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Turning the Tables: The Axis Defeat of the Soviet Spring '42 Offensive thumbnail

Turning the Tables: The Axis Defeat of the Soviet Spring '42 Offensive

Turning the Tables: The Axis Defeat of the Soviet Spring '42 Offensive Rulebook

Table of Contents

Table of Contents

  • 1.0 Introduction
    • 1.1 The Situation
    • 1.2 The Game
    • 1.3 Course of Play
    • 1.4 Object of the Game
    • 1.5 Abbreviations
  • 2.0 Equipment
    • 2.1 The Rules
      • 2.1.1 Organization
      • 2.1.2 Answering Rules Questions and Registration
    • 2.2 The Map
    • 2.3 Charts and Tables
    • 2.4 The Playing Pieces
      • 2.4.1 Military Units
      • 2.4.2 How To Read The Military Units
      • 2.4.3 Explanation Of Military Units Values
      • 2.4.4 Nationalities
        • 2.4.4.1 Axis
        • 2.4.4.2 Soviet
  • 3.0 Standard Procedures
    • 3.1 Fractions And Rounding Rule
    • 3.2 Cumulative Effects
    • 3.3 Hex Control
    • 3.4 Fog of War
  • 4.0 Preparing For Play
  • 5.0 The Turn
    • 5.1 Sequence of Play
      • 5.1.1 Administrative Segment
      • 5.1.2 1st Soviet Segment
      • 5.1.3 1st Axis Segment
      • 5.1.4 2nd Soviet Segment
      • 5.1.5 2nd Axis Segment
      • 5.1.6 3rd Soviet Segment
      • 5.1.7 3rd Axis Segment
      • 5.1.8 Victory Check Segment
    • 5.2 Move or Fight
  • 6.0 Zones Of Control
  • 7.0 Supply
    • 7.1 When to Check Supply
    • 7.2 Supply Mechanics
    • 7.3 Supply Sources
    • 7.4 OOS Effects
    • 7.5 Attrition Check
  • 8.0 C3I Points
    • 8.1 Receiving C3I Points
    • 8.2 Spending C3I Points
  • 9.0 Stacking
    • 9.1 Soviet Stacking
    • 9.2 Axis Stacking
  • 10.0 Movement
    • 10.1 German Divisional Stacks
    • 10.2 Movement Restrictions
    • 10.3 Terrain Effects
      • 10.3.1 Rivers And Movement
      • 10.3.2 Roads
    • 10.4 Strategic Movement
      • 10.4.1 In General
      • 10.4.2 Procedure
  • 11.0 Combat
    • 11.1 Combat Restrictions
    • 11.2 Combat Resolution Procedure
    • 11.3 Combat Chits
      • 11.3.1 Drawing Combat Chits
      • 11.3.2 Tactical Superiority
    • 11.4 Combat Odds
    • 11.5 Combat Resolution Die Rolls
    • 11.6 Combat Modifiers
      • 11.6.1 Terrain Effects
        • 11.6.1.1 Rivers and Combat
        • 11.6.1.2 Streams and Combat
  • 12.0 Random Events
  • 13.0 Scenarios
    • 13.1 Basic Setup
      • 13.1.1 Initial Soviet Combat Chits
      • 13.1.2 Initial Axis Combat Chits
    • 13.2 Reinforcements and Additional Combat Chits
      • 13.2.1 Soviet Reinforcements Schedule
      • 13.2.2 Axis Reinforcements Schedule
    • 13.3 Victory Points
    • 13.4 Scenario One: Like Hungry Wolves
    • 13.5 Scenario Two: A Time for Decisions
    • 13.6 Scenario Three: Seize That Bridgehead
  • 14.0 Historical Commentary
    • 14.1 The Operational Context
    • 14.2 The Forces
    • 14.3 The Battle
    • 14.4 Aftermath
  • 15.0 Designer's Notes
    • 15.1 Introduction
    • 15.2 Design Decisions
      • 15.2.1 Sequence of Play
      • 15.2.2 C3I Points
      • 15.2.3 Order of Battle
      • 15.2.4 Combat Units
      • 15.2.5 Combat System
      • 15.2.6 Uncertainty
      • 15.2.7 Victory Points
    • 15.3 Final Remarks

1.0 Introduction

1.1 The Situation

Turning The Tables: The Axis Defeat of the Soviet Spring '42 Offensive simulates the possibly decisive Soviet Spring offensive and the Axis counteroffensive during May 1942. Elements of six Soviet armies attacked to liberate the important cities of Kharkov and Dnepropetrovsk, and to seize the Dnepr River crossings. Three Axis armies stood in their way, intending to erase the Soviet Izyum front bulge as well. The course of the subsequent Axis summer campaign (Fall Blau) depended upon this battle.

1.2 The Game

Turning The Tables: The Axis Defeat of the Soviet Spring '42 Offensive is a two-player operational simulation of the Soviet Spring offensive and Axis counteroffensive during May 1942. The game is basically intended for two players, one on each side, although it is also suitable for solitaire play. One side represents the Axis forces of 6th Army plus elements of 17th Army and 1st Panzer Army while the other side controls the Red Army forces of South and Southwest Fronts. The cardboard playing pieces represent the actual units which participated in the campaign, while the map represents the terrain over which the battle was fought.

1.3 Course of Play

The game is played in turns, each representing two days of real time. During a turn, a player moves and fights with their units and expends C3I Points.

1.4 Object of the Game

The Soviets must liberate as much of the map as possible in the shortest period of time, while inflicting as much damage to the Axis armies as possible. The Axis must hold as much terrain as possible while inflicting massive casualties to the Red Army.

1.5 Abbreviations

AbbrMeaningAbbrMeaning
CHCombat HitOOSOut of Supply
CPCombat PointRERandom Event
CRTCombat Results TableTECTerrain Effects Chart
CSCombat StrengthTPVTactical Points Value
DRMDie Roll ModifierTRTactical Rating
EZOCEnemy ZOCTRTTurn Record Track
GRT

2.0 Equipment

A. Each copy of Turning The Tables: The Axis Defeat of the Soviet Spring '42 Offensive includes:

  1. One 17 x 22 inch map
  2. 240 die-cut counters
  3. One Rules Booklet
  4. Four Player Aid Cards

B. You will also need a standard six-sided die to play.

C. If any of these parts is missing or damaged, we apologize for the inconvenience and ask that you contact our authorized worldwide distributor to receive any replacement parts needed.

D. Please send your correspondence to:

AHP Att: Moments in History PO Box 6253 Los Osos, CA 93412 USA Voice: 805-534-9723 Fax: 805-534-9127

2.1 The Rules

2.1.1 Organization

A. Each major section of the rules is assigned a whole number (1.0, 2.0,...). Subordinate rules are assigned a corresponding number to the right of the decimal place. For example: 2.1, 2.2, under rule 2.0; 2.1.1, 2.1.2, within sub-section 2.1; and even 2.1.1.1, 2.1.1.2 within subsection 2.1.1. This system allows quick and easy cross referencing of rules.

B. The rule book is also interspersed with designer comments and an examples of play to help clarify or explain various game mechanics.

2.1.2 Answering Rules Questions and Registration

A. If any questions concerning play arise, we will gladly answer them. Please follow the guidelines printed below to expedite the process and assure a response:

B. Please refer to the numbered rules section(s) applicable to each question.

C. Mail your questions to Admiralty House Publications at the address listed above, or the following address for European customers (No SASE needed!):

Ulrich Blennemann Moments in History Bochurner Str. 122 D-45529 Hattingen, Germany

D. For those on the Internet, we can be reached as follows:

E. [email protected] (the publisher) [email protected] (the designer)

F. America on Line (AOL) has a MiH folder in the Game Company Support Section. Please check out our webpage, as well: http://www.internesti.com/MIH.

G. MiH has an e-mail mailing list, too. To subscribe, send an e-mail to: [email protected], writing in the body of the message: subscribe [email protected]

H. Phone questions cannot be answered.

I. If you want to register your name with Moments in History, please return the customer response card. Registered customers receive the MiH Newsletter, including new scenarios, rules, and advance product information, free of charge.

2.2 The Map

A. The map represents the area in the Ukraine in which the battle was fought. A hexagonal grid is superimposed on the map board to regulate the movement and positioning of the playing pieces, and to delineate the various terrain features which affect play. These hexagons are hereafter called hexes. Each hex has a four-digit identification number, used for game reference purposes only.

