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Death Ride Kursk - Rulebook v2.0
Death Ride Kursk - Rulebook v2.0
Death Ride Kursk - Rulebook v2.0
Copyright © 2014
Grognard Simulations, Inc. Copyright 2014 – Death Ride Kursk Master Rules v2.0 Page 1
Death Ride Kursk – Master Rules
Contents
1. Introduction ....................................................................................................................................................... 12
2. Death Ride Kursk 2nd Edition Master Map Concept ........................................................................................... 14
3. Game Components and Playing Pieces/Markers ............................................................................................... 15
3.1. Unit Characteristics ................................................................................................................................... 17
3.1.1. Ground/Combat Units ............................................................................................................................... 17
3.1.2. All Ground Units ........................................................................................................................................ 17
3.1.3. Units are Color Coded ............................................................................................................................... 18
3.1.4. Ground Units Scale .................................................................................................................................... 18
3.1.5. Air Units Scale............................................................................................................................................ 18
3.1.6. Stacking ..................................................................................................................................................... 18
3.1.7. Elite Units .................................................................................................................................................. 18
3.1.8. Ground Unit Transport / Artillery, Anti-Air, and Anti-Tank Transport ...................................................... 19
4. Game Definitions ............................................................................................................................................... 19
5. Sequence of Play - Expanded ............................................................................................................................. 21
5.1. Detail of Sequence of Play ......................................................................................................................... 23
6. Weather and Pre-Turn Determination Phase .................................................................................................... 24
6.1. Each Turn ................................................................................................................................................... 24
6.1.1. Night and/or Weather Determination ...................................................................................................... 24
6.1.2. Once Daily Occurrences ............................................................................................................................ 25
6.1.3. Turn Specific Occurrences ......................................................................................................................... 25
6.1.4. Every Odd Turn Occurrences ..................................................................................................................... 26
6.1.5. Every Even Turn Occurrences .................................................................................................................... 26
6.1.6. Scenario Specific Occurrences ................................................................................................................... 26
6.1.7. Each Turn ................................................................................................................................................... 26
7. Air Allocation Phase ........................................................................................................................................... 26
7.1. §§ From Standard Series Rules .................................................................................................................. 26
7.1.1. Allocation................................................................................................................................................... 26
7.2. §§ When Using the Fire Support Air Enhancement Rules ......................................................................... 27
8. Joint Combat Service Support Phase ................................................................................................................. 27
8.1. Reinforcements and Withdrawals ............................................................................................................. 27
8.1.1. Reinforcements ......................................................................................................................................... 27
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1. Introduction
This set of rules is a combined set of the original game rules and all module enhancements arranged in such a way
that the rules are presented in the order one would use (need to reference) them - following the expanded
sequence of play. Each module enhancement is color-coded to its source, and all the optional rules are also
included with a note to their source. Turn specific or scenario specific rules are gathered at the end of this
consolidated series rules presentation. It is hoped that this rules format will aid in play and assist when a player is
searching for information.
*********************************************************************************************
If you are having a disagreement with another player about a rule please consider the following approaches to
resolution:
a) If a rule does not have your specific interpretation then the action cannot be done.
b) Players must agree before the start of play to which combination of rules is to be used for the game
c) Feel free to contact the game designer at grognard@grognardsims.com. You may be pleasantly surprised
at how quickly you get an answer to your issue. (we keep him chained to a table waiting for such
questions)
d) The designer is the final authority for all rulings regarding rules questions.
e) Please feel free to experiment. If you do come up with house or experimental rules to help you should
document them. If you would like to send them in for a ruling, go ahead.
*********************************************************************************************
The color-coded legend for the source of a rule:
Standard DRK series rules with all known errata incorporated in BLACK
Optional rules from the standard series rules are presented in RED [with a rules source in brackets]
DRK - Command & Control with Fire Support Artillery Enhancement module are presented in PURPLE
CSS - Logistics Enhancement module are presented in BROWN
CSS - Maintenance Enhancement module are presented in GREEN
FS - Air Enhancement module are presented in BLUE
Optional rules from all the enhancement modules are presented in ORANGE [with a rules source in
brackets]
For experienced Death Ride Kursk players, this rules set consolidates all the rules into one package. Each rules
booklet and enhancement module rule sheets are now included - color-coded to its source. It is hoped this will
encourage interest in the Enhancement module detail and game options that are currently available.
For the new player to the Death Ride Kursk games, this rule set is really four sets of rules based on level, the detail
the players wish to utilize. The single most important decision that you and your opponent must initially make is
which of these four rule sets you will use for the game you wish to play. Make this decision before you start
reading the rules for the first time - we suggest starting with the standard series rules that came with the first
three games of Death Ride Kursk. These are the four game levels available:
STANDARD level – use the BLACK printed Series rules only
EXPANDED level – use the BLACK printed Series rules with some or all of the Series Optional rules in RED
ADVANCED level – use the BLACK printed Series rules with some or the entire Enhancement modules
rules in PURPLE, BROWN, GREEN, and BLUE
ULTIMATE level – use the BLACK printed Series rules, all of the Enhancement module rules in PURPLE,
BROWN, GREEN, and BLUE, and some or all of the Optional rules in both RED and ORANGE
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Please note the rule numbering is completely different between the original three games / four enhancement
modules and this consolidated rules set - intentional and unavoidable. This rules set is an upgrade for the DRK
series and will be included in all future games in the DRK series where possible. These rules supersede all other
DRK rules.
This symbol "§§" provides helpful instructions in implementing the level of game chosen to play.
The use of "he or his" is not intended to infer gender bias; it is simply used to suggest the singular player or side.
These rules look bigger than they are. The point of them is to show you how the enhancement rules bring the
game system to the next level and beyond. If you find these rules to be interesting then feel free to contact us to
get the enhancement modules. They will bring you more fun than humans are allowed to have.
Support@grognardsims.com or
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N
A1 A2 B1 B2 C1 C2 D1 D2 E1 E2 F1 F2
A3 A4 B3 B4 C3 C4 D3 D4 E3 E4 F3 F4
G1 G2 H1 H2 I1 I2 J1 J2 K1 K2 L1 L2
G3 G4 H3 H4 I3 I4 J3 J4 K3 K4 L3 L4
M1 M2 N1 N2 O1 O2 P1 P2 Q1 Q2 R1 R2
M3 M4 N3 N4 O3 O4 P3 P4 Q3 Q4 R3 R4
DRK-3Pz
DRK-GD S1 S2 T1 T2 U1 U2
DRK-11Pz S3 S4 T3 T4 U3 U4
DRK-Totenkopf
DRK-Leibstandarte
DRK-Das Reich V1 V2 W1 W2 X1 X2
DRK-19Pz V3 V4 W3 W4 X3 X4
DRK-Inf Divs
DRK-6/7Pz
The Monster game of Monsters
Die: Use a 10 sided die and in some cases multiple varied-color 10 sided dice. Die rolls of 0 are read as 10.
Rounding: The DRK series uses three types for rounding results - normal, round up, and round down. Rounding
affects the part of a number to the right of the decimal point to make it into a whole number (without a decimal
point).
"Normal Rounding" occurs where the number to the right of the decimal point between 0 and 5 is
removed and the remaining whole number is used - example 2.4 round normal becomes 2. Where the
number to the right of the decimal point greater than 5 raises the number to the left of the decimal
point to the next higher whole number - example 2.8 round normal becomes 3.
"Round Up" occurs where any number to the right of the decimal raises the number to the next higher
whole number - example 5.2 round up becomes 6.
"Round Down" occurs where any number to the right of the decimal is removed and the remaining whole
number is used - example 7.9 round down becomes 7.
Map: Map hexes may have some bleed-over of terrain. In these cases, the hex should be considered as the
terrain that occupies more than half of the hex, with the exception of Primary Road, Secondary Road, Railroad, or
Stream, which if present are the primary terrain. Units pay the cost of Primary Road, Secondary Road, or Railroad,
even when entering the hex from other terrain. If units move into a hex that has multiple terrain types they pay
the cost of the worst terrain type. Half hexes without numbers, which are also along a map edge, are not
playable. See Play Aid Card for terrain information.
The Move Full marker designates that the unit/stack has used all its movement allowance for the current turn. The
Move Half marker designates that the unit/stack has used only half its available movement allowance and still has
half left to use or may fire.
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The OpFire Pri marker indicates that the unit/stack has conducted opportunity fire with its primary weapons.
The OpFire Sec marker indicates that the unit/stack has conducted opportunity fire with its secondary weapons.
The OpFire Comp marker indicates that the unit/stack has completed all opportunity fire.
The Fired Pri marker indicates that the unit/stack has fired normally with its primary weapons.
The Fired Sec marker indicates that the unit/stack has fired normally with its secondary weapons.
The Fired Comp marker indicates that the unit/stack has fired normally all its weapons.
The Fired Comp marker may also be used to mark artillery that has fired.
This marker should be placed on a unit/stack that has failed its Commo Check.
This marker should be placed on a unit/stack that has moved away or become Out-of-Command.
Headquarter Counters
The color bands at the top of a unit indicate the level of the headquarters.
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3.1.Unit Characteristics
This section of the rules describes many of the properties of units that are necessary to win the game.
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3.1.6. Stacking
Enemy and friendly ground units cannot occupy the same hex at any time. More than one friendly ground unit can
occupy a hex at the same time. The standard rule for stacking is that no more than 2 companies worth of units
may occupy the same hex at the end of a game turn. Any units in excess of the stacking limits by the end of a
player's turn (the Unit Suppression/Recovery phase) must be eliminated – owning player's choice of which units
are eliminated. For the purposes of this rule, 3 platoons are the equivalent of a company, or all the elements of
the same company (sometimes 4 platoons when a Heavy Weapons platoon is attached to the company).
Transport units can stack with their mounted or dismounted passengers for no extra stacking cost; otherwise they
count as platoons or companies. Air units cannot be stacked outside the Air Support Track and only one air unit
may support any given combat unless using the rules in the FS - Air Enhancement module. HQ units are
considered company size for purposes of stacking. Wrecked Armor Units in a hex count for stacking purposes
based on the size of the non-wrecked unit (front side of counter). Units can retreat through friendly units. Units
can retreat into a friendly stack but may not end the turn in excess of the stacking limit - the retreating unit that
caused the overstack condition suffers the losses at the end of the turn.
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If a unit has self-contained transport, transport is represented by flipping the counter to its backside where either
a truck or half-track symbol will be found. Note – when on its backside the unit is actually now a truck unit or half-
track unit carrying the other unit.
For separate transport of a unit, a second counter of a truck or half-track is used to load and move a unit; only the
specified /assigned transport counter or counters from the friendly organization can be used. Infantry combat
units may ride on tanks from the friendly organization as a unique form of transport of an infantry unit only.
4. Game Definitions
Armor – units with a medium or hard target marking, with the exception of Half-tracks and Armored Cars
Heavy Armor – units with a hard target marking. For the Germans the only Heavy Armor units are the Tigers. All
other German armor units are medium. There are a few Red Army Heavy Armor units.
All Artillery/Nebelwerfer/Rocket and Mortars with (+) – units with long primary weapon ranges, which mainly
fire indirectly in support of other ground combat units (these units get mission markers when using the C2/FS
Enhancement module). The Mortars in this case have (+) signs and are heavy mortars. Where artillery is used
in the rules it is meant to mean all the types listed here.
Mortars with (-) - units with long primary weapon ranges, which mainly fire indirectly in support of other ground
combat units (but do NOT get mission markers when using the C2/FS Enhancement module). The Mortars in
this case have (-) signs and are light mortars.
"+" to the right side of their primary weapon value, the unit has a high velocity 75mm or larger gun if armor.
100mm or larger for the Artillery/Nebelwerfer/Mortar/Rocket types.
"-" to the right side of their primary weapon value, the unit has a 75mm low velocity or smaller gun if armor.
Smaller than 100mm for the Artillery/Nebelwerfer/Mortar/Rocket types.
Batteries - refers to Artillery units or stacks described above.
