Red Storm over the Reich: The Last Days of the Third Reich
Red Storm over the Reich: The Last Days of the Third Reich Rulebook
Table of Contents
Table of Contents
- 1.0 INTRODUCTION
- 2.0 GAME COMPONENTS
- 3.0 SCENARIOS, SET UP AND VICTORY
- 4.0 SEQUENCE OF PLAY
- 5.0 STACKING
- 6.0 ZONES OF CONTROL
- 7.0 SUPPLY
- 8.0 REINFORCEMENTS AND REPLACEMENTS
- 9.0 WEATHER AND LOGISTICS
- 10.0 MOVEMENT
- 11.0 BARRAGES
- 12.0 DISRUPTION
- 13.0 COMBAT
- 14.0 OVERRUN
- 15.0 ATTRITION
- 16.0 KAMPFGRUPPEN AND GARRISONS
- 17.0 SPECIAL RULES
- EXTENDED EXAMPLE OF PLAY
1.0 INTRODUCTION
1.1 The Game
RED STORM OVER THE REICH covers the final campaigns of WWII in the east as the forces of the Soviet Union smashed the German armies defending Poland, East Prussia, and Pomerania, and advanced across the Oder to Berlin. Three scenarios are included in the game. The first is the Historical Scenario (see 3.2), which finds the Germans both weak and out of position. Their armies will be shattered on the first turn, but the victory conditions are tough on the Soviets; they must do at least as well as historically. Second is the Sleigh Ride Scenario (see 3.3). It deals with the historic forces, but allows the Germans to implement Operation Sleigh Ride, a pull-back of the main defense line along the Vistula out of range of the opening Russian barrage (an operation historically rejected by Hitler) that at least allows for a more orderly flight. The final scenario is Guderian in Charge (see 3.4) and it combines Operation Sleigh Ride with reinforcements from other fronts. It assumes that Hitler had an incapacitating stroke in late November or early December, 1944, and the new Nazi leadership is sufficiently uncertain of its position that it defers in military matters to Guderian. The Ardennes Offensive is cancelled, as is the attempt to relieve Budapest; in addition, substantial forces are evacuated from the Courland Pocket. This increases German strength on the main eastern front by about 50% and doubles German tank strength, which, when combined with Operation Sleigh Ride, gives the Germans some serious fighting strength.
1.2 Equipment
Each copy of RED STORM OVER THE REICH includes: • Two different map sections (each 22x34”) • Two different countersheets (228 counters each) • One German Set Up/Reinforcement Chart • One Soviet Set Up/Terrain Effects Chart • One Terrain Effects Chart/Unit Description Chart • Two identical player aid cards with Combat Tables/Extended Sequence of play • One 32-page rulebook • Two six-sided dice • One box and lid set
1.3 Contacting Compass Games
If any game components are missing or damaged you may contact us by email at [email protected] or by mail at Compass Games LLC, PO Box 271, Cromwell, CT 06416, USA. Please include an SASE if you have questions.
1.4 Help HQ
General help or questions on game play may be posted in the game folder for RED STORM OVER THE REICH on www.consimworld.com, or can be sent to the Developer’s email address at: [email protected].
2.0 GAME COMPONENTS
2.1 Map
The game map represents the areas of Poland and Germany over which the campaign was fought. The map is divided into hexagons (hexes) which are used to regulate movement and unit positioning. The terrain symbols are explained on the Terrain Effects Chart. The mapsheets also contain a number of boxes, charts, tables, and tracks used to facilitate play. They include: A) Turn Record Track: Use the Turn Record Track (hereafter TRT) to track the current game turn. B) German Mechanized KG Holding Boxes: These six holding boxes hold German Mechanized KG Units and German Mechanized divisions (panzer or panzer grenadier) that have been eliminated and replaced on the map by the corresponding Kampfgruppe (see 16.1.B). C) Movement Point Track: The Movement Point Track keeps track of the current Movement Points available for each side’s Infantry and Mechanized Units (see 10.2), as well as the Movement Points available for German Reaction Movement (see 13.2.B). D) Retreat Compasses: The two Retreat Compasses printed on the map indicate the direction in which units may withdraw during setup of the Sleigh Ride and Guderian in Charge Scenarios (see 3.3 and 3.4), the directions German Roving Cauldrons may move (see 6.8), and the directions Mechanized Units may retreat as a result of combat (see 13.5). E) Refugees Evacuated Box: Place successfully Evacuated German Refugee Units (see 3.5.C) here until the end of the game. F) Combat Results Table (hereafter CRT): Resolve attacks and defenses by Combat Units on this table. G) Barrage Table: Resolve Barrage attacks by Artillery, Air Support, and Naval Barrage Units on this table. H) German Replacement, Disruption Effects, Out of Supply Effects, and Soviet Logistical Strain Charts: Summarizes the effects of the game mechanics noted in the titles. I) Soviet and German Support Unit Holding Boxes: Place Soviet Air and Tactical Air Support Units in the Soviet Box when not on the map. Place the German Air Support Unit, Naval Barrage Units, Entrained, Rudel and Heinrici markers in the German Box when not on the map. J) Terrain Effects Chart. This Chart describes all the various terrain types and features found on the map, and notes their effects on game play. K) Sequence of Play Flowchart (SoP). This track serves as a reminder of the Sequence of Play; use the marker to indicate the current Phase and Segment.
2.2 Counters
There are three basic types of counters: Combat Units, Support Units and markers. Units represent the air, naval, and ground forces of the campaign. Markers are used to keep track of various game functions. The various units and markers are described on the Unit Description Chart. A) Combat Units: Infantry, Mechanized, and Anti-Tank Units are Combat units. These units have one or two combat steps and may attack or defend in combat. Many Combat Units have a Zone of Control (see 6.0). Jaeger Units are Infantry, but expend fewer MP in Mountain Terrain. Panzer, Panzergrenadier, and Tank Units are all considered “Mechanized Units”. German Mechanized Units may form Mechanized KG. (see 16.1.B). Soviet Rifle and Guards Rifle Units are considered Infantry. B) Support Units: Air, Artillery, Flak, Garrisons, Leaders, Naval, Refugees, Rudel, and Tactical Air are all Support Units. Air, Artillery, Rudel, Prinz Eugen, and Admiral Scheer are also referred to as Barrage Units (see 11.0). Tactical Air Units are not Barrage Units (see 13.7.C). All Artillery Units have an attack strength of 0 and a defense strength of 1, whether on their “Ready” or “Used” side. C) Leaders: One Soviet Leader and one German “Leader-like” Unit are included. Zhukov is the Soviet Leader Support Unit (see 17.3.A). Heinrici is a marker able to cancel Soviet Barrages (see 17.3.B). Note: Rudel is an Air Barrage Support Unit (see 11.5) and not a leader. D) Markers: Use markers to keep track of various game events, functions, and information: The Game Turn marker keeps track of the current Game Turn (see 3.2.A). The six Movement Point Allowance markers keep track of the current Movement Points available to their units (see 10.2). The Soviet player has three markers, one for Rifle, another for Guards Rifle, and the third for Mechanized Units; the German player has one marker for each of Infantry Units and Mechanized Units, plus one for German Reaction Movement (see 13.2.B). Victory Point Hex markers record ownership of the Victory Point Hexes on the map. Each is named and has its hex number on it (see 3.5). Out of Supply markers indicate units which are cut off from sources of fuel, food, and ammunition (see 7.0). German units which are Out of Supply may be able to move as “Roving Cauldrons”, ignoring Soviet Zones of Control (see 6.8). Place the Soviet Replacements Taken marker on the Turn Record Track to remind players that the Soviet player has taken his once-per- game replacements (see 8.2.1.A). Fuel Shortage markers indicate German Mechanized Units penalized for insufficient fuel supplies (see 9.2). Fuel Supply markers represent local concentrations of fuel that can be used to prevent or cancel the effects of Fuel Shortage markers (see 9.2). Soviet Logistical Strain markers mark the three turns that the overstretched Soviet supply system affects play (see 9.3). Place Immobile markers on units which may not move because they engaged in One-Hex Movement (see 10.4.B), are Soviet units which crossed a major river per 10.7.1.B, or moved by Sea Transport (see 10.8.1.B). “Immobile” units suffer a -1 combat DRM. Bridgehead markers indicate the location of Soviet bridgeheads over major rivers (see 10.7.1.A). Defensive Works/Fortress Destroyed markers indicate the destruction of these facilities by the Soviet advance (see 17.8). Entrained markers indicate German Combat Units being transported by rail (see 10.8.2). Disrupted markers indicate units disrupted by enemy Barrages (see 12.0). Place the Operation Thunderclap marker on the map during Turn 4 to remind the German player that he cannot move by rail through Dresden that turn (see 17.5). Place the Zossen marker on the Movement Point Track when Zossen is captured by the Soviet player to indicate that the German player’s Command Die Roll is modified (see 17.6). Hitler Mandated Attack markers mark the number of required attacks in a turn, as well as the total number of turns during which the German player does not make all Hitler Mandated Attacks (see 17.7).
2.3 Player Aid Cards
The five Player Aid Cards contain most of the information needed to play the game. Using the Extended Sequence of Play and the Cards, you should be able to get a good idea of the game’s mechanics, only referring to this rulebook when necessary. If you perceive any conflict between the Cards and these Rules, the Rules prevail.
2.4 Rules
These Rules are organized in a case format generally in the Sequence of Play order (see 4.0). Rules 5.0, 6.0, and 7.0 contain concepts which apply to multiple phases during the Sequence of Play, and are thus presented first. Rules 16.0 and 17.0 contain specific details. Several rules which apply to more than one concept are stated verbatim in two places.
2.5 Game Scale
Each turn but the first equals approximately 15 days. Each hex is 8 miles across (about 13 kilometers). German units are usually divisions while Soviet units are mostly corps. The first turn represents a shorter period, reflecting the greater tempo of operations at the beginning of an offensive, following months of build-up.
3.0 SCENARIOS, SET UP AND VICTORY
3.1 Scenarios
RED STORM OVER THE REICH includes three scenarios: • Historical • Operation Sleigh Ride • Guderian in Charge Each scenario’s set up and victory conditions are detailed in cases 3.2 through 3.4 below. Victory Points are discussed in 3.5.
3.2 Historical Scenario
This scenario depicts the situation as it was in January, 1945. The forces included are those present during the actual campaign. A) Set Up: Both sides set up according to the information listed on each player’s Set Up Card. Then, place the German reinforcements on the Reinforcement Card. Place the Game Turn marker on the Jan I space of the Turn Record Track. B) Game Length: Turns 1-8 C) Victory Conditions: The winner of the game is determined in one of two ways: (1) A Soviet Automatic Victory on Turns 1-4 or (2) through Victory Points at the end of the game:
- Soviet Automatic Victory: The Soviet player wins an Automatic Victory if, during the End Turn Phase of the following turns, the corresponding number of Victory Point hexes are Soviet-controlled:
| Turn | # of VP hexes |
|---|---|
| 1 | 2 |
| 2 | 4 |
| 3 | 5 |
| 4 | 6 |
A Soviet Automatic Victory is not possible after Turn 4. 2) End of the Game: If the Soviet player does not win an Automatic Victory, play continues until the first of the following takes place: • The end of any Turn in which The Bunker is eliminated, or • The end of Turn 8. At this point, determine the winner as follows: The German player wins if: • It is the end of Turn 8 and The Bunker is still on the map, or • It is the end of any Turn (including Turn 8), and the Bunker has been eliminated, but the German player has 5 or more Victory Points per 3.5. The Soviet player wins if: • The Bunker is eliminated, and • The German player has fewer than 5 Victory Points.
3.3 Operation Sleigh Ride Scenario
This scenario assumes that Hitler accepted the High Command’s recommendation to withdraw from the Vistula shortly before the launch of the Soviet offensive. A) Set Up: Both sides set up normally per the Historical Scenario. The German player then: • Moves any German units (except Refugees) on or south of horizontal hexrow xx14 (inclusive) up to 6 hexes (see below), and • Flips any 3 Infantry divisions on or south of horizontal hexrow xx14 (inclusive) to their Kampfgruppe side, and • Reduces one Panzer division on or south of horizontal hexrow xx14 (inclusive). German units moved during this set-up sequence ignore terrain Movement Point costs, are moved ONLY in directions allowed by the German Retreat Compass, and are moved consistently with the ZOC rules when dealing with hexes in a Soviet ZOC. Desginer’s Note: The losses incurred in the scenario set up represent those taken during rearguard actions. B) Game Length: Turns 1-8 C) Victory Conditions: Use The Historical Scenario Victory Conditions, except that for Automatic Victory purposes ONLY, the Soviet player is deemed to have control of 1 Victory Point hex (that is, reduce the Automatic Victory levels on Turns 1-4 by 1 each Turn).
