Model's Counterattack
Model's Counterattack Rulebook
Table of Contents
Table of Contents
- 2. Components
- 3. Victory Conditions
- 4. Game Preparation
- 5. Sequence of Play
- 6. Movement
- 7. Stacking
- 8. Prepared Defense
- 9. Overrun Attacks
- 10. Artillery
- 11. Coordinated Combat
- 12. FM Model
- 13. Armored Train
- 14. Reserves
- 15. Supply
- 16. Recovery
- 17. Reinforcements
- 18. Warsaw Uprising
- 19. Magnuszew Bridgehead
- 20. Events
2. Components
Scale
Each hex represents a distance of approximately two kilometers, side to side. Each turn represents one day of real time; units vary from brigade to battalion.
Map
It represents the area where the main battles took place, east of Warsaw. Above it is printed a hexagonal grid which serves to regulate some aspects of the game. Warsaw is considered as a single area where only German forces can transit or mass. Tables and tracks are printed on the map and are used to record and regulate some game functions:
- Game Turn Track
- Warsaw Uprising Track
- Magnuszew Bridgehead
- Victory points Track
- Soviet / German losses
- German off-map movements
The game also includes tables and dice used to resolve certain game situations, such as combat, barrage fire, and the entry of reinforcements.
Counters
The Soviet army is mainly represented by the Second Tank Army, which is in turn divided into three Army Corps identified by different colors. The Army also has some independent units available that do not belong to any Corps. Each of these independent units can be activated together with one of the three Soviet Corps. There is no limit to the number of independent units of the Second Tank Army that can be activated by a single Corps. In addition to these units the Soviets also have another Army that comes into play later, the 47th; the units that compose it also behave like independent units, their activation is explained later.
The German player has several units belonging to different formations, mainly armored divisions, as well as some independent units that do not belong to specific formations. As will be seen later in the rules, there are no limitations dictated by belonging to specific formations to activate these units except in the case where the optional rule 'Limited German Activation' is used.
Anatomy of a Counter
Some unit values are shown on the units which represent the combat points, i.e. combat efficiency, and movement allowance. Almost all units have two strength levels, referred to as steps; the back of the counter, with a lighter square at the center, represents the unit with reduced combat capability due to losses. When these units take a loss, they are flipped to their reduced side. If they take a second loss, they are eliminated. Units with only one step are eliminated when they take a loss. There are also other numbers, names, symbols and colors that identify their type, historical designation and any combat bonuses.
Note: The armored unit II-3 of the 3SS has different vehicles depending on the side in play. This is not an error.
Combat bonus
Some units have numbers that can be used to influence the value of dice during battles; the number inside the white circle is used when the unit attacks or defends, while the number inside the red circle is used only in defense.
Additional markers
There are other markers in the game that serve to identify those units that find themselves in particular situations such as out of supply or disorganized because they have been hit by artillery fire; their use is explained in the appropriate sections.
Note: As a bonus, some extra counters have been included that were not part of the game's initial development. These consist of the third step for certain armored units and some markers useful for specific game variants. Since there was not enough time to playtest these variants before the game went to print, you will find the related rules on the publisher's website.
3. Victory Conditions
The player with the most victory points at the end of the game wins. Points can be earned by controlling key locations on the map, each marked with a red star and defined as victory hexes or, for the Soviet player only, if the German player fails to carry out a scheduled troop withdrawal or does not meet certain conditions related to the Warsaw Uprising.
At the beginning of the game, the German player controls all key locations on the map. To gain control of it, the Soviet player must occupy the hex with one or more units, even if they are not supplied, until the end of the game.
A designated tracker on the map allows players to record the points they earn. Players can achieve a decisive victory when there are no more enemy units in play.
4. Game Preparation
Both players decide which side to play and deploy their forces according to the Setup and Reinforcements Calendar.
Note that on the first game turn only German units start the game deployed on the map, Soviet units come into play as the game turns progress.
The game turn marker is placed on the first turn space on the Turn Track.
