Battle for Stalingrad (2014)
Battle for Stalingrad (2014) Rulebook
Table of Contents
Table of Contents
How to Win
To win, control all 5 Location cards at the end of any of your turns.
Components
The game contains the following components:
Location Cards
Location cards represent districts within the city that were the sites of major battles.
Special Notes. Some Location cards have Special Notes. These notes take precedence over the standard rules of the game.
Rubble Chart. If you control a Location, this chart shows the number of Ration counters the Location provides during your Supply step. When you add Rubble counters to a Location card, the supply of your forces decreases.
| Rubble | Rations |
|---|---|
| 0 to 4 | 3 |
| 5 to 7 | 2 |
| 8 to 9 | 1 |
| 10 | Destroyed |
Destroyed Locations. When a Location is destroyed, flip the card over, discard all Rubble counters, and from then on do not place any more such counters on that card. (On cards, Rubble counters are called "Rubble" for short.)
Example: flip the Mamayev Kurgan card; it is destroyed when a player puts the 10th counter on it.
Destroyed Locations do not provide supply, but control of them still counts for victory and for drawing extra cards. Some Locations keep their Special Notes when destroyed.
Force Cards
Force cards represent the strength of your troops in the game.
Basic information. Each Force card has a Combat value and a Starting Rations value. A Force deals damage equal to its Combat value. When a Force first enters play, place Ration counters on it equal to its Starting Rations value.
Special Notes. Some Forces have Special Notes.
- Gains +1 (or +2) Combat when Attacking - the bonus applies when the Force takes part in a battle that it started.
- Stops 1 (or 2) extra Hits when Retreating - when you retreat this Force from a battle to the Perimeter zone, ignore the indicated number of extra Hits.
- Can Move Without Paying a Ration cost - the Force performs Move actions without paying the Ration cost.
- Ignores the first Hit (or first two Hits) applied to it from every Attack - the Force ignores the indicated number of Hits applied to it during each battle or when an Action card is used.
Cost. The number in the upper right corner of a Force card is its cost. To acquire a Force card, discard a number of Action cards from your hand equal to that card's cost.
Operation Uranus
Russia has 6 "Operation Uranus" Action cards in its deck.
The information in red text at the top of the card text marks the cost that you must pay if you play it.
The black text in the center of the card describes the card's properties (penalties for the Germans and bonuses for you) while it is in play.
The card stays in play until the German player pays the cost shown in red text at the bottom of the card text. Germany may pay this cost during its future turns. Discard the card when it has been paid in this way.
More than 1 "Operation Uranus" card can be in play at the same time.
Action Cards
Use Action cards to strengthen an attack, reduce damage, and perform other useful actions in the game. Do not show Action cards to your opponent until you play them.
Effect. All Action cards have an effect. Unless the card says otherwise, you may play these cards only during your Action phase.
Example: you may play the "Dive Bombers" card only during your own turn.
Example: you may play the "Rubble" card at the moment a Force takes Hits. This effect works as long as the Force is in a Location with 2 or more Rubble counters.
Example: you may play "Big Push" during any player's turn. Each of your Forces gets +1 Combat until the end of the active player's turn.
Firefight Value. Action cards have a Firefight value in the upper right corner. This number increases the number of your Hits in a battle, or reduces the enemy's Hits against you.
You may play an Action card from your hand to gain its Firefight value during an Attack order. If the value is positive, you play the card on yourself and your Forces deal more Hits.
If the value is negative, play the card on your opponent to reduce the number of Hits his Forces deal to you. The Firefight value can range from -3 to +3.
Example: you play an Action card with a Firefight value of +2. You will deal 2 additional Hits at the end of the battle.
Example: you play an Action card with a Firefight value of -1. The enemy Forces will deal 1 fewer Hit at the end of the battle.
Rubble Counters
(On Action cards called "Rubble" for short.) Use Rubble counters to track the amount of damage dealt to each Location card.
Ration Counters
Use these counters to track the supply of each Force.
