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Fighting Formations:

Grossdeutschland
Infantry Division
Playbook – part 2
NOTE: Items in purple text indicate functional
changes from the first edition of this rulebook.

GMT Games LLC


Hanford, CA 93232, USA ©2011
g a me de sig n by Chad Je n se n GMT1015
O R D E R O F B AT T L E maintenance of medical equipment. [Oberfeldarzt Dr.
Werthmann]
The following is the order of battle for Infantry Division (mot.) ►►IVz (Division Paymaster)
Grossdeutschland during the period April 1942 to February 1943. ►►IVe (Chief Chaplain). ►
Unit commanders, when known, are listed within brackets. NOTE: While regular divisions had two chaplains (one
Catholic, one Protestant) GD was forbidden from
having chaplains at all after holding mass at Notre
►►Division HQ Dame in 1940. Division-level chaplain support was
provided as needed from the Corps level.
Fighting Formations: Grossdeutschland Infantry Division — Playbook

►►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:

36 © 2011 GMT Games, LLC


►►8x Sd Kfz 10/4 (2cm) halftracks ►►Army FlaK-Artillery Battalion
►►2x Sd Kfz 7/1 (quad 2cm) halftracks
►►17. (mot) Infantry Gun Company: ►►Bn HQ: 1x HQ in truck
►►2x IG 33 (15cm) infantry guns ►►1. Battery: 4x FlaK 36 (8.8cm), 3x FlaK 38 (2cm)
►►6x IG 18 (7.5cm) infantry guns ►►2. Battery: 4x FlaK 36 (8.8cm), 3x FlaK 38 (2cm)
►►18. (SP) Panzerjäger Company: ►►3. Battery: 4x FlaK 36 (8.8cm), 3x FlaK 38 (2cm)
►►9x Marder IIIH ►►4. Battery: 9x Sd Kfz 7/2 SP FlaK (3.7cm)
►►5. Battery: 9x Sd Kfz 7/2 SP FlaK (3.7cm)

Fighting Formations: Grossdeutschland Infantry Division — Playbook


►►2nd (Fusilier) Infantry Regiment [Oberst Garski]
same as 1st Infantry Regiment, above ►►Panzerjäger (Anti-Tank) Battalion [Major Hacke]

►►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

►►Artillery Regiment [Oberst Jauer] ►►Reconnaissance Battalion [Major von Usedom]

►►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

►►10. Rocket Launcher Battery: 6x Nebelwerfer ►►1. (Armd Car) Squadron:


(Note: though authorized, this battery did not actually ►►Squadron HQ: 2x motorcycles, 5x motorcycle/
materialize until 1943—thus the lack of any Rocket sidecars, 1x Kfz 15 car
Battery asset for the German player in the game.) ►►Heavy armored Car Platoon:
►►3x Sd Kfz 231
►►11. Armored Observation Battery: [Oberstleutnant Scholz] ►►3x Sd Kfz 232
►►Sound Ranging Platoon ►►3x Light Armored Car Platoons: each with
►►Survey Platoon ►►4x Sd Kfz 222
►►Warning Platoon ►►2x Sd Kfz 223 (radio)
►►2x Flash Spotting Platoons ►►Maintenance Section: 1x motorcycle/sidecar, 1x car,
►►2x Analysis Platoons 2x 2 ton truck

© 2011 GMT Games, LLC 37


►►Squadron Train: 1x Kfz 15 car, 3x 2-ton truck, 1x med ►►5. Heavy Squadron:
truck, 1x 3-ton truck ►►Squadron HQ: 3x motorcycle, 2x motorcycle/sidecar,
1x Kfz 15
►►2. (Armd Recon) Squadron: ►►Light Telephone Section: 1x Kfz 15
►►Squadron HQ: 4x motorcycles, 1x motorcycle/sidecar, ►►Maintenance Section: 1x motorcycle/sidecar, 1x car
2x Sd Kfz 250/3 halftracks (2/40)
►►1. Recon Platoon: ►►1. Anti-Tank Platoon:
►►HQ Section: 1x Sd Kfz 250/3, 1x Sd Kfz 250/10 ►►HQ Section: 1x motorcycle, 1x motorcycle/sidecar,
►►3x Squads: each with 2x Sd Kfz 250/1 1x Kfz 15
Fighting Formations: Grossdeutschland Infantry Division — Playbook

►►Squad: 2x LMG ►►Ammo Section: 2x Sd Kfz 10 halftracks, 2x ammo


►►2. Recon Platoon: same as 1. Recon Platoon, above trailers
►►3. Recon Platoon: same as 1. Recon Platoon, above ►►Gun Section: 3x Sd Kfz 10 halftracks, 3x 5cm PaK
►►4. Heavy Platoon: 38 AT guns, 3x LMG
►►HQ Section: 1x motorcycle, 1x Sd Kfz 250/10 ►►2. Pionier Platoon:
►►2x HMG Sections: each with 3x Sd Kfz 250/1, 2x ►►HQ Section: 1x motorcycle, 1x motorcycle/sidecar,
HMG 1x Kfz 15
►►Mortar Section: 2x Sd Kfz 250/7 ►►4x Engineer Sections (each with 2-ton truck)
►►Maintenance Section: 1x motorcycle/sidecar, 2x ►►1x Engineer Section (with LMG)
2-ton trucks, 1x Kfz 10 halftrack, 1x LMG ►►AT Gun Section: 1x motorcycle/sidecar, 3x Kfz 70
►►Squadron Train: 1x Kfz 15 car, 1x 2-ton truck, 1x med truck, 3x 2.8cm Heavy ATRs, 3x LMG
truck, 2x 3-ton truck ►►3. Infantry Gun Platoon:
►►HQ Section: 1x motorcycle, 1x motorcycle/sidecar,
►►3. (VW Recon) Squadron: 1x Kfz 69 truck
►►Squadron HQ: 4x motorcycles, 2x Kubelwagen (Kfz 1) ►►Ammo Section: 1x Kfz 69 truck, 1x ammo trailer
►►1. Recon Platoon: ►►Gun Section: 2x Kfz 69 trucks, 2x IG 18 (7.5cm)
►►HQ Section: 1x motorcycle, 1x Kubelwagen, 1x AT infantry guns
rifle ►►Squadron Train: 1x Kfz 15, 1x 2-ton truck, 1x med
►►3x Squads: each with 4x Kubelwagen truck, 1x 3-ton truck
►►Recon Squad: 2x LMG
►►2. Recon Platoon: same as 1. Recon Platoon, above ►►6. Motorized Light Column:
►►3. Recon Platoon: same as 1. Recon Platoon, above ►►Column HQ: 3x motorcycle, 4x motorcycle/sidecar,
►►4. Heavy Platoon: 1x Kfz 15, 3x LMG
►►HQ Section: 1x motorcycle, 3x Kubelwagen ►►1. Section: 1x motorcycle, 5x 2-ton trucks
►►2x HMG Sections: each with 7x Kubelwagen, 2x ►►2. Section: 4x medium trucks
HMG ►►Column Train: 1x motorcycle/sidecar, 2x medium
►►Mortar Section: 2x 8.1cm mortars, 3x trucks trucks
►►Maintenance Section: 1x motorcycle/sidecar, 1x car
(2/40)
►►Squadron Train: 1x Kubelwagen, 1x 2-ton truck, ►►Panzer Battalion [Hauptmann Pössel]
1x med truck, 1x 3-ton truck
►►HQ Company: [Hauptmann Gergasewicz; later
►►4. (VW Recon) MG Squadron: Oberleutnant Kuchenbecker]
►►Squadron HQ: 4x motorcycles, 2x Kubelwagen w/LMG ►►2x Pz IV
►►1. Recon Platoon: ►►Pz II reconnaissance tanks, Sd Kfz 250 command
►►HQ Section: 1x motorcycle, 1x Kubelwagen vehicles, motorcycle dispatch riders and light cars
w/LMG, 1x AT rifle ►►Maintenance Platoon: 3-ton trucks
►►3x Squads: each with 4x Kubelwagen w/LMG
►►Recon Squad: 2x LMG ►►1. Company: [Hauptmann Heimke]
►►2. Recon Platoon: same as 1. Recon Platoon, above ►►Company HQ: 2x Pz IV
►►3. Recon Platoon: same as 1. Recon Platoon, above ►►1. Platoon: 5x Pz IVF2 [Oberleutnant Hoppe]
►►4. Heavy Platoon: ►►2. Platoon: 5x Pz IVF2 [Leutnant Ringe]
►►HQ Section: 1x motorcycle, 3x Kubelwagen ►►3. Platoon: 5x Pz IVF1 [Leutnant Bornscheuer]
►►2x HMG Sections: each with 7x Kubelwagen, 2x
HMG ►►2. Company: [Oberleutnant Perner]
►►Mortar Section: 2x 8.1cm mortars, 3x trucks ►►Company HQ: 2x Pz IIIJ, Pz II’s in the reconnaissance
►►Maintenance Section: 1x motorcycle/sidecar, 1x car role
(2/40) ►►1. Platoon: 5x Pz IIIJ [Leutnant Schweiger]
►►Squadron Train: 1x Kubelwagen, 1x 2-ton truck, ►►2. Platoon: 5x Pz IIIJ [Leutnant Orth]
1x med truck, 1x 3-ton truck ►►3. Platoon: 5x Pz IIIJ

38 © 2011 GMT Games, LLC


►►3. Company: [Hauptmann Schmidt; later Hauptmann ►►GD Field Hospital
Hermann]
►►Company HQ: 2x Pz IIIJ, Pz II’s in reconnaissance role ►►1.–3. Ambulance Platoons
►►1. Platoon: 5x Pz IIIJ [Oberleutnant Rothe]
►►2. Platoon: 5x Pz IIIJ [Oberleutnant Sachse]
►►3. Platoon: 5x Pz IIIJ ►►Supply Services [Major Gericke]

►►Light Column [Oberleutnant Schulte-Günne] ►►Supply Services:


