Rules For Panzerblit Barbarossa 1941

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RULES FOR PANZERBLITZ: BARBAROSSA 1941

By
Alan R. Arvold

Panzerblitz: Barbarossa 1941 is a set of twenty-one scenarios created by James Johnson. These
scenarios explore different battles and situations during the initial Barbarossa campaign of 1941. They
were designed back during the 2012-13 period and play-tested between February and August of 2013,
but it was only in 2017 that they were posted on the Internet for public consumption.

These scenarios are unique in that they use the “Liberation” house rules by which James Johnson
retrofitted rules from the Arab-Israeli Wars game back into Panzerblitz. But while James has spelled
out some of the rules which he retrofitted back into Panzerblitz, he was unclear about others and it has
been up to the individual players to figure out which ones those were. Not only that, some of the rules
seem to have been retrofitted from Panzer Leader as well. I have communicated with James and found
out that the “Liberation” house rules have really not been spelled out, despite many attempts to do so.
Therefore, the purpose of this article is to create a set of rules that fits the parameters spelled out by
James Johnson using the rules from the Panzerblitz, Panzer Leader, and Arab Israeli Wars games, plus
the unique rules which pertain to the Panzerblitz: Barbarossa 1941 series of scenarios. Hopefully, this
will create a unified set of rules for all players to use.

GAME SCALE

A game turn is still six minutes of real time.

The hexes are now 150 meters wide, not 250 meters wide as in normal Panzerblitz. (To account for the
lower movement rate in Arab Israeli Wars without changing the Movement Factors on the counters.)

COUNTERS

The following counter changes applies in this series. Note that some units have their old factors on the
counters. The changes listed below supersede the affected factors, yet allows these counters to be used
in a regular Panzerblitz game where their printed factors would apply.

All counters, including German, Finnish, Hungarian and Russian, are now platoon size counters.
Russian vehicular units are actually half-companies (5 tanks each). Although artillery howitzer units are
actually batteries (6 guns each), for game purposes they are considered to be platoons. The Russian M-
13 MRL unit which represents eight vehicles in normal Panzerblitz, in this series they represent four
vehicles.

Infantry units (Rifle, Security, Guards, SMG, M-G, HMG, Airborne, and Engineers) with a Movement
Factor of 1, now have a Movement Factor of 2 in this series. The 81mm/82mm Mortar units still retain
their Movement Factor of 1.

Wagon units now have a Movement Factor of 5, Bicycle units have a Movement Factor of 4, and
Cavalry units now have a Movement Factor of 6.

All other vehicular units retain their printed Movement Factors.


The Finnish and Hungarian Rifle counters should have a Range Factor of 2*, not 4.

The German 88mm ATG unit should have an attack factor of 15, not 20. (This is the early war model of
the 88mm in service, the later model with the more powerful Attack Factor was not in service yet in the
field forces.)

The German 20mm artillery unit and the SdKfz 10/4 unit should have a weapons class of “AA”, not
“H”.

All (H) class artillery units now have their Attack Factors reduced to 1/3 of their printed value
(dropping any fractions). These new Attack Factors listed below are now used in all combat situations.
H and M Class units retain their printed Attack Factors.

75mm/76.2mm – 6
105mm/122mm/M-13 – 13
150mm/152mm/ Nebelwerfer – 20
170mm - 16

SEQUENCE OF TURNS

The following turn sequence is used in this series.

A. First Player Air Phase


1. Next turn's air strike attacks are written down, specifying the attack units and the target
hex/units.
2. Air Strike attacks written down last turn are now executed. Anti-Aircraft units may fire at
attacking aircraft units before they execute their attacks.

B. First Player Fire Phase


1. Minefield attacks are executed against enemy units on Minefield counters.
2. Indirect Fire attacks for the next turn are written down.
3. Indirect Fire attacks written down last turn are executed.
4. Direct Fire attacks are executed.
5. Engineer units execute any attacks against neutral counters

C. First Player Movement Phase


1. The first player moves his units that are not infantry class units. Infantry-class units do not
move in this step except to load and unload. Units may be moved in any order the first
player chooses.
2. Carrier units may load, unload, and/or move with passenger units.
3. Units capable of split move and fire and which previously fired this turn may move up to
one half of their movement allowance.
4. Units capable of overrun attacks may move and execute overrun attacks.
5. As each unit moves enemy units may make opportunity fire attacks.
6. The first player may now move his infantry-class units.
7. As each unit moves enemy units may make opportunity fire attacks.
8. All CAT attacks are announced and executed, one at a time.

D. First Player Morale Phase


1. The first player checks the Morale of each of his dispersed units to see which units
remain dispersed and which become un-dispersed.

E. Second Player Air Phase


Second player conducts Air strikes as outlined above.

F. Second Player Fire Phase


Second player conducts Fire attacks as outlined above.

G. Second Player Movement Phase


Second player conducts movement, Overrun attacks, and Close Assault attacks as outlined above.
First player may conduct opportunity fire against second player moving units.

H. Second Player Morale Phase


Second player checks the Morale of all of his dispersed unit as outlined above.

I. Second player indicates the passage of a game turn on the Time Record Track.

MOVEMENT

During the movement phase of a player's segment, he may move as many un-inverted units as he
wishes. Each unit may be moved as many hexes as desired within the limits of its movement allowance
and terrain restrictions (see Terrain Effects Chart).

A. Terrain Features
1. The hexagonal grid superimposed upon the mapboard is used to regulate movement and
combat. A hex is considered to be a given type of terrain if all or any part of it contains that
terrain feature. Terrain affects movement and defense as outlined in the Terrain Effects Chart
(TEC).
2. The “heavy hex side” symbols (different colored bars superimposed upon some hex sides)
are explained in the Obstacles and Elevations section of the rules.
3. The half-hexes on the outer edges of the board are considered to be playable and may be
utilized as if they were complete hexagons.

B. How to Move Units


1. Movement is calculated in terms of hexes. Basically, each unit expends one movement point
(MP) of its total movement (point) allowance for each hex it enters. To enter some types of
hexes requires the expenditure of more than one MP for each hex entered. A complete list of
these “entry costs” is found on the Terrain Effects Chart.
2. In any turn a player may move as many or as few of his units as he desires. Movement is
voluntary, never required.
3. Units which have fired (used their attack strength) in the combat phase of the player's segment
may not move in that movement phase. “Dispersed” units may not move.
4. Each unit is moved individually, tracing the path of movement through each hex in turn. Once a
unit has completed its movement, it may not be changed, repositioned, or realigned. (A unit's
movement is considered completed when the player begins moving another unit.)
5. If a unit does not have enough movement points to move into a particular hex, then it cannot
move into that hex. However, units with a movement allowance of 1 or 2 may always move one
hex per turn regardless of the terrain in the hex.
6. Units may move through hexes containing other friendly units. Units may not, however, enter or
move through hexes containing the maximum allowable number of units. (See Stacking, below)
7. Units may not enter or pass through hexes containing enemy units.
8. No enemy movement is allowed during a friendly movement phase.
9. Only enemy opportunity fire and friendly overrun and close assault attacks may take place
during a friendly movement phase.
10. When a unit ends its movement, including any overrun and close assault attacks it may have
made during the movement phase, it is inverted.

C. Transporting Units

1. The “C” class vehicular units have the capability of transporting non-vehicular units
(guns and infantry). Each “C” unit has the capacity to transport one non-vehicular unit.
The non-vehicular unit being transported is indicated as such by being placed under the
“C” unit. Never place non-vehicular under vehicular units unless they are being
transported by those units.
1. In any turn a “C” unit may either “Load”, “Transport”, or “Unload”, or it may perform
combinations of these operations depending on the type of unit being transported.
a. Artillery units of 85mm or larger (85mm, 88mm, 105mm, 120mm. 122mm, 150mm, and
152mm), require the “C” to expend it entire movement allowance to load or unload. That is,
the “C” unit and the artillery unit must be in the hex at the beginning and end of the
movement phase.
b. Artillery units of less than 85mm (12.7mm, 20mm, 37mm, 40mm, 45mm, 47mm, 50mm,
75mm, 76.2mm, 81mm and 82mm), the Nebelwerfer, and all infantry type units, require the
“C” unit to expend half of its movement allowance for that phase (fraction rounded up) to
load or unload. The “C” unit may up to a total of half of its movement allowance before
and/or after performing the load or unload operations. The passenger unit may not move in
the player segment in which it is loaded or unloaded.
c. Passenger or carrier units which use their attack strength in the current player segment or
are dispersed may not load in that player segment.
d. Carrier units may not load or unload in a hex if such procedures violate stacking limits.
1. A truck, tractor, or wagon unit and the unit that it is transporting have a combined
defense strength of “1”.
2. When using halftracks or the Russian T-28 Tractor as transport, the defense strength of
the carrier unit is used when it is attacked. Halftrack units may fire while loaded.
3. The Russian Tractor and T-28 Tractor units may only transport artillery units, they may
not transport infantry type units.
4. Passenger and carrier are treated as one unit for stacking and combat purposes (See
stacking limitations). If combat results call for elimination, both are eliminated. If
dispersed, both are dispersed.
5. Certain Russian armored vehicle units (KV-1, KV-1a, T-34a, T-34c, and Matilda II) may
transport infantry-type units in a fashion similar to “C” units. Each armored unit may
transport one passenger unit.
a. If the Russian armored unit is destroyed while transporting, both passenger and
carrier are destroyed. Units being transported on armored units may be attacked
exclusive of the armored unit, in which case the passenger unit has a nominal
defense strength of '1'. The armored unit is unaffected if only its passenger unit is
attacked. In this case, the passenger unit is immediately unloaded if dispersed, unless
such unloading violates the stacking limits. In this case the passenger stays loaded
and both the armored unit and its passenger are dispersed.
b. Russian armored units may fire when loading or unloading passengers. All other
transport rules, however, apply.
c. Russian armored units may transport only if the scenario special rules allow them to.
Otherwise they may not transport during the scenario.
d. German and Hungarian armored units, except for halftracks, may not transport any
units.
6. Cavalry units may not be transported by “C” units or armored vehicles.
7. See the Unit Function Chart for the exact capabilities of all units.

