Objective: Kiev
Objective: Kiev Rulebook
Table of Contents
Table of Contents
- [0.0] Using These Rules
- [1.0] Introduction
- [2.0] General Course of Play
- [3.0] Game Equipment
- [4.0] Sequence of Play
- [5.0] How to Win
- [6.0] Setting Up the Game
- [7.0] Zones of Control
- [8.0] Stacking
- [9.0] Movement
- [10.0] Combat
- [11.0] Reinforcements
- [12.0] Replacements
- [13.0] Game Balance
- [14.0] Designer's Notes
[0.0] Using These Rules
New gaming terms, when they are initially defined, appear in dark red lettering for quick referencing.
The instructions for this game are organized into major "Rules" sections as shown in large green CAPS font, and represented by the number to the left of the decimal point (e.g., rule 4.0 is the fourth rule). These rules generally explain the game's components, procedures for play, the game's core systems and mechanics, how to set it up, and how to win.
Within each Rule, there can be "Cases" that further explain a rule's general concept or basic procedure. Cases might also restrict the application of a rule by denoting exceptions to it. Cases (and Subcases) are an extension of a Rule shown in the way that they are numbered. For example, Rule 4.1 is the first Case of the fourth Rule; and Rule 4.1.2 is the second Subcase of the first Case of the fourth Rule.
Important information is in red text. References to examples of a Rule or Case are in blue text. Text in shaded boxes provides the voice of the game's designer, who is addressing you to explain an idea or concept that is not, itself, a Rule or a Case.
[1.0] Introduction
Operation Barbarossa was the code name for the German Army's surprise attack against the Soviet Union in the late spring of 1941. Although the offensive covered a broad front and was the largest military operation in history, one of the critical sectors was in the Ukraine, where the German's Army Group South fought against the Soviet Southwestern Front along the road to Kiev. The first several weeks of that struggle are the subject of Objective: Kiev.
Objective: Kiev is played on a map of the former Soviet Union where the campaign was fought. It uses playing pieces that represent the actual military units that participated in this campaign. Each player represents a General commanding an Army Group of troops (for the Germans) or a Front of Soviet Armies. The individual German ground units represent Corps (from the Latin word "Corpus," meaning body) of approximately 25,000 soldiers. The Soviet ground units are Armies of approximately 60,000 men each or Corps with half or less of that strength.
[2.0] General Course of Play
Objective: Kiev is a two-player game: one player assumes the role of the Axis Powers (the German Wehrmacht and their Italian, Romanian, and Hungarian allies) and the other player assumes the role of the Soviets (the Red Army). Each player moves his units and executes attacks on enemy units in turn, attempting to fulfill the game's Victory Conditions.
To move from one space to another, each unit expends a portion of its Movement Allowance. Combat is resolved through Battles by comparing the total Strength Points of adjacent opposing units and expressing the comparison as a simplified probability ratio ("odds"). A die is rolled and the outcome indicated on the Combat Results Table (CRT) is then applied to the units involved.
[3.0] Game Equipment
Parts Inventory:
- 1 11" x 17" map
- 1 set of 40 5/8" square game pieces
- 1 Player Aid mat
- 1 Rules booklet
Not included is one 6-sided die needed for resolving Battles.
[3.1] The Game Map: The map portrays the area along and to the east of the Soviet 1941 frontier where the German Army made its fateful drive to destroy the Red Army and seize the vital city of Kiev. A hexagonal grid is superimposed on the terrain features on the map. These hexagonal spaces (we call them "hexes") define units' positions just like the squares of a chessboard. The map also shows important terrain such as cities, forests, rivers, swamps, etc. Explanations of the various terrain features are found on the Terrain Effects Chart (TEC) on the Player Aid mat.
[3.2] Game Charts & Tables: Various game aids are provided for the players in order to simplify and illustrate certain game functions. These include the Combat Results Table (CRT), the Terrain Effects Chart (TEC), and the Turn Record Track. They are explained where presented in the appropriate rules section.
