Watch on the Oder: January 1945
Watch on the Oder: January 1945 Rulebook
Table of Contents
Table of Contents
- 1.0 Introduction
- 2.0 Components
- 3.0 Set Up & Hex Control
- 4.0 How to Win
- 5.0 Turn Sequence
- 6.0 Stacking
- 7.0 Zones of Control
- 8.0 Supply
- 9.0 Regrouping & Reinforcements
- 10.0 Movement
- 11.0 Combat
- 11.1 Multiple Defenders in One Hex
- 11.2 Multi-Hex Attacks
- 11.3 Indivisibility of Units
- 11.4 Attack Sequencing
- 11.5 Combat Procedure
- 11.5.1 Terrain
- 11.5.2 German Fortifications
- 11.5.3 German Support Markers
- 11.5.4 Concentric Attack
- 11.6 Combat Results
- 11.6.1 Defender Retreat Result (DR)
- 11.6.2 Exchange Result (EX)
1.0 Introduction
1.1 Game Scale
Each game turn (GT) represents four days. Each hex on the map represents 20 miles (32.5 km) from side to opposite side. Units are corps sized units for the Germans and armies for the Soviets.
1.2 Rule Abbreviations
Below are common abbreviations used in the rules:
- DRM: Die Roll Modifier
- 1d6: Used when referring to the number of dice to roll and the number of sides each die should have. 1d6 means 1 six-sided die.
- GT: Game Turn
- MF: Movement Factor
- AF: Attack Factor
- OOS: Out of Supply
- DF: Defense Factor
- VP: Victory Points
- DR: Die Roll
1.3 Map North vs. Compass North
The directional rose printed on the map sheet shows compass north. If a rule refers to a map edge hex and a compass direction use the following guide (all are inclusive):
- North Map Edge Hexes: 1003–3503
- East Map Edge Hexes: 3503–3521
- South Map Edge Hexes: 1021–3521
- West Map Edge Hexes: 1003–1021
Important: The four corner hexes (1003, 3503, 3521, and 1021) are part of either adjoining map edge that best suits a player's purpose on a case-by-case basis.
Map Clarification: Units may move across the hexside between 2308 and 2408.
2.0 Components
A complete game of Watch on Oder includes a 22×34-inch game map, this rule set, and a sheet of 128 5/8-inch counters. Players must provide one six-sided die to resolve combat and other random game events.
2.1 Game Map
The map represents the militarily significant terrain found along the northern portion of the eastern front during January 1945 when portrayed at these scales. A hexagonal ("hex") grid is printed across the map to regulate unit placement and movement. A unit is always in one hex at any one instant.
- Each hex contains natural and/or manmade terrain features that may affect movement and combat. The map's terrain representations have been altered slightly from their exact real-world configurations to make them conform to the hex-grid. The terrain relationships from hex to hex are, however, accurate to the degree necessary to present players with the same space/time dilemmas that would have been faced by their real-world counterparts.
- Each hex on the map has a unique four-digit number printed in it. Those numbers are provided to help you find specific locations referred to in the rules, and to allow you to record unit positions if a match is interrupted and taken down before it can be completed. Example: The city of Warsaw is in hex 2115.
- All charts, tables, and tracks required for play are printed on the map.
- Turn Sequence Outline: Used to remind players of the sequence of play (5.0).
- Map Errata: The Sequence of Play on the map is incorrect. Use the sequence given in 5.1 and on the back cover instead.
- Turn Tracks: There are two Turn Tracks, one for each player (German and Soviet). Players move their turn markers along the track to indicate the current GT. Players may also place reinforcements (9.0) in the appropriate Turn Boxes to serve as reminder for when reinforcements arrive.
- Victory Point (VP) Tracks: There are two VP Tracks, one for each player. These tracks are used to record VP as each player earns them (4.0).
- Terrain Key: Used as a quick reference by players to identify in-hex and hexside terrain.
- Terrain Effects Chart (TEC): Lists each terrain type, the cost in movement factors (MFs) to move into or across each hexside (10.0), and the combat effects generated by each terrain type (11.0).
- Movement Factors Chart: Lists the movement factors available to each movement class of units during each Movement Phase (10.0).
- Combat Results Table (CRT): Used to resolve combat (11.0), by rolling 1d6, applying any die roll modifiers (DRMs) and then cross referencing the modified die roll (DR) with the appropriate odds column.
2.2 The Counters
The counters in the game mostly represent combat units; others are provided as memory aids and informational markers. Carefully punch out all the counters.
- Each combat unit counter displays specific information regarding nationality, unit type, organizational size, attack factor, defense factor, and historical identification.
- Front: unit size (at top), unit type (in the middle, left), unit ID (right), attack factor (bottom left), defense factor (bottom right).
- Back: arrival / placement info, or the word "Any" if the unit may be placed anywhere the owning player controls.
- All combat units are one-step. The back of a combat unit displays its at start position or arrival information if the unit is a reinforcement.
- Movement factors (MF) are not printed on unit counters. They are based on the movement class of the unit. See 10.0 for details.
- There are three movement classes in the game. Each movement class has a specific number of MF (see TEC and below).
- Mechanized: 6 (3 if out of supply (8.5))
- Non-Mechanized: 4 (2 if out of supply (8.5))
- Static: 0
- Each unit's attack factor (AF) and defense factor (DF) are the unit's combat factors (CFs). A unit's CF is the numerical measure of its ability to participate in combat relative to the other units in the game (11.0).
