16.0 PANZER DIVISION BREAK DOWN 2. MOVEMENT PHASE 17.0 SPECIAL UNITS 3. COMBAT PHASE 17.1 ARTILLERY UNITS a. Combat Segment 17.2 ANTI-TANK UNITS b. Exploitation Segment 17.3 SOVIET AIRBORNE UNITS 4. ADMINISTRATION SEGMENT 18.0 FORTIFICATIONS AND BRIGDEHEADS C. THE SECOND PLAYER TURN 18.1 FORTIFICATIONS EFFECTS D. GAME-TURN END 18.2 BRIDGEHEAD EFFECTS 4.0 WEATHER 19.0 AXIS SATELLITES 5.0 SUPPLY 19.1 SATELLITE LEADERS 5.1 SUPPLY LINE 19.2 SATELLITE AIR UNITS 5.2 SEABORNE SUPPLY 20.0 OPTIONAL UNITS 5.3 SUPPLY EFFECTS 20.1 SOVIET TANK ARMIES 6.0 MOVEMENT 20.2 GERMAN PANZER ARMIES 6.1 TERRAIN EFFECTS ON MOVEMENT 20.3 PUTTING OPTIONAL UNITS IN PLAY 6.2 SEA TRANSPORT 20.4 OPTIONAL UNIT EFFECTS 6.3 RAILROAD MOVEMENT 21.0 VICTORY CONDITIONS 6.4 ENTERING AND EXITING THE MAP 22.0 STARTING A SCENARIO 6.5 UNIT MOVEMENT TYPES 23.0 SCENARIO DEPLOYMENT INSTRUCTIONS 7.0 STACKING 24.0 SCENARIO MAP START LINES 8.0 ZONES OF CONTROL 25.0 SCENARIO TURN RECORD TRACK 8.1 MOVEMENT EFFECTS 26.0 SCENARIO REINFORCEMENTS AND 8.2 SUPPLY EFFECTS REPLACEMENTS 8.3 COMBAT EFFECTS 9.0 AIR OPERATIONS DESIGN CREDITS 9.1 AIR BASES GAME DESIGN: John Prados GRAPHICS: Kevin Zucker, J. A. Nelson, Larry 9.2 COMBAT AIR PATROL (CAP) Catalano 9.3 GROUND SUPPORT RULES: Bruce C. Shelley RULES UPDATE: Wah June Hwang 9.4 AIR SUPPLY Original Copyright 1978 Operational Studies Group 10.0 COMBAT Copyright 1983 The Avalon Hill Game Company 10.1 COMMAND CONTROL 10.2 RESERVES RULES OF PLAY 1.0 INTRODUCTION PANZERKRIEG is an operational level simulation of various Axis and Soviet campaigns in southern Russia during the period 1941-1944. These campaigns, more than any others, display the large forces and vast distances of protracted combat between two industrial giants. The simulation presents nine scenarios, each describing a different period of operations. Each of these scenarios is played as a separate game and all scenarios use the same rules and components. The game is an examination of the battles which shaped the campaign and is based upon evaluation of the combat forces, the leaders, the logistical limitations, and the terrain over which the antagonists struggled. PANZERKRIEG has been designed primarily as a two player game, with one player commanding the Axis forces and the other the Soviet forces. When played solitaire, the competitive value of the game is eliminated, but it remains a tool with which to study the history presented. 2.0 GAME EQUIPMENT 2.1 THE GAME MAP The 22"x32" game map represents the area in southern Russia where the campaigns simulated took place. A field of hexagons (hexes) has been superimposed upon the map to regularize the positioning and movement of the playing pieces (counters). Each hex is identified by 2.3 SCENARIOS AND STUDY FOLDER a unique four-digit number for easy reference. For PANZERKRIEG offers nine different scenarios for example, the city of Odessa is in hex 1115. play, each placing the players at the beginning of a crucial passage of the war in southern Russia. The first 2.2 THE PLAYING PIECES eight scenarios are found in the 16 page Scenarios and Playing pieces, also known as counters, are provided Study Folder (the ninth scenario, a hypothetical of three types: combat units, leaders, and information situation, is included on a separate card). The scenarios markers. Combat units represent the fighting in the folder are described in three ways: a map show- formations of the various armies. Leader counters ing the placement areas for each side, a set-up display represent individual commanders (and their staffs) giving each side its deployment instructions, and a included in the game because of the significant impact brief historical commentary. of their leadership on the conduct of the relevant cam- 2.4 CHARTS AND TABLES CARDS paigns. Information markers are included as playing aids. The various charts and tables which are used in play and an additional ninth hypothetical scenario are SAMPLE UNITS included on three separate cards. Included on the cards are the Combat Results Table (CRT), the Weather Intensity Table, the Weather Effects Table, and the Terrain Effects Chart (TEC). 3.0 SEQUENCE OF PLAY THE GAME-TURN PANZERKRIEG is played in sequenced turns called Game-Turns. Each Game-Turn consists of two player- turns. The player whose turn is in progress is called the phasing player, all actions must take place in the sequence outlined below. Any action attempted out of sequence is not allowed. All Game-Turns are identical and follow one another until the scenario being played is ended and the winner determined. The length of the scenario is the number of Game-Turns shown on the attacks. Each attack is conducted according to the scenario Turn Record Tack. following procedure: A. WEATHER DETERMINATION Combat Procedure (for each attack) The first player to move in a scenario, as listed in the All attacking units and a maximum of one leader total scenario "Deployment Notes", rolls the die and their combat strength and compare it with the total consults the Weather Intensity Table to determine the strength of the defending units and leader (if present). weather for this Game-Turn. The weather result is then Both sides' strength may be modified by terrain and noted by placing the appropriate weather state marker supply considerations, and the defender may be able to on the scenario Turn Record Track. commit reserves. The ratio of attacker/ defender strength, after all modifications are included, is B. THE FIRST PLAYER-TURN reduced to one of the simply odds ratios found on the 1. Supply Determination Phase Combat Results The first player determines the supply status of his Table (e.g., 16 to 6 becomes 2 to 1). The attacker then units. Those units that were marked as being out of rolls a die, and modifies the number rolled for the supply on previous turns, and that are now in supply, presence of attacking leaders, terrain effects, and have the out of supply markers removed. Place out of weather effects. The net number is cross-referenced supply markers on those units now out of supply that with the previously determined odds column, and the were not previously marked. Units marked as being out result of this attack is read off and immediately applied of supply have their combat and movement capabilities to the units involved. Each attack is resolved separately halved. and completely, before proceeding to the next attack. 2. Movement Phase The Combat Results Table (CRT) The first player moves each unit or stack of units The results read off the CRT indicate to the players the individually through the hex grid of the map, tracing a various actions that must be taken with the units path of contiguous hexes and spending a portion of its involved in a given attack. Combat generally results in movement allowance (one or more movement points) the retreat and/or elimination of at least one player's for each hex entered or hexside crossed. A unit may involved units. A complete explanation of the results is never exceed its movement allowance. Rail, sea, and given with the CRT. road movement may be used to speed friendly Breakthrough Results and Exploitation Eligibility movement. The first player now brings on any reinforcements that are due. The first player also Attacks made at high odds with the die roll modified "flies" his air units to any hexes on the map not by an attacking leader may result in a breakthrough. containing enemy CAP markers, and within range of All defending units in such cases are immediately his air bases. These air units may attack enemy units eliminated or reduced to battlegroups. If there is at they are stacked on during the upcoming Combat or least one attacking armored or mechanized infantry Exploitation Segments, either alone, or in conjunction unit involved in the attack, other friendly armored or with friendly ground units. The first player continues mechanized units adjacent to the original attackers the Movement Phase of his player-turn until he has which have not yet attacked and which are not in an moved all units he wishes to move. enemy Zone of Control (see section 8.0), are eligible for exploitation and are marked with an exploitation 3. Combat Phase marker. After all movement has ceased, the first player may b. Exploitation Segment now attack enemy units that occupy hexes adjacent to his own ground combat units, or which occupy the After the phasing player has conducted all of his same hexes as his own air units. The phasing player is attacks in the Combat Segment, all units marked with never obligated to attack, and does so at his own exploitation markers may move again and conduct option. attacks. Only units marked with