Download as pdf or txt
Download as pdf or txt
You are on page 1of 18

)LUH¿JKW1.

9''HIHQVHDW0LU
-XQH2SHUDWLRQV-RXUQDO³Field Marshal von Bock’s Army Group Center has encircled large portions of the Soviet 3rd, 4th and 10th armies
during the Bialystok-Minsk battle. The Soviets have initiated several break out attempts in order to link up with other West Front formations.”
General Situation: Elements of Hoth’s 3rd Panzer Group have cornered a Soviet company trying to break through German lines near the
wooded area of Mir, SW of Minsk. Instead of surrendering, NKVD elements drive the Red Army units to a fanatical defense. From the south,
DQRWKHU6RYLHWULÀHSODWRRQDUULYHVLQLWVHIIRUWWRHVFDSHWKURXJKWKH*HUPDQOLQHV
$IWHUPDWK7KH*HUPDQ:HKUPDFKWIRLOHGDOOPDMRU6RYLHWEUHDNRXWDWWHPSWVRIWKH0LQVNSRFNHWDQGNLOOHGRUFDSWXUHGRYHUPHQ
WDQNVJXQVDQGDLUFUDIW+LVWRULFDO1RWH The NKVD army, part of the Soviet secret police, were elite and often fanatical
Soviet units that often were responsible for bolstering the Soviet lines and preventing wholesale retreats.

Commanders: 2 - 4 Initiative: Soviets on Round 1. Both commanders of a faction take a turn, then both opponents.
1RWH(DFKFRPPDQGHUKDVKLVRZQWUDFNVKHHW&RPPDQGHUVFRPELQHWKHLU93VDWWKHHQGRIWKH¿UH¿JKWIRUDFRPELQHGZLQRUORVV
CAPs per Commander: Germans 2 CAPs, plus ? CAPs each round thereafter (see special rules below). Soviets&$3VHDFK
Cards: 6KXIÀHDOODFWLRQDQGERQXVFDUGVXQGHU(DFKFRPPDQGHUUHFHLYHVFDUGVRQURXQGDQGFDUGHDFKURXQGWKHUHDIWHU
Map Setup: 0DS3ODFH*HUPDQ&RQWURO0DUNHURQKH[*DQGD6RYLHW&RQWURO0DUNHURQKH[%
German Special CAP Rules: ,IWKH*HUPDQVFRQWUROKH[*DWWKHEHJLQQLQJRIURXQGVWKUXWKH\HDFKUHFHLYHERQXV&$3VIRUWKH
FXUUHQWURXQGRQO\HTXDOWRWKHFXUUHQWURXQGQXPEHU,ID6RYLHWFRPPDQGHUFRQWUROVKH[*DWWKHHQGRIDURXQGKHUHFHLYHV93
6RYLHW6SHFLDO5HLQIRUFHPHQW5XOHVIf the Soviets control the hex B13 at the beginning of the round 3, each Soviet commander receives
D5LÀHµUHLQIRUFHPHQW7KH1.9'FRPPDQGHU¶VULÀHHQWHUVEHWZHHQKH[HV%WKUX$DQGWKH5HOLHI)RUFHFRPPDQGHU¶VULÀHHQWHUV
EHWZHHQKH[HV/WKUX/,ID*HUPDQFRPPDQGHUFRQWUROVKH[%DWWKHHQGRIDURXQGKHUHFHLYHV93

German Forces: Each player commands one platoon. Soviet Forces: One player commands the NKVD Co,
the other commands the Relief Platoon.
VW3ODWRRQ6HWXS QG3ODWRRQ6HWXS 1.9'&R6HWXS 5HOLHI3ODWRRQ(QWHUV5RXQG
Place as listed. Place as listed. Place as listed. (QWHUDQ\ZKHUHIURP/WKUX/
3 5LÀHµ 01
1 2 LMG34 09 1 3 5LÀHµ 05
1 2 HMG34 19
2
4 NKVD 20 1 3 60*5LÀHV 13 1 3 MMG 18 2 4 5LÀHµ 01 1 4 NKVD 21 1

