WAR AGAINST RUSSIA
Gameturn Sequence, Calendar, Weather Effects, Replacements, Victory Conditions, etc.

Copyright 2005 Louis R. Coatney

V. GAME-TURN SEQUENCE/PHASES:
  • D. Re-facing of All UnDispersed Spent Units

    WEATHER EFFECTS:

    REPLACEMENTS, RAIL MOVEMENT, AND REINFORCEMENTS:

    SUPPLY:

    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:

    GAME-TURNS:
    Game-turn:........Weather:.......New Units:
    ...
    0. May 1941?1-2:Good/3-6:Mud..
    .
    1. June 1941Good..
    .
    2. July 1941Good..
    .
    3. August 1941Good.
    .
    4. September 1941Good..
    .
    5. October 19411-2:Good/3-6Mud..
    .
    6. November 1941Snow, if Oct Good/
    Good (Hard Frost, actually), if Oct Mud
    ..
    .
    7. December 19411-3:Snow/4-6:Subarctic..
    .
    8. January 19421-2:Snow/3-6:Subarctic..
    .
    9. February 19421-3:Snow/4-6:Subarctic..
    .
    10. March 19421-3: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