Death Ride Kursk - Rulebook v2.0

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Death Ride Kursk – Master Rules

Death Ride Kursk


Master Rules v2.0

Grognard Simulations, Inc.

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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8.1.2. Withdrawals .............................................................................................................................................. 27


8.1.2.1. Failure to Withdraw .............................................................................................................................. 27
8.2. Replacements (Maintenance, Medical, and General) ............................................................................... 27
8.2.1. Replacements (Maintenance) ................................................................................................................... 28
8.2.2. Replacements (Medical) ............................................................................................................................ 28
8.2.3. Replacements (General) ............................................................................................................................ 29
8.2.4. Replacements of Supply, Medical, Maintenance Units, and HQs ............................................................. 29
8.3. Reorganization........................................................................................................................................... 29
8.3.1. Reorganization - General ........................................................................................................................... 29
8.3.2. Reorganization – In the Standard Rules .................................................................................................... 30
8.3.3. §§ Optional [from DRK standard rules set] ............................................................................................... 30
8.3.4. German Specific Reorganization ............................................................................................................... 30
8.3.5. Task Organization Charts ........................................................................................................................... 31
8.3.5.1. Task Organizing ..................................................................................................................................... 31
8.3.5.2. German Player ...................................................................................................................................... 31
8.3.5.3. Red Army Player .................................................................................................................................... 32
8.3.6. Deployment of KG HQ ............................................................................................................................... 32
8.3.7. Scenario Setup ........................................................................................................................................... 32
8.3.8. Optional Rule ............................................................................................................................................. 33
8.3.8.1. Combat Losses ...................................................................................................................................... 33
8.3.8.2. For the Gross Deutschland Division 1 ................................................................................................... 33
8.3.8.3. For the Gross Deutschland Division 2 ................................................................................................... 33
8.4. Intelligence ................................................................................................................................................ 33
8.4.1. On the First Night Turn .............................................................................................................................. 33
8.4.2. On the First Daylight Turn ......................................................................................................................... 33
8.4.3. Effects on the Game .................................................................................................................................. 34
8.4.4. Special........................................................................................................................................................ 34
8.5. Supply Determination ............................................................................................................................... 34
8.5.1. Supply for Standard Level Game ............................................................................................................... 34
8.5.2. §§ Supply [Optional for the Standard game] ............................................................................................ 34
8.5.2.1. In-Supply ............................................................................................................................................... 34
8.5.2.2. German Units ........................................................................................................................................ 34
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8.5.2.3. Red Army Units ..................................................................................................................................... 35


8.5.2.4. Effects of being Out of Supply............................................................................................................... 35
8.5.2.5. During Each Players’ Command and Control Phase.............................................................................. 35
8.5.2.6. Units are Not Eliminated ....................................................................................................................... 35
8.5.3. §§ Supply Rules.......................................................................................................................................... 35
8.6. Red Army Reserve Marker Placement Phase ............................................................................................ 35
9. Joint Players Phase ............................................................................................................................................. 35
9.1. Certain Operations .................................................................................................................................... 35
9.1.1. Intelligence ................................................................................................................................................ 36
9.1.2. Supply Status ............................................................................................................................................. 36
9.1.3. Air Units ..................................................................................................................................................... 36
9.1.4. Artillery Fire Markers................................................................................................................................. 36
10. Player Turn – German side and Red Army side ............................................................................................. 36
11. Command and Control Phase ........................................................................................................................ 36
11.1. STANDARD Game – Command and Control .............................................................................................. 36
11.2. EXPANDED Game – Command and Control .............................................................................................. 36
11.2.1. Command and Control Phase ............................................................................................................... 36
11.2.2. Headquarters ........................................................................................................................................ 37
11.2.2.1. Suppressed HQs ................................................................................................................................ 37
11.2.2.2. In-Command Status .......................................................................................................................... 37
11.2.2.3. Mark Out-of-Command Status ......................................................................................................... 37
11.2.3. German Units ........................................................................................................................................ 37
11.2.4. Red Army Units ..................................................................................................................................... 37
11.2.5. Units that are In-Command .................................................................................................................. 37
11.2.6. Artillery that is In-Command ................................................................................................................. 38
11.2.7. Units that are Out-of-Command ........................................................................................................... 38
11.2.8. Artillery that is Out-of-Command ......................................................................................................... 38
11.3. ADVANCED Game - Command and Control Enhancement Module ......................................................... 38
11.3.1. Headquarters are Color Coded ............................................................................................................. 39
11.3.2. Headquarters are Where Command and Control are Centered........................................................... 39
11.3.3. German Combat Units to HQ ................................................................................................................ 39
11.3.4. Red Army Combat Units to HQ ............................................................................................................. 39
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11.3.5. German HQ to HQ ................................................................................................................................. 39


11.3.6. Red Army HQ to HQ .............................................................................................................................. 40
11.3.7. Perform Communications Check .......................................................................................................... 40
11.3.7.1. Attempt to Re-Establish Commo ...................................................................................................... 40
11.3.7.2. Check for Commo/Initiative.............................................................................................................. 40
11.3.7.2.1. Communications (Commo) Check Procedure................................................................................... 40
11.3.7.2.2. Check Radio Line of Sight (RLoS)....................................................................................................... 41
11.3.7.2.3. Determine the Effects of Commo Checks ......................................................................................... 41
11.3.8. Check for Located / Intercepted Signals ............................................................................................... 42
11.3.8.1. Intercepted ....................................................................................................................................... 42
11.3.8.2. Located / Intercepted ....................................................................................................................... 42
11.3.9. Returning Eliminated HQ ...................................................................................................................... 42
11.3.10. Die Roll Modifiers .................................................................................................................................. 42
11.3.11. Signal Units............................................................................................................................................ 43
11.3.12. Effects of Being Out-of-Command ........................................................................................................ 43
11.3.12.1. Suppressed HQ ................................................................................................................................. 43
11.3.12.2. Restricted Movement ....................................................................................................................... 43
11.3.12.3. Restricted Assaults and Overruns ..................................................................................................... 43
11.3.12.4. Restricted Fire ................................................................................................................................... 43
11.3.12.5. Restricted Maintenance, CAS, and Artillery ..................................................................................... 43
11.3.13. Optional Rules ....................................................................................................................................... 44
12. Operations Phase ........................................................................................................................................... 44
12.1. Maneuver .................................................................................................................................................. 44
12.1.1. General .................................................................................................................................................. 44
12.1.2. Specific .................................................................................................................................................. 44
12.1.2.1. Regular .............................................................................................................................................. 45
12.1.2.2. Overrun Movement .......................................................................................................................... 45
12.1.2.3. Overwatch (OW) Movement ............................................................................................................ 45
12.1.2.4. Reserve Movement........................................................................................................................... 46
12.1.2.5. Withdrawal Movement .................................................................................................................... 46
12.1.2.6. Movement Special Rules .................................................................................................................. 46
12.1.2.6.1. How to Load Infantry and Towed Weapons ..................................................................................... 47
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12.1.2.6.2. How to Unload Infantry and Towed Weapons ................................................................................. 47


12.1.2.7. Opportunity Fire, Defensive Fire, and Overwatch ............................................................................ 48
12.1.2.7.1. Choices .............................................................................................................................................. 48
12.1.2.7.2. Opportunity Fire ............................................................................................................................... 49
12.1.2.7.3. Defensive Fire ................................................................................................................................... 49
12.1.2.7.4. Overwatch Fire ................................................................................................................................. 49
12.2. Mobility and Survivability .......................................................................................................................... 49
12.2.1. General .................................................................................................................................................. 49
12.2.2. Specific .................................................................................................................................................. 49
12.2.3. Effects.................................................................................................................................................... 49
12.2.3.1. Movement (Obstacles) ..................................................................................................................... 50
12.2.3.2. Movement (Rafts) ............................................................................................................................. 50
12.2.3.3. Combat ............................................................................................................................................. 50
12.2.3.4. Building ............................................................................................................................................. 51
12.2.3.5. Removal ............................................................................................................................................ 51
12.2.4. Optional Rules ....................................................................................................................................... 51
12.2.4.1. Obstacles .......................................................................................................................................... 51
12.2.4.2. Dummy Obstacles ............................................................................................................................. 51
12.3. Firepower .................................................................................................................................................. 52
12.3.1. Fire Combat ........................................................................................................................................... 52
12.3.1.1. Assign Support .................................................................................................................................. 53
12.3.1.2. Heavy Weapon Units ........................................................................................................................ 53
12.3.1.3. Fire through Friendly Units ............................................................................................................... 53
12.3.1.4. Fire through Terrain.......................................................................................................................... 53
12.3.1.5. Fire through Enemy Units ................................................................................................................. 53
12.3.1.6. Fire at Night ...................................................................................................................................... 53
12.3.1.7. Enfilading Fire ................................................................................................................................... 53
12.3.1.8. Counter-Battery ................................................................................................................................ 53
12.3.1.9. Fire Combat Results .......................................................................................................................... 54
12.3.1.9.1. Elimination ........................................................................................................................................ 54
12.3.1.9.2. Suppression ...................................................................................................................................... 54
12.3.1.10. Special for Fire .................................................................................................................................. 54
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12.3.1.11. Line of Sight (LoS) ............................................................................................................................. 55


12.3.1.11.1. LoS is Clear:................................................................................................................................... 55
12.3.1.11.2. LoS is Blocked: .............................................................................................................................. 56
12.3.1.11.3. Priority Target............................................................................................................................... 57
12.3.1.11.4. Night ............................................................................................................................................. 57
12.3.1.11.5. Wrecks .......................................................................................................................................... 57
12.3.1.11.6. Artillery and Other Indirect Fire ................................................................................................... 57
12.3.1.12. Optional ............................................................................................................................................ 57
12.4. Fire Support (Air and Artillery Support) .................................................................................................... 58
12.4.1. Air Support ............................................................................................................................................ 58
12.4.1.1. Allocation .......................................................................................................................................... 58
12.4.1.2. Use .................................................................................................................................................... 58
12.4.1.3. Placement ......................................................................................................................................... 58
12.4.1.4. Maximum Allowed During Bad Weather .......................................................................................... 59
12.4.1.5. Close Air Support (CAS)..................................................................................................................... 59
12.4.1.5.1. Effect ................................................................................................................................................. 59
12.4.1.5.2. Return ............................................................................................................................................... 59
12.4.1.5.3. Limit .................................................................................................................................................. 59
12.4.1.6. Ground Attack (GA) .......................................................................................................................... 59
12.4.1.6.1. Effects ............................................................................................................................................... 59
12.4.1.6.2. Return ............................................................................................................................................... 59
12.4.1.6.3. Limit .................................................................................................................................................. 59
12.4.1.7. Air Interdiction .................................................................................................................................. 59
12.4.1.7.1. Effects ............................................................................................................................................... 60
12.4.1.7.2. Specific .............................................................................................................................................. 60
12.4.1.7.3. Return ............................................................................................................................................... 60
12.4.1.7.4. Limit .................................................................................................................................................. 60
12.4.1.8. Air Defenses ...................................................................................................................................... 60
12.4.1.8.1. General ............................................................................................................................................. 60
12.4.1.8.2. Specific .............................................................................................................................................. 60
12.4.1.8.3. Special ............................................................................................................................................... 60
12.4.1.9. Fire Support Air Enhancement Module ............................................................................................ 61
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12.4.1.9.1. Airfield Management (by turn) ......................................................................................................... 61


12.4.1.9.2. Joint Air Allocation Phase ................................................................................................................. 61
12.4.1.9.3. Joint Air Mission Planning Phase and Sheets ................................................................................... 61
12.4.1.9.4. Joint Air Mission Launch Phase (by turn).......................................................................................... 62
12.4.1.9.5. Joint Airfield Attack Phase (by turn) ................................................................................................. 63
12.4.1.9.6. Air Unit Missions ............................................................................................................................... 63
12.4.1.9.7. Combat Air Patrol (CAP) ................................................................................................................... 66
12.4.1.9.8. Air-to-Air Combat ............................................................................................................................. 69
12.4.1.9.8.1. Advantage..................................................................................................................................... 69
12.4.1.9.8.2. Air-to-Air Procedure ..................................................................................................................... 69
12.4.1.9.8.3. Results .......................................................................................................................................... 69
12.4.1.9.9. Anti-Aircraft Fire ............................................................................................................................... 70
12.4.1.9.10. Optional ........................................................................................................................................ 70
12.4.1.9.10.1. VVS Surprise ................................................................................................................................. 70
12.4.1.9.10.2. CAS and GA Success/Fail .............................................................................................................. 70
12.4.2. Artillery Support .................................................................................................................................... 70
12.4.2.1. Use .................................................................................................................................................... 71
12.4.2.2. Firepower.......................................................................................................................................... 71
12.4.3. Artillery Fire Support from C2/FS Enhancement Module ..................................................................... 71
12.4.3.1. Sequence of Play............................................................................................................................... 71
12.4.3.2. Use of Artillery .................................................................................................................................. 71
12.4.3.2.1. Placement of Markers ...................................................................................................................... 71
12.4.3.2.2. ‘DS’ Markers...................................................................................................................................... 71
12.4.3.2.3. ‘GS’ Markers ..................................................................................................................................... 72
12.4.3.2.4. ‘R’ Markers........................................................................................................................................ 72
12.4.3.2.5. Command Trace ................................................................................................................................ 72
12.4.3.2.6. Number of Markers .......................................................................................................................... 72
12.4.3.2.7. Special ............................................................................................................................................... 72
12.4.3.3. Detection of Artillery ........................................................................................................................ 72
12.4.3.3.1. Specific .............................................................................................................................................. 73
12.4.3.4. Smoke ............................................................................................................................................... 73
12.4.3.4.1. Units Allowed to Fire Smoke ............................................................................................................ 73
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12.4.3.4.2. Effect of Smoke ................................................................................................................................. 73


12.4.3.4.3. Line of Sight ...................................................................................................................................... 73
12.4.3.4.4. Duration of Smoke ............................................................................................................................ 73
12.4.3.4.5. Die Roll Modifier ............................................................................................................................... 73
12.4.3.4.6. Marker Limit ..................................................................................................................................... 73
12.5. Combat Service Support (Maintenance) ................................................................................................... 73
12.5.1. Recovery Segment ................................................................................................................................ 73
12.5.1.1. Recovery Units .................................................................................................................................. 73
12.5.1.2. Move to the Wreck Location ............................................................................................................ 74
12.5.1.3. Wreck Pickup .................................................................................................................................... 74
12.5.1.4. Recovery Unit Elimination ................................................................................................................ 74
12.5.1.5. Level of Damage ............................................................................................................................... 74
12.5.2. Repair Segment ..................................................................................................................................... 74
12.5.2.1. Repair Processing.............................................................................................................................. 74
12.5.2.2. Repair Requirements ........................................................................................................................ 74
12.5.2.3. Repair Completion ............................................................................................................................ 74
12.5.2.4. Repair Special ................................................................................................................................... 75
12.5.2.5. Optional Rules - Repair Parts [from CSS Logistics Module] .............................................................. 75
12.5.2.6. Optional Rules [from DRK Command and Control Enhancement Module] ..................................... 75
12.5.2.6.1. Panthers Better................................................................................................................................. 75
12.5.2.6.2. Panthers Worse ................................................................................................................................ 75
12.6. Combat Service Support (Logistics) ........................................................................................................... 75
12.6.1. Supply Quantity Determination ............................................................................................................ 75
12.6.2. Issuing Supply ........................................................................................................................................ 75
12.6.2.1. Expending Supply.............................................................................................................................. 75
12.6.2.2. Supply Used From HQ ....................................................................................................................... 76
12.6.2.3. HQ Adjacent to the Enemy ............................................................................................................... 76
12.6.2.4. HQ that are Suppressed .................................................................................................................... 76
12.6.2.5. Supply Unit Adjacent to the Enemy .................................................................................................. 76
12.6.2.6. Supply Transport............................................................................................................................... 76
12.6.3. Determine Supply Status....................................................................................................................... 76
12.6.3.1. Combat Units out of Supply .............................................................................................................. 76
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12.6.3.2. HQ Units out of Supply ..................................................................................................................... 76


12.6.3.3. Trace Requirements.......................................................................................................................... 76
12.6.4. Transporting Supplies ........................................................................................................................... 77
12.6.4.1. Loading Costs .................................................................................................................................... 77
12.6.4.2. Unloading Costs ................................................................................................................................ 77
12.6.4.3. Restriction ......................................................................................................................................... 77
12.6.5. Special ................................................................................................................................................... 77
12.6.5.1. Eliminated Supply Units and Transports from Fire ........................................................................... 77
12.6.5.2. Eliminated Supply Units and Transports from Assault ..................................................................... 77
12.6.5.3. Transport Restriction ........................................................................................................................ 77
12.6.6. Effects.................................................................................................................................................... 77
13. Close Assault Phase ....................................................................................................................................... 77
13.1. Assault Combat.......................................................................................................................................... 78
13.1.1. Best Multipliers ..................................................................................................................................... 78
13.1.2. Close Assault Declaration ...................................................................................................................... 78
13.1.3. Heavy Weapons .................................................................................................................................... 78
13.1.4. Combined Arms..................................................................................................................................... 78
13.1.4.1. General ............................................................................................................................................. 79
13.1.4.2. Pre-requisites .................................................................................................................................... 79
13.1.4.3. Effects ............................................................................................................................................... 79
13.1.4.4. Exclusions and Special ...................................................................................................................... 79
13.1.4.5. Losses ................................................................................................................................................ 79
13.1.5. Special for Assault ................................................................................................................................. 80
13.2. Controlled Hexes ....................................................................................................................................... 80
13.3. Assault Combat Effects .............................................................................................................................. 80
13.4. Combat Exploitation .................................................................................................................................. 81
13.5. Optional Rules ........................................................................................................................................... 81
13.5.1. Quick Reference .................................................................................................................................... 81
13.5.2. Alternative Die Rolls .............................................................................................................................. 82
13.5.3. Assault Combat Only ............................................................................................................................. 82
14. Unit Suppression Recovery Phase ................................................................................................................. 82
14.1. Suppression Markers ................................................................................................................................. 82
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14.2. Smoke Management ................................................................................................................................. 82


14.3. Excess Unit Stacking Check........................................................................................................................ 83
15. Interdiction Placement/Return and CAS Return Air Phase............................................................................ 83
15.1. Air Units Used in Operations Phase .......................................................................................................... 83
15.2. Air Units Remaining in the Ready Box ....................................................................................................... 83
15.3. Exception ................................................................................................................................................... 83
15.4. Interdiction Markers.................................................................................................................................. 83
15.5. Airfield Suppression Recovery ................................................................................................................... 83
15.6. Damaged Aircraft Removal ....................................................................................................................... 83
16. End of Turn Activities ..................................................................................................................................... 83
16.1. Turn Units Face Up .................................................................................................................................... 83
16.2. Marker Removal ........................................................................................................................................ 84
16.3. Reduce Command and Control Markers ................................................................................................... 84
16.4. Return of German HQ and Signal Units ..................................................................................................... 84
16.5. Vehicle Wrecks .......................................................................................................................................... 84
16.6. Land Aborted Air Units .............................................................................................................................. 84
16.7. Check for Victory ....................................................................................................................................... 84
16.7.1. Advance Game Turn .............................................................................................................................. 84
16.7.2. End of Game .......................................................................................................................................... 84
17. Turn Specific Rules ......................................................................................................................................... 84
17.1. Red Army Counter Prep Fire Phase ........................................................................................................... 85
17.2. German Prep Fire Phase ............................................................................................................................ 85
18. Victory Conditions ......................................................................................................................................... 85
18.1. Optional Victory Level Determination....................................................................................................... 85
18.1.1. Counting Casualties ............................................................................................................................... 85
18.1.2. Casualty Effects on Victory.................................................................................................................... 85
19. Tactical Mentoring ......................................................................................................................................... 86
20. Designers Notes ............................................................................................................................................. 91
21. Unit Examples ................................................................................................................................................ 94
22. Credits .......................................................................................................................................................... 100

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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.

