Von Manstein's Backhand Blow
Von Manstein's Backhand Blow Rulebook
Table of Contents
Table of Contents
- 2.1 The Rules
- 2.2 The Game Map
- 2.3 Charts And Tables
- 2.4 The Playing Pieces
- 2.5 Game Markers
- 2.6 Game Scale
- 3.1 The Die
- 3.2 Fractions and Rounding Rule
- 3.3 Cumulative Effects
- 3.4 Hex Control
- 3.5 Fog of War
- 3.6 Formations
- 4.1 Move or Fight
- 4.2 Outline Sequence Of Play
- 4.3 Expanded Sequence Of Play
- 5.0 Weather
- 6.0 Zones of Control
- 7.0 Supply
- 8.0 C3I Points
- 9.1 Soviet Fronts
- 10.0 Stacking
- 11.0 Reinforcements
- 12.0 Replacements
- 13.0 Reorganization
- 14.0 Soviet Front Markers
- 15.0 Movement
- 15.1 Movement and Activity Points
- 15.2 Movement and the General Segment
- 15.3 Movement and Supply
- 15.4 Movement Allowance (MA)
- 15.5 Restrictions
- 15.6 Terrain Effects
- 15.7 Administrative Movement
- 15.8 Additional Soviet Restrictions
- 15.9 Rochade
- 15.10 Moving German Formations
- 15.11 Moving German Variable Reinforcements
- 16.1 In General
- 16.2 Combat and Activity Points
- 16.3 Combat Restrictions and Limits
- 16.4 Combat Resolution
- 16.5 Combat Chits
- 16.6 German Integrity
- 16.7 Combat Refusal
- 16.8 Combat Odds
- 16.9 Combat Modifiers
- 16.10 Combat Results
- 16.11 Retreats
- 16.12 Advance-After-Combat
- 17.0 Soviet Uprising
- 18.0 Random Events
- 19.0 Scenarios
- Designer's Notes
- Player Aid: Sequence of Play Summary
2.1 The Rules
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; and 2.11, 2.12,... within sub-section 2.1. This system allows quick and easy cross referencing of rules.
2.2 The Game Map
The game map represents the area of southern Russia in which the fighting took place. It is based on contemporary German military maps, Red Army military maps captured by the Wehrmacht, and contemporary Soviet topographical maps. Each hex on the map has a four-digit identification number, used for game reference purposes only.
Example: The city of Kharkov is located in hex 2510.
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:
- Activity Table - lists possible actions of one player during one Schwerpunkt Segment.
- Attrition Table - resolves Attrition Checks.
- Combat Results Table (CRT) - resolves combat.
- Game Turn Record Track - shows the passage of time, lists C3I Points and Victory Points.
- Game Turn Sequence Track - lists the segments and phases to be undertaken each game turn.
- General Records Track – records Action Points, C3I Points, and Victory Points.
- German Combat Chits Chart - lists the effects of German Combat Chits.
- German Substitute Unit Display - holds the counters of German units currently not in play.
- German Variable Reinforcements Table - brings German Variable Reinforcements into play.
- Random Events Table - resolves Random Events.
- Reinforcement Schedule Chart - lists reinforcements entering play and the removal and addition of Combat Chits.
- Soviet Combat Chits Chart - lists the effects of Soviet Combat Chits.
- Soviet Substitute Unit Display - holds the counters of Soviet units currently not in play.
- Terrain Effects Chart (TEC) - lists the number of Movement Points to enter each hex on the map, and how the different terrain types influence combat.
- Terrain Key - shows the meaning of the various map colors and symbols.
- Weather Table – determines the weather conditions of the current game turn.
- Weather Track – shows the weather conditions of the current and previous game turns.
2.4 The Playing Pieces
German Variable Reinforcements are marked with an "R" in front of their setup code. German Verfügungskräfte and Soviet Uprising forces are stationary and may not move; they have a movement allowance of zero. Reinforcements have their turn of entry printed on the counter instead of a setup hex.
The example below is the 586th infantry regiment of the German 320th Infantry Division. It is a non-motorized infantry unit with a combat strength of 6, a tactical rating of 2, and a movement allowance of 2. It may benefit from integrity (16.6) and is initially deployed in hex 3822. It is a two-step unit (shown by having factors printed on both sides) with a reduced strength of 3 on its reverse side.
Variable Reinforcements are marked with an "R" in front of their setup code, Units that do not exert a Zone of Control (ZOC) are marked with a "No ZOC" band. Units which may not attack have their combat strength in brackets.
2.4.1 Color Scheme
A unit's nationality is shown by its color scheme. In addition, it differentiates between Soviet Regular and Guards units and German Heer, Luftwaffe and Waffen-SS formations.
A. German
- Heer — gray
- Luftwaffe — blue
- Waffen-SS — black
B. Soviet
- Soviet Regular — gold
- Soviet Guards — red
2.4.2 Historical Identification
A. German
Many German units are designated by two groups of numbers/letters. In most cases, the group to the left of the unit identification box identifies the parent formation; the group to the right of the unit identification box identifies the unit itself. Example: 320-586 reads 586th infantry regiment of 320th Infantry Division.
Some German units are designated by only one group of numbers/letters. The numbers/letters identify the units itself. Example: FJ11 reads Fahnenjunkerregiment 11.
B. Soviet
Soviet units are designated by one group of numbers/letters to the right of the unit identification box identifies. Example: 41G reads 41st Guards Rifle Division.
The following abbreviations appear on Soviet units as part of their historic identification:
- C — Cavalry
- G — Guards
List of German Abbreviations
- Arb: Arbeits-Bataillon (labor battalion)
- Bau: Bau-Bataillon (contruction battalion)
- Bel: Bjelgorod (city; Belgorod)
- Cha: Charkow (city; Kharkov)
- Dne: Dnepropetrovsk (city)
- Don: Donets (river)
- DF: Der Führer (unit designation)
- DR: Das Reich (unit designation)
- Dsch: Deutschland (unit designation)
- EIW: Eisenbahninstandsetzungswerk (major railway repair shop)
- FBB: Führer-Begleit-Bataillon (unit designation)
- FEB: Feldeisenbahn-Betriebs-Abteilung (field railway battalion)
- Fel: Feldwirtschafts-Bataillon (field distribution battalion)
- FJ: Fahnenjunker-Regiment (regiment of officer aspirants)
- FSS: Frontsammelstelle (collecting center)
- Füs: Füsilier (unit designation)
- FUS: Feld-Unteroffizier-Schule (field NCO school)
- FZK: Feldzeug-Kommando (staff for technical services)
- G: Genesenen-Bataillon (convalescent battalion)
- GD: Grossdeutschland (unit designation)
- Ger: Germania (unit designation)
- GFA: Grenadier-Feldausbildungs-Regiment (field training regiment for riflemen)
- Gre: Grenadier (unit designation)
- Her: Herzog (commanding officer's name)
- HGN: Heeresgruppen-Nachrichten-Regiment (signal regiment of an army group)
- Süd: Heeresgruppe Süd (Army Group South)
- HIW: Heeresinstandsetzungswerk (major repair shop)
- KG: Kampfgruppe (task force)
- KoR: Rückwärtige Dienste eines Korps (base services of a corps)
- LAH: Leibstandarte Adolf Hitler (unit designation)
- LGN: Luftgau-Nachrichten-Rgt (air sector signals' regiment)
- Nor: Nordland (unit designation)
- NSF: Nachschubführer (supply quartermaster)
- PD: Panzer-Division (tank division)
- Polt: Poltawa (city; Poltava)
- Pol: Polizei (police)
- SDK: Streifendienst-Kommando (patrol services detachment)
- SS: Schutzstaffel
- UFS: SS-Unterführer-Schule (Waffen-SS NCO school)
- Sta: Stalino (city)
- TB: Transport-Begleit-Regiment (transport guard regiment)
- TE: Theodor Eicke (unit designation)
- Tec: Technisches-Bataillon (technical battalion)
- Thu: Thule (unit designation)
- T: Totenkopf (unit designation)
- Tur: Turkmenisch (Turcmenian)
- Url: Urlauber-Bataillon (battalion formed out of men returning from leave)
- Ukr: Ukraine (area)
- VK: Verfügungskräfte (security forces)
2.4.3 Unit Types
All units in the game belong to one of the following three categories - motorized, non-motorized, or stationary.
A. Motorized
- Armored/Mechanized Infantry
- Armored Reconnaissance
- Tank
B. Non-Motorized
- Alarm (Variable Reinforcements)
- Infantry
C. Stationary / Static
- Verfügungskräfte (security forces)
- Uprising forces
2.4.4 Unit Size
The unit-size-symbols printed on top the unit type boxes mean:
- [II] — Battalion-sized ad-hoc unit
- III — Regiment
- KG — Kampfgruppe
- XX — Division
- XXX — Corps
2.4.5 Steps
Step is an arbitrary term used to describe one increment of a unit's ability to absorb losses. Most 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; the unit is flipped over to its reverse side (with lower factors). 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.
