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Velikiye Luki: Stalingrad of the North thumbnail

Velikiye Luki: Stalingrad of the North

Velikiye Luki: Stalingrad of the North Rulebook

Table of Contents

Table of Contents

  • 2. Game Components
  • 3. Setting Up The Game
  • 4. Stacking
  • 5. Zones of Control
  • 6. Sequence of Play
  • 7. Movement
  • 8. Combat
    • Combat Example
  • 9. Supply
  • 10. Replacements
  • 11. Reinforcements
  • 12. Fortifications
  • 13. Victory Conditions
  • 14. Optional Rules
  • The Velikiye Luki Campaign
    • German Player Set-Up
    • German Reinforcements
    • Russian Player Set-Up
    • Russian Reinforcements

2. Game Components

The game Velikiye Luki contains the following:

  • One Map (11" x 17")
  • 64 Counters (.6")
  • One Rule Booklet
  • One Player Aid Chart

Players must provide 1 six-sided die (1d6).

3. Setting Up The Game

The Russian player is on the east side and the German player is on the west side. The German player sets up first, followed by the Russian player.

Place the Turn Marker in the "1" Box (first turn) of the Turn Record Track printed on the map. Units start the game either on the map or enter as reinforcements during the game. See the Order of Appearance list at the end of the rules.

Units that arrive as reinforcements have their turn of entry printed on the front of their counter. Players may stack them off map or place them on the turn track on the corresponding turn box. Place the -2L Fortification marker in Velikiye Luki.

4. Stacking

Up to 3 friendly units may stack in a hex. A Division may not stack with another Division. During movement and retreats units may pass or retreat through hexes, even if that would violate the stacking restrictions. Units must meet these restrictions at the end of each phase.

Units found in excess of this limit must conduct a retreat move (Rule 8, moved by the opposing player), otherwise they are eliminated (owning player's choice).

Unit Sizes:

  • XX: Division
  • X: Brigade
  • III: Regiment

5. Zones of Control

Each unit (any size) has a zone of control. A (ZOC) includes the hex the unit or stack occupies and all 6 adjacent hexes. Units always have a ZOC in the hex it occupies. Zone of Control affects movement, combat, retreats, and tracing supply lines.

A ZOC exerted by the opposing player is referred to as an EZOC (Enemy Zone of Control). A ZOC and an EZOC can exist in the same hex.

If a friendly unit occupies a hex that is in an EZOC that hex is considered to have a "Negated ZOC".

Units must stop when they enter an EZOC. Units may not move directly from one EZOC to another.

Exception: A unit may make a 1-hex EZOC to EZOC move provided the hex entered has a negated EZOC. The unit must begin its move in an EZOC and expends all its MPs.

Friendly occupied hexes negate EZOC for retreat and tracing supply lines (but not for movement). ZOC does not extend across prohibited hex-sides. There is no additional MP cost to enter/exit an EZOC.

Example: The German 3-6 Ski unit may make a 1-hex EZOC to EZOC move into hex 0406, or hex 0607. No German unit could move into hex 0506 since there is no German unit in that hex to negate the Russian ZOC.

ZOC Exceptions:

  • Units in a Fortification do not exert a ZOC.
  • Tank/Panzer units do not exert a ZOC across prohibited (Lake) hexsides.

Example: The Russian 3-8 tank unit does not exert a ZOC into hex 0708, due to the Prohibited (Lake) hex-side between hexes 0607 and 0708. If the hex were occupied by an Infantry unit a ZOC would exist in hex 0708.

6. Sequence of Play

The Soviet player is the first player and the German player is the second player within each game turn. Each player turn follows the sequence below:

  • A. Replacements
  • B. Movement/Reinforcement Phase
  • C. Combat Phase.

The activities conducted in each phase will be covered in separate rules. At the end of the German player turn, advance the turn marker to the next turn. At the end of turn 10 determine the winner.

7. Movement

During the player's Movement Phase, the player may move any, all, or none of his eligible units. The player is never required to move any unit during this phase. Once all movement of units on the map is completed, (any) reinforcements enter the game and are moved.