For Examples of Play visit http://www.boardgamegeek.com/boardgame/74136/death-ride-kursk-gross-


deutschland to reference or download a .pdf file that shows how to perform some movement, artillery support,
and how to take losses.

For Forum Discussion on the DRK series of games visit http://talk.consimworld.com/WebX/.1dd55af7/

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.

All game questions and comments should be sent to either:

Support@grognardsims.com or

Grognard Simulations, Inc.


Attn: Death Ride Kursk Series
3752 Becontree Place
Oviedo, FL 32765
(972) 816-7948

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Death Ride Kursk – Master Rules

2. Death Ride Kursk 2nd Edition Master Map Concept


This new map layout concept was done in concert with Rick Barber and made to encompass the entire southern
flank of the Kursk Salient and to support a complete 9 game set. This diagram could change as the total project
works its way towards completion. When putting the map together the eastern map (D) should overlap ~one hex
of the western map (C). When putting the map together the northern maps (C, D) should overlay ~one hex of the
maps to the south (I, J) of them.

DRK Map Section Connections

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

Sections of Master Map to each Game inclusion:


Map Sections A = Game DRK-3Pz
Map Sections B/G/H/M/N1/N2 = Game DRK-GD
Map Sections N3/N4 = Game DRK-11Pz
Map Sections C/D/I/J = Game DRK-T
Map Sections E/F/K/L = Game DRK-L
Map Sections O/P/Q = Game DRK-DR
Map Sections R = Game DRK-19Pz
Map Sections S/T/U = Game DRK-Inf
Map Sections V/W/X = Game DRK-6&7Pz
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3. Game Components and Playing Pieces/Markers


Scale: Map game scale: 330 meters per hex. Ground units represent platoons and companies/batteries. Air units
represent flights of 4 aircraft. Each turn represents 2 hours of time, except night, which represents 4 hours.

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.

DRK Playing Pieces/Counter Examples

Turn Marker Casualty Markers – (Optional – rule 18.1)

Markers added from the C2/FS Enhancement module

Included are a number of new counter markers.

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.

This marker indicates that the unit/stack is Out-of-Supply.

This marker indicates that the unit/stack is conducting Withdrawal Movement.

Headquarter Counters
The color bands at the top of a unit indicate the level of the headquarters.

Korps Headquarters - White Banded HQ

Division/Army Headquarters - RED Banded HQ

Regimental/Division/Corps Headquarters - BLUE Banded HQ

Battalion/Regiment/Brigade Headquarters - GREEN Banded HQ

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Unit Factor Dot Descriptions

Air Units from the Air Enhancement module have:


Top number Ground Attack Value
Middle row Agility rating / Defense rating
Bottom row Anti-Air rating / Duration value

Unit Sizes represent:


XXXX – Army
XXX – Corps/Korps
XX – Division
X – Brigade
III – Regiment
II – Battalion
I – Company
••• – Platoon

3.1.Unit Characteristics
This section of the rules describes many of the properties of units that are necessary to win the game.

3.1.1. Ground/Combat Units


These are used to take and hold terrain. There are a number of different types of units that a player
uses in combination to give the best chance of success in each engagement. This is called Combined
Arms. The different types of units have some special capabilities that help in combat. Units like this
one represent a German Infantry platoon. This unit is the 1st Platoon, A Company of the Ist Battalion of the 5th
SS Panzer Grenadier Regiment.

3.1.2. All Ground Units


All ground units have factors that represent their abilities in combat and movement. The top set of numbers from
left to right represents the secondary/primary weapon combat strengths and then the defense strength. The
bottom set again from left to right represents the secondary/primary weapons range factors and movement
allowance of the unit. Units can fire their secondary weapon factor at one target and their primary weapon factor
at another or the same target. For ease of reading counters, see the Dot Descriptions above.

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3.1.3. Units are Color Coded


They represent the various services and nationalities.

Light Grey is German Wehrmacht

Dot Camo is German Waffen SS

Light Red is Red Army

Dark Red is Red Army Guards

Light Brown is Red Army VVS

Light Blue is German Luftwaffe

3.1.4. Ground Units Scale


Most units represent approximately 200 (Company/Battery) or 50 (Platoon) men. Armor formation units
represent generally 5 German vehicles or 10 Red Army vehicles. Transport units (trucks and half-tracks) represent
10 vehicles. Headquarters units (ones that have symbols representing higher than a company in designation) are
actually companies in size for game purposes.

3.1.5. Air Units Scale


The primary purpose of air units is to aid in the assault against and destruction of enemy ground units. Units
represent flights of four (4) aircraft. Air unit scale is the same for the FS - Air Enhancement module.

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.

3.1.7. Elite Units


Certain formations for both German and Red Army sides had significantly better results when in combat. These
formations are designated as Elite units and receive DRMs in both the Fire and Assault tables.

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Current Elite formations are:

German Gross Deutschland Division


SS Totenkopf, SS Leibstandarte, SS Das Reich Divisions
Red Army Red Army Guard – these counters are the darker red color

3.1.8. Ground Unit Transport / Artillery, Anti-Air, and Anti-Tank Transport


During the evolution of the DRK series, counters started as single-sided requiring a separate counter for transport.
The current two-sided counters allow for a simple flipping of a unit to show its transported side. These DRK
consolidated rules represent both these styles by naming the transportation style as “self-contained” or
“separate”. Both these two styles use half-tracks or trucks to transport infantry type combat units or artillery,
anti-air, or anti-tank. Half-Tracks are represented as an oval overprinted on the combat unit symbol in the center
of the counter. Trucks are represented as two wheels under the combat unit symbol in the center of the counter.

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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RLoS - Radio Line of Sight [rule 11.3.7.2.2].


Secondary Weapon - are a unit's individual member firepower and usually have the shortest range.
Stacking - maximum number of counters allowed in one hex [rule 3.1.6].
Self-Contained Transport - transport of an infantry type unit or anti-tank, anti-aircraft, or artillery by flipping the
counter to its back side [rule 3.1.8].
Separate Transport - transport of an infantry type unit or anti-tank, anti-aircraft, or artillery requiring the use of a
separate counter of a truck or half-track [rule 3.1.8].
Support Value, Air - the lower number on air unit counters that came with the standard games, and the upper
number on the air unit counters that came with Fire Support Air Enhancement module.
AS – Air Support
Luftwaffe - the German Air Force
VVS - "Voenno-Vozdushnye Sily", the Red Army Air Force.
Fighter – aircraft defined in section (12.4.1.9), silhouette on counter faces left
Attack – aircraft defined in section (12.4.1.9), silhouette on counter faces right
CAP – Combat Air Patrol, aircraft with a mission to protect off-map airfields or battlefield map hexes
CAS – Close Air Support, aircraft with a mission to attack in concert with ground units, combat in a battlefield map
hex
GA – Ground Attack, aircraft with a mission to attack by themselves - an airfield or a battlefield map hex
Interdiction – Interdiction, aircraft with this mission cause a movement cost penalty to enemy units in a hex
Sortie – when an air unit takes off for any reason
Mission Aircraft – attack aircraft that are assigned to a CAS, GA, Interdiction, or GA-Airfield Attack mission
Escorts – aircraft assigned to a CAS, GA, Interdiction, or GA-Airfield Attack mission that protect the mission aircraft
Advantage – the side that may conduct Air-to-Air combat first
Morning – consists of the turns including the first daylight turn of 0400-0600 through the 1000-1200 daylight turn
of each day
Afternoon – consists of the turns including 1200-1400 through 1800-2000 daylight turn of each day

5. Sequence of Play - Expanded


 Night/Weather and Pre-Turn Determination Phase – affects all aspects of a turn
 Air Allocation Phase (Once Daily, first daylight turn of day only, for both sides – skip otherwise) or Joint
Air Allocation and Air Unit Planning Phase
 Joint Combat Service Support Phase – (Once Daily, first daylight turn of day only, for both sides – skip
otherwise)
o Reinforcements / Withdrawals
o Replacements (Medical / Maintenance / General)
o Reorganization (Exchange Platoons for Company counters or vice versa and alter Task
Organizations)
o Intelligence
o Supply Determination (Optional from DRK standard series rule set)
o Fire Support Planning Phase (both players)
o Red Army Reserve Marker Placement
 Joint Player Phase (when required by turn – see rules section 9)
o Intelligence
o Supply Status all combat units and Logistics Enhancement module supply requirements

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o Artillery Fire Markers – Adjust/Modify Artillery Markers as turn specified


o Airfield Management Phase
o Select Air Units for the turn and place in Ready Box - Air Unit Tracks PlayAid
o Joint Air Mission Launch Phase
o Joint Airfield Attack Phase
 German Turn
o Command and Control Phase (Optional from DRK standard rule set) OR
 Perform Communications Check
 Attempt to Re-Establish Commo Check (even game turns only)
 Check for Commo / Initiative (odd game turns only)
 Check for Located / Intercept (odd game turns only)
o German Prep Fire Phase (Done only one time, 0400-0600 turn of 5 July 1943)
o Operations Phase (Battlefield Operating System's allow the player to execute the following - in
any order he desires)
 Maneuver (includes fire and overrun attacks)
 Opportunity / Defensive Fire / Overwatch
 Mobility and Survivability
 Joint Air Support – missions and Joint Air Unit Missions
 Interceptions and Air-to-Air Combat
 Red Army Air Defense
 Fire – both Combat Units and Artillery Support
 Artillery Fire Detection determination
 German Combat Service Support (Maintenance)
 Recovery Segment – Wreck Recovery and Damage Determination
 Repair Segment – Repair Wrecks at Eligible Maintenance Unit
 German Combat Service Support (Logistics)
 Issue Supply
 Determine Supply Status
 Transport Supplies
o Close Assault Phase – Declare Close Assaults, Reserve Movement, then Close Assault Resolution
o German Unit Suppression Recovery Phase and Smoke Marker Management and German Army
Excess Stacking Check
o German Air Interdiction Marker Placement / Red Army Interdiction Marker Removal
 Red Army Turn
o Command and Control Phase (Optional from DRK standard rule set) OR
 Perform Communications Check
 Attempt to Re-Establish Commo Check (even game turns only)
 Check for Commo / Initiative (odd game turns only)
 Check for Located / Intercept (odd game turns only)
o Operations Phase (Battlefield Operating System's allow the player to execute the following - in
any order he desires)

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 Maneuver (includes fire and overrun attacks)


 Opportunity / Defensive Fire / Overwatch
 Mobility and Survivability
 Joint Air Support – missions and Joint Air Unit Missions
 Interceptions and Air-to-Air Combat
 German Air Defense
 Fire – both Combat Units and Artillery Support
 Artillery Fire Detection determination
 Red Army Combat Service Support (Maintenance)
 Recovery Segment – Wreck Recovery and Damage Determination
 Repair Segment – Repair Wrecks at Eligible Maintenance Unit
 Red Army Combat Service Support (Logistics)
 Issue Supply
 Determine Supply Status
 Transport Supplies
o Close Assault Phase – Declare Close Assaults, Reserve Movement, then Close Assault Resolution
o Red Army Counter-Prep Fire Phase (Done only one time, 2400-0400 turn of 5 July 1943)
o Red Army Unit Suppression Recovery Phase and Smoke Marker Management and Red Army
Excess Stacking Check
o Red Army Air Interdiction Marker Placement / German Interdiction Marker Removal and CAS
Mission Return Phase
 End of Turn Activities

5.1.Detail of Sequence of Play


Previously included in the original DRK game rules as an individual detailing of the sequence of play, this section
has been replaced by the re-ordering of this new consolidated rule set. These few general comments are included
to illustrate important features of the DRK games.

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

Also COMMAND & CONTROL


the STANDARD level of DRK does not use Command & Control (always assumed In-Command rule
11.1)
the ENHANCED level of DRK uses rule 11.2
the ADVANCED level of DRK uses rules 11.3 through 11.3.12.5
the ULTIMATE level of DRK uses rules 11.3 through 11.3.12.5 and some or all the options from
11.3.13

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. Weather and Pre-Turn Determination Phase


Check at the beginning of each turn for play adjustments for night or other conditions that occur sporadically in a
game of DRK. Do Not use this section in lieu of the Sequence of Play.

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

6.1.1. Night and/or Weather Determination


Consult the Turn Record PlayAid Card for the night/weather for a given turn.

Night: LOS reduced to 1 hex at night. Movement is halved during night turns (round up)

Weather: There are 3 types of weather effects:

Clear ------------> All types of actions can be conducted normally.

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).

6.1.2. Once Daily Occurrences


The first turn of each day from the Turn Record PlayAid Card (turn 0400 to 0600).

 Air Allocation from standard rule set [7.1]


 Air Power Allocation and Daily Plan from fire support air enhancement module [12.4.1.9.2 and 12.4.1.9.3]
 Reinforcements - consult scenario card / scenario information (also reflected on the turn record track)
 Withdrawals - consult scenario card / scenario information (also reflected on the turn record track)
 Maintenance replacements from the standard rules [rule 8.2.1]
 Medical replacements from the standard rules [rule 8.2.2]
 General replacements from the standard rules [rule 8.2.3]
 Reorganization from standard rules [rule 8.3.1 and 8.3.2]
 Kampfgruppe HQ formation or disbanding [optional rule 8.3.3 and C2/FS Enhancement rule 8.3.6]
 German Specific Reorganization - to companies from C2/FS Enhancement module [rule 8.3.4]
 Task Organization from C2/FS Enhancement module including Kampfgruppe HQ formation or disbanding
[rule 8.3.5]
 Intelligence from standard rules [rule 8.4] - determine results of patrols both sides
 Red Army Reserve Marker placement [rules 8.6 and 12.1.2.4]
 Return of any eliminated supply, medical, maintenance unit, or eliminated Red Army HQs & Red Army
signal units [rules 8.2.4, 11.3, and 11.3.11]
 Plan and Place the Artillery Fire Mission Designations [rule 12.4.3.1]
 Panther Tank Breakdown die roll [rule 8.2.1]
 Panther Tank Maintenance Problem die roll [rule 12.5.2.6]
 Determine Supply status - [standard rule 8.5.1]
 Determine the Off-Board Daily Supply Allotment [rule 12.6.1]

6.1.3. Turn Specific Occurrences


 the 2400 Turn, may change the 'R' Artillery type markers [rule 12.4.3.2.4]
 the 0400 Turn, Issue Supply both players [rule 12.6.2]
 the 1000 Turn, Release Patrol units both players [rule 8.4.1]
 the 1000 Turn, remove one level of "S" result from Ground Attacked airfield [rule 12.4.1.9.6 third bullet
point]
 the 1200 Turn, Issue Supply both players [rule 12.6.2]
 the 1200 Turn, may change the 'DS' Artillery type markers [rule 12.4.3.2.2]
 the 1800 Turn, remove one level of "S" result from Ground Attacked airfield [rule 12.4.1.9.6 third bullet
point]
 the 2000 Turn (first night turn), Intelligence from standard rules [rule 8.4.1] - designate patrolling units
 the 2000 Turn (end of last turn of the day), verify removal of scheduled withdrawals [rule 8.1.2]

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6.1.4. Every Odd Turn Occurrences


the odd numbered turns from the Turn Record PlayAid card:
 Commo check for each HQ [rule 11.3.7]
 Check for HQ Initiative for Failed Commo Checks [rule 11.3.7.2]
 Check for all Signal units Located or Intercepted Checks [rule 11.3.8]

6.1.5. Every Even Turn Occurrences


the even numbered turns from the Turn Record PlayAid card:
 Reestablish HQ Commo checks if HQ previously failed [rule 11.3.7.1]

6.1.6. Scenario Specific Occurrences


 Red Army Counter Prep Fire (July 5th 2400-0400 only) [rule 17.1]
 German Army Prep Fire (July 5th 0400-0600 only) [rule 17.2]
 Red Army VVS Air Surprise - optional rule (July 5th 0400-0600 only) [rule 12.4.1.9.10.1]

6.1.7. Each Turn


In the appropriate phase of the Sequence of Play:

 Supply Determination (optional from DRK standard rules) [rule 8.5.2]


 Command Status of HQs (optional from the DRK standard rules) [rule 11.2.1]
 Command Status of all combat units (optional from the DRK standard [rules 11.2.1 and 11.2.2.2] and the
DRK C2/FS module [rule 11.3 through 11.3.13])
 Return of eliminated German HQs & German signal units (at the end of the next turn they were
eliminated in) [rules 16.4, 11.3 and 11.3.11]
 May attempt change to the 'GS' Artillery designation markers per table [rule 12.4.3.2.3]
 Remove eliminated Air Units from an airfield that has received GA-Airfield cumulative attack results in
excess of "S4" level (at end of turn) [rules 15.6 third bullet point and 12.4.1.9.6]
 Remove Wreck markers and place in Daily Loss Box - both sides (last turn of a day - end of turn activities)
[rule 16.5]

7. Air Allocation Phase


This phase occurs once daily, the first daylight turn & is performed by both players.