2.2.1 Sides & Colors
A unit's nationality, and therefore the side to which it belongs, is shown by its color scheme. One player commands all the units of the German side, and the other player commands all the units of the Soviet side.
- German
- Mechanized Units: White on Black
- Non-Mechanized Units: Black on Gray
- Static "Fortress Command" Units: Black on Blue
- Soviet
- Mechanized Units: White on Red
- Non-Mechanized Units: Black on Brown
- Non-Mechanized Shock Armies: Black on Orange
2.2.2 Unit Types
- Mechanized Units
- Panzer / Tank
- Soviet Guards (Motorized) Infantry
- Important: The airborne symbol (gull wings) on the German HG Panzer Corps is honorific, it has no effect on game play.
- Non-Mechanized Units
- German Infantry / Soviet Rifle
- Important: There is no functional difference between a German infantry unit and a Soviet Rifle unit.
- Shock
- Static Units
- Fortress Command
2.2.3 Unit Sizes
Unit size symbols are above the unit type symbols. These symbols indicate the organizational size of the units.
- Army (four X's)
- Corps (three X's)
- Korpsgruppe (three X's, Korpsgruppe symbol)
2.2.4 Abbreviations
The abbreviations appear on the units are as follow.
- G: Guards
- GD: Gross Deutschland
- GT: Guards Tank
- FCB: Fortress Command Breslau
- FCK: Fortress Command Koenigsberg
- FCDK: Fortress Command Deutsche Krone
- FCDZ: Fortress Command Danzig
- FCKS: Fortress Command Kustrin
- FCSM: Fortress Command Swinemuende
- FCSW: Fortress Command Stettin
- HG: Hermann Goering
- KGJN: Korpsgruppe Jeckeln
- KGM: Korpsgruppe Munzel
- KGWS: Korpsgruppe Weise
- KGW2: Korpsgruppe Wehrkreis 2
- KGW20: Korpsgruppe Wehrkreis 20
- P: (Pseudo) Panzer Corps
- Po: Polish
- Sh: Shock
- SS: Schutzstaffel
- T: Tank
Designer's Note: By this time in the war the Germans (in this theater) had four corps (41, 46, 48, and 56) that, though nominally "panzer," did not contain any mechanized-class divisions. Accordingly, in the game they are presented as the infantry formations they in fact were, but with a "P" appended to their names for purposes of historical clarification.
2.3 Static (Fortress Command) German Units
Fortress Command units, once placed on the map, cannot move from their placement hex unless eliminated.
Important: These cannot attack. They defend normally.
2.4 Other Counters
The following counters (markers) are included in the game as informational and memory aids. Their functions are explained in the noted portions of the rules.
- Hex Control Markers: Front (Soviet) and Back (German).
- Victory Point Markers: Soviet and German, each in x1 and x10 denominations.
- Turn Markers (5.0): Soviet and German.
- Other Markers:
- German Air Support Marker
- German Naval Gunfire Support Marker
- German Aerial Supply Marker
3.0 Set Up & Hex Control
Players should first decide who will command which side, as described 2.2.1.
3.1 Hex Control & Zones of Control
At the start of play in both scenarios all hexes west of the initial start line printed on the map are said to be under German control. All other hexes on the map are under Soviet control.
- The control (ownership) status of a hex switches from one side to the other as soon as a ground unit from the other side enters that hex.
- Such control switching may go back and forth any number of times in each hex during play.
- Hex control is significant to victory (4.0).
Important: Do not confuse hex control, as described here, with zones of control (ZOC), described in 7.0.
3.2 Set Up
Players set up their units in the order given below:
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The Soviet player places all Soviet units with a four-digit hex number printed on their reverse sides in the hex corresponding to the number listed on the counter. Example: The 1st Guards Tank (1GT) Army begins the game set up in hex 2416.
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The 3rd Shock Army has "3505–21" printed on its reverse side. That unit may be placed in any hex of the Soviet player's choice between 3505 and 3521 (inclusive).
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The German player places all German units with a four-digit hex number printed on their reverse sides in the hex corresponding to the number listed on the counter.
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The Soviet player then places all Soviet units with the word "Any" printed on their reverse sides in any hexes he controls anywhere on the map (3.1). These units may be stacked with each other, or units placed in step 1. Stacks must adhere to stacking limits (6.0).
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The German player then places all German units with the word "Any" printed on their reverse sides in any hexes he controls anywhere on the map (3.1). These units may be stacked with each other, or units placed in step 3. Stacks must adhere to stacking limits (6.0).
Important: A maximum of two German non-mechanized units can be placed in Memel (hex 2806). Mechanized units cannot be placed in Memel.
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The German player then places the six German units with "Turn 4" in the Turn 4 box on the German Turn Track.
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Both players then place their turn markers in the Turn 1 box of their respective Turn Tracks and their victory point markers in the "0" box of their respective Victory Point Tracks.
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Both player then place all other markers off to the side.
Important: There is no fog of war in this game. Players are always free to examine all units on the map.
4.0 How to Win
The game begins with the German player on the offensive; however, both players will need to conduct both offensive and defensive operations during play if they hope to win. There are no levels of victory.
Important: Players must track victory points (VP) during the game. Track the current number by moving the VP markers along a player's Victory Point Track.
