Death Ride Kursk - Rulebook V2.5e

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Death Ride Kursk – Master Rules

Death Ride Kursk


Master Rules v2.5

Grognard Simulations, Inc.

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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8.1.1. Reinforcements ......................................................................................................................................... 31


8.1.2. Withdrawals .............................................................................................................................................. 32
8.1.2.1. Failure to Withdraw ............................................................................................................................... 32
8.2. Replacements (Maintenance, Medical, and General) .................................................................................. 32
8.2.1. Replacements (Maintenance) ................................................................................................................... 32
8.2.2. Replacements (Medical) ............................................................................................................................ 34
8.2.3. Replacements (General) ............................................................................................................................ 34
8.2.4. Replacements of Supply, Medical, Maintenance Units, and HQs ............................................................. 34
8.3. Reorganization.............................................................................................................................................. 35
8.3.1. Reorganization - Scope .............................................................................................................................. 35
8.3.2. Reorganization – In the Standard Rules .................................................................................................... 35
8.3.3. §§ Optional KG HQ rules............................................................................................................................ 35
8.3.4. German Specific Reorganization ............................................................................................................... 35
8.3.5. Task Organization Charts ........................................................................................................................... 36
8.3.5.1. Task Organizing ...................................................................................................................................... 36
8.3.5.2. German Player ........................................................................................................................................ 36
8.3.5.3. Red Army Player ..................................................................................................................................... 37
8.3.5.4. Artillery Mission Assignment.................................................................................................................. 37
8.3.6. Deployment of KG HQ ............................................................................................................................... 40
8.3.7. Scenario Setup ........................................................................................................................................... 40
8.3.8. Optional Rule for the Gross Deutschland Division 2 ................................................................................. 40
8.4. Intelligence ................................................................................................................................................... 40
8.4.1. Intelligence - On the First Night Turn ........................................................................................................ 40
8.4.2. Intelligence - On the First Daylight Turn ................................................................................................... 40
8.4.3. Intelligence - Effects on the Game ............................................................................................................ 41
8.4.4. Intelligence - Special .................................................................................................................................. 41
8.5. Supply Determination .................................................................................................................................. 41
8.5.1. Supply for Standard Level Game ............................................................................................................... 41
8.5.2. §§ Supply [Optional for the Standard game] ............................................................................................ 41
8.5.2.1. In-Supply ................................................................................................................................................. 41
8.5.2.2. German Units ......................................................................................................................................... 42
8.5.2.3. Red Army Units....................................................................................................................................... 42
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8.5.2.4. Effects of being Out of Supply ................................................................................................................ 42


8.5.2.5. During Each Players’ Command and Control Phase ............................................................................... 42
8.5.2.6. Units are Not Eliminated ........................................................................................................................ 42
8.5.3. §§ Supply Rules.......................................................................................................................................... 43
8.6. Red Army Reserve Marker Placement Phase ............................................................................................... 43
9. Joint Players Phase .............................................................................................................................................. 43
9.1. Certain Game Operations ............................................................................................................................. 43
9.1.1. Intelligence ................................................................................................................................................ 43
9.1.2. Supply Status ............................................................................................................................................. 43
9.1.3. Air Units ..................................................................................................................................................... 43
9.1.4. Artillery Fire Markers................................................................................................................................. 43
10. Player Turn – German side and Red Army side ................................................................................................. 44
11. Command and Control Phase ............................................................................................................................ 44
11.1. STANDARD Game – Command and Control ............................................................................................... 44
11.2. EXPANDED Game – Command and Control ............................................................................................... 44
11.2.1. Command and Control Phase .................................................................................................................. 44
11.2.2. Headquarters........................................................................................................................................... 44
11.2.2.1. Suppressed HQs ................................................................................................................................... 44
11.2.2.2. In-Command Status .............................................................................................................................. 44
11.2.2.3. Mark Out-of-Command Status ............................................................................................................. 44
11.2.3. German Units .......................................................................................................................................... 45
11.2.4. Red Army Units........................................................................................................................................ 45
11.2.5. Units that are In-Command ..................................................................................................................... 45
11.2.6. Artillery that is In-Command ................................................................................................................... 45
11.2.7. Units that are Out-of-Command ............................................................................................................. 45
11.2.8. Artillery that is Out-of-Command............................................................................................................ 45
11.3. ADVANCED Game - Command and Control Advanced Enhancement Rules ............................................. 45
11.3.1. Headquarters are Edge Color Coded for command style/type ............................................................... 46
11.3.2. Headquarters are Where Command and Control are Centered ............................................................. 46
11.3.3. German Ground Units to HQ ................................................................................................................... 46
11.3.4. Red Army Ground Units to HQ ................................................................................................................ 47
11.3.5. German HQ to HQ ................................................................................................................................... 47
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11.3.6. Red Army HQ to HQ................................................................................................................................. 47


11.3.7. Perform HQ Communications Check....................................................................................................... 48
11.3.7.1. Attempt to Re-Establish Commo .......................................................................................................... 48
11.3.7.2. Check for Commo/Initiative ................................................................................................................. 48
11.3.7.2.1. Communications (Commo) Check Procedure ................................................................................... 48
11.3.7.2.2. Check Command Radio Line of Sight (RLOS) ..................................................................................... 48
11.3.7.2.3. Initiative Effects of Commo Checks ................................................................................................... 49
11.3.7.2.4. Determine the Effects of Failed Commo Checks ............................................................................... 50
11.3.8. Check for Located / Intercepted Signals ................................................................................................. 50
11.3.8.1. Intercepted ........................................................................................................................................... 50
11.3.8.2. Located / Intercepted ........................................................................................................................... 51
11.3.9. Returning Eliminated HQ......................................................................................................................... 51
11.3.10. Located Die Roll Modifiers .................................................................................................................... 51
11.3.11. Signal Units ............................................................................................................................................ 51
11.3.12. Effects of Being Out-of-Command ........................................................................................................ 51
11.3.12.1. Suppressed HQ ................................................................................................................................... 52
11.3.12.2. Restricted Movement......................................................................................................................... 52
11.3.12.3. Restricted Assaults and Overruns ...................................................................................................... 52
11.3.12.4. Restricted Fire .................................................................................................................................... 52
11.3.12.5. Restricted Maintenance, CAS, and Artillery ....................................................................................... 53
11.3.12.6. Exempted Special Units from being Out-of-Command ...................................................................... 53
11.3.13. Optional Rules ....................................................................................................................................... 53
12. Operations Phase .............................................................................................................................................. 54
12.1. Maneuver ................................................................................................................................................... 54
12.1.1. Maneuver Scope...................................................................................................................................... 54
12.1.2. Maneuver Specific ................................................................................................................................... 54
12.1.2.1. Regular Movement............................................................................................................................... 55
12.1.2.2. Overrun Movement.............................................................................................................................. 55
12.1.2.3. Overwatch (OW) Movement ................................................................................................................ 56
12.1.2.4. Reserve Movement .............................................................................................................................. 56
12.1.2.5. Withdrawal Movement ........................................................................................................................ 57
12.1.2.6. Movement Special Rules ...................................................................................................................... 57
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12.1.2.6.1. How to Load Infantry and Towed Weapons...................................................................................... 58


12.1.2.6.2. How to Unload Infantry and Towed Weapons.................................................................................. 58
12.1.2.7. Opportunity Fire, Defensive Fire, and Overwatch ............................................................................... 59
12.1.2.7.1. Opportunity Fire Choices................................................................................................................... 59
12.1.2.7.1.1. Die Roll Modifiers for Opportunity and Defensive Fire.................................................................. 60
12.1.2.7.2. Opportunity Fire Restrictions and Detailed Example ........................................................................ 60
12.1.2.7.3. Defensive Fire .................................................................................................................................... 61
12.1.2.7.4. Overwatch Fire Detailed Example ..................................................................................................... 61
12.2. Mobility and Survivability ........................................................................................................................... 62
12.2.1. Mobility and Survivability Scope ............................................................................................................. 62
12.2.2. Mobility and Survivability Specific........................................................................................................... 62
12.2.3. Effects of Obstacles on the Battlefield: ................................................................................................... 63
12.2.3.1. Obstacle Effects on Movement ............................................................................................................ 63
12.2.3.2. Movement (Rafts) ................................................................................................................................ 63
12.2.3.3. Obstacles Affecting Combat ................................................................................................................. 64
12.2.3.3.1. Effects of Occupying a Fortification .................................................................................................. 64
12.2.3.3.2. Effects of Occupying a Dug-In ........................................................................................................... 65
12.2.3.4. Building ................................................................................................................................................. 65
12.2.3.5. Obstacle Removal ................................................................................................................................. 65
12.2.3.6. Destruction of Bridges .......................................................................................................................... 66
12.2.3.7. Disable and Removal of Wreck Markers by the Enemy ....................................................................... 66
12.2.4. Optional Rules for Obstacles ................................................................................................................... 66
12.2.4.1. Hidden Obstacles.................................................................................................................................. 66
12.2.4.2. Dummy Obstacles ................................................................................................................................ 66
12.2.4.3. Advanced Obstacle Rules for added Realism (Optional)...................................................................... 67
12.2.4.3.1. Increased Obstacle Construction Requirements (Optional) ............................................................. 67
12.2.4.3.2. Elimination of Obstacle Requirements (Optional) ............................................................................ 68
12.3. Firepower ................................................................................................................................................... 69
12.3.1. Fire Combat ............................................................................................................................................. 69
12.3.1.1. Assign Support to Fire Combat............................................................................................................. 70
12.3.1.2. Heavy Weapon Units in Fire Combat ................................................................................................... 70
12.3.1.3. Fire Combat through Friendly Units ..................................................................................................... 70
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12.3.1.4. Fire Combat through Terrain................................................................................................................ 70


12.3.1.5. Fire Combat through Enemy Units ....................................................................................................... 70
12.3.1.6. Fire Combat at Night ............................................................................................................................ 71
12.3.1.7. Enfilading Fire ....................................................................................................................................... 71
12.3.1.8. Counter-Battery.................................................................................................................................... 71
12.3.1.9. Fire Combat Results.............................................................................................................................. 71
12.3.1.9.1. Elimination Result.............................................................................................................................. 71
12.3.1.9.2. Suppression Result ............................................................................................................................ 73
12.3.1.10. Special for Fire .................................................................................................................................... 74
12.3.1.11. Line of Sight (LoS) ............................................................................................................................... 75
12.3.1.11.1. LoS is Clear:...................................................................................................................................... 75
12.3.1.11.2. LoS is Blocked: ................................................................................................................................. 75
12.3.1.11.3. LoS Blind Spots involving Slope or Steep Slope:.............................................................................. 76
12.3.1.11.4. Priority Target Rule Exception ......................................................................................................... 79
12.3.1.11.5. Night affects on LoS......................................................................................................................... 80
12.3.1.11.6. Wrecked Units affect on LoS ........................................................................................................... 80
12.3.1.11.7. Artillery and Other Indirect Fire ...................................................................................................... 80
12.3.1.12. Optional .............................................................................................................................................. 80
12.4. Fire Support (Air and Artillery Support) ..................................................................................................... 80
12.4.1. Air Support .............................................................................................................................................. 81
12.4.1.1. Air Allocation ........................................................................................................................................ 81
12.4.1.2. Air Unit Planning................................................................................................................................... 81
12.4.1.3. Air Unit Placement ............................................................................................................................... 81
12.4.1.4. Maximum Air Unit Allowed During Bad Weather or Night .................................................................. 81
12.4.1.5. Close Air Support (CAS) ........................................................................................................................ 81
12.4.1.5.1. CAS Effect .......................................................................................................................................... 82
12.4.1.5.2. CAS Return......................................................................................................................................... 82
12.4.1.5.3. CAS Limit............................................................................................................................................ 82
12.4.1.6. Ground Attack (GA) .............................................................................................................................. 82
12.4.1.6.1. GA Effects .......................................................................................................................................... 82
12.4.1.6.2. GA Return .......................................................................................................................................... 82
12.4.1.6.3. GA Limit ............................................................................................................................................. 82
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12.4.1.7. Air Interdiction (AI) ............................................................................................................................... 82


12.4.1.7.1. AI Effects............................................................................................................................................ 82
12.4.1.7.2. AI Specific .......................................................................................................................................... 83
12.4.1.7.3. AI Return............................................................................................................................................ 83
12.4.1.7.4. AI Limit............................................................................................................................................... 83
12.4.1.8. Air Defenses ......................................................................................................................................... 83
12.4.1.8.1. Air Defenses General ......................................................................................................................... 83
12.4.1.8.2. Air Defenses Specific ......................................................................................................................... 83
12.4.1.8.3. Air Defenses Special .......................................................................................................................... 83
12.4.1.9. Fire Support - Air Advanced Enhancement Rules ................................................................................ 84
12.4.1.9.1. Airfield Management (by turn) ......................................................................................................... 84
12.4.1.9.2. Joint Air Allocation Phase .................................................................................................................. 84
12.4.1.9.3. Joint Air Mission Planning Phase and Sheets .................................................................................... 84
12.4.1.9.4. Joint Air Mission Launch Phase (by turn) .......................................................................................... 86
12.4.1.9.5. Joint Airfield Attack Phase (by turn).................................................................................................. 86
12.4.1.9.6. Air Unit Missions ............................................................................................................................... 87
12.4.1.9.7. Combat Air Patrol (CAP) .................................................................................................................... 91
12.4.1.9.8. Air-to-Air Combat .............................................................................................................................. 94
12.4.1.9.8.1. Determine Advantage and Form Groups ....................................................................................... 94
12.4.1.9.8.2. Air-to-Air Procedure ....................................................................................................................... 94
12.4.1.9.8.3. Air-to-Air Results ............................................................................................................................ 94
12.4.1.9.9. Anti-Aircraft Fire ................................................................................................................................ 94
12.4.1.9.10. Optional ........................................................................................................................................... 95
12.4.1.9.10.1. VVS Surprise ................................................................................................................................. 95
12.4.1.9.10.2. CAS and GA Success/Fail .............................................................................................................. 95
12.4.2. Artillery Support ...................................................................................................................................... 95
12.4.2.1. Show Firepower Unit has been Used ................................................................................................... 95
12.4.2.2. Firepower Calculations ......................................................................................................................... 96
12.4.3. Artillery Fire Support from FS Advanced Enhancement Rules ................................................................ 96
12.4.3.1. Changes required to the standard Sequence of Play ........................................................................... 96
12.4.3.2. Mission Type Markers – How to Use Artillery ...................................................................................... 96
12.4.3.2.1. Placement of Artillery Markers ......................................................................................................... 96
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12.4.3.2.2. ‘DS’ Markers ...................................................................................................................................... 97


12.4.3.2.3. ‘GS’ Markers ...................................................................................................................................... 97
12.4.3.2.4. ‘R’ Markers ........................................................................................................................................ 97
12.4.3.2.5. Organic Artillery Usage...................................................................................................................... 98
12.4.3.2.6. Bombardment – Unsupported Artillery Fire Against a Hex .............................................................. 98
12.4.3.2.7. Command Trace .............................................................................................................................. 100
12.4.3.2.8. Number of Markers ......................................................................................................................... 100
12.4.3.2.9. Entering Artillery Units onto the Map ............................................................................................. 100
12.4.3.2.10. When Using the Task Organization Charts .................................................................................... 100
12.4.3.3. Detection of Artillery .......................................................................................................................... 101
12.4.3.3.1. Detection of Artillery Specific.......................................................................................................... 101
12.4.3.4. Smoke ................................................................................................................................................. 101
12.4.3.4.1. Units Allowed to Fire Smoke ........................................................................................................... 101
12.4.3.4.2. Effect of Smoke ............................................................................................................................... 101
12.4.3.4.3. Line of Sight ..................................................................................................................................... 102
12.4.3.4.4. Duration of Smoke .......................................................................................................................... 102
12.4.3.4.5. Smoke Die Roll Modifier .................................................................................................................. 102
12.4.3.4.6. Smoke Marker Limit of Number Available ...................................................................................... 102
12.4.3.4.7. Optional Rule – Failure to Deploy Smoke ....................................................................................... 102
12.5. Combat Service Support (Maintenance) .................................................................................................. 102
12.5.1. Recovery Segment ................................................................................................................................. 103
12.5.1.1. Recovery Units.................................................................................................................................... 103
12.5.1.2. Move to the Wreck Location .............................................................................................................. 103
12.5.1.3. Wreck Pickup ...................................................................................................................................... 103
12.5.1.4. Recovery Unit Elimination .................................................................................................................. 103
12.5.1.5. Level of Damage ................................................................................................................................. 103
12.5.2. Repair Segment ..................................................................................................................................... 103
12.5.2.1. Repair Processing ............................................................................................................................... 103
12.5.2.2. Repair Requirements.......................................................................................................................... 104
12.5.2.3. Repair Completion.............................................................................................................................. 104
12.5.2.4. Repair Special ..................................................................................................................................... 104
12.5.2.5. Optional Rules - Repair Parts [from CSS Logistics Module]................................................................ 104
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12.6. Combat Service Support (Logistics) .......................................................................................................... 104


12.6.1. Supply Quantity Determination ............................................................................................................ 104
12.6.2. Issuing Supply ........................................................................................................................................ 104
12.6.2.1. Expending Supply ............................................................................................................................... 104
12.6.2.2. Supply Used From HQ ........................................................................................................................ 105
12.6.2.3. HQ Adjacent to the Enemy ................................................................................................................. 105
12.6.2.4. HQ that are Suppressed ..................................................................................................................... 105
12.6.2.5. Supply Unit Adjacent to the Enemy ................................................................................................... 105
12.6.2.6. Supply Transport ................................................................................................................................ 105
12.6.2.6.1. Supply Transport Carrying Capacity ................................................................................................ 105
12.6.3. Determine Supply Status ....................................................................................................................... 106
12.6.3.1. Ground Units Out-of-Supply............................................................................................................... 106
12.6.3.2. HQ Units Out-of-Supply ...................................................................................................................... 106
12.6.3.3. Trace Requirements ........................................................................................................................... 106
12.6.4. Transporting Supplies ............................................................................................................................ 106
12.6.4.1. Supply Transport Loading Costs ......................................................................................................... 106
12.6.4.2. Supply Transport Unloading Costs ..................................................................................................... 106
12.6.4.3. Supply Transport Unit Restriction ...................................................................................................... 106
12.6.5. Special for Supply .................................................................................................................................. 106
12.6.5.1. Eliminated Supply Units and Transports from Fire Combat ............................................................... 107
12.6.5.2. Eliminated Supply Units and Transports from Assault Combat ......................................................... 107
12.6.5.3. Supply Transport Restriction .............................................................................................................. 107
12.6.6. Out-of Supply Effects............................................................................................................................. 107
13. Close Assault Phase ......................................................................................................................................... 107
13.1. Assault Combat ........................................................................................................................................ 107
13.1.1. Best Multipliers ..................................................................................................................................... 108
13.1.2. Close Assault Declaration ...................................................................................................................... 108
13.1.3. Heavy Weapons..................................................................................................................................... 108
13.1.4. Combined Arms ..................................................................................................................................... 108
13.1.4.1. Combined Arms Scope ....................................................................................................................... 109
13.1.4.2. Combined Arms Pre-requisites .......................................................................................................... 109
13.1.4.3. Combined Arms Effects to apply DRMs ............................................................................................. 109
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13.1.4.4. Exclusions and Special ........................................................................................................................ 109


