TABLE OF CONTENTS. 1.0 INTRODUCTION 1.1 The Game 1.2 Equipment 1.3 Contacting Compass Games 1.4 Help HQ

Size: px
Start display at page:

Download "TABLE OF CONTENTS. 1.0 INTRODUCTION 1.1 The Game 1.2 Equipment 1.3 Contacting Compass Games 1.4 Help HQ"

Transcription

1

2 TABLE OF CONTENTS 1.0 INTRODUCTION 1.1 The Game 1.2 Equipment 1.3 Contacting Compass Games 1.4 Help HQ 2.0 GAME COMPONENTS 2.1 Map 2.2 Counters 2.3 Player Aid Cards 2.4 Rules 2.5 Game Scale 3.0 SCENARIOS, SET UP AND VICTORY 3.1 Scenarios 3.2 Historical Scenario 3.3 Operation Sleigh Ride Scenario 3.4 Guderian in Charge Scenario 3.5 Victory Points 4.0 SEQUENCE OF PLAY 4.1 Outline Sequence of Play 4.2 Narrative Sequence of Play 5.0 STACKING 5.1 When Stacking Limits are Enforced 5.2 Stacking Limits 5.3 Overstacking 6.0 ZONES OF CONTROL 6.1 General Rule 6.2 Units With a ZOC 6.3 Units Without a ZOC 6.4 Terrain Effects on ZOC 6.5 Negating Enemy ZOC 6.6 ZOC Effects on Movement 6.7 Mechanized Infiltration Movement 6.8 German Roving Cauldrons 6.9 ZOC and Combat 6.10 ZOC and Overrun 6.11 German Refugees 7.0 SUPPLY 7.1 Supply Lines 7.2 Blocking Supply Lines 7.3 Supply Sources 7.4 Always Supplied Units 7.5 Out of Supply Effects 8.0 REINFORCEMENTS AND REPLACEMENTS 8.1 Reinforcements 8.2 Replacements 9.0 WEATHER AND LOGISTICS 9.1 General Rules 9.2 Fuel Supply and Fuel Shortage 9.3 Soviet Logistical Strain 10.0 MOVEMENT 10.1 Movement Segments 10.2 Variable Movement Allowances 10.3 Printed Movement Allowances 10.4 Movement Procedure 10.5 Terrain and Weather Effects 10.6 Assault Phase: Soviet Special Rules 10.7 Soviet Special Movement Rules 10.8 German Special Movement Rules 11.0 BARRAGES 11.1 Procedure 11.2 Artillery Barrage 11.3 Naval Barrage 11.4 Air Barrage 11.5 Rudel 12.0 DISRUPTION 12.1 Disruption Effects 12.2 Disruption Removal 13.0 COMBAT 13.1 General Rules 13.2 Combat Duration 13.3 Combat Order 13.4 Combat Procedure 13.5 Retreats 13.6 Advance after Combat 13.7 Combat Particulars 14.0 OVERRUN 14.1 General Rules 14.2 Procedure 14.3 Overrun and ZOC 15.0 ATTRITION 16.0 KAMPFGRUPPEN AND GARRISONS 16.1 Kampfgruppen 16.2 Garrisons 17.0 SPECIAL RULES 17.1 Upper Silesian Industrial Region (USIR) 17.2 Special Units 17.3 Leaders 17.4 Air Units 17.5 Operation Thunderclap 17.6 Zossen 17.7 Hitler Mandated Attacks 17.8 Defensive Works 2007 Compass Games, LLC 2

3 1.0 INTRODUCTION 1.1 The Game RED STORM OVER THE REICH covers the final campaigns of WWII in the east as the forces of the Soviet Union smashed the German armies defending Poland, East Prussia, and Pomerania, and advanced across the Oder to Berlin. Three scenarios are included in the game. The first is the Historical Scenario (see 3.2), which finds the Germans both weak and out of position. Their armies will be shattered on the first turn, but the victory conditions are tough on the Soviets; they must do at least as well as historically. Second is the Sleigh Ride Scenario (see 3.3). It deals with the historic forces, but allows the Germans to implement Operation Sleigh Ride, a pull-back of the main defense line along the Vistula out of range of the opening Russian barrage (an operation historically rejected by Hitler) that at least allows for a more orderly flight. The final scenario is Guderian in Charge (see 3.4) and it combines Operation Sleigh Ride with reinforcements from other fronts. It assumes that Hitler had an incapacitating stroke in late November or early December, 1944, and the new Nazi leadership is sufficiently uncertain of its position that it defers in military matters to Guderian. The Ardennes Offensive is cancelled, as is the attempt to relieve Budapest; in addition, substantial forces are evacuated from the Courland Pocket. This increases German strength on the main eastern front by about 50% and doubles German tank strength, which, when combined with Operation Sleigh Ride, gives the Germans some serious fighting strength. 1.2 Equipment Each copy of RED STORM OVER THE REICH includes: Two different map sections (each 22x34 ) Two different countersheets (228 counters each) One German Set Up/Reinforcement Chart One Soviet Set Up/Terrain Effects Chart One Terrain Effects Chart/Unit Description Chart Two identical player aid cards with Combat Tables/Extended Sequence of play One 32-page rulebook Two six-sided dice One box and lid set 1.3 Contacting Compass Games If any game components are missing or damaged you may contact us by at compassgames@yahoo.com or by mail at Compass Games LLC, PO Box 271, Cromwell, CT 06416, USA. Please include an SASE if you have questions. 1.4 Help HQ General help or questions on game play may be posted in the game folder for RED STORM OVER THE REICH on or can be sent to the Developer s address at: stratdeveloper@nac.net. 2.0 GAME COMPONENTS 2.1 Map The game map represents the areas of Poland and Germany over which the campaign was fought. The map is divided into hexagons (hexes) which are used to regulate movement and unit positioning. The terrain symbols are explained on the Terrain Effects Chart. The mapsheets also contain a number of boxes, charts, tables, and tracks used to facilitate play. They include: A) Turn Record Track: Use the Turn Record Track (hereafter TRT) to track the current game turn. B) German Mechanized KG Holding Boxes: These six holding boxes hold German Mechanized KG Units and German Mechanized divisions (panzer or panzer grenadier) that have been eliminated and replaced on the map by the corresponding Kampfgruppe (see 16.1.B). C) Movement Point Track: The Movement Point Track keeps track of the current Movement Points available for each side s Infantry and Mechanized Units (see 10.2), as well as the Movement Points available for German Reaction Movement (see 13.2.B). D) Retreat Compasses: The two Retreat Compasses printed on the map indicate the direction in which units may withdraw during setup of the Sleigh Ride and Guderian in Charge Scenarios (see 3.3 and 3.4), the directions German Roving Cauldrons may move (see 6.8), and the directions Mechanized Units may retreat as a result of combat (see 13.5). Retreat Compass S NE SE E) Refugees Evacuated Box: Place successfully Evacuated German Refugee Units (see 3.5.C) here until the end of the game. F) Combat Results Table (hereafter CRT): Resolve attacks and defenses by Combat Units on this table. G) Barrage Table: Resolve Barrage attacks by Artillery, Air Support, and Naval Barrage Units on this table. H) German Replacement, Disruption Effects, Out of Supply Effects, and Soviet Logistical Strain Charts: Summarizes the effects of the game mechanics noted in the titles. I) Soviet and German Support Unit Holding Boxes: Place Soviet Air and Tactical Air Support Units in the Soviet Box when not on the map. Place the German Air Support Unit, Naval Barrage Units, Entrained, Rudel and Heinrici markers in the German Box when not on the map. NW SW N Compass Retreat 2007 Compass Games, LLC 3

4 J) Terrain Effects Chart. This Chart describes all the various terrain types and features found on the map, and notes their effects on game play. K) Sequence of Play Flowchart (SoP). This track serves as a reminder of the Sequence of Play; use the marker to indicate the current Phase and Segment. 2.2 Counters There are three basic types of counters: Combat Units, Support Units and markers. Units represent the air, naval, and ground forces of the campaign. Markers are used to keep track of various game functions. The various units and markers are described on the Unit Description Chart. A) Combat Units: Infantry, Mechanized, and Anti-Tank Units are Combat units. These units have one or two combat steps and may attack or defend in combat. Many Combat Units have a Zone of Control (see 6.0). Jaeger Units are Infantry, but expend fewer MP in Mountain Terrain. Panzer, Panzergrenadier, and Tank Units are all considered Mechanized Units. German Mechanized Units may form Mechanized KG. (see 16.1.B). Soviet Rifle and Guards Rifle Units are considered Infantry. XXX 24 Rifle XXX 1 Tank B) Support Units: Air, Artillery, Flak, Garrisons, Leaders, Naval, Refugees, Rudel, and Tactical Air are all Support Units. Air, Artillery, Rudel, Prinz Eugen, and Admiral Scheer are also referred to as Barrage Units (see 11.0). Tactical Air Units are not Barrage Units (see 13.7.C). All Artillery Units have an attack strength of 0 and a defense strength of 1, whether on their Ready or Used side. C) Leaders: One Soviet Leader and one German Leader-like Unit are included. Zhukov is the Soviet Leader Support Unit (see 17.3.A). Heinrici is a marker able to cancel Soviet Barrages (see 17.3.B). Note: Rudel is an Air Barrage Support Unit (see 11.5) and not a leader. D) Markers: Use markers to keep track of various game events, functions, and information: The Game Turn marker keeps track of the current Game Turn (see 3.2.A). The six Movement Point Allowance markers keep track of the current Movement Points available to their units (see 10.2). The Soviet player has three markers, one for Rifle, another for Guards Rifle, and the third for Mechanized Units; the German player has one marker for each of Infantry Units and Mechanized Units, plus one for German Reaction Movement (see 13.2.B). XX Vistula 6W 034 Victory Point Hex markers record ownership of the Victory Point Hexes on the map. Each is named and has its hex number on it (see 3.5). Out of Supply markers indicate units which are cut off from sources of fuel, food, and ammunition (see 7.0). German units which are Out of Supply may be able to move as Roving Cauldrons, ignoring Soviet Zones of Control (see 6.8). Place the Soviet Replacements Taken marker on the Turn Record Track to remind players that the Soviet player has taken his once-pergame replacements (see A). Fuel Shortage markers indicate German Mechanized Units penalized for insufficient fuel supplies (see 9.2). Fuel Supply markers represent local concentrations of fuel that can be used to prevent or cancel the effects of Fuel Shortage markers (see 9.2). Soviet Logistical Strain markers mark the three turns that the overstretched Soviet supply system affects play (see 9.3). Place Immobile markers on units which may not move because they engaged in One-Hex Movement (see 10.4.B), are Soviet units which crossed a major river per B, or moved by Sea Transport (see B). Immobile units suffer a -1 combat DRM. Bridgehead markers indicate the location of Soviet bridgeheads over major rivers (see A). Defensive Works/Fortress Destroyed markers indicate the destruction of these facilities by the Soviet advance (see 17.8). Entrained markers indicate German Combat Units being transported by rail (see ). Disrupted markers indicate units disrupted by enemy Barrages (see 12.0). Place the Operation Thunderclap marker on the map during Turn 4 to remind the German player that he cannot move by rail through Dresden that turn (see 17.5). Place the Zossen marker on the Movement Point Track when Zossen is captured by the Soviet player to indicate that the German player s Command Die Roll is modified (see 17.6). Hitler Mandated Attack markers mark the number of required attacks in a turn, as well as the total number of turns during which the German player does not make all Hitler Mandated Attacks (see 17.7). 2.3 Player Aid Cards The five Player Aid Cards contain most of the information needed to play the game. Using the Extended Sequence of Play and the Cards, you should be able to get a good idea of the game s mechanics, only referring to this rulebook when necessary. If you perceive any conflict between the Cards and these Rules, the Rules prevail Compass Games, LLC 4

5 2.4 Rules These Rules are organized in a case format generally in the Sequence of Play order (see 4.0). Rules 5.0, 6.0, and 7.0 contain concepts which apply to multiple phases during the Sequence of Play, and are thus presented first. Rules 16.0 and 17.0 contain specific details. Several rules which apply to more than one concept are stated verbatim in two places. 2.5 Game Scale Each turn but the first equals approximately 15 days. Each hex is 8 miles across (about 13 kilometers). German units are usually divisions while Soviet units are mostly corps. The first turn represents a shorter period, reflecting the greater tempo of operations at the beginning of an offensive, following months of build-up. 3.0 SCENARIOS, SET UP AND VICTORY 3.1 Scenarios RED STORM OVER THE REICH includes three scenarios: Historical Operation Sleigh Ride Guderian in Charge Each scenario s set up and victory conditions are detailed in cases 3.2 through 3.4 below. Victory Points are discussed in Historical Scenario This scenario depicts the situation as it was in January, The forces included are those present during the actual campaign. A) Set Up: Both sides set up according to the information listed on each player s Set Up Card. Then, place the German reinforcements on the Reinforcement Card. Place the Game Turn marker on the Jan I space of the Turn Record Track. B) Game Length: Turns 1-8 C) Victory Conditions: The winner of the game is determined in one of two ways: (1) A Soviet Automatic Victory on Turns 1-4 or (2) through Victory Points at the end of the game: 1) Soviet Automatic Victory: The Soviet player wins an Automatic Victory if, during the End Turn Phase of the following turns, the corresponding number of Victory Point hexes are Soviet-controlled: Turn # of VP hexes A Soviet Automatic Victory is not possible after Turn 4. 2) End of the Game: If the Soviet player does not win an Automatic Victory, play continues until the first of the following takes place: The end of any Turn in which The Bunker is eliminated, or The end of Turn 8. At this point, determine the winner as follows: The German player wins if: It is the end of Turn 8 and The Bunker is still on the map, or It is the end of any Turn (including Turn 8), and the Bunker has been eliminated, but the German player has 5 or more Victory Points per 3.5. The Soviet player wins if: The Bunker is eliminated, and The German player has fewer than 5 Victory Points. 3.3 Operation Sleigh Ride Scenario This scenario assumes that Hitler accepted the High Command s recommendation to withdraw from the Vistula shortly before the launch of the Soviet offensive. A) Set Up: Both sides set up normally per the Historical Scenario. The German player then: Moves any German units (except Refugees) on or south of horizontal hexrow xx14 (inclusive) up to 6 hexes (see below), and Flips any 3 Infantry divisions on or south of horizontal hexrow xx14 (inclusive) to their Kampfgruppe side, and Reduces one Panzer division on or south of horizontal hexrow xx14 (inclusive). German units moved during this set-up sequence ignore terrain Movement Point costs, are moved ONLY in directions allowed by the German Retreat Compass, and are moved consistently with the ZOC rules when dealing with hexes in a Soviet ZOC. Desginer s Note: The losses incurred in the scenario set up represent those taken during rearguard actions. B) Game Length: Turns 1-8 C) Victory Conditions: Use The Historical Scenario Victory Conditions, except that for Automatic Victory purposes ONLY, the Soviet player is deemed to have control of 1 Victory Point hex (that is, reduce the Automatic Victory levels on Turns 1-4 by 1 each Turn). 3.4 Guderian in Charge Scenario This scenario assumes that Hitler had a stroke in the late fall of 1944 and the new Nazi leadership is uncertain of its direction. Thereafter they allow the High Command to conduct the war. A) Set Up: Remove all Refugee Units from the game. Both sides set up normally per the Historical Scenario. The German player executes Operation Sleigh Ride (see 3.3.A), and then: 2007 Compass Games, LLC 5

6 Places all Guderian in Charge Scenario units on the map in any friendly Supplied hexes not adjacent to a Soviet unit and within stacking limits. Guderian in Charge Scenario units are all units with their unit symbol in a lighter color, even those with a Reinforcement Code. Place all other reinforcements on the Reinforcement Chart normally. B) Game Length: Turns 1-12 C) Victory Conditions: This scenario does not have Automatic Victory, Hitler Mandated Attacks, or Refugees. Instead, judge victory at the end of Turn 12. The German player wins the game if The Bunker is still on the map and the German player controls 2 or more VP hexes. Otherwise, the Soviet player wins. XX 12 Pz G 44 4 The Bunker Gar Victory Points Victory in each scenario is determined by a variety of factors, as outlined in 3.2.C, 3.3.C, and 3.4.C. Not all scenarios use the same victory criteria. At the beginning of the game, place: The Victory Point Hex markers in their corresponding hexes on the map (German side up), and The Hitler Mandated Attack and Mandated Attacks Not Made markers near the Turn Record Track (ignore if playing Guderian in Charge). Victory Points (VPs) are awarded as follows: Marshal Zhukov The Soviet player receives 1 VP for each VP hex under Soviet control. The German player receives 1 VP for each VP hex under German control; 1 VP for each Refugee Unit which survives the game; and subtracts 1 VP for each Turn in which ALL Hitler Mandated Attacks were not made. A) Hex Control: The German player controls all VP hexes at the start of each scenario. When the Soviet player takes control of a VP hex (by occupying or moving through it with a Supplied Combat Unit), flip the VP Hex marker over (from its German side to the Soviet side). If the German player regains control of a VP hex, flip the marker back to its German side. Control of Berlin is determined by elimination of The Bunker and occupation of the Bunker s hex (0425). Control of the Upper Silesian Industrial Region (USIR) for VP purposes is determined by control of urban hex Note: Other VP hexes are those cities and towns shown in red on the map. B) Hitler Mandated Attacks: When the German player determines the number of Hitler Mandated Attacks to be made during a Turn, place the Mandated Attacks marker on the corresponding numbered space of the Turn Record Track. (See 17.7 for specifics regarding Mandated Attacks). As each required attack is made during a Turn, reduce the marker until it reaches zero, thus satisfying the Hitler Mandated Attacks requirement for that Turn. If the German player fails to make all Hitler Mandated Attacks in a Turn, adjust the Mandated Attacks Not Made marker by one space up the Turn Record Track (i.e. to a higher-numbered box) during the End Turn Phase. At the end of the game, the number of the box occupied by the Mandated Attacks Not Made marker is subtracted from the German player s VPs. For Example: During Turn 2, the German player has to make 3 Hitler Mandated Attacks. Place the Mandated Attacks marker in the third box of the Turn Record Track (Feb I). When the first Mandated Attack is made, move the marker into the Jan II box, showing that two more Mandated Attacks need to be made that Turn. Suppose the German player does not make both of the remaining Hitler Mandated Attacks. During the End Turn Phase, the Hitler Mandated Attacks marker is removed from the Turn Record Track and the Mandated Attacks Not Made marker is placed in the January I box, showing the German player received -1 VPs this Turn. C) Refugees: Each Refugee Unit surviving the game gives the German player 1 VP. To survive the game, a Refugee Unit must be either: Successfully evacuated (per C), or On the map and in Supply by tracing off the West map edge ONLY at the end of the game. Refugee Units are not used in the Guderian in Charge Scenario. Note: The reverse side of each German Refugee Unit indicates a German VP for successful Evacuation. Refugee Evacuated 1 VP Graudenz Refugee SEQUENCE OF PLAY Each game turn is divided into Phases during which players conduct specified actions. Every action taken by a player must be carried out in accordance with the sequence given below. Once a player finishes his activities for a given phase or segment, he may not go back to perform some forgotten action unless his opponent permits it. The Player Aid Cards contain a more detailed Sequence of Play Compass Games, LLC 6

