Stargard Solstice
Stargard Solstice Rulebook
Table of Contents
Table of Contents
- 1.0 The Game Components
- 1.1 The Rules
- 1.2 The Map
- 1.2.1 Map Edge Hexes
- 1.2.2 Turn Track
- 1.2.3 Terrain Effects Chart (TEC)
- 1.2.4 Combat Results Table (CRT)
- 1.2.5 Bombardment Roll Table (BRT)
- 1.2.6 6th Luftflotte & 16th Air Army Boxes
- 1.2.7 Soviet and German Drawn-Chit Boxes
- 1.2.8 Grounded Box
- 1.2.9 Supply Source Hexes
- 1.2.10 Volksturm Box
- 1.2.11 Tettau & 2nd Guards Cavalry Corps Holding Boxes
- 1.3 Player Aid Cards
- 1.4 Command Chits
- 1.5 Markers
- 2.0 Sequence of Play
- 3.0 Command
- 4.0 Zones of Control (ZOCs)
- 5.0 Movement
- 6.0 Stacking
- 7.0 Reinforcements
- 8.0 Combat
- 9.0 Retreats
- 10.0 Advance After Combat
- 11.0 Supply and Isolation
- 12.0 Special Rules
- 13.0 Air Units
- 14.0 How to Win the Game
- 15.0 Setup
- 16.0 Optional Rules
- 17.0 Designer's Notes
- 19.0 Random Events
- 19.1 Random Event Explanations
- 19.1.1 Soviet or German Bombardment
- 19.1.2 406th Volks Artillery Corps
- 19.1.3 Defend the Reich
- 19.1.4 2nd Guards Tank Army Out of Fuel
- 19.1.5 The Withdrawal of Corps Tettau
- 19.1.6 Accurate Soviet Anti-Aircraft (AA) Fire
- 19.1.7 Accurate German Anti-Aircraft (AA) Fire
- 19.1.8 Improved Soviet Anti-Aircraft (AA) Fire
- 19.1.9 General Wenck Falls Asleep
- 19.1.10 Aborted Air Operation
- 19.1 Random Event Explanations
1.0 The Game Components
1.1 The Rules
1.1.1 Organization
Each major group of rules is called a rule; a part within a rule is a section. The number 3.1 would refer, for example, to rule 3, section 1. A specific section may contain a number of related cases. Cases within a section are numbered as in 3.1.1, 3.1.2, etc.
1.1.2 Cumulative Effects
In all cases where a unit is subject to multiple modifiers, the effects are cumulative. A unit that is at half (1/2) for terrain and at half (1/2) for supply will be at a quarter (1/4) in combat. Retain the fractions created in this process until all modifiers have been applied, and then use the standard rounding rule.
1.1.3 Standard Rounding Rule
When two combat units stacked in a hex must divide (or quarter) their combat strengths, first add them together before dividing to a half (or a quarter) and then round down. If the result is greater than 7-1, use the 7-1+ column of the CRT. If your opponent tries to hit the ratio perfectly, make sure they follow the fog of war rule. If the final ratio is less than 1:2, the attack is cancelled.
1.1.4 Fog of War
Except when calculating the ratio for an attack that has been committed to, a player may not examine the units that make up an enemy stack. They may observe only the unit that occupies the top of the stack.
1.2 The Map
The map represents the parts of Germany (today Poland) over which the historical campaign was fought. Several charts, tables, tracks, and boxes are printed around the map. These are: the turn track and the box for grounded air units. For the German player there is a Corps Tettau holding box, the Voks box, the 6th Luftflotte holding box, and the German drawn-chit box. For the Soviet player there is the 16th Air Army holding box and the Soviet drawn-chit box.
1.2.1 Map Edge Hexes
All hexes are playable. Even the smallest piece of terrain along the Dammscher See or the Oder river is considered playable (see 5.2.5). Destroy units forced off the map (exception: see 14.2).
1.2.2 Turn Track
This track on the map provides a place to keep track of the current turn, as well as providing information about the number of command chits available and Soviet reinforcements. Advance the marker one space at the end of each turn.
1.2.3 Terrain Effects Chart (TEC)
The TEC provides a map key and shows the effects of the different terrain types on movement and combat.
1.2.4 Combat Results Table (CRT)
The CRT is used to resolve combat.
1.2.5 Bombardment Roll Table (BRT)
The BRT is used to resolve bombardment attacks.
1.2.6 6th Luftflotte & 16th Air Army Boxes
The air force boxes are used to hold German and Soviet air units.
1.2.7 Soviet and German Drawn-Chit Boxes
These boxes are used to hold drawn German and Soviet command chits.
1.2.8 Grounded Box
This box is used for German and/or Soviet air units that are grounded and undergoing recovery or repair (see 13).
1.2.9 Supply Source Hexes
Hexes with a black and white supply source symbol are supply sources for German units, with the exception of hex 44.30, which is a supply source for the 10th SS and Corps Tettau; red and white symbols are supply sources for Soviet units. Polish units trace supply to hex 48.15 (see 11.2).
1.2.10 Volksturm Box
This box is used to hold Volksturm units between deployments.
1.2.11 Tettau & 2nd Guards Cavalry Corps Holding Boxes
These boxes are used to hold the Von Tettau and 2nd Guards Cavalry Corps units before they arrive by random event.
1.3 Player Aid Cards
The player aid cards contain the following tables:
1.3.1 Terrain Effects Chart (TEC). The TEC provides the map keys and shows the effects of the different terrain features on movement and combat.
1.3.2 Combat Results Table (CRT). The CRT is used to resolve combat.
1.3.3 Bombardment Roll Table (BRT). Used to resolve bombardment attacks.
1.3.4 Reinforcement Track. The German and Soviet player aid cards each have their respective reinforcement schedules.
1.3.5 Sequence of Play. A summary of the sequence of play.
1.3.6 Turn Track Notation. An explanation of the information contained on the turn track.
1.3.7 How to Read the Counters. An explanation of what the numbers and symbols on the unit counters mean.
1.4 Command Chits
Command chits are used to activate HQs, which in turn allow their controlled combat units to move and attack that turn. The Soviet player has a command chit for each army in the game, while the German player has a command chit for each corps.
Also included in Stargard Solstice are three special command chits; these are exceptions to the regular HQs and are handled differently (see 3.1.3). The Soviet player has the 1st Belorussian Front, and the German player has the 11th Army and 3rd Army chits.
All German and Soviet command chits are placed in the same cup, from which they will be drawn at random, one at a time. The turn track specifies how many German and Soviet HQs may be activated once their command chit has been drawn.
1.5 Markers
The following markers are used in this game:
1.5.1 Turn Marker
This is placed on the turn track to record the current turn in progress.
1.5.2 Out of Command Markers
These may be used when a player feels the need to mark units that are out of the command range of their parent HQ. Gray and brown versions of these markers are supplied for German and Soviet units respectively.
1.5.3 Out of Supply/Isolated Markers
Units that are without supply have an "out of supply" marker placed on them. Its reverse side is used once the unit becomes isolated (see 11).
1.5.4 Pinned Markers
Combat units suffering a "P" result from bombardment are marked with a PINNED marker (see 8.1.2 & 8.5).
1.5.5 Victory Point (VP) Markers
These markers show the hexes that award the Soviet player victory points. The upper number (if present) indicates the turn on which to flip the marker, and the lower number indicates the VPs earned (see 14.3.1). This is done at the end of the turn.
2.0 Sequence of Play
The game follows the phases listed below. This sequence of phases constitutes a turn, and must be repeated until the last turn is reached or a sudden death victory is achieved, which ends the game immediately (see 14).
