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Hungarian Rhapsody: The Eastern Front in Hungary

Hungarian Rhapsody Rulebook

Table of Contents

Table of Contents

  • 1.0 General Special Rules
    • 1.1 Map & Terrain
    • 1.2 Areas and Area Restrictions
    • 1.3 General Air Operations
    • 1.4 The Danube and Pontoons
    • 1.5 Special Units
    • 1.6 HR Player Booklets
    • 1.7 Scenarios Booklet – Victory Conditions
    • 1.8 Displays
  • 2.0 Axis Special Rules
    • 2.1 Logistics
    • 2.2 Air Operations
    • 2.3 Nationality Issues
    • 2.4 Budapest Fortresses
    • 2.5 Special Units
  • 3.0 Soviet Special Rules
    • 3.1 Logistics
    • 3.2 Air Operations
    • 3.3 Special Rebuilds
    • 3.4 Nationality Issues
    • 3.5 Special Units & Unit Requirements
  • 4.0 Optional Rules
  • Designer's Notes
    • By Stéphane Acquaviva
    • The Map
    • The Soviet Ground Forces
    • The Soviet Air Forces
    • The German Army
    • The Luftwaffe
    • The Hungarian Army
  • Developer's Notes
    • By Curtis H. Baer
    • Soviet Logistical Limitations
    • South Balaton Garrison
    • Tank Busters
    • Soviet Infantry Support and AT AFVs
    • Heavy Tanks
    • Soviet Fronts and RVGK
  • Soviet Players' Notes
    • By Chip Saltsman
      • Campaign Game as the Soviets
    • Axis Tendencies to Take Advantage of…
      • Tendency #1: Stretched Too Thin.
      • Tendency #2: Sticking One's Head into the Lion's Mouth.
      • Tendency #3: Budapest is too Weak.
      • Tendency #4: Believing in the Margit Line.
    • Countering Konrad
  • German Players' Notes
    • By Chip Saltsman
  • Historical Notes & Play Commentary
    • By Stéphane Acquaviva
    • Battle for Budapest, Krisztian Ungvary
    • The Battle of Debrecen
    • Axis Play
    • Soviet Play
    • Timeline…
    • "Operation Budapest"
    • Axis Play
    • Soviet Play
    • "Konrad I" & "Konrad II"
    • "Konrad III"
    • "Operation Südwind"
    • "Spring Awakening" to "Operation Vienna"
  • Hungarian Rhapsody Personalities
  • Composition of Selected Units
    • Soviet
    • Rumanian
    • German
    • Hungarian
  • Modern Place Names
  • Abbreviations
  • Bibliography
  • Countersheet 4
    • Errata Counters
    • Supplemental Counters
    • Interdiction Markers
    • Fog of War – Zero "Strength" Step Loss Markers
  • Scenario List
  • Scenario Notes
  • Scenario 5.1: The Battle of Debrecen
    • General Information
    • Special Rules
    • Victory Conditions
    • Set-Up
      • Axis Information
      • Soviet Information
        • 4th Ukrainian Front
        • 2nd Ukrainian Front
  • Scenario 5.2: Hungarian Rhapsody Grand Campaign
    • General Information
    • Special Rules
    • Victory Conditions
    • Set-Up
      • Axis Information
      • Soviet Information
  • Scenario 5.3: The Battle of Debrecen
    • General Information
    • Special Rules
    • Victory Conditions
    • Set-Up
      • Axis Information
      • Soviet Information
        • 4th Ukrainian Front
        • 2nd Ukrainian Front
  • Scenario 5.4: From Debrecen to Budapest – Half Campaign
    • General Information
    • Special Rules
    • Victory Conditions
    • Set-Up
      • Axis Information
  • Scenario 5.5: Operation Budapest – Scenario Start
    • General Information
    • Special Rules
    • Victory Conditions
    • Set-Up
      • Axis Information
      • Soviet Information
        • 4th Ukrainian Front
        • 2nd Ukrainian Front
  • Scenario 5.6: Operation Budapest – Campaign Start
    • General Information
    • Special Rules
    • Victory Conditions
    • Set-Up
      • Axis Information
  • Scenario 5.7: Race to Budapest – Large Scenario
    • General Information
    • Special Rules
    • Victory Conditions
    • Set-Up
      • Soviet Information
        • 4th Ukrainian Front
        • 2nd Ukrainian Front
        • 3rd Ukrainian Front
    • Axis Information:
      • Budapest Garrison
      • Rear Forces
      • 1 Panzer Army
      • 8 Army and 1 Hungarian Army
      • 6 Army and 3 Hungarian Army
  • Scenario 5.8: Race to Budapest – Small Scenario
    • General Information:
    • Special Rules:
      • White Line Map Restriction.
      • Minor City Defense Limitation.
      • The Danube Bridges.
      • Withdrawals North (1).
      • Withdrawals North (2).
      • Weather.
      • Supply Points.
    • Victory Conditions:
    • Set-Up:
      • Soviet Information:
      • 2nd Ukrainian Front
        • 53 Army
        • 27 Army
        • Plijev HQ and 6 Gd Tank Army
        • 7 Gd Army
        • 2 Ukr. Artillery Group
        • 3 Rumanian Army
        • 46 Army
      • 3rd Ukrainian Front
        • 4 Gd Army
    • Axis Information:
        • Budapest Garrison
        • Rear Forces
        • 8 Army
        • 6 Army and 3 Hungarian Army
  • Scenario 5.9: Race to Budapest – Campaign Start
    • General Information:
    • Special Rules:
      • Heinrici Special Hedgehogs.
      • The Danube Bridges.
      • Soviet Budapest Objective.
    • Victory Conditions:
    • Set-Up:
    • Axis Information:
  • Scenario 5.10: Konrad I-II
    • General Information:
    • Special Rules:
      • Map Play Area Restriction.
      • Budapest Fortress.
      • Danube Bridges.
      • Initiative.
      • SP Transport Missions to the Budapest Zone.
      • Supply Points.
      • Supply Sources/Reinforcement Entry.
    • Victory Conditions:
      • Axis Sudden Death Win.
      • Victory by Geographic Objectives.
    • Victory Level:
    • Set-Up:
      • Soviet Information:
      • 2nd Ukrainian Front
        • 6 Gd Tank Army
        • Cavalry Mechanized Group Plijev
        • 7 Gd Army
        • 3rd Ukrainian Front
        • 4 Gd Army and Cavalry Mechanized Group Gorskov
        • 46 Army
    • Axis Information:
        • Budapest Garrison
        • 6 Army and 3 Hungarian Army
  • Scenario 5.11: Konrad I-II-III
    • General Information:
    • Special Rules:
    • Victory Conditions:
    • Set-Up:
    • Axis Information:
    • Soviet Information:
  • Scenario 5.12: Konrad I Campaign Start
    • General Information:
    • Special Rules:
    • Victory Conditions:
    • Set-Up:
    • Soviet Information:
    • 4th Ukrainian Front
    • 1 Gd Army
    • 18 Army
    • 8 Air Army
    • 2nd Ukrainian Front
    • 4 Rumanian Army
    • 40 Army
    • 27 Army
    • 53 Army
    • 6 Gd Tank Army
    • Cavalry Mechanized Group Plijev
    • 7 Gd Army
    • 3rd Ukrainian Front
    • 4 Gd Army and Cavalry Mechanized Group Gorskov
    • 46 Army
    • Axis Information:
    • Budapest Garrison
    • Rear Forces
    • 1 Panzer Army
    • 8 Army and 1 Hungarian Army
    • 6 Army and 3 Hungarian Army
  • Scenario 5.13: Konrad III
    • General Information:
    • Special Rules:
    • Victory Conditions:
    • Set-Up:
    • Soviet Information:
    • 3rd Ukrainian Front
    • 4 Gd Army and Cavalry Mechanized Group Gorskov
    • 46 Army
    • Axis Information:
    • Budapest Garrison
    • Rear Forces
    • 6 Army and 3 Hungarian Army
  • Scenario 5.14: Konrad III Campaign Start
    • General Information:
    • Special Rules:
    • Victory Conditions:
    • Set-Up:
    • Soviet Information:
    • 4th Ukrainian Front
    • 1 Gd Army
    • 18 Army
    • 8 Air Army
    • 2nd Ukrainian Front
    • 4 Rumanian Army
    • 40 Army
    • 27 Army
    • 53 Army
    • 6 Gd Tank Army
    • Cavalry Mechanized Group Plijev
    • 7 Gd Army
    • 3rd Ukrainian Front
    • 4 Gd Army and Cavalry Mechanized Group Gorskov
    • 46 Army
    • Axis Information:
    • Budapest Garrison
    • Rear Forces
    • 1 Panzer Army
    • 8 Army and 1 Hungarian Army
    • 6 Army and 3 Hungarian Army
  • Scenario 5.15: Südwind
    • General Information:
    • Special Rules:
    • Victory Conditions:
    • Set-up:
    • Soviet Information:
    • Axis Information:

1.0 General Special Rules

1.1 Map & Terrain

1.1a Common Terrain Effects Chart. The movement and combat effects for the terrain types are explained in the Terrain Effects Chart ("TEC").

1.1b Weather. Each turn's Weather is determined by rolling one die for Ground Conditions and another die for Flight Conditions.

WEATHER TRACK

CategoryValues
Flight ConditionsNormal Flight, Limited Flight
Ground ConditionsDry, Light Mud, Mud, Frozen

The Weather Table gives the full effects of each condition for the current date.

Do not roll for Weather on the first turn of any scenario; the applicable conditions are listed in each scenario.

1.1c Entry Areas. These are marked on the map edges. There are several Entry Areas designated by the same letter (for example, B39.35 and B49.34 (Sibiu) are each Entry Area G). Units designated to arrive at a given Entry Hex Area can enter at any of the corresponding hexes unless otherwise indicated. Other Entry Areas are marked with a bar going through multiple hexes.

1.1d Railroads. Rail movement can use "off-map" connections to depart from the map and then re-enter at another point where both the exit and the entry hexes AND every map-edge rail hex between the two are controlled by the railing player (i.e., you can't rail off-map past a map-edge near hex controlled by your opponent).

Point of Interest hexes are considered to be Detrainable. (This is in addition to the terrain types listed in OCS 13.3c).

All map-edge Railroad hexes controlled by the Axis player are Detrainable. All map-edge Road hexes are Deroadable for the Soviet player (3.1d).

1.1e Map Printed Hedgehogs. There are Axis defensive fortification lines on the map shown by Map Printed Hedgehogs ("MPH") and some special rules apply:

  • They cannot be improved.
  • They only benefit Axis units (the Soviet player may build their own Hedgehogs in these hexes).
  • They cannot be destroyed.
  • MPHs, with a black background in the oval and black hex border are Close terrain for combat and barrage. Attacking armor is 1x strength even in a hex that is otherwise Open terrain (see TEC).

1.1f Hedgehog Markers. A Hedgehog Marker is reduced one level when its hex is occupied by an enemy Attack-Capable unit. This does not apply to MPHs (1.1e).

No Hedgehog greater than Level 2 can be built in this game.

Design Note: The Hungarian Fortification Lines benefited from constant effort by Axis engineers to maintain these positions, with their particularly good knowledge of the area

1.2 Areas and Area Restrictions

1.2a Northern Operations.

The forces confined to Northern Operations (both Soviet and Axis) have counters depicted with a White Frame border. They are referred to as White Frame units. White Frame units cannot move south of the White Line between the 19.XX and 20.XX hex rows on either map. White Frame units may retreat south of the White Line, but must return north of the White Line at the first opportunity. Breakdown Regiments from White Frame units must also adhere to those White Line restrictions. White Frame units can never rail off edges of the map in order to re-enter south of the White Line. There are two Dead Pile boxes, one for the White Frame units and one for other units. If a White Frame unit is rebuilt, it must be placed and remain north of the White Line.

Air units of the Soviet 8th Air Army assigned to the 4th Ukrainian Front are also White Frame units. Those units start in the 8th Air Army Box and can only conduct missions north of the White Line. Only White Frame aircraft may use the 8th Army Air Box.

All other units may operate freely on either side of the White Line.

Design Note. Both sides had forces fighting for the passes across the Carpathian Mountains in Slovakia. Because of difficulties with command, communications, and control, these military forces did not significantly coordinate with friendly forces to the south. 1st Panzer Army and 1st Hungarian Army were not part of Army Group South, but rather reported to Army Group A. Likewise two armies from the 4th Ukrainian Front, the 1st Gd Army and the 18th Army were not part of the 2nd or 3rd Ukrainian Fronts fighting south of the Carpathian area of operations.

1.2b South Balaton Restrictions & Garrison Withdrawal. No combat unit of either side may move into the South Balaton Restriction Area (see TEC) or into Yugoslavia west of the Danube River. If a player must retreat a unit into either area, that unit is eliminated. The Axis player (only) can Trace Supply and move SPs through the South Balaton Restriction Area using Roads, Tracks or Railroads, prior to 1 Dec.

Each player must immediately withdraw from the map the units of their South Balaton Garrison (see the OoAs for 1 Dec) when the Soviet Player has a combat unit in Trace Supply either in

Pécs (A56.13), AND either Entry Hex I

OR

west of the Danube on 1 Dec or thereafter.

Each South Balaton Garrison unit, Axis and Soviet is identified with a Black Dot in the upper right corner of its counter.

Design Note. This rule deals with two large forces sidelined during the campaign. The Axis forces were positioned to guard the Nagykanizsa oil fields, by occupying the fortification line from A48.03 to A55.03. The Soviets ignored this economic objective and focused all their efforts on capturing Budapest. The Soviet forces formed a garrison along the Drava River to oppose Axis troops from the South-East Command. Stalin wanted to have at least one Soviet Army near Yugoslavia to influence Tito, but he did not wish to unduly provoke Churchill, who was always wary of a Soviet Army presence in Southern Europe. Rather than compel players to march these forces to the southwest corner of the map and just sit there, we chose to withdraw them.

1.2c The Budapest Zone. The Budapest Zone consists of all hexes inside the Budapest Zone boundary area marked on the map. (2.1e, 2.4, and 2.5b.)

1.3 General Air Operations

Design Note. The level of Flak assets positioned on airbases at this stage of the war meant that any air attack on them was essentially suicidal. The Germans had one of their strongest Flak Divisions and an additional Flak Brigade deployed in the Budapest area. The Soviet forces included more than 70 anti-aircraft Regiments. Our research found that the missions represented by Air Base Barrage virtually never occurred during the campaign.

1.3a Air Boxes. Both players have boxes containing air bases which are outside the map area.

  • No combat or barrage is allowed in any Air Box.
  • Ground units can never move to any Air Box.
  • No Fighter sweeps are allowed in an Air Box.
  • Air Unit Refit is free in an Air Box however; there is NO source of Supply Points in any Air Box. Supply from a player's Supply Table allocation may be placed in an Air Box to be available for air transport or air drop from that Air Box.

1.3b Air Entry Points. Certain Entry Hexes also correspond to Air Boxes, with a designated range from the Air Box to the Entry Point. Aircraft conducting missions from these Air Boxes start on any hex with their respective letter having already moved the number of hexes indicated.

For example, a Soviet air unit flying out of the 8th Air Army Air Box would enter the map at Entry Hex D having already expended 25 hexes of movement.

1.3c Soviet 8th Air Army. These units are White Frame Units and based in their 8th Air Army Box at start. On 29 Oct and thereafter, they may base at any air base north of the White Line (1.2a).

1.3d Hip Shoots. Only German aircraft and Soviet Guard IL-2 aircraft can Hip Shoot (OCS 14.7d). No other aircraft have this ability.

1.3e Flak Nightmare. Flak use was extensive during this campaign. To reflect this:

Add a +1 Flak die roll modifier ("DRM") against all Barrage missions, not just Trainbusting.

Player's Note. A Pontoon Bridge Track bridging a hexside connects to all transportation lines in each hex on both sides of the hexside being bridged. OCS 6.2a.

Facility Barrage by Air Units on an Airbase is NOT allowed. Facility Barrage of Air Bases by Artillery is unchanged.

The Axis player can decide to inactivate any aircraft at any airbases at the start of each friendly Aircraft Refit Phase.

1.4 The Danube and Pontoons

1.4a Danube River. The Danube River can only be bridged by Pontoon Units (HQ have no bridging capabilities across the Danube). An unbridged Danube River hex side may be crossed by units using Leg MA only when the Danube is Frozen. Whenever a Soviet Ground Unit moves adjacent to a Danube River bridge, that bridge is destroyed (bridge capture is not possible). ZOCs do extend across the Danube River. It is important that players understand that in the OCS, an attack can be made only where movement is possible into the hex under attack (OCS 9.1f). Accordingly, there are limitations on when units may attack across the Danube River. (See the TEC.)

1.4b Pontoons: General. A Pontoon Unit is deployed when in Combat Mode or in DG Mode, oriented on its Combat side. Deployed Pontoon Units bridge all river hex sides adjacent to the Pontoon, as if a track is crossing the river, a "Pontoon Bridge Track." While deployed a Pontoon unit also restores the bridging capability of all previously destroyed railroad and road bridges adjacent to the Pontoon. During any Movement Phase (even while in Combat Mode) a Pontoon Unit can move across any river hex side it is bridging. Pontoon Units cannot be captured or used by the enemy. Any time a Pontoon (Soviet or German) moves adjacent to the Danube River, it must be placed at the top of the Stack to reveal its position.

1.4c Pontoons: Soviet Restrictions.

At the beginning of the game, Soviet Pontoons cannot bridge the Danube (but CAN bridge Major and Minor River hex sides normally).

Starting 8 Nov, Soviet Pontoon Units have "Light Capability" for bridging the Danube River. Deployed Pontoon Units with Light Capability create Pontoon Bridge Tracks (1.4b) across Danube River hex sides, but only for the movement of units with Leg MA on their Move Mode side. There can be no draw or throw of Trace Supply or Supply Points by Truck movement across the Danube until 1 Dec. Deployed Soviet Pontoon Units with Light Capability do not restore destroyed rail and road bridges (1.4b).

Player's Note. The Soviets have one HQ (57th Army) with leg movement points available for draw and throw.

Starting 1 Dec, the Light Capability restrictions for these Pontoon Units are removed. Soviet Pontoon Units now have "Full Capability" to create Pontoon Bridge Tracks for units of any movement class and to restore all destroyed rail and road bridges across the Danube River normally per 1.4b.

Design Note. The Danube was an immense military obstacle to the Soviets, similar to the Volga and the Rhine in other OCS games. Therefore, some constraints are necessary to depict how extremely challenging the Danube River crossings were for the Soviet forces operating far from their logistical base.

1.5 Special Units

1.5a Engineer Units. HQ units have full engineer capabilities. No other units have engineer capabilities, except the Bridging abilities of Pontoon Units (1.4).

1.5b Airborne units. Neither side has any units which can be air dropped. Air Drop missions to deliver Supply Points are unaffected.

Design Note. Airborne designations are honorific only.

1.6 HR Player Booklets

HR provides each player with a booklet with game specific and player specific tables and charts and an Order of Arrival ("OoA"), entitled, Axis Tables and Order of Arrival and Soviet Tables and Order of Arrival, respectively. Those booklets provide for reinforcements, withdrawals, substitutions, time sensitive special rules, etc. They are important for the play of HR.

1.7 Scenarios Booklet – Victory Conditions

HR includes a Scenarios booklet providing fifteen scenarios. Each scenario states the particular Victory Conditions of that scenario. Victory is primarily determined by the Soviet player controlling certain geographic objectives.

"Control" is determined by which Player has an Attack Capable unit in a particular hex (or was the last to have an Attack Capable unit there).

There are VP Objective markers provided to track those objectives in whatever fashion suits your style of play. They can be used for all scenarios.

1.8 Displays

HR includes various displays for each Player to aid the play of the game.

Axis:

Player Aid:

  • Unit & Marker Identification
  • Dead Piles
  • Goulash Markers Available (2.1e)
  • General Record Track
  • Reinforcements Track (1.8b)
  • Breakdown Regiments Display (2.5c)
  • Corps Markers Display (1.8a)

Soviet:

Player Aid 1:

  • Unit & Marker Identification
  • Reinforcements Track (1.8b)
  • Special Wagon Extenders (3.1e)
  • General Record Track

Player Aid 2:

  • Dead Piles
  • RVGK Box (3.3b)
  • Corps Markers Display (1.8a)

1.8a Corps Marker Displays. HR provides each player with markers to use for holding combat units off map on the Soviet and Axis Corps Markers Displays. Simply pick up the units and place them on the display. Then place the marker on the map associated with those units.

Players must show their opponent the top Combat unit in the stack and any Hedgehog level upon request. A Corps Marker on map must contain at least one Combat unit. These are not Formation Markers with fueling or Barrage density befits, simply holding markers for units in a hex.

Development Note. Use of these markers and these displays will aid the play of the game where counter density is particularly acute, such as Budapest. In addition, this will provide some additional fog of war effects because a player's opponent will not know the size of a stack shown on the map at that marker. Regarding the fog of war aspect, I feel players have way too much information regarding their opponent's forces, which is the same with most wargames. So, by using these off-map markers a little more, fog of war is added to the game with good effect.

1.8b Reinforcements Tracks. HR provides each player with month markers to use in organizing reinforcements on the player's respective Reinforcements Tracks. Place a marker for the relevant month on the display at the relevant date to indicate for that date and each date above, the month associated with those particular dates. A player's monthly date markers will rotate out and in as time progresses in the game. (In practice this process is much easier than this explanation.)

2.0 Axis Special Rules

2.1 Logistics

2.1a Supply Sources and Reinforcement Entry Areas. All rail, road, and track hexes on Axis Entry Areas North, West, South, A, B, C, K, J, and both I's are Axis Supply Sources and reinforcement entry areas unless controlled by the Soviet player.

Rebuilt German units arrive at the Axis West Entry Area.

Rebuilt Hungarian units arrive at any village, minor city or major city hex in Hungary in Trace Supply (even in enemy ZOC).

However, all Axis White Frame units arrive at the Axis North Entry Area or Entry hexes A, B or C.

2.1b Supply Points and Replacements. These are received each turn in accordance with the Axis Supply Table and Replacements Tables respectively. Note that there are separate German and Hungarian Replacements Tables; roll for each.

The Axis Supply Table is affected by the control of Komárom (A30.09) and Kassa (B9.01). See the Axis Supply Table notes.

In HR, replacements must be used to rebuild dead units immediately: Pax and Eq counters are not used.

2.1c Rail Capacity. Rail Cap is provided in the Axis Player's Booklet. The Soviet Player has no rail capacity in HR.

2.1d Danube Shipping Capacity. Once per turn, the Axis player may ship one on map SP (not units) to any Budapest hex with a Danube river hex side (Shipping Capacity = 1SP).

Any Soviet Combat unit that has a ZOC occupying a hex adjacent to the Danube North and West of Budapest from A29.04 to A31.18 or A31.19 entirely blocks the use of this shipping capacity. This capacity is lost when the Danube is Frozen.

2.1e Goulash. The Axis player has seven Goulash markers, which can be placed in any Budapest city hex in any Budapest Fortress (2.4) during the Supply Phase.

Any Axis units in a Budapest Fortress (2.4) that can trace a supply path (OCS 12.6) to a Goulash Marker, by direct draw or throw from an HQ during the Supply Phase "eat off the map" (OCS 12.6c) without the expenditure of Supply.

If a Goulash marker is used, it is permanently removed from play, unless the Axis player expends 1T from within that particular Budapest Fortress. If that 1T is expended, then roll one die: On a 1-3, the Goulash marker is permanently removed; on a 4-6 it remains available for use again.

The Axis player is free to use a Goulash marker as desired in any Budapest Fortress, but it is not required.

2.2 Air Operations

2.2a Tank Busters. One Hs-129B and two Ju-87G units are designated as Tank Busters. These units have their Barrage strength printed in Red.

Apply the following special rules to any Tank Buster Barrage mission:

  1. Tank Busters can only perform a Tank Buster Barrage mission, which can be conducted as a Barrage mission or a Hip Shoot. If conducted as a Barrage mission, other aircraft cannot add their barrage factors but are allowed to serve as escorts.

  2. If the hex does not contain a Yellow or Red symbol unit, determined after the Air Mission Sequence Step D (Interception) and before Step E (Flak), the Tank Buster unit immediately aborts.

  3. If the hex contains a Yellow or Red symbol unit, then perform a Tank Buster Barrage as follows:

  • A spotter is required.
  • Treat all [1/2], 1/2, 2 or 3 Barrage Table results as 1.
  • The Soviet player must choose a Yellow or Red symbol unit with the highest Combat Mode combat strength to take any loss.

Aside from the above, the roll and effects of the Barrage Table are handled normally.

2.2b Rudel Ju 87G Group.

Design Note. One of the Ju-87G Tank Buster counters represents Hans-Ulrich Rudel, the famous ace and his small unit, and accordingly is designated "Rudel."

In addition to the rules for Tank Busters (2.2a), any loss to the Rudel counter from Flak converts to an Abort. If ever involved in an air combat, the Rudel counter immediately aborts at Step B of the Air Combat Sequence. There is no air combat roll.

2.3 Nationality Issues

2.3a Restrictions. There are no nationality restrictions on the Axis. All Axis units can operate together freely.

2.3b Hungarian Collapse. The OoA may require the Axis player to roll for Hungarian Collapse.

When Hungarian Collapse occurs, place all Hungarian units in the dead pile except:

  • Hungarian air units
  • Hun Pz Div.
  • 2nd Hun Pz Div.
  • All Budapest Garrison units.
  • All 4-AR Hungarian Infantry and Cavalry units.
  • Any 3 Hun HQs, 3 Hun Arty units, and an additional 12 Hungarian steps of the Axis player's choice.

Hungarian Collapse is a one-time event. The total number of Hungarian units on the map may subsequently exceed these numbers through arrivals and replacements.

2.4 Budapest Fortresses

The Axis player can declare a "Budapest Fortress" using any Budapest city hex or a group of contiguous hexes containing one or more Budapest city hexes, all of which are inside the Budapest Zone (1.2c). There can be multiple Budapest Fortresses.

A Budapest Fortress can be declared in the Axis Reinforcement Phase if one or more Axis units are cut off from Trace Supply and within a hex, or hexes eligible to be declared a Budapest Fortress. Axis units in a Budapest Fortress in the Axis Supply Phase that a Budapest Fortress is declared "eat off the map" (OCS 12.6c) without the expenditure of Supply. No use of a Goulash Marker is necessary (it's free, but only on that first turn).

These special rules apply to all Axis units inside a Budapest Fortress:

Defensive Combat Supply (OCS 12.4) for Axis units defending in a Budapest Fortress is free.

Axis artillery units in a Budapest Fortress may, enter Reserve Mode in, 1.) a hedgehog and/or 2.) an EZOC. Axis artillery units can remain in a hedgehog in a Budapest Fortress.

Internal Stocks can be used for Attack purposes, and do not need to be Recovered (OCS 12.10e).

Goulash (2.1e) can be used to "eat off the map" (OCS 12.6c) in the Supply Phase in which it is placed.

2.5 Special Units

2.5a 109th Panzer Brigade. This unit has two steps and is handled like a multi-step "mini division" of 2 RE. This will affect its stacking, fueling and combat-supply costs. Note that a "division" is never independent (OCS 3.2f), so this brigade cannot get "free fuel" from a HQ with a fuel marker, rather it must pay 1T to fuel.

2.5b Budapest Garrison. Axis units with a Hungarian flag in their upper right corner are Budapest Garrison units. They may not move outside the Budapest Zone (1.2c). Should they retreat outside of it, they must return as soon as possible.

2.5c Breakdown Regiments. Axis Breakdown Regiments are limited to the counters provided. Use the Axis Breakdown Regiment Display to control the use of those breakdowns.

3.0 Soviet Special Rules

3.1 Logistics

Development Note. The Soviet offensive into Romania and Hungary moved so quickly that they were unable to convert the railways to keep up. As a result, all supply had to be transported by truck and wagon from the Dniester River. The Soviet forces are at the very limit of their logistical capabilities on 5 October 1944, a situation that slowly improves throughout the campaign, but then again hits a limit west of Budapest. The advance into Hungary was a secondary operation during October and November 1944, and supply went to other Fronts. In December 1944, STAVKA provided top priority in resources to Hungary. It was designated as the only active theater. STAVKA also had the objective of drawing Axis mobile divisions from the defense of Berlin, as actually happened. Supply in Hungary decreases back to "normal" 1 January 1945 when the Vistula-Oder Winter Offensive begins. Therefore, the Soviet player must contend with multiple logistical issues.

3.1a Supply Sources. At start, all rail, road, and track hexes in the Soviet North Entry Area, plus Entry Hexes F and G only, are Supply Sources and Reinforcement Entry Areas. Note Entry Hex F should be Hex B29.35.

The Soviet OoA indicates when all rail, road, and track hexes of other Entry Areas become available as Supply Sources and Reinforcement Entry Areas.

Soviet Front Markers are also Supply Sources (3.1c).

3.1b Supply Points and Replacements. These are received each turn in accordance with the Soviet Supply Table and Replacements Table respectively.

The Soviet Player has special rules for the replacement of infantry (3.3a).

The Soviet Supply Table has three columns:

  • SPs listed under the North column must arrive in the North Entry Area.
  • SPs listed under the East column must arrive in the East Entry Area or in Sibiu (B49.34).
  • SPs listed under the South column must arrive in the South Entry Area.

3.1c Soviet Front Markers.

Player's Note. The campaign scenario (5.2) provides for a Sudden Win if the Soviet Player controls all seven Budapest city hexes prior to 12 Feb. Conversely, the Axis Player will achieve a Sudden Death Win if Trace Supply is reestablished to any Axis unit occupying a Budapest city hex in Budapest Fortress.

The Soviet Player has three Front Markers (2nd Ukrainian, 3rd Ukrainian, and 4th Ukrainian) to represent the administrative and logistical capabilities and restrictions faced by their historical counterparts.

A Front Marker is NOT a HQ Unit and does not have any HQ Special Functions, as listed in OCS 13.1b.

The following pertain to each Soviet Front Marker:

  1. Supply. Each Front Marker is a Soviet Trace Supply Source if it can trace a path of contiguous Road hexes (only) back to a map edge Supply Source or Sibiu, free of Axis units and unnegated enemy zones of control (OCS 4.5b). A Front Marker has no Throw Range; however, HQs and other units, may Draw from its hex normally.

  2. Placement and Movement. A Front Marker may only be placed on a Road hex and may only move once during a Soviet Movement Phase. Each Front Marker costs 1 SP to fuel for movement. It may only enter hexes along a Road (not Tracks or Railroads) and may travel any number of hexes. A Front Marker can carry all SPs with which it is stacked prior to moving. Front markers may not pick up or drop off SPs while moving. A Front Marker may not move west of the Yellow Line (3.1f).

  3. Enemy Units. A Front Marker cannot move within 5 hexes of an Axis Combat Unit that exerts a ZOC (OCS 4.5). A Front Marker cannot be destroyed. If the Axis Player moves a Combat Unit that exerts a ZOC within 5 hexes of a Front Marker, the Front Marker is immediately displaced by the Soviet player to a "legal" hex, along with any SP with which it was stacked. The Soviet player may then immediately place any or all units in the RVGK Box (3.3b) being held for rebuild by that Front on the map within five hexes of that Front Marker.

  4. Specific Restrictions. The 2nd Ukrainian Front Marker may not move prior to the 29 Oct turn. The 4th Ukrainian Front Marker may not move south of the 16.xx hex row on Map B, and may not move south of the 9.xx hex row on Map A. The 3rd Ukrainian Front Marker may not move north of the 40.xx hex row.

3.1d Truck Cap. The rail net is completely inactive for the Soviet player during the game. Therefore, the Soviets have no Rail Cap and there are no Detrainable hexes which function as Soviet Trace Supply Sources. The only sources of Trace Supply for the Soviets are Active Entry Areas, Sibiu and Soviet Front Markers.

The Soviet Player receives "Truck Cap" each turn in accordance with the "Soviet Truck Cap Table." Truck Cap can only be used to move SP in the Movement Phase. Truck Cap cannot move combat units. Truck Cap cannot be saved for use in another Movement Phase (use it or lose it).

Truck Cap may move SP(s) any distance along contiguous Road hexes (not Railroad or Track), and those SP(s) must be delivered to a hex containing a Soviet Front Marker or to a "Deroadable" hex. A Deroadable hex is a Road hex under Soviet control that contains a Major City, Minor City, Village, Point of Interest or Engineer-Capable HQ and has a path of contiguous Road hexes free of enemy ZOC back to a supply source.

One point of Truck Cap moves two SPs if those SPs are delivered to a Front Marker and moves one SP if delivered to a Deroadable hex. Truck Cap cannot move SPs into a hex containing enemy units or an enemy ZOC (this ZOC cannot be negated) (OCS 4.5b).

Design Note. This line represents the very "outer limits" of Soviet logistical capabilities during this campaign.

Truck Cap is unaffected by Trainbusting.

Development Note. The Soviets did not convert railroads to Russian gauge during this campaign. Truck Cap represents primarily the available trucks specifically assigned to the operational movement of supply to the Fronts involved during this campaign. Think of Truck Cap as the Soviet version of the American Red Ball Express.

3.1e Special Wagon Extenders. HR does not make normal use of truck or wagon Extenders under the series rules for the Soviet Player (OCS 12.7). The Soviet Player may not create truck extenders.

The Soviet Player has available two Special Wagon Extenders ("SWE").

When deployed on the map, each SWE functions as a wagon Extender for the extension of Trace Supply range in accordance with OCS 12.7.

However, a SWE cannot flip to convert into wagon transport points.

The only method to move the position of a SWE is to first take it off the map during the Movement Phase and place it in the "Moving" section of the Special Wagon Extenders Holding Box. During the Soviet Clean Up Phase, move each SWE from the Moving section to the Ready section. During the Soviet Movement Phase, a SWE in the Ready section may be deployed on the map wherever the Soviet Player desires. If an Axis combat unit moves into a hex containing a SWE, immediately place the SWE into the Moving section of the SWE Holding Box.

3.1f The Yellow Line. Supply expenditure by any Soviet unit west of the "Yellow Line" (see TEC) at the moment of use is multiplied by FOUR (x4). This applies to any type of supply expenditure by Soviet units west of the line AND by Soviet units conducting ground attacks or barrages at targets which are west the line.

3.1g Arty Ammo Markers. These Ammo Markers are received from the Variable Reinforcements Table and placed in the Sibiu Box until used. No more than two can be stockpiled at any one time (ignore additional Arty Ammo marker results if the Sibiu Box already contains two markers).

The Soviet player may use an Arty Ammo Marker during any Barrage Segment of any Combat Phase. When using the marker, the maximum SP cost of any barrage is 4T. This applies to all Soviet artillery barrages that phase. Remove the marker at the end of that phase.

There is no additional effect for using both markers in the same phase.

3.2 Air Operations

3.2a Limited Air Unit Refit. From 12 Oct through 29 Oct (inclusive) and from 1 Jan through the end of the game (inclusive), only 10 Soviet aircraft can be Active at the end of each Soviet Air Unit Refit Phase. This includes Soviet air units in off-map boxes. The Soviet must deactivate air units to meet this restriction if necessary.

Rumanian Air Units, Soviet Air Units with a White Frame and Soviet Air Units of the LRAF (Yellow Frames) do not count against this limitation.

3.2b Long Range Air Force (LRAF). The LRAF is distinguished by a Yellow Frame on each aircraft counter. These aircraft must be based in the LRAF Box.

LRAF missions are restricted to the Soviet Movement Phase only.

When the Refit Capability below is used, all aircraft in the LRAF Box can refit at once.

Refit of those aircraft is limited to two turns each month. Use the LRAF Refit Capability Track marker to indicate the remaining refit capability of the LRAF for each month. Return the marker to the "2" box during the Aircraft Refit Phase of the first Soviet Player Turn of each month.

3.3 Special Rebuilds

3.3a Infantry Division Rebuilds. The Soviet player does not receive Soviet Infantry Replacements and the Soviet Rebuild Table is not used for Soviet Infantry.

Instead, the first 10 Soviet Infantry Divisions or UR Brigades destroyed in the game are automatically rebuilt and must return in the Soviet Reinforcement Phase of the next game turn, but with only 1 Step remaining. There is a Soviet "Infantry Rebuilds" Marker provided to keep track of these rebuilds.

Each Soviet Infantry Division or UR Brigade destroyed, after the first 10 rebuilds, is also rebuilt and will return in a future Reinforcement Phase but with only 1 Step remaining. For each unit, roll one die and add two. The unit then returns in the Soviet Reinforcement Phase that many turns in the future.

Soviet Infantry includes all variations of Infantry unit types, to include "airborne", motorized, "UR," and Guards.

Soviet infantry rebuilds are placed on or within two hexes of any Soviet Front Marker, except White Frame units, which are placed on or within two hexes of the 4th Ukrainian Front Marker. These rebuilt infantry units may also enter at the Soviet East Entry Area, Sibiu, or South Entry Area, except for Soviet White Frame units which may enter at the Soviet North Entry Area or Entry Area A, B or C (when Soviet controlled).

3.3b The RVGK: Multi-Unit Formation Rebuilding.

Units belonging to a Soviet Multi-Unit Formation ("MUF") may only be rebuilt when each component unit of the MUF is in the Soviet dead pile or has been withdrawn from the map and placed in the RVGK Box (See Soviet Player Aid).

During any Soviet Reinforcement Phase (after rolling for replacements), the Soviet Player may pick up all the units of a MUF remaining on the map (that are in Trace Supply) and place them in the RVGK Box (no fueling required). This action constitutes placing the MUF in RVGK Box for rebuild. Organic Trucks maintain their load status. Deduct Supply needed to remove any Low/Exhausted markers from arriving SP. Any units of a MUF being rebuilt in the RVGK Box that have regained Trace Supply must be removed from the map and placed in the RVGK Box during the Reinforcement Phase. If all units of an MUF are in the dead pile, that MUF may be designated by the Soviet Player during the Reinforcement Phase, as rebuilding in the RVGK Box.

Development Note. Soviet practice with their mobile formations was to keep them in combat until they were "used up," then to withdraw the formation for a complete refitting. They were returned to front-line combat only after they had been brought back to full strength. The Front HQ units also represent STAVKA Reserves, unit assembly areas and associated transportation and support spread over a large area.

By default, these MUFs will be rebuilt by, and arrive at the 2nd Ukrainian Front Marker. However, two MUFs may be marked for rebuild and arrival at the 3rd Ukrainian Front Marker. There are two markers included in HR to indicate those 3rd Ukrainian Front rebuilds, which must be marked when placed into the RVGK Box. No MUFs may be rebuilt for arrival at the 4th Ukrainian Front. These markers can be used multiple times, but only two MUF's can be rebuilt by the 3rd Ukrainian Front at any given time.

Only an MUF which has been Placed in the RVGK Box may have its component units rebuilt by Replacements.

Place rebuilt units in the RVGK Box with the rest of the units of that MUF. When all divisions of a Cavalry Corps or all brigades of a Tank or Mech Corps are available in the RVGK Box, the MUF may be returned to play during the Soviet Reinforcement Phase.

To return an MUF to play, remove all component units of the MUF from the RVGK Box and place them within two hexes of the Front Marker which rebuilt that MUF.

At his discretion the Soviet player may rebuild the Organic Truck, support battalions and/or regiments of an MUF using this procedure. (This is the only way to rebuild these units.)

An MUF may not be placed into the RVGK Box for rebuild and then returned to the map in the same Reinforcement Phase.

Rebuilt MUFs are NOT fueled when returned to the map at the Front Marker.

This RVGK rebuild process does not apply to the Rumanian 9th Cavalry Division or to "non-divisional" units.

3.4 Nationality Issues

3.4a Cooperation. Soviet units cannot use Rumanian, or Yugoslav HQs. Rumanian or Yugoslav units cannot use Soviet HQs. Czech units CAN use Soviet HQs. Any HQ can throw to an air base for purposes of air refit, regardless of nationality.

Soviet Front Markers can be a source of Trace Supply for all Soviet, Rumanian, Yugoslav and Czech units (see 3.1c).

Rumanian, Czech, Yugoslav and Soviet units can stack, barrage and attack together.

However, only Soviet units can spot for Soviet Air and Arty units and only Rumanian units can spot for Rumanian Air and Arty units.

3.4b Rumanians. Rumanian Ground Units cannot move west or south of the Danube River. Rumanian air units cannot be rebuilt.

3.4c Yugoslavians. Yugoslavian units cannot move north of the A47.xx hex row.

Design Note. Technically, those troops were not partisans, but they operated as such early in the campaign.

3.5 Special Units & Unit Requirements

3.5a Artillery Rigidity. Soviet Artillery units must stack in the same hex to combine barrages strengths to fire a

Design Note. Soviet infantry quality was decreasing by this point in the war. Lack of flexibility was a characteristic of the late war Soviet Division. Many were only regimental size in 1945 as replacements were hard to find. These Divisions relied more on their intrinsic heavy artillery and heavy weapons than on infantry flexibility.

Barrage on a particular target hex.

3.5b Artillery Divisions. Soviet Artillery Divisions are represented by multi-step units. Defense Strength of these units is the current RE value and Barrage strength is reduced in proportion to losses. For instance, a 90-factor, 3-RE division with 1 step loss would have a Defense strength of 2 and a Barrage strength of 90 x 2/3 = 60.

3.5c Slovakian and Czech Partisans. The Slovakian Partisan and Czech 2nd Airborne units draw Trace Supply from Slovak Partisan Supply hexes only (see TEC). These units can attack or defend for free without SPs. They cannot spot for any air units.

Slovakian Partisan units only have a Combat Mode and cannot stack with any other units including other partisans.

The Slovakian Partisan and Czech 2nd Airborne units may not use Breakout (12.8e).

3.5d Rumanian Mountain Group "Partisans". These units only have a Combat Mode and cannot stack with any other units including other partisans. They are always in Trace Supply. They can defend for free and can spot for Rumanian Air units.

They can NEVER leave Rough or Heavy Woods Terrain. Destroy them if they do so.

During any Soviet Reinforcement Phase, the Soviet Player can replace the four Rumanian Mountain Group units (even if some—or all—of them are destroyed) with the 8-2-2 Rum Mtn Div (2). Just remove all the Rumanian Mountain Group units and place the Rumanian 2nd Mountain Division on a Soviet HQ.

3.5e Soviet Breakdown Units. The Soviet Player has no breakdown units in Hungarian Rhapsody.

3.5f No Soviet Consolidation. Soviet or Rumanian Infantry Divisions may not use Unit Consolidation (OCS 13.9).

4.0 Optional Rules

4.0a Series Optionals. Given the exhausted state of both Armies, we strongly recommend players do not use OCS 21.2 Proportional Loss or OCS 21.10 Supply Caches. While these rules are popular among many players, attack capability was more limited and supply reserves were marginal in this theatre by the end of 1944.

OCS rules 21.4 Long Range Air effects, 21.5 Re-Basing Limits and 13.7b Fog of War are the only Series optional rules we recommend for use in this game.

4.0b Horthy Speech. On 15 October 1944, Hungarian leader Admiral Horthy made a speech by radio requesting an armistice with the Soviets, causing some confusion among Hungarian troops. On that turn, roll one die for each time any Hungarian unit wishes to move, change Mode, barrage, and/or attack (do not roll for air units):

Make one die roll per unit counter (Exceptions: 1 Hung Pz and 2 Hung Pz Divs make one roll per Division).

On a roll of 1-3, the unit Fails.

On a roll of 4-6, the unit functions normally.

If the unit Fails, it cannot move, attack, barrage or change Mode at all this turn. Rotate the counter of the units that Fail to mark them as such.

This event happens only during one turn and only once in the game.

Optional. If both players agree to add surprise, the Axis rolls one die starting on the 12 Oct turn:

On a 1-2 the speech takes place this turn; on a roll of 3-6 it does not and the Axis player rolls again next turn.

On 15 Oct the roll becomes: On a 1-4 the speech takes place this turn, on a roll of 5-6 it does not.

The speech happens automatically on 19 Oct if it has not occurred before then.

4.0c Hungarian-Rumanian Antagonism. Every time Rumanian units attack any Major or Minor City hex of Budapest, the Rumanian units have their step losses multiplied by two.

Design Note. The Hungarians fought ferociously when they had to face what they regarded as their "old" enemy. At one point, Malinovsky had to withdraw the 7 Rumanian Corps from the battle of Budapest for this reason.

4.0d Plijev & Gorskov HQs. These two HQs were created to control a mixed group of cavalry and armored units for fast-moving exploitation. They can only throw Supply (for Trace, Fuel or Combat) to Cavalry, Mechanized or Armored units (including Cavalry, Tank, and/or Mechanized Corps) and an unlimited number of independent units (Artillery Divisions included). They cannot throw Supply (for Trace, Fuel or Combat) to Infantry Divisions, including the three Motorized Divisions (68 Gd Inf, 99 Inf and 316 Inf Div).

4.0e KG Pape. This formation marker can be used to place any Axis Track and/or Truck MA units (independent or belonging to other divisions) in the same hex, into an area off the map. These units then function as a multi-unit formation per OCS 13.7. It has the same properties as a Pz or PG multi-unit division marker. Units must stay off the map and are considered in the same hex as KG Pape.

4.0f Jansen Fueling Rule. A Multi Unit Formation ("MUF", such as a Soviet Mech corps or German Pz division) can fuel and move in a player's Movement Phase (not the Reaction or Exploitation Phases), for the supply cost of only 1T, with the following restrictions:

The units to be moved cannot start, move or end next to an enemy combat unit. (Note that enemy ZOCs are not an issue here.)

