Kharkov 1943 (1999)
Kharkov 1943 (1999) Rulebook
Table of Contents
Table of Contents
- Introduction
- 0. Generalities
- 1. Units and Organization
- 2. Game Sequence
- 3. Activation
- 4. Zones Of Control (ZoC)
- 5. Stacking
- 6. Movement
- 7. Combat
- 8. Command
- 9. Supply
- 10. Fog of War
- 11. Defensive Works
- 12. Bridges
- 13. Air Power
- 14. Weather
- 15. Reinforcements
- 16. Replacements
- 18. Scenarios
- Addenda & Corrections, Journal de Marche, VV #26
- 10.3. Optional Rule: Use of HQs
Introduction
This game uses two six-sided dice. All distances are given in hexagons (hereafter hexes).
0. Generalities
0.1. Game Scale
A game turn represents approximately four days. A hex represents 10 Km across. The units represent Army corps, divisions, brigades, regiments, battalions, companies, Kampfgruppen or Headquarters (HQs) and their organizations.
0.2. Terrain
The map portrays the region between Belgorod and Stalino. A hex grid is superimposed onto the map to regulate the movement and combat of the units. The effects of the various terrain types on movement and combat can be found on the Terrain Effects Chart (TEC) and on the Combat Results Table (CRT).
1. Units and Organization
1.1. Units
On each units the following information is portrayed: size, stacking points, number of combat steps.
All infantry units have 10 Operation Points (OP's); motorized, armored and cavalry units have all 12 OP's. These OP's regulate movement and combat.
Formations (German divisions or Soviet corps) are color-coded for easy reference. Acting in formation gives the German player a bonus (see 7.4.).
The armor value of the units is not represented on the counters, and is as follows:
Armored units, Pz Corps HQ's, Armored corps HQ's, ar Action Group Popov = combat value;
Recon units = ½ combat value;
Others = 0.
Similarly, the anti-tank value of the units is:
Armored units, HQ's = combat value;
Recon units = ½ combat value;
Motorized / mechanized regiments, KG, soviet divisions = 2. This value is reduced to 1 when the units lose half their combat steps;
Others = 0.
1.2. Unit Reduction
The majority of combat units have more than one combat step. A figure on the counter indicated that unit's maximun number of steps. A marker placed below the unit indicates the steps lost due to combat, and therefore the number of steps remaining.
Generally, a unit loses two combat points per each combat step. Example: a unit with a value of 5 and 3 combat points is reduced to 3 point upon the first step loss, to 1 upon the second, and is eliminated upon the third.
Certain units begin the game with losses; in that case, the number of steps lost is indicated in the scenario.
Exceptions:
Units with only one combat step are eliminated upon the first loss.
Nebelwerfer and Katjusha units alone in a hex defend with a value of 1; other artillery units defend with their value halved, and an antitank value of 1. If a unit alone in a hex undergoes an unfavorable combat result, iit is eliminated.
Tiger units undergoing a step loss lose only one combat point (they go from two to one).
1.3. Detachments and Reattachments
The Soviet player may detach armored brigades from his armorde corps, and the German player battalions from his armored brigades. To do so, upon the unit's activation the player places a detachment counter on the same hex as the mother unit, as an netirely sparate unit. Detachments may reattach to the mother unit by beginning their activation in the same hex hex as the mother unit, which recovers the detached steps while the detachment is retired from play. This actions cost no OP's.
Note: The Soviet payer is limited in the number of detachments to one brigade per armored corps ant the German Player to one battalion per regiment. The velues indicated on the detachment counters are maximum values (see example of activation).
The Soviet player may combine his infantry brigades and divisions when those have undergone heavy losses. The two counters must be in the same hex at the moment of their activation; one unit is retired from play and the other recovers its step losses. Note: units can not be combined above the maximum number of combat steps of the remaining units.
Example: one division, initially with three combat steps, which has only one left, may combine with another two-step unit to return to its initial value.
1.4. Headquarters (HQ)
The HQ counters represent the source of command and supply of the units.
They have a combat value ond only one combat step. Their reverse side indicates their activation.
HQ's are destroyed only if alone in a hex, or if all the units they are stacked with are destroyed.
HQ's may add their combat value in attack or defense towards a hex if that is within their command radius and if a Line of Command (LoC) clear of enemy ZoC may be traced to that hex (see 8.1.). In that case, add the HQ unit's combat value to that of the defending / attacking unit(s).
A destroyed HQ is returned to the map two turns later and may be placed by the owning player in a hex of his choosing, as long as that is free of enemy ZoC's and is supplied.
HQ's are provided with boxes where the players may put the units stacked with them (see 10.3.).
1.5. Organization and Command
The operations of February – March 1943 showed a great flexibility on both sides (attachments to PzKorps of different units on the German side, or to different corps on the Soviet side).
