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Death Ride Kursk - Rulebook V2.5e
Death Ride Kursk - Rulebook V2.5e
Death Ride Kursk - Rulebook V2.5e
Copyright © 2018
Grognard Simulations, Inc. Copyright 2018 – Death Ride Kursk Master Rules v2.5 Page 1
Death Ride Kursk – Master Rules
Contents
1. Introduction......................................................................................................................................................... 13
2. Death Ride Kursk 2nd Edition Master Map Concept ............................................................................................ 15
3. Game Components, Scales, and Playing Pieces/Markers ................................................................................... 16
3.1. Unit Characteristics ...................................................................................................................................... 19
3.1.1. Ground/Combat Units ............................................................................................................................... 19
3.1.2. All Ground Units ........................................................................................................................................ 19
3.1.3. Counters (Units) are Color Coded ............................................................................................................. 19
3.1.4. Ground Units Scale .................................................................................................................................... 20
3.1.5. Air Units Scale............................................................................................................................................ 20
3.1.6. Stacking ..................................................................................................................................................... 20
3.1.6.1. Stacking with Wreck Markers in a hex ................................................................................................... 20
3.1.7. Elite Units .................................................................................................................................................. 20
3.1.8. Transport for Infantry Unit, Artillery, Anti-Air, and Anti-Tank .................................................................. 21
4. Game Definitions ................................................................................................................................................. 21
5. Sequence of Play - Expanded .............................................................................................................................. 25
5.1. Detail of Sequence of Play ............................................................................................................................ 27
6. Weather and Pre-Turn Determination Phase ..................................................................................................... 28
6.1. Each Turn ...................................................................................................................................................... 28
6.1.1. Night and/or Weather Determination ...................................................................................................... 28
6.1.2. Once Daily Occurrences ............................................................................................................................ 29
6.1.3. Turn Specific Occurrences ......................................................................................................................... 29
6.1.4. Every Odd Turn Occurrences ..................................................................................................................... 30
6.1.5. Every Even Turn Occurrences .................................................................................................................... 30
6.1.6. Scenario Specific Occurrences................................................................................................................... 30
6.1.7. Each Turn ................................................................................................................................................... 30
7. Air Allocation Phase............................................................................................................................................. 31
7.1. §§ From Standard Series Rules ..................................................................................................................... 31
7.1.1. Allocation................................................................................................................................................... 31
7.2. §§ When Using the Fire Support - Air Advanced Enhancement Rules ......................................................... 31
8. Joint Combat Service Support Phase ................................................................................................................... 31
8.1. Reinforcements and Withdrawals ................................................................................................................ 31
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Death Ride Kursk – Master Rules
Grognard Simulations, Inc. Copyright 2018 – Death Ride Kursk Master Rules v2.5 Page 12
Death Ride Kursk – Master Rules
1. Introduction
This is the combined set of rules for playing the Death Ride Kursk (DRK) series of games. Do not let it scare you by
its size, these rules really are quite manageable. They are laced with examples, graphics, optional and advanced
rules, a large font size, and a very large table of contents, all of which add to the perception of an overly large
rules set.
Since the original game set (of Gross Deutschland, 3rd Panzer, and 11th Panzer) has now been completely revised
and brought to the current standard of the entire DRK series, these rules have been modified once again. All
numbering from the previous 2.0 and 2.2 rules sets are still honored in this newest version of the rules. What has
changed is the removal of the references to the original game release materials such as the old maps, single-sided
counters, and individual enhancement module releases. If you do have some of those original items you still can
play with the game materials that were provided when you purchased those antique products, or you could just
upgrade your games to the newest, greatest, current releases available.
This set of rules is 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 advanced enhancement rule set type is color-
coded for ease of identification, and all the optional rules are also included. Turn specific or scenario specific rules
are gathered at the end of this combined series rules presentation. It is hoped that this rules format will aid in
play and assist when a player is searching for information.
For the new player to the Death Ride Kursk games, this rule set is really four sets of rules based on the level and
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.
These are the four game levels presented in these combined rules:
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 all of the Advanced Enhancement
rules in PURPLE, BROWN, GREEN, and BLUE
ULTIMATE level – use the BLACK printed Series rules, all of the Advanced Enhancement rules in PURPLE,
BROWN, GREEN, and BLUE, and some or all of the Optional rules in both RED and ORANGE
The point of these combined rules is to show you how the advanced enhancement rules bring the game system to
the next level and beyond. If you find these advanced enhancement rules to be interesting, then feel free to
contact us to get the necessary enhancement module you may be interested in. Note that the Enhancement
game set modules only contain the counters and play aids, all the advanced enhancement rules are provided
within these combined rules set pages.
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Death Ride Kursk – Master 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.
*********************************************************************************************
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.
*********************************************************************************************
Support@grognardsims.com or
The 2.5 version of Death Ride Kursk has additional rules added from four years of convention play. It is hoped that
this version will become the final version for all eight games planned in the Death Ride Kursk series.
Grognard Simulations, Inc. Copyright 2018 – Death Ride Kursk Master Rules v2.5 Page 14
Death Ride Kursk – Master Rules
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Die: Use a single ten-sided die for most rolls required, and in some cases multiple varied-color ten sided dice. The
word “die” indicates a single die and the word “dice” indicates multiple die. Die rolls of 0 are read as 10.
Rounding: The DRK series uses three types for rounding results – round 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).
"Round Normal" 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 rounded normal becomes 2. Where the number
to the right of the decimal point is greater than 5 raises the number to the left of the decimal point to
the next higher whole number - example 2.8 rounded 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 rounded 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 rounded 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 type. Units pay the cost of Primary Road, Secondary Road, or
Railroad, even when entering the hex from other terrain types. 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 located along a map
edge, are not playable. See [see Terrain/Movement Cost Chart] for terrain information.
The Move Full marker designates that the unit/stack has used all its movement allowance for the current turn.
The Move Half marker designates that the unit/stack has used only half its available movement allowance, and once
marked still has the ability to 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 Wreck Smoke (LOS Hindrance) the turn a vehicle is destroyed
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These markers indicate the Reinforcement Map Entry Formation type – March or Combat
This marker indicates a Destroyed Bridge (instead of the map feature of an operational bridge)
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3.1.Unit Characteristics
This section of the rules describes many of the properties of units that are necessary to win the game.
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Death Ride Kursk – Master Rules
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 player’s 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). 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 Advanced Enhancement rules. HQ units are considered company size for purposes of
stacking. Wrecked Vehicle Units in a hex count for stacking purposes based on the size of the non-wrecked unit
found on the front side of counter [rule 3.1.6.1]. Ground Units can retreat through friendly ground units [rule
13.3]. Ground Units can retreat into a friendly stack but may not end the turn in excess of the stacking limit - the
retreating ground unit that caused the over stack condition suffers the losses at the end of the turn.
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An Important Movement Exception - Elite ground units (along with elite armor) may continue to move closer to
the enemy when suppressed.
If a ground 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. (This is now the accepted style for all games, which contain the
two-sided counters).
4. Game Definitions
Assault – There are two types of assaults: 1) Overruns that occur in the Operations Phase and are considered a
type of movement [rule 12.1.2.2], or 2) Combat Assaults that occur in the Close Assault Phase [rule 13]
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.
Artillery – the use of this term describes many units. Artillery, for the purposes of these rules, includes any unit
whose Primary Weapon is capable of firing in an indirect manner (Field Artillery, Mortars, Katyusha,
Nebelwerfer, Heavy Weapons, etc.). These Artillery units’ Secondary Weapons fire in a direct manner (only).
They are pictured here. Examples of these units are:
GERMAN:
These type of units are Heavy Weapons Platoons that are ‘organic’ to a German Infantry Company.
They are part of the specific Infantry Company. This unit has an implicit ‘DS’ mission specific to this
Infantry Company only and does not need an artillery mission marker. They may fire their Primary
Weapon; their 2* value range 15 mortars (Artillery as described in the definitions area) ONLY in support of
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C/I/GDG units. If this Infantry Company is Task Organized out of its organic Battalion it may ONLY fire its Primary
Weapon in support of C/I/GDG units.
These type of units are Mortar Platoons that are ‘organic’ to a German Infantry Battalion. They are
part of the specific Infantry Battalion. This unit has an implicit ‘DS’ mission specific to this Infantry
Battalion only and does not need an artillery mission type marker. They may fire their Primary
Weapon; their 6+ value range 18 mortars (Artillery as described in the definitions area) ONLY in support of II/GDG
units. If this Company (E/II/GDG) is Task Organized out of its organic Battalion, to another Battalion, it can ONLY
fire its Primary Weapon in support of units in the newly assigned Battalion.
RED ARMY:
These type of units are Mortar Batteries that are ‘organic’ to a Red Army Rifle Battalion. They are part
of the specific Rifle Battalion. This unit has an implicit ‘DS’ mission specific to this Rifle Battalion only
and does not need an artillery mission type marker. They may fire their Primary Weapon; their 3-
value range 7 mortars (Artillery as described in the definitions area) ONLY in support of 3/268GRR units.
These type of units are Mortar Batteries that are ‘organic’ to a Red Army Rifle Regiment/Brigade. They
are part of the specific Rifle Regiment. They may fire their Primary Weapon; their 3- value range 7
mortars (Artillery as described in the definitions area) ONLY in support of 6MRB units. If the Mortar
Battalion (M/6MRB) is Task Organized out of its organic Regiment/Brigade, to another Regiment/Brigade, it can
ONLY fire its Primary Weapon in support of units in the newly assigned Regiment/Brigade.
These type of units are Howitzer Batteries that are ‘organic’ to a Red Army Rifle Regiment/Brigade.
They are part of the specific Rifle Regiment/Brigade. They may fire their Primary Weapon; their 4-
value range 13 howitzers (Artillery as described in the definitions area) ONLY in support of 6MRB units.
If the Howitzer Battalion (H/6MRB) is Task Organized out of its organic Regiment/Brigade, to another
Regiment/Brigade, it can ONLY fire its Primary Weapon in support of units in the newly assigned
Regiment/Brigade.
Weapon Size "+" to the right side of their primary weapon strength value, the unit has a high velocity 75mm or
larger gun if armor. 100mm or larger for the Artillery/Nebelwerfer/Mortar/Rocket types.
Weapon Size "-" to the right side of their primary weapon strength 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 the size of any Artillery unit described above and is the smallest unit size for Artillery (except
the German Nebelwerfer units which have a battery breakdown to platoon sized units).
‘DS’ – Direct Support (artillery mission type markers from the FS Advanced Enhancement rules).
‘GS’ – General Support (artillery mission type markers from the FS Advanced Enhancement rules).
‘R’ – Reinforcing (artillery mission type markers from the FS Advanced Enhancement rules).
Bombardment – Artillery firing alone, without other ground units firing directly, at a spotted target hex.
Counter Battery Fire – happens when an enemy artillery unit is “Detected” and a player has an opportunity to
silence the enemy artillery temporarily using your own artillery.
Artillery Detection – happens when artillery units fire and provides an opportunity for the enemy player to
respond.
Battalion Equivalents - equal to 5 Companies (Germans) or 4 Companies (Red Army).
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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).
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.
Blind Spot – this is the area, under or behind some slopes or steep slopes, which will remain hidden from enemy
direct or spotting observation.
C2 - Command and Control elements of a formation (generally HQs) and when in purple refers to the C2/FS
Advanced Enhancement module rules.
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)
st
1 Platoon A Company of Ist Battalion Gross Deutschland Grenadier Regiment of Gross Deutschland
Division of 48th Panzer Korps
Combat Entry Formation Type – one of two movement markers for Reinforcements entering the game map [rule
8.1.1].
Combat Unit – those Ground units that actually may perform offensive fire, overruns, or close assaults.
