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Combat Results Table

Major City - Swamp 1:1 3:2 2:1 3:1 4:1 5:1 6:1 7:1 8:1 9:1+ Major City - Swamp
Woods - Mountain 1:2 1:1 3:2 2:1 3:1 4:1 5:1 6:1 7:1 8:1+ Woods - Mountain
Clear - Minor City 1:3 1:2 1:1 3:2 2:1 3:1 4:1 5:1 6:1 7:1+ Clear - Minor City
1 AE A2 A2 A1 A1 A1 NE D1 D1 D2 1
2 AE A2 A1 A1 A1 NE D1 D1 D2 D3 2
3 A2 A1 A1 NE NE D1 D1 D2 D2 D3 3

4 A2 A1 NE NE D1 D1 D2 D2 D3 DE 4
5 A1 NE D1 D1 D1 D2 D2 D3 D3 DE 5
6 NE D1 D1 D1 D2 D2 D3 D3 DE DE 6
7 AE 1/1 1/1 1/1 1/1 1/1 1/1 1/2 1/2 1/3 7
8 AE 2/1 1/- 1/- 1/1 1/1 1/2 1/2 1/3 DE 8
9 2/1 1/- 1/1 1/1 1/1 1/2 1/2 1/3 DE DE 9
10+ 1/1 1/1 1/1 1/1 1/2 1/2 1/3 DE DE DE 10+

A# Attacker must retreat and/or take the number of step losses shown
D# Defender must retreat and/or take the number of step losses shown
#E AE: Attacker is eliminated; DE: Defender is eliminated
#/# Number to the left applies to the attacker, number to the right to the defender; no option to retreat
NE No effect

Attrition Decision Chart


Weather Nationality 1 2 3 4 5 6
Finnish 1 1 - - - - Modifiers
Snow Axis 2 1 1 1 - - Minor City +1
Soviet 1 1 1 - - - Major City/Fortress +2
Axis 1 1 1 - - - Results
Mud
Soviet 1 1 - - - - # Number of step losses
Clear All units 1 - - - - - - No effect
Sequence of Play
1. Mutual Supply Phase
a) Determine supply for airbases
b) Place air fleets on the map (unless mud)
c) Determine supply status for all units. Execute Attrition checks as required.
d) Soviet player places reinforcing Combat Strength Markers

2. Axis Movement Phase


a) Place reinforcements
b) Move all Axis units in this order
1) Sea Movement
2) Strategic Movement
3) Normal Movement
4) Airbase Movement

3. Axis Combat Phase

4. Soviet Combat Phase

5. Soviet Movement Phase


a) Place reinforcements
b) Move all Soviet units in this order
1) Sea Movement
2) Strategic Movement
3) Normal Movement for non-OSG units
4) OSG movement

6. German Mechanized Movement Phase


a) Move German panzer units
b) Remove German air fleets from the map

7. Administrative Phase
a) German player may breakdown, buildup and exchange steps
b) Soviet player may convert infantry armies into Guard and Shock armies
c) Soviet player may rebuild armies and incorporate corps into reduced strength armies
d) If this is a Production Turn the Soviet player may breakdown one Soviet army into two corps (OPTIONAL)
e) Check for Strategic Port EA supply
f) If this is a Production Turn the Soviet player determines if he receives an OSG
g) If this is a Production Turn the Soviet player may evacuate up to three factories
h) Soviet player deploys partisans
i) Soviet player removes all CSM from Soviet armies which are not adjacent to an Axis unit
j) Soviet player draws a CSM for each Soviet army which doesn't have a CSM that is adjacent to an Axis unit

Weather Summary
1. No Axis air support.
2. Axis player may not place air fleets on the map.
Mud 3. Subtract -3 from Soviet parachute landings.
4. German supply depots may move by Strategic Movement.
5. German units in Soviet ZOC can breakdown/buildup and exchange steps.

1. No Axis air support.


2. Axis air fleets can be placed but only provide supply.
3. Swamp hexes are treated as woods.
4. Sea/lake hexsides with red arrows are ice roads.
Snow 5. No sea movement allowed into/out of Murmansk, Arkangelsk, Leningrad, or Konigsberg.
6. Subtract -3 from Soviet parachute landings.
7. During the first winter all overruns and combat are resolved with a modifier of +3.
8. During the second and third winters all overruns and combat are resolved with a modifier of +1.
9. Soviet overruns require only 2 MP instead of 3 MP as normal.

Stacking
2 Corps and 1 Division
Axis Kampfgruppe = 1/2 Corps
Division = 1/3 Corps

1 Army
Soviet Corps = 1/2 Army
Terrain Effects Chart

Terrain Clear Woods Swamp Mountain Minor Major Fortress Railroad Arctic Minor Major All Sea/ Chongar Frozen Port Supply Victory Border Capital
City City River River Lake Pn. Surface Source Points

Foot 1 1 21 2(1)2 1 1 2 OT x23 +1 +2 P P4 P5 OT OT OT OT OT


MP Cost
Motorized 1 2 41 3 1 1 4 OT x23 +2 +4 P P4 P5 OT OT OT OT OT
Major
- - - 1,6 - - - - - DS+28 DSx29 P P P5 - - - - -
Combat Modifiers City7

Other Functions - - 2hex10,11 -11 +112 +211,12 -11 1/2 hex13 2 hex10 -11 -11,14 - - - -15 -16 -17 - -18,19
1: During snow turns swamp is treated as woods in all regards. (5.27)
2: German and Rumanian mountain units can move into mountain hexes at 1MP. (5.25)
Unit Diagram
3: All hexes north of the Artic Circle cost twice the normal MP cost. (5.27)
4: Causeway is considered lake/sea for ZOC, normal movement, combat, retreat and advance after combat. (9.44)

5: During snow Soviet non-mechanized units may move and attack across these hexsides and their ZOC extend across them. Attacks are treated as
if across a major river. Supply may be traced during snow. Units may never advance/retreat across these hexsides. (52.7, 8.46, 8.103, 9.43)

6: Swamps/Major Rivers must not be entered/crossed during advance after combat unless it is the first hex entered. (8.115)
7: Soviet units defending a fortress are treated as if they are in a major city. Fortresses are destroyed when entered by an Axis unit. (8.47)
8: If attacking units are entirely attacking across a minor river add +2 unless there is only 1 defending SP in which case you add +1. (8.42)
9: If attacking units are entirely attacking across a major river defense strength is doubled. Kerch Straights are treated like a major river. (8.43)
10: Swamp and arctic count as two hexes when tracing LOS unless using a railroad. (9.46)
11: Overruns cannot be performed across major or minor rivers, all-sea/lake hexsides or into swamp, mountain, major city or fortress hexes. (6.28)
12: Attrition rolls for isolated units add +1 if occupying a minor city and +2 if occupying a major city or undestroyed fortress. (9.92)

13: A LOS traced along connecting railroad hexes counts as only 1/2 hex instead of 1 hex. (9.45)
14: When German panzer and Soviet tank/mechanized units retreat across a major river the stack loses one additional armored step. (8.108)
15: Reference sea movement (5.5) and sea supply (9.7).
16: Reference supply rules (9.2, 9.3).
17: Reference victory conditions (19.5).

18: If Helsinki or Bucharest are occupied they cannot be used as a supply source. If Moscow is ever occupied it can never again be used for supply.
(9.28, 9.32)
19: If the Germans enter Moscow roll for Soviet surrender. (19.43)

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