Iskra: Spark of Victory, 4th Sinjavino Offensive
Iskra: Spark of Victory, 4th Sinjavino Offensive Rulebook
Table of Contents
Table of Contents
- 1.0 Components
- 2.0 Sequence of Play
- 3.0 Command
- 4.0 Zones of Control (ZOCs)
- 5.0 Movement
- 6.0 Stacking
- 7.0 Reinforcements
- 8.0 Combat
- 9.0 Retreats
- 10.0 Advance After Combat
- 11.0 Supply and Isolation
- 12.0 Air Units
- 13.0 Special Rules
- 14.0 How to Win the Game
- 15.0 Set-Up
- 16.0 Optional Rules
- 17.0 Designer Notes
- 19.0 Random Events
1.0 Components
1.1 The Rules
1.1.1 Organisation Each major grouping of the rules is called a rule; a part within a rule is a section. For example, 3.1 would refer to rule 3, section 1. A specific section can contain several related cases, which would be identified as 3.1.1, 3.1.2 etc.
1.1.2 Cumulative Effects In all cases where a unit is subject to multiple modifiers, the effects are cumulative. A unit halved for terrain and halved for supply in combat is quartered overall. Retain fractions created by this process until after all modifiers have been applied, and then use the Standard Rounding Rule.
1.1.3 Standard Rounding Rule When two combat units stacked in a hex must halve (or quarter) their combat strengths, first add them up before halving (or quartering) and then rounding down. If the result is greater than 7:1 use the 7:1+ column on the Combat Results Table (CRT). If your opponent tries to 'hit the odds' perfectly, make sure he is using the Fog of War rules. If final odds are less than 1:2, the attack is cancelled. Air unit shifts can be used to increase the odds to an allowable level. (See 12.0)
1.1.4 Fog of War Except when calculating the odds for an attack he has committed to undertake, a player cannot examine the units comprising an enemy stack. He can only observe the stack's top unit.
1.1.5 If It's Not in the Rules.... General rule: if it is not in the rules, it is not allowed.
1.2 The Map
The map represents the parts of Soviet Union (today's Russia) over which the historical campaign was fought. Several charts, tables, tracks and boxes are printed around the map.
1.2.1 Map Hexes All hexes are playable. Black outlined hexes are considered land hexes and Blue outlined hexes are considered frozen. Remove any units forced off the map. Example: hex 13.39 is frozen; hex 13.40 is land.
1.2.2 Turn Track (TRT) This track provides a place to keep an accurate record of the current turn and also provides information of the available number of Command Chits and Replacements. Advance the marker one box at the end of each turn.
1.2.3 13th and 14th Air Armies & Luftflotte 1 Boxes The Air Force Boxes are used to hold Soviet and German air units.
1.2.4 Soviet and German Draw Chit Boxes These boxes are used to hold the drawn Soviet and German Command Chits.
1.2.5 Grounded Box This box is used to hold grounded and refitting Soviet and/or German Air units. (See 12.0)
1.2.6 Supply Source Hexes Hexes with a black and white supply source symbol are supply sources for German units, red and white supply source symbol are supply sources for Soviet units.
1.2.7 Entry Points Hexes including a white circle with a black border and letter are a German Entry Point. A hex with a white circle, red border and a red letter are an entry point for Soviet units.
1.2.8 High Voltage Transmission Line This terrain feature going from hex 01.11 to hex 34.11 is significant as it is mentioned in a lot of literature but have no impact on the game what so ever. It is NOT a railway line.
1.3 Player Aid Cards
On the Player Aid cards are the following tables:
1.3.1 Terrain Effects Chart (TEC) The TEC provides a map key and shows the effects of the different terrain features on movement and combat.
1.3.2 Combat Result Table (CRT) The CRT is used to resolve combat.
1.3.3 Barrage Roll Table (BRT) The BRT is used to resolve Barrage attacks.
1.3.4 Random Event Table (RET) The Random Event table gives the player both the current event and potential weather effects.
1.3.5 Sequence of Play This provides a summary of the Sequence of Play.
1.3.6 Game Turn Notation An explanation of the information contained on the Turn Record Track.
1.3.7 How to Read the Counters An explanation of what the numbers and symbols mean on the unit counters.
1.4 Command Chits
Command Chits are used to activate HQs, which in turn allow their in-command subordinate units to move and attack. The German player has Command Chits for each Division in the game, while the Soviet player has Command Chits for each Army.
Three Special Command Chits are also included in Iskra; they are exceptions to the regular HQs and handled differently (See 3.1.5, 3.1.6).
The Soviet player has the Volkhov Front (VolF) and Leningrad Front (LenF) Chits and the German player has the 18th Army Chit.
All available Soviet and German Command Chits are placed in the same cup, from which they are randomly drawn one at a time. The Turn Track specifies how many German and Soviet HQs can be activated in total when their Command Chit are drawn.
1.5 Markers
The following markers are used:
1.5.1 Turn Marker This is placed on the Turn Track to record the turn currently in progress.
1.5.2 Out of Command Markers These can be used when a player feels the need to indicate those units which are out of the Command range of their parent HQ.
1.5.3 Out of Supply/Isolation Markers Units that are 'out-of-supply' have an 'out-of-supply' marker placed on them. The reverse side is used when the unit becomes Isolated. (See 11.0)
1.5.4 Pin Markers Combat units suffering a barrage result of 'P' are marked with a PIN marker. (See 8.5.3)
1.5.5 Victory Point Markers These markers show the Victory Points hexes. The number indicates the Victory Points awarded. (See 14.3.1) Each VP marker has one side with its hex number on it. This side starts face-up, showing the current occupier/owner and as a quick game map reference.
1.5.6 Technical Problems/Tiger Breakdown Marker This marker is used to mark the effects of the "Technical Problems" and "Tiger Breakdown" events. (See 19.1.15 & 19.1.16)
1.5.7 No Strat Move Markers (See 5.4.4)
2.0 Sequence of Play
The game follows the phases outlined below. This sequence of phases constitutes a Turn and must be repeated until the last Turn is over, or a Sudden Death Victory is achieved, which immediately ends the game. (See 14.0)
- AIR UNIT PHASE
- Refitted Unit Return Segment
- Grounded Unit Refitting Segment
- RANDOM EVENT PHASE
- Random Event Table Roll Segment
- COMMAND PHASE
- Command Segment
- Movement Segment
- Combat Segment
- SUPPLY PHASE
- Isolation Segment
- Out of Supply Segment
- REINFORCEMENT PHASE
- Reinforcement Segment
- Replacement Segment
- PONTOON BRIDGE PHASE
- Bridge Building Segment
- Bridge Dismantling Segment
- END OF TURN PHASE
- Out of Command Segment
- Clean Up Segment
- Turn Advance Segment
2.1 Air Unit Phase
2.1.1 Refitted Air Unit Return Segment All air units in the Refit section of the Grounded Box are moved to their respective Soviet Air Army or Luftwaffe Box.
2.1.2 Grounded Unit Refitting Segment All air units in the Grounded section of the Grounded Box are moved to the Refit section.
2.2 Random Event Phase
2.2.1 Random Event Table Roll Segment Either player rolls 1d6 and refers to the result on the Random Event Table. (See Player Aid Card and 19.0.)
2.3 Command Phase
2.3.1 Command Segment All available Soviet and German Command Chits are placed in the same cup, from which they are randomly drawn one at a time. The player to whom this chit belongs becomes the active player. The active German player activates the HQ identified on the drawn Command Chit, or an eligible one e.g. from the possibilities when the 18 Army Chit is drawn. This activates the subordinate friendly combat units within the HQ's command range (See 3.2 and 3.3.3). The Soviet player activates any three brigades or divisions under the same Army identified on the drawn Command Chit, or an eligible one e.g. from the possibilities when a Volkhov Front Chit is drawn. (See 3.1.4 and 3.1.5). Any units not in Command may be marked with 'Out of Command' markers. Exception: First Command Chit draw on Turn 1 (See 13.1).
2.3.2 Movement Segment The active player has the option of moving his activated units.
2.3.3 Combat Segment The active player can attack enemy units using his activated units.
Repeat these segments until all allowed Command Chits (according to the TRT) have been drawn and activated. When this is done, execute the Supply Phase.
2.4 Supply Phase
Both players determine the supply state of their units (See 17.0).
2.4.1 Isolation Segment Units with OOS markers that now are in supply have the markers removed. Any units marked with 'Out of Supply' markers and still being OOS, the marker is flipped to the Isolation side.
