Stalingrad Pocket: 2nd Edition – The Wehrmacht's Greatest Disaster
Stalingrad Pocket: 2nd Edition – The Wehrmacht's Greatest Disaster Rulebook
Table of Contents
Table of Contents
Parts Manifest
A complete copy of Stalingrad Pocket II includes:
- 1 Box
- 1 SCS Series Rulebook (v1.6)
- 1 Game Specific Rulebook
- 2 Dice (one red, one white)
- 1 22" x 34" Map
- 2 280-counter countersheets
- 1 Registration Card
- 1 Current Price List
- Assorted Advertising Flyers
If you are missing something, contact the publisher. If you have something extra, Merry Christmas!
List of Abbreviations
Arty: Artillery. Aufk: Aufklarungs or Recon. Bde: Brigade. Bn: Battalion. Cav: Cavalry. DAM: Determined Action Marker. Div: Division. Gds: Guards. Grp: Group. HQ: Headquarters. Hvy: Heavy. Inf: Infantry. Jg: Jäger. KG: Kampfgruppe. Lt: Light. LW: Luftwaffe. MC: Motorcycle. Mech: Mechanized. OCS: Operational Combat Series. PG: Panzer Grenadier. PJ: Panzerjäger (Anti-Tank). Pz: Panzer. Rgt: Regiment. Rum: Rumanian. SCS: Standard Combat Series. SP: Stalingrad Pocket. UR: Area Defense. Werfer: Nebelwerfer.
Special Unit Explanations
The rulebook's counter-key panel illustrates a sample of each counter type found in the game, in words: Soviet HQ, German HQ, Artillery Unit, Armor, Regular Infantry, Naval Infantry, UR (Area Defense), Cavalry, Machine Gun, Mechanized or PG Infantry, Regular Artillery, Rocket Artillery, Motorcycle, Armored Recon, Anti-Tank or PJ, Alert, Air Base, Motorized, Determined Action, Soviet Air Unit, Axis Air Unit, Supply Points, Reserve, Disorganized (DG), Out of Supply, Supply Range, and Barrage Strength.
1.0 General Special Rules
1.0a Scenario Note. In all cases, all special rules apply fully to every scenario.
1.0b Cardinal Directions. To simplify direction listings, orient the map so that the Title logo is along the top edge (and the Chir River is on the bottom) and use the following: North is the left map edge, South is the right map edge, East is the top map edge, and West is the bottom map edge.
1.1 Scale
Each turn represents 2 days, each hex 5.5 kilometers. Units range in size from Battalion through Division.
1.2 Stacking
Up to 6 steps can stack in a hex. Nationality differences within the Axis side do not matter, nor does the difference between Guard and regular units on the Soviet side.
1.3 Sequence of Play
Use this game specific Sequence of Play rather than the generic one in the Series Rules.
Pre-Turn
- Weather Determination Phase
- Air Point Determination Phase
Soviet Turn
- Soviet Movement and Reserve & DAM Designation Phase
- Axis Reaction Phase
- Axis Reaction Movement & Overrun Segment
- Axis Reaction Barrage Segment
- Soviet Barrage Phase
- Soviet Combat Phase
- Soviet Supply Phase
- Soviet Exploitation Phase
- Soviet Exploit Movement & Overrun Segment
- Soviet Exploit Barrage Segment
- Soviet Reserve Marker Removal Phase
- Soviet DG Marker Removal
Axis Turn
- Axis Reserve Marker Removal Phase
- Axis Movement and Reserve & DAM Designation Phase
- Axis Barrage Phase
- Axis Combat Phase
- Axis Supply Phase
- Axis Exploitation Phase
- Axis Exploit Movement & Overrun Segment
- Axis Exploit Barrage Segment
- Axis DG Marker Removal
Turn End Phase
- Turn Marker Advance
1.4 Units
1.4a Exploit Capable Units. Only those units marked with the Yellow Exploitation Box notation are automatically Exploit Capable. Any unit can become Exploit Capable by use of Reserves.
1.4b Step Losses. All units are either one or two steps in size (as noted by the number on each counter). Show step losses of two-step units by flipping the counters to their one step side. One step units which take a step loss are destroyed. Note that artillery units have a special side notation system which does not have anything to do with step size (all artillery units have one-step, even though their counters have printing on both sides).
1.4c HQs. HQ units serve two functions — they can supply friendly units and can shift the combat odds of attacks or defenses they participate in. Only one HQ per side can participate in a combat — this HQ must be in the defense's hex (for the defender), or stacked with at least one attacking unit (for the attacker). Shift the odds one column in the favor of a side having a participating HQ in a combat — if both players use HQs the shifts cancel each other out. Only HQs participating in a combat in this manner can advance after combat.
1.5 Terrain Notes
1.5a Soviet Pontoons. Some pontoon bridges have Red Stars as part of their symbol, others do not. Those with Red Stars are Soviet-Only pontoons. Only the Soviet player can use these pontoon bridges. In effect, they do not exist as far as the Axis player is concerned. Only Soviet ZOCs extend across such bridges. Other pontoons have no such star; these pontoon bridges can be used freely by either side.
1.5b The Volga. The Volga partitions the hexes as per the Volga Hexsides (not where the actual river is). The Volga Pontoon bridges are all hexside features (don't try to follow the ins and outs of the islands as they go inside the hexes). These bridges were placed so they look correct with respect to the actual river, so some might confuse players. The following hexes are connected to each other via these pontoon bridges (only one direction of bridge is listed, obviously in each case the inverse is also true):
- 44.34 to 43.34 and 44.33
- 44.33 to 43.33
- 46.29 to 45.29
- 46.30 to 47.30
- 47.31 to 48.31
1.5c Stalingrad: The City. Any number of steps can stack in the Stalingrad City hexes — but only those at or under the stacking limit (counting from the top of the stack down, so arrange them carefully) can be used to determine the stack's combat strength. Note that units unable to contribute to the stack's combat strength are subject to any adverse results inflicted on their stack.
1.5d Lakes. Lakes only affect movement and combat where Lake hexsides exist (the Lake and Volga hexside symbols are the same and have the same effect).
1.6 Weather
1.6a Weather Determination. In the Weather Determination Phase, one player rolls two dice on the Weather Table. The results of this roll determine the weather type for the turn. Mark this using the Weather Marker on the Weather Record. The Weather-type remains constant until the next Weather Determination Phase.
1.6b First Turn's Weather. The Weather-type used on the first turn of every scenario is that rolled for in the very first Weather Determination Phase — there are no pre-set weather conditions before play begins nor is there ever any die roll modifier applied to the first turn's Weather Table roll.
1.6c Effects of Weather. Weather has only two effects: each Weather-type gives a die roll modifier for each side's Air Points, and some Weather-types give a modifier for the next turn's Weather Table roll. There are no other effects.
1.7 Reserves & Reserve Markers
Reserve Markers allow non-Exploitation capable units to access the Exploitation Phase and Axis units to access the Axis Reaction Phase in the Soviet Player Turn. The counter-mix limits the number of Reserve Markers available to the players. Each side can reuse its Reserve Markers repeatedly — provided the number of markers in play at any one time never exceeds the number allowed each side. These are color-coded for each side and the number available at any one time is listed in each scenario.