D. Road Movement

Units traveling along roads do so at the road movement rate regardless of the other terrain in the road
hexes. Units may travel all roads on the mapboard through hexes containing types of terrain in which
they might otherwise be prohibited. Roads do not alter the defensive effects of the other terrain in the
hex.
1. All units move along roads at a cost of '½' movement point per road hex. Entering a road hex
through a non-road hex side is done at the cost of the other terrain in the road hex being
entered.
2. Units may freely combine road and non-road movement in the same turn.
3. A unit may move into a road hex from an adjacent road hex of the same road at the road
movement rate only if the hex contains no more than one other unit.
4. If the hex contains more than one other unit, the road movement rate may not be used.
Instead it is entered at the cost of the other terrain in the hex.
5. If entry into a particular hex is prohibited for a unit except by road movement, a unit may not
enter that hex if there are more than one unit in that unit.
Example: A vehicular unit may cross a green hex side and enter a hex containing one other
unit via a road at the road movement rate. If there were more than one unit in that hex, it
could not cross that green hex side.
6. Units may not enter hexes containing blocks, fortifications, or minefield counters at the road
movement rate regardless of the number of the units in the hex. Vehicular units may not
cross adjacent green hex sides when moving into a road hex containing an enemy
fortification, a block or a minefield counter.
7. Town hexes are also considered to be road hexes. If entering the town hex from a non-road or
non-town hex, the unit must enter at the cost of the other terrain that town is on (usually a
clear, slope, or woods hex).
8. Cavalry units may not use the road movement rate while moving along roads.
9. Remember: A vehicle with passengers is considered as one unit and may therefore travel at
the road movement rate without affecting other units abnormally.

E. Infantry Quick-Time Speed

Any infantry-type unit (those with a Movement Factor of 2) may increase its speed to four hexes for
one movement phase with the following limitations:
1. The unit may not enter slope, woods, gulley, or town hexes (moving out of is permitted).
Moving along a road negates the previous restrictions.
2. Units using Quick-time speed may not also use the road movement rate (i.e. they may not move
eight hexes).
3. If fired on by opportunity fire while moving, the unit defends at half defense strength.
4. At the end of its movement (and after Opportunity Fire attacks) the unit must roll one die. A die
roll of 4, 5, or 6 means that the unit is dispersed until the end of the current player segment.
Units already dispersed accrue no additional penalty if dispersed again.
5. Units may not conduct a Close Assault attack in the same movement segment that they use
Quick-time speed.
6. Cavalry units may also use Quick-time speed. In this case their Movement Allowance is
increased to 10 MPs. They are affected by all of the other above limitations.
7. Ski units may use Quick-time speed. In this case their Movement Allowance is increased to 8
MPs. They are affected by all other above limitations.

F. Mapboard Notes
1. Movement into a Town hex cost ½ MP if entering the hex from another Town hex or moving
along a Road into the Town hex. If entering from another type of hex, the movement cost is that
of the underlying terrain the town is on, be it clear, woods, or slope.
2. Movement into Woods/Slope hex costs the same as moving onto a regular Slope hex.
3. Vehicle units cannot pass another vehicle units on Swamp/Road hex. In fact, it could not even
enter as vehicles cannot stack on a Swamp/Road hex.

STACKING

A. Both sides may stack a maximum of three units in one hex.


B. When a unit is being transported by another unit, the passenger and carrier are considered as one
unit for stacking purposes.
C. Minefield, Fortification, Improved Positions, and Trench counters do not count towards the stacking
limits.
D. Block and Wreck counters do count toward the stacking limits.
E. Stacking limitations apply at all times. (Exception: Units may overrun enemy units stacked three
-high). Units may not enter or move through hexes containing three units (friendly units, blocks,
wrecks, or combinations thereof).

COMBAT

A. How to Have Combat


Basically, to have combat, the attacking unit compares its attack strength to the defending unit's defense
strength. The comparison is stated as a ratio, attacker to defender, which is then rounded down (in the
defender's favor) to conform to the “combat odds” column printed on the Combat Results Table (CRT).
Example: 11 to 3 rounds down to 3 to 1. Roll the die and apply the results, as indicated by the CRT, to
the defending units involved in that specific combat situation. All units which fire in the friendly fire
phase are inverted after they have resolved their attacks.

B. Direct Fire Attacks

1. Direct fire attacks are executed in the combat phase of a player segment. Only the player
whose combat phase it is may attack; the other player is considered to be the “defender”.
2. A player may make as many or as few attacks per turn as he desires (within the
restrictions of the rules of combat). A player is never forced to attack. Attacks are
voluntary, never required.
3. Only enemy units within range of an attacking unit may be fired upon that unit. Infantry
units with an asterisk ('*') after their Range Factor may fire up to twice their printed
range at the reduced effectiveness of ½ of their normal attack strength.
4. A single unit may not attack more than one enemy occupied hex per combat phase.
Attack and defense strengths are not transferable from one unit to another. Each unit is
treated as an indivisible attack strength and defense strength.
5. More than one attacking unit may fire at one target unit. All attacking units firing on the
same defending unit must total their attack strengths into one combined attack strength
before computing combat odds. Units may fire only once per player segment.
6. Units which fire (attack) in the combat phase of the player segment may not move in the
movement phase of the same player segment. (Exception: Split Move and Fire)
7. All attacking units executing direct fire attacks must be able to trace a “direct line of
fire” to the target hex. A “direct line of fire”, as explained under the “Obstacles and
Elevation” section. Is a straight line traced from the center of the attacking unit's hex to
the center of the target hex which is free of blocking terrain hexes or hex sides.
8. The attacker may choose any combinations of units in the defending hex as his target.
Any units within that hex that are not fired upon are not affected by the combat results.
9. Direct fire attacks are resolved on the Combat Results Table using the procedure
outlined in Section “A” above.

C. Indirect Fire
1. Indirect fire attacks, like direct fire attacks, are executed in the combat phase of a player
segment.
2. Only M and (H) class units may employ indirect fire.
3. Unlike direct fire attacks, the target hex must be designated at the beginning of the combat phase
of the previous turn by secretly writing down the target hex coordinates and the firing units.
(Note: Artillery units that are dispersed may not be designated for indirect fire.) Such
designated targets must be fired upon (i.e. the firing unit cannot change targets if the target hex
turns out to be empty or if something better comes up) if the unit is to execute any attacks
that combat phase. The unit is not required to attack, but if it does, it must attack only the
designated target hex using the indirect fire procedure.
4. Units designated for indirect fire attacks may not move between the time the fire is
designated and the time the fire is executed. If an artillery unit which is designated for an
indirect fire mission is destroyed or dispersed between the time that it was designated and
the time the fire mission is executed, its fire mission is canceled. Artillery units loaded on
carrier unit cannot be designated for indirect fire attacks.
5. As the name implies, indirect fire differs from direct fire in that the firing unit is not required
to trace a “direct line of fire” to the target (i.e. it doesn't have to “see” the target hex). In
order for certain artillery units to attack a target by the indirect fire method, it is only
necessary that another friendly unit be able to “see” (have a direct line of sight to) the target
hex. In regards to woods and town hexes, a friendly unit must be adjacent to those hexes, or
have seen an enemy unit fire from those hexes, in order for indirect fire attacks to be
designated against them. (See Spotting)
6. Indirect fire attacks are directed against specific hexes, not necessarily specific enemy units.
In some cases, a target hex could even be an empty hex at the time the attack is designated in
anticipation of enemy units moving into it.
7. For the Germans any combat unit, except trucks and wagons, that can use direct fire against
a hex (i.e. see it) may be used to fulfill the indirect sighting requirement.
8. For the Russians, Finns, and Hungarians, only a CP unit can be used to sight the target hex.
In the case of towns and woods hexes, a friendly unit must be adjacent to the target hex to
spot it or the CP saw an enemy unit fire from the target hex. The CP unit must be dismounted
in order to sight target hexes, it cannot sight from carrier units.
9. If all of the units sighting (or spotting) a particular target hex are destroyed, dispersed, or
move away between the time the indirect fire is designated and when it is executed, the fire
may become scattered. To determine if the fire scatters in this event, roll the die once and
consult the Scatter Chart. (Due to variable directions North can be pointing, depending on
the situation that is played, it is suggested that players before the start of the game agree to a
certain mapboard edge as being “North” for scatter determination.)
If the fire is scattered, the full effect of the indirect fire is applied to one of the adjacent
hexes according to the die roll. Units in that hex, (enemy or friendly) receive the full effect
of the attack. (It is suggested that all indirect fire attacks have their final target hexes
determined before any attacks are resolved in case scattering causes two or more attacks to
land in the same hex.)
10. Indirect fire attacks must be directed towards all units in the target hex.
11. Indirect fire attacks are resolved differently than other types of attacks. For each attack
follow the procedure.
a. Add up the modified (not printed) Attack Factors of each designated indirect fire unit in
the attack into one grand total.
b. This grand total attack strength is then applied to each individual target unit to create
combat odds for (and an individual attack on) each unit. Passenger-carrier combinations
count as one unit.
c. 26 strength points fire indirectly at a target hex containing three German units; an
engineer unit (DS=10), a rifle unit (DS=8), and an 81mm mortar unit (DS=3). This
generates combat odds of 26 to 10 (2-1), 26 to 8 (3-1), and 26 to 3 (7-1). The die is rolled
three times once under the 2-1, 3-1, and 7-1 columns, and the results applied to each of
the respective defending units.
12. Indirect fire may not be combined with direct fire attacks upon the same target units.
Direct fire attacks may be made against units that were the targets for indirect fire in the
same player-turn as these two types of attack occur in different segments of the friendly
fire phase. All indirect fire attacks must be resolved before any direct fire attacks can
occur.
13. Note: (H)-type weapons may only use indirect fire against targets which are ¼ or more of
their printed range factors away (fractions rounded down). Example: A German 105mm
Howitzer unit (range = 32) may fire indirectly into hexes that 8 to 32 hexes away from its
location.