All Soviet Tank and Cavalry Corps as well as certain German units have four steps. Certain Soviet Infantry Corps have three steps. These units are represented by two counters, only one of which may be in play at any one time. The lower-valued units are marked with a black dot in the upper right hand corner. At the start of play, these units should be positioned on the Soviet and German Substitute Unit Displays until needed (i.e., they are only introduced into play as combat losses are absorbed).
2.5 Game Markers
The Game Markers are used as record-keeping devices on the map board or play aid cards. Their use is covered in the rules.
- Activity Points Markers - used on the General Records Track to mark the number of available Activity Points.
- Administrative Movement Markers – used to mark units that conducted Administrative Movement.
- Combat Chits - used for combat resolution.
- C3I Points Markers - used on the General Records Track to mark the current C3I Points available to a player.
- Frontnahe Auffrischung Markers: marks units that are undergoing Frontnahe Auffrischung (see 13.1)
- German Force Markers – numbers 1 to 10, are included to make handling in "high density" areas of the map easier for the German Player (see 10.3)
- Soviet Controlled Marker – may be placed on the map to indicate if an objective or important point is controlled by the Soviet Player
- Game Turn Marker - indicates the current game turn.
- Segment Marker - indicates the current game turn segment.
- Soviet Front Markers – indicate the supply head of a Soviet front.
- Victory Points Marker: Used on the General Records Track to mark the current Victory Points (19.21).
- Weather Markers – indicate the weather of the current game turn, the previous game turn, and the number of continuous game turns with Deep Mud.
2.6 Game Scale
Each hex on the map sheet covers approximately eight kilometers (8 km / 5 miles) from side to side.
Each game turn represents three days of real time. Military units are corps, divisions, regiments, Kampfgruppen, and battalion-seized ad-hoc units.
There are several standard conventions and basic concepts used during play.
3.1 The Die
The game uses a standard six-sided die to resolve probability-based events like combat. Certain game mechanics require the roll of more than one die. In these cases, the results of all dice are added. The actual die roll result often will be modified by a positive (+) or negative (—) number. This number is called a Die Roll Modifier (DRM).
3.2 Fractions and Rounding Rule
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 added, round any remaining fraction down to the next whole number.
Exceptions: No unit has its final tactical rating reduced to less than one. The final combat strength of all units on the same side may not be reduced to less than one.
3.3 Cumulative Effects
All modifiers are cumulative. Thus, a unit attacking a Town in a Forest hex would get a DRM of -3 (-1 for the Town and -2 for the Forest). A combat value halved twice is quartered.
3.4 Hex Control
Hex Control is the term used to describe which side is "in control" of a particular hex at each instant during play. Hex control is important for Administrative Movement, Reinforcements, Supply, and Victory Conditions.
Hexes into which a unit exerts a Zone of Control (ZOC, see 6.0) are called controlled hexes. A unit always controls the hex it occupies (even if it does not exert a ZOC). If both sides extend ZOCs into a hex, the hex is mutually controlled by both players.
Hex control is immediately lost if a unit no longer exerts a ZOC into the hex in question. A hex free of units and ZOCs is controlled by neither player. Hex control changes are immediate, and may occur and reoccur in the same hex any number of times during play.
Note: Unlike most wargames, hex control is lost as soon as a unit does no longer exert a ZOC into a hex in Von Manstein's Backhand Blow. This was done because both sides had insufficient forces available to cover the entire front at all times.
3.5 Fog of War
STACKS: Only the topmost military unit in an enemy stack may be viewed at all times by the opposing player. After an attack has been declared (the target hex and all attacking units have been named), the opposing player may examine the contents of the enemy stack in question. If a stack contains more than one unit, the topmost unit must be any motorized unit (if present). If the stack contains two motorized units, the owning player may choose one unit. Ignore any game markers on top of the topmost military unit.
TRACKS AND DISPLAYS: Both players may inspect all tracks and displays at all times with the exception of units in the Force Marker Display.
3.6 Formations
Certain German units are permanently grouped into formations. All units belonging to a specific formation can be easily identified by their designation to the left of the unit identification box; this designation signifies the unit's parent formation. In addition, the unit identification boxes of all units part of the same formation are colored identically. The Wiking and 19th PD formations consist of four elements, all other formations consist of three elements each. Formations are important for Stacking (10.0), Moving German Formations (see 15.10), Administrative Movement (see 15.7) and Integrity (see 16.6).
Once players mutually agree upon a scenario and choose sides, they should 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 mapsheet according to the "Initial Deployment" instructions. Once placement is complete, begin normal play.
A scenario is divided into several "Game Turns". Each complete game turn is divided into several player phases and segments. The sequence of play must be followed in the order presented below. Hence, once a player has finished a given phase or segment and gone on to another, he may not go back to perform a forgotten action or redo a poorly executed one unless his opponent graciously permits it.
Von Manstein's Backhand Blow is divided into a maximum of 17 "Game Turns" (or less for Scenario One: "Red Army's High Water Mark").
4.1 Move or Fight
During each Schwerpunkt segment, each player will have the opportunity for one movement phase and one combat phase. The player in question must declare in what order he will carry out his Movement and Combat Phases in each of his player segments. He may choose to have his units move first and fight second, or fight first and move second. The decision is always up to that player.
Each player only makes one Phase Order Declaration per segment that is applied to all his units throughout that segment. He may never choose one phase order for some of his units and the other phase order for others. Neither player may have two of the same kind of phases during the same segment; they must always take one movement and one combat phase.
4.2 Outline Sequence Of Play
I. Administrative Segment II. First Soviet Schwerpunkt Segment III. First German Schwerpunkt Segment IV. Second Soviet Schwerpunkt Segment V. Second German Schwerpunkt Segment VI. Soviet General Segment VII. German General Segment
4.3 Expanded Sequence Of Play
I. Administrative Segment
A. Advance the Game Turn Marker.
B. Both players simultaneously check for Supply. Mark units Out Of Supply, and conduct Attrition Checks if required.
C. The Soviet player determines the Weather (5.0), and places weather markers in the corresponding boxes of the Weather Track.
D. Starting GT 7, the German player conducts Frontnahe Auffrischung (13.1).
E. Starting GT 7, The German player may announce Rochade this game turn if the weather is frozen (8.4).
F. Starting GT 2, the German player determines his Variable Reinforcements, and places them on the map (11.4).
G. The Soviet player places his eligible Reinforcements either on the map or in his AMB #1 (11.2).
H. The German player places his eligible Reinforcements either on the map or in his AMB #1 (11.2).
I. Starting GT 2, the Soviet player receives and spends Replacements (12.0)
J. Both players add and remove Combat Chits according to the Reinforcement Schedule, and adjust the C3I Markers on the General Records Track (8.1) according to the Game Turn track.
II. First Soviet Schwerpunkt Segment:
Skip this segment during Deep Mud game turns. The Soviet player conducts the following activities:
A. Move Front Markers (14.2).
B. Conduct Administrative Movement (15.1): (1) Move any one unit from AMB #2 onto the map. (2) Move all units from AMB #1 to AMB #2. (3) Place any one unit from the map into AMB #1.
C. Declare in what order the Combat and Movement Phases will be conducted.
D. Spend C3I Points. Decrease the number of available C3I Points on the General Records Track by the number of C3I Points spent. On the Activity Table, roll two dice and consult the column corresponding to the number of C3I Points spent. Divide Activity Points received as evenly as possible between the two Soviet Fronts.
NOTE: The segment ends immediately if the Soviet player spends zero C3I Points.
E. Conduct either the Combat or Movement Phase.
F. If the Combat Phase was conducted first, now conduct the Movement Phase, or vice-versa.
III. First German Schwerpunkt Segment:
Skip this segment during Deep Mud game turns. The German player conducts the following activities:
A. Conduct Administrative Movement (15.1): (1) Move any one unit and any number of Variable Reinforcements from AMB #2 onto the map. (2) Move all units from AMB #1 to AMB #2. (3) Place any one unit and any number of Variable Reinforcements from the map into AMB #1.
NOTE: all units part of the same German formation counts as one unit for Administrative Movement purposes.
B. Declare in what order the Combat and Movement Phases will be conducted.
C. Spend C3I Points. Decrease the number of available C3I Points on the General Records Track by the number of C3I Points spent. Go to the Activity Table. Roll two dice and consult the column corresponding to the number of C3I Points spent (or use the Rochade column on the Rochade game turn). Adjust the Activity Point Marker on the General Records Track according to the result.
NOTE: The segment ends immediately if the German player spends zero C3I Points.