7 4.1 Outline Sequence of Play I. REINFORCEMENT AND REPLACEMENT PHASE a. German Placement Segment b. Soviet Placement Segment II. WEATHER AND LOGISTICS PHASE a. Weather Segment b. Fuel Marker Segment c. Soviet Logistical Strain Segment III. ASSAULT PHASE a. Soviet Supply Segment b. Soviet Assault Movement Segment c. Soviet Combat Segment d. German Reaction Movement Segment e. Soviet Breakthrough Movement Segment f. German Strategic Segment g. German Supply Segment h. German Assault Movement Segment i. German Combat Segment j. German Detrain Segment IV. EXPLOITATION PHASE a. Soviet Supply Segment b. Soviet Exploitation Movement Segment c. German Supply Segment d. German Exploitation Movement Segment e. German Detrain Segment f. Joint Disruption Removal and Artillery Replenishment Segment V. REDEPLOYMENT PHASE a. Soviet Supply Segment b. Soviet Redeployment Movement Segment c. German Supply Segment d. German Redeployment Movement Segment e. German Detrain Segment VI. ATTRITION PHASE a. Joint Supply Segment b. Attrition Segment VII. END TURN PHASE 4.2 Narrative Sequence of Play I. REINFORCEMENT AND REPLACEMENT PHASE a. German Placement Segment: Place German Reinforcements and Replacements (see 8.1 and 8.2, generally). b. Soviet Placement Segment: On Turn 6, place the single Soviet reinforcement (see A). Once per game, but not during the Soviet Logistical Strain (see 9.3), the Soviet player may place Replacements (see A). II. WEATHER AND LOGISTICS PHASE a. Weather Segment: Note weather effects for the current Turn (see 9.1). b. Fuel Marker Segment (beginning Turn 2): The German player places Fuel Supply markers. Next, the Soviet player places Fuel Shortage markers (see 9.2). c. Soviet Logistical Strain Segment: If the current Turn is marked with a Soviet Logistical Strain (SLS) marker, the Soviet player notes the effects of the SLS (see 9.3). III. ASSAULT PHASE a. Soviet Supply Segment: Determine Supply for all Soviet units (see 7.0). Mark Out of Supply units. b. Soviet Assault Movement Segment: The Soviet player determines the Movement Allowance for all Soviet units (see 10.2), declares the Movement Points to be spent this segment (see 10.6.A) and then expends all, some, or none of the declared amount. Overrun (see 14.0) is not allowed. The remaining Movement Allowance will be used to conduct Combat (see 13.0) and/or move in the Soviet Breakthrough Movement Segment (see 10.6.C) c. Soviet Combat Segment: The players conduct Barrage with Artillery, Naval and Air Support Units (see 11.0). Then, the Soviet Player determines the Combat Duration (see 13.2.A). The Players then resolve each Combat in any order determined by the Soviet player. Retreat (see 13.5) and Advance after Combat (see 13.6) may occur. d. German Reaction Movement Segment: German Mechanized Units may expend Movement Points up to the Combat Duration Die Roll (see 13.2.B). Overrun (see 14.0) is not allowed. At beginning of Segment remove Fuel Shortage markers if applicable (see 9.2.D). e. Soviet Breakthrough Movement Segment: Soviet units may move up to the Movement Points remaining (see 10.6.C) after the Assault Movement Segment and Combat. Overrun (see 14.0) is not allowed during the Breakthrough Movement Segment. At the end of the segment, remove all Immobile markers on Soviet units. f. German Strategic Segment: The German player determines the number of Hitler Mandated Attacks (see 17.7), engages in Sea Movement (see B), attempts Refugee Evacuation (see C), and marks units for Rail Movement (see ). g. German Supply Segment: Determine Supply for all German units (see 7.0). Mark Out of Supply units. h. German Assault Movement Segment: The German player determines the Movement Allowance for all German units (see 10.2) and then may expend all, some, or none of that Movement Allowance. Overrun (see 14.0) is not allowed. Unused Movement Points are lost. Entrained units may move by rail (see ). At beginning of segment remove Fuel Shortage markers if applicable (see 9.2.D). i. German Combat Segment: The players conduct Barrage with Artillery, Naval and Air Support Units (see 11.0). Then, 2007 Compass Games, LLC 7

8 the Players resolve each Combat in any order determined by the German player. Retreat (see 13.5) and Advance after Combat (see 13.6) may occur. j. German Detrain Segment: The German player removes Entrained markers as desired, and all Immobile markers. IV. EXPLOITATION PHASE a. Soviet Supply Segment: (same as III.a. above). b. Soviet Exploitation Movement Segment: The Soviet player determines the Movement Allowance for all Soviet units (see 10.2) and then expends all, some, or none of that Movement Allowance. Overrun (see 14.0) is allowed, but Combat (see 13.0) is not. Unused Movement Points are lost. c. German Supply Segment: (same as III.g. above). d. German Exploitation Movement Segment: (same as IV.b above, except German units may move and at beginning of segment remove Fuel Shortage markers if applicable (see 9.2.D)). e. German Detrain Segment: (same as III.j. above). f. Joint Disruption Removal and Artillery Replenishment Segment: Remove all Disrupted markers from all units of both sides not in enemy ZOCs (see 12.2). Flip all Supplied Artillery Support Units on their Used sides to their Ready sides (see 11.2). The Soviet Logistical Strain may affect the ability to flip Soviet Artillery Support Units (see 9.3). Flip all Support Units in each side s Support Unit Holding Box from their Used side to their Ready side. V. REDEPLOYMENT PHASE a. Soviet Supply Segment: (same as III.a. above) b. Soviet Redeployment Movement Segment: The Soviet player determines the Movement Allowance for all Soviet units (see 10.2) and then expends all, part, or none of that Movement Allowance. Unused Movement Points are lost. Neither Combat nor Overrun are allowed. c. German Supply Segment: (same as III.g. above). d. German Redeployment Movement Segment: (same as V.b above, except German units may move and at beginning of segment remove Fuel Shortage markers if applicable (see 9.2.D)). e. German Detrain Segment: (same as III.j. above). VI. ATTRITION PHASE a. Joint Supply Segment: Both Players simultaneously check Supply for all units. Remove all Fuel Supply and Fuel Shortage markers (see 9.2). If the conditions for SLS apply (see 9.3) mark the next 3 turns with the SLS markers. b. Attrition Segment: Remove a step from all Out of Supply units (see 15.0). VII. END TURN PHASE Determine the winner per scenario instructions (see 3.2.C, 3.3.C, or 3.4.C). If not, advance the Game Turn marker one space and begin the next turn. If this is the last turn of the game, determine the winner: 3.2.C, 3.3.C, or 3.4.C, depending on the scenario being played. 5.0 STACKING Stacking is the placement of one or more units in a single hex. A stack refers to all units (Combat and/or Support Units) placed in a hex. One unit in a hex is considered a stack. 5.1 When Stacking Limits are Enforced Enforce stacking limits at three times: During the placement of Reinforcements and Replacements, and At the end of each Movement Segment, and After retreat and advance after combat. Any number of units may otherwise enter or pass through a hex during a turn. Play Note: Do NOT place Reinforcements and Replacements in violation of the stacking limits. 5.2 Stacking Limits Stacking limits apply to Combat Units and Support Units separately: A) Combat Units A player may stack up to three combat units in the same hex. No more than two Soviet Mechanized Units of any kind may be in a hex. Soviet Guard Cavalry Corps do not count as Mechanized Units for Stacking purposes. B) Support Units In addition, one of each kind of Support Unit (Garrison, Artillery, Flak, Refugee and Leader) may stack in a hex at one time. Although they are considered Support Units, Air and German naval units do not affect stacking, nor do informational markers and map features. Play Note: Berlin may therefore be defended by three Panzer divisions, The Bunker, an Artillery Unit, and the Thorn Refugee Unit (should it make it that far). 5.3 Overstacking If a hex is overstacked at one of the noted times, the owning player immediately eliminates sufficient units of his choice to bring the hex within stacking limits (no KGs may be formed in this process). 6.0 ZONES OF CONTROL 6.1 General Rule Most (but not all) units have a Zone of Control (ZOC). Units exert a ZOC into the six hexes adjacent to the hex they occupy. ZOCs may be cancelled or affected in various circumstances (see 6.2 through 6.5). If at least one unit in a hex has a ZOC, the entire stack is assumed to have a ZOC. ZOCs only affect enemy units (exception: German Refugee markers (see 6.11)) Compass Games, LLC 8

9 6.2 Units With a ZOC The following units have a ZOC: All Soviet and German Mechanized Units (including German Mechanized KG), and Soviet Guard Rifle Corps, Rifle Corps, and Divisions with attack strengths of 1 or more, and German Infantry Divisions and Kampfgruppen with attack strengths of 1 or more, and German Refugee Units (affecting German units only (see 6.11)). 6.3 Units Without a ZOC The following units do not have a ZOC: All units with a printed Attack Strength of 0 (including German non-mechanized KG), and All Support Units, and All Out-of-Supply units (see 7.5), and All Disrupted units (see 12.1), and Entrained units (see ), and German Refugee Units (for Soviet units only (see 6.11)). 6.4 Terrain Effects on ZOC ZOC do not extend: Into or out of urban and fortress hexes, or Across major river hexsides during Mud or Clear weather, or Across Haff, lake, or sea hexsides. Play Note: Treat Haff and lake hexsides as minor river hexsides during Frost weather (ZOCs do extend over them during Turns 1 and 2). 6.5 Negating Enemy ZOC An enemy ZOC in a hex is negated if the hex is occupied by a friendly Combat or Support Unit. This negation occurs in the following situations only: When tracing Supply Lines (see 7.1 and 7.3), and Connecting the USIR to Berlin (see B), and When Mechanized Units Retreat (see 13.5). 6.6 ZOC Effects on Movement Units must stop movement upon entering an enemy ZOC and may move no further that Movement Segment. Units may never move from ZOC to ZOC, except for Mechanized Units as described in 6.7. Units beginning a Movement Segment in an enemy ZOC may exit by entering a hex free of an enemy ZOC, and then may move into another hex in an enemy ZOC (where it must then stop for the remainder of that Movement Segment). 6.7 Mechanized Infiltration Movement A Mechanized Unit which starts a Movement Segment in an enemy infantry-only ZOC may move directly into another hex in an enemy infantry-only ZOC. An infantry-only ZOC is defined as one which is not projected by one or more of the following unit types: Mechanized Guard Cavalry Guard Rifle German Refugee Unit (affecting German Mechanized Units ONLY, see 6.11) Mechanized Infiltration Movement is not permitted during the Soviet Breakthrough Movement Segment. 6.8 German Roving Cauldrons Out of Supply German units may ignore Soviet ZOCs for movement (only) provided they move only in a direction allowed by their Retreat Compass and do not end their move adjacent to a Soviet unit. They still may only move half their normal movement allowance. 6.9 ZOC and Combat Units in different hexes may combine to attack a single hex ONLY if (a) all other enemy units in the attacking unit s ZOC will be, or have already been attacked by other friendly units during that Combat Segment and (b) each attacking hex contains a Mechanized Unit participating in the multiple-hex attack. Otherwise, being in a ZOC does not force combat. See 17.3.A for Zhukov s effect on multi-hex combat ZOC and Overrun During the Exploitation Movement Segments only, an Overrun may be declared in a hex in an enemy ZOC in the following situations: The Overrunning unit moved into the hex and the only enemy ZOC cast into the hex is the target s ZOC ignore any ZOC cast into the target hex, or The Overrunning unit began its Exploitation Movement Segment in the hex with any number of enemy units casting a ZOC into the hex in this case, the Overrunning unit may Overrun ANY adjacent enemy unit, regardless of ZOCs cast into the target hex. If the Overrun empties the target hex, the Overrunning unit enters the hex and stops, as in a normal Overrun. Play Note: It is possible, as illustrated in the Major River Crossing example in rule B, that a unit could cross a Major River via a Bridgehead and find itself directly between two units. See the example there German Refugees A German Refugee Unit has a ZOC in its hex as well as the six adjacent hexes. A Refugee s ZOC is affected by terrain normally (see 6.4). Refugee ZOCs affect ONLY German units, NOT Soviet units. German units must stop movement whenever they enter the ZOC of a Refugee Unit. German Mechanized Infiltration Movement (per 6.7) is not allowed in the ZOC of a Refugee Unit. If a Soviet unit enters a Refugee Unit s hex, the Refugee is eliminated (the Soviets having destroyed them). All German units may move from Refugee ZOC to ZOC, including the Refugee Unit s hex. Play Note: It will take a German unit three Movement Segments to pass through a Refugee Unit: one to enter the Refugee s ZOC, the second to enter the Refugee s hex, and the third to enter the Refugee s other-side ZOC. On the fourth Movement Phase, the unit may exit the Refugee s ZOC normally Compass Games, LLC 9

10 7.0 SUPPLY Each player determines the Supply status of his units during each turn s friendly Supply Segments. Additionally, Supply for all units is checked during the Attrition Phase. Out of Supply units are marked with an Out of Supply marker. An Out of Supply marker is removed during the next Supply Segment when the unit is found to be in Supply. Units are Supplied when they can trace a Supply Line (a path of connected hexes) to a friendly Supply Source. Any number of units can trace Supply to a single Supply Source. Units retain their Supply status established in one friendly Supply Segment until Supply is next checked. A player may use any railroad hexes for a Supply Line, provided that a line of contiguous railroad hexes can be traced from the player s friendly map-edge to the hex used as the Supply Source, and no enemy units or unnegated enemy ZOCs (see 6.5) are on any of those railroad hexes. Intact German defensive works block Soviet Supply traced along a railroad in the defensive works hex. German Refugees do not block German Supply Lines, but do block Soviet Supply Lines. The Extended Example of Play in the back of this rulebook contains a full illustration of supply, movement, barrage, and combat. 7.1 Supply Lines Supply Lines connect units to Supply Sources. Trace Supply Lines from a unit to its Supply Source. Supply Lines are composed of either: Five hexes through non-prohibited terrain to a friendly port (German units only), or Ten hexes through non-prohibited terrain to any other friendly Supply Source. 7.2 Blocking Supply Lines Do not trace Supply Lines into a hex containing any one or more of the following: An enemy unit, or An enemy ZOC (unless negated, see 6.5), or Intact enemy fortresses, or Intact German-controlled defensive works near the front line (affecting Soviet Supply Lines only). A defensive work is near the front line if it is within 10 or fewer hexes from a Supplied German Combat Unit. Soviet-controlled defensive works do not affect German Supply Lines. Play Notes: the Soviet Player may trace across Major River hexsides regardless of location, bridging, or weather, as long as none of the forgoing prohibitions apply. The Defensive Works destroyed markers may be used to help keep track of hexes cleared by the Soviets. You should be able to play without them in most cases. 7.3 Supply Sources The following are Supply Sources for the noted units: All German units: West map-edge hexes All German units: Friendly ports All Soviet units: East and North, land map-edge hexes, except for hex 4601 Either side: A friendly railroad hex, provided that a line of friendly railroad hexes can then be traced to a friendly mapedge hex as above (the Soviets may not use the rail hex at 5201 for rail supply) The three Soviet rifle corps in hex 3431 in the example above are Out of Supply; the presence and ZOC of the German Mechanized KG blocks trace to the Defensive Works Destroyed marker in The 8th Mechanized Unit is in Supply, as it can trace through the Defensive Works Destroyed marker in 3536, and the KG in 3535 does not cast a ZOC into 3536 (it has an attack strength of 0 ). If this were a German Supply Segment, the German infantry KG would also be out of supply, because of the Soviet ZOCs (assuming supply is not possible through 3536 and 3437). 7.4 Always Supplied Units Air, Garrison, Leader, Naval, and Refugee Units are always in Supply. Combat and Support Units stacked with these units require Supply normally. Defensive Works and Fortresses do not require Supply Compass Games, LLC 10

11 7.5 Out of Supply Effects An Out of Supply unit: Loses its ZOC, and Halves its Movement Allowance (round down), and Halves its Combat Strength (on both attack and defense) during Combats and Overruns (see below), and May not receive replacements, and Suffers Attrition during the Attrition Phase, and May not retreat, and May not form a KG upon elimination (German only), and May move as a Roving Cauldron (German only). During a Combat or Overrun, total the strength of all Out of Supply units first, halve the total, and then round down any fraction. 8.0 REINFORCEMENTS AND REPLACEMENTS 8.1 Reinforcements Reinforcements are new units entering play for the first time. They enter the game on the turn indicated on the unit. Note that the set-up for the Guderian in Charge Scenario uses units which are reinforcements during the other Scenarios. Entry of reinforcements may not be delayed (exception: German K reinforcements; see 8.1.2); reinforcements that cannot enter when scheduled are forfeited. Reinforcements enter in Supply and operate normally once placed on the map Reinforcement Placement Reinforcements may not be placed on the map adjacent to a Supplied enemy Infantry, Mechanized or Artillery Unit. Reinforcements must be placed within stacking limits (see 5.2). Place Soviet and German reinforcements differently: A) Soviet Reinforcement The Soviet player receives one reinforcement unit (the 5 Guard Mechanized Corps) on Turn 6. It may be placed with or adjacent to any Supplied Soviet Artillery Unit. Design Note: Other Soviet reinforcements are factored into the Soviet replacements. B) German Reinforcements All German reinforcements have a placement code below the unit symbol. The code is a number and either a letter or an *. In all cases the number is the unit s Turn of Arrival. The letter or * is keyed to the list below: W Any hex on the west edge of the west map. Units placed on railroad hexes may be Entrained during the German Strategic Segment (see ) K Any port within stacking limits (see 8.1.2) M Hex 4601 S Any in Supply south edge hex * Volksturm Division (VS): per Generic Garrisons: per Flak Units: per Design Note: M Units are units withdrawn from the city of Memel (just off-map to the north). Play Notes: German Reinforcement Units do not enter entrained. Entrained markers may be placed on them during the subsequent German Strategic Segment. Volksturm and Generic Garrisons may return as Replacements in subsequent turns (see B) German K Reinforcements German units with a K Reinforcement Code are being evacuated from Kurland (Courland). One Sea Transport Unit must be available for each arriving K reinforcement. No actual Sea Movement happens, but the Sea Transport Unit may not be used for other purposes that turn. Place the arriving K Unit in a German-controlled port. If insufficient Sea Transport Units are available (because one or more Sea Transports have been previously sunk) or if all German-controlled ports are fully stacked, excess K Units may be delayed. The transport of K Units always has priority (i.e. the German player must enter K reinforcements if he has Sea Transport Units available). If all Sea Transports have been sunk, no further K Units may arrive. The Transport of K Units takes priority over the evacuation of Refugees. Therefore, if a Sea Transport Unit is stacked with a Refugee Unit because the Refugee s Evacuation was delayed per C, that Sea Transport Unit MUST be used for the K Unit if no others are available German Flak Units Place the four German Flak Units in hexes containing a Supplied German Infantry or Mechanized Unit in or west of vertical hex row 20xx inclusive. They may not be placed in nor moved into Urban hexes, but they may move east of vertical hex row 20xx Volksturm Division (VS) The Volksturm Division (VS) represents not a single command, but various groupings of Volksturm (Home Guard) battalions pulled together at different places and times. The Volksturm Division (VS) is placed in a Supplied German Urban, City, or Fortress hex Generic Garrisons Generic Garrisons may be placed in a German-controlled city or town hex (not Urban or Fortress hex), regardless of Supply. The placement hex may not already contain a Garrison. 8.2 Replacements Replacements are troops used to rebuild existing units that have taken combat losses Replacement Placement Place replacements within stacking limits (see 5.2), in a Supplied, friendly urban, city or town hex (exception: German generic Garrisons, see 8.1.5). Replacements enter Supplied and operate normally once placed on the map. Do not place Replacements adjacent to a Supplied enemy Infantry, Mechanized or Artillery Unit. Soviet and German replacements are placed differently: 2007 Compass Games, LLC 11

