Barb-AGC PlayBook Final Lo-Res

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P L A Y B O O K

Table of Contents
1.0 Introduction.................................................................... 2 10.3 Scenario 3: Lepel Offensive Operation.............................17
2.0 Game Equipment........................................................... 2 10.4 Scenario 4: Smolensk Pocket............................................18
3.0 Reinforcements and Replacements................................ 4 10.5 Scenario 5: Guderian Drives South...................................20
4.0 Special Movement......................................................... 6 10.6 Scenario 6: The Yelnya/Dukhovshchina
5.0 Special Groups and Situations....................................... 9 Offensive Operation.......................................21
6.0 Logistics....................................................................... 11 10.7 Scenario 7: Thunder on the Dnepr.....................................22
7.0 Axis Victory Plans........................................................ 12 10.8 Scenario 8: The Campaign................................................24
8.0 Combining Games....................................................... 12 11.0 Detailed Examples of Play......................................... 26
9.0 How to Set Up a Scenario............................................ 13 12.0 Designer’s Section..................................................... 38
10.0 Scenarios.................................................................... 14 Counter Manifests.............................................................. 44
10.1 Scenario 1: The Battle of Borisov (Learning Scenario)....14 Expanded Sequence of Play............................................... 49
10.2 Scenario 2: Minsk Pocket..................................................15

GMT Games, LLC • P.O. Box 1308, Hanford, CA 93232-1308 • www.GMTGames.com


2 BARBAROSSA: Army Group Center ~ Playbook

1.0 Introduction 2.0 Game Equipment


A complete game of Barbarossa: Army Group Center contains:
1.1 Historical Setting
• Four 22" × 34" inch maps (Maps C, D, H, and I)
On 22 June 1941, the Soviet Union’s Western Military District
was second in strength only to the Kiev Military District to • One 25½" × 11½" inch map (Map WA)
its south. It fielded about 671,000 men (including NKVD and • 1400 die-cut ½" counters in five full counter sheets
naval personnel), 10,000 guns, 2,500 tanks (including those • One Rule Book
undergoing repair), and 1,800 aircraft in 44 divisions and many • One Playbook
smaller units. They defended positions in newly occupied areas • One 11" × 17" Map Card (with Scenario 3 and 6 Maps either
of Poland and looked as if they could withstand any blow, and side)
perhaps even carry the blow into the enemy heartland. Instead,
• Three double-sided Soviet Set Up Cards (with backside of
the opposing Axis forces were even larger and were perhaps
one card containing a Game Card displaying all Scenario 3
the most potent military force the world had ever seen. They
and 6 units)
were under orders to destroy the Soviets in a matter of weeks
and perhaps decide the war. In the end, they merely extended • Two double-sided Axis Set Up Cards (with CRT on one)
it. Was a better Axis result possible? • One single-sided 8½" × 11" combined Axis and Soviet Step
Reduction Organization Card
1.2 General Introduction • Two double-sided 11" × 17" inch folded Chart Cards with
Barbarossa: Army Group Center recreates the World War II Combat Results Table, Terrain Effects Chart, Overrun, AA,
campaign in the central sector of eastern Poland and western Air Combat, CAB, etc. charts
Russia, from 22 June 1941 through 29 September 1941. One • One double-sided 11" × 17" inch folded Chart Card with
player will control the Axis forces (Germans and their allies), Units and their Symbols, Movement Phase, Effects on
while his opponent controls the Soviet forces (Russians and Movement Chart, Artillery, etc. charts
other nationalities of the USSR). The playing pieces represent • One double-sided 8½" × 11" chart card front side Axis/Soviet
the actual units that participated in the campaign and the map Set Up Card for Scenario 1 and backside with Super-Heavy
represents the terrain over which those units fought. The players Artillery Effects Table
maneuver their units across the map and conduct combat accord- • Two single-sided 8½" × 11" Air Unit Status/Unit Rebuilding
ing to the Barbarossa Standard Rules (BSRs) and the additional Cards (one Soviet and one Axis)
rules and scenario instructions found in this Playbook. One • One double-sided 11" × 17" inch folded Chart Card
player wins by capturing certain specified objectives while his containing Scenario Victory Conditions, Replacement Table,
opponent wins by avoiding those victory conditions. Fuel, ASPs, RR Conversion
You will find a few rules marked Optional. Players can add • One single-sided 8½" × 11" Chart Card with Turn Record
these by mutual agreement before play starts. Track, Weather Table, and various scenario information
summaries
1.3 The Game Series • Two 11" × 17" Expanded Sequences of Play Cards
This game is part of a series of games covering World War II in • One ten-sided die
the Soviet Union. Players should feel free to combine play of
this game with others in the Barbarossa series [also called the 2.1 Game Maps
East Front Series, or “EFS”]. All are published and supported
2.11 The maps are used as follows:
by GMT Games. These games have been built with the idea that
it would be possible to play them together. Some share a few Scenarios 1, 3, and 6 use the Game or Map Card specific to
of the same historical units. It is anticipated that players would that scenario.
want to explore more historical alternatives with combined
Scenario 2 uses Maps C and D in this configuration:
play. To facilitate such play, some references to other games in
the series are found in this Playbook, with general guidelines
C

on combining play.
D

KV-1B

© 2021 GMT Games, LLC


BARBAROSSA: Army Group Center ~ Playbook 3

Scenario 4 uses Maps I and WA in this configuration: 2.2 Playing Pieces


2.21 Carefully remove the cardboard playing pieces from the
WA counter sheets and sort them into categories for ease in setting
up the game.

I
2.22 Unit Codes
• The unit counters are not coded for specific scenarios or set
up locations as seen in earlier editions of games of this series.
Scenario 5 uses Map H.
• MG units have a set up hex printed on them on their Tried
Scenario 7 uses maps H, I, and WA in this configuration: side. This code is strictly for historical reference. It has no
game function.
WA 2.23 A “stripe” marked across the reduced side of a unit shows it
has more than two steps. A reduced strength replacement counter
I

is available for it should it take a third (or sometimes fourth) step


of loss. Also, a lighter unit nationality color is used on a unit’s
reduced strength side so that its status can be seen at a glance.
H

2.24 Optional Rule: Historical Weather. Players can choose


to use historical weather in any scenario. The historical weather
for each turn is printed in the Turn Box on the Turn Record Track.
Scenario 8 uses Maps C, D, H, I, and WA in this configuration:
Design Note: Most players request this option in games if only
as a means to compare the game to the historical campaign.
WA
2.3 Barbarossa Standard Rules
C

2.31 Take time to familiarize yourself with all the additions and
exceptions to the BSRs contained in this Playbook and in the
scenario you are playing. Some BSRs have been modified for
H
D

specific play in certain scenarios. Any rules changes have been


noted with a reference to the appropriate BSR. All references to
the Barbarossa Standard Rules are preceded by “BSR.” If the rule
reference does not have “BSR,” then it is a rule in this Playbook.
2.12 Map Alignments
• When using two or more maps, align them so that the hex 2.32 Inset Map. No Inset map is provided with this game.
row or columns on each common edge overlap the adjoining Ignore the BSR rules that discuss an Inset map.
map. 2.33 Flotillas and naval units are not used in this game. When
• The Soviet Union’s border is not shown. National and combining this game with the Army Group South (AGS) game,
regional borders are used instead. Soviet flotillas can move north from the AGS area onto parts of
• Where one map overlaps another, always refer to the hex the Army Group Center (AGC) maps.
number of the map on top. The hex belongs to the map on
Note: There are no naval units because no sea area is in play.
top.
The sea area above the Army Group Boundary (AGB) is in
Design Note: We have expanded the map area somewhat the Army Group North (AGN) game.
to include a portion of Map W (here, called Map WA) from
the AGN game. This proved to be an important addition as
it adds new strategies. With the better historical resources
available today, the full Army Group Boundary can be drawn,
and thereby we properly complete the game’s subject matter.

2.13 Map Placement Sequence


• Place Map WA first.
• Place Map I to overlap Map WA
• Place Map H to overlap Map I
• Place Map C to overlap Map I
• Place Map D to overlap maps C and H

5cm PaK 38 Anti-tank Gun

© 2021 GMT Games, LLC


4 BARBAROSSA: Army Group Center ~ Playbook

units, moving them from the Eliminated Box to the Cadre Box,
3.0 Reinforcements and or from the Cadre Box to the Active Box.

Replacements 3.33 During the Reinforcement Phase of the turn Group Sev-
enteen is accepted the Soviet player can now move any desired
armored units marked “Tk” from the Cadre and Eliminated
3.1 Reinforcements Boxes to the Cannot Rebuild Box to create additional Type A
3.11 Unless otherwise indicated on the set up card all reinforce- RPs. Each step removed counts for Reorganization Points.
ments and units in the Active Box for both players enter the map
• Each removed from the Cadre Box counts as 2 points.
according to BSRs 7.43, 7.8, and 8.0.
• Each removed from the Eliminated Box counts as 1 point.
3.12 If any units enter through a map edge, the set up card code
will begin with: 3.34 With any combination of steps removed totaling 6 Re-
organization Points the Soviet player receives one Type A RP
n north edge entry
which is added to the Soviet Replacement Track. There is no
s south edge entry limit to the number of Type A RPs that can be created other than
e east edge entry the number of available losses on the Soviet Loss/Replacement
w west edge entry Track (which cannot be exceeded). If there are remaining steps
Map letters C, D, H, I, or WA may follow the small letter edge available in the Cadre and Eliminated Boxes (even at less than
code to indicate a specific map. 6 points), they can remain un-Reorganized until a Replacements
Phase when enough steps have been added to the Boxes to bring
Note: Units marked eWA may alternatively enter at a Rzhev the total to 6 or greater.
city hex if supplied and friendly controlled.
3.35 Any “Tk” units still on-map, and “Tk” units arriving after
3.13 Axis MSUs and Supply Dumps can alternatively enter play GT 21, can voluntarily be picked up and placed in the Cannot
at an Axis Base unit [6.2]. Rebuild Box to generate more Type A RPs, at a step-for-step
rate (and are not counted toward armor step loss VPs). The
3.14 Special Reinforcement Groups. These are available Soviet player can alternatively wait until these are removed by
only in scenarios 4, 7 and 8. combat on later turns and reorganize them then. Conceivably,
these units could remain on-map for the duration of the scenario.
3.2 Replacements
Both players can accumulate RPs as desired up to the limit Note: Armor units not marked “Tk” move from the Eliminated
shown on their Loss/Replacement Tracks. or Cadre Boxes using the regular replacements procedure
[BSR 7.32].
3.21 Soviet Replacements. This game uses two Replace-
ments Tables: Table A and Table B. Use these in the scenarios
specified in the headings on the Table. 3.4 Soviet MDNO (Moscow Militia)
EXAMPLE: Scenario 8 uses Table A for GTs 6 through 25 and Divisions
Table B for GTs 26 through 50 (the last turn of the scenario). No (Scenarios 7 and 8)
table is used for GTs 1 through 5. These are special division size militia units marked
3.22 The Axis player cannot create strongpoints unless either “MDNO” on both sides. They function the same as
allowed by scenario rules or by the Hitler Plan [7.32]. Militia units [BSRs 7.44 and 21.7] with the following
exceptions.
3.3 Soviet Armor Reorganization 3.41 When this Special Reinforcement Group is chosen,
(Scenarios 7 and 8) draw these units from a separate opaque cup with their values
The Soviets realized their tank divisions were not only battle- unknown to either side. Place them with their Untried sides
field failures, but were far too complex for them to rebuild or showing on the placement hexes shown on the set up card, not
maintain with their limited pool of skilled technical personnel. within a 5-hex range of those hexes. They are garrisons [BSR
21.8] when placed.
3.31 On any turn starting GT 21 the Soviet player has the op-
tion to conduct Armor Reorganization. The Soviet player can Exception: One unit arrives already released [see set up card]
accept this option when he receives an R result on the Soviet and as a regular reinforcement. Historically, this was the
Replacements Table and chooses to receive Special Reinforce- “6MDNO” unit.
ment Group Seventeen (containing twelve armor brigades). He 3.42 Untried MDNO divisions have a MA and can move while
places the units of Group Seventeen in the Cadre Box. Each on their Untried sides. Once released from garrison status [BSRs
moves to the Active Box once it is built by using Type A RPs. 7.52a and 21.83], they are not subject to BSR 21.74 movement
3.32 When Armor Reorganization starts the Soviet player can restrictions.
no longer strengthen on-map Soviet armor units that are marked 3.43 MDNO divisions turn to their Tried sides during combat.
“Tk” (Tank) in their unit identification, or rebuild these Soviet All have only one step (despite their Tried side strength).

© 2021 GMT Games, LLC


BARBAROSSA: Army Group Center ~ Playbook 5

3.44 Conversion [Exception to BSR 7.44b]. Starting the on the Unit Rebuilding Track can also be converted at its
turn they arrive as a Special Reinforcement, an MDNO militia current level.
division in supplied status can be converted into a regular (non- • The unit being converted can be in enemy ZOC but cannot
militia) rifle division. Procedure: be Out of Supply. Place a “Do Not Move 2 GTs” marker on
• During the Reinforcements Phase place a Receiving it. It is free to move once that marker and the “Do Not Move
Replacements marker on the militia division. 1 GT” marker have been removed. It can defend but cannot
• During the friendly Engineering Phase spend one Type I RP attack during the conversion period.
per militia division to convert. • Place the removed unit into the Eliminated Box. It can be
• Replace the MDNO division with a full strength division rebuilt using the regular replacements procedure [historically,
counter, being the Soviet player’s choice of a 2-4-4, 3-4-4, a whole new division would be raised].
or 4-4-4 from the Cadre Box in place of the MDNO division. 3.54 Once a particular Guards unit has been built using conver-
• Place a “Do Not Move 2GTs” marker on the new unit. sion, it cannot use conversion again. It can, however, be rebuilt
from the Cadre or Eliminated boxes using the regular replace-
3.45 The removed militia division can be Tried or Untried.
ments procedure.
Keep the Garrison marker on the new unit until it is released.
A release is not required to conduct conversion (but is required Design Note: This rule is one of those necessary to bridge the
to receive the Group). Units already released can still conduct gap between the summer fighting found in this game and the
conversion. Zap units are not used for conversion. Typhoon game. Not much Guards creation should be expected
3.46 The division units needed for conversion are provided during the course of this game.
only from units in the Cadre Box. If there are not enough, then
conversion of a specific unit must wait until a division unit 3.6 Axis Required Occupation
becomes available. The Soviet player can choose any available (Scenarios 2, 4, 5, 7, and 8)
unit in the Cadre Box and can wait until a desired unit is avail-
able. Militia divisions cannot return to play. 3.61 Regular Occupation
• Each VP location in Belorussia or Russia requires an Axis
Design Note: The Soviets had a handful more of these “volun- occupation unit of one step on it.
teer” divisions still back at Moscow and planned the creation
• A multi-hex location can still be considered occupied as long
of even more out of worker’s brigades still there. The ones
as a sufficient number of steps are on at least one of the hexes.
you see in this game were the ones brought out to forward
positions. Sadly, these units and, really, all Militia, lacked 3.62 Other Occupation Amounts
sufficient weapons and much necessary equipment. Instead a. For each city or major city hex in (East) Poland (plus Minsk
of receiving much needed training, they spent most of their and Vilnius) the required number of steps per city (or major
time digging trenches. It was all a colossal waste. city) varies according to the turn:
GTs Total Number of Steps
3.5 Soviet Guards Unit Creation
1 – 20 5
(Scenarios 7 and 8)
21 – 28 2
3.51 The Soviet player can create division-size Guards 29 + 1
units starting GT 36. These units are shown on the
Soviet Special Reinforcements Card as Group Eigh-
Note: Other VP locations require only one step each.
teen. When the Soviet player chooses this Group, he can conduct
Guards Unit Conversion. These units enter play only by this Design Note: With the clearing of the great historical encircle-
method. ments of Soviet troops came such large numbers of POWs that
3.52 The Soviet player can designate any on-map infantry (rifle) several whole divisions were occupied just rounding them up
division as a unit to be converted. Only five divisions can be and removing them from the battlefield. The effect developed
converted (since only five Guards units are in the Group). This into a significant historical factor. The easiest game method of
method can be followed during as many turns as desired (even reflecting this comes with the increased occupation require-
skipping turns). ments. While this was calculated only roughly, it beats remov-
ing units and then returning them by even cruder formulas.
3.53 Procedure for each unit:
• During the Reinforcements Phase the Soviet player designates b. Minsk does not require any Axis occupation until GT 17.
the unit to convert. Only division size units are eligible.
• During the Soviet Engineering Phase replace the designated
unit with a Guards unit at the same strength level: at 3rd
step, or 2nd step. If the unit currently has three steps, place
the Guards unit at full strength. There is no RP cost. A unit 7.92mm PzB Lt A-T rifle

© 2021 GMT Games, LLC


6 BARBAROSSA: Army Group Center ~ Playbook

Design Note: The actual occupation force, the 258th Infantry 4.12 Restrictions on Soviet units
Div., has been removed from the At Start set up to speed game The following restrictions apply for GTs 1 through 3 (unless
play and because, being at the map edge in Scenario 7, it tends otherwise specified) to:
to be knocked to the floor. Feel free to restore it if you know • All of maps C and D
you are not going to be clumsy. Players will have to agree • Map H west of hexrow 3500
that Minsk is fully Axis occupied until the 258th enters play.
• Map I west of hexrow 3700
EXAMPLE: On GT4 Vilnius needs just 5 steps, not 15 steps of a. Soviet ZOCs do not extend across border hexsides into Ger-
garrison. If all steps are placed in one hex, such as C4823, the many or (West) Poland. Axis ZOCs extend across all border
garrison requirement is satisfied. hexsides into Lithuania and (East) Poland.
Design Note: Vilnius had a significant Jewish population and b. For only GT 1 during the Motorized Movement Phase of
that meant potential unrest. Unrest and civilian resistance in Segment C (not Segment F):
this city could unhinge delicate supply lines for the Germans. • Soviet motorized units cannot move unless they move (during
A large occupation force was kept here. this phase) adjacent to an Axis unit and declare an attack
3.63 The Soviet player can place a Zap unit in an unoccupied • Soviet cavalry can move but at only half their allowed MA
(and not friendly at the moment) city hex if the hex is not oc- (unless they attack an Axis unit)
cupied and not in Axis ZOC. c. Soviet units cannot conduct strategic movement or railroad
movement in the restricted movement map area.
Note: This is in addition to BSR 7.43b. Obviously, this has
the potential to break an Axis Supply Route. d. Place a Level Two Interdiction marker on each Soviet HQ
(none start as Non-Op) for each turn. [Effectively, this means
Soviet units will not be able to conduct Reaction movement].
4.0 Special Movement These markers move with the HQs in Segment C. Determine
Non-Op status [BSR 14.66b] each turn beginning GT 2.

4.1 Invasion Preparedness e. Road Movement


(Scenarios 2 and 8) • For all of GT 1 apply all of the Interdiction effects of BSRs
14.65 and 14.66a.
4.11 Special GT 1 Sequence of Play • For GTs 2 and 3 apply only main road and motorway (and
The Germans prepared extensively for the first several days of their bridges) Interdiction effects. The movement rate for
war. This gave them a huge advantage. Accordingly, the first minor roads is not affected.
turn plays substantially like two turns but with some additions
and subtractions. While referring to the regular Sequence of 4.13 Restrictions on Axis Units
Play [BSR 4.21], follow the modified Sequence of Play shown Apply the following to Axis units for the GTs shown:
below for GT 1 only.
GT 1 Segment B (not E) Attack Supply is not required
Regular
GTs 1 and 2 Cannot reposition Bridge markers
Segments as modified for GT 1:
GTs 1 through 3 Cannot conduct railroad movement
A Both players skip this Segment (except 3.c).
GTs 1 through 8 Axis non-motorized infantry and
B Conduct all phases of the regular Axis player
security units cannot conduct stra-
Segment, but skip the Engineering Phase except
tegic movement.
6.f and 6.g.
C Conduct all phases of the regular Soviet player Design Note: Overall, Axis invasion planning was rigid and
Segment, but skip the Soviet Engineering Phase. perhaps had to be given Axis limitations. Soviet planning
D Both players skip this Segment. was unrealistic and their disorganization allowed tremendous
initial Axis advances and successes. As Soviet resistance
Add these Specialized Segments (for GT 1 only): solidified, Axis rates of advance slowed.
E All Flown Axis air units move to the Ready Box;
Axis player conducts a full regular Segment B. 4.2 Railroads
F Soviet player conducts a full regular Segment C. (Scenarios 2, 4, 5, 7, and 8)
G Players conduct a full regular Segment D. Railroad movement is available unless specifically not allowed
in the scenario being played.
4.21 Railroad Hex Status
At Start, the following railroad hexes are friendly to the named
MG34 player for railroad movement and supply:

© 2021 GMT Games, LLC


BARBAROSSA: Army Group Center ~ Playbook 7

• Soviet. All railroad hexes in Russia, Belorussia, (East) 4.26 Optional Rules
Poland, and Lithuania. a. Ferry Crossing. A unit can retain railroad MPs that are lost
• Axis. All railroad hexes in Germany and (West) Poland. due to not having enough to cross on a Ferry [BSR 22.33]. They
4.22 Rail Cut Marker Placement. Each Soviet railroad can use them during (only) the next available movement phase.
hex adjacent to an Axis railroad hex receives a Rail Cut marker These can be spent in addition to the normal maximum for the
showing its arrow pointing toward the next friendly rail hex turn. They cannot be saved for longer than one turn. Keep a
[usually to the east] [BSR 19.25]. written record of the unused railroad MPs.