4.1 Sudden Death Victory
Either player may win a sudden death victory at any point in the game. If a player meets his sudden death victory requirements, the game ends immediately.
4.1.1 German Sudden Death Victory
The German player wins a sudden death victory if a minimum of two in-supply (8.0) German ground units occupy any hexes along the east map edge (1.3) at the end of a Soviet Player Turn.
- For purposes of a sudden death victory, the above units are checked for supply during the German Sudden Death Supply Check Phase. If the units are out of supply at that time, play continues normally. If they are in supply, the game immediately ends.
Important: Aerial supply cannot be used to meet the "in supply" requirement here.
4.1.2 Soviet Sudden Death Victory
The Soviet player wins a sudden death victory if any two of the three requirements below are met:
a) A minimum of two in-supply (8.0) Soviet units occupies any hex along the west map edge; or,
b) The Soviet player occupies (3.1) (any Soviet units occupying the hex must also be in supply) the city of Koenigsberg (hex 2408); or,
c) The Soviet player occupies any one of the six hexes of the Upper Silesian Industrial Region (USIR) (the units must be in supply as per (b) above). USIR hexes are 1218–1220 and 1318–1320.
- For purposes of a sudden death victory, the above units are checked for supply during the Soviet Sudden Death Supply Check Phase. If the units are out of supply at that time, play continues normally. If they are in supply, the game immediately ends.
4.2 End Game Victory
If, by the end of GT 8, neither player has won a sudden death victory, players determine victory using the number of VPs gained by each player.
4.2.1 Scoring Victory Points
Each player receives VPs as listed below:
- 1 VP: For each enemy unit eliminated when it was in supply (when in regular or aerial supply (8.2 through 8.4)).
- 2 VP (Soviet Player only): Each German unit eliminated while in coastal or fortress supply (8.2 (b) & (c)).
- 2 VP: For each enemy unit eliminated when out of supply.
- 1 VP: For each friendly reinforcement or regrouped unit the owning player did not place on the map (9.3). Eliminated units that (based on their die rolls) do not return to the game do not count towards VP (9.1.1).
Important: VPs for eliminated units are scored when the unit is eliminated. Rebuilding an eliminated unit does not affect the VP (9.1.1).
4.3 Winning on Victory Points
German Victory: The German player wins the game if he has at least 30 VPs and the Soviet player's total is less than one-half the German player's total.
Draw: If the German player has at least 30 VP, the Soviet player's total VP is equal to one-half the German player's total, the game is a draw.
Soviet Victory: The Soviet player wins the game if:
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The German player has fewer than 30 VPs; or,
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The German player has at least 30 VP, and the Soviet player's total VPs is greater than one-half the German player's total.
5.0 Turn Sequence
All GTs are played in the order given below.
- No action may be taken by either player except in accordance with the sequence.
- The German Player Turn always precedes the Soviet Player Turn.
5.1 Turn Sequence Outline
The sequence of play was changed after the map was printed. The on-map sequence should read as follows:
German Player Turn
- German Sequence Declaration Phase
- German Support Marker Placement Phase (skip on GT 1)
- German Movement or Combat Phase
- German Combat or Movement Phase
- German Regroup & Reinforcement Phase
- Soviet Sudden Death Supply Check Phase (8.0)
Soviet Player Turn
- Soviet Sequence Declaration Phase
- Soviet Movement or Combat Phase
- Soviet Combat or Movement Phase
- Soviet Regroup Phase
- German Support Marker Retrieval Phase
- German Sudden Death Supply Check Phase (8.0)
Example: During the German Sequence Declaration Phase of GT 2, the German player chooses to conduct the German Movement Phase then the German Combat Phase. During the Soviet Sequence Declaration Phase, the Soviet player chooses to conduct his Combat Phase and then his Movement Phase. In this case the Soviet player could conduct attacks with Soviet Shock Armies.
Revised Sequence of Play (printed on page R16)
Important: The sequence of play was modified after the map was printed. Below is the corrected Sequence of Play:
I. German Player Turn
- German Sequence Declaration Phase
- German Support Marker Placement Phase (skip on GT 1)
- German Movement or Combat Phase
- German Combat or Movement Phase
- German Regroup & Reinforcement Phase
- Soviet Sudden Death Supply Check Phase (8.0)
II. Soviet Player Turn
- Soviet Sequence Declaration Phase
- Soviet Movement or Combat Phase
- Soviet Combat or Movement Phase
- Soviet Regroup Phase
- German Support Marker Retrieval Phase
- German Sudden Death Supply Check Phase (8.0)
5.2 Turn 1 Unique Rules
The following four special rules apply during first GT:
- The German player applies a −1 modifier to all combat resolution die rolls when attacking.
- The Soviet player applies a leftwards column shift when attacking.
- Soviet Shock Armies may not attack.
- German airpower, air supply, and naval gunfire support markers are not available, so skip the German Support Marker Placement Phase.
5.3 Sequence Declaration Phase
During each side's player-turn, that side may conduct one Movement Phase, and one Combat Phase, but the order in which these are conducted is up to that player and is announced in his Sequence Declaration Phase for that turn. The choice is entirely free; there is no inherent penalty or bonus for choosing one sequence over the other.
Exception: If the Soviet player chooses to conduct his Movement Phase first and then his Combat Phase, Soviet Shock Armies may not attack during the Combat Phase.