All other counters such as supplies, etc. are set aside for later use. All reinforcement units are placed in their respective spaces on the Reinforcements Calendar. The event counters are placed into two containers, one for the Soviet and one for the German, and randomly mixed. Each player randomly draws three event tokens from his own container and places them next to him.
5. Sequence of Play
The players alternate, during each round of the game, according to a scheme that tries to trace the main operational differences existing between the two armies; the Soviet player activates (or rather moves and fights), whole formations, in this case army corps; the German player, thanks to the operational flexibility that the Wehrmacht still had at this time, can activate in the same phase, any unit(s) on the field, even belonging to different formations, as long as it has not already been activated.
The following sequence of phases constitutes a game turn and is repeated until the last turn has been played or decisive victory conditions have been met:
A - Administrative phase
Entry of reinforcements on to the map for both players; All 'Moved' and 'Disorganized' tokens are removed from units on the map and from tracks on the game map. From the second turn on, both players draw an event token. The German player recovers one step of a unit either on the map or eliminated. Both players take back their artillery and Stuka tokens and flip them to their normal side. If the Warsaw Uprising is underway, the German player checks the status of the uprising on the track. Starting from the sixth turn, the German player must allocate the required units to the Magnuszew bridgehead.
B - Activation phase
First Soviet Activation Phase: One of the three corps available to the Soviet player can move and/or fight and activate independent units. When all the units of that corps have moved and/or fought and their supply has been checked, initiative passes to the German player.
First German Activation Phase: The German player can move all or part of the units on the map; when operations are complete, the player checks the supply of the units activated in this phase, and initiative passes back to the Soviet player.
Second Soviet Activation Phase: The Soviet player can move and/or fight with another corps that has not yet been activated and activate independent units. Once all the units of this corps have moved and/or fought and their supply has been checked, initiative passes to the German player.
Second German Activation Phase: The German player can move and/or fight with all or part of the units that have not yet been activated. Once operations are complete, the player checks the supply of the units activated in this phase, and the initiative passes back to the Soviet player.
Third Soviet Activation Phase: The last unactivated Soviet corps can move and/or fight and activate independent units. Once operations are complete, the supply of its units is checked, including those that for some reason have not been moved/activated, and initiative passes to the German player.
Third German Activation Phase: The German units that have not yet moved or fought can do so, and supply is checked at the end of the turn, including those that for some reason have not been activated.
When the German player concludes the last activation phase, the game turn ends; the turn marker is advanced one space on the Game Turn Track. With the new turn the game sequence resumes from phase A. At the end of the tenth turn the game ends and the victory conditions are checked.
Activation phase
Each activation phase, Soviet or German, follows this pattern:
- Movement, definition of reserves and execution of overrun attacks
- Execution of barrage fire
- Execution of coordinated combat
- Activation of Reserves
- Supply check for activated units
Activation limits
In general, units can only be activated once per turn; particular events may occur that allow you to activate some units a second time during the same turn. To highlight the fact that a unit has already been moved, there are markers bearing the word 'moved'; every time a unit has finished its activation, one of these markers is placed on it, to remind players that it can no longer be activated. The Soviet player, given the peculiar rigidity with which he activates his units, can use the Army Corps boxes printed on the map, placing the 'moved' markers in one of those spaces, thus indicating that all the units of that corps have been activated. Independent Soviet units can be marked with the 'moved' marker.
Note: On the first turn, the Soviet player has only two Corps entering the game; however, there are still three phases, as they may move Reserves during the third phase.
Limited activation for the German player - OPTIONAL
Players may find the freedom of activation granted to the German army excessive; to limit it, use the following rules:
Starting from the sixth turn of the game, the German player can activate a maximum of two divisions per German Activation Phase, along with all independent units and one unit from a different division.
To help track these activations, the game materials include specific markers bearing the symbols of the German divisions (given that they are not strictly necessary for gameplay, those of the Soviet formations are also included). For activation purposes, the two armored divisions of the SS count as a single division, using the marker for the SS Panzer Corps IV.