Example: Kharkov is located in hex 1606.

B. A note regarding the spelling of locations: Russian words may be translated in several ways. If there were several different possibilities, we decided to go with the version we believed to be something like the official English one.

C. To make the map lie flat on the playing surface, first fold back the map sheet against its creases. Small pieces of drafting tape may be used to hold the map taut, as this type of tape may be removed later without causing any damage. For best results, you may wish to cover your game map with Plexiglass™, or laminate it to provide additional protection.

2.3 Charts and Tables

The Player Aid Cards contain charts, tables, tracks and displays used to assist players throughout play. These are listed below, in alphabetical order:

ItemFunction
Activity ChartLists possible activities of one player during one Player Segment.
Attrition TableResolves Attrition Checks.
Axis Combat Chits ChartLists the effects of Axis Combat Chits.
Combat Modifiers SummaryLists all combat modifiers.
Combat Results Table (CRT)Resolves combat.
Turn Record Track (TRT)Shows the passage of time, lists C3I Points and Victory Points (VPs).
Game Turn Sequence TrackLists the segments and phases to be undertaken each game turn.
General Records Track (GRT)Records C3I Points, Strategic Movement Points, Movement Points (MPs), and Combat Points (CPs).
Soviet Combat Chits ChartLists the effects of Soviet Combat Chits.
Soviet Substitute Unit DisplayHolds the counter of Soviet Tank and Cavalry Corps currently not in play.

2.4 The Playing Pieces

There are two basic types of colored, die-cut playing pieces: military units and markers. These pieces will hereafter be referred to collectively as units. When removing the counters from the counter sheet, cut them out using scissors or a sharp knife for best results. Then trim any remaining dog ears off with a fingernail clipper. This will facilitate handling and stacking during play, plus enhance the unit's overall appearance.

2.4.1 Military Units

A. The military units represent the historical combat-maneuver formations. The numbers and symbols on the counters represent the Combat Strength (CS), Tactical Rating (TR), Movement Allowance (MA), designation, nationality, unit type, setup code, and on reinforcement units the game turn of entry.

B. Some Soviet units have their step strength shown to indicate that they are represented by two counters.

2.4.2 How To Read The Military Units

A. This is the 208th Regiment of the German 79th Infantry Division. It is an Axis non-motorized infantry unit with a combat strength (CS) of 4, a TR of 4, and an MA of 2. It initially deploys in hex 2104. It is a two step unit (shown by having factors printed on both sides) with a reduced CS of 2 on its reverse side.

Front Back

*Certain units enter play as reinforcements and have their entry turn printed on the counter instead of a setup hex.

B. Units which do not exert a ZOC have the inside of their unit type box printed in black and white. (Soviet corps do have a ZOC. Their unit box was blacked out, showing no ZOC.)

C. Units eligible for a Soviet Tank Bonus have their CS marked with an asterisk.

Regular (ZOC) / No ZOC

2.4.3 Explanation Of Military Units Values

AttributeUse
Combat Strength (CS)The value a unit uses in attack and defense.
Movement Allowance (MA)The maximum number of MFs a unit can spend to move during a Movement Phase.
Setup HexShows the initial deployment hex of an unit.
Tactical Rating (TR)The value a unit uses to determine Tactical Superiority (TS) in attack and defense.
Tank BonusA bonus provided to Soviet tank brigades (only) if fighting (attack and defense) Axis non-motorized units (11.6.4).
Entry TurnShows in which turn a unit enters play as a reinforcement.

2.4.4 Nationalities

A unit's nationality is shown by its color scheme. In addition, the color scheme divides Soviet Regular and Soviet Guards units.

2.4.4.1 Axis
NationalityColorNationalityColor
CroatianTanHungarianBlue
GermanGrayRomanianBrown
2.4.4.2 Soviet
TypeColorStripe Color
RegularRedBlack
GuardsRedGold

2.4.5 Historical Identification

2.4.5.1 Axis

A. All Hungarian and Romanian units as well as some German units are designated by a single number. Example: 20 means 20th Romanian Infantry Division.

B. Most German units are designated by two numbers. The number to the left of the unit identification box identifies the Regiment/Kampfgruppe while the number to the right of the box identifies the division. Example: 576/305 reads 576th Regiment of 305th Infantry Division.

C. The following abbreviations appear on Axis units as part of their historical identification:

AbbrMeaningAbbrMeaning
OneDnepropetrovskStaStalino
KhaKharkovZapZaporoshe
PolPoltava
2.4.5.2 Soviet

All Soviet units are designated by a single number. Example: 23 means 23rd Tank Corps.

2.4.5.3 General Abbreviations

The following general abbreviations are in effect:

AbbrMeaningAbbrMeaning
CCCavalry CorpsMBMotorized Brigade
GDGebirgsdivision (Mountain Division)PDPanzerdivision (Armored Division)
GRDGuards Rifle DivisionRDRifle Division
GTBGuards Tank BrigadeSDSicherungsdivision (Security Division)
GTCGuards Tank CorpsTBTank Brigade
IDInfantry DivisionTCTank Corps

2.4.6 Unit Types

All units in the game belong to one of these two categories (motorized or non-motorized) and eight types:

2.4.6.1 Motorized
  • Tank
  • Armored Infantry
  • Motorized Infantry
  • Mechanized Cavalry
2.4.6.2 Non-Motorized
  • Infantry
  • Light Infantry
  • Security Infantry
  • Mountain Infantry

2.4.7 Unit Size

The unit-size-symbols printed on top the unit type boxes mean:

SymbolSizeSymbolSize
IIBattalionXBrigade
IIIRegimentXXDivision
KGKampfgruppeXXXCorps

2.4.4 Steps

A. Step is an arbitrary term used to describe one increment of a unit's ability to absorb combat losses. Most of the units in the game have two steps, shown by having factors printed on both sides of their counters. The second step comes into play after the unit has lost a step in combat, after flipping the unit over so its reverse side (with lower factors) shows.

B. If a one-step unit or a reduced unit takes a loss, it is eliminated and out of play for the remainder of the game.

C. Soviet tank corps and cavalry corps have four steps each. Each is represented by two counters, only one of which may be in play at any one time. The lower valued units include a gray color fill in their unit type box. At the start of play, these units should be positioned on the Soviet Substitute Unit Display until needed (i.e., they are only introduced into play as combat losses are absorbed).

2.4.5 Counter Errata

A. Soviet corps do have a ZOC. (Their unit box is blacked out, showing no ZOC.)

B. The Guards 3-1-6 tank units (5G and 6G) are brigades. (They are mistakenly marked as corps.)

2.5 Markers

Markers are used as record-keeping devices. Their use is covered in the rules.

TypeUse
Combat ChitsUsed for combat resolution.
CPs MarkerUsed on the GRT to mark the current number of available CPs.
C3I Points MarkersUsed on the GRT to mark the current number of C3I Points available.
Game Turn MarkerIndicates the current turn.
Hex Control MarkerIndicates hex control status.
Movement Points MarkerUsed on the GRT to mark the current number of MPs available.
Out of Supply Marker*Used to mark units out of supply (OOS).
Phase MarkerIndicates the current turn's phase.
Segment MarkerIndicates the current turn's segment.
Strategic MPs MarkerUsed on the GRT to mark the current number of Strategic MPs available.
  • Errata: Marker is printed OSS instead of OOS.

2.6 Scale

A. Each hex on the map covers eight kilometers (8 km) from side to side.

B. Each turn represents two days.

C. Ground units are corps, divisions, regiments, brigades, Kampfgruppen, and battalions representing 400 to 16,000 soldiers and/or 20 to 300 armored fighting vehicles.

3.0 Standard Procedures

There are four standard conventions used during play.

3.1 Fractions And Rounding Rule

A. When making a calculation for a unit that produces a fraction in combat, retain the fraction. When the values for all units on the same side are then added together, round any remaining fraction down to the next whole number.

B. No unit may have its final TR reduced to less than one.

C. The final combat strength of all units on the same side may not be reduced to less than one.

3.2 Cumulative Effects

All possible modifiers are cumulative. Thus, a unit attacking across a stream into broken terrain would get a die roll modifier (DRM) of -3 (-2 for the stream and -1 for broken terrain).

