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Turning Point: Stalingrad

Turning Point: Stalingrad Rulebook

Table of Contents

Table of Contents

  • 1. Components
  • 2. Object
  • 3. The Mapboard
  • 4. The Playing Pieces
  • 5. Prepare for Play
  • 6. Sequence of Play
  • 7. Occupation Limits & Control
  • 8. Movement & Combat
  • 9. The Advantage
  • 10. Disruption/Spent Units
  • 11. Strategic Movement Zones
  • 12. Supply
  • 13. Armor Replacements
  • 14. Rubble/Fortifications
  • 15. Artillery
  • 16. Night
  • 17. Luftwaffe
  • 18. Reinforcements
  • 19. Victory Conditions
  • 20. September 13th Special Rules
  • 21. The Simulation Game
  • 22. Optional Rules
  • Kuibyshev Sawmill Introductory Scenario
  • Players Notes
  • Reference Charts

1. Components

The game consists of the following components:

Two 22"×16" mounted mapboards Two 8"×11" Setup Cards Two sheets of die-cut playing pieces One 16 page rulebook Four six-sided dice: two red and two white

Replacement parts and the Simulation Game extension variant can be purchased from TAHGC, 4517 Harford Rd, Baltimore, MD 21214 by sending a stamped, self-addressed envelope and requesting a current Replacement Parts Price List.

2. Object

2.1 Turning Point: Stalingrad is a two-player game with one player commanding the German forces, and the other controlling the Russians. The object is to score Victory Points or deny them to the opponent by controlling vital Areas of the mapboard. The game may be played solitaire by the simple expedient of playing both sides in turn to their best advantage. Given the degree of intelligence about the other's movements that both sides historically enjoyed, the uncertain duration of each game turn, and the constantly changing situation created by each impulse, the game is a better solitaire medium than most two-player wargames.

2.2 Glossary: Before proceeding further, the reader should familiarize himself with the use of the following terms which will be used throughout this rulebook. Most capitalized terms found in the rulebook are defined in the Glossary.

AA (Anti-Aircraft): A type of Combat unit consisting of either AA or FLAK units.

AFV (Armored Fighting Vehicle): Any unit containing a vehicular silhouette is an Armor unit.

Area: An irregular-shaped "space" on the gameboard (see 3.2).

Armor: Any unit with an AFV silhouette symbol (see 4.21).

AT (Anti-Tank): A type of Combat unit consisting of either MG, TD, ATR, or PAK units.

Combat Units: All units except Artillery/Aircraft.

Contested: Any Area containing both friendly and enemy Combat units (see 7.4).

Controlled: The last side to have been the sole occupant of an Area with a supplied Combat unit Controls it (see 7.3).

Date: All the impulses of a single day and night.

Dawn: The first impulse of each day turn (6.32).

Defense Total: The sum of the Defense Value and a combat resolution Dice Roll.

Disruption Duration: The number of Game Turns a Spent unit must remain face down with its white side revealed.

dr (die roll): A roll of one die.

DR (dice roll): A roll of two dice with the results of each added to form one combined number (e.g., a dr of "4" and a dr of "3" equals a DR of "7").

DRM (dice roll modifier): An artificial addition to an original dice roll due to an applicable rule or condition (e.g., a DR of "7" and a −1 DRM equals a final DR of "6").

DV (Defense Value): The total defensive strength of a defending group prior to the addition of a combat resolution DR (see 8.352).

Engineer: For game purposes all Pioneer/Engineer units are identical and referred to collectively as Engineers.

Ferry Landing: An Area containing a Russian Supply symbol in (not just adjacent to) the Volga River (Areas 31, 62, 63, 64, 67, 68, 70, 71, H). Area 30 is not a Ferry Landing.

Free: Any friendly-controlled Area containing no enemy Combat units.

Fresh: The colored (front) side of a unit. Only Fresh units may attack.

Game Turn: All the Day and Night impulses of a single date on the Turn Record Track.

Group: All of the Fresh or all of the Spent units of one side in the same Area (8.33), or all of the rubble in an Area.

ID (Identity): The geometric shape in each Area containing its Designation Number for reference purposes (see 3.21).

Impulse: One of the alternating Move/Attack "mini-turns" with which the game is played (see 8.1).

Impulse Track: The twelve-space display beneath the Turn Record Track that records the number of the current impulse for each day/night.

Infantry: In game terms all of the units not otherwise defined as Armor, AT, AA, or Artillery. Engineers/Pioneers are Infantry.

Mechanized: Any unit with an underscored MF. [Generally, these are units depending on AFV or large weaponry for a major portion of their fighting strength. Such units must pass a Rubble Entrance DR to enter an Area containing Rubble but may double their MF during any impulse provided they do not attack or leave an enemy-occupied Area in that impulse.]

MF (Movement Factor): See 8.2.

Motorized: Any unit with a MF printed on a white dot. [Generally, these are units with wheeled transport available for quick strategic movement but which fought unmounted with their transport to the rear. Motorized units may double their MF during any impulse provided they do not attack, leave an enemy-occupied Area, or enter an enemy-controlled or Rubbled Area.]

NA: Not Applicable

Offense Total: The sum of the OV and a combat resolution DR.

OV (Offensive Value): The total offensive strength of an attacking group prior to the addition of a combat resolution DR (see 8.351).

Overrun: Any attack generating more Casualty Points than the defender can pay (see 8.36).

Parent Organization: The Division or Brigade-sized organization to which most units belong, as reflected by the number to the left of the unit type symbol (4.31). For example, a unit numbered "284" over "III/1045" with factors 4-5-4 is the III Battalion of the 1045th Regiment belonging to the parent 284th Rifle Division. Units which have no number to the left of the unit type symbol are independent units that may be considered to belong to any Parent Organization at any given time as designated by the controlling player, and therefore can join any attack without penalty (see 8.351C).

Quadrant: A fourth of the mapboard delineated by the thin black line across the Volga and the natural folds of the mapboard used to determine the eligible fields of fire for Russian FAG units.

Regimental Integrity: A +1 is added to the OV of any attack for each three attacking units which are Infantry battalions from the same parent Regiment/Brigade. This bonus is not applicable to Regiment/Brigade units with less than three component battalions.

Spent: A state of Disruption caused by movement, combat, or fortifying signified by placement of the unit with its white side face up.

Sunset: The last impulse of each day turn (6.31).

TEM (Terrain Effects Modifier): The defensive modifier applicable to all attacks in a given Area (see 3.22).

Vacant: An Area containing no enemy Combat units. An Area can contain friendly units and still be considered Vacant.

Week: A compilation of seven Game Turns always measured from the start of September 13, 20, 27, October 4, 11, 18, 25, November 1 and 8.

Withdrawals: Units removed from play at a designated time (21.3).

Zone: One of the eight Areas on the North, South or West perimeter of the mapboard and abstractly represented in the upper left corner of the board. Zones are considered the equivalent of Areas for all game purposes other than those listed in 11.

>: Greater Than ≥: Greater Than or Equal To <: Less Than ≤: Less Than or Equal To

3. The Mapboard

3.1 Scale: The mapboard portrays the city of Stalingrad and its western approaches. The map scale is approximately 1"=500 meters.

3.2 Areas: The mapboard is divided into 74 numbered Areas of various shapes and sizes by black border lines. Each Area is said to be adjacent to its neighbor across their common border.

3.21 Identity (ID): Each Area contains a black outline of a geometric shape (a circle, square, or triangle) divided into two halves which is used to aid initial setup. The number in the top half is the Designation Number that identifies that Area. [EXAMPLE: Area 56 contains Hill 102 (Mamayev Kurgan).]

3.22 TEM: The number in the lower part of each ID (ranging from +1 to +4) is that Area's Terrain Effects Modifier.

3.23 Setup: Each Area's ID is color-coded to aid initial setup of the starting units (see 5.4-.6). No unit may start in an Area with a white ID.

3.3 Zones: In addition to the 74 numbered Areas portrayed on the board, there are eight perimeter Zones lettered "A" through "H" which border the mapboard on three sides and are printed in symbolic form in the upper left-hand corner of the map. These Zones are used to regulate strategic movement (see 11) of units outside the immediate vicinity of the battle around the fringes of the actual mapboard. Rules pertaining to Areas are equally applicable to Zones except as modified by rule 11.

3.4 Turn Record Track: The Turn Record Track printed on the upper left-hand corner of the board is used to record the current Game Turn and to note the arrival of reinforcements or other scheduled events. Any Game Turn with a "🔧" or "★" symbol in its box indicates the arrival (or departure when using optional rule 21.3) during that turn of that side's units. The game starts with the Turn marker in the first space (Sept. 13) of the Turn Record Track. At the end of each Game Turn, the Turn marker is advanced one space on the track to the next date.

4. The Playing Pieces

4.1 Units: The game contains two different colored sets of die-cut playing pieces called units representing the men that actually fought in the battle. Russians are red. Germans are blue. Each unit represents a battalion of troops. However, due to combat losses and consolidation of ad hoc forces, some units represent remnants of larger formations.

4.2 Types: There are six types of units. Each has a printed front and back side. Throughout the game, units will be required to turn either their white or colored side face up. A unit has only the factors shown on the side that is currently face up. When their white side is face up, units may not attack or fortify, and their movement is limited to retreats and Regrouping (8.27).

Each unit's printed data box shows, on its Fresh (colored) side: a withdrawal warning dot (if applicable), the Parent Organization (if any) in the upper left, Unit Size in the upper middle, the unit type symbol, the Attack Factor, Defense Factor, and Movement Factor across the bottom (e.g., "3-2-7"), and Mechanized Vehicle Movement Restrictions where applicable. On its Spent (white) side it shows: the Lower Organization, the Defense Factor, and a Setup Color Code/Turn of Entry code (e.g., "S29").

4.21 Armor: Armor units represent AFV in platoon to company strength, often accompanied by several companies of support troops. Armor units contain a silhouette of their most prominent vehicle type to distinguish them from non-Armor units and an underscored MF to reflect their status as Mechanized units. Panzergrenadier and certain Reconnaissance units with AFV symbols are considered "Armor" units for game purposes.

4.22 Infantry: Infantry includes Pioneers/Engineers and certain non-mechanized Recon units. Those units whose MF appears on a white circular background are motorized and subject to wheeled vehicle movement restrictions.

4.23 Anti-Tank: German PAK and Russian TD, ATR, and MG units are Anti-Tank units with special movement/attack limitations.

4.24 Anti-Aircraft: German FLAK and Russian AA units are anti-aircraft units with special movement/attack limitations.

4.25 Artillery: German Artillery represents divisional-level offboard artillery concentrations. The front of each unit represents the division's observers; the back represents the strength of its expended attack. Artillery units are not Combat units in that they may not be attacked or permanently eliminated, nor do they hinder enemy movement or retreat. Artillery units are considered Motorized Infantry for movement purposes. Its Fresh side shows Unit Type, Parent Organization, and a Day OV / DV / MF display (e.g., "6-X-5"); its Spent side shows Day OV(Night OV) and a Setup Color Code/Turn of Entry (e.g., "6(4)").

Russian Artillery represents Army-level offboard artillery concentrations on the east bank divided into relative fields of fire. The Attack Factor of Russian Artillery varies with the date (see 15.3).

4.26 Luftwaffe: All German aircraft are represented by a single unit. The numbers on its Fresh side represent its Attack Factor at various dates during the game. It has an OV of "8" until September 27, then "5" until October 14, when it becomes "9" for the duration of the game. Aircraft cannot be attacked and may move freely anywhere on the board—consequently it has no Defense Value or MF. As such, the unit never leaves its printed box next to the game title beneath the Day/Night Impulse Track.

4.3 Organization: Unit types and abbreviations are listed below. In addition to their historical relevance, they also define the units' abilities during play.