exploitation markers may move and attack. No air units may be flown to a. Combat Segment targets during the Exploitation Segment, but air units First, all attacks against enemy ground combat units flown to targets during the Movement Phase may made solely by friendly air units must be resolved. withhold their attack strength and attack in conjunction Note that attacks involving solely air units on one side with exploiting units. No air units may attack alone are resolved on the Combat Results Table and that they during the Exploitation Segment. involve a special result that applies only to these 4. Administration Phase attacks (air units ignore adverse combat results; if a "*" appears the targeted unit(s) is disrupted). Then ground After all exploitation attacks have been resolved, the units which are adjacent to hexes occupied by enemy first player may create or put under construction ground units make their attacks, either alone or in fortresses or bridgeheads, and may incorporate conjunction with friendly air units. The phasing player replacements into his units which have been reduced to continues to resolve attacks until he wishes to make no battlegroups, and/or break divisions down into more, or until he has no more units eligible to make battlegroups. Each of these activities may only be undertaken by ground units that have not moved or supply, regardless of which side of the scenario start participated in combat during the preceding player- line it is on (see section 24.0, Scenario Map Start turn, and are not now adjacent to any enemy units. The Lines), so long as that rail line can be traced to a phasing player removes all disruption markers from friendly map edge. friendly units placed due to air attacks. Lastly, the 5.11 The supply line path may extend a maximum of phasing player may place CAP markers on the hexes ten hexes (regardless of terrain type from the unit he wishes to protect from enemy air units during the (exclusive) to the friendly railroad hex (inclusive). The subsequent enemy player-turn. path must be free of enemy units and their Zones of C. THE SECOND PLAYER TURN Control (see 8.0). It may cross major rivers only at bridges or through bridgeheads (see 18.2), and may not The second player then repeats the phases listed under cross sea hexsides unless the unit is operating on a the First Player-Turn, moving and attacking with his seaborne supply line as described below. own units. 5.12 Once a supply line has reached a railroad, it may D. GAME-TURN END not deviate from the rail line in reaching the board Upon the completion of the Second Player-Turn, the edge. Rail lines, which are cut by the presence of Game-Turn marker is advanced on the scenario Turn enemy units or their Zones of Control, cannot be used Record Track to signal the completion of one Game- to convey supply. An enemy unit moving across (but Turn, and the beginning of the next. The first player not occupying) a friendly rail line has no effect on then begins this new Game-Turn with the Weather friendly supply (which is determined at the start of Determination Phase, and proceeds through each phase friendly player turn.) in order. Play proceeds in this manner until the last 5.13 A unit is also considered to be in supply if it can turn of the scenario is completed, at which point the trace an overland supply line often hexes directly to a winner of the game is determined. friendly reinforcement entry hex. 4.0 WEATHER 5.2 SEABORNE SUPPLY LINE The first player in a scenario determines the weather Units that are located in or near town or city port hexes for each Game-Turn by consulting the Weather on the Black Sea coast may trace a seaborne supply Intensity Table and rolling one die. Cross-reference the line if the player controls Black Sea ports suitable for month of the Game-Turn (indicated on the scenario sea transport (see 6.2) which are themselves in supply. Turn Record Track) with the die roll to determine the Seaborne supply is traced as follows: weather condition for this Game-Turn. Conditions shown on the table are Clear, Rain, Snow, or Storm. from the unit (exclusive), up to five hexes to any Two additional weather conditions are possibleMud friendly port hex (inclusive). and Ice. Mud occurs if the weather condition Rain by any number of sea hexes from the first port hex continues for more than one consecutive Game-Turn. to any other friendly port hex. Ice occurs if either Snow continues for more than one consecutive Game-Turn, or immediately upon the from the second port hex (exclusive), along a appearance of the condition Storm. See the Weather maximum ten hex path to a friendly rail line which can Effects Table to determine how weather effects move- be traced off a friendly map edge. ment and combat. A seaborne supply line is blocked if any of the paths or 5.0 SUPPLY the rail line is occupied by enemy units or their Zones of Control (see 8.0). Units must be in supply in order to exercise their full movement and combat capabilities. Supply status is 5.3 SUPPLY EFFECTS determined and indicated during the Supply Out of supply ground and air units and headquarters Determination Phase at the beginning of the player- have their combat value and movement allowance turn, and remains in effect until that player's next turn. halved, with all fractions rounded down. Headquarters Out of supply units are marked with an out of supply which are out of supply may not dispatch reserves (see marker. To be in supply, a unit must be able to trace a 10.2). Supply has no effect upon the combat or supply line. In addition, Axis and Soviet units are in movement capabilities of leaders. Airfields which are supply if they are able to trace five hexes free of out of supply may not support CAP (see 9.2), and are enemy Zones of Control (see section 8.0) to the eliminated if out of supply for more than one Game- western or eastern map edges, respectively. A limited Turn. Out of supply units can construct fortifications. number of Axis units may also be supplied by air (see section 9.4, Air Supply). 6.0 MOVEMENT 5.1 SUPPLY LINE During the Movement Phase, the phasing player may move any and all of his ground, air, leader, and A supply line consists of a path of hexes leading cross- headquarters units. Movement is voluntary, and is country from the unit to a railroad, and along the regulated by the hex grid superimposed on the map. A railroad to a friendly rail hex on the edge of the map. unit expends movement points for each hex entered or Any railroad hex on the map may be used to trace hexside crossed, as detailed on the Terrain Effects Chart (TEC). The movement points that a unit has ROAD BRIDGES: All ground unit types may cross available (the right hand number on each counter) can rivers at road bridges when performing normal be modified by its supply status and by the prevalent movement. When crossing a road bridge during normal weather conditions. To enter a hex of clear terrain movement, the unit incurs no additional movement costs one movement point. Air units moving to and point costs over the cost of moving by road. from their airbases ignore all terrain and each hex THE CAUSEWAY: Hex 0926 is the causeway hex. entered counts as one movement point of their No ground unit may move into or through this hex allowance expended. No unit can expend more than its except when using rail movement. No unit using rail net movement allowance (possibly modified by supply movement may end the Movement Phase in this hex. and weather). Movement points cannot be accumulated from one turn to the next, nor can they be transferred LAKE HEXSIDES: The black lines on the hexsides from one unit to another. No unit can enter a hex in the lake bordering hexes 1247, 1148, and 1149 may unless it has sufficient movement allowance remaining not be crossed by ground units. to pay the full cost. A hex that does not contain a No ground unit may move through an all sea hexside town, city, rail line or road is unplayable unless it contains at least approximately 50% land. unless using sea transport (see section 6.2 below). 