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Battles in the East 1: Sandomierz Offensive and Bagration Stopped

Battles in the East 1: Sandomierz Offensive and Bagration Stopped Rulebook

Table of Contents

Table of Contents

  • 1.0 Components
  • 2.0 Introduction
    • 2.1 Scales
    • 2.2 Definitions
  • 3.0 Game Equipment
    • 3.1 Map
    • 3.2 Counters
    • 3.3 Unit Types
  • 4.0 How to Win
  • 5.0 How to Set Up the Game
  • 6.0 Sequence of Play
  • 7.0 Reinforcements
  • 8.0 Supply
    • 8.1 Line of Supply (LoS)
    • 8.2 Out of Supply (OoS)
    • 8.3 General supply
    • 8.4 Attack supply
  • 9.0 Zones of Control
  • 10.0 Movement
    • 10.1 Movement Restrictions
    • 10.2 Mechanized Units
    • 10.3 Overrun
    • 10.4 Disengagement
    • 10.5 Units with Zero Movement Allowance
  • 11.0 Stacking & Division/Corps Integrity
    • 11.1 Stacking
    • 11.2 Division/Corps Integrity (DCI)
  • 12.0 Combat
    • 12.1 Combat Overview
    • 12.2 Multiple Unit & Multi-hex Combat
    • 12.3 Combat Support Shifts
      • 12.3.1 Terrain
      • 12.3.2 HQs, Leaders, & Column Support Shifts
      • 12.3.3 Air & Naval
      • 12.3.4 Armor, Anti-tank (AT), and Specialists
      • 12.3.5 Concentric Attacks
    • 12.4 Combat Resolution
    • 12.5 Combat Results
    • 12.6 Retreats
  • 13.0 Air Support
  • 14.0 Headquarters
  • 15.0 Leaders
  • 16.0 Untried Units
  • 17.0 Weather
  • 18.0 Fortifications
  • 19.0 Naval
  • 20.0 Bridging Units
  • Sequence of Play Summary

1.0 Components

Each volume of the Battles in the East includes two games. Each volume includes a two-sided game board, two and a half counter sheets of 5/8-inch counters, this system rules booklet, system cards, scenario rules/setup cards for each game, and a scenario display card for tracking game elements.

2.0 Introduction

Battles in the East is a division/regiment level game series. These games span many of the World War II Eastern Front battles between 1941 and 1945. Some are well known, while with others recent archival material allowed them to be accurately recreated for the first time. One player will control the Soviets and allied forces while the other will control the Germans and their Axis forces.

An overarching concept of the series is to show the changing Orders of Battle or unit organizations and competencies of the two armies over the course of the conflict (e.g. Soviet Armor/Mech Corps gain integrity shifts as the war progresses). Individual games provide a range of set-piece battles, meeting engagements, assaults, pursuits, and other situations with a variety of objectives and victory conditions.

The game mechanics are an evolution of the SPI classics Army Group South and Panzergruppe Guderian. These have been updated and incorporate later game mechanics (such as SPI/TSR/DG Cobra). The rules are divided into a common set of system rules for all games and scenario rules for individual games. This allows players to learn the system once and have many games to play with the same core rules. The historical accuracy along with scenario rules to cover unique situations means the players can explore the commanders' courses of action as well as new battle options.

Within the rules, important rules or reminders are color coded in red text, examples of play in blue text, and designer notes in green text. The games can be set up quickly and played in a relatively short period of time.

2.1 Scales

Game scale is 3-5 miles (5-8 km) per hex. Each turn is 2-3 days. Most units are German regiments/brigades, Soviet mechanized brigades/infantry divisions with some specialty battalions and other formations.

2.2 Definitions

Rounding: Halved and Quartered Movement Allowance is rounded up. Total combat strength (not individual units) in an attack or defense rounds down to a minimum of one. Total combat shifts (after subtracting defensive shifts from attacker shifts) are rounded in favor of the defender.

Control: A hex is controlled if it was on the friendly side of the front line at the beginning of the game, or a friendly unit was the last to occupy or pass through the hex (whether by movement or advance after combat). Once occupied or passed through, the hex remains friendly until an enemy unit establishes control by occupying it or passing through it. An Enemy Zone of Control (EZOC) is not sufficient, regardless of friendly occupation or vacancy.

3.0 Game Equipment

3.1 Map

Each game map portrays the area of a particular battle, including all terrain significant to that battle. A hexagonal (hex) grid superimposed over the terrain features regulates movement and the positioning of the playing pieces. Some game maps may include charts and/or tracks.

3.2 Counters

Both sides have Headquarters (HQ) units. Soviet combat units are primarily divisions and corps (generally corresponding in size to German brigades/regiments and divisions), with a few brigades (generally corresponding in size to German battalions).

In early war battles (1941-42), some Soviet divisions have an untried/non-mobilized side for initial set-up and reveal their capabilities when first in combat. Soviet corps represent the mechanized, armor and guard cavalry units at various stages of the war. Artillery is represented by individual units as well as through HQ units projecting higher-level artillery. Kampfgruppe (KG) and ad hoc units are represented for both sides.

All units have their historical designation. One-step units and the reverse side of two-step units have a triangle in the upper left corner to indicate their last step. Most units also have a color in their unit type box corresponding to the HQ they are subordinate to and from which they draw combat and logistics support. Independent units have no color in their unit box and may trace supply to any HQ.

Note: Not every type of counter is present in every scenario.

Counter examples (unit front and back): The unit front shows the unit type symbol, unit size, unit ID, formation ID (bold, right side), Attack Strength, Defense Strength and Movement Allowance. The unit back (reduced) shows the Last Step Indicator.

  • A triangle in the upper left corner indicates the last step of the unit.
  • An "O" in the upper right corner of a unit indicates it is optional. Optional units are covered in the scenario rules.
  • A blue attack strength in a white box indicates a 1R armor combat shift. A red defense strength in a white box means an anti-tank combat support shift of 1L.
  • A boxed movement allowance indicates the unit may move in the Mechanized Movement Phase.
  • Units with parenthesized strength have only defense strength and may not attack.
  • HQ front (Attack supply) and HQ back (General supply) show unit size, Corps ID, Combat Shift, Attack supply range and supply level symbol; HQs also show Defense Strength and Movement Allowance.

3.3 Unit Types

Unit type symbols: Armor, Heavy Armor, Artillery, Self-Propelled Artillery (Stug), Anti-Tank, Flak, Cavalry, Infantry, Mechanized, Motorized Infantry, Airborne, Mountain, Ski, Garrison, Assault, Rocket, Bridging, Engineer, Fortified Region, Militia, Armored Train.

Markers: Air Support, Game Turn marker, Supply marker, Field Fort, Headquarters (HQ), Victory Point marker, Leader, Weather marker.

Unit colors: Axis and Soviet allied units have different background colors (Germany, Hungary, Romania on the Axis side; Soviet Union, Poland on the Soviet side). Axis-aligned units have black text while Soviet-aligned units have white text.

Unit sizes: XXXX: Army; XXX: Corps; XX: Division; X: Brigade; III: Regiment; II: Battalion; KG: Kampfgruppe.