5.4 German Support Marker Placement Phase
This phase is skipped on GT 1. On all subsequent turns the German player may place:
a) The German air support marker in any hex of his choice anywhere on the map.
b) The German naval support marker in any coastal hex.
Important: If the air support marker is placed during this phase the German player may not place the aerial supply marker on the map during the current GT (8.3).
- The markers may each be placed in an enemy zone of control (EZOC) and/or in a Soviet-occupied hex.
- The German air support marker affects German and Soviet movement (10.3) and all combat (11.5.3) in the placement hex and all six adjacent hexes.
- The German naval support marker affects all combat in the hex of placement.
- The markers do not:
- Count for stacking.
- Have a combat value.
- Exert a ZOC.
- Negate friendly or enemy ZOC.
- Support markers may not absorb combat losses.
- The German player removes support markers from the map during the German Support Marker Retrieval Phase. They are available at the beginning of the next German Player Turn.
Important: The German naval support marker is available during the German Support Marker Phase of GT 2 through the end of the game. It may be used in conjunction with the German air support marker.
6.0 Stacking
Stacking is the term used to describe placing more than one friendly unit in the same hex at the same time.
Important: Friendly units cannot enter an enemy-occupied hex. Friendly and enemy units cannot stack together.
6.1 Free Stacking Units & Markers
All markers (2.4) and all German static Fortress Command units (2.2.2) do not count for stacking.
6.2 Stacking Limits
Each side may stack up to three combat units in each hex.
Exception: Each Soviet Shock Army counts as three combat units. They may not stack with any other combat unit.
6.3 When Stacking Applies
Stacking only applies at the end of each phase.
- Any number of units (including Soviet Shock Armies) may move through a hex. There is no limit on the number of units that move through a hex.
Important: Stacking restrictions apply to the arrival of reinforcements and regrouped units (9.0).
6.4 Overstack Penalty
If at the end of any phase a stack is found to contain more than three combat units (or more than a single Soviet Shock Army) the non-owning (opposing) player must eliminate the number of units required to bring the stack back within stacking limits.
Important: Units removed by this rule do count as eliminated units for VP purposes (4.2.1).
7.0 Zones of Control
Zone of Control (ZOC) rules are an abstraction of a unit's ability to project its combat power, through tactical fire and maneuver, into areas immediately around its main location.
Important: Do not confuse these ZOC rules with the rule concerning the control of hexes. Exerting a ZOC into a hex does not gain the owning player control of the hex (3.1).
- All combat units (including Fortress Commands) of both sides exert a ZOC into their own hex and the six adjacent hexes.
Exception: ZOC do not extend across all-sea hexsides. ZOC do not extend across partial sea hexes from the mainland to the land bridge in hexes 2607 and 2706.
- The supply status of a unit (8.0) does not affect that unit's ability to project a ZOC.
- There is no qualitative difference between a hex containing a ZOC projected by one unit and a hex containing ZOC projected by more than one unit.
- The ZOC of units of both sides may be simultaneously exerted into the same hex.
- ZOC do not extend off the map.
7.1 EZOC & Movement
A moving unit must end its movement for the current phase when it enters an EZOC.
- A unit that begins its movement in an EZOC may exit the hex, but only if the first hex entered does not contain an EZOC.
- The presence of friendly unit in a hex containing an EZOC does not negate that EZOC for movement purposes.
7.2 EZOC & Retreat After Combat
Units may not retreat after combat into a hex containing an EZOC. The presence of a friendly unit or stack in a hex containing an EZOC does not negate that EZOC for retreat-after-combat purposes. See 11.6.1 for retreat procedures.
7.3 EZOC & Advance After Combat
EZOC do not affect the ability of attacking units to advance after combat.
7.4 EZOC & Supply
The presence of a friendly unit or stack in a hex containing an EZOC does not negate that EZOC for supply purposes.
- Friendly supply may be traced into, but not through, a hex containing an EZOC.
7.5 German Fortifications
German on-map fortifications do not block or inhibit the projection of Soviet ZOC, nor do they inhibit German ZOC.
Important: The first time a Soviet unit enters a German on-map fortification, the fortification is destroyed for the rest of the game (11.5.2). Players should mark the hex in some manner as a reminder that the fortification is destroyed.
8.0 Supply
For units to be able to move and fight at their full potential, they must be "in supply."
- Supply for movement is determined when a given unit begins to move. A unit's supply status does not change due to moving into or through hexes that would normally be out of supply.
- Supply for combat is determined at the start of each individual combat for all units of both sides that participate in that combat.
- Supply for sudden death victory conditions (4.1) are conducted during the Soviet or German Sudden Death Victory Supply Check Phases (5.1).
8.1 Tracing Supply Lines
No counters are provided to represent the materiel consumed by units. Instead, supply is abstracted into the process of supply line tracing.
- A unit is in supply if it can trace a path of contiguous hexes of any length from its location to an appropriate supply source hex.
- None of those hexes may be enemy-occupied, nor may the supply path cross an all-sea hexside (they may be traced across land bridges).
- See 7.4 for the effect of EZOC on supply.
- Supply lines may be traced into and/or through hexes that are enemy-controlled (3.1) if those hexes are not occupied by enemy ground units.
- German fortifications do not block or inhibit the tracing of Soviet supply lines.
Important: The German air support marker has no effect on the ability of Soviet units to trace supply lines.
