Stalingrad Solitaire
Stalingrad Solitaire Rulebook
Table of Contents
Table of Contents
Game Components
The game includes one 17" x 22" map depicting the region containing the Stalingrad pocket and various playing aids, a sheet of counters, a set of 25 event cards, and these rules. A six-sided die is essential for play.
Game counters represent combat units and information markers. German units are blue, their Rumanian allies are yellow, Soviet units are red, and information markers are white. The number of counters provided in the game is deliberately limited, but you can make additional status and informational markers as needed. Additional Prepared Defense markers (PDMs) and Battlegroups may not be created.
Game Scale
Each turn represents one to five days, depending on the level of activity. The entire mapboard represents territory approximately 35 by 65 miles. A box in the Relief Force track is 15-20 miles (25-35 km) in length. German units typically represent divisions, while Soviet units are officially armies that were usually the rough equivalent of a German division.
Each supply point represents about 50 tons delivered per day.
Each evacuated wounded factor represents 1500 men.
Basic Concepts
Adjacent Map Areas: The map contains 64 areas for regulating movement and combat. Each area is adjacent to every other area it is connected to by a line.
Control of Map Areas: The player controls all vacant areas inside the German Perimeter marked on the map. The player also controls all areas containing German units, regardless of their location. Any vacant area outside the Perimeter or occupied by a Soviet unit are under Soviet control. No area may contain units from both sides.
The Strategic Situation: The player must keep track of the overall situation on the southern Russian front using the Strategic Situation Index (SSI). The higher the value, the better off the German side is. If the SSI ever reaches zero, the Soviets win instantly and decisively. If it reaches 10, it stays there until such time as something causes it to fall.
Hoth's Relief Force: A Relief Force track, representing German troops under General Hoth assigned to break through Soviet lines and rescue the trapped 6th Army, is located on the map. One of the Hoth counters containing a letter matching the entry area the player chooses at the start of the game (A, B, C or D) begins in box #1 and may move forward or backward on the track during the course of the game. Box #5 is adjacent to the area that contains the printed letter matching the one printed on the Hoth counter. If the Hoth counter is in box #5 and Advances, a breakthrough into the pocket has occurred.
Keeping Track of the Situation: The boxes along the southern edge of the map are used to keep track of the current game turn, the timing of the Soviet Final Offensive to crush the pocket, the weather, the Luftwaffe's (German air force's) commitment to ferrying supplies to the pocket, the commitment of Hoth's relief force, German supply, German morale, Initiative Points (IPs) for performing actions, and wounded troops not evacuated from the pocket. Each item has its own marker in the counter mix that is placed on a track and maintained throughout play.
Die Rolling: Whenever a table is referenced, roll the die to obtain a result. When rolling on a table, any die-roll modifications listed beneath the table are cumulative.
The Cards: 25 cards are used to determine various outcomes. Each card has its own unique ID number, printed in the upper left. Place all of the cards shuffled face down prior to play, drawing one each time the rules instruct. Place each card in a discard pile after it is drawn, unless you are specifically prohibited from doing so. Only one outcome is taken from a drawn card before it is discarded. When the last card is drawn, or a card is drawn with the word "Reshuffle" on it, reshuffle the cards. Cards removed from play are not placed back in the deck this game.
Rumanian Units: Rules concerning "German units" apply to "Rumanian units" as well.
Sequence of Play
Each turn is performed in a specific order, exactly as shown below.
Evaluation Phase
- Modify Strategic Situation Index (Table H)
- Check for German Collapse
- Determine Victory if Game is Over
- Advance Turn Marker
Strategic Phase
- Random Event (Draw card)
- Weather determination (Draw card)
- Luftwaffe Commitment (Table A)
- Relief Force Commitment (Table A)
- Determine German Morale Level
- Determine Initiative Points
- Resolve Airlift (Table B)
- Conduct Unit Upkeep (Table C)
German Phase
- Perform Actions, including Appeals (Table D)
- Resolve German Attacks (Table E)
- Resolve Hoth Relief Force Attack (Table F)
Soviet Phase
- Status of Final Offensive Checked (Draw card)
- Determine Soviet Target Areas (Draw card)
- Resolve Soviet Attacks (Table G)
Strategic Phase
Random Event Determination
Draw a card from the cup. Follow the body text. If the card includes the text "Remove from Play" remove the card from play after resolving the text.
Weather Determination
Draw a card and set the Weather marker on the Weather track to same value as the Weather status printed on the card. If the Weather status reads "Same," leave the Weather marker in its current box on the Weather track.
Luftwaffe/Relief Force Commitment
Roll on Table A first for the Luftwaffe Commitment, and then for Hoth's relief force. All modifiers listed beneath the table based on the current value of the Strategic Situation Index (SSI) apply to both rolls. If you hold the "Luftwaffe +1" marker, add one to the Luftwaffe Commitment die roll. If you hold the "Hoth +1" marker, add one to the Relief Force Commitment die roll.
Design note: The stronger the Luftwaffe commitment, the more supplies will be delivered to the pocket, but the greater the chance that the overall health of Army Group South will deteriorate. A stronger relief force will probably advance toward the pocket, but this will weaken the front elsewhere.
Determine German Morale Level
Counting Morale Points: Key Areas are marked with a star on the map. Each of these the German player controls are worth three morale points. Every other area on the map the German player controls is worth one morale point. You also receive a number of morale points equal to the value printed in the square that the Hoth relief force marker currently occupies. Move the Morale marker on the General Track to the numbered square corresponding to the total number of morale points.
Determine Initiative Points
For every five morale points, the German receives one IP. All fractions are ignored.
Losing Initiative Points: For every five points of Wounded, you deduct one IP. All fractions are ignored.
Resolve Airlift
Roll on Table B and move the Supply marker the indicated number of spaces forward on the General track.
Conduct Unit Upkeep
It costs one supply point to provide upkeep for every five German units on the map. Headquarters, depleted, and battlegroup units each count as one unit for supply purposes. The Hoth relief force marker does not require supply. If less than five units are left over, an additional supply point must be expended to place these leftover units in supply.
Out of Supply: If you decide to leave some units unsupplied, rotate these counters upside down so that they can be distinguished from supplied units. Then roll for Unit Upkeep (Table C). Only unsupplied (rotated) units may suffer losses. Each point of result requires you to flip one full-strength unit to its depleted side, or eliminate one depleted unit. How the points are distributed to unsupplied units is entirely up to you. Once all unsupplied units are completely eliminated, any excess points received from Table C but not yet applied are ignored.
German Phase
Actions
There are eight different Actions that may be performed by the Sixth Army. Unless specified below, any Action may be done any number of times each turn, as long as you pay the necessary IP and supply costs for each Action each time it is performed. IPs not spent the turn they are collected are lost. Unused supply points are accumulated. See each action summary for details about costs and other restrictions.
Isolation: A unit that cannot trace a path of connected German-controlled areas from its location to an area containing a German airfield is isolated. Double the IP and Supply costs for every Action involving one or more isolated units.