  • Soviet infantry units are primarily divisions.
  • German infantry, armor, and mechanized units are primarily regiments.
  • Soviet Armor, Mechanized, and Cav/Mech units are generally brigades. Early war types may be divisions.
  • Headquarters are represented at army level for both sides as well as German corps HQ.
  • Specialist units are generally battalion, regiment, or brigade level. Example: a Tiger battalion with a one right (1R) column shift.
  • Note: Heavy armor units are a subset of armor. All rules that apply to normal armor units also apply to heavy armor. See 12.3.4.b and the Terrain Effects Chart for heavy tank effects.
  • Army-level anti-tank support is represented by specific units for the Germans.
  • Leaders must be stacked with a HQ counter. Leaders may affect attack, defense, or both. Example: a leader may grant a two left (2L) column shift.
  • Field forts are represented by counters with a defensive combat shift as indicated on the field fort marker.
  • Air Support is represented by counters with an attacker column shift or a movement penalty.
  • Attack supply marker (see scenario rules for use when present).

4.0 How to Win

In most games, victory is determined by accumulation of victory points achieved for occupying objectives and/or eliminating enemy units. Refer to scenario rules in each game for victory conditions.

5.0 How to Set Up the Game

a) Players should choose the scenario they will play and the side each player will command.

b) Each player should then place the units per the scenario set-up chart.

c) Units received later in the scenario (reinforcements) are temporarily placed in the appropriate space on the Turn Record Track.

d) Play starts with the first game turn and continues until the final turn of the scenario being played.

e) In general, both players set up at the same time. As in most wargames, both players should be aware of what their opponent's forces are capable of and make their variable initial deployment as they see fit. If there is a need, the player that moves first sets up second. We suggest new players set up their forces simultaneously, then the second player makes any adjustments they desire (making sure to stay within the set-up rules), then the first player adjusts.

6.0 Sequence of Play

Battles in the East games are played in game turns. Each game turn is composed of two player turns. The player whose player turn is in progress is called the phasing player. Each game turn proceeds in the following sequence. Each Phase must be carried out in the order given. The scenario rules for each battle state the player who plays first each turn.

a) Weather Determination Phase: In scenarios with variable weather, roll one die and consult the Weather Table.

b) Air Support Phase: In scenarios with Air Support, roll one die and consult the Air Support Table.

The first player then completes Phases C-H, followed by the second player completing Phases C-H.

c) Reinforcement Phase: The player places any reinforcements on their entry hex/location.

d) Supply Phase: The player checks for HQ and units that cannot trace a Line of Supply (LoS) and places Out of Supply (OoS) markers on them. Air supply markers are placed. The player determines the supply status (Attack or General) for each HQ, adjusting it per scenario rules and player decisions. If the scenario includes Attack supply markers, they are placed ahead on the Turn Record Track (TRT) the number of turns indicated in the scenario rules.

e) Initial Movement Phase: The player moves any or all his units (including reinforcements) in accordance with the rules governing movement. He may conduct overruns if units are in Attack supply. He may disengage units from Enemy Zones of Control (EZOCs). Terrain and weather may affect the cost to enter each hex on the map. All HQ may move in this Phase (out of supply HQ move half their movement allowance).

f) Combat Phase: The player now attacks with as many units adjacent to an enemy hex as he wishes. Combat is not mandatory. Supply status is checked at the moment of combat and may be different than prior to initial movement. Full attack strength is only available to units in Attack supply.

g) Mechanized Movement Phase: The player now may move all armor, motorized, mechanized, cavalry units, and HQ in General supply again (all units with their movement allowance in a white box). Supply status is checked at the beginning of the Mechanized Movement Phase and may be different than prior Phases. Eligible units may conduct overruns and disengagement.

h) Air Phase: The non-phasing player removes his air interdiction markers. The phasing player may then place air interdiction markers.

After both players have completed their player turns (C-H):

i) Game Turn Indication: Players check for any victory points they receive for objective occupation this turn and move or remove any Attack supply marker on the just completed turn. The players advance the game turn marker one box on the Turn Record Track to indicate the end of one game turn and the beginning of the next turn. Once the last game turn of the scenario has been completed, the game is over, and the players determine who has won.

7.0 Reinforcements

Both sides may receive reinforcements during the game. Reinforcements are placed on a specific hex, HQ location, or map edge per the scenario rules for that game. They do not expend Movement Points (MP) for placement but do expend MP to move from their entry location.

If a reinforcement cannot enter the map at the specified location or map edge due to enemy unit occupation, they are delayed. On the next turn, reinforcements for specific locations enter at the specific location if available, or the closest railroad (RR) hex to that location that can trace a path of RR hexes to a friendly map edge. For map edge entry, the units enter on the closest friendly map edge hex (owner's choice if two hexes are equal distance). If the corresponding HQ is not on the map when reinforcements are indicated, the reinforcements enter the map on the next turn with the HQ (see 14.0.d).

Some units will arrive in an untried status. All reinforcements may move their full movement allowance in the player's Initial Movement Phase. After that, they trace supply to their HQ and have the supply status of their current situation (per 8.0).

Railroad (RR) Entry: If reinforcements arrive on a map edge RR hex, they may move along RR hexes at the rate of 1/2 MP per hex in their Initial Movement Phase on their turn of arrival only. Once they leave the rail line, any further movement is per the Terrain Effects Chart (TEC) (moving back onto RR hexes will be 1 MP per hex).

Over-stacking: Reinforcements may over stack in an on-map entry hex but must meet stacking limits by the end of the Initial Movement Phase. Reinforcements entering on a map edge may over stack in the off-map area and must meet stacking limits by the end of the Initial Movement Phase.

Note: there is no railroad or strategic movement outside of the ability to place reinforcements as above unless scenario rules specify such movement.

Example 7a: Three Soviet infantry divisions enter at a specified town/location. As they exceed stacking limits, some or all must move in the Initial Movement Phase.

Example 7b: Three Soviet infantry divisions enter from a map edge that includes a RR hex. All may enter on the RR moving at 1/2 MP per hex.

8.0 Supply

Supply affects a unit's attack strength, defense strength, and movement allowance. There are three levels of supply: Attack, General, and Out of Supply. During the Supply Phase, all the units of the active player are checked for supply status, and HQs are selected to provide Attack supply. In addition, units attacking or defending in a particular overrun or combat are checked at the instant of combat resolution. The active player checks supply again at the beginning of the Mechanized Movement Phase.

Scenario rules establish limits on HQs being in Attack or General supply as well as any special provisions or limitations applicable to specific battles. See the Supply Effects Chart for a summary of supply effects.

8.1 Line of Supply (LoS)

LoS refers to a hex-by-hex trace from a specific combat unit or HQ to a supply source. Supply sources may be designated map edges, cities, or other locations specified in the scenario rules.

a) A LoS must be free of enemy units and EZOCs. Friendly units negate EZOC for purposes of supply. Exception: Zero defense strength units and units with parenthesized strength don't have this ability.

b) A LoS may not be traced through all-sea or lake hexes or hexsides. A LoS may only be traced into or through a swamp hex if the LoS is traced along a continuous road/RR into and/or through the swamp hex.

c) Major rivers also block LoS. An LoS may only be traced across a major river if the LoS crosses the major river hexside at a road/RR crossing a bridging unit is in place, or the crossing is from one major city hex to another major city hex. (Note: bridges are blown in some scenarios, blocking LoS).

d) All German combat units have General supply for defense if they can trace a LoS to a supply source. German units must trace to their corresponding HQ within range for Attack supply or to attack when in General supply.

e) All Soviet combat units must first trace their LoS to their corresponding Soviet HQ within the HQ range (If they cannot, they are OoS). Then the Soviet HQ must trace a LoS to a supply source. If a Soviet HQ cannot trace a LoS, it and all of its corresponding units are OoS.

f) HQ range is counted from the unit to the HQ not counting the hex the unit is in but counting the hex the HQ is in.

g) A maximum of six independent units may trace LoS to a single HQ per turn.

