Kharkov 1943: le coup de maître de Von Manstein
Kharkov 1943: le coup de maître de Von Manstein Rulebook
Table of Contents
Table of Contents
- A - Equipment
- B – Preparing to Play
- C – Turn Sequence
- D - Air Superiority
- E - Supply
- F - Movement
- G - Combat
- H - Second Impulse
- I - Rail Movement Interdiction
- J - Elimination of Isolated Units
- K - Reinforcements
- L - Variable Weather
- M - Fog Of War
- Kharkov 1943: Von Manstein's Masterstroke — Specific Rules
- Rostov 1941: The Red Army's First Victory — Specific Rules
A - Equipment
A1 - Map
The map represents one of the areas of Eastern Europe and the Soviet Union where one of the major confrontations between Russians and Germans occurred between 1941 and 1945.
Different types of terrain are represented on the map (see the player aid cards). These influence the movement and combat. Also shown are roads, railroads, and cities.
The superimposed hexagonal grid allows for positioning of units and control of movement (note the term "hexagon" is often abbreviated "hex").
A2 - Counters
A2a - Unit Counters
The counters represent the forces of the various armies engaged in combat. The Germans have green counters and the Russians red counters. In some cases, other colors are used: black and white for SS units, red and yellow for Soviet Guard units, brown for the Hungarians, yellow for the Romanians, blue for the Italians, and dark green for the Slovaks.
Each counter includes the following information:
Type of unit: infantry, cavalry, paratroopers, mechanized infantry, anti-tank, or armor. Armored units are represented by a silhouette of a tank. Other units are represented by a NATO symbol.
Level of unit: regiment (symbol: III), brigade (X), division (XX), or corps (XXX). The unit level corresponds to the number of men who compose it.
Membership: Army which owns the unit in question and/or the identity of the unit (example: 113G: lst Division of the 3rd Guard Army).
Identification color: The colored dot at the top right of each counter indicates the group to which it belongs (starting positions or reinforcements).
Combat Points (PC): a combat unit's strength expressed in points. Some units have two numbers here: the strength used for attacking (PCA) and the strength used when defending (PCD), in that order.
Movement Points (PM): the maximum number of hexes the unit can move during a game phase on flat, clear terrain without using a road. It is always shown after the PC.
Level of losses: the small white stripes on the right of each unit indicate the number of casualties it can take before being eliminated.
Counter backs. The backs of some infantry divisions show the same units, but in entrenched positions. They have 0 movement points. Note that a small entrenchment symbol is shown on the counters' front to indicate this possibility.
On the backs of other units we find the same unit but with a lower combat strength. This side of the counter is used when the unit has suffered casualties affecting its strength without causing it to be eliminated: the unit is said to have suffered a "reduction." Units that have nothing on the back (or just the entrenchment) are eliminated when they suffer a loss.
Double units. Some important units are represented by two counters which are never both on the map at the same time. At first, the stronger version (3 or 4 white stripes) is used. If the unit suffers losses, it is turned over (showing 2 or 3 white stripes). If it is reduced again, the first counter is replaced by the second (with 1 or 2 white stripes), which then behaves like a normal unit. The weaker counters are designated by a light-colored unit symbol or, for armor, by a diagonal line under the silhouette.
Notes on the types of units. The mechanized units are armor and mechanized infantry. The non-mechanized units are infantry, paratroopers, and cavalry.
During the Nazi-Soviet conflict, the paratroopers were most often used as elite infantry by both the Germans and the Soviets. They are given different unit symbols only for historical reasons. In the game, they obey the same rules as infantry.
A2b - Red Star and Black Cross Counters
These allow the players to play "blind" if they want, by hiding the opposing forces (see section M). The sheet is printed on the back of the rulebook is used to facilitate the allocation of units. You can photocopy this.
A2c - Turn Counter
This is used to track the game turn on the turn record track (see section A3).
A2d - Explosion Counters
These markers are used in the breakthrough phase (see section H1). [They are also used in combat: see section G3.]
A2e - Out of Supply Counters
These indicate units that are not supplied (see sections E4 and J).
A2f - Air Support Counters
These allow the use of air support during the Air Superiority sequence and during combat.
A2g - Artillery Counters
In some of the series games these counters allow attempts to use massed artillery support during combat.
A3 - Turn Record Track
The turn record track shows the game turn details. Reinforcements, air support, and artillery may be available on certain turns. Weather changes can affect how the battle is conducted. The Turn marker is moved on this track at the end of each game turn to indicate the passage of time.
[The types of weather: Boue = Mud, Gel = Frost, Neige = Snow.]
A4 - Player Aids
These two cards (one per player) show the details of a unit counter, the Terrain Effects Chart, the Weather Effects Chart, and the Combat Results Table.
A5 - Game Scale
After a battle begins, each turn represents 2-7 days of real time. Each hex represents 8-15 kilometers.
B – Preparing to Play
The players put the starting forces on the map, as indicated by the specific rules for the battle being played.
These units are placed with the side having more white stripes visible. Units with an entrenched back are placed with the front visible.
All units must obey stacking rules (see section F7). They must also be located in the area corresponding to the army they belong to, as indicated by the specific rules for the battle.
C – Turn Sequence
The first player to place units is also indicated by the specific rules for the battle.
Each game turn is divided into a German turn and a Russian turn, in this order or the reverse order. The player who goes first is also indicated in the specific rules for each battle.
