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Zhukov's War: The Decisive Middle Phase of the Eastern Front, July 1942 – July 1943 thumbnail

Zhukov's War: The Decisive Middle Phase of the Eastern Front, July 1942 – July 1943

Zhukov's War: The Decisive Middle Phase of the Eastern Front, July 1942 – July 1943 Rulebook

Table of Contents

Table of Contents

  • 1.0 Introduction
    • 1.1 Designer's Notes
    • 1.2 Scales
    • 1.3 Definitions
    • 1.4 Halving
  • 2.0 Components
    • 2.1 Rules
    • 2.2 The Game Maps
    • 2.3 Counters
    • 2.4 Steps
  • 3.0 Set Up & Hex Control
    • 3.1 Set Up Procedure
    • 3.2 Hex Control
    • 3.3 Initial Front Line & Leningrad Pocket
    • 3.4 Leningrad Pocket
    • 3.5 Soviet Front Line Set Up
    • 3.6 Axis Strategy Selection
      • 3.6 Strategy Selection Effects
    • 3.7 Axis Set Up
    • 3.8 Soviet Reserve Set Up
    • 3.9 Off-Hexgrid Set Up
    • 3.10 Axis Strategy Declaration
  • 4.0 How to Win
    • 4.1 Turn 4 (Oct/Nov 1942) Victory Check
    • 4.2 Sieges
    • 4.3 Axis Caucasus Expedition
      • 4.3 Axis Caucasus Expedition (box)
    • 4.4 Turn 6 (Feb/Mar 1943) Victory Check
    • 4.5 Turn 8 (Jul 1943) Victory Check
  • 5.0 Sequence of Play
    • 5.1 Regular Turn Sequence
    • 5.2 Phase Types
    • 5.3 Player Phase Chits
    • 5.4 Player Phase Chit Pool
    • 5.5 Axis 1942 Summer Offensive
    • 5.6 Soviet Winter Counteroffensive
    • 5.7 Axis Late-Winter Counterstroke
    • 5.8 Turn 7–Rasputitsa
    • 5.9 Axis 1943 Summer Offensive
  • 6.0 Stacking & Fog of War
    • 6.1 Stacking Limits
    • 6.2 Stacking & Movement
    • 6.3 Dividing Stacks
    • 6.4 Marker & Chit Stacking
    • 6.5 Fog of War
  • 7.0 Zones of Control
    • 7.1 Zones of Control (ZOC)
    • 7.2 ZOC Effects on Movement
    • 7.3 Negating ZOC Effects
    • 7.4 ZOC Effect on Advance After Combat
  • 8.0 Supply
    • 8.1 Supply Determination
    • 8.2 Tracing Supply Lines
    • 8.3 Enemy Units & Supply Lines
    • 8.4 ZOC & Supply Lines
    • 8.5 Impassable Terrain & Supply Lines
    • 8.6 Enemy Controlled Hexes & Supply Lines
    • 8.7 OOS Movement
    • 8.8 OOS Attacks
    • 8.9 OOS Defense
    • 8.10 Willful OOS
    • 8.11 Terminal Supply Check Phases
    • 8.12 Axis Supply Sources
  • 9.0 Movement
    • 9.1 Movement Classes & Factors
    • 9.2 Movement Procedure
    • 9.3 Movement & Enemy Units
    • 9.4 Minimum Movement Ability
    • 9.5 Stack Movement
    • 9.6 Splitting Stacks
    • 9.7 Different MF in Stacks
    • 9.8 Different Mobility Classes in Stacks
    • 9.9 Terrain & Movement
    • 9.10 Natural Terrain & Water Barriers
    • 9.11 Clear Terrain
    • 9.12 Forest
  • 10.0 Combat
    • 10.1 Attack Sequencing
    • 10.2 Combat Procedure
    • 10.3 Multi-Hex Attacks
    • 10.4 Stacked Attackers
    • 10.5 Stacked Defenders
    • 10.6 Indivisibility of Units
    • 10.7 Calculating the Odds
    • 10.8 Poor Odds Attacks
    • 10.9 Odds Limits
    • 10.10 Odds Shifters
    • 10.11 Hills
    • 10.12 Forest Hexes
  • 11.0 Reinforcements & Withdrawals
    • 11.1 Reinforcement Availability
    • 11.2 Reinforcement Arrivals
    • 11.3 Leningrad Pocket Reinforcement Arrivals
    • 11.4 Delaying Reinforcements
    • 11.5 ZOC Effects on Arrival
    • 11.6 Axis Withdrawals
  • 12.0 Replacements & Upgrades
    • 12.1 Replacement Steps
    • 12.2 Replacement Schedules
    • 12.3 Axis Replacement
    • 12.4 Soviet Replacements
    • 12.5 Soviet On-Map Replacement
    • 12.6 Soviet Eliminated Unit Replacement
    • 12.7 Leningrad Pocket Replenishment
    • 12.8 Mechanized Group Popov Replacements
    • 12.9 German Divisional Upgrades
    • 12.10 Soviet Guards Conversions
  • 13.0 Strategic Movement
    • 13.1 Axis Strategic Movement
    • 13.2 Soviet Strategic Movement & the RVGK
  • 14.0 Special Units & Markers
    • 14.1 Brandenburgers
    • 14.2 Luftwaffe Combat Air Support
    • 14.3 German Eleventh Army
    • 14.4 German Assault Division
    • 14.5 Luftwaffe Field Division (LFD) Panic
    • 14.6 Axis Satellite Units
    • 14.7 Soviet Shock Armies
    • 14.8 Oranienbaum Bridgehead Group (OBG)
    • 14.9 Leningrad People's Militia Army (LPMA)
    • 14.10 Leningrad Counter-Fire Corps (LCFC)
    • 14.11 Soviet Fortified Area (FA)
  • Player Card: Turn Record Tracks
    • Soviet Turn Record Track
    • Axis Turn Record Track

1.0 Introduction

Zhukov's War (ZW for short) is an intermediate-complexity two-player wargame covering the decisive turn-around phase of World War II's eastern front in Europe. The game begins with the Axis on the all-out offensive, but much of the play, particularly its middle-third, is dominated by Soviet counteroffensives, and the finale will often see the two sides going at each other force-on-force in a final effort to find the decisive spot to make the fatal blow.

1.1 Designer's Notes

The overarch of the design is as follows. For analytical purposes I've come to divide Germany's war in the east into three strategic phases. The first, lasting from the start of the invasion through the liquidation of the Izyum pocket, saw the Germans successfully use their tactical and operational superiority to mask their lack of a war-winning strategy. The second phase, which ran from the launch of Operation Blue to the repulse of the Citadel offensive, saw the two sides in rough strategic parity. That is, though there were still many asymmetries between them, when the situation is looked at within the operational and tactical spheres, an overall balance was maintained due to the Soviets still flailing about trying to find their own larger war-winning strategy. The third phase, in which the Soviets built on their decisive success in the second phase (and which needn't be gone into here) lasted to the end of the war and saw them pulling further and further ahead in all three levels of military analysis.

That broad view explains the random turn sequence I've used in this design. As the various operational and tactical advantages available to both sides balance out (beneath the granular threshold of the game mechanics), neither player can count on them to allow him to shape the operational (phase) sequence to his advantage. Thus both players must plan to win strategically, while operating (moving and fighting) their forces within that unknown and largely ungovernable sequence of phases. Offensive opportunities will present themselves for which there are no spontaneous exploitations available. Unseen defensive calamities will suddenly appear to threaten the player who's been too passive in that regard. The player who best plans ahead strategically, by maintaining reserves and always, always having a "Plan B" ready to go – will be the one who wins out over the operational randomness of the phase sequence.

1.2 Scales

Each hex represents 20 miles (33 km) from side to opposite side. Each turn represents one to three months, depending on the time of year. Each unit of maneuver represents a German division or Soviet or Axis-satellite army.

1.3 Definitions

  • Axis includes all units of all nationalities fighting on the side of the Axis: German, Hungarian, Italian, and Romanian. Any rule said to apply to "Axis units" applies equally to all those nationalities.
  • Axis Satellite applies only to the three Axis-satellite nationalities: Hungarian, Italian, and Romanian.
  • Markers and Chits are interchangeable terms used to describe the counters in the game that don't represent actual combat units, but that are instead used as memory aids. All chits are markers, and all markers are chits.
  • Soviet describes all those forces of the Red Army opposed to the Axis.

1.4 Halving

Whenever a number is to be halved, round up any remainder. If a stack of units is to be halved, add together all factors to be halved before dividing and rounding. If a unit alone in a hex has a combat factor of "1," that factor remains "1" after halving.

2.0 Components

The components to a complete game of ZW include:

  • Two 34-inch by 22-inch map sheets (see 2.2).
  • Two sheets of die-cut playing pieces called counters, "units" and "unit counters" (see 2.3).
  • These rules (see 2.1).
  • Pages R15-R18 have a corrected Turn Record Track on one side (pages R16-R17; see 2.2).

Players must provide a standard (six-sided) die to resolve combat and other probabilistic game events, two per player would be helpful.

2.1 Rules

The sequence of play (5.0) is highly variable. It's therefore impossible for these rules to be organized in a strictly linear way, matching the order in which activities take place during the turns: there is no one such order. You might find yourself having to skip around the various rules sections, especially during your first reading of them. You may download the (free) e-rules we provide on our website: <www.worldatwarmagazine.com>. They're provided as fully searchable documents, so you can choose some term on which to search and then easily find every reference to it all through the rules.

  • Pull-out sections. Pages R13-R20 are intended to be removed from the rules. Open the staples holding the rules together and pull out the sheets, then refold the staples.
  • Errata. All the boxes on the map turn record tracks after Turn 1 are incorrectly labeled July 1942. Corrected charts are located in the pull-out player card in the center of the book.
  • Errata. Two of the four boxes in the Soviet RVGK box should be labeled "Out;" see 13.2.
  • OTIH on the Terrain Effects chart indicates "Other Terrain in Hex," meaning the terrain in question has no effect but other terrain in the same hex might. For example, in hex 3041, the reference town of Chir station has no effect on combat, but an attack made into the hex from 3140 would suffer a one column shift because of the river hexside (see 10.14).

2.2 The Game Maps

The maps illustrate the militarily significant terrain found along and near the eastern front in 1942-43 when viewed at these time and space scales. A hexagonal ("hex") grid is printed over the map to regulate the placement and movement of units across it, much like in Chess and Checkers. A unit is considered to be in only one hex at any one time. Each hex contains natural and/or manmade terrain and/or water features that can affect the movement of units and combat between opposing units. The various terrains and water features on the map have had their exact real-world configurations altered slightly in order to make them coincide with the hex-grid, but the relationships among them from hex to hex are accurate to the degree necessary to present players with the same space/time dilemmas faced by their historic counterparts in the real campaign.

Every hex has a unique four-digit identification number. They're provided to help find exact locations more quickly and to allow for the recording of unit positions if a match has to be taken down before it can be completed. For example, the city of Leningrad is in hex 1601.