The units can only be in Combat Mode. No road movement bonus can be used (i.e. moving on a road at 1/2 is prohibited). Road movement costs at least 1MP (weather effects must be followed). A Road still functions to negate other terrain in the hex for movement purposes.

All units of the MUF are not required to use Jansen Fueling. Any unit or units can move normally at the cost of 1T each, if desired.

Development Note. Steve Jansen is the leader of the Baltimore NEBO Grognards, our war gaming club. He developed this house rule during our recent play of Beyond the Rhine. Our club has been using this rule with great results since April 2016. Give it a try; I think you will find it works very well. (Highly recommended.)

4.0g Barrage Table—Player Choice. For any barrage, a player may choose the barrage table column on the Barrage Table limited only by the barrage strength available for that barrage. For example, if the Soviet player has an artillery division with 144 barrage strength, he does not have to resolve the barrage on the 117+ column of the Barrage Table, paying 10T. He may choose to use a lower strength column: for instance, the 41-68 column, paying 6T. (Saving 4T, 10T – 6T = 4T). (Highly recommended.)

4.0h Mountain Unit Capabilities.

A mountain unit attacking into or defending in a mountain terrain hex adds +1 to its action rating. (Highly recommended.)

Designer's Notes

By Stéphane Acquaviva

Hungarian Rhapsody depicts the five-month campaign which took the Soviet Army from Romania to the capture of Budapest.

The Map

The battlefield covers the Carpathian Basin in southern Slovakia, western Romania and most of Hungary. We chose to show the borders and town and city names as they were in October 1944.

There are three Axis defensive fortification lines printed on the map.

The Árpád Line (which is non-contiguous in the northern part of the map).

The Margit Line southwest of Budapest, and

The Budapest/Attila fortifications (north and east of, and inside Budapest).

The oil refinery at Komárom (A30.09), and the oil fields at Nagykanizsa (A52.01) and Zisterdorf (a few hexes west of the map edge approximately at the 19.XX hexrow) were the last remaining such facilities to the Axis powers. Their loss was viewed as catastrophic by the German high command. In addition, the area around

Design Note. This special Kampfgruppe is commanded by Günther Pape.

Budapest contained the largest Axis sources of bauxite and manganese.

Stalin and Stavka, on the other hand, paid these resources little attention. The Soviets fixated on geographic objectives and the activity of major Axis mobile forces, ignoring economic targets.

The Soviet Ground Forces

Three different Fronts participated in this campaign:

  • The 4th Ukrainian Front (commanded by Petrov) had the difficult mission to attack from the north through mountain passes. This Front was active in Hungary from 6 Oct 1944 through 12 Feb 1945, when most of the troops were transferred further north.
  • The 2nd Ukrainian Front (commanded by Malinovsky) attacked from the east and could have potentially outflanked the Carpathian Mountains to the south by seizing Budapest and advancing towards Vienna. It was the strongest Front in the theater.
  • The 3rd Ukrainian Front (commanded by Tolbukhin) arrived at the start of November 1944 from Yugoslavia and fought in Hungary and Austria beside the 2nd Ukrainian Front through the end of the war.

The Soviet offensive backbone was three Tank Corps, five Mechanized Corps and three Cavalry Corps. Russian Cavalry Corps now had one Tank Regiment, one SU Battalion and one Katyusha, so they could better stand up to armored attacks. In late 1944, each Soviet Cavalry Corps had three Tank regiments attached but in Hungary, the 4 Gd, 5 Gd and 6 Gd Cav Corps had never enough T-34/76 or Lend-lease Tanks. That's why the three Tank Regiments are amalgamated to form one Tank Regiment by Cavalry Corps (Labelled 4, 5 and 6).

These hard-hitting units were supported by 89 Soviet, 17 Rumanian, and 3 Yugoslavian Infantry Divisions together with some small Czech units and Slovak Partisans. While the Allied divisions were generally of low quality, the three Soviet Fronts have 24 Infantry divisions that are 3-AR and 15 Infantry divisions that are 4-AR, so nearly half of the Soviet infantry is of good quality.

For those ratings, we used the Sharp documentation text and it was assumed that Guard units were of higher quality.

For Soviet infantry divisions, we applied a basic 1-AR if the unit had no awards. A 2-AR a unit had 1 or 2 awards, 3-AR for 3 awards, and 4-AR for 4 awards or more.

With Guard units, 2-AR was the base where there were no awards, 3-AR for 1 or 2 awards, and 4-AR for 3 or more awards.

The awards used in this determination were Red Banner, Suvarov, Kutuzof, Lenin, and Bogdan Khmelnitskyi.

The best Soviet infantry divisions included small independent units of SU-76 and SU-85 assault guns serving as support. These were then integrated into the infantry divisions with additional small artillery and/or AT units.

The Soviets have large numbers of artillery units ranging in size from regiment to division level. These are difficult to utilize when the front is moving but are formidable when the lines stabilize.

The Soviet Air Forces

The Soviet air forces contained three Air Armies. These were greatly limited at the beginning of the campaign (due to logistical constraints) and faced a relatively strong German air presence, but the balance shifted steadily to the Soviet's favor.

I would like to share something I found during my research for Hungarian Rhapsody concerning the use of the Soviet air forces (VVS). I had been surprised to find that the Axis did not suffer at all from Soviet air attacks on airbases.

I assumed this was because of heavy Flak concentrations (3 or 4 times early war standards), but I continued to dig and found two excellent books and finally a quite interesting answer. These were James Sterrett's Soviet Air Force Theory 1918-1945, 2007 and Ivan Timokhovich's The Operational Art of the Soviet Air Force during the Great Patriotic War, 1977.

Both authors agree that the VVS was not capable of launching efficient strikes on air bases. They tried to do so on rare occasions (such as when German airbases were near the front and during the Battle of Kursk), but even these had very poor results.

Here are the figures from the Soviet archives, showing the percentage of air missions which were attacks on enemy airbases:

YearPercentage
19412.8%
19423%
19432%
19441.5%
19451.4%

In game terms, there are no Air Barrages against Air Bases. Fighter Sweeps are allowed as they deal with a very different operational activity.

The Luftwaffe did not bomb airbases during this campaign as well. This was late war doctrine. Most OCS games model warfare in the early period of the war where striking enemy air bases was standard procedure in the east. The rules work very well for that period and also for the Western Front until the end of the war. Modelling the late air war in the east, however, is another story.

Soviet flak assets were formidable. Bombing behind Soviet lines became a nightmare for the Germans after May 1943. The German high command decided to stop bombing the Soviet airbases at that time. By the time of Kursk, doctrine had completely changed, and no air base strikes were allowed. The Luftwaffe tried airbase bombing missions again in May and June in the Kursk area during Operation Carmen. They did their best using 95 bombers, 64 fighter-bombers, 299 fighters from Luftflotte 6 and 138 bombers from VIII Fliegerkorps, but these missions were unsuccessful.

Christer Bergström researched the failure of these airbase missions, saying, "These two major setbacks over Kursk contributed to the OKL's decision to REFRAIN from carrying out any air operations in daylight against the Soviet rear area....", (p. 21, Christer Bergström, Kursk, the Air Battle: July 43, Ian Allan Publishing 2007) (emphasis added).

He concludes, "…it was clear that the intended strikes against the Soviet airfields simply could not be carried out with any success...the Soviet air defense at these airfields had proved to be too strong to permit the kind of massive attack which the German plan envisaged. When the crews received the instructions, it was obvious that this would be quite an unorthodox operation. For the first time since Operation Barbarossa, two years previously, the Wehrmacht would launch a major offensive without any preceding aerial onslaught against supply routes, rail, installations, headquarters, airfields, etc. in the Russia rear area. That there would be no attacks against Russian airfields was particularly unusual." (p.37, Kursk, the Air Battle: July 43).

I have confirmed that after 5 July 1943, the Germans virtually never struck Soviet rear areas or airfields. Therefore, under the circumstances cited, I believe that after 5 July 1943, there should be no air base barrage missions allowed on the Eastern Front.

One unique exception to this policy was the German attack on the US Air Force shuttle-bombing base which had been created at Poltava. German He-111s and Ju-88s destroyed over 50 Allied aircraft and did extensive damage to the airfield on June 22 1944. However, this was a night operation carried out by those charged with defense of Germany from the Allied strategic bombing campaign, completely separate from operational-level activity.

The German Army

The campaign started in October with three principal German Armies:

  • The 1st Panzer Army facing the 4th Ukrainian Front to the north. Most of the 1st Panzer Army departed to go north in mid-February 1945. It was "Panzer" in name only and contained only infantry divisions.
  • The 6th Army in southern Hungary and the 8th Army to the east facing the 2nd Ukrainian Front.
  • The 6th SS Panzer Army arrived later in the campaign, during February 1945, after their unsuccessful battles in the Ardennes Offensive on the Western Front.

Many panzer divisions took part in the campaign at various times. Unlike the Soviet OB which is quite stable, German units experienced considerable turnover. This was the result of the situation on other Fronts.

In total, the Germans had 13 panzer, 3 panzergrenadier, 2 cavalry divisions and 2 cavalry brigades present in this theater at different times from Oct 1944 to Feb 1945. The total seems large, but the actual presence at any one time was much smaller.

Examining the counters, there was also a qualitative decline—the Panzerwaffe was not the force it used to be.

The Wehrmacht suffered massive infantry losses during the summer of 1944 and could spare only 26 infantry divisions of all types in the theater (Infantry, Jager, Mountain, and Ski). This was insufficient to face the Soviet advance. A wise German player will need to carefully conserve infantry steps.

The Germans also fielded good quality supporting AT, Panzer, StuG and King Tiger units.

By this time of the war, some StuG units were quite elite and had much better effectiveness than any other tank or AG units. This had to be reflected in the game in view of the large number of Soviet tanks these units destroyed.

The German StuG units are divided into three levels.

  • The 4-5-6 AG Battalions represent the most famous units with many high scoring aces.
  • The 4-4-6 AG Bn represent the standard StuG units. They are of normal competence.
  • The 4-3-6 AG Bn represents a unit of poorer quality and no StuG aces.

Three battalions of King Tigers fought in Hungary (501, 503 and 509 s.Pz.Abt.). At this point of the war, Axis doctrine was to NEVER group these three units together because of Soviet artillery and air superiority. The units were always dispatched to separate locations. It was therefore decided to represent them as companies (3-5-4 Pz Co). Our sources show that each battalion was never concentrated to fight in one location, let alone work with the other battalions.

The (1)-5-6 PJ represents the small number of Nashorn tank destroyers available. This unit is too small to have any attack capacity but was formidable in defense.

Another significant asset was the 15th Flak Division with its numerous 88mm guns deployed in their anti-tank role. Given the lack of infantry, the division fought in the front lines and provided excellent AT support.

There are two German Training Divisions (153 and 154 Tng Div) in the area. I decided to not include those as such because they were too precious to engage in battles and formed the core of the Wehrmacht training system. On certain occasions, those divisions sent Regiments or Kampfgruppe into battle when the situation deteriorated too much. However, entire divisions were never deployed. I showed those Regiments or Kampfgruppen as 3-3-2 instead.

The Luftwaffe

The Luftwaffe was quite strong in the theater given the presence of the prestigious Jägdgeschwader 52 as well as numerous elite pilots, such as Rudel.

One of those elite units, II/JG 52, was the best fighter unit in the entire Luftwaffe. It contained aces such as Erich Hartmann, Gerhard Barkhorn and Helmut Lipfert. Those pilots had between 200 and 300 victories (or more). The unit is represented by the 6-1-53 rated Me-109G.

However, the Luftwaffe began to field more and more inexperienced pilots. German aircraft of a given type (except Ju-52s) have two different quality ratings based on their pilot experience levels.

The Hungarian Army

Three Hungarian Armies were available to fight in this theater.

  • The 1st Hungarian Army fought with the 1st Panzer Army in the north.
  • The 2nd Hungarian Army fought with the 8th Army to the east.
  • The 3rd Hungarian Army fought in the south with the 6th Army.

Hungarian forces, while not a match for the Soviets, could delay the Red Army. Without German units present, they would melt away fairly easily. The exceptions are their two small armored divisions, the 1st Hussar (1st cavalry Division) and the Szent-László Divisions. Those were veteran or elite divisions with a rating of at least 3.

The Hungarian air force, although small, was considered of outstanding quality and fought very well until the end of the war. The Hungarians locally produced German aircraft designs under license for their forces.

Developer's Notes

By Curtis H. Baer

Stéphane Aquaviva was kind enough to playtest Reluctant Enemies ("RE") for me back in 2011 and 2012. He and his friend Martin Staunton did a very good job of this. They provided detailed reports often accompanied by great action photos. It was the next best thing to being there. So, when Stéphane mentioned that he was designing a game on the operations by the Soviets to capture Budapest in 1944-45, I just couldn't refuse his request to return the favor.

I began playtesting HR in June 2014, primarily with Chip Saltsman. We got some other local OCS enthusiasts involved and quickly became absorbed with the game. I found myself questioning Stéphane more and more about the game specific rules, each time getting detailed answers which educated me regarding this campaign. I started reading many of the books on this campaign. Some of those were located conveniently on the bar counter of the first floor game room in my house. As our involvement increased this room in my house became the "War Room" for development of HR.

John Kisner in May 2015 asked if I would develop HR. I was hesitant about this because I was aware of the work required by the development process from my experience with RE. After consultation with Chip Saltsman, and realizing our full commitment to HR, I accepted this development assignment as the right thing to do and something I could do, but only with Chip's assistance.

Little did I know that developing HR would be (well, to keep it civil), "such a challenge."

My experience at development is limited to RE. For those who don't know, RE is a very small OCS game (one map, one-half countersheet) designed, devised and published as an OCS beginner's, learning type game. While the research and design of RE was not insubstantial, it was nowhere near the scope and size of the Soviet's operations to capture Budapest in HR. There were some significant development challenges presented by HR.

Soviet Logistical Limitations

By far the most difficult development issue was the severe logistical limitations faced by the Soviets in this campaign. In OCS terms the most significant was: the Soviets had no functioning rail net on the map, and they did not convert rails to Soviet broad gauge at all during the campaign. They did however make some very limited use of the European gauge rails and local rolling stock.

Stéphane's design first addressed those limitations by having no Soviet rail net prior to Dec 1944 and by providing numerous trucks and wagons to move supply points forward from the east map edge. Then in Dec 1944 a full blown rail net, with 10 Soviet rail cap instantly materialized. I know, looking back on that, it never seemed right from the beginning. We went through many iterations of supply net mechanics, including the monkey drill of moving back and forth masses of truck markers to move supply forward in an OCS literal way (which was in fact what the Soviets were doing.) It was the Soviet equivalent of the American "Red Ball Express."

I wanted to avoid this tedious process for the sake of the player's sanity (I'm a player too). After conferring with my local Baltimore game club leader (and OCS mentor) Steve Jansen on this subject, the solution which is now in the rule in HR came into focus. Soviet Truck Cap (3.1d) is the representation of the literal movement of supply by trucks without the tedious physical work of moving the OCS counters. The Truck Cap Table was developed to allow for the "statistically expected" amount of supply to be received in a given month to arrive at Soviet Front HQs (3.1c) directly. This was the way Soviet resources were actually distributed, from Stavka to the fronts. Accordingly, on-map truck and wagon counters were greatly reduced as most of these transportation assets were accounted for moving supply via Truck Cap. In like regard, the forward point of Trace Supply became the three Soviet Fronts. There is some help in the form of two "Special Wagon Extenders" (3.1e) which function only as extenders of Trace Supply (they cannot be flipped to regular wagon points.) So beware, as in most OCS games, but even more so for the Soviet Player in HR, the proper positioning of the Fronts and their respective army HQs becomes very important for the establishment of an effective supply net. In addition, I strongly advise that you not let the enemy cut off your line of communications from a map edge supply source to a Front Marker.

There were two other primary Soviet logistics concerns that had to be addressed.

First, there was a nearly complete lack of coordination of operations between Petrov's 4th Ukrainian Front located in the north along the Carpathian Mountains and Malinovsky's huge 2nd Ukrainian Front fighting just south through the Hungarian plains to Budapest. The solution to this issue in HR is a prohibition on movement by the 4th Ukrainian Front units south of the "White Line" (1.2a), which runs east/west the length of the map, twenty hexes below the north map edge. These 4th Ukrainian Front units have all been given a White Frame on the counter for easy identification. The same holds true for the Axis. The German 1st Panzer Army and the Hungarian 1st Army (again all White Frame units are restricted to movement north of the White Line, only).

Second, regardless of the ostensible effectiveness of the "Soviet Red Ball Express," the research made clear that the Soviets had a pretty hard geographic limit on their supply net. The further west they had to truck supplies, the more wear and tear it put on the system. Stéphane established early on that this outside limit was ten hexes east of the west map edge. The Yellow Line (3.1f) can be crossed by Soviet forces, but at a great cost in OCS terms. Any use of supply by the Soviets is quadrupled across the Yellow Line. Simple and effective, but not entirely satisfactory (it's another damn line on the map).

South Balaton Garrison

The South Balaton restriction Area (1.2b) came about as a practical mechanism to ease the burden of game play for this area of operations. Hitler was very much focused on the last of his oil wells at Nagykanizsa (A52.01). He had a substantial force committed to their defense. Stavka was not as focused on those oil wells. Stalin was concerned primarily with the capture of Budapest, in time to brag about it at the upcoming Yalta conference. Playtesting revealed what happened in reality: there was a standoff in this area. Thanks to Forest Webb for finally recognizing what now appears obvious. He called for the withdrawal of the troops involved in this stand off as not worthy of an interesting gaming situation.

Tank Busters

There is a new type of Aircraft in the OCS, the Tank Buster (2.2a). We decided to include those mission-focused, specially-equipped air groups after much discussion on this issue by many knowledgeable OCS guys, sometimes heated discussion.

The purpose of the rule is simple: to provide for the apparent effect at an operational level for the specialized missions flown by those units. Those groups literally existed to find and destroy enemy AFVs. The record shows they were quite effective.

I feel the rule in its final iteration is no more than what was originally intended: a little bit of chrome to show the effects of these specialized air units later in the war. This rule can have a small but noticeable effect on the game.

All the rounds of agonizing over this rule were apparently nothing more than a tempest in a tea pot (or a storm in a teacup for my British friends).

Soviet Infantry Support and AT AFVs

The configuration of the Soviet SP Infantry Support and AT units is based on much research and robust discussion about how these units were employed during the war. The Soviet units resemble German Assault Gun (Sturmgeschuetz) units but were not tactically employed the same way. They were always self-propelled artillery, and not designed for an assault role as a tank substitute. Part of the confusion comes from comparison with German practice, which commonly used assault guns to replace tanks. We handled these units differently depending on how they actually functioned:

  • Su-76 – These can best be described as infantry support vehicles. They had only very limited anti-tank capabilities, so they are not given AT effects (coloring their unit type box red would given them a multiple when attacking that isn't warranted). They are instead "SP Artillery" type.
  • Su-85 – Intended as a tank destroyer, but its gun was not particularly effective against later-war German tanks. We have denoted these "Anti Tank" but not colored the unit type box.
  • Su-100 – This was very effective tank destroyer and employed as such by Soviet forces (some are still in service around the world). These have Anti-tank symbols with a yellow box.
  • JSU 122/152 – Referred to as "Beast Killers" by the Soviets, these were used as an AT platform (albeit up front and personal), Assault Gun, and SP Arty. These have been designated AG with a yellow box.

Heavy Tanks

We had contemplated using a Heavy Tanks rule being playtested in Tony Birkett's upcoming OCS design, The Third Winter ("TTW"). This game will depict the battles from late September 1943 through the spring mud of 1944 along the Dnieper River, from about 50 miles north of Kiev, south to the Black Sea. This was the period when the first truly heavy tanks for each antagonist began to come into operational use. The rule added another level of "tank heaviness" to the armor effects table, making the heavy tanks 2x combat strength in clear against "regular" tanks. I playtested TTW using this rule the past few years and found it intuitive and easy to accommodate in play. You really had to beware of open terrain, whether planning as the attacker with the heavies or preparing a defense against the same. It was another level of OCS play that I thought added to that particular game. I wrote a rule to include it here in HR.

However, when dealing with an evolving military technology such as more effective tanks, it presents a problem for the game designer. In OCS terms, what we envisioned was another level of armor and AT Effects as in TTW. We found another way to deal with this issue is to have small but effective units (5-AR Company-sized formations) which reflect the way these super tanks were often employed. As a developer, it is a really tricky balance to decide whether something unique to a given campaign is important enough to warrant a special rule.

After much discussion (again sometimes heated) we decided to abandon the Heavy Tanks rule as unnecessary at this time. Instead we included the heavy's as company sized units. As John Kisner pointed out, you could make a case for an extra level of heavy tanks (or two or three) at almost any point in the war. So, where would it end? We may revisit this rule in the future, with the purpose of showing where the end should be in fact.

Soviet Fronts and RVGK

Again, from my playtesting of TTW, I have borrowed from Tony Birkett – Soviet Fronts and the RVGK.

I have always thought there was a missing element of operational command and control in the OCS. The almost tactical use of corps level HQs to show engineering functions, contrasted with the all-important army (or higher) level function of providing resources to your fighting formations (SPs, Trace Supply and replacements) by the same corps level HQs struck me as odd. It seems to me we need to address this higher-level HQ function much more comprehensively in the OCS, as well as provide for engineering functions without a corps HQ physically present. However, I'm digressing into an OCS Honcho role here that will be left for another time.

I have explained above the importance of Soviet Fronts in HR regarding supply. The Fronts also play a vital role as the focal point to the massive Soviet higher-level, "backfield" replacement and rebuild function for primarily tank and mechanized corps. The RVGK (3.3b) (an acronym for Reserve of the Supreme High Command) was provided by Stavka to prepare the Fronts for major operations. To show this process in OCS terms in HR, surviving units of a Soviet multi unit formation must first be withdrawn from the map to allow its dead component units to rebuild from the dead pile. When the major units of that MUF (Tank and Mech brigades primarily) have all been rebuilt, then the entire formation may return to play within two hexes of the rebuilding Front. This simulates the actual method employed by Stavka to rebuild these corps, especially later in the war. It seems cumbersome at first, and may take getting used to, but with experience it simply becomes another aspect of OCS play.

I encourage you to embrace these higher-level HQ functions. As I stated above I intend to address OCS treatment of higher-level HQs in the future.

Soviet Players' Notes

By Chip Saltsman

Campaign Game as the Soviets

Playing the Soviets in Hungarian Rhapsody is like being a ferocious dog that charges at Budapest, only to jerk up short when it reaches the end of its chain.

The Germans dance maddeningly out of reach of your slavering snout. Every so often, the chain gets longer and you can surge forward again. It's a fun challenge.

Here are some tips:

  • The Red Star Rule: Every unit you kill in the open is one you don't need to kill in Budapest!
  • Needless to say, you never have all the supply you would like, so you need to be sparing. What don't you absolutely need to fuel this turn? You have mounds of artillery you don't want to fire unless your Red Air Force fails to DG a vital target. Save artillery ammo for the scrum and shoving near Budapest unless its expenditure is vital.
  • Not only don't you have the Supply Points you need, you don't yet have the supply net you need. You cannot make Truck Extenders, but in time you will have two Special Wagon Extenders (3.1e.) Plan very carefully where you will put those and the Headquarters that draw Trace Supply from them, so that you maximize your reach. One extender might go somewhere between Nagyvárad (B34.11) and Debrecen (B27.08) to support your forces operating to the north or on the direct route to Budapest. The other might be positioned to support a drive west across the Danube River through Szeged (A50.31).
  • You have more Headquarters than you need to create your supply net. Use some of them for their Engineering capabilities, particularly Bridging. They can make Minor River hex sides vanish and open a path over the Tisza River.
  • And you have pontoons! Three to start with, six over time. Before they are used for the Danube, you want to think hard about where these vital units go. A pontoon when deployed in combat mode creates a track across all adjacent major and minor rivers. One might go north to assist your forces in seizing Csap (B12.10) and cutting off the retreat of the German 8th Army. One might go south of Szeged (A50.31) to facilitate a southern hook. One might go to any of several spots along the Tisza River north of Szeged up to the White Line hex row so you can rush the center. They only need to be on the top of a stack when they are adjacent to the Danube River, so employ lots of Maskirovka.
  • The Axis player has a Pontoon too. It has a habit of materializing most inconveniently. And their Headquarters have the same Bridging tricks yours do (they also have more HQ units than they need to deal with supply). Effective German players are always looking to strike a backhand blow in a sensitive area. You have been warned!
  • During the first 8 game turns (5 Oct to 29 Oct), your goal is to create more problems than the Axis can react to. Bust into Szeged (A50.31) to force him to react with his mobile units and tie them down, before popping over the Tisza River elsewhere. Drive violently north, so that your opponent must garrison every Tisza River bridge crossing, and either trap the German 8th Army or ensure it departs as fast as possible (hinder them by Trainbusting choke points along their escape path). Surround the 1st Panzer and 23rd Panzer divisions in their starting positions and force them to spend their energies saving themselves instead of hurting you. The historical battle of Debrecen happened in part because the Germans and Hungarian forces weren't pressed hard enough elsewhere. Did I mention that every unit you can kill now in the open is one you don't have to pry out of Budapest later? Just as you will find yourself lacking in Infantry steps, so will your opponent. A German 4-AR Division that starves attempting to garrison Debrecen (B27.08) or Nyíregyháza (B20.07) is one you won't face later.

Axis Tendencies to Take Advantage of…

There are some tendencies of inexperienced Axis players which can throw the game out of balance in your favor.

Tendency #1: Stretched Too Thin.

Defending north of the White Line (19.xx hex row) too far forward so their forces are too stretched out. All that defensible terrain looks just too good to give up!

Welcome this. You can stretch them out, push along all the transportation lines, and ooze around them. The north can become a real sinkhole for Axis units. The mountain battles are like the chess match you see between opponents in OCS Burma.

Tendency #2: Sticking One's Head into the Lion's Mouth.

Launching late November/early December spoiling attacks with Axis mobile units. With the massive Soviet supply, you can make holiday mincemeat of them—need I remind you that every unit you can kill in the open need not be killed in Budapest? You might even leave something that looks tempting to lure them out (like a Pontoon! They come back with an Eq, so losing one isn't fatal).

Tendency #3: Budapest is too Weak.

When the Soviet jaws snap shut around the city, the Axis player must defend with what's there. It ought to be 6-9 steps per hex, but it's so easy for those steps to be somewhere else that seemed vital a few turns earlier. Any unit the Soviets can lure out of Budapest doesn't need to be blasted out. The Soviets might even capture a few hexes with a breakthrough, particularly as you come around west of the city.

Tendency #4: Believing in the Margit Line.

This is the line of "hogs" between Budapest and Lake Balaton. It's a lovely defensive line, but the Soviets can power through it more easily than the Axis player would expect! A few hexes back are Heavy Woods and other, MUCH better locations for defensive works. The Axis player may not have sufficient supply to Hog the whole thing but putting Hogs on the transportation lines will give them a few more turns to escape encirclement. The Soviets can pulverize the Margit Line with massive artillery during December and choose their spot to pierce it.

Countering Konrad

By January, the Soviets are quite likely to have encircled Budapest. Now they must reduce the city while simultaneously holding off the frantic Axis efforts to break through the Soviet lines. To make things even more difficult, the other Fronts in the Great Patriotic War are again active. Supplies for your Front return to stingy levels.

  • The Danube River is a shield the Axis can't cross without their Pontoon. But they have one, so the Soviets should not fail to line the river with units if facing a creative player.
  • North of Budapest the Danube River is not a barrier for German forces so make sure they can't easily come that way.
  • The most likely routes of the Axis counterattacks are the river road (A31.11 to A29.15), through the center (A33.11 to A34.15) or sweeping through the open terrain back towards the Margit Line. Of these, the Margit Line route plays to Axis strengths—they would LOVE to engage the Soviets in the open with all their 5-AR units. Oh, and when they re-occupy the Margit Line, remember that those Hogs magically become active again.
  • Budapest is a transportation nexus, but it doesn't have a "beltway." Shifting units around the encircled city is difficult. Soviet players will find it helpful to bring up some Pontoons to provide as many water crossings as possible.
  • The Soviet player doesn't have to beat the German counterattacks as much as block them. Plus, Soviets may have sufficient supply to only choose between reducing the city and bludgeoning the German Panzers.
  • Budapest is a tough nut. Once the Soviets take all the outer defensive works, they are faced with seven city hexes that have printed Hogs. Two of those city hexes are Major City (Extremely Close terrain), and one of those has a Level 2 Hog. Taking these hexes, particularly if filled with Axis forces, can require several turns of layered attacks.

The Soviet menu of options includes:

  • DG the target hex before anything else, hopefully with a Hip Shoot.
  • Overrun it with adjacent stacks of Infantry or bring in a Cavalry Corps.
  • Barrage it with the monster Soviet 144-Strength Katyusha division (which can often kill a step outright).
  • Attack it during the Combat Phase.
  • Overrun it again with a Cavalry Corps in Exploit Movement.
  • Attack with Exploit stacks.
  • Keep a 90-Barrage Strength Artillery unit in range and in Reserve, to pound the hex during the Axis turn—you might kill another step.

Hit Budapest City hexes every single turn, maybe even focusing on two hexes at a time. The Soviet player will take losses. They will get AL2's. They will suffer AL1o1's while the Axis forces get measly Do1's. It's OK. Keep plugging away at this (historically, Budapest was surrounded on 26 December and finally fell on 12 February, so it took the Soviets about 14 turns to capture these 7 hexes).

Caution—at some point the Axis will realize that Budapest is a big nest of spotters and commence bombing adjacent stacks of assaulting forces. The Luftwaffe is only so big and it can't be everywhere.

The Axis cannot be allowed to re-establish Trace Supply to a Budapest hex controlled by the Soviets, so the Soviet player might focus on the more western side of the city first (A32.17 and A34.17). The Level 2 Hog in hex A33.18 (Gellert Hill or Castle Hill) may be the one to save for the end since it is a particularly tough nut to crack.

If your German opponent takes the southern route, you don't have to fight him in the open. Jump behind the Váli Creek (it flows between A33.13 to A37.17) and set up in the terrain there. The Soviet player might even build a few Hogs of his own. Place Mech Corps and Tank Corps ready to jump in where needed—they may need to stay in reserve around hex A34.16 to avoid overcrowding in the terrain just west of Budapest.

When facing an Axis double-turn, the Soviet player should DG every Axis unit in reach to reduce their effectiveness. A well-placed Trainbusting marker can also seriously mess with their evil little plans.

Look at that Soviet replacement schedule! Yum yum! The Soviets can count on 2-3 Eq per turn, 2-3 Cav/Motorized per turn, and often a Rumanian. Let those units do most of the dying—once you burn out your 5-AR Assault Engineers, anything with a 4-AR becomes your lead unit, and the Cavalry or Armor units are most easily replaced.

You might find an opponent who gives up Pest and stacks units 10-high in Buda (Budapest was originally two cities, Buda west of the Danube, and Pest to the east). Thank him. It actually gives the Soviets more freedom of movement once they own the road network in the eastern city hexes.

German Players' Notes

By Chip Saltsman

When I was a kid, I loved riding roller-coasters. They often started slowly, with a long climb up to the highest point before the fast descent and exciting part happened. There is a class of newer amusement park rides: roller-coasters that launch the cars with a steam catapult, going from zero to high speed in seconds. That instantaneous "zero to sixty" experience is what you get as the Axis player in Hungarian Rhapsody.

October. It will start as you watch the Soviet blob engulf your front-line forces on the 5 October turn. Don't panic. A few things to consider in this first month of the campaign:

As you do your setup, we encourage you to setup the 13th Panzer in 40.25, in Reserve Mode on their Move Mode side. There objective is to help Szeged hold out. (If the Soviets read this, they may try to Trainbust the path these units would take.) You might even put the units in 50.30 in Reserve to jump into Szeged as well. Place Fighters in 54.27.

The Axis forces cannot go toe-to-toe with the Soviets in the Hungarian Plain. You can try, but you will get swarmed. You CAN execute very effective limited-goal counterattacks (the historical Battle of Debrecen was one of these) but be very careful not to over-extend. Hit them, hurt them, and hustle away!

The Soviets mechanized blob can go north, east or center in a big phalanx, but not all at once. The seemingly irresistible blob has a very limited logistical tail. Use river lines as blocking positions, especially at the bridges, as you backpedal. Get your Panzer Divisions reassembled and out of the line where they can function as Reserves or a counterattack force. I said "line" but it is really a series of staged retreat blocking positions. Nagyvárad and Debrecen are places where a force with some SP might hold out for a few turns and they dominate the local road net. Trainbusting key choke-point hexes helps as well.

You have to get as many of your east-edge units back as possible. For the first few turns, this is the sole occupation of your Rail Cap. If the Soviets get north of the Tisza in the vicinity of Csap or Beregszász before these forces can escape, it is real trouble. These units, particularly the infantry, are needed all along your front.

We have seen the Partisan force hold out past 29 October, but that's unusual. Forcing the Axis to tie down units and expend SP is their primary function. Unfortunately, they have to be dealt with rapidly. Try to kill a unit each turn and keep pressing them.

November. You will be helped this month by the inability of the Soviets to get across the Danube with anything but Leg MA units. If your campaign is following the historical pattern, the Soviets will be pressing your forces back to the defensive lines around Budapest. This is easiest for them coming up via Kecskemét, but they also need to get around to the north and usually aim at Vác (A28.18). You have much better defensive terrain here and can stage a fight for every hex. At the same time, you will be holding off the White Frame units in their march across the top of the map. Great defensive terrain, but don't let that lull you into under-defending the area. As this is going on, you will need to ensure you have enough force gathered in several places (it's instructive to look at the setup for later campaign starts to see where the Axis forces are positioned):

West of the Danube. "Winter is Coming" is the refrain in the popular video series "Game of Thrones", and in your case this means the twin terrors are mountains of Soviet SP and full bridging capability over the Danube. You need troops to confront this.

Budapest. The Budapest garrison is insufficient on its own to hold the city. By December 1 you need units holding every hex in case of a sudden breakthrough. Don't get caught short here. Hex A35.18 needs some Hedgehog construction.

North of Budapest. The area between Budapest/Vac and Salgótarján (A22.23) will get pushed on from the vicinity of Hatvan (A29.24) and Gyöngyös (A27.25).

Slovakia. There are only a few avenues of advance in this area, and Rough Terrain the whole way. But you don't need Soviet forces bursting through undermanned lines here.

And all this will lead to...

December. The Soviet player will come whooping towards Székesfehérvár (A39.13) in the south. The line of map-printed Hedgehogs isn't going to ward them off. Consider having more in-depth fortifications waiting around Bicske (A34.14), Mór (A36.10), Pétfürdö (A39.10) and Veszprém (A41.09). They probably can't push past the Yellow Line, but make sure they decide not to try. You also need to guard against a "backdoor" seizure of the Budapest hexes west of the Danube. Should the Soviets surround the city, you might be able to re-open Trace Supply to the city for a sudden death win against an unwary opponent (who assumed they were safe before your Konrad forces arrive).

The Soviets may go straight at Budapest. Have at least six steps per hex ready for it.

Any encirclement of Budapest requires a northern pincer, and sometimes this is the weakest Soviet thrust.

Historically, Budapest was surrounded on the 26 Dec turn.

January. Your Soviet opponent has his most difficult challenge during this month. He must reduce the Budapest Fortress and hold off your Konrad counteroffensive. Not an easy task. Make it harder for him! This is your best chance to win the game via Sudden Death. Look carefully at your routes into Budapest, and don't forget you have a Pontoon unit to employ as well. Then bash away!

Your Soviet opponent starts the Konrad Campaign scenario with diminished forces, he has a lot of units in the dead pile including many of his tank and mechanized brigades. You do have a considerable force to work with, which includes the most panzer divisions at any one point in the game. In addition you will receive a full panzer division on January 5 (the 20th) however, it's use it or lose because it will withdraw on January 19th (along with the 8th panzer.)

It's tempting to try the northern route to Budapest along the roads just west of Komarom (A30.29) and south of the Danube because your forces are close to your objective. However, the terrain is mostly very close, heavy woods. Consequently, trying to get into Budapest by this route will be a slow grind and very costly in supply and units. Playtesting has revealed that the southern route into Budapest may offer the Axis player his best chance for a Sudden Death Win by reestablishing Trace Supply to Budapest.

The terrain is much better in the south, but there is a narrow corridor available, allowing the Soviet player to pack his defense. There no secret formula here, the Axis player must use simply use good OCS play technique to give himself his best chance. Having the initiative to allow the possibility of a double turn is critical in this regard (as it is for any important operation in the OCS). Also, consider launching the decisive offensive in the Exploitation Phase thereby avoiding the barrages of the Soviet Reaction Phase. This is best done where there is full flight; however that's only a one in six chance in January. Planning is required here. So, while you're waiting for full flight, a diversionary attack along the Northern route may draw Soviet forces to that action and away from your southern operation. During playtesting I've seen just one Axis player (a seasoned OCS player) come close to the relief of Budapest, missing by just one hex. However, it appears to be possible. Good luck.

February. The 1st SS panzer corps arrives February 15 consisting primarily of the SS-AH and SS-HJ divisions to make one last attempt to breakthrough to Budapest. This will again be a hard grind for the Axis player and the notes above all pertain. Be advised the Soviet player gets six free hedgehogs each turn in February to stiffen his defense. So, the sooner the Axis player gets his offensive moving the better.

Historical Notes & Play Commentary

By Stéphane Acquaviva

Nearly 30% of the military operations of the Second World War were battles for built-up areas. A sizeable proportion of these took the form of city sieges, which proved the bloodiest of all. On the Italian front the average number of German casualties between 1943 and 1945 was 400 per week, and even on the western front it did not exceed 1000 in the same period. On the other hand, the suppression of the Warsaw uprising alone cost the German command 1250 troops a week. In Budapest the number of German defenders fell from 45,000 to 24,000 in seven weeks: in other words, every week almost 3000 German troops were lost, three times as many as on the western front, and that in addition to the Hungarian casualties. For the Soviets, the siege of Budapest also proved to be one of the costliest operations of the Second World War. In the battles for the five largest cities (Berlin, Budapest, Vienna, Stalingrad and Moscow), the Soviets lost almost as many men and more material as were lost by the British and US armies lost in the whole of the Second World War in the ETO.

Battle for Budapest, Krisztian Ungvary

By early October 1944, only one Axis allied country remained in the war: Hungary. The Soviet steamroller eyed Budapest to the west across the Hungarian Plain. Beyond Budapest was Vienna, and for Stalin the opportunity to seize as much ground as possible before the end of hostilities. Stalin also viewed Hungary's capital city as a key political prize. He considered the swift seizure of Budapest and Vienna would position the Soviet Union well for the post-war world.

Stalin ordered Marshal Rodion Malinovsky, a future Soviet minister of defense, to seize Budapest "in the shortest possible time—in days even."

For Adolf Hitler, Budapest was vital. It was the capital of Germany's last remaining ally in Europe and the gateway to Vienna and southern Germany. In addition, the last available crude oil plants were in Hungary (Nagykanizsa and Komárom). Hitler believed that strong counteroffensives in Hungary coupled with a stout defense in Poland would keep the Soviets off-balance and prevent them from massing their forces against Berlin.

The stage was set for the Battle of Budapest, a brutal campaign featuring the very last German offensive of the war.

The Battle of Debrecen

5 - 26 Oct 1944

The main initial objective for the Soviets was to isolate the 8th Army and the 2nd Hungarian Army far away to the east in the Carpathians. Reaching the Danube was the second objective as part of gaining the approaches to Budapest, intended as the task of the 46th Army.

The plan was simple. From the north, the 4th Ukrainian Front was to cut the railroad line from Sátoraljaújhely (B14.05) to Beregszász (B15.15) and from the east and south, the 2nd Ukrainian Front was to occupy Debrecen (B27.08) and Nyíregyháza (B20.07).

The Germans at this time were concentrating mobile units to launch their own "Operation Gypsy Baron" which aimed at the destruction of the 2nd Ukrainian Front. This was forestalled when the Soviets attacked first.

The Soviet advance bogged down immediately in the north. The 1st Panzer Army was able to stop the 4th Ukrainian Front's strong attacks and the mountain passes provided the Axis good defensive positions. It was soon apparent that only the 2nd Ukrainian Front had the potential to reach its objectives. It had the forces on hand but was contending with extremely difficult logistics. It proved impossible to ensure normal levels of supply. Spare parts for aircraft, materials, and new tanks were not available during October as everything had to be transported across the Dniester River. Malinovsky had to do the job with what he had and could not count on any consistent logistical support.

The dates when the Soviets occupied various cities were: Nagyvárad (B34.11) (14 Oct), Debrecen (B27.08) (20 Oct), Nyíregyháza (B20.07) (21 Oct), Ungvár (B9.11) and Munkács (B11.15) (28 Oct).

However, the Soviets could not maintain their position in Nyíregyháza for long as the Germans counterattacked strongly and retook the city by 22 Oct, surrounding Plijev's three corps—most of these conducted what OCS calls a Breakout and returned to the Soviet lines, with the loss of much equipment.

Nyíregyháza was finally occupied by the Russians for good on 30 Oct, but this was too late. All the Axis troops the Soviets had wished to isolate had withdrawn northwards into Slovakia.

Axis Play

In Slovakia, the Axis must deal with the Slovak partisans. They are not a great threat but can block all railroads and supply roads to the north, which can become a problem if Malinovsky succeeds in his offensive. It is advised to attack one partisan each turn in order to conserve precious supply.

Regarding the 2nd Ukrainian Front offensive, first of all: Don't Panic! The situation is not as bad as it seems. The Axis position consists of a weak Hungarian first line with five good mobile formations in its second line.

The first turns will be hard, but the Soviets will suffer losses as their supply situation deteriorates. Moreover, you will receive reinforcements from both the 8th Army and 2nd Hungarian Army plus Tigers, the 24th Pz Division, and some good PJ units. The balance will shift your way slowly. You'll have to show the same talent as Gotthard Heinrici who was able to withdraw his 1st Panzer and the 1st Hungarian Armies skillfully. For example, the 6th Hungarian Corps started to withdraw from the passes on 15 Oct 44. By 29 Oct, Heinrici's lines were at B7.10, B8.10, B9.10, B10.10, B11.11, and B12.10 with Level 2 Hedgehogs in each hex. The withdrawal should be done gradually and carefully with 8th Army and the 2nd Hungarian Army. Otto Wöhler, the commander of the 8th Army, had been Manstein's talented Chief of Staff and further demonstrated his skills here.

During this time, you should delay the 2nd Ukrainian Front with all the Hungarian, AT, and Flak units you have. Stall so you can regroup the Panzer Divisions for a counterattack at the right moment. Yes, you should also be an expert in elastic defense like Johannes Friessner (Army Group South) and Maximilian Fretter-Pico (6th Army).

What happened historically? The 46th Infantry division was quickly sent by rail from the 8th Army to the 6th Army in order to hold the area behind Nagyvárad (B34.11). This city was quite important and had to be held for as long as possible to delay the Soviets. The Germans counterattacked locally to buy time.

In a second phase, the 4th SS Pol PG Division was sent to the north at Szolnok (A36.28) and counterattacked on 16 Oct alongside the weak 24th Pz Division and the 503rd Tiger Bn. They did not get very far and were stopped around Mezőtúr (A37.34), but the attack forced the Soviets to divert troops and weakened their offensive towards Debrecen and Nyíregyháza.

The Axis player has the option to launch the same kind of counterattack but must prepare it carefully.

Finally, Germans launched a strong attack around Nyíregyháza and surrounded the Plijev group while at the same time, all Axis troops to the East (8th Army and 2nd Hungarian Army) escaped from the trap, passing north into Slovakia.

By 29 Oct, both armies were exhausted. One Soviet objective had been taken (Debrecen), but no Axis units had been trapped. However, German mobile forces were now in poor condition, while the Russians could count on only two new strong formations (2nd Gd and 4th Gd Mech Corps) to immediately launch operations on Budapest. The Germans had to wait until mid-December to receive significant additional mobile formations.

Soviet Play

Do not expect miracles with the Slovak partisans. Despite high motivation, they were poorly armed and organized. The Czech Paratroopers will give useful assistance, but their main objective is to divert use of German SPs and to occupy important railroads as long as possible.

The 4th Ukrainian Front (Ivan Petrov) has enough assets to represent a strong force, but its obstacles are terrain and Axis fortifications. Against a competent German opponent, it will be hard to force the passes. You will not be able to attack every turn and will have to prepare two or three attacks and calculate the Supply needed. Once the Axis troops withdraw, you should use any opportunity to attack the retreating units. The task of the 4th Ukrainian Front was a difficult one as they were facing Heinrici, a defensive specialist. By way of illustration, Csap (B12.10) and Michalovce (B8.07) were captured by the Soviets on 26 Nov 1944.

Regarding the handling of the 2nd Ukrainian Front, the key issue will be planning.

First of all, you will have to DG the 1st Pz Div and the 23rd Pz Div. You cannot afford to leave them free to attack you. The Soviet player should attack directly in the north towards Debrecen (as Malinovsky did) without delay.

This front will have the main job and you should carefully choose your first objectives and the routes you wish to use.

Rodion Malinovsky sent the 46th Army against Szeged (A50.31) and Óbecse (A60.31) in order to obtain a good bridgehead around the city. Two pontoons were used, one in A58.33 and a second in A52.31, allowing easy crossing of the Tisza River there. 53rd Army and 1st Rumanian Army were sent between Csongrád (A43.30) and Szolnok (A36.28) in order to protect the flank of his main attack.

