Professional Documents
Culture Documents
Grossdeutschland
Infantry Division
Playbook – part 2
NOTE: Items in purple text indicate functional
changes from the first edition of this rulebook.
►►Divisional Staff (32 Officers, 143 NCOs and Men) ►►Map Section. Eight men charged with reproducing
►►Divisional Commander [Generalmajor Walter maps, overprinting captured maps, shot diagrams for
Hoernlein] the division artillery, etc.
►►Ia (I General Staff Officer) (Chief of Operations). ►►Headquarters Company (under Division O4)
Advised the division commander and helped draft [Oberleutnant Paul Müller]
plans. (Divisions Stabschef) [Major von Hobe] ►►Feldgendarmerie (Military Police). Maintained
►►O1 (1st Assistant Adjutant). Assisted the Ia, surveillance during transfers and marches.
prepared maps and the divisional war diary, ►►Kriegsberichter (War Correspondence Platoon).
liaisoned with neighboring units, and structured Responsible for recruiting and propaganda.
component units of the division. [Oberleutnant
Künzel]
►►Ib (II General Staff Officer) (Supply and ►►1st (Grenadier) Infantry Regiment [Oberst Köhler]
Administration). Directed the supply and workshop
units, field police, provost marshall and field post ►►Regimental HQ: 1x HQ in Truck
office. [Oberleutnant Kaufmann]
►►O2 (1st Assistant Adjutant). Assisted the Ib and ►►I Rifle Battalion: [Major Gehrke]
handled the organization of all back line services. ►►Headquarters
[Oberleutnant Bergemann] ►►1. Rifle Company:
►►Ib/WuG (Waffen und Geräte—Weapons and ►►Headquarters: 1x maintenance echelon truck,
Equipment). Responsible for replacement, repair, 1x fuel truck, 1x weapons/ammo truck, 2x field
supply, and maintenance of ammunition, weapons kitchen vehicles, 3x motorcycle/sidecars, several
and non-specialized equipment. [Oberleutnant Paulo] motorcycles
►►Ib/Kfz (Division Engineer). Provided for replacement ►►1. Rifle Platoon:
and supply of motor vehicles, spare parts, tires, ►►1x light AT rifle team
fuel, etc. as well as traffic control, the workshop ►►3 squads: each with 2 LMGs
companies, fuel points and columns. [Major Hetz] (2 squads had MG42’s; 1 squad had MG34’s)
►►Ic (III General Staff Officer). Intelligence. Responsible ►►2. Rifle Platoon: same as 1. Rifle Platoon, above
for interrogation of POWs, radio intercept, etc. ►►3. Rifle Platoon: same as 1. Rifle Platoon, above
[Oberleutnant Michel] ►►4. Heavy Platoon:
►►O3 (Third Assistant Adjutant). Assisted the ►►4x HMGs on Lafayette tripods (MG42’s)
Ic. Oversaw the map unit and interpreters. ►►2x 8.1cm mortar teams
[Oberleutnant Ritter] ►►2. Rifle Company: same as 1. Rifle Company above
►►Id (Training) ►►3. Rifle Company: same as 1. Rifle Company above
►►IIa (Adjutant) (General Administration). In charge ►►4. MG Company:
of loss and casualty reports, rosters, etc. Also ►►12x HMGs
officer administration—replacements, promotions, ►►6x 8.1cm mortar teams
decorations, leaves, punishment, etc. ►►5. Heavy Company:
►►IIb (Division Assistant Adjutant). Handled ►►Light Infantry Gun Platoon: 3x IG 18 (7.5cm)
administrative matters described above but for the ►►Pionier Platoon w/3x squads, each with 1x LMG
NCOs and men. Oversaw divisional orderly room. ►►Anti-Tank Platoon:
►►III (Chief of Feldjustizamt GD—legal branch). In ►►3x 5cm PaK 38
charge of divisional courts-martial, civilian relations ►►3x heavy anti-tank rifle teams (2.8cm)
and legal matters.
►►IVa (Head of Intendantur). Supplies, clothing, medical, ►►II Rifle Battalion: [Major Greim] same as I Battalion,
dental, payroll, canteens, housekeeping needs, etc. above, comprised of Companies 6.–10.
