit defending in the Area: +1
  • Each full strength Panzer unit defending in the Area (Axis only): +2
  • Each reduced strength Panzer unit defending in the Area (Axis only): +1

Note: the "+?" symbols in the source text for the terms above are rendered here as the terms they name.

10.4.4 Computing Results. The result of the assault depends on if the attacker's DR is less than, equal to, or greater than, the AT.

Failure. If the attacker's modified DR is greater than the AT, the attacker suffers 1 Attrition Point (AP) (Section 10.5) and may need to retreat (Section 10.7). There is no effect on the defender.

Stalemate. If the attacker's modified DR is equal to the AT, both the attacker and the defender suffer 1 AP.

Success. If the Attacker's modified DR is less than the AT, the defender suffers 1 AP. If the Point unit in an assault was a Panzer unit the defender suffers 2 APs.

Overrun. If an Axis assault is a Success and there are no Soviet units remaining in the assaulted Area after APs are absorbed, any Panzer units may move one additional Area and attack again. There is no additional Overrun after this second combat. This capability exists only during Clear Weather (Section 13.1). Overruns may not occur in Swamp or Forest Areas.

10.5 Losses

If the attacker suffers an AP the Point Unit is flipped to reduced strength if full strength, or eliminated if at reduced strength. If the defender suffers an AP the first AP must be applied to the unit with the highest counter-attack factor in the Area (defender's choice in the case of ties) (Exception: Case 10.5.1). Additional APs, if any, may be applied to any defending units present in the assaulted Area. If a Leader's unit is eliminated and friendly forces still occupy the area after the combat, he is moved to a friendly zone (Module 15.0). Note: Leader markers are not considered "units" and may never be used to absorb APs during combat resolution.

10.5.1 Axis Operational Flexibility. A defending reduced-strength Axis unit that would otherwise be eliminated may retreat instead of suffering an AP. This capability is lost once Hitler Takes Command (Case 6.2.4).

10.5.2 Removal of Leader Markers. If there are no friendly combat units left in an Area after combat resolution, remove any friendly Leader markers in that Area from the map and place them on the Game Turn Track for the next turn. Eliminated Leader markers may be placed as if they were reinforcements during the Political Phase of the next game Turn.

10.6 Counter-Attack

If the attack was an overrun the eliminated unit(s) may counter-attack before they are removed from the map. If the assault was a success the defending units in the Area must either counter-attack or retreat (Section 10.7). Exceptions: Units in a Fortress Area are not required to counter-attack or retreat. If the assault was a stalemate the defender may counter-attack or retreat at his option; he may decline to perform either.

10.6.1 Counter-Attack Procedure. A counter-attack is performed in the same manner as an assault except the AV for the combat is the counter-attack value of just one unit (Exception: Soviet Partisans, Case 17.1.4), plus the Combat Rating of the Leader marker with the unit (if available). The DV for the original attacker is determined normally. Once the original defender has counter-attacked the impulse is over. The original attacker may not counter-attack after the defender's counter-attack.

10.7 Retreats

The attacker or defender may be called upon to retreat as a result of combat. Attacking units may only retreat into the Area from which they entered the attacked Area (Exception: Fully-stacked Areas; see Case 10.7.2 to determine which Area they retreat to).

10.7.1 Retreat Procedure. Units must retreat one at a time to determine if the Area becomes fully-stacked. If it does, subsequent units must continue their retreat to another Area that is not fully-stacked. In this event, both the attacker and defender must follow the Retreat Priorities to determine the second (or more) Areas to which they must retreat.

10.7.2 Retreat Priorities. If there is more than one Area to which units may retreat, the units must retreat based on the following priorities:

  1. Free Area. Exception: Units may not retreat into an enemy-controlled VP/Urban Area even if free of enemy units.
  2. Contested Area
  3. Fully-stacked Area

10.7.3 Voluntary Retreat. Some or all of the defenders in an Area being assaulted may voluntarily retreat after the assault is resolved, even if the attacker suffers a Stalemate or Failure result.

10.7.4 Retreat Elimination. If for any reason a unit is unable to retreat per the retreat priorities of Case 10.7.2 it is eliminated. Axis units may retreat into an Axis zone. Soviet units may retreat into a Soviet zone.

11.0 THE ADVANTAGE

At the start of each impulse one player always has possession of the Advantage as symbolized by placement of the Advantage marker with the side of the controlling player face-up on the Impulse Track. The Axis player starts the game controlling the Advantage. Control of the Advantage can change through voluntary use by the player who possesses it.

11.1 Voluntary Use

The Advantage may be used to:

  • Change Leader. During either the Political Phase or the Maneuvers Phase the player may flip one Leader marker with an "*" asterisk. Note: This is in addition to the flip of one Leader marker allowed in Case 6.2.2, which does not require use of the Advantage.
  • Declare Fanatical Defense. During the Maneuvers Phase, the Defender may turn an Assault that is a Success result into a Stalemate.
  • Conduct Combined Operations (Axis). During the Maneuvers Phase, the Axis player may activate all of the units of any one Army Group during an Assault impulse. The Axis player may continue to conduct a Combined Operation every impulse until the next Logistical Pause or the end of the Maneuvers Phase, whichever occurs first. He may not use the same Army Group on consecutive impulses.
  • Conduct Combined Operations (Soviet). The Soviet player may perform an Assault Impulse and activate any number of Areas containing a Leader with a Combat Rating of 4 or higher. The Areas that are activated do not have to be adjacent. He may do this for one impulse only.
  • Declare Maximum Attack. During the Maneuvers Phase, the attacker may turn an Assault that is a failure into a stalemate.
  • Declare Hedgehog Defense. If Hitler has taken command (Case 6.2.4) the Axis player may adopt a Hedgehog Defense. Axis Armies may not perform an Assault impulse for the rest of the turn. Halve (fractions rounded up) the Attack Total of Soviet Assaults made against any Area containing an Axis unit for the rest of the turn. If a Soviet Assault is a success, Axis units are not required to counter-attack or retreat. Declaring a Hedgehog Defense does not prevent the Axis player from performing a Non-Assault impulse.
  • Increase Replacements. During the Refit Phase the player receives one additional RP.
  • Release Reserve Supply. During the Maneuvers Phase either player may negate a Logistics DR that ends the turn. The dice are not re-rolled. The Advantage marker advances to the next impulse. The Axis player may also use Reserve Supply to cancel a Logistics DR that produces a Logistical Pause (Section 14.2).

11.2 Advantage Shift

After the Advantage is used it belongs to neither player until the end of the current phase or impulse, at which time it becomes the property of the player who did not use it.

12.0 REFIT

Units can suffer attrition and elimination through Assault resolution during the Maneuvers Phase. During the Refit Phase they may recover.

12.1 Refit Phase

The Axis Player conducts his Refit Phase first, followed by the Soviet player.

12.2 Replacement Points (RPs)

The Axis player receives 2 RPs each Refit Phase. The Soviet player receives 6 RPs each Refit Phase if Moscow is Soviet-controlled. Otherwise he receives the sum of a dr each Refit Phase. A player may receive 1 extra RP during his Refit Phase by spending the Advantage (Section 11.1).

12.2.1 Neither player receives RPs during the February/March 1942 Refit Phase.

12.2.2 Eligibility. Reduced strength Axis and Soviet units must be able to trace a supply line (Section 14.3) to be eligible to take replacements.

12.3 Replacement Costs

12.3.1 One Replacement Point may be spent to do the following:

  • Flip up to 2 reduced strength infantry units currently on the map to full strength
  • Flip 1 reduced strength Panzer or Shock unit currently on the map to full strength
  • Rebuild 1 Eliminated infantry unit at full strength
  • Replace Leader: Flip over a Leader marker with a "*" below that Leader marker's Combat Rating.

12.3.2 Spend 2 RPs to rebuild 1 eliminated Panzer or Shock unit at full strength.

12.3.3 Eliminated German units may be rebuilt in the Germany or Bucharest zones or any Axis-controlled VP Area.

12.3.4 Eliminated Rumanian units may be rebuilt in the Bucharest zone or an Axis-controlled Odessa, Kiev, or Rostov. The Hungarian unit may be rebuilt in Germany or an Axis-controlled Odessa, Kiev, or Rostov.

12.3.5 Eliminated Soviet units may be rebuilt in any Soviet zone or Soviet-controlled VP Area.

Errata (addenda as of Jan. 1, 2024), 12.3.5 (clarification): add to the end of the sentence "that is in supply (to a Soviet zone)." The corrected sentence reads: "Eliminated Soviet units may be rebuilt in any Soviet zone or Soviet-controlled VP Area that is in supply (to a Soviet zone)."

12.3.6 Leader markers that were relocated to a friendly zone due to the elimination of units in their Area may be at this time moved to wherever their destroyed unit is rebuilt. If the Leader is a non-specified command leader, he can be moved to any unit rebuilt that does not have a dedicated leader.

12.4 Accumulation

Any unused RPs may be saved by marking them on the General Records Track on the map. Neither player may accumulate more than 10 RPs. RPs in excess of 10 are lost.

13.0 WEATHER

There are three types of Weather: Clear, Rain, and Snow. There are no die rolls to determine the Weather each Turn. The Weather each Turn is indicated on the Turn Record Track. Turns 1 and 2 have Clear Weather. Turn 3 has Rain Weather. Turns 4 and 5 have Snow Weather.

13.1 Clear Weather

Play proceeds normally. The Advantage marker begins on the 0 space on the Impulse Track. The Axis Air Support marker has a strength of 5 when used to support only one assault or 3 when supporting all assaults in that impulse. Axis Panzer units may inflict more APs when rolling a Success result and Axis Panzer units may potentially move/attack a second time if they achieve an Overrun (Case 10.4.4).

13.2 Rain Weather

The Advantage marker begins on the 3 space on the Impulse Track. Axis Panzer Army units have a movement rate of 1 Area per Assault impulse instead of 2. The Axis Air Support marker has a strength of 3 when used to support only one assault or 1 when supporting all assaults that impulse.

13.3 Snow Weather

The Advantage marker begins on the 4 space on the Impulse Track. The Axis Air Support marker may not be used during Snow Weather impulses.

14.0 LOGISTICS

14.1 Axis Logistical Shortages

If the Axis player's Logistics DR (Case 6.3.1) equals the current impulse number, the Turn marker is flipped from its "Blitz" side to its "Pause" side.

14.2 Pause

If the Turn marker has its "Pause" side up, the Axis player may not declare an Assault impulse during his next impulse. He may only declare a Non-Assault impulse or a Pass impulse.

14.2.1 Ending a Pause. If the next Axis Logistics DR is greater than the current impulse number flip the Turn marker from its "Pause" side back to its "Blitz" side; otherwise it remains "Pause" side up. The Turn marker remains "Pause" side up until an Axis Logistics DR is greater than the current impulse number, or the end of the Maneuvers Phase.

