Second Kharkov: Strike & Counterstrike, May 1942
Second Kharkov: Strike & Counterstrike, May 1942 Rulebook
Table of Contents
Table of Contents
- 1.0 Introduction
- 2.0 Components
- 3.0 Set Up & Hex Control
- 4.0 How to Win
- 5.0 Sequence of Play
- 6.0 German 1st Panzer & 17th Army Strictures
- 7.0 Stacking & Fog of War
- 8.0 Zones of Control
- 8.1 ZOC Hexes
- 8.2 Terrain & ZOC
- 8.3 EZOC & German Movement
- 8.4 EZOC & German Supply
- 8.5 EZOC & German Retreat After Combat
- 8.6 EZOC & German Advance After Combat & Mechanized Exploitation
- 8.7 EZOC & Soviet Movement
- 8.8 EZOC & Soviet Supply
- 8.9 EZOC & Soviet Retreat After Combat
- 8.10 EZOC & Soviet Advance After Combat
- 8.11 No Negating EZOC
- 9.0 Supply
- 9.1 Supplying Units
- 9.2 Tracing Supply Lines
- 9.3 Enemy Units & Supply Lines
- 9.4 EZOC & Supply Lines
- 9.5 Major River Hexsides & Supply Lines
- 9.6 German-Controlled Major River Crossing Hexes
- 9.7 Enemy Controlled Cities & Supply Lines
- 9.8 OOS Movement
- 9.9 OOS Combat
- 9.10 Indefinite OOS
- 9.11 Willful OOS
- 9.12 German Supply Source Hexes
- 10.0 Reinforcements
- 11.0 Movement & Air Interdiction
- 12.0 Combat
- 13.0 Alternative History Scenario
1.0 Introduction
1.1 Second Kharkov
Second Kharkov: Strike & Counterstrike, May 1942 (2K for short) is a low-complexity, two-player wargame covering the second battle for that city from the early period of World War II's eastern front. The game begins with the Soviets on the all-out offensive, but its second half is dominated by a German counterattack.
1.2 Scale
Each hex represents five miles (eight km) from side to opposite side. Each game turn represents two days. Each unit of maneuver represents a division or brigade of roughly 2,000 to 14,000 men and 50 to 400 armored fighting vehicles.
1.3 Map North
For rules purposes, the hex row from 1402 to 4202 defines the "north map edge." Each of the four corner-hexes simultaneously exist on two map edges. For example, hex 1430 is simultaneously part of the south and west map edges.
1.4 "German" Defined
The term "German," when used in these rules, includes all units of all nationalities fighting on the side of the Axis: German, Hungarian and Romanian. That is, any rule said to apply to "German units" applies equally to all those nationalities. There are no special rules concerning the moving and fighting of those two Axis-satellite nationalities; all that is simply handled as a function of their step-strength and combat factors.
1.5 Halving
Whenever some number is to be halved, round up all remainders. If a stack of units is to be halved, add together all their factors to be halved and them make just one division (and rounding).
2.0 Components
2.1 Game Pieces
The components to a complete game of 2K include these rules, the mapsheet and the sheet of die-cut counters, which are also referred to as "units" and "unit counters." Players must provide themselves with a standard (six-sided) die to resolve combat and other probabilistic game events.
2.2 The Game Map
The game map illustrates the militarily significant terrain found around Kharkov in 1942 when viewed at these time and space scales. A hexagonal ("hex") grid is printed over the map to regulate the placement and movement of units across it, much like in Chess and Checkers. A unit is considered to be in only one hex at any one time.
Each hex contains natural and/or manmade terrain and/or water features that can affect the movement of units and combat between opposing units. The various terrains and water features on the map have had their exact real-world configurations altered slightly in order to make them coincide with the hex-grid, but the relationships among the terrains and water bodies from hex to hex are accurate to the degree necessary to present players with the same space/time dilemmas faced by their historic counterparts in the real campaign.
Also note every hex on the map has a unique four-digit identification number printed within it. They're provided to help find exact locations more quickly and to allow for the recording of unit positions if a match has to be taken down before it can be completed. For example, the city of Slavyonsk is in hex 4026.
2.3 Seating
The German player should sit off the map's west edge, facing east; with the Soviet player sitting opposite on the east and facing west.
2.4 Counters
There are 176 unit counters in the game, most of which represent combat formations. Others are provided as informational markers and memory aids. After reading these rules at least once, carefully punch out the counters. Trimming the "dog ears" from their corners with a fingernail clipper will facilitate easier handling and stacking during play and enhances their appearance.
2.5 Sample Combat Unit
Each combat unit counter displays several pieces of information: nationality (and therefore the "side" each unit is on), specific historic identification, unit type and size, combat and step strengths, and reinforcement or other special status.
2.6 Soviet Unit Color Schemes
Each Soviet unit's "mobility class" (see 2.9) is shown by its color scheme.
- Alternative History Non-Mechanized: red on white
- Alternative History Mechanized: black on yellow
- Historical Mechanized: white on red
- Historical Non-Mechanized: black on red
2.7 German Unit Color Schemes
Each German unit's army affiliation (see section 6.0) is shown by its color scheme. German units' mobility classes are shown solely by their unit-type boxes; see 2.10.
- 1st Panzer Army: Black
- 6th Army: Gray
- 17th Army: Field Gray
2.8 Historic Identification
All units bear their specific historic identification numbers to the right of their unit-type boxes. Exception: Soviet units in the Alternative History Scenario (see section 12.0) are simply identified generically with letters of the alphabet. Note that on Soviet units the letter "G" after an I.D. number stands for "Guards." Also note that on German units the letter "H" or "J" or "R" after an I.D. number stands for "Hungarian" or "Jaeger" or "Romanian," respectively.
2.9 Units Sizes
Units' historic organizational sizes are shown by the following symbols: XXX (corps), XX (division), X (brigade), III (regiment). Those size distinctions aren't important for any game functions; they're included simply for historical interest.