Set-Up
Decide which player will command the Russian forces and which the German forces.
Location Cards
There are 10 Location cards (districts) in this game. Choose 5 of them at random. Put the other 5 cards back in the box (you will not use them during this game). Place the 5 chosen cards face up between you and your opponent.
Each player has Perimeter areas (the first line after the Location cards) and Control areas (the second line after the Location cards). Russian forces will always be on one side and German forces always on the other. The layout, from the Russian side to the German side, is:
- Russian Perimeter Areas (one per Location)
- Russian Control Areas (one per Location)
- the 5 Location cards
- German Control Areas (one per Location)
- German Perimeter Areas (one per Location)
Starting Forces
Deal the players their Force cards. If you are playing the Russians, you begin first.
Russian player: Choose Force cards with a total cost of 11. The cost of each Force is shown in the upper right corner of the card.
Place each of the Forces you purchased face up in any of your zones, on the front line or in the rear. You may place up to 3 Forces in each of your front-line zones and up to 3 Forces in each of your rear zones.
Example: the Russian player chose and placed Forces with a total cost of 11.
Shuffle the remaining Russian Force cards and place them face down to form your deck for further purchases. Turn the top Force card face up.
Place starting Ration counters on each Russian Force.
German player: After Russia has placed its troops, choose Force cards with a total cost of 9.
Place each Force in any of your rear areas. You may place up to 3 Forces in each rear area. In this step you may not place Forces on the front line, even if there are no Russian troops in that zone.
Shuffle the remaining German Force cards and place them face down to form your deck. Turn the top Force card face up.
Give each German Force its starting Rations.
Example: you and the Russian player have finished the initial placement of Forces and received Ration counters.
Action Cards
Shuffle the Action card decks and place them next to the players, face down. Each player has his own Action card deck.
If you are playing Russia, take 10 Action cards into your hand.
If you are playing Germany, take 5 cards.
The Germans take the first turn.
When you take your turn, you are the active player. As soon as you finish your turn, the other player's turn begins and he becomes the active player. Thus, players take turns until one of them wins. When you run out of your Action card deck, shuffle the discard pile, form a new deck, and continue playing.
Location Control
If you have Forces in the front-line area of a Location and the enemy has no Forces in his front-line area of that Location, you control that Location.
If both players have troops in the front-line area of a Location, nobody controls that Location. Likewise, if neither player has Forces in the front-line area of a Location, the Location is considered uncontrolled.
Example: neither player controls "Barrikady Gun Factory" and "Central Station". The Russian player controls "Gumrak Airfield".
Sequence of Play
The active player performs the following steps in his turn:
- Supply
- Actions
- Draw Cards
You perform these steps only when you are the active player.
1 - Supply Step
Distribute the Ration counters provided by each Location you control among your Forces located in that Location, on the front line or in the rear.
The table on each Location card shows how many Rations the player receives at a given level of Rubble in the Location.
Example: you control the Location shown on the card, and it has 1 Rubble. The Rations level is 2. You may place 2 Ration counters on any of your Forces located in that Location, on the front line or in the rear.
(On the example card the table reads: Rubble 0 to 2 = 2 Rations; 3 to 5 = 1 Ration; 6 = Destroyed. The table differs from card to card.)
Perimeter. Also place 1 Ration counter on each of your Forces located on the Perimeter line, even if you do not control the Locations in which they are located.
2 - Actions Step
There are several kinds of actions:
- A - Play an Action Card Action
- B - Move Action
- C - Attack Action
- D - Resupply Action
- E - Buy Forces Action
You may perform them in any order. You may also perform an action several times.
For each action: declare it, pay for it, and then perform it.
Then you may perform the next action.
You may perform as many actions during your turn as you can pay for.
Canceling an Action. If you declare an action but the enemy player cancels it, you do not pay for that action.
Example: you declare a Move action to move one of your Forces and pay 1 Ration. The enemy plays the "Sniper" card to cancel your action. Return 1 Ration to the Force.
