Götterdämmerung: Twilight of the Gods – Fall of Berlin, 1945
Götterdämmerung: Twilight of the Gods – Fall of Berlin, 1945 Rulebook
Table of Contents
Table of Contents
1.0 Introduction
Fall of Berlin 1945 is an operational-level game recreating the last battle of the European theatre of the Second World War, the Soviet assault on Berlin, which took place from April to May 1945.
1.1 How the Game Is Played
Fall of Berlin 1945 is a two-player game. One player commands the German forces, and the other player commands the Soviet forces (together with the Polish and American forces).
The game is played through a sequence of steps called the Game Turn. One Game Turn represents two real days, and each player moves and fights their units according to the steps of the Game Turn.
After ten Game Turns have been completed, the game ends and the winner is determined by referring to the Victory Conditions rules.
2.0 Components
2.1 Game Map
The A1-size Game Map shows the terrain of eastern Germany where the real battle for Berlin was fought. The hexagonal grid (hexes) printed over the map is used, as in shogi and similar games, to fix the position of the pieces.
The map uses two scales. The area covering most of the map is called the Operational Map, and the distance between opposite sides of each hex corresponds to 5.5 km in reality. The area printed in the north-west corner of the map is an enlargement of the Berlin portion of the Operational Map and is called the Berlin City Map; the distance between opposite sides of each hex corresponds to 900 m in reality.
Units move from the Operational Map to the City Map through the hexsides coloured yellow, which form the Transition Hexes. However, once a unit has appeared on the City Map it can never return to the Operational Map during the game. Also, hexes 2321 and 2322 on the Operational Map are not used in the game: any unit entering that area is automatically placed on the City Map.
On the Berlin City Map, all printed hexes other than Transition Hexes are called Berlin City Hexes. On the Operational Map, all printed hexes other than Transition Hexes are called Operational Hexes.
Along the edges of the Game Map are the Game-Turn Record Track, the Terrain Key, the Deployment Keys, the North German Plain Box, and the Soviet Support Points and Bonus VPs Track.
2.2 Counters
The die-cut counters represent the combat formations of both armies that took part in the real battle for Berlin. The numbers and symbols printed on each counter show the formation's name, its parent formation, its branch, its size, its attack and defence strength, and its movement capability. Throughout the rulebook these counters are called units.
2.21 Reading a Unit
- Unit name: the name of the combat formation the unit represents.
- Parent formation: the higher formation to which the unit belongs (the division in the case of German units, the army in the case of Soviet units).
- Unit size symbols:
- XXX = Corps
- XX = Division
- X = Brigade
- III = Regiment
- II = Battalion
- KG = Kampfgruppe
- BG = Battle group
- Branch: the symbol identifying the unit's arm (see 2.22).
- Stacking value: the number of stacking points the unit uses (see 4.1).
- Attack strength, defence strength and movement allowance: the three numbers printed in the lower part of the counter, in that order.
- Entry turn and entry location: the Game Turn and the place where a reinforcement unit enters the map.
- Reduced side: units that have lost a step are flipped to their reduced side, which shows reduced attack strength and movement allowance.
Units with no ZOC (see 4.21) carry a small triangle in the upper-right corner of the counter.
Special units appearing on the map are as follows:
- Hitler (Führer) unit: not printed on a counter. It has zero attack strength, a defence strength of 1 and zero movement allowance.
- Other units: German supply depot (Jitterbog, 0-1-0); Soviet supply depot; German Army High Command HQ (OKH, 0-1-0); German fortress (Görlitz, 0-4-0); Alkett assault-gun factory (0-3-0).
2.22 Branch Symbols
The branch symbols are shown below by army. The columns are headed German forces, Soviet and Polish forces, and American forces.
Vehicle units
| German | Soviet / Polish | American |
|---|---|---|
| Armour | Tank | Armoured |
| Panzergrenadier | Mechanized | — |
| Heavy tank | Heavy tank | — |
| Assault gun | — | — |
| Tank destroyer | — | — |
| — | Heavy self-propelled gun | — |
| — | Cavalry | — |
Foot units
| German | Soviet / Polish | American |
|---|---|---|
| Infantry | Rifle | Infantry |
| Anti-tank gun | — | — |
| Artillery | — | — |
| Naval infantry | — | — |
| Flak | — | — |
| Paratroops | — | — |
| Special duty (z.b.V.) | — | — |
| — | Heavy artillery | — |
Each row of the tables corresponds to one branch icon in the original chart, read across the three army columns; a dash means that army has no unit of that branch.
2.23 Abbreviations
German forces
- Alkt = Alkette (assault gun factory)
- Bec = 88th SS Panzergrenadier Regiment "Becker"
- Ber = Berlin
- Böh = Bēman
- Br, Brn, Bran = Brandenburg
- Clau = Panzer Division "Clausewitz"
- d.Ry = 49th SS Panzergrenadier Regiment "De Ruyter"
- Dan = 24th SS Panzergrenadier Regiment "Danmark"
- Döb = 303rd Infantry Division "Döberitz"
- DR = 2nd SS Panzer Division "Das Reich"
- Falk = Farke
- FG = Grenadier Division "Führer Grenadier"
- FHH = Feldherrnhalle
- Fj = Paratroops (Fallschirmjäger)
- FLJ = Infantry Division "Friedrich Ludwig Jahn"
- Folk = Volkmann
- Frnk = Frankfurt (an der Oder)
- Fru = 10th SS Panzer Division "Frundsberg"
- Führor = Führer (Adolf Hitler)
- FüB = SS Panzer Division "Führer Begleit"
- FvS = Infantry Division "Ferdinand von Schill"
- G.Sy = 48th SS Panzergrenadier Regiment "General Seifferth"
- GB = 309th Infantry Division "Groß-Berlin"
- GD = Grossdeutschland
- Gör = Görlitz
- HG = Hermann Göring
Soviet forces
- A = Army
- BF = Belorussian Front
- G = Guards
- Pol = Polish
- S = Shock
- T = Tank
- UF = Ukrainian Front
2.24 Unit Colours
German forces
- Wehrmacht (army) = field grey
- Air force = blue
- Navy = dark blue
- Waffen-SS = black
Soviet forces
- 1st Belorussian Front = red
- 2nd Belorussian Front = orange
- 1st Ukrainian Front = light orange
- Soviet support units = light red
- Polish forces = brown
- American forces = green
2.25 Markers
The following markers are used in play:
- Soviet Support Points
- Game Turn
- Phase
- Meeting at the Elbe
- Subway Destroyed
- Out of Supply: the unit's attack and movement are halved (×1/2)
- Disrupted
- Soviet Occupied
- Soviet artillery support: marked with the designation "8GA" and "R3"
- Delay
- Movement Allowance
- Soviet Bonus VPs: shown with the value +17
2.3 Glossary
- Attack strength: the combat value a unit uses when it attacks an enemy unit. When halved, fractions are rounded up.
- Defence strength: the combat value a unit uses when it is attacked by an enemy unit. When halved, fractions are rounded up.
- Enemy: all units commanded by the opposing player are regarded as enemy units to a player's units, regardless of affiliation or nationality.
- Friendly: all units commanded by one player are regarded as friendly units to each other, regardless of affiliation or nationality.
- Vehicle unit: all units with the branches Armour / Tank, Panzergrenadier / Mechanized, Cavalry, Panzer hunter, HQ, Assault gun, Heavy armour / Heavy tank, and Heavy assault gun are regarded as "vehicle units". The lower half of a vehicle unit's counter is coloured cream (ivory).
- Foot unit: all units that are not vehicle units and have a movement allowance of 1 or more are regarded as "foot units". The lower half of a foot unit's counter is coloured in a darker background colour.
- Movement allowance: the upper limit of movement points that the unit may spend during one movement phase. When halved, fractions are rounded up.
- Soviet forces: unless stated otherwise, the term "Soviet forces" in these rules includes the Polish and American forces.
2.4 Contents
The game includes the following components:
- Game Map: 1 sheet, A1
- Counter sheets: 2 sheets (480 counters in total)
- Charts: 4 sheets
- Rulebook: this booklet
To play the game you also need one six-sided die and one ten-sided die, which are not included.
The ten-sided die is used only when resolving overruns. All other determinations use the six-sided die.
3.0 Sequence of Play
Fall of Berlin 1945 is played through a procedure called the Game Turn. Each Game Turn is made up of ten phases. The player carrying out the procedure of a phase is called the Phase Player.
3.1 Game Turn Sequence
The phases of each Game Turn occur in the following order:
- Soviet Movement Phase (not played on Game Turn 1): Soviet units on the map may move within their movement allowances, spending movement points. Soviet reinforcement units enter the map in this phase. In addition, Soviet units that move on the Operational Map may carry out an overrun if the conditions are met.
- First German Counter-Move Phase: The German player may move any two of his vehicle units on the Operational Map. Units with the same parent-formation symbol on the same hex may be treated together as "one unit". However, a vehicle unit that was in enemy ZOC at the start of this phase cannot be moved in this phase. Foot units, and vehicle units on the Berlin City Map, cannot be moved in this phase.
- Soviet Combat Phase: Soviet units may attack adjacent German units here. Each combat is resolved by calculating the strength ratio of the participating units on each side, rolling one die and applying the result to the Combat Results Table. The player carries out retreats, step losses, advances after combat and so on, according to the combat result, immediately.
- Soviet Siege Movement Phase: The Soviet player may move his units on the Berlin City Map. A unit that moves in this phase may be a unit that moved in the Soviet Movement Phase of the same turn (that is, it may move a second time). However, units on the Operational Map cannot be moved in this phase.
- Soviet Siege Combat Phase: The Soviet player may have his units on the Berlin City Map attack. A unit that attacks in this phase may be a unit that attacked in the Soviet Combat Phase of the same turn (that is, it may attack a second time). However, units on the Operational Map cannot attack in this phase.
- Soviet Breakthrough Movement Phase: The Soviet player may move his vehicle units again (except units on the Berlin City Map). However, a vehicle unit that was in enemy ZOC at the start of this phase cannot be moved in this phase. Vehicle units on the Operational Map may also carry out overruns in this movement phase.
When the Supply and Reinforcement Phase ends, one Game Turn's procedure is complete. The Game-Turn Marker on the Game-Turn Record Track is moved forward one space, and new Game Turns are played until the tenth turn is completed.
4.0 Stacking and Zones of Control (ZOC)
A limit applies to the number of units that may be placed in one hex. Placing counters together in one hex is called "stacking", and this limit is called the stacking limit.