‘DS’ – Direct Support Artillery (from the C2/FS Enhancement module)
‘GS’ – General Support (from the C2/FS Enhancement module)
‘R’ – Reinforcing (from the C2/FS Enhancement module)
Battalion Equivalents - equal to 5 Companies (Germans) or 4 Companies (Red Army).
Company Equivalents - equal to 3 platoons or all the elements of the same company (sometimes 4 platoons when
a Heavy Weapons platoon is attached to the company).
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BOS - Battlefield Operating Systems - used to help understand the battlefield planning and rules framework. There
are seven types used in these rules. They are Command & Control // Fire Support // Maneuver // Combat
Service Support // Intelligence // Air Defense // Mobility and Survivability. This concept is the fundamental basis
for the DRK game system.
C2 - Command and Control elements of a formation (generally HQs) and when in purple refers to the C2/FS
Enhancement module
Chain of Command - a linked set of headquarter units ranging from the lowest unit level (platoon/company) to
the highest level (korps/army). Normally this would be something like:
1/A/I->A/I/GDG->I/GDG/GD->GDG/GD/XLVIII (each of these are a level in the Chain of Command)
1st Platoon A Company of Ist Battalion Gross Deutschland Grenadier Regiment of Gross Deutschland
Division of 48th Panzer Korps
Parent Unit – the immediately higher HQ of a unit or another HQ
Commo - short for Communications [rule 11.3.7].
CSS - Combat Service Support
Detected Unit - the instant that line of sight is established to an enemy unit within the 12 hex maximum [rule
12.3.1.11].
DRK - Death Ride Kursk series
DRM - Die Roll Modifier
Friendly Organization - any group of friendly units that has an assigned HQ to trace command and control to.
FS - Fire Support referring to artillery both from the standard rules and from the C2/FS Enhancement module.
HW - Heavy Weapons Platoons/Companies are not to be confused as artillery or mortars even though these units
may have had some of this equipment assigned to their formations. The DRK rules treat these HW formations
uniquely and they contain a "*" symbol to the right side of the primary weapon value. These units are able to
make normal fire combat attacks and also be involved in Close Assault. These units are very powerful in the
Close Assault rules - [see rule 13.1.3].
A HW (*) unit that has this symbol has a direct fire capability and an indirect fire capability. The
direct fire capability is the secondary weapon and the indirect fire capability is the primary weapon.
A HW (*) unit that has this symbol has only a direct fire capability. Both weapons are considered
direct fire weapons.
HQs - Headquarters
KG HQ - Kampfgruppe headquarters, a special type of headquarters allowed for the German player [rules 8.3.3
and 8.3.6].
Infantry Integrity – the minimum number of combat units from a friendly organization making an assault that
qualifies for a combined arms modifier [see the Assault Tables]
Light and Medium Air Support - are types of aircraft that are shown on the Air Unit Track PlayAid from the
standard games and are not actually differentiated in the game rules. The Fire Support Air Enhancement
module further eliminated types of air units in its rules.
LOS - Line of Sight [rule 12.3.1.11].
Mechanized - a unit type that is infantry and mounted in half-tracks (these units usually show an oval overprinted
on the other symbol describing the unit type).
Motorized - a unit type that is infantry that are mounted in trucks (these units usually show two wheels under the
other symbol describing the unit).
Non-Affiliated Unit – These units are shown on the OB Card as NOT connected to a color banded HQ. These units
include but are not limited to German Recon, Motorcycle, Anti-Aircraft, Anti-Tank, Engineer, Assault Gun, and
Artillery/Nebelwerfer/Rocket, and for the Red Army the same and additionally Sub-Machine Gun.
OBs - Order of Battle
Obstacles - certain placement of items that affect the battlefield (fortifications, dug-ins, wire, and mines)
Primary Weapon - these are a unit's principle firepower and usually have the longest range.
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Although the majority of the Sequence of Play must be performed in a prescribed order, one area is not rigid. An
elegant design feature in the DRK series rules is each player's Operations Phase. In this portion of the Sequence of
Play, each side has the opportunity to optimize their successes by selecting the best way to arrange various
Operation Phase functions (five forms of Maneuver, Air Support Missions, Fire Support Missions, Mobility and
Survivability, and Combat Service Support functions). Because each player can choose the order of the functions
allowed and the unit or units that perform these feats, there are endless possibilities. An example of a player's
Operations Phase may be to call in Artillery pre-bombardment, realign the units on the front, send engineers to
clear a minefield, close air support an enemy position, fire then move, overrun, and finally send fast armor or
vehicles to secure a break through. You choose the order and you choose which units to perform various possible
functions.
Another very visual new improvement is the comprehensive Task Organization Charts for both sides. These Play
Aids really help each player keep track of formations and command hierarchy. These are currently part of the
C2/FS Enhancement module.
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When using this new consolidated series rules set keep in mind what level of rules you will be/are playing. There
really are four different levels of play possible with this rules set now. This is illustrated by these two examples of
certain sections of the rules:
Take SUPPLY
the STANDARD level of DRK uses the series rules in 8.5.1
the ENHANCED level of DRK replaces the series rules with the series optional rules in 8.5.2
the ADVANCED level of DRK replaced the optional rules with the Logistics Enhancement module
rules found in 12.6
When using the Enhancement modules, those rules override the standard rules set. If a section of the standard
rules is not specifically mentioned in each enhancement, assume that those parts of the standard rule set are still
in use.
6.1.Each Turn
At the beginning of each turn, apply the turn adjustments to the play for the entire turn.
Night Determination
Weather Determination
Special Turn Adjustment reminders from specific rules sections
Night: LOS reduced to 1 hex at night. Movement is halved during night turns (round up)
Cloudy ---------> The number of Air Support markers available per turn is halved (round up).
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Rain -------------> Air Support is prohibited; LOS is limited to 2 hexes; and combat strength
for attacks and movement allowances are halved (round up).
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7.1.1. Allocation
On the first daylight turn of each day, the players each roll the die to determine how many air support markers
they receive for the day using the Air Unit Track PlayAid. Once the determination of how many markers received
is made, the players place the AS markers on that number on the Air Track. Each player's die roll is modified by
the Daily Air Support Modifier. [This is a repeat of rule 12.4.1.1]
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8.1.1. Reinforcements
German and Red Army units arrive at designated hexes as reinforcements once daily, first daylight turn of each
day (except 4 July). They arrive, In-Command and In-Supply.
8.1.2. Withdrawals
German and Red Army units are removed from the map (units must move off the map) according to the Scenario
Cards. A withdrawal is considered complete if all the designated formation is removed even if it has experienced
losses and/or is suppressed - a maximum of one (the last) existing unit from the designated formation that is still
on the map regardless of status qualifies as withdrawal complete.
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the homeland country of constantly sending replacement manpower and equipment to compensate for
battlefield losses is essential for continuing combat operations.
Specifics for Replacements: There are three types of replacements allowed in the DRK series - Maintenance,
Medical, and General. All types of replacements are conducted once daily in the first daylight turn of each day.
Please note that these Replacement rules only apply to Campaign scenarios as the Daily Scenarios would not have
any losses in the Daily Loss Box or the Total Loss Box at the start of the scenario. In fact the Daily Scenarios already
have factored replacements into their respective starting OBs.
Special: The 10th Panzer Brigade (39th Panzer Regiment)(51st and 52nd Panzer Detachments) had serious
maintenance problems with its Panther tanks. Every morning (first daylight turn of each day) the German player
rolls the die and takes the resulting number of Panther platoons off the map and places them in the Daily Losses
box. Casualties are not assessed for these units.
§§ If using the CSS Maintenance Enhancement module, disregard the rule above [8.2.1] and use the Enhancement
module rules to perform these functions [rule 12.5].
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replacements, the medical unit cannot be adjacent to an enemy unit, Suppressed, or Out-of-Supply, and must be
located on the map.
Each replacement point represents a company equivalent (3 platoons), or all the elements of the same company
(sometimes 4 platoons when a Heavy Weapons platoon is attached to the company). These general replacements
arrive at the southern map edge for the Germans and the northern map edge for the Red Army. Hexes can be
over-stacked when the replacements arrive, then the units can be moved and the stacking limits must be restored
by the end of the player's Unit Suppression Recovery Phase. The General Replacements always occur after the
Maintenance and Medical Replacement process so that the maximum numbers of units are in the Total Loss box.
8.3.Reorganization
Exchange Platoons for Company counters or vice versa, and alter the Task Organization Charts.
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§§ From the C2/FS Enhancement module rules set - if using this module, these Enhancement module rules are in
addition to the standard series rules dealing with this area [rule 8.3.1 to 8.3.2]:
Example: 1/A/I/GDG, 2/A/I/GDG, 3/A/I/GDG, and 4/A/I/GDG make up A Company Ist Battalion of the GDG
Regiment. The Company replacement could be swapped for 1/A/I/GDG, 2/A/I/GDG, 3/A/I/GDG. The 4/A/I/GDG
would remain on the map and in play with the new company replacement counter.
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Additional Battalion or Company equivalents, when mentioned, must be from any friendly organizations related
to the HQ. A Battalion equivalent is equal to 5 Companies (Germans) or 4 Companies (Red Army).
A Company equivalent is 3 platoons or all the elements of the same company (sometimes 4 platoons when a
Heavy Weapons platoon is attached to the company).
Example 1: A/I/GDG, having 4 platoons, can trace command to HQ/I/GDG, HQ/GDG, HQ/GD, or HQ/XLVIII.
Example 2: HQ/I/51PzD, being a Battalion with 3 Companies and a HQ, can trace to HQ/51PzD, HQ/39PzR,
HQ/10PzBde, or HQ/XLVIII.
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and Companies assigned [rule 8.3.6]. Battalions from any Regiment may be assigned to any other
Regiment in the same Division.
Following the standard OB cards is recommended, but not mandatory. Batteries assigned to a Tank Brigade or
Rifle Regiment may be given DS artillery missions to support that Brigade or Regiment. Batteries assigned to
Divisions or Corps may be given DS artillery missions to support Brigades/Regiments assigned to that
Division/Corps or GS artillery missions to support that Division/Corps. Batteries assigned to Army may be given R
artillery missions in support of any unit in that Army.
8.3.6. Deployment of KG HQ
The German player may deploy KG HQ, just one for most Divisions and none for others (The Gross
Deutschland game does not get this ability). This KG HQ acts the same as a regular BLUE banded
German HQ. Signal units are provided to support their use. The KG HQ should remain on the Task
Organization Charts when not in use, along with their signal unit. A player may create, or remove, a KG during the
daily Reorganization Phase [rule 8.3.5]. When created the KG HQ is placed within 3 hexes of the Division HQ it is
created from and its signal unit is placed with it. KG HQ should be created before other task organization
assignments are made so that Battalions and Companies can be assigned to it. Battalions and Companies must be
able to have a proper trace to the KG HQ in order to be assigned. The KG HQ then makes the Commo Check at the
appropriate time. When a KG HQ is removed the Battalions and Companies assigned to it must be assigned to a
new HQ. If the newly assigned HQ, as the result of removing the KG HQ, is not within the command range then
the unit or HQ must move toward that newly assigned HQ. They remain Out-of-Command until the moment they
are within command distance. The removed KG HQ is then placed back on the Task Organization Chart. Only a KG
with at least 2 Battalion equivalents assigned may be considered for satisfying the exit conditions off the north
map edge.
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8.4.Intelligence
This section of the rules abstractly portrays the knowledge gained from night reconnaissance activity by applying a
possible DRM to combats for some of the next day's turns. Both players determine the level of patrol modifiers
that are used for the day and for each game or games being played. Each game is eligible for its own daily
intelligence modifier.
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8.4.4. Special
There are some restrictions on the units that may be selected for patrol duty. Units in contact (adjacent to the
enemy) cannot be chosen. Units that are surrounded (where movement in any direction would be through a hex
covered by enemy secondary weapons fire) cannot be chosen. Units entering the map as reinforcements cannot
be selected. Units that are suppressed cannot be chosen. Exercise some common sense. Don’t take a unit that is
in imminent danger and pull its chestnuts out of the fire. A unit is defined as being in imminent danger if 5 or
more enemy units can place fire, primary or secondary, on that unit. This modifier is always calculated on a per
game basis. Therefore there should be a separate Patrol Modifier for each game in the series for each side.