6.2 SEA TRANSPORT 6.1 TERRAIN EFFECTS ON MOVEMENT The movement point cost to enter the various type of Both players may make troop movements in the Black Sea by naval transport. Each side has the capacity to hexes or cross hexsides is detailed on the Terrain move one unit by sea each turn. Sea transport may only Effects Chart (TEC), which is found on the separate take place between coastal port cities and towns chart and tables card. Additional notes for certain friendly to the moving units. Only the following cities terrain types are included below. and towns marked with a port symbol are considered RIVERS: Major rivers can be crossed only at bridges ports: Constanta (0109), Odessa (1115), Sevastopol or at river crossing hexes, which are printed on the (0222), Yalta (0224), Feodosia (0427), and Novorosisk map. The cost specified on the TEC for crossing a river (0335). A unit to be moved by sea must begin its is for crossing the river hexside only, and it is a Movement Phase in one of these ports. It may not land movement point cost that does not include the cost for in a port in any enemy Zone of Control (see 8.0), but entering the hex which the unit crosses into. This holds may leave from such a port. A sea transported unit may true for all rivers, including major rivers. make no movement in a turn other than the naval transport movement. A unit transported by sea is not RIVER CROSSING HEXES: River crossing eligible for exploitation the turn that it is moved. movement costs only apply when moving across a Major River between two River Crossing Hexes. 6.3 RAILROAD MOVEMENT Otherwise, River Crossing hexes count as Clear Both sides may make use of railroad movement. There terrain. is no limit to the number of units that can use rail KIEV: Units may move from Kiev to hex 3215 as if movement. To be moved by rail, a unit must begin the Kiev was a River Crossing hex. Movement Segment located on a hex containing a rail line. It may then move by rail to any other rail line hex KERCH STRAITS: The Kerch Straits (between on the appropriate (beginning) side of the start line to hexes 0531-0631) and hexes (0532-0632) separate the which it is connected by a continuous rail line not Crimea from the Taman Peninsula, joining the Black interrupted by opposing units or Zones of Control. No Sea with the Sea of Azov. For all game purposes, this unit may ever enter or exit an enemy controlled hex strait is considered to be the same as a major river using railroad movement. Rail movement may not be crossing hex. used to place a unit adjacent to an enemy unit. Units BRIDGEHEADS: A player may improve the crossing moved by rail may not use regular movement on the facilities of a major river crossing hexside and make it same turn, nor may it conduct Exploitation movement. the equivalent of a bridged hexside. (See 18.2 6.4 ENTERING AND EXITING THE MAP Bridgehead Effects.) When reinforcements are called for in a specific entry ROADS: Units may move along roads at twice their hex (or range of entry hexes) the reinforcing units are normal movement rate, with the road canceling the simply placed in that hex; they may then move normal movement costs of the terrain in the hex. Units normally (including by rail) that turn. The reinforcing derive this benefit only when following a road exactly, units pay no movement point cost for the entry hex and but units may combine road and off-road movement an unlimited number of units may use a single entry freely in one turn. hex on a Game-Turn, as long as stacking restrictions RAILROAD BRIDGES: All ground unit types may are observed at the end of the Movement Phase. cross rivers at rail bridges when performing either rail 6.41 If a given reinforcement hex is occupied by or normal movement. When crossing a rail bridge enemy units and that hex is scheduled for reinforcing during normal movement, the unit is assessed one units, those units may enter at an alternate additional movement point over the cost of entering reinforcement hex. Axis units enter at alternate the next hex. reinforcement hexes bearing the next higher number which is unoccupied by enemy units. Soviets Only armored and mechanized units of both sides, and reinforcements enter at the next lower number the German parachute unit can exert a Zone of Control reinforcement hex unoccupied by enemy units. Units (ZOC). The hex one of these units occupies, and the may enter reinforcement hexes covered by enemy six hexes immediately surrounding the occupied hex, Zones of Control (see section 8.0, Zones of Control), constitute that unit's ZOC. ZOC's inhibit movement, but are not obligated to do so. They may instead enter and may block supply lines and retreat routes after at the appropriate alternate reinforcement hex. Units combat. which enter at an alternate entry point on the same map ZOCs do not extend across lake hexsides or Major edge as the blocked hex enter the same Game-Turn. River hexsides. This is not changed by the presence of Reinforcing units entering on another map edge than River Crossing hexes or Bridges. they would have normally must delay one turn before entering. Air units in a hex have no effect on ground unit movement or ZOC's. 6.42 Units may never move off the map. In one instance withdrawals are called for. These units are 8.1 MOVEMENT EFFECTS simply removed from the map during the All units must expend 3 movement points to enter a Administration Phase. Only units in supply at the controlled hex, in addition to the normal terrain costs moment can be withdrawn. If units of the type and for that hex as detailed on the Terrain Effects Chart. strength specified do not meet these conditions, a unit The presence of friendly units in the controlled hex of higher strength must be withdrawn instead. does not negate the effect of the ZOC for purposes of 6.5 UNIT MOVEMENT TYPES movement. Units may move from one enemy con- trolled hex to another, so long as they have sufficient The following units are armor type units for purposes movement points to do so. Ground units may not enter of movement point costs on the TEC: armor, enemy occupied hexes (Exception: Hexes occupied mechanized, artillery, anti-tank, headquarters and the solely by enemy Leaders, Artillery and Anti-Tank Luftwaffe airborne division. All other types are non- units may be entered, and passed through, destroying armor units for movement purposes. Leader units may the occupying units.) be considered either type and may alternate between the two freely during a single Movement Phase. 8.2 SUPPLY EFFECTS
7.0 STACKING Supply lines cannot be traced through enemy ZOC's,
neither before nor after the supply line reaches a Players may generally stack more than one unit railroad. The presence of friendly ground units does together in the same hex. The Axis player may stack negate enemy ZOC's for purposes of tracing supply. up to three friendly ground combat units in a hex at the Also, units which normally have a ZOC retain it when end of a phase. The Soviet player may stack up to two out of supply. friendly ground combat units in a hex at the end of a phase. Stacking limitations apply only at the end of a 8.3 COMBAT EFFECTS given phase and must be observed strictly at that point. Units disrupted by enemy air unit attack do not have a Any units in a hex stacked in excess of these limits are ZOC. Units forced to retreat by a combat result may eliminated (the owning player chooses which to not enter an enemy controlled hex, and are eliminated eliminate). During the Movement Phase, units may instead. The presence of other friendly units in the freely pass through a hex ignoring the stacking controlled hex does negate the effect of the enemy restrictions. (See also Axis Satellite restrictions, 19.0). ZOC for purposes of retreat. Units can thus retreat In addition to these stacking limits, either player may through enemy ZOC's if the controlled hex is occupied have one of each of the following units and marker by non-retreating friendly units. types in a hex: a leader, a CAP marker, a bridgehead 9.0 AIR OPERATIONS marker, an artillery unit, an anti-tank unit, and a headquarters unit. Also, either player may stack an Both players may use air operations in support of their additional combat unit on a bridgehead marker to ground forces. All such air operations are conducted by maintain the bridgehead. The Soviet player may place the air units which the player has available for the an additional airborne brigade unit on any stack. scenario being played. Air operations are founded on a system of air bases which are strategically positioned One Air Base and its Air Units may stack in a hex in by each player. There are two types of air operations in addition to stacking of land units. the game: Ground Support and Air Supply (Axis The following unit and marker types are exempt from player only). There is no air transport. Combat Air stacking restrictions, and may be placed in a hex in any Patrol (CAP) markers are a special type of unit, whose quantity: air units (flying ground support operations use is explained below. To conduct an air operation, see 9.6); stalemate, exploitation, out of supply, and the air unit is moved from its base to any hex within its disruption markers. range.