2.4.2 Out of Supply Segment Units found to be Out of supply now receives an Out of Supply marker.
2.5 Reinforcement Phase
2.5.1 Reinforcement Segment Both players receive any reinforcements for the current Turn. (See 15.3) Place the combat units on the map and add any Command Chits or Action Chits to the Draw Cup. Players may move their reinforcements. (See 7.1.7)
2.5.2 Replacement Segment Both players deploy Replacements Points according to Rule 7.3. They may not be issued in an EZOC.
2.6 Pontoon Bridge Phase
2.6.1 Bridge Building Segment In the Bridge Building Segment, flip all eligible Pontoniers units onto their Pontoon bridge back side. (See 13.3.1)
2.6.2 Bridge Dismantling Segment Flip Pontoon bridges onto their Pontonier unit side to be able to move them in the movement segment. (See 13.3.1)
2.7 End of Turn Phase
2.7.1 Out of Command Segment In the Out of Command Segment, all OOC units may move 1 hex towards their own Headquarters. (See 5.8)
2.7.2 Clean Up Segment Remove the Technical Problem and all Pin markers.
2.7.3 Turn Advance Segment Advance the Turn marker to the next box on the Turn Track, place all available Command Chits into the Drawing Cup, and return to the Air Unit Phase.
3.0 Command
All combat units must be activated by command to move and attack other units.
Designer Note: Please note that this game differs from the others (Stargard Solstice and Tolling of the Bell) regarding the Soviet Command rules.
3.1 Command Execution
3.1.1 Command Chit Draws In the Command Phase, Command Chits are randomly drawn one by one from the cup; who draws the chit does not matter. Check the Turn Track to see how many Draw Chits each side can activate that turn. The owner of the Drawn Chit becomes the active player. Once all applicable units have moved and/or fought, the player then places the drawn Command Chit face up into his Draw Chit Box.
3.1.1 The German Division Command Chits (numbered 3.1.1 a second time in the printed rulebook) The German player activates the HQ belonging to Division drawn. The HQ can now activate all units under its command and within its command range to move and fight, plus up to two Independent units.
3.1.2 German HQ Activation Only A drawn Command Chit activates one HQ as long as it has the same Command ID or follow the rules of 3.1.3 up to the limit allowed per Game Turn. Once that limit has been reached, no more of that side's Command Chits can be activated that turn.
3.1.3 German Activation Restrictions The German player can NEVER activate the same Army or Division formation two times in a row, even if separated by a new turn. If the same HQ is drawn that you chose when you drew the Special Command chit in the previous segment, place it back in the cup and draw a new one. You may use it later but not consecutively. (See 3.1.4)
3.1.4 The Soviet Army Command Chits An activated Soviet Army HQ activates 3 Divisions and/or Brigades belonging to the Army Chit drawn. A Soviet Brigade has 2 regiments and a Soviet Division has 3 regiments. Some Divisions have tank units attached to them and they count as part of the division having the same Command Colour. A Division or Brigade can be used several times during a single turn. This is to symbolize the wave upon wave of attacks the Soviet side made during the battle. Example: On turn 2 the Soviet player draws the 67A chit and chooses to activate the 45th Guard Division, 268th Division (including 152T) and the 11th Brigade, all of whom are under its command.
3.1.5 The Soviet Volkhov and Leningrad Front Chits Like all the other Command Chits, the Special Command Chits (the Volkhov (VolF) and Leningrad (LenF) Chits) are available each turn once in play and counts towards each player's allowed number of chits. These Command Chits activates 3 Divisions and/or Brigades belonging to that particular Front. (See example above). It can also activate any 2 single units belonging to its Front as if they were independent. Example: The VolF chit is drawn. It can now activate one Division from 2 ShA and one Division and one Brigade from 8A. It can also activate two Tank units as these counts as independent with this draw chit.
3.1.6 The German 18th Army Chit The German 18th Army Chit can activate any one HQ on the map (German player's choice). When activated, it also allows two independent units to move anywhere on the map (even if out of command) using regular movement.
3.2 Headquarters (HQs)
Headquarters represent the high-echelon formations that historically took part in the campaign. HQs are not combat units. A Command range replaces the attack and defence strengths of regular combat units; this range determines the number of hexes over which the HQ can command the units of its army.
3.3 HQs and Command Execution
HQs are activated when their corresponding Command Chit is drawn from the cup.
3.3.1 Combat Unit Activation An activated HQ can activate all combat units under its command (shown by sharing the same unit colour; for example, units commanded by the German 96th Div HQ have a yellow unit colour, the Soviet 224th Division are pink) as well as up to two (2) Independent units. All units must be within its Command Range. HQs cannot activate other HQs. Units may be activated more than once per turn if they are within Command Range of the activated HQ. Independent units can thus be activated multiple times per turn if on each occasion they are within the command range of the activated HQ.
3.3.2 Independent Units These units are identified by a white background surrounding their unit identity and their lack of matching HQ colour. Each selected HQ can activate a maximum of two in-range independent units.
3.3.3 Command Range Command Range is measured in terms of hexes, counted from the HQ unit. A HQ with a Command Range of twenty can thus activate friendly combat units up to twenty hexes away (nineteen intervening hexes). Count the unit's hex but not that occupied by the HQ. Determine the Command Range at the instant the HQ is activated: a combat unit may only be activated if it is within the Command Range of the activated HQ at that moment. Activated combat units may later leave the HQ's Command Range as a result of movement, retreats or advancing after combat. On Turn 1, all units start in command.
3.3.4 Command Range Limitations Supply status, enemy units, and enemy ZOCs (EZOCs) have no effect on Command Range.
3.3.5 Out of Command An Out of Command unit may not move or attack but defends itself normally. Out of Command units continue to exert a ZOC as usual. It can only move during the Out of Command Segment (See 5.8).
4.0 Zones of Control (ZOCs)
Zones of Control (ZOCs) represent a unit's ability to inhibit enemy movement around them. The ZOCs of enemy units are called Enemy Zones of Control (EZOCs). Friendly ZOCs have no effect on friendly units.
4.1 ZOC Effects
Units pay +2 MPs to enter and another +2 MPs to leave an EZOC. These extra costs are in addition to terrain costs and are cumulative. Given the MPs, units can move directly from EZOC to EZOC, entering and exiting any number of EZOCs.
4.2 ZOC Capable Units
Units with a printed Attack combat strength of '1' or more have ZOCs.
4.2.1 Units with No ZOCs Units with an Attack combat strength of zero, HQs and units with a Pin marker exert no ZOCs.
4.2.2 ZOC Hexes The ZOC of a regular combat unit extends into all those hexes adjacent to it except into terrain that is prohibited during regular movement. (Errata #5 wording; the printed rulebook reads: "...into all those hexes adjacent to it into which it could move during regular movement.")
4.3 ZOC and Reinforcements
Reinforcements cannot enter the map directly into EZOCs. Friendly units do not negate EZOCs for the purpose of placement. (See 7.7)
4.4 Retreats and EZOC
Each hex containing an EZOC entered by the unit or stack results in one additional step loss. (See 9.2)
4.5 ZOC and Supply
EZOCs block supply lines. (See 17.1) Friendly units negate EZOCs in their hexes for supply purposes ONLY.
4.5.1 Units Out of Supply and ZOCs Out of Supply and Isolated units continue to exert ZOCs in the normal manner.
4.6 ZOC Limitations
- A unit can attack adjacent enemy units in hexes into which it could move in regular movement.
- EZOCs do not inhibit advances after combat. (See 10.0)
- Multiple EZOCs give no additional effect.
- Friendly ZOCs have no effect on EZOCs; hexes can have friendly ZOC and EZOC simultaneously.
- All ZOCs do not extend across major rivers (even at a bridge), into water hexes or across impassable hex sides.
5.0 Movement
In the Movement Segment, the active player can move his activated HQ and commanded combat units as far as he wants within each unit's movement allowance and any other applicable restrictions.
5.1 Regular Movement
The active player can move all, some or none of his commanded units. Units are moved one at a time. The movement of a unit must be fully completed before another unit can be moved.
5.1.1 Movement Allowance Each unit has a movement allowance (MA) on the counter. A unit cannot expend more movement points (MPs) than its movement allowance permits. Exception: Advance after Combat. (See 10.0). A unit may be unable to move even one hex.
5.1.2 Use of Movement Points Calculate movement using Movement Points. To enter an adjacent hex, a unit must expend the MP cost indicated by the TEC for the hex (and hex-side, if applicable) plus any applicable EZOC costs. The player must keep a running total of the number of movement points expended by each unit as it moves.