[3.3] The Playing Pieces: The playing pieces represent actual military units that fought in this campaign. The numbers and symbols on the playing pieces represent the strength and type of unit simulated by that particular playing piece. The playing pieces are referred to in these rules as "units."
The Axis (a.k.a. "German") Player controls the German (field gray), Hungarian (purple), Italian (light green), and Romanian (light blue) units. The Soviet Player controls the other (red/brown) units.
Sample Ground Unit markings: Type (e.g., Panzer, Mechanized); Size (corps); ID (e.g., 46th, 25th - historical interest only); Combat Strength (for both Attack and Defense); Movement Allowance (white print = can always move twice). An "Untried" Soviet Mechanized unit shows a question mark for strength; once revealed it shows a Combat Strength, an Attack Strength and a Defense Strength.
Unit Type Symbols:
- Infantry: composed primarily of Infantry divisions.
- "Tank:" Soviet Mechanized (or "Mech"), German Panzer units, and the Italian Motorized unit: These formations are composed of primarily armored and motorized infantry divisions and have certain special movement abilities. These pieces are collectively referred to as "Tank" units.
Unit Size Symbols: Corps (XXX); Army (XXXX).
Combat Strength measures a unit's value when attacking and defending in a Battle as expressed in Strength Points; higher numbers are stronger. Soviet Mechanized units have a separate Combat Strength that they use when attacking (an "Attack Strength") and defending (a "Defense Strength").
Movement Allowance determines how far the unit can move depending on terrain as expressed in Movement Points.
Unit Size affects stacking (i.e., having more than one unit in a hex).
Unit ID (identification) is included purely for historical interest and has no effect on game play.
All ground units have two sides: most ground combat units have a full-strength (front, two-step) side and a reduced-strength (back, one-step) side (in a different shade of color for easy recognition during play) that is half the Combat Strength of its full-strength side (rounded down). Soviet Mechanized units and the Slovak Infantry unit have only a reduced-strength (one-step) side.
Air Support Markers: The Axis player has markers to indicate aircraft used in support of his attacks. Each shows the Number of Column Shifts when supporting an attack. These are not ground units; they are placed (not moved) and stack (temporarily) for "free."
The six-sided die, which players must provide, is used only with the Combat Results Table to determine the result of attacks. The die has nothing to do with the movement of units.
[4.0] Sequence of Play
Game Length: There are seven Game Turns in Objective: Kiev.
Time Scale: Each Game Turn represents approximately seven or eight days.
How the Turns Work: Each turn is divided into nine parts or "Phases" that are performed in the exact order listed below. All actions in one Phase must be finished before the next Phase can begin. The first four Phases comprise the Axis "Player Turn;" the next four comprise the Soviet Player Turn.
Procedure
Axis Player Turn
- Axis Build-Up Phase. The Axis receives replacements.
- Axis Movement Phase. All Axis units can move.
- Axis Combat Phase. All Axis units can attack.
- Axis Special Movement Phase. All Axis Tank and Reserve units (only) can move again.
Soviet Player Turn 5. Soviet Build-Up Phase. The Soviets receive replacements and reinforcements. 6. Soviet Special Movement Phase. All Soviet Tank and Reserve units (only) can move (and Reserve units can use Soviet Rail Movement). 7. Soviet Combat Phase. All Soviet units can attack. 8. Soviet Movement Phase. All Soviet units can move. Those that moved in Phase 6 can move again.
Administrative 9. Housekeeping Phase. Advance the Game Turn marker or, if the last turn was played, stop and determine the winner.
[5.0] How to Win
The Axis player wins by controlling all 16 city hexes on the map at the end of the Game Turn 7. The Soviet player wins if the Axis only control 14 or fewer cities. If the Axis control 15 cities (i.e., all but one city), the game is a draw.