[Oberzahlmeister Haum]
►►IVb (Division Surgeon). Commanded the medical ►►III Rifle Battalion: same as I Battalion, above, comprised
services simultaneous with this position. Responsible of Companies 11.–15.
for sanitation and hygiene, transport and treatment
of sick and injured soldiers, and procurement and ►►IV Heavy Battalion:
►►16. (SP) FlaK Company:
►►I Rifle Battalion [Major Grosser; later Hauptmann Bethge] ►►Bn HQ: 1x HQ Marder II (Sd Kfz 132)
►►1. Rifle Company [Oberleutnant Kuehn]
►►1. Rifle Platoon [Leutnant von Kleist] ►►Communications Platoon in Kubelwagens
►►2. Rifle Platoon [Leutnant Jobski]
►►3. Rifle Platoon [Leutnant Winkler] ►►1. (SP) Company: [Oberleutnant Waldmann]
►►4. Heavy Platoon [Leutnant Eulen; later Emmo] ►►1. Platoon: 3x Marder II (IIIM?), 1x prime mover
►►2. Rifle Company [Oberleutnant Dr. Günther] ►►2. Platoon: 3x Marder II (IIIM?), 1x prime mover
►►4. MG Company [Oberleutnant Gruss] ►►3. Platoon: 3x Marder II (IIIM?), 1x prime mover
►►5. Heavy Company [Hauptmann Bethge]
►►2. (mot) Company:
►►II Rifle Battalion [Major Feucker] ►►1. Platoon: 3x 5cm PaK 38 AT gun, 4x prime movers
►►2. Platoon: 3x 5cm PaK 38 AT gun, 4x prime movers
►►III Rifle Battalion [Major Kohlhaas] ►►3. Platoon: 3x 5cm PaK 38 AT gun, 4x prime movers
►►IV (Heavy) Battalion [Hauptmann Lehnhoff] ►►3. (mot) Company: same as 2. (mot) Company, above
►►Regimental HQ: Staff in trucks ►►Bn HQ: 8x motorcycles, 2x Kfz 15 cars, 1x Sd Kfz 247
armored car
►►I (light) Battalion: ►►Bn Maintenance Detachment: 1x motorcycle/sidecar,
►►Headquarters Battery and Signals Platoon in truck 1x car (2/40), 1x light car, 2x 3-ton trucks
►►1. Battery: 4x l.FH 18 (10.5cm) howitzers w/tractors ►►Battalion Train: 1x motorcycle, 2x light cars, 1x Kfz
[Leutnant Burchardi] 15 car, 2x light trucks, 2x medium trucks, 1x medium
►►2. Battery: 4x l.FH 18 (10.5cm) howitzers w/tractors (33 seat) bus
►►3. Battery: 4x s.FH 18 (15cm) howitzers w/tractors ►►Signal Platoon:
►►HQ Section: 1x motorcycle, 1x motorcycle/sidecar,
►►II (light) Battalion: same as I Battalion above, w/batteries 1x Kfz 15 car
4., 5. and 6. ►►2x pack radio sections “b” each with Kfz 2
►►1x light armored radio section “b” with 1x Sd Kfz
►►III (heavy) Battalion: 260 armored car
►►Headquarters Battery and Signals Platoon in truck ►►4x light armored radio sections “c” each with
►►7. Battery: 4x s.FH 18 (15cm) howitzers w/tractors 1x Sd Kfz 261 armored car
►►8. Battery: 4x s.FH 18 (15cm) howitzers w/tractors ►►3x med armored radio sections “b” each with
►►9. Battery: 4x K 18 (10cm) field guns w/tractors 1x Kfz 15 car and 1x Sd Kfz 263 armored car
►►1. Battery: 6x StuG III F, 1x Sd Kfz 252 ammo carrier ►►I Panzer Bn:
halftrack [Oberleutnant Frantz] ►►HQ Company: HQ Pz IVF1, recon Pz IIIM
►►3x Panzer Companies each with: 18x Pz IVG
►►2. Battery: 6x StuG III F, 1x Sd Kfz 252 ammo carrier ►►1x Panzer Company: 15x Flammpanzer III
halftrack [Oberleutnant Adam]
►►II Panzer Bn:
►►3. Battery: 6x StuG III F, 1x Sd Kfz 252 ammo carrier ►►HQ Company: HQ Pz IVF1, recon Pz IIIM
halftrack [Oberleutnant Lemme] ►►3x Panzer Companies each with: 18x Pz IVG
►►1x Panzer Company: 15x Flammpanzer III
by Kai Jensen By 5 July, forward elements of 4th Panzer Army had reached the
Don River and began the race to capture Voronezh. I.R. GD1 cap-
tured a nearly intact road bridge and made the crossing to assault
F r o m R e gim e nt t o D I V I S I O N the village of Podkletnoje on the far bank the following day. From
On 1 April 1942, orders came through that the Infantry Regiment there, they pressed onward toward Voronezh.
