War in the East: The Russo-German Conflict, 1941-45 (Second Edition)
War in the East: The Russo-German Conflict, 1941-45 (Second Edition) Rulebook
Table of Contents
Table of Contents
- [44.0] Introduction
- [45.0] The Strategic Cycle
- [46.0] Soviet Production
- [47.0] PLACEMENT OF SOVIET PRODUCTION
- [48.0] SIBERIA AND SOVIET SUPPLY SOURCES
- [49.0] UNIT BREAKDOWN
- [50.0] REINFORCEMENT AND WITHDRAWAL
- [51.0] REBUILDING INTACT KAMPFGRUPPE
- [52.0] SOVIET UNION
- [53.0] AXIS POWERS
- [54.0] FINLAND
- [55.0] REBUILDING SOVIET BATTLEGROUPS
- [56.0] SOVIET-GERMAN PACT
- [57.0] RAIL LINES AND THEIR REPAIR
- [58.0] SOVIET ARTILLERY AND ANTI-TANK UNITS
- [59.0] SOVIET AIR MOVEMENT AND TACTICAL AIR POWER
- [60.0] SOVIET PARTISANS
- [61.0] SPECIAL RULES
- [61.1] COUNTER SELECTION LIMITATION
- [61.2] TRACING SEA PASSAGE
- [61.3] EXTRAORDINARY AIR-SEA INTERDICTION
- [61.4] BLACK SEA NAVAL CAPABILITY
- [61.5] AXIS AIRBORNE UNITS & AMPHIBIOUS CAPABILITY
- [61.6] SOVIET NAVAL TRANSPORT
- [61.7] SOVIET RESOURCE CENTERS
- [61.8] SPECIAL SUPPLY/WEATHER EFFECTS
- [61.9] REQUIRED AXIS GARRISONS
- [62.0] SCENARIO FORMAT
- [63.0] BARBAROSSA SCENARIO
- [64.0] STALINGRAD SCENARIO
- [65.0] KURSK SCENARIO
- [66.0] DESTRUCTION OF ARMY GROUP CENTER SCENARIO
- Order of Battle and Appearance
- INITIAL ORDER OF BATTLE FOR THE GERMAN ARMY: 22 JUNE 1941
- ORDER OF BATTLE CHANGES FROM 22 JUNE 1941 to 2 OCTOBER 1941
- ORDER OF BATTLE CHANGES FROM OCTOBER 1941 to 5 DECEMBER 1941
- ORDER OF BATTLE CHANGES FROM 6 DECEMBER 1941 to 18 MAY 1942
- ORDER OF BATTLE CHANGES FROM 19 MAY 1942 to 18 NOVEMBER 1942
- ORDER OF BATTLE CHANGES FROM 19 NOVEMBER 1942 to 3 FEBRUARY 1943
- ORDER OF BATTLE CHANGES FROM 4 FEBRUARY 1943 to 21 MARCH 1945
- ORDER OF BATTLE CHANGES FROM 1 APRIL 1943 to 11 JULY 1943
- ORDER OF BATTLE CHANGES FROM 12 JULY 1943 to 23 DECEMBER 1943
[44.0] Introduction
This rules booklet contains those systems which are peculiar to the War in the East game of the War in Europe game system. It should be read in conjunction with the Standard Rules booklet. (Cases numbered 19.0 through 43.0 concern War in the West, and have no bearing on the play of War in the East.) War in the East is the companion game to War in the West. The two games may be combined together under another body of rules (the Exclusive Rules for War in Europe). Many of the rules and examples cited in War in the East have applicability to War in Europe, and are so referenced.
War Boundaries--Map Area in Play
War in the East is played on Map Sections F, G, and H of the War in Europe game system. (Optional rules allow the simulation to be played on just two map sections--G and H.) In War in the East no units may ever enter any hexes of Norway, Sweden, or Turkey.
Summary of Unit Counters
What follows is a summary of all the unit counters that Players will be using in the game and the quantities available in the War in the East game equipment. Only in those cases in which a counter has an unusual image on the reverse side will the reverse side be shown.
GERMANY
- Infantry Div. (6-5): total 252
- Security Div. (6-3): total 18
- Static Div. ((5)1): total 3
- Airborne Div. (7-5): total 6
- Airborne Rgt. (2-5): total 18
- Pz. Grenadier Division (8-8): total 60
- Panzer Div. (10-8): total 42
- Panzer Bde. (3-8): total 12
- SS Panzer Division (13-8): total 9
- SS Panzer Grenadier Div (11-8): total 15
- Cavalry Div. (2-3): total 3
- Railroad Repair ((1)5): total 15
- 1 Flak Point ((1)): total 54
- 3 Flak Points ((3)): total 18
- 6 Flak Points ((6)): total 6
- 1 Air Point: total 81
- 5 Air Points: total 18
- Air Transport Point: total 18
- Inf. Replacement Point: total 39
- Mech. Replacement Point: total 21
- Surface Fleet Point: total 9
- 1 U-Boat Point: total 39
- 5 U-Boat Points: total 9
- Amphibious Assault Pt.: total 9
- Naval Transport Point: total 9
- Fortification Marker (x3): total 36
- Mobile Supply Unit ((1)1): total 15
FASCIST ITALY
- Infantry Div. (2-4): total 54
- Motorized Infantry Bde. (1-10): total 3
- Motorized Infantry Div. (2-10): total 3
- Infantry Div. (1-4): total 27
- Armored Bde. (1-6): total 3
- Mechanized Infantry Div. (3-6): total 3
- Armored Div. (4-6): total 3
- Airborne Div. (3-4): total 3
- Airborne Rgt. (1-4): total 3
- Mobile Supply Unit ((1)1): total 6
- 1 Air Point: total 21
- Inf. Replacement Point: total 3
- Mech. Replacement Point: total 3
BULGARIA
- Infantry Div. (2-4): total 12
- Motorized Infantry Bde. (1-10): total 3
- Cavalry Div. (1-3): total 3
HUNGARY
- Infantry Div. (2-4): total 21
- Motorized Infantry Bde. (1-10): total 3
- Cavalry Bde. (1-3): total 3
- Armored Bde. (1-6): total 6
RUMANIA
- Infantry Div. (2-4)
- Armored Div. (1-6)
- Cavalry Div. (1-3): total 12
(Note: on the printed page the Rumanian Infantry Div. (2-4) and Armored Div. (1-6) counters appear without a label or quantity; only the Cavalry Div. shows a total.)
AXIS COMMON
- Cycle Record Marker: total 3
- Railhead Marker: total 30
- Entrained Marker: total 15
- Rail Junction Marker (Back)
- Air Interdiction Marker (-12-): total 27
- Political Pt. Marker: total 3
FINLAND
- Infantry Div. (4-5): total 24
UKRAINE
- Infantry Div. (4-5): total 9
PLAYERS NOTE. Certain of the Axis unit types will not be employed in War in the East (for example, the U-Boats and Surface Fleets are not available to the Axis Player). These units are included on the sheet for the purposes of sheet standardization within the War in Europe system. Any such neglected unit types are to be ignored when playing War in the East.
SOVIET UNION
- Infantry Div. (1-4): total 297
- Fortified Infantry Div. ((3)0) (Back)
- Infantry Corps (4-4): total 75
- Guard Infantry Corps (5-5): total 90
- Mechanized Corps (9-6): total 36
- Tank Corps (8-6): total 48
- Cavalry Corps (2-3): total 21
- Artillery Corps (10-1-10): total 45
- Partisan Unit ((1)1): total 36
- Partisan Cadre ((5)0) (Back)
- Airborne Div. (1-4): total 3
- Mechanized Bde (3-5): total 126
- Tank Bde. (2-5): total 75
- Antitank Bde. ((1)10): total 75
- Cavalry Div. (1-3): total 15
- Training Center ((10)0): total 21
- Arms Center: total 30
- Mobile Supply Unit ((1)1): total 15
- Railroad Repair ((1)1): total 15
SOVIET COMMON
- 1 Air Point: total 60
- 5 Air Points: total 12
- Rail Junction Marker: total 21
- Railhead Marker (Back)
- Entrained Marker: total 15
- Air Transport Point: total 3
- Air Interdiction Marker (-6-): total 30
- Destroyed Marker: total 3
- Port Suppression Marker (back)
[45.0] The Strategic Cycle
[Campaign Game and War in Europe]
GENERAL RULE:
The Strategic Cycle is a break in the progression of Game-Turns, a distinct function unto itself, during which the processes of German reinforcement and Soviet production are carried out. The Strategic Cycle intervenes after every fourth Game-Turn.
CASES:
[45.1] Just like a Game-Turn, the Strategic Cycle has a Sequence of Play dictating an orderly procedure for the Players to follow. The Cycle is composed of two stages.
STAGE 1. AXIS REINFORCEMENTS
The Axis Player receives and deploys units. Points and Markers as per his Cycle Record Track.
STAGE 2. SOVIET PRODUCTION
Distribution of Completed Production Phase: The Soviet Player removes completed production from his Production Spiral slice. (These are units and points which had been placed into production on prior cycles.) He may place these units either in the Production Cadre Box of the Production Display (where they will serve as the basis of production of larger units) or he may place them in the Game Distribution box (making them available for introduction only the map or Front Display, during the Game Distribution Phase).
Production Multiple Phase: The Soviet Player calculates the number of Arms Points provided by existing Armaments Centers and adds this total to his Arms Points Pool. Similarly he calculates the number of Personnel Points provided by his Personnel Centers and adds this total to his Personnel Points Pool.
Removal of Units From Map Phase: The Soviet Player may remove existing units from the map and place them in the Production Cadre box. He may only remove units which are adjacent to Training Centers.
Initiation of New Production Phase: The Soviet Player places units and points on the Production Spiral, thereby placing them into Production. Their placement is directed by the graphics of the Spiral Arms and automatically indicates the length of time (in cycles) the unit undergoes production. Production of any unit requires the Player to expend Arms Points and/or Personnel Points (the exact amount per given unit is stated on the Production Cost Chart). The Player reflects this expenditure by reducing his Arms Points and Personnel Points Pools accordingly. In addition other units require that one or more "cadre" or base unit be "expended" in production.
Game Distribution Phase: The Soviet Player may take units and points from the Game Distribution box and place them in play. Units must be placed in hexes adjacent to Training Centers. Points (Air, et.) are placed in the East Front box.
Cycle Record: Move the Strategic Cycle Marker on the Spiral one Cycle clockwise. (If you just went through Cycle One, move it to Cycle Two.)
NOTE TO PLAY SEQUENCE
In a Standard Scenario it is during the Reinforcement/Replacement Phase of the Player Turn that the Player receives his reinforcements. During a Campaign Scenario the Player receives reinforcements during the Strategic Cycle, either as a result of the Cycle Record Track (Axis) or Soviet Production. The Reinforcement/Replacement Phase of the Player-Turn is then used strictly (by the Axis Player) to execute Replacement procedures or (by the Soviet) for Unit Breakdown and Dissolution.
[46.0] Soviet Production
(Campaign Game and War in Europe)
GENERAL RULE:
The Soviet Production process allows the Soviet Player to augment his existing forces. This process occurs during the Strategic Cycle and is composed of several complimentary routines whose end result is the introduction of additional Soviet forces into the play of the game. Production is regulated and graphically depicted by the Production Display composed of several interrelated components. Essentially the Soviet Player may produce what he wishes. He is limited only by the counter mix and the status of Production Centers.
CASES:
[46.1] PRODUCTION CENTERS
There are three types of Production Centers, each with its own functions, value and capabilities. These are Armaments (Arms) Centers, Training Centers and Personnel Centers.
[46.11] Armaments Centers
An Armament Center is represented by a unit counter placed on the map. The center has a Rail Movement Allowance and may be moved by the Soviet Player using Rail Movement. An armament center has zero Combat Strength, and no Zone of Control (including its own hex), It may not retreat or advance as a result of Combat. The sole function of an Armaments center is to provide Arms Points to the Production process.
[46.12] Personnel Centers
These are identified on the map by star hexes. Usually but not always the centers are located in a city hex. The star serves to pinpoint the location of the personnel center, which has zero Combat Strength and is permanently fixed in place. Personnel centers function as the source of Personnel Points and Supply (48.31)
[46.13] Training Centers
A Training Center is represented by a Training Center unit, which has a rail Movement Allowance and may be moved by Rail Movement only. The Training Center has a Defense Strength of 10 and could conceivably be used by the Soviet Player in Combat. However, the principal function of the Training Center is to regulate the flow of Soviet units from the map to the Production Display and vice versa. Units coming into or leaving the game to and from the Production process, are usually placed on or adjacent to existing Training Centers.
[46.14] Production Centers never exert Zones of Control in adjacent hexes. Armaments and Personnel Centers do not exert a Zone of Control in the hex they occupy and may be totally ignored by the Axis Player. The Training Center does exert a Zone of Control in its hex, but not adjacent hexes.
[46.15] Personnel Centers are captured when an Axis Ground Combat unit enters their hex. Training Centers and Armaments centers are destroyed if: (1) an Axis unit enters their hex, or (2) if they are forced to retreat as a result of Combat.
[46.16] Armaments and Personnel Centers do not count towards Stacking limits. A Training Center counts as one division. An Armaments Center may not be stacked with a Training Center. Either may stack on a Personnel Center.
[46.17] Production Centers may only perform their Production functions if they are operational. A Personnel Center is operational if a Line of Communications can be traced from the Center to the Eastern Map Edge. An Armaments Center must be able to trace a Line of Communication through contiguous Rail Hexes to the Eastern Map Edge; so must a Training Center and, in addition, it must be located on or adjacent to a friendly Soviet Personnel Center or in Siberia.
[46.18] In addition to 46.17, both Armaments and Training Centers are temporarily non-operational while moving and for a period of time after they relocate. After moving (which of necessity requires them to entrain and detrain) a center is inoperable for the next two Strategic Cycles. It is suggested that a record be kept of an inoperable center and that such a center be flipped over.
[46.19] Training and Arms Centers count as ten division-sized units for purposes of Rail Movement.
[46.2] THE PRODUCTION MULTIPLE AND AND PRODUCTION POINT POOLS
During each Soviet Production Stage of the Strategic Cycle, the Soviet Player augments his Arms Point Pool and his Personnel Point Pool. He calculates the number of Arms Points to add by multiplying the number of operational Armaments Centers by the Arms Point Multiple in effect (which is detailed by cycle on the Campaign Record Track). He calculates the number of Personnel Points to add by multiplying the number of operational Personnel Centers by the Personnel Point Multiple in effect.
[46.21] The Campaign Turn Record Track lists the Arms Points Multiple and Personnel Points Multiple in effect for each cycle of the game. The number of operational Armaments and Personnel Centers on any given cycle will depend on the fortunes of war.
[46.3] HOW TO USE THE SOVIET PRODUCTION DISPLAY
The Soviet Production Display is composed of the Production Spiral, the Production Cadre Box, the Game Distribution Box, the two Production Point Pools (see 46.2) and the Production Costs Chart which lists the "price" of producing a "unit-group'. (A unit-group is defined as the minimum number of any one type of unit which may be built at any one time.) During the Initiation of New Production Phase of the Soviet Production Stage, the Soviet Player may place a unit-group into production by placing a single unit of the type being built on the Production Spiral while expending the necessary Arms and Personnel Points from his Point Pools. These requirements are listed on the Production Costs Chart. The Soviet Player may not initiate the production of more than one unit-group per operable Training Center per cycle. (For example, if the Soviet Player had 15 operable Training Centers at the beginning of a Cycle, he could initiate a maximum of 15 unit-groups.) Some of the "larger" units (those with relatively high combat/movement values) require that the Soviet Player expend one or more base or cadre units to initiate production. When used for this purpose cadre units are removed from the Cadre Box and placed back in the counter tray.
[46.31] The Production Spiral
The Production Spiral is a compact device to allow the Soviet Player to make "one decision" production, It is divided into thirteen radiating slices and thirteen spiral arms emanating from a center circle. Each spiral arm is composed of five slots (formed as a result of the intersection of slices and spiral arms) and each slot is located in a slice progressively further away from the center. If we view time as progressing clockwise from slice to slice, then the chart can be viewed as a clock to record the passage of thirteen Strategic Cycles (and a full year of Game-Turns). Since no unit takes more than thirteen Cycles to produce, this one spiral can encompass all of Soviet Production.
Let us say it is cycle nr. 1. The Soviet Player wishes to produce a Cavalry Corps (which requires two cycles). He simply traces along the spiral arm emanating from cycle nr. 1 and places the 2-3 in the cycle nr. 3 slice. When time advances to the third cycle there is the cavalry corps waiting to be removed from the slice and be deployed.