Air Unit Phase
- Recovered unit return segment
- Grounded unit refit segment
Random Event Phase
- Random event table die roll segment
Command Phase
- Command segment
- Movement segment
- Combat segment
Supply Phase
Reinforcement Phase
- Reinforcement segment
- Soviet replacement segment (turns 4-8)
- Volksturm deployment segment
Turn End Phase
- VP marker segment
- Turn advance segment
2.1 Air Unit Phase
2.1.1 Recovered Unit Return Segment
All air units in the "Refit" (recovered) section of the grounded box return to their respective Luftwaffe or air army box.
2.1.2 Grounded Unit Refit Segment
All air units in the "Grounded" section of the grounded box are moved to the "Refit" (recovered/repaired) section of the box.
2.2 Random Event Phase
2.2.1 Random Event Table Die Roll Segment
Either player rolls 1d6 and consults the result on the random event table (see 19).
2.3 Command Phase
2.3.1 Command Segment
A command chit is drawn at random from the cup. The player to whom the chit belongs becomes the active player; the active player freely activates the HQ subordinate to the drawn command chit. This activates the applicable friendly combat units within the command range of the HQ (see 3.2 and 3.3.3). Exception: On turn 1, the first command chit is automatically the 3rd SS Panzer Corps chit.
2.3.2 Movement Segment
The active player has the option of moving their activated units.
2.3.3 Combat Segment
The active player may attack enemy units using their activated units.
Repeat these segments until all command chits allowed (according to the TRT) have been drawn and activated. When this is done, carry out the supply phase.
2.4 Supply Phase
Both players determine the supply status of their units (see 11). Any unit that is without supply is marked with "out of supply" (OOS) or "isolated" markers.
2.5 Reinforcement Phase
Both players receive any reinforcements for the current turn (see the player aid cards and 15.3). Place combat units on the map and add any command chits or action chits to the drawing cup. Players may move their reinforcements (see 7.1.1).
2.5.1 Soviet Replacement Segment
The Soviet player deploys their replacement points according to rule 7.3. They may not be placed in an EZOC.
2.5.2 Volksturm Deployment Segment
The German player deploys their Volksturm units in any German-controlled town/village or city at least 5 hexes from any Soviet unit. They may not be stacked together nor placed behind Soviet lines.
2.6 Turn End Phase
2.6.1 VP Marker Segment
Flip any markers indicating this turn.
2.6.2 Turn Advance Segment
Advance the turn marker to the next box on the turn track, remove all "Pinned" markers, place all available command chits into the drawing cup, and return to the Air Unit Phase.
3.0 Command
Combat units must be activated by an HQ to move and attack other units.
3.1 Executing Command
3.1.1 Drawing Command Chits
In the command phase, command chits are drawn at random one at a time from the cup; it does not matter which player draws. Check the turn track to see how many HQs of each side may be activated that turn. The owner of the drawn chit becomes the active player. The active player activates the HQ belonging to the drawn army (Soviet) or corps (German); the HQ may now activate all units under its command and within its command range to move and/or fight. Once all applicable units have moved and/or fought, the player then places the drawn command chit face up into their drawn-chit box.
3.1.2 HQ Activation
A drawn command chit activates an HQ provided it has the same command ID or follows the rules in 3.1.4 and 3.1.5, up to the limit allowed per game turn. Once this limit is reached, no more command chits may be activated that turn.
3.1.3 Restrictions
You may NEVER activate the same army or corps formation twice in a row. If the same HQ is drawn that was chosen when you drew the special command chit in the previous segment, place it back in the cup and draw a new one. You may use it later, but not consecutively (see 3.1.4, 3.1.5 and 7.2.1).
3.1.4 1st Soviet Belorussian Front Chit
Like the rest of the command chits, the special command chits (Soviet 1st BF and German 11th and 3rd Armies) are available once per turn while in play and count against the number of chits allowed to each player. The Soviet 1st Belorussian Front chit activates any HQ (of the Soviet player's choice) and additionally activates the 2nd Guards Cavalry Corps (once it has entered via 19.1.5).
3.1.5 German 3rd and 11th Army Chits
The German 11th Army chit (turns 2-3) and the German 3rd Army chit (turns 4-10) may activate any HQ on the map (German player's choice). When activated, the 3rd Army chit also allows two independent units to move anywhere on the map (even out of command) using regular or rail movement.
3.2 Headquarters (HQs)
Headquarters (HQs) represent the highest echelon of the formations that historically took part in the campaign. HQs are not combat units. A command range replaces the attack and defense strengths of regular combat units; this range determines the number of hexes over which the HQ can command the units of its army.
3.3 HQs and Executing Command
The HQ corresponding to the drawn chit is activated.
3.3.1 Combat Unit Activation
An activated HQ may activate all combat units under its command (shown by sharing the same unit color — for example, units commanded by the German Stell II HQ have a white unit color and the Soviet 61st Army are yellow), as well as two (2) independent units. All units must be within its command range. HQs may not activate other HQs (exception 3.1.4 & 3.1.5).
Units may be activated more than once per turn provided they are within the command range of the activated HQ. Independent units may thus be activated multiple times per turn provided that on each occasion they are within the command range of the activated HQ.
3.3.2 Independent Units
These units are identified by their lack of divisional numbers and/or HQ color. Each selected HQ may activate a maximum of 2 independent units within range.
3.3.3 Command Range
Command range is measured in terms of hexes, counted from the HQ unit. An HQ with a command range of "10" can thus activate friendly combat units up to 10 hexes away (9 intervening hexes). Count the hex of the unit, but not the hex occupied by the HQ. Determine command range at the instant the HQ is activated: a combat unit may be activated only if it is within the command range of the activated HQ at that moment. Activated combat units may later leave the HQ's command range as a result of movement, retreat, or advance after combat. On turn 1, all units start in command.
3.3.4 Command Range Limitations
Supply status, enemy units, and enemy ZOCs (EZOCs) have no effect on command range.
3.3.5 Out of Command
A unit that is out of command may not move or attack, but defends itself normally.
4.0 Zones of Control (ZOCs)
ZOCs represent a unit's ability to inhibit enemy movement around it. Enemy units' ZOCs are called EZOCs. Friendly ZOCs have no effect on friendly units.
4.1 Effects of ZOCs
Units pay +2 MPs to enter and another +2 to leave an EZOC. These extra costs are cumulative. Given enough MPs, units may move directly from EZOC to EZOC and may move into and out of any number of EZOCs.
4.2 Units with ZOC Capability
Units with a printed attack strength of 1 or more have ZOCs.
4.2.1 Units Without ZOC
Units with an attack strength of zero, and HQs, do not exert a ZOC.
4.2.2 ZOC Hexes
A regular combat unit's ZOC extends into all hexes adjacent to it into which it could move during regular movement.
4.3 ZOC and Reinforcements
Reinforcements may not enter the map directly into EZOCs. Friendly units do not negate EZOCs for placement purposes (see 6.0).
4.4 Retreats and EZOCs
A stack retreating into an EZOC loses one step. Retreating stacks lose one step in total, not one step per unit. This applies for each EZOC entered, on a hex-by-hex basis.
4.5 ZOC and Supply
EZOCs block supply lines (see 11.1). Friendly units negate EZOCs in their hex ONLY for supply purposes.
4.5.1 Out-of-Supply Units and ZOCs
Units without supply continue to exert ZOC normally.
4.6 ZOC Limitations
- A unit may attack adjacent enemy units in hexes into which it could move during regular movement.