8.5.Supply Determination
This section of the rules portrays the logistic elements of the game system.
8.5.2.1. In-Supply
Combat units use a combination of headquarters and supply units to keep themselves In-
Supply. If a designated supply unit is destroyed the units that receive their supply from that
unit are considered Out-of-Supply until the unit is replaced. Supply units are replaced per
replacement rule 8.2.4. Hex supply traces are blocked by enemy units, or enemy secondary weapons fire range
but not when the hex is also occupied by a friendly unit. A suppressed HQ/Supply unit cannot provide supply.
Supply traces cannot cross hexes that units cannot cross. Deployed rafts allow supply trace. In all cases below the
count of hexes is made from the tracing unit to the HQ/Supply unit. That means don’t count the tracing unit hex
and count the HQ/Supply unit hex.
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Regimental Supply must be able to trace a path no more than 24 hexes long to their Divisional/Brigade
Supply
Division Supply must be able to trace a path of unlimited length to their Korps Supply
Korps Supply may trace a path of unlimited length to the southern map edge
Non-affiliated units must be able to trace a path no more than 24 hexes long to any HQ or Supply
9.1.Certain Operations
Certain operation of the rules occur either every turn or on specific turns and are required to be performed
before the individual player's Operational Phases:
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9.1.1. Intelligence
per the Standard Rules for Intelligence - the 2000 and 1000 turns designate and release patrols
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units that were Out-of-Supply that are now In-Supply now have the markers removed. Use the markers from the
C2/FS Enhancement module.
11.2.2. Headquarters
HQ’s provide the linkage needed for sustainment of Command and Control. In the image to the right,
the GREEN band in the upper half of the unit represents the hex trace value from combat units to this
headquarters. If the band is BLUE then the trace value is the number of hexes from GREEN banded
headquarters to the BLUE banded headquarters unit. If the band is RED then the trace value is the number of
hexes from the BLUE banded headquarters to the RED banded headquarters or friendly map edge. If the band is
WHITE then the trace value is the number of hexes to the friendly map edge. See rules 11.2.3 and 11.2.4 for
specific ranges for each player side.
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Headquarters and Signal units are used to maintain control and transmit orders. Before the battle starts both
sides must determine which color-coded HQ to deploy on the map. The Task Organization Charts will have some
color-coding stated, select those and place them on the map with their units. For those that show Random, use
the DRK-C2 HQ Determination Tables to assign the remaining HQ as Flexible, Balanced, or Rigid. HQs keep this
status for the duration of the scenario or campaign they are playing, [exception optional rule 11.3.13]. German
HQ units that are eliminated are returned to play at the end of the next complete turn. Red Army HQ units that
are eliminated are returned to play at the start of the next day. They return to play with assumed good Commo,
and at the same Flexible/Balanced/Rigid level, but must roll for Commo Checks at the next required time. General
Replacement points are NOT required to bring HQs back. The C2 HQ Unit Traces & Radio chart specific to
command included in this enhancement replace the Order of Battle charts included with the original games.
Flexible HQ
Balanced HQ
Rigid HQ
Signal Unit, available for BLUE/RED/WHITE banded HQ only. GREEN banded HQs do not have them
Kampfgruppe HQs are available to the German player to provide additional flexibility in deploying for
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11.3.5. German HQ to HQ
German Army HQ to HQ trace distances:
GREEN banded to BLUE banded: A GREEN banded HQ must trace no more than 36 hexes to its assigned
BLUE banded HQ
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A GREEN banded HQ may provide command for no more than 5 Company equivalents
BLUE banded to RED banded: A BLUE banded HQ must trace no more than 36 hexes to its assigned RED
banded HQ
A BLUE banded HQ may provide command for no more than 5 Battalion equivalents maximum total
RED banded to WHITE banded: A RED banded HQ must trace no more than 48 hexes to its assigned
WHITE banded HQ
A RED banded HQ may provide command for 7 Battalion equivalents in addition to its assigned Regiments
WHITE banded to map edge: A WHITE banded HQ may trace any distance to a friendly map edge
A WHITE banded HQ may provide command for 7 Battalions in addition to its assigned Divisions
Note: A German Battalion equivalent is equal to 5 Companies
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(see below) to determine each HQ's status - successful, failed, freeze/attack/regroup, and locate/intercept. Note:
you may not need to use the Initiative die roll if you have a successful Commo Check.
progresses. There are usually belts of defensive lines. The players are going to have to
understand that the belt behind the current belt with direct firing happening is the second
echelon. The second echelon can also be defined as units that are at least 10 hexes behind the
current fighting. Units assigned to the affected HQ may fire and maneuver as they close with the
enemy. They are not required to cross friendly or enemy obstacles in order to comply. They
maneuver around the obstacles. The HQ itself must move in order to keep its assigned units In-
Command. This HQ does not need to lead the attack. It must though move to keep its
subordinate elements in command as much as possible.
11.3.8.1. Intercepted
The Commo check, and thus the orders, were intercepted by the enemy. The intercepting player places one of
each DRM marker (color of the intercepted player) in a cup and then the intercepting player selects one at
random and places it, question mark side up, on the affected HQ. It is revealed (turned over) when the first
regular fire or assault combat by one of the combat units from that HQ occurs (the initiated fire/assault may not
be cancelled). The DRM is applied to the chit color side for all fire and assaults (opportunity and defensive fire are
not affected) initiated by the chit colored side against the HQ and combat units of the side that made the
interception. When 2 or more HQs, within the same chain of command, are intercepted the DRMs are not added
together, only the worst DRM is applied.
This DRM advantage is a fading one. If a -3 chit is pulled it is valid on the turn pulled, it is reduced to a -2 on the
very next turn at the time when a Commo check would have been made. On the following turn that a Commo
check is made any chit that remains is removed, and a new draw occurs if the HQ is intercepted again.
Example DRM application: If the Red Army player has a HQ with a Red Army colored -2 DRM marker all Fire and
Assaults (opportunity and defensive fire are not affected) initiated by the Red Army player against any German
HQ and its combat units receive the -2 DRM.
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11.3.12.1. Suppressed HQ
Combat units tracing to a suppressed HQ are NOT In-Command (this is only true of units, not other HQ tracing to
this HQ). There are no additional effects if a combat unit/HQ is both Out-of-Command and Suppressed.
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the statement in 11.3.12 first bullet point above that HQ that are Out-of-Command may not get artillery support
or CAS. This is specific to the artillery unit being Out-of-Command, not the HQ.
12.1. Maneuver
This includes movement, fire attacks and overrun attacks. This section defines all the forms of maneuver.
12.1.1. General
There are 5 forms of movement and only one type of movement may be used by a unit/counter per turn:
Regular movement where units move from one location to another.
Overrun movement where units combine movement with a form of assault.
Overwatch movement, which allows the unit to move a little and still fire at enemy units that use
opportunity fire to fire at your other units.
Reserve movement, which allows a player to respond with troops during the enemy player turn.
Withdrawal movement, which allows units in close contact with the enemy to move away with a
reasonable chance of success.
12.1.2. Specific
In Regular movement, units move from one hex to another and must only consider the cost of the terrain being
moved over to determine how many hexes they can move. For Overrun the units must also consider an additional
cost of 4 movement points. Overrun is not a type of combat. It is only considered movement and the friendly
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units are allowed to conduct additional movement, if successful and possible combat afterwards. Overwatch
allows the player to move a little and be able to reply quickly to enemy opportunity fire thus providing protection
for other friendly forces moving nearby. Reserve movement provides a way for a player to respond to assaults by
the enemy player and reinforce the front with additional troops. Withdrawal movement gives a player the ability
to move away from the enemy, even in close quarters, and get away to fight another day. In all types of
movement a unit or stack of units must complete its movement before any other unit or units may move
(exception overrun movement).
12.1.2.1. Regular
Regular Movement is conducted on a hex by hex basis. Units move from one hex to another following the hex
grid. The player expends movement points based on the terrain cost for each hex [see Terrain/Movement Cost
Chart]. Units may always move at least one hex unless the hex is prohibited terrain. During this movement the
enemy player can call a halt to the movement of detected friendly units and conduct opportunity fire from any of
the eligible units (a given enemy unit may fire only once at a specific target unit using opportunity fire [rule
12.1.2.7.2). Units are considered detected the instant that line of sight is established [See rule 12.3.1.11]. Heavy
Weapons units, even the type that has the indirect fire capability, may perform movement after firing. Regular
movement of a unit or stack:
Units may move and use their entire movement allowance without being able to fire, OR
Units may fire without restriction and then move half of their movement allowance (round up), OR
Units may move half their movement allowance (round up) and then fire with a die roll modifier of -2.
Rafts can be used to move units across River hexes. Any unit may cross a River hex using a raft by expending all its
movement points for one turn [rule ].
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fire in response to a given Opportunity Fire. The Overwatch designated units may respond to any number of
enemy Opportunity Fire attacks that are within range and line of sight. If the side has no Overwatch markers in
the counter mix then they are not allowed, doctrinally, to perform Overwatch. Their fire is not further modified as
in regular movement above by -2. Units designated to perform OW may not make regular fire attacks, even if
they did not need to fire at enemy units performing Opportunity Fire. If an enemy unit is suppressed by the fire
from the Overwatch unit then the Opportunity Fire it interrupted and is not conducted. Overwatch units may not
fire in response to enemy defensive fire. A unit in Overwatch that becomes suppressed may not fire in response
to enemy Opportunity Fire. Overwatch Fire must be made one unit, or stack, at a time.
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For Self-Contained Transport Loading of Combat Units (those with back-side printing of the counter):
The Combat Unit expends half of its printed movement (round up) to Load (the combat unit may have
moved up to half its movement allowance prior to loading). Flip the combat unit to its back-side to
represent that it is in its Self-Contained transport mode. The unit is now eligible to move in the transport
mode up to half its printed movement allowance (round down). These printed movement allowance may
be modified by weather, night, or Out-of-Supply prior to making the halving adjustments for Loading.
Once on their back (flipped) sides, these units are now considered either a truck unit or a half-track.
Note that Suppressed units may not load onto transport units (may not flip to their back side).
Note that Artillery, Anti-Air, or Anti-Tank units that have fired may not load in a given game turn.
Loaded vehicles must meet the stacking restriction per hex [two company equivalent - rule 3.1.6] by the
end of their turn.
For Separate Transport Loading of Combat Units:
Transport units must expend half of their movement factor (round up) to load a unit. Units that load into
their truck or half-track counter expend half their movement factor in doing so (round up). As long as the
transport has the required movement it can load eligible passengers at any time during the movement
phase.
Transport units may carry a unit the same size or smaller than themselves.
Passengers may load as long as they have half of their movement (round up) left. Passengers must be of
the same friendly organization to be eligible to load.
These printed movement allowance may be modified by weather, night, or Out-of-Supply prior to making
the halving adjustments for Loading.
Suppressed units may not load onto transport units.
Loaded vehicles must meet the stacking restriction per hex [two company equivalent - rule 3.1.6] by the
end of their turn.
Trucks and Half-tracks are always considered transport units for troops and towed weapons (movement
allowance of 0 and nothing on the back-side of the unit). A Combat unit’s status as a transported load is
designated by placing them underneath the separate transport unit if it is a truck or half-track.
Artillery, Anti-Air, Anti-Tank units that have fired may not load that turn.
Tanks (silhouetted with medium and hard defensive types - see armor) are considered transport units for
troops only, not towed weapons. An infantry unit’s status as a transported load is designated by placing
them on top of the armor unit when riding on tanks.
For Self-Contained Transport Unloading of Combat Units (those with back-side printing of counter):
Transporting unit must expend half of its printed movement factor (round up) to unload its combat unit.
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As long as the transport has the required movement it can unload eligible combat unit at any time during
the movement phase.