The different phases of a turn are listed below. Each of them is explained in a later section. The order of the phases cannot be changed.
First player's turn
Air superiority
Supply of the first player's units
First impulse
Movement
Combat
Second impulse
Breakthrough
Exploitation
Rail movement interdiction
Elimination of isolated units
Second player's turn
The second player's turn is the same as the first player's. When the second player is finished, the turn marker is moved on the turn record track and a new game turn begins.
D - Air Superiority
In this game, the use of air support is simulated by assigning air support markers. These markers can be used by both players to prohibit their opponent from using their own air support (in the Air Superiority phase), to support their units on offense or defense (in the Combat and Breakthrough phases), or to hinder the opponent's rail movement (see section I).
The turn record track shows how many air support markers each player has at the beginning of each game turn. They each take the number of markers indicated. Markers not used in a game turn can not be stored for later turns: they are lost.
With the markers at their disposal, the player whose turn it is can, in their Air Superiority phase, partly or wholly cancel the opponent's air support. With two markers, the German player can cancel a Russian marker. With three markers, the Russian player may cancel a German marker.
Example:
In the first turn of Moskva, the German player - who goes first - has 9 air support markers and the Russian player 3. The German player can use 6 markers to cancel all Russian air markers in this game turn. They could instead use 4 markers to reduce the Russians to 1 marker or 2 markers to reduce them to 2. The 3, 5, or 7 markers remaining can be used for other purposes.
If the German player decides not to act against Russian air support and also has one or more markers left at the end of their turn, the Russian player may, at the beginning of their own turn, use their 3 markers to cancel 1 of the remaining German markers.
E - Supply
Early in each turn, before conducting their first impulse, each player must check to see if their units can be supplied.
For a unit to be supplied it must be possible to trace a supply line between the unit and a supply source.
E1 - Supply Sources
There are two kinds of supply sources:
E1a - First, hexes on the friendly edges of the map: these edges are indicated in the specific rules for each battle.
E1b - Second, all railroad hexes directly connected (i.e., without interruptions: see section E2b) by railroad tracks to a friendly map edge.
In addition, the German player can use road hexes in the same way as railroads.
Basically, the Russian supply is linked to railroads, while the Germans (who had much better trucks than the Soviets) can use the roads as well.
E2 - Supply Lines
E2a - A supply line is a line of hexes connecting a unit to a supply source.
A supply line cannot go through an impassable hex or a hex occupied by enemy units or their zones of control (see section F3). However, if a friendly unit occupies a hex in an enemy ZOC, a supply line can be traced through that hex.
Furthermore, a supply line cannot cross a river or a major river except at a bridge (road or rail) or where it is adjacent to a city (the city bridges are not shown on the map but were present in reality).
Exception: on turns when there is snow or frost, a supply line can pass freely over rivers (but not major rivers).
E2b - The railroad lines or roads that connect the supply source hex to a map edge can be interrupted in the same way as a supply line: by enemy units or their ZOCs in the absence of a friendly unit.
E3 - Length of Supply Lines
E3a - German supply lines can be any number of hexes except on mud or snow turns.
E3b - Russian supply lines (at all times) and German supply lines in mud or snow turns must not run more than 10 hexes from the supply source (map edge hex, railroad hex, or - for the Germans only - road hex). When counting hexes, count the supply source hex itself but not the hex where the unit to be supplied is located.
E4 - Isolation
A unit that is not supplied is considered to be isolated. An "out of supply" marker is placed on it. Its abilities are not altered (but see section J).
F - Movement
F1 - General Rules
Each player, during the movement phase of their turn, may move all of their units that are on the map. They can move each unit to a hex of their choice, provided that they do not spend more movement points than the unit has (see sections F2a and F2b). There is no requirement to move all units, and the player can even move none if desired. Units can move in any direction and not necessarily in a straight line.
Movement points cannot be transferred from unit to another, and they do not accumulate from one turn to the next.
No combat may take place before the movement phase is finished, that is to say before the player has moved all the units they want to move.
Note: the die is used only for combat. It is not used for movement.
F2 - Terrain and Movement
F2a - The movement point (PM) cost of movement depends on the hexes and hexsides being crossed.
Clear: 1 PM per hex.
Forest: 2 PM for mechanized units (armor and mechanized infantry), 1 PM for others (non-mechanized infantry, paratroops, cavalry).
Marsh: 3 PM for mechanized units, 2 PM for others.
Difficult Terrain: 3 PM for mechanized units, 2 PM for others.
City: 1 PM.
Lake or sea: these hexes are impassable.
River: crossing a river hexside costs 2 PM (plus the cost of the hex the unit is moving into) in good weather or mud turns. The cost is 1 PM in frost or snow turns (see the turn record track). River hexsides crossed by bridges or adjacent to cities do not impede movement, except in enemy zones of control (see section F3a). Supply lines can only cross rivers at bridges locations adjacent to cities, except during snow or frost turns. In the latter case, the rivers do not block supply lines.
Major River: crossing a large river hex size costs 3 PM (plus the cost of the hex the unit is moving into) in good weather or mud turns. The cost is 2 PM in frost or snow turns (see the turn record track). Major river hexsides crossed by bridges or adjacent to cities do not impede movement, except in enemy zones of control (see section F3a). Supply lines can only cross major rivers at bridges locations adjacent to cities.