Grossdeutschland would be expanded to become the Infantry Divi-
Fighting Formations: Grossdeutschland Infantry Division — Playbook
sion Grossdeutschland (mot.). The regiment’s commanding officer, 6 July, 1942, Podkletnoje, Don River area near Voronezh—see
Oberst Walter Hoernlein, was promoted to Generalmajor. The scenario 3 “Just Past Don”
original regiment was renamed as I.R. GD1 and would be lead by
Oberst Köhler. A new regiment formed in Döberitz (near Berlin) Although they managed to occupy the western riverbank suburbs
was given the title of I.R. GD2 and would be lead by Oberst Garski. of the city, Soviet forces counterattacked the German positions.
The plan had been for the 4th Panzer Army to occupy the city
The division commanders were given the freedom to select the then, following relief by the 6th Army, move down the east bank of
remaining regimental commanders as well as those of the inde- the Don toward Stalingrad. It wasn’t until two days later that 6th
pendent battalions from throughout the entire Wehrmacht. Men Army was in position and the 4th Panzer Army could get under way
enlisting in the new division had to meet specific requirements: again. German command believed that this delay allowed Marshal
they had to be young, have good vision (no glasses), be at least 1.7 Timoshenko to get troops into Stalingrad to reinforce that city
meters tall (approx. 5’6”) and have no criminal record. before the 4th Panzer Army could strike as planned.
Along with picking the best men for the job, GD’s commanders Upset by the disruption of the timetable, Hitler determined to
also received the best equipment. The latest weapons to pass field reorganize the campaign. He ordered Army Group A to advance
testing were available to the division. This preferential treatment to the Caucasus to capture the oil fields there and Army Group B
was due largely to the efforts of Oberst Schmundt and Major Engel, to carry on the offensive toward Stalingrad and the Volga. As he
and created in the Grossdeutschland I.D. the ideal motorized believed 6th Army to be successfully advancing their portion of the
infantry division. Along with the two infantry regiments, the new plan, Hitler ordered the 4th Panzer Army south to force a crossing
division now added support units in the form of a panzer battalion, of the lower Don River with the 1st Panzer Army.
a panzerjäger battalion, an assault gun battalion, artillery, recon-
naissance and signals battalions, medical and supply services, and The road networks in Russia were not up to German standards and
a replacement training battalion. Nearly 18,000 men strong and this redeployment caused massive logistics problems, resulting in
with new equipment and training, the Grossdeutschland Infantry delays to both Army Groups A and B. The change also stripped vital
Division (mot.) was one of the strongest fighting units available to tank support from 6th Army, slowing their advance and allowing
the German Army in the Spring of 1942. the Soviets yet more time to secure their positions.
30 September, 1942, Gostischka River Valley—see scenario 5 Fighting continued at a lessened pace through December. As the
“Operation Herbstwind: Kampfgruppe Grosser”; scenario 6 “Opera- new year began, what remained of the units of I.D. GD were slowly
tion Herbstwind: Garski’s Demise”; and scenario 7 “Operation reassembled and replacements were once again assigned to the
Herbstwind: Gostischka Lowlands” companies in an effort to raise their combat strengths. By 8 January
1943, the relief of the forward units was completed.
On 1 October 1942, I.R. GD1 was renamed “Grenadier Regi-
ment Grossdeutschland” and I.R. GD2 became “Füsilier Regiment January and February 1943 saw Grossdeutschland embroiled in the
Grossdeutschland”. third battle of Kharkov. After the fall of the city to the Soviets, the
division was again pulled back and refitted. By the end of February
In October, individual units were relieved from the front lines near and into early March, most of the division had been relieved and
Tschermassowo and Ssuchtino by the 95th Infantry Division and sent to a rest area south of Poltava. Reinforcements arrived in the
transferred to a rest area north of Olenin. As Grossdeutschland form of upgraded anti-tank guns, additional artillery, a Tiger 1
reassembled itself, the companies took the opportunity to service company (making it the only Panzergrenadier division to have its
vehicles, register casualties and losses in equipment, requisition own heavy tanks and the only non-Waffen SS division to have its
replacements, and prepare for the coming winter. own Tigers) and a Divisional Escort Company.
