RulesPal
Chat
Rulebook
The Third Winter: The Battle for the Ukraine September 1943-April 1944 thumbnail

The Third Winter: The Battle for the Ukraine September 1943-April 1944

The Third Winter: The Battle for the Ukraine September 1943-April 1944 Rulebook

Table of Contents

Table of Contents

  • 1.0 General Special Rules
    • 1.1 Map & Terrain
    • 1.2 Railroads
    • 1.3 Rumania Air Box
    • 1.4 The Dnepr River
    • 1.5 Pontoon Units
    • 1.6 Special Units
    • 1.7 Reinforcements
    • 1.8 Weather
    • 1.9 Random Events
    • 1.10 The Armies
  • 2.0 Axis Special Rules
    • 2.1 Supply and Reinforcements
    • 2.2 Luftwaffe
    • 2.3 Axis HQ Capabilities
    • 2.4 Axis Miscellany
    • 2.5 Axis Allies
  • 3.0 Soviet Special Rules
    • 3.1 Supply and Reinforcements
    • 3.2 Red Air Force
    • 3.3 Front HQs
    • 3.4 Artillery Barrage Markers
    • 3.5 RVGK
    • 3.6 Special Truck Extenders
  • 4.0 Optional Rules
  • 5.0 Victory Conditions
  • Abbreviations
  • Random Event Table
    • Common Events
    • Rare Events
  • Examples of Play
    • Soviet RVGK Example of Play 1 - Situation
    • Soviet RVGK Example of Play 2 - Reinforcement Phase
    • Soviet RVGK Example of Play 3 - Movement Phase
    • Front Command Radius Example of Play
    • Pontoon Example of Play

1.0 General Special Rules

1.1 Map & Terrain

There are four maps labeled A through D. Hexes are identified by a map letter and number, e.g., hex B60.10 is a Kharkov city hex.

1.1a Terrain Effects Chart. The movement/combat effects are explained in the Terrain Effects Chart (TEC).

1.1b Hedgehogs. Hedgehogs may not be built larger than Level-2 and are reduced by one level when captured.

1.1c Ports. Neither side has a Shipping Allowance (Sea Cap), the ports being intended for use in later games.

1.2 Railroads

Railroad lines are either Soviet gauge (broad gauge) or German gauge (standard gauge). The Axis may only use German gauge lines and the Soviets may only use Soviet gauge. Players change the gauge of these lines using Rail Repair units, per series rule 13.3f. Some entry hexes automatically convert to Soviet gauge during the game, see 3.1.

During the Soviet Player's Clean Up Phase, any rail hex more than 20 hexes from an Axis combat unit and connected to the Soviet rail network is automatically converted to Soviet gauge (ignore units being supplied by a Kessel HQ.)

1.2a Off-Map Rail. Either player can use their Rail Capacity to rail cargo off and back on any of their map-edges (as long as the cargo does not cross the Black Sea). The only hexes that can be used for this purpose are those capable of normal rail movement for that player. No ground unit can ever end its movement off map.

1.2b Extra Detrainable Hexes. Point of Interest hexes on the map are detrainable.

1.3 Rumania Air Box

The Axis player has an off-map air base in Rumania. It may be used to base up to four Axis air units at any given time. No combat or barrage is ever allowed in this box. Aircraft based here:

  • Refit for free.
  • May only fly missions within the borders of Rumania (see 2.5a).
  • Must return to the Rumania Air Box after any mission (so "going to Rumania" is permanent).
  • The Rumania Air Box is 10 hexes from any hex along the west edge of Map C.

1.4 The Dnepr River

The Dnepr is one of Europe's major rivers and is delineated into two River types—Major and "Volga-Class". Standard OCS rules apply for the Major River section (hex D31.34 and north), with the rules below applying only to the Volga-Class River portion between hexes D32.33 and D11.02 inclusive.

1.4a Volga-Class Bridge Destruction. A Volga-Class Bridge exists where a road or railroad crosses a Volga-Class River hexside. The Axis player has the option to destroy a Volga-Class Bridge the instant the first Soviet combat unit moves into a hex on either end of the bridge. Success is automatic. If not done immediately, that particular Volga-Class Bridge can never be destroyed. Bridge Destroyed markers are provided to indicate the destroyed status of a Volga-Class Bridge. Bridges across other types of rivers cannot be destroyed.

1.4b Volga-Class River Hexsides. Without a Volga-Class Bridge, only Leg MA units can cross a Volga-Class River by using a blown Volga-Class Bridge; a Ferry marker (see 1.5a); during Ice conditions or with the Soviet Dnepr Bridgehead Enthusiasm Optional Rule (see 4.3). Units with any MA may use the Kherson Rail Ferry (see 1.4d).

  • A Volga-Class River freezes and unfreezes slowly. It takes three consecutive turns with "Freeze" weather conditions to make the Volga-Class River "Ice." Use the "Dry" TEC effects for the Dnepr River until then. Once "Ice," it requires three consecutive Mud/Thaw/Dry turns to make the River "normal" again. Thus, if the Weather rolls generate "Freeze" on 29 Nov, 1 Dec and 5 Dec, the "Ice" condition takes effect at the start of the Dec 8 turn, regardless of that turn's Weather.
  • HQ units and Engineer units do not provide any bridging effects across Volga-Class River hexsides.

1.4c Combat Across Volga-Class Rivers. Attacks across the Volga-Class River portion of the Dnepr have the following limitations:

  • A Volga-Class River hexside without a Ferry marker or bridge: only Leg MA units may attack and only when the river is "Ice".
  • Intact (or repaired) bridges: any units may attack across at a reduced strength (see TEC).
  • A Blown Bridge, Ferry or Kherson Rail Ferry (see 1.4a, 1.5a or 1.4d): only Leg MA units may attack across.
  • Advance after Combat: No more than 3 RE can ever advance across a Volga-Class hexside in any Phase.
  • Retreat: Any unit may retreat across an intact or repaired bridge. Leg units may retreat across a Volga-Class hexside only when the river is "Ice." No units may retreat via a Ferry marker or the Kherson Rail Ferry.

1.4d Kherson Rail Ferry. Kherson (D14.03) is connected across the Dnepr to D15.03 via a Permanent Rail Ferry Crossing:

  • Provided the River is Normal and neither hex is in an Enemy Zone of Control, SPs and units in Move Mode may use the Rail Ferry. They must start the Movement Phase in one hex of the Rail Ferry and end it in the other. No further movement or transportation is possible this phase. Up to 3 RE may be ferried in total in either direction (not 3 RE in each direction). This crossing does not require Rail Cap.
  • The Kherson Rail Ferry connects the rail hexes on both banks for the purposes of trace supply only. Thus, at campaign start, hex D25.04 is an Axis detrainable hex from which units may obtain trace supply even if its connection with Melitopol were cut.
  • The Kherson Rail Ferry functions for both players. It cannot be destroyed.

1.5 Pontoon Units

Both sides can use Pontoon units to facilitate river crossings. Pontoon units, whether DG or not, that are oriented to Combat Mode have special bridging capabilities as follows.

Major & Minor Rivers. A Pontoon unit creates a "Pontoon Track Bridge" for friendly units across all adjacent Major and Minor River hexsides (as if a "track" is crossing the river). These Pontoon Track Bridges disappear if the Pontoon unit leaves the hex. This Pontoon Track Bridge connects the hex the Pontoon occupies to all other transportation lines in adjacent hexes (per OCS 6.2a). Map-printed bridges are unaffected by the presence of a Pontoon Track Bridge. An optional marker is included in the game as a play aid.

Play Note: The Pontoon Track Bridge that is created makes the cost to enter the hex across the bridged river 1 MP in most weather conditions (see TEC). Note also that OCS 6.1d applies, so if a unit with Track or Truck MA crosses the river into a swamp hex, it will need to use a road, track or rail when exiting that hex.

Volga-Class Rivers. Pontoon units are particularly valuable when dealing with the formidable Dnepr River barrier. During each turn that a Combat Mode oriented Pontoon unit spends the entire Movement Phase in a hex adjacent to a Volga-Class River, it can:

  • A) Deploy a Ferry marker (1.5a) in its hex. There is no Supply cost. The ferry is immediately available to Leg MA units (per TEC).
  • B) Remove a Ferry marker from the hex (units may not use the Ferry to cross a river in the phase it is being removed).
  • C) Conduct Bridge Repair (1.5b) on one adjacent blown Volga-Class Bridge.
  • D) Create Pontoon Track Bridges across adjacent Major and Minor River hexsides.
  • E) Pontoon units can conduct Bridge Repair and create Pontoon Track Bridges simultaneously with deploying or removing a Ferry marker.

1.5a Ferry Markers. A Ferry marker creates a limited crossing across every Volga-Class River hexside to which it is adjacent. As per the Terrain Effects Chart a Ferry is functionally the same as a blown bridge, usable for movement/combat by Leg units only and only when the Volga-Class River is not Ice.

  • Put a Ferry marker on top of the stack (no hiding it!).
  • A Pontoon unit cannot move until its Ferry marker is removed (per "B" above). This means a Pontoon unit cannot use its own Ferry to cross.
  • Up to 3 RE per phase can use a Ferry to cross each adjacent Volga-Class River hexside in any Phase. Note: Yes, 9 RE could cross, 3 RE going to each of three different hexes using the same Ferry marker.
  • All Ferry markers are removed immediately when the Volga-Class River portion of the Dnepr becomes Ice.
  • Ferries may only be used by the owning side. Remove them should the Pontoon unit be destroyed or forced to retreat by combat.

1.5b Bridge Repair. A destroyed Volga-Class Bridge can be repaired by a Pontoon unit in Combat Mode in the hex at either end of the bridge. Complete repair requires four turns. Bridge Repairing markers are provided to track progress. Repair is permanent (a Volga-Class Bridge cannot be destroyed a second time under any circumstances).