The 7th Gd Army, the 6th Gd Tank Army, Plijev, and Gorskov were allocated to take Debrecen and Nyíregyháza. In the east, the 27th Army joined the attack and arrived at Nagyvárad (B34.11) after the withdrawal of the 8th Army, while the 4th Rumanian Army and the 40th Army conducted the pursuit in the north through Szatmárnémeti (B20.18) and Nagykároly (B23.15). The plan had to be modified when the Germans counterattacked from Szolnok (A36.28) and the 7th Gd Army had to turn back and abandon its push to Debrecen.

Malinovsky tried his best by sending the Plijev Group far behind the Axis lines, but this was probably too risky to obtain a decisive result. The Soviet player should plan well and always keep the balance between being too cautious (because of logistical issues) and being too audacious (because of objectives). The lack of SPs will be frustrating, so you will have to maneuver and try to isolate poor quality Hungarian units while your mobile troops attack "serious" objectives. Be careful with German counterattacks and always keep in mind that you have no reinforcements at all from the Replacement Table until 29 Oct. Prior to 29 Oct, you receive only 2 Eq and the 2 Cav from the OoA.

Timeline…

  • 12 Oct: Soviets occupy Nagyvárad (B34.11).
  • 15 Oct: 6th Hungarian Corps starts to withdraw from the Eastern Pass.
  • 16 Oct: German counterattack starts with the 24th Pz Div, Polizei PG Div, and Tiger support.
  • 20 Oct: Soviets occupy Debrecen (B27.08).
  • 21 Oct: Soviets occupy Nyíregyháza (B20.07).
  • 22 Oct: Germans retake Nyíregyháza (B20.07) with 1st Pz Div and 23rd Pz Divisions.
  • 28 Oct: Soviets occupy Ungvár (B9.11) and Munkács (B11.15).

"Operation Budapest"

29 Oct - 26 Dec 1944

By the end of Oct 1944, the Battle of Debrecen was ending. Stalin was not satisfied with the progress, being more interested in political issues than military ones. He wanted Budapest captured as soon as possible. The fall of this big capital would have a significant impact on troop morale, allow the installation of a Hungarian Communist regime, and would advance the Soviet Union's influence in Central Europe. We have a record of an interesting discussion between Malinovsky and Stalin about this. Malinovsky wanted to wait 5 to 7 days in order to have more tanks and reorganize his armies, but even this was refused by Stalin who desired to take Budapest immediately. Malinovsky tried his best but was proven right; it was impossible to enter the city quickly and it required a long siege. That is why the Stavka (Soviet High Command) decided to isolate the city before attempting its capture.

The Soviets launched eight different offensives over two months before finally succeeding in surrounding Budapest. In order to achieve this, they used what they called Maskirovka; they would mask and hide unit concentrations and always attacked with surprise at a weak point.

  • 29-31 Oct 1944: The first offensive started prematurely with only 2nd Gd Mechanized Corps against Kecskemét (A41.25) and was quickly stopped by the presence of the 23rd and 24th Pz Divisions.
  • 1-5 Nov 1944: The second offensive targeted the area between the Danube and Kecskemét (A41.25). The attack by 2nd & 4th Gd Mechanized Corps with the 23rd Rifle Corps (motorized) enabled the Soviets to at least reach the suburbs of Budapest before grinding to a halt due to stiff resistance.
  • 8-26 Nov 1944: The third offensive was launched by the 57th Army and allowed the Soviets to obtain bridgeheads on the western banks of the Danube (between A53.20 and A59.21). This was difficult, but eventually successful.
  • 10-26 Nov 1944: This fourth offensive was conducted by 2nd & 4th Gd Mechanized Corps and Plijev (4th & 6th Gd Cav Corps and the 23rd Tank Corps) with the help of 7th Gd Army between Cegléd (A36.25) and Szolnok (A36.28) towards the direction of Hatvan (A29.24). The advance was slow, but the objective was finally reached.
  • 26 Nov-10 Dec 1944: In the south, the 4th Gd Army joined the 57th Army to continue to push from the bridgeheads on the Danube River's west bank. These two armies reached the Margit Line before being halted there.
  • 5-20 Dec 1944: This was the largest Soviet offensive in Hungary to date and was north of the capital. The 6th Gd Tank Army (5th Gd Tank Corps and 9th Gd Mechanized Corps), Plijev (4th & 6th Gd Cav Corps and the 4th Gd Mechanized Corps) and 7th Gd Army kicked off from Hatvan (A29.24), crossed the Ipoly River to the northwest, took Léva (A22.12) and isolated Budapest from the north by occupying A28.14. This operation was successful, but costly.

The southern part of this same Soviet offensive started at Csepel Island to the south of Budapest (A35.18/A36.17). 2nd Gd Mechanized Corps, 23rd Rifle Corps, and 37th Gd Rifle Corps were tasked to cross the Margit fortifications and occupy Esztergom (A29.15). The attack failed and was stopped in front of the Margit Line.

  • 20-29 Dec 44: This last offensive to surround Budapest was launched by Gorskov (5th Gd Cav Corps and 7th Mechanized Corps) from the area between Lake Velence (A38.14) and Lake Balaton (A42.11), while the 18th Tank Corps and 2nd Gd Mechanized Corps attacked from north of Lake Velence. This last push collapsed this part of the Axis front and on 26 Dec 1944, the 18th Tank Corps entered Esztergom (A29.15).

Budapest was totally isolated.

Axis Play

The Soviets will play numbers against you for sure. In the north, the situation can stay under control for a while thanks to the terrain, but it is more difficult to stop them in the south. A good Axis player will anticipate Soviet movements and attacks while keeping some mobile divisions in reserve.

The main problem will occur after the arrival of the 4th Gd Soviet Army on 19 Nov 1944 when it will join the 57th Army to expand the Danube bridgeheads. At this point, most of your mobile troops must be sent there. But be careful!

When the front stops, the Soviets are able to line up their Artillery Divisions and the effect can be terrible. Do not hesitate to withdraw (if you can) as soon as you feel that the Soviets are ready for these barrages. Try to use the good terrain in defense, use the Luftwaffe at maximum and pray that "Gott mit uns" isn't just a slogan!

Soviet Play

You receive lots of SPs in December, so spend November getting ready for them. Study the historical Soviet offensives profiled above and plan your campaign. You may face an opponent who tries to hold the line of the Tisza River for too long, and you can slip up from the south to seize Hatvan (A29.24) before they can withdraw.

Focus on positioning yourself for the influx of supply, which will greatly accelerate your efforts.

The Germans have some good mobile formations, but they can't be everywhere at once. Unless you break through their lines, you need to prepare for three slogs: 1) around the north of Budapest to seize A28.14, 2) around the south to pierce the Margit Line then advancing to Esztergom (A29.15) and Székesfehérvár (A39.13), and then 3) straight ahead to capture the Attila Hedgehogs. You have the numbers to swarm them, though you will find it better to take losses in more-easily-replaced Cavalry/Eq units.

When the Germans present you with a line, you have plenty of air force (LRAF included) and massive amounts of artillery to DG it.

If you are using this setup as the campaign start, we have found that less experienced German players often under-garrison Budapest, making it more easily captured than historically. They also tend to counterattack a little too aggressively, opening up their mobile units to destruction.

"Konrad I" & "Konrad II"

1 - 12 Jan 1945

After the disastrous encirclement of Budapest, the German high command reacted as rapidly as possible. The 4th SS Pz Corps had just disembarked at Győr (A32.04) close to the front, so the Germans had two possible solutions:

  • Send the SS Corps south in order to rescue Budapest from that direction as the open terrain there was easier for armor. The problem? This would give the Soviets the time to react and prepare.
  • The second idea was to attack directly toward Budapest, south of the Danube. Here there is terrible terrain, but the advantage of confronting unprepared Soviet troops.

The second option was selected. This developed into a race between the relief attempt and the Soviet effort to crush the Budapest garrison. The drama was even more personal to many soldiers of the 4th SS Pz Corps who had close ties with the garrison and were powerfully motivated. A successful rescue would give the SS a "romantic" storyline that would have been used in Nazi propaganda… even after the war.

The Soviets decided to mount an attack across the Garam River with the 6th Gd Tank Army in order to divert the maximum number of German troops from the relief attempt. Their objective was Komárom (A30.09), if possible, but any Axis forces they could distract from other areas would help the Soviet forces there as well.

Konrad I (1-7 Jan 1945): This attack was quite successful in the beginning. It came as a complete surprise to the Soviets because they failed to detect the 4th SS Pz Corps. Curiously, throughout the war, the Soviets were usually able to detect Wehrmacht troop deployments, but they always had problems identifying SS units. The main objective was Bicske (A34.14) and the road south of the Danube River leading directly to Budapest. During this same time, the 6th Gd Tank Army approached to within 15 km of the oil refinery of Komárom (7 Jan 1945) and it became clear to the Soviets that the German attack's direction would have to shift.

Konrad II (8-12 Jan 1945): Two routes were possible: One through Esztergom (A29.15), just south of the Danube, River and another directly through the hills via Pilisszentkereszt (A30.16). The latter was chosen. Meanwhile, Kampfgruppe Pape (6th Pz and element of 8th Pz Divisions with the 239th StuG Bn) continued to push around Bicske (A34.14) while a strong attack was done north of Székesfehérvár (A39.13).

Pilisszentkereszt (A30.16) was taken on 11 Jan 1945, but Hitler had already decided to send the 4th SS Pz Corps south to try an offensive in the open terrain there. This came as a terrible disillusionment for the soldiers of the Totenkopf (3rd SS Pz Div) and Wiking (5th SS Pz Div) divisions who were convinced they could break through to Budapest and hated to withdraw when they were so close. In the meantime, the 20th Pz Division was able to stop and push back the 6th Gd Tank Army, which saved Komárom for the time being.

"Konrad III"

19 Jan - 12 Feb 1945

The third time is the charm, hoped the Germans, and they maximized the chances for this offensive by adding Tiger IIs and Assault Engineers. The attack came from the south with the objectives of Dunapentele (A41.18) and Dunaföldvár (A43.18).

The attack started out very promisingly with the two cities occupied quickly, and even Székesfehérvár (A39.13) was captured.

While Soviet logistics were thrown into turmoil, the Germans did not have enough infantry to hold the terrain and they were unable to cross the Váli (A36.15) south of Budapest. Under pressure and continuous attack against their flanks, they were forced to withdraw at the end of January.

The Budapest garrison was doomed from this point on. During all the Konrad operations, the 4th SS Pz Corps fought bravely, usually outnumbered, and inflicted extremely high losses on Soviet tanks. It was, however, not enough. The Soviet high command reacted professionally and never lost their nerve.

The Red Army had become a tough opponent.

In Budapest, things deteriorated rapidly. The Axis supply situation in the pocket became critical. As it was evident that no help was forthcoming, the survivors decided to break out on 11 Jan 1945. Of the remaining 28,000 Hungarians and German soldiers, only 700 were able to reach Axis lines. All the others were killed or captured.

On 13 Jan 1945, Budapest was taken.

"Operation Südwind"

15 - 22 Feb 1945

After the fall of Budapest, Hitler prepared for a new offensive in Hungary in order to secure the oil fields of Nagykanizsa (A52.01).

The 1st SS Pz Corps arrived in mid February 1945 and (as usual) wasn't detected by Soviet intelligence. The Germans wanted to use those troops immediately to destroy the Soviet bridgehead over the Garam River in preparation to launch an offensive to the east, north of the Danube River.

The attack was a surprise for the Soviets. At this time, the 6th Gd Tank Army was refitting, and Stalin was preoccupied with offensives to take East Prussia and Silesia. The attack was a success and the Soviets were pushed behind the Garam River with heavy losses.

On the other hand, the Soviets had now located the 1st SS Pz Corps.

"Spring Awakening" to "Operation Vienna"

5 - 29 Mar 1945

While not part of Hungarian Rhapsody, the Axis' last gasp took place in March. The Axis objectives of "Spring Awakening" were to push to the Danube River around Dunaföldvár (A43.18) and occupy the terrain north of Lake Velence (A37.14 & A37.15). At the same time, there was a double attack from south of Lake Balaton with the 2nd Pz Army, and from the Drava River with the 91st Corps to occupy Pécs (A56.13) and Dombóvár (A52.12).

The entire plan was a complete fantasy and a remake of Kursk coming from an even weaker position. At this point of the war, the SS units had significantly deteriorated in ability. Following their losses at the Battle of the Bulge, the SS divisions were manned with some inexperienced and very young men from the Kriegsmarine and the Luftwaffe. They were up against qualitatively ever-improving Soviet units, especially AT forces. The latter only accepted experienced gunners and were considered elite units at this point in the war.

The weather was terrible and the terrain a sea of mud, not ideal for Panzer oprations.

Worse, the Soviets anticipated exactly when and where to expect the offensive and were more than prepared to receive it. They prepared massive defensive works on a Kursk-like scale, up to 25-30 km deep.

The SS units battered their way forward 1-3 hexes in 10 days. To the south of Lake Balaton, the 91st Corps and 2nd Pz Army did not have the strength to do much of anything. By 14 Mar 1945, the last offensive had petered out. Finally, on 16 Mar 45, the Soviets counterattacked with "Operation Vienna."

The Germans had used up virtually all their oil and ammunition reserves without achieving a breakthrough. Moreover, the last oil refinery complex in Army Group South's sector was totally destroyed in a raid by the US Air Force on 14 Mar 1945.

Considering the already terrible ammunition supply conditions, the lack of oil had a disastrous effect on the German mobile units. One after the other, the Panzers had to be abandoned and destroyed by their own crews.

The Soviets launched the new 9th Gd Army, the 6th Gd Tank Army, and all troops already present towards Tata (A31.11), Tatabánya (A33.12) and Mór (A36.10). At the same time, the Plijev Group and all troops east of the Garam River attacked towards Komárom (A30.09) and Érsekújvár (A26.08).

The weather cooperated with the Soviets, drying the ground to the point where mud was no longer an issue.

The end came quickly:

  • The Soviets tried to surround the SS forces between Lake Velence and Lake Balaton. Despite all their efforts, they couldn't close the bag and many German troops escaped via a very small pass under constant Soviet artillery fire.
  • On both sides of the Danube River, without supply, ammunition, or fuel, the German remnants retreated under pressure, but still miraculously avoided encirclement.

Vienna fell on 13 April 1945 after a week of bitter fighting. German forces were disintegrating everywhere by this point, as the war entered its final weeks.

Hungarian Rhapsody Personalities

By Chip Saltsman

The battles in Hungary during late 1944 and early 1945 featured an interesting cast of characters, some for their infamy and some for the mark they would make on the world stage in the years after the war.

Leonid Brezhnev (December 19, 1906 - November 10, 1982) Major General Leonid Brezhnev became leader of the Soviet Union from 1964 until his death in 1982. Helped in his rise by political patron Nikita Khrushchev, Brezhnev was the Political Officer of the 18th Army in the Caucasus, particularly supporting their landings at Novorossiysk (about which he wrote a book named "The Little Land"). During the Hungarian Rhapsody Campaign, Brezhnev was the Chief of the Political Directorate of the 4th Ukrainian Front (the white frame units in the northern part of the map).

Maximilian Fretter-Pico (6 February 1892 – 4 April 1984) commanded 6 Armee during the Hungarian Rhapsody campaign. Fretter-Pico followed a path similar to many German senior officers: a decorated World War I junior officer who stayed with the military between the wars. He was the German Military Attaché to Turkey in 1938. At the start of Operation Barbarossa, he commanded the 97th Jaeger Division in Army Group South. He was promoted to lead XXX Corps at the end of 1941 and participated in the Battle of Sevastopol. In mid-1944 he was given command of 6 Armee until the end of the year. After being relieved for failure to halt the Soviet advance, he was placed in command of IX Corps, an under-strength reserve unit. He surrendered to the Americans and was interned until 1947.

Herbert Otto Gille (8 March 1897 – 26 December 1966) Gille was a recipient of the Knight's Cross of the Iron Cross with Oak Leaves, Swords and Diamonds, making him the most highly decorated Waffen-SS member of the war. Gille joined the Nazi Party and the SS in 1931 and in 1934 he joined the SS combat support forces. As the commander of a battalion in an SS-V regiment, Gille participated in the invasion of Poland and in the western campaign. In 1940 he was appointed a regimental commander in the SS Division Wiking, eventually becoming its commander. Early in 1944, Gille participated in the breakout of the Group Stemmermann from the Korsun-Cherkassy Pocket. In January 1945 Gille, as leader of the IV SS Panzer Corps, led the failed attempt to relieve the encircled German and Hungarian troops in the Battle of Budapest. He surrendered to the U.S forces in Austria. After the war, Gille became active in HIAG, a lobby group and a revisionist veteran's organization founded by former high-ranking Waffen-SS personnel in West Germany in 1951. Gille died in 1966.

Gotthard Heinrici (25 December 1886 – 10 December 1971) came from a family of soldiers reaching back to the 12th Century. He was a World War I veteran, who fought on both the Eastern and Western fronts as a junior officer. He commanded the XII Corps during the Battle for France in World War II and succeeded in breaking through the Maginot Line. He commanded the 4th Army during the first two years of Barbarossa, honing his defensive skills during the winter battles in front of Moscow. In the summer of 1944, he was placed in command of the First Panzer Army and First Hungarian Army and skillfully managed to retreat into Slovakia in the face of determined Soviet attacks. Heinrici was appointed to command Army Group Vistula, facing 1.5 million Soviet soldiers advancing on Berlin in the final months of the war. Dismissed during the chaos of the fall of Berlin, he surrendered to the British forces and spent three years in captivity. Heinrici was featured prominently in Cornelius Ryan's book The Last Battle. Married to a half-Jewish (Mischling) himself, Heinrici supported many Nazi policies including the Lebensraum concept. As a military commander, historians described him as the premiere defensive expert of the Wehrmacht and a genius admired by his peers, although little-known today because he was, in the words of one historian, "as charismatic as a 20-pound sack of fertilizer". However, he was revered by his officers and men who nicknamed him Unswer Giftzwerg (literally "our poison dwarf" but meaning "our tough little bastard") in recognition of his character and lack of physical stature.

Rodion Malinovsky (23 November 1898 – 31 March 1967) was Commander of the 2nd Ukrainian Front and most of the Soviet forces present in the game. Malinovsky was turned out of his house by a stepfather at age 13 and survived by working as a farmhand. Despite being underage, he enlisted in the Russian Army during World War I and was promoted for courage under fire. He was part of the Western Front Russian Expeditionary Force and fought in the west, even earning the Croix de Guerre from the French government. Malinovsky fought in the Russian Civil war and in the Spanish Civil War (as a volunteer on the Republican side). During the early part of Operation Barbarossa, Malinovsky distinguished himself as one of the few competent Soviet generals. His command of the Second Guards Army against Hoth near Kotelnikovo during the battle of Stalingrad was the first time the Wehrmacht lost a large-scale clash of armor. Malinovsky was a key figure in the battles against Army Group South all the way into Hungary. Following the Battle of Budapest, his forces liberated Vienna and Brno. He took part in the Soviet invasion of Manchuria at the end of World War II. Following the war, Malinovsky continued to rise, eventually becoming Minister of Defense from 1957 until his death in 1967. He commented about his career: "Service is service, wherever it occurred. The defense of the fatherland is no small thing."

Issa Alexandrovich Pliyev (25 November 1903 – 2 February 1979) was the commander of Group Pliyev. He was born in the Caucasus region (what is now North Ossetia) and spend his military career in the cavalry. The military historian David Glantz described Pliyev as a "great practitioner of cavalry operations in adverse terrain". At the start of the invasion of the Soviet Union, Pliyev commanded the 50th Cavalry Division (renamed 3rd Guards Cavalry Division). His unit participated in the Battle of Moscow and the Battle of Stalingrad. Pliyev commanded a cavalry-mechanized group consisting of 4th Guards Cavalry Corps and 4th Mechanized Corps during the Bereznegovataia-Snigirevka Operation along the Black Sea coast, as part of the 3rd Ukrainian Front under Army General Rodion Malinovsky. In the fall of 1944, he commanded a cavalry-mechanized group consisting of two corps during the Battle of Debrecen. He ended the war in command of the Soviet-Mongolian Cavalry-Mechanized Group of the Transbaikal front in Manchuria, fighting against the Japanese Kwantung Army. Pliyev reappeared on the historical stage during the Cuban Missile Crisis, as the commander of Soviet forces secretly deployed to Cuba as part of Operation Anadyr.

Hans-Ulrich Rudel (2 July 1916 – 18 December 1982) was the most decorated German serviceman of World War II. He is best known for flying a Stuka armed with twin 37mm anti-tank cannons mounted under the wings and inventing the anti-tank aircraft. He is credited with the destruction of 519 tanks, as well as several ships, including heavily damaging the Soviet battleship Marat. He flew 2,530 ground-attack missions on the Eastern Front and another 430 missions flying the Fw-190. Rudel was severely wounded on 8 February 1945, requiring the amputation of his lower right leg. Undaunted, he was flying in combat again on 25 March, finally surrendering to the Americans on 8 May 1945 at the Kitzigen airfield. His wartime career was described in detail in his book Stuka Pilot. Rudel was a committed and unrepentant National Socialist. After the war, he founded a relief organization for Nazi war criminals, and aided fugitives to escape to Latin America or the Middle East, including helping to hide Joseph Mengele. He became a military advisor and arms dealer in South America, supporting the Peron government in Argentina, the Pinochet regime in Chile and the Stroessner government in Paraguay. Several of his business dealings were with former Nazi's, including Otto Skorzeny and Klaus Barbie. Despite missing a leg, he was an avid sportsman and mountaineer, succeeding in climbing Aconcagua, the highest peak in the Americas. Rudel was married three times, coincidentally to three women named Ursula.

Gerhard Schmidhuber (9 April 1894 – 11 February 1945) Schmidhuber was commanding officer of the 13th Panzer Division during World War II. When the Germans occupied Hungary in 1944, Schmidhuber was supreme commander of German army forces in that country. In that capacity, he had extensive dealings with the Swedish diplomat Raoul Wallenberg and after being threatened that he would subsequently be treated as a war criminal, prevented the liquidation of the Jewish ghetto. The massacre was stopped at the last minute thanks to the courage and daring action of Wallenberg, but many believe – and some survival reports support the idea – that Schmidhuber did not do so to save himself but as an act of humanity. Schmidhuber was killed in action in the Battle of Budapest, during the chaos of the survivors attempting to break through the encircling Soviet forces. He was a recipient of the Knight's Cross of the Iron Cross with Oak Leaves.

Fyodor Ivanovich Tolbukhin (June 16, 1894 – October 17, 1949) was the commander of the 3rd Ukrainian Front during the events in Hungarian Rhapsody. He volunteered for the Imperial Army in 1914 at the outbreak of World War I. and was steadily promoted, advancing from private to captain by 1916. He was commander of the 58th Army during the Battle of Stalingrad, and impressed Yeremenko sufficiently to be given command of a Front. During the Summer Campaign, from June to October 1944, Tolbukhin and Malinovsky launched their invasion of the Balkans and were able to conquer most of Romania. On September 12, 1944, two days after Malinovsky was promoted to Marshal of the Soviet Union, Tolbukhin was promoted to the same rank. While Malinovsky moved northwest, towards Hungary and Yugoslavia, Tolbukhin occupied Bulgaria. Starting in the Winter Campaign, Tolbukhin shifted his army to the northwest axis, thereby liberating much of Yugoslavia and invading southern Hungary (these are the forces that enter the map on the southern edge midway through the events in Hungarian Rhapsody). Tolbukhin is generally regarded as one of the finest Soviet generals of World War II. Meticulous, careful, and not overly ambitious like some Soviet commanders, Tolbukhin was well respected by fellow commanders and by his men, especially since he had a dedication to keeping casualty rates low.

Raoul Wallenberg (4 August 1912 – 1947-1952?) was a Swedish architect, businessman, diplomat and humanitarian. He is widely celebrated for saving tens of thousands of Jews in Nazi-occupied Hungary during the Holocaust from German Nazis and Hungarian Fascists during the later stages of World War II. While serving as Sweden's special envoy in Budapest between July and December 1944, Wallenberg issued protective passports and sheltered Jews in buildings designated as Swedish territory. On 17 January 1945, during the Siege of Budapest by the Red Army, Wallenberg was summoned to General Malinovsky's headquarters in Debrecen to answer allegations that he was engaged in espionage. Wallenberg's last recorded words were, "I'm going to Malinovsky's … whether as a guest or prisoner I do not know yet." He was detained by SMERSH on suspicion of espionage and subsequently disappeared. He was later reported to have died on 17 July 1947 while imprisoned by the KGB secret police in the Lubyanka, the KGB headquarters and affiliated prison in Moscow. Other reports have him surviving until 1952. The motives behind Wallenberg's arrest and imprisonment by the Soviet government, along with questions surrounding the circumstances of his death and his possible ties to US intelligence, remain mysterious and are the subject of continued speculation.

Composition of Selected Units

Soviet

  • 2-2-8 SP Arty Bn: SU-76
  • 3-2-8 AT Bn: SU-85
  • 3-3-8 AT Bn (yellow): SU-100
  • 3-4-8 AT Bn (yellow): Gd SU-100
  • 6-2-8 SP Arty Bde: Gd SU-76
  • 3-4-6 AG Bn (yellow): Gd JSU-122 or Gd JSU-152
  • 9-3-8 AT Bde (yellow): SU-100
  • 4-4-6 Tank Bn (yellow): Gd JS-II
  • 4-2-8 Tank Rgt (yellow): Mixed T-34/76 & Lend-Lease Tanks
  • 9-3-8 Tank Bde (red): Gd T-34/76
  • 9-3-8 Tank Bde (red): T-34/85
  • 9-4-8 Tank Bde (red): Gd T-34/85
  • 9-4-6 Tank Bde (red): M4 Sherman (Lend-Lease)

Rumanian

  • 3-4-6 Tank Bn (yellow): PzIV
  • 3-3-6 Tank Rgt (yellow): T-34/85

German

  • (1)-5-6 AT Comp (yellow): Nashorn
  • 1-5-7 AT Co (yellow): JgdPzV
  • 5-4-6 AT Bn (yellow): JgdPzIV
  • 4-4-5 AT Bn (yellow): Hetzer
  • 4-3-6 AT Bn (yellow): MarderIII
  • 4-3-6 AG Bn (yellow): StuGIII (Poor)
  • 4-4-6 AG Bn (yellow): StuGIII
  • 4-5-6 AG Bn (yellow): StuGIII (Elite)
  • 2-2-5 AG Co (yellow): Mixed Italian Tanks
  • 6-4-5 SP Arty Bn: Brummbar
  • 2-5-5 Pz Co (yellow): Tiger I
  • 3-5-4 Pz Co (yellow): Tiger II
  • 3-3-6 Pz Bn (yellow): PzIII
  • 5-4-6 Pz Bn (yellow): PzIV
  • 6-5-6 Pz Bn (yellow): PzIV (Elite)
  • 6-5-7 Pz Bn (yellow): PzV
  • 7-5-7 Pz Bn (yellow): PzV (Elite)
  • 10-4-6 Pz Bde (red): PzV & PG

Hungarian

  • 4-4-5 AT Bn (yellow): Hetzer
  • 4-4-6 AG Bn (yellow): StuGIII
  • 5-3-6 Pz Bn (yellow): Mixed Turan & PzIV

Modern Place Names

Kolozsvár (B34.27) is now "Cluj."

Nagyvárad (B34.10) is now "Oradea."

Szatmárnémeti (B20.18) is now "Satu Mare."

Abbreviations

AbbreviationMeaning
AArmy
AGAssault Gun
AGSArmy Group South
AHLeibstandarte Adolf Hitler
ATAnti-tank
ArtyArtillery
BCBudapest Csendőr (Gendarmerie)
BdbgBrandenburg
BdeBrigade
BdpstBudapest
BdrBorder
BGBorder Guard
BillBillnitzer
BnBattalion
BPBudapest
BrkdwnBreakdown
CalCalarasi
CavCavalry
CoCompany
CompComposite
DetDetachment
DivDivision
DlwgrDirlewanger
FestFestung
FGFlorian Geyer
FHHFeldherrnhalle
FlmFlamethrower
FusFüsilier
GalGalizien
GldGlider
GdGuards
GreGrenadier
GrpGroup
HDHoch und Deutschmeister
HdsrHandschar
HJHitlerjugend
HQHeadquarters
HungHungarian
HWHorst Wessel
JgJager
KatyKatyusha
KGKampfgruppe
Kom

Bibliography

Erickson, John, The Road to Berlin, Weidenfield and Nicolson 1983.

Glantz, David M. and House, Jonathan, When Titans Clashed, Birlinn 2000.

Glantz, David M., Art of War symposium, From the Vistula to the Oder: Soviet Offensive Operations - October 1944 - March 1945, glantzbooks.com 1986 (self published).

Gosztony, Péter, Endkampf and der Donau 1944/1945, Verlag Fritz Molden 1969.

Hinze, Rolf, With the Courage of Desperation, Germany's defense of the southern sector of the Eastern Front 1944-45, Helion 2013.

Isaev, Aleksei and Kolomiets, Maksim, Tomb of the Panzerwaffe, the Defeat of the Sixth SS Panzer Army in Hungary 1945, Helion 2013.

Landwehr, Richard, Budapest The Stalingrad of the Waffen-SS, Siegrunen 1998.

Maier, Georg, Drama between Budapest and Vienna, J.J. Fedorowicz Publishing 2004.

Nevenkin, Kamen, Take Budapest, The History Press 2012.

Nevenkin, Kamen, Bécs még várhat, PeKo Publishing, 2014.

Pencz, Rudolf, For the Homeland, Stackpole Books 2010.

Pierik, Perry, Hungary 1944-1945 The Forgotten Tragedy, Aspekt 1998.

Punk, György, Hungarian Aces of World War 2, Osprey 2002.

Romsics Ignác, Magyarország a második világháborúban, Kossuth 2011.

Sharp, Charles C., Soviet Order of Battle, World War II, George F. Nafziger, 1995.

Számvéber, Norbert, Az Alföldi páncéloscsata, Puedlo 2002.

Számvéber, Norbert, Kard a pajzs mögött, Puedlo 2007.

Számvéber, Norbert, Páncélos-Hadviselés a Budapesti Csatában, Puedlo 2011.

Thomas, Nigel and László Pál Szábó, The Royal Hungarian Army in World War II, Osprey 2008.

Ungváry, Krisztián, The Siege of Budapest, Yale University Press 2005.

Veress, D. Csaba, A Dunántúl hadi krónikája 1944-1945, Zrínyi 1984.

Ziemke, Earl F., Stalingrad to Berlin, Dorset 1968.

Countersheet 4

Errata Counters

Smolensk: Two German infantry divisions have the wrong Move Mode values. The 35th should be a 10-4-5, the 78th a 10-5-6.

Korea II: The Move Mode values of four of the UN counters have been corrected.

The Blitzkrieg Legend: The Dutch 5th cavalry battalion had an incorrect AR in Move Mode.

Sicily II: The missing MC.202 is now provided.

Beyond the Rhine: The British 157 Bde of the 52.AL division now has a leg movement factor of 3 in Combat Mode. The Move Mode side remains unchanged (truck MA - 16).

Supplemental Counters

Beyond the Rhine: Roland LeBlanc has revised the Commonwealth order of battle by providing six anti-tank battalions. Four British and two Canadian have been added. Place each unit with the associated Corps HQ in the OOA as below. The 63rd is independent and arrives October 8.

  • September 5 Map A, west edge, south of 25.xx - (4)-4-3 AT Bde (73)
  • September 8 Map A, west edge, south of 25.xx - (4)-4-3 AT Bde (86)
  • September 19 Map A, west edge, south of 25.xx - (4)-4-3 AT Bde (91)
  • September 29 Map A, west edge - (4)-4-3 AT Bde (62)
  • October 5 Map A, west edge - (4)-4-3 AT Bde (6 Canadian)
  • October 8 Map A, west edge - (4)-4-3 AT Bde (63)
  • March 1 Map A, west edge - (4)-4-3 AT Bde (7 Canadian)

Interdiction Markers

I'm very happy to have the opportunity to prepare for the use of all OCS players these traditional Interdiction Markers. I believe that the change to TB Markers some years ago was a mistake. (I can't utter the actual words). I do see double rails being interdicted, but I most often see players placing interdiction markers to impede an opponent's road movement. So, the real role of the marker is for interdiction, both rails and roads.

So freely use these markers as originally intended in the OCS, to interdict the movement of enemy forces in accordance with OCS rule 14.8. In each instance just substitute Interdiction for every mention of the dreaded TB in rule 14.8 and you'll be good to go.

Fog of War – Zero "Strength" Step Loss Markers

As far as I know there is no use for a four strength step loss marker, which is the back side of a three step marker. There are no five step units known to me.

So, instead of this four step loss side, I've created these zero step markers to aid the fog of war. (My thanks to Mark Mazer for this idea). Simply place a zero step marker under a full strength four step unit and you have created some uncertainty in the mind of your opponent. In addition, you could use one of these markers to place under a single step brigade, regiment or battalion with the same fog of war effect.

Scenario List

  • 5.1 The Battle of Debrecen (One Map) — 5 Oct to 26 Oct 1944 (7 Turns)
  • 5.2 Hungarian Rhapsody Grand Campaign (Two Maps) — 5 Oct. 1944 to 26 Feb. 1945 (43 Turns)
  • 5.3 The Battle of Debrecen (Two Maps) — 5 Oct to 26 Oct 1944 (7 Turns)
  • 5.4 From Debrecen to Budapest (Two Maps) — 5 Oct to 26 Dec 1944 (25 Turns)
  • 5.5 Operation Budapest (Two Maps) Scenario - 29 Oct to 26 Dec 1944 (17.5 Turns)
  • 5.6 Operation Budapest (Two Maps) Campaign 29 Oct 1944 to 26 Feb 1945 (34.5 Turns)
  • 5.7 Race to Budapest (Two Maps) Large Scenario 5 Dec to 26 Dec 1944 (7 Turns)
  • 5.8 Race to Budapest (Two Maps, Below the White Line) Small Scenario 5 Dec to 26 Dec 1944 (7 Turns)
  • 5.9 Race to Budapest (Two Maps) Campaign 5 Dec 1944 to 26 Feb 1945 (25 Turns)
  • 5.10 Konrad I-II (One Map) 1 Jan to 8 Jan 1945 (3 Turns)
  • 5.11 Konrad I-II-III (One Map) 1 Jan to 12 Feb 1945 (13 Turns)
  • 5.12 Konrad I (Two Maps) Campaign 1 Jan to 26 Feb 1945 (17 Turns)
  • 5.13 Konrad III (One Map) 19 Jan to 29 Jan 1945 (4 Turns)
  • 5.14 Konrad III (Two Maps) Campaign 19 Jan to 26 Feb 1945 (12 Turns)
  • 5.15 Sudwind (One Map) 15 Feb to 22 Feb 1945 (3 Turns)

Scenario Notes

  • A) The scenarios each specify the first turn weather, first player to setup, and first Player to take their turn. Thereafter, use regular initiative/weather rolls.
  • B) Each Player's respective Order of Arrival Booklet provides for reinforcements, withdrawals, substitutions, time-sensitive special rules, etc.
  • C) Victory is primarily determined by the Soviet player controlling certain geographic objectives. "Control" is determined by which Player has an Attack Capable unit in a particular hex (or was the last to have had one there). There are VP Objective markers provided to track these objectives in whatever fashion suits your style of play. They can be used for all scenarios.
  • D) Each scenario will state whether trucks and wagons start loaded or not.
  • E) Axis Multi-step units that setup "w/i X hexes" can deploy breakdowns.
  • F) The notation for "white frame" units is only included for units such as Breakdown or artillery units, where there are both white frame and non-white frame versions available.
  • G) Entries for some Axis air units have a parenthesized number after them. This is to distinguish between units of the same aircraft but having different values. For Fighters the parenthesized value is the air-to-air rating. For Bombers it is the barrage value.

Scenario 5.1: The Battle of Debrecen

(5 Oct to 26 Oct 1944)

General Information

Set-Up order: Axis first First Player: Soviet Weather: Automatically "Dry and Limited Flight on 5 Oct First Turn: 5 Oct Last Turn: 26 Oct Game Length: 7 turns Maps: Only Map B is used. (See Play Area) Transport Points: All Organic Trucks start Full. Other Wagons and Trucks may start loaded if SP are present in their setup hexes. The LRAF Refit Capability Marker is placed in the 2 box.

Special Rules

Führer Order. Axis units which start near the east edge of the map are restricted on the 5 Oct turn: Turda (B37.30) must be occupied with at least one Combat unit and the units which start in hex B18.34 may not move at all.

Minor City Defense Limitation. During this scenario, the Axis cannot have more than 2 RE of combat units in any Minor City hex outside the Budapest Zone (1.2c). Displace any excess to the nearest non-Soviet controlled hex. Hedgehogs cannot be built in Minor City hexes. The Axis Player may displace units in excess during setup if this situation exists.

Start Date. For the 5 Oct turn Movement Allowances are halved for Soviet Units using truck or track movement and Soviet Cavalry units.

Soviet Replacements. None.

Soviet Infantry Divisions Rebuilds (3.3a). A maximum of 5x Infantry Divisions can be rebuilt in this scenario (not 10).

Play Area. Hexes South of the Kettes-Körös (from B39.01 to B44.07) are out of play (except for the Soviet 18 Tank Corps during the first turn).

Axis Airbase Boxes. There is Level 2 Airbase: 5 hexes from B25.01 and Level 3 Airbase: 11 hexes from B34.01. These function the same as Air Boxes printed on the map.

Victory Conditions

Soviet Major Victory. All 3 of the following conditions are required at the end of the scenario:

  1. Cut the railroad line Sátoraljaújhely (B14.05) to Beregszász (B15.15), by occupying at least one hex of the railroad line with a combat unit at scenario end.

  2. Occupy and be in Trace Supply in the cities of Debrecen (B27.08) and Nyíregyháza (B20.07).

  3. Cut the Trace Supply of at least 20 Axis combat units.

Soviet Minor Victory. Soviet units occupy and are in Trace Supply in two of these three "Objective Cities": Csap (B12.10) Debrecen (B27.08) Nyíregyháza (B20.07)

Stalemate. Soviet units occupy and are in Trace Supply in one of the three Objective Cities.

If the result is Stalemate count the number of Soviet yellow, red and Cavalry unit types in the dead pile. Count the number of Axis yellow and red unit types in the dead pile. If one side has killed at least 4 more than the other, then that player has won a Marginal Victory.

Axis Minor Victory. The Axis controls all Objective Cities with units in Trace Supply.

Axis Major Victory. The Axis controls all Objective Cities and Nagyvárad (B34.11) with units in Trace Supply.

Set-Up

Axis Information

(If no nationality is indicated, units are German):

Reserve Markers Available: 7

Axis Supply Table: (two dice)

Axis RollNorth Oct-44West Oct-44
2-312
4-523
6-825
9-1027
11-1239

Axis Dead Pile: 1 Hung Pz Div: 5-3-6 Pz Bn (I/1)

Axis Set-Up:

1 Panzer Army and 1 Hungarian Army

B1.03: 2x Truck Point 2x Wagon Point

B3.07: 16-4-3 Inf Div (254, less 1 step)

B3.08: 12-4-3 Jg Div (97, less 1 step)

B3.09: 5-4-3 Inf KG (168)

B3.11: 4-4-3 Inf Brkdwn Rgt (White Frame) 3-4-3 Jg Brkdwn Rgt (White Frame)

B3.12: 12-4-3 Jg Div (101)

B5.08: 8-2-2 Arty Bn (White frame) 12-2-2 Arty Grp (White frame)

B5.19 w/i 1 hex: 12-4-3 Jg Div (100) This division may deploy Jg Brkdwn Rgt units if desired. 4-3-3 Hung Mtn Bde (2)

B6.18: 12-1-2 Hung Arty Grp (White Frame)

B6.21 w/i 1 hex: 8-3-3 Hung Inf Div (13) 7-3-3 Hung Inf Div (6)

B8.07: 11 Corps HQ 2-2-2 Sec Bn (1003) 2 SP

B9.11: 49 Mtn Corps HQ 2-2-2 Sec Bn (943)

B10.29: 7-2-2 Hung Inf Div (16, 24)

B11.15: 3 Hung Corps HQ 1x Wagon Point 2 SP

B11.29: 12-1-2 Hung Arty Grp (White Frame)

B13.21: 5 Hung Corps HQ

B14.10: 4-3-3 Hung Mtn Bde (1)

B16.27: 6 Hung Corps HQ (Note: this is NOT a White Frame unit) 1x Wagon Point 2 SP

6 Army

B27.08: (3)-3-3 AT Bn (721) 4-5-6 AG Bn (286) 2x Wagon Point 2 SP

B28.07: (5)-4-3 AT Bn (661)

B28.08: (5)-4-3 AT Bn (663)

B28.14: 72 Corps HQ 2-2-2 Sec Bn (465) 2 SP

B29.14: 16-4-3 Inf Div (76, less 1 step)

B32.01: (6)-4-3 LW Flak Bn 4-5-6 AG Bn (228) 1 SP

B32.03: (3)-2-3 LW Flak Bn

B32.05: (3)-2-3 LW Flak Bn

B32.06: (6)-4-3 LW Flak Bn 1 SP

B32.07: (3)-2-3 LW Flak Bn 4-4-6 AG Bn (325)

B33.07: 1 Pz Div (1 Recon, 1 Mot Inf Rgt, 73 Arty Rgt) (1)-5-6 PJ Comp. (Det)

B33.11: 23 Pz Div (128 Arty Rgt)

B33.12: 12-2-2 Arty Grp

B34.10: 23 Pz Div (23 Recon)

B33.10: 8-2-2 Arty Bn

B33.13: 6-2-2 Hung Inf Div (12 Res, less 1 step)

B33.14: 3-3-2 Inf KG

B34.11: (5)-4-3 AT Bn (662) 3-3-3 Kor Bn (593)

B34.12: 3 Pz Corps HQ 2-2-2 Sec Bn (Süd) 3-2-2 Hung Brkdwn Rgt

B35.12: 23 Pz Div (I/23 Pz Bn, II/23 Pz Bn, 126 PG Rgt, 128 Mot Inf Rgt, Organic Truck (Full))

B36.05: 1 Pz Div (I/1 Pz Bn, II/1 Pz Bn, Organic Truck (Full))

B36.06: 1 Pz Div (113 PG Rgt, 37 PJ Bn)

B36.08: 7 Hung Corps HQ 12-1-2 Hung Arty Grp Level-1 Hedgehog

B35.10: 3-2-2 Hung Brkdwn Rgt

B37.09: 6-2-2 Hung Inf Div (4 Repl, less 1 step)

B38.01: (3)-2-3 LW Flak Bn

B38.02: Axis Trainbusting marker (This represents a small Axis delaying force.)

8 Army and 2 Hungarian Army

B18.34: 17 Corps HQ 12-4-3 Jg Div (8) 6-2-2 Hung Inf (27 Lt) 4-2-2 Hung Inf Bde (9 Bdr)

Note: The units below in B29.35 and B35.35 may not perform any action until the Axis 8 Oct Player Turn. Should a Soviet combat unit move adjacent to them they are immediately released and fully active. They are immune to Air or Artillery Barrage until the Axis 8 Oct Player Turn.

B29.35: 9 Hung Corps HQ 14-4-3 Mtn Div (3) 4-1-2 Hung Inf Bde (2 Repl) 18-2-2 Arty Grp

B30.29: 1 SP

B34.27 w/i 1 hex: 2 Hung Corps HQ (3)-3-3 Hung AT Bn (2A) 2-2-2 Sec Bn (808) 1x Wagon Point 5 SP

B35.35: 29 Corps HQ 16-4-3 Inf Div (46, less 1 step) 14-4-3 Mtn Div (4, less 1 step) 12-2-2 Arty Grp 8-2-2 Arty Bn

B36.30: 12-1-2 Hung Arty Grp

B37.30: 16-4-3 Inf Div (15, less 3 steps)

B37.31: SS-FG Cav Div (8 Arty Rgt) 2x 12-2-2 Arty Grp

B37.35: 3-3-3 Kor Bn (558) 4-4-3 Inf Brkdwn Rgt

B38.28: 4-4-3 Inf Brkdwn Rgt 3-3-3 Hung Inf Brkdwn Rgt

B38.29: 4-4-3 Inf KG (Kessel) 4-1-2 Hung Inf Bde (7 Repl)

B38.30: (4)-4-3 AT Bn (Kessel) 8-3-3 Hung Inf Div (25, less 1 step)

B38.31: SS-FG Cav Div (8 Recon, 15 Cav Rgt)

B38.32: SS-FG Cav Div (16 Cav Rgt, 18 Cav Rgt)

B38.33: SS-FG Cav Div (8 AT Bn) 4-4-3 Assault Bn (8A)

B38.34: 4-4-3 Inf Brkdwn Rgt 3-1-2 Hung Inf Bde (9 Repl)

B34.17: 3-1-2 Hung Mtn Inf Bde (1 Repl)

B34.22: 3-1-2 Hung Mtn Inf Bde (2 Repl)

3 Hungarian Army

B39.08: 3-2-2 Hung Inf Brkdwn Rgt

B40.07: 7-2-2 Hung Div (20, less 1 step)

B41.05: Axis Trainbusting marker (This represents a small Axis delaying force.)