8.2 German Supply Sources
The German player must trace supply to any of the following supply sources:
a) To any hexes along the map's west edge and/or to any city hexes in the USIR (Upper Silesian Industrial Region) (hexes 1318, 1319, 1320, 1218, 1219, or 1220); or,
b) German units that are unable to trace supply as per a) but are in city hexes lying west of the original front line, and which city hexes that have never been under Soviet control, are in Fortress Supply.
c) German units that are unable to trace supply as per a) or b), but are in coastal hexes, are in Coastal Supply.
Important: Do not confuse Fortress Supply with German fortification hexes printed on the map. The presence, or lack thereof, of German Fortress Command units has no effect on Fortress supply.
Important: See 4.2.1 and 9.1 for the effect of being in Fortress or Coastal Supply. There are no other effects different to regular supply.
8.3 German Aerial Supply
The German player has an aerial supply marker for use throughout the game.
Important: The German player cannot use both the air support marker and the aerial supply marker during the same GT. If the air support marker is placed on the map during the German Air Support Placement Phase, the aerial supply marker cannot be used that GT (5.4).
- The aerial supply marker may be placed on top of any friendly ground unit at any time in either the German Movement Phase, German Combat Phase, or the Soviet Combat Phase.
Important: The aerial supply marker may only supply one unit. If the marker is placed on a stack, the German player must designate which unit is being supplied.
Exception: The aerial supply marker is not available during GT 1 (5.2).
- Once placed the marker must remain on the unit (even if the unit moves) until the aerial supply marker is removed from the map during the German Support Marker Retrieval Phase (5.1).
- The aerial supply marker acts as the unit's supply source (thus allowing the unit to be in supply) until the marker is removed.
Important: An aerial supplied unit moving into an east map edge hex does not qualify to generate a German sudden death victory (4.1.1).
Designer's Note: German air transport was not capable of providing supply to large formations during this period of the war. Additionally, the state of the Luftwaffe was so degraded that it would not be capable of supporting an air supply mission large enough to keep a full corps in supply and provide support for combat operations.
8.4 Soviet Supply Sources
Soviet units trace supply to any hex along the east map edge.
8.5 Out of Supply (OOS) Movement
If a unit is found to be OOS at the start of its move, that unit's movement factor is halved (10.0).
8.6 OOS Combat
OOS units are affected when attacking or defending.
- If any attacking units are OOS, apply a +1 DRM to the combat resolution DR.
- If the defending stack is OOS, apply a −1 DRM to the combat resolution DR.
- OOS units that are eliminated in combat score two VP for the opposing side.
Important: The above DRMs may be applied to both the attacking and defending force, thus canceling each other out.
8.7 Indefinite OOS
Units are never eliminated due to being OOS. Units may remain OOS indefinitely.
9.0 Regrouping & Reinforcements
Both sides can return (regroup) eliminated units to play.
9.1 Regroup Procedure
Eliminated units (both sides) may be regrouped (brought back into play).
Exception: German static and Korpsgruppe (KG) units cannot be regrouped. When eliminated they are permanently removed from play.
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When a unit is eliminated, conduct the following procedure:
a) If the unit was eliminated while in regular supply (not fortress, coastal, or aerial supply) the enemy player scores one VP; the owning player rolls 1d6 for the unit. The result is the number of GTs later that the unit is available to be placed on the map.
Example: It is GT 2 and a Soviet unit in supply is eliminated. The Soviet player rolls 1d6 with a result of three. The unit is available for placement on the map on GT 5 during the Soviet Regrouping Phase.
b) If the unit was eliminated while OOS or is using aerial, coastal, or fortress supply roll 2d6 and total the results. The total is the number of GTs later that the unit is available to be placed on the map.
Important: If the result of the above procedure requires that a unit returns after GT 8, that unit is permanently removed from play, no additional VP are awarded.
9.1.1 Returning Regrouped Units to Play
Regrouped units are returned to play during the friendly Regroup Phase corresponding to the GT indicated.
- German units are entered back into play as if they were reinforcement units (9.2).
- Regrouped Soviet units may enter by:
- Being placed in any Soviet-controlled city or town lying east of the original front line printed on the map, if that town/city has never been German-controlled and can trace a line of supply to any Soviet supply source (8.4).
- Being placed in any Soviet-controlled east map-edge supply source hex (8.4). The hex may be in an EZOC.
- Regrouped units may operate normally (move, attack, and/or defend) in any ensuing phase.
- A unit's reappearance into play via regrouping does not take away the one or two VP it generated for the other side at the time of its elimination.
- The same unit, if eliminated more than once over the course of a game, generates the appropriate VP award each time that happens.
- An eligible unit may potentially go through the regroup process any number of times during a game.
9.2 German Reinforcements
Only the German side gets reinforcements. The placement procedures below also apply to German regrouped units (9.1.1).
Important: Reinforcements and regrouped units must be placed to comply with stacking limitations (6.3).
- German reinforcements arrive on GT 4.
- There are four German units marked "Turn 4". These units may be placed in:
- Any German-controlled city or town west of the original front line (excluding Memel) printed on the map if that town/city has never been Soviet-controlled and can trace a line of supply to any hex on the west map edge; or,
- Any German-controlled west map-edge supply source hex even if there is an EZOC in that hex at the time.