4.31 Unit Type: The following symbols found on the units define the type of unit depicted.

  • Infantry (crossed rifles in a box)
  • Motorized Infantry (crossed rifles in a box on wheels)
  • PAK — Anti-Tank (Panzerabwehr Kanone) [German Armor silhouette: T-34]
  • TD — Tank Destroyer (Anti-Tank) [German Armor silhouette: KV-I]
  • PNR — Pioneer (Engineer Infantry) [German Armor silhouette: T-70]
  • ENG — Engineer (Infantry) [German Armor silhouette: T-60]
  • Artillery (crossed cannons) [German Armor silhouette: German cross/Balkenkreuz]
  • Panzergrenadier (Schutzenpanzer Wagen) [German Armor silhouette: MkIV]
  • MG — Machine Gun (Anti-Tank) [German Armor silhouette: Stug]
  • AA — Anti-Aircraft [German Armor silhouette: SPW 251/1]
  • FLAK — Anti-Aircraft (Fliegerabwehr Kanone) [German Armor silhouette: PSW]
  • Armored Recon (Panzerspahwagen) [German Armor silhouette: SIG]
  • Front Artillery Group (a dot in a circle)
  • ATR — Anti-Tank Rifle [German Armor silhouette: MkIIIL]

4.32 Unit Size: The following symbols are used to identify the sizes of various units: I Company, II Battalion, III Regiment, X Brigade, XX Division, XXXX Army. [EXAMPLE: A unit marked "III" over "390" with factors 1-3-4 is the 390th Regiment whose Parent Organization is the 10th Rifle Brigade.]

4.4 Disruption Duration Markers: The different colored markers featuring geometric shapes are Duration markers. They are used to determine the Game Turn on which Spent units may return to Fresh status. The color/Game Turn of recovery is determined by counting ahead on the Turn Record Track the number of the Disruption level (1 through 4) from the current Game Turn.

4.5 Control Markers: One marker is kept in each Area at all times to reflect Control of that Area. An extra Control marker is provided to double as a Turn marker on the Turn Record Track and show ownership of the Advantage (9).

5. Prepare for Play

5.1 Game Turn: A Control marker is placed German side up on the September 13 space of the Turn Record Track and the Day/Night Impulse marker is placed Day side up on the "1" space of the Day/Night Impulse Track.

5.2 Control: Place a German Control marker in all Areas containing a square ID. Place a Russian Control marker in the rest.

5.3 Artillery: The four Russian Artillery units are placed Fresh side up in their respective FAG Artillery boxes on the East side of the board—one to each box.

5.4 Setup: Each Area contains a color-coded ID. The initial starting units of both sides begin the game in those Areas containing an ID of the same color and shape as the symbol on their reverse (white) side. All other units containing only an abbreviated date on their reverse side (such as "S15") are reinforcements and may not enter play until the indicated date. Sort the units of each side by the coded setup information found on the lower right of the white side. Those units with colored shapes start the game on the mapboard. German units start in Areas with square IDs of the same color; Russians in Areas with circular/triangular IDs of the same color. All units are considered Fresh (front side up) at the start of play.

The Russian places his units first. Those units with more than one ID symbol/color may start in any Area with a matching symbol. In the event of confusion, check that side's Setup card. The numbers/letters contained inside the setup symbols are ignored unless using the historical setup rule (21.2).

Units with no colored shape on the back have a two- or three-digit alpha-numeric code instead which indicates their turn of arrival as reinforcements. These units should be sorted and placed on their respective Setup cards. For example, the code "S15" on the reverse side of the Stahel PAK Bn indicates that it will arrive on September 15th.

5.5 Setup Cards: The Setup cards show only one of the component battalions of a given Regiment/Brigade with a red number beneath it to express the number of battalions in that Regiment/Brigade in that particular setup grouping. Not all of the component battalions necessarily have the same factors and where different from the illustrated unit, the others are listed in reduced type below the main unit. Units illustrated at half-size are Withdrawals (21.3). [EXAMPLE: On September 27th, the 670 PAK Bn of the 24th Division is withdrawn from play.]

5.6 Setup Restrictions: Areas with a white ID do not contain units at start. All Areas whose ID is any other color must contain at least one unit with a matching color ID symbol. No more than ten Combat units may set up in any one Area.

5.7 Rubble Setup: After all units have set up in their initial positions, the German must make a Rubble dr for Rubble creation in each Area containing a white Rubble symbol (33, 61, 62, 63, 64, 59, 65 and 66) to reflect the German terror bombing of the city before the battle. A white Rubble 1 marker is placed in each Area where the dr plus the TEM of that Area ≥ 7.

The initial placement is now complete. The game is ready to begin. Consult the Sequence of Play and begin the first Game Turn.

6. Sequence of Play

6.1 Overview: The game is played in weekly installments of seven Game Turns per week. Each Game Turn represents 24 hours of real time and is composed of an indefinite number of "day" and "night" mini-turns hereafter referred to as "impulses". Each German impulse [EXCEPTION: Sept. 13; 20.2] requires a DR (usually the first Attack DR) which may or may not reset the Day/Night Impulse Track marker (see 6.31/6.32). If not reset by that DR, the impulse marker is advanced one box on the Impulse Track. The German moves first to start the game and impulses alternate thereafter. Consequently, the Russian moves first in each new day/night impulse, but the impulse marker is not advanced until after each German impulse.

6.2 Reinforcement Phase: Consult the Turn Record Track. The German places any reinforcements scheduled to arrive during this Game Turn in the friendly-controlled Zone(s) of his choice (C, D, E or F). If all four Zones are controlled by the Russians, German reinforcements are kept offboard and can only enter play by paying pertinent entry MF costs for one of those Zones. The Russian places scheduled reinforcements on the East bank of the Volga in preparation for entry into the game. Both players may choose to delay placement of their Reinforcements for any length of time, but if the German does so and attempts to bring on Reinforcements outside of the Reinforcement Phase he must use an impulse and pay normal Area MF entry costs to do so (see 18.2).

6.3 Movement Phase: Players alternate "movement" impulses while extracting combat losses and moving units accordingly until the current week ends. All attacks are considered a form of movement even if the unit does not change location.

6.31 Sunset: If the impulse marker is currently Day side up and the German Impulse DR is ≤ the current Impulse Number displayed on the Day/Night Impulse Track, flip the impulse marker to its Night side and return it to the "3" box of the Impulse Track at the end of the current impulse. The next impulse is a Russian night impulse.

6.32 Dawn: If the impulse marker is currently Night side up and the German Impulse DR is ≤ the current Impulse Number displayed on the Day/Night Impulse Track, flip the impulse marker to its Day side and return it to the "1" box of the Impulse Track at the end of the current impulse. Move the Game Turn marker one date to the next box on the Turn Record Track. Remove all Duration markers matching that day's color. Remove Isolation markers from any previously Isolated units which may now draw supply (12.2). Resolve Attrition (12.22) for all isolated units already bearing a "−2" Isolation marker. Place Isolation "−1" markers on newly-isolated units, or flip "Isolation −1" markers to their "−2" side. Next (assuming the owner approves), flip any supplied Spent units not beneath a Duration marker to their Fresh side. The next impulse will be a Russian day impulse. Repeat steps 6.2—6.32 until the end of the week. Then proceed to step 6.4.

6.4 End of Week: Following the end of the last night impulse of September 19 and 26, October 3, 10, 17, 24, 31, November 7 or 14, total the current number of Victory Points and compare it to the Blue Victory Point Number beside that week (see 19.2) to determine which side has won or whether the game will continue for another week.

7. Occupation Limits & Control

7.1 Area: Each player may have a maximum of ten Combat units occupying an Area at the instant of attack or the end of any impulse. During the act of movement these limits may be temporarily exceeded as units move or retreat through an already occupied Area provided they do not end their movement/retreat in a fully-occupied Area.

7.2 Zone: Any number of units, regardless of type, may occupy a Zone.

7.3 Control: An Area is controlled by the last side to be its sole occupant with one or more supplied Combat units. Control can be established during movement without stopping to end an impulse there. Changes of control in mid-impulse which do not require an attack in the affected Area can conceivably make entrance of that Area easier for other units yet to move during that impulse. Control is signified by flipping the Control marker in that Area so that the owner's side is face up. An Area is always Controlled.

7.4 Contested: Any Area containing Combat units of both players is considered Contested. Contesting an Area allows a player a chance to retreat into it (8.3552), but does not alter his opponent's Control of it. Contesting an Area neither earns nor subtracts Victory Points; only Control of an Area is considered for victory purposes.

7.5 Stacking: Although some Areas are large enough to display all of the units therein, stacking Fresh and various categories of Spent Groups' units into separate piles is recommended to conserve space and markers. When stacking, always place the unit with the highest Defense Factor in each stack on top beneath the appropriate Duration marker (if any).

8. Movement & Combat

8.1 Impulses: The game is played in alternating mini-turns called "impulses". In his impulse each player has an opportunity to attack with and/or move one, some, none, or all of the units in one Area. His opponent is then given the same opportunity with his units in an Area of his choice in his impulse. No player may take two consecutive impulses unless his opponent declines his opportunity by declaring "Pass". Every German impulse must generate a DR to determine whether the current Day/Night is extended or the Impulse marker is flipped. This DR is the first attack DR made by the German in that impulse. Any subsequent DR made in that impulse has no effect on the Day/Night Impulse Track. If the German does not attack during that impulse, he must make an impulse DR after finishing his movement or Pass declaration.

8.11 Mechanics: During his impulse, a player may move any number of Fresh units currently occupying the same Area. He may move as many or as few of the Fresh units in that Area as he wishes. Doing so does not prevent his moving other units in that same Area in a later impulse. If he wishes, a player may move units totally within their currently occupied Area as a means of changing a Fresh unit to a Spent unit during his impulse.

8.12 Multiple Attacks: Units from a common Area that are to move or attack during the same impulse may do so into different Areas. Attacks into different Areas do not have to be predesignated; the attacker can await the result of the first move/attack before announcing a second move/attack into another Area in the same impulse by other units of the same initial Group. However, once an Area is attacked, additional units may not be moved into that Area during the same impulse [EXCEPTION: Overruns of Rubble; 14.6]. Units already in that Area which just attacked and Overran it (8.36), and have sufficient MF remaining, may also attack the other Group in that Area. Elimination of a Fresh unit during an impulse can possibly lower the MF cost of other units yet to move adjacent to (not into) that Area during that impulse (see Example 1 of the Players Notes).

If an attacker wishes to split his forces entering the same Area into two separate attacks so as to guarantee attacking both enemy groups in that Area, he must predesignate the composition of both attacks before resolving either. The resulting Casualty Point extractions from whichever attack is resolved first must be executed before the second attack odds are calculated and resolved. Should the first attack result in an Overrun, those attacking units with sufficient MF may join the predesignated attackers of the second Group. Attacking units may even enter the target Area from different Areas provided they began their impulse in the same Area.

8.13 Disruption: Only Fresh units may attack during an impulse. Once a unit moves or attacks and finishes its impulse, it is flipped to its white side and becomes Spent. Consequently, a unit may move/attack only once during a Game Turn. [Exceptions to this rule can be found in: Regrouping 8.27, Retreats 8.355, and Overruns 8.36.]

8.14 Pass: A player must declare a Pass impulse if he does not wish to move, construct fortifications, or attack during that impulse. If both players pass consecutively, the Impulse marker is flipped and reset to start the next day/night with a Russian impulse.

8.15 Legalities: A player may not change his move once his opponent has declared any action (including a Pass declaration) that he will take during his impulse. A player may not change his attack once the dice have been thrown. [EXCEPTION: A player can force an opponent who has made an illegal move/attack to redo that move/attack legally unless he has already declared an action of his own in the interim. Illegal moves/attacks are valid if the opposing player does not challenge them prior to completing his next impulse.]