Loss of HQ: If the 6th Army Headquarters unit is eliminated from play, double the IP and supply costs for every Action chosen. In those cases where isolated units are involved in an Action, the costs are quadrupled once the HQ is eliminated.
1. Appeal Action
Only one Appeal is allowed per German phase. Appeals cost one IP. There are three types of Appeal: Conference, Freedom of Action, and Airlift. Once the type of Appeal is chosen, roll on Table D. If a * result ever occurs, take the "FoA +1" marker as a reminder to add one to every Freedom of Action Appeal for the rest of the game. If a "@" result ever occurs, take the "FoA/Airlift +1" marker as a reminder to add one to every Freedom of Action and Airlift Appeal die roll for the rest of the game. If the "FoA +1" marker is already in play when a "@" occurs, flip it over to the "FoA/Airlift +1" side. If the "FoA/Airlift +1" marker is already in play, ignore any additional "@" or * results. If # occurs, receive the "HQ Politics" marker. If you already have the marker, you are promoted to Field General and 6th Army staff all receive Iron Crosses, but no further FoA Appeals are allowed for the rest of the game.
2. Prepared Defense Action
Cost: Pay 2 IPs or 4 supply points to do one of the following: Build a new but inactive Prepared Defense Marker (PDM), or activate (turn face up) an inactive (UnActivated) PDM.
Placement: Any currently German-controlled area may receive a newly created, inactive PDM.
Restrictions: Placement may occur at any time during the game, except when a Soviet unit is advancing into a previously German-controlled area after combat.
Once placed, a PDM may not move or retreat. If a combat result requires all units to retreat out of an area, all units except PDMs may do so. If PDMs are the only German units left in an area, the area is considered empty and may be entered by moving or advancing Soviet units. Remove from play PDMs whose vacant area was just entered by a Soviet unit. PDMs removed in this manner may be rebuilt normally as inactive PDMs.
Benefits: An activated PDM can absorb one loss received from a Soviet attack against the area it occupies. Flip the PDM to its inactive side. An inactive PDM may not satisfy any combat losses.
3. Movement Action
Movement Costs: Units have no set movement allowance, and there is no limit to how far a particular unit can move during a German Phase.
Each area a unit enters counts as one area towards a tally for determining IP and Supply expenditures. An area adjacent to one that is Soviet-controlled counts as two areas. Keep track of the total number of areas using the "Move" marker on the General track. The instant the total reaches five, return the "Move" marker to the zero space and deduct one IP and one supply point from the current totals. Adjust the IP and Supply markers accordingly.
The instant either the IP or supply reaches zero, no further movement is permitted. Once all movement is completed, and the "Move" marker is located in a space other than zero, return it to zero and deduct another IP and supply point.
Prohibitions: German units may not enter any area containing a Soviet unit. Sixth Army units may not move in Relief boxes, except when performing advance after combat (see below).
Stacking: Any number of German units may occupy the same area. Only one Soviet unit may occupy an area.
4. Tactical Attack Action
This represents numerous tactical attacks along the perimeter to keep the Soviets off-balance and delay the start of the Final Offensive against the pocket. It can be done once per German Phase after paying one IP and two supply points. Draw a card and check the Random Number. If it is 7, 8, 9 or 10, move the Final Offensive marker back one space toward zero on the Final Offensive track. If the card result is 11, 12 or 13, do the same but only if the current Strategic Situation Index value is the same or higher than the current game turn number. Any other result has no effect.
5. Create Battlegroup Action
Battlegroups are formations created from noncombat personnel or remnants of shattered units at the cost of two supply points each. This Action may be done during the German or Soviet phase. These are represented by the grey counters labeled A-F.
Placement: Battlegroups may be created and placed in any German-controlled map areas if there are any Battlegroup markers currently not in play.
Restrictions: Battlegroups are treated as depleted units for movement and upkeep, but may not be selected to satisfy a supply upkeep loss. They may not attack, nor can a Battlegroup be eliminated to satisfy a combat loss unless the area they occupy has no other German unit or PDM. If an area contains only Battlegroups and no activated PDMs, a retreat may not be made to satisfy a combat result. Instead, one Battlegroup must be eliminated.
Design Note: Battlegroup units could help maintain a viable perimeter defense by throwing up roadblocks and hedgehog defenses to delay the enemy along a route of march, but such ad hoc remnants were far too weak by themselves to stop Russian troops from advancing during heavy combat.
6. Evacuate Wounded Action
Procedure: For each Initiative Point (IP) expended, reduce the total number of Wounded by three on the General track. If only one or two Wounded remain, reduce the total to zero after spending an IP.
Prohibition: This action may not be used if the Luftwaffe Commitment result for the current turn was Weak.
Design Note: The orderly evacuation of the sick and wounded is an indication that morale within the pocket is stabilized. When wounded factors begin to accumulate, it is an indication that German effectiveness is deteriorating.
7. Surrender Action
Surrender may be declared anytime during the game. This costs nothing, but it ends all activity on the mapboard areas. Only the Evaluation Phase of each remaining game turn is played through turn #16. If you have not received Freedom of Action from the Appeals process, immediately take the "No FoA Surrender" marker. This will remind you that every SSI die roll made from this point on suffers a -2 penalty. If you have the "FoA Received" marker, take the "FoA Surrender" marker to indicate that the die roll penalty is only -1.
German Morale immediately drops to zero after Surrender.
Design Note: Surrender is severely penalized in the game because the High Command had valid strategic reasons for denying surrender requests, although the reasoning might not be apparent to the surrounded army itself. The longer the 6th Army holds out, the better it will be for the overall front.
8. Regular Attack Action
Attacks can be selected at any time, but all attacks are resolved after all other German Actions during the phase are completed. German units adjacent to a Soviet-controlled area containing Soviet units may attack using the German Attack Table (Table E).
Preparation: All attacks must be designated before any are resolved. Place each attacking unit directly on the line connecting the area it occupies and the area it is attacking.
IP Cost: For each area attacked, one IP must be deducted from the total. This cost is incurred no matter how many or how few units attack an area.
Supply Cost: You may spend up to three supply points against a particular target area. All attack supply must be allocated before any attacks are resolved. Reduce the supply total recorded on the General track and place one Supply marker per point expended in each Attacked area. For each Supply marker present in a Soviet area, every German unit attacking the area adds one to its combat resolution die roll.
Restrictions: A unit may attack only one area in a single German Phase. A maximum of three units may attack out of a single area, even if they do not attack the same area together. If the area chosen for the attack ends up being vacated before the attacking unit does anything, that unit's attack is wasted and it may not target a different area.
Prohibitions: The 6th Army HQ unit and battlegroup units may not attack.
Resolving an Attack: Resolve each unit's attack separately, in any order desired, by rolling once on the German Attack Table (Table E) and applying all die roll modifiers listed beneath the table.
Retreats: If a "retreat" result is obtained, you choose which area the Soviet unit retreats to. The area must not be German or Soviet controlled. If the unit can't retreat, it is destroyed.
Advance after Combat: If a Soviet unit retreats from an area, any and all German units selected to attack the same area, whether they actually did so or not, may advance after combat into the vacated area by spending two supply points, regardless of how many units actually advance.