If a German Combat Unit can trace LoS:If a Soviet Combat Unit can trace LoS:...Then its supply level is:
to any supply sourceto a matching HQ in range; and, that HQ can trace LoS to any supply sourceGeneral supply
to a matching Attack supply HQ in range; and, that HQ can trace LoS to any supply sourceto a matching Attack supply HQ in range; and, that HQ can trace LoS to any supply sourceAttack supply
Otherwise...Otherwise...Out of Supply

8.2 Out of Supply (OoS)

Out of Supply units (including HQs) are marked with an OoS marker and suffer all the following effects:

a) Movement allowance halved (rounded up) in the Initial Movement Phase. No movement in the Mechanized Movement Phase.

b) No overruns may be conducted.

c) Attack at quarter strength (combat total quartered, not individual units).

d) Defend at half strength (combat total halved, not individual units).

e) Total combat shifts are quartered except for DCI (halved) and terrain (full).

Supply status is determined at the moment of combat resolution, therefore a unit in Attack or General supply in the Supply Phase may not be in supply at the moment of combat due to moving out of supply or prior combats resulting in advances or retreats cutting LoS. The reverse is also true that a unit may move to a hex that is in General or Attack supply.

8.3 General supply

Units in General supply have the following effects:

a) Movement allowance full in the Initial Movement Phase. Movement allowance quartered (rounded up) in the Mechanized Movement Phase.

b) Cannot overrun.

c) Attack at half strength (combat total halved, not individual units).

d) Defend at full strength.

e) All combat shifts are halved except for DCI and terrain.

f) Only one combat may be initiated per turn per HQ in General supply.

Soviet units must have a LoS to a Soviet HQ in General supply to be in General supply. A unit beginning a Movement Phase in General or Attack supply may move to a position where it is OoS. A German unit beginning a Movement Phase in Attack supply may move to a position where it is in General supply.

8.4 Attack supply

Units in Attack supply have the following effects:

a) Movement allowance full in the Initial Movement Phase. Movement allowance halved (rounded up) in the Mechanized Movement Phase.

b) Overrun at half strength.

c) Attack at full strength.

d) Defend at full strength.

e) All combat shifts are full.

Both German and Soviet units must be within range of a friendly HQ in Attack supply to be in Attack supply and to receive full HQ and Leader shifts (12.3.2 and 14.0). HQ and Leader shifts are applied once per Combat Phase; they may be split between different individual combats as the player sees fit. Shifts may only be applied to units with the same HQ color.

Example: An HQ has 2R and a Leader 1R - it would be possible to apply 1R to three different combats in one Combat Phase, or all three could be applied to one combat.

9.0 Zones of Control

All units with a defense strength of one or greater exert a zone of control (ZOC) into the six adjacent hexes. Units with a zero defense or a parenthesized strength only do not exert zones of control.

a) ZOC do not extend across major river hex sides or all-sea hex sides.

b) ZOC do not extend into city hexes. They do extend out of those hexes.

c) There is no additional effect for having more than one unit exerting its ZOC into a given hex.

d) Hexes into which a unit exerts ZOC are termed ZOC hexes or EZOC (enemy ZOC) hexes.

e) Units must stop moving when they enter an EZOC hex unless conducting an overrun against the enemy unit exerting the EZOC (see 10.3).

f) There is no additional MP cost to enter an EZOC.

g) Units may leave an EZOC hex only by overrun (10.3), disengagement (10.4), retreat (12.6) or advance after combat (12.7).

h) Friendly ZOC never affect friendly units.

i) Friendly units, other than those with zero defense strength or parenthesized strength, negate the presence of EZOC in the hex the friendly unit occupies for the purposes of:

  1. Tracing Attack and General LoS.
  2. Retreat after combat.

Important: Friendly units do not negate EZOC for purposes of movement.

j) Units may leave an EZOC during combat by virtue of retreat (12.6) or advance after combat (12.7).

k) Some ZOCs are affected by scenario weather rules.

Example 9.0.a: Hex F is a city hex (no ZOC), hex E is across a major river hex side (no ZOC). Hexes A-D are clear, swamp, rough, and woods, (ZOC).

10.0 Movement

During Movement, all, some or none of a player's units may be moved. No other units may be voluntarily moved. The only form of combat that may occur during this Phase is overrun (10.3).

10.1 Movement Restrictions

Movement is calculated in terms of movement points (MP).

a) A unit expends one MP of its total Movement Allowance (MA) for each clear terrain hex it enters. Other terrain types cost more or less than one MP to enter or cross. Some terrain may not be entered or crossed (all sea hexes and hexsides, lakes and lake hexsides), Those costs are summarized on the Terrain Effects Chart (TEC).

b) A unit may never enter a hex containing an enemy unit (Exception: see 10.3 Overrun).

c) Units may move only during friendly Movement Phases. Advances and retreats are combat displacements and do not require the expenditure of MP nor are they considered movement for purposes of this rule.

d) A unit must stop upon entering an enemy zone of control hex. Once a unit has been moved into an EZOC hex, it may not be moved out of it during that Movement Phase. A unit beginning a Movement Phase in an EZOC hex may only leave by disengagement (10.4) or through combat results.

e) If a unit moves adjacent to a hex with only zero-defense strength enemy units in it, is not in an EZOC from another enemy unit, and the moving unit has sufficient MP to move into the zero-defense strength hex, it may do so and eliminate the zero-defense strength unit(s). If that hex is not in EZOC and the moving unit still has remaining MP, it may continue moving. Note: this situation may also arise when attempting an overrun on an untried unit that is revealed to be a zero-defense strength unit.

f) A unit may not move across a major river into an EZOC hex unless:

  1. The hex is occupied by a friendly unit; or,
  2. The enemy unit exerting the EZOC is not adjacent to the river.

Example 10.1.f: A German tank regiment is on one side of the Vistula River with opportunity to move into hex A or hex B. Both are EZOC hexes, however, hex A is occupied by a friendly unit, so the German unit may move into the hex. Hex B is also an EZOC hex, but the Soviet unit exerting the EZOC is not adjacent to the Vistula River, therefore the German unit may cross the Vistula River into hex B. If the enemy unit had been in hex D (adjacent to the Vistula River), then the German unit could not cross the Vistula River into hex B.

g) A unit may not expend more MP than its total MA in any one Movement Phase (Exception: see 10.1.k). MP may not be saved from one game turn or phase to another, nor may they be transferred from one unit to another.

h) Units out of supply have their movement allowance halved (rounded-up) (8.2).

i) Weather may affect the MA of units (See Scenario rules).

j) Units moving from hex to hex along roads or railroads may utilize the reduced MP costs.

k) A unit with a non-zero movement allowance may always move one hex, regardless of the movement costs, if the movement is allowed, e.g. not EZOC hex to EZOC hex, into or across prohibited terrain, or to disengage (see 10.4).