12 A) Soviet Replacements The Soviet player may take replacements ONCE per game. When he does, flip all reduced-strength, in Supply Mechanized and Guard Units on the map over to full strength. Then, place all previously-eliminated Mechanized Units on the map at reduced strength. Place the Soviet Replacements Taken marker on the Turn Record Track as a reminder. Soviet Replacements may NOT be taken if the current Turn is marked with an SLS marker (see 9.3). B) German Replacements The German player may take replacements every turn, beginning with Turn 2. German replacements must be used every turn; unused replacements are forfeit. Each turn, the German player receives: The Volksturm Division (VS), if eliminated, and All unnamed Garrison Units, if eliminated, and 4 Infantry KGs, drawn randomly; and 2 Mechanized steps, and 2 Mechanized steps, if the Upper Silesian Industrial Region (USIR; see 3.5.A) is German-controlled and has a railroad connection to Berlin. Each German Mechanized step may either (a) flip a reduced strength in-supply Mechanized Unit to full strength or (b) return an in-supply Mechanized KG to its Holding Box and place on the map (in the same hex where the Mechanized KG was) the Mechanized Unit from that Holding Box at reduced strength. Play Note: Railroad connection is defined as a line of contiguous railroad hexes not occupied by Soviet units or their un-negated ZOC. Think of this as a Supply Line, but going in the opposite direction. 9.0 WEATHER AND LOGISTICS Design Note: Weather in RED STORM OVER THE REICH is most accurately thought of as climate; the key focus is the Spring Thaw, not the day-to-day weather conditions. 9.1 General Rules Weather in RED STORM OVER THE REICH is not variable. There are three weather conditions: Frost, Mud, and Clear. Turns 1 and 2 are Frost; Turns 3 and 4 are Mud; and all subsequent Turns are Clear. There are no weather effects other than 9.1.A, 9.1.B and 9.1.C. A) Movement Effects Frost, Mud and Clear weather affect Movement Point costs for swamps and minor and major river hexsides as noted on the Terrain Effects Chart. ZOCs do not extend across major river hexsides during Mud or Clear weather. Treat Haff and lake hexsides as minor river hexsides during Frost weather so ZOCs do extend over them during Turns 1 and 2. B) Combat Effects During Mud and Clear weather, if all attacking units are attacking across major river hexsides, the defending player resolves combat first, before the attacking player (see 13.3 and 13.7.E). C) Other Effects Frost adds 1 to all Soviet Command die rolls, while Mud subtracts 1 from all Soviet Command die rolls (see 10.2.A). Mud weather prevents the Soviet player from using all Air Units, whether Tactical Air or Barrage. 9.2 Fuel Supply and Fuel Shortage The Germans were operating with an over-worked and under-supplied fuel transportation system. Allied bombing of the railroad transportation system and capture of valuable oilfields resulted in severe fuel supply shortages. However, units were sometimes able to scrounge and scrape together the needed fuel. The two Fuel Supply and six Fuel Shortage markers are available from Turn 2 on. During each turn, place them on the map during the Weather and Fuel Phase and remove them as explained below: A) Placement During the Weather and Fuel Phase, the German player places the Fuel Supply markers on any two friendly, Supplied hexes. The Soviet player then places the Fuel Shortage markers on German Mechanized Units (not hexes), one per unit, as the Soviet player desires. B) Fuel Supply Effect German Mechanized Units stacked with or adjacent to a Fuel Supply marker cannot have a Fuel Shortage marker placed on them. C) Fuel Shortage Effects German Mechanized Units under a Fuel Shortage marker: Halve their Movement Allowance (round down), and May not use Reaction Movement, and May not Overrun. Play Note: If a German Mechanized Unit is both Out of Supply and under Fuel Shortage, its Movement Allowance is only halved, not quartered. D) Removal A Fuel Supply marker remains in its placement hex until either the End Turn Phase, or a Soviet unit enters the hex. In either case, the marker is available next turn. A Fuel Shortage marker remains with its assigned Mechanized Unit until the first of the following: The Joint Supply Segment of the Attrition Phase, or The start of any German Movement Segment in which the Mechanized Unit is stacked with or adjacent to a Fuel Supply marker. 9.3 Soviet Logistical Strain The Soviet Logistical Strain (SLS) goes into effect when a Soviet RIfle/ Guard Rifle, Mechanized, or Artillery Unit begins an Attrition Phase west of the SLS Line (printed on the map). Place the three Soviet Logistical Strain markers on the Turn Record Track on each of the following three turns. Play Note: SLS is checked during each Turn s Attrition Phase, and applies to the following three Turns. Remember that Replacements may NOT be taken during a Turn affected by SLS - even though this Segment is after the Reinforcement and Replacement Segment.. During each of the turns the SLS is in effect: 2007 Compass Games, LLC 12

13 10.0 MOVEMENT Each Turn contains eight Movement Segments, four Soviet and four German. These eight segments are spread over three phases. The Assault Phase contains the Soviet and German Assault Movement Segments, the German Reaction Movement Segment, and the Soviet Breakthrough Movement Segment. The Exploitation Phase contains the Soviet and German Exploitation Movement Segments. Finally, the Redeployment Phase contains the Soviet and German Redeployment Movement Segments (see the Sequence of Play). Except as noted, conduct each Movement Segment identically. The major exceptions apply to: The Soviet Assault Movement Segment, and The German Reaction Movement Segment, and The Soviet Breakthrough Movement Segment. The Soviet Breakthrough Movement Segment may be thought of as a continuation of the Soviet Assault Movement Segment. In most turns, the Soviet player will move his units for a portion of the Movement Allowance available in the Assault Movement Segment. Combat (which costs 1-3 MPs) will then ensue, and then the Movement Allowance remaining is expended during the Soviet Breakthrough Movement Segment. Fuel Supply Example: At the end of Turn 2, the German units were in the hexes noted in the diagram. During the Fuel marker Segment of the Turn 3 Weather and Logistics Phase, the German Player placed one of his Fuel Supply markers in hex 3838, ensuring that the reduced 12ss Pz. and 17 Pz. Divisions would be able to move normally during Turn 3. The Soviet Player, trying to catch up after a few bad Command rolls, places two of the Fuel Shortage markers in hex 4036, slowing down the reduced Bran PzG. and 5 Pz. Divisions. During the Soviet Assault and Breakthrough Movement Segments, the Soviet units reach the positions noted in the example above. During the German Assault Movement Segment, the German receives a Mechanized. MA of 6 movement points. This allowance is enough, even halved, however, to allow Bran PzG and 5 Pz Divisions to move to 3937 via 3936 (Move 1), and the 12 Pz to move to 4036 (Move 2) the Fuel Shortage markers from Bran. PzG and the 5 Pz Divisions will be removed at the beginning of the German Exploitation Movement Segment (assuming they re still adjacent to the Fuel Supply marker). The German player hopes that the weak spot in the line formed by the reduced 12 Pz Division in 4036 will hold. Note that the location of Soviet units is irrelevant here, and that Infantry and Artillery are not affected, either. Soviet Command Die Rolls have a -1 modifier (cumulative with Frost or Mud), and The Soviet player may not call for Soviet Replacements (see A), and Soviet Combat and Overrun die rolls have a -1 modifier (whether attacking or defending), regardless of location on the map, and Soviet Artillery Units west of the SLS Line do not flip from their Used sides to their Ready sides during the Joint Disruption Removal and Artillery Replenishment Segment. Combat (see 13.0) takes place only after each side s Assault Movement Segment. Overruns (see 14.0) take place only during each side s Exploitation Movement Segment. Neither Combat nor Overrun is allowed during the Redeployment Movement Phase. The Extended Example of Play in the back of this rulebook contains a full illustration of supply, movement, barrage, and combat Movement Segments Perform each Movement Segment according to the following procedure. Specific rules which apply during selected Movement Segments are noted. A) Determine Movement Allowance Step The moving player determines the Movement Allowance available to each type of Combat Unit (Infantry/Rifle and Mechanized). These Variable Movement Allowances are determined per Units with a printed Movement Allowance are governed by After determining the Movement Allowance available during the Soviet Assault Movement Segment, the Soviet player then: Notes any bonus Movement Points awarded per 10.2.C, and Declares how many Movement Points he will expend during this segment (see 10.6.A). See 10.3 for the effects of this declaration on units with a printed Movement Allowance. In the German Reaction Movement Segment, the Reaction Movement Allowance is determined by the Combat Duration (see 13.2) Compass Games, LLC 13

14 B) Movement Step The moving player then moves none, some, or all friendly units per In the Soviet Assault Movement Segment, units may move up to the Movement Points declared per 10.6.A. The Soviet player must reserve at least one Rifle movement point in order to engage in Combat. Overruns (see 14.0) may take place in the moving player s Exploitation Movement Segment (only) Variable Movement Allowances Most units have Variable Movement Allowances; this status is indicated by the colored box in the lower right corner of the unit counter. Determine the Movement Allowances for these units by the following procedure: A) Command Die Roll At the beginning of each friendly Assault, Exploitation, and Redeployment Movement Segments, the moving player rolls one die (modifying it as indicated on the Movement Point Track) and refers to the Movement Point Track printed on the map. B) Movement Point Marker Placement Place the player s friendly Infantry/Rifle Movement Point Allowance marker in the numbered box corresponding to the modified Command Die Roll for Infantry/Rifle Units. Place the player s friendly Mechanized Movement Point marker in the numbered box corresponding to the same modified Command Die Roll, but for Mechanized Units. For Example: It is the Soviet Assault Movement Phase of Turn 3; the Soviet Logistical Strain rules are in effect (9.3), and it is Mud because it s Turn 3. The Soviet Player rolls a 4, and then subtracts 2 from that result: -1 for the Logistical Strain, and -1 for Mud, yielding a net result of 2. Therefore, Soviet Rifle Corps have 4 movement points available during the Assault and Breakthrough Movement Segments, and Soviet Mechanized Units have 8 movement points. Guards Rifle Corps automatically have 6 movement points per 10.3.B.1. C) Soviet First Turn Bonus During each Soviet Movement Segment of Turn 1 (only), after determining Movement Allowances normally, add 2 Movement Points to the Mechanized Movement Point Allowance marker, and 1 Movement Point to the Infantry Movement Point Allowance marker. This bonus applies only to Guards Rifle, regular Rifle Corps with variable MA, and all Mechanized Units. D) Using Movement Point Markers Move the Movement Point markers downward at certain times by certain amounts to note Movement Points remaining, as follows: After the Soviet player has declared how many Movement Points will be spent in the Assault Movement Segment (see 10.6.A), the markers are lowered by the Movement Points so expended, or After the Soviet player determines the Combat Duration (see 13.2.A) in the Assault Phase, the markers are lowered by the Combat Duration, or At the end of the Breakthrough, Exploitation, and Redeployment Movement Segments, the markers are removed from the Movement Point Track Printed Movement Allowances Some units have printed Movement Allowances which are used as follows: A) All units with printed Movement Allowances may move with their full Movement Allowance during: Friendly Exploitation and Redeployment Movement Segments, and The German Assault Movement Segment (for German units only). B) Soviet units with printed Movement Allowances (except Artillery) move according to the following rules during the Soviet Assault and Breakthrough Movement Segments: 1) Guards Rifle Corps: The game includes a Movement Point marker for Guards Rifle Corps. Soviet Guards Rifle Corps always have 6 Movement Points (7 Movement Points during all Movement Segments of Turn 1). When determining Movement Allowances per 10.2, also place the Guards Rifle Movement Point marker in the appropriate Movement Point box (6 or 7 as stated above). Move the Guards Rifle Movement Point marker downward by certain amounts to note Movement Points remaining, at the following times: After the Soviet player has declared how many Movement Points will be spent in the Assault Movement Segment (see 10.6.A), the marker is lowered by the Movement Points declared. Guards Rifle Corps may move up to the expended amount during this Segment, and After the Soviet player determines Combat Duration (see 13.2.A) in the Assault Phase, the marker is lowered by the Combat Duration. The Movement Points remaining after subtraction of the Combat Duration is the amount that may be expended during the Breakthrough Movement Segment, and At the end of the Breakthrough Movement Segment and every other Movement Segment, the markers are removed from the Movement Point Track. 2) Soviet Guard Cavalry Corps: Soviet Guard Cavalry Corps may move during either the Assault Movement Segment or the Breakthrough Movement Segment but not both. When they move, all Guard Cavalry Units must move in the same Segment. They may move with their full printed movement allowance, regardless of the Soviet player s declaration in 10.6.A. Soviet Guard Cavalry Corps expend Movement Points as if they were Mechanized Units Compass Games, LLC 14

15 3) Rifle: Soviet regular Rifle Units with printed Movement Allowances may move during the Assault Movement Segment, before Combat. Their Movement Allowance is limited by the Movement Points declared in 10.6.A, but they may move their full Movement Allowance if the declared amount allows it. These units do not move during the Breakthrough Movement Segment. C) Artillery Both Soviet and German Artillery Units may move their full Movement Allowance, regardless of the Movement Points declared (see 10.6.A) during the Assault Movement Segment. They move as Mechanized Units per the Terrain Effects Chart. If either player declares the use of more than 3 MP during the Assault Movement Segment, all friendly Artillery Units are flipped to their Used sides. Artillery Units may move during the Assault Movement Segment as well as the Exploitation and Redeployment Movement Segments. Soviet Artillery Units may NOT move during the Soviet Breakthrough Movement Segment Movement Procedure All units, German and Soviet, move according to the rules in this section, except as restricted elsewhere. Except when Overrunning (see 14.0), units move as single units from hex to adjacent hex, paying varying Movement Point costs to do so depending upon the terrain in the hex being entered and/or hexside crossed. These costs are detailed on the Terrain Effects Chart. No extra movement points are expended by reason of moving out of or into a hex with other units present. A) Movement Restrictions Movement is restricted by the following: Do not accumulate Movement Points from Movement Segment to Movement Segment, nor lend them from one unit to another, Moving units need not expend all available Movement Points before stopping, Complete the movement of each unit before beginning that of another, except for Overruns (see 14.2), A unit may not move more than once per Movement Segment. German Mechanized units may be affected by Fuel Shortage markers (see 9.2), Out of Supply units halve their Movement Allowance (see 7.5), Disrupted units halve their Movement Allowance (see 12.1), Units may engage in Overrun (see 14.0) during their Exploitation Movement Phase only, Neither Combat nor Overrun takes place during the Redeployment Movement Segments. B) One-Hex Movement All units with an available Movement Allowance of 1 or more may always move one hex regardless of the Movement Point cost. One-hex movement is not allowed from ZOC to ZOC except per 6.7, and units may not use one-hex movement to enter prohibited terrain. One-hex movement is allowed even if other, normal moves are possible. For purposes of Rule 10.6.A, One-Hex Movement during the Soviet Assault Phase uses ALL the Movement Points DECLARED for units of the moving unit s type during the Assault Movement Segment. Furthermore, the moving unit may NOT move during the Soviet Breakthrough Movement Segment; mark it with an Immobile marker. No Soviet unit may use One-Hex Movement during the Breakthrough Movement Segment. C) Post-Combat Movement Advances and retreats performed during the Combat Phase are not considered movement Terrain and Weather Effects Terrain Most hexes cost 1 Movement Point to enter. Some terrain has additional costs or restrictions (see the Terrain Effects Chart for specifics). Railroads do not negate the normal Movement Point cost of other terrain in their hex. Generally, terrain affects the movement of both players units equally; exceptions are noted on the TEC Weather Rivers, lakes and Haff hexsides have different Movement Point costs and combat effects depending on the weather (see the Terrain Effects Chart). Play Note: Lake and Haff hexsides are crossable in Frost Weather at a cost of +1 movement point Assault Phase: Soviet Special Rules The Assault Phase presents several wrinkles to movement for the Soviet Player. During the Assault Phase, the Soviet player may move both before and after the Soviet Combat Segment in the Soviet Assault Movement and Breakthrough Movement Segments. The German player engages in German Reaction Movement after the Combat Segment but before Soviet Breakthrough Movement. A) Assault Movement Segment After determining the Movement Allowances for Soviet units for the Assault Movement Segment (see 10.2), the Soviet player decides how many Movement Points he will spend before combat (from 0 to his current Mechanized maximum) and announces the number to his opponent. Subtract that number from his Mechanized, Guard Rifle, and Infantry Movement Point Allowance markers on the Movement Point Track (if he announces a number higher than his current Infantry and/or Guard Rifle Movement Point Allowance markers, remove the appropriate marker from the Movement Point Track; those units may move up to the allowance rolled). The amount declared is the maximum number of Movement Points which may be expended during the Soviet Assault Movement Segment, and ALL units are deemed to have spent this number of movement points, with the following exceptions: Guards Cavalry (see 10.3.B.2) Regular Rifle Divisions (see 10.3.B.3) Artillery (see 10.3.C) 2007 Compass Games, LLC 15