8.2 Movement: If a unit is to move, it may only move into adjacent Areas that have a common boundary or a connecting arrow of the same color (e.g., Zone B to Area 3 and vice versa). This requires the expenditure of a certain number of Movement Factors (hereafter referred to as MF) during that impulse. The unit may continue to move into adjacent Areas until it lacks sufficient MF to do so or the unit enters an Area occupied by an enemy Combat unit. Units which begin movement as part of the same Group do not necessarily have to end that movement in the same Area with the other original members of the Group. Nor do all moving units during an impulse have to move simultaneously; a player can observe the movement of one or more units in a Group through one or more Areas before committing other units from that same Group to move to the same or other Areas. However, this does not mean that each moving unit must finish its move before another begins; a player may move numerous units into the same Area and make any required Rubble Entrance DR for all of them before deciding whether to continue on with one or more of them.

8.21 Exit of Enemy-Occupied Area: Non-Armor units starting their impulse in an enemy-occupied Area may only move one Area during that impulse and only if the Area entered is not occupied by enemy Combat units.

Armor units may move directly from one enemy-occupied Area to another provided they do not move directly into or from an Area containing enemy Armor/AT/AA units, although they must still attack after entering the new enemy-occupied Area. Armor, unlike Infantry, may exit an enemy-occupied Area (even one containing enemy Armor/AT/AA units) and continue moving until it lacks sufficient MF to continue, or until it enters an enemy-occupied Area whereupon it must stop and attack. If it manages to successfuly Overrun (8.36) the defenders and has MF remaining, it may continue movement.

Fresh AT units may not exit an Area containing Fresh enemy Combat units.

Fresh AA units may not exit an Area containing enemy Combat units.

All units which begin an impulse in an enemy-occupied Area are freed from any Area exit restrictions in that Area otherwise imposed by those enemy units if their Group attacks and removes those enemy units during that impulse.

Regardless of whether a unit begins its impulse in an enemy-occupied Area, it may not leave a newly-entered enemy-occupied Area during the same impulse while enemy units remain therein.

8.22 Entrance of Enemy-Occupied Area: Armor and Infantry may always [Exception: 8.21] enter an enemy-occupied Area provided they have sufficient MF to expend.

AT units may not enter an Area containing Fresh enemy Combat units. AT units may enter an Area containing a Spent enemy Combat unit if accompanied by a friendly entering Combat unit with a numerical Attack Factor (one other than "*"). The presence of such a Fresh friendly unit already in the entered Area does not permit such entry since an attack by an entering unit must be made and the already present unit may not participate in that attack because it belongs to a different Group which started the impulse in a different Area.

AA units may not enter an Area containing an enemy Combat unit.

8.23 MF Costs: Each Area entered costs the following number of MF:

A. 1 MF to enter a Vacant Area (and not adjacent to an Area containing a Fresh enemy Combat unit during daylight).

B. 2 MF to enter a Vacant Area adjacent to an Area containing a Fresh enemy Combat unit during daylight.

C. 3 MF to enter an Area containing only Spent enemy Combat units.

D. 4 MF to enter an Area containing a Fresh enemy Combat unit.

E. +1 extra MF to the applicable cost of A, B, C or D for any mechanized unit to enter an Area containing Rubble.

Cases A through D are not additive; i.e., it costs three MF—not five—to enter an Area containing a Spent enemy Combat unit which is also adjacent to an Area containing a Fresh enemy Combat unit. The special extra MF costs caused by Fresh enemy Combat units in an adjacent Area (Case B) are not applicable during Night impulses.

8.24 Noncombat Units: Artillery (which are not Combat units) do not affect movement costs or retreat priorities of enemy units in any way, and are the only units which do not attack enemy Combat units [Exception: Engineers vs Rubble; 14.6] while entering an enemy-occupied Area (whether accompanied by attacking Combat units or not). As such, they are immune to the Duration penalties inflicted on accompanying attacking Combat units that do not result in an Overrun and are Spent for one date only.

8.25 Mechanized Units: Mechanized units have their MF underscored. Mechanized units may double their MF during any impulse they do not attack or leave an enemy-occupied Area. Mechanized units must pass a Rubble Entrance DR to enter any Area containing Rubble (14.4) whether using doubled MF or not.

8.26 Motorized Units: Motorized units have their MF printed on a white circular background. Motorized units may double their MF during any impulse in which they do not: attack, leave an enemy-occupied Area, enter an enemy-controlled or Rubbled Area. Motorized units do not make Rubble Entrance DR.

8.27 Regrouping: Spent units may move only during night impulses and are limited to one (undoubled) MF per impulse. They may enter only Free Areas. Disruption Duration penalties are not increased by Regrouping. A player may combine Regrouping by Spent units with movement/attack by Fresh units from the same Area in the same impulse (an exception to 8.11). There is no limit to the number of times a unit may Regroup in a single night.

8.28 Infiltration: Only Fresh Russian Infantry may attempt Infiltration and only during night impulses. Infiltration allows a unit in a Russian-controlled Area starting its impulse adjacent to an Area (not a Zone) containing only Spent German Combat units to enter that adjacent Area directly without attacking and therefore suffer only Duration 1 Disruption. Russian Reinforcements may not attempt Infiltration while crossing the Volga. Each unit attempting Infiltration must make a dr < the sum of the entered Area's TEM plus the level of any Rubble present. All units which fail their Infiltration dr must attack that Area in one combined attack at the end of that impulse and are subject to normal attack Disruption Duration penalties. The Russian may purposely enter an Area with multiple units both to attack and to infiltrate in the same impulse, but he must resolve the Infiltration attempts first so that those units which fail are included in the attack. Infiltration cannot be attempted in violation of normal Area Exit restrictions (8.21).

8.3 Attacks: Attacking units may attack any Group(s) of enemy units occupying the same or an adjacent Area. The Area attacked may also contain other friendly units which are never affected [EXCEPTION: 17.21]. Ranged Attacks (8.31) into adjacent Zones are not allowed (11.4). Units starting an impulse in different Areas may not combine to form one attack.

8.31 Ranged Attacks: Any attack into an adjacent Area by units remaining in their own Area is a Ranged Attack. Ranged attacks may only be made during the day and double the defender's TEM. They require only one MF to attack a Spent Group or two MF to attack a Fresh Group. Rubble does not affect a Ranged Attack and can possibly be randomly created by a Ranged attack (see 14.2). Russian artillery may be added to any Ranged Attack or defense. The attacker's Disruption Duration penalties for a Ranged Attack are one less than normal (down to a minimum of Duration 1). A player may combine a Ranged Attack with a normal (in-Area) attack against a single Area provided all attackers started in the same Area, but doing so doubles the TEM for all attackers and adds any Rubble level present to the defense value. Only those attacking units performing the Ranged Attack portion of the attack would be eligible for lessened Disruption penalties [see Example 2 of the Players Notes]. Neither the presence of enemy units in the same Area with the attackers nor the inability of a unit to enter the attacked Area have any effect on a Ranged Attack.

8.32 Maximum Attack: If a player chooses to attack with more than one unit from an Area, or to split one Group into attacks against several Areas he may do so in any order he wishes. The only requirements are that each defending Area may be the subject of only one attack per impulse per different defending Group and that all attackers must have started their impulse in the same Area.

8.33 Defensive Groups: Attacks vs an Area affect all enemy Combat units occupying that Area which are in the same defending "Group type". There are three possible Group types:

Fresh: All units with their colored side face up.

Spent: All units with their white side face up (i.e., units that have either attacked, moved, or suffered combat losses causing Disruption that has not yet worn off). Spent units with different Duration markers are still part of the same Group.

Rubble: This Group type is possible only if the attackers consist entirely of Engineers attacking in the same Area as the Rubble (14.6).

8.34 Attack MF Cost: All attacks are considered a form of movement even if the attacking units do not change location on the map. Attacking a Spent Group costs one MF. Attacking a Fresh Group costs two MF. All Combat units which enter an enemy-occupied Area must attack one of the Groups in that Area [EXCEPTION: Infiltration, 8.28] but the MF cost of its required (first) attack is included in the MF cost for entrance of that Area. However, if it makes an Overrun, any subsequent attack in that impulse against the same Area will cost one (vs a Spent Group) or two MF (vs a Fresh Group). Once units have made their initial attack upon entrance of an enemy-occupied Area and have achieved an Overrun, they no longer have to participate in any subsequent attack in that Area during that impulse (although they have the option to do so).

The MF cost of any attack against defenders which begin the impulse in the same Area with the attacker must also be paid by other non-attacking units in the same Area which subsequently move or attack out of that Area during the same impulse. However, elimination of all enemy units in their Area releases those units in that Area from the Area Exit restrictions of 8.21 for that impulse. [See Example 3 of the Players Notes.]

8.35 Attack Resolution: Attacks are resolved by comparing the Offensive Value of the attacking unit(s) plus a DR with the Defense Value of the defending unit plus a DR.

8.351 OV: The Offensive Value is equal to the numerical Attack Factor of any one attacking unit of the attacker's choice plus:

A. +1 for each additional attacking unit beyond the first (including "*" Attack Factor units);

B. +1 for each Regimental Integrity bonus (see Glossary)

C. −1 for each different Parent Organization (see Glossary and Example 3 of Player's Notes) involved in the same attack;

D. +1 if German daylight impulse (air support [NA to Rubble removal/Artillery/Air attacks]);

E. +? (any participating Russian Artillery Attack Factor; 15.3) [NA to Rubble removal]

AA and AT units have no numerical Attack Factor. The "*" symbolizes that they may not lead attacks. When attacking they can only contribute one Attack Factor (Case A) to the OV of an attack led by an armor or infantry unit. A unit with an Attack Factor of 0 or less (but not "*") may attack alone.

8.352 DV: The Defense Value is equal to the highest Defense Factor of the Group being attacked plus:

A. +? (the TEM of the defender's Area), or 2× +? (the TEM of the defender's Area) if all of the attacking units are not in the same Area with the defender [NA to Rubble removal/Air/Artillery attacks];

B. +1/+2 if the defending unit occupies an Area containing a Rubble 1/Rubble 2 marker [NA to Artillery/Air/or solely Ranged attack];

C. +1 if German night impulse [NA to Artillery attacks or Rubble removal; 14.6]

D. +1 if Russian daylight impulse (due to German defensive air support);

E. +? (any participating Russian Artillery defense factor; 15.3).

F. +1 if German impulse during Sept. 27—Oct 31; +2 if German impulse during Nov. 1–Nov. 14.

The Defense Factor of any AA/FLAK unit in a Group with no other friendly non-AA unit is halved (fractions rounded down) if attacked from within the same Area by a Group without AFV [see Example 4 in the Players Notes].

8.353 Resolution: The attack is resolved as follows: The OV and a DR are added to form an Offense Total. The DV and a DR are added to form a Defense Total.

If the Offense Total is < the Defense Total there is no effect to the defender but all attacking units are Disrupted and marked with a Duration 4 marker.

If the Offense Total equals the Defense Total there is no effect to the defender but all attacking units are Disrupted and marked with a Duration 3 marker.

If the Offense Total is > the Defense Total the difference between them is the minimum number of Casualty Points that must be removed from the defending Group in that Area by the defender. All attacking units are Spent and marked with a Duration 2 marker [Exception: Overrun; 8.36].

8.354 Casualty Points: To satisfy his losses the defending player may remove Casualty Points in his choice of any or all of the following ways provided at least one Casualty Point comes from the highest Defense Factor unit (attacker's choice in case of ties) in the defending Group.

A. Each Fresh defending Combat unit flipped to its Spent side is worth one Casualty Point.

B. Each Fresh unit eliminated is worth three Casualty Points.

C. Each Spent unit retreated is worth one Casualty Point. A Fresh unit may be Disrupted and then retreated for a total of two CP. Only Spent units may retreat.

D. Each Spent unit eliminated is worth two Casualty Points.

Each defending unit which pays Casualty Points without being eliminated is marked with a Duration 4 marker. Units which retreat voluntarily suffer only Duration 1 additional Disruption (10.5). A unit which will be eliminated to satisfy Casualty Point losses cannot also be retreated as part of the same attack.