3.3 Hex Control

A. Hex control is the term used to describe the side owning a particular hex throughout play. Hex control is important for strategic movement and supply.

B. At the start of the game, the Axis controls all hexes west and southwest of the front line; the Soviets control all hexes east of the front line.

C. The control status of a hex may change in two ways:

  1. It changes the instant a unit from the other side enters and/or moves through it;
  2. At the end of each Player Segment, all non-enemy-occupied hexes located between the front line and a friendly supply source become friendly controlled if they can trace a supply line to a friendly supply source.

D. Control status of every hex can change back and forth any number of times during a game.

E. Players may use Hex Control Markers to keep track of hex control status or the front line.

3.4 Fog of War

A. Neither side may ever look beneath the top unit of an enemy stack.

B. Either side may always look beneath a game marker on top of an enemy stack.

C. However, enemy stacks may be examined immediately before Combat Resolution.

4.0 Preparing For Play

Once players mutually agree upon a scenario and choose sides, be sure to follow all special instructions for the selected scenario that supersede the standard rules. Each side places units and game markers on the map according to the Initial Deployment instructions. Once placement is complete, begin normal play.

5.0 The Turn

A. A turn is a sequence of events that must occur in a certain order. The sequence of play must be strictly followed in the order presented below.

B. Each turn is divided into eight segments, each of which is composed of several phases.

C. The turn ends once all segments of the sequence have been completed.

5.1 Sequence of Play

The active side is the side whose segment it is.

5.1.1 Administrative Segment

Both players simultaneously conduct these activities:

A. Advance the Game Turn Marker to the next higher numbered box on the TRT to indicate the start of a new turn.

B. Check the supply state of each unit. OOS units are marked with an OOS Marker. Units marked OOS during the Administrative Segment of the previous turn and are still OOS conduct an Attrition Check.

C. Place eligible reinforcements on the map. Add and remove Combat Chits per the Reinforcement Schedule.

D. Adjust C3I Points Markers on the GRT per the TRT.

5.1.2 1st Soviet Segment

The Soviets conduct the following activities:

A. Declare in what order the Combat and Movement Phases will be carried out.

B. Spend C3I Points and check the Activity Chart. Adjust the MPs and CPs Markers on the GRT per the result.

C. Conduct either the Combat or Movement Phase.

D. Conduct either the Combat or Movement Phase (whichever was not done in the immediately prior phase).

E. Check hex control.

5.1.3 1st Axis Segment

Same as 1st Soviet Segment except that the Axis conducts all activities.

5.1.4 2nd Soviet Segment

Same as 1st Soviet Segment.

5.1.5 2nd Axis Segment

Same as 1st Axis Segment.

5.1.6 3rd Soviet Segment

Same as 1st Soviet Segment.

5.1.7 3rd Axis Segment

Same as 1st Axis Segment.

5.1.8 Victory Check Segment

A. Both players accumulate VPs according to the Victory Conditions, adjusting the VP Markers on the VPs Track.

B. Determine if the game proceeds or is won by either player.

5.2 Move or Fight

A. At the start of each player segment, the active side must declare the order it will carry out its Movement and Combat Phases in that segment.

B. The choice is to move first and fight second, or fight first and move second. The decision is always up to the active sider.

C. Each player only makes one Phase Order Declaration per segment,applicable to all friendly units throughout that segment. It is prohibited to choose one phase order for some units and the other phase order for others.

D. Further, it is prohibited to have two of the same kind of phases during the same segment; there must always be one Movement Phase and one Combat Phase.

6.0 Zones Of Control

A. With the exception of German static Alarm battalions and Soviet brigades, all units in the game exert a zone of control (ZOC) into the six hexes surrounding their location hex at all times.

Play Note: ZOCs do extend across river hexsides.

B. It is possible that both sides exert a ZOC simultaneously into the same hex(es).

C. A unit must stop its movement in the first hex it enters containing an enemy ZOC (EZOC), and may move no farther that phase.

D. A unit beginning its Movement Phase already in an EZOC may move out of that hex provided the first hex it enters contains no EZOC.

E. Units are able to make a one hex EZOC-to-EZOC advance after combat move during their Combat Phases. Units may not conduct Strategic Movement when entering or exiting an EZOC.

F. A friendly unit in a hex containing an EZOC does negate that EZOC for the purpose of tracing supply lines into and through the hex.

G. The presence of a friendly unit and/or ZOC in a hex into which an EZOC is being projected in no way negates that EZOC for movement purposes.

7.0 Supply

A. Units require supply to operate with their full factors. Units are always either in supply (supplied) or OOS.

B. It is permitted to move units into hexes where they will, or likely will, become OOS.

7.1 When to Check Supply

A. Check the supply state of all units simultaneously during the Administrative Segment of each turn. Supplied units remain supplied, and OOS units remain OOS until the Administrative Segment of the next turn.

B. OOS units are marked with an OOS marker.

C. Units marked OOS during the a previous turn's Administrative Segment and are still OOS conduct an Attrition Check.

7.2 Supply Mechanics

A. A unit is supplied when it can trace a supply line in hexes to an appropriate supply source.

B. A supply line consists of an uninterrupted line of contiguous hexes traced (in the mind's eye) from the unit in question back to a supply source.

C. A supply line may be of any length, but may not:

  1. Cross unbridged river hexsides,
  2. Enter hexes occupied by enemy units,
  3. Enter enemy-controlled hexes, or
  4. Enter hexes containing EZOCs unless there is a friendly unit in the hex to nullify that EZOC for supply tracing purposes.

7.3 Supply Sources

A. Axis supply sources are all western map edge hexes (from 0101 to 0134) and all southern map edge hexes (from 0134 to 3033).

B. Soviet supply source hexes are eastern map edge hexes (from 3001 to 3021).

C. Friendly map edge hexes do not function as a supply source if they become enemy-controlled. Supply sources regain their function the instant they are friendly controlled. This process may occur any number of times for each hex.

7.4 OOS Effects

A. OOS units may move, but have their MA reduced.

  1. Regardless of their regular value, all motorized OOS units have their MA reduced to 3 MFs.
  2. Regardless of their regular value, all non-motorized OOS units have their MA reduced to 1 MF.

B. OOS units may participate in combat, but have their CS and TR halved.

7.5 Attrition Check

A. Units marked OOS during the Administrative Segment of the previous turn and are still OOS during the Administrative Segment of the current turn conduct an Attrition Check.

B. Roll one die per unit in question, cross-referencing the result under the appropriate column of the Attrition Table, after applying all modifiers.

C. A unit suffers one step loss if the final result is equal to or greater than the number stated by the table.

D. An Attrition Check may result in elimination of a unit.

8.0 C3I Points

A. C3I is the abbreviation for Command, Control, Communication, and Intelligence. The game uses C3I Points as an abstract term to show one side's abilities and resources in conducting mobile operations.

B. Unlike most other wargames, in this game, units are not guaranteed the ability to move and fight in a player's segment. Instead, players must spend C3I Points to let their units move and fight.

8.1 Receiving C3I Points

A. During the Administrative Segment of every turn, both players check the TRT and adjust their C3I Points Markers on the GRT according to the number listed.

B. C3I Points may be accumulated from turn to turn.

8.2 Spending C3I Points

A. After declaring the order in which the Combat and Movement Phases will be carried out, the active player spends 1-3 C3I Points in each friendly Player's Segment, consulting the Activity Chart to adjust MPs and CP Markers on the GRT according to the result.

B. In general, a player is free to spend 1-3 C3I Points in a Player's Segment, but must make sure that at least one C3I Point remains for each of remaining friendly Player's Segment of the current turn.

Example: The Soviets has three C3I Points left at the start of the 2nd Player Segment. After declaring the Movement Phase to be first and Combat Phase second, the Soviets spend two C3I Points. (They could have spent one C3I Point instead, but not all three C3I Points because they must keep at least one C3I Point for the 3rd Player Segment). The Soviets reduce their current C3I Points on the GRT by two, consult the Activity Chart and roll two dice. The final die roll is 10, resulting in 11 MPs and 5 CPs. The Soviets adjust the markers in question on the track according to the result.

9.0 Stacking

Stacking is the placement of more than one unit into the same hex at the same time. Stacking limits are only in effect at the end of Movement and Combat Phases. Markers have no stacking value and may be added to any stack.

