Combat Results and Terrain Effects Tables

Copyright 1999 Louis R. Coatney

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Die Roll........1:41:31:2... 1:1...3:22:13:14:15:1 ...7:1......10:1

NOTE: Attacks below 1:4 odds are not allowed.


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 also are attacked one odds column higher. They remain dispersed until their special recovery phase.

EXchange notes: X = some or all defending units eliminated, if Attacker
can lose factors equal to their factor-modified defense factors. (If not,
the result becomes just an AE.) Defending German(-assisted) or Finn units
may choose to take a 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. Again, the result becomes the
same as for a D1, for any attacking units, left over after the exchange.

NOTE: In Axis attacks, the Axis Player may never use Hungarian, Italian or Romanian units for DX EXchange. In defense X EXCHANGE loss decisions, he may.

Armor Overrun: (DX->DE, DE->BR), if pure armor (minus defending pure armor)
is 2X defending infantry (or equal to Dispersed infantry) in Good or Snow weather
and (into) clear terrain.

Surrounded/Retreat Impossible/"No Retreat!" Orders: D1->S; DX&D4->DE;

Armor/Mech "Breakdown" from -- Dispersed by -- combat die roll of 1->1+n for Germans
2->2+n for all others, if attacking, where "n" = Reserve Movement Phase no.

Retreat routes must be away from attacked hex, not into an EZOC (unless it
is occupied by a friendly unit no longer under attack), and no closer to enemy
units. Attacker determines 1st and 3rd hexes; Defender the others.

TACTICAL ADVANCES (for attackers only) AFTER COMBAT, according to weather:
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 -- 4 for "vM" and "G." Mech infantry,
German and Finn infantry corps, and Russian shock armies may tactically
advance up to 2 hexes. Russian units may so advance in Snow as well. Tac
advance after combat is limited to 1 hex for all infantry armies and for
Russian fronts and corps in Good weather ... and for any unit in
Mud(, except cavalry which may advance 2 hexes). In Snow, no Axis unit may
advance more than 2 hexes.
Tactically advancing units may move from one EZOC to another--even of the same
enemy unit(s)--on a (final) result of BR or DE, without penalty. They may so move on a
DX or D4 as well, but they are Dispersed. Otherwise, units must stop in the first
first EZOC encountered and/or not move directly from one EZOC to another
of the same enemy unit, even if the latter is occupied by a friendly unit.
Greater restrictions are exerted by German armies and Russian front units. See Rule XIII.D.

TERRAIN EFFECTS:On Combat.....On Movement
Across River, if unfrozenAttacks drop one CRT odds column, unless any attackers are on same sideNo effect.
Across Lake, if unfrozenOnly infantry, fronts, and shock may attack--at half-strength--across.Movement limited to 1 hex.
Swamp, if unfrozenSee stacking limitations against armor. Down one CRT odds column if Sov or Finn units being attacked. No Armor Overrun.None.
Hills+1 defense factor for each infantry or front unit.Same movement/stacking penalties as for unfrozen swamp.
MountainsMajor City defense factor bonuses for all infantry-type units, not just one. No Armor Overrun.Same movement/stacking penalties as for unfrozen swamp.
Across Kerch StraitsAs for Across-Lake, if attacking without control of Black Sea.
Attacker only suffers 1-column odds shift penalty with control of Black Sea.
Movement across same as for unfrozen Lake.
Stalin Line+1 defense factor for Russian armies or +2 defense factors for fronts--unless flanked.None. Hex-edge terrain, only.
FortressSame defense bonus for Russian units (only) as for Stalin Line, except fortresses can't be flanked.None. Hex-edge terrain only.
Major City+2 defense factors for 1 infantry army or front, or +1 defense factor for 1 infantry corps. Victory Cities have intrinsic, additional defense factors of 1, except Moscow and Leningrad 2.
No Armor Overrun.
City+1 defense factor for 1 front, infantry army, orinfantry corps. Terrain according to rest of hex, otherwise."Clear terrain," unless other terrain present.
TownNone.Same as for City.

A unit may be operationally moved and/or used in an attack only once per gameturn by the owning player.
A unit may additionally be tactically moved or even allowed to attack again (in the case of a BR result) as a result of combat.

"STACKING" Limits: