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Ring of Fire: The Fourth Battle for Kharkov, August 1943 thumbnail

Ring of Fire: The Fourth Battle for Kharkov, August 1943

Ring of Fire: The Fourth Battle for Kharkov, August 1943 Rulebook

Table of Contents

Table of Contents

  • 1.0 Introduction
  • 2.0 Game Equipment
    • 2.1 The Rules
    • 2.2 The Game Map
    • 2.3 Charts and Tables
    • 2.4 The Playing Pieces
      • 2.41 Military Units
        • 2.411 How to Read the Military Units
        • 2.412 Explanation of Military Unit Values
        • 2.412 (cont.) More About Steps of Soviet Leg Infantry Divisions
        • 2.413 Ground Combat Unit Type Symbols And Silhouettes
        • 2.414 Nationality
        • 2.415 Organization
        • 2.416 Unit Size
      • 2.42 Game Markers
    • 2.5 Game Scale
  • 3.0 Standard Procedures
    • 3.1 Fractions and Rounding Rule
    • 3.2 Cumulative Effects
    • 3.3 Hex Control
    • 3.4 Friendly Map Edges
    • 3.5 Inspecting Enemy Stacks
  • 4.0 Preparing for Play
  • 5.0 The Game Turn
    • 5.1 Outline Sequence of Play
    • 5.2 Expanded Sequence of Play
  • 6.0 Replacements
    • 6.1 Replacement Schedule Chart
    • 6.2 Accumulating Replacements
    • 6.3 Replenishing
    • 6.4 Eliminated Unit Box Replacements
      • 6.41 Reentry of Units from the Eliminated Unit Box
    • 6.5 Replacement Miscellany
    • 6.6 Replacement Track
  • 7.0 Reinforcements
    • 7.1 Reinforcement Arrival
    • 7.2 Reinforcement Miscellany
  • 8.0 Withdrawals
  • 9.0 Stacking
    • 9.1 Stacking Limits
    • 9.2 Restrictions
    • 9.3 Overstacking
  • 10.0 Zones of Control
    • 10.1 Which Units Have Zones Of Control
    • 10.2 Effects of ZOCs
    • 10.3 ZOC Links
    • 10.4 Effects of ZOC Links
    • 10.5 Canceling ZOC Links
    • 10.6 Joint ZOC Links
    • 10.7 ZOC Links With The Map Edge
  • 11.0 Movement
    • 11.1 Restrictions
    • 11.2 Minimum Movement Ability
    • 11.3 Enemy Units
    • 11.4 Stack Movement
      • 11.41 Splitting Stacks
      • 11.42 Different MPs In A Stack
    • 11.5 Terrain And Movement
      • 11.51 Movement Categories
      • 11.52 Natural Terrain
      • 11.53 Manmade Terrain
    • 11.6 Cumulative Effects
  • 12.0 Combat
    • 12.1 Tank Combat
      • 12.11 When To Conduct Tank Combat
      • 12.12 Procedure
      • 12.13 Attacking The Same Hex From More Than One Hex
      • 12.14 Supply And Terrain In Tank Combat
      • 12.15 Tank Combat And Advance After Combat
      • 12.16 Tank Combat During The Tank Combat Segment Of The Reserve Combat Phase
        • 12.161 Removal Of Tank Combat Markers
      • 12.17 Tank Type Units in the Regular Combat Segment
      • Comprehensive Example Of Tank Combat
  • 13.0 Air Power
    • 13.1 Interdiction
    • 13.2 Air Strike
    • 13.3 Ground Support
  • 14.0 Reserves
    • 14.1 Placing Units in Reserve
    • 14.2 Remaining in Reserve
    • 14.3 Offensive and Defensive Reserve Status
    • 14.4 Offensive Reserves
    • 14.5 Defensive Reserves
      • 14.51 Defensive Reserves and Enemy Air Strikes
  • 15.0 Supply
    • 15.1 Movement Supply
    • 15.2 Tank Combat Supply
    • 15.3 Regular Combat Supply
    • 15.4 Tracing Supply Lines
    • 15.5 Unit Eliminated When Out of Supply
  • 16.0 The Scenarios
    • 16.1 The Breakthrough
      • Scenario Length
      • Set Up Order
      • Soviet Set Up
      • German Set Up
      • Game Turn 1 Special Rules
      • Reinforcement Schedule
      • Victory Conditions
      • Victory Levels
    • 16.2 Operation Polkovodets Rumyantsev
      • Scenario Length
      • Set Up Procedure
  • Designer Notes
  • Historical Commentary
    • The Operational Context
    • The Forces
    • Planning
    • The Battle
    • Aftermath
  • Official Clarifications and Corrections
  • Optional Rules
    • Air Power
    • German Recon Units

1.0 Introduction

The Game: Ring of Fire is an operational simulation of the fourth battle for Kharkov, which took place over the two week period of August 3 to August 16, 1943. The game is intended for two players, one on each side, although also well suited for solitaire play. One side represents the German forces of 4th Panzer Armee and Armee Abteilung Kempf. The other side controls the Soviet forces of Voronezh, Steppe, and Southwestern Front. The cardboard playing pieces represent the actual units which participated in the campaign, while the map represents the terrain over which the battle was fought.

Course of Play: The game is played in game turns, each of which represents one day of real time. During a game turn a player moves and conducts combat with his units. Movement is conducted not only during the standard Movement Phase, but also during the Reserve Movement Phase. Combat is divided into Regular Combat, Tank Combat, and Air Strikes.

Object of the Game: The Soviet side will attempt to improve upon the historical outcome of Polkovodets Rumyantsev, the taking of Kharkov on August 16, while the German side will attempt to rewrite history by halting the Red Army offensive outside of Kharkov. Other than the campaign game, a shorter scenario allows players to recreate the opening phase of the battle.

2.0 Game Equipment

Each copy of Ring of Fire includes:

  • One 22 x 34 inch game map
  • 360 die-cut counters
  • One Rules Booklet
  • Four Player Aid Cards
  • One 6-sided die

2.1 The Rules

Each major section of the rules is assigned a whole number (1.0, 2.0, ...). Subordinate rules are assigned a corresponding number to the right of the decimal place. For example: 2.1, 2.2, ... under rule 2.0; 2.11, 2.12, ... within sub-section 2.1; and even 2.111, 2.112 ... within sub-section 2.11. This system allows quick and easy cross referencing of rules. The rule book is also interspersed with designer comments and examples of play in special off-set boxes to help clarify or explain various game mechanics.

2.2 The Game Map

The game map represents the area in the Soviet Union in which the battle was fought. A hexagonal grid is superimposed on the mapboard to regulate the movement and positioning of the playing pieces, and to delineate the various terrain features which affect play. These hexagons are hereafter called hexes. Each hex has a four-digit identification number, used for game reference purposes only. Example: Shapino is located in hex 3037.

2.3 Charts and Tables

The Player Aid Cards contain charts, tables, tracks and displays used to assist players throughout play. These are listed below, in alphabetical order:

  • Air Strike and Tank Combat Table — resolves Air Strikes against enemy ground units and combat between opposing tank units (Tank Combat).
  • Combat Results Table (CRT) — resolves ground combat between opposing forces.
  • Eliminated and Permanently Eliminated Unit Box — stores eliminated and permanently eliminated units (units eliminated while being out of supply).
  • Game Turn Record Track — records the passage of time, indicates when reinforcements are eligible for both sides, and shows when additional Barrage markers are available for the Soviet player.
  • Replacement Schedule Chart — records how many replacement steps (leg and mobile) each player receives per turn.
  • Replacement Track — records how many mobile and infantry replacement steps both players have.
  • Substitute Unit Display — stores the reduced-strength, replacement counter of designated Soviet leg units until needed during play.
  • Terrain Effects Chart (TEC) — indicates the number of Movement Points (MPs) it costs to enter each map hex, including any special remarks for other aspects of play.
  • Terrain Key (printed on map) — shows what the various colors and symbols on the map represent.

2.4 The Playing Pieces

There are two basic types of colored, die-cut playing pieces: military units and game markers. These playing pieces will hereafter be referred to collectively as units.

2.41 Military Units

The military units represent the combat formations that participated in the fourth battle for Kharkov. There are two different classes of military units:

  • Ground combat units
  • Air Units

The numbers and symbols on the pieces represent the size, strength, and various capabilities of each type of unit as detailed below.

2.411 How to Read the Military Units

A ground combat unit shows: unit size (above the unit type box), steps, unit type box, unit ID, attack strength, defense strength, movement allowance, and turn of entry (reinforcement). A German unit shows a single combat strength. A tank unit shows a movement allowance, combat strength, turn of entry (reinforcement) and a Tank Combat Effectiveness Rating. An air unit shows its Air Strike Rating and turn of entry on the front side; the back side is the Interdiction marker.

2.412 Explanation of Military Unit Values

(listed in alphabetical order)

  • Air Strike Rating — used when conducting an Air Strike against an enemy ground unit.
  • Attack Strength — the normal value a Soviet ground combat unit uses in an attack.
  • Combat Strength — the normal value a German ground combat unit uses in attack and defense.
  • Defense Strength — the normal value a Soviet ground combat unit uses in defense.
  • Movement Allowance — the maximum number of Movement Points that a ground combat unit can spend to move during a Movement Phase. If in Reserve, a ground combat unit can only spend half the number of Movement Points.
  • Steps — are a direct measure of the ability of ground combat units to absorb combat losses before being eliminated. Soviet leg type units have 4 Steps, all other ground combat units have 2 Steps.
  • Tank Combat Effectiveness Rating — is a measure of the ability of tank type ground combat units to engage in Tank Combat. The higher the number is, the better the unit is in Tank Combat.

Please note that Soviet units possess a separate attack and defense strength while German units possess a single value used for both attack and defense purposes.

2.412 (cont.) More About Steps of Soviet Leg Infantry Divisions

Soviet leg type ground combat units (Non-motorized Rifle Divisions and Airborne Divisions) contain four strength steps and are therefore represented in the game by two counters. Only one of each of these units' counters may be in play at any one time. The lower-valued ones are substituted for the higher-value ones as the unit takes step losses during play. For ease of identification, all lower-valued units include a white color fill in their unit type box. At the start of play, these units should be positioned on the Soviet Substitute Unit Display until needed (i.e. they are only introduced into play as combat losses are absorbed).

2.413 Ground Combat Unit Type Symbols And Silhouettes

A ground combat unit's type has importance on movement and the ability to engage in tank combat as covered in the appropriate rules sections. Ground combat units are divided into leg ("infantry") type and mobile type units. Mobile type units are further subdivided into tank type, motorized rifle type and recon type units. All tank type units depict a tank silhouette on the unit counter instead of a unit type box.

  • Leg type units: infantry, airborne infantry
  • Mobile type units: motorized rifle, recon
  • Soviet tank types: T-34, T-70 (silhouettes), KV-1/IS (heavy), SU-76 and similar
  • German tank types: Pzkw V - Panther, Pzkw VI - Tiger, StuG III
2.414 Nationality

A unit's nationality, and therefore the "side" to which it belongs, is indicated by its color scheme:

German Side: Wehrmacht (army); Waffen-SS: gray; Luftwaffe/Air Force: sky blue.

Soviet Side: Regular ground formation: red; Guards ground formation: gold; Air Force: tan.

2.415 Organization

All unit designation information is provided for historical interest only — these designations have no affect on play (exception: initial deployment of independent Soviet tank brigades, see 16.0).

Soviet leg type ground combat units have their unit designation printed to the right of their unit type box. Soviet tank type and Soviet motorized rifle type ground combat units have their own unit designation number in the top left corner. The designation in the top right corner signifies the unit's parent corps. Soviet tank type units without a number in the top left corner are independent units.