14.3 Out of Supply

14.3.1 At the end of the Maneuvers Phase units must be able to trace a supply line to a friendly zone.

14.3.2 Soviet units in Leningrad and Sevastopol do not have to trace a supply line.

14.3.3 The supply line path may not enter an Area containing any of the following enemy types: a unit, a control marker (VP or Urban), a Partisan, or a Security marker. Any of the above are negated if the Area also contains at least one friendly unit.

14.3.4 Units unable to trace supply are eliminated (they may be rebuilt during the Refit Phase).

15.0 ZONES

A zone represents much more territory than an Area. All rules for Areas apply to zones unless otherwise stated. The Axis player has two zones: Germany and Bucharest. The Soviet player has four zones: Vologda, Gorki, Saratov, and Caucasus.

15.1 Assault Impulses and Zones

Axis units may never Assault Soviet zones. Soviet units may never Assault Axis zones. A player may Assault out of their own zone. For this reason zones do not have a TEM. A friendly unit may never enter an enemy zone.

16.0 REINFORCEMENTS

Reinforcements are placed during the Political Phase. Only the Soviet player has reinforcements. There are no Axis reinforcements.

16.1 Placement

Soviet Reinforcements may be placed in any Soviet-controlled VP Area or zone.

16.2 Arrival

Soviet Reinforcements arrive in the following order:

  • Turn 2: Bryansk Front Army + Yeremenko, Zhukov.
  • Turn 3: Kalinin Front Army.
  • Turn 4: Volkov Front Army + Meretskov. 1st - 4th Shock Armies are available to enter (Case 6.2.3a).

17.0 PARTISANS AND SECURITY

17.1 Partisans

The Soviet player has one Partisan marker. The Partisan marker does not begin play on the map and must be placed there by the Soviet player.

17.1.1 Partisan Availability. The Soviet Partisan marker is not available for placement during the first two game turns.

17.1.2 Partisan Marker Placement. The Partisan marker may be placed on the map during any Soviet Non-Assault impulse. The Soviet player may place the Partisan marker in any Soviet Area (beige hex).

17.1.3 Partisan Marker Movement. If already on the map, the Soviet Partisan marker may be picked up and placed in any other Soviet Area. The Area must be free of Axis units or currently Contested by at least one Soviet Front or Army unit. If the Area contains an Axis unit and is not Contested by at least one Soviet Front or Army unit the Partisan marker may not be placed there.

17.1.4 Partisan Effects. The Partisan marker may never act as a Point Unit in an assault but may aid in the attack or counter-attack with other Soviet units during an Assault impulse (Case 10.4.2). The Partisan marker adds +1 to the Attack Value or Counter Attack value of the Soviet unit, depending on what type of combat is being done. Axis units may not retreat into an Area containing the Partisan marker if another Area is available. Unless there is an Axis unit in the Area, an Axis-Controlled VP Area does not count as Axis-Controlled for Victory Point purposes if there is a Soviet Partisan marker in the Area.

Errata (addenda as of Jan. 1, 2024), 17.1 Partisans (clarification): these do not count for stacking.

17.2 Security Units

The Axis player has nine Security markers (three for each Axis Army Group). Security markers do not begin play on the map and must be placed there by the Axis player.

17.2.1 Security Availability. The Axis security markers are available from the beginning of the game.

17.2.2 Security Marker Placement. Axis Security markers may be placed on the map during any Axis Non-Assault impulse. Any number of security markers may be placed on the map at the discretion of the Axis player. The Area it is placed in must be an Axis-controlled VP or Urban center Area (within 2 connected Areas of a unit of the same command), where an Axis unit of the same Army Group is located, or an Area only containing the Soviet Partisan unit.

17.2.3 Security Marker Movement. If already on the map the Axis Security markers may be picked up and placed in any other Axis-Controlled VP or urban center, an Area containing an Axis unit or an Area Containing the Soviet Partisan marker and no Soviet units.

17.2.4 Partisan Sweeps. During any friendly impulse, Axis Security units may attack the Soviet Partisan marker in a special attack called a Partisan Sweep. When a Security unit and the Partisan marker are present in the same Area, the Axis player may declare a Partisan Sweep. A Partisan Sweep is resolved differently than an Assault by other Axis units. The Axis player makes a dr (rolls a single die). If he rolls a 4-6 the sweep is a Success and the Partisan marker is removed from the map. Any other result has no effect.

Errata (addenda as of Jan. 1, 2024), 17.2 Security Units (clarification): also do not count for stacking. Remove them from the map when alone in an Area that is entered by a Soviet Army/Front unit via regular or assault movement.

18.0 TURN 1 SPECIAL RULES

18.1 Political Phase

There is no Political Phase during the June/July Turn.

18.2 Surprise Attack

There is no Soviet impulse 0 during the June/July turn. Play begins with the Axis impulse 0. The Axis player may activate every Axis-Controlled Area/Zone during their impulse 0 of the June/July turn. Activation is considered simultaneous. Units of different Army Groups in different Areas may combine to attack the same Area.

Note: The Combined Operation rules ordinarily prohibit this.

18.2.1 First Impulse Air Marker Use. The Air Support marker may be used to add +5 to support one attack for each Axis Army Group (North, Center and South) or +3 for every Axis attack during Turn one.

18.3 Axis Onslaught

The Axis player may conduct a Combined Operation (Section 11.1) without surrendering the Advantage every impulse after the 0 impulse during the June/July 1941 turn, until the first Logistical Pause or the end of the Maneuvers Phase, whichever occurs first. He may not use the same Army Group on consecutive impulses.

19.0 VICTORY CONDITIONS

19.1 Axis Automatic Victory

The Axis player wins an automatic victory if they control Leningrad, Moscow, and Rostov at the end of the Maneuvers Phase of any Game Turn. Each Area must be able to trace a path of Areas free of Soviet units to Germany to qualify. Also see Case 20.1.1 for a second Automatic Victory condition.

19.2 March 1942 Victory Check

The Axis player wins by having 10 or more VPs at the end of the March 1942 Turn. The Soviet player wins by preventing the Axis player from fulfilling his victory conditions.

19.3 Victory Points

The Soviet player does not receive VPs. Victory depends solely on the Axis VP total unless an Automatic Victory (Section 19.1) is achieved. The Axis player receives VPs for all VP Areas with an Axis Control marker able to trace a path of Areas free of Soviet units to Germany regardless of the presence of Soviet units Contesting an Area.

19.4 Enemy at the Gates

The Axis player receives 1 VP if they Contest but do not Control Leningrad, and they receive 1 VP if they Contest but do not Control Moscow.

20.0 OPTIONAL RULES

20.1 Stalin and Hitler

The Stalin Leader marker begins the game in the Moscow Area. The Hitler Leader marker begins the game in the Germany Zone.

20.1.1 Stalin. The Stalin Leader begins the game in Moscow. The Stalin Leader marker may command any Soviet Front located in the Moscow Area. Otherwise he may not command Soviet units. So long as the Stalin Leader marker is in the Moscow Area the Soviet player receives an additional Replacement Point each Refit Phase. If the Stalin Leader marker is in the Moscow Area and the Area becomes Axis-Controlled due to the elimination of all Soviet units in the Area and thus eliminating Stalin, the game immediately ends in an Automatic Victory for the Axis player.

20.1.2 Hitler. The Hitler Leader marker has no effect on play until the first Axis Logistical Pause or Turn 3 (October/November 1941), whichever comes first. Thereafter make a dr every time a German unit acts as the Point Unit in an assault. If the dr is a 1, halve the Combat Rating of the German Leader marker commanding that Point Unit (fractions rounded down). After Hitler takes command (Case 6.2.4) the Hitler Leader marker may command any German unit.

20.1.3 Relocating Stalin and Hitler. As the sole Action of a Non-Assault impulse the Soviet player may move the Stalin Leader marker to any Soviet zone. As the sole action of a Non-Assault impulse the Axis player may move the Hitler Leader marker to the Germany zone.

20.2 Panzer Restrictions

To further simulate the reluctance to commit Panzer formations to heavily fortified Areas, Panzer units may not participate in a Mandatory Assault on Leningrad, Moscow or Sevastopol unless the Axis player surrenders the Advantage to the Soviet player.

20.3 Side Determination

If both players wish to play the same side, this rule is used to decide which side each player commands and to compensate for either player's perceptions regarding the relative chances of each side.

20.3.1 Bids. If both players want to play the same side, they bid for the right to play that side. Each player writes down a secret bid. The bids are revealed simultaneously and the player with the larger bid plays the preferred side. The other player puts Replacement Points on the General Records Track equal to his opponent's bid. If both bids are the same, determine sides with both players making a dr, with the difference of the dr results serving as the number of Replacement Points marked on the General Records Track of the loser.

Example: John and Rob both want to play the Axis. John bids 3 and Bob bids 5. Bob is the high bid and gets the Axis, while John gets the Soviets and begins the game with 5 Soviet Replacement Points marked on the General Records Track. If both had bid the same bid, John rolls a die for a result of 4, while Rob rolls a result of 2. John's result is higher, so he will play the Axis and Rob receives 2 RPs (4-2=2), the difference between the rolls.

21.0 TWO TURN SCENARIOS

21.1 Barbarossa I (June 22, 1941)

The Turn marker is placed in the June/July box on the Turn Track, "Blitz" side up. The Advantage marker is placed in the 0 box on the Impulse Track, Axis side up. All Replacement Point markers are placed in the 0 box on the General Records Track.

21.1.1 Barbarossa I Axis Setup. The Axis setup for the Barbarossa I Scenario is the same as the full campaign (Section 5.2).

21.1.2 Barbarossa I Soviet Setup. The Soviet setup for the Barbarossa I Scenario is the same as the full campaign (Section 5.2).

21.1.3 Barbarossa I Victory Conditions. The scenario ends with the last impulse of the August/September Turn. The Axis player wins by achieving an Automatic Victory, having 3 Victory Points and possessing the Advantage, or by having 4 or more Victory Points. The Soviet player wins by preventing the Axis player from fulfilling his Victory Conditions.

21.2 Barbarossa II (August 25, 1941)

The Turn marker is placed in the August/September box on the Turn Track, "Blitz" side up. The Advantage marker is placed in the 4 box on the Impulse Track, Axis side up. All Replacement Point markers are placed in the 0 box on the General Records Track.