It is possible to use one of General Model's abilities to increase the number of divisions that can be activated in a phase to three.
6. Movement
Movement is voluntary; a player can move all, part or none of his active units in a given phase. Units are moved one at a time. A unit cannot begin to move until the previous unit has completed its move. A unit cannot end its movement in a hex where the stacking limit is exceeded. Movement occurs across the grid of hexes printed on the map, following a path of contiguous hexes. Units can move in any direction or series of directions. The number of hexes a unit can travel is given by its movement allowance; to enter each hex of the path that the unit intends to follow it must spend movement points and this expense depends on the type of hex (or side) it wants to enter, as indicated in the Terrain Effects Table. It is not possible to enter/move through hexes occupied by opposing units. Units are not obliged to spend their entire available movement points and unused points are lost. Units can always move one hex, no matter what the movement costs, not into prohibited terrain and in compliance with the stacking limit and the rules of the Warsaw special zone.
Roads movements
Roads, (roads, highways and railways), in addition to their effects on movement as highlighted by TEC, always negate hex terrain movement costs. To benefit from roads, a unit must come from a hex connected to the same road.
Major Rivers and bridges
The Vistula, Narew, and Bug are major rivers; they mark the game area's boundaries, as there is no hex grid to the north and west of these rivers. Soviet units can never cross these rivers. Only German units may cross the bridges over the Vistula, under certain conditions.
The bridges between Praga and Warsaw, and vice versa, can be crossed by paying three movement points. These bridges can never be destroyed. Units inside Warsaw can attack across the bridges, but their combat points are halved. A maximum of two units per bridge can participate in each attack. German units may retreat across these bridges.
The bridge near Józefów can be crossed for four movement points, but only to move from the bridge hex to Warsaw. If a unit lacks sufficient movement points, it cannot cross the bridge. This bridge is considered destroyed at the end of the turn in which it is first used.
German units may not cross this bridge to satisfy a retreat.
Warsaw special zone
The city of Warsaw, defined by a semi-ellipse printed on the map, is considered a special zone. German units can mass there or transit through it to pass east of the river or to reinforce the contingent containing the Soviet bridgehead at Magnuszew. There is no limit to the number of German units that can stacked into Warsaw. To move from the Warsaw area to one of the three Prague hexes connected by bridge, and vice versa, each unit normally spends 3 MP. When Warsaw Uprises this cost may increase. Soviet units may never enter and attack inside Warsaw, nor carry out barrage fire on units inside Warsaw.
Off-Map movement
The German player is allowed to move reinforcement units not yet entered the map or units within the special Warsaw zone from one of their reinforcement entry points to another, paying a certain number of movement points. The movement between different entry points has varying costs, specified by the appropriate chart printed on the game map. Most entry points allow movement in only one direction; entry point B is the only exception, allowing units to move off-map in different directions.
This type of movement is prohibited if the unit attempting it does not have enough movement points.
Units that have moved from one entry point to another and have not yet entered the map can, in subsequent turns, either enter the map or continue moving to other entry points.
Example: Turn 4, first German activation phase: The reinforcements of the 5th SS Division, which should enter at entry point F, are moved to one of the two entry points E, paying an additional 5 movement points. The two infantry units, each with 10 movement points available, enter via the northernmost road, paying half a point. From that point, both units still have 4.5 movement points available to move on the map. The armored unit and the mechanized infantry, each with 12 movement points available, continue their off-map movement toward point D, paying another 6 movement points, and then enter the map.
Zone of Control (ZOC)
A unit's ZOC is made up of the hexes that surround it, including those occupied by the enemy. It costs one additional movement point to enter an enemy ZOC. All units entering an enemy ZOC hex must cease movement, unless all enemy units exerting ZOC in that hex decide to break contact or the moving unit declares an overrun attack against that hex or another adjacent hex. Units that are already in an enemy ZOC at the start of the movement can move normally, leaving the enemy ZOC without additional costs. Units that are in an enemy ZOC at the start of the movement may move directly into another hex in an enemy ZOC. If the enemy breaks contact and there are no more enemy ZOCs in that hex, then the unit can continue its movement according to the normal rules, otherwise the unit that moved cannot continue further. However, it can perform an overrun attack.