2 11 4 10 2 11 5 10
0 5 12 0 9 12 0 5 12 1 12 12 3 11 4 11 3 10 3 11 3 11
0 5 13 0 3 12 0 9 12 0 5 12 0 5 13
[5LÀH [/0* [5LÀH [+0* [1.9' [60* [00* [5LÀH [1.9'
H13, H17 G14, H11 '** ( E13 E12 C14, D11
Round 3: Reinforcement for each
Victory Points: Victory Points: commander if control hex B13.
93 - Immediately score each Soviet unit eliminated. 93 - Immediately score each German unit eliminated.
93 - For Control Marker B13 held at the end of each round. 93)RU&RQWURO0DUNHU*KHOGDWWKHHQGRIHDFKURXQG

Soviet NKVD reinforcement enters here. 5RXQG


Initiative

N
Control
Control G08
93
93 &RQWURO%
93
12 9 0
10 3

5RXQG
102
1

2 18 MMG 3
9
2

Control G08
19
3

0
3
5LÀ

G
MM
Hµ
2

&$393

0

3
05
1
5

13 0
2

5
11

HM

11 3
12

&RQWURO%
G34
5
1

19

12 0
93
2

3
12

11 4 1 20 NKVD 4
10
12

1 13 60*5LÀHV 3

Round 3
Control G08
3
3

5LÀ

&$393
5LÀ

Hµ
2
Hµ


2

0

0

07
06

1
5

2 1
1
5

LMG34 10
11

Control
11

&RQWURO%
12
12

4 10
2 LMG34 09 1 3 5LÀHµ 01
1 0 9 12 3 5LÀHµ 02
1 93  5HLQI
4 10 2 11
93 0 9 12 0 5 12
2
0 5
11
12
Round 4
Control G08
&$393
&RQWURO%
93

Round 5
Control G08
&$393
&RQWURO%
93
Soviet Relief Platoon & reinforcement enter. )LUH¿JKW(QGV

4
Player Command: Soviet AI: German
Player Command: Soviet Round 1 Initia- Mission Track
tive: Soviet Soviet CAP Allocation per 1 Start Mission 2 3 Sniper 4
Round: 5 Beginning Victory Points: A fresh Soviet Unit clos- As AI Action: Roll 1D6. If the Germans control
1 German Action Cards: All Action and est to an AI is marked The Player loses the hex G08, shuffle 2 ran-
Bonus cards under 14. The Soviet receives as spent. rolled number of CAPs. dom Defense Command
CAP losses are for cur- Order Cards into the
2 cards in Round 1 and 1 card each Round Order Card Deck.
rent Round only.
thereafter. Order Cards: 6-43
5 6 CAP Surplus 7 Seek Cover 8
While the Mission As AI Action: If the Germans control
Score Victory Hexes Marker is on this space, Lowest DV AI closest hex G08, shuffle 1 ran-
B13 German, G08 the AI adds +1 to all of to a Unit
Counteractions Soviet
dom Defense Command
its die rolls. 4Place a Hasty De- Order Card into the
AI closest to a Unit that is flanking Order Card Deck.
fense Marker on AI
4Fire (+2 CAP)
9 Reinforcements 10 Autorally 11 12
Highest FP AI closest to a Unit As AI Action: A fresh Soviet Unit clos- If the Germans control
4Fire (+2 CAP) Soviet reinforcement if Hit AI closest to a Unit est to an AI is marked hex G08, shuffle 1 ran-
they control hex B13.
Score Victory Hexes B13
4Autorally as spent. dom Defense Command
If no AI can Autorally, Order Card into the
German, G08 Soviet.
Order Card Deck.
AI Mission Objectives execute the Order Card.
Soviet Control Marker
13 14 BF Confusion 15 16
As AI Action: A fresh Soviet Unit clos- If the Germans control
Score Victory Hexes Fresh, Highest FP Unit est to an AI is marked hex G08, shuffle 1 ran-
Mission Orders B13 German, G08 closest to an AI as spent. dom Defense Command
Highest FP AI closest to a German Control Soviet 4Mark as spent Order Card into the
If not, exec. Order Card. Order Card Deck.
Marker
4Fire at the Unit closest to the Control
Marker (+2 CAP) 17 18 Command Exp 19 20 End of Mission
Shuffle 2 random A fresh Soviet Unit clos-
Score Victory Hexes Command Order Cards est to an AI is marked Score Victory Hexes
AI closest to a Soviet Control Marker B13 German, G08 removed, due to killed as spent. B13 German, G08
4Move towards Soviet AI, back into the Order Soviet
Card Deck.