1.7a Place Reserve Markers on any friendly unit or stack at any time during the owning player's regular Movement Phase. Only units which have not moved in the current game turn, which are not Disorganized, and are not adjacent to any enemy unit can be so marked. Any number of units in a stack can be placed into Reserve while the remainder are not — place the Reserve Marker above those in Reserve and below those who are not.
1.7b Units, while under a Reserve Marker, cannot move, or conduct any sort of Barrage or combat. Should a Barrage attack DG them, remove the Reserve marker. Units attacked when in Reserve have their Defense Strength x1/2.
1.7c Remove any remaining Reserve markers during the appropriate Reserve Marker Removal Phase or if a DG result is applied against their hex.
1.7d The player can release any of his Reserve Marked stacks at the beginning of his Exploitation Phase. Units so released have complete use of that Phase — just as if they were all exploitation-capable.
1.7e Also, the Axis player can release his reserves as in 1.7d (during his own Exploitation Phase, of course) OR he can release these units at the beginning of the Axis Reaction Phase during the Soviet player turn so as to use those units then. The Soviet player has no such Reaction Phase he can use in the Axis player turn.
1.7f Whenever Reserves are released they can do the following in that phase: Move, Overrun, and conduct Barrage attacks. Each side has a Reserve Marker Removal Phase — any Reserve Markers remaining on the map for that side must be removed in that phase, even if not used.
1.8 Supply
All Soviet and most Axis units can only be supplied by a friendly HQ as per the below. An exception is in 1.8c, whereby Axis units can use Supply Points to remain in supply even when no trace is possible. The Supply Point method is not available to the Soviet player.
1.8a HQs are "supplied" if you can trace as per SCS rule 12.1 from the appropriate map edge to the unit; east or north for the Soviets and west or south for the Germans. This path can be of any length. Only supplied HQs can supply units (exception: see 1.8c).
1.8b Each HQ unit has a "Supply Range" which is given as the far left number at the bottom of the counter and will be in parenthesis (to keep players from using it as an attack strength). Units are in supply if they are at or within a friendly HQ's range (counting from the HQ to the unit) using the HQ's range in Movement Points and the Terrain Effects on Movement Chart. An HQ successfully traces to a unit if the MP count can make it into a hex adjacent to the unit — the trace need not make it all the way into the unit's hex. A trace made into a hex adjacent to friendly units is successful regardless of terrain — but is blocked if the hex contains a non-negated EZOC. HQs can supply any friendly unit (but see 2.2).
1.8c Supply Points. Only the Axis player can use Supply Points; the Soviet player has none and destroys any whose hex his units enter (automatically) — the Soviet player cannot capture and use Axis Supply Points. The Axis player starts the game with some Supply Points and he can bring more on during play using his Air Units to conduct air lifts (see 1.11c). Supply Points move about using their own Movement Allowance. They have no combat ability (if alone in a hex Soviet units can enter the hex — at no additional MP cost — and destroy them). They cannot retreat because of combat (if the Axis unit defending their hex retreats or is destroyed, the Supply Points are destroyed the instant the Soviet units advance into the defender's hex) nor can they advance after combat.
1.8d Supply Point Supply. When units use Supply Points instead of the HQ trace as described above, the units must be able to trace a path of 5 MPs or less from the unit to the Supply Point being used. This path must be into the hex of the Supply Point, adjacent is not "good enough" as it is for HQ tracing.
- Each Supply Point expended can supply any number of units. Units being supplied must be able to trace their 5 MP path to the Supply Point they are being counted against. If the SPs are available within the range requirement, they must be expended.
1.8e Out of Supply Effects. Attack, Defense, and Movement are x1/2. Out of Supply artillery cannot make Barrage Attacks.
1.8f Attrition. Units with Out of Supply Markers which are found to be Out of Supply again suffer Attrition. Mark these units as Out of Supply normally (same effects as before, and they are subject to attrition again if the conditions are again met). Independently for each unit conduct the following: if the unit has more than one step, reduce the unit to one step. If the unit has only one step, roll one die. On a 1 or 2, destroy the unit. Otherwise there is no additional effect.
1.9 Disorganized Units
Units become DG only as a result of the Barrage Table. When the Barrage Table gives a DG result, mark all units in the target hex with a DG Marker. Non-DG units can move through or stack with DG units with no effect.
1.9a Effects of DG. Units which are DG suffer the following: their Attack strength (or Barrage Strength), Defense strength, and Movement Allowance are each x1/2. DG units cannot conduct overruns or be put into Reserve. DG units no longer have any ZOC. A DG unit loses any Exploitation Capability or Reserve Marker it might have had. DG has no effect on supply ranges & other supply matters, or HQ combat effects (other than their actual combat strength). There is no additional effect for multiple DG results.
1.9b Recovery of DGs. At the end of his Player Turn, the phasing player removes all DG markers from his units. Being Out of Supply does not affect the ability to recover from DG status.
1.10 Artillery & Barrage Combat
"Artillery" (as referred to here) includes both regular Artillery, Nebelwerfer Rocket Artillery and Katyusha Rocket Artillery.
1.10a Artillery Modes. Each artillery unit has two modes (as shown by the side of the counter facing up). One mode is better for firing, the other better for moving. Depending on the counter's values, units in either mode can do both functions — the mode just determines which activity they are better at in a given turn.
- Artillery modes can only be changed during the unit's regular Movement Phase before it expends any Movement Points. Artillery can change mode after being placed into reserve.
1.10b Artillery units have a Barrage Strength listed on their counter in parenthesis (be careful not to confuse this number with the Supply range of HQs — artillery always has Barrage strength, HQs always have supply range). This strength can only be used in Barrage Attacks — it can never be "added in" on ground attacks. Artillery units can conduct barrage attacks against hexes at or within their 4-hex range. Resolve barrage attacks in the player's Barrage Phase or Segment. Artillery defends like any other unit using its printed defense strength.
1.10c An artillery unit cannot conduct more than one barrage attack per phase and cannot split its fires. A hex can have only one Barrage Attack made against it in a single phase. Any number of artillery units and Air Units can engage in a single Barrage Attack.
1.10d Make barrage attacks against enemy hexes using the Barrage Table. The possible results of a barrage attack from the Barrage Table are: No Result, Disorganized (DG), and step loss. Step loss results also automatically DG the target stack. Apply only those shifts or modifications listed under the table. Only the target hex's terrain can affect Barrage Attacks. Terrain has no effect on the ability of a unit to qualify as "adjacent" for modification purposes.
1.10e Units cannot advance into hexes that no longer contain enemy units due to a Barrage result — even if the player intended to attack the hex in the Combat Phase.
1.10f When a hex has a step loss applied to it by a Barrage, the owning player can select any unit in the stack to take the required step losses. The selected unit need not be the strongest (as in combat) and the player is not required to distribute the losses (if more than one).