21.2.1 Axis Barbarossa II Setup. Axis units and markers are set up as directed in the following Areas:

  • Axis Urban Control Markers: Brest, Vilna, Minsk, Riga, Pskov, Novogorod, Vitebsk, Gomel, Dnepropetrovsk.
  • Axis VP Control Markers: Smolensk, Tallinn.
  • Narva: XVIII Army + Kuechler, XVI Army + Busch
  • Novogorod: IV Panzer Army + Hoepner
  • Velikiye Luki: IX Army + Strauss
  • Smolensk: IV Army + Kluge, III Panzer Army + Hoth
  • Gomel: II Army + Weichs, II Panzer Army + Guderian
  • Zhitomir: VI Army + Reichenau
  • Kremenchug: I Panzer Army + Kleist
  • Dnepropetrovsk: XVII Army + Stupnagel
  • Kherson: XI Army + Manstein, III Rumanian Army + Dumitrescu
  • Pervomaisk: Hungarian Army
  • Odessa: Rumanian IV Army + Constantinescu

21.2.2 Soviet Barbarossa II Setup. Soviet units are set up as directed in the following Areas:

  • Soviet Urban control markers: Bryansk, Stalino, Yaroslavl.
  • Soviet VP control markers: Kalinin, Kerch, Kiev, Kharkov, Kursk, Leningrad, Moscow, Odessa, Orel, Sevastopol, Tikhvin, Tula, Voronezh.
  • Leningrad: Leningrad Front + Popov, Zhukov
  • Novogorod: Riga Army
  • Demyansk: Northwest Front + Kuznetsov
  • Rzhev: Western Front + Timoshenko
  • Vyazma: Reserve Front + Budenny
  • Bryansk: Bryansk Front + Yeremenko
  • Kursk: Vitebsk Army (printed as "Minsk Front"; corrected by the addenda, see below)
  • Kiev: Southwest Front + Kirponos
  • Romny: Brest Front
  • Stalino: South Front + Tyulenev
  • Odessa: Odessa Front
  • Sevastopol: Tarnopol Front
  • Novorossiysk: Caucasus Front + Kozlov
  • Eliminated: Central Front

Errata (addenda as of Jan. 1, 2024), 21.2.2 Barbarossa II, Soviet Set up, Kursk (correction): "Minsk Front" should be "Vitebsk Army." Applied in the Kursk entry above.

21.2.3 Barbarossa II Victory Conditions. The scenario ends with the last impulse of the October/November Turn. The Axis player wins by achieving an Automatic Victory, having 10 Victory Points and possessing the Advantage, or by having 11 or more Victory Points. The Soviet player wins by preventing the Axis player from fulfilling his Victory Conditions.

21.3 Soviet Winter Offensive

The Turn marker is placed in the December-January box on the Turn Track, "Blitz" side up. The Advantage marker is placed in the 4 box on the Impulse Track, Soviet side up. All Replacement Point markers are placed in the 0 box on the General Records Track.

21.3.1 Soviet Winter Offensive Setup - Axis.

  • Axis Urban Control Markers: Brest, Bryansk, Dnepropetrovsk, Gomel, Minsk, Novgorod, Pskov, Riga, Stalino, Vilna, Vitebsk.
  • Axis VP Control Markers: Kiev, Kerch, Kharkov, Kursk, Odessa, Rostov, Smolensk, Tallinn, Tikhvin, Tula.
  • Leningrad: 18th Army + Kuchler
  • Tikhvin: 16th Army + Busch
  • Kalinin: 4th Panzer Army + Hoepner; 3rd Panzer Army + Rienhardt (added by the addenda, see below)
  • Mozhaysk: 9th Army (Reduced) + Strauss, 4th Army (Reduced) + Kluge
  • Tula: 2nd Panzer Army + Guderian
  • Orel: 2nd Army + Weichs
  • Kursk: 6th Army + v. Reichenau
  • Kharkov: 17th Army + v. Stupnagel
  • Rostov: 1st Panzer Army + Kleist
  • Simferopol: XI Army + Manstein
  • Kerch: 4th Rumanian Army (reduced)
  • Odessa: 3rd Rumanian Army (Reduced)
  • Eliminated: Hungarian Army

Errata (addenda as of Jan. 1, 2024), 21.3.1 Soviet Winter Offensive Setup, German (omission): both Rumanian Armies set up with their respective Leaders. The addenda do not name those Leaders, so none is named here. Kalinin (omission): add 3rd Panzer Army + Rienhardt, shown in the Kalinin entry above.

21.3.2 Soviet Winter Offensive Setup - Soviet. Soviet units are set up as directed in the following Areas:

  • Soviet Urban Control Markers: Yaroslavl.
  • Soviet VP control markers: Kalinin, Leningrad, Moscow, Sevastopol, Voronezh.
  • Leningrad: Leningrad Front (reduced) + Voroshilov
  • Vologda: Volkov Front + Meretskov, 2nd Shock Army
  • Kalinin: Northwest Front + Kurochkin, 3rd Shock Army, 4th Shock Army
  • Kolomna: Kalinin Front + Konev
  • Moscow: West Front + Zhukov, 1st Shock Army
  • Livny: Bryansk Front + Golikov
  • Voronezh: Southwest Front + Timoshenko
  • Rostov: South Front + Malinovsky
  • Novorossiysk: Caucasus Front + Kozlov
  • Sevastopol: Odessa Army
  • Eliminated: Reserve Front, Brest Army, Riga Army, Vitebsk Army, Tarnopol Army

Errata (addenda as of Jan. 1, 2024), 21.3.2 Soviet Winter Offensive Setup: Moscow (correction): delete Yeremenko from the list (applied above). Soviet, Eliminated Box (correction): "Minsk Army" should be "Vitebsk Army" (applied above). Kalinin (deletion): remove "Kalinin Front + Konev" (applied above). Kolomna (addition): add "Kalinin Front + Konev" (applied above).

21.3.3 Soviet Winter Offensive Victory Conditions. The scenario ends with the last impulse of the February/March Turn. The Axis player wins by achieving an Automatic Victory, or having 9 Victory Points and possessing the Advantage, or by having 10 Victory Points. The Soviet player wins by preventing the Axis player from fulfilling his Victory Conditions.

22.0 GLOSSARY/INDEX

The Glossary/Index (Module 22.0) is listed in the rulebook's contents, but its text is not in the source files for this module and is not transcribed here.

Strike the Bear

Module 4 of Four Roads to Moscow, transcribed from the official Against the Odds rules for this module. The Player's Aid Charts for this module are not in the source files; see the note at the end of this module.

READ THIS FIRST

We've organized the overall structure of the rules of this LPS simulation game to follow this game's sequence of play in introducing concepts. The rules themselves are written in a format known as the Case System. This approach divides the rules into Modules (each of which deals with a major important aspect of play). Modules are numbered sequentially as well as possessing a title. Each Module is divided into Sections (that deal with a major sub-topic inside the Module) which are also numbered sequentially. Modules and Sections are introduced by some text that briefly describes the subject covered by that particular Module or Section. Finally, the majority of each Section consists of Cases. These are the specific, detailed rules that govern play. Each Case is also numbered sequentially. The numbering follows a logical progression based upon the number of the Module of which the Cases are a part. A Case with the number 7.51, for example, is the first Case of the fifth Section of the seventh Module of the rules. The numbering system is designed as an organizational aid. Use it to determine where a Case is located in the rules.

3.1.4

The example above is the number of the fourth Case of the first Section of the third Module of the rules.

Learning to Play the Game

Begin by familiarizing yourself with all of the components listed for this game. Then skim through the charts and rules, reading all the titles of the Modules and Sections. Set up a game scenario or portion of a scenario (after reading the applicable Module) and play a trial game against yourself. During this trial game, try referring to the rules only when you have a question and remember the numbering system we employ makes it easy to look up rules when you do. While a trial game may take you an hour or two, it is the quickest and most pleasant way to learn (short of having an experienced friend teach you). We also don't recommend attempting to learn the rules word-for-word. Memorizing all the details is an effort that few can do. We've written these rules to be as comprehensive as possible, but they are not designed to be memorized. Taking in the rules in this way (as you play along) is the best approach to mastering this game. We're always open to suggestions on how to improve the comprehension of our rules. Write to us (see addresses below) if you have an idea on how we can communicate better with you.

If any of the supplied parts are missing or damaged, write to: Against the Odds Magazine, PO Box 165, Southeastern, PA 19399-0165 USA, Attn: Strike the Bear. Or e-mail us at: [email protected]

We hope you enjoy this game. Should you have any difficulty interpreting the rules, please write to us at the above postal address, or send an e-mail to: [email protected], phrasing your questions so that a simple sentence, word, or number can answer them. If you send a letter by mail, you must enclose a stamped, self-addressed envelope to receive a reply. We recommend e-mail as the best way to resolve a query. Although we welcome comments and suggestions about the game's interpretation of events, we cannot promise to respond to questions on theory or design intent. Additionally, check out the Against the Odds and Strike the Bear discussion folders at www.consimworld.com.

1.0 INTRODUCTION

Strike the Bear is a strategic-level board game of the German invasion of Russia in World War II. The battle covers the critical early months of the war, from June 1941 to March 1942. The German code name for the campaign was Operation Barbarossa.

One player handles Nazi Germany while the other commands the Soviet Union. They attempt to reach victory by controlling objectives across the game map. To underscore the fluidity of the campaign, these objectives can and do change over the course of the war. The uncertainty of where and when forces must shift to achieve their territorial goals reflects the doubts and hesitations of high command.

At times, operations will consume operations points (OPs) for both sides. The non-active player will have to pay OPs for such things as Battle Continues and Reserves Commitment, and if unable to will fight unsupplied with detrimental effects. OPs are also used to recover disrupted units and acquire replacements. There are a finite number of available OPs each turn, and the player's objectives may change while rolling for the OPs in the turn.

At the end of play, players check to see if they have achieved victory based on objectives held or conquered. Unit losses do not measure victory by themselves.

1.1 Game Scale

The 17" by 22" map divides into octagons, called oxes, and smaller spaces called diamonds. Each oxe spans approximately 120 miles of territory. Oxes are for all moving units, while diamonds are restricted. Usually only Corps or German Panzer Groups may enter diamonds. Each Game Turn lasts three weeks and is subject to weather changes. The game continues through 14 Game Turns, when victory is decided.

1.2 Game Units

Units come in five types. They may be Armor/Mechanized, Infantry, Leaders, Supply Trucks, and Luftwaffe.

Full-strength ground units have black combat and movement numbers on their front. The units have a lighter color stripe through their values on the back to indicate their reduced or disrupted side. The Operations Rating appears as a parenthesized red number in the center for ease of identification.

Note: There is a variant Fallschirmjager unit included with the counters, which may be used only when playing the Variant rules.

1.3 Game Charts

Nine different charts serve as play aids to determine mechanics of the game. For convenience, they are grouped together on the Player's Aid Charts (PAC).

The map also contains a Terrain Key, Game Turn Track, each side's Operations Tracks, and each side's Eliminated and Breakdown units boxes.

2.0 SEQUENCE OF PLAY

Strike the Bear follows a set sequence of phases in every Game Turn. The start has three Mutual Phases performed by or affecting both players:

Mutual Phases: Weather Phase; Redeployment Phase; Operations Points Determination Phase.

German Player Turn:

  1. Movement Phase a) Railway Builds and Truck movement b) All other movement
  2. Combat Phase
  3. Reorganization Phase a) Disruption Recovery b) Eliminated/Breakdown Box Reorganization c) Replacement Purchases and Deployment d) Corps Rebuilds

Russian Player Turn:

  1. Movement a) Resolve Partisans and their placement. b) Movement of units b) Place Commissar
  2. Combat
  3. Reorganization a) Disruption Recovery b) Eliminated/Breakdown Box Reorganization c) Replacement Purchases and Deployment d) Corps Rebuilds

3.0 MUTUAL PHASES

3.1 Weather Phase

At the start of each Game Turn, except Game Turn 1, one player rolls one six-sided die (D6) on the Weather Determination Table (see PAC). The result gives the weather for the Turn.