- There are two German units (KGW2 and KGW20) which have Turn 4 and hex grid numbers on their reverse side. Those units may only enter via the hex listed. If that hex is Soviet-controlled or has ever been Soviet-controlled earlier in play, that unit is permanently out of play and generates one Soviet VP.
9.3 No Delayed Arrivals
Regrouped units and reinforcements must enter on GT of arrival.
- If for any reason a unit cannot arrive in one of the designated hexes (9.1.1 & 9.2) the unit is permanently removed from play.
- A player can refuse to accept the reinforcement or regrouped unit on the GT of arrival. If a player makes this decision, the unit is permanently removed from play.
- In either of the above circumstances, the owning player is awarded one VP for each unit not used.
10.0 Movement
During friendly Movement Phases, a player may move any number of friendly units as desired.
Important: Retreat and advance after combat is not movement and does not require the expenditure of MF.
- Units may be moved in any direction or combination of directions.
- Units are moved as stacks or one at a time, tracing a path of contiguous hexes across the hex grid.
- As each unit enters a hex, it pays one or more movement factors (MFs), depending upon the terrain in the hex and/or the terrain of the hexside crossed.
- A unit may never expend more MF during a Movement Phase than it has available.
- A unit may expend any number of its MF in any Movement Phase; however, unused MF may not be accumulated from GT to GT or phase to phase.
- MF may not be transferred, loaned, or given from one unit to another.
- Once a unit has been moved and the player's hand taken from it, it may not be moved again during that phase unless the opposing player graciously permits it.
- There is no minimum movement. If a unit does not have available the MF needed to pay all costs associated with crossing a hexside and/or entering a hex, that unit may not move.
Important: This means that a unit that starts its movement in an EZOC and cannot move into a hex not in an EZOC cannot move during the current Movement Phase.
10.1 Movement Factors
Movement factors are not printed on the counters. There are three movement classes in the game. Each movement class has a specific number of MF (see TEC on the map). MF of out-of-supply units is halved.
Movement Factors chart (printed on page R16):
| Unit Type | Normal | Out of Supply |
|---|---|---|
| Mechanized | 6 | 3 |
| Non-Mechanized | 4 | 2 |
| Static | 0 | 0 |
Important: German static (Fortress Command) units cannot move and if forced to retreat are eliminated.
- If mechanized and non-mechanized units are moving together in a stack, the moving player must determine the number of MF expended when entering a hex separately for mechanized and non-mechanized.
- Units that expend all their MF may be dropped off and the remainder of the stack may continue moving.
10.2 Movement Terrain Effects
Consult the Terrain Effects Chart (TEC) to determine the number of MF that must be expended to enter a hex and/or cross a hexside.
Important: Units cannot end a Movement Phase in a land bridge hex. using the land bridge in hexes 2607 and 2706, and 2208 cannot cross all-sea hexsides. E.g., a unit in 2707 cannot move directly to 2607 or 2706, or vice versa. However, a unit in 2308 may move to either 2208 or 2209, and vice versa.
[Transcriber's note: the printed insert's land bridge "Important" box begins mid-sentence ("using the land bridge in hexes 2607 and 2706…") with no lead-in word; the text is transcribed as printed. The two example map diagrams beside it are omitted.]
- The Movement Cost Effects Column of the TEC lists two numbers. The number to the left is the MF expended by a non-mechanized unit. The number to the right is the MF expended by a mechanized unit.
- When the (TEC) calls for a "+" MF expenditure to cross a hexside, that cost is in addition to the terrain cost for entering the hex.
Important: Hexes may contain two or more types of terrain. A unit must expend the number of MF required for the costliest terrain in the hex.
10.3 German Air Support Movement Effects
The German air support marker may affect the movement of German and Soviet units that enter a hex within their area of effect (5.4).
- Whenever a moving German unit or stack enters a hex within the air support marker's area of effect, that unit or stack only expends one MF for that hex (regardless of type of terrain in the hex). The units ignore any hexside crossing MF expenditure requirements when entering a hex within the air support marker's area of effect.
- If a Soviet unit or stack enters a hex within an air support marker's area of effect, that unit or stack expends one additional MF to enter that hex. If a hexside requires the expenditure of additional MF, increase that expenditure by one (in addition to other all other costs) when entering a hex within an air support marker's area of effect.
Important: The air support marker has no effect on Soviet ZOC nor on either side's unit's ability to retreat or advance after combat.
11.0 Combat
Attacks take place between adjacent opposing units during the Combat Phase.
- Attacking is always voluntary; the mere fact that an enemy unit is adjacent to a friendly unit does not require an attack.
- Each player is always free to attack or not, during his own Combat Phase as he chooses on a case-by-case basis.
- The player whose Combat Phase it is, is the attacker, and the other player is the defender, no matter the general situation across the map.
Important: Static units may not attack. Units stacked with them may attack. Eliminate static units if forced to retreat; they cannot advance after combat.
Important: Shock Armies may only participate in a Soviet attack if the Soviet player chooses the combat/movement phase sequence. Shock Armies cannot conduct probing attacks.
Designer's Note: The Soviets primarily used their Shock Armies in set-piece attacks where they moved into position over a long period (giving the Germans time to figure out whence the attack was coming) and then launching overwhelming attacks that quite simply could in most cases be assured of at least a local victory and destruction of the German front line units. The only solution the Germans were able to come up with was withdrawing their front-line units to a new position and letting the Soviets hit thin air (rear guards and/or thinly held line). The rules are designed to show these situations, and while the Shock Armies are powerful, they are limited in what they can do because of Soviet doctrine.