13.1.4.5. Close Assault Combat Result Losses................................................................................................... 110
13.1.5. Special Rules Applied to Assaults .......................................................................................................... 112
13.2. Controlled Hexes ...................................................................................................................................... 113
13.3. Assault Combat Results Effects ................................................................................................................ 113
13.4. Combat Exploitation ................................................................................................................................. 115
13.5. Optional Rules involving Assaults ............................................................................................................. 115
13.5.1. Quick Reference .................................................................................................................................... 115
13.5.2. Alternative Die Rolls .............................................................................................................................. 115
13.5.3. Assault Combat Optional Modifier Restrictions .................................................................................... 115
14. Unit Suppression Recovery Phase ................................................................................................................... 116
14.1. Suppression Markers ................................................................................................................................ 116
14.2. Smoke Management ................................................................................................................................ 116
14.3. Excess Unit Stacking Check....................................................................................................................... 116
15. Interdiction Placement/Return and CAS Return Air Phase ............................................................................. 116
15.1. Air Units Used in Operations Phase ......................................................................................................... 117
15.2. Air Units Remaining in the Ready Box ...................................................................................................... 117
15.3. Air Units Remaining in the Ready Box German Player Exception ............................................................ 117
15.4. Interdiction Markers................................................................................................................................. 117
15.5. Airfield Suppression Recovery.................................................................................................................. 117
15.6. Damaged Aircraft Removal ...................................................................................................................... 117
16. End of Turn Activities ...................................................................................................................................... 117
16.1. Reorient Game Pieces .............................................................................................................................. 117
16.2. Marker Removal ....................................................................................................................................... 117
16.3. Reduce Command and Control Markers .................................................................................................. 118
16.4. Return of German HQ and Signal Units .................................................................................................... 118
16.5. Vehicle Wrecks ......................................................................................................................................... 118
16.6. Land Aborted Air Units ............................................................................................................................. 118
16.7. Check for Victory ...................................................................................................................................... 118
16.7.1. Advance Game Turn .............................................................................................................................. 118
16.7.2. End of Game .......................................................................................................................................... 118
17. Turn Specific Rules........................................................................................................................................... 118
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17.1. Red Army Counter Prep Fire Phase .......................................................................................................... 119


17.2. German Prep Fire Phase ........................................................................................................................... 119
18. Rules for Special Units ..................................................................................................................................... 119
18.1. Sub-Machine Gun units (SMG) ..................................................................................................................... 119
18.1.1. Each Time a SMG Unit is Involved in Fire or Assault Combat ............................................................... 119
18.1.2. SMG Unit Scenario Setup Requirements............................................................................................... 119
18.2. Recon Units .................................................................................................................................................. 120
18.2.1. Detecting Obstacles............................................................................................................................... 120
18.2.2. Hidden Minefields (Optional) ................................................................................................................ 120
18.2.3. Reduced Time to Reduce an Enemy Minefield (Optional) .................................................................... 120
18.2.4. Each Time a Recon Unit is Involved in an Assault Combat (Optional) .................................................. 120
18.3. Tiger Tank Units ......................................................................................................................................... 120
18.3.1. Optional Rule for Tiger Tank Unit Movement Mechanical Failures .................................................... 120
18.3.2. Optional Rule of Tiger Invulnerability ................................................................................................... 121
18.3.3. Optional Rule - for the Gross Deutschland Division 1 ........................................................................... 121
19. Scenario Set-Up ............................................................................................................................................... 121
20. Victory Conditions ........................................................................................................................................... 122
20.1. Optional Victory Level Determination...................................................................................................... 122
20.1.1. Counting Casualties ............................................................................................................................... 122
20.1.2. Casualty Effects on Victory .................................................................................................................... 122
20.2. Optional Victory Adjustments for Maintaining Reserves ............................................................................. 122
21. Tactical Mentoring .......................................................................................................................................... 123
22. Designers Notes............................................................................................................................................... 130
23. Unit Examples .................................................................................................................................................. 134
24. Credits ............................................................................................................................................................. 139

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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.

The color-coded legend for the source of a rule:


Standard DRK series rules with all known errata incorporated in BLACK
Optional rules from the standard series rules are presented in RED
Command & Control with Fire Support Artillery Advanced Enhancement rules are presented in PURPLE
CSS - Logistics Advanced Enhancement rules are presented in BROWN
CSS - Maintenance Advanced Enhancement rules are presented in GREEN
FS - Air Advanced Enhancement rules are presented in BLUE
Optional rules from all the Advanced Enhancement rules are presented in ORANGE

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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This symbol "§§" provides helpful instructions in implementing the level of game chosen to play.

The use of "he or his" is not intended to infer gender bias; it is simply used to suggest the singular player or side.

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

*********************************************************************************************
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.

*********************************************************************************************

All game questions and comments should be sent to either:

Support@grognardsims.com or

Grognard Simulations, Inc.


Attn: Death Ride Kursk Series
107 Meadowlark Dr.
Palmer, TX 75152
(972) 816-7948

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.

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2. Death Ride Kursk 2nd Edition Master Map Concept


This new map layout concept was done in concert with Rick Barber and made to encompass the entire southern
flank of the Kursk Salient and to support a complete 8 games. This diagram is now the representation of all the
maps for the total project and how they are to be arranged. When putting the map together the eastern map (D)
should overlap ~one hex of the western map (C) – layout east to west. When putting the map together the
northern maps (C, D) should overlay ~one hex of the maps to the south (I, J) of them – layout south to north.

Sections of Master Map to each Game inclusion:


Map Sections A = Game DRK-3Pz
Map Sections B/G/H/M/N1/N2 = Game DRK-GD
Map Sections N3/N4 = Game DRK-11Pz
Map Sections C/D/I/J = Game DRK-T
Map Sections E/F/K/L = Game DRK-L
Map Sections O/P/Q = Game DRK-DR
Map Sections R/S/T/U/V/W/X/Y1/Y2/AA/BB = Game DRK-III PzK
Map Sections Y3/Y4/Z = Game DRK-Korps Raus

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3. Game Components, Scales, and Playing Pieces/Markers


Scale: Map game scale: 330 meters per hex and map contour lines represent 20 meters in height intervals
between sets of contour lines. Ground units represent platoons and companies/batteries. Air units represent
flights of 4 aircraft. Each turn represents 2 hours of time, except night, which represents 4 hours.

Die: Use a 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.

DRK Marker Examples:

Turn Marker Casualty Markers – (Optional – rule 20.1.1)

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.

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

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This marker indicates that the unit/stack is conducting Reserve movement.

This marker indicates that the unit/stack is conducting Overwatch movement

The OpFire Pri marker indicates that the unit/stack has conducted opportunity fire with its primary weapons.
The OpFire Sec marker indicates that the unit/stack has conducted opportunity fire with its secondary weapons.
The OpFire Comp marker indicates that the unit/stack has completed all opportunity fire.

The Fired Pri marker indicates that the unit/stack has fired normally with its primary weapons.
The Fired Sec marker indicates that the unit/stack has fired normally with its secondary weapons.
The Fired Comp marker indicates that the unit/stack has fired normally all its weapons.
The Fired Comp marker may also be used to mark artillery that has fired.

This marker should be placed on a unit/stack that has failed its Commo Check.

This marker should be placed on a unit/stack that has moved away or become Out-of-Command.

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

This marker indicates Wreck Smoke (LOS Hindrance) the turn a vehicle is destroyed

This marker indicates a Recon unit is Scout 2 Turns on minefield obstacles

This marker indicates Engineering Work Suspended on obstacles under construction

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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)

Unit Factor Dot Descriptions:

(-) Most units with general weapons


(+) Armor and AA units with high velocity guns; or artillery with calibers generally above 100mm
(*) Heavy Weapons units such as machine guns and light/medium mortars
Note - Primary Weapons Range (with blue dot) is also called Long Range (LR) when consulting the Firepower Table
Note - Secondary Weapons Range is also called Short Range (SR) when consulting the Firepower Table
Note – Unit Names are on both left and right sides of each counter in the outer center edges

Unit Sizes represent:


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

Air Units from the Air Enhancement module have:


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

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Headquarter Counter Types:


The color bands running through a headquarters counter indicate the level of each headquarters.

Korps Headquarters - White Banded HQ

Division/Army Headquarters - RED Banded HQ

Regimental/Division/Corps Headquarters - BLUE Banded HQ

Battalion/Regiment/Brigade Headquarters - GREEN Banded HQ

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

3.1.1. Ground/Combat Units


These ground units are used to take and hold terrain. There are a number of different types of ground
units that a player uses in combination to give the best chance of success in each engagement. This is
called Combined Arms. The different types of ground units have some special capabilities that help in
combat. A Ground Unit like this one represents a German Infantry Platoon (the graphic to the left represents the
game counter for the 1st Platoon, A Company of the 1st Battalion of the 5th SS Panzer Grenadier Regiment).

3.1.2. All Ground Units


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

3.1.3. Counters (Units) are Color Coded


They represent the various services and nationalities.

Light Grey is German Wehrmacht

Dot Camo is German Waffen SS

Light Red is Red Army

Dark Red is Red Army Guards

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Light Brown is Red Army VVS

Light Blue is German Luftwaffe

3.1.4. Ground Units Scale


Most units represent approximately 200 men for Company/Battery sized or 50 men for Platoon sized. Armor
formation units represent generally 5 German vehicles or 10 Red Army vehicles. Transport units (trucks and half-
tracks) represent 10 vehicles as depicted on the backside of ground unit if it has these transports available.
Headquarters units (ones that have symbols representing higher than a company in command level designation)
are actually companies in size for game purposes.

3.1.5. Air Units Scale


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

3.1.6.1. Stacking with Wreck Markers in a hex


Wrecks have the following effects on stacking within the hex:
• Even when two or more company-sized wrecks are present in a hex, stacking is always allowed with
these wrecks up to one company-sized equivalent unit additionally.
• 1 Red Army or 1 German company-sized wreck in a hex reduces stacking for both sides to 1 company-
sized equivalent unit in that hex. A combination of German and Red Army wrecks in a hex reduces the
stacking availability for both sides to 1 company-sized equivalent unit.
• 2 or more German platoon-sized wrecks in a hex reduce stacking for both sides to 1 company-sized
equivalent unit in that hex.

3.1.7. Elite Units


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

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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.

Current Elite formations are:


German Gross Deutschland Division (not including the 10th Panzer Brigade (Panthers)),
SS Totenkopf, SS Leibstandarte, SS Das Reich Divisions
Red Army Red Army Guard – these counters are the darker red color

3.1.8. Transport for Infantry Unit, Artillery, Anti-Air, and Anti-Tank


The current two-sided counters allow for a simple flipping of a ground unit to show its transported side. To
transport the ground unit the use of half-tracks or trucks are designated on each eligible counter’s back side. Half-
Tracks are represented as an oval overprinted on the combat unit symbol in the center of the counter. Trucks are
represented as two wheels under the combat unit symbol in the center of the counter.

If a 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:

Organic Artillery and Examples:


The following shows which specific unit types have ‘organic’ relationships and therefore do not trigger the ‘R’
Mission marker designated units from piling onto a combat. What is important to remember, are the unit name
and organization it is assigned to. All other artillery units require Artillery Mission marker assignments.

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.

5. Sequence of Play - Expanded


 Night/Weather and Pre-Turn Determination Phase – affects all aspects of a turn
 Air Allocation Phase (Once Daily, first daylight turn of day only, for both sides – skip otherwise) or Joint
Air Allocation and Air Unit Planning Phase
 Joint Combat Service Support Phase – (Once Daily, first daylight turn of day only, for both sides – skip
otherwise)
o Reinforcements / Withdrawals
o Replacements (Medical / Maintenance / General)
o Alter Task Organizations
o Intelligence
o Supply Determination (Optional Supply rule set)
o Red Army Reserve Marker Placement
 Joint Player Phase (when required by turn – see rules section 9)
o Intelligence
o Supply Status all combat units and Logistics Enhancement module supply requirements
o Artillery Fire Markers – Adjust/Modify Artillery Markers as turn specified
o Airfield Management Phase
o Select Air Units for the turn and place in Ready Box - Air Unit Tracks PlayAid
o Joint Air Mission Launch Phase
o Joint Airfield Attack Phase

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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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 Interceptions and Air-to-Air Combat


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

5.1.Detail of Sequence of Play


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

Although the majority of the Sequence of Play must be performed in a prescribed order, one area is not rigid. An
elegant design feature in the DRK series rules is each player's Operations Phase. In this portion of the Sequence of
Play, each side has the opportunity to optimize their successes by selecting the best way to arrange various
Operation Phase functions (five forms of Maneuver, Air Support Missions, Fire Support Missions, Mobility and
Survivability, and Combat Service Support functions). Because each player can choose the order of the functions
allowed and the unit or units that perform these feats, there are endless possibilities. An example of a player's
Operations Phase may be to call in Artillery pre-bombardment, realign the units on the front, send engineers to
clear a minefield, close air support an enemy position, fire then move, overrun, and finally send fast armor or
vehicles to secure a break through. You choose the order and you choose which units to perform various possible
functions.

Another very visual new improvement is the comprehensive Task Organization Charts for both sides. These Play
Aids really help each player keep track of formations and command hierarchy 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

Also COMMAND & CONTROL


the STANDARD level of DRK does not use Command & Control (always assumed In-Command rule
11.1)
the ENHANCED level of DRK uses rule 11.2
the ADVANCED level of DRK uses rules 11.3.3 through 11.3.12.5
the ULTIMATE level of DRK uses rules 11.3.3 through 11.3.12.5 and some or all the options from
11.3.12.6

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. Weather and Pre-Turn Determination Phase


Check at the beginning of each turn for play adjustments for night or other conditions that occur sporadically in a
game of DRK. Do Not use this section in lieu of the Sequence of Play, this is simply a check list of rules that apply
to a given turn and when.

6.1.Each Turn
At the beginning of each turn, apply the turn adjustments to the play for the entire turn.

 Night Determination
 Weather Determination
 Special Turn Adjustment reminders from specific rules sections

6.1.1. Night and/or Weather Determination


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

Night: LOS reduced to 1 hex at night. Movement is halved during night turns (round up). Swamp movement for
wheeled and tracked ground units is prohibited at night. No Aircraft can perform missions at night.

Weather: There are 3 types of weather effects:

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

Cloudy ---------> The number of Air Support markers available per turn is halved (round up).

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Rain -------------> Air Support is prohibited; LOS is limited to 2 hexes; and combat strength
for attacks 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.

6.1.2. Once Daily Occurrences


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

 Air Allocation from standard rule set [7.1]


 Air Power Allocation and Daily Plan from FS - Air Advanced Enhancement module [12.4.1.9.2 and
12.4.1.9.3]
 Reinforcements - consult scenario card / scenario information
 Withdrawals - consult scenario card / scenario information
 Maintenance replacements from the standard rules [rule 8.2.1]
 Air Unit replacements for the FS - Air Advanced Enhancement module [rule 8.2.1]
 Medical replacements from the standard rules [rule 8.2.2]
 General replacements from the standard rules [rule 8.2.3]
 Reorganization from standard rules [rule 8.3.1 and 8.3.2]
 Kampfgruppe HQ formation or disbanding [optional rule 8.3.3 or C2/FS Advanced Enhancement rule
8.3.5.4]
 Task Organization from C2/FS Advanced Enhancement module including Kampfgruppe HQ formation or
disbanding [rule 8.3.5]
 Intelligence from standard rules [rule 8.4] - determine results of patrols both sides
 Red Army Reserve Marker placement [rules 8.6 and 12.1.2.4]
 Return of any eliminated supply, medical, maintenance unit, or eliminated Red Army HQs & Red Army
signal units [rules 8.2.4, 11.3, and 11.3.11]
 Panther Tank Breakdown die roll [rule 8.2.1]
 Determine Supply status - [standard rule 8.5.1]
 Determine the Off-Board Daily Supply Allotment [rule 12.6.1]
 Red Army Allocate Available Obstacle Types to Game Turn Record Track [optional rule 12.2.4.3]

6.1.3. Turn Specific Occurrences


 the 2400 Turn, may change the 'R' Artillery type markers [rule 12.4.3.2.4]
 the 0400 Turn, Issue Supply both players [rule 12.6.2]
 the 1000 Turn, Release Patrol units both players [rule 8.4.1]
 the 1000 Turn, remove one level of "S" result from Ground Attacked airfield [rule 12.4.1.9.6 third bullet
point]
 the 1200 Turn, Issue Supply both players [rule 12.6.2]
 the 1200 Turn, may change the 'DS' Artillery type markers [rule 12.4.3.2.2]

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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]

6.1.4. Every Odd Turn Occurrences


the odd numbered turns from the Turn Record PlayAid card:
 Commo check for each HQ [rule 11.3.7]
 Check for HQ Initiative for Failed Commo Checks [rule 11.3.7.2]
 Check for all Signal units Located or Intercepted Checks [rule 11.3.7.2.4]

6.1.5. Every Even Turn Occurrences


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

6.1.6. Scenario Specific Occurrences


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

6.1.7. Each Turn Occurrences


In the appropriate phase of the Sequence of Play:
 Supply Determination (optional from DRK standard rules) [rule 8.5.2]
 Command Status of HQs (optional from the DRK standard rules) [rule 11.2.1]
 Command Status of all combat units (optional from the DRK standard [rules 11.2.1 and 11.2.2.2] or the
DRK C2/FS Advanced Enhancement module [rule 11.3 through 11.3.12.6])
 German Specific Reorganization - to companies or platoons from C2/FS Advanced Enhancement module
[rule 8.3.4]
 Return of eliminated German HQs & German signal units (at the end of the next turn they were
eliminated in) [rules 16.4, 11.3 and 11.3.11]
 Tiger Tank Breakdown check prior to movement
 May attempt change to the 'GS' Artillery designation markers per table [rule 12.4.3.2.3]
 Remove eliminated Air Units from an airfield that has received GA-Airfield cumulative attack results in
excess of "S4" level (at end of turn) [rules 15.6 third bullet point and 12.4.1.9.6]
 If Action allocated in Operations Phase, rotate optional obstacle construction markers one step lower
[rule 12.2.4.3.1]
 Marker removal and Smoke Management - in the End of Turn Phase

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7. Air Allocation Phase


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

7.1.§§ Standard Series Air Allocation Rules


Use these rules for the standard game.

7.1.1. Allocation
On the first daylight turn of each day, the players each roll the 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. Joint Combat Service Support Phase


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

8.1.Reinforcements and Withdrawals


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

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.

8.1.2.1. Failure to Withdraw


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

8.2.Replacements (Maintenance, Medical, and General)


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

Specifics for Replacements: There are three types of replacements allowed in the DRK series - Maintenance,
Medical, and General. All types of replacements are conducted once daily in the first daylight turn of each day.
Please note that these Replacement rules only apply to Campaign scenarios as the Daily Scenarios would not have
any losses in the Daily Loss Box or the Total Loss Box at the start of the scenario. In fact the Daily Scenarios already
have factored replacements into their respective starting OBs.

8.2.1. Replacements (Maintenance)


During the Joint Combat Service Support Phase both players perform Maintenance Replacements. The
Maintenance units assigned to certain HQs generate armor and motorized replacements each day.
During the first daylight turn of each day, the German player will take 60% (round up) combined total of
all their armor (medium and hard targets) losses back from the German Daily Losses box (then move the
remainder of the armor losses to the German Total Losses box). The Red Army may take 30% (round up)
combined total of all their armor (medium and hard targets) losses back from the Red Army Daily Losses box (then
move the remainder of the armor losses to the Red Army Total Losses box). Remember when applying this rule to
two-sided combat units that show self-contained transport types on the back-side of their counters, only consider
the front-side of combat unit for the type of combat unit the playing piece represents. Each player may choose
which of these units he wishes to recover as Maintenance Replacements of the eligible types stated above. The
replaced units must be placed at their friendly organization maintenance unit location. The units can move and

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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].

Roll a d10 per Battalion


Die Roll Plt Lost Day Mod
1 4 5/+0
2 4 6/+6
3 4 7/+3
4 6 8/+3
5 6 9/+3
6 6 10/+3
7 8 11/+3
8 8 12/+3
9 10 13/+3
10 10

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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8.2.2. Replacements (Medical)


These units generate infantry type replacements each day. During the first daylight turn of each day in
the Joint Combat Service Support Phase, both players take 25% (round up) of the number of infantry
(including motorized and mechanized), recon, sub-machinegun, engineer, and heavy weapons
casualties, in platoons for the Germans and companies for the Red Army, back from the Daily Losses box and
place them at one of their friendly organization medical unit location (the remainder of losses are moved to the
Total Losses box). These units can be moved and used in combat normally. In order to generate these
replacements, the medical unit cannot be adjacent to an enemy unit, Suppressed, or Out-of-Supply, and must be
located on the map.