  • Assembling the Maps. The southern edge of the north map (the one with Leningrad on it) and the northern edge of the south map contain some duplicated hexes. Overlay one over the other so the hexgrid and hex numbers line up; there should be no repeated hex numbers.
  • Map North. For rules purposes the jagged hex row (see 2.2) running across the top of the north map from 100 to 1100 defines the "north map edge." Each of the four corner-hexes simultaneously exist on two map edges. For example, hex 3322 is simultaneously part of the north and east map edges.
  • Seating. The Axis player should sit off the map's west edge, facing east; the Soviet player should sit opposite him on the east, facing west.

2.3 Counters

There are 352 unit-counters in the game, most of which represent combat formations. Others are provided as informational markers and memory aids. After reading these rules at least once, carefully punch out the counters. Trimming off the "dog ears" from their corners with a fingernail clipper will facilitate easier handling and stacking during play and enhances their appearance.

Counter key (from the 2.3 counter diagram; the diagram's labels are reproduced below).

  • Set Up Code – a four-digit number giving the set up hex (for example, 1922); a code in parentheses marks a reduced unit (2.4, 3.5, 3.8). Other set up codes: R Reserve (3.8); E Eliminated Units box (12.1); AGN / AGC / AGS Axis Army Group (3.7); a one-digit number (1–7) is a Reinforcement Turn (11.1).
  • Upgrade (12.9, 12.10): marked with an asterisk (*).
  • Color Schemes. The scheme indicates movement class and nationality (and therefore the "side" it is on).
  • Unit Type. Each ground unit is mechanized ("mech"), non-mechanized ("non-mech" or "straight leg"), or static, which determines its movement ability (see 9.0). Definitions with a slash (/) indicate Axis terminology on the left, Soviet on the right.
  • Unit Types (printed symbols). Panzer/Tank; Panzergrenadier/Mechanized; Attack; Infantry/Rifle; Jaeger (Light Infantry); Horse Cavalry; Assault Engineer; Paratroop; Heavy Artillery; Mountain; Other.
  • Unit Sizes. XXXX Army; XXX Corps; XX Division. A bracket means the unit is an ad hoc formation.
  • Combat Factors. The measures of a unit's ability to conduct offensive and defensive combat (10.0).
  • Other Counter Types. Axis Control Marker (3.2); Soviet Control Marker (3.2); Axis Operation Indicator (3.6); Replacement Marker (12.1); German Brandenburgers (14.1); Axis Air Support (14.2); Turn Marker (5.1); Phase Chit (5.3); 11th Army Marker (14.3); Fortified Area (14.11); Soviet Panic Marker (10.24).

Movement Factors aren't printed on the counters; see section 9.0 for details.

Abbreviations

  • 11A – German Eleventh Army

  • FA – Fortified Area

  • GD – Gross Deutschland

  • GT – Guards Tank

  • H – Hungarian

  • I – Italian

  • J – Jaeger (Light Infantry)

  • LCFC – Leningrad Counter-Fire Corps

  • LPMA – Leningrad People's Militia Army

  • Lw – Luftwaffe Field Division

  • MGP – Mechanized Group Popov

  • R – Romanian

  • SS – Schutzstaffel

  • SSAH – SS Division Leibstandarte Adolf Hitler

  • SSDR – SS Division Das Reich

  • SST – SS Division Totenkopf

  • SSW – SS Division Wiking

  • Str – Sturm

2.4 Steps

All ground units in the game have one or two steps. That's an arbitrary term used to express the ability of a unit to absorb a certain amount of combat losses before ceasing to be an effective formation (a measure of its "robustness" in current US Army jargon). Those units with combat factors on only one side of their counter are "one-step" units; those with combat factors on both sides of their counter are "two-step" units.

All German units in the game have only one step each. Axis satellite armies each contain two strength steps. All Soviet units contain two steps, except LPMA and LCFC which have only one step each.

If a two-step unit suffers a one-step loss, it's flipped over so its reduced side (the one with the lower combat factors) shows. If a one-step unit, or a two-stepper that's already been "reduced," suffers a step loss, it's removed from the map ("eliminated") and placed into the owning player's eliminated unit box on the map. For more details, see section 12.0.

Most units that start play on the map do so at their full step strength (see 3.5 and 3.8 for the exceptions). All units that enter the map as reinforcements after play has begun also do so at their full step strength (see 3.9 and 11.0).

3.0 Set Up & Hex Control

3.1 Set Up Procedure

After deciding who will control which side, both players should sort their units. Each controls those portions of the map described in rules 3.2 through 3.4. Set up the counters on the map and in the various boxes in the sequence described below. When all steps have been completed, begin play (see section 5.0). A reduced version of the map is included on pages R6 and R7.

  • Soviet Front Line Set Up (3.5).
  • Axis Strategy Selection (3.6).
  • Axis Set Up (3.7).
  • Soviet Reserve Set Up (3.8).
  • Off-Hexgrid Set Up (3.9).
  • Axis Strategy Declaration (3.10).
  • Turn markers: place each player's turn marker in the Turn 1 box on the appropriate turn record track (on the map, or use the player card).
  • Phase Chits: place chits in the phase chit pool or set them aside as directed by 5.4.
  • Replacement Markers: place each player's replacement markers in the 0 box of the player's replacement track on the map.

3.2 Hex Control

Hex control is the term used to describe which side controls a hex at different times during play. It is important when tracing supply and when determining victory (see sections 4.0 & 8.0). Each hex begins in control of one player or the other (3.3). The control status of a hex changes the instant a unit of the other side enters it. The control status of each hex may change any number of times during a game as units of the two sides enter and reenter various parts of the map. The projection of a "zone of control" (7.0) isn't enough to establish or change the control status of that hex.

  • Control Markers have been provided to help keep track of which hexes are Soviet and Axis controlled in situations where the positions of the units don't make that obvious. Keep unused markers in a convenient place for both players.

3.3 Initial Front Line & Leningrad Pocket

The assembled map is divided by a generally north/south oriented initial front line that runs along hexsides from 1701/1801 to 1942/2043. All hexes generally to the east of that line start the game Soviet controlled; all hexes generally to the west of that line start the game Axis controlled except for those forming the Leningrad pocket (3.4), which are Soviet-controlled.

3.4 Leningrad Pocket

Hexes 1500, 1601 and 1700 form the Leningrad pocket. It remains a pocket until such time as the Soviets gain control of hex 1701 (Schluesselburg). While the pocket exists, the units in it are subject to restraints on supply (8.14), reinforcement (11.3), and replacement (12.7). No new units may be sent into the pocket, and no units in the pocket may be removed. If the Soviets capture hex 1701, the pocket is restored to normal supply and operations (see also 5.8). If the Axis recaptures 1701, the pocket is reformed.

Design Note. A tenuous supply line across Lake Ladoga had been opened into the pocket by this time. The units and civilians in the city got enough to survive–barely–but there was insufficient surplus for large-scale reinforcements to be placed there.

3.5 Soviet Front Line Set Up

Place each Soviet unit with a four-digit hex number in its front upper-left corner in the corresponding hex. For example, the LPMA goes in hex 1601 (the city of Leningrad).

  • Reduced Units. The four units with set up hexes in parentheses – 9th, 27th, 28th, and 37th Armies – set up at reduced (one-step) strength. They may be rebuilt to full strength after play begins (see 12.0).

3.6 Axis Strategy Selection

The Axis has insufficient logistical capacity to support active operations across the entire front. The 1942 offensive accordingly must be directed to the north or to the south of the Operations Kremlin and Blue dividing line on the map, running from 1129/1130 to 3318/3319. The Axis player must make a (temporarily) secret decision as to where the main logistical effort will be made by selecting either the Operation Kremlin (north) or the Operation Blue (south) chit. Place the chosen chit face up on the Axis TRT on the map, and set aside the other chit (also face up). That choice will be revealed at the end of the set up process (3.10). Details on the effects of the choice are explained in the box.

3.6 Strategy Selection Effects

The following effects apply during turns 1 through 3. They apply to any Axis unit defending, attacking into, or attacking out of any hex east of the initial front line and into the affected side of the dividing line running from 1129/1130 through 3318/3319. The effects apply in cases where an affected unit is attacking in conjunction with a unit in the supported sector.

Operation Kremlin

The Army Groups North and Center sectors are fully supported and all operations north of the dividing line are conducted normally. The Army Group South sector is partially supported; operations south of the dividing line suffer the following limitations.

  • All Axis attacks are shifted left one column (1L) in addition to all normally applicable shifts. Rightward shifts from the player phase chits (5.3) do not apply to these attacks.
  • Mechanized superiority (10.17) is not available for attacks, but is available for defending units.
  • Momentum attacks (10.23) may not be made.
  • Axis satellite units may only move and fight north of the dividing line.
  • The Caucasus expedition may not be launched.
  • Luftwaffe air support may be used in the southern sector.

Operation Blue

The Army Group South sector is fully supported and all operations south of the dividing line are conducted normally. The Army Groups North and Center sectors are partially supported; operations north of the dividing line suffer the following limitations.

  • Axis attacks into, and defenses within, the Leningrad pocket (see 3.4) are exempt; they are conducted normally.
  • All Axis attacks are shifted left one column (1L) in addition to all normally applicable shifts. Rightward shifts from the player phase chits (5.3) do not apply to these attacks.
  • Mechanized superiority (10.17) is not available for attacks, but is available for defending units.
  • Momentum attacks (10.23) may not be made.
  • Axis satellite units may only move and fight south of the dividing line.
  • Luftwaffe airpower may be used in the northern sector.

3.7 Axis Set Up

The Axis forces at the start of play are divided into three army groups: Army Group North (AGN), Army Group Center (AGC), and Army Group South (AGS). The hexside boundaries of each army group are printed on the map: the dividing line between AGN and AGC runs from 1111/1112 to 1410/1411, and that between AGC and AGS from 1129/1130 to 1726/1727 (in line with the Kremlin/Blue dividing line). The units belonging to each army group are identified with a unique color for ease of sorting.

All Axis units starting the game already on the map are identified with a set up code for one army group or the other. The Axis player must set up all units belonging to each army group anywhere inside that army group's territory. Each front line hex must have at least one unit in it. Once each front line hex is occupied, the remaining units may be placed on or behind the front line, within stacking limits (6.0).

  • The army group boundaries are important for set up only. Once play begins, the operability of Axis units is no longer defined by the army group assignment or boundaries. All Axis units are free to be transferred among the army groups, as that player sees fit, once play has begun.

3.8 Soviet Reserve Set Up

The nine Soviet units with an R set up code – 3rd Tank, 5th Tank, 5th Shock, 6th, 16th, 60th, 62nd, 63rd, and 64th Armies – form the initial Soviet high command (Stavka) reserve. After the Axis player has set up, the Soviet player must place each in any Soviet-controlled hex east of the initial front line. They may not be placed in a front line hex nor in the Leningrad pocket.

  • Reduced Units. The two tank armies with parenthesized set up codes set up at one-step strength.

Historical Reserve Set Up. This list is provided for historical interest only; the Soviet player may set up reserves in any eligible hexes.

ArmyHex
3rd Tank Army2120
5th Tank Army2223
6th Army2532
16th Army2023
60th Army3227
62nd Army3340
5th Shock Army3215
63rd Army2533
64th Army2321

3.9 Off-Hexgrid Set Up

The units listed below begin play in one of the holding boxes or will enter play as reinforcements after the game begins.