2.10 Unit Types
All ground units in the game belong to one of two basic mobility classes: mechanized ("mech") or non-mechanized ("non-mech" or "straight leg"). Mechanized units are those whose primary means of moving across the battlefield is by wheeled and/or tracked vehicles. Non-mechanized units are those whose primary means of locomotion is provided by legs, human and/or animal. Those distinctions are important for movement considerations. In the list of unit types below, if the explanation for a symbol contains a phrase with a slash (/) in it, the term in front of the slash is used to describe German-side units of that type, while the term to the right of the slash is used to describe Soviet units of that type.
Mechanized Unit Types
- Panzer/Tank (Armor)
- Motorized Infantry
Non-Mechanized Unit Types
- Infantry/Rifle
- Jaeger (Light Infantry)
- Mountain Infantry
- Security Troops
- Horse Cavalry
2.11 Attack Factors & Defense Factors
Attack factors and defense factors are the measures of a unit's ability to conduct offensive and defensive combat operations. Their uses are explained in section 11.0.
2.12 Movement Factors
Those numbers are the measure of each unit's ability to move across the hex grid printed over the map. Units pay varied movement costs to enter different hexes, depending on the terrain in each, any water along the hexsides around them, and the moving unit's mobility class. See section 11.0 for more details.
2.13 Step Strengths
All ground units in the game have from one to four "strength steps," or simply "steps." That's an arbitrary term used to express the ability of a unit to absorb a certain amount of combat losses before ceasing to be an effective formation (a measure of its "robustness" in current US Army jargon). Those units with combat factors on only one side of their counter are "one-step" units; those with combat factors on both sides of a single counter are "two-step" units.
Every Soviet unit in the game has only one step. German divisions generally each contain four strength steps. Those with more than two strength steps are represented by more than one counter. Only one of each such unit's counters may be in play at any one time. The lower-valued ones are substituted for the higher-valued ones as the divisions take step losses in combat. Note that all German units have their step strength indicated on the left side of each of their counter faces. Further, the two-step/one-step "substitute counters" are also easily identifiable by having large dots in their upper-right corners on both sides.
If a two-step unit suffers a one-step loss, it's flipped over so its reduced side (the one with the lower combat factors) shows. If a one-step unit, or a two-stepper that's already been "reduced," suffers a step loss, it's removed from the map ("eliminated") and placed into the "dead pile." The same step-by-step attrition and reduction process is used for the multi-counter German divisions. Begin to substitute the lower-step-valued counters onto the map when such units suffer their third and subsequent step losses. For more details, see section 12.0.
All units that start play set up on the map do so at their full step strength. All units that enter the map as reinforcements after play has begun also do so at their full step strength (see 3.4).
2.14 Soviet Untried Units
Note that the Soviet units in the game have no historic identification or combat factors on their reverse sides, and they have question marks in place of those missing factors. Soviet units are set-up, or entered later as reinforcements, with that question marked side showing upward. Thus neither player will at first know exactly what is on the front sides of Soviet units, only their types and movement factors. Such units are said to be "untried," and they aren't flipped over to reveal their exact strengths until the first time they enter battle as either attackers or defenders. Once revealed, untried units are thereby permanently converted to "veteran" status, and they're never again flipped back so their untried sides show as long as they remain in play on the map.
2.15 Other Counters
The uses of the following counters are explained at appropriate points throughout the rest of the rules.
- Game Turn Marker (see section 5.0)
- German Aircraft Marker (see 11.19 & 12.17)
- Hex Control Markers (see 3.5)
3.0 Set Up & Hex Control
3.1 Set Up
After deciding who will control which side, and which scenario will be played, both players should simultaneously sort and place their units according to the following instructions.
3.2 Soviet Historical Set Up
If playing the Historical Scenario, the Soviet player should first set aside all 24 units color-coded for the Alternative History Scenario (see 2.6); they won't appear at all. He should then sort his remaining units by type, off to the side of the map, such that he's left with a mass of unstacked units with their untried sides showing. He then places them onto the map according to the data printed in each set up hex. For example, in 2719 he places three tank brigades (TB x 3) and one motorized infantry brigade (MIB); in hex 2718 he places one rifle division (RD); in hex 2822 he places three cavalry divisions (CD), etc. When he's done with that, he should take his remaining eight units and place them in the boxes on the Turn Record Track according to the instructions printed within the boxes for Game Turns 2, 4, 5 and 6.
Design Note. The one non-mechanized Soviet rifle brigade in the counter-mix (78th) has been deliberately back-printed as a rifle division in order to maintain systemic integrity concerning untried combat strengths.
Errata: The map set-up is deficient one Soviet cavalry unit and one Soviet armor unit. Simply replace them both with the two yellow armor units (A and B) provided on the counter sheet, to be placed in any set-up hex of the Soviet player's choice, on their "untried" sides.
3.3 German Set Up
The German set up is the same for both scenarios. Those units that start play already on the map are set up in the exact hexes shown in the upper-left corners of their full-strength sides. For example, the 3rd Panzer Division starts in hex 2408. Units with a one-digit number in the upper-left corner of their full-strength side are reinforcements, and those units (both counters when available) should be sorted directly into the boxes of the Game Turn Record Track for Game Turns 2, 3 and 4, according to the instructions printed within those boxes.
Errata: The reverse side of the 100 Jaeger unit should be printed as set up hex 2529 (not 3324), and the reverse side of the 101 Jaeger unit should be printed as set up 3327 (not 3924).
3.4 Weak German Units
The only German units in the game that don't have four strength steps (and thus no substitute counters as described in 2.13) are as follows.
- 6th Romanian Corps (two steps)
- 97, 100 & 101 Jaeger Divisions (two steps each)
- 108 Hungarian Infantry Division (one step)
- 172/75 Infantry Regiment (one step)
- 454 Security Division (one step)
3.5 Hex Control
Hex control is the term used to describe which side is in control of (owns) important hexes at different times during play. In this game, hex control is important when tracing supply and when determining victory (see sections 4.0 & 9.0). At the start of play the German player controls all the hexes on the map in and generally west of the initial front line printed across the map. The Soviet player controls all other hexes on the map.
The control status of a hex changes the instant a unit of the other side enters it. The control status of each hex may change any number of times during a game as units of the two sides enter and reenter various parts of the map. There mere projection of a "zone of control" into a hex isn't enough to establish or change the control status of that hex. Don't confuse this idea of "hex control" with that of "zone of control," which is explained in 8.0.