8.2.3. Replacements (General)


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

Each replacement point represents a company equivalent (3 platoons), or all the elements of the same company
(sometimes 4 platoons when a Heavy Weapons platoon is attached to the company). These general replacements
arrive at 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.

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


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

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

§§ From the Standard Series Rules:

8.3.1. Reorganization - Scope


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

8.3.2. Reorganization – In the Standard Rules


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

8.3.3. §§ Optional KG HQ rules


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

§§ From the C2/FS 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]:

8.3.4. German Specific Reorganization


German specific reorganization is used to provide additional flexibility to the German player in deploying
Company-sized units in lieu of the platoon-sized units. The German player may switch any combat units from

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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.

8.3.5. Task Organization Charts


The Reorganization Phase is now also used to make changes to the Task Organization charts. Both players may
make changes to the Task Organization charts once daily, first daylight turn. This is when a KG may be created or
removed [rule 8.3.5.4].

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.

8.3.5.1. Task Organizing


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

8.3.5.2. German Player


The German Task Organization charts show Black outlined boxes (for Companies). The chart illustrates the
command trace from Company through Korps. The column of Black outlined boxes under each Green outlined

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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.

8.3.5.3. Red Army Player


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

Following the standard OB cards is recommended, but not mandatory. Follow the diagrams below to make
artillery mission assignments. The assignment process is critical to properly supporting your forces with artillery.

8.3.5.4. Artillery Mission Assignment


When using the Fire Support (FS) Advanced Enhancement Module (rule 12.4.3), use the following diagrams to
facilitate the artillery assignments using the Task Organization Charts.

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Artillery assigned to a GREEN Banded HQ

Artillery assigned to a BLUE Banded HQ

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Artillery assigned to a RED Banded HQ

Artillery assigned to a WHITE Banded HQ


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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.

8.3.7. Scenario Setup


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

8.3.8. Optional Rule for the Gross Deutschland Division 2


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

8.4. Intelligence
This section of the rules abstractly portrays the knowledge gained from night reconnaissance activity by applying a
possible DRM to combats (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.

8.4.1. Intelligence - On the First Night Turn


On the last night turn of each day (2000 turn) both players may designate up to five foot mobile infantry (4-8
movement allowance) units to patrol activities. The designated units are marked accordingly (Patrol Restrict
10:00) and instantly are picked up & moved from their current location to a hex adjacent to a division or corps
level headquarters (in their friendly organization). These designated units may not move or attack for the first 3
daylight turns following the night they are used for patrols. They are released on the 1000 turn.

8.4.2. Intelligence - On the First Daylight Turn


For each game being played, on the first daylight turn of each day (0400 turn), the German player cross-
references the number of Red Army units and the number of German units that were assigned to patrols using the
Patrol Allocation Die Roll Modifier Table (which generates a DRM) and rolls a single ten-sided die, then adds to the
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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.

8.4.3. Intelligence - Effects on the Game


An RA# means that the Red Army player gets a modifier to all offensive combats equal to the # for that turn. G#
means that the German player gets a modifier to all offensive combats equal to the # for that turn. [Refer to the
Patrol/Casualty Tracks & Loss Boxes PlayAid].
Artillery Bombardment never uses the Intelligence Patrol Modifier.
Defensive strengths are never affected by the Intelligence Patrol Modifier.

8.4.4. Intelligence - Special


There are some restrictions on the units that may be selected for patrol duty. Units in contact (adjacent to the
enemy) cannot be chosen. Units that are surrounded (where movement in any direction would be through a hex
covered by enemy secondary weapons fire) cannot be chosen. Units entering the map as reinforcements cannot
be selected. Units that are suppressed cannot be chosen. Exercise some common sense. Don’t take a unit that is
in imminent danger and pull its chestnuts out of the fire. A unit is defined as being in imminent danger if 5 or
more enemy units can place fire, primary or secondary, on that unit. This modifier is always calculated on a per
game basis. Therefore there should be a separate Patrol Modifier for each game in the series for each side.

8.5. Supply Determination


This section of the rules portrays the logistic elements of the game system.

8.5.1. Supply for Standard Level Game


German and Red Army units are either In-Supply, or not. Supply is determined at the first daylight turn of each
day. Units remain In-Supply for the entire day unless they become surrounded by enemy units’ secondary
weapons range. (All adjacent hexes to the friendly unit are in enemy secondary weapons fire coverage -
remember a friendly unit blocks fire by the enemy through its occupied hex). Units that are Out-of-Supply have
their movement halved (round up) and combat factors halved for attack only (retain fraction). The Priority Target
Rule [rule 12.3.1.11.4] does not negate LOS for Supply Determination. Supply traces cannot cross hexes that units
cannot cross. Deployed rafts allow supply trace across a river.

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


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

8.5.2.1. In-Supply
Combat units use a combination of headquarters and supply units to keep themselves In-Supply. If a designated
supply unit is destroyed the units that receive their supply from that unit are considered Out-of-Supply until the

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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.

8.5.2.2. German Units


German units are In-Supply if:
 Combat units must be able to trace a path no more than 8 hexes long to their parent headquarters
 Battalion HQ must be able to trace a path no more than 16 hexes long to their Regimental Supply
 Regimental Supply must be able to trace a path no more than 24 hexes long to their Divisional/Brigade
Supply
 Division Supply must be able to trace a path of unlimited length to their Korps Supply
 Korps Supply may trace a path of unlimited length to the southern map edge (or in the Armee
Detachment Kempf game set to the western map edge)
 Non-affiliated units must be able to trace a path no more than 24 hexes long to any HQ/Supply

8.5.2.3. Red Army Units


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

8.5.2.4. Effects of being Out of Supply


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

8.5.2.5. During Each Players’ Command and Control Phase


Each turn during each player’s Command & Control phase, check the supply status of all ground units. The players
may recheck the supply status of ground units that have moved back into range of their headquarters and supply
units, removing out-of-supply markers accordingly. Also check for the supply status of ground units that have
moved out of supply range or are cut-off by the enemy and place the appropriate out-of-supply markers on them.

8.5.2.6. Units are Not Eliminated


Units are not eliminated through being Out-of-Supply. Units that are Out-of-Supply and Out-of-Command are
designated by placing the Out-of-Supply and Out-of Command markers on them.

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8.5.3. §§ Supply Rules


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

8.6. Red Army Reserve Marker Placement Phase


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

9. Joint Players Phase


There are actions that both players take at specific times, German player first then Red Army player.

9.1.Certain Game Operations


Certain game operations of these game rules occur either every turn or on specific turns and are required to be
performed before the individual player's Operational Phases:

9.1.1. Intelligence
 per the Standard Rules for Intelligence - the 2000 and 1000 turns designate and release patrols

9.1.2. Supply Status


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

9.1.3. Air Units


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

9.1.4. Artillery Fire Markers


Adjust/Modify Artillery Markers on turn specified if change desired -
 Adjust/Modify Artillery Markers ( 'GS' possible every turn, 'DS' once daily at 1200, 'R' once daily at 2400)

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10. Player Turn – German side and Red Army side


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

11. Command and Control Phase


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

11.1. STANDARD Game – Command and Control


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

11.2. EXPANDED Game – Command and Control


§§ Using the Optional Rules from the STANDARD game.

11.2.1. Command and Control Phase


Each player determines the Command status of all their units in their phase of the turn sequence. Check to see
supply status of all units in the appropriate player turn phase: units that are now Out-of-Supply are now marked;
all units that were Out-of-Command that are now In-Command now have the markers removed. Any unit that
now is Out-of Command is marked Out-of-Command. Use the appropriate markers now provided in each game.

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.

11.2.2.1. Suppressed HQs


A suppressed HQ unit cannot provide Command to its directly assigned ground units.

11.2.2.2. In-Command Status


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

11.2.2.3. Mark Out-of-Command Status


To show that a ground unit does not have Command, use the Out-of-Command markers.

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11.2.3. German Units


German ground units are In-Command if:
 Ground units must be able to trace a path no more than 9 hexes long to their parent headquarters
 GREEN banded HQ must be able to trace a path no more than 15 hexes long to their parent headquarters
 BLUE banded HQ must be able to trace a path of unlimited length to their parent headquarters
 RED banded HQ must be able to trace a path of unlimited length to their parent headquarters
 WHITE banded HQ may trace a path of unlimited length to the southern/western map edge
 Non-affiliated ground units must be able to trace a path no more than 15 hexes long to any HQ
11.2.4. Red Army Units
Red Army ground units are In-Command if:
 Ground units must be able to trace a path no more than 10 hexes long to their parent headquarters
 GREEN banded HQ must be able to trace a path no more than 21 hexes long to their parent headquarters
 BLUE banded HQ must be able to trace a path of unlimited length to their parent headquarters
 RED/WHITE banded HQ may trace a path of unlimited length to the northern/eastern map edge
 Non-affiliated ground units must be able to trace a path no more than 21 hexes long to any HQ

11.2.5. Units that are In-Command


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

11.2.6. Artillery that is In-Command


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

11.2.7. Units that are Out-of-Command


Ground Units that are Out-of-Command are not allowed:
 to move closer to enemy units when they are within 5 hexes of the enemy
 to conduct assaults or overruns
 to fire in conjunction with or combine their fire with units from other friendly stacks of their direct
command, but may otherwise fire normally
 If using the Maintenance Advanced Enhancement rules, the maintenance recovery units may not move
closer toward any of this organization’s wrecks that the Recovery unit is trying to move

11.2.8. Artillery that is Out-of-Command


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

11.3. ADVANCED Game - Command and Control Advanced Enhancement Rules


§§ Do not use [rules 11.1 and 11.2] when using these C&C advanced enhancement rules.
Headquarters and Signal units are used to maintain control and transmit orders. Before the battle starts both
sides must determine which edging color-coded HQ type to deploy on the map. The Task Organization Charts will
have some edging color-coding types stated, select those and place them on the map with their ground units. For

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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.

Flexible HQ type (green edging)

Balanced HQ type (yellow edging)

Rigid HQ type (red edging)

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.

11.3.1. Headquarters are Edge Color Coded for command style/type


Headquarters are Edge Color-Coded to represent the different command style ratings for this C2 enhancement:
Green Edging: Flexible
Yellow Edging: Balanced
Red Edging: Rigid

11.3.2. Headquarters are Where Command and Control are Centered


Headquarters are where Command and Control are centered. A more detailed explanation of Commanders’
command style mentioned in this section can be found in the Tactical Mentoring section [section 20.2 is worth
reading to fully understand this rule].
Flexible HQ: a Flexible HQ represents a commander and staff that are more likely to consider the situation for
themselves and choose their own best course of action.
Balanced HQ: a Balanced HQ represents a commander and staff that is equally likely to consider the situation for
themselves and either chose their own course of action or follow the higher headquarters commanders’ intent
Rigid HQ: a Rigid HQ represents a commander and staff that are least likely to consider a situation and make up
their own solution and will most likely follow the higher headquarter’s previous instructions.
11.3.3. German Ground Units to HQ
To be considered eligible for In-Command status each German Army Ground Unit must be able to trace distances
to its assigned parent HQ:
 Armor and Assault Gun units must trace no more than 12 hexes to their assigned Battalion HQ in the case
of armor and a related HQ in the case of Assault Guns
 Infantry, Mortar, and Heavy Weapons units must trace no more than 36 hexes to their assigned Battalion
HQ
 Artillery, Anti-Tank, Anti-Aircraft, and Engineer units must trace no more than 18 hexes to any related
HQ
 Recon units may trace any distance to any related HQ
 All German combat units, except Recon, may trace no more than 12 hexes to any HQ in their parent chain
of command
 Any unit type not specifically mentioned above is treated as 18 hexes to any related HQ

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11.3.4. Red Army Ground Units to HQ


To be considered eligible for In-Command status each Red Army Ground Unit must be able to trace distances to
its assigned parent HQ:
 Armor and Assault Gun units must trace no more than 9 hexes to their assigned Tank Brigade HQ
 Infantry and Mortar units must trace no more than 24 hexes to their assigned Regiment/Brigade HQ
 Artillery, Anti-Tank, Anti-Aircraft, and Engineer units must trace no more than 18 hexes to any related
HQ
 Recon units may trace no more than 36 hexes to any related HQ
 All Red Army combat units, except Recon, may trace no more than 9 hexes to any HQ in their parent chain
of command
 Any unit types not specifically mentioned above are treated as 18 hexes to any related HQ
11.3.5. German HQ to HQ
To be considered eligible for In-Command status each German Army HQ must be able to trace distances to its
assigned parent HQ:
 GREEN banded to BLUE banded: A GREEN banded HQ must trace no more than 36 hexes to its assigned
BLUE banded HQ
A GREEN banded HQ may provide command for no more than 5 Company equivalents
 BLUE banded to RED banded: A BLUE banded HQ must trace no more than 36 hexes to its assigned RED
banded HQ
A BLUE banded HQ may provide command for no more than 5 Battalion equivalents maximum total
 RED banded to WHITE banded: A RED banded HQ must trace no more than 48 hexes to its assigned
WHITE banded HQ
A RED banded HQ may provide command for 7 Battalion equivalents in addition to its assigned Regiments
 WHITE banded to map edge: A WHITE banded HQ may trace any distance to a friendly map edge
A WHITE banded HQ may provide command for 7 Battalions in addition to its assigned Divisions
NOTE: White banded HQs are not required to check for In Command status. They are always considered
In Command.
Note 1: A German Battalion equivalent is equal to 5 Companies
Note 2: 10PzB HQ DOES NOT have to check for command for the duration of the battle. This HQ is just a
link between the 39PzR HQ and the GD HQ. The 39PzR HQ must remain within 5 hexes of the 10PzB HQ
unit at all times. Failure to do so puts the entire 39PzR out of command.
11.3.6. Red Army HQ to HQ
To be considered eligible for In-Command status each Red Army HQ must be able to trace distances to its
assigned parent HQ:
 GREEN banded to BLUE banded: A GREEN banded HQ must trace no more than 24 hexes to its assigned
BLUE banded HQ
A GREEN banded HQ may provide command for no more than 4 Battalion equivalents
 BLUE banded to RED banded: A BLUE banded HQ must trace no more than 48 hexes to its assigned RED
banded HQ
A BLUE banded HQ may provide command for no more than 4 Battalion equivalents in addition to its
assigned Regiments
 RED banded to WHITE banded: A RED banded HQ must trace no more than 48 hexes to its assigned
WHITE banded HQ
A RED banded HQ may provide command for 48 Battalion equivalents (and yes, 48 Battalion equivalents
are correct for the Red Army) in addition to its assigned Division/Corps

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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.

11.3.7. Perform HQ Communications Check


HQ Communications are checked using the following rules:

11.3.7.1. Attempt to Re-Establish Commo


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

11.3.7.2. Check for Commo/Initiative


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

11.3.7.2.1. Communications (Commo) Check Procedure


At the start of each odd numbered game turn both players conduct a Commo Check for each Signal Unit deployed
on the map. Each Signal Unit is assigned to a given HQ. All HQ units are assumed at this point, prior to making the
die rolls, to have a successful Commo Check status , including those HQ that had failed any previous Commo
Check. Commo is assumed to be restored before making these odd turn Commo Check die roll. This also resets
any ill effects from the previous Commo Check failure (Freeze/Attack/Regroup & DRM ? markers should be
removed). Roll three (3) ten-sided dice for each HQ/Signal unit Commo Check, the three dice must be different
colors. Designate one die for the Commo Check, one die for the Initiative, and the last die for the
Located/Intercepted. Roll all three (3) dice at the same time and use the dice that are required based on
requirements (see below) to determine each HQ's Commo status - successful, failed, freeze/attack/regroup, and
locate/intercept. Note: you may not need to use the Initiative die roll if you have a successful Commo Check.

11.3.7.2.2. Check Command Radio Line of Sight (RLOS)


Starting with the lowest command level HQ, Battalions for the Germans and Brigade/Regiment for the Red Army,
check the RLOS. Count the straight-line hexes between this HQ and the parent HQ signal unit to determine the
types of interfering terrain hexes there are between them and the distance (i.e. GREEN banded HQ to BLUE
banded HQ Signal Unit; or BLUE banded HQ to RED banded HQ Signal Unit; or RED banded HQ to WHITE banded
HQ Signal Unit; and WHITE banded HQ never check for Bad Commo). Use this information to modify the single
ten-sided die roll on the Commo Check Table. There are two Commo Check results: Success or Failure.
 RLOS is affected by interfering terrain types – towns, forests, higher elevation, and distance. If a Town hex
is located at the same or higher elevation level of the straight line between the lower echelon HQ and its
parent HQ signal unit, then a +1 drm is added to the Commo Check die roll. If a Forest hex is located at the
same or higher elevation level of the straight line between the lower echelon HQ and its parent HQ signal
unit, then a +1 drm is added to the Commo Check die roll, If a Contour line of Higher Elevation is located
on the straight line between the lower echelon HQ and its parent HQ signal unit, then a +1 drm is added

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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).

11.3.7.2.3. Initiative Effects of Commo Checks


Players, having determined whether a HQ has passed its Commo Check, perform the following to determine the
effects.
 A Successful Commo Check means the HQ may perform all the actions it could normally and without
restriction.
 A Failed Commo Check means the HQ is in Bad Commo condition and must be marked wit a
Bad Commo marker. The HQ must also check for Initiative based on its Flexible, Balanced,
or Rigid command type rating. The German player rolls a single ten-sided die against the
Out-of-Communication Initiative table applying the German drms and determines a possible
result. The Red Army player rolls a single ten-sided die against the Out-of-Communication Initiative table
applying the Red Army drms and determines a possible result. Place the appropriate marker on the failed
HQ to reflect the initiative result - Freeze, Regroup, or Attack.
o If the Initiative result is “NE” ground units and the HQ in question may do what they want – no
effect.
o If the Initiative result is “Freeze” the HQ in question may not move. If a HQ is frozen the ground
units assigned to it may move, knowing that their HQ will not be moving with them. Place the
Freeze marker on the affected HQ as a reminder.
o If the Initiative result is “Regroup” ground units of the HQ (only German GREEN Banded Battalion
HQ are affected in this manner) in question must move back, or forward, toward the HQ in order
to be within 3 hexes of that HQ. The HQ itself is frozen and may not move. The ground units
MUST move toward the HQ even it means they must move closer to the enemy. Place the
Regroup marker on the affected HQ as a reminder.
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 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.

11.3.7.2.4. Determine the Effects of Failed Commo Checks


 Must roll a single ten-sided die on the Initiative Table and apply the results
 If using the Maintenance Advanced Enhancement, the maintenance recovery units may not move closer
toward any of this organization’s wrecks that the Recovery unit is trying to move
 Close Air Support (CAS) may not be called in to aid a combat
 Artillery and Mortar units that are assigned to the affected HQ or one of its subordinate HQ may be called
in to aid combat.
 Artillery and Mortar units that are assigned to a HQ higher up the chain of command may not be called in
to aid combat.

11.3.8. Check for Located / Intercepted Signals


Check each signal units for Located / Intercepted signals on odd-numbered game turns only. Whether the
Commo check is successful or not, the players must check for whether the signal unit is located or intercepted. A
single ten-sided die is rolled, adjusted by applicable drm, and the result is determined using the
Located/Intercepted Table in the Master Charts PlayAid. Possible results include Intercepted or
Located/Intercepted. Place the appropriate marker on the signal unit affected.

11.3.8.1. Intercepted
The Commo check and thus the orders were intercepted by the enemy. The intercepting player places one of
each DRM marker (-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).

11.3.8.2. Located / Intercepted


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

11.3.9. Returning Eliminated HQ


An HQ that is eliminated in combat returns to play with restored communications when placed back on the map.
German HQ units that are eliminated are returned to play at the end of the next complete turn. Red Army HQ
units that are eliminated are returned to play at the start of the next day. They return to play with assumed good
Commo, and at the same Flexible/Balanced/Rigid level, but must roll for Commo Checks at the next required time
(odd game turn). General Replacement points are NOT required to bring HQs back.