The player may stack up to 4 stacking points of his own units in each hex of the Operational Map (including Transition Hexes), and up to 2 stacking points in each hex of the Berlin City Map (exceptions: 4.14).
In addition, most units exert an effect called the Zone of Control (ZOC) on the six hexes surrounding the hex they occupy.
4.1 Stacking Limit
4.11
Beneath the branch symbol of each unit is a number of circles (●) showing its stacking value. One circle means 1 stacking point, two circles mean 2 stacking points, and so on.
German HQ (Hitler), factory, fortress, supply depot and OKH units have 0 stacking value and are exempt from the stacking limit.
4.12
Soviet support units (5.7) have 0 stacking value, but only one unit may occupy a hex. These units may stack with one Soviet Battle-group (2 stacking points) unit only. However, they may not stack with Soviet Corps units (4 stacking points).
4.13
German Volkssturm units (8.4) have, in principle, 0 stacking value and may be added to a hex already holding German units worth 2 stacking points, one extra unit per hex. However, if several Volkssturm units are stacked in the same hex, the second and third units are each counted as 1 stacking point.
4.14
A Soviet Rifle Corps unit normally has 4 stacking points, but on the Berlin City Hexes of the Berlin City Map (2.1) it may act as a 2-stacking-point unit. However, when moving through Berlin City Hexes it may not finish a move adjacent to another Soviet Rifle Corps unit. In addition, Rifle Corps units may not stack with support units (4.12).
4.15
Transition Hexes (surrounded by red dashed hexsides) are, in principle, treated as hexes on the Operational Map. However, a unit occupying a Transition Hex is regarded as occupying, at the same time, the hex of the same number on the Operational Map and on the Berlin City Map.
4.16
During a phase, there is no limit to the number of units that may pass through a hex, and a player may temporarily exceed the stacking limit when moving or retreating his own units. However, at the end of each phase the stacking limit must be respected (for limits on retreat see 6.63). Also, advances after combat carried out in the combat phase may not exceed the stacking limit, even temporarily.
4.17
Units of different nationalities may temporarily stack in the same hex (one may pass through the hex of the other), but at the end of a phase they must not be in the same hex.
4.18
If, at the end of a phase, a stacking-limit violation is discovered, the excess units must immediately be regarded as destroyed and removed. The opposing player chooses which units are removed.
4.2 Zone of Control (ZOC)
4.21
On the Operational Map and on the Berlin City Map, units (including those on Transition Hexes) exert an effect called "Zone of Control (ZOC)" on the six surrounding hexes. However, the Hitler, factory, supply depot and HQ units have no ZOC. These units have a small triangle printed in their upper-right corner.
ZOC has no effect on friendly units.
4.22
Soviet and Polish corps-size units have a strong ZOC. Soviet Battle-group, regiment and brigade units, American division units, and German units other than those listed in 4.21 have a weak ZOC.
4.23
When a unit moving enters an enemy's strong ZOC, it must stop there. A unit that enters an enemy's weak ZOC during movement need not stop immediately, but it must spend additional movement points to leave that hex (see 5.22).
4.24
When units or stacks that exert ZOC are adjacent to each other across hexsides, all of these units are regarded as being in enemy ZOC (exceptions: 4.25 and 4.26).
4.25
The ZOC of a unit on a Transition Hex extends to all adjacent Operational Map hexes and to adjacent "Berlin City Hexes" on the Berlin City Map. However, the ZOC of a unit on a Berlin City Hex extends to adjacent Berlin City Hexes, but does not extend to adjacent Transition Hexes.
The ZOC of a unit on an Operational Map hex adjacent to a Transition Hex extends to all adjacent Operational Map hexes and to adjacent Transition Hexes.
Example: the ZOC of a unit on hex 1320 (a Berlin City hex) extends to hexes 1219, 1220, 1321 and 1420 (all City hexes), but not to 2420 (a Transition Hex). The ZOC of a unit on Transition Hex 2420 (defence 3) extends to hexes 2320 and 2421 (both Transition Hexes), to 2419, 2520 and 2521 (Operational hexes), and to 1019, 1119, 1219, 1320 and 1420 (City hexes). The ZOC of a unit on Operational hex 2419 extends to hexes 2319, 2418, 2519 and 2520 (Operational hexes), and to 2320 and 2420 (Transition Hexes).
4.26
The ZOC of a unit does not extend across a full sea or lake hexside to the far side. Note that the Spree River hexsides on the Berlin City Map (except where a bridge crosses them) are regarded as "full sea/lake hexsides" in all respects, whereas the Spree River on the Operational Map is regarded as an ordinary "major river hexside".
Also, Spree River hexsides on the Berlin City Map where a bridge crosses are regarded as river hexsides.
4.27
A unit in the disrupted state (6.66) temporarily loses the effect of its ZOC. To show this, the disruption marker carries a small triangle in its upper-right corner. Also, a disrupted unit that is not in enemy ZOC at the start of its movement may not move into an enemy ZOC hex.
4.28
The presence of a friendly unit (note that this is not a friendly ZOC) cancels the effect of an enemy's weak ZOC only for the purposes of retreat (6.63) and supply (8.15). However, for movement (5.22) it does not cancel enemy ZOC.
The effect of an enemy's strong ZOC cannot be cancelled in any way by the presence of a friendly unit.
5.0 Movement
In any friendly movement phase, the player may move the friendly units entitled to move in that phase, within certain limits. A moving unit proceeds one hex at a time along adjacent hexes, spending movement points (exception: 5.62). Within its movement points a unit may change direction freely.
Soviet units that are moving may also carry out an attack called an overrun, if the conditions are met (see 7.0). However, overruns may only be carried out on the Operational Map; overruns against Berlin City hexes are not allowed. German units never carry out overruns.
5.1 Movement Procedure
5.11
During a friendly movement phase, the player may move some or all of the units entitled to move. Units entitled to move are moved one unit at a time, each spending its own movement points.
5.12
Unit movement is based on a value called movement points. When spending movement points, attention must be paid to the terrain of the hex being entered and the terrain of the hexside crossed. The movement-point cost of each terrain type differs between foot units and vehicle units; these costs are listed on the Terrain Effects Chart.
Example: a foot unit entering an adjacent city hex must spend 2 movement points. Also, a vehicle unit entering a forest hex across a minor river hexside must spend 4 movement points (2 for the minor river and 2 for the forest).
5.13
A unit may move only once in one movement phase. However, note that a unit may in some cases move more than once in one Game Turn (see 5.16 and 5.17).
5.14
A unit may not transfer unused movement points to another unit, nor carry them over to the next Game Turn.
5.15
When the player's hand leaves a unit that is moving and the movement of another unit begins, the movement of the earlier unit is regarded as complete for that movement phase.
5.16
In the German Counter-Move Phase, the German player may move some of his vehicle units that are not in Berlin City hexes or in enemy ZOC (see 5.5).
In the Soviet Breakthrough Movement Phase, the Soviet player may move again as many of his vehicle units as he wishes that are not on the Berlin City Map (including Transition Hexes) and not in enemy ZOC (they may be adjacent to enemy units that exert no ZOC).
5.17
Units of both sides on the Berlin City Map (including Transition Hexes) may move during the friendly Normal Movement Phase.
Soviet units on the Berlin City Map (including Transition Hexes) may also move again in the Soviet Siege Movement Phase. A unit moving in the Soviet Siege Movement Phase may be a unit that moved from the Operational Map into a Transition Hex during the Soviet Movement Phase of the same Game Turn (note 5.45).
5.18
When a Soviet unit bearing a Delay marker moves in a friendly movement phase, the marker is turned over at the moment that unit begins to move, and the unit immediately (before moving) loses movement points equal to the number printed on the marker (see 6.8).
Example: if a unit's movement allowance is 5 and the number on the marker is "−2", that unit may move only 3 movement points in that movement phase (only).
5.19
Soviet units that are out of supply or disrupted may spend only half their movement points in each movement phase (fractions rounded up) (see 8.1).
5.2 Movement Restrictions
5.21
A moving unit may not enter a hex occupied by an enemy unit (exception: 7.0, overrun).
5.22
When a moving German unit enters a hex in an enemy strong ZOC, it must stop there immediately. That unit may not move any further in the same movement phase.
When a moving unit enters a hex in an enemy weak ZOC, it need not stop immediately, and if it still has movement points remaining it may continue to move. However, when leaving a hex in an enemy weak ZOC, it must spend 3 additional movement points on top of the movement points required by the terrain of the hex it enters.
A unit may move directly from an enemy weak ZOC into another enemy ZOC (strong or weak).
A German unit that was in an enemy strong ZOC at the start of its movement may leave it by spending 3 additional movement points on top of the movement points required by the terrain of the hex it enters. In this case, the hex it moves into may be in an enemy weak ZOC, but may not be in an enemy strong ZOC. In other words, a unit may not move directly from one enemy strong ZOC into another enemy strong ZOC (although it may enter a hex that is not in a strong ZOC and then enter another enemy strong ZOC).
Also, a unit may not move directly from an enemy weak ZOC into another enemy weak ZOC across a major river hexside.
5.23
A unit with a movement allowance of 1 or more (including disrupted units) may move at least one hex during a friendly Normal Movement Phase (not counter-move, breakthrough or siege movement). In this case, it may move out of enemy ZOC, but it may not move directly from one enemy strong ZOC into another enemy strong ZOC. It may move from an enemy strong or weak ZOC into another enemy weak ZOC.
5.24
A unit passing through a hex occupied by other friendly units does not need to spend any additional movement points for those friendly units. Also, the ZOC of a unit has no effect on the movement of friendly units.
5.25
In one movement phase there is no limit to the number of units that may pass through a hex. However, the number of units in a hex at the end of a movement phase must be within the stacking limit (see 4.1).
5.26
Units of both sides on the Operational Map may, while moving, enter the North German Plain (NGP) Box, which lies outside the map, from a hex bearing a red arrow (→) (for example, hex 0316). In this case the unit is regarded as having entered a plain hex that exists off the map adjacent to the red-arrow hex, and thereby moved into the NGP Box. Units leaving the map from hexes 0516, 0616 and 1518 may use the road movement benefit.
Once a unit has entered the NGP Box, it may not return to the Operational Map or the Berlin City Map.
5.27
Soviet units may not move, retreat or advance after combat across the Front boundary hexsides printed on the map (for example, the hexside between hexes 1113 and 1213).