Break contact with the enemy
Any German units or Soviet recon units with a movement factor equal to or greater than 9 even if already activated (therefore Moved), can retreat one hex every time enemy units move into its ZOC in the enemy movement phase. This option must be exercised immediately as the enemy enters ZOC. When retreating a hex with this action, the unit (or stack) cannot move adjacent to other enemy units, unless the hex in question is already occupied by friendly units. If a stack decides to break contact, only the units capable of breaking contact may move, even into different hexes, while the other units must remain in the hex. The units that cannot meet this requirement then cannot break contact. There is no limit to the number of times this action can be performed by the same unit or stack. It is not permitted to break contact following retreats or advances after combat by enemy units. Breaking contact only temporarily interrupts the movement of the unit that caused this effect: its movement can resume if it still has movement points available.
Example: The Soviet reconnaissance unit spends 2 movement points and enters the German panzer unit's ZOC (Zone of Control), causing the panzer unit to break contact and move to hex A. The Soviet unit continues its movement, spending another 2 points to pursue the opposing unit, which again breaks contact and moves to hex B. The Soviet unit pursues further, spending 2 movement points and re-entering the German ZOC. This time, the panzer unit does not break contact and remains in the hex.
Sudden Attack
No unit can break contact if targeted by an overrun attack from adjacent enemy units that have not yet moved.
Red Army Flexibility - OPTIONAL
This rule also grants the Soviet player the ability to break contact with all units that have a movement factor of 9 or higher, following the same procedures outlined in the main rule.
7. Stacking
It is possible to stack up to 2 friendly units in the same hex. The stacking limit is checked when a unit ends its movement, retreats, or advances after combat. Stacking limits do not apply during movement. Stacks can be formed or disbanded at any time during movement (or, in some cases, created as a result of combat).
Visibility of enemy units
Enemy stacks can only be inspected if friendly units are adjacent to them.
Kampfgruppe
Three German units belonging to the same armored division (4Pz, 19Pz, HG, 3SS, 5SS) can stack together in the same hex without exceeding the stacking limits. They can also move together to conduct overrun attacks and coordinated combats as a single unit, with a movement factor determined by the slowest unit and a combat factor given by the sum of all units in the stack.
The attack combat bonus must be chosen from only one of the units forming the Kampfgruppe. In defense, however, the combat bonus is the sum of the bonuses present on all units within the Kampfgruppe. Barrage fire affects the individual units that make up the Kampfgruppe.
8. Prepared Defense
Units can establish prepared defenses to enhance their defensive efficiency. This action can be performed by active units at the cost of their entire movement factor (in other words, units that intend to build a prepared defense cannot move and/or attack). Units in prepared defense are marked with a special counter, which is removed either by player choice or when the unit leaves the hex as a result of movement, retreat, or advance after combat. A defending unit in prepared defense, if attacked, gains a one-column shift to the left in its favor on the combat results table and applies a defensive bonus of 1. These effects are cumulative with other terrain modifiers. Prepared defense can be established in any hex on the map.
9. Overrun Attacks
During movement, individual armored, mechanized, and motorized units (those with movement of 9 or more) can attack enemy units or stacks. In the combat phase, if the unit is adjacent to the enemy, it may attack again (see Coordinated Combat).
To conduct an overrun, the unit simply moves adjacent to the target, pays the normal terrain and enemy ZOC costs, and declares the attack if the enemy doesn't break contact.
After applying the combat results, including any advances, the attacking unit, if it still has movement points available, it can continue to move and perform additional overrun attacks. In an overrun attack, tactical artillery support cannot be used. A hex can be the target of multiple overrun attacks during the same phase.
An overrun attack can be carried out by units adjacent to the enemy that have not yet moved (sudden attack).