4.23 Railroad Capacity (covers all maps) b. Railroad Intervals. The Axis player may wish to use the
Railroad MP marker to save counting the 60 railroad MP distance
• Axis: 12 stacking points per turn
[BSR 11.13] from a Supply Source each turn. Place each marker
• Soviet: 19 stacking points per turn at 60 railroad MP intervals. These markers have no combat or
Some scenarios will have different capacities (see the scenario terrain effect on play.
rules). The capacities used in this game cannot transfer to other c. Inter-Map railroad transit points. We include these refer-
games. ence point distances so that those of you playing only AGC can
4.24 Railroad Entry. In these cases placement hexes are only make the same use of outside railroads as you would if playing
those map edge hexes with railroad lines. Each unit placed in any adjoining game. Use AGC’s railroad capacity for all moves
such a hex can move with its full Rail Movement Points (RMP) shown below. All distances are the same in both directions.
allowance (count the placement hex as an “off-map” hex ad- These cannot be interdicted. If a connection is not listed, then it
jacent to a map edge, and the first hex moved as a “map edge” does not exist. If a unit does not have enough RMPs remaining
entry hex). If multiple units are scheduled to enter at an on-map to move the entire distance, it cannot begin the move over the
railroad hex, each enters and moves individually. connection. There is no stopping somewhere in between. All is
Soviet movement; there is none for the Axis. This movement
4.25 Axis Railroad Conversion is not Map Exit [4.3].
For the Axis Player, the only friendly railroad hexes are those
This connection is allowed between the following hexes:
friendly At Start and those converted to Axis use. Conversion of
railroad hexes [BSR 19.2] begins on GT 1 and continues for the I 7013 to I 7023 is 13 RMPs
length of the game. The following Railroad Conversion Point I 7013 to I 7028 is 18 RMPs
(RCP) limits apply during the GTs listed, and only for the AGC I 7013 to H 7004 is 31 RMPs
area between the Army Group Boundaries: I 7013 to H 7007 is 33 RMPs
a. GTs 1 through 12 I 7013 to H 7021, or H 7022, is 48 RMPs
• Map C: 4 RCPs per turn I 7023 to I 7028 is 7 RMPs
• Maps D, H, I, and WA combined: 6 RCPs per turn I 7023 to H 7004 is 20 RMPs
• Maps C and D combined: 4 additional RCPs per turn within I 7023 to H 7007 is 22 RMPs
the borders of East Poland and Lithuania I 7023 to H 7021 is 37 RMPs
• Additional for maps C and D combined: 2 RCPs to be added I 7023 to H 7022 is 37 RMPs
to any one rail line conversion I 7023 to H 7033 is 55 RMPs
Note: This last provision can allow as many as six hexes to be I 7028 to H 7004 is 17 RMPs
converted on a railroad line instead of the normal maximum I 7028 to H 7007 is 19 RMPs
of four [Exception to BSR 19.23]. I 7028 to H 7021 is 34 RMPs
b. GTs 13 through 50 I 7028 to H 7022 is 34 RMPs
• Maps C and D combined: 6 RCPs per turn I 7028 to H 7033 is 52 RMPs
• Maps H, I, and WA combined: 8 RCPs per turn H 7004 to H 7007 is 8 RMPs
• Within the borders of Lithuania and East Poland south of the H 7004 to H 7021 is 23 RMPs
AGB: 6 additional RCPs per turn H 7004 to H 7022 is 23 RMPs
H 7004 to H 7033 is 41 RMPs
Note: Many of you will use Plexiglas or rolled acetate to cover
H 7007 to H 7021 is 23 RMPs
your maps during game play. You may find it convenient to use
a felt tip washable ink pen to mark converted railroad hexes. H 7007 to H 7022 is 23 RMPs
This reduces the use of markers on the map. H 7007 to H 7033 is 41 RMPs
H 7021 to H 7022 is 2 RMPs
The following optional rules provide more flexibility with
H 7021 to H 7033 is 20 RMPs
railroad issues.
H 7022 to H 7033 is 20 RMPs
H 6134 to H 5134 is 13 RMPs

© 2021 GMT Games, LLC


8 BARBAROSSA: Army Group Center ~ Playbook

Reinforcements entering through the south edge of Map H and 4.5 Bridge Destruction and Repair
using railroad movement:
(Scenarios 4, 5, 7, and 8)
South H (KK 1309) entering at H 6134 to H 7021 or H 7022
4.51 No bridge starts destroyed [BSR 22.4] in any scenario.
is 18 RMPs
South H entering at H 7004 is 39 RMPs 4.52 The Soviet player cannot conduct Bridge Destruction or
repair [BSR 22.4] prior to GT 10.
South H entering at H 7007 is 39 RMPs
South H entering at I 7028 is 50 RMPs Note: Bridge markers are not subject to destruction or enemy
South H entering at I 7023 is 53 RMPs capture, only temporary removal [BSR 22.2].
The following optional rules are intended for use in any scenario.
4.3 Map Exit
(Scenarios 2, 3, 5, 7, and 8) 4.6 Optional Rule: Retreats
Axis units can exit scenario specified map edges to score victory Retreats. Retreat a unit such that it either reduces or does not
points. Soviet units cannot conduct map exit. increase (if it cannot decrease) the distance between it and
4.31 The areas eligible for map exit [see also BSR 11.63] are the nearest friendly Supply Source. A unit cannot increase the
those specific ranges of hexes listed on the Victory Point Sched- distance to that Supply Source or retreat to an Out of Supply
ule (Section IV), or as the scenario specifies. position unless no alternate position exists.
Note: We recommend this rule because it helps mitigate
4.4 Army Group Boundaries game-wise play.
Commentary
These administrative lines drawn on German maps helped pre- 4.7 Optional Rule: Limited Battlefield
vent combat and support formations of the Army Groups from Information
becoming intermingled, as well as reserving critical road and
rail lines for their respective Army Groups. “The Red Army’s … camouflage was excellent.”
Guderian, writing after the war
4.41 The Army Group Boundary line printed on maps C, I, and
WA is the boundary between the AGN and AGC games. The 4.71 A player can view all enemy units (combat or non-combat)
Army Group Boundary between AGC and AGS follows the adjacent to his combat units at the end of any phase.
southern edge of maps D and H and is not actually printed on
4.72 When not adjacent:
these maps. Both boundaries affect movement. The AGC game
area is defined as all the gaming area between the AGN and AGS • Only the top enemy unit (combat or non-combat) can be
Army Group boundaries. viewed [yes, big units can hide under small units].
• Markers [such as supply status markers] do not block the
4.42 Units stay in their respective Army Group areas unless view of the top unit [go down through the stack until you
directed to be removed, or returned by the Reinforcements sec-
get to the first unit].
tion of their set up cards. Otherwise, they cannot enter any hex
on the other side of an AGB. • Soviet HQ units are always revealed.

EXAMPLE: Units placed to the south of the printed Army Group 4.73 Neither player can view any non-adjacent enemy units
Boundary (AGB) are part of Army Group Center. Axis units set- under a strongpoint (active or under construction) marker, re-
ting up north of the AGB are part of Army Group North. gardless of location [so consider placing these markers on top].

4.43 Permanently remove from play any unit of either side that 4.74 Until attacking it, a player cannot view an adjacent enemy
moves or retreats across the AGB (to either the AGN or AGS unit under the top unit:
side) [unless combining games; see 8.0]. It does not count as • During Storm weather turns [BSR 5.31].
an eliminated unit for VP purposes. • In hexes where Mud or Snow weather conditions apply.
4.44 Axis units can trace a Supply Route across the AGB to a • Across a major river, sea, or lake hexside (unless frozen).
main road or railroad that links across the AGB to a map edge • When it is in a woods, city, or major city hex and is under a
Supply Source when scenario instructions permit. It cannot be Strongpoint (active or under construction) marker.
used for entry of AGC MSUs, Dumps, or combat units. 4.75 Non-adjacent enemy artillery and anti-aircraft units are
4.45 When combining games, supply sources at an AGB will revealed during the appropriate phase when these are used.
not become available until units in the adjoining game make 4.76 Apply the following only for GTs 1 through 10:
those locations friendly and a regular supply trace can be made
to supply sources in the adjoining game. • The Axis player can freely examine all Soviet units and stacks
in the area described in 4.12.

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BARBAROSSA: Army Group Center ~ Playbook 9

• The Soviet player cannot examine any Axis stack (even if Design Note: When playing the Typhoon game the Axis
adjacent) beyond the top combat unit unless attacking it or player will direct air units to a mission hex, his fighters might
being attacked by it. be able to participate, and bombarding air units may be subject
Design Note: While we feel the game system works perfectly to Soviet AA Fire. Also, when combining this game (or others)
well with full view of all units, we recognize that game player with Typhoon, Axis bombers must be within 60 hexes of their
tastes differ widely in our hobby. Some players call for limited assigned mission hex on the Moscow Inset Map.
intelligence rules like this and often want even more stringent
5.14 Conduct Air Bombardment during the Air Phase of the
ones. They often stretch it to apply to all turns and without
Strategic Segment using the procedure below.
regard to circumstances, making the revelation only during
combat. Reality however, only partially agrees. The Soviets • The Axis player declares he will conduct Bombardment and
made extensive use of forests for operational concealment. indicates the units that will conduct the mission, forming
They also had an extensive spy network that gave them good them into groups of up to three air units each.
information, and this got better as the war progressed. At the • The Soviet player assigns Ready air units of his Moscow
start of the war, however, the Soviets initially had no recon Group to conduct air combat with Axis air units assigned to
or intelligence units in the western military districts. The Air Bombardment. He can assign up to three fighter air units
Axis, by contrast, had good front-line information during as firing units [Exception to BSR 14.24b] for each group of
the early stages of the war by using spies, POW reports, and Axis air units.
radio intercepts, but they had problems with deep intelligence • Surviving mission bombers conduct Air Bombardment. Use
gathering. Their solution relied greatly on air reconnaissance, the Air Bombardment Table separately for each surviving air
but this could shut down during bad weather. unit. Apply the results immediately.
• Air Bombardment Table results are:
ASP The Soviet player loses 1 ASP
5.0 Special Groups and NE No Effect
Situations RP The Soviet player loses one Type A RP (or one
Type I RP, if no Type A is received this turn)
5.1 Moscow Air Bombardment For a (+1) effect under the VP column, the Axis player imme-
(Scenarios 7 and 8) diately scores 1 VP.
Hitler had ordered that Moscow and Leningrad would not be The ASP or RP loss is taken from those newly received this turn.
occupied but would be surrounded and reduced to rubble by • As air units complete Air Bombardment or air combat, place
bombardment. Furthermore, Moscow would be submerged by a them as Flown onto the friendly Air Unit Status Chart, unless
newly created lake. The first step in this process was bombard- Table results cause the unit to be placed in the Damaged or
ment by aircraft. In late July, the Luftwaffe began their air raids. Destroyed boxes.
None achieved much effect, in large part because of the city’s
considerable defenses. 5.2 Soviet “Moscow” Air Units
5.11 Air Bombardment of Moscow by Axis air units is an air (Scenarios 7 and 8)
mission that is allowed only when the Hitler Plan [7.32] is in 5.21 This group of Soviet air units is identified by
effect. Beginning GT19, the Axis player can bombard Moscow “Moscow” printed on the air unit. Store them when
with air units. One Air Bombardment during the course of the Ready in their box on the Soviet Air Status card. New
game is required; additional bombardments are optional. units of this group that arrive as reinforcements are also stored
5.12 Only eligible units in the Ready Box can conduct Air Bom- here when Ready.
bardment. They can still conduct other air missions, as desired. 5.22 Moscow air units are used strictly for air combat against
Eligible air units are any Bf 110C, Ju 88, He111, or Dummy air Axis air units conducting any (Moscow) Air Bombardment mis-
unit. Only Bf 110C units can be firing units. sion. They are subject to Air Readiness [BSR 9.0].
A minimum of one mission containing non-Dummy air units 5.23 Additional air units, not marked “Moscow,” can be placed
must be attempted to fulfil the minimum requirement [5.11]. with the Moscow Group, as desired, and can leave, as desired,
Design Note: Other aircraft types had too short a range. during the Reinforcements Phase. Units placed there cannot
conduct any air mission during the turn they are assigned. They
5.13 Disregard AA fire for all air units conducting Moscow Air can conduct Air Readiness during the turn they transfer.
Bombardment. There is no mission hex. The Axis player places
5.24 On any turn when at least one R result occurs on the Soviet
his bombers on the Moscow Air Defense Box on Soviet Set Up
Replacements Table, the Soviet player can choose to release all
card 3 Front (bottom right).
“Moscow” designated units (and units assigned there) to conduct
missions anywhere on maps H, I, and WA [count range limita-

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10 BARBAROSSA: Army Group Center ~ Playbook

tions from hex I-7012]. This uses one available R result. They 5.45 Eligible Soviet mission hexes are those that include:
return to Moscow restrictions at the end of that turn and will • Town
require a fresh R result for each subsequent release.
• City
Design Note: Moscow air units and other air units assigned • Major city
to the Moscow Air Defense Group will be able to conduct air • A railroad junction (where a second line, or more, branches
missions every turn in Typhoon but only within a certain range off from the first)
of Moscow. Arguably, the Soviets historically kept perhaps • Either of the two hexes adjacent to a bridge marked on the
too many aircraft around Moscow, but such concentration map over a major river or lake [as in BSR 22.41]
allowed greater combat effectiveness both in air combat and
• An Axis bridge unit [a ferry does not qualify because a pilot
in supporting nearby ground formations.
may not see it, whereas bridges are obvious]
• An Axis combat unit
5.3 Soviet “Reserve” Air Units
(Scenarios 7 and 8) Design Note: While the Soviets did not have interdiction
in their playbook, game-wise it substitutes for a variety of
5.31 Units of this group (shown on the Soviet Set Up Card) minor effects of air harassment and partisan action against
cannot be used at all until released. communications to help slow down Axis supplies and re-
5.32 The Soviet player turns all 16 reserve air units face down. inforcements. Historically, Soviet aircraft soon switched to
He draws them all randomly such that neither player knows harassment attacks because of a doctrine change from high
the exact unit drawn. He then places them on the TRT, one on command. Concentration in any one area required a useful
each turn starting with GT 6 and ending with GT 21. The one landmark which is why we limit the eligible hexes. We rec-
placed for each turn is the one received that turn. A unit cannot ommend use of this rule.
be received during a turn of Storm; place these on turn boxes on
the TRT starting with GT 22. They enter play in the Ready Box 5.5 Special Units and Situations
as reinforcements when received and are subject to Readiness
on all future turns. 5.51 Axis KSRFSS Group
(Scenarios 2 and 8)
Design Note: These units arrived in a generally continuous
stream as they were released from districts deep in the interior
of the Soviet Union. A player would not have any control over
just exactly which air unit is being provided.
This is the “KommandoStab Reichsführer SS,” a group of sev-
5.4 Optional Rule: Soviet Air Interdiction eral SS Infantry, Motorized and Cavalry Regiments under the
direct command of the Reichsführer, Heinrich Himmler. These
(Scenarios 4, 5, 6, 7, and 8) troops were not ready for front line action, but Himmler—anx-
Any Soviet air unit that has an interdiction rating can ious to have them considered as “combat” troops—threw them
be allocated to conduct an Interdiction mission. So- in anyway. Poor performance and heavy casualties prompted a
viet air units generally follow the same procedure as swift withdrawal for retraining.
Axis units.
a. Place the initial units of this group (4 SS Inf. Rgt, plus 5,
5.41 In games when using this rule, do not use the Soviet 8, and 10 SS Mot. Rgts, plus 1 and 2 SS Kav. Rgts) in play as
“Dummy” air units. Set them permanently out of play. shown on the Axis Set Up Card.
5.42 Beginning GT 14 the Soviet player can allocate his air units b. All the initial units in this group are subject to withdrawal
to Interdiction missions during the Air Phase of the Strategic on the GTs shown on the set up card. The withdrawal cannot
Segment, after the Axis player has allocated his interdiction be cancelled.
mission units. The Soviet ZOI effects are:
c. When playing Scenario 8, place all these withdrawn (or elimi-
• No orders can be given to Axis units in a Soviet ZOI nated) units in their respective GT boxes of the Reinforcements
• No Axis reaction movement is allowed into or out of a Soviet section of the card.
ZOI
d. All KSRFSS group units return to play on their full strength
5.43 Soviet air units interdict to create a ZOI consisting of only sides, regardless of casualties suffered earlier [due to retrain-
the mission hex (it does not include the adjacent hexes). The ing, new equipment, etc.], and no RPs are spent to restore or
chosen mission hex must be an eligible hex [5.45] and cannot increase them.
be within a potential Axis ZOI.
Note: Two units (8 and 10 SS Mot. Rgts) might withdraw
5.44 The Soviet player cannot allocate air units to Interdiction again, this time to the AGS game in this series.
missions within range of a non-Op HQ [BSR 21.26].

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BARBAROSSA: Army Group Center ~ Playbook 11

5.52 Panzer Division Integrity Bonus. The SS “R” Divi- Note: The Logistics Pause will be done game-by-game, and
sion requires only three of its four component units to qualify only within that particular game, and not necessarily the same
[Exception to BSR 15.58d]. turn over all games.
5.53 The Soviet 42 NKVD Brigade 6.12 The Logistics Pause lasts five complete
(Scenarios 2 and 8) turns: the turn of declaration and the next
On 22 June 1941 this brigade was still organizing four turns. When declared, place the Axis
from various small regiments of NKVD troops used Logistics Pause marker on the Turn Record Track four turns
to escort or execute prisoners. Anytime this unit is at ahead from the turn the Logistics Pause is declared. The Logis-
reduced strength the Soviet player has the option to increase it tics Pause ends that turn during the Axis Engineering Phase.
to full strength by either the regular [BSR 7.31] method or by EXAMPLE: The Axis player declares a Logistics Pause during
using a one-step NKVD security regiment instead of a “Zap” GT 31. He places the Axis Logistics Pause marker on the Turn
unit [as in BSR 7.43d]. NKVD units used as replacements go Record Track on GT 35 to mark the last turn that the Logistics
to the Cannot Rebuild Box. Pause effects take place.
5.54 Soviet HQs in Mandated Attacks 6.13 Logistics Pause Effects
(Scenarios 2, 3, and 8) • The Axis player receives eight Type A RPs.
HQ Doubling Effects [BSR 12.35] cannot occur earlier than • The Axis player can reposition his Base units [6.2].
GT 11. • During all turns of Logistics Pause reduce Axis ASPs received
and reduce railroad capacity by half (drop any fraction).
5.55 Soviet Coast Defense Artillery
• During Logistics Pause the Axis player applies the indicated
(Scenarios 7 and 8) (+1) DRM shown for his Air Readiness.
On any turn during the Replacements Phase,
if the Soviet player removes these two units 6.2 Axis Base Units
from the map, he receives one type I RP. The Axis player starts scenarios 2 and 8 with his Base
They cannot be in the Cannot Rebuild Box. If either unit is there units already in play. In scenarios 7 and 8 these can
or both are surrounded, they cannot convert. be repositioned elsewhere on the map.
Design Note: Historically, with the disaster on the Vyazma 6.21 During the Reinforcement Phase of the turn the Logistics
Line [this happens during the time of the Typhoon game], the Pause is declared the Axis player can reposition his Base units.
guns were abandoned and the personnel evacuated and then He places those he desires to reposition on their inactive side,
used as infantry to fill out the naval brigade then forming in one each at any town, city, or major city that is on a converted
Moscow. railroad hex that is part of a friendly railroad net [BSR 6.16],
of any length, that leads to a friendly map edge supply source.
5.56 Brest Citadel He turns them over to their active sides upon the completion of
(Scenarios 2 and 8) the Logistics Pause.

Hex D3026 was a particularly strong fortification. If 6.22 Each eligible active Base unit can allow up to four of
it is not already destroyed, the Axis player applies a the ASPs available to start play at it each turn. ASPs can still,
(+3) DRM on the Super-Heavy Artillery Effects alternatively, start at the edge of the game map as done during
Table when firing at it. Otherwise, treat it the same as any the Logistics Pause. A Base unit is eligible for MSU (or Dump)
other citadel [BSR 18.5]. placement if it is on its active side and is on a friendly railroad
hex that is part of a railroad net to a friendly map edge supply
source. A Base can temporarily become not eligible for MSU
6.0 Logistics placement if enemy units were to block the rail net to a friendly
map edge source.
(Scenarios 7 and 8) Note: ASPs starting at an Axis Base unit can use either rail-
road movement, or can move by regular road or non-road
6.1 Axis Logistics Pause movement.
Only the Axis player conducts Logistics Pause.
6.23 If lost, a Base unit cannot be rebuilt until at least 14 turns
6.11 On any turn of his choice, GTs 25 through 33 (nine turns), later. Place it on the Turn Record Track on the first eligible
the Axis player can declare that he is beginning a Logistics
turn. On that turn place it in the Cadre Box to begin the regular
Pause. He does this during the Supply Status Phase. If he does
rebuilding procedure. Once it is in the Active Box it can be
not declare it by GT 33, it automatically begins on GT 34. There
placed on its active side in any town, city, or major city that is
is only one Logistics Pause during the game.
on a converted railroad hex [as per BSR 6.16] that leads to a
friendly map edge supply source.

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12 BARBAROSSA: Army Group Center ~ Playbook

6.24 A Base unit cannot move or retreat after combat. It defends 7.3 Plan Details
normally and qualifies as a full required occupation unit for the
7.31 OKH Plan
hex it occupies.
All rules have been written assuming the OKH Plan is in effect.
Use the OKH Plan column on the Victory Point Schedule. There
6.3 Other Logistics Effects
are no additional effects.
6.31 Axis Fuel Shortage [BSR 6.5]
Effects do not begin until GT 10. 7.32 Hitler Plan
• Use the Hitler Plan column on the Victory Point Schedule
6.32 Axis Supply Delay for VPs and apply 5.1.
(Scenarios 4, 5, and 7) • The Axis player must accept Special Reinforcement Group
All Axis ASPs received in a turn are placed one turn ahead on Four.
the Turn Record Track. They are received in play on the west • Axis Strongpoints. The Axis player can begin the construction
edge of the scenario area on that turn. of strongpoints each turn only while the Hitler Plan is in
effect. They can be completed regardless of the Plan in effect.
• The Axis player can begin the construction of up to three (3)
7.0 Axis Victory Plans strongpoints each turn when the Hitler Plan is in use.