Fortification: no effect on movement except in enemy zones of control (see section F3a).
Road: when a unit enters a hex using a road, it ignores rivers and major rivers. In addition, the movement cost is always 1/2 PM per hex.
F2b - During movement and exploitation phases each unit can always move one hex, even it does not have a sufficient number of movement points to pay the cost, provided it follows the rules on zones of control.
F3 - Zones of Control (ZOC) and Movement
The 6 hexes adjacent to a unit represent the zone of control (ZOC) of the unit. Barring special rules, the ZOC covers all adjacent hexes no matter what their terrain, even through rivers and fortifications. Exception: ZOC does not extend through major rivers.
F3a - Non-armor units that enter an enemy ZOC during movement must stop in the hex where the ZOC was penetrated.
A German non-armor unit that begins its movement in an enemy ZOC can move directly into another enemy ZOC hex, but can only move one hex, and only if it does not cross any river or enemy fortification.
Non-armor units that are not German (Soviet units or German allies) cannot do this.
However, all non-armor units that begin their turn in an enemy ZOC can leave the hex, enter a hex not located in any enemy ZOC, and then (if they have enough PM) enter another enemy ZOC and stop there.
F3b - Armor units can move directly from one enemy ZOC hex to another, provided they spend an extra PM for each hex and do not cross any river or enemy fortification.
However, Russian armor units must stop when entering a ZOC of a German armor unit.
F3c - It is forbidden to cross a major river and enter the ZOC of an enemy unit on the edge of that river. In practice, the only way to cross in this area is to attack the unit.
F3d - It is always forbidden to move units onto or through enemy units.
F4 - Weather and Movement
Weather conditions (see the turn record track) can influence the movement of units by reducing their movement points and modifying the cost of crossing rivers (see section F2a).
Good weather: normal movement.
Mud: PMs of all units are divided by 2 (rounded up: e.g., 3/2 is rounded to 2).
Frost: normal movement.
Snow: PMs of German and German ally (only) mechanized units are reduced by 2.
F5 - Travel by Railway
During the movement or exploitation phases, the player can move some units by rail. Each turn, a number of railway points are available, as given in the specific rules for each game. Two non-mechanized regiments, one non-mechanized division, or one mechanized brigade can be transported with one railway point. A mechanized division or a non-mechanized corps can be transported with two points, and a mechanized corps with three points.
These units must be in a rail hex at the start of the movement or exploitation phase and must be in supply.
They can move any number of hexes, but cannot start in an enemy ZOC, cross one, or enter one at the end of their movement. The railway track used must be entirely on the friendly side of the front line at the start of the game.
It is not possible for a unit to combine rail movement and normal movement in the same phase. However, it is possible to move by rail in the first impulse and by normal movement in the second (in the exploitation phase), or vice-versa.
Note - movement by rail is possible during both impulses, so players can divide their railway points as they choose between the movement and exploitation phases.
F6 - Entrenchment
Infantry units with entrenchment symbols on their backs may choose to entrench instead of moving during a movement or exploitation phase. This decision is
simulated by turning the entrenched units over to the entrenchment side, where the number of movement points is 0.
Units cannot move or attack while entrenched, but may leave their entrenchments during any other movement or exploitation phase by simply turning the counters over and moving, without any loss of movement points.
F7 - Stacking
At the end of a movement or exploitation phase, a hex can contain at most 3 German divisions or 4 Russian divisions. When calculating this, consider 2 brigades (with the X symbol) or 2 regiments (III) equivalent to 1 division (XX), and 1 army corps (XXX) equivalent to 3 divisions.
This limit is enforced at the end of a phase, not during it.
G - Combat
G1 - Attackers and Defenders
During a combat phase, the player whose turn it is called the "attacker" whatever the overall strategic situation may be.
Combat takes place between units in adjacent hexes. However, a unit is never forced to attack, even if it is adjacent to enemy units.
A unit cannot attack enemy units located in different hexes. However, units stacked in the same hex can each attack different hexes. Moreover, it is permissible to attack the same hex from multiple hexes, provided they are all adjacent to that hex.
Units stacked in a hex must be attacked as a single unit, using the sum of their combat points.
No unit may attack or be attacked more than once during a given combat phase.
Important: entrenched infantry units cannot attack.
G2 - Combat Process
Combat results depend on the relationship between the combat points committed by the players and a random element represented by a die roll.
First, sum the combat points of all the attacking units and modify the total according to terrain (see section G6) and weather (see section G7).
Next, sum the combat points of all the defending units and modify the total according to terrain (see section G6).
Then, calculate the ration between the attacking and defending totals, always rounding in the defender's favor.
Examples:
Attacker 8, defender 2: 4/1
Attacker 10, defender 3: 3/1
Attacker 7, defender 4: 1.5/1
Attacker 2, defender 5: 1/3
This ratio may then be modified according to terrain (see section G6) and weather (see section G7).
The attacker then says if they are using air support markers in this combat (and how many), after which the defender does the same (also see optional rule M3). A player can use at most three air support markers per combat. Each air support marker used shifts the combat ratio one column in the favor of the player using it. Example: if the attacker uses three markers and the defender two, a 2/1 ratio becomes 3/1. If the attacker uses one marker and the defender two, the 2/1 becomes 1.5/1.