However, the boundary between the 1st Belorussian Front and the 1st Ukrainian Front is only the line running from the hexside of hexes 2520/2521 to the eastern edge of the map. Note that there is no boundary line north or west of it.
5.28
Units may not move off the map, except when entering the NGP Box, and may not cross full sea or lake hexsides.
Also, units whose printed movement allowance is zero may in no case move, retreat or advance after combat.
5.29
Soviet supply depot units may move only across hexsides that have a railroad. Each hex moved into costs 1 movement point (the terrain is ignored, including major river hexsides), but this movement is not regarded as railroad movement (5.6). Soviet supply depot units may not enter enemy ZOC or enter the NGP Box while moving.
5.3 Terrain Effects on Movement
5.31
Movement-point costs for the terrain of a hex and for the terrain of a hexside accumulate. For example, when a vehicle unit moves across a major river hexside into a forest hex, it must spend 7 movement points in total: 2 for the forest and 5 for the major river.
5.32
If the hexside crossed while moving is a road hexside, the unit may ignore the terrain of the entered hex (and of that hexside) and pay only the movement cost of the road (exception: 5.33). This benefit applies only when the road runs along the hexside being crossed; merely having a road in the destination hex does not allow use of this benefit.
Note that the road benefit may not be used when carrying out an overrun (7.0), or when moving from one enemy weak ZOC into another enemy weak ZOC.
5.33
If, at the start of the German Movement Phase, no Soviet unit (and no Soviet Occupied marker) is on the Berlin City Map (including Transition Hexes), the German player may treat a total of eight Transition Hexes that are connected to each other by roads as road hexes, and use them for movement. In this case a unit that enters a Transition Hex by road movement need not stop there, and may continue moving on the Operational Map.
However, if even one unit is on the Berlin City Map (or if at least one Soviet Occupied marker is placed on any Transition Hex), the German player may not use this benefit. Note that these conditions change during the game.
5.34
When a Soviet unit moves from an Operational hex into a Transition Hex, it may use the road benefit. A German unit making such a move may use the road benefit only if the hex it enters has no Soviet Occupied marker on it.
5.35
The railroad lines drawn on the Berlin City Map are not regarded as railroads. They confer no movement benefit and may not be used for railroad movement (5.6) (but see 5.68).
5.36
The Spree River drawn on the Berlin City Map is regarded as a full sea/lake hexside for all purposes of movement and combat. However, only hexsides crossed by a bridge are regarded as river hexsides in all respects.
5.37
The additional movement cost of field fortifications (+1) is paid only by Soviet units. German units need not pay it.
5.4 Movement Between the Maps
5.41
A unit that enters a Transition Hex from an Operational hex without using a road or railroad must spend 3 movement points, regardless of the terrain of that hex. This applies to both foot units and vehicle units.
5.42
A unit occupying a Transition Hex is regarded as occupying, at the same time, the Transition Hex on the Operational Map and the Transition Hex on the Berlin City Map. A unit may not enter a Transition Hex occupied by an enemy unit, nor carry out an overrun into one.
5.43
When moving from a Transition Hex to an Operational hex during a friendly movement phase (for vehicle units this includes a friendly counter-move or breakthrough movement phase), no additional movement-point cost is required (see 5.44). When moving from a Transition Hex to a "Berlin City hex" during the friendly Siege Movement Phase, no additional movement-point cost is required either.
Note that the effect of ZOC extends from a Transition Hex into a Berlin City hex, but ZOC does not extend from a Berlin City hex into a Transition Hex (see 4.25).
5.44
A unit that moves from an Operational hex into a Transition Hex must end its movement for that phase there (exceptions: 5.33 and 5.68).
5.45
No unit may move from a Berlin City hex into a Transition Hex. That is, once a unit has been committed to the city hexes, the player can never withdraw that unit from the street fighting in Berlin.
5.46
A unit in a Transition Hex may not move into an Operational hex during the Soviet Siege Movement Phase.
5.47
When a Soviet unit enters a Transition Hex, a Soviet Occupied marker is placed on that hex. This marker remains even after the Soviet unit that entered has moved on to another hex. It has no effect on German unit movement; however, if a German unit enters a hex on which only a Soviet Occupied marker is placed, the marker is immediately removed.
5.48
In the Soviet Normal Movement Phase and the Soviet Siege Movement Phase, a Soviet tank corps, mechanized corps or cavalry corps unit in a Transition Hex that wishes to enter Berlin City hexes must first be split into two Battle-group units of the same branch and one support unit (see 5.7).
5.5 German Counter-Move Phases
5.51
In each Game Turn's First German Counter-Move Phase and Second German Counter-Move Phase, the German player may move any two of his vehicle units on the Operational Map, selecting them in each phase.
5.52
When checking the conditions of 5.51, where several units with the same parent-formation symbol are stacked in the same hex, all of those (same-parent) units may be counted as "one unit".
5.53
Units that were in enemy ZOC (strong or weak) at the start of a German Counter-Move Phase, and units in the disrupted state, may not move in that phase.
5.54
Units in Berlin City hexes may not move in that phase.
5.55
German foot units may not move in that phase.
5.6 Railroad Movement (German Only)
5.61
A German unit with a movement allowance of 1 or more (except artillery regiment units with a movement allowance of 3) may, instead of normal movement, carry out railroad movement. German artillery units and German units with zero movement, and Soviet, Polish and American units, may not carry out railroad movement.
5.62
A unit carrying out railroad movement may not leave a railroad hex from the start of its movement phase until the end. That is, a unit moving by railroad may move only along a continuous line of railroad during that phase.
5.63
A unit that was in enemy ZOC at the start of a movement phase may not carry out railroad movement. Also, a unit moving by railroad may not enter a railroad hex in enemy ZOC while moving.
5.64
There is no limit to the number of railroad hexes (the distance) that a unit may cover by railroad movement in one movement phase.
5.65
Railroad movement may be carried out only during the German Normal Movement Phase. No railroad movement at all is carried out during the German Counter-Move Phases or the Siege Movement Phase.
5.66
A railroad line that passes through the hexside connecting a Transition Hex and an Operational hex may be used for railroad movement, unless enemy ZOC extends over it. That is, a unit moving by railroad may enter a Transition Hex from an Operational hex, or enter an Operational hex from a Transition Hex, and a unit that starts its phase in a Transition Hex may move by railroad into an Operational hex.
5.67
During his Normal Movement Phase, the German player may move up to four of his units by railroad. In this case, division-, regiment- and brigade-size vehicle units count as two units for railroad movement only.
If a German reinforcement enters the map, and its entry hex has a railroad, it may be brought onto the map by railroad movement. However, the 344th Infantry Division, which enters by railroad in the second Game Turn, is not counted toward the railroad-movement limit (see 9.16); other reinforcement units that enter the map by railroad are counted toward it.
5.68
If, at the start of the German Normal Movement Phase, no Soviet unit (and no Soviet Occupied marker) is on the Berlin City Map (including Transition Hexes), the German player may treat the eight Transition Hexes connected to each other by railroad as railroad hexes, and use them for railroad movement. In this case, a unit that enters a Transition Hex by railroad movement need not stop there, and may continue railroad movement on the Operational Map.
However, if even one unit is on the Berlin City Map (or if at least one Soviet Occupied marker is placed on any Transition Hex), the German player may not use this benefit. Note that these conditions change during the game.
5.69
The railroad lines drawn on the Berlin City Map were, during this battle, mostly destroyed or cut by the bombing of the Western Allied air forces. These "railway pictures" are therefore not regarded as railroads in any respect, and confer no movement benefit.
Also, railroad lines on the Operational Map do not cancel the terrain effects of major river or river hexsides that they cross.
5.7 Splitting Soviet Corps Units
5.71
A Soviet corps-size vehicle unit may not enter a Berlin City hex as it is. To move into a Berlin City hex, a corps-size unit must be "split" into Battle-group units and support units as follows.
5.72
In the Soviet Normal Movement Phase and the Soviet Siege Movement Phase, when a Soviet corps-size vehicle unit in a Transition Hex is to be moved into a Berlin City hex, the Soviet player first replaces the corps unit with two Battle-group units and one support unit of the same branch and status (Guards formation or ordinary formation). He then moves these three units into the Berlin City hex, one at a time.
5.73
Each corps unit may be split into two Battle-group units with the same unit name, as follows:
- Guards Tank Corps (20-18-8) = 9-4-9 Battle group + 9-3-9 Battle group
- Guards Mechanized Corps (19-19-8) = 9-5-9 Battle group + 9-4-9 Battle group
- Guards Cavalry Corps (14-10-7) = two 6-2-8 Battle groups
- Tank Corps (18-16-8) = two 7-3-9 Battle groups
- Mechanized Corps (19-19-8) = two 7-4-9 Battle groups
5.74
In addition to the two Battle-group units above, one support unit is added for each corps unit. There are three types of support unit: heavy tank regiment, heavy self-propelled gun regiment and heavy artillery brigade.
5.75
Each time the Soviet player splits a corps, he selects any one support unit and places it in the same Transition Hex as the two Battle-group units. He may choose freely among the available support units. However, a support unit that has been committed to the map and destroyed may not be used again for the rest of the game.
5.76
Once Soviet Battle-group and support units have moved into Berlin City hexes, they may never again enter a Transition Hex by movement, retreat or advance after combat.
5.77
When a Soviet corps-size vehicle unit that has already lost one step (and has been flipped to its reduced side) moves from a Transition Hex into a Berlin City hex, it is replaced by one of the two Battle-group units indicated in 5.73 and one support unit.
5.78
Once a Soviet support unit has moved into Berlin City hexes, it leaves the Battle-group unit with which it entered, and may stack with another Battle-group unit. Support units have no parent front.
5.79
When a Soviet Rifle Corps unit enters Berlin City hexes, it is not split. Rifle Corps units are not assigned support units, and may not stack with support units.
6.0 Combat
In a friendly combat phase, the player may use his units to attack adjacent enemy units. This is called an attack. The phase player freely decides whether to make each individual attack.
In resolving combat, regardless of the overall situation on the map, the player carrying out the combat phase's procedure (the phase player) is called the attacker, and the opposing player is called the defender.
6.1 Units That May Attack
6.11
Combat, in principle, takes place only during combat phases (exception: 7.0, overrun). Combat takes place only between units of both sides that are adjacent to each other.