Parent Unit – the immediately higher HQ of a unit or another HQ.
Commo - short for Communications [rule 11.3.7].
Bad Commo – is the condition when an HQ CAN make a Radio Check because it is within range but fails that Radio
Check.
Out-of-Command – is the condition where a combat unit or HQ CAN NOT make a Radio Check because it is out of
range.
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.
Enfilade – to cause fire or attack from more than hex side against a target hex – generates a DRM.
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 or from the C2/FS Advanced Enhancement
module rules.
Game Set – there are 3 game sets in the overall Death Ride Kursk series: XLVIII, IISS, and Armee Detachment
Kempf. Each Game Set has its own Advanced Enhancement Module available.
Ground Unit – all types of units included in the game – combat units and units that may have no offensive primary
or secondary weapons strength such as supply transports, units being transported or towed by truck, etc. Air
Units are excluded from this term of Ground Unit.
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 strength 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 - [rule 13.1.3].
A HW (*) unit that has this symbol has a direct fire capability and an indirect fire capability. The
indirect fire capability is the primary weapon and the direct fire capability is the secondary weapon.
A HW (*) unit that has this symbol has only a direct fire capability. Both weapons are considered
direct fire weapons.
HQ, HQs – Headquarter, Headquarters.
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KG HQ - Kampfgruppe headquarters, a special type of headquarters allowed for the German player [rules 8.3.3 or
8.3.6].
Infantry – is a combat unit type: which includes infantry (both motorized and mechanized), recon (not including
armored car type), sub-machinegun, heavy weapons, and engineer (including pioneer type).
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 FS - Air Advanced Enhancement
module further eliminated these designated types of air units in its rules.
LOS, LoS - Line of Sight [rule 12.3.1.11].
LR – Long Range – use the primary weapons range indicated on the bottom row center with a blue dot of each
counter.
March Entry Formation type – one of two movement markers for Reinforcements entering the game map [rule
8.1.1].
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.
OB, OBs, OoB - Order of Battle, Order of Battles.
Obstacles - certain placement of items that affect the battlefield (fortifications, dug-ins, wire, and mines).
PlayAid – this is a reference to any charts, tracks, boxes, and tables included in a game set on separate heavy
cardstock or paper.
Primary Weapon - these are a unit's principle firepower and usually have the longest range.
Recon units – now have some special capabilities [rule 18.2].
RLOS, 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.
SR – Short Range – use the secondary weapons range indicated on the bottom row left side of each counter.
SMG units – Sub Machine Gun units now have some special firepower modifiers due to their higher rate of fire
[rule 18.1].
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. NOTE – these separate truck or half-track units are no longer used with
the advent of the two-sided countersheets now used.
Separate Tank Brigade –Separate Tank Brigades are assigned with a solid line on the TOC charts to an Army HQ.
They cannot be assigned to another HQ. They have a 48 hex command range so they may operate in an
appropriate independent manner. (i.e. – 180TB, 192TB, 86TB, 96TB, etc.)
Support Value, Air - the lower number on air unit counters that came with the standard games, or the upper
number on the air unit counters that came with FS - Air Advanced Enhancement module.
AS – Air Support.
Luftwaffe - the German Air Force.
VVS - "Voenno-Vozdushnye Sily", the Red Army Air Force.
Fighter – aircraft defined in section (rule 12.4.1.9), silhouette on counter faces left.
Attack – aircraft defined in section (rule 12.4.1.9), silhouette on counter faces right.
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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 – a single airfield or a single enemy unit in a
single battlefield map hex.
Interdiction – Interdiction, aircraft with this mission cause a movement cost penalty to enemy units trying to
leave 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.
Extended Duration – certain Attack type aircraft have a duration two (2) rating allowing them to stay at the
original mission hex a second additional turn [rule 12.4.1.9.6].
Covered Terrain – the terrain type that affects GA missions requiring a friendly ground unit to spot for the aircraft.
Covered terrain types are Forest, Town, and Swamp, and obstacle types of Dug-ins and Fortifications.
Blocking Terrain – the terrain type that affects Line of Sight (LOS), which include Forest, Town, and higher
intervening contour lines.
Interfering Terrain – the terrain type that affects RLOS Commo Checks by applying DRMs to die roll check, which
include Forest, Town, higher intervening contour lines, and distance between a HQ & the parent HQ Signal unit.
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German Turn
o Command and Control Phase (Optional 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)
Reorganization (Exchange Platoons for Company counters or vice versa)
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 one unit/stack at a time)
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 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 one unit/stack at a time)
Maneuver (includes fire and overrun attacks)
Opportunity / Defensive Fire / Overwatch
Mobility and Survivability
Joint Air Support – missions and Joint Air Unit Missions
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Although the majority of the Sequence of Play must be performed in a prescribed order, one area is not rigid. An
elegant design feature in the DRK series rules is each player's Operations Phase. In this portion of the Sequence of
Play, each side has the opportunity to optimize their successes by selecting the best way to arrange various
Operation Phase functions (five forms of Maneuver, Air Support Missions, Fire Support Missions, Mobility and
Survivability, and Combat Service Support functions). Because each player can choose the order of the functions
allowed and the unit or units that perform these feats, there are endless possibilities. An example of a player's
Operations Phase may be to call in Artillery pre-bombardment, realign the units on the front, send engineers to
clear a minefield, close air support an enemy position, fire then move, overrun, and finally send fast armor or
vehicles to secure a break through. You choose the order and you choose which units to perform various possible
functions.
Another very visual new improvement is the comprehensive Task Organization Charts for both sides. These Play
Aids really help each player keep track of formations and command hierarchy and to customize these formations.
These charts also allow for the convenient storage of troops/command awaiting arrival to the mapboard, or the
storage of German Company-to-Platoon breakdown conversion units.
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:
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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 Advanced Enhancement
module rules found in 12.6
When using the Advanced Enhancement modules, those rules override the standard rules set and are reflected in
this rule set accordingly. If a section of the standard rules are not specifically mentioned in each enhancement,
assume that those parts of the standard rule set are still in use.
6.1.Each Turn
At the beginning of each turn, apply the turn adjustments to the play for the entire turn.
Night Determination
Weather Determination
Special Turn Adjustment reminders from specific rules sections
Night: LOS reduced to 1 hex at night. Movement is halved during night turns (round up). Swamp movement for
wheeled and tracked ground units is prohibited at night. No Aircraft can perform missions at night.
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 only and movement allowances are halved (round up),
defending ground troops’ defensive strength are NOT halved,
defending support artillery is halved (retain fraction).
Note – when night and rain conditions occur in a turn, the effects of both are cumulative for movement rate
calculations - halved rounded up for night then halved rounded up for rain.
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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, Remove Wreck markers and place in Daily Loss Box - both sides (end of turn activities)
[rule 16.5]
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]
the 2000 Turn “End of Turn Activities” (end of last turn of the day), Red Army Removal of un-built
Obstacle Types from the Game Turn Record Track [optional rule 12.2.4.3]
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7.1.1. Allocation
On the first daylight turn of each day, the players each roll the single ten-sided die to determine how many air
support markers they receive for that 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]
7.2.§§ When Using the Fire Support - Air Advanced Enhancement Allocation 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 FS - Air Advanced Enhancement module [rule 12.4.1.9.3].
8.1.1. Reinforcements
German and Red Army units arrive at designated hexes (reference the Master Reinforcement list) as
reinforcements once daily, first daylight turn of each day (except 4 July). They arrive, In-Command and In-Supply.
Reinforcements have an entry hex and an entry type formation of either ‘Combat’ or ‘March’
Reinforcements that enter via ‘March’ formation must enter the map from a single hex and in a long
column, one hex after another, up to the stacking limits of the entry hex and each hex in the column
Reinforcements that enter via ‘Combat’ formation must enter the map from a broad set of hexes that is
up to 5 hexes left and right of the entry hex location, up to the stacking limits for each hex
If the Scenario does not specify an entry type formation the player may select either type
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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 of the designated formation is removed even if it has
experienced losses and/or is suppressed - one (or the last) remaining unit from the designated formation that is
still on the map regardless of status qualifies as withdrawal complete if it exits on time.
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.
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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 Panther Breakdown Rule: 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 one ten-sided die, applies the appropriate DRM using the table below for each
Battalion of Panthers (so one roll for the 51st Battalion and another roll for the 52nd Battalion) and flips the
resulting number of Panther platoons as wrecks on the map. When selecting which platoons are converted to
wrecks, the German player must choose those Panther units closest to the front lines and not Panther units that
have just returned from maintenance or from rear area locations. Note – do not apply Wreck Smoke markers to
these wrecks as the rules require, these wrecks are mechanical not combat related. Casualties are not assessed
for these units [if using optional rule 20.1.1].
1. Using the table shown above determine the results for each Battalion of German Panther Tanks.
2. The German player modifies the roll by the number in the right hand column as a modifier for the day
listed. Example; on 8 July the die roll is modified by a +3.
3. The result is the number of Panther Platoons that are turned into wrecks on the battlefield.
4. When selecting which Platoons to turn into wrecks, the German player must select units that are nearest
the front line and not units that have just returned from maintenance within the last day.
§§ If using the CSS Maintenance Advanced Enhancement module, disregard the rule above [8.2.1] except for
Panther breakdown special rule and use the CSS Maintenance Advanced Enhancement module rules to perform
these functions [rule 12.4.3.4.7].
§§ When using the FS - Air Advanced Enhancement module, on the first daylight turn of each day during the Joint
Combat Service Support Phase, 50% of the Air Losses from the Daily Losses box (round up) are brought back as
replacements to their respective assigned airfields (if operationally space is available) by both players. Then move
the remaining air unit losses to their respective Total Losses Box.
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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 their designated map edges for each game – for the Gross Deutschland series of games and 2nd SS series
of games the southern map edge for the German side and the northern map edge for the Red Army side, and for
the Armee Detachment Kempf series of games the western map edge for the German side and the eastern map
edge for the Red Army side. 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.
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8.3.Reorganization
Exchange Platoons for Company counters or vice versa, and alter the Task Organization Charts.
§§ From the C2/FS Advanced Enhancement module rules set - if using this module, these Advanced Enhancement
module rules are in addition to the standard series rules dealing with this area [rule 8.3.1 to 8.3.2]:
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Platoon-sized for a Company-sized or vice versa during the German Player Command and Control phase each
turn. All like Platoons must be stacked together. All like Platoons must be present. When German Company-sized
units are involved in combat there can be partial losses [see rule 12.3.1.9.1]. German Company-sized
Reorganization 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. German Company level units do not have a size "I" displayed
on them.
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.
It is suggested that when the company-sized unit is on the map, the platoons may be placed on the Task
Organization charts for better visual management.
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/51PzD, being a Battalion with 4 Companies and a HQ, can trace to HQ/39PzR, HQ/10PzBde, or
HQ/XLVIII.
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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
outlined 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 outlined 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. [rule 11.3.5 for limits on numbers of subordinate HQs]
The Green outlined boxes (for Battalions) represent the allowable Battalion HQ, and equivalents, that may
trace to the Regimental HQ. All the Black outlined boxes and Green outlined 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 and Companies assigned [rule 8.3.5.4]. Battalions from any Regiment may
be assigned to any other Regiment in the same Division.
Following the standard OB cards is recommended, but not mandatory. Follow the diagrams below to make
artillery mission assignments. The assignment process is critical to properly supporting your forces with artillery.
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8.3.6. Deployment of KG HQ
The German player may deploy KG HQ, just one for most Divisions and none for others. 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.