3.4 Guderian in Charge Scenario
This scenario assumes that Hitler had a stroke in the late fall of 1944 and the new Nazi leadership is uncertain of its direction. Thereafter they allow the High Command to conduct the war. A) Set Up: Remove all Refugee Units from the game. Both sides set up normally per the Historical Scenario. The German player executes Operation Sleigh Ride (see 3.3.A), and then: • Places all Guderian in Charge Scenario units on the map in any friendly Supplied hexes not adjacent to a Soviet unit and within stacking limits. Guderian in Charge Scenario units are all units with their unit symbol in a lighter color, even those with a Reinforcement Code. Place all other reinforcements on the Reinforcement Chart normally. B) Game Length: Turns 1-12 C) Victory Conditions: This scenario does not have Automatic Victory, Hitler Mandated Attacks, or Refugees. Instead, judge victory at the end of Turn 12. The German player wins the game if The Bunker is still on the map and the German player controls 2 or more VP hexes. Otherwise, the Soviet player wins.
3.5 Victory Points
Victory in each scenario is determined by a variety of factors, as outlined in 3.2.C, 3.3.C, and 3.4.C. Not all scenarios use the same victory criteria. At the beginning of the game, place: • The Victory Point Hex markers in their corresponding hexes on the map (German side up), and • The “Hitler Mandated Attack” and “Mandated Attacks Not Made” markers near the Turn Record Track (ignore if playing Guderian in Charge). Victory Points (VPs) are awarded as follows: • The Soviet player receives 1 VP for each VP hex under Soviet control. • The German player receives 1 VP for each VP hex under German control; 1 VP for each Refugee Unit which survives the game; and subtracts 1 VP for each Turn in which ALL Hitler Mandated Attacks were not made. A) Hex Control: The German player controls all VP hexes at the start of each scenario. When the Soviet player takes control of a VP hex (by occupying or moving through it with a Supplied Combat Unit), flip the VP Hex marker over (from its German side to the Soviet side). If the German player regains control of a VP hex, flip the marker back to its German side. Control of Berlin is determined by elimination of The Bunker and occupation of the Bunker’s hex (0425). Control of the Upper Silesian Industrial Region (USIR) for VP purposes is determined by control of urban hex 3743. Note: Other VP hexes are those cities and towns shown in red on the map. B) Hitler Mandated Attacks: When the German player determines the number of Hitler Mandated Attacks to be made during a Turn, place the “Mandated Attacks” marker on the corresponding numbered space of the Turn Record Track. (See 17.7 for specifics regarding Mandated Attacks). As each required attack is made during a Turn, reduce the marker until it reaches zero, thus satisfying the Hitler Mandated Attacks requirement for that Turn. If the German player fails to make all Hitler Mandated Attacks in a Turn, adjust the “Mandated Attacks Not Made” marker by one space up the Turn Record Track (i.e. to a higher-numbered box) during the End Turn Phase. At the end of the game, the number of the box occupied by the “Mandated Attacks Not Made” marker is subtracted from the German player’s VPs. For Example: During Turn 2, the German player has to make 3 Hitler Mandated Attacks. Place the “Mandated Attacks” marker in the third box of the Turn Record Track (Feb I). When the first Mandated Attack is made, move the marker into the Jan II box, showing that two more Mandated Attacks need to be made that Turn. Suppose the German player does not make both of the remaining Hitler Mandated Attacks. During the End Turn Phase, the “Hitler Mandated Attacks” marker is removed from the Turn Record Track and the “Mandated Attacks Not Made” marker is placed in the January I box, showing the German player received -1 VPs this Turn. C) Refugees: Each Refugee Unit surviving the game gives the German player 1 VP. To survive the game, a Refugee Unit must be either: • Successfully evacuated (per 10.8.1.C), or • On the map and in Supply by tracing off the West map edge ONLY at the end of the game. Refugee Units are not used in the Guderian in Charge Scenario. Note: The reverse side of each German Refugee Unit indicates a German VP for successful Evacuation.
4.0 SEQUENCE OF PLAY
Each game turn is divided into Phases during which players conduct specified actions. Every action taken by a player must be carried out in accordance with the sequence given below. Once a player finishes his activities for a given phase or segment, he may not go back to perform some forgotten action unless his opponent permits it. The Player Aid Cards contain a more detailed Sequence of Play.
4.1 Outline Sequence of Play
I. REINFORCEMENT AND REPLACEMENT PHASE a. German Placement Segment b. Soviet Placement Segment II. WEATHER AND LOGISTICS PHASE a. Weather Segment b. Fuel Marker Segment c. Soviet Logistical Strain Segment III. ASSAULT PHASE a. Soviet Supply Segment b. Soviet Assault Movement Segment c. Soviet Combat Segment d. German Reaction Movement Segment e. Soviet Breakthrough Movement Segment f. German Strategic Segment g. German Supply Segment h. German Assault Movement Segment i. German Combat Segment j. German Detrain Segment IV. EXPLOITATION PHASE a. Soviet Supply Segment b. Soviet Exploitation Movement Segment c. German Supply Segment d. German Exploitation Movement Segment e. German Detrain Segment f. Joint Disruption Removal and Artillery Replenishment Segment V. REDEPLOYMENT PHASE a. Soviet Supply Segment b. Soviet Redeployment Movement Segment c. German Supply Segment d. German Redeployment Movement Segment e. German Detrain Segment VI. ATTRITION PHASE a. Joint Supply Segment b. Attrition Segment VII. END TURN PHASE
4.2 Narrative Sequence of Play
I. REINFORCEMENT AND REPLACEMENT PHASE a. German Placement Segment: Place German Reinforcements and Replacements (see 8.1 and 8.2, generally). b. Soviet Placement Segment: On Turn 6, place the single Soviet reinforcement (see 8.1.1.A). Once per game, but not during the Soviet Logistical Strain (see 9.3), the Soviet player may place Replacements (see 8.2.1.A). II. WEATHER AND LOGISTICS PHASE a. Weather Segment: Note weather effects for the current Turn (see 9.1). b. Fuel Marker Segment (beginning Turn 2): The German player places Fuel Supply markers. Next, the Soviet player places Fuel Shortage markers (see 9.2). c. Soviet Logistical Strain Segment: If the current Turn is marked with a Soviet Logistical Strain (SLS) marker, the Soviet player notes the effects of the SLS (see 9.3). III. ASSAULT PHASE a. Soviet Supply Segment: Determine Supply for all Soviet units (see 7.0). Mark Out of Supply units. b. Soviet Assault Movement Segment: The Soviet player determines the Movement Allowance for all Soviet units (see 10.2), declares the Movement Points to be spent this segment (see 10.6.A) and then expends all, some, or none of the declared amount. Overrun (see 14.0) is not allowed. The remaining Movement Allowance will be used to conduct Combat (see 13.0) and/or move in the Soviet Breakthrough Movement Segment (see 10.6.C) c. Soviet Combat Segment: The players conduct Barrage with Artillery, Naval and Air Support Units (see 11.0). Then, the Soviet Player determines the Combat Duration (see 13.2.A). The Players then resolve each Combat in any order determined by the Soviet player. Retreat (see 13.5) and Advance after Combat (see 13.6) may occur. d. German Reaction Movement Segment: German Mechanized Units may expend Movement Points up to the Combat Duration Die Roll (see 13.2.B). Overrun (see 14.0) is not allowed. At beginning of Segment remove Fuel Shortage markers if applicable (see 9.2.D). e. Soviet Breakthrough Movement Segment: Soviet units may move up to the Movement Points remaining (see 10.6.C) after the Assault Movement Segment and Combat. Overrun (see 14.0) is not allowed during the Breakthrough Movement Segment. At the end of the segment, remove all “Immobile” markers on Soviet units. f. German Strategic Segment: The German player determines the number of Hitler Mandated Attacks (see 17.7), engages in Sea Movement (see 10.8.1.B), attempts Refugee Evacuation (see 10.8.1.C), and marks units for Rail Movement (see 10.8.2). g. German Supply Segment: Determine Supply for all German units (see 7.0). Mark Out of Supply units. h. German Assault Movement Segment: The German player determines the Movement Allowance for all German units (see 10.2) and then may expend all, some, or none of that Movement Allowance. Overrun (see 14.0) is not allowed. Unused Movement Points are lost. Entrained units may move by rail (see 10.8.2). At beginning of segment remove Fuel Shortage markers if applicable (see 9.2.D). i. German Combat Segment: The players conduct Barrage with Artillery, Naval and Air Support Units (see 11.0). Then, the Players resolve each Combat in any order determined by the German player. Retreat (see 13.5) and Advance after Combat (see 13.6) may occur. j. German Detrain Segment: The German player removes Entrained markers as desired, and all “Immobile” markers. IV. EXPLOITATION PHASE a. Soviet Supply Segment: (same as III.a. above). b. Soviet Exploitation Movement Segment: The Soviet player determines the Movement Allowance for all Soviet units (see 10.2) and then expends all, some, or none of that Movement Allowance. Overrun (see 14.0) is allowed, but Combat (see 13.0) is not. Unused Movement Points are lost. c. German Supply Segment: (same as III.g. above). d. German Exploitation Movement Segment: (same as IV.b above, except German units may move and at beginning of segment remove Fuel Shortage markers if applicable (see 9.2.D)). e. German Detrain Segment: (same as III.j. above). f. Joint Disruption Removal and Artillery Replenishment Segment: Remove all Disrupted markers from all units of both sides not in enemy ZOCs (see 12.2). Flip all Supplied Artillery Support Units on their “Used” sides to their “Ready” sides (see 11.2). The Soviet Logistical Strain may affect the ability to flip Soviet Artillery Support Units (see 9.3). Flip all Support Units in each side’s Support Unit Holding Box from their “Used” side to their “Ready” side. V. REDEPLOYMENT PHASE a. Soviet Supply Segment: (same as III.a. above) b. Soviet Redeployment Movement Segment: The Soviet player determines the Movement Allowance for all Soviet units (see 10.2) and then expends all, part, or none of that Movement Allowance. Unused Movement Points are lost. Neither Combat nor Overrun are allowed. c. German Supply Segment: (same as III.g. above). d. German Redeployment Movement Segment: (same as V.b above, except German units may move and at beginning of segment remove Fuel Shortage markers if applicable (see 9.2.D)). e. German Detrain Segment: (same as III.j. above). VI. ATTRITION PHASE a. Joint Supply Segment: Both Players simultaneously check Supply for all units. Remove all Fuel Supply and Fuel Shortage markers (see 9.2). If the conditions for SLS apply (see 9.3) mark the next 3 turns with the SLS markers. b. Attrition Segment: Remove a step from all Out of Supply units (see 15.0). VII. END TURN PHASE Determine the winner per scenario instructions (see 3.2.C, 3.3.C, or 3.4.C). If not, advance the Game Turn marker one space and begin the next turn. If this is the last turn of the game, determine the winner: 3.2.C, 3.3.C, or 3.4.C, depending on the scenario being played.
5.0 STACKING
Stacking is the placement of one or more units in a single hex. A “stack” refers to all units (Combat and/or Support Units) placed in a hex. One unit in a hex is considered a “stack”.
5.1 When Stacking Limits are Enforced
Enforce stacking limits at three times: • During the placement of Reinforcements and Replacements, and • At the end of each Movement Segment, and • After retreat and advance after combat. Any number of units may otherwise enter or pass through a hex during a turn. Play Note: Do NOT place Reinforcements and Replacements in violation of the stacking limits.
5.2 Stacking Limits
Stacking limits apply to Combat Units and Support Units separately: A) Combat Units A player may stack up to three combat units in the same hex. No more than two Soviet Mechanized Units of any kind may be in a hex. Soviet Guard Cavalry Corps do not count as Mechanized Units for Stacking purposes. B) Support Units In addition, one of each kind of Support Unit (Garrison, Artillery, Flak, Refugee and Leader) may stack in a hex at one time. Although they are considered Support Units, Air and German naval units do not affect stacking, nor do informational markers and map features. Play Note: Berlin may therefore be defended by three Panzer divisions, The Bunker, an Artillery Unit, and the Thorn Refugee Unit (should it make it that far).