  • Soviet Eliminated Units. Place the three Soviet units (2nd Shock, 39th and 67th Armies) with an E set up code in the Soviet eliminated units box (they were destroyed in operations ending just before the start of this game). They may be reconstituted normally during play (12.0).
  • Reinforcements. Units of either side with a set up code of a one-digit number ("1" through "7") are reinforcements. Each enters play during the turn corresponding to the number (see 11.0). For set up purposes, place all reinforcement units on the friendly Turn Track in the box corresponding to the set up number. For example, Soviet 70th Army should be set up inside the box on the Turn Track for Turn 6 (February/March 1943).

3.10 Axis Strategy Declaration

After all counters have been placed, reveal the Axis strategy chosen in 3.6.

4.0 How to Win

Victory checks must be made during the victory check phase of Turn 4 (4.1), Turn 6 (4.4), and Turn 8 (4.5), which effectively divides the game into three periods. Each victory check has its own unique criteria; there are no carryovers from one victory check to another.

Design Note. This approach to victory determination, with three unique checks being made, is necessary in order to reflect the larger and evolving strategic context in which the campaigns being modeled are taking place. The automatic victory conditions are in place to ensure careful play, and are unlikely to be fulfilled.

4.1 Turn 4 (Oct/Nov 1942) Victory Check

During the Turn 4 Victory Check phase, the Axis player scores victory points (VP) based on the list below. The Axis also must retain control of all towns and cities (not reference towns) west of the initial front line (supply state irrelevant). Based on that condition and the number of VP scored, the game may end with an Axis or Soviet victory, or continue into Turn 5.

Turn 4 Victory Points. The Axis player receives VP for the following.

  • 1 VP for having Stalingrad under siege (4.2).

  • 1 VP for having Moscow under siege (4.2).

  • 1 VP for having Leningrad under siege (4.2).

  • 2 VP for controlling Stalingrad (supply state irrelevant).

  • 2 VP for controlling Leningrad (supply state irrelevant).

  • 3 VP for controlling Moscow (supply state irrelevant).

  • 1 VP for having a supplied expedition in the Caucasus (4.3).

  • 1 VP for controlling one or more hexes from 3308 to 3335, inclusive. The hex must be in supply (8.0) and not in a Soviet zone of control (7.0).

  • Axis Victory (5+ VP). If the Axis player has five or more VP and controls all towns and cities west of the original front line, the game ends with an Axis victory.

  • Soviet Victory (2- VP or lost City/Town). If the Axis player has two or fewer VP, or has lost control of one or more towns and/or cities west of the original front line, the game ends with a Soviet victory.

  • No-Decision (3 or 4 VP). If the Axis player has three or four VP and controls all towns and cities west of the original front line, the game is undecided: play on to the next victory check at the end of Turn 6.

Design Note. The historical result was a "No-Decision." The Axis retained control of the necessary towns and cities, and scored three VP: 1 VP for having Leningrad under siege; 1 VP for having Stalingrad under siege, and 1 VP for a Caucasus expedition. An argument can be made the Axis gained control of Stalingrad in game terms just at the end of Turn 4. It would have left a mass of units in or adjacent to the city, so still susceptible to the Soviet encirclement. It would have boosted the Axis VP, but only to four, so the game still would have been undecided.

4.2 Sieges

A VP city is under siege when one or more of the hexes immediately adjacent to it is/are Axis-controlled and in supply at the time of the victory check, and the city is not Axis-controlled. Leningrad, for example, is under siege at the beginning of the game. The Axis player can't get both the siege and control points for a given city; it's one or the other, awarded on a city-by-city basis. Control of more than one hex adjacent to the city does not alter the status of the siege.

4.3 Axis Caucasus Expedition

If Operation Blue was chosen during set up, the Axis player may, but is not required to, launch an expedition into the Caucasus. It will require capturing and holding of Rostov (hex 2143) and the detachment of a number of units from the map. The Soviet player must respond by detaching units as well to avoid losing the game (4.1). See the accompanying box for details.

4.3 Axis Caucasus Expedition (box)

Launching The Expedition. The Axis Caucasus expedition may be launched during an Axis movement phase only if the following three conditions are met.

  • Operation Blue was selected during set up (3.6).
  • It is launched during either Turn 2 (August 1942) or Turn 3 (September 1942).
  • Rostov (hex 2143) is Axis-controlled and in supply.

Composition. The expedition requires the following German units to be exited from the map.

  • 2 mountain infantry divisions
  • 4 panzer or panzergrenadier divisions
  • 11 infantry and/or Jaeger (light) divisions

Exiting the Map. Each unit exits the map during any Axis movement phase of the chosen turn from a south-edge hex between 2143 and 2943, inclusive. Rostov must be Axis-controlled and in supply during the phase the unit exits. The unit expends 1 MP to leave the map, and is placed in the Axis Caucasus Expedition Holding Box. Not all units must leave in the same movement phase, as long as all have departed by the end of the chosen turn.

Success or Failure. The expedition is successfully launched the moment the last required division exits the map. If fewer than 17 units exit the map during the chosen turn, the expedition has not been successfully launched.

Turn 4 Victory Check. During the Turn 4 victory check, the Axis player scores 1 VP for the expedition if all 17 required divisions are in the holding box and Rostov is Axis-controlled and in supply. If either requirement is not met, no VP is scored.

Mandatory Soviet Response. At the end of the Axis movement phase in which the expedition is successfully launched, the Soviet player must immediately send four full-strength armies (any type or types except static) into the Caucasus. They may come from any Soviet-controlled and supplied hex outside the Leningrad pocket, and/or from the RVGK (see 13.2). The Soviet player removes them from the map (no movement or strategic movement is required) and places them in the Soviet Caucasus holding box.

  • Failure to Withdraw. If the Soviet player fails to make the withdrawals, the Axis player may withdraw any four armies other than those in the Leningrad pocket.
  • Recall. Whenever the Axis expeditionary force is recalled, for whatever reason, even if the Axis units are unable to return to the map, the Soviet player may place any one army from the holding box into the RVGK box. The other three armies remain in the Caucasus for the remainder of the game.

Voluntary Recall. The Axis player may choose to recall the expedition during any Axis movement phase in any turn after it was launched. Rostov must be Axis-controlled and in supply during the recall phase. Eleven divisions must remain in the holding box (to man the Gotenkopf line across the Taman peninsula just off the south map edge). If fewer than 11 divisions were exited, all the divisions in the holding box must remain there but no additional divisions need be exited. If 12 or more divisions were exited, the Axis player may choose which remain in the box and which return to the map. Each returning division pays 1 MP to enter a south-edge hex between 2143 and 2943, inclusive, then continues moving normally.

Mandatory Recall. After the Turn 4 victory check, if the game has not ended, the expedition is recalled during Turn 5, using the same requirements and procedure as the voluntary recall. If by the end of Turn 5 the recall has not occurred because Rostov and/or all the entry hexes are Soviet-controlled, the units remain in the holding box.

4.4 Turn 6 (Feb/Mar 1943) Victory Check

The Axis player wins if, at the time the Turn 6 victory check, the Axis controls Moscow or Leningrad or Stalingrad (supply state irrelevant) and all cities west of the start line. Failing a German victory, the Soviet player wins by controlling all city hexes (not towns or reference towns) under Soviet control at the start of the game, plus one city (not town or reference town) west of the original front line. Supply state of controlled cities is irrelevant. Failing either of those situations, the game continues with Turn 7.

4.5 Turn 8 (Jul 1943) Victory Check

During the Turn 8 victory check, count the total number of Soviet steps in play, meaning on the hexgrid and/or in the RVGK. For each supplied, Axis-controlled city (not town or reference town) east of the original front line, subtract 10. The Axis player wins if the modified total is below 100.

Design Note. The real aim of the German 1943 summer offensive, which resulted in the battle of Kursk, was to destroy a large portion of the Red Army to preclude another massive Soviet offensive that year. Had the Soviet offensive capability been sufficiently worn down, the Germans might have been able to spin out the war in the east to a stalemate and prolong the war.

5.0 Sequence of Play

A ZW match consists of eight turns, unless one player wins before the end of Turn 8. All except Turn 7 (5.8) consist of a number of phases; Turn 7 has a special sequence.

5.1 Regular Turn Sequence

Turns 1 through 6, and Turn 8, consist of 11 phases. Three phases – the reinforcement phase, the supply check phase, and the victory check phase – occur at fixed times. The remaining eight phases, during which players move and attack with their units, are determined by a (mostly) random chit draw (5.4). Every action taken by a player must be carried out during the appropriate phase. Once a phase is complete, a player may not go back to perform some forgotten action or redo a poorly executed one unless the opposing player graciously permits it.

  • Turn 7 has a special sequence; see 5.8.

5.2 Phase Types

The following is a brief description of each different phase. The player phases occur in the order determined by the chit draw (5.4).

  • Reinforcement Phase. Both players determine how many reinforcement or upgrade units (11.0) and replacement steps (12.0) become available that turn, and whether any units must be withdrawn (11.0). Add the appropriate Player phase chits to the chit pool (5.4).
  • Player Phases. Player phase chits (5.3) are drawn one at a time from the chit pool (5.4). Each chit allows a player's units to move (9.0) and attack (10.0) in the order desired by the player. During the movement portion of the phase, reinforcement units (11.0) may be placed on the map, and replacements may be used (12.0).
  • Supply Check Phase. An Axis satellite or Soviet unit out of supply during this phase is eliminated. German units are not.
  • Victory Check Phase. Check during Turns 4 and 6 to determine whether the game ends or continues (4.1 & 4.4). Check during Turn 8 to determine the outcome of the game (4.5).

5.3 Player Phase Chits

Each player has two or three each of three different player phase chits, labeled A, B, and C. Each chit has two sides: the front has Move at the top and Attack at the bottom, the reverse has Attack at the top and Move at the bottom. As each chit is drawn, the owning player decides which side to use.

  • Move-Attack. If the player decides to move first, all movement (9.0), reinforcement (11.0), replacement and upgrade (12.0), and/or strategic movement (13.0) is conducted. When all movement is finished, the player's eligible units may be used to attack enemy units (10.0).
  • Attack-Move. If the player decides to attack first, any eligible units may be used to attack enemy units, then all movement, reinforcement, replacement, upgrade, and/or strategic movement is conducted.
  • Movement Allowance. Each chit notes the movement allowance for all units. The number to the left of the slash is the movement allowance for mechanized units, that to the right is the movement allowance for non-mechanized units (see 9.1).
  • Combat Effects. Some chits affect attacks by the active player, shifting the final odds column left (1L or 2L) or right (1R or 2R). The shift applies to all applicable attacks for that player. Exceptions: see 4.3 and 10.23.

5.4 Player Phase Chit Pool

The chit mix allowed each player during each turn changes as detailed in the following cases, and noted on the turn tracks. In some cases, one player is allowed to deliberately select the first player chit of a turn (see below). All other player phase chits are drawn randomly.

As each chit is drawn, the owning player determines which side to use (5.3), then places the drawn chit, chosen side up, in the first open space on the phase track on the map. When the last player phase chit is drawn, go on to the supply check phase. During the next reinforcement phase, advance both players' turn markers and refill the chit pool with the mix noted on the turn tracks.