8.4. Intelligence
This section of the rules abstractly portrays the knowledge gained from night reconnaissance activity by applying a
possible DRM to combats (offensive only) 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.
same die result the modifier in the top table, looking up the corresponding column in the lower Patrol Results
Table. The players use the result from that column for each of the next 6 turns of the day - note that the Patrol
Results DRM decreases 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 except Artillery Bombardment. Place the appropriate
Patrol Marker on the Patrol Modifier Track [located on the DRK – Patrol/Casualty Tracks & Loss Boxes PlayAid] at
the appropriate level and each turn move it according to the Patrol Results Table designated column until it
reaches zero or the six turns have expired.
Repeat this process for each game being played, as each game is eligible for its own Patrol DRM.
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
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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. An Operational Bridge or Deployed rafts allow supply trace across a
River. In all cases listed 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 but do count the HQ/Supply unit hex.
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9.1.1. Intelligence
per the Standard Rules for Intelligence - the 2000 and 1000 turns designate and release patrols
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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 HQ unit represents the hex trace
value from ground units to this headquarters. If the band is BLUE then the trace value is the number
of hexes from GREEN banded headquarters to the BLUE banded headquarters unit. If the band is RED
then the trace value is the number of hexes from the BLUE banded headquarters to the RED banded headquarters
or friendly map edge. If the band is WHITE then the trace value is the number of hexes to the friendly map edge.
[See rules 11.2.3 and 11.2.4] for specific ranges for each player side.
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those that show Random types, use the DRK-C2 HQ Determination Tables to assign the remaining HQs as Flexible,
Balanced, or Rigid. HQs keep this status type for the duration of the scenario or campaign they are playing,
[exception optional rule 11.3.12.6]. The C2 Task Organization chart specific to command included in these
advanced enhancement rules replace the Order of Battle charts for HQ assignment and type determination.
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 combat [rule 8.3.5.4] and must have a HQ type assigned as well.
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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: White banded HQs are not required to check for In Command status. They are always considered
In Command.
Note 1: A Red Army Battalion equivalent is equal to 4 Companies
Note 2: There are a number of RED Banded Corps Level HQ in the game that DO NOT have to check for
command for the duration of the battle. These HQs are just a link between the Divisions and Army HQ.
Use the distances between these HQ the same as if they were Army level HQ.
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to the Commo Check die roll. The Commo Check die roll is also modified for distance between the two
checking units: the straight-line distance is divided into two parts (round up) If the distance between
checking unit is in the largest half of the distance then +1 drm is added to the Commo Check die roll, if in
the smallest half of distance then no drm is added. 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 interfered
hexside, it is considered passing through the interfering terrain, such as forest, town, or higher elevation
contour line. RLOS down a hex spine is considered interfered with if one of the two hexes has Town,
Forest, and higher elevation contour line.
Distance Modifier Example: Using the GDG HQ Signal unit and the I/GDG HQ, these are a Regiment
HQ Signal unit and a Battalion HQ. The maximum distance allowed is 36 hexes. This maximum
distance divided by 2 : 1 to 18 hexes from the Battalion HQ is the smallest half of the maximum
RLOS distance and 19 to 36 hexes from the Battalion HQ is the largest half. If the distance between
the 1/GDG HQ and GDG HQ Signal units is actually 10 then there is no modifier for distance. If the
actual distance is 28 hexes then there is a +1 RLOS modifier for distance.
Note - there is NO RLOS distance die roll modifier applied to a WHITE Banded HQ to its friendly
map edge.
These RLOS drms are cumulative for each type of possible interfering terrain types - towns, forests, higher
elevation, and distance. If any or all exist when making a Commo Check die roll, then a RLOS die roll
modifier of +0 to a maximum of +4 is added to the Commo Check die roll. Note - only a +1 drm for each
type of interfering terrain type may be added, not a drm for the actual number of hexes for each type of
interfering terrain type.
Example: four forest hexes exist and three contour lines exist in the straight line between a German
battalion HQ and its parent Regimental HQ signal unit – only a +2 drm is added to the Commo Check
for that HQ (+1 drm for a interfering forest type terrain and +1 drm for interfering contour line
terrain type).
If a Blue, Red, or White German HQ fails its Commo Check and gets a “Regroup” Initiative
result, that parent HQ must assign the “Regroup” result to one of the GREEN Banded
Battalion HQ in its chain-of-command, mark that Battalion HQ as the “Regroup” Initiative
status for the next two turns.
o If the Initiative result is “Attack” combat 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
HQs are affected in this manner). Combat 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 combat 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.
If a Blue, Red, or White Red Army HQ fails its Commo Check and gets a “Attack” Initiative
result, that parent HQ must assign the “Attack” result to one of the GREEN Banded
Regiment/Brigade HQ in its chain-of-command, mark that Regiment/Brigade HQ as the
“Attack” Initiative status for the next two turns.
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 (-1 DRM ?, -2 DRM ?, -3 DRM ?) (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 (never looking
at its hidden backside). 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 or assault may not be cancelled). The Intercepted DRM is
applied to all fire and assaults (opportunity and defensive fire are not affected) initiated by the marked HQ and its
assigned combat units. 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 to all assigned ground units.
This Intercepted DRM advantage is a fading one. If a -3 chit is pulled it is valid on the turn pulled (an odd
numbered turn), it is reduced to a -2 on the very next turn during that player’s Command and Control phase (an
even turn). On the following (odd) turn that a Commo check is made any chit that remains is removed, and a new
draw occurs if the HQ is intercepted again.
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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
ground units receive the -2 DRM that turn (in addition to any other qualifying DRMs).
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Note: HQs that are considered Out-of-Command DO NOT put all the subordinate HQs Out-of-Command. Only the
affected HQ, and the ground 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.
Note: WHITE banded HQs are Never Out-of-Command or suffer Bad Commo effects, but their Signal Units can be
Located or Located/Intercepted.
11.3.12.1. Suppressed HQ
Ground units tracing to a suppressed HQ are considered to be Out-of-Command (this is only true of ground units,
not other HQ tracing to this HQ). There are no additional effects if a ground unit/HQ are both Out-of-Command
and Suppressed. Note - WHITE banded HQs are never considered Out-of-Command even when suppressed.
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Red Army 6th Guards Army, the 22nd Guards Rifle Corp and 23rd Guards Rifle Corp, has special rules about being
Out-of-Command:
6th Guards Army must check for command status normally
22nd Guards Rifle Corp and 23rd Guards Rifle Corp do NOT have to check for command status at any time in
a scenario or campaign. (These are just linkage HQs and have no command effect on the actual battle.)
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12.1. Maneuver
Maneuver includes movement, fire attacks and overrun attacks. This section defines all the forms of maneuver.
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Regular Movement is conducted on a hex-by-hex basis. Ground Units move from one hex to another following
the hex grid on the map board. The player expends movement points based on the terrain cost for each hex
entered and the type of ground unit moving [see Terrain/Movement Cost Chart]. Ground Units may always move
at least one hex unless the hex is prohibited terrain. During this movement, the enemy player (non-phasing
player) can call a halt to the movement of detected friendly ground units and conduct opportunity fire from any
single hex of the eligible enemy ground units (a given enemy unit may fire only once at a specific target unit using
opportunity fire [rule 12.1.2.7.1.1] with its primary weapon and/or its secondary weapon). Ground Units are
considered detected the instant that line of sight is established [rule 12.3.1.11].
Ground Units that begin movement as a stack may move collectively as a group but are not required to end
movement as the original stack. Individual fire combat results can cause a ground unit or units to cease moving
with the remainder of the stack. It is allowed at the Moving Player’s choice to leave a ground unit or units from
the stack as movement of the stack is being performed. Divergent destinations of parts of a moving stack are
allowed (note that these situations are allowed but can be difficult to implement so individual movement of
ground units should be considered). Ground Units can join the moving stack along its path of movement. At no
time can any one ground unit’s movement allowance be exceeded for that turn. If you are having problems with
moving a stack simply move the ground units individually to avoid a complication or argument.
Each Ground Unit or Stack must complete their desired movement before beginning movement of another
Ground Unit or Stack and marked accordingly with a Moved Full marker or a Moved Half marker. This includes all
forms of movement where movement allowance factors are used – loading or unloading, deploying rafts, building
obstacles, destroying obstacles, scouting obstacles, destroying bridges, destroying wrecks. No unused movement
factors can be saved up for another turn or used later in the same turn (logistically impossible to perform).
Firing may occur at a later time in the turn by a combat unit or units marker as Moved Half with other combat
units (even if unmarked) as that Player may want to group together as the rules allow for Firing.
Heavy Weapons units, even the type that has the indirect fire capability, may perform movement after firing.
Artillery units may only fire or move, so are excluded from the move/fire or fire/move ability.
Rafts can be used to move units across River hexes. Any ground unit may cross a River hex using a raft by
expending all its movement points for one turn [rule 12.2.3.2].
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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 unused 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 [3.1.6](two company equivalent per hex) to conduct the overrun assault, (they
move at the cost of the ground unit expending the most points to reach the overrun hex).
o Overruns can be conducted by multiple stacks from up to 3 adjacent hexes to the target hex, and
the 3 hexes must be adjacent to each other. Each participating stack moves by itself and when
the final stack arrives the overrun attack is conducted.
o Each participating stack, up to the 3 hexes, must conform to it’s own hex stacking limit.
Overrunning Combat Units may never fire in their turn, either prior to the overrun or after the overrun.
Overruns are attempting to take the target hex, but only one stack is required to enter the hex if
successful.
Only Infantry, Motorized Infantry, Mechanized Infantry, Recon, Engineer, SMG, Armor may conduct
Overrun Movement.
Air Support through CAS missions may support an Overrun assault.
The effects of enfilade are negated in this type of movement since it is more like a hasty attack and the
stacks cannot coordinate as well as a normal assault.
If the defender in an Overrun has no offensive combat power (usually some type of unit mounted in
trucks) the assault attacker ignores any adverse result.
o No loss or suppression to the attacker in this case is possible.
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Ground Unit defending against an Overrun. Combat Units in Reserve are allowed to spend all their movement
point allowance to move into hexes that are being assaulted by the enemy player (marked with a Declared Attack
marker). Combat Units using Reserve movement may not be fired on by the enemy player with opportunity or
defensive fire. If Combat Units in Reserve fire in any way before being used as reserves, they lose their Reserve
status and marker. Combat 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 voluntarily removes the marker. The number of
Combat Units that may receive a Reserve marker is limited to the game's actual counter sheet quantity. Combat
Units with a Reserve marker placed on them may not otherwise move unless they use Reserve movement. Once
these Combat Units move, the marker is removed. A Combat Unit with a Reserve marker that receives
Suppression due to fire or assault immediately removes the Reserve marker. A suppressed Combat Unit is not
allowed to have a Reserve marker placed on it.
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Artillery units, those with primary weapons ranges of 10 or higher, may not use Overwatch, Overrun, or
Reserve type movement.
Ground Units must stop when entering a hex with wire, mines, and empty enemy dug-in or fortification
markers (exception voluntarily bypassing an obstacle [rule 12.2.3.5]).
Air units have unlimited range for the purpose of moving in this game.
Ground Units can only move half their movement allowance at night (round up).
Ground Units can only move half their movement allowance in rain (round up).
Movement by Armor or Wheeled vehicles is prohibited at night in Swamp hexes.
Movement by Armor or Wheeled vehicles moving into a swamp hex during daylight turns has a 50%
chance of causing a ‘S1’ per swamp hex entered. Roll a single ten-sided die for each swamp hex entered
and on a result of 6-10 a ‘S1’ occurs. If playing with the Maintenance Advanced Enhancement rules, a
recovery vehicle is not required for a vehicle that takes Suppression results for moving through swamps.
Most troop and towed weapon are back printed, and show wheels under the center unit symbol on the
counter, such Ground Units have their own built in transportation capability (Self-Contained type of
transport).