1.10g Divisional Integrity Artillery Bonus. Artillery which does not have a friendly unit adjacent to the intended target (a spotter) will receive a shift on the Barrage Table for its barrage. Divisional artillery is not required to have a spotter from its own division, but if it is spotted by such a unit, its Barrage Strength is x2. Artillery cannot spot for itself to get this advantage.
1.11 Airpower
Each player receives one or more Air Units to use each turn. Determine the number available to each player by making two separate die rolls during the Air Point Determination Phase. Each player rolls one die and modifies it according to the current Weather-type's die roll modifier. The result is the number of Air Units available to that player. These Air Units are available that turn only and you cannot save them from turn to turn. You can use them in any of a number of different phases in each turn, but each Air Unit can only be used once.
1.11a Each Air Unit expended shifts a ground combat (Regular or Overrun) one column in the owning player's favor. Identify Air Points used at the moment of use. Use any number of the available Air Units to affect a single combat. Air Units can affect either attacks or defenses. Subtract the Air Units used by the defender from those used by the attacker and shift the final odds column that number — left if negative, right if positive. Shifts beyond the table's available columns have no additional effect; use the last available table column in these cases.
- The defender identifies any use of Air Units FIRST (before the attacker does so and before determining the odds).
- Air Points can be used in any phase containing regular or overrun combats — including the Reaction Phase.
1.11b Air Units can attack alone or with artillery during any of the player's Barrage Phases. More than one Air Unit can affect a single barrage.
- Each Air Unit gives 5 barrage points.
1.11c The Axis player can also designate one or more of his Air Units to conduct air lift operations into any Axis Air Base. Air Lifts only occur in the Axis Movement Phase. Two Air Points can transport 1 SP (round Air Points down where an odd amount is allocated — in a word, don't!). Supply Points cannot move in the turn they are air lifted.
1.12 Determined Action Markers (DAMs)
Each player has one or more of these markers. He can use them freely provided the number in play at any one time never exceeds the number he began the scenario. Each DAM can be used any number of times but can be used only once per turn. Even if a hex contains a DAM, the player is not required to use it — he can freely choose to use it or not, but each DAM can only be used once.
1.12a Placements of DAMs. DAMs are placed by each player any time during his own Movement and Reserve & Determined Action Designation Phase. Place DAMs in any hex — occupied or not. DAMs have no effect on unoccupied hexes (but such placement allows the player to move his units up to where an attack (or defense) will occur later). If there are already units in the hex, place the DAM at the bottom. If units move into a DAM hex, place the units on top of the DAM marker. DAMs cannot be placed into enemy held hexes, and remove any DAM whose hex enemy units enter and return it to its owner for future use. There is no additional effect for additional DAMs in a single hex.
Once placed, a DAM must remain in its hex until it is removed when used or until the next friendly Movement and Reserve & Determined Action Designation Phase.
1.12b DAM Usage. Each DAM can affect only one attack, overrun, or defense — remove the DAM immediately after being used. It can affect any number of units in its stack — or any number of stacks in a single attack (read carefully 1.12c!). Remove each DAM as it is used.
1.12c DAMs in the Attack. Soviet Version: Only the attacking units stacked with the DAM marker have their attack strength x2. Axis Version: If at least one of the attacking stacks in a given attack contains a DAM, all attackers in the combat are x2 (even if in different stacks). Remove the DAM afterwards. DAMs can be used for Overrun attacks (even in the Reaction Phase).
1.12d DAMs in the Defense. If the defender's hex contains a DAM, the defender's defense strength is x2. Remove the DAM afterwards.
1.12e DAMs and Other Strength Modifiers. The x2 effect of a DAM is cumulative with any other strength multipliers affecting an attacking or defending unit. For instance, a defending stack with both a DG and a DAM marker in it would defend at x1 if the DAM was used.
2.0 Soviet Special Rules
2.1 Katyusha Pull Out & Return
Katyushas are removed from play when fired and returned five turns later as reinforcements. When they return, they enter from the Entry Area closest to their owning HQ (if any), or in any Entry Area (if no HQ owns them). Katyushas cannot fire if they cannot trace off a friendly map edge at the moment of firing. (This rule has no effect on German Werfer units.)
2.2 HQ Restrictions
Almost all Soviet units are color coded with colored stripes. These stripes indicate which HQ owns them. Units owned by a particular HQ must trace supply to that HQ (if that HQ is destroyed, they must either trace to a reinforcing HQ — see below — or be Out of Supply).
2.2a Reinforcement Units have no stripe and can trace supply to any HQ. EXCEPTION: A number of reinforcing units of the 1st Guards Army appear on Turn 3. These reinforcements can only trace supply to their own HQ.
2.2b Reinforcement HQs have no stripe and can supply units without stripes or units with stripes of any color.
2.3 The 62nd Army (Optional)
Players may find the Soviet player's free use of the 62nd Army to be annoying — given a free hand, most players will drop the east bank of the Volga in a heartbeat and transfer the army to an active theater. When this option is used, the 62nd Army HQ must remain east of the Volga. The units of the army can function normally, but must maintain their supply line to the locked down HQ. Make no victory adjustment for this option's use — that way it can be used by players to tone down the Russian attack while they learn to use the Axis effectively or to compensate for players of differing skill.
3.0 Axis Special Rules
3.1 Alert Units
Unlike other reinforcements, Alert units do not appear through the map edge's Entry Areas. Alert units can be placed as follows (given that the hex chosen does not overstack or contain an EZOC — friendly units do not negate this restriction, and the hex is on the Frontline or is further West than it):
- Any hex adjacent to the Chir or Don Rivers.*
- On any hex containing an Axis HQ.
- On either the Pitomnik or Gumrak Air Base hexes.*
*In these cases, an Axis HQ must be within supply range of the hex in question. These locations do not have to trace to the Axis Map edges to allow these units to arrive there.
Ignore this rule when Alert units are called for in a scenario's set up — these rules apply only to Alert units entering play as reinforcements. Aside from the above special placement rule, Alert units function the same as any other.
3.2 Air Bases
The Axis player has two Air Bases — Pitomnik and Gumrak. These Air Bases only serve two functions: 1) they serve as the entry point for Supply Points being flown onto the map, as per 1.11c, and 2) they are one of the points where Alert Units can enter. Otherwise, they have no function, do not have any Movement or Combat ability, and are destroyed whenever an enemy unit enters their hex. To enter an air base hex, a Russian unit need only move into the hex as if nothing was there. If the air base's hex is occupied by other friendly units and those units are destroyed or retreat, the air base is destroyed if a Soviet unit advances into the hex.
3.3 Frontline Requirement
In scenarios starting on Turn 1, the following is required of the Axis set up of any formations with set ups with the frontline as one of its boundaries: All Infantry or Mechanized Infantry (PG) units must be set up in frontline hexes. This requirement does not apply to units which do not contain the standard infantry symbol or the standard mechanized infantry symbol or those whose set up areas do not include the frontline trace at all.