5.2 Terrain Effects on Movement
According to the Terrain Effects on Movement Chart (TEC), each hex and hex-side feature costs MPs. A unit must pay the total MP cost required to enter a hex before entering it. Exception: (See 5.5.1). Any amount of terrain symbol (e.g., swamps or wood) within the hex determines its cost.
5.2.1 Roads Units may use roads only when following a continuous path along the road to enter a given hex. Such units pay the road movement cost and ignore the MP costs of the hex entered or hex-side crossed.
5.2.2 Unbridged Minor River Hexside To cross an unbridged minor river hex side, a unit must expend one additional MP, as well as the regular MP cost of the hex entered.
5.2.3 Unbridged Major River Hexside All rivers are frozen in this game. The Neva River is defined as major and this game's only major river.
5.2.4 Bridged River Hexside A river hex side crossed by a bridge icon is a bridged river hex side. Conversely, a river hex side without a bridge icon is an unbridged river hex side. Crossing a bridged river hex-side negates the river movement costs above.
5.2.5 Ponds Within a Hex All Ponds are frozen in this game. A Pond terrain symbol within a hex has no impact on movement but does affect combat (See 8.8).
5.2.6 Ladozjskij Canal Hexsides Ladozjskij Canal hex-sides count as minor rivers (See 5.2.2).
5.2.7 Restrictive Terrain The grey coloured island in the Neva counts as restrictive terrain. It has no effect in the game but is purely decorative.
5.2.8 Prohibited Terrain A unit may not move off map or across impassable hex-sides. Any unit forced to do so is eliminated. Important: For game purposes all German units counts River Neva as Prohibited Terrain. A German unit may never cross a River Neva hex-side, nor does it project a ZOC across a Neva River hex-side.
5.2.9 Mech Units and Pontoon Bridges Soviet Mechanised units can only cross the Neva via a deployed Pontoon Bridge; it costs 4 MPs.
5.3 Movement Restrictions
Units cannot enter enemy occupied hexes. Exception: a combat unit (with an attack strength greater than zero) can overrun a lone enemy HQ by simply entering the hex. (See 13.4.6)
A unit cannot enter a hex if it has insufficient MPs, even if it would be the first hex entered.
Only friendly units move during a friendly phase, although Combat results can force enemy units to retreat.
Movement allowances are independent, and one unit's expenditure does not affect other units. A unit cannot save unused MPs nor transfer them to another unit.
5.3.1 The Map Edge The map edge is a "hard boundary". Eliminate units that are forced to cross it.
5.3.2 Units with a Pin Marker Units with a Pin Marker have no movement capability. A unit moving into a hex with a pinned unit immediately ends its movement. (See 8.5.3)
5.3.3 Isolated Units Isolated units have their attack strength, defence strength and movement allowance halved. (See 11.3.2)
5.4 Strategic Movement
A unit using Strategic Movement pays a reduced cost instead of the normal MP cost of terrain. See the Terrain Effects Chart.
5.4.1 Strategic Movement Restrictions The unit must use Strategic Movement during its entire movement. It must therefore start on a road, track or rail hex.
A unit may never exceed the stacking limit at any time while performing strategic movement, for example, passing through along a road, track or rail hex if already occupied by two friendly units (including HQs).
The unit must neither start nor end in an EZOC, nor may it enter an EZOC during its movement.
5.4.2 Strategic Movement via Rail Hexes When using Strategic Movement on a rail hex both the Narrow Gauge rail (red rails) and the Railway (black rails) may be used.
5.4.3 Tiger I and Strategic Movement If performing a Strategic Movement with the 1/s502 unit, roll 1D6. On a 1 or 2 the unit immediately has Technical Problems. Place the Technical Problems marker on the unit. (See 19.1.15).
5.4.4 Soviet Strategic Movement Rule A Soviet Brigade, Division or independent unit may only use Strategic Movement once during each turn. When used, put a "No Strat Move" marker on it as a reminder.
5.5 Rail Movement
Units may use rail instead of regular movement during the Movement Segment. In addition, all reinforcing units may use rail movement.
5.5.1 Using Rail Movement to Enter Reinforcements may be placed on friendly Railway hexes that can trace a continuous Railway route, unblocked by EZOCs or enemy units (including HQs) to the entry point where it is listed to have entered.
5.5.2 Rail Movement and EZOC A rail-moving unit stops when entering an EZOC. It can't enter and leave an EZOC during the same turn. It can either move and enter an EZOC OR leave an EZOC and end its movement not adjacent to an enemy unit.
5.5.3 Rail Movement Restrictions The unit must use Rail Movement during its entire movement. A unit may never exceed the stacking limit of the hex at any time while performing rail movement.
5.5.4 Narrow Gauge Rail Rail movement may never be used on Narrow Gauge rail hexes (red rail system). Narrow Gauge rail is considered as tracks for supply purposes and may only be used for movement and strategic movement. Rail movement can only be conducted on Railway (black rail) network.
5.5.5 Soviet Rail Restrictions Soviet may not use rail movement during this campaign.
5.6 Overrun
HQ units can be overrun, but only if they are alone in a hex. This can occur during any regular movement, or when retreating and advancing after combat. The combat unit simply enters the HQs hex and the HQ is forced to relocate. (See 13.4.2)
5.6.1 Pontoniers/Pontoons and Overrun (See 13.3.1)
5.7 Off-Map Movement
There is no off-map movement.
5.8 Out of Command Units
In the Out of Command Segment, all OOC units may move 1 hex towards their own Headquarters. If the HQ is not on the map, movement is prohibited. OOC Independent units move towards their nearest friendly HQ. This movement may not enter an EZOC, prohibited terrain, or violate 5.1.1. The Soviet player moves their OOC units first.
6.0 Stacking
A stack occurs when a hex contains more than one unit. A maximum of two combat units (whatever their status) and one HQ can occupy a hex. Units may never exceed stacking limits at any time. Exception: (See 6.2.7)
6.1 Procedure
Enforce stacking limits throughout each phase and at the instant a unit finishes its movement, retreat or advance after combat.
6.1.1 Markers Game markers (Pin etc.) never affect stacking.
6.1.2 Pontoniers/Pontoons and Stacking A Pontonier counts as a combat unit in Pontonier mode (front up). When in Pontoon Bridge mode (reverse up) it is treated as a marker and does not count against stacking limits.
6.2 Over-Stacking
In a hex where over-stacking is found to have occurred, the strongest unit (attack value) must lose 1 step and retreat one hex. If it cannot do so, it is eliminated instead. Regarding over-stacking and reinforcements, see 7.1.4.
6.3 Stacking Restrictions
Soviet and German units can never stack in the same hex. Exception: Overrun (See 13.4.6). HQs do not count against stacking limits, but an HQ cannot be stacked with another HQ. If through retreat, two or more HQs do end up stacking in the same hex, relocate the moving HQ into an adjacent hex (See 13.4.2).
6.3.1 Stacking a Non ZOC Capable Unit If a player stacks a non-ZOC capable unit on top of a ZOC-capable unit, the whole stack counts as having no ZOC. Play Note: Since you are not allowed to check your opponent's stack (see Fog of War 1.1.4) this is purely a game technical rule.
7.0 Reinforcements
7.1 About Reinforcements
Reinforcements are units that enter the game after play begins. A schedule for the reinforcements in the game is provided (See 15.3). Place them into the hex containing their entry area designation and start their movement from there. Reinforcements are treated as being in supply and in command upon entering.
7.1.1 Movement Allowance Placing reinforcements does not cost MPs. Units have a full MA upon placement and have a movement phase upon entering in which they able to use regular, strategic or rail movement as applicable.
7.1.2 Enemy Zone of Control (EZOC) Reinforcements cannot be placed upon enemy units, nor into EZOCs. Friendly units do not negate EZOCs for the purpose of reinforcement placement. If enemy units or their ZOCs occupy the reinforcement's entry hex along the map edge, the reinforcements arrive within ten hexes of their entry hex along the same map edge in an in-supply location. If entry should occur on the map (not on a map edge) and that hex is blocked, the unit can enter within five hexes of the intended hex following the restrictions previously mentioned.
7.1.3 Restrictions Reinforcements that cannot enter the map under any circumstances are considered eliminated.
7.1.4 Stacking and Over-Stacking Reinforcements can over-stack upon placement on the map.
7.2 Reinforcing Command Chits
Command Chits corresponding to any HQs due to arrive as reinforcements this turn are placed in the Drawing Cup, ready for the next Turn.