16 Zhukov (see 17.3.A) B) Combat Segment Possibility The Soviet player must leave at least one Rifle Unit Movement Point remaining (on the Movement Point Track), before rolling for Combat Duration (see 13.2.A), or neither the Combat Segment nor the Breakthrough Movement Segment take place. After subtracting Movement Points for Combat Duration, all remaining Rifle and Mechanized Movement Points are available for use during the Breakthrough Movement Segment. Mechanized Units (and Guards Rifle Units, possibly) may move even if the Rifle MA is 0. If the Soviet Player chooses not to execute a Combat Segment, he would declare the use of the full Mechanized Movement Allowance in 10.6.A, allowing all units to expend up to their available movement allowance during the Assault Movement Segment (the Turn 1 bonus does apply). There would be no Soviet Combat, German Reaction or Soviet Breakthrough Movement Segments. C) Breakthrough Movement Segment All Soviet unit types which have 1 or more Movement Points remaining (per the Movement Point Track), may move again during the Breakthrough Movement Segment (up to their remaining Movement Point Allowance). Exceptions: Soviet Guard Cavalry Corps (see 10.3.B.2); Rifle (see 10.3.B.3); Artillery (see 10.3.C); and units under an Immobile marker. Units which begin the Breakthrough Movement Segment in a ZOC are NOT eligible for Mechanized Infiltration Movement per 6.7. For Example: The Soviet Player has a total of 5 movement points available for Rifle Units. As long as the Soviet player declares 4 or fewer movement points for use during the Assault Movement Segment, he will be able to engage in Combat and then possibly move units during the Breakthrough Movement Segment, as Mechanized and Guard Rifle Units may have Movement Points remaining after combat Soviet Special Movement Rules The rules in this section apply to Soviet units only, as stated below: Crossing Major Rivers in Mud and Clear Weather Soviet units cross Major Rivers per the TEC in Frost Weather. When crossing a major river hexside during Clear or Mud weather, Soviet units are affected by the special restrictions of A or B, as determined by the presence or absence of a Soviet Bridgehead marker. Soviet units cross Major Rivers well behind enemy lines per C. A) With a Bridgehead Marker The game includes 7 Soviet Bridgehead markers. No more than 7 may ever be on the map at one time, but they may be removed and reused at any time (their identification numbers are supplied for flavor only and have no impact on play). 1) Placement: Place Bridgehead markers at the end of Soviet Breakthrough Movement, Exploitation Movement, or Redeployment Movement Segments. Place them in a hex which: Is adjacent to a major river hexside, and Contains a Supplied, un-disrupted Soviet Combat Unit (remember that Supply trace is not affected by the Major River hexside). 2) Removal: Remove a Bridgehead marker immediately when no in- Supply, un-disrupted Soviet Combat Unit is in the Bridgehead marker s hex at the end of a Soviet Movement Segment, the Soviet or German Combat Segments, or the German Exploitation Movement Segment. A Bridgehead may be removed freely by the Soviet player at any time, even to be replaced immediately in another hex. 3) Effects: All Soviet units crossing a major river hexside into a hex containing a Bridgehead marker and a Supplied, un-disrupted Soviet Combat Unit pay the Movement Point cost of the terrain entered +1 (for the major river). They may continue moving during the current Movement Segment (as well as the Breakthrough Movement Segment if the current one is the Assault Movement Segment). The Supplied, un-disrupted Soviet Combat Unit which is holding the Bridgehead marker must remain in the hex for the entire Movement Segment. The Bridgehead marker in effect acts as an Immobile marker. Play Note: Bridgeheads, as the name suggests, must be on the far side of the river (for the Soviets) in order to be effective. Units crossing a Major River FROM a Bridgehead hex receive no benefit from the Bridgehead. See page 17 for a Bridgehead example. B) Without a Bridgehead Marker: A Soviet unit may cross a Major River during a Soviet Movement Segment in Mud or Clear without a Bridgehead as follows: The unit begins the Movement Segment adjacent to the Major River hexside to be crossed, and The cost of crossing the hexside (the terrain in the hex to be entered +1) is less than or equal to the MA either available to it in the current segment (during the Exploitation and Redeployment Phases), or the amount declared for the Assault Movement Segment per 10.6.A If both of these conditions are met, move the Soviet unit across the Major River hexside. It then stops. If the crossing takes place during an Assault Movement Segment, mark the unit with an Immobile marker; it may not move during Breakthrough Movement. If a Soviet unit Advances after Combat across a major river, it must stop in the hex it crosses into, and may not move during the Breakthrough Movement Segment. Place an Immobile marker on it. Play Note: Only the Movement Points actually spent in crossing the major river (terrain cost +1) count towards the Movement Points declared and expended during the Soviet Assault Movement Segment. Soviet units may NEVER cross a Major River hexside per this rule during a Breakthrough Movement Segment Compass Games, LLC 16

17 Bridgehead Example It is the Soviet Assault Movement Phase of Turn 4. Soviet Rifle Units have 4 movement points, and 2 are declared to be used during the Assault Movement Segment. The 117 Rifle crosses the Oder to hex 2135, using 2 MP (1 for clear, +1 for the River). It then stops and an Immobile marker is placed on it (not shown here for clarity). The other units remain where they are. Combat duration (for combats elsewhere on the front) is 1 movement point, leaving 1 Rifle MP remaining for Breakthrough Movement. German Mechanized Units react with 2 movement points, and the 19 Pz Division moves to During Breakthrough movement, the 24 Rifle moves to 2234, while the 5 Guards Rifle moves to Remember that enemy ZOCs do NOT cross a Major River in Mud and Clear weather. At the end of the Breakthrough Movement Segment, the 11 Guards Bridgehead is placed on 2135 and the Immobile marker is removed. The German units in the sector remain where they are, and no other units move in. During the Soviet Exploitation Movement Segment, the Soviet receives 4 movement points for Rifle, and 10 for Mechanized Units. The units move as shown, including the two overruns of the German KGs. The Cavalry Unit moves to work around the 19 Pz Division, and in passing establishes control over the VP hex of Leignitz. C) Behind-the-lines: When a Soviet unit crosses a major river during Clear or Mud weather and no Supplied German Combat Units are within 10 hexes of the hex being entered, treat the major river hexside as a minor river hexside for all movement purposes. Fuel Supply/Shortage markers are irrelevant in this instance Prohibited Area The lightly shaded hexes between Tarnow (hex 5045) and Krakow (hex 4344) are prohibited to Soviet units on Turn 1 only. Design Note: This rule prevents the Soviet player from taking ahistoric advantage of the opening set up to cut off the units in this area Guard Cavalry Soviet Guard Cavalry Corps expend Movement Points as if they were Mechanized Units Compass Games, LLC 17

18 10.8 German Special Movement Rules Sea Movement Sea Movement allows the movement of German Combat Units and the Evacuation of Refugees using Sea Transport Units. Each German Sea Transport Unit may move one Combat Unit or Refugee Unit per German Strategic Segment. Each Sea Transport Unit is available for one task each turn: Entering a K Reinforcement Unit, or Sea Transporting one Combat Unit, or Attempting the Evacuation of one Refugee Unit. Sea Transport Units are kept in the German Support Unit Holding Box (printed on the map) when not being used on the map. All are flipped to their ready side during the Joint Disruption Removal and Artillery Replenishment Segment. A) Entering K Reinforcements Per 8.1.2, Sea Transport Units are used in the entry of K Reinforcements. Sea Transport Units that carried in K reinforcements are flipped to their Used side and may not be used for the remainder of the Turn. Play Note: K Reinforcement Units are not considered to be using Sea Movement during the turn of placement, and are thus eligible to move overland or with Rail Movement on their turn of entry. B) Sea Transport To Sea Transport a unit, designate the unit, which must begin the Strategic Segment in a Port. If a Sea Transport Unit is available, the land unit may move to another friendly Port. The transported Combat Unit may not move further that Assault Phase and is marked with an Immobile marker. The Sea Transport Unit is flipped to its Used side and placed in the German Support Unit Holding Box. C) Refugee Evacuation Sea Transport Units may attempt to Evacuate Refugee Units from port hexes (only). The Refugee Unit must begin the German Strategic Segment in a port hex. The German player assigns a Sea Transport Unit by placing it on top of the Refugee Unit (or uses one already there from a previous Delay result), and then rolls one die on the Evacuation Table below: Die Roll Evacuation Result 1-3 Successful (i) 4-5 Delayed (ii) 6 Sunk (iii) (i) On a Successful Evacuation, remove both the Refugee and the Sea Transport Unit from the game. The German player flips the Refugee Unit to its Victory Point side and places it in his Evacuated Refugee Box printed on the map. (ii) If the Evacuation is Delayed, leave the Sea Transport Unit on its Used side and Refugee Unit in the port and try again the next turn. If a Soviet unit enters the port in the meantime, the Refugee and the Sea Transport Units are both eliminated. (iii) If the Transport is Sunk, the Refugee and the Sea Transport Units are both eliminated. No Victory Point is scored. Design Note: Königsberg is not a port because refugees were evacuated from Pillau, not directly from the old Prussian capital German Rail Movement The German player has 6 Entrained markers. Place them during the German Strategic Segment (this total is reduced to 4 per 17.5 from Turn 4 on). Entrained units do NOT have a ZOC. Each Entrained marker allows one German Artillery, Mechanized or Infantry Unit to move by rail. The unit to be moved must be in a railroad hex to become Entrained. A unit may not Entrain if an unused Entrain marker is not available. Rail Movement allows the movement of units along railroad lines during each of the three main German Movement Segments. Rail Movement is not allowed during the Reaction Movement Segment. Units which move by Rail may not also move normally during the same Segment. Units may only voluntarily Detrain during the Detrain Segments. Units are automatically Detrained involuntarily when any of the following occurs: It is attacked or Overrun by a Soviet unit, or It is Barraged during a Combat Segment, and the result is anything but, or The German Player removes the marker at the start of Turn 4 per Operation Thunderclap (see 17.5). Play Note: the German player chooses the markers which are removed for Operation Thunderclap. Neither Entraining or Detraining costs Movement Points. Entrained units may move up to 25 hexes each eligible Movement Segment along friendly-controlled rail lines that can trace an unbroken path of rail hexes to a supply source (only). Entrained units may not enter, but may leave an enemy ZOC. Friendly units therefore do not negate Soviet ZOC for Rail Movement purposes. Units which use Rail Movement may NOT do any of the following while Entrained: Use Sea Movement Move overland normally Attack Overrun Entrained units which are attacked or Overrun by Soviet units defend normally but lose their Entrained markers Refugee Movement Refugee Units may move only during the German Assault Movement Segment. Refugees expend Movement Points as if they were infantry. They may stack with other German units, but only one Refugee Unit 2007 Compass Games, LLC 18

19 may be in a given hex at one time Roving Cauldrons Out of Supply German units may ignore Soviet ZOCs for movement (only) provided they move only in a direction allowed by the German Retreat Compass and do not end their move adjacent to a Soviet unit German Reaction Movement After all Soviet Combats are resolved, but before the Soviet player s Breakthrough Movement Segment, the German player may engage in Reaction Movement, using the Reaction Movement Allowance determined in 13.2.B (double the Combat Duration). Reaction Movement doesn t affect Movement during the German Movement Segments. These Movement Points are used to move any German Mechanized Units that are: Supplied, and Not Disrupted, and Not in an enemy ZOC, and Not under a Fuel Shortage marker. German Mechanized Units using Reaction Movement must end their movement either: Adjacent to a Soviet unit, or Nearer to the nearest Soviet unit at the end of Reaction Movement than it was to the nearest Soviet unit at the beginning of Reaction Movement. The units do NOT need to move closer to any units which had been involved in a Soviet Combat. Play Note: The nearest Soviet unit will not necessarily be the same unit at the end of Reaction Movement as at the beginning. The intent is that the Reacting unit will be closer to the front line. Thus a unit which begins the Reaction Movement Segment 4 hexes from the nearest Soviet unit must end its Reaction Movement 1, 2 or 3 hexes away from a Soviet unit, or not move at all BARRAGES Barrages are attacks by Artillery, Naval and Air Support Units. They precede assaults and break up attacks. Barrages take place during the Soviet and German Combat Segments. The Active player performs his Barrages first, followed by the Inactive player. Barrages are conducted one-by-one and do not need to be predesignated (unless the German player has his Heinrici Leader available, see 17.3.B). A unit must be on its Ready side to Barrage; a unit on its Used side may not Barrage. Only Combat Units, Flak Units, Garrisons, and Artillery Units are affected by Barrage. Barrage Units may not combine together to Barrage and only one Barrage may be performed against a hex per Combat Segment. The Extended Example of Play in the back of this rulebook contains a full illustration of supply, movement, barrage, and combat Procedure The firing player indicates the Barraging unit and determines its Barrage Class ( A, B, or C ), designates a target hex within range, and rolls one die. The roll may be modified as follows: -1 if no friendly Combat Unit is adjacent to the target hex at the moment of barrage, and -1 or -2 for terrain in the target hex, as indicated on the Barrage Table. Cross reference the net die roll with the Barrage Class on the Barrage Table to determine the result and immediately apply it Artillery Barrage A ready Artillery Unit may fire at any hex within range. See rule 10.3.C for the effects of the Assault Movement Segment on friendly Artillery Units. During the Joint Disruption Removal and Artillery Replenishment Segment, Supplied Artillery Units on their Used sides and not in an enemy ZOC are flipped to their Ready sides. Friendly units do not negate enemy ZOC for the purposes of this rule. See 9.3 for the effects of the Soviet Logistical Strain on flipping Artillery Units from their Used sides Naval Barrage The two German Naval Units (Admiral Scheer and Prinz Eugen) may be placed in any Baltic Sea coastal hex (but not in a Haff hex that is not also a Baltic Sea coastal hex) during a Barrage Segment, provided the hex is not occupied by a Soviet unit. They are kept in the player s Support Unit Holding Box until needed. After one of the ships Barrages, it is returned to the Holding Box on its Used side. Used Naval Barrage Units flip to their ready side during the Joint Disruption Removal and Artillery Replenishment Segment. They are never eliminated Air Barrage Place Air Barrage Units on the map only when used to Barrage; keep them in the player s Support Unit Holding Box until needed. Air Barrage Units have a printed Range on them of either 10 hexes (for the German units) or 20 hexes (for the Soviet unit). The target hex of an Air Barrage Support Unit must be within 10 or 20 hexes of a Supplied, friendly-controlled urban, city or town hex. Air Support Units are temporarily placed in the hex they will Barrage. After they Barrage, return them to the Holding Box on their Used side. Used Air Barrage Units flip to their ready side during the Joint Disruption Removal and Artillery Replenishment Segment. They are never eliminated. The Soviet 11th Guard Air Army may not Barrage during Mud (Turns 3 and 4) Compass Games, LLC 19

20 11.5 Rudel Hans Ulrich Rudel was Germany s supreme Stuka Ace tank-killer. The Rudel counter is a normal Air Barrage Unit and may be used only once, during Turn 3. Remove Rudel from the game either after use during Turn 3, or at the end of Turn 3, if not used DISRUPTION A units becomes Disrupted either as a result of enemy Barrage or because it ended movement stacked with a Disrupted friendly unit. Units may move through Disrupted friendly units without penalty. Zhukov, Refugees, Air, Sea Transport, Prinz Eugen and the Admiral Scheer Support Units may not become Disrupted Disruption Effects Disruption affects units differently, depending on their type: Mechanized, Infantry, Flak and Garrison: They have no ZOC, may not Assault, Overrun, use Mechanized Infiltration Movement (see 6.7), or Reaction Movement (see ). They suffer a -1 die roll modifier when firing defensively. Their Movement Allowance is halved (rounded up); Disrupted Out of Supply Units only halve their Movement Allowance, it is not quartered. Mark Disrupted units with a Disrupt marker. Artillery: The only effect of Disruption on Artillery Units is that they are flipped to their Used side. Do not mark Artillery Units with Disrupted markers. No additional penalty applies if the Artillery Units are already on their Used sides. Combat Unit: Disrupted Combat Units are unable to place a Bridgehead marker per A Disruption Removal During the Joint Disruption Removal and Artillery Replenishment Segment, simultaneously remove all Disrupted markers from all units that are not in an enemy ZOC. Remove Disruption regardless of Supply status COMBAT The Extended Example of Play in the back of this rulebook contains a full illustration of supply, movement, barrage, and combat General Rules Combat occurs after each Player s Assault Movement Segment. The moving player is the attacker, and the other player is the defender, no matter what the overall situation on the map. Each Combat consists of attacking units in one or more hexes attacking all units in one defending hex. Attacks may be conducted from multiple hexes per 13.1.B. Attacks must always target one defending hex. During your Combat Segment, your units may attack adjacent enemy units across non-prohibited hexsides. All eligible friendly Combat Units may engage in Combat. Attacking is voluntary, except as noted in 13.1.B. Designate and resolve each individual Combat one at a time. The attacker need not declare all Combats beforehand; he may designate and resolve them in any order he wishes. The resolution of one must be complete before the next begins. Aside from the restrictions noted below, no limit is placed on the number of attacks a player may initiate during a friendly Combat Segment. A) Specific Rules The following rules apply to all Combats: Units with an attack strength of 0 may participate in an attack only if stacked with at least one unit with an attack strength of 1 or higher. A unit may attack once per Combat Segment. Do not divide a unit s attack or defense strength to attack or defend (respectively) in more than one Combat. Attacking units in the same hex do not have to attack together; some units in a hex may attack a different hex, or may choose not to attack at all. A unit may only be attacked once per Combat Segment (exception: when using Zhukov s special ability (see 17.3.A)). (Note: This limitation does NOT apply to Overruns). A hex may only be attacked once per Combat Segment (exception: when using Zhukov s special ability (see 17.3.A)). All units in a hex must defend together. Single Infantry/Rifle Units (of any size) in a hex may not attack, including in combination with other hexes (exception: when stacked with Zhukov in a multi-hex attack (see 17.3.A)). All Artillery Units have an attack strength of 0 and defense strength of 1, whether on their Ready or Used side. Design Note: The combat power generated by a single infantry KG, brigade, division, or Soviet corps is insufficient to achieve a result at this game s scale. B) ZOCs and Multiple-Hex Mandatory Combat Units in different hexes may combine to attack a single hex only if all other enemy units in the attackers ZOCs will be, or have already been, attacked by other friendly units during that Combat Segment and each attacking hex contains an attacking Mechanized Unit (Zhukov may affect this provision, per 17.3.A). C) ZOCs and Single-hex Combat If an attack is launched from a single hex, then 13.1.B does not apply. Not all units in the attacking units ZOCs need be attacked during the combat step, nor does the hex need to contain a Mechanized Unit. Play Note: 13.1.B. does not apply to Overruns (see 6.10 for the effects of ZOCs on Overruns) Combat Duration Before resolving any Combats during the Soviet Combat Segment, determine the Combat Duration. Combat Duration during the Soviet Assault Phase also determines the German Reaction Segment Movement Point Allowance. Play Note: The German player does not need to retain ANY movement 2007 Compass Games, LLC 20