Filling Gaps: After all combat, retreat, and advances have occurred, there may be vacant areas adjacent to at least one German unit but that are not German-controlled. Place one Soviet unit not currently in play in each such area.
Breakout from the Pocket: One or more German units on the map may also move into box #5 of the Relief Force track from an appropriately marked border area (A, B, C or D) by performing a Regular Attack and obtaining a "retreat" result on the German Regular Attack Table. Place a letter marker on the unit to indicate from which area the breakout occurred. Each subsequent "retreat" result obtained advances the attacking unit(s) one box further along in the direction of box #1. If any German unit and the Hoth marker occupy adjacent boxes on the Relief Force display and have matching letter designations, a "link-up" occurs.
Freedom of Action (FoA): If you perform any Regular Attacks without holding the "FoA Received" marker, you must immediately take the "Attack w/o FoA" marker and place it in the "1" space of the General track. If the marker is already on the track, advance it one space higher if the area has not previously been attacked this turn. The total number of areas attacked determines the SSI die roll penalty this turn. Also, any attacks will cause next turn's Appeal die roll to suffer a -1 penalty.
Relief Force Attack
Hoth's Relief Force (4th Panzer Army) starts the game in box #1 of the Relief Force track. It is attempting to break through Soviet lines and link-up with units of 6th Army by advancing into higher numbered boxes along the track, and onto the map itself if necessary. If Relief Force entry area is D, use the Hollidt counter to represent the Relief Force. Hoth is used if areas A-C are chosen. Rules concerning Hollidt are the same as those for Hoth.
Relief Force Attacks: The Relief Force rolls once per German Phase on the proper row of the Relief Force Attack Table (Table F). The row is determined by the current value shown on the Relief Force Commitment track. This costs no IPs to perform.
Breakthrough: If the Hoth marker is in box #5, place a Soviet unit in the area corresponding to the letter code on the Hoth marker currently in play. If Hoth receives an "Advance" result while in box #5, transfer the marker to the corresponding map area. From then on, the Hoth marker remains on the map and can advance into a new area each turn that it obtains an "Advance" result on Table F. Any Soviet unit in the affected area must retreat if it can, or be eliminated if it cannot. Be sure to place Soviet units in all areas adjacent to Hoth that are not German-controlled. Any area occupied by the Relief Force marker receives a Breakthrough marker, indicating that no Soviet unit may move into or be placed inside that area for the remainder of the game. The process continues until "link-up" occurs.
Changing Direction: Instead of making an attack, the Hoth marker may voluntarily retreat one space and change its letter designation. Any unused letter can be selected.
Link-up: The instant any German unit on the map is adjacent to the map box or Relief Force track box containing the Hoth marker, the game immediately ends. Determine victory at this point, without any further activity or die rolling. All German units that can trace a route through connected German-controlled areas and Relief Force boxes to the Hoth marker's location are considered to have linked up with and survived. Note that all Relief Force track boxes are always considered under German control, and can't be occupied by Soviet units.
End of Phase: Remove any "Hit" markers on Soviet units in Stalingrad at the end of the phase.
Soviet Phase
Status of Final Offensive
Determination: Draw a card and add or subtract the Offensive number to the Final Offensive (FO) index. If there are two numbers present, use the right-hand number if the SSI is 8 or higher, or if the Hoth Relief Force marker is in box 3 or higher. If both are true, ignore both numbers and make no change to the FO index. If neither are true, use the left-hand number to modify the FO index.
Launch: The Soviet Final Offensive begins the instant that the FO marker reaches the "8" space on the Game Turn/Final Offensive Track.
Duration: Once the FO is launched, it remains in effect for the rest of the game. The FO marker remains where it is and cannot be moved for the remainder of the game.
Effects: Each Soviet unit attacking on the turn that the FO begins immediately makes a Followup Attack, regardless of what result it receives for the initial attack. Additional follow-up attacks are possible after this, but a bracketed result is required. All German-controlled areas adjacent to Soviet-occupied areas are attacked in the Soviet Phase each turn for the rest of the game. Roll once on the Soviet Attack Table (Table G) for each area attacked.
Determine Soviet Target Areas
Determine which German-controlled areas can be attacked by drawing a card and applying the result found next to Attack on the card. If the Final Offensive has begun, do not draw a card.
"None" means no Soviet attacks occur this turn; "All" means all adjacent areas are attacked; "Even" means all even numbered adjacent areas are attacked; "Odd" means all odd numbered adjacent areas are attacked; "Any 3" means there are three adjacent areas attacked (German's choice).
Resolve Soviet Attacks
Roll the die once for each area attacked on the Soviet Attack Table (Table G), in any order desired. Use the "empty" row if no German units are present; otherwise, use the "occupied" row.
Applying Results: If an "X" result occurs, you may choose to retreat all the German units or take one loss (i.e. flip one unit to its depleted side or eliminate a depleted unit). If any PDM or battlegroup units are present, the retreat option is cancelled and a loss must be taken. Only an active PDM can absorb a loss by flipping over to its inactive side. A battlegroup or Headquarters unit that absorbs a loss is eliminated; it has no depleted side. Any PDMs left by themselves in an area after combat are eliminated if a Soviet advance into the area occurs.
Retreat: All affected German units must retreat together to the same adjacent area. Retreating units may not enter Soviet-controlled areas.
Advance: A Soviet unit must advance into any area that has been vacated due to German retreat or elimination. If this advance creates a gap in the Soviet ring, place a Soviet unit not yet in play in the area originally occupied by the advancing Soviet unit. Historical designations have no effect on unit placement. The key point to keep in mind is that any area adjacent to a German-controlled area must always contain one Soviet unit. Remove Soviet units from all other areas.
Follow-Up Attacks: Once the Final Offensive begins, die roll results in brackets { } are resolved normally, except that the attacking unit immediately attacks again. If the original attack did not cause all German units to vacate the targeted area, the same area must be attacked again. If the original area was vacated, the Soviets must attack another area after advancing. If any vacant German-controlled areas are adjacent to the attacking Soviet unit, the player must choose one of them.
Beyond these restrictions, the player is free to choose which adjacent German-controlled area shall come under attack. A single Soviet unit can make any number of consecutive follow-up attacks, so long as it keeps receiving bracketed results from the Soviet Attack Table.
Evaluation Phase
Modify Strategic Situation Index
Roll on Table H to modify the situation index, applying any modifiers listed, cumulatively. The Strategic Situation Index (SSI) can go no higher than 10. If the SSI ever drops to 0, the Soviets automatically win a Decisive Victory, which of course means that you have suffered a Decisive Defeat!
Check for German Collapse
German collapse must be checked during the Evaluation Phase of each turn. Collapse occurs if one of the following is true: The Soviet Final Offensive is in effect and German morale is 20 or less, or there are 20 or more Wounded points on the General track.