7.3 Replacements
The TRT informs players if both or either of them will receive any number of replacements on the current turn. Replacements can only be used to rebuild lost steps either on the map or eliminated. The only affected units are two-step units. Single-step units are permanently eliminated and may not have replacements spent on them. Replacements cannot be accumulated and must be used the turn they arrive.
7.3.1 Replacement Rebuild Costs It costs one replacement point to rebuild a non-mechanised step.
7.3.2 Entering Rebuilt Units Unit's formerly in the dead-pile, and rebuilt with replacements, enter the game on or adjacent to their controlling HQ. If the HQ is not on the map, place the unit at any applicable supply source. Independent units enter adjacent to any applicable HQ.
7.3.3 Replacement Limitations Units rebuilt with replacements cannot be placed in EZOCs. On-map replacements can only be given to in-supply units. Mechanised steps cannot be rebuilt in this game.
8.0 Combat
In the Combat Segment, the active player can attack enemy units adjacent to his activated combat units. (See 8.3.4). Empty hexes or HQs alone cannot be attacked. A player is never forced to attack, although units must defend if attacked. The active player is termed the Attacker in the Combat Segment, while the other player is called the Defender, irrespective of the overall situation.
8.1 Combat Results
The Combat Results Table (CRT) gives results that either affect the attacker (A), the defender (D) or both (A# / D#). The Defender carries out his result first (Exception: See 8.1.1). The possible results are:
- A = The result affects the Attacker
- D = The result affects the Defender
-
= Number of steps lost
- R# = Number of hexes to retreat
- Ro1 = Retreat OR one step loss
- A# / D# = The result affects both Attacker and Defender
- P = Pinned
Execute the result immediately upon determining it. After executing it, move on to any other combats.
8.1.1 Double Combat Results The results ARo1/D1 and A1/DR affect both players. The Defender may negate the first retreat (See 9.5) and/or first loss (See 8.7) depending on terrain. When there are Double Combat results, the Attacker must always execute the result first.
8.1.2 Attacker "Ro1" Result This combat result allows the attacker the choice either to retreat one hex OR lose one step. If the defender retreats or is eliminated and the attacker chooses to lose 1 step it may also Advance after Combat. This is not allowed if the attacker chooses to retreat.
8.1.3 National Impact on Combat Results German player (See 8.7.1) and Soviet player (See 9.4.1).
8.2 Combat Procedure
Combats are resolved one by one as chosen by the Attacker, according to the following procedure:
- Declare which hex is to be attacked by which units.
- Determine the total attack and defence strengths, possibly modified by supply, isolation and being Pinned; calculate the Combat Ratio, and modify it if necessary (for example, because of the Terrain, air unit commitment etc.). If final odds are less than 1:2, the attack is cancelled, but the committed attacking units are finished for the Segment.
- Roll 1d6.
- Apply combat result.
- Execute remaining attacks in any desired order following points 1 through 5 above.
8.3 Combat Restrictions
8.3.1 Attack Direction Any number of activated units can attack in a single combat and attacks can be made from any direction or set of directions. Units stacked together could attack different hexes, but no single unit can contribute to more than one attack per Combat Segment.
8.3.2 Defining Defending Units Combine all units in a hex into a single defending strength. The defender cannot withhold units in a hex from attack. Units within a stack cannot be attacked singly - stacks always defend together.
8.3.3 Zero Combat Value Units Units with a combat value of zero can participate in an attack with other non-zero units. While they add nothing in the way of combat strength, such units can help absorb step losses and may advance after combat.
8.3.4 Prohibited Adjacent Hexes Adjacent hexes that units can't enter due to terrain features (Example; Mech into swamps, infantry over unbridged major river etc.) are possible to attack but no Advances after Combat are allowed even if the defender is eliminated or retreats.
8.4 Odds Determination
Total the modified attack strength and divide by the total modified defence strength; this produces the Combat Ratio. Apply the Standard Rounding Rule (See 1.1.3) to the totals and express the two numbers as a ratio, Attacker to Defender.
8.4.1 Affecting Factors Several factors can affect the attack and defence strengths:
- Out of Supply units have both their attack and defence strengths halved.
- Isolated units have their attack and defence strengths and movement halved.
- Terrain effects (Major and Minor rivers) are cumulative with supply effects.
- Pinned units suffer a one column shift to the right.
- Air units can be added to the attack after odds have been calculated. (See 12.1)
8.4.2 Terrain Features When occupied by defending units, some terrain types provide favourable ratio combat shifts (See TEC). One shift changes the column to be used on the CRT by one column. Terrain effects are cumulative.
Errata #5 clarification (publisher's reply, quoted from the errata sheet): the fortifications apply both ways. However, just because the Defensive line is in the hex it does not mean that the attacker is halved automatically; only if he crosses it during the attack into the defending hex. The publisher states a fuller rule will be written for the updated errata.
8.5 Barrage
Barrage attempts may only occur as a result on the Random Event Table. There are different kinds of artillery duels in this game.
8.5.1 Procedure When a Barrage occurs, roll 1d6 and compare the result with the Barrage Table, which indicates the number of attacks. Choose a target unit, roll a die and compare the result with the Barrage column on the CRT. A Barrage attack can be made on a unit up to two hexes away from one's own combat unit and only one attempt per target can be made. Designer Note: Please note that this game differs from the others regarding the Barrage range.
8.5.2 Barrages & Random Events There are numerous random events which provide one side or the other with slight variations on the effectiveness and intensity of barrages. See 19.0 for details.
8.5.3 Pin Besides Loss results, single units or stacks hit by a Barrage may receive a PIN result. Any later attack against a unit with a Pin marker receives a +1 shift to the right on the CRT. Pinned units cannot attack but defend as usual. A Pinned unit's only allowed movement is if forced by a combat retreat result. Any unit which moves into a hex and stacks with a Pinned unit, stops and becomes Pinned as well. Pinned units do not extend an EZOC as they do not have an attack value. Units retain the Pin marker even if forced to retreat after combat.
8.5.4 Barrage is Not Combat Barrage does not count as combat since it is handled during the Barrage Phase and not during the Combat Phase. Rule 8.7.1 is NOT in effect.
8.6 Step Losses
Steps allow a unit to take damage in increments. The counter's side shows a unit's current strength. Full strength units that take a step loss are flipped over and become reduced. Reduced strength units which take a step loss are eliminated and removed from play. Note that not all units have two steps.
8.6.1 First Step Loss When a result calls for a step loss, the first step to be removed must be from that side's strongest unit which participated in that combat. Strongest unit means the one with the highest printed attack strength (for the attacker) and defence strength (for the defender). If two units have equal strength the owning player chooses.
8.6.2 Allocating Additional Step Losses Any additional step losses beyond the first can be distributed amongst any of the side's involved units at the owner's discretion.
8.6.3 Single Step Units Some units have only one step, identifiable by having printing on only one side. Any step loss taken by such a unit eliminates it.
8.6.4 Eliminated All eliminated units are removed from the map, but some may return via replacements. (See 7.3) Play Note: Remember that a German unit placed on a Neva hex at the end of any turn counts as a loss and is removed from game.
8.6.5 Pontoniers/Pontoons and Combat (See 13.3.1)
8.7 Negating the First Step Loss Result
Defending units located in a city ignore any first loss result from the CRT. Units taking multiple losses may ignore the first loss but must take any additional losses as normal. See Negating Retreat Results; (See 9.5)
8.7.1 German First Step Loss Rule The German player may always choose to exchange its first loss in a combat to a retreat result. Remember, barrage is not combat. Designer Note: If a German Player receives a D1 result, the German may choose to change it to Dr instead and retreat one hex. If the result is D2r the German can change it to a D1r2 instead.
8.8 Combat on the Ice
Any unit standing on terrain marked in the TEC as FROZEN (the ice of Ladoga, the full hexes of the Neva or the ponds) attacks with a one left shift on the CRT. Likewise an attack on a unit that is on the ice receives a one right shift on the CRT. In a combat between parties where both parties are on Frozen terrain no shifts are necessary.
8.8.1 Defining the Neva The TEC for Neva says 'Attacker halved' which is correct when attacking or moving across the Neva when there is ground on both sides. (i.e. 01.20 to 02.20). For any FROZEN hex (blue lined) in the Neva, apply rule 8.8.
9.0 Retreats
Rules 9.0 through 9.4 below are the text of Errata #5, which replaces the printed text of those sections. The printed text follows in the next block for reference.