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 Ground 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 Ground Units are now considered to be either a truck unit or a
half-track unit, not the ground unit type it is transporting.
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 (and are marked 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.
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.
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For Self-Contained Transport Unloading of Ground 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.
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 ground unit is immediately unloaded if the transport unit becomes suppressed, at no
additional cost in movement. Flip to the front side of the ground unit and apply the suppression level and
no further action is allowed the current game turn (no additional movement, no fire, no assaults) .
To Unload, flip the Self-Contained transport unit to its front side (the Ground Unit).
Ground units may not move after unloading.
Combat units may fire at half fire value after unloading (retain fraction)(also apply a -2 DRM for moving).
Combat units may close assault at half assault value after unloading (retain fraction).
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Note: the player performing Opportunity Fire with a stack of units has the following options:
1) Fire all or some of the units in the stack at any one enemy unit in the moving stack; OR
2) Fire all or some of the units in the stack at all of the same type units (armor, infantry, etc.) in the
moving enemy stack (such as firing at 2 infantry units and leaving an armor unit alone); OR
3) Fire all or some of the units in the stack at some combination of all the same type units in the moving
enemy stack (in a moving stack of 3 infantry units you fire at 2 of the units) OR
4) Fire all or some of the units in the stack at the entire moving stack assuming the units are all the same
defensive type (Soft, Medium, or Hard defense type)
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Only one chance to Opportunity Fire at this Player “A” ground unit or stack by the Player
“B” combat unit or stack per weapon system (primary or secondary or both),
Only one chance for the Player “B” firer to Opportunity Fire at the Player “A” moving
ground unit or stack in this hex is allowed. Place the appropriate Op Fire Marker on the
Player “B” combat unit or stack regardless of result.
o Once that Opportunity Fire attack is resolved and results applied, Player “A” may continue to
move the ground unit or stack to its next hex if allowed.
o Player “B” now has the same ability to declare an Opportunity Fire attack with a different combat
unit or stack from a different hex, or the same combat unit or stack but using any previously
unfired primary or secondary weapon systems.
Continue this process until Player “A” ground unit or stack has completed its expenditure of movement
points.
Remove the Op Fired markers, then Player “A” is free to select his next unit or stack to move.
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When German deployed rafts (one raft to three rafts per river hex) are more than twelve hexes from their nearest
Red Army enemy combat unit, the raft has the ability to move friendly ground units at a higher rate – these raft
units act as if they are bridge terrain and allows standard clear terrain movement rates to be used.
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.
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Rafts defend as if a normal ground unit with its printed defensive value on its counter and are subject to the same
fire and combat results as if a ground unit. Opportunity or Defensive fire triggered by a ground unit using the Raft
unit can only fire at the moving ground unit and not the rafts themselves (the rafts are not moving). Combat
Suppression results on a raft unit prevent the raft from being used to cross the River hex until suppression is
removed.
When Assaulting from these types of obstacles, the following conditions affect the assault combats:
Wire – combat units assaulting from a wire marker hex attack at half strength (retain fraction)
Mine – combat units may not initiate an assault where the attacking combat 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
Ground Units within a hex containing a Fortification marker can only have additional suppression results above a
“S2” or be eliminated as a result of a Close Assault or Overrun. Any Suppression or Elimination results from the
Assault Combat Table are applied normally.
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Ground Units within a hex containing a Dug-in marker can only have additional suppression results above a “S3”
or be eliminated as a result of a Close Assault or Overrun. Any Suppression or Elimination results from the Assault
Combat Table are applied normally.
12.2.3.4. Building
Engineers must spend two turns, unsuppressed, without performing any other actions to emplace mines or dug-in
markers; one turn to emplace wire or deploy a raft; and three turns to fortify a hex. Once construction is
successfully complete the obstacle/raft is then placed in any adjacent and unoccupied hex, or their own hex,
owning player’s choice. All dug-in, fortification, mines, and wire can be placed in all terrain types except River
once constructed. When emplacing obstacles place the obstacle marker with their pick and shovel side up
(backside of the counter) until the construction is complete; 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 ever be placed per map hex.
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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.
Wreck Markers that end a turn ten or more hexes behind enemy lines are removed in the end of turn phase and
those removed wreck markers are placed in the owning player’s Total Losses box.
§§ If using the Maintenance Advanced Enhancement module (rule 12.5.1.1), Maintenance Recovery units cannot
remove these disabled wrecks from their current location for repairs. These disabled wrecks are considered
destroyed per the rules and are removed from the map immediately and placed in the owning player’s Total
Losses box.
In the Advanced game the players are encouraged to find blank markers and place them on top of all the Wire and
Mine markers, in essence hiding their type not their location. Recon units then will be needed to scout them out,
or ground units will be forced to stumble into them.
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point rules for mine hex adjacency are in effect for adjacency to dummy mine hexes). Once an enemy ground unit
enters the actual Dummy Obstacle marker hex location it is flipped over to reveal its true status as a dummy and
then removed from the game. These Dummy Obstacle markers are placed on the map during setup. A dummy
wire or mine obstacle affects the continuing movement of the enemy unit - the remaining unused movement
allowance of the affected unit or stack is halved (round down).
An engineer may build dummy obstacles in the same manner as building regular obstacles. Place a real Wire or
Mine building marker on the map. When the requisite time has elapsed then replace the real marker with a
Dummy, not allowing the other player to know.
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).
Dug-ins - now take four (4) full turns to construct and require an Engineer unit and another combat unit to
perform this construction action for each of the four turns. The Engineer and combat unit cannot perform
any other action, move from the construction hex, or have received a combat result from either the Fire
or Assault tables.
Fortifications (Forts) - now take ten (10) full turns to construct and require an Engineer unit and another
combat unit to perform this construction action for each of the ten turns. The Engineer and combat unit
cannot perform any other action, move from the construction hex, or have received a combat result from
either the Fire or Assault tables.
Once the Red Army player has moved the required construction units adjacent to the desired hex for obstacle
placement, the player removes the desired obstacle type from the Game Turn Record Track for the current day
and places that obstacle marker on top of the required construction unit(s) backside up. Orienting the
construction marker with the highest number facing the retreat edge of the map (note the fortification require a
second marker to be placed atop the backside of the Fortification construction marker). Mines and Dug-ins should
have the 4 oriented and Forts should have the 10 oriented to start construction. Each turn during the Red Army
player’s Operations Phase as the action for the constructing units rotate the backside marker to the next lower
number. Continue each turn until it reaches the number one, when the obstacle marker is then flipped over to its
respective active symbol – mine, dug-in, or fort. The construction units are free to perform normal actions the
next turn after the front side obstacle is on the map. Each constructing unit(s) may only construct one obstacle at
a time. If one or both constructing units are eliminated, the obstacle under construction is removed from the map
and the process must begin from the start all over. The Red Army player may voluntarily abandon construction of
an obstacle at any time during the process and remove the construction marker from the map board.
This time requirement of four (4) turns can be reduced in one of two ways.
The first way is when a non-recon unit scouts the minefield
o a non-recon combat unit may scout for obstacles. When they do they must in effect try to enter
the hex. They must state if they are scouting first. This is the only action they may perform this
turn.
o once the effect is determined (both the result of the Mine Entry/Exit Table and the determination
of whether the obstacle is real or a dummy) the scouting player places a “Scout 2 Turns” marker
on the hex and the scouting non-recon combat unit returns to the hex it tried to enter from.
o the harmful effect on the scouting unit is reduced by 1 level for “S1” and “S2” results and 2 levels
for “S3” and “S4” results
o suppressed combat units may not make an obstacle scouting attempt
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The second way is when a recon unit scouts the minefield [also see rule 18.2.3]
o a recon unit may scout for obstacles. They must state if they are scouting first. They do not have
to try to advance into the hex. This is the only action they may perform this turn
o once the effect is determined (the determination of whether the obstacle is real or a dummy) the
scouting player places a “Scout 2 Turns” marker on the hex
o suppressed recon units may not make an obstacle scouting attempt
o no harmful effects are applied when a recon unit scouts a minefield, disregard the minefield entry
table results
12.3. Firepower
This section covers Fire Combat between ground 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 combat unit, place the appropriate generic marker on the combat unit
if they Fired only their Secondary (Fired Sec) weapons, or just their primary (Fired Pri) weapons, or (Fired Comp)
completely used both weapon types. Once you have finished all the Fire Combat in one BLUE banded HQ then
only place the (Fire Comp) marker on that BLUE banded HQ counter and remove the other Fired 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
combat unit/stack if they are Opportunity Fired (OpFire) only with their secondary (OpFire Sec) weapons, or just
their primary (OpFire Pri) weapons, or (OpFire Comp) completely used both weapon types. Once you have
finished all the Opportunity Fire Combat for that one moving enemy ground unit or stack remove the OpFired
markers from the non-phasing combat units that Opportunity Fired. Conducting Opportunity Fire in this way
should prevent you from not having enough of the generic OpFire counters which are only used against one
moving enemy unit or stack at a time, and then they get reset and are allowed to fire at the next moving enemy
units.
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cannot target two defensive types (soft, medium, or hard) in the same attack. When using the Optional German
Company Sized breakdown units, the Red Army Player is allowed to select one or more of the individual Platoons
within the optional German Company breakdown unit and only use the defensive strength of the targeted
platoon/platoons. This applies to Direct Fire, Opportunity Fire, and Defensive Fire only, not Artillery and Artillery
Bombardment.
Once the Fire Grouping decision is made, the Attacking and Defending weapons’ strength values are calculated
(retaining fractions) and referring to the DRK Firepower Table for multipliers to be applied. The attacker's attack
strength total (modified by multipliers) are divided by the defender's defense strength total and expressed as a
ratio (rounding down to the closest ratio column on the Fire Combat Table using the column on the table that is
equal to or greater than the calculated ratio.). This ratio is then used on the DRK Fire Results Combat Table to
determine the outcome of the combat. A ratio of less than .25 to 1 is considered a failed Fire Combat and any
supporting artillery or CAS are still considered to have participated in the failed fire combat and are marked
accordingly (Fire Complete, et al.). A ratio of greater than 6 to 1 still uses the 6 column of the Fire Combat Table.
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 involving artillery occurs during the enemy player turn called Counter-Battery fire
and is described below [rule 12.3.1.8]. For Fire Combat a player must have at least the number listed on the odds
column in order to use that column. Roll a single ten-sided die and apply the appropriate Die Roll Modifiers (using
the Death Ride Kursk Die Roll Modifiers Table and Track PlayAid which greatly assists keeping track of these
DRMs) to determine a Fire Combat Result.
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Exception - when firing at a target hex containing enemy Medium targets (excluding Armored Cars and Half-
Tracks), Hard targets, Anti-Tank units, or Anti-Aircraft units may fire through other enemy units [rule
12.3.1.11.4 - the Priority Target rule].
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 non-phasing 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
sequence. The Counter-Battery attack is conducted like a regular fire combat attack and if the results are
suppression or elimination 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 (do not actually apply the results of
suppression or elimination from the Counter-Battery attack). If the Counter-Battery attack fails another attempt
cannot be conducted. The unit firing counter-battery is considered used and marked as fired regardless of
outcome.
1) Ground Units can be eliminated with an “X” result on the Fire Table. The elimination result is always applied
first and then a follow-on suppression result (if applicable) is applied to the surviving targets (the order is
important).
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For a single unit (German or Red Army) targeted by Fire Combat apply results from Fire Results Table
normally.
When more than one unit is targeted by Fire Combat (German platoon sized units or Red Army any sized
units) and an “X” result is achieved on the Fire Combat Table the targeted player must remove one of the
units (attacker’s choice) and then the remaining targeted units receive the follow-on “S#” result from the
row directly above the “X” result rolled on the Fire Combat Table.