- EZOCs do not prohibit advance after combat (see 10).
- Multiple EZOCs have no additional effect.
- Friendly ZOCs have no effect on EZOCs; a hex may have both a friendly ZOC and an EZOC simultaneously.
- EZOCs do not extend across major rivers (even at a bridge), into water hexes, or across impassable hexsides.
5.0 Movement
In the movement segment, the active player may move their activated HQ and commanded combat units for as long as they wish, within each unit's movement allowance and any other applicable restriction.
5.1 Regular Movement
The active player may move all, some, or none of their commanded units. Units are moved one at a time. The movement of one unit must be completed before another unit may be moved.
5.1.1 Movement Allowance
Each unit has a movement allowance (MA) printed on the counter. A unit may not spend more movement points (MPs) than its movement allowance permits (exception: advance after combat, see 10). A unit may not be able to move even one hex.
5.1.2 Using Movement Points
Movement is calculated using movement points. To enter an adjacent hex, a unit must spend the MP cost indicated by the TEC for that hex (and hexside, if applicable) plus any applicable EZOC costs. The player must keep track of the number of movement points spent by each unit as it moves.
5.2 Effects of Terrain on Movement
According to the terrain effects on the movement chart (TEC), each hex and hexside costs MPs. A unit must pay the total MP cost required to enter a hex before entering it (exception: see 5.5.1). Any number of terrain symbols (for example, swamp or forest) within the hex determines its cost.
5.2.1 Roads
Units may use roads only when following a continuous route along the road to enter a given hex. Such units pay the road movement cost and ignore the MP cost of the hex entered or the hexside crossed.
5.2.2 Unbridged Minor River Hexside
To cross an unbridged minor river hexside, a unit must spend an additional MP, as well as the regular MP cost for the hex entered.
5.2.3 Unbridged Major River Hexside
Crossing an unbridged major river hexside is prohibited. For game purposes, only the Oder river is defined as major.
5.2.4 Bridged River Hexside
A river hexside crossed by a bridge icon is a bridged river hexside. Conversely, a river hexside without a bridge icon is an unbridged river hexside. Crossing a bridged river hexside negates the river movement costs above.
5.2.5 Restrictive Terrain
Terrain colored gray (for example, the islands between the east and west sides of the Oder) counts as restrictive terrain. Units may not enter or cross restrictive terrain unless negated by a Roll-Bahn (highway), roads, trails, or rail lines. Hexes 02.12, 03.14, 04.16, 04.17, 05.16 and 05.17 are transit hexes — units may pass through them, but may NOT stop in that hex.
Historical note: This means the German player can prevent the Soviet player from crossing the Oder and seizing Stettin through careful placement of a couple of units. This is intentional, since there were considerable German forces west of the Oder not represented in the game that would have been rapidly deployed to prevent the Soviets from crossing.
5.2.6 Prohibited Terrain
A unit may not move off the map (exception: see 12.2), into a water hex, or across an impassable hexside. Any unit forced to do so is eliminated.
5.3 Movement Restrictions
Units may not enter occupied enemy hexes. Exception: a combat unit (with an attack strength greater than zero) may overrun a lone enemy HQ simply by entering its hex (see 12.2.6).
A unit may not enter a hex if it has insufficient remaining MPs, even if that were the first hex it enters.
Only friendly units move during a friendly phase, although combat results may force enemy units to retreat.
Movement allowances are independent, and the expenditure of one unit does not affect other units. A unit may not save unused MPs or transfer them to another unit.
Pinned units may not move. Isolated units have their movement allowance halved.
5.3.1 The Map Edge
The map edge is a "hard limit." Destroy units that are forced across it (exception: see 14.2).
5.4 Strategic Movement
A unit using strategic movement pays a reduced cost instead of the normal terrain MP cost. See the terrain effects chart.
5.4.1 Strategic Movement Restrictions
The unit must use strategic movement for its entire movement. It must, therefore, begin in a road hex.
A unit may never exceed the stacking limit at any point while conducting strategic movement — for example, by passing through a road hex already occupied by two friendly units (including HQs).
The unit may not begin or end in an EZOC, nor may it enter an EZOC during its movement. Corps Tettau and 2nd Guards Cavalry Corps units may not use strategic movement when entering via the random event table (see 19.1.5). There is no Soviet strategic movement on turn 1 (see 12.1).
Historical note: The German attack coincided with Soviet forces being badly out of position and at the end of a long supply line following their advance from the Vistula.
5.4.2 German Fuel Limitations
If the German player moves any unit via strategic movement in any phase of turns 1-10, the number of command chits they have on the following turn (or on that same turn in the case of turn 10) is reduced by one (maximum).
Historical note: Supplying the German army with adequate fuel was increasingly difficult at this stage of the war.
5.5 Rail Movement
All units entering as reinforcements may use rail movement.
5.5.1 Using Rail Movement to Enter
Reinforcements may be placed in rail hexes that can trace a continuous rail route, unblocked by EZOCs or enemy units (including HQs), to the entry point where they should have entered.
5.5.2 Rail Movement and EZOC
A unit moving by rail stops when it enters an EZOC. It may not enter and leave an EZOC in the same turn. It may either move and enter an EZOC, OR leave an EZOC and end its movement not adjacent to an enemy unit.
5.5.3 Rail Movement Restrictions
The unit must use rail movement for its entire movement. A unit may never exceed the stacking limit of the hex at any point while conducting rail movement.
5.6 Overrun
HQ units may be overrun, but only if they are alone in the hex. This may occur during regular movement, or when retreating or advancing after combat. The combat unit simply enters the HQ's hex, and the HQ is forced to relocate (see 12.2.6).
5.7 Movement Off the Map
There is no movement off the map.
6.0 Stacking
Stacking occurs when a hex contains more than one unit. A maximum of two combat units (regardless of status) and one HQ may occupy a hex. Units may never exceed stacking limits at any time.
6.1 Procedure
Stacking limits must be observed throughout each phase and also the instant a unit finishes its movement, retreat, or advance after combat (exception: see 5.4.1).
6.1.1 Markers
Game markers (Pinned, etc.) never count against stacking.
6.2 Overstacking
Reinforcements may overstack initially upon placement, but must be legally stacked by the end of that phase. If a unit exceeds the stacking limit in the final hex of a retreat, it must attempt to retreat one additional hex. If it cannot legally do so, it is eliminated.
6.2.1 Overstacking Penalty
In a hex where overstacking has occurred, the strongest unit (attack value) must lose 1 step and retreat one hex. If it cannot do so, it is eliminated.
6.3 Stacking Restrictions
Soviet and German units may never stack in the same hex. Exception: overrun (see 12.2.6). HQs do not count against stacking limits, but an HQ may not be stacked with another HQ. If, through a retreat, 2 or more HQs end up stacked in the same hex, relocate the HQ that moved into the hex to the nearest legal hex (see 12.2.2).
6.3.1 Stacking a Unit Without ZOC Capability
If a player stacks a unit without ZOC capability on top of a unit that does have ZOC, the whole stack counts as if it had no ZOC.
7.0 Reinforcements
Reinforcements are units that enter the game after it has begun. A reinforcement schedule is supplied with the game (see 15.3 and the player aid cards). Place them in the hex containing their designated entry area, and begin their movement from there. Reinforcements are treated as in supply and in command upon entry.
7.1 Stacking
Reinforcements may overstack upon placement on the map (see 6.2).
7.1.1 Movement Allowance
Placing reinforcements does not cost MPs. Units have a full MA upon placement and have a movement phase upon entry, in which they may use regular, strategic, or rail movement as applicable.