[46.32] Production Cadres
These are units which the Soviet Player removes from play on the map and puts into the Cadre box of the Production Display. There they are "expended" to create larger, more valuable units. To expend them the Soviet Player removes them from the Cadre box and places them in his countertray, at the same time that he is initiating the new production. The type and number of units necessary to serve as cadres for a given unit-group is listed on the Production Cost Chart. It is presumed that any unit placed in the Cadre box will be consumed in the production process of a larger unit. Indeed that is the sole function of the Cadre box. The Soviet Player may not '"cadre" units off the map and then at some later point return the units to the map. Once he places a unit in the cadre box it must stay there until he expends it in production.
[46.33] Almost all Soviet Production is stated in multiples of 2 or 4 units. With the exception of a supply unit the Soviet Player can not produce just one of anything, he must produce two or four of something.
[46.4] REBUILDING SOVIET UNITS FROM BATTLEGROUPS
Certain Soviet units form Battle Groups. The Soviet Player may restore these units to full-strength by using the Battlegroup as a cadre unit and rebuild the full-strength unit via the Production Process. This rebuilding cost is listed separately on the Production Cost Chart.
[46.41] When rebuilding from a Battle Group Cadre the Cadre is expended by flipping it over into the full strength unit and is then placed on the Production Spiral.
[46.42] While the end product is the same the production time (in cycles) necessary to rebuild a unit from its Battlegroup is usually less than the time necessary to build it initially. For example a 9-6 Mech Corps can be produced from 3 x (3-5) Mech Brigades and 1 x(2-5) Tank Brigade in 3 cycles or it can be rebuilt from 1 x (2-6) Battle Group in 2 cycles. In both cases one or more cadre units must be expended. The Production Spiral is color-coded so that a Player can tell the placement of new production as opposed to rebuilds.
[46.43] No Soviet Replacement Drafts
The Soviet Player is not given and is not capable of producing Replacement Drafts of either type. Since he doesn't have them he can't use them to replace battlegroups to full strength units. (rule 17.0). The Soviet Player could combine three battlegroups to recover a full strength unit (see rule 16.0) or he could rebuild battlegroups via the Soviet Production process.
[46.5] PRODUCING AND REBUILDING AIR POINTS
The Soviet Player produces Air Points via the Production Process. The cost is listed on the Production Cost Chart and production time is integrated with the Production Spiral. The Soviet Player may also rebuild destroyed Air Points. The cost to rebuild a destroyed Air Point is less than the cost to produce one from "scratch". However, this difference requires the Soviet Player to carefully segregate destroyed Air Points from the mass of unproduced Air Points. It is suggested that whenever a Soviet Air Point is destroyed it should be placed in the Cadre Box. This will position it for rebuilding and at the same time clearly distinguish it from the points in the counter tray.
[46.51] Mandatory Air Point Production
The Soviet Player must initiate the production of at least two Air Points each Cycle. This must be new production; rebuilds of destroyed Air Points do not meet this requirement. Air Transport Points do not count towards the Air Point production requirement. If and when the Soviet Player produces to his counter mix limit he is relieved of this requirement.
[46.6] EMERGENCY INFANTRY DIVISIONS
The Soviet Player may produce (1-4) Infantry Divisions by use of an emergency process. This requires him to expend a premium in Personnel and Arms Points but eliminates Production time. An "emergency" division is not placed on the Production Spiral but instead is placed immediately into the Game Distribution Box and may be introduced into Play in the same cycle it is produced in.
[46.7] DISRUPTION OF ARMS CENTERS
The shock of the initial German blitzkrieg, the overrunning of the most fertile, productive areas of the USSR the massive casualties to the Red Army caused the near collapse of the Soviet economy in 1941. Part of this effect will be duplicated when the Axis literally overruns some Personnel, Training and Arms Centers while others are rendered temporarily hors de combat when the Soviet Player evacuates them (see 46.18), but the net effect is still not sufficient. Thus we will require all on-map Soviet Arms Centers to cease production of Arms Points whenever the Soviet Player loses 100 units (any flavor) any time during the first five Strategic Cycles (only). They may resume production on the fifth Strategic Cycle following the beginning of the Axis invasion. For example, Barbarossa begins on 1/7/41. The Soviets are found to have lost 100 units by Game-Turn 2/8/41. They would not be able to produce Arms Points during the 9/41, 10/41, and 11/41 cycles. They would resume production on the 12/41 cycle which is the fifth cycle of the invasion. This is not to say they could not produce units expending Arms Points from the Arms Points Pool. They just couldn't add to this pool for on-map centers. Siberian centers are not affected.
[47.0] PLACEMENT OF SOVIET PRODUCTION
(Campaign Game and War in Europe)
When the Soviet Player removes a completed unit from the Production Spiral he must eventually place it on or adjacent to a Training Center (his choice). A completed Air Point or Air Transport Point is simply placed in the available box of his Air War display.
[47.1] DISTRIBUTION AMONG TRAINING CENTERS
When placing reinforcements, the Soviet Player may place only one unit (any size or type) per Training Center, distributing them evenly among his Training Centers. If he has more completed units than Training Centers he may place a second or third (maximum three units per center) unit distributing them evenly. If he has more units than three per center he may set aside the excess for a later cycle. Units may be placed entrained or not, at the Soviet Player's option.
[47.2] REMOVAL OF CADRE UNITS
Cadre units may be removed from play during the Soviet Initial Movement Phase of any Game-Turn. They must be adjacent to or stacked on a Training Center when they are removed.
GAME NOTE: Theoretically the Soviet Player could remove all his Training Centers to Siberia where they would be immune to Axis action. However this would mean that all production would appear in Siberia with concommitant delays in transporting units to and from Siberia. The ideal Soviet solution is to have several centers fairly close to the front and thereby facilitate the arrival of new production and the committment of cadre to new production.
[48.0] SIBERIA AND SOVIET SUPPLY SOURCES
GENERAL RULE:
The term "Siberia" describes the area of the Soviet Union which lies to the east, off the map. This area contains production facilities (Armament centers, etc.) permanently depicted on the Soviet Production Display, which contribute to Soviet Production. The Soviet Player has access to Siberia via the railroads leading off the eastern map-edge. He may produce units in Siberia and introduce them into play via the railroads. He may send on-map units into Siberia (via the railroads) and input them into the production process. And finally he may send Armament and Training Centers (by rail) into Siberia adding them into the existing facilities. This access is regulated by the Siberian Transit Display which is an adjunct to the Production Display.
CASES:
[48.1] SIBERIAN TRANSIT DISPLAY
A unit enters Siberia (and thereby exits from the map) through any rail hexside leading off the eastern edge of the map. This may only be Rail Movement and the exiting unit pays one Rail Movement Point to enter Siberia. As soon as the unit moves off the map it is placed in the Enter Siberia box of the transit display. It is considered to have detrained and located itself someplace in Siberia.
This unit is now available for purposes of Soviet Production during subsequent Strategic Cycles. (Note that Armament and Training centers which have relocated into Siberia do not function until after 2 Cycles, as per 46.18). Units which have been produced in Siberia are placed in the Exit Siberia box. These units may be introduced onto the map at any east edge rail hex on any subsequent Game-Turn. They appear entrained and pay one Rail Movement Point to enter the map.
[48.2] RESTRICTIONS ON SIBERIAN USAGE
[48.21] Axis and non-Soviet units may never enter Siberia. It is prohibited under all circumstances. As far as the Axis (non-Soviet) Player is concerned the world ends at the eastern map-edge.
[48.22] Soviet units may only enter Siberia by rail movement during the Rail Movement Phase of the Soviet Player-Turn. Entry under any other condition is absolutely forbidden. (A Soviet unit could not, for example, "retreat" into Siberia as a result of Combat: It is eliminated instead.)
[48.23] Soviet units may only leave Siberia (enter the map) through the Exit Siberia box. Since they may only reach this box by transfer from the Soviet Production process, it follows that a unit may not enter Siberia and then leave it on some subsequent Game-Turn without having passed through Production in the interim (and being in the process transformed into some other unit; exception, see 57.1).
[48.24] There is no limit to the number of units which may enter, exist in and exit from Siberia.
[48.25] Points (particularly Air Points) may be produced and rebuilt in the Siberian Production facilities. When completed they are placed in the East Front Box. Under no circumstances can their use be traced to Siberia; the Soviet Player may not trace their base into Siberia.
[48.26] Catch 22
Siberia exists solely to provide a refuge for Soviet production. Any use of Siberia for any other purpose is forbidden (except Soviet units may move by rail through Siberia. See rule 57.1).
[48.3] SOVIET SUPPLY SOURCES
[48.31] Soviet supply may be traced to Siberia or to any Soviet Personnel Center not controlled by the Enemy Player. For purposes of supply, Siberia is considered to lie one hex east of the eastern map-edge of map sections F, G, and H. When tracing a line of supply, all of Siberia is considered to be clear terrain. Practically speaking, this means that any Soviet unit within six Movement Points of Siberia is in supply (subject to the normal restrictions on tracing a line of supply). The railroads leading off the Eastern map-edge of Map Sections Gand H are considered to be connected to Supply Sources in Siberia and may also be traced to any Soviet Personnel Center not controlled by the Axis Player. This is true even if the Personnel Center is completely surrounded by Axis units and Zones of Control (that is, a Personnel Center may serve as a source of supply even if it is not considered operational for production purposes).
[48.32] The Soviet Supply Path to a Major Supplyhead (or Source) may be no longer than six Movement Points.
[48.4] SIBERIAN REINFORCEMENTS
During the summer of 1941 the Soviets maintained a sizeable army in Siberia facing the Japanese along the Manchurian and Mongolian borders. Despite the summer disasters they refrained from stripping this force because Japanese intentions vis a vis Siberia were unclear, and the Soviet transport system was stretched thin as it was. By mid-autumn of 1941 the Soviets had received good intelligence about the Japanese plans to attack the USA, the campaigning season in Siberia was about over until the next summer, the rail system had the capacity and the danger to Moscow was clear and immediate. Thus they began to move substantial forces to the west, forces which proved valuable in the forthcoming winter campaign.
[48.41] Beginning on the first "mud" Game-Turn of 1941 the Soviet Player attempts to receive reinforcements from Siberia. He rolls the die once for each of the units indicated by the table.
[48.42] SIBERIAN REINFORCEMENT TABLE
| Die Roll | 5-5 | 2-5 | 3-5 | 10-1-10 |
|---|---|---|---|---|
| 1 | 0 | 0 | 0 | 0 |
| 2 | 1 | 0 | 0 | 0 |
| 3 | 1 | 1 | 0 | 0 |
| 4 | 2 | 1 | 1 | 0 |
| 5 | 3 | 2 | 1 | 0 |
| 6 |
He continues this process each succeeding Game-Turn until he has received a total of twelve 5-5 Infantry Corps; eight 2-5 Tank Brigades; four 3-5 Mech Brigades; one 10-1-10 Artillery Division. When rolled for on the table these units appear entrained at the East map edge.
[48.43] This rule applies to both the Standard scenario and the Campaign scenario.
[49.0] UNIT BREAKDOWN
GENERAL RULE:
Certain Soviet units (only) may be broken down into several smaller units at the Soviet Player's option. These Soviet units and their component units are listed in case 49.3. Unit breakdown is not a function of Soviet production. There is no production cost to breakdown a unit, and the unit need not be at a Training Center, nor is it placed on the production spiral.
PROCEDURE:
In order for a Soviet unit to breakdown into its component units, it must be alone in a hex at the beginning of the Soviet Reinforcement Phase. At the end of the Soviet Reinforcement Phase, the Soviet Player simply removes the parent unit from the map (placing it in the counter-tray) and replaces it with the appropriate component units (listed in case 49.3).
[49.1] WHICH UNITS MAY BREAK DOWN
[49.11] Axis units may never breakdown in this manner.
[49.12] An entrained unit may not be broken-down.
[49.13] An unsupplied Soviet unit may be broken down; the supply state of a unit has no effect on its ability to break-down.
[49.2] DISPOSITION OF COMPONENT UNITS
[49.21] The units which are formed by breakdown may neither move nor attack Enemy units during the Soviet Player-Turn in which the breakdown takes place.
[49.22] In certain cases, a number of component units will result which cannot be stacked in the same hex without violating the Stacking limits. In such cases, the excess should be placed into a hex directly adjacent to the other component units. If this is not possible, the original unit may not be broken down.
[49.23] The components may not be reformed into a single unit although they may enter the Soviet Production process normally. When a unit is broken down, the Soviet Player does not regain any Arms or Personnel Points.
[49.3] CORPS AND THEIR COMPONENTS
| Unit | Components |
|---|---|
| 4-4 | 3x (1-4) |
| 5-5 | 3x (1-4) |
| 8-6 | 3x (2-5) and 1x (3-5) |
| 9-6 | 3x (3-5) and 1x (2-5) |
[49.4] DISBANDMENT OF UNITS
(Campaign Game and War in Europe)
In addition to breaking down units to their constituents, the Soviet Player may dissolve infantry (1-4) divisions, tank (2-5), mechanized (3-5), and anti-tank (0-1-10) brigades and in so doing recover personnel points, which he may add to his personnel point pool. This is accomplished during his Replacement-Reinforcement Phase of the Game-Turn. It is a reverse of the normal production process; e.g., he removes four 1-4 infantry divisions from the map and adds 1 personnel point to his personnel point pool. The units he removes must all be stacked on or adjacent to the same Training Center. He does not recover Arms Points by this process. (Note, however that in breaking an 8-6 down into 2-5s and 3-5s the Soviet Player does not regain the personnel points originally expended in producing them.)
[50.0] REINFORCEMENT AND WITHDRAWAL
GENERAL RULE:
During the course of the game both Players will receive additional units in the form of reinforcements, and will also exit units from the map (either to meet certain specified requirements or in order to rebuild units which have been reduced to battlegroup strength).
[50.1] RECEIVING REINFORCEMENTS
Reinforcements appear during the Receiving Player's Reinforcement Phase, as listed on the Turn Record Track. The Player should take the units indicated and place them just off the appropriate map-edge or directly on the city hex of appearance. They may be moved in the appropriate Movement Phase of the Player-Turn of appearance. (NOTE: the arrival of standard scenario reinforcements should not be confused with the appearance of Soviet units due to the Soviet Production System used in the Campaign Scenarios).
[50.11] How Reinforcements may enter the game: A Player's reinforcements may enter the map either entrained or not entrained at the Player's option. If entering entrained, the reinforcement does count against the Player's Rail Capacity. Whether a reinforcement enters entrained or not, it must expend an appropriate number of Movement Points (either normal Movement Points or Rail Movement Points) for the first hex it enters on the map). Reinforcements may not enter the map in Enemy occupied or Enemy controlled hexes. They may enter an Enemy controlled hex which is occupied by a Friendly unit.
Reinforcements are subject to all normal Movement rules as soon as they appear on the map. For movement purposes (only) they are considered supplied on the Game-Turn they are scheduled to arrive on the map. Reinforcements appearing on the map in specified city hexes may temporarily overstack. If such overstacking is not relieved by the end of the first Movement Phase they are forfeited.
[50.12] Russian reinforcements (except militia, see 62.3), enter the map from the "east edge" (i.e., on any hex of the 6100 column of Map Sections F, G, and H). Soviet Air Points are placed in the East Front Box.
[50.13] German and Italian units enter the map from the "west edge" (i.e., on any hex of the 0100 column in Germany or German-occupied Poland only); German units (only) may also be placed in either Danzig (G0314) or Konigsberg (G0714). German Air and Replacement Points are placed in the East Front Box.
[50.14] Finnish reinforcements appear in Helsinki (G2402). Rumanian reinforcements appear in Bucharest (HO215). If either of these cities is Enemy-occupied when reinforcements are due, the reinforcements due in the city for that Game-Turn are forfeited. Hungarian reinforcements appear:on any hex of the 0100 column in Hungary,
[50.2] REQUIRED AXIS WITHDRAWALS
Historically, the Germans rotated units to and from the Eastern Front. For the most part, this process is reflected in the Axis reinforcement rate, which shows new units arriving only when a net increase in strength occurred. Certain events in the West, however, caused the Germans to quickly remove substantial forces from the Soviet Union for use against the Western Allies.
[50.21] Withdrawal Schedule
The Axis Player must withdraw the listed units from the map by the indicated Game-Turn. Units listed for each withdrawal date are additional units that must be withdrawn, regardless of any previous withdrawals.
| Game-Turn | Exiting Units |
|---|---|
| 3/13/41 | 4 Air Points* |
| 1/1/43 | 4 Air Points* |
| 2/8/43 | 1x(11-8), 2x(10-8), 3x(8-8), 12x(6-5), and all surviving Italian units. |
| 4/6/44 | 3x(10-8) |
- Reduce the maximum permitted German Air Points by four.