11.1 Multiple Defenders in One Hex
If there is more than one unit in a hex attacked by your units, you must attack that stack as if it were a single combined defending unit.
11.2 Multi-Hex Attacks
A player may attack an enemy-occupied hex from all friendly-occupied adjacent hexes, although there is no requirement for all adjacent friendly units to attack.
- No more than one hex may ever be the object of any one attack.
- There is no requirement that all units stacked in the same hex to participate in the same attack. Units in a stack may attack into one hex, while others attack into another hex or do not attack at all.
- No defending unit may ever refuse combat; all units in an attacked hex must participate in its defense.
11.3 Indivisibility of Units
No single attacking unit may have its combat factor divided and applied to more than one battle.
- No defending unit may have part of its combat factor attacked while other units attack the other part.
- A unit can only participate in one attack per Combat Phase.
- A unit can only be the subject of an attack once per Combat Phase.
Exception: Momentum Attacks (11.8).
11.4 Attack Sequencing
There is no arbitrary limit on the number of attacks each player may resolve during his Combat Phases. The attacker need not declare all his attacks beforehand, and he may resolve them in any order he wishes. The player must complete each combat prior to initiating the next combat.
11.5 Combat Procedure
Resolve combat using the following procedure:
a) Attacker has the higher combat total or both sides have equal combat totals:
- Total the combat factors of all participating attacking units.
- Total the combat factors of all defending units.
- Divide the attacker's total combat factors by the defender's total combat factors. Round down any remainders.
b) Defender has the higher combat total:
- Total the combat factors of all participating attacking units.
- Total the combat factors of all defending units.
- Divide the defender's total combat factors by the attacker's total combat factors. Round down any remainders.
Example: The attacker has a total of 26 combat factors and the defender has 7. Divide 26 by 7 to get an odds ratio of 3:1 (26 ÷ 7 = 3.71, rounded down to 3:1).
- Consult the Combat Results Table (CRT). German attacks use the German Attack Odds Line, and Soviet attacks use the Soviet Attack Odds Line. Cross reference the appropriate line with the odds ratio determined above.
Important: The column headings on the CRT range from 1:4 or 1:3 to 6:1 or 7:1. Final odds greater than the right-most column always receive an automatic "DE" result. Odds less than left-most column always receive an automatic "AL 1" result.
Combat Results Table column headings (the results themselves are printed on the game map):
| Attack Odds Line | Column headings (left to right) |
|---|---|
| German Attack Odds | 1:4, 1:3, 1:2, 1:1, 2:1, 3:1, 4:1, 5:1, 6:1 |
| Soviet Attack Odds | 1:3, 1:2, 1:1, 2:1, 3:1, 4:1, 5:1, 6:1, 7:1 |
- Determine total DRMs. All applicable DRMs are cumulative in their effect. That is, in every battle, apply all applicable DRMs to get one final positive or negative (or no) modifier.
- Positive DRMs favor the defender; negative DRMs favor the attacker.
- Roll one die and modify the die roll by the total DRMs (see below). The attacking player then cross references the modified die roll with the determined odds column and implements the result.
11.5.1 Terrain
The in-hex and/or hexside terrain in and around the defending hex may provide DRMs in favor of the defender.
- Clear and Marsh: Do not provide DRMs.
- Rough and Forest: Apply a +1 DRM.
- Towns: Apply a +1 DRM.
- Cities: Apply a +2 DRM. The attacker cannot use the concentric attack DRM (11.5.4). All DR results are converted to EX results, and all AS results convert to AL1 results.
- Rivers: If all attacking units are attacking across a river hexside, apply a +1 DRM.
Important: If more than one of the above in-hex terrain features are present in the hex, the defender may choose the in-hex terrain DRM. River hexsides and/or fortification DRMs (11.5.2) are also applied and are cumulative with the in-hex terrain.
11.5.2 German Fortifications
At the start of play all the German fortifications on the map are intact. That status is lost on a hex-by-hex basis if a Soviet unit enters the fortification hex (7.5). Intact German fortifications generate +1 DRM for defending German units.
Important: Soviet forces can never receive a DRM for defending in German fortifications, because a fortification is destroyed if a Soviet unit enters a fortification hex.
11.5.3 German Support Markers
The German air and naval support markers provide DRMs to both German and Soviet attacks. The markers apply throughout the game turn (i.e., each marker may provide a modifier to a German attack, and to a Soviet attack later in the same turn).
- German Attacks: If the defending Soviet hex contains the naval support marker, apply a −1 DRM. If the defending Soviet hex contains, or is adjacent to, the air support marker's hex apply a −1 DRM.
- Soviet Attacks: If the defending German hex contains the naval support marker, apply a +1 DRM, if the defending German hex contains, or is adjacent to, the air support marker's hex, apply a +1 DRM.
11.5.4 Concentric Attack
Apply a −1 DRM if units attack a defending hex from:
- Opposite hexes; or,
- Three surrounding hexes with one hex between each attacker-occupied hex; or,
- Four or more hexes.
Exception: Do not apply the concentric attack DRM if the defending units occupy a city hex.