D. Conduct either the Combat or Movement Phase.
E. If the Combat Phase was conducted first, now conduct the Movement Phase, or vice-versa.
F. Conduct Personalersatz for non-motorized units (13.2).
IV. Second Soviet Schwerpunkt Segment
Skip this segment during Deep Mud and Mud game turns. Same as "First Soviet Schwerpunkt Segment".
V. Second German Schwerpunkt Segment
Skip this segment during Deep Mud and Mud game turns. Same as "First German Schwerpunkt Segment".
VI. Soviet General Segment
The Soviet player conducts the following activities:
A. Move Front Markers according to the Soviet Front Marker Movement Table (14.2).
B. Conduct Administrative Movement in the following order: (1) Move any one unit from Administrative Movement Box #2 to the map. (2) Move all units from Administrative Movement Box #1 to Administrative Movement Box #2. (3) Place any one unit into Administrative Movement Box #1.
C. Declare the order in which the Combat and Movement Phases will be carried out.
NOTE: No movement can be conducted during the Combat Phase, and no combat can be conducted during the Movement Phase.
D. Conduct either the Combat or Movement Phase, provided that no unit can conduct both combat and movement in this segment.
E. If the Combat Phase was conducted first, now conduct the Movement Phase (units that attacked cannot move). If the Movement Phase was conducted first, now conduct the Combat Phase (units that moved cannot attack).
VII. German General Segment
The German player conducts the following activities:
A. Conduct Administrative Movement in the following order: (1) Move any one unit (or all units part of the same formation) and any number of Variable Reinforcements from Administrative Movement Box #2 to the map. (2) Move all units from Administrative Movement Box #1 to Administrative Movement Box #2. (3) Place any one unit (or all units part of the same formation) and any number of Variable Reinforcements into Administrative Movement Box #1.
B. Declare the order in which the Combat and Movement Phases will be carried out.
NOTE: No movement can be conducted during the Combat Phase, and no combat can be conducted during the Movement Phase.
C. Conduct either the Combat or Movement Phase, provided that no unit can conduct both combat and movement in this segment.
D. If the Combat Phase was conducted first, now conduct the Movement Phase (units that attacked cannot move). If the Movement Phase was conducted first, now conduct the Combat Phase (units that moved cannot attack).
E. Conduct Personalersatz for non-motorized units (see 13.2).
VIII. Victory Check Segment
Both players accumulate Victory Points (19.21) and adjust the Victory Points Markers on the Victory Points Track. Determine if the game proceeds or is won by either player.
5.0 Weather
Weather affects the number of segments in the current game turn, the number of available C3I Points, and (Regular) Movement. The weather is always Frozen on the first game turn of the game. Starting with the second game turn, the Soviet player determines the weather of the current game turn by consulting the Weather Table, and places Weather Markers in the corresponding boxes of the Weather Track.
5.1 Procedure
The weather is always Frozen on the first game turn of the game. Starting with the second game turn, the Soviet player determines the weather of the current game turn by consulting the Weather Table, and places Weather Markers in the corresponding boxes of the Weather Track. The Soviet player rolls two dice and applies any modifiers. The result will either be Frozen or Mud.
DEEP MUD: If the result is Mud and the previous game turn has been either Mud or Deep Mud, the weather for the current game turn becomes Deep Mud.
NOTE: The weather is always Frozen when playing Scenario One Red Army's High Water Mark (19.1). Simply ignore the weather determination step.
5.2 Effects of Frozen Weather
Use the Frozen columns on the Terrain Effects Chart.
Both players receive their full number of C3I Points (the left number on the Game Turn Record Track).
The game turn consists of two Soviet Schwerpunkt Segments and two German Schwerpunkt Segments, plus one General Segment for each side.
5.3 Effects of Mud Weather
Use the Mud column on the Terrain Effects Chart.
Both players receive a reduced amount of C3I Points (the right number on the Game Turn Record Track).
The game turn consists of one Soviet Schwerpunkt Segment and one German Schwerpunkt Segment (skip the 2nd Soviet and 2nd German Schwerpunkt Segments), plus one General Segment for each side.
5.4 Effects of Deep Mud Weather
Use the Deep Mud column on the Terrain Effects Chart.
Neither player receives C3I Points that game turn.
The game turn does not have Schwerpunkt Segments for either side. Only the General Segments for each side are conducted.
5.5 Historical Weather
The historical weather of each game turn is printed on the Game Turn Record Track for reference purposes. In addition, players may decide to use the historical weather instead of weather determination.
Note: We recommend weather determination.
5.6 Weather And Movement
Please keep in mind that frozen weather means that the Donets is not a major barrier to movement.
6.0 Zones of Control
6.1 Which Units have a ZOC
Most units in the game exert a Zone Of Control (ZOC) into the six surrounding hexes at all times. Units that do not exert a Zone of Control (ZOC) are marked with a "No ZOC" band.
6.2 Negating ZOCs
It is possible that both sides exert a ZOC simultaneously into the same hex(es). A friendly unit in a hex containing an Enemy Zone Of Control (EZOC) does negate that EZOC for the purpose of tracing supply lines (including for Attrition Checks, see 7.5) into and through the hex; it does not negate that EZOC for (Regular) Movement, Retreat-after-Combat, and Administrative Movement.
6.3 Effects of ZOCs
A unit must stop its movement in a given Movement Phase in the first hex it enters containing an EZOC, and may move no farther that phase. A unit beginning its Movement Phase already in an EZOC may move out of that hex provided the first hex entered contains no EZOC. The presence of a friendly unit and/or ZOC in a hex into which an EZOC is being projected does not negate that EZOC for movement purposes. Units are able to make a one hex EZOC-to-EZOC Advance after Combat move during their Combat Phases. Units may not conduct Administrative Movement when entering or exiting an EZOC.
NOTE: Friendly ZOCs do not affect the movement of other friendly units.
NOTE: Units do not exert a ZOC into City hexes in Von Manstein's Backhand Blow.
7.0 Supply
Units require supply to operate with their full factors. Units are always either In Supply or Out Of Supply (OOS). It is permitted to move units into hexes where they will, or likely will, become OOS.
7.1 When to Check for Supply
Both players check the supply state of all units simultaneously during the Administrative Segment of each game turn. In Supply units remain In Supply, and Out of Supply units remain OOS until the Administrative Segment of the next game turn. Out Of Supply units are marked with an OOS marker. Units marked OOS during the Administrative Segment of the previous game turn and are still OOS conduct an Attrition Check.
Procedure:
- Units with OOS markers that can trace a supply line have their OOS markers removed.
- Units with OOS markers that cannot trace a supply line retain their OOS markers. Flip their OOS markers to the OOS Attrition sides. These units must conduct Attrition Checks (see 7.5).
- Units without OOS markers that cannot trace a supply line receive OOS markers.
7.2 How Units Are Supplied
A unit is In Supply when it can trace a supply line to an appropriate supply source. A supply line consists of an uninterrupted line of contiguous hexes traced from the unit in question back to a supply source. Such a Path may be of any length, but may not:
- Enter hexes occupied by enemy units;
- 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
German supply sources are all hexes on the western map edge. Soviet supply source hexes are all hexes on the eastern map edge from hex 4400 (inclusive) to hex 4426 (inclusive).
Units in the Administrative Movement Boxes are automatically In Supply
A Supply Source ceases to function when it becomes enemy controlled. Supply sources regain their function the instant they are either friendly controlled or controlled by neither player. This process may occur any number of times for each hex.
7.4 OOS Effects
MOVEMENT: OOS units may move, but have their Movement Allowance (MA) reduced. Regardless of their regular value, all motorized OOS units have their movement allowance reduced to 3 Movement Factors. Regardless of their regular value, all non-motorized OOS units have their movement allowance reduced to 1 Movement Factor
GUARANTEED MOVEMENT: An OOS unit is guaranteed to move at least one hex per movement phase even if insufficient Movement Factors are available. Important: All other movement restrictions and rules are still in effect (a unit may not move from EZOC to EZOC etc.).
COMBAT: OOS units may participate in combat, but have their Combat Strength and Tactical Ratings halved (see 3.2).
7.5 Attrition Check
All units bearing OOS Attrition Markers (see 7.1) must conduct an Attrition Check immediately following the Supply Checks.
Roll one die for each unit in question, and cross reference the result under the appropriate column of the Attrition Chart after applying all modifiers. The unit suffers one step loss if the modified die roll is equal to or greater than the number on the table. An Attrition check may result in the elimination of a unit.
8.0 C3I Points
C3I is the abbreviation for "Command, Control, Communication and Intelligence". The series uses C3I points as an abstract term to show one side's abilities and resources in conducting mobile operations. Unlike most other wargames, in this series units are not guaranteed the ability to move and fight in any given player Schwerpunkt segments. Instead, players must spend C3I points in order to let their units move and fight during a Schwerpunkt segment.