Any attack which has a ratio less than 1/3 is resolved in the 1/3 column, but with a -2 modifier to the die roll.
Any attack which has a ratio greater than 7/1 is considered to be 7/1.
Once the final ratio has been determined, the attacking player rolls a die and consults the combat results table. The result of the combat is at the intersection of the line corresponding to the die roll and the column for the combat ratio.
G3 - Combat Results
The different possible results of combat:
AE: Attacker Eliminated. All attacking units are removed from the map.
DE: Defender Eliminated. All defending units are removed from the map.
AR: Attacker Reduced. All attacking units are reduced one step and remain in their hexes. Their combat points will therefore be reduced. Some units can be reduced several times. When a unit cannot be reduced, it is automatically eliminated.
Units that have an entrenchment symbol on their backs are eliminated when reduced.
DR: Defender Reduced. All defending units are reduced in the same way as attacking units are for an AR result.
EX: Elimination Exchange. All the defending units are eliminated. However, the attacker loses as many combat points as the defender. These points are lost either by eliminating or reducing units. For attacking units, use the attacking combat points, and use the defending combat points for the defending units.
Example: Two 4-3 German infantry units attack two 2-4 Russian armored units (ratio: 8 vs. 4, so 2/1). The combat result is "EX." The defender (Russian) has their units eliminated. The attacker (German) must in turn eliminate 4 combat points for the exchange: they can do this either by eliminating one of the divisions or by reducing both of them.
RX: Reduction Exchange. This is the same as EX, except that the defender's units are reduced instead of eliminated.
In the previous example, the attacker would lose only 2 points, by reducing a division.
D1 or D2: Defending units must retreat 1 or 2 hexes. One-hex retreats are done by the defender. Two-hex retreats are done by the attacker. In this case, the attacker must choose a route - if possible - that does not cause losses for the defender. In addition, D2 causes the affected units to lose their ZOCs until the end of the attacker's turn (use an explosion marker to identify them).
When the result is D1, the defender may choose a D2 or DR result instead. If a DR is chosen, all units stacked together must be reduced (it is not possible to reduce some and retreat others).
Some results may be combined: DR1 is equivalent to DR, then D1; DR2 is equivalent to DR, then D2; RX1 is equivalent to RX, then D1.
-: no result
Limiting losses:
If the result is AE, the attacker cannot lose more steps than the defender has. Example: two units (with two steps each) totaling 10 combat points attack a unit worth 5 on defense. 2 against 1? No, because the terrain and air support produce a shift of three columns in the defender's favor, so 1 against 2. The die roll is 1: AE. But the defender has only two steps, so the attacker has a choice between reducing both units or eliminating one.
If the result is AR, the attacker cannot lose more than half (rounded up) of the number of steps the defender has. In the previous example, if the die roll was 3: AR, the attacker would simply reduce one unit.
If the result is DE, a unit with 3 or 4 steps (a double unit) only loses 2 steps. In addition, it undergoes a D1 result.
G4 - Retreat After Combat
Retreating units must obey the following rules:
It is forbidden to pass twice through the same hex.
Armor units can retreat through the ZOCs of enemy non-armored units. However, in all other cases it is forbidden to enter an enemy ZOC hex when retreating unless the hex is occupied by friendly units.
If a unit which has undergone a D1 cannot, when the retreat is over, obey the stacking limit, the D1 becomes a D2.
If a unit which has undergone a D2 (including D1 which becomes a D2) cannot, when the retreat is completed, obey the stacking limit, the unit is reduced and remains in its original hex (or is retreated one hex after reduction if possible).
If retreat is impossible (due to the edge of the map, impassable hexes, hexes occupied by enemy units, or hexes with enemy ZOCs not occupied by friendly units), the units in question are reduced in their original hex (and are eliminated if they cannot be reduced).
Special Cases:
If a retreat must be made across a river in good weather or mud, or across a major river in any weather, the retreating units are reduced instead.
In an entrenched infantry unit must retreat, it is turned to the "not entrenched" side [and retreated normally].
If a unit ends its retreat on a hex containing friendly units and those units are attacked in the same phase, the unit is not counted when determining the combat ratio. However, it suffers the same fate as the other units if the combat result is unfavorable.
G5 - Advance After Combat
Advance after combat is a special movement restricted to attacking units. If the defending units were eliminated, the attacking units may advance into the now-empty hex after combat. The same applies if the defender was forced to retreat, provided the attacking units do not cross an enemy fortification hexside when advancing.
In any case, this move is only allowed for units that participated in the battle, and the stacking limit must be respected.
Enemy ZOCs have no effect on this movement.
N.B. Advance after combat is always limited to one hex, even in the case of a D2 result.
G6 - Terrain Effects on Combat
Forest: armor units attacking units in a forest hex have their combat strength divided by two, rounding up: 7/2 = 4 (Armor attack value/2). If multiple armor units an involved in an attack, their combat strengths are summed, then divided by two.
Difficult Terrain: the combat ratio is shifted one column in favor of the defender [if the defender is in such a hex]. (This is shown as 1D on the Terrain Effects Chart.)
Marsh: this is treated as Forest + Difficult Terrain in good weather or mud turns and as just Difficult Terrain in frost or snow turns.
Cities: the defender's combat strength is doubled.