8.0 ZONES OF CONTROL 9.1 AIR BASES
Each player is provided with a number of air base counters specified by the set-up display of the scenario being played. Air bases must be placed in cities or hexes during the player's Movement Phase, and attack towns that contain a railroad line, and can trace a during either the Combat or Exploitation Segments. supply line. No more than one air base may ever Air units on a ground support mission must fly to an occupy a given hex. Each air base has the capacity to enemy occupied hex. They may never fly into or operate four air units. All air units to be used must be through hexes containing an opposing CAP market. placed on air bases (only) during the set-up, before the Air units may attack only the hexes upon which they start of play. are stacked. Adverse combat results have no effect upon air units. 9.11 Once placed on the map, the owning player may move any one air base per Game-Turn, and the move 9.31 If a hex being attacked by air units is must be to a city or town under friendly control and simultaneously being attacked by ground units, the air located on a railroad hex. The air base is simply units must combine their combat value with that of the removed from the map, placed upside down in its new ground units into one total attack strength. position, and then flipped over during the Administra- 9.32 Air units alone may attack hexes which are not tion Phase. Air units may not conduct any air being simultaneously attacked by ground units. In this operations from a base on the turn in which it is being case, the attacker may choose which of the defending moved. units to attack, ignoring the others. These attacks must 9.12 Air bases may never retreat. If a hex containing be resolved at the beginning of the Combat Segment an air base is attacked and a retreat result is rolled, then before the attacking player proceeds to resolve pure the air base is instead destroyed. Any air units stacked ground attacks or combined ground/air attacks. Attacks on an air base when it is eliminated are also eliminated. made solely by air units are resolved on the Combat Results Table (see the separate card) and all combat 9.13 Air bases may never be attacked by enemy air calculations are made normally (defending units units. receive any benefits for terrain, except those for 9.14 Air bases which are out of supply may not support defending in River Crossing hexes or behind River CAP, and are eliminated if out of supply for more than hexsides). However, these attacks are resolved using one Game-Turn (see section 5.0, Supply). only the disruption result as outlined on the CRT. Attacks made solely by air units never benefit from the 9.15 Air units return to their bases immediately after presence of friendly leaders. the attacks in which they have participated are resolved, and they may return to bases different from 9.33 Axis satellite air units are restricted in their those from which they flew. ground support ability (see section 19.2, Satellite Air Units). 9.15 An airbase has an intrinsic defense capability against ground attack of one combat strength point. 9.4 AIR SUPPLY This defense factor is doubled or tripled normally for German 5-20 air units may be diverted from combat towns and cities. functions in order to supply units that cannot trace a 9.2 COMBAT AIR PATROL (CAP) normal supply line. Their bases must be within range of the units they supply, and the Soviet player must be Defensive air power is represented by CAP markers. informed of the details of any such activity. Air units These signify concentrations of protective air activity are committed to air supply during the Axis player's on a sector sufficient to deny use of the airspace to Supply Determination Phase. opposing air forces. 9.41 The Axis player points out to the Soviet player the 9.21 The presence of a CAP marker on a hex prohibits units that he is supplying by air, and flips over enough the enemy player from flying air units into or through of his 5-20 air units in range to fulfill the supply that hex. requirements. The units supplied in this manner are 9.22 CAP markers are placed at the end of the considered to be in supply until the beginning of the Exploitation Segment of the player-turn, and remain in Axis player's next Supply Determination Phase. place throughout the enemy player-turn. 9.42 The first two 5-20 air units diverted may supply 9.23 CAP markers must be placed within 12 hexes of a two divisions each. Thereafter, for each three friendly air base which is in supply. Any one air base additional 5-20 air units diverted, one division may be can support all of the CAP markers available for the supplied. Air units engaged in supply activity may scenario. conduct no other air operations in that turn. KGs, BGs, AT units and Artillery units each count for 1/3 of a 9.24 The number of CAP markers each player has division. HQs are supplied for free. available each turn is shown on the set-up display of the scenario. 9.43 Air supply is not allowed into a hex containing an enemy CAP marker. 9.3 GROUND SUPPORT Both players have air units representing major 10.0 COMBAT formations of bomber and ground support aircraft. Combat occurs between opposing units after all These are based on air bases, move to their target movement has ceased, and at the discretion of the phasing player. The phasing player is the attacker, and to give the result of "DE"-defender eliminated. The the non-phasing player is the defender. Ground units defending Soviet units are removed from play and the must be under command control (see 10.1) in order to attacker occupies Rostov. attack. Attacks are made by air units against enemy 10.1 COMMAND CONTROL ground units in the hex occupied by the attacking air units. Attacks by ground units are made against enemy In order to make an attack on an adjacent hex, ground units in hexes adjacent to them. All defending units in combat units and leaders must be located within seven a hex must be attacked as a combined force. Separate hexes of a friendly headquarters units. Opposing units, units in a hex cannot be attacked individually. A enemy ZOC's and terrain located between the friendly leader stacked with attacking units adds his headquarters and the units which it is commanding combat factor to the attacker's strength (see 11.0). The have no effect on command control. A headquarters defender may be able to increase his defense strength unit may exercise command control over any number by committing reserves to the battle (see 10.2). Terrain of units within its range. and supply considerations may modify the attacker's 10.11 Headquarters in enemy ZOC's may provide and defender's strength. Armor superiority for either command control for units within their range. side will shift the odds of the attack in that sides favor (see 12.0). Each attack is resolved according to the 10.12 German headquarters may provide command procedure outlined below, and the results of the attack control to all Axis units. are implemented immediately before resolving the next 10.13 Satellite headquarters may provide command attack. Explanations for each combat result are control only to units of their nationality. The command presented on the Combat Results Table. A player may control range for satellite headquarters is four hexes, make as many attacks as he desires during a turn, rather than seven. subject only to his command control capabilities and to the number of adjacent enemy occupied hexes. The 10.2 RESERVES attacker decides which opposing units shall be engaged Once the attacking player has stated his total strength, in battle and in what order such battles will be re- the defender must decide whether to commit reserves solved. to the battle. Reserves are defined as any combat units PROCEDURE of the defender which are stacked with headquarters units and which are located on town or city hexes The attacker and the defender each determine their within five hexes of the hex under attack. Reserves respective strength, including ground units, attacking must be dispatched after the statement of attacking air units, leaders present, defensive reserves, and any strength and before the combat die roll is made. Units modifications due to supply or terrain. The total committed as reserves share the fate of the friendly strengths for each side are then compared, and the units in the combat hex. They do not return to the resulting ratio of attacker's strength divided by headquarters after the attack is resolved. defender's strength is rounded down in favor of the defender to the nearest ratio found across the top of the 10.21 Combat units dispatched as reserves do not pay