7.1.§§ From Standard Series Rules


Use these rules for the standard game.

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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7.2.§§ When Using the Fire Support Air Enhancement Rules


Refer to [rule 12.4.1.9] and perform the air allocation per those rules instead of the rules above [in rule 7.1].
Perform the air power allocation for both players at this time [rule 12.4.1.9.2]. Also each player completes the Air
Planning Sheet for the day per the Fire Support Air Enhancement module [rule 12.4.1.9.3].

8. Joint Combat Service Support Phase


This phase occurs once daily, the first daylight turn and is performed by both player sides.

8.1.Reinforcements and Withdrawals


The German player consults the Scenario Card and receives reinforcements. They are placed on the map at the
specific location stated in the scenario on the first daylight turn of the day they arrive. Arriving units may move
and conduct operations normally on the turn they arrive. The Red Army player does the same for his
reinforcements. Both players also consult the Scenario Card to see which units are designated to be withdrawn
this day. Players have until the last turn of the day they are listed to withdraw to have completed their
withdrawal.

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.

8.1.2.1. Failure to Withdraw


If a scheduled withdrawal does not/cannot occur, there are two possible outcomes at the players’ choice:
 the player may substitute similar units (type/size/strength) for the designated withdrawal formation that
could not be withdrawn; OR
 the player side that does not complete a scheduled withdrawal forfeits its entire Replacements -
Maintenance, Medical, and General for the next day.

8.2.Replacements (Maintenance, Medical, and General)


General: This section defines the requirements for the effect of supplies on a unit’s ability to conduct operations
of every kind. CSS is critical in determining if units can engage in combat at full strength or not. There are four
main areas where Combat Service Support is critical to any operation. Those are Maintenance [rule 8.2.1],
Medical [rule 8.2.2], General Homeland replacements [rule 8.2.3], and Supply [rule 8.5.1]. Supply units are the
main elements for coordinating the resupply of units on the battlefield. Maintenance units are imperative to
bring replacements for armor and transport units back to life during the battle. Without them the armored and
motorized strength of the players will dissipate quickly. The medical units are critical in keeping the manpower
levels of the units optimized in a battle where the injury and depletion to units happen daily. And the support by

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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.

8.2.1. Replacements (Maintenance)


During the Joint Combat Service Support Phase both players perform Maintenance Replacements. The
Maintenance units assigned to certain HQs generate armor and motorized replacements each day.
During the first daylight turn of each day, the German player will take 60% (round up) combined total of
all their armor (medium and hard targets) and motorized (trucks and half-tracks) losses back from the German
Daily Losses box (then move the remainder of losses to the German Total Losses box). The Red Army may take
30% (round up) combined total of all their armor (medium and hard targets) and motorized (trucks and half-
tracks) losses back from the Red Army Daily Losses box (then move the remainder of losses to the Red Army Total
Losses box). Remember when applying this rule to two-sided combat units that show self-contained transport
types on the back-side of their counters, only consider the front-side of combat unit for the type of combat unit
the playing piece represents. Only separate truck or half-track units may be considered for the motorized losses
portion of this rule. Each player may choose which of these units he wishes to recover as Maintenance
Replacements of the eligible types stated above. The replaced units must be placed at their friendly organization
maintenance unit location. The units can move and fight in the turn they arrive and can be used in combat
normally. If a unit's maintenance unit is adjacent to an enemy unit, Suppressed, Out-of-Supply, or not on the map
then no units from that friendly organization may be brought back in this manner for this day and the selected
units are instead moved to the Total Losses Box.

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].

8.2.2. Replacements (Medical)


These units generate infantry type replacements each day. During the first daylight turn of each day in
the Joint Combat Service Support Phase, both players take 25% (round up) of the number of infantry
(including motorized and mechanized), recon, sub-machinegun, engineer, and heavy weapons
casualties, in platoons for the Germans and companies for the Red Army, back from the Daily Losses box and
place them at one of their friendly organization medical unit location (the remainder of losses are moved to the
Total Losses box). These units can be moved and used in combat normally. In order to generate these

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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.

8.2.3. Replacements (General)


During the Joint Combat Service Support Phase, both players received replacements from their homeland
countries. The Replacement and Patrol Track shows the number of replacements that each side gets from their
homeland during the battle by day. Replacements must be taken when they are available on the first daylight
turn of each day (available from the Total Losses box only) or they are lost.
 Infantry replacement points can replace infantry/mechanized, recon, sub-machinegun, and Heavy
Weapons
 Engineer replacement points can replace engineer units only
 Armor replacement points can be used to replace armor and tank destroyer units
 Other replacement points can be used to replace anything not otherwise listed

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.

8.2.4. Replacements of Supply, Medical, Maintenance Units, and HQs


If a Supply, Medical, or Maintenance unit is in the dead pile they are automatically returned to play without the
need to use a General Replacement point on the first daylight turn of the next day in which these units were lost.
They arrive within five (5) hexes of their affiliated HQ unless this HQ is no longer on the map, and then must wait
to enter with their affiliated HQ. They may generate replacements once they arrive back on the map. German HQs
eliminated return at the end of the next turn they were eliminated in and within 5 hexes of the next higher HQ in
the Chain of Command. Red Army HQs eliminated return on the next day in the first daylight turn and within 5
hexes of the next higher HQ in the Chain of Command.

8.3.Reorganization
Exchange Platoons for Company counters or vice versa, and alter the Task Organization Charts.

§§ From the Standard Series Rules:

8.3.1. Reorganization - General


There are times when friendly organizations become ineffective because they have lost most of their elements.
This reduces the ability of the friendly organization to get and use the integrity modifiers in combat. Units
regularly reorganized in order to absorb elements of other units to make themselves whole again. The German
player may exchange units on the battlefield with units that have been eliminated in order to bring a reduced
friendly organization closer to full strength and giving them the ability to get the organizational integrity modifier.
The Red Army player then does the same.

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8.3.2. Reorganization – In the Standard Rules


Reorganization occurs once daily, first daylight turn of each day (except 4 July), by both sides. This is simply one
unit being exchanged for another unit. Like units must replace like units in type (i.e. armor with armor, infantry
with infantry, etc.). This is a one-for-one basis, bringing one unit from the Daily Losses Box in exchange for one
from the map. All suppression and other markers automatically transfer to the reorganizing unit.
Example:
 Remaining on the map is (1) platoon of A/I/GDG (they MAY NOT get the bonus for infantry company
integrity)
 There are (2) platoons of A/I/GDG in the Daily Loss Box
 There are (3) platoons from B/I/GDG on the map (they MAY get the bonus for infantry company integrity)
In order to get the infantry integrity bonus back for A/I/GDG, swap (1) of the on-map B/I/GDG platoons
for (1) of the daily loss box platoons from A/I/GDG. Now A/I/GDG has (2) platoons and can get the
bonus. B/I/GDG still has (2) platoons and can also get the bonus.

8.3.3. §§ Optional [from DRK standard rules set]


The German player may reorganize the German forces by assigning the battalion level elements
to different regimental or Kampfgruppe headquarters. Use the Task Organization Chart to place
the assignment markers in the boxes to show which battalion elements are assigned to which
regimental or Kampfgruppe headquarters. Combat units of these battalions must then trace their supply and
command to those headquarters or supply units. This reorganizational formation may be done once daily, first
daylight turn, during the Joint Combat Service Support Phase. Disbanding of these Kampfgruppe HQ units is also
done once daily, the first daylight turn, during the Joint Combat Service Support Phase.

§§ 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]:

8.3.4. German Specific Reorganization


German specific reorganization is used to provide additional flexibility to the German player in deploying
Company sized units in lieu of the platoon sized units. The German player may switch the Platoons for a Company
during this phase. All like Platoons must be stacked together. All like Platoons must be present. German
Company sized units are affected in all ways as the Platoons would be. The entire unit is suppressed or
eliminated, there are no partial losses [exception - if using optional rule 8.3.8]. Company units do not have a unit
size symbol on them. Some Company units have a "-" along with their designation. This means that these
Companies have another Platoon, such as a Heavy Weapons Platoon, which is part of the full Company, but
remains as a Platoon. Company level units do not have a size "I" displayed on them. These German Specific
Reorganizations occur only on the first daylight turn of each day.

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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8.3.5. Task Organization Charts


The Reorganization Phase is now also used to make changes to the Task Organization charts. Both players may
make changes to the Task Organization charts once daily, first daylight turn. It is suggested that when the
company-sized unit is on the map, the platoons may be placed on the chart [rule 8.3.4]. This is when a KG may be
created or removed [rule 8.3.6].

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.

8.3.5.1. Task Organizing


The Task Organization Charts are a powerful tool for keeping your forces organized and correctly assigned.
Players may, before the battle begins, place their Company (German) and Battalion (Red Army) markers on the
Task Organization chart to define the command relationships. Ignore the original Command Control charts
included with the original first three DRK series games when using these Task Organization charts. Once these
assignments are made the player may not trace to a different HQ until the next time he is allowed to change the
Task Organization, even when another HQ is close enough to trace to, he may not bypass the currently assigned
HQ. Task Organization changes are allowed once daily (first daylight turn) during the Joint Combat Service
Support Phase. Assigning a Battalion from one division to another IS NOT allowed.

8.3.5.2. German Player


The German Task Organization charts show Black boxes (for Companies). The chart illustrates the
command trace from Company through Korps. The column of Black boxes under each Green box
represents the 5 allowable Company equivalents that may trace to that Battalion. To establish a
command relationship between a Company and a Battalion, place a Company marker in a Black box
under the assigned Battalion. If this Company is tracing directly to the Regimental HQ then it gets
placed in the right hand column of Black boxes. These are usually used to assign Divisional units
such as anti-tank, anti-aircraft, engineer, and recon Companies to a Regiment, but a Battalion HQ may also be
assigned. Companies from any Battalion may be assigned to any other Battalion in the same Division. Batteries
assigned to a Panzer or Infantry Battalion may be given DS artillery missions to support that Battalion. Batteries
assigned to Regiments may be given DS artillery missions to support Battalions assigned to that Regiment or GS
artillery missions to Support that Regiment. Batteries assigned to Division or Korps may be given R artillery
missions to support any unit in that Division or Korps. [see rule 11.3.5 for limits on numbers of subordinate HQs]
 The Green boxes (for Battalions) represent the allowable Battalion HQ, and equivalents, that may trace to
the Regimental HQ. All the Black boxes and Green boxes do not need to be filled, but when filled no more
may be assigned. One Regimental KG HQ (for each Panzer Division) may be deployed and have Battalions

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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.

8.3.5.3. Red Army Player


The Red Army Task Organization charts show Black boxes (for Battalions). The chart illustrates the
command trace from Battalion through Army. The column of Black boxes under each Green box
represents the 4 allowable Battalion equivalents that may trace to that Brigade/Regiment. The
Red Army did not practice the kind of task organizing that the Germans did. [see rule 11.3.6 for
limits on number of subordinate HQs]
 Red Army Battalions assigned to Rifle Regiments and Tank Brigades MAY NOT BE re-assigned to different
Brigades/Regiments, Divisions/Corps, or Armies.
 Other Red Army Battalions MAY BE assigned to different Brigades/Regiments, Divisions/Corps, and Armies
without restriction.
 Red Army Brigades/Regiments MAY NOT BE re-assigned to different Divisions.

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.

8.3.7. Scenario Setup


When a scenario card lists a setup bubble such as GDG or 201RR, the Task Organization card containing those
friendly organizations assigned Battalions and Companies are placed in that area. Any Battalions or Companies
that are not otherwise accounted for may be assigned to either a BLUE, RED, or WHITE banded HQ.

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8.3.8. Optional Rule

8.3.8.1. Combat Losses


Combat Losses – the German player using the Company level units can take losses in the following manner, in
lieu of taking them the specified way and losing a complete Company unit when reaching “S5” or with an “X”
result. This is a suggested Alternative to rule 8.3.4 – When an “X” result is taken the player replaces the
Company counter with two (2) Platoons and one (1) Platoon becomes a wreck. When suppression results on
a Company unit reach “S5” one (1) Platoon is made a wreck and the other two Platoons are put in its place on
the map. For every additional “S” result over “S4” the Player placing the Platoons adds the additional “S”
result(s) to one (1) of the remaining Platoons.

8.3.8.2. For the Gross Deutschland Division 1


Panzer Abteilung 501, a Tiger Battalion, is deployed with XLVIII Panzer Korps instead of being lost in North
Afrika. Place the elements of this battalion on the map initially deployed as part of the Gross Deutschland
Panzer Regiment. They may be allowed to be Task Organized in accordance with the rules freely [rule 8.3.5].

8.3.8.3. For the Gross Deutschland Division 2


There are 676 IR company markers for Task Organizing. While no Task Organizing is allowed within this
division, the companies may be allowed to task organized outside the division. This could be done to
strengthen other regiments that have taken heavy losses or to temporarily strengthen a regiment for a
breakthrough attempt [rule 8.3.5].

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.

8.4.1. On the First Night Turn


On the first night turn of each day (2000 turn) both players may designate up to five foot mobile infantry (4-8
movement allowance) units to patrol activities. The designated units are marked accordingly (Patrol Restrict
10:00) and instantly are moved from their current location to a hex adjacent to a division or corps level
headquarters. These units may not move or attack for the first 3 daylight turns following the night they are used
for patrols. They are released on the 10:00 turn.

8.4.2. On the First Daylight Turn


On the first daylight turn of each day (0400 turn) the German player cross-references the number of Red Army
units and the number of German units that were assigned to patrols and rolls the die, then adds to the same die
result the modifier in the top table, looking up the corresponding column in the lower table. The players use the
modifiers from that column for the next 6 turns of the day - note that the DRM decrease in value through the
course of these 6 turns. The DRM for a given turn can be applied to each offensive combat (both Fire and Assault)
in that turn. Place the Patrol Marker on the Patrol Track at the appropriate level and move it according to the
lower patrol table designated column towards zero.

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8.4.3. Effects on the Game


An RA# means that the Red Army player gets a modifier to all offensive combats equal to the #. G# means that
the German player gets a modifier to all offensive combats equal to the #. [Refer to the Patrol Table PlayAid].

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.

8.5.1. Supply for Standard Level Game


German and Red Army units are either In-Supply, or not. Supply is determined at the first daylight turn of each
day. Units remain In-Supply for the entire day unless they become surrounded by enemy units’ secondary
weapons range. (All adjacent hexes to the friendly unit are in enemy secondary weapons fire coverage -
remember a friendly unit blocks fire by the enemy through its occupied hex). Units that are Out-of-Supply have
their movement and combat factors for attack only halved (round up). The Priority Target Rule [rule 0] does not
negate LOS for Supply Determination. Supply traces cannot cross hexes that units cannot cross. Deployed rafts
allow supply trace.

8.5.2. §§ Supply [Optional for the Standard game]


Used for the Enhanced Level Game and replaces the Standard Game Rules [rule 8.5.1].

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.

8.5.2.2. German Units


German units are In-Supply if:
 Combat units must be able to trace a path no more than 8 hexes long to their parent headquarters
 Battalion HQ must be able to trace a path no more than 16 hexes long to their Regimental Supply

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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

8.5.2.3. Red Army Units


Red Army units are In-Supply if:
 Combat units must be able to trace a path no more than 9 hexes long to their parent headquarters
 Regimental HQ must be able to trace a path no more than 18 hexes long to their Division/Corps Supply
 Division/Corps Supply must be able to trace a path of unlimited length to their Army Supply
 Army Supply may trace a path of unlimited length to the northern map edge
 Non-affiliated units must be able to trace a path no more than 12 hexes long to any HQ or Supply

8.5.2.4. Effects of being Out of Supply


An Out-of-Supply unit has its movement and combat factors for attack only halved (round up). Out-of-Supply
units are designated by placing a C2/FS Enhancement Out-of-Supply marker on them.

8.5.2.5. During Each Players’ Command and Control Phase


Each turn during each player’s Command & Control phase, the players may recheck the supply status of units that
have moved back into range of their headquarters and supply units.