When two German Company sized HQ, Maintenance, Medical, Supply, Signal, or Artillery units (those
without platoon sized breakdown units provided) are targeted by Fire Combat and an “X” result is
achieved on the Fire Combat Table the targeted player must remove one of the units (attacker’s choice)
and then the remaining targeted unit receives the follow-on “S#” result that is just above the “X” result
rolled on the Fire Combat Table.
Using the optional 8.3.4 German Company sized units when a single German Platoon sized unit from
within the optional German Company breakdown unit is targeted by Fire Combat and an “X” result is
achieved on the Fire Combat Table the German player must remove the Platoon targeted and breakdown
the German Company unit to its platoon configuration. Nothing further occurs with the surviving
platoons.
o If there was a “S#” result when a single Platoon sized unit is targeted within an optional German
Company breakdown unit, an immediate decision by the German player must be made to apply
the “S#” result to the targeted platoon only (and breakdown to its platoon configuration) or to
apply the “S#” result to the entire Company sized unit. This allows for the German player to allow
some of the platoons to avoid the suppression result or to keep the company-sized unit intact but
with overall suppression.
Using the optional 8.3.4 German Company sized units when a single German Company sized unit is
targeted by Fire Combat and an “X” result is achieved on the Fire Combat Table the German player must
remove a Platoon (attacker’s choice) and the remaining Platoons receive the follow-on “S#” result that is
just above the “X” result rolled on the Fire Combat Table.
o Diagram Example 1: When a German Company takes an “X” result on the >=1 column with a ‘9’
modified die roll a single Platoon is eliminated and the remaining Platoons take the follow-on “S1”
each
o Diagram Example 2: When a German Company takes an “X” result on the >=3.5 column with a ‘9’
modified die roll a single Platoon is eliminated and the remaining Platoons take the follow-on “S2”
each
o Diagram Example 3: When 2 Red Army Companies are fired at together and take an “X” result on
the >=3.5 column with a ‘9’ modified die roll a Company is eliminated and the remaining Company
takes a follow-on “S2”
Using the optional 8.3.4 German Company sized units - when two German Company sized units are
targeted by Fire Combat and an “X” result is achieved on the Fire Combat Table the German player deals
with each company separately as described in the fourth bullet point above. Each targeted German
Company will receive an elimination (attacker’s choice) of a platoon and then a follow-on suppression
result to all remaining platoons.
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2) 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. Combat 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 temporarily block line of sight for all units (with a ‘Wreck
Smoke’ marker being placed) and count against the stacking limit of the hex. The counters of non-vehicular
ground units are removed from the map and placed in that side's Daily Loss Box.
Whenever a non-armor ground unit is eliminated as a result of Fire Combat and is also surrounded, the ground
unit is placed in the Total Loss Box instead. Otherwise a non-armor unit eliminated as a result of Fire Combat is
placed in the Daily Loss Box. Armor units eliminated (with a wreck symbol on its backside of the counter) are
flipped to their wreck side, has a wreck smoke marker added, and remains on the map until required to be
removed.
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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 ground 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). 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 ground unit is eliminated. [See Rule 14.1 on
removal of suppression markers in the DRK game series.]
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Design Note – At this scale for a game, Line of Sight rules need to be in place. Please remember that the rules
reflected in this section are only an abstract simplification compared with that of real life and only provide a
framework in which this game series can be played. If you have serious concerns about a specific issue, you may
always contact the designer directly and you are encouraged to do so.
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e. between units at different elevations when there is a hex that blocks LoS, at the same or higher elevation
than the lower unit (but below the elevation of the higher unit), within 2 hexes of the unit at the lower
elevation
f. for 4 hexes beyond a Forest/Town hex (or last Forest/Town hex if more than one) when sighting from an
elevation one higher than the Forest/Town hex and the target is at the same elevation as the Forest/Town
hex
g. for 2 hexes beyond a Forest/Town hex (or last Forest/Town hex if more than one) when sighting from an
elevation two higher than the Forest/Town hex and the target is at the same elevation as the Forest/Town
hex
h. when the Blind Spot rules are in effect when crossing a Slope or Steep Slope terrain-type
Slope Blind Spots (assumes a continuous elevation fall below the slope feature):
When looking out from the higher side of a slope terrain feature, the blind spot occurring in front
of the slope feature is equal to the number of hexes behind the edge of the slope that the spotter
is located.
A spotting unit that is at the top edge of the slope terrain feature has no blind spot in front of it.
A spotting unit that is 1 hex behind the top edge of the slope has a 1 hex blind spot in front of, or
under, the slope terrain feature. Further away from the slope than the 1 hex allows for normal
LoS.
A spotting unit that is 2 hexes behind the top edge of the slope has a 2 hex blind spot in front of,
or under, the slope terrain feature. Further away from the slope than the 2 hexes allows for
normal LoS.
A spotting unit that is 3 hexes behind the top edge of the slope has a 3 hex blind spot in front of,
or under, the slope terrain feature. Further away from the slope than the 3 hexes allows for
normal LoS.
This paradigm continues until the sighting distance is exhausted
Steep Slope Blind Spots (assumes a continuous elevation fall below the steep slope feature):
When looking out from the higher side of a steep slope terrain feature, the blind spot occurring in
front of the steep slope feature is equal to twice the number of hexes behind the edge of the
steep slope that the spotter is located.
A spotting unit that is at the top edge of the steep slope terrain feature has no blind spot in front
of it.
A spotting unit that is 1 hex behind the top edge of the steep slope has a 2 hex blind spot in front
of, or under, the slope terrain feature. Further away from the steep slope than the 2 hexes allows
for normal LoS.
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A spotting unit that is 2 hexes behind the top edge of the steep slope has a 4 hex blind spot in
front of, or under, the steep slope terrain feature. Further away from the steep slope than the 4
hexes allows for normal LoS.
A unit that is 3 hexes behind the top edge of the steep slope has a 6 hex blind spot in front of, or
under, the steep slope terrain feature. Further away from the steep slope than the 6 hexes allows
for normal LoS.
This paradigm continues until the sighting distance is exhausted
Note
If the elevation on the lower side, for a steep slope, raises anywhere along the path then the calculation
changes to that of a slope.
The above rules for blind spots on slopes and steep slopes work the same in reverse, where the sighting is
being done from the lower elevation to the higher elevation.
This Blind Spot Rule is negated if any blocking terrain types occur along the sighting line.
This Blind Spot Rule is negated by Rain, Night, or other LoS Range Restrictions rules
M
K
N J
E L
F B
H
C G
I D
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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 J is clear since a unit may fire out of the edge of a forest hex
Line K is clear since it emanates from the Wreck hex
Line M 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 (blind spot
rule)
Line F is blocked since the arrow passes through the first hex after the first forest hex
Line H is blocked since it passes along a forest hex which blocks Line of Sight
Line I is blocked since it passes through a Town hex
Line L is blocked if it passes through a Wreck hex with a Wreck Smoke marker
Line N is blocked since it passes through the Smoke hex
Using the graphic below you can see the blind spots that are beyond the slope and steep slope hex sides. The
German unit is looking over a Slope hex in one place (the bottom example) and looking over three examples
of Steep Slope hexes in the others.
Note - although this Blind Spot Graphic does portray the intent of the rule it is still not completely correct as
all of the examples are not of a continuous fall – each example falls to the stream canyon floor and then
proceeds to begin climbing up the opposite side of the canyon thus changing the actual implementation of the
Blind Spot rules.
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12.3.1.12. Optional
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. 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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Note - that no air allocation is available for the July 4th scenarios since there is no first daylight turn for that day.
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12.4.1.6.1. GA 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 and only affect the individual unit targeted. Ground-
Attack cannot be combined with other forms of air support.
12.4.1.6.2. GA Return
The Ground Attack air units are immediately returned to the Flown box of the Air Support Track of the Air Unit
Tracks PlayAid once the ground attack results are applied even if a “no effect result” occurs.
12.4.1.6.3. GA Limit
Only one air unit shall be permitted to be used against any one enemy unit per turn.
12.4.1.7.1. AI 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 point allowance required to exit a hex by
enemy units only.
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12.4.1.7.2. AI 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. AI 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. AI Limit
Only one air unit shall be permitted to be placed per hex location for an Air Interdiction mission by either player
side.
When a German Company sized anti-aircraft unit fires at aircraft it may make one attack for each Platoon. That
means a total of 2 anti-aircraft attacks per German Company sized unit per each enemy air unit.
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Example: The German player has 6 air units of I/StG2, Stuka’s, based at Krestowoi. They start the day in the
Unassigned box of that airfield. During the 0800-1000 turn of that day they are all 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 given day. Note - that in this example all six air units were shown to have flown at the same time and with
the same air mission for both morning and afternoon from this base, this is NOT the requirement of the air
advanced enhancement system but helped to illustrate how to manage the air units when used.
Example: Both players roll a single ten-sided die 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 consult the
Daily Air Allocation Table on the Air Enhancements PlayAid and write down these numbers for fighter and attack
sorties on their Daily Air Planning Sheet. The numbers represent the total number of sorties that may be flown
during the day. A sortie is counted anytime an air unit is assigned to fly a CAP, CAS, Interdiction, GA, or GA-
Airfield Attack mission whether it completes the mission or not.
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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.
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 and 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
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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.
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 at the bottom of the Airfield
and Air Missions PlayAid. The Air Interdiction units are held to be placed after the Operations Phases in the Air
Interdiction placement and removal phase. These air units are now airborne.
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perform their Ground Attack Mission. The returning Air Unit or Air Units from this GA Mission are then
immediately moved from the GA# box on the Air Mission section back to their assigned Airfield using [rule
12.4.1.9.1].
The GA# marker returning from the game map can be conveniently stored on the Air Mission box it
belongs to.
Example: A VVS GA mission marker with 2 air units that have survived the German CAP and German Anti-
Aircraft fire 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 single ten-sided die
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 as the next target and rolls the single ten-sided die 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.
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Example: A German CAS mission marker with 2 remaining Stuka’s, each with a Ground Attack Value of 2,
survives enemy CAP/Anti-Air 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 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.
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Interdiction Missions
In order to cause a ground 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 on a target map hex. The air unit, with a 2 Ground Attack
Value, places an Interdiction +2 marker on a map 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 other enemy unit is a tank. In order to move out of the hex it must spend an
additional +10 movement points.
EXTENDED DURATION RULE - 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 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. The extended duration Air Unit is subject to battlefield
interception and Anti-Aircraft File for the second turn they remain in the mission hex (this time without possibility
of friendly escort).
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the end of the current half-day period. If they rose in the Morning they would land in the Afternoon
Available box and would not be available for another morning mission.
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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.
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Note - that each Off-Map Airfield for both players has an intrinsic Company sized (allows two AA rolls per GS –
Airfield mission Air Unit) Heavy Anti-Aircraft defense at long range (+1 DRM) assigned to it.
12.4.1.9.10. Optional
From the FS - Air Advanced Enhancement module.
Specific: 5 July VVS surprise 0400 - 0600 turn only. The Red Army player manages to sneak in and attack the
German airfields. German Airfield assigned CAP units (both assigned CAP and emergency reacting airfield CAP) are
halved in number (round up) after it has reacted and do not get the +2 DRM for Air-to-Air Combat. The Red Army
player is also allowed to assign up to 3 GA-Airfield missions per GA-Airfield box.
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organization fire and assault combats. Artillery units in Out-of-Command status may fire at half strength (retain
fraction) in support of units in their friendly organization.
Example: If the target hex of an assault contains both medium and soft defensive target types then the attacker
and defender artillery may use the firepower multiplier that is the most beneficial for them each individually.