As a result of some combat results, the owning player may be required to retreat his own units - the distance is given in hexes, not Movement Points.
9.1 Retreat Procedure
Units may not retreat across or into terrain that is prohibited to them.
9.1.1 Retreating Stacks Retreating units can stay together or retreat using separate paths, at the owning player's discretion. If a unit exceeds the stacking limit at any time, it must take a step loss and retreat one additional hex, and so on.
9.2 Retreat Handling
The last retreat path hex chosen must be further away from the unit's original hex (e.g. the second hex retreated is two hexes away from the combat hex), ending up no further away from the nearest friendly supply source, and if possible, closer. If two hexes are equidistant, the owning player chooses.
9.2.1 Retreating Direction The unit must retreat locally to the rear towards the nearest friendly supply source, using a path mentioned in 9.2, avoiding EZOCs and over-stacking. Designer's Note: The retreat path is towards the nearest Supply source. The Rule does not say using the shortest path towards a supply source. If two are equidistant, the owning player chooses. In addition, see 11.2.
9.2.2 Conditions As units retreat towards the nearest supply source, the unit must endeavour to avoid retreating into an EZOC or over-stacking. Each hex entered by the retreating stack in an EZOC or found to be over-stacked, loses one step in total, not per unit. This loss is in addition to the combat result itself. Friendly units do not negate EZOCs for this purpose.
9.2.3 Terrain Permitting Except where prohibitive terrain prevents retreat, terrain has no effect on retreat length. (See 9.4)
9.3 HQs and Retreats
9.3.1 HQ Stacked During Retreats An HQ stacked with combat units at the start of a combat must retreat with them if they are forced to retreat as a result of this combat.
9.3.2 Overrunning HQs During Retreats A retreating combat unit can overrun a lone enemy HQ by simply entering the hex.
9.4 Terrain and Being Surrounded
Units that cannot retreat due to terrain restrictions or being surrounded by enemy units must instead lose one step per hex the stack cannot retreat. It remains in its current hex and if surviving, also becomes Isolated. Apply the criteria of 8.6.1 to determine which unit(s) is affected.
9.4.1 Patriots Do Not Retreat! (printed rule, not changed by the errata sheet) The Soviet player must always exchange their first retreat result with a loss. The rest of a retreat result is carried out normally; this applies even when just a single Soviet step is in the attacked hex. Designer Note: If a Soviet Player receives a D1r2 result, the rule changes it to a D2r1 result.
9.5 Negating the First Retreat Result
Defending units ignore the first increment of a Retreat result if located in a village or city.
9.5.1 Benefit Only for the Defender An attacking unit that receives an AR (attacker retreat) result while occupying a village or city hex does not benefit from the above rule - they retreat as normal.
9.5.2 Precedence Rules 8.7 and 9.5 takes precedence over rule 8.7.1. Apply these rules first on the combat result before 8.7.1. Example: A German unit defending in a village receives a D1r result. The 9.5 rule (negating the first retreat result) takes precedence and is triggered first allowing the German player to ignore the retreat result. Then the 8.7.1 rule (German first step loss rule) is triggered allowing the German player to retreat one hex instead of taking the step loss.
Printed Text of Rules 9.0-9.4 (superseded by Errata #5 above)
As printed in the rulebook:
9.0 Retreats: As a result of some combat results, the owning player may be required to retreat his own units - the distance is given in hexes, not Movement Points.
9.1 Retreat Procedure: Units can only retreat into or through hexes that they could move through during regular movement.
9.1.2 Retreating Stacks: Retreating units can stay together or retreat using separate paths, at the owning player's discretion.
9.2 Retreat Direction: Each retreat path hex must be further away from the unit's original hex than the last (e.g. the second hex retreated is two hexes away from the combat hex.)
9.2.1 Towards Friendly Supply Source: The unit must retreat locally to the rear towards the nearest friendly supply source, using a path avoiding EZOCs and through a viable supply path. If two are equidistant, the owning player chooses. In addition, see 11.2.
9.2.2 Avoiding EZOCs: If possible, as units retreat towards the nearest supply source, the unit must endeavour to avoid retreating into an EZOC. Each hex containing an EZOC entered by the retreating stack loses one step in total, not per unit. This loss is in addition to the combat result itself. Friendly units do not negate EZOCs for this purpose. Units can violate this rule to satisfy 9.2.1 and that rule takes precedence.
9.2.3 Terrain Permitting: Except where prohibitive terrain prevents retreat, terrain has no effect on retreat length. To clarify retreat and rivers:
- Retreating over a minor river is allowed
- Retreating over the Neva is not allowed for Germans.
- Retreating over the Neva is not allowed for Soviet mechanised units, unless at a bridge.
9.3.2 Overrunning HQs During Retreats: A retreating combat unit can overrun a lone enemy HQ by simply entering the hex (See 13.4.6).
9.4 Units Unable to Retreat: Units which cannot retreat for any reason (i.e. it would cause over-stacking) must instead lose one step per hex the stack cannot retreat and remain in their current hex. Apply the criteria of 8.6.1 to determine which unit(s) is affected.
10.0 Advance After Combat
Any time an attack results in the Defender's hex becoming vacant, attacking units can occupy that hex. Advancing after combat is optional; the Attacker may advance all, some, or none of his attacking units, subjective to stacking limits. The Defender's original hex must be the first hex entered. While advancing after combat, advancing units do not expend MPs and EZOCs are ignored.
10.1 Defending Units
The defender cannot advance after combat whatever the result.
10.2 HQs
HQs may advance after combat with the unit/units in their stack.
10.3 Mechanised Units
When the Defender retreats, Mechanised combat units (those with a yellow movement factor) can advance up to two hexes. Mechanised units that participated in the same combat can end their advance in different hexes. Normal restrictions apply. (Exception: 11.3.3)
10.3.1 Mechanised and Terrain A Mechanised unit that crosses an unbridged minor river hex-side or enters a village or city in the first hex of its advance after combat must stop and cannot advance a second hex.
10.4 Non-Mechanised Units
Non-mechanised units can only advance one hex.
10.5 Advance Restrictions
No unit can advance into a hex into which it could not move in regular movement.
10.5.1 Major Rivers No unit can advance after combat over an unbridged major river hex-side.
11.0 Supply and Isolation
During the Supply Phase, both players check each of their units to determine if a supply line exists. If no supply line can be traced, mark the unit with an Out of Supply marker. If, in a later Supply Phase, a supply line can be traced for such units, the owning player removes the Out of Supply marker. If the unit is still out of supply, and already has an Out of Supply marker on it, it is Isolated instead, and the Out of Supply marker should be flipped over to its Isolation side. If the unit already has an Isolation marker, it suffers no further penalties.
11.1 Tracing Supply Lines
A Supply Line is a path free of enemy units and EZOCs traced between a unit and the hexes including its side's supply sources. Supply lines are any contiguous length of hexes if it follows roads, tracks, trails, rails (including narrow gauge) or friendly units. Designer Note: We can't stress enough the importance of checking your supply lines as this game's Tracing supply lines rule differs from the other games in the series.
11.1.1 Supply Restrictions A supply line cannot cross unbridged major river hex sides, impassable terrain hex sides or water hex sides, unless the hex/hex side is crossed by a bridge. Soviet Pontoons counts as Bridges. The path cannot go through hexes occupied by enemy units or EZOCs. Remember that friendly units negate EZOCs in their hexes for supply purposes ONLY. If the path is blocked, and no other path is available - the player can check all potential supply routes - mark the unit Out of Supply.
11.1.2 The Neva River Supply Rules The Neva River counts as Prohibited Terrain for the German units ONLY, hence they have no ZOC into these hexes. The Soviet units can in this case trace supply over the Neva River as the river at the time is covered in ice.
11.1.3 Supply Time Length After a successful trace, units are supplied until the next Supply Phase, regardless of changing circumstances. Conversely, Out of Supply units must wait until (at least) the next Supply Phase to qualify as being in supply.
11.1.4 Special Supply Rules The 55th Naval Brigade is a unique unit that has its own supply rules. (See 13.3.2).
11.1.5 Hühner HQ Special Supply Rules The German Hühner HQ has its own special rules when tracing supply. (See 13.2.2).
11.2 Supply Sources
11.2.1 Soviet Supply Sources The Soviet player must trace supply to any of their supply sources marked on the map edges (red/white).
11.2.2 German Supply Sources The German player must trace supply to any of their supply sources on the map edges (black/white).