7.1.2 Enemy Zones of Control (EZOCs)
Reinforcements may not be placed on top of enemy units, nor within EZOCs. Friendly units do not negate EZOCs for the purpose of placing reinforcements. If enemy units or their ZOCs occupy the reinforcement's entry hex along the map edge, the reinforcements arrive within 10 hexes of their entry hex along the same map edge. If the entry point occurs within the map (not on a map edge) and that hex is blocked, the unit may enter within 5 hexes of the initially designated hex, following the previously mentioned restrictions.
7.1.3 Restrictions
Reinforcements that cannot enter the map under any circumstance are considered eliminated.
7.2 Reinforcement Command Chits
Command chits corresponding to any HQ that arrives as a reinforcement this turn are placed in the drawing cup, ready for the following turn.
7.2.1 Special Command Chits
Special command chits enter as reinforcements. They have no HQs of their own assigned on the map (see 3.1.4 & 3.1.5). Place them in the drawing cup, ready for the following turn.
7.3 Replacements
The Soviet player checks the number of replacements they receive on turns 4-8 on the CRT. Replacements may only be used to rebuild lost steps in two-step units. One-step units are permanently eliminated and may not have replacements spent on them. Replacements may not be accumulated, and must be used on the turn they arrive.
7.3.1 Soviet Replacements
It costs 1 replacement point (RP) to rebuild a non-mechanized step, and 2 RP for a mechanized step. A two-step non-mechanized Soviet unit may return from previously being eliminated to full strength in one turn, at a cost of 2 RPs. Mechanized steps may only be replaced one step per turn.
7.3.2 Rebuilding Units with Replacements
Units previously in the dead pile that are rebuilt with replacements enter the game on or adjacent to the HQ that controls them. If the HQ is not on the map, place the unit on any Soviet supply source. The 11th Guards Tank Brigade may only be rebuilt by the Konstantinov HQ.
7.3.3 Replacements and EZOC
Units rebuilt with replacements may not be placed in EZOCs.
7.3.4 German Replacements
The German player has no replacement schedule, but may receive one via the random event table (see 19.1.13).
Historical note: Both the Soviets and the Germans were running short of manpower at this stage of the war; Soviet replacements primarily represent the repair of new equipment that historically went toward recovering the losses of the 2nd Guards Tank Army, which had suffered at the start of the German offensive.
8.0 Combat
In the combat segment, the active player may attack enemy combat units adjacent to their activated combat units. Empty hexes or lone HQs may not be attacked. A player is never forced to attack, though units must defend if attacked. The active player is called the attacker in the combat segment, while the other player is the defender, regardless of the overall situation.
8.1 Combat Results
The Combat Results Table gives results that affect both the attacker (A) and the defender (D). The defender always executes their result first. Possible results are:
- – = No effect
- D = The result affects the defender
- A = The result affects the attacker
- # = Number of steps lost
- r# = Number of hexes to retreat
- A#/D# = The result affects both the attacker and the defender
- P = Pinned
Execute the result immediately upon determining it. After executing it, move on to another combat.
8.1.1 Double Combat Results
The results Ar/D1 and A1/Dr affect both players. The defender may deny the first retreat (see 9.5) and/or the first loss (see 8.7) depending on terrain. The attacker must always execute their result first.
8.1.2 Pinned
Any attack against a pinned unit receives a +1 column shift to the right on the CRT. Pinned units may not attack or move, but may defend normally.
8.2 Combat Procedure
Combats are resolved one at a time, in the order the attacker wishes, according to the following procedure:
- Declare the hex to attack and with which unit(s).
- Determine the total attacking and defending strength, possibly modified by supply, isolation, and pinned status; calculate the combat ratio and modify it if necessary (for example, for terrain, use of air units).
- Roll 1d6.
- Apply the combat result.
- Carry out remaining attacks in the desired order, following steps 1 through 5 above.
8.3 Combat Restrictions
8.3.1 Direction of Attack
Any number of activated units may attack in a single combat, and attacks may be made from any direction or set of directions. Units stacked together may attack different hexes, but no unit may contribute to more than one attack (and no defending unit may be attacked more than once) per combat segment.
8.3.2 Defining Defending Units
Combine all units in a hex into a single defending force. The defender may not retreat units in a hex under attack. Units within a stack may not be attacked individually — stacks always defend together.
8.3.3 Units with Zero Combat Value
Units with a combat value of zero may participate in a combat alongside other units that do not have a "0" value. While they add nothing to the combat strength, they can help absorb step losses and may advance after combat.
8.4 Determining the Ratio
Total the modified attack strength and divide it by the total modified defense strength; this produces the combat ratio. Apply the standard rounding rule (see 1.1.3) to the totals and express the two numbers as a ratio, attacker to defender.
8.4.1 Affecting Factors
Several factors can affect attack and defense strengths:
- Units without supply have their attack and defense strengths halved.
- Isolated units have their attack, defense, and movement halved.
- Terrain effects (major and minor rivers) are cumulative with supply effects.
- Pinned status shifts the attack one column to the right.
- Air units may be added to the attack after ratios have been calculated.
8.5 Bombardment
A bombardment attempt may occur only as a result of the random event table.
8.5.1 Procedure
When a bombardment occurs, roll 1d6 and compare the result to the bombardment table, which indicates the number of attacks. Choose a target unit, roll a die, and compare the result to the bombardment column on the CRT. A bombardment attack may only be made against a unit in a hex adjacent to a friendly combat unit, and only one attempt may be made per target.
8.6 Step Losses
Steps allow a unit to take damage in increments. The deployed side of the counter shows the unit's current strength. Full-strength units that take a step loss are flipped to their reverse, reduced-strength side. Reduced-strength units that take a step loss are destroyed and removed from the game. Not all units have two steps.
8.6.1 First Step Loss
When a result calls for a step loss, the first step removed must come from the unit with the strongest side that participated in that combat. The strongest unit means the one with the highest printed attack strength (for the attacker) or defense strength (for the defender). If two units are equal in strength, the owning player chooses.
8.6.2 Allocating Additional Step Losses
Any step loss beyond the first may be distributed among any of the involved units of that side, at the owner's discretion.
8.6.3 One-Step Units
Some units have only one step, identifiable by having only one side printed. Any step loss taken by these units eliminates them.
8.6.4 Eliminated
All eliminated units are removed from the map, but some may return via replacements (see 7.3).
8.7 Negating the First Step-Loss Result
Defending units located in a city ignore any first loss result from the CRT. Units taking multiple losses may ignore the first loss, but must take the remaining additional losses normally (see 9.5, negating retreat results).
9.0 Retreats
As a result of some combat results, the owning player may be required to retreat their own units.
9.1 Retreat Procedure
9.1.1 Length
Retreats are given in numbers of hexes that the affected units must retreat.
9.1.2 Retreating Through EZOCs
Each hex containing an EZOC entered by the retreating stack costs that stack one step. This loss is in addition to the combat result. If a stack must enter an EZOC, the stack loses one step in total, not per unit. Friendly units do not negate EZOCs for this purpose.
9.1.3 Retreats and Terrain
Retreats are always given in hexes, not movement points. Except where prohibitive terrain prevents the retreat, terrain has no effect on retreat length. To clarify retreats and rivers:
- Retreats across a minor river are allowed.
- Retreats across the major Oder river are not allowed, unless there is a bridge.
9.1.4 Retreating Stacks
Retreating units may remain together or retreat by separate routes, at the owning player's discretion.
9.2 Direction of Retreat
Each hex of the retreat route must be farther from the unit's original hex than the previous one (e.g., the second retreat hex is two hexes from the combat hex).