Accordingly, attachments are made de facto at the beginning of the game as per the geographical situation, but they may very in the course of the game (the Germans benefit from a greater flexibility due to the higher number of intermediate HQ's present).
Acutually, a HQ may command all units within Command Range (see 8), without being limited by a rigid command structure.
The only restriction is that the Russian player may not activate units belonging to different fronts (different color code) during a "general" activation, and that every unit must always be activated by a HQ belonging to the same front (see 3).
During a game turn, each player may activate units in two ways: either activating up to eight units belonging to the same HQ, or activating up to four units, belonging to different HQ's, or which are outside the Command Ranges of all HQ's (see 3).
Addenda (VV #26): only the HQ pertcipating in the activation may give support to the combat of the activated units. This support can be given in only one combat per Activation Phase.
2. Game Sequence
Kharkov 1943 is played in several turns, depending on the scenario, which are composed of different Phases.
2.1. Sequence Of Play
- Weather Phase
The Soviet players rolls a die and checks the weather table.
- Supply, Command and Air Recon Phase
The two players verify the Line of supply (LoS) and lines of Command (LoC) for all units (see 8 and 9). The two players may reinforce or rebuild understrenght or destroyed units (see 16). If the weather allows, the players may examine a certain number of enemy stacks.
- Determining Initiative
Each player throws 1d6 to determine who has the initiative for the turn, the German player winning on draws (see the scenarios for special rules).
- Operations Phase
First Player Activation sequence:
The player with the initiative activates either 6 units of the same formation that are in command, or ANY four units (including reinforcements received this turn, see 15). Units may move, build defensive positions and/or fight.
Second player activation sequence:
The second player then repeats the procedure with units of his choice. The first player's units may react under certain conditions (see 6.6).
The players alternate with this sequence of activation of their units until:
no units remain to activate;
the players pass one after the other; or
the turn finishes (see Rule 2.2).
- Administrative Phase
remove all Activated markers
advance the turn marker one box.
2.2. Ending a Turn
The game turns ends prematurely in the following situations:
both players pass in successive segments, that is, chose not to activate any units;
if one player has activated all of his units, and the other player continues to activate units, then at the end of the second and subsequent such segment the activating player must throw 1d6 - on a 5 or 6, the turn ends immediately.
3. Activation
3.1. General rule
To move and fight, a unit must be activated. The activation of a unit occurs in the activation phase of the owning player, either as part of an activation of a formation, or of a general activation.
Each unit may be activated a maximum of two times per turn.
A unit may move or fight only during its activation (exception: reaction movement, see 6.6).
The activation of a HQ is "free" in an activation by formation (the number of activated units does not count).
After completing all its activities, an "Activated" marker is placed on the unit.
3.2. Activation by Formation
A player may activate up to eight units of the same formation during the Operations Phase. The HQ must be activated to perform this type of activation.
A previously activated HQ may not perform this type of activation but only a General Activation. The owning player may nevertheless decide to perform a second Activation by Formation, in which case the HQ becomes Fatigued (level 1) at the moment of activation; it undergoes the same penalties as a Fatigued unit.
3.3. General Activation
Instead of activating units of the same formation a player may use a General Activation to activate units which are not commanded by the same HQ (or do not belong to the same Front), whose HQ has already been activated or which are not in command. To do this he selects a general activation that may only apply to four units. These units do not need to be from the same formation or to be in command (or indeed to be any particular distance from each other).
Anyway, activated units that are out of command have their OP's diminished by four (see Rule 8.2).
Addenda, VV #26: A HQ does count against the 4 unit limit in a General Activation.
3.4. Activation Mechanism
The activation of units is not rigid and allows the player different combinations of movement and attack.
Order of Action
During its activation, a unit may move and/or attack in any desired order.
In the case of a mobile attack, the unit may continue to move and fight after its first combat (see 7.2).
A unit attacking using normal or prepared tactics may attack again any adjacent units when Advancing after Combat (see 7.2).
Activation Limitations.
During activation, the player may move all or some of the activated units, attack with one or more units, and move other activated units and undertake combat in any combination within the following limitations:
entry into an enemy ZoC halts movement, and makes combat mandatory before the end of the activation (see 4.3);
a unit may attack more than once per turn;
an enemy unit may be attacked more than once a turn;
finally, a unit or a stack may not halt movement to restart it later in the same Activation (movement must be made on one occasion only).
Note: a stack performing a mobile attack may not stop movement to restart it after other units have moved or engage in combat; similarly, the option of units advancing after combat to attack adjacent units must be exercised upon that very advance. Multiple units or stacks attacking an enemy hex together after moving may not resume movement after that combat, but may advance after combat if successful and attack adjacent units - if they have enough OP's left.