11.2.3 Schlüsselburg German units physically in the six Schlüsselburg city hexes are always treated as being in supply. Units outside of the city cannot trace supply to a city hex.
11.3 Supply Effects
11.3.1 Out of Supply Out of Supply units have their attack and defence strength halved. Their movement allowance is not affected. An unsupplied HQ makes all units under its command Out of Supply. Thereafter relocate the unsupplied HQ. (See 13.4.2)
11.3.2 Isolation Isolated units have their attack strength, defence strength and movement allowance halved.
11.3.3 Mechanised and OOS/Isolation Mechanised units may only advance 1 hex after combat if Out of Supply or Isolated.
11.3.4 Pontoniers/Pontoons and OOS (See 13.3.1)
11.4 Turn 1 Supply
At start, all units on the map are in supply.
12.0 Air Units
The German player has two and the Soviet player four air units. However, each side may only deploy a maximum of four (4) air attack points in any one turn. All air units have two values, 2 on the front side (FULL ATTACK) and 1 on the rear (NORMAL ATTACK).
12.1 Air Attack
During a Combat Segment, the attacking Player can support any on-going combat just by placing an air unit onto the targeted unit(s). The player may freely select to perform a NORMAL ATTACK or a FULL ATTACK. The number indicated on the air unit is the number of shifts to the right on the CRT that the air unit contributes to the attack after odds have been calculated. A maximum of two air units can be used in the same attack on the same unit(s).
12.1.1 Normal and Full Attack An air unit that has used FULL ATTACK becomes Grounded. However, an air unit that has used NORMAL ATTACK is placed in the Refit side of the Grounded Box.
12.2 Grounded Air Units
An Air unit becomes Grounded in one of two ways: via the Random Events Table, or if a player has used the FULL ATTACK.
12.2.1 Procedure An air unit that has become grounded is placed in the 'grounded' side of the Grounded Box. In the next Air Unit Refitting Segment, the air unit is moved to the 'refit' side of the box.
12.2.2 Return to Play All air units placed on the 'refit' side of the Grounded Box returns to their respective Air Unit Box during the next Refitted Unit Return Segment.
13.0 Special Rules
13.1 Turn 1 Special Rules
One Command Chit from each Soviet army (8A, 2ShA and 67A) is placed in the Draw Cup. When they have been drawn and acted upon, place the rest of the Soviet and German Command Chits into the cup and play out the rest of Turn 1 normally.
13.2 German Special Rules
13.2.1 German Kampfgruppen (KG) During the Reinforcement phase the German player may flip one full-strength unit, not in an EZOC, to its reduced-strength side and enter a KG unit (marked with an asterisk *), placing it in the same hex. The following applies to the KG unit: it must be of the same troop type (i.e. mechanised or non-mechanised) and from the same Division. The newly raised KG unit can thereafter perform a regular movement from its parent unit. Play Note: Rule refers to units Carstens, Dresp, Silbernagel and Am Seeufer.
13.2.2 Gruppe Hühner The Gruppe Hühner HQ command any 4 units from the divisions of 18 Army (170th, 96th, 227th and 1st Divisions). It may also include 2 independent units. When tracing supply, any six German units within its Command range can use it as a supply source. The Hühner HQ itself is always in supply during turns 4-8. From turn 9 it loses its special ability and must trace supply as all other units.
13.2.3 Independent Units of 61 Div Seven units from the 61st Division enter as independent units on turns 2, 3 & 4. On Turn 6 the Divisional HQ arrives as a reinforcement; at that point the independent units are replaced by the same divisional units but with the divisional colour - in exactly the same status and location as the unit they have replaced.
13.2.4 Independent Units of 4 SS Div Two units from the 4SS Division enter as Independent units on turn 3. On Turn 7 the Divisional HQ arrives as a reinforcement; at that point the independent units are replaced by the same divisional units but with the divisional colour - in exactly the same status and location as the unit they have replaced.
13.2.5 Special Combat Result Rules (See 8.7.1)
13.3 Soviet Special Rules
13.3.1 Soviet Pontoniers A Pontonier has a 0-0-4 combat/defence-movement front side and a Pontoon Bridge mode back side. In the Bridge Building Segment, any Pontoon unit standing on a "Pontoon Bridge"-hex is flipped to its back side and a Pontoon Bridge is built. See TEC for Pontoon Bridge hexes. A Pontoon Bridge is dismantled during the Bridge Dismantled Segment and can move next turn during the Movement Segment. A lone Pontoon Bridge or Pontonier is instantly removed from play due to Combat or Overrun. It automatically re-enters the game from any supplied Soviet Entry Point next turn. Pontoniers or Pontoons never becomes Out of Supply in Pontoon Bridge mode. Designers Note: In this game the Soviet Pontoniers play an important part. Instead of lots of small units I have merged them into two units and consolidated them.
13.3.2 55th Naval Brigade The 55th Naval Brigade is a unique unit which survives on the ice and does not have to trace supply until it reaches land and steps ashore. Once ashore it is treated as any other Combat unit and all Supply rules apply. It may return back to the ice but the earlier special supply rules are forfeit and no longer count.
13.3.3 Special Retreat Result Rules (See 9.4.1)
13.3.4 Soviet Strategic Movement Rule (See 5.4.4)
13.3.5 Soviet Rail Movement Rule (See 5.5.5)
13.3.6 Joining Forces 'Joining forces' exists when any unit from the Soviet Leningrad and Volkhov Fronts can trace an unbroken line of supply and command from the eastern and the western side of the map.
13.4 Headquarters
13.4.1 Combat Losses HQs never suffer step losses and cannot be eliminated as a result of combat or overrun. However, a HQ must be relocated if all the combat units stacked with it at the beginning of a combat are eliminated as result of this combat, whether due to step loss, inability to retreat, or retreat into an enemy ZOC.
13.4.2 Relocation The HQ is removed from its current hex and immediately placed back on the map by its owner. The relocation distance must be the shortest possible, while meeting the following requirements:
- At least five (5) hexes away from the hex in which the HQ was located.
- Closer to any friendly supply source.
- Not in an EZOC.
- Able to trace a supply line to a friendly supply source. An HQ with an OOS marker at the end of a Supply Phase is relocated. If the HQ cannot be legally relocated, it enters as a reinforcement on the next turn on a Supply Source belonging to that player.
13.4.3 Retreats (See 9.3)
13.4.4 Advance After Combat An HQ stacked with combat units at the start of a combat may advance with them, at the Attacker's option, if they advance after this combat. It can advance two hexes if it is stacked with mechanized units advancing two hexes.
13.4.5 HQ Removal No HQ (and its corresponding Command Chit) is ever removed from the game. It remains even if all of its subordinate units have been destroyed or withdrawn. It may still activate independent units as normal.
13.4.6 Lone HQs and Overruns Lone HQs can be overrun by enemy combat forces in the movement accompanying the Reinforcement Segment, the regular Movement Segment, and as part of retreating and advancing after combat. The enemy unit must have the MPs to enter the hex; being adjacent is not enough.
13.5 Occupation of Schlüsselburg
Schlüsselburg is occupied by the German player at the start of the game. Schlüsselburg stays in German hands until all 6 city hexes (15.38, 16.38, 17.39, 17.40, 18.38, 18.39) have been liberated (occupied) by the Soviet player (See 14.1 and 14.1.1).
13.5.1 German Occupation Holding Schlüsselburg was one of the German primary objectives. Flip the German Schlüsselburg marker from its 8 VP side to its 2 VP side at the end of the same turn that one of the following occurs:
- The German player either leaves Schlüsselburg unoccupied;
- All German forces there are eliminated; or
- The Random Event "Retreating Orders".
Historical Note: Von Kühler ordered that Schlüsselburg should be held at all costs.
13.5.2 Soviet Liberation If the Soviet player liberates Schlüsselburg before the end of turn 7, the German VP marker in play is replaced by the Soviet Schlüsselburg 4 VP marker. If liberated turn 8 onwards it is replaced by the Soviet counter on its 2 VP side. Historical Note: Schlüsselburg was liberated on the 18 January 1943. Two temporary railway passages over Neva were rapidly built in Schlüsselburg, a temporary railway line over the ice, and shortly afterwards a wooden pile bridge. First train with supplies that went through Schlüsselburg arrived in Leningrad on 7 February 1943.
14.0 How to Win the Game
14.1 Victory Points
At the start of the game the German player controls all 15 Victory Point hexes. (See 14.3.1). Whenever a player's combat unit (not HQs) enters a Victory Point Hex, flip the VP marker to its current occupiers' side up. Should the other player manage to recapture a VP location, the VP marker is flipped back.