11.3.10. Located Die Roll Modifiers


When players find that there are multiple levels of HQs that have Located DRM penalties in the same chain of
command, they are not cumulative. Use only the worst modifier – place all Question marked markers that apply
to a given HQ and once a fire or assault combat occurs and the Question marked markers are revealed then leave
only the worst one and remove all the other question marked DRM markers .

11.3.11. Signal Units


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

11.3.12. Effects of Being Out-of-Command


Effects of being Out-of-Command are dependent on what type of unit - a ground unit or a HQ.
Out-of-Command status is for those ground units/HQs that exceed the trace distances listed in
[11.3.3 through 11.3.6].

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A Headquarters that is Out-of-Command:


 Suffer all the effects of having Bad Commo (rule 11.3.7.2.4), and;
 Assigned ground units may not move within 5 hexes of an enemy ground unit unless there is an ‘Attack’
order from an Initiative result
 Assigned ground units may not conduct assaults or overruns
 Assigned ground units may not combine the fire of more than their own stack
 May not use or call for CAS air support
 If using the Maintenance Advanced Enhancement rules, the maintenance recovery units may not move
closer toward any of this organization’s wrecks that the Recovery unit is trying to move
 Artillery and Mortar units that are assigned to the affected HQ may be called in to aid combat but at HALF
strength (retain fraction)
 Artillery and Mortar units that are assigned to a HQ higher up or lower down the chain of command may
not be called in to aid combat

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.

A ground unit that is Out-of-Command :


 May not move except to close the distance to its assigned HQ. (The only action this Out-of-Command
combat unit can perform is to move closer to its assigned HQ).
 The ground unit is not subject to HQ Bad Commo or HQ Out-of-Command effects until the ground unit is
back in range of its assigned HQ.
 May not conduct assaults or overruns.
 May not fire offensively.
 May not have defensive artillery or CAS air support added when targeted.

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.

11.3.12.2. Restricted Movement


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

11.3.12.3. Restricted Assaults and Overruns


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

11.3.12.4. Restricted Fire


Ground Units and HQs that are Out-of-Command MAY NOT fire offensively for any reason. These units may use
opportunity or defensive fire normally.

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11.3.12.5. Restricted Maintenance, CAS, and Artillery


As stated previously a HQ that is Out-of-Command may not have Maintenance units moving to recover their
wrecks. Additionally as stated previously a HQ that is Out-of-Command may not call for or receive CAS. Artillery
combat units that are Out-of-Command MAY fire in support of friendly units, but do so at HALF strength (retain
fraction). This is NOT contrary to the statement in 11.3.12 first bullet point that HQ that are Out-of-Command
may not get artillery support or CAS. This is specific to the artillery unit being Out-of-Command, not the HQ.
Artillery and Mortar units that are assigned to a HQ higher up or lower down the chain of command MAY NOT be
called to aid a combat involving a unit/HQ that is Out-of-Command.

11.3.12.6. Exempted Special Units from being Out-of-Command


German – 10 Panzer Brigade, the 39th Panzer Regiment has special rules about being Out-of-Command:
th

 39th Panzer Regiment must check for command status normally


 10th Panzer Brigade does NOT have to check for command status at any time in a scenario or campaign.
(This is just a linkage HQ and has no command effect on the actual battle.)

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.)

11.3.13. Optional Rules


Optional Rules must be agreed upon before play starts.
 Players may randomly select all HQs in a given scenario or campaign game instead of using the printed
ones on the Task Organization charts.
 Players may decide to fix all the HQs in a given scenario to a certain level and make play go a bit faster, as
in making all the GREEN banded HQ YELLOW edged type.
 Players may choose to allow for a swapping of 3 RED HQs for 3 YELLOW HQs. This might help if a critical
HQ gets a bad roll. If players decide to swap there is a 3 HQ limit to such a swap per each game set.
 Players may choose to provide the German player a -2 Die Roll Modifier for Elite Divisions and a -1 Die Roll
Modifier for regular panzer divisions
 Players may choose to provide the Red Army player a -1 Die Roll Modifier for Guard Divisions
 There could be an occasion when a replacement leader is better than the original commander. If a dead
HQ was RED the players may choose to:
o Randomly select either the GREEN edged HQ type or YELLOW edged HQ type
 Over time the quality of a HQ can decrease for a variety of reasons. Players may choose one of the
following options to follow for the duration of a battle:
o When a HQ is eliminated it is brought back 1 level lower than before it was eliminated. Therefore,
if a Balanced HQ were eliminated, when it is the appropriate time for return, the HQ is brought
back as a Rigid. A HQ may never be brought back below Rigid. OR
o When a HQ is eliminated, before it is brought back, the type is randomly selected. It may never
be brought back better than it was when it was eliminated. Therefore a Balanced HQ that is
eliminated, when the time is appropriate, has the Balanced and Rigid HQ placed in a cup and
selected at random for return.

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12. Operations Phase


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

12.1. Maneuver
Maneuver includes movement, fire attacks and overrun attacks. This section defines all the forms of maneuver.

12.1.1. Maneuver Scope


There are 5 forms of movement and only one of these types of movement may be used by a unit/counter per
turn:
 Regular movement where ground units move from one location to another.
 Overrun movement where ground units combine movement with a form of assault.
 Overwatch movement, which allows the ground unit to move a little and still fire at enemy units that use
opportunity fire to fire at your other units.
 Reserve movement, which allows a player to respond with troops during the enemy player turn.
 Withdrawal movement, which allows ground units in close contact with the enemy to move away with a
reasonable chance of success.

12.1.2. Maneuver Specific


In Regular movement, ground units move from one hex to another and must only consider the cost of the terrain
being moved over to determine how many hexes they can move. For Overrun, the ground units must also
consider an additional cost of 4 movement points in addition to the terrain cost to enter an enemy target hex
location. Overrun is not a type of combat - it is only considered movement and the friendly ground units are
allowed to conduct additional movement, if the overrun is successful, and possible additional combat assault
afterwards. Overwatch allows the player to move a little and be able to reply quickly to enemy opportunity fire
thus providing protection for other friendly forces moving nearby. Reserve movement provides a way for a player
to respond to assaults in the Close Assault phase only by the enemy player and reinforce the front with additional
troops. Withdrawal movement gives a player the ability to move away from the enemy, even in close quarters,
and get away to fight another day. In all types of movement a ground unit or stack of ground units must
complete its movement before any other ground unit or units may move (exception overrun movement). Each
type of movement is in effect for the entire turn for a given ground unit or stack and are marked accordingly
unless suppression results change that status. The Move Half, Move Full, Overwatch and Withdrawal markers
are removed at the end of each turn. Reserve markers remain in place past the end of turn until a condition
described triggers its removal.

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12.1.2.1. Regular Movement


Regular Movement is available in one of three forms each turn for a ground unit or stack declaring use of Regular
Movement:
 Units may move and use their entire movement allowance without being able to fire, OR
 Units may fire without restriction and then move up to half of their movement allowance (round up), OR
 Units may move up to half their movement allowance (round up) and then fire with a DRM of -2.

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].

12.1.2.2. Overrun Movement


Overrun Movement is conducted like regular movement, except for the moving ground unit or stack that moves
next to an enemy pays 4 additional movement points each besides terrain entry costs and then may conduct an

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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.

12.1.2.3. Overwatch (OW) Movement


Overwatch Movement may be conducted only by the German player, who may move units 1/4 of their
full movement (round up) and then place an OW marker on them to designate them as Overwatch
units. If the unit is suppressed before entering Overwatch it may not then enter Overwatch. Units in
this OW mode can fire at enemy units that try to make opportunity fire attacks - only one unit/stack of OW may
fire in response to a given Opportunity Fire. The Overwatch designated units may respond to any number of
enemy Opportunity Fire attacks that are within range and line of sight. If the side has no Overwatch markers in
the counter mix then they are not allowed, doctrinally, to perform Overwatch. Their fire is not further modified as
in regular movement above by -2 drm for moving then firing. Units designated to perform OW may not make
regular fire attacks or Opportunity Fire, even if they did not need to fire in their Overwatch capacity this turn. If
an enemy unit is suppressed by the fire from the Overwatch unit/stack then the Opportunity Fire it interrupted
and is not conducted. Overwatch units may not fire in response to enemy defensive fire. A unit in Overwatch that
becomes suppressed may not fire in response to further enemy Opportunity Fire. Overwatch Fire must be made
from one unit, or stack, at a time and only as a single response to a single enemy Opportunity Fire . The
Overwatch Markers are removed at the end of each turn.

12.1.2.4. Reserve Movement


Reserve Movement is conducted after the enemy players Operations Phase and before the enemy
completes its Close Assault Phase. This also means that Reserve movement is not allowed to support a

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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.

12.1.2.5. Withdrawal Movement


Withdrawal Movement is called for by the friendly moving player, and obliges them to move toward their
designated friendly edge of the map only. It provides an additional -5 die roll modifier against enemy opportunity
fire attacks. Ground Units marked with Withdrawal movement may not make any fire attacks or Opportunity Fire
themselves. While conducting Withdrawal Movement, the withdrawing Ground Unit or Stack is subject to
Opportunity Fire. The Opportunity Fire combat results are applied normally. As for continued withdrawal
movement and/or mandatory unloading transport, ignore “S1” results, but must halt and/or unload if “S2” or
higher results are made on them per each opportunity fire (exception for both players’ Armor and Elite units
which may continue to move under any level of suppression). These withdrawing Ground Units must always try
to move further away from the enemy. The intent of this rule is to provide Ground Units an opportunity to escape
disaster, not to switch fronts. At the end of the withdrawal movement the Ground Unit/Stack takes an additional
automatic “S1”, but can never cause more than a total level suppression of “S4”, in other words the automatic
suppression cannot cause elimination of the withdrawing Ground Unit/Stack. The Withdrawal Markers are
removed at the end of each turn.

12.1.2.6. Movement Special Rules


The following special rules apply to movement:
 Consult the Terrain/Marker Movement Effects Chart to determine the actual map terrain costs. Each
Ground Unit has a movement type assigned on its counter as a color dot under its movement factor lower
right counter value. Those movement types are foot (no dot), truck (green dot), track (yellow dot).
Consulting the Terrain Chart and with the Ground Unit movement type will cross reference the actual
movement allowance that must be expended to enter each hex. Use the worst movement allowance
needed if more than one terrain type – example tracked movement into a hex with a forest, stream, and
town types would use stream cost of 4. Terrain type can be cumulative if the type also has contour lines in
the hex which are shown on the Terrain Chart as a plus (+) cost number – example truck movement type
entering swamp with a down slope contour line for a cost of 12+4 equaling a total movement cost of 16. If
a terrain hex contains Primary Road, Secondary Road or Railroad pay only the cost for those types
regardless of other terrain in the hex and even if entering this hex from a non-road or railroad terrain
types. Terrain type per hex should be considered the terrain that occupies more than half the hex (except
roads, railroads, and streams).

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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).

12.1.2.6.1. How to Load Infantry and Towed Weapons


There are two sets of Loading rules: one for Self-Contained transport of combat units and the other for Separate
transport of combat units [rule 3.1.8]. Only the rules for Self-Contained Transport are now used with the current
two-side counters in the DRK series:

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.

12.1.2.6.2. How to Unload Infantry and Towed Weapons


The Unload rules are also affected by transport type similar to the Loading rules. Only the Self-Contained
Transport rules are used in the current DRK series of games with their two-sided counters:

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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).

12.1.2.7. Opportunity Fire, Defensive Fire, and Overwatch


Use Firepower rule 12.2.4.3 with the following restrictions.

12.1.2.7.1. Opportunity Fire Choices


Non-Phasing player combat units are provided the choice of firing at moving enemy ground units during the
enemy Operations Phase. For each hex a moving ground unit expends movement points, only ONE non-phasing
combat unit or stack can interrupt said movement to perform Opportunity Fire. A given combat unit or stack may
fire on any given enemy unit or stack either using Opportunity Fire or Defensive Fire, never both. Any action by a
player during the Operations Phase that uses movement points is subject to Opportunity Fire by the non-phasing
player. Loading/Unloading, building/removing obstacles, disabling wrecks, destroying bridges, or deploying rafts
are all considered movement. Opportunity Fire can occur only once per each hex entered during movement. The
movement of a ground unit or stack may be interrupted for each hex where movement points are expended so
long as the non-phasing unit or stack has not fired opportunity or defensive fire during this current movement
allocation (the non-phasing unit or stack should have a OP Fired marker placed on it to prevent multiple illegal
firings). The non-phasing player may choose to perform Opportunity Fire at an individual unit within the moving
stack, or groups of units, or the entire stack but once that choice is made and Opportunity Fire is conducted that
non-phasing player unit/stack is marked as OP Fired and cannot target a different unit or group of units in the
currently moving stack (exception OP Fire can be performed once with Primary Weapons at one movement hex
and once with Secondary Weapons at a different movement hex). If the non-phasing player chooses not to use
opportunity fire with a given unit or stack, he may later choose to use that unit or stack for defensive fire. If the
non-phasing player chooses to use opportunity fire with a given unit or stack, he may not then fire at the same
enemy unit or stack with defensive fire. If using Artillery units for Opportunity Fire (and it may only do so as a
direct fire attack on the moving unit it has line of sight to), they may only fire once and then are marked as Fire
Complete and are finished firing for the remainder of the current turn (not a suggested usage of these artillery
units). At the end of the phasing player’s movement of a given unit or stack, all opportunity/defensive markers are
removed from the non-phasing players units thus resetting them for their opportunity fire potential to the next
phasing player’s unit or stack movement.

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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)

12.1.2.7.1.1. Die Roll Modifiers for Opportunity and Defensive Fire


There are new Die Roll Modifiers for Opportunity and Defensive Fire.
1. Vehicles that are moving get a -3 DRM because they are moving quickly across the terrain
Option – this DRM could be adjusted to -2
2. Dismounted Infantry unit types that are moving get a -0 DRM because they are moving slowly and are
more vulnerable
Option – this DRM could be adjusted to +1

12.1.2.7.2. Opportunity Fire Restrictions and Detailed Example


Only one Non-phasing Unit/Stack from only one hex may perform Opportunity Fire once, per weapon type
(secondary, primary), interrupting the movement of phasing unit/stack for a hex where movement points are
expended. Combat Units that are adjacent to enemy units may not use opportunity fire. Suppressed units may
not use Opportunity Fire. Combat units that are performing an engineering action this turn may not Opportunity
Fire. Combat Units that have been marked as Fire Complete can Opportunity Fire; however, Artillery units marked
Fire Complete cannot. Combat units marked with Reserve, Withdrawal, or Overwatch markers cannot perform
Opportunity Fire.
 When Opportunity firing at a single moving unit, the firing unit/stack may fire once with their secondary
weapons and once with their primary weapons. The firing of weapons can be combined if range permits.
This same target may NOT then be fired at using Defensive Fire by any units that used Opportunity Fire
(and are marked with OP Fired markers) against that moving target. The firing unit/stack MAY fire at a
different moving enemy unit/units with Defensive Fire if he used Opportunity Fire previously.
 Opportunity Fire from two or more separate hexes is not allowed. Only one hex may fire at an enemy
unit/stack, interrupting the enemy unit/stack's movement once where movement points have been
expended. Thus a single moving enemy unit/stack can have its movement interrupted at each hex it
expends movement points so long as the opportunity fire is coming from different non-phasing player hex
locations and that there is not an OP Fired marker on that hex location from previously having fired at
that enemy unit/stack during its movement.
Detailed Example of Opportunity Fire interruption:
o Player “A” selects a ground unit or stack to move.
o Player “A” moves that ground unit or stack into the first hex of the desired movement path.
o If Player “B” has line-of-sight to the moving ground unit or stack he may declare and conduct
Opportunity Fire attack by any one combat unit or stack that has line-of-sight to this moving
ground unit or stack:
 The attack is calculated for any or all weapons that are within range,

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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.

12.1.2.7.3. Defensive Fire


Non-Phasing Combat Units may perform Defensive Fire as many times as phasing ground units move into an
adjacent hex during the enemy players Operations Phase as long as he did not previously fire at that enemy unit
or units using opportunity fire. No markers are ever placed for Defensive Fire on the non-phasing player combat
units. There are no other restriction (besides having used Opportunity Fire) on Defensive Fire – all Combat units
including suppressed units, units performing engineering actions, previously marked Fire Complete units can use
Defense Fire.
 When Defensive firing at a stack of phasing ground units, the firing non-phasing combat unit/stack may
fire once with their secondary weapons and once with their primary weapons, combining if using both
weapons. The firer may choose to fire at one or any combination of phasing ground units in the moving
stack. A unit using Defensive Fire may split its attack using Primary Weapons against one enemy unit/units
and Secondary Weapons against another enemy unit/units when an enemy stack moves adjacent to it.

12.1.2.7.4. Overwatch Fire Detailed Example


Overwatch marked units may interrupt Opportunity Fire attempts per rule section 12.1.2.3.

Detailed Example of Overwatch interruption of an Opportunity Fire interruption:


o Player “A” selects a ground unit or stack to move.
o Player “A” moves that ground unit or stack into the first hex of the desired movement path.
o If Player “B” has line-of-sight to the moving ground unit or stack he may declare his desire for
Opportunity Fire attack by any one combat unit or stack in a single hex location.
 Assuming Player “A” has a previously designated combat unit or stack with an Overwatch
marker and line-of-sight to the declared Player “B” Opportunity Fire combat unit or stack
hex location, Player “A” now decides whether to use Overwatch Fire from a single hex
location to engage the Opportunity Firer before the Opportunity Firer engages the moving
ground unit or stack.
 Only one chance to Overwatch fire at this Opportunity Firer is allowed.

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o Calculate Overwatch combat and apply results if they occur:


 If a result occurs from this Overwatch combat, the Opportunity Fire combat unit or stack
has that result applied and can NO longer make the desired Opportunity Fire combat and
is marked as OP Fire Complete for all in-range weapon systems.
 If no results from this Overwatch combat occurs, the Opportunity Fire combat may occur
normally.
o If no results occurred from the Overwatch combat, the Opportunity Fire combat is conducted
normally by Player “B”:
 The Opportunity Fire is calculated for any or all weapons that are within range,
 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) from one
single hex location,
 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 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 location, or the same combat unit or stack but using any
previously unfired primary or secondary weapon systems.
o Player “A” can also interrupt this newly declared Opportunity Fire attack with a combat unit or
stack with an Overwatch marker with line-of-sight to the new Opportunity Fire declared combat
unit or stack hex location. Player “A” may even use the same combat unit or stack that either
attempted or successfully interrupted the first Opportunity Fire combat above. One Overwatch
marked hex can be used multiple times against different Opportunity Fire attempts during a
phasing player’s turn.
o Continue this process until Player “A’s” ground unit or stack has completed its expenditure of
movement points.
o Remove the Op Fired markers, then Player “A” is free to select his next unit or stack to move.

12.2. Mobility and Survivability


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

12.2.1. Mobility and Survivability Scope


Engineer/Pioneer units have the ability to modify the battlefield by building and destroying certain obstacles
(fortifications, dug-ins, wire, mines) that affect combat.

12.2.2. Mobility and Survivability Specific


Wire, mines, dug-ins, and fortifications have an impact on movement and combat on the battlefield. The effects
of this battlefield operating system are significant upon both players and can make or break one side or the other
in the battle.