B42.06: SS-MT Cav Div (52 Cav Rgt)

Airbases: Level-3: B29.15 Level-2: B15.05, B22.15, B27.08 Level-1: B10.01, B32.06, B28.23, B34.11, B34.27

Luftwaffe: Bf.109G (6) Bf.109G (5) 2x Fw.190F-8 (4) Fw 190F.8 (3) Ju.87G (Rudel) Ju 87G Hs.129B He.111H (12) 2x Ju.52 2x Glider

Hungarian: Hung Bf-109G (5) Hung Mixed Fighter

Soviet Information

(When no nationality is indicated, units are Russian.) Reserve Markers Available: 7

Soviet Supply Table: (two dice)

Soviet RollNorth Oct-44East Entry Area or Sibiu Oct-44
2-304
4-516
6-818
9-10110
11-12212

Soviet Dead Pile: None

Soviet Set-Up

4th Ukrainian Front

1 Gd Army (Combat units are White Frame unless otherwise indicated)

B2.06: 1 Gd Army HQ 9-5-5 Flm Tank Bde (31) 4-4-6 Gd Tank Bn (1 Gd) 8-3-3 Gd Mtn Div (128 Gd) 8-2-2 Mtn Div (242, 318) (2)-4-3 NKVD Bdr Rgt (23) 5 SP

B2.07: 10-3-3 Inf Div (226, 271) 42-1-1 Mortar Bde (4UFa, 4UFb)

B2.08: 14-4-3 Inf Div (30) 8-2-2 Inf Div (141 - Not White-Frame, 237)) 8-1-2 Inf Div (276)

B2.09: 26-1-2 Arty Bde (4 UF) 26-2-2 Gd Arty Bde (24 Gd) 5-5-3 Assault Eng Bde (15) 10-2-2 Gd Inf Div (129 Gd) 8-2-2 Inf Div (167) 8-1-2 Inf Div (155) (not White-Frame)

18 Army (Combat units are White Frame unless otherwise indicated)

B2.12: 18 Army HQ 10-3-3 Gd Inf Div (66 Gd) (Not White-Frame) 8-2-2 Inf Div (161) 8-1-2 Inf Div (151, 317) (Not White-Frame units) (2)-4-3 NKVD Bdr Rgt (79)

B2.13: 42-1-1 Mortar Bde (4UFc) 26-1-2 Arty Bde (146)

B2.14: 1x Wagon 3 SP

B4.19: 14-4-3 Inf Div (24)

B5.22: 8-2-2 Inf Div (351)

B3.33: 4th Ukr. Front Marker 1x Wagon 3 SP

B8.30: 75-2-1 Gd Katy Bde (4 UF) (2)-4-3 NKVD Bdr Rgt (92)

B9.30: 9-3-8 Gd Tank Bde (5 Gd) 10-3-3 Gd Airborne Div (2 Gd) 8-2-2 Inf Div (138) 8-1-2 Inf Div (8)

8 Air Army (Set up in the 8th Air Army Box) 4x IL.2 (White Frame) 2x Gd La.5 (White Frame)

2nd Ukrainian Front

6 Gd Tank Army

B35.13: 8-3-3 Inf Div (1 Rum)

B36.12: 8-2-2 Inf Div (78)

B37.12: 8-1-2 Inf Div (337)

B38.12: 8-2-2 Rum Mtn Inf Div (3)

B38.10: 9 Gd Mech Corps (30 Gd Mech Bde, 31 Gd Mech Bde, 458 GD Mortar Rgt, Organic Truck (full)) 4-4-6 Gd Tank Bn (49 Gd)

B40.17: 2nd Ukr. Front Marker 6 Gd Tank Army HQ (4)-4-3 AT Bde (24) 26-1-2 Arty Bde (27) (2)-4-3 NKVD Bdr Rgt (10) 12 SP

B39.10: 5 Gd Tank Corps (20 Gd Tank Bde, 390 Gd AT Bn, 6 Gd Mot Bde, 391Gd AT Bn, 454 Gd Mortar Rgt, Organic Truck (full)) 4-4-6 Gd Motorcycle Rgt (4 Gd)

Cavalry Mechanized Group Plijev

B41.09: 6 Gd Cav Corps (8 Gd Cav Div, 13 Gd Cav Div, 8 Cav Div, 1813 SP Arty Bn, 6 Tank Rgt, 11 Gd Katy Rgt)

B42.09: 144-2-1 Katy Div (2 UF) (2)-4-3 NKVD Bdr Rgt (24)

B42.08: 4 Gd Cav Corps (9 Gd Cav Div, 10 Gd Cav Div, 30 Cav Div, 1815 SP Arty Bn, 4 Tank Rgt, 12 Gd Katy Rgt)

B42.07: (4)-4-3 AT Bde (34) (1)-0-0 Pontoon Bde (1)

B43.09: Plijev HQ (4)-4-3 AT Bde (12) 32-2-1 Gd Katy Bde (2 Gd) 26-1-2 Arty Bde (202)

B43.08: 7 Mech Corps (41 Gd Tank Bde, 16 Mech Bde, 63 Mech Bde, 64 Mech Bde, 78 Gd Tank Bn, 1289 AT Bn (3-2-8 counter), 1440 SP Arty Bn, 109 AT Bn, 614 Mortar Rgt, Organic Truck (Full))

B46.07: 18 Tank Corps (110 Tank Bde, 32 Mot Bde, 363 Gd AG Bn, 1000 AT Bn, 292 Mortar Rgt, Organic Truck (Full)) Must enter the scenario playable area by moving directly through B41.05 (Békéscsaba)

B48.08: 10 SP

B48.09: (2)-4-3 NKVD Bdr Rgt (109, 123)

B54.09: (2)-4-3 NKVD Bdr Rgt (124, 128)

4 Rumanian Army

B45.30: 2 Rum Corps HQ 6-3-4 Rum Cav Bde (1)

B39.35: 8-2-2 Rum Inf Div (8, 20) 3-4-6 Rum Pz Bn (Rum) 8-1-2 Rum Arty Grp (4)

B39.34: 8-2-2 Rum Inf Div (7, 9, 18)

B39.33: 6 Rum Corps HQ 8-2-2 Rum Inf Div (3, 11)

B39.32: 12-2-2 Rum Inf Div (21) 12-2-2 Rum Mtn Div (1) 12-3-3 Rum Inf Div (6)

Rumanian Mountain Group

B35.18: (5)-2-4 Rum Partisan KG (Crisuri 1) B35.19: (5)-2-4 Rum Partisan KG (Crisuri 2) B35.21: (5)-2-4 Rum Partisan KG (Bihor 1) B35.22: (5)-2-4 Rum Partisan KG (Bihor 2)

27 Army

B41.30: 27 Army HQ (4)-4-3 AT Bde (30) 54-1-2 Arty Div (11)

B40.30: 90-1-2 Arty Div (16a, 16b) 28-1-1 Mort Bde (27)

B39.31: 14-4-3 Gd Airborne Div (4 Gd) 8-4-3 Inf Div (163) 8-2-2 Inf Div (206)

B39.30: 12-4-3 Gd Inf Div (93 Gd) 8-2-2 Inf Div (180)

B39.29: 12-4-3 Gd Airborne Div (3 Gd) 8-3-3 Inf Div (202)

Sibiu box: 5 SP

Cavalry Mechanized Group Gorskov

B40.27: 23 Tank Corps (39 Tank Bde, 135 Tank Bde, 56 Mot Bde, 1443 SP Arty Bn, 1669 Su Bn, 457 Mortar Rgt, Organic Truck (Full))

B41.18: 5 Gd Cav Corps (11 Gd Cav Div, 12 Gd Cav Div, 63 Cav Div, 1896 SP Arty Bn, 5 Tank Rgt, 9 Gd Katy Rgt)

B41.27: Gorskov HQ

Airbases: Level-3: B48.08, B48.09, B54.09, B55.15

Level-2: B49.34

Rumanian Air Forces (placed at the Airbase in hex B49.34) Rum Bf-109 Rum Hs-129 Rum Ju-88 Rum Ju-87D

5 Air Army Air units may not use the 17th Air Army box in this scenario. 6x Gd IL.2 2x IL.2 2x Yak.9 4x Gd Yak.9 1x La-5 2x Gd La.5 2x A.20 2x Li.2

LRAF (in LRAF box) 5x IL.4 1xB.25 2x Gd B.25

Scenario 5.2: Hungarian Rhapsody Grand Campaign

(5 Oct 1944 to 26 Feb 1945)

General Information

Set-Up order: Axis first First Player: Soviet Weather: Dry and Limited Flight -on 5 Oct First Turn: 5 Oct Last Turn: 26 Feb Game Length: 43 turns Maps: Use Map A and Map B Transport Points: All Organic Trucks start Full. Other Wagons and Trucks may start loaded if SPs are present in their hexes. The LRAF Refit Capability Marker is placed in the "2" box.

Special Rules

Blocking the Soviet 40 Army. The Axis stack in B18.34 cannot move on 5 Oct 44.

Start Date. The Soviet offensive started on 6 Oct 44 when most of their preparatory ground movement was already complete. Consequently, on the 5 Oct 44 turn, Soviet and Rumanian movement factors are halved for Truck, Track and Cavalry units (in Movement phase, Reaction Phase and Exploitation Phase). All other Soviet, Rumanian and Axis units may move normally.

Soviets Replacements. None prior to 29 Oct.

Hitler Request. The Axis player must eliminate all Slovak Partisan units and the 2 Cz Airborne Bde by the end of the 26 Oct 1944 turn. Starting 29 Oct and each turn thereafter where this condition is not met, the Axis player loses 4 SP from their allotment of SP received from the Supply table.

Victory Conditions

Soviet Sudden Death Win. If all 7 hexes of Budapest are occupied by Soviet units in Trace Supply on or before the end of the 8 Feb 45 turn, the Soviet player wins a Crushing Victory. Design Note. Stalin can officially and personally announce the news to Roosevelt and Churchill at Yalta.

Axis Sudden Death Win. If the Axis player is able to restore Trace Supply to at least one hex of Budapest at the end of his Player Turn, it is a Crushing Victory. This can only take place on or after 1 Jan 45. Budapest must have been previously cut off from Trace Supply, and at the end of his Player Turn Axis units in the hex can Trace Supply as though it were the Axis Supply Phase. Design Note. Propaganda Victory...the heroic SS defenders of Budapest were saved by other SS brothers from the beastly Communists. One can imagine what Goebbels would have done with such an event.

Victory by Geographic Objectives. Failing a Sudden Death Victory by either side, Campaign Game victory is determined by the number of points awarded to the Soviet Player for occupying geographic objectives:

Budapest Objective: At the start of the 1 Dec turn, the Soviet player must choose between two mutually exclusive Budapest Objectives. The Soviet player will record his choice and reveal it at the end of the Soviet 26 Dec player turn. The Soviet player may not change his choice once recorded. The options are:

Assault Budapest: To achieve this Objective, the Soviet player must have a combat unit in Trace Supply in 5 Budapest city hexes at the end of the 26 Dec turn. Combat, Overrun and Barrage (Air and Arty) are allowed against Budapest city hexes.

OR

Surround Budapest: To achieve this Objective, no Budapest city hex may be occupied by an Axis combat unit in Trace Supply at the end of the 26 Dec turn, ("Budapest is Surrounded"). Combat, Overrun and Barrage (Air or Arty) are NOT allowed against Budapest city hexes on or after 1 Dec until the arrival of the Soviet Assault Engineer Battalions.

For purposes of Surround Budapest Objective, the use of Goulash Markers per 2.1e, is NOT considered Trace Supply.

Two turns after the turn when Budapest is Surrounded, the Soviet Player receives six 2-5-3 Assault Eng Bn (11a, 11b, 12a, 12b, 14a, 14b). These units set up in the Reinforcement Phase on any Soviet HQ in Trace Supply. For example, if Budapest is Surrounded at the start of the 22 Dec turn, these units will arrive in the Soviet Reinforcement Phase on 29 Dec. These Soviet Engineer Battalions will arrive no later than 1 Jan.

Resolution. At the end of the Soviet 26 Dec Player turn, the Soviet player reveals his Budapest Objective. If he has achieved his objective, award him 2 VPs.

26 Feb Objectives:

The Soviet Player gets the following Victory Points for the control of the following VP Objective Hexes:

Budapest City Hexes: 2 VPs-Hex A33.18 1 VP–Each other Budapest city hex. (8 VPs possible)

Pécs (A56.13): 1 VP

Székesfehérvár (A39.13): 1 VP

Bridgeheads west of the Garam River: For controlling both A26.12 and A28.13: 1 VP

Slovakian Objectives: Kassa (A9.35), Rozsnyó (A12.28), Poprad (A7.26), Brezno (A11.20), and Zvolen (A16.16), for controlling all 5: 1 VP

Banská Bystrica (A13.16) and Banská Stiavnica (A18.14), for controlling both: 1 VP

Komáron and Győr: The following are awarded only if all 8 VP for controlling Budapest have been earned: Komárom (A30.09): 1 VP Győr (A32.04): 1 VP

Total VPs available: 17 VPs

Design Note. Historical Result (26 Feb 45) - 12 VPs. The Axis recaptured Székesfehérvár and the Garam bridgehead, and the Soviets were not able to occupy Banská Bystrica/Banská Stiavnica or Komárom/Győr. This is considered a Draw—the Soviets will have to do better than their historical counterparts to achieve a victory.

Victory Level:

Victory LevelResult
Any Budapest City Hex controlled by the AxisAxis Major Victory
11 or less VPsAxis Minor Victory
12 VPsDraw
13-15 VPsSoviet Minor Victory
16-17 VPsSoviet Major Victory

Set-Up

Use the "The Battle of Debrecen (Two-Map Scenario)" (5.3) Set-Up and add these units:

Axis Information

Goulash Markers Available: 7

Budapest Garrison 3 x (6)-4-3 LW Flak Bn (unrebuildable) 3-3-3 SS Pol Inf Rgt (1) 2-2-5 SS Pol AG Comp. (12) 2-2-2 Sec Bn (407) 1 Hung Corps HQ (1) 4 x (2)-2-3 Hung AT Bn (Bp) (5)-4-3 Hung AT Bn (Bp)

Rear Forces A43.18: 3-3-3 SS Pol Rgt (8) A53.20: 3-2-2 Hung Inf KG A59.20: 3-3-3 Hung Inf KG

Soviet Information

(No additional set-up.)

Scenario 5.3: The Battle of Debrecen

(5 Oct to 26 Oct 1944)

General Information

Set-Up order: Axis first First Player: Soviet Weather: Automatically "Dry and Limited Flight" on 5 Oct First Turn: 5 Oct Last Turn: 26 Oct Game Length: 7 turns Maps: Use Map A and Map B Transport Points: All Organic Trucks start Full. Other Wagons and Trucks may start loaded if SP are present in their hexes for the setup The LRAF Refit Capability Marker is placed in the 2 box.

Special Rules

Führer Order. Axis units which start near the east edge of the map are restricted on the 5 Oct turn: Turda (B37.30) must be occupied with at least one Combat unit and the units which start in hex B18.34 may not move at all.

Budapest and Danube Garrison. Soviet ground units may not move or attack across the Danube River. Soviet ground units may not attack or enter the Budapest/Attila line (all Map Printed Hedgehog hexes west of the Danube River and w/i 2 hexes of any Budapest city hex). Soviet and Rumanian air units may perform any missions freely anywhere on the map.

Minor City Defense Limitation. During this scenario, the Axis cannot have more than 2 RE of combat units in any Minor City hex outside the Budapest Zone (1.2c). Displace any excess to the nearest non-Soviet controlled hex. Hedgehogs cannot be built in Minor City hexes. The Axis Player may displace units in excess during setup if this situation exists.

Start Date. For the 5 Oct turn Movement Allowances are halved for Soviet Units using truck or track movement and Soviet Cavalry units.

Soviet Replacements. None.

Soviet Infantry Division Rebuilds (3.3a). A maximum of 5x Infantry Divisions can be rebuilt in this scenario (not 10).

Victory Conditions

(All victory conditions are checked at the end of the Scenario) Victory is determined by the number of points scored by the Soviet player:

Objectives/Victory Points. Soviet unit adjacent to the Danube in Trace Supply: 2 VPs

Control Debrecen (B27.08): 1 VP Control Nyiregyhaza (B20.07): 1 VP Control Csap (B12.10): 1 VP Control Miskolc (A20.32): 1 VP Control Kecskemét (A41.25): 1 VP

Any Slovak Partisan unit or the Czech 2nd Airborne Bde is still on the map: 1 VP

Axis units east of Bxx.10 either eliminated by Attrition or present on the map but out of Trace Supply. 0-9 Steps 0 VPs 10-19 Steps 1 VP 20 (or more) Steps 2 VPs (Not cumulative)

Victory Level:

Victory LevelResult
5 VPs or moreSoviet Major Victory
4 VPsSoviet Minor Victory
3 VPsDraw
2 VPsAxis Minor Victory
0-1 VPsAxis Major Victory

Set-Up

Axis Information

(When no nationality is indicated, units are German):

Reserve Markers Available: 10

Axis Dead Pile: 1 Hung Pz Div: 5-3-6 Pz Bn (I/1)

Axis Set-Up:

Any Budapest City Hex 10 SP (1)-0–0 Pontoon (AGS)

Rear Forces

A7.17: 3-0-2 SS Inf Bde (Dlwgr) Tatra Pz Div (82, 85 Mot Inf)

A6.16: Tatra Pz Div (Tatra Arty Rgt)

A10.24: 3-2-2 SS Inf KG (14 Gal)

A11.01: 1x Wagon Point

A14.23: SS-HW PG Div (39 Mot Inf Rgt, 18 AG Bn)

A16.14: 14-3-2 VG Div (708, less 2 steps)

A16.20: SS-HW PG Div (40 Mot Inf Rgt)

A17.20: SS-HW PG Div (18 Recon)

A17.21: SS-HW PG Div (18 Arty Rgt)

A17.25: 1 SP

A18.16: 5-3-3 SS Inf KG (Schill)

A24.01: 1x Wagon Point

A27.04: 4x Truck Point

1 Panzer Army and 1 Hungarian Army

B1.03: 2x Truck Point 2x Wagon Point

B3.07: 16-4-3 Inf Div (254, less 1 step)

B3.08: 12-4-3 Jg Div (97, less 1 step)

B3.09: 5-4-3 Inf KG (168) 4-4-3 Inf Brkdwn Rgt (White Frame) 3-4-3 Jg Brkdwn Rgt (White Frame)

B3.12: 12-4-3 Jg Div (101)

B5.08: 8-2-2 Arty Bn (White Frame) 12-2-2 Arty Grp (White Frame)

B5.19 w/i 1 hex of: 12-4-3 Jg Div (100) This division may deploy Inf Brkdwn Rgt units if desired 4-3-3 Hung Mtn Bde (2)

B6.18: 12-1-2 Hung Arty Grp (White Frame)

B6.21 w/i 1 of hex: 8-3-3 Hung Inf Div (13) 7-3-3 Hung Inf Div (6)

A7.26: 3-3-3 Kor Bn (531)

B8.07: 11 Corps HQ 2-2-2 Sec Bn (1003) 2 SP

B9.11: 49 Mtn Corps HQ 2-2-2 Sec Bn (943)

B10.29: 7-2-2 Hung Inf Div (16, 24)

B11.15: 3 Hung Corps HQ 1x Wagon Point 2 SP

B11.29: 12-1-2 Hung Arty Grp (White Frame)

B13.21: 5 Hung Corps HQ

B14.10: 4-3-3 Hung Mtn Bde (1)

B16.27: 6 Hung Corps HQ (Note: this is NOT a White Frame unit) 1x Wagon Point 2 SP

6 Army

B27.08: (3)-3-3 AT Bn (721) 4-5-6 AG Bn (286) 2x Wagon Point 2 SP

B28.07: (5)-4-3 AT Bn (661)

B28.08: (5)-4-3 AT Bn (663)

B28.14: 72 Corps HQ 2-2-2 Sec Bn (465) 2 SP

B29.14: 16-4-3 Inf Div (76, less 1 step)

B32.01: (6)-4-3 LW Flak Bn 4-5-6 AG Bn (228) 1 SP

B32.03: (3)-2-3 LW Flak Bn

B32.05: (3)-2-3 LW Flak Bn

B32.06: (6)-4-3 LW Flak Bn 1 SP

B32.07: (3)-2-3 LW Flak Bn 4-4-6 AG Bn (325)

A36.28: (6)-4-3 LW Flak Bn 3-3-2 Inf KG

B33.07: 1 Pz Div (1 Recon, 1 Mot Inf Rgt, 73 Arty Rgt) (1)-5-6 PJ Comp (Det)

B33.11: 23 Pz Div (128 Arty Rgt)

B33.12: 12-2-2 Arty Grp

B34.10: 23 Pz Div (23 Recon)

B33.10: 8-2-2 Arty Bn

B33.13: 6-2-2 Hung Inf Div (12 Res, less 1 step)

B33.14: 3-3-2 Inf KG

B34.11: (5)-4-3 AT Bn (662) 3-3-3 Kor Bn (593)

B34.12: 3 Pz Corps HQ 2-2-2 Sec Bn (Süd) 3-2-2 Hung Inf Brkdwn Rgt

B35.12: 23 Pz Div (I/23 Pz Bn, II/23 Pz Bn, 126 PG Rgt, 128 Mot Inf Rgt, Organic Truck (Full))

B36.05: 1 Pz Div (I/1 Pz Bn, II/1 Pz Bn, Organic Truck (Full))

B36.06: 1 Pz Div (113 PG Rgt, 37 PJ Bn)

B36.08: 7 Hung Corps HQ 12-1-2 Hung Arty Grp Level-1 Hedgehog

B35.10: 3-2-2 Hung Inf Brkdwn Rgt

B38.01: (3)-2-3 LW Flak Bn

B38.02: Axis Trainbusting marker (This represents a small Axis delaying force.)

B37.09: 6-2-2 Hung Inf Div (4 Repl, less 1 step)

8 Army and 2 Hungarian Army

B18.34: 17 Corps HQ 12-4-3 Jg Div (8) 6-2-2 Hung Inf Division (27 Lt) 4-2-2 Hung Inf Bde (9 Bdr)

Note: The units below in B29.35 and B35.35 may not perform any action until the Axis 8 Oct Player Turn. Should a Soviet combat unit move adjacent to them they are immediately released and fully active. They are immune to Air or Artillery Barrage until the Axis 8 Oct Player Turn.

B29.35: 9 Hung Corps HQ 14-4-3 Mtn Div (3) 4-1-2 Hung Inf Bde (2 Repl) 18-2-2 Arty Grp

B30.29: 1 SP

B34.27 w/i 1 hex of: 2 Hung Corps HQ (3)-3-3 Hung AT Bn (2A) 2-2-2 Sec Bn (808) 1x Wagon Point 5 SP

B35.35: 29 Corps HQ 16-4-3 Inf Div (46, less 1 step) 14-4-3 Mtn Div (4, less 1 step) 12-2-2 Arty Grp 8-2-2 Arty Bn

B36.30: 12-1-2 Hung Arty Grp

B37.30: 16-4-3 Inf Div (15, less 3 steps)

B37.31: SS-FG Cav Div (8 Arty Rgt) 2x 12-2-2 Arty Grp

B37.35: 3-3-3 Kor Bn (558) 4-4-3 Inf Brkdwn Rgt

B38.28: 4-4-3 Inf Brkdwn Rgt 3-3-3 Hung Inf Brkdwn Rgt

B38.29: 4-4-3 Inf KG (Kessel) 4-1-2 Hung Inf Bde (7 Repl)

B38.30: (4)-4-3 AT Bn (Kessel) 8-3-3 Hung Inf Div (25, less 1 step)

B38.31: SS-FG Cav Div (8 Recon, 15 Cav Rgt)

B38.32: SS-FG Cav Div (16 Cav Rgt, 18 Cav Rgt)

B38.33: SS-FG Cav Div (8 AT Bn) 4-4-3 Assault Bn (8A)

B38.34: 4-4-3 Inf Brkdwn Rgt 3-1-2 Hung Inf Bde (9 Repl)

B34.17: 3-1-2 Hung Mtn Bde (1 Repl)

B34.22: 3-1-2 Hung Mtn Bde (2 Repl)

3 Hungarian Army

B39.08: 3-2-2 Hung Inf Brkdwn Rgt 1x Wagon Point 5 SP

B40.07: 7-2-2 Hung Div (20, less 1 step)

B41.05: Axis Trainbusting marker (This represents a small Axis delaying force.) 1 SP

A44.31: 1 Hung Pz Div (1 Recon, 1 Mot Inf Rgt, 51 AT Bn, 1 Arty Rgt) 1 SP

A41.31: 12-4-4 Hung Cav Div (1)

B42.06: SS-MT Cav Div (52 Cav Rgt)

B44.06: 3-3-4 Hung Cav Rgt (1 Repl)

B46.05: 3-2-2 Hung Inf Brkdwn Rgt

B47.01: 6-2-2 Hung Inf Div (8 Repl, less 1 step)

B47.03: 3-2-2 Hung Inf Brkdwn Rgt

B47.05: 6-2-2 Hung Inf Div (6 Res, less 1 step)

A60.31: 57 Pz Corps HQ 2-2-2 Sec Bn (1026) 3-3-2 Inf KG 8-2-2 Arty Bn

A61.31: SS-PO PG Div (4 Recon, 4 AG Bn, 7 Mot Inf Rgt, 8 Mot Inf Rgt, 4 Arty Rgt)

A62.33: 3-2-2 Hung Inf KG

A43.30: (6)-4-3 LW Flak Bn 3-2-2 Hung Inf KG

A47.33: 6-2-2 Hung Inf Div (23 Res, less 1 step)

A48.32: 3-2-2 Hung Inf Brkdwn Rgt

A50.30: 8 Hung Corps HQ (8) 12-1-2 Hung Arty Grp 1 SP

A50.31: 3-2-2 Hung Inf KG

OKH Reserves:

A25.31 w/i 1 hex of: FHH PG Div (FHH Recon, Füs Mot Inf Rgt, Gren PG Rgt, FHH AG Bn, FHH Arty Bn) 1 SP

A33.20: 10-4-6 Pz Bde (109)

A39.26 w/i 1 hex of: 13 Pz Div (13 Recon, I/4 Pz Bn, 66 PG Rgt, 93 Mot Inf Rgt, 13 Mot AT Bn, 13 Arty Bn) 1 SP

Airbases: Level-3: A32.05, A34.19, A34.24, B29.15

Level-2: A25.30, A38.03, A39.10, A56.12, B15.05, B22.15, B27.08

Level-1: A17.05, A18.28, A27.10, A34.16, A50.31, A51.18, A54.27, B10.01, B32.06, B28.23, B34.11, B34.27, B41.05

Luftwaffe: Bf.109G (6) Bf.109G (5) Bf.109G (4) Bf.110 3x Fw.190F-8 (4) 2x Fw.190F-8 (3) Ju.87D Ju.87G (Rudel) Ju.87G Hs.129B He.111H (12) He.111 H (8) 2x Ju.52 2x Glider

Hungarian air forces: Hung Bf-109G (5) Hung Mixed Fighter

Soviet Information

(When no nationality is indicated, units are Soviet): Reserve Markers Available: 9

Soviet Dead Pile: None

Soviet Set-Up:

Slovakian Partisans

A8.16: 1-1-4 Partisan Rgt (Slovak 1)

A10.23: 1-1-4 Partisan Rgt (Slovak 2)

A13.23: 1-1-4 Partisan Rgt (Slovak 3)

A16.15: 1-1-4 Partisan Rgt (Slovak 4)

A16.19: 1-1-4 Partisan Rgt (Slovak 5)

A17.16: 1-1-4 Partisan Rgt (Slovak 6)

A13.16: 3-3-3 Cz Airborne Inf Bde (2)

4th Ukrainian Front

1 Gd Army (combat units are White Frame unless otherwise indicated)

B2.06: 1 Gd Army HQ 9-5-5 Flm Tank Bde (31 Gd) 4-4-6 Gd Tank Bn (1 Gd) 8-3-3 Gd Mtn Div (128 Gd) 8-2-2 Mtn Div (242, 318) (2)-4-3 NKVD Bdr Rgt (23) 5 SP

B2.07: 10-3-3 Inf Div (226, 271) 42-1-1 Mortar Bde (4UFa, 4UFb)

B2.08: 14-4-3 Inf Div (30) 8-2-2 Inf Div (141, 237) (141 Inf Div, not White Frame) 8-1-2 Inf Div (276)

B2.09: 26-1-2 Arty Bde (4 UF) 26-2-2 Gd Arty Bde (24 Gd) 5-5-3 Assault Eng Bde (15) 10-2-2 Gd Inf Div (129 Gd) 8-2-2 Inf Div (167) 8-1-2 Inf Div (155, not White Frame)

18 Army (combat units are White Frame unless otherwise indicated)

B2.12: 18 Army HQ 10-3-3 Gd Inf Div (66 Gd) (not White Frame) 8-2-2 Inf Div (161) 8-1-2 Inf Div (151, 317) (not White Frame units) (2)-4-3 NKVD Bdr Rgt (79)

B2.13: 42-1-1 Mortar Bde (4UFc) 26-1-2 Arty Bde (146)

B2.14: 1x Wagon 3 SP

B4.19: 14-4-3 Inf Div (24)

B5.22: 8-2-2 Inf Div (351)

B3.33: 4th Ukr. Front Marker 1x Wagon 3 SP

B8.30: 75-2-1 Gd Katy Bde (4 UF) (2)-4-3 NKVD Bdr Rgt (92)

B9.30: 9-3-8 Gd Tank Bde (5 Gd) 10-3-3 Gd Airborne Div (2 Gd) 8-2-2 Inf Div (138) 8-1-2 Inf Div (8)

8 Air Army (set up in the 8 Air Army Box) 4x IL.2 (White Frame) 2x Gd La.5 (White Frame)

2nd Ukrainian Front

6 Gd Tank Army

B35.13: 8-3-3 Inf Div (1 Rum) This is a Soviet unit.

B36.12: 8-2-2 Inf Div (78)

B37.12: 8-1-2 Inf Div (337)

B38.12: 8-2-2 Rum Mtn Inf Div (3)

B38.10: 9 Gd Mech Corps (30 Gd Mech Bde, 31 Gd Mech Bde, 458 Mortar Rgt, Organic Truck (full)) 4-4-6 Gd Tank Bn (49 Gd)

B40.17: 2nd Ukr. Front Marker 6 Gd Tank Army HQ (4)-4-3 AT Bde (24) 26-1-2 Arty Bde (27) (2)-4-3 NKVD Bdr Rgt (10) 12 SP

B39.10: 5 Gd Tank Corps (20 Gd Tank Bde, 390 Gd AT Bn, 6 Gd Mot Bde, 391 Gd AT Bn, 454 Gd Mortar Rgt, Organic Truck (full)) 4-4-6 Gd Motorcycle Rgt (4 Gd)

Cavalry Mechanized Group Plijev

B41.09: 6 Gd Cav Corps (8 Gd Cav Div, 13 Gd Cav Div, 8 Cav Div, 1813 SP Arty Bn, 6 Tank Rgt, 11 Gd Katy Rgt)

B42.09: 144-2-1 Katy Div (2 UF) (2)-4-3 NKVD Bdr Rgt (24)

B42.08: 4 Gd Cav Corps (9 Gd Cav Div, 10 Gd Cav Div, 30 Cav Div, 1815 SP Arty Bn, 4 Tank Rgt, 12 Gd Katy Rgt)

B42.07: (4)-4-3 AT Bde (34) (1)-0-0 Pontoon Bde (1)

B43.09: Plijev HQ (4)-4-3 AT Bde (12) 32-2-1 Gd Katy Bde (2 Gd) 26-1-2 Arty Bde (202)

B43.08: 7 Mech Corps (41 Gd Tank Bde, 16 Mech Bde, 63 Mech Bde, 64 Mech Bde, 78 Gd Tank Bn, 1289 AT Bn (3-2-8 counter), 1440 SP Arty Bn, 109 AT Bn, 614 Mortar Rgt, Organic Truck (Full))

53 Army

B44.07: 8-1-2 Inf Div (409)

B45.07: 8-1-2 Inf Div (297)

B46.06: 8-1-2 Inf Div (228)

B46.07: 18 Tank Corps (110 Tank Bde, 32 Mot Bde, 363 Gd AG Bn, 1000 AT Bn, 292 Mortar Rgt, Organic Truck (Full))

B47.06: 8-1-2 Inf Div (243)

B48.02: 12-4-3 Gd Airborne Div (1 Gd)

B48.03: 10-4-3 Gd Inf Div (110 Gd)

B48.04: 8-2-2 Inf Div (375)

B48.05: 8-2-2 Inf Div (203)

B48.08: 53 Army HQ (4)-4-3 AT Bde (31) 10-4-3 Gd Inf Div (25 Gd) (1)-0-0 Pontoon Bde (3) 15 SP

B48.09: (2)-4-3 NKVD Bdr Rgt (109, 123)

B49.04: 90-2-2 Gd Arty Div (5a, 5b) (4)-4-3 AT Bde (11)

B49.05: 40-1-2 Arty Bde (152)

B54.09: (2)-4-3 NKVD Bdr Rgt (124, 128)

B49.17: Special Wagon Extender

1 Rumanian Army

B49.03: 4 Rum Corps HQ 12-1-2 Rum Inf Div (2, 4) 8-1-2 Rum Arty Grp (1)

B49.06: 7 Rum Corps HQ 8-1-2 Rum Inf Div (1, 19)

B50.04: 9 Rum Cav Div (3 Ros Cav Rgt, 13 Cal Cav Rgt, 13 Ros Mot Cav Rgt) 3-1-4 Rum Cav Rgt (1 Tng)

46 Army

B48.01: 10-3-3 Gd Inf Div (109 Gd)

A48.34: 10-4-3 Gd Inf Div (59 Gd)

A48.33: 12-4-3 Gd Inf Div (86 Gd)

A49.33: 10-2-2 Gd Inf Div (49 Gd)

A49.34: 90-1-2 Arty Div (7a, 7b)

A50.32: 10-3-3 Gd Inf Div (4 Gd)

A51.32: 10-3-3 Gd Inf Div (40 Gd)

A52.31: 10-2-2 Gd Inf Div (34 Gd)

B49.01: 22-1-2 Arty Bde (46) 26-2-2 Gd Arty Bde (45 Gd)

A50.34: 46 Army HQ (4)-4-3 AT Bde (2) (1)-0-0 Pontoon Bde (2) 5 SP

A60.34: 10-3-3 Gd Inf Div (108 Gd)

B60.01: 8-2-2 Inf Div (320)

B55.09: (4)-4-3 AT Bde (22)

B50.03: (2)-4-3 NKVD Bdr Rgt (37) 4-2-3 NKVD Bde (16) Special Wagon Extender

4 Rumanian Army

B45.30: 2 Rum Corps HQ 6-3-4 Rum Cav Bde (1)

B39.35: 8-2-2 Rum Inf Div (8, 20) 3-4-6 Rum Pz Bn (Rum) 8-1-2 Rum Arty Grp (4)

B39.34: 8-2-2 Rum Inf Div (7, 9, 18)

B39.33: 6 Rum Corps HQ 8-2-2 Rum Inf Div (3, 11)

B39.32: 12-2-2 Rum Inf Div (21) 12-2-2 Rum Mtn Div (1) 12-3-3 Rum Inf Div (6)

Rumanian Mountain Group

B35.18: (5)-2-4 Rum Partisan KG (Crisuri 1) B35.19: (5)-2-4 Rum Partisan KG (Crisuri 2) B35.21: (5)-2-4 Rum Partisan KG (Bihor 1) B35.22: (5)-2-4 Rum Partisan KG (Bihor 2)

27 Army

B41.30: 27 Army HQ (4)-4-3 AT Bde (30) 54-1-2 Arty Div (11)

B40.30: 90-1-2 Arty Div (16a, 16b) 28-1-1 Mort Bde (27)

B39.31: 14-4-3 Gd Airborne Div (4 Gd) 8-4-3 Inf Div (163) 8-2-2 Inf Div (206)

B39.30: 12-4-3 Gd Inf Div (93 Gd) 8-2-2 Inf Div (180)

B39.29: 12-4-3 Gd Airborne Div (3 Gd) 8-3-3 Inf Div (202)

Sibiu box: 5 SP

Cavalry Mechanized Group Gorskov

B40.27: 23 Tank Corps (39 Tank Bde, 135 Tank Bde, 56 Mot Bde, 1443 SP Arty Bn, 1669 AT Bn, 457 Mortar Rgt, Organic Truck (Full))

B41.18: 5 Gd Cav Corps (11 Gd Cav Div, 12 Gd Cav Div, 63 Cav Div, 1896 SP Arty Bn, 5 Tank Rgt, 9 Gd Katy Rgt)

B41.27: Gorskov HQ

Level-3 Airbases: B48.08, B48.09, B54.09, B55.15

Level-2 Airbases: B49.34

Rumanian Air Forces (placed at the Airbase in hex B.49.34) Rum Bf.109 Rum Hs.129 Rum Ju.88 Rum Ju.87D

5 Air Army Place on map at any airbase. (Aircraft may not use the 17th Air Army box in this scenario). 9x Gd IL.2 3x IL.2 2x Yak.9 4x Gd Yak.9 3x La.5 2x Gd La.5 2x A.20 2x Li.2

LRAF (in LRAF box) 5x IL.4 1xB.25 2x Gd B.25

Scenario 5.4: From Debrecen to Budapest – Half Campaign

(5 Oct to 26 Dec 1944)

General Information

Set-Up order: Axis first First Player: Soviet Weather: Automatically "Dry and Limited Flight" on 5 Oct First Turn: 5 Oct Last Turn: 26 Dec Game Length: 25 turns Maps: Use Map A and Map B Transport Points: All Organic Trucks start Full. Other Wagons and Trucks may start loaded if SP are present in their hexes for the setup. The LRAF Refit Capability Marker is placed in the "2" box.

Special Rules

Führer Order. Axis units which start near the east edge of the map are restricted on the 5 Oct turn: Turda (B37.30) must be occupied with at least one Combat unit and the units which start in hex B18.34 may not move at all.

Minor City Defense Limitation. During this scenario, the Axis cannot have more than 2 RE of combat units in any Minor City hex outside the Budapest Zone (1.2c). Displace any excess to the nearest non-Soviet controlled hex. Hedgehogs cannot be built in Minor City hexes. The Axis Player may displace units in excess during setup if this situation exists.

Start Date. For the 5 Oct turn Movement Allowances are halved for Soviet Units using truck or track movement and Soviet Cavalry units.

Soviet Replacements. None.

Victory Conditions

Soviet Sudden Death Win. If all 7 city hexes of Budapest are occupied by Soviet units in Trace Supply at the end of any game turn, the Soviet player wins a Crushing Victory. Game Over!

Axis Sudden Death Win. If the Axis player is able to restore Trace Supply to at least one city hex of Budapest which is part of a Budapest Fortress at the end of his Player Turn, then they have won a Crushing Victory. Game Over!

Victory by Geographic Objectives.

Failing a Sudden Death Victory by either side, Campaign Game Victory is determined by whether the Soviet Player controls certain geographic objectives:

Soviet Victory: Either:

Control 5 Budapest city hexes with Soviet Combat units in Trace Supply,

OR

There are no Axis units in Budapest city hexes which are in Trace Supply,

AND,

The Soviet Player controls the following objectives: Hex A28.14, Esztergom (A29.15) Székesfehérvár (A39.13) Salgótarján (A22.23) Rimaszombat (A17.25)

Draw. There are no Axis units in Budapest city hexes which are in Trace Supply.

Axis Victory. Prevent Soviet Victory or Draw.

Set-Up

Use the "The Battle of Debrecen (Two-Map Scenario)" (5.3.) Add the following entry:

Axis Information

Goulash Markers Available: 7

Scenario 5.5: Operation Budapest – Scenario Start

(29 Oct 1944 to 26 Dec 1944)

General Information

The Battle of Debrecen is just winding down. For the last time, German forces were able to defeat a full-strength Red Army force on even terms. By surrounding exploitation forces of the Soviet 2nd Ukrainian Front the Germans were able to stabilize the front and allow the 8th Army to escape encirclement. DG Soviet forces are the remnants of Plijev's Cavalry-Mechanized Group. Move Mode German forces have just departed the Debrecen battle. The Soviet forces were knocked off stride, but the 3rd Ukrainian Front is arriving from the south and Stalin is pressing for results.

Set-Up order: Axis first First Player: The Soviets are the Second Player during the 29 Oct turn. There is no First Player turn. Play begins with the Soviet Reinforcement Phase. Roll for Initiative normally on the 1 Nov turn. Weather: Automatically "Dry and Limited Flight" on 29 Oct First Turn: 29 Oct, Second Player Turn Last Turn: Scenario: 26 Dec Game Length: Scenario 17.5 turns Maps: Use Maps A and B Transport Points: Wagons and Trucks may start loaded if SP are present in their hexes. The LRAF Refit Capability Marker is placed in the "0" box. Soviet Infantry: The Soviet player has used all 10 of the "free rebuilds" for Infantry divisions and UR Brigades, and must roll to place the units on the turn track for future losses (see 3.3a).

Soviet OoA: ignore these entries: 29 Oct, Prior to the Soviet Player Reinforcement Phase remove all Soviet SP in excess of 13 from the map. Only a maximum of 13 SP can stay on the two maps (in Supply Dumps or loaded in Trucks/Organic Trucks). All other SP are removed.

29 Oct, Add to Dead Pile (These units are already placed in this scenario's Dead Pile.)

29 Oct, Withdraw (Ignore, these units had already been withdrawn.)

If playing the scenario (not the Campaign Start), ignore all Soviet OoA entries starting with the 19 Dec 1944 turn.

Special Rules

Play starts with the Soviet player who is the only player during the 29 Oct turn (the Axis 29 Oct player turn has already taken place).

Heinrici Special Hedgehogs. Available for October: None

Minor City Defense Limitation. During this scenario, the Axis cannot have more than 2 RE of combat units in any Minor City hex outside the Budapest Zone (1.2c). Displace any excess to the nearest non-Soviet controlled hex. Hedgehogs cannot be built in Minor City hexes. The Axis Player may displace units in excess during setup if this situation exists.

The Danube Bridges. Danube river bridges at A59.21, A58.20 and A53.20 are destroyed.

Axis Reserve Markers. Setup - 5. 1 Nov to end - 10.

Soviet Aircraft. The Soviet Aircraft Refit Phase has already taken place. Only 8 Soviet air units are Active (Soviet player choice). In addition, all White Frame aircraft are Active. Place them in the 8th Air Army Box. All Rumanian Air units are Active. LRAF bombers are inactive on 29 Oct. All Soviet Aircraft rebuilt from the Repl Table arrive active.

Victory Conditions

Soviet Sudden Death Win. If all 7 city hexes of Budapest are occupied by Soviet units in Trace Supply at the end of any game turn, the Soviet player wins a Crushing Victory. Game Over!

Axis Sudden Death Win. If the Axis player is able to restore Trace Supply to at least one hex of Budapest at the end of his Player Turn, then he has won a Crushing Victory. Game Over!

Victory by Geographic Objectives.

Failing a Sudden Death Victory by either side, Campaign Game victory is determined by whether the Soviet Player controls certain geographic objectives:

Soviet Victory: Either:

Control 5 Budapest city hexes with Soviet Combat units in Trace Supply,

OR

There are no Axis units in Budapest city hexes which are in Trace Supply,

AND,

The Soviet Player controls the following objectives: Hex A28.14, Esztergom (A29.15) Székesfehérvár (A39.13) Salgótarján (A22.23). Ignore this objective in scenario 5.8 Rimaszombat (A17.25). Ignore this objective in scenario 5.8

Draw. There are no Axis units in Budapest city hexes which are in Trace Supply.

Axis Victory. Prevent Soviet Victory or Draw.