Combat Results Table (CRT). This is the column of normal terrain movement costs, but may move a the CRT on which the attack will be resolved, unless maximum of five hexes only. Reserves may cross the column is shifted due to the presence of armor major rivers only at bridges or bridgeheads, and not at superiority for either side. The attacker then rolls one river crossing hexes. Reserves cannot enter any hex die and cross-indexes the number rolled with the occupied by enemy units or ZOC's except the hex they column on the CRT noted above to determine the are reinforcing. result of this combat. The number rolled on the die 10.21a Reserves may not be committed if it will cause may be modified by terrain effects, the weather, and by the reinforcing hex to overstack. the presence of leaders on either side. Explanations for each combat result are presented with the CRT. 10.22 Units committed as reserves do not receive EXAMPLE: defense strength improvements due to the terrain of the combat hex on the turn that they reinforce that hex. The German player is the attacker and moves three 13- (Defending units already in the hex retain any terrain 11 panzer units and a 13 leader adjacent to Rostov, benefits which they would normally receive.) which is occupied by 2 Soviet infantry units, a 4-7 and a 3-7. The German player also flies four 5-20 air units 10.23 Leaders cannot be used as reserves. Leaders are to Rostov to support the attack. Both sides are in not headquarters, and cannot be used to dispatch supply and the Soviet player has no reserves available. reserves. The defending Soviet unit is tripled in a major city, 10.24 Disrupted headquarters and headquarters in giving it a strength of 21. The total attack strength is enemy ZOC's may not disptach reserves. 72. The ratio of 72 attack factors to 21 defense factors is rounded down in favor of the defender and reduces 10.25 Reserves not committed during the Combat to the ratio of 3 to 1 found on the CRT. The attacker Segment are available for use during the Exploitation rolls a 4 on the die, but this is increased to a 6 due to Segment (see section 15.2). the presence of an attacking leader. The modified die 10.26 German headquarters may dispatch reserves of roll of 6 is cross-indexed with the 3 to 1 odds column any Axis nationality. Satellite headquarters may only dispatch reserves of their nationality, and only to hexes when the attack is resolved in the next Game-Turn. already containing at least two units of their Ground units of either side may not enter any nationality. stalemated hex, nor participate in any stalemate attack or defense. CAP markers and phasing air units are not 10.3 COMBAT STRENGTH AND DIE ROLL MODIFICATIONS affected by these retric-tions, and may be freely altered. Attacking stalemated units may not be attacked The combat strength of participating units on both by the defending player's air units. sides of an attack, as well as the die roll to resolve the attack, may be modified by several factors. Combat 11.0 LEADERS strength may be modified by terrain (see the TEC) or Leader counters represent generals of exceptional by lack of supply (see section 5.0). The combat die roll ability exercising close tactical command over given may be modified by terrain, by the presence of leaders, sectors of the battle front. Each leader has a movement and by the weather (see the Weather Effects Table). allowance and moves like a combat unit. The presence If more than one Combat Strength modifier applies of a leader in combat affects the strength of the forces simultaneously, they are considered in this order: with which he is stacked and can affect the combat die (1)Command Control, (2)Supply, (3)Disruption from roll. Leaders must be stacked with combat units in air attack, and (4) Terrain, dropping fractions after order to use their combat strength. Only one Leader each modification is applied. may stack in a hex. Leaders may be used in combat only once in each player-turn, and only one friendly 10.31 Terrain effects may modify the combat strength leader may participate in a single combat. A leader of both the attacker and defender. In cases where cannot attack or defend by himself, and is eliminated several modifications could apply to the attacker, only from play if all of the units with which he is stacked the least harmful modification takes effect. For are destroyed (and no battle-groups remain [see 13.0, instance, units attacking across a Minor River (attacker Battlegroups]). A Leader may pass through a hex strength -5) at a Bridge (attacker strength xl/3), would containing a lone enemy Leader. have their total strength either reduced by 5 strength points or reduced by two thirds. If several units were 11.1 LEADER COMBAT STRENGTH participating in this attack, it would probably be least Leaders add their improvement strength (combat harmful for the attacker to reduce his total attack strength) to the total strength of the combat units they strength by 5. are stacked with, both when attacking and defending. 10.31a In an attack over both a Major River (bridge or A leader may not add more improvement strength crossing) and Minor River hexside, the attacker has the points than the combined printed combat strengths of choice of using the modifiers for either. He may not the units he is stacked with. Leader strength is chose the strength modifier of one and the die roll determined after any downward modification of modifier of the other. combat unit strengths in the hex, and is never affected by lack of supply, command or terrain. 10.32 In cases where several stacks are attacking a single hex and different terrain modifications would 11.2 LEADER DIE ROLL MODIFICATIONS apply to the attacking stacks, each stack is considered When attacking, a leader adds 2 to the die roll used to separately for strength modification. For example, if resolve combat. (This is in addition to his strength several stacks were attacking over a combination of addition above.) When defending, a leader cancels any cross-river and non-river hexsides, or in a combination die roll modification due to an attacking leader. A of the two river types, each attacking stack's strength defending leader has no die roll effect if not attacked would be calculated separately before being added to by an opposing leader. the total. 12.0 ARMOR SUPERIORITY 10.33 The die roll modifications for terrain, leaders, and weather are each considered separately, and added When resolving combat between ground units, either together to derive a net modification. If several the attacker or the defender may benefit from armor modifications due to terrain are possible, the superiority. The armor superiority benefit is only modification most favorble to the attacker is used. For possible if the defender occupies a Clear terrain hex. example, an attack over a Bridge (die roll -1), over a Any armor superiority is negated if the defender Minor River (die roll -2), and into a Swamp hex (die occupies a Major City, Town, Fortification, Mountain, roll -2) would be modified by -1 to the die roll, the Swamp, or Woods hex. most favorable modification to the attacker of the If one player's forces contain armor type units and the three. other players do not, the player with the armored type NoteSTALEMATE CLARIFICATION: Only the units receives a shift in his favor of one column on the player in whose player-turn the stalemate resulted (see CRT. Armor type units are ground combat units having the CRT) is obligated to repeat the attack. The a movement allowance of 11 (not headquarters or defending units in a stalemate must remain stationary leaders). For example, if a defending player's forces throughout their player-turn and may not attack in their contain one mechanized infantry unit (an armor type Combat Phase. Reserves committed to a defense which unit) and the attacking player's forces include only results in a stalemate do receive the terrain benefits infantry, artillery, air, and leader units (no armor type units), the defender receives a column shift. If the odds When a retreat is called for by a result on the CRT, the column in this case would normally be 4-1, the shift owning player determines the retreat path of his units drops the column to 3-1. (except in the case of a breakthrough, see the CRT notes for breakthrough). All retreats are subject to the Anti-tank units stacked in a defending hex negate the following guidelines: armor superiority advantage of any attack made on that hex (see 17.2). a) Units must retreat toward or along a friendly railroad supply source. 