►► 1.–10. Light Truck Columns

Fighting Formations: Grossdeutschland Infantry Division — Playbook


►►11.–14. Truck Columns
►►Sturmpionier Battalion [Major Lorenz] ►►15.–18. Heavy Truck Columns

►►Headquarters ►►1.–3. Field Workshop Companies

►►1. Company: ►►Replacement Parts Company: including an Armorer-


►►1. Assault Platoon w/ 3x flamethrowers Artificer Platoon
►►2. Assault Platoon w/ 3x flamethrowers
►►3. Storm Boat Platoon w/ 9x assault boats ►►Administrative Services:
►►Bakery Company
►►2. Company: [Oberleutnant Warschnauer] same as 1. ►►Butcher Company
Company, above ►►Division Ration Office
►►Field Post Office
►►3. Company: [Oberleutnant Hückel] same as 1. Company,
above

►►“K” Type Bridging Column A dd e d F e br u ar y 1 9 4 3


►►Light Pioneer Column w/inflatable rafts
►►Panzer Regiment Headquarters GD

►►Sturmgeschütz Battalion [Major Schepers] ►►Reg’t HQ: 17x Pz IVG

►►Headquarters: 3x StuG III F (w/7.5cm StuK.40 gun) ►►Recon: Pz IIF

►►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

►►Nachrichten (Signals) Battalion [Major “Wastl” Binder] ►►Tiger Company with:


►►Tiger I
►►Telephone Company ►►recon Pz IIIM

►►Radio Company Also:

All PaK 38’s were replaced with PaK 40’s (7.5cm).


►►Medical Battalion
A fourth Bn was added to the Artillery Reg’t:
►►1. Medical Company: ●● leFH 18 (10.5cm) howitzers w/tractors
►►Heavy Platoon ●● Nebelwerfer rocket launchers w/tractors
►►Light Platoon
►►Pharmacy A 6th Battery (3.7cm self-propelled) was added to the FlaK Bn.
►►Dental Station

►►2. Medical Company: same as 1. Medical Company, above

© 2011 GMT Games, LLC 39


H i s tor i c al n ote s 2 July, 1942, Gorschetschnoje—see scenario 2 “Kampfgruppe
Garski”

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.

While the capture of Rostov in late July embroiled Army Group


B A C K T O T H E F R O N T A in heavy urban fighting, Hitler decided the Don crossing was
Following its reorganization, the I.D. GD was assigned to Army secured and sent the 4th Panzer Army back to the Volga line. Soviet
Group South and took part in the opening phases of Fall Blau (the resistance continued to delay Army Group B’s progress to the east.
assault towards Stalingrad). Army Group South was divided into In August, the GD division was pulled back to the north bank of
Army Group A (17th Army and 1st Panzer Army) and Army Group the Donets and held as a mobile reserve counterattack force.
B (4th Panzer Army, 6th Army and 12th Army). Along with the
9th Panzer Division and the 24th Panzer Division as part of the
4th Panzer Army, I.D. GD was given the task of capturing intact C R I S I S I N T H E E A S T
the road and rail bridges across the Don River near Voronezh. All At this same time, a major crisis was developing near and south of
elements of the I.D. GD were assembled near Fatesh (northwest of Rzhev which threatened to turn into a Soviet breakthrough. Two
Kursk) for the start of the new campaign. powerful Soviet shock armies – the 30th coming from north of the
city and the 31st from the east – were joined by the weaker 29th
On 28 June 1942 – just over a year after Operation Barbarossa had Army which was between the two. Their attacks toward the city and
begun – the German offensive began anew. Within a few days the the Ssytschewka-Rzhev railway, which was the lifeline for German
I.D. GD had established a beachhead across the Olym River. forces in the area, caused the Germans to withdraw their defensive
line back behind the Volga. Soviet forces were then able to establish
1 July, 1942, Staryj Oskol–Kastornje–Jelez Railway, Olym River a bridgehead 15km wide and 8km deep southeast of Rzhev and
area—see scenario 1 “A Surprise At Sunrise” dangerously close the Ssytschewka-Rzhev railway line. In response,
German command rushed three panzer divisions and several infantry
In the nearby village of Gorschetschnoje, the 24th Panzer Division divisions out of the line for transfer to the southern front and sent
encountered significant resistance and was ordered to bypass the them by train to aid in the fight for Rzhev. Grossdeutschland was
area and continue their advance, leaving the I.R. GD2 to cover one of these divisions. Their assignment was to counter-attack and
their flank and eliminate the threat. restore the former defensive lines.

40 © 2011 GMT Games, LLC


According to orders from the highest command, the Grossdeutsch- W I N T E R F I G H T I N G H E A T S U P
land Infantry Division could not be committed in anything less Following the Soviet’s Operation Uranus, Grossdeutschland was
than full strength. So, despite the desperate situation developing involved in heavy winter fighting near Rzhev. On 26-27 November,
south of Rzhev, I.D. GD was required to wait until all their forces a surprise attack by massive Soviet forces in the Luchessa Valley saw
had gathered at Smolensk before they could be returned to the the Soviet troops push more than 5km into the German defensive
front lines. This brief rest period allowed them time for weapon area in an attempt to reach the Bely-Olenin road and cut off Ninth
and equipment repair, vehicle maintenance, individual training, Army. Elements of I.D. GD, including the medical personnel and
and the re-establishment of their supply columns. HQ staff, became involved in the fighting as the Soviets pushed
deeper and deeper behind the German defensive line. Thick fog and

Fighting Formations: Grossdeutschland Infantry Division — Playbook


At the end of August 1942, the division was ready to join the forces windblown snow made fighting conditions worse but allowed many
gathering in the Rzhev area. Their first few weeks were relatively of the German units the opportunity to slip out of their positions
quiet along this front, with a marked reduction in artillery fire and before being overrun, regrouping as best they could to attempt to
very little activity visible by the Soviet infantry. The Soviet Air Force, stave off the Soviet onslaught. 1 December saw the heaviest fighting
on the other hand, was staying busy with attacks on both the front for the Grossdeutschland Division in the Luchessa Valley as three
lines and the rear area. The weather worsened at the beginning Soviet divisions began their attack at dawn. By the end of that long
of September and Luftwaffe reconnaissance soon determined the day, the front had been torn open in so many places that it consisted
reason for the quiet. The Soviet forces were massing weapons and merely of isolated strongpoints. Despite the division’s heavy casualties
ammunition for another assault, determined to create a decisive that day, delaying tactics and stoic defense prevented the Soviets from
breakthrough after so many failed attempts. According to a daily completing their breakthrough to the east and provided a significant
report from I.R GD1: “Through Operation ‘Max and Moritz’, the defense for the Ninth Army’s western front.
southeast part of Tschermassowo, the cemetery hill and the Gostischka
valley were to be taken from the enemy and incorporated into own 1 December, 1942, Gorowatka (Luchessa Valley)—see scenario 8
main defensive position.” As the weather continued to worsen, fight- “Tanks are coming now…”
ing continued day and night over the same heights and defensive
positions – positions won during the day were lost again overnight The division was then called on to take part in “Operation Win-
as both sides tried to consolidate their defenses and forces were tergewitter:” the attempt to relieve German forces still holding out
stretched overthin. in Stalingrad. Under General Hoth the 4th Panzer Army tried to
break the encirclement of the city, failed, and was compelled to
22 September, 1942, Cemetery Hill, east of Tschermassovo—see withdraw, forcing the eventual surrender of the troops caught in
scenario 4 “Operation Max und Moritz” the Soviet trap.

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....

© 2011 GMT Games, LLC 41


E x a m p le s of p lay
BACK TO RUSSIA
The following examples areScenario
intended 9to demonstrate how many of the game’s mechanics function, as well as giving some hints on tactics and
Ivany-Berdyny, near Bogodukhov, Ukraine, 12 March 1943
highlighting the general flow of the game.
SITUATION REPORT MAP: 8
TURN / SUDDEN DEATH MARKERS: 9 / 13
SNIPER MARKER: Soviets

E x amp l e 1 – O R D E R S INITIATIVE PAWN: 11 (Germany) A


Fighting Formations: Grossdeutschland Infantry Division — Playbook

VP MARKER: NA

A —The players have chosen Scenario 9, which requires ORDER CUBES: 3, 3, 7, 7, R, R, R, R, R, R

COMMAND RADIUS MARKERS: Germany 3; Soviets 2


the following order cubes be placed on the Order Matrix:
AIR SUPPORT MARKER: Germany
two in the “3” slot, two in the “7” slot, and placement of ASSET CARDS:
6d10
Germany — one random
the remaining six cubes randomly determined (by rolling Soviets — one random

10-sided dice). These cubes will then be removed – one FATE CARD: Soviets

at a time by whichever player currently has the Initia- VICTORY CONDITIONS:

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:

St Place a Control marker Soviet side face up into each of the


B — Several turns later the Order Matrix has six order B three objectives.

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

C —The Initiative pawn is on the Soviet side of the Initia-


C
hex. When placed, it may immediately make up to three Op
Fire attacks at the last enemy unit to have expended MPs
(pay Initiative for these shots normally). During these three
tive Track in position “1” so the Soviet player gets the shots, the unit cannot miss due to hindrance [34.142] and
next order. Based on the positioning of the order cubes will not become spent [35.63] regardless of the dice rolls.

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....

D —The Soviet player immediately moves the Initiative


pawn four spaces towards the German player’s side of
the Initiative track to pay for the order cube selected. He
then announces a Fire order and starts activating units.
D
E — As the Soviets finish their Fire order, the German
player thinks about the dilemma created for him by his
opponent. He is in the process of moving his forces
toward the Soviet positions. But now there are no order
cubes in either the “4” (Rally) or “3” (Move) slots to use E
for an inexpensive Move order; only the cubes in the “5”
(Assault) slot are still available. He feels it’s too early in
the game to stop moving and wait for a better distribution
of cubes the following turn. So to maintain momentum
he selects a cube in the “5” slot, pays five Initiative, and
issues the Move order (he could also issue an Assault
order, if the situation warrants).