8.3541 Loss Fulfillment: The defender must remove at least the number of Casualty Points required by the difference between the OV and DV provided he has sufficient units in the attacked Group to do so. All Casualty Points must be absorbed by the Group attacked. Any units of the other Group type in the same Area are not affected and cannot join in any resultant retreats. The defender may opt to voluntarily Disrupt and/or retreat more than the number of units required to satisfy the combat result, but only from the attacked Group (see 8.3554). Only Spent units may retreat. Any Retreating unit which fails a Rubble/Contested Area Entrance DR and is thereby eliminated counts as one Casualty Point—not two.

8.355 Retreats: All retreating units must move to an adjacent Area. If the only Area open to retreat is already occupied by ten friendly Combat units, the unit must continue its retreat (without re-entering any Area already occupied by that unit during that retreat) until it can stop in an Area not in excess of the occupation limits. Otherwise, the retreating units must end their retreat in the first available Area moved into. Units may not retreat offboard or across the Volga. If a unit cannot safely fulfill its retreat because of opposing forces possibly blocking all retreat routes, the player may choose the elimination method to fulfill his Casualty Point losses or risk retreat at his option. Friendly Combat units already in an Area containing enemy Combat units make retreat through that Area possible (see 8.3552).

8.3551 Retreat Priority: If there is more than one Area open to retreat, the retreating player must choose the one retreated to based on the following order of priority even if they result in elimination of the retreating unit:

  • A. Free Area adjacent to least number of enemy-controlled Areas;
  • B. Friendly-controlled, Contested Area;
  • C. Enemy-controlled, Contested Area;
  • D. A Vacant enemy-controlled Area.

Units may never retreat into an uncontested enemy-controlled Area containing enemy Combat units. The presence of Rubble or overstacking in an Area does not alter the Retreat Priorities.

8.3552 Contested Retreats: Any retreat into a Contested Area is in jeopardy. If the retreat is into a friendly-controlled Area, the retreating unit must make a DR and is eliminated if it rolls ≤ the number of enemy Combat units in that Area. If the retreat is into an enemy-controlled Area, the retreating unit must make a dr and is eliminated if it rolls ≤ the number of enemy Combat units in that Area.

8.3553 Unison: All units retreating due to the same attack must retreat as a Group, to the same Area. If this causes an Area to exceed its occupation limits, the maximum number of units must stay, with the owner's choice of the remainder continuing their retreat from that Area.

8.3554 Voluntary Retreat: Defending Groups may retreat in whole or in part at their option even if that attack does not cause a Casualty Point (see 10.5). Units voluntarily retreating without suffering Casualties suffer only Duration 1 Disruption, which must be added to the effects of any already existing Disruption (up to a maximum of four days).

8.3555 Subsequent Attacks: Units which have already retreated or been Disrupted in place may be attacked and retreated again (or eliminated) in a subsequent attack of that or later impulses.

8.3556 Non-Combat Units: Artillery may not absorb Casualty Point losses. Observers may retreat with other units of the same Group type (i.e., common side face up), but, in so doing, contribute nothing to Casualty Point fulfillment. An Observer occupying an enemy-occupied Area without a friendly Combat unit is immediately removed (see 15.22 for conditions pertaining to its return).

EXAMPLE: An Observer occupies an Area with a single friendly Combat unit. Russians enter the Area and score enough Casualty Points to force the Combat unit to retreat. The Observer may voluntarily retreat with the Combat unit if it is part of the same Group (8.3541). If it belongs to a different Group, the Observer must be temporarily eliminated.

8.36 Overrun: An attack generating more Casualty Points than the defending Group has to lose is an Overrun. All defending units in the Group are eliminated and the attackers may continue their impulse by expending any remaining MF in additional movement/attack. If he makes no more attacks (or, if all additional attacks made are Overruns), the attacking units are Spent only for the remainder of the current date and therefore not marked with a Disruption Duration marker. See Example 5 of the Player's Notes.

8.37 Rout: Whenever an attacker enters an enemy-occupied Area and loses the resulting attack resolution by ten or more, he has been Routed and must retreat from that Area directly into the Area from which he entered. Otherwise, normal Retreat rules (8.355) apply. Units attacking an Area without entering it during that impulse are not subject to Rout.

8.38 The Dice: When resolving combat each player simultaneously throws his dice into the box. The German uses the white dice; the Russian uses the red dice. Only dice thrown into the box are counted. If one or more dice miss the box, all four dice are rerolled. Should any die be "cocked" (not lying flat on the surface of the box) all four dice are rethrown.

A better method is to place all four dice in a cup (plus a fifth of another color [not provided] to represent any Counter Battery Fire) and shake them together allowing all five to come to rest at the bottom of the cup with the results of each attack. Dice should never be thrown onto the board where they may knock units out of position.

9. The Advantage

9.1 Overview: The Advantage has a twofold purpose. Strategically, it represents the hoarding of resources for a major offensive in that it can be used to increase the number of actions undertaken in any one given day/night per week. It can also be used tactically to reflect the fighting edge that one side may temporarily have over the other. The basis for such an advantage may include such factors as changes in morale, position, weather, surprise, leadership or fate. One of the players is always considered to have the Advantage as symbolized by placement of the Turn marker with the controlling side's symbol face side up. The German starts the game with the Advantage. Whenever a player uses the Advantage, he must flip the Turn marker to depict his opponent's new possession of it.

9.2 Combat: The player controlling the Advantage can use it to force a reroll of any one attack (both players would have to make a new DR) provided he does so before any other subsequent action takes place. Although the player using the Advantage can force a new DR, he cannot guarantee that the subsequent reroll will generate a more favorable result. Changing an attack DR voids any effect that original attack DR had on the Day/Night Impulse Track, Rubble creation, or Counter Battery Fire—all of which are resolved anew with the reroll.

9.3 Prolonging Day/Night: The player with the Advantage may use it to reset the Day/Night Impulse marker by returning it to the "1" box if he wishes to prolong the day or returning it to the "3" box if he wishes to prolong the night. Such an expenditure is made immediately after the German Impulse DR to prevent a switch to Dawn/Sunset. The Advantage may not be used to both alter a DR and reset the Day/Night Impulse Track at the same time—it can only be used for one or the other.

9.4 Other Uses: The Advantage can also be used to force a reroll of any DR/dr for any reason. Such use forfeits possession of the Advantage.

9.5 Limits: The Advantage may be used only once per date and only by the player controlling it at the start of the current date. Obviously, if the German never uses the Advantage, he will retain it throughout the game. Once the German does use the Advantage, the Russian may not use it before the next day.

10. Disruption/Spent Units

10.1 Overview: Except for Regrouping (8.27) and retreating, action may only be taken by Fresh units. Every action taken by a unit will Disrupt it to some degree and cause it to be flipped to its white Spent side. Disruption represents a loss of fighting efficiency (especially the ability to attack) due to combat losses, exhaustion, lack of supply, or simply being in transit between prepared positions. The amount of time each Spent unit needs to be refreshed and again capable of offensive action varies with the task performed and the vagaries of fate. Such a resurgence can reflect the influx of replacements for combat losses but is more likely to represent the simple passage of time necessary for a force to rest, resupply, dig in, or push on in an aggressive manner.

10.2 Duration Status: There are four forms of Disruption. Each incapacitates a unit for a different duration.

10.21 Duration 1: This Disrupts a unit for the balance of the current date only. The unit is flipped to its Spent side. At Dawn of the next date, all supplied Spent units without Duration markers are flipped to their Fresh side.

10.22 Duration 2: This Disrupts a unit for the balance of the current date and all of the next date. The unit is flipped to its Spent side and marked with a Duration marker with the face up color matching that of the date two days hence on the Turn Record Track. At Dawn of the next date of that color, all supplied units so marked have their Duration marker removed and are flipped to their Fresh side.

10.23 Duration 3: This Disrupts a unit for the balance of the current date and all of the next two dates. The unit is flipped to its Spent side and marked with a Duration marker with the face up color matching that of the date three days hence on the Turn Record Track. At Dawn of the next date of that color, all supplied units so marked have their Duration marker removed and are flipped to their Fresh side.

10.24 Duration 4: This Disrupts a unit for the balance of the current date and all of the next three dates. The unit is flipped to its Spent side and marked with a Duration marker with the face up color matching that of the date four days hence on the Turn Record Track. At Dawn of the next date of that color, all supplied units so marked have their Duration marker removed and are flipped to their Fresh side.

10.3 Movement Disruption: Units which engage in movement only and do not attack suffer Duration 1 Disruption. Units which successfully Overrun any defending Group and do not continue to attack with results other than Overrun also suffer Duration 1 Disruption.

10.4 Attacker Disruption: Attacking Combat units whose Offense Total is > the Defense Total without achieving an Overrun suffer Duration 2 Disruption.

Attacking Combat units whose Offense Total equals the Defense Total suffer Duration 3 Disruption.

Attacking Combat units whose Offense Total is < the Defense Total suffer Duration 4 Disruption.

The Duration 2, 3 and 4 attacker penalties described above are reduced by one date for Ranged Attack participation.

10.5 Defense Disruption: Defending Combat units which suffer a Casualty Point loss suffer Duration 4 Disruption. Spent units already under a Duration marker which are attacked and forced to retreat must increase their Duration marker to level 4 regardless of its current level. However, those units which join a retreat voluntarily have their current Disruption extended by only one date Duration as a result of that retreat. Fresh units voluntarily retreating would suffer Duration 1 Disruption.

10.6 Fortifications: Attempts to fortify an Area suffer Duration 1 Disruption regardless of the outcome.

10.7 Non-Combat Units: Regardless of the outcome of their attacks, attacking German Artillery suffers Duration 4 Disruption and attacking aircraft suffer Duration 1 Disruption.

10.8 Extending Disruption: A unit's Disruption can never exceed four days from the current date. Any penalties calling for Disruption to be extended more than four days from the current date are ignored if the affected unit is already marked with current Duration 4 Disruption.

11. Strategic Movement Zones

11.1 Movement: Strategic movement is performed via the eight perimeter Zones on the upper left hand corner of the board. Each Zone is connected to other adjacent Zones and by arrows to certain Areas whose ID Number is printed inside those arrows. Movement to/from the mapboard Areas is possible in either direction but only between those Areas and Zones with connecting arrows. Zones are considered the equivalent of Areas in every respect except as modified below. All other rules pertaining to Areas apply equally to Zones.

11.2 Occupation Limits: An unlimited number of units may occupy a Zone.

11.3 MF Costs: The presence of a Fresh enemy unit in a Zone has no effect on the movement costs of units entering Areas adjacent to it and vice versa.

11.4 Attacks: No Ranged Attack (including spotting for Artillery) is allowed from any Zone into any adjacent Area/Zone and vice versa. Attacks are allowed only within the Zone and are conducted normally. Air/Artillery attacks can be called into the same Zone containing friendly units with no ill effects to those friendly units.

11.5 Infiltration: Infiltration is not allowed into/from Zones.

12. Supply

12.1 Overview: To function normally, units must not start their impulse beneath an Isolation marker. All units must trace supply at the start of their Dawn impulse through friendly-controlled Areas to their respective supply sources. German units must trace supply to one of the friendly-controlled Zones C, D, E or F. The Russians must trace supply to friendly-controlled Zones A, B, G, or H, or any controlled Area containing a Ferry landing, or Area 30. All Supply Areas contain a supply symbol printed on the map: the Germans' in blue and the Russians' in red. Units in an enemy-controlled Area can trace supply out of that Area. However, supply cannot be traced through an enemy-controlled Area to another Area on the other side of it. Contesting an Area does not block supply; only enemy Control of an Area blocks supply through or from it. A Vacant Area Controlled by the enemy still blocks supply.

12.2 Isolation Effects: Units which are newly out of supply at Dawn are isolated and marked with a "−1" Isolation marker. Those already marked by a "−1" marker have that marker flipped to the "−2" side. Those already marked with a "−2" marker must undergo an Attrition dr (12.22). Isolation markers remain in effect until the next Dawn impulse in which the unit can draw supply.