13.0 BATTLEGROUPS b) Units must retreat into or through vacant hexes, if Certain combat units depicted in PANZERKRIEG possible. were in reality much superior to the average units in terms of the ability to continue functioning after taking c) Units may only retreat into or through any hex or heavy losses. In these units a core of experienced and hexside through which they may normally move. highly motivated troops could continue fighting where d) Units may not retreat into or through any hexes the average unit would have completely disintegrated. covered by enemy ZOC's unless those hexes are To reflect this fact, these units are not completely occupied by friendly ground units. destroyed when their loss is called for by the CRT. Instead, all such units are battlegrouped when their Units unable to retreat due to a combination of loss is called for. The battlegroup is a reduced value impassable terrain and/or enemy units are eliminated unit which is printed upon the reverse side of the instead. Units may retreat into hexes containing parent unit's counter. When an elimination result is friendly units if no completely vacant hexes are obtained, the counter is flipped over to expose its available. Units may end their retreats in such hexes reduced strength. Not all units in the game have provided that stacking restrictions are strictly observed battlegroups, only those with the battlegroup printed at the end of the Combat Phase. Units which would on the reverse side. Battlegroups function in all end the Combat Phase overstacked must retreat an respects identically to normal combat units. additional hex. If friendly units end their retreat in a friendly occupied hex which comes under subsequent 13.1 BATTLEGROUPS IN COMBAT attack during the Combat Phase, they do not add their In any situation where a unit is reduced to a strength to the defense, but suffer all combat results battlegroup, that battlegroup must immediately retreat with the other units in the hex (and may be selected to two hexes or be eliminated. In any exchange situation, fulfill exchange results). the opponent must remove combat strength points equal to the full face value of the parent unit before it 15.0 BREATHROUGH AND is battlegrouped, regardless of its battlegroup strength. EXPLOITATION For example, if a defending 7-7 infantry division is in- Very high modified die rolls on the CRT can result in volved in an exchange, the attacker must lose at least 7 breakthroughs which allow the attacker to conduct a strength points. This is regardless of the fact that the 7- special movement-combat sequence called 7 division is immediately replaced by a 3-7 battlegroup exploitation. Breakthrough results are more likely as for a net loss of only 4 strength points to the defender. the attacker's margin of superiority (odds-ratio) When a unit is itself battle-grouped in response to an increases over the defender, and allow unengaged exchange requirement, the full value of the parent unit armor type units to exploit the hole torn in the enemy is counted for exchange purposes, again regardless of defense. the battlegroups strength. 15.1 EXPLOITATION REQUIREMENTS 13.2 REBUILDING BATTLEGROUPS In order for exploitation to take place after a Both the Axis and Soviet forces are capable of breakthrough result is achieved, several requirements rebuilding units reduced to battlegroups in combat must be met. First, at least one armor type unit must back to full strength units through the use of have participated in the original attack. (Armor type replacements. Each scenario specifies the total number units are non-headquarters, non-leader ground combat of units which may be rebuilt in this manner units with a movement allowance of 11). Second, throughout the scenario, by type. To be rebuilt, a additional armor type units must occupy hexes adja- battlegroup must be in supply, must be stacked with a cent to the units making the original attack. If the headquarters unit in a town or city hex not adjacent to original attack results in a breakthrough, then the any enemy ground units, and must not have adjacent armor type units become eligible for participated in combat during the current player-turn. movement in the Exploitation Segment and are marked Replacement capability may not be accumulated from with an exploitation marker. Units that are to exploit turn to turn, and if unused is considered to have been may not make any attacks during the normal Combat diverted to another front and lost. Only units reduced Segment of the player-turn. to battlegroups in the course of the current scenario may be rebuilt. 15.2 RESOLVING EXPLOITATION Exploitation begins after the attacker has resolved his 14.0 RETREAT GUIDELINES last attack in the Combat Segment. At this time, any unit marked with an exploitation marker may move up to its full movement capability, according to the of 11). They may never attack. Anti-tank units are normal rules for movement. Leaders stacked with such eliminated if not stacked with regular combat units units may accompany them. After all exploiting units when the hexes they occupy are entered by opposing have moved, they may attack according to the normal regular combat units. rules for combat. Reserves not committed by the 17.3 SOVIET AIRBORNE UNITS defender during the normal Combat Segment may be committed now. The attacker may support exploitation In some scenarios the Soviets have available one or attacks with leaders that are present and with air units more 1-7 airborne brigade units. These are the only flown to the target hexes during the previous units in the game capable of parachute drops (the Axis Movement Segment. airborne units may not air drop). These airborne units may each drop once per game, during either a Combat 16.0 PANZER DIVISION BREAK DOWN or Exploitation Segment of a clear weather Soviet A small number of additional German panzer player-turn. battlegroups are included in the game for situations in To conduct an air drop, the Soviet airborne brigade is which the player wishes to create additional mobile kept off the map out of play until the air drop is formations at the expense of giving up some combat desired. Then the airborne unit is simply placed strength. These battlegroups are single units and can anywhere on the map within eight hexes of a friendly never be built up into divisions. They can be airfield. They may not land on hexes occupied by Axis distinguished by the fact that they are printed on the units. They may land adjacent to enemy units, or in front of the counter and are blank on the back. their ZOC's, and they must attack adjacent units in (Remnant battlegroups, which can be rebuilt, are either case. They may not land adjacent to Axis printed on the back of the parent unit's counter.) headquarters or CAP markers. They are considered to Break down takes place during the Administration be in supply for the turn of their drop, but may not Phase. Each panzer division may break down into three move that turn. Following their air drop, such airborne battlegroups. The division must be located in a town or units revert to normal infantry units. Airborne units city, in supply, and not adjacent to any Soviet unit. A lose their air drop capability once placed on the map division breaking down may not move or engage in (whether they are dropped into play or not). They may any other activity during the player-turn in which it be included in the initial set-up on the map, brought on breaks down. The number of break downs allowed is to the map as normal reinforcements, or kept off the limited by the countermix. map threatening an air drop. One Soviet airborne unit may be added to any stack of Soviet units, in excess of 17.0 SPECIAL UNITS the normal stacking limits. The capabilities and limitations of several types of 18.0 FORTIFICATIONS AND special units are detailed below. One of each of these BRIDGEHEADS types of units may stack on a hex in addition to the stacking limit on regular combat units (see section 7.0, Land combat units which have remained inactive for Stacking). Subsequent Special Units may stack in lieu the entire player-turn (i.e., they have not moved, of a normal unit each. participated in combat, and are not now adjacent to enemy units) may construct fortifications or 17.1 ARTILLERY UNITS bridgeheads. During the initial player-turn in which Artillery units add their combat value to regular units units fulfill this requirement, the fortification or with which they are stacked in both attack and defense. bridgehead marker is placed in the hex with its "under Artillery attack values are not reduced when attacking construction" side up. This indicates that the field work across major or minor rivers (This is an exception to is being built. Provided