21 points in order to engage in Combat in essence, the combat duration of German attacks is 0. A) Combat Duration The Soviet player rolls a die and halves the result (rounding up). Subtract this result from the remaining Movement Point Allowance for Rifle, Mechanized, and Guards Rifle Units. Remove the marker if the remaining Movement Point Allowance would drop to 0 or below. In many Soviet Assault Movement Segments, the Combat Duration rolled will exceed the number of Movement Points remaining for Rifle Units; no penalty applies. Subtract the amount based on the roll from Guards Rifle Units, even if this means that they lose more Movement Points than regular Rifle Units because of the latter's lower Movement Allowance. B) German Reaction Movement The Combat Duration roll also determines the German Reaction Segment Movement Point Allowance (see ). Reaction Movement is double the Combat Duration determined in 13.2.A. Place the Reaction Movement Point Allowance marker in the corresponding numbered box on the Movement Point Track. For Example: Regular Soviet Rifle Units receive an MA of 4 during the Soviet Assault Movement Segment of Turn 3 the Guards Rifle Units have a Movement Allowance of 6 per 10.3.B.1. The Soviet Player expends 3 Movement Points during the Assault Movement Segment, and moves units; Rifle Units have 1 MP remaining, while Guards Rifle Units have 3. Entering into Combat, the Soviet rolls a 4 for combat duration. Halving that roll, 2 MP is subtracted from the Mechanized MA (irrelevant to this example), while the regular Rifle marker is removed from the Movement Point Track (1 2 is less than 0). Guards Rifle Units have 2 Movement Points subtracted, leaving 1 point for the Breakthrough Movement Segment. In addition, the German Reaction Movement Allowance marker is set at 4, which is double the Combat Duration Combat Order During a Combat, each player rolls one die to determine the effect of their fire on their opponent. In most cases, the players will roll their die and inflict step losses simultaneously. During Mud and Clear weather, if all attacking units are attacking across major river hexsides, the defending player fires first, before the attacking player. In this case, remove step losses from the defender s fire before the attacking player determines his combat strength and rolls his die Combat Procedure Each Combat uses the following procedure: A) Determine Combat Strengths Each player totals up the combat strength of friendly units engaged in the Combat. Modify the total for Supply considerations. Find this strength in one of the columns of the Combat Results Table. B) Roll One Die Each player then rolls one die, modifies it per 13.7, and crossreferences the net result with the column corresponding to the combat strength on the Combat Results Table. The result will be either: No Effect, or A number (with or without an asterisk). C) Determine Losses The results from 13.4.B is the total number of steps eliminated from the opposing force. An asterisk allows the formation of a German Infantry Kampfgruppe (see 16.1.A) on the elimination of a German Infantry Unit which is back-printed with a KG Unit. The owning player determines his losses. D) Retreat Units and Conduct Advances Mechanized Units may retreat (see 13.5), and both Infantry and Mechanized Units may Advance after Combat (see 13.6). E) Repeat Return to 13.4.A for another Combat until all desired Combats are resolved Retreats Supplied, Defending Mechanized Units (only) which are not stacked with Infantry or Support Units at the start of a Combat may convert some or all losses to hexes retreated: A) Attacked by Infantry Only Convert any or all step losses into hexes retreated on a one-for-one basis. B) Attacked by at least one Mechanized Unit Take one Step loss, and then convert any or all remaining step losses into hexes retreated on a one-for-one basis. Fuel Shortage markers are irrelevant to retreat. The owning player retreats units. Units may not Retreat through enemy ZOCs, but friendly units negate enemy ZOCs for retreat purposes. Observe stacking limits at the end of a unit s Retreat. If a unit Retreats into a hex which is attacked later in that Combat Segment, it adds nothing to the defense and is automatically eliminated if the defender takes any step losses Advance after Combat Surviving attacking units may enter a hex completely vacated by defending units, whether it is vacated by elimination or retreat. Conduct Advances immediately after the resolution of a Combat. Units do not expend Movement Points in order to advance. Advancing units ignore enemy ZOCs for the length of the advance. Advancing units must stop after crossing a Major River in Mud or Clear weather; mark Soviet units with an Immobile marker. All advances are subject to stacking limits at the end of the advance. Infantry/Rifle Units may never advance past the defender s hex Compass Games, LLC 21

22 A) Defender s Hex Infantry and Mechanized attacking units may always enter a vacated defending hex, up to the game s stacking limits. B) Mechanized Follow-up If defending Mechanized Units Retreat, attacking Mechanized Units may Advance after Combat along the path of retreat a number of hexes equal to the actual length of the retreat. The first hex must be the defending hex. Note that if units advance the whole retreat distance they will end the advance adjacent to the defending units. Mechanized Units are not required to advance, nor does a unit have to advance the entire possible distance. during the Soviet Logistical Strain. Play Note: River effects apply even if some attacking stacks are not attacking across the river hexside, as long as at least one is. B) Panzerfausts In all Soviet attacks against town, city, urban and fortress hexes, add one to the step losses inflicted on the Soviet attackers every time the Soviet modified die roll is 1, as noted on the Terrain Effects and Combat Charts). Take this additional step loss from a Mechanized Unit, if possible. Design Note: The Panzerfaust rule can affect Soviet Infantry Units because it also represents the many independent Tank Units below Corps-level attached to the infantry. C) Tactical Air Each Tactical Air Support Unit adds a 1 DRM to any one combat fire on attack or defense per game turn. Once a Tactical Air Support Unit is used, flip it to its Used side. Note that Soviet Tactical Air Units may not be used on Turns 3 and 4. Design Note: The Russians mostly used grass and dirt airfields which effectively grounded the Soviet Air Force during Mud turns. D) Out of Supply All Out of Supply units are halved on Attack and Defense strength (total the units then round down). German Infantry cannot form KGs. For Example: Above, the Soviet Guard Rifle and Tank Corps in hex 4638 and and two Soviet Guards Mechanized Corps in 4740 attack three German Pz. Divisions in The Soviet player also commits an Air Unit to this attack, cancelling the DRM effects of the river. The rolls go as well as the Soviets can hope for, and the Germans take a loss of 4, while the Soviets a loss of 1. One of Pz. Divisions is flipped to its reduced side, and the three units then retreat to 4340 via 4540 and The Soviet Guards Rifle Corps may only advance into 4640 (and takes the step loss). The remaining Gd. Tk and Gd. Mechanized Corps may end their advances in any of 4640, 4540, 4441, subject to all normal stacking limits Combat Particulars A) Die Roll Modifiers (DRMs) DRMs affect a player s Combat die roll. All are cumulative. More than one from each group may apply: Subtract 1 from the attacker s die roll if the defending hex is a broken, forest, swamp, city, or defensive works hex, is across a major or minor river hexside, or is across a lake/haff hexside during frost, and Subtract 2 from the attacker s die roll if the defender s hex is a mountain, urban, or fortress hex, and Subtract 1 from the defender s die roll if any defending unit is Disrupted, and Immobilized units are subject to a -1 to their roll, and Add 1 to a player s die roll if he has a Tactical Air Unit in the combat (maximum of one per player), and Subtract 1 from all Soviet die rolls (attacking or defending) 2007 Compass Games, LLC 22 E) Other Effects During Mud and Clear weather, if all attacking units are attacking across major river hexsides, the defending player will be allowed to fire first, before the attacking player (see 13.3) OVERRUN 14.1 General Rules The only combat allowed in the Exploitation Phase is Overrun, and Overruns only take place during the Exploitation Phase. Supplied and undisrupted Mechanized Units are the only units allowed to Overrun. Multiple units may Overrun together if they begin the Exploitation Phase stacked together. A Mechanized Unit may only perform one Overrun per Exploitation Phase. A defending hex may be Overrun any number of times per Exploitation Phase. The German Vistula Division may never be Overrun. Design Note: The Vistula Division represents the collection of a large number of Flak and Anti-tank guns Procedure Move the Overrunning unit or stack adjacent to the target hex and declare the Overrun. The Overrun costs +1 Movement Point in addition to the cost of entering the target hex, and the Overrunning units must have the Movement Points available. The Overrunning units do not

23 enter the defending hex at this time. Only units in Clear or Broken terrain may be Overrun; towns and defensive works do not make a hex ineligible to be Overrun. Resolve an Overrun as a normal Combat (both players may add Tactical Air, and the German player Rudel, if available), except as follows: The Overrunning units halve their combined attack strength (rounding up) if the defending stack contains at least one Mechanized Unit, and The defending units may not retreat. If the defending hex is entirely cleared of defending units, the Overrunning units must advance into the hex. After resolution of an Overrun, regardless of result, the unit s movement is finished for the segment. If the defending hex is not entirely cleared of defending units (including a KG formed as a result of the Overrun), the attacker takes a step loss in addition to the result from the Combat Results Table, and the Overrunning units remain in the hex from which they launched the Overrun Overrun and ZOC The effects of enemy ZOC on Overruns are explained in ATTRITION During the Attrition Phase, both sides simultaneously check for supply per the Sequence of Play. The Soviet player checks for Soviet Logistical Strain (see 9.3) by noting whether he has any Infantry, Mechanized, or Artillery Units west of the SLS line (printed on the map). If so, place the SLS markers per 9.3. After checking for Supply and SLS, all Out of Supply units take one step loss, subject to the following: German units eliminated because of Attrition cannot form KGs (as they are Out of Supply), and A KG is not eliminated by attrition unless it is adjacent to a Soviet unit (all other one-step units are eliminated), and German units in Fortress, Coastal, and Haff hexes are always considered in Supply for Attrition purposes, and Reduced Soviet Guard Cavalry Corps are not eliminated by Attrition KAMPFGRUPPEN AND GARRISONS Even at the end of the war the Germans showed a great capacity to form effective combat forces from scratch units and the remains of shattered divisions. These are represented in RED STORM OVER THE REICH by Kampfgruppen and Garrisons. Kampfgruppen are numbered and named. The name is usually that of the division commander and is provided entirely for historical flavor (KGs were often formed around officers of lower rank). Example of Overrun: The Soviet player wishes to use the 1 Tank and 8 Mechanized Corps to Overrun the 547 VG Division in hex They must move to hex 4528 first, as that is in the ZOC of the target unit ONLY, since hex 4527 is in the ZOC of both German units. If the VG division is eliminated, the two Soviet units may advance into hex If the VG unit were in hex 4527, the Soviets would also be able to overrun it there, ignoring the ZOC of the other German unit, and advance on elimination. If the Soviet units had started in hex 4527, they could have Overrun either German unit Compass Games, LLC Kampfgruppen Kampfgruppen (KG) come in two forms, Infantry and Mechanized: A) Infantry Kampfgruppen All German Infantry Divisions have a KG on the back. KGs are NOT a reduced-strength side of a division. All German Infantry Divisions have one step and may never be replaced if eliminated. As German Infantry Divisions are eliminated, place them in a separate pool (an opaque container). Do not place units which begin the game as KGs in the KG pool when eliminated; they are permanently eliminated when they take a step loss. When KGs printed on the back of German Infantry Divisions are eliminated in Combat, they are placed back in the KG pool for possible future use. Infantry KG enter the game in two ways: Combat Results: When Soviet fire on either the Barrage Table or the Combat Results Table achieves a 1* result, flip ONE eliminated German Infantry division in that hex to its KG the German player chooses which division s KG is used. The KG remains in the hex even if all other units were eliminated. Replacements: The German player randomly draws 4 KGs from the KG pool each turn, during the German Placement Segment (see B).

24 B) Mechanized Kampfgruppen There are six Mechanized KG that begin the game in their on-map holding boxes. When a German Panzer or Panzergrenadier division is eliminated by a Soviet barrage or attack, the German player may choose to replace it with a Mechanized KG currently in a holding box. The eliminated division takes its place and the Mechanized KG does not retreat. A maximum of six Mechanized KGs may be in play at one time. A KG may NOT be eliminated elsewhere to make one instantly available for the current combat result. Mechanized KGs remain on the map until one of the following happens: Elimination: If the Mechanized KG is eliminated in combat, place the KG in its holding box and eliminate the Mechanized division that occupies its holding box instead, freeing the KG to be used again. Replacements: If the German player expends a Mechanized Replacement Step to rebuild the division, he places the corresponding Mechanized division at reduced-strength in the KG s hex and the Mechanized KG is returned to its holding box (see B). If a Mechanized KG Unit is available for use, it can be used as an additional step in combat. It comes into existence and is then immediately eliminated. In essence, it is the third step of a German Mechanized division. For Example: Two German panzer divisions at reduced strength take 2 step losses and only one Mechanized KG is available. One of the panzer divisions converts into the KG, which is then immediately eliminated, saving the other panzer division. If the Mechanized KG wasn t available, then both panzer divisions would have to be eliminated. C) KG Particulars The following rules apply to KGs: An Out of Supply unit cannot form a KG A Disrupted unit that is eliminated and forms a KG (Infantry or Mechanized) creates a Disrupted KG When units are eliminated for Overstacking (see 5.3), no KG is formed Garrisons The German Garrison Units represent forces scraped together to defend a city or town. The Bunker represents the political heart of the Third Reich. Its elimination represents, in game terms, that the Soviets have captured Berlin. Garrisons may not move, attack, retreat, or advance after combat, nor do they have a ZOC. A Garrison does not require supply. The German player has three types of Garrisons: The Bunker, city, and generic. Specific rules for each are: The Bunker: In the Historical and Sleigh Ride Scenarios, the game ends at the end of the Turn in which The Bunker is eliminated. City: City Garrisons may not be replaced if eliminated. Some have two steps. Generic: Generic Garrisons are automatically replaced each Turn (if eliminated). Each has one step. The German player may voluntarily eliminate a generic Garrison Unit that isn t in a Soviet ZOC at any time; the Garrison may be placed in another hex during the next, or current, Reinforcement and Replacement Phase SPECIAL RULES 17.1 Upper Silesian Industrial Region (USIR) The Upper Silesian Industrial Region was the last major industrial production center in the Third Reich in Stalin was not only determined to deny it to the Germans, but also to capture its industries for Soviet use. In addition, as important as the USIR was, with the Soviets advancing south of the region (off of the RED STORM OVER THE REICH map) the German commanders were determined not to be caught in another Stalingrad-type pocket, whatever Hitler s demands. A) USIR Combat The Soviet player may not barrage into a USIR Urban hex or use Tactical Air to support an attack on such a hex. B) USIR Replacements As long as the USIR is connected by friendly-controlled contiguous railroad hexes (not blocked by un-negated Soviet ZOCs) to a Berlin Urban hex, the German player receives 2 extra Mechanized replacement steps each turn (see B). C) USIR Mandatory Evacuation The German player checks for the Mandatory Evacuation of the USIR at the beginning of every German Movement Segment. If the Soviets have either (a) occupied Oppeln (hex 3140) with a Supplied unit, or (b) crossed the Oder with in-supply units into any of hexes 2637, 2638, 2738, 2839, 2939, and/or 3040, all Supplied German units in the USIR must exit the USIR if possible. German units may not enter or attack a USIR hex that turn. This restriction is lifted starting the following turn Special Units Certain Combat Units follow these special rules: A) Vistula Anti-Tank Division The Soviet player may not Overrun a hex with this unit. The Vistula Division must be the first unit eliminated when an attack inflicts losses on its hex. B) Soviet Guard Cavalry Corps Reduced strength Soviet Guard Cavalry Corps are not eliminated when Out of Supply during the Attrition Phase. They may move their full printed Movement Allowance (taking Supply and Disruption into account) either during the Soviet Assault Movement Segment or the Soviet Breakthrough Movement Segment, but not both (see 10.3.B.2) Compass Games, LLC 24

25 C) Flak Units When the Soviet player attacks a hex which contains a Flak Unit he suffers an additional step loss (of his choice) in addition to any received by the German defensive fire. Flak Units may never enter Urban hexes. Design Note: These are not the famous Flak Towers of Berlin, which were Immobile and are factored into the terrain effects. These units represent the thousands of Flak guns shifted from air-defense to antitank defense during the last weeks of the war Leaders The Soviet player has a Leader Support Unit (Zhukov) who is available for the entire game. The German player has a Leader marker (Heinrici) who is available on Turn 6 and after (until used once). A) Zhukov Zhukov has three abilities: He moves at the rate of 1 MP per hex, regardless of terrain costs or effects. His movement is affected by ZOCs normally per 6.6 and he may not end his move in a hex adjacent to an enemy unit unless stacked with a friendly Combat Unit. Units stacked with or adjacent to him may combine in an attack against a single hex regardless of the presence of friendly Mechanized Units; all other rules pertaining to such combats apply (see 6.9). All units that take part in an attack involving Zhukov may immediately make a second attack, following the resolution of the first attack. The attack must be against the same hex as the first attack If Zhukov is eliminated, he receives a Soviet State Funeral; remove his counter from the game. Zhukov s removal counts as a step loss, and is a Mechanized Unit for purposes of retreat. B) Heinrici Once per game, Heinrici may be used to cancel one or two Soviet Artillery Barrages. If canceling two Barrages, both must be within three hexes of each another. From Turn 6 on (until Heinrici is used), the Soviet player declares all barrages before executing any of them, allowing the German player the opportunity to use Heinrici s ability. Keep Heinrici in the German Support Unit Holding Box from his arrival until used. Remove Heinrici from the game after he has been used once Air Units Air Units have a number of effects, summarized here for easy reference. A) Weather Do not use any Soviet Air Units (only) during Turns 3 and 4 the Mud Turns (see 9.1.C). B) Air Barrage These units function according to When Barraging within the ranges for each player, resolve Barrages normally except as noted in C) Air Support Tactical Air Units add a +1 DRM to friendly Combat or Overrun die rolls (see 13.7.A and 13.7.C). No more than one per side may be assigned to a given Combat/Overrun Operation Thunderclap Thunderclap was the Code-name for the Allied bombing of Dresden in mid-february, Place the Operation Thunderclap marker in Dresden (hex 0536) during the Reinforcement and Replacement Phase of turn 4. Operation Thunderclap has three effects: At the start of Turn 4, permanently remove two German Entrained markers from the game, and At the start of Turn 4, eliminate all German units in Dresden, and During Turn 4, the German player may not use railroad movement or trace Supply through Dresden Zossen Zossen (hex 0429) was the communication center of the German Army. If Zossen is occupied by a Soviet unit, subtract 1 from all rolled German Infantry and Mechanized MPs for the rest of the game. Place the Zossen marker on the Movement Point Track as a reminder. Play Note: Make the subtraction from the MPs, not the die roll! 17.7 Hitler Mandated Attacks This rule applies during the Historical and Sleigh Ride Scenarios only. Beginning with Turn 2, during the German Strategic Segment, the German player rolls one die and halves it, rounding up. The result is the number of Hitler Mandated Attacks required during the turn. Overruns during the Exploitation Phase count as Hitler Mandated Attacks. To qualify as a Hitler Mandated Attack, the attacking units must be Supplied and include at least one division of any type or size. For each turn in which the German player fails to make ALL Hitler Mandated Attacks, the German player loses one VP at the end of the game. Once the Soviet player has either occupied Zossen or eliminated The Bunker Garrison Unit, the German player stops rolling for Hitler Mandated Attacks for the rest of the game. Play Note: See 3.5.B on how to use the Mandated Attacks markers Defensive Works The German Defensive Works lines have two effects: Intact German-controlled defensive works near the front line block Soviet Supply lines both overland and by rail (see 7.2) Compass Games, LLC 25