Player Command: German AI: Soviet


Player Command: German Round 1 Mission Track
Initiative: Soviet German CAP Allocation 1 Start Mission 2 3 Advance 4
per Round: 2 Beginning Victory Points: A fresh German Unit As AI Action: Unhit
closest to an AI is fresh AI closest to a Unit If the Germans con-
1 Soviet Action Cards: All Action and Bo-
marked as spent. 4Move 2 hexes (Don’t trol hex G08, add one
nus cards under 14. The German receives time +2 bonus CAPs.
make a spent check)
2 cards in Round 1 and 1 card each Round
If not, exec. Order Card.
thereafter. Order Cards: 13-52
5 6 CAP Surplus 7 8
While the Mission A fresh Germna Unit
Counteractions Score Victory Hexes Marker is on this space, closest to an AI is If the Germans con-
AI closest to a Unit that is flanking B13 German, G08 the AI adds +1 to all of marked as spent. trol hex G08, add one
4Fire (+2 CAP) Soviet its die rolls. time +3 bonus CAPs.

If an AI is in the Draw Cup:


Draw an AI from the Draw Cup 9 Reinforcements 10 Swift Action 11 BF Confusion 12
4Move onto the map hex (along the speci- The AI performs 2 Order As AI Action:
Soviet reinforcement if If the Germans con-
Card Actions in a row, Fresh, Highest FP Unit
fied map edge) closest to a Mission Objec- they control hex B13. trol hex G08, add one
drawing a new Order closest to an AI
tive or Unit Score Victory Hexes B13
Card for the second ac- 4Mark as spent time +4 bonus CAPs.
German, G08 Soviet.
tion. Then Player’s turn. If not, exec. Order Card.
AI Mission Objectives
German Control Marker 13 14 Careful Aim 15 16
As AI Action: A fresh German Unit
Score Victory Hexes Highest FP AI closest closest to an AI is If the Germans con-
B13 German, G08 to a Unit marked as spent. trol hex G08, add one
Soviet time +5 bonus CAPs.
Mission Orders 4Fire (+4 CAPS)
AI closest to a German Control Marker If not, exec. Order Card.
4Move towards
17 18 Command Exp 19 20 End of Mission
Shuffle 2 random A fresh German Unit
Highest FP AI closest to a Soviet Control Score Victory Hexes Command Order Cards closest to an AI is Score Victory Hexes
Marker B13 German, G08 removed, due to killed marked as spent. B13 German, G08
4Fire at the Unit closest to the Control Soviet AI, back into the Order Soviet
Marker (+2 CAP) Card Deck.
)LUH¿JKW7KH*DS
June 23, 1941 Letter: “Meine Liebste Friedle, Yesterday, the invasion against the Bolsheviks began. Our Panzers are rushing ahead and our
company must sweep up the Soviets who are left behind and have not surrendered yet. I foresee no problems, because they are all ill trained
DQGEDVLFDOO\GRQRWZDQWWR¿JKW´ Corporal Hans Rastlingen near Przemysl.
General Situation: As the 14th Panzer Div. punched through and rushed past the Soviet defenses on the Bug River, a gap opened between
WKHWKDQGQG,QIDQWU\'LYLVLRQVRIWKHWK$UP\7KH6RYLHWVVXUSULVHGWKH*HUPDQVZLWKWKHLUWHQDFLW\LQÀLFWLQJKHDY\ORVHVRQWKH
*HUPDQV7KHWK,QIDQWU\'LYKDGWREHEURXJKWIRUZDUGWRFORVHWKHKROHDQGVWDELOL]HWKHOLQH(OHPHQWVRIWKHWK,QIDQWU\5HJLPHQW
must root out Soviet forces, some hidden, and scout the road to the east.