A player "controls" a city if one of his units was the last one to pass through or occupy that hex. At the start of the game, the Soviets control all cities except Lublin (in German occupied Poland) and Iasi (in Romania); these two cities begin the game under Axis control.
The Axis must "sweep the table" by mid-August to have a good chance of winning the war against the Soviet Union in 1941. Failing this, their offensive is likely to necessitate the diversion of German assets from Army Group Center to clear the Ukraine, as it historically did, and delay the assault on Moscow.
[6.0] Setting Up the Game
Procedure
- Place the Game Turn marker on the 1 box of the Game Turn Track.
- Turn all ten Soviet Mechanized Corps to their untried side (the side with a question mark for strength) and mix them thoroughly so neither player knows their strength.
- Place two (2) full-strength Soviet armies and four (4) untried Soviet Mechanized Corps on the map (as shown there with the appropriate tiny symbol; hexes 0406, 0705, 0803, 1007, 1106, and 1309).
- Place four (4) full-strength Soviet Infantry armies and six (6) Soviet Mechanized Corps in the ten front line hexes with red stars, one unit per hex. Important: Armies cannot be set up in hexes adjacent to other Armies on that same side.
- Two of the remaining three Soviet armies are placed as indicated on the Game Turn Track to arrive as Reinforcements (11.0). The third Soviet army is available to be built using Replacements (12.0) beginning on Game Turn 2.
- The Axis player places a 6-4 German Infantry Corps, a 4-4 Hungarian Infantry Corps, a 4-4 Italian Motorized Corps, and a 3-4 Slovakian Infantry Corps on the Game Turn Track to arrive as Reinforcements (11.0).
- The Axis player then sets up three German infantry units and one Romanian infantry unit in Rumania (0709, 0809, 0910, and 1010), with one unit on each hex containing a black cross.
- The Axis player then sets up his remaining units (seven (7) infantry and three (3) panzer corps), on the remaining hexes (in Poland) containing a black cross. One unit must be placed on each such hex. As there are ten units and only seven hexes, one additional unit is added to each of three hexes.
All initial units start at full strength.
- The Axis player commences the first Game Turn with the Axis Combat Phase (skipping both the Axis Build-Up and Movement Phases*). The game then proceeds according to the Sequence of Play (Rule 4.0) until the last Game Turn is completed.
*Since all Axis units begin at full strength, and are physically placed in their starting positions, the Axis Player needs neither Replacements nor Regular Movement on Game Turn 1.
[7.0] Zones of Control
General Rule: Each unit has a Zone of Control ("ZOC") that consists of the six hexes surrounding it, including hexes occupied by enemy units. Enemy Zones of Control have important effects on movement, combat, and replacements.
[7.1] Movement Effect: A unit entering an enemy Zone of Control ("EZOC") must immediately end its movement for that Movement Phase (as per Case 9.1.2). Units may freely leave EZOCs without penalty. This means that a unit can move directly from one hex in an EZOC directly into another hex in an EZOC, immediately ceasing its moving for that Movement Phase.
[7.2] Combat Effect: Units that must retreat through an EZOC loses one step of strength (see Rule 10.0 Combat). Units forced to end their retreat in an EZOC are eliminated (see Case 10.6).
[7.3] Effect on Replacements: Zones of Control also affect how a path can be traced to allow for Replacements (see Case 12.2).
[8.0] Stacking
General Rule: More than one unit can remain in a hex.
[8.1] Stacking Limit: A maximum of two friendly units can be stacked together in a hex at the end of each Phase or at the end of a Retreat (10.6).
Exception: No more than one Army-size unit (either reduced- or full-strength) can be in a hex at the end of a Phase. (They're big.) Thus, one Soviet Army and one Soviet Corps, or two Soviet Corps units can stack together. Alternately, one Romanian Army and one other Axis Corps, or any two Axis Corps units can stack together.
Exception: Romanian and Hungarian units may never stack together.
[8.2] Overstacking Penalty: At the end of each Phase, units found in violation of the above Stacking Limit are removed from the map by their owning player.