These printed movement allowance may be modified by weather, night, or Out-of-Supply prior to making
the halving adjustments for Loading.
Transported combat unit is immediately unloaded, at no cost in movement, if the transport unit becomes
suppressed. Flip to the front side combat unit and apply the suppression level and no further action is
allowed.
To Unload flip the Self-Contained transport unit to its front side (the Combat Unit).
Combat units may not move after unloading.
Combat units may fire at half fire value after unloading (retain fraction).
Combat units may close assault at half assault value after unloading (retain fraction).
12.1.2.7.1. Choices
Non-Phasing player units are provided the choice of firing at moving enemy units during the enemy Operations
Phase. A given unit or stack may fire on any given enemy unit or stack either using Opportunity Fire or Defensive
Fire, not both. Any action by a player during the Operations Phase that uses movement points is subject to
Opportunity Fire by the non-phasing player. Loading/Unloading, building/removing obstacles or deploying rafts
are all considered movement. Only one non-phasing unit or stack may interrupt an enemy unit or stack during
its movement, this can occur at any time during the movement. If the non-phasing player chooses not to use
opportunity fire, he may later use defensive fire. If the non-phasing player chooses to use opportunity fire, he
may not then fire at the same unit or stack with defensive fire with the same unit or stack that fired opportunity
fire previously. If using Artillery units for Opportunity Fire (and it may only do so as a direct fire attack on a unit it
has line of sight to), they may only fire once and then are marker as Fire Complete (not a suggested usage of these
units).
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12.2.1. General
Engineer/Pioneer units have the ability to modify the battlefield by building and destroying certain obstacles
(fortifications, dug-ins, wire, mines) that affect combat.
12.2.2. Specific
Wire, mines, dug-ins, and fortifications have an impact on movement and combat on the battlefield. The effects
of this battlefield operating system are significant upon both players and can make or break one side or the other
in the battle.
12.2.3. Effects
Effects of Obstacles on the battlefield:
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12.2.3.3. Combat
The following are the effects, in die roll modifications, for an attacking unit where the defender is occupying a hex
with these type of obstacles (these modifiers apply to all types of Fire Combat including regular fire combat,
Opportunity Fire, Defensive Fire, and artillery fire). Assault Combats have the appropriate DRM applied to both
Assault Tables when the defender occupies a hex with one of these obstacle markers present:
Fortification – Fire (-4)/Assault (-3)
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When Assaulting from these types of obstacles, the following conditions affect the assault combats:
Wire – units assaulting from a wire marker hex attack at half strength (retain fraction)
Mine – units may not initiate an assault where the attacking unit/stack occupies a mine designated hex
Fortification/Dug-in – no benefits to the attacker assaulting out of these types of obstacles, disregard
DRM on obstacle counters
12.2.3.4. Building
Engineers must spend two turns, unsuppressed, without performing any other actions to emplace mines and dug-
in markers; one turn to emplace wire or deploy a raft; and three turns to fortify. The item is then placed in any
adjacent and unoccupied hex, or their own hex. All dug-in, fortification, mines, and wire can be placed in all
terrain types except river/River once constructed. When emplacing obstacles place them with their pick and
shovel side up until they are complete and then place the engineering unit under the constructing dug-in,
fortification, mines, or wire marker. If the engineer unit becomes suppressed, dug-in, fortification, mines, and
wire construction is halted until that engineer loses its suppression marker and resumes the construction (delayed
only). If the engineer is eliminated all work is lost and must be started over by a new engineering unit. The
counter mix per game is the maximum number of wire, mines, dug-in, and fortifications allowed on the map at
any time. Only one type of Obstacle marker may be placed per hex.
12.2.3.5. Removal
Engineers must spend 2 turns, unsuppressed, adjacent to mines without performing any action to remove them
(mark by turning engineering unit 180 degrees and then place the engineer unit under the mine counter the turn
initiated). Any unit, except trucks, half-tracks, or loaded troops/weapons, may remove wire by spending one turn
adjacent to it or in the hex without performing any action (again turn the unit 180 degrees)(suppressed units can
remove wire). Fortification and Dug-in markers are removed the moment an enemy unit occupies the hex with
the unoccupied marker. Fortification, Dug-in, Mine, and Wire markers are also removed when they have been
abandoned and are 10 hexes or more away from the front line Red Army units, and behind the German front line.
12.2.4.1. Obstacles
Can be placed secretly by the Red Army player by writing their location on a sheet of paper and are only placed on
the map once an enemy unit has entered the hex. The counter mix is the limit of the number of obstacles that
may be present at any time in each game or combined games.
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be a dummy obstacle. A dummy wire or mine obstacle affects the continuing movement of the enemy unit - the
remaining movement allowance of the affected unit or stack is halved (round down).
Example - a dismounted German Recon unit with a movement allowance of 8 enters a dummy mine obstacle hex
after expending 5 movement points to get to it. The mine obstacle is flipped over to discover it is a dummy
obstacle. The German Recon unit has 3 remaining movement points available, but because of the time expended
to find out the status of the hex being clear there is only 1 movement point that the Recon unit can now use to
finish this turn (3 movement points halved and round down to 1 movement point available).
12.3. Firepower
This section covers Fire Combat between units. While it is true that you can conduct the different BOS actions in
any order you want, when conducting Fire Combat, even though you can do it when you want, you must do all the
Fire Combat in a related BLUE banded HQ before moving into an area with Fire Combat for another BLUE banded
HQ. The reason for this is simple. In order to maximize the generic counters and still provide all the different
counters that are needed we have only provided a limited number of generic counters. If you have a pool from
other games it may not be necessary to do this, but if you only have this game you will need to do this.
So for regular Fire Combat, when you fire a unit, place the appropriate generic marker on the unit if they Fired
only their Secondary (Sec) weapons, or just their primary (Pri) weapons, or completely used both weapon types.
Once you have finished all the Fire Combat in one BLUE banded HQ then only place the marker on that BLUE
banded HQ counter and remove the markers from the units and move on to the next BLUE banded HQ units.
For Opportunity Fire, when you fire at a moving enemy unit, place the appropriate generic marker on your unit if
they are Opportunity Fired (OpFire) only their secondary (Sec) weapons, or just their primary (Pri) weapons, or
completely used both weapon types. Once you have finished all the Opportunity Fire Combat for that one moving
enemy unit or stack remove the markers from the units that Opportunity Fired.
For Overwatch Fire, when you fire at an enemy unit making Opportunity Fire, place the appropriate generic
marker on your unit if they Overwatch Fired (OW Fire) only their secondary (Sec) weapons, or just their primary
(Pri) weapons, or completely used both weapon types. Once you have finished all the Overwatch Fire Combat for
that one enemy Opportunity Fire unit or stack remove the markers from the units that Overwatch Fired.
Conducting Fire in this way should prevent you from not having enough of the generic counters as OW and OpFire
generic counters are only used against one enemy unit or stack at a time, and then they get reset and are allowed
to fire at other enemy units.
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determine the outcome of the combat. In the case where units are being transported by truck or half-track units
the defense strength of the transport is the defense strength of both units and they may not be attacked
separately. In cases where an infantry unit is riding on tanks the rider may be attacked separately and use half
their own defense strength (retaining fractions). A special type of fire combat occurs during the enemy player turn
called Counter-Battery fire and is described below [rule 12.3.1.8]. For Fire a player must have at least the number
listed on the odds column in order to use that column.
12.3.1.8. Counter-Battery
This type of attack occurs only during the enemy turn. When an enemy artillery unit fires from a clear terrain hex
the friendly player may select one unused artillery unit within range and return fire. LOS is not an issue in
Counter-Battery fire. Counter-Battery fire operates like Overwatch interrupting the enemy's artillery unit
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sequence. The Counter-Battery attack is conducted like a regular fire attack and if the results are suppression or
destruction then the originally firing enemy artillery is marked as fired (without completing its original fire
attempt) and cannot be used for the remainder of the turn. If the Counter-Battery attack fails another cannot be
conducted. The unit firing counter-battery is considered used and flipped over regardless of outcome.
12.3.1.9.1. Elimination
Units can be eliminated in two ways. Units can be eliminated with an ‘X’ result on the Fire Table. Or units can be
eliminated by becoming overly suppressed. This happens when a unit accumulates 5 levels of suppression. In
other words a unit that has 4 levels of suppression that is subsequently suppressed again is eliminated instead.
Units that are being transported are eliminated if the carrier (truck or half-track or tank) is eliminated – for both
self-contained and separate transport types. Vehicle units are turned over to their wreck side when they are
destroyed. These wrecks block line of sight for enemy units and count against the stacking limit of the hex. The
counters of non-vehicular units are removed from the map and placed in that side's Daily Loss Box.
12.3.1.9.2. Suppression
For each level of suppression that a soft target unit has it loses 20% of its combat strength for attack
and movement abilities (round down, 4.8 becomes 4); defense strength is increased by the level of the
suppression. For each level of suppression that a medium or hard target unit has it loses 10% of its
combat strength for attack and movement abilities (round down, 4.8 becomes 4); defense strength is increased by
the level of the suppression (i.e., a unit with a defense of 8 has a 3 suppression marker on it and now has an 11 for
defense). Moving units that get a suppressed result of any type must halt their movement (there is an exemption
when using Withdrawal Movement [see rule 12.1.2.5]). Suppressed units may not move closer to an enemy unit,
(exception suppressed Armor and Elite units on both sides may still move toward the enemy). A unit with
mounted troops that suffers a suppression result must unload the troops and all are suppressed at the same level
as the carrier. Suppressed units may not use opportunity fire, but may use defensive fire. Suppressed units are
designated by placing them underneath a suppression marker with the level of suppression they are suffering,
RED side up at first. Should a unit with a GREEN suppression marker be assessed more suppression, a RED
suppression marker with the additional suppression is added (both a RED and a GREEN suppression marker will be
stacked together). Additional suppression results are added together. In the case where there is GREEN
suppression the new RED marker is placed on top of it and they are still accumulated, but kept separate until the
Suppression Recovery Phase. If the total of suppression of both RED and GREEN markers combine to a level of 5
or greater, the unit is eliminated. [See Rule 14.1 on removal of suppression markers in the DRK game series.]
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c. between units when the higher unit is placed on the edge of a Slope or Steep Slope hex
d. when entering a Forest hex
e. between units on the same elevation and a Forest hex is between them but on a lower elevation
f. when entering a Town hex
g. between units on the same elevation and a Town hex is between them but on a lower elevation
h. when it runs along a slope or steep slope as long as there isn’t a hex with a higher elevation between
them
N
L
O K
E M
F B
I
C G
J D
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Line A is clear since the contour lines the arrow passes through do not cross slope or steep slope and
continues to rise
Line C is clear since the arrow stops at the first hex after crossing the steep slope hexside
Line E is clear since the arrow stops at the first forest hex
Line G is clear since the arrow crosses the towns at a higher elevation
Line K is clear since a unit may fire out of the edge of a forest hex
Line L is clear since it emanates from the Wreck hex
Line N is clear since it emanates from the Smoke hex
Blocked LoS:
Line B is blocked since the arrow passes through a higher elevation than the first or last hex
Line D is blocked since the arrow crosses beyond the first hex after the steep slope hexside
Line F is blocked since the arrow passes through the first hex after the first forest hex
Line H is blocked since the arrow passes through the first hex after the slope hexside
Line I is blocked since it passes along a forest hex which blocks Line of Sight
Line J is blocked since it passes through a Town hex
Line M is blocked since it passes through the Wreck hex
Line O is blocked since it passes through the Smoke hex
12.3.1.11.4. Night
Non-artillery units’ range to fire is restricted to one hex during night turns.
12.3.1.11.5. Wrecks
Wrecked units in a hex block Line of Sight through the hex, but not into or out of the hex.
12.3.1.12. Optional
[From DRK STANDARD rules] Players can use the Quick Reference Combat Factor Chart to calculate the number of
combat factors used in attacks. When a player must reduce a tank company’s strength due to suppression he can
instead use the Quick Reference chart to calculate the factors. Both players must agree to use this method and
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the players round off to the nearest 5. So if a player has 57 factors then he uses the 55 line on the chart; and if he
has 58 factors he uses the 60 line on the chart.