  • The Pontoon unit must be in the hex for the entire Movement Phase for that turn to count towards repair. If interrupted, bridge repair progress is only halted, not lost. The repair is complete at the start of the fifth Movement Phase. Progress is not affected by the Normal/Ice state of the Dnepr.

Play Note: Thus, if a Soviet Pontoon unit commenced bridge repair on 1 Oct and continued uninterrupted, the bridge would be repaired at the start of the Soviet 15 Oct Movement Phase.

  • Bridge repair does not progress if an enemy combat unit is adjacent to the Pontoon unit.
  • All progress is lost if an enemy Attack-Capable combat unit occupies the hex at either hex of a partially repaired bridge.
  • Use one of the supplied Bridge Repaired markers to indicate a repaired bridge.
  • Multiple Pontoon units do not speed the repair process.
  • The Kherson Rail Ferry cannot be "repaired" into a Bridge.

1.6 Special Units

1.6a German Flak and Soviet AA Units. Both sides deployed substantial anti-aircraft assets during the campaign. To reflect their impact, these units add a Flak Die Roll Modifier (DRM) when in Combat Mode. Only one flak unit per hex may provide this DRM with a Flak battalion/regiment providing a +1 and an AA division a +2. These DRMs are printed on the counter.

1.6b Rail Artillery. Both sides have rail artillery units. These act as normal artillery except for the following:

  • They can only Barrage if oriented to Combat Mode.
  • They may only move by rail and only then in Move Mode. This does not cost any Rail Capacity. Follow the normal rules for rail movement except the starting/ending hexes do not have to be detrainable.
  • Rail Artillery units are destroyed if forced to retreat.

1.6c Special Soviet Assault Units. The 1890th Flame-Tank Bn and the Assault Engineer brigades were used to spearhead attacks on cities (major or minor), forts, hedgehogs, and across rivers. The printed Action Rating is only for attacks into/across a hex or hexside that includes these types of terrain. For any other purpose (attacking a hex without these terrain types, defending, attrition, etc.) the printed Action Rating is reduced by 1. The 1890th does not get the above bonus when attacking across a river.

1.6d Artillery Divisions. The Soviets possess multi-step artillery and Rocket Artillery (Katyusha) divisions. Defense strength is the current RE value, and Barrage Strength should be reduced in proportion to losses. This means an 84-factor, 3-RE unit with 1 loss has a Defense strength of 2 and a Barrage Strength of 84 x 2/3 = 56.

Play Note: Players sometimes overlook that as multi-step divisions, these are not independent units and must use the Single Unit Method for fueling (OCS 12.5c (C)) when in Move Mode.

These artillery divisions may fire each RE independently, as if equal units of 1 RE were in the hex. Divide the Barrage Strength by the RE to get the strength per RE.

1.6e Breakdown Counters. The counter mix is intentionally limited. Soviet Guards (including Airborne) units use Guards Breakdowns. Axis Luftwaffe and Jäger units must use Breakdowns of their same unit type, but Axis Mountain divisions use non-Jäger Wehrmacht Breakdowns.

1.7 Reinforcements

There are two types of reinforcements, those obtained from the player's respective Replacements Table and the ones listed on the player's respective Arrival Schedule.

1.7a Replacements. Each player rolls on his Replacements Table during his Reinforcement Phase.

Rebuild Restrictions. Pax and Eq units are not used. The handling of each player's ground unit rebuilds is as follows:

  • Flexible Axis Rebuilds. Axis Replacements, including Special Replacements (SR) and Breakout returns are placed with any non-Kessel HQ of the appropriate nationality that is in trace supply (see 2.1b). Alert units (2.4b) may also arrive at any Kessel HQ.
  • Rigid Soviet Rebuilds. All Soviet rebuilds are done in the RVGK-1 or RVGK-2 Box. See 3.5 RVGK.

Replacement Table Results. Replacements are used per OCS 13.5. and the Rebuild Charts included in each Player's Booklet.

  • "Air" One air replacement can rebuild a reduced on-map air unit back to full strength or rebuild one air unit at full strength from the Dead pile. They cannot be saved for future use.
  • "Eq" Receive this number of Eq. There is an Action Rating (AR) value indicated. Rebuild a unit from the dead pile with that AR value or less. Note: Eq cannot be used to rebuild aircraft or Axis Tiger units. Eq may be used to rebuild Artillery or Mortar Regiments which are part of a multi-unit formation. Eq cannot be saved for later use.
  • "Pax" Receive this number of Pax. Pax may be saved later use.
  • "Ally" Pax that can only be used to rebuild Rumanian and Hungarian units. These may be saved future use. The Cossack cavalry regiment and the Slovak infantry division cannot be rebuilt.

1.7b Special Replacements. If there is a "Yes" in the SR column of the Replacements Table, the player also rolls on his Special Replacements Table for "free" builds:

  • "Arty" Rebuild one Artillery (Arty, Mortar, or Katy/Werfer) step (not an entire division), including Artillery or Mortar Regiments which are part of a multi-unit formation.
  • "Assault" Rebuild one Special Assault unit (1.6c).
  • "Flak" Rebuild one Flak unit (1.6a).
  • "AA" Rebuild one AA unit (1.6a).
  • "HH" Place a Level-1 Hedgehog in any hex in trace supply. Cannot increase the level of an existing Hedgehog.
  • "HQ" Rebuild one HQ unit.
  • "Pontoon" Rebuild one pontoon unit.
  • "Alert" Place one randomly chosen unit from the Alert pool if available (see 2.4b).
  • "Tiger" Rebuild one German Tiger unit. These may be saved for later use only if a unit is not available in the Dead Pile. A counter is provided to track accumulated Tiger Repls.

Except for Tiger steps, all Special Replacements are "use or lose" the turn they are received.

1.7c Arrival Schedules. Each Player Booklet provides a chronological Order of Appearance and Withdrawal.

Arrivals. Each entry indicates where the new ground units appear at specific Entry Hexes, or at Army or Army Group HQ locations, as long as these HQ locations are detrainable hexes. A few even arrive in the Dead Pile. Exceptions and special handling:

  • Repl Table Rebuilds and Breakout returns are placed per 1.7a. Alert units (2.4b) may also arrive at any Kessel HQ (2.3a).
  • SP are placed per the Supply Table notes. Placement requires no Rail Cap expenditure. 1T or 2T of the received SP may each be placed at as many Axis Air Bases in trace supply as desired, including the Rumania Air Box.
  • Some random events provide a player additional SP to be placed as directed. This is in addition to SP received from the supply table.
  • Note reinforcements can entrain in an arrival hex that has a German gauge railroad (per OCS 13.6b).

Withdrawals. When a unit is called on to be "Withdrawn" by the arrival chart, it or a unit with identical factors is immediately removed from play. The exceptions are HQs and components of a multi-unit formation, which require that specific unit to be removed. Make withdrawals regardless of a unit's current situation (even if in the Dead Pile, one step remaining, or surrounded). Fuel is not needed to exit the map (no actual movement is conducted), but internal stocks must be replenished (deducted from the next Supply Table arrival).

1.8 Weather

Weather affects air operations, ground conditions and combat as per the weather tables.

Weather is determined each turn by rolling separately for Ground Conditions (one die) and Flight Conditions (two dice). Use the row for the current date and read across to find the result in the column with the number rolled. The full effects of each weather type result are given on the Weather Table.

  • Weather on the first turn of scenarios is pre-determined (per the General Information).
  • Campaign scenarios may end early. During the Weather Determination Phase if 'Mud' is rolled as the ground condition for three consecutive turns during April 1944, the game ends immediately—at the moment of the third Mud weather roll.

1.9 Random Events

Random events are used in all campaign games but not during smaller scenarios. Roll on the random events table after determining the weather. Some events may occur only once per game and some have specific preconditions.

1.10 The Armies

Soviet units are:

  • Red Army (tan)
  • Guards (red-tan)
  • Red Air Force (orange-tan)
  • Guards Aircraft (red-tan)
  • Czech (red-blue-white unit type box)

Axis units are:

  • Wehrmacht (gray)
  • Waffen-SS (black)
  • Kriegsmarine (dark blue)
  • Luftwaffe (light blue)
  • Rumanian (olive)
  • Hungarian (steel blue)
  • Slovak (green)
  • Cossack (pale yellow)
  • "German" collectively refers to Wehrmacht, Waffen SS, Kriegsmarine and Luftwaffe units.

2.0 Axis Special Rules

2.1 Supply and Reinforcements

2.1a Axis Supply Sources. The following map-edge hexes with any type of road or railroad that enters the map are Axis supply sources:

  • The north edge of map A at game start. Korosten (A50.34) and road hexes east of it become Soviet supply sources 1 Jan 1944. Rovno (A25.35) and road hexes east of it become Soviet supply sources 5 Feb 1944.
  • The west edge of maps A and C.
  • The south edge of map C.
  • Hexes on the south edge of Map D are Axis supply sources in 1943 OR until Hex D17.01 has been captured by the Soviets. (These hexes convert into Soviet supply sources 8 Jan 1944.)
  • Hex B2.35 is an Axis supply source in September only. (On 8 Oct 1943, it converts into a Soviet supply source.)

2.1b Axis Unit Arrivals. New or rebuilt air units appear Active at any Air Base in trace supply. Per the Axis Arrival Chart, new ground units appear at specific Entry Hexes, or at Army or Army Group HQ locations, as long as these HQ locations are detrainable hexes. A few even arrive in the Dead Pile. Exceptions and special handling are given under Arrivals in 1.7c.

2.2 Luftwaffe

2.2a Hip Shoots. The Luftwaffe's Ju.87 and Hs.129 units are the only aircraft in the game allowed to Hip Shoot.

2.2b Luftflotte HQ. Each Axis Army Group on the Eastern Front had an associated Air Fleet. Luftflotte 4 was assigned to Army Group South. It and its assigned air units are identifiable by the color stripe on the HQ and counters. Note: This rule anticipates additional games covering the Russo-German war.