8.5.2.6. Units are Not Eliminated


Units are not eliminated through being Out-of-Supply. Units that are Out-of-Supply and Out-of-Command are
designated by using the markers provided in the C2/FS Enhancement module to reflect supply and command
status.

8.5.3. §§ Supply Rules


Using the CSS Logistics Enhancement module - if playing the Advanced or Ultimate level games disregard the
standard or optional rules in section 8.5.1 and 8.5.2 and use the CSS Logistics Enhancement module rules at
section 12.6.

8.6.Red Army Reserve Marker Placement Phase


During the first turn of any scenario, the Red Army player may place Reserve Markers on eligible combat units
prior to the German player's Operations phase [rule 12.1.2.4] up to the limits of the game's provided markers.

9. Joint Players Phase


There are actions that both players take at specific times.

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

9.1.2. Supply Status


Supply Status of all Combat Units and Logistics Enhancement module supply requirements
 per the Standard Rules for Supply - check once daily for supply status of all units (first daylight turn)
 per the Enhanced Rules for Supply (optional) - check for changes in supply status all units (each turn)
 per the Logistics Enhancement module - issue supplies at 0400 and 1200 turns

9.1.3. Air Units


Air Unit Turn Planning [rule 12.4.1.2] and those selected Air units move to the Ready Box – move available and
chosen air units to Air Unit Tracks PlayAid
 per the Standard Rules, move selected air units to the Ready Box of the Air Unit Tracks PlayAid card
 per the Fire Support Air Enhancement module - Place air units and markers on Airfield and Missions
Charts [rule 12.4.1.9.1] once in morning turns and once in the afternoon turns, then complete the Joint
Air Launch Phase [rule 12.4.1.9.4], and then perform any Joint Airfield Attacks [rule 12.4.1.9.5 and
12.4.1.9.6 third bullet point]

9.1.4. Artillery Fire Markers


Adjust/Modify Artillery Markers as turn specified
 Adjust/Modify Artillery Markers ( 'GS' possible every turn, 'DS' once daily at 1200, 'R' once daily at 2400)

10. Player Turn – German side and Red Army side


The German player performs section 11 through 15 in order of these rules. The player determines which units
perform each phase and in what sequence. The Non-Phasing player may be able to interrupt some of these
actions during the Phasing player's turn. German side performs completely, and then Red Army side performs
section 11 through 15 in order in their part of a turn. See Expanded Sequence of Play [rule 5].

11. Command and Control Phase


Command and Control comes in three forms: the Standard rule [11.1], an optional rule set from the standard DRK
rules [11.2], and the C2/FS Enhancement module [11.3 through 11.3.12]. §§ Only one form should be used.

11.1. STANDARD Game – Command and Control


There are no Command and Control rules in the Standard Game - consider all units to be In-Command at all times.

11.2. EXPANDED Game – Command and Control


Using the Optional Rules from the STANDARD game.

11.2.1. Command and Control Phase


Each player determines the Command status of all their units in their phase of the turn sequence. Check to see
supply status of units in the appropriate player turn phase: units that are now Out-of-Supply are now marked;

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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.

11.2.2.1. Suppressed HQs


A suppressed headquarters unit cannot provide Command.

11.2.2.2. In-Command Status


In-Command status is determined before the Operations Phase and is in effect until the next Command and
Control Phase for that player side.

11.2.2.3. Mark Out-of-Command Status


To show that a unit does not have Command use the C2/FS Enhancement module Out-of-Command markers.

11.2.3. German Units


German units are In-Command if:
 Combat units must be able to trace a path no more than 9 hexes long to their parent headquarters
 GREEN banded HQ must be able to trace a path no more than 15 hexes long to their parent headquarters
 BLUE banded HQ must be able to trace a path of unlimited length to their parent headquarters
 RED banded HQ must be able to trace a path of unlimited length to their parent headquarters
 WHITE banded HQ 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 15 hexes long to any HQ

11.2.4. Red Army Units


Red Army units are In-Command if:
 Combat units must be able to trace a path no more than 10 hexes long to their parent headquarters
 GREEN banded HQ must be able to trace a path no more than 21 hexes long to their parent headquarters
 BLUE banded HQ must be able to trace a path of unlimited length to their parent headquarters
 RED banded HQ may trace a path of unlimited length to the northern map edge
 Non-affiliated units must be able to trace a path no more than 21 hexes long to any HQ

11.2.5. Units that are In-Command


Units that are In-Command may perform all missions normally.

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11.2.6. Artillery that is In-Command


Artillery that is In-Command may fire in support of units whose headquarters they have command and control
linkage with.

11.2.7. Units that are Out-of-Command


Units that are Out-of-Command are not allowed:
 to move closer to enemy units when they are within 5 hexes of the enemy
 to conduct assaults or overruns
 to fire in conjunction with or combine their fire with units from other friendly stacks of their direct
command, but may otherwise fire normally

11.2.8. Artillery that is Out-of-Command


Artillery that is Out-of-Command may fire in support of friendly units in their chain of command, but at half
strength.

11.3. ADVANCED Game - Command and Control Enhancement Module


§§ Do not use rules 11.1 and 11.2 when using this enhancement.

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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combat [rule 8.3.6]

11.3.1. Headquarters are Color Coded


Headquarters are Color-Coded to represent the different initiative ratings.
Green Edging: Flexible
Yellow Edging: Balanced
Red Edging: Rigid

11.3.2. Headquarters are Where Command and Control are Centered


Headquarters are where Command and Control are centered. Commanders’ intent mentioned in this section can
be found in the Tactical Mentoring section [section 19 is worth reading to fully understand this rule].
Flexible HQ: a Flexible HQ represents a commander and staff that are more likely to consider the situation for
themselves and choose their own best course of action.
Balanced HQ: a Balanced HQ represents a commander and staff that are equally likely to consider the situation
for themselves and either choose their own course of action or follow the higher headquarters commanders’
intent
Rigid HQ: a Rigid HQ represents a commander and staff that are least likely to consider a situation and make up
their own solution and will most likely follow the higher headquarters intent

11.3.3. German Combat Units to HQ


German Army Combat Unit to HQ trace distances:
 Armor and Assault Gun units must trace no more than 12 hexes to their assigned Battalion HQ in the case
of armor and a related HQ in the case of Assault Guns
 Infantry, Mortar, and Heavy Weapons units must trace no more than 36 hexes to their assigned Battalion
HQ
 Artillery, Anti-Tank, Anti-Aircraft, and Engineer units must trace no more than 18 hexes to any related
HQ
 Recon units may trace any distance to any related HQ
 All German combat units, except Recon, may trace no more than 12 hexes to any HQ in their parent chain
of command
 Any unit type not specifically mentioned above is treated as 18 hexes to any related HQ

11.3.4. Red Army Combat Units to HQ


Red Army Combat Unit to HQ trace distances:
 Armor and Assault Gun units must trace no more than 9 hexes to their assigned Tank Brigade HQ
 Infantry and Mortar units must trace no more than 24 hexes to their assigned Regiment/Brigade HQ
 Artillery, Anti-Tank, Anti-Aircraft, and Engineer units must trace no more than 18 hexes to any related
HQ
 Recon units may trace no more than 36 hexes to any related HQ
 All Red Army combat units, except Recon, may trace no more than 9 hexes to any HQ in their parent chain
of command
 Any unit types not specifically mentioned above are treated as 18 hexes to any related HQ

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

11.3.6. Red Army HQ to HQ


Red Army HQ to HQ trace distances:
 GREEN banded to BLUE banded: A GREEN banded HQ must trace no more than 24 hexes to its assigned
BLUE banded HQ
A GREEN banded HQ may provide command for no more than 4 Battalion equivalents
 BLUE banded to RED banded: A BLUE banded HQ must trace no more than 48 hexes to its assigned RED
banded HQ
A BLUE banded HQ may provide command for no more than 4 Battalion equivalents in addition to its
assigned Regiments
 RED banded to map edge: A RED banded HQ may trace any distance to a friendly map edge
A RED banded HQ may provide command for 48 Battalion equivalents (and yes, 48 Battalion equivalents
are correct for the Red Army) in addition to its assigned Division/Corps
Note: A Red Army Battalion equivalent is equal to 4 Companies

11.3.7. Perform Communications Check


Communications are checked using the following rules:

11.3.7.1. Attempt to Re-Establish Commo


Attempts to Re-Establish HQ Commo happen on Even-numbered game turns only. At the start of the Command
Phase of a player's next turn after losing Commo [rule 11.3.7.2.3], players attempt to re-establish the Commo
Check for those HQ that had failed. If successful any ill effects are removed. Those ill effects include any Freeze /
Attack / Regroup orders. Having a different HQ, that does have a successful Commo Check, in the same hex as a
HQ that has failed its Commo Check does not provide help to the HQ that failed.

11.3.7.2. Check for Commo/Initiative


Check for HQ Commo / Initiative on Odd-numbered game turns only:

11.3.7.2.1. Communications (Commo) Check Procedure


At the start of each odd numbered game turn both players conduct a Commo Check for each HQ deployed on the
map. ALL HQ units are assumed at this point, prior to making the die rolls, to have a successful Commo Check,
including those HQ that had failed any previous Commo Check. Commo is assumed to be restored before making
these odd turn Commo Check die roll. This also resets any ill effects from the previous Commo Check failure
(Freeze/Attack/Regroup markers removed). Roll 3 d10 for each HQ Commo Check, the 3 dice must be different
colors. Designate one die for the Commo Check, one die for the Initiative, and the last die for the
Located/Intercepted. Roll all 3 dice at the same time and use the dice that are required based on requirements

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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.

11.3.7.2.2. Check Radio Line of Sight (RLoS)


Starting with the lowest level HQ, Battalions for the Germans and Brigade/Regiment for the Red Army, check the
RLoS. Count the straight line hexes between this HQ and the parent HQ to determine how many obstructive
terrain hexes there are between them. Use this number to modify the die roll on the Commo Check Table. There
are two Commo Check results: Success or Failure.
 RLoS is affected by Town, Forest/Forest, and Higher Elevation terrain. The Commo Check die roll is
modified by +1 for every 3 (or part of 3) Forest/Forest hexes that are passed through. The Commo Check
die roll is modified by +1 for every 2 (or part of 2) Town hexes that are passed through. The Commo
Check die roll is modified by +1 for every 3 (or part of 3) higher elevation hexes that is passed through.
The Commo Check die roll is modified for distance between the two checking units. Whether combat
units or HQ, the maximum possible distance is divided into three even parts with any remainder being
added to the third part at the end. If the distance between checking units is in the second or middle part
of the distance then +1 is added to the die roll. If the distance between the checking units is in the third
or end part of the distance then +2 is added to the die roll. RLoS is always determined as a straight line
between two units and is not affected by the presence of enemy units. If the RLoS passes along a blocked
hexside, it is considered passing through the affecting terrain, such as forest, town, or hills. RLoS down a
hex spine is affected if one of the two hexes has Town, Forest/Forest, and Hill terrain.
Distance Modifier Example: Using the GDG HQ and the I/GDG HQ, these are a Regiment and a Battalion
HQ. The maximum distance allowed is 36 hexes. This maximum distance divided by 3 is 12 hexes in the
first, middle, and end part. If the distance between the 2 HQ is 10 then there is no modifier for distance.
If the distance is 28 hexes then there is a +2 modifier for distance.

11.3.7.2.3. Determine the Effects of Commo Checks


Players, having determined whether a HQ has passed its Commo Check, perform the following to determine the
effects.
 A Successful Commo Check means the HQ may perform all the actions it could normally and without
restriction.
 A Failed Commo Check means the HQ is Out-of-Command and must check for Initiative based
on its Flexible, Balanced, or Rigid rating. The German player rolls against his table and the Red
Army player rolls against his table. Place the appropriate marker on the failed HQ to reflect
the initiative result - Freeze, Regroup, or Attack.
o If the Initiative result is “NE” combat units and the HQ in question may do what they want.
o If the Initiative result is “Freeze” the HQ in question may not move. If a HQ is frozen the combat
units assigned to it may move, knowing that their HQ will not be moving with them. Place the
Freeze marker on the affected HQ as a reminder.
o If the Initiative result is “Regroup” units of the HQ (only German GREEN Banded Battalion HQ are
affected in this manner) in question must move back, or forward, toward the HQ in order to be
within 3 hexes of that HQ. The HQ itself is frozen and may not move. The units MUST move
toward the HQ even it means they must move closer to the enemy. Place the Regroup marker on
the affected HQ as a reminder.
o If the Initiative result is “Attack” units of the HQ in question must move toward the nearest
enemy units in an attempt to make assaults against them. (only Red Army GREEN Banded HQ are
affected in this manner and only those GREEN Banded HQ in the Second Echelon or
reinforcements - i.e. those units not in the current front line (a unit in the current front line may
ignore this mandate). The current front line will move back for the Red Army player as the game
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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. Check for Located / Intercepted Signals


Check signal units for Located / Intercepted signals on odd-numbered game turns only. Whether the Commo
check is successful or not the players must check for whether the signal unit is located or intercepted. Possible
results include Intercepted or Located/Intercepted. Place the appropriate marker on the signal unit affected.

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.

11.3.8.2. Located / Intercepted


Located and Intercepted signal unit follow the result from 11.3.8.1 above, and in addition the signal unit has a
“Located” marker placed on it and the enemy player may make an immediate artillery fire attack against it. If this
opportunity to fire is not used immediately it is lost. More than one artillery unit may make this attack. (If the
DRK-FS Artillery enhancement is being used, then the artillery that fires must have an “R” artillery marker on it.)
The artillery must not have fired already. Once used the artillery units are marked as having been fired.
§§ If the DRK-FS Artillery enhancement is not being used then a maximum of 2 artillery units that are currently
tracing to a RED or WHITE banded HQ may make the immediate attack.

11.3.9. Returning Eliminated HQ


A HQ that is eliminated in combat returns to play with restored communications when placed back on the map.

11.3.10. Die Roll Modifiers


When players find that there are multiple levels of HQs that have DRM penalties in the same chain of command,
they are not cumulative. Use only the worst modifier.

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11.3.11. Signal Units


Signal Units: this is where the orders are transmitted to subordinates or received from higher headquarters. They
must be placed within 2 hexes of the HQ they support. When a HQ gets located the signal unit is where the
"Located" marker gets placed. These units may be located up to 2 hexes away from the HQ they are assigned to
or in the same hex. If the signal unit is eliminated then the command trace ranges for their assigned HQ are
halved (i.e., from 24 to 12) (round up), and if the signal unit is suppressed then the command trace ranges for
their assigned HQ are reduced by one quarter (i.e., from 24 to 18) (round up). German Signal units that are
eliminated are returned to play at the end of the next complete turn. Red Army Signal units that are eliminated
are returned to play at the start of the next day. They return to play with assumed good Commo, but must roll for
Commo Checks at the required time. General Replacement points are NOT required to bring the signal unit back.
Signal units stacked with their related HQ are provided a benefit for doing so. The chance of making a successful
Commo Check is improved and the chance of successfully repairing broken Commo is also improved. Signal units
are provided for BLUE, RED, and WHITE banded HQ only and not GREEN banded HQs.

11.3.12. Effects of Being Out-of-Command


Effects of being Out-of-Command are dependent on what type of unit - a combat unit or a HQ. A
Headquarters that is Out-of-Command is:
 A HQ that is Out-of-Command may not have artillery or CAS support combat for any of its
units.
 A HQ that is Out-of-Command may not have Recovery units (only included with the CSS Maintenance
Enhancement module) move toward any wrecks it has on the battlefield.
 HQs that are considered Out-of-Command DO NOT put all the subordinate HQs Out-of-Command. Only
the affected HQ, and the combat units that directly trace to it, suffers the effects, not HQs that trace to it.
 Place the appropriate marker on units or HQ based on their specific situation.

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.

11.3.12.2. Restricted Movement


Combat Units and HQs that are Out-of-Command are restricted in their ability to move closer to the enemy. They
MAY NOT move closer to enemy units when they are within 5 hexes of the enemy. They are NOT forced to move
away from the enemy if they are already within 5 hexes of an enemy unit.

11.3.12.3. Restricted Assaults and Overruns


Combat Units and HQs that are Out-of-Command are restricted in their ability to conduct assaults and overruns.
Assaults and Overruns are forbidden for these units.

11.3.12.4. Restricted Fire


Combat Units and HQs that are Out-of-Command MAY NOT fire in conjunction with or combine their fire with
other units or organizations (GREEN/BLUE/RED/WHITE banded HQ).

11.3.12.5. Restricted Maintenance, CAS, and Artillery


As stated above a HQ that is Out-of-Command may not have Maintenance units moving to recover their wrecks.
Additionally as stated above a HQ that is Out-of-Command may not call for or receive CAS. Artillery combat units
that are Out-of-Command MAY fire in support of friendly units, but do so at half strength. This is NOT contrary to

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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.

11.3.13. Optional Rules


Optional Rules must be agreed upon before play starts.
 Players may randomly select all HQs in a given scenario or campaign game instead of using the printed
ones on the Task Organization charts.
 Over time the quality of a HQ can decrease for a variety of reasons. Players may choose one of the
following options to follow for the duration of a battle:
o When a HQ is eliminated it is brought back 1 level lower than before it was eliminated. Therefore,
if a Balanced HQ were eliminated, when it is the appropriate time for return, the HQ is brought
back as a Rigid. A HQ may never be brought back below Rigid. OR
o When a HQ is eliminated, before it is brought back, the type is randomly selected. It may never
be brought back better than it was when it was eliminated. Therefore a Flexible HQ that is
eliminated, when the time is appropriate, has the Balanced and Rigid HQ placed in a cup and
selected at random for return.