  • First Chit Selection. During the following turns, one player or the other is allowed to select the first player phase chit for the turn. On all other turns, the first chit is drawn randomly.
    • Turn 1: Axis player (5.5)
    • Turn 2: Axis player (5.5)
    • Turn 3: Axis player (5.5)
    • Turn 4 or 5: Soviet player (5.6)
    • Turn 6: Axis player (5.7)

5.5 Axis 1942 Summer Offensive

The first three turns represent the Axis summer offensive. In addition to an improved mix of phase chits, the Axis player is also allowed to select the first phase chit in all three turns.

5.6 Soviet Winter Counteroffensive

At the start of either Turn 4 or Turn 5, the Soviet player may, but is not required to, declare his winter counteroffensive ("Operation Uranus"). If it is not announced on either turn, it does not take place. If announced, the Soviet player openly rolls one die and consults the following to determine the Soviet player phase chit mix for the turn.

  • 1-2: select the first phase from the pool.
  • 3-4: substitute one "B" chit for one "C" chit and select the first phase from the pool.
  • 5-6: substitute two "B" chits for two "C" chits and select the first phase from the pool.

5.7 Axis Late-Winter Counterstroke

The Axis advantage during Turn 6 reflects the German recovery after the Soviet winter counteroffensive. Historically it resulted in Manstein's "backhand blow."

The Turn 6 Axis phase mix is shown on the Axis Turn Record Track (player card); it is not restated here.

5.8 Turn 7–Rasputitsa

Turn 7 represents the operational effects of the deep mud brought by the spring thaw, the Rasputitsa. In lieu of the standard phases, conduct the following steps in order. When the turn is finished, move on to Turn 8 and resume the regular turn sequence.

  • Identify the Front Line. Identify the existing front line by identifying all hexes under Soviet control. An unoccupied hex in a Soviet ZOC is deemed to be in Soviet control. If a gap occurs covered by neither Soviet units nor zones of control, trace a straight line between the two closest Soviet-controlled hexes. All unoccupied hexes on the line are Soviet-controlled. If the line runs along a hexside, each hex adjacent to the hexside is Soviet-controlled if it is adjacent to another Soviet-controlled hex. If a hex is not adjacent to a Soviet-controlled hex, roll a die for it: on a 1-3 it is Soviet-controlled, otherwise it is Axis-controlled.
  • Axis Withdrawals. Remove all Axis satellite units; they are out of play for the rest of the game. Remove the two German units listed on the player schedule on the player card; if either cannot be satisfied from units on the hexgrid, remove a comparable unit from the Eliminated Units box.
  • Axis Permanent Elimination. Roll a die for each German unit (if any) eliminated in combat while out of supply. On a roll of 1-4 place the unit in the main portion of the Eliminated Units box. On a roll of 5-6 the unit is out of play for the rest of the game.
  • Axis Reinforcement & Replacements. Add the replacement steps for the turn to the Axis replacement track. Expend replacements as desired to rebuild eliminated units. Add them to the turn's reinforcements. Upgrade any eligible units on the map or among the arriving units.
  • Axis Strategic Movement. The Axis player conducts strategic movement for up to 40 units, including the arriving units. Units may move out of and/or into any supplied, Axis-controlled hexes, regardless of Soviet zones of control.
  • Soviet Replacements. Place arriving Soviet reinforcements with the redeployable units. Add the replacement steps for the turn to the Soviet replacement track. Expend them as desired to strengthen reduced units or rebuild eliminated units. Add rebuilt units to the turn's arriving reinforcements. Upgrade any eligible units.
  • Soviet Strategic Movement. The Soviet player conducts strategic movement for up to 16 units, including the arriving units. Units may move out of and/or into any supplied, Soviet-controlled hexes, and/or into the RVGK, regardless of Axis zones of control.

5.9 Axis 1943 Summer Offensive

Turn 8 represents the Axis 1943 summer offensive (historically leading to the battle of Kursk). At the beginning of Turn 8, the Axis player openly rolls one die and consults the following to determine the Axis player phase chit mix for the turn.

  • 1-2: A, A, C, C
  • 3-4: A, A, B, C
  • 5-6: A, A, B, B

6.0 Stacking & Fog of War

6.1 Stacking Limits

"Stacking" is the word used to describe the piling of more than one friendly unit into a single hex at the same time. Step-strength has no bearing on stacking.

Official addendum ("Additional Rules, Improvements, Clarifications"), 6.1 Stacking Limits, which replaces the printed stacking bullets below:

  • The Axis player may stack up to 10 German units per any hex (including cities).
  • The Soviet player may stack up to two units per any hex (including cities). Exception: each Soviet shock army and Mechanized Group Popov count as two units.

Printed rule (superseded by the addendum where they differ):

  • The Axis player may stack up to 10 German units per noncity hex and up to 20 in city hexes. Exceptions: each Axis satellite nation army counts as 10 German units; Axis satellite corps count as three German units.
  • The Soviet player may stack up to three units per city hex and up to two units on all other hexes. Exceptions: each Soviet shock army and Mechanized Group Popov count as two units.

6.2 Stacking & Movement

Stacking rules are in effect at all times throughout the turn in every hex (but not in holding boxes). Players should therefore pay particular attention to the order they move their units in crowded areas of the board; otherwise, moves made carelessly early in the phase may block the ability to move units later. There are no limits on the number of units that may enter and pass through a given hex over the course of a phase or turn, as long as the stacking limits are met on a hex-by-hex, instant-by-instant basis.

If any hex containing stacked units of either side is found to be "over stacked" (exceed the stacking limits given above) at the very start or very end of any phase, the opposing player is immediately allowed to remove to the Eliminated Units box his choice of the minimum number of involved enemy units necessary to bring the violating stacks back into limits.

Design Note. The idea in the rule above is that stacking violations should be noted and stopped before they're allowed to actually take place, during each phase as the game progresses. If, however, some violation isn't seen until a phase ends, or is discovered when a new phase is just beginning, the transgressing player then suffers the penalty of unit elimination rather than just chastisement.

6.3 Dividing Stacks

Units beginning a movement phase stacked together need not remain together simply because of that fact; they may be moved off individually and/or in partial stacks. See 9.5 through 9.8 for further details.

6.4 Marker & Chit Stacking

Markers and chits have no stacking values of their own. They may be added freely to any stacks in accordance with the rules governing their particular uses.

6.5 Fog of War

Neither player may look beneath the top unit of an opposing stack unless and until an attack has been declared against it. Once declared, an attack may not be called off.

7.0 Zones of Control

7.1 Zones of Control (ZOC)

All Soviet units have a ZOC. Any Axis stack containing at least three mechanized units has a ZOC; other Axis stacks and units have no ZOC.

A ZOC extends into the six hexes immediately surrounding a hex containing the eligible unit/stack. ZOC extend across most hexsides and into and out of most types of terrain. See the Terrain Effects Chart on the map for the exceptions. Within those terrain strictures, units project their ZOC at all times and in all supply states.

7.2 ZOC Effects on Movement

A moving unit must end its move for that phase when it first enters an enemy ZOC (EZOC). A unit starting a friendly movement phase in an EZOC may move normally, provided the first hex it enters doesn't contain another EZOC. ZOC have no effect on the movement of friendly units.

Exception. EZOC-to-EZOC movement is allowed provided it is from one friendly-controlled friendly fieldworks hex to another friendly-controlled friendly fieldworks hex.

7.3 Negating ZOC Effects

An EZOC is negated for certain purposes by a friendly unit or a friendly-controlled friendly fieldworks (occupied or not) in the EZOC hex. Negated ZOC are important for supply (8.4), reinforcement arrival (11.5), and strategic movement (13.0).

7.4 ZOC Effect on Advance After Combat

ZOC don't in any way inhibit or block the ability of victorious units to advance after combat (see 10.22).

8.0 Supply

8.1 Supply Determination

In general, in order for a unit to be able to move and attack at its full potential it must be in supply.

  • Supply for movement is determined at the moment a given unit begins to move. Once determined, that status lasts all during a unit's move.
  • Supply for combat is determined at the start of each individual combat for all the units of both sides involved in that combat.

8.2 Tracing Supply Lines

No counters are provided to represent the materiel consumed by combat units. Instead, that's abstracted into the process of supply line tracing ("tracing supply"). A unit has supply ("is in supply") if it can trace a path of contiguous hexes up to 30 hexes in length from a friendly supply source hex (8.12 & 8.13) to its location. A unit without a valid supply line is "out of supply" (OOS).

8.3 Enemy Units & Supply Lines

Supply lines may never be traced into or through enemy-occupied hexes.

8.4 ZOC & Supply Lines

Units may not trace their supply lines into or through un-negated EZOC hexes (7.3).

8.5 Impassable Terrain & Supply Lines

Supply lines may not be traced across lake, reservoir, or all-sea hexsides (but see 8.14). River hexsides have no inhibiting effects on supply line tracing.

8.6 Enemy Controlled Hexes & Supply Lines

Supply lines may not be traced into or through an enemy controlled city or town (not reference town) hexes even if that hex is unoccupied by enemy units and/or EZOC. Cities and towns are the only enemy controlled hexes blocking supply lines without being occupied or in an EZOC.

8.7 OOS Movement

If a unit or stack is OOS at the start of its move, the movement factor of that force is halved for that phase (round up any remainder).

8.8 OOS Attacks

If an attack contains one or more attacking units that are found to be OOS at the start of that battle's resolution, those OOS units have their attack factor halved (round up any remainder) when that battle's odds are calculated (see 10.7-10.10).

8.9 OOS Defense

The combat power of defending units isn't in any way affected by being OOS; they have their full normal defense factors available.

8.10 Willful OOS

It's permitted for both players to move units into hexes in which they may or will become OOS.

8.11 Terminal Supply Check Phases

OOS German units may remain in the OOS state indefinitely. Axis satellite units and Soviet units found to be OOS during any turn's Supply Check Phase are immediately eliminated. Soviet units eliminated while OOS are generally replaceable (see 12.0). German units eliminated while OOS during Turns 1 through 6 are potentially replaceable during Turn 7 (see 5.8). Axis satellite units are not replaceable, regardless of their supply state when eliminated.

8.12 Axis Supply Sources

Axis units may trace supply to any west map edge hex from 1100 to 1142, inclusive.

If the Soviet player gains control of any one or more such hexes, to include placing one in an unnegated ZOC, all such hexes cease to function as supply sources until such time that the Axis player regains control of all of them (and see below). Negated Soviet ZOC (7.3) do not affect supply sources.

If the Axis gains control of all three hexes of the Leningrad pocket (3.4), Axis units north of the Kremlin/Blue dividing line may trace supply lines to Leningrad.

Soviet West Edge Effects. In addition to the loss of the supply source noted above, a supplied Soviet unit in a west edge hex imposes a one-column leftward shift (1L) on all Axis attacks anywhere on the map. The penalty continues until the Soviet unit is removed. Only one shift is imposed regardless of the number of Soviet units in west edge hexes.

Design Note. The Soviet west-edge effect reflects the chaos and panic that would have ensued in the aftermath of an uncontested Soviet advance deep into the lightly defended German rear area.

8.13 Soviet Supply Sources

Soviet units may trace supply to any east map edge hex from 3300 to 3343, and around the south edge to 2143.