Example: you play "Artillery Barrage" on an enemy Force. He plays the "Fog of War" card to cancel "Artillery Barrage". This Location has not suffered Rubble, and the enemy Forces are not attacked.
Example: you move a Force. He plays the "Scout" card and gets a "Sniper" card from his deck. Then he plays the "Sniper" card to cancel your move.
A - Play an Action Card Action
When you are the active player, you may play Action cards from your hand to obtain the needed effect. Unless the card says otherwise, this is the only case in the game when you may play an Action card.
Some cards, through their effect, can remove enemy Rations. If an enemy card has no Rations, nothing needs to be removed.
When a card makes you "inflict Rubble", place the indicated number of Rubble counters on the affected Location.
Example: you play the "Artillery Barrage" card on enemy Forces in the front-line zone. This Location already has 1 Rubble (1 Rubble counter). Inflict 1 Rubble from the artillery barrage. Now this Location has 2 Rubble counters, so the defender may play the Rubble card in defense.
(The Central Station card shown reads Rubble 0 to 2 = 2 Rations, 3 to 5 = 1, 6 = Destroyed; the Dive Bombers card shown reads: "Target an enemy Force in the Control Area of an enemy Controlled Location. Inflict 2 Rubble, then inflict a 4 Hit Attack.")
B - Move Action
There are 3 types of Move actions.
1 - Perimeter: move one of your Forces from any area to any of your Perimeter areas.
2 - Advance: move a Force from the Perimeter area to the front-line area of the same Location. It does not matter who controls the Location.
3 - Control: move a Force from any of your Perimeter or front-line areas to any front-line area that is under your control or is controlled by nobody.
You must discard 1 Ration counter from a Force each time you move it. If a Force cannot discard a counter, it cannot move.
You may not move a Force into a Perimeter or front-line area if you already have 3 Forces in that area.
Example: you want to move a Force from the Perimeter area of one Location to the front-line area of another Location. The enemy has a Force in the front-line area of that Location, so he controls that Location. You must spend 1 Ration of the Force to perform the "1 - Perimeter" Move action: a move from the Perimeter area of one Location to the Perimeter area of the Location controlled by the opponent. Then you must spend a second Ration of the Force to perform the "2 - Advance" move action to move it to the front-line area. The Location becomes uncontrolled. Then you may move another Force from any area directly into this front-line area by spending 1 Ration of the Force and performing the "3 - Control" Move action.
C - Attack Action
Declare an attack in one of the Locations. To do this, you and your opponent must both have Forces in the front-line area of that Location.
Discard 1 Ration from each Force that will take part in the attack.
Defending troops do not pay Rations to take part in a battle.
Example: you move 2 Forces to the front-line area of a Location. You pay 1 Ration for each Force. The enemy player has 1 Force in the front-line area. Then you declare an attack using 1 of your Forces. You spend one more Ration from that Force to make the attack.
D - Resupply Action
Discard an Action card from your hand and add, in total, up to two Ration counters to your Forces.
E - Buy Forces Action
You may acquire the top card of your Force deck with each Buy Forces action.
Discard as many Action cards as the cost of the Force and move that Force to the Perimeter area of any Location. You must place it on the table before you turn the next Force card face up.
Example: the top card of the Force deck is a Force costing 1. You play the "Reinforcements" card, which can be used as 2 cards when buying Forces. You spend 1 point to buy the top card, place it on the table, and then turn the next card face up. It costs 2. You must choose either to lose the second point from the "Reinforcements" card, or to discard an additional card to complete payment for the second Force.
If you control a Location or it is uncontrolled, you may place a Force in its front-line area.
You may not place a Force in a Perimeter or front-line area if you already have 3 Forces in that area.
Place the starting Rations on the Force.
3 - Draw Cards Step
Take 5 Action cards from your deck, plus 1 additional Action card for each Location you control.
Example: you control 3 Locations. You take 8 cards.
There is no limit on the number of cards you may hold in your hand. If you exhaust your Action deck, shuffle the discard pile and form a new deck.