[50.22] Implementation
Before the beginning of the indicated Game-Turn, the Axis Player must withdraw the specified units off the western mapeged. The units in question must be physically moved off the western map-edge using either normal or rail movement. It costs one additional Movement Point (or one additional Rail Movement Point) to exit units in map-edge hexes off the map. Units may be withdrawn before the scheduled date. Additionally, the Axis Player may use scheduled reinforcements to meet withdrawal requirements. If this is done, the reinforcements never enter the game at all, but are simply indicated as being withdrawn to meet the requirement. Substitutions may be made by the Axis Player in withdrawing units so long as the printed Strength of the unit is equal to or greater than the Strength listed.
[50.23] Penalty
If a withdrawal requirement has not been met, the Soviet Player may demand the removal of Axis units from anywhere on the map so as to meet the requirement. The units selected by the Soviet Player are removed from the map automatically (i.e., they need not be moved off the western map-edge). The printed Strength of the units chosen must be greater than or equal to the Strength of the units listed.
[51.0] REBUILDING INTACT KAMPFGRUPPE
(Campaign Scenarios Only: Optional Rule)
GENERAL RULE:
As a matter of policy, the German Command preferred to have kampfgruppen remain at the front, and simply build new divisions, rather than returning the old, burned-out divisions to Germany for rebuilding. Although this did permit a greater number of troops to remain at the front (i.e., the kampfgruppen themselves), the procedure was not cost-effective, since it involved building a large number of units 'from scratch'. Had the German economy been mote rationally organized, it would have been possible to rebuild kampfgruppen units with greater speed and efficiency.
PROCEDURE:
German kampfgruppen may be withdrawn from the map to be rebuilt in Germany. The unit in question should exit the map following the same procedure as for units involved in required German withdrawals (see 50.22). Once the unit has been withdrawn it is placed the appropriate number of cycles ahead on the Track, as indicated in 51.1. The units re-enter the game in the same manner as normal German reinforcements. There is no limit to the number of kampfgruppen that may be withdrawn and placed on the Track on a given Game-Turn.
[51.1] GERMAN REBUILDING SCHEDULE
| Unit | Reorganization Period |
|---|---|
| 6-5, 7-5 | 3 cycles |
| 8-8, 10-8, 11-8, 13-8 | 2 cycles |
[52.0] SOVIET UNION
COMMENTARY:
The entire European, and part of the Asian land area of the Union of Soviet Socialist Republics is depicted on the War in the East Maps. The remaining sections of Asian and Far Eastern Russia (i.e., "Siberia") are not shown and may not be entered by the Axis Player. However, this area does serve as a permanent source of supply for the Soviet Player. It is assumed that the loss of her European territories, which contain the vast majority of the population and industry, would force the surrender of the Soviet Union, If this occurs the game is over and the Axis Player has won.
[52.1] SOVIET INITIAL CONDITION
[52.11] Territories: Estonia, Latvia, Lithuania, Eastern Poland, Bessarabia, Finland (up to the 1941 Start Line).
[52.12] Deployment: Soviet deployments are described under the various Scenario Instructions.
[52.13] Reinforcements: Russian Production status, reinforcements, etc., are described in the Scenario Instructions, or in the main text of the rules.
[52.14] Naval Transport Capability: The Soviet Union has a Naval Transport capability in the Baltic Sea Area of 3 Naval Transport Points. This capability is permanent as long as the Soviet Player controls Leningrad (see 61.6). If at the end of any Game-Turn this condition is not met the Soviet Baltic capability is permanently destroyed. A Soviet Naval Transport capability of 3 Naval Transport Points also exists in the Caspian Sea as long as the Soviet Player controls Astrakahn (hex H5823). The Soviet Player may have a capability in the Black Sea (see 61.4).
[52.15] Supply Centers: Siberia, any friendly Personnel Center.
[52.16] Surrender: The Soviet Union surrenders at the end of any Game-Turn in which all 18 on-map Personnel Centers are occupied by Enemy ground combat units.
[53.0] AXIS POWERS
GENERAL RULE:
The Axis Powers are defined as Germany, Finland, Hungary, Italy and Rumania. When the game begins (1/7/41), Germany and Rumania are at war with the Soviet Union. Finland joins Germany one Game-Turn later (2/7/41), and Hungary joins the Axis on 1/8/41. Italy, a country allied to Germany which is not depicted on the War in the East maps, sent troops to Russia; they arrive as reinforcements during the play of the game.
The listing of Axis Powers defines for each:
-
Territorial Holdings (if any);
-
Deployment instructions;
-
Supply Centers;
-
Reinforcements (if not described elsewhere); 5. Restrictions on use of national forces;
-
Special rules or capabilities;
-
Activation conditions.
[53.1] GERMANY
German Supply Sources provide supply for both German forces and other Axis forces, while Supply Centers in other Axis nations do not function as Supply Sources for German forces. The fate of Germany determines the fate of the Axis Player. If Germany surrenders, then the game is over and the Axis Player loses, regardless of the status of other Axis nations.
[53.11] Territories: East Prussia, Western Poland.
[53.12] Deployment: German deployments are described under the various Scenario Instructions.
[53.13] Naval Transport Capability: Germany has a permanent Naval Transport capability in the Baltic Sea Area of one Naval Transport Point. If the Axis Player occupies Sevastopol (hex H2021; see 61.4), he may gain a naval capability in the Black Sea.
[53.14] Reinforcements: Each group of German reinforcements appears in the manner described in 50.0.
[53.15] Supply Centers: All rail lines leading off the west map-edge in Poland and Rumania; all Friendly port hexes on the Baltic Sea Area which are not in Finland.
[53.15] Surrender: Germany does not surrender within the scope of War in the East; however, the game is over and the Axis Player loses when no Axis units with a line of Communications off the western map-edge remain on the map.
[53.2] RUMANIA
[53.21] Deployment: Rumanian deployments are described under the various Scenario Instructions.
[53.22] Reinforcements: Incorporated in the Turn Record Track.
[53.23] Supply Center: Bucharest (hex H0215).
[53.24] Restrictions: Rumanian units may not enter any nation except the Soviet Union and Rumania. Rumanian units may not move north of the H0001 hexrow (exclusive).
[53.25] Activation: Begins the game as an Axis Power.
[53.26] Surrender: Rumania surrenders after 4/13/42 at the end of any Game-Turn in which there are no Axis supplied hexes in Bessarabia. (Rumania may not surrender before 1/1/43.) When Rumania surrenders all Rumanian units outside of Rumania are removed from the map. Rumanian units in Rumania convert to the control of the Soviet Player. The Rumanian rail lines, however, remain Friendly to the Axis Player. After Rumania surrenders Rumanian units may no longer leave Rumania.
[53.3] HUNGARY
[53.31] Deployment: Hungarian deployments are described under the various Scenario Instructions.
[53.32] Reinforcements: Incorporated in the Turn Record Track.
[53.33] Supply Center: None.
[53.34] Restrictions: Hungarian units may not enter any nation except Hungary, Germany, Poland, and the Soviet Union. They may not move north of the G0030 hexrow (exclusive.).
[53.35] Activation: 1/8/41. Hungarian participation is strictly a function of the Axis Reinforcement Track. All Hungarian reinforcements are available on the cycle indicated, in any hex of the small area of Hungarian territory shown on the map. (It is not identified by name. It is the lower left hand corner of Map G and the upper right hand corner of Map H bordering on Galicia.) Hungarian units draw supply from German supply sources. If Rumania surrenders all Hungarian reinforcements cease.
[53.36] Surrender: None.
[53.37] The Soviet Player may not invade Hungary until the tenth Game-Turn (not that he should want to), When in the later years of play the Soviets actually do invade and occupy the section of Hungary depicted, then Hungarian reinforcements can be presumed to pile up in the off-map Hungary; whereupon in the unlikely event that the Axis Player is able to counterattack and free part of Hungary the reinforcements can be placed.
[53.38] All Hungarian units must be withdrawn to Hungary by the end of 1943. (4/13/43.) Any units outside of Hungary as of this date are automatically destroyed. In other words by 1944 the Axis Player can only use Hungarian units to defend that small section of Hungary which is on the maps.
[53.4] ITALY
Italian participation is strictly a function of the Axis Reinforcement Track. Italian units appear as reinforcements on the cycle indicated. They are considered to be off-map entrained and may be brought into play on any subsequent Game-Turn at any Axis controlled Rail exit hex in Germany or Rumania.
[53.41] Deployment: Italian deployments are listed under the various Scenario instructions.
[53.42] Reinforcements: Incorporated in the Turn Record Track.
[53.43] Supply Center: None.
[53.44] Restrictions: Italian units may not move north of the G0030 hexrow.
[53.45] Surrender: see 50.21 for required withdrawal of Italian units.
[53.5] RUMANIAN WITHDRAWAL AND REINFORCEMENTS
(Campaign Game and War in Europe)
During November and December of 1941, following the fall of Odessa, all Rumanian units were withdrawn to Rumania for refitting and reorganization. In 1942 many divisions returned to the East Front where most of them were destroyed in the debacle of Stalingrad and later, the Kuban. A third and final army was mobilized in the spring of '44. It was destroyed (or changed sides) in the late summer of '44. To reflect the Winter of '41-42 withdrawal, the Axis Player is required to remove all Rumanian units from Russia by the end of the eighth snow Game-Turn of total war with the USSR. (Turn 4/13/41 in War in the East.)
[53.51] Withdrawn Rumanian units are placed anywhere in Rumania at the Axis Player's option.
[53.52] In addition, the Axis Player may not attack with Rumanian units during these first eight snow turns of total war with the USSR. Nor may he move them adjacent to Soviet units. (This applies to Rumanian units in Russia.) Any units which he fails to return to Rumania by the end of the eighth turn of winter are automatically destroyed and are permanently lost. That is, they can not be used for future reinforcements. (This last provision is to prevent the Axis Player from getting some utility out of the Rumanians during the first winter. While technically the Axis Player has to march the Rumanians back to Rumania, if both Players are agreeable the Axis Player can just pick up whatever Rumanians he has in the USSR and simply dump them back in Rumania during the first winter turn.)
[53.53] All Rumanian 'reinforcements' subsequent to 13/41 identify Rumanian units which the Axis Player may move out of Rumania. In deploying these reinforcements the Axis Player must first draw upon the units which he has withdrawn to Rumania. Only when these units are exhausted may he draw upon the stock of unused or "dead" Rumanian units. Example: The Axis invades Russia in 1941. By winter he only has 10 Rumanian '2-4s' left. He withdraws these to Rumania. On 0/3/42 four of these units are released to return to Russia. On 0/5/42 three more are released and on 0/6/42 the last three plus one 2-4 from the unused "dead" pile go. Practically speaking these units are available on the first Game-Turn of the cycle noted.
[53.6] SS UNITS (Campaign Game)
There are three SS motorized divisions and one SS motorized brigade hidden in the initial Axis deployment for Barbarossa. These are shown as 3x(8-8) and 1x(3-8) regular Wehrmacht units, whose strength and composition they roughly equaled at that time. Thus, the scenario begins with no SS counters (11-8s or 13-8s) in play. During the actual campaign the SS 'Das Reich,' 'Leibstandarte' and 'Totenkopf' (and the SS 'Polizei' inf. div.) were withdrawn from Russia during 1942, reorganized, renamed as Panzer Grenadier Divisions and returned to Russia in Feb. 1943. Because their withdrawal is 'netted out' in the overall German reinforcement track, we just show them entering play on 0/2/43 as 4x(11-8). The SS 'Viking' remained in Russia and was reorganized there in Oct. 42 as an SS Panzer Grenadier Division. Case 53.61 recreates that event. Finally in November of 1943 the 'Totenkopf,' 'Das Reich' and 'Viking' SS PzGr Divisions ('Leibstandarte' had been withdrawn; see 58.21) were reorganized as SS Panzer Divisions which is reflected in case 53.62.
[53.61] During the 0/10/42 cycle the Axis Player may create one (and only one) SS Pz Gr Div. (11-8). To do this he must remove an existing 8-8 div and replace it with an 11-8, and expend one Mechanized Replacement Point while doing so. The 8-8 must be in supply and at least three hexes away from any Soviet unit (except partisan) at the moment of exchange. The Axis Player may choose any 8-8 he wishes. If by chance he has no 8-8 which he can exchange, he may execute the creation on any later cycle when he can meet the conditions.
[53.62] During the 0/11/43 cycle the Axis Player may create three SS Panzer Divisions by removing any three SS Panzer Grenadier Divisions (exchanging 13-8s for 11-8s). The exchanged units must be in supply and at least three hexes from a non-Soviet partisan unit. If he can't meet these conditions he may execute the exchange on any following cycles.
[54.0] FINLAND
COMMENTARY:
In War in the East the 'Winter War' is considered to have been fought with the result that the Soviet Union is in full occupation of the area of Finland lying to the east of the 1941 Start-Line. All railroads, cities and ports lying in this area are Soviet and are functioning intact. From the standpoint of the Soviet Player he may consider this Soviet occupied area of Finland as part of the Soviet Union. However the Axis Player (as controller of the Finnish forces) may also consider this very same area as part of Finland to the extent that Finnish units may draw supply from any hex of this area which is not physically controlled by a Soviet unit.
[54.1] FINNISH INITIAL CONDITION
[54.11] Deployment: Finnish deployments are described under the various Scenario instructions.
[54.12] Reinforcements: Incorporated in the Turn Record Track.
[54.13] Activation: 2/7/41.
[54.14] Supply Centers: Any hex of Finland which can trace a line of communications from Helsinki
[54.2] Restrictions
[54.21] Finnish units may not move more than ten hexes from Finland (inclusive); i.e., between the unit's hex and the Finnish border there may be only eight hexes.
[54.22] No Finnish unit may move into a hex which is adjacent to either of the Leningrad Personnel Centers (hexes G3306, G3307) until the rail line through Leningrad has been repaired by the Axis Player and the Finnish rail network is linked to the remainder of the Axis rail network. Once this has been accomplished, Finnish units may move adjacent to or enter any of the Leningrad Personnel Centers. They retain this capability even if the rail line is subsequently interrupted by Enemy units or Zones of Control.
[54.23] Until a rail line to Finland has been repaired (see 54.22) the Axis Player may never have more than ten non-Finnish Axis units in Finland, nor may non-Finnish Axis units south of the Arctic Circle move within three hexes of the 1941 Startline. Units north of the Arctic Circle may move and attack without this restriction. All Axis units in Finland trace supply as if they were Finnish units.
[54.3] Surrender: Finland surrenders at the end of any Game-Turn in which five Finnish divisions have been reduced to battlegroup strength (or eliminated) and the Axis Player controls less than three Soviet Personnel Centers. When Finland surrenders, all Finnish units outside of Finland are removed. Finnish units in Finland convert to the control of the Soviet Player; they may no longer leave Finland.
[55.0] REBUILDING SOVIET BATTLEGROUPS
[Standard Scenarios Only]
GENERAL RULE:
Soviet battlegroups may be withdrawn from the map to be rebuilt in Siberia. The unit in question should be physically moved off the eastern map-edge using rail movement. It costs one additional Rail Movement point to exit units in a map-edge hex off the map. Once a unit has left the map it is placed the appropriate number of Game-Turns ahead on the Standard Scenarios Turn Record Track as indicated in 55.1. The units re-enter the game in the same manner as normal Soviet reinforcements. There is no limit to the number of battlegroups that may be exited for rebuilding.
[55.1] Soviet Rebuilding Schedule
| Unit | Reorganization Period |
|---|---|
| 4-4, 5-5, 2-3 | 4 Game-Turns |
| 8-6, 9-6 | 8 Game-Turns |
| 10-1-10, Air Point | 12 Game-Turns |
Note that it is possible to rebuild eliminated Soviet Air Points. When rebuilding Air Points simply place the eliminated units the indicated number of Game-Turns ahead on the Turn Record Track.
[55.11] The Soviet Player may rebuild in the Kursk and DAGC scenarios only. He may not rebuild in the Barbarossa or Stalingrad scenarios. To reemphasize, this rule applies only to the Standard Scenarios. When playing a Campaign Scenario the Soviet Player has complete command of his production apparatus and rebuilds units thereby. This rule simulates for the Standard Scenarios what a Soviet Player would be doing in the Campaign Game.