14.1.1 Victory Hex Restrictions Only combat units fulfilling these criteria may control Victory Point Hexes; it must project a ZOC and have a defence value of '1' or more - so not HQs. To control a Victory Point hex, the hex in question belongs to the side that most recently controlled it.
14.1.2 Totaling German Victory Points Follow this order:
- Total all VP from the board
14.1.3 Totaling Soviet Victory Points Follow this order:
- Total all VP from the board
- Add + 2 VP for capturing the German 1/s502 unit (see 19.1.15).
- Deduct any VP from actions as per rule 14.1.4.
14.1.4 Sources of Soviet VP Deduction Reduce the Soviet VP by applying;
- 5 VP if the Soviet player fails to join forces between 67A and 2Sh by the end of turn 6; 'joining forces' means that Soviet units can trace an unbroken line of supply and command from the eastern side to the western side of the map
14.1.5 Final Score Calculation At the end of the game both players add the total number of their Victory Points; subtract the higher total from the lower to get the final score. Compare this total with what is specified in the Victory Conditions. (See 14.3).
14.2 Sudden Death Victory
Units occupying the Sudden Death locations must be In Supply and not Isolated. If this never happens, determine winner using the Victory Conditions in 14.3.
14.2.1 German Sudden Death Victory The German player gains a Sudden Death Victory if the Soviet player has failed to capture enough VP locations by the end of specified turns. The Soviet player needs: 4 VPs by Turn 4; 6 VPs by Turn 6 and 8 VPs by Turn 8.
14.2.2 Soviet Sudden Death Victory The Soviet player win the game by a Sudden Death Victory by occupying and hold both hexes of Sinjavino Heights (19.18, 20.18) at the end of any turn during the game or by occupying the all the hexes of Mga (09.05, 10.04, 10.05, 11.04, 11.05, 12.04) at the end of any turn during the game. Historical Note: The importance of Sinjavino heights cannot be overstated. The Germans called it; "den Auge der Nordfront", The eye of the Northern Front.
14.3 Victory Conditions
The Victory conditions are based on the difference between both sides' possession of Victory Points.
| Level of Victory | VP difference |
|---|---|
| Soviet Triumphant Victory | 10+ |
| Soviet Historic Victory | 6-9 |
| Soviet Minor Victory | 3-5 |
| German Minor Victory | 0-2 |
| German Propaganda Victory | -1-4 |
| German Major Victory | -5+ |
14.3.1 Victory Point Hexes The following cities are the Victory Point Hexes and their value in VP. Bold VP entries shows which side controls the hex at game's start.
| Objective | Hex | Soviet | German |
|---|---|---|---|
| Schlüsselburg | 15.38, 16.38, 17.39, 17.40, 18.38, 18.39 | 4 VP / 2 VP* | 8 VP / 2 VP* |
| Lipka | 32.29 | 1 VP | 1 VP |
| Marino | 11.33 | 1 VP | 1 VP |
| Gorodok 1 | 06.25 | 1 VP | 1 VP |
| Gorodok 2 | 08.27 | 1 VP | 1 VP |
| Dubrovka | 04.23 | 1 VP | 1 VP |
*) See Schlüsselburg rule 13.5 (The bold highlighting of the starting-control values is not fully recoverable from the scan beyond the Schlüsselburg German value, which is bold; per 14.1 the German player controls all 15 hexes at the start.)
Historical Note: The German historic front line at the end date of the game stretched from north and east of Gorodok to south of Workers Village 6, along the Sinjavino Heights east to Gontovaia Lipka. The Soviets succeeded in capturing Lipka, Schlüsselburg, Marino and Workers Villages 1-8.
15.0 Set-Up
The players select their side (German or Soviet) and set up their forces according to the Set-Up that follows. Place the air units in their respective boxes and place the Turn marker on Turn 1.
All units start at full-strength, in supply, in command, and within stacking limits.
(S) = Spaniards (Ind) = Independent
15.1 German
Unit (hex). HQ entries are listed first for each formation.
-
1 HQ (20.06)
-
1/1 (32.07)
-
2/1 (32.08)
-
1/22 (32.06)
-
2/22 (33.05)
-
1/43 (32.10)
-
2/43 (32.11)
-
1P (31.09)
-
1PJ (32.04)
-
1R (31.12)
-
227 HQ (22.23)
-
1/328, 2/328, 3/390/215(Ind) (within 3 of 17.38)
-
2/366 (31.14)
-
3/366 (31.15)
-
1/412 (32.29)
-
2/412 (33.29)
-
227P (25.27)
-
227S (33.18)
-
227PJ (31.22)
Air units:
- JG54/LF1 (Refit side of Grounded Box)
- SG1/LF1 (Grounded Box)
15.2 Soviet
Leningrad Front
- 67A HQ (08.37)
- 1/11, 2/11 (within 1 of 01.22)
- 131G/45G (01.23)
- 129G/45G (02.24)
- 134G/45G (03.26)
- 942/268 (05.28)
- 947/268 (06.29)
- 952/268 (06.30)
- 269/136, 61T/86 (07.32)
- 342/136, 42 Pontoon bridge (Ind) (08.33)
- 21 Pontoon bridge (Ind) (08.34)
- 270/136 (09.35)
- 52Eng (Ind) (08.32)
- 220T/46 (09.39)
- 2SpecEng (Ind) (10.36)
- 169/86 (09.36)
- 330/86 (10.37)
- 284/86 (11.40)
- 1/55Nav (29.40)
- 2/55Nav (31.39)
Air units:
- 275 IA/13AA (13th Air Army Box)
- 277 GA/13AA (Grounded Box)
Volkhov Front
- 2ShA HQ (34.19)
- 533/128 (34.25)
- 741/128 (34.26)
- 374/128 (34.27)
- 937/256 (34.18)
- 930/256 (34.19)
- 934/256 (34.20)
- 32GT/376, 16T/239 (34.12)
- 39SpecEng (Ind) (34.13)
- 1100/327 (34.14)
- 1098/327 (34.15)
- 1102/327 (34.16)
- 1238/372 (34.23)
- 1236/372, 1240/372 (34.24)
- 1248/376, 185T/376 (33.12)
- 1250/376 (33.13)
- 1252/376 (34.11)
- 53Eng (Ind) (34.21)
- 8A HQ (34.05)
- 450/265 (33.07)
- 941/265 (33.08)
- 951/265 (33.09)
- 153/80 (33.10)
- 218/80 (33.11)
- 177/80 (34.10)
- 25T/265 (34.04)
- 1Eng (Ind) (34.03)
Air units:
- 279 IA/14AA (14th Air Army Box)
- 281 GA/14AA (Grounded Box)
15.3 Reinforcements
First Player mentioned each turn enters first (Errata #5 heading for the reinforcement list).
Turn 1 (12/1)
- German: 5 Geb Draw chit, 95 GebR, 3/159/69(Ind) (enter at I), 1/24/21(Ind), 3/24/21(Ind) (enter at G)
- Soviet 67A: 119/13, 172/13, 296/13 (enter at J)
- Soviet 8A: 1/73Nav, 2/73Nav (enter at D)
Turn 2 (13/1)
- German: 95GebP, 2/100Geb (enter at I), 161P/61(Ind) (enter at F)
- Soviet 8A: 1212/364, 1214/364, 1216/364 (enter at D)
- Soviet 67A: 143/224, 160/224, 183/224, 176/46, 314/46, 340/46 (enter turn at J), 152T/268 (enter turn at L) (Errata #5: the printed "185/224" is corrected to "183/224")
- Soviet 2ShA: 126/71, 131/71, 367/71, 1074/314, 1076/314, 1078/314 (enter at C), 414/18, 419/18, 424/18, 98T/18 (enter at A)
Turn 3 (14/1)
- German: 3/3G/4SS(Ind), PolizeiA/4SS(Ind) (enter at H), 1/151/61(Ind), 2/151/61(Ind), 1/162/61(Ind), 2/162/61(Ind) (enter at F)
- Soviet 2ShA: 546/191, 552/191, 559/191, 511/239, 813/239, 817/239 (enter at B)
- Soviet 67A: 1/123, 2/123 (enter at L), 1/142Nav, 2/142Nav (enter at L), 245G/123, 255/123, 272/123 (enter at K), 1/102, 2/102 (enter at K), 1/34Ski, 2/34Ski (enter at M), 1/35Ski, 2/35Ski, 16UR (enter at N)
Turn 4 (15/1)
- German: Hühner HQ + Draw chit, 161S/61(Ind), 161PJ/61(Ind) (enter at F)
- Soviet 2ShA: 163/11, 219/11, 320/11 (enter at C), 122T/11 (enter on A), 1/12Ski, 2/12Ski (enter on O)
- Soviet 67A: 1/138, 2/138 (enter at J)
Turn 5 (16/1)
- Soviet: LenF, VolF Chits
Turn 6 (17/1)
- German: 61 Draw chit, 61 HQ, 1/176, 2/176 (enter at F), 1/151, 2/151, 1/162, 2/162, 161S, 161P, 161PJ (replacing its existing independent counterparts), 18A Chit
- Soviet 2ShA: 1/13Ski, 2/13Ski (enter at B)
Turn 7 (18/1)
- German: 4SS Draw chit, 4SS HQ, 2/1G, 3/1G, 1/2G, 2/2G, 3/2G, 1/3G, PolizeiP, 2/269/250 (S) (enter at H), 3/3G, PolizeiA (replacing its existing independent counterparts)
16.0 Optional Rules
These rules may be added if players agree or if playing between gamers of different experience.