German leg type regimental ground combat units have their own unit designation number to the left of their unit type box. The designation to the right signifies the unit's parent division. German Kampfgruppen (KGs) have only a single number to the right of their unit type box. German tank type ground combat units have their own unit designation in the top left corner. The designation in the top right corner signifies the unit's parent division.

Historical Abbreviations

German: DR: Das Reich; DS: Deutschland; F: Der Führer; GD: Grossdeutschland; GE: Germania; GR: Grenadier; KG: Kampfgruppe, battlegroup; Z: Panzer; PzG: Panzergrenadier; SS: Schutzstaffel; T: Totenkopf; TE: Theodor Eicke; TH: Thule; W: Wiking; WE: Westland.

Soviet: G: Guards; GT: Guards Tank; GM: Guards Mechanized; Hvy: Heavy; M: Mechanized; T: Tank.

2.416 Unit Size

A ground combat unit's size determines whether or not it may occupy a given hex containing other friendly units. All unit size symbols are located directly above the unit type box.

  • XX: Division
  • X: Brigade
  • III: Regiment
  • KG: Kampfgruppe
  • II: Battalion

All tank type units do not possess a unit size symbol. Soviet tank type units are brigades and German tank type units are Kampfgruppen (tanks plus Panzergrenadiere, engineers etc.) built around a regimental headquarters.

2.42 Game Markers

The Game Markers are used as record-keeping devices on the mapboard or player aid cards:

  • Attack Declaration Marker — used to record all attacks declared by the phasing player before the actual attacks are resolved.
  • Tank Combat Marker — placed on the phasing player's Tank Units after firing in their Tank Combat Segment of the Combat Phase.
  • Barrage Marker — used to record a hex under heavy Soviet artillery fire.
  • Reserve Marker — is placed atop units or stacks put into reserve.
  • Interdiction Marker — the backside of Air Units serve as Interdiction markers to show hexes interdicted by Air Units.
  • Out Of Supply (OOS) Marker — placed on units or stacks currently out of supply.
  • Replacement Markers — records the number of mobile and leg replacement steps available. There are two Replacement Markers for each player based on unit type: one leg and one mobile unit type. If a player accumulates more than nine replacement steps of a particular type, simply flip the marker over to its "+10" side.
  • Game Turn Marker — records the passage of time and whose player turn is currently in progress on the Game Turn Record Track.

2.5 Game Scale

Each hex on the mapsheet covers two kilometers (2 km) from side to side. Each game turn represents 24 hours of real time. Ground units are divisions, brigades, Kampfgruppen, regiments, and battalions. Air units represent approximately 250 sorties each.

3.0 Standard Procedures

There are five standard conventions used during play.

3.1 Fractions and Rounding Rule

When making a calculation for a unit that produces a fraction in combat, retain the fraction. Once the values for all units on the same side are added together, round any remaining fraction up to the next whole number. For purposes of movement, always retain fractions.

3.2 Cumulative Effects

All possible modifiers are cumulative. Thus, a unit's value halved for being out of supply and halved for attacking across a Minor River would be quartered, while a leg type unit being out of supply and attacking across a Major River (a very foolhardy operation, by the way) would only have one-eighth its normal strength.

3.3 Hex Control

Every hex on the map is controlled by one side or the other, never by both at the same time. This is important for reclaiming units from the Eliminated Unit Box (see 2.3) and Victory (see 16.0). At the start of the game, every hex to the east and north of the scenario's start line is controlled by the Soviet player; every other hex is controlled by the German player. During play the control of a hex switches from one side to the other whenever a ground combat unit from the other side first enters it. Control switching is immediate and may occur and reoccur in the same hex(es) any number of times during play. Unchallenged ZOC Links are not sufficient to exert control over a hex.

Note: The scenario start line is not printed on the map since it is easily distinguishable when following the initial deployment instructions for both sides prior to play.

3.4 Friendly Map Edges

Friendly Map Edges are defined as follows:

  • German: The north edge of the map west of the start line (inclusive); the entire west edge, and the south edge of the map west of the Donets River.
  • Soviet: The north map edge east of the start line; the entire east edge of the map, and the south edge east of the Donets River.

3.5 Inspecting Enemy Stacks

Both players may freely examine enemy stacks of units at any time during play.

4.0 Preparing for Play

Once players mutually agree upon a scenario and choose sides, be sure to follow all special instructions for the selected scenario as they supersede the standard rules. Each side places units and game markers on the mapsheet according to the "Initial Deployment" instructions. Once placement is complete, play begins.

5.0 The Game Turn

Ring of Fire is divided into 14 "Game Turns" (or only 4 game turns for the shorter, Breakthrough scenario). Each complete game turn is divided into two "Player Turns" (first Soviet, then German); and both of these is further subdivided into a series of sequenced steps (phases and segments).

This sequence of play must be strictly followed in the order presented below. Hence, once a player has finished a given phase and gone on to another, he may not go back to perform a forgotten action or redo a poorly executed one unless his opponent graciously permits it.

5.1 Outline Sequence of Play

I. Soviet Player Turn

  • A. Replacement Phase
  • B. Regular Movement Phase
  • C. Combat Phase
    1. Tank Combat Segment
    2. Air Strike Segment
    3. Regular Combat Segment
  • D. Reserve Movement Phase
  • E. Reserve Combat Phase
    1. Tank Combat Segment
    2. Air Strike Segment
    3. Regular Combat Segment

II. German Player Turn

  • A. Replacement Phase
  • B. Regular Movement Phase
  • C. Combat Phase
    1. Tank Combat Segment
    2. Air Strike Segment
    3. Regular Combat Segment
  • D. Reserve Movement Phase
  • E. Reserve Combat Phase (same three segments)

III. Game Turn Indication Phase

5.2 Expanded Sequence of Play

I. Soviet Player Turn

A. Replacement Phase

  • Receive Soviet Replacement Steps.
  • Expend any Soviet Replacement Steps.
  • Withdraw two Soviet Air units from play (Game Turn 5 only).

B. Regular Movement Phase

  • Check for Movement Supply.
  • Move some, none, or all Soviet units (Strategic Movement possible).
  • Place eligible Soviet units in reserve.
  • Place any Soviet Air Interdiction markers.

C. Combat Phase

  1. Tank Combat Segment
    • Soviet Tank units adjacent to German Tank units must engage in Tank Combat.
    • Place Tank Combat markers atop all Soviet tank units which fired.
  2. Air Strike Segment
    • Soviet Air units conduct individual air strikes.
  3. Regular Combat Segment
    • Declare any attacks, including Soviet barrage and ground support.
    • German defensive reserves check Movement Supply and move to reinforce any hex under attack (immediately remove Reserve marker from German reserve units moved).
    • Resolve each attack (check Combat Supply for both sides).

NOTE: The following two phases only involve Soviet units which are in reserve.

D. Reserve Movement Phase

  • Check Soviet reserves for Movement Supply.
  • Soviet units in reserve may move up to one-half their movement allowance (do not remove Reserve marker from units yet). No Strategic Movement allowed.
  • Remove any German Air Interdiction markers.

E. Reserve Combat Phase

  1. Tank Combat Segment
    • Soviet Tank units in reserve adjacent to German Tank units must engage in Tank Combat.
    • Remove any Tank Combat markers atop Soviet tank units.
  2. Air Strike Segment
    • Soviet Air units conduct individual air strikes.
  3. Regular Combat Segment
    • Soviet reserve units may declare any attacks, including Soviet barrage and ground support.
    • German defensive reserves check Movement Supply and move to reinforce any hex under attack (immediately remove Reserve marker from German reserve units moved).
    • Resolve each attack (check Combat Supply for both sides).
    • Remove Reserve marker from any Soviet reserve units that moved and/or participated in an attack during the Reserve Movement and Reserve Combat Phase.

II. German Player Turn

A. Replacement Phase

  • Receive German Replacement Steps.
  • Expend any German Replacement Steps.

B. Regular Movement Phase

  • Check for Movement Supply.
  • Move some, none, or all German units, including newly-arriving reinforcements (Strategic Movement possible).
  • Place eligible German units in reserve.
  • Place any German Air Interdiction markers.

C. Combat Phase

  1. Tank Combat Segment
    • German tank units adjacent to Soviet tank units must engage in Tank Combat. (Per the official clarification, the printed booklet's first line mistakenly read "German Tank units adjacent to German Tank units".)
    • Place Tank Combat markers atop all German tank units which fired.
  2. Air Strike Segment
    • German Air units conduct individual air strikes.
  3. Regular Combat Segment
    • Declare any attacks, announce any German ground support.
    • Soviet defensive reserves check Movement Supply and move to reinforce any hex under attack (immediately remove Reserve marker from Soviet reserve units moved).
    • Resolve each attack (check Combat Supply for both sides).

NOTE: The following two phases only involve German units which are in reserve.

D. Reserve Movement Phase

  • Check German reserves for Movement Supply.
  • German units in reserve may move up to one-half their movement allowance (do not remove Reserve marker from units yet). No Strategic Movement allowed.
  • Remove any Soviet Air Interdiction markers.

E. Reserve Combat Phase

  1. Tank Combat Segment
    • German Tank units in reserve adjacent to Soviet Tank units must engage in Tank Combat.
    • Remove any Tank Combat markers atop German tank units.
  2. Air Strike Segment
    • German Air units conduct individual air strikes.
  3. Regular Combat Segment
    • German reserve units may declare any attacks, announce any ground support.
    • Soviet defensive reserves check Movement Supply and move to reinforce any hex under attack (immediately remove Reserve marker from Soviet reserve units moved).
    • Resolve each attack (check Combat Supply for both sides).
    • Remove Reserve marker from any German reserve units that moved and/or participated in an attack during the Reserve Movement and Reserve Combat Phase.

III. Game Turn Indication Phase

  • Advance the Game Turn marker to proceed to the next game turn. If last game turn has been completed, victory is determined.

The rest of the rules in the sections following this one are organized, as much as possible, to explain things in the order they are encountered as you progress through the game turns.

6.0 Replacements

Replacements are levies of new troops and equipment (not represented by counters) used to replenish units weakened by combat losses but still in play on the map, or to reclaim eliminated units from the Eliminated Unit Box during the Replacement Phase of the owning player's turn. Replacements are received and used in "step" increments - each replacement step recreates or replenishes one step of unit strength.

Replacements are awarded by specific nationality (German and Soviet) and specific unit type (mobile or leg).

6.1 Replacement Schedule Chart

The Replacement Schedule Chart is printed on the Player Aid Cards. For example, on Game Turn 7, the Soviet player receives three mobile and two leg replacement steps while the German player receives one mobile and two leg replacement steps.

6.2 Accumulating Replacements

At the start of the game, neither side has yet accumulated any replacement steps. However, both players may accumulate as many steps as desired during play. Replacement steps are accumulated on the Replacement Track. There are four Replacement Markers to record the number of replacement steps: one mobile and one leg type Replacement Marker each for both players.

6.3 Replenishing

During the owning player's Replacement Phase, reduced one, two or three-step unit on the map can be replenished if replacement step(s) of the appropriate nationality and type are available and the unit in question is in supply (see 15.0). The unit may be adjacent to enemy units. Units being replenished suffer no movement or combat penalties.

Units may receive any number of replacement steps per turn; mobile type units may only receive mobile replacement steps, leg type units receive only leg replacement steps. Replacement steps of one type may not be substituted for those of the other.

  • German recon units are rebuilt with mobile replacement steps.
  • Soviet motorized rifle units and airborne units are rebuilt with leg replacement steps.