[56.0] SOVIET-GERMAN PACT
[Campaign Game and War in Europe only]
COMMENTARY:
In late August of 1939, the Soviet Union and Germany concluded a Non-Agression Pact, the terms of which provided for the carving-up of Eastern Europe (among other things) and reciprocal trade. Persuant to the conditions of the pact, the Soviet Union invaded Poland in September (after the Germans had effectively destroyed Poland), occupied that part of Poland east of the partition line, and annexed it into the USSR. Next Stalin turned his attentions to the Baltic States (Latvia, Lithuania and Estonia) forcing them to conclude treaties of 'mutual defense' which provided for Soviet military and naval presence. He followed this with an ultimatum to the Finns demanding a border readjustment and limited naval basing on the Finnish coast. The Finns declined, and in November of 1939 the Soviets attacked Finland. The "Winter War" ensued, resulting in the Soviet occupation and annexation of those parts of Finland lying to the east of the 1941 Start-Line on the map. When France fell in June of 1940, Stalin took further action against the Baltic States, annexing them outright into the Soviet Union. Rumanian Bessarabia was next on the hit parade, being annexed in July of 1940. (This last bite brought a pro-Axis government to power in Rumania.) Undoubtedly all this Soviet expansion reinforced (if that was necessary) Hitler's determination to crush the Soviets before they got too strong. The Western Allies (and the USA) weren't too pleased either, but there wasn't anything they could really do about it (they did have a small current difficulty with the Germans). The end result is that June 1941 finds the Soviet Union in possession of parts of Finland, Poland and Rumania (as delineated on the map) and all of the Baltic states. For all game purposes this area can be considered part of the Soviet Union. The railroads, cities and ports depicted therein are as Russian as Vodka. Unless specifically treated otherwise in the rules—in some special context—these annexed areas are Soviet, and any reference to the Soviet Union applies to them as well.
[56.1] ECONOMIC CONSEQUENCES OF THE PACT
A mutual trade agreement flowed from the pact. This provided for (among other things) Soviet export of oil to Germany. In War in the West and War in Europe this is simulated by providing a Soviet resource center to the German economy prior to German/ Soviet hostilities. In War in the East this provision is ignored.
[56.2] POLITICAL CONSEQUENCES OF THE PACT
In game terms there are none. The Soviet occupations and annexations of the border areas are not considered neutrality violations. They are set historical events which occur according to the War in Europe Turn Record Track and are considered a fait accompli at the start of War in the East.
[56.3] THE BALTIC STATES
Latvia, Lithuania and Estonia are considered allied with the Soviet Union as of 1/11/39. Any attack on them thereafter is an attack on the Soviet Union. On any Game-Turn after the fall of Paris to Axis forces, the Soviet Player may freely enter these States; all railroads and ports are deemed to pass intact into Soviet control. Since War in the East begins on 0/7/41 these events are presumed to have already come to pass.
[57.0] RAIL LINES AND THEIR REPAIR
GENERAL RULE:
As is noted in the Standard Rules (6.5), Russia has a rail gauge which is different from that of the other European nations. Primarily this is a defensive measure on the Russians' part, as non-compatible rail systems greatly compound the logistics difficulties of an invading force. Throughout the course of War in the East Players must pay close attention to the type of rail they are repairing, as the cost varies greatly (see 6.62). Note that as the Axis repairs rail lines in Russia, the hexes are converted to European gauge; if the Soviet Player ever attempts to re-convert those rail hexes he must pay the cost of repairing "different gauge" rail.
[57.1] OFF-MAP RAIL TRANSFER
It is possible to shift units between rail lines that do not actually connect on the map. To do so an entrained unit myst move by rail off the western or eastern map-edge (only). The unit myst then spend one complete Game-Turn off the map. On the Rail Movement Phase of the following Game-Turn the unit (still entrained) must be brought back onto the map from any Friendly rail-line leading off the same map-edge from which the unit exited. The unit must be brought back on the map; it may not be held off-map indefinitely. While the unit is off-map it continues to count against a Player's rail capacity.
[58.0] SOVIET ARTILLERY AND ANTI-TANK UNITS
[58.1] ARTILLERY
Soviet artillery (10-1-10) units (only), form an exception to the Ground Combat rules which require an attacking unit to be adjacent to the unit it is attacking. Soviet artillery units (only), may attack Enemy units that are either adjacent to the artillery unit or separated from the artillery unit by no more than one intervening hex. The use of Soviet artillery units is restricted by the following cases.
[58.11] A Soviet artillery unit may only attack an Enemy unit (or units) if another Soviet non-artillery unit is attacking the same Enemy unit(s) during the same Combat Phase. In addition, at least one non-artillery unit must be adjacent to both the defending unit and the supporting Soviet artillery unit; it need not attack. Furthermore, in order for the Soviet artullery unit to participate in the attack, the non-artillery attacking unit(s) must have a printed (unmodified) total Attack Strength which is equal to or greater than the printed (unmodified) total Attack Strength which is equal to or greater than the printed (unmodified) Defense Strength(s) of the unit(s) being attacked. Soviet artillery units may only participate in an attack if all of these conditions can be met. The number of artillery units which may participate in an attack is restricted only by these requirements.
[58.12] When a Soviet artillery unit is participating in an attack, it is never affected by the combat results of that attack. Any result received is applied to the supporting non-artillery Soviet units. This is true even when the artillery unit is adjacent to the unit being attacked.
[58.13] Soviet artillery units suffer combat results in the normal manner when the artillery unit(s) themselves are attacked.
[58.14] Soviet artillery units may never enter Enemy controlled hexes unless the hex is occupied by a Friendly unit. Soviet artillery units may leave Enemy Zones of Control in the same manner as any other unit. Soviet artillery units may never voluntarily move out of supply.
[58.15] Soviet artillery units may never execute or participate in an overrun. Artillery units may only move in the Mechanized Movement Phase (or in the Rail Movement Phase), and pay mechanized movement costs.
[58.16] The Attack Strength of a Soviet artillery unit may not be applied against more than one Enemy occupied hex in a single Combat Phase. Soviet artillery units have no special range capability when they themselves are being attacked. The Attack Strength of an Artillery unit is not halved in cross-river attacks.
[58.17] Soviet artillery units do not exert a Zone of Control except in the hex they occupy.
[58.18] In all other respects, Soviet artillery units are normal units and subject to all other rules governing normal units.
[58.2] SOVIET ANTI-TANK UNITS
Soviet anti-tank (0-1-10) units affect the Combat Strength(s) of Enemy Mechanized units which attack a hex containing an anti-tank unit. Any and all Axis Mechanized units participating in an attack against a hex containing a Soviet anti-tank unit have their Attack Strengths halved. This adjustment is made after all other modification of Combat Strengths for this particular combat are made. Only Axis Mechanized units are halved when attacking a hex containing a Soviet anti-tank unit.
[58.21] There is no additional effect if Axis Mechanized units attack a hex containing more than one Soviet anti-tank unit.
[58.22] Soviet anti-tank units do not exert a Zone of Control except in the hex they occupy. Soviet anti-tank units have an Attack Strength of "zero," i.e., they may never attack Enemy units, or participate in an overrun.
Anti-tank units may only move in the Mechanized Movement Phase (or in the Rail or Sea Movement Phase) and pay mechanized movement costs. They may never voluntarily move out of supply.
[58.23] When a Soviet anti-tank unit is stacked with other units which attack an Axis Mechanized unit, the presence of the anti-tank unit never affects the Combat Strength of the defending Mechanized unit.
[58.24] Soviet anti-tank units do count towards stacking limits.
[58.25] In all other respects, anti-tank units are considered normal units.
[59.0] SOVIET AIR MOVEMENT AND TACTICAL AIR POWER
GENERAL RULE:
The following are changes in the Standard Rules
concerning Soviet Air Movement and Tactical Air Power,
[59.1] AIR MOVEMENT
The range of Soviet Air Assault is six hexes. Soviet units using Air Assault may not be dropped in any hex which is more than six hexes away from an embarkation hex (see 14.6). However, the Soviet Air Transport range is twenty hexes (see 8.38).
[59.2] TACTICAL AIR POWER
The range of Soviet Tactical Air Power is reduced to six hexes. Soviet Sea Superiority and Air-Ground Missions, as well as Extraordinary Air-Sea Interdiction may not be applied to a hex which is more than six hexes from a hex with the appropriate Friendly supply (see 14.6). Air Superiority Missions are not affected and are conducted normally.
[60.0] SOVIET PARTISANS
[Campaign Game and War in Europe]
GENERAL RULE:
The Soviet Player has 36 partisan counters which he may place and employ only inside the Soviet Union. The partisan counters have two sides—one face is the Partisan Cadre and the other face is the Partisan Unit. Partisan Cadres may be deployed by the Soviet Player during the Strategic Cycle. If the placement is successful, the Cadre may be converted into a Partisan Unit during a subsequent Game-Turn.
PROCEDURE:
Partisan Deployment: During each Strategic Cycle the Soviet Player may attempt to deploy up to two Cadres. The Soviet Player rolls the die once for each cadre he wishes to place. If the die roll result is within the range shown, the cadre is placed in the hex; any other result means that cadre is not placed into play. Note that the chances for success depend on the terrain in the hex and the distance of the hex from a hex in Soviet supply. "e" = no chance of cadre placement.
[60.1] CADRE PLACEMENT TABLE
| Placement Hex Status | Clear | Swamp/Forest | Rough/Mountain |
|---|---|---|---|
| within 6 hexes of a Soviet supplied hex | 1 | 1-3 | 1-5 |
| over 6 hexes from a Soviet supplied hex | • | 1 | 1-2 |
[60.2] RESTRICTIONS ON PARTISAN CADRE
[60.21] Partisan Cadres may be ignored by the Enemy Player for all purposes (he may treat them as if they didn't exist if he wishes), except that a Partisan Cadre may be attacked at the Enemy Player's option.
[60.22] Enemy units may enter or move through a hex occupied solely by a Partisan Cadre at no additional Movement Point cost.
[60.23] Partisan Cadres have no Zone of Control and are never counted against normal STacking Limits. An unlimited number of Partisan Cadres may occupy a single hex. Partisan Cadres are never affected by supply (they are always considered supplied). Partisan Cadres may never move in any manner.
[60.24] The sole function of a Partisan Cadre is that he may become a Partisan unit. For this reason, the Enemy Player may wish to attack the Cadre. The Enemy unit may attack a Partisan Cadre when occupying the same hex as the Cadre or from an adjacent hex. Each Partisan Cadre has a Defense Strength of "five," which may be modified by terrain effects, but not by supply effects. All Partisan Cadres stacked in a single hex must be attacked in a single combat. The Defense Strengths of all Cadres in a single hex are added together in the normal manner when determining the combat odds. An attacked Cadre is only affected by a "De" or "Ex" result (both of which destroy the Cadre). Any other result has no effect whatsoever on the Cadre. A unit which is attacking a Cadre is never affected by any combat result caused by that attack.
[60.25] Partisan Cadres may not be Overrun. Air-Ground Support may be used to aid an attack against a Partisan Cadre.
[60.26] If a Partisan Cadre is eliminated, it is removed from the map and returned to the countermix. During a subsequent Strategic Cycle the Soviet Player may attempt to again place the cadre on the map. There is no limit to the number of times a Cadre may be eliminated and returned to the map (exception: see 60.47).
[60.27] A Partisan Cadre may not be attacked if stacked in the same hex as a Friendly non-Cadre unit. If the non-Cadre units are attacked, the cadre unit does not add to the defense of the hex and is not affected by the result of the attack.
[60.28] An Enemy unit in a hex occupied by a Partisan Cadre is not required to attack the Cadre. Attacking a Partisan Cadre is always voluntary.
[60.29] Soviet Partisan Cadres may only be placed in the Soviet Union. For purposes of Cadre placement (only) the Soviet Union is not considered to include any post-1938 territorial gains. That is, Cadre may not be placed in any part of Poland, the Baltic States, Finland or Rumania.
[60.3] CADRE CONVERSION TABLE
| Placement Hex Status | Conversion | Elimination |
|---|---|---|
| within 6 hexes of a Soviet supplied hex | 1-3 | • |
| more than 6 hexes from a Soviet supplied hex | 1 | 2-6 |
Explanation: During the Reinforcement/Replacement Phase of the Soviet Playerturn, the Soviet Player may attempt to convert existing Partisan Cadres into Partisan Units. The Soviet Player rolls the die once for each Cadre he wishes to convert. If the die roll result is within the range shown under the 'Conversion' column, the cadre is flipped over to form the Partisan Unit. If the die roll result is within the range shown under the "Elimination'" column, the cadre is eliminated and the Partisan counter is permanently removed from the game. "e" = No possibility of elimination (treat results of 4—6 here as "No Effect".
[60.4] PARTISAN UNITS
[60.41] Partisan Cadres may be converted into Partisan units in a hex controlled or occupied by an Axis unit.
[60.42] A Partisan unit exerts a normal Zone of Control only into the hex it occupies. This Zone of Control is identical in every respect to a Zone of Control exerted by a normal combat unit, except that it does not extend into any of the six hexes adjacent to the Partisan unit. An Enemy unit will only negate a Partisan unit's Zone of Control when the Enemy unit is occupying the same hex as the Partisan unit, which it may do.
[60.43] Partisan units may move normally, however, they may only move during the Friendly Initial Movement Phase, and they may never enter an Enemy-controlled hex. They may leave Enemy Zones of Control or Enemy-occupied hexes. Partisan units may always move one hex, regardless of the cost in Movement Points. Partisan units may not exit the Soviet Union as defined in Section 56.0, nor force march.
[60.44] Partisan units never count against the normal Stacking Limits. Any number of Partisan units may occupy a single hex, regardless of the presence of other non-Partisan units.
[60.45] Partisan units may not attack Enemy units.
[60.46] An Enemy unit may attack a Partisan unit when occupying the same hex as the Partisan unit or from an adjacent hex. Partisan units are always considered supplied. The Defense Strength of a Partisan unit is subject to modification for terrain effects. Attacks against Partisan units are resolved exactly as against any non-Partisan unit, except that the Partisan unit is not affected by Dr or Br combat result. All other combat results affect both the Partisan unit and the attacking units normally. An Enemy unit which is in a hex occupied by a Partisan unit is not required to attack the Partisan unit. Attacking a Partisan unit is always voluntary.
[60.47] The 36 Soviet Partisan counters provided are a finite limit to the total number of Partisan Cadre and/or Units which may be on the map at any given time during the game. Note that eliminated Partisan Cadres or units may return to the game, unless the counter was a cadre that was eliminated while trying to convert to a unit and was more than six hexes from a Soviet supplied hex. If this occurs, the counter is permanently eliminated and may not return to the game (see 60.3).
[60.48] When stacked with other Friendly non-Partisan units, a Partisan Unit adds its Defense Strength to the total Defense Strength of the hex being attacked.
[60.49] Partisan units may never be Overrun. Air-Ground Support may be used to aid an attack against a Partisan Unit. The stricture that prohibits overrunning a Partisan Unit does not apply to non- Partisan Units in the same hex with a Partisan Unit. The Axis Player may overrun a hex containing Partisan and non-Partisan Units. He must have the Movement Points and strength ('13-1 against the combined Partisan and non-Partisan total). Such an overrun destroys the non-Partisan units, leaving the Partisan and Axis units intact in the hex. The Axis Player may move units into the same hex as a Partisan Unit. He may not destroy them by Overrun; only by attack during his Combat Phase.
[60.5] UKRAINIAN SEPARATISM
(Optional Rule)
The initial Axis attack on the USSR was greeted with less than outright hostility by much of the populace, particularly in the Ukraine. Of course it didn't take the Nazis very long to eliminate any chance of a real Ukrainian separatist, anti-Communist movement. However, presume for the moment that they had been a little more far-sighted in their approach to the Ukrainians, granting a semi-autonomous status to a quasi-independent, indigenous government under the guise of truly liberating them. It is reasonable to believe under those circumstances they would have been able to form a real army from the allied Ukrainians.
[60.51] If the Axis Player is "nice" to the Ukraine he may raise six Ukrainian 6-5 infantry divisions on the cycle after he has taken Kiev and Odessa. Plus he need not garrison the personnel centers of Odessa, Kiev, Rostov, Karkhov, and Vorishilov. Plus he may raise one 6-5 Ukrainian division: on every succeeding Cycle. The initial and succeeding units are placed on or adjacent to an Axis-controlled Ukrainian personnel center. Being "nice" is defined as not attacking Soviet Partisan Cadres which are within the Ukraine (he can attack partisan units). If the Axis Player ceases to be nice, any Ukrainian divisions revert immediately to Soviet control.
[61.0] SPECIAL RULES
COMMENTARY:
Certain rules and definitions are so exceptional or multifaceted that they defy narrow classification within the normal text. They are instead presented here.
CASES:
[61.1] COUNTER SELECTION LIMITATION
The number and type of any kind of unit allowed in play is sensitive to the total counter availability. The maximum number of a given unit or Point which a Player may employ at any time is the number provided in the game (see Section 44.0 for a complete listing). Players may not make up additional counters. If, for example, the Soviet Player has all 120 Soviet Air Points in play he may not use additional Air Points because he has no Air Points available. When some are later eliminated he could begin to use them. By the same rule, the Soviet Player cannot build an entire army of Artillery Corps. The 45 provided on the counter sheets are the maximum he may have in play (on the map or in the production spiral) at any one time.
[60.11] This limit does not apply to Markers (e.g., Air Interdiction Markers, Railhead Markers, etc.) provided in the game. If necessary, Players may make additional Markers (but not units or Points).