9.1 Soviet Stacking

The Soviets may stack up to three divisions and/or corps in one hex. In addition, up to two brigades may stack in one hex, but there may never be more than two brigades stacked in one hex.

9.2 Axis Stacking

A. The Axis may stack up to four regiments and/or Kampfgruppen in one hex.

B. Each Axis division counts as two regiments. Most German divisions consist of three regiments/Kampfgruppen; the third regiment/Kampfgruppe stacks for free if the other two regiments/Kampfgruppen of a division are stacked in the same hex.

C. In addition, German static Alarm battalions stack for free.

10.0 Movement

A. The amount of units that may move during one Movement Phase is generated by the Activity Chart (8.2). Reduce the MPs Marker on the GRT by 1 per unit that moved.

Exceptions: German Divisional Stacks (10.1), Rivers and Movement (10.3.1), and Strategic Movement (10.4).

B. The Movement Phase ends when the active player has no MPs remaining to spend.

Example: Following the example of 8.2, the Soviets may move up to 11 units during their Movement Phase.

C. A unit need not be able to trace a supply line from a friendly supply source to its location hex in order to be activated for (Regular) Movement.

D. MPs may not be accumulated from segment to segment; unused MPs are lost.

Play Note: Strategic Movement (10.4) does not require MPs.

10.1 German Divisional Stacks

Regiments/Kampfgruppen belonging to the same German division may move as one divisional stack. Such units must begin their Movement Phase already stacked together, move together, and end their movement in the same hex. Reduce the MPs Marker on the GRT by 1 per moved divisional stack (not by 1 per moved unit).

10.2 Movement Restrictions

A. With the exception of German static Alarm battalions, which may never move, every unit has a MA in its bottom-right corner. The MA is the number of MFs available to the unit in one Movement Phase.

B. Units move from hex to adjacent hex (and may not skip hexes), paying varied costs to do so, depending on the terrain in and around the hex being entered. The movement of friendly units takes place only during friendly Movement Phases.

Exceptions: Random Events (12.0), Retreat After Combat (11.7.1), and Advance After Combat (11.7.2).

C. Each unit may be moved only once per Movement Phase, and no unit may move farther than its MA.

D. It is prohibited to enter hexes occupied by enemy units, or to move off the map.

E. MFs may not be accumulated from phase to phase, nor may they be loaned from one unit to another.

F. Units that move are not required to expend all their available MFs before stopping.

G. The movement of each individual unit or stack must be completed before that of another is begun.

10.3 Terrain Effects

The movement costs to enter a hex or cross a hexside are listed on the Terrain Effects Chart (TEC). Some terrain costs are different for motorized and non-motorized unit types.

10.3.1 Rivers And Movement

Crossing a river hexside costs a unit all MFs. The unit in question must start its Movement Phase adjacent to the river hexside, must be activated for movement by spending 2 MPs instead of 1 MP, then crosses by expending all MFs.

10.3.2 Roads

A unit which is moved from one road hex directly into another adjacent road hex through a hexside crossed by the road symbol ignores all other terrain in the hex entered and spends only 1 MF (TEC).

10.4 Strategic Movement

10.4.1 In General

A. Each side may conduct Strategic Movement with one unit during each friendly Movement Phase.

Exception: The Axis cannot conduct Strategic Movement during the 1st Axis Segment of Turn 1.

B. German Divisional Stacks (10.1) count as one unit for the purpose of this rule. Units may use Strategic Movement or (Regular) Movement during one Movement Phase, never both. A player may conduct Strategic Movement at any time of the Movement Phase.

C. Strategic Movement does not cost MPs. OOS units may not conduct Strategic Movement.

10.4.2 Procedure

Pick up the unit in question, moving it via a path consisting solely of friendly controlled hexes to any hex on the map. The unit may not start its move in an EZOC, may not enter an EZOC at any time during its move, and may not end its move in an EZOC.

Play Note: Do not confuse MPs with MFs. MPs are tracked on the GRT, and are spent to activate a unit (or German Divisional Stack) for movement. MFs express a unit's MA when activated for movement.

11.0 Combat

A. A player may attack enemy units adjacent to friendly units during the Combat Phase of a friendly player segment. The active player is considered the attacker, and the other is the defender.

B. Attacking is always voluntary; a unit is never required to attack.

C. The attacker need not declare all attacks beforehand, and may resolve them in any desired order, as long as each attack is resolved before starting the next.

D. The amount of combats that a player may initiate during one Combat Phase is generated by the Activity Chart (8.2). Reduce the CPs Marker on the GRT by 1 for each initiated combat. It does not matter how many enemy and/or friendly units participate in a combat; each initiated combat costs the attacker 1 CP.

Exception: Attacking across a river hexside (11.6.1.1).

E. The Combat Phase ends when the player has no CPs remaining to spend.

Example: Following the example of 8.2, the Soviets may initiate five combats during their Combat Phase.

F. A unit need not be able to trace a supply line from a friendly supply source to its hex to initiate combat.

G. CPs may not be accumulated from segment to segment; unused CPs are lost.

Play Note: No unit is forced to move to participate in a combat (or vice versa).

11.1 Combat Restrictions

A. An enemy-occupied hex may be attacked in one combat by as many friendly units as the attacker can bring to bear from the surrounding hexes; however, each attack may be against only one hex.

B. No attacking unit may have its combat strength divided and applied to more than one combat.

C. No defending unit may have part of its combat strength attacked by one or a few attackers while another part is attacked by others.

D. Defending units stacked together must be attacked as if they constituted one combined unit.

E. A unit may neither attack nor be attacked more than once per Combat Phase.

11.2 Combat Resolution Procedure

A. The attacker declares an attack, spends 1 CP, and reduces the CPs Marker on the GRT by 1.

Play Note: The attacker must spend 2 CPs if attacking across a river hexside.

B. Each side determines its Tactical Points Value (TPV), and draws Combat Chits according to this value.

C. Compare the attacker's TPV to the defender's and determine TS.

D. Each side selects and reveals Combat Chits according to the TS determination.

E. Determine combat odds by applying all modifiers.

F. The attacker rolls two dice and cross-references the result under the appropriate column of the CRT after applying all modifiers.

G. Apply the result immediately (defender first), including any mandatory or voluntary retreat after combat and advance after combat results. Place drawn Combat Chits back into containers.

11.3 Combat Chits

Following the Setup Instructions, Combat Chits have to be placed in two containers – one for the Soviets and a different one for the Axis – from where they can be drawn easily at random. Certain Combat Chits are added to and removed from play during the course of the game according to the Reinforcement Schedule.

11.3.1 Drawing Combat Chits

A. To determine each player's TPV, each player picks one unit with the highest TR involved in combat.

B. Each player draws randomly a number of Combat Chits from his container or cup equal to the TR of the unit selected. Keep in mind any modifiers caused by being OOS (7.4) or attacks across river hexsides (11.6.1.1).

C. Both players place the drawn Combat Chits back into their containers at the end of Combat Resolution.

11.3.2 Tactical Superiority

A. To determine who has TS in a given combat, compare both sides' TPVs.

B. If the TPVs are equal, neither side has TS. In this case, each side may use up to two Combat Chits from the chits drawn before.

C. If the TPVs are not equal, the side with the higher TPV has TS. The side with TS may use up to three Combat Chits, and the other side one Combat Chit from their chits drawn before.

D. A player may not draw additional chits because of TS.

Play Note: Neither side is forced to play Combat Chits, nor may either side play more combat chits than what was drawn for that combat.

11.4 Combat Odds

A. Compare the combined combat strength of the participating attacking units to the total combat strength of the units defending the hex, keeping in mind all modifiers.

B. Express the comparison as a numerical odds ratio (attacker to defender). Round this ratio downward (in favor of the defender) to conform to the simplified odds ratio categories found on the CRT.

Examples: (1) The attacker's total combat strength is 29, the defender's total is 13; the odds ratio in this combat is 2:1. (2) The attacker's total combat strength is 3, the defender's total is 4; the odds ratio in this combat is 1:2.

Design Note: The column headings on the CRT range from 1:2 to 9:1. Attacks at less than 1:2 yield an automatic combat result of 4/0. Attacks greater than 9:1 are treated as 9:1.