6.4 Eliminated Unit Box Replacements

During the owning player's Replacement Phase, units may be reclaimed from the Eliminated Unit Box (but not the Permanently Eliminated Unit Box!) in either one, two, three or four-step state. It requires one replacement step to bring a unit back at one-step strength, two steps to bring a unit back at two-step strength, etc. Eligible units may be reclaimed from the Eliminated Unit Box any number of times during a game, based on the availability of replacement steps.

6.41 Reentry of Units from the Eliminated Unit Box

Reclaimed units from the Eliminated Unit Box simply return to the map during the owning player's Replacement Phase in any friendly controlled hex (see 3.3) not adjacent to an enemy unit.

Note: Please practice common sense here. You should not bring back eliminated units in a hex which is clearly behind enemy lines but hasn't been rolled over by enemy units.

6.5 Replacement Miscellany

Once used, a replacement step is committed to its receiving unit, and may not be recalled or transferred to another unit. There are no limits to the number of replacement steps both sides may commit during each Replacement Phase. It is not mandatory to replenish or recreate a unit simply because it is eligible to receive replacements and the steps are available to do it.

6.6 Replacement Track

(see Player Aid Cards)

Design Note: Mobile replacements are new and repaired tanks and only about 200 tanks to start with, were able to maintain a remarkably high level of tank strength despite heavy fighting. The Soviets, on the other hand, saw their tank strength dwindle rapidly resulting from battle and non-battle losses. Their maintenance and logistical efforts, though prodigious, were simply unable to keep pace with the rapid progress of the campaign.

7.0 Reinforcements

Reinforcements are units entering play after the game begins. Only the German player receives reinforcements during play. The game turn of entry (yellow number) for reinforcements has been printed directly on the units themselves. Any German leg type unit with a game turn entry number in the top left corner, or tank type unit with a game turn entry number to the left of the tank silhouette, is a reinforcement.

7.1 Reinforcement Arrival

German reinforcements arrive on the friendly map-edge (see 3.4) designated in the Reinforcement Schedule of the scenario (see 16.1, 16.2) during his Regular Movement Phase of the game turn indicated on the counter. Entry of reinforcements may be delayed at the owning player's discretion.

Reinforcements need not enter "in column" as in some games. In fact, you may overstack reinforcements in their hex of entry. At the conclusion of their movement, however, stacks have to be brought back within normal stacking limits. Reinforcements pay normal movement point costs for the entry hex. If they enter on a road, they pay the road movement point cost for the entry hex.

7.2 Reinforcement Miscellany

All German reinforcements enter play supplied and at full strength, and have all their regular and strategic movement capabilities available.

Printing Error: The German 320 KG leg infantry unit accidentally has an "R" printed in its upper-right hand corner where the number "12" should appear representing its game turn of entry. Be sure to set this unit aside as a reinforcement.

8.0 Withdrawals

On Game Turn 5 (August 7) the Soviet player must withdraw 2 of his Air Units. At the start of the turn, simply remove two Soviet Air Unit counters (it does not matter which ones) and set them aside. They will never reenter play during the course of the game.

9.0 Stacking

Placing more than one unit in a single hex is called "stacking." The number of units allowed in each hex is called the "stacking limit."

9.1 Stacking Limits

Each player may stack up to four regimental/brigade equivalents in a single hex.

  • A Soviet division is worth three regimental/brigade equivalents.
  • A Soviet tank type unit is worth one regimental/brigade equivalent.
  • A Soviet motorized rifle type unit is worth one regimental/brigade equivalent.
  • A German regiment, Kampfgruppe, tank type unit or recon type unit is worth one regimental/brigade equivalent.

9.2 Restrictions

Stacking limits are only in effect at the end of the Movement Phase, the Reserve Movement Phase, or upon completion of Advance after Combat.

9.3 Overstacking

If a hex is found to be overstacked at the end of the Movement Phase, the Reserve Movement Phase, or upon completion of Advance after Combat, the opposing player may remove the minimum number of units of his choice necessary to bring the stack within limits. These removed units are placed in the Eliminated Unit Box or, if the units are out of supply at the moment of removal, the Permanently Eliminated Unit Box.

10.0 Zones of Control

Design Note: To help understanding the following rules, imagine a Zone of Control extending out only about half way into the surrounding six hexes. Singularly, these "half" ZOCs have absolutely no effect. However, a ZOC that extends half way into a hex will "link" with a ZOC coming out half way from the opposite side. In this case, this link (called a ZOC Link) in this game forms a full Zone of Control with all the properties which experienced players have become accustomed.

10.1 Which Units Have Zones Of Control

All ground combat units have a Zone of Control (ZOC) which extends into all six adjacent hexes.

10.2 Effects of ZOCs

A ZOC by itself has absolutely no effect. Their only effect is to provide the basis for creating a ZOC Link.

  • Friendly ZOCs do not affect friendly units.
  • Enemy ZOCs are never negated by terrain or friendly units. ZOCs even extend across Major Rivers.

10.3 ZOC Links

When two friendly units are two hexes apart (with one intervening hex), they create a link between them that no enemy unit may enter or cross. Due to the pattern of the hex grid, there can be two types of ZOC Links: a Hex Link and a Hexside Link (illustrated in the rulebook).

10.4 Effects of ZOC Links

  • Enemy units may not enter a Hex Link or cross over a Hexside Link (exception: Advance After Combat, 12.72).
  • A line of supply (see 15.0) cannot be traced across a Hexside Link or into a Hex Link.
  • Battles cannot be reinforced with reserve units (see 14.5) into a Hex Link or across a Hexside Link.

10.5 Canceling ZOC Links

A friendly Hex Link is canceled the instant the intervening hex contains an enemy unit. A friendly Hexside Link is likewise canceled the instant enemy units are located on each side of the intervening hexside. Thus, the sequencing of movement plays an important role in this game. In other words, should you move and position units on both sides of a hexside to cancel an enemy Hexside Link, other units which haven't yet begun movement may now freely cross the hexside since the enemy Hexside Link has been canceled. Hex Links (not Hexside Links) are more difficult to cancel as you may only enter an enemy Hex Link by Advance After Combat (normal movement into a Hex Link is not allowed per 10.4 above). (An illustration follows in the rulebook.)

10.6 Joint ZOC Links

There are two situations where both players will have intersecting ZOC Links. In those cases, neither player may cross the other's ZOC Link until it is negated under the rules of 10.5 above. (An illustration follows in the rulebook.)

10.7 ZOC Links With The Map Edge

A unit can form a ZOC Link with a friendly map edge (see 3.4). Assume there is a friendly unit just off the map edge.

(Rulebook illustrations of ZOC Links, with captions: a ZOC Hex Link exists between two units two hexes apart in a line, and a ZOC Hexside Link between two units whose ZOCs meet at a hexside. ZOC Links are negated by the presence of enemy units in the intervening hex (Hex Link) or on both sides of the hexside (Hexside Link). A unit nearly surrounded by enemy units may still escape if no ZOC Link blocks its path. Where both sides' Hex Links intersect, neither side may enter the shared hex; where Hexside Links intersect, neither side may move adjacent across them.)

11.0 Movement

Every ground combat unit in the game has its Movement Allowance printed in its bottom-right corner. This factor is the number of Movement Points (MPs) available to the unit to move across the hex grid of the map during the Movement Phase of its Player Turn. Units move from hex to adjoining hex (no "skipping" of hexes allowed). Each hex costs a certain amount of MPs to enter as determined on the Terrain Effects Chart (TEC). See section 14.0 for special Reserve Movement.

11.1 Restrictions

MPs may not be accumulated from turn to turn, nor may they be transferred from one unit to another. A player may move all, some, or none of his units as he chooses in each of his Movement Phases throughout the game. Units that move are not required to expend all their available MPs before stopping. The movement of each individual unit or stack must be completed before that of another begins. A move may not be redone unless the opposing player consents.

11.2 Minimum Movement Ability

Any unit is guaranteed the ability to move at least one hex during its Movement Phase (but not the Reserve Movement Phase!) by expending all available MPs. This guarantee does not allow units to enter hexes or cross hexsides that are otherwise impassable to them - see the ZOC Link rules (10.0).

11.3 Enemy Units

Your ground combat units may never enter hexes containing enemy ground units. The only other effect enemy units have on moving your units is that you may not enter an enemy Hex Link or cross an enemy Hexside Link. There is no other effect or additional MP cost for entering or exiting hexes adjacent to enemy units — simply ignore their presence as long as no enemy Hex/Hexside Link is blocking your unit's movement path.

11.4 Stack Movement

To move together as a stack, units must begin their side's movement phase already stacked together. But units are not required to move together simply because they started the Movement Phase in the same hex — such units may be moved together, individually, or in smaller sub-stacks.

11.41 Splitting Stacks

When moving a stack, you may halt it temporarily to allow a unit or sub-stack to split off and move away on a separate course. The units left behind in the original ("parent") stack may then resume their own movement, even splitting off other units again, if desired. But once you begin moving an entirely different parent stack (or individual unit that began in a different hex), you may no longer resume the movement of the earlier stack without your opponent's permission.

11.42 Different MPs In A Stack

If units with different movement factors are traveling together in a stack, the stack must use the movement factor of the slowest unit. Of course, as the slower units exhaust their MPs, you may leave them behind and continue on with the faster ones.

11.5 Terrain And Movement

All terrain features on the map are classified into two broad categories: Natural, and Manmade. Both of those categories are divided into several different types (see below). There is never more than one type of natural terrain in any one hex (hexes containing both Clear and Forest terrain are considered Forest). More than one type of manmade terrain may exist in a single hex along with the natural terrain.

11.51 Movement Categories

Mobile type units often pay different amounts of MPs for entering a certain hex than Leg type units. The Terrain Effects Chart has two different columns for the different categories. Example: A Leg type unit pays only 1 MP to enter a Forest hex while a Mobile type unit has to pay 2 MPs.

11.52 Natural Terrain

There are four types of natural terrain on the map: Clear, Forest, Minor Rivers, and Major Rivers. The effects those various terrains have on the movement of ground combat units are described below, and are summarized on the Terrain Effects Chart for quick reference.

Clear terrain is the "base" terrain of the game. It is devoid of any natural features that enhance defense or slow movement at this level of operations. Each clear hex costs all ground combat units 1 MP to enter.

Forest hexes represent areas where the primary ground cover are trees. Each forest hex costs mobile type units 2 MPs to enter; leg type units pay 1 MP.

Minor and Major Rivers run between hexes, along the hexsides, rather than existing in-hex like the terrains described above. All units may cross Minor River hexsides by paying one extra MP — extra here means in addition to the terrain cost for entering the hex across the river (shown on the TEC as "+1"). All leg type units may cross a Major River hexside by paying two extra MPs (+2); mobile type units must pay four extra MPs (+4). Units may advance-after-combat across Minor and Major Rivers, see 12.13.

11.53 Manmade Terrain

Manmade terrain exists in four types: Towns, German Fortifications, Bridges, and Roads. Manmade terrain has no effect on movement unless noted below. The movement cost for entering hexes containing manmade terrain is determined by the natural terrain in the hex.

Exception: Roads allow for faster movement. Both mobile and leg type units pay only 1/2 MP per road hex entered, ignoring ALL other terrain costs. To be allowed to use the road movement rate, a unit has to travel from one road hex to a contiguous road hex. Furthermore, Bridges exist at certain places where a road crosses a river. Units crossing a Minor or Major River at a bridge do so at no additional cost in MPs (i.e. they are simply sticking to the road; taking advantage of the road movement rate in so doing). Bridges are always in place; they may not be destroyed.