An east edge hex ceases to function as a supply source while it is Axis-controlled or in an unnegated Axis ZOC. Each hex is separate for this purpose; capturing one does not affect any other. An Axis-controlled hex returns to full function when the Soviet player regains control.

8.14 Leningrad Pocket Supply

Soviet units in the three Leningrad pocket hexes (1500, 1601 and 1700) are always considered to have full supply, without having to perform any supply line tracing, while in those hexes. Soviet units outside the pocket may not trace their supply to those hexes as if they were supply sources, though such units may trace their supply lines into and through one or more pocket hexes and from there on to a source hex given in 8.13.

8.15 Toropets Salient

The dozen hexes on the north half of the map identified as "Toropets Salient Hexes" restrict Soviet supply. A Soviet unit attacking from a Toropets salient hex, or tracing its supply line through a Toropets salient hex, has its attack factor halved (round up). The hexes have no effect on Soviet defenses, nor are Soviet units tracing into or through one considered OOS because of it. This penalty is lifted whenever the reference town of Rzhev (1913) is Soviet-controlled and in supply.

Design Note. The road and rail routes into the Toropets area ran through Rzhev.

9.0 Movement

During the movement portion of each player phase, the active player's units may be moved across the map according to the rules in this section and sections 6.0 through 8.0. Reinforcements (11.0), upgrades (12.0), replacements (12.0), and strategic movement (13.0) may also take place during movement.

9.1 Movement Classes & Factors

All ground units in the game belong to one of three basic mobility classes: mechanized ("mech"), non-mechanized ("non-mech" or "straight leg") or static. Mechanized units are those whose primary means of moving across the battlefield is by wheeled and/or tracked vehicles. Non-mechanized units are those whose primary means of locomotion is provided by legs, human or animal. Static units never move once placed on the map (except when removed after elimination). The movement factor of mechanized and non-mechanized units is indicated in the movement portion of each player phase chit. That factor is the number of "movement points" (also called "MP," "movement factors" and "MF") available to the unit to use to move across the hex grid during its movement phases.

9.2 Movement Procedure

The movement of each player's ground units takes place only during the movement portion of friendly player phases. A player may move all, some or none of his non-static units in each friendly movement phase. Units move from hex to adjacent hex — no "skipping" of hexes is allowed — paying varied costs to do so depending on the type of unit moving and the terrain in, and water barriers along the sides of, the hexes being entered. Units may never enter hexes containing enemy units. Units that move aren't required to expend all their MP before stopping. MP may not be accumulated from turn to turn or phase to phase, nor may they be transferred from one unit to another. The movement of each unit or stack must be completed before that of another is begun. Once a unit has stopped moving, its movement may not be altered or continued without permission of the opposing player.

9.3 Movement & Enemy Units

Units may never enter hexes containing enemy units and must stop moving after entering an enemy zone of control (7.0).

9.4 Minimum Movement Ability

Each ground unit with a movement factor of one or more is generally guaranteed the ability to move at least one hex during a friendly movement phase by expending all its MF in order to do so at the very start of its move. That guarantee doesn't allow units to enter hexes or cross hexsides that are otherwise impassable to them.

9.5 Stack Movement

To move together as a stack, units must begin a friendly movement phase already stacked together in the same hex. Units are not required to move together simply because they started a friendly movement phase in the same hex; such units might be moved together, individually or in smaller sub-stacks.

9.6 Splitting Stacks

When moving a stack, you may halt it temporarily to allow a unit or sub-stack to split off and move away on a separate course. The units left behind in the original (or "parent") stack may then resume their own movement, even splitting off other units if desired. Once you begin moving an entirely different parent stack, or an individual unit that began in a different hex than the currently moving parent stack, you may no longer resume the movement of the earlier stack without your opponent's permission.

9.7 Different MF in Stacks

If units with different MF are traveling together in a stack, the stack must use the movement factor of the slowest unit within it. As the slower units exhaust their MF, they may be dropped off while the faster units continue moving.

9.8 Different Mobility Classes in Stacks

If units from different mobility classes are stacked together, units within that stack may thereby be paying different movement costs for entering the same hex. See 2.10 and the TEC (printed on the map sheet) for details. The best way to handle that is to move units in such stacks one at a time to ensure each unit pays the proper costs.

9.9 Terrain & Movement

All terrain features on the map (9.10 to 9.17) are classified into two broad categories: natural and manmade. There is never more than one type of natural terrain in any one hex, but more than one type of manmade terrain may exist in the same hex.

9.10 Natural Terrain & Water Barriers

There are six types of natural terrain and hydrographic features on the map: clear, forest, hills, marsh, river hexsides, lake/reservoir/all-sea hexsides. The effects those various features have on the movement of units are described below and are also summarized on the Terrain Effects Chart (TEC) printed on the map sheet for quick reference during play.

9.11 Clear Terrain

Clear terrain is the "base" terrain of the game; it's devoid of any natural features that would enhance defense or slow movement at this level of operations. Each clear hex costs all non-static units one MP to enter. All town hexes and city hexes are considered to otherwise be clear terrain.

9.12 Forest

Each forest hex costs mechanized units two MP to enter, while all non-mechanized units pay one MP.

9.13 Hills

Each hill hex costs mechanized units three MP to enter, while most non-mechanized units pay two MP. Mountain infantry and cavalry units pay just one MP per hex.

9.14 Marsh

Marsh hexes generally cost mechanized units four MP per hex entered. Most non-mechanized units generally pay two MP per hex. Mountain infantry and cavalry units pay just one MP per hex.

  • During Turn 5 treat all marsh hexes as if they were clear terrain.

9.15 River Hexsides

Rivers run between hexes, along the hexsides, rather than existing in-hex. Every river hexside may be crossed by all non-mechanized units by paying one extra MP for the crossing, and by mechanized units by paying two extra MP for the crossing. "Extra" means in addition to whatever movement cost is involved for the hex being moved into.

  • Rivers are totally ignored during Turn 5 by all units.
  • Rivers are always nullified by the presence of cities and towns (not reference towns); this is indicated by unshaded rivers on the map.

9.16 Lake, Reservoir & All-Sea Hexsides

These all-water hexsides lie between hexes rather than inside them. No movement or combat is allowed across them. Similarly, ZOC don't extend across them. Unlike rivers and marshes, these hexsides aren't nullified on Turn 5.

9.17 Manmade Terrain & Movement

Manmade terrain exists in four types: reference towns, towns, cities, and fieldworks.

  • The movement cost for entering reference town hexes is determined by the other terrain in their hexes (OTIH) and any water barriers along their hexsides.
  • The cost for entering town and city hexes is one MP for all units.
  • The cost to enter a fieldworks hex is one MP for friendly units, two MP for enemy units. This does not change if an enemy fieldworks is friendly-controlled.

9.18 Cumulative Costs

The total movement cost for entering any hex is always the sum of all the applicable terrain and water barrier costs involved. For example, a mechanized unit crossing a river hexside into a forest hex would pay a total of four MP to do so. That is, two MP to enter the forest hex and two extra MP to cross the river hexside (assuming it's not Turn 5).

10.0 Combat

Combat may take place between adjacent opposing units during the combat portion of each player phase. Attacking is always voluntary; the mere fact of enemy unit adjacency doesn't necessitate your units launch attacks against those adjacent enemy units. The player whose combat phase it is, is considered the "attacker," and the other player is considered the "defender," no matter the general situation across the map.

10.1 Attack Sequencing

There's no limit to the number of attacks each player may resolve during each friendly combat phase within the rules of this section. The attacker need not declare all attacks beforehand, and may resolve them in any order desired, as long as the resolution of one attack is completed before that of the next is begun. In general, no attacking unit may attack more than once per combat phase, and no defending unit may be attacked more than once per combat phase (but see 10.22).

10.2 Combat Procedure

Conduct the following steps for each attack.

  • Determine which units are attacking and which are defending (10.3-10.6).
  • Calculate the odds (10.7-10.9).
  • Apply all applicable odds shifters (10.10-10.19 and 14.0).
  • Roll the die to resolve the combat (10.20).
  • Apply the results (10.21-10.24).

10.3 Multi-Hex Attacks

An enemy-occupied hex may be attacked in one battle by as many of your units as you can bring to bear from one, some or all the surrounding hexes; however, no more than one hex may ever be the object of any one attack. For example, a unit in hex 2032 may not attack into both 2131 and 2132 in one attack.

10.4 Stacked Attackers

It's not necessary for all the units stacked in a hex to participate in the same attack. Some of the units in a stack might attack into one hex while others attacked into some other hex or don't attack at all.

10.5 Stacked Defenders

If there are two or more enemy units in a hex being attacked by your units, you may only attack that stack as if it were one combined defending unit. No defending unit may refuse combat; all units in an attacked hex must participate in its defense.

10.6 Indivisibility of Units

No single attacking unit may have its attack factor divided and applied to more than one battle. Likewise, no defending unit may have part of its defense factor attacked by one or a few attackers while another part is attacked by others.

10.7 Calculating the Odds

Normally the attacking player should strive to have more attack factors involved in a battle than the defender has defense factors. Such battles are called "high odds" attacks. To resolve such fights, the attacking player begins by calculating his "odds." Do that by adding together the attack factors of all the attacking units involved in the battle; then add up the defense factors of the enemy units defending in the battle. Divide the defender-total into the attacker-total and round down any remainder.

For example, if 26 attack factors attack 7 defense factors, the situation yields an odds ratio of 3:1 ("three to one"). That is, 27÷7=3.71, which rounds down to 3. To turn that "3" into a ratio, you must set a "1" next to it on the right. Thus "3" becomes "3:1," which corresponds to a column-heading on the Combat Results Table (CRT) printed on the map sheet.

10.8 Poor Odds Attacks

Battles in which the attacking force has fewer combat factors than the defender are called "poor odds attacks." Procedures in such situations are modified from what's described above in that here you divide the defender's total by the attacker's, round up all remainders, and set the "1" on the left side of that result.

For example, if a force with 5 attack factors is attacking a force with 11 defense factors, it's a poor odds attack. In that case, divide 11 by 5 (11÷5=2.2), and round up (2.2 becomes 3); then set a "1" on the left of that "3," yielding odds of 1:3 ("one to three").

10.9 Odds Limits

The column headings on the CRT range from 1:3 to 7:1. Final odds greater than 7:1 always receive automatic "0/6" results. Odds less than 1:3 always receive automatic "2/0" results.

10.10 Odds Shifters

Combat odds may be modified by any or all of the factors described below. All applicable odds shifters are cumulative in their effects. That is, in every battle, all applicable shifts are applied to get one final left or right shift. Leftward shifts favor the defender; rightward shifts favor the attacker.

  • Terrain (10.11-10.16), in the defender's hex, and/or on the hexsides between the attacker and defender, may affect the odds. Clear terrain never has any effects on combat. The specific effects are listed below and summarized on the Terrain Effects Chart on the map.
  • Mechanized Superiority (10.17).
  • Fieldworks (10.18).
  • Concentric Attack (10.19).
  • Special Units (14.0).

10.11 Hills

Shift the odds one column left (1L) if the defender is in a hill hex. Mountain infantry attacking into hills use their defense factors as their attack factors.

10.12 Forest Hexes

Tank and panzer units use their defense factors as their attack factors when attacking into forest hexes.

10.13 Marsh Hexes

Tank and panzer units use their defense factors as their attack factors when attacking into marsh hexes, except during Turn 5, when it's "no effect."