4.0 Set Up Notes
4.0a First Player to Set Up. The Axis Player always sets up first.
4.0b First Player to Move. The Soviet Player always moves first.
4.0c Set Up Boundaries and Frontline. In scenarios starting on turn 1, the Axis player can set up on the Frontline trace, the Soviet player cannot. Where units share a common boundary (not counting the Frontline), both can set up on the boundary.
4.0d At Start Supply Considerations. All units are in supply at the beginning of every scenario.
4.0e Reserve Markers and DAMs placement at Set Up. No Reserve Markers or DAMs are ever set up before a player's first Movement and Reserve & Determined Action Designation Phase.
5.0 Scenarios
Scenario 1: The Northern Pincer
This scenario explores the attack of the Northern Pincer of Operation Uranus — the attack of the 5th Tank and 24th Armies.
Play Area: The area bounded by the road from 15.27 to 17.24, then xx.24, and 35.xx, and the north-west map edges, inclusive.
Start Turn: 1. End Turn: 5. Game Length: 5 Turns.
Special Rule: The number of air points available in this scenario each turn is the number determined as per 1.11 divided by two. Round 0.5's up.
Axis Information
Reserve Markers Available: 6. DAM Markers Available: 2.
Set Up — Each Corps within its Corps Zone:
- 1 Rum Corps: 1 Rum Corps HQ, 51 Cavalry Bn, 8 Hvy Artillery Rgt, 7 Infantry Div (16, 14, 37 Infantry Rgt, Artillery Bde), 11 Infantry Div (2, 3, 19 Infantry Rgt, Artillery Bde).
- 2 Rum Corps: 2 Rum Corps HQ, 2 Hvy Artillery Rgt, 52 Cavalry Bn, 9 Infantry Div (40, 36, 84 Infantry Rgt, Artillery Bde), 14 Infantry Div (Infantry Group, Artillery Bde).
- 5 Rum Corps: 5 Rum Corps HQ, 5 Hvy Artillery Rgt, 5 Infantry Div (32, 9, 8 Infantry Rgt, Artillery Bde), 6 Infantry Div (27, 15, 10 Infantry Rgt, Artillery Bde), 55 Cavalry Bn.
- 4 Rum Corps: 4 Rum Corps HQ, 4 Hvy Artillery Rgt, 54 Cavalry Bn, 13 Infantry Div (Infantry Group, Artillery Bde), 15 Infantry Div (12, 25, 10 Infantry Rgt, Artillery Bde), 1 Cav Division (1 Ros Cavalry Rgt, 2 Ros Cavalry Rgt, Carda Cavalry Rgt, 1 Artillery Rgt), Army Troops.
With any Corps Above: 430 Rum Infantry Bn, 7 Rum Cav Div (Ros 11 Cavalry Rgt, Cal 11 Cavalry Rgt, 5 Artillery Rgt), KG Lepper, PJ Bn, KG Simons, Pz Reserve Heim.
w/i 1 of 12.17: 1 Rum Pz Div (Aufk Bn, 1 Pz Rgt, 3 Infantry Rgt, 4 Infantry Rgt, 1 Artillery Rgt).
w/i 2 of 15.13: 22 German Pz Div (1-204 Pz Bn, 129 Infantry Rgt, 24 MC Motorcycle Bn, 140 Artillery Rgt, Aufk Bn).
Anywhere on Axis side of Frontline: 326 Bicycle Bn.
Reinforcements:
- Turn 2, w/i 2 of 35.11: KG Tsch, KG Göbl, KG Miko, 1x Alert Bn (see 3.1).
- Turn 3, Area G: 294 German Infantry Div (513, 514, 515 Infantry Rgt, 249 Artillery Rgt), 2x Alert Bn (see 3.1).
- Turn 4, Area G: 62 German Infantry Div (179, 183, 190 Infantry Rgt, 162 Artillery Rgt), 2x Alert Bn (see 3.1).
- Turn 5, Area G: 48 Pz Corps HQ, KG Wenck, 3x Alert Bn (see 3.1).
Soviet Information
Reserve Markers Available: 8. DAM Markers Available: 4.
Set Up — Each Army within its Army Zone:
- 1st Guards Army: 1 Gds Army HQ, 1 Infantry Div, 266 Infantry Div, 153 Infantry Div, 197 Infantry Div.
- 5th Tank Army: 5 Tank Army HQ, 3x Katyusha Bdes, 2x Artillery Bdes, 14 Gd Infantry Div, 50 Gd Infantry Div, 159 Infantry Div, 8 Cav Corps (21, 55, 112 Cav Div), 8 Gd Tank Bde, 47 Gd Infantry Div, 119 Infantry Div, 346 Infantry Div, 26 Tank Corps (19, 157, 216 Tank Bde, 14 Infantry Bde), 1 Tank Corps (89, 117, 159 Tank Bde, 44 Infantry Bde, 8 Motorcycle Rgt).
- 21 Army: 21 Army HQ, 1x Katyusha Bde, 2x Artillery Bdes, 96 Infantry Div, 293 Infantry Div, 333 Infantry Div, 63 Infantry Div, 1, 2, 3 Gd Tank Rgt, 3 Gd Cav Corps (5, 6 Gd Cav Div, 32 Cav Div), 4 Tank Corps (45, 69, 102 Tank Bde, 4 Infantry Bde), 51 Gd Infantry Div, 277 Infantry Div, 5 Light Infantry Bde.
Reinforcements:
- Turn 3, for the 1st Gds Army via Area A: 203 Infantry Div, 278 Infantry Div, 22 Infantry Bde. Area B: 315 Infantry Div.
Victory Conditions
The Soviet player wins if two or fewer of the following hexes contain supplied Axis units at the end of play (supply status as per the last Axis Supply Phase): Bokoskaya (6.08), Perelazovskii (16.14), Surovikino (29.11), Nizhne-Chirskaya (35.11), Kalach (34.19).
Scenario 2: Operation Uranus
On November 19th, 1942, the Soviet hammer-blows of artillery and rocket fire disturbed the morning fog shattering the southern Axis frontline. Men were buried to death in their defensive positions. Soviet tanks propelled forward in two pincers which would in a few days slam the door shut on Hitler's strongest single army on the Eastern Front. One of the epic campaigns of the War in the East had begun. This one is the campaign game. In it players can explore the full gamut of Soviet and Axis actions, options and responses. Have a great time!
Play Area: All. Start Turn: 1. End Turn: 16. Game Length: 16 Turns.
Axis Information
Reserve Markers Available: 10. DAM Markers Available: 2.
Set Up — Each Corps within its Corps Zone (Rumanian Third Army sector):
- 1 Rum Corps: 1 Rum Corps HQ, 51 Cavalry Bn, 8 Hvy Artillery Rgt, 7 Infantry Div (16, 14, 37 Infantry Rgt, Artillery Bde), 11 Infantry Div (2, 3, 19 Infantry Rgt, Artillery Bde).