11.5 Combat Resolution Die Rolls

A. To resolve a combat, find the odds column of the CRT corresponding to its odds ratio and roll two dice, applying all relevant DRMs.

B. Treat modified rolls less than 2 as 2, and those greater than 12 as 12.

C. Cross-reference the final dice roll result with the proper odds column on the CRT to find the combat result.

11.6 Combat Modifiers

A. As detailed below, certain situations provide Combat Modifiers, which modify the final combat result. All modifiers (DRMs, modifiers of the combat strength, modifiers of the TR) are cumulative. In such cases, round down all remainders, but no unit or stack ever has its combat strength or TR reduced to less than one.

Examples: (1) DRMs of -3, -1, and +2 result in a final DRM of -2; (2) An OOS German Alarm battalion retains its TR of one; (3) A combat strength doubled twice and halved once is doubled once.

B. The final DRM of a combat may never be below -6 or beyond +6.

C. The Combat Modifiers Summary (Player Aid Cards) summarizes all combat modifiers.

11.6.1 Terrain Effects

Certain terrain generates DRMs in favor of the defender. See the TEC for full details.

11.6.1.1 Rivers and Combat

A. Units attacking across a river hexside have their combat strength and TRs halved.

B. The attacker must spend 2 CPs instead of 1 CP if at least one unit is attacking across a river hexside.

C. Bridges do not affect combat.

11.6.1.2 Streams and Combat

A. Streams generate a DRM of -2 if all units are attacking across stream hexside(s).

B. Streams generate a DRM of -1 if at least one unit is not attacking across stream hexside(s).

11.6.2 Combat Chits

A. The selected Combat Chits are simultaneously revealed by both players. The effects of Combat Chits are explained on the Soviet and Axis Combat Chits Charts. In addition to Dummy Combat Chits, certain combat chits may be useless in certain situations.

B. Combat Chits which increase the number of Combat Hits (CHs) are set in effect first. After that, each player may determine the order in which they play Combat Chits reducing CHs.

Example: The Axis selects Combat Chit #9 Artillery Superiority, and the Soviets selects #5 Mobile Battle and #13 Feint. The CRT calls for 2 Soviet CHs, increased to 3 CHs due to Axis Combat Chit #9 Artillery Superiority. The Soviets decides to play #13 Feint first and #5 Mobile Battle second. The final Soviet combat result is reduced to 1 CH.

11.6.3 Concentric Attack

A. Whenever a defending hex is attacked by units in opposite hexes, or by units in three hexes with one hex between each one and the next, or by units in more than three hexes, a Concentric Attack has been created.

B. A Concentric Attack can never be created by units attacking into a city hex or across a river hexside.

C. The presence of other units of the same side as those being concentricity attacked in hexes next to the attacked hex in no way serves to negate a Concentric Attack.

D. The combat strength of all attacking units is doubled if the attacker has created a Concentric Attack.

Example: In the diagrams below, the defender (D) is being concentrically attacked by attackers (black units). [Diagram omitted from this transcription.]

11.6.4 Soviet Tank Bonus

A. The combat strength of attacking Soviet tank brigades is doubled if the Axis forces involved in combat do not contain at least one motorized unit.

B. A Soviet Tank Bonus can never be created by units attacking into a city hex, a marsh hex, or a forest hex, or across a river hexside.

11.7 Combat Results

A. Combat results consist of two numbers separated by a slash. The number to the left of the slash applies to the attacking units and the number to the right of the slash applies to the defending units.

B. The numbers themselves indicate how many CHs a side suffers. Each CH must be either absorbed as a step loss or by retreating one hex.

C. The final number of CHs may be increased or reduced by Combat Chits.

D. A zero combat result means that the side receiving that results is entirely unaffected.

E. Results against the defender are always applied before those against the attacker.

F. All step losses must be equally distributed among all involved units; no unit may absorb two step losses until all other units have absorbed one step loss; no unit may absorb three step losses until all other units have absorbed two step losses, etc.

G. Following the spirit of this rules section, each side may reduce losses in the order most favorable to it.

11.7.1 Retreat After Combat

11.7.1.1 General Rule

A. Only the defender may be forced to retreat; the attacker must always absorb all CHs as step losses. The defender may never retreat more than two hexes. Retreating does not cost MPs or MFs.

B. The defender may convert a maximum of 2 CHs into retreat hexes; further CHs must be absorbed as step losses. Thus, the defender may cancel up to 2 CHs from the CHs inflicted against it during that combat.

C. A CH taken as a retreat hex requires that all defending units must retreat one hex.

D. Units that begin a retreat in a stack may retreat into different hexes.

E. If the final number of CHs exceeds the total number of defending units, the defender must retreat all defending units at least one hex; absorbing 1 CH. The defender may retreat (voluntary) a second hex, but the maximum retreat path length of two hexes is still in effect.

F. If the defender is unable to retreat, it must absorb all CHs as step losses and take one additional step loss.

Exception: German static Alarm battalions may never retreat. If a defending German player retreats after a combat, the Alarm battalion in the stack is eliminated.

11.7.1.2 Retreat Hexes

A. In general, retreating units must try to retreat towards the nearest friendly supply source.

B. No unit may retreat off the map, or into enemy-occupied hexes, or into friendly-occupied hexes causing overstacking.

C. Retreating units may enter a hex containing an EZOC, but each stack takes one additional step loss doing so. A hex containing an EZOC must be entered if an unit is forced to retreat (11.7.1.1.E) and no other hex is available.

D. Retreating units may cross an unbridged river hexside, but each stack takes one additional step loss. Such a unit must then stop its retreat. Bridges negate these effects.

11.7.2 Advance After Combat

A. Whenever the defending hex is vacated in a combat, one, some, or all of the involved attacking units may occupy it. This is true even if the advance is made from an EZOC hex directly into another EZOC hex.

B. If the attacker had TS during combat resolution and the defender retreats his units two hexes, or all defenders are eliminated, attacking non-OOS motorized units may advance a second hex. The second hex of an advance may be any hex eligible to the attacker; advancing units are not required to follow the exact retreat path of the defender.

C. Units may not advance a second hex if the advance is made from an EZOC hex, or if attacking across an unbridged river hexside, or if the advance would require crossing an unbridged river hexside.

D. Advances are not mandatory, but the decision to do so must be made immediately before the next combat resolution process is begun.

E. Advancing does not cost MPs or MFs.

F. Advancing units may advance into different hexes.

G. Defenders never advance after combat; they simply hold their position.

11.8 Comprehensive Example of Combat

A. Three Soviet units (14 GRD in hex 1812, 23 TC in hex 1813, and 15 TB in hex 1914) are attacking German Infantry Regiment 132 of 44th ID defending the town of Andesevka (hex 1913). All units are at full strength. The Soviet tank brigade (15 TB) in hex 1914 is OOS.

B. The Soviets declare the attack, spend 2 CPs and reduces the CPs Marker on the GRT by 2. (They have to spend 2 CPs instead of 1 CP because one unit is attacking across a river hexside.)

C. Each side determines its TPV. The Axis's TPV is 4 because its unit has a TR of 4 and remains unmodified. The Soviets' TPV is 3 (14 GRD) because the TR of 23 TC is halved due to the river hexside.

D. The Axis randomly draws these four Combat Chits (equal to its TPV): #17 Dummy, #8 Ritterkreuz, #7 Do-Werfer, and #13 Flexibility. The Soviets randomly draw these three Combat Chits: #6 Katjusha, #9 Artillery Superiority, and #14 Commissar.

E. Both sides compare their TPVs to determine TS: The Axis holds TS because its TPV is higher. Therefore, the Axis may play up to three Combat Chits, and the Soviets only one Combat Chit.

F. The Axis decides to play #8 Ritterkreuz, #7 Do-Werfer, and #13 Flexibility because Dummy has no effect. The Soviets decide to play #9 Artillery Superiority, and both simultaneously reveal their Combat Chits.

G. The Soviets determine their combined CS: the CS of 14 GRD remains unchanged (10); the CS of 23 TC is halved because of attacking across a river hexside (8); the CS of 15 TB is quartered because of being OOS and attacking across a river hexside (because no unit or stack ever has its CS or TR reduced to less than one), and may not create the Soviet Tank Bonus because of the river hexside (0.5). The defending Axis unit is reduced (2); its combat strength is doubled due to Axis Combat Chit Ritterkreuz (4). The ratio is 18:4, so uses the 4:1 column on the CRT.