Note: the players may use the Loss markers to indicate the number of OP's remaining for each unit.
3.5. Fatigue
A unit may be activated a second time during another Activation Phase by the same HQ or another. In this case the reactivated unit and/or the HQ automatically receive a Fatigue-1 marker at the beginning of their activation. Upon spending the sixth OP they receive a Fatigue-2 marker. A HQ or a unit may not expend more OP's than allocated for each ativation.
Effects of Fatigue.
Fatigue 1: all actions performed by the unit cost +1 OP (the expenditure of one hex is increased by one OP, engaging in Combat costs 2 OP's, etc.) and the unit has its combat value decreased by one fourth (round fractions up), while its armored or antitank value remains unchanged. A HQ may not activate more than six units with an activation by formation.
Fatigue 2: all actions performed by the unit cost +2 OP's and the unit has its combat value halved (round fractions up), while its armored or antitank value remains unchanged. A HQ may not activate by formation.
Fatigue Reduction.
To decrease Fatigue by one level, the HQ or unit must expend 4 OP's upon their first activation of the current turn.
4. Zones Of Control (ZoC)
4.1. General rule
Combat units exert a zone of control (ZoC) into the six hexes adjacent to the unit. The ZoC of a unit influences the movement and combat of units.
4.2. Properties of ZoC
All combat units and HQs exert a ZoC into their hex and the six adjacent hexes other than non-frozen rivers.
HQ's, Soviet armored regiments, battalions, companies, artillery units and all units whose combat value is 1 exert a ZoC into their own hex only.
A unit that enters an enemy ZoC must expend + 1 OP and halt its movement. In case of a successful mobile attack the unit may resume movement if it has enough OP's left to do so (see 7.1.).
A unit that starts its movement in an enemy ZoC may exit that ZoC at a cost of +2 OP's.
A unit may move directly from one enemy ZoC to another at a cost of +3 OP's (ignote the +2 OP's to exit the first ZoC in this case), if the second ZoC is not exerted by the same unit.
A unit may not move directly from one ZoC to another projected by the same unit.
Friendly units in an enemy ZoC cancel its effects for retreat (see 7.6), line of supply (see 10) and rail movement (see 6.4.). However, the presence of a friendly ZoC does not cancel the effect of an enemy ZoC.
4.3. ZoC and Combat
Combat is mandatory for a unit that ends its movement in an enemy ZoC following its activation (see 3.4). Exception: a unit in a town, village or defensive position (see 9) is not obliged to attack enemy units exerting a ZoC on it, even if it ends its movement in those enemy ZoCs.
A unit that enters an enemy ZoC during advance after combat is not obliged to fight.
A unit that begins it Activation Phase adjacent to an enemy unit which exerts a ZoC on it is not obliged to attack.
A unit or a stack of units that retreat into a ZoC due to a combat result loses one combat step per hex of ZoC crossed.
Addenda, VV #26: a unit is forbidden to re-enter an enemy ZoC if it does not have the additional OP necessary to engage in combat (which is mandatory) except if this ZoC is in a village, city or defensive position.
5. Stacking
The maximum stacking for a hex is ten stacking points. The stacking costs are as follows:
Germans:
Infantry regiments (whichever the type), KG, HQ, artillery: 1;
Battalions (whichever the type), companies: 0.
More than two armored regiments or three battalions / companies belonging to different divisions may never stack in the same hex.
Russians:
Armored corps: 4;
Divisions (ifantry or cavalry), artillery: 2;
Brigades, regiments, HQ's: 1;
Battalions: 0.
More than two independent armored brigades (i.e., not belonging to the same armored corps) may never stack in the same hex.
Stacking limitations teke effect at the end of the operations phase. During the operations phase friendly units may move without concern as to stacking. Excess units at the end of the operations phase are eliminated (player's choice).
Markers do not count against stacking limits.
6. Movement
6.1. General Rules
During its activation, a unit may move by expending all or part of its OP's, as required for each type of terrain crossed.
A unit is not forced to use all of its movement allowance, but any remaining OP's are lost.
6.2. Operations as a Part Of Movement
In Kharkov 1943, operations that are to be undertaken by units are denominated in Operation Points. Moving, engaging combat (see 7.2) or assuming a defensive position (see 10) costs a certain number of OP's.
6.3. Terrain effects
The effects of terrain on movement are summarised on the Terrain Effect Chart (TEC), and those on combat in Combat Result Table (CRT).
6.4. Rail Movement
The German player may move units by rail; he is nonetheless limited to a maximum of 8 stacking points.
To embark or disembark, a unit expends 3 OP's. Rail movement is unlimited in number of hexes, but it must take place out of enemy ZoCs at all times.
Embarking and/or disembarking must take place in German-controlled cities or villages.