[8.3] "Stack Free" Markers: Markers (e.g., German air support) are placed in hexes for informational purposes only and thus stack (temporarily) for "free."
[9.0] Movement
General Rule: Units can be moved during each of their owner's Movement Phases (i.e., Phases 2 and 4 for the Axis Player; Phases 6 and 8 for the Soviet Player). Movement works essentially the same way in each Phase.
Procedure
Each unit has a Movement Allowance (expressed in terms of Movement Points) representing the distance in hexes it can move in each eligible Movement Phase, subject to Terrain Effects (as listed on the Player Aid mat).
During a friendly Movement Phase, that player may move any or all of his eligible units. Units move one at a time, from hex to hex, in any direction or combination of directions desired, spending Movement Points as they transit the map, and stopping when those Movement Points are gone, or an EZOC is entered (7.0), or the owning player simply desires to cease moving it.
Restrictions
[9.1] Enemy Units: The following movement restrictions apply:
[9.1.1] No Coexistence: A unit can never enter a hex containing an enemy unit.
[9.1.2] Stop: A unit entering an Enemy Zone of Control must immediately end its movement for that Movement Phase. There is no penalty or effect for leaving an enemy Zone of Control during a Movement Phase. A unit can move directly from one EZOC to another.
[9.2] Stacking: A unit can enter a hex containing other friendly units, but there can only be two friendly units in a hex at the end of each Phase. Exception: No more than one Soviet Army unit can be in a hex at the end of a Phase. (They're big; see 8.1.)
Special Movement
[9.3] "Road" Movement: A unit moving along a rail line (i.e., moving from one hex to an adjacent hex connected by a rail line between their adjoining hexside) pays only one Movement Point (1 MP) to enter that hex, regardless of the normal costs to enter it (see the Terrain Effects Chart). To benefit from a rail line, it must cross the hexside being moved through. In effect, it is using the rail line as a road through the rough terrain.
[9.4] Special Movement Phase: Not every friendly unit can move during a player's Special Movement Phase. Friendly Infantry units in an EZOC cannot move during their Special Movement Phase.
[9.4.1] Tank Units: German Panzer, Italian Motorized, and Soviet Mechanized units can always move during both of their friendly Movement Phases and expend their entire Movement Allowance in each.
[9.4.2] "Reserve" Infantry: A friendly Infantry unit that does not start its Special Movement Phase in an EZOC is in reserve and may move during that Movement Phase, but it can only expend up to half of its Movement Allowance at that time (but see Soviet Rail Movement, below). It can enter an EZOC normally.
Movement Example (diagram): The German 13th Corps can move southward to either hex A. Note that it pays 2 Movement Points to enter the Swamp hex. Also note that there is no additional cost in Movement Points to cross the river hexsides, as in some other wargames. River hexsides only affect combat, not movement in Objective: Kiev.
The German 13th Corps could also enter either hex B, but must stop immediately because it has entered the Enemy Zone of Control (EZOC) exerted by the Soviet 10th Army (Case 9.1.2).
The German 13th Corps can also move to hex C and stops because it has used up its entire Movement Allowance for that Movement Phase. Note that it used Road Movement (9.3) through the Forest hexes, paying only 1 Movement Point each by moving along the rail line.
In moving to hex D or E, the German 13th Corps has also spent its entire Movement Allowance for that turn. Note that hex D is a forest hex, and therefore costs two Movement Points to enter (as per the Terrain Effects Chart).
[9.4.3] Soviet Rail Movement: Soviet Infantry units that begin their Special Movement Phase on a rail line hex and not in an EZOC can use "Rail Movement." That is, they can expend their entire Movement Allowance (instead of just half, as above), but only if their entire Special Movement Phase movement is conducted along connected rail hexes. Note that Soviet Infantry units which use Rail Movement can end their Special Movement Phase in an EZOC.