(Scenarios 4, 7 and 8)
Hitler interfered considerably in military operations from a very 8.0 Combining Games
early stage of the war by changing war objectives. As his armies
achieved success, he required ever more difficult objectives. 8.1 Allocation of Units
Eventually, these became unattainable. When combining series games, players can transfer as many or
as few units as they desire across the AGB.
7.1 Determining the Plan
7.11 There are two possible Victory Plans: the OKH Plan and 8.11 Some withdrawing units are marked “to AGN.” When
combining this game with the AGN game, units not withdrawn
the Hitler Plan. Only one will be in effect on any turn and that
do not appear in the AGN play area.
Plan determines the column to use on the Victory Point Schedule
and thereby the actual number of VPs to score. 8.12 Some Axis and Soviet units arrive from AGN or AGS.
Here, apply the opposite of the above. When they arrive from
7.12 Scenarios 4, 7 and 8 start with the OKH Plan. During the
those games, they cannot be received unless withdrawn from
course of the game the OKH Plan automatically changes to the
that game’s play area. Use only one counter to represent the
Hitler Plan but the Axis player has the option to attempt to return
same unit. It cannot appear at the same time in the play areas
to the OKH Plan using the Victory Plan Table.
of more than one game.
7.2 Changing the Plan 8.13 Air Unit Transfer
7.21 During the Strategic Segment of GT 16 the Victory Plan • Air units in one game’s area cannot conduct missions in
changes automatically to the Hitler Plan [This is Hitler’s Direc- another game’s area unless transferred.
tive No. 33 and its Supplement]. • Air units may be transferred to another game voluntarily or
7.22 During the Reinforcements Phase of GTs 17, 18, or 19 the as required by the set up card.
Axis player has the option to use the Victory Plan Table once • Transferred air units are subject to a time delay. Pick up the
to return to the OKH Plan. He reduces his VP total by two (2) transferred air units during the Reinforcements Phase and
and rolls one die and consults the Table for a result. The result place them in the Flown Box of the other game with a “Do Not
applies immediately. Move 2 GTs” marker on them. They can undergo Readiness
7.23 If the Victory Plan changes to the OKH Plan then on GT26 die rolls while under the Do Not Move markers, but add the
the Victory Plan automatically changes to the Hitler Plan [This value of the marker (1 for a 1 GT marker, or 2 for two GTs)
is Hitler’s Directive No. 34 and its Supplement]. to the Readiness die roll. If they pass, they go to the Ready
Box with their remaining Do Not Move markers. After the Do
7.24 On GT 27 (only) the Axis player has the option to use the Not Move markers are removed, they are eligible to perform
Victory Plan Table once to return to the OKH Plan. He can do air missions once they are in the Ready Box.
this without regard to whether he tried to change the Plan the first
time he had the option. He reduces his VP total by two (2), rolls Design Note: The time delay as to when air units withdraw
the die, and applies any DRM to obtain a final result. A return to from one game and then appear in the next is necessary to
the OKH Plan puts that Plan into effect for the rest of the game. provide Ready status for those units when they reappear. This
is, in part, because the ground servicing element also needs
Design Note: The Hitler Plan prevailed. A good summary of time to make the transfer.
Hitler’s war directives can be found in Suggested Reading 10.

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BARBAROSSA: Army Group Center ~ Playbook 13

8.14 MSUs and Dumps in one game cannot be transferred for


use in another game unless transferred, during the Reinforce- 9.0 How to Set Up a Scenario
ments Phase, by set up card instructions. Only those MSUs Follow the sequence below:
and Dumps not currently on the map can transfer. Place units
designated for transfer in the Active Box of the Unit Rebuilding 9.1 Go to the Scenario Selected
Track of the game to which the units are transferred. Place a
Do Not Move 2 GTs marker on them. After the Do Not Move
9.11 Each scenario begins by designating:
markers are removed, they are available for use. • The Scenario Card or the Map to use
• The Scenario Card or set up card showing the units to be
8.15 Disallowed Transfers used in the scenario
a. All replacements, strongpoints, and ASPs for both sides in
AGC are received for use in AGC and are in addition to those 9.12 Use the following charts and cards for all scenarios:
received in the other games. Those received for use in the other • Soviet and Axis Air Unit Status/Unit Rebuilding Cards
games are used only there. • The 11 x 17 Chart Cards
b. Axis RSCs available for one game cannot be used in other 9.13 Use the Turn Record Track and other player aid cards as
games. required.
8.16 When combining games, Soviet Mandated Attacks gener- 9.14 Maps and Charts. Set up and align the maps and charts
ated in other games in this series cannot be satisfied on AGC that will be used in the scenario being played.
maps (or vice versa).
8.17 When combining this game with AGS or AGN, the Axis 9.2 Place Markers
player can choose different turns to start the Logistics Pause 9.21 Place the following markers on their respective charts at
[6.1] for each game within the range of turns allowed. Only one the levels shown in the scenario rules and on the scenario set
Logistics Pause will apply for each game area. up cards:
• VP
8.2 Army Group Boundary Restrictions • Weather
8.21 Axis and Soviet unit movement, ZOC, and Supply Routes • Mandated Attacks Not Yet Made
[BSR 6.1] are not restricted by an AGB. • Soviet Step Loss Track
8.22 Axis Regiment Substitute Counters and MSUs cannot vol- • Axis Step Loss Track
untarily move across the AGB but can retreat across the AGB. • Soviet Replacements
They can remain there (temporarily), but they cannot be part
• Axis Replacements
of the other game’s available RSCs or MSUs and RSCs cannot
conduct Recombination there. They return to their original game 9.22 Refer to the Turn Record Track Codes beside the Turn
for RSC or MSU usage. Record Track. Place the Turn marker in the beginning Turn Box
for the scenario being played.
8.23 While RSCs are generic, they are restricted for use in their
original game (and coded for that game). The Axis player can-
not have more RSCs in use at any one time in one game area
9.3 Place Scenario Units
than those provided in the counter mix for that game [except 9.31 Place the ground and air units on the set up cards. Units
temporarily as in 8.22]. setting up on their reverse sides are marked with a stripe or with
a lighter nationality color. Place a unit on its reverse side if it is:
8.3 Combining Railroads • At reduced strength
8.31 Axis Railroad Conversion Points allotted to each Army • A fired artillery unit
Group can be used to extend converted rail lines into hexes • Super-Heavy Artillery in firing mode
adjacent to either side of the AGB but no farther. • A Non-Op Soviet HQ
8.32 Total railroad capacity for AGC pertains only to the AGC • A strongpoint under-construction
area [and for Typhoon when combining with that game]. Rail- • An MSU placed on its Dump side
road capacities for other games apply only in their respective • An Untried unit
game areas and cannot be combined. Units starting in one game
area can move from one game area to another and use only the 9.32 Units on the set up cards marked as “Available” are part of
capacity of the first area without also using the capacity of the various groups of game pieces [such as MSUs] that are used in
destination game area. Once they start in one game area, they the scenario. No more than the listed number of each type can
use the capacity of that area. be used. Set aside the rest for use in a different scenario. More
(or fewer) of certain types may become available later as shown
in the Reinforcements section of the set up cards.

© 2021 GMT Games, LLC


14 BARBAROSSA: Army Group Center ~ Playbook

9.33 Super-Heavy Artillery. At Start the Axis player places


these units in either Mobile or Firing mode, as desired. 10.0 Scenarios
9.34 Place Garrison, Emergency Supply, or Out of Supply
markers on those units specified by the set up or scenario cards.

9.4 Transfer At Start Units


9.41 Move the At Start air units to their indicated boxes on the
Air Unit Status charts.
9.42 Place the At Start ground units on the indicated map hexes.
9.43 Place all Railhead, Rail cut, ZOI, Strongpoint, and Forti-
fication Destroyed markers on the map hexes indicated by the
set up cards.

9.5 Supply Conditions


9.51 General Supply. All units of both sides are in Supplied
status [BSR 6.32] at the start of the first turn of every scenario
unless otherwise stated on the set up cards. Supply is judged
again during the Supply Status Phase of every following turn. 10.1 Scenario 1: The Battle of Borisov
9.52 Attack Supply (Learning Scenario)
• For scenarios 2, 4, 5, 7, and 8, Attack Supply [BSR 15.2] is Historical Commentary
provided by ASPs on the map at the time of combat. Check Typical of the many hastily prepared blocking positions formed
the Attack Supply Chart for each player to determine the by the Soviets in the early stages of the war, Borisov assumed
number of new ASPs received each turn. The Soviet player strategic importance as it blocked the main highway to Moscow
may receive additional ASPs by using his Replacements and guarded an important river crossing. Collected there were
Table. several scratch units but the defense relied on the 1st Moscow
• For scenarios 1 and 3, Attack Supply is not required. Motorized Rifle Division, a showcase unit commanded by Col.
• For scenario 6 the Attack Supply situation differs between Ya.G. Kreyzer. It had 12,000 men and 265 tanks, including 30
the players [10.65c]. T34s and 10 KVs.
Late in the morning of 1 July, the first German units began ar-
9.6 Begin Play riving in the area. They were of the reinforced and nearly full-
Go to the Expanded Sequence of Play and begin play. strength 18th Panzer Division, commanded by General-Major
W.K. Nehring. They engaged immediately and by the end of the
day German motorized infantry had fought through the outer
Soviet defenses, captured the vital bridges over the Berezina
River in a surprise assault, and established a firm bridgehead on
the eastern bank. On 3 July, despite heavy Soviet counterattacks
for two days, the 18th Pz. was able to expand its bridgehead and
flank Soviet defenses to the south.
For his success in delaying the Germans at Borisov and his
subsequent breakout from the Smolensk Pocket, Col. Kreyzer
was promoted and decorated as a hero of the Soviet Union. Gen.
Nehring successfully led his division in many later actions and
gained fame and promotion in North Africa. He ended the war
8.8cm FlaK 36 AAA (limbered) in command of an army against the Russians.

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BARBAROSSA: Army Group Center ~ Playbook 15

Required:
1. Scenario Card 1
2. Units used are listed on Scenario Card 1.

10.11 Scenario Area


Use the map on Scenario Card 1.
10.12 Scenario Length
Three turns, GT 5 through GT 7. Weather is Dry (no Storm)
for all turns.
10.13 Placement
The Soviet player sets up first.
10.14 Reinforcements and Replacements
a. The Axis player has no reinforcements. 10.2 Scenario 2: Minsk Pocket
b. The Soviet player will receive one unit as reinforcement but
“I am dying, but do not give up. Goodbye Motherland”
the turn it will arrive is uncertain. On GT 5 he rolls to see if he
receives it this turn. If it is not received, he rolls the die during Inscription on a wall deep inside the Brest Fortress, July 1941
the Reinforcement Phase of GT 6. If he rolls the indicated result, Historical Commentary
he receives the unit; if not, he receives the unit automatically
On 22 June, the Western Military District was one of the strongest
on GT 7.
in the Soviet Union, second only to the Kiev Military District,
c. Neither side receives replacements or new strongpoints. fielding about 671,000 men (including NKVD), 10,000 guns,
2,500 tanks, and 1,800 aircraft in 44 divisions and many smaller
10.15 Scenario Special Rules
units. However, many of these were under-strength, ill-equipped,
a. Air Readiness is predetermined for GT 5. Conduct it each and ill-trained. Worse, the divisions were badly deployed, some
turn starting GT 6. scattered hundreds of miles to the rear leaving only thirteen di-
b. Both sides always have General Supply and Attack Supply. visions in the first echelon at the frontier. War caught this huge
MSUs and Dumps are not used. front not properly mobilized, unprepared, only partly fortified,
and restricted by controlling orders from Stalin.
c. Railroad movement, railroad conversion, strategic movement,
and map exit are not allowed. In this sector the Germans deployed 51 divisions, including nine
Panzer and six motorized divisions organized into two Panzer
d. Disregard Soviet Surrender [BSR 20.0].
groups under the ablest of German commanders, Col. Gens.
10.16 Victory Conditions Heinz Guderian and Herman Hoth. The infantry was organized
a. The Axis player wins if he captures and holds by the end of into two armies. All were under the command of the well-regarded
the scenario at least four of the following five hexes: Feldmarshal Fedor von Bock.
1727, 1829, 2028, 2030, and 2231 The Army Group objective was first to take Minsk in order to
surround and destroy the Soviet army in the Bialystok Bulge,
b. The Soviet player wins if he avoids Axis victory conditions.
and then take Smolensk to control the Land Bridge to Moscow.
Note: See the Tutorial in section 11.1 for an illustrated ex- On 22 June Hoth’s PzGp. 3 achieved total tactical surprise and
ample of play of this Scenario. moved swiftly to their objectives. The 7th Pz. and 20th Pz. Divi-
sions both pushed in a kind of race straight for the bridges over
the Neman River at Alytus. Captured at midday on the 23rd,
opposition was light, being parts of the Soviet 5th Tank Division
including a few T34s. Here, Hoth’s troops found the fault line
in the Soviet defenses, thereby opening the flanks of both Soviet
Northwestern and Western Fronts.
The defeat of 5th Tank removed all Soviet reserves and 7th Pz.
Div. entered Vilnius early on the 24th with the rest of PzGp. 3
right behind it. From Vilnius, Hoth’s troops pushed quickly along
the main road through Molodechno to Minsk. There, the defense
was vigorous but 12th Pz. Div. broke the defenses on the 26th
and occupied the city on the 27th. It was a tremendous victory.

© 2021 GMT Games, LLC


16 BARBAROSSA: Army Group Center ~ Playbook

Meanwhile, Guderian’s PzGp. 2 had to cross the Bug River and 10.23 Placement
deal with the Brest fortress. Although the Soviets did not heav- a. The Soviet player sets up first.
ily contest the river, they proved tough in the fortress. Guderian
had captured it in September 1939 in the Polish campaign and b. Soviet MG Units. Place all 26 MG units in an opaque cup.
well appreciated the need to bring up special heavy weapons to Draw 18 and place them as Untried on the map boxes shown
reduce it. It had been built prior to WW I and consisted of an on the Soviet set up card. The remaining eight are not used.
inner citadel surrounded by outlying smaller forts (in adjacent 10.24 Replacements and Reinforcements
hexes). The Poles improved it, and the Soviets incorporated it as
a. Each player receives only the RPs shown on their respective
part of their overall frontier defense plan and added a garrison
set up cards.
of dedicated troops. These troops conducted a tenacious defense
that effectively denied use of the area and occupied important b. When using Soviet Set Up Card One as part of Scenario 8
German forces until 29 June. Some determined defenders held (Campaign Scenario), ignore all reinforcements for Scenario 2
out in subterranean areas until about 12 July. shown on the middle portion of the set up card.
Elsewhere, Guderian found only light or badly organized op- c. Reinforcements for both sides enter at the locations specified
position. Soviet 14 Mech. Corps met the Panzers in full battle on their respective set up cards.
formation and was ripped to pieces. It had no modern medium
10.25 Scenario Special Rules
tanks. By 24 June there was no longer any organized resistance
to the east of Brest. On 27 June, Guderian’s left hand corps had a. Conduct Air Readiness each turn starting GT 2.
joined with Hoth’s troops at Minsk, closing the pocket in 6 days. b. Supply Sources:
The next day, the infantry divisions closed with the pocketed
Axis
Soviet troops.
All GTs All main road and railroad hexes at the
The great Pocket soon broke into two parts, called respectively west edge of Maps C and D.
the Bialystok and Minsk Pockets. By 3 July, the Bialystok Pocket
Starting GT 4 C4121: as the 5th hex of a 21 hex Dry
had been completely cleared, and by 8 July the Minsk Pocket
weather road net; units cannot enter here.
had collapsed. The total booty amounted to about 290,000 pris-
oners, 2,500 tanks, and 1,500 guns. It was a great victory and Soviet
was achieved without delaying the motorized troops. The Ger- • Minsk (D6801)
man infantry divisions, however, were scolded for being slow to • All main road, motorway, and railroad hexes at the east edge
close with the Pocket and slow to clear it. As a measure of this, of Maps C and D
tens of thousands of Soviet troops managed somehow to elude
• Hex D4034 (GTs 1 and 2 only)
the cordon and took refuge in nearby woods and swamps, soon
reverting to guerrilla (or partisan) warfare. Three years later • Soviet units cannot trace a Supply Route across the AGB
they reemerged with a particular vengeance. c. Axis and Soviet ASPs. Axis units do not require Attack Sup-
ply on GT 1 Segment B (not E), No new ASPs are received by
Required:
either side. Both use the MSUs and Dumps already on the map.
1. Maps C and D
d. Railroad Capacity: See 4.23.
2. For units used, see set up cards:
e. Axis railroad conversion points: See 4.25.
• Axis One Front
• Soviet One Front 10.26 Victory Conditions
a. Use only the OKH Victory Plan [7.0].
10.21 Scenario Area
• Map D b. The Axis player wins by scoring VPs for locations, events,
• Map C south of the AGB [4.4] steps lost, and exiting the east edge. Refer to the:
• The Germany and Poland map areas are friendly to the Axis • Victory Point Schedule
player At Start. All other map areas are friendly to the Soviet • Victory Levels Chart
player At Start. c. The Soviet player wins by preventing the Axis player from
10.22 Scenario Length scoring sufficient VPs.
Five turns, GT 1 through GT 5. Weather is Dry (no Storm) for
all turns.

© 2021 GMT Games, LLC


BARBAROSSA: Army Group Center ~ Playbook 17

the German 17th Pz.Div. and met the same fate. Of about 1,400
tanks originally available, some 8-900 engaged during 6-10 July,
and nearly all were destroyed. Meanwhile, 20th Pz.Div. crossed
the Dvina at Ulla on the 7th. With 20th Mot.Div. in its wake, it
crashed through Soviet lines and entered parts of Vitebsk on the
9th and completed the occupation on the 10th after fierce fighting.
Soviet forces in the area were already suffering from poor morale
and with the destruction of their armored reserve they were left
with a crust-thin defense. The Germans took little notice of the
significance of these attacks, but this was the last ride of the
Soviet Mechanized Corps, as conceived operationally, in the
Western Direction. There was thought to be no more substantial
Soviet armor reserves, so German command calculated it could
afford to spread the Panzer troops over a wide area. The 57th
10.3 Scenario 3: Lepel Offensive Operation Motorized Corps was directed to continue first to Nevel then
“The last few days have again been most difficult.” Velikiye Luki (off map to the north), leaving just one corps for
Gen. Joachim Lemelsen, commander, German 47th Corps (Mot.),
the critical breakthrough to Smolensk. The Germans would soon
10 July 1941
find themselves spread too thin.
Required:
Historical Commentary
1. Map Card One Front
At the beginning of July, German High Command in Berlin fig-
ured the destruction of Soviet armies west of the Dvina-Dnepr 2. Units used are listed on Game Card One (top).
river line to be substantially complete and judged that only in- 10.31 Scenario Area
complete formations remained to the east to oppose an advance
Use the map on Map Card One.
to Moscow. Thinking the war won as it was in France, it ordered
both Panzer Groups into a broad front advance. 10.32 Scenario Length
Accordingly, Col.Gen. Herman Hoth, commanding Pz.Gp. 3, Two and one-half turns. Start with the Soviet Player Segment
directed Kuntzen’s 57th Motorized Corps to Polotsk and Rudolf of GT 8 and end with GT 10. Weather is Dry (no Storm) for
Schmidt’s 39th Motorized Corps to Vitebsk. By the 5th, lead all turns.
motorized units of 19th Pz.Div. began crossing the Dvina at 10.33 Placement
Disna and 20th Pz.Div. began crossing at Ulla, both in the face
a. The Soviet player sets up first.
of strong opposition. To the south, German advance troops of
39th Motorized Corps came under heavy attack. The Soviets had b. Soviet Vitebsk Militia units. Draw at random 1 out of the 3
begun a counteroffensive. units indicated by the instructions on Scenario Card 3 and place
it (Untried) on the map. The remaining two are not used.
From the start of the war, Moscow intended to stand along the
line: Dvina-Dnepr while fortifying the land gap between them. c. Soviet MG units. Place these exact four MG units as Tried
Because the Germans advanced so rapidly, Soviet armies were on the indicated hexes.
not yet in position, so the freshly arrived 5th and 7th Mechanized d. The Axis player places one Level 1 Interdiction marker on
Corps were ordered to attack and defeat German armored forces the Soviet 20th Army HQ and then two Level 1 Interdiction
then advancing on Vitebsk. Under control of 20th Army, Gen. Lt. markers anywhere he desires on the map. The Non-Op die roll
P.A. Kurochkin commanding, they were under orders by Stalin to is not made for any of the At Start Interdiction markers.
recapture Lepel and thereby stop the entire German Army Group.
Clearly, Stalin and the rest of the Soviet High Command did not e. Set the VP marker at +1 [for holding Borisov, hex 1828].
yet understand the nature of the war. 10.34 Replacements and Reinforcements
Beginning 6 July, Soviet 7th Mech. Corps attacked in waves a. Neither side receives replacements or new strongpoints.
against 7th Pz.Div., then positioned east of Lepel. They had the
b. The Soviet player receives two additional Mandated Attacks
advantage of some rainfall that day which caused German col-
on GT 9.
umns to slow down and be spread out due to lingering mud on
roads. Without adequate prior reconnaissance, the Soviet tanks c. The Axis player scores VPs for any GT 9 Mandated Attacks
ran into prepared antitank defenses. There was no combined arms not conducted by the end of the scenario.
coordination or echeloning of attack and the Luftwaffe ruled the
10.35 Scenario Special Rules
skies from the start. Repeated Soviet attacks were ordered the
next day, always over the objection of tactical commanders, and a. Air Readiness is predetermined for GT 8. Conduct it for GTs
the fields soon became littered with the wrecks of Soviet tanks. 9 and 10.
Meanwhile, the nearby Soviet 5th Mech. Corps struggled against

© 2021 GMT Games, LLC


18 BARBAROSSA: Army Group Center ~ Playbook

b. Both sides always have General Supply and Attack Supply. Smolensk to Yartsevo and 20th Pz.Div. arrived at the Vop River.
MSUs and Supply Dumps are not used. This situation presented a great danger to the Soviets as only
c. Railroad movement is not allowed. weak parts of the Reserve Front blocked the way to Moscow.