Commanders: 2 Initiative: Soviets on Round 1. CAPs per Round: German 8 CAPs Soviet 6 CAPs
Cards: 6KXIÀHDOODFWLRQDQGERQXVFDUGVXQGHU(DFKFRPPDQGHUUHFHLYHVFDUGVRQURXQGDQGFDUGHDFKURXQGWKHUHDIWHU
Map Setup: 0DSVDQG3ODFHD6RYLHW&RQWURO0DUNHURQKH[-

German Forces: 2QH5LÀH3ODWRRQ Soviet Forces: 2QH5LÀH3ODWRRQ


Setup: 6WDFNDVTXDGFRQVLVWLQJRIRQH5LÀHFRXQWHUDQGRQH/0* Setup: 00*LQKH[-5LÀHVPD\EHSODFHGDQ\ZKHUHRQRU
FRXQWHURQHDFKURDGKH[-,+DQG* east of row F on map 1. (This includes setting up anywhere on Map 2.
3 5LÀHµ 01
1 Notes & Tactics: In 1941, most German platoons were
2 LMG34 09 1 7ZRULÀHVPD\VWDUWWKH¿UH¿JKWKLGGHQ
made up of 4 squads each. Each squad (or Gruppe) 4 5LÀHµ 01 1 Notes & Tactics: In 1941, most Soviet squads were
3 MMG 18 2
ZDVPDGHXSRIULÀHPHQD1&2VTXDGOHDGHUKLV FRPSULVHGRIPHQDOOULÀHVDQGDQRI¿FHU7KHVH
2 11 4 10
0 5 12 0 9 12 second, and a 3 man LMG unit. The squad centered squads were not as tactically trained as the Germans
around the LMG. The LMGs were trained to lay down 3 11 3 10 and had less decision making autonomy. At the start of
[5LÀH [/0* VXSSUHVVLRQ¿UHZKLOHWKHULÀHPHQDGYDQFHGWRDQ 0 5 12 0 9 12
WKHZDU6RYLHWRI¿FHUVZHUHYHU\LQH[SHULHQFHGEXW
objective. German squads were tightly knit groups that were trained to work [5LÀH [00* were learning quickly. A single MMG unit was attached
WRJHWKHU7KH\DUHUHSUHVHQWHGE\FRXQWHUVDWWKLVWLPHDULÀHFRXQWHUDQG to a platoon, not each squad. Maxim MMGs were slow to move and not as
a LMG team counter, to better simulate the 1941-42 German tactics. integrated with the infantry squads as their German LMG unit counterparts.
Orders: Your platoon is operating as a scouting force. Scout the road 5HLQIRUFHPHQWV5RXQG Orders: Your platoon has been cut off.
up to the east edge of the map and destroy any Soviets encountered. 4 5LÀHµ 04
1 3 MMG 19 2 There are invading Germans all around
You must limit your casualties. you. The commissar says that you will
11 defend the motherland until the last
Victory Points: 3
0 5 12
3
0 9
10
12 man and destroy every German who
93 - Immediately score each Soviet unit eliminated. dares to contaminate her soil! Hold, for
[5LÀH [00*
93 - &³$´LVLQ/26RIDQ\*HUPDQXQLWDWWKHHQGRIHDFKURXQG $% & we are sending reinforcements.
5VP &RQWUROKH[- WKHVWRQHKRXVH DWWKHHQGRIURXQG
93&RQWUROKH[- WKHVWRQHKRXVH DWWKHHQGRIWKH¿UH¿JKW Victory Points:
93 - Immediately score each German unit eliminated.
93&RQWUROKH[- WKHVWRQHKRXVH DWWKHHQGRIURXQG
4VP&RQWUROKH[- WKHVWRQHKRXVH DWWKHHQGRIURXQGV 
+H[7\SH Movement 'HIHQVH
Open or Road +0 AP '0 3OD\\RXU¿UVW¿UH¿JKWZLWKRXW&DXWLRXV0RYHPHQW 5RXQG
Light Woods +0 AP '0 Optional Rule (5.0.3) Movement 'HIHQVH Initiative
Heavy Woods $3 '0 Normal Open or Road Move +0 AP '0 &LQ/26
Building Wood / Stone $3 '0 93
Cautious Open or Road Move $3 '0
Wall $3 '0