Movement Allowance. A unit's Movement Allowance (MA) is the number of Movement Points (MPs) it may normally spend in a Movement Phase (see Unit Diagram on the player Chart).

A unit may move up to the limit of its MA. A unit spends MPs as it moves from hex to hex. The movement point costs are shown on the Terrain Effects Chart (TEC). There are situations where a unit may exceed its MA (Minimum Move).

Restrictions. A unit may never spend more MPs than its MA in any one Movement Phase. A unit may expend all or some of its available MPs to conduct movement. Any unused MPs may not be accumulated from Game Turn to Game Turn or transferred to another unit.

Once a player has completed the movement of a unit and has begun moving another, he may not go back to the previous unit to change its move. A player may not change a move without the consent of the opposing player.

Minimum Move. A unit may move a single hex, even if the cost to enter an adjacent hex exceeds the unit's available MP allowance (except into or across prohibited terrain).

8. Combat

Basic Combat Rules. Combat is conducted by units occupying adjacent hexes, across non-prohibited hex-sides. Combat between adjacent units is not mandatory. Combat is resolved using the Combat Results Table (CRT).

Attacking units in the same hex may attack different hexes. A defending hex may only be attacked once per Combat Phase and all units in that hex must defend as a single force.

The combat sequence is as follows:

  • Attacker indicates the hex to be attacked and all attacking units.
  • Defender may allocate artillery support (if using optional rule 14).
  • Both sides check the supply status of their units involved, adjust the combat strength for any unsupplied units, and then add up the combat strength points of all their units.
  • The final strength points are compared as a ratio, Attacker to Defender.
  • Attacker applies any column shifts for terrain and/or fortifications to determine the final odds column on the CRT to be used. Odds less than 1:3 are not allowed. Odds greater than 5:1 are treated as 5:1.
  • Attacker rolls 1d6, applies any DRMs and consults the CRT for results. Each player applies the results to their own units.

After all the results are applied, the attacker may continue conducting additional attacks or end the Combat Phase.

Combat Example: The Russian is attacking with 21 strength points with one unit attacking across a minor river which applies a -1 DRM. The German is defending with 3 strength points and occupies a hill hex which applies a 1 column shift left. All units are in supply.

  • 21 vs. 3 = 7:1 odds.
  • Apply the 1 column shift left for the Hill = 6:1
  • 6:1 is greater than the maximum 5:1, so the odds are now 5:1.
  • -1 DRM for the small river.

Final odds are 5:1, -1 DRM.

Support Units. Units marked with a Support dot cannot attack unless another non-Support unit is included in the same attack. They do not need to be stacked together, just included in the same attack.

Terrain Effects. Terrain in the defender's hex and/or attacks across a hex-side may alter the final odds ratio or provide a combat die-roll modifier (DRM).

Terrain effects expressed as column shifts are always to the left on the CRT (to a lower odds ratio), and are cumulative for most terrain features. For example, a hex that contains woods (-1L) and a hill (-1L) count as -2L in total.

There are two river types, Major River and Minor River. River modifiers are applied to a combat if at least one unit is attacking across a river. Modifiers for rivers are cumulative with other terrain effects, however, a maximum of a -1L column shift is applied to a combat regardless of how many Major River hex-sides are being attacked across. The same applies for Minor Rivers where the maximum for any one combat is a -1 DRM. If both Major River and Minor River hex-sides are being attacked across use only the Major River terrain effect.

Step Losses. If the combat results call for a step loss the owning player flips over one unit (if it has a reduced strength side), or eliminates one single step unit for each step loss called for.

Place any eliminated units in the Eliminated Units Box on the map. Victory Points are awarded for each step loss or enemy unit eliminated (even for a replaced unit previously eliminated).

Retreats. If the result indicates a retreat, the owning player retreats his unit(s) the number of hexes required by the result. This is the minimum number of hexes the unit must retreat. Retreat paths may be longer due to overstacking.