3.4 Control Markers
[Editor's note: this subsection is numbered 3.4 in the source, a duplicate of 3.4 Weak German Units above; it is transcribed as printed. Its cross-reference to "2.12" appears in the source; the control markers are listed in 2.15.]
A number of control markers (see 2.12) have been provided in the counter-mix. Place one of them, German side up, in each town hex on the Soviet side of the initial frontline that's taken control of by the German side (and see 10.1). Similarly, place one, Soviet side up, in any non-Kharkov city hex that's taken control of by the Soviet side (and see 9.6 and 9.7). Remove them if a locale is later retaken by its original owner.
4.0 How to Win
4.1 Victory Points / Sudden Death
The game may either be won 'on points,' as reckoned at the end of Game Turn 8, or it may be won 'sudden death.' The latter type of victory is determined without the use of points and may occur, in one way, at any time during play and, in another way, at the end of Game Turn 4. There are no drawn games.
4.2 Soviet Sudden Death Victory
At any time during a game, if the Soviet player gains control of one or more hexes of the city of Kharkov (2306, 2406, 2407), play stops and he's declared the winner. The supply status of the hex(es) captured, as well as that of the capturing Soviet unit(s), is irrelevant.
Design Note. Kharkov was to be a major communications and logistics node for the Germans' upcoming summer offensive to Stalingrad and Caucasus oil fields. In capturing any part of that city, even just temporarily, the Soviet player has significantly disrupted the historic strategic course of the war, and he's thereby awarded a victory on that basis.
4.3 German Sudden Death Victory
At the end of Game Turn 4, if the German player has up to that time conducted his portion of the battle so as to have prevented all Soviet movement and attacks across the Kharkov outer perimeter line printed on the map, play stops at that time and the German player is declared the winner. Thus the Soviet player can escape this kind of defeat by moving and/or attacking across that line with one or more of his units prior to the end of Game Turn 4. Also note that when it comes to fulfilling this condition by attacking, it's not necessary for the Soviet attack across the line to have been victorious; it's enough that it simply took place. The supply status of Soviet units moving or attacking across the line is irrelevant.
Design Note. In fulfilling the above requirement, the soviet player, in the role of Marshal Timoshenko, the originator of the plan for this offensive, is attempting to salvage his reputation in Stalin's eyes by having at least gotten within 'spitting distance' of the operation's primary objective.
4.4 Tracking Victory Points
During the course of play, the Soviet player should hand every one of his eliminated units to the German player, who should in turn place them in a convenient location within easy reach off to the side of the map. Each one of those eliminated units is worth one "victory point" (VP) to the German player. Similarly, each time the Soviet player causes the elimination of a German strength-step, he should make a note of that on a piece of paper. Each eliminated German non-mechanized step is worth one VP to the Soviet player, while each eliminated German mechanized step is worth two VP to the Soviet player.
4.5 Soviet Terminal Supply Check
As the last step of Game Turn 8, both players should examine the map to locate all Soviet units out of supply at that time. The German player should then include those units, at one VP each, in his overall VP tally just as if they'd been eliminated in combat. No such check is made for German out of supply units.
4.6 Winning on Points
For the German player to have won the game, his final VP tally must be at least 125 percent of that of the Soviet player's tally. Any other result is a Soviet victory.
5.0 Sequence of Play
5.1 Game Turns
Every game turn of 2K is divided into two "player turns," one Soviet and one German. That sequence makes up one "game turn," of which there are a maximum of eight in an entire match. The Soviet Player Turn is the first player turn in every game turn. Every action taken by a player must be carried out during the appropriate part of the sequence outlined below. Once a player has finished a particular activity, he may not go back to perform some forgotten action or redo a poorly executed one unless his opponent graciously permits it.
5.2 Turn Sequence
The game turn sequence is given below in outline. The rest of the rules are organized, as much as possible, to explain things in the order they're encountered as you go through each game turn's sequence.
I. Soviet Player Turn
- A. German Air Interdiction Placement Phase (Skipped during Game Turn 1 and 2)
- B. Soviet Movement Phase
- C. Soviet Combat Phase
- D. German Air Interdiction Removal Phase (Skipped during game turn 1 and 2)
II. German Player Turn
- A. German Movement or Combat Phase
- B. German Combat or Movement Phase
5.3 German Move/Fight or Fight/Move
At the start of every one of his player turns, the German player must declare in what order he will carry out his movement and combat phases that turn. That is, he may choose to have his units move first and make prepared assaults second, or he may make take his combat phase first and movement phase second. That decision is always up to the German player. No matter what phase order the German player chooses, all his units are allowed to participate to the limit of their normal capabilities in both of them. The German player only makes one phase order declaration per game turn, at the start of each of his own player turns, which is then applied to all his units throughout that player turn. He may not choose one phase order for some of his units and the other phase order for others.
5.4 Ending a Game Turn
Each game turn is complete when German step II.B is concluded, no matter if a movement or combat phase. At those times move forward by one box the Game Turn marker on the Game Turn Track printed on the mapsheet.
5.5 Game Turn 1 Special Rules
During Game Turn 1, all Soviet attacks receive an automatic -1 die roll modifier (DRM), while all German attacks suffer a +1 DRM (see 12.10). Further, all units of both sides are automatically in supply throughout Game Turn 1. Even further, no Soviet unit that begins set up south of the 6th Army Boundary Line may move or attack on Game Turn 1.
5.6 Phases I.A & I.D
Phases I.A and I.D are skipped during Game Turns 1 and 2. From Game Turn 3 on, they take place every turn as shown in the outline above. See 11.19 for further details.
5.7 German Fight/Move Attack Bonus
During German player turns in which the phase sequence chosen is fight/move, all German attacks gain a -1 DRM in addition to all other applicable DRM.
6.0 German 1st Panzer & 17th Army Strictures
6.1 Historical Background
At the start of the Soviet offensive toward Kharkov, German 1st Panzer and 17th Armies, off to the south, were busy preparing for their own joint offensive to cut off the Reds' salient. Further, the entire German logistics and communications net across southern Russia was fully engaged in preparing for the larger summer offensive to come after that. Accordingly, Hitler was loath to in any way pre-empt or overturn those plans—all of which brings us to the historical necessity of this rules section.