5.3 Overstacking
If a hex is overstacked at one of the noted times, the owning player immediately eliminates sufficient units of his choice to bring the hex within stacking limits (no KGs may be formed in this process).
6.0 ZONES OF CONTROL
6.1 General Rule
Most (but not all) units have a Zone of Control (ZOC). Units exert a ZOC into the six hexes adjacent to the hex they occupy. ZOCs may be cancelled or affected in various circumstances (see 6.2 through 6.5). If at least one unit in a hex has a ZOC, the entire stack is assumed to have a ZOC. ZOCs only affect enemy units (exception: German Refugee markers (see 6.11)).
6.2 Units With a ZOC
The following units have a ZOC: • All Soviet and German Mechanized Units (including German Mechanized KG), and • Soviet Guard Rifle Corps, Rifle Corps, and Divisions with attack strengths of 1 or more, and • German Infantry Divisions and Kampfgruppen with attack strengths of 1 or more, and • German Refugee Units (affecting German units only (see 6.11)).
6.3 Units Without a ZOC
The following units do not have a ZOC: • All units with a printed Attack Strength of 0 (including German non-Mechanized KG), and • All Support Units, and • All Out-of-Supply units (see 7.5), and • All Disrupted units (see 12.1), and • Entrained units (see 10.8.2), and • German Refugee Units (for Soviet units only (see 6.11)).
6.4 Terrain Effects on ZOC
ZOC do not extend: • Into or out of urban and fortress hexes, or • Across major river hexsides during Mud or Clear weather, or • Across Haff, lake, or sea hexsides. Play Note: Treat Haff and lake hexsides as minor river hexsides during Frost weather (ZOCs do extend over them during Turns 1 and 2).
6.5 Negating Enemy ZOC
An enemy ZOC in a hex is negated if the hex is occupied by a friendly Combat or Support Unit. This negation occurs in the following situations only: • When tracing Supply Lines (see 7.1 and 7.3), and • Connecting the USIR to Berlin (see 8.2.1.B), and • When Mechanized Units Retreat (see 13.5).
6.6 ZOC Effects on Movement
Units must stop movement upon entering an enemy ZOC and may move no further that Movement Segment. Units may never move from ZOC to ZOC, except for Mechanized Units as described in 6.7. Units beginning a Movement Segment in an enemy ZOC may exit by entering a hex free of an enemy ZOC, and then may move into another hex in an enemy ZOC (where it must then stop for the remainder of that Movement Segment).
6.7 Mechanized Infiltration Movement
A Mechanized Unit which starts a Movement Segment in an enemy infantry-only ZOC may move directly into another hex in an enemy infantry-only ZOC. An “infantry-only ZOC” is defined as one which is not projected by one or more of the following unit types: • Mechanized • Guard Cavalry • Guard Rifle • German Refugee Unit (affecting German Mechanized Units ONLY, see 6.11) Mechanized Infiltration Movement is not permitted during the Soviet Breakthrough Movement Segment.
6.8 German Roving Cauldrons
Out of Supply German units may ignore Soviet ZOCs for movement (only) provided they move only in a direction allowed by their Retreat Compass and do not end their move adjacent to a Soviet unit. They still may only move half their normal movement allowance.
6.9 ZOC and Combat
Units in different hexes may combine to attack a single hex ONLY if (a) all other enemy units in the attacking unit’s ZOC will be, or have already been attacked by other friendly units during that Combat Segment and (b) each attacking hex contains a Mechanized Unit participating in the multiple-hex attack. Otherwise, being in a ZOC does not force combat. See 17.3.A for Zhukov’s effect on multi-hex combat.
6.10 ZOC and Overrun
During the Exploitation Movement Segments only, an Overrun may be declared in a hex in an enemy ZOC in the following situations: • The Overrunning unit moved into the hex and the only enemy ZOC cast into the hex is the target’s ZOC—ignore any ZOC cast into the target hex, or • The Overrunning unit began its Exploitation Movement Segment in the hex with any number of enemy units casting a ZOC into the hex—in this case, the Overrunning unit may Overrun ANY adjacent enemy unit, regardless of ZOCs cast into the target hex. If the Overrun empties the target hex, the Overrunning unit enters the hex and stops, as in a normal Overrun. Play Note: It is possible, as illustrated in the Major River Crossing example in rule 10.7.1.B, that a unit could cross a Major River via a Bridgehead and find itself directly between two units. See the example there.
6.11 German Refugees
A German Refugee Unit has a ZOC in its hex as well as the six adjacent hexes. A Refugee’s ZOC is affected by terrain normally (see 6.4). Refugee ZOCs affect ONLY German units, NOT Soviet units. German units must stop movement whenever they enter the ZOC of a Refugee Unit. German Mechanized Infiltration Movement (per 6.7) is not allowed in the ZOC of a Refugee Unit. If a Soviet unit enters a Refugee Unit’s hex, the Refugee is eliminated (the Soviets having destroyed them). All German units may move from Refugee ZOC to ZOC, including the Refugee Unit’s hex. Play Note: It will take a German unit three Movement Segments to pass through a Refugee Unit: one to enter the Refugee’s ZOC, the second to enter the Refugee’s hex, and the third to enter the Refugee’s “other-side” ZOC. On the fourth Movement Phase, the unit may exit the Refugee’s ZOC normally.
7.0 SUPPLY
Each player determines the Supply status of his units during each turn’s friendly Supply Segments. Additionally, Supply for all units is checked during the Attrition Phase. Out of Supply units are marked with an Out of Supply marker. An Out of Supply marker is removed during the next Supply Segment when the unit is found to be in Supply. Units are Supplied when they can trace a Supply Line (a path of connected hexes) to a friendly Supply Source. Any number of units can trace Supply to a single Supply Source. Units retain their Supply status established in one friendly Supply Segment until Supply is next checked. The Extended Example of Play in the back of this rulebook contains a full illustration of supply, movement, barrage, and combat.
7.1 Supply Lines
Supply Lines connect units to Supply Sources. Trace Supply Lines from a unit to its Supply Source. Supply Lines are composed of either: • Five hexes through non-prohibited terrain to a friendly port (German units only), or • Ten hexes through non-prohibited terrain to any other friendly Supply Source.
7.2 Blocking Supply Lines
Do not trace Supply Lines into a hex containing any one or more of the following: • An enemy unit, or • An enemy ZOC (unless negated, see 6.5), or • Intact enemy fortresses, or • Intact German-controlled defensive works “near the front line” (affecting Soviet Supply Lines only). A defensive work is “near the front line” if it is within 10 or fewer hexes from a Supplied German Combat Unit. Soviet-controlled defensive works do not affect German Supply Lines. Play Notes: the Soviet Player may trace across Major River hexsides regardless of location, bridging, or weather, as long as none of the forgoing prohibitions apply. The Defensive Works destroyed markers may be used to help keep track of hexes cleared by the Soviets. You should be able to play without them in most cases.
7.3 Supply Sources
The following are Supply Sources for the noted units: • All German units: West map-edge hexes • All German units: Friendly ports • All Soviet units: East and North, land map-edge hexes, except for hex 4601 • Either side: A friendly railroad hex, provided that a line of friendly railroad hexes can then be traced to a friendly map- edge hex as above (the Soviets may not use the rail hex at 5201 for rail supply) A player may use any railroad hexes for a Supply Line, provided that a line of contiguous railroad hexes can be traced from the player’s friendly map-edge to the hex used as the Supply Source, and no enemy units or unnegated enemy ZOCs (see 6.5) are on any of those railroad hexes. Intact German defensive works block Soviet Supply traced along a railroad in the defensive works’ hex. German Refugees do not block German Supply Lines, but do block Soviet Supply Lines. The three Soviet rifle corps in hex 3431 in the example above are Out of Supply; the presence and ZOC of the German Mechanized KG blocks trace to the Defensive Works Destroyed marker in 3532. The 8th Mechanized Unit is in Supply, as it can trace through the Defensive Works Destroyed marker in 3536, and the KG in 3535 does not cast a ZOC into 3536 (it has an attack strength of ‘0’). If this were a German Supply Segment, the German infantry KG would also be out of supply, because of the Soviet ZOCs (assuming supply is not possible through 3536 and 3437).
7.4 Always Supplied Units
Air, Garrison, Leader, Naval, and Refugee Units are always in Supply. Combat and Support Units stacked with these units require Supply normally. Defensive Works and Fortresses do not require Supply.
7.5 Out of Supply Effects
An Out of Supply unit: • Loses its ZOC, and • Halves its Movement Allowance (round down), and • Halves its Combat Strength (on both attack and defense) during Combats and Overruns (see below), and • May not receive replacements, and • Suffers Attrition during the Attrition Phase, and • May not retreat, and • May not form a KG upon elimination (German only), and • May move as a Roving Cauldron (German only). During a Combat or Overrun, total the strength of all Out of Supply units first, halve the total, and then round down any fraction.
8.0 REINFORCEMENTS AND REPLACEMENTS
8.1 Reinforcements
Reinforcements are new units entering play for the first time. They enter the game on the turn indicated on the unit. Note that the set-up for the Guderian in Charge Scenario uses units which are reinforcements during the other Scenarios. Entry of reinforcements may not be delayed (exception: German “K” reinforcements; see 8.1.2); reinforcements that cannot enter when scheduled are forfeited. Reinforcements enter in Supply and operate normally once placed on the map. 8.1.1. Reinforcement Placement Reinforcements may not be placed on the map adjacent to a Supplied enemy Infantry, Mechanized or Artillery Unit. Reinforcements must be placed within stacking limits (see 5.2). Place Soviet and German reinforcements differently: A) Soviet Reinforcement The Soviet player receives one reinforcement unit (the 5 Guard Mechanized Corps) on Turn 6. It may be placed with or adjacent to any Supplied Soviet Artillery Unit. Design Note: Other Soviet reinforcements are factored into the Soviet replacements. B) German Reinforcements All German reinforcements have a placement code below the unit symbol. The code is a number and either a letter or an “”. In all cases the number is the unit’s Turn of Arrival. The letter or “” is keyed to the list below: • W Any hex on the west edge of the west map. Units placed on railroad hexes may be Entrained during the German Strategic Segment (see 10.8.2) • K Any port within stacking limits (see 8.1.2) • M Hex 4601 • S Any in Supply south edge hex • * Volksturm Division (VS): per 8.1.4 Generic Garrisons: per 8.1.5 Flak Units: per 8.1.3 Design Note: “M” Units are units withdrawn from the city of Memel (just off-map to the north). Play Notes: German Reinforcement Units do not enter entrained. Entrained markers may be placed on them during the subsequent German Strategic Segment. Volksturm and Generic Garrisons may return as Replacements in subsequent turns (see 8.2.1.B). 8.1.2. German “K” Reinforcements German units with a “K” Reinforcement Code are being evacuated from Kurland (Courland). One Sea Transport Unit must be available for each arriving “K” reinforcement. No actual Sea Movement happens, but the Sea Transport Unit may not be used for other purposes that turn. Place the arriving “K” Unit in a German-controlled port. If insufficient Sea Transport Units are available (because one or more Sea Transports have been previously sunk) or if all German-controlled ports are fully stacked, excess “K” Units may be delayed. The transport of “K” Units always has priority (i.e. the German player must enter “K” reinforcements if he has Sea Transport Units available). If all Sea Transports have been sunk, no further “K” Units may arrive. The Transport of “K” Units takes priority over the evacuation of Refugees. Therefore, if a Sea Transport Unit is stacked with a Refugee Unit because the Refugee’s Evacuation was delayed per 10.8.1.C, that Sea Transport Unit MUST be used for the “K” Unit if no others are available. 8.1.3 German Flak Units Place the four German Flak Units in hexes containing a Supplied German Infantry or Mechanized Unit in or west of vertical hex row 20xx inclusive. They may not be placed in nor moved into Urban hexes, but they may move east of vertical hex row 20xx. 8.1.4 Volksturm Division (VS) The Volksturm Division (VS) represents not a single command, but various groupings of Volksturm (Home Guard) battalions pulled together at different places and times. The Volksturm Division (VS) is placed in a Supplied German Urban, City, or Fortress hex. 8.1.5 Generic Garrisons Generic Garrisons may be placed in a German-controlled city or town hex (not Urban or Fortress hex), regardless of Supply. The placement hex may not already contain a Garrison.