26 They inflict a -1 DRM on all Soviet Attacks/Overruns into the hex (see 13.7.A). A defensive work is near the front line if it is 10 or less hexes from a Supplied German Combat Unit. Soviet-controlled defensive works do not affect German Supply Lines. When a supplied Soviet Combat Unit passes through a hex containing a German Defensive Works the Works is destroyed. Play Note: The Defensive Works destroyed markers may be used to help keep track of hexes cleared by the Soviets. You should be able to play without them in most cases. EXTENDED EXAMPLE OF PLAY Note: All units in Figure 1 begin the game per the Historical Scenario. The Reinforcement and Replacement Phase of Turn 1 does not effect the area shown in this example. The Weather is Frost, there are no Fuel markers on the map and the Soviet Logistical Strain hasn t been triggered yet. All Soviet units are Supplied; the Soviet player begins with the Command Roll of his Assault Movement Segment. He rolls a 5, to which he adds +1 because of the Frost weather, for a total of 6. Crossreferencing the 6 on the Movement Point Track with the Soviet Rifle and Mechanized icons, the roll results in Rifle Movement Point Allowance of 6, and a Mechanized Movement Point Allowance of 12; Guard Rifle units also automatically have a 6 Movement Point Allowance (the markers are positioned on the Movement Point Track accordingly). Because this is Turn 1, 1 Movement Point is added to the Rifle and Guard Rifle Movement Point Allowances and 2 MPs are added to the Mechanized Movement Point Allowance; the totals are now 7 and 14, respectively. The Soviet player declares that he will spend 3 Movement Points during the Assault Movement Segment, and all markers are lowered by 3 Movement Points. If more than 3MP had been declared, all Soviet Artillery Units would be forced to flip to their Used sides. The Soviet player decides to move his units as shown with the numbered arrows in Figure 1: 1. The 10 Gd Tk moves to 5241 and 3 Gd Tk artillery moves to The 7 Gd Tk moves to The 6 Gd Tk moves to Figure Compass Games, LLC 26

27 4. The 31 Tk move to The 33 and 34 Gd Rifle move to The 48 Rifle moves to The 43 and 115 Rifle move to The 55, 117, and 118 Rifle move to The 7 Gd Mechanized moves to Figure 2 The 1 Gd Cavalry Corps does not move as the Soviet player has decided to move his Cavalry Units during the Breakthrough Movement Segment (see 10.3.B.2). Figure 2 shows the positions of all units at the start of the Soviet Combat Segment. The Soviet player s Barrages are illustrated with the numbered arrows (all Soviet artillery units are A-class Barrage Units): 1. The 3 Gd Artillery will Barrage hex 5038, hoping to suppress the German Artillery Unit there. The die roll is a 5, modified to 4 because of the forest, for a result of 1*. The infantry division is eliminated and is replaced by the Beisswanger KG on its reverse side. The Beisswanger KG is Disrupted (see 12.1) and the 4 Pz Artillery is flipped over to its Used side (the only effect of Disruption on an Artillery Unit, see 12.1). The 3 Gd Artillery Unit is flipped to its Used side. 2. The 3 Gd Tk Artillery will try a long-range Barrage on the 17 Pz Div. in hex 4841; the goal is to Disrupt it and thus remove its ZOC (see 12.1). The die roll is 4, modified to 2 (-1 for the Defensive Works and -1 for lack of an adjacent Soviet unit), Disrupting the 17 Pz Div. The 3 Gd Tk Artillery Unit is flipped to its Used side. 3. The 5 Gd Artillery Barrages the 371 Inf. Div. in The die roll is 1, for a result of D. The 371 Inf. Div is Disrupted. Finally, the 5 Gd Artillery Unit is flipped to its Used side. The German player normally would undertake his Barrage now, but his Artillery Unit is no longer Ready-side up. Figure 3 shows the map after the Barrages have finished and where the Soviet player plans to make his Combat Segment attacks (using the numbered arrows). The Soviet player must determine the Combat Duration (see 13.2.A) first; he rolls a 3, which is halved and rounded up, resulting in a Combat Duration of 2. The Duration is subtracted from all Soviet Movement Point Allowance markers on the Movement Point Track. The German player sets his Reaction Movement Point Allowance marker to 4 (double the Combat Duration, see 13.2.B). 1. The Soviet stack in hex 5139 attacks the German 168 Inf. Div. in The Soviet units total 12 strength points; they roll a 4, modified by -1 (because of the forest in the defender s hex), for a net result of 3. The combat result is 1. The German unit has 2 strength points and rolls a 4 (no modifiers apply to the German roll) resulting in a - on the CRT. The German unit is eliminated (no KG is formed because the result did not have an asterisk), and the Soviet units are unaffected. The Soviet player elects not to advance any units after combat. 2. The Soviet units in 5140 (13 strength points) attack the German 68 Inf. Div. in hex 5041 (3 strength points). The Soviet player wants to ensure the elimination of the German unit and so commits a Soviet Tactical Air Unit (for its +1 die roll modifier). No other modifiers apply. The Soviet player rolls a 4 which nets a 5, for a CRT result of 2. The German player rolled a 3, for a - result. So the German unit is eliminated (because the result did not have an asterisk); again, the Soviet units are unaffected. All three Soviet Combat Units (not the Artillery Support Unit) advance into hex The Tactical Air Unit is flipped to its Used side and placed in its holding box on the map. 3. The Soviet player makes an identical attack against the German unit in hex The relative strengths are 13 to 3 and once again the only modifier to the combat is the +1 to the Soviet s for the Tactical Air Unit. The die roll is a 3 for the Soviet, netting a 4 and a result of 2 on the CRT. The German die roll is a 4 for a 1* on the CRT. Yet again the German division is eliminated with no KG forming but the Soviet player is forced to take a step loss and the 73 Rifle Corps is flipped to its reduced side (the asterisk is irrelevant to Soviet losses). Again, the Tactical Air Unit is flipped to its Used side and placed in Soviet holding box. All three Soviet Combat Units advance into hex Compass Games, LLC 27

28 Figure 3 4. The Soviet stack in 5142 (10 strength points) attacks the Disrupted German unit in hex 5143 (3 strength points). Both die rolls are modified by -1 (the Soviet roll for the broken terrain and the German roll for its Disruption). Both results are 1* (the Soviets rolled a 3, modified to a 2, and the Germans rolled a 5, modified to a 4); the German 371 Inf. Div. is eliminated, and replaced by the Scherenberg KG on the reverse it remains Disrupted. The Soviet player reduces the 32 Guard Rifle Corps. 5. The Soviet units in 5243 (11 strength points) attack the German 359 Inf. Div. in hex 5244 (2 strength points). The Soviet roll is a 4 but it is modified by -1 (because of the broken terrain), resulting in a 1 on the CRT. The German roll is a 6 and with no modifier the result is 1*. The German unit is eliminated and the Soviet player reduces the 15 Rifle Corps, which then advances. Figure 4 shows the map at the end of the Soviet Combat Segment. Figure 5 shows the German Reaction Movement Segment. The German player moves the 16 Panzer Division as noted (per , the unit ended its movement nearer a Soviet unit than where it began). Figure 4 Figure Compass Games, LLC 28

29 Figure 6 shows the Soviet Breakthrough Movement Segment. At this point, the Soviet player has spent 5 Movement Points; his Rifle and Guard Rifle Units have 2 Movement Points remaining and his Mechanized Units have 9 Movement Points remaining. The Soviet player releases the Soviet Guard Cavalry Corps, which will have their full 8 Movement Points (see 10.3.B.2). Figure 6 1. The 6 Gd Mechanized moves to The 10 Gd Tk and the 9 Mechanized move to The 7 Gd Mechanized moves to The 1 Gd Cav moves to The 4 Gd Tk moves to The 33 and 34 Gd Rifle Units move to The 32 Gd Rifle in 5142 also moves to The flipped 73 Rifle and 78 Rifle move to The 6 Gd Tank moves to The 31 Tank moves to During the German Strategic Segment, the German player Entrains the 20 Panzer Div., for entry onto the map during the German Assault Movement Segment (outside the pictured area). Figure 7 Figure 7 shows the end of the German Supply Segment. The German 16 and 17 Panzer Divisions, Scherenberg KG, and the 544 Inf. Div. cannot trace Supply through the Soviet ZOC and are marked as Out of Supply Compass Games, LLC 29

30 Figure 8 illustrates German Assault Movement. The German player rolls a 2 for his Command Roll resulting in a Movement Point Allowance of 3 for his Infantry Units and 6 for Mechanized Units. Note that the two Out of Supply Infantry Units in the south may not use Roving Cauldron movement as they do not have enough Movement Points (due to the effects of being Out of Supply/Disrupted) to end their movement not adjacent to a Soviet unit (see ). The Out of Supply markers have been removed from the 16 and 17 Pz Divisions for clarity in this example but they will observe Out of Supply effects. 1. The 70 Bde. Moves to 5135 (off-map). 2. The 342 Inf. Div. moves to The 291 Inf. Div. moves to 5136 also. 4. The Beisswanger KG moves to The 4 Pz Art moves to 4737 (This movement looks like a horrible choice as it puts the unit right in the path of the Soviet advance, but units in cities may not be Overrun, so the unit is safe from elimination in the upcoming Soviet Exploitation Phase.) 6. The 88 Inf. Div. moves to Panzer Div. moves to 4639 as a Roving Cauldron (see ). 8. The 17 Panzer Div. moves to 4642 as a Roving Cauldron. 9. The 344 Inf. Div. moves to The 269 Inf. Div. moves to The 75 Inf. Div. moves to The 20 Panzer Div. moves to 4539 with Rail Movement (see ). Figures 9 and 10 picture the Soviet Exploitation Movement Segment; Figure 9 shows the Overruns made using the numbered arrows and Figure 10 shows the overall position at the end of the segment. Soviet units must first check Supply and all are Supplied. Then the Soviet player makes his Command Roll for Exploitation Movement Point Allowances. His roll is a 2, modified by +1 for the Frost weather, for a net roll of 3. Therefore, Rifle Units have 4 Movement Points and Mechanized Units have 10. With the Turn 1 bonus, Rifle Units have 5 and Mechanized Units a 12 Movement Point Allowance. Guard Rifle Units have 7; their base of 6 plus 1 for Turn 1. The Soviet player has 1 Air Unit remaining. Figure Compass Games, LLC 30

31 Figure 9 The Overruns are as follows: 1. The 10 Gd Tank and 9 Mechanized Corps move to 4741 to Overrun the German 75 Infantry Division. The Soviets have a strength of 11, while the Germans have a strength of 3. The rolls are 4 and 2, respectively; the Soviet roll has 1 subtracted from it for the Minor River, and the results are 1 loss inflicted to the Germans and, to the Soviets. The 75 ID is eliminated without forming a KG. Because the Overrun was successful the Soviet units move into the Overrun hex (4641). 2. The 4 Gd Tank and 7 Gd Mechanized move from 5141 to 4540 to Overrun the 20 Pz (under the Entrained marker), with a defense strength of 4. It s a long move but the Soviet units arrive in hex 4540 having used 6MPs (the frozen minor river costs nothing), plus 1MP for the Overrun attempt and 1MP to enter the Overrun hex, for a total of 8MPs to complete the Overrun in hex Because the Overrun target is a Mechanized Unit, the Soviet Overrun strength is halved, to 7 after rounding up. The Soviet player commits the last Air Unit to try to get a shot at reducing the 20 Pz. to a Mechanized KG. The rolls are 4+1=5 for the Soviet player and 6 for the German; the 20 Pz. is indeed reduced to the Mechanized KG Doberit, and is automatically Detrained (see ). The Soviet player flips 7 Gd. Mechanized satisfying the combat result of 1 step loss. However, the Soviet must take a second step loss because the overrun hex was not cleared (see 14.2) so both Soviet units are reduced. Lastly, the Air Support Unit is returned to the Soviet Holding Box on its Used side. Note that KG Doberit now has a ZOC Gd Tank will now try to finish the job. It moves to 4640, and Overruns with a strength of 4 against 1. The rolls are 2 and 6; KG Doberit survives but the Soviet unit suffers two step losses (1 for the combat result and 1 for not clearing the hex again) Tank moves to 4640 in a final attempt to Overrun KG Doberit. It s a strength of 3 verses a defense of 1. The rolls are 6 and 4 respectively. The Overrun finally succeeds and KG Doberit is placed back in its holding box, and the 20 Pz. Division is removed from the game. 25 Tank is moved into hex Note that Overruns 3 and 4 are legal because the 16 Pz. Div. has lost its ZOC by being Out of Supply even though it moved to a hex from which it could trace supply, the supply status doesn t change until the next Friendly Supply Segment (see 7.0). The remaining Soviet units move to the positions shown in Figure 10. Note that the Soviet player cannot enter the lighter shaded hexes with the red border around 4543 to 5044 because of the Turn 1 movement restriction. The German player will find that the 16 and 17 Pz. Divisions are still out of supply, but in a decent position to move as Roving Cauldrons. The 344 and 269 Infantry Divisions are in supply, as they can trace to the rail hex in KG Scherenberg and the 544 ID remain Out of Supply. All Soviet units are at present in Supply depending on the next German move they may be found to be Out of Supply. The German Exploitation Movement Segment may allow them to get some of these units far enough away from the Soviets to avoid being surrounded. But will the Germans be able to establish a line that can hold? Only playing the game will answer that question. CREDITS Game Design: Ted S. Raicer Development: William Cooper Rules Editing: Todd A. Davis, Ken Dingley All Graphics: Todd A. Davis Playtesting: Pete Atack, William Cooper, Mark Davidson, David Deitch, Ken Dingley, Jon Gautier, Laurent Guenette, Victor Harpley, Doug Porterfield, Martin Sample, and John Tex Teixeira. Proofing: William Cooper, Ken Dingley, Philipp Klarmann, and Doug Porterfield. Production: Ken Dingley, Mark Kalina and Bill Thomas for Compass Games, LLC. Special Thanks: Philipp Klarmann, Mark Simonitch Compass Games, LLC 31

32 Figure Compass Games, LLC 32

Game Journal 53 First fight Smolensk Blitzkrieg. Rules : updated 17/May/2016(see /4.0 /9.2.4 /12.1/14.0/ TERRAIN EFFECT TABLE)

Game Journal 53 First fight Smolensk Blitzkrieg. Rules : updated 17/May/2016(see /4.0 /9.2.4 /12.1/14.0/ TERRAIN EFFECT TABLE) Game Journal 53 First fight Smolensk Blitzkrieg Rules : updated 17/May/2016(see 2.2.2 /4.0 /9.2.4 /12.1/14.0/ TERRAIN EFFECT TABLE) 1.0 INTRODUCTION This game simulates fighting in Baltic States and Leningrad

More information

Clash of Giants The Campaigns of Tannenberg and The Marne, 1914

Clash of Giants The Campaigns of Tannenberg and The Marne, 1914 RULEBOOK -UPDATED 12/25/01 Clash of Giants The Campaigns of Tannenberg and The Marne, 1914 Table of Contents 1.0 Introduction............... 2 2.0 Game Components........... 2 3.0 Game Setup...............

More information

Game Turn 11 Soviet Reinforcements: 235 Rifle Div can enter at 3326 or 3426.

Game Turn 11 Soviet Reinforcements: 235 Rifle Div can enter at 3326 or 3426. General Errata Game Turn 11 Soviet Reinforcements: 235 Rifle Div can enter at 3326 or 3426. Game Turn 11 The turn sequence begins with the Axis Movement Phase, and the Axis player elects to be aggressive.

More information

Table of Contents. basic rules. Advanced rules. Detailed Sequence of Play. 6 Movement phase 8. 1 Explanation of game terms 3.

Table of Contents. basic rules. Advanced rules. Detailed Sequence of Play. 6 Movement phase 8. 1 Explanation of game terms 3. 2 1 Explanation of game terms 3 1.1 Units 3 1.2 Command Radius (CR) 4 1.3 Step losses 4 1.4 Game markers 4 1.5 Supports 4 1.6 Theater of Operation markers (TO) 4 1.7 Nationality and borders 5 1.8 Hexes

More information

RULES OF PLAY Living Rules

RULES OF PLAY Living Rules Ukraine 43 2nd Edition 2ND EDITION RULES OF PLAY Living Rules 7-4-5 TABLE OF CONTENTS. Introduction... 2 2. Contents... 2 3. Sequence of Play... 3 4. Stacking... 4 5. Movement... 4 6. Zones of Control...

More information

StR_Rules_Final.qxp:StR_Rules_Final 11/22/10 8:41 AM Page 1

StR_Rules_Final.qxp:StR_Rules_Final 11/22/10 8:41 AM Page 1 StR_Rules_Final.qxp:StR_Rules_Final 11/22/10 8:41 AM Page 1 StR_Rules_Final.qxp:StR_Rules_Final 11/22/10 8:41 AM Page 2 1.0 INTRODUCTION 1.1 The Game 1.2 Equipment 1.3 Contacting Compass Games 1.4 Help

More information

Game Journal 47 Fierce Fight! Stalingrad Blitzkrieg

Game Journal 47 Fierce Fight! Stalingrad Blitzkrieg Game Journal 47 Fierce Fight! Stalingrad Blitzkrieg Different point from MLB is indicated by red. Combat Results Table Ax : number of step attacking lose - : No effect R : All defending units retreat one

More information

RULE BOOK. Table of Contents. Game Design by Ted Raicer

RULE BOOK. Table of Contents. Game Design by Ted Raicer 1 Game Design by Ted Raicer RULE BOOK Table of Contents 1. Introduction... 2 2. Game Components... 2 3. Game Setup... 3 4. How to Win... 3 5. Sequence of Play... 3 6. Stacking... 4 7. Zones of Control...