11.6 Cumulative Effects

The total movement cost for entering any hex is always the sum of all applicable terrain types involved. For example, a mobile type unit crossing a Major River hexside (without a bridge) into a forest hex would pay a total of 6 MPs — 2 to enter the forest hex, and 4 extra MPs (+4) to cross the Major River hexside.

11.7 Strategic Movement

Both sides may undertake a special kind of (faster) movement called Strategic Movement. Strategic movement is permissible only during a player's Regular Movement Phase (no Strategic Movement allowed during a player's Reserve Movement Phase). Units designated as reserves (see 14.0) may not conduct Strategic Movement.

All ground combat units may double their MPs during the Movement Phase (only) if they do not enter a hex adjacent to an enemy ground combat unit throughout the length of their move. They may begin their move adjacent to an enemy unit. Units may only conduct strategic movement in territory that is friendly controlled (see 3.3); units conducting strategic movement may never enter an enemy-controlled hex.

11.8 Off Map Movement

Both German and Soviet units may exit the map at certain edges in order to gain Victory Points during play (see 16.1 and 16.2 for complete details).

A unit wishing to exit the map pays 1 MP to do so. Simply remove the unit in question. Units that moved off the map may never come back into play.

  • German units may leave the map only at the eastern mapedge.
  • Soviet units may leave the map only at the southern and western mapedge.

11.9 Terrain Effect Chart

(see Player Aid Cards)

12.0 Combat

There are two specific types of ground combat: Tank Combat and Regular Combat. Each type of combat takes place during its own specific Combat Segment as outlined in the sequence of play.

In general, both Tank and Regular Combat takes place between adjacent opposing units during the appropriate Combat Segments of each player turn. The player whose player turn is in progress is termed the "attacker," the other is considered the "defender," no matter what the overall situation may be.

12.1 Tank Combat

Design Note: Units with tank silhouettes on them are not comprised purely of tanks, just units more or less capable of effectively engaging in Tank Combat. All "tank" units in the game have a strong, if not predominant, organic infantry component in them. Indeed, the combat strength is largely based on non-tank capabilities. German Panzer Divisions are broken down into regimental sized Kampfgruppen, each of which is based on a regimental headquarters.

All units depicted with a tank silhouette on their counter are tank type units capable of engaging in Tank Combat during the Tank Combat Segment. Tank type units have a Tank Combat Effectiveness Rating printed on their counters (red number in yellow box directly above their silhouette). Units without a tank silhouette possess no Tank Combat Effectiveness Rating and may never engage in Tank Combat, either as attacker or defender. Simply ignore their presence for purposes of Tank Combat.

12.11 When To Conduct Tank Combat

Adjacent, enemy tank type units MUST engage in Tank Combat during the Tank Combat Segment of the Combat Phase (except: no Tank Combat allowed across a Major River hexside). Furthermore, under special circumstances, tank type units may engage in Tank Combat again in the Tank Combat Segment of the Reserve Combat Phase (see 12.16).

12.12 Procedure

Immediately upon the conclusion of the Movement Phase, Tank Combat commences. Tank combat is resolved one hex at a time, in any order the phasing player desires, until all possible tank combats have been resolved. In order to conduct Tank Combat, the phasing player selects a single hex containing friendly units capable of conducting Tank Combat. A single adjacent defending hex containing one or more enemy Tank type units is then chosen as the target for resolving Tank Combat.

Note: For purposes of quick identification, all units bearing a tank silhouette may participate in Tank Combat.

Tank Combat is always resolved between two hexes at a time only — attacking hex vs. defending hex. Tank combat can never involve more than one attacking or defending stack at a time!

  • Units which cannot engage in Tank Combat (i.e. they possess no Tank Combat Effectiveness Rating/silhouette) are in no way influenced by the results of Tank Combat. Simply ignore their presence in a hex undergoing Tank Combat.

FOLLOW THESE STEPS:

Both players consult the Tank Combat Effectiveness Ratings of their respective tank type units involved in a declared Tank Combat.

The unit with the highest Tank Combat Effectiveness Rating (attacker or defender) fires first at a designated target unit. After it has fired, the unit with the next highest effectiveness rating engages in Tank Combat etc., until all tank type units have fired.

  • If two or more units of one side have the same effectiveness, the owning player decides which one fires first.
  • Whenever tank units from both sides have the same effectiveness rating, the defending unit(s) always gets to resolve tank fire prior to the attacking unit(s).

Example: One German tank type unit with a Tank Combat Effectiveness Rating of "4" and one with a rating of "2" moved adjacent to three Soviet tank type units (ratings "2", "1", "1") in the Movement Phase. The German unit with a rating of "4" fires first, then the Soviet unit with a rating of "2" (defender fires before attacker if the effectiveness rating is the same), then the German "2" unit and finally the two Soviet "1" units. The Soviet player may decide which of his "1" units fires first.

  • Each unit may fire only once per Tank Combat Segment, although it may be a target any number of times.

Continuing the example above, both German units could have engaged the Soviet "2" rating unit — ignoring the other units.

  • To fire, locate the Tank Combat Effectiveness Rating of the firing unit, use that value on the Tank Combat Table, and cross reference it with the result of one die roll.

There are three possible results on the Tank Combat Table:

  • "-": miss, nothing happens
  • "1": the target loses one step
  • "2": the target loses two steps

If a unit loses one step, flip it over to its backside or eliminate it (if only having one step remaining). You will note that according to the Tank Combat Table, rolling equal to or less than a unit's Tank Effectiveness Rating results in the target losing a step. The only exception is for the tank type unit with an effectiveness of four "4" (only), in which case rolling a one "1" causes the target unit to lose two steps; thus being automatically eliminated.

  • Losses resulting from Tank Combat are applied IMMEDIATELY. In effect, successful fire of tank type units with a higher effectiveness (or of equal value with defender firing first) may result in the elimination of less potent tank type units before they have a chance to return fire.

Example: A German unit with an effectiveness of "4" engages a full strength (two-steps) Soviet unit with an effectiveness of "1". The German player starts the tank combat and is lucky in rolling a "1" - the Soviet unit takes two step-losses, and is eliminated before it can return fire.

Once an attacking tank unit has fired, immediately place a Tank Combat marker atop the unit (or stack of tank units if all have fired). This is done only by the phasing, attacking player — not the defending player.

12.13 Attacking The Same Hex From More Than One Hex

If the attacking player has tank type units in more than one hex adjacent to a defender's hex with tank type units, he must attack that hex from all hexes sequentially, one attacking hex at a time.

Example: the attacker has tank type units in three hexes adjacent to a single defending hex. First hex A attacks, then hex B, then hex C.

IMPORTANT: Each tank type unit may fire once, and once only, throughout the ENTIRE Tank Combat Segment.

Example: Three tank units are stacked together and defending against attacking Tank units in three different adjacent hexes (A, B, and C). When the attacker initiates Tank Combat from hex A, the defending player decides to have all three of his tank units return fire. Thereafter, when the attacker conducts Tank Combat from hexes B and C, the defender is unable to return fire since all three defending tank units have already fired once during the Tank Combat Segment. Theoretically, the defender could have fired with one unit, one each against every attacking hex, or used any other combination desired.

  • If attacking tank type units are adjacent to more than one defender's hex with tank type units, he may choose freely which hex to attack. Moreover, he could have some of the tank units attack one hex while other units attack a different hex. IMPORTANT: In such cases, you must designate all participating tank units before you start to fire.
  • After the attacking player has fired with all eligible tank type units, any tank type units of the defender adjacent to attacker's hexes that were not fired upon at all may now fire.

Example: The attacker has only one tank type unit adjacent to two defender's hexes with tank type units. He is able to only engage one hex. Such unengaged hexes of the defending player may now freely fire against adjacent attacking tank type units. The attacking tanks, having already fired during the Tank Combat Segment, are unable to return fire.

12.14 Supply And Terrain In Tank Combat

Supply and terrain considerations do not affect Tank Combat in any way. Exception: Tank Combat is never possible between units separated by a Major River hexside (whether a bridge exists or not).

12.15 Tank Combat And Advance After Combat

If a hex is completely cleared of enemy units following Tank Combat, the surviving units (attacking or defending) may advance into the hex. Advance after Combat must be decided immediately. Non-tank type units, those incapable of participating in Tank Combat, may never join in the advance.

Note: Only tank units that actually participated in Tank Combat to clear the enemy from the hex may advance; other friendly Tank units adjacent to the defending hex that could have attacked the hex if still enemy-occupied may not advance.

Example: The attacker has three separate hexes (A, B, and C) conducting Tank Combat against a single target hex. The attack from hex A fails to eliminate all defending units, but the attack from hex B does finally clear the hex of all defending units. Since the friendly tank units in hex C were unable to engage the now eliminated enemy units in the original defending hex, they may not advance after combat. Only tank units from attacking hex A and/or B may advance.

12.16 Tank Combat During The Tank Combat Segment Of The Reserve Combat Phase

Tank type units of the phasing player may only engage in Tank Combat once during their entire player turn — this is why they have a Tank Combat marker placed atop them after they have fired. This indicates that they may not engage in Tank Combat again during their entire Player Turn; they may not fire nor be fired upon during the Tank Combat Segment of the Reserve Combat Phase. They may still participate in Regular Combat, however.

Only reserve tank type units (those with a Reserve marker placed atop them) of the phasing player which are adjacent to enemy tank type units must engage in Tank Combat during the Tank Combat Segment of the Reserve Combat Phase.

Tank type units of the defending player may fire again at any newly moved enemy reserve tank type units in the Tank Combat Segment of the Reserve Combat Phase. They may not reengage those units which they already fired in the Tank Combat Segment of the Regular Combat Phase (i.e. those with a Tank Combat marker placed atop them). In effect, under these special circumstances, defending tank type units may fire TWICE during a single player turn.

12.161 Removal Of Tank Combat Markers

The phasing player removes all Tank Combat markers after completion of the Tank Combat Segment of the Reserve Combat Phase.

12.17 Tank Type Units in the Regular Combat Segment

Units of the phasing player that engage in Tank Combat need not attack during the subsequent Regular Combat Segment, though they may elect to do so.

Comprehensive Example Of Tank Combat

It is the Soviet player's Combat Phase, and the Tank Combat Segment is now begun. He has two full strength tank brigades each located in Hexes A and B. All have a Tank Combat Effectiveness Rating of "1". One German tank type unit (effectiveness: "4") is in Hex X, one unit (effectiveness: "2") in Hex Y.

Tank Combat is mandatory. The Soviet player decides to have Hex B attack Hex Y first. Since the German Tank Combat Effectiveness Rating is higher, the German tank unit fires first — picking one of the Soviet brigades as its target. Needing to roll a "1" or "2" to inflict a step loss, a "3" is rolled resulting in a miss. Now the two Soviet units return fire. They need to roll a "1" (it does not matter in which order they fire) to inflict a step loss. However, neither hits the German unit.

Now the Soviet player attacks Hex X with the units in Hex A (he could have attacked Hex Y again but he wants to inflict a step loss on the powerful German unit in Hex X). First the German unit, having the higher effectiveness fires, rolls a "3". The designated target is flipped over to its back because of the step loss. However, the Soviet player is lucky to see one of his two rolls come up a "1" for a hit. The German unit is flipped to its backside, also. All Soviet tank type units are now marked with a Tank Combat marker.