Resolving an Attack
Rubble
When you declare an attack, place one Rubble counter on the Location card where the battle is planned.
Example: you and your opponent have Forces in the front-line areas of a Location. You declare an attack with one or several of your Forces in that Location. Place 1 Rubble counter on that Location.
Firefight
Beginning with the attacker, you may play one Action card from your hand to obtain its Firefight value.
Then the defender may play an Action card to obtain its value.
This continues until both players in succession refuse to play cards.
If a card has a Firefight value of +1, +2 or +3, play it on your own Forces to increase the number of Hits they deal.
If a card has a Firefight value of -1, -2 or -3, play it on the enemy Forces to reduce the number of Hits they deal to you.
As soon as both players in succession refuse to play cards, they turn over the top cards of their Action decks and apply that Firefight value by the usual rules.
Both players total the Combat values of their Forces, and then apply the Firefight value. Each player's final value is the number of Hits dealt to the enemy's Forces.
The player receiving Hits distributes them among his Forces as he sees fit.
Example: you attack, and your Force cards have a total Combat value of 5. The defender's Forces have a total Combat value of 3. You begin with an Action card with a Firefight value of +2. (In this case the actual game text of the card is ignored.) The other player plays a card with a Firefight value of -1. Your Combat is now 6 (5 + 2 - 1 = 6). Then you play -2, and he plays -3. Now you have 3 and he has 1. Then you decide not to play a card, and he plays +1. Then you have 3 and he has 2. You again do not play, and he plays -1. Now you have 2 and he has 2. Then you play +3. He passes. Now you have 5 and he has 2. You then pass. Since both passed in succession, neither player may continue playing cards.
Then you turn over the top Action cards from your decks. You get +1 and he gets +2. You deal 6 Hits to his Forces, and he deals 4 Hits to your Forces.
Absorb Hits
You may distribute Hits only to your own Forces that took part in the battle.
You may absorb Hits dealt to a Force by discarding its Rations.
Discard 1 Ration for each Hit that you want to ignore.
At any time when a Force receives Hits, it may absorb 2 Hits by retreating from the front-line area to the Perimeter area of that Location.
If there are already 3 Forces in the Perimeter area, it cannot retreat.
If a Force cannot absorb the damage dealt to it, it is destroyed.
The defending player must resolve damage first.
Example: you deal 6 Hits to the enemy Forces. He has two Forces that took part in the battle. He discards a total of 3 Rations from two Forces to ignore 3 Hits. Then he retreats with one Force to the Perimeter to negate 2 more Hits. Then he decides to destroy the retreated Force to absorb the last Hit.
Then the attacking player distributes the damage received from the defender.
Example: in the same battle the defender deals 4 Hits to your Forces. You have 3 Forces in the battle. You decided to keep all your Rations and retreat with two Forces to the Perimeter to negate 4 Hits.
Do not play or turn over Action cards as in a Firefight for attacks made by Action cards, such as "Dive Bombers".
Example: you play the "Dive Bombers" card. You place 2 Rubble counters on the Location card, and choose an enemy Force in the front-line area of this Location. Neither player may play Action cards as in a Firefight or turn such cards over from the top of the deck as in a Firefight. The enemy Force takes 4 Hits.
When one of your Forces is destroyed, place its card face up at the bottom of your Force deck. In this way, previously destroyed Forces will be available for purchase later.
Heroic Service
Your Forces can earn medals for heroism shown in battles. To earn a medal the following conditions must be met:
- You destroyed all enemy Forces in the battle.
- At the end of the battle you control the Location.
If the conditions are met, place 1 Medal counter on any of your Forces in the front-line area of the Location where the battle took place.
A Force may have more than one Medal.
For each Medal the Force gets +1 Combat and absorbs 1 additional Hit when retreating from the front line to the Perimeter.
Example: you have two Forces in the front-line area of a Location. The other player moves 2 Forces to the front-line area of that Location and declares that both Forces will attack.