9.2.1 Primary Objective
The unit must retreat toward the nearest friendly supply source, if possible. If there are two equidistant sources, it is the owning player's choice (exception: 10th SS and Corps Tettau — see 11.2.4).
9.2.2 Secondary Objective
If possible, the unit must try to avoid retreating into an EZOC. Units may violate this rule to satisfy 9.1.2 or 9.1.3, and those rules take precedence.
9.3 Special Retreat Rules
9.3.1 HQs and Retreats
An HQ stacked with combat units at the start of a combat must retreat with them if they are forced to retreat as a result of that combat. HQs always end retreats in movement mode.
9.3.2 Overrunning HQs During Retreat
A retreating combat unit may overrun a lone enemy HQ simply by entering its hex, within the restrictions of 8.9.
9.4 Retreat Restrictions
Units may only retreat into or through hexes into which those units could move during regular movement. Units that cannot retreat for this reason must lose one step per hex the stack cannot retreat. The owning player selects the unit that takes that loss.
9.5 Negating the First Retreat Result
Defending units located in a village or city ignore the first increment of a retreat result.
9.5.1 Benefit for the Defender Only
An attacking unit that receives an AR (attacker retreats) result while occupying a village or city hex does not benefit from the rule above — it retreats normally.
10.0 Advance After Combat
Whenever an attack leaves the defending hex vacant, attacking units may occupy the hex. Advance after combat is optional; the attacker may advance all, some, or none of their attacking units, subject to stacking limits. The defender's original hex must be the first hex of the advance. While advancing after combat, advancing units do not spend MPs and EZOCs are ignored.
10.1 Defending Units
The defender may never advance after combat, whatever the result.
10.2 HQs
HQs may advance after combat along with the unit(s) in their stack.
10.3 Mechanized Units
When the defender retreats, mechanized combat units (those with a yellow movement factor) may advance up to two hexes. Mechanized units that participated in the same combat may end their advance in different hexes, subject to the normal restrictions (exception: 11.3.3).
10.3.1 Mechanized Units and Terrain
A mechanized unit that crosses an unbridged river hexside or enters a village or city on the first hex of its advance after combat must stop and may not advance a second hex.
10.4 Non-Mechanized Units
Non-mechanized units may only advance one hex.
10.5 Advance Restrictions
No unit may advance into a hex into which it could not move during regular movement.
10.5.1 Major Rivers
No unit may advance after combat across an unbridged major river hexside.
11.0 Supply and Isolation
During the supply phase, both players check each of their units to determine whether a supply line exists. If no supply line can be traced, mark the unit with an "out of supply" (OOS) marker. If, in a later supply phase, a supply line can be traced for that unit, the owning player removes the "OOS" marker. If the unit is still OOS and already has an "OOS" marker, that unit becomes isolated, and the "OOS" marker is flipped to its "isolated" side. If the unit already has an isolated marker, it suffers no further penalty.
11.1 Tracing Supply Lines
A supply line is a route free of enemy units and EZOCs traced between a unit and its side's supply source. Generally, supply lines may be any length of contiguous hexes, provided they follow clear terrain, Roll-Bahn, roads, trails, railway, or friendly units.
11.1.1 Supply Restrictions
A supply line may not cross unbridged major river hexsides, impassable terrain hexsides, or water hexsides, unless the hex/hexside is crossed by a bridge. The route may not pass through hexes occupied by enemy units or EZOCs. Remember that friendly units negate EZOCs in their hex ONLY for supply purposes. If the route is blocked and no other route is available — the player may check all potential supply routes — mark the unit OOS.
11.1.2 Supply Duration
After a successful trace, units are "in supply" until the next supply phase, regardless of any change in circumstances. Conversely, OOS units must wait until (at least) the next supply phase to check their supply status again.
11.2 Supply Sources
11.2.1 Soviet Supply Sources
The Soviet player must trace supply to any of the Soviet supply sources marked on the map edge (red/white) (exception: 1st Polish Army, see 11.2.2).
11.2.2 1st Polish Army Supply Source
The 1st Polish Army must trace supply to the Polish Army supply source on the map edge (brown/red supply symbol on hex 48.15).
11.2.3 German Stettin Supply Source
The German player traces supply to any of the German supply sources on the map edges (black/white). (Exception: 10th SS and Corps Tettau, see 11.2.4).
11.2.4 German Kolberg Supply Source
The German player must trace supply for the 10th SS and Corps Tettau units to the supply source at Kolberg (blue/white supply symbol on hex 44.30).
11.2.5 Festungs
Festungs grant supply to German units stacked with them (see 12.3).
Historical note: These different supply sources serve to represent the different supply bases of the various forces, which would also determine their route of retreat as they fall back on their respective lines of communication.
11.3 Effects of Supply
11.3.1 Out of Supply (OOS)
OOS units have their attack and defense strength halved. Their movement allowance is unaffected. An HQ with an OOS marker at the end of the supply phase is relocated (see 12.2.2).
11.3.2 Isolation
Isolated units have their attack strength, defense strength, and movement allowance halved. An HQ that is OOS makes all its commanded units OOS. When an OOS HQ becomes isolated, so do all its commanded units.
11.3.3 Mechanized Units and OOS/Isolated
Mechanized units may only advance 1 hex after combat if they are OOS or isolated.
11.4 Supply on Turn 1
At the start of the game, all units on the map are in supply.
12.0 Special Rules
12.1 Turn 1 Special Rules
The dot located on the Soviet command entry for turn 1 ["1*"] means the Soviet player may only draw one chit this turn. The asterisk (*) means the Soviet player may activate all armies that are attacked (via regular attack and/or bombardment) during turn 1, directly after the current German activation has finished. Each Soviet army may only be activated once (as usual), whether by this reaction process or by regular command chit selection.
If the Germans attack a Soviet unit whose HQ is not currently on the map, that HQ (and its accompanying command chit) arrives in the reinforcement phase of that turn.
Example: If the 3rd SS Panzer Corps attacks both the 61st Army and the 2nd Guards Tank Army, the Soviet player, after completing the 3rd SS Panzer Corps' turn, activates each of those armies in the usual manner, beginning with the one attacked first in the German turn. After that, chits are drawn normally. In this example, the 61st Army and 2nd Guards Tank Army command chits are set aside when they are drawn later in the turn.
Design note: All units start in command. All units start in supply. No Soviet strategic movement is allowed on turn 1.
Design note: The German player must weigh the relative advantages and disadvantages of attacking more than one Soviet army on the first turn. Playtesting revealed many different potential outcomes depending on the scale of the German attacks.
12.2 Headquarters (HQs)
12.2.1 Combat Losses
HQs never suffer step losses and cannot be eliminated as a result of combat or an overrun. However, an HQ must be relocated if all combat units stacked with it at the start of a combat are eliminated as a result of that combat, whether due to step losses, inability to retreat, or retreating into an EZOC.
12.2.2 Relocation
The HQ is removed from its current hex and immediately placed back on the map by its owner. The relocation distance must be the shortest possible while meeting the following requirements:
- At least 5 hexes from the hex in which the HQ was located;
- As close as possible to a friendly supply source;
- Not in an EZOC;
- Able to trace a supply line to a friendly supply source.
An HQ with an OOS marker at the end of a supply phase is relocated. If the HQ cannot be legally relocated, it enters as a reinforcement on the following turn at a supply source belonging to that player.
12.2.3 Retreats
An HQ stacked with combat units at the start of a combat must retreat with them if they are forced to retreat as a result of that combat.