3.1.1 The Table is divided into 4 columns, which show the weather's effect on Movement, Combat, Luftwaffe, and Operations, which are further explained in their respective sections.

3.1.2 October 26th is a Transition Date. Before that Game Turn, a roll of snow or heavy snow is ignored and re-rolls are performed until a fair, rain, or mud result is obtained. A +1 die roll modifier applies to October 26 and subsequent Game Turns.

3.1.3 Weather on Game Turn 1 is fair and no die roll is made.

3.2 Redeployment Phase

Before the individual Player Turns, both players have a chance to do some rearranging of their forces on the map.

3.2.1 Procedure. Before any Redeployment moves, each player rolls a die and consults the Redeployment Table on the PAC to determine how many units they can redeploy this turn. The player with the higher die roll moves his units first. If the rolls are a tie, then both players re-roll to determine who will go first (using the original roll to determine the number of units that can move).

Errata (addenda as of Jan. 1, 2024), Redeployment Table (clarification): "G" means German and "R" means Russian.

3.2.2 All movement rules (Module 4.0) apply to these redeployment moves.

3.2.3 A Redeployed unit may move again during its Movement Phase.

3.3 Operations Points Determination Phase

Except on Game Turn 1, each player rolls two D6 on the Operations Table (see PAC). Reading the proper column for the current weather, they find their available Operations Points (OPs) for the turn.

3.3.1 Operations Track. A Game Turn/Operations Track is found on the map. Players place and adjust their OPs markers on the Track to show their current OPs count.

Example: An 8 rolled on the Operations Table during a Snow Turn produces 20 OPs for the Russians.

3.3.2 Objectives Dice Roll. When the result shows an "OB," a player does another two D6 roll on the Objectives Table. Four cities will appear opposite the die roll number. Victory conditions later explain how a player wins with the Objectives (Section 5.1).

3.3.3 On Game Turn 1 (only), each player's OPs Totals are preset (see Game Set-up, Module 14.0).

3.3.4 Unused OPs are lost and do not carry over to new Game Turns.

3.3.5 (OPTIONAL) Each player can save up to half their remaining OPs at the end of the turn (Representing preparations for following turn). If a player's OPs total reaches ≥ 100 pts, flip the "x 10" OPs marker over to its backside which shows the "+ 100".

4.0 STACKING

4.1 General Rules

4.1.1 Oxe Stacking Limits. Oxes may contain any units up to a stacking limit of 4 corps or equivalent per side.

4.1.2 Diamond Stacking Limits. Diamonds may contain 2 corps or 1 Panzer Group per side.

4.1.3 For stacking purposes an army or Panzer Group equals 2 corps, and a garrison or division counts as 1 corps.

4.1.4 Limits are enforced at the end of Movement and Combat. Excess units must be eliminated to satisfy stacking. The owning player chooses.

4.1.5 Leaders and trucks stack for free.

5.0 ZONES OF CONTROL (ZOC)

5.1 General Rules

5.1.1 ZOCs are only exerted into the oxe or diamond a unit occupies.

5.1.2 A ZOC stops an enemy unit's movement upon entry. Even a lone Russian 0(2)2 corps halts German movement.

[Diagram: a German panzer (GA) in an oxe, with Russian Army R2, Russian Leader RL, Russian Zero Corps 0-R and Russian R1 in adjacent oxes and a diamond between them.]

German panzer (GA) wants to get at Russian Army (R2) and Russian Leader (RL). It cannot, because all reachable avenues have Russians in the way and GA must halt upon entering their spaces. Even the Zero Russian Corps 0-R stops GA. German Army G could not move into the Russian Oxe either because it would not be able to trace a line of communication back to its friendly board edge (Case 6.1.3).

6.0 MOVEMENT

"The roads that were nice and red and thick on the map turned out to be tracks." —Gerd von Rundstedt

Moving units is always voluntary. A unit has a Movement Allowance (lower right number) that indicates the maximum number of movement points (MPs) it can expend during a turn. As units move, they pay movement point (MP) costs for the terrain in the area entered, whether oxes or diamonds. The Terrain Effects Chart gives the movement point cost (see PAC).

6.1 General Rules

6.1.1 Diamonds act as maneuver spaces in which only corps sized infantry, Leaders, Luftwaffe, armor, and mechanized units may enter. All other units cannot enter them. (Exception: Diamonds H3 and F10 allow infantry armies and trucks to move through them but not end their movement in them.)

6.1.2 No extra MPs are paid to enter or exit an enemy-occupied oxe or diamond.

6.1.3 Line of Communication (LOC). A unit in an area that is occupied by an opposing unit cannot move to an area that it can not trace an uninterrupted (not enemy occupied) LOC to their friendly board edge. This line must first trace to the nearest friendly or non-enemy occupied rail line area which is closer to their board edge and then continue along that rail line through connected friendly or non-enemy occupied rail line areas back to their friendly board edge. Friendly board edges are the east board edge for the Russians and the west board edge for the Axis.

6.1.4 Disrupted Leaders cannot move.

6.2 Terrain Effects Chart (TEC)

Consult the TEC (see PAC) for the movement cost to enter a map area.

6.2.1 A unit always pays the single highest MP cost to enter a mixed-terrain oxe or diamond.

Example: An armored unit enters oxe E7 containing both clear and marsh terrain. The unit pays 2 MP.

6.2.2 A unit may never enter an oxe or diamond if it does not have enough MA remaining.

Example: A Russian army spends 1 MP entering a clear oxe. An adjacent oxe has woods and costs 2 MP to enter. The army may not go into the woods space, having just 1 MP left.

6.3 Weather Effects

Depending on the current weather, a unit's movement may be affected.

6.3.1 Leaders move normally no matter what the weather is.

6.3.2 On the Weather Determination Table, "armor" means any unit having a tank silhouette picture.

Errata (addenda as of Jan. 1, 2024), 6.3.2 (correction): "armor silhouette picture" should be "armor or mechanized NATO symbol."

6.3.3 Weather Effects.

  • Fair, Rain: All Units move normally.
  • Mud: Armor and Infantry reduced by 1 MP.
  • Snow: Armor and Infantry reduced by 1 MP. Infantry only moves when accompanied by a non-disrupted friendly Leader.
  • Heavy Snow: Armor reduced by 1 MP, and must move with a Leader. Infantry and German Wide RR markers may not move at all.

[Diagram: Weather is heavy snow. Russian Leader RL goes to the clear oxe and picks up Russian armor RA, who can only move with a Leader and has -1 MP. Both move to the woods oxe and join German army GA. RA has spent its 2 MP and must stop with RL, since they entered an enemy-occupied space. Note: RA cannot enter diamonds 1 or 2, since Leaders are barred from entering diamonds. Russian infantry R1 may not move at all.]

Errata (addenda as of Jan. 1, 2024), 6.3.3 Example (correction): delete the sentence "Note: RA cannot enter diamonds 1 or 2, since Leaders are barred from entering diamonds." This is from an earlier set of the rules. The sentence is kept above as printed, with this deletion noted.

6.3.4 A Leader can pick up units, move with them, and drop them off. Picking up and dropping off units cost no extra MPs for the Leader. The units picked up are assumed to have as many MPs as the Leader has remaining thus far (but never more than their printed MA). Units that are dropped off cannot move any further. Units moving with Leaders do not receive any extra MPs.

Errata (addenda as of Jan. 1, 2024), 6.3.4 (deletion): ignore this rule. It is from an earlier playtest version.

6.4 Strategic Movement

As long as units stay far enough away from the enemy, they may move any distance on a working rail line in the Redeployment (Section 3.2) or the Movement Phases, but not both. Strategic movement capacity is limited for each side. Disrupted Trucks may not perform Strategic movement.

6.4.1 German Working Rail Line. Three rail conversion markers are called "Wide RR." They convert the rails lines so that the Germans can use them for strategic movement as well as supply.

a) During the first part of the movement phase, the German player may advance each of the RRW markers one oxe to a friendly occupied oxe if that oxe's rail line can trace an uninterrupted line (no Russian units in oxes or diamonds) back to the German's friendly board edge, generally moving eastward toward the front. RRW markers do not enter diamonds. Any connected diamond rail lines leading to the west board edge and that are not occupied by Russian units are converted automatically.

b) Heavy snow halts all the markers from advancing.

c) An active Russian partisan behind a marker stops it from advancing.

d) The rail markers cannot be destroyed.

e) German units performing strategic movement can move along connected converted rail lines anywhere behind or into the rail markers, provided they observe the safe distance requirement (Case 6.4.5).

6.4.2 Russian Working Rail Line. All Russian rails that are free of German units and east of German rail markers will function for supply and strategic movement, with an exception for Luftwaffe.

a) If the Luftwaffe unit sits on a line, rail line supply trace is cut at that point.

b) Russian strategic movement is blocked from entering or exiting the Luftwaffe oxe.

6.4.3 Strategic Movement Capacity. Each side may transfer up to 3 units of whatever size and type via strategic movement.

a) The capacity allows for 3 total units a turn.

b) A given unit may perform only one strategic move during the Game Turn.

c) Unused capacity in a Game Turn is lost.

6.4.4 Movement Cost. Units must have a minimum of 2 unused MPs to perform strategic movement. They pay 1 MP to entrain and 1 MP to detrain.

a) No units may stay entrained from Game Turn to Game Turn.

b) Disrupted trucks and Leaders lack needed MPs, so they cannot move by rail.

c) During mud, snow, or heavy snow, infantry have only 1 MP and cannot rail.

6.4.5 Safe Distance Requirement. Any unit doing strategic movement must start and end its movement at least one oxe away from any enemy-occupied oxe or diamond.

6.4.6 Trucks. Trucks that are alone in an area that is entered by enemy combat units are immediately eliminated and placed in the Eliminated Box to be rebuilt.

Errata (addenda as of Jan. 1, 2024), 6.4.6 (correction): ignore the rule as written. Instead use: "If an enemy combat unit enters an area with a truck unit, withdraw the truck unit 2 oxes towards its supply source."

7.0 COMMISSAR

At the end of the Russian Movement, the Russian player rolls on the Commissar Table to re-deploy the Commissar marker. The presence of a Commissar marker influences combat in the oxe he occupies.

7.1 General Rules

7.1.1 First Roll. A single D6 die is rolled to determine the oxe column. If two oxe columns are indicated make a second roll. An "odd" die roll result is the first column option, while an "even" die roll result is the second column option.

Example: A 2 die roll result shows oxe column E. A 1 first die roll result showes "A or C". A second roll is made with a result of 5, which is an odd number, thus the column is "A". If the second roll's result had been a 4, the column would be "C."

7.1.2 Second Roll. A roll of two D6 then sets the oxe column's row, somewhere from 1 to 11.

Example: The first roll's result is 2 and the second roll is 7. The designated oxe is E6.