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12.2.3. Effects of Obstacles on the Battlefield:

12.2.3.1. Obstacle Effects on Movement


The following are effects on movement when obstacles are encountered.
 When a ground unit/stack enters a hex with wire or mines it must stop. A ground unit/stack in a hex with
wire may move out of the hex on the next turn.
 When a ground unit/stack enters a mine hex it must check on the Mine Entry/Exit Table. When a ground
unit/stack attempts to exit a mine hex it must check on the Mine Entry/Exit Table. Ground Units can
choose to remain in the Mine hex and not attempt to move with no further adverse effects (except for
the DRM resolving fire/assaults while in the mine hex).
 When a ground unit/stack enters a hex adjacent to a mine hex it must check on the Mine Entry/Exit Table
but apply only half results rolled (round down) - (‘X’ results halved become a ‘S2’). When a ground
unit/stack attempts to exit a hex adjacent to a mine hex the way it previously entered no exit check must
be made. If it continues to another adjacent location to a Mine hex it must make another check on the
Mine Entry/Exit Table but still apply only half results rolled (round down). If at any point the ground
unit/stack enters the actual Mine hex apply the results on the Mine Entry/Exit Table at normal results and
must stop moving the unit/stack until the next turn. Ground Units can choose to remain in the hex
adjacent to the Mine hex or the actual Mine hex and not attempt to move with no further adverse effects.
 Ground Units may enter a hex with unoccupied enemy fortifications or dug-in markers. Ground Units
have the option to immediately remove the enemy fortifications or dug-in markers upon entry to the hex
but must stop for the remainder of the turn. All enemy ground units must stop but are free to move
normally in the next turn.
Exception – OR the phasing ground units may choose to bypass leaving the enemy fortification or dug-in
markers alone and moving on through the hex with no additional penalty.
 Friendly ground units may enter a hex with unoccupied friendly fortification or dug-in markers without
penalty.

12.2.3.2. Movement (Rafts)


German units may cross an all River hex via a raft unit after the rafts have been deployed. Rafts are
deployed by putting them in the hex that units will cross into. Engineers that carry rafts may deploy
a raft from an adjacent hex to a Pena River or Psel River or Donets River hex - it takes the Engineers
their entire movement allowance to deploy rafts, and half their movement allowance to remove rafts (round up).
Units that cross using rafts must use all their movement allowance to make the move and can only move from
one bank to the other during the crossing turn. Each raft unit may carry two platoons of troops across the river.
Three rafts may combine to carry 2 headquarters or 2 units of company/battery size.

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.

12.2.3.3. Obstacles Affecting Combat


The following are the effects, in die roll modifications, for an attacking combat unit where the defender is
occupying a hex with these types of obstacles (these modifiers apply to all types of Fire Combat including Regular
Fire combat, Opportunity Fire, Defensive Fire, and Artillery Fire). Assault Combats have the appropriate DRM
applied to both Assault Tables when the defender occupies a hex with one of these obstacle markers present:
 Fortification – Fire (-4)/Assault (-3)

 Mines – Fire (+2)/Assault (+2)

 Wire – Fire (+1)/Assault (+1)

 Dug-in – Fire (-3)/Assault (-2)

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

12.2.3.3.1. Effects of Occupying a Fortification


Ground Units within a hex containing a Fortification marker are limited to no more than a “S2” Suppression level
when attacked by Fire type Combat. Ground Units in Fortification are not affected by additional suppression or
“X” results from additional Fire type Combat – if they already have a “S2” marker, any further Suppression or “X”
results are ignored.

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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12.2.3.3.2. Effects of Occupying a Dug-In


Ground Units within a hex containing a Dug-in marker are limited to no more than a “S3” Suppression level when
attacked by Fire type combat. Ground Units in Dug-ins are not affected by additional suppression or “X” results
from additional Fire type combat – if they already have a “S3” marker, any further Suppression or “X” results are
ignored.

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.

Engineers may work on, but not complete, an obstacle:


 While Engineers are working on an obstacle, the engineering unit must remain in place.
 The engineering unit can be suppressed during this time without affecting the building of the obstacle,
just delaying its construction.
 When the engineering unit is ready (and no longer suppressed) to complete the obstacle, it may continue
construction as long as it has not performed any other action during its friendly Operations Phase.
 While the obstacle is partially built (with its shovel side up on the map), it has no effect on movement or
combat and all units, friendly or enemy, may move through it without penalty.

12.2.3.5. Obstacle Removal


Engineers must spend 2 turns, unsuppressed, in the hex or adjacent to the hex with mines without performing any
action to remove them (mark by turning engineering unit 180 degrees and then place the engineer unit under the
mine counter the turn initiated). Any combat unit, except trucks, half-tracks, or loaded troops/weapons, may
remove wire by spending one turn adjacent to it or in the hex without performing any action (again turn the unit
180 degrees)(note - suppressed units can remove wire). Fortification and Dug-in markers are removed the
moment an enemy ground unit occupies the hex with the unoccupied obstacle marker and stops moving the
remainder of the turn; however, an enemy ground unit can voluntarily choose to continue moving and therefore
bypass the fort or dug-in within the hex (the obstacle will remain in the hex). Any combat unit attempting to
remove an obstacle may not initiate a Close Assault or participate in a Close Assault as an attacker. Fortification,

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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.

12.2.3.6. Destruction of Bridges


Engineers may destroy bridges over major rivers such as the Pena, Psel, or Donets. In order to
accomplish this, an Engineer unit of Company size, or 3 Engineer Platoons, must remain adjacent to a
bridge for 3 turns without performing any other actions and without becoming suppressed. At the end
of that time the Engineer may place a Destroyed Bridge marker on the bridge. Bridge destruction may also be
voluntarily delayed, same as building an obstacle, in order to allow time for friendly units to move over the bridge
before the enemy approaches, but the Engineer unit/units must remain adjacent until the Destroyed Bridge
marker is placed.

12.2.3.7. Disable and Removal of Wreck Markers by the Enemy


Engineers must spend an entire turn, unsuppressed, in the hex with a wreck marker to disable the wreck in this
hex. Once successfully disabled, the wreck marker is immediately removed from the map. A disabled wreck
marker cannot be placed in the Daily Losses box for Replacement (Maintenance) per rule 8.2.1 and instead is
placed in the Total Losses box.

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.

12.2.4. Optional Rules for Obstacles

12.2.4.1. Hidden Obstacles


Obstacles can be placed secretly by the Red Army player by writing their location on a sheet of paper and are only
placed on the map once an enemy unit has entered the hex for wire, dug-ins, and forts or is adjacent to the
recorded hex for mines. The scenario card specifies the limit of the number of obstacles that may be present at
any time in each game or combined games.

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.

12.2.4.2. Dummy Obstacles


Markers are provided to exaggerate the obstacle belts in size and/or density. These new Dummy Obstacle
markers are placed on the map per the instructions on the scenario card. When an enemy ground unit/stack
enters a hex adjacent to a dummy mine hex it must check on the Mine Entry/Exit Table but apply only half results
rolled (round down) - (‘X’ results halved become a ‘S2’) the same as real mine hex (all rule 12.2.3.1 third bullet

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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).

12.2.4.3. Advanced Obstacle Rules for added Realism (Optional)


These optional rules are presented to provide an additional level of realism for the mine, dug-in, and fortification
types of obstacles, wire obstacle rules remain unchanged for this option. Each day there are only enough
resources (building materials) available to prepare a certain number of these obstacles (mines, dug-ins, and
fortifications) per game set being played (Gross Deutschland set, 2nd SS set, or the Armee Attachment Kempf set).
On the first daylight turn of each day, the Red Army player consults the Optional Maximum Allowable Obstacle
Chart to determine the number of each type of obstacle that can be built for that specific day and then the Red
Army player verifies that number of each type of obstacle that is currently not on the map are available. The Red
Army player places those markers of each type of obstacle (excluding wire type) on the Game Turn Record Track
for that game set. The number of each type of obstacle placed on the Game Turn Record Track cannot exceed the
number specified on the Optional Maximum Allowable Obstacle Chart per day, nor can it exceed the number of
markers available and not on the map. These obstacles markers are available during the entire day to commence
construction. Those obstacle markers not moved to the map to begin construction are removed on the last turn of
the day and are available for possible use the next day. The Red Army player is not obligated to use any or all of
the Obstacle markers on the Game Turn Record Track each day.
Optional Maximum Allowable Obstacle Chart per game set being played
Mines Dug In Forts
15 12 4

12.2.4.3.1. Increased Obstacle Construction Requirements (Optional)


New Mine, Dug-In, and Fortification (Forts) markers have been provided for this optional rule. Each Obstacle type
has the standard symbol on its front, but now has a series of numbers radiating from its construction symbol on
its backside. These new back construction symbols allow for the optional construction times needed for each
obstacle type:
 Mines – now take four (4) full turns to construct and require an Engineer unit to perform this construction
action for each of the four turns. The Engineer unit cannot perform any other action, move from the
construction hex, or have received a combat result from either the Fire or Assault tables.
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 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.

12.2.4.3.2. Elimination of Obstacle Requirements (Optional)


The elimination of all obstacle types remains unchanged from the standard rules above with the exception of
mine fields. It now requires four (4) turns of action assignments to eliminate mine fields by the German Player
Engineer/Pioneer unit adjacent to or in a minefield hex. All mine hex adjacency rules are in effect from rule
12.2.3.1 third bullet point above and if the Engineers become Suppressed by moving adjacent they must wait until
the suppression is removed before they can begin to attempt to eliminate the mine obstacle.

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.

12.3.1. Fire Combat


Fire Combat occurs in the Operations Phase of each Player’s Turn Sequence. Fire can be conducted as part of
Maneuver – Regular Movement type (if selected) or as a separate process in the Operations Phase by each eligible
combat unit. Fire Combat rules apply to Direct Fire, Opportunity Fire, Overwatch Fire, Defensive Fire types. Note
that Indirect Fire or Artillery Fire Support has its own rules. Once a combat unit or units have Fired it is marked as
Fired Complete for the remainder of the turn using the provided markers. The attacker decides what combat units
are firing and what ground unit or units are the targets. The attacker may fire at each defending ground unit or
units in one hex separately or in groups within the target hex. Each Defensive target type must be attacked
separately from each other. This means that soft targets must be attacked together or individually, likewise
medium, and hard. A defending unit may be Fire attacked more than once in the same operations phase. Players

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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.

12.3.1.1. Assign Support to Fire Combat


The attacker may assign support from air and/or artillery units if they are eligible to participate in the combat.
Opportunity Fire and Defensive Fire cannot assign support from air and/or artillery units.

12.3.1.2. Heavy Weapon Units in Fire Combat


Heavy Weapon units, those with an asterisk on the top line of counter (*) and a unit symbol of either
are allowed to fire in normal fire combat in addition to other capabilities detailed in section 13.1.3. Mark
normally as Fired Complete when a Heavy Weapons Unit is used in Fire Combat.

12.3.1.3. Fire Combat through Friendly Units


Combat Units may fire through other friendly units.

12.3.1.4. Fire Combat through Terrain


Combat Units may fire into, but not through, non-clear blocking terrain – Forest, Town, or higher intervening
contour lines.

12.3.1.5. Fire Combat through Enemy Units


Combat Units may fire into, but not through, enemy unit hexes.

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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].

12.3.1.6. Fire Combat at Night


Non-artillery combat units’ range to fire is restricted to one hex during night turns. Artillery units also have this
night range restriction unless firing to support another spotting unit from its Chain of Command using indirect fire
– the spotting unit has the same one hex restriction for night. In other words the Spotting Unit must be adjacent
to the enemy at Night.

12.3.1.7. Enfilading Fire


A ground unit receiving fire from multiple directions (i.e., across multiple faces of its hex) is at a disadvantage. To
calculate Enfilading Fire the player determines how many hex faces the fire combat enters the target hex from.
The attacker gets a +1 die roll modifier for each hex face, in excess of one, that fire goes through. When the fire
combat enters from 2 hex faces the attacker gets a +1 die roll modifier. When the fire combat enters from 3 hex
faces the attacker gets a +2 die roll modifier. When the fire combat enters from 4 hex faces the attacker gets a +3
die roll modifier. When the fire combat enters from 5 hex faces the attacker gets a +4 die roll modifier. When the
fire combat enters from 6 hex faces the attacker gets a +5 die roll modifier. Use the one greatest enfilading fire
die roll modifier that the fire combat qualifies for, these DRMs are not cumulative. These Enfilading Fire modifiers
only apply to Direct Fire Combat units, Artillery units do not provide or contribute to this Enfilading Fire modifier.
Enfilading Fire rules obviously do not apply to Opportunity Fire, Overwatch Fire, Defensive Fire, or Bombardment.

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.

12.3.1.9. Fire Combat Results


The following are the possible results from Fire Combat.

12.3.1.9.1. Elimination Result


Ground Units can be eliminated in two ways: “X” results or excess Suppression results.

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.

12.3.1.9.2. Suppression Result


For each level of suppression that a soft target unit has it loses 20% of its combat strength for attack
and movement abilities (round down, 4.8 becomes 4); defense strength is increased by the level of the
suppression. For each level of suppression that a medium or hard target unit has it loses 10% of its
combat strength for attack and movement abilities (round down, 4.8 becomes 4); defense strength is increased by
the level of the suppression (i.e., a unit with a defense of 8 has a 3 suppression marker on it and now has an 11 for
defense). Moving units that get a suppressed result of any type must halt their movement (there is an exemption
when using Withdrawal Movement [rule 12.1.2.5]). Suppressed units may not move closer to an enemy unit,
(exception: suppressed Armor and Elite units of both player sides may still move toward the enemy). A unit
with mounted troops that suffers a suppression result must unload the troops and all are suppressed at the same

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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.]

12.3.1.10. Special for Fire


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

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12.3.1.11. Line of Sight (LoS)


Maximum sighting distance is ~4000 meters or 12 hexes. Friendly units do not block Line of Sight. Enemy Truck
and Half-Track units do not block Line of Sight (that means when loaded flipped to the backside). All other enemy
units prevent Line of Sight to pass through them [exception rule 12.3.1.11.4 - the Priority Target rule]. If any part
of a hex is blocking terrain (Forest, Town, or higher intervening contour lines) then LoS is blocked after the first
such hex - Line of Sight may go into the hex that blocks it, but not past it. Line of Sight is always measured from
hex center to hex center. (Remember rule section 3 - Map states the entire hex terrain type is considered as the
terrain that occupies more than half of the hex.) Line of Sight down a hex spine is blocked if one of the two hexes
has blocking terrain. Contour Lines should be interpreted to run along the hex grid when determining effects of
slopes and steep slopes. Line of Sight can be further affected by the Blind Spot rules [rule 12.3.1.11.3].

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.

12.3.1.11.1. LoS is Clear:


a. when passing through normal contour elevation lines where elevation rises steadily one level after
another without crossing a slope or steep slope terrain type with no intervening LoS obstructions,
up a continuous rise
b. when passing through normal contour elevation lines where elevation drops steadily one level after
another without crossing a slope or steep slope terrain type with no intervening LoS obstructions,
down a continuous fall
c. between units when the higher unit is placed on the edge of a Slope or Steep Slope hex with no
intervening LoS obstructions
d. when entering a Forest or Town hex, when firing from or firing into as long as there are no intervening LoS
obstructions
e. between units when Forest or Town hex/hexes is/are between them but on a lower elevation than both
units
f. when it runs along a slope or steep slope as long as there isn’t a hex with a higher elevation between
them – slope or steep slope runs along the hex spine from firer to target with no elevation change

12.3.1.11.2. LoS is Blocked:


a. When Blocking Terrain types of Forest terrain types or Town terrain types occur between - both terrain
types are considered to be one contour level higher than the actual contour level of the hex the actual
Forest/Town occupies
b. Whenever an intervening blocking terrain type occurs between the firer and target that would otherwise
be considered as LoS is Clear – an intervening LoS obstruction
c. When a Forest/Town hex occurs in the sighting line between firer and target at the same elevation or in a
sighting line going up a continuous rise or down a continuous fall
d. between units at the same elevation when there is a hex with a higher elevation (contour line) between
them

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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

12.3.1.11.3. LoS Blind Spots involving Slope or Steep Slope:


A special consideration for a continuous rise or fall occurs when crossed with a slope or steep slope as
long as no other intervening Blocking Terrain or elevation change occurs. This special consideration is
called LoS Blind Spots. Blind Spots are hexes within a Line of Sight that are unseen due to terrain.

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

Death Ride Kursk – Line of Sight Examples

M
K
N J
E L
F B
H

C G
I D

Line of Sight is Clear for:


Line A; Line C; Line E; Line G; Line J; Line K; Line M

Line of Sight is Blocked for:


Line B; Line D; Line F; Line H; Line I; Line L; Line N

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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

Death Ride Kursk – LoS Blind Spots Examples:

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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12.3.1.11.4. Priority Target Rule Exception


Line of Sight is not blocked when firing through enemy units if the target hex contains enemy Medium targets
(excluding Armored Cars, and Half-Tracks), Hard targets, Anti-Tank units, or Anti-Aircraft units. (These high value
targets can be selected all over the Battlefield regardless of intervening enemy positions.) This is an important
exception to the normal Line of Sight (LoS) rules.

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12.3.1.11.5. Night affects on LoS


Non-artillery units’ range to fire is restricted to one hex during night turns. Spotting for Artillery is restricted to
one hex during night turns.

12.3.1.11.6. Wrecked Units affect on LoS


Wrecked units in a hex cause a hindrance for Line of Sight immediately after the wreck occurs:
 Wrecks in a hex cause the same effect as smoke in the hex for the turn that the armor/mechanized unit is
eliminated for purposes of considering Line of Sight (LoS). Place a Wreck Smoke marker immediately on
elimination of the unit (flipped to its wreck side) and consider it a LoS Hindrance (with below DRMs
applied) until the Wreck Smoke marker is removed – (see rule section 12.4.3.4.4 ‘End Smoke’ portion of
the rule removing the Wreck Smoke markers during the enemy player's following suppression recovery
phase). Rules 12.4.3.4.2 through 12.4.3.4.4 from the Smoke rules section apply to the Wreck Smoke when
so marked. After the Wreck Smoke marker is removed, no further effect on LoS occurs or attack DRMs
remain.
 DRMs - Attacking INTO a Wreck hex, the die has an additional -1 applied for the wreck being present while
Wreck Smoke marker is present since it is assumed the target can hide behind the wreck smoke plumes.
 DRMs - Attacking OUT of a Wreck hex, the die has a -0 applied since it is assumed the individual wrecks
are spread out in the hex while Wreck Smoke marker is present.
 Note - Defending Target unit/stack that are in a hex with a wreck marker get a 1 DRM in their favor for
both Fire and Assault combat at all times that the wreck marker resides in the hex even if the Wreck
Smoke marker is no longer present. Wreck markers can only be removed in the End of Turn activities on
the last turn of a day or by engineering disabling the wreck.

12.3.1.11.7. Artillery and Other Indirect Fire


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

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.

12.4. Fire Support (Air and Artillery Support)


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

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12.4.1. Air Support


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

12.4.1.1. Air Allocation


On the first daylight turn of each day for each game being played, the players each roll a single ten-sided die to
determine how many Air Support (AS) markers they receive for the day. Each player's die roll is modified by the
Daily Air Support Level Modifiers (located on the Air Unit Tracks PlayAid). Once the determination of how many
Air Support markers received is made, the players place the Air Support markers on that number on their
respective Air Availability Track.

Note - that no air allocation is available for the July 4th scenarios since there is no first daylight turn for that day.

12.4.1.2. Air Unit Planning


Once the players have determined how many markers they have available for the entire day, they then determine
how many air units are available for a given turn. Players may use up to the maximum of the counters provided in
a given game for air units possibly available on any given turn. Consult the Game Specific Turn Maximum per side
[in the Specific Game Section of the separate game book]. During the Joint Players Phase, each player
determines how many Air Support markers he wants to use for the current turn (up to the turn specified
maximum allowed per game) - remember to modify for weather if necessary. The Air Unit Counters are then
placed in the Ready box - this information may be kept secret from your opponent at the time of allocation.
When the players use the counters by placing them in the Ready box they must subtract that number from their
Air Support Availability track. When their AS available track reaches zero, the player may no longer use Air
Support for the remainder of that day. If an Air Unit Counter placed in a ready box goes unused, it does not get
placed back in the Air Support Availability track as available AS points. These air units' capabilities are lost if not
used for a specific support mission in that turn [exception the Air Interdiction rule 12.4.1.7].

12.4.1.3. Air Unit Placement


Air units can be deployed during any part of either Operations Phase, friendly or enemy, as Close Air Support
(CAS) in support of friendly attacks or defensively, or to conduct a Ground Attack (GA), or to conduct Interdiction
Missions. If both players wish to conduct Air Support missions at the same time, the players alternate with one Air
Mission placement at a time starting with the German side.

12.4.1.4. Maximum Air Unit Allowed During Bad Weather or Night


The maximum number of Air Units available for use is halved (round up) during cloudy turns and prohibited during
rain turns. No Air Units may be used during Night turns.