Counter to previous orders, from late October through November, With its new reinforcements in place, I.D. GD marched out to the
elements of I.D. GD were assigned away from their parent division starting point for the counterattack on Byelgorod and Kharkov.
for other duties. Some became part of a Ski Battalion. A battle group Several days of hard fighting saw Bogodukhov in German hands.
– “kampfgruppe” – was sent out as a mobile reserve for the expected
attack on 7 November near Bely (this was the 25th anniversary of 12 March, 1943, Ivay-Berdyny (near Bogodukhov, Ukraine)—see
the Russian Revolution). Training exercises were held to familiarize scenario 9 “Back to Russia”.
the troops once again with mobilizing in winter conditions. A large
number of vehicles, found to be nearly useless during the muddy Tomarovka was swiftly taken next, then a period of quiet followed
period and in winter conditions, were moved to an area northwest for the division. They were pulled off the front lines again and sent
of Vyazma and parked. Battalions were split up and reassigned to to a bivouac area north of Poltava for rest and refitting. Additional
reinforce weakened areas around Bely and Vyazma. By the end of halftracks (251’s) were received and Grossdeutschland was assigned
November, elements of the division were spread over 110 kilometers as Army Reserve. On 23 June 1943, GD was re-designated Panzer
of the front. Grenadier Division Grossdeutschland....
VP MARKER: NA
10-sided dice). These cubes will then be removed – one FATE CARD: Soviets
tive [30] – to issue orders. After all the cubes have been The German player wins if at game end he controls all three
objectives. Any other result is a Soviet win.
removed in this manner, the procedure for the next game
turn will have the players reseed the Order Matrix. DEPLOYMENT:
cubes remaining, as shown. In some cases, what one St Retreating Elements of 40th Army—Any non-field hexes.
player can do with an order cube is not the same as what St Schenk’s Spearhead—Any hexes along the south map edge.
the other player can do. For example, an order cube in 10 Elements of II (APC) Company—Any hexes along the south
map edge.
the “5” slot may be used by the Soviet player to issue one
of these orders: Sniper, Rally, Fire, Move or Asset. The 12 Elements of VW Recon Company—Any hexes along the east
map edge.
German player, however, may issue one of these orders:
Assault, Rally, Move, Fire or Asset. If the Soviet player SPECIAL RULES:
wanted to issue an Assault order, he would have to wait A. SIGHTING MARKERS: 6x Hidden Unit, 3x False Sighting
and 1x Roadblock.
until a future turn in which the Order Matrix was seeded
B. CONCEALED ANTI-TANK GUN: Set the ZIS-3 unit aside at
with an order cube in the “7” slot or higher. the start of the game. At any time during a German Assault
or Move order, place the ZIS-3 into any building or woods
in this diagram, he could issue a Sniper, Rally, Fire, Move C. WINTER TERRAIN: The field hindrance for this scenario is 2
(instead of 3).
or Asset order. He’d like to fire and, since he is defending
against a moving German force, he looks to also make it
a bit more costly for the German player to move his units.
He therefore selects the sole order cube in the “4” slot.
(Now if the German player wants to issue a Move order
this turn, he’ll have to spend 5 Initiative to do so.) He
removes the cube from the “4” slot....
A —The Soviet player selects an order cube in the “5” slot of the E —The units in N7 and Q8 are outside the radius of all Soviet
Order Matrix. He pays the order cost by moving the Initiative pawn Command markers. The Soviet player may still activate them (and
five spaces towards the German side of the Initiative Track, then has chosen to do so), but the cost in Initiative is 2 each, for a total
chooses to perform a Move order. He plans to activate every unit of 4 (the Soviet player moves the Initiative pawn four more spaces
shown except the T-34 (on map #1), flipping those units to their towards the German end of the Initiative Track).
activated side which reveals their individual movement allowances.
Activation costs are then paid for as follows. F — Since the cost to activate the radioless T-34 in hex Q4 would
C —The units in
O3, P3 and P4 are
within the radius of
the Tactical Com-
mand marker in C
N3 (highlighted in
yellow). The cost in
Initiative to activate
these three units is
normally 1 each, but F
because the T-60 is
radioless [see 41.11]
its cost is doubled
to 2 instead, for a
total of 4 (the Soviet D
player moves the
Initiative pawn four
more spaces towards B
the German end of
the Initiative Track).
S —The Fire Defense uses morale of 12 plus cover of 3 (wall) plus Fire
Defense roll of 12 (6+6) yielding a Defense Total of 27, lower than the
Attack Total, so the attack succeeds. The squad is eliminated by virtue
of already possessing a hit marker [34.16b]. The squad is placed back
in the box and the hit marker back in the draw cup.