6.12
A player is never forced to carry out an attack against an enemy unit. For example, when an attack is made against a defending unit that is adjacent to several attacking units, the attacking player decides which units take part in the attack. Units that do not take part in an attack are not affected by that combat.
6.13
A defending unit in a hex may be attacked from any of the six surrounding hexes (but see 6.16). However, units in Berlin City hexes may in no case attack enemy units in Transition Hexes.
6.14
An attacking unit may attack only once during one friendly combat phase (in the case of the Soviet player, also the Soviet Siege Combat Phase). Also, a defending unit is attacked only once during one enemy combat phase (exception: 7.0, overrun).
6.15
A unit with zero attack strength may not make any attack. The German Hitler unit and the Soviet supply depot units may not make any attack, but have a defence strength of 1.
6.16
Combat between the two sides also takes place on the Berlin City Map. However, no unit may attack across a full sea or lake hexside. The Spree River printed on the Berlin City Map is regarded as a full sea/lake hexside in all respects, but the hexsides crossed by a bridge are regarded as river hexsides in all respects.
6.17
Units that are out of supply have their attack and defence strengths halved (fractions rounded up).
6.18
Units of the Soviet 2nd Belorussian Front (2BF) may not make any attacks in the first and second Game Turns.
6.19
Several units belonging to different fronts may make a single attack against the same German unit across a Front boundary hexside. However, when applying the combat result, those Soviet units may not retreat or advance after combat across a Front boundary hexside.
6.2 Combat Involving Multiple Units
6.21
When several defending units in the same hex are attacked, their defence strengths are added together and they must be attacked as a single entity. That is, the attacker cannot attack the enemy units in such a stack individually.
6.22
A unit stacked in the same hex as a unit making an attack need not take part in the same attack. It may take part in an attack against another enemy unit, or make no attack at all.
6.23
A single attack targets only one enemy unit or stack, in one hex. Therefore, even if all the attacking units are adjacent to all the defending units, enemy units in several hexes cannot be attacked at the same time.
6.24
The attack strength or defence strength of a unit may not be divided and used separately. For example, a unit with attack strength 5 may not be split into 2 and 3 to attack two different hexes.
6.25
A unit on a Transition Hex may attack adjacent Transition Hexes, Operational hexes and Berlin City hexes. However, a unit in a Berlin City hex may in no case attack enemy units in Transition Hexes.
6.3 Resolving Combat
Each individual combat is resolved as follows.
-
The attacker declares all the friendly units taking part in the attack, and the hex that is the target of the attack.
-
The attacker adds together the attack strengths of all the friendly units taking part in the attack. The defender adds together the defence strengths of all his units in the target hex.
-
The two totals are compared and converted into a simple ratio, which is then matched to a column of the Combat Results Table. In doing so, all fractions are rounded in favour of the defender.
Example: if the attack strength total is 12 and the defence strength total is 5, the ratio is 10:5 = 2:1, and the attacker's remaining 2 points of attack strength are dropped.
-
Two different Combat Results Tables are used in this game. The Soviet Combat Results Table is used to resolve attacks made by the Soviet forces, and the German Combat Results Table is used to resolve attacks made by the German forces (exception: 9.3, German 12th Army).
-
Check the terrain of the defender's hex and apply the combat modifiers for that terrain. Combat modifiers are applied by shifting the odds column of the ratio calculated in step 3 to the left or to the right. Individual combat modifiers accumulate.
Example: if the ratio calculated in step 3 is 2:1 and the total combat modifier is "shift 2 columns left", the 1:1 column is used to resolve the combat. A ratio lower than 1:3 is resolved as 1:3, and a ratio higher than 8:1 is resolved as 8:1.
-
The attacker rolls one six-sided die, and the combat result is the entry at the intersection of the die roll and the final odds column.
The result of each combat is applied immediately, before the procedure for the next combat begins.
Note that the results on the Soviet Combat Results Table and on the German Combat Results Table differ in content.
- Combats are resolved one at a time. The attacking player may decide the order in which the attacks made during a combat phase are resolved.
6.4 Combat Modifiers
6.41
The terrain of the defender's hex may affect how a combat is resolved. The effect of each terrain type is listed on the Terrain Effects Chart.
6.42
The column used for the odds ratio depends on the terrain of the defender's hex. On the Soviet Combat Results Table, the column to be used for each terrain type is indicated. On the German Combat Results Table, all terrain other than clear terrain is resolved using the "non-clear terrain" column.
6.43
If the defender is German and the defending hex shows a fortification picture, the odds column may be shifted one column to the left. This benefit applies only when the defender is German. When a Soviet unit defends in a fortified hex, it gains no combat modifier.
6.44
If all the attacking units attack across a major river hexside, the defender may shift the odds column three columns to the left.
If all the attacking units attack across river hexsides (or some attack across a major river and all the rest across river hexsides), the defender may shift the odds column one column to the left.
6.45
If even one attacking unit attacks across a hexside that is neither a river nor a major river, the combat modifier of 6.44 does not apply.
For example, if Soviet units in hexes 1611 and 1711 attack a German unit in hex 1712, the hexside between 1711 and 1712 is clear, so the German player may not apply the major river combat modifier.
6.46
When the Soviet player attacks in the Soviet Combat Phase of the first Game Turn, and an Artillery Support marker is placed on the defending unit, the odds column may be shifted three columns to the right (see 6.9).
6.47
All these combat modifiers accumulate.
6.48
When modifying the odds ratio, the ratio is first calculated as in step 3, and the right or left shifts are then applied to it.
Example: if the attack strength total is 10 and the defence strength is 1, and a two-column left shift is applied, the result is not "10:1 → 8:1" but "8:1 → 6:1".
6.48 (second rule with this number in the original)
For a German attack, if the ratio calculated in step 3 (that is, before modifiers are applied) is below the leftmost column of the Combat Results Table, the attack may not be made.
(The original rulebook numbers both of the above rules "6.48"; the numbering is reproduced as printed.)
6.5 Combat Results
6.51
Combat results are shown as combinations of letters and numbers. However, the Soviet and German Combat Results Tables differ in the meaning of each result.
The results "A" and "D" refer to the attacker and the defender respectively.
6.52
On the Soviet Combat Results Table, a result shown as a number (1 to 3) is the number of steps (strength levels) the side indicated must lose. The owning player chooses which units take the step losses.
Soviet and Polish corps-size units, and American division-size units, have two steps (a front side and a back side). When a unit on its front side loses one step, it is immediately flipped over. All other units (including all German units) have only one step. When such a unit (or a corps unit on its back side) loses one step, it is immediately regarded as destroyed and removed from the game.
If the units taking part in a combat are all destroyed before all the specified step losses have been applied, the step losses that were not applied are ignored (but note 6.75).
6.53
On the Soviet Combat Results Table, when a numerical result is followed by an "R", all surviving units of the side indicated must immediately retreat two hexes (note 6.61).
If, for any reason, a two-hex retreat cannot be made, the stack that must retreat is regarded as having satisfied the result for "one hex of retreat" by losing one step from the retreating stack (the unit losing the step is chosen by the opposing player).
However, where a hex to retreat into exists, an "R" result must be satisfied by retreat as far as possible. The opposing side may then advance after combat (6.7): vehicle units up to 2 hexes, and foot units 1 hex.
6.54
On the Soviet Combat Results Table, an "E X" result means that one step is lost by each of the units that took part in the combat. Surviving units on both sides may not retreat or advance after combat.
6.55
On the Soviet Combat Results Table, a "D E" result means that all the defending units are destroyed and immediately removed from the map.
The attacker may advance after combat (6.7): vehicle units up to 3 hexes, and foot units 1 hex.
6.56
On both the Soviet and the German Combat Results Tables, a "–" result means that no loss was inflicted on either side's units.
6.57
On the German Combat Results Table, an "AR" result means that all the German units that made the attack must retreat two hexes, by the hand of the Soviet player.
If, for any reason, a two-hex retreat cannot be made, the stack that must retreat is regarded as having satisfied the result for "one hex of retreat" by losing one step from the retreating stack (the unit losing the step is chosen by the Soviet player).
The defending Soviet units may advance after combat: vehicle units up to 2 hexes, and foot units 1 hex.
6.58
On the German Combat Results Table:
- A "*" result means that one delay marker is placed on the target defending Soviet unit.
- A "**" result means that two delay markers are placed on the target defending Soviet unit.
- A "**R" result means that two delay markers are placed on the target unit, and a two-hex retreat must be carried out by the German player.
- A "**1" result means that two delay markers are placed on the target unit, and one step is lost.
- A "**1R" result means that two delay markers are placed on the target unit, one step is lost, and a two-hex retreat must be carried out by the German player.
6.59
The Soviet side begins the game with 12 Support Points. When Soviet units are forced to lose steps, the Soviet player may satisfy a numerical combat result by spending the same number of Support Points. In this case, if at least one Support Point remains, the numerical result must be satisfied by spending points.
The number of Support Points the Soviet player holds is recorded by the Soviet Support Point marker on the Soviet Support Points and Bonus VPs Track on the map.
Once the Soviet player has used up all his Support Points, from then on he must apply the numerical results and the "E X" results entirely by unit step losses.
6.6 Retreat
6.61
A retreat is always applied in units of two hexes. A retreat is always carried out by the hand of the owning player of the units, who may choose which hex to retreat to.
However, when applying the result of a German attack, the retreat is carried out by the hand of the opposing player, who chooses the hex to retreat to (within the limits of 6.62 and 6.63).
6.62
Every unit that retreats must retreat two hexes (but note 6.53). That is, unlike step losses, each unit must retreat two hexes individually. Units that were stacked together at the time of combat may be retreated to different hexes.
A unit that retreats immediately receives one disruption marker (see 6.66). A unit that already has a disruption marker when it begins to retreat may not retreat into a hex in an enemy weak ZOC that is not occupied by friendly units.
6.63
A retreating unit may not retreat into a hex occupied by an enemy unit, or into an enemy strong-ZOC hex (whether or not friendly units are present).
If a retreating unit enters an enemy weak-ZOC hex that is not occupied by a friendly unit, it must lose one step for each hex of enemy ZOC it retreats through. Steps lost in this way are not regarded as satisfying the numbers of the combat result.
Also, when such a retreat is two hexes or more, the retreating unit loses one step each time it retreats through one hex of enemy ZOC.
However, when a stack retreats through an enemy weak-ZOC hex, it is enough for the stack as a whole to lose one step per hex.