[61.12] The Axis counter mix reflects the units the Axis Player would need for War in Europe. As such it contains many units and markers in excess of those needed to play War in the East. In particular, the Axis is provided with far more Air Points than he is allowed to use. To prevent confusion, the Axis Player should set aside all but the allowed quota of thirty Air Points when playing War in the East. He may not take Air Point reinforcements in excess of this total. Note that this total is further reduced due to case 50.12.
[61.2] TRACING SEA PASSAGE
When tracing or executing Sea Movement, a Player may trace Sea Passage, which is a contiguous series of all-Sea hexes, Coastal hexes and the hexes which serve to define rivers and estuaries. A river or estuary is said to be defined by the two adjacent hexes which have that hexside in common.
[61.21] Inland and Estuarial Ports
Some ports are so located that they appear to lie inland from the sea. That is, the hex they are in is not directly adjacent to an all-Sea hex. They are, however, connected to an all-Sea hex by a river or an estuary. An estuary is: one or more connected all-Sea hexsides which are defined exclusively by Coastal hexes.
If a Player could move an imaginary unit from an inland port to a Coastal hex adjacent to an all-Sea hex, exclusivly through contiguous hexes defining the river or estuary which connects the inland port to the sea, only then may the Player trace supply and/or Sea Movement to the Port. This imaginary unit could not move through Enemy units but could move through Enemy Zones of Control (Movement Point costs are irrelevent).
[61.22] Tracing Supply Through Sea Hexes When tracing supply from Port to Port through Sea or Coastal hexes, the Player must have a Naval Transport Capacity which could operate between the two Ports. If the Player could transport a unit between the two ports in question, only then could he trace supply between the two Ports.
[61.23] Occupation, Control and Use of Ports Whenever a Major Port "changes hands" (ie., control passes from one Player to the other) it is considered destroyed and functions in all ways as if it were a Minor Port. It is considered automatically repaired and returns to Major Port status after four Game-Turns. Minor Ports are not affected by a change of ownership.
[61.3] EXTRAORDINARY AIR-SEA INTERDICTION
Whenever Friendly Sea Movement (Naval Transport or Amphibious Assault) traces a path which lies within Range of Enemy Air Power (12 hexes for the Axis, 6 hexes for the Soviets), but outside the Range of Friendly Air Power (again, 12 hexes for the Axis, 6 for the Soviets), the moving units are exposed to an extraordinary Air-Sea Interdiction in addition to any normal Interdiction. The Enemy Player interdicts the moving units with any Air Points (up to five) he has assigned to the Air Front (both uncommitted Points and those assigned to other Missions). The intent of this rule is to deter Players from tracing Sea Movement through hexes which lie outside their Air Power range, but are inside the Enemy range.
[61.4] BLACK SEA NAVAL CAPABILITY
The Player who controls Sevastapol (hex H2021) has a Naval Transport Capability in the Black Sea. When the Soviet Player controls Sevastapol the Soviets have a capability of three Naval Transport Points in the Black Sea. When the Axis Player controls Sevastapol, the Axis has a capability of one Naval Transport Point in the Black Sea.
[61.41] Sevastapol must be a functioning Major Port to serve to provide Naval Transport capability. It may be supressed but it may not be destroyed. In other words, during the four Game-Turns after Sevastapol changes hands neither Player can have a Naval Transport capability in the Baltic.
[61.5] AXIS AIRBORNE UNITS & AMPHIBIOUS CAPABILITY
For any number of reasons the Germans never employed airborne assault techniques on the Eastern Front. Whether this was a failure of command or of capability is unimportant. The plain fact is that permitting the Axis Player use of even one Airborne unit in an airborne assault role would tend to unbalance War in the East. We do provide the Axis Player with one airborne division (the 7-5 in Rumania at start) but he is never given an Air Transport Point and, ipso facto, can only use this unit in a ground role. (NOTE: In War in Europe, the Axis Player will be free to do what he will with his airborne units, but by the same token the Soviet Player will have considerably more latitude in deployment.) Neither do we give the Axis Player an Amphibious Assault Point; thus he may not execute an Amphibious assault.
[61.6] SOVIET NAVAL TRANSPORT
CAPABILITY (Baltic)
The Soviet Player has a permanent 3 point Naval Transport capability in the Baltic Sea (see 52.14). He retains this capability so long as he retains Leningrad. Should Leningrad fall to the Enemy Player the Soviet Player loses his transport capability forever and does not regain it even if he retakes Leningrad. (The German loses his Baltic Sea Transport point if it is found that all German Baltic Sea ports have been lost, but such an eventuality only will occur in the last death throes of the regime.)
[61.7] SOVIET RESOURCE CENTERS
(Campaign Game and War in Europe)
Soviet domestic oil production during the Second World War was sufficient to meet the demands of her economy. For this reason the Soviet Resource Centers normally play no active part in production as their effects are built into the system. The loss of any of these Centers, however, would cause serious dislocations in the economy.
[61.71] If an Axis unit occupies a Soviet Resource Center, the Center is automatically destroyed. The Center remains destroyed until the Soviet Player reoccupies the hex. The Soviet Player may then rebuild the Center at a cost of 10 Arms and 1 Personnel Points. The Center would return to production 3 Cycles after this rebuild cost was paid.
[61.72] Soviet Resource Centers are considered to be functioning as long as they are not destroyed and can trace a route by rail and/or naval capability to Siberia.
[61.73] For each non-functioning Resource Center, the Soviet Player must reduce Soviet Arms Point production by 10%.
[61.74] At the beginning of any Cycle if Astrakahn (H5823) is controlled by the Axis Player and the rail line between Makhach Kala (H5433) and Siberia is severed, reduce Soviet Arms Point production by 75%. (The Caucasus area, including regions off the southern edge of Map H, contains almost all of the Soviet Union's oil production and refining facilities. Loss of effective lines of communication with these areas would cripple Soviet industry.
[61.75] Soviet Arms Point production may never be reduced by more than 75%. In all cases, round fractions down.
[61.8] SPECIAL SUPPLY/WEATHER EFFECTS
[61.81] Supply
For the first 13 Cycles of the game (that is, from 7/41 until 6/42 inclusive) the normal Axis Supply Range in a Severe Weather Area is reduced to six Movement Points (instead of 10). When tracing supply between Weather Areas the effective range is that of the unit to which the supply is being traced. Beginning with the 7/42 Cycle the normal Axis Supply Range is returned to ten Movement Points. (This rule simulates the logistic problems caused by the very inadequate Russian rail and road net. By 7/42 the Axis had largely compensated for these specific difficulties by reorganizing their supply system. and through a generally effective improvisation.
[61.82] First Winter Effects
(Cycles 12/41 through 3/42, inclusive)
During each Axis Reinforcement Phase, the Axis Player must reduce one intact (6-5) German Infantry Division per Game-Turn into a kampfgruppe by flipping the unit over (his choice of unit). (This rule represents the effects of the German High Command's failure to issue proper winter clothing and equipment to the units in Russia during the winter of 1941-1942).
[61.83] During Soviet Player-Turns for each ground attack made by the Soviet Player, he may choose to substitute an "Ar" result for the result called for by the Combat Results Table. The Soviet Player makes this decision after each ground combat die roll. He need not decide before rolling the die.
[61.9] REQUIRED AXIS GARRISONS
The Axis Player is required to garrison each Soviet Personnel Center which is currently considered to be Axis-controlled. A particular Soviet Personnel Center is considered to be Axis-controlled whenever an Axis unit was the last unit to occupy or pass through the hex. At the end of each Axis Player-Turn there must be a minimum of six Axis infantry Combat Strength Points (face value) in occupation or adjacent to each Axis-controlled Personnel Center hex. For each Center which is improperly garrisoned the Soviet Player rolls a die. If a "one" is rolled, the Soviet Player may immediately place a (1-4) infantry division on the Personnel Center or on any adjacent hex. If any other number is rolled, there is no effect.
[61.91] There is no production or Movement Point cost to place a (1-4) division on the map when due to the Axis Player's failure to properly garrison the Personnel Centers he controls. The (1-4) division is placed on the map automatically, at the end of the Axis Player-Turn. It functions normally in the following Soviet Player-Turn. It may not be considered entrained or fortified when initially placed on the map.
[61.92] The (1-4) division may not be placed in an Axis occupied hex or in violation of the normal Stacking limit. If there is no hex in which it can be placed within these restrictions, it may not be placed. The unit may be placed in an Enemy controlled hex.
[61.93] Personnel Centers located in Siberia may never become Axis controlled.
[61.94] The Soviet Player makes a separate die roll for each improperly garrisoned Personnel Center hex. A maximum of one (1-4) infantry division may be created per Game-Turn at each improperly garrisoned Personnel Center.
[61.95] Use the printed Combat Strength (totally unmodified) of the Axis units involved when determining if the Axis Player has met the garrison requirement at a particular Personnel Center.
[62.0] SCENARIO FORMAT
GENERAL RULE:
War in the East is designed to be played on two levels. The first is the Standard Scenarios, depicting a short (one or two dozen Game-Turns) segment of the War, without Soviet Production. The object is to provide a game which can be played in a relatively short space of time. The second level is the Campaign Scenarios, which start at various dates and carry on to 1945.
[62.1] COMMON SCENARIO FORMAT
Section 1; Scenario Information will detail the length and start date of the Scenario.
Section 2: Deployment will describe the initial forces available to each Player and detail where they are to be deployed.
Section 3: Starting Sequence will describe the exact order in which Players deploy their units and what specific conditions must be met. This Section will also identify the First Player.
Section 4: Victory Conditions will describe how the game is won.
Section 5: Special Rules will detail special rules, limits and restrictions.
Section 6: Campaign Scenario Production and Additional Deployment will define the status of "in Spiral" Production at the beginning of the Campaign Scenario, and list which STandard Scenario Special Rules still apply. It will also detail the number of additional units to be deployed. (Primarily Soviet Production Centers.)
Section 7: Finnish Theatre: Since the Finnish Front was static for almost all of the war, Players may, at their option, reduce the size of the playing area by omitting the Finnish map (Map Section F). If this is done, certain units are also withdrawn from the game, representing the units in Finland. Moreover, no units may deploy or move north of the 1942 Start Line on Map Section G if this option is used. The Soviet Player need no longer cover that border with units or Zones of Control.
[62.11] The standard scenario ignores the whole Startegic War Cycle and any events and actions therein. That is, there is no Soviet Production in a Standard Scenario.
[62.12] Reinforcements for both Players are detailed to arrive on a Game-Turn by Game-Turn basis. Players must use the Standard Scenario Turn Record Track, and always begin the Standard Scenarios with the Game-Turn Marker in the number one space of this track. When playing the Standard Scenario the Players ignore the Campaign Turn Record Track.
[62.13] Unless otherwise noted all Standard Rules apply to the Standard Scenarios. Exclusive Rules apply as indicated.
[62.2] CAMPAIGN SCENARIOS
(Campaign Game)
A Campaign Scenario uses the Standard Scenario Deployment plus an additional deployment detailing the status of the Soviet Production apparatus. (Section 6 of the Common Scenario Format. Instead of being played for a limited number of Game-Turns it is continued until 4/13/44.
[62.21] The Strategic Cycle must be played in a Campaign Scenario, This means the Axis Player receives his reinforcements as detailed each cycle on the Campaign Turn Record Track. Soviet Reinforcements, on the other hand, are strictly a function of how the Soviet Player manages his Production System. The Standard Scenario Reinforcements and Turn Record Track is totally ignored when playing a Campaign Scenario.
[62.22] The Soviet Player wins if he controls all his Personnel Centers plus Warsaw and Bucharest. The Axis Player wins if he controls one Soviet personnel center and either Warsaw or Bucharest or causes "Soviet Collapse.' Any other result is a draw.
[62.23] The Game-Turn, Cycle, and Year of the first Game-Turn of a Campaign Scenario is shown in parenthesis at the beginning of the scenario listing. The turn and cycle markers must be placed accordingly on the Campaign Turn Record Track.
[62.24] Unless otherwise noted, all the rules apply to a Campaign Scenario. (Except those which are obviously inapplicable due to the start date of the scenario).
[62.25] The Player Sequence in the Campaign Scenarios is always the same as the Player Sequence in the corresponding Standard Scenario.
[62.26] War in the East ends with the conclusion of Cycle 13 of 1944 (4/13/44). Information in the rules and charts which applies to subsequent Cycles is superfluous to War in the East but is used in War in Europe.
[62.3] SOVIET MILITIA
(War in the East and War in Europe)
On the first Game-Turn of Invasion (1/7/41) the Soviet Player receives three 1-4 infantry divisions on each Friendly Personnel Center (both On-Map and Siberia) during his Reinforcement Replacement Phase. He receives two 1-4 divisions per center on teh second Game-Turn and one 1-4 division per center on the third Game-Turn. This represents reserve and militia divisions mobilized at the start of total war. It is in addition to any Soviet Production or scheduled Reinforcement. The rule is applied to the Barbarossa Standard Scenario, the Barbarossa Campaign Scenario and the first three turns of total war in War in Europe.
[62.4] LUFTWAFFE (War in the East)
The Axis may not have more than 30 Air Points assigned to the East Front at any time. This maximum is reduced by application of 50.21.
[63.0] BARBAROSSA SCENARIO
[63.1] GAME-LENGTH
Twenty Game-Turns (1/7/41).
[63.2] DEPLOYMENT
[63.21] AXIS INITIAL DEPLOYMENT
Finland: (3) 6-5, (1) 1-5Kg, (17) 4-5Fin.
Poland and East Prussia: (17) 10-8, (12) 8-8, (2) 3-8, (77) 6-5, (9) 6-3, (3) RR, (3) Sup.
Rumania: (1) 7-5, (7) 6-5, (14) 2-4RU, (3) 1-3RU, (2) 1-6RU
In Reserve: (2) 10-8, (1) 8-8, (25) 6-5
(Reserve units are not deployed on the map initially, They are considered to be available starting on 2/7/41. The Axis Player may bring them on to the map via Rail Movement at a rate of ten units per Game-Turn. The Panzer and Panzer Grenadier divisions must enter the map last.)
AXIS AIR/SEA/RAIL AVAILABILITY
Naval Transport Points Available: 1 permanent: Baltic
Amphibious Transport Points available: None Air Points Available: 26
Airborne units available: None (the 7-5 in Rumania is to be used strictly as a "leg" unit.)
Rail Capacity/Game-Turn: 10
Repair Units available: see above (RR). Replacement Points available: None
[63.22] SOVIET INITIAL DEPLOYMENT
Finnish Border: (2) 3-5, (3) 2-5, (20) 1-4.
In Lithuania: (2) 3-5, (5) 2-5, (16) 1-4, (3)x(1)10. In Poland: (5) 3-5, (13) 2-5, (52) 1-4, (5)x(1)10, (3) 1-3, (3) 10-1-10.
In Bessarabia: (2) 3-5, (4) 2-5, (20) 1-4, (1) 1-3. Riga Reserve: (1) 3-5, (5) 2-5, (8) 1-4, (2)x(1)10. (1) 1-3.
Odessa Reserve: (1) 3-5, (1) 2-5, (8) 1-4, (2) 1-3. Moscow Reserve: (1) 3-5, (10) 2-5, (34) 1-4, (2) 1-3, (2) RR, (1) Sup.
Krasnador Reserve: (1) 3-5, (2) 2-5, (13) 1-4. Port Garrisons: (1) 1-4 in each port hex in S. Union. SOVIET AIR/SEA/RAIL AVAILABILITY Naval Transport Points available: (3) Baltic; 3 (Black); 3 (Caspian).
Air Points available: 3 (East Front).
Rail Capacity: Game-Turn: 60 (see 63.52).
[63.3] STARTING SEQUENCE
(1) The Soviet Player deploys his units on the eastern side of the 1941 Startline. 'Finnish Border" units must be deployed within three hexes of that part of the 1941 Startline which is inside Finland. All units not indicated as being part of a 'Reserve' must be placed within the geographical location given, and be within three hexes (inclusive) of the Start Line. "Reserve" units may be placed anywhere within five hexes of the named city hex. "Port Garrison" units are simply distributed in each Soviet port hex. Units must be placed so that all STartline hexes are occupied by, or in the Zone of Control of, a Soviet infantry unit(s). All units may move normally on Game-Turn 1.
PLAYERS' NOTE:
The 1941 Start Line is congruent with and runs along the Bessarabian Annexation Line from the Black Sea to the Soviet/Hungarian border, runs along that border to the Polish Partition Line, along that line to the Soviet/East Prussian border and thence to the Baltic Sea. It picks up again in Finland and is labelled there as such.
The hexes from H0403 to G0132 represent Hungarian Territory (strictly speaking, the ex-Czechoslovakian, ex-independent province of Carpatho- Ukraine, later annexed by the Soviet Union). (2) The Axis Player sets up his units on the western side of the 1941 Start Line, within the geographical location given and within three hexes (inclusive) of the Start Line. All Axis Start Line hexes must be occupied or within the Zone of Control of Axis infantry unit(s). German Repair and Mobile Supply units may be placed anywhere on the western side of the Start Line, with the exception that they may not be placed in Finland. No units may set up in Hungary and Axis Start Line hexes bordering on Hungary cannot be occupied or controlled by Axis units until 1/8/41.