  • A Luftflotte HQ Marker has these qualities/limitations:
  • It must be located at a village or city hex, or a friendly Air Base, a minimum of 10 hexes from an in-supply Soviet combat unit.
  • A Luftflotte HQ is moved during the Movement Phase. It must be moved if a Soviet combat unit comes within 10 hexes. Just pick it up and place it at a friendly village, city or Air Base, 10 hexes or more from an in-supply Soviet combat unit.
  • If the hex occupied by the Luftflotte HQ Marker is attacked, it has no steps and contributes zero combat strength. It has no Flak DRM. If alone in the hex it is immediately displaced to any hex it can move to per above.
  • Once per game, each Luftflotte HQ can place SP on the map in any friendly hex within 60 hexes, representing the use of finite airlift capability. Place either 2 SP on an Air Base or 1 SP on a non-air base hex. This is not an air mission and is not affected by enemy air unit presence or EZOC. The counter's front side (with the "1") indicates it has not yet done this - after using this ability, flip the counter to its "0" side. This SP is over and above that received from the Supply Table.

2.2c Mission Hex Limits. The mission hex for Axis air units conducting Barrage, Fighter Sweep, and Trainbusting missions cannot be further than 60 hexes away from a Luftflotte HQ Marker.

2.2d Air Drop Limits. No Axis combat unit may be air dropped. Air Drop missions to deliver Supply Points are unaffected.

2.2e JG 52. Erich Hartmann's elite Bf.109G Fighter unit is given a special '6' air-to-air combat factor. Aside from the high rating, it is just another Fighter.

2.2f Tank-Busters. Hs.129 and Ju.87G units are designated as Tank-Busters, denoted with red Barrage Strength. Germany developed several aircraft with anti-tank cannons to help counter Soviet armor.

A) Tank-Busters:

  • Can only perform a Barrage mission or a Hip Shoot.
  • May only barrage a hex containing a Yellow or Red symbol unit (see OCS 3.2a). If the target hex turns out not to contain at least one of these units, the mission aborts.
  • Require a spotter.
  • May have other air units as part of the mission, but those units cannot add their Barrage Strength (essentially, they are serving as escorts).

B) Perform a Tank-Buster Barrage as follows:

  • There is a +1 DRM to the roll on the Barrage Table.
  • Treat all [1/2], 1/2, 2 or 3 Barrage Table results as 1 (which includes a DG result for all surviving units).
  • The Soviet player must choose the highest Combat Mode combat strength Red or Yellow symbol unit to take any loss.

C) Aside from the above, the roll and effects of the Barrage Table are handled normally.

D) Losses suffered from Flak must be taken from a tank-buster.

2.2g Rudel Ju.87G Group. Hans-Ulrich Rudel's tank-buster unit is represented by the Ju.87G counter. Aside from the rules for Tank Busters (2.2f), it is treated as any other air unit.

2.2h Air Strips. The Axis player may build and use Air Strips (OCS 15.2) up to the limits of the counter mix. If occupied by an attack-capable Soviet unit, they are returned to the pool, and may be rebuilt later.

2.3 Axis HQ Capabilities

2.3a Kessel HQs. The pair of special Kessel HQs reflect Germany's command and control superiority. Hold them off map until needed. Kessel HQs are placed and removed during the Axis Reinforcement Phase. They must be placed with any friendly combat unit anywhere, even in a pocket or EZOC. If destroyed in combat or voluntarily removed, a Kessel HQ may return three turns later (put it on the appropriate space on Turn Record Track).

A Kessel HQ:

  • Has a defense strength of 2 in Combat Mode and 1 in Move Mode.
  • Is not Engineer-Capable.
  • Has a 0 Flak DRM.
  • Alert units are the only Replacements which may be placed at a Kessel HQ's location.

Special Abilities:

A) Kessel HQs provide trace supply to all Axis combat units within throw range.

B) Units in Combat or Move Mode using Leg MA pay no MP cost to enter a hex within two hexes of a Kessel HQ with the following restrictions:

  • The maximum such move is 4 hexes.
  • The free move cannot be combined with regular movement or used for Overrun.
  • Units must stop upon entering a hex or crossing a hexside with an MP cost of All. An unbridged or Normal Volga-Class River cannot be crossed via this method.
  • Units must stop upon entering an un-negated EZOC (OCS 4.5b).
  • A unit can receive this movement advantage from only one Kessel HQ in a turn (no "daisy chaining").
  • Units must end their move no further east than they began.

Example: Kessel HQ. The Axis player has units which are surrounded near Korsun. He places a Kessel HQ in B13.07 during the Reinforcement Phase. It must be placed with a friendly combat unit.

  • The Wall SS Rgt moves to B12.04 and the Brkdwn Rgt in B12.05 moves to B11.04, both using regular movement since their ending point is more than 2 hexes from the Kessel HQ.
  • The 9 Mot SS Rgt, 10 SS Mot Rgt, and the Narwa SS Bn all move to B12.05. Narwa must go around B14.06 to avoid the EZOC in that hex. The units pay no MP costs for this move.
  • The 800 Arty Rgt moves to B11.06. It cannot move to B12.05 or B12.06 because those hexes are further east than its starting point. It has also entered an EZOC. (This move costs 3 Leg MP, so could be done normally.)
  • The Kessel HQ flips to Move Mode and moves to B12.05.
  • The 5 SS Arty Rgt can now move to B11.04, as the Kessel HQ does not have to be in Combat Mode for units to make use of its movement properties.
  • The Brkdwn Rgt in B13.07 may now move to B12.03. The EZOCs along its path have been negated by friendly combat units in those hexes.
  • The 5 SS Aufk Bn cannot use the Kessel HQ movement properties because it has Track MA (there is also no SP available to fuel it).

During the Supply Phase, all the German units can be supplied from the Kessel HQ, using its 1 Throw range plus one hex, assuming they can't be thrown Trace from outside the borders of this example.

2.3b Army HQs. Army HQs represent a higher command level than is typically shown and have these special characteristics:

A) They can only move by rail (counting as 1 RE against Rail Cap). Follow normal rules for rail movement except the starting/ending hexes do not have to be detrainable.

B) Up to 3 SP of each turn's "Air Bases, Army or Army Group HQs" supply may be placed with each Axis Army HQ.

C) They have a Throw range and function as any other HQ for supply, combat, Flak DRM and engineer functions.

D) Army HQs participate in combat like normal HQs, except that they are destroyed if forced to retreat.

E) If destroyed, they are rebuilt (at no cost) in the next Axis Reinforcement Phase, returning at any Army HQ. The Soviets gain 1 VP for destroying an Axis Army HQ each time it happens.

2.3c Army Group HQs. Special characteristics of Army Group HQs:

A) They can only move by rail (counting as 1 RE against Rail Cap). They must be located in a major or minor city hex.

B) All "Air Bases, Army or Army Group HQ" supply not placed with Air Bases or Army HQs is placed with the Army Group HQ.

C) They have a throw range and function as any other HQ for supply, Flak DRM, but cannot perform engineer functions.

D) Special Supply Capability: An Army Group HQ may carry 1 SP with it as it moves. Once per turn, an Army Group HQ in Combat Mode may place 1 SP which is stacked with the HQ at the start of the Movement Phase in any hex within its throw range. No Transport Points are required, just place the SP in the new hex (considered "unloading" per 12.2a). Special dumps may not be created this way when the Army Group HQ is in Move Mode (the 0 on the counter).

E) Once per game turn, an Army Group HQ may add a +1/-1 die roll DRM to any combat (at least one Axis unit involved in the combat must be within the Throw range of the Army Group HQ). This must be announced before the dice are thrown and affects the Combat roll, not the Surprise roll.

F) Army Group HQs participate in combat like normal HQs, except that they are destroyed if forced to retreat.

G) If destroyed, an Army Group HQ is rebuilt (at no cost) in the next Axis Reinforcement Phase, appearing in any friendly detrainable major or minor city hex. The Soviets gain 2 VP for this each time it happens. In addition, ALL combats in the game from the moment of the HQs destruction to its replacement incur a -1 DRM to the Combat roll when Axis units are the attacker and a +1 DRM to the Combat roll when Axis units are the defender.

2.3d Corps HQ Recovery. Whenever a German Corps HQ is eliminated, roll one die. On a result of 1-3, the HQ is rebuilt at no cost in the next Axis Reinforcement Phase, appearing at any Army or Army Group HQ. On a roll of 4-6 place the HQ in the Dead Pile.

2.3e German HQ Supply. German HQs may supply any Axis unit.

2.4 Axis Miscellany

2.4a Fortress Units. The Axis player may declare each major or minor city he controls a Fortress at any point when an enemy combat unit is within two hexes of any hex of the city (even in the middle of a Soviet movement segment). This can only be done if a Fortress unit exists in the "available" pool. The Rumanian Fortress unit can only be placed within the borders of Rumania. When destroyed, Fortress units are placed back in the pool for future use. Fortress status lasts until every hex in the city is Soviet controlled.

The moment a Fortress is declared:

  • Place one Fortress unit and one Level-1 Hedgehog in any hex of the city. In Odessa, Kiev and Poltava a second Fortress unit (but no additional Hedgehog) may be placed in a different hex of the city.
  • No Axis ground units in the city can voluntarily move or retreat into hexes outside of the city, even if this requires taking options as losses. This includes units which subsequently move into these city hexes—even by rail. The restriction applies to all contiguous city hexes, whether or not they contain a fortress unit.

Play Example: At the start of the game, no Soviet units are within two hexes of B3.24 and B4.23 (the western parts of Kiev). Let's assume the Soviets advance after combat into B6.23, and this is the first time those hexes are threatened by a nearby Soviet combat unit. The Axis player decides to take this opportunity to declare Kiev to be a Fortress and will also exercise the special "can place two in Kiev" exception noted above. Fort units are placed in B4.23 and B4.24 (he wants to toughen the defenses at the bridges) and a Hedgehog in B4.23. From this point forward, no Axis ground unit in Kiev can ever leave the city - they can still move, advance, and retreat into connected city hexes, but never do so into non-city hexes.