Once the Combat Phase is over, the Soviet player begins his Reserve Movement and Reserve Combat Phases. He moves up his previously designated full strength reserve tank unit into Hex C. This is a poor move because the German units in both Hexes X and Y can engage the newly moved unit, even though they had a tank battle during the regular Combat Phase. Worse, the Soviet units in Hexes A and B may not participate in this new round of Tank Combat (they have a Tank Combat marker on them).

The Soviet player decides to attack Hex X. The German player rolls a "2", inflicting one step loss. The Soviet unit fires back but rolls a "5" — a clear miss. Now the German unit in Hex Y is able to fire: it rolls a "4", missing as well. The Soviet unit, having already fired at the German unit in Hex X, may not return fire at Hex Y.

12.18 Air Strike And Tank Combat Table

(see Player Aid Cards)

12.2 Air Strikes

Air Strikes are conducted during the Combat Phase and the Reserve Combat Phase, immediately following completion of the Tank Combat Segment. Please refer to 13.2 to see how to conduct Air Strikes.

12.3 Regular Combat

Regular Combat takes place between opposing units during the Regular Combat Segments of both player turns, during both the Combat and the Reserve Combat Phase. But unlike Tank Combat, all ground combat units (including tank type units) may participate in Regular Combat. Furthermore, attacking in the Regular Combat Segment is always voluntary; being adjacent to an enemy unit does not require Regular Combat.

12.31 Combined Defense

If there are two or more enemy units in a hex being attacked by your units, you may only attack that stack as if it were one large, combined, defending unit.

12.32 Combined Attacks

An enemy occupied hex may be attacked only once by regular combat with as many units as can be brought to bear from one, some, or all of its surrounding hexes (see concentric attack, 12.61). In other words, no defending hex may be attacked more than once during the Combat Phase or Reserve Combat Phase.

12.33 Attack Participation

Not all of the friendly units in a hex need participate in an attack. Some may attack while others in the hex do nothing or attack a different hex. The attacking units which do not participate in an attack do not suffer any adverse effects from the attack. Furthermore, a unit's attack strength is indivisible; it may not be split up among multiple defending hexes. No unit may attack more than once per Regular Combat Segment.

12.34 Attack Declaration and Sequencing

There is no artificial limit on the number of attacks each player may declare during his Regular Combat Segments. However, the attacker needs to declare ALL his Regular Attacks beforehand. Simply place an Attack Declaration marker atop each attacking unit/stack with the arrow pointing in the direction of the defender-occupied hex(es) to be attacked. If more than one defending hex is to be attacked by a single attacking stack, be sure to position each attacking unit properly under each Attack Declaration marker to identify which attacking units are attacking which defending hex.

Once all Attack Declaration markers have been placed, the attacker now places all his Air units for Ground Support (see 13.3) and Barrage markers (see 12.62) on top of defending hexes to be targeted, as desired. Declared attacks are resolved in any order the phasing player wishes, as long as the resolution of one attack is completed before that of another begins.

After the phasing player has declared all his attacks and placed any Air units and Barrage markers (but before the actual odds calculation), the defending player may move reserves (see 14.5).

12.35 Regular Combat Procedure

  • For each attack, compare the combined attack strength of the participating attacking units to the total defense strength of the defending hex, and express the comparison as a numerical odds ratio (attacker to defender). Round off this odds ratio downwards to conform to the simplified odds ratio categories found on the Combat Results Table (CRT). Example: 27 attack factors are attacking 10 defense factors. The odds ratio in this battle is 2:1.
  • Take into account any column shifts for terrain (12.4), Ground Support by Air Units (13.3), Concentric Attacks (12.61) and Soviet Barrages (12.62). Example: A Soviet unit attacking a German one in Forest and Fortifications would suffer a two column shift to the left (2L) on the CRT.
  • The attacking player declares if the battle will be resolved as a Maximum Effort attack (12.65) or not.
  • The attacking player now rolls the die and reads the results on the appropriate row under the odds. Example: The odds are 4:1. The attacker rolls a "4" for a result of A1/D2.
  • Combat results are applied immediately (see 12.7).

12.36 Combat Odds Limitations

Note the column headings on the CRT range from 1:3 to 5:1. Combat at odds worse than 1:3 are not allowed. However, should a situation arise where the odds become worse than 1:3 only after the defender moves in reserves, the combat result of the battle is an automatic "A3".

Odds higher than 5:1 are resolved at 5:1. A player may temporarily exceed the 5:1 odds column for the purpose of calculating the final odds ratio before any column shifts are applied (see below). When applying any and all column shifts, simply apply the net column shift computed (i.e. two shifts to the left and four shifts to the right results in a net column shift of two to the right).

Example: 24 Soviet attack factors attacking 4 German defense factors in a fortified forest hex results in odds of 6:1. Combat Shifts are now applied. The defending German stack receives two column shifts to the left (one for the forest hex, one for the fortification). The Soviets receive no favorable column shifts for the attack. The final odds are adjusted downward 2 columns (or odds increments) to the left, resulting in final combat odds of 4:1.

12.4 Terrain Column Shifts

Forest, Town, and German Fortification hexes each generate column shifts on the CRT in favor of the defender. Note that terrain column shifts are cumulative. Thus, if a German defender were located in a Forest hex that also contained a Fortification, as illustrated in the example above, the column shift would be two to the left (2L).

12.41 Forest

Units defending in Forest hexes receive a column shift of one to the left (1L) on the CRT.

12.42 Town

Units defending in Town hexes receive a column shift of one to the left (1L) on the CRT.

12.43 German Fortifications

German units defending in a Fortification hex receive a column shift of one to the left (1L) on the CRT. It does not matter from which direction(s) German units in a Fortification are attacked; they always get the 1L benefit. Soviet Barrage markers negate this effect, however.

Soviet units never gain any benefit from defending in a German Fortifications hex. In such cases, the German fortification is simply ignored. See 12.64 for additional effects of German Fortifications.

12.5 Minor and Major Rivers in Combat

Each unit attacking across a Minor River hexside has its attack strength halved. Mobile type units may not attack across Major Rivers. Leg type units have their combat strength quartered when attacking across a Major River hexside. In all instances, bridges in no way effect attacks across a Minor or Major River hexside (units are still halved or quartered).

12.6 Other Column Shifts And Combat Modifications

In addition to terrain, other factors provide favorable column shifts for one or the other player, or modify the final combat result, as detailed below.

12.61 Concentric Attack

If a defending unit is attacked by units from opposite hexes (i.e. exactly opposite directions) or from at least three different hexes which would theoretically create a hexside link surrounding the defending unit, that attack gains a column shift of one to the right (1R) on the CRT. As depicted in the diagram in the rulebook, the defending unit in the center is being concentrically attacked in each case illustrated. The presence of units friendly to the defender in any adjacent hexes does not nullify this column shift.

Note: Should attacks come from four or more different hexes against a single defending hex, the concentric attack bonus is automatic since at least two of these attacking hexes would be opposite one another.

12.62 Soviet Barrage Markers

Design Note: The thorough Soviet artillery concentration and massive expenditure of ammunition are represented by Barrage markers in Ring of Fire.

The Soviet player begins the game with four Barrage markers, each representing a single artillery concentration. Every Barrage marker can be used on any game turn during the Regular Combat Segment of the Combat Phase or the Reserve Combat Phase against German units occupying Fortifications (only). Once used they are removed from the game.

Simply place the Barrage marker in the hex to be attacked, and shift the final odds three columns to the right (3R) on the CRT. The defensive benefit a fortification provides defending German units is automatically negated (see 12.43 and 12.64). Only one Barrage marker may be used against a single defending hex and a Barrage marker may never attack "alone" without ground combat units. The Soviet player receives a total of five more Barrage markers during play (see the Game Turn Record Track).

These Barrage markers need not be used immediately but can be kept for use in a later turn. When a Barrage marker has been used, place it aside. It may never be returned to play.

12.63 Ground Support

Each Air Unit used for Ground Support shifts the odds column one in favor of the player owning the Air Unit (see 13.3 for more details).

12.64 Additional Effects Of German Fortifications

In addition to providing a column shift of one to the left (see 12.43), German Fortifications reduce the losses of German units defending in such hexes by one step and INCREASE Soviet losses by one step. Keep in mind, however, that Soviet Barrage markers negate all these effects. Fortifications are never destroyed. In other words, if German units "recapture" a fortifications hex after Soviet units already occupied it before, it again gives all the benefits to the German units.

12.65 Maximum Effort

In each combat the attacking player has the option of declaring a Maximum Effort. Maximum Effort must be declared before the die is rolled. Step losses against units of BOTH sides are then doubled.

  • If the result on the CRT is zero step losses for the attacker, it is increased to "1" (0 x 2 here is 1). However, if the result on the CRT is zero step losses for the defender, it remains at zero.
  • Add in Soviet losses suffered while attacking Fortifications and German loss reductions while defending in a Fortification only after doubling. In other words, only the printed combat result of the CRT is altered by the doubling created by a Maximum Effort attack.

Example 1: Soviet Units are attacking German units defending in a fortification. Maximum Effort is declared and the die is rolled. The result on the CRT is A1/D1. Because of Maximum Effort the final result is A3/D1 (A2/D2 after doubling, then the fortification increasing Soviet losses by one step and reducing German losses by one step). Note that had a Soviet barrage been included in the attack, the final result would have remained unchanged at A2/D2.

Example 2: Soviet units are attacking German units defending in Clear Terrain. The result on the CRT is A1. Because of Maximum Effort the result is A2 (the defender's result is not increased if his original result is zero).

Example 3: Soviet Units are attacking German units in Clear Terrain. The result on the CRT is D1. Because of Maximum Effort the final result is A1/D2 (remember, 0 doubled equals 1 for the attacker only).

12.7 Combat Results

Letters on the CRT name the player(s) affected by combat. An "A" result affects the attacker, while a "D" result affects the defender. The numbers following letters are called Step Losses. The defender must always completely absorb his combat result in a given battle before the attacker absorbs his.

12.71 Step Loss

Every step of strength given up from involved units satisfies one increment of the combat result. For example, flipping a two-step unit to its reverse side satisfies one increment of the combat result; eliminating it entirely would satisfy two increments, etc. Eliminated units are placed in the Eliminated Unit Box or Permanently Eliminated Unit Box (if out of supply).

The owning player always chooses which units receive losses. All units in a given attack or defense must suffer one step loss before any unit can receive a second step loss. In other words, you cannot burn one or two units and leave the rest unscathed in Regular Combat.

If more step losses are called for by the combat result than are actually present on that side in a battle, simply ignore any remaining step losses.

Should a three-step Soviet leg infantry division have to absorb a step loss, simply remove the unit from the map and replace it with its corresponding 2-step replacement counter located on the Soviet Substitute Unit Display.

Note: There are no retreat results in Ring of Fire — only step losses.

12.72 Advance After Combat

Whenever a defending hex is left vacant resulting from defender losses, surviving attacking units may immediately move into that hex. Normal stacking limits apply. Advance after Combat does not require the expenditure of MPs. This is a free option given to victorious attackers; victorious defending units may never advance.

Advances are not mandatory, but the decision to do so must be taken immediately before the next combat is resolved. The attacker need not advance all surviving attackers; he may advance one or more participating units, subject to stacking limits. Advancing units may freely enter or cross ZOC Links.

12.8 Regular Combat During the Reserve Combat Phase

Only units designated as reserves (i.e. "Reserve" marker on them) may declare an attack during the Regular Combat Segment of the Reserve Combat Phase. All other rules for Regular Combat apply normally. Remove Reserve Markers from the phasing player's units at the conclusion of the Reserve Combat Phase. The Reserve markers serve as helpful memory aids for designating which units may attack during this phase.