Units must attempt to retreat in the following order:

  • Into a hex that is free of EZOC.
  • Into a negated EZOC.
  • If it must retreat into a non-negated EZOC each unit loses 1 additional step.

In all the above cases, units may not move closer to an enemy unit unless no other path exists.

Units that retreat off the map are permanently removed from the game but do not count for victory points.

Retreats stop the instant the unit retreats the minimum number and no longer violates the stacking rules, otherwise it is eliminated. Retreating defenders in a stack must remain together unless they would violate the stacking rules.

A German unit defending in Velikiye Luki may ignore a retreat result by taking 1 additional step loss (each unit, not 1 per stack).

Advance After Combat. Any or all of the attacking units may advance and occupy any hex vacated by the defending units. This includes the original defender hex and any hexes retreated into and out of. However, they must stop if they enter an EZOC. The attacker is not required to advance and may remain in the attacker's original hex.

Combat Example

Combat Example 1: 0607 is the target hex (Russian 249XX). 1SS, 251, and 18Pz are the attackers. All are in supply. Attacker has 13 combat factors and the defender has 3. Defender is in woods (-1L) and the attacker crosses a minor and major river (only major river counts, -1L). Odds = 13:3 (4:1), but with column shifts it becomes 2:1. Die roll = 4, resulting in a DR.

Combat Example 2: 18Pz cannot attack 184TK because it cannot attack across a Prohibited (Lake) hex-side.

Retreat Example: 249XX can only retreat into hexes 0707 and 0708. 0606 is in an EZOC and the other are enemy-occupied (also EZOC). If it retreats to 0707 it must retreat an additional hex because two divisions can't stack together. It can retreat to hex 0708 because it is not a prohibited hex-side to infantry and it only has a brigade in the hex. 18Pz does not have a ZOC into hex 0708. Even if it did (i.e, infantry unit), 184 TK brigade negates any EZOC into the hex.

9. Supply

Each unit must be able to trace a contiguous line of hexes from the unit to a friendly map edge (German: West, Russian: East), free of enemy ZOC (EZOC). Friendly units negate EZOC for tracing supply.

Each unit Out of Supply has their combat factor reduced by half (round down, but never below 1), calculated individually. Supply status is checked during the Combat Phase when calculating the odds ratio.

Example: Two 3-6 units stacked together are out of supply. Each unit has a combat factor of 1, for a combined total of 2.

10. Replacements

The turn track indicates when a Replacement Point (RP) is available and for which side. Each symbol indicates one RP which is used to replace one step.

An Infantry RP may only replace a step of an Infantry, Mountain, Ski, Engineer, or Security unit. A Mechanized RP may only replace a step of a Tank or Mechanized Infantry unit. Any RP not used on the turn it is available is forfeited.

Units that lost a step or have been eliminated may receive a replacement step. Units on the map must be in supply to receive the replacement step. Each replacement step flips a reduced 2-step unit to full strength, returns an eliminated 2-step unit to reduced strength, or returns an eliminated 1-step unit. An eliminated unit that receives a replacement step enters the map as a reinforcement.

11. Reinforcements

Reinforcements enter the game during the Movement Phase after all friendly units on the map have completed their movement. They are placed in the shaded hex row along a friendly map edge (German: western map edge and Russian: eastern map edge), paying the cost of the first map hex they enter. EZOC do not extend into these shaded hexes.

Units may enter the map and move into an EZOC (and halt), but may not enter an enemy occupied hex. If they cannot enter the map the units are delayed until the following turn.

Players may elect to delay entry any number of turns, but the player must announce each delay to the opponent. See Section 14 (Optional Rules) Unit Cohesion for an optional entry.

12. Fortifications

Only the German player has and benefits from fortifications. The Fortifications counter may only be placed in Velikiye Luki. All units stacked with a fortification receive the combat column shift bonus. This bonus is in addition to the column shift for the town itself.