2.4b Alert Battalions. Alert units which don't start a scenario on the map are kept in an off-map pool. They may only appear via a Special Repl result and may be placed at Kessel HQs (2.3a) in addition to the usual placement options. When destroyed, they are placed back in the pool for future selection.

2.4c Panzer Loss. During their Reinforcement Phase in the Campaign game's first three turns (26 Sep through 1 Oct 1943), the Axis player must check for panzer loss. Roll two dice and suffer one step loss on a 7-12 result. A result of 2-6 is no effect.

If the result is a loss, one Axis yellow-symbol Armor unit must be placed in the Dead Pile. Priority must be given to eliminating units east of the Dnepr River, but aside from this the Axis player is free to choose.

2.4d Remnants. If a 16-4-3 infantry division (only these!) loses its last step in combat, not by Attrition or Breakout, it creates a remnant battalion two hexes away under these conditions:

  • A remnant battalion is available (they are limited by the counter mix).
  • The placement hex is further west than the destroyed division's hex, and there is a path free of EZOCs between these hexes (EZOCs can be negated).
  • The remnant maintains the "marker & mode" status of its (destroyed) parent division.

In the Axis Reinforcement Phase, a remnant battalion that is stacked with a Corps or Army HQ can be removed in order to rebuild a 16-4-3 (with one step remaining) if a Pax Repl is also spent. Removed or destroyed remnant battalions immediately become available for placement.

2.4e Axis Kampfgruppe Markers. The Axis player has Kampfgruppe markers that can be used to create ad hoc multi-unit formations from scattered German units.

  • Only units actually stacked with the Kampfgruppe marker are in the Kampfgruppe.
  • Such units must be German and have Truck or Track Move Mode MA (although they don't have to be in that mode).
  • A Kampfgruppe may contain a maximum of 3 RE plus one Company. They never count as more than 3 RE for possible density shifts. Use the actual amount, if less than 3 RE.
  • To create a Kampfgruppe, place a marker on an eligible unit in the Movement Phase. Units may freely join and leave the Kampfgruppe, but there must always be at least one eligible unit stacked with marker at all times.
  • The Kampfgruppe marker is returned to the pool either voluntarily during any subsequent Axis Movement Phase, or immediately if the last unit in the Kampfgruppe is eliminated.
  • Units in a Kampfgruppe are exempt from the restrictions of OCS 12.6f and can hence draw trace supply from a different source than other units of their parent formation(s).
  • A Kampfgruppe can use the Formation Method of fueling OCS 12.5c para A.
  • Special Reaction Capability: During his Reaction Phase, the Axis player rolls 1 die, halving the result (rounding down). This is the number of Kampfgruppen whose units are in Combat or Move Mode that may operate this Reaction Phase as if they were released Reserves. Such units are considered fueled for this Phase only (per OCS 12.5c, para C). Place 2T with one Kampfgruppe whose units actually move or attack during this Reaction phase.
  • Kampfgruppen may use Reserve Markers normally but gain no special benefits from doing so.

2.5 Axis Allies

2.5a Rumanian Army Restrictions.

  • Rumanian units, once inside the Rumanian border or the Rumanian air box may not leave. Aircraft based in the Rumanian air box may only carry out air missions inside Rumania.
  • Any Rumanian units which start or are placed outside Rumania are required to stay on Maps C and D.
  • A Rumanian HQ can rebuild and supply only Rumanian units.

2.5b Rumanian Collapse. The occurrence of either or both of the following events triggers the Rumanian collapse die roll:

  • The Soviets occupy both hexes of Iasi (C25.20 & C26.20).
  • The Soviets exit 3 RE of combat units off the map between hexes C13.01 and C19.01 inclusive (needs to happen only once).

During the Axis Reinforcement Phase in every game turn thereafter roll one die:

  • 1-3 = Rumania surrenders, and all Rumanian units are immediately withdrawn from the game.
  • 4-6 = Roll again next turn (assuming the conditions still apply).

2.5c Hungarian Army Restrictions.

  • Hungarian units may only operate on Map A. Furthermore, once Hungarian units move inside the ten western hex columns of Map A (the A10.xx column and west) they are not allowed to cross back outside this area (even in retreat).
  • A Hungarian HQ can rebuild and supply only Hungarian units.

3.0 Soviet Special Rules

3.1 Supply and Reinforcements

3.1a Soviet Supply Sources. The following map-edge hexes with any type of road, track or railroad that enters the map are Soviet supply sources:

  • The east edge of maps B and D.
  • The north edge of Map B east of B16.35 (inclusive).
  • B2.35 becomes a supply source on 8 Oct 43. This hex immediately converts to Soviet gauge rail.
  • Korosten (A50.34) and A50.35 become Soviet supply sources on 1 Jan 1944. Both hexes immediately convert to Soviet gauge.
  • The south edge of Map D becomes a supply source on 8 Jan 1944 (and rail hexes entering from the map edge immediately convert to Soviet gauge).
  • Rovno (A25.35), A38.35 and A42.35 become Soviet supply sources on 5 Feb 1944. Rovno's hex immediately converts to Soviet gauge rail.

3.1b Soviet Unit Arrivals. Newly arriving or rebuilt air units appear active at any air base that is in trace supply. Ground unit reinforcements appear at Front HQ locations or an RVGK box, per the Soviet Arrival Chart. Exceptions and special handling:

  • Breakout returns (OCS 12.8e) are placed at any Soviet Engineer-Capable (OCS 13.8a) HQ in trace supply.
  • Rebuilds arrive at either RVGK Box (see 3.5).
  • 2 SP must be placed at each Front HQ location. Remaining SP are placed in any distribution the player wishes at:
    • Any Front HQ location.
    • Kharkov (B59.10) or Kiev (B5.24).
    • B16.35, B2.35, Korosten (A50.34), Rovno (A25.35) and Road or Rail hexes on the south edge of Map D if under Soviet control. (Some of these locations only become active on certain dates per the Soviet Player Booklet and must be captured before they can be used!)
    • 1T or 2T of the received SP may be placed at as many Soviet Air Bases in trace supply as desired.

Some random events award a player additional SP to be placed as directed. These are in addition to amounts from the supply table.

Soviet reinforcements may entrain in an arrival hex that has a Soviet gauge railroad (per OCS 13.6b).

3.2 Red Air Force

3.2a No Hip Shoots. Soviet air units cannot conduct Hip Shoot missions.

3.2b Frontal Air Armies. Some of the Soviet air units are allocated to a specific Air Army, which are each associated with a Front HQ (see 3.3). Colored stripes are used to identify these counters, matching the color stripe on the Front HQ. Each Frontal Air Army has an Air Army HQ Marker, which must adhere to the following:

  • An Air Army HQ may be moved during the Movement Phase. Just pick it up and place it in any land hex within its Front Boundary (3.3b), no closer than 5 hexes from an in-supply Axis combat unit (ignore units being supplied by a Kessel HQ).
  • If the hex occupied by the marker is attacked, an Air Army HQ Marker has no steps and contributes zero combat strength. It has no Flak DRM. If Axis combat units enter its hex, it is immediately displaced to any hex it can move to per above.

3.2c Mission Hex Limits. Apply the following range restrictions to Fighter Sweeps, Trainbusting or any type of Barrage missions:

  • The mission hex for independent air units (no stripe) must be within 15 hexes of any Front HQ or Air Army HQ Marker.
  • Air units with Frontal Air Army stripes (3.2b) may only count this distance from their own Front HQ/Air Army HQ Marker.

Play Note: Placing KT-X markers (or tile spacers) is a useful way to mark air mission limits.

3.2d Air Operations. Air units from different Air Armies may not combine in the same mission. Independent air units may combine with any air units.

Air units assigned to a Front which is in Regrouping Posture (3.3d) may not perform Fighter Sweeps or missions which are resolved on the Barrage Table. Missions which are resolved on the Barrage vs. Facility Table are unaffected.

Fighters project a Patrol Zone and may Intercept.

3.2e Air Drop Limits. Only the Soviet 1st Gds Abn Bde is drop-capable, and any drops made by this unit must be pre-planned (per OCS 14.10b).

3.3 Front HQs

Front HQs are used to simulate the Red Army's rigid command structure in this period. For most of the game there are four Front HQs (the 4th Ukrainian is withdrawn on 1 Apr 1944). Front boundaries and a Front HQs "Posture" (Offensive or Regrouping, per 3.3c and 3.3d) are very important. Scenario setups will indicate each starting Front Posture.

3.3a Front HQ Qualities. Regardless of Posture, a Front HQ has these qualities:

A) Front HQs may only occupy a rail hex with an unbroken line of Soviet gauge rails back to a Soviet supply source.

B) The hex a Front HQ occupies becomes a Detrainable Hex.

C) A Front HQ Flak DRM is +2 (printed on the counter).

D) A Front HQ cannot be destroyed. It is unaffected by DG or Trainbusting/Interdiction. Should an enemy combat unit enter the hex containing a Front HQ, or should it no longer have a rail connection to a Soviet supply source, simply displace it five hexes or more to another hex it can occupy (per 3.3d below). Any supply in its hex is moved along with the Front HQ.

E) Each Front HQ has a "Command Radius" which:

  • Extends 10 hexes in all directions.
  • Does not extend into hexes with enemy combat units, un-negated EZOC or hexes which a Truck MA unit could not enter during current weather conditions. Note that this Command Radius functions differently than a "Throw Range." The intent is that a Command Radius extends 10 hexes in all directions until it encounters the front line or impassible terrain.
  • Allows an Army HQ Assigned (see 3.3b) to a Front and within the Command Radius of its Front HQ to Draw (OCS 12.3a) from the Front HQ hex (trace included). Only HQ units can do this (though the detrainable hex created by the Front HQ functions normally).
  • There is no penalty for an Army HQ assigned to a Front being outside the Command Radius of its Front HQ other than not being able to Draw from the Front HQs hex.