Rivers: the combat ratio is shifted two columns in the defender's favor (2D) when an attack is made through a river hexside. However, on frost or snow turns, or if at least one attacking unit is on the same side of the river as the defenders, the shift is only one column (1D). If both conditions are met, there is no column shift.
Major Rivers: the combat ratio is shifted two columns in the defender's favor (3D) when an attack is made through a major river hexside. However, on frost or snow turns, or if at least one attacking unit is on the same side of the river as the defenders, the shift is only two columns (2D). If both conditions are met, the attacker only is penalized one column shift (1D).
Fortifications (enemy): the combat ratio is shifted two columns in the defender's favor (2D) when an attack is made through a defender's fortification. However, if at least one attacking unit is on the same side of the fortifications as the defender, the shift is only one column (1D). Remember that it is possible to advanced after combat through a defender's fortification hexside if the defenders were eliminated.
N.B.: Terrain effects are cumulative. Example: a fortification along a river = 4D.
G7 - Weather and Combat
Weather (see the turn record track) may affect combat by reducing the effect of rivers (in frost or snow turns), by varying the effects of marshes (see section G6), and by changing combat ratios.
During mud turns, the attacker's combat strength is always divided by two (rounded up: 11/2=6, 3/2=2, 1/2=1, etc.).
During snow turns all combat ratios are shifted one column in the defender's favor.
H - Second Impulse
H1 - Breakthrough
In this phase, all of the active player's units can make an additional attack, following all the combat rules (see section G).
Before each combat is resolved, the attacker places an explosion marker on their units in order to identify them for the next phase.
H2 - Exploitation
In this phase, all of the active player's units that did not attack in the preceding breakthrough phase may move. All of the movement rules (see section F) apply.
I - Rail Movement Interdiction
If the active player still has air support markers, they may limit rail travel by enemy units.
For each German air support marker used, the Russian player loses two rail movement points in the following Russian turn.
For each Russian air support marker used, the German player loses one rail movement point in the following German turn.
J - Elimination of Isolated Units
During this phase, the active player checks the status of their units that were isolated at the beginning of their turn, and who therefore have an "out of supply" marker (as they were not connected by an unbroken supply line to a supply source).
The player removes the markers from units that are no longer isolated.
In contrast, units that are still isolated in this phase are reduced (they also get their markers removed). If they were already reduced, they are reduced again. If they cannot be further reduced or if they have an entrenchment symbol on their backs (or nothing), they are eliminated.
If an isolated unit is in a city, [it is not reduced and] the marker stays on it. It will only be reduced after the second consecutive game turn of isolation, when it has two markers (which are then removed). A second reduction can be made only 2 game turns later, and so on until the unit is eliminated or it is back in supply. If a unit leaves a city and it has two markers, one marker is removed and the unit is immediately reduced.
K - Reinforcements
Descriptions of and arrival turns for reinforcements are given on the turn record tracks and in the specific rules for each battle.
Reinforcing units can enter the map during the movement phase
Reinforcement units can enter the card during the movement phase, either by using rail movement or by entering a hex on any friendly map edge (subject to the limitations given in the specific battle rules), and provided that the hex is not occupied by an enemy unit or its ZOC.
L - Variable Weather
The players want, they may roll a die for the weather at the beginning of each game turn.
If the result is 1 or 2, the weather for this turn will be the previous turn's weather, as given by the turn record track.
If the result is 3 or 4, the weather for this turn will be that given by the turn record track.
If the result is 5 or 6, the weather for this turn will be the next turn's weather, as given by the turn record track.
M - Fog Of War
These rules are for players who want more realism at the expense of speed. They simulate the "fog of war." These rules of course require perfect honesty from the players. They are recommended in any case for experienced players.
M1 - Hiding
On each unit or stack, place a masking counter - red star for the Soviets, black cross for the Germans (if not enough markers are available, you can use those provided in other games in the series). When a stack splits, each new stack can be hidden. When two stacks merge, just one counter is needed. Players have the right to inspect enemy stacks when combat occurs.
M2 - Total Fog
Place units not on the map, but on one of the hidden unit placement boxes (there is a display of these on the back of the rules booklet which can be photocopied). The units are represented on the map by the star or cross marker with the corresponding number.
When a unit enters the zone of control of a marker, the opposing player must say how many divisions it represents (if there is an army corps, three divisions, if there are three brigades, a division and a half... see section F7). The units are only shown to the opponent when combat occurs.
Warning! When moving, remember that just because a mechanized unit and an infantry unit are represented by the same marker, they don't move the same way.
Some star or cross markers may not represent any units: they are lures. They are removed from the map (and can later be reused) as soon as an enemy unit enters their zone of control, and they do not impede the movement or retreat of enemy units. But they scare!
M3 - Simultaneous Air Support
Either of these rules may be used either in combination with M1 or M2 or not, as you choose.
M3a - Partial Simultaneity
During combat, each player chooses how many air support markers to use (0, 1, 2, or 3) and places them in a hand. Then the players open their hands to reveal their markers simultaneously. This rule is more favorable to the attacker than the standard rule given earlier.
M3b - Total Simultaneity
The attacking player decides on all of the hexes that they will attack in advance and marks them using cross or star counters. Each player now records, simultaneously and in secret, how much air support (and possibly artillery) they will allocate to each combat.