d. Axis units can conduct map exit [4.3 and BSR 11.6]. To the south along the Dnepr River, Guderian’s Pz.Gp. 2 crossed
the Dnepr in three places (one is on Map H) on 10 July and with
e. Disregard Soviet Surrender [BSR 20.0]. bridgeheads firmly established, the next day began separate
f. Axis Occupation units [3.6] are not required. drives, the first to cut off Mogilev farther south and the other
to take Smolensk to the northeast, arriving there on the 15th. In
10.36 Victory Conditions Berlin the war continued to be seen as virtually over but what
a. The Axis player wins if the Soviet player fails to make his they could not see was the extent of Soviet strategic reserves. So
four At Start Mandated Attacks on GT 8. extensive were these and so large the Smolensk Pocket (contain-
b. The Axis player alternatively wins by scoring a net 9 VPs for ing all or part of three armies), the two German Panzer Groups
locations, events, steps lost, and east edge map exit [see Victory could not join properly to seal it, lacking at that time both the
Point Schedule]. necessary infantry and supplies.

c. The Soviet player wins by making his At Start Mandated Both sides fought roughly in these positions for the next two
Attacks and preventing the Axis player from scoring sufficient weeks. The Soviets continually counterattacked along the Vop
VPs to win. River or from Roslavl in the south to relieve the Smolensk Pocket.
Attacks from directly east and from inside the pocket succeeded
Note: Just for this scenario, the Soviet can alternatively fulfill in prying open the pincers and keeping them open for most of
the Mandated Attack criteria with 3-1 odds and four combat the battle. Strangely, the Soviets did not rush to evacuate. At one
unit steps attacking as an additional alternative to the normal point the Soviet High Command thought it could maintain the
criteria of 3-2 and six steps [BSR 12.33]. Pocket as a great salient towards which an offensive from the
south would pinch off one of the German wings. At Yelnya and
Roslavl and along the Vop River the Germans broke the Soviet
attacks but they would not regain the strategic initiative in this
sector until the October Typhoon offensive towards Moscow.
Overall, the Smolensk defensive operation cost the Soviets
345,000 casualties through 9 September, including about 309,000
captured in the Pocket, along with about 1,300 tanks, 9,100
guns, and 900 aircraft. German casualties through 9 September
numbered perhaps 150,000. Near Orsha on l3 July the Soviets
made the first operational use of their BM-13 Katyusha rockets.
Soviet propagandists declared a great victory of having stopped
the Panzers at Yartsevo and another of drawing out Mogilev’s
long siege (which finally ended on 27 July with its surrender).
The real victory, however, lay in the diversion of German atten-
tion to Leningrad in the north and Kiev in the south.
Required:
10.4 Scenario 4: Smolensk Pocket 1. Maps I and WA
Historical Commentary 2. For units used, see set up cards:
By 10 July, the Soviets had collected about 65 divisions in seven • Axis Two Front (bottom)
armies along the Dvina-Dnepr river line and the Smolensk Gates, • Soviet One Back (top)
referred to by the Germans as the Land Bridge to Moscow. Here,
• Soviet Two
the Soviet High Command hoped to stop the German invasion
and launch their own offensive, while the Germans planned to • Soviet Three Front
push farther east with both Panzer Groups, pocketing even more 10.41 Scenario Area
Soviet units between them. Both sides hurriedly prepared, but • Maps I and WA south of the AGB
the Germans struck first.
10.42 Scenario Length
Exploiting weaknesses in the earlier Soviet offensive toward
Ten turns, GT 11 through GT 20. Weather for GTs 11 and 12 is
Lepel [Scenario 3], Hoth’s Pz.Gp. 3 took Vitebsk in a back door
Dry (no Storms). Use the Weather Table starting GT 13.
maneuver concluding 10 July. With hardly a stop Hoth’s Panzers
struck again and the unprepared 19th Army broke apart. By the
16th, the German 7th Pz.Div. had penetrated north and east of

© 2021 GMT Games, LLC


BARBAROSSA: Army Group Center ~ Playbook 19

10.43 Placement Soviet


a. The Soviet player sets up first.
All GTs Use any motorway, main road, or railroad
b. Soviet Militia hex at the east edges of maps I and WA
• Use only the Mogilev and Smolensk Militia brigades and and south edge of Map I.
one Vitebsk brigade drawn randomly (a total of 9 units). The Starting GT 11 WA-5316
other Militia units are not used.
c. Axis and Soviet ASPs. See the Attack Supply Charts.
• Place the Vitebsk Militia brigade (with strength unknown to
either player) on hex I-2012. d. Axis Extended Supply Routes. Place all ASPs received for
the turn one turn ahead on the TRT. The Axis player begins play
• Place the Mogilev and Smolensk Militia brigades (8 units) in
with five MSUs from the available pool on the TRT ready for
an opaque cup and draw four randomly. Place them Untried
entry on GT 11 (they were placed on GT 10). This is their entry
on or within 5 hexes of their city. Because these are units
turn. Adjust the MA for MSUs for all turns on their entry turn
raised and positioned prior to GT 11, they can be placed in
as follows for these hexes:
Axis ZOC but must be placed on supplied hexes.
• Of the remaining four Militia brigades, draw two of these • Hex I-1017 - MSUs enter only on Dry turns and only by using
from the opaque cup on GT 12 and the last two on GT 13. strategic movement. They spend 9.5 MPs to enter, regardless
Place them Untried. of the weather.
• The Militia divisions are not used in this scenario. • Hex I-1020 - MSUs or Dumps can enter only by using
railroad movement. They spend 13 railroad MPs to enter.
c. Soviet MG Units. Place these exact four MG units as Tried
• Hex I-1034 - MSUs or Dumps that enter using railroad
on the indicated hexes.
movement spend 5 railroad MPs to enter. MSUs that enter
10.44 Replacements and Reinforcements by regular movement spend 2.5 MPs to enter during Dry
a. The Axis player receives only the A and I RPs shown on his weather turns. During Mud weather turns they can enter only
Set Up Card. if they use strategic movement. They spend 10 MPs to enter
in Mud weather.
b. The Soviet player uses his Replacements Table A each turn
starting GT 12 and reduces the result each turn as follows: e. Axis air transport arrives GT 12.
• One fewer Type I RPs f. Railroad capacity:
• Two fewer Strongpoints • Axis: 6 SPs per turn
• Results A, E, or V do not apply • Soviet: 10 SPs per turn
The Soviet player starts with an assumed roll, for GT 11, of g. Axis Railroad Conversion Points [Exception to 4.25]:
“5” on the Replacements Table thereby yielding 3 strongpoints GTs 11 - 12 6 per turn
available for construction, three Type I RPs, and an S+2R result.
GTs 13 - 20 8 per turn
c. The Soviet player receives all air units and those reinforce-
ments shown in Scenario 8 only for Map I; do not include those h. Axis units cannot conduct map exit [4.3 and BSR 11.6].
marked “H or I.” Pool Groups 7, 8 and 9 are available. 10.46 Victory Conditions
d. Reinforcements for both sides enter at the locations specified a. Use only the OKH Plan.
on their respective set up cards.
b. The Axis player wins by scoring VPs for locations, events,
10.45 Scenario Special Rules and steps lost. Refer to the:
a. Air Readiness is predetermined for GT 11. Conduct it each • Victory Point Schedule
turn starting GT 12. • Victory Levels Chart
b. Supply Sources [see also 10.45d and 6.32]: c. The Soviet player wins by preventing the Axis player from
Axis scoring sufficient VPs.
All GTs I-1034 (Minsk): place a Railhead here
All GTs I-1208: place a Railhead here
Starting GT 13 I-1020: place a Railhead here
Starting GT 15 I-2334: as the 14th hex of a 21 hex Dry
weather road net
Starting GT 15 I-2702, as the 4th hex of a 21 hex Dry
weather road net
Starting GT 15 WA3026: place a Railhead here M37 45mm Anti-tank Gun

© 2021 GMT Games, LLC


20 BARBAROSSA: Army Group Center ~ Playbook

arrived outside of Gomel. On the 19th they began their attack


and on the 20th Gomel fell after tough house-to-house fighting.
Now both sides reorganized. Soviet-held salients between 2nd
Army and Pz.Gp. 2 were cleared while the Soviets brought
forward the newly organized Bryansk Front, A.I. Eremenko
commanding, with 50th Army, and later 40th Army, to take up
positions along the upper Desna and Sudost Rivers. Stalin dis-
solved the Central Front HQ, dividing responsibility between
Southwestern Front (based in Kiev) and Bryansk Front.
Guderian had to bring south most of 47th Motorized Corps just
to cover his eastern flank. The Kremlin interpreted the move as
farther proof of German intentions to move through Bryansk to
get at Moscow. Instead, Guderian met with Hitler on the 23rd to
make one last appeal to go straight to Moscow, but was turned
10.5 Scenario 5: Guderian Drives South down. With a renewed offensive on the 24th, the Germans en-
Historical Commentary tered both Novozybkov and Starodub that same day. On the 26th
During July as the Germans advanced eastwards to Smolensk, the bridge near Novgorod-Severskiy was taken by coup. By the
their right and left flanks both opened wide. Forests covered 31st the Desna River line was breached despite rain slowing all
much of the left, and there Soviet 22nd Army was engaged with movement. Soviet Bryansk Front attacked to divert German at-
German motorized troops from the start of operations. On the tention but failed to recover much ground. To the south, 21stArmy
right flank to the south however, Soviet 13th Army was not fully practically melted away, and with them went all Soviet hopes of
engaged and 21st Army only lightly, because it was not yet fixed holding the great Kiev salient.
into place by slow arriving German infantry. For a month Ger- Guderian’s troops went on to seal the Kiev Pocket on 16 Sep-
man forces faced real and perceived threats from the south as tember, then had to reverse direction to set up for the great
the Soviets reorganized the area as Central Front, F.I. Kuznetsov Typhoon offensive against Moscow, which finally began on the
commanding. Although short on armor, airpower, or any reserves, 30th, although perhaps too late to end the war in 1941. Soviet
Kuznetsov did what he could to carry out attack orders from Central Front possessed considerable defensive power during
Moscow while stretching his line to the east. Although some August but was deployed ineffectively over too large a frontage
contact was maintained with Western and Reserve Fronts, gaps and without reserves. At best it could only hope to confound a
developed and the Germans took advantage of these. German armored grouping, not destroy one. Despite spurious
In early August Guderian took advantage of one gap by destroy- statements by many after the war, it never had the offensive power
ing Kachalov’s Group (most of Soviet 28th Army) near Roslavl, to seriously threaten the flanks of a German drive on Moscow had
yielding 38,000 prisoners. He figured that now because no that taken place at the end of August, as some have hypothesized.
organized Soviet units remained to the south and the Smolensk Further, little strength could be drawn away from this front unless
Pocket had just been eliminated, the way to Moscow was open corresponding Axis strength was also withdrawn.
for a renewed offensive. Berlin however, was still transfixed with Required:
perceived threats from the south. With Hitler’s Directive 34, as
1. Map H
confirmed on 12 August, Guderian’s troops would have to drive
south first before making a left turn to Moscow. 2. For units used, see set up cards:
• Axis Two Back – (top)
In anticipation, Guderian sent 24th Motorized Corps south,
creating the Krichev Pocket. After this concluded on 14 August • Soviet Three Back
(16,000 prisoners), the Corps quickly moved to Kostyukovichi. 10.51 Scenario Area
From there it moved farther south in a narrow advance through
• Map H
Surazh to Unecha. Although under attack at all points, they were
stalled more by mud and a lack of supplies. 10.52 Scenario Length
To the west, von Weichs’ 2nd Army struggled to close with the Fourteen turns, GT 27 through GT 40. Weather for GTs 27
Soviets along the Dnepr River having to deal with cavalry raids through 29 is Dry (no Storm). Use the Weather Table starting
from the Pripyat Marsh and the large Soviet-held bridgehead at GT 30.
Rogachev-Zhlobin. Ordered now to crush that bridgehead, four 10.53 Placement
infantry corps attacked in a double envelopment offensive with
a. The Soviet player sets up first.
the southern prong supported by Stukas. It succeeded well with a
breakthrough on the 14th. Later that day Zhlobin was taken and b. Soviet MG units. Place all 26 MG units in an opaque cup.
Rogachev fell early the next day. The Soviets looked to be running Draw two at random and place them as Untried on the map
and a pocket formed. By the 18th the Pocket was crushed with hexes shown on the Soviet set up card. The remaining MG
50,000 prisoners taken. The same day the first German troops units are not used.

© 2021 GMT Games, LLC


BARBAROSSA: Army Group Center ~ Playbook 21

c. Soviet Militia. Use only the five Gomel Militia Brigades.


Place them in an opaque cup and draw three at random. Place
one Untried on the map hex designated by the Soviet set up
card and the other two on or within five hexes of Gomel. The
remaining two are not used.
10.54 Replacements and Reinforcements
a. The Soviet player does not use the Replacements Table. On
each turn, starting GT 27, he receives his choice of:
• Four strongpoints under-construction, or
• Two strongpoints under-construction and two Type I RPs.
b. The Axis player receives only the RPs shown on his set up card.
c. The Axis player can begin the construction of one (1) strong- 10.6 Scenario 6: The Yelnya/Dukhovshchina
point each turn.
Offensive Operation
d. Reinforcements for both sides enter at the locations specified
on their respective set up cards. Historical Commentary
The Yelnya area was valued by both sides not only for its local
10.55 Scenario Special Rules tactical advantages but strategically by the Germans as a jump-
a. Air Readiness is predetermined for GT 27. Conduct it each off point for a renewed offensive toward Moscow. For this reason,
turn starting GT 28. when the first German troops of Guderian’s Panzer Group 2 ar-
b. Supply Sources (all are Map H) [see also 6.32]: rived on 19 July they were immediately counterattacked. Soviet
attacks continued through the rest of July and much of August.
Axis The Germans stood their ground under punishing attack and
All GTs 0801, 1012, 3201, 3301, 3401, and 6301 bombardment and soon higher commanders debated whether
All GTs 1005, 3001, and 4801: place a Railhead to evacuate the salient, some regarding it as a small Verdun.
on each of these Guderian insisted on holding, if only out of hope for renewing
the drive on Moscow, and for the time being his views prevailed.
Starting GT 33 2134: place a Railhead here
Opposing Guderian starting 30 July was the new Soviet com-
Note: Hex 1024 is not a supply source in this scenario. mander of the Reserve Front, Gen. G.K. Zhukov, who had previ-
Soviet ously declared to Stalin that the Yelnya salient could be crushed.
On 21 August Zhukov ordered Soviet attacks to end. Using the
All GTs Use any main road or railroad hex at the pause to reinforce, Zhukov organized for a new offensive. When
east or south edges of Map H excluding the Germans finally decided to withdraw their motorized forces
hexes 2134 and 2534. to the south and out of the Yelnya area, the Soviets prepared their
c. Axis and Soviet ASPs. See the Attack Supply Charts. operation. They would employ thirteen divisions, including five
in the initial assault waves, which would form two prongs in an
d. Railroad capacity [Exception to 4.23]:
attempt to pinch off the salient. Notably, this offensive would
• Axis: 6 SPs per turn witness an unprecedented massing of Soviet artillery (over 800
• Soviet: 9 SPs per turn guns and rocket launchers were employed).
e. Axis railroad conversion points: 8 per turn [Exception to In a heavy fog at 0700 on 30 August, the Soviet offensive opened
4.25]. with a massive barrage. Although achieving no operational sur-
prise, the initial barrage allowed the attack troops to gain their
10.56 Victory Conditions
first objectives. The southern prong was too weak and achieved
a. The Axis player wins the scenario by either: limited success in drawing German reserves. The northern prong
• Exiting at least 16 stacking points of units off the south edge came to a stop because it failed to reconnoiter the ground prior
of Map H, hexes 4535 through 6535, or to the battle and experienced ammo shortages during the battle.
• Exiting at least 21 stacking points of units off the east edge With the southern prong in check, the Germans counterattacked
of Map H, hexes 7001 through 7006. in the north. They too were stalled and for a while it looked as
though neither side would break through. On 3 September the
b. All Axis units exited must be in General Supply at the time
Soviets resumed the offensive, this time with the handful of tanks
of exit.
they had available, and even broke through in a few places. By
c. The Soviet player wins by preventing the Axis player from the 5th, German resistance appeared to be breaking. Taking
achieving his victory conditions. advantage of fog and rain that night, the Germans completely
d. The scenario immediately ends once the Axis player has exited evacuated the Yelnya salient.
sufficient stacking points to win.

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22 BARBAROSSA: Army Group Center ~ Playbook

Axis casualties (late July to September withdrawal) amounted to • He wins at the end of the scenario if a Soviet combat unit
perhaps 45,000 men, a huge loss the Germans could ill afford. occupies any two of three locations: Yelnya (6121), Yartsevo
The six defending infantry divisions never did replace all their (5514), or Dukhovshchina (5313).
losses and Axis command learned no lessons from this battle. • He wins at the end of the scenario if a Soviet unit occupies
The Soviets suffered about 31,800 casualties during the shorter any one of three locations: Yelnya (6121), Yartsevo (5514),
period, 30 August to 8 September, and perhaps as many more or Dukhovshchina (5313), and the Axis has lost 14 steps. Do
earlier. The Red Army learned important lessons about the nature not count steps not present at the start of play. Axis armor
of German defense and how to attack in a combined arms of- steps lost count as 2 steps for this count.
fensive. They were gratified by the power of their artillery. On 10
b. The Axis player wins if the Soviet player fails to fulfill any
September Zhukov transferred to command the Leningrad Front
of his victory conditions.
and applied this knowledge there with telling effect. Finally, at
Yelnya, the Soviet Guards were born. The four rifle divisions
that took the salient were the first to earn the title “Guards,” a
designation they wore with pride and distinction.
Required:
1. Map Card 1 Back
2. Units used are listed on Game Card 1 – (bottom).
10.61 Scenario Area
Use the map on Map Card 1.
10.62 Scenario Length
Five and one-half turns. Start with the Soviet Player Segment
of GT 35 and end with GT 40. Weather is Dry (no Storm) for 10.7 Scenario 7: Thunder on the Dnepr
GTs 35 and 36. Use the Weather Table for all remaining turns.
Historical Commentary
10.63 Placement
While Hoth’s Panzer Group and part of Guderian’s Panzer Group
• The Axis player sets up first. moved against Smolensk, the rest of Guderian’s command was
10.64 Replacements and Reinforcements fully engaged against a counterattack from the south by Soviet
Central Front. Creating pressure from the Rogachev-Zhlobin
a. Only the Soviet player receives replacements. Starting GT
area, Soviet troops attempted to push along both banks of the
36 he receives two Type I RPs per turn.
Dnepr to relieve Mogilev. Added to this were sporadic raids by
b. Only the Soviet player receives reinforcements. cavalry out of the Pripyat Marsh.
c. The Axis player can begin the construction of up to two strong- The Germans calculated that they were being hit by 20 divisions
points each turn. The Soviet player cannot build strongpoints. and thought it all fit with a great Soviet plan. In part it did as
Soviet Central Front Command attempted to carry out prewar
10.65 Scenario Special Rules
plans to defend the river line, but all these attacks broke down
a. Air Readiness is predetermined for GT 35. Conduct it each quickly from lack of coordination or clear objectives.
turn starting GT 36.
The Soviets also tried a similar series of attacks in the direction
b. Both sides always have General Supply. of the Smolensk salient. Beginning about 21 July operational
c. The Axis player always has Attack Supply. The Soviet player groups formed from Soviet 24th, 28th, 29th, and 30th Armies
is limited to 8 supplied attacks during GT 35 and up to 5 sup- attacked German positions around Smolensk from Belyy in the
plied attacks per turn afterwards (use the track on Map Card 1 north, from Yartsevo in the center, and from Roslavl to the south.
and a spare marker). Unused attacks cannot be accumulated for Here too, the Soviets tried to regain the initiative with a grand
use on a future turn. MSUs and Supply Dumps are not used. plan to envelop the two German armored wings. Again, the at-
tacks broke down with only temporary gains.
d. Railroad movement, strategic movement, and map exit are
not allowed. Farther north in the Nevel and Velikiye Luki area, Soviet 22nd
Army struggled against strong German forces. The area over-
10.66 Victory Conditions hung Army Group Center’s left flank in a manner similar to the
a. The Soviet player wins if he fulfills any of three possible Korosten sector in the Army Group South area of operations but
Victory Conditions: Berlin recognized the flank danger early. The 19th Pz.Div was
• He wins immediately if a Soviet combat unit occupies either dispatched to the area and took Velikiye Luki in July but could
of the two hexes of Smolensk (5019 or 5020) at the end of not hold it. A full Panzer Corps had to be sent during August
any turn. and this time a Pocket was created, the city falling on 26 August
with exploitation to Toropets on 29 August.

© 2021 GMT Games, LLC


BARBAROSSA: Army Group Center ~ Playbook 23

The growing resistance in front of Moscow was a factor in per- • Draw at random the remaining six Militia Brigades and place
suading the Germans to divert troops to the north and south, them as reinforcements on the set up card, two each on GTs
but Soviet propaganda both during and after the war made the 12, 13, and 14.
Battle of Smolensk into an overrated victory, one they claimed c. Soviet MG Units. Place these exact four MG units as Tried
decisively persuaded the Germans to alter their plans. In real- on the indicated hexes on map I and draw two of the remaining
ity, Army Group Center easily broke Soviet forces on both flanks at random for map H-2322 and H-2226.
and generally could go where it wanted. However, each deep
d. Soviet MDNO Divisions
advance created new flanks which were difficult to screen with
the infantry straining to keep pace with the panzers. For this • Put all eleven MDNO units into a separate opaque cup. Draw
reason the flank offensives became necessary; once each region ten at random and place them Untried on the map on the hexes
was cleared, the infantry could again concentrate for the next shown on the set up card.
push. Strategically, the flank offensives solved little, although • The eleventh division enters the map, Untried, as a released
the final Kiev operation was unquestionably a major victory. reinforcement.
All consumed time and resources better applied to the central • If a unit cannot be placed on the specified hex, it cannot enter
objective of Moscow. play [when playing this game with Typhoon, place it instead
Throughout the summer the Kremlin was convinced the Germans on any Moscow hex, within the stacking limit].
intended to strike due east, making Moscow the main objective e. When the Logistics Pause is declared [6.11], some Axis ASPs
for 1941. To counter this during July they mobilized nine new will enter on the turn received at the location of a Base unit.
armies in the Rzhev-Vyazma region alone. Immense fortified lines These are not subject to Axis Extended Supply Routes.
were built in successive belts around Moscow and reserves were
called in from all parts of the Soviet Union. Had the Germans 10.74 Replacements and Reinforcements
not renewed the offensive in October, the Soviets might have a. Reinforcements for both sides enter at the locations specified
done so themselves. on their respective set up cards.