12.21 Combat Factors: The printed Attack, Defense and Movement Factors of isolated units are reduced by one while under a "−1" Isolation marker or by two while under a "−2" Isolation marker. Any doubling of MF for Mechanized/Motorized units (or halving of AA defense factors) is based on the reduced factor. Isolated Spent units may not Regroup (8.27).

12.22 Attrition: Before the start of each Russian Dawn impulse, each isolated Combat unit already under a "−2" Isolation marker must make a dr. If the dr is a "1" or "2", that unit is eliminated if already Spent, or suffers Disruption Duration 4 if Fresh. Duration markers on isolated units are not removed at their regularly scheduled days, but remain in place until supplied and that colored date occurs again. Spent units may not return to Fresh status while isolated.

13. Armor Replacements

13.1 Overview: Russian Motorized/Mechanized units in Stalingrad were limited primarily to those remnants which began the battle as part of the 62nd Army on the West bank. Once the battle was joined, Russian reinforcements from the East were limited primarily to infantry formations. However, the Dzerhezinsky Tractor Works on the West Bank continued to turn out tanks throughout the battle. Manned by factory workers, these unpainted AFV were often driven off the assembly lines and straight into battle.

13.2 Rate: A side record of Armor replacements earned and spent should be kept. The Russian earns one Attack Factor of Armor replacements at Dawn of each day (including September 13) which he controls Area 70. This bonus accumulates from turn to turn but is lost (along with any accumulated unclaimed replacement factors) the instant the Germans control Area 70 or a German Air/Artillery/Ranged attack places a Rubble 2 marker there. If Russian Fortification efforts have already placed a Rubble 2 marker in the Area, any Air/Artillery/Ranged attack DR ≥ 9 vs Area 70 will suffice to end the replacement capacity. Once stopped, it cannot be restarted.

13.3 Placement: Replacement Armor Factors can be used during any Russian impulse to place in Area 70 a previously eliminated Russian Armor unit(s) with an Attack Factor equal to those spent. Placement costs one MF and constitutes (along with any subsequent movement/attacks) the Russian impulse for that turn, although other units already in Area 70 may use that same impulse to move/attack also. If Area 70 is currently occupied by German Combat units when the placement is made, those units must attack as part of their placement—paying additional MF for the attack. Placement is considered movement and therefore replacements must end their initial impulse Spent.

14. Rubble/Fortifications

14.1 Overview: Rubble reflects both manmade fortifications such as barricades, minefields, wire, and anti-tank ditches, and the advantageous defensive terrain and natural obstacles to movement caused by bombardment. Consequently, Rubble can be created randomly by bombardment or by design through the application of resources to create fortifications. A Rubble marker in an Area can prevent the movement/retreat of Mechanized units into that Area. Motorized units cannot use doubled MF during an impulse in which they enter a Rubbled Area.

14.2 Rubble Creation: Areas in which Rubble may be present at game start are indicated by a white rubble symbol (5.7). In addition, Rubble can be created or increased as a result of bombardments by Ranged attack/German Artillery/Air units anytime the TEM of the defending Area plus the German Attack DR ≥ 13. If an Area already contains a Rubble 1 marker, it would be flipped to its Rubble 2 side. Rubble creation cannot exceed level 2.

14.3 Fortifications: Fresh Infantry may attempt to place a Rubble 1 marker (or flip a Rubble 1 marker to a Rubble 2) by building fortifications in any Area not containing enemy units. To do so in their Area, one Engineer or three Infantry units in the same Area must make a dr ≥ 7 after adding the TEM of the Area and subtracting any MF expended during that impulse. The fortification attempt itself requires no MF expenditure. Regardless of the outcome, the units involved are immediately Spent for the balance of that date. They may move no further. Multiple Fortification attempts may be made by additional fortifying units in the same or different Areas providing they began the impulse in the same Area, possibly creating a Rubble 2 marker where none existed previously in a single impulse.

14.4 Rubble Entrance DR: There are two types of Rubble markers (i.e., Rubble 1 and Rubble 2). To enter an Area containing a Rubble 1 marker, a Mechanized unit (even a Mechanized Pioneer unit) must make a Rubble Entrance DR ≥ 7. To enter an Area containing a Rubble 2 marker, a Mechanized unit must make a Rubble Entrance DR ≥ 9. The following cumulative DRM apply to the Rubble Entrance DR:

+1 Area is friendly-controlled +1 Area contains no Fresh enemy Combat unit +1 Area contains no enemy Combat unit

A Mechanized unit may move through numerous Areas containing Rubble provided it has sufficient MF and passes a Rubble Entrance DR in each Rubbled Area entered. All Mechanized units must pay an extra MF to enter an Area containing Rubble (8.23E).

14.41 Failure: Failure of a Rubble Entrance DR flips the Mechanized unit to its Disrupted side and forces it to remain in its previously occupied Area. [EXCEPTION: Should failure of a Rubble Entrance DR leave a Mechanized unit in excess of an Area's occupation limits (7.1), that moving unit must retrace its route to its last legally-occupied Area (although it would not have to pass further Rubble Entrance DR)]. It may not perform any further action (other than any subsequent retreat/Regrouping) during that Game Turn. A Regrouping Mechanized unit (8.27) which fails a Rubble Entrance dr must remain in its present Area during that impulse.

14.5 Retreat: A Mechanized unit retreating into a Rubbled Area must pass the required Rubble Entrance DR. Failure of the required Rubble Entrance DR during a retreat results in elimination. The defender may not resolve such retreat attempts before deciding how many units he will eliminate to satisfy Casualty Point losses.

14.6 Removal: Rubble markers may only be removed during play by Engineers in the same Area "attacking" only the Rubble as a defending Group. This is one of only two instances in which Combat units may enter an Area containing enemy Combat units without attacking any Combat units [Infiltration; 8.28]. The attacking forces are limited exclusively to Engineers. The only addition to the OV is +1 for each additional attacking Engineer beyond the first and −1 for each different Parent Organization in the same attack. (There is no +1 for a German daylight impulse.) The cumulative DV of Rubble is equal to:

A. its strength (1 or 2)

B. +1 if the Area is enemy-controlled,

C. +1 if the Area contains an enemy Combat unit,

D. +1 if the Area contains a Fresh enemy Combat unit,

E. +? (any supporting Russian Artillery fire)

There is no +1 for a German night impulse.

If the OV plus a DR is > the DV plus a DR, one layer of Rubble is removed for every multiple of three (or fractional increment thereof) by which the Attack Total exceeds the Defense Total. Rubble (as part of a separate defending Group) cannot be used to absorb Casualty Points of attacks vs Combat units and vice versa. Disruption penalties and Overrun possibilities apply to attacks vs Rubble as they would to the results of any attack. If an Engineer makes a successful Overrun vs Rubble (Offensive Total 4 or more > Level 1 Rubble, or Offensive Total 7 or more > Level 2 Rubble), and has sufficient MF remaining, it may continue its impulse by attacking a Combat unit Group. Other Combat units which began the impulse in the same Group with the attacking Engineer may join any subsequent attack even though they had not participated in the original attack vs the Rubble (8.34) by matching the total MF expenditures of the Engineers. If an Engineer is already in an Area containing Rubble it wishes to "attack", the MF cost of the attack is one MF for Rubble 1 and two MF for Rubble 2. Otherwise the MF cost for Rubble attacks is paid by the entrance cost of the Area entered (8.23).

14.7 TEM: Rubble is not considered a TEM. It has no effect on Air/Artillery/Ranged attacks, or the creation of additional rubble. It does affect Infiltration.

15. Artillery

15.1 Overview: Artillery represents the fire of offboard and onboard indirect artillery fire. German Artillery was constantly hampered by a lack of ammunition and therefore had to hoard shells for use in preparatory bombardments for major offensives. Consequently, they are limited to a maximum of one attack every four days for offensive purposes, but may always be used defensively for Counter-Battery or Interdiction.

Russian Artillery, although hampered by ammo shortages too, had other problems—not the least of which was German air superiority which, combined with their extremely effective Counter-Battery procedures, knocked out the Russian guns time and again. Consequently, the Russians took elaborate precautions and could not concentrate their fire long without drawing devastating Counter-Battery fire. They therefore dug their guns into protective bunkers which limited their field of fire in contrast to the mobile German batteries which changed position frequently. To reflect this, the Artillery rules vary for each side.

15.2 German Artillery: German Artillery may attack only one Area during an impulse [Exception: opening bombardment; 20.4]. This action replaces a normal impulse on the mapboard; no other units may attack during the same impulse. No more than two Artillery units from the same Area may attack an Area during an impulse—one vs each defending Group in that Area. After an Artillery attack, flip the Observer to its spent Artillery side and mark it with a Duration 4 marker. German Observers may not move and fire in the same impulse.

15.21 Range: An Observer can only be used to attack an Area adjacent to it [Exception: Areas 23 and 56 depicted with triangular ID contain prominent hills from which non-adjacent Artillery fire can be traced; see also 11.4]. Area attacked may not be presently occupied by friendly units of any kind. However, an Observer may attack in its own Zone.

15.211 Hill 126.3: Observers occupying Hill 126.3 (Area 23) may attack any Area not occupied by friendly units within two Areas of Hill 126.3.

15.212 Hill 102: Observers occupying Hill 102 (Area 56) may attack any Area not occupied by friendly units which is within three Areas of Hill 102 (e.g., Areas 42, 53 and 68 could be attacked by Observers from Area 56, but not Areas 43 or 52).

15.22 Non-Combat Units: Observers have no conventional Attack Factor. They cannot be attacked or suffer Casualty Points. If eliminated due to isolation (12.22) or left alone without a friendly Combat unit in an enemy-occupied Area, they are immediately removed. During the next Dawn impulse, they are placed with any supplied unit of the same Parent Organization in a friendly-controlled Area of their choice with the same Fresh/Spent condition as existed at the time of their removal. If no such unit exists, it may be placed in any supplied, friendly-controlled Area of the German's choice. As non-Combat units, Observers have no effect on Control, stacking, retreats, or movement costs.

15.23 Attack Resolution: The German designates the Group he is attacking, makes a DR, and adds the printed Attack Factor of the Observer. There are no modifiers to the Attack Factor other than the DR. The TEM and a DR is added to the Defense Factor of the strongest defending unit in the attacked Group.

15.24 Night Strength: There are two different Attack Factors printed on an Observer. The higher Attack Factor is used during daylight impulses and the parenthesized Attack Factor is used during night impulses.

15.25 Zones: Artillery fire into Zones is limited to Observers presently located in the Zone to be attacked. Such fire has no effect on friendly units in the same Zone.

15.3 Russian Artillery: Russian Artillery can add its Attack Factor to the OV of Russian attacks (or the DV of Russian Defenses vs non-Air/Artillery attacks) or attack alone in its Quadrant of the board at the Russian's option. When attacking alone, the attacked Area must contain a Russian unit. Russian Artillery does not suffer Disruption Duration penalties for attacking. The Attack/Defense Factor of each Russian Artillery unit is "1" prior to September 27th, then "2" through October 31st, and "3" thereafter. Day/night impulses do not affect these values. Russian Artillery cannot create rubble or harm Russian units. The German player may not cancel an announced attack simply because the Russian announces application of his artillery to its defense.

15.31 Quadrants: There are four Russian Artillery units; one for each of the Front Artillery Group boxes printed on the east side of the board. Each controls all Russian Artillery fire for that quarter of the mapboard. Each Quadrant consists of all Areas (and the units therein) which have their ID printed within that unit's board section (as determined by the fold/cut of the mapboard) and all Zones which have an entrance arrow from that Zone printed in an Area in that unit's board section. Artillery in one Quadrant may not fire or move to another Quadrant.