12.4.1.1. Allocation
On the first daylight turn of each day the players each roll the die to determine how many Air Support (AS)
markers they receive for the day. Once the determination of how many Air Support markers received is made,
the players place the Air Support markers on that number on the Air Availability Track. Each player's die roll is
modified by the Daily Air Support Level Modifiers (located on the Air Unit Tracks PlayAid).
Note that no air allocation is available for the July 4th scenarios since there is no first daylight turn for that day.
12.4.1.2. Use
Once the players have determined how many markers they have available for the day, they then determine how
many air units are available for a given turn. Players may use up to the maximum of the counters provided in a
given game for air units possibly available on any given turn. Consult the Game Specific Turn Maximum per side
[in the Specific Game Section of the separate game book]. During the Joint Players Phase, each player determines
how many Air Support markers he wants to use for the current turn (up to the turn specified maximum allowed
per game) - remember to modify for weather if necessary. The Air Unit Counters are then placed in the Ready box
- this information may be kept secret from your opponent at the time of allocation. When the players use the
counters by placing them in the Ready box they must subtract that number from the Air Support Availability track.
When the AS available track reaches zero, the player may no longer use air support for the remainder of that day.
If an Air Unit Counter placed in a ready box goes unused, it does not get placed back in the Air Support Availability
track as available AS points. These air units' capabilities are lost if not used for a specific support mission in that
turn [exception the Air Interdiction rule 12.4.1.7].
12.4.1.3. Placement
Air units can be deployed during any part of either Operations Phase, friendly or enemy, as Close Air Support
(CAS) in support of friendly attacks or defensively, or to conduct a Ground Attack (GA), or to conduct Interdiction
missions. If both players wish to conduct Air Support missions at the same time, the players alternate with one Air
Mission placement at a time starting with the German side.
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12.4.1.5.1. Effect
Air units support values are added to friendly attacks and subtracted from enemy attack dice rolls as die roll
modifiers (consult the Fire or Assault combat tables). Place the actual single air unit on the hex wishing to have
the Close Air Support effects. They are good for all fire combats and all assaults that occur in the hex they are
placed for the remainder of that turn. Therefore if they are placed to support combat in a hex they can lend their
effects to any and all fire and assaults that may occur in that hex during both Operations phases and both Close
Assault phases depending on when placed in the turn. CAS missions can occur by both players in the same hex.
12.4.1.5.2. Return
Air units used as Close Air Support are returned to base and placed in their Flown boxes on the Air Support Track
of the Air Unit Tracks PlayAid during the final Interdiction Placement/Return and CAS Mission Return Phase.
12.4.1.5.3. Limit
Only one air unit shall be permitted to support any given hex as Close Air Support per player side.
12.4.1.6.1. Effects
German and Red Army air units may conduct an attack against an individual unit in an individual hex. This is called
a Ground-Attack (GA). The player places an air unit on the target hex and consults the Air-Ground Attack Table
immediately. The results of the attack are immediate. Ground-Attack cannot be combined with other forms of air
support.
12.4.1.6.2. Return
The Ground Attack air units are immediately returned to the Flown box of the Air Support Track of the Air Unit
Tracks PlayAid.
12.4.1.6.3. Limit
Only one air unit shall be permitted to be used against any one enemy unit.
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12.4.1.7.1. Effects
Air units may be placed on interdiction missions during the Interdiction Placement and Mission Return Phase and
only if they have not performed any other air mission in the Joint Air Support phases of both player's Operations
phases. Air Interdiction adds their support value to the movement points required to exit a hex.
12.4.1.7.2. Specific
When an air interdiction mission is in effect, an interdiction marker of the appropriate value (same as
the air unit support value) is placed on the hex. The actual air unit is then returned to the Flown box of
the Air Support Track of the Air Unit Tracks PlayAid. The Interdiction marker remains in place for one
complete enemy Operations phase, then removed in the next Interdiction Placement/Marker Removal phase.
12.4.1.7.3. Return
Air Interdiction marker return takes place in the Interdiction Placement/Return phase, after the interdiction
marker placement on the map and once a complete enemy operations phase occurs. The air units are returned
immediately to the flown box on the Air Support Track of the Air Unit Tracks PlayAid at the time the Air
Interdiction marker is placed on the map.
12.4.1.7.4. Limit
Only one air unit shall be permitted to be placed per hex for an air interdiction mission by either player side.
12.4.1.8.1. General
Anti-Aircraft units are used to deny friendly airspace to the enemy. They also provide important ground attack
and anti-tank capability to front line troops.
12.4.1.8.2. Specific
When an enemy air unit is placed on the board to perform any of the three air mission types, friendly
anti-aircraft units in range may fire at it to cause it to abort its mission. The moment that the air unit is
placed on the map check to see which anti-aircraft units are in range to conduct the anti-aircraft fire.
Each anti-aircraft unit in range can fire, and fires individually. Each anti-aircraft unit may fire more than once per
turn, but only once at each air unit. When anti-aircraft units fire at aircraft that are within their long range factor
they receive no die roll modifiers. When anti-aircraft units fire at aircraft that are within their short range factor
the attack receives a +2 die roll modifier.
12.4.1.8.3. Special
Anti-Aircraft units must be unloaded from transports in order to provide any fire (for separate and self-contained
transport types), unless they are tracked movement type. Suppressed anti-aircraft units may not fire at enemy
aircraft that are within range. Anti-Air units that fired against ground units (has a fired marker on them) may still
fire at aircraft as long as they are not suppressed.
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Example: The German player has 6 air units of I/StG2, Stuka’s, based at Krestowoi. They start the day in the
Unassigned box of that airfield. During the 0800-1000 turn of that day they are assigned to perform a CAS
mission. On their return they are placed in the Available Afternoon box of their airfield. This shows they have
been used for their morning mission. During the 1400-1600 turn they are all assigned a GA mission. On their
return they are all placed in the Complete for Day box of their airfield. They have been used all they can be for
that day.
Example: Both players roll a d10 at the same time. Each player adjusts the die roll by the Day Die Roll Modifier
(i.e., for 6 July the German gets a +2 and the VVS player gets a -5 DRM). The players write down these numbers.
The numbers represent the total number of sorties that may be flown during the day. A sortie is counted anytime
an air unit is assigned to fly a CAP, CAS, Interdiction, GA, or GA-Airfield Attack mission whether it completes the
mission or not.
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Example: Assumption – there are currently 16 German Fighter and 24 German Attack air units remaining in play.
The others have been eliminated. If the German player rolled on the Allocation Table a result of 34 Fighter and 66
Attack sorties:
He may plot NO MORE THAN 34 Fighter and 66 Attack sorties for the day (actually he could only plot 32
Fighter and 48 Attack sorties for the day based on the reduced counter availability see Note 1 below)
He may plot NO MORE THAN 16 Fighter and 24 Attack sorties for a half-day period
He may plot NO MORE THAN 16 Fighter and 24 Attack sorties for any one game turn
Note 1 – if the German had this situation he would NOT be able to plot all the allocated sorties since he
doesn’t have enough currently remaining air units to allow it. The remaining allocated sorties are ignored.
Note 2 – Attack aircraft can be assigned to make CAP sorties as shown in the Planning Sheet example.
In this graphic example due to the counter restriction previously presented (16 German Fighter and 24
German Attack air units), 4 of the fighters plotted for the 1000 turn would not be available and 10 of the
morning attack sorties would also be cancelled. In the afternoon session, the fighter missions are ok and 8 of
the attack sorties would have to be cancelled. This also does not take into consideration that Airfield attacks
and/or eliminated air units due to Air-to-Air combat could further affect these numbers.
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Example: If the German player has assigned, on his planning sheet, 7 for CAS, 4 for GA, 4 for CAP, 4 for GA-
AirField, and 3 for Interdiction in the current turn (1200, see above) they are all lifted from their airfields (if
available) and placed in one, or more, of the CAP, GA, CAS, GA-Airfield mission boxes. The Air Interdiction units
are held to be placed after the Operations Phases in the Air Interdiction placement and removal phase. These air
units are now airborne.
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missions are NOT allowed to fly in waves. Only one mission may be flown against an on-map target hex or an off-
map airfield target in any given turn.
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hex. When it is their time to conduct close assault combat they get, in addition to any other DRMs, a +4
DRM (CAS air mission modifier) in support of the close assault combat.
Interdiction Missions
In order to cause a unit to spend additional movement points to move out of a hex use an
Interdiction mission. For each point of Ground Attack Value there is a +2 movement penalty
for dismounted troops and a +5 movement penalty for vehicular/mounted units. An
Interdiction marker may be placed in a hex as a result of a planned Interdiction mission at the appropriate
time in the turn sequence. The +1 on the marker represents the Ground Attack Value of the air unit that
was used to place the marker.
Example: An Interdiction mission is placed in a target hex. The air unit, with a 2 Ground Attack Value,
places an Interdiction +2 marker in a hex with 2 enemy units. One enemy unit is a dismounted infantry
unit. In order for it to move out of the hex it must spend an additional +4 movement points to do so. The
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other enemy unit is a tank. In order to move out of the hex it must spend an additional +10 movement
points.
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rising for the interception the Emergency CAP air units stay in the Airfield CAP box for the remainder of
the half-day (morning or afternoon).
Example: There are 4 VVS air units assigned to the CAP box adjacent to the Trostanka and Pestunovo
airfields. There are 4 893BAD air units currently at Trostanka and 3 294FAD air units currently at
Pestunovo. The German player places 4 Mission and 2 Escort aircraft in the GA-Airfield Attack box next to
the CAP box by the Trostanka and Pestunovo airfields. The VVS player rolls a d10 (3) for the Trostanka
airfield and fails and then rolls a d10 (9) for the Pestunovo airfield and succeeds. The 3 294FAD aircraft
immediately join the 4 VVS aircraft already on station in the CAP box protecting both airbases. These 3
additional Emergency CAP air units remain in the airfield CAP box until the end of the current half-day
period. If they rose in the Morning they would land in the Afternoon Available box and would not be
available for another morning mission.
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otherwise by mission aircraft. Air-to-Air combat is conducted. Surviving mission aircraft then perform the
CAS mission in the target hex for the remainder of the turn. Note that both sides may have a CAS mission
that affect all fire and assault in the given hex for a turn.
Note: In this case a player MAY NOT intercept with Battlefield CAP and then place a CAS mission marker in
the hex. The intent is that the CAS mission does the dirty work instead of the CAP. If a player does decide
to make a Battlefield Interception of an enemy CAS mission he MAY NOT then place a CAS mission in that
hex.
12.4.1.9.8.1. Advantage
The Advantage determines which player rolls the die for Air-to-Air combat and how groups are formed. CAP has
the Advantage when CAP makes an interception. A CAS mission has the Advantage when it is the first air mission
marker in a target hex. [Use rule 12.4.1.9.7 to determine how to form Air-to-Air Combat groups]
Note 1 - the German Luftwaffe gets a +2 DRM when performing CAP (with its fighters only) over its Airfields.
Note 2 – Air-to-Air combat is not a continuous process that goes through multiple iterations or results. The
maximum possible occurrence is where a CAP fighter gets an initial favorable result against an enemy fighter
and then is allowed Air-to-Air combat against an enemy mission air unit.
12.4.1.9.8.3. Results
There are 4 results that can occur in Air-to-Air combat.
a) “--“ Draw
b) “NA” Non-Advantage Aborted. The Non-Advantage player air unit is Aborted and is returned to base.
Surviving CAP, the Advantage unit, may make an Air-to-Air Combat against a mission aircraft unit. The
Non-Advantage air unit is not considered to have landed until the End of Turn activity.
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c) “AA” Advantage Aborted. The Advantage player air unit is Aborted and is returned to base. The surviving
Escort remains with the mission marker and provides a negative 2 DRM for any Air-to-Air Combat vs. the
mission aircraft. If more than 1 Escort unit survives the DRM does not increase further. The Advantage
air unit is not considered to have landed until the End of Turn activity.
d) “X” Non-Advantage Eliminated. The Non-Advantage air unit is immediately eliminated from the game and
is placed in the Total Loss Box.