3.3b Front Boundaries.

A) Boundaries between Fronts must be clearly delineated. During the Soviet Reinforcement Phase, place a boundary marker counter sprue (or some other thin straight marker) with one end at the front line that indicates which hexes are part of which Front. Be sure there are no ambiguous hexes. The boundary markers can be oriented in any direction, but the line it creates extends 10 hexes forward and 10 hexes behind the front lines. Once placed, this boundary is fixed until the player's next Reinforcement Phase.

B) During the Reinforcement Phase, all Army HQs on the map must be Assigned to a specific Front. Any number of Army HQs may be re-assigned at this point, but the Assignment is fixed until the next Reinforcement Phase. It is not necessary for the HQ to be within the Front boundary to which it is assigned, the intent being to move there later in the Turn.

C) A minimum of four Army HQs must always be assigned to and within the boundary of each Soviet Front. Each Front must also have one tank corps, one mechanized or cavalry corps and one artillery or Katy division within throw range of an Assigned Army HQ located within the Front's Command Radius. There is no maximum limit.

D) Units are free to move across a Front boundary as long as the above minimums are maintained.

E) Any supply which is located within the Command Radius of a Soviet Front HQ Marker may not be transported (by rail or transport point) outside the Front boundary. (Exception: A loaded Organic Truck can carry up to an SP if traveling with its formation.) Assigned HQs may not draw or throw supply across their Front Boundary marker. The mechanics of a unit "making its Trace" during the Supply Phase is unaffected and can be traced across Front Boundaries.

3.3c Offensive Posture. An eligible (see 3.3e) Front HQ may be changed into Offensive Posture (flip the counter) at the start of a Soviet Reinforcement Phase. A maximum of two Front HQs may be in Offensive Posture at any time, and either one or two that are eligible may be designated so during a reinforcement phase. A Front HQ in Offensive Posture has these characteristics:

A) It cannot move.

B) Only Fronts in Offensive Posture may use Artillery Markers.

3.3d Regrouping Posture. A Front HQ can be changed into Regrouping Posture (flip the counter) at the end of a Soviet Reinforcement Phase. A Front HQ in Regrouping Posture has these characteristics:

A) It may move.

  • It may only move by rail and must end movement in a valid hex (per 3.3a). The cost is 5 RE of Rail Cap (adjust normally for multi-track lines and Trainbusting). Any supply in the hex may be transported along with the Front HQ at no additional cost.
  • It cannot end its movement within 20 hexes of another Front HQ or within 5 hexes of an in-trace Axis Combat Unit (except those drawing Trace Supply from Kessel HQs).
  • The 1st and 2nd Ukrainian Front HQs may never enter a hex south of xx.25 on Map C or D. The 3rd and 4th Ukrainian Front HQs may never enter a hex north of xx.05 on Map A or B. Beginning 1 Apr 1944 the 2nd Ukrainian Front may move as far south as the xx.20 row on Map C or D (inclusive).

B) Units which are both within a Front's Boundary and can receive trace supply from an assigned Army HQ located within the Command Radius of the Front HQ have these attributes/limitations:

  • They add 1 to the lead unit's printed AR when defending.
  • They do not have to pay for defensive combat supply.
  • They may not conduct Artillery Barrages. Should the Axis player attack units which meet these conditions, then conduct a barrage on each attacking stack using the 12-16 column on the Barrage Table with no shifts prior to combat. There is no supply cost for these barrages, nor do any artillery units need to be in range. This applies to overruns and to combat. This barrage takes place after step 2 of the Combat Sequence (OCS 9.2).
  • They subtract 2 from the lead unit's printed AR if they conduct an attack.
  • Have a 2 SP limit on attack supply per turn per Front HQ.
  • Units which do not meet the conditions listed in B above do not receive these benefits/penalties.

C) It cannot use an Artillery Barrage Marker.

Play Note: Front Posture will effectively define where the Soviets are allowed to attack. Furthermore, the effects given to units defending in Regrouping Posture will severely limit Axis attack possibilities in these areas. However, "Regrouping" does not mean "Inert," as these units are capable of limited operations and considerable movement.

3.3e Change Limits. Use the Soviet Off Map Display provided to keep a record of the turn a Front HQ changes to Offensive Posture, as each must adhere to the following:

  • A Front HQ must remain in Offensive Posture for a minimum of three turns. It may switch to Regrouping Posture after three turns and must do so after nine turns.
  • A Front HQ must remain in Regrouping Posture for a minimum of three turns with no maximum. After three turns, a change to Offensive Posture can be made per 3.3c.
  • Random Events may change these limits in some cases.
  • Soviet Front status is not hidden from the Axis player.

Play Example: On 1 October 1943, the 2nd Ukrainian Front is changed to Regrouping Posture (leaving 1st Ukrainian Front as the only one in Offensive Posture). On 5 October, with three Fronts in Regrouping Posture, the Soviet player would be able to switch 3rd Ukrainian or 4th Ukrainian into Offensive Posture (but not 2nd Ukrainian, because it is not allowed to go back on Offensive Posture until 12 October at the earliest).

3.4 Artillery Barrage Markers

Each Soviet Front HQ has a corresponding Artillery Barrage Marker.

3.4a Ready. An Artillery Barrage Marker may be spent in the Air/Naval Barrage Segment if the Front HQ is in Offensive Posture and the Marker is Ready. The process and restrictions are:

  • Place the Marker in a target hex, which must be adjacent to a Soviet combat unit and within the Throw range of an HQ which is Assigned to and within the Command Radius of the corresponding Front.
  • During the Air/Naval Barrage Segment, Soviet artillery units which are a) in Combat Mode, and b) in the same or contiguous hexes, may barrage the target hex and any two adjacent hexes. There is no supply cost for this Barrage. Each artillery or Katy unit may only barrage one hex (though per 1.6d artillery divisions may fire RE independently).
  • The units involved can Barrage again in the Combat Phase, paying normal supply costs.

3.4b Not Ready. After conducting the free barrages (above) flip the marker and put it 9 turns ahead on the Player Aid Card (or use the turn track). The marker is "Ready" in the Soviet Reinforcement Phase of that turn (some Random events may shift the marker's position).

3.5 RVGK

The RVGK is used for rebuilding of shattered formations and to realistically simulate the Red Army's management of strategic reserves. These strategic reserves are divided into RVGK-1 in the south and the RVGK-2 in the north.

Each RVGK Box is further divided into a Rebuilding section for divisions and corps that are not fully rebuilt and a Ready section for units that are full strength and thus ready for deployment.

3.5a RVGK Markers. These markers are used to show the approximate on-map location of units that are currently in the associated RVGK Box. The RVGK-1 marker must always end its movement on Map C or D, and the RVGK-2 marker must stay on Map A or B.

RVGK markers:

A) May only move by rail and must end movement in a detrainable hex. This costs 5 RE of Rail Cap (adjust normally for multi-track lines and Trainbusting).

B) Cannot be railed into or through a hex that is within 10 hexes of an Axis combat unit. (Exception: Ignore units being supplied by a Kessel HQ.)

C) Have no combat value.

D) The contents of the RVGK Boxes are hidden from the Axis player by fog of war.

3.5b RVGK Box Minimums. The two RVGK boxes combined must hold the following at a minimum (but see 3.5d below):

FormationMinimum
Tank and/or Mech corps6
Cavalry corps1
Artillery and/or Katy divisions (not brigades)2
Infantry divisions3
Tank Army HQ1

For a multi-unit formation to count towards the minimum, at least one unit must be in an RVGK box (even if just the Organic Truck). All its remaining units must be in either the RVGK box or the Dead Pile. None may be deployed on the map.

Should the formations in the RVGK boxes fall below the minimum due to withdrawals or deployments, formations sufficient to restore the minimum must enter the RVGK at the first available opportunity.

There is no maximum limit on additional corps, divisions and/or independent units (all types) that can be in an RVGK Box.

3.5c Entering the RVGK. Units rebuilt from the Dead Pile using are placed in an RVGK Box in the Soviet Reinforcement Phase. Also, during the Soviet Reinforcement Phase, on-map units within 20 hexes of an RVGK Marker and which they could reach using Strat Mode (OCS 5.8) can enter the corresponding RVGK Box. Simply remove the units from the map and place them in the associated box. This requires no fuel expenditure. Consolidation (OCS 13.9) is not allowed in the RVGK.

  • Units in an RVGK Box are automatically in trace supply.
  • All "living" units of a multi-unit formation must enter the box together - part of a formation can never remain on the map or be put in a different RVGK Box.
  • Organic Trucks maintain their current load status when entering an RVGK Box.

3.5d Exiting the RVGK. Units only exit an RVGK Box under two circumstances:

A) The instant an Axis combat unit moves within 5 hexes of an RVGK Marker, every unit in the associated RVGK Box is put on the map within 3 hexes of the Marker. (Exception: Ignore units being supplied by a Kessel HQ.) The RVGK Minimums must be restored after dealing with the enemy threat. (No foot-dragging allowed.)

B) At the start of the Soviet Movement Phase, units in an RVGK Box may be released as long as they adhere to the following:

  • Released units are placed anywhere within 5 hexes of the associated RVGK Marker.
  • The RVGK Minimums must be maintained.
  • Corps and multi-step units must be full-strength (with no missing steps or dead units).
  • Independent units (OCS 3.2f) are only released in conjunction with a Tank Army HQ that is also exiting the box. Up to 5 RE may be released along with each such HQ. Note: Players will find it helpful to cycle Tank Army HQs in and out of the RVGK to release these units.
  • All Truck and Track MA units are fueled for free per the Single Unit Method (OCS 12.5c para C) in the phase they are released.
  • Units may not enter and exit the RVGK on the same turn.