- 2 Rum Corps: 2 Rum Corps HQ, 2 Hvy Artillery Rgt, 52 Cavalry Bn, 9 Infantry Div (40, 36, 84 Infantry Rgt, Artillery Bde), 14 Infantry Div (Infantry Group, Artillery Bde).
- 5 Rum Corps: 5 Rum Corps HQ, 5 Hvy Artillery Rgt, 5 Infantry Div (32, 9, 8 Infantry Rgt, Artillery Bde), 6 Infantry Div (27, 15, 10 Infantry Rgt, Artillery Bde), 55 Cavalry Bn.
- 4 Rum Corps: 4 Rum Corps HQ, 4 Hvy Artillery Rgt, 54 Cavalry Bn, 13 Infantry Div (Infantry Group, Artillery Bde), 15 Infantry Div (12, 25, 10 Infantry Rgt, Artillery Bde), 1 Cav Division (1 Ros Cavalry Rgt, 2 Ros Cavalry Rgt, Carda Cavalry Rgt, 1 Artillery Rgt), Army Troops.
With any Corps Above: 430 Rum Infantry Bn, 7 Rum Cav Div (Ros 11 Cavalry Rgt, Cal 11 Cavalry Rgt, 5 Artillery Rgt), KG Lepper, PJ Bn, KG Simons, Pz Reserve Heim.
w/i 1 of 12.17: 1 Rum Pz Div (Aufk Bn, 1 Pz Rgt, 3 Infantry Rgt, 4 Infantry Rgt, 1 Artillery Rgt).
w/i 2 of 15.13: 22 German Pz Div (1-204 Pz Bn, 129 Infantry Rgt, 24 MC Motorcycle Bn, 140 Artillery Rgt, Aufk Bn).
w/i 1 of 26.24: 14 Pz Div (2-36 Pz Bn, 4 Artillery Rgt).
Set Up — Each Corps within its Corps Zone (German Sixth Army / Fourth Panzer Army sector):
- 11 Corps: 11 Corps HQ, 51 Werfer Rgt, 376 Infantry Div (672, 673, 767 Infantry Rgt, 376 Artillery Rgt), 44 Infantry Div (Aufk Bn, 131, 132, 134 Infantry Rgt, 96 Artillery Rgt), 384 Infantry Div (534, 535, 536 Infantry Rgt, 384 Artillery Rgt).
- 8 Corps: 8 Corps HQ, 8 Artillery Group, 76 Infantry Div (Infantry Grp A, Infantry Grp B, 176 Artillery Rgt), 113 Infantry Div (Aufk Bn, Infantry Grp A, Infantry Grp B, 87 Artillery Rgt).
- 14 Pz Corps: 14 Pz Corps HQ, 9 MG Bn, 16 Pz Div (Aufk Bn, 1-2 Pz Bn, Infantry Grp, 16 MC Motorcycle Bn, 16 Artillery Rgt), 60 Mtr Infantry Div (160 MC Motorcycle Bn, Infantry Grp, 160 Pz Bn, 160 Artillery Rgt), 3 Mtr Infantry Div (Infantry Grp, 3 Artillery Rgt, 103 Pz Bn), 94 Infantry Div, 2 Werfer Rgt, 849 Artillery Bn.
- 51 Corps: 51 Corps HQ, 24 Pz Div (1-24, 2-24 Pz Bn, Infantry Grp, 89 Artillery Rgt, 4 MC Motorcycle Bn), 14 Pz Div (KG Seydel), 53 Werfer Rgt, A-51 Artillery Group, B-51 Artillery Group, 389 Infantry Div (Infantry Grp, 389 Artillery Rgt), 79 Infantry Div (Infantry Grp, 179 Artillery Rgt), 100 Jg Div (Infantry Grp, 369 K (Croatian) Infantry Rgt, 83 Artillery Rgt, 244 AG Bn), 295 Infantry Div, 71 Infantry Div (Infantry Grp, 171 Artillery Rgt), 305 Infantry Div.
- 4 Corps: 4 Corps HQ, 4 Artillery Group, 371 Infantry Div (Infantry Grp, 371 Artillery Rgt), 297 Infantry Div (Infantry Grp, 297 Artillery Rgt, 243 AG Bn).
- 6 Rum Corps: 6 Corps HQ, 1 Hvy Artillery Rgt, 56 Cavalry Bn, 20 Infantry Div (Infantry Group, Artillery Bde), 2 Infantry Div (Infantry Group, Artillery Bde), 18 Infantry Div (18, 90 Infantry Rgt, Artillery Rgt), 1 Infantry Div (Infantry Group, 2-38 Artillery Bn), 4 Infantry Div (Infantry Group, 3-2 Artillery Bn), 5 Cav Div (6 Motorized Infantry Rgt, 7, 8 Cavalry Rgt, Artillery Rgt).
- 7 Rum Corps: 7 Corps HQ, 8 Cav Div (3 Motorized Infantry Rgt, 2, 4 Cavalry Rgt, 3 Artillery Rgt), 7 Hvy Artillery Rgt, 57 Cavalry Bn.
Anywhere on Axis side of Frontline: 326 Bicycle Bn, 6 Supply Points.
w/i 2 of 46.23: 29 Mtr Infantry Div (Aufk Bn, 129 Pz Bn, 71, 15 Infantry Rgt, 29 MC Motorcycle Bn, 29 Artillery Rgt).
At 40.27: Pitomnik Air Base. At 41.30: Gumrak Air Base.
Reinforcements:
- Turn 2, w/i 2 of 35.11: KG Tsch, KG Göbl, KG Miko, 2x Alert Bn (see 3.1).
- Turn 3, Area G: 294 German Infantry Div (513, 514, 515 Infantry Rgt, 249 Artillery Rgt). Area E: KG Prus, KG Birk, 3x Alert Bn (see 3.1).
- Turn 4, Area G: 62 German Infantry Div (179, 183, 190 Infantry Rgt, 162 Artillery Rgt). Area E: KG Bsff, KG v.Pw, 4x Alert Bn (see 3.1).
- Turn 5, Area G: 48 Pz Corps HQ, KG Wenck, 5x Alert Bn (see 3.1).
- Turn 6, Area F: 7 LW Field Div (1, 2, 3 Infantry Bn, Artillery Bn), 4x Alert Bn (see 3.1).
- Turn 7, Area F: 8 LW Field Div (1, 2, 3, 4 Infantry Bn, Artillery Bn).
- Turn 8, Area F: 336 German Infantry Div (685, 686, 687 Infantry Rgt, 336 Artillery Rgt); 11 Pz Div (1-15, 2-15, 3-15 Pz Bn, 110, 111 Infantry Rgt, 61 MC Motorcycle Bn, Motorcycle Lehr Bn, 119 Artillery Rgt). Area G: 17 Corps HQ, 2x Alert Bn (see 3.1).
- Turn 9: 2x Alert Bn (see 3.1).
- Turn 10, Area E: 6 Pz Div (1-11, 2-11 Pz Bn, 4, 114 Infantry Rgt, 6 Pz Recon Bn, 76 Artillery Rgt).
- Turn 11, Area E: 15 LW Field Div (29, 30 Jäger Rgt, 15 Artillery Rgt).