8.1 Receiving C3I Points
During the Administrative Segment of every game turn, both players check the Game Turn Record Track and adjust their C3I points markers on the General Records Track according to the number listed. The weather of the current game turn may influence the number of C3I points available to a player.
NOTE: C3I points may be accumulated from game turn to game turn.
8.2 Spending C3I Points
C3I points are spent on the Activity Table during each Schwerpunkt Segment (not in the General Segment). After declaring in what order the Combat and Movement Phases will be carried out, a player spends zero to three of his available C3I points, rolls two dice and consults the Activity Table. He then adjusts the Activity points Markers on the General Records Track according to the result.
Exception: A Player spending zero C3I points does not consult the activity table; his segment immediately ends.
EXAMPLE: Player A has three C3I Points left at the start of his second Schwerpunkt Segment. After declaring that he will carry out his Movement Phase first and his Combat Phase second, he decides to spend two C3I Points. He could have spent either zero (immediately ending his current Schwerpunkt Segment), one, two or all three C3I Points instead. He reduces his current C3I Points on the General Records Track by two, consults the Activity Table and rolls two dice. He adjusts his Activity Points Markers on the General Records Track according to the result.
8.3 Weather & C3I Points
The weather (see 5.0) of the current game turn influences the number of C3I Points available to a player.
Frozen: Full amount of C3I Points (left number on the Game Turn Record Track).
Mud: Reduced amount of C3I Points (right number on the Game Turn Record Track).
Deep Mud: No C3I Points
Example: The weather is Mud; the Soviet player receives 2 C3I Points on Game Turn 6.
8.4 Rochade
Starting with Game Turn 7, the German player may declare the Rochade ("Castling the King") once during a game on any one Frozen weather game turn.
Effects:
The number of German units that may conduct Administrative Movement is increased.
The German player may neither receive nor spend C3I Points during the Rochade game turn (C3I Points accumulated on previous game turns are unaffected). Instead, the German player rolls on the Rochade column of the Activity Chart during each of his two Schwerpunkt Segments. During one German Schwerpunkt or General Segment of the Rochade game turn, up to five German units or formations (plus any number of Variable Reinforcement units) may move from the Administrative Movement Box #2 to the Map.
Activity Points are used to generate movements and combats during Schwerpunkt Segments (not in the General Segment). During a Schwerpunkt Segment, the phasing player decides how many Activity Points he will spend for movement and how many for combat, but the total may never exceed the number of available Activity Points (see 8.2 above). A player may even spend all Activity Points for movement (leaving none for combat) or vice versa.
Activity Points may not be accumulated from segment to segment; unused points are lost. See also 15.0 and 16.0.
9.1 Soviet Fronts
The Soviet player must divide the number of available Activity Points as evenly as possible between Southwest Front and Voronezh Front. If an even number of Activity Points are generated, each Front must receive the same amount of Activity Points. If an odd number of Activity Points are generated, one Front (Soviet player's choice) will receive one more point than the other. The Soviet player may spend Activity Points assigned to a given Front for movement and combat without further limitations.
The German player is not restricted in this way.
10.0 Stacking
Stacking is the piling of more than one unit into the same hex. The number of units allowed in each hex is called the stacking limit. Stacking limits are only in effect at the end of each Movement Phase or upon completion of Retreats or Advances after Combat. Stacking limits do not apply during movement; any number of friendly units may move through a hex at no extra MP cost. Markers have no stacking value and may be added to any stack.
If a hex is found to be overstacked at the end of a Movement Phase or upon completion of Retreats or Advances after Combat, the owning player must remove the excess units (owning player's choice) from the game.
10.1 Soviet Stacking
The Soviet player may stack up to three military units (divisions and/or corps) in one hex. Soviet Uprising markers stack for free. Soviet units that have their combat strengths in brackets ( ) stack for free.
10.2 German Stacking
The German player may stack up to four Kampfgruppen/regiments in one hex. Two, three or four Kampgruppen/regiments from the same parent formation counts as two units when stacked in the same hex. German units that have their combat strengths in brackets ( ) stack for free.
EXAMPLE: The 19th Pz and the SS Wiking Division (total eight units) could stack in the same hex, because each German division counts as only two regiments.
10.3 Force Markers
The German player has Force Markers (numbered 1 to 10) available. He may substitute units on the map with a Force Marker to make stacking/handling in crowded areas on the map easier. Take the units located in a hex and put them into a box on the Force Marker Display. Place a Force Marker of the corresponding number onto the map hex. Force Markers are not combat units and move across the map according to the lowest MA of the units in the box on the Force Marker Display. Substituting units with Force Markers and vice versa does not cost MPs. The opposing player may always ask for the identity of one unit in a Force Marker Display box (see 3.5 Fog of War).
11.0 Reinforcements
Reinforcements are units entering play after the game begins. Check the Reinforcement Schedule and the game turn number printed on the counters to determine at what time they appear.
11.1 Reinforcement Arrival
Players place eligible Reinforcements either on the map (determine the entry hex on the Reinforcement Schedule), or in the Administrative Movement Box #1 during the Administrative Segment (player's choice). All reinforcements enter play In Supply and at full strength. Reinforcements may not be delayed.
11.2 Administrative Movement Boxes
A reinforcement placed in an Administrative Movement Box may enter play only by Administrative Movement. Reinforcements must be placed in the Administrative Movement Box if the entry hex is enemy controlled, or placement of the unit in question would cause overstacking.
11.3 Reinforcement Arrival
German Reinforcements enter the game:
- Via their Entry Hex (refer to the German Reinforcement Schedule).
- Instead of entering the map at their Entry Hexes, any or all reinforcement units or formations may enter the German Administrative Movement Box #1.
German Variable Reinforcements (see 11.4) may be placed on the map (only).
Soviet Reinforcements enter the game in one of three different ways: (1) Via their Entry hex (see the Soviet Reinforcement Schedule); (2) Via Administrative Movement Box #1; (3) Soviet units may also be placed on a Soviet Front Marker (subject to stacking restrictions):
Soviet reinforcements arriving at entry hexes 4100 or 4403 (see the Soviet Reinforcement Schedule) — Voronezh Front
Soviet reinforcements arriving at entry hexes 4413 or 4419 (see the Soviet Reinforcement Schedule) — Southwest Front
11.4 German Variable Reinforcements
All units marked by an "R" are German Variable Reinforcements. Following the Setup Instructions, all German Variable Reinforcements have to be placed in one container or cup from which they can be easily drawn at random. Starting with Game Turn 2, the German player consults the German Variable Reinforcements Table once during each Administrative Segment. He rolls one die and cross-references the result under the appropriate column. The result indicates the number of German Variable Reinforcements drawn by the German player at random. This process stops for the remainder of the game if all German Variable Reinforcements have been drawn.
PLACEMENT: German Variable Reinforcements show a setup code next to their "R" marking. They must be placed in that hex, and may not be initially placed in the Administrative Movement Box. A German Variable Reinforcement is permanently lost if its setup hex has been Soviet controlled at any time during the game. The German player may not re-draw other German Variable Reinforcements in such a case.
ZERO STRENGTH UNITS: German Variable Reinforcements come with either a combat strength of 0, 1, or 2. If a 0-strength Variable Reinforcement is drawn, it is not set up on the map but placed to the side. It will not enter the game. The German player is not allowed to draw another unit for a 0-strength Variable Reinforcement. 0-strength Variable Reinforcements do not count for VPs (19.21).
12.0 Replacements
The Soviet player receives Replacements to strengthen units that suffered step losses. Replacements come in two types: Motorized and Non-motorized. Starting with the second game turn, the Soviet player determines the number of replacements by consulting the Soviet Replacement Table during the Administrative Segment of each game turn, and places Replacement Markers in the corresponding boxes of the General Records Track.
Replacements may be accumulated from game turn to game turn. It is not necessary to divide them evenly between the two fronts.
PROCEDURE: A Soviet unit that has suffered one or more step losses during previous game turns may receive one replacement (maximum) during the Administrative Segment of any game turn if the unit is In Supply, in range of a Front Marker (12 hexes), and an appropriate Replacement is available. Eliminated Soviet units may not receive replacements and may not be rebuilt in that way (eliminated Soviet units are out of play for the remainder of a game). Each replacement rebuilds one step; motorized replacements are limited to motorized units, and non-motorized replacements are limited to non-motorized units. Simply flip the unit in question to its front side, or bring into play the "stronger" counter in case of a tank or cavalry corps. Reduce the Replacement Markers on the General Records Track by "1" for each replacement spend. Replacements may set up in an EZOC.
Note: Units located in the Administrative Movement Box may receive replacements.