Play Note: Some Soviet corps contain units that enter play later than the rest of the formation. Late arrivals do not delay release from the RVGK until they appear. Players can use the Soviet multi-unit formation display as a reference.

Released units are free to move as desired.

3.6 Special Truck Extenders

The Soviet player may not make normal use of truck Extenders under the series rules (OCS 12.7). Instead, he has available two Special Truck Extenders (STE). When deployed on the map, each STE functions as a truck Extender for the extension of Trace Supply range in accordance with OCS 12.7. The only method to move an STE is to take it off the map during the Movement Phase and place it in the Moving section of the Special Truck Extenders Holding Box. During the Soviet Clean Up Phase, move each STE from the Moving section to the Ready section. During the Soviet Movement Phase, an STE in the Ready section may be deployed on the map wherever the Soviet Player desires. If an Axis combat unit moves into a hex containing an STE, immediately place the STE into the Moving section of the STE Holding Box. An STE cannot convert into Truck Transport Points.

4.0 Optional Rules

4.1 58th Panzer Corps. On 12 April 1944 or later, the optional "Operation Margarethe" forces can deploy. Bringing any or all of these units into play gives the Soviet player 2 VP. The units are:

  • 58 Pz Corps HQ
  • Panzer Lehr Division (all units)
  • 16th SS PG Division (all units)
  • 18th SS PG Division (all units)
  • 42nd Jaeger Division
  • 2 Truck Points
  • 3 SP
  • 1x He 177

(These units enter at Lvov or within 10 hexes of Lvov along the west map edge. All Organic Trucks are full.)

4.2 Jansen Fueling Rule. A multi-unit formation ("MUF", such as a Soviet Mech corps or German Pz division) can fuel and move in a player's Movement Phase (not the Reaction or Exploitation Phases), for the supply cost of only 1T, with the following restrictions:

  • The units to be moved cannot start, move or end next to an enemy unit of any kind (to include air bases, supply dumps, transport points, etc.).
  • These units can only be in Combat Mode. Road movement costs at least 1MP per hex (weather effects must be followed). A Road still functions to negate other terrain in the hex for movement purposes.
  • All units of the MUF are not required to use Jansen Fueling. Any unit requiring fuel can use the Single Unit Method described in 12.5c, if desired.

4.3 Soviet Dnepr Bridgehead Enthusiasm. Each turn, up to 6 Infantry-type RE's which can be thrown Trace from an HQ assigned to a Front on Offensive Posture may cross a Volga-class River hexside at a cost of "All". "Infantry-type" includes Infantry or Parachute which have Leg MA on their Move Mode side. They may attack across such a hexside, but their Combat Strength is quartered. Either moving or attacking across counts against the 6 RE limit. Note that the limit is per turn, not per Movement Segment.

4.4 Mountain Units. A mountain unit attacking into or defending in a mountain terrain hex adds +1 to its action rating.

4.5 Series Optional Rules. Supply Caches (OCS 21.10) are not used in this game. We strongly recommend the use of OCS 21.2 Proportional Loss and OCS HR-7 Artillery Factors with The Third Winter.

5.0 Victory Conditions

In the campaign game, the Soviet player accrues Victory Points (VP) and the total is used to determine who wins.

  • Soviets Win with a VP score of 12 or more.
  • Axis Win if the VP score is 6 or less.
  • Any other result is a Draw.

5.0a Victory Points. Specific cities and map locations may have a Victory Point value. The last side to move a combat unit through a VP hex "controls" it for victory determination. Points are awarded for achieving historical goals, and the schedule below will drive both players to match history without necessarily following its precise path. Unless otherwise noted, no point can be awarded multiple times.

  • -1 VP if Axis Combat Units occupy either hex of Poltava (B41.06/B42.06) in the Soviet Player Clean Up Phase of the 5 Oct 1943 Turn.
  • -1 VP if one or more Axis combat units are adjacent to the Dnepr between Kiev (B04.24) and Dnepropetrovsk (D44.24) in the Soviet Player Clean Up Phase of the 1 Feb 1944 Turn. The units do not have to be in Trace Supply.
  • -1 VP if Axis combat units occupy Nikopol (D35.13) and at least ten hexes that are both south of the Dnepr and within five hexes of Nikopol in the Soviet Player Clean Up Phase of the 1 Feb 1944 Turn. The units do not have to be in Trace Supply.
  • +2 VP for controlling Kiev at game end. (all 5 hexes, vicinity B04.24).
  • +2 VP for controlling Odessa at game end (C55.04/C55.05/C56.04).
  • +2 VP for controlling Uman at game end (A58.01).
  • +2 VP for controlling Vinnitsa at game end (A41.12/A42.11).
  • +2 VP for controlling Tarnopol at game end (A14.22).
  • +2 VP for the surrender of Rumania.
  • +1 VP per Axis Army HQ eliminated. (Can be awarded multiple times.)
  • +2 VP if the Soviet player destroys the Army Group South HQ unit. (Can be awarded multiple times.)
  • +2 VP for having at least one Mech or Tank Corps occupy a map edge hex between A1.18 and A1.35 inclusive. To be counted, the Tank or Mech corps must have at least 4 RE on the map edge (stacked or spread apart) during a Soviet Player Turn Clean-Up Phase. The units do not have to be in Trace Supply.
  • +2 VP for having a Mech or Tank Corps occupy a map edge hex between C13.01 and C19.01 inclusive. To be counted, the Tank or Mech corps must have at least 4 RE on the map edge (stacked or spread apart) during a Soviet Player Turn Clean-Up Phase. The units do not have to be in Trace Supply. (Note: The critical Ploesti oil fields are 7 hexes below C3.01.)
  • +2 VP if the Axis player deploys the optional 58th Panzer Corps (4.1).

5.0b Sudden Death. The game ends early with an Axis win if the VP score reaches -2. Similarly, it ends early with a Soviet win if the VP score ever reaches 16.

Abbreviations

  • AA – Anti-Aircraft
  • Abn — Airborne
  • AC — Armored Car
  • AG — Assault Gun
  • Arm — Armor
  • Arty — Artillery
  • AT — Antitank
  • Aufk — Armored Reconnaissance
  • Bake — Dr. Franz Bäke (Commander of Heavy Panzer Regiment Bäke, and a pre-war dentist)
  • Balck – Hermann Balck (Commander of XLVIII Panzerkorps)
  • Bde — Brigade
  • Bdr — Border
  • Bn — Battalion
  • Breith – Hermann Breith (Commander of III Panzerkorps)
  • Brkdwn — Breakdown
  • Cav — Cavalry
  • Co — Company
  • Cz — Czech
  • Div — Division
  • Erz — Ersatz
  • FJ — Fallschirmjäger (Parachute Infantry)
  • Flm — Flamethrower
  • Gd — Guard
  • Grp — Group
  • Hube – Hans-Valentin Hube, of Hube's Pocket fame (Commander of 1st Panzer Armee)
  • Hung — Hungarian
  • Inf — Infantry
  • Jg — Jäger (light infantry)

Random Event Table

Use the Random Event Table each turn, just after the Weather Determination Segment and before the Initiative roll.

Roll Twice. First roll (1 die):

  • 1-4 - Common Event
  • 5 - Rare Event
  • 6 - No Event

Second Roll (2 dice, use a colored die as the tens digit and a white die as the ones digit. For instance, a red '6' and a white '5' would be read as a roll of '65'.) Locate the appropriate random event. Most are self-explanatory. Some events have weather or time considerations, situational preconditions, or are one-time only. Sometimes there will be an event substituted; sometimes no event at all. If two random events are somehow in conflict, the lower numbered event takes precedence.

Common Events

  • 11 Luftwaffe Reserves. The Axis player receives two "Air" replacements this turn, in addition to what is received via the Replacement Table.
  • 12-13 Dispute. Soviet commanders argue over the future strategic direction. No Front HQ can be changed to Offensive Posture this turn or next turn. Current status is unaffected. Front HQs can switch to Regrouping Posture normally. This event may only happen once. If it has already occurred, treat as "no event."
  • 14 Hungarian Puppet Government. The Hungarians are released from their geography limits (2.5c) and may move freely. Pre-condition: Must be 1944. If it is still 1943, or if the event has already occurred, treat as "no event."
  • 15 Increased Tempo. The Soviet player may switch any one Regrouping Front HQ to Offensive Posture for this one turn only. This can be done even if two Front HQs, the normal maximum, are already in Offensive Posture. In addition, 5 SPs are received in the hex with the Front HQ Marker. The Front returns to Regrouping Posture during the next Soviet Reinforcement Phase. This one turn does not count for the 3.3e Change Limits (minimum three turns in Regrouping Posture before the Front can switch to Offensive Posture).
  • 16 Inertia. The First Player from last turn automatically wins the initiative on this turn (as if they won the initiative die roll).
  • 21 Initiative. The First Player for this turn will automatically win the initiative on next turn (as if they won next turn's initiative die roll).
  • 22 Partisan Offensive! The Soviet player gets to immediately place three Trainbusting markers anywhere in Ukraine (outside Rumania), and the Axis player must remove 2 SP from the map. In addition, during this turn the Soviet player can add a +1 DRM to any two Combat die rolls (not Surprise rolls), which must be announced before any dice are thrown).
  • 23 Luftwaffe Reserves Released. The Axis player immediately places 1x Fw.190A at any Air Base, Active. This unit may only be received once. If it has already occurred, change this event to the Axis player receives 1 additional Air Repl during their Repl Phase this turn.