6.5. Strategic Movement
A unit which does not enter enemy ZoCs for the duration of its movement (which does neither start nor end its movement in an enemy ZoC) adds +4 OP's to its Operation Potential.
6.6. Reaction Movement
Under certain circumstances, the non-phasing player may have his units react. When the phasing player announces an attack – normal or prepared – against a hex, the non-phasing player may react with one or more units supplied and under the same command as the attacked units (i.e., which are within the Command radius of the same HQ), to reinforce the latter (observing stacking limits). The units so activated may expend 3 OP's and may enter te attacked hex (they do not need to do so, and may move just to contrast a possible enemy exploitation). Fatigue-1 units may reaction move by applying the involved penalties. Fatigue-2 units may not reaction move.
This reaction movement is free of OP costs.
Addenda, VV #26: A HQ may react as a "standard" combat unit.
7. Combat
In Kharkov 1943, combat is a part of movement. Units must spend a certain number of OP's to attack adjacent enemy units.
7.1. Types of Attack
There are three possible forms of attack for units:
Mobile attack: Units pay 1 PM to engage in combat, and must have begun thir movement together in the same hex. The attack may not benefit from air support (exception: the German player may heve the support of one air point). The defender may not benefit from air support. The number of mobile attacks is unlimited. If the defender does not retreat, the attacker may attack again after applying all the losses incurred in the previous combat as per the CRT. The attacker receives a negative (left) one-column shift on the CRT.
Normal attack: Units pay 3 OP's to undertake combat. The attacker may use air support. The defender may also use air support. The attacking units may engage in further combats of the same type (or mobile) against adjacent enemy units after an advance after combat, or, if they did not move after the initial combat, against adjacent enemy units.
Prepared attack: The units pay 5 OP's to attack. This attack may benefit from air support. The defender may also receive air and artillery support. Artillery units may participate in the attack. The attacker receives a positive (right) one-column shift on the CRT. Only one such attack is allowed per Activation Phase. The attacking units may engage in further (mobile or normal) combats against adjacent enemy units after an advance after combat, or, if they did not move after the initial combat, against adjacent enemy units.
The choice of the type of attack influences the results of combat. A table summarising the effects of the attack types is found on page 38.
If a number of units attack the same target using different kinds of combat, the attack type used overall is the one that costs the least number of OP's.
7.2. General rules
During their activation, units may move and attack (in whichever order) adjacent enemy units.
Combat is mandatory in certain conditions (entry into ZoC, see 4.3).
a unit may attack all adjacent enemy units;
a unit must attack at least one enemy unit which exerts a ZoC into its hex;
an enemy unit may be attacked by all friendly adjacent units.
7.3. Multiple Attacks
All enemy units in the same hex must be attacked together, and all must participate in defense, their defense value being the sum of their combat points;
The units attacking from the same hex (i.e., from the same stack) may attack different enemy hexes. (except on a mobile attack, when units from the same stack must attack the same hex);
If a unit or a stack are adjacent to several hexes containing enemy units, it can attack all those enemy hexes: Therefore, a unit or a stack may attack several hexes;
The combat value of a unit may not be split among several combats.
7.4. Modifiers
The modifiers are as follows:
Ratio of armour and antitank ratings of the engaged units. This ratio uses the armour factors of the attacker and the antitank factors of the defender (round fractions in defender's favor) and gives the number of columns shifts on the CRT. A 2:1 ratio gives one column shift, a 3:1 ratio gives two column shifts, and so on. This modifier may not result in shifts larger than +/-4 columns. If the ratio is 1:1, a +/-1 column bonus goes to the side with the largest armoured or antitank value. If either side does not have any antitank value and the other has an armored value, the latter receives a +/- 1 die roll modifier in addition to an automatic 4 column shift in its favor. Note: if the attacker has no armored value and the defender has an antitank value, no modifier is obviously applied.
Armored units marked with a dot (heavy tanks) receive a +1 DRM in attack, or give the attacker a –1 DRM in defense, if they are engaged against other armored units.
German armored units receive a +1 DRM in attack, or give the attacker a –1 DRM in defense, if they are engaged against Soviet armored units only.
Difference in size: attacker and defender compare the size of their units and add them as follows:
Armored corps = 3;
Armored division or corps reduced to half or less by losses = 2;
Kampfgruppe, regiment, brigade, division reduced to half or less by losses = 1;
Artillery, regiment or brigade reduced to half or less by losses = 0.
If all regiments of a German armored division attack the same hex together, a +2 DRM is applied. This bonus is cumulative, therefore two divisions attacking the same hex receive a +4 DRM.
If all regiments of the Viking division, or of an infantry division attack the same hex together, a +1 DRM is applied.