12.4.1.5. Close Air Support (CAS)


Close Air Support is used to enhance the probability of all successful attacks with ground units in a single hex
location or aid in the defense of a critical hex location:

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12.4.1.5.1. CAS Effect


Air unit support values are added to friendly attacks and subtracted from enemy attack die rolls as die roll
modifiers (consult the Fire or Assault Combat tables). Place the actual single air unit on the hex wishing to have
the Close Air Support (CAS) effects. They are good for all fire combats, all overrun attacks, and all assaults that
occur in that single hex they are placed for the remainder of that turn. Therefore if they are placed to support
combat in a hex they can lend their effects to any and all fire and assaults that may occur in that hex during both
Operations phases and both Close Assault phases depending on when placed in the turn. A CAS mission can occur
by both players in the same hex.

12.4.1.5.2. CAS Return


Air units used as Close Air Support are returned to base and placed in their Flown boxes on the Air Support Track
of the Air Unit Tracks PlayAid during the final Interdiction Placement/Return and CAS Mission Return Phase of
each turn.

12.4.1.5.3. CAS Limit


Only one air unit shall be permitted to support any given hex location as Close Air Support per player side per
turn.

12.4.1.6. Ground Attack (GA)


Ground Attack is used to attack a single ground combat unit in a single hex location from the air alone:

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. Air Interdiction (AI)


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

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.

12.4.1.8. Air Defenses


Air Defenses follow these rules to defend your airspace:

12.4.1.8.1. Air Defenses General


Anti-Aircraft units are used to deny friendly airspace to the enemy. They also provide important ground attack
and anti-tank capability to front line troops.

12.4.1.8.2. Air Defenses Specific


When an enemy air unit is placed on the board to perform any of the three air mission types, friendly
anti-aircraft units in range may fire at the air unit to cause it to abort its mission. The moment that the
air unit is placed on the map check to see which anti-aircraft units are in range to conduct the anti-
aircraft fire. Each anti-aircraft unit in range can fire, and fires individually. Each anti-aircraft unit may fire more
than once per turn, but only once at each air unit (exception German Company sized Anti-Aircraft units are
allowed two firings at in-range Red Army air unit). When anti-aircraft units fire at aircraft that are within their
long range factor (the primary weapons range as printed on the counter with the blue dot) they receive no die roll
modifiers. When anti-aircraft units fire at aircraft that are within their short range factor (the secondary weapons
range as printed on the counter with no dot) the attack receives a +2 die roll modifier.

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.

12.4.1.8.3. Air Defenses Special


Anti-Aircraft units must be unloaded from transports in order to provide any fire unless they are tracked
movement type. Suppressed anti-aircraft units may not fire at enemy aircraft that are within range. Anti-Air units
that fired against ground units (has a fired marker on them) may still fire at aircraft as long as they are not
suppressed.

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12.4.1.9. Fire Support - Air Advanced Enhancement Rules


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

12.4.1.9.1. Airfield Management (by turn)


Air units start the day in the Unassigned box of their respective airfield on the Airfield and Air Mission PlayAid. Air
units may be assigned twice in a given day, once in the morning and once in the afternoon. Assigned Air Missions
take the Air Unit from its assigned Airfield to the bottom section (the Air Mission types) at the bottom of the
Airfield and Air Mission PlayAid. When they are complete with an assigned mission in the morning the first time,
they are returned to the Available Afternoon box of their airfield. The next time they are assigned a mission is the
second time in the day and only allowed in the afternoon; they are then returned to the Complete for Day box of
their assigned airfield. Once in the Complete for the Day, no further Air Mission for that Air Unit is allowed even if
any or all of the Air Missions were aborted or had no results (they were still flown).

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.

12.4.1.9.2. Joint Air Allocation Phase


Done once daily during the first daylight turn of each day. Both players determine how many sorties of fighter
and attack aircraft they may fly during the day. Note - this phase does not occur on 4 July as there is no first
daylight turn for that date.

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.

12.4.1.9.3. Joint Air Mission Planning Phase and Sheets


Joint Air Mission planning is done once daily during the first daylight turn of each day and uses the Daily Air
Planning Sheet (photocopies of these sheets are allowed). This is one of the most critical elements of the
enhancement. [Designer comment - planning will kill you if you get it wrong]. Once players know the number of
sorties they have available per day they must plan the sorties, by turn, for the entire day.

There are 3 considerations that must be accounted for:

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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.

12.4.1.9.4. Joint Air Mission Launch Phase (by turn)


At this point both players launch their assigned air units for the turn and place them on the mission marker boxes,
they are now considered airborne and not on the ground. Players cannot choose to pass on flying plotted
missions. Missions planned shall be flown if air units are available to fly. The Air Missions while the Air Units are
in the air are kept at the bottom of the Airfields and Air Missions PlayAid until they are moved to the game maps.

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.

12.4.1.9.5. Joint Airfield Attack Phase (by turn)


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

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12.4.1.9.6. Air Unit Missions


There are 5 different types of missions that air units can be assigned to. When the players assign air units to the
mission marker boxes on the Airfield and Air Missions PlayAid, the enemy player is not allowed to inspect the air
units in any given mission box. Players may design their own method of keeping the other player blind to the air
unit makeup of these mission markers until they meet in Air-to-Air combat. There are 6 GA and 6 CAS mission
markers available to use each turn and this limit is fixed to each game theatre of operation (XLVIII Panzer, IISS
Panzer, Armee Detachment Kempf). Air unit missions are deployed by either player in both of the Operations
Phases (except Air Interdiction missions, which occur in the Air Interdiction marker placement and removal
phase). In all cases when a GA or CAS mission has been aborted another mission may not be brought in behind it
to try and hit the same hex. Once a mission is committed to a hex no other GA or CAS mission may attempt to
target that same hex by the phasing player.

 Ground Attack Missions


A Ground Attack (GA) mission attacks a unit, or units, in a target hex, by itself, with no other units
participating. This would be considered strafing runs by fighter aircraft or bombing runs by
dive/light/medium bombers. A GA mission may contain up to 2 fighter and 4 attack air units. Fighters in a
GA mission are assumed to be providing Escort. Up to six GA missions may be created in a given turn (GA-
Airfield Attack missions are NOT considered GA missions for the use of these mission markers). GA
attacks by more than one air unit have a cumulative effect (they make individual attacks, but the damage
is cumulative). Each air unit can only attack a single ground unit in the target hex. Escort fighters that
did not participate in Air-to-Air combat may conduct a Ground Attack as a mission unit. A GA mission is
allowed to attack enemy units in a hex that they can see (or a friendly observer on the ground can see).
GA mission units cannot see enemy units in Covered terrain types of Town, Forest, or Swamp themselves.
Town, Forest, Swamp, Dug-ins, and Fortifications are considered Covered Terrain for the purpose of a GA
mission. Friendly Ground units can always see into the first or outer hex of these covered terrain types
and with those friendly units being able to see the enemy the GA mission may make an attack into these
covered terrain types. Should the enemy unit be located inside these covered terrain types, in other
words one similarly covered hex behind the outer edge hex, the enemy target unit must have a friendly
unit adjacent to the target in order for the GA mission to proceed. Friendly Ground units are also needed
to see the enemy in Dug-in and Fortification Obstacle locations within Secondary Weapons range and with
Line of Sight. Players use the appropriate Ground Attack Table column based on the terrain type the
target hex is in. Other Terrain includes Swamp, Forest, Town, Dug-in, and Fortification. Friendly on-map
GA missions may only be initiated in a player's own Operations Phase.
To utilize the DRK Advanced Enhancement PlayAids and Counters:
The Air Units having been assigned on the Daily Air Planning Sheet for the current turn are moved from
their assigned Airfield to one of the GA# box on the Airfield and Air Mission PlayAid. This/these Air Unit/
Air Units remain on the GA# box and a GA# marker is placed on the map when the owning player wishes
to initiate the Ground Attack Mission. This way the Air Unit or Air Units do not clutter the map and the
enemy does not know the quantity of air units in the Ground Attack Mission when making decisions about
BattleField CAP commitments. To apply aborted results from BattleField CAP and Anti-Air simply move the
affected Air Unit from the GA# box on the Air Missions section back to its assigned Airfield using [rule
12.4.1.9.1]. Once the BattleField CAP and Anti-Air are resolved the remaining Air Units in the GA# box can

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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.

 Close Air Support Missions


A Close Air Support (CAS) mission aids friendly ground units in making an attack on an enemy unit or units,
in a given target hex. This would be considered strafing runs by fighter aircraft or bombing runs by
dive/light/medium bombers. A CAS mission may contain up to 2 fighter and 4 attack air units. Fighters in
a CAS mission are assumed to be providing Escort. Up to 6 CAS missions may be created in a given turn.
For every surviving air unit in the mission the player adds the Ground Attack Value of each air unit. This
cumulative number is then added (for the attacker, or subtracted for the defender), from the die rolls for
all fire and/or assault combats in the target hex after the CAS mission is flown. No more than one CAS
mission may be flown to a given target hex by each player per turn. Friendly CAS missions may be initiated
during both players’ Operations Phases.
To utilize the DRK Advanced Enhancement PlayAids and Counters:
The Air Units having been assigned on the Daily Air Planning Sheet for the current turn are moved from
their assigned Airfield to one of the CAS# box on the Airfield and Air Mission PlayAid. These Air Unit or Air
Units remain on the CAS# box and a CAS# marker is placed on the map when the owning player wishes to
initiate the Close Air Support Mission. This way the Air Unit or Air Units do not clutter the map and the
enemy does not know the quantity of air units in the Ground Attack Mission when making decisions about
BattleField CAP commitments. To apply aborted results from BattleField CAP and Anti-Air simply move the
affected Air Unit from the CAS# box on the Air Missions section back to its assigned Airfield using [rule
12.4.1.9.1]. Once the BattleField CAP and Anti-Air are resolved, the remaining Air Units in the CAS# box
can perform their Close Air Support Mission providing DRMs for the remainder of the turn in the target
hex. The returning Air Unit or Air Units from this CAS Mission are removed from the CAS# box on the Air
Mission section back to their assigned Airfield using [rule 12.4.1.9.1] during the CAS Mission Return phase
at the end of the turn.
The CAS# marker returning from the game map can be conveniently stored on the Air Mission box it
belongs to.

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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.

 GA-Airfield Attack Missions


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

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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.

 Combat Air Patrol (CAP)


While this type of mission is described in more detail later the bottom line is that air units assigned to CAP
are for protecting airfields or the battlefield. When plotted from the Daily Air Planning Sheet, CAP
missions are moved from their designated airfields to either the Battlefield CAP Mission box or a single
selected Airbase CAP Mission box on the player’s Airfield and Air Mission PlayAid. Once in these Mission
boxes these CAP Mission Air Units remain for the remainder of the turn in which they were placed until
they are used. Once an enemy Air Mission occurs involving the Battlefield (any CAS, GA, or Interdiction
mission by the enemy anywhere on the game map) a die roll must be made to attempt interception using
a single ten-sided die. Battlefield CAP, once an interception has been successfully made, has a maximum
of 4 air units that may be selected from those CAP Air Units contained in the Battlefield CAP Mission
holding box and used for this successful interception. Start the Air-to-Air Combat process between the
intercepting CAP and the Battlefield Enemy Air Mission Air Units. Enemy GA – Airbase mission will
automatically trigger an interception by the assigned Airbase CAP from the Air Mission PlayAid protecting
the airbase that the enemy is targeting. See the CAP rules below [12.4.1.9.7].
Example: The German player has 8 air units in the Battlefield CAP box. He makes a successful interception
die roll. He may deploy CAP, with up to 4 of the air units from the Battlefield CAP box to the target map
hex.

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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12.4.1.9.7. Combat Air Patrol (CAP)


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

 CAP Interception over Airfields


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

 Emergency CAP Interception over Airfields


All friendly air units currently landed at bases within an Airfield group that come under attack by a GA-
Airfield Attack mission MAY, but are not forced to, roll to see if they can add their help to the existing
CAP. This die roll is done on a per airbase basis. The Red Army player must roll a single ten-sided die
result of 8-10 and the German player must roll a single ten-sided die result of 6-10 to be successful. On a
successful die roll the player may select up to the number of air units within the Airfield group that are
available (on the ground). The rolling player must declare which airfield is being rolled for before the die
is rolled and the successful Emergency CAP must be assigned to that Airfield group CAP box on the Airfield
and Mission Chart. If you choose to use this ability the following restrictions apply. If the GA-Airfield
Attack mission happens during a morning turn, the only air units that may rise for the emergency CAP are
those in the “Unassigned” box. If the GA-Airfield Attack mission happens during an afternoon turn, the
only units that may rise for the emergency are those in the “Unassigned”, or “Available Afternoon” boxes.
If successful in rising for the interception the Emergency CAP air units stay in the Airfield group CAP box
for the remainder of the half-day period (morning or afternoon).
Example: There are 4 VVS air units assigned to the CAP box adjacent to the Trostanka and Pestunovo
airfields. There are 4 893BAD air units currently at Trostanka and 3 294FAD air units currently at
Pestunovo. The German player places 4 Mission and 2 Escort aircraft in the GA-Airfield Attack box next to
the CAP box by the Trostanka and Pestunovo airfields. The VVS player rolls a single ten-sided die (3) for
the Trostanka airfield and fails and then rolls a single ten-sided die (9) for the Pestunovo airfield and
succeeds. The 3 294FAD aircraft immediately join the 4 VVS aircraft already on station in the CAP box
protecting both airbases. These 3 additional Emergency CAP air units remain in the airfield CAP box until

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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.

 CAP Interception over the Battlefield


Air Units assigned this type of CAP mission are placed in the Battlefield CAP box. CAP air units assigned to
the Battlefield CAP box MUST roll to determine if their interception is successful. German Battlefield CAP
has a successful interception on a single ten-sided die result of 1-8 and the Red Army Battlefield CAP has a
successful interception on a single ten-sided die result of 1-6. Exception – in a CAS vs. CAS situation in a
single map hex the Battlefield CAP does not roll to intercept (see below eighth bullet point).
Example: There are 6 German air units assigned to the Battlefield CAP box. A VVS CAS mission comes on
the map to support an attack. The German player decides how many of the 6 air units he wants to make
the interception (up to a maximum of 4 air units). The German then rolls a single ten-sided die and, if
successful, the German Battlefield CAP air units previously declared move to the CAS mission marker
location and begin to have Air-to-Air combat. If the Battlefield CAP die roll is unsuccessful no Battlefield
CAP responds to this target hex and remains in the Battlefield CAP box available to respond to other
enemy air missions.

 Interception Versus GA Mission with Escorts


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

 Interception Versus GA Mission without Escorts


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

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 Interception Versus CAS Mission with Escorts


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

 Interception Versus CAS Mission without Escorts


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

 CAS Mission Versus CAS Mission


This situation occurs when one player has a CAS air mission marker on the map and then the other player
moves their own CAS air mission marker into the same hex. The advantage always goes to the player in
the hex first. The players automatically intercept each other, no die roll is required. When creating
groups the player without the advantage places their aircraft down first and the player with the
advantage then places aircraft to form groups. Groups are formed first from Escorts, if available,
otherwise by mission aircraft. Air-to-Air combat is conducted. Surviving mission aircraft then perform the
CAS mission in the target hex for the remainder of the turn. Note that both sides may have a CAS mission
that affect all fire and assault in the given hex for a turn.
Note: In this case a player MAY NOT intercept with Battlefield CAP and then place a CAS mission marker in
the hex. The intent is that the CAS mission does the dirty work instead of the CAP. If a player does decide
to make a Battlefield Interception of an enemy CAS mission he MAY NOT then place a CAS mission in that
hex.

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12.4.1.9.8. Air-to-Air Combat


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

12.4.1.9.8.1. Determine Advantage and Form Groups


The Advantage determines which player rolls the die for Air-to-Air combat and how groups are formed. CAP has
the Advantage when CAP makes an interception. A CAS mission has the Advantage when it is the first air mission
marker in a target hex. [Use rule 12.4.1.9.7 to determine how to form Air-to-Air Combat groups]

12.4.1.9.8.2. Air-to-Air Procedure


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

Note 1 - the German Luftwaffe gets a +2 DRM when performing CAP (with its fighters only) over its Airfields.

Note 2 – Air-to-Air combat is not a continuous process that goes through multiple iterations or results. The
maximum possible occurrence is where a CAP fighter gets an initial favorable result against an enemy fighter
and then is allowed Air-to-Air combat against an enemy mission air unit.

12.4.1.9.8.3. Air-to-Air Results


There are 4 results that can occur in Air-to-Air combat.
a) “--“ Draw
b) “NA” Non-Advantage Aborted. The Non-Advantage player air unit is Aborted and is returned to base.
Surviving CAP, the Advantage unit, may make an Air-to-Air Combat against a mission aircraft unit. The
Non-Advantage air unit is not considered to have landed until the End of Turn activity.
c) “AA” Advantage Aborted. The Advantage player air unit is Aborted and is returned to base. The surviving
Escort remains with the mission marker and provides a negative 2 DRM for any Air-to-Air Combat vs. the
mission aircraft. If more than 1 Escort unit survives the DRM does not increase further. The Advantage
air unit is not considered to have landed until the End of Turn activity.
d) “X” Non-Advantage Eliminated. The Non-Advantage air unit is immediately eliminated from the game and
is placed in the Daily Losses Box.

12.4.1.9.9. Anti-Aircraft Fire


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

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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.

12.4.1.9.10.1. VVS Surprise


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

Specific: 5 July VVS surprise 0400 - 0600 turn only. The Red Army player manages to sneak in and attack the
German airfields. German Airfield assigned CAP units (both assigned CAP and emergency reacting airfield CAP) are
halved in number (round up) after it has reacted and do not get the +2 DRM for Air-to-Air Combat. The Red Army
player is also allowed to assign up to 3 GA-Airfield missions per GA-Airfield box.

12.4.1.9.10.2. CAS and GA Success/Fail


Every CAS and GA mission must roll for Success before making their attacks. Roll on the GA and CAS (Optional)
Success Table and follow the results.
Results Include:
a) As Planned – where the mission continues as it was intended
b) Fail – where the GA or CAS mission does not conduct any attack and must return to base (as flown)
c) Fail/6 Hex – the GA mission fails for the targeted hex although the mission may select another target hex
up to 6 hexes away. If this was an airfield attack then it becomes a Fail
d) Fail/3 Hex - the GA mission fails for the targeted hex although the mission may select another target hex
up to 3 hexes away. If this was an airfield attack then it becomes a Fail
e) Fail/Adj En – the CAS mission fails, turns into a GA mission, and may hit an adjacent enemy unit if there is
one, attacker chooses the new target. If this was an airfield attack then it becomes a Fail
f) Fail/Adj Frd – the CAS mission fails, turns into a GA mission, and must hit an adjacent friendly unit if there
is one, defender chooses the new target. If this was an airfield attack then it becomes a Fail

12.4.2. Artillery Support


Both sides used artillery and mortars to a significant degree to enhance their conduct of the
battle. The Red Army in particular had a large number of guns to support the battle. The
Germans at this time had some new weapons that proved to be very effective against the
enemy (Nebelwerfers). The German and Red Army Rocket Artillery may be used in Fire Combat and
Bombardment, but not in Assault Combat. Artillery may fire by itself (indirect fire) as long as it fires at an enemy
unit that is seen by a combat unit the artillery supports (in chain-of-command), which has a clear line of sight to
the target - this is called spotting.

12.4.2.1. Show Firepower Unit has been Used


When an artillery unit, is used it must have a Fired Pri/Fired Sec/Fired Comp placed on it, showing its status for
the remainder of the turn. Artillery units must be In-Command to fire at full strength in support of friendly

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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.

12.4.2.2. Firepower Calculations


When firing in support of any attack the strength of the support is calculated differently for fire attacks and
assaults. In fire attacks the artillery strength is calculated using the defensive target type being fired at – hard
only, medium only, or soft only. In a Combat Assault, the weapons’ strength is calculated using the best possible
multiplier for the Attacker of the actual defensive target types in the target hex; and if the Defender calls in
Artillery Support for a Combat Assault, he gets the best possible multiplier against the target types the attacker is
actually using. Use the Death Ride Kursk Firepower Table PlayAid to calculate these firepower multipliers.