7.1.3 Deployment. Once the designated oxe has been determined, the Russian player places the Commissar marker on the nearest oxe to the one determined containing both German and Russian units.

a) If two or more eligible oxes are equidistant to the determined oxe, the German player chooses which of those oxes he will be placed in.

c) If there are no shared oxes, the Commissar stays off the map for the current Game Turn.

d) The Commissar marker never deploys in diamond spaces.

7.1.4 If all units in an oxe with a Commissar are eliminated, immediately perform the Commissar placement procedure (Casea 7.1.1 to 7.1.3). Commissar Effects take effect immediately in the new oxe. If no oxe is available for him to be placed, remove him from the board.

7.1.5 The Commissar is re-deployed (perform cases 7.1.1 to 7.1.3) at the end of every Russian's movement phase.

7.2 Commissar Effects

7.2.1 Russian Defense.

a) A Defender Withdraws (DW) result against him and units stacked with him is ignored.

b) Whenever one or more Russian units survive a German attack, they all counter-attack immediately if one or more have a combat strength. Calculate a new combat with the Russians as the attacker. In the event only a Russian 0(2)2 corps survives a German attack, no counter-attack needs to be made. If this occurs again during the same combat, remove the Commissar from the board to be redeployed at the end of the Russian's movement.

b) Only one counter-attack is required (i.e they do not have to continue battle after the counter-attack (Russian player's choice).

7.2.2 Russian Attack.

a) During the Russian Combat Phase, the Russians units in his area must attack if they occupy an oxe with German forces.

b) Battle Continues (Section 11.10) decisions are optional.

8.0 PARTISANS

"The military value of a partisan's work is not measured by the amount of property destroyed, or the number of men killed or captured, but by the number [of the enemy which] he keeps watching [him]." —John Singleton Mosby

The Russians have two Partisan markers. They can be used against German Trucks or to cut all rail lines in an oxe. Partisan markers do not move on the map like units would, from space to space. Instead each turn the Russian player places them anew at the start of the Russian Movement Phase.

8.1 General Rules

8.1.1 Placement. A Partisan can be placed on top of a non-disrupted German truck (which disrupts it immediately) or on any German (converted) rail line in an oxe, at or west of a German rail marker (not in at start oxes that were German Controlled) to cut the rail line for movement and supply purposes.

8.1.2 At the beginning of his movement, rhe Russian player rolls a D6 die on the Partisan Table (see PAC) and checks the result to see how many and what type (rail and/or truck) of anti-supply activities can be performed. Only one Partisan can be used for rail and one for truck (so if both are active, one will cut the rail in an oxe and the other will affect a truck).

8.1.3 The German garrison automatically cancels any Partisan effects in the oxe it occupies and the Partisan marker is removed from the board to be placed again at the start of the next Russian player's movement phase. The garrison is a special local unit trained to pursue partisans.

8.1.4 Partisans can remain in the same oxes or be deployed to a new oxe in a following turn depending on the roll's result. If only one Partisan is active and two were on the board, one Partisan is removed from the board and is available for possible deployment in a following turn. If no Partisans are active, remove both from the board.

8.1.5 An active Partisans affects an oxe or truck as long as they deployed into that position. Once they are re-positioned to another oxe, a rail line automatically repairs, while a German truck remains disrupted until it is undisrupted.

8.1.6 The Partisans' only role in the game is to cut supply. No combat occurs with German units. German forces never eliminate them.

8.1.7 Partisans are not affected by weather.

9.0 LUFTWAFFE

The German's two air units may be moved in the Redeployment Phase, where they each count as a unit moved, and again in the Movement Phase.

Errata (addenda as of Jan. 1, 2024), 9.0 Luftwaffe (clarification): the first number on the counter is the Luftwaffe Combat Rating and the second number is its Movement Allowance.

9.1 General Rules

9.1.1 A Luftwaffe unit may always fly up to 5 oxes in any direction from its current location, regardless of the current weather.

9.2 Luftwaffe Missions

The unit functions in one of four ways:

9.2.1 If placed on a Russian rail line, it automatically cuts the supply line tracing through that oxe (Section 11.5), Leadership tracing from that oxe, and stops Russian units when they enter during any movement.

9.2.2 A Luftwaffe unit may bomb a Russian truck during ground combat. A d6 is rolled; apply any weather DRM (see Weather Determination Table on the PAC) to resolve the attack.

  • Roll ≤ the Luftwaffe combat rating hits the truck and flips it over to the disrupted side.
  • Roll > Luftwaffe combat rating: No effect.

9.2.3 One Luftwaffe unit may combine with German infantry and/or armor in ground combat which provides a column shift (one left defending, one right when attacking).

Errata (addenda as of Jan. 1, 2024), 9.2.3, first line (clarification/addition): add "per area" after "unit" and before "may." The corrected first line reads: "One Luftwaffe unit per area may combine with German infantry and/or armor in ground combat which provides a column shift (one left defending, one right when attacking)."

9.2.4 One Luftwaffe unit can place one Army or Panzer Group or two Corps in supply (Case 11.5.5).

9.3 Luftwaffe Losses

9.3.1 When the Germans include a Luftwaffe unit in a ground combat it can suffer a loss and be flipped to its reduced side.

9.3.2 If the Germans suffers a retreat (R), withdrawal (W), step loss (A# or D#), or elimination (AE or DE), flip the Luftwaffe unit to its reduced side. An exchange result, in which all the German forces are eliminated, causes the Luftwaffe unit to be reduced.

9.3.3 A Luftwaffe unit cannot be eliminated and remains reduced until rebuilt (Section 12.3).

10.0 BREAKDOWN AND COMBINING UNITS

Anytime during movement, certain units may breakdown into smaller units or combine into larger units. No MPs are assessed for the action. The new unit(s) inherit what MPs remain and can carry on movement.

10.1 General Rules

10.1.1 Only full strength Armies and German Panzer Groups are able to perform this breakdown/buildup. Note that Russian mechanized and tank units are corps, not armies. They do not split or combine.

10.1.2 There are 2 corps per army, and 2 armor corps per Panzer Group.

10.1.3 The transition must occur among the same unit types, infantry for infantry and armor for armor.

10.1.4 Subject to the counter mix limit, units may "make change" according to their combat factors. The exchange may result in fewer factors, but never more factors.

Example: A Russian 3(5)2 army cannot break down into two 2(5)2 corps.

10.1.5 Step-reduced Corps cannot combine with another Corp to flip them to their full strength side. They can combine with another Corps to form an Army/Panzer Group unit (if they meet the strength requirements).

10.1.6 Militia or garrison units cannot combine and remain on the map until eliminated after which they can be replaced (Section 12.3).

10.1.7 A step-reduced Finnish or Hungarian corps stays on the map and cannot combine or be rebuilt.

10.2 Procedure

10.2.1 To build up an Army or Panzer Group, the two component Corps must occupy the same map area, and their combined strength must equal or exceed the strength of the Army or Panzer Group being brought onto the board. The new Army or Panzer Group comes in from the Eliminated Box or the Breakdown Box, and is placed in the same area as the two Corps occupy. The two Corps are removed from the board and placed in the Breakdown Box.

10.2.2 To breakdown into Corps, an on-map Army or Panzer Group is replaced with two Corps from either the Breakdown or Eliminated Box whose combined strength are ≤ the strength of the Army/Panzer Group being removed from the board (players choice, but both Corps must come from the same box). The Army/Group unit is removed from the board to the Breakdown Box.

10.3 Axis Minors

Armies from Rumania, Finland, and Hungary serve as Axis minor powers fighting on the side of Nazi Germany. Their commands were integrated in varying degrees.

10.3.1 The Rumanian 3rd and 4th Armies may freely breakdown/build up with German corps.

10.3.2 The Finns and Hungarians may not be broken down or build up with German corps.

11.0 COMBAT

11.1 General Rules

The phasing player attacks enemy forces by using the Combat Results Table (CRT on the PAC). Strength of the participants, terrain, supply, weather, and Leaders all play their part. The attacker chooses whether to use odds or differential for the combat. A defending player may spend OPs and call on reserves to enter the battle before combat is resolved. Either defender can spend OPs to supply his units, who could otherwise fight at a serious disadvantage for being unsupplied. Either side may continue the battle by spending more OPs.

11.1.1 Combat is voluntary and not required except for the Russians when a Commissar is present.

11.1.2 Russian forces in an oxe with the Commissar must attack if they have opponents they can attack.

11.1.3 Opposing units must occupy the same oxe or the same diamond.

11.1.4 The phasing player may declare as many attacks as there are shared areas, just some of them, or none at all.

[Diagram of the combat oxes G1-R1, GA1-RA1, GA2-RA2, G2-R2, with the diamond between them.]

In the Garman turn, attacks may proceed at oxe G1-R1, diamond GA2-RA2, and oxe G2-R2. No attacks take place in the other spaces because German units do not share those spaces.

11.1.5 Wherever an attack is declared, the phasing player must attack with all friendly units against all defending units as a single combat in the area. There are no partial attacks using some attacking units, and no partial defenses, using some defending units.

11.1.6 The phasing player must decide if the combat will be performed via differential or odds resolution (it remains that method until the attack is fully resolved).

11.1.7 The order of executing attacks is left to the phasing player:

11.2 Differential Calculation

11.2.1 The differential is the attacker strength minus the defender's strength, and is calculated before any column shifts and/or die roll modifiers.

11.2.2 To determine the starting column used, always use the column with a value that is equal to or less than the differential determined.

Example: A differential of -2 would use the -3 column. A differential of 8 would use the +6 column. A differential of 12 would use the 12 column.

11.2.3 Attacks lower than the -12 column cannot take place, except for mandated Commissar-related combat (Case 11.1.2) in which case they use the -12 column. Attacks that exceed the +18 column still fall on that column.

11.3 Odds Calculation

11.3.1 Determine the odds ratio by comparing the attacking combat strength versus the defending combat strength.

11.3.2 Round the ratio down in favor of the defender.

Example: Two Russian tank corps, a 2(5)3 and a 3(5)3, attack a reduced German army who defends as a 3(4)2. The opposing combat numbers are 5 vs. 3. The odds ratio is a 1:1.

11.3.3 An attacker always figures this ratio first before adjusting for column shifts and/or die roll modifiers.

11.3.4 Attacks with odds of < 1:4 odds cannot take place, except for mandated Commissar-related combat (Case 11.1.2) in which case they use the 1:4 odds column. Attacks that exceed the 6:1 odds column are resolved on that column.

11.4 Resolution

11.4.1 Once the starting odds or differential column has been determined, apply all column shifts that apply (see chart below the CRT on the PAC).

Example: A Russian infantry force attacks a German position in heavy snow weather for 2L; Germans are unsupplied for 2R; and the Germans have combined arms—armor and infantry—for 1L and a Luftwaffe unit for another 1L. The final shift will be 2L.

Errata (addenda as of Jan. 1, 2024), 11.4.1 (addition): only the single most advantageous terrain in the defender's area is used to modify the combat.

11.4.2 River Terrain. The 1L river shift requires a river that runs entirely through an area, passing into and out of two or more sides. A river that begins or ends inside a space does not trigger this shift. This modifier is in addition to any other terrain modifier in the area.