10.2 Mechanized Units

Units with a box around their movement allowance may move in the Mechanized Movement Phase. This includes: Armor, Motorized, Mechanized, HQ (in General supply), Cavalry.

Mechanized units receive specific benefits and penalties throughout the rules. They may move with half or quarter (rounded up) of their printed movement allowance during their side's Mechanized Movement Phase. Mechanized units pay mechanized movement point costs (see TEC).

10.3 Overrun

Overruns are a special form of combat conducted by the phasing player during the Initial or Mechanized Movement Phase. Unless noted otherwise, all the normal rules of combat apply. To initiate an overrun, the overrunning units must meet the following restrictions.

a) During the Initial Movement Phase, a unit must have enough MP remaining to expend +2 MP to attempt the overrun and pay the MP cost of entering the target hex (units may use roads/RR). The overrunning units do not move into the defender's hex until it is vacated. All units with a non-zero attack strength may attempt to overrun enemy units in the Initial Movement Phase. If an untried unit is revealed to have zero defense strength, the overrun is an automatic defender elimination and the overrunning unit may continue moving without leaving a unit in the overrun hex (note: the overrunning units do not regain the 2 MP overrun cost).

b) During the Mechanized Movement Phase, only non-zero attack strength armor, mechanized and motorized units may conduct overruns. Cavalry units may not conduct overruns in the Mechanized Movement Phase (they may during the Initial Movement Phase).

c) Overruns are allowed only into clear, woods, and rough hexes without a fort or fortress. Overruns are allowed across a minor river (with or without road or RR crossings). Unit(s) conducting an overrun may move through a friendly occupied hex to enter the enemy hex. The friendly units are not part of the overrun.

d) Overrunning units must be in Attack supply at the beginning of their movement to conduct an overrun. They must be in Attack supply in the overrun hex. Supply for defending units is determined at the instant of overrun resolution.

e) Overrunning units may not disengage or enter an EZOC hex during their movement to overrun a target hex. They may conduct as many overruns as they have movement points to expend.

f) The overrunning units may ignore the ZOC of the unit(s) being overrun, however a unit may not conduct an overrun from a hex with an EZOC being exerted into it by units not being overrun. If an additional overrun is planned, the additional overrun target's EZOC is not ignored until the first overrun is successfully completed.

g) Units are halved in their attack strength when conducting an overrun. Division/Corps Integrity (DCI) bonuses apply (11.2).

h) If more than one unit is conducting a particular overrun, they must begin the Initial or Mechanized Movement Phase in the same hex and move together to the overrun hex. They may separate during the advance or move separately after the overrun, but once separated may not overrun together for the rest of the Initial or Mechanized Movement Phase.

i) Any loss or retreat for the overrunning units ends their movement for that Phase. The defending units may not advance. Any vacated hex must be occupied by at least one of the successful overrunning units. Other units in a stack may continue to move and overrun if they have enough remaining MPs and EZOCs permitting.

j) A unit may be overrun any number of times in a game turn.

k) Armor, AT, and specialist shifts can be applied to overruns if the applicable units are part of the overrunning force or defending force. HQ and Leader bonuses cannot be applied. DCI bonuses always apply if eligible (11.2). Terrain shifts (woods, rough, and minor river) apply.

Example 10.3.a: A German panzer division is overrunning a Soviet infantry division in a clear hex. They move two hexes (2MP) and then attempt an overrun (1 for clear hex +2 for overrun = 3MP). Attack total is 6+3+3=12, halved for overrun = 6 to 3. Odds of 2:1 are shifted 1R for armor and 2R for DCI. Final odds are 5:1. A die roll of 1 or 4 will end the movement for the German units due to "1" attacker result. On a 5 or 6, they advance into the defender's hex. One unit must remain in the hex (e.g., a 3-3-7). The 6-4-8, with 3 remaining MP, could conduct a solo overrun if adjacent to a Soviet unit in clear terrain. Otherwise, it and the remaining 3-3-7 could move with their remaining MP.

Example 10.3.b: A Soviet Mech corps is overrunning a German infantry regiment in a woods hex. 8 GM moves two hexes and attempts to overrun the German infantry regiment. Attack is 3+3+3=9, halved for overrun and rounded down to 4, defense is 2. Odds are 2:1. Armor and DCI shifts for Soviets = 2R, Anti-tank and woods shift for the German unit = 2L. Odds remain 2:1.

10.4 Disengagement

A unit can only leave an EZOC hex voluntarily by disengagement. In general, disengagement costs +2MPs. Mechanized units may disengage during both the Initial and Mechanized Movement Phases. The first hex a disengaging unit enters must be a non-EZOC hex. A unit may not disengage from one EZOC hex by entering another EZOC hex. Once a disengaging unit has entered a non-EZOC hex, it may enter an EZOC hex later in its movement. If a unit does not have enough MPs to enter a hex with the +2MP cost, then it must remain in position.

Note: Each scenario in the series may have disengagement modifiers increasing or decreasing the cost of disengagement or imposing other restrictions or costs. The modifiers in each scenario reflect the relative maturity of each army at various phases of the war.

Example 10.4: A German unit (with MA = 4) and a Soviet unit are adjacent to each other. If it is a German Initial Movement Phase and the German player wants to disengage, of the three hexes he can disengage into, two of them would cost more than the unit's movement allowance (hex A: Disengagement +2, Clear +1, Major River +2 = 5MP, hex B: Disengagement +2, Swamp +2, Minor River +1 = 5MP) leaving hex C as the only choice (Disengagement +2, Rough +2 = 4MP).

If it is a Soviet turn, the Soviet Armor unit can disengage in either the Initial or Mechanized Movement Phase. The Soviet unit cannot disengage into hex F (Disengagement +2, Rough +3, Major River +3 = 8MP), but is able to disengage into hex E (Disengagement +2, Rough +3 = 5MP) with 2 MP remaining, or hex D (Disengagement +2, Clear +1 = 3MP) with 4 MP remaining.

10.5 Units with Zero Movement Allowance

Garrison or static units have zero movement allowance and do not move. If they are forced to retreat, they take step losses instead. These units never disengage.

11.0 Stacking & Division/Corps Integrity

11.1 Stacking

Both sides are limited to 4.5 regimental/brigade equivalents (RE) per hex.

UnitRegimental Equivalent
Axis division (XX)3 REs
Soviet infantry division2 REs
Soviet militia or mountain division1.5 REs
Soviet armor, mech, or cavalry division1 RE
Brigade or regiment (X-III)1 RE
German KG1 RE
Battalion, HQ, artillery or rocket regiment, brigade, or division (II, HQ)0.5 RE
Leaders and markers (including fortifications)Do not count towards stacking limit.

Scenario rules may specify special units and their RE for stacking.

Stacking is checked at the end of each Initial Movement and Mechanized Movement Phase. Thus, it is possible to move into or through hexes occupied by other friendly units in what would otherwise be over stacked if they are within the stacking limits by the end of the Phase. Hexes found to be over stacked must have units of the owning player's choice eliminated to meet stack limitations.