D. Off the Board Artillery (OBA)


1. Artillery units firing from off the board are termed “Off-Board Artillery”. These units
are not represented by counters, but they can execute indirect fire attacks from off the
board.
2. Off board artillery units are identified on the situation sheets as regular artillery units
that are off the board. Only their attack factors and weapon type are counted in an
indirect fire attack.
a. Each OBA unit attacks like a normal unit in the game. A unit's attack strength cannot
be split up between different target hexes, the effective strength(s) are calculated
using the unit's weapon type on the WEC, etc.
b. An OBA can ignore range restrictions; it is assumed that it has the range to attack
any hex on the mapboard.
3. Each OBA unit makes indirect fire attacks just like other “M” and “(H)” type units.
a. Attacks must be written down a turn in advance, subject to the normal restrictions
(the target must be spotted, etc.).
b. During the attack, OBA attack strength points combine normally with on-board
artillery attack strength points.
c. Indirect fire attacks are resolved normally.
4. OBA units cannot be attacked, and they cannot make any other kind of attack, only
indirect fire attacks.

E. Overrun Attacks
1. Armored vehicle units may only overrun those enemy units located in clear terrain hexes
(including clear terrain road hexes and clear hilltop hexes).
2. Unlike other methods of attack, overruns are executed and immediately resolved as they
occur in the movement phase. (Stacking limits are ignored in this case: see Stacking) All
units intending to overrun the same target hex are moved before the attack is resolved.
3. To overrun a unit or stack of units, move the attacking armored vehicle unit(s) straight
through the enemy occupied hex, exiting into the hex directly opposite the hex of entry.
Overrunning units must stop in the “exit hex” and may move no further that movement
phase. If the exit hex is occupied by enemy units, the overrun units may not be made.
Overrunning units may not move at the road movement rate, but they may use roads to
negate the effects of terrain. Overrunning units must have sufficient movement points to
reach the exit hex. The exit hex does not have to be a clear terrain hex, nor does the
entry hex; only the target hex must be a clear terrain hex.
4. Overrunning units attack with an increased combat effect. The odds ratio of the attack is
computed using the normal procedure. The combat odds, however, are then increased by
one column in favor of the attacker (e.g. an odds ratio of 3 to 1 increases to 4 to 1).
Additionally, “2” is subtracted from the die roll results (e.g. a die roll of “3” is treated as
if it were a die roll of “1”).
5. A defending stack is treated as one combined defense strength when being overrun.
More than one armored unit may overrun an enemy stack and the overrunning units do
not have to enter and exit through the same hexes. They must, however, execute the
overrun attack as one combined attack strength. In other words, a defending unit or stack
may not suffer more than one overrun attack per movement phase.
6. In determining overrun odds use only the strengths printed on the unit counters (for both
attackers and defenders). Do not halve or double the attack strengths, follow the Weapon
Effectiveness Chart's guidelines for overruns. Use only the overrun “bonus” as outlined
in '4' above.
7. Overrunning units may not execute direct fire attacks during the previous friendly
combat phase in the player turn in which the overrun is made.
8. Units on blocks, wrecks, minefields, trenches, or fortifications counters may not be
overrun.
9. The Russian M-13 MRL may not make overrun attacks. Bicycle units may not make
overrun attacks. Vehicles with I type weapons (halftracks, motorcycle, and some armored
cars) may only overrun non-armored units. See the Unit Function Table for the exact
listing of overrun limitations of all types of units.

F. Close Assault Tactics


All types of Russian and Axis infantry, cavalry, and engineer units have the option of using
close assault tactics (CAT) instead of making a normal attack. Close assault attacks are
executed in close assault segment of the movement phase.
1. Close assaulting units must be adjacent to the defending unit or stack of units that they
are attacking.
2. Units utilizing close assault attacks may not make normal attacks in the same turn.
3. Units that have been transported by vehicular units in the movement phase may not
use close assault attacks. (Exception: Panzerblitz Assaults) Units may however, move
and close assault in the same movement phase. However, they may only move a
maximum of one hex if they do move. This includes cavalry units (sorry, no cavalry
charges in this game).
4. Close assaulting units have their effectiveness increased by subtracting 2 from their die
roll result (e.g., a die roll of “2” becomes a die roll of “0”). The defending stack must be
treated as one combined defense strength and may suffer only one close assault per
friendly close assault segment.
5. If an infantry and engineer unit is involved in the same close assault, even if in
different hexes, against the same defender, the effectiveness of that close assault attack
is further increased by raising the odds in their favor to the next highest ratio (as in the
overrun rule). At least one engineer must be involved with one other type of infantry
unit. A close assault attack solely by engineer units does not get the increase in odds.
6. MG and HMG units may only close assault if they are involved in an attack with one
other type of infantry or engineer unit and are close assaulting the same defender.
7. Close assault is the only way in which “I” class units may attack armored vehicle units.
8. Any type of defending unit may be attacked using close assault tactics. Close assaults
may be executed from any type of terrain except stream and river hexes.
9. Units in a minefield may not perform close assault attack nor may they be close
assaulted. Close assaults may not be executed against units in river hexes.

G. Weapon-to-Target Relationships
1. The class-key letter symbols determine what type of weapons a unit is armed with.
“I” - Light (infantry-type) weapons (rifles and machineguns).
“A” - Armor piercing weapons (high velocity tank and anti-tank guns).
“H” - High explosive shells (low velocity howitzers, etc.).
“(H)” - High explosive shells with indirect fire capabilities.
“M” - Mortars (similar to “(H)”).
“AA” - Anti-aircraft weapons (also effective against ground targets).
2. Weapons Effectiveness Chart (WEC)
a. The effectiveness of these weapons changes in relation in relations to target type and
range from the target. This is reflected in the WEC by doubling, halving, and
quartering a unit's attack strength accordingly. Note: Half and quarter range is always
rounded down to the nearest whole hex; the attacking unit loses fractions (Example:
Half of 9 is 4.) Half and quarter attack strengths are never rounded off; retain
fractions. (Example: Half of 13 is 6 ½.).
b. When making a direct fire attack against units in mixed stack, determine what type of
of unit counter (armored or non-armored) predominates in the stack and treat the
entire stack as if all the units in it were that type of target. If the target stack is evenly
divided between armored and non-armored unit counters, treat the whole stack as if it
were the type of target least favorable to the particular attacking unit(s). Units being
transported are ignored; only the carrier units are considered when determining
predominance.
c. Units stacked together in town hexes must be attack as one combined defense
strength when using direct fire. Units in towns retain their armored or non-armored
target type.
d. Units in fortifications and improved positions retain their armored or non-armored
target type. Defending units in hexes with either counter may be attack individually
or as a stack.
e. The WEC is not used in determining overrun odds.
f. Check the WEC for the effectiveness of “H” and “M” class weapons against armored
vehicles at the various ranges.
g. Infantry units with an asterisk after their range factor on the counter (Example: 2*)
may fire to double their printed range with an attack factor of ½ their normal
strength.

H. Obstacles and Elevations


1. The mapboard is a two-dimensional representation of a three-dimensional space. The
various terrain features, aside from affecting movement and combat may also affect the
ability of attacking units to fire at given defending units by obstructing their Line-of
-Sight. Since the weapons used in this game are primarily direct-fire weapons, an
attacking direct fire unit may not fire at any target which it cannot see (i.e., trace an
unobstructed line from the firing units to the target hex).
The terrain symbols on the map show the location of potential obstructions and the hex
side symbols show in which direction the fire is obstructed. These “heavy” hex side
symbols are color-coded according to the type of obstruction that they represent.
2. There are three general types of obstacle/hex sides which block the Line-of-Sight and
prevents fire:
a. Low Obstacles: Ground-level Green (woods) and Gray (towns) hex sides, 10-20
meters.
b. Medium Obstacles: Dark Brown (slopes) hex sides: 60-70 meters.
c. High Obstacles: Orange (hilltop) hex sides: 100-140 meters.
3. Whether or not a firing unit can “see over” these obstacles depend upon the elevation
at which the firing unit and its potential target are. Units themselves are not considered
to be obstacles, and players may fire over or through all units, enemy or friendly.
a. There are three elevations at which a unit may be at.
1) Ground Level: 0 meters.
2) Slope Level: 50-60 meters.
3) Hilltop Level: 100-140 meters.
b. A unit's elevation is determined by the terrain it is on. The Target Elevation Table
shows what hex side symbols obstruct the Line-of-Fire in different cases. The TET
does not cover all the situations that might arise.