42 © 2011 GMT Games, LLC


E x a m p l e 2 – C O MM A N D & A C T I V A T I O n

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

Fighting Formations: Grossdeutschland Infantry Division — Playbook


be prohibitive at this point (2 doubled to 4), he sticks with his plan
B — Given a Command Radius of 2 for the Soviets, the Rifle units to not activate it for this order and so no further activation costs
in L5, M7 and N6 are within the radius of the Mission Command are incurred. In the end the Soviet player paid a total of 13 Initia-
marker in L5 (highlighted in blue). The cost in Initiative to activate tive. He now executes the (somewhat expensive) Move order.
these three units
is 0 (the benefit of
being in Mission
Command).

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).

D —The SMG unit


in N5 is within the
Command Radius
of both Command
markers (highlighted
in green). Mission
always and auto-
matically trumps
Tactical; Tactical
always and auto- E
matically trumps
being out of com-
mand. The Soviet
player must choose
to have this unit in
Mission Command, A C E
so activates it for 0
Initiative.

© 2011 GMT Games, LLC 43


E x amp l e 3 – M O V E M E N T D —The second Pz IIIJ
D
A vehicle enters hex L2
A —The German (1/2 MP for road) In
player issues a Column. The tank con-
Move order (paying tinues moving to L3 (1/2
the Initiative cost) MP for road), and finally
and decides to enters L4 (1/2 MP for
activate all units road), performing a free
shown (map #8). pivot to face hex M5,
Fighting Formations: Grossdeutschland Infantry Division — Playbook

Given a Command having expended 1-1/2


Radius of 3, he MP total. Since the hex’s
pays 5 Initiative center dot is atop the
to activate the building depiction in hex
five units (1 each L4, a vehicle may only
for being under enter or exit this hex via
Tactical Command). a road depiction [24.9].
Yet, it may pivot (during
B movement or via station-
ary pivot [35.2]) inside
B — If activated units are to deploy they must do the hex. This means that
so before any activated unit begins to carry out the while it could not move
order [30.21]. He decides to deploy the Grenadier from hex L4 into hex M5,
platoon in M3. Note that in future this will increase it has LOS out of hex L4.
the Initiative cost of activating these units, as there The unit is unactivated.
are now 3 (smaller) Grenadier units under Tactical
Command where before there was only 1.

C —The German player decides to move the C


Pz IIIJ vehicles first. Their speed is in a blue
box so they use Track movement points over
the terrain [grab your Terrain Chart]. The
first tank expends 1 MP to make a stationary
pivot [35.23] which allows a gun or vehicle
unit to face any hexside within its current
hex. The German player chooses to change
the tank’s facing towards hex M2. It then
moves into M2 (1/2 MP for road) and is
immediately marked with a Column marker
for occupying a building hex [24.10]. The
tank continues moving along the road –
remaining In Column – into hex N2 (1/2 MP
for road). Since the German unit is the sole
occupant of the hex, control of the objec-
tive switches from Soviet to German [22.3].
Also, since the tank is now adjacent to a hex
containing an enemy Sighting marker (O3),
that marker is immediately revealed [6.3b].
It turns out to be a False Sighting (the
marker is put back in the box with no effect).
The tank continues on to hex O3 (1/2 MP
for road), removes its Column marker, and
performs a free pivot [35.21] to face hex
O4. It then enters O4 (1 MP for open ground,
since it did not enter the hex following the
road depiction), continues to O5 (1/2 MP
for road), and finally O6 (1/2 MP for road),
where it performs another free pivot to face
hex N6. After having expended 4-1/2 MP
total, the German player unactivates the unit
by flipping it back to its front side.

44 © 2011 GMT Games, LLC


E E —The third Pz IIIJ expends 1 MP
to make a clockwise stationary
pivot to face hex K2. It then enters
K2 (2 MP for building), performing a
free pivot to face K3. Since the hex’s G F
center dot is not atop the building H
depiction, the vehicle may enter
what is otherwise impassable ter-
rain for Track movement at a cost of

Fighting Formations: Grossdeutschland Infantry Division — Playbook


2 MP [24.9]. Since the vehicle is in
building terrain, however, it must be
marked as In Column [24.10]. The
unit may continue from hex K2 into
hex K3 (2 MP for building, depic-
tion not on a hex center dot). Note
that the building depiction does
not completely cover up the K2/
K3 hexside across which the unit is
moving—if it did, the tank could not
continue into hex K3 [24.91]. Note
that the gun unit in K3 does not
affect the stacking limit that applies
to the vehicle while it remains In
Column (the single vehicle is within
the limit [24.102]). The tank con-
tinues moving in this manner into F — Now the German player turns his attention to the
hex K4 (2 MP) and K5 (2 MP), In deployed squads of the Grenadier platoon in hex M3.
Column the whole while. It moves Their speed is in a green box so they use Leg move-
into K6 (1/2 MP for road), perform- ment points. The first squad crosses the stream
ing a free pivot to face hex L6. hexside (+3 MP) and enters hex N3 (2 MP). Having
Finally it crosses the crest line in expended 5 MP total, it is unactivated.
hex K6 going downhill (for no cost)
as it enters hex L6 (2 MP for build- G —The second squad moves uphill (+1 MP)
ing), performing a free pivot to face crossing the crest line [24.55] into hex L3 (2 MP),
hex M6. Having expended a total of expending 3 MP total. Although there is a road
11-1/2 MP, the unit is unactivated. depiction in hex L3, the squad did not enter along
that depiction so it does not receive the benefit of
moving along the road. The German player decides
to unactivate it.

H —The third squad – taking the Tactical Command


marker along with it [4.33] – now moves into hex
M4 (2 MP), continues into M5 (2 MP), and finally
M6 (1 MP for open ground), having expended 5 MP
total. Since the Germans are the sole occupant of
this objective hex, control switches from Soviet to
German. The unit is unactivated.
I
I — Lastly, the PaK 38 gun in hex K3 expends 1 MP to perform a
stationary pivot, facing hex L3. Then the gun moves forward along
the road into hex L3 (1 MP), having expended 2 MP total. Note that
for guns and vehicles movement in reverse triples the normal move-
ment point cost. In effect, this gun cannot move in reverse—having
only 2 MP available, the lowest terrain type/feature cost of 1 for Leg
movement tripled (for a reverse movement cost of 3) causes the
gun to not have enough available MP to move in reverse [35.1].

© 2011 GMT Games, LLC 45


E x amp l e 4 – O P P O R T U N I T Y F I R E A —The German player issues a Move
order, paying Initiative for the cube
( u s e s m a p #3 ) removed from the Matrix. Given a Com-
mand Radius of 3, he can use the Tactical
Command marker in hex V10 to activate
each of the four units shown for a total
Initiative cost of 4 (1 each). At the instant
B — He has a Smoke Screen asset [44.17] that can of activation he may choose to deploy or
be played as a Reaction (that is, it is not an “Order” muster, but opts not do so here.
Fighting Formations: Grossdeutschland Infantry Division — Playbook

asset). To use it he must play it after all units


have been activated but before the Move order is
carried out (there is no Initiative cost for playing
a Reaction asset). He rolls 1d10 resulting in a 2,
which allows him to place two Smoke markers
with or adjacent to any fresh activated Pionier
units. He places the Smoke in hexes X10 and X11.

C —The platoon in hex


U7 moves into V8 (1-1/2
MP for field) and pauses
briefly to allow the Soviet
player a short time to
decide whether to con- C
duct Opportunity (Op) Fire
into the hex [35.61].

D —The Soviet player


has several units
occupying houses along
the eastern road. He
decides to conduct Op
Fire on hex V8 but must
also decide how much E
Initiative it will cost him
to do it. Currently he has
neither an active Mission
Command nor active
Tactical Command marker F
near his relevant units.
Each Op Fire shot taken
outside of Command
Radius costs 2 Initiative.
He decides at this instant
[4.2] to place one of
his available Mission
Command markers
(taken from his side’s G
Available Box on the Track
Display) in hex Y8.

46 © 2011 GMT Games, LLC


E ( b o t t o m l e f t) — Assuming a Command H ( b e l o w) —The German expected some of his units would likely be
Radius of 2, the Soviet player chooses the Rifle stopped as they charge towards the Soviet position so he continues
platoon in hex Y7 to Op Fire at an Initiative cost of with his plan. He selects the Grenadier platoon in hex V10 and, along
0 [35.62a]. When Op Firing, units are not activated with the Tactical Command marker, moves into V9 (1-1/2 MP for field)
and thus are not flipped over to their activated and pauses.
side. In addition, unless and until it becomes spent
[35.62b & 35.63], such a unit remains available for I —The Soviet player once again selects the Rifle platoon in hex Y7 for
Op Fire throughout the Move order. The unit fires Op Fire (for 0 Initiative). Not wanting to take another long range attack

Fighting Formations: Grossdeutschland Infantry Division — Playbook


at hex V8 using 2d8 (-1D for long range—normal incurring a -1D penalty he decides to discard a weak asset card from
range for the Rifle unit being 2 hexes): the unit’s his hand in order to utilize the firing unit’s Light Machine Gun special
FP of 13 plus a Fire Attack roll of 11 (5+6) yields an action [43.3]. The Soviet player does have possession of the Fate card
Attack Total of 24. Note that since the unit is firing but decides not to give it up as part of the LMG effect (which would
across a wall hexside that is part of its own hex, have put the discarded asset right back into his hand).
the wall hindrance does not affect the fire attack.
The Soviet player now examines the fire attack dice ations
Fighting Form
(5 and 6) to determine whether the attack misses
outright and whether that unit may continue to fire
again during the current Move order.