11.6 Combat Results
Every battle is fully resolved as a discrete event. There is never any carry-over of extra unabsorbed step losses from battle to battle or phase to phase.
11.6.1 Defender Retreat Result (DR)
The owning player conducts retreat after combat.
- A unit must retreat one hex.
- Units may retreat in any direction; however, if there is a choice of hexes into which the unit(s) could retreat, they must retreat to a hex closer to a friendly supply source.
- Stacked units are not required to retreat as a stack, they may retreat into any number of eligible hexes.
- Stacking limits apply to retreated units. If a retreat leaves a retreating force overstacked in its new hex, conduct the minimum further retreat necessary to get it into a hex where stacking limits are not violated.
- Units cannot retreat across or into prohibited hexes or hexsides. Units cannot retreat into land bridge hexes.
- Units cannot retreat into enemy occupied hexes or into an EZOC (7.2).
- Units that are unable to retreat due to enemy occupied hexes, prohibited hexes, or EZOC have their combat results modified: a) If the retreating stack/unit is in a non-city hex, the DR converts to a DE result. b) If the retreating stack/unit is in a city hex, the DR result converts to an EX result.
11.6.2 Exchange Result (EX)
An EX result means the attacking and defending force must both eliminate one unit.
- The owning player chooses the unit to eliminate.
- If an EX leaves a defended hex empty, surviving attacking units may advance after combat (11.7).
11.6.3 Attack Stalled Result (AS)
The combat result of AS means nothing happens to either side's involved force and no advance or retreat after combat takes place.
11.6.4 Attacker Lose 1 Result (AL1)
The attacking player loses any one unit of his choice from among his involved force. No advance or retreat after combat takes place.
11.6.5 Defender Eliminated Result (DE)
All defending units are eliminated. Attacking units may advance after combat (11.7).
11.7 Advance After Combat
At the end of every attack, whenever the defender's hex is left empty of all units, the victorious attacking units may advance after combat into that hex.
- Stacking limits must be observed.
- Such advances are not part of normal movement; they do not cost MF but advancing units must still observe normal terrain prohibitions.
- EZOC do not block advances after combat.
- Advancing after combat is an option; it is never mandatory; however, the decision to advance must be made immediately after that combat is resolved and before that of another is begun.
- It is not necessary for all attacking units to advance into a newly won hex; the victorious player may advance one or any number of units (up to the stacking limit).
Important: Defending units never advance after combat.
11.8 German Momentum Attacks
German mechanized attacking units that advance after combat may immediately attack again (owning player's choice). Momentum attacks are an exception to the one unit one attack per turn rule.
- Only German mechanized units that advance after combat may conduct a momentum attack.
- The German player must make the decision to conduct a momentum attack prior to initiating any further combats.
- Other than the restriction noted above, conducting a momentum attack uses the same procedures as a normal attack.
- They may attack any enemy units that retreated, or they may attack an entirely different enemy occupied hex.
- Units that participate in a successful momentum attack may advance again after conducting the momentum attack.
- Each unit can only participate in one momentum attack per game turn.
Important: Only German mechanized units can conduct momentum attacks. Soviet units and German non-mechanized/static units cannot conduct momentum attacks.
11.9 Probing Attacks
During the Combat Phase, a player may decide to conduct a probing attack with any unit into an adjacent unoccupied hex, if he has units that are:
- Adjacent to one or more hexes containing enemy units; and,
- Are also adjacent to one or more unoccupied hexes that are within an EZOC.
- A unit conducting a probing attack may be in an EZOC.
- Conduct probing attacks using the same procedures as regular attacks, except do not conduct the odds calculation process and neither side can in any way suffer any losses.
- Instead, announce the probing attack and then make an advance after combat into the designated hex.
- The German player may conduct a momentum attack as a probing attack. Alternatively, the German player may use the advance resulting from an initial probing attack to create the opportunity for a momentum attack.
- A unit can only make one probing attack and (if German) one momentum attack per friendly Combat Phase (in either order).
Example of Probe and Momentum Attack Options
- If a unit has not yet launched an attack during the current Combat Phase the owning player has two options:
- The unit may conduct an attack into an enemy occupied hex; or,
- The unit may conduct a probing attack into an unoccupied hex if: a) The attacking unit is adjacent to one or more enemy occupied hexes; and, b) The hex the player wishes to attack is in an EZOC (the EZOC does not have to be generated by one of the adjacent enemy units).
- If the player choses option 1 and the defending hex is cleared of defending units (either eliminated or retreated) the player may advance into the defending hex. If the player is the German player, he may then conduct a momentum attack with any German Mech units that advanced. He then has three options:
- The unit may conduct a momentum attack into an enemy occupied hex; or,
- The unit may conduct a momentum attack as a probing attack into an unoccupied hex if: a) The attacking unit is adjacent to one or more enemy occupied hexes; and, b) The hex the player wishes to attack is in an EZOC (the EZOC does not have to be generated by one of the adjacent enemy units).
- The unit does not conduct either of the two above options and ends all actions for this phase.
Important: After conducting the momentum attack (either option) the units cannot attack again this phase.
- If the player chooses option 2) conducting a probing attack into an unoccupied hex, the player will automatically, if German, will advance the attacking units into the defending hex and thus be able to conduct a momentum attack. Since the player has already conducted a probing attack the German player has only two options:
- Conduct a momentum attack against an enemy occupied hex; or,
- End all actions for this phase.