As in movement (see 5.26), a unit may retreat through a hex bearing a red arrow into the NGP Box. However, a unit may not otherwise retreat off the map, and once a unit has retreated into the NGP Box it may not return to the Operational Map or the Berlin City Map. Furthermore, a unit may not retreat across a hexside that it could not cross in ordinary movement.
During a retreat, units may temporarily exceed the stacking limit (see 4.1), but at the end of the retreat they must be within the stacking limit.
6.64
A retreat resembles movement, but no movement points are spent. Also, a unit retreating two hexes is not regarded as having retreated two hexes unless its destination hex is two hexes away from the hex it started from.
Furthermore, when an attacking unit retreats, it must end its retreat in a hex that is not adjacent to the hex occupied (or formerly occupied) by the defending unit. When a defending unit retreats, it may end its retreat in a hex adjacent to one of the attacking units.
6.65
After a unit has retreated into a hex occupied by a friendly unit, if that hex is attacked by the enemy in the same combat phase, the defence strength of the retreated unit is not included in the calculation of the odds ratio. Also, if any combat result is inflicted on the friendly side in that combat, the unit that retreated into the hex is destroyed before that result is applied.
6.66 Disruption
A unit that retreats as the result of combat automatically becomes disrupted. A disruption marker is placed on a disrupted unit to show this state. Even if disruption results accumulate two or more times, the effect does not change, and no additional penalty is incurred.
A disrupted unit recovers automatically at the end of the Supply and Reinforcement Phase of each Game Turn, and its disruption marker is removed immediately. Recovery from disruption is not affected by supply status or enemy ZOC; a unit in any state recovers automatically.
6.67
A disrupted unit may not make attacks, but its defence strength is unchanged. It may also move in the friendly Normal Movement Phase, using half its movement allowance (fractions rounded up).
A disrupted unit loses its ability to exert ZOC on adjacent hexes, and may not move at all during the Counter-Move, Breakthrough or Siege Movement Phases. A disrupted unit may not carry out an overrun or advance after combat, and German disrupted units may not carry out railroad movement either.
6.68
A unit that begins a retreat from an Operational hex may retreat into a Transition Hex that has no enemy unit in it. In this case the unit stops its retreat there, and need not retreat any further. If it has not yet applied all the numerical results, the remaining numerical results may be ignored (they need not be satisfied by step losses).
A German unit that begins a retreat from a Transition Hex may, as long as the other conditions are met, retreat into an Operational hex, another Transition Hex, or a Berlin City hex. A Berlin City hex counts as "one hex" for retreat purposes. However, a Soviet unit that begins a retreat from a Transition Hex may retreat into an Operational hex or another Transition Hex, but may not retreat into a Berlin City hex.
A unit that begins a retreat in a Berlin City hex may retreat only into other Berlin City hexes; it may not retreat into a Transition Hex.
6.69
Retreat resembles movement, but no movement points are spent. However, a unit whose printed movement allowance is zero may not retreat. Such units (only) ignore an "R" result, and remain in their hex.
6.7 Advance After Combat
6.71
If, as the result of applying a combat result, all the units of one side either retreat or are destroyed, and the hex they occupied is left empty, the opposing player may move some or all of the friendly units that took part in that combat into the vacated hex. This is called an advance after combat.
An advance after combat resembles movement, but no movement points are needed. However, units with zero movement, and disrupted units, may not advance after combat.
6.72
If, as the result of combat, one side's units have retreated, a unit that advances after combat may advance along the hexes into which the enemy units retreated. These hexes are called the retreat path.
6.73
An advance after combat is not compulsory, but the decision to advance and the advance itself must be made before the procedure for the next combat begins. Also, a unit that has advanced after combat may not attack or defend in that combat phase, even if it becomes adjacent to another enemy unit.
6.74
When a defending unit has retreated two hexes, the attacking vehicle units may advance up to two hexes, and the attacking foot units one hex. However, the first hex of advance must be the hex that the enemy unit occupied, and the second and third hexes of advance by vehicle units must be retreat-path hexes (if there are several, any of them).
If the attacking unit has retreated, the defending units, whether vehicle or foot, may advance after combat into the hex that the attacker occupied, but may not advance two or more hexes.
6.75
When a defending unit is destroyed and removed by a "D E" result, the attacking vehicle units may advance up to three hexes, and the attacking foot units one hex. In this case, the second and third hexes of advance by vehicle units may go in any direction, provided the hexes are ones they may move into.
When enemy units are destroyed by a numerical result, the number of hexes that the attacking vehicle units may advance is limited to the difference between the numerical result and the number of steps actually applied as step losses (at least one hex may always be advanced). Foot units may advance one hex.
6.76
A unit making an advance after combat may ignore enemy weak ZOC when advancing. However, when an advancing Soviet vehicle unit enters an enemy ZOC hex at its second hex or beyond, it must stop there.
Also, when a Soviet vehicle unit makes an advance after combat, if it enters a hex of fortification, built-up area, major city, small city, or marsh, or a Transition Hex, it must stop there, even if this is the first hex of its advance (because mopping-up operations are required).
6.77
A unit making an advance after combat may cross a major river hexside when entering its first hex, but it must stop there, even if this is the first hex of its advance.
Also, when a vehicle unit makes its second or third hex of advance after combat, it may not cross a major river hexside unless a road is present.
6.78
A unit advancing after combat during a combat phase may advance into Transition Hexes, but may not advance into Berlin City hexes.
A unit advancing after combat during a Siege Combat Phase may not advance into Transition Hexes or Operational hexes.
6.79
No advance after combat is carried out in the resolution of an overrun (see 7.43).
6.8 Delay Markers
6.81
This game contains 28 Delay markers in total. These markers are applied to Soviet units as a result of German attacks.
6.82
At the start of the game, the Delay markers are placed in an opaque container and thoroughly mixed. Then, when a German attack results in "*" against the defender, one Delay marker is placed on the target Soviet unit; when the result is "**", two Delay markers are placed. The German player draws the markers from the container at random, without looking at their reverse side, and places them on the Soviet unit that was the target of the attack.
6.83
A Soviet unit bearing Delay markers must, in the Soviet Normal Movement Phase of the next Game Turn, at the moment it begins to move, turn over its marker and spend movement points equal to the number shown on it before it moves. If, by spending movement points equal to the number on the marker, the unit can no longer move into an adjacent hex, the unit is regarded as having completed its move at that point.
If two Delay markers are placed on a unit, the two numbers are added together and subtracted from its movement allowance. If the remaining usable movement points become zero as a result of subtracting the numbers on the markers, the unit may not move in that movement phase. However, if one or more movement points remain, the unit may move at least one hex in accordance with 5.23.
6.84
Turning over Delay markers is carried out separately for each Soviet unit that moves. It is not permitted to turn over all the markers on all the Soviet units "all at once" before moving the units.
6.85
A Delay marker placed on a Soviet unit is removed from the unit at the moment it is turned over in the Soviet Normal Movement Phase of the next Game Turn, and is returned to the container. At this time, all Delay markers placed on units that did not move (that is, units that still bear unrevealed markers) are also removed and returned to the container.
A marker that has been used is reused as many times as necessary.
6.9 Artillery Support Markers
6.91
The Soviet player has a total of four Artillery Support markers (see the Soviet deployment chart). When the initial deployment is made, each Artillery Support marker is placed on top of any corps unit belonging to the same army.
6.92
A corps unit bearing an Artillery Support marker may, when it attacks in the Soviet Combat Phase of the first Game Turn, shift its odds column three columns to the right.
6.93
Even when Soviet corps units of adjacent armies take part in the same attack, only one Artillery Support marker may be applied to a single attack.
6.94
Artillery Support markers are used only in the Soviet Combat Phase of the first Game Turn, and are removed from the game at the end of that phase.
7.0 Overrun (Soviet Only)
In a friendly movement phase, the Soviet player may have a moving friendly unit (or stack) carry out an overrun. An overrun is a kind of combat that takes place during movement, and refers to an attempt to break into a hex containing enemy units.
If the enemy unit(s) in the target hex retreat or are destroyed, the overrun succeeds. In that case the unit (or stack) that carried out the overrun automatically enters that hex, and if it has movement points remaining, it may continue moving from there.
Although an overrun resembles combat in many respects, it is regarded as a form of movement. Therefore an overrun may not be carried out across a Front boundary hexside. German players may not carry out overruns at all.
7.1 Overrun Procedure
- A unit carrying out an overrun against an adjacent hex containing enemy units must spend, in addition to the movement points required by the terrain for entering that hex, an additional 3 movement points. Even if the target enemy unit has no ZOC, the additional 3 movement points are always spent.
- The phase player adds together the attack strengths of the units (or stack) carrying out the overrun, and adds together the defence strengths of the enemy units in the target hex.
- Combat is resolved in the same way as in the combat procedure (see 6.3). However, when resolving an overrun, a ten-sided die is always used instead of the six-sided die. In addition, the overrun resolution applies modifiers slightly different from those of ordinary combat (see 7.3).
- If the enemy units in the target hex retreat or are destroyed, leaving that hex empty, the unit (or stack) that carried out the overrun immediately enters that hex. If movement points remain, it may then continue moving from there.
7.2 Limits on Overrun
7.21
Only the Soviet player may carry out overruns. In the Soviet Normal Movement Phase and the Soviet Breakthrough Movement Phase, overruns may be carried out only against enemy units on Operational Hexes and Transition Hexes. In other words, overruns against Berlin City hexes are not allowed.
7.22
If several enemy units are in the target hex, one overrun attacks all of those units. However, one overrun may not attack units in more than one target hex.
When carrying out an overrun, the ZOC of enemy units adjacent to the target hex may be temporarily ignored. In other words, an overrun may be carried out as a direct move from one enemy weak ZOC into another enemy weak ZOC.
7.23
In one movement phase there is no limit to the number of overruns that may be carried out against a particular target hex or enemy unit. Nor is there a particular limit on the number of overruns a unit may make in one movement phase.
Note, however, that to carry out one overrun, 3 additional movement points must be spent on top of the movement points required by the terrain of the entered hex.
7.24
A moving unit may temporarily exceed the stacking limit and "pass through" a hex containing other friendly units, but it may not carry out an overrun from a hex in which the stacking limit is exceeded.
Multiple units cannot carry out an overrun together, since movement is carried out individually for each unit.
7.25
If the overrun fails to clear the enemy units from the target hex, the unit that carried out the overrun remains in the hex from which the overrun was launched, and must end its movement for that phase there. Also, if the unit that carried out the overrun retreats, it ends its movement for that phase there, regardless of any movement points remaining, and becomes disrupted there.