6.2 Attack Restriction
During Game Turns 1 and 2 all the units of 1st Panzer and 17th Armies may not attack and they may only move into hexes on the German side of the initial front line. At the start of the German Player Turn of Game Turn 3, those restrictions are fully and permanently lifted.
6.3 Early Release
If, at any time prior to their normal release during Game Turn 3, any Soviet unit(s) move(s) and/or attack(s) across the initial front line anywhere south of the 6th Army Boundary Line, all the units of the two restricted German armies are instantly and permanently released.
6.4 Boundary Line Irrelevance
The effects described in 6.2 and 6.3 give the 6th Army Boundary Line its only significance. That is, once 1st Panzer and 17th Armies are released, by Soviet early action or the progress of the game turns, the line has no further effect on play.
6.5 German Army Organization
In further regard to the significance of German army organization, also see rules 7.5, 9.15, 10.1, 11.18 & 12.24.
7.0 Stacking & Fog of War
7.1 Stacking
"Stacking" is the word used to describe the piling of more than one friendly unit into a single hex at the same time. The general rule is the German player may stack up to three units per hex (but see 7.3), while the Soviet player may stack up to four units per hex. Note that step strength, unit size and unit type, etc., have no bearing on defining a "unit" for stacking purposes. Opposing units may never stack together.
7.2 Stacking & Movement
Stacking rules are in effect at all times throughout the game turn. Players should therefore pay particular attention to the order they move their units in crowded areas of the board; otherwise moves made carelessly early in the phase may block your ability to move units later. There are no limits on the number of units that may enter and pass through a given hex over the course of a phase, player turn or game turn, as long as the stacking limits are met on a hex-by-hex, instant-by-instant basis.
If any hex containing stacked units of either side is found to be "over stacked" (exceed the stacking limits given above) at the very start or very end of any phase, the opposing player is immediately allowed to remove to the dead pile his choice of the minimum number of involved enemy units necessary to bring the violating stacks back into limits.
The idea in the paragraph above is that most stacking violations should be noted and stopped before they're allowed to go on, during each phase as the game progresses. If, however, some violation is not seen until a phase ends, or is discovered when a phase is just beginning, the transgressing player then suffers the penalty of unit elimination rather than just chastisement.
7.3 German Inter-Army Stacking
German inter-army stacking is prohibited. That is, units from 6th Army, 17th Army and/or 1st Panzer Army may never stack together in any combinations at any time. For more on this, see section 6.0 and rules 11.17 and 12.24.
7.4 Freedom of Movement
Units beginning a movement phase stacked together need not remain together simply because of that fact; they may be moved off individually and/or in partial stacks. See 11.5, 11.6, 11.7 and 11.8 for further details.
7.5 Free Stacking Units
None of the counters pictured in rule 2.15 have any stacking values of their own. They may be added to any stacks in accordance with the rules given governing their particular uses. Also note the German 172/75 Infantry Regiment may be freely added to any 6th Army stack.
7.6 Fog of War
Neither player may look beneath the top unit of an opposing examine stack unless and until he's declared an attack against it. Such combat phase examinations don't allow for a declared attack to be called off.
8.0 Zones of Control
8.1 ZOC Hexes
The six hexes immediately surrounding a hex containing one or more ground units constitute the "zone of control" (ZOC) of the units in that hex. Zones of control extend across most hexsides and into and out of types of terrain (see 8.2 for the exceptions). All ground units of both sides project their ZOC at all times in all supply states. There's no difference in effect between ZOC projected by units of different sides into the same hex. Opposing units may simultaneously project their ZOC into the same hexes.
8.2 Terrain & ZOC
ZOC project into, out of, and across all types of terrain and water barriers.
8.3 EZOC & German Movement
A moving German unit must end its move for that phase when it first enters an EZOC. A German unit that starts its side's movement phase already in an EZOC may move normally provided the first hex it enters doesn't contain any EZOC. Alternatively, a German unit that starts its side's movement phase in an EZOC may move from that hex directly into another EZOC hex; however, that one-hex move ends that unit's ment for that phase.
8.4 EZOC & German Supply
German units are always able to trace their supply lines into and/or through EZOC without penalty (see 9.4).
8.5 EZOC & German Retreat After Combat
German units are always able to retreat out of and/or into EZOC without penalty (see 12.23).
8.6 EZOC & German Advance After Combat & Mechanized Exploitation
EZOC don't in any way inhibit or stop or block the ability of victorious German units advancing after combat (see 12.21 and 12.22).
8.7 EZOC & Soviet Movement
A moving Soviet unit must end its move for that phase when it first enters an EZOC. A Soviet unit that starts its side's movement phase already in an EZOC may move normally provided the first hex it enters doesn't contain any EZOC. Soviet units may never move directly from one EZOC to another.
8.8 EZOC & Soviet Supply
Soviet units are able to trace their supply lines EZOC (see 9.4). A Soviet supply line entering an EZOC hex is thereby terminated in that hex. Soviet supply lines may never be traced through or out of EZOC.
8.9 EZOC & Soviet Retreat After Combat
There is no Soviet retreat after combat in this game; so EZOC have no effect on that aspect of play.
8.10 EZOC & Soviet Advance After Combat
EZOC don't in any way inhibit or stop or block the ability of victorious Soviet units advancing after combat (see 12.21).
8.11 No Negating EZOC
A friendly unit or stack located in a hex into which an EZOC is being projected doesn't negate that EZOC for any purpose.
9.0 Supply
9.1 Supplying Units
In general, in order for a unit to be able to move and fight at its full potential, it must be in supply. Supply for movement is determined at the moment a given unit begins to move and, once determined, that status lasts all during a unit's move. Supply for combat is determined at the start of each individual battle for all the units of both sides involved in that battle.
9.2 Tracing Supply Lines
No counters are provided to represent the materiel consumed by the combat units. Instead, that's abstracted into the process of supply line tracing ("tracing supply"). A unit has supply ("is in supply") if it can trace a path of contiguous hexes of any length from a friendly "supply source hex" to its own location. A unit without a valid supply line is said to be "out of supply" or "OOS."