8.2 Replacements
Replacements are troops used to rebuild existing units that have taken combat losses. 8.2.1 Replacement Placement Place replacements within stacking limits (see 5.2), in a Supplied, friendly urban, city or town hex (exception: German generic Garrisons, see 8.1.5). Replacements enter Supplied and operate normally once placed on the map. Do not place Replacements adjacent to a Supplied enemy Infantry, Mechanized or Artillery Unit. Soviet and German replacements are placed differently: A) Soviet Replacements The Soviet player may take replacements ONCE per game. When he does, flip all reduced-strength, in Supply Mechanized and Guard Units on the map over to full strength. Then, place all previously-eliminated Mechanized Units on the map at reduced strength. Place the Soviet Replacements Taken marker on the Turn Record Track as a reminder. Soviet Replacements may NOT be taken if the current Turn is marked with an SLS marker (see 9.3). B) German Replacements The German player may take replacements every turn, beginning with Turn 2. German replacements must be used every turn; unused replacements are forfeit. Each turn, the German player receives: • The Volksturm Division (VS), if eliminated, and • All unnamed Garrison Units, if eliminated, and • 4 Infantry KGs, drawn randomly; and • 2 Mechanized steps, and • 2 Mechanized steps, if the Upper Silesian Industrial Region (USIR; see 3.5.A) is German-controlled and has a railroad connection to Berlin. Each German Mechanized step may either (a) flip a reduced strength in-supply Mechanized Unit to full strength or (b) return an in-supply Mechanized KG to its Holding Box and place on the map (in the same hex where the Mechanized KG was) the Mechanized Unit from that Holding Box at reduced strength. Play Note: “Railroad connection” is defined as a line of contiguous railroad hexes not occupied by Soviet units or their un-negated ZOC. Think of this as a Supply Line, but going in the opposite direction.
9.0 WEATHER AND LOGISTICS
Design Note: Weather in RED STORM OVER THE REICH is most accurately thought of as climate; the key focus is the Spring Thaw, not the day-to-day weather conditions.
9.1 General Rules
Weather in RED STORM OVER THE REICH is not variable. There are three weather conditions: Frost, Mud, and Clear. Turns 1 and 2 are Frost; Turns 3 and 4 are Mud; and all subsequent Turns are Clear. There are no weather effects other than 9.1.A, 9.1.B and 9.1.C. A) Movement Effects Frost, Mud and Clear weather affect Movement Point costs for swamps and minor and major river hexsides as noted on the Terrain Effects Chart. ZOCs do not extend across major river hexsides during Mud or Clear weather. Treat Haff and lake hexsides as minor river hexsides during Frost weather—so ZOCs do extend over them during Turns 1 and 2. B) Combat Effects During Mud and Clear weather, if all attacking units are attacking across major river hexsides, the defending player resolves combat first, before the attacking player (see 13.3 and 13.7.E). C) Other Effects Frost adds 1 to all Soviet Command die rolls, while Mud subtracts 1 from all Soviet Command die rolls (see 10.2.A). Mud weather prevents the Soviet player from using all Air Units, whether Tactical Air or Barrage.
9.2 Fuel Supply and Fuel Shortage
The Germans were operating with an over-worked and under-supplied fuel transportation system. Allied bombing of the railroad transportation system and capture of valuable oilfields resulted in severe fuel supply shortages. However, units were sometimes able to scrounge and scrape together the needed fuel. The two Fuel Supply and six Fuel Shortage markers are available from Turn 2 on. During each turn, place them on the map during the Weather and Fuel Phase and remove them as explained below: A) Placement During the Weather and Fuel Phase, the German player places the Fuel Supply markers on any two friendly, Supplied hexes. The Soviet player then places the Fuel Shortage markers on German Mechanized Units (not hexes), one per unit, as the Soviet player desires. B) Fuel Supply Effect German Mechanized Units stacked with or adjacent to a Fuel Supply marker cannot have a Fuel Shortage marker placed on them. C) Fuel Shortage Effects German Mechanized Units under a Fuel Shortage marker: • Halve their Movement Allowance (round down), and • May not use Reaction Movement, and • May not Overrun. Play Note: If a German Mechanized Unit is both Out of Supply and under Fuel Shortage, its Movement Allowance is only halved, not quartered. D) Removal A Fuel Supply marker remains in its placement hex until either the End Turn Phase, or a Soviet unit enters the hex. In either case, the marker is available next turn. A Fuel Shortage marker remains with its assigned Mechanized Unit until the first of the following: • The Joint Supply Segment of the Attrition Phase, or • The start of any German Movement Segment in which the Mechanized Unit is stacked with or adjacent to a Fuel Supply marker.
9.3 Soviet Logistical Strain
The Soviet Logistical Strain (SLS) goes into effect when a Soviet RIfle/ Guard Rifle, Mechanized, or Artillery Unit begins an Attrition Phase west of the SLS Line (printed on the map). Place the three Soviet Logistical Strain markers on the Turn Record Track on each of the following three turns. Play Note: SLS is checked during each Turn’s Attrition Phase, and applies to the following three Turns. Remember that Replacements may NOT be taken during a Turn affected by SLS - even though this Segment is after the Reinforcement and Replacement Segment.. During each of the turns the SLS is in effect: • Soviet Command Die Rolls have a -1 modifier (cumulative with Frost or Mud), and • The Soviet player may not call for Soviet Replacements (see 8.2.1.A), and • Soviet Combat and Overrun die rolls have a -1 modifier (whether attacking or defending), regardless of location on the map, and • Soviet Artillery Units west of the SLS Line do not flip from their Used sides to their Ready sides during the Joint Disruption Removal and Artillery Replenishment Segment.
Fuel Supply Example: At the end of Turn 2, the German units were in the hexes noted in the diagram. During the Fuel marker Segment of the Turn 3 Weather and Logistics Phase, the German Player placed one of his Fuel Supply markers in hex 3838, ensuring that the reduced 12ss Pz. and 17 Pz. Divisions would be able to move normally during Turn 3. The Soviet Player, trying to catch up after a few bad Command rolls, places two of the Fuel Shortage markers in hex 4036, slowing down the reduced Bran PzG. and 5 Pz. Divisions. During the Soviet Assault and Breakthrough Movement Segments, the Soviet units reach the positions noted in the example above. During the German Assault Movement Segment, the German receives a Mechanized. MA of 6 movement points. This allowance is enough, even halved, however, to allow Bran PzG and 5 Pz Divisions to move to 3937 via 3936 (Move 1), and the 12 Pz to move to 4036 (Move 2)—the Fuel Shortage markers from Bran. PzG and the 5 Pz Divisions will be removed at the beginning of the German Exploitation Movement Segment (assuming they’re still adjacent to the Fuel Supply marker). The German player hopes that the weak spot in the line formed by the reduced 12 Pz Division in 4036 will hold. Note that the location of Soviet units is irrelevant here, and that Infantry and Artillery are not affected, either.
10.0 MOVEMENT
Each Turn contains eight Movement Segments, four Soviet and four German. These eight segments are spread over three phases. The Assault Phase contains the Soviet and German Assault Movement Segments, the German Reaction Movement Segment, and the Soviet Breakthrough Movement Segment. The Exploitation Phase contains the Soviet and German Exploitation Movement Segments. Finally, the Redeployment Phase contains the Soviet and German Redeployment Movement Segments (see the Sequence of Play). Except as noted, conduct each Movement Segment identically. The major exceptions apply to: • The Soviet Assault Movement Segment, and • The German Reaction Movement Segment, and • The Soviet Breakthrough Movement Segment. The Soviet Breakthrough Movement Segment may be thought of as a continuation of the Soviet Assault Movement Segment. In most turns, the Soviet player will move his units for a portion of the Movement Allowance available in the Assault Movement Segment. Combat (which costs 1-3 MPs) will then ensue, and then the Movement Allowance remaining is expended during the Soviet Breakthrough Movement Segment. Combat (see 13.0) takes place only after each side’s Assault Movement Segment. Overruns (see 14.0) take place only during each side’s Exploitation Movement Segment. Neither Combat nor Overrun is allowed during the Redeployment Movement Phase. The Extended Example of Play in the back of this rulebook contains a full illustration of supply, movement, barrage, and combat.
10.1 Movement Segments
Perform each Movement Segment according to the following procedure. Specific rules which apply during selected Movement Segments are noted. A) Determine Movement Allowance Step The moving player determines the Movement Allowance available to each type of Combat Unit (Infantry/Rifle and Mechanized). These Variable Movement Allowances are determined per 10.2. Units with a printed Movement Allowance are governed by 10.3. After determining the Movement Allowance available during the Soviet Assault Movement Segment, the Soviet player then: • Notes any bonus Movement Points awarded per 10.2.C, and • Declares how many Movement Points he will expend during this segment (see 10.6.A). See 10.3 for the effects of this declaration on units with a printed Movement Allowance. In the German Reaction Movement Segment, the Reaction Movement Allowance is determined by the Combat Duration (see 13.2). B) Movement Step The moving player then moves none, some, or all friendly units per 10.4. In the Soviet Assault Movement Segment, units may move up to the Movement Points declared per 10.6.A. The Soviet player must reserve at least one Rifle movement point in order to engage in Combat. Overruns (see 14.0) may take place in the moving player’s Exploitation Movement Segment (only).
10.2 Variable Movement Allowances
Most units have Variable Movement Allowances; this status is indicated by the colored box in the lower right corner of the unit counter. Determine the Movement Allowances for these units by the following procedure: A) Command Die Roll At the beginning of each friendly Assault, Exploitation, and Redeployment Movement Segments, the moving player rolls one die (modifying it as indicated on the Movement Point Track) and refers to the Movement Point Track printed on the map. B) Movement Point Marker Placement Place the player’s friendly Infantry/Rifle Movement Point Allowance marker in the numbered box corresponding to the modified Command Die Roll for Infantry/Rifle Units. Place the player’s friendly Mechanized Movement Point marker in the numbered box corresponding to the same modified Command Die Roll, but for Mechanized Units. For Example: It is the Soviet Assault Movement Phase of Turn 3; the Soviet Logistical Strain rules are in effect (9.3), and it is Mud—because it’s Turn 3. The Soviet Player rolls a ‘4’, and then subtracts ‘2’ from that result: -1 for the Logistical Strain, and -1 for Mud, yielding a net result of ‘2’. Therefore, Soviet Rifle Corps have ‘4’ movement points available during the Assault and Breakthrough Movement Segments, and Soviet Mechanized Units have ‘8’ movement points. Guards Rifle Corps automatically have ‘6’ movement points per 10.3.B.1. C) Soviet First Turn Bonus During each Soviet Movement Segment of Turn 1 (only), after determining Movement Allowances normally, add 2 Movement Points to the Mechanized Movement Point Allowance marker, and 1 Movement Point to the Infantry Movement Point Allowance marker. This bonus applies only to Guards Rifle, regular Rifle Corps with variable MA, and all Mechanized Units. D) Using Movement Point Markers Move the Movement Point markers downward at certain times by certain amounts to note Movement Points remaining, as follows: • After the Soviet player has declared how many Movement Points will be spent in the Assault Movement Segment (see 10.6.A), the markers are lowered by the Movement Points so expended, or • After the Soviet player determines the Combat Duration (see 13.2.A) in the Assault Phase, the markers are lowered by the Combat Duration, or • At the end of the Breakthrough, Exploitation, and Redeployment Movement Segments, the markers are removed from the Movement Point Track.
10.3 Printed Movement Allowances
Some units have printed Movement Allowances which are used as follows: A) All units with printed Movement Allowances may move with their full Movement Allowance during: • Friendly Exploitation and Redeployment Movement Segments, and • The German Assault Movement Segment (for German units only). B) Soviet units with printed Movement Allowances (except Artillery) move according to the following rules during the Soviet Assault and Breakthrough Movement Segments:
- Guards Rifle Corps: The game includes a Movement Point marker for Guards Rifle Corps. Soviet Guards Rifle Corps always have 6 Movement Points (7 Movement Points during all Movement Segments of Turn 1). When determining Movement Allowances per 10.2, also place the Guards Rifle Movement Point marker in the appropriate Movement Point box (6 or 7 as stated above). Move the Guards Rifle Movement Point marker downward by certain amounts to note Movement Points remaining, at the following times: • After the Soviet player has declared how many Movement Points will be spent in the Assault Movement Segment (see 10.6.A), the marker is lowered by the Movement Points declared. Guards Rifle Corps may move up to the expended amount during this Segment, and • After the Soviet player determines Combat Duration (see 13.2.A) in the Assault Phase, the marker is lowered by the Combat Duration. The Movement Points remaining after subtraction of the Combat Duration is the amount that may be expended during the Breakthrough Movement Segment, and • At the end of the Breakthrough Movement Segment and every other Movement Segment, the markers are removed from the Movement Point Track.