(3) Begin the first Axis Player-Turn. The Axis Player is the First Player.
[63.4] VICTORY CONDITIONS
Axis Victory: Force the collapse of the Soviet government, or have Axis ground combat units occupying eight or more Soviet Personnel Center hexes at the end of Game-Turn 20.
Draw: Axis ground combat units occupy six or seven Soviet Personnel Center hexes at the end of Game-Turn 20.
Soviet Victory: Axis ground combat units occupy five or fewer Soviet Personnel Center hexes at the end of Game-Turn 20.
[63.5] SPECIAL RULES
[63.51] Soviet Zones of Control do not extend outside of the Soviet Union during the Axis Initial Movement Phase of Game-Turn 1. During the First Game-Turn (only) the cost for Axis units to enter or leave an Enemy Zone of Control is reduced to one additional Movement Point. The cost to overrun, however, remains two additional Movement Points.
[63.52] Soviet Rail Capacity is reduced to 30 units per Game-Turn during Game-Turns 1 through 8 (inclusive).
[63.53] There is no Joint Air War Turn on Game-Turn 1. (The Luftwaffe is presumed to be engaged in destroying the Soviet Air Force. Neither Player uses Air Points this turn.)
[63.54] Finland is neutral on Game-Turn 1. Finnish units may not move or attack during that Game-Turn. Non-Finnish Axis units in Finland may move and attack under their normal restrictions.
[63.55] Hungary is neutral on the first four Game-Turns; no units may deploy in or enter Hungary until the start of Game-Turn 5.
[63.56] Shock of War (War in the East only): A collapse of the Soviet Government is presumed to occur of any of the following conditions are met:
(1) An Axis ground combat unit occupies one (or more) Soviet Personnel Centers at the end of Game-Turn 1;
(2) Axis ground combat units occupy two (or more) Soviet Personnel Centers at the end of Game-Turn 2
(3) Axis ground combat units occupy three (or more) Soviet Personnel Centers at the end of Game-Turn 3 or 4;
(4) Axis ground combat units occupy four (or more) Soviet Personnel Centers at the end of Game-Turn 5.
If a collapse occurs, the scenario is over, and the Axis Player is the winner. If the Axis Player fails to create collapse, the Scenario continues the full 20 Game-Turns (Standard) or to the bitter end (Campaign). The purpose of this rule is to force the Soviet Player to commit significant forces to battle to prevent an easy Axis bictory. Playtesting demonstrated that without this device the Soviet Player would immediately bail out of the frontier area with everybody he could extricate, retreating post haste to a final defense line in front of Moscow and Leningrad. While eminently sensible as a game strategy wholesale strategic withdrawal was rejected by Stalin and the Soviet Command as politically impossible. Stalin felt (with reason) that a wholesale abandonment of the richest, most populous regions of Russia without a fight would have been political suicide. The fact that his rigid insistence on 'noretreat' and even counterattacking almost destroyed the Red Army, is besides the point. When playing War in Europe, Players may wish to ignore this rule, since play is liable to evolve in strange directions and the Axis Player particularly could exploit this rule in some unpredictable way.
[63.6] CAMPAIGN SCENARIO PRODUCTION
Personnel Pool Level: 55
Arms Pool Level: 115
Arms and Training Centers:
Start with 25 on-map Arms Centers and 10 on-map Training Centers. The starting locations of the on-map Arms (a) and Training (t) Centers are as follows:
3a at G3307 (Leningrad). 2a, 1t at G1923 (Minsk). 1a, 1t at H2001 (Kiev). 1a, 1t at H1613 (Odessa). 2a, 1t at G5524 (Gorki). 2a at G4123 (Moscow). 2a, 1t at G4222 (Moscow). 1t at G4223 (Moscow). 1a at G3531 (Orel). 1a at H4104 (Voronezh). 1a, 1t at H3307 (Kharkov). 2a, 1t at H5014 (Stalingrad). 1a, 1t at H3914 (Voroshilov). 3a, 1t at H3817 (Rostov). 1a at H3423 (Krasnadar).
Appearing 0/8/41.
- 4-4 Infantry Corps: 8
- 3-5 Mech Brigade: 4
- 0-1-10 AT Brigade: 8
Appearing 0/9/41.
- 4-4 Infantry Corps: 4
- 2-5 Tank Brigade: 4
- 0-1-10 AT Brigade: 4
Appearing 0/10/41.
- Air Points: 2
[63.7] FINNISH THEATRE
Axis: omit all Finnish units and all German units assigned to Finland.
Soviet: omit (20) 1-4 from Finnish Border units.
[64.0] STALINGRAD SCENARIO
[64.1] GAME-LENGTH
Thirty Game-Turns (1/7/42).
[64.2] DEPLOYMENT
[64.21] AXIS INITIAL DEPLOYMENT
German: (17) 10-8, (10) 8-8, (2) 3-8, (85) 6-5, (2) 10-8KG, (2) 8-8Kg, (53) 6-5Kg.
Finnish: (20) 4-5.
Hungarian: (9) 2-4, (2) 1-6.
Italian: (4) 2-4, (1) 1-6.
Rumanian: (16) 2-4, (1) 1-6.
AXIS AIR/RAIL/SEA AVAILABILITY
Naval Transport Points Available: 1 permanent: Baltic
Air Points Available: 26 Ger (East Front).
Rail Capacity/Game-Turn: 10
Repair Units Available: 4 (hexes G3011, G3222, H2601, H2207).
Mobile Supply Units Available: 3 (hexes G3134, G3531, H2814).
Replacement Points Available: 20 IR.
Axis Railnet:
Branch 1: G0621-G1021-G1618-G2016-G2116- G3011
Branch 2: G1618-G1923
Branch 3: G1021-G1623
Branch 4: G0824-G1623-G1923-G2822-G2923- G3222
Branch 5: G0827-H1702-H1902-H2206-H2207 Branch 6: H1902-H2401-H2601
[64.22] SOVIET INITIAL DEPLOYMENT
(6) 9-6, (8) 8-6, (11) 3-5, (18) 2-5, (8) 2-3, (6) 1-3, (25) 5-5, (31) 4-4, (84) 1-4, (11)x(1)10, (2) 9-6 BG, (1) 5-5 Bg, (3) 4-4 BG, 1 (0-1-10).
SOVIET AIR/SEA/RAIL AVAILABILITY Naval Transport Points Available: 3 (see 52.14).
Air Points Available: 9 (East Front). Rail Capacity/Game-Turn: 60. Repair Units Available: 6.
Mobile Supply Units Available: 3
[64.3] STARTING SEQUENCE
(1)The Axis Player delineates his rail net by placing junction markers and railheads in appropriate hexes as indicated by 64.21 (see also 6.7).
(2) The Soviet Player delineates his rail net (i.e., all rail lines on or behind the 1942 Start Line.
(3) The Soviet Player places (on, or East of, the 1942 Startline) those 1-4's which he wishes to start the game in a Fortified condition.
(4) The Axis Player places (to the west of the 1942 Startline) all Axis infantry-type units. All Axis Start Line hexes must be occupied by, or within the Zones of Control of, Axis infantry unit(s). The Axis Player must place (2) 2-4 Rum. and (7)6-5 within two hexes of Sevastapol (hex H2021).
(5) The Soviet places all of his remaining units. All Soviet Start Line hexes must be occupied by, or within the Zones of Control of, Soviet infantry unit(s). Only infantry and anti-tank units may be placed in hexes G3106, G3306, G3307, G3405, G3407. (1) 4-4,. (1) 1-4, (1) 1-10 must be placed in Sevastapol (hex H2021).
(6) Th Axis Player places all remaining Axis units anywhere to the west of the 1942 Start Line. (7) Begin the first Soviet Player-Turn. The Soviet Player is the First Player.
[64.4] VICTORY CONDITIONS
Axis Victory: Axis ground combat units occupy fourteen or more Soviet Personnel Centers (including the six held at start) by the end of Game-Turn 30.
Draw: Axis ground combat units occupy twelve or thirteen Soviet Personnel Centers at the end of Game-Turn 30.
Soviet Victory: Axis ground combat units occupy eleven or fewer Soviet Personnel Centers at the end of Game-Turn 30.
[64.5] SPECIAL RULES (none)
[64.6] CAMPAIGN SCENARIO PRODUCTION
Personnel Pool Level: 33
Arms Pool Level: 27 Arms and Training Centers
Start with 10 on-map Arms Centers and 8 off-map. Start with 4 on-map Training Centers and 5 off-map. The starting locations of the on-map Arms (a) and Training (t) Centers are as follows:
2a, 1t at G5524 (Gorki). 2a at G4123 (Moscow). 2a, 1t at G4222 (Moscow). 1t at G4223 (Moscow). 2a, 1t at H5014 (Stalingrad).
Appearing 0/142
- Air Points: 2
- (1) 10 AT Brigade: 4
- 1-4 Infantry Divisions: 12
Appearing 0/9/42
- Air Points: 2
- Supply: 1
- (1) 10 AT Brigade: 4
Appearing 0/10/42
- Air Points: 2
Appearing 0/11/42
- 10-1-10 Artillery Division: 2
- 2-5 Tank Brigade: 4
- 3-5 Mech Brigade: 4
Appearing 0/12/42
- 10-1-10 Artillery Division: 2
[64.7] FINNISH THEATRE
Axis: omit all Finnish units, and (4) Ger 6-5. Soviet: omit (20) 1-4.
[65.0] KURSK SCENARIO
[65.1] GAME-LENGTH
Eighteen Game-Turns (2/7/43).
[65.2] DEPLOYMENT
[65.21] AXIS INITIAL DEPLOYMENT
Finnish Theatre: (4) 6-5 Ger.; (22) 4-5 Fin. German: (14) 10-8, (7) 8-8, (2) 3-8, (5) 11-8. (55) 6-5, (2) 10-8 KG, (80) 6-5 KG.
Hungarian: (3) 2-4.
Rumanian: (7) 2-4.
AXIS AIR/NAVAL/RAIL AVAILABILITY Naval Transport Points Available: 1 permanent: Baltic; 1 permanent: Black Air Points Available: 22.
Rail Capacity/Game-Turn: 10.
Repair Units Available: 3.
Mobile Supply Units Available: 3.
Replacement Points Avaiable: 2 MR, 32 IR. Axis Rail Net: All rail lines to the west of the 1943 Startline.
[65.22] SOVIET INITIAL DEPLOYMENT
(12) 9-6, (26) 8-6, (20) 2-3, (20) 5-5, (23) 4-4. (105) 1-4, (26) 0-1-10, (15) 10-1-10.
SOVIET AIR/NAVAL/RAIL AVAILABILITY Naval Transport Points Available: 3 (see 52.14). Rail Repair Units Available: 6.
Air Points Available: 13.
Rail Capacity/Game-Turn: 60.
Mobile Supply Units Available: 5.
[65.3] STARTING SEQUENCE
(1) The Axis Player delineates his rail net by placing junction markers and railheads as indicated by 65.21.
(2) The Soviet Player delineates his rail net (i.e., all rail lines on, or east of, the 1943 STart Line). Place those 1-4s which are to start the game in a Fortified condition anywhere on or east of the 1943 Start Line.
(3) The Axis Player places all Axis infantry units anywhere to the west of the 1943 Start Line. All Axis Start Line hexes must be occupied by, or within the Zones of Control of, an Axis infantry unit(s). (4) The Soviet Player places his remaining units on or east of the 1943 Start Line. Only infantry or anti-tank units may be placed in hex G3106. (5) Begin the first Axis Player-Turn. The Axis Player is the First Player.
[65.4] VICTORY CONDITIONS
Axis Victory: Axis ground combat units occupy eight or more Soviet Personnel Centers (including the seven held at start) at the end of Game-Turn 18. Draw: Axis ground combat units occupy six or seven Soviet Personnel Centers at the end of Game-Turn 18.
Soviet Victory: Axis ground combat units occupy five or fewer Soviet Personnel Center hexes at the end of Game-Turn 18.
[65.5] SPECIAL RULES (none)
[65.6] CAMPAIGN SCENARIO PRODUCTION
Personnel Pool Level: 29
Arms Pool Level: 48
Arms and Training Centers: Same as Stalingrad Scenario (see 64.6).
Appearing 0/8/42
- 2-5 Tank Brigade: 20
- 0-1-10 AT Brigade: 12
- 10-1-10 Artillery Division: 4
- Air Points: 2
Appearing 0/9/43
- Air Points: 2
- 10-1-10 Artillery Division: 4
- 5-5 Infantry Corps: 8
Appearing 0/10/43
- Air Points: 2
[65.7] FINNISH THEATRE
Axis: omit all 'Finnish Theatre" units.
Soviet: omit (20) 1-4
[66.0] DESTRUCTION OF ARMY GROUP CENTER SCENARIO
[66.1] GAME-LENGTH
Twenty Game-Turns (4/6/44).
[66.2] DEPLOYMENT
[66.21] AXIS INITIAL DEPLOYMENT
Finnish Theatre: (4) 6-5 Ger. (22) 4-5 Fin. German: (9) 10-8, (1) 8-8. (3) 13-8. (3) 11-8. (39) 6-5, (5) 10-8 KG. (4) 8-8 Kg, (92) 6-5 Kg. Hungarian: (1) 1-6, (9) 2-4.
Rumanian: (1) 1-6, (10) 2-4.
German Fortified Hexes (Map G): 2620, 2622, 2524, 2326.
AXIS AIR/NAVAL/RAIL AVAILABILITY Naval Transport Points Available: 1 permanent: Baltic.
Air Points Available: 10.
Rail Capacity/Game-Turn: 10.
Repair Units Available: 6.
Mobile Supply Units Available: 3.
Replacement Points Available: 4 MR, 21 IR. Axis Rail Net: All rail lines to the west of the 1944 Start Line.
[66.22] SOVIET INITIAL DEPLOYMENT
(5) 9-6, (7) 8-6, (20) 2-3, (40) 5-5, (30) 4-4, (60) 1-4, (32) 0-1-10, (15) 10-1-10.
SOVIET AIR/NAVAL/RAIL AVAILABILITY Naval Transport Points Available: (see 52.14). Air Points Available: 30
Rail Capacity/Game-Turn: 60.
Repair Units Available: 6.
Mobile Supply Units Available: 6.
[66.3] STARTING SEQUENCE
(1) The Axis Player delineates his rail net by placing junction markers and railheads as indicated by 66.21. Place German fortifications as indicated. (2) The Soviet Player outlines his rail net (i.e., all rail lines that are on or east of the 1944 Start Line). Place those 1-4s that are to start the game in a Fortified condition anywhere on or east of the 1944 Start Line.
(3) The Axis Player places all Axis infantry units on Axis Start Line hexes. Mechanized units are placed on or one hex distant from Start Line hexes. All Axis Start Line hexes must be occupied by or within the Zone of Control of an Axis infantry unit(s). Rumanian units must be placed within ten hexes of the Bessarabian Annexation Line.
(4) The Soviet Player places all remaining Soviet units anywhere he desires on or east of the 1944 Start Line. The Soviet Player need not cover the Start Line with Zones of Control.
(5) Begin the first Soviet Player-Turn. The Soviet Player is the first Player.
[66.4] VICTORY CONDITIONS
Axis Victory: Avoid Soviet victory.
Draw: None.
Soviet Victory: Fulfill all of the following requirements at the end of GameTurn 20:
(1) Control the 16 on-map Personnel Centers held by the Soviet Player at the start of the scenario; (2) Force the surrender of Rumania;
(3) Exit at least 30 Attack Strength Points off the Western map-edge;
(4) Control at least one of the following: Minsk (G1923); Riga (G1812); Warsaw (G0421).
(5) Force surrender of Finland (automatic if Finland is ommitted).
[66.5] SPECIAL RULES
[66.51] The Axis Player must "match" any units which the Soviet Player exits off the Western map-edge, by exiting a sufficient number of his own units off the map to have at least a 1:1 ration of Axis Attack Strength Points exited to Soviet Attack Strength Points exited. At the beginning of an Axis Player-Turn following the end of a Game-Turn in which this one to one ratio was not met, the following events occur:
(1) All Axis Replacement Points scheduled to be received during that Game-Turn are permanently lost;
(2) The Axis Player may not use any of the IRs or MRs in his pool that turn; the total, however, is not affected.
[66.6] CAMPAIGN SCENARIO PRODUCTION
Personnel Pool Level: 26
Arms Pool Level: 224
Arms and Training Centers: Same as Stalingrad Scenario (see 64.6).