MOVEMENT EFFECTS: Soviet units that received replacements are permitted to move and attack as normal on the turn they receive replacement steps.
13.0 Reorganization
The German player may strengthen units that suffered step losses by Reorganization. Reorganization is done in two ways:
- Frontnahe Auffrischung for motorized units
- Personalersatz for non-motorized units
13.1 Frontnahe Auffrischung
The German player receives two markers labeled Frontnahe Auffrischung ("reorganization near the front under battlefield conditions") on Game Turn 7. One marker is grey and used for German motorized formations of the Heer, the other marker is black and used for German motorized formations of the Waffen-SS.
PLACEMENT: The German player may place the markers on any German motorized unit(s) during each Administrative Segment starting with Game Turn 7. The unit(s) in question may be either on the map, or in the Administrative Movement Boxes. The unit(s) must be In Supply and may not be adjacent to an enemy unit during placement. Both markers may be placed in the same hex.
EFFECTS: All units that are part of one formation (German player's choice) located in the same hex receive up to two steps each during the Administrative Segment of the next game turn. Previously eliminated units of the formation in question may be rebuilt in that way; they are placed in the same hex. A formation may not conduct Frontnahe Auffrischung if all units that are part of the formation are eliminated; these units are out of play for the remainder of the game.
RESTRICTIONS: Units undergoing Frontnahe Auffrischung may neither move (apart from moving from Administrative Movement Box #1 to Administrative Movement Box #2) nor attack during the game turn in question; they defend normally. The grey marker is limited to formations of the Heer; the black marker to formations of the Waffen-SS. Therefore, the German player may conduct Frontnahe Auffrischung with all units of one formation of the Heer located in the same hex (or Administrative Movement Box), and with all units of one formation of the Waffen-SS located in the same hex (or Administrative Movement Box). Starting with Game Turn 7, both markers are available each game turn.
NOTE: In order to rebuild a previously eliminated German motorized unit, the eliminated unit must be placed in a hex containing one or more surviving units of the same formation that bear the appropriate Auffrischung Marker.
13.2 Personalersatz
A German non-motorized unit that previously has suffered a step loss may be flipped back to its front side by disbanding one German Variable Reinforcement unit during any German Segment (Schwerpunkt Segment or General Segment). Both units must be either stacked in the same hex, or be located in the Administrative Movement Boxes (the units may be located in different Administrative Movement Boxes). The units may be Out of Supply. Disbanded German Variable Reinforcements are out of play for the remainder of the game, but are not considered eliminated for Victory Point purposes.
Eliminated German non-motorized units may not receive Personalersatz ("personnel replacements") and may not be rebuilt. German non-motorized units are allowed to move and fight in the segment they absorb Variable Reinforcements.
Note: The units receiving Personalersatz may be located in one or both Administrative Boxes.
14.0 Soviet Front Markers
The Soviet player controls two Front Markers, labeled Southwest Front and Voronezh Front. They represent the command and logistical centers of the appropriate fronts of the Red Army. Unlike German units, Soviet units must be in range of a Front Marker in order to conduct the following activities:
- Receive Activity Points
- Conduct Administrative Movement
- Receive Replacements
- Use full capabilities of certain Soviet Combat Chits
NOTE: When making multi-hex attacks, if one hex containing a Soviet unit or units is within range of a Soviet Front Marker, the Soviet player may expend Activity Points to make the attack even if the remaining hexes containing Soviet units are not within range.
A unit is in range of a Front Marker if it can trace a line of not more than twelve hexes (count the Front Marker's hex, but not the unit's hex) to the Front Marker. The line may be traced through enemy units and/or EZOCs. The unit must be only in range at the moment the selected activity (see above) is supposed to occur. Units placed in the Soviet Administrative Movement Box are always considered to be in range of a Front Marker.
14.1 Restrictions on Front Markers
A Front Marker must be able to trace an uninterrupted line of contiguous hexes (in the mind's eye) back to a Soviet supply source at any time during a game turn. Such a path may be of any length, but may not:
- enter hexes occupied by enemy units;
- enter hexes containing EZOCs unless there is a friendly unit in the hex to nullify that EZOC for this purpose
The Soviet player immediately displaces a Front Marker to the next available hex the front marker could legally move into closer to a Soviet supply source and fulfilling all requirements if:
- the hex is entered by an enemy unit;
- the Front Marker fails to trace an uninterrupted line of contiguous hexes back to a Soviet supply source
14.2 Moving Front Markers
The Soviet player may move each Front Marker either zero, one, or two hex(es) during Soviet player segments. The Soviet player determines the movement allowance of each Front Marker by consulting the Soviet Front Marker Movement Table. He rolls two dice for each Front Marker and determines the result after applying any weather modifiers. The Front markers are immediately moved after their MA is determined. Terrain Effects, Terrain Features and EZOCs are not checked. Like other units, a Front Marker may not move into a hex occupied by an enemy unit.
15.0 Movement
In addition to "normal" movement, von Manstein's Backhand Blow uses Administrative Movement (see below). Please check the Sequence of Play.
15.1 Movement and Activity Points
The maximum number of units that a player may move during one Movement Phase during any Schwerpunkt Segment is limited by the number of available Activity Points. Reduce the Activity Point Marker on the General Records Track by 1 for each unit that has moved. In general, a player is free to spend none, some, or all available Activity Points for movement purposes, but the Movement Phase always ends when the player has no Activity Points remaining.
15.2 Movement and the General Segment
Movement during the General Segment does not cost C3I or Activity Points. However, a unit may either move or attack (owning player's choice) during a single General segment, (never both).
15.3 Movement and Supply
The supply state of a unit has no effect on its ability to be activated for non-administrative movement during either a Schwerpunkt Segment or a General Segment.
15.4 Movement Allowance (MA)
With the exception of static units that may never move, every unit has a MA printed in the bottom-right corner of the counter.
The MA is the number of Movement Points (MPs) available to the unit in one Movement Phase. Units are not required to expend all their available MPs before stopping. Units move from hex to adjacent hex (no "skipping" of hexes is allowed), paying varied costs to do so, depending on the terrain in and around the hex being entered. The movement of each player's units takes place only during his own Movement Phases.
Exceptions: Random Events, Combat Refusal, Advance-after-Combat, Retreat after Combat.
15.5 Restrictions
Each unit may move only once during a Movement Phase, and no unit may move farther than its MA allows. No friendly unit may ever enter hexes containing enemy units or move off the map. MPs may not be accumulated from phase to phase, nor may they be transferred from one unit to another. The movement of each individual unit or stack must be completed before that of another is begun. A move may not be redone unless the opposing player consents.
15.6 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. In addition, weather conditions may have an impact upon terrain costs.
Major Rivers
Crossing a Major River costs a unit all MPs during Deep Mud turns. The unit in question must start its Movement Phase adjacent to the Major River hexside and may cross it by expending all MPs. A bridge negates river movement costs, for all types of rivers.
Road Hexes
A unit that is moving from one Road hex directly to another adjacent Road hex through a hexside crossed by the Road symbol ignores all other terrain in the hex entered (including minor river hexsides) and uses the Road movement rate (see the TEC).
15.7 Administrative Movement
Administrative Movement does not cost C3I Points, Activity Points, or MPs. A player may conduct Administrative Movement even if he spends zero C3I Points during a current Schwerpunkt segment.
Note: Both players should realize that proper use of Administrative Movement will often spell the difference between victory and defeat in von Manstein's Backhand Blow—it is that crucial to game play.
Each player may conduct Administrative Movement during each of his Player Segments in the following order:
(1) Move one unit (or all units that are part of the same formation in the case of the German player) from Administrative Movement Box #2 to any eligible hex on the map. In addition, the German player may move any number of German Variable Reinforcements from Administrative Movement Box #2 to hexes on the map.
PLACEMENT: The unit/stack in question may be placed adjacent to or stacked with friendly unit(s) (or a Soviet Front marker in the case of the Soviet player) in a hex to which the unit/stack can trace an uninterrupted line of contiguous hexes free of enemy units and/or EZOCs (a friendly unit in the hex does not negate an EZOC for this purpose) to a friendly supply source. The hex of placement may not be adjacent to enemy unit(s). Stacking limits are in effect.
(2) Move all units from Administrative Movement Box #1 to Administrative Movement Box #2.
(3) Move one unit (or all units part of the same formation that are stacked in the same hex in the case of the German player) from the map to Administrative Movement Box #1. In addition, the German player may move any number of German Variable Reinforcements from the map to Administrative Movement Box #1. The unit/stack in question is picked up from the map and placed in Administrative Movement Box #2. The "pick up hex" has to be In Supply and may not be adjacent to enemy units.
Restrictions
- Units may either use Administrative Movement or (Regular) Movement during one player segment, never both.
- Out Of Supply units may not conduct Administrative Movement.