- Soviet Guard Cavalry Corps: Soviet Guard Cavalry Corps may move during either the Assault Movement Segment or the Breakthrough Movement Segment but not both. When they move, all Guard Cavalry Units must move in the same Segment. They may move with their full printed movement allowance, regardless of the Soviet player’s declaration in 10.6.A. Soviet Guard Cavalry Corps expend Movement Points as if they were Mechanized Units.
- Rifle: Soviet regular Rifle Units with printed Movement Allowances may move during the Assault Movement Segment, before Combat. Their Movement Allowance is limited by the Movement Points declared in 10.6.A, but they may move their full Movement Allowance if the declared amount allows it. These units do not move during the Breakthrough Movement Segment. C) Artillery Both Soviet and German Artillery Units may move their full Movement Allowance, regardless of the Movement Points declared (see 10.6.A) during the Assault Movement Segment. They move as Mechanized Units per the Terrain Effects Chart. If either player declares the use of more than 3 MP during the Assault Movement Segment, all friendly Artillery Units are flipped to their “Used” sides. Artillery Units may move during the Assault Movement Segment as well as the Exploitation and Redeployment Movement Segments. Soviet Artillery Units may NOT move during the Soviet Breakthrough Movement Segment.
10.4 Movement Procedure
All units, German and Soviet, move according to the rules in this section, except as restricted elsewhere. Except when Overrunning (see 14.0), units move as single units from hex to adjacent hex, paying varying Movement Point costs to do so depending upon the terrain in the hex being entered and/or hexside crossed. These costs are detailed on the Terrain Effects Chart. No extra movement points are expended by reason of moving out of or into a hex with other units present. A) Movement Restrictions Movement is restricted by the following: • Do not accumulate Movement Points from Movement Segment to Movement Segment, nor lend them from one unit to another, • Moving units need not expend all available Movement Points before stopping, • Complete the movement of each unit before beginning that of another, except for Overruns (see 14.2), • A unit may not move more than once per Movement Segment. • German Mechanized units may be affected by Fuel Shortage markers (see 9.2), • Out of Supply units halve their Movement Allowance (see 7.5), • Disrupted units halve their Movement Allowance (see 12.1), • Units may engage in Overrun (see 14.0) during their Exploitation Movement Phase only, • Neither Combat nor Overrun takes place during the Redeployment Movement Segments. B) One-Hex Movement All units with an available Movement Allowance of 1 or more may always move one hex regardless of the Movement Point cost. One-hex movement is not allowed from ZOC to ZOC except per 6.7, and units may not use one-hex movement to enter prohibited terrain. One-hex movement is allowed even if other, normal moves are possible. For purposes of Rule 10.6.A, One-Hex Movement during the Soviet Assault Phase uses ALL the Movement Points DECLARED for units of the moving unit’s type during the Assault Movement Segment. Furthermore, the moving unit may NOT move during the Soviet Breakthrough Movement Segment; mark it with an “Immobile” marker. No Soviet unit may use One-Hex Movement during the Breakthrough Movement Segment. C) Post-Combat Movement Advances and retreats performed during the Combat Phase are not considered movement.
10.5 Terrain and Weather Effects
10.5.1 Terrain Most hexes cost 1 Movement Point to enter. Some terrain has additional costs or restrictions (see the Terrain Effects Chart for specifics). Railroads do not negate the normal Movement Point cost of other terrain in their hex. Generally, terrain affects the movement of both players’ units equally; exceptions are noted on the TEC. 10.5.2 Weather Rivers, lakes and Haff hexsides have different Movement Point costs and combat effects depending on the weather (see the Terrain Effects Chart). Play Note: Lake and Haff hexsides are crossable in Frost Weather at a cost of +1 movement point.
10.6 Assault Phase: Soviet Special Rules
The Assault Phase presents several wrinkles to movement for the Soviet Player. During the Assault Phase, the Soviet player may move both before and after the Soviet Combat Segment in the Soviet Assault Movement and Breakthrough Movement Segments. The German player engages in German Reaction Movement after the Combat Segment but before Soviet Breakthrough Movement. A) Assault Movement Segment After determining the Movement Allowances for Soviet units for the Assault Movement Segment (see 10.2), the Soviet player decides how many Movement Points he will spend before combat (from ‘0’ to his current Mechanized maximum) and announces the number to his opponent. Subtract that number from his Mechanized, Guard Rifle, and Infantry Movement Point Allowance markers on the Movement Point Track (if he announces a number higher than his current Infantry and/or Guard Rifle Movement Point Allowance markers, remove the appropriate marker from the Movement Point Track; those units may move up to the allowance rolled). The amount declared is the maximum number of Movement Points which may be expended during the Soviet Assault Movement Segment, and ALL units are deemed to have spent this number of movement points, with the following exceptions: • Guards Cavalry (see 10.3.B.2) • Regular Rifle Divisions (see 10.3.B.3) • Artillery (see 10.3.C) • Zhukov (see 17.3.A) B) Combat Segment Possibility The Soviet player must leave at least one Rifle Unit Movement Point remaining (on the Movement Point Track), before rolling for Combat Duration (see 13.2.A), or neither the Combat Segment nor the Breakthrough Movement Segment take place. After subtracting Movement Points for Combat Duration, all remaining Rifle and Mechanized Movement Points are available for use during the Breakthrough Movement Segment. Mechanized Units (and Guards Rifle Units, possibly) may move even if the Rifle MA is ‘0’. If the Soviet Player chooses not to execute a Combat Segment, he would declare the use of the full Mechanized Movement Allowance in 10.6.A, allowing all units to expend up to their available movement allowance during the Assault Movement Segment (the Turn 1 bonus does apply). There would be no Soviet Combat, German Reaction or Soviet Breakthrough Movement Segments. C) Breakthrough Movement Segment All Soviet unit types which have 1 or more Movement Points remaining (per the Movement Point Track), may move again during the Breakthrough Movement Segment (up to their remaining Movement Point Allowance). Exceptions: Soviet Guard Cavalry Corps (see 10.3.B.2); Rifle (see 10.3.B.3); Artillery (see 10.3.C); and units under an “Immobile’ marker. Units which begin the Breakthrough Movement Segment in a ZOC are NOT eligible for Mechanized Infiltration Movement per 6.7. For Example: The Soviet Player has a total of ‘5’ movement points available for Rifle Units. As long as the Soviet player declares ‘4’ or fewer movement points for use during the Assault Movement Segment, he will be able to engage in Combat and then possibly move units during the Breakthrough Movement Segment, as Mechanized and Guard Rifle Units may have Movement Points remaining after combat.
10.7 Soviet Special Movement Rules
The rules in this section apply to Soviet units only, as stated below: 10.7.1 Crossing Major Rivers in Mud and Clear Weather Soviet units cross Major Rivers per the TEC in Frost Weather. When crossing a major river hexside during Clear or Mud weather, Soviet units are affected by the special restrictions of 10.7.1.A or 10.7.1.B, as determined by the presence or absence of a Soviet Bridgehead marker. Soviet units cross Major Rivers well behind enemy lines per 10.7.1.C. A) With a Bridgehead Marker The game includes 7 Soviet Bridgehead markers. No more than 7 may ever be on the map at one time, but they may be removed and reused at any time (their identification numbers are supplied for flavor only and have no impact on play).
- Placement: Place Bridgehead markers at the end of Soviet Breakthrough Movement, Exploitation Movement, or Redeployment Movement Segments. Place them in a hex which: • Is adjacent to a major river hexside, and • Contains a Supplied, un-Disrupted Soviet Combat Unit (remember that Supply trace is not affected by the Major River hexside).
- Removal: Remove a Bridgehead marker immediately when no in- Supply, un-Disrupted Soviet Combat Unit is in the Bridgehead marker’s hex at the end of a Soviet Movement Segment, the Soviet or German Combat Segments, or the German Exploitation Movement Segment. A Bridgehead may be removed freely by the Soviet player at any time, even to be replaced immediately in another hex.
- Effects: All Soviet units crossing a major river hexside into a hex containing a Bridgehead marker and a Supplied, un-Disrupted Soviet Combat Unit pay the Movement Point cost of the terrain entered +1 (for the major river). They may continue moving during the current Movement Segment (as well as the Breakthrough Movement Segment if the current one is the Assault Movement Segment). The Supplied, un-Disrupted Soviet Combat Unit which is ‘holding’ the Bridgehead marker must remain in the hex for the entire Movement Segment. The Bridgehead marker in effect acts as an “Immobile” marker. Play Note: Bridgeheads, as the name suggests, must be on the “far” side of the river (for the Soviets) in order to be effective. Units crossing a Major River FROM a Bridgehead hex receive no benefit from the Bridgehead. See page 17 for a Bridgehead example. B) Without a Bridgehead Marker: A Soviet unit may cross a Major River during a Soviet Movement Segment in Mud or Clear without a Bridgehead as follows: • The unit begins the Movement Segment adjacent to the Major River hexside to be crossed, and • The cost of crossing the hexside (the terrain in the hex to be entered +1) is less than or equal to the MA either available to it in the current segment (during the Exploitation and Redeployment Phases), or the amount declared for the Assault Movement Segment per 10.6.A If both of these conditions are met, move the Soviet unit across the Major River hexside. It then stops. If the crossing takes place during an Assault Movement Segment, mark the unit with an “Immobile” marker; it may not move during Breakthrough Movement. If a Soviet unit Advances after Combat across a major river, it must stop in the hex it crosses into, and may not move during the Breakthrough Movement Segment. Place an “Immobile” marker on it. Play Note: Only the Movement Points actually spent in crossing the major river (terrain cost +1) count towards the Movement Points declared and expended during the Soviet Assault Movement Segment. Soviet units may NEVER cross a Major River hexside per this rule during a Breakthrough Movement Segment. Bridgehead Example It is the Soviet Assault Movement Phase of Turn 4. Soviet Rifle Units have 4 movement points, and 2 are declared to be used during the Assault Movement Segment. The 117 Rifle crosses the Oder to hex 2135, using 2 MP (1 for clear, +1 for the River). It then stops and an “Immobile” marker is placed on it (not shown here for clarity). The other units remain where they are. Combat duration (for combats elsewhere on the front) is 1 movement point, leaving 1 Rifle MP remaining for Breakthrough Movement. German Mechanized Units react with 2 movement points, and the 19 Pz Division moves to 2034. During Breakthrough movement, the 24 Rifle moves to 2234, while the 5 Guards Rifle moves to 2235. Remember that enemy ZOCs do NOT cross a Major River in Mud and Clear weather. At the end of the Breakthrough Movement Segment, the 11 Guards Bridgehead is placed on 2135 and the “Immobile” marker is removed. The German units in the sector remain where they are, and no other units move in. During the Soviet Exploitation Movement Segment, the Soviet receives 4 movement points for Rifle, and 10 for Mechanized Units. The units move as shown, including the two overruns of the German KGs. The Cavalry Unit moves to work around the 19 Pz Division, and in passing establishes control over the VP hex of Leignitz. C) Behind-the-lines: When a Soviet unit crosses a major river during Clear or Mud weather and no Supplied German Combat Units are within 10 hexes of the hex being entered, treat the major river hexside as a minor river hexside for all movement purposes. Fuel Supply/Shortage markers are irrelevant in this instance. 10.7.2 Guard Cavalry Soviet Guard Cavalry Corps expend Movement Points as if they were Mechanized Units. 10.7.3 Prohibited Area The lightly shaded hexes between Tarnow (hex 5045) and Krakow (hex
10.8 German Special Movement Rules