Kharkov 1943: Von Manstein's Masterstroke — Specific Rules
1 - Unit Characteristics
The German units present at the start of the game have a letter after their division identification. Example: 2 PzSS/B. The "B" is the area of the front they start in. Reinforcement units have a number after their division identification: 4°, 5°, or 6°. This is the turn that they enter.
The Russian anti-tank brigades are considered to be mechanized units but not armored.
The Gross Deutschland mechanized division is considered to be an armored unit. To help remember this, the central oval is black.
2 - Setup
The front line is represented by a purple dotted line on the map; the bordering hexes on one side have letters from A to E for the Germans, and on the other numbers and letters for the Soviets.
The Russian player places their units first. They have to be east of the front line, at most 6 hexes from it, in any arrangement as long as each unit is in the defined area of the army it belongs to.
Note - the Soviet tanks are represented by a T-34/76.
The German player places their units to the west of the front line, at most 3 hexes from it, in any arrangement as long as each unit is in the correct area of the front. The 1st Panzer SS/K is placed on the city of Kharkov.
Note - the German tanks are represented by a Panzer IIIm and (on the SS divisions) a Panzer IVh.
3 - First Player
The Soviet player goes first on each game turn.
4 - Major Rivers
The Dnieper, the Donets east of its confluence with the Oskol, and the Don are major rivers.
Crossing them requires 3 movement points in good weather or mud, and 2 points in frost or snow. Zones of control do not extend through these rivers (or parts of them). It is forbidden (except when advancing after combat) to enter the ZOC of an enemy unit on the bank of such a river when crossing it.
5 - Rail Transport
In the Kharkov scenario, only the German player has the ability to move units by rail. On each turn the Germans have 6 points of rail movement, which can be divided between the movement and exploitation phases.
Exception: The German player cannot use rail movement in the first game turn.
6 - Air Support
There is no air support in the Kharkov scenario. The air activity in this sector at that time was insufficient to significantly influence ground operations.
7 - Reinforcements
The German reinforcements enter from the western edge of the map on turns 4, 5 and 6.
Turn 4: the 15th Infantry Division 4-6-4 (3-5-4) + 2-4-4 (1-2-4).
Turn 5: two infantry divisions 2-4-4 (1-2-4) and four infantry regiments 1-2-4 (/).
Turn 6: the 39th and 106th Infantry Divisions 4-6-4 (3-5-4) + 2-4-4 (1-2-4) and a mechanized infantry regiment 2-7 (1-7).
The Russian reinforcements arrive on turns 1-6, either from the northern edge of the map in hexes 0101 to 0110 or from the eastern edge of the map in hexes 0101 to 1001.
Turn 1: The 6th Army (6): a Guard cavalry corps 4-4 (2-4), a Guard armored corps 4-3-6 (3-2-6), four infantry divisions 2-3 (3 -*), an armored brigade 2-1-5 (/), and a mechanized infantry brigade 1-5 (/).
Turns 2, 3, and 4: The 60th Army (60), six randomly-chosen units per turn: a Guard cavalry corps 4-4 (2-4), four Guard infantry divisions 3-4-3 (2-3-3), eight infantry divisions 1-3 (2 -*), four armored brigades 2-1-5 (/) and an anti-tank brigade 1-2-5 (/).
Turns 5 and 6: The 21st Army (21), with six randomly-chosen units on turn 5 and the other five on turn 6: two armored corps 5-4-5 (3-2-5), two Guard armored corps 4-3-6 (3-2-6), a Guard mechanized infantry corps 6-5-5 (3-3-5), five infantry divisions 1-3 (2-*), and an armored brigade 2-1-5 (/).
8 - Marshal Stalin Wants to Attack
The Soviet General Staff (STAVKA) believed the Germans were in a worse situation than they actually were. Stalin gave very strict orders for all-out attack.
At the beginning of each turn, the Soviet player must decide if their armies (six, plus three reinforcements) are placed in Neutral, Offensive, or Defensive mode. To indicate this, the markers for the armies are placed on the table provided on the turn record track.
Once Offensive mode has been chosen for an army, it can never be put in Neutral mode. Once Defensive mode has been chosen for an army, it can never be put in Neutral or Offensive mode. Group Popov and the 3rd Tank Army can never be in Defensive mode.
The units on the left wing (S) start the game in Defensive mode (they were not supplied for the attack).
Effects of the different modes:
Neutral
These units operate normally. However, they cannot attack in combination with units in Offensive or Defensive mode.
Offensive
Except for advancing after combat, these units cannot move northeast or southeast (the red edges of hex 0538 on the map). They are forced to attack German units that are in their zones of control no matter what the relative strengths are. Infantry units cannot entrench. In compensation, units in Offensive mode get a one-column shift to the right for all their attacks. However, they cannot attack in combination with units in Neutral or Defensive mode.
Historically, Stalin immediately put all units on the offensive.
Defensive
These units have no restrictions on the direction of their movement, and they can entrench, but they cannot move directly from one German ZOC hex to another. Moreover, their attacks are penalized with a two-column shift to the left, and they cannot attack in combination with units in Neutral or Offensive mode.
9 - Supply Sources
German supply sources are on the western map edge (between the two black crosses). Soviet supply sources are the three hexes indicated by a red star without a letter or with a "K" in the middle.
N.B. There is an error on the map: the red star in 0122 must be marked with an "R" instead of a "K".
10 - Victory Conditions
The players score victory points by controlling cities and eliminating enemy units.