T T— Given how
U
poorly his attack U — He then selects the
across the fields is Grenadier platoon in hex U9 to
going, the German move first into V10 (2 MP for
player decides to building) then W10 (another
leave the remain- 2 MP), pausing there for
ing squad (and the possible Op Fire (there was
Command marker) no Op Fire possible into V10
in hex W8, unacti- as the line of sight from the
vating it. Maxim MG is blocked by the
building depiction in hex W10).
The Soviet player considers
that shooting into W10 with
his remaining eligible unit has
a number of disadvantages:
V —The German player the LOS traverses a Smoke
now decides to end his hindrance (5) and the
Move order, unactivat- defenders in W10 have the
ing the two units in benefit of building cover (4)
W10. He hopes to use a and the distance is not short
future Advance order (6 range for the bump to 2d12. He
or higher on the Matrix) chooses to hold fire.
to have both of these
platoons safely enter the
Smoke adjacent to Y10.
Pz III firing at the T-34 in hex I20 – its attack dice are penalized. How it both cases, it is acting within the front fire arc of the Pz III.
is affected depends on whether it has a “” strict fire arc (like the PaK
38) or a “” loose fire arc (like the Pz III) [3.26]; it also depends on If moving, the T-70 would first enter hex J16, provoking Op
whether it pivots in the act of firing at the target. It is very important Fire: the Pz III would not have to adjust its facing—it could fire
to note that pivots during movement (due to the expenditure of MP directly through its front fire arc at J16 without penalty; the
[35.2]) are different from pivots during some form of direct fire attack PaK 38 would have to pivot to fire, with an attendant penalty.
[34.121] (whether performing a Fire order or responding with Op Fire
or Return Fire). The former involve expenditure of MP (which could If firing, the T-70 would first use direct fire into either enemy
trigger Op Fire) and the latter involve changing facing as part of the hex. Afterwards, either German unit could perform a Return
direct fire attack process (no MP expenditure). Finally note that melee Fire shot: again, the Pz III would not have to adjust its facing
fire attacks [34.2] do not involve fire arcs and pivoting. but the PaK 38 would, with penalty.
E — ... and since the German player very much wants his Pz III to
survive, he is likely to pick the second option as follows. Despite
the fact that the Pz III has a loose fire arc, the German player always
has the option of, whilst firing it, pivoting it to any facing that would
bring the T-34 into its (new) front fire arc. Physically rotate (“pivot”)
the unit to the desired new facing (and without MP expenditure, as
it is considered an inherent part of the fire attack). However, because
of this “targeting pivot” [34.121] its Op Fire attack suffers a -2D
penalty to its attack dice (going from 2d10 to 2d6!). While the pen-
alty is heavy, the Pz III’s front armor of 17 is now brought to bear if
and when the T-34 would fire next—a definite improvement. Note
also that the T-70 remains within the Pz III’s front arc.
decides to activate his two infantry units and one gun the base FP for a total FP of 18. A 2d10 Fire Attack roll of 8 (2+6) yields an
unit shown (map #3), paying another 3 Initiative to do so Attack Total of 26. The default hindrance (1) is in effect so the attack doesn’t
(three units at 1 each). He could also activate the out of miss (neither die was equal to or lower than the hindrance value). The StuG
command T-34, but this would be a waste of 2 Initiative defends using its front armor value of 21 and adds to this a Fire Defense roll
since the Stunned hit marker precludes the tank from (defense rolls are always 2d10) of 6 (1+5) for a Defense Total of 27. This is
being able to fire. greater than the Attack Total so the attack has no effect—a glancing blow!