10.8.1 Sea Movement Sea Movement allows the movement of German Combat Units and the Evacuation of Refugees using Sea Transport Units. Each German Sea Transport Unit may move one Combat Unit or Refugee Unit per German Strategic Segment. Each Sea Transport Unit is available for one task each turn: • Entering a “K” Reinforcement Unit, or • Sea Transporting one Combat Unit, or • Attempting the Evacuation of one Refugee Unit. Sea Transport Units are kept in the German Support Unit Holding Box (printed on the map) when not being used on the map. All are flipped to their ready side during the Joint Disruption Removal and Artillery Replenishment Segment. A) Entering K Reinforcements Per 8.1.2, Sea Transport Units are used in the entry of “K” Reinforcements. Sea Transport Units that carried in “K” reinforcements are flipped to their “Used” side and may not be used for the remainder of the Turn. Play Note: “K” Reinforcement Units are not considered to be using Sea Movement during the turn of placement, and are thus eligible to move overland or with Rail Movement on their turn of entry. B) Sea Transport To Sea Transport a unit, designate the unit, which must begin the Strategic Segment in a Port. If a Sea Transport Unit is available, the land unit may move to another friendly Port. The transported Combat Unit may not move further that Assault Phase and is marked with an “Immobile” marker. The Sea Transport Unit is flipped to its “Used” side and placed in the German Support Unit Holding Box. C) Refugee Evacuation Sea Transport Units may attempt to Evacuate Refugee Units from port hexes (only). The Refugee Unit must begin the German Strategic Segment in a port hex. The German player assigns a Sea Transport Unit by placing it on top of the Refugee Unit (or uses one already there from a previous Delay result), and then rolls one die on the Evacuation Table below:
| Die Roll | Evacuation Result |
|---|---|
| 1-3 | Successful (i) |
| 4-5 | Delayed (ii) |
| 6 | Sunk (iii) |
(i) On a Successful Evacuation, remove both the Refugee and the Sea Transport Unit from the game. The German player flips the Refugee Unit to its Victory Point side and places it in his Evacuated Refugee Box printed on the map. (ii) If the Evacuation is Delayed, leave the Sea Transport Unit on its “Used” side and Refugee Unit in the port and try again the next turn. If a Soviet unit enters the port in the meantime, the Refugee and the Sea Transport Units are both eliminated. (iii) If the Transport is Sunk, the Refugee and the Sea Transport Units are both eliminated. No Victory Point is scored. Design Note: Königsberg is not a port because refugees were evacuated from Pillau, not directly from the old Prussian capital. 10.8.2 German Rail Movement The German player has 6 Entrained markers. Place them during the German Strategic Segment (this total is reduced to 4 per 17.5 from Turn 4 on). Entrained units do NOT have a ZOC. Each Entrained marker allows one German Artillery, Mechanized or Infantry Unit to move by rail. The unit to be moved must be in a railroad hex to become Entrained. A unit may not Entrain if an unused Entrain marker is not available. Rail Movement allows the movement of units along railroad lines during each of the three main German Movement Segments. Rail Movement is not allowed during the Reaction Movement Segment. Units which move by Rail may not also move normally during the same Segment. Units may only voluntarily Detrain during the Detrain Segments. Units are automatically Detrained involuntarily when any of the following occurs: • It is attacked or Overrun by a Soviet unit, or • It is Barraged during a Combat Segment, and the result is anything but “—“, or • The German Player removes the marker at the start of Turn 4 per Operation Thunderclap (see 17.5). Play Note: the German player chooses the markers which are removed for Operation Thunderclap. Neither Entraining or Detraining costs Movement Points. Entrained units may move up to 25 hexes each eligible Movement Segment along friendly-controlled rail lines that can trace an unbroken path of rail hexes to a supply source (only). Entrained units may not enter, but may leave an enemy ZOC. Friendly units therefore do not negate Soviet ZOC for Rail Movement purposes. Units which use Rail Movement may NOT do any of the following while Entrained: • Use Sea Movement • Move overland normally • Attack • Overrun Entrained units which are attacked or Overrun by Soviet units defend normally but lose their “Entrained” markers. 10.8.3 Refugee Movement Refugee Units may move only during the German Assault Movement Segment. Refugees expend Movement Points as if they were infantry. They may stack with other German units, but only one Refugee Unit may be in a given hex at one time. 10.8.4 Roving Cauldrons Out of Supply German units may ignore Soviet ZOCs for movement (only) provided they move only in a direction allowed by the German Retreat Compass and do not end their move adjacent to a Soviet unit. 10.8.5 German Reaction Movement After all Soviet Combats are resolved, but before the Soviet player’s Breakthrough Movement Segment, the German player may engage in Reaction Movement, using the Reaction Movement Allowance determined in 13.2.B (double the Combat Duration). Reaction Movement doesn’t affect Movement during the German Movement Segments. These Movement Points are used to move any German Mechanized Units that are: • Supplied, and • Not Disrupted, and • Not in an enemy ZOC, and • Not under a Fuel Shortage marker. German Mechanized Units using Reaction Movement must end their movement either: • Adjacent to a Soviet unit, or • Nearer to the nearest Soviet unit at the end of Reaction Movement than it was to the nearest Soviet unit at the beginning of Reaction Movement. The units do NOT need to move closer to any units which had been involved in a Soviet Combat. Play Note: The “nearest Soviet unit” will not necessarily be the same unit at the end of Reaction Movement as at the beginning. The intent is that the Reacting unit will be closer to the front line. Thus a unit which begins the Reaction Movement Segment 4 hexes from the nearest Soviet unit must end its Reaction Movement 1, 2 or 3 hexes away from a Soviet unit, or not move at all.
11.0 BARRAGES
Barrages are attacks by Artillery, Naval and Air Support Units. They precede assaults and break up attacks. Barrages take place during the Soviet and German Combat Segments. The Active player performs his Barrages first, followed by the Inactive player. Barrages are conducted one-by-one and do not need to be predesignated (unless the German player has his Heinrici Leader available, see 17.3.B). A unit must be on its “Ready” side to Barrage; a unit on its “Used” side may not Barrage. Only Combat Units, Flak Units, Garrisons, and Artillery Units are affected by Barrage. Barrage Units may not combine together to Barrage and only one Barrage may be performed against a hex per Combat Segment. The Extended Example of Play in the back of this rulebook contains a full illustration of supply, movement, barrage, and combat.
11.1 Procedure
The firing player indicates the Barraging unit and determines its Barrage Class (“A”, “B”, or “C”), designates a target hex within range, and rolls one die. The roll may be modified as follows: • -1 if no friendly Combat Unit is adjacent to the target hex at the moment of barrage, and • -1 or -2 for terrain in the target hex, as indicated on the Barrage Table. Cross reference the net die roll with the Barrage Class on the Barrage Table to determine the result and immediately apply it.
11.2 Artillery Barrage
A ready Artillery Unit may fire at any hex within range. See rule 10.3.C for the effects of the Assault Movement Segment on friendly Artillery Units. During the Joint Disruption Removal and Artillery Replenishment Segment, Supplied Artillery Units on their “Used” sides and not in an enemy ZOC are flipped to their “Ready” sides. Friendly units do not negate enemy ZOC for the purposes of this rule. See 9.3 for the effects of the Soviet Logistical Strain on flipping Artillery Units from their “Used” sides.
11.3 Naval Barrage
The two German Naval Units (Admiral Scheer and Prinz Eugen) may be placed in any Baltic Sea coastal hex (but not in a Haff hex that is not also a Baltic Sea coastal hex) during a Barrage Segment, provided the hex is not occupied by a Soviet unit. They are kept in the player’s Support Unit Holding Box until needed. After one of the ships Barrages, it is returned to the Holding Box on its “Used” side. Used Naval Barrage Units flip to their ready side during the Joint Disruption Removal and Artillery Replenishment Segment. They are never eliminated.
11.4 Air Barrage
Place Air Barrage Units on the map only when used to Barrage; keep them in the player’s Support Unit Holding Box until needed. Air Barrage Units have a printed Range on them of either 10 hexes (for the German units) or 20 hexes (for the Soviet unit). The target hex of an Air Barrage Support Unit must be within 10 or 20 hexes of a Supplied, friendly-controlled urban, city or town hex. Air Support Units are temporarily placed in the hex they will Barrage. After they Barrage, return them to the Holding Box on their “Used” side. Used Air Barrage Units flip to their ready side during the Joint Disruption Removal and Artillery Replenishment Segment. They are never eliminated. The Soviet 11th Guard Air Army may not Barrage during Mud (Turns 3 and 4).
11.5 Rudel
Hans Ulrich Rudel was Germany’s supreme Stuka Ace tank-killer. The Rudel counter is a normal Air Barrage Unit and may be used only once, during Turn 3. Remove Rudel from the game either after use during Turn 3, or at the end of Turn 3, if not used.
12.0 DISRUPTION
A units becomes Disrupted either as a result of enemy Barrage or because it ended movement stacked with a Disrupted friendly unit. Units may move through Disrupted friendly units without penalty. Zhukov, Refugees, Air, Sea Transport, Prinz Eugen and the Admiral Scheer Support Units may not become Disrupted.
12.1 Disruption Effects
Disruption affects units differently, depending on their type: • Mechanized, Infantry, Flak and Garrison: They have no ZOC, may not Assault, Overrun, use Mechanized Infiltration Movement (see 6.7), or Reaction Movement (see 10.8.5). They suffer a -1 die roll modifier when firing defensively. Their Movement Allowance is halved (rounded up); Disrupted Out of Supply Units only halve their Movement Allowance, it is not quartered. Mark Disrupted units with a Disrupt marker. • Artillery: The only effect of Disruption on Artillery Units is that they are flipped to their “Used” side. Do not mark Artillery Units with Disrupted markers. No additional penalty applies if the Artillery Units are already on their “Used” sides. • Combat Unit: Disrupted Combat Units are unable to place a Bridgehead marker per 10.7.1.A.
12.2 Disruption Removal
During the Joint Disruption Removal and Artillery Replenishment Segment, simultaneously remove all Disrupted markers from all units that are not in an enemy ZOC. Remove Disruption regardless of Supply status.
13.0 COMBAT
The Extended Example of Play in the back of this rulebook contains a full illustration of supply, movement, barrage, and combat.
13.1 General Rules
Combat occurs after each Player’s Assault Movement Segment. The moving player is “the attacker,” and the other player is “the defender,” no matter what the overall situation on the map. Each Combat consists of attacking units in one or more hexes attacking all units in one defending hex. Attacks may be conducted from multiple hexes per 13.1.B. Attacks must always target one defending hex. During your Combat Segment, your units may attack adjacent enemy units across non-prohibited hexsides. All eligible friendly Combat Units may engage in Combat. Attacking is voluntary, except as noted in 13.1.B. Designate and resolve each individual Combat one at a time. The attacker need not declare all Combats beforehand; he may designate and resolve them in any order he wishes. The resolution of one must be complete before the next begins. Aside from the restrictions noted below, no limit is placed on the number of attacks a player may initiate during a friendly Combat Segment. A) Specific Rules The following rules apply to all Combats: • Units with an attack strength of 0 may participate in an attack only if stacked with at least one unit with an attack strength of 1 or higher. • A unit may attack once per Combat Segment. • Do not divide a unit’s attack or defense strength to attack or defend (respectively) in more than one Combat. • Attacking units in the same hex do not have to attack together; some units in a hex may attack a different hex, or may choose not to attack at all. • A unit may only be attacked once per Combat Segment (exception: when using Zhukov’s special ability (see 17.3.A)). (Note: This limitation does NOT apply to Overruns). • A hex may only be attacked once per Combat Segment (exception: when using Zhukov’s special ability (see 17.3.A)). • All units in a hex must defend together. • Single Infantry/Rifle Units (of any size) in a hex may not attack, including in combination with other hexes (exception: when stacked with Zhukov in a multi-hex attack (see 17.3.A)). • All Artillery Units have an attack strength of 0 and defense strength of 1, whether on their “Ready” or “Used” side. Design Note: The combat power generated by a single infantry KG, brigade, division, or Soviet corps is insufficient to achieve a result at this game’s scale. B) ZOCs and Multiple-Hex Mandatory Combat Units in different hexes may combine to attack a single hex only if all other enemy units in the attackers’ ZOCs will be, or have already been, attacked by other friendly units during that Combat Segment and each attacking hex contains an attacking Mechanized Unit (Zhukov may affect this provision, per 17.3.A). C) ZOCs and Single-hex Combat If an attack is launched from a single hex, then 13.1.B does not apply. Not all units in the attacking units’ ZOCs need be attacked during the combat step, nor does the hex need to contain a Mechanized Unit. Play Note: 13.1.B. does not apply to Overruns (see 6.10 for the effects of ZOCs on Overruns).