Required: b. The Axis player receives RPs only as indicated on his set
up card.
1. Maps H, I, and WA
c. The Soviet player uses his Replacements Table each turn
2. For units used, see set up cards:
beginning GT 12.
• Axis One (back)
The Soviet player starts with an assumed roll, for GT 11, of “5
• Axis Two Front (bottom)
on the Replacements Table thereby yielding 5+1E strongpoints
• Soviet One Back available for construction, four Type I RPs, and an S+2R result.
• Soviet Two Beginning GT 12 the Soviet player uses Soviet Replacements
• Soviet Three Front Table A each turn.
10.71 Scenario Area 10.75 Scenario Special Rules
• Map H a. Air Readiness is predetermined for GT 11. Conduct it each
• Maps I and WA south of the AGB [4.4] turn starting GT 12.

10.72 Scenario Length b. Supply Sources [see also 10.75d and 6.32]
Forty turns, GT 11 through GT 50. Weather for GTs 11 and 12 Axis
is Dry (no Storm). Use the Weather Table starting GT 13. All GTs H0801 (Minsk): place a Railhead here
10.73 Placement All GTs I-1208 : place a Railhead here
a. The Soviet player sets up first. All GTs H1012: this is the 15th hex of a road net
b. Soviet Militia Starting GT 12 H1005: place a Railhead here
Starting GT 13 I-1020: place a Railhead here
• Use only the Gomel, Mogilev, and Smolensk Militia brigades
and one Vitebsk Militia brigade (draw at random), a total of Starting GT 15 I-2702: as the fourth hex of a 21 hex Dry
14 units. The other Militia brigades are not used. weather road net
• Place the Vitebsk Militia brigade (with strength unknown to Starting GT 15 WA3026: place a Railhead here
either player) on hex I-2012. Starting GT 33 H 2134: place a Railhead here
• Place the remaining 13 Militia brigades in an opaque cup Starting GT 36 WA3125: place a Railhead here (entering
and draw seven at random. Place them Untried on or within from WA3124)
5 hexes of their city. Because these are units raised and
positioned prior to GT 11, they can be placed in Axis ZOC
but must be placed on supplied hexes.

© 2021 GMT Games, LLC


24 BARBAROSSA: Army Group Center ~ Playbook

Soviet 10.8 Scenario 8: The Campaign


All GTs Any motorway, main road, or railroad Historical Commentary
hex at the east edge of maps I and WA Code-named “Operation Barbarossa,” The German plan for de-
and at the east or south edges of Map H, feating the Soviet Union called first for the defeat of the Red Army.
excluding hexes H2134 and H2534. Planners generally expected practically all to be deployed west
All GTs WA5316 of the Dvina-Dnepr river line. In a manner similar to that prac-
c. Axis and Soviet ASPs. See the Attack Supply Charts. ticed in Poland and France, Barbarossa called for a Blitzkrieg
campaign spearheaded in the central sector by two Panzer groups
d. Axis Extended Supply Routes. Place all ASPs received for
in parallel drives. These two groups were the most powerful the
the turn one turn ahead on the TRT. The Axis player begins
Germans had yet brought together in the war. If they could trap
play with five MSUs from the available pool on the TRT ready
the Red Army between them, the door to Moscow would open,
for entry on GT 11 (they were placed on GT 10). This is their
as well as the centers of industrial production in European Rus-
entry turn.
sia. If everything went perfectly in all three Army Group areas
Adjust the MA for MSUs for all turns on their entry turn as (North, Center, and South), German arms would control all of
follows for these hexes: Russia up to a line over 2000 miles long, from Archangel in the
• Hex I-1017: MSUs enter only on Dry turns and only by using north, to Astrakhan near the Caspian Sea, over 1000 miles from
strategic movement. They spend 9 ½ MPs to enter, regardless the border. It was an immensely ambitious plan.
of the weather. In the event, Germans planners failed to properly understand the
• Hex I-1020: MSUs or Dumps can enter only by using railroad vast size of the Soviet Union, various logistical considerations,
movement. They spend 13 railroad MPs to enter. and the great size of the Soviet military, among other factors. They
• Hex I-1034: MSUs or Dumps that enter using railroad regarded the Red Army as rotten and cited its poor performance
movement spend 5 railroad MPs to enter. MSUs that enter against the Finns (1939/1940) as proof. The Soviets were indeed
by regular movement spend 2 ½ MPs to enter during Dry caught unprepared and still in the process of mobilization. Many
weather turns. During Mud weather turns they can enter only units were not properly positioned, most critically in the central
if they use strategic movement. They spend 10 MPs to enter, sector (Western Front). Yet the Soviets reformed in successive
in Mud weather. lines and continually counterattacked using reserves the Ger-
mans had not imagined existed.
e. Railroad capacity: See 4.23.
Displaying excellent tactical leadership, Army Group Center ac-
f. Axis Railroad Conversion Points: See 4.25.
complished most of its goals by early August, and did so before
g. Axis air transports arrive GT 12. any of the other army groups, by defeating the bulk of the Soviet
formations in front of it in two great encirclements: Minsk and
10.76 Victory Conditions Smolensk. The Army Group’s advance stopped however, largely
a. Begin by using the OKH Plan column on the Victory Point because of indecision in Berlin about subsequent objectives, and
Schedule. The Plan can change [7.2]. because the original Barbarossa plan allowed for a halt to deal
b. The Axis player wins the scenario by scoring VPs for loca- with enemy forces on the flanks. The Army Group should instead
tions, events, steps lost, and map exit. Refer to: have quickly resumed its offensive toward Moscow, but Berlin
• Victory Point Schedule ordered the dissipation of its strength in both the Leningrad and
Kiev directions, an irony because of the extra time allowed by
• Victory Levels Chart
the accomplishment of Army Group goals according to plan. The
c. The Soviet player wins by preventing the Axis player from renewal of the offensive to Moscow in October was perhaps too
scoring sufficient VPs. late and ultimately failed. Army Group Center would never again
seriously threaten Moscow.
Army Group Center’s ordered pause allowed the Red Army time
to recover from its initial shocks sufficiently to fortify and echelon
its defense. The Soviets made many tactical and operational blun-
ders during the summer campaign, but by September morale had
recovered and reserves had been collected. The Red Army should
be commended for its stubborn refusal to collapse and its deter-
mination to attack. Front commander A.I. Eremenko later wrote,
“The word Attack ... contained our hope of smashing the enemy,
of liberating our native land, of saving our near and dear ones
and all our fellow countrymen who had fallen under fascist
servitude; it contained our hopes of revenge against a perfidi-
ous enemy and our dream of peaceful life and peaceful work.”

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BARBAROSSA: Army Group Center ~ Playbook 25

Required: c. The Soviet player uses his Replacements Table each turn
1. Maps C, D, H, I, and WA starting GT 6.

2. For units used, see set up cards: d. When using Soviet Set Up Card One (front) as part of Scenario
8 (Campaign Scenario), ignore all reinforcements for Scenario
• Axis One Front
2 shown on the middle portion of the set up card.
• Axis Two Front (top)
• Soviet One Front 10.85 Scenario Special Rules
• Soviet Two a. Air Readiness is predetermined for GT 1. Conduct Air Readi-
ness each turn starting GT 2.
• Soviet Three Front
b. Supply Sources
10.81 Scenario Area
• Maps D and H Axis
• Maps C, I, and WA south of the AGB [4.4] All GTs Use main road and railroad hexes at the
• The Germany and Poland map areas are friendly to the Axis west edges of Maps C and D
player At Start. All other map areas are friendly to the Soviet Starting GT 4 C4121: as the 5th hex of a 21 hex Dry
player At Start. weather road net; units cannot enter play
here
10.82 Scenario Length
Starting GT 9 I-1107: place a Railhead here
Fifty turns, GT 1 through GT 50. Weather for GTs 1 through 5
Starting GT 15 I-2702: as the fourth hex of a 21 hex Dry
is Dry (no Storm). Use the Weather Table starting GT 6.
weather road net
10.83 Placement Starting GT 15 WA3026: place a Railhead here
a. The Soviet player sets up first. Starting GT 33 H 2134: place a Railhead here
b. Soviet Mandated Attacks Not Yet Made marker: set at 3. Starting GT 36 WA3125: place a Railhead here (entering
from WA3124)
Note: These Mandated Attacks do not have to all be made on
GT1, but must be made by the end of GT2 or will be turned Soviet
into VP [BSR 12.36]. GT 1-2 (only) Hex D4034
c. Soviet MG units: Put all 26 MG units into an opaque cup. All GTs Minsk (D6801) (unless Axis controlled)
Draw them at random and place them as Untried on the hexes All GTs Use any motorway, main road, or railroad
shown on the set up cards. hex at the east edge of maps H, I, and WA
and at the east or south edges of Map H,
d. Soviet Untried Militia Brigades excluding hexes H2134 and H2534.
• Put all 20 units into a separate opaque cup and draw them All GTs WA5316
at random. Place them as Untried on the set up card on the
GTs indicated for placement on the map. c. Axis and Soviet ASPs. See the Attack Supply Charts. While
Axis units do not require Attack Supply on GT 1 Segment B
• The Militia units marked “Vitebsk” include one that is for
(not E), the Axis player receives ASPs on GT 1. These can enter
Polotsk. Since this is not known to the Soviet player, he can
Maps C and D as MSUs or Dumps. Due to Invasion Prepared-
place one of the Vitebsk units (with actual identity unknown
ness restrictions, GT 1 MSUs (or Dumps) are placed at entry
to him) on hex I-2012.
locations during Segment B but do not move until Segment E.
e. Soviet MDNO Divisions
d. Axis railroad conversion points: See 4.25.
• Put all eleven MDNO units into a separate opaque cup.
e. Railroad capacity: See 4.23.
• Draw ten at random and place them Untried on the set up card
as shown there. They are placed as garrisons. The eleventh f. Axis air transports arrive GT 12.
enters as an Untried and released reinforcement.
10.86 Victory Conditions
• If a unit cannot be placed on the specified hex, it cannot enter
a. Begin by using the OKH Plan column on the Victory Point
play [although when playing this game with Typhoon, place
Schedule. The Plan can change [see 7.2].
it instead on any Moscow hex, within the stacking limit].
b. The Axis player wins the scenario by scoring VPs for loca-
10.84 Replacements and Reinforcements tions, events, steps lost, and map-exit. Refer to the:
a. Reinforcements for both sides enter at the locations specified • Victory Point Schedule
on their respective set up cards.
• Victory Levels Chart
b. The Axis player receives RPs only as indicated on the set
c. The Soviet player wins by preventing the Axis player from
up card.
scoring sufficient VPs.

© 2021 GMT Games, LLC


26 BARBAROSSA: Army Group Center ~ Playbook

Securing four of the five objective hexes in only three turns will
11.0 Detailed Examples of Play be difficult. Terrain also aids the Soviets. The road net south
of the Motorway is very poor, and many hexes are non-road
11.1 Illustrated Play of the Tutorial Scenario marsh hexes which greatly slow motorized unit movement
We designed Scenario 1 to be played as a learning situation to through them. Two objective hexes, 2030 and 2231, lie behind
introduce the most basic aspects of the game system. Follow this marshy barrier and the Berezina River.
this Tutorial as an instruction guide on how to play Barbarossa: Weather Phase
Army Group Center. Refer to the Expanded Sequence of Play,
Not used; weather is predetermined for this scenario.
and begin play with GT 5.
Replacements Phase
Turn 5 Not used; neither side receives any Replacement Points or
The Axis player faces a challenging situation. His forces are strongpoints for this scenario.
first-rate, but they do not heavily outnumber the Soviets (23
attack and support strength points against an initial Soviet total Reinforcements Phase
of 19 defense and support strength points). Almost one-third of The Soviet 115th Tank Regiment is a variable reinforcement.
the Axis attack power is concentrated in the 18th Panzer Regi- To find if the Regiment enters, the Soviet player rolls the die
ment. To get the Combined Arms Bonus [BSR15.57] another and this turn he obtains a 7. He consults the table shown on the
motorized unit must combine with it in the same attack, and to Scenario Card and sees that the 115th does not enter because a
gain the Panzer Division Integrity Bonus in combat [BSR15.58], die roll of 1 or 2 is required for entry this turn.
two of the remaining three 18th Panzer Division units must at- Air Phase
tack with the Panzer Regiment. The Axis player will be limited
Only the Axis player has air units in this scenario. Both of his
to one good, strong attack per turn, and perhaps one weaker,
air units begin the scenario in the Ready Box of the Air Unit
more risky one with the remaining units.
Status Track.

Fig. 1: The situation at the start of the Tutorial scenario.

© 2021 GMT Games, LLC


BARBAROSSA: Army Group Center ~ Playbook 27

The Axis player therefore decides to conduct an Interdiction


mission against the Soviet 13th Army HQ in hex 2228 using
the Bfll0 air unit in the Ready Box. The Bf 110C is placed on
mission hex 2228. There are no Soviet fighter air units (or any
Soviet air units for that matter) in this scenario, so the Soviet
player immediately resolves AA fire on the AA table. The die roll
is 8, modified to 9 by the (+1) DRM for a firing Soviet HQ in or
adjacent to the mission hex. The result is Abort. The Bf 110C
cannot complete the Interdiction mission; it goes immediately
to the Flown Box, having accomplished nothing for the turn.
Had the Interdiction mission succeeded, the Soviet HQ would
have to roll to determine if it becomes Non-Op [BSR 14.66b].
If so, it would not be able to activate any motorized units to
move in the Reaction Phase, or issue orders to the defenders in
Novyy Borisov. Fig. 3: The German 18th Panzer Division approaches Novvy
Borisov along the main road.
Axis Attack Declaration Phase
The Axis player places a Declared Attack marker on hex 1829.
The attack looks promising. There are 16 Axis attack points
Fig. 2: Axis air power
(plus 4 available in-range Axis support points) against 3 Soviet
attempts an interdiction
defense points. The Soviet 29+49 artillery unit in 2028 is within
of the Soviet 13th Army
support range of the Defender hex, and one Soviet artillery unit
HQ in 2228, but AA
can always support a combat.
causes the air mission
to be aborted. The Soviet player will almost certainly commit this artillery unit
to support the Defender hex. Barring unforeseen consequences,
Supply Status Phase the attack will probably take place at a favorable odds level of
Not used; all General and Attack supply considerations are 4-1 (20 attack and support strength points divided by 5 defense
ignored for this scenario. and support strength points).
Axis Movement Phase
The Axis player plans to drive straight up the motorway to attack
Novyy Borisov (hex 1829) instead of taking the main road north
through Logoysk and then the minor road through Zembin to
attack hex 1727. The attack on hex 1727 would almost certainly
be successful, but would allow the Soviet player to concentrate
his defenses against this sole threat from the north. A success-
ful attack against Novyy Borisov would allow the Axis player
to directly threaten three more objective hexes (1727, 2028,
and 2030).
The Axis player might consider conducting an overrun but an
overrun against Novyy Borisov is normally not allowed because
of the strongpoint. Here, the Axis player has a motorized engi-
neer which provides the exception that does allow the overrun.
Unfortunately, the Axis player cannot achieve the adjusted
higher required minimum 12-1 odds [BSR 18.15]. Fig. 4: The German places a Declared Attack marker on the
The 18th Panzer Division (less the 88th Recon Battalion) moves defending units in Novvy Borisov.
to hex 1729 along with the 53rd Nebelwerfer (rocket artillery)
and 413th Engineers. The 817th Artillery moves to 1730. This
is two hexes distant from Novyy Borisov, but still within range.
The 88th Recon moves to 1831. The Axis player decides to send
this fast unit to threaten the Soviet flank, and perhaps take an The attacking German units (hex 1729).
objective hex if the Soviet player is careless.

The Russian units that start in Novvy Borisov (hex 1829).

© 2021 GMT Games, LLC


28 BARBAROSSA: Army Group Center ~ Playbook

Axis Combat Phase


The Axis player announces that a CAS (close air sup-
port) Mission will be performed in the Defender hex
The Russian stack in hex 2028. using the one remaining Axis air unit in the Ready
Box, the Ju 87. That air unit is placed on the Mission Hex. Again
Soviet Reaction Phase there is no air combat, and this time there is no AA fire either
The Axis player winces as the Soviet player begins his Reaction because there are no Soviet AA or HQ units in or adjacent to the
Phase. Interdicting the 13th Army HQ was a crucial part of the Mission hex and because there are no Soviet AA or HQ units in
attack plan; now the attack itself is in jeopardy. or adjacent to the Mission hex and all defending units are
smaller than divisions. The mission automatically succeeds; the
Because the Soviet HQ is operational and possesses one com-
Ju 87 goes to the Flown Box, and the Axis player notes that his
mand point, the Soviet player can use that point twice to good ef-
attack will benefit from a (–2) DRM since each attacker CAS
fect. First, the point is used to activate the 175/1 Mos Motorized
point on the Mission Hex that remains after AA combat counts
Regiment in hex 2030 to use Reaction Movement and move into
as a (–1) DRM.
the Defender hex at Novyy Borisov. To use reaction movement,
a unit must be motorized, within the HQ’s Command Range, Attack supply is automatic, so next the Axis player allocates the
within three hexes of the Defender hex, and use no more than four available in-range artillery support points. Axis attack and
half of its Movement Allowance to enter the Defender hex. The support totals 20 points, as planned. The Soviet defender total,
175/1 Mos is within three hexes of the Defender hex, and uses thanks to the reaction movement, is now 9 defense and support
only two of its 2.5 available reaction movement points to move points. The final odds level for the attack (not favorable at all)
through hexes 2029 and 1929, and then enter hex 1829. React- is 2-1 (20 divided by 9 with the fraction ignored). Since the
ing units do not pay the MP cost to enter an enemy ZOC. The Soviet player has placed Orders the Axis Player could himself
Soviet player wanted to move the 6/l Mos Motorized Regiment have also placed Orders, but chooses not to do so.
in hex 1727, but cannot because it is out of command range. The Soviet defenders get a (+1) DRM for the strongpoint in
Next, the 29+49 Artillery in hex 2028 is committed to support the Defender hex. The Soviet player turns the Orders marker to
the Defender hex that is within its range. Finally, the Soviet reveal No Retreat, and receives another (+1) DRM, for a total
player uses the command point to issue a No Retreat order to Soviet DRM of (+2). The Axis player receives the (–2) DRM
the Defender hex. The Soviet player is allowed to place a Re- for his CAS Stuka, and another (–1) DRM for Panzer Division
treat Order since the Defender hex contains eligible terrain (an Integrity because three of the four 18th Panzer Division units
active strongpoint). He does not tell the Axis player at this time are attacking together. The Axis player declares Engineer Ef-
whether the order issued was No Retreat or Additional Retreat. fects because the 413th Engineer can (if declared) provide a (–1)
The correct type of Orders marker is placed face down on the DRM against fortifications. CAB cannot be declared because the
Defender hex. The No Retreat order will add a (+1) Die Roll defending units are in a non-destroyed fortification. The total
Modifier to the combat die roll, and increase the chances of an Axis DRM is (–4). The Soviet and Axis DRMs are netted out
Axis step loss or unfavorable combat result. It also increases (each +1 cancels out a –1), leaving a net (–2) DRM.
the likelihood of an additional Soviet step loss, but the Soviet The Axis player locates the CRT and rolls the die. The result
player is willing to assume that risk. is 3, but this die roll is modified by subtracting the (–2) DRM
from the die roll of 3 to yield a modified die roll of 1. Cross-
referencing the 1 Row on the CRT with the 2-1 column for the
odds produces a result of 2R.

Fig. 5: The Russians react. Fig. 6: The situation after the German attack.

© 2021 GMT Games, LLC


BARBAROSSA: Army Group Center ~ Playbook 29

The defender must lose two steps and retreat. The Soviet player
removes his BTTU and 18th Zap units and places them in his
Cadre Box to satisfy the two step loss requirement. Now to sat-
isfy the No Retreat loss one additional step of loss is required.
The two step 175/1 Mos is turned to its reduced strength side
to satisfy the requirement and it remains in the hex. Finally,
the Axis player exercises his option [BSR 13.32c], and retreats
the Nebelwerfer unit two hexes to 1631. Both sides turn their
artillery over as Fired. No other combats remain.
Axis Motorized Movement
The three regiments of the 18th Pz. in hex 1729 move one hex
deeper into the woods to 1629. The Engineers remain in hex
1729 and the Nebelwerfers cannot move during this phase. The
88th Recon moves one hex to 1931.

Fig. 8: The Russians reorganize their defense.


Soviet Attack Declaration Phase
Axis Reaction Phase
Soviet Combat Phase
The Soviet player did not declare an attack, so there is no action
allowed in these phases.
Soviet Movement Phase
The 7th AA Brigade also moves into 1829. The 13th Army HQ
moves to Hex 2231. Strengthening the Berezina River defenses
outweighs the risk of putting the HQ on the front lines. Place-
ment here guarantees that the 175/1 Mos in hex 1727 can be
easily crushed, but any Axis move in force to take that hex would
immediately lose them the scenario. They would be forced to
take three or four objective hexes in their final turn, which is
impossible. The Soviet player has no further actions to undertake
after completing this phase.

Fig. 7: The situation after the German Motorized Movement.


Axis Engineering Phase
There are no actions to take this turn. If the Axis forces had
captured Novyy Borisov, any combat unit could have destroyed
the captured Soviet strongpoint. Both players now turn their
artillery units back to their active (front) side.
The Axis player is not pleased. Both air units should have been
used to interdict the 13th Army HQ. No objective hexes have
been captured.
Soviet Motorized Movement Phase
IMPORTANT NOTE: The Soviet Movement Phases oc-
cur in the reverse order to the Axis. Motorized units (and
non-motorized units activated by Headquarters) are the only
units that can move prior to declaring and executing combats.