- Units using Administrative Movement may not attack during the same player segment.
- German units undergoing Frontnahe Auffrischung cannot conduct any kind of Administrative Movement.
- Important: Neither player may conduct Administrative Movement during Game Turn 1 (all segments).
15.8 Additional Soviet Restrictions
Soviet units must be in range of a Front Marker in order to conduct Administrative Movement. This is true for units placed on the map (from Administrative Movement Box #2) and units picked up from the map (and put in Administrative Movement Box #1).
15.9 Rochade
If the German player has declared the Rochade (see 8.4), he may move up to five units (or all units part of up to five formations) during any one segment of the game turn in question from Administrative Movement Box #2 to the map. The units may be placed in different hexes, but all units that are part of the same formation must be placed in the same hex. All other rules and restrictions are in effect.
Note: It is possible to "mix" individual units and formations; however, the maximum number is five (e.g., the German player could move all units that are part of three formations plus two individual units.)
15.10 Moving German Formations
German units belonging to the same formation may move as one stack. These units must begin their Movement Phase already stacked, move together, and end their movement in the same hex. Reduce the Activity Points Marker on the General Records Track by "1" for each stack that has moved (not by "1" for each unit that has moved) during a German Schwerpunkt Segment.
Of course, stacked units of a formation may move independently, however, in that case each unit pays 1 Activity Point.
15.11 Moving German Variable Reinforcements
German Variable Reinforcements move for free (always, for the entire game). Do not reduce the Activity Points Marker on the General Records Track during a German Schwerpunkt Segment.
Note: All other rules are in effect.
16.1 In General
Combat takes place between adjacent opposing units during the Combat phase of a player's Schwerpunkt Segment or General Segment. The phasing player is considered "the attacker", and the other is "the defender", no matter what the overall situation may be. Attacking is always voluntary; a unit is never required to attack. The attacker need not declare all of his attacks beforehand, and he may resolve them in any order he likes, as long as the resolution of one is completed before the next is begun.
16.2 Combat and Activity Points
The number of different combats that a player may initiate during one Combat Phase of a Schwerpunkt Segment (not General Segment) is determined by the number of Activity Points generated by the Activity Table. Reduce the Activity Points Marker on the General Records Track by "3" for each combat initiated. It does not matter how many enemy and/or friendly units participate in a combat; each combat initiated costs the attacker three Activity Points.
[Player Aid diagram: two example combats during a German Schwerpunkt segment, showing the attacking and defending stacks' printed factors.]
The example above shows two combats during a German Schwerpunkt segment.
A) In A, the Soviet player has Tactical Superiority (a 5 compared to the German 4's) and so may conduct combat refusal (16.7). He declines, so the Soviet player draws five Combat Chits. Because of Tactical Superiority, the Soviet player may use up to three of his Combat Chits and the German player may use only one. Note: had two or more of the GD units been stacked together, they would have qualified for the Integrity Bonus and their Tactical Rating would have been increased to 5.
B) In combat B, both sides have the same Tactical rating (2) but the German player has a Concentric Attack which increases his Tactical rating by +1. This gives the German Player Tactical Superiority in this combat, which allows him to draw three chits and keep all three. The Soviet player draws two and keeps one. Note: no chits are drawn until combat A is completely resolved.
A Schwerpunkt Combat Phase may end either when there are insufficient Activity Points remaining to conduct an attack, or the Attacking Player declares no more attacks.
Combat during the General Segment does not cost C3I or Activity Points. A player is not limited to the number of attacks that may be made during the General Segment. However, a unit may either attack, or move (owning player's choice) during a single General segment, (never both).
The supply state of a unit has no effect on its ability to be activated for combat during either a Schwerpunkt Segment or a General Segment. An OOS unit has its combat strength and tactical value halved (7.4).
In Soviet attacks, at least one participating unit must be in range of a Front Marker if APs are to be spent.
NOTE: No unit is forced to move in order to participate in combat (or vice versa). No unit may conduct Administrative Movement and attack during the same Player Segment.
16.3 Combat Restrictions and Limits
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, no single attack may target more than one hex.
No single attacking unit may have its combat strength divided and applied to more than one combat. Likewise, all defending units in a hex must be attacked as one combined defense strength. A unit may neither attack nor be attacked more than once per Combat Phase (Exception: 18.0 Random Events). Units that have their combat strength in brackets may not attack; they may only defend.
16.4 Combat Resolution
STEP 1: The Attacker declares an attack (during a Schwerpunkt segment, at least 3 Activity Points must be available on the General Records Track for an attack to be declared). If sufficient points are available, reduce the total by 3 for each attack declaration.
STEP 2: Each player determines his Tactical Points Value (see 16.51). Compare the Attacker's Tactical Points Value to the Defender's and determine Tactical Superiority (see 16.52).
STEP 3: The defender may conduct Combat Refusal if he holds Tactical Superiority and the defending force consists entirely of motorized units (see 16.7).
STEP 4: Each player draws, selects and reveals Combat Chits according to the Tactical Superiority determination (see 16.5).
STEP 5: Determine the Combat Odds by applying all modifiers (see 16.8 & 16.9).
STEP 6: The Attacker rolls two dice and cross-references the result under the appropriate column of the CRT. Treat final dice roll results of less than "2" as "2", and results of more than "17" as "17".
STEP 7: Apply the result immediately (defender first), including any mandatory or voluntary Retreat-After-Combat/Advance-After-Combat results. Place drawn Combat Chits back into the containers (see 16.5).
STEP 8: Resolve any Random Events that occurred because of a natural '2' or '12' rolled on the CRT (see 18.0).
16.5 Combat Chits
The Combat Chits are placed in two containers or cups—one for each player—from which they are drawn at random. Some Combat Chits are added to and removed from play during the course of the game according to the Reinforcement Schedule.
16.51 Drawing Combat Chits
To determine their Tactical Points Value, each player looks for the unit with the highest Tactical Rating involved in the combat. Each player randomly draws a number of Combat Chits from his container equal to the Tactical Rating of the selected unit. Keep in mind any modifier to the Tactical Rating and any modifier for Concentric Attack (see 16.92). Chits are drawn hidden and kept hidden. Both players place the drawn Combat Chits back into the containers at the end of Combat Resolution.
Solitaire guideline: Draw Combat Chits normally. Then select chits first for the player who does not have tactical superiority and then for the player who does. In the case that neither player has tactical superiority select first for the defender and then for the attacker.
16.52 Tactical Superiority
To determine who has Tactical Superiority in a given combat, compare both players' Tactical Points Value. The player with the higher Tactical Points Value has Tactical Superiority.
- The player with Tactical Superiority may use up to three of his drawn combat chits, and his opponent may use only one.
- If neither player has Tactical Superiority (both have the same Tactical Point Value), each player may use two of his drawn combat chits.
NOTE: Neither player is forced to play Combat Chits, nor may a player ever play more combat chits than he drew for that combat. A player may not draw additional chits because of Tactical Superiority.
NOTE: Certain Soviet Combat Chits require the defender's hex to be in range of a Soviet Front Marker.
16.6 German Integrity
The Tactical Rating of a defending or attacking German unit that is part of a formation is increased by two (+2) if it qualifies for the Integrity Bonus. In order to receive the Integrity Bonus, a German unit must be part of a formation and stacked with at least one other unit of its parent formation.
Exception: A unit that is part of Wiking or 19th PD formation must be stacked with at least two other units of its parent formation.
This bonus becomes unavailable when two units of any formation have been eliminated, and remains unavailable until those eliminated units are rebuilt through Frontnahe Auffrischung.
16.7 Combat Refusal
A defending force consisting entirely of motorized units and holding Tactical Superiority may (defending player's choice) retreat two hexes if neither of the two retreat hexes are in an EZOC. Defending units conducting Combat Refusal must retreat two hexes (they may not retreat one hex). Following the retreat, enemy units which were attacking the original defender's hex may advance into it, but may not advance into a second hex. The Activity Points spent by the attacker are lost.
16.8 Combat Odds
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. Express the comparison as a numerical odds ratio (attacker to defender). Round off this odds ratio to the left in favor of the defender to conform to the simplified odds ratio categories found on the Combat Results Table (CRT). Note that the CRT does not contain odds ratio categories for all odds ratios; move downwards in favor of the defender in such cases.
The column headings on the CRT range from 1:2 to 19:1. Attacks which are worse than 1:2 yield an automatic combat result of "4/0" (but roll two dice for possible SNAFU (16.10.1) or Random Events (18.0)). Attacks which are better than 19:1 are treated as 19:1 (but roll two dice for possible SNAFU (16.10.1) or Random Events (18.0)).
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 2:3.