- Turn 12, Area E: 23 Pz Div (1-203, 2-203 Pz Bn, 126, 128 Infantry Rgt, 23 Pz Recon Bn, 128 Artillery Rgt).
- Turn 14, Area E: 17 Pz Div (40, 63 Infantry Rgt, 1-39 Pz Bn, 17 Pz Recon Bn, 27 Artillery Rgt).
Soviet Information
Reserve Markers Available: 12. DAM Markers Available: 6.
Set Up — Each Army within its Army Zone:
- 1st Guards Army: 1 Gds Army HQ, 1 Infantry Div, 266 Infantry Div, 153 Infantry Div, 197 Infantry Div.
- 5th Tank Army: 5 Tank Army HQ, 3x Katyusha Bdes, 2x Artillery Bdes, 14 Gd Infantry Div, 50 Gd Infantry Div, 159 Infantry Div, 8 Cav Corps (21, 55, 112 Cav Div), 8 Gd Tank Bde, 47 Gd Infantry Div, 119 Infantry Div, 346 Infantry Div, 26 Tank Corps (19, 157, 216 Tank Bde, 14 Infantry Bde), 1 Tank Corps (89, 117, 159 Tank Bde, 44 Infantry Bde, 8 Motorcycle Rgt).
- 21 Army: 21 Army HQ, 1x Katyusha Bde, 2x Artillery Bdes, 96 Infantry Div, 293 Infantry Div, 333 Infantry Div, 63 Infantry Div, 1, 2, 3 Gd Tank Rgt, 3 Gd Cav Corps (5, 6 Gd Cav Div, 32 Cav Div), 4 Tank Corps (45, 69, 102 Tank Bde, 4 Infantry Bde), 51 Gd Infantry Div, 277 Infantry Div, 5 Light Infantry Bde.
- 65 Army: 65 Army HQ, 1x Artillery Bde, 2x Katyusha Bdes, 4 Gd Infantry Div, 27 Gd Infantry Div, 40 Gd Infantry Div, 258 Infantry Div, 91 Tank Bde, 321 Tank Bde, 252 Infantry Div, 304 Infantry Div, 23 Infantry Div, 24 Infantry Div, 321 Infantry Div.
- 24 Army: 2x Artillery Bdes, 1x Katyusha Bde, 24 Army HQ, 54 UR Bde, 49 Infantry Div, 84 Infantry Div, 120 Infantry Div, 273 Infantry Div, 298 Infantry Div, 173 Infantry Div, 214 Infantry Div, 233 Infantry Div, 260 Infantry Div, 16 Tank Corps (107, 109, 164 Tank Bde, 15 Infantry Bde), 10 Tank Bde.
- 66 Army: 1x Artillery Bde, 1x Katyusha Bde, 66 Army HQ, 299 Infantry Div, 99 Infantry Div, 116 Infantry Div, 226 Infantry Div, 343 Infantry Div, 58 Tank Bde, 64 Infantry Div.
- 62 Army: 62 Army HQ, 2x Katyusha Bde, 1x Artillery Bde, 45 Infantry Div, 95 Infantry Div, 138 Infantry Div, 42, 92, 115, 124, 149, 160 Infantry Bde, 13 Gd Infantry Div, 37 Gd Infantry Div, 39 Gd Infantry Div, 112 Infantry Div, 193 Infantry Div, 284 Infantry Div, 308 Infantry Div, 84 Tank Bde.
- 64 Army: 64 Army HQ, 7 Rifle Corps (93, 96, 97 Infantry Bde), 1x Katyusha Vinnica Cadet Rgt, 38 Infantry Div, 29 Infantry Div, 157 Infantry Div, 36 Gd Infantry Div, 204 Infantry Div, 20 Light Infantry Bde, 154 Naval Infantry Bde, 66 Naval Infantry Bde, 56 Tank Bde, 13 Tank Bde, 118 UR Bde.
- 57 Army: 57 Army HQ, 1x Katyusha Bde, 1x Artillery Bde, 156 Naval Infantry Bn, 169 Infantry Div, 422 Infantry Div, 13 Tank Corps (17, 61, 62 Mech Bde, 143 Infantry Bde, 90, 225 Tank Bde, 41 Tank Rgt).
- 51 Army: 51 Army HQ, 1x Katyusha Bde, 76 UR Bde, 1x Artillery Bde, 15 Gd Infantry Div, 254 Tank Bde, 126 Infantry Div, 302 Infantry Div, 91 Infantry Div, 38 Infantry Bde, 4 Mech Corps (36, 59, 60 Mech Bde, 55, 158 Tank Rgt), 4 Cav Corps (61, 81 Cav Div).
Set these units up anywhere on the Soviet side of the Frontline: 1 Gds Mech Corps (1, 2, 3 Gd Mech Bde, 16, 17 Gd Tank Rgt, 116 Gd Artillery Rgt), 77 UR Bde, 115 UR Bde, 156 UR Bde, 159 UR Bde, 300 Infantry Div, 85 Tank Bde, 35 Tank Rgt, 166 Tank Rgt, 5 Artillery Rgt, 400 Artillery Rgt.
Reinforcements:
- Turn 3, for the 1st Gds Army via Area A: 203 Infantry Div, 278 Infantry Div, 22 Infantry Bde. Area B: 315 Infantry Div. Area C: 87 Infantry Div.
- Turn 6, Area D: 139 Tank Rgt, 198 Tank Rgt. Any Area A through D: 1x Artillery Bde.
- Turn 9, Area B: 7 Tank Corps (3 Gd Tank Bde, 87, 62 Tank Bde, 7 Infantry Bde); 5 Mech Corps (168, 188 Tank Rgt, 45, 49, 50 Mech Bde). Area A: 114 Tank Rgt, 119 Tank Rgt.
- Turn 11, Area A: 94 Infantry Bde, 90 Tank Bde (independent).
- Turn 13, any Area A through D: 2 Gd Army HQ, 2 Gd Mech Corps (4, 5, 6 Gd Mech Bde, 21, 22 Tank Rgt, 117 Gd Artillery Rgt), 5, 6, 7, 8, 9, 10 Gd Tank Rgt, 3 Gd Infantry Div, 24 Gd Infantry Div, 98 Infantry Div, 33 Gd Infantry Div, 49 Gd Infantry Div, 387 Infantry Div.
Victory Conditions
Determine the number of the following hexes that contain supplied Axis units at the end of play (supply status as per the last Axis Supply Phase): Bokoskaya (6.08), Perelazovskii (16.14), Surovikino (29.11), Nizhne-Chirskaya (35.11), Kalach (34.19), Kotelnikovo (51.01), Bridge entry hex (50.10), Bridge entry hex (50.11), Gromoslavka (45.14), Marinovka (37.23), Karpovka (39.25), each Stalingrad City Hex (43.32, 43.33, 44.29, 44.30, 44.31, 44.32). Total VP hexes available: 17.
| Total VP Hexes with Supplied Axis Units | Victory Type |
|---|---|
| 13 or more | Major German Victory |
| 12 to 10 | Minor German Victory |
| 9 | Minor Soviet Victory |
| 8 to 7 | Major Soviet Victory |
| 6 or less | Massive Soviet Victory |
Scenario 3: The Chir Battles
This scenario examines the aborted Soviet attempt to further the gains of the Uranus offensive across the Chir River. This offensive was stopped cold by the exemplary mobile defense conducted by the 11th Panzer Division.