Set-Up

Axis Information

(When no nationality is indicated, units are German): Reserve Markers Available: 10

Axis Dead Pile:

Hungarian: 1 Hung Pz Div (1 Recon) 2 Hung Pz Div (2 Recon, I/3 Pz Bn) 4-1-2 Hung Inf Bde (7 Repl) 3-1-2 Hung Inf Bde (9 Repl) 3-1-2 Hung Mtn Bde (1 Repl, 2 Repl) 3-3-4 Cav Rgt (1 Repl) 12-1-2 Hung Arty Grp 2x 3-2-2 Hung Inf KG

German: 1 Pz Div (1 Recon, I/1 Pz Bn, 37 PJ Bn) 13 Pz Div (I/4 Pz Bn) 23 Pz Div (23 Recon, I/23 Pz Bn, II/23 Pz Bn) 24 Pz Div (24 Recon) FHH PG Div (FHH Recon, FHH AG Bn) SS-PO PG Div (4 Recon) SS-HW PG Div (18 Recon, 18 AG Bn) SS-FG Cav Div (18 Cav Rgt) SS-MT Cav Div (52 Cav Rgt) 3-5-4 Pz Comp (2-503, 3-503) 4-5-6 AG Bn (286) (1)-5-6 PJ Comp (Det) 4-4-6 AG Bn (325) 4-4-3 Assault Bn (8A) 3-3-3 Kor Bn (558) 2-2-2 Sec Bn (808) (5)-4-3 AT Bn (663) (4)-4-3 AT Bn (Kessel) 4-4-3 Inf KG (Kessel) 3x 3-3-2 Inf KG (6)-4-3 LW Flak Bn (3)-2-3 LW Flak Bn 12-2-2 Arty Grp 8-2-2 Arty Bn Plane: Hs.129B

Budapest Garrison

w/i 2 hexes of any Budapest city hex: 3 x (6)-4-3 LW Flak Bn (unrebuildable) 3-3-3 SS Pol Inf Rgt (1) 2-2-5 SS Pol AG Comp. (12) 2-2-2 Sec Bn (407) 1 Hung Corps HQ (1) 4 x (2)-2-3 Hung AT Bn (Bp) (5)-4-3 Hung AT Bn (Bp) 6-2-2 Hung Inf Div (12 Res) 1 SP

Rear Forces

A18.21: 3-0-2 SS Inf Bde (Dlwgr) SS-HW PG Div (39, 40 Mot Inf Rgt, 18 Arty Rgt)

A12.15: Tatra Pz Div (82, 85 Mot Inf, Tatra Arty Rgt)

A14.15: 3-2-2 SS Inf KG (14 Gal) 5-3-3 SS Inf KG (Schill)

A13.16: 14-3-2 VG Div (708, less 1 step)

A31.01: 4x Truck Point

A34.14: 6 Hung Corps HQ

A41.18: (3)-2-3 LW Flak Bn

A43.18: 57 Pz Corps HQ 2-2-2 Sec Bn (1026) 3-3-3 SS Pol Rgt (8) (6)-4-3 LW Flak Bn 1 SP

A51.18: 1 SP

A53.19: 3-2-2 Hung Inf KG

A58.18: 3-3-2 Inf KG

A56.13: 4 Hung Corps HQ 2x Wagon Point

A57.13: 3-3-3 SS Pol Rgt (6)

A59.16: Wagon Point 1 SP

A59.20: 3-3-3 Hung Inf KG

A59.18: 8-2-2 SS Inf Div (31)

A60.19: 5-4-3 Inf Mot Rgt (1 Bdbg)

A61.19: 5-4-3 Inf Mot Rgt (2 Bdbg)

A32.04: (1)-0–0 Pontoon (AGS)

1 Panzer Army (Combat units are White Frame unless otherwise indicated)

B1.03: 2x Truck

B2.03: 4x Wagon Point 1 SP

B3.07: 16-4-3 Inf Div (254, less 1 step)

B3.08: 12-4-3 Jg Div (97, less 1 step)

B3.09: 5-4-3 Inf KG (168) 4-4-3 Inf Brkdwn Rgt 3-4-3 Jg Brkdwn Rgt

B6.07: 12-2-2 Arty Grp 8-2-2 Arty Bn

B7.10: Level 2 Hedgehog 12-4-3 Jg Div (100, less 1 step)

B8.09: 49 Mtn Corps HQ 2-2-2 Sec Bn (943)

B8.10: Level 2 Hedgehog 12-4-3 Jg Div (101, less 1 step)

B9.05: 11 Corps HQ 2-2-2 Sec Bn (1003)

A7.26: 3-3-3 Kor Bn (531)

8 Army and 1 Hungarian Army

B9.10: Level 2 Hedgehog 5 Hung Corps HQ 7-3-3 Hung Inf Div (6) 4-3-3 Hung Mtn Bde (1)

B10.10: Level 2 Hedgehog 3 Hung Corps HQ 3-4-3 Jg Brkdwn Rgt (White Frame) 4-3-3 Hung Mtn Bde (2)

B10.09: 2x 12-1-2 Hung Arty Grp (both White Frame)

B11.10: Level 2 Hedgehog 8-3-3 Hung Inf Div (13) 4-4-3 Inf Brkdwn Rgt

B12.10: Level 2 Hedgehog 16-4-3 Inf Div (15, less 2 steps) 3-2-2 Hung Inf Brkdwn Rgt (White Frame)

B12.09: Level 2 Hedgehog 7-2-2 Hung Inf Div (16)

B13.08: 12-2-2 Arty Grp

B13.09: Level 1 Hedgehog 4-1-2 Hung Inf Bde (2 Repl)

B14.05: 17 Corps HQ

B15.07: (3)-3-3 AT Bn (721)

B14.08: 7-2-2 Hung Inf Div (24)

B16.05: 12-2-2 Arty Grp

B15.08: 3-4-3 Jg Brkdwn Rgt (White Frame)

B17.06: 14-4-3 Mtn Div (3, less 3 steps)

B17.05: 3-4-3 Mtn Brkdwn Rgt

B16.06: 12-4-3 Jg Div (8, less 2 steps)

B17.04: 3-4-3 Mtn Brkdwn Rgt

B18.02: 29 Corps HQ 1 SP

B18.03: 4-5-6 AG Bn (228) 2-2-2 Sec Bn (Süd)

B19.02: SS-FG Cav Div (8 Recon, 15 Cav Rgt, 16 Cav Rgt, 8 AT Bn, 8 Arty Rgt) Move Mode, may not set up in Reserve Mode.

B19.03: 14-4-3 Mtn Div (4, less 3 steps)

B19.04: 3-4-3 Mtn Brkdwn Rgt

B20.02: 3-4-3 Mtn Brkdwn Rgt

A20.32: 9 Hung Corps HQ 2x Wagon Point

B21.02: 3-4-3 Mtn Brkdwn Rgt

B22.01: (5)-4-3 AT Bn (661)

A22.34: 18-2-2 Arty Grp

A22.33: 13 Pz Div (13 Recon, 66 PG Rgt, 93 Mot Inf Rgt, 13 Mot AT Bn, 13 Arty Bn) Move Mode, may not set up in Reserve Mode

B23.01: (5)-4-3 AT Bn (662) 6-2-2 Hung Inf Div (4 Repl, less 1 step)

A23.33: 2 Hung Pz Div (3 Mot Inf Rgt, 52 AT Bn, 2 Arty Rgt) Move Mode, may not set up in Reserve Mode

B24.01: 3-2-2 Hung Inf Brkdwn Rgt

A24.31: 16-4-3 Inf Div (46, less 2 steps) Move Mode, may not set up in Reserve Mode

B25.01: 3-2-2 Hung Inf Brkdwn Rgt

A25.31: 2 Hung Corps HQ 1 SP

A26.34: 4-2-2 Hung Inf Bde (9 Bdr)

A26.30: FHH PG Div (Füs Mot Inf Rgt, Gren PG Rgt, FHH PJ Bn, FHH Arty Bn) Move Mode, may not set up in Reserve Mode

A27.33: 6-2-2 Hung Lt Division (27 Lt, less 1 step)

A27.32: 12-2-2 Arty Grp

A28.32: 3-2-2 Hung Brkdwn Rgt

A28.28: 72 Corps HQ 2-2-2 Sec Bn (465) 1 SP

A29.32: 6-2-2 Hung Inf Div (6 Res, less 1 step)

A30.31: 16-4-3 Inf Div (76, less 2 steps)

A30.30: 8-2-2 Arty Bn

A31.31: 4-4-3 Inf Brkdwn Rgt

6 Army and 3 Hungarian Army

A31.26: 1 Pz Div (II/1 Pz Bn, 113 PG Rgt, 1 Mot Inf Rgt, 73 Arty Rgt) Move Mode, may not set up in Reserve Mode

A31.27: 23 Pz Div (128 PJ Bn, 126 PG Rgt, 128 Mot Inf Rgt, 128 Arty Rgt) Move Mode, may not set up in Reserve Mode 3-5-4 Pz Comp (1-503) Move Mode, may not set up Reserve Mode

A32.30: (3)-2-3 LW Flak Bn

A32.25: 3 Pz Corps HQ, Move Mode, may not set up in Reserve Mode

A33.31: (3)-3-3 Hung AT Bn (2A)

A34.30: 8-3-3 Hung Inf Div (25, less 1 step)

A34.24: 4 FHH Pz Corps HQ 3-3-3 Kor Bn (593) 1 SP

A35.28: SS-PO PG Div (4 Arty Rgt)

A35.29: SS-PO PG Div (7 Mot Inf Rgt)

A35.30: 3-3-3 Hung Inf Brkdwn Rgt

A36.25: SS-PO PG Div 4-4-6 AG Bn (4) Move Mode, may not set up in Reserve Mode

A36.28: SS-PO PG Div (8 Mot Inf Rgt)

A37.29: 24 Pz Div (21 Inf Mot Rgt) 3-2-2 Hung Inf Brkdwn Rgt

A38.29: 3-2-2 Hung Inf Brkdwn Rgt

A39.29: 7-2-2 Hung Inf Div (20, less 1 step)

A40.24: 4-4-6 Hung AG Bn (7)

A40.25: 24 Pz Div (III/24 Pz Bn, 26 PG Rgt, 89 Arty Rgt)

A40.28: 6-2-2 Hung Inf Div (8 Repl, less 1 step)

A41.25: (6)-4-3 LW Flak Bn (3)-2-3 LW Flak Bn 1 SP

A41.27: 3-4-4 Hung Cav Brkdwn Rgt

A41.28: (6)-4-3 LW Flak Bn

A42.26: 12-4-4 Hung Cav Div (1, less 1 step) 1 Hung Pz Div (51 AT Bn)

A43.22: 8 Hung Corps HQ 12-1-2 Hung Arty Grp

A43.25: 1 Hung Pz Div (I/1 Pz Bn, 1 Arty Rgt) 8-2-2 Arty Bn

A43.26: 1 Hung Pz Div (1 Mot Inf Rgt)

A44.25: 6-2-2 Hung Inf Div (23 Res, less 1 step)

A45.25: 3-2-2 Hung Inf Brkdwn Rgt

A46.24: 7-2-2 Hung Inf Div (10, less 1 step)

A47.24: 3-2-2 Hung Inf Brkdwn Rgt

A48.18: 7 Hung Corps HQ 12-1-2 Hung Arty Grp

A48.19: 6-2-2 Hung Inf Div (5 Repl, less 1 step)

A48.21: 3-2-2 Hung Inf Brkdwn Rgt

A48.23: 3-2-2 Hung Inf KG

Airbases: Level-3: A32.05, A34.19, A34.24

Level-2: A25.30, A38.03, A39.10, A56.12, B15.05

Level-1: A17.05, A18.28, A27.10, A34.16, A51.18, B10.01

Luftwaffe: (All Inactive.) Bf.109G (6) Bf.109G (5) Bf.109G (4) Bf.110 2x Fw.190F-8 (4) Fw 190F-8 (4) Reduced 2x Fw.190F-8 (3) Ju.87D Ju.87G (Rudel) Ju.87G He.111H (12) He.111H (8) 2x Ju.52 2x Glider

Hungarian air forces: (All Inactive.) Hung Bf.109G (5) Hung Mixed Fighter

Axis OoA: If playing the scenario (not the Campaign), use the OoA but ignore all entries for 26 Dec.

Soviet Information

(When no nationality is indicated, units are Soviet):

Reserve Markers Available: 9

Soviet Dead Pile: 9-3-8 Tank Bde (5) 9-5-5 Gd Flm Tank Bde (31) 5-5-3 Assault Eng Bde (15) 7 Mech Corps (41 Gd Tank Bde, 63 Mech Bde, 78 Gd Tank Bn, 1289 AT Bn (3-2-8), 1440 SP Arty Bn) 9 Gd Mech Corps (46 Gd Tank Bde, 18 Gd Mech Bde, 31 Gd Mech Bde) 5 Gd Tank Corps (6 Mot Inf Rgt, 20 Gd Tank Bde, 21 Gd Tank Bde, 22 Gd Tank Bde, 375 Gd SP Arty Bn, 391 AT Bn) 18 Tank Corps (32 Mot Inf Rgt, 110 Tank Bde, 170 Tank Bde, 181Tank Bde, 1438 SP Arty Bn) 23 Tank Corps (3 Tank Bde, 135 Tank Bde, 1443 SP Arty Bn) 4 Gd Cav Corps (9 Gd Cav Div, 10 Gd Cav Div, 1815 SP Arty Bn, 4 Tank Rgt, 12 Gd Katy Rgt) 5 Gd Cav Corps (11 Gd Cav Div, 12 Gd Cav Div, 1896 SP Arty Bn) 6 Gd Cav Corps (8 Gd Cav Div, 13 Gd Cav Div, 1813 SP Arty Bn, 6 Tank Rgt, 11 Gd Katy Rgt) 9-4-8 Gd Tank Bde (27 Gd) 4-4-6 Gd Tank Bn (49 Gd) 4-4-6 Gd MC Rgt (4 Gd) 1-1-4 Partisan Rgt (S1, S2, S3, S4, S5, S6) 3-3-3 Cz Airborne Inf Bde (2) 3x Gd IL.2 IL.2 La.5 Gd La.5 Gd Yak.9 Rum Ju.88

Soviet Set-Up:

4th Ukrainian Front

1 Gd Army (Combat units are White Frame unless otherwise indicated)

B2.06: 1 Gd Army HQ 4-4-6 Gd Tank Bn (1 Gd) 42-1-1 Mortar Bde (4UFa, 4UFb) 26-1-2 Arty Bde (4 UF) 26-2-2 Gd Arty Bde (24 Gd) (2)-4-3 NKVD Bdr Rgt (23)

B2.07: 8-3-3 Gd Mtn Div (128 Gd) 8-2-2 Mtn Div (242, 318 less 1 step)

B2.08: 10-3-3 Inf Div (226, 271) 14-4-3 Inf Div (30) 8-1-2 Inf Div (276)

B2.09: 10-2-2 Gd Inf Div (129 Gd) 8-2-2 Inf Div (161, 167)

18 Army (Combat units are White Frame unless otherwise indicated)

B7.11: 8-1-2 Inf Div (151, 317) (not White Frame units)

B8.11: 10-3-3 Gd Inf Div (66 Gd) (not White Frame)

B9.11: 14-4-3 Inf Div (24, less 1 step) 10-3-3 Gd Airborne Div (2 Gd)

B9.12: 42-1-1 Mortar Bde (4UFc)

B10.11: 8-2-2 Inf Div (351) 8-1-2 Inf Div (155) (not White Frame)

B10.12: 75-2-1 Katy Bde (4 UF)

B11.11: 8-2-2 Inf Div (141, 237) (the 141 Inf Div is not White-Frame)

B11.15: 26-1-2 Arty Bde (146)

B13.21: 4th Ukr. Front Marker 18 Army HQ (2)-4-3 NKVD Bdr Rgt (79) 2x Wagon Point

B12.11: 8-2-2 Inf Div (138) 8-1-2 Inf Div (8)

8 Air Army Active in 8 Air Army Box 3x IL.2 IL.2 (Reduced) 2x Gd La.5

2nd Ukrainian Front

40 Army

B13.11: 8-3-3 Inf Div (232)

B14.10: 8-2-2 Inf Div (133)

B15.10: 8-1-2 Inf Div (240)

B15.15: 40 Army HQ 26-1-2 Arty Bde (153) 22-1-1 Mort Bde (40) (5)-1-1 UR Bde (54) (2)-4-3 NKVD Bdr Rgt (92)

B16.09: (5)-1-1 UR Bde (159)

B17.09: 8-2-2 Inf Div (38)

B18.09: 12-4-3 Gd Inf Div (42 Gd, less 2 step)

4 Rumanian Army

B17.12: 2 Rum Corps HQ 6 Rum Corps HQ 6-3-4 Rum Cav Bde (1)

B19.09: 8-2-2 Rum Inf Div (9, 18)

B20.09: 8-2-2 Rum Inf Div (8, 11)

B21.09: 12-2-2 Rum Inf Div (21)

B21.08: 12-3-3 Rum Inf Div (6)

B23.10: 8-2-2 Rum Inf Div (3) 8-1-2 Rum Arty Grp (4)

Cavalry Mechanized Groups Plijev and Gorskov

B22.07: 7 Mech Corps (16 Mech Bde, 64 Mech Bde, 109 AT Bn, 614 Mortar Rgt, Organic Truck (Empty))

B23.07: Gorskov HQ

B20.05: All units are DG 23 Tank Corps (39 Tank Bde, 56 Mot Bde, 1669 AT Bn, 457 Mortar Rgt, Organic Truck (Empty))

B21.05: All units are DG 4 Gd Cav Corps (30 Cav Div) 5 Gd Cav Corps (63 Cav Div, 5 Tank Rgt, 9 Gd Katy Rgt)

B24.07: Plijev HQ 6 Gd Cav Corps (8 Cav Div) (4)-4-3 AT Bde (34) 32-2-1 Gd Katy Bde (2 Gd)

27 Army

B21.07: 8-2-2 Inf Div (206)

B22.06: 14-4-3 Gd Airborne Div (4 Gd, less 1 step)

B23.06: 8-3-3 Inf Div (202)

B24.05: 8-3-3 Inf Div (1 Rum, less 1 step) 12-4-3 Gd Airborne Div (3 Gd)

B25.06: 28-1-1 Mort Bde (27) 54-1-2 Arty Div (11) 26-1-2 Arty Bde (27)

B26.04: 12-4-3 Gd Inf Div (93 Gd)

B27.01: 8-4-3 Inf Div (163)

B27.02: 8-1-2 Inf Div (337, less 1 step)

B27.03: 8-2-2 Inf Div (78)

B27.04: 8-2-2 Inf Div (180)

B27.08: 27 Army HQ (4)-4-3 AT Bde (30) (2)-4-3 NKVD Bdr Rgt (24) 2x Wagon

53 Army

A27.34: 10-4-3 Gd Inf Div (110 Gd) 8-2-2 Inf Div (375)

A28.33: 8-1-2 Inf Div (243) 10-4-3 Inf Div (6)

A29.33: 12-4-3 Gd Airborne Div (1 Gd, less 2 steps)

A29.34: 90-2-2 Gd Arty Div (5a, 5b) (4)-4-3 AT Bde (31)

A30.32: 8-1-2 Inf Div (228)

A31.32: 10-3-3 Gd Airborne Div (6 Gd)

A31.33: (4)-4-3 AT Bde (22) 40-1-2 Arty Bde (152)

A32.31: 8-2-2 Inf Div (203)

B32.01: 53 Army HQ (4)-4-3 AT Bde (12) (2)-4-3 NKVD Bdr Rgt (37)

7 Gd Army

A33.32: 8-1-2 Inf Div (409, less 1 step)

A34.31: 8-1-2 Inf Div (227)

A35.31: 8-2-2 Inf Div (303, less 1 step)

A36.29: 10-3-3 Gd Inf Div (72 Gd) 8-2-2 Inf Div (53)

A36.30: 10-3-3 Gd Inf Div (81 Gd) (4)-4-3 AT Bde (11)

A36.31: 90-1-2 Arty Div (16a, 16b)

A37.30: 12-4-3 Gd Inf Div (36 Gd) 8-1-2 Inf Div (297)

A37.31: 26-2-2 Arty Bde (41 Gd) 42-1-1 Mort Bde (2)

A37.34: 7 Gd Army HQ 4 Rum Corps HQ 7 Rum Corps HQ (4)-4-3 AT Bde (2) 4-2-3 NKVD Bde (16) 5 SP

1 Rumanian Army

A38.30: 8-2-2 Rum Mtn Div (2, 3)

A39.30: 8-1-2 Rum Inf Div (1)

A40.29: 12-1-2 Rum Inf Div (2)

A41.29: 8-1-2 Rum Inf Div (19)

A41.30: 9 Rum Cav Div (3 Ros Cav Rgt, 13 Cal Cav Rgt, 13 Ros Mot Cav Rgt)

A41.31: 8-1-2 Rum Arty Grp (1)

46 Army

A42.27: 10-4-3 Gd Inf Div (59 Gd, less 1 step)

A42.28: 10-4-3 Gd Inf Div (25 Gd)

A43.27: 8-2-2 Inf Div (320)

A43.29 w/i 1 hex: 2 Gd Mech Corps (37 Gd Tank Bde, 4 Gd Mech Bde, 5 Gd Mech Bde, 6 Gd Mech Bde, 30 Gd Tank Bn, 251 Gd AT Bn (3-2-8), 1509 SP Arty Bn, 524 Gd Mortar Rgt, Organic Truck (Full))

A44.26: 10-2-2 Gd Inf Div (49 Gd, less 1 step)

A46.25: 10-3-3 Gd Inf Div (109 Gd)

A47.25: 12-4-3 Gd Inf Div (86 Gd)

A46.27: 90-1-2 Arty Div (7a, 7b) 26-2-2 Gd Arty Bde (45 Gd)

A48.24: 10-2-2 Gd Inf Div (34 Gd)

A52.20: 10-3-3 Gd Inf Div (40 Gd)

A50.22: 10-3-3 Gd Inf Div (4 Gd)

A53.20: 10-3-3 Gd Inf Div (108 Gd)

A52.29: 46 Army HQ (2)-4-3 NKVD Bdr Rgt (128) (1)-0-0 Pontoon Bde (2) 3x Truck Points 5 SP

A53.27: 22-1-2 Arty Bde (46)

Reserve

B33.10: 6 Gd Tank Army HQ 26-1-2 Arty Bde (202) (4)-4-3 AT Bde (24) (2)-4-3 NKVD Bdr Rgt (10) (1)-0-0 Pontoon Bde (1,3) 3 SP

B40.17: 2nd Ukr. Front Marker

B32.06: 18 Tank Corps (1000 AT Bn, 292 Mortar Rgt, 363 Gd AG Bn, Organic Truck (empty))

A34.34: 9 Gd Mech Corps (30 Gd Mech Bde, 458 Gd Mortar Rgt, Organic Truck (empty))

B34.01: 5 Gd Tank Corps (390 Gd AT Bn, 454 Gd Mortar Rgt, Organic Truck (empty))

B50.03: (2)-4-3 NKVD Bdr Rgt (124)

A50.31: 144-2-1 Katy Div (2UF) (2)-4-3 NKVD Bdr Rgt (109)

B34.11: (2)-4-3 NKVD Bdr Rgt (123)

B49.17: Special Wagon Extender

B50.03: Special Wagon Extender

Airbases: Level-3: A54.27, B29.15, B48.08, B48.09, B54.09, B55.15

Level-2: B11.15, B22.15, B27.08, B38.12, B41.05, B49.34

Level-1: A50.31, B28.23, B32.06, B34.11, B34.27

Rumanian Air Forces Rum Bf.109 Rum Hs.129 Rum Ju.87D

5 Air Army Place on map at any airbase. (Airplanes of 5 Air Army cannot use the 17th Air Army box in this scenario.) 6x Gd IL.2 2x IL.2 2x Yak.9 3x Gd Yak.9 2x La.5 Gd La.5 2x A.20 2x Li.2

LRAF (in LRAF box) 4x IL.4 IL.4 (Reduced) B.25 Gd B.25 Gd B.25 (Reduced)

Scenario 5.6: Operation Budapest – Campaign Start

(29 Oct 1944 to 26 Feb 1945)

General Information

The Battle of Debrecen is just winding down. For the last time, German forces were able to defeat a full-strength Red Army force on even terms. By surrounding exploitation forces of the Soviet 2nd Ukrainian Front the Germans were able to stabilize the front and allow the 8th Army to escape encirclement. DG Soviet forces are the remnants of Plijev's Cavalry-Mechanized Group. Move Mode German forces have just departed the Debrecen battle. The Soviet forces were knocked off stride but the 3rd Ukrainian Front is arriving from the south and Stalin is pressing for results.

Set-Up order: Axis first First Player: The Soviets are the Second Player during the 29 Oct turn. There is no First Player turn. Play begins with the Soviet Reinforcement Phase. Roll for Initiative normally on the 1 Nov turn. Weather: Automatically "Dry and Limited Flight" on 29 Oct First Turn: 29 Oct, Second Player Turn Last Turn: Campaign: 26 Feb Game Length: Campaign 34.5 turns Maps: Use Maps A and B Transport Points: Wagons and Trucks may start loaded if SP are present in their hexes. The LRAF Refit Capability Marker is placed in the "0" box. Soviet Infantry: The Soviet player has used all 10 of the "free rebuilds" for Infantry divisions and UR Brigades and must roll to place the units on the turn track for future losses (see 3.3a). Goulash Markers Available: 7

Special Rules

Play starts with the Soviet player who is the only player during the 29 Oct turn (the Axis 29 Oct player turn has already taken place).

Heinrici Special Hedgehogs. Available for October: None

The Danube Bridges. Danube River bridges at A59.21, A58.20 and A53.20 are destroyed.

Axis Air units. All Inactive.

Axis Reserve Markers. Setup - 5. 1 Nov to end of the scenario - 10.

Soviet Aircraft. The Soviet Aircraft Refit Phase has already taken place. Only 8 Soviet air units are Active (Soviet player choice). In addition, all White Frame aircraft are Active. Place in the 8th Air Army Box. All Rumanian Air units are Active. LRAF bombers are inactive 29 Oct. All Soviet Aircraft rebuilt from the Repl Table arrive active.

Victory Conditions

Use grand Campaign Victory Conditions (5.2).

Set-Up

Use Operation Budapest (5.5) Scenario Set-Up. Add the following entry:

Axis Information

Goulash Markers Available: 7

Scenario 5.7: Race to Budapest – Large Scenario

(5 Dec to 26 Dec 1944)

General Information

The Soviet forces closed in on Budapest during November, slowed by logistical difficulties and Axis resistance. By early December they were poised to surround and assault the city. The 3rd Ukrainian Front had bridges across the Danube and planned to work their way clockwise around the city from the south. The 2nd Ukrainian Front massed to swing around the north towards the Garam River. STAVKA sent much greater logistical support than previously, declaring that the capture of Budapest was the only active operation on the entire Eastern Front.

Set-Up order: Axis first First Player: Soviet Weather: Mud and Limited Flight on 5 Dec. Light Mud (roll for flight normally) on 8 Dec. Roll for Weather normally on 12 Dec and after. (Note: Weather at start is different from the Scenario 5.9 Campaign game for play balance in a short scenario.) First Turn: 5 Dec Last Turn: 26 Dec Game Length: 7 turns, Maps: Use Maps A and B Transport Points: Wagons and Trucks may start loaded if SP are present in their hexes. The LRAF Refit Capability Marker is placed in the 2 box. Soviet Infantry: The Soviet player has used all 10 of the "free rebuilds" for Infantry divisions and UR Brigades (3.3a).

Special Rules

Heinrici Special Hedgehogs. Available for December: 10

Minor City Defense Limitation. During this scenario, the Axis cannot have more than 2 RE of combat units in any Minor City hex outside the Budapest Zone (1.2c). Displace any excess to the nearest non-Soviet controlled hex. Hedgehogs cannot be built in Minor City hexes. The Axis Player may displace units in excess during setup if this situation exists.

The Danube Bridges. Danube River bridges at A59.21, A58.20, A53.20, and A43.19 are destroyed.

Weather. Weather on 5 Dec is automatically Mud. Weather on 8 Dec is automatically Light Mud. After that, roll normally on the Weather Table.

Victory Conditions

Use Operation Budapest, Scenario Victory Conditions (5.5)

Set-Up

Soviet Information

(When no nationality is indicated, units are Soviet): Reserve Markers Available: 12

Soviet Dead Pile: 9-3-8 Gd Tank Bde (5) 4-4-6 Gd Tank Bn (1 Gd) 9-5-5 Flm Armor Bde (31) 5-5-3 Assault Bde (15) 2 Gd Mech Corps (251 Gd AT Bn 3-2-8, 1509 SP Arty Bn) 4 Gd Mech Corps (36 Gd Tank Bde, 352 Gd AG Bn, 292 Gd AT Bn) 7 Mech Corps (41 Gd Tank Bde, 63 Mech Bde, 78 Gd Tank Bn, 1440 SP Arty Bn, 3-2-8 (1289 AT Bn)) 5 Gd Tank Corps (375 Gd SP Arty Bn (2-2-8), 391 AT Bn) 18 Tank Corps (110 Tank Bde, 170 Tank Bde, 181 Tank Bde, 32 Mot Bde, 363 Gd AG Bn, 1438 SP Arty Bn) 23 Tank Corps (3 Tank Bde, 39 Tank Bde, 135 Tank Bde, 1443 SP Arty Bn) 4 Gd Cav Corps (1815 SP Arty Bn, 4 Tank Rgt, 12 Gd Katy Rgt) 5 Gd Cav Corps (11 Gd Cav Div, 12 Gd Cav Div, 1896 SP Arty Bn) 6 Gd Cav Corps (1813 SP Arty Bn, 6 Tank Rgt, 11 Gd Katy Rgt) 4-4-6 Gd Tank Bn (49 Gd) 3-4-6 Gd AG Bn (366 Gd) 4-4-6 Gd MC Rgt (4 Gd) 1-1-4 Partisan Rgt (S1, S2, S3, S4, S5, S6) 3-3-3 Cz Airborne Inf Bde (2) Gd Yak.9 Yak.9 La.5 2x Gd IL.2 2x IL.2 Rum Ju.88

RVGK Box - 2nd Ukr Front: 18 Tank Corps (1000 AT Bn, 292 Mortar Rgt, Organic Truck (empty)) 23 Tank Corps (56 Mot Bde, 1669 AT Bn, 457 Mortar Rgt, Organic Truck (empty)) 7 Mech Corps (16 Mech Bde, 64 Mech Bde, 109 AT Bn, 614 Mortar Rgt, Organic Truck (empty)) 5 Gd Cav Corps (63 Cav Div, 5 Tank Rgt, 9 Gd Katy Rgt)

4th Ukrainian Front

1 Gd Army

B2.02: (2)-4-3 NKVD Bdr Rgt (92)

B1.03: 1 Gd Army HQ (2)-4-3 NKVD Bdr Rgt (23) 4 SP

B2.01: 8-3-3 Gd Mtn Div (128 Gd, less 1 step) 8-2-2 Mtn Div (242, 318 less 1 step)

B3.02: 10-3-3 Inf Div (271) 8-1-2 Inf Div (276, less 1 step)

B4.02: 10-2-2 Gd Inf Div (129 Gd) 8-2-2 Inf Div (161, 167)

B4.03: 42-1-1 Mortar Bde (4UFa, 4UFb) 26-2-2 Gd Arty Bde (24 Gd)

18 Army

B9.11: 4th Ukr. Front Marker 18 Army HQ (2)-4-3 NKVD Bdr Rgt (79)

B8.04: 8-2-2 Inf Div (138, less 1 step; 237, less 1 step)

B9.05: 10-3-3 Gd Airborne Div (2 Gd) 8-1-2 Inf Div (8, less 1 step)

B9.07: 42-1-1 Mortar Bde (4UFc) 75-2-1 Gd Katy Bde (4 UF) 26-1-2 Arty Bde (4 UF) 26-1-2 Arty Bde (146)

B10.04: 14-4-3 Inf Div (24, less 1 step) 8-2-2 Inf Div (351)

B11.04: 10-3-3 Inf Div (226) 14-4-3 Inf Div (30, less 1 step)

8 Air Army 3x IL.2 1x IL.2 (Reduced) 2x Gd La.5

2nd Ukrainian Front

4 Rumanian Army

B13.03: 8-2-2 Rum Inf Div (3, 11)

B13.02: 12-2-2 Rum Inf Div (21) 12-3-3 Rum Inf Div (6)

B13.01: 8-2-2 Rum Inf Div (8)

A13.34: 8-2-2 Rum Inf Div (9)

A13.33: 8-2-2 Rum Inf Div (18)

B14.01: 8-1-2 Rum Arty Grp (4)

A16.34: 2 Rum Corps HQ 6 Rum Corps HQ 6-3-4 Rum Cav Bde (1)

40 Army

A18.30: 12-4-3 Gd Inf Div (42 Gd, less 2 steps) 8-2-2 Inf Div (38) 8-1-2 Inf Div (240)

A18.31: (5)-1-1 UR Bde (159) 26-1-2 Arty Bde (153) 22-1-1 Mort Bde (40)

A19.31: 54-1-2 Arty Div (11)

A20.32: 40 Army HQ (5)-1-1 UR Bde (54) Special Wagon Extender 3 SP

53 Army

A28.24: 14-4-3 Gd Airborne Div (4 Gd) 8-4-3 Inf Div (163) 8-1-2 Inf Div (337, less 1 step)

A28.26: 53 Army HQ (4)-4-3 AT Bde (30)

A25.24: 12-4-3 Gd Airborne Div (1 Gd, less 2 steps) 10-4-3 Gd Inf Div (110 Gd) 8-1-2 Inf Div (228)

A26.23: 10-4-3 Inf Div (6, less 1 step) 8-2-2 Inf Div (203, less 1 step)

A26.22: 8-2-2 Inf Div (375) 8-1-2 Inf Div (243)

A27.22: 10-3-3 Gd Inf Div (72 Gd, less 1 step, 81 Gd)

27 Army

A24.29: 27 Army HQ (2)-4-3 NKVD Bdr Rgt (24)

A27.24: 12-4-3 Gd Airborne Div (3 Gd) 12-4-3 Gd Inf Div (93 Gd, less 1 step) 8-3-3 Inf Div (1 Rum, less 1 step) 8-2-2 Inf Div (206)

A19.30: 8-3-3 Inf Div (202, 232) 8-2-2 Inf Div (78, 133)

A26.24: 26-1-2 Arty Bde (27) 28-1-1 Mort Bde (27)

6 Gd Tank Army

A30.22: 5 Gd Tank Corps (20 Gd Tank Bde, 21 Gd Tank Bde, 22 Gd Tank Bde, 6 Gd Mot Bde, 390 Gd AT Bn, 454 Gd Mortar Rgt, Organic Truck (Full)) 9 Gd Mech Corps (46 Gd Tank Bde, 18 Gd Mech Bde, 30 Gd Mech Bde, 31 Gd Mech Bde, Organic Truck (Full))

A31.24: 6 Gd Tank Army HQ Cavalry Mechanized Group Plijev HQ (4)-4-3 AT Rgt (2, 34)

A31.27: 7 Gd Army HQ 4-2-3 NKVD Bde (16) 4x Wagon Point 10 SP

A34.26: (1)-0-0 Pontoon (1)

A34.28: 2nd Ukr. Front Marker (2)-4-3 NKVD Bdr Rgt (37)

A28.23: 4 Gd Cav Corps (9 Gd Cav Div, 10 Gd Cav Div, 30 Cav Div)

A29.23: 4 Gd Mech Corps (13 Mech Bde, 14 Mech Bde, 15 Mech Bde, 1512 AT Bn, 527 Mortar Rgt, Organic Truck (Full))

A29.24: 4 Rum Corps HQ 6 Gd Cav Corps (8 Cav Div, 8 Gd Cav Div, 13 Gd Cav Div)

7 Gd Army

A28.22: 8-2-2 Inf Div (141) 8-1-2 Inf Div (151, 155)

A29.22: 8-2-2 Inf Div (303, less 1 step) 8-1-2 Inf Div (227, less 1 step; 409, less 1 step)

A30.21: 9-4-8 Gd Tank Bde (27 Gd) 12-4-3 Gd Inf Div (36 Gd) 10-4-3 Gd Inf Div (25 Gd, less 1 step) 10-3-3 Gd Airborne Div (6 Gd, less 1 step) 8-2-2 Inf Div (53)

2 Ukrainian Artillery Group

A27.23: 90-2-2 Gd Arty Div (5a, 5b) 40-1-2 Arty Bde (152) 26-2-2 Gd Arty Bde (41 Gd)

A30.23: 26-1-2 Arty Bde (202) 32-2-1 Gd Katy Bde (2 Gd) 42-1-1 Mort Bde (2) 90-1-2 Arty Div (16a, 16b) 9 Gd Mech Corps (458 Gd Mortar Rgt)

3 Rumanian Army

A27.25: 8-2-2 Rum Mtn Div (2, less 1 step; 3)

A31.22: 9 Rum Cav Div (3 Ros Cav Rgt, 13 Cal Cav Rgt, 13 Ros Mot Cav Rgt)

A31.23: 8-1-2 Rum Arty Grp (1) 144-2-1 Katy Div (2 UF)

A32.21: 8-1-2 Rum Inf Div (19, less 1 step)

A33.21: 12-1-2 Rum Inf Div (2)

A33.25: 7 Rum Corps HQ

46 Army

A33.20: 8-1-2 Inf Div (297)

A34.19: 8-1-2 Inf Div (317)

A35.18: 8-2-2 Inf Div (180)

A35.19: 10-3-3 Gd Inf Div (66 Gd)

A41.25: 46 Army HQ (2)-4-3 NKVD Bdr Rgt (109) 5 SP

A36.17: 12-4-3 Gd Inf Div (86 Gd) 10-2-2 Gd Inf Div (49 Gd, less 1 step) 10-3-3 Gd Inf Div (109 Gd) (1)-0-0 Pontoon (2) (2)-4-3 NKVD Bdr Rgt (10)

A36.18: 2 Gd Mech Corps (4 Gd Mech Bde, 5 Gd Mech Bde, 6 Gd Mech Bde, 37 Gd Tank Bde, 30 Gd Tank Bn, 524 Gd Mortar, Organic Truck (Full))

A37.18: 10-3-3 Gd Inf Div (108 Gd, less 1 step) (4)-4-3 AT Bde (22)

A37.19: 26-2-2 Gd Arty Bde (45 Gd) 22-1-2 Arty Bde (46)

A38.17: 10-4-3 Gd Inf Div (59 Gd, less 1 step) (4)-4-3 AT Bde (12)

A38.18: 90-1-2 Arty Div (7a, 7b)

A39.18: 8-2-2 Inf Div (320) (4)-4-3 AT Bde (31)

A43.19: 10-2-2 Gd Inf Div (34 Gd) (1)-0-0 Pontoon (4) (2)-4-3 NKVD Bdr Rgt (124) Special Wagon Extender

A43.20: Gorskov HQ

A44.18: 10-3-3 Gd Inf Div (4 Gd) (4)-4-3 AT Bde (11)

A45.18: 10-3-3 Gd Inf Div (40 Gd, less 1 step) (4)-4-3 AT Bde (24)

3rd Ukrainian Front

4 Gd Army

A40.18: (1)-0-0 Pontoon (3) (2)-4-3 NKVD Bdr Rgt (128)

A45.11: 9-2-2 Inf Div (84) (4)-4-3 AT Bde (7)

A45.12: 10-2-2 Gd Inf Div (80 Gd) (4)-4-3 AT Bde (42)

A45.13: 10-3-3 Gd Airborne Div (5 Gd) (4)-4-3 AT Bde (49)

A45.16: 4-4-6 Gd MC Rgt (3 Gd) 10-3-3 Gd Inf Div (41 Gd)

A45.17: 10-4-6 Guards Mech Bde (32) 9-3-3 Inf Div (252)

A46.13: 10-3-3 Gd Airborne Div (7 Gd)

A46.14: 14-4-4 Gd Inf Div (62 Gd)

A46.15: 10-2-2 Gd Inf Div (69 Gd) (4)-4-3 AT Bde (9)

A47.13: (5)-2-1 Gd UR (1 Gd)

A51.24: 3rd Uk. Front Marker

A53.19: 4 Gd Army HQ (2)-4-3 NKVD Bdr Rgt (134) 5 SP

A53.20: (1)-0-0 Pontoon (5) (2)-4-3 NKVD Bdr Rgt (25)

A59.21: (1)-0-0 Pontoon (6)

A44.19: 90-1-2 Arty Div (9) 42-1-1 Mortar Bde (23)

A46.16: 40-1-2 Arty Bde (123) 26-1-2 Arty Bde (3 UF) 32-1-1 Katy Bde (3 UF)

A47.14: 10-3-3 Mot Div (316, less 1 step)

A47.17: 12-3-3 Gd Mot Div (68 Gd) 10-3-3 Mot Div (99)

A32.35: 3x Truck Point

Airbases: Level-1: B28.23, B34.27, B34.11, B32.06, A50.31, A51.18, A54.24

Level-2: B11.15, B22.15, B27.08, A33.31, B49.34, B38.12, B41.05, A56.12, A25.30, B15.05, A41.25

Level-3: B29.15, B48.09, B48.08, A54.27, B54.09, B55.15, A34.19, A34.24

5 Air Army/17 Air Army (all active on map airbases or in boxes) 3x Gd Yak.9 4x Yak.9 2x Gd La.5 4x La.5 7x Gd IL.2 7x IL.2 4x A.20 2x Li.2

Rumanian air forces (all active at on map airbases) Rum IAR.81 Rum Ju.87D Rum Hs.129

LRAF (in LRAF box) 4x IL.4 IL.4 (Reduced) B.25 Gd B.25 Gd B.25 Reduced

Soviet OoA: Ignore all Reinforcement from North map edge hexes.

Axis Information:

(When no nationality is indicated, units are German)

Reserve Markers Available: 10

Hungarian Collapse: (2.3b) Has NOT taken place

Axis Dead Pile 3 Hung Corps HQ (White Frame) 7-3-3 Hung Div (6) (White Frame) 8-3-3 Hung Div (13) (White Frame) 4-3-3 Hung Mtn Bde (2) (White Frame) 12-1-2 Hung Arty Grp (White Frame) 4 Hung Corps HQ 6 Hung Corps HQ 7 Hung Corps HQ 9 Hung Corps HQ 1 Pz Div Hung (1 Recon) 2 Pz Div Hung (2 Recon, I/3 Tank Bn) 4-4-6 Hung AG Bn (7) 6-2-2 Hung Inf Div (4 Repl, 5 Repl) 6-2-2 Hung Inf Div (6 Res) 6-2-2 Hung Inf Div (27 Lt) 7-2-2 Hung Div (10) 4-1-2 Hung Inf Bde (7 Repl) 4-2-2 Hung Inf (9 Bdr) 3-1-2 Hung Mtn Bde (1 Repl, 2 Repl) 3-1-2 Hung Inf Bde (9 Repl) 2x 3-3-3 Hung Inf KG 4x 3-2-2 Hung Inf KG 3-3-4 Hung Cav Rgt (1 Repl) (3)-3-3 Hung AT Bn (2A) 12-1-2 Hung Arty Grp Bf-109G Hung (5) 1 Pz Div (I/1 Pz Bn, II/1 Pz Bn, 37 PJ Bn) 13 Pz Div (I/4 Pz Bn, 93 Mot Inf Rgt) 23 Pz Div (23 Recon, II/23 Pz Bn) 24 Pz Div (24 Recon, III/24 Pz Bn) FHH PG Div (FHH Recon, FHH AG Bn) SS-PO PG Div (4 Recon) SS-MT Cav Div (22 Recon, 52 Cav Rgt) SS-FG (8 Recon) SS-HW (18 Recon) 3-5-4 Pz Comp (2-503, 3-503) (5)-4-3 AT Bn (663) (3)-3-3 AT Bn (721) 4-5-6 AG Bn (286) 4-4-6 AG Bn (325) 2-2-5 SS AG Co (12 SS) (1)-5-6 PJ Comp (Det) (4)-4-3 AT Bn (Kessel) 4-4-3 Inf KG (Kessel) 4x 3-3-2 Inf KG 3-3-3 Kor Bn (558) 2-2-2 Sec Bn (808) (6)-4-3 Flak Bn (3)-2-3 Flak Bn 2x 12-2-2 Arty Grp 2x 8-2-2 Arty Bn Plane: Hs.129B

Budapest Garrison

A32.17: (3)-3-3 SS AT Bn (509) (6)-4-3 LW Flak Bn (unrebuildable)

A32.18: (6)-4-3 LW Flak Bn (unrebuildable) 2 x (2)-2-3 Hung AT Bn (Bp) (unrebuildable)

A32.19: 1 Hung Pz Div (1/I Pz Bn, 1 Mot Rgt, 51 AT Bn) SS-FG Cav Div (15 Cav Rgt)

A33.18: 9 SS Mtn Corps HQ SS-FG Cav Div (8 Arty Rgt) SS-MT Cav Div (22 Arty Rgt) 12-3-2 SS Arty Grp (509) 1 SP

A33.19: 1 Hung Corps HQ SS-FG Cav Div (16 Cav Rgt, 18 Cav Rgt, 8 AT Bn) 3-3-3 SS Pol Inf Rgt (1 SS) (unrebuildable)

A34.17: 2 x (2)-2-3 Hung AT Bn (Bp) (unrebuildable) (6)-4-3 LW Flak Bn (unrebuildable) FHH PG Div (Gren PG Rgt, FHH Arty Bn)

A34.18: (5)-4-3 Hung AT Bn (Bp) (unrebuildable) SS-MT Cav Div (17 Cav Rgt, 53 Cav Rgt, 22 AT Bn) 2-2-2 Sec Bn (407)

Rear Forces

A24.15: 3-0-2 SS Inf Bde (Drlwg)

A31.01: 4xTruck

A34.01: 3x Wagon

1 Panzer Army

A1.30: 4x Wagon 2x Truck

B3.01: 16-4-3 Inf Div (253, less 1 step) Level 2 Hedgehog

A4.34: 8-2-2 Arty Bn (White Frame)

B4.01: 16-4-3 Inf Div (75, less 1 step)

A2.34: 2x 4-4-3 Brkdwn Rgt (White Frame) Level 2 Hedgehog

A5.34: 11 Corps HQ 2-2-2 Sec Bn (1003) 4-3-3 Hung Mtn Bde (1) 2 SP

B9.01: 49 Mtn Corps HQ 2-2-2 Sec Bn (943)

B10.02: 18-2-2 Arty Grp 12-2-2 Arty Grp (White Frame)

B8.03: 2x 3-4-3 Jg Brkdwn Rgt (White Frame) Level 2 Hedgehog

B9.04: 12-4-3 Jg Div (100, less 1 step) Level 2 Hedgehog

A10.03: 12-4-3 Jg Div (101, less 1 step) Level 2 Hedgehog

B11.03: 16-4-3 Inf Div (254, less 1 step) Level 2 Hedgehog

A10.34: 14-4-3 Mtn Div (4)

A10.35: 4-5-6 AG Bn (228)

A12.31: 14-4-3 Mtn Div (3)

A12.32: 7-2-2 Hung Inf Div (16) Level 1 Hedgehog

A12.33: 3-5-3 Ski Jg Brkdwn Rgt (White Frame) 3-4-3 Jg Brkdwn Rgt (White Frame) Level 2 Hedgehog

A12.34: 12-5-4 Jg Div (1 Ski, less 2 steps) 4-1-2 Hung Inf Bde (2 Repl) Level 2 Hedgehog

B12.01: 4-4-3 Inf Brkdwn Rgt (White Frame) 3-4-3 Jg Brkdwn Rgt (White Frame) Level 2 Hedgehog

B12.02: 12-4-3 Jg Div (97, less 2 step) 4-4-3 Assault Bn (8A) Level 2 Hedgehog

A7.26: 3-3-3 Kor Bn (531)

8 Army and 1 Hungarian Army

A16.16: Wagon

A11.20: Wagon

A12.28: 17 Corps HQ 5 Hung Corps HQ 12-2-2 Arty Grp 1 SP

A18.29: 16-4-3 Inf Div (15, les 2 steps) (5)-4-3 AT Bn (662)

A18.28: 29 Corps HQ (5)-4-3 AT Bn (661) 2-2-2 Sec Bn (Süd) 2 Hung Corps HQ

A18.27: 12-1-2 Hung Arty Grp (White Frame) 8-2-2 Arty Bn

A19.28: 7-2-2 Hung Inf Div (24) 12-4-3 Jg Div (8)

A19.14: 3-3-2 Inf KG

A22.23: 4 FHH Pz Corps HQ 3-3-3 Kor Bn (593)

A23.24: 12-2-2 Arty Grp

A21.21: 24 Pz Div (21 Mot Inf Rgt, 26 PG Rgt, 89 Arty Rgt)

A23.19: 72 Corps HQ 2-2-2 Sec Bn (465) (6)-4-3 Flak Bn 2 SP

A24.23: 2 Pz Hung (52 AT Bn, 3 Mot Inf Rgt, 2 Arty Rgt)

A25.23: 16-4-3 Inf Div (76, less 3 step)

A25.22: 2x 4-4-3 Inf Brkdwn Rgt

6 Army and 3 Hungarian Army

A26.21: SS-PO PG Div (8 Mot Inf Rgt) 16-4-3 Inf Div (46, less 2 steps)

A26.20: SS-PO PG Div (4 Arty Rgt)

A27.21: SS-PO PG Div (7 Mot Inf Rgt, 4 AG Bn) (6)-4-3 Flak Bn

A28.21: SS-HW PG Div (39 Mot Inf Rgt) (6)-4-3 Flak Bn (3)-2-3 Flak Bn

A28.20: SS-HW PG Div (18 Arty Rgt) 12-1-2 Hung Arty Grp

A28.18: 3 Pz Corps HQ (3)-2-3 Flak Bn

A29.21: SS-HW PG Div (40 Mot Inf Rgt, 18 AG Bn) (3)-2-3 Flak Bn

A30.20: 16-4-3 Inf Div (357, less 1 step)

A31.21: 13 Pz Div (13 Recon Bn, 66 PG Rgt) 6-2-2 Hung Inf Div (8 Repl, less 1 step)

A31.20: 13 Pz Div (13 Arty Bn) 1 Hung Pz (1 Arty Rgt)

A32.20: 13 Pz Div (13 AT Bn) 6-2-2 Hung Inf Div (12 Res)

A35.17: FHH PG Div (FHH PJ Bn, FHH Mot Füs Rgt)

A36.16: 12-4-4 Hung Cav Div (1, less 1 step)

A37.17: 14-3-2 VG Div (271, less 1 step)

A38.16: 3-3-2 VG Brkdwn Rgt

A39.17: 3-3-3 SS Pol Inf Rgt (6 SS)

A40.17: 4-3-6 AG Bn (303)

A41.18: 3-3-3 SS Pol Inf Rgt (8 SS)

A42.18: 6-4-5 SP Arty Bn (219) 3-2-2 Hung Inf Brkdwn Rgt

A43.18: 4-4-6 AG Bn (239) 6-2-2 Hung Inf Div (23 Res, less 1 step)

A44.17: 3-5-4 Pz Comp (1-503) 23 Pz Div (I/23 Pz Bn)

A44.16: 23 Pz Div (128 PJ Bn)

A44.15: 23 Pz Div (128 Mot Rgt)

A45.15: 23 Pz Div (126 PG Rgt)

A43.15: 23 Pz Div (128 Arty Rgt)

A45.14: 3-2-2 Hung Inf Brkdwn Rgt

A44.13: 7-2-2 Hung Inf Div (20, less 1 step)

A44.12: 1 Pz Div (113 PG Rgt)

A43.12: 1 Pz Div (1 Mot Rgt)

A43.11: 1 Pz Div (1 Recon)

A42.11: 8-3-3 Hung Inf Div (25, less 1 step)

A42.12: 12-1-2 Hung Arty Grp

A41.09: 8 Hung Inf Corps HQ

A41.12: 1 Pz Div (73 Arty Rgt)

A41.13: 3-3-3 Hung Inf Brkdwn Rgt

A39.13: 57 Pz Corps HQ 2-2-2 Sec Bn (1026) 8 Pz Div (8 Recon, I/10 Pz Bn, 43 PJ Bn, 98 PG Rgt, 28 Mot Inf Rgt, 80 Arty Rgt) 6-5-7 Pz Bn (I/130) 1 SP Note: Only 2 RE may set up in A39.13. Units in excess must displace to an adjacent hex.