After the battle is resolved, you retreat with one of your Forces, but the second Force remains on the front line. Both enemy Forces were destroyed. Your Force that remained on the front line receives 1 Medal.
Sample Game
Set-Up
In this example I will command the German army, and my opponent the Russian.
I shuffle the Location cards and take 5 of them. I drew: Gumrak Airfield, Grain Elevator, Dzerzhinskiy Tractor Factory, The Docks and Pavlov's House.
First Russia chooses Forces worth 11 points. He places the "169th Rifle" in the front-line area of Gumrak Airfield (with 2 starting Rations), the "248th Rifle" in the front-line area of the Grain Elevator (1 starting Ration), the "6th Guards" in the Perimeter area of the Grain Elevator (0 Rations), the "15th Guards" on the front line in Pavlov's House (3 Rations), and the "84th Tank" and "90th Tank Brigade" in the front-line area of the Dzerzhinskiy Tractor Factory (2 starting Rations each).
After the Russian Forces are placed, I choose Forces worth 9 points. I place my "16th Panzer" in the Perimeter at Gumrak Airfield (with 4 starting Rations), my "384th Infantry" and "14th Panzer" in the Perimeter at the Grain Elevator (4 Rations each), and my "100th Jager" in the Perimeter at the Docks (with 1 Ration).
Now he takes his 10 Action cards. I take 5 Action cards.
We are ready to start playing.
German 1st Turn
Looking at my 5 cards, I see some strategic possibilities for my first turn. First, I give each of my Forces in the Perimeter 1 Ration.
I want to move my "16th Panzer" to the front-line area of Gumrak Airfield so that I can receive extra Rations when resupplying. Normally I would need to spend Rations to move this way, but this Force's ability lets me move it anywhere for free, so I move it to the front line of Gumrak Airfield.
Since we both have Forces on the front line of Gumrak Airfield, the Location is uncontrolled. This means nobody can use the properties of this Location, nobody gets Rations from the Location at the start of their turns, and nobody can count it as one of the 5 Locations needed for victory. Even though I move a Force to the front-line area, this does not mean I must attack immediately.
Wishing to take advantage, I play the "Supply Raid" card to steal 2 Rations from the "169th" and give them to the "16th Panzer". I could steal 2 Rations from any of his Forces and give them to any of my Forces.
Feeling much more confident, I begin an attack. I discard a Ration from the "16th Panzer" to pay for the attack, and I also place a Rubble counter on the Location. With my Combat of 5 and his 1, this will be a walk in the park! But seeing that he has 10 cards gives reasonable cause for concern. He plays the Action card "Reserve Forces" to move the "6th Guards" into the battle! Since the attack has been declared, it does not matter who initiated it and he can play Reserve Forces. Now my advantage of 5 against 1 is reduced to 5 against 2. This is still a very important advantage for me, and I have 6 Rations to stop possible Hits. All he can do is retreat with each of his Forces to stop 2 Hits for each. And yet... he has many cards with large Firefight values.
Since I began the attack, I have the option to play Firefight cards first, but I feel that my Combat strength is more than sufficient, and I pass. Then it is his turn, and I see a gleam in his eyes as he lays down a +3 card! Now it is 5 against 5, so I look through my cards and play -2 to cancel some of his Hits. 5 against 3. Now it is his turn. Also -2. Now it is 3 against 3, and I must do something or this attack will be in vain. I pull out my big guns with +3 and get 6 against 3! Having only 2 cards is always risky, especially for my further attacks, but I want to win this battle. He plays -1, I pass, and then he plays another -1. I do not want to spend my cards, so I pass again. 4 against 3. The odds are not great, but it is the best I can do. I pass, and fortunately he passes too. My 2 cards look sad against his 5, but I have the best Forces by reinforcement cost. After we both pass, we turn over the top card of our Action decks to finish the Firefight. I get +2 and he gets -1. So, all said and done, the final Combat values are 5 against 3.