Play Area: The area enclosed between 24.xx, xx.13, 35.xx and the map edge (inclusive).
Start Turn: 10. End Turn: 16. Game Length: 7 Turns.
Special Rules: A) The number of air points available in this scenario each turn is the number determined as per 1.11 divided by three. Round normally. B) The one Katyusha available to the Soviets is removed from play when fired and does not come back to the game thereafter.
Axis Information
Reserve Markers Available: 5. DAM Markers Available: 2.
Set Up:
- 24.03: Alert Bn.
- 25.03: 2x Alert Bn.
- 26.03: Alert Bn.
- 26.04: 8 LW Div (1 Inf Bn, Arty Bn).
- 27.05: 8 LW Div (2 Inf Bn).
- 27.06: 8 LW Div (3, 4 Inf Bn).
- 28.06: 1 Rum Cav Div (2 Ros Cav Rgt), 54 Rum Cav Bn.
- w/i 3 of 33.05: 11 Pz Div (1-15, 2-15, 3-15 Pz Bn, 61 MC Bn, Lehr MC Bn, 110 Inf Rgt, 111 PG Rgt, 119 Arty Rgt).
- 33.04: 48 Pz Corps HQ.
- 28.07: 13 Rum Inf Div (Inf Grp).
- 28.09: 1 Rum Cav Div (1 Ros Cav Rgt).
- 29.10: 7 LW Div (3 Inf Bn).
- 29.11: 7 LW Div (1, 2 Inf Bn, Arty Bn).
- 30.10: Alert Bn.
- 31.10: Alert Bn.
- 32.08: 336 Inf Div (685 Inf Rgt).
- 33.10: 336 Inf Div (687 Inf Rgt, 336 Arty Rgt).
- 35.11: 336 Inf Div (686 Inf Rgt).
- 35.12: Alert Bn.
- 34.11: Alert Bn.
Reinforcements: None.
Soviet Information
Reserve Markers Available: 4. DAM Markers Available: 2.
Set Up — 5th Tank Army Units:
- 30.11: 5 Tank Army HQ.
- 24.04: 8 Cav Corps (21, 55, 112 Cav Div).
- 24.07: Arty Bde.
- 25.05: 47 Gd Inf Div.
- 26.06: 63 Inf Div.
- 27.07: 8 Gd Tank Bde.
- 27.08: 346 Inf Div.
- 27.10: 8 MC Rgt.
- 28.11: 119 Inf Div.
- 29.12: Katyusha Bde, 159 Inf Div.
- 32.09: 1 Tank Corps (89, 159 Tank Bde, 44 Inf Bde). Note: 117 Tank Bde of 1 Tank Corps is dead.
- 32.11: Arty Bde.
21st Army Units:
- 28.11: 21 Army HQ.
- 25.05: 5 Lt Inf Bde.
- 27.09: 2x Arty Bde.
- 30.11: 3 Gd Cav Corps (5 Gd Cav Div).
- 31.11: 333 Inf Div.
- 31.12: 3 Gd Cav Corps (6 Gd Cav Div).
- 32.10: 51 Gd Div.
- 32.11: 3 Gd Cav Corps (32 Cav Div).
- 35.13: 96 Inf Div.
65th Army Units:
- 27.10: 65 Army HQ.
- 27.09: 321 Inf Div.
- 33.12: 258 Inf Div.
- 34.12: 4 Gd Inf Div.
Not Affiliated (Un-Banded) Units:
- w/i 1 of 26.10: 5 M Corps (168, 188 Tank Rgt, 45, 49, 50 Mech Bde).
Reinforcements: None.
Victory Conditions
The Soviet player wins if he takes and holds any two of the following hexes: 35.11, 33.04, 29.11, 26.01. The German player wins if the Soviet player fails to meet his victory conditions AND at least five hexes adjacent to the Chir River are occupied by supplied Axis units when the game ends. Any other result is a draw.
Scenario 4: The Relief Operation
This simple scenario examines the running of the gauntlet attempted by Panzer Group Hoth in its attempt to relieve the Stalingrad Pocket. This one makes a good quick learning scenario.
Play Area: South of the Don River, West of xx.25 (inclusive) and the map edges.
Start Turn: 13. End Turn: 16. Game Length: 4 Turns.
Special Rules: A) The number of air points available in this scenario each turn is the FULL number determined as per 1.11. B) No Soviet unit can end a Soviet Player Turn at or within 2 hexes of any Soviet VP Hex. If a Soviet unit ends the Soviet player turn at or within 2 hexes of these locations, the Germans automatically win.
Axis Information
Reserve Markers Available: 6. DAM Markers Available: 2.
Set Up — w/i 5 of 51.01: 15 LW Inf Div (29, 30 Inf Rgt, 15 Arty Rgt), 6 Pz Div (1-11, 2-11 Pz Bn, 4 Inf Rgt, 114 PG Rgt, 6 MC Bn, 76 Arty Rgt), 23 Pz Div (1-203, 2-203 Pz Bn, 126 Inf Rgt, 128 PG Rgt, 23 MC Bn, 128 Arty Rgt), 4x Alert Bn, V.Pw Cavalry, KG Bsff, PG KG, 17 Corps HQ, 2 Rum Inf Div (Inf Grp, Arty Bde), 1 Rum Inf Div (Inf Grp), 6 Rum Corps HQ, 18 Rum Inf Div (90 Inf Rgt), 5 Rum Cav Div (6, 7 Cav Rgt, Arty Rgt), 8 Rum Cav Div (2, 3, 4 Cav Rgt, 3 Arty Rgt).
Reinforcements:
- Turn 14, Area E (at 51.01 only): 17 Pz Div (40, 63 Infantry Rgt, 1-39 Pz Bn, 17 Pz Recon Bn, 27 Artillery Rgt).
Soviet Information
Reserve Markers Available: 6. DAM Markers Available: 4.
Set Up — 51st Army Units:
- 50.11: 51 Army HQ, 76 UR Bde, 1x Arty Bde.
- 42.12: 4 M Mech Corps (55 Tank Rgt, 59 Mech Bde).
- 49.14: 38 Inf Bde.
- 54.13: 126 Inf Div.
- w/i 1 of 45.07: 4 Cav Corps (61, 81 Cav Div).
- 51.08: 302 Inf Div.
- 56.07: 91 Inf Div.
57th Army Units:
- 45.15: 57 Army HQ, 90 Tank Bde, 422 Inf Div.
- 44.13: 225 Tank Bde.
- 50.09: 13 Tank Corps (17, 61 Mech Bde).
Unaffiliated (Un-Banded) Units:
- 37.14: 315 Inf Div.