More information

2.0 game components support Units. color to make them easier to pick out. Each player has two types of game units: Combat Units Support units

2.0 game components support Units. color to make them easier to pick out. Each player has two types of game units: Combat Units Support units basic rules Somme 1918 - Bloody Spring is a wargame that simulates the German spring offensive of 1918 that was aimed at separating the British and French armies. Players will find themselves in the role

More information

1.0 INTRODUCTION FORTRESSES COMPONENTS REPLACEMENTS GAME TERMS SEQUENCE OF PLAY VICTORY CONDITIONS

1.0 INTRODUCTION FORTRESSES COMPONENTS REPLACEMENTS GAME TERMS SEQUENCE OF PLAY VICTORY CONDITIONS RULES OF PLAY INDEX 1.0 INTRODUCTION... 2 2.0 COMPONENTS... 2 3.0 GAME TERMS... 3 4.0 SEQUENCE OF PLAY... 4 5.0 SET UP... 5 6.0 REINFORCEMENTS... 5 7.0 LOGISTICS AND INITIATIVE... 5 8.0 COMMAND... 5 9.0

More information

A game by Wei Cheng Cheng. - Graphics: Olivier Revenu - Translation: Noël Haubry. Growling Tigers The Battle For

A game by Wei Cheng Cheng. - Graphics: Olivier Revenu - Translation: Noël Haubry. Growling Tigers The Battle For BATTLES MAGAZINE #7 A game by Wei Cheng Cheng. - Graphics: Olivier Revenu - Translation: Noël Haubry Growling Tigers The Battle For Changde, 1943 is a two player wargame simulating the final stage of the

More information

Gazala: The Cauldron Table of Contents

Gazala: The Cauldron Table of Contents Gazala: The Cauldron Table of Contents 1.0 Introduction... 1 2.0 Components... 1 2.1 Game Scale... 1 2.2 Playing Pieces... 1 2.2.1 Action Chits (see 4.0)... 1 2.2.2 Tactical Chits (see 4.0)... 1 2.2.3

More information

Red Parachutes. Extended Player Aid Sheet by Richard J. Vohlers. Includes advanced rules; optional rules in italics.

Red Parachutes. Extended Player Aid Sheet by Richard J. Vohlers. Includes advanced rules; optional rules in italics. Red Parachutes Extended Player Aid Sheet by Richard J. Vohlers Includes advanced rules; optional rules in italics. S = Soviet; G = German; B = Both; P = Phasing; NP = Non-phasing; OOS = Out of Supply;

More information

GMT Games, LLC P.O. Box 1308, Hanford, CA Game Design: Vance von Borries

GMT Games, LLC P.O. Box 1308, Hanford, CA Game Design: Vance von Borries Game Design: Vance von Borries GMT Games, LLC P.O. Box 1308, Hanford, CA 93232-1308 www.gmtgames.com Rules of Play 2 Roads to Moscow ~ Rules of Play T a b l e o f C o n t e n t s 1.0 Introduction 1.1 Historical

More information

SERIES RULEBOOK. Game Design by Mark S. Miklos. Version: June 2017 TABLE OF CONTENTS. Great Battles of the American Revolution

SERIES RULEBOOK. Game Design by Mark S. Miklos. Version: June 2017 TABLE OF CONTENTS. Great Battles of the American Revolution 1 SERIES RULEOOK Game Design by Mark S. Miklos Version: June 2017 TALE OF CONTENTS 1. Introduction... 2 2. Components... 2 3. Game Scale and Terminology... 2 4. How To Win... 3 5. Sequence of Play Outline...

More information

Components: Game Map. Unit Chart. Weather Effects. Terrain effects are listed in the rules. Turn Track

Components: Game Map. Unit Chart. Weather Effects. Terrain effects are listed in the rules. Turn Track 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

More information

R U L E B O O K L E T R U L E B O O K L E T

R U L E B O O K L E T R U L E B O O K L E T R U L E B O O K L E T BARBAROSSA: Crimea R U L E B O O K L E T Game Design by Vance von Borries Table of Contents 1.0 Introduction... 2 2.0 Game Equipment... 2 3.0 Basic Concepts Terminology... 2 4.0 How

More information

Königsberg: East Prussia 1945

Königsberg: East Prussia 1945 2018 Revolution Games 0 1.0 INTRODUCTION Königsberg represents the fighting in East Prussia and adjacent areas in Poland from January 13 th to February 1 st, 1945. Each turn represents 2 days. The units

More information

Target: Leningrad Rules v1.0 1

Target: Leningrad Rules v1.0 1 Target: Leningrad The Attack of Army Group North: June August, 1941 Table of Contents [1.0] INTRODUCTION...1 [2.0] GENERAL COURSE OF PLAY..1 [3.0] GAME EQUIPMENT...1 [4.0] SEQUENCE OF PLAY...2 [5.0] HOW

More information

CEDAR CREEK BY LAURENT MARTIN Translation: Roger Kaplan

CEDAR CREEK BY LAURENT MARTIN Translation: Roger Kaplan CEDAR CREEK BY LAURENT MARTIN Translation: Roger Kaplan Cedar Creek 1864 simulates the Civil War battle that took place on October 19, 1864 and resulted in a Union victory. It uses many of the rules of

More information

Holland 44 Operation Market-Garden

Holland 44 Operation Market-Garden Holland 44: Operation Market-Garden Rev. May 2018 Holland 44 Operation Market-Garden 1 RULES OF PLAY Revised May, 2018 TABLE OF CONTENTS 1. Introduction... 2 19. Reinforcements and Entry Areas... 19 2.

More information

ARMY COMMANDER - GREAT WAR INDEX

ARMY COMMANDER - GREAT WAR INDEX INDEX Section Introduction and Basic Concepts Page 1 1. The Game Turn 2 1.1 Orders 2 1.2 The Turn Sequence 2 2. Movement 3 2.1 Movement and Terrain Restrictions 3 2.2 Moving M status divisions 3 2.3 Moving

More information

J U LY N O V E M B E R,

J U LY N O V E M B E R, J U LY N O V E M B E R, 1 9 4 2 1. Introduction............................. 2 2. Contents................................ 2 3. Sequence of Play Outline................... 4 4. The Initial Phase.........................

More information

BATTLE FOR GALICIA, 1914

BATTLE FOR GALICIA, 1914 BATTLE FOR GALICIA, 1914 Oregon ConSim Games 2006 TABLE OF CONTENTS 1.0 INTRODUCTION 1.1 Preparation for Play 1.2 Abbreviations 1.3 Game Map and Half-Hexes 2.0 THE PLAYING PIECES 2.1 How to read the Units

More information

9.3 Fresh/Spent HQs and Units Cadres AIR POWER Airfields Air Commitment Strategic Missions...

9.3 Fresh/Spent HQs and Units Cadres AIR POWER Airfields Air Commitment Strategic Missions... Summary INTRODUCTION... 3 1.0 GLOSSARY... 3 2.0 GAME COMPONENTS... 5 2.1 Map... 5 2.2 Counters... 5 2.3 Charts and Tables... 9 3.0 SEQUENCE OF PLAY... 9 4.0 MOVEMENT... 10 4.1 General Rules... 10 4.2 Stacking...

More information

2.2 Player Aid Cards. 2.3 The Playing Pieces

2.2 Player Aid Cards. 2.3 The Playing Pieces 1.0 Introduction...2 2.0 Game Equipment...2 3.0 Terminology...2 4.0 How to Play...3 5.0 Weather...3 6.0 Supply...4 7.0 Receiving Replacements... 6 8.0 Reinforcement/Withdrawal...8 9.0 Air Unit Readiness...9

More information

TUTORIAL DOCUMENT. Contents. 2.0 GAME OBJECTIVE The Overall Objective of the game is to:

TUTORIAL DOCUMENT. Contents. 2.0 GAME OBJECTIVE The Overall Objective of the game is to: TUTORIAL DOCUMENT Contents 1.0 INTRODUCTION 2.0 GAME OBJECTIVE 3.0 UNIT INFORMATION 4.0 CORE TURN BREAKDOWN 5.0 TURN DETAILS 5.1 AMERICAN MOVEMENT 5.2 US COMBAT 5.3 US MOBILE MOVEMENT 5.4 US MOBILE COMBAT

More information

The Tide At Sunrise. 1.0 Introduction. 2.0 Components

The Tide At Sunrise. 1.0 Introduction. 2.0 Components Table of Contents The Tide At Sunrise... 2 1.0 Introduction... 2 2.0 Components... 2 2.1 Units... 2 2.2 Markers... 3 2.3 Game Map... 3 2.4 Game Scale... 3 3.0 Sequence of Play... 4 3.1 Detailed Sequence

More information

1 side. The Play Book provides specifics on map designations and alignments.

1 side. The Play Book provides specifics on map designations and alignments. Rules Book Barbarossa Standard Rules Draft: 4-8-18 Game Design by Vance von Borries Copyright 2018, Vance von Borries 1.0 Introduction The Barbarossa portion of GMT s East Front Series is a set of games

More information

Sequence of Play This rulebook is organized according to this Sequence of Play.

Sequence of Play This rulebook is organized according to this Sequence of Play. Introduction...1 Sequence of Play...2 Campaign Set-Up...2 Start of Week...10 Pre-Combat...11 Combat...14 Post-Combat...19 End of Week...20 End of Campaign...22 Optional Rules...22 Credits...22 Sample Game...23

More information

The Arduous Beginning

The Arduous Beginning The Arduous Beginning The Attack of Army Group Center: June August, 191 Table of Contents [1.0] INTRODUCTION...1 [2.0] GENERAL COURSE OF PLAY..1 [3.0] GAME EQUIPMENT...1 [.0] SEQUENCE OF PLAY...2 [5.0]

More information

Gettysburg 77 Errata. 1 of 5 RULES CORRECTIONS. Advanced Union Order of Appearance

Gettysburg 77 Errata. 1 of 5 RULES CORRECTIONS. Advanced Union Order of Appearance RULES CORRECTIONS 1) p.1 Object of Game Culp s hill is U40 not U41. 2) p. 7 Combat Qualifications Rule 3 is (.see 5) not ( see 6) 3) p.8 Retreat rule 2. Change to read: If the retreating unit is adjacent

More information

IWO JIMA RAGE AGAINST THE MARINES 1. INTRODUCTION 2. COMPONENTS 2.1 COUNTERS. Operations Special Issue #1

IWO JIMA RAGE AGAINST THE MARINES 1. INTRODUCTION 2. COMPONENTS 2.1 COUNTERS. Operations Special Issue #1 1. INTRODUCTION Iwo Jima. The only battle of World War Two that saw the United States Marines suffer more casualties than they inflicted on the enemy. It was a battle that would define a war and would

More information

Napoleon s Triumph. Rules of Play (draft) Table of Contents

Napoleon s Triumph. Rules of Play (draft) Table of Contents Rules of Play (draft) Table of Contents 1. Game Equipment... 2 2. Introduction to Play... 2 3. Playing Pieces... 2 4. The Game Board... 2 5. Scenarios... 3 6. Setting up the Game... 3 7. Sequence of Play...

More information

Version 1.0. ontents:

Version 1.0. ontents: Version 1.0 C ontents: 1.0 Introduction...2 2.0 Game Components...2 3.0 Abbreviations & Glossary...6 4.0 Campaign Game Set-Up...6 5.0 Sequence of Play...7 6.0 Stacking, Zones, Control & Area Status...8

More information

Operation Shingle The Battle for the Beachhead January 22 nd - March 1 st 1944

Operation Shingle The Battle for the Beachhead January 22 nd - March 1 st 1944 Operation Shingle The Battle for the Beachhead January 22 nd - March 1 st 1944 Table of Contents 1.0 Introduction 2.0 Components 3.0 Sequence of Play 4.0 Weather Phase 5.0 Supply Phase 6.0 Reinforcement

More information

Moscow WB-95 system. Game and System author: Wojciech Zalewski Cover: Arkadiusz Wróbel Map: Wojciech Zalewski Translation: Roman Mękicki

Moscow WB-95 system. Game and System author: Wojciech Zalewski Cover: Arkadiusz Wróbel Map: Wojciech Zalewski Translation: Roman Mękicki Moscow 1941 WB-95 system Game and System author: Wojciech Zalewski Cover: Arkadiusz Wróbel Map: Wojciech Zalewski Translation: Roman Mękicki Playtest: Roman Mękicki, Bartłomiej Batkowski, Szymon Kucharski,

More information

An Axis & Allies variant

An Axis & Allies variant An Axis & Allies variant This module uses a custom map designed to represent the German invasion of the Soviet Union from 1941-1945. Turns comprise of 4 months starting with June 22 1941- October 1941

More information

RANDOM MISSION CONTENTS TAKING OBJECTIVES WHICH MISSION? WHEN DO YOU WIN THERE ARE NO DRAWS PICK A MISSION RANDOM MISSIONS

RANDOM MISSION CONTENTS TAKING OBJECTIVES WHICH MISSION? WHEN DO YOU WIN THERE ARE NO DRAWS PICK A MISSION RANDOM MISSIONS i The 1 st Brigade would be hard pressed to hold another attack, the S-3 informed Bannon in a workman like manner. Intelligence indicates that the Soviet forces in front of 1 st Brigade had lost heavily

More information

CONTENTS. A WWII tactical and operational strongpoint defense game. PAGE 1 Introduction. PAGE 2 Setup minutes ages: players

CONTENTS. A WWII tactical and operational strongpoint defense game. PAGE 1 Introduction. PAGE 2 Setup minutes ages: players CONTENTS A WWII tactical and operational strongpoint defense game PAGE 1 Introduction PAGE 2 Setup PAGE 3 Counters and Cards PAGE 4 Playing the Game PAGE 5 Soviet Card Phase PAGE 9 Wehrmacht Card Phase

More information

RESERVES RESERVES CONTENTS TAKING OBJECTIVES WHICH MISSION? WHEN DO YOU WIN PICK A MISSION RANDOM MISSION RANDOM MISSIONS

RESERVES RESERVES CONTENTS TAKING OBJECTIVES WHICH MISSION? WHEN DO YOU WIN PICK A MISSION RANDOM MISSION RANDOM MISSIONS i The Flames Of War More Missions pack is an optional expansion for tournaments and players looking for quick pick-up games. It contains new versions of the missions from the rulebook that use a different

More information

Portable Wargame. The. Rules. For use with a battlefield marked with a grid of hexes. Late 19 th Century Version. By Bob Cordery

Portable Wargame. The. Rules. For use with a battlefield marked with a grid of hexes. Late 19 th Century Version. By Bob Cordery The Portable Wargame Rules Late 19 th Century Version For use with a battlefield marked with a grid of hexes By Bob Cordery Based on some of Joseph Morschauser s original ideas The Portable Wargame Rules

More information

Musket Diplomacy. Contents

Musket Diplomacy. Contents Musket Diplomacy Contents 1. Introduction... 2 2. The Map... 2 3. Playing Pieces... 2 4. State Display & Player Aid Cards... 2 5. Sequence of Play... 3 1. Diplomacy Segment a. Alliances b. Event Cards

More information

KAWAGUCHI S GAMBLE: EDSON S RIDGE

KAWAGUCHI S GAMBLE: EDSON S RIDGE KAWAGUCHI S GAMBLE: EDSON S RIDGE Table Of Contents 1.0 Introduction... 2 2.0 Object... 2 3.0 The Map... 2 3.1 Scale...2 3.2 Areas...2 Map Details...2 3.3 Zones...3 3.4 Turn Record Track...3 3.5 Ammo Track...3

More information

COMPONENT OVERVIEW Your copy of Modern Land Battles contains the following components. COUNTERS (54) ACTED COUNTERS (18) DAMAGE COUNTERS (24)

COMPONENT OVERVIEW Your copy of Modern Land Battles contains the following components. COUNTERS (54) ACTED COUNTERS (18) DAMAGE COUNTERS (24) GAME OVERVIEW Modern Land Battles is a fast-paced card game depicting ground combat. You will command a force on a modern battlefield from the 1970 s to the modern day. The unique combat system ensures

More information

Maida 1806: Stuart vs. Reynier

Maida 1806: Stuart vs. Reynier Table of contents. 1.0 Introduction... 2.0 Components... 3.0 Gameplay... 4.0 Leaders... 5.0 Infantry in Column... 6.0 Infantry in Line... 7.0 Square... 8.0 Skirmish order... 9.0 Cavalry... 10.0 Artillery...

More information

PRELUDE: THE ADVANCE TO THE VOLGA... 2 by Michael A. Rinella. THE BATTLE IN STALINGRAD... 6 by David M. Glantz and Jonathan M.

PRELUDE: THE ADVANCE TO THE VOLGA... 2 by Michael A. Rinella. THE BATTLE IN STALINGRAD... 6 by David M. Glantz and Jonathan M. PRELUDE: THE ADVANCE TO THE VOLGA..................... 2 by Michael A. Rinella THE BATTLE IN STALINGRAD.................................. 6 by David M. Glantz and Jonathan M. House AFTERMATH:THE DEATH

More information

11.6 Victory Conditions...10

11.6 Victory Conditions...10 TABLE OF CONTENTS Introduction...4 Glossary...4 Support...4 1.0 Components...4 1.1 Anatomy of a Combat Unit...4 1.2 Organization of Brigades and Regiments...5 2.0 Impulse System...5 2.1 Activation Roll...5

More information

The Glory that was GREECE. Tanagra 457 BC

The Glory that was GREECE. Tanagra 457 BC The Glory that was GREECE Tanagra 457 BC TCSM 2009 The Glory that Was Vol. I: Greece Rulebook version 1.0 1.0 Introduction The Glory that was is a series of games depicting several different battles from

More information

Frontier/Modern Wargames Rules

Frontier/Modern Wargames Rules Equipment: Frontier/Modern Wargames Rules For use with a chessboard battlefield By Bob Cordery Based on Joseph Morschauser s original ideas The following equipment is needed to fight battles with these

More information

The counters. BULL RUN VaeVictis 89 The first battle of the Civil War

The counters. BULL RUN VaeVictis 89 The first battle of the Civil War BULL RUN 1861 - VaeVictis 89 The first battle of the Civil War A game by Laurent MARTIN Bull Run, 1861 is a simulation of the First Battle of Bull Run (or the First Battle of Manassas for the Confederates),

More information

Barbarossa: The War in the East, Second Edition "The Child's Game of Barbarossa" v 1.0

Barbarossa: The War in the East, Second Edition The Child's Game of Barbarossa v 1.0 Barbarossa: The War in the East, 1941-1945 Second Edition "The Child's Game of Barbarossa" v 1.0 Game Overview Barbarossa is a simple simulation representing the battles on the Eastern Front between the

More information

Game Rules. The Great Battles of the Napoleonic Era. Giovanni Crippa. version October v.1.1. A game by: GIOGAMES

Game Rules. The Great Battles of the Napoleonic Era. Giovanni Crippa. version October v.1.1. A game by: GIOGAMES The Great Battles of the Napoleonic Era Game Rules v.1.1 version 1.2 - October 2013 GIOGAMES A game by: Giovanni Crippa 23900 LECCO (Italy) Introduction Advanced Vive l Empereur is a game system that allows

More information

Getting Started with Panzer Campaigns: Budapest 45

Getting Started with Panzer Campaigns: Budapest 45 Getting Started with Panzer Campaigns: Budapest 45 Welcome to Panzer Campaigns Budapest 45. In this, the seventeenth title in of the Panzer Campaigns series of operational combat in World War II, we are

More information

Bravery in the Sand. 1. Introduction. 2. Components. Units. Chits. Markers Markers

Bravery in the Sand. 1. Introduction. 2. Components. Units. Chits. Markers Markers 1. Introduction Bravery in the Sand 2.1.2 Markers Bravery in the Sand is a two player game that covers the major part of the battle known as Operation Crusader in North Africa during World War Two. Covering

More information

2.0 The Battlefield. 2.1 Terrain Hexes. 2.2 Terrain Types. 3.0 Command Cards (10 each) 3.1 Order Cards (7 each)

2.0 The Battlefield. 2.1 Terrain Hexes. 2.2 Terrain Types. 3.0 Command Cards (10 each) 3.1 Order Cards (7 each) Advanced Vive l Empereur Introduction Advanced Vive l Empereur is a Histo Command Dice System Game and allows you to simulate on a grand-tactical level the battles of the Napoleonic era. The player is

More information

Introduction. Your Commanders gain Experience with every battle, but they also gain Stress. Each Week, you must decide how hard to push your men.