When the combat outcome results in a step loss the German player may reduce the fortification instead of taking the step loss. Exchange the -2L fortification counter for its reduced (-1L) counter. It may not be reduced further once this option is used. Once reduced to -1L all combat results are applied as usual.

Units in a fortification do not exert a ZOC outside the hex it occupies.

13. Victory Conditions

VP Locations. Both sides have VP hexes, marked on the map with a Cross for German VPs or a Red Star for Russian VPs. Ownership of these locations award Victory Points (VPs). Notice that Velikiye Luki awards 9 VPs to the German player and 1VP to the Russian player, while Novoskolniki awards 3 VPs to the German player and 2 VPs to the Russian player. All other VP locations without a number value (minor objective hex) award 1 VP to the owning side.

At the beginning of the game all VP locations are German owned. To own a hex a unit must enter the hex. ZOC does not gain ownership, even if the hex is unoccupied. At the end of the game, all Location VPs for each side are counted and the VPs are added to their Loss VP for a Victory Point total.

Step Losses/Eliminated Units. Each Russian step loss and each German eliminated unit awards VPs to the opponent. Victory Point markers are provided to keep track of these losses during the game. Use the markers on the Loss Track located on the map.

At the beginning of the game no markers are placed on the track. As loss VPs are awarded use the x1 marker on the track to indicate the current number awarded. Flip the marker to the +10 side once VPs exceed 10. Losses are counted as they are taken.

Example: The German player has 4 Loss VPs. The Russian player has 11 Loss VPs.

The most the markers can indicate is 25. If one side has been awarded more than 25, the excess should be deducted from the opposing player's VP count.

Victory. Victory is determined at the end of the game. The game ends when Game Turn 10 is completed. At that point ownership of VP locations is determined and those VPs are added to the Unit/Step Loss VPs. The player with the most points is the winner.

14. Optional Rules

Any or all Optional Rules may be used if both players agree.

Surrender. At the end of a friendly player turn, the owning player may elect to surrender units on the map. Units that surrender count as half (½) a unit for VP purposes. Count the total number of units that surrender during that turn and round any ½ units down (i.e., 2 ½ units = 1VP). Do not place surrendered units in the eliminated box. They may not be replaced for the remainder of the game.

Units may not surrender during the last game turn (Turn 10). Soviet Guards and German SS units may not surrender.

Unit Cohesion. During set-up and when reinforcements arrive, all Russian units must start or enter the game within their Army area, as shown on the map with arrows indicating the eligible hexes. Any further restrictions given in the scenario set-up and reinforcement schedule also apply.

The 8ERC may enter in any single Army area. Once an area is chosen for the initial reinforcements, all 8ERC units must enter through the same area.

Modify the Initial Russian set-up as follows:

  • Hex 0900-0903: 1x 2-6 Ski Inf X (44/2MC)
  • Hex 0903-0905: 1x 7-6 Inf XX (257/5GSC)
  • Hex 0906-0907: 1x 7-6 Inf XX (28/3SA); 1x 3-8 TK X (184/3SA)

German units entering the game that belong to the same division must enter in the same entry hex (stacked) or any hex adjacent to the entry hex chosen by the player. This will apply to units due to arrive during Turn 2 (8Pz, 20th, 291st) and Turn 6 (205th, 331st). All others may enter in any eligible hex as normal.

Once in play, all units may act freely, within the normal rules of play and without restrictions to Army or Division affiliation.

Artillery Support. The German artillery unit (ARKO) may provide support by adding its combat factor to a defense if it is adjacent to the defending hex and it is not being attacked in the same combat phase. It may only support one defense per combat phase. When supporting a defense in this manner, it is not affected by the combat results of the defender it is supporting.

EZOC to EZOC Movement. A friendly unit may move from EZOC to EZOC if the enemy-occupied hex (or hexes) exerting the ZOC over the friendly unit contains a single enemy Regiment (III) or Brigade (X). This is determined before movement. The move is not allowed if the enemy hex contains a division or a stack of units. This expends the unit's entire movement allowance.