7.26
If the enemy units in the target hex retreat or are destroyed, leaving the hex empty, and the unit (stack) that carried out the overrun did not retreat, it immediately enters that hex. Then, if no combat result has been applied to the attacker and it still has movement points, it may continue moving from there. If the result against the attacker is other than "–", the moving unit must end its movement there.
If the overrun result is "E X", then after losses have been applied to both sides and the target hex is empty, the unit that carried out the overrun enters the vacated hex and stops moving there.
7.27
When a successful overrunning unit (stack) enters the vacated target hex, no additional movement points are required, and the effect of enemy ZOC may be ignored. However, unlike an advance after combat, the successful overrunning unit (stack) must necessarily enter the vacated target hex.
Defending units that survive an enemy overrun may not advance after combat, even if the overrunning unit is destroyed or retreats.
7.28
A unit that is out of supply may carry out an overrun with its halved attack strength and halved movement allowance. However, a disrupted unit may not carry out an overrun.
7.29
An overrun may not be carried out across a major river hexside (whether or not a road or railroad crosses it), nor against small-city, major-city, mountain or marsh hexes, nor against Transition Hexes, nor against hexes into which the unit is prohibited from moving.
When calculating the movement points needed to enter an enemy-occupied hex during an overrun, the road benefit (see 5.32) may not be used.
7.3 Overrun Modifiers
7.31
If the defending German unit is in a fortification hex, the German player must, in addition to the fortification combat modifier (6.43), resolve the combat with the defence strength of all German units in that hex doubled. This benefit applies only to overruns.
7.32
If an overrun is made against a target hex on the far side of a river hexside, then in addition to the river combat modifier (6.44), the defence strength of all defending units in that hex must be doubled when resolving the combat.
7.33
All the combat modifiers described in rule 6.4 also apply in the resolution of overruns.
7.4 Retreat and Advance in Overruns
7.41
A retreating unit may retreat through a hex occupied by other friendly units in a way that temporarily exceeds the stacking limit. However, it may not end a retreat in a way that exceeds the stacking limit (see 6.63).
7.42
A defending unit that retreats from an overrun may not retreat into a hex adjacent to the unit that carried out the overrun, on either side (see Example 1 in the original rulebook, which is illustrated with a diagram).
Also, the unit that carried out the overrun may not retreat into a hex adjacent to the target hex (see Example 2 in the original rulebook, which is illustrated with a diagram).
Even if the unit that carried out the overrun is destroyed, the defending units (the side subjected to the overrun) may not advance into the vacated hex.
7.43
A unit that carried out an overrun may not advance after combat beyond the target hex, even if all the enemy units in the target hex are destroyed.
7.5 Overruns on the Berlin City Map
7.51
No overruns take place on the Berlin City Map.
7.52
A Soviet unit on a Transition Hex on the Operational Map may carry out an overrun against an adjacent Operational hex, within the limits of 7.29.
8.0 Supply and Reinforcement
In each Supply and Reinforcement Phase, the Soviet player (only) determines the supply status of his units on the map. A supplied unit may use its full combat and movement capabilities, but a unit that is out of supply has its combat and movement capabilities halved.
Also, both players may here return steps lost during the game to the map (reinforce), within certain limits.
8.1 Soviet Supply Determination
8.11
At the start of the Supply and Reinforcement Phase, the Soviet player determines the supply status of each of his units on the map, individually. A unit determined to be out of supply remains out of supply until the start of the Supply and Reinforcement Phase of the next Game Turn, even if, during a friendly movement phase, it moves to a place where it could receive supply.
A unit that is out of supply is marked with an out-of-supply marker, placed on top of it. The out-of-supply marker is removed if, in a later Supply and Reinforcement Phase, the unit is determined to be in supply.
When a supplied unit and an out-of-supply unit stack in the same hex, the supplied unit is placed on top of the out-of-supply unit.
8.12
For a Soviet unit other than a supply depot to be supplied, it must be able to trace a supply line of no more than 8 hexes in length to a Soviet supply source hex, or to a Soviet supply depot unit that is itself receiving supply from one.
In this case, a unit may trace a supply line to a supply depot unit of its own front, but may not trace one to a supply depot unit of a different front.
All the hexes on the eastern edge of the map are regarded as Soviet supply source hexes. However, in the Supply and Reinforcement Phase of the first Game Turn, only hexes whose last two digits are 01 may be used as supply sources.
8.13
For a Soviet supply depot unit to be supplied, it must be on a railroad hex that is continuously connected to a Soviet supply source (the eastern edge of the map). The railroad line for this purpose, including the hex the supply unit itself occupies, may not pass through hexes containing enemy units or enemy ZOC (even if friendly units are present).
8.14
A supply line is an unbroken string of hexes running from a unit to a friendly supply source, or to a supply depot unit of the same front. A supply line may change direction as often as desired, provided the 8-hex length limit is observed. However, it may not be traced through hexes or hexsides that the unit is prohibited from entering.
8.15
A supply line may not be traced through a hex containing enemy units, or through an enemy-ZOC hex that contains no friendly unit. However, it may be traced through an enemy-ZOC hex that contains friendly units.
8.16
A unit that is out of supply has its attack and defence strengths halved (fractions rounded up) when they are used in the resolution of combat or overrun. Also, an out-of-supply unit may use only half its movement points in each movement phase (fractions rounded up).
8.17
For a Soviet unit in a Berlin City hex to be supplied, it must first trace a supply line to any Transition Hex bearing a Soviet Occupied marker, and from there trace, in accordance with 8.12, a supply line to a supply depot unit of either front.
In this case there is no limit on the length of the supply line from the city hex to the Transition Hex, but the length from the Transition Hex to the supply depot must be within 8 hexes. In other words, if the Transition Hex bearing the Soviet Occupied marker is itself supplied, every unit that can trace a supply line of unlimited length within the Berlin City Map to that Transition Hex is regarded as supplied.
Soviet units in Berlin City hexes (corps, Battle groups and support units) may trace a supply line to the supply depot of any front (from which a supply line can be traced to that Transition Hex), regardless of their own parent formation.
8.18
Soviet units located east of the German initial deployment code (that is, the front line at the start of the game) are regarded as receiving supply for defence only (that is, they escape the penalty of halved defence strength), provided they can trace a supply line of unlimited length to the eastern edge of the map, even if they cannot trace a normal supply line.
8.2 German Supply Determination
In this game the German player does not need to determine the supply status of his units. In this period of the battle, German units suffered from chronic shortages of supply, and this factor is already reflected in the evaluation of their combat values.
8.3 Reinforcement (German Only)
8.31
In each Supply and Reinforcement Phase, the German player may return to the map steps of units lost during the game. This is called reinforcement.
8.32
If, at the start of the Supply and Reinforcement Phase, a German supply depot unit is at Jüterbog (hex 3625), and from that hex there is a supply line of unlimited length (8.14, 8.15) to any hex on the western edge of the map, the German player may select from among his destroyed units "infantry" units totalling 4 defence strength, and reinforce with them.
In this case, four units of 1-2-5, 1-1-5, 1-1-5 and 0-1-5 may be used, or the two units 1-2-5 and 2-2-5 may be used. However, Volkssturm units (8.4) and the infantry regiment units of the Russian 600th Infantry Division (9.4) may not be chosen as reinforcement units (SS infantry and Luftwaffe infantry may be chosen).
Infantry units reinforced in this way are placed immediately on the Jüterbog hex or on any hex adjacent to it. This placement must be made within the stacking limit, and units may not be placed in a hex containing Soviet units, or in a Soviet ZOC hex containing no German unit. Even if the Jüterbog hex is in Soviet ZOC, a unit may be brought on in a hex adjacent to it that is not in Soviet ZOC.
If not all the reinforcement units can be placed within the stacking limit, the excess infantry units are regarded as destroyed and are removed again (they may not be carried over to later turns).
8.33
If, at the start of the Supply and Reinforcement Phase, the Alkett self-propelled gun factory is at Spandau (hex 2324), and from that hex there is a supply line of unlimited length (8.14, 8.15) to any hex on the western edge of the map, the German player may select from among his destroyed units "armour", "assault gun" and "tank hunter" units totalling 2 defence strength, and reinforce with them.
In this case, two units of 1-1-9 and 0-1-9 may be used, or a single unit of 1-2-9. Vehicle units reinforced in this way are placed immediately on the Spandau hex. However, if the stacking limit is exceeded at that time, the excess reinforcement units are regarded as lost, and may not return to the game.
8.34
Soviet units may not receive reinforcements.
8.4 German Volkssturm Units
8.41
In each Supply and Reinforcement Phase, the German player may bring onto the Berlin City Map a number of Volkssturm (VS) units equal to the number shown in the box for the current Game Turn on the Game-Turn Record Track.
8.42
At the start of the game, a total of 25 Volkssturm units are placed in an opaque container and mixed thoroughly. Then, for each Game Turn, the number stated is drawn at random from the container and placed on the Berlin City Map.
8.43
When Volkssturm units are placed on the Berlin City Map, they may not be placed in a hex containing Soviet units, in the Führer Chancellery hex (0825), in a hex from which an unlimited-length supply line (8.14, 8.15) cannot be traced, or in a Transition Hex. (A hex in Soviet ZOC may be used even if no other friendly unit is present.) Also, additional Volkssturm units may not be placed in a manner that exceeds the stacking limit (4.1).
8.44
When Volkssturm units are brought onto the Berlin City Map, they are always placed with the "front" side up (the side on which "?" is printed in place of combat strength). Neither player may see the numbers printed on the reverse side until that unit first takes part in combat.
8.45
The first time a Volkssturm unit showing its "front" side takes part in combat (whether attacking or defending), before the odds ratio is calculated the counter is turned over to confirm the attack or defence strength to be used in that combat.
A Volkssturm unit that has once been turned to its "back" side remains on the map on its back side until the end of the game (or until it is destroyed). Destroyed Volkssturm units may not be selected for reinforcement (8.3).
Note that some units have a lower movement allowance on their back side than on their front side. Such units, once turned to the back side, move with that lower movement allowance.
9.0 Reinforcement Units
Both players receive reinforcement units during the game. Reinforcement units enter the map during the Normal Movement Phase of the relevant Game Turn, according to the entry schedule printed in the margin of the Game Map.