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.

12.4.3. Artillery Fire Support from FS Advanced Enhancement Rules


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

12.4.3.1. Changes required to the standard Sequence of Play


The Sequence of Play is enhanced to add the following to the main DRK Sequence of Play.
 Fire Support Planning (actually occurs in the Joint Player phase) - during this phase both players may
attempt to change the assigned Artillery Type Mission marker (‘DS’, ‘GS’, or ‘R’ types) per [rule 12.4.3.2].

12.4.3.2. Mission Type Markers – How to Use Artillery


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

12.4.3.2.1. Placement of Artillery Markers


All Artillery Combat units begin the scenario with an Artillery Mission Type marker assigned at the player’s choice
of type. All incoming Artillery units as they arrive on the map have an Artillery Mission Type marker assigned at
the player’s choice of type. The available countersheet totals are the maximum allowable Artillery Mission Type
marker per type, if none of the desired Artillery Mission Type marker is available for a given artillery formation
then the player must substitute for one of the other two types that may be available. (Note – this may require the
change in assignment if using the Task Organization charts.)
Players must place a ‘DS’, ‘GS’, or ‘R’ marker on each battery or stack of batteries (up to the limits provided in the
countersheets).

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12.4.3.2.2. ‘DS’ Markers


‘DS’ Artillery Mission Type markers may be only changed at noon each day in the Joint Players phase, if desired.
 ‘DS’ markers have a unit listed, usually a GREEN banded headquarters. The artillery
unit/units under this Mission type marker may only fire to support or protect ground units
assigned to and tracing to that GREEN banded headquarters. It may fire twice though, once
offensively and once defensively per turn. There are generic markers to show when each type has been
used. Place a “Fired Off “ marker when the battery has fired Offensively and a “Fired Def “ marker when
the unit has fired defensively. When both have been used a generic “Fired Comp” marker is place on the
battery. There may be no more than three ‘DS’ battery assignments per GREEN banded headquarters for
either side and based on the actual counter allocation for the particular game(s) being played.

12.4.3.2.3. ‘GS’ Markers


‘GS’ Artillery Mission Type markers may attempt to change every game turn based on the results of a die roll in
the Joint Players phase. Refer to the ‘GS’ Bi-Hourly Change Table on the Fire Support Table in the Master PlayAid.
 ‘GS’ markers have a unit listed, usually a BLUE banded headquarters. The artillery unit/units
under this Mission Type marker may only fire to support or protect ground units assigned to
and tracing to that BLUE banded headquarters. There may be no more than 2 ‘GS’ battery
assignments per BLUE banded headquarters on the German Army side and usually 3 ‘GS’ battery
assignments per BLUE banded headquarters on the Red Army side. (However, some Red Army BLUE
banded headquarters now receive 9 ‘GS’ battery assignments to accommodate a mortar regiment support
of the 120 mm sized units with a range 17 rated counter). There may be no more ‘GS’ Mission type
markers used than the actual counter allocation for the particular game(s) being played.

12.4.3.2.4. ‘R’ Markers


‘R’ Artillery Mission Type markers may only be changed once daily during the 2400 game turn in the Joint Players
phase.
 ‘R’ markers have a unit listed, usually a RED banded headquarters or a WHITE banded
headquarters. The artillery unit/units under this ‘R’ Mission type marker may only fire to
support or protect the ground units assigned to and tracing to that RED banded headquarters.
For the German side, there may be no more than two ‘R’ battery assignments per RED banded
headquarters and there may be only the number of ‘R’ battery Mission type assignments as provided in
the countersheets. For the German WHITE banded headquarters, the number of ‘R’ battery Mission type
assignments as provided in the countersheets. For the Red Army side, there may be only as many ‘R’
battery assignments as provided in the countersheets for both RED and WHITE banded headquarters.
 Additionally these ‘R’ Artillery marked unit/units may only add their fire to the fire of other ‘DS’ or ‘GS’
artillery fire and never more than three ‘R’ Mission type marked batteries may support these ‘DS’ or ‘GS’
artillery fire. They may not fire in direct support of a ground unit by themselves.
 Exception: Red Army artillery marked with ‘R’ MAY fire missions in support of GREEN or BLUE banded
headquarters combat units without needing to be added to ‘DS’ or ‘GS’ artillery. They still need to fire at
a target that a unit in its support chain can see. When they do this their combat factors are halved (retain
fraction).

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12.4.3.2.5. Organic Artillery Usage


Organic Artillery units, although considered artillery types, have special rules governing their usage:
 These units never need an artillery mission marker in order to fire. They are assumed to have an implied
‘DS’ mission artillery assignment at all times that can never be changed.
 Organic artillery, when firing, never triggers the rules that allow a player to add ‘R’ artillery mission
marked units to join in their combat. Since these organic artillery units do not actually have a ‘DS’ or ‘GS’
artillery mission marker on them, ‘R’ marked artillery cannot be added to their combat.
 Refer to the Game Definitions [section 4] for the exact units described for Organic Artillery types

12.4.3.2.6. Bombardment – Unsupported Artillery Fire Against a Hex


When artillery indirectly fires at a target hex without any direct fire by other non-artillery combat unit/units, this
fire is called Bombardment and utilizes the Bombardment Combat Table (instead of the Fire Combat Table).
Bombardment occurs in this six-step process:
o Step 1 – Pre Bombardment requirements must be met.
o Step 2 – Calculate the Bombardment strength and adjust for artillery type and CAS available to target hex.
o Step 3 – Adjust the Target Hex Defense Adjustment for Terrain present.
o Step 4 – Roll Die and Apply Results to Soft Target Type Defenders.
o Step 5 – If Medium or Heavy Armor types present in target hex, further adjust defense and apply results.
o Step 6 – Mark all Bombardment Artillery as Fired Complete regardless of results.

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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Modify this new result as follows when applied to armor:


• if armor present in the target hex, then the ‘S#’ applied to the armor is reduced by two levels – ‘X’ becomes a
‘S3’, or ‘S4’ becomes a ‘S2’, or ‘S3’ becomes a ‘S1’, or a ‘S2/S1’ becomes no effect.

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.

12.4.3.2.7. Command Trace


Artillery must have an in-command trace to the unit they are marked to support. A battery assigned ‘DS’ Mission
Type must trace to the GREEN banded HQ of the unit listed on the marker or its parent BLUE banded HQ. A
battery assigned ‘GS’ Mission Type must trace to the BLUE banded HQ of the unit listed on the marker or its
parent RED banded HQ. A battery assigned ‘R’ Mission Type must trace to the RED or WHITE banded HQ of the
unit listed on the marker. (See rule 8.3.5.4 for how to use the Task Organization chart and the command structure
that is currently in use for that turn.)

12.4.3.2.8. Number of Markers


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

12.4.3.2.9. Entering Artillery Units onto the Map


Players immediately place Artillery Mission Type marker designation types (‘DS’, ‘GS’, ‘R’) on all artillery units
when they are entering the map except those of the Organic Artillery as defined in [Section 4].

12.4.3.2.10. When Using the Task Organization Charts


When using the Task Organization Charts and Rules [rule 8.3.5] or Reorganization [rule 8.3.2] or German
Kampfgruppe formation [rules 8.3.3 or 8.3.6], these three types of rules can require changes occurring on the first

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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.

12.4.3.3. Detection of Artillery


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

12.4.3.3.1. Detection of Artillery Specific


When a battery or batteries fire, the non-phasing player rolls a single ten-sided die and refers to the Battery
Detected on the Fire Support Tables in the Master Charts PlayAid. If there is detection, the phasing player with
the detected units places one Detected marker on the closest battery to the non-phasing player that made the
detection. The non-phasing player must then decide to return fire with one or more stacks of ‘R’ marked artillery
units. All 'R' marked artillery firing at the detected location combine their attack values. The fire on the detected
battery occurs after the original attack (which is different than the Counter-Battery Standard Game Rule). All fire
combat results are applied normally for both the original firing battery/batteries and the non-phasing ‘R’ marked
artillery units returning fire. Remember to place a Fired Comp marker on the detected Artillery and all responding
‘R’ marked artillery regardless of results.

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.

12.4.3.4.1. Units Allowed to Fire Smoke


A ‘DS’ artillery unit or Organic Mortar (which do not get marked with Artillery Mission type markers), but not
Heavy Weapons (HW), may fire Smoke at any time during the Operations Phase and place one Smoke marker in a
hex within its range. German Rocket Artillery (Nebelwerfers) CAN fire smoke, Red Army Rocket Artillery CANNOT
fire smoke. Once an artillery unit or Organic Mortar has fired Smoke it is marked with a DS Fired Off marker or a
Fired Complete marker (if ‘GS’ or ‘R’ Mission Type Artillery) and cannot be fired again (or ‘DS’ offensively again)
this turn.

12.4.3.4.2. Effect of Smoke


The effects of Smoke/End Smoke are determined by which side of the marker is facing up during the 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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12.4.3.4.3. Line of Sight


Combat units may fire into or out of the Smoke marker hex with a die roll modifier, but not through a hex
containing a Smoke marker.

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.

12.4.3.4.4. Duration of Smoke


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

12.4.3.4.5. Smoke Die Roll Modifier


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

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.

12.4.3.4.6. Smoke Marker Limit of Number Available


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

12.4.3.4.7. Optional Rule – Failure to Deploy Smoke


When attempting to Deploy Smoke, a single ten-sided die is rolled to determine its success or failure:
 For each attempt to deploy smoke in a target hex roll a single ten-sided die and on a roll of less than 8 the
smoke is deployed normally (subject to change based on date – see below)
o If the die roll is 8 – 10, then the smoke attempt fails and no smoke marker is placed
 The failed attempt to deploy smoke still consumes one of the turn’s available smoke
markers. Just set the smoke marker allocated for this attempt aside for use on a later
turn, it cannot be used this turn.
 Another attempt to deploy smoke to this hex can not be made in the same turn
o Smoke markers cannot be deployed to woods terrain hexes
o The Failure Die Roll to deploy Smoke changes throughout the Battle of Kursk by date
 For 4-6 July scenario dates the die roll required to succeed is less than 8
 For 7-8 July scenario dates the die roll required to succeed is less than 7
 For 9-10 July scenario dates the die roll required to succeed is less than 6
 For 11 July and beyond scenario dates the die roll required to succeed is less than 5

12.5. Combat Service Support (Maintenance)


§§ This CSS – Maintenance Advanced Enhancement module replaces Standard rule 8.2.1 on Replacements
(Maintenance).

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12.5.1. Recovery Segment


Use the following rules to recovery destroyed vehicle units (wrecks).

12.5.1.1. Recovery Units


The players are provided units for recovering vehicle wrecks from the map. These recovery
units, shown here, must be used to move a wreck marker from its current location to the
location of its HQ or Maintenance unit. Recovery units must be In-Command, must be In-
Supply, and not-suppressed in order to recover wrecks. Friendly Wreck Markers disabled by enemy engineers may
never be moved by recovery units (that wreck should not even be on the map).

12.5.1.2. Move to the Wreck Location


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

12.5.1.3. Wreck Pickup


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

12.5.1.4. Recovery Unit Elimination


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

12.5.1.5. Level of Damage


When a recovery unit with a wrecked vehicle reaches a HQ or Maintenance unit in the wreck’s chain-of-command,
the level of damage must be determined. This is done by rolling a single ten-sided die on the player side's AFV
Maintenance / Wreck Repair Table on the Death Ride Kursk Maintenance and Logistics Enhancement PlayAid,
making sure to apply any DRMs. The results show the player at what level the wreck’s damage must be repaired.
If the result says Battalion then the damage may be repaired at that HQ unit and is placed on the Battalion track
and placed in the box corresponding to the number of damage from the table. If the result says something else,
perhaps Division/Corps, then the wreck must be moved by a recovery unit further back in the maintenance levels
to a maintenance unit of that level within the wreck’s chain-of-command `and then placed in the appropriate
damage box at the Division/Corps level. If the result says Destroyed the wreck is removed to the Total Loss box
and cannot be repaired.

12.5.2. Repair Segment


Use the following rules to repair destroyed vehicle units.

12.5.2.1. Repair Processing


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

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12.5.2.2. Repair Requirements


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

12.5.2.3. Repair Completion


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

12.5.2.4. Repair Special


 When a vehicle unit is destroyed in combat it is immediately flipped to the wreck side (and apply a wreck
smoke marker) and left in the hex destroyed.
 Wrecked vehicles may be disabled by the enemy player by having engineers spend one entire turn in that
hex (In-Supply and not suppressed). (Rule 12.2.3.7)
 Maintenance units with wrecked vehicle(s) in their repair tracks may only move at one quarter their
movement allowance each turn (round up).

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


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

 Allow 5% of the allotted supplies to be Class IX, or spare parts (round normal). Maintenance units must
have one point of these per day to continue making repairs to friendly units. For every turn they are
supposed to have them and don’t, the repairs stop until more repair parts arrive. [from CSS - Logistics
Advanced Enhancement module]

12.6. Combat Service Support (Logistics)


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

12.6.1. Supply Quantity Determination


Once each day on the first daylight turn determine the Off-Board Supplies available for the German and Red Army
sides by making a single ten-sided die roll and using the Daily Logistics Table on the Death Ride Kursk Maintenance
and Logistics Enhancements PlayAid during the Joint Combat Service Support phase.

12.6.2. Issuing Supply


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

12.6.2.1. Expending Supply


During the 0400 and 1200 game turns both players must expend one Supply Point from a HQ to supply all the
combat units in that organization. Example - during the 0400 turn of 5 July the I/GDPzR HQ unit must expend one
Supply Point to supply all its combat units and any other units that are currently tracing to it. The GDPzR HQ must
also expend a supply point for all combat units that trace to it.

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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.

12.6.2.2. Supply Used From HQ


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

12.6.2.3. HQ Adjacent to the Enemy


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

12.6.2.4. HQ that are Suppressed


HQ units that are suppressed may not issue supplies.

12.6.2.5. Supply Unit Adjacent to the Enemy


A Supply Unit, not a headquarters, which is adjacent to enemy units, may not issue Supply Points. Note that this
restriction is for the supply unit adjacent to the enemy only, and not the HQ that could still issue supplies from
another assigned supply unit that is not adjacent to the enemy.

12.6.2.6. Supply Transport


Supply Transport units are the playing pieces provided with the CSS Logistics Advanced Enhancement
module - no additional pieces may be added.

12.6.2.6.1. Supply Transport Carrying Capacity


German Supply Transport units
German Supply Transport unit with a 2 Defense may carry up to a maximum of 2 supply points
German Supply Transport unit with a 6 Defense may carry up to a maximum of 6 supply points
German Supply Transport unit with a 10 Defense may carry up to a maximum of 10 supply points
German Supply Transport unit with a 20 Defense may carry up to a maximum of 20 supply points

Red Army Supply Transport units


Red Army Supply Transport unit with a 6 Defense may carry up to a maximum of 6 supply points
Red Army Supply Transport unit with an 8 Defense may carry up to a maximum of 12 supply points
Red Army Supply Transport unit with a 12 Defense may carry up to a maximum of 18 supply points

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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).

12.6.3. Determine Supply Status


Each ground unit must be within the trace ranges to be considered In-Supply. Check the supply status of all
ground units when issuing supplies twice per day and in the player's Command & Control phase of each turn for
changes in supply status.
 German Army ground units must be able to trace a path no more than 8 hexes long to their parent
headquarters
 Red Army ground units must be able to trace a path no more than 9 hexes long to their parent
headquarters
 Unaffiliated ground units (both German and Red Army) must be able to trace a path to a supply unit:
o German unaffiliated ground unit a path no more than 24 hexes
o Red Army unaffiliated ground unit a path no more than 12 hexes

12.6.3.1. Ground Units Out-of-Supply


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

12.6.3.2. HQ Units Out-of-Supply


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

12.6.3.3. Trace Requirements


Only ground units have distance trace requirements. HQ units no longer need to trace distances to be In-Supply.
 Ground units with a HQ on the map must trace to that HQ (i.e., I/GDPzR).
 Ground units without a HQ on the map may trace to any HQ (i.e., GDR) or when using the C2/FS Task
Organization charts use the designated command structure.
 Ground Units may trace supply across a River where there is an Operational Bridge or Rafts

12.6.4. Transporting Supplies


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

12.6.4.1. Supply Transport Loading Costs


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

12.6.4.2. Supply Transport Unloading Costs


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

12.6.4.3. Supply Transport Unit Restriction


Supply Transport units may hold supply points, but may never be used as a supply unit to issue supplies.

12.6.5. Special for Supply


The following are special rules for supply:

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12.6.5.1. Eliminated Supply Units and Transports from Fire Combat


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

12.6.5.2. Eliminated Supply Units and Transports from Assault Combat


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

12.6.5.3. Supply Transport Restriction


Only the Supply Transport units provided with this logistics advanced enhancement module may be used to
transport supply. No additional Supply Transport units can be made. Ground Unit trucks or half-tracks may NOT
be used to transport supply.

12.6.6. Out-of Supply Effects


Effect of being Out-of-Supply is the same as [Enhanced game rule 8.5.2.4] - movement is halved (round up) and
combat factors for attacking only are halved (retain fractions).

13. Close Assault Phase


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

13.1. Assault Combat


The Phasing Player decides what combat units from any adjacent hex or hexes that are assaulting and must
consider all the defending units in a hex as a single target. All combat unit types may participate in an assault and
the attacking combat units can use both secondary and primary range factors when attacking from an adjacent
hex. Each Phasing Player Combat Unit may ONLY be involved in Assault Combat once per turn (exception Heavy
Weapons Units). Use the Death Ride Kursk Firepower Table PlayAid for modifying the Assaulting Factors using the
most beneficial multiplier for the attacker’s benefit based on actual defensive types in the actual target hex.
Assaulting and defending unit’s factors are then calculated to a total retaining all fractions. The assaulting attack
factor total is divided by the defender’s defense factor total and expressed as a ratio. Consult the Assault Combat
Tables and use the ratio to select the column that is equal to or greater than the actual ratio. The ratio must be at
least 0.25 to 1 as a minimum to roll for a close assault combat (all artillery and CAS committed to an Assault that
does not meet the minimum ratio are still considered to have actively participated and are marked as used). The
attacking player rolls a single ten-sided die and gets a result from both the Result vs. Defender Assault Combat

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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].

13.1.1. Best Multipliers


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

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.

13.1.2. Close Assault Declaration


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

13.1.3. Heavy Weapons


Most combat units assault from adjacent hexes to the target hex. Heavy weapons units, those designated with an
asterisk “ * “ on the top line, may support any and all assault combats that are within their range allowances and
part of their friendly organization. So one heavy weapons unit may support multiple close assaults in one turn if
within range and within the friendly organization.

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.

13.1.4. Combined Arms


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

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13.1.4.1. Combined Arms Scope


In Assault only, combat units gain benefits from using all types of arms in combat. Combined Arms modifiers are
available beyond the normal Assault Combat modifiers. Numerous die roll modifiers (one per each category) can
be achieved in a single Assault combat and their effects are cumulative. Use the Death Ride Kursk Die Roll
Modifiers and Track PlayAid to assist in keeping track of these.

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.

13.1.4.2. Combined Arms Pre-requisites


To qualify for Combined Arms bonus DRMs, a close assault must include at least one infantry type combat unit in
the Close Assault stacks. Infantry is considered any regular infantry/motorized infantry/mechanized infantry,
recon, engineer, heavy weapon unit, or sub-machinegun type of unit. The following combat unit types and/or
conditions listed below in an attack or defense can be used to qualify for Combine Arms Die Roll Modifiers.