D
B
C — Before the ZIS-3 can be unactivated, the German player can Return Fire, D — Because a hex, not a specific unit, is
and he has some options. A unit in a targeted hex does not have to be the always the target of any direct fire attack,
one that conducts Return Fire: any inactive unit within range and LOS of the the Sighting marker in hex Y10 also needs
firing unit has the option of being selected to perform the single permitted to make a defense roll to see if it becomes
Return Fire attack [34.32c]. Since the Pz III has a better HE FP than the StuG revealed or remains secret. Sighting mark-
(not to mention the Initiative cost to Op Fire is less since the StuG is Out of ers have a “morale” of 13 when defending
Command), the German player selects the Pz III to perform Return Fire. With against attacks. The Soviet player adds this
a Command Radius of 2, he initiates Return Fire with the Pz III by spending 1 morale and the hex’s cover of 4 to a Fire
Initiative. The attack is at normal range and within the front fire arc, but with Defense roll of 5 (2+3), yielding a Defense
the hindrance raised to 2 due to the Smoke [8.2]. 16 HE FP plus a 2d10 Fire Total of 22. This is one less than the attack
Attack roll of 7 (3+4) yields an Attack Total of 23. The attack is unhindered total so the attack succeeds versus the
(both dice were greater than the hindrance value) and the unit is not Spent Sighting marker. It is revealed to be a
(both dice were greater than the tank’s ROF of 2). The gun’s morale of 11 plus False Sighting, and the marker is promptly
its cover of 4 (building) plus a 2d10 Fire Defense roll of 18 (8+10) yields a returned to the countermix with no effect.
Defense Total of 33, much higher than the Attack Total so the attack fails. The Soviet player unactivates the ZIS-3.
E
F
G — Finally, the Rifle squad in Y8 fires at hex X8. H —The German player decides not to Return Fire
Being short range (adjacent) the attack roll will be because: (a) the Motor Recon can no longer fire (due
bumped up to 2d12 and use the default hindrance to the circled F on its newly-acquired hit marker);
of 1 (the wall is part of the firing/target hex so it will (b) the MG 42 cannot fire outside its hex (it is in
be used for cover, not hindrance). The unit’s 8 FP is melee); (c) the Pz III is Spent; and (d) he doesn’t want
added to a roll of 24 (12+12) for an Attack Total of 32! to spend 2 Initiative on the Out of Command StuG
The Motor Recon’s morale of 12 plus cover of 3 (wall) (nor does he wish to place an available Mission Com-
is added to a 2d10 defense roll of 16 (6 +10) for a total mand marker on the map at this time)—so the Rifle
of 31—almost, but not quite good enough. A random unit is unactivated and the order ends. The Spent
hit marker is drawn from the cup: Broken. marker is removed and the next order announced.
C — He now selects the order in which each activated unit will attempt to rally, trying to roll greater than
or equal to the upper-right number on that unit’s hit marker [36]. He begins with the Unconfirmed Kill in C 14
Unc. Kill
hex H6. This unit is affected by a hit marker with a red target number (14). This means that if the rally roll
fails the unit is eliminated rather than there being no effect. However, by placing the Mission Command
marker in this hex, the unit receives a +1D improvement to the base 2d10 rally roll. Additionally, being in
a hex with a cover greater than 0, it receives another +1D—bumping up to 2d20! The 2d20 rally roll is a
13 (6+7) which is not good enough to save the unit. The German player, however, hands the Fate card to
the Soviet player in order to reroll, which results in a 14 (13+1): got it, but just barely! The Soviet player
is pleased to have the Fate card back so he does not force another reroll facing 2d20. The hit marker is
removed from the unit and placed back in the draw cup. The unit is unactivated.
F F —The remaining StuG squad in hex F5 is affected by the most difficult hit marker to remove, the
“18” of being Immobilized. The vehicle is in cover, but is also In Column, so that cover is reduced to 0
[24.102]. The unmodified 2d10 rally roll is a 17 (7+10). This is just under the red target number, so the
rally attempt fails: the vehicle is eliminated and the hit marker placed back in the draw cup. By deploying
the StuG platoon at the start of the order, he saved the platoon from having to be eliminated for failure to
rally, which would have resulted in one Immobilized StuG squad and one fresh StuG squad. Here we see
that having two fresh StuG squads (by virtue of deploying beforehand) is eminently more desirable.
In lieu of making the rally roll for the vehicle at horrible odds, the German player could
have instead chosen to abandon it [25] immediately after deploying. He would have had
to make this decision before making any of the rally attempts. If so, the vehicle and its hit
marker would have been replaced in the hex with a German Crew counter.
A —The Soviet player – flush with Initiative after the German Movement points are not used when advancing so Op Fire is not
player spent 10 to draw three asset cards – decides to perform an possible. Although any unit regardless of type may advance, it
Advance order [31] so as to put pressure on the German defensive is the only way for infantry-type units to enter into an enemy-
positions. With a Command Radius of 2, he activates all Soviet occupied hex in order to engage in melee—vehicles must use the
units shown in hexes H7, K7 and K8 for free (map #7). Assault order and guns must use the Move order to do the same.