12. Operations Phase


This is the meat of the DRK series using Battlefield Operating Systems (BOS). The BOS’s below can be executed in
any order the player desires - this does not mean that a player must perform all Maneuver and then all Fire
Support, etc. It means that a player may work on or remove some obstacles, then fire at some units, then move
some units, then construct obstacles, etc. This will provide for considerable interactivity between the players and
inject uncertainty into the battle environment. Players are encouraged to (not forced to) manage by groups,
friendly organizations, or some other method to keep track of what has moved/fired and what has not (the C2/FS
Enhancement module markers are available to help).

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 ].

12.1.2.2. Overrun Movement


Overrun Movement is conducted like regular movement, except for the moving unit or stack that moves next to
an enemy pays 4 additional movement points besides terrain entry costs and then may conduct an immediate
assault. If the assault succeeds in vacating the enemy units from the hex (through elimination or retreats), the
assaulting units may choose to advance into the hex at no additional cost and may continue to expend any
remaining movement points. If the overrun assault does not vacate the hex of defending units, the assaulting
units must halt their movement. More than one stack may move to conduct a single overrun attack, but the
combining of stacks cannot exceed the stacking rules (two company equivalent) to conduct the overrun assault,
(they move at the cost of the unit expending the most points to reach the overrun hex). Overrunning Units may
never fire in their turn, either prior to the overrun or after the overrun. Only Infantry, Motorized Infantry,
Mechanized Infantry, Armor may conduct Overrun Movement. Air Support through CAS missions may support an
Overrun assault.

12.1.2.3. Overwatch (OW) Movement


Overwatch Movement may be conducted only by the German player, who may move units 1/4 of their
full movement (round up) and then place an OW marker on them to designate them as Overwatch
units. If the unit is suppressed before entering Overwatch it may not then enter Overwatch. Units in
this OW mode can fire at enemy units that try to make opportunity fire attacks - only one unit/stack of OW may

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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.

12.1.2.4. Reserve Movement


Reserve Movement is conducted after the enemy players Operations Phase and before the Close
Assault Phase. This also means that Reserve movement is not allowed to support a unit defending
against an Overrun. Units in Reserve are allowed to spend all their movement points to move into
hexes that are being assaulted by the enemy player. Units using Reserve movement may not be fired on by the
enemy player with opportunity or defensive fire. If units in Reserve fire in any way before being used as reserves,
they lose their Reserve status and marker. Units are placed in Reserve at the beginning of their movement phase
and remain that way until they either perform Reserve movement or the player removes the marker. The number
of units that may receive a Reserve marker is limited to the game's actual counter sheet quantity. Units with a
Reserve marker placed on them may not otherwise move unless they use Reserve movement. Once these units
move the marker is removed. A unit with a Reserve marker that receives Suppression due to fire immediately
removes the Reserve marker. A suppressed unit is not allowed to have a Reserve marker placed on it.

12.1.2.5. Withdrawal Movement


Withdrawal Movement is called for by the moving player, obliges them to move toward their end of the board
only. It provides an additional -5 die roll modifier against enemy opportunity fire attacks. Units using Withdrawal
movement may not make any fire attacks. They ignore S1 results, but must halt if S2 or higher results are made
on them while moving in this manner. These units must always try to move further away from the enemy. The
intent of this rule is to provide units an opportunity to escape disaster, not to switch fronts.

12.1.2.6. Movement Special Rules


The following special rules apply to movement:
 Artillery units, those with primary weapons ranges of 10 or higher, may not use Overwatch, Overrun, or
Reserve type movement.
 Units being used as transports may only carry units of equal or smaller size (company transport carries
companies or platoons)
 Units must stop when entering a hex with wire, mines, and empty enemy dug-in or fortification markers.
 Air units have unlimited range for the purpose of moving in this game.
 Units can only move half their movement allowance at night (round up).
 Many troop and towed weapon are back printed, and show wheels under the unit symbol, such units
have their own built in transportation capability (Self-Contained).

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12.1.2.6.1. How to Load Infantry and Towed Weapons


There are two sets of Loading rules: one for Self-Contained transport of combat units and the other for Separate
transport of combat units [see rule 3.1.8]:

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.

12.1.2.6.2. How to Unload Infantry and Towed Weapons


The Unload rules are also affected by transport type similar to the Loading rules. Whether the Combat Unit is
using Self-Contained transport or Separate transport determines which of two types of Unloading is required:

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).

For Separate Transport Unloading of Combat Units:


 Transport units must expend half of their movement factor (round up) to unload a unit.
 As long as the transport has the required movement it can unload eligible passengers at any time during
the movement phase. The Separate transport unit may continue to move after unloading if movement
allowance is still available.
 These printed movement allowance may be modified by weather, night, or Out-of-Supply prior to making
the halving adjustments for Unloading.
 Transported units are immediately unloaded, at no cost in movement, if the transport unit is suppressed.
Transport and Combat Unit are both suppressed at the same level and no further actions are allowed for
the turn.
 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. Opportunity Fire, Defensive Fire, and Overwatch


Use Firepower rule 12.3 with the following restrictions.

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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12.1.2.7.2. Opportunity Fire


Only 1 Unit/Stack from one hex may perform Opportunity Fire once, per weapon type (secondary, primary), per
moving enemy unit/stack. Only one such unit/stack may interrupt the moving enemy unit/stack. Units that are
adjacent to enemy units may not use opportunity fire. Suppressed units may not use Opportunity Fire.
 When Opportunity firing at a single moving unit, the firing unit/stack may fire once with their secondary
weapons and once with their primary weapons. The firing of weapons can be combined if range permits.
The target may NOT then be fired at using Defensive Fire by any units that used Opportunity Fire against
that moving target. The firing unit/stack MAY fire at a different moving enemy unit/units with Defensive
Fire if he used Opportunity Fire previously.
 When Opportunity firing at a stack of moving units, the firing unit/stack may fire once with their
secondary weapons and once with their primary weapons. The firer may choose to fire at one or any
multiple units in the stack. The firing of weapons can be combined if range permits. The target may NOT
then be fired at using Defensive Fire; however, any part of the stack that did not receive Opportunity Fire
could be fired on with Defensive Fire. The firing unit/stack MAY fire at a different moving enemy
unit/units with Defensive Fire if he used Opportunity Fire previously.
 Opportunity Fire from two separate hexes may not combine fire at one enemy moving unit or stack. Only
one hex may fire at an enemy unit/stack, interrupting the enemy unit/stack's movement once only.

12.1.2.7.3. Defensive Fire


Units may perform Defensive Fire as many times as enemy units move into an adjacent hex during the enemy
players Operations Phase as long as he did not previously fire at that enemy unit or units using opportunity fire.
 When Defensive firing at a stack of enemy units, the firing unit/stack may fire once with their secondary
weapons and once with their primary weapons. The firer may choose to fire at one or any multiple units
in the stack. The firing of weapons can be combined if range permits.

12.1.2.7.4. Overwatch Fire


Units may interrupt Opportunity Fire attempts per rule section 12.1.2.3.

12.2. Mobility and Survivability


This section defines the requirements for the ability to change the battlefield. The terms engineer and pioneer
are interchangeable in this section. Both unit types can perform the same missions.

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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12.2.3.1. Movement (Obstacles)


The following are effects on movement when obstacles are encountered.
 When a unit/stack enters a hex with wire or mines it must stop. A unit/stack in a hex with wire may move
out of the hex in the next turn.
 When a unit/stack enters a mine hex it must check on the Mine Entry/Exit Table. When a unit/stack
attempts to exit a mine hex it must check on the Mine Entry/Exit Table. Units can choose to remain in the
Mine hex and not attempt to move with no further adverse effects (except for the DRM resolving
fire/assaults while in the hex).
 Units may enter a hex with unoccupied enemy fortifications or dug-in markers. Those markers are
immediately removed the moment this occurs and the friendly units must stop but are free to move
normally in the next turn.
 Friendly units may enter a hex with unoccupied friendly fortifications or dug-in markers without penalty.

12.2.3.2. Movement (Rafts)


German units may cross an all River hex via a raft unit after the rafts have been deployed. Rafts are
deployed by putting them in the hex that units will cross into. Engineers that carry rafts may deploy
a raft from an adjacent river/River hex - it takes the Engineers their entire movement allowance to
deploy rafts, and half their movement allowance to remove rafts (round up). Units that cross using rafts must use
all their movement allowance to make the move and can only move from one bank to the other during the
crossing turn. Each raft unit may carry two platoons of troops across the river. Three rafts may combine to carry
2 headquarters or 2 units of company/battery size. All unit types may use rafts. The term Raft is used as an all-
purpose crossing capability which includes ferries and assets that can allow tanks to cross rivers.

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)

 Mines – Fire (+2)/Assault (+2)

 Wire – Fire (+1)/Assault (+1)

 Dug-in – Fire (-3)/Assault (-2)

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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. Optional Rules


From DRK STANDARD rules:

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.

12.2.4.2. Dummy Obstacles


Markers are provided to exaggerate the obstacle belts in size and/or density. These new Dummy Obstacle
markers are placed on the map per the instructions on the scenario card. Once an enemy unit enters one of these
Dummy Obstacle markers it is flipped over to reveal its true status and then removed from the game if found to

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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.

12.3.1. Fire Combat


The attacker decides what units are firing and what unit(s) are the targets. The attacker may fire at each
defending unit in a hex separately or in groups. Each target type must be attacked separately from each other.
This means that soft targets must be attacked together or individually, likewise medium, and hard. A defending
unit may be Fire attacked more than once in the same operations phase. Players cannot target two defensive
types (soft, medium, or hard) in the same attack. Attacking and defending unit factors are then added up
(retaining fractions). The attacker's attack factor is divided by the defender's defense factor and expressed as a
ratio (rounding down to a column on the Fire Table). This ratio is then used on the DRK Fire Combat Table to

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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.

12.3.1.1. Assign Support


The attacker may assign support from air and/or artillery units if they are eligible to participate in the combat.

12.3.1.2. Heavy Weapon Units


Heavy Weapon units, those with an (*) and a symbol of either are allowed to fire in normal fire
combat in addition to other capabilities detailed in section 13.1.3.

12.3.1.3. Fire through Friendly Units


Units may attack through other friendly units.

12.3.1.4. Fire through Terrain


Units may fire into, but not through, non-clear (blocking) terrain.

12.3.1.5. Fire through Enemy Units


Units may fire into, but not through, enemy unit hexes except when firing at a hex containing enemy Medium or
Hard targets (excluding Armored Cars and Half-Tracks ), Anti-Tank, or Anti-Aircraft units [rule 0 - the
Priority Target rule].

12.3.1.6. Fire at Night


Non-artillery units’ range to fire is restricted to one hex during night turns. Artillery units also have this night
restriction if not firing to support another spotting unit from its Chain of Command using indirect fire – the
spotting unit has the same one hex restriction for night.

12.3.1.7. Enfilading Fire


A unit receiving fire from multiple directions (i.e., across multiple faces of its hex) is at a disadvantage. When the
player is calculating how many hex faces he is firing through the player determines how many hex faces the fire
enters the target hex from. The attacker gets a +1 die roll modifier for each hex face, in excess of one, that fire
goes through. When the fire enters from 2 hex faces the attacker gets a +1 die roll modifier. When the fire enters
from 3 hex faces the attacker gets a +2 die roll modifier. When the fire enters from 4 hex faces the attacker gets a
+3 die roll modifier. When the fire enters from 5 hex faces the attacker gets a +4 die roll modifier. When the fire
enters from 6 hex faces the attacker gets a +5 die roll modifier.

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. Fire Combat Results


The following are the possible results from Fire Combat.

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.]

12.3.1.10. Special for Fire


The following are special rules for Fire Combat:
 Passengers in trucks may not fire. For Self Contained transport use the values on the back-side of the
counter.
 Passengers in half-tracks or riding on tanks may fire with half their fire value (retain fraction) for separate
transport. For Self Contained transport use the values on the back-side of the counter.

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 The attacker chooses which enemy units are lost first.


 A unit or stack may use opportunity fire once per enemy unit or stack per weapon type (secondary and
primary may each fire, combined if in range). Opportunity fire may only interrupt the movement of an
enemy unit or stack once during its movement.
 Vehicle units are flipped over to their wreck side when eliminated or receiving an S5 result (five current
levels of Suppression). [See rule 16.5 for wreck marker removal from map]
 Armor units (medium and hard targets, except for Armored Cars and Half-Tracks), may only be attacked
at a maximum odds of the “2” column on the Fire Combat Table when fired on by solely Infantry type
(including Infantry, Motorized Infantry, Mechanized Infantry, Recon, Armored Recon, Maintenance,
Supply, Medical, all Headquarters types, Machine Gun types, Engineer, and Pioneer units), Light Anti-
Aircraft (not having a “+” sign), or Heavy Weapons units. Any additional combat factors have no
additional effect. A maximum result of this type Fire Combat is “S2”. Any “X” result is converted to an “S”
result. Suppression does not accumulate beyond “S2” with additional fire combat of this type.
o If the player then adds an Artillery/Mortar/Rocket unit with a “+” sign to the above Fire Combat
situation the “X” result becomes valid but may still not go above the “2” column on the Fire
Combat Table.
o In order to achieve odds greater than “2” against Armor units (medium and hard targets,
excluding Armored Cars and Half-Tracks) the firing player shall only consider the fire from other
Armor units (medium and hard targets, excluding Armored Cars and Half-Tracks), Heavy Anti-
Aircraft units (having a “+” sign), Anti-Tank units, and Artillery/Mortar/Rocket units with a “+”
sign, primary weapons only. Secondary weapons strengths are not counted.
 All units constituting a given, or single, direct fire attack against an enemy hex must be assigned to or
trace command to the same GREEN banded headquarters. Any supporting artillery must be able to trace
command to that GREEN banded headquarters, or that headquarters BLUE banded parent headquarters,
or that headquarters RED banded parent headquarters, or that headquarters WHITE banded parent
headquarters.

12.3.1.11. Line of Sight (LoS)


Maximum sighting distance is ~4300 yards or 12 hexes. Friendly units do not block Line of Sight. Enemy Truck and
Half-Track units do not block Line of Sight (that means loaded or by themselves unloaded). All other enemy units
prevent Line of Sight to pass through them [exception rule 12.3.1.11.3 - the Priority Target rule]. If any part of a
hex is blocking terrain (Forest, Town) then LOS is blocked after the first such hex - Line of Sight may go into the
hex that blocks it, but not past it. Line of Sight is always measured from hex center to hex center. (Remember rule
section 3 - Map states the entire hex terrain type is considered as the terrain that occupies more than half of the
hex.) Line of Sight down a hex spine is blocked if one of the two hexes has blocking terrain. Contour Lines should
be interpreted to run along the hex grid.

12.3.1.11.1. LoS is Clear:


a. when passing through normal contour elevation lines where elevation rises steadily one level after
another
b. when passing through normal contour elevation lines where elevation drops steadily one level after
another

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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

12.3.1.11.2. LoS is Blocked:


a. beyond the first Forest hex
b. beyond the first Town hex
c. between units at the same elevation when there is a hex with a higher elevation between them
d. between units at different elevations when there is a hex that blocks LoS, at the same or higher elevation,
within 2 hexes of the unit at the lower elevation
e. between units when a unit at a higher elevation is one hex back from the edge of a Slope or Steep Slope
hex

Death Ride Kursk – Line of Sight Examples

N
L
O K
E M
F B
I

C G
J D

Line of Sight is Clear for:


Line A; Line C; Line E; Line G; Line K; Line L; Line N

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Line of Sight is Blocked for:


Line B; Line D; Line F; Line H; Line I; Line J; Line M; Line O
Clear LoS:

 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

12.3.1.11.3. Priority Target


Line of Sight is not blocked when firing through enemy units if the target hex contains enemy Medium and Hard
targets (excluding Armored Cars, and Half-Tracks ), Anti-Tank, or Anti-Aircraft units.

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.

12.3.1.11.6. Artillery and Other Indirect Fire


Artillery and other indirect fire units, such as certain types of Heavy Weapons units , must have Line of Sight to
their targets or must be in Chain of Command (In-Command status) to another friendly combat unit that has Line
of Sight to the target hex [rule 12.3.1.11].

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. Fire Support (Air and Artillery Support)


This section defines how fire support is used to be a decisive element of any battle. There are two types of Fire
Support in Death Ride Kursk - Air Support and Artillery Support. The use of Air Support and Artillery has a
profound effect on the battle.

12.4.1. Air Support


The Germans and Red Army were aided by Air Forces in support of ground operations during the
battle. Air units represent flights of 4 aircraft that participated in the battle. Units like the one
pictured to the left have support values that represent their effect on combat/movement; their range
is unlimited in the context of this battle. The value at the bottom represents the support value of the unit.

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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12.4.1.4. Maximum Allowed During Bad Weather


The maximum number of Air Units available for use is halved (round up) during cloudy turns and prohibited during
rain turns.

12.4.1.5. Close Air Support (CAS)


Close Air Support is used to enhance the probability of a successful attack with ground combat units:

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. Ground Attack (GA)


Ground Attack is used to attack ground combat units from the air alone:

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.

12.4.1.7. Air Interdiction


Air Interdiction is a type of ground movement interruption as enemy combat units try evading possible direct
attack from the air:

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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. Air Defenses


Air Defenses follow these rules to defend your airspace:

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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12.4.1.9. Fire Support Air Enhancement Module


§§ this section is specific to the Air Mission play from the Fire Support Air Enhancement Module and replaces the
Standard Air Support rules 12.4.1 through 12.4.1.7 above.