Immediate Effects: Immediately roll one die for each German unit (exception: do not roll for HQ unit). A result of one or two eliminates the unit. Any other result causes the unit to retreat to any German-controlled area in or adjacent to a single Key Area of your choice. If no such area exists, all units are automatically eliminated. All Soviet units in play advance to surround this new, smaller pocket. Excess Soviet units are removed from play.
Continuing Effects: After Collapse has occurred, roll once for each German unit except for the HQ unit on the Soviet Attack Table during the Soviet Phase. Do not roll for the HQ until no other German units are left.
Ending the Game
The game ends if a Link Up occurs, or if this is turn #16. If the game is over, calculate victory according to the following schedule.
Victory
Calculating Victory Points
Take the current Strategic Situation Index (SSI) number and modify it as follows:
| Condition | Modifier |
|---|---|
| 15 or more German units link up | +3 |
| 10-14 German units link up | +2 |
| 5-9 German units link up | +1 |
| All Stalingrad areas German controlled | +1 |
| German Morale level 25 points or higher | +1 |
| Manstein stabilized Russian front | +1 |
| Soviet Final Offensive not launched | +1 |
| German Surrender before game turn 14 | -1 |
| 6th Army entirely eliminated in combat | -1 |
Victory Levels
0-1 points: Soviet Decisive Victory - Stalingrad pocket liquidated quickly and easily. The entire Russian Front is seriously jeopardized. Germany must begin a major retreat westward, as far as Kiev or even Poland.
2-5 points: Soviet Victory - Stalingrad holds out for a time but is liquidated. Barely enough time is purchased to re-stabilize the front a good distance west of the city. German offensive capacity is severely reduced until late spring 1943.
6-7 points: German Moral Victory - Really a draw, but better than the historical outcome. Stalingrad's defenders hold out until Easter 1943, permitting reestablishment of the front slightly to the west of the bombed out city. Both sides capable of launching serious offensives during the summer of 1943.
8-9 points: German Victory - Stalingrad turns out to be a nut the Soviets cannot crack. Stalin and STAVKA overcommit themselves to the pocket's liquidation, creating exhaustion and bulges in the front that the resilient Germans quickly exploit in the early summer of 1943. Soviet forces once again are sent reeling eastward, and the Communist regime totters on the brink of political and economic collapse.
10 or more points: German Decisive Victory - Hoth breaks through to 6th Army and relieves the pocket. The little remaining cream of the Soviet army turns sour in the mouths of his panzers. Hoth and Manstein team up to outdo Guderian's initial plunge into Russia in 1941. They actually end up attacking and taking Moscow from the east, as mass defections put an end to Communism. Stalin flees into Siberia, only to be captured and executed in a fashion similar to what happened to the royal family less than 30 years before.
Historical Scenario
The game begins on Turn 1, with the Index markers placed as follows:
- MORALE: 33
- SUPPLY: 10
- WOUNDED: 3
- SSI: 10
- FINAL OFFENSIVE (FO): 1
- IP: 0
- WEATHER: FAIR
- RELIEF FORCE "A" IN BOX #1
Pocket Perimeter: All areas inside the perimeter are German-controlled at the start. All other areas begin under Soviet control.
Soviets: One unit per numbered area; historical designations may be ignored to speed set-up. Set additional units aside for later use.
- 21st Army: 9, 11
- 65th Army: 12, 15, 16
- 24th Army: 19, 58
- 57th Army: 26, 25
- 64th Army: 37, 32, 31
- 62nd Army: 54
- 66th Army: 59
Axis: Units begin depleted if "(-)" sign present. Historical designations may be ignored to speed set-up, but be sure to set up the correct unit types and nationalities:
- Inf. = Infantry
- Mot. = Motorized
- Pz. = Panzer
- Rum. = Rumanian
Set Battlegroups and extra PDMs aside for later use. Leftover regular units can be used in optional set-ups.
- 76th Inf.: 20
- 384th Inf.: 21
- 44th Inf.: 22
- 29th Mot.: 23
- 3rd Mot.: 24
- 371st Inf.: 38
- Rumanian 20th Inf.(-): 39
- 297th Inf.: 40
- 14th Pz., 376th Inf.: 41
- 71st Inf. (-): 45
- 113th Inf., 60th Mot. (-): 50
- 16th Pz.: 51
- 6th Army HQ: 52
- 100th Inf., 295th Inf.: 53
- 305th Inf., 79th Inf.: 55
- 94th Inf.(-), 389th Inf.: 56
- 24th Pz.: 57
- PDMs (active): 50, 51, 53, 55, 56, 57
- PDMs (inactive): 20, 21, 38, 47
Axis Sample Turn
It is turn one of a game using the Historical set-up.
Initial Phase: The German draws for a Random Event. Card 3 is drawn, so no Appeal is allowed this turn. Next, card 7 is drawn for Weather. The result is Poor this turn. The player rolls on Table A for Luftwaffe commitment; he rolls a 4 (modified to 6 because the SSI is 10), so it is Strong. He then rolls for Relief Force commitment (1+2=3), which is Average. Since German Morale is at 33, he collects six IP. He makes an Airlift roll of 3 (modified to 5 because of Strong Luftwaffe commitment), so the supply index is raised to 13. He then decides to spend four supplies for upkeep (supplying 20 units, ignoring 2). He rolls a 2 on Table C - no losses. 9 supplies remain.
German Phase: The player decides to spend one IP (IP drops to 5) to fly out the 3 wounded (Wounded index drops to 0, and the Evacuated Wounded marker moves to 3). Next, he draws a card to resolve a Tactical Attack. This costs 1 IP and 2 supplies, moving their indexes to 4 and 7 respectively. Its random number is 1, so the FO index is unchanged. He decides to move the 71st Infantry from area 45 to area 39. This costs 1 IP (IP index moves to 3) and 1 supply (now down to 6) to pay for 4 areas moved. He activates the PDM in area 38 for 2 IP (IP index drops to 1). He decides to Attack. He attacks area 54. He pays his remaining IP, plus 2 supplies to improve the attack (supply drops to 4). He names the 79th, 305th, 100th, and 295th as attackers. He rolls on Table E with the 79th first. He rolls a 1 (+2 for supplies, -1 for Stalingrad) modified to 2 so the result is no effect. The 305th rolls next (6+2-1=7). A Retreat would occur, but the unit is in a Stalingrad area, so it receives a Hit marker instead. The 295th rolls (4+2-1=5) for no effect. The 100th fails also (3+2-1=4). The Relief Force attack is resolved on Table F; he rolls a 5 on the Average row. Hoth advances to box 2, and German increases to 34.
Soviet Phase: The Final Offensive draw is made; card 13 indicates the FO index is raised by 1 to a 2. Soviet Attacks are determined; card 19 is drawn, so Any 3 German areas adjacent to Soviet areas will come under attack. The player chooses areas 23, 50, and 39. The attacks are resolved by rolling on Table G once per area attacked. Area 23 is attacked first, a 4 is rolled, so the wounded index is raised to 1. Area 50 comes next; a 6 is rolled, a German loss. The German flips his PDM to its inactive side. In the attack versus area 39, another 6 is rolled. The German decides to retreat both units to area 43, and German morale is lowered to 33 as a result. The Soviets advance into the vacated area, and a new Soviet unit is placed in area 32 to fill the gap. (If the Final Offensive has been underway, these last two attacks would have had "follow-up" attacks since 6 is a bracketed result.)