The Soviet player is elated. He moves the reduced 175/1 Mos Fig. 9: More Russian units join the front-line defense.
to hold objective hex 1727, the full strength 6/1 Mos into hex Administrative Segment
1829 (Novyy Borisov), the 12/l Mos Tank Regiment to hex Neither player has further actions to take, so the Turn marker
2030, and the 47+50 Armored Train to 1829. advances to GT 6.

© 2021 GMT Games, LLC


30 BARBAROSSA: Army Group Center ~ Playbook

Turn 6 Axis Attack Declaration Phase


Strategic Segment Declared Attack markers are placed on hexes 1829 (Novyy
Borisov), and 2030.
There are three player actions. First, the Soviet player rolls
again to receive the 115th Tank, but rolls a 7 when a roll of 5
would have allowed the unit to enter. Then the Axis player rolls
for Air Readiness. Each air unit will advance from the Flown
Box to the Ready Box on a die roll of 7 or less. The rolls are 3
and 5 respectively. Both units move to the Ready Box and are
available for the turn.
Finally, the Axis player again tempts fate by sending only the Bf
110C to interdict the 13th Army HQ. The Bf 110C is taken from
the Ready Box and placed on 2231. There is no Air Combat, so
the Soviet player rolls for AA fire, adding the (+1) DRM for the
HQ. The die roll this time is a 4, modified to a 5 by the DRM.
A modified roll of 7 or less allows Interdiction to succeed, so
this time a smiling Axis player places an Interdiction Level 1
marker on the hex and places the Bf 110C in the Flown Box. The
Axis player also rolls to see if the HQ turns to its Non-Op side,
but he rolls higher than a “1” so the HQ remains Operational. Fig. 12: German Declared Attacks are marked.
Soviet Reaction Phase
The Soviet player cannot perform any reaction movement
because the Interdiction Level 1 marker reduces the command
value of the HQ by one (making it zero), nor can he issue any
Orders. The 29+49 Artillery can still be committed to support
Fig. 10: This time Axis one of the two Defender hexes because both are in range. Both
air units successfully Defender hexes could use the support, but the Soviet player
interdict the Soviet 13th decides to allocate the unit’s support to Novyy Borisov. This
Army HQ, now in 2231. will ensure that the Axis attack there cannot be made at odds
greater than 2-1. Without support, the Axis attack on hex 2030
Axis Movement Phase
will also be made at 2-1 odds, but in both cases there is a sig-
The Axis player moves the 88th Recon Battalion to hex 2031and nificant chance for Axis retreats.
the 817th Artillery to 1831. The 413th Engineers conduct In-
filtration Movement to move from hex 1729 to adjacent hex Axis Combat Phase
1830. Because it is motorized with an MA of at least seven, The Axis player now resolves his attacks, first allocating the Ju 87
it can spend its entire MA to move from one hex in an enemy to Defender hex 2030 for a CAS mission there. There is no Air
ZOC directly into another hex in enemy ZOC. The three units Combat or AA fire so the mission automatically succeeds. The
of 18th Panzer Division in 1629 and the Nebelwerfers in 1631 Axis player places the Ju 87 in the Flown Box, and notes the
rejoin in hex 1729. (–2) DRM for the Declared Attack in that hex.
Continuing with the Declared Attack in hex 2030, the Axis
player allocates the 1 support point of the 817th Artillery to the
combat, making the final count for the combat 4 Axis attack/
support strength points against 2 Soviet defense strength points
for 2-1 odds. The die is rolled and the result is 8. The Soviets
have a (+1) DRM because the 88th Recon Battalion must attack
the 12/1 Mos unit through a river hexside, but the Axis player
has a (–2) DRM from the CAS mission. The net DRM is (–1),
so the modified die roll is 7. There is no attacker loss, and the
defender must retreat. The 12/1Mos retreats two hexes to 2128.
The 88th Recon Battalion advances after combat into the now
vacant hex 2030.
In the second Declared Attack the Axis player declares Engineer
Effects because the 413th Engineers participate in the attack.
Here, 16 Axis attack strength points plus the 3 Nebelwerfer sup-
port points against 6 Soviet defense points and 2 support points
Fig. 11: German moves. make it 19 against 8, or 2-1 odds. The die roll is 3 (again).This

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BARBAROSSA: Army Group Center ~ Playbook 31

time the DRMs are (+1) for the Soviet strongpoint and (–2) for hex 2029, and ends adjacent to the 88th Recon. The 12/1 Mos
the Axis (–1 for declared Engineer Effects, and –1 for the Panzer armored unit moves one hex to 2129, making it also adjacent
Division Integrity).The net DRM is (–1) making the modified to the 88th Recon.
die roll 2. The result is 1*/2.
The asterisk by the attacker result is not good news for the Axis
player. The first step lost must be the armor because it is always
the first step to be lost because an undestroyed fortification was
attacked and the Soviets had an AA unit present. This is Armor
Attrition [BSR 16.33]. It occurs because the combat result
contains both a number and an asterisk. The armor takes a step
loss first, not the engineer. There is a total of two steps of loss
required, the one already allocated to Armor and the numeric
result which can be taken by any other unit. The Axis player
chooses to take one each from the 18th Panzer Regiment (to
satisfy the Armor Attrition loss) and the 413th Engineers. If
the 18th Panzer Regiment takes another step of loss, the Axis
player would use its reduced strength counter since the already
reduced unit cannot be turned again. The Soviet player must
remove the 7th AA unit as the first step loss (to inflict an armor
Fig. 14: Soviet Motorized Moves.
step loss on the attacker, the defender must also lose a step of
armor, AT, or AA in armor attrition). The second Soviet step lost Soviet Attack Declaration Phase
is the 47+50 Armored Train unit. Its loss reduces the defense The Soviet player now declares an attack against hex 2030, and
strength least, and it is most restricted in its movement, being places a Declared Attack marker on the hex.
confined to railroad hexes. Both removed Soviet units go to the
Cadre Box. The Nebelwerfer again retreats to 1631. Axis Reaction Phase
The Axis player wishes to issue a No Retreat order (Axis units
do not require HQs to receive orders) but unfortunately hex 2030
does not include eligible terrain [see BSR 12.53b for eligible
types]. He also commits the 817th Artillery to provide support
to the Defender hex. Terrain and enemy ZOCs make it impos-
sible for any Axis motorized units to move into the Defender
hex to aid the 88th Recon.
Soviet Combat Phase
The Soviet player commits the 29+49 Artillery to support the
attack, giving the attackers 9 attack and support strength points
against the 3 Axis defense and support strength points. Final
odds are 3-1. The Soviet player rolls the die, and gets a 4 for a
1/1 result. Each side loses one step. The 88th Recon is turned
to its reduced strength side as is the 6/1 Mos unit. Neither side
has had much luck moving defenders out of their hexes.

Fig. 13: Result of Turn 6 German attacks.


Axis Motorized Movement Phase
The Axis player elects not to move. He leaves 88th Recon
in 2030 thereby keeping it within support range of the 817th
Artillery. Moving the other motorized units at this point ac-
complishes nothing.
Axis Engineering Phase
Both players now turn their artillery units back to their active
(front) side.
Soviet Motorized Movement Phase
The Soviet player now knows that his defense is in trouble.
He abandons hex 1727, moving the reduced 175/1 Mos to
hex 1829. The 6/1 Mos moves from 1829 through 1928 into Fig. 15: The situation after the Soviet Attack.

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32 BARBAROSSA: Army Group Center ~ Playbook

Soviet Movement Phase


The reduced 6/1 Mos moves back to hex 1829 to put up a last
stand defense of Novyy Borisov. The 1 Minsk unit moves to
2130, adjacent to the 12/1 Mos armored unit.

Fig. 17: German moves and declares an attack on hex 1829.


Soviet Reaction Phase
All Soviet motorized units are in Axis ZOC, so there cannot be
Fig. 16: Soviet moves after the attack.. any Reaction movement. Now that the 88th Recon is adjacent
to the 29+49 Artillery, it can no longer lend its support strength
Soviet Engineering Phase
to a non-adjacent Defender hex, so the only way to possibly
Both players now turn their artillery units back to their active hold 1829 is through the luck of the dice. The 13th Army HQ
(front) side. issues a No Retreat Order for the hex and places the appropriate
Administrative Segment marker face down.
The Interdiction Level 1 marker is removed from hex 2231 and Axis Combat Phase
the Turn marker advances to GT 7. The Axis player declares a CAS mission and places his Ju 87
air unit on the Defender hex. There is no air or AA combat, so
Turn 7 the mission succeeds. The Axis gains a (–2) DRM, and the Ju
Strategic Segment 87 goes to the Flown Box. The Axis player designates both the
The Soviet player automatically receives the 115th Tank Regi- Nebelwerfers and the 817th Artillery to contribute their support
ment. He places it aside for entry in the Soviet Motorized Move- points to the combat. The Axis player chooses not to place any
ment Phase. The Axis player rolls for Air Readiness. The Ju 87 orders.
passes on a die roll of 6 and moves to the Ready Box. The Bf
110C fails on a die roll of 9, and remains in the Flown Box.
There will be no Interdiction mission this time. The Ju 87 unit
is being saved for later.
Axis Movement Phase
The Axis player despairs of winning the Scenario, but is now
playing to inflict losses on the Soviets. The 101/18 Pz uses In-
filtration movement to enter hex 1728 and objective hex 1727
becomes Axis controlled because 101/18 Pz projects an uncon-
tested ZOC into the hex. The 413th Engineers use infiltration
movement to enter hex 1929. Novyy Borisov is surrounded!
The 817th Artillery moves to hex 1930, and the 88th Recon
uses infiltration movement to enter 2029. The Nebelwerfer Fig. 18: German air support allocated and Soviet orders are
moves to hex 1729. turned over to reveal “No Retreat”.

Axis Attack Declaration Phase The Axis forces bring a total of 17 attack and support points to
the combat against 4 Soviet defense strength points. The final
The Axis player places a Declared Attack marker on hex 1829.
odds are 4-1. The Soviet Orders marker is flipped to reveal No
Retreat. The die is rolled, and a 4 comes up. The net DRM is
(–1) counted as a (–2) Axis DRM for CAS and a (–1) DRM for
Panzer Division Integrity against a (+1) Soviet DRM for the
strongpoint and another (+1) DRM for No Retreat. The modi-

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BARBAROSSA: Army Group Center ~ Playbook 33

fied die roll is 3, which calls for the defender to lose two steps
and retreat.
There are only two defender steps in the hex. Both the reduced
6/1 Mos and 175/1 Mos are removed and placed in the Soviet
Cadre Box. The No Retreat provision becomes a moot point.
There is no extra step to lose, so it cannot happen. The Nebel-
werfers again retreat to hex 1631 but 52/18 Pz, 101/18 Pz, and
18/18 Pz. advance into hex 1829. Novyy Borisov is finally in
Axis hands.

Fig. 20: The Soviet 29+49 Artillery is successfully overrun,


and the 413th Engineers advance.
Due to the Soviet player’s rashness, things look better for the
Axis. They finish their portion of GT 7 controlling four of the
five objective hexes, but 2030 is vulnerable.
Soviet Motorized Movement Phase
The Soviet player can’t attack hex 2030 with the 12/1 Mos unit
from hex 2129 because it would also have to attack the 88th
Recon in hex 2029 (and the unit in 2028 which certainly would
Fig. 19: The capture of Novyy Borisov.
conduct Reaction movement into the hex). He moves the 12/1
Axis Motorized Movement Phase Mos armored unit from 2129 through 2230 to 2130 to help at-
The 52/18 Pz, 101/18 Pz, and 18/18 Pz attempt to overrun the tack hex 2030. It allows the Soviets to amass 5 attack strength
29+49 Artillery in 2028. They spend a half MP to enter 1928 points, including the 1 point from the 1st Minsk Regiment, to
using road movement. They pay another half MP as the cost attack 2030. The 115th Tank Regiment enters the map through
to enter hex 2028 (using road movement to cross the hexside) hex 2230 and ends its movement in 2129 where it blocks Reac-
plus 1MP to conduct the overrun. The DRMs to the overrun tion Movement into 2030 with its ZOC.
die roll net out. The Axis receives a (–2) DRM for odds of 10-1 Soviet Attack Declaration Phase
or greater; the Soviets receive a (+2) DRM because the hex
The Soviet player places a Declared Attack marker on hex 2030.
contains woods terrain. The die roll is 2. The overrun succeeds.
The 29+49 loses one step which removes it, and it is placed in
the Soviet Cadre Box.
The Axis units still have a half MP remaining but can advance
no further. To enter hex 2128 would require 1.5 MPs to enter the
hex by road and pay the ZOC cost of the 12/1 Mos Tank unit.
Other Axis Motorized Movement: The 413th Engineer moves
from hex 1929 to 2030.

Fig. 21: Soviet units, aided by the newly-arrived 115/57 Tank,


StuG III B move into position to attack the German 413th Engineer unit
in hex 2030.

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34 BARBAROSSA: Army Group Center ~ Playbook

Axis Reaction Phase 11.2 Air Mission Examples


Movement to the Defender hex is not possible, but fortunately, Note: The active player can assign no more than three air
the 817th Artillery still has its 1 support point unused. It is al- units to any air mission (Interdiction or CAS).
located to the Defender hex.
EXAMPLE 1: Interdiction
Soviet Combat Phase
There are 5 Soviet attack strength points against 3 Axis defense
and support points for final odds of 3-2. The die is rolled, and a
5 is obtained. The result is 1*/R. The Soviet attackers must lose
one step, so the 1st Minsk is removed and placed in the Soviet
Cadre Box. None of the asterisk conditions exist, so no further
losses accrue to the Soviets. The 413th Engineer retreats to hex
1829. The 12/1 Mos Tank unit advances into the now vacant
hex, and by the narrowest of margins, reclaims a victory for
the Soviet player.
As a combat force, the Soviets have been mauled, but they have
significantly delayed the Axis forces, upset their timetable, and Any map hex can be a mission hex for an Interdiction mission.
inflicted losses, earning them a victory. During the Axis Air Interdiction Phase the Axis player declares
an Interdiction mission against a map hex containing a Soviet
HQ. The Axis player takes one Bf 109 F (fighter) unit, one Ju 87 B
(bomber) and one Ju 88 B (bomber) unit from the Ready Box
of the Axis Air Unit Display and places them face down in the
mission hex. The Soviet player decides to oppose the mission.
He takes two MiG-3 F (fighters) from the Ready Box on the
Soviet Air Unit Display, and places them face up in the mission
hex. Because both players have air units in the mission hex, they
must now resolve Air Combat.
In Air Combat, all air units are either mission units or firing units.
Bombers (B type air units) are easy to classify. They are always
mission units. Their Air Combat Rating is used defensively only.
They never fire during Air Combat. Many fighters (F type air
units) are dual capable, possessing CAS or Interdiction ratings
as well as an Air Combat Rating (ACR). When dual capable
fighters are present in an air combat, the owning player must
Fig. 22: The Soviet attack vs. the 813th Engineers succeeds, immediately and irrevocably declare whether they are being
forcing the defenders to retreat and allowing a Soviet ad- used as mission units (performing CAS or Interdiction with
vance—and earning the Soviets a victory for this scenario. those ratings and using their ACR defensively) or firing units
(using their ACR to fire on opposing units).
The Axis player now reveals his three air units. Because the Bf 109F
is dual capable, the Axis player announces that it will be a fir-
ing unit for this Air Combat. The Axis player rolls one die and
refers to the Air Initiative table. The result of “1” indicates “Axis
Initiative, Local Tactical Advantage.” Axis Initiative allows the
Axis player, within limits, to structure the matching of opposing
air units for Air Combat resolution. Local Tactical Advantage
PTRD Anti-tank Rifle
applies only to a possible second round of Air Combat, and will
be covered later. Opposing firing units must be matched against
each other, so the Axis player allocates his one Bf 109F against
one of the MiG-3 units. The Axis player must now allocate a
mission unit against the remaining MiG-3 because he has no
other firing units remaining. Because it is his choice of which
mission unit to use, he chooses the Ju 88 with its ACR of three
instead of the Ju 87 with its ACR of one. The Ju 88 will be much
DShK Model 1938 harder for the MiG-3 to abort or damage. If the Soviet player
heavy machine gun had the Initiative, the weaker Ju 87 could have been chosen.

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BARBAROSSA: Army Group Center ~ Playbook 35

All firing units fire simultaneously in Air Combat. Mission units EXAMPLE 2: CAS
do not fire - they only defend using their ACRs. The Soviet player
fires at the Ju 88 with his MiG-3, indexing the –1 column of the
Air Combat Table (MiG-3 ACR of 2 minus Ju 88 ACR of 3).
He rolls a 6 (No Effect) result.
Now both players fire in the Bf 109F vs. MiG-3 engagement.
The German player indexes the +2 column on the Air Combat
Table (Bf 109F ACR of 4 minus the MiG-3 ACR of 2) and the
Soviet player indexes the –2 column (MiG-3 ACR of 2 minus the
Bf 109F ACR of 4). The Axis player rolls a 5, which damages
the MiG-3. The Soviet player rolls a 4, which has no effect. The
MiG-3 is placed in the Damaged Box. The Bf 109F remains for Situation: The Axis player has declared an attack against a hex
the second round due to Axis Local Tactical Initiative. containing several Soviet units, two of which are AA units. A
In most instances Air Combat would now be concluded. How- Declared Attack marker has been placed on the hex. At the start
ever, because the Axis player received a Local Tactical Initiative of the Axis Combat Phase, the Axis player allocates all desired
result, any unengaged Axis firing unit may choose a new target CAS missions, and one of them is allocated to this particular
and fire again. The only Axis firing unit, the BF-109F, is unen- Declared Attack. Unlike Interdiction, the only allowable mission
gaged (its MiG-3 opponent from the first round of air combat hexes for CAS missions are hexes with Declared Attack mark-
limped back to the Soviet Damaged Box). The only remaining ers. The Axis player allocates a Bf 109F and a Ju 87 from his
Soviet unit is the other MiG-3, so it becomes the target unit. Ready Box, placing them face down on the mission hex. Once
The Axis player again indexes the +2 column, rolls the die and the attacking player (the Axis player in this case) has allocated
obtains a 3, which is a “destroyed” result. The MiG-3 is sent all CAS missions, the defending player allocates his CAS mis-
immediately to the Soviet Destroyed Box. Because it was the sions to any hexes with Declared Attack markers. The Soviet
target unit in a Local Tactical Initiative situation, it cannot fire player allocates one MiG-3 fighter and an SU-2 bomber from
back. Air Combat is over. All remaining firing units (in this case, the Ready Box to perform a CAS mission in the example hex,
the Bf 109F) return to their respective Flown Boxes. The Ju 87 and moves the units face up to the map. Because both players
and Ju 88 continue the Interdiction mission. have air units in a mission hex, they perform Air Combat:
The Soviet player is able to conduct AA fire because an HQ oc- 1. The Axis player does not need to declare his Bf 109F is
cupies the mission hex (it could have also occupied any of the functioning as a firing unit; it does so automatically because it
six hexes surrounding the mission hex). The HQ will provide has a CAS rating of zero.
a +1 DRM to each Soviet AA die roll. The Soviet fires first at 2. The Axis player checks for Air Initiative by rolling one die
the Ju 88. The die roll is 8 (modified to 9 due to the HQ DRM), and referring to the Air Initiative Table. The die roll is 6, which
obtaining an Abort result. The Ju 88 is placed immediately in indicates no Air Combat. The fighters re-roll for readiness
the Axis Flown Box. The next die roll against the Ju 87 is a 5, [BSR 14.26b] (as there was no Air Combat) and return to their
but this time the HQ DRM is cancelled out by the Ju 87’s own respective Ready Boxes if they pass or Flown Boxes if they fail.
DRM of –1 against AA fire.
The rest of the Air Combat procedure is skipped. Both players’
The final die roll result remains 5, which equals “No Effect” on mission units must undergo AA fire, because both sides have
the table. The Ju 87 remains in the mission hex after Air Combat ground combat units qualified to deliver AA fire in or adjacent
and AA fire, so it automatically performs its mission. The Axis to the mission hex.
player receives one level of Interdiction in the mission hex for
each Axis Interdiction rating point remaining in the hex, up to The Axis player rolls a 3 with no DRMs which results in a No
a maximum of two levels. The Ju 87 has two Interdiction rating Effect result. The Soviet SU-2 unit remains in the mission hex.
points, so the Axis player places a Level Two Interdiction marker The Soviet player rolls a 10, modified by a +2 DRM (those
in the mission hex and moves the Ju 87 to the Flown Box. The two Soviet AA units contribute +1 DRM each), which yields a
air mission is concluded. The Interdiction marker remains in Damaged result when applying the –1 Stuka DRM. The Stuka
the mission hex until it is removed during the Recovery Phase. is removed from the map and placed in the Axis Damaged Box.
Until removed, it turns the mission hex and the six surrounding The SU-2 now automatically contributes its CAS Rating to the
hexes into a Zone of Interdiction affecting the Soviet player. For Declared Attack as a +1 Defender DRM. Return the SU-2 to the
a complete list of Interdiction Effects, refer to the Interdiction Flown box. Place a one numeric marker in the hex if desired.
Effects section of the 11x17 Chart Card.