Resolution Procedure
The overall attack factor is calculated by adding the combat points of all the attacking units and dividing it by the sum of the defenders' combat points, thus obtaining a ratio of forces, which, if necessary, is rounded down.
The ratio of forces identifies the column of the Combat Results Table on which the outcome of the combat will be read, which can be modified in favor of the defender or the attacker based on the terrain in which the defender is located.
When the strength ratio is greater than 5:1 the 5:1 column is still used, when it is less than 1:3 the 1:3 column is still used. The attacker then rolls a die, applies any modifiers to his result and reads the outcome of the combat in the strength ratio column, which immediately applies to the units involved before moving on to the next attack.
MODIFIERS
Terrain When the defender occupies certain types of terrain or the attacker must cross specific hex sides, the defender benefits from the effects listed on the Terrain Effects Chart. The hexside terrain benefit only applies if all attacking units attack across that terrain hexside. These modifiers are cumulative.
Combat bonus Some units have a number inside a circle. This number represents the unit's increased effectiveness in both attack and defense (black number on a white background) or only in defense (white number on a red background).
In a single combat, the full attack bonus of only one unit per attacking hex can be added to the die roll. The defensive bonus can only be subtracted from the die roll by units that are defending; it is allowed to use the combined combat bonuses of the defending units.
Limit to Die Roll Modifiers The total modifiers applied to a single combat cannot exceed six points. If the absolute value of the difference between the attacker's total modifiers and the defender's total modifiers exceeds this limit, it is reduced to ±6.
Example: The two German armored units attack the Soviet stack; they add their combat points, 12 points, and divide them by 4, the total combat points of the two Soviet units. The dice result will be checked on the combat results table under the 2:1 column. The attacker rolls a die and gets a 4; they then add 4, the sum of the two combat bonuses they have, and subtract 2, the sum of the two bonuses of the defender, resulting in a total of 6. This corresponds, on the Combat Results Table, to A1D1r1, meaning one loss step for the attacker, one step for the defender, and a retreat of one hex.
Red Army Elastic Defense - OPTIONAL
The Soviet player may also reduce losses by one step by retreating an additional hex. If the Combat Results Table shows a result on a yellow background, this rule does not apply. We recommend using this rule only if the Soviet player is not very experienced!
Desperate Defense
The defender can ignore retreat hexes by exchanging them for steps, at a rate of one step for each retreat hex ignored.
Example: with a CRT result of A1D1r1, the defender, instead of retreating, loses two steps.
Retreat after combat result
The retreat applies to all defensive units involved in the same combat; attacking units can not retreat as a result of combat outcomes.
The retreat allows movement in any direction. Entering in an enemy Zones of Control (ZOC) results in the loss of one additional step for each hex crossed unless the hex is occupied by friendly units. If the retreating unit ends up in a hex already at the stacking limit, it must continue retreating until it reaches a permissible hex. In any case, the retreat path cannot exceed four hexes. It is allowed to end a retreat in an enemy ZOC.
Retreating off the game map, through enemy units, or across prohibited terrain is not allowed. If a unit cannot retreat, it must lose steps until the combat result is satisfied. Units retreating into a hex under attack during the same phase do not add their combat factor to the defense total but share the fate of the units involved.
Example: The German armored unit HG takes a step loss as a result of combat; it decides to convert the loss into a retreat of 1 hex. However, being unable to retreat into A, B, or C, it continues the retreat by an additional hex and stops in D.
Limited bonus - OPTIONAL
In an overrun attack or in a coordinated combat, only one attack bonus and one defense bonus can be used, regardless of the number of units attacking or defending.
Combat results
The Combat Results Table shows the losses, expressed as the number of steps lost, suffered by the attacker (number preceded by the letter A) and by the defender (number preceded by the letter D). The lowercase letter 'r' indicates the hexes of mandatory retreat that the defender must move to in order to fulfill the combat result.
Losses can be distributed among the forces involved in combat with the following effects:
- A unit that has a single step, or a reduced unit, is eliminated from the game if it suffers a casualty.
