Components: Game Map. Unit Chart. Weather Effects. Terrain effects are listed in the rules. Turn Track
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3 Components: Game Map Unit Chart Weather Effects Terrain effects are listed in the rules. Turn Track Red Hex Line: Units may not move or attack across a red hex line. Fortress/Victory City: A fortified city is a supply source for a Russian unit occupying it. The Russian player loses a number of RP each turn equal to value shown in the Red Star. Victory Mountain Is determined at the end of the game by the player controlling 2 of 3 of Moscow, Stalingrad, and Leningrad. Instant victory goes to the German player if they control all 3 at any time. River City Swamp Red Hex Line Fortress/Victory City Forest
4 Components: Units Movement: Is a number of points the unit receives each turn if activated by the player. Points are spent for each hex entered, the cost of which is determined by terrain type or enemy zone of control. Dice Rolled: How many dice this unit rolls when activated for combat. Target Hit Number: A hit is scored on this unit when attacked if the enemy rolls this number or higher on the enemy dice rolled. German Infantry Unit Movement: 4 Dice Rolled: 3 Target Number: 5 German Armor Unit Movement: 6 Dice Rolled: 4 Target Number: 6 Axis Allied Unit Movement: 4 Dice Rolled: 2 Target Number: 4 German Air Unit Add 2 dice to an attack for 0 RP Russian Infantry Unit Movement: 4 Dice Rolled: Current SP Target Number: 5 Russian Armor Unit Movement: 6 Dice Rolled: 4 Target Number: 6
5 Units Unit Historical Name Units current SP shown at the top Each time a unit takes a hit in combat it is rotated one number lower. When it is reduced below 1 SP it is removed from the board and placed in the replacement pool
6 Sequence of Play: 1. Determine resource points for each player. 2. Roll a die to determine the weather for the turn. 3. German player places reinforcements and replacements. 4. German player checks supply for movement, and activates units for movement and combat. 5. German player checks supply for unit elimination. 6. Russian player places reinforcements and replacements. 7. Russian player checks supply for movement, and activates units for movement and combat. 8. Russian player checks supply for unit elimination.
7 Resource Points and Replacement/Reinforcements Each turn the German player receives 16 resource points. The Russian player receives 16 in all 1941 turns, and 18 in all 1942 turns. After players receive resource points they then adjust resource points for weather, and if the German controls any Russian fortress cities. During the players turn they start by spending resource points for adding eliminated units back to the board, replacement steps to units on board. Unit Type Replace the Unit Replacement Step Infantry 2 RP 1 RP Armor 3 RP 2 RP
8 Weather Clear Weather: All units receive full movement, and the German player receives all 3 air units to use in combat. Mud Weather: The German player rolls 2 dice, adds the dice together and subtracts the total from his 16 resource points. The Russian player rolls 1 die and subtracts the total from his current resource points. All units when activated receive half of their movement points. Snow Weather: The German player rolls 1 die and subtracts the total from his current resource points. All units receive 1 less movement points.
9 Activating Units Each unit activated for movement cost 1 RP. Units are activated one at a time for movement. Each unit activated may spend its movement points for the turn after any adjustment for weather and supply. Units can be activated to MOVE once per turn. Units can be activated to ATTACK once per turn. Units can be activated to move and attack in any order, for example: SEE NEXT SLIDE
10 Unit A could move for 1 RP. Unit B could move for 1 RP. Unit A, Unit B, and Unit C could be activated to attack for 1 RP. Unit C could then move for 1 RP. Unit B Unit A Both move before attack Unit C Moves after attack
11 Moving Units: Movement costs are not cumulative It costs 2 MP to enter forest It costs 2 MP to enter an enemy ZOC 2 MP 2 MP 2 MP 2 MP
12 Combat: 1 RP allows one defending hex to be attacked by all adjacent enemy units. The German 18 th Army and 2 nd Army are attacking the Russian 21 st Army for 1 RP. The German player receives 3 dice for each attacking unit. The German player subtracts 1 die from the 2 nd Army because it is attacking across the river hex line. The Russian 21 st army receives 2 dice because its maximum SP is 2. Even if it was at 1 SP it would roll 2 die because it s MAXIMUM SP is 2. The German player rolls 5 dice and the results are a 2, 2, 3, 5, 6. The Russian player rolls a 5, and 5. Each player has scored two hits. The Russian infantry is eliminated with the 2 hits. The German player decides to split the hits on the German units by rotating each German attacking unit from 4 SP to 3 SP. Note: A 6 rolled in combat is always applied to armor units if they are part of an attack.
13 Death from Above: The German player receives 3 air plane units that are available on clear weather turns only. Each can be used once per turn during combat. The German player may only use one per attack. The air plane unit adds 2 dice to the attack. It is not affected by terrain and can not be hit in combat.
14 Supply: Units must be able to trace a line free of enemy units and zone of control to a friendly controlled city within 5 hexes. That city must be able to trace a line, free of enemy units and zone of control, of controlled cities within 5 hexes of each other off the west edge of the board for the Germans, and east edge for the Russians. A Russian unit located in a fortress city is always in supply. German units can also trace to Helsinki. City control is determined by the last player to move through a city. Friendly units negate enemy zone of control for supply purposes. Friendly ZOC do not negate enemy ZOC. It is the end of the Russian turn. All Russian units are in supply. The Russian 22 nd Army, and 21 st Army can trace through the 3 rd GD armor unit to Smolensk as it negates the German ZOC in the hex it occupies. Note that if the Russian 21 st were not in the hex it is in, the 22 nd Army would be eliminated as the German 1st Panzer ZOC would block the supply line. The 2 nd Panzer zoc prevents line of supply to Leningrad. At the start of the German turn both the 1st and 2nd Panzer will receive -1 MP if activated as they are both out of supply for movement. If not back in supply by the end of the German turn they will be eliminated.
15 VICTORY!!!! Victory is determined at the end of the game by the player controlling 2 of the 3 cities of Moscow, Leningrad, and Stalingrad. The Germans win instantly if at any time they control all 3 at once. Note: Sevastopol is a fortress city But not a victory city.
16 Now you know the basics to play!! Visit to view and read the rules and designer notes. Any questions submit to
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