I. Hill and Slope Defense Exceptions


As indicated on the TEC (Terrain Effects Chart) a unit using direct fire against enemy
unit defending on a slope or hilltop, attacks at ½ attack strength. There are some
exceptional cases, however, in which the attacker is not halved. They are:
1. When the defending unit is on a hilltop, an attacking unit is not halved if it is
also on a hilltop hex.
2. When a defender is on a slope, the attacking unit is not halved if the attacker is
directly adjacent to the defender (regardless of the elevation).
Exception: If there is a brown hex side symbol between the adjacent attacker and
defender, the attacking unit's attack strength is halved. Units on slopes can
conceivably be attacked by units which are halved and units which are not
halved as part of the same attack.
3. If the situation special rules state that Low Hills terrain exists, this means that the
Hilltop and Slope Levels are at half their stated elevation. Thus, the attacking
unit is not halved when attacking defenders on slopes and hilltops. All other TET
and Movement rules still apply to slopes and hilltops.
4. Units using indirect fire are never halved because of elevation differences.
5. In all situations other than those described above, an attacking unit (regardless of
elevation) is halved when firing at units defending on slopes and hilltops.

J. How to Determine the Line-of Sight/Line-of-Fire (LOS/LOF)


For all practical purposes, the Line-of-Sight is equivalent to the Line-of-Fire.
Essentially, the Line-of-Sight is a perfectly straight line measured from the center of the
firing unit's hex to the center of the defending unit's hex. The LOS is traced by placing
a straightedge on the mapboard so that it runs through the center of the firing unit's hex
and the target unit's hex. The line is exactly equivalent to the Line-of-fire from the
firing unit to the target unit. Using the TET and LOS/LOF Obstructions rules sections,
determine whether or not any hex sides symbols encountered in tracing the Line-of
-Sight actually obstructs the Line-of-Sight.

K. LOS/LOF Obstructions
1. Only those hex side symbols (brown, gray, green, or orange) intersected by the
straightedge line between the firing unit and target unit block the Line-of-Sight (and
Line-of-Fire).
a. If the straight edge bisects a hex side symbol through its length, that symbol blocks
the LOS/LOF. Special: It would not block the LOS/LOF if it was a brown hex side
connected to an orange hex side.
b. The defender is given the benefit of the doubt if the straightedge cuts exactly
through the “corner” of a hex where a symbol side and a non-symbol side meet.
Note that the heavy symbols do not exactly extend to the very ends of the hex sides.
The LOS/LOF is blocked, however, through the entire hex side even if it is traced
Through that part not covered by the heavy symbol color.
2. When firing from a hilltop or slope to a ground-level target, the Line-of-Sight is
. obstructed if the target unit is directly behind a gray or green hex side. “Directly
behind” means the intended target is adjacent to either an intervening gray or green
hex side which form one or more of the hexagon sides of the target hex itself.
3. When firing from ground-level to a target on a hilltop or slope, the Line-of-Sight is
obstructed if the firing unit is directly behind a gray or green hex side.
4. When firing from a hilltop to a ground-level target, the Line-of-Sight is obstructed by
intervening brown hex side symbols if such a symbol is closer to the target hex than
to the firing unit or if the symbol is exactly midway between the two. To determine
the relative position of the brown symbol, count the number of hex sides through
which the Line-of Sight is traced (including the side of the firing hex and the side of
the target hex).
5. When firing from ground-level to a target on a hilltop, the Line-of-Sight is obstructed
by intervening brown hex side symbols is such a symbol is closer to the firing unit,
or exactly midway between the two.
6. Notice that “3” is the converse of “2', and “5” is the converse of “4'.
7. The only case in which a unit may trace an unobstructed Line-of-Sight through more
than one orange (hilltop) hex side symbol is when both the target and the firing unit
are on hilltops. In all other situations, the LOS is obstructed if it must be traced
through more than one orange hex side.
8. No matter what the obstacle or the terrain, a unit may always fire at a target to which
it is directly adjacent to (regardless of elevation).
9. In some cases there are towns and woods on top of hilltops. The green and gray hex
side symbols in these cases obstruct all fire, when they are intervening obstacles, no
matter what the elevation of the target and firing units are (except when directly
adjacent to each other as per “8” above).
10. When both the target and the attacker are on ground-level, all hex side symbols (gray,
green, brown, and orange) obstruct the Line-of-Sight (except as per “8” above).
11. Mapboard Notes
a. In some cases, slope hexes do not have brown hex side symbols. This is because
the brown hex side symbols actually represent the way in which slopes curve and
form “corners” to obstruct the LOS. Consequently, whenever a slope is relatively
straight, it does not obstruct the LOS along it.
b. In some instances, two or more slope hexes meet without a hilltop being formed
between them. This represents a ridge or “razorback” hillock. The brown side
symbols represent the “spine” of these edges. Note: When firing from a hilltop hex
to one of these ridge hexes or vice-versa, the brown hex side spine does not
obstruct the LOS/LOF.
c. Some hexes contain both slopes and either woods or towns. The terrain effects in
these hexes are the combined effects for both types of terrain. See sidebar on
terrain hex explanations. Note: Grey and green hex sides block the LOS/LOF in
slope/hilltop town or woods hexes in exactly the same manner as they would for
ground-level town or woods hexes.
d. On map sheet #8, the town of Granzhelyz has three town hexes that are surrounded
grey hex side symbols on all six sides. Units in these hexes cannot be seen from
any slope or hilltop hex, even if spotted by an adjacent friendly unit. They can only
be seen and spotted, and consequently fire at, from adjacent hexes.
e. Map board #4 has an extended ridge line containing both hilltops and “razorback”
hillocks between them. While certainly an unusual terrain feature, there is nothing
wrong with it and all rules in the sections above apply.

L. Water Obstacles
There are four types of water obstacles on the mapboard, which are Gully/Streambeds,
Streams, Rivers, and the Pond. These terrain features are depressions (generally minus
5 to 7 meters deep) and generally offer excellent concealment as well. (Note: The terms
“streambeds” and “gullies” are interchangeable, both describing the same feature.
1. Gullies/Streambeds: Gullies are streams with low water levels. Both infantry and
vehicles can easily wade across the streams although the exit movement costs
reflect the difficulty in getting the vehicles out over the relatively steep sides on
the river banks.
a. Units in gullies may not fire at (or be fired at by) units at ground-level or in
other gully-hexes (unless they are directly adjacent to each other).
b. Units in gullies may fire at (and be fired at by) units on slopes and hilltops if
an unobstructed LOS/LOF can be traced between them. In this case treat the
unit in the gully as if it were at ground-level for TET purposes.
c. “Fords” represent exposed (not depressed) areas of the streambed. They are
equivalent to clear terrain hexes for all purposes.
d. Hexes containing the end or beginning of a gully are treated as full fledged
gullies.
2. Streams: Streams are streams with high water levels. The water level is too high
for vehicles to safely traverse without a bridge and infantry and cavalry has
difficulty finding a place to ford the stream.
a. Vehicular units (including wagons) may never enter stream hexes except in
(undestroyed) bridge hexes. Cavalry units are an exception to this.
b. Non-vehicular units may enter stream hexes, but only after rolling a die once
for each unit attempting to enter. The unit must be adjacent to the steam hex at
the beginning of the movement phase. A die roll of 1, 2, or 3 permits entry. If
unsuccessful, the unit may not move that turn. Note: The die must be rolled
for each separate stream hex that a unit attempts to enter.
c. Units in stream hexes may not attack in any manner.
d. Other than the above list rules, streams follow the same rules as gullies.
3. Rivers: Rivers are very wide and deep streams. No units may enter a river hex
except on a bridge or in a water craft of some sort. The rules for rivers are found
in the Situation #4 scenario card and shall not be repeated here.
4. The Pond: The Pond is a small body of water on Mapboard #3. It is too deep to
enter so no unit may enter into the full pond hex in the center. Units may enter
into the six surrounding partial pond hexes as they are part land too. These hexes
follow the normal rules for other terrain in the hexes.
5. Bridges: Bridges come in two forms, those crossing streams and gullies and
those crossing rivers.
a. In hexes where roads cross a gully/stream, these are considered
contain bridges. Bridges in these hexes transform these hexes into clear terrain
hexes for all purposes, even if the road becomes unusable for road rate
movement purposes (due to wrecks, blocks, other units, etc.). If the bridge is
destroyed, however, the hex would be treated as a regular gully/stream hex.
b. In river hexes where bridge counters are placed, follow these rules.
1) Bridge counters must be placed only during initial set up of the game per
special rules. They cannot be placed during the game.
2) Only one bridge counter may be placed on each river hex.
3) Once placed, the bridge counters cannot be moved. They can be
eliminated by engineer demolition or by being attacked during combat,
unless prohibited by the situation special rules.
4) Wrecks and blocks can be placed on a bridge counter.
5) The stacking limitation on a bridge counter is one unit. Subject to this
limitation, units may move through the river hex on the bridge as if it is
clear terrain. A unit may even occupy the bridge counter and remain on it.
However, units cannot move onto a bridge counter if there is another unit
on it. (No passing.)
6) Blocks and wrecks, if present, create their normal limitations.
6. Mapboard Notes: Because Gullies and Streams share the same terrain feature on
the mapboard, there can be confusion as to which is which. In this series all
streams are considered to be Gully/Streambeds, not Streams. Only if the
situation special rules say that they are Streams, then all streams will be
considered to be Streams for that situation.