Final Phase: The Strategic Situation is resolved by rolling on Table H; a 3 is rolled, modified to 1 (-1 for Strong Luftwaffe commitment, and -1 for the unauthorized attack), so the SSI moves to 9. Collapse does not occur, and so the turn marker is advanced to 2.
Optional Rules
Council of War
If Weak is rolled for both Luftwaffe and Relief Force commitments on turn 8 or later, the player has the option of taking the Council of War counter immediately after these commitments have been determined. The German may not Appeal while the counter is in his possession.
During any German Phase he has the counter, the player may, at no cost, call for a Council of War by returning the counter. This indicates that the ranking officers of 6th Army meet and debate the evidence that high command has "written them off", and if so, whether further resistance is warranted. Procedure: Draw a card, and check the random number on the chart below, and implement the result. The counter may be obtained more than once in a game.
Council of War Table
| Random # | Result |
|---|---|
| 1 | Surrender immediately. Drop the SSI by one. Take the "No FoA Surrender" marker if FoA has not been granted. |
| 2-6 | Surrender immediately. Take the "No FoA Surrender" marker if FoA has not been granted. |
| 7-9 | (a) If before turn 13, same result as 2-6 above. (b) If turn 13+, Surrender immediately, but "No FoA Surrender" marker now modifies Table H roll only -1, and has no negative modifier if FoA has been granted. |
| 10-11 | Return the Council of War counter, and continue the game. |
| 12+ | Return the Council of War counter, and continue the game. Add one to future all Appeal rolls, and one to future Regular Attack rolls, for rest of game. |
Modifier: +1 to random number if Soviet Final Offensive is underway.
Survival Statistics
If the German Surrenders or is eliminated, you may determine how many of their troops survive and return to Germany after the war. To calculate, roll two dice at the end of the game and add them together (+4 if no Wounded in play, +2 if less than 3 Wounded in play). This number is the percentage of prisoners that survive the war. For the sake of simplicity, assume each full-strength unit has 12,000 men, and each depleted (and HQ) unit 6,000. Ignore Battlegroups. Each eliminated unit is assumed to have 20% of its men surrender (80% killed), while a unit that surrenders is assumed to have 80% of its men surrender (20% killed).
Example: 234,000 men began a game (i.e. 17 full-strength units, and 5 depleted/HQ). At the time of Surrender, there were three wounded factors in play. Six of the 17 full-strength units had been eliminated (14,400 surrendered, 57,600 dead), five ended the game depleted (30,000 surrendered, 30,000 dead), and six ended at full-strength (57,600 surrendered, 14,400 dead), the four depleted units had been eliminated (4,800 surrendered, 19,200 dead), and the HQ survived (4,800 surrendered, 1,200 dead), so 111,600 men surrendered. A six was rolled, so 6% of these (6,696) survive the war.
Rumors
There were plenty of rumors inside the pocket. "Hold on, Manstein won't let us down!", or "Relief from the south is almost here!" turned out to be empty wishes, but they helped fuel the fragile morale of the trapped army after more rational hopes faded. While nothing came of the rumors in the actual campaign, it is possible some may occur in the game. A prudent player must acknowledge this and plan accordingly.
Procedure: A new step in the Sequence of Play is used. This is called the Rumor step, and is conducted immediately after advancing the Turn Marker as long as the Soviet Final Offensive has not started. If a Rumor is not in play, draw a card to see if one is brought into play; if a Rumor already is in play, draw a card to see if it is dispelled, inconclusive, or obtains. The game begins with no rumor in play. If a rumor is dispelled, return the Rumor counter. If a rumor is inconclusive, it remains in play, but nothing happens. If a rumor obtains, its effect is immediately introduced into the game. Once a specific rumor is dispelled or obtains, it may not be introduced into the game a second time (treat such subsequent draws as "No rumor brought into play"). If a rumor is in play, the player may voluntarily dispel it in lieu of drawing a card. In this case, the rumor counter is simply returned.
See the Rumors Tables below.
Rumor Counter in Play
| Rumor | Dispelled | Inconclusive | Obtains (and Result) |
|---|---|---|---|
| Tiger Tanks Effective | 1-2 | 4-10 | 11+ (all relief force rolls modified +1 rest of game) |
| Zhukov Dies | 1-3 | 3-12 | 13+ (Soviet Final Offensive will not occur this game) |
| Manstein's Magic | 1 | 2-11 | 12+ (reduce Soviet Final Offensive marker by three immediately) |
| Soviets Treating Prisoners Well | 1-4 | 5-9 | 10+ (no effect unless using well Survival Statistics optional rule, in which case double survival roll) |
| Luftwaffe Shifts Forces | 1-2 | 3-6 (or 9) | 7+ (if event "Milch put in charge of airlift" was played; +10 otherwise you get one extra supply each turn for rest of game) |
| Schmidt's Influence Wanes |
No Rumor Counter in Play
| Random # | Rumor Brought Into Play |
|---|---|
| 1 | Tiger tanks effective |
| 2 | Zhukov dies |
| 3 | Manstein's magic |
| 4-5 | Soviets treating prisoners well |
| 6-7 | Luftwaffe shifts forces |
| 8 | Schmidt's influence wanes |
| 9+ | No rumor is brought into play this turn |
Variable Scenario Setup Rules
This rule provides variation of the initial situation. Before setting up, the player will roll one die on each of the six columns of the Variable Scenario Setup Table (Order of Battle, Supplies, SSI, PDMs, Start, and Depleted). The number rolled indicates how the game begins in that particular category. For instance, if a 4 is rolled for Supplies, you starts with eight supplies.
However, the player gets a total of four modifiers to distribute among the six categories as he sees fit. The only restriction is that the most any single roll may be modified is +2, and all modifiers must be announced before any rolls are resolved. For example, the player may wish to give a +1 to the Order of Battle roll, +2 to Supplies, and +1 to PDMs.
Variable Placement: After all six rolls above are resolved, the player must then pick three cards for Variable German Placement. The Random numbers will indicate areas that a German unit must start the game. After these three German areas are determined, draw three cards for Variable Soviet Placement, and place Soviet units in these areas. After this is done, the player then places his remaining forces on the board wherever he wants, as long as the area is grey or adjacent to a grey area, the area does not contain a Soviet unit, and is not Stalingrad Central (area 54).
Attacking Across Rivers: The German may attack across rivers against certain non-adjacent areas. These areas, when attacked in this way, are treated the way a Stalingrad area is treated e.g. a successful German attack places a Hit marker, while a successful attack against an area with a Hit marker forces a retreat. German (but not Soviet) cross river attacks are allowed between the following areas: 10-2, 9-7, 30-31, and 33-34.
What If?: After setting up, but immediately before beginning play, draw one card, check its random number on the table next page, and implement its result.