13.2 Combat Duration
Before resolving any Combats during the Soviet Combat Segment, determine the Combat Duration. Combat Duration during the Soviet Assault Phase also determines the German Reaction Segment Movement Point Allowance. Play Note: The German player does not need to retain ANY movement points in order to engage in Combat—in essence, the combat duration of German attacks is ‘0’. A) Combat Duration The Soviet player rolls a die and halves the result (rounding up). Subtract this result from the remaining Movement Point Allowance for Rifle, Mechanized, and Guards Rifle Units. Remove the marker if the remaining Movement Point Allowance would drop to ‘0’ or below. In many Soviet Assault Movement Segments, the Combat Duration rolled will exceed the number of Movement Points remaining for Rifle Units; no penalty applies. Subtract the amount based on the roll from Guards Rifle Units, even if this means that they lose more Movement Points than regular Rifle Units because of the latter's’ lower Movement Allowance. B) German Reaction Movement The Combat Duration roll also determines the German Reaction Segment Movement Point Allowance (see 10.8.5). Reaction Movement is double the Combat Duration determined in 13.2.A. Place the Reaction Movement Point Allowance marker in the corresponding numbered box on the Movement Point Track. For Example: Regular Soviet Rifle Units receive an MA of ‘4’ during the Soviet Assault Movement Segment of Turn 3—the Guards Rifle Units have a Movement Allowance of 6 per 10.3.B.1. The Soviet Player expends ‘3’ Movement Points during the Assault Movement Segment, and moves units; Rifle Units have ‘1’ MP remaining, while Guards Rifle Units have ‘3’. Entering into Combat, the Soviet rolls a ‘4’ for combat duration. Halving that roll, 2 MP is subtracted from the Mechanized MA (irrelevant to this example), while the regular Rifle marker is removed from the Movement Point Track (1 – 2 is less than 0). Guards Rifle Units have 2 Movement Points subtracted, leaving 1 point for the Breakthrough Movement Segment. In addition, the German Reaction Movement Allowance marker is set at ‘4’, which is double the Combat Duration.
13.3 Combat Order
During a Combat, each player rolls one die to determine the effect of their fire on their opponent. In most cases, the players will roll their die and inflict step losses simultaneously. During Mud and Clear weather, if all attacking units are attacking across major river hexsides, the defending player fires first, before the attacking player. In this case, remove step losses from the defender’s fire before the attacking player determines his combat strength and rolls his die.
13.4 Combat Procedure
Each Combat uses the following procedure: A) Determine Combat Strengths Each player totals up the combat strength of friendly units engaged in the Combat. Modify the total for Supply considerations. Find this strength in one of the columns of the Combat Results Table. B) Roll One Die Each player then rolls one die, modifies it per 13.7, and cross- references the net result with the column corresponding to the combat strength on the Combat Results Table. The result will be either: • No Effect, or • A number (with or without an asterisk). C) Determine Losses The results from 13.4.B is the total number of steps eliminated from the opposing force. An asterisk allows the formation of a German Infantry Kampfgruppe (see 16.1.A) on the elimination of a German Infantry Unit which is back-printed with a KG Unit. The owning player determines his losses. D) Retreat Units and Conduct Advances Mechanized Units may retreat (see 13.5), and both Infantry and Mechanized Units may Advance after Combat (see 13.6). E) Repeat Return to 13.4.A for another Combat until all desired Combats are resolved.
13.5 Retreats
Supplied, Defending Mechanized Units (only) which are not stacked with Infantry or Support Units at the start of a Combat may convert some or all losses to hexes retreated: A) Attacked by Infantry Only Convert any or all step losses into hexes retreated on a one-for-one basis. B) Attacked by at least one Mechanized Unit Take one Step loss, and then convert any or all remaining step losses into hexes retreated on a one-for-one basis. “Fuel Shortage” markers are irrelevant to retreat. The owning player retreats units. Units may not Retreat through enemy ZOCs, but friendly units negate enemy ZOCs for retreat purposes. Observe stacking limits at the end of a unit’s Retreat. If a unit Retreats into a hex which is attacked later in that Combat Segment, it adds nothing to the defense and is automatically eliminated if the defender takes any step losses.
13.6 Advance after Combat
Surviving attacking units may enter a hex completely vacated by defending units, whether it is vacated by elimination or retreat. Conduct Advances immediately after the resolution of a Combat. Units do not expend Movement Points in order to advance. Advancing units ignore enemy ZOCs for the length of the advance. Advancing units must stop after crossing a Major River in Mud or Clear weather; mark Soviet units with an “Immobile” marker. All advances are subject to stacking limits at the end of the advance. Infantry/Rifle Units may never advance past the defender’s hex. A) Defender’s Hex Infantry and Mechanized attacking units may always enter a vacated defending hex, up to the game’s stacking limits. B) Mechanized Follow-up If defending Mechanized Units Retreat, attacking Mechanized Units may Advance after Combat along the path of retreat a number of hexes equal to the actual length of the retreat. The first hex must be the defending hex. Note that if units advance the whole retreat distance they will end the advance adjacent to the defending units. Mechanized Units are not required to advance, nor does a unit have to advance the entire possible distance. For Example: Above, the Soviet Guard Rifle and Tank Corps in hex 4638 and and two Soviet Guards Mechanized Corps in 4740 attack three German Pz. Divisions in 4640. The Soviet player also commits an Air Unit to this attack, cancelling the DRM effects of the river. The rolls go as well as the Soviets can hope for, and the Germans take a loss of ‘4’, while the Soviets a loss of ‘1’. One of Pz. Divisions is flipped to its reduced side, and the three units then retreat to 4340 via 4540 and 4441. The Soviet Guards Rifle Corps may only advance into 4640 (and takes the step loss). The remaining Gd. Tk and Gd. Mechanized Corps may end their advances in any of 4640, 4540, 4441, subject to all normal stacking limits.
13.7 Combat Particulars
A) Die Roll Modifiers (DRMs) DRMs affect a player’s Combat die roll. All are cumulative. More than one from each group may apply: • Subtract 1 from the attacker’s die roll if the defending hex is a broken, forest, swamp, city, or defensive works hex, is across a major or minor river hexside, or is across a lake/haff hexside during frost, and • Subtract 2 from the attacker’s die roll if the defender’s hex is a mountain, urban, or fortress hex, and • Subtract 1 from the defender’s die roll if any defending unit is Disrupted, and • Immobilized units are subject to a -1 to their roll, and • Add 1 to a player’s die roll if he has a Tactical Air Unit in the combat (maximum of one per player), and • Subtract 1 from all Soviet die rolls (attacking or defending) during the Soviet Logistical Strain. Play Note: River effects apply even if some attacking stacks are not attacking across the river hexside, as long as at least one is. B) Panzerfausts In all Soviet attacks against town, city, urban and fortress hexes, add one to the step losses inflicted on the Soviet attackers every time the Soviet modified die roll is ‘1’, as noted on the Terrain Effects and Combat Charts). Take this additional step loss from a Mechanized Unit, if possible. Design Note: The Panzerfaust rule can affect Soviet Infantry Units because it also represents the many independent Tank Units below Corps-level attached to the infantry. C) Tactical Air Each Tactical Air Support Unit adds a 1 DRM to any one combat fire on attack or defense per game turn. Once a Tactical Air Support Unit is used, flip it to its “Used” side. Note that Soviet Tactical Air Units may not be used on Turns 3 and 4. Design Note: The Russians mostly used grass and dirt airfields which effectively grounded the Soviet Air Force during Mud turns. D) Out of Supply All Out of Supply units are halved on Attack and Defense strength (total the units then round down). German Infantry cannot form KGs. E) Other Effects During Mud and Clear weather, if all attacking units are attacking across major river hexsides, the defending player will be allowed to fire first, before the attacking player (see 13.3).
14.0 OVERRUN
14.1 General Rules
The only combat allowed in the Exploitation Phase is Overrun, and Overruns only take place during the Exploitation Phase. Supplied and undisrupted Mechanized Units are the only units allowed to Overrun. Multiple units may Overrun together if they begin the Exploitation Phase stacked together. A Mechanized Unit may only perform one Overrun per Exploitation Phase. A defending hex may be Overrun any number of times per Exploitation Phase. The German Vistula Division may never be Overrun. Design Note: The Vistula Division represents the collection of a large number of Flak and Anti-tank guns.
14.2 Procedure
Move the Overrunning unit or stack adjacent to the target hex and declare the Overrun. The Overrun costs +1 Movement Point in addition to the cost of entering the target hex, and the Overrunning units must have the Movement Points available. The Overrunning units do not enter the defending hex at this time. Only units in Clear or Broken terrain may be Overrun; towns and defensive works do not make a hex ineligible to be Overrun. Resolve an Overrun as a normal Combat (both players may add Tactical Air, and the German player Rudel, if available), except as follows: • The Overrunning units halve their combined attack strength (rounding up) if the defending stack contains at least one Mechanized Unit, and • The defending units may not retreat. If the defending hex is entirely cleared of defending units, the Overrunning units must advance into the hex. After resolution of an Overrun, regardless of result, the unit’s movement is finished for the segment. If the defending hex is not entirely cleared of defending units (including a KG formed as a result of the Overrun), the attacker takes a step loss in addition to the result from the Combat Results Table, and the Overrunning units remain in the hex from which they launched the Overrun. Example of Overrun: The Soviet player wishes to use the 1 Tank and 8 Mechanized Corps to Overrun the 547 VG Division in hex 4428. They must move to hex 4528 first, as that is in the ZOC of the target unit ONLY, since hex 4527 is in the ZOC of both German units. If the VG division is eliminated, the two Soviet units may advance into hex 4428. If the VG unit were in hex 4527, the Soviets would also be able to overrun it there, ignoring the ZOC of the other German unit, and advance on elimination. If the Soviet units had started in hex 4527, they could have Overrun either German unit.
14.3 Overrun and ZOC
The effects of enemy ZOC on Overruns are explained in 6.10.
15.0 ATTRITION
During the Attrition Phase, both sides simultaneously check for supply per the Sequence of Play. The Soviet player checks for Soviet Logistical Strain (see 9.3) by noting whether he has any Infantry, Mechanized, or Artillery Units west of the SLS line (printed on the map). If so, place the SLS markers per 9.3. After checking for Supply and SLS, all Out of Supply units take one step loss, subject to the following: • German units eliminated because of Attrition cannot form KGs (as they are Out of Supply), and • A KG is not eliminated by attrition unless it is adjacent to a Soviet unit (all other one-step units are eliminated), and • German units in Fortress, Coastal, and Haff hexes are always considered in Supply for Attrition purposes, and • Reduced Soviet Guard Cavalry Corps are not eliminated by Attrition.
16.0 KAMPFGRUPPEN AND GARRISONS
Even at the end of the war the Germans showed a great capacity to form effective combat forces from scratch units and the remains of shattered divisions. These are represented in RED STORM OVER THE REICH by Kampfgruppen and Garrisons. Kampfgruppen are numbered and named. The name is usually that of the division commander and is provided entirely for historical flavor (KGs were often formed around officers of lower rank).