Each engineer unit gives the owning player a +/-1 DRM in attack or defense in a city or village.
Attacking across a bridge: if all attacking units make their attack across a bridge, the attacker receives a –1 DRM (frozen) or –2 DRM (mud).
Attacking into a city: all units with an armored value attacking into a city or village have their armored values halved. The defender's antitank value remains unaffected.
Attack of Soviet units not belonging to the same front: -1 DRM.
7.4. Combat Resolution
Combat is resolved as follows:
The attacker declares type and target of the attack.
The defender may reaction move with some units.
Attacker and defender secretly allocate Air Support.
The attacker totals his modified combat points engaged;
The defender totals his modified combat points engaged;
The ratio of attacker's to defender's points is calculated and reduced to odds. The total is rounded to the closest integer (and not in the defender's favor! 1.49:1 becomes 1:1, 1.50:1 becomes 2:1).
The ratio of armoured points for the two sides is then calculated (note that this is rounded in the defender's favor). This ratio indicates the value and direction of a column shift (see Rule 7.3)
The remaining column modifiers (air support) are used then to find the final combat column.
The attacker consults the CRT, and cross-referencing the strength column of the force, the terrain of the combat (the defender's hex) and the type of attack, and rolls a die to get the result of combat.
7.5. Combat Results
Combat results are given in the form of a number that can affect the attacker and defender. This number gives the step lost by that force and/or the number of hexes retreated, plus any mandatory retreats preceded by the letter R.
The owning player apportions the result between step losses and the number of hex retreated by the surviving steps at his choice, always beginning with the mandatory (R), and then the optional retreats. The defender takes his losses, then the attacker suffers his.
Results in red indicate that the attacker or defender must take at least one step loss before any retreats, whichever the type of attack and of defensive posture chosen.
The type of attack and defense may also involve an obligation to take losses (see the "Table of Postures").
If antitank or armoured units are present on both sides, then the first loss must be from an armoured unit.
7.6. Retreating and Advancing after Combat
Retreat.
The owning player may decide to substitute retreats for step losses. A retreating unit or stack may not enter hexes occupied by enemy units. In case of split losses, the defender applies his result first.
Unit retreat must, if possible, be made with the following priorities:
into a hex free of enemy ZoCs;
through terrain with the lowest PM cost;
in the general direction of a friendly map edge;
into a hex the furthest from any enemy units.
A unit may retreat into an enemy ZoC, but does so at the cost of one step loss per enemy ZoC hex entered, unless the hex is occupied by a friendly unit.
A unit may retreat into a hex which violates stacking limitations as stacking rules only need to be observed at the end of the Operations Phase (see 5).
Retreating units may follow different paths as long as they all retreat the prescribed number of hexes.
A unit that retreats into a hex containing a friendly unit may participate in combat if the other unit is itself attacked, and may (at the choice of the owning player) suffer losses and must participate in any retreats.
A unit that must retreat off the map is eliminated (exception: on the first turn, Soviet units retreating off the map may re-enter the following turn from the entry area closest to their exit hex).
Advance.
When a unit or stack of units retreats or is destroyed, it leaves its hex vacant, and a retreat path depending on the number of hexes retreated.
Victorious units that participated in these combats may enter the vacated hex and may advance along the retreat route (exception: armored, motorized and mechanized units are not forced to follow the exact retreat path after the first hex of retreat).
Advancing units must pay the OP price of each hex entered, as per normal movement, first (with the exception of the vacated hex), halting their movement when they enter an enemy ZoC, (again, with the exception of the vacated hex).
Advance after combat is never obligatory.
In the case of a split result, the attacking player must convert the total of his result into step losses if he wishes to advance after combat or stay in position.
Only the attacker may advance after combat.
Example: the result 1/2 indicates that the defender may choose to lose two steps and stay in position; or, lose one step and retreat all units one hex; or retreat all units two hexes.
The attacker in turn must either retreat one hex or take one loss. If he chooses the second option he may advance into the hex left vacant by the retreating defender.
If the defender retreats two hexes, the attacker may follow along the retreat route providing an enemy ZoC does not halt him entering the second hex of the retreat. (exception: breakthrough, see 7.7). If the result had been 1/2R, the defender would have been obliged to retreat one hex before choosing how to distribute his losses as per /2R.
Limitations to Advances.
A motorized unit attacking across a river may not advance farther than one hex;
An artillery unit may not advance farther than one hex;
If the defending enemy unit/stack is eliminated and more step losses are stillmandated by the CRT, the attacker may convert such remaining losses in hexes of advance. Example: a -/3R result eliminates a unit which had only one combat step; in this case, the attacking unit may advance 3 hexes.
Fatigued units may advance with the required penalties;
If a unit has no more OP's left to pay the cost of the next hex, it must stop its advance.