First, any fire attack has the chance to immediately


end if either or both dice show a number less than
or equal to the hindrance in effect for that attack t Deck
Soviet Asse
[34.142]. Unless intervening terrain (such as the
field) raises the hindrance to a higher value (such I
as 3 for field), the default hindrance for any fire
attack is 1 [34.141]—meaning if either die is 1, the
attack is cancelled. Since neither die was equal to
or lower than the “3” field hindrance (trumping the
default “1” hindrance because the LOS of the Fire
Attack traverses the field pattern in at least one
intervening hex) the attack doesn’t miss.

Second, since neither die was equal to or lower J


than the unit’s ROF (4, in the diamond), the unit is
not marked as Spent and it may Op Fire again at
later enemy movement [35.63].

F —The German unit has an opportunity to with-


stand this attack by rolling 2d10 (the standard
for Fire Defense rolls). The Grenadier’s activated
morale of 12 plus the Field cover of 0 plus a Fire
Defense roll of 9 (2+7) yields a Defense Total of H
21. Since this Defense Total is lower than the
Attack Total, the moving Grenadier unit is hit
[5]. The German player reaches into the opaque
cup containing the hit markers, blindly draws a
“Pinned” marker and places it on the unit. Since
the “Pinned” hit marker includes the circled M,
the moving unit may not move any further [5.2]
until the marker is removed during a Rally order.
J —The LMG special action temporarily raises the printed range of the
G — Although the Soviet unit is still eligible firing Rifle platoon from 2 to 3, allowing the direct fire attack to occur at
to fire, it may not do so again unless and until normal range using 2d10 into hex V9: 13 FP plus Fire Attack roll of 13
the same, or a different, German unit expends (6+7) yields an Attack Total of 26. The attack wasn’t hindered (field hin-
more movement points [35.62c]. Happy with the drance of 3) nor was the unit Spent (ROF of 4). The German player uses
now-immobile German platoon, the Soviet player the unit’s morale of 12 plus cover of 0 (field) plus 2d10 Fire Defense
declares no more Op Fire attacks versus this unit roll of 15 (6+9) yielding a Defense Total of 27. This is greater than the
by other Soviet units so the German player unacti- Attack Total so the attack has no effect.
vates it, flipping it back to its front side.

© 2011 GMT Games, LLC 47


K — Rule 35.61 says that
any number of enemy units
within LOS of a moving unit
may perform one Op Fire at
N
it per MP expenditure. So
the Soviet player decides to L — No further Op Fire
also select the Rifle platoon shots are declared
in hex Y8 for Op Fire (again versus hex V9 so the
for 0 Initiative). The shot Grenadier (along with
Fighting Formations: Grossdeutschland Infantry Division — Playbook

K into hex V9 uses 2d8 for the Command marker)


long range (-1D): 13 FP plus continues its move into
Fire Attack roll of 10 (5+5) hex W8 (1-1/2 MP for M
yields an Attack Total of field, a total of 3 MP
23 (again neither hindered expended so far) and
nor Spent!). The German pauses.
player uses the unit’s
morale of 12 plus cover of M —The Rifle platoon
0 plus 2d10 Fire Defense in hex Y7 – still eligible
roll of 5 (2+3) yielding a for Op Fire – fires using
Defense Total of 17, lower 2d10 (the target is now
than the Attack Total, so at normal range): 13 FP
the attack succeeds. The plus a Fire Attack roll of
German player draws a 7 (2+5) yields an Attack
L
“Shaken” hit marker, which Total of 20. One of the
has neither a Fire (circled Fire Attack dice (2) was
F) nor Movement (circled equal to or lower than
M) restriction—in effect, the current hindrance
the unit may continue value of the field (3), N — Moreover, this same die is equal to or
functioning, although it will so the attack misses lower than the unit’s ROF (4), so the unit is
be seriously affected by an outright with no further now marked as Spent and may not Op Fire
additional hit. effect. again during the current Move order.

O —The Rifle platoon in


hex Y8 – also still eligible
for Op Fire – fires using
2d10 (normal range): 13
FP plus a Fire Attack roll of
17 (7+10) yields an Attack
Total of 30 (neither hindered
nor Spent—good shoot-
ing!). The Fire Defense
uses morale of 12 plus
cover of 0 (field) plus 2d10 O
Fire Defense roll of 6 (1+5)
yielding a Defense Total of P — Since the German unit is
18—lower than the Attack a platoon that already has a
Total, so the attack suc- hit marker on it, the second hit
ceeds and the unit is hit eliminates it [34.16c & 3.31].
again. When a platoon is eliminated it
P is replaced by two squads (the
third one ostensibly having been
eliminated – or at the very least
rendered combat ineffective – by
the shot). The existing “Shaken”
marker remains with one of the
two replacement squads.

48 © 2011 GMT Games, LLC


Q — Although badly battered, the two remaining Grenadier squads are
still not restricted from movement and the German player elects to
keep driving towards the Soviet position (hoping to draw out the Maxim
MG in Y10, which so far has declined to fire due to the high Smoke hin-
drance). The Shaken squad in W8 continues moving into X9 (1-1/2 MP
for a total expenditure of 4-1/2 MP). Note that the German player elects
to leave the Tactical Command marker with the fresh squad—which
remains activated and eligible for further movement.
R

Fighting Formations: Grossdeutschland Infantry Division — Playbook


R —The determined Rifle platoon in hex Y8 (still eligible for Op Fire)
fires at the lone moving squad in X9 using 2d12 (+1D for short range):
13 FP plus a Fire Attack roll of 16 (4+12) yields an Attack Total of 29.
Since one of the Fire Attack dice (4) was equal to the firing unit’s ROF,
S the unit is now marked as Spent—but the attack nevertheless occurs
(in this case the attack didn’t miss due to the default hindrance of 1; the
field hindrance no longer applies since the attack didn’t cross field in an
Q intervening hex).

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.

V W W — At the end of the


Move order, the two
Smoke markers are
flipped to their “2” side,
as per the instructions
on the Smoke Screen
asset. Also, Spent
markers are removed
from all units.

© 2011 GMT Games, LLC 49


E x amp l e 5 – F I R E A R C S A N D P I V O T ing
A — Unit facing [3.4] defines the front fire arc and the flank fire arc for DESIGN NOTE: The “ loose” fire arc represents the ability of
guns and vehicles. The tinted portions below (map #1) show the front the turret on a tank to swivel into a different facing than the
fire arc for the German gun (blue) and German tank (yellow). When hull, or the ability of an AA gun to rapidly rotate around 360°
a gun or vehicle fires at a target hex that falls within the front fire arc without regard to the orientation of its frame.
pattern – for example, the Pz III in hex L17 firing at the T-70 in hex I16
– its attack dice are not affected. If it fires at a target hex that falls out- B — Assume the T-70 in hex I16 is either a moving unit (head-
side the front fire arc pattern – into the flank fire arc: for example, the ing into hex J16) or a firing unit (firing directly at hex L17). In
Fighting Formations: Grossdeutschland Infantry Division — Playbook

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.

C — Assume the T-34 in hex I20 is a moving


C unit heading into hex J19. The Pz III has two
options, which are dependent on the current
combat situation and the potential mismatch
between firepower and armor. These options
are explained in examples D and E.

50 © 2011 GMT Games, LLC


D —The first option is as follows. The Pz III has a loose fire arc. It may
choose to maintain its current fire arc (the yellow tinted area in the
figure) because of other threats on the battlefield. In that case, it can
still Op Fire at the T-34 but it suffers the -1D penalty to its attack dice
(going from 2d10 to 2d8) for firing into a hex within its flank fire arc.
As long as the Pz III maintains its facing without physically pivoting in
the hex (hull is not moving) it can always fire at threats outside of its
D front fire arc (turret swivels to face the threat) by accepting this pen-
alty. However, in this case the T-34 has an advantage: for subsequent

Fighting Formations: Grossdeutschland Infantry Division — Playbook


fire attacks it is firing into the flank (12 armor) of the Pz III...

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.

F — With the T-34’s


movement into hex J19,
the PaK 38 has only one yellow = new front arc for Pz III
option if it intends to blue = new front arc for PaK 38
Op Fire: it must physi-
cally pivot in its hex green = new (overlapping) front arc for both
and change its facing
to bring the T-34 into
its front fire arc. This
is the impact of having
a “strict” fire arc. It
must suffer the -2D
penalty to its attack dice
in order to change its
facing in the midst of a
direct fire attack. A unit
can perform this pivot
when activated for a Fire
order, when perform-
ing Op Fire, or when E
performing Return Fire.
Note that regardless
of whether the gun is
F
attacked through its
front or flank fire arc, it
uses a “morale” defense
factor only (and it will
be attacked with “HE”
FP not “AP” FP by the
attacker). The key to
gun survivability is not
necessarily its defense,
but more the ability to
bring its firepower to
bear first.

© 2011 GMT Games, LLC 51


E x amp l e 6 – D I R E C T F I R E B —The ZIS-3 gun in hex Y10 faces two serious threats, one in its front
fire arc and one in its flank. The Pz III platoon in W11 is the greater threat
A — A Fire order can be used to conduct any combina- but, due to the gun’s strict () fire arc, the Soviet player doesn’t want to
tion of direct fire and melee fire attacks. The inactive suffer the -2D penalty for having to pivot the gun to bring the Pz III into
player has the option to react to these fire situations via its front arc. So the gun direct fires into hex Z7 (where the StuG is) using
“Return Fire” [34.3] which also uses direct fire or melee its AP firepower of 13. To help offset the StuG’s tough frontal armor, the
fire, as applicable. This example will focus on direct fire Soviet player discards an asset card from his hand and declares he is using
only. The Soviet player issues a Fire order (paying the APCR Munitions [43.1], a special action signified by the white letter “A” on
Initiative cost). With a given Command Radius of 2, he the counter. APCR increases the gun’s available FP: at range 4, it adds 5 to
Fighting Formations: Grossdeutschland Infantry Division — Playbook

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.

