Copyright 2002 Louis R. Coatney
COMBAT RESULTS TABLE
Die Roll | ........ | 1:5 | 1:4 | 1:3 | 1:2 | ... | 1:1 | ... | 3:2 | 2:1 | 3:1 | 4:1 | 5:1 |
... | 7:1 | ... | ... | 10:1 |
6 | | D/AE | D | D | R2 | | R2 | | R2 | R2 | DE | BR | BR | | BR | | | BR |
5 | | AE | AD | S | R1 | | R1 | | R1 | R2 | R2 | DE | BR | | BR | | | BR |
4 | | AE | D/AE | AD | - | | D | | R1 | R1 | R2 | R2 | DE | | BR | | | BR |
3 | | AE | AE | D/AE | AD | | S | | D | R1 | R1 | R2 | R2 | | DE | | | BR |
2 | | AE | AE | AE | D/AE | | AD | | S | D | D | R1 | R2 | | R2 | | | DE |
1 | | AE | AE | AE | AE | | AE | | AD | - | S | D | R1 | | R1 | | | R2 |
Note: Attacks at less than 1:5 odds are not allowed.
COMBAT RESULTS DEFINITIONS:
- BR = BREAKTHROUGH! During the "Prepared Attacks" phase only, all participating attacking units may tactically advance and attack (only) one more time (in conjunction with nonparticipating units which were about to attack, incidentally). During "Operational Attacks," a BR is simply read as a DE.
- DE = Defenders ELIMINATED.
- R2 = Defenders RETREATED 0-2 hexes as Attacker chooses and are
Dispersed. Possible Armor Overrun.
- R1 = Defenders RETREATED 0-1 hexes as Attacker chooses are SPENT. Defender may
then retreat them 1 (further) hex, but if he does so, they are then DISPERSED.
- - = No effect against either side.
- S = All Defending Units SPENT. Defenders MAY be voluntarily retreated as for R1, if Defender chooses.
- D = All Defending Units DISPERSED. Defenders MAY be voluntarily retreated as for R1, if Defender chooses.
- AD = Attackers (equal to defense factors) DISPERSED.
- AE = Attackers (equal to defense factors) ELIMINATED. AD for any surviving attackers.
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.
UNIT DATA:
- Size: n. A = nth Army; n. K = nth Corps; n. RD or PzDiv = nth Division.
Russian tank/armored ("cavalry") groups are considered corps size.
German Panzer groups are considered army size.
- Unit Factors:
- Three factors (e.g., 3-4-4): Attack Combat Factor = 3; Defense Combat Factor = 4;
(Basic) Operational Movement Factor = 4.
- Two factors (e.g., 2-4): Attack or Defense Combat Factor = 2; (Basic) Operational Movement
Factor = 4.
- Unit Symbols: Armor/tank units have tanks on them. Infantry units have the X in
the box. (Parachute) infantry units have a little birdie in the bottom of their box.
Shock (infantry) have a cannon ball on the crosshairs of their box.
SEQUENCE OF PLAY:
- Russian (only) Replacements/Reinforcements and Rail Movement.
- Prepared Attacks Phase:
- Allocation of Russian Air Unit Operations Subphase: Flown to target hex or held on
Interception Alert.
- German Air Operations Subphase: German Interception of Russian Air Attacks, German Air
Attacks (and Russian Interception), or German (Supply) Airdrops.
- Execution of (surviving) Russian Air Attacks Subphase.
- German Prepared Ground Attacks (and Tactical Advances) Subphase -- and Russian Recovery from Dispersal (unless just Dispersed again in this phase) -- and Victory Determination.
(Units used to attack are Spent status for the rest of the gameturn.)
- Russian Prepared Ground Attacks (and Tactical Advances) Subphase -- and German Recovery from Dispersal (unless just Dispersed again in this phase) -- and Victory Determination.
(Units used to attack are Spent status for the rest of the gameturn.)
- Operational Movement and Attacks Phase:
- Allocation of Russian Air Unit Operations Subphase:
Flown to target hex or held on Interception Alert
- German Air Operations Subphase:
German Interception of Russian Air Attacks, German Air Attacks (and Russian Interception), or German (Supply) Airdrops.
- Execution of (surviving) Russian Air Attacks Subphase.
- German Operational Movement.
- Operational Ground Attacks (followed by Tactical Advances) by German Units Still UnDispersed/UnSpent Subphase.
- Isolated German Units' Status and Loss Determination.
- Russian Operational Movement.
- Operational Ground Attacks (followed by Tactical Advances) by Russian Units Still UnDispersed/UnSpent Subphase.