Introduction. Your Commanders gain Experience with every battle, but they also gain Stress. Each Week, you must decide how hard to push your men. Introduction...1 Sequence of Play...2 Campaign Set-Up...2 Start of Week...9 Pre-Combat...10 Combat...12 Post-Combat...16 End of Week...17 End of Campaign...19 Optional ules...19 Credits...19 Sample Game...20

More information

1.0 INTRODUCTION 2.0 GAME COMPONENTS 2.1 Game Map 2.2 The Playing Pieces 3.0 IMPORTANT CONCEPTS 3.1 Stacking 3.2 Zones of Control 3.3 Control 4.

1.0 INTRODUCTION 2.0 GAME COMPONENTS 2.1 Game Map 2.2 The Playing Pieces 3.0 IMPORTANT CONCEPTS 3.1 Stacking 3.2 Zones of Control 3.3 Control 4. 1.0 INTRODUCTION 2.0 GAME COMPONENTS 2.1 Game Map 2.2 The Playing Pieces 3.0 IMPORTANT CONCEPTS 3.1 Stacking 3.2 Zones of Control 3.3 Control 4.0 SEQUENCE OF PLAY 4.1 Supply Phase 4.2 Initiative Phase

More information

STANDARD & ADVANCED RULES

STANDARD & ADVANCED RULES Living Rules STANDARD & ADVANCED RULES Table of Contents Standard Game 1.0 Introduction... 2 2.0 Components... 2 3.0 Standard Sequence of Play... 3 4.0 Weather... 4 5.0 Initiative... 5 6.0 Air Power...

More information

GREAT BATTLES OF ALEXANDER 4 th Edition Errata & Clarifications October, 2008

GREAT BATTLES OF ALEXANDER 4 th Edition Errata & Clarifications October, 2008 GREAT BATTLES OF ALEXANDER 4 th Edition Errata & Clarifications October, 2008 GREAT BATTLES OF ALEXANDER Rulebook (2.25) Sample Persian Leader, Line Command Capability: Delete (Optional Rule) (4.21) 1

More information

Pacific Battles: Malaya 1941

Pacific Battles: Malaya 1941 Pacific Battles: Malaya 1941 CONTENTS 1.0 IntrodUctIon 2.0 GaMe components 3.0 HoW to Set UP the GaMe 4.0 SeQUence of PlaY 5.0 command MarKerS 6.0 reinforcements 7.0 logistics 8.0 SUPPreSSIon 9.0 reorganization

More information

Nfejfwbm!Cbuumft!!! Mfhobop! 3:ui!Nbz!2287!

Nfejfwbm!Cbuumft!!! Mfhobop! 3:ui!Nbz!2287! NfejfwbmCbuumft Mfhobop 3:uiNbz2287 2008 1 Battles of the Middle Ages Battle of Legnano 1176 Rulebook version 1.0 1.0 Introduction Battles of the Middle Ages is an easy to learn wargaming system that tries

More information

1.0 introduction. 2.0 COmPONENtS. Should you have any difficulty interpreting the rules, please send an to:

1.0 introduction. 2.0 COmPONENtS. Should you have any difficulty interpreting the rules, please send an  to: Rules of Play CrEDitS DESIGNER Michael Rinella DEVELOPER & GRAPHICS Olivier Revenu EDITING & PROOFREADING Eric Grenier PLAYTESTING Alexandre Adelet, Guillaume Adelet, Eneko Echegarrai Battles Magazine

More information

HEXBLITZ GENERAL INFORMATION

HEXBLITZ GENERAL INFORMATION GENERAL INFORMATION SCALES: The following time and ground scales are used in battles fought with 20mm or 15mm scale figures and models: Time scale: Each daylight turn represents approximately 2 hours of

More information

ARDENNES 44 Frequently Asked Questions UPDATED: NOV 17, 2003

ARDENNES 44 Frequently Asked Questions UPDATED: NOV 17, 2003 ARDENNES 44 Frequently Asked Questions UPDATED: NOV 17, 2003 Rulebook Errata: 15.8 ADDITION: A unit that begins construction of an IP in its Movement Phase may not attack in the following Combat Phase.

More information

Where Eagle s Dare Table of Contents

Where Eagle s Dare Table of Contents Where Eagle s Dare Table of Contents 1.0 Night and Weather...7 1.1 Night...7 1.2 Fog...7 2.0 Terrain...7 2.1 Clear...7 2.2 Polder...7 2.3 Orchard...8 2.4 Woods...8 2.5 Roads...8 2.6 Railroads...8 2.7 Villages...8

More information

Rule Book. Table of Contents

Rule Book. Table of Contents Rule Book Table of Contents 1.0 Introduction... 2 2.0 Components... 2 3.0 Sequence of Play... 3 4.0 Weather and Initiative... 3 5.0 Logistics... 4 6.0 Formations and HQs... 5 7.0 Activation... 6 8.0 Movement...

More information

RULE BOOK TABLE OF CONTENTS

RULE BOOK TABLE OF CONTENTS Living Rules May 2016 RULE BOOK [0.0] Using These Rules... 2 [1.0] Introduction... 2 [2.0] Game Equipment... 2 [3.0] Setting Up The Game... 5 [4.0] Sequence of Play... 5 [5.0] The Cards... 7 [6.0] Game

More information

Command Phase. Setup. Action Phase. Status Phase. Turn Sequence. Winning the Game. 1. Determine Control Over Objectives

Command Phase. Setup. Action Phase. Status Phase. Turn Sequence. Winning the Game. 1. Determine Control Over Objectives Setup Action Phase Command Phase Status Phase Setup the map boards, map overlay pieces, markers and figures according to the Scenario. Players choose their nations. Green bases are American and grey are

More information

CONTENTS 2.0 GAME EQUIPMENT

CONTENTS 2.0 GAME EQUIPMENT CONTENTS 1.0 Introduction 2.0 Game Equipment 3.0 Setting up the Game 4.0 How to Win (Victory) 5.0 Sequence of Play 6.0 Belligerents 7.0 Morale 8.0 Initiative 9.0 Actions 10.0 Movement 11.0 Concentration

More information

D anube 20. the battles of Aspern-Essling &Wagram Napoleonic 20 #17

D anube 20. the battles of Aspern-Essling &Wagram Napoleonic 20 #17 D anube 20 the battles of Aspern-Essling &Wagram 1809 Napoleonic 20 #17 GAME DESIGN Kim Meints SERIES DEVELOPER Lance McMillan ARTISTS Tim Allen, Alan Emrich, Chris Magoun, Richard Starke 2012 Kim Meints

More information

Campaign Introduction

Campaign Introduction Campaign 1776 Introduction Campaign 1776 is a game that covers the American Revolutionary War. Just about every major battle of the war is covered in this game, plus several hypothetical and "what-if"

More information

Clash of Giants GMT BATTLE BOOK. Table of Contents GAMES. The Campaigns of Tannenberg and The Marne, 1914

Clash of Giants GMT BATTLE BOOK. Table of Contents GAMES. The Campaigns of Tannenberg and The Marne, 1914 BATTLE BOOK Clash of Giants The Campaigns of Tannenberg and The Marne, 1914 Table of Contents Tannenberg............. 2 1.0 Introduction............. 2 2.0 Game Components......... 2 3.0 Game Setup.............

More information

1.0 INTRODUCTION 2.0 COMPONENTS 2.1 The Game Map 2.2 The Counters 3.0 GAME TERMS / ABBREVIATIONS 3.1 Game Scale 4.0 SEQUENCE OF PLAY 4.

1.0 INTRODUCTION 2.0 COMPONENTS 2.1 The Game Map 2.2 The Counters 3.0 GAME TERMS / ABBREVIATIONS 3.1 Game Scale 4.0 SEQUENCE OF PLAY 4. 1.0 INTRODUCTION 2.0 COMPONENTS 2.1 The Game Map 2.2 The Counters 3.0 GAME TERMS / ABBREVIATIONS 3.1 Game Scale 4.0 SEQUENCE OF PLAY 4.1 Supply Phase 4.2 Initiative Phase 4.3 Operations Phase 4.4 Entrenchment/Reinforcement

More information

CONTENTS INTRODUCTION Compass Games, LLC. Don t fire unless fired upon, but if they mean to have a war, let it begin here.

CONTENTS INTRODUCTION Compass Games, LLC. Don t fire unless fired upon, but if they mean to have a war, let it begin here. Revised 12-4-2018 Don t fire unless fired upon, but if they mean to have a war, let it begin here. - John Parker - INTRODUCTION By design, Commands & Colors Tricorne - American Revolution is not overly

More information

OPÉRATION NORDWIND RÈGLES & SCÉNARIOS ENGLISH VERSION

OPÉRATION NORDWIND RÈGLES & SCÉNARIOS ENGLISH VERSION James Dietz OPÉRATION NORDWIND RÈGLES & SCÉNARIOS ENGLISH VERSION Histoire & Collections - 2011 NORDWIND 1945 Nordwind 1945 simulates the German offensive in Alsace in January 1945. One player controls

More information

Stargrunt II Campaign Rules v0.2

Stargrunt II Campaign Rules v0.2 1. Introduction Stargrunt II Campaign Rules v0.2 This document is a set of company level campaign rules for Stargrunt II. The intention is to provide players with the ability to lead their forces throughout

More information

Kiev to Rostov PLAYBOOK. Game Design by Vance von Borries Table of Contents

Kiev to Rostov PLAYBOOK. Game Design by Vance von Borries Table of Contents Kiev to Rostov PLAYBOOK Game Design by Vance von Borries Table of Contents 1.0 Introduction... 2 2.0 Game Basics... 2 3.0 Special Rules... 4 4.0 Special Movement Situations... 6 5.0 Logistics... 7 6.0

More information

1.- Historical Introduction... Pág The Barbarossa Game... Pág Playing on a compute... Pág. 5

1.- Historical Introduction... Pág The Barbarossa Game... Pág Playing on a compute... Pág. 5 INDEX 1.- Historical Introduction.... Pág. 2.- The Barbarossa Game.... Pág. 4.- Playing on a compute..... Pág. 5 4.- Playing in Internet or Local Network. Pág. 7 5.- Game Options.... Pág. 10 6.- Sequences

More information

Henry Bodenstedt s Game of the Franco-Prussian War

Henry Bodenstedt s Game of the Franco-Prussian War Graveyard St. Privat Henry Bodenstedt s Game of the Franco-Prussian War Introduction and General Comments: The following rules describe Henry Bodenstedt s version of the Battle of Gravelotte-St.Privat

More information

Solitaire Rules Deck construction Setup Terrain Enemy Forces Friendly Troops

Solitaire Rules Deck construction Setup Terrain Enemy Forces Friendly Troops Solitaire Rules Deck construction In the solitaire game, you take on the role of the commander of one side and battle against the enemy s forces. Construct a deck, both for yourself and the opposing side,

More information

Copyright 2013, Compass Games, LLC., All Rights Reserved

Copyright 2013, Compass Games, LLC., All Rights Reserved OPERATION SKORPION - ROMMEL S FIRST STRIKE - Copyright 2013, Compass Games, LLC., All Rights Reserved TABLE OF CONTENTS 1.0 INTRODUCTION 2.0 GAME EQUIPMENT 3.0 PREPARE FOR PLAY 4.0 SEQUENCE OF PLAY 5.0

More information

Table of Contents. GMT Games, LLC P.O. Box 1308, Hanford, CA

Table of Contents. GMT Games, LLC P.O. Box 1308, Hanford, CA RULE BOOK Table of Contents 1.0 Introduction... 2 2.0 Components and Terms... 2 3.0 Sequence of Play... 5 4.0 Movement... 5 5.0 Terrain... 5 6.0 Stacking... 7 7.0 Zone of Control... 7 8.0 Combat... 7 9.0

More information

USE2 Errata-Questions docx 1 of 8

USE2 Errata-Questions docx 1 of 8 USE2 Errata-Questions 2018-12-31.docx 1 of 8 This document contains official errata for GMT Games Unconditional Surrender! World War 2 in Europe (second edition released September 2017). The file includes

More information

I-95 GAMERS. Domination Missions

I-95 GAMERS. Domination Missions I-95 GAMERS Domination Missions I-95 GAMERS Domination Missions Design notes Domination special rules Domination Frontline Domination Blind Domination Blitzkrieg Domination Early war Blitzkrieg Domination

More information

22.0 Extended Examples of Play

22.0 Extended Examples of Play Last Hundred Yards ~ Playbook 11 22.0 Extended Examples of Play 22.1 Infantry and Mortars Situation: Early dawn, October 1944, southwest of Kohlscheid, Germany. A German outpost, dug-in on Hill 192, has

More information

NOT YET LOST Rule Book

NOT YET LOST Rule Book NOT YET LOST Rule Book 1. SETUP 1.1. Place one Pionier on the SW Approach end space 1.2. Place one Police on the W, NW, NE, E, and SE Approaches assembly space 1.3. Place one Barricade at the 1 space of

More information

Nationalities. German Italians British Americans French Soviets (occupation markers only) Combat Units. Land Units

Nationalities. German Italians British Americans French Soviets (occupation markers only) Combat Units. Land Units Rules for The Soft Underbelly: War in the Mediterranean, 1940-1945 based on World War II: Strategic Decision Series Copyright 2015, 2016 Two Generals Games LLC v 1.1 Always Check www.twogeneralsgames.com

More information

Streets of Stalingrad Game Turn Sequence Outline

Streets of Stalingrad Game Turn Sequence Outline Streets of Stalingrad Game Turn Sequence Outline 1 Administrative Phase a German may declare game over 3.1 b Restack EXPLOSION markers with owning units 14.03 c Soviet adjusts OUT OF SUPPLY markers 19.04

More information

Montelimar: Anvil of Fate Scenario 1 -Opening Blows - The Feint

Montelimar: Anvil of Fate Scenario 1 -Opening Blows - The Feint Montelimar: Anvil of Fate Scenario 1 -Opening Blows - The Feint Introduction This is an after action report of a play test game of Monlimar: Anvil of Fate. Please note that the Vassal module and graphics

More information

Battles of the Ancient World:

Battles of the Ancient World: Battles of the Ancient World: Volume IV Standard Rules 1.0 INTRODUCTION 2.0 GAME EQUIPMENT 2.1 The Game Map 2.2 Game Charts & Tables 2.3 The Playing Pieces 2.4 How to Read the Units 2.5 Game Scale 3.0

More information

command efficiency table

command efficiency table sequence of play 0. PRE-GAME ORGANIZATION PHASE. 1. POSTURE DETERMINATION PHASE 2D6 + Cohesion. Highest total has initiative in this phase. Mark required stands or groups in movement posture. [6.01.01]

More information

RULES OF PLAY. Table of Contents. One Small Step 7507 Hillmeade Road Bowie MD Version 1.2d February, 2018

RULES OF PLAY. Table of Contents. One Small Step 7507 Hillmeade Road Bowie MD Version 1.2d February, 2018 RULES OF PLAY Table of Contents 1. Introduction... 2 2. Setup... 2 3. Components... 2 4. Turn Sequence... 4 5. Zocs, Stacking, and Invasions... 6 6. Strategic Warfare... 7 7. Production... 8 8. Movement...

More information

Vive l Empereur! STANDARD RULES. Third edition. Didier ROUY. Foreword

Vive l Empereur! STANDARD RULES. Third edition. Didier ROUY. Foreword Didier ROUY Vive l Empereur! STANDARD RULES Third edition Foreword "Vive l Empereur!" is a series of simulation games using a standard rules system and a set of exclusive rules specific to each battle.

More information

would cost 3 MP not 5 MP. If you had to cross a river not using a defending unit. Terrain combat effects are cumulative.

would cost 3 MP not 5 MP. If you had to cross a river not using a defending unit. Terrain combat effects are cumulative. Design & Development: Grant Wylie and Mike Wylie Creative Director: Sean Cooke 2015 Worthington Publishing Visit worthingtonpublishing.com for a short introductory video explaining how to play and more

More information

IV. TROOPS FAQ SPECIALIZED UNITS 2

IV. TROOPS FAQ SPECIALIZED UNITS 2 IV. TROOPS FAQ STANDARD UNITS 1 7 8 8 Infantry Move 0-1 and battle, or move 2 no battle May Take Ground on successful Close Assault Armor Move 0-3 and battle May Overrun on successful Close Assault Artillery

More information

Rongammers' air rules for Memoir '44

Rongammers' air rules for Memoir '44 Rongammers' air rules for Memoir '44 requires memoir '44 base game and air pack or toy airplanes Version 01.05.06 Sentences marked in blue are new to version 01.05.06 1. Starting Air Units: Air units can

More information

AXIS AND ALLIES 1914 OPTIONAL RULE: RESEARCH AND DEVELOPMENT

AXIS AND ALLIES 1914 OPTIONAL RULE: RESEARCH AND DEVELOPMENT AXIS AND ALLIES 1914 OPTIONAL RULE: RESEARCH AND DEVELOPMENT Using this rule, you may attempt to develop improved military technology. If you decide to use Research & Development, it becomes the new phase

More information

RULE BOOK TABLE OF CONTENTS

RULE BOOK TABLE OF CONTENTS RULE BOOK [0.0] Using These Rules...2 [1.0] Introduction...2 [2.0] Game Equipment...2 [3.0] Setting Up The Game...5 [4.0] Sequence Of Play...5 [5.0] Cards/Initiative Markers...6 [6.0] Game Turn Event Phase...9

More information

BATTLE BOOK. Table of Contents. Game Design by Ted Raicer

BATTLE BOOK. Table of Contents. Game Design by Ted Raicer CLASH OF GIANTS II BATTLE BOOK 1 Game Design by Ted Raicer BATTLE BOOK Table of Contents The Galicia Campaign, 1914 1. Introduction... 2 2. Game Components... 2 3. Game Setup... 2 4. How to Win... 2 5.

More information