12.4.1.9.10. Optional
From the FS - Air Enhancement module.
Specific: 5 July VVS surprise 0400 - 0600 turn only. The Red Army player manages to sneak in and attack the
German airfields. German Airfield assigned CAP units (both assigned CAP and emergency reacting airfield CAP) are
halved in number (round up) after it has reacted and do not get the +2 DRM for Air-to-Air Combat. The Red Army
player is also allowed to assign up to 3 GA-Airfield missions per GA-Airfield box.
Results Include:
a) As Planned – where the mission continues as it was intended
b) Fail – where the GA or CAS mission does not conduct any attack and must return to base (as flown)
c) Fail/6 Hex – the GA mission fails for the targeted hex although the mission may select another target hex
up to 6 hexes away. If this was an airfield attack then it becomes a Fail
d) Fail/3 Hex - the GA mission fails for the targeted hex although the mission may select another target hex
up to 3 hexes away. If this was an airfield attack then it becomes a Fail
e) Fail/Adj En – the CAS mission fails, turns into a GA mission, and may hit an adjacent enemy unit if there is
one, attacker chooses the new target. If this was an airfield attack then it becomes a Fail
f) Fail/Adj Frd – the CAS mission fails, turns into a GA mission, and must hit an adjacent friendly unit if there
is one, defender chooses the new target. If this was an airfield attack then it becomes a Fail
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enemy (Nebelwerfers). Artillery may fire by itself as long as it fires at an enemy unit that is seen by a combat unit
the artillery supports (in chain of command) which has a clear line of sight to the target.
12.4.2.1. Use
When an artillery unit, not Heavy Weapons, is used it must be turned over to show that it may not be used again
that turn (or have a Fired Pri/Fired Sec/Fired Comp placed on it). Artillery units must be In-Command to fire at full
strength in support of friendly organization fire and assault combats. Artillery units in Out-of-Command status
may fire at half strength in support of units in their friendly organization.
12.4.2.2. Firepower
When firing in support of any attack the strength of the support is calculated differently for fire attacks and
assaults. In fire attacks the artillery strength is calculated using the defensive target type being fired at. In an
assault, the artillery strength is calculated using the best possible defensive target type in the target hex. In other
words if the target hex of the assault contains both medium and soft defensive target types then the artillery may
use the firepower multiplier for soft defensive targets which is the most beneficial.
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banded headquarters. It may fire twice though, once offensively and once defensively per turn. There are
generic markers to show when each type has been used. Place a “Fired Off “ marker when the battery has
fired Offensively and a “Fired Def “ marker when the units has fired defensively. When both have been
used a generic “Fired Comp” marker is place on the battery. There may be no more than two ‘DS’ battery
assignments per GREEN banded headquarters.
12.4.3.2.7. Special
Players place markers on reinforcing artillery units when they arrive.
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12.4.3.3.1. Specific
When a battery or batteries fire, the enemy player rolls the die and refers to the Battery Detected Table. If there
is detection, the player with the detected units places one Detected marker on the closest battery to the player
that made the detection. The enemy player must then decide to return fire with one or more stacks of ‘R’ marked
artillery units. All 'R' marked artillery firing at the detected location combine their attack values. The fire on the
detected battery occurs after the original attack (which is different than the Counter-Battery Standard Game
Rule).
12.4.3.4. Smoke
Smoke is now available to both players and may be used to support the operational plan.
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The players are provided units for recovering vehicle wrecks from the map. These recovery
units, shown here, must be used to move a wreck marker from its current location to the
location of its HQ or Maintenance unit. Recovery units must be In-Command, must be In-
Supply, and not-suppressed in order to recover wrecks.
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Allow 5% of the allotted supplies to be Class IX, or spare parts (round normal). Maintenance units must
have one point of these per day to continue making repairs to friendly units. For every turn they are
supposed to have them and don’t, the repairs stop until more repair parts arrive. [from CSS - Logistics
Enhancement module]
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expend one Supply Point to supply all its combat units and any other units that are currently tracing to it. The
GDPzR HQ must also expend a supply point for all combat units that trace to it.
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12.6.4.3. Restriction
Supply Transport units may hold supply points, but may never be used as a supply unit to issue supplies.
12.6.5. Special
The following are special rules for supply:
12.6.6. Effects
Effect of being Out-of-Supply is the same as [Enhanced game rule 8.5.2.4] - movement and combat factors for
attack only are halved (round up).
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Example 1: Heavy Weapons platoon 4/A/I/GDG may support any assaults by elements of A/I/GDG. B/I/GD Art
may fire in support of a unit tracing command to the headquarters for the GD Grenadier Regiment. It may fire in
support of any unit in the GD Grenadier Regiment.
Example 2: Heavy Weapons platoon 2/E/I/5SSPzG may support any assaults by elements of I/5SSPzG.
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13.1.4.1. General
In Assault only, units gain benefits from using all types of arms in combat. Combined Arms modifiers are available
beyond the normal Assault Combat modifiers. There is no limit to the number of die roll modifiers (one per each
category) that can be achieved in a single Assault combat and their effects are cumulative.
13.1.4.2. Pre-requisites
The types listed below must participate with Infantry in an attack or defense to qualify for Combined Arms bonus
DRMs. Infantry is considered any regular infantry/motorized infantry/mechanized infantry, recon, engineer, or
sub-machine gun type of unit.
13.1.4.3. Effects
When the pre-requisites are met the player may gain a single die roll modifier for each type of DRM category
listed on the Die Roll Modifier Table and Track PlayAid. Combined Arms Assault Combat Die Roll Modifiers
categories are:
Attacker/Defender; Infantry Type Company (German)/Battalion (Red Army) Integrity (+1/-1)
Attacker/Defender; any Elite unit involved (+2/-2)
Attacker only; Heavy Armor (+2)
Attacker/Defender; Armor (+1/-1)
Attacker only; Engineers/Pioneers (+1)
Attacker/Defender; Anti-Aircraft (+1/-1)
Attacker only; Recon (+1)
Attacker/Defender; Artillery (+1/-1)
Attacker/Defender; Close Air Support (+#/-#)
Defender only; Anti-Tank/Tank Destroyers (-1)
Attacker only; Assaulting through more than one hex (+1/+2/+3/+4/+5)
Attacker/Defender; Patrol modifier for turn (+#/-#)
Use the most advantages or at the player's discretion, but only one qualifying modifier per category.
13.1.4.5. Losses
When an attacker loss is called for in an assault that used combined arms then the first loss must be taken from
the engineers/pioneers, armor, tank-destroyer, anti-tank, recon, or anti-aircraft units; then an infantry unit; and
then other units.
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of the suppression. For each level of suppression that a medium or hard target unit has it
loses 10% of its combat strength for attack and movement abilities (round down, 4.8 becomes
4); defense strength is increased by the level of the suppression (i.e. a unit with a defense of 8
has a 3 suppression marker on it and now has an 11 for defense). Moving units that get a
suppressed result of any type must halt their movement (there is an exemption when using Withdrawal
Movement [see rule 12.1.2.5]). A unit with mounted troops that suffers a suppression result must unload
the troops and all are suppressed at the same level as the carrier. Suppressed units may not move closer
to an enemy unit, (exception suppressed Armor and Elite units on both sides may still move toward the
enemy). Suppressed units may not use opportunity fire, but may use defensive fire. Suppressed units are
designated by placing them underneath a suppression marker with the level of suppression they are
suffering, RED side up first. Should a unit with a GREEN suppression marker be assessed more
suppression, a RED suppression marker with the additional suppression is added (both a RED and a
GREEN suppression marker will be stacked together on the affected unit). Additional suppression results
are added together. In the case where there is GREEN suppression the new RED marker is placed on top
of it and they are still accumulated, but kept separate until the Suppression Recovery Phase. If the total of
suppression of both RED and GREEN suppression markers combine to a level of 5 or greater, the unit is
eliminated. [See Rule 14.1 on the removal of suppression markers.]
c) Retreat: During assault units may be required to retreat. German units must retreat to the south and
Red Army units must retreat to the north. Units with a zero movement factor that are required to retreat
are eliminated instead. Retreating units are not subject to Defensive Fire or Opportunity Fire or
Overwatch Fire. A surrounded unit forced to retreat would be eliminated. Units defending in Dug-ins and
Forts ignore retreat results.
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15.3. Exception
The German Player may choose to hold some or all of his Air Units in the Ready Box to be used in the Red Army's
Air Support phase of the Red Army's Operations phase or the Red Army Close Assault phase (defensively).
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The Prep and Counter Prep fire is conducted only once for each player during the game. The Red Army players
hits first and is rolled for during the 2400-0400 5 July night turn. The German players hits second and is rolled for
during the 0400-0600 5 July daylight turn. This fire is handled differently from other artillery fire and the effects
are also handled differently. At the appropriate time the players roll on the table and determine how many and
what suppression level markers are taken. The player then places the markers on enemy stacks. One marker may
be placed on any given enemy stack. Units recover from the suppression normally. If a stack is already
suppressed the effects are combined, but cannot be made higher than level 4. Units are not eliminated from the
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effects of the prep or counter-prep fire. Refer to the Game Turn Record Track or the Sequence of Play for
references.
German Commanders Intent: The German High Command had a simple intent. The German Army Commander’s
intent is that panzer Divisions shall attack northward to break into the operational rear. Panzer Divisions will use
massive shock to break individual positions, but if resistance cannot be immediately overcome then regroup and
make further attempts with reorganized forces. The attack northward must continue moving forward toward
Oboyan and Kursk. Commanders are encouraged to bypass enemy units of up to Battalion strength in order to
keep forward momentum. These bypassed forces can be cleaned up by the Division reserve.
Red Army Commanders Intent: The intent was simply stated for commanders at all levels. It basically states that
the infantry and anti-tank forces should die in place. The Red Army Front Commander’s intent is that front line
units are to defend in place and attrite the German forces attacking toward Kursk. These front line units will not
retreat from their positions and will fight the enemy in front of them and fight the enemy once they are behind
them. These front line units are permitted to withdraw if there is a fall back line of defense, with prepared
positions (Dug-ins and Fortified), within 15 hexes behind them. Units in the second echelon, those in defensive
positions behind the front line, are to remain in place and defend in order to slow and weaken the Axis main
attack. If an opportunity arises to conduct local counter-attacks, they should be taken to regain lost key terrain.
Key terrain is defined as any place from where an advantage can be gained when firing at the enemy such as high
ground. Tank and Mechanized Corps units that arrive as reinforcements are to counter-attack in order to push
back the Axis forces until the counter-attacking forces are at 50% or less strength, then they should go over to the
defense. Rifle Division units that arrive as reinforcements are to take up blocking and defensive positions, behind
good defensive terrain features, to prevent the Germans from exiting the map in their area of operations, while at
the same time keeping a reserve force between a battalion and a regiment in size for counter-attacks.
Command and Control – this is one of the most important of the operating systems to get right. If you don’t get it
right you will pay dearly for your failure. The most important thing to remember is to task organize correctly.
With the rule for fire and assault restrictions to battalions you have to be certain to task organize in order to get
the most out of your different types of units. Using that restriction rule means that one unit of each type that you
want to aid an assault must be part of the battalion. So have a panzer company and infantry company tasked
together, and then be sure you have an engineer unit supporting the same regiment, along with an anti-aircraft
unit, an artillery unit, and a recon unit. The Task Organization Charts now solidify and identify the chain of
command. This is critical in keeping your troops in command. All the support fire from artillery is based off this
chain of command. Radio Line of Sight is something new to worry about. But it is the most realistic way to show
how this works. Signals companies will also make this BOS more interesting. Both players will need to consider
how best to place these units. Stacking them with the HQ will make the HQ more effective. But doing so will also
make the command more vulnerable if the unthinkable happens. And in this game you will need to consider the
unthinkable. Command and control is essential and if the HQ gets hammered your operations will suffer. Also
consider this, where the quality of the HQ will make a small difference in the ability of that unit to function the
way you want it to if its communications go down. This is a bigger problem for the Red Army than it is for the
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Germans since a destroyed HQ comes back next turn for the Germans and next day for the Red Army. Being out
of communications for that long will be a problem. A replacement HQ can be scraped together pretty quickly in
the German Army from elements of the staff that might be in alternate Operations Center and subordinate
commanders being elevated. This flexibility did not exist in the Red Army. It took much longer for the orders
stream to make it to the level where these headquarters were concerned and forming a coherent staff.