9.3 Enemy Units & Supply Lines
Supply paths may never be traced into enemy occupied hexes.
9.4 EZOC & Supply Lines
German units may trace their supply lines into and through EZOC hexes. A Soviet supply line may be traced into any one EZOC hex; however, no Soviet supply line may ever be traced through an EZOC hex into any other hex. The presence of a Soviet unit or stack in an EZOC hex never negates that EZOC. In other words, Soviet supply lines may enter just one EZOC hex and that same hex is then the hex in which they're considered to terminate. For example, say the German had a north-south line of units and ZOC running across the map, with units in hexes 2903, 2905, 2907, etc., down to 2929. If the Soviet player had units in, say, hexes 2904 and 3004, the Soviet unit in 3004 has supply, but the one in 2904 is out of supply.
9.5 Major River Hexsides & Supply Lines
Neither player may trace his supply lines across a major river hexside unless hat hexside is also a major river crossing hexside (see the Terrain Effects Chart).
9.6 German-Controlled Major River Crossing Hexes
German-controlled major river crossing hexes may not be part of Soviet supply lines even if that hex is entirely empty of German units and ZOC. That is, if the German player controls either riverbank hex of a major river crossing hexside, Soviet supply lines may not be traced across that hexside until such time as the Soviet player has regained control of the offending hex(es). Mark such German-controlled riverbank hexes with a control marker (see 3.4).
9.7 Enemy Controlled Cities & Supply Lines
Neither player may trace his supply lines into or through an enemy controlled city hex even if that hex is entirely empty of actual enemy units and/or EZOC.
9.8 OOS Movement
If a unit or stack is found to be OOS at the start of its move, the movement factor of that force is halved for that phase (round up all remainders). That halving remains in effect throughout that movement phase even if the moving force moves into a location where it would've been judged to have had supply had it started there.
9.9 OOS Combat
If an attack contains one or more attacking and/or defending units that are found to be OOS at the start of that battle's resolution, those OS units have their relevant combat factor halved (round up all remainders) when that battle's odds are calculated (see 12.7 and 12.8).
9.10 Indefinite OOS
No unit is ever reduced in step strength or fully eliminated simply for being OOS. Units of both sides may remain OOS indefinitely.
9.11 Willful OOS
It's permitted for both players to move units into hexes in which they may or will become OOS.
9.12 German Supply Source Hexes
German supply source hexes are all the map edge hexes generally to the west of the initial front line printed on the map from 2802 to 1402 to 1430 to 4230. Note, though, each of those map edges hexes only functions as supply source while German controlled. If the Soviet player gains control of one or more such hexes, those lost hexes cease to function as supply sources until such time, if ever, that the German player regains control of them (see 9.4). When simply in an EZOC, German supply source hexes may still function as such.
9.13 Soviet Supply Source Hexes
Soviet Supply Source hexes are all the map edge hexes generally to the east of the initial front line printed on the map from 3002 to 4202 to 4224. Note, though, those map edges hexes only function as supply sources while they're Soviet controlled and not in an EZOC. If the German player gains control of one or more such hexes, or has a unit project a ZOC into it, those hexes cease to function as Soviet supply sources until such time, if ever, that the Soviet player regains EZOC-free control of them (see 3.4).
9.14 Appropriate Supply Sources
Units may only use supply sources appropriate to their own side as described in the rules above. That is, no unit may ever use a captured enemy supply source hex to draw its supply.
9.15 German Inter-Army Supply Allowed
That is, the supply lines of units of the three German armies may freely cross each another, run through paths of the same hexes, and may even simultaneously originate in, and/or be traced from, the same source hexes.
10.0 Reinforcements
10.1 Reinforcement Arrival
Both players may receive new units at any time during the movement phases of their own player turns during game turns specified on the Turn Record Track. For example, the Soviet player receives one rifle division and one tank brigade during his side's movement phase on Game Turn 6.
Arriving reinforcements must take stacking restrictions into account, and they begin using up the movement factors with the first hex they enter when placed.
In general, newly arriving units may enter the map via any functioning friendly board edge supply source hexes, decided by the receiving player on a turn-by-turn and unit-by-unit basis. Exceptions: the German 172/75 Regiment may only enter via hexes 2402 through 1402. Further, all other 6th Army reinforcements may only enter via friendly supply source hexes north of that army's boundary line as printed on the map. Even further, 1st Panzer Army reinforcements may only enter via friendly supply source hexes south of that line.
The Soviet player may also choose, on a turn-by-turn and unit-by-unit basis, to enter his reinforcements via any friendly controlled and supplied town hexes that have no EZOC being projected into them at that moment, and which were initially controlled by him at the start of play (see 3.4).
10.2 Voluntary Arrival Delay
Both players may choose to delay the arrival of any given reinforcement, decided on a turn-by-turn and unit-by-unit basis by the receiving player. Neither player may accelerate the arrival of any reinforcement.
10.3 Map Entry Movement Allotment
Arriving reinforcements have their full movement and combat capabilities available from the instant of their appearance on the map.
10.4 Aircraft Pool
The German combat ground support aircraft markers that arrive as reinforcements on Game Turns 2 and 3 are simply held off to the side of the map until committed (see 11.19 and 12.17).
11.0 Movement & Air Interdiction
11.1 Ground Unit Movement
Every ground unit in the game has a movement factor printed in its lower-right corner. That factor is the number of "movement points" (also called "MP," "movement factors" and "MF") available to the unit to use to move across the hex grid during its side's movement phase in each player turn. Units move from hex to adjacent hex — no "skipping" of hexes is allowed — paying varied costs to do so depending on the type of unit moving and the terrain in, and water barriers along the sides of, the hexes being entered. In general, the movement of each player's ground units takes place only during his own player turn's movement phase; no enemy movement takes place during your own player turn. For the exception, see 12.23.
11.2 Limits
MP may not be accumulated from turn to turn or phase to phase, nor may they be loaned or given from one unit or stack to another. A player may potentially move all, some or none of his units in each of his movement phases throughout the game. Units that move aren't required to expend all their MP before stopping. The movement of each unit or stack must be completed before that of another is begun. A player may only change the position of an already moved unit or stack if his opponent agrees to allow it.