10.14 River Hexsides

Shift the odds one column left (1L) if all attackers are coming across river hexsides. This shift is in addition to any in-hex terrain effects.

  • Exception: this shift does not apply if even one attacker is not attacking across a river.
  • Exception: this shift does not apply on Turn 5 (it is treated as no effect).

10.15 Town Hexes

Shift the odds one left (1L) when a town (not a reference town) is defended by Soviet or Axis satellite units, two left (2L) when defended by German units. The concentric attack bonus (see 10.19) is not available against defenders in a town.

  • Reference Towns do not affect combat; use the other terrain in and around their hexes.

10.16 Cities

Official addendum ("Additional Rules, Improvements, Clarifications"), 10.16 Cities, which replaces the printed bullets below:

Stacking in cities is the same as in any other hexes (two Soviet units and ten German units). Cities have the following combat effects:

  • The odds shift two columns leftward (2L).
  • No concentric attack bonus (see 10.19) is possible against a city.
  • All attacker loss results are doubled (0=1).
  • All defender loss results are normal, per the CRT.
  • Tank and panzer units use their defense factors as their attack factors when attacking into cities.

Printed rule (superseded by the addendum where they differ): Cities have the following combat effects: the odds shift two columns leftward (2L); no concentric attack bonus (see 10.19) is possible against a city; all attacker loss results are doubled (0=1); all defender loss results are +1 (0=1); tank and panzer units use their defense factors as their attack factors when attacking into cities.

10.17 Mechanized Superiority

In every supplied attack in which the attacking force contains more mechanized-class combat factors than the defender has supplied mechanized-class combat factors, that attack gains a one-right (1R) shift in addition to all other applicable shifts.

In every supplied defense in which the defending force contains more mechanized-class combat factors than the attacker has supplied mechanized-class combat factors, that attack suffers a one-left shift (1L) in addition to all other applicable shifts.

  • Exception: this bonus is not available for attacks into, or defenses in, city, fortified area, marsh, forest or hill hexes.
  • Exception: this bonus is not available for Axis units attacking in, into, or out of the partially-supported sector of the front when operating east of the initial main front line during Turns 1 through 3 (3.6).

Design Note. Defender supply generally has no effect on combat, but it is necessary to get the mechanized superiority effect.

Official addendum ("Additional Rules, Improvements, Clarifications"), 10.17 Mechanized Superiority (clarifying wording, reproduced as printed in the addendum):

In every supplied attack in which the attacking force contains more mechanized-class combat factors than the defender has supplied mechanized-class combat factors, that attack gains a one right (1R) shift in addition to all other applicable shifts.

In every supplied defense in which the defending force contains more mechanized-class combat factors than the attacker has supplied mechanized-class combat factors, that attack suffers a one left shift (1L) in addition to all other applicable shifts.

The side that has more mechanized-class combat factors (strength) gets a bonus.

10.18 Fieldworks

Shift the odds two columns left (2L) when any units defend in a friendly fieldworks hex. There is no effect when your units defend in an enemy fieldworks hex. No concentric attack bonus is possible (see 10.19).

All fieldworks printed in the Axis color and shape (see map key) are "friendly" to all units of that side and "enemy" to all units of the Soviet side. All fieldworks printed in the Soviet color and shape (see map key) are friendly to all units of that side and "enemy" to all units of the Axis side. No fieldworks are ever considered destroyed, nor may they be given up to satisfy combat loss requirements. Also see 7.3.

10.19 Concentric Attack

If a defending hex is attacked by units in opposite hexes, or by units from three surrounding hexes with one hex between each and the next attacker-occupied hex, or by units from more than three hexes, that attack may be eligible to receive the "concentric attack" rightward odds shift bonus (see diagram below). The concentric shift is never awarded in attacks into city hexes, town hexes (but not reference towns), enemy fieldworks hexes, or for Axis attacks within the radius of the Soviet fortified area (14.11).

  • German units (attacking without Axis satellite units) receive a two-column right shift (2R).
  • Axis Satellite units, with or without German units in the same attack, receive a one-column rightward shift (1R).
  • Soviet units receive a one-column rightward shift (1R).

Diagram captions. The attack against the 268th Infantry Division is set up properly to be concentric, but the city negates the concentricity. The attack against the 56th Infantry Division is concentric; the fieldworks does not negate the attack because it is Soviet.

10.20 Combat Resolution

After the Combat Results Table odds column has been determined and all applicable odds shifts have been applied, the attacker rolls a die and cross-indexes that result within that odds ratio column to get a "combat result."

For example, a result of "6" rolled for an attack made at 3:1 odds yields a combat result of "2/1."

10.21 Combat Results

Combat Results are given in terms of steps lost by the involved units of one or both sides (but see 10.22-10.24). The number printed to the left of each result's slash applies to the involved attacking units; the number printed to the right of the slash applies to the involved defending units. The numbers in a combat result represent the grand total of step losses that must be suffered by the involved units of each side, not the number of steps each involved unit must suffer.

For example, a combat result of "1/2" would mean the involved attacking force must lose a total of one step, while the involved defending units must lose a total of two steps.

The defender's combat result must be applied before the attacker's. Any combat losses in excess of the step strength of the units involved are ignored; there is no carry over to another battle or phase.

Each player is free to apportion step losses among the involved units in any way desired.

10.22 Advance After Combat

At the end of every attack, whenever the defender's hex is left empty of all units, the victorious attacking non-static units may, but are not required to, advance after combat. The unit(s) may advance into the vacated defender's hex, and/or into any unoccupied hex, if any, into which the defending unit projected a ZOC (this is referred to as a "broad-front advance").

Advances aren't part of normal movement; they don't cost any MP, but advancing units must still observe normal stacking and terrain prohibitions. EZOC may be ignored during the advance. Not all attackers must advance; each unit may advance or not as the owning player sees fit. ZOC don't block advances.

The decision to advance must be made immediately after the battle is resolved and before that of another is begun. There is never any defender advance after combat; victorious defenders and static units simply hold in place.

  • Advancing Stacks. A stack of advancing units may be divided freely by leaving behind units in each hex exited.
  • Extended Mechanized Advance. A mechanized unit, or a group of mechanized units from one advancing stack, may continue advancing after entering the first hex. It/they may move up to one-half the movement allowance for that phase. The first hex of the advance does not count toward that total. Normal terrain and ZOC limitations apply in every hex after the first. They may conduct a momentum attack (10.23).

10.23 Momentum Attacks

Supplied attacking mechanized units eligible for extended advance may attack again immediately at the owning player's discretion (this is the exception to the limit in 10.1). Each advancing unit or stack must attack on its own at the end of its advance.

Momentum attacks are resolved as normal combat, including determination of supply status (advancing units may be cut off by ZOC) and application of air support if available. Column shifts from player phase chits do not apply. Units advancing after momentum attacks are limited to a one-hex advance and may not conduct a second momentum attack (but may conduct others after future combats).

Momentum Attack Exceptions:

  • They may not be conducted against defenders in fortification or city hexes.
  • Units may not conduct momentum attacks unless they advance.
  • Axis satellite units may not conduct momentum attacks.
  • Axis units may not conduct momentum attacks in the partially-supported sector until Turn 4.

10.24 Soviet Turn 1 Panic

During Turn 1 (only), a Soviet unit in any hex except a city or Soviet fieldworks hex is subject to panic. A unit may panic any number of times.

  • The Soviet panic marker is provided as a mnemonic. It has two sides, a "2" and a "1." Place it at a convenient place on the map, "2" side up at the beginning of Turn 1. After the first Axis player phase, flip it to its "1" side; it remains on the "1" side for the rest of the turn, then is removed from play. The face-up side affects only the length of retreat (see below).

  • Panic After Threat to Supply Line. The Soviet unit may panic at any time, the instant an Axis unit or ZOC enters a rear area hex of the Soviet unit. The Axis player must announce the entry, then halt while the Soviet player resolves the panic. Unless the retreating unit ends up in the declared hex, the Axis unit must enter it; if eligible, the unit may continue its movement normally thereafter. If the panicking unit does end up in the declared hex, the Axis unit must stop moving, but is not required to attack. Soviet units' rear area hexes are any hexes directly North-East, or South-East of them and all hexes between. The Soviet player may stop the panic movement anytime a unit enters a city, or forest hex or crosses a river.

    Printed rule (superseded by the addendum above): A Soviet unit panics at any time, and each time, the instant an Axis unit or ZOC enters a hex putting the Soviet unit out of supply. The Axis player must announce the entry, then halt while the Soviet player resolves the panic. Unless the retreating unit ends up in the declared hex, the Axis unit must enter it; if eligible, the unit may continue its movement normally thereafter. If the panicking unit does end up in the declared hex, the Axis unit must stop moving, but is not required to attack.

  • Panic After Combat. Any panic-eligible defending Soviet unit receiving a combat result of 2 or more loses one step; the remaining losses are absorbed into the panic retreat (see below).

  • Retreat Distance. Roll one die for each panicking Soviet unit. If the "1" side of the panic marker is showing, halve the result, rounding up fractions. If the "2" side is showing, use the face value of the roll. Add any remaining combat result (after deducting the step lost) to the die roll to determine the length of the retreat.

    For example, a Soviet unit subject to panic receives a "2" combat result while the "2" side of the marker is showing. It loses one step. The Soviet player rolls a die, yielding a result of 3. The 3 is added to the remaining step loss. The unit must retreat four hexes.

Design & Player Note. One of the salient features of the 1942 campaign was the absence of major pockets, an outcome of rapid Soviet retreats in violation of orders. The panic rule was put in place to replicate those retreats. It is without a doubt the most discussed aspect of the game during playtesting. Every game seemingly had a new situation to be incorporated into the rule. Take the time during the first few incidents to walk through the rule carefully and you will soon learn its nuances. There are times it will help the Soviets, and times it will help the Axis.

Combat Example 1

Turn 1, Phase 1. Axis player picks the first phase (per 5.4 and 5.5) and chooses an A chit, attack-move side. Three attacks are launched on the sector shown here. Soviet Panic chit at "2."

Combat #1. 3xPzD, 2xSSMD, 4xID attack 28 Army. Odds are 16:4 or 4-1. Shift 2R for A chit, 1R for mech superiority to get 7:1. Die roll of "2" gives 0/6 result. No Axis loss, Soviet first step must be taken as loss, so 28 Army is eliminated. Axis leaves 1xID in each attack hex and advances the rest. 2xID left in defender's hex, mech units can advance up to three hexes (½ MA of 5). They advance to 2032 and launch momentum assault on 6 Army. Odds are 12:8 or 1:1; mech superiority shifts to 2:1. Die roll of "5" yields "2/1" result. Axis loses two steps, 6 Army loses one. There is no panic or advance.