13.1.4.3. Combined Arms Effects to apply DRMs


When the above pre-requisites are met, the listed player may gain a single die roll modifier for each type of DRM
category listed on the Die Roll Modifier Table and Track PlayAid for Combined Arms if included in the Close
Assault.
Combined Arms Assault Combat Die Roll Modifiers categories are:
 Attacker/Defender; Infantry Type Company (German)/Battalion (Red Army) Integrity (+1/-1)
 Attacker only; Heavy Armor (+2)
 Attacker/Defender; Armor (+1/-1)
 Attacker only; Engineers/Pioneers (+1)
 Attacker only; Flam Panzer and Grille when assaulting a Dug-in or Fort Obstacle only (+1)
 Attacker/Defender; Anti-Aircraft (+1/-1)
 Attacker only; Recon (+1)
 Attacker/Defender; Artillery (+1/-1)
 Attacker/Defender; Close Air Support (+#/-#)
 Defender only; Anti-Tank/Tank Destroyers (-1)

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].

13.1.4.4. Exclusions and Special


To qualify for the Combined Arms Infantry Integrity modifiers for either the attacker side or defender side, there
must be at least two German Infantry platoons of the same command HQ involved in the assault or for the Red
Army there must be at least two company infantry units of the same command HQ involved in the assault.

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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).

13.1.4.5. Close Assault Combat Result Losses


Assault Combat Results being applied to the attacker side are only applied to one unit/stack (from one hex
location) involved in the assault regardless of how many units/stacks participate. When an attacker loss is called
for in an Assault Combat Result the attacker selects the hex that will experience the loss, the chosen hex must
meet the combined arms loss priority for type of unit.

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.

13.1.5. Special Rules Applied to Assaults


The following rules apply specially to assaults:
 Passengers must unload in order to assault and their assault combat value is halved (retain fraction) on
the turn they unload.
 The defender chooses which of their units are lost first.
 Half-tracks may participate with other ground infantry or armor units but may not assault by themselves.
 Units in Mine hexes are not allowed to conduct assault, but may be assaulted.
 German and Red Army Rocket Artillery may NOT participate in support of assaults.
 All units constituting a given, or single, combat assault against an enemy hex must be assigned to or trace
command to the same GREEN banded headquarters. Any supporting combined arms units (artillery, anti-
aircraft, anti-tank, recon, engineer, assault guns) must be able to trace command to that GREEN banded
headquarters, or that headquarters BLUE banded parent headquarters, or that headquarters RED banded
parent headquarters.

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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).

13.2. Controlled Hexes


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

13.3. Assault Combat Results Effects


The following rules are used to guide the players on the effects of assault combat results:
a) Elimination: Ground Units can be eliminated in two ways. Ground Units can be eliminated with a “#”
result on the Assault tables. This number is the number of units that must be immediately eliminated. Or
Ground Units can be eliminated by becoming overly suppressed. This happens when a Ground Unit
accumulates 5 levels of suppression. In other words a Ground Unit that has 4 levels of suppression that is
subsequently suppressed again is eliminated instead. Ground Units that are being transported are
eliminated if the carrier is eliminated. Vehicle units are turned over to their wreck side when they are
destroyed. These wrecks block line of sight for enemy units and count against the stacking limit and has a
wreck smoke marker placed. A surrounded defending Ground Unit or stack, which receives an elimination
result, is placed in the Total Loss box.
b) Suppression: For each level of suppression that a soft target unit has it loses 20% of
its combat strength for attack and movement abilities (round down, 4.8 becomes 4); defense
strength is increased by the level of the suppression. For each level of suppression that a
medium or hard target unit has it loses 10% of its combat strength for attack and movement
abilities (round down, 4.7 becomes 4); defense strength is increased by the level of the suppression (i.e. a
unit with a defense of 8 has a 3 suppression marker on it and now has an 11 for defense). Moving Ground
Units that get a suppressed result of any type must halt their movement (there is an exception when

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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.

13.4. Combat Exploitation


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

13.5. Optional Rules involving Assaults


[From DRK Standard rule set]:

13.5.1. Quick Reference


Players can use the Quick Reference Combat Factor Chart to calculate the number of combat factors used in
attacks. When a player must reduce a tank company’s strength due to suppression he can instead use the Quick
Reference chart to calculate the factors. Both players must agree to use this method and the players round off to
the nearest 5 (normal rounding). So if a player has 57 factors then he uses the 55 line on the chart; and if he has
58 factors he uses the 60 line on the chart.

13.5.2. Alternative Die Rolls


Instead of having the attacker roll one single ten-sided die for assaults, both players each roll a single ten-sided
die and consult the appropriate table for the result. Therefore when the attacker makes his roll he consults the
DRK Result vs. Defender Assault Table and the defender makes his roll and consults the DRK Result vs. Attacker
Assault Table. Apply Results normally.

13.5.3. Assault Combat Optional Modifier Restrictions


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

OPTIONAL TABLE * Player may select the best modifiers used


DIE ROLL RESULT
1 Normal Modifiers used
2 Normal Modifiers used
3 Normal Modifiers used
4 Attacker may only use 4 modifiers *

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5 Normal Modifiers used


6 Normal Modifiers used
7 Attacker may only use 3 modifiers *
8 Normal Modifiers used
9 Attacker may only use 2 modifiers *
10 Attacker may only use 1 modifier *

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.

14. Unit Suppression Recovery Phase


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

14.1. Suppression Markers


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

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.

14.2. Smoke Management


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

14.3. Excess Unit Stacking Check


At the end of each player's operations phase/close assault phase - in the player's Unit Suppression/Recovery
phase remove excess stacking of Ground Units in each hex per [rule 3.1.6].

15. Interdiction Placement/Return and CAS Return Air Phase


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

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15.1. Air Units Used in Operations Phase


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

15.2. Air Units Remaining in the Ready Box


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

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).

15.4. Interdiction Markers


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

15.5. Airfield Suppression Recovery


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

15.6. Damaged Aircraft Removal


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

16. End of Turn Activities


Follow these rules to complete the end of turn activities:

16.1. Reorient Game Pieces


During this phase return any and all playing pieces to their original position that may have been reoriented during
the course of the current turn. Previous editions of the games required turning or flip playing pieces, this no
longer is required with the use of the extensive number of markers now provided.

16.2. Marker Removal


Marker removal includes these types: Overwatch markers, Fire markers, Op Fired markers, Withdrawal markers,
Formation markers, Moved markers, Assault markers, Located/Detected markers, DS Fired markers.

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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16.3. Reduce Command and Control Markers


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

16.4. Return of German HQ and Signal Units


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

16.5. Vehicle Wrecks


When Vehicles (includes Armor) are eliminated at any point in the Standard game, these vehicle units are flipped
over to their wrecked side (the back-side of the counter) and remain on the map in the hex they were destroyed.
On the last turn of a day, these wreck markers/vehicles for both sides are removed from the map and placed in
their respective Daily Losses Box. Note - these wreck markers on the map have an effect on stacking [rule 3.1.6]
and LoS [rule 12.3.1.11.6].

§§ 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.

16.6. Land Aborted Air Units


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

16.7. Check for Victory


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

16.7.1. Advance Game Turn


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

16.7.2. End of Game


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

17. Turn Specific Rules


Follow these rules for specific game turn activities:

The Prep and Counter Prep fire is conducted only once for each player during the game. The Red Army 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.

The player then places these suppression markers on enemy stacks.

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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.

17.1. Red Army Counter Prep Fire Phase


Available only one time, 2400-0400 turn of 5 July 1943. The intent is to disrupt German units in the front line and
in assembly areas from starting the planned offensive.

17.2. German Prep Fire Phase


Available only one time, 0400-0600 turn of 5 July 1943. The intent is to disrupt Red Army units in the front line
and in assembly areas from reacting to the German offensive.

18. Rules for Special Units

18.1. Sub-Machine Gun units (SMG)


18.1.1. Each Time a SMG Unit is Involved in Fire or Assault Combat
SMG units have two different firepower multipliers:
 When attacking with Fire Combat, multiply the participating SMG Combat unit’s attack strength by two (2)
times in addition to the Firepower multiplier
 When attacking using the Assault Combat tables, multiply the participating SMG Combat unit’s attack
strength by three (3) times in addition to the Firepower multiplier

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.

18.1.2. SMG Unit Scenario Setup Requirements


One out of every ten units of a given formation must include a SMG unit in the Scenario Set-up process if that
Order of Battle has SMG units assigned to the given formation up to the limit of units assigned to said formation.
This requirement is especially important for the scenario set-up where the given formation is depleted from
previous day’s action – you must have SMG units in the depleted scenario set-up per for its given formation per
this rule’s requirements.

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18.2. Recon Units


A Recon unit in the Death Ride Kursk games has special additional abilities that are described in these rules. Recon
unit is a generalized term that may include Mounted Squadrons, Bicycle Squadrons, and Heavy Motorized
Reconnaissance Squadrons including Armored Cars.

18.2.1. Detecting Obstacles


Recon units are allowed to perform obstacle detection differently from ordinary ground units. Recon units may
make obstacle detection from adjacent hexes. They declare that they are making an attempt, and perform no
other actions, and then they check the status of the obstacle to see if the obstacle is a dummy or not. If the
obstacle is determined to be a dummy, the dummy is removed from the map immediately. The Recon unit
making the attempt is considered to have completed its turn and may attempt no other action to move or fire.
The act of checking the obstacle status for these recon units is not considered movement and does not draw
opportunity or defensive fire.

18.2.2. Hidden Minefields (Optional)


My recommendation for this is to place a blank counter on every Mine and Wire obstacle. This will effectively
hide them. Then use the scouting capabilities of the Recon units to locate and try to find any gaps in them.

18.2.3. Reduced Time to Reduce an Enemy Minefield (Optional)


When using the Advanced Obstacle Rules for added Realism Option, a Recon unit that has
scouted a minefield hex, as described above, helps speed the removal of any real minefield hex.
A scouted minefield hex is removed after 2 turns of engineer action, and non-scouted minefield
hexes are removed after 4 turns.

18.2.4. Each Time a Recon Unit is Involved in an Assault Combat (Optional)


Each time a Recon unit is involved in an assault combat, including overruns, the owning player of the Recon unit
rolls a single ten-sided die to determine a variable DRM that is applied to this assault combat results die roll (this
applies instead of the normal combined arms die roll modifier for recon units involved with an assault):
 on a die result of 1, the DRM is 2 in favor of the defender,
 on a die result of 2 or 3, the DRM is 1 in favor of the defender,
 on a die result of 4, there is no DRM – it is +/-0 in no one’s favor,
 on a die result of 5 -9, the DRM is 1 in favor of the attacker,
 on a die result of 10, the DRM is 2 in favor of the attacker.

18.3. Tiger Tank Units

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

18.3.2. Optional Rule of Tiger Invulnerability


Tiger tank unit Invulnerability rules can make the game a bit more interesting. Tigers were, at this time in the
war, almost mythical and invulnerable to Red Army anti-tank fire from their front and/or front angles. With
this in mind the following rules apply when agreed to by the players:
18.3.2.1. Results of Fire Combat by enemy infantry type units against Tiger Tank units can only ever
have a maximum suppression results of “S2” with no possibility of an “X” result
18.3.2.2. Tiger Tank units can only get a higher Fire Combat result than “S2” when they receive Fire
Combat solely from Enemy Armor units (medium targets excluding Armored Cars and Half-
Tracks, and hard targets), Heavy Anti-Aircraft units (having a “+” sign), Anti-Tank units, and
Artillery/Mortar/Rocket units with a “+” sign, primary weapons only, and must also have a
2+ enfilade fire against the Tiger Tank units
18.3.2.3. Tiger units are affected by assault combat the same as Forts where “S” and “#” results are
applied normally [see rule 12.2.3.3.1]

18.3.3. Optional Rule - for the Gross Deutschland Division 1


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

19. Scenario Set-Up


Follow the instructions that occur on the scenario set-up card selected to play. When a scenario set-up card does
not specifically state the set-up order, the Red Army player sets up first and then the German Army player sets up
second.

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20. Victory Conditions


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

20.1. Optional Victory Level Determination


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

20.1.1. Counting Casualties


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

20.1.2. Casualty Effects on Victory


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

20.2. Optional Victory Adjustments for Maintaining Reserves


In these games having a reserve is always optional (this is a change from the past). Points for having a Reserve
can be accumulated by the German player and the more he can accumulate the more it affects the level of
victory. The accumulation of more than 1 point for the German player can only occur when playing a scenario or
campaign of more than 1 day. The following set of rules applies to reserves and their deployment/use.
 A German Battalion/ GREEN banded HQ does not count as a reserve unless it has at least 75 percent of its
assigned units still remaining alive and on the map
 A Red Army Regiment/Brigade does not count as a reserve unless it has at least 75 percent of its assigned
units still remaining alive and on the map
The German player receives extra credit for constituting a reserve.

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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

21. Tactical Mentoring


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

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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.

Updated Tactics based on our most recent play at conventions


Our latest adventure, fighting the XLVIII Panzer Korps from 4 July, was a very inspirational event.

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.

22. Designers Notes


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

There have been some rules changes that will make this game so much better than before.

We will be working on exactly how to re-organize the original games so that we can transition them to the new
system as quickly as possible. Retrofitting the original 3 games will be a challenge, but has to be done. They will
eventually be made to have the newer maps and they will also likely need new scenario Cards made for them to
support the new maps.

Priority Targets – this came into being as I did research on specific doctrine for the major combatants. The initial
design made an assumption that units will fire at a target near them as opposed to a target far away from them.
This is in the Line of Sight rules. Enemy units block Line of Sight. All countries doctrine allows units with long
range anti-tank weapons to target enemy elements that would be able to knock them out. Therefore they are
allowed to see beyond the front line and into the rear where these units might try to hide. Now you can go hunt
them from afar. One item of note is that I found a reference in the Zamulin that states a specific memo (NKO
Order No. 325, 16 Oct. 1942) for the Red Army as a teaching point in late 1942 that the doctrine for Red Army
tanks was to take out the German infantry first, before engaging the tanks. The only rational I can make for this
weird anomaly is that the Red Army higher command must have felt that if the German tanks had no infantry
support they would be less able to perform their job. It seems obvious that the Red Army tankers ignored this
dictate during the fighting at Kursk as they charged the German Panzers at Prokhorovka.

DS Artillery – In the Fire Support Enhancement I have chosen to make the ‘DS’ artillery mission a little more
desirable for the players. Artillery is limited in its ability to fire in support of its assigned battalion. In the case of
DS missions now the artillery may fire once in support of an attack and once in support of the defense. You will
also find a limited set of markers to keep players from assigning too many ‘DS’ or ‘GS’ markers.

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.

Panther Organization and Breakdowns:


My previous organizational structure for the 10th Panzer Brigade and 39th Panzer Regiment was faulty and based
on older information. Having purchased the Christopher Lawrence book I found an excellent description of the
organizational structure of this unit. It is interesting to me that each battalion was composed of about 96 tanks.
Most Panzer Regiments at this time had that many tanks in 2 Battalion structures. The cause of this is that the
German Panzer Divisions had been structured to have 15 tanks per company, with 3 companies in the battalion at
this time. The Panther battalion companies had 22, and they had 4 companies in the battalion, plus a Panther
recon Platoon and an Engineer Platoon.

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.

Engineering and Obstacles:


Our recent CSW Expo’s have had a new player addition in the form of an active duty Engineer Colonel. He
provided some information I hadn’t had before with better times for building obstacles of the type found on the
battle at the time and also elicited the fact that there is never enough barrier materials to build what everyone
wants, a solid wall of Dug-in’s and Fortifications. In addition to that he provided me some guidance on what the
effects of having such Dug-in and Fortified positions would do to enhance the defenders position. Based on his
recommendations I implemented the changes you see here. He also informed us that no engineer builds fighting
positions without guidance from the combat units that are going to be fighting on that terrain.

 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:

II/111PzG (1 x 1 = 1); II/394PzG (1 x 1 = 1); 1PioLehr (1 x 1 = 1)

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.

23. Unit Examples


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

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

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


Launchers – Soft

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


Guns – Soft

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


Machine Guns – Medium

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


Guns – Soft

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


Machine Guns – Medium

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


81mm Mortars – Soft

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


Guns, Machine Guns – Medium

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


Guns – Soft

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

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

Truck Mounted Infantry Platoon – Approximately 50 men – Soft

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


81mm Mortars – Soft

Truck Mounted Heavy Weapons Platoon – Approximately 50 men – Soft

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

Truck Mounted Recon Platoon – Approximately 50 men – Soft

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

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

Pz Mk-III Platoon – Approximately 5 tanks – Machine Guns, 50mm Cannon – Medium

Pz Mk-III Wreck

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

SG-III Wreck

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


Hard

Pz Mk-VI Wreck

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

Pz Mk-IV Wreck

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

Mounted Anti-Tank Platoon – Approximately 3 guns – Soft

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


Cannon – Medium

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

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

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


weapon) – Soft

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

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

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


Guns – Medium

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

Truck Mounted Engineer Platoon – Approximately 50 men – Soft

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


artillery) – Soft

Truck Mounted Howitzer Battery – Approximately 6 guns – Soft

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


Howitzer (+ artillery) – Medium

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

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

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

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

Raft – Must be deployed to be used

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


Medium

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


Machine Guns – Soft

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

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


Machine Guns – Soft

Truck Mounted Heavy Weapons Platoon – Approximately 50 men – Small Arms, Heavy
Machine Guns – Soft

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

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

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

Truck Mounted Mortar Platoon – Approximately 3 guns – Soft

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

T-34/76 Wreck

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

T-70 Wreck

Motorcycle Recon Company – Approximately 200 men – Small Arms, Machine Guns – Soft

GREEN banded HQ – Approximately 200 men – Small Arms, Machine Guns – Soft

BLUE banded HQ – Approximately 200 men – Small Arms, Machine Guns – Medium

RED banded HQ – Approximately 200 men – Small Arms, Machine Guns – Medium

WHITE banded HQ – Approximately 200 men – Small Arms, Machine Guns – Medium

HS-129 Attack Aircraft – Approximately 4 aircraft


37mm Anti-Tank Cannon

JU-88 Attack Aircraft – Approximately 4 aircraft


250lb Bombs

HE-111 Attack Aircraft – Approximately 4 aircraft


500lb Bombs

IL-2 Sturmovik Attack Aircraft – Approximately 4 aircraft


500lb Bombs or Cannon

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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

Mounted Motorized Rifle Company – Approximately 200 men – Soft

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

Mounted Mortar Company – Approximately 200 Men – Soft

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

Mounted Anti-Tank Company – Approximately 200 Men – Soft

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

Mounted Light Anti-Aircraft Company – Approximately 200 Men – 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.

Flame Panzer Platoon – Approximately 5 tanks – Flame Throwers – Medium


Adds a +1 DRM when used in an assault on Dug-in and Fort positions

Grille Platoon – Approximately 5 vehicles – Infantry Gun – Medium


Adds a +1 DRM when used in an assault on Dug-in and Fort positions

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

Map Feature Designer: Rick Barber

Map Final Art: Kyle Gebhardt

Rules Editor: Marc Hirschy

Expert Rule Bender/Breakers: Steven Bradford and Joe Perez

Charts/Tables Layout and Presentation: Robert Weebe

Playtesting, Chart Development, Rules Edits: Marc Hirschy, Steven Bradford, Joe Perez, Robert Weebe, Matthias
Hardel, Stacey Fitzsimmons, Keith Plymale, Bill Schultz, Clark Daggs, Mike Fallon, Chris Lestochi, and Vincent
Fasulo

Games and enhancements and their place in the overall order for the series:

Death Ride Kursk – Gross Deutschland – Game 1


Death Ride Kursk – 3rd Panzer (Expansion) – Game 2
Death Ride Kursk – 11th Panzer (Expansion) – Game 3
Death Ride Kursk – XLVIII Panzer Korps Enhancement (Expansion)
Death Ride Kursk – Totenkopf – Game 4
Death Ride Kursk – Leibstandarte (Expansion) – Game 5
Death Ride Kursk – Das Reich (Expansion) – Game 6
Death Ride Kursk – IISS Panzer Korps Enhancement (Expansion)
Death Ride Kursk – IIIrd Panzer Korps – Game 7
Death Ride Kursk – Korps Raus (Expansion) – Game 8
Death Ride Kursk – Armee Detachment Kempf Enhancement (Expansion)

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