Example: Oxe E4, and the diamond D7, both qualify. Oxe G5 does not.

Errata (addenda as of Jan. 1, 2024), 11.4.2 Rivers (clarification): rivers that run from one oxe side into an Ocean/Lake which encompass another oxe confer this terrain modifier.

11.4.3 Next determine all Die Roll Modifiers (DRMs) that apply (see chart below the CRT on the PAC).

Example: Russians attack with the closest Leader two spaces distant for -2 DRM for being Out of Command, and the Germans have the SS Panzer Corps defending for an additional -1 DRM. The final DRM will be -3.

11.5 Combat Supply

Units have to draw supply to avoid a penalty on the CRT. All friendly units involved in the combat must be in combat supply or they suffer a 2L column shift when attacking or a 2R column shift when defending.

11.5.1 In tracing supply, diamonds are treated as one area to trace through.

Example: German truck T can supply GA, GL, and G2, but not G1, who is too far away.

11.5.2 Truck Supply. Only a non-disrupted friendly truck can supply an unlimited number of units. Disrupted trucks cannot supply. The truck must be in or adjacent to the combat space, and it must trace no more than three overland oxes back to a friendly rail line, which then leads back to a friendly board edge (east for Russians and west for Germans). The traced line has to be free of enemy units, Active Partisans on the rail line, and Luftwaffe units. If the truck cannot make this supply line trace, it cannot supply any units.

11.5.3 Rail Supply. A Rail line area (including the one with the Rail Conversion marker for Axis) can be used as a combat supply source for all units in its area and any adjacent area if an un-interrupted line (no opposing Partisan or enemy unit in an area traced through) of connected rail line areas can be traced back to a player's friendly board edge.

Diagram notes, as printed: German truck T can supply the top oxe containing GA. T cannot supply G1 since G1's oxe is not adjacent to the truck. Diamonds (like the shaded one above) separate the oxes in furnishing and tracing supply.

German railhead RR cannot provide supply because Russian partisan P cuts the rail line behind it. If P was not there, RR could furnish supply to G1, but not to GA. Russian P forces T to trace its connecting line to the indicated railroad oxe. T can trace overland through P because it is only cutting the rail line in its oxe.

Located too far away, T cannot supply G2 in the bottom oxe. The rail line however may supply G2 since the line is intact below P and traces to the German board edge.

Note P's location also prevents the RR from advancing.

11.5.4 Buying Supply. Whenever a combat unit or Leader can not be supplied by the above methods, the player may spend OPs to bring them into combat supply. He must spend the OPs cost of the unit to do so.

Example: German armies, 4(4)2 and 8(3)2 in strength, would be out of supply in an attack. The German player wants to avoid the 2L supply penalty, so he spends 7 OPs to supply them. If the German had only 6 OPs left, the attack would suffer the unsupplied column shift because the Germans do not have enough OPs left to have all units in supply.

11.5.5 Luftwaffe Supply. The German player may choose to use one Luftwaffe unit to place a single Army/Panzer Group or two Corps in supply. Place the Luftwaffe unit in the area; it remains there for the turn. Units placed in supply by this method do not need to have their OPs cost spent to be in supply.

11.5.6 Finnish Supply. The Finnish corps are automatically in supply when they are in or adjacent to Finland. Beyond this area, they require supply like German units do.

11.6 Weather Effects

In poor weather (mud, snow, and heavy snow) the odds/differential column will shift left (see Weather Effects Table on PAC).

11.7 Combined Arms

By combining different units, a player may gain a 1L shift if he defends or a 1R shift if he attacks.

11.7.1 Russian Combined Arms. The Russians must have at least one infantry and one mechanized or tank corps.

11.7.2 German Combined Arms. The Germans must have at least one infantry and armor unit.

11.8 Leaders and Combat

Nearby non-disrupted Leaders may help combat, while distant Leaders will handicap combat. To assist, Leaders must be in a non-disrupted (face-up) mode.

11.8.1 Command Status. A Leader normally has a command range of one area. Units that are attacking or defending, and are two or more areas away from the nearest non-disrupted Leader, are Out of Command, and suffer a -2 DRM if attacking or a +2 DRM when defending. A Leader's command range is reduced to the area he is in when his area is enemy occupied (including if it is occupied by a Luftwaffe unit).

[Diagram: Russian Leader RL in the upper-left oxe; Russian R and German G in the lower-right oxe, with a shaded diamond between them.]

Nearest Russian Leader RL is too far from R to influence the Russian attack. This causes a -2 DRM when R attacks G. Diamonds, like the shaded one, count as separate areas. If RL was in oxe 2 and only one space away, the units would be in command and not suffer the Out of Command -2 DRM.

[Diagram: German units GL, G1, GA, G2 and GA2, and Russian units R1 and R2, in adjacent oxes and diamonds.]

German Leader GL shares the oxe with G1 and GA and they attack R1. At this time, GL may not support the adjacent battle of G2 against R2 because R1 stops it, so G2 incurs the -2 DRM. To avoid the DRM, the Germans have to first clear out R1 by loss or withdrawal to open the command channel to G2. Note that even clearing out R1 fails to open command channel to GA2, who is too far away.

11.8.2 Reserves Commitment. When a friendly Leader occupies the combat oxe or is adjacent to the combat oxe or diamond, he may try to commit defensive reserves before the combat result is rolled. After the attacker has determined the starting differential or odds column and before any column shifts are applied, the defending player may have his leader attempt to commit defensive reserves.

a) Eligible Reserves: The reserves come from spaces adjacent to the Leader and the combat space. At the moment of combat they must be free of enemy units, or they may not commit as reserves.

[Diagram: Russian units R1, R2, R4, R5, RA2 and RA around the combat oxe, with German armor GA, German G, and Russian Leader RL in the combat oxe.]

German armor GA attacks Russian mechanized corps RA. Russian Leader (RL) wants to commit reserves before the attack starts. RL can try to send two of the following: RA2, R4, or R5. R1 cannot go because it is not adjacent to the combat space. R2 cannot go since it is not free of German army G.

b) Committing Reserves to a Combat. Only one Leader per combat can attempt to commit a maximum of two reserves to the combat. Stacking limits must be observed for the area that reserves enter (no over-stacking by moving in reserves is allowed). The defending player announces the Leader, the unit(s) that will try, and then rolls a single d6 die for each unit. If the roll result is ≤ the Leader's support rating, the unit advances into the combat space; otherwise the attempt is unsuccessful and the unit remains in place. A given unit may only make one attempt per enemy Combat Phase.

Errata (addenda as of Jan. 1, 2024), 11.8.2b (clarification): the Leader's left-most value is the Leader Support Value.

c) The defending player subtracts the unit's OPs cost (the middle number) for each unit that makes the attempt, successful or not. When there are insufficient OPs to commit a unit, the defending player may not attempt.

Example: Guderian wants to reserve commit a 4(2)3 panzer corps to a battle. The German OPs Track only shows 1 OP left, which prevents the commitment attempt.

d) Once all reserves have entered the battle area, the differential or odds ratio will need to be recalculated.

11.8.3 Leader Loss. When a combat eliminates all units with a Leader, the owning player rolls two D6 and consults the Leader Loss Table (see PAC). If the result states "Relocates," move the Leader to the nearest friendly-occupied oxe and he becomes disrupted if not already disrupted. The owning player chooses which destination when two or more occupied oxes are equidistant. An eliminated Leader is removed from the game permanently. In the event a Leader is ever alone in an oxe and the enemy moves into it, he performs this test immediately.

Errata (addenda as of Jan. 1, 2024), 11.8.3 Leader Loss (clarification): anytime that an enemy unit moves/advances into an area with only a Leader in it, make a roll on the Leader Loss Table for that Leader and apply the result.

11.9 Resolve Combat

After all column shifts have been applied, the attacker rolls two D6 and applies all appropriate DRMs, then consults the Combat Results Table (see PAC). The result is applied immediately (results are explained by the CRT on the PAC) before the next battle occurs.

11.9.1 The attacker may choose the order that the battles are fought.

11.9.2 Step Losses. When an Army or a Panzer Group takes a step loss it is first flipped to its reduced side. The owning player must take a Corps of the same type from the Breakdown Pool that has a combat strength equal to the strength lost and place it in the Eliminated Box. If there is not a Corps of that strength in the pool, pick the next lower strength unit and move it over. If no Corps is available in the Breakdown Box, then no unit can be moved over. If after an Army/Panzer Group has flipped over and the strength point losses has not been satisfied, the player can take a Corps from the Breakdown or Eliminated pool whose combat strength on either its front or flipped side would reflect the additional strength loss required, and replaces the Army/Panzer Group counter with the Corps on the side which strength reflects the additional loss. Place the Army/Panzer Group unit into the Breakdown Box at full strength side up.

Example: A Russian 2(5)2 army flips and reduces to a 1(4)2 army, for a 1 strength point loss. The Russian player must take a 1(3)2 corps if available; if not then a 1(2)2 corps if available; and if not available again, a 0(2)2 corps and places it in the Eliminated Box.

11.9.3 DW result. A unit that must withdraw must move towards its friendly board edge. If it is not able to or can only partially complete its withdrawal distance, it must withdraw as far as it can and then take losses instead. A one hex withdrawal can be canceled by the elimination of a Corps or its steps equivalent (Army/Panzer Group flipped or two Corps flipped over). If an Army/Panzer Group is flipped, remember to move a Corps unit from the Breakdown box into the Eliminated Box if available. A two-hex withdrawal can be canceled by the elimination of a Corps plus one additional Corps being step-reduced. If the player needs to breakdown an Army/Panzer Group to effect this result, there must be a Corps unit available in the Breakdown Box; otherwise the Army/Panzer Group must be eliminated.

Example: The Germans attack two 2(4)3 MCs and a 3(5)2 army, with a DW result. The Russians roll a 4 on the Table and have to withdraw one oxe. The Russian player desires to stay, so two MCs invert and defenders remain in the oxe. Note that a DW result of two oxes, with defenders staying, would step-reduce three units, or step-reduce one and eliminate another unit, for a total of three steps.

11.9.4 An eliminated unit is removed from the board and placed in the Eliminated Box.

Example: A German 6(4)2 army suffers two step losses in one battle and is eliminated. The German player places it in the Eliminated Box full strength side up. If it had been previously step-reduced to 4(4)2, and then lost, the army goes into the Eliminated Box face-up and a Corps in the Eliminated Box is moved to the Breakdown Box if available.

11.9.5 Advance after Combat. On a DW result, where the defender withdraws, vacating the hex, the attacker may advance any of his attacking units forward following the path of withdrawal of the defender. Mechanized units can advance up to 2 areas while Infantry can advance 1. If a DE result is achieved, the attacker can spend half the OPs cost (rounding up) of a unit to advance it the distance as noted above. With DE advances, the advancing unit(s) can move in any desired direction.

Errata (addenda as of Jan. 1, 2024), 11.9.5 (addition): an attacking player must pay the full OP points for each unit that advances due to a DW result. Leaders, Luftwaffe and Trucks do not advance after combat.

11.9.6 (added by the addenda as of Jan. 1, 2024) Trucks will retreat with friendly units when they retreat. If all friendly units are eliminated in a truck's area, the truck is retreated 2 areas to a friendly or unoccupied area closer to its supply source and then becomes disrupted.

11.10 Battle Continuation

11.10.1 Players may decide to fight another battle in the same area with their remaining units or in an area with opposing troops where armor/mech units have advanced into (Blitzkrieg) immediately after a combat is resolved and before starting the next unresolved area's combat. Attacker chooses first, then the defender.

11.10.2 Both sides must have one or more surviving units in the area and a non-disrupted Leader in or adjacent to the area to chose Battle Continuation.

11.10.3 The attacker will remain the attacker.

11.10.4 Whoever decides to continue pays OPs for all his units involved and must have enough OPs points available to do so. In the following example, if the Russian only has 5 OPs, he may not continue the battle.

Example: A defending Russian 1(3)3 mechanized corps and a 1(4)2 army make the Germans continue a battle. The Russians pay 7 OPs for the new combat.

11.10.4 If both sides decline to continue the battle, combat finishes for that area. The phasing player moves on to the next combat.

11.10.5 Once a battle continues, the combat is re-fought as a new combat and all combat rules apply.

11.10.6 A defending Leader may try to commit new reserves (not units that have attempted earlier in the combat phase), as long as units and sufficient OPs are available.

12.0 REORGANIZATION

At the end of a player's turn, disrupted units may try to become undisrupted. The process costs OPs. The player may also return units from the Eliminated Box.

12.1 Disrupted Units

Leaders can be disrupted as a result of combat. Trucks can be disrupted from partisan activity or Luftwaffe bombing. In both cases, the owner rolls a d6 die to try to recover them.

12.1.1 Leaders. A player may try to recover a disrupted Leader once during the Reorganization Phase by declaring the attempt and paying OPs equal to his OPs rating on his non-disrupted side of his counter. After paying the OP cost, make a die roll, and if it is ≤ his support rating, he becomes undisrupted (flip the counter to its undisrupted side). Otherwise he remains disrupted. Other Leaders may not assist a Leader in this attempt.

Example: Guderian, one of the best Leaders in the game, pays 10 OPs (his OPs rating) to try a recovery. The German player must then roll 4 or less (his support rating) to recover Guderian.

12.1.2 Trucks. Once per Reorganization phase, a disrupted Truck can attempt to become undisrupted. A non-disrupted Leader must be in the same area or adjacent to the disrupted truck to make this attempt. The owning player pays the OP cost printed on the undisrupted side of the truck unit and then makes a single d6 die roll. If the roll is ≤ the Leader's support rating, the truck is flipped over to its undisrupted side to recover the truck. A failed roll result leaves the truck disrupted.

12.2 Eliminated/Breakdown Box Reorganization

12.2.1 After the Disruption Removal has been performed for all units desired, players can reorganize the units in the Eliminated and Breakdown Boxes.

12.2.2 If the player has an Army or Panzer Group unit in the Breakdown Box, he can take two Corps in the Eliminated Box whose combined strength equals or exceeds the strength of the Army/Panzer Group and move the two Corps into the Breakdown Box while moving the Army/Panzer Group up into the Eliminated Box.

12.2.3 If the player has an Army or Panzer Group in the Eliminated Box, he can take two available Corps in the Breakdown Box whose combined Strength does not exceed the Strength of the Army/Panzer Group and move them into the Eliminated Box while moving the Army/Panzer Group into the Breakdown Box.

12.3 Replacements

12.3.1 Eliminated Boxes. Each side has an Eliminated box on the map. Two kinds of units go into the box: eliminated units (any size) and breakdown corps transferred from the Breakdown Box for Armies/Panzer Groups that get step-reduced due to combat or transferred during reorganization.

12.3.2 An eliminated Finnish or Hungarian corps goes to the German Eliminated Box. These corps may rebuild by spending German OPs and being brought back as a replacement onto the board.

12.3.3 The counter mix acts as a limit to the total number of replacements that may be available. Also, a player may never have more Corps equivalents on the board in a turn as noted in Section 12.5. Full strength Armies and Panzer Groups are two Corps equivalents while on their flipped side they are one Corps equivalent.

12.3.4 Purchasing Replacements. A player may freely choose the replacement types and sizes from those units in their Eliminated Box, as long as the OPs expended will not exceed the OPs currently available. OPs are paid equal to the total operations ratings of the units selected. Units may return at reduced or full strength. When bringing back a unit at full strength, the player must pay the reduced and full strength side of its OPs costs.

Example: The Russians bring back a reduced 1(4)2 army and a full-strength 2(4)3 mechanized corps. They pay 11 OPs from the Operations total on the Track. In this instance, the Russians wanted to bring both eliminated units back at full-strength, however that would cost 16 OPs and only 15 were left.

12.3.5 Replacements are deployed immediately to any available oxes adjacent to their friendly board edge (west for Germans, east for Russians). They must observe stacking rules and the following guidelines in order of precedence:

  1. Oxes free of enemy units.
  2. Oxes with enemy units.

12.3.6 If all available oxes are full, the replacement unit cannot be purchased and remains in the Eliminated Box.

12.3.7 Finnish corps deploy in G1.

12.3.8 Hungarian corps deploys in A7.

12.3.9 Rumanian armies deploy in oxes A8-A10.

12.4 Rebuild Corps

12.4.1 During the last part of the Reorganization Phase, a player can expend OPs equal to the front of a Corps unit to flip a reduced Corps unit over to its full strength side.

12.4.2 The Corps being rebuilt must have an LOC to its friendly board edge and may not be in an area with enemy units.

12.5 Breakdown/Eliminated Boxes Minimum Units

At any point in time during the game, the Russian player must always have at least 4 Corps total or their equivalent in his Breakdown and/or Eliminated Boxes. The German player must always have 14 Corps total or their equivalent in his Breakdown and/or Eliminated Boxes. If this is found to not be the case, the opposing player, to the one who is in violation, can immediately remove any units from the map (place them in the Eliminated Box) so as to bring the total in the boxes up to these minimum amounts listed above.

Errata (addenda as of Jan. 1, 2024), 12.5 (correction): the Germans have a required minimum of 13 Corps in the Breakdown and/or Eliminated box (the printed text above says 14).

13.0 VICTORY

Victory in Strike the Bear is based on territory capture. During the game, players will receive selected map objectives when die rolls have triggered them.

13.1 Controlling Objectives

13.1.1 Most areas on the map contain just one city. Sole occupancy or having been the last player whose units solely occupied that area (at any point in time of a turn) at the end of the game controls that objective. If the area is occupied by both players' units at the end of the game, it is still controlled by the last person who controlled that area. All areas that start the game with friendly units in the area or any areas that are closer towards a player's friendly board edge at the start of the game are assumed to be controlled by that player. Areas that are at game start occupied by both players are considered uncontrolled.

13.1.2 Moscow spans two oxes. Both oxes must be controlled to control that city.

13.1.3 Map Edges. Two flank objectives, north edge and south edge, may become objectives. To win an edge objective, a player must control all of those edge oxes at game's end. North edge has five oxes (G1, I1, K1, M1 and O1) and south edge has four (I11, K11, M11 and O11) to control.

13.2 Final Objectives

The last objectives set rolled for on the Objectives Table binds the player to those targets. Previous sets no longer count.

13.3 Default Objectives

In the very unlikely event a player has rolled for OPs the entire game and never gets an Objectives Roll on the Operations Table, there are default objectives for that side. The default objectives are the fortress major cities marked in red on the map: Leningrad, Moscow, Kiev, Odessa, and Sevastopol.

13.4 Solitaire Play and Fog of War Victory Conditions

During play, ignore all rolls listing OBJ on the Operations Table. At the end of Game Turn 14, or at the point the game stops, roll once on the Objectives Table for the Germans and then once for the Russians. The listed objectives become the final objectives for each side. Define victory as in a two-player game.

13.5 Victory Defined

When only one player attains all listed objectives, that side is the decisive winner.

When both sides attain all listed objectives, the game is a draw.

If both sides fail to attain all their listed objectives, the player who attains the most objectives wins a marginal victory.

If both sides fail to attain all their objectives but tie in the number they do attain, the game is a draw.

14.0 GAME SET-UP

The Russians set up first. After all their listed units deploy, the Germans set up last with their listed forces.

Unit IDs appear first, followed by their location oxes or diamonds (in parenthesis).

14.1 Russian Set-up

All units are at full strength. MC is mechanized corps. TC is tank corps.

  • 14th Army (M1), 7th Army (K1), 23rd Army, Militia, MC (I2), 8th Army (E3), 11th Army, MC (C3), 27th Army, 3rd Army (C4)
  • MC (E4), Konev, MC (G4), 10th Army, 4th Army (C5), 1(3)2 Corps (E5), Timoshenko, MC (I5)
  • Zhukov, 3rd TC, Militia, Commissar (M5), 5th Army, 6th Army (A6), 2(3)2 Corps, MC (C6), 26th Army, MC (A7)
  • Rokossovski, MC, 1(3)2 Corps (E7), 12th Army (C8), 9th Army, MC (C9), 3 x Trucks Any where East of the Russian Start Line
  • Reinforcements (Except the Commissar, units appear in Moscow F5-G5.)
  • Turn 2 Russian Movement Phase: 2 x MC, 2 x Partisans (the printed line also lists "Commissar," which the addenda delete; see below)
  • Turn 3 Russian Movement Phase: 3 x MC
  • Eliminated Box: No units
  • Breakdown Box: 3 x 1(3)2, 1 x 2(3)2

First Turn OPs are 20 (no Russian OPs roll occurs on Game Turn 1). Starting with game Turn 2, Russians perform their normal OPs roll.

Errata (addenda as of Jan. 1, 2024), 14.1 Russian Set Up (omission): an MC unit should be in E3 (Riga). The printed list above has no MC in E3; the addenda's added unit is MC (E3).

Errata (addenda as of Jan. 1, 2024), 14.1 Russian Turn 2 Reinforcements (correction): delete Commissar from the Turn 2 list, as shown in the Turn 2 line above.

14.2 German Set-up

All units are full-strength.

  • 4th Panzer + 16th Army + von Manstein (C3), 18th Army + von Leeb (C4)
  • 9th Army (A4), 3rd Panzer (B5), 4th Army + 6th Army + Guderian (A5)
  • 2nd Panzer (B6), 1st Panzer + 17th Army + von Kleist (A6), Hungarian Corps (A7)
  • 3rd Rumanian Army (A8), 11th Army (A9), 4th Rumanian Army (A10)
  • Finnish 6th Corps + Finnish 7th Corps (I1), Finnish 2nd Corps (K1)
  • 2 x Trucks (any oxe A3-A10), 3 x Rail Markers (any oxe A3-A10)
  • Luftwaffe (within 5 oxes of any German unit)
  • Reinforcements: Turn 2 Axis Movement Phase: Garrison unit, SS Korps (any oxe A3-A10)
  • Eliminated Box: No units
  • Breakdown Box: 2 x 5(2)3, 3 x 4(2)3, 2 x 3(2)3, 1 x 2(2)3, 3 x 3(2)2, 3 x 2(2)2

Initial OPs begin at 70, the maximum. No German OPs roll occurs on Game Turn 1. Starting with game Turn 2, Germans perform their normal OPs roll during their Reorganization.