7.7. Special Results
If the combat result is in bold on the CRT, a breakthrough has occurred in the enemy lines. A Breakthrough marker is then placed on the hex occupied by the enemy unit prior to its retreat or elimination.this marker negates all enemy ZoCs in that and in the six adjacent hexes (it does not negate a ZoC exerted by a unit into its own hex). The advancing units, and the friendly units activated during the same Activation Phase, may therefore pass through these hexes without stopping due to those enemy ZoCs, paying +1 OP plus the cost of the terrain entered. The Breakthrough is retired the the end of the Activation Phase in which it has been placed.
8. Command
8.1. Command Distance
Each HQ may exert command up to a distance of 5 hexes (HQ hex not included, hex of the unit included).
To be in command a unit must be capable of tracing a line of command (LoC) to its own HQ. This LoC may cross any kind of terrain or an enemy ZoC but may not cross a hex occupied by an enemy unit.
At the start of each turn, the players check the status for command of all their units. Unsupplied or out-of-command units have the relevant marker placed on them are affected for the remainder of the turn.
8.2. Effects
Units which cannot trace an LoC to their HQ at the beginning of the turn have a "Out of Command" marker placed on them. They may not be part of a formation activation, and may only use a general activation. Moreover, their operation potential is decreased by 4 OP's.
9. Supply
9.1. General Rules
To be in supply, a unit must be able to trace a supply line (LoS) to a HQ capable to supply it, or directly to a supply source.
A LoS may cross any terrain type but may not cross enemy enemy-occupied hexes, or an ZoCs (unless negated by the presence of a friendly unit), or impassable hexes.
Supply status is verified at the start of each turn.
9.2.(1) German Supply
To be in supply, a German unit must be able to trace a LoS to:
A HQ within 5 hexes or less;
A supply source within 5 hexes or less.
To be in supply, a German HQ must be able to trace a LoS to:
An Army or Army Group HQ within 5 hexes or less;
A road or railroad within 5 hexes or less in turn connected to a supply source;
A supply source within 5 hexes or less.
To be in supply, a German Army or Army Group HQ must be able to trace a LoS to:
A road or railroad within 5 hexes or less in turn connected to a supply source;
A supply source within 5 hexes or less.
A German supply source is indicated on the map by a small icon.
9.2.(2) Soviet Supply
To be in supply, a Soviet unit must be able to trace a LoS to:
An Army or Mobile Group HQ within 5 hexes or less;
A supply source within 5 hexes or less.
To be in supply, a Soviet Army or Mobile Group HQ must be able to trace a LoS to:
A Front HQ within 5 hexes or less;
A road or railroad within 5 hexes or less in turn connected to a supply source;
A supply source within 5 hexes or less.
To be in supply, a Soviet Front HQ must be able to trace a LoS to:
A Front supply head within 5 hexes or less.
A road or railroad within 5 hexes or less in turn connected to a supply source;
A Soviet supply source is indicated by a front supply head counter, or by a small icon until the former is on the map.
Armored units.
Supplied (only) armored units at a distance of n hexes or more from a Front supply head have their OP's and armored value (AV) decreased as follows:
n>11: OP –1, AV –10%;
n> 15: OP –2, AV –20%;
n> 19: OP –3, AV –30%.
Round percentages up. Distance n is calculated as per, and must observe, LoS rules.
As long as the Front supply head counters are not on the map, units calculate the distance from the icons on the East map edge. When the former enter the map, the players may choose beteween the two as supply sources.
Addenda, VV #26: Soviet supply heads may replace supply hexes. It is therefore possible to choose between the two.
9.3. Effects
When a unit cannot trace an LdR at the beginning of its turn, place an "Isolated" marker upon it. The effects are as follows:
An armored, mechanised or motorised unit may only move half its OP's.
All such units attack with their combat points halved and may not launch prepared attacks;
Units defend normally;
Furthemore, armored units have their armored points halved.
An Isolated unit which cannot trace a LoS at the beginning of a turn receives an "Out of Supply" marker, with the following consequences:
An armored, mechanised or motorised unit may only move ¼ of its OP's.
All such units attack with their combat points halved and may not launch prepared attacks;
Units defend with their combat points halved;
Furthemore, armored units have their armored points divided by 4 (round fractions up).
9.4. Soviet Supply Head
A Soviet Supply Head moves one hex per turn along a road, railroad, bridge or clear terrain in whichever Soviet Activation Phase. A Soviet Supply Head attacked when alone in a hex is displaced three hexes toward the East map egde. If that displacement forces it off the map, it Re-enters the following turn at the nearest Soviet entry hex.
10. Fog of War
The following rules are applied to limit knowledge of the enemy units' placement and stacking.