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36 BARBAROSSA: Army Group Center ~ Playbook

11.3 Overrun Example ing hex C (a non-clear terrain hex) on a minor road. Adding two
more MPs would yield a cumulative total of six and one half
MPs. All the Axis units have MAs of seven: enough to pay the
MP costs of overrun. The overrunning stack has eleven attack
strength points: enough to meet the minimum 5–1 odds level
against the reduced Soviet division with two defense strength
points. The overrun die roll is made, and an 8 is obtained. This
time the DRMs are unfavorable for the Axis. There is a +2 DRM
for the 5-1 odds level and another +2 DRM for the hill terrain in
hex C. Even though the total DRM is +4, the maximum overrun
DRM is +3/–3. The modified die roll is eleven.
Not only does the overrun fail, but the overrunning stack must
also lose one step. The Axis takes the step loss from his Recon
unit, flipping it to it reduced strength side, 1-1-9. Overrun move-
ment ceases The only option remaining to the Axis player for
Situation: It is the Axis Movement Phase. The weather for the occupying hex C is to declare an attack against the hex at the
turn is Dry. The Axis player decides to overrun the Soviet artil- end of the Axis Movement Phase after possibly moving more
lery brigade in hex A with the force shown in the illustration. All Axis units adjacent to hex C and bringing Axis artillery into
of the German motorized units begin the Axis Movement Phase support range.
stacked together in the hex adjacent to hex A, so all can move
in the same stack. Because the Soviet artillery unit is in a hex
with a strongpoint, the Axis player must achieve 12-1 odds to
overrun. The Axis force has thirteen attack strength points. The
Soviet unit (being a lone artillery unit) defends with its defense
strength of one. With odds of 13-1, the Axis force meets one
of the two preconditions to overrun a fortification. It meets the
second because a motorized engineer unit is part of the stack
conducting the overrun.
The Axis player refers to the Overrun Table, rolls the die and
obtains a 3. The Axis player now applies the relevant DRMs:
1. Odds Ratio DRM: this DRM is –2 because the overrun odds
are 13-1 (exceeding the 10-1 ratio that provides the –2, but not
quite 14-1 which would provide –3).
2. Terrain DRM: there is a +4 DRM for the strongpoint.
The net DRM is +2 (–2 and +4), so the modified overrun die roll The situation after both Overruns have been completed.
is five. This result falls in the 3-7 range of the Overrun Table,
Note: At the start of this example, the Axis player had another
yielding a Successful result. The Soviet unit does not have to
overrun option available. Because the Soviet unit in hex A has
lose a step, but the Axis player places an Overrun marker on the
no ZOC, the overrunning stack could move into hex B and
unit and retreats it two hexes. The Axis stack must now advance
declare an overrun on the reduced division in hex C. Though
into the vacated Overrun Hex, having spent two and one half
the overrunning stack would be adjacent to two Soviet units,
MPs (one MP for the overrun attempt, one half MP to enter the
it would be in the ZOC of only the one being overrun, so the
Overrun Hex on a main road, and plus one MP for entering a
overrun would be permitted.
hex with a strongpoint). The Soviet unit in the Overrun Hex did
not exert a ZOC, but even if a Soviet ZOC had been exerted, The cost to move into hex B is four MPs (one MP for the Soviet
there would have been no MP cost paid because the Overrunning ZOC, one MP for entering the hex off-road and plus two MPs
stack began its movement adjacent to the Overrun Hex. The Axis for the woods in the hex). The overrun MP cost is again two
player “drops off” the engineer unit in hex A. The engineer is MPs. The overrun will be conducted at 6-1 odds, eliminating
left behind to destroy the strongpoint during the upcoming Axis the 5-1 Odds DRM. The overrun can still fail, but the odds
Engineering Phase. The reduced overrun stack keeps moving, of losing a step will be less. The trade-off is that insufficient
entering hex D on the minor road at a cost of one MP for enter- MPs remain to also overrun the Soviet unit in hex A even if
ing a non-clear terrain hex on a minor road and plus one MP for the overrun against hex C succeeds.
entering the ZOC of the Soviet unit in hex C (making a total of
four and one half MPs spent so far). The Axis player determines
if overrunning hex C is possible. The MP cost to overrun into
hex C would be one MP for the overrun plus one MP for enter-

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BARBAROSSA: Army Group Center ~ Playbook 37

11.4 Soviet Artillery Support Examples EXAMPLE TWO: Soviet Artillery Attacking Using HQ
Capability
EXAMPLE ONE: Soviet Artillery Defending
This example shows how more than one Soviet artillery unit
can contribute its support strength for an attack.
Initial Situation: The Germans have occupied Yartsevo (I-5514)
and Soviets want to mount a strong counter-attack to regain it.

Normally only one qualifying Soviet artillery unit can contrib-


ute its support strength to any declared attack (defending or The German has DS of 4 and is within range of support strength
attacking). from his own artillery giving a DS of 6 total. The Soviets have
In this example the Soviets are defending two hexes, and an two rifle divisions available with an attack strength totalling
artillery unit in one Defender hex can add its support. The 13th 6 and want to add the maximum of 6 support strength points
Army artillery can then either add its support strength to the from their artillery to accomplish the attack. The two in-range
first defender (top) or the 110th Rifle Division defender (below). artillery support strengths can already be added as they are
Since the artillery is not within command range of a HQ the both within range of the HQ, but that is not quite enough for
limit of one artillery unit per combat applies with this example. the intended attack.
There are two support options available: The HQ uses a command point to activate the rocket artillery
1. The 13th Army artillery adds support strength to the top de- nearby, also within HQ command range:
fender then the artillery stacked with that defender uses its DS
value of 1 (rather than its own support strength) to give a total
DS in the hex of 3 and will then have the support strength of 2
from 13th Army artillery to give a total DS of 5.
2. The 13th Army artillery adds support strength to the bottom
110th Rifle Division defender and then the total DS will be 6.
Option 2 may be the better option as it uses the full support
strength of both Artillery units and better supports the more
exposed unit on the road.

The activated rocket artillery can now be moved in the Soviet


Motorized Movement Phase prior to the Soviet Combat Phase
and it is moved to I-5615. For clarity the Activation marker is
placed under the unit for this example. The attack strength is
now 12 to the Defender’s 6 allowing a 2-1 attack:

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38 BARBAROSSA: Army Group Center ~ Playbook

Note 1: If the Defender hex were to be in the Command


Range of a Non-Op HQ, only one of the artillery units in this
example could contribute its support strength.

Note 2: Axis Air Interdiction can reduce the number of ar-


tillery units stacked with an HQ which can contribute their
support strengths by one for each Interdiction Level. In this
example, a Level One Interdiction marker in or next to the
HQ hex would allow only one of the two artillery units in that
hex to contribute its support strength.

The supplied attack is resolved on the CRT at 2-1 odds and a ‘6’
is rolled, giving a 1*/R. The German unit withdraws and Soviets
gain the Defender hex, albeit at the cost of a step. If the Attack
had been a Mandated Attack then the Soviets would have been
required to lose another step:

12.0 Designer’s Section


12.1 Unit Identification Abbreviations
Axis
AA Aufklärungs Abteilung (reconnaissance)
Ent Entgiftungs (chemical decontamination); these
units had heavy nebelwerfer rockets that took
considerable time to emplace.
GD GrossDeutschland; this elite army (not SS)
Finally after the attack the rocket unit must make a two-hex regiment boasted five battalions. It was very well
retreat [BSR 13.32] or is lost; fortunately, the Soviet can retreat armed and had an excellent record in combat.
it down the highway: Later in the war it was augmented and raised to
division status. Eventually the Gross Deutschland
became a full corps.
Kav Kavallerie (cavalry); this was the only cavalry di-
vision in the German army. It performed well. On
28 October 1941 it was withdrawn for conversion
into the 24th Panzer Division, which also had an
excellent record.
Lehr Lehr (Demonstration); these units were composed
of experienced personnel to demonstrate tactics
and unit proficiency to students at various combat
schools.
MG Machinegewehr (machinegun)
M Motorisiert (Motorized); in 1942 the title would
change to PanzerGrenadier

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BARBAROSSA: Army Group Center ~ Playbook 39

Pz Panzer (armored) It also meant a change in tactical organization and


RFSS Reichsführer SS; Originally Heinrich Himmler’s an increase in authorized equipment, but most
personal bodyguard, the unit had been enlarged such increases could not be accomplished until
to be available for regular combat. By 1944 it had the spring of 1942.
expanded to division status. MG Machinegun; groupings of static defense units
Sich Sicherungs (security); these divisions each built around a machinegun battalion and usu-
consisted of a regiment of regular infantry, a ally controlled by a Fortified Area brigade HQ.
Landeschützen regiment (personnel who were Because they had little or no transport, they were
not suitable for front-line duty), one artillery bat- positioned in fortifications.
talion, and assorted smaller detachments. These Minsk Composite unit raised on an emergency basis at
formations contained little heavy equipment and Minsk.
were intended strictly for occupation duty. Nav Naval
SS Schutzstaffel; most of the game units belong to NKVD Narodnyy komissariat vnutrennykh del (People’s
the Waffen (combat) branch of the SS. Commissariat of Internal Affairs); these units
SS Kav Kavallerie. Two regiments of cavalry were formed would not hesitate to fire on their own troops to
into a provisional brigade commanded by SS Bri- keep them in line. All regulars, Border Guards,
gadeFührer Hermann Fegelein. Formerly intended and internal security regiments which participated
as garrison or rear area troops, they were commit- in the campaign are shown in this game, the last
ted to the front line after engaging partisans and notorious for murder of their prisoners. The 226th
bypassed regular Soviet troops. The brigade was Convoy Regiment, for instance, figured promi-
virtually destroyed in fighting during the winter. nently in the Katyn Forest massacre of Polish
Fegelein, who later became an SS liaison officer prisoners captured during 1939.
(and married Eva Braun’s sister), was executed Tk Tank; this game distinguishes tank “divisions”
outside of the Führer Bunker on the Führer’s (and others) by this abbreviation
orders on 28 April 1945 for treason. WF Western Front; a composite unit controlled by
SS Mitte This is a composite regiment of SS; it controlled Front HQ
police battalions assigned to Army Group Center.
Yer Operational Group Yermakov, named for its unit
Additional police battalions were assigned to the
commander
security divisions.
Zap Zapasnyy polk (Replacement Regiment); these
SS R SS Reich; this motorized division had one num-
units had reserve, replacements, and depot func-
bered regiment and two named regiments as well
tions. Even NKVD rear security units would send
as a recon unit:
Red Army stragglers to an army Zap regiment
D Deutschland
for sorting out and re-equipping. Generally, one
DF Der Führer Zap regiment would be assigned per Army but on
Soviet special occasions more could be made available.
Zap units could find themselves on the front line
Abn Airborne; shortages of trained and ready forma-
during emergencies, and during 1941 there were
tions forced the Soviets to commit airborne troops
plenty of emergencies.
to the front line. All Soviet airborne personnel
were well trained, determined, and steady, but not
all were jump trained. Most airborne units were
converted to Guards status during summer 1942.
Army Army; a composite unit assigned directly to an-
army HQ command.
BF Bryansk Front; a composite unit controlled by
Front HQ
Comp composite unit; for simplification some small
historical units have been consolidated into larger
game units.
Gd Guards; denoting experienced, motivated, and
reliable troops, this honorific title was conferred
on formations that had distinguished themselves in
combat. Such honors usually brought an increase
in rank for the commander, more pay for everyone,
and greater priority in supply and reinforcement.

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40 BARBAROSSA: Army Group Center ~ Playbook

Soviet Military Schools Battalion commanders were either NKVD officials or chiefs of
As Axis forces advanced farther east, the Soviets mobilized the local police departments. IBs ranged in size from 30 to 500
their training academies as regular fighting units: anything to men, with 100-200 being the most common, and were organized
stop the invader. Many school units were evacuated far to the like the army into platoons and companies.
east but some were caught up in the fighting. Those actually The IBs were organized principally as infantry units although
participating in combat during the time frame of this game are some cavalry were formed in the North Caucasus. Members
shown here. Abbreviations used are: of the IBs were armed with rifles, submachine guns, pistols,
grenades, and other light weapons. They were mobile units,
BTTU Borisov Tank-Technical School
equipped with vehicle and horse transport. Missions included
BVTU Bobruysk Military Tractor School protecting important economic objectives in the rear of Soviet
ChVIU Chernigov Military-Engineer School forces, and combating enemy sabotage groups and airborne
GVPU Grodno Military-Political School landings. Many IBs, however, participated in defensive battles
LSMU Lepel’ Mortar School with enemy forces and were often used as replacements for
MPU Mogilev Infantry School Red Army units. A number of IBs formed the basis for partisan
detachments.
MTU Minsk Red Banner Tank School “named for M.I.
Kalinin” [For the game all these units have been folded into other militia,
reserve, and school units.]
OPU Osipovichi Infantry School
OSHMN Okruzhnaya shkola mladshego nachsostava (Dis- Narodnoye Opolcheniye (militia): After Leningrad and
trict School for Junior Commanders; of the Border Moscow began forming Narodnoye Opolcheniye (NO) on their
Guards) own initiative, the State Defense Committee issued decrees be-
ginning 4 July 1941 covering all remaining able-bodied men in
SAU Smolensk Artillery School
the country. Generally, cities (or Oblasts) created divisions and
VPU Vilnius Infantry School state enterprises formed regiments, battalions, or companies, all
organizationally corresponding to that of the Red Army, although
initially using district names instead of numerical designations.
Personnel were drawn mainly from the working class and in-
cluded a significant party and Komsomol contingent, but few
NKVD. The higher command positions were filled by regular
officers of the Red Army or assigned from reserve. The remain-
ing positions were filled by bringing in persons who earlier had
served in the army or had military experience. Special units
were manned by regular army personnel. Throughout the war,
a total of about 60 divisions and 200 regiments of Opolcheniye
were formed. Because of the fast-approaching frontline, many
formations achieved only a brigade level of organization before
engaging the enemy. On 23 September 1941 the State Defense
Committee regularized all Opolcheniye and placed them under
direct Red Army control. The Opolcheniye was supposed to be
the People’s Reserve and be steadfast in the defense. In battle,
their quality proved quite variable.
12.2 Historical Notes Narodnoye Opolcheniye abbreviations that are used in the game:
12.21 Soviet Volunteer Units Gomel Gomel’skiy
By Vance von Borries and Thomas F. Burke MDNO Moscow Division of Narodnoye opolcheniye
Milit Militseyskiy
Istrebitel’nyye Batal’ony: Known as “Destroyer” battal-
Pervo Pervomayskiy
ions (IB), these formed within three days starting 24 June 1941
on the basis of two decrees by the Soviet of People’s Commissars Pred Predpriyatiya
of the USSR. IBs were formed mainly from party and soviet Tsentral Tsentral’nyy
assets (the party and Komsomol contingent was 80-90 percent), Trubo Truboliteynyy zavod
dedicated and trustworthy volunteers, who were physically fit Zhelez Zheleznodorozhnyy
and trained in military respects but not subject to call-up into
the Red Army. The training of the battalions and their activities
were directed by special staffs formed in the various regional
departments and directorates of the NKVD.

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BARBAROSSA: Army Group Center ~ Playbook 41

12.22 German Heavy Rocket Launchers and regular arrangement of the launchers. The heavy rocket’s
By Vance von Borries and Thomas F. Burke shell casing was not bullet-proof, so the effects of enemy fire
had to be avoided. Great time was required to reconnoiter the
Among the Nebeltruppen (chemical troops), besides the l0cm firing positions, to emplace the launchers, and to supply them
mortar battalions and l5cm Nebelwerfer regiments, there were with ammunition, and because of these difficulties much of this
other units equipped with 28cm and 32cm rocket launchers, activity was conducted at night. Even the noise of the impact
known as the Schweres Wurgeraet. These units were known as of the ground stakes needed to be camouflaged. In the selection
the Entgiftungs Abteilungen (decontamination battalions) of of firing positions, the heavy launchers were supposed to have
which five (101 - 105) were present at the start of Barbarossa. priority over all other weapons.
These battalions each consisted of 3 batteries; two batteries had The Schweres Wurgeraet was considered a Schwerepunktwaffe.
decontamination equipment, but the third was equipped with Its operation saved through a single fire strike a great expenditure
launchers for the 28/32cm rockets. Also, Nebelwerfer Abt.8 of regular artillery ammunition. Because of its low penetrating
had three batteries with 80 heavy launchers instead of a normal power, barbed-wire obstacles, barriers and minefields were
equipment of 10cm mortars. The heavy launcher battery had considered particularly suitable as targets. Its operation was
40 launchers divided among two firing platoons; each platoon particularly successful against lightly covered area targets and
had four launcher crews, each crew member responsible for inhabited localities.
operating five launchers. The launchers were simple collapsible
frames upon which 4 rockets in their shipping crates were placed. 12.3 Suggested Reading
The launcher frames came in two types: Schweres Wurgeraet
There is now a large body of literature on the general subject
40 made of wood, and Schweres Wurgeraet 41 made of steel
of this game. With the first edition of this game, the great bulk
tubing. The heavy rockets were also fired from a specially
of it was not available in the English language. Today we find
equipped halftrack, the SdKfz 251/1, on which was mounted a
much more becoming available.
steel tube frame, Schwerer Wurfrahmen 40, which could carry
6 heavy rockets. 1. Carell, Paul, Hitler Moves East 1941-1943, New York, 1964.
The maximum range of the Schweres Wurgeraet was 1700-1900 2. Erickson, John, The Road to Stalingrad, New York, 1975.
meters; minimum range was 800 meters. Because of the very 3. Fugate, Bryan and Lev Dvoretsky, Thunder on the Dnepr,
high shock effect created by its munitions, it was nicknamed Novato, CA, 1997.
“Stuka zu Fuss.” 4. Glantz, David M., Barbarossa Derailed, two volumes, Helion
The 32cm rocket contained 50 liters of Flammoel and was called & Company, 2010, 2012.
a “flying flamethrower.” The impact of the rocket dispersed the 5. Glantz, David M., The Initial Period of War on the Eastern
oil over a wide area that was set aflame. The Flammoel had, in Front, London, 1993.
addition to its inflammable effect against all combustible objects,
a profound psychological effect. For the best effect, a mixture of 6. Haupt, Werner, Army Group Center, the Wehrmacht in Russia
high explosive and flame rockets was employed with a ratio of 1941-1945, Atglen, PA, 1997.
l to 2, respectively, with the firing of the high explosive rockets 7. Luther, Craig W.H., Barbarossa Unleashed, the German
30 seconds before the flame rockets. Blitzkrieg through Central Russia to the Gates of Moscow,
The 28cm rocket was filled with 50 kilograms (110 pounds) June-December 1941, Atglen, PA, 2013.
of high explosive. By comparison, the round for the 15cm Ne- 8. Seaton, Albert, The Russo-German War, New York, 1971.
belwerfer contained only 25 kg of HE. The rapid sequence of 9. Stahel, David, Operation Barbarossa and Germany’s Defeat
detonations on a target by a salvo of these rockets created a quick in the East, Cambridge University Press, 2009.
alternating succession of strong high and low pressure waves 10. Trevor-Roper, Hugh R., Blitzkrieg to Defeat, New York,
which caused immediate death by the tearing and bursting of the 1965.
inner organs. This effect led to the legend of the “air pressure
shell.” In this regard Otto Skorzeny in his memoirs mistook the 11. Ziemke, Earl and M.E. Bauer, From Moscow to Stalingrad:
heavy rockets used before Moscow in late 1941 for “liquid-air- Decision in the East, Washington, 1987.
filled rockets.” According to Skorzeny, the rockets produced Additionally, much material is available on the internet, includ-
ing videos and contemporary newsreels. Much of the internet
“...a frightful effect which resulted in a visible reduction
material is background and technical data about weapons but
in the will to resist on the part of the enemy…Several days
you can also find articles about the campaign.
after the first use..., the Russians let us know by loudspeak-
ers that they would employ poison gas if we continued to
fire these rockets.” 12.4 First Edition Designer’s Notes
Barbarossa: Army Group Center constitutes the third in a series
In action, a heavy launcher battery could fire 160 rockets in
of games that covers the early stages of the war in the Soviet
15 seconds with a total of 8000 kg of high explosive or 8000
Union during 1941.We have outfitted this game with a game
liters of Flammoel at a target. The battery firing position was
system, rules, analysis, scale, and many of the same charts and
difficult to select and camouflage because of the linear order
tables you will find in the first two of this series.

