XII. Maximum Number of Units in a Hex--"Stacking": There may not be more than 2 units in a hex. Not more than 1 may be larger than corps level. There may be only 1 unit in a hex if it is a Russian front. Not more than 1 armor-type unit of any level may be on a frozen or unfrozen swamp or mountain hex ... or attacking into one (from each attacking hex). These limits may be momentarily violated by units passing through a fully stacked hex during strategic or operational movement or tactical retreat -- but not during tactical advance. Any unit (of the owning player's choice) violating the limit is eliminated. XIII. Attacks, Combat Resolution, Retreats, and Tactical Advances after Combat: A. Commitment of units to attack: 1. Unless a "BR" combat result makes it eligible to conduct a breakthrough attack, no unit may attack more than once per game-turn. On the other hand, a unit may be attacked more than once by different "waves" of attackers -- even during the same Attack Phase. 2. A unit may only attack a hex (or hexes) adjacent to the hex it is in. Although a unit must be UnDispersed and UnSpent to be able to attack, it does not have to be in supply at the moment it attacks. 3. A Defender's unit does not have to be attacked by an adjacent Attacker's unit, unless the Defender's unit is an UnDispersed German army or Soviet front which is adjacent to an Attacker's unit which is, in fact, attacking (it or some other unit) in that same combat phase. 4. The combat factors of units which are attacking in the same attack phase but are attacking from different hexes may be combined in their attack against a mutually adjacent enemy-held hex. If an early wave of attackers cleared the hex of enemy units, then the units of any wave scheduled to attack it later may advance on into (or through) the hex as well, using whatever the combat result was. 5. In the same attack or in separate attacks, attackers' units stacked in the same hex may attack stacks of defender's units in more than one different, adjacent hex. A group of units may attack defending units in more than one hex, as long as all the attacking units in the attack can attack -- are adjacent to -- all of the attacked defending units. 6. All defending units in a hex must be attacked as a combined whole. 7. Once committed, Russian units must attack. Unless the attack was already used to block a potential retreat or compelled by Rule 3. above, Axis attacks may be cancelled at any time prior to the die actually being cast. B. Combat odds calculation sequence for an individual attack: 1. Attack factors of all attacking units in a given wave are totalled. 2. Total defending units' defense factors (and include bonus factors to unDispersed defending units for major cities, cities, fortresses, forests hills, mountains, and tank factories). 3. Calculate the "basic" combat odds in the customary manner: the proportion of the attack wave units' total attack factor strength to the defenders' total defense factor strength is matched to an odds ratio on the Combat Results Table (CRT) which is nearest but no greater. EXAMPLES: 5 attack factors to 1 defense factor yields 5:1, 5 to 3 would most match 3:2, and 2 attacking 5 would most match 1:3. 4. Attacks having basic combat odds greater than the maximum (10:1) allowable ratio are reduced to that ratio before any further modification. Attacks having final combat odds below minimum (1:4) odds are not allowed. 5. Any applicable combat odds column shift modifications (due to rivers, invasion surprise, Russian 1941/42 Winter Offensive, etc.) are now made, yielding the final combat odds. 6. Before the Attacker begins casting the die to determine combat results, he must ask the Defender if "No Retreat!" orders are in effect for any defending units during the Attacker's entire player-turn. C. Combat Results: Individual attacks can be made in any sequence the Attacker wishes. Cast a single die. Cross-index the die roll against the appropriate combat odds column on the Combat Results Table to find the combat result, beneath. Read the odds one column higher, individually, against Dispersed defending units. AE = Attackers (equal to defense factors) Eliminated. AD for other attackers. X = EXchange -- Defender's choice. Surviving Attackers advance as with D1. AD = Attackers Dispersed. S = All units Spent. May be Retreated as for D1, if Defender chooses. D1 = Defenders Retreat 1-2/3-4 hexes and Spent/Dispersed -- Defender's choice. D4 = Defenders Retreat 0-4 hexes as Attacker chooses and are Dispersed. DX = D4 -- after X, if Attacker chooses. Armor Overrun possible. DE = Defenders Eliminated. Possible Armor Overrun becoming Breakthrough! BR = Breakthrough! After tac-advance, Attackers may attack once more. Spent units (faced toward opponent) may not move/attack for rest of turn. Dispersed units (flipped upside-down) suffer the same, also lose their ZOCs, and have attacking odds against them raised 1 odds column on CRT. X = EXchange = Some or all defending units eliminated, if Attacker can lose factors equal to their factor-modified defense factors. (If not, just