Soviet Rail / Reserve Movement Example: A Soviet Infantry Army begins the Soviet Special Movement Phase not in an EZOC and on a rail line. It could move up to four hexes along connected rail line hexes, or could spend two Movement Points going in any direction.
[10.0] Combat
General Rule: During each Combat Phase (i.e., Phases 3 and 7), all friendly units may attack adjacent enemy units. Attacking is completely voluntary; units are never compelled to attack.
A "Battle" is an attack on one enemy-occupied hex by any or all of the attacking player's units that are adjacent to that Battle Hex, the die being cast to determine its outcome.
Procedure
First, the attacking player (or "attacker;" i.e., the Axis Player during the Axis Combat Phase, and the Soviet Player during his Combat Phase) announces all his Battles - that is, he declares in advance which enemy units he will attack and which of his own (friendly) units will attack them.
- Once Per Combat Phase: A single unit may only attack once per Combat Phase, and a single enemy unit may only be attacked once per Combat Phase.
- Battle Commitment: Once all of a player's Battles have been announced for that Combat Phase, the attacking player can't change his mind; no additional Battles can be announced, nor can previously announced Battles be cancelled.
The Battle Sequence
Battles are resolved one at a time in any order the attacking player desires. For each Battle, the following sequence is followed:
- Total the Combat Strengths of all the attacking units in that Battle (taking Swamp terrain effects into account). If an untried Soviet Mechanized unit is attacking, it is flipped over to its revealed side at this time.
- Divide this total by the Combat Strength of the defending unit(s), dropping any remainder (or "fractions") to get one of the odds levels provided on the Combat Results Table. If an untried Soviet Mechanized unit is defending, it is flipped over to its revealed side at this time.
For Example: An attacker's 16 total Strength Points engage in a Battle against a defending unit with a strength of 4 - the odds are 4:1 (four to one). Note that 15 attacking 4 is only 3:1.
- Determine if the combat effects of terrain and/or air power have shifted the odds column.
- Roll the die and consult the Combat Results Table; cross-index the row of the number rolled with the odds column to determine the result.
- Apply the combat result immediately.
- Advance After Combat: If there are no units remaining in the defending hex (i.e., they have been eliminated or forced to retreat), one attacking unit may immediately move into the defender's just-vacated hex.
- Conduct the next Battle if there are others that were declared at the beginning of the Combat Phase yet to be resolved.
When all previously announced Battles are resolved, that Combat Phase is over.
Cases
[10.1] Revealing Untried Soviet Units: Soviet Mechanized Corps have two sides: "untried" and "revealed." They begin the game with their untried side up and neither player should know the strength of the unit until it is revealed.
[10.1.1] Revelation Timing: Untried units are revealed in Step 1 of the Battle Sequence (when attacking) or Step 2 (when defending).
Designer's note: Soviet Mechanized units had a wide variety of tank holdings, training levels, and equipment serviceability. Last-minute problems with ammunition supplies and key units away for training meant that even the Soviet High Command (stavka) could not accurately predict how individual Corps would perform in combat.
[10.2] Stacking Effects on Combat: All units in the defending hex must be attacked together; their Combat Strength is totaled.
Important: Only one unit may attack through each hexside. That is, while more than one unit may occupy the same hex, only one can attack across each hexside.
Combat Example: It is the opening Axis Combat Phase and, along the north end of the line, the situation is as illustrated (diagram). The three Panzer Corps are attacking the Soviet 19th Army (the 8-4), and the two German Infantry Corps (6th and 13th) cannot participate because only one unit can attack through each hexside. The German 53rd Infantry Corps, however, has another hexside available to attack through, so an attack is declared for it against the untried Soviet Mechanized Corps.
[10.3] Long Odds: After Step 2, above, if the odds are above 6:1, reduce them to 6:1. After Step 3, above, if the odds are below 1:1, that attack has no effect on either side.