Variable Scenario Setup Table
| Roll | Order of Battle | Supplies | SSI | PDMs (activated/inactive) | Start | Depleted |
|---|---|---|---|---|---|---|
| 1 | -1 | 2 | 8 | 2/4 | 1 | 7 |
| 2 | no change | 4 | 9 | 3/4 | 1 | 6 |
| 3 | no change | 6 | 10 | 4/4 | 1 | 5 |
| 4 | +1 | 8 |
Variable Placement Table
| Random # | 1-2 | 3-4 | 5-6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 |
|---|---|---|---|---|---|---|---|---|---|---|
| German | 21 | 23 | 45 | 22 | 24 | 53 | 55 | 40 | 56 | 48 |
| Soviet | 12 | 32 | 37 | 9 | 31 | 26 | 39 | 15 | 20 |
The number indicates which area a unit must be placed in. In case a number is received twice, pick again until a unique number is received.
Order of Battle: -1: Choose one division to lose at start. +XX: additional units are available. Roll once per new unit: 1-3 German infantry division; 4 German motorized; 5 German panzer; 6 Rumanian infantry. Draw these from the optional units provided; if you run out of the required kind of unit, use German infantry instead.
SSI (Strategic Situation Index): Strategic Situation Index begins game at indicated level.
PDMs: First number indicates total activated PDM markers available at the start. Second number indicates total inactive PDMs at the beginning. Place each marker in a German-controlled area.
Start: The game turn on which the game begins.
Depleted: The number of units that must start depleted. The player chooses which units suffer depletion.
Supplies: Start of the game with the number of Supply points indicated.
What If?
What If Table
| Random # | Result |
|---|---|
| 1-2 | No effect |
| 3 | Supply column headed east from Kalach instead of west at time of encirclement. Add ten supply factors to your total |
| 4-5 | Poor initial weather. Weather for first game turn is Poor |
| 6 | High ranking officers offered escape from the pocket. Upon Surrender or elimination, they are considered flown out. Cost: -1 Victory Point (and your honor). Offer may be honorably declined |
| 7 | Karpovka is considered a Key Area |
| 8 | Use the right hand number to modify the Final Offensive index during any turn that all three Stalingrad areas are under German control |
| 9 | Relief Force shift. Shift Entry Area one left (e.g. A becomes B, B becomes C, C becomes D; D remains D). There is no penalty for this shift |
| 10 | Relief Force shift. As above, except shift one right |
| 11 | Rynok is considered a Key Area |
| 12-13 |
Tables
Table A - Luftwaffe/Relief Force Commitments Table
| Die Roll | Commitment |
|---|---|
| 2 or less | Weak |
| 3-4 | Average |
| 5 or more | Strong |
Die Roll Modifiers:
- SSI is 9-10: +2
- SSI is 7-8: +1
- SSI is 5: -1
- SSI is 2-4: -2
- "Commit" marker currently available: +1 or +2, whichever is showing on the marker
Table B - Airlift Table
| Weather | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 |
|---|---|---|---|---|---|---|---|---|
| Fair | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 |
| Poor | 0 | 1 | 1 | 2 | 2 | 3 | 4 | 4 |
Die Roll Modifiers:
- Luftwaffe commitment strong: +2
- Luftwaffe commitment weak: -2
- One German-controlled area with airfield: -2
- No German-controlled areas with airfield: -3
Table C - Upkeep Table
Roll on turns when there are unsupplied units. [number] = German losses. Flip full-strength unit or eliminate depleted unit to satisfy each loss. Battlegroups, PDMs, and HQ unit may not take losses.
| Die Roll | <=4 | 5 | 6 | 7 | 8 | 9 |
|---|---|---|---|---|---|---|
| Losses | 0 | 1 | 1 | 2 | 3 | 4 |
Die Roll Modifiers:
- 4-6 unsupplied units: +1
- 7-9 unsupplied units: +2
- 10+ unsupplied units: +3
Table D - Appeal Table
| Die Roll | Conference | Freedom of Action | Airlift |
|---|---|---|---|
| 1 | No Effect | Not Granted # | No Effect |
| 2 | No Effect | Not Granted # | +1 Supply |
| 3 | No Effect | Not Granted # | +1 Supply |
| 4 | @ | Not Granted | +2 Supply |
| 5 | +1 to Commitment @ | Not Granted * | +2 Supply |
| 6 | +2 to Commitment @ | Granted | +3 Supply |
Die Roll Modifier: If "Attacked w/o FoA" marker is on the track: -1 to any type of Appeal (Then remove the marker.)
Results:
- @: Receive "FoA/Airlift +1" marker.
- +X to Commitment: Receive Commitment marker. Discard the marker once it is used. This modifier applies to both the Luftwaffe and the Relief Force commitment rolls.
- #: Receive the "HQ Politics" marker. If you already have the marker, you are promoted to Field General and 6th Army staff all receive Iron Crosses, but no further FoA Appeals are allowed for the rest of the game. Flip the marker to its "No FoA Appeal" side and keep it handy. Give up the "FoA Appeal +1" marker if you have it, and place the FoA marker on its "no FoA" side.
- *: Receive the "FoA Appeal +1" marker.
Table E - German Attack Table
| Die Roll | Commitment |
|---|---|
| 1 thru 6 | No Effect |
| 7 or more | Retreat |
Die Roll Modifiers:
- For each supply point committed to area: +1
- Panzer or Motorized unit attacking any area except a Stalingrad area: +1
- Attacking unit depleted: -1
- Attacking a Stalingrad area: -1
Results:
- No Effect: nothing happens.
- Retreat: If the Soviet unit is located in a Stalingrad area, place a "Hit" marker on it but do not retreat it. If the unit already has a "Hit" marker on it, or if it is located in any area outside of Stalingrad, it retreats to any adjacent area not currently German or Soviet controlled. If none exists, eliminate the unit. Advance after combat is permitted but must be performed immediately.
Table F - Relief Force Attack Table
| Commitment | 1 | 2 | 3 | 4 | 5 | 6 |
|---|---|---|---|---|---|---|
| Weak | Rtrt | NE | NE | NE | NE | NE* |
| Average | Rtrt | NE | NE | NE* | Adv | Adv |
| Strong | Rtrt | NE | NE* | Adv | Adv | Adv |
Results:
- Adv: Hoth marker moves to adjacent higher numbered box on Relief Force track. If Hoth is already in box #5, it transfers to the map area containing the entry code letter found on the counter. If Hoth is already in a map area, it enters the area chosen prior to resolving the attack. Place a Breakthrough marker in any map area the Hoth marker advances into.
- NE: No effect.
- NE*: If any "Rtrt" result occurred on the German Attack Table this phase, treat as "Adv." Otherwise, treat as "NE."
- Rtrt (Retreat): Hoth marker moves to adjacent lower numbered box on Relief Force track. Treat as "NE" if in box #1. If Hoth is in a map area, it moves to any adjacent area containing a Breakthrough marker. Remove the marker from the area Hoth retreats from.
Table G - Soviet Attack Table
| Area | 1 | {2} | 3 | 4 | 5 | {6} |
|---|---|---|---|---|---|---|
| Occupied | NE | NE | NE | W | DX | X |
| Empty | X | X | X | X | X | X |
Results:
- NE: no effect.