AE.) Defending German(-assisted) or Finn units may take D1 result instead in Good or Mud weather or in Mountain hexes. Defending Russian and Finn units may similarly decline to be exchanged in Mud or Snow weather or in Swamp hexes. D1 -- D4 on DX result -- for any exchange-surviving attackers. NOTE: In Axis attacks, the Axis Player may not use Axis ally units before German ones for exchange. In defense exchange loss decisions, he may. Special Combat Situations and Results: Armor Overrun: A DX becomes a DE, and a DE becomes a BR against defending infantry, motorized infantry, mountain infantry, or fronts, if the totalled factors of pure armor, minus any defending pure armor, is 2 times undispersed (or equal to Dispersed) defenders' total factor-modified strength in Good/SnowSov weather and clear terrain. Surrounded/"No Retreat!": D1 -> -; DX, D4 -> DE; DE -> BR. Armor/Mech "Breakdown" from (Dispersed by) combat die roll of 1->1+n -- 2->2+n, for Russians -- if attacking, where "n" = Reserve Movement Phase no. D. Tactical retreats after combat: 1. Tactical retreats -- like tactical advances and breakthrough attacks -- must be made immediately after each combat, if they are to be made at all. The Attacker determines the 1st and 3rd retreat hexes, the Defender the 2nd and 4th. Of course, the combat result and/or players may not require all 4 hexes to be retreated. 2. The defender may voluntarily retreat his units from a hex after an AE, AD, S, or X combat result, if he chooses to do so. (Attacking units would then be eligible to advance. An AD result would then be nullified if the defender retreated all his units from the attacked hex.) The defender can retreat some of his units and leave others behind, as he wishes, and he can retreat different units into different hexes. 3. If a hex is cleared of all defenders by a combat result -- or by volun- tary evacuation -- the attacker must (if at all possible) advance into it units which are eligible to advance and have total attacking strength factors at least equal to the terrain-modified defending combat factor (or advance as many as possible up to that). 4. Retreating defending units must be retreated into/through a hex which ... a. ... is adjacent and across a hex-side which it could attack across. b. ... is (with every retreated hex) farther from the attacked hex. c. ... is not occupied by an enemy unit. d. ... is not the ZOC of an unDispersed enemy unit -- unless that EZOC is already occupied by an friendly unit. (A unit may retreat into the ZOC of a Dispersed enemy unit only in its first hex of retreat.) e. ... is not itself under an (as yet unresolved) attack which could (possibly) result in the hex being occupied by the attacking units. f. ... is not adjacent to any of the hexes from which the unit was attacked, unless the hexes are separated by a hex-side the attacker would not be allowed to attack across at full (un-halved) strength. 5. If possible, a retreating unit should be retreated into a hex which is at that moment serviced by friendly supply and/or not fully stacked. An attacker may not leave retreated defenders overstacked if there are alternative hexes available. 6. A D4 or DX result becomes a DE -- and a DE becomes a BR -- against any defending unit unable to retreat at least 2 hexes. In the case of a (group of) unit(s) able to retreat only 3 hexes on a D4 or DX result, the die is cast again, and the unit(s) is(/are) eliminated by a roll of 4-6. A unit forced to retreat off the mapboard (or into the sea) is ELIMINATED. However, the Attacker may not retreat a unit off the mapboard or into the sea if there is another retreat route available. 7. Attacking units are never forced to retreat by combat results, and tactical advances after combat by defending units are prohibited. 8. At any time during an opponent's combat phase, the defender may voluntarily retreat any of his UnSpent/UnDispersed units (which do not have an as yet unresolved attack already allocated against them) 3-4 hexes -- as he chooses -- in the normal manner of any "D4" combat result. They are then Dispersed, of course. E. TACTICAL ADVANCES (by attackers only) AFTER COMBAT, according to weather: >>> Players are reminded that Dispersed units have no ZOCs. <<< 1. Units may not advance more hexes than the least number of hexes retreated by the defender. In Good weather, "pure" armor, armored cavalry, and cavalry corps may tactically advance up to 3 hexes -- German units marked with "vM" or "G" up to 4. Mech infantry, German and Finn infantry corps, and Russian shock armies may tac-advance up to 2 hexes. Russian units may so advance in Snow as well. Tac advance after combat is limited to 1 hex for infantry armies and for Russian fronts and corps in Good weather and for any unit in Mud(, except cavalry which may advance 2). In Snow, no Axis unit may advance more than 2 hexes. Note: that these advances are in hexagons, without regard to movement factor costs for terrain. 2. Tactically advancing units must stop as soon as they enter an EZOC, and they may not move directly from one ZOC to another of the same enemy unit, except in the cases described by 3.