Combat #2. 6xPzD, 1xMD, 4xID attack 40 Army. Odds are 16:8 or 2-1, shifted 2R for A chit and 1R for mech superiority to get 5:1. Die roll of "4" gives 0/3 result. No Axis loss, Soviet first step taken as loss, survivors panic. Die roll of "2" added to two remaining step losses yields four hex retreat. Soviet player retreats 40 Army to 2229. Axis leaves 1xID in each attack hex and advances the rest. 2xID are left in the defender's hex, and the mech units continue to advance. Entry into 1929 will cut supply line to 21 Army, so before Axis units enter 1929, the Soviet player rolls one die for 21 Army panic. Die roll of "3" forces a three-hex retreat. The army may retreat to either 2129 or 2130; the Soviet player chooses the latter. The Axis advance continues, leaving 3rd PzD in 1929 to create a complete front. From 2031 another momentum attack is launched against 6 Army. Odds are 14:4 or 3:1, shifted to 4:1 for mech superiority. Die roll of "3" yields "0/3" result. 6 Army is eliminated. Half the Axis units advance, making two stacks with ZOC.

Combat #3. 8xPzD, 8xID attack 13 Army. Odds are 24:8 or 3-1. Participation of AGC units means a 1L shift and no R shifts for A chit or mech superiority, so final odds are 2:1. Die roll of "6" gives 2/1 result. Axis loses two steps, 13 Army loses one.

Combat Example 2

Turn 1, End of Phase 1. The Axis player has punched a hole in the Soviet line to create a salient. The dotted lines, gray for Axis, red for Soviet indicate each player's current front line, accounting for both units and ZOC. Note the gaps in the Soviet front. If the next chit draw is Axis, the mech units are poised to exploit north to roll up the front, east to threaten Voronezh, or south toward Millerovo. If the next chit selected is Soviet, the combination of reinforcements and replacements will probably enable the Soviet player to rebuild the line with units and ZOC.

Losses. The following units were eliminated in the course of the first phase. The Soviet 13 Army and 40 Army also each lost a step.

[The example's map diagram and unit-loss list are graphics in the printed rulebook and are not reproduced here.]

11.0 Reinforcements & Withdrawals

11.1 Reinforcement Availability

Both players receive new units during turns specified on the Turn Track. The set up code for reinforcements is a single number indicating the turn of availability. On that turn or any turn thereafter, the unit may enter the map during a friendly movement phase. For example, the Soviet player receives 66th Army during Turn 2.

11.2 Reinforcement Arrivals

Arriving units may enter the map during any friendly movement phase via any functioning friendly board edge supply source hexes, decided by the receiving player on a turn-by-turn and unit-by-unit basis. Stacking restrictions apply during entry. The map-edge hex is the first hex of its movement; it moves normally thereafter.

Reinforcements may use strategic movement if it is available; they do count against the strategic movement limit for that turn (13.0). Arriving Soviet units may be placed in the RVGK box.

Official addendum ("Additional Rules, Improvements, Clarifications"), 11.2 Reinforcement Arrivals, which adds to the printed rule above:

Soviet reinforcements and rebuilt units may also arrive in friendly controlled cities.

Important: If a city is under siege (when one or more of the hexes immediately adjacent to it is/are Axis-controlled) maximum one step only of a unit can be rebuilt or placed as reinforcement per each activation.

11.3 Leningrad Pocket Reinforcement Arrivals

The Soviet player is generally prohibited from entering reinforcements into hexes of the Leningrad pocket (but see 14.9 and 14.10). This restriction is lifted if a supply line (see section 8.0) has been opened from a map edge Soviet supply source hex to Soviet-controlled Leningrad.

11.4 Delaying Reinforcements

A player may delay the arrival of a reinforcement on a turn-by-turn and unit-by-unit basis. Neither player may accelerate the arrival of a reinforcement.

11.5 ZOC Effects on Arrival

Reinforcements may not arrive in hexes containing un-negated EZOC. They may arrive, within normal stacking limits, in hexes containing negated ZOC.

11.6 Axis Withdrawals

The Axis player is periodically called on to withdraw units from play. Some go temporarily; some go permanently.

When an otherwise unspecified division is called on to be withdrawn by type – for example, the 1x Infantry Div on Turn 2 – the Axis player is free to choose any supplied German infantry (not Jaeger) division on the map and withdraw it by picking it up and placing into the Withdrawn Units holding box. Withdrawals don't use up Axis strategic movement.

When withdrawn units are later called on to be returned to play, they enter as if they were reinforcements.

When specific units are called for to be withdrawn, those exact units must go unless they're unavailable due to being OOS at that time. In that case no withdrawal is made, and the Axis player must debit himself one mechanized replacement point instead. Any failed withdrawal removes that division's later upgraded reappearance from the Axis order of battle.

The Turn 7 Axis satellite nation withdrawals are permanent and take place no matter where those units are at that time, with supply state irrelevant.

12.0 Replacements & Upgrades

12.1 Replacement Steps

Replacements are levies of new troops and equipment used to replenish units that have been reduced in step strength by combat losses, or to reclaim units from the Eliminated Units box. Each replacement increment is a step and is able to replenish one step of combat strength. Once used, a replacement step is permanently committed to its receiving unit; it can't afterward be recalled or transferred to any other unit. Except as specified below, a unit may be eliminated and rebuilt any number of times during play.

12.2 Replacement Schedules

The number of replacement steps available to a player each turn is noted in that's turn boxes on the player's turn track. German replacement steps are of two kinds: mechanized and non-mechanized. Soviet replacement steps are of only one kind.

Replacement Tracks. Each player has a replacement track and markers to record the number of steps received. The Axis player has one set for mech and one for non-mech replacements. Each time replacements are received, advance the appropriate markers up the track. As replacements are expended, reduce the number on the track. Replacements may be accumulated for future use.

12.3 Axis Replacement

The Axis player receives replacements for German units only; Axis satellites never receive replacements. Units may be rebuilt during any Axis movement phase. Each replacement step rebuilds one German unit from the Eliminated Units box. Mechanized replacement steps may only be used to rebuild mechanized units, non-mechanized steps may only be used to rebuild non-mechanized units. Rebuilt units reenter play as if they were reinforcements.

  • Axis Units eliminated while OOS may not be rebuilt until Turn 7 (see 5.8). Until then, set them aside so they will not mistakenly be rebuilt.

12.4 Soviet Replacements

Each Soviet replacement step rebuilds one unit step of any type.

12.5 Soviet On-Map Replacement

A reduced Soviet unit on the map must be in overland supply to receive replacement (see also 12.7). Expend the replacement and flip the unit back to its full-strength side. Receiving replacements constitutes the unit's movement for that phase.

12.6 Soviet Eliminated Unit Replacement

A Soviet unit in the eliminated units box may be reclaimed using replacements. It may be rebuilt to its reduced strength (using one replacement step) or to its full strength (using two replacement steps). It reenters play as if it was a reinforcement.

12.7 Leningrad Pocket Replenishment

A reduced Soviet unit inside the Leningrad pocket may be replaced normally. If the two-step OBG unit (14.8) is eliminated, it's out of play for the rest of the game no matter the control status of hex 1500. If the one-step LPMA (14.9) or LCFC (14.10) are eliminated, but the Leningrad hex is still Soviet-controlled at the start of the next Soviet player phase, either or both units may be rebuilt with replacements (one step each) and returned to the Leningrad hex (only).

12.8 Mechanized Group Popov Replacements

The Soviet MGP (Mechanized Group Popov) unit may never receive replacements.

12.9 German Divisional Upgrades

Four German mechanized-class units (SSAH, SST, SSW & GD) receive upgrades during the game. The upgrade units have asterisks printed next to their set up codes. When the upgrade arrives, the Axis player replaces the existing unit with the upgrade unit, either on the map, in the Withdrawn Units Holding Box, or in the eliminated unit box. Exception: if a unit to be upgraded is on the map but is OOS, it can't be upgraded until it starts an Axis player phase in supply or it enters the dead pile, whichever comes first. Upgraded units may receive replacements normally.

12.10 Soviet Guards Conversions

The Soviet player receives the following Guards armies for conversion.

  • 5th Guards Tank Army arrives during Turn 6 for conversion of 5th Tank Army. If the older version is on the map in supply at that moment, remove it and substitute in place the new "5GT" unit at the same step strength as the old version. If the older formation is in the Eliminated Units or RVGK Holding box, make the switch there. Either way, no substitute is allowed. Once the conversion takes place, the older formation is permanently out of play.
  • 7th, 8th and 11th Guards Armies arrive during Turn 7 for the conversion of any three 4-8 rifle armies. Select any three supplied armies (not in the Leningrad pocket), which are then at two-step strength on the map or in the RVGK holding box, and substitute in place the Guards armies. Once these conversions takes place, the older formations are permanently out of play. The 4, 5, 6, and 10 (Guards) Mechanized Armies are not upgrades; they enter as reinforcements.

Historical Note. The armies historically converted into Guards armies were:

  • 64th Army, 7th Guards Army
  • 62nd Army, 8th Guards Army
  • 16th Army, 11th Guards Army

13.0 Strategic Movement

Strategic movement is a specialized form of movement available to both sides during regular movement phases. A unit may move either by regular movement or by strategic movement in a single movement phase, not both.

13.1 Axis Strategic Movement

The Axis player may move up to five divisions during each movement portion of an Axis player phase initiated by an "A" player phase chit (5.3). Each mechanized division counts as two divisions for strategic movement purposes. Each Axis satellite corps counts as three divisions; Axis satellite armies count as 10 divisions and therefore cannot move using strategic movement.

  • Starting Hex. A unit to be moved strategically must begin the move located in a friendly-controlled and supplied reference town, town, or city hex, or as a reinforcement off the map. If the unit starts in a Soviet ZOC, at least one Axis unit must start and remain in that hex through the entire phase unless the starting hex is also an Axis fieldworks hex, in which case no unit need be left behind.
  • Ending Hex. The unit may move any distance across the map, but never into a Soviet occupied hex, a hex where it would be OOS, or into or across prohibited terrain. It must end its move in an Axis-controlled hex. The hex may be in a negated Soviet ZOC, but not an un-negated Soviet ZOC.
  • Arriving Reinforcements using strategic movement do count against the Axis limit.

13.2 Soviet Strategic Movement & the RVGK

The RVGK box on the mapsheet is a holding area for Soviet reserves (RVGK is the Russian-language acronym for "Reserve of the Supreme High Command"). There are no units in the RVGK Box at the start of play.

There's no limit to how many (non-static) units the Soviet player may have in the box over time.

A maximum of two units may be withdrawn from a supplied (non-Leningrad pocket) hex into the RVGK during each movement portion of a Soviet player phase initiated by an "A" player phase chit (5.3). Arriving Soviet reinforcements may be placed in the RVGK instead of on the map; they do not count against the two-unit-per-phase limit.

A maximum of two units may move from the RVGK box to a supplied, Soviet-controlled, non-Leningrad pocket friendly controlled reference town, town, or city hex during each movement portion of a Soviet player phase initiated by an "A" player phase chit (5.3).

  • One strategic move per unit per phase: a unit may not enter and exit the RVGK box in the same turn.
  • A shock army counts as two units toward the RVGK per-phase limit.
  • Static units are never allowed in the RVGK box.

14.0 Special Units & Markers

14.1 Brandenburgers

The Brandenburger marker (it is not a unit) may be used only on Turn 1 or 2. Place it on a Soviet-occupied city hex outside the Leningrad pocket being attacked by Axis units (at least one German unit must be participating). The marker negates the city's 2L shift for one combat. Once used, the marker is out of the game.