Red Army Command and Control and Fire Support: The Red Army player should make sure there is at least one
artillery regiment (3 Battery sized units) in support of each Infantry Regiment or Tank Brigade. If you want to be
able to focus some heavy fire against local attacks you should put as many Division/Corps level “GS” artillery
Batteries as you can find. Your Army HQ can control many artillery units and therefore can be a good place to
gather a powerful element for punching holes in the enemy line. Use the Batteries at this level, assigned “R”
missions, to add to the fire of your counter-attacking units. Ultimately the Red Army player has his hands full with
problems to deal with. These enhancement packages will not make it any easier. But planning is the key to
minimizing the risks to any given sector. Have some GREEN banded HQ behind the front line for counter-attacks.
Assign GREEN banded HQ supporting Battalions (i.e., anti-tank, recon, engineer, etc.) to give extra defensive
power and flexibility to those units, especially artillery that can be assigned Direct Support.
German Command and Control: Another critical choice for the Germans is whether or not to use the Company
level counters. While they look quite impressive they are also fragile. A Tiger or Panther Company is going to
look, and be, somewhat invulnerable to enemy fire because of their immense defensive value. But they will be
magnets for enemy fire for the same reason. While they help a lot with clutter they bring a unique set of
problems. If they are lost they take with them a large amount of firepower. Take a look at the options for ways to
help incorporate these units and still have them be integral to the main fighting, not just moving forward and
lessening the stack sizes. My suggestion is to use the Optional Loss rule [8.3.8] when using the Company level
German counters.
Common Command and Control and Fire Support: Both players must now consider the implications of where your
HQ and Signal units are deployed. The command distances are now reliant on Radio Line of Sight, which is
affected by terrain, and distance. This will become critical as Forest or a Town, and especially a Hill will make life
miserable by blocking the RLoS. Make sure to have the Main Axis of Advance clear of terrain obstructions or you
will cause yourself grief trying to find clear positions to transmit from. There are benefits and consequences to
putting the HQ and Signal units together in the same hex. If the signal unit is located, through interception, and
the HQ and Signal unit are stacked together, then the HQ will be subjected to major punishment and more of a
loss of C2 might be felt. But the chances of making successful Commo Checks goes up. Keep them separated and
the HQ is more likely to stay alive, but Commo might be lost more often. Artillery is going to drive the battle in
the places where it is focused the most. You will also find that you must plan better since you will not be able to
find artillery factors all over the battlefield to add to a combat whenever you want. The most flexible artillery
mission is GS, but you have a limited ability to assign them. Plan to give yourself the most firepower in the place
where the fighting will be the heaviest. One last suggestion is if you place many artillery in ‘R’ at the
Division/Korps/Army level, you should only use one of your front line ‘DS’ artillery units to support the combat
and then add loads of ‘R’ from your higher HQ to make it hurt more. This will also provide for more ability to
support more front line units with artillery support.
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Maneuver – this BOS has changed significantly. Not because of movement, but surely because of the map
changes. This will have a big effect on the way you maneuver your troops toward their objectives. Players will
find the terrain much friendlier to move through in one way, and more dangerous in another. As the defender
you will want to occupy the high ground and place dug-in and fortifications on them to cover the valleys. As the
attacker you will use the valleys to mask your movement from the enemy across the ridge. Given this the
watchword for the attacker will be to use masking techniques such as smoke to cover the approach routes, and
Overwatch. Overwatch will be important as it gives the moving units some support in moving through an area
that has a lot of defenders. This is moving by bounds. One force watching over the other. If you want to move an
entire battalion at the same time into an area that is well covered by enemy fire then you will need to try to
suppress as many enemy positions as possible first. Use artillery and Close Air Support to hammer away first and
then add some ground units to the mix to punish those forward enemy units. Once you can penetrate into the
enemy positions you will find, in many cases, a hornets nest. This is where you will need to be daring, bold, and
not afraid of taking casualties. The open turn sequence provides great flexibility in the way you execute your
attacks and other operations like breaching. But for the Germans they will have to take the chances that are
involved in order to keep the battle moving forward. Lastly, keep a reserve! Don’t commit everything you have to
the front line. Keep at the least a force of decent size back for defense or exploitation. For a battalion sized unit a
company is a good reserve, for a Regiment/Brigade a Battalion is a good reserve, and for a Division/Corps a
Regiment/Brigade is a good reserve. You really should be trying to keep such things available as your combat
power will dissipate quickly and with no reserve to backfill your spent troops you will lose combat power. You will
also telegraph your main axis of advance to the enemy. Keeping a reserve will keep the other guy thinking about
where it will be used and having to keep some of his own forces available for use against those fresh troops. The
least used and yet most helpful form of maneuver is the Overrun. These force an assault during the movement
phase and can create a hole where one does not exist. One other nugget to the Overrun is that the enemy player
cannot bring a Reserve marked unit to add to the defense. Be bold, be brave, and make an Overrun once in a
while to keep the other guy thinking.
Fire Support – there are 2 major elements to this BOS. Fire support comes from Air and Artillery in this battle.
Touching on the artillery first we now have these mission markers. There are three types, ‘DS’, ‘GS’, and ‘R’. ‘DS’
markers mean that the battery with the marker is committed to Direct Support which means they can fire for no
one else. The ‘DS’ markers have a new advantage. While in the past artillery units could fire only once, ‘DS’ units
may fire once in support of a battalion attack and once in support of an attack against the battalion. This is a
critical reason to provide at least one battery to ‘DS’ for each battalion. Typical distribution of supporting artillery
is to have an artillery Battery in support of a maneuver battalion, an artillery Battalion in support of a Regiment,
and an artillery Battalion of heavy guns supporting the Division. The maneuver battalions with missions in the
front line need this support, or a bit more, the reserves do not need to have direct support artillery. When trying
to accomplish something hard, use smoke. Smoke will help hide your maneuvering and allow you to deploy your
forces behind a small bit of concealment. The best artillery support you can get sometimes is CAS. Don’t forget to
use air power to support your operations. I’ll give you an example related to football. Open the field up. In other
words stretch out the defense by using air power for harassing the enemy in the deep rear so that he must
provide more AA units to aid in chasing away the threat. Much like a football team this will establish the running
game so that they can make trying the long bomb more possible and successful. Lastly, in terms of those deep
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operations, CAS has no range limit and can go anywhere. And if you have decided to use the Air Enhancement
rules then a whole new world opens up to you in the care and use of airfields and air missions.
Fire Support Red Army: The Red Army player should make sure there is at least one artillery regiment (3 Battery
sized units) in support of each Infantry Regiment or Tank Brigade. If you want to be able to focus some heavy fire
against local attacks you should put as many Division/Corps level ‘GS’ artillery Batteries as you can find. Your
Army HQ can control many artillery units and therefore can be a good place to gather a powerful element for
punching holes in the enemy line. Use the Batteries at this level, assigned ‘R’ missions, to add to the fire of your
counter-attacking units. Ultimately the Red Army player has his hands full with problems to deal with. These
enhancement packages will not make it any easier. But planning is the key to minimizing the risks to any given
sector. Have some GREEN banded HQ behind the front line for counter-attacks. Assign GREEN banded HQ
supporting Battalions (i.e., anti-tank, recon, engineer, etc.) to give extra defensive power and flexibility to those
units, especially artillery that can be assigned Direct Support.
Fire Support German: The German player should normally have one Battalion’s worth of artillery in support of
each Regiment. The Division Commander normally has the larger caliber guns (150 mm (8/9+strength)) at his
discretion to fire with ‘R’ missions. Holding these at this level is good, and the Divisions in this battle should be
asking the Korps Commander for even more artillery units to be assigned to them for the main attack. Stay
flexible and keep the bulk of your artillery units assigned at the right level to support the place where the fighting
is the hardest. The German player will be affected less than the Red Army player in matters of C2 and FS. Use this
advantage to keep them off balance and advance into positions that will create better conditions to move
forward. The one unique factor about the German Command and Control is the deployment possibilities of
Kampfgruppes. They should be used to put together a feint, or the opposite, a strong centrally controlled combat
group of all arms. A KG may not be used a vehicle for exiting units off the north edge of the map. The regular
Regimental HQs are called out and a player may not make a tiny KG and run it off the map to satisfy the
requirements for exiting all the remaining elements of a Regiment. A Valid KG for this purpose must have at least
2 Battalion equivalents assigned to it. Here’s an item from a ways back that I think is important to remember as
the German player. You have Heavy Weapons units. These versatile units are capable of supporting more than 1
assault combat in the same turn. Maximize their use and use them to improve your chances in each combat
where they participate. There are some of these units at the Battalion level that can be especially potent.
Intelligence – this BOS may not seem as though it can be modeled effectively but you would be mistaken. There
are 2 critical elements of this BOS that you will be well served to address. The first is the use of nightly patrols.
The modifier gained will pay for itself many times over. The second is to use recon units to identify the dummy
obstacles to create holes that can be moved through. Let’s talk patrols first. Every night you need to make sure
you have as many spare units as possible available for use as patrols. The Germans will need the extra DRM it
generates during the morning to help move things along. The Red Army will want to prevent the Germans from
getting a high DRM or even get their own. Don’t give up the opportunity to do this. Concerning the dummy
obstacles make sure you move recon forward to determine if there are some holes in the obstacle belt that can be
exploited without slowing the advance too much.
Air Defense – another very overlooked BOS. Another place where you will pay a heavy price for not thinking in a
3D manner is here. The battlefield has a vertical perspective to it and consider that there is such a thing as death
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from above. Ground Attack can be very powerful as can Close Air Support. I cannot over emphasize how
important it is to protect your critical infrastructure. Your initial desire will be to push all those heavy AA units
forward to help the ground battle. While doing that will help it will open your HQ and supply units to devastating
and paralyzing attacks. I have found that keeping a Regimental or Divisional support and HQ area with an integral
AA battery as part of the group is a good way to at least make the other player think twice before committing air
units to make an attack. While AA is not very effective it at least provides a chance for escaping. Another good
idea is to place these HQ and support areas in covered terrain. It may lessen their Radio Line of Sight, but it will
better protect them from air attack. And as I mentioned above in the Fire Support section this will be where the
enemy stretches out the battlefield and dissipates your AA cover if you are not careful.
Combat Service Support – three areas to be aware of, maintenance, medical, and supply. All three can affect you
in ways you don’t want. Fail to plan well for any and you will lose your ability to sustain the troops for more than
a day or two. That may not seem like much in overall game terms but it really does matter.
Maintenance Operations: Let’s chat about Maintenance operations. You will need to plan the best place
for locating the repair units for your wrecked vehicles. The farther away from the front line the longer it takes to
get them back into the battle. The closer you locate them to the front the more vulnerable they are to some type
of attack. And moving a recovery unit to get the wreck has its own inherent danger as they get very close to the
front. So if you are on the offensive you have a better chance to recover a unit than if you are on the defensive. If
a unit needs to be repaired at a far enough away repair facility then you will need to make a decision to leave it
alone or to drag it back. Dragging it back takes time, time you may not have in order to recover more wrecks.
Medical: As for Medical you have the same issue, except you don’t have to recover the casualties. But
you do have to plan for how far they have to move to get back to their parent organizations. This will be more of
a problem for the Red Army since they have lots of infantry that can only walk. The farther back the medical unit
the longer the walk. The Germans have a lot more motorized units that can ride back to the front line. I know it
might sound like a crazy idea, wargamers keeping a reaction force in the rear, but you might consider one of these
replacement companies/platoons to remain in the Combat Service Support area as a quick reaction force just in
case.