5RXQG
N
&LQ/26
93
6RYLHWVVHWXSRQRU(DVWRIWKLVOLQH
2
0 29
4
0 29
4

Round 3
LMG34
0

3
LMG34
0

5LÀHµ
5LÀHµ

11
5
12
5

10
12 11
10
12 11

1
03
1
04

12
12

1
1

&LQ/26
0 29
4

0 2
4

2
LMG34

3
LMG34
0

5LÀHµ
9

93
5LÀHµ

10

09
5
5

10
12 11

10
1211
1

1
01
02

12
12

1
1

&RQWURO-
9393
12
2

10

93 Soviets
A
17

Control
9
MMG

Round 3
0
3
3

93
93
Round 4
&LQ/26
93

&RQWURO-
4VP

Round 5
&LQ/26
93
&RQWURO-
9393
3 )LUH¿JKW(QGV


Player Command: German AI: Soviet
Player Command: German Round 1 Mission Track
Initiative: Soviet German CAP Allocation 1 Start Mission 2 3 Sniper 4 Draw AI Order Card.
per Round: 8 Beginning Victory Points: A fresh German Unit As AI Action: Roll 1D6. Place a RE counter on
1 Soviet Action Cards: All Action and Bo- closest to an AI is The Player loses the the hex specified on the
nus cards under 20. The German receives marked as spent. rolled number of CAPs. card, on Map 1. Place
CAP losses are for cur- “No Enemy” Counter
2 cards in Round 1 and 1 card each Round
rent Round only. into RE draw cup.
thereafter. Order Cards: 3-43
2 Rifles may be set up hidden - place 5 6 CAP Surplus 7 Draw AI Order Card. 8 Seek Cover
them in Rumored Enemy draw cup. While the Mission Place a RE counter on As AI Action:
MMG in hex 2-J10 can’t move, pivot only. German: Score if Marker is on this space, the hex specified on the Lowest DV AI closest
2-C10 “A” is in LOS of the AI adds +1 to all of card, on Map 1. Place to a Unit
any German unit its die rolls. “No Enemy” Counter 4Place a Hasty De-
Counteractions into RE draw cup. fense Marker on AI
AI closest to a Unit that is flanking
4Fire (+2 CAP) 9 Reinforcements 10 Autorally 11 Draw AI Order Card. 12
As AI Action: Place a RE counter on A fresh German Unit
Soviet reinforcements
Highest FP AI closest to a Unit Hit AI closest to a Unit the hex specified on the closest to an AI is
German: Score if 4Autorally card, on Map 1. Place marked as spent.
4Fire (+2 CAP) 2-C10 “A” is in LOS of If no AI can Autorally, “No Enemy” Counter
any German unit execute the Order Card. into RE draw cup.
AI Mission Objectives
13 14 BF Confusion 15 Draw AI Order Card. 16
German Control Marker
German: Score if 2-C10 As AI Action: Place a RE counter on A fresh German Unit
“A” is in LOS of any G. Fresh Unit closest to a the hex specified on the closest to an AI is
All: Score Victory Hex Mission Objective card, on Map 1. Place marked as spent.
Mission Orders 2-J10 (German 5VP, 4Mark as spent “No Enemy” Counter
Soviet 2VP). If not, exec. Order Card. into RE draw cup.
Highest FP AI closest to a Soviet Control
Marker 17 18 Command Exp 19 Draw AI Order Card. 20 End of Mission
4Fire at the Unit closest to the Control Shuffle 2 random Place a RE counter on
German: Score if 2-C10 German: Score if 2-C10
Marker (+2 CAP) “A” is in LOS of any Ger- Command Order Cards the hex specified on the “A” is in LOS of any G.
man unit. removed, due to killed card, on Map 1. Place All: Score Victory Hex
AI closest to a German Control Marker Soviet: Score Victory AI, back into the Order “No Enemy” Counter 2-J10 (German 2VP,
Hex 2-J10 4VP Card Deck. into RE draw cup. Soviet 4VP)
4Move towards