Appearing 0/7/44
Air Points: 4
0-1-10 AT Brigade: 4
Supply: 1
Appearing 0/8/44
Air Points: 4
0-1-10 AT Brigade: 4
Appearing 0/9/44
Air Points: 4
Order of Battle and Appearance
INITIAL ORDER OF BATTLE FOR THE GERMAN ARMY: 22 JUNE 1941
ARMY GROUP NORTH
18th Army: 1, 11, 21, 58, 61, 217, 291 Inf.
16th Army: 12, 30, 32, 121, 122, 123, 126, 253 Inf.
4th PzGp.: 1, 6, 8 Pz., 3, 36, SS Totenkopf Mtz., 269, 290 Inf.
Army Gp.: 206, 251, 254 Inf., 207, 281, 285 Sec.
Total: 29 Divisions (20 Inf., 3 Pz., 3 Mtz., 3 Sec.).
ARMY GROUP CENTER
9th Army: 8, 28, 87, 102, 129, 162, 256 Inf., 403 Sec.
3rd PzGp: 7, 12, 19, 20 Pz., 14, 18, 20 Mtz., 5, 6, 26, 35 Inf.
4th Army: 7, 17, 23, 78, 131, 137, 252, 258, 263, 268, 292 Inf., 221, 286 Sec.
2 PzGp: 3, 4, 10, 17, 18 Pz., 10, 29, SS Das Reich Mtz., 1 Cav, 31, 34, 45, 167, 255, 267 Inf.
Army Gp.: 293 Inf.
Total: 50 Divisions (31 Inf., 9 Pz., 6 Mtz., 3 Sec., 1 Cav.)
ARMY GROUP SOUTH
6th Army: 9, 56, 62, 168, 297 Inf., 213 Sec.
1st PzGp.: 9, 11, 13, 14, 16 Pz., 16, 25, SS Leibstandarte (LAH), SS Wiking Mtz., 44, 57, 75, 111, 298, 299 Inf.
17th Army: 24, 68, 71, 257, 262, 295, 296 Inf., 97, 100, 101 Lt., 1 Mtn., 444, 454 Sec.
11th Army: 22, 50, 72, 170, 198, 239 Inf., 6, 7, 8, 14 Rum. Inf.
Army Gp: 99 Lt.
Total: 46 Divisions (24 Inf., 1 Mtn., 2 Pz., 1 Mtz.)
ORDER OF BATTLE CHANGES FROM 22 JUNE 1941 to 2 OCTOBER 1941
June 1941: Add 79, 125 Inf.
July 1941: Add.15, 46, 52, 73, 86, 93, 94, 95, 96, 98, 106, 110, 112, 113, 132, 183, 197, 260, 294 Inf., 4 Mtn., 60 Mtz., 5, 13 Rum. Inf., 1, 2 Slov.
Aug. 1941: Add 707, SS Politzei Inf., 3, 10, 11, 15, 21, 35, Guards, Border Rum. Inf., 9, 52 It. Inf., 3 Mtz. It.
Sept. 1941; Add 250 Span., 339 Inf., Subtract 1, 2 Slov.
ORDER OF BATTLE CHANGES FROM OCTOBER 1941 to 5 DECEMBER 1941
Oct. 1941: Add 2, 5 Pz., 227 Inf., 1, 2 Rum. Inf.
Nov. 1941: Add 212, 223 Inf., Subtract 5, 8, 28, 71, 113 Inf., 99 Lt., 1 Cav.
ORDER OF BATTLE CHANGES FROM 6 DECEMBER 1941 to 18 MAY 1942
Dec. 1941: Add 215 Inf. Add Slov. Mot. Div.
Jan. 1942: Add 81, 83, 88, 208, 216, 225 Inf., Subtract 239 Inf.
Feb. 1942: Add 113, 205, 211, 218, 246, 330, 331 Inf., 5, 28 Lt., 10, 18 Rum. Inf.
Mar. 1942: Add. 328, 329, 342 Inf., 8 Lt., 22 Pz.
Apr. 1942: Add 384 Inf., 1 Mtn., 23 Pz., 108 Hun. Inf., Subtract 15, 162 Inf., 10 Pz.
ORDER OF BATTLE CHANGES FROM 19 MAY 1942 to 18 NOVEMBER 1942
May 1942: Add 71, 385, 389 Inf., Gross Deutschland Mts., 19 Rum. Inf., 1, 4, Rum. Mtn., 5, 6, 8 Rum. Cav., 102 Hun., Subtract 17, 106, 167 Inf.
June 1942: Add 82, 305, 323, 336, 340, 376, 377, 383, 387 Inf., 203 Sec., 1, 2, 4, 20 Rum., 6, 7, 9 Hun., 24 Pz., Subtract 6, 7 Pz.
July 1942; Add 370, 371 Inf., 201 Sec., 30, 31 It., 5 Mot. It., Subtract 23, 257 Inf., SS LAH, SS Reich Mtz.
Aug. 1942: Add 2, 3 Rum. Mtn., 10, 12, 13, 19, 20, 23 Hun., Subtract 22 Inf.
Sep. 1942: Add 3 Mtn., 27 Pz., 9 Rum. Cav.
Oct. 1941: Add 381, 382, 388, 390, 391 Tng., 141, 143, 147, 151, Res., SS Florian Geyer Cav., 1 Hun. Pz., 5,6, 13,14, Rum., 1 Rum. Cav., 1 Rum. Pz., 32, 36, 38 It., Subtract SS Totenkopf Mtz.
Nov. 1942: Add 337 Inf., 1, 2, 3, 4 Lw Fld., SS Wiking PzG., 7, 9, 11, 15 Rum., 7 Rum. Cav., Subtract 161 Inf.
ORDER OF BATTLE CHANGES FROM 19 NOVEMBER 1942 to 3 FEBRUARY 1943
Dec. 1942: Add 69 Inf., 5, 8, 9, 10 Lw Fld., 6 Pz., Subtract 269 Inf.
Jan. 1943: Add 304, 306, 321 Inf., 6, 7, 14, 15, 21 Lw Fld., 7 Pz., 153 Ting., 34 It., Duntysvy 328 zing., 1 Pz., 381 Tng.
ORDER OF BATTLE CHANGES FROM 4 FEBRUARY 1943 to 21 MARCH 1945
Feb. 1943: Add 23, 302, 320 Inf., 13 Lw Fld., SS LAH, SS Reich, SS Totenkopf, SS Politzi PzG., 79 Inf., Subtract 44, 71, 76, 79, 94, 113, 295, 297, 298, 305, 371, 376, 384, 387, 3899 Inf., 100 Lt., 3, 29, 60 Mtz., 14, 16, 24, 27 Pz., 382 Tng., all It. units, all Hun. except 102, 108 Inf. Slov. Mtz., 1, 2, 4, 5, 6, 7, 9, 11, 13, 14, 15, 18, 20 Rum. Inf., 1, 5, 7, 8 Rum. Cav., 1, 4 Rum. Mtn., 1 Rum. Pz.
Mar. 1943: Add 15, 106, 167, 257, 327, 332, 333, 335 Inf., 12 Lw Fld., 105, 205 Hum., 1 Hun. Sec., Subtract 7, 8 Lw Fld., 1 Mtn., 22 Pz.
ORDER OF BATTLE CHANGES FROM 1 APRIL 1943 to 11 JULY 1943
Apr. 1943: Add 17, 38, 257 Inf., Subtract 2 Rum. Mtn., 105, 108, 205 Hun.
May 1943: Add 161, 282 Inf., 24 Rum.
June 1943: Add 14, 36, 355 Inf., 16 Pz., 1 Rum. Mtn., Subtract 14, 36 PzG., 328 Inf., 102 Hun., 24 Rum.
July 1943: Subtract 1 Hun. Sec.
ORDER OF BATTLE CHANGES FROM 12 JULY 1943 to 23 DECEMBER 1943
Aug. 1943: Add 113 Inf., Subtract 294, 377 Inf., SS LAH PzG
Sep. 1943: Add none
Oct. 1943: Add 389 Inf., 1 Kos. Cav., 14, 24 Pz., 2 Rum. Mtn., 1 Slov., 4 Rum. Mtn., 24 Rum., Subtract 52, 86, 321, 330, 250 Span. Inf., 1, 15 Lw Fld., 18 Pz.
Nov. 1943: Add 76, 376, 384 Inf., 1, 25 Pz., 1 SS (LAH) Pz., 11 SS PzG., 13, 19 Hun., Subtract 183, 251, 268 Inf., 4 Lw Fld.
Dec. 1943: Add KA A (161, 293, 355), KA B (112, 255, 332), KA C (183, 217, 339), KA D (56, 262), KA E(86, 137, 251), 18 Art., 2 Abn., 15 SS Inf., Subtract 38, 66, 112, 137, 161, 216, 217, 223, 255, 262, 293, 323, 327, 328, 332, 339, 355 Inf., 444 Sec., 1, 5 Mtn., 4 SS PzG., 13, 19 Hun.
Note: In Oct. 43 all SS units went from names to numbers. SS LAH became Pz 1, Reich became Pz 2, Totenkopf Pz3, Politzei PzG 4, Wiking Pz 5, etc.
ORDER OF BATTLE CHANGES FROM 24 DECEMBER 1943 to 30 APRIL 1944
Jan. 1944; Add 371 Inf., 1 Ski., Feld. Halle PzG., 23 SS Inf., 15, 21 Rum., Subtract 2, 3 Lw Fld., 2 Pz., 141, 151 Res.
Feb. 1944: Subtract 167 Inf., 9, 10 Lw Fld., 143 Res., 4 Rum. Mtn., 24 Rum.
Mar. 1944: Add KA F (62, 123), 14 Rum., Subtract 62, 123, 125, 214, 357, 359, 367, 387, 389 Inf., KA B (112, 255, 332)., 16 PzG., 391 Tng., 2 SSPz.
Apr. 1944: Add 361 Inf., 100 Lt., 13 Lw Fld., 52 Tng., 9SS, 10 SS Pz., 19SS Inf., 1,16, 19, 20, 21, 25, 27 Hun., 2 Hun. Pz., 5,19, 23, 201 Hun. Res., 1, 5,8 Rum. Cav., 4, 18 Rum. Mtn., 1, 2, 3, 4, 5, 6, 7, 8, 9, 11, 13, 14, 20, 1 Gd. Rum. Inf., Subtract 331 Inf., 5 Lw Fld., 18 Art., 9, 25 Pz., 1 SS Pz.
ORDER OF BATTLE CHANGES FROM 1 MAY 1944 to 31 DECEMBER 1944
May 1944: Add 52, 391 Sec., 1 Rum. Pz., 24 Hun., Subtract 21 Hun., 201 Hun. Res., 10, 19 Rum., 1, 2, 3 Rum. Mtn., 6, 8, 9 Cav., 82, 111, 336 Inf., 2 Abn.
June 1944: Add 18 Hun., 1 Hun. Cav., Subtract 6, 12, 31, 36, 45, 57, 78, 95, 110, 134, 196, 206, 246, 256, 260, 267, 296, 340, 357, 361, 383, 707 Inf., KA C (183, 217, 339), KA D (56, 262), KA GA (57, 260, 299), 221 Sec., 6 Lw Fld., 18, 25, FH PzG., 15 SS, 7 Rum., 1 Sloy.
Aug. 1944: Add 6 Gren., 31, 45, 62, 73, 78, 541, 542, 544, 545, 547, 548, 549, 551, 561, 562 VG., 10 PzG., 19, 25 Pz., 6, 8, 13 Hun., Subtract 9, 15, 26, 302, 335, 370, 384 Inf., KA A (161, 293, 355), KA F (62, 123), 403, 454 Sec., all Rum., all Hun. except 25, 2 Pz. and 6, 8, and 13.
Sep. 1944: Add 95, 251, 271, 299, 558, 563 Inf., 4 SS PzG., 8 SS Cav., 10, 16, 24, 27 Hun., 7, 9 Hun. Res., 2 Hun Ersatz., Subtract 212 Inf., KA E (86, 137, 251), KA H (95, 197, 256), 8 Hun.
Oct. 1944: Add 15, 56, 349 Inf., FH PzG., 13 Pz., 154 Tng., HG PzG., 22 SS Cav., 4, 8, 9, 12, 23 Hun. Ers.
Oct. 1944: Add 7, 20 Hun., 1 Hun. Pz., 1 Hun. Cav., Subtract 282 Inf., 203, 213, 285, 390 Sec., 20 SS Inf., 6, 8 Hun., 7, 9 Hun. Res.
Nov. 1944: Add 203, 337 Inf., 18 SS PzG., FH Pz., 6 Hun., 5 Hun. Ers., Subtract 182, 211 Inf., 281 Sec., FH PzG., 4, 8 Hun. Ers.
Dec. 1944: Add 44, 712 Inf., 18, Brandenburg PzG., 8 Hun., Subtract 23, 83 Inf., 286 Sec., 7, 13 Hun., 2, 5, 9 Hun. Ers., 1 Hun. Pz.
ORDER OF BATTLE CHANGES FROM 1 JANUARY 1945 to 15 FEBRUARY 1945
Jan. 1945: Add 83, 211, 269, 286, 320, 344 Inf., 1 Mtn., 10 PzG., 13 SS Inf., 16 Hun., 2, 5 Hun. Res., 1 Hun, Pz., Subtract 6, 17 Inf., 391 Sec., 153 Tng., 6, 8 Hun.
Feb. 1945: Add 6, 23, 153, 281, 355, 715 Inf., Fuh Gren Div., Fuh Esc. Div., 600 (Russ) Inf., 25, Kurmark PzG., FH Pz., 1, FH Pz 2, Holstein, Schleisen, Jeterbog Pz., 1, 3 Marine, 1, 2, 9, 10 SS Pz., 15, 20 SS Inf., 21, 232 Pz., 12 SS Pz., 9 Hun., Subtract 88, 304 Inf., 13, FH Pz., 22 SSCav., 10, 12, 16, 24 Hun., 2, 5 Hun. Res., 1 Hun. Pz.
ORDER OF BATTLE CHANGES FROM 16 FEBRUARY 1945 to 15 APRIL 1945
Mar. 1945: Add 169, 275, 303 Inf., 3, 4 Cav., Munich Pz.,9 Abn., 16 PzG., 27, 31, 32, 35, 37 SS Inf., Subtract 52 Sec., 18 PzG., Holstein, Schleisen Pz., 15 SS Inf., ail Hun. units.
Apr. 1945: Add 17, 304, 710 Inf., 156 Tng., 158,
193, 402, 464 Tng., 10 Abn., 14, 26 SS Inf., Subtract 69, 81, 102, 389 Inf.
ORDER OF BATTLE CHANGES FROM 16 APRIL 1945 to 8 MAY 1945
May 1945: all German units surrendered to the allied forces by mid-May.
INITIAL ORDER OF BATTLE FOR THE SOVIET ARMY: 22 JUNE 1941
BALTIC MILITARY DISTRICT
8th Army: 10, 11, 48, 90, 125 Rfl., 23, 28 Tk., 202 Mtz.
11th Army: 5, 23, 33, 126, 128, 179, 184, 188 Rfl., 2, 5 Tk., 84 Mtz.
27th Army: 16, 67, 180, 181, 182, 183 Rfl.
Total: 25 Divisions (19 Rfl., 4 Tk., 2 Mtz)
WESTERN MILITARY DISTRICT
3rd Army: 2, 27, 50, 56, 85, 86 Rfl., 29, 33 Tk., 204 Mtz.
10th Army: 13, 17, 24, 37, 89, 113 Rfl., 4, 7 Tk., 29 Mtz.
4th Army: 6, 42, 49, 75 Rfl., 22, 30 Tk., 205 Mtz.
13th Army: 64, 100, 108, 161 Rfl., 26, 38 Tk., 210 Mtz.
Army Gp.: 55, 121, 143, 155 Rfl., 25, 27, 31, 54 Tk., 4, 103 Mtz., 6, 36 Cav.
Total: 44 Divisions (26 Rfl., 6 Mtn., 16 Tk., 8 Mtz., 2 Cav.)
KIEV MILITARY DISTRICT
5th Army: 45, 62, 87, 124, 135 Rfl., 19, 41 Tk., 215 Mtz.
6th Army: 41, 97, 159 Rfl., 8, 32 Tk., 81 Mtz., 3 Cav.
12th Army: 164 Rfl., 44, 47, 58, 96 Mtn., 15, 49 Tk., 218 Mtz.
26th Army: 99, 173 Rfl., 72 Mtn., 12, 34 Tk., 7 Mtz.
Army Gp.: 80, 136, 139, 140, 141, 146, 169, 190, 193, 195, 196, 199, 200, 227, 228 Rfl., 10, 20, 35, 37, 39, 40, 43, 45 Tk., 131, 208, 212, 216 Mtz., 32 Cav.
Total: 58 Divisions (26 Rfl., 6 Mtn., 16 Tk., 8 Mtz., 2 Cav.)