Rare Events

  • 11-12 RVGK Reinforces Ukraine. The Soviet player receives an additional 10 SP in the hex of any Front HQ in Offensive Posture. Precondition: A Front HQ must be in Offensive Posture. If not, treat as "no event."
  • 13-14 Crimean Troops. Germany accelerates the evacuation of the Crimea. Receive 5x German Pax and 3x Ally Pax (as long as Rumania is still an Axis Ally) in addition to those received from the Replacement Table.
  • 15 OKH Reinforces Ukraine. German reserves arrive: 8x Pax and 1x Air step in addition to those received from the Replacement Table. Also, if not yet in play, 1st Mountain Division arrives by rail (no Rail Cap cost). Pre-condition: This is a one-time event. If it has already happened, treat as "no event."
  • 16-21 Rumanian Sudden Surrender. All Rumanian air units are removed immediately. Rumanian ground units are removed at the end of the game turn—they cannot move, attack, or barrage this turn, but can defend normally if attacked. Pre-condition: Must be 1944. If it is still 1943, or if Rumania has already surrendered, treat as "no event." The Soviet player receives 2 VP for a Rumanian surrender.
  • 22-23 No Retreat! Hitler insists Kiev be held at all costs to prevent further Ukrainian revolts. Immediately place 3 SP and two fortress units (if available) in the city. Kiev also becomes a fortress city (2.4a) if it isn't already. Pre-condition: At least one hex of Kiev must be Axis-controlled. If not, the Axis player selects the Axis-controlled city with the closest Soviet Attack-Capable combat unit to become a Fortress as described in the first bullet of 2.4a.
  • 24-25 OKW Reinforces Ukraine. German reserves arrive: 2x AR4 Eq and 2x AR5 Eq in addition to those received from their Replacement Roll.
  • 26 Crisis Off-Map. Hitler heeds the warnings over Army Group Center's panzer reserves. During the Reinforcement Phase, the Axis must remove one panzer and one PG division. The selected divisions must have at least 8 Combat Units (between them) on the map. They return as reinforcements three turns from now, but with two fewer Combat Units (select two randomly which will be placed in the Dead Pile upon return.) Pre-condition: This is a one-time event. If it has already happened, treat as "no event."

Examples of Play

Soviet RVGK Example of Play 1 - Situation

The illustration shows the RVGK boxes at the start of the Soviet Player Turn. The Soviet player is delighted by a Repl Roll of "11" resulting in 3 Pax, 2 AR4 Eq, 1 AR5 Eq, 2 Air and 1 Special. The subsequent roll for the "Special" is a "6" for an Assault unit.

Notes:

  • Units may not be transferred between the RVGK 1 boxes and the RVGK 2 boxes.
  • The 5th Shock Army HQ is a 12-0, similar to a Tank Army HQ, but cannot be used to deploy independent units.
  • The RVGK boxes are hidden from the Axis player. Use this for any "Maskirovka" desired. There is no prohibition against putting units with no losses into the RVGK box as a strategic redeployment tactic, but they cannot exit and enter the map on the same turn.
  • During playtesting, we found that a team of Soviet players was well advised to designate just one to manage the RVGK activity.

Soviet RVGK Example of Play 2 - Reinforcement Phase

  • Entering the RVGK is done during the Reinforcement Phase. The Soviet player pulls the battered 18th Tank Corps and 4th Gd Abn Div off the map and into the "Rebuilding" box of RVGK 1. He is allowed to see his Repl roll before deciding whether to bring units into the RVGK, and to rebuild them in the same phase. Units may not enter and exit the RVGK on the same turn.
  • Two Pax are used to bring the 14th Gd Inf Div to full strength, and it is moved up to the "Ready" area of RVGK 2.
  • The Soviet player wants to get the 5th Gd Tank Corps back into action, so uses the three Eq to finish rebuilding it (1 Eq each for the 22 Gd Tank Bde, 1462 SU Bn and 454 Mort Rgt). Two of the Eq are rebuilding units of lower AR. Most artillery/mortar/rocket units require a specific "Special" result for rebuild, but the ones associated with a multi-unit formation can also use Eq. The entire Tank Corps moves up to the "Ready" area of RVGK 1.
  • The "Special" is used to rebuild the 14 Assault Eng Bde. Coming straight from the Dead Pile, it can go to either RVGK box, and the Soviet player places it with a set of units he plans to deploy with the 5th Tank Army.
  • The two Air Repl bring reduced on-map air units up to full-strength.
  • The Soviet player could rebuild the 139 UR Bde (at a cost of 1 Pax), but chooses to save the third Pax, which he records on the off-map display.

Soviet RVGK Example of Play 3 - Movement Phase

  • Exiting the RVGK boxes is done at the start of the Movement phase (before other on-map units move).
  • There are 8 Tank/Mech Corps in the RVGK: 5th Gd Tank and 3rd Tank in the "Ready" box of RVGK 1; 16 Tank, 29 Tank and 5th Gds Mech in the "Ready" box of RVGK 2; 18 Tank in the "Rebuilding" box of RVGK 1; and 5th Mech in the "Rebuilding" box of RVGK 2. The minimum for Tank/Mech Corps is 6, so the Soviet player deploys the 5th Gd Tank Corps within 5 hexes of the RVGK 1 marker and the 16th Tank Corps to within 5 hexes of the RVGK 2 marker.
  • The 5th Tank Army HQ can be deployed along with up to 5 RE of independent units, so the Soviet player places the HQ and the 53 Gd Tank Bn, 58 Gd Tank Bn, 1 Gd MC Rgt, 1889 SU Bn, 33 Arty Bde and 14 Assault Eng Bde (total 4.5 RE) within 5 hexes of the RVGK 2 marker. They do not need to be placed in the same hex.
  • There are 6 Infantry Divisions in the RVGK: 38th Inf Div in the "Ready" box of RVGK 1; 14th Gd and 31st Inf Div in the "Ready" box of RVGK 2; 4th Gd Abn and 163 Inf Div in the "Rebuilding" box of RVGK 1; and 69th Gd Inf Div in the "Rebuilding" box of RVGK 2. The minimum number of Inf Div is 3, so the Soviet player deploys the 14th Gd and 31st Inf Div within 5 hexes of the RVGK 2 marker. Four remain in the RVGK, one above the minimum. Units are not required to be deployed—they can remain in the "Ready" box for as long as desired.
  • The 1st Gd Cav Corps, 3rd Gd Katy Div and 16b Arty Div, plus the 2nd Tank Corps HQ all meet the minimum requirement for those units. Even though being "Ready" none can be deployed without falling below the minimum.
  • The just-deployed units requiring fuel are all fueled for this Movement phase only.

Front Command Radius Example of Play

The Soviet player has created a large bridgehead across the Dnepr at Dnepropetrovsk. An Axis counterattack split the Soviet forces into several groups. It is the Soviet Movement Phase. All HQs on the map are Assigned to the 3rd Ukrainian Front. The Weather condition is Dry.

Count from the Front HQ to each Assigned HQ to determine if it can be reached in 10 hexes.

  • 12th Army HQ (D43.24) – It is five hexes away from the Front HQ, so is within the Command Radius.
  • 53rd Army HQ (D37.29) – 10 hexes away from the Front HQ, so is within the Command Radius. The Command Radius is unaffected by the Minor River and gains no benefit from the Road.
  • 27th Army HQ (D36.30) – It is 11 hexes away from the Front HQ, so is NOT within the Command Radius. "Adjacent is good enough" does not apply to Command Radius, as this is not Supply Draw/Throw mechanics.
  • 2nd Gd Tank Army HQ (D38.26) – Nine hexes from the Front HQ along the road, but the Command Radius is blocked by the EZOC in D40.26 and D41.26. If the Soviet player places units in those hexes, negating the EZOC, then the HQ would be within the Command Radius.
  • 4th Gd Army HQ (D44.20) – This HQ had been within the Front Command Radius before the Axis counterattack. Now this is blocked by the enemy units and terrain impassible to Truck MA movement, even though it is nine hexes away. Note that the 4th Gd Army HQ and units near it can still be thrown Trace from the 12th Army HQ. Whether an HQ is within its Front's Command Radius can change due to enemy action!

Notes:

  • When the ground conditions are "Freeze," it allows Front Command Range to extend into Swamps and across Major Rivers.
  • This isn't Draw/Throw, so "adjacent is good enough" doesn't apply.
  • The sole benefit of being within the Front's Command Range is that the HQ can Draw SP and Trace from the Front HQ hex. There is no penalty for being outside the Command Range, and HQs in this situation function normally.

Pontoon Example of Play

The Soviets have 9 Pontoon units which can be used to repair bridges once both have been captured. More importantly Pontoons can place Ferry Markers to enable crossing the Volga-Class Dnepr River and capturing the "other" end of the bridge. Preplanning where to cross is essential to ensure the accompanying units are available to cross once the Soviet is required to reveal where the Ferry Markers are located. Maskirovka is needed to keep the Pontoon units hidden from the German player's view until they are flipped to their deployed side.

The Soviet player has selected a bridgehead area across the Volga-Class River section of the Dnepr between Kremenchug and Dneprodzerzhinsk. The Pontoons are hiding under innocent-looking SU units. Though a few hexes away from a bridge, the Hills are "Close" terrain which will help protect the crossing from likely Axis counterattacks. Soviet forces moved into this lightly defended area last turn and are now going first for a double turn.

Applicable rules clarifications shown with the example:

  • An Engineer-Capable (OCS 13.8a) Pontoon unit that spends the entire Movement Phase in a hex adjacent to a Volga-Class River can deploy a Ferry marker in that hex. There is no Supply cost. The ferry is immediately available to Leg MA units (per TEC).
  • In OCS an attack can be made only where movement is possible (OCS 9.1f), as per the Terrain Effects Chart. Attacks across the Volga-Class Dnepr River are limited to certain hexsides and units: across a Blown Bridge, Ferry or Kherson Rail Ferry only Leg MA units may attack; no more than 3 RE can ever advance after combat across a Volga-Class hexside in any Phase. Note: Combat across a Ferry is [1/4] for Leg MA units only.