- 39.10: 300 Inf Div.
Reinforcements:
- Turn 13, Hex 46.25: 2 Gd Army HQ, 2 Gd Mech Corps (4, 5, 6 Gd Mech Bde, 21, 22 Tank Rgt, 117 Gd Artillery Rgt), 5, 6, 7, 8, 9, 10 Gd Tank Rgt, 3 Gd Infantry Div, 24 Gd Infantry Div, 98 Infantry Div, 33 Gd Infantry Div, 49 Gd Infantry Div, 387 Infantry Div.
Victory Conditions
The Axis wins if they exit two supplied Panzer Battalions off the east play edge via 39.25, 46.25, or 40.25 at any point in the game (they must make and pass a supply check in the exit hex). The German player also automatically wins if the Soviet player ends a Soviet Player Turn with any units at or within 2 hexes of these VP hexes. The Russians win if no supplied German units (Rumanians do not count) are east of xx.15 (exclusive). All other results are a draw.
Designer's Notes
The most frequently asked question about SPII is "Why a 2nd Edition?" I'll answer that before I mention the features of the new game. The primary reason for the second printing was the simple fact that the amazingly popular 1st edition had run out of print — in that we had none left. That game, the 1992 CSR award winning Best WW2 game, was frequently requested by distributors and individuals alike. Economics prohibit simply reprinting the original (reprints cost almost as much as the first printing). There were two issues which the original design (by Masahiro Yamazaki) did not address correctly: some map terrains and order of battle. The map showed forests where swamps should be — I'll wager Masahiro misinterpreted the green symbol on his base maps as forest instead of swamps. The original order of battle showed a great deal of weakness with respect to the Rumanians (too many infantry regiments per division) and the strength issues of all Axis formations. I used the extensive research done for Enemy at the Gates to correct many of the OOB issues, and adjusted many of the Axis infantry formations (giving you the "Groups" you see) to reflect the exceptionally weak nature of many of these units. As we had the exact manpower reports (in terms of percent of TO&E establishment), you won't find better strength information anywhere. These corrections and grafting some of the more advanced concepts from more recent SCS games, allowed for a 2nd edition which was a more economically reasonable proposition.
So what have we added? You get reserves (as seen in Ardennes), artillery barrage combat, and air units (as per Ardennes and Yom Kippur). In order to show the greater flexibility of the German army, the Germans have access to a Reaction Phase which is similar in nature to that found in the Operational Combat Series. While some have commented they did not like the "intrusion" of OCS-like concepts into the SCS, a greater number have requested access to these ideas without the overhead (in rules) of the more detailed system. I feel SPII brings in all the OCS concepts that can be had given that provision — more would bring with it an unacceptable load in rules. As these rules are, players (with experience with recent SCS games) should be able to jump right in and play. The concept was to give the game the most depth in simulation with the least amount of rules weight.
The additional rules place a greater emphasis on planning and thinking through your operations. I believe wargamers look for something more than a mindless "panzer-bash" when they game. The SCS motto ("Simple, not Simplistic") applies here and those whose interest in learning the art of warfare reached its pinnacle with "Sgt Rock" comics would do better to look elsewhere. I expect more from my company's games than that and I think you do, too. I hope you have as much fun with it as we did!
Counter Errata
The following counter errors were spotted before this rulebook went to press but, unfortunately, after the counters were printed. Be sure to maintain a current address on the publisher's customer list so you will obtain the free replacements for these counters when they are corrected in the 1996 Christmas mailing — if you are not on the list or the address there is not current you will not get yours...
- 5 Rumanian HQ and 23 MC Bn (23 Panzer Div) — These units only have one step (they say they have two steps, but the backs of the counters are correctly blank).
- 5 Rum Cavalry Div Artillery Regiment — this unit has no back, it should have a move mode side with the values of (1)-1-8.
- 22 Infantry Bde and 156 Naval Infantry Bn (Soviet) — These units have the correct movement values, but do not sport the motorization "wheels" they should.
For Further Reading...
Battle for Stalingrad: The 1943 Soviet General Staff Study. Louis Rotundo, editor. Brassey's 1989. An analysis of the Soviet operations by the Soviet General Staff for their own purposes (in order to learn the lessons they could from the campaign). Useful for an in-depth look at some specific Soviet methods in the campaign, but definitely not the book for those looking for a narrative over-view.
Stalingrad. V.E. Tarrant. Cooper. 1992. A good graphic read and an excellent over-view to the campaign and especially to the suffering of the soldiers in the pocket. One does need to be careful about Tarrant's amazing lack of skill with mathematics — for instance, he tells us that the Soviet production of 2,037 tanks a month is 75% more than the German production figure of 515 and we learn that summer temperatures in August of 1942 soared to 70 degrees Celsius in Stalingrad — a full 158° Fahrenheit which must have slowly roasted the fighting forces (they dreamed of being sent to a fridgidly cool clime — like North Africa or Death Valley!). His unusual use of math aside, the book is good read — just don't trust the numbers!
Hitler's Stalingrad Decisions. Geoffrey Jukes. University of California Press. 1985. An excellent look into the thought process and mind of Hitler and his HQ. This volume traces the events of this period in detail showing the effects of the disasters occurring on both the Stalingrad and African fronts on the mind of the dictator and his HQ. A bit more academic than the casual reader might enjoy, but worth a look.
Beyond Stalingrad. Sadarananda. Praeger. 1990. A good short book covering Manstein and the operations of Army Group Don. While the hero worship of Manstein is readily apparent, the book's analysis of what went on after the Stalingrad disaster unfolded is good. While it covers the Uranus offensive with a broad brush and gives much detail on what happened well after the game ends, the book as a whole is highly recommended — although quite expensive.
Terrain Effects Chart
| Feature | Movement Cost | Effect on Combat |
|---|---|---|
| Open | 1 | No Effect |
| Woods | 2 | Defense x2 |
| Hills | 2 | Defense x2 |
| Swamp | 4 | Defense x3 |
| Primary Road | 1/3 | No Effect |
| Secondary Road | 1/2 | No Effect |
| RR (Railroad) | 1 | No Effect |
| Major City | ot (other terrain) | Defense x4 |
| Minor City | ot (other terrain) | Defense x3 |
| Village | ot (other terrain) | Defense x2 |
| Minor Village | ot (other terrain) | Shift left 1 column |
| Volga River | Prohibited | Prohibited (with Bridge/Pontoon: Attack x1/4) |
| Major River | Prohibited | Prohibited (with Bridge/Pontoon: Attack x1/3) |
| Medium River | +5 | Attack x1/3 (with Bridge/Pontoon: Attack x1/2) |
| Minor River | +2 | Attack x1/2 (with Bridge/Pontoon: Attack x1) |
| Volga/Lake Hexside | Prohibited | Prohibited |
| Set Up Boundary | ot (other terrain) | No Effect |
| Bridge or Pontoon | Negates River | See above |
Feature abbreviations: ot = use the other terrain of the hex or hexside for movement cost purposes.