Stacking is also checked during the Combat Phase at the end of each retreat and each advance. Thus, the final hexes of retreats and advances may not result in over stacking (see 12.6 Retreats and 12.7 Advance After Combat). A retreating unit with no other option than over stacking is eliminated.

Example 11.1: Maximum stacking for each side:

  • Soviet: 2 Soviet infantry divisions + HQ (2x2+0.5 = 4.5 RE).
  • Soviet: Soviet mechanized corps (3 brigades) + armor brigade + rocket division (3+1+0.5 = 4.5 RE).
  • German: German infantry division (3 regiments) + armor brigade + self-propelled artillery battalion (3+1+0.5 = 4.5 RE).
  • German: German panzer division (3 regiments) + armor KG + Tiger battalion (3+1+0.5 = 4.5 RE).

11.2 Division/Corps Integrity (DCI)

Units from the same formation (German division or Soviet corps with same bold font formation ID on right side) may benefit from division/corps integrity (See scenario display card for DCI ratings).

a) In a combat or overrun attack: At least two of the attacking units must be from the same formation in the same hex to benefit from DCI.

b) In a combat defense: At least two of the defending units from the same formation must be in the same hex or adjacent.

c) Only one formation may claim DCI shifts per hex per combat. This DCI is unaffected by any additional units in the hex, even if the additional units are part of another formation eligible for DCI (Note: The second formation could be eligible for DCI if it was involved in a different attack).

d) Units with DCI receive combat shifts. The number of shifts depend on the scenario and unit type for both attack and defense. See scenario charts for details. After adding all R shifts and subtracting all L shifts, the maximum possible DCI shift in any single combat is 2R or 2L. Note: DCI shifts are only halved when Out of Supply.

e) DCI is checked during overruns and attacks at the instant of the overrun or attack for both attackers and defenders.

Example 11.2.a: The HG Panzer Division (all 3 regiments) plus a Tiger battalion attacks Soviet 8th Guards Tank Corps (all 3 brigades). The 8 GTk is in clear terrain. HG Pz attack strength is 5+2+2 = 9 plus the Tiger battalion adds +2 for 11 attack strength. 8 GTk defense strength is 3+3+1 = 7. Odds are 1:1. Armor shifts cancel each other. The German player adds 2R for HG divisional DCI and 1R for the specialist Tiger battalion. Soviets add one 1L for DCI. Final odds are 3:1.

Example 11.2.b: Two Soviet infantry divisions attack the 233/102 regiment. The 233rd is adjacent to its sister 232nd Regiment (of the 102 ID). The Soviets attack with 3+3 = 6 attack strength against 2 defense strength or 3:1 odds. The 233rd is DCI eligible and so adds 1L in addition to the 1L for defending in a Woods hex. Final odds are 1:1.

Example 11.2.c: A pair of two-unit German motorized divisions are stacked together. They receive a 2R DCI shift for one division. The other division adds its combat strength but does not add DCI shift. The second division could attack the other adjacent Soviet unit separately and receive a DCI shift because it is a separate attack.

Example 11.2.d: Two German panzer divisions attack a Soviet mechanized corps. Each Panzer division receives a 2R DCI shift. The Soviet corps receives a 1L DCI shift. The difference is 3R but is adjusted to the 2R limit.

12.0 Combat

Combat occurs between adjacent opposing units at the phasing player's discretion. The phasing player is the attacker, the non-phasing player is the defender, regardless of the overall strategic situation.

12.1 Combat Overview

Units may attack only during friendly Combat Phases (Exception: 10.3 Overrun). They may attack any or all enemy units adjacent to them. Only those units directly adjacent to a given enemy unit may participate in an attack against that unit.

a) Attacking is voluntary; units are never compelled to attack, and not every unit adjacent to an enemy unit must participate in any attack.

b) An enemy occupied hex may be attacked by as many units as may be brought to bear in the six adjacent hexes.

c) No unit may attack more than once per Combat Phase, and no enemy unit may be attacked more than once per Combat Phase.

d) If a defending force of untried units is revealed to have only zero-strength units, the defender is eliminated. The attacker may immediately advance into the defender's hex and initiate an attack from that hex.

e) Units with zero attack strength may not attack alone, but they may be included in an attack to gain shifts.

f) If a combat involves units in different levels of supply, total the Attack supply combat strength and eligible combat shifts first, then General supply, then Out of Supply; sum these separately and combine the sums for 12.4.a and b.

Example: One hex of attacking units is beyond the supply range of a HQ in Attack supply. For Germans, the units would be in General supply. For Soviets, they would be Out of Supply.

Important: Overruns are considered movement.

12.2 Multiple Unit & Multi-hex Combat

a) All defending units in each hex must be attacked as a single defensive strength. The defender may not withhold a unit in a hex under attack. Different units within a single hex may not be attacked separately, nor may one unit be attacked without involving the other units in that hex in the same combat.

b) All attacking units in each hex are free to attack together, separately, or not at all. Other units in a hex containing an attacking unit do not have to participate in the same attack or any other attack, nor are they affected by the results, i.e., they do not suffer retreats or losses, nor may they participate in advance after combat.

c) If a unit is adjacent to more than one enemy occupied hex, it could attack one, some or all of them in a single combat. The only requirement is that all attacking units must be adjacent to all defending units. If more than one type of in-hex defensive terrain is involved, the defender chooses one terrain type from those involved for a defensive shift.

d) A given unit's combat strength is always unitary; it may not be divided among different combats either for attack or defense.

e) Units with zero-attack strength may only participate in an attack if other non-zero attack strength units are participating. This would be to take advantage of specialist shifts, as well as indirectly the possibility of DCI shifts, HQ and/or Leader shifts, or concentric attack shifts (noting the zero-defense strength unit does not exert a ZOC of its own but does occupy one of the hexes adjacent to the defender).

Example: A zero-attack strength Tiger unit could contribute its specialist 1R shift, but not its armor shift on the attack. It will still negate an armor shift on defense if it has a blue attack strength.

12.3 Combat Support Shifts

The Combat Results Table (CRT) is composed of a series of ratio columns, with the results generally improving for the attacker as one moves to the right (to higher odds) and improving for the defender as one moves to the left (to lower odds). Combat support shifts are expressed in left and right shifts as #L for defender benefits and #R for attacker benefits. For details, see 12.3.4 for unit level shifts, 11.2 for Division/Corps Integrity, 12.3.1 and the TEC for Terrain, 13.0 for Air Support, 14.0 for Headquarters, and 15.0 Leaders.

a) Calculate the combat odds and locate the appropriate ratio column on the CRT before applying any column shifts. All combat at greater than 10:1 is treated as 10:1. All combat at less than 1:3 is treated as 1:3.

b) All combat benefits must be declared prior to the resolution of combat, first by the attacker, then the defender. A player may choose to not benefit from any shifts available.

c) To determine the overall number of shifts applied to a combat:

  1. Total the DCI shifts on each side (halving each side if it is OoS). Subtract the defender L shifts from the attacker R shifts. If the number is more than 2R, the final DCI is 2R. If the number is more than 2L, the final DCI is 2L. If the number is equal to or between 2R and 2L, retain the number.
  2. Total all other attacker shifts multiplied by the supply level of the attacker. Then total the defender shifts; if the defender is OoS all non-terrain shifts are quartered. Subtract the defender total from the attacker total.
  3. Add the results from steps 1 and 2. If there is a fraction, round in favor of the defender. Example: if the result is 0.5R, that rounds to no shift; if the result is 0.5L, that rounds to 1L.
  • Positive Result: shift the ratio that number of columns to the right.
  • Negative Result: shift the ratio that number of columns to the left.