11.3 Minimum Movement Ability
Each ground unit with a printed movement factor of one or more is generally guaranteed the ability to move at least one hex during a friendly movement phase by expending all its MF in order to do so at the very start of its move. But that guarantee doesn't allow units to enter hexes or cross hexsides that are otherwise impassable to them.
11.4 Enemy Units
Ground units may never enter hexes containing enemy ground units.
11.5 Stack Movement
To move together as a stack, units must begin their side's movement phase already stacked together in the same hex. Units are not, however, required to move together simply because they started a movement phase in the same hex; such units might be moved together, individually, or in smaller sub-stacks.
11.6 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 (or "parent") stack may then resume their own movement, even splitting off other units if desired. But once you begin moving an entirely different parent stack, or an individual unit that began in a different hex than the currently moving parent stack, you may no longer resume the movement of the earlier stack without your opponent's permission.
11.7 Different MF in Stacks
If units with different MF, are traveling together in a stack, the stack must use the movement factor of the slowest unit within it. Of course, as the slower units exhaust their MF, you may drop them off and continue with the faster ones.
11.8 Different Mobility Classes in Stacks
If units from different mobility classes are stacked together, units within that stack may thereby be paying different movement costs for entering the same hex. See 2.10 and the TEC (printed on the mapsheet) for details.
11.9 Terrain & Movement
All terrain features on the map are classified into two broad categories: natural and manmade. Both those categories are further divided into different types (see below). There is never more than one type of natural terrain in any one hex, but manmade terrain may exist in one hex along with one type of natural.
11.10 Natural Terrain & Water Barriers
There are six types of natural terrain and hydrographic features on the map: clear, forest, marsh, minor river hexsides, major river hexsides and major river crossing hexsides. The effects those various features have on the movement of ground units are described below and are also summarized on the TEC for quick reference during play.
11.11 Clear Terrain
Clear terrain is the "base" terrain of the game; it's devoid of any natural features that would enhance defense or slow movement at this level of operations. Each clear hex costs all ground units one MP to enter. All town and city hexes are considered to have a base of clear terrain.
11.12 Forest Terrain
Forest hexes represent areas where the primary ground cover is trees. Each forest hex costs mechanized units two MP to enter, while all non-mechanized units pay one MP.
11.13 Marsh Terrain
Marsh hexes cost non-mechanized units two MP per hex entered. Mechanized units may never move into marsh hexes.
11.14 River Hexsides
Rivers run between hexes, along the hexsides, rather than existing in-hex. Every minor river hex side may be crossed by all non-mechanized units by paying one extra MP for the crossing, and by mechanized units by paying two extra MP for the crossing. "Extra" means in addition to whatever movement cost is involved for the hex being moved into.
Major river hexsides may only be crossed by units that begin their side's movement phase already adjacent to the hexside to be crossed. The move across then uses up all that unit's/stacks MF for that phase. Note that several major river hexsides are shown as "crossing hexsides," meaning they contain several (indestructible) bridges and/or ferry points and/or fords. A major river crossing hexside may be crossed exactly as if it were a minor river hexside.
11.15 Manmade Terrain & Movement
Manmade terrain exists in two types: cities and towns. The movement cost for entering town hexes is determined by the natural (always clear) terrain in them and any water barriers along their hexsides. The same is true for cities in regard to non-mechanized unit entry; however, mechanized units must pay two MP for each city hex entered. That's due to the fact these cities were already filling up with German rear-area troops and supplies for that side's approaching summer offensive.
11.16 Cumulative Costs
The total movement cost for entering any hex is always the sum of all the applicable terrain and water costs involved. For example, a mechanized unit crossing a minor river hexside into a forest hex would pay a total of four MP to do so. That is, two MP to enter the forest hex and two extra MP to cross the minor river hexside.
11.17 No Off Map Movement
No unit once in play on the map may be moved off it except when eliminated in combat.
11.18 Inter-Army German Movement
Inter-Army German movement is entirely prohibited. That is, units of three German armies may never stack or move together in any way at any time.
11.19 Air Interdiction
Starting with Game Turn 3 (see 5.2 and 5.6), the German player may use his available aircraft markers to interdict (slow) the movement of Soviet units. To do so, he places the markers he wants to assign to that mission, with their "Interdiction" sides showing upward, no more than one per hex, in any hexes across the map.
The effect of an interdiction marker in a hex, as well as in the six hexes immediately around it, is to create an interdiction zone (IZ). The effect of an IZ is to increase by one MP all Soviet entry costs into such hexes. Also note that Soviet units may not cross an unbridged major river hexside if the hex they're crossing from or into is an IZ. There are no added or multiplied effects in hexes in which the IZ of different markers overlap.
Interdiction markers may not be removed or inhibited in their effect by the Soviet player in any way. A marker used to interdict is thereby no longer available for ground combat support during that same game turn (and vice versa). Each aircraft marker is available to fly one mission, interdiction or ground combat support (see 12.17) once per game turn.
12.0 Combat
12.1
Attacks take place between adjacent opposing units during the combat phase in every player turn. Attacking is always voluntary; the mere fact of enemy unit adjacency doesn't necessitate your units launch attacks against them. Both players are always free to attack or not, as each chooses on a case by case basis, during each of his own player turns' combat phases throughout the game. The player whose player turn it is, is considered the "attacker," and the other player is considered the "defender," no matter the overall situation across the map.
[Editor's note: the source gives rule 12.1 without a heading title; the number is retained as printed.]
12.2 Multiple Defenders in One Hex
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 and combined defending unit.
12.3 Multi-Hex Attacks
An enemy occupied hex may be attacked in one battle by as many of your units as you can bring to bear from one, some, or all the surrounding hexes; however, no more than one hex may ever be the object of any one attack. For example, a unit in hex 1911 may not attack into both 2011 and 2012 during the same phase. See 12.6 below for more details.