H. Both players determine the final DRM: -1 for the town, and -2 for Do-Werfer = -3. The Soviets roll two dice for a [sic: roll] of 9. Subtracting the DRM of -3 from the roll result, the Soviets cross-reference the modified result (6) under the appropriate column (4:1). The combat result is 1/2, but is increased to 1/3 due to Soviet Combat Chit Artillery Superiority.

I. The Axis is the defender and has to apply its combat result (3 CHs) first. The CHs are reduced by the Axis revealed Combat Chit Flexibility to two. The Axis must retreat one hex because the final number of CHs (two) exceeds the total number of defending units (one). The Axis retreats to hex 2012, thereby absorbing 1 CH. It may absorb the remaining CH either as a second retreat hex, or as a step loss, and decides to continue the retreat to hex 2011.

J. The Soviets are the attacker and must absorb all CHs (one) as step losses. They reduce the 14 GRD by flipping the counter to its reduced side, thereby absorbing 1 CH. The Soviets may now advance because the defending hex was vacated in combat, and move all three units to hex 1913. The units may not advance a second hex because they do not meet the requirements of 11.7.2.

12.0 Random Events

A. Players have more information than their historical counterparts, can predict many events, and are able to prevent certain events from happening simply by not doing them. To reflect events beyond the control of the player, Random Events (REs) are inserted into the normal sequence of play.

B. When conducting a RE, the normal sequence of play is interrupted for the duration of the event. Each RE thus constitutes a sort of mini-phase within a Combat Phase. There may be any number of REs during a given Combat Phase.

C. REs are generated by unmodified die rolls of 2 or 12 during combat resolution (11.2.F). After applying all combat results for that combat, including any retreats and/or advances, the active player rolls one die and consults the Random Events Table. When the RE is done, continue with the normal sequence of play.

D. Movement and combat generated by REs are free and do not cost MPs, MFs, or CPs. All other rules are in effect.

E. Combat due to an RE may not generate another RE.

F. Generating REs is mandatory, but executing a RE is voluntary.

13.0 Scenarios

A. Turning The Tables: The Axis Defeat of the Soviet Spring '42 Offensive includes three scenarios. Players choose which scenario to play and then select the side each will command. The Soviets commands all Soviet units, while the Axis commands all Axis units.

B. The first turn of a scenario always starts with Phase D of the Sequence of Play; Phases A to C are presumed to be completed. All scenarios use the same Basic Set Up (13.1), the same Reinforcement Schedule (see 13.2), and the same regulations for VPs (13.3).

C. During the first turn of each scenario, the Soviets receive the following DRMs for their dice rolls on the Activity Chart:

SegmentDRM
1st Soviet+3
2nd Soviet+2
3rd Soviet+1

D. The Axis cannot conduct Strategic Movement during the 1st Axis Segment of the first turn of each scenario.

13.1 Basic Setup

Both players set up their units simultaneously. The initial deployment is listed on the counters. Combat chits are placed in two containers or cups: one for each side.

Play Note: The Soviet 22TC is an Optional unit which may be used in Scenario Three: Seize That Bridgehead only. See 13.6.3 for full details.

13.1.1 Initial Soviet Combat Chits

#Name#Name
1Strafing9Artillery Superiority
2Shturmovik10Local Para Drop
3Level Bombing11Vodka
4Air Interdiction12Ambush
5Mobile Battle13Feint
6Katjusha14Commissar
7Katjusha

13.1.2 Initial Axis Combat Chits

#Name#Name
1Strafing12Battlefield Control
6Mobile Battle13Flexibility
7Do-Werfer14Screen
8Ritterkreuz15PaK Front
10Harte16-20Dummy
11Blitzkrieg

13.2 Reinforcements and Additional Combat Chits

A. Reinforcements are units that do not start the game on the map at the beginning of play. Instead, reinforcements enter on the turn printed on their counters. Reinforcements always enter play supplied and at their full strength, and they have all their normal capabilities available for immediate use according to the regular rules governing them.

B. Reinforcements must be placed on the map according to each side's Reinforcement Schedule. Reinforcements are subject to the stacking rules.

C. All parts of a German division must be placed in the same hex.

D. Reinforcements may not be placed in an EZOC or enemy-controlled hex.

E. If the entry of reinforcements would violate any rules, the units in question may be set up in the next available map edge hex (use common sense), or their entry may be delayed until the next turn (player's choice).

F. Combat Chits are added to and removed from play according to the Reinforcement Schedule. Simply pick up the Combat Chit in question and remove it from or add it to the appropriate player's cup or container.

13.2.1 Soviet Reinforcements Schedule

TurnHexesUnit(s)AddRemove
33005-301692 TB, 277 RD, 343 RD16 17, 184 7, 9
3018-302158 TB
43005-30163 TB, 156 TB, 296 RD192
3005-3021114 TB
3018-302178 RB

13.2.2 Axis Reinforcements Schedule

TurnHex(es)UnitsAddRemove
20101-1901168 ID (417/168, 429/168, 442/168)2, 419, 20
112520 (Romanian)*
30110305 ID (576/305, 577/305, 578/305)3, 917, 18
3028-3033389 ID (544/389, 545/389, 546/389), 101 le.ID (228/101, 229/101)
273416 PD (16/16, 64/16, 79/16)
  • The unit is removed permanently (and counts as two step losses for victory determination) if hex 1125 becomes Soviet controlled.

13.3 Victory Points

A. Both players accumulate VPs for enemy step losses and for certain objectives; see the VPs Chart for full details.

B. VPs awarded to the Soviets are added to and VPs awarded to the Axis are subtracted from the VPs Track.

C. VPs awarded for enemy step losses are recorded on the VPs Track the instant the step is eliminated. Each step loss is worth 1 VP, regardless of unit type or reason of elimination.

D. VPs awarded for objectives are recorded on the VPs Track during the Victory Check Segment once each turn. An objective must be occupied by a friendly unit to earn the VPs listed. The unit may be OOS and does not have to trace a supply line from a friendly supply source to the objective in question.

13.4 Scenario One: Like Hungry Wolves

A. This scenario starts with Turn 1 and ends after Turn 2 (two turns), covering the first four days of the battle. It can be completed under two hours, allowing players to get their feet wet with the game system.

B. Victory is determined at the very end of Turn 2. The Soviets win if the final VPs number exceeds 12 VPs; the Axis win if the final VPs number is lower than 0 VPs. All results between 0 to 12 VPs are treated as a Draw.

13.5 Scenario Two: A Time for Decisions

A. This scenario recreates the entire conflict which stretched over 16 days of fierce fighting. The scenario starts with Turn 1 and ends with Turn 8 (unless one side meets its Victory Conditions earlier), allowing players to recreate the historical battle in its entirety. With an estimate playing time of six hours, this scenario is the centerpiece of the game.

B. Victory is determined at the very end of each turn. The Soviets is win if the current VPs number exceeds the span of numbers printed on the TRT; the Axis win if the current VPs number is lower than the span of numbers printed on the TRT.

C. The game immediately ends if one player qualifies for victory; the game proceeds if neither player qualifies for victory. The game is treated as a Draw if neither player qualifies for victory at the end of Turn 8.

13.6 Scenario Three: Seize That Bridgehead

13.6.1 Introduction

Historically, STAVKA discussed an alternative plan targeting on the Dnepr River crossings in the area of Dnepropetrovsk. This scenario starts with Turn 1 and ends with Turn 3 (but see the Victory Conditions below), allowing players to focus on STAVKA's alternative plan. Because of its playing time under three hours, this is an ideal scenario for players with limited playing time on their hands, and an interesting tournament scenario. Basic setup is slightly modified for this scenario (13.6.3).

13.6.2 Victory

A. Victory is determined at the very end of Turn 3. The Soviets is declared the winner if the final VPs number exceeds 7 VPs; the Axis is declared the winner if the final VPs number is lower than -3 VPs. All final results between -3 to 7 VPs are treated as a Draw.

B. In addition, the Soviets wins an instant automatic victory the moment one Soviet unit occupies Dnepropetrovsk (hex 0223), and can trace a supply line from a friendly supply source to the unit.