-5. below. In all cases, an advancing unit is stopped by the ZOC of a German army or Soviet front. 3. In any case, attacking units at least equalling the factor-modified total of the defending factors must tac-advance at least 1 hex into a hex vacated compulsorily or voluntarily. They may move directly from EZOC to another of the same enemy unit -- even (in this minimum-1-hex advance rule only) if that enemy unit is a German army or Russian front -- but they are then Dispersed by doing so, unless moving with the benefit of 5. below. 4. Units tac-advancing on a D4 or DX result may move directly from one ZOC to another of the same enemy unit -- as long as it is not a German army or Russian front -- but are Dispersed for doing so. 5. Units tac-advancing on a DE or BT result may move directly from one ZOC to another of the same enemy unit with no penalty whatsoever, as long as it is not a German army or Russian front. 6. As long as the advancing combat factor requirement described in 3. above is satisfied and as long as they are not moving directly from one ZOC to another of the same enemy unit, attacking units may instead make a 1-hex advance into an empty hex adjacent to the vacated hex. However, if advancing more than 1 hex, the first hex entered must be the vacated hex. F. BREAKTHROUGH Bonus ATTACKS: A BR combat result means that any of the participating attacking units may immediately attack again after tactically advancing. They may attack individually or together, or join in on a normal attack already allocated against other enemy units in the same Operations phase. They may not be combined with units from other battles also making breakthrough attacks. A unit may not make more than one Breakthrough Attack per game-turn. G. Reserve Phases: After the initial operational phase is over, the Axis and then the Soviet players may move and/or attack with any units which haven't yet moved and/or attacked. However, the weather-modified basic and then bonus operational movement factor of each unit is penalized a number of factors equal to which reserve phase in which it is used. (Thus, a 4-4-3 Soviet army would have no basic/engaging movement at all in the 3rd Reserve Phase. It would only have its Operational Movement Bonus left to move.) Even if the reserve phase is so late that an UnDispersed/UnSpent unit cannot move to attack, it could still attack any enemy units already adjacent to it. See the Reserve Movement track on Charts & Tables Sheet 1. H. Facing: Units are faced toward the opponent in the (Initial or Operations) phase in which they have moved or attacked (or both) or in the phase they are recovered from dispersal (unless they were Dispersed by their own attack and are instead flipped upside down). All unDispersed units are re-faced back toward their owning players at the very end of each game-turn. XIV. Supply and isolation: A. Supply sources: For a unit to be in general supply, it must be able to trace a supply line no greater than 7 hexes (under friendly control and joined by hex-sides which could be traversed by that unit moving operationally or strategically at that instant) to the hex it occupies from any city or town under friendly control which can, in turn, trace a supply line of any length back to a supply source hex. An Axis unit's supply source hexes are any of the hexes in its own country along the western edge of the mapboard. (Italian and Hungarian units use German supply source hexes.) A Soviet unit's supply source hexes are any of the Soviet Union hexes along the eastern and southern edges of the mapboard. Note that fortresses and victory cities act as independent supply sources for any non-front units stacked on them. B. Isolation effects: 1. Soviet replacement cities and tank factories must be accessible to strategic land movement, as well as be in supply, to be able to produce replacement and tank production points. 2. During the owning player's Supply Status Determination Phase, units equal to at least half (rounded up) the un-modified factor strength of all the units in an unsupplied "pocket" (at that instant) are eliminated. A front may be replaced by an army no greater than half its attack factor. Fortresses and Russian tank factories are not eliminated by isolation -- only by actual Axis occupation. Russian cavalry units are not affected by isolation or counted against the isolation-eliminated survivors. During Good weather turns, any one isolated stack of German units may be considered "air-supplied." They are not affected by isolation. C. At any time during the game, the Russian Player may voluntarily reduce/ replace a front unit with an army; however, he forfeits the strength difference. After the first game-turn, either player may voluntarily eliminate any of his own units at any time during his own player-turn. D. Fuel Supply: If an owning player cannot trace a supply line from one of his armor, mechanized, motorized infantry, or armored cavalry units back to his fuel source at the start of his OMP, then that unit suffers a "fuel