12.9 Combat Results Table

(see Player Aid Cards)

13.0 Air Power

Design Note: The influence air power had on the ground operations during this battle is handled abstractly. Each Air Unit counter represents approximately 250 sorties.

Both players have Air Units which may perform one of three missions:

  • Interdiction (see 13.1)
  • Air Strike (see 13.2)
  • Ground Support (see 13.3)

Each Air Unit may perform only one mission per game turn. No air combat between opposing Air Units is allowed.

13.1 Interdiction

Only the phasing player may declare an Interdiction mission. During a friendly Regular Movement Phase, simply place each Air Unit counter conducting Interdiction on any hex on the map desired (no range limitations), with the back side up (showing the interdiction symbol). Terrain does not inhibit the placement of Air Units in any way; the hex containing the air unit is considered interdicted as long as the marker remains in the hex. Friendly air units flying interdiction have no adverse effect on friendly ground units.

Effects of Interdiction:

  • Enemy leg type units that enter an interdicted hex must pay 2 additional MPs for each such hex entered.
  • Enemy mobile type units that enter an interdicted hex must pay 4 additional MPs for each such hex entered.
  • It costs no additional MPs to exit an interdicted hex.

Placement of more than one Interdiction counter per hex does not increase the effects of interdiction. The owning player removes all friendly Interdiction counters at the end of the enemy Reserve Movement Phase.

13.2 Air Strike

During the Air Strike Segment of the Combat Phase or the Reserve Combat Phase (immediately after Tank Combat but prior to Regular Combat) Air Units "fly" to any enemy occupied hex on the map to conduct an Air Strike. Air Strikes are conducted by individual Air Units one at a time. In other words, Air Units may not combine to attack a target, but may attack the same target sequentially. Terrain has no effect on Air Strikes.

PROCEDURE:

  • Pick up an Air Unit and place it on a target hex.
  • If there are several units stacked in a hex, select an individual target unit.
  • Roll one die and compare the result to the column representing the Air Strike Rating of the attacking Air Unit on the Air Strike Table.
  • Implement the result.

There are two possible results on the Air Strike Table:

  • "-": miss, nothing happens
  • "1": the target loses one step

If a unit loses one step, flip it over or eliminate it (if only one step remained).

13.3 Ground Support

Air Units are able to provide Ground Support during the Regular Combat Segment of the Combat Phase and the Reserve Combat Phase.

Only the phasing player may use his Air Units for Ground Support — the defending player may never use Air Units for defensive purposes. Each Air Unit committed to Ground Support shifts the odds on the CRT one to the right (1R) in favor of the attacker. A maximum of two Air Units may perform Ground Support per enemy hex attacked. Terrain has no effect on Ground Support.

PROCEDURE:

After combat declaration but BEFORE combat odds are determined:

  • Pick up one or two Air Units and place them on top of an enemy hex subject to a ground attack.
  • For each unit the phasing player gains a column shift to the right on the CRT (1R).

14.0 Reserves

Design Note: One of the few influences that a commander can exert over the battlefield once the armies are engaged is the release of reserves. Wargame players like to retain complete control over their pieces, and lengthy, realistic command and control rules are distinctly unpopular. Yet the timely use of reserves, especially on the part of the Soviets who had them, played a crucial role in the battle. Therefore the following rules are a compromise. They are short and simple to implement while still allowing players to use reserves to exploit breakthroughs, and shore up straining defenses.

14.1 Placing Units in Reserve

During the Regular Movement Phase, the phasing player may designate any number of his ground units as reserves. This is the only time units of the owning player may be placed in reserve, other than during initial deployment (see 16.1, 16.2).

To place any of your units in reserve during your Regular Movement Phase, the unit may neither be adjacent to an enemy unit nor may have expended more than one-half of its MPs. A unit using Strategic Movement may never be designated as a reserve. Units that started adjacent to an enemy unit and/or moved through hexes adjacent to enemy units may still be designated as reserves as long as they are not adjacent to units of the opposing player at the instant they are so designated.

  • To designate a unit as a reserve, simply place a Reserve Marker atop it.

14.2 Remaining in Reserve

A unit remains in reserve as long as the owning player desires, or until any of the following occurs, in which case the unit automatically loses its reserve status:

  • An enemy unit moves adjacent to it (even if the hexes are separated by a Major River); or
  • the reserve unit suffers a step loss due to an enemy Air Strike (14.51); or
  • the reserve unit moves during its Reserve Movement Phase (however, keep the Reserve marker on the unit to show that it may participate in the upcoming Reserve Combat Phase). Once the Reserve Combat Phase is completed, remove the Reserve marker (14.4); or
  • the reserve unit moves to reinforce a friendly-occupied hex defending against Regular Combat during the enemy's Combat or Reserve Combat Phase (14.5).

To indicate that a unit has lost its reserve status, simply remove the Reserve marker.

14.3 Offensive and Defensive Reserve Status

Units placed in reserve are considered to be either offensive reserves or defensive reserves at any one time, based on whose player turn is currently in progress.

When conducting your own player turn, your reserve units are considered "offensive" reserves — they are your only units which may move and declare an attack during your own Reserve Movement and Reserve Combat Phase. When your opponent is conducting his player turn, your reserve units are considered "defensive" reserves — they may move to reinforce one of your defending hexes under attack during your opponent's Regular or Reserve Combat Phase. In essence, if you wish to establish any of your units as "defensive" reserves, they may not be moved during your own Reserve Movement Phase.

14.4 Offensive Reserves

Offensive Reserves may move in their Reserve Movement Phase, but may expend no more than one-half their MPs. Strategic Movement is prohibited in the Reserve Movement Phase. They may move adjacent to enemy units and initiate combat in the Reserve Combat Phase. Do not remove the Reserve marker from these units until their Reserve Combat Phase is completed (the marker is still needed during the Reserve Combat Phase so you are reminded that these units may declare an attack).

14.5 Defensive Reserves

Reserve units may be used defensively to reinforce friendly occupied hexes defending against Regular Combat during the enemy's Combat Phase or Reserve Combat Phase. Defensive reserves are moved after the attacker has declared all attacks but before combat odds are determined. IMPORTANT: Defensive reserves may never be used to reinforce hexes involved in Tank Combat.

  • The non-phasing player may only move his defensive reserves to hexes under attack; otherwise they may not move at all. Once a defensive reserve unit is moved, remove the Reserve marker.

In order to reinforce a battle, the defensive reserve units must be within one-half of their movement allowance from the hex in which the battle is about to take place. No strategic movement is allowed. The defending player may commit his reserve units to battle up to the stacking limit of the defending hex.

14.51 Defensive Reserves and Enemy Air Strikes

When a unit beneath a Reserve Marker takes a step loss from an enemy Air Strike, immediately remove the Reserve Marker from the unit. If there are more units in reserve in the hex, remove the Reserve Marker only from the unit that took the step loss. The other units remain in reserve since it is not sufficient to simply strike a reserve to cancel their reserve status.

15.0 Supply

Units require supply to operate at full effectiveness; using their printed movement and combat factors. Units are always either supplied ("in supply") or "out of supply" ("OOS"). To indicate that a unit is presently out of supply, place an "OOS" marker atop the unit. OOS units may remain in this state indefinitely, no unit is ever eliminated simply because it is out of supply. Once an OOS unit is back in supply, remove the OOS marker.

15.1 Movement Supply

The phasing player checks supply for movement at the beginning of each Movement Phase (regular or reserve), or at the instant defensive reserves wish to reinforce a friendly-occupied hex under attack (14.5). Any unit determined to be OOS has its movement allowance halved.

Example: An offensive reserve unit which is OOS may only move one-quarter its printed movement allowance during its Reserve Movement Phase. A defensive reserve unit which is OOS may only reinforce hexes under attack which are within one-quarter of its printed movement allowance.

15.2 Tank Combat Supply

Supply status has no influence on Tank Combat.

15.3 Regular Combat Supply

Supply is checked for units of both sides involved in a given Regular Combat sequentially at the instant the combat resolution is carried out. Units OOS at the start of the battle have their combat factor halved for that combat. Therefore, the order in which you resolve your regular combats is very important since Advance After Combat results from previous battles may help you place other defending units out of supply before your attack against them is resolved.

15.4 Tracing Supply Lines

Units are supplied when they can "trace a supply line" (i.e. a path consisting of an uninterrupted chain of hexes) free of enemy units or their ZOC Links to a friendly map edge (see 3.4). The supply path is traced in the mind's eye of the player and may enter and cross all types of terrain and be of any length.

In addition, German units may trace supply to any hex of Kharkov (exception: Kharkov Hex 0933 does not function as a German supply source) that has not been occupied by a Soviet unit in the game. As soon as a particular Kharkov hex had been entered by Soviet ground combat units, it cannot serve as a German supply source for the remainder of the game. However, other Kharkov hexes not yet entered by Soviet units continue to function as German supply sources.

Design Note: The supply rules in Ring of Fire have been kept simple. Aside from a shortage of ammunition experienced by the Germans late in the battle - a situation that was rectified by several trainloads sent directly from Germany just in time - neither side was forced to curtail its operations due to a severe shortage of supply. Even though the Soviet supply system was dependent on one vulnerable railline heading east from Kursk, they managed to make do with what they had. Tank units were able to keep moving when they wanted to, and artillery units had enough ammo to fire at a steady if not overwhelming rate throughout the battle. The Germans had massive dumps in and around Kharkov (for Heeresgruppe Süd) which, except for a hoard of tank tracks, were completely expended by the end of the battle.

15.5 Unit Eliminated When Out of Supply

Should a unit be eliminated when determined to be out of supply, place the unit in the Permanently Eliminated Unit Box. Since replacement steps may never be expended to recover units located in this box, they may never reenter play.

16.0 The Scenarios

Ring of Fire includes two scenarios. First, players choose which scenario they will play and then select which side each will command. The "Soviet player" commands all Soviet units, while the "German player" commands all German units. Finally, the players follow the scenario instructions for initial deployment and special rules in effect for Game Turn One.

16.1 The Breakthrough

The Breakthrough covers the first four days of Operation Polkovodets Rumyantsev. Because of its short playing time, it is an ideal training or tournament scenario easily playable in an evening.

Scenario Length

The scenario starts with Game Turn 1 and ends after Game Turn 4. At this time, check the Victory Conditions to determine the winner.

Set Up Order

  1. The Soviet player begins by setting up all his leg type units.
  2. The German player sets up all his units.
  3. The Soviet player sets up his mobile type units.

Soviet Set Up

  • All Soviet units (including six Air Units) in the countermix are available at the start of Game Turn 1, at full strength.
  • All Soviet ground combat units are set up north or east of the first line of German fortifications (starting in 3313 and running to 0132).
  • No mobile type units, except the 9 independent tank brigades (the tank units without a corps designation printed on the counter) may be set up east of the Donets River.
  • Upon completion of set up, the entire line running from 3314 to 0133 must be covered with units or their ZOC Links.
  • Any units may be designated as reserves upon initial deployment.

German Set Up

  • Place the units designated as reinforcements aside (see the Reinforcement Schedule below).
  • All at-start German leg type ground combat units not designated as reinforcements are set up on or southwest of the first line of German fortifications running from 3313 to 0132, at full strength. Note: this includes the German bridgehead east of the Donets at Mikhailovka (2439).
  • An unbroken line covered by units or their ZOC Links must be created along this fortifications line before any leg type unit can be deployed in the rear.
  • 6th Panzer Division (four units) sets up within one hex of 2737, at full strength.
  • 7th Panzer Division (four units) sets up within one hex of 2814, at full strength.
  • 11th Panzer Division (four units) sets up within one hex of 2623, at full strength.
  • 19th Panzer Division (four units) sets up within one hex of 2734, at full strength.
  • The German player has three Air Units available.
  • Any units may be designated as reserves upon initial deployment.