M. Spotting
1. When a defending enemy unit is in a woods or town hex, it may not be fired on by friendly units
which are not directly adjacent unless it has been “spotted” by at least one friendly unit.
Defending units are spotted if:
a. There is a friendly, undispersed, unit adjacent to the defending enemy unit.
b. The defending unit has fired (used its attack strength in a non-CAT attack) while in the LOS
of a friendly undispersed unit during the previous player turn and that friendly unit can still
trace an unobstructed LOS to the target. Place a “Spotted” marker on those enemy units that
fire while in the LOS of friendly undispersed units as such firings occur. (Note: Friendly units
that are dispersed by such fire cannot be used to fulfill the requirement.) The markers remain
until the enemy units are no longer in friendly LOS or all friendly spotting units are
subsequently dispersed, of the firing unit moves out of its initial firing hex into an unspotted
town or woods hex.
2. Spotting units must be undispersed at the time that they “direct” fire. In regards to “b” above,
the spotting unit cannot have been dispersed since the target unit fired. Trucks, wagons, and
artillery tractors may not spot for any type of fire.

WRECKAGE

Whenever an armored unit is destroyed in combat, it is removed from the board and replaced with a
wreck counter, to a maximum of two wrecks per hex:
A. Wrecks may not be moved or removed.
B. Each wreck counts as one unit for stacking purposes.
C. The presence of wrecks has no effect on combat, except in preventing an overrun in the hex
they are in.
D. Note: There is a limit to the total number of wrecks that may accumulate in any one particular.
hex. No more than two wreck counters are ever placed in any single hex. If an armored unit is
destroyed in a hex containing two wrecks, no additional wreck markers are placed in that hex;
the armored unit is simply removed from the mapboard.

SPLIT MOVE AND FIRE (SMF)

Certain vehicular units (specified in the Unit Function Chart in the column marked Tur AFV) have the
capability to move after they have fired in the same game turn.
A. During the movement phase, any inverted units which have the capability to split move and fire are
allowed to move up to ½ of their normal movement allowance.
1. Units which are inverted and dispersed may not move
2. Units which are using SMF may not execute overrun attacks.
3. Units using SMF remain inverted.
4. Units which used opportunity fire in the previous enemy player turn are considered to have fire
in their own fire phase for purposes of this rule.
B. A unit's “full movement allowance” is always the movement factor printed on the counter, even
when the unit is using SMF. Thus, if the unit attempts to do an action that expends half of it movement
allowance, the unit must expend half of its printed movement allowance to do that action. Similarly, a
unit using SMF is activated as a target (for enemy opportunity fire) when it expends ¼ of its printed
movement allowance in the enemy LOS/LOF. Example: A unit with a movement allowance of 6 must
expend 1 ½ movement points in the enemy LOS/LOF to be activated, regardless whether it used SMF
or not.
C. In this series German and Hungarian units that have SMF capability may use it in any scenario.
Russian units which have this capability may only use it in scenarios where the scenario special rules
allow them to.

MORALE

In the Morale Phase in a player turn, that player checks each of his dispersed units to see whether that
unit becomes undispersed.
A. Morale Levels
Morale is represented by “morale levels” ranging from A (best) to D (worst). All of nation's units in a
situation usually have the same morale level; the morale level represents the leadership, social
cohesion, and training that enable a unit to reorganized itself under battlefield conditions.
1. Each nation's morale level is specified in the situation being played. Note: Some situations have
a side with multiple groups in his force, each with their own morale level. In this case units
would use the morale level their group has.
2. Infantry and non-infantry units with the same morale level are treated differently. Infantry units
are often deployed over a wide area and have (proportionately) less communications gear,
which makes maintaining their cohesion more difficult.
a. The following units are considered to be infantry; Rifle, Security, Guards, SMG, Recon,
Ski, and Airborne.
b. All other infantry-class units, and all non-infantry-class units are considered to be non-
infantry for morale purposes.
c. All units in the same hex as an Improved Position or a Fortification are treated as if they
have non-infantry morale.
B. The Morale Chart
The Morale Chart is used to determine whether a dispersed unit should become undispersed or not.
1. For each unit in turn determine the row and column of the Morale Chart to use.
a. The row is determined by the unit's morale level.
b. The column is determined by whether the unit is infantry or non-infantry.
1. Roll a die for that unit. If the number rolled is in the range indicated on the Morale Chart, the
unit is undispersed. Example: A non-infantry unit with a morale level “A” needs to roll from 1
to 5, inclusive. It rolls a 5 and is undispersed. If a 6 was rolled, that unit would remain
dispersed.
a. If the unit becomes undispersed, the Dispersed counter is removed from it and the unit is
flipped over to its front side up.
b. If the unit fails to become undispersed, the units remains dispersed and the Dispersed
counter remains on it.
1. A unit that remains dispersed may roll for Morale again in the next turn, and again each turn
until it either becomes undispersed, the game ends, or the unit is finally eliminated.

SPECIAL UNITS

The following special units and their capabilities are described here.

A. Cavalry Units
Cavalry units are vehicular units and are moved during the same segment as other vehicle units. While
they follow the rules for vehicles, they may not use the road movement rate when moving along roads.
Cavalry units can cross non-road green hex sides at a cost of 2 MPs per green hex side. They may not
perform overrun attacks, but they can perform close assault attacks. They may use Quick-Time Speed
which increases their movement allowance from 6 MPs to 10 MPs.
B. Bicycle Units
Bicycle units are vehicular units and are moved during the same segment as other vehicle units. They
move using the Truck movement rate. They can cross non-road green hex sides at no additional
movement cost. They can use direct fire but cannot perform overrun and close assault attacks. They can
spot and are essentially reconnaissance units.

C. Motorcycle Units
Motorcycle units are vehicular units and are moved during the same segment as other vehicle units.
They move using the regular movement rate for AFVs, not trucks. They can make direct fire attacks
and may also make overrun attacks but only against non-armored targets. They may not perform close
assault attacks. They can spot and thus they are primarily reconnaissance units.

D. Ski Units
Ski units are rifle units on skis. They are used in scenarios when winter conditions exist. They are
moved with the rest of the infantry type units. They may not use the road movement rate on roads.
They may perform direct fire and close assault attacks, but may not perform overrun attacks. It costs
them 2 MP to enter a slope hex and also to cross a non-road green hex side. They may be transported
by transport units. Ski units may use Quick-time speed which increases their Movement Allowance
from 5 MPs to 8 MPs.

POSITIONAL DEFENSES

Each type of positional defense counters confers certain advantages and/or disadvantages on unit(s)
that are occupying the same hex as the counter. These counters are neutral and either side's units may
move into them (subject to the rules of the game) and they have the same effect on both side's units.

A. Mines
1. The player with minefield counters in his original set up may position them anywhere
within his set up area unless otherwise directed by the situation card. Each mine counter
represents a minefield constructed in that hex.
a. Only one mine counter may be placed in each hex. Minefield counters may not be
placed on river, town, bridge, or swamp hexes.
b. Once positioned, mines may not be moved.
c. Mine have no friends – they affect both sides.
2. As soon as a unit moves onto a mine it must stop.
3. The opposing player, during the combat portion of his player turn, rolls the die for the
attacking minefield. The minefield attacks all units at 2 to 1 odds no matter what the terrain.
Each unit on a minefield counter is “attacked” separately. There are no die roll modifiers to
a minefield attack. Surviving units may move off on their next turn.
4. Units dispersed by minefields may not move off of them, and must again suffer a minefield
attack in the following turn.
5. A minefield is never “used up”. It remains active until removed by an engineer unit or the
end of the game.
6. Minefields do not affect stacking limitations.
7. Minefield attacks take place in the minefield attack segment of the friendly fire phase and
do not preclude direct or indirect fire attacks against that unit later in the same fire phase.
8. Overrun and close attacks cannot be made in minefield hexes.

B. Blocks
Blocks represent tank traps, road blocks, barb wire, felled trees, and anything else that may impede
movement.
1. Blocks may be placed anywhere within a player's set up area, except in river hexes, with no
more than one block per hex. Once placed, block counters may not be moved.
2. A unit may only enter a hex containing a block counter if it begins its movement phase directly
adjacent to that hex. Upon entering the block hex, the unit must stop and may move no further
that turn. In its next movement phase, the unit may move from the block at its normal
movement rate.
3. Blocks do not obstruct the Line-of-Sight and have no effect upon combat.
4. Blocks count as one unit for stacking purposes.
5. Blocks are never “used up”. They may only be removed by engineer units.
6. A block counter on a road hex negates the road in that hex. Vehicular units may not cross
adjacent green hex sides when moving into a block-road hex.
7. Overrun attacks cannot be made in block hexes.

C. Trenches
Trenches represent broad and deep anti-tank ditches designed to prevent the movement of vehicles.
1. A trench counter may only be placed on clear terrain hexes.
a. Only one trench can be placed in a hex and a trench counter cannot be placed in the same hex
as a minefield, block, improved position or a fortification counter.
b. Trench counters are placed within a player's set up area during the initial placement as
directed by the situation card.
c. Once placed, a trench counter may not be moved or removed from the board.
2. Vehicular units cannot enter a hex with a trench counter in it. (Exception: Cavalry, Bicycles)
3. Dismounted units with a movement factor of 1 or 2 (Infantry, Engineers, 81mm/82mm Mortars)
and Cavalry and Bicycle unit may enter a hex with a trench counter in it.
a. Units which enter a hex with a trench counter must stop and move no further that turn.
b. Units which exit a hex with a trench counter in it may only move one hex.
c. Units in a hex with a trench counter in it are treated as if they are in a gully hex.
d. Units in a hex with a trench counter cannot be overrun.
4. Trench counters negate the road in the hex.