- W: +1 to Wounded total on index.
- DX: If only one depleted unit or Battlegroup is by itself in the area, it is eliminated; otherwise treat as "NE." The presence of an activated PDM prevents the elimination of the unit.
- X: German defeat. Flip one full-strength unit or activated PDM, or remove a depleted unit to satisfy loss, or retreat all units in target one area in accordance with rules concerning presence of Battlegroups. Soviet unit must advance into any vacated area. Battlegroups and inactive PDMs cannot satisfy losses. Battlegroups may satisfy a loss only if the area contains only Battlegroups and no activated PDMs. PDMs left behind in the retreat are removed from play but can be rebuilt.
- {}: Follow-up Attack if Final Offensive has begun.
Table H - Strategic Situation Table
| Die Roll | -1 | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 |
|---|---|---|---|---|---|---|---|---|---|
| SSI Adjust | -2 | -1 | -1 | -1 | 0 | 0 | +1 | +1 | +2 |
Modifiers:
- Luftwaffe Commitment Weak: +1
- Relief commitment is Weak: +1
- Luftwaffe commitment Strong: -1
- Relief commitment is Strong: -1
- 6th Army Surrendered with FoA granted: -1
- All German units eliminated from map: -1
- "No FoA Surrender" marker held: -2
- "Attack w/o FoA" marker on General track: -# (# = The number beneath the marker on the track.)
Designer's Essay: The End Game
The publisher's essay "Stalingrad: The End Game" (the designer's byline is omitted). Pull-quotes repeating the body text are not reproduced.
Der Kessel (German for "the cauldron") approaches the final German defeat at Stalingrad in the winter of 1942-43 in a rather new way. Most games about this campaign end when this one begins, about the time when the hope for a successful overland relief effort was waning.
Because the historical situation was grim at this point, why play a game about the final month-and-a-half of the encirclement? Can such a game teach us anything about the historical campaign, let alone be fun to play?
Conventional interpretations suggest General Paulus carries blame for the demise of Sixth Army there on the Volga. His refusal to order a breakout attempt while there was still time to do so is viewed with astonishment. When it was clear to him that his troops were doomed, why did Paulus continue to stay put rather than try and force his way out toward German lines? We might say that there was no justification for his actions. Game designers have simulated the situation by creating "idiocy rules" that force players into historical courses of action. In Der Kessel, the assumption has been to construct the situation based on the facts as they were perceived by the original combatants, not by later analysts.
If, by mid-December 1942, the situation of the Sixth Army had become so horrendous that it was impossible for them to survive, then a game on the subject would be uninteresting. But in spite of the long odds facing them, Paulus, the German leadership, and the Soviets did not adopt such an assumption.
Der Kessel thrusts the gamer into the historical situation as it existed in mid-December 1942. Are the odds stacked against the Germans? Obviously. Was the situation completely hopeless? Not necessarily. Even if we assume that the position of the trapped army was hopeless, there is still the broader question about the strategic situation that existed along the front. Losing a quarter of a million soldiers might be terrible, but rash action might be even worse: the deterioration of the entire front around the Caucasus. Your job is the same as Paulus' - do your best with a bad situation.
The game system is able to simulate the Soviet actions, given the fact that their side is not faced with many decisions. For them, it is simply a matter of tightening the noose while keeping the encirclement intact. The German side, though, is faced with several interesting options. How should the perimeter be maintained? How should limited resources be spent? And what about the breakout attempt that in real life never occurred? The gamer, in Paulus' position, has to deal with these issues.
The turns are not labeled with actual dates. This was done to discourage players from thinking, "This is December 18th, so such-and-such should be happening." Approach the game as it unfolds. Take advantage of fortunate developments and roll with the punches when inopportune things happen. Try to grab the prize of escape, should it ever present itself.
Place yourself in the position of the German leadership within the pocket. You have been promised supplies, and you have been promised that reinforcements will arrive. You may have well-founded doubts about the success of both the airlift and the relief column, but their existence demonstrates that your army has not been written off by those on the outside.
The feelings of the trapped commanders may have been similar to the British leadership directing the evacuation at Dunkirk in 1940. The successful operation off the coast of France came to be called the "Miracle at Dunkirk," but had the evacuation met with calamity, what might have been said?
Hindsight prompts us to prefer foregone conclusions: at Dunkirk, expect a miracle; at Stalingrad, do not. Don't equate the odds of the Stalingrad encirclement with any other military operation. The results of this military defeat could have been otherwise. Should Paulus have rejected his orders? Perhaps, but hindsight was not available to the original participants, and neither should it be for the player.
The Historical Situation
The Germans launched operation Fall Blau in Southern Russia at the end of June, 1942. Among its objectives was the eventual capture of Stalingrad, Stalin's namesake on the Volga River. The specific German thrust toward the industrial city began in July. The push was spearheaded by the Sixth Army, under the command of General Friedrich Paulus.
Initial Axis overland success eventually bogged down into a battle of attrition upon reaching Stalingrad. The savage struggle for the city dragged on into the autumn months, with the Sixth Army never achieving complete control. As more emphasis was placed upon capturing Stalingrad, the Axis flanks to the north and south of the city were left perilously thin, held mainly by Rumanian and Italian units.
On November 19, 1942, the Soviets launched Operation Uranus, a counterattack designed to break through the Axis' allies on either side of Stalingrad and cut off German troops in and around the city. The attack was quite successful, and on November 23, Soviet units from the north pincer met with those of the south to complete the encirclement. Sixth Army consisting of slightly more than 250,000 men was now completely surrounded and trapped in an oblong pocket that measured twenty by thirty-five miles.
Faced with such a grave situation, Hitler ordered Paulus to stand fast and defend the pocket instead of breaking out toward German lines. Had the Sixth Army been allowed to withdraw early on, most of it would have escaped. Instead, the Fuhrer insisted on retaining the hard-earned gains of the autumn.
The stage for the end game was now set. The plan was to supply the trapped divisions by air until relief arrived from the outside. Paulus needed 500 tons of supplies delivered per day if his army was to continue functioning properly. In spite of many warnings that such a massive airlift was not possible, Goering gave assurances that it would be accomplished, and so it was agreed that Sixth Army must stay where they were. Paulus obeyed orders and hoped the promises would materialize.
Surrounded, low on supplies, and wondering whether relief would ever arrive, Paulus' orders remained the same: hold on until relief arrives.
Unfortunately for the trapped army, Operation Wintersturm featuring the relief force that was approaching the pocket from the south-west under the command of General Hermann Hoth was turned back by the Soviets. The airlift, hampered by poor weather and other factors, was not delivering adequate supplies. Surrounded, low on supplies, and wondering whether relief would ever arrive, Paulus' orders remained the same: hold on until relief arrives.