Logistics: And Supply is just like Maintenance. Too close and they are in danger of destruction, while too
far away and they take longer to resupply the troops. All these units are prime for being located in that support
area. Ideally this support area should contain an AA unit and even a small reserve force that can react to trouble.
You might not think it possible, but I have seen it happen where a motorcycle unit gets behind the front and
causes havoc with the rear area units.
Mobility and Survivability – this is the next most critical element of the battle to get right. If you are the Germans
you must have some recon and engineers up front to help eliminate the obstacles quickly. If you are the Red
Army then you need to understand how to emplace the obstacles to drive the Germans into the places where you
can best place a fire sack and kill German units as effectively as possible. So remember, obstacles need to be
placed in a manner that channels the attack into your best killing ground. And an obstacle that is not covered by
fire is virtually useless. Let’s talk a bit about breaching operations. The German player should become an expert
at clearing obstacles before the battle is over. There will be plenty of places to practice. A proper breach
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operation needs 3 elements to succeed. They are 3 different types of forces: a force that handles keeping the
enemies heads down, a force that clears the obstacle, and a force that moves through the obstacle on the way
forward. The fire support force must use all the firepower they have to suppress any known enemy units in the
area that can react. The breach force must use smoke and any other means they have to hide their activity from
the enemy. The assault force must be ready to move at a moment’s notice when the obstacle is clear. So, to
recap, pin the nearby enemy, hide the breachers, and then assault through the breach.
Proper Combined Arms use is born of good planning. Having the right combination of arms available makes it
possible to conduct good combined arms attacks. Seek to place a combination of infantry, armor, recon, anti-
tank, anti-aircraft, artillery, and engineers, in each of the main attack, or defense areas you are hitting or
defending. Look for opportunities to bring all the arms together in order to gain the benefits of all the die roll
modifiers that are available.
There have been some rules changes that will make this game so much better than before.
We will be working on exactly how to re-organize the original games so that we can transition them to the new
system as quickly as possible. Retrofitting the original 3 games will be a challenge, but has to be done. They will
eventually be made to have the newer maps and they will also likely need new scenario Cards made for them to
support the new maps.
Priority Targets – this came into being as I did research on specific doctrine for the major combatants. The initial
design made an assumption that units will fire at a target near them as opposed to a target far away from them.
This is in the Line of Sight rules. Enemy units block Line of Sight. All countries doctrine allows units with long
range anti-tank weapons to target enemy elements that would be able to knock them out. Therefore they are
allowed to see beyond the front line and into the rear where these units might try to hide. Now you can go hunt
them from afar. One item of note is that I found a reference in the Zamulin that states a specific memo (NKO
Order No. 325, 16 Oct. 1942) for the Red Army as a teaching point in late 1942 that the doctrine for Red Army
tanks was to take out the German infantry first, before engaging the tanks. The only rational I can make for this
weird anomaly is that the Red Army higher command must have felt that if the German tanks had no infantry
support they would be less able to perform their job. It seems obvious that the Red Army tankers ignored this
dictate during the fighting at Kursk as they charged the German Panzers at Prokhorovka.
DS Artillery – In the Fire Support Enhancement I have chosen to make the ‘DS’ artillery mission a little more
desirable for the players. Artillery is limited in its ability to fire in support of its assigned battalion. In the case of
DS missions now the artillery may fire once in support of an attack and once in support of the defense. You will
also find a limited set of markers to keep players from assigning too many ‘DS’ or ‘GS’ markers.
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Dummy Obstacles – I have added these to make the game a little more interesting. Now it will be possible to play
a little deception on the enemy by placing Dummy obstacles. They look real from afar, but when the enemy
player moves into them they get tested to see if they are Dummies.
Maps – I decided that I was going to make a major, and I do mean major, change to the maps. The new map
layout reflects a couple major design decisions. First, the battle needed to be all encompassing of the entire 9
game set, and the terrain needed to be more detailed. We have succeeded in both cases. Rick Barber has done a
fantastic job making the design of the terrain features. There is now a whole new appreciation for the terrain that
the battle took place on. Kyle Gebhardt has done a great job getting the tone change between elevations at a
proper level for easy elevation change determination. This change though had to be the most challenging aspect
of the updated game. 24 map sheets all pinned together and having to be matched along every seam. This will
certainly make it one of the largest maps ever designed. I think, if you want to play the whole 9 game set, you will
be able to make three separate battle areas that can be physically separated by Korps and then walk around each
piece. I decided to make all the maps for all 9 games at one time. This allowed me to see how it would look at
one time. It also allowed me to plan the scenario changes from the start for the existing games.
Assault Tables – You will find a new layout for these tables and while the general results are still the same in terms
of the number of each type result that could have happened, I took out the willy-nilly randomness of the results
and made them more linear. This change also makes the table results easier to read and interpret.
Fire Table – You will find a slightly less bloody Fire Table as it is easier to make a Withdrawal movement at bad
odds and I wanted the players to work a little harder for the kills.
Fire Control – This was an extension of the Command and Control rules. It would normally be fairly easy for any
units of the same battalion to work together and gain benefits for combined arms. Outside of that it would be
difficult to coordinate such efforts. The main obstacles to such coordination at higher levels than battalion would
be radio frequencies and their availability and use.
Opportunity and Overwatch Fire – These had stacks able to coordinate their fire before. This would be highly
unlikely to happen as the units were firing based on opportunity and not coordinated fire control as might have
been made during a friendly attack or assault. It is important to remember that this activity takes place over a 2
hour time period. That reflects a lot of time to shoot at the enemy or help your moving friendlies.
Movement Penalties for Suppressed units – Most of the time suppressed units cannot move closer to the enemy.
Now certain types of units can move closer to the enemy. In particular elite units and armor would still be able to
do this.
Fire Versus Armor Units – This is a significant change that just made sense. Armor unit can be suppressed from
small arms fire, but not eliminated. So now, if you want to get higher than 2 odds on armor units, you will need to
fire anti-tank guns. Small arms will not be able to cause more than 2 odds on armor units, and if they get an
elimination result that will get changed to suppression. Buttoning up the crew is all that can happen, maybe
damaging a non-critical system like the radio antenna or a vision block, and that is what this is meant to replicate.
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It’s going to seem for some of you that the rules have grown significantly and gone from short to very long. A
number of things I want to say about the new rules. I made a decision to put all the rules into one set so that it
would provide a preview into the enhancements. A tease so to speak, to allow you to see what you would be
missing without the extra rules. I also made a conscious decision to change the formatting and open the rules up
and spread out the content. This would help with reading the rules and the section headers would make it easier
to find rule references. This same format was used with great success in Incredible Courage and I received many
good comments about the reformatting. So when you take 10 pages of the Table of Contents, 5 pages of unit
examples, 9 pages of Mentoring and Designers notes, Map Design, Definitions, Introductions, Cover and Credits,
the real count of rules pages is nearer to 60 pages. And those 60 pages have all the rules for the regular game,
the Maintenance Enhancement, the Logistics Enhancement, the Air Enhancement, and the Command and Control
and Fire Support Enhancement. I color coded the rules to allow you to ignore the enhancements if you want and
skip through them.
I also wanted to be sure to provide those of you who are loyal customers with the absolute best value I could.
The pre-order price alone is a real deal, but I thought long and hard about the new maps, and although the cost
was very high to make them, those who would provide some funding up front should be rewarded. That reward
came in the form of the new maps for free. I hope you enjoy them. I am very grateful for the support of our fans
and without your help it would have been impossible. While it was a bit of a pain in the neck to get them done it
was a real joy at the same time to see them grow into a great project of their own.
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Unit Description
Dismounted Nebelwerfer Platoon – Approximately 50 men – Small Arms, 3 Nebelwerfer
Launchers – Soft
Dismounted Infantry Platoon – Approximately 50 men – Small Arms, Machine Guns – Soft
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Dismounted Recon Platoon – Approximately 50 men – Small Arms, Machine Guns – Soft
Dismounted Recon Platoon – Approximately 50 men – Small Arms, Machine Guns – Soft
Half-Track Mounted Recon Platoon – Approximately 50 men – Small Arms, Machine Guns –
Medium
Pz Mk-III Wreck
SG-III Platoon – Approximately 3 assault guns – Machine Guns, 75mm Cannon - Medium
SG-III Wreck
Pz Mk-VI Wreck
Pz Mk-IV Wreck
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Light Anti-Aircraft Platoon – Approximately 3 guns – Small Arms, 20mm Cannon - Soft
Dismounted Engineer Platoon – Approximately 50 men – Small Arms, Machine Guns – Soft
Dismounted Engineer Platoon – Approximately 50 men – Small Arms, Machine Guns – Soft
Supply Company – Approximately 200 men – Small Arms, Machine Guns - Soft
Maintenance Company – Approximately 200 men – Small Arms, Machine Guns - Soft
Medical Company – Approximately 200 men – Small Arms, Machine Guns - Soft
Signal Company – Approximately 200 men – Small Arms, Machine Guns - Soft
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Marder Wreck
Half-Track Mounted Heavy Weapons Platoon – Approximately 50 men – Small Arms, Heavy
Machine Guns – Medium
Truck Mounted Heavy Weapons Platoon – Approximately 50 men – Small Arms, Heavy
Machine Guns – Soft
Dismounted Mortar Platoon – Approximately 3 guns – Small Arms, 120mm Mortar – Soft
Dismounted Mortar Platoon – Approximately 3 guns – Small Arms, 120mm Mortar – Soft
T-34/76 Wreck
T-70 Wreck
Motorcycle Recon Company – Approximately 200 men – Small Arms, Machine Guns – Soft
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GREEN banded HQ – Approximately 200 men – Small Arms, Machine Guns – Soft
BLUE banded HQ – Approximately 200 men – Small Arms, Machine Guns – Medium
RED banded HQ – Approximately 200 men – Small Arms, Machine Guns – Medium
WHITE banded HQ – Approximately 200 men – Small Arms, Machine Guns – Medium
Rifle Company – Approximately 200 men – Small Arms, Machine Guns – Soft
Dismounted Motorized Rifle Company – Approximately 200 men – Small Arms, Machine
Guns – Soft
Dismounted Mortar Company – Approximately 200 men – Small Arms, (8) 120mm Mortars
– Soft
Dismounted Anti-Tank Company – Approximately 200 men – Small Arms, (8) 45mm Anti-
Tank Guns – Soft
Dismounted Light Anti-Aircraft Company – Approximately 200 men – Small Arms, (6) 20mm
Anti-Aircraft Guns – Soft
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22. Credits
I want to acknowledge the effort of a number of people who helped make this updated set of rules and these
games greater than ever. Marc Hirschy for one dedicated himself completely to making these rules as good as he
could make them. He has a personal sense of ownership and that made his effort that much more special. Robert
Weebe has a real eye for layout and presentation and his chart update is top notch. Robert also has a sense of
ownership in the final product. I am very grateful for the help as I have been completely engaged in getting the
project out the door and with many other non-GSI issues over the beginning of 2014. This is the most ambitious
package we have attempted and a very intricate plan executed to get to the finish line. Some of the ideas found
in this set of rules were born from comments generated in the Salerno series. Some were born from comments
made during playtest. Other changes were simply from players asking questions during play of the original three
games. I want to especially thank our customers and fans who have been steadfast in their support of these
efforts. One last credit note, none of us are perfect. I especially don’t see myself as the end all of game designers.
It takes a bit of humility to accept criticism and then analyze it and see that it’s justified. There are one or two
changes in here that are born from the harsher critics. We can even learn from them, in fact sometimes they can
be your best resource for improvement.
Game System Design, Scenario Development, and Counter Art: Chris Fasulo Sr
Playtesting, Chart Development, Rules Edits: Marc Hirschy, Steven Bradford, Joe Perez, Robert Weebe,
Matthias Hardel, Stacey Fitzsimmons, Keith Plymale, Bill Schultz, and Clark Daggs
Games and their place in the overall order for the series:
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