[10.4] Terrain Effects on Combat: As shown on the Terrain Effects Chart on the Player Aid mat:
- If the defending hex is a Forest, Swamp, or Major City hex, reduce the odds by one column (e.g., a 4:1 attack becomes a 3:1, a 3:1 attack becomes 2:1, and so on).
- If every attacking unit in a Battle is across a river from the defending hex, reduce the odds by one level.
- If both the above conditions apply, reduce the odds by a total of two levels.
- Each unit attacking across a Major River hexside has its strength halved, rounding fractions down.
- If the defender's hex is a Swamp, the Combat Strengths of all attacking Tank units (i.e., Panzer and Mechanized) are halved, retaining fractions (e.g., a 3-strength unit attacks with a strength of 1.5). This is in addition to the odds column shift!
[10.5] Air Support: After determining terrain effects, the Axis Player may commit a maximum of one Air Support marker to that Battle if he is the attacker. Place that Air Support marker on top of the defending hex. The Air Support marker shifts the odds column to the right as indicated on it. Each Air Support marker can be used only once per turn and only when attacking.
Combat Example Continued: The Axis Player decides to attack the Soviet Mech Corps first, then the Army, as per the previous illustration. Versus the Mech Corps, during Step 1 the strength of the attacking German 53rd Infantry Corps is 6.
In Step 2, the Mech Corps is revealed to be the 7th Mech Corps, a 4-2-6 unit. Thus, its Defense Strength is 2. Dividing 2 into the attack's strength of 6 becomes a 3:1 odds attack.
In Step 3, terrain effects are checked, and the odds column would normally be reduced once because the attacking unit is across a river hexside. Thus, the new (reduced) odds column for this battle is 2:1. Not satisfied with that, the Axis Player commits his FK II (2nd Fliegerkorps) to raise the odds back up to 3:1. He then rolls the die and applies the result.
[10.6] Combat Results Explanation: These outcomes can occur during Step 4 of a Battle as shown on the Combat Results Table:
NE (No Effect): Nothing happens.
DR (Defender Retreat): The defending units are retreated (i.e., moved) two hexes by the attacking player as follows:
- Two Hexes: The units must end up two hexes away from the defending hex (i.e., it cannot zigzag; each hex of retreat must take that unit a hex further from the defending hex).
- Avoid EZOCs: If possible, the units must avoid entering an Enemy Zone of Control at any time during a retreat.
- Unavoidable EZOCs: If a unit must retreat into or through a hex or hexes in an EZOC, it loses one step. If it is forced to end its retreat in an EZOC, it is eliminated.
- Overstacking: A unit also must end its retreat in a hex that is not in violation of the stacking limit. If there is no other retreat choice except to create an overstacking situation, then that unit must retreat an additional hex (or hexes) further until a hex that is not in violation of the stacking limit (9.2) is reached.
- No Enemy Units: A unit may never retreat into an enemy-occupied hex.
- Or Else: If there is no retreat path which satisfies all of these conditions, that retreating unit is eliminated instead.
DRL (Defender Retreat and Loss): One defending unit must first take a step loss; then, any surviving defending units must retreat as described for a DR result (above).
- If a full-strength unit takes a loss, flip it over to its half-strength side.
- If a half-strength unit takes a loss, it is eliminated (i.e., removed from the map).
DE (Defender Eliminated): The defending units are entirely eliminated whether it is currently at full-strength or half-strength.
EX (Exchange): First, one defending unit takes a step loss as described in a DRL. Then the attacking player must lose at least the same amount of Attack Strength Points (these are calculated at full-strength even if the defending hex was a Swamp) from among the attacking units at that Battle as the defender just lost in Defense Strength Points.
In both cases, if a full-strength unit is reduced to half-strength, the amount of the loss is computed as the original strength minus the reduced strength.
Example: A full-strength German Panzer unit with 10 Strength Points takes a loss; it is flipped to its reduced-strength, 5-point side. That loss is measured as 5 Strength Points.
Finally, if any defending units survive, they must then retreat as per a DR result.