12.4.1.9.1. Airfield Management (by turn)


This is one of the most important aspects of the entire Air Enhancement module. Air units start the day in the
Unassigned box of their respective airfield. Air units may be assigned twice in a day, once in the morning and
once in the afternoon. When they are assigned a mission in the morning the first time, they are returned to the
Available Afternoon box of their airfield. The next time they are assigned a mission is the second time or only in
the afternoon; they are returned to the Complete for Day box of their airfield.

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.

12.4.1.9.2. Joint Air Allocation Phase


Done once daily during the first daylight turn of each day. Both players determine how many sorties of fighter
and attack aircraft they may fly during the day. This phase does not occur on 4 July.

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.

12.4.1.9.3. Joint Air Mission Planning Phase and Sheets


Joint Air Mission planning is done once daily during the first daylight turn of each day. This is one of the most
critical elements of the enhancement. Planning will kill you if you get it wrong. Once players know the number of
sorties they have per day they must plan the sorties, by turn, for the entire day.

There are 3 considerations that must be accounted for:


 The first is that the total number of aircraft sorties of Fighter or Attack aircraft for the day MAY NOT be
exceeded. If the number plotted exceeds the number allocated the excess at the back end of the plots
are simply ignored (final turns of the day).
 The second is that for any half-day period, morning or afternoon, you MAY NOT plot more sorties than the
currently remaining aircraft counters still active in the game. If the number plotted exceeds the number
of currently remaining aircraft counters the excess plots at the end of the half-day period are ignored.
 The third is that for any given game turn you MAY NOT plot more sorties than the currently remaining
aircraft counters still active in the game. If the number plotted exceeds the number of currently
remaining aircraft counters the excess plots for this game turn are ignored.

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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.

12.4.1.9.4. Joint Air Mission Launch Phase (by turn)


At this point both players launch their assigned air units for the turn and place them on the mission marker boxes,
they are now considered airborne and not on the ground. Players cannot choose to pass on flying plotted
missions. Missions planned shall be flown if air units are available to fly.

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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.

12.4.1.9.5. Joint Airfield Attack Phase (by turn)


Now both players make their airfield attacks. While one player may perform his before the other, the results are
assessed at the same time (simultaneous), after all the attacks against all the airfields are made.
 Emergency Airfield CAP [rule 12.4.1.9.7 second bullet point]
Determine if air units at each airfield are available for Emergency Airfield CAP and then roll per airfield to
see if the Emergency Airfield CAP successfully engages the incoming GA-Airfield Attack mission.
 CAP Interception of GA-Airfield air units
The first step in the process of attacking an airfield is to have any CAP for the attacked airfields to
intercept the inbound GA-Airfield Attack air units. This happens automatically. There is no die roll
needed to have the CAP make the interception. Conduct Air-to-Air combat as specified in [rules
12.4.1.9.8].
 Anti-Aircraft Fire on GA-Airfield air units
The next step in the process is to conduct Anti-Aircraft fire. Each airfield has built in Anti-Aircraft guns.
Use the existing Anti-Aircraft Table to determine the results. A +1 DRM is always added for anti-aircraft
fire from an airfield. Anti-Aircraft fire is made against each air unit in the attacking group individually.
The airfield owner makes the roll and if he succeeds the enemy air unit is aborted and returned to base.
 GA-Airfield air units Attack the Airfield
The last step in the process is that the surviving GA-Airfield Attack mission aircraft now make their
attacks. All air units from a GA-Airfield Attack mission must attack the same airfield. The attacking player
declares which air unit is making an attack and rolls the d10. Each GA-Airfield Attack mission air unit is
rolled individually with the results being applied to the airfield cumulatively. The results are levied by both
sides at the same time after all airfield attacks are complete. Air units based at an affected airfield that
are in the air on missions are unaffected by any adverse results. Follow the procedure described in
section [rule 12.4.1.9.6 third bullet point].

12.4.1.9.6. Air Unit Missions


There are 5 different types of missions that air units can be assigned to. When the players assign air units to the
mission marker boxes on the Airfield and Missions charts the enemy player is not allowed to inspect the air units
in the mission. Players may design their own method of keeping the other player blind to the air unit makeup of
these mission markers until they have met in Air-to-Air combat. There are 6 GA and 6 CAS mission markers
available to use each turn and this limit is fixed. Air unit missions are deployed by either player in both the
Operations Phases (except Air Interdiction missions, which occur in the Air Interdiction marker placement and
removal phase). Air units that have a “2” for Duration MAY, but are not forced to, remain in the mission hex,
under the original mission marker, for the turn directly after they flew there. Note that this means that mission
marker would not be available for use the next turn. They DO NOT keep any escort they may have had. They may
perform the GA or CAS mission again for that directly following turn, and then they MUST return to base. Air

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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.

 Ground Attack Missions


A Ground Attack (GA) mission attacks a unit, or units, in a target hex, by itself, with no other units
participating. This would be considered strafing runs by fighter aircraft or bombing runs by dive or
light/medium bombers. A GA mission may contain up to 2 fighter and 4 attack air units. Fighters in a GA
mission are assumed to be providing Escort. Up to six GA missions may be created in a given turn (GA-
Airfield Attack missions are NOT considered GA missions for the use of the mission markers). GA attacks
by more than one air unit have a cumulative effect (they make individual attacks, but the damage is
cumulative). Each air unit can only attack one ground unit in the target hex. Escort fighters that did not
participate in Air-to-Air combat may conduct a Ground Attack as a mission unit. A GA mission may not
select a target hex that cannot be seen. In other words an enemy unit in Forest, that does not have a
friendly unit adjacent to it, cannot be seen. Players use the appropriate Ground Attack Table column
based on the terrain the target hex is. Other Terrain includes Swamp, Forest, and Town. Friendly on-map
GA missions may only be initiated in a player's own Operations Phase.
Example: A VVS GA mission marker with 2 air units that have survived the German CAP attacks a target
hex with 2 units. The target hex is Clear Terrain and the German ground units are one infantry platoon
and one Mk-IV tank platoon. The VVS player declares which ground unit (the infantry platoon) is being
attacked and which air unit is attacking and then rolls the d10 with a “4” result and adds 2 for the air unit
Ground Attack Value for a modified result of “6”. The result is an “S1” against the infantry platoon and is
assessed immediately. The VVS player then declares the Mk-IV tank platoon the next target and rolls the
d10 with a result of “7” and adds 2 for the air unit Ground Attack Value for a modified result of “9”. The
result is an “S3” on the Mk-IV tank unit. Note that both mission aircraft could have been allocated against
only one of the two combat units in the target hex leaving the other unit untouched.

 Close Air Support Missions


A Close Air Support (CAS) mission aids ground units in making an attack on a unit, or units, in a target hex.
This would be considered strafing runs by fighter aircraft or bombing runs by dive or light/medium
bombers. A CAS mission may contain up to 2 fighter and 4 attack air units. Fighters in a CAS mission are
assumed to be providing Escort. Up to 6 CAS missions may be created in a given turn. For every surviving
air unit in the mission the player adds the Ground Attack Value of each air unit. This cumulative number
is then added (for the attacker, or subtracted for the defender), from the die rolls for all fire and/or
assault combats in the target hex after the CAS mission is flown. No more than one CAS mission may be
flown to a given target hex by each player per turn. Friendly CAS missions may be initiated during both
players’ Operations Phases.
Example: A German CAS mission marker with 2 remaining Stuka’s, each with a Ground Attack Value of 2,
survives enemy CAP and is above a target hex with a Red Army infantry company. The mission marker
was placed before any German fire occurs. The German player selects some German ground units to fire
at the target. When the fire combat is conducted, in addition to any other die roll modifiers (DRMs), the
German player gets a +4 DRM (CAS air mission modifier) in support of the fire combat. The CAS mission
marker remains in place. Later, the German player moves some ground units adjacent to the same target

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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.

 GA-Airfield Attack Missions


GA-Airfield Attack is conducted just like a Ground Attack. The target is an off-map airfield instead of a
ground unit on the map. Air units assigned to GA-Airfield Attack are placed on the GA-Airfield mission
marker box next to the airfield group they are attacking. They have the same limitations as a GA mission
marker of 2 fighter and 4 attack air units. No more than one GA-Airfield Attack mission may be made per
airfield group per turn (no waves). Each attacking GA-Airfield Attack air unit makes a separate attack. The
GA-Airfield Attack attacker rolls the d10 and assesses the value using the Other Terrain column on the
Ground Attack Table. “S” results equal a percentage of the air units at that base that may not be assigned
(S1 =10%, S2=20%, etc). The maximum effect on an airfield is a “S4”. Attacks on airfields that reach “S5”
begin to cause aircraft losses at that base. For each level, “S5” and above (damage to the airfield stays at
“S4”), the airfield loses one aircraft marker as destroyed (these must be air units that are currently landed
at the base). Roll a d10: on a 1-3 you may choose an aircraft from the unassigned box, on a 4-6 you may
choose an aircraft from the available afternoon box, on a 7-10 you may choose an aircraft from the
Complete for Day box. All these choices are available only if there is an aircraft in the box and not
currently flying a mission). If none are currently landed at that airfield then disregard the results above
"S4". These eliminated aircraft are removed at the end of the turn. One level of “S” is reduced at the end
of Morning (1000 turn) and another at the end of Afternoon (1800 turn) per airfield. If there are more
levels than that they recover them the following day.
Example: A German GA-Airfield Attack mission with 4 air units that have survived the VVS CAP attacks an
airfield target. The airfield is considered as the Other Terrain column for the purposes of calculating the
results on the Ground Attack Table. The German player then declares which air unit is attacking and rolls
the d10 with a “4” result and adds 2 for the air unit Ground Attack Value for a modified result of “6”. The
result is an “NE” against the airfield. The German player then declares which air unit is attacking next and
rolls the d10 with a “6” result and adds 2 for the air unit Ground Attack Value for a modified result of “8”.
The result is an “S1” against the airfield. This is done for each attacking air unit. The “S” levels are
cumulative. If at the end of the attacks the airfield has an “S2” marker on it then 20% of the air units
based there (round up) would not be able to be flown on missions until the “S” level was reduced.

 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.

 Combat Air Patrol (CAP)


While this type of mission is described in more detail later the bottom line is that air units assigned to CAP
are for protecting airfields or the battlefield. CAP flown over an airfield, or the battlefield, does not need
to be placed in a CAP mission marker, since there none. Battlefield CAP, once an interception has been
successfully made, has a maximum of 4 air units that may be selected and used for this successful
interception. CAP air units are simply placed on the box next to the airfield group or in the intercepted
map target hex.
Example: The German player has 8 air units in the Battlefield CAP box. He makes a successful interception
die roll. He may deploy CAP, with up to 4 of the air units from the Battlefield CAP box to the target hex.

12.4.1.9.7. Combat Air Patrol (CAP)


CAP can be placed in either of two places. Your choice of which place will be critical to whether you gain an
advantage or lose it. CAP is flown over airfields or the battlefield. This section describes the possible outcomes
and examples of what is possible with all the mission types. CAP flown over the battlefield is on station for the
turn they are deployed only, unless the aircraft has duration of 2, and then they may remain on station for 2
turns. CAP flown over an airfield is on station for the entire morning or afternoon half-day that they are assigned
the mission (until engaged in Air-to-Air combat).

 CAP Interception over Airfields


Air Units assigned this type of CAP mission are placed on the Airfield and Missions Chart in the CAP box
that covers a certain number of airfields. CAP units assigned to Airfield groups DO NOT need to roll for
interception. They automatically rise to meet any enemy GA-Airfield Attack mission against the airfield,
or airfields, they are protecting. Air units assigned to airfield CAP boxes MAY NOT be used to intercept GA
and CAS missions that are being made on the play map. Fighter and Attack aircraft MAY be assigned to fly
CAP missions. Fighter aircraft will generally perform this mission better than Attack aircraft.
Example: There are 2 German air units assigned to the Left Column Airfield group CAP box. 4 VVS air units
are placed in the GA-Airfield box adjacent to the German Airfield CAP box. Both German CAP units
immediately intercept the VVS GA-Airfield Attack air units and Air-to-Air combat is conducted.

 Emergency CAP Interception over Airfields


All friendly air units currently landed at bases that come under attack by a GA-Airfield Attack mission
MAY, but are not forced to, roll to see if they can add their help to the existing CAP. This die roll is done
on a per airbase basis. The Red Army player must roll a d10 result of 8-10 and the German player must
roll a d10 result of 6-10 to be successful. On a successful die roll the player may select up to the number
of air units that are available. The rolling player must declare which airfield is being rolled for before the
die is rolled. If you choose to use this ability the following restrictions apply. If the GA-Airfield Attack
mission happens during a morning turn, the only air units that may rise for the emergency are those in the
“Unassigned” box. If the GA-Airfield Attack mission happens during an afternoon turn, the only units that
may rise for the emergency are those in the “Unassigned”, or “Available Afternoon” boxes. If successful in

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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.

 CAP Interception over the Battlefield


Air Units assigned this type of CAP mission are placed in the Battlefield CAP box. CAP air units assigned to
the Battlefield CAP box MUST roll to determine if their interception is successful. German Battlefield CAP
has a successful interception on a d10 result of 1-8 and the Red Army Battlefield CAP has a successful
interception on a d10 result of 1-6.
Example: There are 6 German air units assigned to the Battlefield CAP box. A VVS CAS mission comes on
the map to support an attack. The German player decides how many of the 6 air units he wants to make
the interception (up to a maximum of 4 air units). The German then rolls the die and, if successful, the
German Battlefield CAP air units previously declared move to the CAS mission marker location and begin
to have Air-to-Air combat. If the Battlefield CAP die roll is unsuccessful no Battlefield CAP responds to this
target hex and remains in the Battlefield CAP box available to respond to other enemy air missions.

 Interception Versus GA Mission with Escorts


Once the Battlefield CAP has made a successful interception the CAP has the advantage. When creating
groups the player without the advantage places their aircraft down first and the player with the
advantage then places aircraft to form groups. Group one CAP air unit with one Escort air unit until all
CAP has been assigned. If there are more CAP than Escorts the CAP may assign a second air unit to any
group already made, or the additional CAP may stay away from Air-to-Air combat at this time. If there are
more Escorts than CAP the Escorts must assign a second air unit to any group already made. Holding
Escorts back is not allowed. Air-to-Air combat is conducted. CAP that has successfully engaged in Air-to-
Air combat and are allowed by results or have previously not been engaged in Air-to-Air combat then
attacks mission aircraft. Surviving mission aircraft then make their Ground Attacks.
Example: A German GA mission marker with 2 Escorts is intercepted by 3 VVS Battlefield CAP air units.
The German player places the 2 Escorts on the table. The VVS player then places at least 1 VVS CAP air
unit against each German Escort. The VVS player may allocate the additional CAP air unit against an
Escort or it may be saved for use against the German GA mission aircraft. Air-to-Air combat is conducted.

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 Interception Versus GA Mission without Escorts


Once the Battlefield CAP has made a successful interception the CAP has the advantage. When creating
groups the player without the advantage places their aircraft down first and the player with the
advantage then places aircraft to form groups. Air-to-Air combat is conducted. Surviving mission aircraft
then conduct their Ground Attacks.
Example: A VVS GA mission marker with 2 air units and without Escorts is intercepted by 2 German
Battlefield CAP air units. The VVS player places the 2 GA mission aircraft on the table. The German player
then places at least 1 CAP air unit against each VVS mission air unit. Air-to-Air combat is conducted.

 Interception Versus CAS Mission with Escorts


Once the Battlefield CAP has made a successful interception the CAP has the advantage. When creating
groups the player without the advantage places their aircraft down first and the player with the
advantage then places aircraft to form groups. Group one CAP air unit with one Escort air unit until all
CAP has been assigned. If there are more CAP than Escorts the CAP may assign a second air unit to any
group already made, or the additional CAP may stay away from Air-to-Air combat at this time. If there are
more Escorts than CAP the Escorts must assign a second air unit to any group already made. Holding
Escorts back is not allowed. CAP that has successfully engaged in Air-to-Air combat and are allowed by
results or have previously not been engaged in Air-to-Air combat then attacks mission aircraft. Surviving
mission aircraft then support the friendly ground units for the remainder of that turn in the hex.
Example: A German CAS mission marker with 2 Escorts is successfully intercepted by a 3 VVS Battlefield
CAP air units. The German player places the 2 Escorts on the table. The VVS player then places at least 1
VVS CAP air unit against each German Escort. The VVS player may allocate the additional CAP air unit
against an Escort or it may be saved for use against the German CAS mission aircraft. Air-to-Air combat is
conducted.

 Interception Versus CAS Mission without Escorts


Once the Battlefield CAP has made a successful interception the CAP has the advantage. When creating
groups the player without the advantage places their aircraft down first and the player with the
advantage then places aircraft to form groups. The CAP may conduct Air-to-Air combat with the mission
aircraft. Surviving mission aircraft then support the friendly ground units.
Example: A VVS CAS mission marker with 2 air units and without Escorts is intercepted by 2 German
Battlefield CAP air units. The VVS player places the 2 CAS aircraft on the table. The German player then
places at least 1 CAP air unit against each VVS mission air unit. Air-to-Air combat is conducted. Mission
aircraft that are not aborted may support ground attacks for the remainder of the turn in the hex.