PLAY NOTE —Since none of a unit’s stats are relevant during Advance, A
D
E
B — First, the T-34 advances C C — Second, the Rifle platoon advances into J6
straight forward into hex L7, with the intention of threatening the Broken enemy
where it pivots to face L6. machine gun nest. Since the Sighting marker in I6
(The tank could have freely is now adjacent to an enemy unit, it is immediately
pivoted to any hexside before revealed. It is “Hidden: A” so the German player
advancing, but then it would replaces the marker with everything he had previ-
not have been allowed to ously placed underneath the oversized “Hiding:
pivot in its new hex [31.1].) A” marker (done during initial setup) and places it
The tank is unactivated. in hex I6—in this case, a heavy infantry gun. The
Rifle unit is unactivated.
D — Next, the SMG squad advances out of the Wire hex (the only way infantry can enter/exit Wire) into H6. Even though a fortification can
hold up to three squads, a unit cannot enter an enemy-occupied fortification; so the SMG must remain outside the Entrenchments for now.
The advance triggers the revealing of the adjacent enemy Sighting marker in G6. D
Mines! The Mines marker may be placed in its Sighting marker’s hex or into any
of the six adjacent hexes (for the incredulous, see the design note accompanying
rule 45.4). The German player puts them in H6, where they immediately attack the
advancing SMG squad but not the Grenadier squad. (Mines only ever attack units as
they are entering/leaving the hex.) Mines, since they always attack in-hex, will only
ever use melee fire rather than direct fire [grab your Melee Tables player aid]. Cross
referencing “Mines” with “SMG” on the leftmost table, we see a target number of 11.
There are no modifiers so the mine attack will use the base 2d10, wanting to roll 11
or higher for an automatic hit. The roll is 10 (6+4) so the attack misses with no effect.
The Soviet player unactivates the SMG unit.
E — Lastly, the Engineer platoon advances into hex G7, and unactivates.
A —Two or three orders later, we have the situation shown below. The Soviet player
has the Initiative. He places a new Mission Command marker into hex J5. He removes
an order cube from the “4” space of the Matrix –paying 4 Initiative – and declares a
Fire order. He activates all four of his units for free (there’s another Soviet Mission
Command marker just out of sight in hex I8, which is within two hexes of the Engineer).
A
Fighting Formations: Grossdeutschland Infantry Division — Playbook
C—For his one Return Fire shot, the German player elects to pay 2 Initiative to shoot with the (out
of command) IG 33. Since he’ll be firing AP ammunition, his own MG 34 in the target hex will be
unaffected. 17 FP plus a 2d10 roll of 12 (6+6) yields 29. The T-34’s 2d10 defense roll of 6 (1+5) is
added to its defense of 17 (flank armor) for a total of 23: hit! An Immobilized marker is drawn for
the tank—it can still fire but its days of mobility are likely over. The T-34 is unactivated.
18
Immobilized
Players usually receive asset cards at the start of a scenario and have and (c) as an Enabler (by discarding the card). Previous examples
the opportunity to draw one or more asset cards into their hands by have shown Reactions (Light Machine Guns and Smoke Screen)
performing a Support order [38]. Consider the Support order as a and Enablers (APCR Munitions). Many of the asset cards deliver an
somewhat costly investment now for the chance to receive a major aircraft or artillery barrage via the Asset order – at an Initiative cost
resource benefit later in game play. There are three ways to use an of 1 – which can have a very strong impact on the inactive player’s
asset card [10]: (a) via an Asset order, (b) as a Reaction (without Initia- forces. The Soviet player decides to issue the Asset order and play a
tive cost and at any time the card’s italicized conditions are fulfilled) Medium Battery asset (card 33). This example uses map #5.
Fighting Formations: Grossdeutschland Infantry Division — Playbook
B —The Grenadiers in hex E10 begin the order by spending 1 MP to take a shot into hex F10 [32.1, item #2], hoping to hit the Rifle platoon
before the panzer rolls in. Although the fire attack is considered “movement” (since MP expenditure occurred), it is conducted as a normal
direct fire attack. The shot must be completed before the Soviet player can react to it [35.6]. Fire attacks by assaulting units suffer -1D,
but since the target is an adjacent hex the Grenadiers get +1D for short range. The Grenadiers are firing HE so the Soviet tank will be unaf-
fected by the attack. The 2d10 Fire Attack roll of 11 (1+10) is an auto miss due to the default hindrance of 1—and the Soviet player has the
Fate card so no reroll. Drats! Anticipating the German tank assaulting into hex F10, the Soviet player declines to Op Fire at the Grenadier’s
MP expenditure so as not to risk becoming Spent. The German player promptly unactivates the ineffective Grenadier unit.