16.9 Combat Modifiers
As detailed below, certain situations provide modifiers to the final combat result. All modifiers (DRMs, modifiers of the combat strength, modifiers of the tactical rating) are cumulative. In these cases, round down all remainders, but no unit or stack ever has its combat strength or tactical rating reduced to less than one. In addition, the final combat strength of all units on the same side may not be reduced to less than one.
EXAMPLE: If three 1-strength units in a stack are halved, the stack would have a combat strength of one.
Important: The final DRM of a combat may never total less than "—10" or higher than "+10".
NOTE: There may be some Combat Chits that let you round fractions up. In this case, the Combat Chits take precedence. See the Combat Chits Charts.
16.9.1 Combat Chits
The selected Combat Chits are simultaneously revealed by both players. The effects of Combat Chits are explained on the Combat Chits Charts. Some combat chits may be useless in certain situations or their effects may be reduced. Combat Chits which increase the number of Combat Hits are set in effect first. After that, each player may determine the order in which they play Combat Chits reducing Combat Hits. Following the spirit of this rules section, each player may reduce losses in the order most favorable for him.
EXAMPLE: The German player plays Combat Chits #4 Fanaticism and #8 Mission Tactic. His Combat Hits are unchanged while the Soviet ones are increased by one.
16.9.2 Concentric Attack
Whenever a defending hex is attacked by units in directly 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 is taking place. The Tactical Rating of attacking units is increased by one (+1) if the attacker is attacking concentrically.
The presence of other units of the same side as those being concentrically attacked in hexes next to the attacked hex does not negate the effect. A Concentric Attack can never be created by units attacking into a City hex or across a Major River hexside.
16.93 Terrain Effects
Certain terrain features generate DRMs favorable for the defender. See the TEC for full details.
MINOR RIVERS: Rivers generate a DRM of —2 if all units are attacking across River hexside(s). Rivers generate a DRM of —1 if at least one unit is not attacking across River hexside(s).
MAJOR RIVERS: Units attacking across a Major River hexside have their combat strength halved and do not qualify for a Concentric Attack.
NOTE: The combat effect of rivers apply in all weather conditions.
Major Rivers and Retreats: A unit must stop a retreat after crossing a Major River hexside; it may not retreat further. A unit cannot cross a Major River hexside to extend a retreat path to a second hex.
Major Rivers and Advance: Units may not advance a second hex if attacking across a Major River hexside, or if the advance would require crossing a Major River hexside.
Bridges: Bridges do not negate the above effects.
CITIES: Units attacking a city hex do not qualify for a Concentric Attack. A defending force located in a city hex is never forced to retreat; however, it may do so (defending player's choice). The attacker receives a —5 DRM.
BROKEN TERRAIN: The attacker receives a —1 DRM when attacking into Broken terrain.
FOREST: The attacker receives a —2 DRM when attacking into Forest terrain.
MARSH: The attacker receives a —3 DRM when attacking into Marsh terrain.
TOWNS: The attacker receives a —1 DRM when attacking into a Town.
16.10 Combat Results
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. The numbers themselves indicate how many Combat Hits a side suffers. Each Combat Hit must be either absorbed as a Step Loss or a Retreat Hex (16.11). The final number of Combat Hits may be increased or reduced by Combat Chits. A final combat result of zero ("0") means that the side receiving that result is entirely unaffected.
APPLYING COMBAT HITS: Results against the defender are always applied before those against the attacker. 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.
NOTE: The first hit DOES NOT have to come from the unit with the highest Tactical Points Value.
16.10.1 SNAFU Combat Result
SNAFU effects are generated by unmodified die rolls of 3 or 11 during combat resolution (Step 6 of the Combat Resolution Process). If an unmodified 3 is rolled, the defender suffers one additional Combat Hit. If an unmodified 11 is rolled, the attacker suffers one additional Combat Hit.
16.11 Retreats
Only the defender may retreat; the attacker must absorb all Combat Hits as Step Losses. Retreating does not cost MPs.
Retreat after-Combat allows the defender to cancel either one (all defending units retreat one hex) or two (all defending units retreat two hexes) Combat Hits from the total number of Combat Hits scored against his force during that combat. The defender may convert a maximum of two Combat Hits to retreat hexes; further Combat Hits must be absorbed as step losses. A Combat Hit taken as a retreat hex requires that all defending units retreat one hex; if two Combat Hits are to be absorbed by retreat, then the units must retreat two hexes.
RETREAT LENGTH: Defending non-motorized units (or motorized units bearing OOS markers) may never retreat more than one hex. Defending supplied motorized units (only) may retreat up to two hexes. A mixed defender stack of motorized and non-motorized units cannot retreat two hexes.
NOTE: A motorized unit may not retreat two hexes if it only got one Combat Hit.
MANDATORY RETREATS: If the final number of Combat Hits exceeds the total number of defending units, the defender must retreat all defending units at least one hex; this retreat absorbs one Combat Hit. The defender may retreat (voluntarily) a second hex if all requirements are fulfilled, but the maximum retreat path length of two hexes is still in effect.
NO RETREAT POSSIBLE: If the defender must retreat, but cannot, he has to absorb all Combat Hits as step losses and takes one additional step loss.
RETREAT GUIDELINES: In general, retreating units must try to retreat towards the nearest friendly supply source. Units that begin a retreat stacked may split up so long as each unit in the stack retreats the one or two hexes declared by the defender. A retreat can enter and/or end in a vacant hex in an EZOC or a friendly occupied hex in an EZOC (subject to stacking limits). Each stack retreating into an EZOC (even if into a friendly occupied hex [6.2]) suffers one step loss for each hex in an EZOC. A unit may be eliminated in this way.
RETREAT RESTRICTIONS:
- No unit may retreat off the map or into impassable terrain.
- No unit may retreat into enemy occupied hexes, or into friendly occupied hexes causing overstacking.
- A motorized unit may retreat through a fully stacked hex as long as it does not end its retreat in that hex.
- Stationary units can never retreat.
- Motorized units can never retreat into Marsh hexes in Mud or Deep Mud conditions. Motorized units can never Retreat or Advance-After-Combat across unbridged Major River. Important:
STATIONARY UNITS AND RETREATS: Stationary units may not retreat after combat. If the defending player retreats a unit after combat, he has to eliminate a stationary unit in the stack. This absorbs one Combat Hit.
RETREAT HEX IS ATTACKED IN THE SAME COMBAT PHASE: If a unit retreats into a friendly-occupied hex (including Combat Refusal, see 16.7) that is later attacked in the same Combat Phase, the unit retreated does not add its values to the hex's defense. It cannot be used to absorb Combat Hits and it cannot retreat. The unit is eliminated if the unit(s) with which it is stacked retreat or are eliminated.
16.12 Advance-After-Combat
Whenever the defending hex is vacated in a combat, one, some or all of the involved attacking units may occupy it (paying attention to the stacking limit). This is true even if the advance is made from an EZOC hex directly into another EZOC hex (but see below).
TWO HEX ADVANCE: If the attacker had Tactical Superiority during combat resolution and the defender retreats his units two hexes, or all defenders are eliminated, attacking In Supply motorized units (only) may advance a second hex. Units may not advance a second hex if the advance is made from an EZOC.
Units advancing a second hex are not required to follow the exact retreat path of the defender.
PROCEDURE: Advances are not mandatory, but the decision to do so must be made immediately before the next combat resolution process is begun. Advancing does not cost MPs or MFs. Advancing units may split up. Defenders never advance after combat; they simply hold their position. Stationary units can never advance.
17.0 Soviet Uprising
The Soviet player consults the Soviet Uprising Table whenever a Soviet unit first moves within three hexes of any City hex. The result is either Failure or Success.
Notes:
- Kramatorsk (4128) and Konstantinovka (4331) are not treated as cities for Soviet Uprising.
- There is only one uprising attempt per city hex per game.
Uprising Results:
Failure: Nothing happens, play continues.
Success: The counter showing the German stationary Verfügungskräfte of the city in question is flipped over to its back side, showing the Soviet Uprising Forces. The Verfügungskräfte are permanently lost. The city becomes friendly to the Soviet player if no other German unit is located in the city hex. The Soviet Uprising Forces are permanently lost if at least one other German unit is still located in the city hex.
18.0 Random Events
DESIGN NOTE: 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 things beyond the control of the player, Random Events (REs) are inserted into the normal sequence of play.
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.
REs are generated by unmodified dice rolls of 2 or 12 during combat resolution (Step 6 of the Combat Resolution Process). After applying all combat results for that combat, including any Retreats-after-Combat and/or Advances-after-Combat, the phasing player rolls two dice and consults the Random Events Table. When the RE is done, continue with the normal sequence of play.
Movements and Combats generated by REs are free and do not cost Activity Points. A unit that has already moved (including Administrative Movement) and/or attacked in the current segment may move or attack again via REs. All other rules are in effect.