- Isolated Russian Units' Status and Loss Determination.
- Recovery of All Units from Spent Status.
NOTE:
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:
- There may be an unlimited number of units in a hex.
However, not more than 3 units in a hex may actively defend or attack at a time. (On defense, the other units in the hex suffer the fate of the active defenders. On attack, the other units do not suffer the fate of the active/attacking units.
- Of these, not more than 2 may be corps level or higher.
- Of these, not more than 1 may be an army.
- Thus, there may be as many as an army, a corps, and a division in a hex (or 2 corps
and a division, or 3 divisions) as active together in a hex at any one time.
AIR ATTACK:
(Each unSpent unit in the target hex is attacked separately, from the top of the stack to
its bottom.)
Target is ... | Russian | German |
Russian | German |
---|
Die Roll | | | Air Unit |
Air Unit |
6 | D | D | EAX | EAX |
5 | D | S | EAX | Int |
4 | D | - | EAX | - |
3 | S | - | Int | - |
2 | - | - | - | AA |
1 | AAc | AAg | AA | AA |
Air Combat Results Definition:
- See GROUND COMBAT RESULTS DEFINITIONS for explanations of D and S.
(Attacked units may not move as a result, though.)
- EAX = Enemy Aircraft unit is "shot down:" it cannot be used for the rest of the current gameturn or the following gameturn..
- Int = Enemy air unit successfully Intercepted and prevented from achieving its mission. Both air units immediately return to base.
- - = No effect against either side.
- AA = Air unit fails in mission and is "shot down."
- AAc = Air unit fails in mission and is shot down if it was attacking a city.
- AAg = Same as for AAc if attacking any German army or armored group or corps.
Air Combat Notes:
- Effects of German attacks against Russian units in Forest or on a major city or against Russian armor/tank units anywhere are reduced by 1 on the die roll (or by 2 against Russian units in Moscow), but these effects are not cumulative.
(Otherwise, terrain effects in this game are cumulative.)
- German bombing raids on Moscow may be made during either the "Prepared Attacks"
or "Operational ..." combat phase. Rolling a "6" can cause "PANIC!!, which raises
the combat odds of every German attack by one column for the rest of that gameturn. If both German air units have been allocated to the attack, they are both considered used, even if the first unit rolls the "6." Russian ground units in Moscow are then bombed individually by each attacking air unit. (And ground units are bombed individually in their attacked hexes.)
- Both German air units may be combined against any target. Not more than 1 Russian front air unit may attack each target, although the Strategic Bomber unit may be combined with one on attack or the 6. Interceptor Korpus may be assisted by 1 front air unit in the air defense of Moscow.
- German air units may bomb any hex up to 3 hexes away from a supplied German ground unit or may bomb Moscow at any range.
- Russian front air units may attack any hex up to 2 hexes away from a supplied Russian ground unit or any Russian city not last occupied by German ground units. The 6th's interceptors only defend against bombing attacks on Moscow and are permanently eliminated if the city is taken. The Strategic Bombers have a bombing range of 6 hexes and a paradropping range of 4 hexes from whatever city or town they are based upon. They too are permanently destroyed if their base falls, and they may not shoot down German air units. They cannot be shot down by ground antiaircraft fire -- only by Luftwaffe interception, but they may not shoot down those Luftwaffe interceptors.
Like the German Fliegerkorps, Front air units do not have to be based on the map.
- A parachute korps must be Undispersed and on the Bomber's base at the start of the turn, to be used in a paradrop at which time it is Dispersed. No more than 1 parachute korps may be dropped per gameturn.
Air units may bomb only in the owning player's combat phase. They may intercept during the opposing player's combat or supply phase.
- Special First Turn Air Rule: In the "Prepared Attacks" Phase of the first turn (only), Russian air units may not bomb/attack German ground units. They may only start going out on bombing missions with the "Operational ..." Phase.
- German Close Air Support:
- Air supported attacking German ground units receive a (further?) +1 shift in their combat odds.
- The supporting air unit may continue to support the attacking ground units in a BR/BReakthrough attack.
TERRAIN EFFECTS: | On Combat | ..... | On Movement |
---|
Roads | None. | | 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. |
Railroads | None. | | 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 unfrozen | Unless 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 column | | No effect.
|
Across Lake, if unfrozen | Only infantry, shock, and paras may attack--at
half-strength--across. If frozen, no effect. | | Movement limited to 1 hex, to cross, if unfrozen. |
Forest | No 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 Tula | All 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. |
Town | See 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]