15.32 Counter-Battery: There is no limit to the number of impulses that Russian artillery can fire nor to the number of attacks it can affect during a single impulse. However, everytime Russian Artillery is used, the Germans immediately get a Counter-Battery Fire opportunity causing a fifth die to be rolled when the attack is resolved. If the Counter-Battery dr is "1" or ≤ the number of German Counter-Battery units in that Quadrant, the Russian Artillery unit suffers Duration 1 Disruption and is marked accordingly.

15.33 Counter-Battery Units: All Artillery in a Quadrant at the start of the impulse (whether Fresh or Spent, day or night) are Counter-Battery units. The Luftwaffe unit is considered a Counter-Battery unit for all Quadrants simultaneously whether Fresh or Disrupted, but only during daylight impulses. There is no limit to the number of times a unit can be used in Counter-Battery operations.

EXAMPLE: It is a daylight impulse and the German has two Artillery units in the South sector. The Russian uses his South FAG and the German rolls a "3" Counter-Battery dr. The Russian South FAG suffers Duration 1 Disruption.

15.34 Refit: Unlike Combat units, removal of their Duration markers does not automatically return Russian Artillery to Fresh status during the next Dawn impulse. Instead, once a Disrupted Artillery unit is no longer marked with a Duration marker, the Russian may expend an impulse for the sole purpose of Refitting that Artillery unit. The attempt is successful on a Refit dr of "1" or "2". If unsuccessful, the Russian may continue to attempt Refit in any subsequent impulse as his sole action for that impulse.

16. Night

16.1 Overview: German air superiority caused the battle to take on a different character each time the sun set or rose over the Volga. Russian movement during daylight hours was risky as lurking Stukas seemed constantly overhead to pounce on targets of opportunity. To cross the Volga in daylight was akin to suicide. The Russians, always better night fighters than the Germans anyway, depended on the night to resupply, reinforce, pull back, and infiltrate back into positions lost to the Germans by day. The Germans controlled the streets by day, but the Russians held sway in the ruins, sewers, alleys, and gullies by night. The game mirrors this characterization of the battle as the Germans press forward by day and the Russians struggle to plug the gaps by night . . . each hoping for more impulses during "his" time to accomplish the many things he needs to do.

16.2 Artillery: The reduced (parenthesized) Attack Factor of German Artillery is used during night impulses (15.24). The Luftwaffe unit cannot be used during night impulses.

16.3 Movement: During night impulses, the special MF costs associated with the proximity of Fresh enemy Combat units in an adjacent Area are ignored (8.23B). In addition, each Fresh Russian unit has one extra MF during night impulses.

16.4 DV: The Russian DV versus German non-Artillery attacks is increased by +1 during night impulses (8.352C).

16.5 Regrouping: Spent units may move during night impulses, but are limited to one MF and may enter only Free Areas. There is no limit to the number of times a unit may Regroup in one night.

17. Luftwaffe

17.1 Overview: German air superiority was instrumental in orchestrating the course of the battle. The paralyzing effect the Luftwaffe had on the Russians is reflected in many ways beyond the attack capabilities of its lone unit . . . including the reduced Russian daylight movement capability, Artillery suppression, and the very character of the Day/Night impulse system. The Russian air force was limited primarily to night nuisance raids and was largely ineffective by comparison until Operation Uranus broke on November 19 and the Russians drew an ever-tightening noose around the doomed Sixth Army.

17.2 Stuka Attack: The German Luftwaffe is represented by the one Stuka unit representing the combined daily sorties of the VIII Air Corps. It does not affect movement or stacking in any way. This unit may be used to attack Russian Groups in the same manner as German Artillery with the following differences:

17.21 Proximity: The Luftwaffe may attack any Area on the board, including those also containing friendly Combat units. Attacking an Area containing friendly forces entails some risk to the friendly forces of Mistaken Attack (see 17.3). This risk does not apply to attacks vs Zones.

17.22 Daylight: The Luftwaffe may attack only in day impulses. If not used before a day ends, that day's sorties are not flown. The Luftwaffe may attack once per day and could conceivably attack seven times per week.

17.23 Strength: The Luftwaffe unit attacks with a strength of 8 through September 26; its Attack Factor is reduced to 5 from September 27 through October 13, and increased to 9 thereafter.

17.3 Mistaken Attack: Whenever the German makes a Stuka attack vs an Area also containing friendly forces there is a chance that the attack will also cause Casualty Points to the German forces in that Area. Such Mistaken Attacks occur only when the German and Russian combat resolution DR are equal prior to any modification. When this occurs, the attack is resolved normally vs the Russian forces, but Casualty Points are also extracted from any German forces in that Area equal to the following schedule:

Equal DRGerman Casualty Points Lost
71
6 or 82
5 or 93
4 or 104
3 or 115
2 or 126

German losses from Mistaken Attacks must be extracted from any Fresh Group in that Area if present. If no Fresh Group exists, losses must be taken from the Spent Group in that Area. The first point of such losses must be taken from the strongest unit in that Group (Russian's choice in the case of ties). Any excess Casualty Points inflicted once units in the target Group have been eliminated are forfeit.

EXAMPLE: Area 62 contains two Spent Russian "3's" and three Spent German infantry units when the German attacks with his Stukas at 8:7. Both players roll a "7" DR to resolve the attack resulting in a Mistaken Attack and a 15:14 battle resolution. The Russian suffers one Casualty Point and must retreat his strongest unit. The German also suffers one Casualty Point and must retreat his strongest unit. Both of the retreated units suffer Duration 4 Disruption.

EXAMPLE: Assume the players in the above situation had both rolled "9". The Russian would still suffer one Casualty Point (17:16), but the Germans would suffer three. In addition, a rubble marker would be created (14.2).

17.4 Counter-Battery: The Luftwaffe unit—whether Fresh or Spent—can be used to supplement German Counter-Battery fire (15.33) anywhere on the board as many times as necessary during daylight impulses. It is useless during night impulses.

17.5 Rubble: Luftwaffe attacks can result in Rubble creation (14.2). Rubble does not add to the DV vs Ranged attacks or Air/Artillery.

17.6 Tactical Air Support: All German daylight impulse OV/DV (except Rubble removal and Artillery/Air attacks) are increased by one due to air support even if the German air unit is spent (8.351D, 8.352D).

18. Reinforcements

18.1 Turn of Arrival: Reinforcements are new Fresh units that enter play as the game progresses. During the Reinforcement Phase of each Game Turn, both players consult the Turn Record Track. If a "★" or "🔧" symbol appears, that side's reinforcements (as noted on their respective Setup Cards) are available for entry into the game during or after that Game Turn.

18.2 Point of Entry: German reinforcements may be placed on Zones C, D, E or F if under friendly Control or left offboard to enter one of those Zones by paying normal Area entrance MF expenditures during an impulse. Russian reinforcements are placed on the east side of the board until they can be ferried across the river.

18.3 Ferry Landings: Barring a Breakthrough (see 18.6), Russian reinforcements may enter play only during a night impulse and only through one of the nine Areas containing a Ferry Landing. Each entry point must be controlled by the Russians to allow entry. No more than three units per impulse may be ferried across and all must enter in the same Area. Reinforcements which have not yet entered play are immune to damage on the east bank although they may be Disrupted or eliminated while attempting to cross. MF costs for landing are identical to regular entry costs of an Area (i.e., based on the condition and proximity of enemy Combat units).

18.4 Interdiction: The German's chances of preventing Russian reinforcements from entering play are dependent on the number of Interdiction Points he currently has. German units need not be supplied in order to earn Interdiction Points but the total of any such Interdiction Points earned solely by isolated units is reduced by one. The Russian player must chance a DR on the Crossing Table to enable each reinforcement to enter play. The German may earn Interdiction Points in each of the following three categories:

Interdiction Points

CategoryIPCondition
A. Mamayev Kurgan1Germans Contest Area 56, or
2Germans Control Area 56, or
2Germans Contest and have Observer in Area 56, or
3Germans Control and have Observer in Area 56.
B. River Bank1Germans Contest one or more River Bank Areas*, or
2Germans Control one or more River Bank Areas*
C. Proximity to Landing1Germans Contest adjacent River Bank Area*, or
2Germans Control adjacent River Bank Area*, or
2Germans Contest one and Control the other adjacent River Bank Areas*, or
3Germans Control both adjacent River Bank Areas*.

* Zones Not Applicable

Contesting a landing Area does not yield additional "Proximity to Landing" Interdiction Points against that Area but does make it harder for Russians to land there (18.52).

No category may yield Interdiction Points for more than one condition in that category, nor are such points cumulative within a category. For example, the Germans may not earn more than two IP for category B regardless of the number of River Bank Areas they Contest/Control.

Regardless of their Interdiction Point total, the German must subtract one Interdiction Point from that total in October and two Interdiction Points from that total in November.

18.5 Crossing: The Russian must pick a specific Landing Area for any predesignated units crossing during that impulse and chance an individual DR for each on the Crossing Table. There is a +1 DRM for each German Interdiction Point. Units which land safely may continue their move from that point and proceed to attack/build fortifications, or move with the normal Disruption Duration penalties each of those activities normally entails. Other units already in the landing Area may not move/attack as part of the same impulse. Even if safely landed and undertaking no further movement/attacks upon arrival, the arriving units would be Spent due to the movement costs of the Crossing. A landing Mechanized unit which fails a Rubble Entrance DR in the landing Area must retrace its route to the East Bank.

Crossing Table

DRResult
≥ 18Unit is eliminated
17Unit suffers Duration 4 Disruption & is returned to East Bank.
16Unit suffers Duration 3 Disruption & is returned to East Bank.
15Unit suffers Duration 2 Disruption & is returned to East Bank.
14Unit suffers Duration 1 Disruption & is returned to East Bank.
13Unit suffers immediate Duration 2 Disruption but is landed on West Bank [Exception: 18.52].
12Unit suffers immediate Duration 1 Disruption but is landed on West Bank [Exception: 18.52].
≤ 11Unit is landed safely on West Bank and may continue to move/attack.

18.51 Into Free Areas: Units which are immediately Disrupted in crossing to a Free Area must end their move in the Landing Area or East Bank without launching any attacks or constructing Fortifications.

18.52 Into Contested Areas: Units which are immediately Disrupted while attempting to land in a Contested Area are returned to the East Bank in their Spent state, as are those which are Disrupted while landing in a fully stacked Area.

18.6 Breakthrough: Provided the Russian controlled it during the last daylight impulse of the current date, he may bring his reinforcements on board through any friendly-Controlled Zone A, B, G, or H without using the Crossing Table by paying normal Area entry costs. Such entry is still limited to a maximum of three units per night impulse.

18.7 Recrossing: The Russians may ferry up to three units per impulse (in addition to any other movement/attack/fortification attempts by other units in the same Area) back across the Volga at night to the East bank (subject to Interdiction from the Crossing Table) from any Controlled Ferry Landing by expending one MF. When attempting a Recrossing on the Crossing Table, all references to "East" or "West" are reversed to "West" and "East" respectively. Any unit ferried across is Disrupted for at least the remainder of the current date and may not return to the west bank before the Disruption is removed. The Russian may even recross with Disrupted units as a form of Regrouping (8.27) provided they began that impulse in a Controlled Ferry Landing.

19. Victory Conditions

19.1 Victory Points: The names of all Victory Point Areas are printed in red. The German scores one Victory Point for every River Bank Area without a Ferry Landing he currently controls, two Victory Points for each one containing one of the nine Russian Ferry Landings (including the one in Zone H initially held by the Germans), and three Victory Points for controlling Mamayev Kurgan (Area 56) for a possible 28 Victory Points. The German must be able to trace supply to his Victory Point Areas at the end of the week to claim those Victory Points.

19.2 Resolution: At the end of each week the German counts his Victory Point total and compares it to the blue Victory Point Number listed beside that week on the Turn Record Track. If his total is < the blue Victory Point Number he loses. If it is > the blue Victory Point Number he wins. If his total equals the Victory Point Number the game continues another week.

19.3 Tie Breaker Option: For tournament purposes in the Basic Game wherein the players agree beforehand that they do not wish to play beyond a particular week, ties are resolved by counting the number of opposing units each side has eliminated. The total number of eliminated Russian units minus the total number of eliminated German units is the Tie-Breaker number. If the Tie-Breaker Number is > the small black number printed in the Victory Point box for that week, the Germans win. Otherwise, the Russians win. Russian armor units removed from the "dead" pile as Replacements are not counted unless eliminated again and in the "dead" pile at the end of the week.

20. September 13th Special Rules

20.1 Overview: Several exceptions to the basic rules of play are in effect during September 13th to better simulate the opening historical German successes. The rationale for these exceptions is that although the German units were already under strength at the start of the battle, they were in relatively good shape compared to what they would be reduced to in the weeks ahead. The German units would soon no longer be strong enough to impose their will upon the Russians and thereby lose their control of the number of impulses in each day.

20.2 Impulses: During the daylight hours of September 13th, the Day/Night impulse determination is not dependent on a dice roll. Rule 8.1 is suspended for the first 12 German impulses so that September 13th is guaranteed a total of 12 German and 11 Russian daylight impulses. The Russian 12th impulse is the first night impulse of the game whereupon the impulse marker is flipped to its night side and placed on the "3" box. Thereafter, all dawn/sunset determinations occur randomly in the normal fashion.

20.3 Advantage: The Advantage may not be used to prolong daylight (9.3) on September 13th. It may be used to change a DR/dr.

20.4 Opening Bombardment: The Germans may resolve the attacks of as many of their Artillery/Air units as they wish during the first impulse of September 13 provided no Area is attacked more than once during that impulse. The Artillery involved still suffers normal Duration 4 Disruption. All multiple Artillery/Air attacks during the first impulse must be predesignated although they are resolved one at a time.

21. The Simulation Game

Up to this point, the game has been presented so as to create the most playable format possible. However, those more interested in simulating an historical event than in a competitive and quick-playing match may find the following version more realistic and to their liking despite the added length and complexity. All of these rules must be used with the Long Game (red) Victory Conditions. None of them are used with the Short Game (blue) Victory Conditions.

21.1 Long Game: The Victory Point levels for the Basic Game were designed to result in a short game by making extra weeks of play unlikely. It is altogether possible and historically valid that either side could have "won" the battle at a later point by overcoming a worse start than that reflected by the blue Victory Point levels. Players who wish to play a longer game to study the effects of the protracted battle should agree beforehand to use the red Victory Point levels. When using those victory conditions, neither player wins nor loses and the game continues if the German's Victory Point total lies within the range (inclusive) of the red Victory Point Numbers for that week.

No pieces are provided for the reinforcements required to play past the third week of the battle. These units plus an assortment of extra Rubble, Duration, Control, Isolation, and Random Number markers are available by mail direct from TAHGC for $5 (plus 50 cents postage, $1.00 to Canada/Mexico, or $1.50 overseas). MD residents please add 5% state sales tax. Toll free telephone Credit card orders may be placed by calling 1-800-638-9292. TAHGC regrets that inclusion of this additional die-cut counter sheet would have required a corresponding price increase and has chosen to offer it as an option instead as a service to those who wish to pursue the battle to the bitter end. This compromise solution allows those not interested in the less mobile parts of the battle to enjoy the game at a reduced price and is an attempt to please all concerned.

21.2 Historical Setup: To start the game, both players must setup their initial forces in the Area specified on the Area ID letter/# contained on the back lower right of each unit—not just the color coding.

21.3 Withdrawals: To reflect the transfer of German units out of Stalingrad during the campaign, the German player must withdraw certain units from the game permanently at specified times. The affected units are illustrated at half size on the German Setup card and contain a red abbreviated Withdrawal date printed in the left of their Spent side and a white dot in the upper left hand corner of their Fresh side. These units are withdrawn prior to Dawn of their Withdrawal date whether Fresh or Spent. There is no movement cost or usage of an impulse to accomplish this; they are simply picked up and removed unless isolated. Isolated units scheduled for withdrawal must be removed immediately upon relief of isolation.

If an indicated unit cannot be withdrawn because it has been eliminated or isolated, or the German prefers to keep it in play, the Russian is compensated by being allowed to recreate from the dead pile two eliminated units of his choice whose total combined Attack Factors do not exceed twice that of the German unit not withdrawn. These units are considered part of the Russian 64th Army which is kept off the south edge of the board and allowed to enter play only in Zones A, B, C or Area 30. There is no limit to the number of these units which may enter play in a single impulse and the −1 modification for attacking with different Parent Organizations is suspended during the impulse they enter the board. The German may withdraw a comparable unit(s) of the same type with attack factors at least equal to those of the scheduled withdrawing unit to avoid this penalty.

21.4 Diminishing Daylight: The approach of winter added to the German problems as the days grew shorter. On October 8th, substitute the (2 daylight) impulse marker in the game Extension counter set for the one used at game start. Henceforth, the first impulse of each day and night will start on the "2" space of the Impulse Track. On November 2nd, substitute the (3 daylight) impulse marker for the one in use. Thereafter, the first impulse of each day will start on the "3" space of the Impulse Track and the first impulse of each night will start in the "1" space. The provisions of 9.3 are adjusted accordingly.

22. Optional Rules

22.1 Side Determination: This rule is used to determine which side each player shall command and gives vent to any player's preferences regarding the relative chances of each side. This rule is suggested only if both players desire to play the same side.

22.11 Bids: Both players simultaneously present a written, secret bid for command of the German forces. The bid takes the form of a number of Victory Points conceded in exchange for command of the Germans. Such a bid may consist of Plus or Minus Victory Points or even 0 Victory Points. The player who has presented the highest bid gets command of the German forces. His opponent plays the Russians.

22.12 Resolution: The successful bid is paid for at the end of each week by subtracting the bid from the current German score. For example, if the highest bid was −1 Victory Points, the German player would get to add one Victory Point to his total before deciding whether the game will continue or has ended. If, on the other hand, the highest bid was two Victory Points, the German would subtract two Victory Points from his total before deciding whether the game would continue or has ended.

22.13 Tie Bids: If the submitted written Victory Point bids are tied, side determination is by random die roll with the tied bid subtracted from the German score. Alternately, if playing the Basic Game with the Tie Breaker option, players may openly bid the number of Tie Breaker units (19.3) they'll forfeit in addition to the tied Victory Point amount.

22.2 Alternate Combat Resolution System: Players who feel the luck element is too strong may substitute cards for dice when resolving attacks if both players agree beforehand. Although this does not eliminate the luck element in the game, it does lessen it and insures that both players will have an "average" DR of 7 throughout the game. A dr/DR must still be used for Rubble entry, Fortification attempts, Crossing, and German non-attack Impulses. This system usually results in closer, more enjoyable games than those using dice if the players do not abuse the "spirit" of the system by engaging in "card-counting".

22.21 The Deck: Four ordinary card decks are required, two each with the same decorative sides. Two special decks of 36 cards each are composed; each containing one 2, two 3's, three 4's, four 5's, six 6's, six 7's, five 8's, four 9's, three 10's, two Jacks, and one Queen. The Jacks are considered an 11 DR; the Queen equals a 12 DR. Instead of rolling the dice, both players turn over one card at a time from their respective decks to resolve combat. Once all 36 cards have been used, the deck is reshuffled. Players may wish to insert additional decks to make "card counting" more difficult. The Extension kit for the long game also includes a set of chits to substitute for cards in this manner with reminders on the German high chits to check for rubble creation.

22.22 Feints: An allowable variation which places even more emphasis on skill is to allow players to knowingly (but secretly) choose which of their remaining cards they will use in each attack. This version allows players the opportunity to control the strength of their attacks/defenses while attempting to feint the opponent into using his best resources at inopportune times.

Kuibyshev Sawmill Introductory Scenario

Although the Basic Game is playable in three to four hours by experienced players, those just learning the system can take twice that long. Consequently, this scenario is provided as a quick-play alternative introduction to the system. All rules are the same except as amended below:

1. Prepare for Play: Place Control, Turn, and Impulse markers as per the Basic Game, but use only the southern Quadrant of the mapboard—ignoring all Areas north of the fold between the South and South-Central Quadrants. The German should roll for initial Rubble placement in Areas 33, 61, and 62 (5.7). Only those Areas whose ID lies in the Southern Quadrant may be entered.

2. Setup: The Russian sets up the South FAG unit and all gray- and purple-coded units in their historically designated Areas, plus the 272nd Regiment of the 10th NKVD Division (three orange units) which may enter play during any Russian impulse in Area 61. The German sets up all gray-, purple- and orange-coded units in their historically-designated Areas, plus the three yellow-coded units which begin play in Area 5.

3. Victory Conditions: The Germans win if at the end of one week they have gained control of four Victory Points. The Russian wins by denying the German's Victory Conditions.

4. Impulses: Each German impulse taken advances the Impulse marker two spaces on the Impulse Track. Sunset occurs automatically after the German 11th impulse on September 13 (a total of only six German impulses). Thereafter, Dawn/Sunset are determined normally by the German Impulse DR, but in no case can the Impulse marker exceed space 11 on the Impulse Track.

5. Luftwaffe: Stuka attacks may be made only on odd-numbered days. German airpower is always available for daylight tactical support (8.351D and 8.352D) and Counter-Battery.

6. Reinforcements: Each scheduled reinforcement unit is received only if it rolls a "1", "2", or "3" prior to Dawn placement. All others are considered relegated to other sectors and not available for this scenario. German reinforcements appear in Zone B; Russians east of the Volga.

7. Interdiction: The German receives one extra Interdiction Point for Mamayev Kurgan on September 15th and thereafter (18.4).

8. Supply: Supply can be traced from non-playable northern border Areas as if they were still controlled by the side indicated by their ID shape.

Players Notes

Example 1: It is a German daylight impulse and the Russian South-Central Artillery is Spent. The German would like to move his infantry into Area 35 but lacks the necessary MF due to the Fresh Russian unit in Area 24 which forces an expenditure of two MF for entry of each of Areas 6 and 25. However, the move is possible if the Russian 1-2-4 in Area 24 loses its Fresh status first, so the German pays four MF with his Pioneer and moves into Area 24 to attack the Fresh unit at 5:4. If his attack inflicts at least one Casualty Point, the 1-2-4's influence over adjacent Areas will end. The German may then (as part of the same impulse) move his infantry from Area 7 to 6 (one MF) to 25 (one MF) to 35 (three MF) and attack the Spent unit therein at 3:3. If there were a Fresh Russian Combat unit in Area 34 this move could not be made because entrance of Area 25 would still require two MF. The infantry cannot go via Area 24 instead because a side is not allowed to enter an Area after an attack has been resolved there (8.12). Had it entered Area 24 as part of the attack vs the 1-2-4 it would have only one remaining MF even if the attack resulted in an Overrun.

Example 2: It is a German daylight impulse with no Russian Artillery available. The German wishes to attack Area 36 with his 4-2-5 but cannot move directly from an enemy-occupied Area to an enemy-occupied Area with infantry (8.21). So he attacks Area 36 from the adjacent Area at 5:3 (4 [leading Attack Factor] + 1 [German daylight impulse] = 5 vs 1 [Defense Factor] + 2 [doubled TEM; 8.31] = 3) at the cost of one MF. If this results in an Overrun, he may use his remaining four MF to attack the 1-2-4 in Area 35 (two MF) or leave the Area, but he may not enter Area 36 because he has already attacked it during that impulse. If the Pioneer had started the impulse in Area 25, it could have entered Area 35 at a cost of four MF and attacked. If that attack resulted in an Overrun, the Pioneer could then use its remaining MF to attack the Spent unit in Area 36 at 5:3 while remaining in Area 35.