D. Improved Positions
Improved Positions represent simple defensive positions such as foxholes and tank hull-down
positions.
1. An improved position counter can be placed on any hex on the board except town and river
hexes.
a. Only one improved position counter may be placed in a hex and it may not be placed in the
same hex as a minefield, block, trench, or fortification counter.
a. Improved positions are placed during initial placed, as directed by the situation card. They
cannot be placed during play.
c. Once placed, improved positions cannot be moved or removed.
1. Each unit defending in an improved position has two added to its CRT die roll.
2. Hexes with improved positions may have overrun and close assault attacks made against them.
3. An infantry unit in an improved position rolls for morale as if it were non-infantry.
4. Improved positions counters do not count towards the stacking limits of a hex.

E. Fortifications
Fortifications represent more extensive defensive positions such as trenches, bunkers, pillboxes, and
redoubts.
1. A fortification counter can be placed in any hex on the board except town, swamp, gully, stream,
and river hexes.
a. Only one fortification counter can be placed in hex, and a fortification counter can not
be placed in the same hex with a minefield, block, improved position, or trench.
b. Fortification counters are placed during the initial placement, as directed by the
situation card. They cannot be placed during play.
c. Once placed, fortification counters cannot be moved or removed.
2. A fortification counter affects the combat abilities of the units in the hex.
a. Each unit in the same hex with a fortification is assumed to be “in” the fortification.
Each unit gets the advantages and disadvantages of being in the fortification.
b. Units in a fortification may be attacked singly or in combination, depending on the
attacker's wishes and the normal rules governing each type of attack. Each defending
unit keeps its target type.
c. Each unit in a fortification gets an additional 10 defense strength points. In addition,
2 is added to the CRT die roll before the combat results are determined against each
defending unit in the fortification.
d. Units in a fortification cannot execute overrun attacks, and they cannot be attacked
by overrun attacks. Overrun attacks cannot be conducted into or out of fortifications.
3. A fortification counter negates the road in that hex.
4. Infantry units in a fortification roll for morale as if they were non-infantry.
5. Fortification counters are not obstacles to fire.
6. Friendly units may not move into hexes with enemy occupied fortifications.
7. Fortification counters do not count towards the stacking limits of a hex.

ENGINEERS

Besides the advantage that they give in close assault attacks, engineers may also be used for other tasks
such as clearing minefields, demolishing bridges, and removing and creating blocks.

A. Clearing Minefields
Minefields are cleared in a four-turn process as follows:
1. Turn 1: Engineer unit moves adjacent to the minefield.
2. Turn 2: Minefield counter is inverted at the beginning of the friendly movement phase.
3. Turn 3: Engineer moves onto the minefield.
4. Turn 4: Minefield counter is removed at the beginning of the friendly movement phase.
5. If an engineer unit is dispersed at any time during this sequence, the clearing process is
temporarily halted. When that engineer unit is undispersed, the sequence is restarted at the step
in which the dispersal took place. Once the minefield is inverted, other units entering that hex
are still liable to the minefield attack until such time as the engineer unit removes that mine
counter.
6. If an engineer unit is eliminated during this sequence, any new engineer unit brought in to clear
the minefield must begin the process all over again.
7. An engineer unit may only clear one minefield counter at a time. When engaged in minefield
clearing, the engineer unit may not attack in any manner or load into a carrier vehicle.

B. Demolitions and Obstacles


While any engineer unit can clear a minefield, other tasks require engineers to use explosives and
specialized equipment which is usually carried in their vehicles. Thus, only mobile engineers (those
who ride in wagons, trucks or halftracks) may perform the tasks list below. Before the start of the
game, designate the wagons, trucks or halftracks carrying engineer units as engineer vehicles. These
carriers may not transport any other type of unit, only engineers. The owning player may not designate
more carrier units in excess of the number of engineer units in his force. Also, there may be times when
he must designate fewer carrier units than engineer units. In this case any engineer unit in his outfit can
use these carrier units, but other engineer units cannot. (Example: Engineer units in an engineer
battalion can use any of their assigned vehicles but an engineer assigned to an infantry regiment on the
same side could not.) Furthermore, an engineer truck must either be in the same hex or adjacent to the
hex in which the engineers are performing any of the following tasks:
1. Bridge Demolition: (Note: These instructions are for destroying bridges over gullies and
streams.) To destroy a bridge, an engineer unit must remain on the bridge hex for three turns (it
must begin and end three friendly movement phases in a row without moving out of the hex).
On the fourth, or any subsequent turn, it must move to an adjacent hex. As soon as it makes this
move, the die is roll for the bridge demolition. A die roll of 1-5 means that the bridge is
successfully destroyed and block counter is placed on the hex. It is then treated as an ordinary
gulley or stream hex for the remainder of the game. A die roll of 6 means that the attempt failed.
In this case, the engineer unit must move back into the bridge hex if another detonation attempt
is desired. It executes the same procedure as before, but may opt to remain stationary on the
bridge hex for fewer turns: 1 turn on the bridge - a die roll of 1 or 2 is required for successful
detonation; 2 turns on the bridge – a die roll of 1-4 is required; 3 or more turns on the bridge – a
die roll of 1-5 is required for success. If the attempt fails again, the sequence must be restarted
from the beginning. An engineer unit may not be dispersed during any of the stationary turns or
the sequence is interrupted until the unit becomes undispersed again. If the engineer unit is
eliminated during the process, a new engineer unit must begin the sequence all over again.
2. Creating Blocks: Within the time period of any given situation, an engineer unit may only create
one block on one road hex. The procedure is the same as that for bridge demolition, but when
successful the engineer unit placed a block counter on the road hex. The number of stationary
turns required to initially create a block is two turns for a woods-road hex and four turns for any
other type of road hex (this includes town hexes). Only one turn is required to try again if the
first attempt fails. A die roll of 1 through 5 on the second or any subsequent attempt
successfully creates the block.
3. Removing Blocks: The procedure for removing a block is exactly the same as that for clearing a
minefield.

C. Special Engineer Vehicles


The only special engineer vehicles in this scenario series are the German Flamingo flame tank and the
Russian OT-133 flame tank. Both of these tanks are armed with flamethrowers, giving them a very
powerful, short range attack strength. These are best used in overruns but are also suitable for direct
fire attacks from an adjacent hex.

D. Destroying River Bridges


Bridges over rivers (which appear in one situation) are generally too large for engineers to destroy
within the time frame of a standard scenario (10-12 turns). Given more time, engineers could do the job
and perhaps in a longer scenario, along with special rules for the situation in question, this task will be
allowed. But for now, engineer cannot destroy bridges over rivers.

E. Bridge Destruction by Other Units


Bridges of any type cannot be attacked by other units, in any forms of attack.
AIRPOWER

Both sides have tactical aircraft used to attack enemy ground units. For the Germans these are the Ju-
87, Ju-88, Bf-110, and He-111. For the Russians these are Pe-2, Il -2, Tb-3, and the SB. Because of the
space-time scale of the game, the aircraft units perform in rather abstract way. Each aircraft counter is
equivalent to one airplane.

A. Movement
1. Aircraft units move, undergo Anti-Aircraft attacks, and resolve combat during the air phase of a
player turn.
2. Aircraft have unlimited movement capabilities, they may move anywhere on the mapboard in
one turn. Terrain has no effect on aircraft movement.
3. Aircraft units enter and exit the mapboard as indicated in the individual situation special rules.
Aircraft may leave before the end of the game, but once exited, they may never return.

B. Combat
1. Aircraft have two kinds of direct fire weapons systems; machine gun (which also include auto-
cannons) and bombs. Aircraft attacks are executed in the air phase of the player turn.
2. Aircraft attacks are executed by moving the aircraft unit to a hex 1 to 4 hexes away from the
target hex, undergoing anti-aircraft attacks, if any, and then resolving combat. All aircraft
attacks are executed as direct fire attacks.
a. A particular target hex may be attacked only once per air phase.
b. All aircraft units attacking a single target hex must total their attack strengths and resolve the
attack with a single roll of the die.
3. Weapon Characteristics: Aircraft have the two weapon systems printed on their counters. On the
left side of the counter is the attack strength and the weapons class (H) of bombs. On the right
side of the counter is the attack strength and weapons class (I) of machine guns (or auto-
cannons (A)).
a. All WEC effects apply to aircraft in the same manner as ground units. Bombs attacks
can be only made from a hex adjacent to the target hex. Machine guns (and auto-
cannons) can be made from any hex 1-4 hexes away from the target hex.
b. Bomb attacks may be made against a single unit in a stack or a combination of units as
in regular direct fire attacks.
c. An aircraft unit may not attack with machine guns in the same air phase in which it
conducts a bomb attack.
d. Machine gun (and auto-cannon) strength points may be combined with bomb attacks so
long as an aircraft involved in the attack does not do both.
1. Each aircraft unit may conduct only one bomb attack per game. It may fire its machine guns (or
auto-cannons) up to four times per game. A side record must be maintained to verify aircraft
employment.
2. Aircraft may attack any hex on the mapboard. However, to attack units in woods and town
hexes, those hexes have to be spotted.
a. In order to spot a woods or town hex, a friendly aircraft must be within 10 hexes of the
target hex and had seen the enemy unit in that hex fire on the previous enemy player turn.
The spotting aircraft can be involved in the air attack against that hex or be attacking
something else.
b. Rules governing blocking terrain do not apply for LOS/LOF from aircraft to ground unit
or vice-versa. (Exception: Smoke Shell Concentrations)
a. Aircraft units may only spot for other aircraft. They cannot spot for any kind of ground unit
or off-the-board artillery attacks. Likewise, ground units cannot spot for any aircraft
attacks.
b. When an aircraft spots an enemy unit in woods or town hexes, all aircraft units presently
on the board may attack them.