Complicating the picture was the German strategic situation that was less than stable. Time and again, Paulus appealed for freedom of action, but was told of the invaluable service his army was performing simply by holding out and standing firm. At least the many Soviet formations that were tied down in the encirclement could not attack elsewhere. Players will almost certainly recognize this situation while playing the game. The time may come when a breakout should be gambled, but such an attempt would have to be made in view of its strategic ramifications, as well as its probability of success.
In the actual campaign, supplies never met the levels needed for survival. Hoth's relief force never arrived, and Paulus wavered about ordering a breakout on his own until it was too late to do anything. The Soviets' final offensive, Operation Koltso, began in mid-January, 1943, and it quickly rolled back the defenders. The Germans retreated towards Stalingrad, and the end came when the approximately 100,000 surviving men of the once-proud army surrendered during the first week of February, 1943. Paulus, promoted to Field Marshal just before his surrender, has shouldered much of the responsibility of the debacle at Stalingrad, especially in his handling of its final weeks.
Could you do better?
The Game Design
Der Kessel is more of a game than a simulation. This means that its primary goal is to be playable and fun; imparting knowledge about the actual campaign is an important but secondary concern.
German units are not individually rated according to historical strengths, but are assumed to have common ability; only two kinds of Weather are assumed, which are randomly instead of historically determined; Pitomnik and Gumrak are the only airfields of consequence on the map; game turns, as previously mentioned, are not tied to specific dates; combat is resolved simply, without resorting to odds calculation; the card draws add some chrome by randomly generating events that could have occurred, and so on. The game adopts a macro approach.
This permits players to explore overall strategy instead of worrying about tactical concerns. You will not be concerned, for instance, with how many tanks are operational in the 24th Panzer division on any given day, or how many rounds of ammunition are located at any particular supply dump. Rather, the use of abstracted values (for things such as supplies, Initiative Points, and wounded men) and Indexes (for the Strategic Situation and Final Offensive) ensure that the effects of these things are acknowledged. Though abstract, they are broadly historical, yet remain simple enough to enable players to grasp the significance of developments almost immediately.
Some Basic Strategies
There are a few basic strategies of Der Kessel to explore. Some important ideas, however, must be kept in mind.
First, having Sixth Army successfully break out will not mean much if the overall strategic situation is in shambles. A balancing act between doing what is best for your trapped men and what is best for the front must always be acknowledged; your actions have a direct role in how the strategic situation develops.
Second, although your position is tough, there are actions you can take to help your situation. A proper understanding of your possible Actions, their cost in supplies and Initiative Points, and the reason for preferring one Action over another is very helpful during planning and execution.
Third, whatever course you chart, realize that once the Soviet Final Offensive begins, you will be hard pressed to hold on for long. Whatever you do, do it quickly before it is too late.
There are four main strategies: breakout, stay put, consolidate the pocket, and watch and wait keeping your options open.
Breakout
Attempting a Breakout is the riskiest of the four strategies presented, but it has the highest chance of giving you a Decisive Victory.
It requires first, that you get Freedom of Action. Once gained, successful Conference Appeals; good Weather; and high Commitments, and die rolls, from the Relief Force and Airlift are required.
Consolidate your Panzers and Motorized units at the tip of your forces arm closest to the impending Hoth link up. Drive south as fast as the Soviets will let you. You'll need most of your supplies for movement and advancing after combat, so try to make your attacks with three Panzers and no more than one extra Supply.
With this strategy, you're trying to end the game fast, while the SSI is still in good shape. Use leftover IPs to build PDMs along the arm of attack. This will mitigate the chances that a Soviet attack will cut off the arm and spoil the link up.
Leaving yourself in a position to launch an attack also leaves you vulnerable to Soviet attacks. Your force is neither very offensive, and consequently able to easily break through Soviet lines, nor is it protected well enough to withstand the constant Soviet harassment.
Your Appeals might center around Conferences at first, and Freedom of Action if they go well. You might, as Paulus was, be faced with a bad plan or a worse one. In that event, the bad plan staying put might be your best choice.
Staying Put
Sixth Army will remain a defensive force as long as it can hold an expanded perimeter. Holding out and playing it safe is also beneficial to the strategic situation of the entire front.
If either the relief force or the airlift is successful, you could win the game by employing strictly defensive means, but you cannot count on this happening. You must either count on the Luftwaffe providing you the supplies you need to delay the Final Offensive or Hoth to rescue you.
The primary disadvantage of this strategy is the looming Soviet Final Offensive. Sixteen turns is a long time to wait without its exploding on the scene. Your army won't likely survive such an offensive for long. The Soviets have too much manpower for you to handle.
Begin by pursuing Airlift Appeals and building as many PDMs as possible. Counterattack only as necessary to shore up your lines. You'll have a long wait, so starving a few units early can permit you to feed the rest later.
If you adopt this strategy and win, congratulate yourself on being a good soldier who knows how to obey orders. If you are less fortunate, prepare to be vilified as lacking flexibility, initiative, and common sense.
Consolidating the Pocket
This is a risky variation of Staying Put. If Freedom of Action is gained early in the game, you can withdraw your troops to a tighter perimeter, one that might be held when the Soviet Offensive hits.
Your troops will slowly abandon areas 23, 24, 22, 21, and 20, while attacking areas 58, 60, 59, 31, 32, 37, 34, 36, 35, and if you're a masochist, 54. All attacks are made with Panzers to minimize supply use, and are spread over the eight to ten turns it will take the Soviets to put the Final Offensive together.
The advantage of this strategy is to minimize the areas the Soviets will have to attack, leaving you with the possibility of defending yourself from the Final Offensive until a late game Surrender will still leave you with the win.
The disadvantages include the removal of any possibility of Hoth rescuing you, and the unlikelihood of you having the supplies to force all of the numerous retreats you need to pull this off.
Start by pursuing Freedom of Action Appeals for the first turn or two. If you gain Freedom of Action, switch to Airlift Appeals for the rest of the game. You'll need the supplies to move and attack.
Watch and Wait
This strategy centers around holding the perimeter until the situation permits attempting a breakout or requires you to shore up your defenses and pull back. The breakout is the more desirable alternative. The key is to wait for the proper time to launch a breakout. Reaching the optimal time would involve waiting until the relief force is within close striking distance of the pocket, perhaps box four or five, and then attacking outward to achieve a link up.
The problem is there is no guarantee the conditions it anticipates will ever be obtained. Hoth or Hollidt might never get as close as necessary. At that point, the decision is between following through with playing defense the rest of the game or trying a breakout anyway.
Conclusion
You may try and be content with bettering Paulus' historical score, which in game terms was 4 points. That is, if you score more than that, you can get some kind of satisfaction even if you do not win the game.
If you have a friend who is an Eastern Front fanatic who thinks that Paulus was an imbecile, entice him or her to play Der Kessel. Feel free to make gratuitous, condescending comments whenever you think it appropriate during the game.
The Stalingrad campaign was arguably one of the key turning points of the Second World War, and the demise of the German Sixth Army was its climax.
Historically, there were dreamers in the German command structure who thought that Paulus could hold out until Easter - about twenty more turns. What would it have taken for this to be realistic? How many more divisions or supplies or good weather or successful appeals or other factors would it take before you felt confident with your defense?