16.1 Kampfgruppen
Kampfgruppen (KG) come in two forms, Infantry and Mechanized: A) Infantry Kampfgruppen All German Infantry Divisions have a KG on the back. KGs are NOT a reduced-strength side of a division. All German Infantry Divisions have one step and may never be replaced if eliminated. As German Infantry Divisions are eliminated, place them in a separate “pool” (an opaque container). Do not place units which begin the game as KGs in the KG pool when eliminated; they are permanently eliminated when they take a step loss. When KGs printed on the back of German Infantry Divisions are eliminated in Combat, they are placed back in the KG pool for possible future use. Infantry KG enter the game in two ways: • Combat Results: When Soviet fire on either the Barrage Table or the Combat Results Table achieves a “1*” result, flip ONE eliminated German Infantry division in that hex to its KG—the German player chooses which division’s KG is used. The KG remains in the hex even if all other units were eliminated. • Replacements: The German player randomly draws 4 KGs from the KG pool each turn, during the German Placement Segment (see 8.2.1.B). B) Mechanized Kampfgruppen There are six Mechanized KG that begin the game in their on-map holding boxes. When a German Panzer or Panzergrenadier division is eliminated by a Soviet barrage or attack, the German player may choose to replace it with a Mechanized KG currently in a holding box. The eliminated division takes its place and the Mechanized KG does not retreat. A maximum of six Mechanized KGs may be in play at one time. A KG may NOT be eliminated elsewhere to make one instantly available for the current combat result. Mechanized KGs remain on the map until one of the following happens: • Elimination: If the Mechanized KG is eliminated in combat, place the KG in its holding box and eliminate the Mechanized division that occupies its holding box instead, freeing the KG to be used again. • Replacements: If the German player expends a Mechanized Replacement Step to rebuild the division, he places the corresponding Mechanized division at reduced-strength in the KG’s hex and the Mechanized KG is returned to its holding box (see 8.2.1.B). If a Mechanized KG Unit is available for use, it can be used as an additional step in combat. It comes into existence and is then immediately eliminated. In essence, it is the “third step” of a German Mechanized division. For Example: Two German panzer divisions at reduced strength take 2 step losses and only one Mechanized KG is available. One of the panzer divisions converts into the KG, which is then immediately eliminated, saving the other panzer division. If the Mechanized KG wasn’t available, then both panzer divisions would have to be eliminated. C) KG Particulars The following rules apply to KGs: • An Out of Supply unit cannot form a KG • A Disrupted unit that is eliminated and forms a KG (Infantry or Mechanized) creates a Disrupted KG • When units are eliminated for Overstacking (see 5.3), no KG is formed.
16.2 Garrisons
The German Garrison Units represent forces scraped together to defend a city or town. The Bunker represents the political heart of the Third Reich. Its elimination represents, in game terms, that the Soviets have captured Berlin. Garrisons may not move, attack, retreat, or advance after combat, nor do they have a ZOC. A Garrison does not require supply. The German player has three types of Garrisons: The Bunker, city, and generic. Specific rules for each are: • The Bunker: In the Historical and Sleigh Ride Scenarios, the game ends at the end of the Turn in which The Bunker is eliminated. • City: City Garrisons may not be replaced if eliminated. Some have two steps. • Generic: Generic Garrisons are automatically replaced each Turn (if eliminated). Each has one step. The German player may voluntarily eliminate a generic Garrison Unit that isn’t in a Soviet ZOC at any time; the Garrison may be placed in another hex during the next, or current, Reinforcement and Replacement Phase.
17.0 SPECIAL RULES
17.1 Upper Silesian Industrial Region (USIR)
The Upper Silesian Industrial Region was the last major industrial production center in the Third Reich in 1945. Stalin was not only determined to deny it to the Germans, but also to capture its industries for Soviet use. In addition, as important as the USIR was, with the Soviets advancing south of the region (off of the RED STORM OVER THE REICH map) the German commanders were determined not to be caught in another Stalingrad-type pocket, whatever Hitler’s demands. A) USIR Combat The Soviet player may not barrage into a USIR Urban hex or use Tactical Air to support an attack on such a hex. B) USIR Replacements As long as the USIR is connected by friendly-controlled contiguous railroad hexes (not blocked by un-negated Soviet ZOCs) to a Berlin Urban hex, the German player receives 2 extra Mechanized replacement steps each turn (see 8.2.1.B). C) USIR Mandatory Evacuation The German player checks for the Mandatory Evacuation of the USIR at the beginning of every German Movement Segment. If the Soviets have either (a) occupied Oppeln (hex 3140) with a Supplied unit, or (b) crossed the Oder with in-Supply units into any of hexes 2637, 2638, 2738, 2839, 2939, and/or 3040, all Supplied German units in the USIR must exit the USIR if possible. German units may not enter or attack a USIR hex that turn. This restriction is lifted starting the following turn.
17.2 Special Units
Certain Combat Units follow these special rules: A) “Vistula” Anti-Tank Division The Soviet player may not Overrun a hex with this unit. The Vistula Division must be the first unit eliminated when an attack inflicts losses on its hex. B) Soviet Guard Cavalry Corps Reduced strength Soviet Guard Cavalry Corps are not eliminated when Out of Supply during the Attrition Phase. They may move their full printed Movement Allowance (taking Supply and Disruption into account) either during the Soviet Assault Movement Segment or the Soviet Breakthrough Movement Segment, but not both (see 10.3.B.2). C) Flak Units When the Soviet player attacks a hex which contains a Flak Unit he suffers an additional step loss (of his choice) in addition to any received by the German defensive fire. Flak Units may never enter Urban hexes. Design Note: These are not the famous Flak Towers of Berlin, which were “Immobile” and are factored into the terrain effects. These units represent the thousands of Flak guns shifted from air-defense to anti- tank defense during the last weeks of the war.
17.3 Leaders
The Soviet player has a Leader Support Unit (Zhukov) who is available for the entire game. The German player has a Leader marker (Heinrici) who is available on Turn 6 and after (until used once). A) Zhukov Zhukov has three abilities: • He moves at the rate of 1 MP per hex, regardless of terrain costs or effects. His movement is affected by ZOCs normally per 6.6 and he may not end his move in a hex adjacent to an enemy unit unless stacked with a friendly Combat Unit. • Units stacked with or adjacent to him may combine in an attack against a single hex regardless of the presence of friendly Mechanized Units; all other rules pertaining to such combats apply (see 6.9). • All units that take part in an attack involving Zhukov may immediately make a second attack, following the resolution of the first attack. The attack must be against the same hex as the first attack If Zhukov is eliminated, he receives a Soviet State Funeral; remove his counter from the game. Zhukov’s removal counts as a step loss, and is a Mechanized Unit for purposes of retreat. B) Heinrici Once per game, Heinrici may be used to cancel one or two Soviet Artillery Barrages. If canceling two Barrages, both must be within three hexes of each another. From Turn 6 on (until Heinrici is used), the Soviet player declares all barrages before executing any of them, allowing the German player the opportunity to use Heinrici’s ability. Keep Heinrici in the German Support Unit Holding Box from his arrival until used. Remove Heinrici from the game after he has been used once.
17.4 Air Units
Air Units have a number of effects, summarized here for easy reference. A) Weather Do not use any Soviet Air Units (only) during Turns 3 and 4—the Mud Turns (see 9.1.C). B) Air Barrage These units function according to 11.4. When Barraging within the ranges for each player, resolve Barrages normally except as noted in 11.4. C) Air Support Tactical Air Units add a +1 DRM to friendly Combat or Overrun die rolls (see 13.7.A and 13.7.C). No more than one per side may be assigned to a given Combat/Overrun.
17.5 Operation Thunderclap
Thunderclap was the Code-name for the Allied bombing of Dresden in mid-February, 1945. Place the Operation Thunderclap marker in Dresden (hex 0536) during the Reinforcement and Replacement Phase of turn 4. Operation Thunderclap has three effects: • At the start of Turn 4, permanently remove two German Entrained markers from the game, and • At the start of Turn 4, eliminate all German units in Dresden, and • During Turn 4, the German player may not use railroad movement or trace Supply through Dresden.
17.6 Zossen
Zossen (hex 0429) was the communication center of the German Army. If Zossen is occupied by a Soviet unit, subtract 1 from all rolled German Infantry and Mechanized MPs for the rest of the game. Place the Zossen marker on the Movement Point Track as a reminder. Play Note: Make the subtraction from the MPs, not the die roll!
17.7 Hitler Mandated Attacks
This rule applies during the Historical and Sleigh Ride Scenarios only. Beginning with Turn 2, during the German Strategic Segment, the German player rolls one die and halves it, rounding up. The result is the number of Hitler Mandated Attacks required during the turn. Overruns during the Exploitation Phase count as Hitler Mandated Attacks. To qualify as a Hitler Mandated Attack, the attacking units must be Supplied and include at least one division of any type or size. For each turn in which the German player fails to make ALL Hitler Mandated Attacks, the German player loses one VP at the end of the game. Once the Soviet player has either occupied Zossen or eliminated The Bunker Garrison Unit, the German player stops rolling for Hitler Mandated Attacks for the rest of the game. Play Note: See 3.5.B on how to use the “Mandated Attacks” markers.
17.8 Defensive Works
The German Defensive Works lines have two effects: • Intact German-controlled defensive works “near the front line” block Soviet Supply lines—both overland and by rail (see 7.2). • They inflict a -1 DRM on all Soviet Attacks/Overruns into the hex (see 13.7.A). A defensive work is “near the front line” if it is 10 or less hexes from a Supplied German Combat Unit. Soviet-controlled defensive works do not affect German Supply Lines. When a supplied Soviet Combat Unit passes through a hex containing a German Defensive Works the Works is destroyed. Play Note: The Defensive Works destroyed markers may be used to help keep track of hexes cleared by the Soviets. You should be able to play without them in most cases.
EXTENDED EXAMPLE OF PLAY
Note: All units in Figure 1 begin the game per the Historical Scenario. The Reinforcement and Replacement Phase of Turn 1 does not effect the area shown in this example. The Weather is Frost, there are no Fuel markers on the map and the Soviet Logistical Strain hasn’t been Figure 1 All Soviet units are Supplied; the Soviet player begins with the Command Roll of his Assault Movement Segment. He rolls a 5, to which he adds +1 because of the Frost weather, for a total of 6. Cross- referencing the 6 on the Movement Point Track with the Soviet Rifle and Mechanized icons, the roll results in Rifle Movement Point Allowance of 6, and a Mechanized Movement Point Allowance of 12; Guard Rifle units also automatically have a 6 Movement Point Allowance (the markers are positioned on the Movement Point Track accordingly). Because this is Turn 1, 1 Movement Point is added to the Rifle and Guard Rifle Movement Point Allowances and 2 MPs are added to the Mechanized Movement Point Allowance; the totals are now 7 and 14, respectively. The Soviet player declares that he will spend 3 Movement Points during the Assault Movement Segment, and all markers are lowered by 3 Movement Points. If more than 3MP had been declared, all Soviet Artillery Units would be forced to flip to their “Used” sides. The Soviet player decides to move his units as shown with the numbered arrows in Figure 1:
- The 10 Gd Tk moves to 5241 and 3 Gd Tk artillery moves to 5140.
- The 7 Gd Tk moves to 5140.
- The 6 Gd Tk moves to 5141.
- The 31 Tk move to 5142.
- The 33 and 34 Gd Rifle move to 5243.
- The 48 Rifle moves to 5242.
- The 43 and 115 Rifle move to 5341.
- The 55, 117, and 118 Rifle move to 5441.
- The 7 Gd Mechanized moves to 5442. The 1 Gd Cavalry Corps does not move as the Soviet player has decided to move his Cavalry Units during the Breakthrough Movement Segment (see 10.3.B.2). Figure 2 shows the positions of all units at the start of the Soviet Combat Segment. The Soviet player’s Barrages are illustrated with the numbered arrows (all Soviet artillery units are A-class Barrage Units):
- The 3 Gd Artillery will Barrage hex 5038, hoping to suppress the German Artillery Unit there. The die roll is a 5, modified to 4 because of the forest, for a result of 1*. The infantry division is eliminated and is replaced by the Beisswanger KG on its reverse side. The Beisswanger KG is Disrupted (see 12.1) and the 4 Pz Artillery is flipped over to its “Used” side (the only effect of Disruption on an Artillery Unit, see 12.1). The 3 Gd Artillery Unit is flipped to its “Used” side.
- The 3 Gd Tk Artillery will try a long-range Barrage on the 17 Pz Div. in hex 4841; the goal is to Disrupt it and thus remove its ZOC (see 12.1). The die roll is 4, modified to 2 (-1 for the Defensive Works and -1 for lack of an adjacent Soviet unit), Disrupting the 17 Pz Div. The 3 Gd Tk Artillery Unit is flipped to its “Used” side.
- The 5 Gd Artillery Barrages the 371 Inf. Div. in 5143. The die roll is 1, for a result of D. The 371 Inf. Div is Disrupted. Finally, the 5 Gd Artillery Unit is flipped to its “Used” side. The German player normally would undertake his Barrage now, but his Artillery Unit is no longer Ready-side up. Figure 3 shows the map after the Barrages have finished and where the Soviet player plans to make his Combat Segment attacks (using the numbered arrows). The Soviet player must determine the Combat Duration (see 13.2.A) first; he rolls a 3, which is halved and rounded up, resulting in a Combat Duration of 2. The Duration is subtracted from all Soviet Movement Point Allowance markers on the Movement Point Track. The German player sets his Reaction Movement Point Allowance marker to 4 (double the Combat Duration, see 13.2.B).