 CAS Mission Versus CAS Mission


This situation occurs when one player has a CAS air mission marker on the map and then the other player
moves their own CAS air mission marker into the same hex. The advantage always goes to the player in
the hex first. The players automatically intercept each other, no die roll is required. When creating
groups the player without the advantage places their aircraft down first and the player with the
advantage then places aircraft to form groups. Groups are formed first from Escorts, if available,

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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. Air-to-Air Combat


Air-to-Air Combat occurs when a successful interception takes place. Air-to-Air Combat is between two or more
air units. It is possible that an air unit may be attacked more than once during Air-to-Air combat. The outcomes
of Air-to-Air combat are assessed dependent on the results. The side with the advantage is the attacker in all Air-
to-Air combat situations.

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]

12.4.1.9.8.2. Air-to-Air Procedure


Air units fight each other using a simple procedure. A differential is calculated and used to determine the
outcome of Air-to-Air combat.
 Subtract the Non-Advantage air unit Defense Strength from the Advantage air unit Anti-Air value. This
differential is used as the column header on the Air-to-Air Combat Table. A differential of less than -4 is
treated as a -4 and a differential of greater than +3 is treated as a +3.
 The Advantage player rolls a d10.
 Subtract the Non-Advantage air unit Agility from the Advantage air unit Agility. The differential is a DRM.
 Adjust the d10 die roll by this DRM and other DRM allowed. A result of less than 1 is treated as a 1 and a
result of greater than 10 is treated as a 10.

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.

12.4.1.9.9. Anti-Aircraft Fire


The existing rules for Anti-Aircraft fire do not change and remain the same as in the standard game [rule 12.4.1.8].

12.4.1.9.10. Optional
From the FS - Air Enhancement module.

12.4.1.9.10.1. VVS Surprise


The VVS tried, and failed, to launch a crippling air strike on the German airfields on the morning of 5 July. They
only failed by the smallest of margins.

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.

12.4.1.9.10.2. CAS and GA Success/Fail


Every CAS and GA mission must roll for Success before making their attacks. Roll on the GA and CAS (Optional)
Success Table and follow the results.

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

12.4.2. Artillery Support


Both sides used artillery and mortars to a significant degree to enhance their conduct of the
battle. The Red Army in particular had a large number of guns to support the battle. The
Germans at this time had some new weapons that proved to be very effective against the

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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.

12.4.3. Artillery Fire Support from C2/FS Enhancement Module


§§ Replaces 12.4.2 above. The Fire Support Enhancement (from the C2/FS Enhancement module) provides a
mechanism for restricting the open firing of artillery. It allows you, the player, to assign artillery units real world
missions to support specific friendly combat units. You must assign each battery to support a Battalion, Regiment,
or higher organization. Planning for artillery fire now becomes a part of the all-important mission planning you
must do before starting play.

12.4.3.1. Sequence of Play


The Sequence of Play is enhanced to add the following to the main DRK Sequence of Play.
 Fire Support Planning Phase (actually occurs in the Weather/Pre-Turn Determination phase) - during this
phase both players place their artillery mission assignment markers for the beginning of each day, first
daylight turn.

12.4.3.2. Use of Artillery


Artillery batteries must now have a mission marker on them in order to be used. Direct Support ‘DS’ and General
Support ‘GS’ artillery units may fire alone at targets, or along with other ground units. Reinforcing ‘R’ artillery
units must add their firepower to another artillery unit, or fire alone for a Division asset, or in response to
detected artillery fire.

12.4.3.2.1. Placement of Markers


At the beginning of each day (first daylight turn), prior to the German Turn both players place their artillery
support markers. Players may place a ‘DS’, ‘GS’, or ‘R’ marker on each battery or stack of batteries.

12.4.3.2.2. ‘DS’ Markers


‘DS’ Markers may be changed at noon each day in the Joint Players phase.
 ‘DS’ markers have a unit listed, usually a GREEN banded headquarters. The artillery under
this type marker may only fire in support of units assigned to and tracing to that GREEN

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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.

12.4.3.2.3. ‘GS’ Markers


‘GS’ Markers may attempt to change every game turn based on the results of a die roll in the Joint Players phase.
Refer to the ‘GS’ Bi-Hourly Change Table on the Fire Support PlayAid.
 ‘GS’ markers have a unit listed, usually a BLUE banded headquarters. The artillery unit under
this type marker may only fire in support of units assigned to and tracing to that BLUE
banded headquarters. There may be no more than 2 ‘GS’ battery assignments per BLUE
banded headquarters.

12.4.3.2.4. ‘R’ Markers


‘R’ Markers may be changed once daily during the 2400 game turn in the Joint Players phase.
 ‘R’ markers have a unit listed, usually a RED banded headquarters. The artillery units under
this type marker may only fire in support of the units assigned to and tracing to that RED
banded headquarters. There may be no more than two ‘R’ battery assignments per RED
banded headquarters. There may be any number of ‘R’ battery assignments per WHITE banded
headquarters. Additionally they may only add their fire to the fire of a ‘DS’ or ‘GS’ artillery fire. They may
not fire in direct support of a ground unit by themselves.
 Exception: Red Army artillery marked with ‘R’ MAY fire missions in support of GREEN or BLUE banded
headquarters combat units without needing to be added to ‘DS’ or ‘GS’ artillery. They still need to fire at
a target that a unit in its support chain can see. When they do this their combat factors are halved (retain
fraction).

12.4.3.2.5. Command Trace


Artillery must have a command trace to the unit they are marked to support. A battery assigned ‘DS’ must trace
to the GREEN banded HQ of the unit listed on the marker or its parent BLUE banded HQ. A battery assigned ‘GS’
must trace to the BLUE banded HQ of the unit listed on the marker or its parent RED banded HQ. A battery
assigned ‘R’ must trace to the RED or WHITE banded HQ of the unit listed on the marker.

12.4.3.2.6. Number of Markers


The number of markers is the limit and no additional counters can be made or used.

12.4.3.2.7. Special
Players place markers on reinforcing artillery units when they arrive.

12.4.3.3. Detection of Artillery


Each time a battery, or batteries, fire there is a possibility that they are detected. §§ This rule replaces the
Counter-Battery rule from the Standard rules [12.3.1.8] - do not use the Counter-Battery rule when using the
C2/FS Enhancement module.

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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.

12.4.3.4.1. Units Allowed to Fire Smoke


A ‘DS’ artillery unit or Mortar (which do not get marked with mission markers), not Heavy Weapons (HW), may
fire Smoke at any time during the Operations Phase and place one Smoke marker in a hex within its range.

12.4.3.4.2. Effect of Smoke


The Smoke marker blocks line of sight through it for all units, friendly and enemy. Unit may fire into and out of
Smoke hexes.

12.4.3.4.3. Line of Sight


Ground units may fire into the Smoke marker hex with a die roll modifier, but not through the Smoke hex.

12.4.3.4.4. Duration of Smoke


Smoke lasts two total operational phases – yours and your opponent’s. After placement the marker is flipped to
its ‘End Smoke’ side during the friendly suppression recovery phase and thereafter all ‘End Smoke’ markers are
removed during the enemy player's following suppression recovery phase.

12.4.3.4.5. Die Roll Modifier


If attacking INTO a Smoke hex, the die has a -2 applied to it. If attacking OUT OF a Smoke hex, the die is modified
by -1.

12.4.3.4.6. Marker Limit


Use of Smoke markers is limited to the number of counters provided - no additional markers may be used. The
use of smoke is further restricted to the number of markers provided for in each game. By that we mean that the
markers provided in one game cannot be used to support smoke use in another game.

12.5. Combat Service Support (Maintenance)


§§ This module replaces Standard rule 8.2.1 on Replacements (Maintenance).

12.5.1. Recovery Segment


Use the following rules to recovery destroyed vehicle units.

12.5.1.1. Recovery Units

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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.

12.5.1.2. Move to the Wreck Location


During the Operations phase the player moves recovery units to the location of a wreck vehicle marker and must
then stop.

12.5.1.3. Wreck Pickup


Place the wrecked vehicle unit under the Recovery unit. During the following Operations phase the player may
move the recovery unit and the wreck marker back to the wreck's HQ or Maintenance unit.

12.5.1.4. Recovery Unit Elimination


If during the movement of a recovery unit with a wrecked vehicle the recovery unit is destroyed, the wrecked
vehicle is unloaded and remains in the hex where the recovery unit was destroyed. The recovery unit, if
destroyed, becomes a wreck itself and may be recovered by another recovery unit.

12.5.1.5. Level of Damage


When a recovery unit with a wrecked vehicle reaches a HQ or Maintenance unit the level of damage must be
determined. This is done by rolling on the player side's Maintenance Table PlayAid. The results show the player
at what level the damage must be repaired. If the result says Battalion then the damage may be repaired at that
HQ unit and is placed on the Battalion track and placed in the box corresponding to the number of damage from
the table. If the result says something else, perhaps Division/Corps, then the wreck must be moved by a recovery
unit further back in the maintenance levels to a maintenance unit at that level and then placed in the appropriate
damage box at the Division/Corps level. If the result says Destroyed the wreck is removed to the Total Loss box
and cannot be repaired.

12.5.2. Repair Segment


Use the following rules to repair destroyed vehicle units.

12.5.2.1. Repair Processing


Once a wreck has been placed on a track the player begins the process of repair. On the turn after arrival on the
track the player determines the status of the maintenance unit. If the maintenance unit is In-Supply and not
suppressed, it may repair damage to any and all units on the track.

12.5.2.2. Repair Requirements


Each turn the maintenance unit meets the above requirements the wrecked vehicles are moved one box toward
the Return box.

12.5.2.3. Repair Completion


When the wrecked vehicle reaches the Return box it is placed at the maintenance or HQ unit where it entered the
system. It may move and fight normally during the turn it returns.

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12.5.2.4. Repair Special


 When a vehicle unit is destroyed in combat it is immediately flipped to the wreck side and left in the hex
destroyed.
 Wrecked vehicles may be destroyed by the enemy player by having engineers spend one entire turn in
that hex (In-Supply and not suppressed).
 Maintenance units with wrecked vehicle(s) in their repair tracks may only move at one quarter their
movement allowance each turn (round up).

12.5.2.5. Optional Rules - Repair Parts [from CSS Logistics Module]


In order to perform the act of moving the wrecked vehicles forward in the repair process the player must have
Class IX (spare parts) available. [from CSS - Maintenance Enhancement module].

 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]

12.5.2.6. Optional Rules [from DRK Command and Control Enhancement


Module]

12.5.2.6.1. Panthers Better


The Panthers of the 10th Panzer Brigade have no teething trouble and do not need to roll for breakdown every
morning [disregard rule 8.2.1 on Panther Breakdown roll], OR

12.5.2.6.2. Panthers Worse


The Panthers of the 10th Panzer Brigade have worse problems than originally portrayed. Remove double the
number of platoons shown on the d10 die roll (round up) [referencing rule 8.2.1 - Panther Breakdown roll] and flip
to their wreck side at their current location. Casualties are not assessed for these units [rule 18.1.1].

12.6. Combat Service Support (Logistics)


§§ This module replaces both the Standard rule 8.5.1 and Enhanced Game rule 8.5.2. Use only one of these three
types of Supply rules based on the level of game you are playing.

12.6.1. Supply Quantity Determination


Once each day on the first daylight turn determine the Off-Board Supplies available for the German and Red Army
sides by making a die roll and using the Logistics Table PlayAid during the Weather/Pre-Turn Determination phase.

12.6.2. Issuing Supply


Twice per day each player issues supplies from HQ units during the Joint Players phase.

12.6.2.1. Expending Supply


During the 0400 and 1200 game turns both players must expend one Supply Point from a HQ to supply all the
combat units in that organization. So, for example, during the 0400 turn of 5 July the I/GDPzR HQ unit must

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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.

12.6.2.2. Supply Used From HQ


The Supply Points must come from the supply unit of the organization: the GDPzR Supply Unit can issue supply
points for the GDPzR HQ; I/GDPzR HQ; and II/GDPzR HQ (if it has the supply points available). This occurs all the
way up the chain to include the Korps and Army HQ units.

12.6.2.3. HQ Adjacent to the Enemy


HQ unit that are adjacent to enemy units may not issue supplies.

12.6.2.4. HQ that are Suppressed


HQ units that are suppressed may not issue supplies.

12.6.2.5. Supply Unit Adjacent to the Enemy


A Supply Unit, not a headquarters, which is adjacent to enemy units, may not issue Supply Points.

12.6.2.6. Supply Transport


Supply Transport units are the playing pieces provided with the CSS Logistics module - no additional
pieces may be added. Supply Transport units picking up supplies from a suppressed Supply Unit may
only pick up half their capacity (round up).

12.6.3. Determine Supply Status


Each combat unit must be within the trace ranges to be considered In-Supply. Check the supply status of all units
when issuing supplies twice per day and in the player's Command & Control phase of each turn for changes in
supply status.
 German Army combat units must be able to trace a path no more than 8 hexes long to their parent
headquarters
 Red Army combat units must be able to trace a path no more than 9 hexes long to their parent
headquarters

12.6.3.1. Combat Units out of Supply


If a combat unit is outside the trace range it is then marked with an Out-of-Supply marker.

12.6.3.2. HQ Units out of Supply


If a HQ unit does not have Supply Points to expend then any combat units that trace to that HQ, and that HQ, are
considered Out-of-Supply.

12.6.3.3. Trace Requirements


Only combat units have distance trace requirements. HQ units no longer need to trace distances to be In-Supply.
 Combat units with a HQ on the map must trace to that HQ (i.e., I/GDPzR).
 Combat units without a HQ on the map may trace to any HQ (i.e., GDR) or when using the C2/FS Task
Organization charts use the designated command structure.

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12.6.4. Transporting Supplies


Supply transport units are limited in the number of Supply Points they can transport.

12.6.4.1. Loading Costs


It costs one quarter the starting movement points for a supply transport unit to load Supply Points (round up).

12.6.4.2. Unloading Costs


It costs one quarter the starting movement points for a supply transport unit to unload Supply Points (round up).

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:

12.6.5.1. Eliminated Supply Units and Transports from Fire


Supplies in a Supply Unit, or supply transport unit, that is eliminated as a result of fire combat are also eliminated.

12.6.5.2. Eliminated Supply Units and Transports from Assault


Supplies in a Supply Unit, or supply transport unit, that is eliminated as a result of assault combat can be
captured. The maximum captured is one quarter of those present (round up). A friendly unit must remain with
the captured supplies until a supply transport unit or supply unit can pick them up.

12.6.5.3. Transport Restriction


Only the Supply Transport units provided with this logistics enhancement module may be used to transport
supply. Combat trucks or half-tracks may NOT be used to transport 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).

13. Close Assault Phase


Assaults occur during movement when an overrun is attempted, and during the close assault phase. Assault
combat during the close assault phase occurs between adjacent units in concert with Heavy Weapons, CAS, and
artillery if desired. Combat outcomes between enemy units will help determine the winner of the game. The
faster a player destroys the combat power of the enemy the quicker he can take the territory that will enable him
to win. Most units must be adjacent to the target to conduct Assault. Artillery units (those with primary weapons
ranges greater than 10 hexes) can fire beyond the Line of Sight distance when supporting an Assault combat. For
Assault a player must have at least the number listed on the odds column in order to use that column. Both
players must declare participating units, including supporting artillery and air, simultaneously.

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13.1. Assault Combat


The assaulter decides what units from any adjacent hex or hexes are assaulting and must consider all the
defending units in a hex as a single target. All unit types may participate in an assault and can use both secondary
and primary range factors when attacking from an adjacent hex. Assaulting and defending unit’s factors are then
added up retaining all fractions. The assaulting attack factor is divided by the defenders defense factor and
expressed as a ratio. The attacking player rolls a d10 and gets a result from both the Result vs Defender Assault
Table and the Result vs Attacker Assault Table. The same die roll result is used in both tables. Alternate Assault
Die Rolling can be used as an option [rule 13.5.2].

13.1.1. Best Multipliers


When calculating the attackers factors a player is allowed to use the best multipliers possible (Refer to the DRK
Firepower Table for multipliers). Therefore, if there is an enemy stack with soft and medium targets, the assaulter
may calculate the strength of the assault by using the secondary weapons against the soft target and the primary
weapons against the medium target. Artillery support would be calculated in a similar manner. In the same case
as above the artillery would use the multiplier for soft since there is a soft target being fired at. If there were only
medium targets then the multipliers versus medium targets would be used to calculate the assault strength for
the artillery support.

13.1.2. Close Assault Declaration


All Close Assaults must be declared and marked at the beginning of the Close Assault phase. The
assaulter and defender may assign support from air and artillery units if they are eligible to participate
in the combat. Reserve marked defending units may move their full movement allowance to enter a
declared close assault. Both players must announce at the same time what assets they have assigned to help.
Once announced no additions, or subtractions, may be made. Forces are now committed.

13.1.3. Heavy Weapons


Most units assault from adjacent hexes to the target hex. Heavy weapons units, those designated with an asterisk
‘*’ on the top line, may support any and all combat that is within their range allowances and must be when
supporting units that are part of their friendly organization. Artillery may always support assault combat for units
that are tracing command to the headquarters unit the artillery is tracing command to.

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.

13.1.4. Combined Arms


Use the following rules when combining the different types of units to make more effective assaults.

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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.

13.1.4.4. Exclusions and Special


There are some exclusions and special rules for Combined Arms DRMs:
 The Armor and Heavy Armor Combined Arms bonuses are applied only when attacking into clear terrain
hexes. If a player has Heavy Armor and Armor the player only gets the Heavy Armor modifier.
 The Defender Armor and Anti-Tank/Tank Destroyer bonuses apply only when the Attacker has Armor or
Heavy Armor.