19.0 Scenarios
Von Manstein's Backhand Blow includes two scenarios. First, players choose which scenario they will play and then select which side they will command. The Soviet player commands all Soviet units, while the German player commands all German units.
The first game turn of a scenario always starts with the 1st Soviet Schwerpunkt Segment (see 4.2). Weather is always Frozen during Game Turn 1, and neither player may conduct Administrative Movement during game turn 1 (all segments). Place the Soviet C3I Points Marker in the "5" space, and the German C3I Points Marker in the "2" space on the General Records Track. All other markers are placed in the "0" space on the General Records Track.
Starting with Game Turn 2, the regular sequence of play is in effect.
19.1 Scenario One - Red Army's High Water Mark
This scenario starts with Game Turn 1 and finishes at the end of Game Turn 4, covering the first 12 days of the campaign. It can be completed in less than two hours, allowing players to get their feet wet with the game system. Victory is determined at the conclusion of Game Turn 4.
German Victory: No Soviet units are west of the Donets River.
Soviet Victory: One or more cities on the map are Soviet controlled.
Draw: Any other result.
19.2 Scenario Two – Von Manstein's Backhand Blow
GAME LENGTH: This scenario recreates the entire campaign, which stretched over 51 days of fierce fighting. The scenario starts with Game Turn 1 and finishes at the end of Game Turn 17, allowing players to recreate the historical campaign in its entirety. With an estimate playing time of 10 hours, this scenario is the centerpiece of the game.
19.21 Victory Conditions
Both Players Accumulate Victory Points (VPs) for enemy step losses and for certain objectives; see the Victory Points Chart for details. VPs awarded to the Soviet Player are added to and VPs awarded to the German Player are subtracted from the Victory Points Track.
Players receive VPs for inflicting step losses. VPs for step losses are permanent. VPs awarded for enemy step losses are recorded on the Victory Points Track the instant the step is eliminated. Each step loss eliminated as a result of combat or attrition is worth 1 VP, regardless of unit type. German Variable Reinforcements disbanded for Personalersatz (13.2) and 0 strength German Variable Reinforcements (11.4) do not count for VPs.
VPs awarded for objectives are recorded during the Victory Check Segment once each game turn. An objective must be occupied by a friendly unit to capture the VPs listed; Soviet Uprising units do not qualify to earn VPs. The Unit may be OOS and does not have to trace a supply line to a friendly source to the objective. If an objective is retaken by the German Player, the VPs are subtracted from the track.
VPs awarded for objectives are earned once (not once each game turn) during the Victory Check Segment; VPs are recorded only if there is a change from a previous turn. If an objective is retaken by the German player, the VPs are subtracted from the Victory Points Track. These events may happen several times during a game, resulting either in VPs added to the Victory Point Track (--> objective liberated by Soviet player), or VPs subtracted from the Victory Point Track (--> objective retaken by German player).
Victory is determined at the very end of each game turn. The Soviet Player is declared the winner if the current VP number exceeds the span of numbers printed on the Game Turn Record Track; the German Player is declared the winner if the current VP number is lower than the span of numbers. The game immediately ends if one player qualifies for victory, otherwise the game continues. The game ends in a draw if neither player qualifies for victory at the end of Game Turn 17.
NOTES: "Soviet / German unit west / east of Donets River": VPs are awarded / subtracted once (not once each game turn) during the Victory Check Segment; VPs are adjusted only if there is a change from a previous turn. The VPs are adjusted if the Soviet / German player does not meet the requirement any longer. These events may happen several times during a game, resulting for example either in VPs added to the Victory Point Track (if Soviet unit west of Donets River), or VPs subtracted from the Victory Point Track (if there is no Soviet unit west of Donets River any longer).
Designer's Notes
Board wargames are constantly and - in certain areas - dramatically evolving during the last decades. The components quality, graphical presentation, and research all have improved a lot. One evolution I dislike though. In the seventies, games of moderate level complexity averaged about eight pages of rules, one map and one countersheet. Today, typical intermediate complexity games have magazine sized rulesbooks, two maps and 600+ counters. As a result, players spend a considerable amount of time getting their feet wet with the game system, teaching the rules to an opponent is very difficult, and finishing the campaign game in one session is impossible. The hobby has lost a significant number of gamers in this way because time and space are the most critical assets for many players today.
The central ideas of the Schwerpunkt Series were developed because of a strong demand by players for fast playing, easy to learn, non-simplistic games with the following precepts: (1) for an experienced player, learning the game is possible in less than two hours (2) teaching the game to an opponent takes no more than 15 minutes (3) playing the game to completion is possible in one session (4) each game consists of an easily assimilated number of components (e.g. only one map)
Certain concepts of GMT's Schwerpunkt Series first appeared in Moments in History's T3 system, consisting of Turning the Tables (published by MiH in 1998), Drive to the Baltic! and Velikye Luki (both published by MiH in 2000), all by the same designer. However, the Schwerpunkt Series is much more than a streamlined and revised version of the T3 system. In addition to the incorporation of various players' suggestions and ideas, the changes and modifications were done in order to cover all important aspects of WWII battles/campaigns in the ETO. As the result, the Schwerpunkt Series is no longer limited to the Eastern Front but can deal with every ETO WWII battle/campaign. The following highlight some design decisions made while the Schwerpunkt Series was conceptually outlined.
Basic Concepts: The Schwerpunkt Series is based on the idea of "Mechanical Simplicity". Mechanical simplicity means structuring the many complex elements of a game in a way that does not overburden the player 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.
In order 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. In other words, the Schwerpunkt Series concentrates on the "interesting stuff" - maneuver and combat - and avoids elements that are beyond the scope of the commander in charge.
Friction: Serious students of military history will agree that friction was and still is the most important aspect of warfare. Battles and campaigns normally develop a dynamic course of their own which can never be fully controlled by the opponents. I dislike game systems giving players full control over everything, allowing them to do almost anything they want with their forces, resulting in completely synchronized actions. This aspect has been integrated into many game mechanics like Action Point determination and Combat Chits. These concepts add friction with a minimum of complexity to the game system, avoid unrealistic chess-like game play, and force the player to fight his opponent rather than the game system.
Sequence of Play: A traditional "Igo-Hugo" sequence of play was out of the question because it is too limited to capture the decisive aspects of ETO WWII battles/campaigns. By dividing a game turn into Schwerpunkt Segments and General Segments for each side, the sequence of play allows a kind of interaction without burdening players with the amount of work and bookkeeping of an elaborate interactive game system.
Moreover, it forces players to plan Schwerpunkt for actions and operations like their historical counterparts did. The other important point of the sequence of play is allowing each player to decide what action to carry out first in each of his segments: Fight or Move. This easy mechanic gives the player more control over his activities, thereby reflecting the decisions of real-world HQs ("Assault followed by Breakthrough" or "Maneuver before Combat") in a smooth way.
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 action to carry out first in each of his segments (Fight or Move?), C3I Points give the player some control over his activities, but face him with the dilemmas of uncertainty and friction. C3I Points work hand in hand with the sequence of play, preventing completely synchronized actions found in most games of this complexity level.
Combat Units: Similar to my previous designs, the military units in a Schwerpunkt Series game represent the fighting formations actually used rather than the administrative organizations. I really wonder why so many games are still showing administrative organizations... Such an approach is misleading because administrative organizations may seriously differ from the fighting formations actually used.
Order of Battle: Research has always been an important aspect of my designs. To my comfort, I live in Central Europe with access to local primary sources. Important information is available from native speakers and battlefield tours. My military training and practice as well as extensive experience in military history are of additional help. In short, I guarantee that each game of the Schwerpunkt Series comes with a state-of-the-art OOB.
Combat System: The combat system integrates various important aspects of combat with a strong emphasis upon uncertainty and combined arms warfare. The combination of Tactical Superiority 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, provides a strong tactical feel during resolution, and produces realistic results. However, it is still easy to handle and can be quickly resolved.
The Schwerpunkt Series is a game system full of choices and uncertainty yet still very playable. Its mechanics guarantee a high solitaire suitability. Moreover, no two games will ever be the same. In addition, the Schwerpunkt Series is made for YOU, the player. I am open to all ideas and suggestions. The large sized hexes as well as dividing the rules into Series and Exclusive Rules booklets are just two examples that we are listening to what you want.
Enjoy the games!
—Dirk Blennemann, 2002
Should any questions concerning play arise, we will gladly answer them.
- [email protected] (the designer)
- [email protected] (the developer)
- [email protected] (the publisher)
Player Aid: Sequence of Play Summary
The final page of the rules booklet reprints the eight-segment turn sequence (Administrative Segment through Victory Check Segment) as a stand-alone quick-reference card, word for word identical to section 4.3 Expanded Sequence of Play above, for use at the table without paging back through the full rules.