THE RUSSIAN PORTFOLIO MAKE COPIES OF Game Analysis and Log Form BLANK FORM Game No. ___________________ Date and Time: ___________________ Axis Player's Name/Signature: ____________________/____________________ Soviet Player's Name/Signature: ___________________/____________________ Strategic Options Chosen: If Early Axis Invasion: Good or Mud May Weather? (Circle) Nonhistorical Redeployment, by: Axis? (Circle) Soviets? Type: ____________ If Soviet Siberian Reserves prior to Jan 42, Month(s) of Entry: _______________ If Axis Player won, victory month (& year): ____________ If Soviet Player won, number of victory cities retained: _______ PLAYERS' ANALYSIS OF OPPOSING STRATEGIES AND DECISIVE MOMENTS, SITUATIONS, AND FACTORS IN THE GAME: Axis Player: Soviet Player: For tournament credit, winning If possible, send copy to: player is responsible for returning completed and signed Lou Coatney form to tournament director. 626 Western Ave Macomb, IL 61455 309/836-1447 XVI.E. Non-historical Order-of-Battle/Set-Ups Form Master -- Make copies!: 1. Axis: 1. Panzer Group/Army __ 3. PzKps __ 47. PzKps __ 2. Panzer Group/Army __ 24. PzKps __ 48. PzKps __ 3. Panzer Group/Army __ 39. PzKps __ 56. PzKps __ 4. Panzer Group/Army __ 40. PzKps __ 3. RomArmy __ 2. Army __ 1. InfKps __ 34. InfKps __ 4. RomArmy __ 4. Army __ 2. InfKps __ 42. InfKps __ RomMtnCrps __ 6. Army __ 5. InfKps __ 44. InfKps __ RomCavCrps __ 9. Army __ 7. InfKps __ 49. MtnKps __ 11. Army __ 12. InfKps __ 52. LtKps __ 2. FinCrps __ 16. Army __ 20. InfKps __ 54. InfKps __ 4. FinCrps __ 17. Army __ 29. InfKps __ 59. InfKps __ 6. FinCrps __ 18. Army __ 30. InfKps __ HunMobCrps __ 7. FinCrps __ ItAutoCrps __ Gruppe O __ 2. Russian (listed by Military District): Baltic: Kiev: Reserve: 8. Army __ 5. Army __ 16. Army __ 11. Army __ 6. Army __ 19. Army __ 27. Army __ 12. Army __ 20. Army __ 3. MexKor __ 26. Army __ 21. Army __ 12. MexKor __ 4. MexKor __ 22. Army __ 8. MexKor __ 23. Army __ Western: 9. MexKor __ 24. Army __ 3. Army __ 15. MexKor __ 28. Army __ 4. Army __ 5. KavKor __ 1. MexKor __ 10. Army __ 5. MexKor __ 13. Army __ Odessa: 7. MexKor __ 6. MexKor __ 9. Army __ 10. MexKor __ 11. MexKor __ 18. Army __ 42. RifKor __ 14. MexKor __ 2. MexKor __ 56. RifKor __ 6. CosKav __ 18. MexKor __ 2. KavKor __ d = Dispersed in 1st turn of game begun in May 1941. D = Dispersed in 1st turn of game begun in May or June 1941. A NOTE ON COPYRIGHT AND FREE EDUCATIONAL USE: Any person is entitled to one free copy of RUSSIAN PORTFOLIO -- whether downloaded from my webpage or from any other source -- however I retain copyright, publishing rights, and all other rights to the game, and it is not to be republished without my express written consent. It is not "public domain." Educators and librarians are free to make papercopies of THE RUSSIAN PORTFOLIO for educational/public service use within or loan from their own schools, universities, training centers, and libraries. Louis Coatney, 626 Western Ave., Macomb IL 61455 309/836-1447 (msg, but I cannot afford to return long-distance calls) ELCOAT@Hotmail.com, http://members.tripod.com/~LCoat (free games) CATALOGING IN PUBLICATION: Coatney, Louis Robert, 1946- The Russian portfolio: the German "Barbarossa" invasion of Russia, 1941-42. [game] Macomb, IL: Louis R. Coatney, c1999. i, 11 p. rules booklet, 4 p. first turn rules and setup booklet, mapsheet in two parts, 2 sheets of pieces, 4 charts. 1. World War, 1939-1945--Campaigns--Soviet Union (or --Eastern.) 2. Soviet Union--History--German occupation, 1941-1944. 3. War games. 4. Educational games. I. Title. D764.C632r 1999 940.542 COATNEY Historical Commentary: It is the early defensive/counteroffensive battles of the Second World War which many historians feel are the greatest Allied victories. In England and America, for example, the Battle of Britain, the back-and-forth battles in North Africa, the Russian derailment of the German war machine at Moscow, the dramatic naval Battle of Midway, and the brutal land, naval, and air battles around Guadalcanal are most often studied. Although students may sometimes be Axis commanders in military history games-- sinking Allied ships, for example--this is accepted for the sake of learning. THE RUSSIAN PORTFOLIO