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42 BARBAROSSA: Army Group Center ~ Playbook

Axis plans for the invasion of the Soviet Union in June 1941 language sources and this time we are favored with being able to
called for dividing the invading army into three parts, each gen- present researcher Tom Burke’s concise bibliography of the more
erally representing one German Army Group against one Soviet important of those. The result of Tom’s considerable efforts in
Direction (strategic grouping of armies). This game presents the interpretation can be seen in the great detail in the game’s OoB.
central and most important sector of the Axis invasion. Each
Some situations deserve more discussion. Some German Bf 109s
of the two players then represents the equivalent of an army
have strength 3 instead of 4; this reflects the difference between
group commander.
type E vs. the better type F aircraft - perhaps a bit exaggerated,
We chose to end the game in early September because this is the but necessary. The German Entgiftungs units do not seem to
point chosen by Soviet historians as the time of conclusion of appear in other East Front games, possibly because of scaling
defensive operations to stop the German advance in the Moscow problems (but probably because of misinterpretation), so their
direction. It also coincides with the move off the south edge of moment in wargaming has come. German heavy artillery has
Guderian’s Pz.Gp 2 toward Kiev in coordination with operations certainly made appearances in other games but perhaps are more
by Army Group South. appropriate and better depicted here (again, a scaling advantage).
The choice of a September conclusion date for the campaign Some had surprising ranges. We have omitted details regarding
generally guided choices for victory conditions. In broadest SS activities in occupied areas, so no death squads and almost
terms, the Axis invaded the Soviet Union with the intent to no police battalions. Keep in mind that these particular SS
achieve victory by conduct of a Blitzkrieg campaign. Such a troops or SS-controlled troops (the police) were poorly trained
style of campaigning requires certain objectives to be taken for action against a properly armed opponent. Likewise, armed
according to a time table. If delays become too serious, the Baltic patriot bands are not included because they had little
schedule is upset, the enemy may recover, and a quick victory effect at the operational level of military activity. There were
would no longer be possible. The historical campaign can be perhaps 34000 armed Lithuanians in June 1941, but all were in
viewed as an upset schedule (although more upset by German very small units. This changed somewhat in Latvia and more
High Command’s own indecision than Soviet action). Failure so in Estonia, both outside the scope of this game.
to achieve their Blitzkrieg objectives led directly to attritional Although many Soviet units appear only in the Special Re-
war, a war in which the Soviet Union carried an advantage and inforcement Pools, we generally must figure Soviet High
indeed it used that advantage to achieve eventual total victory. Command is reinforcing as fast as possible. The Pool Groups
Working out a balance of victory conditions for the campaign represent either special strategic reserves or groups not quite
scenario and for each scenario proved to be the greatest design ready for combat due to lack of arms or delayed trains, etc.
challenge. The popular conception is that all aspects of such a A release of such a group means the arms or the trains could
campaign, even in its segments, would so favor the Germans have arrived earlier. The Moscow Militia was a special group.
as to be uninteresting. This in fact presented a serious problem No more reliable or better trained than any other militia, they
for the two 22 June scenarios but in these, more than elsewhere, enjoyed great numbers and were ordered forward, first to man
the Germans must adhere to a schedule. A close reading of the the Mozhaisk Line [see Barbarossa: Typhoon] and then later to
historical record bears out German army commanders’ concerns join the Reserve Front.
about moving east fast enough, of where to close the trap to The Reserve Front is represented by all those garrison units
pocket Soviet troops, of how broad an advance, and on just what spread in a line near the east edge. These are units not quite
line to advance. For the campaign and certain other scenarios, ready for combat, so when you release a hex full of units, you
the Victory Plan draw burdens the Axis player with a great many should assume you have provided a final load of arms, supplies,
objectives, not all of which can be achieved, but it is his choices and transport.
which make the situation into a game.
A few Soviet units show an alternate unit ID in parenthesis; this
Map research problems were solved by much the same method was an original unit ID but rather than pick up one counter and
as done in the earlier games. Check the Designer’s Notes there put down another with the exact same strengths, it is better to use
for details. I can attest that drawing the Pripyat Marsh was just the one counter and show the earlier ID. Some consolida-
particularly tedious - not something I would ever wish to do tions were necessary which is why in many instances we paired
again. Some scenarios required a close examination of Ger- together units of the same function, such as with many Soviet
man situation maps. I traced the progress of each division to artillery regiments. By contrast, we split apart some divisions
determine exactly when it entered or left the play area. There into their component regiments in order to get a correct battle
is less precision with the Soviets because the maps are poorer feel and to properly cover long frontages.
and that in turn is because so many records were lost. Even so,
The Soviets reorganized their armored forces during the time
much can be deduced based on experience, the written record,
period of this game and we have simplified much of this pro-
and allowance for the breaking up of units to cover emergency
cess, in particular with the 100 series armored divisions; my
situations.
apologies to the purists for not tracing every detail. Let me also
General research was plagued by a shortage of good English- note that although the “heavy” cavalry divisions all contained a
language sources. Generally speaking, there is a paucity of these tank regiment, these tanks were types T38 and T40, of almost
for all East Front campaigns of the war. There are many Russian negligible value in combat except in the reconnaissance role.

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BARBAROSSA: Army Group Center ~ Playbook 43

A more elaborate discussion of the Soviet NKVD will follow in WA map was an important addition. Now that we have better
the next game but let me point out briefly that it was the NKVD source maps we are able to more properly draw this area and
Convoy Regiments (security units in the game) that guarded it needed fixing. Therefore, it becomes a revision to a portion
POWs and other prisoners (mainly Polish). of the original Map W found in the Army Group North game.
Let me add that I am particularly pleased with this game’s Second edition AGN will include a fully revised Map W. Map
Learning scenario. I took great pains to make it balanced and WA extends the AGC game area to include a more accurate Army
sufficiently interesting for repeat play. The situation is relatively Group Boundary and thereby properly completes the AGC game
free of outside influence, it involves combined arms attacks by subject matter. It also simplifies things by removing the old rule
both sides, and it should make for a very interesting battle game for the Velikiye Luki Offensive.
at the tactical scale for some enterprising designer. The Rules
As already stated, this game series will not digress into political Without a doubt this area presented the greatest challenge.
policies any more than how these might directly affect military The whole rules book has been rewritten, reorganized, added
operations. We hope to produce a game you will enjoy playing. to and trimmed of excess, and it includes more clarifications.
The standard rules set took so much time because you will use
Finally, let me extend my considerable appreciation to publisher
it throughout the series. Its rules will apply in a wide range of
Gene Billingsley, to my playtesters, to researcher Tom Burke,
situations. Naval rules were almost entirely moved over to a
my extra thanks to developer Tony Curtis, and my thanks to all
separate folder (to be found in later games) to reduce the rules
who have generously written of their support of this game series
load here. The Army Group Center topic has no involvement
and of what they hope to see in future games.
with naval matters.
Vance von Borries
In our discussions we determined the original rules also needed
clarity and to be more accessible. Accordingly, we made more
use of bullet points, brief examples, and references to related
rules sections. The old rules had too many instances of critical
points scattered over the length of the rules. We prioritized
bringing these points together as opposed to a strict following
of the sequence of play. The Expanded Sequence of Play should
answer most of your questions on sequencing of functions. We
also provide a rules index to facilitate finding a rule. Then here
in the Playbook you can find several comprehensive examples
of play to illustrate important concepts. To preserve continuity
we tried to keep the charts and tables essentially the same as
seen previously. Some material formerly found only on some
charts and tables will now also be found in the standard rules.
Additional material can be found that fits concepts first devel-
oped in later games in this series and now brought forward. We
dropped the “Army Group North” scenario found in the original
game. It can be found in its entirety in the AGN game in this
series, so there is no need to reproduce it here.
The OoB
Second editions provide a convenient moment for fixes. Quite
a lot of newly available information has appeared since the first
editions. You will find differences too numerous to list here in-
12.5 Second Edition Designer’s Summary dividually, everything from a slight change in arrival turn or set
This game forms part of a series that has grown considerably to up hex to a whole new analysis of how to treat classes of units.
portray the WW II campaign in the Soviet Union during 1941. We worked to get the initial set ups correct for each scenario
When these games are all laid out, it catches the imagination and then, for instance, found that the Soviet air force was far
with its truly grand scale and scope. So now with the second more massive than that shown in the first edition.
edition printings of this game series, we can display much new
historical information that was not previously available. You will Overall, while we have preserved the first edition game, practi-
find this in the highly detailed OoB and in the various changes cally everything has been improved and enhanced. Perhaps every
in the game mechanics. rule has been rewritten for ease of reading and comprehension.
The new thinking on game mechanics and looser restrictions
The Map should open up the game for more action. We hope you will
You will notice that little has changed from the first edition. enjoy this game and the whole series.
Some roads could have been reconfigured; a zig instead of a Vance von Borries
zag, but this would have added nothing of any real value. The

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44 BARBAROSSA: Army Group Center ~ Playbook

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BARBAROSSA: Army Group Center ~ Playbook 45

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46 BARBAROSSA: Army Group Center ~ Playbook

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BARBAROSSA: Army Group Center ~ Playbook 47

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48 BARBAROSSA: Army Group Center ~ Playbook

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BARBAROSSA: Army Group Center ~ Playbook 49

c. Receive Attack Supply Points (ASPs) [6.45]. Convert ASPs


Expanded Sequence of Play into MSUs or Dumps. Set these aside until the movement phase
they enter the map.
A. STRATEGIC SEGMENT
d. Units that start the turn in the Active Box are placed during
1. Weather Phase the Reinforcements Phase on any supplied and friendly city or
a. Determine the weather condition from scenario instructions major city at one unit per city [8.31].
or the appropriate scenario Weather Table [5.1]. e. Withdraw required units (or their substitutes) or adjust the
b. If Storm occurs: VP marker on the VP Track [8.5] as applicable.
• Move all air units in Ready Boxes to the Flown Box, f. Place Soviet Reservists [7.8].
including reinforcing or replacement air units [9.1] g. The Soviet player declares, for certain scenarios, those units
received this turn. that will convert to Guards [see Playbook].
• Conduct flotilla repositioning [22.54b and 22.55].
h. Victory Plan determination [only in certain scenarios].
2. Replacements Phase
4. Air Phase
a. The Soviet player uses the Replacements Table to determine:
a. Determine Air Readiness in the following order. Refer to the
• Strongpoints received [7.41]; set these aside until the Soviet
Air Unit Status Tracks.
Engineering Phase [18.44].
1) Air units in Flown Boxes [9.21].
• Types A and I RPs: adjust the Repl. markers for new RPs
received [7.31 and 7.32]. 2) Air units in Damaged Boxes [9.22].
• Record M results with the Mandated Attacks Not Yet Made b. Conduct Air Interdiction Missions [14.61], Axis first. Place
marker [7.51 and 12.36c]. the Interdiction marker if there are any surviving mission air
units and in the Naval Movement Interdiction Box [see Naval
• For every R result, remove two Garrison markers now,
Module 31.12].
or set aside one Special Reinforcement Group to enter as
reinforcements. Adjust the VP marker as applicable [7.52]. c. Air Bombardment Mission [AGC Playbook 5.1].
• For every S result, remove one Emergency Supply or Out d. Check for ZOI effect on Soviet HQ units [14.66b].
of Supply marker at the end of the Supply Status Phase, or
receive one additional ASP to enter in addition to regular 5. Naval Readiness Phase [Naval Module]
reinforcements [7.53]. For each naval unit in port, conduct either:
b. The Axis player refers to the scenario set up card for: • Naval Readiness [Naval Module 25.3], or
• Use-or-Lose RPs [7.63]. • Naval Damage Repair [Naval Module 27.6].
• Type A RPs and Type I RPs received this turn; adjust Axis 6. Supply Status Phase
Repl. markers [7.61 and 7.62].
a. Trace supply to all on-map units [6.1]. Where supply status
• Independent RSC creation [7.61d and 23.12]. has changed, remove Emergency or Out of Supply markers if
c. For both players: now in General Supply [6.32], turn Emergency Supply mark-
• Use-or-Lose RPs are found only on set up cards. Use them ers to Out of Supply [6.34], and place new Emergency Supply
now as stated in their respective rules. markers [6.33].
• For each Type V result move one air unit to the Ready Box b. Place Out of Supply markers on Out of Supply strongpoints
[7.33 and 7.63]. Those not used now are lost. [6.36].
• Place Receiving Replacements markers as desired onto c. The Soviet player can remove one Emergency Supply or Out
friendly units [7.71]. These units cannot move. of Supply marker for each S result received this turn [7.53].
3. Reinforcements Phase
d. Remove MSUs or reduce Dumps serving as one-turn tem-
a. Remove available reinforcements and chosen Special Rein- porary Supply Sources [6.26]. Remove Emergency and Out of
forcement Groups [8.2] from the set up cards. Adjust the VP Supply markers from hexes now also put in General Supply.
marker if required.
e. Check for Strongpoint Deterioration [6.36].
Place ground units at entry locations [8.11] at map-edge or on-
map (including any new Axis railhead marker entering) and f. Axis Fuel Shortage Determination [6.5].
place air units on the Air Unit Status Tracks [8.15].
b. Players receive their specific RPs as shown on the scenario
set up cards and record them on their respective Replacement
Tracks.

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50 BARBAROSSA: Army Group Center ~ Playbook

B. AXIS PLAYER SEGMENT 4. Axis Combat Phase


1. Axis Movement Phase a. Amphibious Assault combat [Naval Module 30.16].
a. Inspect enemy units [Optional Rule; see Playbook 4.7]. b. Shipping Attack Mission [Naval Module 31.2]
b. Detach Regiment Substitute Counters [23.2]. c. CAS Mission air unit allocation sequence [14.24]:
c. Conduct ground unit movement 1) The Axis player moves air units from his Ready Box and
places up to three face-down on each desired Defender
1) All unit types are allowed to move. See the Movement
hex [14.21b and 14.52].
Phase Chart for allowed MA for each unit type category.
2) The Soviet player moves air units from his Ready Box
2) Bridge Marker Placement:
and places up to two face-down on each desired Defender
• Place completed Bridges over (non-major) rivers hex [14.21b and 14.52].
[22.24a] at any time.
3) Both players reveal their air units and declare them as
• Place Bridges and Ferries on their under-construction mission units or firing units [14.12].
sides over major rivers [22.23c and 22.32].
d. CAS Mission Sequence [14.25] for each Mission hex:
3) Movement procedures allowed:
1) Determine Air Initiative [14.31].
• Reinforcement entry [8.1]
2) Conduct air combat [14.32 and 14.33].
• Railroad [11.1]
3) Both players resolve AA Fire [14.4].
• Strategic [11.2]
4) Net the surviving opposing CAS points in each Mission
• Overrun [11.3]
hex. Convert remaining CAS points into a combat DRM
• Infiltration [11.4] [15.55].
• One-hex [11.5] e. Axis player conducts Declared Attacks in any order desired
• Map Exit [11.6] [15.1] and follows this sequence for each Declared Attack:
• Armored train/railroad artillery [11.12 note, 13.33, and 1) Make the final declaration of which of his units will
21.32d] participate in this combat [15.47b].
• Air Transport missions [14.75] 2) Attacker issues Retreat orders [12.5].
• Flotilla [22.51] 3) Declare those MSUs or Dumps that will provide Attack
• Naval unit movement [Naval Module 26.1] Supply Points [15.21].
• Naval Evacuation [Naval Module 28.2] 4) The attacker allocates artillery support [15.33 and 15.34].
• Amphibious Assault naval movement [Naval Module 5) Conduct S-H artillery bombardment and Citadel
30.1] Destruction [13.43 through 13.46]. Place applicable
d. Adjust the VP Track for VP hexes occupied [24.2]. Fortification Destroyed markers [18.13].
e. Recombine Regiment Substitute Counters [23.3]. 6) The Soviet player reveals his Untried units. Remove any
marked “Remove” [15.43].
2. Axis Attack Declaration Phase 7) Spend ASP(s) for Declared Attacks that are provided
a. Declare all attacks and mark Defender hexes with Declared Attack Supply [6.48d and 15.45].
Attack markers [12.1]. 8) Both players total their participating attack strength,
b. Conduct Shipping Attack missions [Naval Module 31.2]. defense strength, and artillery support strength [15.4].
9) Reveal any defender Orders marker.
3. Soviet Reaction Phase
10) Both players turn used artillery to their Fired sides [13.12].
a. Eligible motorized units conduct Reaction Movement, moving 11) Determine final combat odds [15.47].
at one-half MA [12.4].
12) Net Axis and Soviet DRMs. The final DRM cannot exceed
b. The Soviet player designates artillery support for Defender +3 or –3 [15.5].
hexes [15.32]. 13) Resolve the combat using the CRT [15.6].
c. The Soviet player issues Retreat orders [12.5]. 14) Remove Declared Attack [15.6] and Retreat Orders markers.
15) Apply combat results [16.1 through 16.3].
16) Conduct retreats [16.4].
17) Conduct Advance after combat [16.5].
18) Naval movement might be required [Naval Module].
19) Adjust the VP Track for VP hexes captured as a result of
combat [24.2].
20) Remove all spent ASPs [15.45].

© 2021 GMT Games, LLC


BARBAROSSA: Army Group Center ~ Playbook 51

5. Axis Motorized Movement Phase C. SOVIET PLAYER SEGMENT


a. Only the following units are allowed to move: Note the change in sequence. When a phase is noted “same
• Motorized units at one-half MA as,” return to the identical phase in Segment B and substitute
“Soviet” wherever “Axis” appears, and “Axis” wherever “So-
• Cavalry at one-half MA
viet” appears.
• Flotillas at full MA if not moved in Movement Phase
b. Movement procedures allowed: 1. Soviet Motorized Movement Phase
• Reinforcement entry [8.1] (for motorized and cavalry units a. Inspect enemy units [Optional Rule; see Playbook 4.7].
only) [10.12] b. Conduct ground unit movement.
• Overrun [11.3] 1) See the Movement Phase Chart for the allowed MA for
• Map Exit [11.6] each unit type allowed to move this phase.
• Armored train/railroad artillery [11.12 note, 13.33, and 2) Declare those HQs doubling their command values for
21.32] Mandated Attacks [12.35].
• Flotilla movement [22.51] 3) HQ units activate non-motorized units [10.13 and 21.12a].
• Naval unit movement [Naval Module 26.1] 4) Bridge Unit Placement
• Naval Evacuation [Naval Module 28.2] • Place completed Bridges over (non-major) rivers
c. Axis Motorized Combat: only for Axis motorized units on an [22.24a]
Inset map. Follow Axis Player Segments B.2 through B.4 [17.6]. • Place Bridges on their “Under-construction” sides over
d. Adjust VP Track for VP hexes captured [24.2]. major rivers [22.23c; Restriction: 22.25]
• Emplace Ice Bridge [in certain Playbooks]
6. Axis Engineering Phase 5) Special Movement procedures allowed:
a. Spend Axis RPs to: • Reinforcement entry (motorized and cavalry only) [8.1
• Increase each receiving unit by the allowed number of and 10.12]
steps, then remove the Receiving Replacements markers • Overrun [11.3]
[7.73] • Infiltration [11.4]
• Move units from the Cadre Box to the Active Box [7.61b • One-hex [11.5]
and c, and 7.62b]
• Map Exit [11.6]
• Move units from the Eliminated Box to the Cadre Box
• Armored train/railroad artillery [13.33 and 21.32]
[7.61a and 7.62a]
• Flotilla [22.51]
b. Turn strongpoints under-construction to their completed side
[18.45c]. • Naval unit movement [Naval Module 26.1]
• Naval Evacuation [Naval Module 28.2]
c. Place new strongpoints under-construction in allowed hexes
[18.45a and 18.45b]. An engineer can speed construction [18.44c • Amphibious Assault naval movement [Naval Module
and 22.11]. 30.1]
c. Adjust VP Track for VP hexes regained [24.2].
d. Conduct Axis Railroad Conversion [19.2].
2. Soviet Attack Declaration Phase
e. Conduct Bridge Repair [22.4] and complete Bridge unit and
Ferry unit construction over major rivers [22.24c and 22.32]. - Same as Axis Attack Declaration Phase [12.11].
f. Remove Overrun markers from Soviet units [11.38d]. 3. Axis Reaction Phase
g. Conduct Fortification Destruction [18.13]. a. Same as Soviet Reaction Phase.
h. Turn desired Axis Super-Heavy artillery units to their Firing b. Use the Shipping Attack Table for Axis air units and apply
side, if they did not move during the turn [13.42b]. Damage Points [Naval Module 31.22].
i. Both players turn their Fired artillery units over to their Ac- 4. Soviet Combat Phase
tive side [13.12].
a. Same as Axis Combat Phase [15.0 and 16.0], except as in
j. Axis Logistics Pause ends on designated GT per TRT. [see 14.21b.
Playbook 6.1].
b. Amphibious Assault combat [Naval Module 30.16].

© 2021 GMT Games, LLC


52 BARBAROSSA: Army Group Center ~ Playbook

b. Spend Type I RPs to move Zap units from the Cadre Box to
5. Soviet Movement Phase
the Active Box [7.43a].
a. Conduct ground unit movement
c. Turn strongpoints under-construction over to completed
1) All unit types are allowed to move except: [18.44b].
• Units with Activation markers d. Place onto the map those new strongpoints under-construction
• Units with Receiving Replacements markers [18.43 and 18.44] that were received this turn. Engineers can
• Armored Trains and flotillas that moved in the speed strongpoint construction [18.44c and 22.11].
Motorized Movement Phase
e. Conduct Soviet railroad conversion [19.3].
Note: Soviet Motorized units move at one-half MA in this
phase [see Movement Phase Chart]. f. Conduct Bridge Repair [22.44] and complete Bridge unit
construction over major rivers [22.24c; Restriction: 22.25].
2) Special movement procedures allowed:
g. Remove Overrun markers from Axis units [11.38d].
• Reinforcement entry [8.1]
h. Conduct Fortification Destruction [18.13]
• Zap units in the Active Box [7.43b]
• Railroad [11.1] i. Conduct Bridge Destruction [22.4 and Playbook 4.5].
• Strategic [11.2] j. Both sides turn Fired artillery units to their active side [13.12].
• Overrun [11.3] k. Remove the Ice Bridge [only in certain scenarios].
• Cavalry (and qualified ski and mountain) infiltration
l. Place Rail Cut markers on Axis railroad hexes [19.4].
[11.4]
• One-hex [11.5] D. ADMINISTRATIVE SEGMENT
• Map Exit [11.6]
1. Soviet Surrender Phase
• Armored train/railroad artillery [13.33 and 21.32]
• Flotilla [22.51] The Soviet player performs Surrender checks [20.11] on his
units. Units that Surrender and those removed due to Attrition
• Naval unit movement [Naval Module 26.1]
go to the Eliminated Box [20.21].
• Naval Evacuation [Naval Module 28.2]
b. Conduct Air Transport missions [14.75]. 2. Recovery Phase
c. Adjust VP Track for VP hexes regained [24.2]. a. The Soviet player performs Non-op HQ recovery or disband-
ment and adjusts VPs accordingly. [21.28 and 21.29].
6. Soviet Engineering Phase
b. Remove Air Interdiction markers [14.67].
a. Spend Soviet RPs to:
c. Remove all Activation markers [10.13e].
• Zap Unit Infantry Rebuilding. A Zap unit can add one Type
d. Remove “Do Not Move 1 GT” markers from all units. Turn
I step to an eligible unit [7.43d]
any “Do Not Move 2 GT” markers to their 1 GT side.
• Zap units in a city, or major city can be removed and
exchanged to receive an eligible unit at its one-step level e. The Axis player removes all Fuel Shortage markers [6.54d].
from the Cadre Box [7.43e] f. Adjust Step Loss and VP Tracks as needed [24.4] and adjust
• Armored train replacements [7.42] are used now or are for Mandated Attacks not performed in a timely manner [12.36a
lost. and b].
• Increase each receiving unit by one step, then Remove
3. Victory Determination Phase
Receiving Replacements markers [7.73]
• Move units from the Cadre Box to the Active Box [7.31b, a. Check scenario victory conditions to see if the game ends.
7.31c, and 7.32b] b. If the game has not ended, move the Game-Turn marker ahead
• Move units from the Eliminated Box to the Cadre Box one box on the Turn Record Track.
[7.31a and 7.32a]
• Conduct Militia conversion [7.44] and create Zap units
[7.44b]
• Conversion of militia divisions [in some Playbooks]

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