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Step 1
The following requirements must be met before a Bombardment can occur:
Only Mission type marked Artillery can be used for Bombardment – must be marked with a ‘DS’, ‘GS’, or
‘R’.
No Organic type artillery units can be used in a Bombardment combat.
Only up to three ‘R’ Artillery Mission type marked artillery batteries can be used in addition to ‘DS’ and/or
‘GS’ artillery units.
Only the Primary Weapons Strength (the blue dot only) of the Artillery unit can be used for
Bombardment, no Secondary Weapons Strength.
Artillery Bombardment Strength is calculated as firing at a SOFT target type at LONG RANGE.
A minimum of 6 Strength points of adjusted Artillery is required to qualify for a Bombardment.
German battalion mortars (units with a 3/6+9 top line) CANNOT be used in Bombardments.
Red Army battalion mortars (units with a 2/3-12 top line) CANNOT be used in Bombardments.
Red Army regimental mortars and howitzers (units with a 2/3-12 or 2/4-12 top line) CANNOT be used in
Bombardments.
Red Army mortars (units with a 2/4+12 top line) CAN be used in Bombardments.
Spotting for a Bombardment can be from any Ground unit and must be in the Chain-of-Command of the
HQ initiating the Bombardment. Spotting unit must be In-Command and has an unobstructed LOS to the
target hex.
No more than one Bombardment may be performed against a given target hex per turn.
8 Platoons is the maximum defending troop density. A German or Red Army Company sized unit is
equivalent to 3 Platoons, except when a German Panzer Company actually contains 4 Platoons.
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Step 2
If a player meets all these requirements then a Bombardment can be performed against a target hex. Calculate
the Primary Weapons Strength Total of all Bombardment Artillery Units from 6 to 55+ points of strength. CAS
values can be added or subtracted to this Bombardment Total if present over the target hex. Select the correct
column on the Bombardment Combat Table. Note - Patrol DRM cannot be added to this type of Fire.
Next count the total number of equivalent platoons in the target hex (a Red Army or German Company ground
unit is equivalent to three platoons, except when a German Panzer Company actually contains 4 Platoons). If all
the Bombarding Artillery is minus type Primary Weapon Strength, then reduce the Platoon total:
Minus (-) Artillery Primary Weapons Strength type firing only by itself reduce by 2 platoons
This gives a Defensive total of the target Bombardment hex in Platoon equivalency.
Step 3
This Defensive total of Platoons will be adjusted by the following terrain modifiers, which can reduce the target
hex platoon total (now called the adjusted platoon total). Use only the one most advantaged Terrain Adjustment
for the defender in the target hex, these terrain adjustments are NOT cumulative:
Terrain Adjustments to Platoon Defensive Totals:
o Forest reduce by 2 platoons
o Town reduce by 3 platoons
o Swamp reduce by 3 platoons
o Dug-In Obstacle reduce by 3 platoons
o Fort Obstacle reduce by 4 platoons
Step 4
Once any and all of these platoon adjustments are made, an Adjusted Platoon Total of the Target Hex is produced.
Use this Adjusted Platoon Total to cross reference a row on the Bombardment Combat Table. All Adjusted Platoon
Totals of less than minus 3 platoons use the minus 3 platoon row on the table.
Roll a single ten-sided die and using the row and column on the Bombardment Combat Table selected from the
process above will give a result:
># ‘X’ if the die roll is greater than this number one platoon/unit is eliminated. Armor cannot be eliminated.
># ‘S’ if the die roll is greater than this number all of the units in the target hex take an additional ‘S#’
Suppression Level
These results are applied to the Soft Defensive Type of Ground Units in the Target Hex now.
Step 5
If Armor is present in the target hex (medium defensive type except half tracks and armored cars or heavy
defensive type), another step is required:
Armor present (medium or heavy) reduce the Adjusted Platoon total by an additional 3 platoons
Using the original column for the Bombardment Total Strength Points and this new Armor adjusted Platoon total
and applying the original single ten-sided die roll from above a new bombardment table result is shown.
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Step 6
Mark all participating artillery in this bombardment as Fired Complete regardless of results.
Note - all results are applied to any soft target types first, then to either medium or hard target types next.
Suppressions can affect all types of targets in the target hex but at different levels. (Remember Suppression
reduction if armor present in target hex.)
Example – if there are 4 platoons of soft targets and 4 platoons of medium targets in the target hex of a dug-in
obstacle in forest terrain and there is a 52 primary weapon modified strength value of qualifying bombardment
artillery with a die roll of 7 rolled, the bombardment process is: First the adjusted platoon total is actually 8 (for
the actual number of platoons) with a minus 3 platoon downgrade for terrain adjustment (the dug-in of minus 3
platoon was greater than the minus 2 platoon for the Forest present). Cross referencing this total with the 52
points of Bombardment strength versus 5 platoons defending gives a result of >7 ‘X’; >2 ‘S2’. This result is applied
as follows, since the die roll was a 7, no ‘X’ result is applied to the target hex (die roll must be greater than 7) but
the 7 is greater than 2 so a ‘S2’ result is applied with the 4 soft target type platoons each have an additional ‘S2’
added to their current suppression level. Since Armor is present in the target Bombardment hex Step 5 requires a
further adjustment to the Adjusted Platoon Total – previous 5 platoons minus 3 platoons (because of the armor
present) now has an Adjusted Platoon Total for Armor of 2 platoons. Applying the previous 7 die rolled to this new
row results in >1 ‘S2’. The armor has 2 additional levels of suppression applied. Mark all Bombarding Artillery as
Fired Complete for the remainder of this turn.
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daylight turn only. If one of these changes that occurred cause an Artillery unit with a Mission type Marker placed
on it that is no longer applicable for its new current formation, the Artillery Mission Type marker can be changed
to reflect its current command assignments. This is a special exception to the Mission Type marker change
allowance as specified in the rules above.
12.4.3.4. Smoke
Smoke is now available to both players and may be used to support the operational plan. The Smoke/End Smoke
marker on the map determines the effects of the smoke on play for that turn.
The Smoke marker side blocks line of sight through it for all ground units, friendly and enemy. A Combat Unit may
fire into and out of Smoke hexes.
The End Smoke marker side partially blocks line of sight through its location for all ground units, friendly and
enemy – allowing LoS through the End Smoke marker up to 2 hexes past the marker (but not exceeding maximum
LoS distances). Combat Units may fire into and out of and partially through End Smoke markers (up to 2 hexes
past the marker).
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Combat units may fire into or out of and partially through (up to 2 hexes past the marker) the End Smoke marker
hex with a die roll modifier.
If attacking INTO or THROUGH a End of Smoke marked hex, the die has a -1 DRM applied to it. If attacking OUT OF
an End of Smoke marked hex, the die roll is NOT modified.
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Allow 5% of the allotted supplies to be Class IX, or spare parts (round normal). Maintenance units must
have one point of these per day to continue making repairs to friendly units. For every turn they are
supposed to have them and don’t, the repairs stop until more repair parts arrive. [from CSS - Logistics
Advanced Enhancement module]
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As an Option the players can see if each HQ requires a greater expenditure of supply points than normal due to
any number of reasons (roll a single ten-sided die for each HQ when time for expending supply). For the German
player, if he rolls an 8-10 on a single ten-sided die roll he must expend an additional supply point for this HQ. If
there is not a supply point available to expend then the effect is the same as when the HQ is out of supply. For
the Red Army player, if he rolls a 7-10 on a single ten sided die roll he must expend an additional supply point for
this HQ. If there is not a supply point available to expend then the effect is the same as when the HQ is out of
supply.
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Note – Supply Transport units picking up supplies from a suppressed Supply Unit may only pick up half their
capacity (round up).
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Table and the Result vs. Attacker Assault Combat Table in the Master Charts PlayAid. The same die roll result is
used on both tables.
An Alternate Assault Combat Die Rolling option can be used where a unique die roll is applied to each Combat
Table [see rule 13.5.2].
If the Defender calls in Artillery Support to defend against a Assault Combat, the defending player also gets to
select the best possible multiplier of any of the participating target types the Attacker is actually using in the
Assault Combat.
Example 1: Heavy Weapons platoon assigned to a company unit 4/A/I/GDG may support any assaults by elements
of company A/I/GDG. Note - B/I/GD Artillery may fire in support of a unit tracing command to the headquarters
for the GD Grenadier Regiment. This Artillery may fire in support of any unit in the GD Grenadier Regiment.
Example 2: Heavy Weapons platoon assigned to a battalion unit 2/E/I/5SSPzG may support any assaults by
elements of battalion I/5SSPzG.
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The following die roll modifiers do not need to have these combined arms pre-requisite:
Attacker/Defender; any Elite unit involved (+2/-2).
Attacker; Patrol modifier for turn (+#) - if still in effect (remember that this modifier diminishes).
Attacker only; Assaulting through more than one hex (+1/+2/+3/+4/+5). Note that supporting Artillery
units is not considered in determining the number of hex sides crossed.
Use the most advantageous, but only one qualifying modifier per category. if a unit that provides a modifier
participates in the combat then the DRM must be counted.
There is an optional rule available to limit the number of Combined Arms DRMs – see [rule 13.5.3].
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There are some exclusions and special rules for Combined Arms DRMs:
The Armor or 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, not both.
The Defender Armor and Anti-Tank/Tank Destroyer bonus applies only when the Attacker has Armor or
Heavy Armor (and is not restricted to clear terrain hexes but is a response to the enemy using Armor or
Heavy Armor in the attack regardless if the Armor or Heavy Armor Combined Arms bonus is being
applied).
Combined Arms Loss Priority, when combined arms DRMs were used, must occur in the following manner: 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.
When a defender loss is called for in an assault, the defender is free to choose the units that are eliminated.
There is no requirement to select a specific unit type to be removed.
When assault results are assessed each player must first apply any suppression effects, then any eliminated unit
effects, then any retreat results. This order of assessing assault results is crucial, and different from the
Firepower application of results
Assault Combat losses for either the attacker or defender fall into one of these five types and the losses are
applied accordingly:
For a single unit of any formation size (German or Red Army) involved in assault combat apply results
from Assault Combat Results Table normally.
When more than one unit is involved in assault combat (German platoon sized units or Red Army any
sized units) and an “S//1 or R//#” result is achieved on the Assault Combat Results Table the involved
player must apply a Suppression level 2 marker to all units in one hex location (attacker or defender), if
that results in a total Suppression level greater than 4 then those units are eliminated; then eliminate one
of the remaining units (if there are any and at the owning player’s choice following the Combined Arms
priority for attacker losses); then finally apply the applicable retreat if required by a “R//#” result. Note - if
the required retreats cannot be carried out the units are eliminated.
When two German Company sized HQ, Maintenance, Medical, Supply, Signal, Artillery units, etc. (those
without platoon sized breakdown units provided) are involved in assault combat and an “S//1 or R//#”
result is achieved on the Assault Combat Results Table the involved player must apply a Suppression level
2 marker to all units in one hex location (attacker or defender), if that results in a total Suppression level
greater than 4 then those units are eliminated; then eliminate one of the remaining units (if there are any
and at the owning player’s choice following the Combined Arms priority for attacker losses); then finally
apply the applicable retreat if required by a “R//#” result. Note - if the required retreats cannot be carried
out the units are eliminated.
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When using the optional 8.3.4 German Company sized breakdown units - when a German Company sized
unit is involved in Assault Combat and a “S//1 or R//#” result is achieved on the Assault Combat Results
Table the involved German Company in the selected hex location will breakdown to its organizational
platoon units and receive level 2 Suppression markers first to all units in one hex location (attacker or
defender), if that results in a total Suppression level greater than 4 to any of those units they are
eliminated; then eliminate one of the remaining units (if there are any and at the owning player’s choice
following the Combined Arms priority for attacker losses); then finally apply the applicable retreat if
required by a “R//#” result. Note - if the required retreats cannot be carried out the units are eliminated.