10.1. Stack Inspection
Exhamining a stack is possible only if:
The stack has been engaged in combat by friendly units;
A friendly unit is adjacent to the stack;
The stack is not in a masking terrain and the weather allows air reconnaissance (see 13.3.)
All types of terrain except clear, difficult or swamp mask the stack.
10.2. Stacking Order
The owning player may organize his stacks as he wishes, for instance putting the waekest unit on top to hide stronger units.
Note: the players may agree to use game markers ("Out of Supply", "Activated", "Fatigue", etc.) to hide the topmost unit from view.
11. Defensive Works
11.1. General Rules
A unit may adopt a defensive posture and build a prepared defensive position (PDP) or mobile defensive position (PDM), at whichever stage of its movement. To do so, it must expend a certain amount of OP's.
Each unit that is to build PDPs spends 4 OP's; a PDM costs 2 OP's. PDPs or PDMs may not be transferred from unit to unit. If a stack of units is to build a PDP, all units must expend the required OP's.
11.2. Effects
PDPs or PDMs have the following effects:
units in a PDP adds +2 to its antitank and its combat values;
Units in a PDP or PDM are nt forced to attack adjacent units exerting ZoCs upon them.
Switching from a PDP or PDM to a normal posture (i.e., to move again during a new Activation Phase) costs 5 and 3 OP's, respectively.
12. Bridges
Bridges are the only means that allow combat units to cross the Dnepr and the Donetz when the weather is muddy.
The OP cost of crossing is given on the "Table des effets du terrain".
Bridges may never be destroyed.
13. Air Power
13.1. General Rules
The players possess a number of air support missions depending on the weather. Those air missions provide bonuses in combats.
At the moment of combat, the player declares an air support mission and places an air marker on the hex under attack, keeping the value hidden from his opponent. Each air point gives a positive shift on the CRT (right for the attacker, left for the defender). Air points of the two sides cancel each other. Therefore, three air ponts on one side and two on the other would originate a one column shift.
13.2. Determination of Air Support
The number of air points available each turn is determined by rolling one die and consulting the Air Support Table.
13.3. Air Reconnaissance
In every turn of clear weather, the players may examine a given number of enemy stacks. The German player may examine 8, the Soviet 5.
14. Weather
14.1. General Rules
Weather played a very important role in Operations Star and Gallop, air support is subject to the state of the weather over the theatre of operations.
During the Weather Phase the Soviet player rolls a die to discover the weather, which may be clear, cloudy or overcast. The state of ground weather is determined in the same manner.
(The source has no section 14.2.)
14.3. Effects of Weather
The effects of weather are as follows:
Air weather:
Clear: all the air supports the players have rolled for are available; air recon missions may be performed;
Cloudy: only half the air supports the players have rolled for are available (round fractions down); no air recon missions may be performed;
Overcast – neither air support nor air recon available.
Ground weather:
The effect is indicated on the Movement Table. When Snow is in effect, units pay +1 OP per hex, with the exception of Soviet ski units.
15. Reinforcements
15.1. General Rules
Reinforcements are listed by turn of entry and entry area. The latter is shown on the map by a letter (Soviet) or Roman numerals (German).
On the turn of entry the reinforcements are treated as coming on the map paying the normal cost of their entry hexes. Reinforcements may use their full movement allowance even if they are outside command range of their HQs.
15.2. Reinforcements by Rail
Certain reinforcements are indicated as arriving by rail (R). In this case, the owning player may choose to continue the movement by rail (if that is possible) or begin normal movement paying the associated disembarkment OP cost (see 6.4).
16. Replacements
Replacements represent reinforcements not organized as units, Soviet enrollment in liberated areas, and repaired armored vehicles. Replacements are listed by turn and type on the Replacement Table.
16.1. Use
Replacements are used to reinforce units that have undergone losses or to rebuild destroyed units.
One replacemet point allows recovery of one combat step. The first combat point recovered by a unit costs two combat steps (of the relevant type).
1 infantry point allows the reinforcement of all infantry and cavalry units.
1 mechnaized point allows the reinforcement of all armored and recon units, with the exception of heavy armor, which requires two points.
To reinforce a Panzergranadier or a Soviet motorized unit, one infantry and one mechanized point is required.
Artillery units can never be rebuilt. Soviet replacement points may not be accumulated from turn to turn; every unused point is lost at the end of the turn it is received. German replacement points may be accumulated.
Obviously, it is not possible to reinforce a unit beyond its initial value.
16.2. Procedure
For a unit to be reinforced, it must be in command and supplied, and it may also not be in an enemy ZoC. Reinforcement takes place at the beginning of the turn.
To rebuild a destroyed unit, it is sufficient to expend the required number of points; such a unit may reenter play at the beginning of the next turn and is placed with a HQ which can command it and with other units of the same formation.