Now let's assume there was a German 6-6-6 armor unit and three infantry battalions in Area 35 instead of the Pioneer. The German wants to make a maximum attack vs Area 36 but can't leave Area 35 with his infantry while it is occupied by the Russian 1-2-4. Rather than attack the 1-2-4 and hope for an Overrun which will free him to enter Area 36 with his infantry, the German enters Area 36 with his 6-6-6 and supports it with a Ranged Attack from the infantry in Area 35 for an 11 (6 [lead Attack Factor] + 4 [three extra units with Regimental Integrity] + 1 [German daylight impulse] = 11) vs 3 (1 [Defense Factor] + 2 [Doubled TEM] = 3) attack. Assuming an Overrun is achieved, the Infantry will have four MF left with which to attack the 1-2-4 in Area 35 but they may not enter Area 36 (8.12). Any result other than an Overrun will cause the 6-6-6 armor unit to be disrupted one day longer than the infantry who only supported the attack with Ranged fire from the adjacent Area.

Example 3: It is a German daylight impulse with no available Russian Artillery. The German wishes to move out of Area 6 but because of the presence of the Russians there, his infantry is limited to a move of one Area and may not enter Area 25 at all due to the inability of infantry to move from one enemy-occupied Area to another. The FLAK unit cannot leave Area 6 at all due to the presence of the Russian unit (8.21). The PAK unit could not leave if the Russian unit in Area 6 were Fresh. Only the Armor unit can enter the enemy-occupied Area 25 directly or move more than one Area. However, all of this changes if the Russian unit is first removed from Area 6. So the German attacks the Disrupted Russian with five of his units at 9:3 (3 [lead Attack Factor] + 4 [three infantry battalions with Regimental Integrity bonus] +1 [extra {PAK} unit] +1 [German daylight impulse] = 9 vs 1 [Defense Factor] + 2 [TEM] = 3). The FLAK unit does not participate in the attack because it has a different Parent unit and consequently the +1 it would otherwise add to the OV is negated by the −1 penalty for a different Parent (8.351C). If there were two units from the FLAK's parent unit, they could both participate in the attack with a net increase in OV of one because the penalty is per different Parent organization—not per unit. The five units each pay one MF for the attack. If they score at least three Casualty Points they will have achieved an Overrun and may then continue their impulse movement with their remaining MF. If they don't, their impulse is over. However, if they score even one Casualty Point, thereby retreating the Russian unit, the Flak unit will be able to leave Area 6 during that impulse. In this case, the German dice roll is a "6" and the Russian dice roll is a "9" resulting in a combat resolution of 15:12 and three Casualty Points. The Russian Disrupted "1" is eliminated. The German armor and infantry now pay four MF to enter Area 25 and attack the Fresh 1-2-4 at 8:4. The PAK unit cannot enter Area 25 because of the presence of the Fresh Russian unit therein. The FLAK unit cannot enter any enemy-occupied Area. Both players roll "7" resulting in a 15:11 combat resolution which eliminates the Russian 1-2-4 with an extra Casualty Point to spare for an Overrun. The German infantry is now out of MF and cannot attack further. They are flipped to their Spent side. The armor unit has two MF remaining but cannot leave an enemy-occupied Area (8.21) unless it starts its impulse there so he uses another MF (his sixth) to attack the Spent Russian "1" at 4:3. Both players roll "6" resulting in a 10:9 combat resolution which retreats the Russian "1"—to Area 35. Although the armor unit still has a MF remaining it must stop because its attack did not result in an Overrun. The armor unit is Spent and marked with a Duration 2 marker. Meanwhile, back in Area 6, the PAK unit which participated in the initial Overrun has five MF remaining and enters Areas 24 and 36 at a cost of one MF each but is unable to enter Area 35 which now contains an enemy unit even though it has sufficient MF because an AT unit may not enter an enemy-occupied Area without being accompanied by a Combat unit with an Attack Factor (8.22). The FLAK unit which did not participate in the attack nevertheless expended a MF "waiting" for it and now has five MF remaining and uses them to withdraw to Zone G via Zones C, D, E, and F. It is able to use its Mechanized unit bonus even though it began the impulse in an enemy-occupied Area (because that enemy was overrun without being attacked by the Flak unit). However, let's assume that the initial attack failed to dislodge the Russian unit. The Flak unit couldn't leave, but it would remain Fresh because it did not actually participate in the failed attack.

Example 4: It is a German daylight impulse and the Germans are launching an attack into Area 30 because they see an opportunity to strike the Russian AA units while without support in the same Group. Consequently, they leave their strong armor unit behind, enter Area 30 and lead the attack with the 5-2-5 Pioneer unit supported by the regiment of infantry for a total Attack Factor of 10 (5 [lead Attack Factor] + 4 [three infantry battalions with Regimental Integrity] + 1 [German daylight impulse] = 10). The Russian Defense Factor is 7 (3 [half of highest Defense Factor] + 3 [TEM] + 1 [Artillery] = 7). Both players roll "7" for a 17:14 resolution and only three Casualty Points. The first Casualty Point must come from the "6" AA unit so it is flipped to its Spent side. The remaining two Casualty Points are satisfied by flipping the "3" AA unit to its Spent side and retreating it. The Russian could have opted to retreat the stronger AA unit into Area 31 as well in excess of the required Casualty Points, but the infantry unit in the other Group would have had to remain in Area 30. The attack was not an Overrun so all four German units are Spent and marked with a Duration 2 marker. The German Counter-Battery die roll is a "3". The German has two Artillery units in that sector which is enough (with the aid of the Stuka) to Disrupt the Russian Artillery for Duration 1. Had the German added his 6-6-8 armor unit to the attack, it would have increased his OV by two but the DV would have increased by three. Instead, if the situation remains unchanged until the next impulse, the German may enter Area 30 and attack with his armor alone at 7:6 vs the Spent AA and infantry unit.

Example 5: It is a German night impulse with no Russian Artillery available. The German wishes to move all of his units in Area 25 into Area 35 and eliminate the Russians there, but to do so he must make two attacks vs the two separate Russian groups there. Unless he splits his entering force into two separate predesignated attacks, the first attack must result in an Overrun so as to allow a second attack vs the other Group. To do so, he must attack the Fresh Group first even though the chances of an Overrun vs it are less. The move into Area 35 and the first attack costs four MF so if the Germans attack the Spent Group first they will have only one MF remaining which is insufficient to then attack the Fresh Group in a second attack. By attacking the Fresh Group first as part of the entry cost of the Area, the remaining one MF will be enough to launch a followup attack on the Spent Group. The initial attack is 8:5 (4 [lead Attack Factor] + 4 [three attacking infantry units with Regimental Integrity] = 8 vs 2 [Defense Factor] + 1 [German night impulse] + 2 [TEM] = 5). Both players roll a "6" for a final resolution of 14:11 or three Casualty Points. The Russian 1-2-4 is eliminated. The Germans are flipped to their Spent side and marked with a Duration 2 marker. The Observer, which did not actually attack, is merely flipped to its Spent side.

Now let's assume the Russian rolled a "5" resulting in four Casualty Points and an Overrun. The German can now attack the Spent Group at 8:4. However, because he wants to be able to move out of Area 35 in the next daylight impulse, he decides not to attack with his infantry regiment and ends their impulse by flipping them to their Spent side. They could move no further this impulse anyway because units can leave an enemy-occupied Area only if they started their impulse there (8.21). However, the Pioneer continues to attack at 4:4 in hopes of clearing the Area for the next day, but the Russian dice roll is higher resulting in a Duration 4 Disruption for the Pioneer instead.

Reference Charts

Area Exit/Entrance

UnitExit — Continue movementExit — Enter Enemy occupied AreaExit — Containing Fresh EnemyExit — Containing only Spent EnemyEntrance — Containing only Spent EnemyEntrance — Containing Fresh Enemy
ArmorYesYes¹YesYesYesYes
ATNoNoNo³YesYes²No
AANoNoNo³No³NoNo
OtherNoNoYesYesYesYes

¹May not move directly to/from Area containing enemy Armor/AT/AA (8.21). ²Must be accompanied by Combat unit with numerical Attack Factor (8.22). ³May exit only by retreat or Regrouping (8.27)

Interdiction Points (18.4)

CategoryIPCondition
A. Mamayev Kurgan1Germans Contest Area 56, or
2Germans Control Area 56, or
2German Contest and have Observer in Area 56, or
3Germans Control and have Observer in Area 56.
B. River Bank1Germans Contest one or more River Bank Areas*, or
2Germans Control one or more River Bank Areas*
C. Proximity to Landing1Germans Contest adjacent River Bank Area*, or
2Germans Control adjacent River Bank Area*, or
2Germans Contest and Control both adjacent River Bank Areas*, or
3Germans Control both adjacent River Bank Areas*.

October: −1, November: −2 *Zones Not Applicable

Attack MF Costs (8.34)

  1. Spent target or Rubble 1
  2. Fresh target or Rubble 2 (14.6)

First attack MF cost vs newly-entered Area paid by entrance cost.

MF Costs (8.23)

  1. Enter Vacant Area (not adjacent to Area containing Fresh enemy during day).
  2. Enter Vacant Area adjacent to Area containing Fresh enemy during day.
  3. Enter Area containing only Spent enemy units.
  4. Enter Area containing Fresh enemy units. +1 extra MF for Mechanized units to enter Rubbled Area

DV (8.352)

Highest single Defense Factor, plus:

+? TEM (or 2×? TEM for a Ranged Attack) +1/+2 Rubble [NA to Ranged/Artillery/Air] +1 German night impulse +1 Russian day impulse +? any Russian Artillery +1 German impulse Sept 27–Oct 31 +2 German impulse Nov 1–Nov 14

Crossing Table (18.5)

DRResult
≥ 18Unit is eliminated
17Unit suffers Duration 4 Disruption & is returned to East Bank.
16Unit suffers Duration 3 Disruption & is returned to East Bank.
15Unit suffers Duration 2 Disruption & is returned to East Bank.
14Unit suffers Duration 1 Disruption & is returned to East Bank.
13Unit suffers immediate Duration 2 Disruption but is landed on West Bank.
12Unit suffers immediate Duration 1 Disruption but is landed on West Bank.
≤ 11Unit is landed safely on West Bank and may continue to move/attack.

OV (8.351)

Highest single Attack Factor, plus:

+1 Each extra attacking unit +1 Each Regimental Integrity bonus −1 Each different Parent Organization +1 German daylight impulse +? any Russian Artillery

Disruption Penalties (10)

  1. Regrouping (8.27)
  2. Movement, Overrun (8.36), Voluntary Retreats (10.5), Fortification
  3. Positive Attack* (10.4)
  4. Zero Attack*
  5. Negative Attack*, Negative Defense

*Penalties for Ranged Attacks are reduced by one

Mistaken Attack (17.3)

Equal DRGerman Casualty Points Lost
71
6 or 82
5 or 93
4 or 104
3 or 115
2 or 126

Retreat Priority (8.3551)

A. Free Area adjacent to least number of enemy-controlled Areas B. Friendly Contested Area [DR > enemy units] C. Enemy Contested Area [dr > enemy units] D. Vacant, enemy-controlled Area

Rubble Creation (14.2–.3)

Artillery DR + TEM ≥ 13 Engineer/3 Infantry dr − MF + TEM ≥ 7

Rubble Entrance DRM (14.4)

+1 Friendly-controlled +1 No Enemy units +1 No Fresh Enemy units

Rubble DV (14.6)

1 or 2: Rubble level plus:

+1 Enemy-controlled +1 Contested +1 Contested by Fresh Enemy +? any Russian Artillery

One level of Rubble is removed for every multiple of three Casualty Points or fraction thereof.

Casualty Points (8.354)

  1. Disrupt Fresh unit
  2. Retreat Spent unit
  3. Eliminate Spent unit
  4. Eliminate Fresh unit

Produced by The Avalon Hill Game Company, Baltimore, MD. ©1989 The Avalon Hill Game Company, Division of Monarch Avalon, Inc. Printed in USA.