16.1 Three Player Option
Iskra plays excellent as a three-player game. One German player and two Soviet - one commanding the Leningrad front and the other the Volkhov Front.
16.1.1 Replacement Point Distribution When deciding which front receiving the turn replacement point, one of the Soviet players roll a D6. See table below.
| Receiving Front | D6 Result |
|---|---|
| Leningrad Front | 1-2 |
| Volkhov Front | 3-6 |
16.2 Tigers Lost in Combat
Award the Soviet player 1VP (total) if the 1/s502 is destroyed through combat (including lost via retreat).
17.0 Designer Notes
Why create a game on this head-bashing campaign? The answer lays in my love for obscure campaigns and defensive warfare. I have always found the biggest joy defending against all odds.
My recommendation if playing solitaire; shift play, turn 1-5 play the German side and 6 to 10 the Soviet side.
Finding the Soviet OOB was a dream. Since this is a campaign mentioned and glorified in Soviet history a lot of information were easy to obtain.
The German OOB were a nightmare. I spent a lot time and funds acquiring books from German antiquaries. I finally found books on unit history and biographies from all divisions participating except the 227th division. So, its set-up is not spot on.
19.0 Random Events
At the Random Event Phase either player rolls 1 die and refers to the result on the Random Event Table. All die-rolls result in two events; complete the first before implementing the second. Some Events call for DRM (die roll modifiers).
19.1 Random Event Explanation
19.1.1 Soviet (or) German Barrage Allows the Soviet and German players (depending on affected player) to perform Barrage attempts according to Barrage procedure. (See 8.5)
19.1.2 Groza This allows the Soviet player to perform Barrage attempts up to 3 hexes away from any Soviet unit with a +1 DRM when rolling on BRT and CRT. (See 8.5) Historical Note: The Soviet performed massive barrages on earlier pinpointed locations achieving better results.
19.1.3 Drommelfeuer This allows the Soviet player to perform two Barrage attempts (one from each front) according to ordinary Barrage procedure. It represents a heavier barrage in a carpet-bombing manner. (See 8.5) Historical Note: Operation Iskra began at 9:30 on 12 January, when the two Soviet fronts began their artillery preparation, which lasted for nearly two and a half hours on the western side and nearly two hours on the eastern side.
19.1.4 Red Banner Baltic Fleet Artillery Treat this as an ordinary Soviet Barrage attempt with a +1 DRM on the BRT but a -1 DRM on the CRT. It can target any German unit on the map. (See 8.5) Historical Note: This represents the supportive fire from the anchored Soviet Red Banner Baltic fleet.
19.1.5 Soviet (or) German Artillery Response Allows the Soviet and German players (depending on affected player) to perform Barrage attempts according to Barrage procedure (See 8.5) but with a -1 DRM on the CRT.
19.1.6 Eisenbahn-Batterie 691 Treat this as an ordinary German Barrage attempt with the sole restriction that it targets any Soviet unit on the map east of the Neva River. (See 8.5) Historical Note: This was one of the German huge railway guns used during the Sevastopol Siege amongst others. During this battle it was placed on the railway in Mga and kept on bombarding the front long after the Germans had lost control of Schlüsselburg.
19.1.7 Bad Weather Both players must ground one air unit, firstly one from the Air box, or if none are available, one from the refit side of the Grounded box. Historical Note: Strong winds and heavy snowfall prevented air attacks.
19.1.8 Cloudy Air operations are hampered by bad weather. All Air attacks may only be done using NORMAL ATTACKS.
19.1.9 Accurate Soviet AA Permanently remove JG54/LF1 from play.
19.1.10 Accurate German AA Permanently remove 281 GA/14AA from play.
19.1.11 "Trotskyite! Passive Resister!" The first 67th Army draw chit drawn has no Combat segment during its Command Phase. After acting on its Command and Movement Segment place its draw chit aside and count it as played. Historical Note: Commander of the 136th Rifle Division, General Nicolai Simoniak, refused Zhukov's direct orders to join the attack. "Trotskyite! Passive resister!" shouted Zhukov over a high-security line. "Who are those cowards of yours? Who doesn't want to fight?" Simoniak retorted that there were no cowards in the Sixty-seventh Army.
19.1.12 Scraping the Barrel The German player receives 1 non-Mechanized Replacement point to be given to an on-map (not previously destroyed or withdrawn) in-supply and in-command unit which is not in an EZOC.
19.1.13 Simoniak Takes Command One LenF Command Chit is removed from play as General Simoniak takes full Command.
19.1.14 Starikov Acts on New Orders Remove one 8A draw chit from play for the rest of the game. If there is no 8A draw chit left in play this event has no effect.
19.1.15 Technical Problems The German unit 1/s502 (Tiger Is) has problems and can't move this turn. It retains its ZOC and can participate in combat if adjacent to enemy units. If forced to retreat it loses a step instead. If losing its last step, flip "Technical Problems" marker to its "Tiger Breakdown" side and follow instructions in 19.1.16. If the 1/s502 unit is already lost, treat as a 'No Event'.
19.1.16 Tiger Breakdown This event only applies if the 1/s502 has already lost one step. If not, apply the "Technical Problems" event instead. There remained severe problems with the Tiger I unit. It loses its second step and is eliminated. Count this unit as a VP marker from now on. By moving a Soviet unit into the same hex as the Tiger unit and remaining there until the end of turn, count the 1/s502 VPs as captured. Remove the unit from play at the end of the turn and keep it on the Soviet side. If the Soviet player fails to occupy the 1/s502 unit's hex, the Germans have succeeded in blowing them all up. The unit does not count as VPs in that case and the German player removes the 1/s502 unit from play at the end of the turn. Historical Note: A total of 9 first production Tigers were sent to the 1st Company, 502nd Heavy Tank Battalion. After only 3 days of familiarisation and with the tanks still being unreliable, they were still sent to Leningrad upon arrival in Mga, they were immediately ordered to the front line. The 502nd fought in forests and swamps but it was technical problems that caused the most troubles.
19.1.17 Earning New Titles If still in play, replace the units of 136th Division with the 63rd Guards, the 327th with the 64th Guards and the 61st Tank Brigade with the 30th Guards Tank Brigade. They were involved in some heavy fighting and earned the title. Enter them in play matching their current status. Example: If 269/136 is halved when the event is rolled, it is replaced with a reduced 188G/63G.
19.1.18 Is That All? zbV540G enter as reinforcement at I and 636 SICH enter as a reinforcement at H.
19.1.19 Late Reinforcements The three units of 147th Division enter as a reinforcement at A.
19.1.20 Volkhov Front Consolidation The two units of the Soviet 53rd Brigade enter as a reinforcement at D. Historical Note: This unit was used to consolidate Volkhov Front and hold the 2ShA and the 8A together.
19.1.21 Hühner Arrives Early The Hühner HQ arrives earlier and enters via F at the end of the Random Event Phase using regular movement. Its Draw Chit goes into the Draw Cup.
19.1.22 Retreating Orders Von Kühler allows all units holding Schlüsselburg to evacuate. Flip the Schlüsselburg marker to its correct side in reference to rules 13.5.1 and 13.5.2. If Schlüsselburg already is in Soviet hands, treat as a 'No Event'.
19.1.23 Combat Fatigue The units of the Leningrad Front suffered considerably from fatigue and tremendous losses. The Soviet player must remove one 67A draw chit from the Draw cup for the rest of the game.