A unit destroyed while isolated or unsupplied may not be rebuilt.
(The source has no section 17.)
18. Scenarios
Kharkov 1943 consists of two scenarios. The first allows to simulate the whole campaign, from Feb.1 to March 19, 1943, and lasts 12 turns. The second allows to recreate the first part of Operation "Gallop", from Feb.1 to Feb.20, and lasts 5 turns.
18.1. The Campaign
The players place the units as indicated in the set-up information box (page 37).
Special Rules.
Meteo is Clear/Frozen on Turn 1.
German and Soviet units are considered in command for the first turn. Activations by formation are allowed only for those units which are within Command range of a HQ. Players may activate units enetring on the first turn whenever they wish.
Victory Conditions.
Soviet Player:
Tactical Victory: control – control being defined as occupying or being the last to pass through – at least five of the following cities: Belgorod, Novaya Vadoloda, Krasnograd, Barvenkovo, Slaviansk, Kramatorsk, Lozovaya;
Operational Victory: If, in addition to the conditions above, he also controls Kharkov and Krasnoamerskoye or Chaplino;
Strategic Victory: if he also controls three among Poltava, Dneprpetrovsk, Zaporozhe, Stalino.
Units controlling cities must have a valid LoS.
German Player:
Tactical Victory: if he prevents the Soviet Player fron achieving an Operational Victory;
Operational Victory: if there are no Soviet supplied units west of the Donetz (except three bridgeheads) and south of Belgorod;
Strategic Victory: if there are no Soviet supplied units west of the Donetz.
18.2. Operation "Gallop"
The players place their units as per the set-up box (page 37). The German set up starts from the 320 ID, the Soviet Player from the Front of the South-West, without the 212th armored regt. and the 320th infantry division.
Special Rules.
Only hexrows form 14xx to 30xx are in play;
German reinforcements available are those entering from areas IV to VIII;
Soviet reinforcements are those of the Front of the South-West;
The weather is Clear/Frozen on the first turn;
German and Soviet units are considered in command for the first turn. Activations by formation are allowed only for those units which are within Command range of a HQ. Players may activate units enetring on the first turn whenever they wish.
The German Player must exit the 320 ID (or what is left of it) to the north by the end of turn 4.
Victory Conditions.
Soviet Player:
Tactical Victory: control – control being defined as occupying or being the last to pass through – at least four of the following cities: Barvenkovo, Slaviansk, Kramatorsk, Lozovaya, Pavlograd; Pereshepino; preventing the exit of the 320 ID (or destroying it) counts as one city;
Operational Victory: If, in addition to the conditions above, he also controls Krasnoamerskoye or Chaplino;
Strategic Victory: if he also controls two among Dnepropopetrovsk, Zaporozhe and Stalino.
Units controlling cities must have a valid LoS.
German Player:
Tactical Victory: if he prevents the Soviet Player fron achieving a Tactical Victory;
Operational Victory: if he prevents the Soviet Player fron achieving an Operational Victory;
Strategic Victory: if there are no Soviet supplied units west of the Donetz.
Addenda & Corrections, Journal de Marche, VV #26
Some German units start the game isolated (320 ID for example) on the first turn; that is intended. The players may decide to consider them in command and supplied anyway.
HQ's and Soviet reinforcements are supposed to have entered from a hex adjacent to their entry area, therefore HQ's on the map may command units entering as reiforcements; conversely, reinforcement HQ's may command units already on the map within their Command Range.
HQ's deleted as per the Journal de Marche, VV#26. All Soviet HQ's have a stacking value of 1.
Corrected as per the Journal de Marche, VV# 26.
10.3. Optional Rule: Use of HQs
Units stacked with a HQ may be retired form the map and placed on the HQ's box of the display (Translation Note: players had better copy the back of the countersheet before cutting out the conters!) This rule allows to limit stacking on the map and to keep units hidden from your opponent. A unit on the map may be placed in the HQ's box the moment it enters the HQ's hex, and may reenter the map in the same fashion. If the HQ has already been activated the current turn, the unit entering its hex may not move further. If the HQ and the unit entering its hex are activated in the same Activation Phase, they may move and act together, each paying OP's separately.
The following restrictions apply to the use of HQ's:
There may not be more than eight units in each HQ box;
Stacking limits must be applied;
there may not be more than two different formations per PzK HQ, three per Mobile Group HQ and four per Army or Front HQ.
Note: here "Formation" indicates divisions or corps, therefore, for example, a Soviet army HQ may have four divisions, smaller units not counting against this limitation: thus a Soviet army HQ may have four divisions and one brigade: 4 different formations, 5 units and 10 stacking points. A PzK HQ may have the 3rd Pz and a full infantry division plus a StuG battalion: 2 different formations, 8 units and 7 stacking points.