14.2 Luftwaffe Combat Air Support

The Axis player receives three air support markers on Turn 2. Each marker may be used to shift one combat in the Axis favor (1R for an attack, 1L for defense) each turn. Air support may be used in momentum combat. Only one marker may be used per combat. There are no range limitations on this support; it may take place anywhere on the map.

The Axis player must announce commitment of an air support marker after the odds have been calculated. Once used, place the marker in the next turn's box on the TRT.

  • Exception: no air support is available during the entire turn in which the Soviet Winter Counteroffensive is in effect (see 5.6).
  • Exception: Axis-satellite units may not be receive air unless the combat also involves at least one German unit.

14.3 German Eleventh Army

During Turns 2 and 3, whenever five or more divisions from Eleventh Army make a supplied attack together into the same city hex, they may use their defense factors as their attack factors. The Jaeger division gets no real bonus, but does count toward the five-division minimum. The divisions may be attacking from different hexes, as long as they're all supplied and all attacking the same city hex. The 11th Army marker is included for use as a mnemonic.

14.4 German Assault Division

This unit counts as one normal division for stacking and contributes its combat strengths to combat normally. If used in a supplied attack into a city hex, with at least two other participating German divisions, it generates a one-column-right (1R) odds shift. It must always be the first unit given up to satisfy any combat losses. Once eliminated, it may never be reclaimed from the dead pile.

Historical Note. When the assault on Stalingrad bogged down, the German high command raked through the divisions in the east to assemble an ad hoc unit dubbed "Assault Division Stalingrad." It proved a key formation, even as it fought itself into self-destruction, in the last German gains within that city. The ? in the unit ID will be filled in by your decision to commit it to battle.

14.5 Luftwaffe Field Division (LFD) Panic

Whenever a Luftwaffe field division is involved in a combat, there's a chance it may panic. Once the final odds for that combat have been determined, roll one die for each LFD involved in that combat. Consult the LFD Panic lines at the bottom of the CRT, cross-indexed with the final odds for the combat. Use the attack line when the Axis is attacking, the defense line when the Soviets are attacking. If the die roll falls within the range indicated, the LFD panics.

  • Panicked Attacking LFD remain in place, but do not contribute to the combat. Recalculate the combat odds if necessary – do not check for panic again for an involved LFD if it passed the first check – and resolve normally. Panicked LFD may not advance after combat and may not be used to satisfy loss requirements.
  • Panicked Defending LFD are eliminated immediately and do not satisfy any German combat loss. Recalculate the combat odds if necessary – do not check for panic again for an involved LFD if it passed the first check – and resolve normally.

14.6 Axis Satellite Units

Axis satellite units may operate only on the supported portion of the front during turns 1 to 3.

Axis satellite armies each count as 10 divisions for stacking purposes. Each actually represents a collection of three weak corps. If the players agree, the Axis player may remove any one or all army counters during any Axis movement phase and substitute three corps of the same nationality. Once a satellite army has been broken down, it may not be reformed.

Each corps counts as three divisions for stacking and strategic movement purposes. Corps of one nationality may stack only with other corps of the same nationality or with German divisions.

Design Note. The restriction to the supported part of the front was another much-discussed point, particularly regarding the Romanian armies. It just seemed more likely that had Hitler insisted, Antonescu would have consented.

Historical Note. The satellite armies were spread incredibly thinly in the late fall of 1942, in game terms with one corps per hex. They virtually evaporated when hit by the Soviet winter counteroffensive. The army counters represent the ideal deployment as cohesive organizations.

14.7 Soviet Shock Armies

The Soviet shock armies were powerful but oversized and ponderous formations. Their operations are limited as follows.

  • Movement. They may move only during Soviet player phases using the Move-Attack sequence. They always move with an MF of 3, regardless of the MF indicated on the player phase chit.
  • Strategic Movement. They count as two units for strategic movement purposes.
  • Combat. They may attack only during Soviet player phases using the Attack-Move sequence.

Design Note. They still cost only 1 RP per step for replacement purposes because they had more elaborate rear area service and replacement units.

14.8 Oranienbaum Bridgehead Group (OBG)

If the OBG is on the map and the Axis player attacks Leningrad (1601), the attack suffers a three-column (3L) odds shift rather than the normal two-column (2L) shift; all other city defense effects apply normally. The OBG defends normally in its hex. See also 12.7.

14.9 Leningrad People's Militia Army (LPMA)

The LPMA defense factor is always indeterminate until it's attacked. Each time that happens, roll one die and add 6. The result (7 through 12) is its defense factor for that battle. The LPMA only has one step.

Design Note. The die roll represents the unknowable and highly variable amount of Finnish participation (or non-participation) from off the north map edge, as well as the variable ability of the Soviets to move reinforcements in a timely way into the city from the two armies they had off to the north facing the Finns.

14.10 Leningrad Counter-Fire Corps (LCFC)

The LCFC becomes available on Turn 7. It has only one step. It may only be placed into Soviet-controlled Leningrad. If the city isn't Soviet-controlled at the beginning of Turn 7, it is permanently out of play.

The unit's defense factor is always indeterminate until it's attacked. At the start of each combat involving the unit, roll two dice. That result (two through 12) is the LCFC's defense factor for that battle. This unit may attack (though it may never advance after combat) from its hex. Roll one die for its attack factor.

14.11 Soviet Fortified Area (FA)

This marker arrives as a special reinforcement during Turn 7 (see 5.8). It may be placed in any Soviet-controlled hex that's not part of the Leningrad pocket and not part of the front line as delineated in 5.8.

The combat effects generated by the marker exist in its hex of placement, all six hexes immediately bordering that placement hex, and all 12 hexes immediately bordering those six hexes. Use control markers for clarity if necessary.

Exception. If the Soviet player locates the marker so close to the front that one or more of what would otherwise be its effect hexes are Axis-controlled, no effects are generated in those Axis-controlled hexes even if later captured by the Soviets.

Once placed, the marker is never moved (even by Axis entry into its hex). It must be the top counter in its hex so it's always visible to both players.

It has no combat, stacking or step values of its own, and it may not be given up to satisfy step loss requirements for any combat in its own hex or anywhere in its radius of effect. The FA doesn't exert a ZOC.

  • FA Combat Effects. During all Turn 8 Axis combat, all Soviet units defending inside the FA's radius do so as if they were defending city hexes. During any Soviet "A" chit player phase when the Attack-Move sequence is used, all supplied Soviet units attacking from hexes within the radius of the FA have their attack factors doubled.
  • FA Movement Effects. During all Turn 8 Axis movement, treat every Soviet-controlled hex within the FA's radius as Soviet fieldworks hex.

Player Card: Turn Record Tracks

The two printed player-card turn record tracks (Soviet and Axis) are reproduced below as tables. A dash marks an empty box.

Soviet Turn Record Track

Turn1234
DateJuly 1942August 1942September 1942October-November 1942
Phase MixA, C, C, CA, A, C CA, A, C, CA, A, B/C, B/C (see 5.6). Select First Phase?
Replacements66612
Reinforcements46; 1 Tank, 2 Tank, 4 Tank661 Guards65, 67, 2 Guards, 3 Guards
Upgrades———
Turn5678
DateDecember 1942-January 1943February-March 1943April-June 1943July 1943
Phase MixA, A, B/C, B/C (see 5.6). Select First Phase?A, A, C, C-A, A, C, C
Replacements1212306
Reinforcements—68, 69, 70; MGP4 G Mech, 5 G Mech, 6 G Mech, 10 G Mech, LCFC; Fortified Area—
Upgrades—5 Gds Tank7, 8, 11 G Mech

Axis Turn Record Track

Turn1234
DateJuly 1942August 1942September 1942October/November 1942
Phase MixA, A, B, B. Select First PhaseA, A, B, C. Select First PhaseA, A, C, C. Select First PhaseA, A, C, C. Select First Phase
Replacements (Infantry / Mechanized)2 / 22 / 22 / 24 / 4
ReinforcementsHun 2, Ital 8, BrandRom 3, Rom 4, 22, 24, 28J, 46, 50, 72, 125, 132, 170, 3x Luftwaffe8 SS Cav7 Flieg, AD?, 1, 2, 3, 15 LFD, 69, 337
Returns——
Turn5678
DateDecember 1942-January 1943February-March 1943April-June 1943July 1943
Phase MixA, A, C, CA, A, C, C. Select First Phasesee 5.7A, A, B/C, B/C (see 5.9). Select First Phase
Replacements (Infantry / Mechanized)4 / 44 / 48 / 82 / 2
ReinforcementsSS DR, 6 Pz, 302, 304, 306, 321, 4, 5, 6, 7 LFD, 8, 9, 10, 12 LFD7 Pz, 15, 17, 23, 38, 39, 106, 167, 320, 332, 333, 335, 13 LFD2827 Flieg, AD?, 1, 2, 3, 15 LFD, 69, 337
Returns—
  • 8.13 Soviet Supply Sources
  • 8.14 Leningrad Pocket Supply
  • 8.15 Toropets Salient
  • 9.13 Hills
  • 9.14 Marsh
  • 9.15 River Hexsides
  • 9.16 Lake, Reservoir & All-Sea Hexsides
  • 9.17 Manmade Terrain & Movement
  • 9.18 Cumulative Costs
  • 10.13 Marsh Hexes
  • 10.14 River Hexsides
  • 10.15 Town Hexes
  • 10.16 Cities
  • 10.17 Mechanized Superiority
  • 10.18 Fieldworks
  • 10.19 Concentric Attack
  • 10.20 Combat Resolution
  • 10.21 Combat Results
  • 10.22 Advance After Combat
  • 10.23 Momentum Attacks
  • 10.24 Soviet Turn 1 Panic
    • Combat Example 1
    • Combat Example 2
  • Errata. The Soviet 4, 5, 6, and 10 Mechanized Armies are Guards armies; they should be identified as 4G, 5G, 6G, and 10G.

  • Remove Control Markers if desired.
  • Retreat Path. The retreating unit must move in as straight a line as possible to the nearest Soviet supply source. It may not enter an Axis-occupied hex or Axis EZOC, or cross impassable terrain. If two or more equally eligible retreat-destination hexes exist, the Soviet player is free to choose between/among them. If a unit is retreated onto another Soviet unit that's subsequently attacked that same phase, the retreated-in unit does contribute its combat strength to the new defense. A unit unable to complete its retreat on the map for any reason is eliminated.

  • —
    Special———Winter Counteroffensive? (5.6). Victory Check (4.1)
    —
    SpecialWinter Counteroffensive? (4.6)Victory Check (4.6)Redeployment (5.8)Victory Check (4.7)
    —
    —
    Upgrades————
    Withdrawals—1x Infantry Div, SS AH—2x Infantry Div, 11th Army Marker, 1x Aircraft Marker
    SpecialSummer Offensive (5.5)Summer Offensive (5.5). Caucasus Expedition?Summer Offensive (5.5). Caucasus Expedition?Victory Check (4.1)
    2x Infantry Div
    2x Infantry Div
    —
    UpgradesSS WGD, SS TSS AH—
    Withdrawals1x Infantry Div, SS T, 1x Aircraft Marker—Axis Satellites, 1x Mountain Div, 7 Flieg Div—
    Special—Counterstroke (5.7). Victory Check (4.6)Redeployment (5.8)Summer Offensive (5.9). Victory Check (4.7)