12.4 Indivisibility of Units
No single attacking unit may have its attack factor divided and applied to more than one battle. Likewise, no defending unit may have part of its defense factor attacked by one or a few attackers while another part is attacked by others. No attacking unit may attack more than once per combat phase, and no defending unit may be attacked more than once per combat phase.
12.5 Attack Sequencing
There is no artificial limit on the number of attacks each player may resolve during his combat phases. The attacker need not declare all his attacks before hand and he may resolve them in any order he wishes, as long as the resolution of one is completed before that of the next is begun.
12.6 Stacks Attacking
It's not necessary for all the units you have stacked in a given hex to participate in the same attack. Some of the units in a stack might attack into one defender hex while others attacked into other hexes or simply didn't attack at all. No defending unit may ever refuse combat; all units in an attacked hex must participate in its defense.
12.7 Combat Procedure
Normally the attacking player should strive to have several times more attack factors involved in a battle than the defender has defense factors. Such battles are called "high odds" attacks. To resolve such fights, the attacking player begins by calculating his "odds." Do that by adding together the attack factors of all the attacking units involved in the battle; then add up the defense factors of the enemy units defending in the battle. Divide the defender-total into the attacker-total and round down any remainder. For example, if 26 attack factors attack 7 defense factors, the situation yields an odds ratio of 3:1 ("three to one"). That is, 27÷7=3.71, which rounds down to 3. To turn that "3" into a ratio, you must set a "1" next to it on the right. Thus "3" becomes "3:1," which corresponds to a column-heading on the Combat Results Table (CRT) printed on the mapsheet. And don't forget to take into account the immediate supply situation of both sides' involved units; see 9.9.
[Editor's note: the source example reads "26 attack factors" and then divides 27÷7; both are transcribed as printed. Either figure gives 3:1 odds.]
Errata: The >6 row of the 4:1 column is misprinted as "AS"; it should be "1/1".
12.8 Poor Odds Attacks
Battles in which the attacking force has fewer combat factors than the defender are called "poor odds attacks." Procedures in such situations are modified from what's described above in that here you divide the defender's total by the attacker's, round up all remainders, and set the "1" on the left side of that result. For example, if a force with 5 attack factors is attacking a force with 11 defense factors, it's a poor odds attack. In that case, divide 11 by 5 (11÷5=2.2), and round up (2.2 becomes 3); then set a "1" on the left of that "3," yielding odds of 1:3 ("one to three").
12.9 CRT Odds Limits
Note the column headings on the CRT range from 1:3 to 6:1. Final odds greater than 6:1 are resolved using the 6:1 column, but with a one subtracted from the rolled result for each odds multiple above 6:1. For example, at odds of 8:1, you'd roll on the 6:1 column but, no matter what you rolled, you'd then subtract two from that result. Odds less than 1:3 are resolved without a die roll; their results are always "2/0."
12.10 Die Roll Modifiers (DRM)
Combat resolution die rolls may be modified by the terrain in the defender's hex and around its perimeter, as well as by other factors described below. All applicable DRM are cumulative in their effects. That is, in every battle, all applicable DRM are applied to get one file DRM. Positive DRM favor the defender; negative DRM favor the attacker.
12.11 Clear Terrain
Units defending in clear terrain hexes that are devoid of all other terrain features derive no benefit to their defense.
12.12 Forest
Units defending in forest hexes receive a +1 DRM for doing so.
12.13 Marsh
When units attack against defenders in a marsh hex, those attackers gain a -1 DRM for doing so, due to lack of cover above the water table for the defenders. Also note, however, that mechanized units attacking into marsh hexes have their attack factor halved for doing so.
12.14 River Hexsides
If every attacking unit in a battle is attacking across a minor river hexside, the defenders in that battle gain a +1 DRM. If every attacking unit in a battle is attacking across a major river hexside—no matter if bridged or unbridged—or they're attacking across a combination of major or minor river hexsides, the defenders in that battle gain a +2 DRM. Note that these river DRM are applied in addition to any applicable DRM for in-hex terrain. Also note that if just one unit is attacking through a non-river hexside, the river DRM is thereby lost. Finally, note that for all combat purposes a major river crossing hexside is exactly the same as an unbridged hexside.
12.15 Towns
Towns generate a +1 DRM for units defending in hexes containing them. Note that all towns on the map are in hexes that are otherwise clear terrain.
12.16 Cities
Units defending in city hexes gain a +2 DRM for doing so. Further, all mechanized units have their attack factors halved when attacking into city hexes. Also see 12.23
12.17 Combat Air Support
The German player has six Luftwaffe combat air support counters available. Those counters represent the superlative, if somewhat belated, air support contributed historically to the German ground force in this battle by IV and VIII Fliegerkorps.
The German player may commit his available aircraft counters, each to support any one combat, either offensive or defensive, anywhere on the map once every game turn. They may also be used to interdict Soviet movement; see 11.19. The counters have no stacking, step or combat values of their own, nor may they be given up to satisfy combat result requirements; they are indestructible in game terms. The effect of the aircraft counters is to generate a +1 or -1 DRM (whichever is in favor of the German side) in each battle to which one is committed. Each of the available air counters may be used once per game turn. For combat support, the German player must announce the commitment of an air counter prior to either player revealing the exact compositions of any involved ground unit stacks in that battle.
12.18 Final Combat Resolution
After the CRT odds column has been determined and all applicable DRM have been applied, the attacker rolls a die and cross-indexes that result within that odds ratio column to get a "combat result." For example, a final result of "3" rolled for an attack made at 3:1 odds yields a combat result of "1/2" on the CRT.
12.19 Combat Results
Combat results are always given in terms of steps lost by the involved units of one or both sides. The number printed to the left of each result's slash applies to the involved attacking units; the number printed to the right of the slash applies to the involved defending units. For example, a combat result of "2/3" would mean the involved attacking units must lose a total of two steps, while the involved defending units must lose a total of three steps. Notice the numbers in a combat result represent the grand total of step losses that must be suffered by the involved units of each side; they don't represent the number of steps every involved unit must suffer. In each battle the defender must always completely absorb his combat result before the attacker absorbs his. There is never any carry over of a combat result from one battle into any other battle or phase. Any combat losses in excess of the step strength of the units involved are simply ignored.