See example below.
Example - This is illustrated in the following diagram.
In diagram examples 1 and 2 there are two German Company sized recon unit (using the 8.3.4
optional company sized German breakdown units) that receive an Assault Combat Result. In the two
examples there are pre-existing levels of Suppression prior to the Assault Combat Results being
applied.
o Diagram Example 1, two German recon company units with a pre-existing level of suppression of
“S2” on one unit and a pre-existing level of suppression of “S1” on the other unit as shown in the
top row of the diagram. An assault combat result occurs of “S//1”, requiring both a suppression
and elimination result to be applied to the German recon company units involved with the
assault. First the German recon company units need to apply the mandatory “S2” suppression
result of the Assault Combat Results Table to the two German recon company units as seen in
the middle row of the diagram (always an additional “S2” suppression level added). If any of the
companies now have greater than a “S4” level of suppression then those companies must
convert to their respective platoon organizational units and one of those platoons is eliminated
due to excess suppression with the remaining platoons placed at an”S4” suppression level.
Finally the elimination result of the Assault Combat is applied to one of the remaining platoon
units (owning player’s choice but within the Combined Arms Loss Priority requirements per
13.1.4.5) – see the bottom row of the diagram.
o Diagram Example 2, two German recon company units, one with no pre-existing suppression and
one with a pre-existing level of suppression of “S3” as shown in the top row of the diagram. An
assault combat result occurs of “S//1”, requiring both a suppression and elimination result to be
applied to the German recon company units involved with the assault. First the German recon
company units need to apply the mandatory “S2” suppression result of the Assault Combat
Results Table to the two German recon company units as seen in the middle row of the diagram
(always an additional “S2” suppression level added). If any of the companies now have greater
than a “S4” level of suppression then those companies must convert to their respective platoon
organizational units and one of those platoons is eliminated due to excess suppression with the
remaining platoons placed at an”S4” suppression level. Finally the elimination result of the
Assault Combat is applied to one of the remaining platoon units if any (owning player’s choice
but within the Combined Arms Loss Priority requirements per 13.1.4.5) – see the bottom row of
the diagram.
o Note - when two Red Army company units both with pre-existing levels of suppression occur you
can apply one of the diagram examples just without the platoon breakdown step. An Assault
Combat result occurs of “S//1”, requiring both a suppression and elimination result to be applied
to both Red Army company units involved with the assault. The suppression result is applied first
to both units as seen in the middle row of the diagram (always an additional “S2” suppression
level added). If any of the company units now have greater than a “S4” level than those
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companies are now eliminated due to excess suppression. Finally the elimination result of the
Assault Combat is applied to one of the remaining company units if any (owning player’s choice
but within the Combined Arms Loss Priority requirements of 13.1.4.5).
Using the optional 8.3.4 German Company sized breakdown units - when two German Company sized
units are involved in Assault Combat and a “S//1 or R//#” result is achieved on the Assault Combat Results
Table the German player deals with each company separately as described in the fourth bullet point
above. Each involved German Company in the selected hex location will breakdown to its organizational
platoon units and receive level 2 Suppression markers first, if that results in a total Suppression level
greater than 4 to any of those units they are eliminated, then a single surviving platoon will be eliminated
(owning player’s choice but if the attacker who used Combined Arms DRMs he must follow the Combined
Arms Loss Priority), and then if a “R//#” combat result apply the required retreats of any surviving units
from the involved hex. Note - if the required retreats cannot be carried out the units are eliminated.
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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 Advanced 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 directly
above. This can happen when units from 2 or more GREEN banded HQ conduct an assault against enemy
units in the same hex. Each of these GREEN banded HQ conduct their assault separately. Phasing Combat
Units may only conduct one Combat Assault per turn (this restriction does not include Overrun Assaults
which are a type of movement).
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using Withdrawal Movement [see rule 12.1.2.5]). A Ground Unit in transport mode that suffers a
suppression result must unload the troops and all are suppressed at the same level as the carrier.
Suppressed Ground Units may not move closer to an enemy ground unit, (exception - suppressed Armor
and Elite units on both sides may still move toward the enemy). Suppressed Combat units may not use
opportunity fire, but may use defensive fire. A surrounded defending Ground Unit or stack, which
receives suppression results that causes the elimination of the defending unit/stack, is placed in the Total
Loss box. Suppressed Ground Units are designated by placing them underneath a suppression marker
with the level of suppression they are suffering, RED side up first. Should a Ground 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 ground 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 Ground Unit is eliminated. [See Rule 14.1 on
the removal of suppression markers.]
c) Retreat: During assault Ground units may be required to retreat and must retreat in the direction of their
designated map edges in each game – for the Gross Deutschland and 2nd SS series of games the southern
map edge for the Germans and the northern map edge for the Red Army and for the Armee Detachment
Kempf series the western map edge for the Germans and the eastern map edge for the Red Army. Ground
Units with a zero movement factor that are required to retreat are eliminated in the normal manner
instead. Retreating Ground Units are not subject to Defensive Fire or Opportunity Fire or Overwatch Fire.
A surrounded Ground Unit forced to retreat would be eliminated and placed in the Total Loss Box. Ground
Units defending in Dug-ins and Forts Obstacles ignore retreat results.
d) When using the Advanced Rules here are the additional Assault Combat Results effects:
o Ground Units that are forced to retreat in open (clear) terrain, starting adjacent to an enemy
ground unit, have an additional level of suppression applied at the conclusion of retreat
movement. If this leads to a “S5” total suppression level then the retreating Ground Unit is
eliminated in the normal manner.
o Ground Units that are forced to retreat in covered (forest, town, or swamp but excluding dug-ins
or forts) terrain, starting adjacent to an enemy ground unit, have an additional level of
suppression applied at the conclusion of retreat movement. If this leads to a “S5” total
suppression level then the retreating Ground Unit is eliminated in the normal manner.
o Ground Units that are forced to retreat and do not start adjacent to an enemy ground unit retreat
normally.
o Ground Units that are forced to retreat through a friendly ground unit in any terrain type must
have an additional level of suppression applied at the conclusion of retreat movement. If this
leads to a “S5” total suppression level then the retreating Ground Unit is eliminated in the normal
manner.
o Ground Units can retreat into a hex with another friendly ground unit or stack so long as the hex
does not exceed stacking restrictions. The retreating Ground Unit(s) that cause the over stacking
condition are eliminated instead.
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o These effects are cumulative if more than one condition occurs while the Ground Unit(s) is/are
retreating.
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Note – this Optional Rule only affects the potential Die Roll Modifiers being applied using the Combined Arms
rules, not the eligibility of the adjacent unit to participate in the assault and contribute its strength factors to the
assault calculation.
Consolidation of multiple GREEN side suppression markers to one total GREEN side suppression marker is
encouraged at this time.
The Death Ride Kursk Mechanics Example PlayAid provides an excellent illustrated example of suppression
recovery.
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15.3. Air Units Remaining in the Ready Box German Player 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).
Never remove these types of markers in this phase of End of Turn Activities: Engineering Stopped, Patrol,
Obstacle, Wreck, Wreck Smoke, Smoke, Recon, Destroyed Bridge, Air Interdiction, Supply, Command,
Suppression, or Reserve markers. Never remove these types of markers until instructed to in the rules.
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§§ Disregard this step if using the CSS Maintenance Advanced Enhancement module [rule 12.4.3.4.7].
Wrecks disabled by engineers require removing them immediately from the map and placed in the owning
player’s Total Losses Box.
The Prep and Counter Prep fire is conducted only once for each player during the game. The Red Army player hits
first (and is rolled for) during the 2400-0400 5 July night turn. The German player 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 player rolls a single ten-sided die on the Prep or Counter
Prep table and determine how many and which suppression level markers are taken.
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When placing the suppression counters for the prep fire and counter prep fires the player placing the
markers must place the markers on the enemy first echelon units. First echelon German units are on the
map. First echelon Red Army units are the ones closest to the German front line.
The German player is limited to placing suppression markers to within 20 hexes of the nearest German
unit as counted from that German unit along the hex column the target is in.
The Red Army player is limited to placing suppression markers to within 15 hexes of the nearest Red Army
unit as counted from that Red Army unit along the hex column the target is in.
One marker may be placed on any given enemy stack. Ground Units recover from the suppression normally. If a
stack is already suppressed the effects are combined, but cannot be made higher than level “S4”. Ground Units
are not eliminated from the effects of the prep or counter-prep fire. Refer to the Game Turn Record Track and
the Sequence of Play for references when these special events occur.
When defending, all SMG Combat units use their standard defensive strength regardless of what type of attack is
being made against them, calculate all other modifiers normally.
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18.3.1. Optional Rule for Tiger Tank Unit Movement Mechanical Failures
Many Tiger Tanks were notoriously unreliable due to maintenance issues. The following optional rules apply:
At the start of any Tiger Tank unit beginning movement each turn, the German player roles a single ten-
sided die:
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On a die roll of 7 – 10 the Tiger tank platoon breaks down – place a move complete marker on this
unit
If the Tiger tank unit is company sized, then each platoon in the company makes its own separate roll
No more than two platoons from any one company of a Tiger tank unit can be affected by movement
breakdown per turn
o That means at least one Tiger platoon is allowed to remain functional per company of Tiger
tanks
Tiger tank units that have broke down do not need to be recovered or go to the maintenance track
Tiger tank units simply stay in place until they are no longer considered to be broke down, every turn
Tiger tank units are considered to have repaired themselves, but make additional breakdown die rolls
if they attempt to move again
Breakdown Tiger tank units cannot move, fire, opportunity fire, or assault. Breakdown Tiger tank units
do keep their defensive strength and can defensive fire normally
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For every GREEN banded HQ and its combat units, or a Battalion equivalent (3 Companies), the German
players receives 1 point per day
Combat units are what make up reserves, not support elements such as Logistics, Maintenance, Medical,
and Signal units
Combat units would be Infantry, Mech Infantry, Mot Infantry, Panzer, Recon, AT, AG, and Eng/Pio
Artillery and Anti-Aircraft Batteries in the rear Divisional or Korps area do not count for the purposes of
constituting a reserve
The Red Army player receives extra credit for constituting a reserve.
The Red Army player receives 0.5 point for each GREEN banded HQ and its combat units that are in
reserve. Some number of Battalions does not equal a GREEN banded HQ for this purpose for the Red
Army. This 0.5 point offsets against any German points.
The location for such reserves is in the rear Divisional area as a minimum, or further back in the Army area
Second echelon units may also be used to constitute a reserve, but their units defending the second
echelon front line are not considered as being in reserve for this purpose
o at the start of the game no 90GRD Rifle Regiments can be considered in reserve because they are
all manning the line. If 1 of the Regiments moves into the area occupied by the Division HQ then
that Regiment may be considered part of the reserve if it is so designated by the Red Army player
To be counted as being in reserve a GREEN banded HQ must be in position to be considered in reserve for all the
daylight turns that make up a day.
A unit in-reserve can be marked by placing a Reserve marker on the HQ, only the HQ need be on the map.
Units designated thus have a deployment that is in all the adjacent hexes, and hexes adjacent to those
hexes
If the enemy wants to GA or fire artillery on such a hex you can deploy any specific target unit in an
adjacent hex and make the combat against it, leaving the other units alone.