- A unit with two steps is flipped to show its reduced side when it suffers one loss and is eliminated if it suffers two losses.
Advance after overrun
The attacker may advance into the hex vacated by the defender with the units that participated in the attack. If it still has movement points available, it may continue moving and conduct additional overrun attacks. If the attack fails to clear the targeted hex, the movement ends.
Wehrmacht Elastic Defense
The German player on defense may reduce losses by one step by retreating an additional hex. If the Combat Results Table shows a result with a yellow background, this rule does not apply.
Example: a result of D2r2 on the CRT is adjusted by the defender to D1r3; the involved units lose one step and retreat three hexes.
10. Artillery
Players have a few artillery markers that abstractly represent the availability of artillery and ammunition. Each formation has one of these markers, their entry turn in the game is shown on the Reinforcements Calendar. The tokens display a number inside a hexagon representing the range. After movement and before combat, an activated formation may use its artillery token to conduct a barrage fire.
To perform this action, it is sufficient that at least one of the units in the formation executing the fire has the target hex within the artillery's range. Each target hex can only be subjected to a barrage fire once during the same phase.
The artillery token that was used is then flipped to the "Used" side; it will be available for use again in the next turn. Independent Soviet units can use the artillery of the formation that activates them. Independent German units can use any German artillery. Artillery from formations that are eliminated and no longer present on the map is removed from the game.
Example: A unit from the HG Division moves and stops 4 hexes away from a Soviet unit; it can perform barrage fire against that unit because the HG Division's artillery counter has a range of 4.
Procedure
The active player indicates which artillery units bombard where; roll a die, apply the modifiers to the bombardment and find the result on the Barrage Fire Table. The result only affects one unit in the hex.
Barrage fire modifiers
Some terrain types may provide some protection against the barrage fire roll, in the form of die roll modifiers. These die roll modifiers are indicated on the Terrain Effect Chart.
Explanation of the results
L = Loss: the affected unit, chosen by the owner, eliminates a step.
DIS = Disorganized: the affected unit, chosen by the owner, is disorganized; to indicate this, the appropriate marker is placed on it.
Effects of disorganization
Disorganized units halve their combat and movement values; fractions are rounded up. The DIS marker is removed at the start of the next turn.
Tactical Support
An artillery counter, if it has not performed barrage fire, can support units from its formation or independent units in a coordinated combat. When used this way, it adds +1 to the combat die roll. Even the defender, if he has artillery available from the formation, can use it for tactical support. In this case, -1 is deducted from the combat die roll. It is not possible to have more than one artillery unit (including Stukas for the German player) supporting a combat per side.
Artillery units used for tactical support also become 'Used'.
Stuka
The German player has three Stuka markers; each one, during any turn it is available, can perform barrage fire like regular artillery units, anywhere on the map, regardless of distance from friendly units. It is possible to use only one Stuka per target hex of barrage fire, even in addition to the normal artillery barrage fire. Stuka markers can provide tactical support in a coordinated combat, just like artillery markers.
The Stuka units used are flipped to the 'Used' side. At the beginning of the following turn, they become operational again and can be reused. The entry turn of the Stuka is shown on the Reinforcements Card.
11. Coordinated Combat
After movement and barrage fire, active units can attack adjacent enemy units. Combat is voluntary, you are never forced to attack. A stack can split its attacks by assigning each unit a different combat. In that case, if both units in a stack have combat bonuses and are attacking different hexes, both will be able to use their bonuses in the attacks.
A hex can be attacked simultaneously by multiple units coming from different hexes; all attacking units must be contiguous to each other and adjacent to the target hex. (Errata: this replaces the printed sentence "all attacking units must be in adjacent hexes to each other and also all adjacent to the defender hex".) The resolution of coordinated combat is the same as that of the overrun attack, the same terrain modifiers and any unit bonuses apply. Any results are applied to all units that participated in the coordinated combat, and the same rules for retreats and desperate defense apply. Any results apply to all units that participated in coordinated combat.