Example 12.3: A German attack in General supply has a panzer division for 2R and three infantry divisions for 1R each for a total of 5R DCI shifts. The Soviet defender has a Mechanized corps in Attack supply with a 1L DCI shift. Subtracting leaves 4R DCI shifts however the maximum shift is 2R. The German has a 1R armor shift, a 1R specialist shift, a 2R HQ shift, and a 1R concentric attack shift for a total of 5R. This is halved to 2.5R for General supply. The defender has a 1L AT shift, is in Wood terrain (1L shift) and has a 1L fort marker for a total of 3L. Totaling the DCI shift and the combat support shifts (2R + 2.5R - 3L) equals a 1.5R which is rounded in favor of the defender to 1R.

12.3.1 Terrain

See the Terrain Effects Chart (TEC) for terrain benefits. If more than one in-hex terrain is present, only one may be selected by the defender (Note: field fort marker shifts are in addition to in-hex terrain shifts). Major rivers, minor rivers, and on-map fort lines do not apply if any attackers are on the same side of the terrain feature as the defenders; if more than one type of hex side terrain applies, the attacker selects (Example: if an attacker were attacking across a major river from one hex, and across a minor river from a different hex, the attacker could select the minor river hex side). In-hex and hex side terrain effects on combat are cumulative. Roads and railroads never affect combat.

12.3.2 HQs, Leaders, & Column Support Shifts

a) HQs may provide column shifts (higher level artillery/rockets) only to units in their command (same HQ color) and within HQ range.

b) If a leader is stacked with a HQ, the leader may provide column shifts to the units within the HQ's command and range (a leader can augment the HQ shifts).

c) If two or more HQ are eligible to provide support to a specific combat, only one HQ and a leader stacked with it may provide HQ and leader support.

12.3.3 Air & Naval

See 13.0 and 19.0 for the effects of air and naval support.

12.3.4 Armor, Anti-tank (AT), and Specialists

a) Any mechanized or armor unit with a blue attack strength gains a 1R column shift against any defenders that do not have a blue 1R shift or a red 1L shift. Only one such armor shift applies regardless of the number of armor units involved.

b) If a specialist heavy armor unit, such as a Tiger or Stalin unit, is involved in an attack, the attack gains a 2R shift (1R for the armor shift and an additional 1R for the heavy tanks). If any defending units have a 1R blue shift or a red 1L shift, that cancels the 1R armor shift, but not the 1R specialist shift. Anytime a specialist armor shift is utilized on the attack, if the attacker takes a step loss, the first step must be the specialist armor unit.

Note: An attacking unit may not attack a defender in terrain it cannot move into from the hex it is attacking from. For example, a Tiger unit could not attack a defender in a swamp.

c) Any defending unit with a blue attack strength or a red defense strength gains a 1L shift if any of the attackers are armor/mech/specialist armor (i.e., have a blue attack strength). If more than one such defending unit is present in the defense, only one 1L shift is permitted, regardless of the number of armor or AT units involved.

d) Most German infantry divisions throughout the series have one regiment marked with a red defense strength shift; this unit can project this AT modifier into adjacent hexes if another regiment from the same division is defending. If the unit with the red defense strength is eliminated, the AT ability is lost for the other regiments. This AT benefit can only be used once per Phase (Example: Against one overrun during each Movement Phase and once during the Combat Phase).

Example 12.3.4.d: German infantry AT defense. A Soviet armor brigade and infantry division attack the 233/102 regiment. The 233rd is adjacent to its sister 232nd Regiment (of the 102 ID) which has the red AT defense. The Soviets attack with 3+3 = 6 attack strength. The 233rd has a defense strength of 2 so the combat odds are 3:1. The Soviets have a 1R blue Armor shift. The 233rd is DCI eligible (1L), is in a woods hex (1L), and gains the red AT (1L). The odds shift 1R and 3L to 1:1.

e) Assault and combat engineer units: Provide a 1R shift if stacked with any attacking units in attacks against cities, fortresses, and forts. If the attacker takes a step loss, the first step must be the combat engineer unit.

f) Artillery & Rocket units: Provide the R shift printed in the upper right of the counter if stacked with any attacking units. They count as 0.5 RE for stacking. Rocket units do not add shifts to overruns. In attacks against cities, fortifications, and forts they provide one less R shift than the printed value. Rocket units may not stack in the same hex as artillery units.

Note: Other shifts (HQ and Leaders) are separate and additional.

12.3.5 Concentric Attacks

When attacking units and their ZOC surround a defending unit completely (all six adjacent hexes, even if occupied by an enemy unit or EZOC), the attack is shifted 1R. Concentric attacks never apply to defenders in cities, fortresses, or field forts.

12.4 Combat Resolution

a) Total the combat strengths of all attacking units involved in a specific attack and compare the sum to the total combat strength of defending units (modifying each side for supply status) in the hex under attack. State the comparison as a ratio: attacker's strength to defender's strength. Round down the ratio in favor of the defender to conform to the simplified odds found on the Combat Results Table (CRT).

b) Determine the attacking and defending shifts and adjust the column accordingly (Armor, specialist units, DCI, HQ, and Leader for the attacker; anti-tank, specialist units, DCI, HQ, Leader, terrain for the defender).

c) Roll the die and read the result on the appropriate line under the odds column headings. Apply the result immediately, before resolving any other attacks being made during the Combat Phase.

d) No unit may attack or be attacked more than once per Phase. No support unit may be used to support more than one attack or defense per Phase. All units in a hex must be attacked together. A unit may attack one adjacent hex or as many as it wishes. These attacks are concluded as one combat. All modifiers, from all hexes being attacked, are applied, to deliver the final combat shift. A unit may not subdivide its printed/modified attack strength.

e) Combat results affecting defending units are applied by the defending player. The same applies for the attacking player. Combat results are listed as Attacker/Defender.

12.5 Combat Results

All combat results are expressed in terms of steps lost or hexes retreated.

a) An "E" result means all the steps for the attacking or defending units are lost and no retreat option is possible.

b) A number result means the affected side must lose the indicated number of steps and/or retreat all units the given number of hexes.

  1. Results may be taken as a combination of step losses and retreats, with each retreated hex satisfying one potential step loss.
  2. Step losses are total losses taken from the total affected force, not suffered by each unit individually. Most units have two steps and are flipped over to their reduced side when taking a step loss. However, some units have only one step as do some untried units; these are eliminated when suffering a step loss.

Important: Every unit in each combat must take one step loss before a second loss can be inflicted on the same unit.

  1. If the combat result has an asterisk, at least one step loss must be taken from the affected units.
  2. If the attacker retreats, then the combat result for the defender is reduced by one (in split results).

c) Some results on the CRT are split results. In a split result the attacker always takes his result first, then the defender takes his result. In an "ENG" result, both sides take a one step loss and remain in place (no retreats allowed).

Important: Any attacker result, including ENG, halts overrun and further movement in a Movement Phase.

