Copyright 2002 Louis R. Coatney
GAME-TURNS -- 1-6 Basic Game, 1-10 Campaign Game:
|2. 16-31Oct41||Mud||.||32. RD, 316. RD
|3. 1-15Nov41||Hard Frost||.||5. A,
5. Para K, 78. RD
|4. 16-30Nov41||Hard Frost||.||39. A,
Remizov, 4. Para K, Reserve Front Air Army
|5. 1-15Dec41||Snow||.||1. Shock A, 10. A,
Belov, Katukov, Kostenko, Rotmistrov
|6. 16-31Dec41||Snow||.||60. A,
61. A, Novika, Popov, Kalinin Front Air Army
|7. 1-15Jan42||Snow||.||3. Shock A,
4. Shock A
REPLACEMENTS AND REINFORCEMENTS -- for Russians only:
- Beginning with Gameturn 2., the Russians receive replacements of infantry armies whose
total combat factors equal no more than 4. These replacement infantry points may be accumulated
from turn to turn. Tank groups, parachute korps and infantry divisions may not be replaced.
One replacement unit each may enter the game on any city or town in supply with a rail connection
to the eastern mapboard edge They may enter on Moscow and Voronezh even if they are surrounded. They are Dispersed upon their arrival into the game.
- Russian reinforcement units (listed on the game-turn table above), on the other hand,
may appear on or adjacent to any other Russian unit in supply or on any Russian city or town
in supply and not last occupied by a German unit. Reinforcements arrive Undispersed and ready
to move/attack in that turn.
- Russian rail movement: Any UnDispersed Russian unit already on a rail line may move
any number of hexes along a rail line unblocked by German units or empty hexes adjacent to German corps or army units. They are Dispersed at the end of their trip.
- During the Replacement, Reinforcement, and Rail Movement Phase, the Russian Player may
voluntarily eliminate any of his units. (He might want an already-doomed infantry army
unit for use as a replacement.) Reintroducing these voluntarily eliminated units does
cost replacement factors, though.
- Mud: German armies' movement = 2, all others' = 3. Only 1 German air unit. No Armor
Overrun. Only Moscow-Smolensk highway gives movement bonus.
- Hard Frost: Same as Good weather
- Snow: German infantry units' movement = 2, all other German units = 3, Russians'
unchanged. Only 1 German air unit. No German Armor Overrun.
The combat odds of Russian ground attacks are raised by one column (which can be added to
the bonus against Dispersed German units), unless the Germans are defending in any city
or town. Rivers and lakes are frozen over and have no effect on movement or combat.
- In Good or Hard Frost weather, a supply line is 5 hexes from a road or
rail line (or any combination of the two) leading off a player's own side of the board --
east or west, including along the north or south edge. For the Russians, Moscow is also
a supply source hex. Tula is also, but only for Russian units actually on the Tula hex.
In Mud or Snow weather the line is only 3 hexes for the Germans and 4 hexes for the Russians.
- The die rolls of attacks by unsupplied units are reduced by 1. Attacks on unsupplied units are raised
one combat odds column. The supply status is determined at the moment of the attack (or
- Isolated units are those with supply lines over twice their required lengths. 1 unit
(of the owning player's choice) from each "group" of isolated units -- units that are at
least able to trace a supply line to each other -- is lost during its owning player's
isolation determination phase.
- A German air unit may fly a resupply mission, unless it is intercepted. All units in
the "airdrop" hex are supplied for the rest of the gameturn.
- If, during the German Victory Determination Phase, the cities of Smolensk, Bryansk,
and Moscow are in German supply (and were last occupied by German units) the German
If, after turn 6, during a Russian Victory Determination Phase, the cities of Kalinin,
Rzhev, Moscow, Vyazma, Bryansk, and Voronezh are in Russian supply (and were last
occupied by Russian units) the Russian player wins.
- If playing only the Basic Game, turns 1-6, the Russian Player wins if the German Player hasn't (yet).
SETTING UP THE GAME TO BEGIN:
- German units' starting positions: M2 2. (Infantrie) Korps, L1 23.K, K1 9.Army 106.InfDiv, J1 6.K 35.ID, I2 3.PzGp 56.PzK 7.PzDiv, H1 (Smolensk) 5.K 5.PzDiv, G2 4.A 7.K 87.ID, F1 4.PzGp 46.PzK 6.PzDiv, E2 40.PzK 12.K 2.PzDiv, D1 2.A 13.K, C1 35.K, B1 47.PzK 34.K 17.PzDiv, A2 2.PzGp 24.PzK 4.PzDiv, off-board both German Luftwaffe units/Fliegerkorps
- Russian units' starting positions: A3 Yermakov, B2 13.A, C2 3.A, D2 50.A, D3 Reiter,
E3 43.A, E4 33.A, F2 24.A, G3 20.A, H2 16.A Boldin, H3 32.A, I3 19.A, I4 49.A,
I7 (Moscow) Lelyushenko and 6. Interceptor Korpus, J2 30.A Dovator, J3 (Rzhev) 31.A, K2 29.A,
L2 22.A, M4 Vatutin, Strategic Bombers on whatever city or town the Russian player
wishes, and the Western and Bryansk front air units off-board.
[12Feb02, rev. 3Oct05]