A32.04: (1)-0-0 Pontoon Rgt (AGS)

Airbases: Level-3: A32.05,

Level-2: A38.03, A39.10,

Level-1: A34.16, A17.05, A27.10, A18.28, B10.01

Luftwaffe (All are inactive) Bf.109G (6) Bf.109G (5) Bf.109G (4) Bf.110 3x Fw.190F-8 (4) 2x Fw.190F-8 (3) Ju.87D Ju.87G (Rudel) Ju.87G He.111H (12) He.111H (8) 2x Ju.52 2x Glider

Hungarian air forces (All inactive): Hung Bf-109G (5) Hung Mixed Fighter

Axis OoA adjustment: Ignore the 4 SS Pz Corps Entry on 26 Dec

Scenario 5.8: Race to Budapest – Small Scenario

(5 Dec to 26 Dec 1945)

General Information:

This scenario uses 2/3 of the map to concentrate on the Soviet effort to surround and/or capture Budapest in December 1944.

Set-Up order: Axis first First Player: Soviet Weather: Mud and Limited Flight on 5 Dec. Light Mud (roll for flight normally) on 8 Dec. Roll for Weather normally on 12 Dec and after. (Note: Weather at start is different from the Scenario 5.9 Campaign game for play balance in a short scenario.) First Turn: 5 Dec Last Turn: 26 Dec Game Length: 7 turns Maps: Use Maps A and B (see White Line map restriction.) Transport Points: Wagons and Trucks may start loaded if SP are present in their hexes.

The LRAF Refit Capability Marker is placed in the 2 box. Soviet Infantry: The Soviet player has used all 10 of the "free rebuilds" for Infantry divisions and UR Brigades, and must roll to place the units on the turn track for future losses (see 3.3a).

Special Rules:

White Line Map Restriction.

All hexes north of The White Line (1.2a) are outside the area of play.

Minor City Defense Limitation.

During this scenario, the Axis cannot have more than 2 RE of combat units in any Minor City hex outside the Budapest Zone (1.2c). Displace any excess to the nearest non-Soviet controlled hex. Hedgehogs cannot be built in Minor City hexes. The Axis Player may displace units in excess during setup if this situation exists.

The Danube Bridges.

Danube River bridges at A59.21, A58.20, A53.20, and A43.19 are destroyed.

Withdrawals North (1).

When a Soviet Combat unit enters any hex from A23.19 to A29.19 inclusive, the following Soviet units must withdraw in the next Soviet Reinforcement Phase: 53 Army HQ, 27 Army HQ, 8x AR4 Infantry steps, 4x AR3 Infantry steps, 5x AR2 Infantry steps, 2x AR1 Infantry steps, 90-2-2 Gd Arty Div (5a), 1x AT Bde, 1x NKVD Bde, 2 and 3 Rum Mtn Divisions, 4 Rum Corps HQ. The following Axis units must withdraw in the next Axis Reinforcement Phase: 1x AR3 step, 5x AR4 steps and 1x AR5 step (Infantry, PG or armored), 2x Arty Grp or Rgt. Any units Out of Trace Supply and the Budapest Garrison are not eligible to be withdrawn.

Withdrawals North (2).

When a Soviet Combat unit enters a hex on the east bank of the Garam river (any hex from A21.13 to A28.14 inclusive), the following Soviet units must withdraw in the next Soviet Reinforcement Phase: 4x Cav Divisions and the following Axis units must withdraw in the next Axis Reinforcement Phase: 4x AR4 steps (Infantry, PG or armored) and 1x Arty Grp or Rgt. Units which are Out of Trace Supply and the Budapest Garrison are not eligible to be withdrawn.

Weather.

Weather on 5 Dec is automatically Mud. Weather on 8 Dec is automatically Light Mud. After that, roll normally on the Weather Table.

Supply Points.

Only the Axis SP arriving in the West are available. Only Soviet SP coming from East and South are available.

Victory Conditions:

Use Operation Budapest Victory Conditions (5.5)

Set-Up:

Soviet Information:

(When no nationality is indicated, units are Soviet): Reserve Markers Available: 12

Soviet Dead Pile: 2 Gd Mech Corps (251 Gd AT Bn (3-2-8), 1509 SP Arty Bn) 4 Gd Mech Corps (36 Gd Tank Bde, 352 Gd AG Bn, 292 Gd AT Bn) 7 Mech Corps (41 Gd Tank Bde, 63 Mech Bde, 78 Gd Tank Bn, 1440 SP Arty Bn, 1289 AT Bn (3-2-8)) 5 Gd Tank Corps (375 Gd SP Arty Bn (2-2-8), 391 AT Bn) 18 Tank Corps (110 Tank Bde, 170 Tank Bde, 181 Tank Bde, 32 Mot Bde, 363 Gd AG Bn, 1438 SP Arty Bn) 23 Tank Corps (3 Tank Bde, 39 Tank Bde, 135 Tank Bde, 1443 SP Arty Bn) 4 Gd Cav Corps (1815 SP Arty Bn, 4 Tank Rgt, 12 Gd Katy Rgt) 5 Gd Cav Corps (11 Gd Cav Div, 12 Gd Cav Div, 1896 SP Arty Bn) 6 Gd Cav Corps (1813 SP Arty Bn, 6 Tank Rgt, 11 Gd Katy Rgt) 4-4-6 Gd Tank Bn (49 Gd) 3-4-6 Gd AG Bn (366 Gd) 4-4-6 Gd MC Rgt (4 Gd) Gd Yak.9 Yak.9 La.5 2x Gd IL.2 2x IL.2 Rum Ju.88

RVGK Box - 2nd Ukr Front: 18 Tank Corps (1000 AT Bn, 292 Mortar Rgt, Organic Truck (empty)) 23 Tank Corps (56 Mot Bde, 1669 AT Bn, 457 Mortar Rgt, Organic Truck (empty)) 7 Mech Corps (16 Mech Bde, 64 Mech Bde, 109 AT Bn, 614 Mortar Rgt, Organic Truck (empty)) 5 Gd Cav Corps (63 Cav Div, 5 Tank Rgt, 9 Gd Katy Rgt)

2nd Ukrainian Front

53 Army

A28.24: 14-4-3 Gd Airborne Div (4 Gd) 8-4-3 Inf Div (163) 8-1-2 Inf Div (337, less 1 step)

A28.26: 53 Army HQ (4)-4-3 AT Bde (30)

A25.24: 12-4-3 Gd Airborne Div (1 Gd, less 2 step) 10-4-3 Gd Inf Div (110 Gd) 8-1-2 Inf Div (228)

A26.23: 10-4-3 Inf Div (6, less 1 step) 8-2-2 Inf Div (203, less 1 step)

A26.22: 8-2-2 Inf Div (375) 8-1-2 Inf Div (243)

A27.22: 10-3-3 Gd Inf Div (72 Gd-less 1 step, 81 Gd)

27 Army

A24.29: 27 Army HQ (2)-4-3 NKVD Bdr Rgt (24)

A27.24: 12-4-3 Gd Airborne Div (3 Gd) 12-4-3 Gd Inf Div (93 Gd-less 1 step) 8-3-3 Inf Div (1 Rum-less 1 step) 8-2-2 Inf Div (206)

A26.24: 26-1-2 Arty Bde (27) 28-1-1 Mort Bde (27)

Plijev HQ and 6 Gd Tank Army

A30.22: 5 Gd Tank Corps (20 Gd Tank Bde, 21 Gd Tank Bde, 22 Gd Tank Bde, 6 Gd Mot Bde, 390 Gd AT Bn, 454 Gd Mortar Rgt, Organic Truck (Full)) 9 Gd Mech Corps (46 Gd Tank Bde, 18 Gd Mech Bde, 30 Gd Mech Bde, 31 Gd Mech Bde, Organic Truck (Full))

A31.24: 6 Gd Tank Army HQ Cavalry Mechanized Group Plijev HQ (4)-4-3 AT Rgt (2)

A31.27: 7 Gd Army HQ 4-2-3 NKVD Bde (16) 4x Wagon Point 10 SP

A34.26: (1)-0-0 Pontoon (1)

A34.28: 2nd Ukr. Front Marker (2)-4-3 NKVD Bdr Rgt (37)

A28.23: 4 Gd Cav Corps (9 Gd Cav Div, 10 Gd Cav Div, 30 Cav Div)

A29.23: 4 Gd Mech Corps (13 Mech Bde, 14 Mech Bde, 15 Mech Bde, 1512 AT Bn, 527 Mortar Rgt, Organic Truck (Full))

A29.24: 4 Rum Corps HQ 6 Gd Cav Corps (8 Cav Div, 8 Gd Cav Div, 13 Gd Cav Div)

7 Gd Army

A28.22: 8-2-2 Inf Div (141) 8-1-2 Inf Div (151, 155)

A29.22: 8-2-2 Inf Div (303, less 1 step) 8-1-2 Inf Div (227, less 1 step; 409, less 1 step)

A30.21: 9-4-8 Gd Tank Bde (27 Gd) 12-4-3 Gd Inf Div (36 Gd) 10-4-3 Gd Inf Div (25 Gd, less 1 step) 10-3-3 Gd Airborne Div (6 Gd, less 1 step) 8-2-2 Inf Div (53)

2 Ukr. Artillery Group

A27.23: 90-2-2 Gd Arty Div (5a, 5b) 40-1-2 Arty Bde (152) 26-2-2 Gd Arty Bde (41 Gd)

A30.23: 26-1-2 Arty Bde (202) 32-2-1 Gd Katy Bde (2 Gd) 42-1-1 Mort Bde (2) 90-1-2 Arty Div (16a, 16b) 9 Gd Mech Corps (458 Mortar Rgt)

3 Rumanian Army

A27.25: 8-2-2 Rum Mtn Div (2, less 1 step; 3)

A31.22: 9 Rum Cav Div (3 Ros Cav Rgt, 13 Cal Cav Rgt, 13 Ros Mot Cav Rgt)

A31.23: 8-1-2 Rum Arty Grp (1) 144-2-1 Katy Div (2 UF)

A32.21: 8-1-2 Rum Inf Div (19, less 1 step)

A33.21: 12-1-2 Rum Inf Div (2)

A33.25: 7 Rum Corps HQ

46 Army

A33.20: 8-1-2 Inf Div (297)

A34.19: 8-1-2 Inf Div (317)

A35.18: 8-2-2 Inf Div (180)

A35.19: 10-3-3 Gd Inf Div (66 Gd)

A36.17: 12-4-3 Gd Inf Div (86 Gd) 10-2-2 Gd Inf Div (49 Gd, less 1 step) 10-3-3 Gd Inf Div (109 Gd) (1)-0-0 Pontoon (2) (2)-4-3 NKVD Bdr Rgt (10)

A36.18: 2 Gd Mech Corps (4 Gd Mech Bde, 5 Gd Mech Bde, 6 Gd Mech Bde, 37 Gd Tank Bde, 30 Gd Tank Bn, 524 Gd Mortar, Organic Truck (Full))

A37.18: 10-3-3 Gd Inf Div (108 Gd, less 1 step) (4)-4-3 AT Bde (22)

A37.19: 26-2-2 Gd Arty Bde (45 Gd) 22-1-2 Arty Bde (46)

A38.17: 10-4-3 Gd Inf Div (59 Gd, less 1 step) (4)-4-3 AT Bde (12)

A38.18: 90-1-2 Arty Div (7a, 7b)

A39.18: 8-2-2 Inf Div (320) (4)-4-3 AT Bde (31)

A41.25: 46 Army HQ (2)-4-3 NKVD Bdr Rgt (109) 5 SP

A43.19: 10-2-2 Gd Inf Div (34 Gd) (1)-0-0 Pontoon (4) (2)-4-3 NKVD Bdr Rgt (124) Special Wagon Extender

A43.20: Gorskov HQ

A44.18: 10-3-3 Gd Inf Div (4 Gd) (4)-4-3 AT Bde (11)

A45.18: 10-3-3 Gd Inf Div (40 Gd, less 1 step) (4)-4-3 AT Bde (24)

3rd Ukrainian Front

4 Gd Army

A40.18: (1)-0-0 Pontoon (3) (2)-4-3 NKVD Bdr Rgt (128)

A45.11: 9-2-2 Inf Div (84) (4)-4-3 AT Bde (7)

A45.12: 10-2-2 Gd Inf Div (80 Gd) (4)-4-3 AT Bde (42)

A45.13: 10-3-3 Gd Airborne Div (5 Gd) (4)-4-3 AT Bde (49)

A45.16: 4-4-6 Gd MC Rgt (3 Gd) 10-3-3 Gd Inf Div (41 Gd)

A45.17: 10-4-6 Guards Mech Bde (32) 9-3-3 Inf Div (252)

A46.13: 10-3-3 Gd Airborne Div (7 Gd)

A46.14: 14-4-4 Gd Inf Div (62 Gd)

A46.15: 10-2-2 Gd Inf Div (69 Gd) (4)-4-3 AT Bde (9)

A47.13: (5)-2-1 Gd UR (1 Gd)

A53.19: 4 Gd Army HQ (2)-4-3 NKVD Bdr Rgt (134) 5 SP

A51.24: 3rd Uk. Front HQ Marker

A53.20: (1)-0-0 Pontoon (5) (2)-4-3 NKVD Bdr Rgt (25)

A59.21: (1)-0-0 Pontoon (6)

A44.19: 90-1-2 Arty Div (9) 42-1-1 Mortar Bde (23)

A46.16: 40-1-2 Arty Bde (123) 26-1-2 Arty Bde (3 UF) 32-1-1 Katy Bde (3 UF)

A47.14: 10-3-3 Mot Div (316, less 1 step)

A47.17: 12-3-3 Gd Mot Div (68 Gd) 10-3-3 Mot Div (99)

A32.35: 3x Truck

Airbases: Level-1: B28.23, B34.27, B34.11, B32.06, A50.31, A51.18, A54.24,

Level-2: B22.15, B27.08, A33.31, B49.34, B38.12, B41.05, A56.12, A25.30, A41.25,

Level-3: B29.15, B48.09, B48.08, A54.27, B54.09, B55.15, A34.19, A34.24

5 Air Army/17 Air Army (all active on map airbases or in boxes) 3x Gd Yak.9 4x Yak.9 2x Gd La.5 4x La.5 7x Gd IL.2 7x IL.2 4x A.20 2x Li.2

Rumanian air forces (all active on map airbases) Rum IAR.81 Rum Ju.87D Rum Hs.129

LRAF (in LRAF box) 3x IL.4 B.25 Gd B.25 Gd B.25 (Reduced)

Soviet OoA. Ignore any Reinforcements appearing on the north map edge.

Axis Information:

(When no nationality is indicated, units are German): Reserve Markers Available: 10

Hungarian Collapse: (2.3b) has NOT taken place

Axis Dead Pile: 4 Hung Corps HQ 6 Hung Corps HQ 7 Hung Corps HQ 9 Hung Corps HQ 1 Pz Div Hung (1 Recon) 2 Pz Div Hung (2 Recon, I/3 Tank Bn) 4-4-6 Hung AG Bn (7) 6-2-2 Hung Inf Div (4 Repl, 5 Repl) 6-2-2 Hung Inf Div (6 Res) 6-2-2 Hung Inf Div (27 Lt) 7-2-2 Hung Div (10) 4-1-2 Hung Inf Bde (7 Repl) 4-2-2 Hung Inf (9 Bdr) 3-1-2 Hung Mtn Bde (1 Repl, 2 Repl) 3-1-2 Hung Inf Bde (9 Repl) 2x 3-3-3 Hung Inf KG 4x 3-2-2 Hung Inf KG 3-3-4 Hung Cav Rgt (1 Repl) (3)-3-3 Hung AT Bn (2A) 12-1-2 Hung Arty Grp Bf.109G Hung (5) 1 Pz Div (I/1 Pz Bn, II/1 Pz Bn, 37 PJ Bn) 13 Pz Div (I/4 Pz Bn, 93 Mot Inf Rgt) 23 Pz Div (23 Recon, II/23 Pz Bn) 24 Pz Div (24 Recon, III/24 Pz Bn) FHH PG Div (FHH Recon, FHH AG Bn) SS-PO PG Div (4 Recon) SS-MT Cav Div (22 Recon, 52 Cav Rgt) SS-FG (8 Recon) SS-HW (18 Recon) 3-5-4 Pz Comp (2-503, 3-503) (5)-4-3 AT Bn (663) (3)-3-3 At Bn (721) 4-5-6 AG Bn (286) 4-4-6 AG Bn (325) 2-2-5 SS AG Co (12 SS) (1)-5-6 PJ Comp (Det) (4)-4-3 AT Bn (Kessel) 4-4-3 Inf KG (Kessel) 4x 3-3-2 Inf KG 3-3-3 Kor Bn (558) 2-2-2 Sec Bn (808) (6)-4-3 Flak Bn (3)-2-3 Flak Bn 2x 12-2-2 Arty Grp 2x 8-2-2 Arty Bn Plane: Hs.129B

Budapest Garrison

A32.17: (3)-3-3 SS AT Bn (509) (6)-4-3 LW Flak Bn (unrebuildable)

A32.18: (6)-4-3 LW Flak Bn (unrebuildable) 2 x (2)-2-3 Hung AT Bn (Bp) (unrebuildable)

A32.19: 1 Hung Pz Div (1/I Pz Bn, 1 Mot Rgt, 51 AT Bn) SS-FG Cav Div (15 Cav Rgt)

A33.18: 9 SS Mtn Corps HQ SS-FG Cav Div (8 Arty Rgt) SS-MT Cav Div (22 Arty Rgt) 12-3-2 SS Arty Grp (509) 1 SP

A33.19: 1 Hung Corps HQ SS-FG Cav Div (16 Cav Rgt, 18 Cav Rgt, 8 AT Bn) 3-3-3 SS Pol Inf Rgt (1 SS) (unrebuildable)

A34.17: 2 x (2)-2-3 Hung AT Bn (Bp) (unrebuildable) (6)-4-3 LW Flak Bn (unrebuildable) FHH PG Div (Gren PG Rgt, FHH Arty Bn)

A34.18: (5)-4-3 Hung AT Bn (BP) (unrebuildable) SS-MT Cav Div (17 Cav Rgt, 53 Cav Rgt, 22 AT Bn) 2-2-2 Sec Bn (407)

Rear Forces

A24.15: 3-0-2 SS Inf Bde (Drlwg)

A31.01: 4xTruck

A34.01: 3x Wagon

8 Army

A22.23: 4 FHH Pz Corps HQ 3-3-3 Kor Bn (593)

A23.24: 12-2-2 Arty Grp

A21.21: 24 Pz Div (21 Mot Inf Rgt, 26 PG Rgt, 89 Arty Rgt)

A23.19: 72 Corps HQ 2-2-2 Sec Bn (465) (6)-4-3 Flak Bn 2 SP

A24.23: 2 Hung Pz (52 AT Bn, 3 Mot Inf Rgt, 2 Arty Rgt)

A25.23: 16-4-3 Inf Div (76, less 3 steps)

A25.22: 2x 4-4-3 Inf Brkdwn Rgt

6 Army and 3 Hungarian Army

A26.21: SS-PO PG Div (8 Mot Inf Rgt) 16-4-3 Inf Div (46, less 2 steps)

A26.20: SS-PO PG Div (4 Arty Rgt)

A27.21: SS-PO PG Div (7 Mot Inf Rgt, 4 AG Bn) (6)-4-3 Flak Bn

A28.21: SS-HW PG Div (39 Mot Inf Rgt) (6)-4-3 Flak Bn (3)-2-3 Flak Bn

A28.20: SS-HW PG Div (18 Arty Rgt) 12-1-2 Hung Arty Grp

A28.18: 3 Pz Corps HQ (3)-2-3 Flak Bn

A29.21: SS-HW PG Div (40 Mot Inf Rgt, 18 AG Bn) (3)-2-3 Flak Bn

A30.20: 16-4-3 Inf Div (357, less 1 step)

A31.21: 13 Pz Div (13 Recon Bn, 66 PG Rgt) 6-2-2 Hung Inf Div (8 Repl, less 1 step)

A31.20: 13 Pz Div (13 Arty Bn) 1 Hung Pz (1 Arty Rgt)

A32.20: 13 Pz Div (13 AT Bn) 6-2-2 Hung Res Div (12)

A35.17: FHH PG Div (FHH PJ Bn, FHH Mot Füs Rgt)

A36.16: 12-4-4 Hung Cav Div (1, less 1 step)

A37.17: 14-3-2 VG Div (271, less 1 step)

A38.16: 3-3-2 VG Brkdwn Rgt

A39.17: 3-3-3 SS Pol Inf Rgt (6 SS)

A40.17: 4-3-6 AG Bn (303)

A41.18: 3-3-3 SS Pol Inf Rgt (8 SS)

A42.18: 6-4-5 SP Arty Bn (219) 3-2-2 Hung Inf Brkdwn Rgt

A43.18: 4-4-6 AG Bn (239) 6-2-2 Hung Inf Div (23 Res, less 1 step)

A44.17: 3-5-4 Pz Comp (1-503) 23 Pz Div (I/23 Pz Bn)

A44.16: 23 Pz Div (128 PJ Bn)

A44.15: 23 Pz Div (128 Mot Rgt)

A45.15: 23 Pz Div (126 PG Rgt)

A43.15: 23 Pz Div (128 Arty Rgt)

A45.14: 3-2-2 Hung Inf Brkdwn Rgt

A44.13: 7-2-2 Hung Inf Div (20, less 1 step)

A44.12: 1 Pz Div (113 PG Rgt)

A43.12: 1 Pz Div (1 Mot Rgt)

A43.11: 1 Pz Div (1 Recon)

A42.11: 8-3-3 Hung Inf Div (25, less 1 step)

A42.12: 12-1-2 Hung Arty Grp

A41.09: 8 Hung Inf Corps HQ

A41.12: 1 Pz Div (73 Arty Rgt)

A41.13: 3-3-3 Hung Inf Brkdwn Rgt

A39.13: 57 Pz Corps HQ 2-2-2 Sec Bn (1026) 8 Pz Div (8 Recon, I/10 Pz Bn, 43 PJ Bn, 98 PG Rgt, 28 Mot Inf Rgt, 80 Arty Rgt) 6-5-7 Pz Bn (I/130) 1 SP Note: Only 2 RE may set up in A39.13. Units in excess must displace to an adjacent hex.

A32.04: (1)-0-0 Pontoon Rgt (AGS)

Airbases: Level-3: A32.05,

Level-2: A38.03, A39.10,

Level-1: A34.16, A27.10

Luftwaffe (All are inactive) Bf.109G (6) Bf.109G (5) Bf.109G (4) Bf.110 3x Fw.190F-8 (4) 2x Fw.190F-8 (3) Ju.87D Ju.87G (Rudel) Ju.87G He.111H (12) He.111H (8) 2x Ju.52 2x Glider

Hungarian air forces (All inactive): Hung Bf.109G (5) Hung Mixed Fighter

Axis OoA: Ignore: 16-4-3 Inf Div (208) Entry on 19 Dec 4 SS Pz Corps Entry on 26 Dec

Scenario 5.9: Race to Budapest – Campaign Start

(5 Dec 1944 to 26 Feb 1945)

General Information:

Set-Up order: Axis first First Player: Soviet Weather: Automatically Light Mud and Limited Flight on 5 Dec First Turn: 5 Dec Last Turn: 26 Feb Game Length: 25 turns Maps: Use Maps A and B Transport Points: Wagons and Trucks may start loaded if SP are present in their hexes.

The LRAF Refit Capability Marker is placed in the 2 box. Soviet Infantry: The Soviet player has used all 10 of the "free rebuilds" for Infantry divisions and UR Brigades, (3.3a). Goulash Markers Available: 7

Special Rules:

Heinrici Special Hedgehogs.

Available for December: 10

The Danube Bridges.

Danube River bridges at A59.21, A58.20, A53.20, and A43.19 are destroyed.

Soviet Budapest Objective.

Surround Budapest

Victory Conditions:

Use Grand Campaign Victory Conditions (5.2).

Set-Up:

Use Race to Budapest, Large Scenario (5.7) Victory Conditions. Add the following entry:

Axis Information:

Goulash Markers Available: 7

Scenario 5.10: Konrad I-II

(1 Jan to 8 Jan 1945)

General Information:

Set-up order: Soviet first First Player: Axis Weather: Automatically Frozen and Limited Flight on 1 Jan First Turn: 1 Jan Last Turn: 8 Jan Game Length: 3 turns Map: Only Map A is used The LRAF Refit Capability Marker is placed in the "2" box. Transport Points: Wagons and Trucks may start loaded if SP are present in their hexes. Soviet Infantry: The Soviet player has used all 10 of the "free rebuilds" for Infantry divisions and UR Brigades, and must roll to place the units on the turn track for future losses (see 3.3a) Goulash Markers: 3

Special Rules:

Map Play Area Restriction.

All hexes North of A21.XX are not playable.

Budapest Fortress.

A Budapest Fortress has been declared for the surrounded units in Budapest. (See 2.4).

Danube Bridges.

All Danube bridges are destroyed except the bridges at Komárom (A30.09) and Budapest (A32.17, A33.18, A34.17).

Initiative.

The Axis player automatically has the Initiative on Turn 2 and on Turn 3 (as if they had won the initiative roll).

SP Transport Missions to the Budapest Zone.

Each turn Flight is possible, the Axis player must conduct at least a 1T Transport mission within the Budapest Fortress.

Supply Points.

Only the Axis SP arriving in the West are available. Only Soviet SP coming from East and South are available.

Supply Sources/Reinforcement Entry.

Soviet: Map A East Edge and South Edge (East of the Danube) road hexes. Axis: Map A West Edge rail and road hexes.

Victory Conditions:

Axis Sudden Death Win.

If the Axis player is able to restore Trace Supply to at least one hex of Budapest at the end of the Axis Player Turn, then they have won a Crushing Victory. Game Over!

Victory by Geographic Objectives.

Failing an Axis Sudden Death Victory, a Campaign Game victory is determined by whether the Soviet Player controls certain geographic objectives:

Victory points are awarded to the Soviet Player for controlling these hexes at game end:

Pilisszentkerezt (A30.16) — 1 VP Bicske (A34.14) — 1 VP Székesfehérvár (A39.13) — 2 VPs Komárom (A30.09) — 2 VPs Each Minor City Budapest hex — 1 VP Each Major City Budapest hex — 2 VPs 10 Soviet RE are west of the Garam River (in or west of A21.12 to A29.14) in Trace Supply — 1 VP

Victory Level:

8 VPs or more: Soviet Major Victory 6-7 VPs: Soviet Minor Victory 5 VPs: Draw 3-4 VPs: Axis Minor Victory 2 or less VPs: Axis Major Victory Axis Major Victory

Set-Up:

Soviet Information:

(When no nationality is indicated, units are Soviet)

Reserve Markers Available: 8 (No Soviet units may be placed in Reserve during Set-up.)

Soviet Dead Pile: 1 Gd Mech Corps (1 Gd Mech Bde, 382 AG Bn, 1453 AT Bn) 2 Gd Mech Corps (4 Gd Mech Bde, 6 Gd Mech Bde, 30 Gd Tank Bn, 3-4-8 (251 Gd AT Bn), 1509 SP Arty Bn) 4 Gd Mech Corps (13 Mech Bde, 15 Mech Bde, 352 AG Bn, 292 Gd AT Bn) 7 Mech Corps (41 Gd Tank Bde, 1440 SP Arty Bn, 3-3-8 (1289 AT Bn)) 9 Gd Mech Corps (30 Gd Mech Bde, 389 Gd AT Bn) 5 Gd Tank Corps (20 Gd Tank Bde, 22 Gd Tank Bde, 390 Gd AT Bn, 375 Gd SP Arty Bn, 391 AT Bn) 23 Tank Corps (135 Tank Bde) 4 Gd Cav Corps (9 Gd Cav Div, 1815 SP Arty Bn, 4 Tank Rgt, 12 Gd Katy Rgt) 5 Gd Cav Corps (63 Cav Div, 1896 SP Arty Bn) 9-4-8 Gd Tank Bde (27 Gd) 4-4-6 Gd Tank Bn (49 Gd) 3-4-6 Gd AG Bn (366 Gd) 4-4-6 Gd MC Rgt (4 Gd) 2x Gd IL.2 3x IL.2 Gd Yak.9 La.5

2nd Ukrainian Front

6 Gd Tank Army

A24.16: 9 Gd Mech Corps (46 Gd Tank Bde, 18 Gd Mech Bde, 31 Gd Mech Bde, 458 Gd Mortar Rgt, Organic Truck (empty))

A24.17: 5 Gd Tank Corps (21 Gd Tank Bde, 6 Gd Mot Bde, 454 Gd Mortar Rgt, Organic Truck (empty))

A24.18: 6 Gd Tank Army HQ 26-1-2 Arty Bde (202) (4)-4-3 AT Rgt (34) Special Wagon Extender

Cavalry Mechanized Group Plijev

A24.15: Plijev HQ (2)-4-3 NKVD Bdr Rgt (37) 32-2-1 Gd Katy Bde (2 Gd)

A22.12: 4 Gd Cav Corps (30 Cav Div) 4 Gd Mech Corps (1512 AT Bn, 527 Mortar Rgt)

A21.13: 4 Gd Mech Corps (36 Gd Tank Bde, 14 Gd Mech Bde, Organic Truck (empty))

7 Gd Army

A23.13: 12-4-3 Gd Inf Div (36 Gd)

A23.14: 42-1-1 Mort Bde (2)

A24.13: 8-2-2 Inf Div (303, less 1 step)

A25.14: 8-1-2 Inf Div (243)

A26.13: 8-2-2 Inf Div (141)

A27.14: 10-3-3 Gd Airborne Div (6 Gd, less 1 step) 8-1-2 Inf Div (409, less 1 step)

A27.15: (4)-4-3 AT Bde (2) 3 SP

A28.14: 8-2-2 Inf Div (53) 12-4-3 Gd Inf Div (93 Gd, less 2 step)

A28.18: 7 Gd Army HQ (1)-0-0 Pontoon (1) (2)-4-3 NKVD Bdr Rgt (109) 4-2-3 NKVD Bde (16)

A29.15: It is not a mistake that this hex is empty. This bridge was left virtually unguarded and so enabled the German offensive (the Danube bridge itself is destroyed).

3rd Ukrainian Front
4 Gd Army and Cavalry Mechanized Group Gorskov

A30.11: 10-2-2 Gd Inf Div (80 Gd)

A30.12: 18 Tank Corps (170 Tank Bde, 1438 SP Arty Bn)

A30.13: 10-3-3 Gd Inf Div (4 Gd, less 1 step)

A30.14: 12-4-3 Gd Inf Div (86 Gd)

A30.16: 26-1-2 Arty Bde (3 UF)

A31.12: 10-2-2 Gd Inf Div (34 Gd)

A32.12: 8-1-2 Inf Div (223)

A33.12: 8-1-2 Inf Div (52, less 1 step)

A33.13: 32-1-1 Katy Bde (3 UF)

A33.14: 18 Tank Corps (110 Tank Bde, 181 Tank Bde, 32 Mot Bde, 1000 AT Bn, 292 Mortar Rgt, 363 Gd AG Bn, Organic Truck (empty))

A34.11: 8-1-2 Inf Div (93)

A35.11: 10-3-3 Gd Inf Div (40 Gd, less 1 step)

A35.12: 5 Gd Cav Corps (11 Gd Cav Div, 12 Gd Cav Div, 5th Tank Rgt, 9 Gd Katy Rgt)

A36.11: 10-3-3 Gd Airborne Div (7 Gd)

A36.12: 40-1-2 Arty Bde (123)

A37.12: 10-3-3 Gd Airborne Div (5 Gd) (4)-4-3 AT Bde (9)

A37.13: 7 Mech Corps (16 Mech Bde, 63 Mech Bde, 64 Mech Bde, 78 Gd Tank Bn, 109 AT Bn, 614 Mortar Rgt, Organic Truck (Empty))

A38.12: 9-2-2 Inf Div (84) (4)-4-3 AT Bde (7)

A39.12: 9-3-3 Inf Div (252) (4)-4-3 AT Bde (12)

A39.13: 10-3-3 Gd Inf Div (41 Gd)

A39.14: 90-1-2 Arty Div (9)

A36.16: 4 Gd Army HQ Gorskov HQ 4-4-6 Gd MC Rgt (3 Gd) 4 SP

A40.11: 10-2-2 Gd Inf Div (69 Gd) (4)-4-3 AT Bde (42)

A40.12: 42-1-1 Mort Bde (23)

A41.12: 14-4-3 Gd Inf Div (62 Gd) (4)-4-3 AT Bde (11)

A42.11: (5)-2-1 Gd UR (1 Gd) (4)-4-3 AT Bde (49)

A42.15: 1 Gd Mech Corps (9 Gd Tank Bde, 2 Gd Mech Bde, 3 Gd Mech Bde, 1821 AT Bn, 267 Mortar Rgt, Organic Truck (Empty))

A34.14: (4)-4-3 AT Bde (22, 24, 31)

46 Army

A30.17: 90-1-2 Arty Div (16a, 16b)

A31.26: 2nd Ukr. Front HQ Marker 46 Army HQ 26-2-2 Gd Arty Bde (45 Gd) 4x Wagon Point 1 SP

A31.17: 10-2-2 Gd Inf Div (49 Gd, less 1 step)

A31.18: 8-2-2 Inf Div (180)

A31.19: 10-4-3 Gd Inf Div (25 Gd, less 1 step)

A31.20: 8-1-2 Inf Div (151, 155)

A32.16: 10-3-3 Gd Inf Div (108 Gd, less 1 step; 109 Gd)

A32.20: 8-1-2 Rum Inf Div (19, less 1 step) 12-1-2 Rum Inf Div (2)

A33.25: 7 Rum Corps HQ

A32.21: 9 Rum Cav Div (3 Ros Cav Rgt, 13 Cal Cav Rgt, 13 Ros Mot Cav Rgt) 8-1-2 Rum Arty Grp (1)

A33.16: 2 Gd Mech Corps (37 Gd Tank Bde, 5 Gd Mech Bde, 524 Mortar Rgt, Organic Truck (empty))

A33.17: 10-4-3 Gd Inf Div (59 Gd, less 1 step) 8-2-2 Inf Div (320)

A33.20: 8-1-2 Inf Div (297)

A33.21: 26-2-2 Gd Arty Bde (41 Gd) 90-2-2 Gd Arty Div (5b)

A33.22: 144-2-1 Katy Div (2 UF)

A34.15: 22-1-2 Arty Bde (46) 40-1-2 Arty Bde (152)

A34.16: 10-3-3 Mot Div (99)

A34.19: 8-1-2 Inf Div (317)

A35.16: 90-1-2 Arty Div (7a, 7b)

A35.17: 10-3-3 Mot Div (316, less 1 step)

A35.18: 12-3-3 Gd Mot Div (68 Gd)

A35.19: 10-3-3 Gd Inf Div (66 Gd)

A36.17: (1)-0-0 Pontoon (2) (2)-4-3 NKVD Bdr Rgt (10) 4-4-3 Naval Rifle Bde (83)

A40.18: 3rd Ukr. Front HQ Marker (1)-0-0 Pontoon (3) (2)-4-3 NKVD Bdr Rgt (134)

A43.19: (1)-0-0 Pontoon (4) (2)-4-3 NKVD Bdr Rgt (124)

A53.20: (1)-0-0 Pontoon (5) (2)-4-3 NKVD Rgt (128)

A59.21: (1)-0-0 Pontoon (6) (2)-4-3 NKVD Rgt (25)

A32.35: 3x Truck Point

RVGK Box - 2nd Ukr. Front: 23 Tank Corps (3 Tank Bde, 39 Tank Bde, 56 Mot Bde, 1443 SP Arty Bn, 457 Mortar Rgt, 1669 AT Bn, Organic Truck (Empty))

Airbases: Level-3: A54.27, A34.19, A34.24

Level-2: A33.31, A56.12, A25.30, A41.25, A25.20

Level-1: A50.31, A51.18, A54.24, A34.16, A38.18

Any Air Base (All Inactive) 3x Gd Yak.9 5x Yak.9 2x Gd La.5 2x La.5 7x Gd IL.2 6x IL.2 4x A.20 2x Li.2

LRAF (All Inactive) 2x IL.4

Axis Information:

(When no nationality is indicated, units are German):

Reserve Markers Available: 7

Axis Dead Pile: 4 Hung Corps HQ 6 Hung Corps HQ 7 Hung Corps HQ 9 Hung Corps HQ 1 Pz Div Hung (I/1 Tank Bn, 1 Recon Bn, 51 AT Bn, 1 Arty Rgt) 2 Pz Div Hung (2 Recon, I/3 Tank Bn) 4-4-6 Hung AG Bn (7) 6-2-2 Hung Repl Div (4 Repl, 5 Repl, 8 Repl) 6-2-2 Hung Res Div (6 Res, 12 Res, 23 Res) 6-2-2 Hung Light Div (27 Lt) 7-2-2 Hung Div (10) 4-1-2 Hung Repl Bde (7 Repl) 4-2-2 Hung Border Guard (9 Bdr) 3-1-2 Hung Mtn Repl Bde (1 Repl, 2 Repl) 2x 3-3-3 Hung Inf KG 2x 3-2-2 Hung Inf KG 3-3-4 Hung Cav Rgt (1 Repl) (3)-3-3 Hung AT Bn (2A) 12-1-2 Hung Arty Grp Hung Bf.109G (5) 1 Pz Div (I/1 Pz Bn, II/1 Pz Bn, 37 PJ Bn) 3 Pz Div (II/6 Pz Bn, 543 PJ Bn) 6 Pz Div (II/11 Pz Bn, 41 PJ Bn) 8 Pz Div (I/10 Pz Bn, II/10 Pz Bn, 43 PJ Bn) 13 Pz Div (13 Recon, I/4 Pz Bn, 93 Mot Inf Rgt, 13 Mot AT Bn, 13 Arty Bn) 23 Pz Div (128 PJ Bn, II/23 Pz Bn) FHH PzG Div (FHH Recon Comp, Füs Mot Inf Rgt, FHH AG Bn) SS-MT Cav Div (22 Recon, 52 Cav Rgt) 3-5-4 Pz Comp (1-503, 2-503, 3-503) 6-5-7 Pz Bn (I/130) (3)-3-3 At Bn (721) 4-4-6 AG Bn (325) 6-4-5 SP Arty Bn (219) 2-2-5 SS AG Comp (12 SS) (4)-4-3 AT Bn (Kessel) 4-4-3 Inf KG (Kessel) 4x 3-3-2 Inf KG 3-3-3 Kor Bn (558) 3-3-3 SS Pol Inf Rgt (6 SS) 3-0-2 SS Inf Bde (Dlwgr) (5)-4-3 AT Bn (663) 2x (6)-4-3 Flak Bn 2x (3)-2-3 Flak Bn 2x 12-2-2 Arty Grp 2x 8-2-2 Arty Bn Plane: Hs.129B

Budapest Garrison

A32.17: 12-1-2 Hung Arty Grp (Bp 1) (6)-4-3 LW Flak Bn (unrebuildable) 3-4-3 Hung Inf Bn (Vannay) 2-2-2 Hung Inf KG (Bp Stu) (3)-3-3 SS AT Bn (509) SS-FG Cav Div (15 Cav Rgt)

A32.18: FHH PzG Div (Gren PG Rgt, FHH Arty Bn) 3-4-4 Hung Cav Brkdwn Rgt 12-1-2 Hung Arty Grp (BP 2)

A32.19: 13 Pz Div (66 PzG Rgt) 3-3-3 Hung Inf KG (BC 2) 2x 3-2-2 Hung Inf KG

A33.18: 9 SS Mtn Corps HQ 2 x (2)-2-3 Hung AT Bn (BP) (6)-4-3 LW Flak Bn (unrebuildable) 12-2-2 SS Arty Grp (509) SS-FG Cav Div (16 Cav Rgt, 8 Arty Rgt)

A33.19: 1 Hung Corps HQ SS-MT Cav Div (17 Cav Rgt, 53 Cav Rgt, 22 AT Bn, 22 Arty Rgt) 1 Pz Div Hung (1 Mot Rgt) 4-4-6 Hung AG Bn (Bill) 3-3-3 Hung Inf KG (BC 1) 3-3-3 SS Pol Inf Rgt (1 SS)

A34.17: (6)-4-3 LW Flak Bn (unrebuildable) 2 x (2)-2-3 Hung AT Bn (BP) SS-FG Cav Div (18 Cav Rgt, 8 AT Bn) 3-3-2 Inf KG

A34.18: (5)-4-3 Hung AT Bn (BP) 3-4-3 Hung Inf Bn (Watch) 3-4-3 Hung Inf KG (Bdpst) 3-3-3 Hung Inf KG (Bp Pol) 2-2-2 Sec Bn (407)

6 Army and 3 Hungarian Army

A31.01: 4xTruck

A32.04: (1)-0-0 (Pontoon Rgt) 2 SP

A34.01: 3x Wagon

A21.07: 14-3-2 VG Div (211)

A21.12: 16-4-3 Inf Div (357, less 2 steps) Level 1 Hedgehog

A22.10: 8 Pz Div (80 Arty Rgt)

A22.11: (5)-4-3 AT Bn (661) 6 Pz Div (6 Recon Bn) Level 1 Hedgehog

A23.12: 4-4-5 Hung PJ Bn (16) (3)-2-3 Flak Bn Level 1 Hedgehog

A24.09: 57 Pz Corps HQ 2-2-2 Sec Bn (1026) 1 SP

A24.12: 8 Pz Div (28 Mot Rgt) Level 1 Hedgehog

A25.12: 6 Pz Div (76 Arty Rgt)

A25.13: 8 Pz Div (8 Recon Bn) (3)-2-3 Flak Bn Level 1 Hedgehog

A26.12: (6)-4-3 Flak Bn 6 Pz Div (4 Mot Rgt) Level 1 Hedgehog

A27.10: 72 Corps HQ 2-2-2 Sec Bn (465)

A27.13: 3 Pz Div (394 Mot Rgt) Level 1 Hedgehog

A28.12: 3 Pz Div (75 Arty Rgt) 12-1-2 Hung Arty Grp

A28.13: (6)-4-3 Flak Bn 3 Pz Div (3 Recon) Level 1 Hedgehog

A29.11: 2 Pz Hung (52 AT Bn)

A29.12: 2 Pz Hung (3 Mot Rgt)

A30.10: 2 Pz Hung (2 Arty Rgt)

A29.14: 16-4-3 Inf Div (96, less 2 steps) Level 1 Hedgehog

A29.13:

12-4-3 Hung Inf Div (SzLz, less 2 steps)

A31.09: 4 SS Pz Corps HQ 16-3-2 SS Nebelwerfer Bn (504) 12-3-2 SS Arty Bn (504)

A31.10: 3 Pz Corps HQ 3-3-3 Kor Bn (593)

A31.10 w/i 1 hex: 14-3-2 VG Div (271, less 1 step)

A31.11 w/i 1 hex: 5-4-6 Pz Bn (208) SS-T Pz Div (3 Recon, Tiger Pz Comp, I/3 Pz Bn, II/3 Pz Bn, 3 PJ Bn, 5 Mot Inf Rgt, 6 Mot Inf Rgt, 3 Arty Rgt) SS-W Pz Div (5 Recon, II/5 Pz Bn, 9 PG Rgt, Norge Mot Inf Bn)

A32.11: KG Pape (if using optional rule 4.0e) 6 Pz Div (114 PzG Rgt, I/11 Pz Bn) 8 Pz Div (98 PzG Rgt)

A33.11: FHH PzG Div (FHH PJ Bn) 6-5-7 Pz Bn (I/26) 4-4-6 AG Bn (239)

A34.10: 12-4-4 Hung Cav Div (1, less 2 steps)

A35.10: 4 Cav Bde (5 Cav Rgt) 4-3-6 AG Bn (303)

A36.09: 4 Cav Bde (870 Arty Rgt)

A36.10: 4 Cav Bde (70 Recon, 41 Cav Rgt)

A36.07: 1 Cav Corps HQ

A37.11: 3 Pz Div (3 PzG Rgt, I/6 Pz Bn)

A38.10: 23 Pz Div (128 Arty Rgt)

A38.11: 23 Pz Div (126 PzG Rgt)

A39.11: 23 Pz Div (I/23 Pz Bn, 128 Mot Rgt, 23 Recon Bn)

A40.09: 1 Pz Div (73 Arty Rgt)

A40.10: 5-4-3 SS Rgt (Ney) 1 Pz Div (1 Recon Bn, 113 PzG Rgt, 1 Mot Inf Rgt)

A41.09: 2 Hung Corps HQ 3-3-3 SS Pol Rgt (8 SS)

A41.10: 12-1-2 Hung Arty Grp

A41.11: 8-3-3 Hung Inf Div (25)

A43.08: 8 Hung Corps HQ 3-1-2 Hung Repl Bde (9 Repl) 7-2-2 Hung Inf Div (20, less 1 step)

Airbases: Level-1: A27.10, A33.19

Level-2: A38.03, A39.10

Level-3: A32.05

Luftwaffe: Bf.109G (6) Bf.109G (5) Reduced Bf.109G (4) Bf.110 2x Fw.190F-8 (4) Fw.190F-8 (4) Reduced 2x Fw.190F-8 (3) Ju.87D Ju.87G (Rudel) Ju.87G He.111H (12) He.111H (8) 2x Ju.52 2x Glider

Hungarian air forces: Hung Bf.109G (5) Hung Bf.109G (4) Hung Mixed Fighter

Scenario 5.11: Konrad I-II-III

(1 Jan to 12 Feb 1945)

General Information:

Set-Up order: Soviet first First Player: Axis Weather: Automatically Frozen and Limited Flight on 1 Jan First Turn: 1 Jan Last Turn: 12 Feb Game Length: 13 turns Map: Only Map A is used Transport Points: Wagons and Trucks may start loaded if SP are present in their hexes. The LRAF Refit Capability Marker is placed in the "2" box Soviet Infantry: The Soviet player has used all 10 of the "free rebuilds" for Infantry divisions and UR Brigades. (See 3.3a).