Being the attacker, I deal my 5 Hits first. He retreats with the "6th Guards" to negate 2 Hits. He also pulls back his "169th" to ignore 2 more. Now he has a hard choice, because he still has 1 Hit, so someone will die. He makes the best choice he can and kills the "169th". Before he places the destroyed Forces at the bottom of his Force deck, he deals 3 Hits to my Forces.
Thinking strategically, I realize that my "16th Panzer" can move for free, so I move it back to ignore 2 Hits. I also remove 1 Ration to negate the 3rd Hit. He plays the Action card Victory. A small victory, in my opinion; in addition he draws 3 cards from his Action deck, bringing his count to 7. But now I move my "16th Panzer" and return it to the front line of Gumrak Airfield for free, thanks to this Force's special ability.
To sum up: I control the Location, one of his cheap Forces died, and the other is in the Perimeter. If I had dealt 1 more Hit, I would have killed them both.
Having only 2 cards against his 7, it is risky to attack, but I need to establish myself better on the ground. I play Dive Bombers on the "248th Rifle" at the Grain Elevator. I place 2 Rubble counters on the Location card, and the opponent takes 4 Hits. Looking at his situation, his Force has the ability to ignore extra Hits when retreating, plus 1 Ration, so he can survive this calmly. He acts as I predicted: he retreats and loses 1 Ration. If his Force had not had this ability, it would have been destroyed.
He plays the Scouts card. Searching through his Action deck, he chooses the High Morale card and plays it to get 4 free Move actions. First, he moves the "126th Division" to the front line of the Docks as his first free action. With the second free action he moves his "248th" there too, because the Location is uncontrolled. And his "6th Guards", as the third free move, also goes to the front line of the Docks. He decides not to use his 4th free move.
Now the Location has become uncontrolled, so I move my "384th Division" to the front-line area of the Grain Elevator for 1 Ration. When I move it there, he plays the Sniper card. In this case my Force returns to the Perimeter, keeping 1 Ration, and cannot move any more until the end of my turn. Now I move my "14th Panzer" to the front-line area of the Grain Elevator, spending a Ration. Looking at my "384th Division" and "100th Division" in the Perimeter, I play my last card, Fresh Supplies, to give each of them 2 Rations. My "100th" can move for free, so I move it to the front-line area of the Docks without spending Rations.
Then he discards a Ration counter from all three of his Forces in the Docks and attacks my "100th Division". He places a Rubble counter on the Docks. He attacks me 8 against 1. He also plays Sewer Warfare, and now neither of us may play or turn over Firefight cards. Then I play the effect of the tank card, which means that my 1 Hit cannot be absorbed by retreating. Without playing Firefight cards, he completely overwhelms me. I retreat to ignore 2 Hits, discard 4 Rations to absorb a few more, but the 7th Hit kills my Force. My 1 Hit is ignored; he discards 1 Ration from the "126th Division".
I end my turn, confident that I will hold these Locations without much difficulty. I draw 5 cards, plus an additional 3 cards for the Locations I control. While I draw them, he plays Propaganda War. This means that I do not draw 3 cards for the Locations I control. I draw only 5 cards. Then he discards his Sniper card, which has finished its effect on my "384th Division".
Since he destroyed all Forces in the Location, he receives a Medal for heroism and gives it to any of his Forces that took part in the attack and is on the front line. He awards the "126th Division", increasing its Combat by 1 and giving it the ability to absorb 1 additional Hit when retreating.
Now we each have 5 cards.
He plays Operation Uranus; this may change the whole game. The property of this card means that he must destroy one of his Forces, but now the cost of buying my Forces is increased by 1. He destroys his "6th Guards", and also plays the Recover Wounded card. He can play this card because he just had a Force destroyed. Now he places one Ration on the "248th Regiment", a second Ration on the "15th Guards" and a third on the "126th Division". He ends his turn and draws a total of 8 cards, 5 + 3 additional cards for the Locations he controls.