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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13.1.5. Special for Assault


The following rules apply specially to assault:
 Passengers must unload in order to assault and their assault combat value is halved (retain fraction) on
the turn they unload.
 The defender chooses which of their units are lost first.
 Half-tracks may participate with other ground infantry or armor units but may not assault by themselves.
 Units in Mine hexes are not allowed to conduct assault, but may be assaulted.
 All units constituting a given, or single, assault against an enemy hex must be assigned to or trace
command to the same GREEN banded headquarters. Any supporting arms units (artillery, anti-aircraft,
anti-tank, recon, engineer, assault guns) must be able to trace command to that GREEN banded
headquarters, or that headquarters BLUE banded parent headquarters, or that headquarters RED banded
parent headquarters.
Example:
A/I/GDG traces to I/GDG HQ GREEN banded
B/I/GDG traces to I/GDG HQ GREEN banded
A/GDAG traces to GDG HQ BLUE banded
A/GDAT traces to GDG HQ BLUE banded
A/GDR traces to GDG HQ BLUE banded
A/GDE traces to GDG HQ BLUE banded
A/GDAA traces to GDG HQ BLUE banded
A/II/GDPzA traces to GDG HQ BLUE banded, or GD HQ RED banded
 When playing with the C2/FS Enhancement module, using the above bulleted rule, enemy units may be
assaulted more than once in the Assault phase, as long as they follow the restriction just above.

13.2. Controlled Hexes


Unlike in some other games, Death Ride Kursk units do not exert “zones of control” that affect the ability of
enemy units to enter or leave the six hexes surrounding a unit. There is no control of hexes that affect the ability
of the enemy to enter or leave them. When determining the supply availability each morning the secondary
weapon range is used to block supply flow. When a friendly unit or stack moves adjacent to an enemy unit the
enemy unit may initiate defensive fire, if it has not already fired opportunity fire on that unit or stack.

13.3. Assault Combat Effects


The following rules are used to guide the players on the effects of assault combat results:
a) Elimination: Units can be eliminated in two ways. Units can be eliminated with a ‘#’ result on the Assault
tables. This number is the number of units that must be immediately eliminated. 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 is eliminated. 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.
b) 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

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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.

13.4. Combat Exploitation


When units are successful in assault combat and there are no enemy units left in the assaulted hex, the attackers
are automatically allowed to advance into the hex (without cost of movement allowance). If this was the result of
an immediate attack during overrun then the attacker may continue to expend movement points in the regular
manner if available. Otherwise, no further advance is allowed. This exploitation does not trigger opportunity or
defensive fire.

13.5. Optional Rules


[From DRK Standard rule set]:

13.5.1. Quick Reference


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 the players round off to
the nearest 5 (normal rounding). 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.

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13.5.2. Alternative Die Rolls


Instead of having the attacker roll one d10 for assaults, both players roll one d10 and consult the appropriate
table for the result. Therefore when the attacker makes his roll he consults the DRK Result vs Defender Assault
Table and the defender makes his roll and consults the DRK Result vs Attacker Assault Table.

13.5.3. Assault Combat Only


Only the attacking player rolls to determine how many of their die roll modifiers actually affect the current
combat roll. Troops can sometimes fail to do the job they were detailed to do, and this is represented in this
optional rule. The attacking player rolls on this table before rolling for the current assault combat to determine
how many die roll modifiers can be used. The player may select from any of the modifiers he is eligible to get
(they are highlighted in light yellow on the Assault Tables). Example - if he is eligible for elite, close air support,
armor, and infantry integrity and he rolls a 9 on the table below, he may only apply 2 of those modifiers to the
current combat. This table can be found on the Prep Fire and Combat Arms Table. If the player has 3 eligible
modifiers and rolls a 4 on the table he is not able to add a modifier he does not have.

OPTIONAL TABLE * Player may select the best modifiers used


DIE ROLL RESULT
1 Normal Modifiers used
2 Normal Modifiers used
3 Normal Modifiers used
4 Attacker may only use 4 modifiers *
5 Normal Modifiers used
6 Normal Modifiers used
7 Attacker may only use 3 modifiers *
8 Normal Modifiers used
9 Attacker may only use 2 modifiers *
10 Attacker may only use 1 modifier *

14. Unit Suppression Recovery Phase


The following rules are used for recovering from the effects of suppression and other turn required functions:

14.1. Suppression Markers


Both players are required to take action during each player’s Unit Suppression Recovery Phase. When the phasing
player conducts his portion of this phase he first reduces all GREEN suppression markers by 2 levels if NOT
adjacent to an enemy unit and by only 1 level if adjacent to an enemy unit (i.e., a GREEN S2 is removed
completely if the unit with the marker is NOT adjacent to an enemy unit, and only reduced to a GREEN S1 marker
if the unit with the marker IS adjacent to an enemy unit). The phasing player then turns over, flips, all his units
marked with RED suppression markers to their GREEN side. After the phasing player has completed his changes
the non-phasing then turns over, flips, only his RED suppression markers to their GREEN side. No additional
action by the non-phasing player is allowed regarding suppression markers at this time.

14.2. Smoke Management


Smoke markers on map [per rule 12.4.3.4.4], flip or remove smoke markers as required.

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14.3. Excess Unit Stacking Check


[Per rule 3.1.6] at the end of each player's operations phase/close assault phase - in the player's Unit
Suppression/Recovery phase remove excess stacking of units in each hex.

15. Interdiction Placement/Return and CAS Return Air Phase


The following rules are used for the placement/return of interdiction and return of CAS missions.

15.1. Air Units Used in Operations Phase


Any Air unit used in an operations phase are returned to the flown box of the Air Unit Track PlayAid in the final
CAS Air Return Phase of the turn (Note that CAS air units remain on the map for the entire turn's two operations
phases and two close assault phases).

15.2. Air Units Remaining in the Ready Box


Any Air unit remaining in the Ready Box that did not perform an air mission of any type during that player's
operations phase, the player may now place these air units for Air Interdiction missions [see rule 12.4.1.7].
Exception rule 15.3 below.

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).

15.4. Interdiction Markers


Interdiction Markers once placed on the map remain through the next player's operations phase, and only then
are removed from the map.

15.5. Airfield Suppression Recovery


Reduce the "S" results from Ground Attack on Airfield [per rule 12.4.1.9.6 third bullet point]:
 one level on the 1000 turn only per airfield
 one level on the 1800 turn only per airfield

15.6. Damaged Aircraft Removal


Remove the damaged aircraft from Ground Attack on Airfield [per rule 12.4.1.9.6 third bullet point] on the last
phase of the turn only.

16. End of Turn Activities


Follow these rules to complete the end of turn activities:

16.1. Turn Units Face Up


All units of both sides that are turned face down (flipped) or turned to 180 degrees are now turned back to face
up orientation, if not using the FS – Command and Control Enhancement markers.

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16.2. Marker Removal


Remove all markers (except Air Interdiction, Supply, Command, Suppression, or Reserve markers).

16.3. Reduce Command and Control Markers


Reduce all Command & Control DRM counters on "located" HQs to the next lower type [per rule 11.3.8.1].

16.4. Return of German HQ and Signal Units


Return of eliminated German HQs and signal units (the end of the next complete turn after the HQ was lost).

16.5. Vehicle Wrecks


When Vehicles are eliminated at any point in the Standard game, these vehicle units are flipped over to their
wrecked side (the back-side of the counter) and remain on the map in the hex they were destroyed. (If using the
original single-sided counters place a wreck marker on top of the destroyed vehicle – upgraded two-sided
counters are now available to replace these old single-sided counters). On the last turn of a day, these wreck
markers/vehicles for both sides are removed from the map and placed in their respective Daily Losses Box. Note
these wreck markers on the map have an effect on stacking [rule 3.1.6] and LOS [rule 12.3.1.11.5].

§§ Disregard if using the CSS Maintenance Enhancement module [rule 12.5].

16.6. Land Aborted Air Units


Land all aborted air units both sides at their respective airfields.

16.7. Check for Victory


Determine if Victory Conditions have been met for current scenario, if so the game ends.

16.7.1. Advance Game Turn


If the game does not end in 16.7, advance the Turn Marker to the next turn and start Expanded Sequence of Play
again.

16.7.2. End of Game


If last turn of the scenario, determine end of game victory conditions.

17. Turn Specific Rules


Follow these rules for specific game turn activities:

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.

17.1. Red Army Counter Prep Fire Phase


Available only one time, 2400-0400 turn of 5 July 1943. The intent is to delay German units from starting the
planned offensive.

17.2. German Prep Fire Phase


Available only one time, 0400-0600 turn of 5 July 1943. The intent is to delay Red Army units from reacting to the
German offensive.

18. Victory Conditions


The Standard scenario Victory Conditions are written on each scenario card and are now based mainly on a
combination of geographic objectives and possible unit exits from the appropriate map edge. Where victory is
determined by exiting the “remainder” of an organization, such as the Totenkopf Panzer Regiment, use some
common sense. If the Panzer Regiment has only 1 or 2 platoons remaining this should not be considered a win.
You must exit an organization that has enough combat power remaining to continue the advance or at least hold
the newly acquired territory. An organization with 50% of its original 4 July starting strength (as listed/displayed
on the Order of Battle Card) would qualify, less than 50% and the unit is considered combat ineffective.

18.1. Optional Victory Level Determination


Optionally use the following 2 sections to help determine adjustments to the Victory level based on casualties
taken. Casualties can be counted on a per game basis or in total for all games being played.

18.1.1. Counting Casualties


Casualties can be used to modify Victory Conditions. When counting, a mechanized/motorized company-sized
unit counts for 200 plus the 10 casualty points for the transports. Casualty counts are not reduced when units are
returned to play via any of the replacement mechanisms. Casualties are calculated at the following rates:
 Transport units, trucks and half-tracks, are counted as 10 casualty points
 Platoon sized units are counted as 50 casualty points
 Company sized units are counted as 200 casualty points
 HQ units, those having a symbol higher than a Company, are counted as 200 casualty points
 If a Panther breaks down no casualty points are assessed.

18.1.2. Casualty Effects on Victory


Casualty tracking affects the level of victory in the following manner:
 If the German player takes more casualties than the Red Army player the level of victory is moved two
levels in favor of the Red Army player
 If the Red Army player takes more casualties, but not more than twice the number than the German
player, the level of victory is moved one level in favor of the Red Army player
 If the Red Army player takes more than three times the casualties than the German player the level of
victory is moved one level in favor of the German player
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19. Tactical Mentoring


Let’s go through all the Battlefield Operating Systems (BOS) and see how we can use them to help you fight the
battle. The old saying “know thy enemy” is important in this game. It is also important to “know thy self”. I’ll
start this dialog though with the Commander’s Intent for both sides.

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.

20. Designers Notes


This project has been underway for some time. It is the most ambitious project we at Grognard Simulations have
ever undertaken. For the most part you are going to find the same rules as before. The major change to these
rules is that they have been reformatted and re-organized.

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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21. Unit Examples


This list is not exhaustive. While there are quite a few examples, it is not all unit types.

Unit Description
Dismounted Nebelwerfer Platoon – Approximately 50 men – Small Arms, 3 Nebelwerfer
Launchers – Soft

Truck Mounted Nebelwerfer Platoon – Approximately 50 men – Small Arms, 3 Nebelwerfer


Launchers – Soft

Dismounted Mechanized Infantry Platoon – Approximately 50 men – Small Arms, Machine


Guns – Soft

Half-Track Mounted Mechanized Infantry Platoon – Approximately 50 men – Small Arms,


Machine Guns – Medium

Dismounted Sub-Machinegun Platoon – Approximately 50 men – Small Arms, Machine


Guns – Soft

Half-Track Mounted Sub-Machinegun Platoon – Approximately 50 men – Small Arms,


Machine Guns – Medium

Dismounted Heavy Weapons Platoon – Approximately 50 men – Heavy Machine Guns,


81mm Mortars – Soft

Half-Track Mounted Heavy Weapons Platoon – Approximately 50 men – Heavy Machine


Guns, Machine Guns – Medium

Dismounted Sub-Machinegun Platoon – Approximately 50 men – Small Arms, Machine


Guns – Soft

Truck Mounted Sub-Machinegun Platoon – Approximately 50 men – Soft

Dismounted Infantry Platoon – Approximately 50 men – Small Arms, Machine Guns – Soft

Truck Mounted Infantry Platoon – Approximately 50 men – Soft

Dismounted Heavy Weapons Platoon – Approximately 50 men – Heavy Machine Guns,


81mm Mortars – Soft

Truck Mounted Heavy Weapons Platoon – Approximately 50 men – Soft

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Dismounted Recon Platoon – Approximately 50 men – Small Arms, Machine Guns – Soft

Truck Mounted Recon Platoon – Approximately 50 men – 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 Platoon – Approximately 5 tanks – Machine Guns, 50mm Cannon - Medium

Pz Mk-III Wreck

SG-III Platoon – Approximately 3 assault guns – Machine Guns, 75mm Cannon - Medium

SG-III Wreck

Pz Mk-VI Platoon – Approximately 5 tanks – Machine Guns, 88mm Cannon (+ weapon) -


Hard

Pz Mk-VI Wreck

Pz Mk-IV Platoon – Approximately 5 tanks – Machine Guns, 75mm Cannon - Medium

Pz Mk-IV Wreck

Anti-Tank Platoon – Approximately 3 guns – Small Arms, 50mm Cannon - Soft

Mounted Anti-Tank Platoon – Approximately 3 guns – Soft

Self-Propelled Light Anti-Aircraft Platoon – Approximately 3 guns – Small Arms, 20mm


Cannon – Medium

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Light Anti-Aircraft Platoon – Approximately 3 guns – Small Arms, 20mm Cannon - Soft

Mounted Light Anti-Aircraft Platoon – Approximately 3 guns – Soft

Heavy Anti-Aircraft Platoon – Approximately 2 guns – Small Arms, 88mm Cannon (+


weapon) - Soft

Mounted Heavy Anti-Aircraft Platoon – Approximately 2 guns – Soft

Dismounted Engineer Platoon – Approximately 50 men – Small Arms, Machine Guns – Soft

Half-Track Mounted Engineer Platoon – Approximately 50 men – Small Arms, Machine


Guns – Medium

Dismounted Engineer Platoon – Approximately 50 men – Small Arms, Machine Guns – Soft

Truck Mounted Engineer Platoon – Approximately 50 men – Soft

Dismounted Howitzer Battery – Approximately 6 guns – Small Arms, 105mm Howitzer (+


artillery) - Soft

Truck Mounted Howitzer Battery – Approximately 6 guns - Soft

Self-Propelled Howitzer Battery – Approximately 6 guns – Small Arms, Wespe 105mm


Howitzer (+ artillery) - Medium

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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Raft – Must be deployed to be used

Self-Propelled Anti-Tank Guns – Approximately 5 Marder – Small Arms, 75mm Cannon -


Medium

Marder Wreck

Dismounted Heavy Weapons Platoon – Approximately 50 men – Small Arms, Heavy


Machine Guns – Soft

Half-Track Mounted Heavy Weapons Platoon – Approximately 50 men – Small Arms, Heavy
Machine Guns – Medium

Dismounted Heavy Weapons Platoon – Approximately 50 men – Small Arms, Heavy


Machine Guns – Soft

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

Half-Track Mounted Mortar Platoon – Approximately 3 guns – Machine Guns – Medium

Dismounted Mortar Platoon – Approximately 3 guns – Small Arms, 120mm Mortar – Soft

Truck Mounted Mortar Platoon – Approximately 3 guns – Medium

T-34/76 Company – Approximately 10 tanks – Machine Guns, 76mm Cannon – Medium

T-34/76 Wreck

T-70 Company – Approximately 10 tanks – Machine Guns, 45mm Cannon – Medium

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

HS-129 Attack Aircraft – Approximately 4 aircraft


37mm Anti-Tank Cannon

JU-88 Attack Aircraft – Approximately 4 aircraft


250lb Bombs

HE-111 Attack Aircraft – Approximately 4 aircraft


500lb Bombs

IL-2 Sturmovik Attack Aircraft – Approximately 4 aircraft


500lb Bombs or Cannon

Rifle Company – Approximately 200 men – Small Arms, Machine Guns – Soft

Dismounted Motorized Rifle Company – Approximately 200 men – Small Arms, Machine
Guns – Soft

Mounted Motorized Rifle Company – Approximately 200 men – Soft

Dismounted Mortar Company – Approximately 200 men – Small Arms, (8) 120mm Mortars
– Soft

Mounted Mortar Company – Approximately 200 Men – Soft

Dismounted Anti-Tank Company – Approximately 200 men – Small Arms, (8) 45mm Anti-
Tank Guns – Soft

Mounted Anti-Tank Company – Approximately 200 Men – Soft

Dismounted Light Anti-Aircraft Company – Approximately 200 men – Small Arms, (6) 20mm
Anti-Aircraft Guns – Soft

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Mounted Light Anti-Aircraft Company – Approximately 200 Men – 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

Map Feature Designer: Rick Barber

Map Final Art: Kyle Gebhardt

Rules Editor for the original consolidated rules: Marc Hirschy

Expert Rule Bender/Breakers: Steven Bradford and Joe Perez

Charts/Tables Layout and Presentation: Robert Weebe

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:

Death Ride Kursk – Gross Deutschland – Game 1


Death Ride Kursk – 3rd Panzer Expansion – Game 2
Death Ride Kursk – 11th Panzer Expansion – Game 3
Death Ride Kursk – Totenkopf – Game 4
Death Ride Kursk – Leibstandarte Expansion – Game 5
Death Ride Kursk – Das Reich Expansion – Game 6
Death Ride Kursk – 19th Panzer – Game 7
Death Ride Kursk – Infantry Divisions Expansion – Game 8
Death Ride Kursk – 6th and 7th Panzer Expansion – Game 9

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