Errata example: In image A the three Soviet units can execute a coordinated attack because they are contiguous; in example B only the two armored units can execute a coordinated attack, since the reconnaissance unit is not contiguous to the attacking forces.
The attacker decides the order of the various fights; a combat must be resolved by applying its results before moving on to the next.
A hex can be attacked with a coordinated combat only once per phase.
Advance after coordinated combat
The attacker can advance into the hex vacated by the defender with the units that participated in the attack, respecting the normal stacking limits. If a D2 or higher result was obtained on the Combat Results Table and this resulted in the elimination of the defender or a retreat of more than 1 hex, the attacker can advance by a number of hexes equal to the defender's retreat hexes.
The first hex of advance is the one vacated by the defender; subsequent hexes of advance are chosen by the attacker.
The advance stops in an enemy ZOC. Advancing after combat does not allow the application of the 'breaking contact with the enemy' rule.
12. FM Model
Feldmarschall Model is a special marker that has some effects on the game:
- Allows you to set up coordinated combat even with units that are not adjacent to each other.
- Allows you to re-roll the dice of a combat.
- Allows a previously activated stack to become active again in the same turn but during a later phase.
- It can be used to increase by one the number of divisions that can be activated in a phase. This rule is only applied if the rule of limited German activation is used.
The German player may use only one of these effects per turn. Once used, Model must be placed in the next box of the Game Turn Track.
13. Armored Train
The armored train is always considered active, meaning it can move during each German activation phase. It has unlimited movement capability but must move only through connected railway hexes. It can break contact with the enemy, advance, and retreat, but only if it remains on connected railway hexes. It does not exert a Zone of Control (ZOC). If destroyed, it cannot be recovered. For stacking purposes, it counts as a regular unit. It is always considered to be in supply.
14. Reserves
During movement, the active player can put some units in Reserve which, after combat, can move and carry out overrun attacks. In order to do this, each player has three special tokens to mark the units in Reserve.
The counters can be used in every activation phase; in other words, the three counters available to players can be used nine times during a turn.
Procedure
Reserve markers are placed during one of the activation phases on any active unit or stack during that phase; only units, including independent ones activated by the same formation, that have not moved may be marked.
Units currently off-map entering as reinforcements can also be placed in Reserve, with a maximum of two per marker.
Disorganized units can be placed in Reserve.
German units can be placed in Reserve within the special Warsaw zone, with a maximum of two units per marker. These units cannot be used to suppress the uprising.
Use of Reserves
After combat, the player can move and carry out overrun attacks with the units placed in Reserve. Disorganized units in Reserve may move and fight with the usual penalties. When the units in Reserve have been activated the marker is removed. It is not mandatory to activate the Reserves.
Players can choose to activate their reserves during a subsequent activation phase of their own or remove the token to place it on other units.
15. Supply
To move and fight at full efficiency, units must be supplied. Both players check the supply of their units according to the sequence of play.
Procedure
Units are in supply if they are within five hexes of a road that is continuously connected, regardless of length, to a supply source. All hexes along the path must be free of enemy units and enemy ZOCs, unless occupied by friendly units.
- German supply sources are Warsaw and all entry hexes marked with the designated symbol.
- Soviet supply sources are all entry hexes for Soviet reinforcements marked with the designated symbol.
The hex leading to a friendly supply source can be occupied by enemy units. If this happens, that supply center is no longer valid for supply purposes while it remains occupied by the enemy.
Effects
Units out of supply are marked with a specific marker. Armored, mechanized, or motorized units out of supply fight and move at half their nominal values (fractions are rounded up). Cavalry and infantry units with a movement value of less than 7 fight at half strength but move normally. Units out of supply cannot use barrage fire or artillery tactical support.
16. Recovery
The German player can, at the beginning of each game turn starting from the second, during the administrative phase, recover one step of armored or one of infantry, turning over counters that have already suffered losses or by recovering an eliminated unit on its reduced side. The unit must be supplied, and even if it's adjacent to the enemy it can recover a step. Eliminated units that re-enter the game can be placed in Warsaw, Praga, or adjacent to supplied units of the same formation.