C. Anti-Aircraft Defense (AA)


1. Anti-aircraft fire is a type of direct fire initiated in an enemy player's air phase, before aircraft
units execute their attacks. Anti-aircraft fire is resolved in similar manner to regular direct fire,
except the anti-aircraft table and procedures are used instead of the normal CRT.
2. Only those units who are listed on the Unit Function Charts as having AA capability may
initiate anti-aircraft attacks against aircraft.
3. Anti-aircraft attacks are executed in the same manner as regular attacks with these exceptions:
a. The LOS/LOF requirements are modified as in B.5.c., above.
b. All aircraft are considered to be non-armored targets, unless modified by scenario special
rules.
c. All WEC effects apply to anti-aircraft units when firing at aircraft.
4. All anti-aircraft units which fire in the enemy air phase are inverted and cannot move or fire in
their next friendly player turn. (Exception: Split Move and Fire)
5. Anti-aircraft units can engage ground targets. See the WEC for their effects.
6. See the Anti-Aircraft Table for further clarifications.

USING THE SITUATION CARDS

Each of the 21 situations is a complete game. Each game depicts a facet of an actual battle that
occurred in the Soviet Union between June and December of 1941. The situations are organized in
chronological order.

A. General Organization
Each situation is organized in the following format:
1. Historical Description: Gives the name of the battle, backround, and the units involved.
2. Mapboard Orientation Diagram: Illustrates the correct placement of the geomorphic mapboards.
Use the North Marker to orient placement of units, etc.
3. Available Forces: Illustrates the units to be used for each side. Whenever a number preceded by
a multiplication sign appears below the unit's picture (e.g. “x6), the side in question receives the
stated quantity of that particular unit type.
4. Set-Up: States the order in which each side sets up and restrictions on unit placement (if any).
5. Special Rules: Rules that are applicable only to the situation in question are outlined in this
section. In cases where a special rule contradicts a regular rule in the game, the special rule
takes precedence.
6. Victory Conditions: Provides the criterion for the assessing of victory. The terms “marginal”,
“tactical”, and “decisive” are qualitative expressions provided to judge the degree of victory or
defeat. Players will eventually discover that one side or the other possesses such strong
advantages that a marginal victory by the opposing side becomes a significant achievement.
These qualitative expressions are useful in determining individual levels of victory. Players will
find that experience will shift the qualitative aspects of victory from the criterion stated in the
situation such that a “draw” result, for example, will represent a superior effort by an underdog
player.
7. Turn Record Track: Use this track to record the passage of turns by advancing the “Turn Now”
counter at the end of each completed game turn.
8. Map: The map shows the general area or region where the battle is occurring, with a little box
showing the exact location of the actual simulated engagement.

B. General Rules for the Situations


1. The half-hexes around the exterior mapboard edge are playable for all purposes.
2. For Set-Up and Victory Condition purposes, however, the half-hexes are not playable. That is, if
one side is required to set up on an entire board section, it may not set up on the half-hexes of
that board which would be, by extension, part of the adjacent board. Likewise, victory
conditions requiring units to be on a certain board section are not fulfilled is such units are on
the half-hexes of that mapboard section which also extend into the adjacent section.
3. Units must enter, or be placed on, the mapboard when indicated. Units may not exit the
mapboard unless specifically indicated. Units in violation of this rule are considered eliminated
for victory purposes.
4. The side that sets up last (usually the “offensive” player) must initially place units such that
they are out of the LOS/LOF of, or unspotted by, enemy units unless otherwise specifically
indicated.
5. No indirect fire target hexes may be pre-recorded before the beginning of the game. (No
indirect fire attacks on Turn 1.) Indirect fire targets for the following turn may be selected on
Turn 1 though.
6. In many of the situations, the victory conditions require one side or the other to “control”
specific geographic locations. Definition: Control of a Town Hex:
a. A side controls a Town Hex if at least one friendly unit occupies, or is the last to enter or pass
through, that town hex.
b. Control of a town hex requires that all town hexes in the town be controlled.
c. Dispersal does not affect a unit's ability to control a hex.
d. Trucks, wagons, and artillery tractors units may not control hexes. Also, these unit types do
not count in any way for victory conditions determination either for units destroyed or units
occupying certain mapboard sections, unless they are stacked with their passenger units,
either mounted or dismounted, when they are destroyed or are occupying.
7. Granzhelyz, the largest town on Mapboard 8, consists of all town hexes on both sides of the
stream for victory condition purposes.

C. The Mapboard Location System


The letters running down the length of each of the six mapboard sections identify each particular row
of hexes running across the short width of that section. The individual hexes in that row are identified
by counting the number of hexes (starting with and including the hex with the row-letter in it). To
identify a given hex on the map (regardless of configuration) give the section number first, row-letter
second, and the hex number last. Thus, “7-D-6” is the hexagon of Board #7 that is part of the town of
Zhapets, the board section number “7” is in hex “7-N-6”. In some mapboard configurations, the row-
letters of two boards will be in the same hex (two half-hexes joined together); those hexes may be
identified as belonging to either board section.

OPTIONAL RULES

Players may employ as many or as few of the Optional Rules as desired.

A. Opportunity Fire
1. Any enemy unit that expends ¼ or more of its movement allowance continuously in the LOS of
a friendly unit may be attacked by that unit using direct fire attack techniques.
2. Each firing unit may attack only once per enemy movement phase.
3. Units that fire in the enemy movement phase are not inverted. Instead, place “Opportunity Fire”
counters top of these units signifying that they may not fire or move in the next friendly player
turn. (Exception: Split Move and Fire) The counters are removed at the end of the next player
turn.
4. As an enemy unit moves through the LOS of a friendly unit, it may be fire upon that unit as it
enters that hex which constitutes ¼ of its movement allowance expended in the friendly LOS
(or any hex thereafter which is also in the LOS of the friendly unit). At that point, the non-
moving player announces an opportunity fire attack. The enemy unit's movement is halted and
the attack is immediately resolved. If the unit is dispersed, it is inverted and ends all movement.
If the attack has no effect, the unit may resume its normal movement.
5. Movement points expended by enemy units moving into woods and town hexes that are in the
firing unit's LOS do not count unless the target is spotted by a friendly unit as it does so.
6. An enemy unit may be attacked more than once during each enemy movement phase if that unit
expends ¼ of its movement allowance in the LOS of each attack unit.
7. Passenger units that are unloaded in a target hex may also be attacked using opportunity fire. In
this case, the moving player must first state whether or not the passenger unit is being unloaded
in that hex before the firing unit announces an opportunity fire attack in that hex.
8. Units being transported on Russian armored units may be attack exclusive of the carrier units.
9. Enemy units that do not move may not be attacked by opportunity fire even if they are in the
LOS of friendly units.
10. Enemy units conducting an overrun attack may not be attacked by opportunity fire while in the
hex occupied by the friendly unit(s) being overrun.
11. Opportunity fire attacks against units moving into hexes (including town hexes) containing
other units may not be directed against those other units in the hex. In this special case, those
other units are ignored (even in town hexes).
12. Units designated for indirect fire attacks in the next friendly combat phase may not use
opportunity fire.
13. Units dispersed by opportunity fire remain dispersed until they successfully roll for un-
dispersal, starting at the end of their current player turn.

B. Panzerblitz Assault
Russian infantry units being carried by Russian armored vehicles units may “jump off” in the hex
immediately in front of the hex being overrun by those same vehicles. The infantry unit may then close
assault the units which were just overrun by the armored vehicles during the CAT phase of their
movement phase. They may not close assault any other adjacent enemy units that player turn.

C. Intensive Fire
Any time he desires, a player may fire one or more of his “(H)”, “H”, and “M” class unit “intensively”.
Intensive fire allows such units to triple their normal attack factor.
1. A given unit may fire intensively only once per game, immediately after which it removed from
play (its ammunition has been expended and its gun tubes burned out).
2. Units removed from play under this rule are counted as units lost for victory condition purposes.
3. Players may exercise this intensive fire options as many times as they wish, limited only be the
quantity of “(H)”, “H”, and “M” class units they have available in their forces.
4. “H” class armored vehicle units may not use intensive fire as part of an overrun attack.
5. “(H)” class units may not use intensive fire as part of an indirect fire attack.
6. Units may use intensive fire as part of an opportunity fire attack.
7. The German Nebelwefer and the Russian M-13 MRL may not use intensive fire.
EXPERIMENTAL RULES

A. Artillery Field-of-Fire Limitations


Artillery pieces are not very mobile once they have been emplaced for firing. Therefore, the following
rule restricts the direction in which artillery units can fire:
1. Non-mortar artillery unit types with a movement allowance of “0” may only fire at targets that
are within their “field-of-fire”.
2. A unit's field-of-fire consists of those hexes within an area radiating from the “front” three hex
sides towards which the unit is facing. Facing is determined by the position of the weapons-
symbol on the unit counter.
3. Artillery unit counters must be faced towards one specific hex side. Ambiguously positioned
counters may be adjusted to a specific hex side by the opposing player.
4. Facing Changes: Artillery units may adjust their facing to any other hex side during the
movement phase of their player turn.
a. Units that fire in the combat phase of their player turn may not change their facing.
b. An artillery unit of 85mm or larger (except the German Nebelwerfer) may only change
facing if there is a carrier type unit in the same hex at the beginning of the movement
phase. (There must one carrier unit for each separate artillery unit.)
a. An artillery unit of less than 85mm (including the German Nebelwerfer) does not need a
carrier type unit in the same hex to change facing.
1. See the Unit Function Chart for a precise listing which unit types must abide by these field-of-
fire rules.