9.1 Entry of Reinforcement Units
9.11
Reinforcement units enter, in principle, during the Normal Movement Phase of the owning player (exception: 9.6).
9.12
Reinforcement units must enter on the Game Turn designated for them. In other words, the owning player may not delay their entry at his own discretion.
9.13
A reinforcement unit may not enter a hex containing enemy units, but it may enter a hex in enemy ZOC. If all of the designated entry hexes are occupied by enemy units, the reinforcement unit is regarded as lost and can no longer enter the game. However, such a unit is not regarded as a destroyed unit when calculating victory points.
9.14
A unit that has entered as a reinforcement may move, from the movement phase in which it entered, in the same way as any other unit.
9.15
Soviet reinforcement units are regarded as automatically receiving supply until the Supply and Reinforcement Phase of the Game Turn in which they enter.
9.16
The German 344th Infantry Division (two units), which enters as a reinforcement in the second Game Turn, enters the game by railroad movement from entry hex "SW". The entry of this reinforcement unit is not included in the limit on the number of German units that may move by railroad (5.67).
9.2 German Reinforcement Schedule
9.21
The German player receives the following reinforcements:
- Game Turn 1: 18th Panzergrenadier Division (4 units) = enters in the North German Plain (NGP) Box (see 9.22)
- Game Turn 2: 10th SS Panzer Division "Frundsberg (Frnz)" (3 units) = enters at any one of the hexes marked "S"; 344th Infantry Division (2 units) = enters by railroad from entry hex "SW" (see 9.16); Panzer-hunter battalion "Moltke" (Mltk, 1-2-9) = enters at hex 3220
- Game Turn 3: 4th SS Grenadier Division "Police" (4Pol) (2 units) = enters the NGP Box; 1st Air Force Panzer Division "Hermann Göring" (HG) (3 units) = enters at any one of the hexes marked "S"
- Game Turn 4: 27th SS Panzergrenadier Division "Langemarck" (Lang) (3 units) = enters the NGP Box
- Game Turn 5: Panzer-hunter battalion "Hitler Youth" (HJ, 0-1-7) = enters the NGP Box
- Game Turn 6: 7th Panzer Division (3 units) = enters the NGP Box
- Game Turn 7: 3rd Naval Infantry Division (3 units), 549th Volksgrenadier Division (2 units), 2nd Paratroop Brigade (1-1-5) = enter the NGP Box
9.22
A reinforcement unit directed to enter the North German Plain (NGP) Box first enters that box, which lies at the edge of the map. Whether the units in this box can then enter the map depends on the number of Soviet units in the same box.
If, at that time, the number of Soviet units in the NGP Box is equal to or greater than the number of German units, the German units in the NGP Box may not enter the map. If, however, the number of German units at that time is greater than the number of Soviet units, the German player may select units equal in number to the difference and bring them onto the map from any one of the "N" entry hexes. In this case, the units that may enter must be chosen preferentially from among the reinforcement units that entered the box during that turn.
Example: at the start of the German Movement Phase of the fourth Game Turn, there were four German units and five Soviet units in the NGP Box. The German player brought the three units of the Langemarck division into the NGP Box, so that the German units in the box totalled seven. The German player may then select two units (the difference between seven and five) from the three Langemarck units and bring them onto the map at any one of the "N" entry hexes. If the Soviet units in the box had totalled six, the German player could bring only one unit onto the map.
9.23
The North German Plain (NGP) Box has printed on it, as a guide, eight unit spaces, but there is no limit on the number of units that may enter the box.
9.3 General Wenck's 12th Army
9.31
In addition to the normal reinforcement units, the German player receives additional reinforcement units belonging to the German 12th Army.
9.32
Units with a red band across the top of the counter (eleven units in total) belong to the German 12th Army:
- Infantry Division "Ulrich von Hutten" (UvH)
- Infantry Division "Ferdinand von Schill" (FvS)
- Infantry Division "Scharnhorst" (Shst)
- Infantry Division "Potsdam" (Pots)
- Reich Labour Division "Theodor Körner" (T.Kör)
- Reich Labour Division "Schlageter" (Sgtr)
- 38th SS Panzergrenadier Division "Nibelungen" (Nib)
- 106th Panzer Brigade
- 210th Assault Gun Brigade
- Panzer Division "Clausewitz" (Clau)
- Panzer-hunter brigade "Hermann Göring" (HG)
At the start of the game these units are placed in an opaque cup and mixed well.
9.33
The German player receives four 12th Army units in Game Turn 7 and four in Game Turn 8. At the start of the German Movement Phase of the relevant turn, the German player draws the designated number of units at random from the cup containing the 12th Army units.
9.34
Additional 12th Army reinforcement units enter the map at any one of the hexes marked "W".
9.35
12th Army units that have not entered by Game Turns 7 and 8 are not used in the game.
9.36
Units of the German 12th Army may not enter Transition Hexes or Berlin City hexes by movement, retreat or advance after combat.
9.37
When German 12th Army units alone make an attack on Soviet units, the combat is resolved using the Soviet Combat Results Table, not the German Combat Results Table, and the results are applied in the form shown on the Soviet table. However, if the attacking German units are a mixture of 12th Army units and other units, the combat is resolved using the German Combat Results Table.
9.4 The Revolt of Vlasov's Russian Liberation Army
At the start of the German Movement Phase of Game Turn 2 and of each subsequent Game Turn, the German player rolls one six-sided die to determine the status of the 600th Infantry Division on the map (the ROA, Russian Liberation Army, whose branch symbols are coloured red).
- If the result is 1 to 3, the division is treated as a normal German unit.
- If the result is 4 to 6, it is regarded as the Russian divisional commander having decided to withdraw from the German chain of command, and all units of the 600th Infantry Division are removed from the map. Units removed in this way are not regarded as destroyed, but they never return to the game.
Once the 600th Infantry Division has withdrawn, the above determination is no longer made.
9.5 Soviet Reinforcement Schedule
The Soviet player receives the following reinforcements:
- Game Turn 2: 1st Guards Cavalry Corps, 7th Guards Mechanized Corps, 1st Polish Tank Corps = enter at any one of the hexes marked "SE"
- Game Turn 3: 2nd Belorussian Front (2BF) supply depot unit, 1st Guards Tank Corps, 8th Guards Tank Corps, 3rd Guards Cavalry Corps = enter at any one of the hexes marked "NE"
- Game Turn 4: 28th Army (3rd Guards Rifle Corps, 20th and 128th Rifle Corps), 1st Ukrainian Front (1UF) supply depot unit = enter at any one of the hexes marked "SE"
- Game Turn 5: 1st Belorussian Front (1BF) supply depot unit = enters at any one of the hexes marked "E"
9.6 American Units
9.71
In the Soviet Normal Movement Phase of Game Turn 6, the Soviet player may bring on a total of four American units (the 9th, 69th and 104th Infantry Divisions and the 3rd Armored Division) at any one of the hexes marked "SW".
9.72
These American units are treated as normal Soviet units, except for the following three points:
- American units may not make attacks together with Soviet and Polish units.
- American units may not move, retreat or advance after combat across the Elbe River hexside. However, they may attack German units on the far side of the Elbe River hexside.
- American units are always regarded as receiving supply.
10.0 Game Setup
The Soviet player places his initial-deployment units on the map first. All Soviet units placed on the map are placed at full strength (front side).
When the Soviet player has finished placing his units, the German player places his units. The German initial-deployment units are divided into ten groups (A, B, C, D, E, F, G, H, J and "other"). Units A to J are placed in the hexes corresponding to their respective initial-deployment codes.
10.1 Soviet Initial Deployment
10.11
The types of Soviet initial-deployment units, and the hex numbers where they are placed, are shown on the separate Soviet Deployment Chart.
10.12
Where a deployment hex number is marked with ※, the unit placed in that hex receives an out-of-supply marker (but note 8.18).
10.2 German Initial Deployment
10.21
The types of German initial-deployment units, and the hex numbers where they are placed, are shown on the separate German Deployment Chart.
10.22
Units with an initial-deployment code (A to J) are placed in the deployment area showing the corresponding letter (the hexes outlined in grey). Each hex of the deployment area must be occupied by a German unit with the corresponding initial-deployment code, or must be in its ZOC. The initial-deployment codes of German units are also printed on the reverse side of the counters.
10.3 Soviet Support Points
The Soviet player begins the game with 15 support points (see 6.59). Place support point markers on the 12 spaces of the "Soviet Support Points & Bonus VPs Track" at the map edge, and move the marker on this track each time points are spent during the game. The Soviet player receives no additional support points during the game.
Source note: the printed rulebook gives 12 support points in 6.59 but 15 support points in this section (10.3), and both are reproduced as printed. The transcriber has not changed either figure. The printed track has 12 spaces.
10.4 Markers and Cups
Place the Game-Turn marker on the "1" space of the Game-Turn Record Track at the edge of the map, and place the phase marker on the "Soviet Combat Phase" space of the Phase Track.
Prepare three opaque cups and place in them, respectively, the Delay markers (28), the German Volkssturm units (25) and the German 12th Army units (11), and mix them well.
This completes the setup of the game.
11.0 Victory Conditions
After the tenth Game Turn has ended, both players refer to the victory conditions rules to determine the outcome of the game. Each player adds up the victory points (VP) that his side has earned. The total of German VP is subtracted from the total of Soviet VP, and the resulting number is applied to the table in 11.2 to determine the winning player and his level of victory.
11.1 Victory Points (VP)
11.11
Soviet VP are earned only by occupying or controlling certain hexes on the map. German VP are earned only according to the number of German units surviving on the map at the end of the game.
11.12
When a Soviet unit enters (by movement, retreat or advance after combat) a hex that bears a VP number (a hex with a yellow hex inside it), that hex is regarded, at that moment, as having entered "Soviet occupation". A Soviet Occupied marker is placed on that hex to show this state.
Once a German unit enters (by movement, retreat or advance after combat) a hex on which a Soviet Occupied marker has been placed, the marker is removed immediately.