12.2.4 Advance After Combat
An HQ stacked with combat units at the start of a combat may advance with them, at the attacker's choice, if they advance after that combat. It may advance two hexes if stacked with mechanized units advancing two hexes.
12.2.5 HQ Removal
An HQ (and its corresponding command chit) is removed from the game if directed by the random event table.
12.2.6 Lone HQs and Overruns
Lone HQs may be overrun by enemy combat forces moving during the reinforcement segment, the regular movement segment, and as part of a retreat or advance after combat. Enemy units must have the MPs to enter the hex; being adjacent is not sufficient.
12.3 Festungs (Fortresses)
Festungs may not move, are always in supply, and ignore retreat results. Units in the same stack must retreat normally. Festungs grant supply to any German unit stacked beneath them. If they are stacked on top of the Festung marker, the unit is not automatically in supply.
12.4 Volksturm
There are 4 combat units in the game marked as Volksturm. When lost in combat, they are not removed from the game permanently, but instead placed in the "Deutscher Volksturm" box. During the Volksturm deployment segment, the German player may freely place them in any German-controlled town or city hex at least 5 hexes from any Soviet unit. They may not be placed behind the Soviet front line, nor stacked together or with other German units.
12.5 2nd Soviet Guards Cavalry Corps
The 2nd Guards Cavalry Corps (3rd, 4th, and 17th Cavalry Divisions) may only be commanded and moved when the "1st Belorussian Front" (1 BF) chit is drawn (see 3.1.4). When the 1BF chit is drawn, the Soviet player may freely activate any army of their choice (exception: see 3.1.3) AND the 2nd Guards Cavalry Corps. The 2nd Guards Cavalry Corps must have first entered the game, immediately after the arrival of the Von Tettau Corps by random event.
12.6 Zhukov's Report
The Soviet player may withdraw a Soviet command chit during the command phase and set it aside on game turns 8 and 9. This withdrawn chit is kept hidden from the German player. The chit is placed back with the rest during the turn end phase. If desired, the same chit may be withdrawn on both applicable turns. For each turn the Soviet player exercises this option, they lose 1 VP at game's end. The Zhukov marker (-1VP/-2VP) is included as a reminder.
Design note: This rule is included to mitigate the more extreme possibilities inherent in random command chit draws; by taking greater control of their armies, the Soviet player needs to capture more VP hexes.
13.0 Air Units
The German player has 4, and the Soviet player has 2, air units. However, each side may deploy a maximum of four (4) air attack points on any given turn. All air units have two values. Each unit has up to two values, +2 on the front side (FULL ATTACK) and +1 on its reverse (NORMAL ATTACK).
Design note: It may seem strange that the Germans had "more" air support at this stage of the war; however, they were operating from local airfields and were therefore able to fly more missions, while the Soviet aircraft were in the process of redeploying following their 300-mile advance from the Vistula in just over two weeks.
13.1 Air Attack
During a combat segment, the attacking player may support any ongoing combat simply by placing an air unit on the target unit. The player may freely choose to carry out a NORMAL ATTACK (+1) or a FULL ATTACK (+2). The number indicated on the air unit is the number of column shifts to the right on the CRT that the air unit contributes to the attack, after ratios have been calculated. A maximum of two air units may be used during the same attack on the same unit(s).
13.1.1 Normal and Full Attack
An air unit that has used a FULL ATTACK becomes grounded. However, an air unit that was just used for a NORMAL ATTACK simply returns to base and is placed on the "recovered" (Refit) side of the grounded box.
13.2 Grounded Air Units
An air unit becomes grounded in either of two ways: through random events, or if a player has used a full attack.
13.2.1 Procedure
An air unit that has been grounded is placed on the "Grounded" side of the grounded box. In the following air unit refit segment, the air unit is moved to the "recovered" (Refit) side of the box.
13.2.2 Returning to Play
All air units placed on the "Refit" side of the grounded box return to their respective air unit box during the following recovered unit return segment.
14.0 How to Win the Game
14.1 Victory Points (VPs)
At the start of the game, the German player controls all VP hexes (see 14.3.1). When a Soviet combat unit (not an HQ) enters a VP hex, the Soviet player picks up the VP marker with its correct side showing (according to the marker's historical capture date). At the end of the game, the Soviet player totals their number of VPs, adding any VPs from 19.1.3 (Defend the Reich), and from this total subtracts any VPs caused by 12.6 and 16.1. Finally, subtract any German VPs (only available with optional rules 16.2 & 16.4) to obtain the final score. Compare this amount to what is specified in the victory conditions (see 14.3).
14.1.1 Victory Hex Restrictions
Only combat units meeting these criteria may control VP hexes. The unit must:
- Exert a ZOC;
- Have a defense value of "1" or more.
To control a VP hex, the hex belongs to whichever side most recently controlled it. HQs do not change control of a victory hex.
14.1.2 Arnswalde & Bahn Special Rules
The cities of Bahn and Arnswalde were declared "Festungs" (fortresses) upon the arrival of the Soviets, and many Soviet soldiers were tied up besieging both. If the German player at any point in the game successfully establishes an EZOC-free supply line into those cities, flip the VP marker from its higher VP total to its lower one. The existence of a supply line, free of enemy units and their ZOCs, to Arnswalde and Bahn is calculated during the VP marker segment. This represents the liberation of the refugees whose rescue was the objective of the operation.
14.2 Sudden Death Victory
Units must be in supply and not isolated. If this never occurs, determine the winner using the victory conditions in 14.3.
14.2.1 German Sudden Death Victory
If the German player moves 3 units with attack capability off the map via the Landsberg supply line (15.01 (D) to 35.01 (E)) during game turns 1, 2, or 3, the game ends immediately with a German sudden death victory. EZOCs do not break the Landsberg supply line; the units must physically exit. The three units must be from the 3rd SS Corps (not independent units) and must be mechanized. The MP cost for the exit hex is the same as the hex currently occupied by the German unit. Reduced road costs may apply, but a unit may not use strategic movement to leave the map. In addition, before these units leave, the Germans must have successfully lifted the siege of Arnswalde (that is, established an EZOC-free supply line to that city — see 14.1.2).
Historical note: The supply line to Landsberg was crucial to the Soviet siege of Küstrin. This was one of the objectives of Operation Sonnenwende. Further disruption to Soviet supply lines could have resulted in a significant delay to the next phase of the assault on Berlin.
14.2.2 Soviet Sudden Death Victory
If the Soviet player occupies any of the Stettin victory hexes (03.18, 04.18, 04.19, 05.18) with a combat unit in supply at any time, the game ends immediately with a Soviet sudden death victory.
Historical note: A supplied bridgehead on the west bank of the Oder would have been a disaster for the Germans.
14.3 Victory Conditions
Victory conditions are based on Soviet possession of VPs.
| Victory Level | VPs Required |
|---|---|
| Triumphant Soviet Victory | 17+ |
| Overwhelming Soviet Victory | 14-16 |
| Major Soviet Victory | 7-13 |
| Minor Soviet Victory | 5-6 |
| Draw | 2-4 |
| German Propaganda Victory | 1 or less |
14.3.1 VP Hexes
The following cities are the VP hexes and their VP value (before/on or after the historical capture turn):
Greifenhagen (03.11); Bahn* (07.05) – 3*/1* VP; Altdamm (07.16); Gollnow (12.23); Pyritz (13.07) – 2/1 VP; Stargard (17.14) – 3/1 VP; Naugard (19.27) – 2/1 VP; Daber (24.24) – 2/1 VP; Arnswalde* (26.08) – 5*/1* VP; Labes (32.26) – 2/1 VP; Schievelbein (36.30); Dramburg (37.21) – 2/1 VP; Falkenburg (42.22); Bad Polzin (44.30).