52 © 2011 GMT Games, LLC


E —The Soviet player selects the DShK MG squad to perform the next F —The German player considers his Return
direct fire attack. It will shoot into hex W7. He hopes to eliminate the Fire options and finds them somewhat limited:
two German machine gun units there and thus free the helpless Soviet (a) the Motor Recon in hex X8 would suffer a
tank from the immediate danger of melee. Although the DShK MG is 4 hindrance due to the wall depiction on the
neither a vehicle nor a gun, it is strong enough to have both an AP and X9-Y8 hexside, would be firing at long range
an HE capability—it could attack a (weakly) armored vehicle! Since it (-1D), and is Out of Command so the shot
is firing into a hex containing unarmored enemy units but an armored would cost 2 Initiative; (b) the LOS from the
friendly unit, the Soviet player chooses to use its HE FP (12). The StuG in Z7 is blocked by the smaller of the
attack has a hindrance of 3 (field). 12 HE FP plus a 2d10 Fire Attack building depictions in hex Y8; (c) the remain-

Fighting Formations: Grossdeutschland Infantry Division — Playbook


roll of 18 (8+10) yields an Attack Total of 30. The attack is unhindered. ing MG 42 in W7 is in melee so cannot fire
All units in hex W7 with a morale must defend against the attack— outside its own hex [34.32d]. He chooses
conveniently leaving the T-34 unscathed (had the T-34 instead been a to use the – still eligible – Pz III for another
Soviet unit with a morale, it too would have had to make a defense roll Return Fire. The Return Fire attack is at normal
versus the attack). First, the Suppressed MG 42 squad uses its morale range, within the front fire arc, and with a
of 12 plus cover of 0 (field) plus a Fire Defense roll of 12 (5+7) yielding hindrance of 2 (Smoke). 16 HE FP plus a 2d10
a Defense Total of 24, lower than the Attack Total. Since the squad is attack roll of 12 (2+10) yields an Attack Total of
already marked with a hit, this hit eliminates it. Second, the Shaken 28. The attack is both hindered and the firing
MG 42 rolls 18 (8+10) yielding a Defense Total of 30. Since ties go to unit becomes Spent (the “2” die is equal to or
the defender [34.15a], the attack on that unit fails and the melee situa- less than the hindrance and the unit’s ROF).
tion in that hex continues. The DShK MG is unactivated.

PLAY NOTE—The activated side of every unit is devoid of a ROF—


an activated unit can fire only once per order, whereas inactive
units belonging to the opponent may continue to perform Return
Fire and Op Fire so long as those units remain unspent.

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.

© 2011 GMT Games, LLC 53


E x amp l e 7 – R A LLY A
A — After a telling barrage by a Soviet Rocket Battery at the end of turn
3, the German player has the Initiative for the first order of turn 4. Before
choosing his order, he places an available Mission Command in hex H6
(map #7). He then issues a much-needed Rally order. The Germans have
a Command Radius of 2 so this allows him to pay nothing to activate
three of the four units affected by hit markers; the Pinned unit costing
him 1 Initiative by virtue of being in Tactical Command.
Fighting Formations: Grossdeutschland Infantry Division — Playbook

B B — He decides to deploy the


Immobilized StuG platoon as it
is being activated – for reasons
which will become apparent below PLAY NOTE —Since none of a unit’s stats are relevant during Rally,
– immediately unactivating the two there’s really no need to physically flip them over when activated.
resulting fresh StuG squads. If it’s obvious to both players who’s been activated, “skip the flip.”

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.

D —The Broken IG 18 gun in E —The Pinned Grenadiers in hex


hex F6 has a hit marker with a E6 are affected by a hit marker
D black target number (12), so with a black target number (8),
failure to rally will not elimi- so failure to rally will not elimi- E
nate the unit. The gun is in nate the unit. The platoon is not
cover (building) so it receives in cover (walls only give cover
a +1D improvement to the versus direct fire attacks that cross
base 2d10 roll. The 2d12 rally them, and Smoke acts as a hin-
roll is a 15 (6+9). This is good drance, not cover) nor is it stacked
enough to succeed so the hit with Command so it receives no
marker is removed back to the improvement to the base 2d10 roll.
cup and the unit unactivated. The 2d10 rally roll is only 4 (1+3)!
This is less than the target number,
so the rally attempt fails. The unit
remains marked with the “Pinned”
hit marker and 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.

54 © 2011 GMT Games, LLC


E x amp l e 8 – A dvanc e

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

Fighting Formations: Grossdeutschland Infantry Division — Playbook


there’s really no need to physically flip them over when activated. If it’s
obvious to both players who’s been activated, “skip the flip.”

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.

© 2011 GMT Games, LLC 55


E x amp l e 9 – M e l e e

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

B —The T-34 fires first. Enemy units occupy its hex so it


B must use melee fire against one of those units rather than
use direct fire at another hex [grab your Melee Tables player
aid]. In melee, the opposing player chooses the target—in
this case, the German player selects his Broken MG 34
squad as the target since the Suppressed one would be a bit
easier to rally, should he get a chance. Referencing the right-
most Melee Table (below left), we see the target number of a
T-34 versus (any) MG unit is 10. Looking at the die size modifiers (above) we find only the last one to be
relevant in this instance: the MG 34 occupies a Bunker so the Soviet dice will drop from 2d10 to 2d8. The
roll is 12 (4+8): a hit! The Broken MG 34 is eliminated and the hit marker returned to the cup.

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

56 © 2011 GMT Games, LLC


D
D — Next, the Shaken Rifle platoon fires. Again, since an enemy unit occupies
its hex it must fire at it using melee fire. The firing unit is a platoon so the melee
dice jump from 2d10 to 2d12. Looking at the Melee Table, we see a target number
of 7 for a Rifle unit versus machine gun. The melee roll is a 23 (11+12)—a
resounding success! The MG 42 squad is eliminated and its hit marker is put
back in the draw cup.

Fighting Formations: Grossdeutschland Infantry Division — Playbook


E —The German player pays 2 Initiative to once again E
have the IG 33 make a Return Fire attack at the Rifle
platoon. He’ll be firing HE ammunition this time. Short
range bumps the attack dice up to 2d12 (hex J5 is still
within the gun’s front fire arc so no mandatory pivot is
required). The FP of 15 is added to an attack roll of 15
(5+10) for a total of 30. The gun becomes spent (one
of the dice was “5,” the gun’s ROF). The Soviet player
makes a 2d10 defense roll for the Rifle unit: 8 (6+2)—
not nearly enough. The platoon is eliminated and the
two resulting squads are promptly unactivated.

F F — Next, the SMG squad fires at the Grena-


dier squad in hex H6. The target number is
11. The attack suffers -1D because the target
occupies a fortification (the Entrenchments).
The 2d8 melee roll is 5 (3+2)—whiff! due
to the Smoke’s hindrance of 2. The German
player decides that spending 2 inititiative to
have the Grenadier squad Return Fire through
Smoke is too much and declines. The SMG
squad is unactivated.

G — Finally, the Engineer pla-


G toon fires at the self-propelled
FlaK halftrack in hex G7. The
target number is 7. The attack
gains +1D for the target being In
Column, +1D for the firer being
an Engineer-type unit and +1D
for the firer being a platoon for
a net total of +3D. This is off the
charts so the melee roll will use
the maximum 2d20. The roll is
21 (10+11) for an easy hit. The
German player draws a Rattled
hit marker and places it on the
vehicle. The halftrack can still
fire, but spending 2 Initiative for
a low odds melee attack – 13
target number with -1D for being
In Column – isn’t worth it so
Return Fire is declined. The
Engineer unit is unactivated,
ending the order.

© 2011 GMT Games, LLC 57


E x amp l e 1 0 – B arrag e A S S E T

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

A — Following the barrage procedure [grab


your Barrage Table player aid], the Soviet
player first places the Spotting Round marker
on his selected target, hex G22 (here we
assume G22 is in LOS of a Soviet Command
marker somewhere outside the example
window; perhaps hex F12). Next, he orients
the Accuracy Grid so that the “1” hex is in the
direction of the map’s “1” hexrow. Before he
makes the accuracy roll, he decides not to use A
the “Pre-Plotted Fire” option (giving up the
Fate card to add 12 to the accuracy roll). He
rolls 1d20 getting “11”—to which he adds the
default 6 (per the asset card) for a final accu-
racy roll of 17. Looking at the Accuracy Grid,
he sees that the Spotting Round should move
from hex G22 to hex F22. The Medium Battery
barrage will attack all pieces – units, Sighting
markers and fortifications, as defined in the
Glossary – in that hex as well as those in the
six adjacent hexes (so the Pionier unit in H22
will be spared). He selects the order of resolu-
tion, using the “Medium Battery [Sov]” line on
the Barrage Table, cross-referencing it with
the appropriate column for each affected piece.

B B — In hex E22, he decides to attack the


Entrenchments marker first—to try to
destroy it before it can be used as cover
by the Grenadier platoon. Looking at the
intersection of “Medium Battery [Sov]” and
“Entrenchments” we see the target number
for this particular attack is 32. The Soviet
player wants to roll that number or higher.
The barrage attack roll (always 2d20)
yields a 27 (12+15). This is lower than
the target number so the Entrenchments
remain. The target number for the Grena-
dier platoon (found under the “12 Morale
Infantry” column) is 13 plus the cover of 6
(Entrenchments versus a barrage [45.32])
for a final target number of 19. The barrage
attack roll yields an 18 (9+9) for a near
miss and no effect. These guys were well
and good dug in.

58 © 2011 GMT Games, LLC


C — Moving on to hex E23, he attacks the Entrenchments first. C
Target number is 32. The barrage attack roll yields a 36 (16+20):
the Entrenchments are eliminated. The target number for the
Grenadier squad is 13 (no longer protected by the Entrench-
ments). The barrage attack roll yields a 16 (6+10). This is higher
than the target number, so the attack succeeds and the unit is
automatically hit. Since it already has a hit marker attached, the
hapless unit is eliminated. The Command marker in the hex is
unaffected by the barrage—though by virtue of it now being

Fighting Formations: Grossdeutschland Infantry Division — Playbook


without friendly units it is both immobile and in danger of being
permanently eliminated should an enemy unit enter its hex.