B. Smoke Shell Concentrations (SSC)


1. Those artillery weapons with indirect fire capabilities (except the German Nebelwerfer and the
Russian M-13 MRL) may fire “smoke” shell concentrations (SCC's) in order to obstruct the
LOS/LOF traced through certain target hexes.
a. SSC's are executed in the same manner as any other type of direct or indirect fire
attack, but a minimum of 8 attack strength points must be fired into the hex to
obstruct the LOS/LOF.
b. SSC's may not be fired into hexes occupied by friendly units.
c. SSC's may not be fired into river, stream, gully (including those crossed by bridges)
or swamp hexes.
d. SSC's have no effect on enemy units that may be in the target hex.
e. SSC's may not be fired as part of an opportunity fire attack.
f. SSC’s may not be fired into a hex that undergoes a regular direct or indirect fire
attack in the same combat phase. (Note, however, that regular fire could be directed
at a hex containing an SSC in subsequent turns.)
g. An artillery unit may not use intensive fire when firing SSC's. (Smoke are in short
supply in artillery units.)
1. Duration: An SSC last for two consecutive game turns after which it is dissipated.
a. Indicate those hexes receiving SSC's by placing a Smoke marker in each one as they
are fired upon.
b. At the beginning of the first friendly combat phase after firing, all heads-up smoke
markers on the mapboard are inverted.
c. At the beginning of the second friendly combat phase after firing, all inverted smoke
counters are removed, signaling the dissipation of the smoke shell concentration.
d. If both sides are using smoke shells, it is suggested that two different types of smoke
counters be used.
1. Effects:
a. SSC’s obstruct the LOS/LOF through the target hex at all elevations. By way of example,
picture a solid column of dense smoke 250 meters wide extending vertically from the target
hex to an altitude of several hundred meters. This obstruction also includes air-to-ground
sightings if airpower is employed.
b. The LOS/LOF from a firing unit's hex to a target hex is obstructed if the straight line
traced from the center of the firing hex to the center of the target hex intersects any part of
the SSC's target hex.
c. The LOS/LOF is not blocked for units firing into or out of hexes containing SSC's, but
such hexes must be spotted to be fired upon. (In effect, for LOS/LOF purposes, SSC hexes
function like “unusually tall” town hexes.)
2. Firing SSC's is the same as a regular direct or indirect fire attack and places the same types of
restrictions on these firing units as any other type of attack.
3. Smoke shell concentrations have no effect upon movement.
4. SSC's may be fired into a hex as often as desired to, in effect, create a continuous LOS/LOF
obstruction.
5. Even though only weapons with indirect fire capability may fire SSC's, they may be fired
directly or indirectly.

C. “I” Class Anti-Aircraft Attacks


Units with “I” Class weapons may make anti-aircraft attacks against aircraft. These attacks are made
during the air phase, just like normal anti-aircraft fire. “I” class units may fire up to their maximum
range, but only with ½ of their attack strength. These attack strengths are combined with regular anti-
aircraft fire against the same aircraft target. “I” Class units which make an anti-aircraft attack may not
make regular attacks nor move in their next friendly player turn (Exception: Split Move and Fire).

PANZERBLITZ: BARBAROSSA 1941 SPECIAL RULES

The following special rules are for this series of scenarios and will apply to each scenario.

Russian Activation: At the beginning of Russian movement phase in each Game Turn, the Russian
player must roll a die for each unit that he wishes to move. If the die-roll result is within the range
listed for the scenario, that unit may move and/or make overruns. If the result is outside the range then
that unit cannot move or make overruns. An infantry unit that failed its activation roll may still make a
close assault against an adjacent enemy unit. (This rule simulates the weak command and control large
formation Russian commanders had over their subordinate units in those early days in the war.) These
activation rolls also apply to any Russian reinforcements which enter the board. If they do not make
their activation rolls, they cannot enter the board and must try again next turn.

Russian Tank Companies: Russian tank units must always stack with at least another tank unit. If the
tank unit finds itself alone in the hex due to friendly losses (other Russian unit types in the hex do not
count), the “lone” tank unit has one friendly movement phase to move and stack with another tank unit.
If it cannot do it, or chooses not to do so, or fails its activation die roll, the unit is eliminated at the end
of the friendly movement phase. (Russian tank companies only had one radio which was in the
company commander's tank. The other tanks in the company had to stay close by to watch for the
commander's flag signals. Naturally the antennae on the commander's tank made him a primary target
for German gunners. Once he was knocked out, the other tanks in the company were lost and
abandoned due to panic unless they could link up with another nearby tank unit quickly. Also, this rule
is a good way to simulate the high breakdown rate many early war tanks had due to a lack of
preventative maintenance.)

Variable Terrain: Certain scenarios will have terrain modifications to the map-boards. Usually these are
to ignore certain terrain features and play as if they are not there. Most of the time these are hilltops and
slope hexes and brown hex-sides. Occasionally there will be a terrain modification known as “low
hills”, where the hills are of a lower elevation than what their hill numbers would indicate. In this case
slopes and hilltop hexes lose their halving effect for fire coming from a lower elevation. Other terrain
modifications will be self-explanatory.

ERRATA

Some of the situations have badly written instructions, especially in the victory conditions. The
following errata corrects these instructions in the situations in question.

Situation #5: Victory Conditions – Victory is initially based on the number of German units destroyed
by the end of the game. The resulting victory level is then adjusted up or down based on the number of
towns on Board 7 that are controlled by the Germans at the end of the game. (Control means having
more friendly units than enemy units in the town.)

0-3 German units – German Decisive Victory


4-6 German units – German Tactical Victory
7-9 German units – German Marginal Victory
10-12 German units – Russian Marginal Victory
13-15 German units – Russian Tactical Victory
16 or more German units – Russian Decisive Victory

5 German controlled towns – Raise Victory level three levels.


4 German controlled towns – Raise Victory level two levels.
3 German controlled towns – Raise Victory level one level.
2 German controlled towns – No change in Victory level.
1 German controlled town – Lower Victory level one level.
0 German controlled towns – Lower Victory level two levels.

Situation #6: Victory Conditions – Victory is judged by how many German combat units can get off of
the east edge of the board by the end of Turn 10.

31 or more German units – German Decisive Victory


26-30 German units – German Tactical Victory
21-25 German units – German Marginal Victory
16-20 German units – Russian Marginal Victory
11-15 German units – Russian Tactical Victory
10 or less German units – Russian Decisive Victory

Situation #12: German Force B enters anywhere along the western edge of the board on Turn 6.
Victory Condition – Victory is based on the number of surviving German units, including those that are
still dispersed, on Board 8 at the end of the game,

70 or more German units – German Decisive Victory


64-69 German units – German Tactical Victory
58-63 German units – German Marginal Victory
52-57 German units – Russian Marginal Victory
46-51 German units – Russian Tactical Victory
45 or less German units – Russian Decisive Victory

Situation #16: Victory Conditions – Victory is judged by how many German units have been destroyed
by the end of the game.

19 or less German units – German Decisive Victory


20-24 German units – German Tactical Victory
25-29 German units – German Marginal Victory
30-34 German units – Russian Marginal Victory
35-39 German units – Russian Tactical Victory
40 or more German units – Russian Decisive Victory

Situation #17: Victory Conditions – Victory is based on victory points. Germans receive 2 points for
every town hex they control on the northern side of the board (Hexrows P-GG) and 1 point for each
unit exited off the northern edge of the board at hexes 8-GG-8 and 8-GG3. Russians receive 2 points
for every German unit destroyed and 1 point for every town hex that they control in the northern half of
the board (Hexrows P-GG).

Tie Score – Draw


Win by 1-9 points – Marginal Victory
Win by 10-19 points – Tactical Victory
Win by 20 or more points – Decisive Victory

Situation #18: Victory Conditions – Victory is based on victory points. Germans receive 1 point for
each enemy unit destroyed. Russians receive 1 point for each enemy unit destroyed and 1 point for each
cavalry platoon exited off of the southwest edge of the board by the end of the game.

Tie Score – Draw


Win by 1-9 points – Marginal Victory
Win by 10-19 points – Tactical Victory
Win by 20 or more points – Decisive Victory

Situation #19: Victory Conditions – Victory is based on victory points. Russians receive 1 point for
each enemy unit destroyed. Germans receive 1 point for each enemy unit destroyed, 2 points for each
town hex in Volklesu (Khimki) that they control at the end of the game, and 5 points for each friendly
unit on the southeastern side of the river on Board 9 at the end of the game.

Tie Score – Draw


Win by 1-5 points – Marginal Victory
Win by 6-9 points – Tactical Victory
Win by 10 or more points – Decisive Victory

Situation #20 – Victory Conditions – Victory is based on the number of town hexes that the Germans
control on Board 8 at the end of the game.
0-5 town hexes – Russian Decisive Victory
6-8 town hexes – Russian Tactical Victory
9-11 town hexes – Russian Marginal Victory
12-14 town hexes – German Marginal Victory
15-17 town hexes – German Tactical Victory
18 or more town hexes – German Decisive Victory

Situation #21: Victory Conditions – Victory is based on victory points. Germans receive 1 point for
each enemy unit destroyed. Russians receive 1 point for each enemy unit destroy and 2 points for each
friendly unit which exits the board at hex 4Q10 by the end of the game.

Even score – Draw


Win by 1-5 points – Marginal Victory
Win by 6-11 points – Tactical Victory
Win by 12 or more points – Decisive Victory

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