Movement Phase: The two Pontoon units flip to their Combat Mode side, making them Engineer Capable (OCS 13.8a). They both deploy Ferry markers on top of their stacks. Three RE can cross to each adjacent hex across the Volga-Class River. The 66th Gd Inf Div moves from 34.31 to 33.31 and the 1st Gd Abn Div crosses from 35.30 to 34.29. The Terrain cost is "All" so they can go no further. The other hexes across the Dnepr adjacent to the Ferries contain Axis units, so no additional crossing is possible.

The Soviet player assembles his Reserve units. Six RE of units enter Reserve and move into 34.31. The 7th Gd Abn Div enters reserve and moves into 35.30, along with the loaded Wagons (which cannot enter Reserve). Another division goes into Reserve in 34.32. The two SU Battalions move out of the Pontoon hexes (they can't use the Ferry with their Track MA). The weather is Limited Flight, so these stacks are spared the attention of the Luftwaffe.

  • Katy — Katyusha rocket launcher, named after a popular wartime Soviet folk song.
  • KG — Kampfgruppe
  • Kor — Korück (Axis rear area command)
  • Krd — Kradschützen (motorcycle)
  • LW — Luftwaffe Field Unit
  • MC — Motorcycle
  • MG — Machine Gun
  • Mort — Mortar
  • Mot — Motorized
  • Mtn — Mountain
  • Para — Parachute
  • PG — Panzergrenadier (Mech infantry)
  • PJ — Panzerjäger (antitank)
  • Pio — Pioneer (engineer)
  • Pol — Police
  • Pz — Panzer
  • Repl — Replacement
  • Rgt — Regiment
  • RR — Railroad
  • Rum — Rumanian
  • RVGK — Reserve of the Supreme High Command
  • Sec — Security
  • SS — Schutzstaffel
  • SU — Samokhodnaya Ustanovka (Self-propelled), collectively refers to Soviet SP Artillery, AT with Track MA, and AG unit types.
  • Tk — Tank
  • UR — Ukreplyonny Raion (Fortified Zone)
  • Vorman – Nikolaus von Vormann (Commander of 23 Pz Div and then XLVII Panzerkorps)
  • Wall – Wallonie
  • Werfer — Nebelwerfer rocket launcher
  • 24-25 Soviet Patrol Boat Raids. Place 2 Trainbusting markers on any hex adjacent to the Dnepr River at or downriver of Dnepropetrovsk (D43.24 or D43.25 are the furthest upriver these may be placed). If all these Dnepr hexes are in Soviet control, then the Trainbusting markers may be placed adjacent to the Estuary hexes between Nikolaev and Odessa (the estuaries beginning at D7.05, D2.05, C60.05, and the two beginning at C56.05).
  • 26 Extra Lend-Lease. The Soviet player receives two "Air" replacements this turn, in addition to what is received via the Replacement Table.
  • 31-32 Stalin Impatience. One Front on Offensive Posture must conduct three ground combat attacks (using the Combat Table) which expend not less than 6 SP (total for all three) during this turn. Penalty for not making the attacks: During Clean-Up, the Soviet player rolls one die and removes that many Reserve markers from play (take units out of Reserve if necessary, to satisfy the result). These Reserve markers are unavailable during the next game turn and return to play in the Soviet Reinforcement Phase the turn after that.
  • 33-34 Hitler Demands Action. The Axis player must conduct a ground combat attack against a named location (city or village) or a hex containing a Hedgehog marker during this turn. An attack of any size will fulfill this event. Penalty for not making the attack: During Clean-Up, the Axis player rolls one die and removes that many Reserve markers from play (take units out of Reserve if necessary, to satisfy the result). Reserve markers are unavailable during the next game turn and return to play in the Axis Reinforcement Phase the turn after that.
  • 35 Extra Lend-Lease. The Soviet player receives a B-25 counter. This event may happen twice during the game. If rolled a third or subsequent time, treat it as "no event."
  • 36 Surprise! Roll a die. An odd result gives the "Surprise" result to the Soviets, an even result to the Axis player. The next ground combat by your opponent that results in "Attacker Surprise" is switched to "Defender Surprise" keeping the same odds column shift. This effect is available only this turn.
  • 41-42 Re-Roll Counter. Roll a die. Odd result gives the "Re-Roll" counter to the Soviet player, even result to the Axis player. The Re-Roll counter may be used at any time by the possessing player to re-roll any ONE dice roll (Supply, Reinforcement, Flak, Air Combat, Barrage, Surprise or Combat roll). It may not be used to re-roll Initiative. Once used, however, it is immediately given to your opponent who may then use it at their discretion. The Re-Roll counter can be held onto as long as a player wishes. It may be passed back and forth any number of times throughout the remainder of the game. This event only happens once.
  • 43 Lend-Lease Interruption. The Soviet player receives 2 fewer SP from their supply roll this turn, and one fewer Eq from the Replacement roll (if there are more than one, Soviet player choice).
  • 44-45 Extra Fuel. Roll a die. An odd result gives the "Extra Fuel" result to the Soviets, even result to the Axis player. Two multi-step formations may be fueled this turn at no SP cost.
  • 46 Weird Things Happen in War. Each player chooses three of their opponent's multi-unit formations, the Soviet player designating numbers 1-3 and the Axis numbers 4-6. Roll a die to determine which one of the six has ALL its units immediately DGed. Players get no special fog of war information before making their choices.
  • 51 Partisan Attack. The Soviet Player chooses any one Air Base that is in the Ukraine (outside Rumania). All aircraft at the Air base must go Inactive and may not Refit during this turn.
  • 52 Partisan Attack. The Axis Rail Cap is reduced by 2 this turn only.
  • 53 Anti-Partisan Operations. The Axis player must remove three steps of units to counter partisan activities. The steps must be Attack-Capable and cannot be Police or Security units. Roll one die for each step to determine how many turns in the future the units return (treat each as a successful Breakout). A Partisan Random Event (#22, 51 & 52) rolled during turns when any of these units will be off map becomes "No Event." Creating Breakdown units to comply with this event is permitted.
  • 54 Plentiful Ammo. Up to six Axis artillery barrages conducted during this turn have their artillery barrage costs reduced by 2T per barrage.
  • 55-56 Hero. The player that wins the initiative roll gets a "+1 AR" counter. This must be placed immediately on any unit, raising that unit's AR value by 1 for this turn. Remove the counter during the Clean Up Phase of the Second Player Turn.
  • 61 Axis Fortification Effort. The Axis player receives 5 Hedgehog markers in addition to any received via the Replacement Table. They are placed in the same manner as Hedgehogs received via the Special Replacements Table.
  • 62 Soviet Logistics Problems. Move any one Artillery Barrage Marker backwards two turns so it will be available that much later. If any Barrage Markers are currently "Ready," select one at random to move backwards two turns. If no Barrage Marker is "Ready," select the one that is closest. If more than one is equally closes to being "Ready," select one at random.
  • 63-64 High Initiative. The Axis Player may have one additional Kampfgruppe operate during the Reaction Phase of this turn (add one to the die roll result after halving and rounding down).
  • 65-66 Low Initiative. No Axis Kampfgruppen may operate during the Reaction Phase of this turn (unless using a Reserve Marker).
  • 31-32 Ploesti Raids Ineffective. The Axis receives 5 SP in Lvov immediately.
  • 33-34 STAVKA Prioritizes Air. Soviet air strength is boosted. Immediately rebuild up to five air units to full strength from the Dead Pile.
  • 35-36 Rumania Adopts National Defense Footing. Rumanian units are released from their geography limits (2.5a) and may move freely. Also, the Axis player may immediately place nine Level-1 Hedgehogs along the western bank of the Dnestr River (adjacent to the river from A10.10 to C50.04 inclusive). Pre-condition: This is a one-time event. If it has already happened, treat as "no event."
  • 41-42 Hitler Directive #53. All available fortress units and up to five alert units (if available) are immediately deployed in minor or major cities controlled by the Axis. Pre-condition: Must be 1944. If it is still 1943, or if the event has already occurred, treat as "no event." (Note: This directive was actually issued 8 March 1944.)
  • 43-44 Civilian Panic. Due to refugees clogging the streets, Axis ground units must stop moving if they enter a minor or major city hex this turn (whether traveling by Rail or ground movement). Limited to city hexes within 20 hexes of a Soviet Combat unit.
  • 45-46 Scorched Earth. The Axis player immediately places three Axis Trainbusting markers within four hexes of any Axis Combat Unit. They are removed during the Soviet Player's Clean Up Phase.
  • 51-52 Extra Lend-Lease. The Soviet player receives one AR4 and one AR5 Eq replacements this turn, in addition to what is received via the Replacement Table.
  • 53-54 Rumanian Rail Collapse. All Rumanian rail lines (that enter even one hex of Rumania) are treated as if they have a permanent Trainbusting Marker for the remainder of the game. Pre-condition: Must be 1944. If it is still 1943, or if the event has already happened, treat as "no event."
  • 55-56 Front Commander Killed. One Front on Offensive Posture must immediately go on Regrouping Posture for this turn only. Randomly select if more than one Front is in Offensive Posture. It returns to Offensive next turn, but the missed turn counts against its total of 9 before going Regrouping.
  • 61-62 Front Offensive Success. Randomly select a Front currently on Offensive Posture. It may stay on Offense two additional turns (up to 11) before being required to switch to Regrouping Posture. This event may happen more than once, but no Front may be on Offense for more than 11 turns.
  • 63-64 Front Offensive Curtailed. The Axis player chooses a Front currently on Offensive Posture. It may stay on Offense two fewer turns (up to 7) before being required to switch to Regrouping Posture. If it has already been on Offense for 7 turns, the change is immediate.
  • 65-66 Dismissal by Hitler. A German Army Commander has been dismissed by Hitler. The Axis player rolls one die and removes that many Reserve markers from play (take units out of Reserve if necessary, to satisfy the result). The markers return to play in the Axis Reinforcement Phase of the next turn.