(For * see 14.1.2)
14.3.2 Other Soviet VP Sources
The Soviet player receives 1 VP for each unit remaining in the turn end phase after the "Defend the Reich" die roll has been obtained. The affected German units are: 10th SS, 4th SS, 233rd Infantry, Führer Begleit & Führer Grenadier divisions. This penalty does not apply if any of those units have been withdrawn as part of 14.2.1, or have been previously destroyed.
15.0 Setup
Players select their side (German or Soviet) and set up their forces according to the setup instructions below. Place all reinforcements on their correct arrival turn on their respective player aid card, place air units in their respective boxes, and place the turn marker on turn 1. All units begin at full strength, in supply, in command, and within stacking limits.
15.1 Germans
Stell II HQ (04.18), Pommern VLKSTM (01.06), Klein/Den (03.07), II/26FJ/Den (08.08), PzJG54/9FJ, PzJG53/9FJ, PzJG51/9FJ, 9J/9FJ, 9P/9FJ, FJzbV/9FJ (w/i 1 of 04.11), I/26FJ/9FJ (04.14), Engel/Den (06.07), Festung Bahn, KG Schmeling (07.05), 6J/DEN (10.08), EaU Stettin, Pyritz II VLKSTM (13.07), Rein/Den (14.09), Hessen I VLKSTM (12.09), Hessen II VLKSTM (12.08)
39 Pz HQ (10.13), 44Pz/233, 142/233, 139/233, 144P/233, 144J/233 (w/i 1 of 16.17), 44A/233 (17.15), 22/10SS (10.16), Lang/10SS, 10A/10SS (13.16), 21/10SS (12.16), 10P/10SS, 10J/10SS (11.16), StuG/10SS (14.15), 4Pz/4SS (11.13), 8/4SS (12.14), 4A/4SS (12.15), 7/4SS (10.12), 69/28SS (17.11), 70/28SS (20.12), 28J/28SS (18.12), 28P/28SS (20.11)
3SS PZ HQ (27.15), Oehms/27SS, 27J/27SS (22.13), Rehman/27SS, 27P/27SS (23.12), 503SS (25.16), Festung Arnswalde, Voigt (26.08), HvS/11SS (25.12), 23/11SS, 11A/11SS (24.12), 24/11SS, Schulz-Streek (26.12), 102Pz/FB (30.19), 673J/FB (29.18), 120P/FB (32.16), 100/FB (30.15), Klotz/23SS (23.19), 49/23SS (25.18), 23J/23SS (24.19), Sülberg (29.11), Schäfer (30.13)
Munzel HQ (16.15), 911/FG (29.22), 101Pz/FG (37.18), 124P/FG (29.23), 99/FG (38.15), 951P (16.13), 100/104PJ (15.13), 4J/104PJ (14.16), 2J/104PJ (17.14), 3J/104PJ (18.15), 1A/104PJ (19.15), 5Jäg/104PJ (14.13), 281P/281, 368/281, 322/281, 418/281 (w/i 1 of 36.21)
10SS HQ (39.21), Kausch (40.21), Scha/z402 (38.15), Kohl/z402 (32.14), Mens/z402 (40.15), Hard/z402 (34.14), 56J/5J (48.24), 75J/5J (47.22), 5P/5J (48.23), FHJ3/LEH (46.18), FHJ1/LEH (44.18), FHJ4/LEH (47.18), FHJ2/LEH (42.17)
Corps Tettau: See Event 19.1.5
AIR UNITS START: In place and available, 1 JG and Rudel (Luftflotte 6); in place and grounded, 2 JG & 3 JG (Grounded Box)
15.2 Soviets
2GT HQ (16.05), 19M/1M (11.06), 35M/1M (06.05), 37M/1M (02.05), 219T/1M (08.06), 6GT (13.03), 79GT (19.08), 18 ENG (12.02), 33G/9GT, 65GT/9GT (13.05), 47GT/9GT, 50GT/9GT (14.07), 48GT/12GT (14.11), 66GT/12GT (17.08), 49GT/12GT (16.09), 34G/12GT (15.11)
61 HQ (29.06), 85T (26.09), 38 ENG (25.02), 212/80 (24.10), 356/80 (27.08), 75G/9G, 152 (21.09), 415/9G (30.12), 12G/9G (33.12), 23/89 (28.10), 311/89 (23.08), 397/89 (40.13), 11 GdT (30.09)
Konstantinov HQ, 14GC/7GC, 15GC/7GC, 16GC/7GC (w/i 1 of 31.10), 119UR/7GC (26.07)
47A HQ (38.06), 143/129 (23.01), 60/125 (35.03), 185/77 (13.04), 76/125 (38.13)
Polish units: 4/1 (45.14), 2/1 (44.16), 1C/1 (45.17), 6/1 (47.17), 1T/1 (45.15)
2nd Guards Cavalry Corps: See Event 19.1.5
AIR UNIT START: 6 GA (Air Army 16)
15.3 Reinforcements
TURN 1 GERMAN: 11 Pz AOK Draw Chit, 1/1Mar (A) SOVIET: 47A Draw Chit, 88GT (D), 132/129 (D), 364/7, 265/7, 207/79, 115UR (F), 1A HQ, 1/1 (G)
TURN 2 GERMAN: 234P/163, 310/163, 307/163, 324/163, 234J/163 (detrained at hex 37.21) SOVIET: 1A Draw Chit, 3 Sh A Draw Chit, 146/7 (E), 3 Sh A HQ, 260/129 (F), 3/1, 1 Eng/1, 2 Eng/1 (G)
TURN 3 SOVIET: 1 BRF Draw Chit, 328/77 (D), 8MR/9T, 95T/9T, 23T/9T, 108T/9T, 36GT/9T, 2AES (E), 25 Eng, 150/79, 171/79, 33/12G, 52G/12G, 23G/12G (F), 4T (G)
TURN 4 GERMAN: 3 Pz AOK Draw Chit SOVIET: 9GA (air unit), 234/77 (C)
TURN 6 SOVIET: 175/125, 18 ENG, 70GT (C)
TURN 7 SOVIET: 1 GT A Draw Chit, 1GT A HQ, 64GT, 19, 17ENG, 40GT/11GT, 44GT/11GT, 45GT/11GT, 27GR/11GT, 19GM/8G, 20GM/8GM, 21GM/8GM, 1GT/8GM, 8GMC/8GM, 48GT (D)
TURN 8 GERMAN: 2/1Mar, 1P/1Mar, 4/1Mar, 210 (B)
16.0 Optional Rules
The following rules may be added if both players agree, for example if players of different experience levels are playing.
16.1 Stavka Orders
The Soviet player may withdraw a Soviet command chit during the command phase and set it aside on turns 2 and 3. This withdrawn chit is kept hidden from the German player. The chit is placed back with the others during the turn end phase. If desired, the same chit may be withdrawn on both applicable turns. For each turn the Soviet player exercises this option, they lose 1 VP at game's end. A Stavka marker (-1VP/-2VP) is included as a reminder.
Design note: This optional rule obviously ties in with 12.6, Zhukov's Report, but here gives the Soviet player a better-managed response to the German attack. Both rules may also be used if players are of different experience levels.
16.2 German Sudden Death Variant
Before starting the game, players may decide to use the following rule instead of 12.2, German sudden death.