12.6 Retreats

Retreats are always conducted by the owning player. The player may choose to lose steps rather than retreat. Each step loss reduces the required retreat length by one hex. Retreats are not an option for units with zero movement allowances; they must take step losses (e.g., see Garrison Units 18.0.c).

a) A retreating unit must retreat along its LoS wherever possible. If it is OoS, it must retreat towards its corresponding HQ. If neither of these is possible, it must take step losses.

b) Units may not retreat off the map, through all-sea hexsides, or into or through any prohibited terrain or hex they could not enter via movement. If some or all the retreat is not possible by any unit subject to the retreat, step losses must be taken until all units can retreat the remaining required length of retreat.

c) Units in a stack may be retreated in different directions.

d) A unit may never retreat into or through an enemy unit or an EZOC. Exception: Friendly units with a non-parenthesized defense strength of one or greater that are not participating in the combat currently being resolved negate EZOCs for purposes of retreat.

e) Retreating units must, if possible, retreat into vacant hexes (not in EZOC).

f) If no vacant hex is available, the units may retreat into a hex occupied by a friendly unit that is not participating in the specific combat being resolved. If this hex is subject to an attack later in the same Combat Phase, the retreating units do not contribute to the defense (strength or shifts) but are subject to any combat result.

g) If retreating units retreat into a friendly occupied hex (per f above) and must retreat to a second hex, they pick up the friendly units and retreat them one hex as well. In this case, the hex retreated into may not be in an EZOC, regardless of friendly units (ignore exception in d above).

h) If over-stacked in the last hex of the retreat, the retreating player must retreat the excess units of his choice one additional hex. If over-stacking exists after this additional hex of retreat, the owner removes excess units to meet stacking requirements.

i) A stack of unit(s) retreating over an unbridged major river take one additional step loss in addition to the combat result (e.g., a defending stack suffers a "/3*" result and must retreat across a major river: it suffers two step losses, the one hex retreat across the major river, and then either one more step loss or one more hex of retreat.)

Example 12.6: Two German infantry regiments are being attacked by a Soviet mechanized corps in one hex and a Soviet infantry division in an adjacent hex. The Soviet adds 1R for HQ support and 1R for air support. DCI and armor/anti-tank cancel each other. Odds are 4:1 after shifts. A die roll of 6 equals a result of 0/2 which the German player chooses to take as a retreat of two hexes. The two German units would retreat through vacant hex A to B. If Soviet units were also in hex D, E, and F, the German units would retreat first to hex C, pick up the third regiment of the division, and then retreat all three units into hex B.

12.7 Advance After Combat

Whenever an enemy unit is forced to retreat or is eliminated and leaves vacant its original hex as a result, it will leave a path of vacant hexes behind called the path of retreat. Any or all friendly victorious units participating in that combat are allowed to advance along the path of retreat. Any victorious unit may advance after combat, whether it was the attacker or defender in the battle. When the combat result applies only to the attacker and the attacker chooses to retreat, then the defender may advance.

Important: Advance after combat does not apply to an overrun conducted in a Movement Phase.

a) In a split result (e.g., 1/3*), the defender is never eligible to advance; if the attacker chooses to take a step loss, the attacker may advance if the defender vacates its original hex.

b) The option to advance must be exercised immediately, before any other combat's resolution is begun.

c) Units are never forced to advance after combat.

d) After advancing, units may not attack (or be attacked, if they are advancing defending units) in that Phase, even if their advance places them adjacent to enemy units whose battles are yet to be resolved or who were not involved in combat.

e) Advancing units may cease advancing in any hex of the path of retreat.

f) Advancing units ignore EZOC.

g) An advancing unit may not stray from the path of retreat.

h) If all units in a hex are eliminated, any attacking units may advance into the defender's hex at the attacking player's option. Also, victorious Armor/Mech/Mot/Cav units may advance up to two hexes after combat. The first hex must be the hex formerly occupied by the defending force. The second hex may be any empty hex adjacent to the defender's hex.

i) A unit advancing into a swamp or fortification hex, or a hex with a field fort, must stop. Units advancing across a major river must stop in the first hex after crossing and may not advance any farther regardless of how far the defender retreated, or if all defending units were destroyed.

j) Units with zero attack strength or a parenthesized defense strength may not advance after combat.

Example of play 12.7: After the previous example, the Soviet units can advance along the path of retreat. They choose to advance the infantry into the defender's hex and the mechanized corps two hexes into hex A. If the German units had been eliminated, the second hex of advance for the mech units could be in any direction.

13.0 Air Support

a) Air Support: The battle for air superiority is abstracted into the Air Support Table. In general, one player will gain air superiority and have one or more air support markers for a turn. In some scenarios, both sides or neither side may have markers. Each marker provides a 1R shift for attacks or overruns (never defense). Markers may be combined for one attack but may be used only once per turn.

b) Interdiction: The Scenario rules for some games may specify air interdiction rules (and some air support counters have air interdiction on their reverse side). When air interdiction markers are in play, they can only be placed in clear hexes. The placement hex may be friendly or enemy occupied. The cost to enter an interdicted hex is +2MPs. Air interdiction markers are placed on the map during the player's Air Phase and remain on the board until after the opposing player's Air Phase at which time they are removed.

c) Transport: In some games in the series, air transport of supply is also an additional function of air support points.

See the Air Support Table in each game for additional details.

14.0 Headquarters

Headquarters are vital in directing combat units, combat support, and logistical support in the series. Each game has army- and/or corps-level HQs for the German/Axis forces and army-level HQs for the Soviet forces.

Example: The 3rd Panzer Corps HQ of the German Army. Each HQ has two sides. The front side indicates it is in full Attack supply. The back (HQ symbol) side indicates General supply.

Note: When in Attack supply, an HQ may not move in the Mechanized Movement Phase.

a) Supply level: A HQ must be able to trace a LoS to a supply source to be in Attack or General supply (8.1). During the Supply Phase, eligible HQs (see scenario rules) may be placed in Attack supply, otherwise they are placed in General supply. They may be flipped to their Attack supply side at the player's choice within the limits specified in the scenario rules. If a HQ is OoS, it cannot be flipped to Attack supply and, for Soviet units, it cannot be a source of General supply (mark it with an OoS marker).

b) Supply range: (The number in the hex in the upper right corner of HQ counters). See 8.1 for tracing Line of Supply. See 8.3 and 8.4 for the effects of units being within supply range and in Attack or General supply. See 8.2 for the effects of being beyond the supply range and therefore OoS.

c) HQ Colors: All color-coded combat units must be within their HQ's range to be in Attack supply. In addition, all Soviet combat units must be within range to be in General supply. Units that do not have a color code are considered independent and may draw supply from any HQ (generally two German divisions/Soviet corps, or a maximum of six individual units, but see scenario rules for limits as to the number that can draw at any one time).

d) Reinforcement: Players have the option to remove a HQ from the board during their Reinforcement Phase. If a HQ is removed or destroyed in combat, it is replaced in the player's next Reinforcement Phase and enters on the map edge on the road or RR hex closest to a unit of the same command (color), in the same manner as other reinforcements (see 7.0).

e) Combat Shifts: HQs are also used to deliver higher level support to units within supply range (regardless of EZOCs). The combat shifts on HQs may be used to enhance attacks and is in addition to any unit level combat shifts. HQs in Attack supply with more than one shift may split the shifts between attacks (e.g. a 2R may be split to support two different attacks with 1R).

f) Combat: If attacked, HQs defend with their printed defense strength and undergo all CRT results.