Note that if the defending unit is eliminated because it is unable to retreat, the attacker does not have to match that additional enemy strength loss.
AL (Attacker Loss): One attacking unit (of the attacker's choice) takes a step loss, as described in the DRL result. That unit does not retreat; attacking units never retreat in Objective: Kiev.
[10.7] Advance After Combat: If there are no units remaining in the defending hex (i.e., they have been eliminated or forced to retreat), one attacking unit may immediately move into the defender's just-vacated hex. This is not "movement" per se and expends no Movement Points nor follows the normal rules of Movement (9.0).
Combat Example Continued: During Step 4, the Axis Player rolls the die and the result is an Exchange (EX).
In Step 5, the Soviet Mech Corps takes a step loss (eliminating it), and the attacking German unit must then eliminate at least two Strength Points (to equal the two Defense Strength Points just lost by the defender). He flips the 53rd Infantry Corps over to its reduced (3-4) side and, having lost three Strength Points, the Axis Player's exchange obligation is fulfilled.
During Step 6, the reduced 53rd Infantry Corps exercises its option to Advance After Combat and enters the defender's vacated hex. This unit's new position places a threatening ZOC over the still-to-be-attacked Soviet 19th Army!
(Figure 1 shows the resolution of the first attack. Figure 2 shows the resolution of the second attack.)
The second attack versus the Soviet 19th Army commences with Step 1 where the Axis calculate their Attack Strength at 27 (10 + 9 + 8). In Step 2 the defender's strength of 8 is divided into the attacker's 27 for a ratio of about 3.45:1 which rounds down to the 3:1 odds column. In Step 3 it is noted that the odds are reduced due to the Forest, dropping to a 2:1 attack. The Axis Player does not commit his last Air Support unit to this battle.
This is rolled for in Step 4 with a result of DR, so the outcome is a DR.
In Step 5, the Axis Player retreats the Soviet unit, but since the first hex it must retreat through is in an EZOC (being exerted by the previously advanced German 53rd Infantry Corps), the Soviet unit is reduced in the process.
For the second hex of the retreat, the Axis Player must choose the hex not in an EZOC (to the northeast) in preference to the one in an EZOC (to the southeast, also next to the German 53rd Corps). Had the southeast hex been the only retreat hex available, the retreating Soviet unit would have ended up in an EZOC and been eliminated!
In Step 6 the Axis Player decides to advance the 47th Panzer Corps (9-6) into the defender's just-vacated hex.
[10.8] First Turn Combat Restrictions: Axis units that set up in Romania (0709, 0809, 0910 and 1010) may not attack on the first turn.
Only Soviet units that begin the game initially deployed on the Romanian border (in hexes 0708, 0808 and 1110) can attack Axis units in Romania during the first Game Turn. Any other Soviet units that move adjacent to the Romanian border that turn are prohibited from participating in attacks against Axis units in Romania on Game Turn 1.
[10.9] Soviet Counterattack! During the Soviet Combat Phase of Turn 1 (only), the combat strengths of all Soviet Mechanized corps are increased by 100% (i.e. doubled) when attacking. On Turn 2 (only), the combat strengths of all Soviet Mechanized corps are increased by 50% when attacking.
[11.0] Reinforcements
General Rule: Both players receive reinforcements, as indicated in the Setup Rule (6.0 #2) and on the Game Turn Track.
Reinforcement Schedule
- Game Turn 2: One Slovakian and one Hungarian Infantry Corps.
- Game Turn 3: One German Infantry and one Italian Motorized Corps.
- Game Turn 5: One Soviet Infantry Army.
- Game Turn 6: One Soviet Infantry Army.
Placement of Reinforcements
Reinforcements are placed on their turn of entry in any hex along their friendly map edge (black-bordered for the Axis, red-bordered for the Soviets) that is not occupied by an enemy unit, is not in an EZOC, nor creates an overstacking situation (9.2). Reinforcements must be placed on their turn of entry or they are lost.