ODESSA MILITARY DISTRICT
9th & 18th Armies formed later from:
25, 30, 51, 74, 95, 106, 116, 147, 150, 156, 176, 186, 206 Rfl., 11, 16, 36, 47 Tk., 15, 209 Mtz., 2, 5, 9 Cav.
Total: 22 Divisions (13 Rfl., 4 Tk., 2 Mtz., 3 Cav.)
STRATEGIC RESERVE
16th Army: 46, 127, 132, 144, 152, 160 Rfl., 13, 17, 57 Tk., 109, 213 Mtz.
19th Army: 38, 91, 134, 158, 162, 171, 178 Rfl., 28 Mtn., 14 Cav., 44, 48 Tk., 220 Mtz.
21st Army: 53, 102, 110, 148, 172, 187 Rfl., 50, 55 Tk., 219 Mtz.
22nd Army: 18, 98, 112, 117, 137, 153, 154, 167, 232 Rfl., 14, 18, 42, 46 Tk., 1, 185 Mtz.
Total: 48 Divisions (29 Rfl., 11 Tk., 6 Mtz., 1 Mtn., 1 Cav.)
ORDER OF BATTLE CHANGES FROM 22 JUNE 1941 to 2 OCTOBER 1942
June 1941: Add 60, 93 Rfl., 27, 42, 65 Cav.
July 1941: Add 1, 2, 3, 5, 7, 8, 9, 13, 17 Mos. Res., 3 Crimea Res., 19, 26, 61, 70, 73, 111, 115, 118, 129, 130, 133, 145, 149, 151, 166, 170, 174, 175, 177, 191, 1977, 214, 229, 235, 237, 240, 242, 243, 244, 245, 246, 248, 250, 251, 252, 253, 254, 257, 258, 259, 260, 261, 262, 264, 265, 266, 268, 269, 270, 271, 272, 276, 279, 280, 281, 282, 284, 285, 286, 287, 288, 289, 296, 297, 299, 300, 303, 305, 309, 322 Rfl., 22, 69, 82, 107, 163 Mtz., 12, 28, 76, 192, 302 Mtn., 25, 28, 31, 34, 45, 55 Cav., 1, 3, 6, 9, 51, 52 Tk., Subtract the 2 Mos. Res., 2, 27, 49, 85, 107, 113, 172 Rfl., 4, 22, 29, 209 Mtz., 12, 72 Mtn., 6, 36, 65 Cav., 2, 4, 5, 7, 8, 9, 19, 22, 27, 30, 31, 32, 33, 41 Tk.
Aug. 1941: Add 4 Mos. Res., 4, 7, 32, 113; 119, 201, 217, 218, 222, 226, 230, 247, 255, 256, 267, 273, 274, 275, 277, 278, 172, 290, 291, 292, 293, 298, 301, 304, 307, 311, 320, 323, 326, 330, 332, 333, 334, 339, 350, 21 Sec. NKVD Rfl., 198 Mtz., 4, 26, 30, 37, 43, 47, 50, 52, 53, 54, 66, 78 Cav., 13, 14, 15, 17, 18, 23, 28, 40, 42, 43, 46, 49, 57 Tk.
Sep. 1941: Add 60, 85, 110, 120, 139, 140, 165, 211, 249, 283, 294, 295, 306, 310, 312, 313, 321, 328, 335, 336, 337, 340, 343, 347, 349, 351, 385, 393, 395, 411, 1 Gd, 2 Gd, 4 Gd, 1,4, 20 NKVD Rfl., 29, 35, 38, 40, 41 Cav., 59 Tk., Subtract the 1, 4, 9, 13 Mos. Res., 16, 24, 41, 42, 55, 75, 97, 100, 116, 117, 124, 131, 135, 146, 147, 151, 153, 159, 161, 165, 171, 175, 181, 187,193, 195, 196, 200, 206, 228, 232, 235, 237, 240, 264, 266, 273, 277, 284, 289, 301 Rfl., 7, 215, 219 Mtz., 28, 44, 192 Mtn., 37 Cav., 10, 11, 12, 16, 20, 34, 35, 36, 37, 39, 44, 45, 47, 48, 50, 55, 59 Tk.
ORDER OF BATTLE CHANGES FROM 3 OCTOBER 1941 to 5 DECEMBER 1941
Oct. 1941: Add 17, 28, 31, 44, 45, 46, 51, 78, 96, 129, 130, 157, 173, 194, 225, 238, 239, 240, 241, 316, 324, 325, 344, 348, 353, 359, 413, 415, 421, 5 Gd, 6 Gd, 7 Gd, Rfl., 24, 44, 48, 49, 58, 60, 66 Cav., 17, 18, 20 Mtn. Cav., 53, 56 Tk., Subtract 3, 8, 17 Mos. Res., 17, 29, 38, 45, 51, 64, 89, 91, 98, 102, 112, 118, 120, 126, 129, 130, 134, 139, 140, 143, 149, 152, 155, 162, 164, 166, 190, 194, 211, 214, 217, 242, 244, 248, 260, 278, 279, 280, 282, 287, 298, 299, 303, 309 Rfl., 96 Mtn., 4, 43, 45, 47, 52 Cav., 103 Mtz., 1, 3, 6, 9, 21, 24, 25, 26, 38, 54 Tk.
Nov. 1941: Add 6 Mos. Res., 49, 65, 92, 143, 217, 224, 263, 317, 327, 329, 331, 338, 342, 345, 346, 352, 354, 373, 377, 378, 379, 381, 8 Gd, 9 Gd, 5 NKVD, Rfl., 46, 62, 64, 68, 70, 75, 82, 83, 91, 108, 1 Gd, 2 Gd, 3 Gd, 4 Gd Cav., 58, 60 Tk., Subtract 78, 106, 184, 312, 316, 321 Rfl., 69, 198 Mtz., 2, 5, 9, 29, 50, 53, 108 Cav., 51, 52, 53, 56 Tk.
ORDER OF BATTLE CHANGES FROM 6 DECEMBER 1941 to 18 MAY 1942
Dec. 1941: Add 8, 16, 24, 29, 55, 69, 72, 106, 116, 124, 151, 165, 224, 287, 341, 355, 356, 357, 358, 361, 362, 363, 365, 366, 369, 371, 372, 374, 375, 376, 380, 382, 385, 386, 387, 388, 390, 396, 404 Inf., 57, 87, 5 Gd, 6 Gd Cav., Subtract 165 Inf., 3, 14, 27, 42, 44, 58 Cav.
Jan. 1942: Add 2, 7, 38, 42, 47, 52, 89, 97, 102, 103, 117,118, 131, 139, 140, 141, 145, 146, 149, 152, 155, 162, 166, 192, 206, 211, 232, 234, 236, 244, 248, 266, 277, 278, 360, 364, 370, 384, 391, 398, 400, 11 Gd, 12 Gd, 13 Gd, 14 Gd Inf., 63 Mtn., 8, 9 NKVD Mtz., 72, 79, 80, 7 Gd Cav., Subtract the 18, 87, 96, 258 Inf., 47 Mtn., 31 Cav.
Feb. 1942: Add 109, 134, 135, 167, 200, 237, 397, 15 Gd, 16 Gd Inf., 77 Mtn., 1 Gd, 2 Gd Mtz., 15 Cav., Subtract 136, 170, 249, 369, 421 Inf., 1, 107 Mtz.
Mar. 1942: Add 1, 41, 64, 78, 100, 112, 136, 153, 175, 197, 235, 238, 249, 280, 17 Gd, 18 Gd, 19 Gd, 20 Gd, 21 Gd, 22 Gd, 24 Gd Inf., 242 Mtn., 3 Gd Mtz., Subtract 111, 119, 132, 174, 361, 363, 366 Inf., 82 Mtz., 35, 56 Cav.
Apr. 1942: Add 18, 88, 91, 147, 170, 171, 174, 215, 282, 298, 301, 26 Gd, 41 NKVD Inf., 11, 76, 94, 116 Cav., 2, 3,4, 5, 9, 10, 11, 12, 14, 21, 23 Tk Corps., Subtract 93, 5 NKVD Inf., 41, 66 Cav.
ORDER OF BATTLE CHANGES FROM 19 MAY 1942 to 18 NOVEMBER 1942
May 1942: Add 32, 87, 138, 181, 193, 219, 258, 260, 284, 302, 25 Gd, 27 Gd, 29 Gd, 30 Gd, 31 Gd, 32 Gd 11 NKVD Inf., 15, 16, 17, 24, 26, 27 Tk. Corps, Subtract 32, 41, 47, 99, 103, 138, 150, 180, 224, 248, 253, 266, 270, 276, 317, 320, 341, 351, 390, 393, 396, 398, 404, 411 Inf., 302 Mtn., 26, 28,.38, 49, 57, 62, 64, 68, 70, 72, 75 Cav., 21, 23 Tk. Corps, 17 Mtn. Cav.
June 1942: Add 43, 77, 82, 111, 132, 133, 159, 161, 214, 224, 228, 238, 303, 309, 318, 369, 33 Gd, 41 Gd Inf., 12 Cav., 1, 7, 8, 13, 18, 19, 22, 28 Tk. Corps, Subtract 46, 227, 267, 305, 329, 4 NKVD Inf., 77 Mtn., 14, 27 Tk. Corps July 1942: Add 47, 93, 96, 98, 126, 127, 164, 168, 195, 196, 203, 204, 205, 208, 248, 273, 312, 389, 399, 414, 422, 36 Gd, 37 Gd, 38 Gd, 40 Gd Inf., 13, 73, 82, 110, 112, 115 Cav., 6, 20, 23, 25, 29, 30, 31 Tk. Corps, Subtract 25, 95, 109, 162, 172, 218, 226, 252, 345, 355, 386, 388 Inf., 8, 8 NKVD Mtx., 25, 40, 46, 54, 63, 76, 87 Cav., 18 Mtn. Cav.
Aug. 1942: Add 63, 76, 81, 99, 109, 120, 207, 221, 231, 233, 266, 279, 299, 308, 315, 392, 394, 417, 34 Gd, 35 Gd, 39 Gd Inf., 20 Mtn., 9 Gd, 10 Gd, 11 Gd, 12 Gd Cav., Subtract 102, 106, 140, 156, 180, 181, 184, 192, 229, 230, 296, 335, 21 NKVD Inf., 63, 76 Mtn., 81 Mtz., 12, 13, 15, 116 Cav., 8 Tk. Corps Sep. 1942: Add 5, 46, 92, 226, 252, 253, 267, 314, 319, 328, 408, 416, 42 Gd, 10 NKVD Inf., 1, 2,5 Mk. Corps, Subtract 175, 199, 1 NKVD, 20 NKVD Inf., 9 NKVD Mtz., 48, 79, 80, 94 Cav., 22 Tk. Corps.
Oct. 1942: Add 42, 172, 184, 270, 305, 317, 43 Gd, 44 Gd, 45 Gd, 46 Gd, 47 Gd, 48 Gd Inf., 9 Mtn., 81, 97 Cav., 3, 4, 6 Mk. Corps, Subtract 5, 70, 154, 174, 201, 205, 207, 208, 262, 264, 349 Inf., 2 Gd Mtz., 34, 60, 73 Cav., 28 Tk. Corps.
Nov. 1942: Add 106, 140, 150, 175, 223, 320, 402, 49 Gd, 50 Gd, 51 Gd, 52 Gd, 23 Gd Inf., 61, 70 Cav., 1 Gd, 2 Gd Mk. Corps, Subtract 62, 63, 76, 124, 212, 221, 231, 292, 316, 392, 1 Gd Inf.
ORDER OF BATTLE CHANGES FROM 19 NOVEMBER 1942 to 3 FEBRUARY 1943
Dec. 1942: Add 102, 229, 409, 53 Gd, 54 Gd, 55 Gd Inf., 83 Mtn., 1 Gd, 2 Gd, 3 Gd, 4 Gd, 5 Gd, 6 Gd, 7 Gd, 8 Gd, 9Gd, 10 Gd Abn., 1 Gd, 2 Gd Tk. Corps, Subtract 30, 119, 130, 384, 408, 11 NKVD Inf., 92 Cav., 24, 26 Tk. Corps.
Jan. 1943: Add 71, 123, 136, 242, 57 Gd, 58 Gd, 59 Gd, 60 Gd, 61 Gd, 62 Gd, 63 Gd, 64 Gd, 66 Gd, 67 Gd Inf., 3 Gd Tk. Corps, Subtract 1, 127, 153, 159, 197, 278, 304, 327 Inf., 242 Mtn., 7 Tk. Corps.
ORDER OF BATTLE CHANGES FROM 4 FEBRUARY 1943 to 31 MARCH 1942
Feb. 1943: Add 29, 162, 181, 197, 68 Gd, 69 Gd, 70 Gd Inf., 8, 51, 14 Gd, 15 Gd, 16 Gd Cav., 3 Gd, 4 Gd Mk. Corps, Subtract 96, 120, 138, 319, 10 NKVD Inf., 55, 70, 91, 110, 112 Cav., 4 Mk. Corps, 13 Tk. Corps.
Mar. 1943: Add 70, 96, 138, 157, 213, 71 Gd, 72 Gd, 73 Gd, 74 Gd, 75 Gd, 76 Gd, 77 Gd, 78 Gd, 79 Gd, 80 Gd, 81 Gd, 82 Gd Inf., 7, 8 Gd Cav., 1 Gd Mtz., 4 Gd Tk. Corps, Subtract 23, 29, 38, 45, 95, 157, 173, 204, 284, 292, 321, 422 Inf., 11 Cav., 1 Mtz., 17 Tk. Corps.
ORDER OF BATTLE CHANGES FROM 1 APRIL 1942 to 11 JULY 1943
Apr. 1943: Add 1 Pol., 30, 38, 62, 95, 119, 124, 130, 160, 174, 56 Gd, 65 Gd, 83 Gd, 84 Gd, 85 Gd, 86 Gd, 87 Gd, 88 Gd, 89 Gd, 90 Gd, 91 Gd, 92 Gd, 93 Gd, 94 Gd Inf., 13 Gd Cav., 5 Gd Tk. Corps, 6 Gd Mk. Corps, Subtract 6 Mos. Res., 97, 98, 99, 110, 118, 120, 160, 257, 300 325 Inf., 7, 83 Cav., 3 Gd Mtz., 4 Tk. Corps, 2 Mk. Corps.
May 1943: Add 23, 63, 76, 97, 99, 110, 118, 127, 153, 154, 159, 173, 192, 199, 95 Gd, 96 Gd, 97 Gd, 1 NKVD Inf., Subtract 226, 343 Inf., 51, 61, 81, 115 Cav.
June 1943: Add 207, 208, 221, 230, 257 Inf., Subtract 142, 1 NKVD Inf.
July 1943: Add 2 Pol.. 136, 204, 218, 226, 108 Gd, 109 Gd, 110 Gd Inf.. 9, 5 Gd Mk. Corps, Subtract 6 Mk. Corps.
ORDER OF BATTLE CHANGES FROM 12 JULY 1943 to 23 DECEMBER 1943
Aug. 1943: Add 406 Inf., 8 Mk. Corps
Sep. 1943: Add 227, 304, 316, 120 Gd, 121 Gd Inf., 6 Gd, 7 Gd Tk. Corps, 7, 7 Gd Mk. Corps, 17 Gd Cav., Subtract 308, 342 Inf., 20 Mtn. Cav., 12, 15 Tk. Corps.
Oct. 1943: Add 3 Pol., 319, 117 Gd, 119 Gd, 129 Gd Inf., 128 Gd Mtn., 10 Gd, 11 Gd Tk. Corps, 8 Gd Mk. Corps, Subtract 6, 30 Tk. Corps, 176 Inf., 83 Mtn., 3 Mk. Corps Nov. 1943: Add 201 Inf.
Dec. 1943: Add none.
ORDER OF BATTLE CHANGES FROM 24 DECEMBER 1943 to 30 APRIL 1944
Jan. 1944: Add 1 Inf.
Feb. 1944: none
Mar. 1944: none.
Apr. 1944: Add 329 Inf.
ORDER OF BATTLE CHANGES FROM 1 MAY 1944 to 31 DECEMBER 1944
May 1944: Add 20, 321, 325 Inf. Subtract 20 Mtn.
June 1944: Add 308, 343 Inf., 9 Gd Mk. Corps. Subtract 8 Mk. Corps July 1944: Add 8 Gd Tk. Corps, Subtract 2 Tk. Corps Aug. 1944: Add 418 Inf.
Sep. 1944 - Dec. 1944: no changes.
ORDER OF BATTLE CHANGES FROM 1 JANUARY 1945 to 15 FEBRUARY 1945
no changes.
ORDER OF BATTLE CHANGES FROM 16 FEBRUARY 1945 to 15 APRIL 1945
February 1945: Add 9 Gd Tk. Corps. Subtract 3 Tk. Corps.
ORDER OF BATTLE CHANGES FROM 16 APRIL 1945 to 8 MAY 1945
no changes.