The Soviet player can also recover lost steps of armored or infantry; however, to do so, they must play the appropriate events.
Soviet units that re-enter the game must be placed adjacent to supplied units of the same formation. If they are independent units, they can be placed adjacent to any friendly supplied unit.
17. Reinforcements
Each player receives new units starting from the first game turn, as specified by the Reinforcements Calendar. Reinforcements can be activated according to the standard rules and arrive in the designated entry hex indicated by the arrows or in adjacent hexes paying the normal movement costs for that hex.
If all possible entry hexes are occupied by enemy units, the reinforcements can enter the nearest available hex to the entry hex. Reinforcements can enter enemy ZOC.
It is not mandatory to place the reinforcements in the specified arrival turn; they can be delayed or not enter at all. Reinforcements can be placed in reserve off-map, two units per marker, and activated after combat. In this case, they must also enter from the hex specified on the Reinforcements Calendar.
Soviet 47th Army
The units of the 47th Army can be activated, all together, by any active Soviet Corps. It is not possible to split the activation of the 47th Army's units among multiple Corps during the same turn. Units of the 47th Army can be placed in Reserve.
18. Warsaw Uprising
When any Soviet unit, at the end of any game turn, is within six hexes of any of the three victory hexes in Prague, Warsaw rises up, and the following events rules apply:
- The following turn Warsaw rises up and the corresponding marker is placed on the initial Warsaw Uprising track.
- The German player immediately applies one step loss to any unit present in Warsaw; if they cannot satisfy the loss, the Soviet player gains one victory point.
- For that turn, Warsaw cannot be used as a supply terminal, and no German unit can pass through the three bridges on the Vistula between Prague and Warsaw and vice versa. Off-map movement is allowed.
In the administrative phase of subsequent turns, the German player rolls a die and places the marker on the corresponding space on the track, applying its effects.
The results may be:
- NO MOVE: No German unit can move through the bridges on the Vistula between Warsaw and Prague and vice versa. Off-map movement is allowed. Warsaw cannot be used as a supply terminal.
- Step loss: The German player immediately applies one step loss to any unit in Warsaw; if they cannot satisfy the loss, the Soviet player gains one victory point.
-
- n MP: The cost of transit through the bridges between Warsaw and Prague is increased by the corresponding number.
- n UNIT MOVED: The number of units indicated by the result in Warsaw is considered already activated, and a 'Moved' marker is placed on them. If the German player cannot satisfy this condition, the Soviet player gains one victory point.
The die roll on the Warsaw Uprising track can be influenced by the number of German units present in Warsaw and that the German player decides to deploy to suppress the uprising. For every two German units deployed, the die roll is modified by +1; the units are considered activated, and a 'Moved' marker is placed on them.
19. Magnuszew Bridgehead
From the sixth turn of the game, the Red Army manages to establish a bridgehead on the western bank of the Vistula, slightly south from the game map area; from that turn on the German player must remove, during the administrative phase, some units to reinforce the troops assigned to contain the Soviet bridgehead. For this purpose, only units located within Warsaw, to the west of the Vistula, can be used. The type of unit (armored, infantry, artillery and planes) and the turn in which it must be placed in the track box printed on the map are marked on the appropriate track. The choice of units to send is left to the German player; it is sufficient to respect the unit type; reduced units can also be used. This retreat is mandatory; if the German player fails to comply, the Soviet player gains one victory point for each turn of non-compliance.
20. Events
They are special counters that can influence the course of the game to some extent. Each player places his event counters in a separate container. At the beginning of the game each player draws three at random; subsequently, at the beginning of each turn starting from the second turn, he draws one. Events can be played during the game, in any turn, at the player's choice.
Some events may remain in play due to their effects, as they provide additional bonuses to the units they are placed on; others are removed from the game. Each player can play a maximum of one event per phase (in other words, a maximum of six in a turn).