Special Rules:

Map Play Area Restriction. All hexes north of A21.XX are not playable.

Budapest Fortress. A Budapest Fortress has been declared for the surrounded units in Budapest. (See 2.4).

Danube Bridges. All Danube bridges are destroyed except the bridges at Komárom (A30.09) and Budapest (A32.17, A33.18, A34.17).

Initiative. The Axis player automatically has the Initiative on Turn 2 and on Turn 3 (as if they had won the initiative roll).

SP Transport Missions to the Budapest Zone. Each turn Flight is possible, the Axis player must conduct at least a 1T Transport mission within the Budapest Fortress.

Supply Points. Only the Axis SP arriving in the West are available. Only Soviet SP coming from East and South are available.

Supply Sources/Reinforcement Entry. Soviet: Map A East Edge and South Edge (East of the Danube) road hexes. Axis: Map A West Edge rail and road hexes.

Victory Conditions:

Axis Sudden Death Win. If the Axis player is able to restore Trace Supply to at least one hex of Budapest at the end of his Player Turn, then they have won a Crushing Victory. Game Over!

Soviet Sudden Death Win. If the Soviet player controls all city hexes of Budapest at the end of his Player Turn, then he has won a Crushing Victory. Game Over! (However, this does not apply to the last turn – 12 Feb.)

Victory by Geographic Objectives. Failing a Sudden Death Victory by either side, Campaign Game victory is determined by whether the Soviet Player controls certain geographic objectives:

Victory Points are awarded to the Soviet Player for controlling these hexes at game end:

Pilisszentkerezt (A30.16) — 1 VP Bicske (A34.14) — 1 VP Székesfehérvár (A39.13) — 2 VPs Hex (A36.16) — 2 VPs Each Minor City Budapest hex — 1 VP Each Major City Budapest hex — 2 VPs 10 Soviet REs (or greater) are west of the Garam River (in or west of A21.12 to A29.14) in Trace Supply (ignore this VP for Scenario Konrad III, 5.13) — 1 VP

Victory Level: 13 VPs or more: Soviet Major Victory

11-12 VPs: Soviet Minor Victory

8-10 VPs: Draw

6-7 VPs: Axis Minor Victory

5 or less VPs: Axis Major Victory Axis Major Victory

Set-Up:

Use the Set-up from the Konrad I-II Scenario, 5.10. Add the following entries:

Axis Information:

Add: 6x Goulash markers

Soviet Information:

No Soviet units may be placed in Reserve during Set-up.

All Soviet Air Units: Inactive at scenario start.

Scenario 5.12: Konrad I Campaign Start

(1 Jan to 26 Feb 1945)

General Information:

Set-Up order: Soviet first First Player: Axis Weather: Automatically Frozen and Limited Flight on 1 Jan First Turn: 1 Jan Last Turn: 26 Feb Game Length: 17 turns Maps: Use Map A and Map B Transport Points: Wagons and Trucks may start loaded if SP are present in their hexes. The LRAF Refit Capability Marker is placed in the 2 box Soviet Victory Status: 2 VP for Budapest Surrounded Objective Soviet Infantry: The Soviet player has used all 10 of the "free rebuilds" for Infantry divisions and UR Brigades. (See 3.3a).

Special Rules:

Budapest Fortress. A Budapest Fortress has been declared for the surrounded units in Budapest. (See 2.4).

Danube Bridges. All Danube bridges are destroyed except the bridges at Komárom (A30.09) and Budapest (A32.17, A33.18, A34.17).

Victory Conditions:

Use the Grand Campaign Victory Conditions (5.2).

Set-Up:

Soviet Information:

(When no nationality is indicated, units are Russian).

Reserve Markers Available: 13 No Soviet units may be placed in Reserve during Set-Up.

Soviet Dead Pile: 9-3-8 Gd Tank Bde (5) 4-4-6 Gd Tank Bn (1 Gd) 9-5-5 Flm Armor Bde (31) 5-5-3 Assault Bde (15) 1 Gd Mech Corps (1 Gd Mech Bde, 382 AG Bn, 1453 AT Bn) 2 Gd Mech Corps (4 Gd Mech Bde, 6 Gd Mech Bde, 30 Gd Tank Bn, 3-4-8 (251 Gd AT Bn), 1509 SP Arty Bn) 4 Gd Mech Corps (13 Mech Bde, 15 Mech Bde, 352 AG Bn, 292 Gd AT Bn) 7 Mech Corps (41 Gd Tank Bde, 1440 SP Arty Bn, 3-3-8 (1289 AT Bn)) 9 Gd Mech Corps (30 Gd Mech Bde, 389 Gd AT Bn) 5 Gd Tank Corps (20 Gd Tank Bde, 22 Gd Tank Bde, 390 Gd AT Bn, 375 Gd SP Arty Bn, 391 AT Bn) 23 Tank Corps (135 Tank Bde) 4 Gd Cav Corps (9 Gd Cav Div, 1815 SP Arty Bn, 4 Tank Bn, 12 Gd Katy Rgt) 5 Gd Cav Corps (63 Cav Div, 1896 SP Arty Bn) 6 Gd Cav Corps (1813 SP Arty Bn, 6 Tank Rgt, 11 Gd Katy Rgt) 9-4-8 Gd Tank Bde (27 Gd) 4-4-6 Gd Tank Bn (49 Gd) 3-4-6 Gd AG Bn (366 Gd) 4-4-6 Gd MC Rgt (4 Gd) 1-1-4 Partisan Rgt (S1, S2, S3, S4, S5, S6) 3-3-3 Cz Airborne Inf Bde (2) 2x Gd IL.2 3x IL.2 Gd Yak.9 La.5 Rum Ju.88

4th Ukrainian Front

1 Gd Army

B2.02: (2)-4-3 NKVD Bdr Rgt (92)

B2.03: 1 Gd Army HQ (2)-4-3 NKVD Bdr Rgt (23)

B2.01: 8-3-3 Gd Mtn Div (128 Gd, less 1 step) 8-2-2 Mtn Div (242, 318 less 1 step)

B3.02: 10-3-3 Inf Div (271) 8-1-2 Inf Div (276, less 1 step)

B4.02: 10-2-2 Gd Inf Div (129 Gd) 8-2-2 Inf Div (161, 167)

B4.03: 42-1-1 Mortar Bde (4a, 4b) 26-2-2 Gd Arty Bde (24 Gd)

18 Army

B9.11: 4th Ukr. Front HQ Marker 18 Army HQ (2)-4-3 NKVD Bdr Rgt (79)

B8.04: 8-2-2 Inf Div (138, less 1 step; 237, less 1 step)

B9.05: 10-3-3 Gd Airborne Div (2 Gd) 8-1-2 Inf Div (8, less 1 step)

B9.07: 42-1-1 Mortar Bde (4UFc) 75-2-1 Gd Katy Bde (4 UF) 26-1-2 Arty Bde (4 UF) 26-1-2 Arty Bde (146)

B10.04: 14-4-3 Inf Div (24, less 1 step) 8-2-2 Inf Div (351)

B11.04: 10-3-3 Inf Div (226) 14-4-3 Inf Div (30, less 1 step)

B10.05: 8-2-2 Inf Div (21) 8-1-2 Inf Div (104, 122)

8 Air Army

3x IL.2 IL.2 (Reduced) 2x Gd La.5

2nd Ukrainian Front

4 Rumanian Army

B13.03: 8-2-2 Rum Inf Div (3, 11)

B13.02: 12-2-2 Rum Inf Div (21) 12-3-3 Rum Inf Div (6)

B13.01: 8-2-2 Rum Inf Div (8)

A13.34: 8-2-2 Rum Inf Div (9)

A13.33: 8-2-2 Rum Inf Div (18)

B14.01: 8-1-2 Rum Arty Grp (4)

A16.34: 2 Rum Corps HQ 6 Rum Corps HQ 6-3-4 Rum Cav Bde (1)

A25.30: 1 T

40 Army

A15.29: (5)-1-1 UR Bde (159) 8-2-2 Inf Div (38)

A15.28: 12-4-3 Gd Inf Div (42 Gd, less 2 steps) 8-1-2 Inf Div (240)

A15.27: 8-3-3 Inf Div (232) 8-2-2 Inf Div (133) 10-4-3 Inf Div (6, less 1 step)

A17.28: 26-1-2 Arty Bde (153) 22-1-1 Mort Bde (40)

A18.28: 40 Army HQ (5)-1-1 UR Bde (54) 2 SP

A20.32: Special Wagon Extender

27 Army

A16.25: 12-4-3 Gd Airborne Div (3 Gd, less 1 step) 8-3-3 Inf Div (1 Rum, less 1 step)

A17.25: 14-4-3 Gd Airborne Div (4 Gd, less 1 step) 8-2-2 Inf Div (78)

A18.26: 54-1-2 Arty Div (11) 26-1-2 Arty Bde (27)

A18.24: 8-4-3 Inf Div (163, less 1 step) 8-2-2 Inf Div (206)

A19.24: 8-1-2 Inf Div (337, less 1 step) 8-3-3 Inf Div (202)

A20.23: 8-2-2 Rum Mtn Div (2, less 1 step; 3)

A18.25: 28-1-1 Mort Bde (27)

A22.23: 27 Army HQ 4 Rum Corps HQ (2)-4-3 NKVD Bdr Rgt (24) 2 SP

53 Army

A20.22: 10-4-3 Gd Inf Div (110 Gd) 8-2-2 Inf Div (375)

A21.22: 10-3-3 Gd Inf Div (72 Gd, less 1 step)

A22.19: 8-2-2 Inf Div (203, less 1 step) 8-1-2 Inf Div (227, less 1 step; 228, less 1 step)

A22.20: 12-4-3 Gd Airborne Div (1 Gd, less 2 steps)

A22.21: 10-3-3 Gd Inf Div (81)

A23.19: 53 Army HQ (4)-4-3 AT Bde (30) 1 SP

A23.20: 90-2-2 Gd Arty Div (5a)

6 Gd Tank Army

A24.16: 9 Gd Mech Corps (46 Gd Tank Bde, 18 Gd Mech Bde, 31 Gd Mech Bde, 458 Gd Mortar Rgt, Organic Truck (empty))

A24.17: 5 Gd Tank Corps (21 Gd Tank Bde, 6 Gd Mot Bde, 454 Gd Mortar Rgt, Organic Truck (empty))

A24.18: 6 Gd Tank Army HQ 26-1-2 Arty Bde (202) (4)-4-3 AT Rgt (34) Special Wagon Extender

Cavalry Mechanized Group Plijev

A24.15: Plijev HQ (2)-4-3 NKVD Bdr Rgt (37) 32-2-1 Gd Katy Bde (2 Gd)

A22.12: 4 Gd Cav Corps (30 Cav Div) 4 Gd Mech Corps (1512 AT Bn, 527 Mortar Rgt)

A21.13: 4 Gd Mech Corps (36 Gd Tank Bde, 14 Gd Mech Bde, Organic Truck (empty))

A22.15: 6 Gd Cav Corps (8 Cav Div)

A22.14: 6 Gd Cav Corps (8 Gd Cav Div)

A21.14: 6 Gd Cav Corps (13 Gd Cav Div)

A20.13: 4 Gd Cav Corps (10 Gd Cav Div)

7 Gd Army

A23.13: 12-4-3 Gd Inf Div (36 Gd)

A23.14: 42-1-1 Mort Bde (2)

A24.13: 8-2-2 Inf Div (303, less 1 step)

A25.14: 8-1-2 Inf Div (243)

A26.13: 8-2-2 Inf Div (141)

A27.14: 10-3-3 Gd Airborne Div (6 Gd, less 1 step) 8-1-2 Inf Div (409, less 1 step)

A27.15: (4)-4-3 AT Bde (2) 3 SP

A28.14: 8-2-2 Inf Div (53) 12-4-3 Gd Inf Div (93 Gd, less 2 steps)

A28.18: 7 Gd Army HQ (1)-0-0 Pontoon (1) (2)-4-3 NKVD Bdr Rgt (109) 4-2-3 NKVD Bde (16)

A29.15: It is not a mistake that this hex is empty. This bridge was left virtually unguarded and enabled the German offensive (the Danube bridge itself is destroyed).

3rd Ukrainian Front

4 Gd Army and Cavalry Mechanized Group Gorskov

A30.11: 10-2-2 Gd Inf Div (80 Gd)

A30.12: 18 Tank Corps (170 Tank Bde, 1438 SP Arty Bn)

A30.13: 10-3-3 Gd Inf Div (4 Gd, less 1 step)

A30.14 12-4-3 Gd Inf Div (86 Gd)

A30.16: 26-1-2 Arty Bde (3 UF)

A31.12: 10-2-2 Gd Inf Div (34 Gd)

A32.12: 8-1-2 Inf Div (223)

A33.12: 8-1-2 Inf Div (52, less 1 step)

A33.13: 32-1-1 Katy Bde (3 UF)

A33.14: 18 Tank Corps (110 Tank Bde, 181 Tank Bde, 32 Mot Bde, 1000 AT Bn, 292 Mortar Rgt, 363 Gd AG Bn, Organic Truck (empty))

A34.11: 8-1-2 Inf Div (93)

A35.11: 10-3-3 Gd Inf Div (40 Gd, less 1 step)

A35.12: 5 Gd Cav Corps (11 Gd Cav Div, 12 Gd Cav Div, 5 Tank Rgt, 9 Gd Katy Rgt)

A36.11: 10-3-3 Gd Airborne Div (7 Gd)

A36.12: 40-1-2 Arty Bde (123)

A37.12: 10-3-3 Gd Airborne Div (5 Gd) (4)-4-3 AT Bde (9)

A37.13: 7 Mech Corps (16 Mech Bde, 63 Mech Bde, 64 Mech Bde, 78 Gd Tank Bn, 109 AT Bn, 614 Mortar Rgt, Organic Truck (Empty))

A38.12: 9-2-2 Inf Div (84) (4)-4-3 AT Bde (7)

A39.12: 9-3-3 Inf Div (252) (4)-4-3 AT Bde (12)

A39.13: 10-3-3 Gd Inf Div (41 Gd)

A39.14: 90-1-2 Arty Div (9)

A36.16: 4 Gd Army HQ Gorskov HQ 4-4-6 Gd MC Rgt (3 Gd) 4 SP

A40.11: 10-2-2 Gd Inf Div (69 Gd) (4)-4-3 AT Bde (42)

A40.12: 42-1-1 Mort Bde (23)

A41.12: 14-4-3 Gd Inf Div (62 Gd) (4)-4-3 AT Bde (11)

A42.11: (5)-2-1 Gd UR (1 Gd) (4)-4-3 AT Bde (49)

A42.15: 1 Gd Mech Corps (9 Gd Tank Bde, 2 Gd Mech Bde, 3 Gd Mech Bde, 1821 AT Bn, 267 Mortar Rgt Organic Truck (Empty))

A34.14: (4)-4-3 AT Bde (22, 24, 31)

46 Army

A30.17: 90-1-2 Arty Div (16a, 16b)

A31.26: 2 Ukr. Front HQ Marker 46 Army HQ 26-2-2 Gd Arty Bde (45 Gd) 4x Wagon Point 1 SP

A31.17: 10-2-2 Gd Inf Div (49 Gd, less 1 step)

A31.18: 8-2-2 Inf Div (180)

A31.19: 10-4-3 Gd Inf Div (25 Gd, less 1 step)

A31.20: 8-1-2 Inf Div (151, 155)

A32.16: 10-3-3 Gd Inf Div (108 Gd, less 1 step; 109 Gd)

A32.20: 8-1-2 Rum Inf Div (19, less 1 step) 12-1-2 Rum Inf Div (2)

A33.25: 7 Rum Corps HQ

A32.21: 9 Rum Cav Div (3 Ros Cav Rgt, 13 Cal Cav Rgt, 13 Ros Mot Cav Rgt) 8-1-2 Rum Arty Grp (1)

A33.16: 2 Gd Mech Corps (37 Gd Tank Bde, 5 Gd Mech Bde, 524 Mortar Rgt, Organic Truck (empty))

A33.17: 10-4-3 Gd Inf Div (59 Gd, less 1 step) 8-2-2 Inf Div (320)

A33.20: 8-1-2 Inf Div (297)

A33.21 26-2-2 Gd Arty Bde (41 Gd) 90-2-2 Gd Arty Div (5b)

A33.22: 144-2-1 Katy Div (2 UF)

A34.15: 22-1-2 Arty Bde (46) 40-1-2 Arty Bde (152)

A34.16: 10-3-3 Mot Div (99)

A34.19: 8-1-2 Inf Div (317)

A35.16: 90-1-2 Arty Div (7a, 7b)

A35.17: 10-3-3 Mot Div (316, less 1 step)

A35.18: 12-3-3 Gd Mot Div (68 Gd)

A35.19: 10-3-3 Gd Inf Div (66 Gd)

A36.17: (1)-0-0 Pontoon (2) (2)-4-3 NKVD Bdr Rgt (10) 4-4-3 Naval Rifle Bde (83)

A40.18: 3rd Ukr. Front HQ Marker (1)-0-0 Pontoon (3) (2)-4-3 NKVD Bdr Rgt (134)

A43.19: (1)-0-0 Pontoon (4) (2)-4-3 NKVD Bdr Rgt (124)

A53.20: (1)-0-0 Pontoon (5) (2)-4-3 NKVD Rgt (128)

A59.21: (1)-0-0 Pontoon (6) (2)-4-3 NKVD Rgt (25)

A32.35: 3x Truck Point

RVGK Box - 2nd Ukr. Front: 23 Tank Corps (3 Tank Bde, 39 Tank Bde, 56 Mot Bde, 1443 SP Arty Bn, 457 Mortar Rgt, 1669 AT Bn Organic Truck (Empty))

Airbases: Level-3: B29.15, B48.09, B48.08, A54.27, B54.09, B55.15, A34.19, A34.24

Level-2: B11.15, B22.15, B27.08, A33.31, B38.12, B49.34, B41.05, A56.12, A25.30, B15.05, A41.25, A25.20

Level-1: B28.23, B34.27, B34.11, B32.06, A50.31, A51.18, A54.24, A18.28, A34.16, A38.18

5 Air Army/17 Air Army (All Inactive) 3x Gd Yak.9 5x Yak.9 2x Gd La.5 4x La.5 7x Gd IL.2 6x IL.2 4x A.20 2x Li.2

Rumanian air forces Rum IAR.81 Rum Ju.87D Rum Hs.129

LRAF (All Inactive) 2x IL.4

Axis Information:

(When no nationality is indicated, units are German):

Reserve Markers Available: 13

Goulash Markers Available: 6

Heinrici Special Hedgehogs Available: 15

Axis Dead Pile: 3 Hung Corps HQ (White Frame) 7-3-3 Hung Div (6) (White Frame) 8-3-3 Hung Div (13) (White Frame) 4-3-3 Hung Mtn Bde (2) (White Frame) 12-1-2 Hung Arty Grp (White Frame) 4 Hung Corps HQ 6 Hung Corps HQ 7 Hung Corps HQ 9 Hung Corps HQ 1 Pz Div Hung (I/1 Tank Bn, 1 Recon, 51 AT Bn, 1 Arty Rgt) 2 Pz Div Hung (2 Recon, I/3 Tank Bn) 4-4-6 Hung AG Bn (7) 6-2-2 Hung Div (4 Repl, 5 Repl, 8 Repl, 6 Res, 12 Res, 23 Res, 27 Lt) 7-2-2 Hung Div (10) 4-1-2 Hung Bde (7 Repl) 4-2-2 Hung Bde (9 Bdr) 3-1-2 Hung Mtn Bde (1 Repl, 2 Repl) 3-3-4 Hung Cav Rgt (1 Repl) 2x 3-3-3 Hung Inf KG 2x 3-2-2 Hung Inf KG (3)-3-3 Hung AT Bn (2A) 12-1-2 Hung Arty Grp Hung Bf.109G (5) 1 Pz Div (I/1 Pz Bn, II/1 Pz Bn, 37 PJ Bn) 3 Pz Div (II/6 Pz Bn, 543 PJ Bn) 6 Pz Div (II/11 Pz Bn, 41 PJ Bn) 8 Pz Div (I/10 Pz Bn, II/10 Pz Bn, 43 PJ Bn) 13 Pz Div (13 Recon, I/4 Pz Bn, 93 Mot Inf Rgt, 13 Mot AT Bn, 13 Arty Bn) 23 Pz Div (128 PJ Bn, II/23 Pz Bn) 24 Pz Div (24 Recon, 40 PJ Bn, 21 Mot Inf Rgt) FHH PG Div (FHH Recon, Füs Mot Inf Rgt, FHH AG Bn) SS-PO PG Div (4 Recon, 4 AG Bn) SS-MT Cav Div (22 Recon, 52 Cav Rgt) SS-FG (8 Recon) 4 Cav Bde (70 AG Bn) 3-5-4 Pz Comp (1-503, 2-503, 3-503) 6-5-7 Pz Bn (I/130) (3)-3-3 At Bn (721) 4-4-6 AG Bn (325) 6-4-5 SP Arty Bn (219) 2-2-5 SS AG Comp (12 SS) (4)-4-3 AT Bn (Kessel) 4-4-3 Inf KG (Kessel) 4x 3-3-2 Inf KG 3-3-3 Kor Bn (558) 3-3-3 SS Pol Inf Rgt (6 SS) 3-0-2 SS Inf Bde (Dlwgr) (5)-4-3 AT Bn (663) 2x (6)-4-3 Flak Bn 2x (3)-2-3 Flak Bn 2x 12-2-2 Arty Grp 2x 8-2-2 Arty Bn Plane: Hs.129B

Budapest Garrison

A32.17: 12-1-2 Hung Arty Grp (Bp 1) (6)-4-3 LW Flak Bn (unrebuildable) 3-4-3 Hung Inf Bn (Vannay) 2-2-2 Hung Inf KG (Bp Stu) (3)-3-3 SS AT Bn (509) SS-FG Cav Div (15 Cav Rgt)

A32.18: FHH PG Div (Gren PG Rgt, FHH Arty Bn) 3-4-4 Hung Cav Brkdwn Rgt 12-1-2 Hung Arty Grp (Bp 2)

A32.19: 13 Pz Div (66 PG Rgt) 3-3-3 Hung Inf KG (BC 2) 2x 3-2-2 Hung Inf KG

A33.18: 9 SS Mtn Corps HQ 2 x (2)-2-3 Hung AT Bn (Bp) (6)-4-3 LW Flak Bn (unrebuildable) 12-2-2 SS Arty Grp (509) SS-FG Cav Div (16 Cav Rgt, 8 Arty Rgt)

A33.19: 1 Hung Corps HQ SS-MT Cav Div (17 Cav Rgt, 53 Cav Rgt, 22 AT Bn, 22 Arty Rgt) 1 Pz Div Hung (1 Mot Rgt) 4-4-6 Hung AG Bn (Bill) 3-3-3 Hung Inf KG (BC 1) 3-3-3 SS Pol Inf Rgt (1 SS)

A34.17: (6)-4-3 LW Flak Bn (unrebuildable) 2 x (2)-2-3 Hung AT Bn (Bp) SS-FG Cav Div (18 Cav Rgt, 8 AT Bn) 3-3-2 Inf KG

A34.18: (5)-4-3 Hung AT Bn (BP) 3-4-3 Hung Inf Bn (Watch) 3-4-3 Hung Inf KG (Bdpst) 3-3-3 Hung Inf KG (Bp Pol) 2-2-2 Sec Bn (407)

Rear Forces

A31.01: 4xTruck

1 Panzer Army

A2.30: 4x Wagon 2x Truck 2 SP

A2.34: 2x 4-4-3 Inf Brkdwn Rgt (White Frame) Level 2 Hedgehog

B3.01: 16-4-3 Inf Div (253, less 1 step) 3-2-2 Hung Inf Brkdwn Rgt (White Frame) Level 2 Hedgehog

A4.34: 8-2-2 Arty Bn (White Frame)

B4.01: 16-4-3 Inf Div (75, less 1 step) 6-2-2 Hung Div (5 Res, less 1 step)

A5.34: 11 Corps HQ 2-2-2 Sec Bn (1003) Level 1 Hedgehog

B9.01: 49 Mtn Corps HQ 2-2-2 Sec Bn (943) Level 2 Hedgehog

B10.02: 12-2-2 Arty Grp (White Frame)

B8.03: 2x 3-4-3 Jg Brkdwn Rgt (White Frame) Level 2 Hedgehog

B9.04: 12-4-3 Jg Div (100, less 1 step) Level 2 Hedgehog

A10.03: 12-4-3 Jg Div (101, less 1 step) Level 2 Hedgehog

B11.03: 16-4-3 Inf Div (254, less 1 step) Level 2 Hedgehog

A12.32: 7-2-2 Hung Inf Div (16, less 1 step) Level 2 Hedgehog

A12.33: 3-5-3 Ski Jg Brkdwn Rgt (White Frame) 3-4-3 Jg Brkdwn Rgt (White Frame) Level 2 Hedgehog

A12.34: 12-5-4 Jg Div (1 Ski, less 2 steps) 4-1-2 Hung Bde (2 Repl) Level 2 Hedgehog

B12.01: 4-4-3 Inf Brkdwn Rgt (White Frame) 3-4-3 Jg Brkdwn Rgt (White Frame) Level 2 Hedgehog

B12.02: 12-4-3 Jg Div (97, less 2 steps) 4-4-3 Assault Bn (8A) Level 2 Hedgehog

A7.26: 3-3-3 Kor Bn (531)

A7.25: Level 2 Hedgehog

8 Army and 1 Hungarian Army

A16.16: 1x Wagon 1 SP

A11.20: Wagon 1 SP

A12.25: 17 Corps HQ 12-2-2 Arty Grp Level 1 Hedgehog

A12.28: 5 Hung Corps HQ 18-2-2 Arty Grp Level 1 Hedgehog

A13.26: 4-5-6 AG Bn (228)

A13.28: 12-1-2 Hung Arty Grp (White Frame)

A14.23: 29 Corps HQ 2-2-2 Sec Bn (Süd)

A14.26: 2x 4-4-3 Mtn Brkdwn Rgt Level 2 Hedgehog

A14.27: 14-4-3 Mtn Div (3, less 3 steps) 4-3-3 Hung Mtn Bde (1) 3-2-2 Hung Inf Brkdwn (White Frame) Level 2 Hedgehog

A14.28: 14-4-3 Mtn Div (4, less 2 steps) 7-2-2 Hung Inf Div (24) Level 2 Hedgehog

A16.15: 4 FHH Pz Corps HQ

A16.24: 16-4-3 Inf Div (208, less 2 steps)

A17.23: 8-2-2 Arty Bn

A17.24: 4-4-3 Inf Brkdwn Rgt 4-4-3 Inf Brkdwn Rgt (white frame)

A18.21: 12-2-2 Arty Grp

A18.23: 16-4-3 Inf Div (15, less 2 steps)

A19.22: 12-4-3 Jg Div (8, less 1 step)

A19.23: 16-4-3 Inf Div (76, less 2 steps)

A20.21: 3-4-3 Jg Brkdwn Rgt 4-5-6 AG Bn (286)

A20.20: SS-PO PG Div (4 Arty Rgt)

A21.21: SS-PO PG Div (8 Mot Inf Rgt, 4 PJ Bn)

A21.16: 16-4-3 Inf Div (46, less 2 steps)

A21.20: SS-HW PG Div (40 Mot Inf Rgt) SS-PO PG Div (7 Mot Inf Rgt)

A20.15: 24 Pz Div (89 Arty Rgt) Level 2 Hedgehog

A21.15: 24 Pz Div (III/24 Pz Bn, 26 PG Rgt)

A19.13: 3-3-2 Inf KG

A19.14: 3-3-2 Inf KG

6 Army and 3 Hungarian Army

A32.04: (1)-0-0 (Pontoon Rgt) 2 SP

A34.01: 3x Wagon

A21.07: 14-3-2 VG Div (211)

A21.12: 16-4-3 Inf Div (357, less 2 steps) Level 1 Hedgehog

A22.10: 8 Pz Div (80 Arty Rgt)

A22.11: (5)-4-3 AT Bn (661) 6 Pz Div (6 Recon Bn) Level 1 Hedgehog

A23.12: 4-4-5 Hung PJ Bn (16) (3)-2-3 Flak Bn Level 1 Hedgehog

A24.09: 57 Pz Corps HQ 2-2-2 Sec Bn (1026) 1 SP

A24.12: 8 Pz Div (28 Mot Rgt) Level 1 Hedgehog

A25.12: 6 Pz Div (76 Arty Rgt)

A25.13: 8 Pz Div (8 Recon) (3)-2-3 Flak Bn Level 1 Hedgehog

A26.12: (6)-4-3 Flak Bn 6 Pz Div (4 Mot Rgt) Level 1 Hedgehog

A27.10: 72 Corps HQ 2-2-2 Sec Bn (465)

A27.13: 3 Pz Div (394 Mot Rgt) Level 1 Hedgehog

A28.12: 3 Pz Div (75 Arty Rgt) 12-1-2 Hung Arty Grp

A28.13: (6)-4-3 Flak Bn 3 Pz Div (3 Recon) Level 1 Hedgehog

A29.11: 2 Pz Hung (52 AT Bn)

A29.12: 2 Pz Hung (3 Mot Rgt)

A30.10: 2 Pz Hung (2 Arty Rgt)

A29.14: 16-4-3 Inf Div (96, less 2 steps) Level 1 Hedgehog

A29.13: 12-4-3 Hung Inf Div (SzLz, less 2 steps)

A31.09: 4 SS PZ Corps HQ 16-3-2 SS Nebelwerfer Bn (504) 12-3-2 SS Arty Bn (504)

A31.10: 3 Pz Corps HQ 3-3-3 Kor Bn (593)

A31.10 w/i 1 hex: 14-3-2 VG Div (271, less 1 step)

A31.11 w/i 1 hex: 5-4-6 Pz Bn (208) SS-T Pz Div (3 Recon, Tiger Pz Comp, I/3 Pz Bn, II/3 Pz Bn, 3 PJ Bn, 5 Mot Inf Rgt, 6 Mot Inf Rgt, 3 Arty Rgt) SS-W Pz Div (5 Recon, II/5 Pz Bn, 9 PG Rgt, Norge Mot Inf Bn)

A32.11: KG Pape (if using optional rule 4.0e) 6 Pz Div (114 PG Rgt, I/11 Pz Bn) 8 Pz Div (98 PG Rgt)

A33.11: FHH PG Div (FHH PJ Bn) 6-5-7 Pz Bn (I/26) 4-4-6 AG Bn (239)

A34.10: 12-4-4 Hung Cav Div (1, less 2 steps)

A35.10: 4 Cav Bde (5 Cav Rgt) 4-3-6 AG Bn (303)

A36.09: 4 Cav Bde (870 Arty Rgt)

A36.07: 1 Cav Corps HQ

A36.10: 4 Cav Bde (70 Recon, 41 Cav Rgt)

A37.11: 3 Pz Div (3 PG Rgt, I/6 Pz Bn)

A38.10: 23 Pz Div (128 Arty Rgt)

A38.11: 23 Pz Div (126 PG Rgt)

A39.11: 23 Pz Div (I/23 Pz Bn, 128 Mot Rgt, 23 Recon Bn)

A40.09: 1 Pz Div (73 Arty Rgt)

A40.10: 5-4-3 SS Rgt (Ney) 1 Pz Div (1 Recon, 113 PG Rgt, 1 Mot Inf Rgt)

A41.09: 2 Hung Corps HQ 3-3-3 SS Pol Rgt (8 SS)

A41.10: 12-1-2 Hung Arty Grp

A41.11: 8-3-3 Hung Inf Div (25)

A43.08: 8 Hung Corps HQ 3-1-2 Hung Bde (9 Repl) 7-2-2 Hung Inf Div (20, less 1 step)

Airbases: Level-1: A17.05, A27.10, A33.19, B10.01

Level-2: A38.03, A39.10

Level-3: A32.05

Luftwaffe: Bf.109G (6) Bf.109G (5) Reduced Bf.109G (4) Bf.110 2x Fw.190F-8 (4) Fw.190F-8 (4) Reduced 2x Fw.190F-8 (3) Ju.87D Ju.87G (Rudel) Ju.87G He.111H (12) He.111H (8) 2x Ju.52 2x Glider

Hungarian air forces: Hung Bf.109G (5) Hung Bf.109G (4) Hung Mixed Fighter

Scenario 5.13: Konrad III

(19 Jan to 29 Jan 1945)

General Information:

General Information: Set-Up order: Soviet first First Player: Axis Weather: Automatically Frozen and Limited Flight on 19 Jan First Turn: 19 Jan Last Turn: 29 Jan Game Length: 4 turns Map: Only Map A is used Transport Points: Wagons and Trucks may start loaded if SP are present in their hexes. The LRAF Refit Capability Marker is placed in the "0" box. Soviet Infantry: The Soviet player has used all 10 of the "free rebuilds" for Infantry divisions and UR Brigades. (See 3.3a).

Special Rules:

Map Play Area Restriction. All hexes north of the Danube from A29.04 to A27.18 (inclusive) are not playable (Exception: Soviet airbases).

Budapest Fortress. A Budapest Fortress has been declared for the surrounded units in Budapest. (See 2.4).

Danube Bridges. All Danube bridges are destroyed except the bridges at Komárom (A30.09).

Initiative. The Axis player automatically has the Initiative on Turn 2. (22 Jan, as if they had won the initiative roll).

SP Transport Missions to the Budapest Zone. Each turn Flight is possible, the Axis player must conduct at least 1T Transport within the Budapest Fortress.

Supply Points. Only the Axis SP arriving in the West are available. Only Soviet SP coming from East and South are available.

Supply Sources/Reinforcement Entry. Soviet: Map A East Edge and South Edge (East of the Danube) road hexes. Axis: Map A West edge rail and road hexes.

Victory Conditions:

Use the Konrad I-II-III Scenario (5.11) Victory Conditions.

Set-Up:

Soviet Information:

(When no nationality is indicated, units are Soviet):

Reserve Markers Available: 8 No Soviet units may be placed in Reserve during Set-Up.

Soviet Air Units: On Turn 1, only 4 Soviet air units may be Active.