that the hex does not undergo the Terrain Effects Chart). Artillery strength in a given attack during the enemy Combat Phase, and that any hex is determined after any downward modification of unit in the hex remains inactive throughout the combat unit strengths in the hex. Artillery strength in subsequent friendly player-turn, the fortification or an attack may not exceed the regular ground combat bridgehead counter is flipped over to its "active" side strength in that attack (any excess is ignored). When during the subsequent turn's Administration Phase and defending unit strengths are modified upward, artillery the noted advantages then take effect. If the hex in strength additions may not exceed the printed strength which the fieldwork is under construction does come of the regular combat units. Artillery units are under attack, or if the player moves or attacks with the eliminated if not stacked with other regular ground units constructing the fieldwork, or if enemy units combat units when the hexes they occupy are entered move adjacent to the hex containing the fieldwork by enemy ground combat units. Artillery units must be under construction, it is immediately removed from the the last units in a stack to be destroyed to fulfill map. It may be placed again as soon as the conditions exchange result losses. for its placement are again fulfilled. Units may construct fieldworks adjacent to enemy units if 17.2 ANTI-TANK UNITS separated from them by a river hexside of either type. Anti-tank units add their strength to regular combat Air attacks nullify construction attempts only if they units in defense only when attacked by opposing armor achieve a disruption result on the constructing unit. type units (combat units with a movement allowance Fortifications and Bridgeheads that are available may never even occupy hexes adjacent to each other, during scenario set-up may be placed adjacent to and may not participate with each other in an attack enemy units. against the same hex. 18.1 FORTIFICATION EFFECTS 19.1 SATELLITE LEADERS Fortifications double the combat strength of any land The two satellite leaders, Demitrescu and Messe, may combat units in the hex they occupy. A fortification is only stack with, and add their improvement strength to, destroyed if any enemy units enter the hex it occupies. stacks of units of their own nationality, Rumanian and Fortifications may not be constructed in a woods, town Italian respectively, plus one German unit. These or city hex, or in a hex already occupied by a leaders may never stack with solely German stacks, or fortification. Units which build a fortification are not with any other nationality. Satellite leaders are required to remain in the hex. Once placed, distinguished by a ""on their counters under their fortifications may never be moved from one hex to names. another. The number of fortifications included in the 19.2 SATELLITE AIR UNITS game is intended as a strict limit on the number which may be constructed. Axis satellite air units may only attack in concert with ground units of their own nationality. German ground 18.2 BRIDGEHEAD EFFECTS and air units may also be included in the attack. They Bridgeheads may only be constructed in a river may not attack together with ground forces consisting crossing hex. They are constructed with the bridgehead solely of German units and/or other satellite nation marker indicating with its arrow which hexside is units. They may not attack Soviet units alone. being bridged. After successful construction, that hexside may be treated as a bridged hexside for all 20.0 OPTIONAL UNITS purposes including supply. The Soviet tank army counters and the German panzer 18.21 Supply must be traced into the hex occupied by corps counters are optional units that may be included the bridgehead marker first, and then across the in the game if both players agree. They replace a bridged hexside to a friendly rail line. Note that this number of regular divisions from each side's order of means that units must cross a river and then construct a battle, allowing more combat strength in a hex. bridgehead to supply units across that river. 20.1 SOVIET TANK ARMIES 18.22 Bridgeheads exist only so long as the friendly Soviet tank armies are built out of any three tank units combat units responsible for their construction remain and any one mechanized unit. The number of tank in the hex with the bridgehead. Note that neither this armies that can be created depends on the scenario unit nor the bridgehead is counted for stacking being played, as follows: Kiev Pocketno tank purposes. This unit adds its strength to the defense of armies; Winter Counteroffensive and The Drive on the hex, but not to any attacks originating from the Stalingrad1 tank army; Stalingrad and The Back- hex. If this construction and maintenance unit leaves hand Blow2 tank armies; and all other scenarios3 the hex, either voluntarily or by result of combat, the tank armies. bridgehead is removed from the map. 20.2 GERMAN PANZER CORPS 18.23 Bridgeheads may be constructed only by German panzer corps are built out of any two panzer German or Soviet ground combat units, never by divisions and any one panzer grenadier division. The leaders, headquarters, air units, or Axis satellite units. Luftwaffe parachute division may not serve as the The number of bridgeheads in play on the map is strictly limited by the number in the counter mix. panzer grenadier component of a panzer corps. The number of German panzer corps that can be created 18.24 Bridgeheads, once played, may never be moved depends on the scenario being played. For the first 6 from one hex to another. scenarios (Kiev Pocket, Winter Counteroffensive, The Drive on Stalingrad, The Backhand Blow, and Note: In addition to the units shown on the scenario Aftermath of Zitadelle), 3 panzer corps may be put in set-up displays, up to two bridgehead markers may be play. For the remaining scenarios, only 2 panzer corps deployed by each side in each scenario. may be used. 19.0 AXIS SATELLITES 20.3 PUTTING OPTIONAL UNITS IN PLAY Axis satellite forces (Italians, Rumanians, and Tank armies and panzer corps may be brought into Hungarians) were of even less quality than their play during the scenario set-up, or during play. The German allies and had other difficulties as well. The units that combine into an optional unit should be command control range for satellite units is four hexes recorded on scrap paper in case the larger unit breaks rather than seven. Moreover, satellite units in hexes down. At the start of a scenario, set aside the divisions outside of command control defend at half their normal combining into the optional unit and place the corps or combat strength (round down). They may stack with tank army on the map in their stead. Panzer corps and other units of their own nationality or with German tank armies must be made up of units from the same units, but never with satellite units of other set-up area. Divisions from different set-up areas may nationalities. Further, Hungarian and Rumanian units not be combined into an optional unit. After the game is in progress, optional units may be formed from units capture that number of cities called for by the scenario, on the map. Units to be combined into a panzer corps with all cities on the map being eligible. Any city on must begin the Administration Phase stacked together. the map that starts the game on or behind an enemy During this phase, remove the divisions and replace start line counts as an objective if captured. If the them with the corps counter. Units to be combined into attacker loses cities, he must increase his captures to a Soviet tank army must begin the Administration maintain a winning margin. Phase stacked in two adjacent hexes according to the For example, in the Kiev Pocket scenario, the Axis rules for stacking units (section 7.0). Replace the player is required to capture 5 objectives to win. In Soviet divisions by placing the tank army in either of addition to the cities listed for the scenario, all other the two hexes the divisions occupied. These units may cities in Soviet hands at the scenario's start are eligible be moved before they are combined (or broken down). victory objectives. The capture of any five of these 20.4 OPTIONAL UNIT EFFECTS cities will result in an Axis victory. If the Soviet player captures two Axis controlled cities, then the Axis The obvious advantages to creating a tank army or player must capture 7 Soviet cities to win (maintaining panzer corps are the net gain in combat strength and the 5 city margin). the ability to concentrate more strength in a hex. These units function like other combat units with the In certain scenarios, towns are included in the list of following exceptions: objectives for those scenarios only. Towns listed as objectives remain objectives, in addition to the cities a. They may not end any phase in a city hex. on the map. For example, Belgorod and Izyum are b. Only one tank army or panzer corps may end a eligible victory objectives for the Backhand Blow phase in a hex. Although they count as only one unit scenario only. for stacking purposes, two of these units may not stack together. 