D D — In hex F22, the barrage attacks the


Sighting marker in the woods. The target
number (found under the “Sighting
marker” column) is 15. Since the piece is
in a woods hex the cover is 2. However,
Air Bursts [42.8] add a -2 modifier for
a net cover of 0 and the target number
remains 15. The barrage attack roll
yields a 16 (1+15), which is higher than
the target number, so the attack suc-
ceeds and the Sighting marker is hit.

E — A hit Sighting marker is revealed; E


nothing more. So the German player
flips the Sighting marker over, revealing
“Hidden: C.” He then takes everything
that he previously set aside during set
up underneath the large “Hiding: C”
marker and puts it into hex F22: in
this case, an MG 42 platoon inside
Entrenchments. These pieces do not
suffer a subsequent attack by this same
barrage.

F F — In hex G22, the barrage attacks the


7.5cm IG 18 gun in the buildings. The target
number for a gun is 13. Smoke (all hindrances
for that matter) doesn’t affect barrage attacks
at all. Since the unit is in a building hex the
cover is 4, giving a final modified target
number of 17. The barrage attack roll yields
a 31 (14+17). This is higher than the target
number, so the attack succeeds and the unit is
hit. The German player draws a “Suppressed”
hit marker and places it on the unit.

G — Finally, in hex G23, the barrage attacks G


the halftrack that is In Column in the build-
ing hex. The target number for the vehicle The Spotting
is 17. The cover for buildings is 4 however, Round marker
because the unit is In Column, its positive is then removed
cover is reduced to 0 and the final target from the map
number remains at 17. The barrage attack and the side with
roll yields a 17 (9+8), which is equal to the Initiative performs
target number, so the attack succeeds. The the next order.
German player draws a “Rattled” hit marker
and places it on the unit.

© 2011 GMT Games, LLC 59


E x amp l e 1 1 – A S S A UL T A —The German player issues
A
an Assault order (paying the
Initiative cost) and decides to
B activate the Pz IV F2 squad
and the Grenadier platoon
shown (using map #7). Both
are Out of Command so the
activations cost 4 Initiative
(2 each). Because this is an
Fighting Formations: Grossdeutschland Infantry Division — Playbook

Assault, the Speed of these


units is halved [32.1] to 6½
and 3, respectively.

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!

E — With no more Op Fire possible, the F — Not wishing to


Pz IV continues. It spends 1 more MP to E remain in melee with a
assault fire (5 of 6½ MP spent so far). Since fresh enemy infantry unit
it occupies a hex with one or more enemy – and with the T-34 ren-
units it must fire at one of them of the oppo- dered combat ineffective F
nent’s choice using the melee procedure. – the Pz IV spends 1 more
Since the target number of “9” versus the MP (6 total) to enter G11.
T-34 is slightly higher than the “8” versus With no Op Fire versus
the Rifle unit, he chooses the T-34 to suffer this expenditure and
the shot; the Rifle platoon will be entirely only ½ MP remaining,
unaffected. No die modifiers apply. The the Pz IV is unactivated.
2d10 melee roll yields a 19 (9+10): hit! The With the order com-
Soviet player reaches into the hit marker cup plete, Spent markers are
and draws ... Unconfirmed Kill. Bad news. removed from all units.

60 © 2011 GMT Games, LLC


S OU RC E S & S U GGE S T E D R E A DIN G
Bidwell, Shelford. Artillery Leckie, Robert. Delivered From Evil
Tactics 1939-45. Surrey, UK, Almark – The Saga of World War II. New
Publishing, 1976. York, Harper & Row, 1987.

Bishop, Chris. The Encyclopedia of


Weapons of World War II. New
Lucas, James. Germany’s Elite Panzer
Force: Grossdeutschland. London,
C R E DI T S
York, Metro Books, 1998. McDonald and Jane’s Publishers,
Game Design — Chad Jensen

Fighting Formations: Grossdeutschland Infantry Division — Playbook


1978.
Bishop, Chris. Order of Battle:
German Panzers in WWII. St. Paul, LÜdeke, Alexander. Weapons of
MN, Zenith Press, 2008. World War II. Bath, UK, Parragon, Game Development — Kai Jensen
2007. and John A Foley
Bishop, Chris. Panzergrenadier
McGuirl, Thomas & Spezzano, Remy.
Divisions 1939-40. London, Amber
God, Honor, Fatherland – A Photo
Books, 2007. Art Director — Rodger MacGowan
History of Panzergrenadier
Bradford, George. WWII AFV Plans Division Grossdeutschland on the
– Russian Armored Fighting Eastern Front 1942-1944. Stamford,
Vehicles. Mechanicsburg, PA CT, RZM Publishing, 1997. Box Art & Packaging Design —
Stackpole Books, 2007. Rodger MacGowan
Merridale, Catherine. Ivan’s War –
Life and Death in the Red Army,
Bradford, George. WWII AFV Plans
1939-1940. New York, Metropolitan
– German Early War Armored Cards, Maps, Rules & Player Aids —
Books, 2006.
Fighting Vehicles. Mechanicsburg, Chad Jensen
PA Stackpole Books, 2007. Miller, David. The Great Book of
Tanks. London, Salamander Books,
Buell, Hal (ed.). World War II 2002.
Album – The Complete Chronicle
Counters — Chad Jensen, Charles
of the World’s Greatest Conflict. Kibler and Lee Brimmicombe-Wood
Milsom, John. Russian Tanks 1900-1970.
New York, Black Dog & Leventhal New York, Galahad Books, 1970.
Publishers, Inc, 2002.
Niehorster, Leo W.G. German World Play Testers Above & Beyond —
Bull, Stephen & Rottman, Gordon L. War II Organizational Series, Vol Alex Ostroumov, Richard Pardoe,
Infantry Tactics of the Second 4/I, Mechanized Army Divisions. Brice Feal, Mark Beyak, Douglas
World War. Oxford, UK, Osprey Military Press, 2005. Sun, Maxwell Q. Klinger, Chris
Publishing, 2008. Janiec, Marty Sample, Rob Bottos,
Rottman, Gordon L. World War II
Combat Reconnaissance Tactics. Mark Dwerlkotte, Jeff Romero,
Dear, I.C.B. (ed.). The Oxford
Guide to World War II. Oxford Oxford, UK, Osprey Publishing, Derek Nichols, Jordan Nichols,
University Press, 1995. 2007. Mike Bertucelli, Justin Rice,
Richard Savage, Bryan Collars,
Forty, George. World War Two Rottman, Gordon L. World War II Seth Gunar and Chris Storzillo
Tanks. London, Osprey, 1995. Infantry Assault Tactics. Oxford,
UK, Osprey Publishing, 2008.
Foss, Christopher F. (ed.). The Additional Proofreading —
Encyclopedia of Tanks and von Senger und Etterlin, F.M.
German Tanks of World War II. Vincent Lefavrais, Bryan Collars
Armored Fighting Vehicles. San
New York, Galahad Books, 1968. and Richard Pardoe
Diego, Thunder Bay Press, 2002.
Sharpe, Michael & Davis, Brian L.
Glantz, David M. Colossus Reborn
Grossdeutschland: Guderian’s
– The Red Army at War, 1941-1943. Production Coordinator — Tony
Eastern Front Elite. Surrey, UK,
Lawrence, KS, University Press, Ian Allan Publishing, 2001.
Curtis
2005.
Spaeter, Helmuth. The History of
Green, Michael & Gladys. Panzers at Panzerkorps Grossdeutschland, Producers — Gene Billingsley,
War. St. Paul, MN, Zenith Press, vol. I. Winnipeg, Canada, J.J. Tony Curtis, Andy Lewis, Rodger
2005. Fedorowicz Publishing, 1992. MacGowan and Mark Simonitch
Halberstadt, Hans. The World’s Spaeter, Helmuth. Panzerkorps
Great Artillery. Barnes & Noble Grossdeutschland—A Pictorial
Books, 2002. History. Atglen, PA, Schiffer, 1990.

Keegan, John. Atlas of the Second Suermont, Jan. Infantry Weapons


World War. Ann Arbor, MI, of World War II. Iola, WI, Krause
Borders Press, 2003. Publications, 2004.
61
IN D E X
NOTE: This index covers rules entries in this booklet as well as those in the Series Rulebook that came with this game.

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

Activate . . . . . . . . . . . . . . . . . . . . . . . . . 30.1 Demolitions . . . . . . . . . . . . . . . . . . . . . 44.3 Firepower (FP) . . . . . . . . . . . . . . . . . . . 3.21