Game Turn 1 Special Rules

  • The German player may not commit his reserves to a battle in either the Soviet Combat Phase or Reserve Combat Phase.
  • Soviet mobile units may not move or attack during the Movement Phase and the Combat Phase. They may move and attack normally during the Reserve Movement Phase and Reserve Combat Phase.
  • Any Soviet independent tank units set up east of the Donets River may not move or attack during the entire first game turn.
  • The Soviet player receives no replacement steps on Game Turn 1.

Reinforcement Schedule

Soviet:

  • Game Turn 2: 1 Barrage Marker
  • Game Turn 4: 1 Barrage Marker

German:

  • Game Turn 4: Panzergrenadier Division "Grossdeutschland" (four units) arrives on the western mapedge, at full strength.

Victory Conditions

Only the Soviet player is awarded Victory Points (VPs) for controlling certain towns at the end of the scenario. For your convenience, all town locations qualifying as Soviet victory objectives have a red typeface on the map, followed by a yellow star immediately underneath it. The blue value to the left of the star represents the number of VPs earned for this scenario, as listed below. Disregard the red number to the right of the star for this scenario. The German player does not receive VPs for any towns not controlled by the Soviet player.

  • Akhtyrka (hexes 2314, 2413, 2414): 15 VPs
  • Belgorod (hexes 2539, 2438): 15 VPs
  • Bogodukhov (hex 1822): 15 VPs
  • Bolshaya Pisarevka (2522): 5 VPs
  • Borisovka (2630): 5 VPs
  • Golovchino (2527): 5 VPs
  • Graivoron (2623): 5 VPs
  • Kharkov (hexes 1231, 1232, 1131, 1132, 1133, 1031, 1032): 30 VPs. Hex 0933 does not belong to Kharkov for victory purposes.
  • Krasnograd (hexes 0118, 0119): 25 VPs
  • Lebedin (3009): 5 VPs
  • Poltava (hexes 1104, 1004, 1005): 15 VPs
  • Shapino (3037): 5 VPs
  • Tomorovka (2734): 5 VPs
  • Trostyanets (2814): 5 VPs

Note: Stavgorodok (3024) does not earn any VPs!

ALL hexes of a town must be under Soviet player's control for him to earn the VPs listed. Any town not listed above earns no VPs.

In addition, both players earn 10 VPs for each friendly unit exiting the map at certain map edges (see 11.8). A unit leaving the map does not have to be in supply to earn these VPs.

  • German units may exit the map only at the eastern mapedge.
  • Soviet units may exit the map only at the southern and western mapedge.

(Official clarification: for Scenario 16.1, use the Victory Conditions for exiting units off the map listed in Scenario 16.2.)

Victory Levels

German VPs are subtracted from Soviet VPs at the end of the game. The number of VPs expressed below refers to remaining Soviet VPs (if the German player has more VPs than the Soviet Player, a German Decisive Victory is achieved). Compare this number to the chart below to determine the winner.

  • Soviet Victory: 15 or more VPs
  • Draw: 6-14 VPs
  • German Victory: 5 or less VPs

16.2 Operation Polkovodets Rumyantsev

This is the Ring of Fire campaign game. It will take 5 to 8 hours to complete.

Scenario Length

The scenario begins on Game Turn 1 and ends after the conclusion of Game Turn 14. At this time, check the victory conditions to determine the winner.

Set Up Procedure

  1. The Soviet player begins by setting up all his leg type units.
  2. The German player sets up all his units.
  3. The Soviet player sets up his mobile type units.

Soviet Set Up

  • All Soviet units (including six Air Units) in the countermix are available at the start of Game Turn 1, at full strength.
  • All Soviet ground combat units are set up north or east of the first line of German fortifications (starting in 3313 and running to 0132).
  • No mobile type units, except the 9 independent tank brigades (the tank units without a corps designation printed on the counter) may be set up east of the Donets River.
  • Upon completion of set up, the entire line running from 3314 to 0133 must be covered with units or their ZOC Links.
  • Any units may be designated as reserves upon initial deployment.

German Set Up

  • Place the units designated as reinforcements aside (see the Reinforcement Schedule below).
  • All at-start German leg type ground combat units not designated as reinforcements are set up on or southwest of the first line of German fortifications running from 3313 to 0132, at full strength. Note: this includes the German bridgehead east of the Donets at Mikhailovka (2439).
  • An unbroken line covered by units or their ZOC Links must be created along this fortifications line before any leg type unit can be deployed in the rear.
  • 6th Panzer Division (four units) sets up within one hex of 2737, at full strength.
  • 7th Panzer Division (four units) sets up within one hex of 2814, at full strength.
  • 11th Panzer Division (four units) sets up within one hex of 2623, at full strength.
  • 19th Panzer Division (four units) sets up within one hex of 2734, at full strength.
  • The German player has three Air Units available.
  • Any units may be designated as reserves upon initial deployment.

Game Turn 1 Special Rules

  • The German player may not commit his reserves to a battle in either the Soviet Combat Phase or Reserve Combat Phase.
  • Except for independent tank brigades, Soviet mobile units may not move or attack during the Movement Phase and the Combat Phase. They may move and attack normally during the Reserve Movement Phase and Reserve Combat Phase.
  • The Soviet player receives no replacement steps on Game Turn 1.

Reinforcement Schedule

Soviet:

  • Game Turn 2: 1 Barrage Marker
  • Game Turn 4: 1 Barrage Marker
  • Game Turn 7: 1 Barrage Marker
  • Game Turn 8: 1 Barrage Marker
  • Game Turn 10: 1 Barrage Marker

German (all units enter play at full strength):

  • Game Turn 4: Panzergrenadier Division "Grossdeutschland" (four units) enters on the western mapedge.
  • Game Turn 5: 3rd Panzer Division (four units) and Panzergrenadier Division SS "Das Reich" (four units) enter on the southern mapedge.
  • Game Turn 7: Panzergrenadier Division SS "Totenkopf" (four units) enters on the southern mapedge.
  • Game Turn 8: Panzergrenadier Division SS "Wiking" (four units) enters on the southern mapedge.
  • Game Turn 12: 10th Panzergrenadier Division (three units), 223rd Infantry Division (three units), and the Kampfgruppe of the 320th Infantry Division (one unit) enter on the western mapedge.

Print Error: The 320th accidentally had an "R" printed in its upper-right hand corner where the number "12" should appear representing its game turn of entry.

Withdrawals

Only the Soviet player has to withdraw two units:

  • Game Turn 5: 2 Air Units (see 8.0).

Victory Conditions

The Soviet player is awarded Victory Points (VPs) for controlling certain towns at the end of the game. For your convenience, all town locations qualifying as Soviet victory objectives have a red typeface on the map, followed by a yellow star immediately underneath it. The red value to the right of the star represents the number of VPs earned for this scenario, as listed below. Disregard the blue number to the left of the star for this scenario. The German player does not receive VPs for any towns not controlled by the Soviet player.

  • Akhtyrka (hexes 2314, 2413, 2414): 15 VPs
  • Belgorod (hexes 2539, 2438): 15 VPs
  • Bogodukhov (hex 1822): 15 VPs
  • Kharkov (hexes 1231, 1232, 1131, 1132, 1133, 1031, 1032): 50 VPs. Hex 0933 does not belong to Kharkov for victory purposes.
  • Krasnograd (hexes 0118, 0119): 25 VPs
  • Poltava (hexes 1104, 1004, 1005): 30 VPs

ALL hexes of a town must be under Soviet player's control for him to earn the VPs listed. Any town not listed above earns no VPs.

In addition, Victory Points are earned for exiting units off the map (see 11.8) as follows:

  • The German player earns 10 VPs for each friendly unit exiting the map at the eastern mapedge.
  • The Soviet player earns 10 VPs for each friendly unit exiting the map at the southern mapedge west of hex 0120 (hexes 0101 through 0119).
  • The Soviet player earns 3 VPs for each friendly unit exiting the map at the western mapedge.

A unit leaving the map does not have to be in supply to earn these VPs.

Victory Levels

German VPs are subtracted from Soviet VPs at the end of the game. The number of VPs expressed below refers to remaining Soviet VPs (if the German player has more VPs than the Soviet Player, a German Decisive Victory is achieved). Compare this number to the chart below to determine the winner.

  • Soviet Decisive Victory: 70 or more VPs
  • Soviet Marginal Victory: 50-69 VPs
  • Draw: 45-49 VPs
  • German Marginal Victory: 40-44 VPs
  • German Decisive Victory: less than 40 VPs

Designer Notes

As an avid reader of military history, I am always on the lookout for subjects that might make good games. One particular book in general fostered the idea (and the primary source) for this game: David Glantz' From the Don to the Dnepr: Soviet Offensive Operations, December 1942-August 1943, London 1991.

Ring of Fire covers the first Soviet summer offensive and their first successful use of tank armies - an operational achievement that is reflected in the rules through a lack of restrictions on Soviet mobile units. Not only is the Soviet player challenged to break through the German defense as quickly as he can, he must do so cheaply because the hefty German reinforcements will chop his weakened mobile units into hamburger. Unlike many other games of this scale, maintaining an offensive is costly; you must decide whether each attack is worth the price to be paid and whether it will further your goals. It is not enough to attack everywhere and hope that an opening will present itself later.

At first glance a comparison of the order of battle weighs heavily in favor of the Soviets. And so it is. The Germans thought the losses they had inflicted on their enemy during Operation Zitadelle would take longer to replace, and did not expect an offensive so soon. This enabled the Soviets to mass a terrific force for their offensive. Experience had shown them that there was no such thing as too much, and they assembled the reserves to do the trick.

Yet, appearances might be deceiving. For all of its initial success, the Soviet offensive came close to faltering. The presence of just one more strong German Panzer Division (Panzergrenadier Division SS "Leibstandarte Adolf Hitler" had just been sent to Italy) could well have contained the Soviets and might have even inflicted a sharp defeat. It was clearly a case of the battle going to the owner of the last battalion. The Soviets experienced an alarming dissipation of combat power as their offensive progressed due to combat and maintenance losses, particularly among the tank brigades. It just so happened that this weakness manifested itself most when the Germans began their counterattack. The Soviets were fortunate that the Wehrmacht was never quite able to assemble a truly decisive counter effort.

During play, it is tempting for the Soviet player to spread his mobile forces all over the map. The objectives are widely separated and easily defended. And time is short. So it is paramount to keep roughly 80% of the mobile forces together into one large operational maneuver group. Such a force can accomplish almost any task (with the possible exception of taking a well defended Kharkov) and put a real hurt on any German force in its path.

The adroit employment of reserves is rewarded in this game. To have any lasting success, an aggressor must place at least one-third and preferably more available attacking force into reserve. Conversely, even the weakest outpost line can be held if there are strong reserves available to back it up. This is as it should be. Most games offer no incentives for players to keep units in reserve. Even units heavily embroiled in battle are relatively easy to shift to a threatened sector. By the same token, whoever liked those games with locking zones of controls and "Engaged" markers? Even the most hard pressed units are able to withdraw if orders to do so are timely.

