D. Re-facing of All UnDispersed Spent Units
WEATHER EFFECTS:
- Mud: German armies' basic movement = 2, all other units' = a maximum of 3. Only 1 German air unit. Only Moscow-Smolensk highway retains road movement bonus.
- Hard Frost: Same as Good weather
- Snow: Axis infantry units' basic movement = 2, all other Axis units' = 3, Russians' unchanged. Only 1 German air unit. Movement bonuses for all roads back in effect.
- Subarctic, NE of weather line -- still just Snow SW of weather line:
Same as for Snow, plus: The combat odds of Russian ground attacks are raised by one column (which can be added to the bonus against Dispersed German units), unless the Germans are defending in any city or town. Rivers and lakes are frozen over and have no effect on movement or combat.
REPLACEMENTS, RAIL MOVEMENT, AND REINFORCEMENTS:
- General rules:
Replacement units are Dispersed upon their arrival into the game.
- Axis replacements:
The Germans receive 1 armor replacement factor and 2 infantry replacement factors, beginning with turn 2. The armor factor may be used as an infantry factor, but not vice versa.
These factors may be accumulated until there are enough equalling the combat factor of a unit the Germans would like to replace, of course.
Romanian replacement units enter the game in Iasy. All other Axis replacement units enter the game in Warsaw.
In April, all other Axis units lost may be replaced/returned to the game.
- Russian replacements:
Beginning with Gameturn 2., the Russians receive 1 infantry replacement factor for
each one of their major cities under their control -- 2 for Leningrad and Moscow -- and 5 from off the board in Siberia. These replacement infantry points may be accumulated
from turn to turn.
Also beginning with Gameturn 2., the Russians also receive one armor replacement factor per "tank factory" on the board -- Leningrad, Kharkov, Stalingrad -- and off, in Siberia. In March 1942, an additional tank factory goes into production in Siberia.
One replacement unit each may enter the game (Dispersed) on any major city in supply
with a rail connection to the eastern or southern mapboard edge They may enter on Moscow and Leningrad -- even if they are surrounded, if those cities have accumulated enough replacement factors within themselves.
The Russians start the game with an "Armored Reserve" of 15 armor replacement points.
- Russian rail movement:
Any UnDispersed Russian unit which could move during its basic movement (or any Replacement unit) may move any number of continuous hexes along a "rail line" of hexes unblocked by German units or empty hexes adjacent to German corps or army units. They are Dispersed at the end of their trip.
The Russian player may move a number of units equal to his current number of victory points.
A "rail line" hex is any hex that is closer to a friendly unit or friendly-controlled city or town than to an enemy unit or enemy-controlled town.
There is no rail movement at all in the first turn of the game.
Rail Movement of Russian Reinforcements:
If the Russian Player expends 5 rail movement unit credits, the unit is not Dispersed at the completion of its rail movement, and if it didn't have to expend any basic movement to move to a rail line to entrain -- or if it is a replacement unit -- it may move and attack from its destination hex as the Russian Player wishes.
A reinforcement unit may enter the game in any hex accessible to strategic/rail land
movement -- not just on a city or town -- and more than one reinforcement unit may
arrive on the same hex.
- The Russian Siberian Reserve Gamble--"Siberian Roulette"--playing option:
- 1. The Russian Siberian Reserve reinforcement can enter the game automatically
and "safely" -- at no risk -- in the Replacement/Reinforcement and Strategic/Rail Movemen Phase (R/R&S/R MP) of the Dec41 game-turn, unless the Russian Player chooses to risk
beginning to enter them earlier. They continue for 3 turns.
- 2. Siberian Reserve units consist of infantry units worth 8, 6, and 4
replacement factors, armor units worth 4, 2, and 1 replacement factors, and
cavalry units worth 2, 1, and 1 replacement factors. Any extra Siberian
Reserve reinforcement factors may be used as standard replacement factors.
- 3. In each turn that any Russian Siberian Reserves are in the game before
their "safe" turn, the Axis Player picks a number (from 1 to 6), and the
Soviet Player must cast the die. (This should be done at the end of the
R/R&S/R MP.) If the number cast is the one selected by the Axis Player,
the Japanese have invaded the weakened Russian Far Eastern Military
District, and the Axis Player immediately wins the game!
- 4. Unlike replacement units, reinforcement units are not Dispersed in (and
thus can move and attack after) the R/R&S/R MP in which they enter the game.
- Voluntary elimination/disbandment of own units:
During the Replacement, Reinforcement, and Rail Movement Phase, the Russian Player may
voluntarily eliminate any of his units. (He might want an already-doomed infantry army
unit for use as a replacement.) Reintroducing these voluntarily eliminated units does
cost replacement factors, though.