Russian First Turn
He receives Rations for his Forces in the Perimeter, and also for Forces in the front-line areas of Locations he controls. He gives 2 Rations to the "15th Guards", 1 to the "6th Guards" and 1 to the "248th Rifle". He has a choice with the "84th Regiment" and "90th Tank Brigade", because the Dzerzhinskiy Tractor Factory provides only 2 Rations. Give 1 Ration to each, or give both to one only? He does not take the risk and puts 1 Ration on each Force.
He plays Reinforcement to get 2 Reinforcement points, but actually receives 3 Reinforcement points, because he controls the Dzerzhinskiy Tractor Factory and the property of that Location gives his Reinforcement an extra point. He takes the "126th Rifle Division" from the top of his Force deck and places it in the Perimeter at the Docks for 2 Reinforcement points, then gives it 4 Rations, and turns the next card in the Force deck face up. Fortunately, the next Force card he turns over has a cost of 3. He has only 1 Reinforcement point left.
He can do the following: 1) lose that 1 point and finish the purchase; 2) play another Reinforcement card to get 3 Reinforcement points, or discard 2 cards from his Action cards, to buy a Force with a cost of 3. He decides to give up the 1 Reinforcement point and finish the purchase.
German Second Turn
Back to me. Unfortunately, I do not have many Forces, but they are quite powerful.
First, I distribute Rations to my troops: 1 for the "16th", 2 for the "14th" and 1 for the "384th". I play the Desperation card to take 3 cards, one of these three cards is the Air Supply card. I play this card; it lets me get an additional 5 Ration counters! I put 4 of them on the "14th Panzer" and the 5th on the "16th Panzer". I play the Big Push card to get +1 Combat for all my Forces until the end of my turn.
Then I move my "16th Panzer" to the Dzerzhinskiy Tractor Factory for free. I spend a Ration to start the attack, and place a Rubble counter. My 5 against his 4. I have no more cards, so I pass, but he plays a +2 card. My Forces, however, get +1 Combat from the Big Push I played earlier this turn. Then each of us takes a Firefight card, but they cancel each other out with +2 and -2. In total 6 against 6. He retreats with his "90th", absorbing 2 Hits and spending 3 Rations. Absorbing the 6th Hit, he removes 1 Ration from the "84th" and keeps this Force on the front line. I retreat with the "16th Panzer" to remove 2 Hits, and the remaining 4 Hits cost Rations. I have too few Rations to keep my "16th Panzer" in the battle.
Then I play the Attack! card to move my "14th" from the front line of the Grain Elevator to the front line of the Docks without having to spend Rations, either for the move or for the attack. I place a Rubble counter for the attack.
I get 7 against 5, but I have a card that will change this battle. I play Heavy Weapons, which doubles the Combat strength of one Force. Since I have Big Push, the Combat strength of my "14th Panzer" is now 8, not 7. So now I have 16 Hits against his 5. He knows he cannot stop this power, and all he wants is to deal as much damage as possible to my Forces in order to destroy them. I decide not to play a Firefight card, and he plays +3, I pass, he plays +2, bringing his attack to 10! I am left in a position to take this big damage, but if the Firefight card turned over plays against me, I may lose one of my best Forces. We both pass and turn over the Firefight cards, which give +1 for me and -2 for him. Well, I am already destroying him anyway, but I still add one and then subtract 2, although it does not affect the battle. I kill both his Forces, and I take damage; I play 2 Rubble cards. Each of them absorbs 2 Hits, 4 in total. Now I have only 6 Hits left. I spend 6 Rations. This attack greatly weakened my supply, but I still have enough.
I move my "16th Panzer" to the front line of Gumrak Airfield for free.
Then my turn ends and I draw 5 cards as usual, plus 3 for the Locations I control.
He controls Pavlov's House - this is a problem, especially with his Forces accumulating Rations. I will need another Dive Bombers card and possibly a Heavy Weapons card to knock him out of there.
I spend a Ration to move my "384th Infantry" to the front line of the Grain Elevator.
This is where my turn ends, but the game continues...