C
C —The Pz IV in hex D9 spends 2 of it’s 6½ MPs to enter hex E10. The
Rifle platoon cannot Op Fire at it since it only fires HE. The T-34 does
decide to Op Fire, however the shot must be AP (since the moving unit
has only armor) and so the Grenadier unit in the hex will be unaffected.
The Soviet player spends 2 Initiative to take the shot with the Out of
Command T-34. With +1D for short range, his 2d12 Fire Attack roll of
11 (5+6) is added to his AP firepower of 12 for an Attack Total of 23.
The Pz IV’s front armor of 17 and cover of 1 (rough) is added to a 2d10
Defense roll of 7 (1+6) for a total of 25—safe! Since one of the attack
dice was “5” and the Soviet tank’s rate of fire is 5, it becomes Spent.
D
D —The Pz IV now spends 2 more MPs to enter hex F10. Now the Rifle platoon can Op Fire, as
it is considered to be in melee with the opposing tank. The Soviet player pays 2 Initiative for the
Op Fire and consults the Melee Table: there he sees that his target number for a Rifle unit versus
a Pz IV unit is 14. Looking at the modifiers, his 2d10 will be bumped up to 2d12 for attacking
with a platoon. He rolls and gets exactly 14 (4+10)—a hit! Though the die showing a “4” does
mean that the Rifle unit becomes Spent. The German player randomly draws a hit marker from
the cup and only gets Rattled—lucky!
Many of the following index headings are also located in the glossary found on page 3 of the Series Rulebook.
Abandoning Guns & Vehicles . . . . . . . . . 25 Defense . . . . . . . . . . . . . . . . . . . . . . . . . 3.25 step-by-step procedure . . . . . . . player aid card
Fighting Formations: Grossdeutschland Infantry Division — Playbook
A dva nc e [ 3 1]
Infantry are the only unit type that may enter/exit melee during an Advance order.
Activated units may move a maximum of 1 hex. Guns/vehicles can pivot once (before, after or instead of advancing). MPs are ignored. Friendly
Command may accompany advancing units. Units with a hit marker attached containing a circled M can’t advance or pivot.
Ass a u l t [3 2] – O p Fi re i s a l l o w e d (s e e b o t to m o f p a g e)
Vehicles are the only unit type that may enter/exit melee during an Assault order.
Activated units have their printed Speed halved. Activated units spend MPs as if for a Move order. Each activated unit may fire once by spend-
ing 1 MP, suffering –1D (unless in melee). Friendly Command may accompany assaulting units.
Ass e t [33]
Play up to one Asset order from your hand.
Fire [3 4]
Units with a hit marker attached containing a circled F can’t fire. Units with a hit marker attached containing a circled M can’t pivot.
DIRECT: Activated units may each make one fire attack outside their own hex. See the Player Aid for detailed procedure.
M e l e e : Activated units may each make one fire attack at a unit in their own hex. See the Melee Tables for detailed procedure.
Return Fire [34.3]
Inactive player only: Up to one unspent unit may Return Fire at an activated unit that just completed its Fire order. Lose 2 Initiative to
Return Fire with a unit that is Out of Command; lose 1 Initiative to Return Fire with a unit under Tactical Command; units under Mission
Command Return Fire for free. If either attack die is less than or equal to the Return Firing unit’s ROF, place a Spent marker on it. Remove
all Spent markers at the end of the order.
Move [3 5 ] – O p Fi re i s a l l o w e d (s e e b o t to m o f p a g e)
Guns are the only unit type that may enter/exit melee during a Move order.
Activated units move from hex to hex, expending MPs as they go. Friendly Command may accompany moving units. Units with a hit marker
attached containing a circled M can’t expend MPs.
R a lly [36]
Attempt to remove hit markers from activated units. Rolls greater than or equal to a hit marker’s rally number are successful. A failed attempt
with a red-colored rally number eliminates the unit, otherwise a fail has no effect.
Start with 2d10: –2D if rallying unit is in melee; +1D if stacked with a friendly Command; +1D if rallying unit has Cover of 1 or more.
Sniper [37]
Flip the Sniper marker so that your side is face up. Then perform any one order that lies below your side’s Sniper order.
Support [38]
Draw X asset cards (as indicated on the Order Matrix).