22.0 STARTING A SCENARIO c. Tank armies and panzer corps may not move or Open the Scenarios and Study Folder to the scenario attack in an Exploitation Segment following a that is to be played. The map and the start lines breakthrough as can other armor type units. overlaid on it detail where the various units of each side are to be placed before starting to play. The units d. Tank armies and panzer corps may not be used as of each side available at the beginning of the scenario reserves. are detailed on the set-up display on the page opposite e. If these optional units are forced to take losses, they the map. Players should assemble the number of each are first reduced to their component divisions, and then type of unit called for on the set-up display. These the losses are deducted. The component divisions or units are placed on the game map according to the battlegroups remaining must then retreat so as to deployment notes and start lines on the scenario map. conform to stacking limits (see section 7.0, Stacking). The length of the scenario in terms of Game-Turns and the reinforcements for each side are shown in the f. Panzer corps may not be supplied by air. center of the scenario set-up display. In all scenarios the entire map is in play. The scenario instructions g. Panzer corps, and Tank Armies may not be sea indicate which player must set-up first. All of his units transported. must be placed on their positions, ready for play to Broken down tank armies and panzer corps may be begin, before the other player begins to set-up. Also rebuilt. Intact optional units may be broken down into indicated is the player whose player turn comes first. the divisions that make it up during the Administration There may also be certain special deployment Phase by replacing the counter on the map with the instructions listed, such as: "60 combat strength points division counters (the Soviet divisions must be placed of units must set-up in Area D". A total specified such in adjacent hexes to conform to the rules for stacking). as this may be made up of ground combat units of any type. 21.0 VICTORY CONDITIONS 23.0 DEPLOYMENT INSTRUCTIONS Each scenario lists objectives for either the Axis or Soviet side. If the player whose side is assigned the The units depicted in the columns at the outside edges objectives holds them at the end of the last turn of the of the setup display under "Axis Forces" and "Soviet scenario, he wins. If he does not fulfill the Forces" are the units available for initial deployment. requirements listed by the end of the turn of the The unit picture shows the unit type. Next to each scenario, his opponent wins. Objectives listed in the picture is an "x" followed by a number, which scenario must be occupied by supplied units (see indicates the total number of units of that type section 5.0, Supply) to be considered in control of the available to that player. In many cases this number is side assigned those objectives. followed by a number/letter combination, such as "4W". This means that four units of this type must be The scenarios generally require one side or the other to deployed on the map in deployment area W. The capture and hold a minimum number of listed city notation "1VY" means that one unit of that type must objectives. In addition the objective cities listed, all be deployed in both areas V and Y. The remaining cities on the map are potential victory point objectives. units of a certain type not specifically allocated to a In order to win, the player assigned the objectives must certain area may be deployed in any non-prohibited Training, KG = Kampfgruppe (battlegroup) or area, within stacking limits. The players are left a large Kampfgeschwader, ZC = Zerstoer-ergeschwader, STG measure of discretion as to where their units are = (Stuermgeschwader, LG = Lehrgeschwader, ACS = placed, though many times they will be required to Army Group South, Comp = Composite, A.I.R. = place units of any type along the start line such that Armata Italiana di Russia, Gds = Guards, M = each start line hex is occupied by units and/or ZOC's. Mechanized, AA = Air Army, S.W. = Southwestern Only that portion of the start line shown on the map Front, CAU = Caucasus Front, UK = Ukrainian, Stal = with the appropriately coded line pattern (if any) must Stalingrad, BG = Battlegroup. be covered in this way. The key to the start lines is 25.0 SCENARIO TURN RECORD TRACK presented below. Sometimes a deployment area is The length of the Turn Record Track indicates the limited to a single hex. In this case, the deployment number of Game-Turns in the scenario. The Game- letter shown on the map is enclosed in a circle. Units Turn marker is placed in the first space on the track with a circled deployment letter must deploy in the and is advanced at the end of each Game-Turn until the exact hex indicated. (In a few cases a city off the page final Game-Turn of the scenario is over. Also shown is indicated by a circled letter with an arrow pointing for reference is the date of the beginning of the to the specified city.) historical situation being simulated. Note: No CAP or other markers may be placed in COMPONENTS initial deployment set-ups with the following 22"x32"Mapboard 520 Die Cut Counters Rules exception: In addition to the units shown, up to two Booklet Scenarios and Study Folder 2 Charts and bridgehead markers may be deployed by each side in Tables Cards 1 Scenario Card 1 Six-Sided Die each scenario set-up. 26.0 SCENARIO REINFORCEMENTS AND REPLACEMENTS 24.0 SCENARIO MAP START LINES Additional units for each side which will enter the The start lines shown on the scenario maps in the game as reinforcements are shown next to the Turn Scenarios and Study Folder indicate the front line Record Track at the Game-Turn of their appearance. hexes for one or both players. Lines in black indicate The graphic displays show the type of unit which is Axis deployment, and lines in red indicate Soviet available. Above each unit picture is a number or range deployment. The hexes containing the start line on the of numbers which indicate the entry hex or hexes on map represent the farthest forward location which units which those specific units may appear. For example, from that side may occupy. The scenario map outlines "11-14" indicates that the units depicted may be the entire front line (separating the units of the two brought onto the map in entry hex 11, 12,13, or 14. sides), and also indicates whether the front line must Below the unit picture is a number following an "x" be occupied entirely by units, or by units and their which indicates how many units of that type now enter. ZOC's. Start lines with no occupation requirement may Reinforcement units are brought into play according to be occupied, but it is not mandatory. These lines are the rules for entering the map, section 6.4. the closest to each other that units of the two sides may The set-up display also specifies the number of be placed. For those scenarios not showing a Soviet battlegroups which may be rebuilt on a given turn, by set-up line, the Soviet forces generally may set-up in type (infantry or armor). If a battlegroup may be any hexes east and/or south of the Axis start line rebuilt on every second turn, this means turns 2, 4, 6, shown on the scenario map. They may set-up adjacent etc. If this option to rebuild a battlegroup is not to the start line, but may never set-up on or to the west exercised on the turn specified, it may not be saved for of the line. Units may set-up adjacent to enemy units. use on a following turn. Unused replacement capacity is lost. No more than one battlegroup of the indicated START LINE KEY type may be rebuilt during a single turn.
All hexes must be occupied.
All hexes must contain units or their
ZOCs Start line with no occupational requirements. Deployment area boundary
Units must deploy in specific area
shown. Red lines indicate Soviet area; Black lines indicate Axis area.
COUNTER ABBREVIATIONS LAH = Leibstandarte Adolph Hitler, DR = Das Reich, Wik = Wiking, Tot = Totenkopf, GrD = Gross Deutschland, Jag = jager, Sec = Security, Tr =