can be used as an instructional aid in history classes or as a standard "Barbarossa" game in wargame tournaments. In either case, the "Game Analysis and Log Form" should be used. The scale of THE RUSSIAN PORTFOLIO is 20 days of real time per game-turn, 40 miles/66 kms per hexagon width and corps-army-front (25,000-250,000 men) in unit level. Like the Russian T34 tank, this historical game was conceived to be of simple manufacture, but of superior design having the essential decision-making variables of the campaign's military operations. The game is designed to be fast-playing and mechanically simple--and as an introduction to the basic game system of my division-to-front level BARBAROSSA FILE. In the interests of simplicity, naval, aerial, and partisan warfare have been omitted--factored into the general game system. Indeed, it is intended to be a "classic" in an abbreviated physical format, reminiscent of the Simulations Publications Inc. "folio games" which appeared in Strategy & Tactics magazine. Nonetheless, some options have been reserved to the players, including nonhistorical redeployments and alternative invasion dates. In any of the scenarios, aggressively attritive Russian counter- attacking -- in contrast to the nonhistorical passive Russian defense typical of most Russian Front games -- is a viable alternative strategy, should encourage the operational and strategic creativity of even the most jaded military history game player. Although such a game can be highly absorbing and uniquely educational, its players should never forget the grief and destruction which accompanied the invasion. It is estimated that 27 million men, women, and children of what was the Soviet Union died in this holocaust--and many more millions of Central and Eastern European people would die--before the Russians were able to end the tragedy in Berlin on 2 May 1945. LRC Game Components: A. The mapsheet: After trimming the 2 map segments with scissors, they should be taped together. Colored pencil and fine-point porous-tipped pens can highlight map features -- if used with caution. Following is a key to various terrain symbols and features: B. The unit pieces and markers: The sheets of units and markers should be mounted on cardboard of different colors. If not, marking the bottom of Axis units black and Soviet units red -- before cutting them out -- can be vital, to differentiate flipped/dispersed units. The usual adhesion method is a coating of rubber cement applied and held until tacky on both surfaces to be joined. (White paper glue works also, if applied thinly and evenly.) Following is a key to unit and marker formats and symbols: Unit type: Panzer/Armor Mechanized Infantry/Rifle Cavalry Shock Front Motorized Infantry Mountain Unit size: xxxxx = Front xxxx = Army/Gruppe xxx = Korps Nationalities: B = Bulgarian, H = Hungarian, I = Italian, R = Rumanian Designations: Shk = Shock, G = Guderian, vM = von Manstein Kreis = Kreiser, Lel = Lelyushenko, Rok = Rokossovsky, Vla = Vlasov Following, is the format for unit information on the pieces and markers: C. Charts and tables: These are found on a separate sheet. Put it in see- through plastic for marking the Turn Record Track with grease pencil. D. Randomizer: You will have to supply your own randomizer -- six-sided, marked "1" to "6," and usually referred to as a single die (of dice). E. List of Components: 1. game map in 2 pieces, 2. rules booklet, 3. Russian units countersheet, 4. Axis units countersheet, 5. front-and-back countersheet master (for inventory and piece replacement), 6. turn-phase record track, 7. combat results table (CRT) and (on the back) terrain effects chart, and 8. game analysis and results form. THE RUSSIAN PORTFOLIO -- CHARTS AND TABLES/1 c 1999 Louis R. Coatney V. GAME-TURN SEQUENCE/PHASES: A. Replacement/Reinforcement and Strategic Movement B. Operations 1. Initial Operations Phase: a. Axis Player's Initial Operations: (Axis are first, until Snow.) 1) Initial Operational Movement 2) Attacks and Tactical Advances after Combat, with Russian Units Recovered from Dispersal (if not Dispersed in this phase) and Faced toward Axis Player 3) For Axis Player's Units: Supply Status Determination and Effects 4) Russian Victory Determination Phase b. Russian Player's Initial Operations: Same as in a., but sides reversed. 