and elevation . . . . . . . . . . . . . . . . . . . . 24.56
Advance Order . . . . . . . . . . . . . . . . . . . . 31 Deploy . . . . . . . . . . . . . . . . . . . . . . . . . 30.21
entering and exiting melee . . . . . . . . . . . 31.2 during scenario setup . . . . . . . . . . . . . . 60.51 Fortifications . . . . . . . . . . . . . . . . . . . . 7; 45
exiting the map . . . . . . . . . . . . . . . . . . . 22.2 during scenario setup . . . . . . . . . . . . . . . 60.5
Depression . . . . . . . . . . . . . . . . see Elevation
AP Firepower . . . . . . . . . . . . . . 3.21; 34.15 FP . . . . . . . . . . . . . . . . . . . . . . . see Firepower
Dice Rolls
APCR Munitions . . . . . . . . . . . . . . . . . 43.1 barrage accuracy . . . . . . . . . . . . . . . . . . . 26.2 Game End . . . . . . . . . . . . . . . . . . . . . . . 21.3
barrage impact . . . . . . . . . . . . . . . . . . . . 26.5 Guns . . . . . . . . . . . . . . . . . . . . . . . . see Units
Armor . . . . . . . . . . . . . . . . . . . . . . . . . . 3.25
cancellation of . . . . . . . . . . . . . . . . . . . . . 9.1
Assault Order . . . . . . . . . . . . . . . . . . . . . 32 direct fire attack . . . . . . . . . . . . . . . . . 34.142 HE Firepower . . . . . . . . . . . . . . 3.21; 34.15
and Opportunity Fire . . . . . . . . . . . . . . . 35.6 fire defense . . . . . . . . . . . . . . . . . . . . . . 34.15 HEAT Munitions . . . . . . . . . . . . . . . . . 43.2
entering and exiting melee . . . . . . . . . . . 32.2 melee . . . . . . . . . . . . . . . . . . . . . . . . . 34.232 Heavy Anti-Tank Rifle . . . . . . . . . . . . . 44.6
exiting the map . . . . . . . . . . . . . . . . . . . 22.2 rally . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36
reseed Order Matrix . . . . . . . . . . . . . . 21.12f Heavy Battery . . . . . . . . . . . . . . . . . . . . 44.7
Asset Order . . . . . . . . . . . . . . . . . . . . . . . 33
sudden death . . . . . . . . . . . . . . . . . . . . 21.22 Hidden Forces . . . . . . . . . . . . . . . . . . . . . 6.5
Assets . . . . . . . . . . . . . . . . . . . . . . . . . 10; 44
Elevation . . . . . . . . . . . . . . . . . . . . . . . . 24.5 during scenario setup . . . . . . . . . . . . . . 60.52
during scenario setup . . . . . . . . . . . . . . 60.38
Entrenchments . . . . . . . . . . . . . . . . . . . 45.3 Hill . . . . . . . . . . . . . . . . . . . . . . see Elevation
Barrage . . . . . . . . . . . . . . . . . . . . . . . . . . 26
accuracy . . . . . . . . . . . . . . . . . . . . . . . . . 26.2 Events . . . . . . . . . . . . . . . . . . . . . . . . . . . 50 Hindrances . . . . . . . . . . . . . . . . . . . . . . 23.3
and terrain . . . . . . . . . . . . . . . . . . . . . . . 26.4 and direct fire attacks . . . . . . . . . . . . . 34.141
Exiting The Map . . . . . . . . . . . . . . . . . . 22.2 and elevation . . . . . . . . . . . . . . . . . . . . 24.54
impact . . . . . . . . . . . . . . . . . . . . . . . . . . 26.5
smoke barrage . . . . . . . . . . . . . . . . . . . 26.23 Facing . . . . . . . . . . . . . . . . . . . . . see Fire Arc and melee fire attacks . . . . . . . . . . . . . 34.231
spotting . . . . . . . . . . . . . . . . . . . . . . . . . 26.1 Fate Card . . . . . . . . . . . . . . . . . . . . . . . . . . 9 In Column . . . . . . . . . . . . . . . . . . . . . 24.10
targeting . . . . . . . . . . . . . . . . . . . . . . . . . 26.3 and assets . . . . . . 44.3; 44.7; 44.9; 44.11-.12 during scenario setup . . . . . . . . . . . . . . . 60.5
step-by-step procedure . . . . . . . player aid card and re-rolling . . . . . . . . . . . . . . . . . . . . . . 9.1 Infantry . . . . . . . . . . . . . . . . . . . . . . see Units
Blind Hexes . . . . . . . . . . . . . . . . . . . . . 24.53 and special actions . . . . . . . . . . . . . . . . . 43.3
during scenario setup . . . . . . . . . . . . . . 60.39 Initiative . . . . . . . . . . . . . . . . . . 1.21; 20; 30
Building . . . . . . . . . . . . 24.9; Terrain Chart during scenario setup . . . . . . . . . . . . . . 60.33
tied game . . . . . . . . . . . . . . . . . . . . . . . . . 9.2
Bunker . . . . . . . . . . . . . . . . . . . . . . . . . 45.2 Initiative Track . . . . . . . . . . . . . . . . . . . . 1.2
Field . . . . . . . . . . . . . . . 42.3; Terrain Chart
Cards Leg Movement . . . . . . . . . . . . . . . . see Speed
Fighter . . . . . . . . . . . . . . . . . . . . . . . . . . 44.4
Asset . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
Fighter Bomber . . . . . . . . . . . . . . . . . . . 44.5 Light Anti-Tank Rifle . . . . . . . . . . . . . . 44.8
Fate . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
Fire Arc Light Battery . . . . . . . . . . . . . . . . . . . . . 44.9
Cemetery . . . . . . . . . . . . 42.2; Terrain Chart
and advancing . . . . . . . . . . . . . . . . . . . . 31.1 Light Machine Guns . . . . . . . . . . . . . . . 43.3
Combined Arms Movement . . . . . . . . . 35.3
and direct fire attacks . . . . . . . 34.121; 34.13 Light Mortars . . . . . . . . . . . . . . . . . . . 44.10
Command & Control . . . . . . . . . . . . . . . 1.6 and movement . . . . . . . . . . . . . 35.22; 35.23
Line of Sight (LOS) . . . . . . . . . . . . . . . . 23
Command Markers . . . . . . . . . . . . . . . . . . 4 for fortifications . . . . . . . . . . . . . 45.23; 45.5
and elevation . . . . . . . . . . . . . . . . . . . . 24.51
and their Command Radius . . . . . . . . . . 4.31 for units . . . . . . . . . . . . . . . . . . . . . . . . . . 3.4
and hindrances . . . . . . . . . . . . . . . . . . . . 23.3
available . . . . . . . . . . . . . . . . . . . . . . . . . . 4.1 when deploying . . . . . . . . . . . . . . . . . . 30.21
and obstacles . . . . . . . . . . . . . . . . . . . . . 23.2
during scenario setup . . . . . . . . . . . . . . . 60.5 when mustering . . . . . . . . . . . . . . . . . . 30.22
effect on units . . . . . . . . . . . . . . . . . . . . 4.32 when unhooking . . . . . . . . . . . . . . . . . . 43.6 Loose Fire Arc . . . . . . . . . . . . . . . see Fire Arc
elimination of . . . . . . . . . . . . . 4.34; 21.12c Maps . . . . . . . . . . . . . . . . . . . . . . . . 2; 60.21
Fire Order . . . . . . . . . . . . . . . . . . . . . . . . 34
movement of . . . . . . . . . . . . . . . . . . . . . 4.33
and hindrances . . . . . . . . . . . . 34.141; 34.231 Markers
placement of . . . . . . . . . . . . . . . . . . . . . . 4.2
and Return Fire . . . . . . . . . . . . . . . . . . . 34.3 Air Support . . . . . . . . . . . . . . . . . . . . . . . 1.4
resetting . . . . . . . . . . . . . . . . . . . . . . . 21.12d
attack dice . . . . . . . . . . . . . . . . 34.13; 34.22 during scenario setup . . . . . . . . . . . . . . 60.37
Command Radius . . . . . . . . . . . . . . . . . 4.31 attack roll . . . . . . . . . . . . . . . 34.142; 34.232 Anti-Tank Ditch . . . . . . . . . . . . . . . . . . . 45.1
Counterbattery Fire . . . . . . . . . . . . . . . 44.2 defense roll . . . . . . . . . . . . . . . . . . . . . . 34.15 Attack Total . . . . . . . . . . . . . . . . . . . . . . 1.23
direct fire attack . . . . . . . . . . . . . . . . . . . 34.1 Bunker . . . . . . . . . . . . . . . . . . . . . . . . . . 45.2
Cover . . . . . . . . . . . . . . . . . . . . . . . . . . . 24.3 hit results . . . . . . . . . . . . . . . . . 34.16; 34.24 Column . . . . . . . . . . . . . . . . . . . . . . . . 24.10
Crest Line . . . . . . . . . . . . . . . . . . . . . 24.511 melee fire attack . . . . . . . . . . . . . . . . . . . 34.2 during scenario setup . . . . . . . . . . . . . . . 60.5

62 © 2011 GMT Games, LLC


Command . . . . . . . . . . . . . . . . . . . . . . . . . 4 Opportunity Fire . . . . . . . . . . . . . . . . . 35.6 Sniper Activity . . . . . . . . . . . . . . . . . 21.12c
during scenario setup . . . . . . . . . . . . . . . 60.5
Orders . . . . . . . . . . . . . . . . . . . . . . . . . . . 30 Sniper Order . . . . . . . . . . . . . . . . . . . . . . 37
Command Radius . . . . . . . . . . . . . . 1.6; 4.31
on assets . . . . . . . . . . . . . . . . . . . . . . . . . . 44
during scenario setup . . . . . . . . . . . . . . 60.36 Special Actions . . . . . . . . . . . . . . . . . . . . 43
Control . . . . . . . . . . . . . . . . . . . . . . . . . 22.3 Order Cubes . . . . . . . . . . . . . . . . . . 1.11; 30
Speed . . . . . . . . . . . . . . . . . . . . . . . . . . . 3.24
Entrenchments . . . . . . . . . . . . . . . . . . . . 45.3 during scenario setup . . . . . . . . . . . . . . 60.35
False Sighting . . . . . . . . . . . . . . . . . . . . . 6.4a reseeding at end of turn . . . . . . . . . . . 21.12f Spent . . . . . . . . . . . . . . . . . . . . 34.33; 35.63
Hidden . . . . . . . . . . . . . . . . . . . . . . . . . . 6.51 Passengers . . . . . . . . . . . . . . . . . . . . . . . 43.4 Spotting Round(SR) . . . . . . . . . . . . . . . 26.1
during scenario setup . . . . . . . . . . . . . . 60.52

Fighting Formations: Grossdeutschland Infantry Division — Playbook


Pillbox . . . . . . . . . . . . . . . . . . . . . . . . . . 45.5 Squad . . . . . . . . . . . . . . . . . . . . . . . see Units
Hiding . . . . . . . . . . . . . . . . . . . . . . . . . . 6.52
during scenario setup . . . . . . . . . . . . . . 60.52 Platoon . . . . . . . . . . . . . . . . . . . . . . see Units SR . . . . . . . . . . . . . . . . see Spotting Round
Hit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
Political Commissar . . . . . . . . . . . . . . 44.13 Stacking Limits . . . . . . . . . . . . . . . . . . . 3.32
during scenario setup . . . . . . . . . . . . . . 60.23
In Column . . . . . . . . . . . . . . . . . . . . . 24.102
Mines . . . . . . . . . . . . . . . . . . . . . . . . . . . 45.4 PTRD Anti-Tank Rifle . . . . . . . . . . . . 44.14
inside fortifications . . . . . . 45.21; 45.31; 45.5
Pillbox . . . . . . . . . . . . . . . . . . . . . . . . . . 45.5 Radioless Vehicles . . . . . . . . . . . . . . . . 41.11
Reinforcement . . . . . . . . . . . . . . . . . . . . 1.32 Stream . . . . . . . . . . . . . . 42.6; Terrain Chart
during scenario setup . . . . . . . . . . . . . . 60.53 Railway Embankment . 42.5; Terrain Chart
Strict Fire Arc . . . . . . . . . . . . . . . see Fire Arc
Roadblock . . . . . . . . . . . . . . . . . . . . . . . 45.6 Rally Order . . . . . . . . . . . . . . . . . . . . . . . 36
Sighting . . . . . . . . . . . . . . . . . . . . . . . . . . . 6 Stuka Dive Bomber . . . . . . . . . . . . . . 44.18
Range . . . . . . . . . . . . . . . . . . . . . . . . . . 3.22
Smoke . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8 Sudden Death . . . . . . . . . . . . . . . . . . . . 21.2
when firing . . . . . . . . . . . . . . . . . . . . . . 34.12
Sniper . . . . . . . . . . . . . . . . . . 1.33; 21.12c; 37
during scenario setup . . . . . . . . . . . . . . 60.32 Rate of Fire (ROF) . . . 3.23; 34.33 & 35.63 Support Order . . . . . . . . . . . . . . . . . . . . 38
Spent . . . . . . . . . . . . . . . . . . . 34.33 & 35.63 Reactions . . . . . . . . . . . . . . . . . . . . . . . . 20.2 Terrain . . . . . . . . . . . . 24; 42; Terrain Chart
Spotting Round . . . . . . . . . . . . . . . . . . . 26.1 abandoning a gun or vehicle . . . . . . . . . . . 25 cover . . . . . . . . . . . . . . . . . . . . . . . . . . . 24.3
Sudden Death . . . . . . . . . . . . . . . 1.31; 21.2 deploying a platoon . . . . . . . . . . . . . . . 30.21 elevation . . . . . . . . . . . . . . . . . . . . . . . . . 24.5
during scenario setup . . . . . . . . . . . . . . 60.31 Features . . . . . . . . . . . . . . . . . . . . . . . . . 24.1
LOS check . . . . . . . . . . . . . . . . . . . . . . . 23.1
Turn . . . . . . . . . . . . . . . . . . . . . . . . 1.31; 21.1 Line of Sight . . . . . . . . . . . . . . . . . . . . . . 24.4
mustering squads . . . . . . . . . . . . . . . . . 30.22
during scenario setup . . . . . . . . . . . . . . 60.31 Move Costs . . . . . . . . . . . . . . . . . . . . . . 24.2
on asset cards . . . . . . . . . . . . . . . . . . 10b; 44
VP . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1.22
Opportunity Fire . . . . . . . . . . . . . . . . . . 35.6 Types . . . . . . . . . . . . . . . . . . . . . . . . . . . 24.1
during scenario setup . . . . . . . . . . . . . . 60.34
Wire . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45.7 placing Command . . . . . . . . . . . . . . . . . . 4.2 Track Display . . . . . . . . . . . . . . . . . . . . . . . 1
Wreck . . . . . . . . . . . . . . . . . 41.12; scenario 1 re-rolling dice . . . . . . . . . . . . . . . . . . . . . . 9.1 during scenario setup . . . . . . . . . . . . . . 60.22
Return Fire . . . . . . . . . . . . . . . . . . . . . . . 34.3
Marsh . . . . . . . . . . . . . . 42.4; Terrain Chart revealing a Sighting marker . . . . . . . . . . . 6.3
Track Movement . . . . . . . . . . . . . . . see Speed
Medium Battery . . . . . . . . . . . . . . . . . 44.11 special actions . . . . . . . . . . . . . . . . . . . . . 43 Turn . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
Melee . . . . . . . . . . . . . . . . . . . . . . . . . . . 34.2 Reinforcements . . . . . . . . . . . . . . . . . 21.12e Turn End . . . . . . . . . . . . . . . . . . . . . . . 21.12
and Pioniers/Engineers . . . . . . . . . . . . . 41.31 Return Fire . . . . . . . . . . . . . . . . . . . . . . 34.3 step-by-step procedure . . . . . . . player aid card
step-by-step procedure . . . . . . . player aid card
Road . . . . . . . . . . . . . . . 24.8; Terrain Chart Unactivate . . . . . . . . . . . . . . . . . . . . . . . 30.3
Mines . . . . . . . . . . . . . . . . . . . . . . . . . . 45.4
vehicles In Column . . . . . . . . . . . . . . . 24.10 Unhook . . . . . . . . . . . . . . . . . . . . . . . . . 43.6
Morale . . . . . . . . . . . . . . . . . . . . . . 3.25; 6.2
Roadblock . . . . . . . . . . . . . . . . . . . . . . . 45.6 Units . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
Mortar Battery . . . . . . . . . . . . . . . . . . 44.12 during scenario setup . . . . . . . . . . 60.1; 60.5
Rocket Battery . . . . . . . . . . . . . . . . . . 44.15
Move Order . . . . . . . . . . . . . . . . . . . . . . . 35 elimination . . . . . . . . . . . . . . . . . . . . . . . 3.31
ROF . . . . . . . . . . . . . . . . . . . . see Rate of Fire
as a stack . . . . . . . . . . . . . . . . . . . . . . . . . 35 fresh . . . . . . . . . . . . 5.1; 6.52; 43; 44.3; 44.6;
combined arms movement . . . . . . . . . . . 35.3 Rough . . . . . . . . . . . . . . 24.7; Terrain Chart . . . . . . . 44.8; 44.10; 44.14; 44.16; 44.17
costs . . . . . . . . . . . . . . . . 35.1; Terrain Chart Scenario Setup . . . . . . . . . . . . . . . . Page 14 size [platoon & squad] . . . . . . . . . . . . . . . 3.3
entering and exiting melee . . . . . . . . . . . 35.4 stacking limits . . 24.102; 45.21; 45.31; 45.5
Sighting Markers . . . . . . . . . . . . . . . . . . . 6 stats . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3.2
exiting the map . . . . . . . . . . . . . . . . . . . 22.2
contents of . . . . . . . . . . . . . . . . . . . . . . . . 6.4
and Opportunity Fire . . . . . . . . . . . . . . 35.6 types [infantry, gun & vehicle] . . . . . . . . . 3.1
and Roadblocks . . . . . . . . . . . . . . . . . . . 45.6 revealing . . . . . . . . . . . . . . . . . . . . . . . . . . 6.3
Vehicles . . . . . . . . . . . . . . . . . . . . . . see Units
and Wire . . . . . . . . . . . . . . . . . . . . . . . . 45.7 vulnerability to attack . . . . . . . . . . . . . . . . 6.2
uphill MP penalty . . . . . . . . . . . . . . . . 24.55 Victory Points (VP) . . . . . . . . . . . . 22; 60.34
Smoke (marker) . . . . . . . . . . . . . . . . . . . . 8
via elimination . . . . . . . . . . . . . . . . . . . . 22.1
Muster . . . . . . . . . . . . . . . . . . . . . . . . . 30.22 and LOS . . . . . . . . . . . . . . . . . . . . . . . 23.33
via exiting . . . . . . . . . . . . . . . . . . . . . . . . 22.2
NA during scenario setup . . . . . . . . . . . 60.51 depletion of . . . . . . . . . 21.12b; 44.16; 44.17
via objectives . . . . . . . . . . . . . . . . . . . . . 22.3
placement of . . . . 26.23; 43.5; 44.16; 44.17
Objectives . . . . . . . . . . . . . . . . . . . . . . . 22.3
removal of . . . . . . . . . . . . . . . . . . . . . 21.12b Wall . . . . . . . . . . . . . . . . 42.7; Terrain Chart
Obstacles . . . . . . . . . . . . . . . . . . . . . . . . 23.2
Smoke Grenades . . . . . . . . . . . . . . . . . 44.16 Wheel Movement . . . . . . . . . . . . . . see Speed
and elevation . . . . . . . . . . . . . . . . . . . . 24.52
blind hexes . . . . . . . . . . . . . . . . . . . . . . 24.53 Smoke Munitions . . . . . . . . . . . . . . . . . 43.5 Wire . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45.7
Open Ground . . . . . . . . 24.6; Terrain Chart Smoke Screen . . . . . . . . . . . . . . . . . . . 44.17 Woods . . . . . . . . . . . . . . 42.8; Terrain Chart

© 2011 GMT Games, LLC 63


Summary of Orders
ALL [3o]
Costs 2 Initiative to activate any unit that is Out of Command; 1 if under Tactical Command; 0 if under Mission Command [30.1].
Flip activated units to their reverse (white stripe) side. Flip them back (“unactivate” them) after each has performed its activities.
A turn ends at the conclusion of any order in which no cubes remain on the Order Matrix [21.12].

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).

Op p or t uni t y (Op) F ir e [35.6]


Inactive player only: Any number of unspent units may Op Fire – one at a time – at an activated unit(s) that just expended any number of MPs
during a Move or Assault order. Lose 2 Initiative to Op Fire with a unit that is Out of Command; lose 1 Initiative to Op Fire with a unit under
Tactical Command; units under Mission Command Op Fire for free. If either attack die is less than or equal to the Op Firing unit’s ROF, place
a Spent marker on it. Remove all Spent markers at the end of the order.

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