Do this in order to keep the clutter to a minimum
For every day that the German player has a 2:1 or higher ratio over the Red Army player he gets 1 point
For example if the German player has an Infantry Battalion in reserve and the Red Army player has 1 Rifle
Regiment in reserve the German player receives 1 point because the ratio is 1 vs. 0.5 or 2:1
Another example is that the German player has an Infantry Battalion in reserve and the Red Army player
has 2 Rifle Regiments in reserve, here the ratio is 1 vs. 1 or 1:1 and the German player does not receive a
point for that day
If the German player accumulates 4 or more points he gets a 1 level change in the level of victory in his direction
If the German player accumulates 8 or more points he gets a 2 level change in the level of victory in his direction
There are no points awarded to the Red Army player for having more reserves than the German player
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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
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.
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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.
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.
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
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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
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
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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. Battlefields have a vertical perspective to them and consider that there is such a thing as
death 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
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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
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.
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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.
Germans: the best advice is to try and get back to Blitzkrieg. That means trying to force open holes and then
exploiting them with everything you can get your hands on. And most of the time that’s not enough, but you
have to try and pull in every asset you can. The Red Army can’t be strong everywhere. Look for spots that are not
heavily setup with Dug-in’s and Forts and that are also not in villages. That will be your opening. Go for the
jugular there and don’t let go when you crack it. Once through the crust you can turn left and right and create
some small pockets that can be reduced by follow on forces. I have found that making more attacks and being
more aggressive does make the game feel more like the real thing. It also helps to keep the Red Army player off
balance in trying to figure out your main effort.
The most challenging aspect of the offensive is getting enough combat power together to make those punch
through attempts. I will recommend that you not try to attack a town, with Dug-in’s, at night, and in rain. It will
cause you nothing but heartache. It will help to spread out the defense, and that can be done by being aggressive
across the front and by maneuvering your mobile assets to places where they can threaten more than one sector.
That is also important. Use your air, when available, to hit key areas with Ground Attack, then by fire and with
CAS (I always seem to forget to do this and my opponent is much better about doing this consistently), and then
follow up the fire with an assault, again using CAS. Your strongest supporting arm has to be the Luftwaffe. The
DRMs that are given to CAS are better than most others and will make a huge difference in reducing those Dug-in
and Fort positions.
Red Army: the first problem you have is one of how to keep the Germans from penetrating the line. In the end,
you can’t. In the end it’s a difficult proposition, if not impossible, to accomplish. You get a fair amount of Army
level assets that you must use to enhance the main battle positions. And when determining where to put those,
keep the villages in the front of your thoughts. When building a line, having it anchored on a village makes it very
strong. That coupled with the ability to put some Dug-in’s and Fort’s in there will make these places very hard
nuts to crack. And that is the ultimate goal for the Red Army, to cause the Germans to take time reducing
positions and to bleed them while doing so. You will take lots of casualties, but you will have lots of units to
throw at the Germans and lose. In building these positions don’t forget to tie in some obstacles. Having a
minefield in between two Dug-in’s can make for a great defense. The German will be forced to either attack from
less hexes or to risk severe damage by moving into the mines.
That leads to counter-attacks. Always keep something ready to exploit temporary German weakness after he
assaults. If you have a substantial enough mobile reserve then you can send it against German units that are
already at “S2” or more. This will help you get the kind of results that will cause the German losses that he cannot
afford. The Red Army maintained a passive defense through the first few days of the fight and then moved to an
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active defense. I recommend the same thing. Keep your first echelon forces fighting in place for the initial
positions and force the German to penetrate the line and give you some opportunities to hit back at decent odds.
Right now the hardest positions to eliminate are the Dug-in and Fort positions in the villages.
Once the battle moves to the Pena River area it’s time to solidify the line with the 3MC and 6TC. Having them in
the historical places is a good idea. They made a big difference in slowing and eventually stopping the German
advance. 3MC was the backbone in the defense east of the Pena River, at least a major part of it. Use these
excellent mechanized infantry to force the Germans to come and get you.
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.
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.
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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.
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
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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 75 pages. And those 75 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.
NEW to the rules based on the last two CSW Expo conventions and additional playtesting:
Combat Losses:
One of the comments from our convention play was that it seemed the elimination of just one German platoon
from a company when an “X” result was achieved was not stiff enough. We use the advanced rule dealing with
German Company sized units for our regular losses. I have changed this to show that there are now considerable
residual effects on the surviving platoons of a company. I feel that eliminating the entire company, as in the basic
rules, is too stiff. The reality is that the Red Army fire control was never really that good and this resulted in fewer
tanks being critically eliminated as a result. So now I provide for additional suppression effects on the remaining
platoons. This is also true anytime a player targets more than 1 unit, such as 2 Red Army companies. This will
make those remaining Platoons very vulnerable.
Based on our recent play the number of broken down Panthers was significantly lower than happened historically.
It was a critical problem for the Germans and other than the first 2 days of the offensive the number of available
Panthers was fairly small, 2 plus companies of just over 40 tanks. The new table reflects a significantly higher
attrition rate based on breakdowns. Don’t get used to having a lot of them to fight with. Do get used to dragging
them to the rear for repair.
SMG Units:
The convention play pointed out an oddity. That players, when forced to decide on which units to eliminate at
the start of a scenario for previous losses, usually selected the SMG unit because they have no Primary Weapons
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strength. Primary and Secondary in this case should be interpreted as Short and Long range. They were very
effective when in close combat. So I have raised their strength when dealing with assault combat. This should act
as an incentive to keep some of them around since they now have a x3 firepower modifier for assaults.
Recon Units:
Recon units have undergone a significant transformation. Their use is critical on the battlefield and when used
correctly can make a big difference in your ability to envision the battlefield and its intricacies. Some of their new
capabilities include scouting obstacles and possibly helping more, or less, in assault combat. Players now are
encouraged to send out these units to recon the enemy front line area in the hopes of detecting actual obstacles
or finding where the dummies are and creating gaps. They also reduce the time it takes to remove mines since
they can help outline the extents and boundaries of the minefields before work starts.
Changing the building and removal times from 2 turns to 4 turns for Dug-in’s and Mines
Changing the building and removal times from 3 turns to 10 turns for Fortifications
A combat unit must accompany and perform the work alongside the Engineers
Units in Dug-in’s can only be suppressed to a maximum of “S3” by fire combat
Units in Dug-in’s must have a # result or over suppression (S5) in order to be eliminated through assault
Units in Fortifications can only be suppressed to a maximum of “S2” by fire combat
Units in Fortifications must have a # result or over suppression (S5) in order to be eliminated through
assault
Create a table that limits the number of Fort, Dug-in, and Mine markers that may be emplaced during a
day
These changes make these obstacles much more difficult to reduce and force the German to press harder to
eliminate them, or bypass them and have someone else eliminate them.
An important recommendation I got, because I was convinced this needed to be changed, was to include the new
engineering changes as an option. I thought that was a good idea. I have left the old fashioned Mines, Dug-in’s,
and Forts in the counter mix for those that want to leave it the way it was, which worked fine. The only drawback
to this approach is that it increased the counter count. I felt the extra counters were worth it based on how
important and how much I like the improved rules.
Reserves:
I have re-thought my previous method for ruling on this functionality. I have provided, in a previous section, what
would have doctrinally been a defined reserve for a few echelons. My previous approach was to penalize the
German player for not having a reserve. This could have led to the Germans not gaining the kind of ground that
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they did by holding too much combat power back. So, having re-thought out my desire for game play, I have
decided that an incentive approach would be better. When the German player constitutes a reserve he will be
rewarded. The Red Army player can reciprocate by constituting his own reserve to offset the German players’.
This can then have an interesting effect. If the Red Army player does not want the German player to get the extra
points he must keep some Regiments out of the front line battle. He can do this for a few days without it
affecting the battles outcome, but eventually he will want to stop those German points from adding up. Let me
run through what might be a typical situation.
At the start of a day the German player puts the following into reserve:
This will provide the German player 3 points worth of reserves. If the Red Army player wants to stop the German
player from getting the 1 point for the day he must constitute his own reserve of at least 4 Regiments/Brigades (.5
x 4 = 2). If the Red Army player does that he will effectively remove all those units out of the front line and make
it slightly easier for the German player to make some headway. By doing only 3 Regiments/Brigades (.5 x 3 = 1.5)
the German player would still have a 2 to 1 advantage in reserves for the day, meaning he still gets the 1 point
bonus.
Unit Description
Dismounted Nebelwerfer Platoon – Approximately 50 men – Small Arms, 3 Nebelwerfer
Launchers – Soft
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Dismounted Infantry Platoon – Approximately 50 men – Small Arms, Machine Guns – Soft
Dismounted Recon Platoon – Approximately 50 men – Small Arms, Machine Guns – Soft
Dismounted Recon Platoon – Approximately 50 men – Small Arms, Machine Guns – Soft
Half-Track Mounted Recon Platoon – Approximately 50 men – Small Arms, Machine Guns –
Medium
Pz Mk-III Wreck
SG-III Platoon – Approximately 3 assault guns – Machine Guns, 75mm Cannon – Medium
SG-III Wreck
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Pz Mk-VI Wreck
Pz Mk-IV Wreck
Light Anti-Aircraft Platoon – Approximately 3 guns – Small Arms, 20mm Cannon – Soft
Dismounted Engineer Platoon – Approximately 50 men – Small Arms, Machine Guns – Soft
Dismounted Engineer Platoon – Approximately 50 men – Small Arms, Machine Guns – Soft
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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
Half-Track Mounted Heavy Weapons Platoon – Approximately 50 men – Small Arms, Heavy
Machine Guns – Medium
Truck Mounted Heavy Weapons Platoon – Approximately 50 men – Small Arms, Heavy
Machine Guns – Soft
Dismounted Mortar Platoon – Approximately 3 guns – Small Arms, 120mm Mortar – Soft
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Dismounted Mortar Platoon – Approximately 3 guns – Small Arms, 120mm Mortar – Soft
T-34/76 Wreck
T-70 Wreck
Motorcycle Recon Company – Approximately 200 men – Small Arms, Machine Guns – Soft
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
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Rifle Company – Approximately 200 men – Small Arms, Machine Guns – Soft
Dismounted Motorized Rifle Company – Approximately 200 men – Small Arms, Machine
Guns – Soft
Dismounted Mortar Company – Approximately 200 men – Small Arms, (8) 120mm Mortars
– Soft
Dismounted Anti-Tank Company – Approximately 200 men – Small Arms, (8) 45mm Anti-
Tank Guns – Soft
Dismounted Light Anti-Aircraft Company – Approximately 200 men – Small Arms, (6) 20mm
Anti-Aircraft Guns – Soft
Bicycle Recon Platoon – Approximately 50 men – Small Arms, Machine Guns – Soft
Bicycle is not a different movement type; it uses the costs for Foot.
Anti-Tank Rifle Company – Approximately 200 men – Small Arms, (15) .50 cal Anti-Tank
Rifles – Soft
24. 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
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project out the door and with many other non-GSI issues over the beginning of 2014. This is the most ambitious
package we have attempted and a very intricate plan executed to get to the finish line. Some of the ideas found
in this set of rules were born from comments generated in the Salerno series. Some were born from comments
made during playtest. Other changes were simply from players asking questions during play of the original three
games. I want to especially thank our customers and fans who have been steadfast in their support of these
efforts. One last credit note, none of us are perfect. I especially don’t see myself as the end all of game designers.
It takes a bit of humility to accept criticism and then analyze it and see that it’s justified. There are one or two
changes in here that are born from the harsher critics. We can even learn from them, in fact sometimes they can
be your best resource for improvement.
Game System Design, Scenario Development, and Counter Art: Chris Fasulo Sr
Playtesting, Chart Development, Rules Edits: Marc Hirschy, Steven Bradford, Joe Perez, Robert Weebe, Matthias
Hardel, Stacey Fitzsimmons, Keith Plymale, Bill Schultz, Clark Daggs, Mike Fallon, Chris Lestochi, and Vincent
Fasulo
Games and enhancements and their place in the overall order for the series:
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