SUPPLY:
- In Good or Hard Frost weather, a supply line is 6 hexes from a road or any city or town (or any combination of the two) leading off a player's own side of the board --
west for the Axis or east or south for the Russians. For the Russians, Moscow is also
a supply source hex -- as is any fortress or fortress city.
In Mud or Snow weather the line is only 3 hexes for the Germans and 4 hexes for the Russians.
- The die rolls of attacks by unsupplied units are reduced by 1. Attacks on unsupplied units are raised one combat odds column.
The supply status is determined at the moment of the attack (or
defense).
- Isolated units are those with supply lines over twice their required lengths. 1 unit
(of the owning player's choice) from each "group" of isolated units -- units that are at
least able to trace a supply line to each other -- is lost during its owning player's
isolation determination phase.
- Using the bombing table, a German air unit may (instead) fly a resupply mission, unless it is intercepted. All German (only) units in the air-supplied hex or any hex adjacent to it are supplied for the rest of the gameturn.
VICTORY CONDITIONS:
The German Player wins if, during the German Victory Determination Phase, cities with a value of 7 victory points are in German control and supply.
If, during the Russian Victory Determination Phase of Turn 10. and thereafter, the Russian Player has victory cities worth 8 victory points still in his control and in overland supply, he wins.
Note that the possibility of a draw exists, if a victory city is cut off from overland supply.
SETTING UP THE GAME TO BEGIN:
Notes:
Air units are not "based" on the mapboard -- they are only placed on the hexes they are attacking/air-supplying.
German units marked with a "D" are not Undispersed until the appropriate moment of the June Axis Initial Phase, even if the German Player has started the game in May.
The German 2. Army and 40. Pzkps are also "D" units and start the game in Warsaw.
Historical:
Axis units' starting positions: Axis armies' starting positions are indicated on the mapboard. (The Hungarian and Italian army level units do not arrive until April 1942.)
Axis corps units may start anywhere on the Axis side of the USSR border the German Player wishes, except that there may be no more than 2 German infantry corps (along with 11. Armee, indicated on the board) in Romania. An Hungarian unit is never allowed in Romania or stacked with any Romanian units.
All Russian units' starting positions are on the mapsheet.
NonHistorical:
Initially Dispersed units are still Dispersed as described above.
Axis units may be freely set up regardless of their historical locations above.
As many as 9 German units may start in Romania, but the territorial restrictions on the Hungarian unit remain.
Russian units may be set up anywhere in the USSR -- after the German Player has set up his units in Romania but before the German Player sets up the rest of his units in Greater Germany.
SPECIAL FIRST TURN RULES in the Historical gamestart only:
- There is a special surprise air attack on each of the Red Air Force units: On a roll of 3-6 they are knocked out of the game for the customary period.
- Rivers on the border do not exist against German units during the first turn of the game.
- Axis units may not attack out of Romania until the 2nd turn of the game. (In the Nonhistorical gamestart, they may do so in the 1st turn.)
GAME-TURNS:
Game-turn: | ........ | Weather: | ....... | New Units: |
. | . | . |
0. May 1941? | | 1-2:Good/3-6:Mud | . | . |
. | | | | |
1. June 1941 | | Good | . | . |
. | | | | |
2. July 1941 | | Good | . | . |
. | | | | |
3. August 1941 | | Good | . | |
. | | | | |
4. September 1941 | | Good | . | . |
. | | | | |
5. October 1941 | | 1-2:Good/3-6Mud | . | . |
. | | | | |
6. November 1941 | | Snow, if Oct Good/ Good (Hard Frost, actually), if Oct Mud | . | . |
. | | | | |
7. December 1941 | | 1-3:Snow/4-6:Subarctic | . | . |
. | | | | |
8. January 1942 | | 1-2:Snow/3-6:Subarctic | . | . |
. | | | | |
9. February 1942 | | 1-3:Snow/4-6:Subarctic | . | . |
. | | | | |
10. March 1942 | | 1-3:Mud/4-5:Snow/6:Subarctic | . | . |
. | | | | |
11. April 1942? | | 1-3:Good/4-6:Mud | . | . |
. | | | | |
12. May 1942? | | 1-3:Good/4-6:Mud | . | . |
The German Player may start the game in May or June as he chooses, and may start it "historically" or "unhistorically" as he chooses.
The game ends at any time after March 1942, when one player decides to stop the game instead of taking his turn.
Use the same weather randomization for 1941, if you (both) choose to continue the game past May 1942.
The SS Panzerkorps arrives in the game as a fully active reinforcement in the Feb43 gameturn.
7Jan12