shortage," which means that its movement factor drops to 2 and that it cannot execute Armor Overruns. The very instant a battle reopens the fuel lines, the unit can make Armor Overruns -- weather and terrain permitting, of course. The Axis fuel source is Ploesti ( ), the Soviets' is hex ( ) -- as indicated by the crude oil wells on the mapboard. XV. Control: A. Control of the land: Control of a land hex is gained by operationally moving a unit into or through it. At the start of a game, hexes are initially under the control of the side whose border they are behind. B. Control of the seas: The Baltic Sea is controlled by the player who controls Koenigsberg. The Black Sea is controlled by the player who controls Sevastopol. The Sea of Azov is controlled by the player who controls both Rostov and Sevastopol. XVI. Game Length, Special First-Turn Rules, and Strategic Options: A. Length of Game: THE RUSSIAN PORTFOLIO runs until the Axis Player achieves his victory conditions or--starting with Mar42--until either player stops the game at the very beginning of one of his player-turns. B. Special First-Turn Rules: 1. In all their attacks during the first turn, German units receive a 1-column "surprise" odds shift bonus on the CRT. 2. German Amphibious Tanks: The cross-river attack penalty is dropped for any one German attack in the Axis Initial Phase of the first turn. 3. Soviet units more than 2 hexes away from the Germany/USSR border may not move or attack until the 1st Reserve Phase. 5. There are no Axis or Russian replacements in the first game-turn of the 1Jun41 or 22Jun41 game-start games. There are, however, in a 10Jul41 game-start game. In 1Jun41, 22Jun41, and 10Jul41 game-start games, the Soviets have an already-accumulated reserve of 15, 18, and 21 armor replacement factors, respectively. 6. Romanian units may not enter or attack into Russia until the 2nd turn of any game. Finns have the same restriction, unless there are German units starting the game in Finland. C. Variable Invasion Date and Soviet Deployment: NOTE on nonhistorical redeployments: In all cases, Romanian units must begin the game in Romania, and the Hungarian and Italian units must start the game in "Greater Germany." In tournament play, the Soviet player should not take more than 10 minutes to set up a nonhistorical setup scheme, so that should be thought out and written down in advance. 1. Axis Invasion Date: a. If the Axis invade on 10Jul41, no units are dispersed on either side, both sides do get normal replacements, and Axis units may freely redeploy with the restriction that not more than 3 German units may start the game in Finland and not more than 6 may start in Romania. b. If the Axis invade historically, on 22Jun41, Axis and Russian units with an uppercase "D" in their upper lefthand corners are Dispersed. c. If the Axis Player invades on 1Jun41, he must cast a die to determine the weather: an even number produces Good weather; odd brings Mud. Units with a lowercase "d" in their upper lefthand corners are Dispersed, as well as those with the uppercase "D." 2. Russian Redeployment Option: Russian units may be freely redeployed within the USSR, but the Axis victory requirement becomes only 3 victory cities. Also, Russian units must be set up before Axis units (which are then freely redeployed with the geographic restrictions described in 1.a. above), there may be no more than 1 Soviet unit per hex, and 8 Russian major (or victory) cities must have armies on them. XVI.D. Historical Order-of-Battle/Set-Ups: 1. Axis: 1. Panzer Group/Army U3 3. PzKps U3 47. PzKps S2 2. Panzer Group/Army S2 24. PzKps S3 48. PzKps V3 3. Panzer Group/Army O4 39. PzKps N4 56. PzKps M4 Tilsit 4. Panzer Group/Army L4 40. PzKps P1 2. Army Q1 Warsaw 7.InfKps Q2 2.FinCrps C15 4. Army S3 12.InfKps R3 4.FinCrps D14 6. Army V2 20.InfKps O3 6.FinCrps A17 9. Army O3 29.InfKps T3 7.FinCrps B17 11. Army BB4 30.InfKps DD5 Gruppe O B14 16. Army M4 Tilsit 34.InfKps U1 17. Army V1 42.InfKps P3 HunMobCrps U2 18. Army K4 Memel 44.InfKps V3 ItAutoCrps T1 49.MtnKps V1 3. RomArmy DD5 1.InfKps K4 Memel 52.LtKps U2 4. RomArmy HH5 2.InfKps N4 54.InfKps FF4 RomArmCrps DD4 5.InfKps O4 59.InfKps R1 RomMtnCrps FF4 2. Russian (listed by Military District): Baltic: Kiev: Reserve: 8. Army L5 5. Army T4 16. Army Y10 11. Army N5 6. Army W2 Lvov 19. Army CC13 Kremenchug 27. Army J11 12. Army AA4 Cherno 20. Army Q13 Smolensk 3. MexKor N6 Kau 26. Army W1 Przemsy 21. Army U12 Gomel 12. MexKor K5 4. MexKor X3 22. Army N13 Velikiye Luki 8. MexKor X2 23. Army G15 Leningrad Western: 9. MexKor X7 24. Army N18 Kalinin 3. Army P4 15. MexKor W5 Rovno 28. Army A25 Archangelsk 4. Army S4 Bres 5. KavKor W3 1. MexKor I13 Luga 10. Army Q3 Bialystok 5. MexKor Y13 Konotop 13. Army Q8 Min Odessa: 7. MexKor Q16 Vyazma 6. MexKor Q4 9. Army GG6 10. MexKor E14 Vyborg 11. MexKor Q4 18. Army CC6 21. MexKor N12 14. MexKor S5 2. MexKor DD6 Kishi 42. RifKor A18 6. CosKav Q3 18. MexKor FF6 56. RifKor C17 Bialystok 2. KavKor EE6 d = Dispersed in 1st turn of game begun in May 1941. D = Dispersed in 1st turn of game begun in May or June 1941.