Errata (addenda as of Jan. 1, 2024), 14.2 German Set Up (correction): there are "2x" Luftwaffe units that start the game (printed above as one Luftwaffe entry). The same correction is listed twice in the addenda.

Errata (addenda as of Jan. 1, 2024), German Breakdown Box (correction): there is only one (1) 5-3-2 Armor unit in the breakdown box. The addenda use this unit notation; the printed Breakdown Box entry above is transcribed as printed, and the count is not changed here.

Strike the Bear: Player's Aid Charts Not in the Source

The Player's Aid Charts for Strike the Bear (Weather Determination Table, Redeployment Table, Operations Table, Objectives Table, Terrain Effects Chart, Weather Effects Table, Partisan Table, Combat Results Table, Leader Loss Table, and the Commissar Placement Table as printed in the Player's Aid Charts) are not in the source files for this module. They are not transcribed here, except the Commissar Placement Table, which the addenda supply in full:

Commissar Placement Table (Section 7.1), from the addenda as of Jan. 1, 2024 (omitted from the printed PAC):

Die Roll (oxe column)Oxe Column
1A or C
2E
3G
4I
5K
6M or O
Die Roll (oxe row, 2D6)Oxe Row
21
32
43
54
65
76
87
98
109
1110
1211

Other addenda for this module, applied at the matching points above or recorded here as listed: Redeployment Table ("G" means German, "R" means Russian); Combat Results Table (addition): "Note: Owning player always allocates losses"; Combat Results Table, DW result (addition): "Leaders do not withdraw (If the opponent advances into their area, owning player must make a Leader Loss test)"; The Counters (correction): "11th Rumanian Army" should be German 11th Army (the German set-up above lists the German 11th Army, A9).

  • 4.0 SEQUENCE OF PLAY
  • 5.0 REINFORCEMENT AND REPLACEMENTS
    • 5.1 Axis Reinforcement/Replacements
    • 5.2 Soviet Reinforcements/Replacements
    • 5.3 Soviet Off Map Zone Hexes
  • 6.0 WEATHER
  • 7.0 COMMAND AND ORDERS
    • 7.1 Command Points
    • 7.2 Purchased Orders
    • 7.3 Soviet Counterattack
    • 7.4 Zhukov
    • 7.5 Hitler Takes Command
    • 7.6 Army Group/Fronts
    • 7.7 Initiative
    • 7.8 Assigning Orders for Activation
  • 8.0 STACKING AND STACKS
    • 8.1 General Rules
  • 9.0 ZONES OF CONTROL AND CONTROL
    • 9.1 General Rules
    • 9.2 Lines of Communication (LOC)
    • 9.3 City/Town Control
  • 10.0 SUPPLY
    • 10.1 General Rules
    • 10.2 Attrition During the End Phase
  • 11.0 MOVEMENT
    • 11.1 General Rules
    • 11.2 Movement and Orders
  • 12.0 COMBAT
    • 12.1 Combat Particulars
    • 12.2 Combat Procedure
    • 12.3 Combat Retreats and Advances
    • 12.4 Mobile Assault
  • 13.0 SPECIAL RULES
    • 13.1 Axis Minor Powers
    • 13.2 First Guard Cavalry Corps
    • 13.3 German Armies and Garrisons
    • 13.4 German Leaders
    • 13.5 General Kluge
    • 13.6 Partisans
    • 13.7 Soviet Black Sea Capabilities
    • 13.8 Luftwaffe
    • 13.9 T-34
    • 13.10 Optional Zhukov Command Roll
    • Hitler Turns East Errata: Counters, Charts and Map
  • Hitler Turns East: Player's Aid Charts
  • 4.0 PLAYING PIECES
    • 4.1 Unit Coloring
    • 4.2 Unit Types
    • 4.3 Unit Information
    • 4.4 Markers
  • 5.0 PREPARE FOR PLAY
    • 5.1 Marker Placement
    • 5.2 Unit Setup
  • 6.0 SEQUENCE OF PLAY
    • 6.1 Phases
    • 6.2 Political Phase
    • 6.3 Maneuvers Phase
    • 6.4 Refit Phase
    • 6.5 End Phase
  • 7.0 STACKING AND CONTROL
    • 7.1 Stacking
    • 7.2 Control
    • 7.3 Contested
    • 7.4 Vacant
    • 7.5 Free
  • 8.0 IMPULSES
    • 8.1 Types of Impulses
    • 8.2 Legalities and Errors
  • 9.0 MOVEMENT
    • 9.1 Mechanics of Movement
    • 9.2 Movement Factor Costs
    • 9.3 Point Unit
    • 9.4 Movement Restrictions
    • 9.5 Air Support
  • 10.0 ASSAULTS
    • 10.1 Mandatory Assaults
    • 10.2 Optional Assaults
    • 10.3 Contested Area Activation
    • 10.4 Assault Resolution
    • 10.5 Losses
    • 10.6 Counter-Attack
    • 10.7 Retreats
  • 11.0 THE ADVANTAGE
    • 11.1 Voluntary Use
    • 11.2 Advantage Shift
  • 12.0 REFIT
    • 12.1 Refit Phase
    • 12.2 Replacement Points (RPs)
    • 12.3 Replacement Costs
    • 12.4 Accumulation
  • 13.0 WEATHER
    • 13.1 Clear Weather
    • 13.2 Rain Weather
    • 13.3 Snow Weather
  • 14.0 LOGISTICS
    • 14.1 Axis Logistical Shortages
    • 14.2 Pause
    • 14.3 Out of Supply
  • 15.0 ZONES
    • 15.1 Assault Impulses and Zones
  • 16.0 REINFORCEMENTS
    • 16.1 Placement
    • 16.2 Arrival
  • 17.0 PARTISANS AND SECURITY
    • 17.1 Partisans
    • 17.2 Security Units
  • 18.0 TURN 1 SPECIAL RULES
    • 18.1 Political Phase
    • 18.2 Surprise Attack
    • 18.3 Axis Onslaught
  • 19.0 VICTORY CONDITIONS
    • 19.1 Axis Automatic Victory
    • 19.2 March 1942 Victory Check
    • 19.3 Victory Points
    • 19.4 Enemy at the Gates
  • 20.0 OPTIONAL RULES
    • 20.1 Stalin and Hitler
    • 20.2 Panzer Restrictions
    • 20.3 Side Determination
  • 21.0 TWO TURN SCENARIOS
    • 21.1 Barbarossa I (June 22, 1941)
    • 21.2 Barbarossa II (August 25, 1941)
    • 21.3 Soviet Winter Offensive
  • 22.0 GLOSSARY/INDEX
  • 4.0 STACKING
    • 4.1 General Rules
  • 5.0 ZONES OF CONTROL (ZOC)
    • 5.1 General Rules
  • 6.0 MOVEMENT
    • 6.1 General Rules
    • 6.2 Terrain Effects Chart (TEC)
    • 6.3 Weather Effects
    • 6.4 Strategic Movement
  • 7.0 COMMISSAR
    • 7.1 General Rules
    • 7.2 Commissar Effects
  • 8.0 PARTISANS
    • 8.1 General Rules
  • 9.0 LUFTWAFFE
    • 9.1 General Rules
    • 9.2 Luftwaffe Missions
    • 9.3 Luftwaffe Losses
  • 10.0 BREAKDOWN AND COMBINING UNITS
    • 10.1 General Rules
    • 10.2 Procedure
    • 10.3 Axis Minors
  • 11.0 COMBAT
    • 11.1 General Rules
    • 11.2 Differential Calculation
    • 11.3 Odds Calculation
    • 11.4 Resolution
    • 11.5 Combat Supply
    • 11.6 Weather Effects
    • 11.7 Combined Arms
    • 11.8 Leaders and Combat
    • 11.9 Resolve Combat
    • 11.10 Battle Continuation
  • 12.0 REORGANIZATION
    • 12.1 Disrupted Units
    • 12.2 Eliminated/Breakdown Box Reorganization
    • 12.3 Replacements
    • 12.4 Rebuild Corps
    • 12.5 Breakdown/Eliminated Boxes Minimum Units
  • 13.0 VICTORY
    • 13.1 Controlling Objectives
    • 13.2 Final Objectives
    • 13.3 Default Objectives
    • 13.4 Solitaire Play and Fog of War Victory Conditions
    • 13.5 Victory Defined
  • 14.0 GAME SET-UP
    • 14.1 Russian Set-up
    • 14.2 German Set-up
  • Strike the Bear: Player's Aid Charts Not in the Source
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    Technology Level is increased one level when 10 invested points are expended with the play of the Technology Level Increase Event card. Cannot be performed if Crisis Level at or above "Hostile."
    Construct Fortified Zone11First Turn: Fortified Zone is placed built side up. Second Turn or later: Place fortified marker on its build side in an area. Turn after marker placed on board: Flip Fortified marker to its "Fortified" side. (Errata, Jan. 1, 2024: First Turn: Place the Fortified marker build side up in the area. Second Turn: Flip the Fortified marker onto its fortification side.)
    Dismantle Fortified Zone10Place marker into the Force pool. Cannot be rebuilt on the turn dismantled. (Errata, Jan. 1, 2024: this is a 1 BRP cost.)
    Draw Event Card10
    Play Event Card10Certain Event Cards cost an additional 1 Action to play the card (see card descriptions).
    Change War Strategy10Cannot be performed if Crisis Level at or above "Bellicose."
    Mobilize Unit1See NotesBRP Cost per unit and ability as per Crisis Spectrum Table. Panzer, Mechanized and Paratrooper units cost double. Unit may only be placed into their home country. East Prussia is part of Germany, but only one unit may be mobilized there during the entire game. New units must be mobilized in an area that is presently unoccupied (until every area contains at least one unit). A second unit may then be mobilized in an occupied area once all areas contain at least one unit.
    Upgrade Unit1See NotesBRP Cost as per Crisis Spectrum Table. Panzer, Mechanized and Paratrooper units cost double. To upgrade a unit outside of its home Country costs +1 BRP. Units may not upgrade on a turn that they move.
    Tense6PermittedYes2/32
    Hostile8PermittedNoNA/42
    Bellicose10Not PermittedNoNA/43
    Verge of War12Not PermittedNoNA/53
    Soviet Mechanized Corps(2)(2)(2)(3)
    Mechanized +(4)(4)(4)(5)
    Soviet Infantry Army(3)(3)(4)(4)
    Infantry Army +(3)(3)(5)(5)
    German Infantry Corps(3)(3)(2)(2)
    Infantry Corps +(4)(3)(3)(3)
    German Panzer Corps(4)(4)(4)(3)
    Panzer Corps +(5)(4)(4)(4)
    German Airborne Corps(4)(4)(4)(3)
    Airborne Corps +(5)(4)(4)(3)