2. 1st(, 2nd, n-th) Reserves' Operations Phase(s) -- repeated as many times as wished: a. Axis Player's Reserves' Operations: 1) Reserves Operational Movement, minus Phase's Movement Factor (-n MF) penalty 2) Reserves Attacks and Tactical Advances after Combat b. Russian Player's Reserves' Operations -- Same as a., but sides reversed. C. Re-facing of All UnDispersed Spent Units THE RUSSIAN PORTFOLIO -- CHARTS AND TABLES/2 16Dec99 c 1999 Louis R. Coatney UNIT STACKING LIMITS (per hex): - Not more than 2 units in a hex. - Of these, not more than 1 may be an army. - Russian front units may not stack with any other combat unit. - Not more than 1 armor-type unit may be on a swamp or mountain hex -- or attacking into one from each attacking hex. TERRAIN EFFECTS: On Combat: On Movement: Cross-river Down one CRT odds column, unless +1 movement factor, (if unfrozen) any attackers are on same side. if moving into EZOC No opnl movement thru same UnDispersed Enemy unit's ZOC. Cross-lake Only infantry, fronts, and shock may Movement limited to 1 (if unfrozen) attack--at half strength--across. hex. Swamp See stacking limitation against armor. None. (if unfrozen) Down one CRT odds column if attacking Sov and Finn units. No Armor Overrun. Hills Same movement/stacking penalties as frozen swamp. +1 defense factor for each infantry or front unit. Mountains Same movement/stacking penalties as unfrozen swamp Major city defense factor bonuses for all infantry-type units, not just one. No Armor Overrun. Cross Kerch As for cross-lake, if attacking without control of Black Sea. Straits Attacker only suffers 1-column shift, with " " " " . Movement same as for unfrozen lake. Stalin Line +1 defense factor for Russian armies None. Hex-edge only. or +2 defense factors for fronts, unless flanked. Fortress Same defense bonus for Russian units None. Hex-edge only. (only) as for Stalin Line, except can't be flanked. Major city +2 defense factors for 1 inf. army or None. front, or + 1 def. factor for 1 inf. 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, "Clear terrain," infantry army, or infantry corps. unless other Terrain classed by hex, otherwise. terrain present. Town None. Same as for City. THE RUSSIAN PORTFOLIO -- CHARTS AND TABLES/3 16Dec99 c 1999 Louis R. Coatney Combat Results Definitions: 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. Possible Armor Overrun. DE = Defenders Eliminated. Possible Armor Overrun. 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, for any exchange-surviving attackers. NOTE: In Axis attacks, the Axis Player may never use Hungarian, Italian, or Rumanian units for exchange. In defense exchange loss decisions, he may. Armor Overrun (DX->DE, DE->BR), if pure armor (- def. pure armor) is 2X def. inf. (or 1X Dispersed def. inf.) in Good/SnowSov weather and clear terrain. Surrounded/Retreat Impossible/"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. 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 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 tac- advance up to 2 hexes. Russian units may so advance in snow as well. Tac advance after combat 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). In Snow, no Axis unit may advance more than 2 hexes. Advancing units may move from one EZOC to another of the same enemy unit(s) on a DE or BT without penalty. They may do so on a D4 or DX as well, but they are Dispersed. Otherwise, units must stop in the first EZOC encountered and/or not move directly from one EZOC to another of the same enemy unit, occupied by a friendly unit or not, or they are dispersed by their tac- advance. Greater restrictions exerted by German armies and Sov fronts. See XIII.D. THE RUSSIAN PORTFOLIO Combat Results Table (CRT): Die\ Attack Factor : Defense Factor Strength Ratio/Odds Columns Roll:\ 1:4 1:3 1:2 1:1 3:2 2:1 3:1 4:1 5:1 7:1 10:1 | | 6 S S D4 | D4| DX DX DE BR BR BR BR | | 5 AE AD D1 | D1| D4 D4 DX DE BR BR BR | | 4 AE AE S | D1| D1 D4 D4 DX DE BR BR - - - - - - - - | - | - - - - - - - - - - - - - - - - - - - 3 AE AE AD | S | S D1 D4 DX DE BR BR | | 2 AE AE AE | AD| AD S D1 D4 DX DE BR | | 1 AE AE AE | AE| X X S D1 D4 DX DE