Example: The two regular Russian units may move because the German Engr unit is a single regiment or exerts no ZOC. The Gds XX cannot move to hex 0605 or 0707 (a German stack of units in hex 0606).

The Velikiye Luki Campaign

German Player Set-Up

Any hex between the Lovat and Kunya Rivers, and south of Velikopole (0804, inclusive):

  • 1x 5-6 Mtn Inf III (138)

Any hex between the Lovat and Kunya Rivers:

  • 1x 3-6 Inf III (257/18)
  • 1x 4-6 Inf III (251/18)
  • 1x 3-6 Ski III (AGC)

In Velikiye Luki (0604):

  • 1x 6-6 Inf III (277/VL)
  • 1x 4-6 Sec III (VL)
  • 1x 2-8 Mot AA III (VL)
  • 1x (-2L) Fortifications

In Novoskolniki (0105):

  • 1x 4-6 Sec III (A/LIX)
  • 1x 2-6 Eng III (516)

German Reinforcements

Turn 1

  • 1x 3-6 Sec III (B/LIX)

Turn 2

  • 1x 2-8 Pz III (10Pz/8Pz)
  • 2x 4-8 PG (8PG, 28PG/8Pz)
  • 2x 5-8 Mot Inf III (76, 90/20)
  • 3x 3-6 Inf III (504, 505, 506/291)

Turn 3

  • 1x 6-8 Mot Inf III (1SS)
  • 1x 6-6 Inf XX (6 Luft)
  • 1x Replacement Point

Turn 5

  • 1x 3-8 Pz II (18Pz)
  • 1x 4-8 Mot Art III (ARKO)
  • 1x 3-6 Inf III (258/205)
  • 1x Replacement Point

Turn 6

  • 2x 4-6 Inf III (557, 558/331)
  • 2x 3-6 Inf III (335, 353/205)
  • 1x 3-6 Inf III (559/331)
  • 1x Replacement Point

Turn 7

  • 1x Replacement Point

Russian Player Set-Up

Any hex east of the Kunya River:

  • 1x 7-6 Inf XX (28/3SA)
  • 1x 3-8 TK X (184/3SA)
  • 1x 7-6 Inf XX (257/5GSC)
  • 1x 2-6 Ski Inf X (44/2MC)

Russian Reinforcements

Turn 1

  • 1x 9-6 Gd Inf XX (21G/3SA)
  • 1x 7-6 Gd Inf X (46G/5GSC)
  • 1x 7-6 Inf XX (357/5GSC)
  • 1x 3-8 TK X (46/5GSC)
  • 1x 6-6 Inf XX (381/2MC)

Turn 2

  • 1x 8-6 Gd Inf XX (19G/8ERC)
  • 1x 7-6 Gd Inf XX (9G/5GSC)
  • 1x 6-6 Inf XX (360/3SA)
  • 1x 2-6 Ski Inf X (45/3SA)
  • 1x 5-8 Mech X (18/2MC)
  • 2x 4-8 Mech X (34, 43/2MC)
  • 2x 2-6 Inf X (26, 31/2MC)
  • 1x 2-8 TK X (22/2MC)
  • 1x 4-8 TK X (36/2MC)

Turn 3

  • 1x 7-6 Inf XX (7/8ERC)

Turn 4

  • 1x 3-8 TK X (236/3SA)
  • 1x 2-6 Inf X (100/3SA)
  • 1x 6-6 Inf XX (249/8ERC)
  • 1x 2-8 TK X (45/8ERC)
  • 1x 3-8 TK X (92/5GSC)
  • 1x Replacement Point

Turn 5

  • 1x 7-6 Inf XX (32/3SA)
  • 1x 3-8 TK X (129/3SA)
  • 1x 2-8 TK X (389/3SA)
  • 1x Replacement Point
  • 1x Tk Replacement Point

Turn 6

  • 1x 7-6 Inf XX (150/3SA)
  • 1x 2-6 Inf X (23/3SA)
  • 1x Replacement Point

Turn 7

  • 1x Replacement Point