[12.0] Replacements
General Rule: Beginning after the first Game Turn, one or both players receive Replacements on their respective Player Turns (i.e., during Phases 1 and 5). The number of Replacement Steps received each turn is listed on the Game Turn Track.
Each Replacement Step allows that player to either:
- Place a reduced-strength unit on the map (i.e., returning one to the map that was previously eliminated). Soviet Mech Corps units remain 'known' (i.e., with their 'tried' sides face-up) when removed from the map and can be selected as Replacements at the Soviet Player's discretion, with these exceptions:
- Only one Soviet Mechanized Corps unit can be replaced in this manner per turn.
- The Soviet 4th Mechanized Corps (with the red colored symbol box) can never be replaced once destroyed.
- Flip a reduced-strength unit that is currently on the map over to its full-strength side.
[12.1] One Step at a Time: You cannot use two Replacements during the same friendly Build-Up Phase to return an eliminated unit to the map as a newly rebuilt, full-strength unit. Replacing a full-strength, two-step unit from one already eliminated would take two turns (and two total Replacement Steps; one received on each of those turns).
[12.2] Where Soviet Replacements Can Appear: Soviet Replacement units being brought in from off the map are placed in:
- Any hex along the east or northeast (red-bordered) map edge that is not occupied by an Axis unit, is not in an EZOC, nor creates an overstacking situation (8.0)
- OR - In any friendly controlled city that is in communication with the east edge, is not in an EZOC, nor creates an overstacking situation (8.0).
On-map, reduced-strength Soviet units, in order to be restored to full-strength via a Replacement Step, need only be in communication with the east edge.
[12.3] Where Axis Replacements Appear: Replacements and communications work similarly for the Axis, except that they use and trace to the west (black border) edge of the map.
[12.4] Use 'Em or Lose 'Em: If a Replacement Step is not used, it cannot be saved for later turns. It is permanently lost.
Definitions
"Friendly Controlled" Defined: Friendly controlled means that your units were the last ones to have entered that city. All cities except Lublin and Iasi are owned by the Soviets at the beginning of the game.
"In Communication" Defined: In communication, for the Soviets, means being able to trace a path of any length from the hex in question to the east edge of the map. Excluding the origin hex, this path cannot enter a hex containing an enemy unit or an Enemy Zone of Control.
Note that, unlike in some other wargames, friendly units do not negate the effects of enemy Zones of Control for any reason.
[13.0] Game Balance
If a handicap is needed for players of unequal experience, change the rules as follows:
To benefit the Soviets, only allow the Axis player to use replacements to rebuild German Panzer units on odd numbered turns (3, 5, and 7), or do not give the Axis any Replacements at all.
To benefit the Axis, adjust the number of cities on the map that the Axis must control at the end of the last Game Turn by one (e.g. the Axis only needs to capture 15 cities to win, or 14 cities to obtain a draw).
[14.0] Designer's Notes
Objective: Kiev (O:K) is a companion game to the author's previous games, The Arduous Beginning (TAB) and Battle for Moscow (B4M). It deliberately uses the same rules, scale, and unit ratings to the extent that these similarities make sense.
The most obvious difference between the two games is the absence of an German First Turn Surprise rule. The Kiev Military District was alert to the likelihood of a German attack, had brought its units to a high level of readiness, and had coordinated its defenses with the border guard units. Without this rule, German advances on the first turn of O:K will be much less dramatic than in TAB.
The Soviet Counterattack! rule is meant to recreate the punishing effects of massed armored attacks which the Soviets mounted in late June and early July. These attacks caused heavy casualties and seriously delayed the Axis advance.
If the Soviets can hold out through early August, then a successful German advance on Moscow in 1941 will be unlikely. The reward of Soviet success, historically, was the near-total annihilation in late August and September of the Soviet Southwestern Front, when Army Group Center was forced to send Panzer Group 2 to help encircle Kiev from the north. It was not the sort of victory to be savored, but it was exactly the sort which changes history all the same.