Combat Results and Terrain Effects Tables

Copyright 2002 Louis R. Coatney


Die Roll........1:51:41:31:2... 1:1...3:22:13:14:15:1 ...7:1......10:1

Note: Attacks at less than 1:5 odds are not allowed.


Important: All UnDispersed German armies and corps ... adjacent to any Russian units attacking in a given phase ... must be attacked.

SPENT units (faced toward opponent) may not move/attack for the rest of the turn.
DISPERSED units (flipped upside-down) suffer the same and also a stack of defending units is attacked one odds column higher if half of the defending units' total defense factors are Dispersed. The Dispersed units lose all defensive advantages/bonuses from terrain, and they remain dispersed until their special recovery phase.

Armor Overrun: R2->DE and DE->BR, if attacking armor (minus defending armor)is 2 times the (terrain-modified) strength of defending infantry (or equal to that of Dispersed infantry) in Good (or Snow weather, for the Russians).

Surrounded/Retreat Impossible/"No Retreat!" Orders: R1->D (and Exchange possible); R2->DE, DE->BR. The German Player may make this decision selectively, for each Russian attack. The Russian Player must make this decision for all his units for each entire turn during his Replacement/Reinforcement/Rail Movement Phase -- except in the case of Russian units defending Moscow, for which he may make individual judgments regardless of his front-wide decision for that turn.

Armor/Mech Unit "Breakdown" from -- Dispersed by -- combat die roll of 1 for German units and 1-2 for Russian units, when attacking in the second/operational combat phase.

Retreat routes must be away from attacked hex, and no closer to enemy units which attacked it. Defenders may not retreat into a hex adjacent to a hex from which they were attacked.

Tactical Advances (for attackers only) after combat, according to weather:
In Good or Hard Frost weather, armored units may tactically advance up to 2 hexes as long as the first one is the defended/vacated hex. Russian armor may so advance in Snow as well.
Tac advance after combat is limited to 1 hex for all other units ... and for any unit in Mud. In Snow, no German unit may advance more than 1 hex.
Tactical advances after a Breakthrough bonus attack are limited to 1 hex for all units.
After attacking units with factors equal to the terrain-modified factor(s) of the defending units have (mandatorily) advanced into the defended hex, other attackers which participated may advance into that hex or into any empty hex adjacent to the defended one.

"Zones of Control:" Units are not required to stop when they enter or move through hexes adjacent to enemy units. However, supply or rail movement may not be traced through hexes adjacent to Undispersed enemy units, unless they're occupied by friendly units or screened by unfrozen lake hexsides.

Operational Movement Bonus: German units which are moved but are not going to attack receive an operational movement bonus of 1, regardless of unit type or weather. For Russian units this bonus is 2.



A unit may be operationally moved only once per gameturn by the owning player.
A unit may additionally be tactically moved after each combat it participates in, on attack or defense.
An ground unit may attack only once per gameturn (unless it gets one more Breakthrough attack upon a "BR" combat result). It may defend as many times as it is attacked. If a unit attacks during the Prepared Attacks Phase, it is considered Spent and may not move (or attack again) during the Operational Movement and Attacks Phase.
An air unit may go on two missions in each gameturn: once during the Prepared phase and once during the Operational phase.
It may be used for one of its missions:
attack, interception, or airdrop; although Strategic Bombers may not intercept and interceptors may only do that.

"STACKING" Limits:


(Each unSpent unit in the target hex is attacked separately, from the top of the stack to its bottom.)
Target is ...RussianGerman RussianGerman
Die RollAir Unit Air Unit

Air Combat Results Definition:

Air Combat Notes:

TERRAIN EFFECTS:On Combat.....On Movement
RoadsNone.If moving road-to-road: Infantry units may move 1 additional hex. Armor units move 1 additional hex for each movement factor expended. Only the Smolensk-Moscow road is serviceable in Mud.
RailroadsNone.Undispersed/Unspent (or replacement) Russian units may move an unlimited number of hexes. They are Dispersed at the completion of their rail movement. No rail movement in 1st turn!
Across River, if unfrozenUnless any attackers are on same side: German units' defense factors increased by a multiple while the combat odds of German attacks against Russian units are reduced by one columnNo effect.
Across Lake, if unfrozenOnly infantry, shock, and paras may attack--at half-strength--across. If frozen, no effect.Movement limited to 1 hex, to cross, if unfrozen.
ForestNo Armor Overrun against UnDispersed units. German airstrikes against nonarmor units penalized.None.
Defense/ Fortification Lines+1 defense factor for Russian armies behind -- unless flanked. None. Hex-edge terrain, only.
Moscow and TulaAll Russian infantry, shock, and paras doubled on defense. Moscow also has intrinsic, additional defense factor of 2 -- Tula, 1. No Armor Overrun. Always supplied. For Germans, same as for Major City.None.
Major City+2 defense factors if matched by infantry/parachute units. Plus other terrain benefits.None.
City+1 defense factor for 1 infantry, shock, and para units. Plus other terrain benefits."Clear terrain," unless other terrain present.
TownSee Snow rule for towns and cities.None

Note: The Vyazma-Rzhev, Mozhaisk, and Moscow defense lines become active only at the beginning of the 2nd, 3rd, and 4th gameturns, respectively. (This also emphasizes to the German player that he must advance at every opportunity.)
The defense lines were still building as the Germans approached, in many/most cases.

[7Feb02, rev. 3Oct05]