13.6.3 Setup

A. Both players set up the game following the basic setup instructions (13.1).

B. The Soviets may exchange the locations of up to ten RDs with other RDs, (including GRDs).

Example: 41 RD in hex 1514 with 255 RD in hex 2221.

C. The Axis may redeploy all components of one German motorized formation (PD or mot ID). All components must be set up stacked together in any friendly controlled hex.

D. The Soviets may redeploy up to six TBs/MBs (including GTBs) to any friendly controlled hexes.

E. The Axis may redeploy all components of one German motorized formation (PD or mot ID). All components must be set up stacked together in any friendly controlled hex.

F. The Soviets may redeploy up to three TCs/CCs (including GTCs) to any friendly controlled hexes.

G. The Axis may redeploy all components of one German motorized formation (PD or mot ID). All components must be set up stacked together in any friendly controlled hex.

H. The Soviets may form the 22 TC. If this option is chosen, place the 22 TC in any friendly-controlled hex, removing from play 13 TB, 133 TB, 136 TB, and 8 MB.

Historical Note: In preparation for the offensive, Timoshenko ordered the forming of 22 TC out of 13 TB, 133 TB, 136 TB, and 8 MB. However, following strong demands from his army generals who liked to see tank support for their infantry, Timoshenko canceled 22 TC.

14.0 Historical Commentary

Note: To find the locations described in the text, please take out the map. The corresponding hex number on the map is included in brackets [xxxx] when a place name is mentioned for the first time. Axis formations are printed in italics and Soviet ones in plain text.

14.1 The Operational Context

A. The first Soviet winter offensive had run out of steam by the end of March 1942. However, the Axis situation along the entire front was still precarious. In the north, Soviet forces threatened to relieve Leningrad; at Demyansk, the German 2nd Corps was still cut off; similarly, the Axis defenders of Kholm were still besieged; Rzhev was now a dangerously exposed salient; at Kharkov [1606], the Red Army had created a bulge in the area of Volchansk and a much larger bulge south and west of Izyum; in the Crimea, Soviet forces threatened the Axis forces besieging the fortress of Sevastopol.

B. In March 1942, STAVKA discussed a proposal for a spring-summer offensive. It would aim to clear the line of the Dnepr River from Gamel south to Cherkassy and would conclude with a drive across the lower Dnepr. Such a success could destroy several Axis armies, and would most likely win the war.

C. But it became clear that the offensive could not be attempted on the proposed scale because STAVKA's reserve lacked the forces to meet the requirements for the offensive and the rest of the front. Therefore, Stalin restricted the offensive to the Kharkov region. The idea was to have Southwest Front take Kharkov, thereby setting the stage for a subsequent thrust with South Front to the Dnepr crossings at Dnepropetrovsk [0424].

D. Timoshenko, the overall theater commander, turned in a plan for a two-pronged attack on Kharkov. The main drive was to start at the northwest corner of the Izyum [2518] bulge, and the other at the smaller Volchansk [2503] salient. The plan projected not only the liberation of Kharkov, but an extensive encirclement that would trap German 6th Army.

E. Heeresgruppe Sud also had its eyes on the Izyum bulge for two reasons: (1) it expected that Stalin wanted to decide the war in a titanic death struggle, and the Soviets could use the Izyum bulge as an excellent springboard for such an attack; (2) getting rid of the bulge was essential for the Axis summer campaign (Fall Blau).

F. Heeresgruppe Sud and OKH discussed several plans during March and April 1942, but when such an operation could start depended on the weather and on the railroads, already laboring at maximum capacity under the weight of traffic for the coming summer campaign. Finally, van Bock issued a directive for Fridericus, setting the time for 18 May. In concept, Fridericus was simple, consisting of two thrusts, one from the northwest, the other from the south, meeting at Izyum. Axis reinforcements came forward slowly, and van Bock, commander of Heeresgruppe Süd, was well aware that the Soviets were stirring ominously in the northwest corner of the Izyum bulge and in the Volchansk salient. But Hitler and Halder dismissed the idea of a Soviet attack toward Kharkov. However, both were wrong; the Red Army attacked on May 12.

14.2 The Forces

A. Timoshenko had a combined force of 640,000 soldiers, 1,600 tanks, 13,000 guns and mortars, and 926 aircraft in his South and Southwest Fronts. The attack out of the Volchansk salient was spearheaded by 28th Army and supported on its flanks by elements of 21st and 38th Armies. The main thrust, out of the Izyum bulge, was assigned to 6th Army and the Bobkin Group, a newly formed mobile operational group. In addition, Timoshenko had 9th and 57th Armies of South Front close at hand. In general, Soviet units had about 80 percent of their authorized strength, led by experienced officers who had successfully commanded Red Army units during the previous Soviet winter offensive.

B. Opposite to the Soviet forces were the German 6th Army in the north, and elements of the 17th Army and 1st Panzer Army in the south. In early May, van Bock unwittingly aided the Red Army by replacing the German units on the western face of the Izyum bulge with Romanian 6th Corps. With the exception of the newly released German infantry divisions and Romanian formations, the bulk of Axis units consisted of well-trained and excellently led veterans. Nevertheless, the Soviets began the operation with a substantive superiority in manpower and weaponry, resulting in an overall superiority of 2:1 in troops and 3:1 in tanks. But during the first days of the offensive, Soviet forces enjoyed actual advantages of up to 10:1 in attack sectors.

14.3 The Battle

A. The Soviets started their offensive on the morning of May 12. By both Soviet and German accounts, the beginning was spectacular. Following the diary of a company commander of 294th Infantry Division, Soviet troops attacked like "hungry wolves," and von Bock told Halder that 6th Army was fighting for its life. In two days, the Soviet armies opened broad gaps south and northeast of Kharkov, pushing back Axis formations more than 20 miles from the original front. By nightfall on May 13, a ten-mile-wide gap had opened southwest of Zmiyev [1810], and Soviet units were probing westward towards Krasnograd [0813] through an even wider gap. Timoshenko still had mobile forces, especially 21st and 23rd Tank Corps, to complete the encirclement. But even though the breakthroughs had been achieved, Timoshenko did not put the armor in. Following modern Soviet military history, Timoshenko missed his chance due to weak Soviet intelligence, poor organization of Soviet staffs, and the direct influence of STAVKA which avoided all risks.

B. Unlike Timoshenko, von Bock made his crucial decision on May 14: He recommended to launch Fridericus as soon as possible, and Hitler promptly gave his permission. Even if the rear area of Heeresgruppe Süd was beginning to fill up with German divisions, Fridericus was light on reserves, and the battle had to be fought in hand-to-mouth style like in winter. However, the Soviet attack had begun just at the time Soviet resistance was collapsing at the Kerch Peninsula, allowing the Germans to send most aircraft of 8th Flieger-Korps out of the Crimea. These air units, added to those of 4th Flieger-Korps, already operating around Kharkov, achieved air superiority in a couple of days.

C. On the morning of May 17, Timoshenko played his biggest trumps and committed 21st and 23rd Tank Corps. They inflicted heavy causalities upon the Axis defenders and drove five miles deep into the line of resistance south of Kharkov. Meanwhile, von Kleist began Fridericus in the south. The surprise was complete on the Soviet side, and Soviet 9th Army quickly collapsed in the face of the 3rd Panzer-Korps and effective ground support by the Luftwaffe. At the day's end, Axis formations had covered more than two-thirds of the distance to Izyum.

D. May 17 and 18 were days of rising crisis for the Soviet Command. Similar to May 14, decisions made and not made remained in dispute decades later. Most likely Stalin recommended to continue the offensive towards Kharkov and stop the Axis attack in the south, but the final decision was made by Timoshenko.

E. Timoshenko decided to gamble, taking out 23 Tank Corps and moving it to 57th Army. On May 18, the Red Army again attacked 6th Army in order to liberate Kharkov. In places, the Soviet tanks broke through, but where they did, the Axis counterattacked, and at nightfall, the front stood where it had been in the morning. Meanwhile, South Front with 9th and 57th Armies again failed to put together a cohesive defense, allowing von Kleist forces to clear the line of the Donets River north to Izyum. In fact, Fridericus almost resulted in a rout, but it had failed to accomplish its main mission, which was to draw Southwest Front away from 6th Army. Therefore, von Kleist changed the original aim of Fridericus and ordered the 3rd Panzer-Korps northwest. Although the distance gained was only five miles on May 19, the Soviet pressure on 6th Army disjointed by midmorning. In the evening of May 19, Timoshenko on his own responsibility gave the order to Soviet 6th Army and the Bobkin Group to stop the offensive and redeploy to the southeast.

F. Timoshenko's order probably quickened the destruction of the Soviet forces in the Izyum bulge. Hitler and von Bock conferred by telephone on the night of May 19 and quickly agreed to send von Kleist forces further north in order to meet with elements of 6th Army at Balakleya [2214]. The new plan resulted in some shifting of formations, and it took until May 21 before elements of 14th Panzer-Division established contact with 6th Army at Balakleya. During the next day, the narrow bridgehead was converted into a ten-mile-wide barrier, and the Soviet 6th and 57th Armies as well as the Bobkin Group were trapped.

G. In the south and west, the Soviet fronts were collapsing inward, unable to organize any serious relief attempt from the east. The next days witnessed some of the most vicious fighting of the entire war as the Soviet forces within the pocket, desperate to escape, slammed into the thin line of Axis troops barring their escape. The greater part of the breakout attempts were organized by political commissars, resulting in uncontrolled human wave assaults under the influence of vodka. One came within four miles of succeeding, but the battle ended on the morning of May 28.

14.4 Aftermath

A. While Axis losses amounted to 20,000 killed and wounded, Axis forces captured about 240,000 prisoners, 1,200 tanks, and 2,600 artillery pieces. This stunning victory severely weakened the Red Army, thereby preparing the springboard for the Axis summer campaign.

B. Most amazing was the lack of skill of Soviet forces. Without extreme weather conditions like subzero temperatures, snow, or mud, their Axis counterparts were still far superior on tactical as well as operational and strategic levels. Stalin told his generals after the battle: "Battles must be won not with numbers but with skill. If you do not learn to direct your troops better, all armaments the country can produce will not be enough for you."

15.0 Designer's Notes

15.1 Introduction

A. About three years ago, I started this project with the following points in mind:

  1. For an experienced player, learning the game should be possible in less than an hour;
  2. Teaching the game to an opponent should be possible in less than 15 minutes;
  3. Playing the campaign game should be possible in less than six hours (including setup);
  4. Components: just one map and one countersheet.

B. Why these limitations? In the seventies, games of intermediate level complexity averaged about eight pages of rules, one map and one countersheet. Today, typical intermediate complexity games come with magazine sized rulebooks, two maps and 600 counters. As a result, players have to spend a considerable amount of time to get their feet wet with the game system, teaching the rules to an opponent is very difficult, and finishing the campaign game in one long evening impossible. I dislike this evolution because there is still a strong demand of players for fast playing, easy-to-learn, non-simplistic games with an assessable amount of components.

C. In my opinion, the subject of this game is a player's dream.

  1. It was one of the most important battles at the East Front during World War II – a different outcome would have had a major impact upon the course of the following Axis summer campaign (Fall Blau) and the war in general.
  2. The battle saw a wide variety of colorful combat formations in action.
  3. The terrain was most interesting.
  4. To succeed, both sides had to conduct large mobile offensive operations as well as bitter last-ditch defenses.

D. The system of Turning the Tables is based on the idea of Mechanical Simplicity, which means structuring the many complex elements in a game so that the player is not overburdened with memorization or bookkeeping. Mechanical Simplicity does not mean simplicity, it means a clear definition and contrast of themes. As a result, the game mechanics are realistic in effect and smooth in execution.

15.2 Design Decisions

To make a game really playable, I find it imperative to concentrate on the most important factors of the subject chosen. Therefore, I incorporated many aspects directly into the basic game system rather than portraying them as independent functions under the player's direct control. For example, I would like to mention the Combat Chits, Axis stacking, or movement and combat across rivers. Now let me use the opportunity to highlight some design decisions made in the conception phase of this game.

15.2.1 Sequence of Play

A. Considering the game scale and complexity level, a traditional Igo-Yugo sequence of play was out of the question because such a mechanic would be too limited to capture the decisive aspects of the battle. By breaking a turn into three segments per side, the sequence of play allows a kind of interactivity without burdening players with the amount of work and bookkeeping of an elaborate interactive game system.

B. The other important point of the sequence of play is the aspect of allowing each player to decide what to carry out first in each segment: fight or move. This easy mechanic awards the player more control over their activities, thereby reflecting the decisions of real-world HQs (Assault followed by Breakthrough or Maneuver before Combat) in a smooth way.

15.2.2 C3I Points

This rather abstract term reflects each side's abilities to control and run operations (command control efficiency) as well as available resources (fuel, ammunition, general supplies). Similar to the decision what to carry out first in each of his segments (fight or move?), C3I Points give the player some control over his activities, but face them with the dilemmas of uncertainty. The aspect of C3I Points works hand in hand with the sequence of play, preventing completely synchronized actions found in most games of this complexity level.

15.2.3 Order of Battle

Similar to my previous designs, Triumphant Fox and Piercing the Reich, Turning the Tables is based on careful research. The Soviet OOB is a reflection of the wide variety of source material just now becoming available. Turning the Tables gives players the most accurate OOB ever done on this subject in game form.

15.2.4 Combat Units

The counters represent the fighting formations actually used rather than the administrative organizations. For example, German mobile divisions are represented by three Kampfgruppen, each consisting of motorized infantry and tank components formed around regimental and battalion-sized headquarters. I chose to incorporate the many independent Soviet cavalry divisions and brigades into the rifle divisions as these units were intended primarily for infantry support during this battle.

15.2.5 Combat System

The combat system integrates various important aspects of combat with a strong emphasis upon uncertainty and combined arms warfare. The combination of TS determination and Combat Chits made it possible to go with a rather elaborate combat system without increasing the complexity of the game or lengthening the rules. Players will notice that the combat system captures the flair of World War II warfare on the East Front and produces realistic results, but is still easy to handle and can be resolved quickly.

15.2.6 Uncertainty

Battles normally develop a dynamic course of their own which can never be fully controlled by the opponents. This aspect has been integrated into many game mechanics, like movement and CPs determination, or Combat Chits. It avoids an unrealistic chess-like gameplay, and forces the player to fight their opponent rather than the game system.

15.2.7 Victory Points

The Victory Check Segment at the end of each turn places each player under constant pressure. To a certain degree, the Victory Check Segment represents Stalin and Hitler – similar to their historical counterparts, players are forced to be successful regularly.

15.3 Final Remarks

Before closing, allow me to express my gratitude to all those who supported Turning the Tables. Without their considerable efforts, finishing Turning the Tables would not have been possible. Enjoy the game!

  • 2.4.5 Historical Identification
    • 2.4.5.1 Axis
    • 2.4.5.2 Soviet
    • 2.4.5.3 General Abbreviations
  • 2.4.6 Unit Types
    • 2.4.6.1 Motorized
    • 2.4.6.2 Non-Motorized
  • 2.4.7 Unit Size
  • 2.4.4 Steps
  • 2.4.5 Counter Errata
  • 2.5 Markers
  • 2.6 Scale
  • 11.6.2 Combat Chits
  • 11.6.3 Concentric Attack
  • 11.6.4 Soviet Tank Bonus
  • 11.7 Combat Results
    • 11.7.1 Retreat After Combat
      • 11.7.1.1 General Rule
      • 11.7.1.2 Retreat Hexes
    • 11.7.2 Advance After Combat
  • 11.8 Comprehensive Example of Combat
  • 13.6.1 Introduction
  • 13.6.2 Victory
  • 13.6.3 Setup
  • General Records Track
    TS
    Tactical Superiority
    MAMovement AllowanceVPVictory Point
    MFMovement FactorZOCZone of Control
    MPMovement Point
    Terrain Effects Chart (TEC)Lists the number of Movement Factors (MFs) it costs to enter each map hex, and how the different terrain types influence combat.
    Terrain KeyShows what the various colors and symbols on the map represent.
    Victory Points ChartLists the number of VPs awarded to both players.
    Victory Points MarkersUsed on the Victory Points Track to mark the current number of VPs.
    15
    Human Wave
    8Hero of the USSR
    53005-3021144 TB, 242 RD, 278 RD203
    63005-3021168 TB
    45
    50110336 ID (685/336, 686/336, 687/336), 376 ID (672/376, 673/376, 767/376)