If the German player successfully lifts the siege of Arnswalde, and moves three units off the map before the end of the turn, instead of ending the game at that point, the German player immediately receives 3 VPs. This amount is deducted from the Soviet total at the end of the game.
Design note: This means the game is guaranteed to run the full ten turns to see the effectiveness of the Soviet player's counteroffensive, regardless of the German player's success.
16.3 The Soviet 234th Infantry Division
The Soviet 234th Infantry Division, initially part of the 47th Army, came under the command of the 61st Army around March 1 (turn 8). If players want this level of accuracy, replace the first unit with the 234/80 (marked with an asterisk) in the turn 7 replacement phase. The 234/80 replaces the 234/77 exactly — location, supply status, whether flipped, etc. If the 234/77 has been eliminated by that point, the exchange does not take place.
16.4 Delayed Withdrawal of the 39th Panzer Corps
At the start of turn 5, the Soviet player earns ½ VP if the withdrawal of the 39th Panzer Corps (and the FG and FB divisions) has not been triggered by the random event table, and continues earning ½ VP per turn until it is withdrawn. Thus, if the 39th Panzer Corps is never withdrawn, the Soviet player would have earned 3 VPs by the end of the game before the victory hex locations are counted. Round fractions up at the end of the game.
Design note: The timing of the 39th Panzer Corps' withdrawal can be crucial to overall Soviet performance — even its presence for one more turn can have a major impact. This optional rule means the German player will still have to work hard to stop any significant Soviet breakthrough to secure their victory or a draw, in case they have one or two extra turns with the 39th Panzer Corps. Markers are included to serve as a reminder of these VP awards.
17.0 Designer's Notes
Design Rationale
The building of this game began when I read about the efforts of the 11th SS Nordland during 1944 and 1945. I stumbled upon "Operation Solstice" (Sonnenwende) by chance and thought I could make a small game about it. But being me, it soon grew into something bigger, and suddenly I had included the Soviet Eastern Pomeranian campaign. I must admit that including the Battle for the Seelow Heights also crossed my mind. Fortunately, I stopped at the right moment.
I'll start by repeating what I wrote in my Narva game: "Some things I thought I should mention right away so they don't create a big debate later on: the setup is not 100% historically accurate."
I have tried to recreate the starting positions as best I could. The Soviet order of battle was easy to identify, and the German one I found in copies of war diaries. But the number of task forces, blocking units, Volksturm, etc., makes unit strength in this game very difficult to assess. Even though the Soviet side had a 3:1 advantage in personnel and 5:1 in tanks, German morale makes their units as strong as they are. Since most German units arrived on the scene during February 14-15, there is some limited free setup in this game.
19.0 Random Events
In the random event phase, either player rolls 1d6 and consults the result on the random event table. If the primary event occurred on the previous turn, execute the secondary event instead.
19.1 Random Event Explanations
19.1.1 Soviet or German Bombardment
Allows the Soviet or German player (depending on which player is affected) to carry out bombardment attempts according to the bombardment procedure (see 8.5).
19.1.2 406th Volks Artillery Corps
Counts as an ordinary German bombardment attempt with the restriction that its target must be adjacent to any unit under the command of Stell II.
19.1.3 Defend the Reich
When this event occurs, all units of the 10th SS, 4th SS, 28th SS, Führer Begleit, Führer Grenadier, and 233rd divisions, and the HQ of the 39th Panzer Corps (and its draw chit), must move off the map via Stettin before the end of the turn end phase of the following turn. Immediately remove the 39th Panzer Corps' draw chit from the cup. No unit under the 39th Panzer Corps, FB (3rd SS), and FG (Munzel Corps) divisions may attack any longer. The Munzel HQ's command range is now reduced from "8" to "6" (replace the counter with the reduced version). Each time the German player draws a chit from the cup in a subsequent command phase, regardless of the corps, they may carry out a regular move (including rail movement but not strategic movement) with the units of the 39th PzK, FB (3rd SS), and FG (Munzel Corps) divisions, following all command range rules. The German player has 2 turns to withdraw all divisions (the turn the event occurred and the following one). When units reach hex 07.16, they are picked up and removed from the map. If the German player fails to do this, in the turn end phase of the turn after the event was drawn, any remaining units on the map are removed and eliminated from the game. The Soviet player earns 1 VP per unit.
Historical note: These units were withdrawn on Hitler's express order; any failure to do so in a timely manner would have been severely punished.
19.1.4 2nd Guards Tank Army Out of Fuel
All units belonging to the 2nd Guards Tank Army are forbidden from using strategic movement until the following turn, due to fuel shortages.
19.1.5 The Withdrawal of Corps Tettau
The BÄRW units and the HQ enter the game via entry point H; the POM units via entry point I.
Upon entering the map, the German player must roll 1 die per unit (exception: do not roll for the HQ unit).
- 1 = the unit is lost
- 2-4 = the unit enters at reduced strength
- 5-6 = the unit enters at full strength
Once drawn, treat the arrival of the units as a regular reinforcement (but strategic movement is not allowed), with its own movement phase. Immediately after the movement of those units, the Soviet player brings in the 2nd Guards Cavalry Corps at entry point H, and conducts a regular movement (but strategic movement is not allowed). Finally, add the Tettau command chit to the drawing cup, and if drawn, it may be activated normally in the same turn.
Historical note: Corps Tettau held the front line adjacent to the Soviet 2nd Belorussian Front to the east, off the map. The random nature of its arrival and variable strength reflects its increasingly chaotic defensive withdrawal westward as the Pomeranian front collapsed.
19.1.6 Accurate Soviet Anti-Aircraft (AA) Fire
Remove the German air unit Rudel from the game for the rest of the game.
19.1.7 Accurate German Anti-Aircraft (AA) Fire
Remove the Soviet air unit 6GA from the game for the rest of the game.
19.1.8 Improved Soviet Anti-Aircraft (AA) Fire
Remove the German air unit 3JG from the game for the rest of the game.
19.1.9 General Wenck Falls Asleep
The German player may only draw 4 chits this turn instead of the usual 5.
Historical note: The commander of the offensive was seriously injured in a car accident while driving back from a conference in Berlin. Command initiative and momentum were lost.
19.1.10 Aborted Air Operation
Both players must ground one air unit, first from the air box, or if none is available, from the "Refit" side of the grounded box.
19.1.11 Scraping the Barrel
The German player receives 1 non-mechanized replacement point to give to a unit on the map (not previously destroyed or withdrawn) that is in supply, in command, and not in an EZOC.
19.1.12 German Surprise
The German player receives a "+1" on the first attack selected by the 3rd SS Panzer Corps on the first turn.
Historical note: Although the Soviets were aware of most of the German units on their front, the war diary of the 2nd Guards Tank Army reveals how the scale of the 3rd SS Panzer Corps' counterattack caught them off guard.
19.1.13 The Mechanics Work Wonders
Both players receive 1 mechanized replacement point to spend on a mechanized unit on the map, in supply, in command, and not in an EZOC.
Random Event Table
| Turn | Die | Primary Event | Secondary Event |
|---|---|---|---|
| 1 | 1-3 | German bombardment | |
| 1 | 4-5 | German surprise | |
| 1 | 6 | Aborted air operation | |
| 2 | 1 | 2nd GTA out of fuel | |
| 2 | 2 | Soviet bombardment | |
| 2 | 3-4 | German bombardment | |
| 2 |
Design note: Four markers are included as reminders of random events, to be placed on the turn track when they occur. These are "accurate Soviet anti-aircraft (AA) fire," "accurate German anti-aircraft (AA) fire," "withdrawal of Corps Tettau," and "Defend the Reich."