Control of Cities
A city is controlled by a player if one of their units was the last to enter it and they can trace a supply line from the hex. Furthermore, if the Soviet player can trace a supply line from a city that is not occupied and the German player cannot, the Soviets control the city (by partisan action).
At the beginning of the game, the Germans control all the cities. At the end of the game, players score 15 points for Kharkov and 5 points for each other city they control.
Counting Soviet Losses
At the end of the game, the German player scores points for Soviet units (brigades or divisions) that have been eliminated.
The elimination of any Soviet unit with no loss to the Germans is worth 1 point [extra].
The elimination of a non-Guard armored or mechanized infantry division is worth 3 points.
The elimination of a Guard infantry division of the Guard is also worth 3 points.
The elimination of a Guard armored or mechanized infantry division is worth 4 points.
Any Soviet unit which is reduced but not eliminated is worth 1 point.
Counting German Losses
The Soviet player scores points for German units that are reduced or eliminated.
Each step lost by a German armored unit or the Gross Deutschland mechanized division (GD) is worth 3 points: an SS Panzer Division which is entirely eliminated is thus worth 9 or 12 points. Each step lost by a non-mechanized infantry is worth 1 point, and 2 points for mechanized infantry.
Result of the Game
Subtract the total Soviet points (cities controlled + losses inflicted) from the total German points (ditto). The result determines the outcome of the game.
- -16 or less: decisive Russian victory
- -15 to -11: major Russian victory
- -10 to -6: marginal Russian victory
- -5 to 5: tie.
- 6 to 10: marginal German victory
- 11 to 15: major German victory
- 15 or more: decisive German victory
Rostov 1941: The Red Army's First Victory — Specific Rules
October 1941 - The world's eyes are turned towards Moscow, but not those of the combatants of the Axis Army Group South, nor those of the Soviet Southwestern Front, far too busy with their struggle. Von Rundstedt, while attempting to conquer the Crimea and Sevastopol, launches the First Panzer Army of Von Kleist toward Rostov. Rostov-on-Don, gateway to the Caucasus and its oil wells. Despite the early arrival of the mud, the armies of Timoshenko are shaken - shaken but not destroyed.
When the frost gives the troops a bit of mobility, Von Kleist is ready to push on to Rostov, along the coast of the Sea of Azov. But Timoshenko is ready to launch a northern counter-offensive to attack his opponents in their rear. Both actions start on November 17th!
However, while the Germans take Rostov, the Russians move toward the south, threatening, for the first time since the start of the war, to capture Panzers in their own trap. Von Rundstedt must hurry to plug the hole with the tanks that have just taken Rostov.
Then comes the snow, and the majestic Don, east of Rostov, turns into a plain of ice where the Russian troops descend on some depleted German units who were given the mission to defend the city. Here is how Paul Carrell, the famous historian of the Wehrmacht, describes the assault of November 25th:
"In serried ranks, singing and cheering, the Russian battalions advance across a broad front in the gray of a cold dawn. (...) It's like a giant invisible scythe cuts the first assault wave of the Soviets to the ground. The second wave collapses too. Anyone who did not experience those times in Rostov-on-Don does not know how the Soviet infantry can attack and die.
Following waves move over the dead and wounded. And each wave advances a bit more than the previous one before lying forever on the ice. (...)
In the 2nd Company's sector, the Soviet 1151st Rifle Regiment charges (...). Three waves lie on the ice, the fourth, still in battalion strength, reaches its goal."
On November 27th, Rostov is retaken.
On the 29th, Von Rundstedt requested Hitler's permission to withdraw his troops which are in the loop of the Don. The Führer refuses. Von Rundstedt overrides him, gives the order to retreat, and is dismissed. Hitler appoints in his place Von Reichenau, a "safe" man. This cancels the retreat on the 30th... On December 1st he begs to be allowed to retreat again. Permission is finally granted.
The German army has just undergone its first serious defeat in the USSR.
Even before their counter-attack on Moscow, the Russians showed their tenacity could pay, that the German machine could be stopped by a commander able to lead men determined to defend their homeland; the adversary was not invincible.
Taking the places of the commanders in this battle, will you be more successful?
1 - Unit Characteristics
In any combat involving German mechanized divisions, the German player receives a column shift for each supplied mechanized division which participates, on both attack and defense. The units in question are three armored divisions (with a tank silhouette), two SS mechanized divisions, and the 60th Mechanized Division.
These units, emaciated and weakened by months of fighting in difficult conditions, nevertheless remained an exceptional strike force.
The German and allied units present on the map at the start of the game have a letter after their division identification. Example: 9/B. The "B" is the area of the front they start in. The reinforcement units (eight infantry divisions) are identified by the letter R. Example: 298/R.
The German allied units are yellow (Romanian), beige (Hungarian), blue (Italian), and dark green (Slovakian).
It is forbidden to stack Hungarian and Romanian units together. Hungarians and Romanians can not participate in the same attack.
If the Soviet units with a zero defense are attacked when they are not stacked with other units, the combat ratio is considered to be 7:1 (prior to applying any column shifts; a city would give a shift of 2 columns in this case).
2 - Setup
The front line is represented by a green dotted line on the map. The green letters indicate the starting positions of the Germans and their allies, letters and numbers in red indicate the Soviet positions.