Soviet Dead Pile: 9 Rum Cav Div (13 Cal Rgt) 1 Gd Mech Corps (1 Gd Mech Bde, 3 Gd Mech Bde, 382 AG Bn, 1453 AT Bn, 1821 AT Bn) 2 Gd Mech Corps (4 Gd Mech Bde, 6 Gd Mech Bde, 30 Gd Tank Bn, 3-4-8 (251 Gd AT Bn), 1509 SP Arty Bn) 7 Mech Corps (41 Gd Tank Bde, 1440 SP Arty Bn, 3-3-8 (1289 AT Bn), 78 Gd Tank Bn) 18 Tank Corps (170 Tank Bde, 363 AG Bn, 1438 SP Arty Bn) 5 Gd Cav Corps (63 Cav Div, 1896 SP Arty Bn) 9-4-8 Gd Tank Bde (27 Gd) 4-4-6 Gd Tank Bn (49 Gd) 3-4-6 Gd AG Bn (366 Gd) 4-4-6 Gd MC Rgt (4 Gd) (4)-4-3 AT Bde (12, 42) 4x IL.2 A.20 Gd Yak.9 2x Yak.9 Gd La.5 2x La.5

3rd Ukrainian Front

4 Gd Army and Cavalry Mechanized Group Gorskov

A28.15: 12-4-3 Gd Inf Div (86 Gd, less 1 step)

A29.16: (4)-4-3 AT Bde (11) 10-3-3 Mot Inf Div (99, less 1 step)

A29.17: 90-1-2 Arty Div (16a, 16b)

A30.15: (4)-4-3 AT Bde (31) 10-3-3 Gd Inf Div (109 Gd)

A30.16: 2 Gd Mech Corps (37 Gd Tank Bde, 5 Gd Mech Bde, 524 Mortar Rgt, Organic Truck (empty))

A30.17: 5 Gd Cav Corps (11 Gd Cav Div, 12 Gd Cav Div, 5 Tank Rgt, 9 Gd Katy Rgt)

A31.15: 10-2-2 Gd Inf Div (49 Gd, less 1 step) 10-4-6 Gd Mech Bde (32)

A31.16: 22-1-2 Arty Bde (46) 40-1-2 Arty Bde (152) 26-1-2 Arty Bde (3 UF)

A32.14: (4)-4-3 AT Bde (22) 10-4-3 Gd Inf Div (59 Gd, less 1 step)

A32.15: 18 Tank Corps (110 Tank Bde, 181 Tank Bde, 32 Mot Bde, 1000 AT Bn, 292 Mortar Rgt, Organic Truck (empty))

A33.15: (4)-4-3 AT Bde (24) 10-2-2 Inf Div (19, less 1 step)

A33.16: 32-1-1 Katy Bde (3 UF)

A34.11: 8-1-2 Inf Div (223)

A34.12: 10-2-2 Gd Inf Div (34 Gd, less 1 step)

A34.13: 10-3-3 Gd Inf Div (40 Gd, less 1 step)

A34.14: 10-3-3 Gd Inf Div (4 Gd, less 1 step) 14-4-3 Gd Inf Div (62 Gd)

A35.11: 8-1-2 Inf Div (52, less 1 step)

A35.13: 40-1-2 Arty Bde (123)

A35.15: 90-1-2 Arty Div (7a, 7b)

A36.11: 10-3-3 Gd airborne Div (7 Gd)

A36.12: 10-2-2 Gd Inf Div (80, less 1 step)

A36.16: 4 Gd Army HQ Gorskov HQ 4-4-6 Gd MC Rgt (3 Gd) 2 SP

A37.13: 10-3-3 Gd airborne Div (5 Gd) (4)-4-3 AT Bde (9)

A37.14: 1 Gd Mech Corps (9 Gd Tank Bde, 2 Gd Mech Bde, 267 Mortar Rgt Organic Truck (empty))

A38.12: 8-1-2 Inf Div (93)

A39.12: 10-3-3 Gd Inf Div (41 Gd) (4)-4-3 AT Bde (7)

A39.13: 10-2-2 Gd Inf Div (69 Gd)

A39.14: 90-1-2 Arty Div (9)

A39.15: 7 Mech Corps (16 Mech Bde, 63 Mech Bde, 64 Mech Bde, 109 AT Bn, 614 Mortar Rgt, Organic Truck (Full))

A40.11: 9-2-2 Inf Div (84)

A40.12: 42-1-1 Mortar Bde (23)

A41.12: 9-3-3 Inf Div (252)

A41.18: 8-2-2 Inf Div (21) 8-1-2 Inf Div (104, 122)

A42.11: (4)-4-3 AT Bde (49) (5)-2-1 Gd UR Bde

A48.19: (4)-4-3 AT Bde (43)

46 Army

A29.24: 2nd Ukr. Front HQ Marker 46 Army HQ 26-2-2 Gd Arty Bde (45 Gd) 4x Wagon Point 2 SP

A31.17: 8-2-2 Inf Div (180)

A31.18: 8-1-2 Inf Div (151)

A32.16: 10-3-3 Gd Inf Div (108 Gd, less 1 step)

A32.18: 10-4-3 Gd Inf Div (25 Gd, less 1 step) 12-4-3 Gd Inf Div (36 Gd, less 1 step)

A32.20: 7 Rum Corps HQ 8-1-2 Rum Inf Div (19, less 1 step) 12-1-2 Rum Inf Div (2, less 2 steps) 9 Rum Cav Div (3 Ros Cav Rgt, 13 Ros Mot Cav Rgt)

A33.17: 8-2-2 Inf Div (320)

A33.19: 8-1-2 Inf Div (155, 297, less 1 step; 317, less 1 step)

A33.21 26-2-2 Gd Arty Bde (41 Gd) 90-2-2 Gd Arty Div (5b) 8-1-2 Rum Arty Grp (1)

A34.16: 10-3-3 Mot Div (316, less 1 step)

A34.18: 10-3-3 Gd Inf Div (66 Gd, less 1 step)

A34.20: 144-2-1 Katy Div (2 UF)

A35.17: 4-4-3 Naval Bde (83)

A35.18: 12-3-3 Gd Mot Div (68 Gd, less 1 step)

A28.18 (1)-0-0 Pontoon (1) (2)-4-3 NKVD Bdr Rgt (109) 2-2-3 Assault Eng Bn (12b, 14a, 14b)

A36.17: (1)-0-0 Pontoon (2) (2)-4-3 NKVD Bdr Rgt (10)

A40.18: 3rd Ukr. Front HQ Marker (1)-0-0 Pontoon (3) (2)-4-3 NKVD Bdr Rgt (134)

A43.19: (1)-0-0 Pontoon (4) (2)-4-3 NKVD Bdr Rgt (124)

A53.20: (1)-0-0 Pontoon (5) (2)-4-3 NKVD Bdr Rgt (128)

A59.21: (1)-0-0 Pontoon (6) (2)-4-3 NKVD Bdr Rgt (25)

A32.35: 3x Truck Point

RVGK Box - 2nd Ukr. Front: 23 Tank Corps (3 Tank Bde, 39 Tank Bde, 135 Tank Bde, 56 Mot Bde, 1443 SP Arty Bn, 457 Mortar Rgt, 1669 AT Bn Organic Truck (Empty))

Airbases: Level-1: A50.31, A51.18, A54.24, A34.16, A33.19, A34.19, A38.18

Level-2: A33.31, A56.12, A25.30, A41.25

Level-3: A54.27, A34.24, A25.20

5 Air Army / 17 Air Army (on map airbases or in boxes) 3x Gd Yak.9 5x Yak.9 Gd La.5 3x La.5 9x Gd IL.2 5x IL.2 3x A.20 2x Li.2

LRAF (in LRAF box) 2x IL.4 2x Gd IL-4 Gd IL-4 Reduced Gd Tu-2 Gd Tu-2 Reduced

Axis Information:

(When nothing is written, units are German):

Reserve Markers Available: 8

Goulash Markers Available: 4

Axis dead Pile: 4 Hung Corps HQ 6 Hung Corps HQ 7 Hung Corps HQ 9 Hung Corps HQ 1 Pz Div Hung (I/1 Tank Bn, 1 Mot Rgt, 1 Recon, 51 AT Bn, 1 Arty Rgt)) 2 Pz Div Hung (2 Recon, 3 Mot Rgt) 4-4-6 Hung AG Bn (7) 4-4-5 Hung PJ (16) 6-2-2 Hung Repl Div (4 Repl, 5 Repl, 8 Repl, 6 Res, 12 Res, 23 Res, 27 Lt) 7-2-2 Hung Div (10) 4-1-2 Hung Bde (7 Repl) 4-2-2 Hung Bde (9 Bdr) 3-1-2 Hung Mtn Bde (1 Repl, 2 Repl) 2x 3-3-3 Hung Inf KG 4x 3-2-2 Hung Inf KG 3-3-4 Hung Cav Rgt (1 Repl) (3)-3-3 Hung AT Bn (2A) 12-1-2 Hung Arty Grp Hung Bf.109G (4) 1 Pz Div (1 Mot Rgt, 37 PJ Bn) 3 Pz Div (394 Mot Rgt) 6 Pz Div (II/11 Pz Bn, 41 PJ Bn) 13 Pz Div (13 Recon, I/4 Pz Bn, 93 Mot Inf Rgt, 13 Mot AT Bn, 13 Arty Bn) 23 Pz Div (I/23 Pz Bn, II/23 Pz Bn, 128 Mot Rgt) FHH PG Div (FHH Recon, Füs Mot Inf Rgt, FHH AG Bn) SS-MT Cav Div (22 Recon, 52 Cav Rgt) 3 Cav Bde (69 AG Bn) 4 Cav Bde (70 Recon, 41 Cav Rgt, 70 AG Bn) 3-5-4 Pz Comp (1-503, 2-503, 3-503) (3)-3-3 At Bn (721) 5-4-6 Pz Bn (208) 4-4-6 AG Bn (239) 4-4-6 AG Bn (325) 3-3-3 Kor Bn (558) 3-3-3 SS Pol Inf Rgt (6) 2-2-5 SS AG Comp (12 SS) (4)-4-3 AT Bn (Kessel) 4-4-3 Inf KG (Kessel) 4x 3-3-2 Inf KG (5)-4-3 AT Bn (663) 3x (6)-4-3 Flak Bn 4x (3)-2-3 Flak Bn 2x 12-2-2 Arty Grp 2x 8-2-2 Arty Bn Plane: Fw.190F-8 (4) He.111H (8) Glider

Budapest Garrison

A32.17: 12-1-2 Hung Arty Grp (Bp 1) (6)-4-3 LW Flak Bn (unrebuildable) 3-4-3 Hung Inf Bn (Vannay) 2-2-2 Hung Inf KG (Bp Stu) (3)-3-3 SS AT Bn (509) SS-FG Cav Div (15 Cav Rgt)

A33.18: 9 SS Mtn Corps HQ 2 x (2)-2-3 Hung AT Bn (Bp) (6)-4-3 LW Flak Bn (unrebuildable) 12-2-2 SS Arty Grp (509) SS-FG Cav Div (16 Cav Rgt, 8 Arty Rgt) 3-4-3 Hung Inf Bn (Watch)

A34.17: (6)-4-3 LW Flak Bn (unrebuildable) 2 x (2)-2-3 Hung AT Bn (Bp) SS-FG Cav Div (18 Cav Rgt, 8 AT Bn) 3-3-2 Inf KG SS-MT Cav Div (17 Cav Rgt)

Rear Forces

A31.01: 4xTruck

A32.04: (1)-1-0 Pontoon Rgt (AGS) 2 SP

A34.01: 3 Wagon

6 Army and 3 Hungarian Army

A30.11: 3-3-3 Kor Bn (593)

A30.12: 3-3-2 Inf KG

A31.11: 1 Cav Corps HQ

A30.13: 3-3-3 SS Pol Rgt (8 SS)

A29.15: 14-3-2 VG Div (711)

A30.14: 16-4-3 Inf Div (96, less 1 step)

A31.14: 3 Cav Bde (32 Cav Rgt)

A32.11: 12-1-2 Hung Arty Grp

A32.12: 3 Cav Bde (869 Arty Rgt)

A32.13: 3 Cav Bde (31 Cav Rgt)

A33.11: 3-3-3 Hung Inf Brkdwn Rgt

A33.12: 8-3-3 Hung Inf Div (25, less 1 step)

A33.14: 6 Pz Div (114 PG Rgt, I/11 Pz Bn)

A33.13: 6 Pz Div (4 Mot Rgt, 76 Arty Rgt)

A34.08: 8 Hung Corps HQ

A34.10: 7-2-2 Hung Inf Div (20, less 1 step)

A35.10: 12-4-4 Hung Cav Div (1, less 2 steps)

A36.10: 4 Cav Bde (5 Cav Rgt, 870 Arty Rgt)

A37.11: 2 Pz Hung (52 AT, I/3 Tank Bn, 2 Arty Rgt)

A37.12: 23 Pz Div (128 PJ, 126 PG) 4-4-3 SS Assault Eng Rgt (1 Hung) 1-5-3 Assault Eng Comp (Taifun)

A38.10: 21-2-2 Werfer Rgt (23, 24) 23 Pz Div (128 Arty Rgt)

A38.11: 1 Pz Div (I/1 Pz Bn, II/1 Pz Bn) 1-5-5 Flamethrower Pz Comp (351) 5-4-3 SS Inf Rgt (Ney)

A39.10: 3 PZ Corps HQ 18-2-2 Arty Grp (403-a, 403-b) 1 Pz Div (73 Arty Rgt)

A39.11: 1 Pz Div (113 PG Rgt) SS-W Pz Div (Norge Mot Inf Bn)

A40.09: 21-2-2 Werfer Rgt (88, 89) SS-T Pz Div (3 Arty Rgt)

A40.10: SS-T Pz Div (3 Recon, II/3 Pz Bn, 3 PJ Bn, 5 Mot Inf Rgt) 3-5-4 Pz Bn (1-509, 2-509, 3-509) 4-3-6 AG Bn (303)

A41.09: 4 SS PZ Corps HQ 16-3-2 SS Nebelwerfer Bn (504) 12-3-2 SS Arty Bn (504)

A41.10: SS-W Pz Div (5 Recon, II/5 Pz Bn, 9 PG Rgt, 10 Mot Rgt, 5 Arty Rgt)

A41.11: 6-4-5 SP Arty Bn (219) 1 Pz Div (1 Recon) 23 Pz Div (23 Recon) 3 Pz Div (3 Recon, I/6 Pz Bn, II/6 Pz Bn, 543 PJ Bn, 3 PG Rgt)

A42.09: 3 Pz Div (75 Arty Rgt)

A43.08: 2 Hung Corps HQ

Airbases: Level-3: A32.05

Level-2: A38.03, A39.10

Level-1: A17.05, A27.10, B10.01

Luftwaffe: Bf.109G (6) Bf.109G (5) Bf.109G (4) Bf.110 2x Fw.190F-8 (4) 2x Fw.190F-8 (3) Ju.87D Ju.87G (Rudel) Ju.87G Hs.129B He.111H (12) Ju.52 Ju.52 (Reduced) Glider

Hungarian air forces: 2x Hung Bf.109G (5) Hung Mixed Fighter

Scenario 5.14: Konrad III Campaign Start

(19 Jan to 26 Feb 1945)

General Information:

Set-Up order: Soviet first First Player: Axis Weather: Automatically Frozen and Limited Flight on 19 Jan First Turn: 19 Jan Last Turn: 26 Feb Game Length: 12 turns Maps: Use map A and map B Transport Points: Wagons and Trucks may start loaded if SP are present in their hexes. The LRAF Refit Capability Marker is placed in the "0" box. Soviet Victory Status: 2 VP for Budapest Surrounded Objective. Soviet Infantry: The Soviet player has used all 10 of the "free rebuilds" for Infantry divisions and UR Brigades. (See 3.3a).

Special Rules:

Budapest Fortress. A Budapest Fortress has been declared for the surrounded units in Budapest. (See 2.4).

Danube Bridges. All Danube bridges are destroyed except the bridges at Komárom (A30.09).

Victory Conditions:

Use Grand Campaign Victory Conditions (5.2).

Set-Up:

Soviet Information:

(When no nationality is indicated, units are Soviet):

Reserve Markers Available: 13 No Soviet units may be placed in Reserve during Set-Up.

Soviet Air Units: On Turn 1, only 4 Soviet air units may be Active.

Soviet Dead Pile: 9 Rum Cav Div (13 Cal Rgt) 4-4-6 Gd Tank Bn (1 Gd) 9-5-5 Flm Armor Bde (31) 5-5-3 Assault Bde (15) 1 Gd Mech Corps (1 Gd Mech Bde, 3 Gd Mech Bde, 382 AG Bn, 1453 AT Bn, 1821 AT Bn) 2 Gd Mech Corps (4 Gd Mech Bde, 6 Gd Mech Bde, 30 Gd Tank Bn, 3-4-8 (251 Gd AT Bn), 1509 SP Arty Bn) 4 Gd Mech Corps (36 Gd Tank Bde, 13 Gd Mech Bde, 15 Gd Mech Bde, 352 Gd AG Bn, 292 Gd AT Bn) 7 Mech Corps (41 Gd Tank Bde, 1440 SP Arty Bn, 3-3-8 (1289 AT Bn), 78 Gd Tank Bn) 9 Gd Mech Corps (46 Gd Tank Bde, 18 Gd Mech Bde, 30 Gd Mech Bde, 31 Gd Mech Bde, 389 Gd AT Bn) 5 Gd Tank Corps (20 Gd Tank Bde, 21 Gd Tank Bde, 22 Gd Tank Bde, 6 Gd Inf Bde, 375 Gd SP Arty Bn, 390 Gd AT Bn, 391 Gd AT Bn) 18 Tank Corps (170 Tank Bde, 363 AG Bn, 1438 SP Arty Bn) 4 Gd Cav Corps (1815 SP Arty Bn, 4 Tank Rgt, 12 Gd Katy Rgt) 5 Gd Cav Corps (63 Cav Div, 1896 SP Arty Bn) 6 Gd Cav Corps (1813 SP Arty Bn, 6 Tank Rgt, 11 Gd Katy Rgt) 9-4-8 Gd Tank Bde (27 Gd) 4-4-6 Gd Tank Bn (49 Gd) 3-4-6 Gd AG Bn (366 Gd) 4-4-6 Gd MC Rgt (4 Gd) (4)-4-3 AT Bde (12, 42) 2-5-3 Assault Eng Bn (11a, 11b, 12a) 4x IL.2 A.20 Gd Yak.9 2x Yak.9 Gd La.5 2x La.5 Rum Ju.88

4th Ukrainian Front

1 Gd Army

B2.01: 8-3-3 Gd Mtn Div (128 Gd, less 1 step) 8-2-2 Mtn Div (242, 318, less 1 step)

B2.02: (2)-4-3 NKVD Bdr Rgt (92)

B2.03: 1 Gd Army HQ (2)-4-3 NKVD Bdr Rgt (23) 2 SP

B3.02: 10-3-3 Inf Div (271) 8-1-2 Inf Div (276, less 1 step)

B4.02: 10-2-2 Gd Inf Div (129 Gd) 8-2-2 Inf Div (161, 167)

B4.03: 42-1-1 Mortar Bde (4UFa, 4UFb) 26-2-2 Gd Arty Bde (24 Gd)

18 Army

B9.11: 4th Ukr. Front Marker 18 Army HQ (2)-4-3 NKVD Bdr Rgt (79)

B8.04: 8-2-2 Inf Div (138, less 1 step) 8-1-2 Inf Div (8, less 1 step)

B9.05: 14-4-3 Inf Div (24, less 1 step)

B9.06: 42-1-1 Mortar Bde (4UFc) 75-2-1 Katy Bde (4 UF) 26-1-2 Arty Bde (4 UF) 26-1-2 Arty Bde (146)

B10.04: 10-3-3 Inf Div (226) 14-4-3 Inf Div (30, less 1 step)

8 Air Army

3x IL.2 IL.2 (Reduced) 2x Gd La.5

2nd Ukrainian Front

4 Rumanian Army

A13.33: 8-2-2 Rum Inf Div (18)

A13.34: 8-2-2 Rum Inf Div (9)

B13.01: 8-2-2 Rum Inf Div (8)

B13.02: 12-2-2 Rum Inf Div (21) 12-3-3 Rum Inf Div (6)

B13.03: 8-2-2 Rum Inf Div (3, 11)

B14.01: 8-1-2 Rum Arty Grp (4)

A16.34: 2 Rum Corps HQ 6 Rum Corps HQ 6-3-4 Rum Cav Bde (1)

40 Army

A15.29: (5)-1-1 UR Bde (159) 8-2-2 Inf Div (38)

A15.28: 12-4-3 Gd Inf Div (42 Gd, less 2 steps) 8-1-2 Inf Div (240)

A15.27: 8-3-3 Inf Div (232) 8-2-2 Inf Div (133) 10-4-3 Inf Div (6, less 1 step)

A16.27: 26-1-2 Arty Bde (153) 22-1-1 Mort Bde (40)

A18.28: 40 Army HQ (5)-1-1 UR Bde (54)

A20.32: 2 SP Special Wagon Extender

A16.25: 12-4-3 Gd Airborne Div (3 Gd, less 1 step) 8-3-3 Inf Div (1 Rum, less 1 step)

27 Army

A17.25: 14-4-3 Gd Airborne Div (4 Gd, less 1 step) 8-2-2 Inf Div (78)

A18.25: 54-1-2 Arty Div (11) 26-1-2 Arty Bde (27)

A18.24: 8-4-3 Inf Div (163, less 1 step) 8-2-2 Inf Div (206)

A19.24: 8-1-2 Inf Div (337, less 1 step) 8-3-3 Inf Div (202)

A20.23: 8-2-2 Rum Mtn Div (2, less 1 step, 3)

A22.23: 27 Army HQ 4 Rum Corps HQ (2)-4-3 NKVD Bdr Rgt (24) 28-1-1 Mort Bde (27) 1 SP

53 Army

A20.22: 10-4-3 Gd Inf Div (110 Gd)

A21.20: 8-1-2 Inf Div (227)

A21.22: 12-4-3 Gd Airborne Div (1 Gd, less 2 steps)

A22.21: 10-3-3 Gd Inf Div (81 Gd)

A22.20: 8-2-2 Inf Div (203, less 1 step) 8-1-2 Inf Div (228, less 1 step)

A23.20: 90-2-2 Gd Arty Div (5a)

A23.19: 53 Army HQ

6 Gd Tank Army

A24.18: 6 Gd Tank Army HQ 9 Gd Mech Corps (Organic Truck (empty)) 5 Gd Tank Corps (Organic Truck (empty)) Special Wagon Extender

A26.13: 26-1-2 Arty Bde (202)

A29.13: 5 Gd Tank Corps (454 Gd Mortar Rgt)

A29.14: 9 Gd Mech Corps (458 Gd Mortar Rgt)

Cavalry Mechanized Group Plijev

A24.15: Plijev HQ 32-2-1 Gd Katy Bde (2 Gd) (2)-4-3 NKVD Bdr Rgt (37) 4 Gd Mech Corps (Organic Truck (empty)) 1 SP

A22.15: 6 Gd Cav Corps (8 Cav Div)

A22.14: 6 Gd Cav Corps (8 Gd Cav Div)

A21.14: 6 Gd Cav Corps (13 Gd Cav Div)

A20.13: 4 Gd Cav Corps (10 Gd Cav Div)

A21.13: 4 Gd Cav Corps (30 Cav Div)

A22.13: 42-1-1 Mort Bde (2)

A22.12: 4 Gd Cav Corps (9 Gd Cav Div)

A28.13: 4 Gd Mech Corps (14 Gd Mech Bde, 527 Mortar Rgt)

7 Gd Army

A23.13: 8-2-2 Inf Div (141)

A24.13: 4-2-3 NKVD Bde (16)

A25.13: 8-2-2 Inf Div (303, less 1 step)

A26.12: 8-1-2 Inf Div (243) 4 Gd Mech Corps (1512 AT Bn)

A27.12: 10-3-3 Gd Inf Div (72 Gd, less 1 step) (4)-4-3 AT Bde (30)

A27.15: (2)-4-3 NKVD Bdr Rgt (336) 1 SP

A28.11: 10-3-3 Gd Airborne Div (6 Gd, less 1 step) 8-2-2 Inf Div (375) (4)-4-3 AT Bde (2)

A28.14: 12-4-3 Gd Inf Div (93 Gd, less 2 steps) 8-1-2 Inf Div (409, less 1 step)

A28.18: 7 Gd Army HQ (1)-0-0 Pontoon (1) (2)-4-3 NKVD Bdr Rgt (109)

A29.12: 8-2-2 Inf Div (53) (4)-4-3 AT Bde (34)

3rd Ukrainian Front

4 Gd Army and Cavalry Mechanized Group Gorskov

A28.15: 12-4-3 Gd Inf Div (86 Gd, less 1 step)

A29.16: 10-3-3 Mot Inf Div (99, less 1 step) (4)-4-3 AT Bde (11)

A29.17: 90-1-2 Arty Div (16a, 16b)

A30.15: 10-3-3 Gd Inf Div (109 Gd) (4)-4-3 AT Bde (31)

A30.16: 2 Gd Mech Corps (37 Gd Tank Bde, 5 Gd Mech Bde, 524 Mortar Rgt, Organic Truck (empty))

A30.17: 5 Gd Cav Corps (11 Gd Cav Div, 12 Gd Cav Div, 5 Tank Rgt, 9 Gd Katy Rgt)

A31.15: 10-2-2 Gd Inf Div (49 Gd, less 1 step) 10-4-6 Gd Mech Bde (32)

A31.16: 22-1-2 Arty Bde (46) 40-1-2 Arty Bde (152) 26-1-2 Arty Bde (3 UF)

A32.14: 10-4-3 Gd Inf Div (59 Gd, less 1 step) (4)-4-3 AT Bde (22)

A32.15: 18 Tank Corps (110 Tank Bde, 181 Tank Bde, 32 Mot Bde, 1000 AT Bn, 292 Mortar Rgt, Organic Truck (empty))

A32.19: 2-5-3 Assault Bn (12b, 14a, 14b)

A33.15: 10-2-2 Inf Div (19, less 1 step) (4)-4-3 AT Bde (24)

A33.16: 32-1-1 Katy Bde (3 UF)

A34.11: 8-1-2 Inf Div (223)

A34.12: 10-2-2 Gd Inf Div (34 Gd, less 1 step)

A34.13: 10-3-3 Gd Inf Div (40 Gd, less 1 step)

A34.14: 10-3-3 Gd Inf Div (4 Gd, less 1 step) 14-4-3 Gd Inf Div (62 Gd)

A35.11: 8-1-2 Inf Div (52, less 1 step)

A35.13: 40-1-2 Arty Bde (123)

A35.15: 90-1-2 Arty Div (7a, 7b)

A36.11: 10-3-3 Gd Airborne Div (7 Gd)

A36.12: 10-2-2 Gd Inf Div (80 Gd, less 1 step)

A36.16: 4 Gd Army HQ Gorskov HQ 4-4-6 Gd MC Rgt (3 Gd) 2 SP

A37.13: 10-3-3 Gd Airborne Div (5 Gd) (4)-4-3 AT Bde (9)

A37.14: 1 Gd Mech Corps (9 Gd Tank Bde, 2 Gd Mech Bde, 267 Mortar Rgt, Organic Truck (empty))

A38.12: 8-1-2 Inf Div (93)

A39.12: 10-3-3 Gd Inf Div (41 Gd) (4)-4-3 AT Bde (7)

A39.13: 10-2-2 Gd Inf Div (69 Gd)

A39.14: 90-1-2 Arty Div (9)

A39.15: 7 Mech Corps (16 Mech Bde, 63 Mech Bde, 64 Mech Bde, 109 AT Bn, 614 Mortar Rgt, Organic Truck (Full))

A40.11: 9-2-2 Inf Div (84)

A40.12: 42-1-1 Mortar Bde (23)

A41.12: 9-3-3 Inf Div (252)

A41.18: 8-2-2 Inf Div (21) 8-1-2 Inf Div (104, 122)

A42.11: (4)-4-3 AT Bde (49) (5)-2-1 Gd UR Bde

A48.19: (4)-4-3 AT Bde (43)

46 Army

A29.24: 2nd Ukr. Front HQ Marker 46 Army HQ 26-2-2 Gd Arty Bde (45 Gd) 4x Wagon Point 2 SP

A31.17: 8-2-2 Inf Div (180)

A31.18: 8-1-2 Inf Div (151)

A32.16: 10-3-3 Gd Inf Div (108 Gd, less 1 step)

A32.18: 10-4-3 Gd Inf Div (25 Gd, less 1 step) 12-4-3 Gd Inf Div (36 Gd, less 1 step)

A32.20: 7 Rum Corps HQ 8-1-2 Rum Inf Div (19, less 1 step) 12-1-2 Rum Inf Div (2, less 2 steps) 9 Rum Cav Div (3 Ros Cav Rgt, 13 Ros Mot Cav Rgt)

A33.17: 8-2-2 Inf Div (320)

A33.19: 8-1-2 Inf Div (155, 297, less 1 step; 317, less 1 step)

A33.21: 26-2-2 Gd Arty Bde (41 Gd) 90-2-2 Gd Arty Div (5b) 8-1-2 Rum Arty Grp (1)

A34.16: 10-3-3 Mot Div (316, less 1 step)

A34.18: 10-3-3 Gd Inf Div (66 Gd, less 1 step)

A34.20: 144-2-1 Katy Div (2 UF)

A35.17: 4-4-3 Naval Bde (83)

A35.18: 12-3-3 Gd Mot Div (68 Gd, less 1 step)

A36.17: (1)-0-0 Pontoon (2) (2)-4-3 NKVD Bdr Rgt (10)

A40.18: 3rd Ukr. Front HQ Marker (1)-0-0 Pontoon (3) (2)-4-3 NKVD Bdr Rgt (134)

A43.19: (1)-0-0 Pontoon (4) (2)-4-3 NKVD Bdr Rgt (124)

A53.20: (1)-0-0 Pontoon (5) (2)-4-3 NKVD Bdr Rgt (128)

A59.21: (1)-0-0 Pontoon (6) (2)-4-3 NKVD Bdr Rgt (25)

A32.35: 3x Truck Point

RVGK Box - 2nd Ukr. Front: 23 Tank Corps (3 Tank Bde, 39 Tank Bde, 135 Tank Bde, 56 Mot Bde, 1443 SP Arty Bn, 457 Mortar Rgt, 1669 AT Bn, Organic Truck (Empty))

Airbases: Level-1: B28.23, B34.27, B34.11, B32.06, A50.31, A51.18, A54.24, A18.28, A34.16, A33.19, A34.19, A38.18

Level-2: B11.15, B22.15, B27.08, A33.31, B49.34, B38.12, B41.05, A56.12, A25.30, B15.05, A41.25, A25.20

Level-3: B29.15, B48.09, B48.08, A54.27, B54.09, B55.15, A34.24

5 Air Army / 17 Air Army (on map airbases or in boxes): 3x Gd Yak.9 5x Yak.9 Gd La.5 3x La.5 9x Gd IL.2 5x IL.2 3x A.20 2x Li.2

Rumanian air forces: Rum IAR.81 Rum Ju.87D Rum Hs.129

LRAF (in LRAF box): 2x IL.4 2x Gd IL.4 Gd IL.4 Reduced Gd Tu.2 Gd Tu.2 (Reduced)

Axis Information:

(When no nationality is indicated, units are German):

Reserve Markers Available: 13 Goulash Markers Available: 4 Heinrici Special Hedgehogs Available: 15

Axis Dead Pile: 3 Hung Corps HQ (White Frame) 7-3-3 Hung Div (6) (White Frame) 8-3-3 Hung Div (13) (White Frame) 4-3-3 Hung Mtn Bde (2) (White Frame) 12-1-2 Hung Arty Grp (White Frame) 1 Hung Corps HQ 4 Hung Corps HQ 6 Hung Corps HQ 7 Hung Corps HQ 9 Hung Corps HQ 1 Pz Div Hung (I/1 Tank Bn, 1 Mot Rgt, 1 Recon Bn, 51 AT Bn, 1 Arty Rgt) 2 Pz Div Hung (2 Recon, 3 Mot Rgt) 4-4-6 Hung AG Bn (7) 4-4-5 Hung PJ (16) 6-2-2 Hung Div (4 Repl, 5 Repl, 8 Repl, 6 Res, 12 Res, 23 Res, 27 Lt) 7-2-2 Hung Div (10) 4-1-2 Hung Bde (7 Repl) 3-1-2 Hung Bde (9 Repl) 4-2-2 Hung Bde (9 Bdr) 3-1-2 Hung Mtn Bde (1 Repl, 2 Repl) 2x 3-3-3 Hung Inf KG 4x 3-2-2 Hung Inf KG 3-3-4 Hung Cav Rgt (1 Repl) 3-3-3 Hung Inf KG (BC 1, BC 2, Bp Pol) 3-4-3 Hung Inf KG (Bdpst) 4-4-6 Hung AG Bn (Bill) 12-1-2 Hung Arty Grp (Bp 2) (5)-4-3 Hung AT Bn (Bp) (3)-3-3 Hung AT Bn (2A) 12-1-2 Hung Arty Grp Hung Bf.109G (4) 1 Pz Div (1 Mot Rgt, 37 PJ Bn) 3 Pz Div (394 Mot Rgt) 6 Pz Div (II/11 Pz Bn, 41 PJ Bn) 8 Pz Div (8 Reco, I/10 Pz Bn, II/10 Pz Bn, 43 PJ Bn, 80 Arty Rgt) 13 Pz Div (13 Recon, I/4 Pz Bn, 66 PG Rgt, 93 Mot Inf Rgt, 13 Mot AT Bn, 13 Arty Bn) 20 Pz Div (20 Reco) 23 Pz Div (I/23 Pz Bn, II/23 Pz Bn, 128 Mot Rgt) FHH PG Div (FHH Recon, Gren PG Rgt, Füs Mot Inf Rgt, FHH AG Bn, FHH PJ Bn, FHH Arty Bn) SS-PO PG Div (4 Recon, 4 AG Bn) SS-MT Cav Div (22 Recon, 52 Cav Rgt, 53 Cav Rgt, 22 AT Bn, 22 Arty Rgt) SS-FG Cav Div (8 Recon) SS-T Pz Div (Tiger Pz Comp, I/3 Pz Bn, 6 Mot Inf Rgt) SS-W Pz Div (5 PJ Bn, Dnmk Mot Inf Bn) 3 Cav Bde (69 AG Bn) 4 Cav Bde (70 Reco, 41 Cav Rgt, 70 AG Bn) 3-5-4 Pz Comp (1-503, 2-503, 3-503) (3)-3-3 AT Bn (721) 5-4-6 Pz Bn (208) 4-4-6 AG Bn (239) 4-4-6 AG Bn (325) 2-2-5 SS AG Comp (12 SS) (4)-4-3 AT Bn (Kessel) 4-4-3 Inf KG (Kessel) 4x 3-3-2 Inf KG 3-3-3 Kor Bn (558) 3-3-3 SS Pol Inf Rgt (1 SS) 3-3-3 SS Pol Inf Rgt (6 SS) 3-0-2 SS Inf Bde (Dlwgr) 2-2-2 Sec Bn (407) (5)-4-3 AT Bn (663) 3x (6)-4-3 Flak Bn 4x (3)-2-3 Flak Bn 2x 12-2-2 Arty Grp 2x 8-2-2 Arty Bn Fw.190F-8 (4) He.111H (8) Glider

Budapest Garrison

A32.17: 12-1-2 Hung Arty Grp (Bp 1) (6)-4-3 LW Flak Bn (unrebuildable) 3-4-3 Hung Inf Bn (Vannay) 2-2-2 Hung Inf KG (Bp Stu) (3)-3-3 SS AT Bn (509) SS-FG Cav Div (15 Cav Rgt)

A33.18: 9 SS Mtn Corps HQ 2 x (2)-2-3 Hung AT Bn (Bp) (6)-4-3 LW Flak Bn (unrebuildable) 12-2-2 SS Arty Grp (509) SS-FG Cav Div (16 Cav Rgt, 8 Arty Rgt) 3-4-3 Hung Inf Bn (Watch)

A34.17: (6)-4-3 LW Flak Bn (unrebuildable) 2 x (2)-2-3 Hung AT Bn (Bp) SS-FG Cav Div (18 Cav Rgt, 8 AT Bn) 3-3-2 Inf KG SS-MT Cav Div (17 Cav Rgt)

Rear Forces

A31.01: 4xTruck

A32.04: (1)-1-0 Pontoon Rgt (AGS) 2 SP

A34.01: 3 Wagon

1 Panzer Army

A1.11: 2x Truck

A3.31: 16-4-3 Inf Div (253)

A2.30: 6-2-2 Hung Div (5 Res)

A9.29: 49 Mtn Corps HQ 2-2-2 Sec Bn (943)

A7.26: 4-4-3 Assault Bn (8A) 3-3-3 Kor Bn (531)

A7.33: 12-5-4 Jg Div (1 Ski, less 1 step)

A5.33: 16-4-3 Inf Div (254)

A7.30: 4-1-2 Hung Bde (2 Repl)

A7.23: 8-2-2 Arty Bn (white frame) 12-2-2 Arty Grp (white frame)

A7.17: 4x Wagon 2 SP

A7.25: Level 2 Hedgehog

8 Army and 1 Hungarian Army

A12.25: 14-4-3 Mtn Div (4, less 2 steps) 7-2-2 Hung Inf Div (24) 12-2-2 Arty Grp Level 1 Hedgehog

A11.28: 7-2-2 Hung Inf Div (16)

A13.25: 14-4-3 Mtn Div (3, less 2 steps) 4-3-3 Hung Mtn Bde (1)

A12.21: 5 Hung Corps HQ 18-2-2 Arty Grp

A11.21: 4-5-6 AG Bn (228)

A11.20: 12-1-2 Hung Arty Grp (White Frame) 2-2-2 Sec Bn (Süd) Wagon

A12.17: 17 Corps HQ

A15.24: 16-4-3 Inf Div (208, less 2 steps)

A15.23: 16-4-3 Inf Div (15, less 2 steps)

A16.15: 4 FHH Pz Corps HQ 8-2-2 Arty Bn 12-2-2 Arty Grp

A16.19: 29 Corps HQ

A18.19: 12-4-3 Jg Div (8, less 1 step)

A18.20: 16-4-3 Inf Div (76, less 2 steps) SS-PO PG Div (4 PJ Bn)

A16.16: 4-5-6 AG Bn (286) Wagon

A16.20: SS-PO PG Div (4 Arty Rgt)

A17.21: SS-PO PG Div (7 Mot Inf Rgt, 8 Mot Inf Rgt)

A21.16: SS-HW PG Div (40 Mot Inf Rgt) 4-4-3 Inf Brkdwn Rgt

A20.15: 16-4-3 Inf Div (46, less 2 steps)

A20.14: 3-3-2 Inf KG

A19.14: 12-4-3 Jg Div (101)

A19.13: 3-3-2 Inf KG

6 Army and 3 Hungarian Army

A21.12: (5)-4-3 AT Bn (661) 3-3-2 Inf KG Hedgehog Level 1

A22.11: (6)-4-3 Flak Bn 3-3-2 VG Brkdwn Rgt Hedgehog Level 1

A23.12: 14-3-2 VG Div (271, less 1 step) 6 Pz Div (6 Recon) Hedgehog Level 1

A24.09: 57 Pz Corps HQ 2-2-2 Sec Bn (1026)

A24.11: 12-1-2 Hung Arty Grp

A24.12: 4-4-3 Brkdwn Rgt Hedgehog Level 1

A25.12: 16-4-3 Inf Div (357, less 2 steps) 3-3-2 Inf KG

A26.11: 14-3-2 VG Div (211)

A27.10: 72 Corps HQ 2-2-2 Sec Bn (465)

A27.11: 20 Pz Div (I/21 Pz Bn, II/21 Pz Bn, 59 PG Rgt)

A28.10: 20 Pz Div (112 Mot Rgt, 92 PJ Bn, 92 Arty Rgt)

A29.11: 8 Pz Div (98 PG Rgt, 28 Mot Rgt)

A30.09: 18-5-4 Inf Div (44HD, less 1 step) 12-4-3 Hung Inf Div (SzLz, less 2 steps)

A30.11: 3-3-3 Kor Bn (593)

A30.12: 3-3-2 Inf KG

A31.11: 1 Cav Corps HQ

A30.13: 3-3-3 SS Pol Rgt (8 SS)

A29.15: 14-3-2 VG Div (711)

A30.14: 16-4-3 Inf Div (96, less 1 step)

A31.14: 3 Cav Bde (32 Cav Rgt)

A32.11: 12-1-2 Hung Arty Grp

A32.12: 3 Cav Bde (869 Arty Rgt)

A32.13: 3 Cav Bde (31 Cav Rgt)

A33.11: 3-3-3 Hung Inf Brkdwn Rgt

A33.12: 8-3-3 Hung Inf Div (25, less 1 step)

A33.14: 6 Pz Div (114 PG Rgt, I/11 Pz Bn)

A33.13: 6 Pz Div (4 Mot Rgt, 76 Arty Rgt)

A34.08: 8 Hung Corps HQ

A34.10: 7-2-2 Hung Inf Div (20, less 1 step)

A35.10: 12-4-4 Hung Cav Div (1, less 2 steps)

A36.10: 4 Cav Bde (5 Cav Rgt, 870 Arty Rgt)

A37.11: 2 Pz Hung (52 AT, I/3 Tank Bn, 2 Arty Rgt)

A37.12: 23 Pz Div (128 PJ, 126 PG) 4-4-3 SS Assault Eng Rgt (1 Hung) 1-5-3 Assault Eng Comp (Taifun)

A38.10: 21-2-2 Werfer Rgt (23, 24) 23 Pz Div (128 Arty Rgt)

A38.11: 1 Pz Div (I/1 Pz Bn, II/1 Pz Bn) 1-5-5 Flamethrower Pz Comp (351) 5-4-3 SS Inf Rgt (Ney)

A39.10: 3 Pz Corps HQ 18-2-2 Arty Grp (403-a, 403-b) 1 Pz Div (73 Arty Rgt)

A39.11: 1 Pz Div (113 PG Rgt) SS-W Pz Div (Norge Mot Inf Bn)

A40.09: 21-2-2 Werfer Rgt (88, 89) SS-T Pz Div (3 Arty Rgt)

A40.10: SS-T Pz Div (3 Recon, II/3 Pz Bn, 3 PJ Bn, 5 Mot Inf Rgt) 3-5-4 Pz Bn (1-509, 2-509, 3-509) 4-3-6 AG Bn (303)

A41.09: 4 SS PZ Corps HQ 16-3-2 SS Nebelwerfer Bn (504) 12-3-2 SS Arty Bn (504)

A41.10: SS-W Pz Div (5 Recon, II/5 Pz Bn, 9 PG Rgt, 10 Mot Rgt, 5 Arty Rgt)

A41.11: 6-4-5 SP Arty Bn (219) 1 Pz Div (1 Recon) 23 Pz Div (23 Recon) 3 Pz Div (3 Recon, I/6 Pz Bn, II/6 Pz Bn, 543 PJ Bn, 3 PG Rgt)

A42.09: 3 Pz Div (75 Arty Rgt)

A43.08: 2 Hung Corps HQ

Airbases: Level-3: A32.05

Level-2: A38.03, A39.10

Level-1: A17.05, A27.10, B10.01

Luftwaffe: Bf.109G (6) Bf.109G (5) Bf.109G (4) Bf.110 2x Fw.190F-8 (4) 2x Fw.190F-8 (3) Ju.87D Ju.87G (Rudel) Ju.87G Hs.129B He.111H (12) Ju.52 Ju.52 (Reduced) Glider

Hungarian air forces: 2x Hung Bf.109G (5) Hung Mixed Fighter

Scenario 5.15: Südwind

(15 Feb to 22 Feb 1945)

General Information:

Set-Up order: Soviet first First Player: Axis Weather: Automatically Light Mud and Limited Flight on 15 Feb First Turn: 15 Feb Last Turn: 22 Feb Game Length: 3 turns Map: Only Map A is used Transport Points: Wagons and Trucks may start loaded if SP are present in their hexes. The LRAF Refit Capability Marker is placed in the "0" box. Soviet Infantry: The Soviet player has used all 10 of the "free rebuilds" for Infantry divisions and UR Brigades. (See 3.3a).

Special Rules:

Map Play Area Restriction. Map A hexes North of A24.XX are not playable (except for aircraft). All hexes South of the Danube are not playable (except for aircraft). Axis units may not move east of the Garam River (A24.12 to A29.14) in this scenario.

Supply and Replacements. Ignore both Supply and Replacement tables. The Axis player receives 6 SP per turn at any Detrainable hex. The Soviet player receives 4 SP per turn at Vác (A28.18), and Vác is a Soviet Trace Supply source.

Initiative. The Axis automatically wins the Initiative roll on Turn 2 (19 Feb).

Victory Conditions:

Axis Victory. At the end of any phase, if there are no Soviet units west of the Garam River (from A24.12 to A29.14).

Soviet Victory. At the end of the Feb 22 turn, if one Soviet unit is west of the Garam River.

Set-up:

Soviet Information:

(When no nationality is indicated, units are Russian):

Reserve Markers Available: 3 (No Soviet unit may be placed in Reserve during setup.)

A24.13: 8-2-2 Inf Div (303, less 1 step)

A24.15: Plijev HQ 32-2-1 Gd Katy Bde (2 Gd) (2)-4-3 NKVD Rgt (37) 4 Gd Mech Corps (Organic Truck empty) 2 SP

A25.13: 8-1-2 Inf Div (243) 4 Gd Mech Corps (1512 AT Bn)

A26.12: 10-3-3 Gd Inf Div (81 Gd) (4)-4-3 AT Bde (30)

A26.14: 26-1-2 Arty Bde (202)

A27.12: 10-3-3 Gd Inf Div (72 Gd, less 1 step) 4 Gd Mech Corps (527 Gd Mortar Rgt)

A27.15: (2)-4-3 NKVD Rgt (336)

A28.18: 7 Gd Army HQ 2 SP

A28.11: 10-3-3 Gd Airborne Div (6 Gd, less 1 step) 8-2-2 Inf Div (375) (4)-4-3 AT Bde (2)

A28.12: 12-4-3 Gd Inf Div (93 Gd, less 2 steps) 26-2-2 Gd Arty Bde (45 Gd)

A28.13: 4 Gd Mech Corps (14 Gd Mech Bde) 9-4-8 Gd Tank Bde (27 Gd)

A28.14: 4-2-2 NKVD Inf Bde (16)

A29.12: 8-2-2 Inf Div (53) (4)-4-3 AT Bde (11)

A29.14: 8-1-2 Inf Div (409, less 1 step)

Airbases: Level-3: A25.20, A30.20

Soviet Air forces: 2x Gd La.5 2x Yak.9 1x La.5 2x Gd IL.2 3x IL.2

Soviet OoA Note: There are no Soviet reinforcements in this scenario.

Axis Information:

(When no nationality is indicated, units are German):

Reserve Markers Available: 4

A24.12: 16-4-3 Inf Div (357, less 2 steps)

A25.11: SS-AH Pz Div (1 Recon, I/1 Pz Bn, 2 PG Rgt, 1 Mot Inf Rgt, 1 Arty Rgt) SS-HJ Pz Div (12 Recon, I/12 Pz Bn, 26 PG Rgt, 25 Mot Inf Rgt, 12 Arty Rgt)

A25.12: 3-3-2 Brkdwn VG Rgt

A27.10: 1 SS PZ Corps HQ 8-2-2 SS Arty Bn (501) 72 Corps HQ 2-2-2 Sec Bn (465) 2 SP

A26.11: 14-3-2 VG Div (211, less 1 step)

A27.11: 16-4-3 Inf Div (46, less 2 steps)

A28.10: 18-5-4 Inf Div (44 HD, less 2 steps) 3-5-4 Pz Comp (1-503)

A29.11: 4-5-3 Brkdwn Inf Rgt

Airbases: Level-3: A32.05

Level-2: A27.10

Level-1: A17.05

Axis Air forces: Bf.109G (6) Bf.109G (5) 2x Fw190.F-8 (4) He.111H (8)

Hungarian Air forces: 2x Hung Bf.109G (5)

Axis OoA: There is only one reinforcement in this scenario:

19 Feb, West Entry Area: SS-HJ PzDiv (12 PJ Bn)

  • When you break through in a vital area, swarm the field with units. The Axis can play Whack-A-Mole against a one (or two) hex bridgehead, so make your exploitation too big for them to deal with. Decent Axis players can cut through a light cordon! I have seen them create Wagon Extenders to get around the loss of Csap (B12.10) and escape what I presumed to be a fatal encirclement.
  • Like any OCS game, you need to map out your anticipated supply net a few turns in advance, and then work to create it. Same with the places where you want your key units and major forces. Ask yourself at the start of every turn: "What is The Key Thing to do?" Then focus on that Key Thing relentlessly and exclusively. There is so much you can do in OCS that inexperienced players often get distracted with Mission Creep, or they spend SPs and units on secondary matters. Go sit down on your opponent's side of the table and ask yourself how you would deal with the situation confronting them.
  • Prior to 1 December, pontoons over the Danube River do not function at full effectiveness. As a consequence, no major operations across the Danube River are realistic until then. You can get infantry forces west of the Danube River before then, but they are vulnerable. This is a use of resources that must be seriously evaluated. Think hard on this point.
  • You get GREAT Variable Reinforcements, particularly Equipment, aircraft and Cavalry/Motorized units. Let them take the casualties, as they can come back.
  • December will be a magical time for the Soviets in 1944. Hungary is the only active front, and Stalin favors you with showers of SP. At some point, your opponent will suffer the Hungarian Collapse. Suddenly your forces that were gasping for supply have more than they seemingly could ever use. It's a wonderful holiday gift from Santa Stalin, but he wants results!
  • Should you have been lucky enough to obtain Artillery Ammunition markers, this is the moment you have been waiting for. All that artillery, silent until now, can thunder into life. Use it as "Breakthrough Artillery" to DG entire sectors you plan to steamroll, or to get your forces adjacent to Budapest.
  • Don't forget that you need to surround Budapest from the North as well as the South (and possibly get a Pontoon up there to increase the Axis player's pain), if you declared "Surround Budapest" as your Objective. When you surround the city, it needs to be a massive, decisive, overwhelming kind of encirclement, since letting the Axis restore Trace Supply is A Very Bad Thing.
  • Komárom
    KorKorück (Rear-area units)
    LRAFLong Range Airforce
    LtLight
    LWLuftwaffe
    MMechanized
    MechMechanized
    MCMotorcycle
    MTMaria Theresia
    MtnMountain
    MtrdMotorized
    OoAOrder of Arrival
    PPartisan
    PGPanzer Grenadier
    PJPanzerjager
    POPolizei
    PolPolice
    PzPanzer
    PzAPanzer Army
    RecoReconnaissance
    RERegimental Equivalent
    ReplReplacement
    ResReserve
    RgtRegiment
    RosRosiori
    RRRailroad
    RumRumanian
    RVGKReserve of the Supreme High Command
    SSlovakian
    SPSelf-Propelled
    SecSecurity
    SSSchutzstaffel
    StuStudent
    SUSamokhodnaya Ustanovka
    SüdSouth
    SzLzSzent-László
    TTotenkopf
    TatraTatra Panzer
    TkTank
    TgrTiger
    TngTraining
    UFUkrainian Front
    URFortified Area
    UkrUkrainian
    VGVolks-Grenadier
    WWiking
    WerferNebelwerfer