11.13
The Soviet player earns the indicated VP by controlling the following hexes:
| VP | Hex |
|---|---|
| 25 | Reichstag (Parliament building, 0626) |
| 15 | Potsdam (2726) |
| 5 | Reich Chancellery (Führer bunker, 0825) |
| 5 | Brandenburg Gate (0726) |
| 5 | Zoo (Tsoo) (0829) |
| 5 | Stettin (0407) |
| 10 | Frankfurt an der Oder (2908) |
| 10 | Zossen (3220) |
| 10 | Beelitz (2928) |
| 5 | Vrietzen (1812) |
| 5 | Seelow (2310) |
| 5 | Cottbus (4110) |
11.14
At the end of the game, the German player earns the following VP for each German unit that is "surviving" on the map:
| VP | Unit type |
|---|---|
| 25 | Führer unit |
| 0 | Units of the 12th Army |
| 0 | Volkssturm units |
| 1 | Infantry units (other than 12th Army), naval infantry units, anti-tank gun units, flak units, special-duty units |
| 2 | All other German units |
11.15
For a German unit (excluding the Führer unit) to be regarded as "surviving" at the end of the game, it must be able to trace a supply line of unlimited length (8.14, 8.15) to a hex on the north, west or south edge of the Operational Map that lies west of the initial-deployment codes (A to J).
For a German unit on the Berlin City Map (excluding the Führer unit), a supply line of unlimited length is first traced from the unit's hex to a Transition Hex occupied by a German unit, and from there a supply line of unlimited length must be traced to one of the map-edge hexes described above. If so, the unit is regarded as "surviving".
The Führer unit alone, regardless of supply lines, counts for victory points if it survives on the map.
When determining the supply lines for German VP, a Soviet strong ZOC may be regarded as not extending into hexes occupied by German units.
German units in the NGP Box are not regarded as "surviving" at the end of the game.
11.16 Soviet Additional Victory Points
Between Game Turns 1 and 3, if the Soviet player occupies a VP hex on the map, he may earn an additional 10 VP for each such hex. This additional VP is a flat amount, regardless of the VP number printed on the hex.
This additional VP is earned only once for each VP hex, at the moment the hex is first occupied. If the German side "retakes" the hex, the additional VP already earned by the Soviet player are not lost.
The additional VP earned by the Soviet player are shown by the Soviet Bonus VP marker on the "Soviet Support Points & Bonus VPs Track" on the map.
11.17 Meeting at the Elbe
At the end of the Supply and Reinforcement Phase of Game Turn 6 and of each later Game Turn, if a Soviet unit that is receiving supply is adjacent to an American unit (even across a major river hexside), the Soviet player may earn additional VP.
If the Soviet player succeeds in earning this VP, he places a Meeting at the Elbe marker on the corresponding turn space of the Game-Turn Record Track to show this. The additional VP that may be earned are as follows:
| Game Turn | VP |
|---|---|
| 6 | 5 |
| 7 | 4 |
| 8 | 3 |
| 9 and later | 2 |
This VP determination is made only once during the game, on the first Game Turn on which the above conditions are met. Any such event occurring later does not count toward victory points.
11.2 Victory Levels
After the total VP of both sides have been added up, the total of German VP is subtracted from the total of Soviet VP, and the difference is applied to the following table. The result shown is the outcome of the game and its level.
| Total | Victory level |
|---|---|
| 10 or less | German strategic victory |
| 11 to 20 | German operational victory |
| 21 to 30 | German tactical victory |
| 31 to 40 | Draw |
| 41 to 50 | Soviet tactical victory |
| 51 to 60 | Soviet operational victory |
| 61 or more | Soviet strategic victory |
12.0 Optional Rules
If both players agree, the following rules may also be used in play.
12.1 Berlin Underground Railway
12.11
The Berlin City Map has brown dotted lines printed on it. These lines represent the Berlin underground (U-Bahn). In the period of the battle, many underground lines ran in all directions beneath Berlin, and the Soviet forces attempted to advance through these tunnels. The following rules reflect this in the game.
12.12
When resolving combat on the Berlin City Map, if an underground line runs along the hexside between the attacking and defending units, the attacker may resolve the combat by shifting the odds column one column to the right.
12.13
The underground combat modifier may be applied by both sides. However, whether to apply it is at the discretion of the attacking player.
12.14
When resolving combat on the Berlin City Map, if the underground modifier is applied, the German player must roll one six-sided die and determine whether a demolition has taken place.
- If the result is 1 to 4, a demolition of the underground ordered by Hitler is regarded as having taken place, and the water of the Spree River or the canals is regarded as having flowed into the tunnels. From then on, until the end of the game, all effects of the underground are lost.
- If the result is 5 or 6, the demolition is regarded as having failed. In this case, each time an underground modifier is applied in resolving combat on the Berlin City Map, the die is rolled again, as many times as necessary until a demolition takes place.
12.15
If the underground is successfully demolished, a subway demolition marker is placed in the corresponding Game Turn space on the Game-Turn Record Track to show this state.
12.2 Hitler's Curse
12.21
If both players agree, the following restrictions on the actions of German units may be applied. This rule reproduces the situation that would have arisen had the commander of Army Group Vistula, Heinrici, strictly enforced Hitler's stand-fast order on the front-line units.
12.22
In Game Turns 1 and 2, German initial-deployment units that have an initial-deployment code (A to J) may not move out of the hex in which they were first placed. However, when retreating or advancing after combat, this restriction is ignored, and such units may leave that hex.
12.23
During Game Turns 1 to 4, the German player may not bring units on the Operational Map (including those on Transition Hexes) into Berlin City hexes.
12.24
When this rule is used, the number of support points the Soviet player receives at the start of the game (see 6.59) is reduced to 10.
12.3 German 6th SS Panzer Army
12.31
If both players agree, units of the German 6th SS Panzer Army may be added to the German initial deployment. In this way, the situation is reproduced in which Hitler had withdrawn the SS panzer divisions of the 6th SS Panzer Army from the Ardennes and deployed them in Hungary in March 1945 instead of committing them to "Operation Spring Awakening", keeping them in reserve for the decisive battle for Berlin. The game may be played on this hypothetical basis.
12.32
Units with a yellow band across the top of the counter (twenty units in total) belong to the German 6th SS Panzer Army:
- 6th SS Panzer Army HQ
- 1st SS Panzer Division "Leibstandarte SS Adolf Hitler" (LAH)
- 2nd SS Panzer Division "Das Reich" (DR)
- 3rd SS Panzer Division "Totenkopf (Death's Head)" (Tot)
- 12th SS Panzer Division "Hitler Youth" (HJ)
- 6th Panzer Division
- 710th Infantry Division
- Grenadier Division "Führer Grenadier" (FG)
- 356th Division battle group
- Keitel (Keit) battle group
- Folkmann (Folk) battle group
- Stau battle group (Shutaujinga)
12.33
When placing units of the 6th SS Panzer Army, first place the army's HQ unit on any one of the Transition Hexes. Then place the units belonging to the army (nineteen units in total) on any Operational Map hexes within six hexes of the HQ, within the stacking limit.
12.34
Once the game has begun, units of the 6th SS Panzer Army are treated as normal German units, except for the following eight points:
- They may not move in a German Counter-Move Phase.
- They may not enter Berlin City hexes by movement, retreat or advance after combat (they may enter Transition Hexes).
- At the start of the German Normal Movement Phase, if no six-hex supply line can be traced from the army's HQ unit to the units concerned, their movement allowance is halved (fractions rounded up) in that phase.
- At the start of the German Combat Phase, if no six-hex supply line can be traced from the HQ unit, their attack strength is halved (fractions rounded up) in that phase.
- At the moment they are attacked by Soviet units, if no six-hex supply line can be traced from the HQ unit, their defence strength is halved (fractions rounded up) in that phase.
- When making the above determinations, if the 6th SS Panzer Army HQ unit cannot trace a supply line of unlimited length (8.14, 8.15) to the north, west or south edge hexes lying west of the initial-deployment codes (A to J), the HQ is regarded as not being on the map.
Therefore, even if a six-hex supply line can be traced to the subordinate units, the reductions to movement, attack and defence strength cannot be avoided.
- When units of the 6th SS Panzer Army alone attack Soviet units, the combat is resolved using the Soviet Combat Results Table, not the German Combat Results Table. If the attacking German units are a mixture of 6th SS Panzer Army units and other units (including 12th Army units), the combat is resolved using the German Combat Results Table.
- Units of the 6th SS Panzer Army, like units of the German 12th Army, are not counted for victory points.
12.35
When units of the 6th SS Panzer Army are introduced into the game, the Soviet player may play while ignoring the Front boundary between the 1st Belorussian Front (1BF) and the 2nd Belorussian Front (2BF) completely. Units of both fronts may move, retreat and advance after combat across each other's boundary line.
However, for the supply of Soviet units, they may receive supply only from a supply depot of their own front.
Also, when units of the 6th SS Panzer Army are introduced, the 2nd Belorussian Front reinforcement units that appear in Game Turn 3 (four units, including the supply depot) appear in the Soviet Movement Phase of Game Turn 2. The restriction in 6.18 that units of the 2nd Belorussian Front may not attack in Game Turns 1 and 2 is ignored.
12.36
When units of the 6th SS Panzer Army are introduced into the game, the number of support points the Soviet player receives at the start of the game (see 6.59) increases to 17.
12.37
Units of the 2nd Belorussian Front may not enter Transition Hexes (by movement, retreat or advance after combat). However, they may attack German units in Transition Hexes (and may also make joint attacks with units of the 1st Belorussian Front).
12.38
When all the units of the 6th SS Panzer Army other than its HQ have been destroyed and removed from the map, the HQ unit is also removed from the map at that moment.
12.39
When this rule is used, the Soviet player may earn an additional 25 VP.
12.4 Support-Point Bidding
12.41
If both players agree, the side each player commands (German or Soviet) may be decided by the following method.
12.42
Before beginning the setup, each player writes down on paper a number of Soviet support points. When both have written their numbers, the numbers are shown to each other, and the player who wrote the smaller number commands the Soviet forces.
12.43
If both players have written the same number, the procedure is repeated.
12.44
The player who takes command of the Soviet forces earns, as additional VP, a number equal to the number written by the opposing player minus his own written number.
12.5 Shortening the Zhukov–Konev Boundary
12.51
If both players agree, the boundary between the 1st Belorussian Front and the 1st Ukrainian Front, from the hexside of hexes 3615/3716 to the hexside of hexes 2520/2521 (inclusive of both), may be regarded as not existing, and the game may be played on that basis.
This rule slightly relaxes the movement restrictions on Soviet forces, based on the fact, described in the historical note at the front of the original booklet, that Stalin removed the boundary line beyond Lubin.
Source note: the historical note referred to here is printed at the front of the original booklet and is not included in the PDF used for this transcription.
12.52
When this rule is used, the German player earns an additional 25 VP.