The Russian player places units first. They must be east of the front line, no more than 3 hexes from it, arranged as desired provided that each unit is in the area of the army it belongs to.
Note - the Soviet tanks are represented by a T-34/76 and a KV-1 (Klim Voroshilov-1).
The German player places their units to the west of the front line, at most 4 hexes from it, in any arrangement as long as each unit is in the correct area of the front.
Note - the German tanks are represented by a Panzer IIIj (very inferior to their opponents' tanks, but much better used).
3 - First Player
The German player goes first on each game turn.
4 - Major Rivers
The Dnieper, the Donets east of its confluence with the Oskol, and the Don are major rivers.
Crossing them requires 3 movement points in good weather or mud, and 2 points in frost or snow. Zones of control do not extend through these rivers (or parts of them). It is forbidden (except when advancing after combat) to enter the ZOC of an enemy unit on the bank of such a river when crossing it.
5 - Rail Transport
In the Rostov scenario, only the Soviet player has the ability to move units by rail. Each turn the Soviets have 8 rail movement points, which can be divided between the movement and exploitation phases.
6 - General Winter
The Germans were as unprepared for the Russian winter as the Soviets were for the Blitzkrieg. The engines and the guns of the Panzers froze! They had to light fires under the tanks to start them...
On frost or snow turns, the Russian player receives a column shift in all battles. This cancels the shift of one column in favor of the defender in snowy weather for Russian attacks, but adds to it for German attacks (which suffer a two-column shift to the left).
7 - General Timoshenko
Commander of the Southwestern Front, Timoshenko was the first high-ranking Soviet general to demonstrate some efficacy, particularly with regard to organizing attacks: coordination, artillery support...
Each turn, each Soviet army can get a one-column shift in its favor for one (and only one) of its attacks, provided that only supplied units of this army are involved in the attack.
Starting on turn 3, this shift is allowed even if reinforcing units from the general reserves (with a black spot) are involved in the attack.
Furthermore, also starting on turn 3 this shift can be combined with air support.
8 - Air Support
From turn 1 to turn 8, the German player has 3 points and the Soviet player 1 point of air support each turn.
From 9 to turn 13, the German player has 1 point and the Soviet player 2 points of air support each turn.
9 - Reinforcements and Departures
The German reinforcements (eight divisions marked "R") enter on the western edge of the map on turn 3.
The 298th Infantry Division 4-6-4 (3-5-4) + 2-4-4 (1-2-4).
Seven infantry divisions 3-5-4 (2-4-4) 1-2-4 + (/).
At the beginning of turn 5, the German player must withdraw six divisions which will participate in the conquest of the Crimea. All these units must be in supply. These must include at least two German [i.e., not allied] divisions and must have at least twelve steps of possible losses (twelve white stripes on the faces visible at the time of withdrawal). They can include both Romanian and Hungarian units. As long as these rules are observed, the player is free to choose the units to remove.
The Russian reinforcements enter by the railroad tracks leading from the north and east map edges.
Turns 1 and 2: four units per turn, taken at random from the infantry divisions marked R.
Turns 1 to 8: two units per turn, taken at random from the five armored brigades and the eleven cavalry divisions marked R.
Turns 3 to 13: three units per turn, taken at random from the infantry divisions marked R.
In addition, on turn 5, the 37th Army (37-R) enters from the north: two infantry divisions 3-3 (2-3).
Also, on turn 7, the 56th Army (56-R) enters from the east: seven infantry divisions 2-3 (3-*).
10 - Supply Sources
German supply sources are on the western map edge (between the two black crosses). Soviet supply sources are the five hexes indicated by a red star without a letter or with an "R" in the middle.
N.B. There is an error on the map: the red star in 0122 must be marked with an "R" instead of a "K".
11 - Victory Conditions
The players score victory points by controlling cities and eliminating enemy units.
Control of Cities
A city is controlled by a player if one of their units was the last to enter it and they can trace a supply line from the hex.
At the beginning of the game, the Germans control all the cities west of the front, the Soviets control the others.
At the end of the game, the players score 20 points for Rostov, 15 for Kharkov, 10 for Stalino, and 5 for each of the other cities under their control at that time.
German Victory Points
In addition to scoring for cities controlled at the end of the game, the German player scores 10 points if they have at least one supplied unit occupying a hex east of the Kharkov scenario's front line (in the eastern part of the map).
Furthermore, the German player scores 2 points for every eliminated Soviet unit that started with two steps (two white stripes). Each such unit that is only reduced scores 1 point.
Soviet Victory Points
In addition to scoring for cities controlled at the end of the game, the Soviet player scores 10 points if they have at least one supplied unit west of the line formed by the Psel north and the Dnieper south of their junction (in the western part of the map).
The Soviet player also scores points for Axis units eliminated or reduced:
3 points for each step lost by a German mechanized or armored unit. Example: the complete elimination of a Panzer division is worth 6 or 9 points, the Wiking division is worth 12 points.
1 point for each step loss inflicted on any other type of Axis unit (German non-mechanized infantry or German allies).
Result of the Game
Subtract the total Soviet points from the total German points. The result determines the outcome of the game.
- 5 or less: decisive Russian victory
- 6 to 15: major Russian victory
- 16 to 25: marginal Russian victory
- 26 to 30: tie.
- 31 to 40: marginal German victory
- 41 to 55: major German victory
- 56 or more: decisive German victory