The Tank Combat subsystem was included for several reasons. First, I like tanks, I like tank combat, and I like games that give tanks a special role. Second, mechanized forces exerted a decisive influence on this battle, and when tanks went toe-to-toe, their losses skyrocketed exponentially. Infantry units did not possess portable anti-tank weapons and were just not able to withstand massed tank units. Also, both sides managed for the most part through maneuver to avoid the effects of anti-tank guns. Third, I wanted to portray the relative effectiveness of the tank units employed throughout the operation. The Germans with their skilled crews were far superior to their Soviet counterparts, and this has been wrapped into the Tank Combat Effectiveness Ratings found in tank type units. German tank units often enjoyed kill ratios of 5:1 in this, the last battle for Kharkov.

The ZOC rule uses the concept of ZOC bonds, which first appeared in an earlier game and constitute the industry standard in the designer's opinion. The ZOC rule in this game accomplishes two things. First, a weakly held one-unit-every-three-hexes line is worthless. It will not slow down the enemy, and the troops sent to hold such a line are wasted. Second, it requires players to be careful in their deployments because one tiny hole in the line can be exploited mercilessly by an alert opponent. A cohesive line is possible to establish, but you won't find anyone holding on to terrain that isn't absolutely necessary for the defense.

Replacements are new units (a few), repaired units (a few more), and "found" units (mostly). Units scattered in combat are quickly rallied if given the opportunity to consolidate and rest. The Germans lost heavily in the opening rounds of the battle, but not nearly as much as they feared as disintegrated units returned to the various rally points set up to intercept them.

I hope players will enjoy this game. I have made a conscious effort to keep it low-to-moderate in terms of complexity, yet retain enough flavor to hold the players' interest. Though traditionally sequenced, the reserve and tank combat rules keep both players involved throughout most of the game. I have found it possible to set up and play the campaign game in a long evening (or a Saturday with time taken out for football), so a major investment of time — that most critical of all elements to today's wargamers — will not be required.

Historical Commentary

Note: This is an edited version of the original article. To find the locations described in the text, please take out the game map. The corresponding hex number on the map is included in brackets [xxxx] when a place name is mentioned for the first time. German formations are printed in italics and Soviet ones in normal text.

The Operational Context

In mid-July of 1943, the Wehrmacht had lost the initiative on the Eastern Front irretrievably. Operation "Zitadelle," the battle of Kursk, had failed. From July 13 to July 23, the German forces slowly withdrew to defensive positions a few kilometers in advance of the pre-Zitadelle front. Now a short operational pause occurred on the southern flank of the Kursk bulge. Stavka used it to redeploy its forces and plan for a resumption of the offensive towards Belgorod and Kharkov. The Germans, however, expected a lengthy pause, and large forces were redeployed to other threatened sectors on the Eastern Front or elsewhere. On August 1 Generalfeldmarschall v. Manstein, commander of Heeresgruppe Süd, indicated he expected Kharkov to be the target of the next Soviet offensive. He thought the Red Army would need several weeks to be ready for such an offensive. This time, however, Manstein was wrong. Soviet preparations were far more advanced than expected. They attacked on August 3...

The Forces

In late July the Soviets began assembling forces to conduct the Belgorod-Kharkov counteroffensive, codenamed "Polkovodets Rumyantsev" (General Rumyantsev). General Vatutin's Voronezh Front consisted of 38th, 40th, 27th, 5th Guards, 6th Guards Armies, as well as 1st and 5th Tank Armies, and was redeployed from north of Boromlya [3014] to Gostichevo [3338]. This strength was augmented by various supporting assets. In spite of its heavy firepower, the front's armies were 10-30 percent understrength in personnel due to the losses incurred during Zitadelle.

Steppe Front, under the command of General Koniev, contained the 53rd, 69th, and 7th Guards Armies deployed from Gostichevo south along the east bank of the Donets River to Volchansk [1744 and 1644]. It was also planned to use Southwestern Front's 57th Army (Lt. General Gagen), deployed south of the Steppe Front, in the late stages of the Belgorod-Kharkov operation.

Two armies, the 47th and 4th Guards, were in reserve behind Voronezh Front, ready to exploit any successes. Generaloberst Hoth's 4th Panzerarmee and General Kempf's Armee Abteilung Kempf formed the German forces available in this sector of the Eastern Front. 4th Panzerarmee had two army and one panzer corps deployed opposite Voronezh Front. After the heavy Kursk fighting, all units were understrength. Armee Abteilung Kempf had to defend the Donets River front with two army corps. Major armored reinforcements, if needed, had to be drawn from 4th Panzerarmee.

The Soviets began the operation with clear superiority in manpower and weaponry.

Planning

On July 24 Stavka notified Voronezh and Steppe Fronts to begin detailed preparations for the operation to liberate Belgorod and Kharkov.

Vatutin's Voronezh Front and Koniev's Steppe Front were supposed to attack from northwest of Belgorod toward Bogodukhov [1822], Valki [1121], and Novaya Vologda [0625 and 0626]. In this way it was hoped to split 4th Panzerarmee from Armee Abteilung Kempf and then envelop and smash German forces in Kharkov. Southwestern Front's 57th Army would launch an attack on Merefa [0828 and 0829] south of Kharkov.

The Germans had built defensive belts of trenches and unit strongpoints at most sectors of the front. Kharkov proper was ringed with three strong defensive lines. Although prepared German defenses were strong on paper, the actual force on hand was insufficient to man them fully. The Wehrmacht had no operational reserves in the Belgorod-Kharkov area.

The Battle

At 5 a.m. on August 3, the Soviets passed the code word "Uragan" (Hurricane) to the waiting units. A five minute artillery barrage was fired on German advanced positions. During a thirty minute pause, Soviet sappers removed obstacles and cleared routes through minefields. Then the artillery fired again on German forward positions and deeper point targets. After two hours and ten minutes, infantry and tanks moved forward. Within three hours units of Voronezh Front had crossed the main German positions and were driving at full speed to the German rear. Steppe Front, however, had much more difficulty and was caught up in heavy fighting from the start. But against the full power of several corps, the German formations could not hold for long. By noon August 5, the German garrison in Belgorod was encircled and in the evening the Red Army cleared the city. At the same time Voronezh Front penetrated 30 miles deep. Between 4th Panzerarmee and Armee Abteilung Kempf a 25 mile gap had been opened. The next day Borisovka [2630] fell and Golovchino [2527] was under heavy attack. The gap was widening. By August 8 the two German maneuver formations were already forty miles apart. Vatutin pushed on to the southwest while Koniev moved towards the outer defenses of Kharkov. He planned to take the city by concentric attacks from the northwest, southeast and northeast. Vatutin got Stavka orders to help isolate Kharkov by cutting the communication links to the west and southwest.

In typical fashion, the Germans were reacting to these powerful threats by counterattacks. Elements of 4th Panzerarmee attacked the western flank of Voronezh Front's assault units. Moreover, German armored units tried to retake Bogodukhov and chop off the Soviet spearhead. Despite SS reinforcements, the German attack failed after heavy fighting on August 12-13. Nevertheless, the determined counterattacks put the Red Army time table in disarray. It became clear that Kharkov would not fall in the next days.

Vatutin now proceeded to eliminate the German flank threat by a move to the west into the flank and rear of the German forces. He hoped to encircle several Wehrmacht formations around Akhtyrka [2413, 2414, 2314] which was still being held by the Germans. Meanwhile, Koniev fought the fourth and final battle for Kharkov. Hitler was determined to hold the city. "Kharkov must be held!," he told Manstein. The Führer feared that the loss of the Ukrainian center would have political consequences for the relationship with Bulgaria and Turkey. However, Manstein was not ready to sacrifice several divisions for political relations. "I would rather lose a city than an army," he told General Busse, his chief-of-staff.

Only on August 19 had the Soviets driven the Germans back into the city, closing from all sides. On August 22 the Germans withdrew from the ruins of the city. By 11 a.m. Kharkov was clear of German troops.

Aftermath

Both sides suffered heavy losses in the Belgorod-Kharkov operation. Most Soviet rifle divisions decreased in strength to 3000 to 4000 men while the total tank strength dropped to about 500. German losses were equally severe. By August 23 19th Panzer Division, for example, was down to 760 infantrymen and 12 tanks.

The Soviets achieved their operational objectives. Both Belgorod and Kharkov fell (although it took longer to take it). Moreover, the offensive chewed up German front line units and their already thin operational reserves. The damage done to German forces, especially the mobile ones, demanded a further German withdrawal to the Dnepr River.

Official Clarifications and Corrections

  • (correction) Game Turn Record Track: The "Add 1 Soviet Barrage" listed next to Game Turn 1 should instead be listed next to Game Turn 2 (as listed in the Scenario Rules).
  • (clarification) Tank units eliminated when OOS during Tank Combat are placed in the PERMANENTLY Eliminated Unit Box.
  • (clarification) When a lower-valued Soviet Infantry Division is used to substitute for its higher-value one when taking step losses, remove the higher-valued unit and place it on the Soviet Substitute Unit Display (this unit is not placed in an Eliminated Unit Box).
  • (clarification) For Scenario 16.1 please use the Victory Conditions for exiting units off the map listed in Scenario 16.2.
  • (correction) In the Expanded Sequence of Play, under German Player Turn [Tank Section], the first line should read, "German tank units adjacent to Soviet tank units ...."

Optional Rules

Air Power

  1. No more than 2 air units may conduct an airstrike on a single hex.
  2. Air strikes are conducted against a hex, and no target is chosen by the attacker. Instead, the defender must absorb losses - but these must be spread equally amongst units in the hex.
  3. Defensive Ground Support: A new rule in which the defender can apply one air unit for defensive purposes. He places his air unit after the attacker has placed his air unit(s).

German Recon Units

In the Regular Combat Segment of both the Combat Phase and the Reserve Combat Phase the German player may - if he is the defender - retreat with his Recon Units one hex.

The German player announces his intention to retreat a Recon Unit after the Soviet player has declared any attacks including barrages and ground support but before German reserves are moved.

  • Both in-supply and out-of-supply Recon Units may retreat.
  • A Recon Unit may only retreat into a vacant hex which it could legally enter during movement.
  • If a hex became vacant after a Recon Unit retreated, some or all (subject to stacking limits) of the attackers may advance into the hex.
  • If a Recon Unit is part of a stack under attack, it still has the option to retreat. Non-Recon Units however, may not retreat.
  • Should a hex become vacant by a Recon Unit's retreat, any barrage or ground support directed at the hex are lost.
  • This special retreat option does not cost any movement points.
  • Recon Units may not retreat before combat in Tank Combat.
  • 11.7 Strategic Movement
  • 11.8 Off Map Movement
  • 11.9 Terrain Effect Chart
  • 12.18 Air Strike And Tank Combat Table
  • 12.2 Air Strikes
  • 12.3 Regular Combat
    • 12.31 Combined Defense
    • 12.32 Combined Attacks
    • 12.33 Attack Participation
    • 12.34 Attack Declaration and Sequencing
    • 12.35 Regular Combat Procedure
    • 12.36 Combat Odds Limitations
  • 12.4 Terrain Column Shifts
    • 12.41 Forest
    • 12.42 Town
    • 12.43 German Fortifications
  • 12.5 Minor and Major Rivers in Combat
  • 12.6 Other Column Shifts And Combat Modifications
    • 12.61 Concentric Attack
    • 12.62 Soviet Barrage Markers
    • 12.63 Ground Support
    • 12.64 Additional Effects Of German Fortifications
    • 12.65 Maximum Effort
  • 12.7 Combat Results
    • 12.71 Step Loss
    • 12.72 Advance After Combat
  • 12.8 Regular Combat During the Reserve Combat Phase
  • 12.9 Combat Results Table
  • Soviet Set Up
  • German Set Up
  • Game Turn 1 Special Rules
  • Reinforcement Schedule
  • Withdrawals
  • Victory Conditions
  • Victory Levels