Designer's Note: The use of key HQs to deliver Attack supply abstracts a great deal of logistics and yet is very historical as it relates to offensives and axes of attack. Equally, if HQ units were destroyed, replacement HQs were rapidly restored. However, these are key units and need to be protected. Artillery in both armies was controlled at the senior HQ level. Thus, the shifts allocated represent the corps- and army-level batteries in these battles.

15.0 Leaders

Commanders had a great tactical/operational influence on the battles covered in this series. Each game has one or more leaders per side. Their prime role is to influence combat. Each leader, based on their historical profile, will be able to add their combat shift(s) to the HQ shifts during each Combat Phase.

a) Most leaders have a historical corps/army/group attachment. Their range is the same as the HQ they are stacked with.

b) A leader's combat shift can be used in attack if it is a "R" shift or in defense if it is a "L" shift. Some leaders have a combat shift for both attack and defense and can provide each shift in the corresponding Combat Phase. Some leaders have a "?" for shifts; refer to scenario rules to determine what the shift will be.

c) Leader shifts are in addition to and treated like HQ shifts. For example, a 1R Leader stacked with a 2R HQ in Attack supply could split the 3R total into three 1R shifts for three attacks.

d) Leaders must always be stacked with their associated HQ (in some games they have a choice) and are eliminated if the HQ they are stacked with is eliminated. Leaders are not replaced when the HQ is replaced.

e) Leader shifts are halved when the HQ they are stacked with is in General supply or OoS.

16.0 Untried Units

Counters are shown as Counter 1 (2-step / reduced; 2-step high and 2-step low sides) and Counter 2 (1-step / untried; 1-step side and the starting untried side).

a) Some Soviet units in 1941-1942 games will set-up or arrive as untried units. These units were hastily mobilized. The untried or non-mobilized "?" side is used at the start of the game or when units arrive as reinforcements. A non-mobilized unit's actual strength is determined at the first instance of combat (attack, defense, or overrun) by rolling on the scenario's Mobilization Table. Non-mobilized units will have one or two steps, depending on the result of their mobilization roll. Once revealed, the unit is either flipped to its 1-step side or replaced with the corresponding 2-step counter (either full strength or reduced). It then takes losses or retreats as any other combat unit as well as being eligible to advance after combat.

b) German Volkssturm units in the late war battles have an untried side. Their untried strengths represent the unit in a disorganized, undermanned, and/or under-equipped state. The untried side is used at the start of the game or when units arrive as reinforcements. An untried unit's actual strength is revealed at the first instance of combat (attack, defense, or overrun). Any "0" defense strength units are removed, and the Soviet player may occupy the hex if the only defending unit is the Volkssturm unit. If the overrunning unit has movement points remaining, it may continue its move. Activated Volkssturm units with a movement factor function as German combat units and may leave the activation hex.

17.0 Weather

Weather is an important aspect of all battles. The standard rules assume clear weather. Various games in the series occur at differing times of the year. Their geographical location varies as well. The weather rules in each game affect air support, movement, terrain, combat, and the effects of being out of supply.

18.0 Fortifications

These are represented throughout the series by:

a) On map printed fortresses have a defensive shift of 2L. Fortresses in city or rough hexes have a defensive shift of 3L. In addition, combat losses incurred by the defender are reduced by one (Example: an ENG result becomes 1/0). Defenders ignore retreat results (they must take all losses as step losses). Units in fortresses are never out of supply. On map fortresses only benefit the side that controls them at the start of the scenario and are destroyed once occupied by combat units from the other side.

b) Field Fort 1L and 2L markers benefit units with combat shifts and cancel the concentric attack bonus. 1L markers may be placed per set-up instructions or during play at the end of the Initial Movement Phase on any friendly unit in a clear or woods hex not in an EZOC that has not moved in the Initial Movement Phase. 2L markers represent additional defenses such as pillboxes and block houses prepared prior to the start of a scenario and are only placed during setup. Units in field forts must trace LoS. The counter limit is the limit that may be deployed at any one time. 1L Field forts are removed if unoccupied but may be redeployed on a later turn. 2L Field forts are removed permanently when occupied by any combat unit with attack strength of one or greater at the end of a Movement or Combat Phase.

c) Garrison units are static (zero movement and zero stacking value) units that provide additional strength but no defensive shift. They do reduce combat losses by one when defending in non-fortress hexes but units stacked with a garrison must take all losses as step losses.

d) Both fortresses and field forts cancel the concentric attack shift.

19.0 Naval

Throughout the series naval forces are represented by:

a) Coastal transport points for supply and unit transport capacity.

b) Naval bombardment shifts for combat support close to the coast.

20.0 Bridging Units

Some scenarios will include bridging units. These units may be used to bridge major rivers. They can bridge one adjacent hexside of any major river at the end of any Initial Movement Phase. When the bridge is deployed, flip the bridging unit to its bridge side and point the arrow to the bridged hexside. If either the hex pointed to or the hex occupied by the bridge marker are occupied by opposing units at the end of the opposing player's turn, the bridge marker/bridging unit is removed from the game. Combat units may attack through the bridged hexside with one shift to the right (one less major river shift to the left). In the following Mech Phase, if the hex has been occupied by advance after combat, mech units may cross, with a +2 (instead of +3) MP cost. After the initial turn of placement, the MP cost of the bridged hexside is +1MP for infantry and mech if the bridge is in a road/RR bridge hexside. If no road/RR bridge hexside, then +1MP for infantry and +2MP for mech units.

Sequence of Play Summary

Start of Game Turn:

  • a) Weather Determination Phase: If the scenario has variable weather, roll one die and consult the Weather Table.
  • b) Air Support Phase: If the scenario has air support, roll one die and consult the Air Support Table.

Player Turns: First player completes Phases C-H, followed by second player Phases C-H.

  • c) Reinforcement Phase: Place any reinforcements on their entry hex/location.
  • d) Supply Phase: Check for HQ and units not in Attack/General supply and mark them Out of Supply (OoS). Place Air supply markers. Determine the supply status for each HQ, adjusting it per scenario rules and player decisions. Place Attack supply markers ahead on the TRT if included (see scenario rules).
  • e) Initial Movement Phase: Move any units desired (including reinforcements). Units may conduct overruns and disengagement.
  • f) Combat Phase: Attack with as many units adjacent to enemy hexes as desired. Check supply status at the moment of combat.
  • g) Mechanized Movement Phase: Check supply status. Move all armor, motorized, mechanized, cavalry, and HQ units again (all units with their movement allowance in a white box). Eligible units may conduct overruns and disengagement.
  • h) Air Phase: The non-phasing player removes his air interdiction markers. The phasing player may then place air interdiction markers.

End of Game Turn: After both player turns (C-H):

  • i) Game Turn Indication Phase: Check for any victory points players receive for objective occupation this turn. Move or remove any Attack supply markers on the just completed turn. Advance the game turn marker one box on the Turn Record Track to indicate the end of one game turn and the beginning of the next turn. Once the last game turn of the scenario has been completed, the game is over, and the players determine who has won.
  • 12.7 Advance After Combat