12.20 Apportioning Step Losses
The Soviet player is always free to apportion his side's step losses among his involved attacking or defending units as he sees fit. The German player must use the following stricture: in any battle no involved German unit may suffer a second step loss before every involved German unit has suffered one step loss. In other words, this rule requires the German player to spread his losses among his involved units as evenly as possible. For example, say a German force contained three multi-step units, and the combat result called for the German player to lose four steps. He would first be required to have each one of those three units absorb one step loss; he could then assign the fourth step loss to any involved unit he chose.
12.21 Advance-After-Combat
At the end of every attack, whenever the defender's hex is left vacant of defenders, the victorious attacking units may advance-after-combat into that hex. Stacking limitations must be observed. Such advances aren't part of normal movement, and they don't cost any MP, but advancing units must still observe normal terrain prohibitions. EZOC don't block advances after combat. Advancing-after-combat is an option; it's never mandatory. The decision to advance must be made immediately after the battle is resolved and before that of another is begun. It's not necessary for advancing attackers to stack-full the newly won hex; the victorious player may send just one or a few units. There is never any defender advance-after-combat; victorious defenders simply hold their place.
12.22 German Mechanized Exploitation Movement
Whenever the German player has conducted an advance after combat, as described above in 12.21, if he has any supplied mechanized units in that advancing force, he may decide—on a unit-by-unit and hex-by-hex basis—to continue the advance of one or more of those eligible mechanized units by one or two hexes. Such follow-on mechanized advances are conducted under the same strictures as given above for one-hex advances except, of course, they may be into any open hexes since the original defended hexes has already been occupied. Again, EZOC don't block these follow-on advances, but terrain prohibitions must still be taken into account. For example, mechanized units may never advance or exploit into marsh hexes.
12.23 German Retreat After Combat
On the defense, the German player (only) may generally choose to decrease his side's combat result by one step by retreating all the units in that defensive force one hex. German units/stacks defending in city hexes may never have the retreat option applied to them. No unit may retreat off the map or into a hex where it would be over-stacked. Units retreating from the same hex must be retreated into the same hex unless stacking limits would thereby be violated in the new hex. If more than one retreat destination hex is open to retreating German units, they should be retreated into the hex that brings them closest to their nearest functioning supply source hex. If two or more equally eligible retreat-destination hexes exist, the German player is free to choose between/among them. If a force is retreated onto another friendly unit that's subsequently attacked that same phase, the retreated-in unit contributes its combat strength to the new defense.
12.24 German Inter-Army Attacks
German inter-army attacks are prohibited. That is, it's never allowed for units from more than one German army (1st Panzer, 6th or 17th) to participate in the same attack (and the stacking rules similarly prevent them from ever taking part in the same defense).
12.25 Faulty Soviet Armor Doctrine
If a Soviet attack or defense contains only tank brigades, that combat suffers a +1 or -1 DRM, respectively. Further, in the case of multi-hex Soviet attacking forces, if even just one of the hexes containing attacking units is all-tank, that attack suffers a +1 DRM.
12.26 Soviet Panic & Loss of Cohesion
Historically, during the second half of this battle, as the action moved in tempo and direction beyond the bounds of all Soviet preparation and training for it, panic and an accompanying loss of cohesion in combat set in. Accordingly, the follow rules changes set in at the start of Game Turn 5 and remain in place throughout the rest of the game: 1) all Soviet attacks suffer a +1 DRM, in addition to all other normally applicable DRM; 2) all Soviet defenses suffer a -1 DRM in addition to all other normally applicable DRM; 3) Soviet attacks no longer gain any minus-DRM for odds ratios above 6:1 on the CRT.
13.0 Alternative History Scenario
13.1 Historical Background
When Marshal Timoshenko first offered his plan for the recapture of Kharkov, he called for the commitment of 24 more rifle divisions and two more tank brigades than are shown in the historic order of battle. Stalin rejected that approach because it would've denuded the strategic reserve while also beggaring other operations set to go off elsewhere along the front around the same time. By playing this alternative history scenario, players can investigate the potential of Timoshenko's original scheme had Stalin agreed to go along with it. The assumption is, then, due to a flash of intuition, in which the dictator came to inescapably realize the centrality of Kharkov in all the rest of that year's potential operations, both German and Soviet, he OKs the much larger attack.
13.2 Applicable Rules
Except as added to or otherwise amended in this section, all the rules of the Historical Scenario are used when playing the Alternative History Scenario.
13.3 Orders of Battle
All 24 of the Soviet what-if units are added to the initially available Soviet force. That player may set them up anywhere on his side of the initial front line north of the 6th Army Boundary Line. They may stack, move, attack and defend normally during set up and play, both with each other and the units of the historical force. There is no change to the German set up. Both players' reinforcement schedules also remain the same as in the Historical Scenario.
13.4 Earlier Release of 1st Panzer & 17th Armies
The German player may decide to release the units of one or both of those armies at the start of his own player turn on Game Turn 2. During that player turn, however, all such early released units operate as if they were OOS (and, yes, if they actually become OOS that turn, they suffer a doubled penalty). The idea here is that, once given time (Game Turn 1) to assess the fact the Soviets are indeed going all-out for Kharkov, Hitler might well have gone against his own historical refusal for a quicker release of the two southern armies. The inescapable penalty, though, comes from the fact such a move would've put those armies in motion prior to the planned completion of their logistical preparations. Also note early activation may still occur according to 6.3.
Design Note. When playing the Historical Scenario, if the Soviet player operates in such a way as to trigger early activation of 1st Panzer & 17th Armies (see 6.3), the German player doesn't suffer the penalty described above. That's because the Soviet player steps into his command-role-playing shoes the morning the Red Army attack was due to be launched. For him to decide, then—spur of the moment—to switch that attack's direction by 180 degrees, would bring with it huge and inescapable penalties for his side. So, in the historical scenario those unbalancing effects for both sides can be left to cancel out each other.
13.5 Victory
Ignore all of section 4.0 when playing this scenario. The Soviet player wins this scenario if, at any time prior to the end of Game Turn 8, he simultaneously controls all three Kharkov hexes (supply state irrelevant). Any other outcome is a German win.