Player Command: Soviet AI: German


Player Command: Soviet Round 1 Initia- Mission Track
tive: Soviet Soviet CAP Allocation per 1 Start Mission 2 3 Advance 4
Round: 6 Beginning Victory Points: As AI Action: Unhit A fresh Soviet Unit clos-
1 German Action Cards: All Action and fresh AI closest to a Unit est to an AI is marked
Bonus cards under 20. The Soviet receives 4Move 2 hexes (Don’t as spent.
make a spent check)
2 cards in Round 1 and 1 card each Round
If not, exec. Order Card.
thereafter. Order Cards: 13-55 If 2-C10
is in LOS of an AI, this AI will execute Move 5 6 CAP Surplus 7 8 BF Confusion
orders to a hex in LOS to 2-C10 first. While the Mission A fresh Soviet Unit clos- As AI Action:
German: Score if Marker is on this space, est to an AI is marked Fresh, Highest FP Unit
2-C10 “A” is in LOS of the AI adds +1 to all of as spent. closest to an AI
Counteractions any German unit its die rolls. 4Mark as spent
If 2-C10 is not in LOS of any AI, AI closest
If not, exec. Order Card.
to a hex in LOS to 2-C10
4Move towards closest hex in LOS to 9 10 Swift Action 11 12
2-C10 The AI performs 2 Order A fresh Soviet Unit clos-
Soviet reinforcements Card Actions in a row, est to an AI is marked
Highest FP AI closest to a Unit German: Score if drawing a new Order as spent.
2-C10 “A” is in LOS of Card for the second ac-
4Fire (+2 CAP)
any German unit tion. Then Player’s turn.

AI Mission Objectives 13 14 Careful Aim 15 16


Closest hex in LOS to 2-C10 - if 2-C10 is not German: Score if 2-C10
As AI Action: A fresh Soviet Unit clos-
in LOS of any AI “A” is in LOS of any G. Highest FP AI closest est to an AI is marked
Soviet Control Marker All: Score Victory Hex to a Unit as spent.
2-J10 (German 5VP, 4Fire (+4 CAPS)
Soviet 2VP). If not, exec. Order Card.
Mission Orders
AI closest to a Mission Objective 17 18 Command Exp 19 20 End of Mission
4Move towards German: Score if 2-C10 Shuffle 2 random A fresh Soviet Unit clos- German: Score if 2-C10
“A” is in LOS of any Ger- Command Order Cards est to an AI is marked “A” is in LOS of any G.
man unit. removed, due to killed as spent. All: Score Victory Hex
Unhit AI closest to a Unit Soviet: Score Victory AI, back into the Order 2-J10 (German 2VP,
4Move towards and then Fire (+2 CAP) Hex 2-J10 4VP Card Deck. Soviet 4VP)
)LUH¿JKW*HQHUDO3HWURY
Oct 8, 1941 Dispatch: “Urgent! We immediately need a surgeon and a mobile force sent to evacuate General Petrov who has been seriously
wounded. The Germans are approaching from the area of Istomo, hill 342. Commence artillery bombardment!” - Major Shabalin
General Situation: After the break through by the German LIII Inf Corps from the SW to Bryansk, Soviet General Petrov withdrew his
EDGO\VKDNHQWK$UP\WRWKHZRRGHGWHUUDLQ1(RI%U\DQVN7U\LQJWREUHDNRXWRIWKHHQVXLQJ%U\DQVNSRFNHWWKHJHQHUDOZDVFULWLFDOO\
wounded. Informants relay the general’s location in a local farmstead to the Germans, who jump at the opportunity to capture him. The
*HUPDQVPXVWFDSWXUHRUNLOOWKHZRXQGHG*HQHUDOZKRFDQQRWEHPRYHGXQWLOVWDELOL]HG7KH6RYLHWVPXVWKROGRXWURXQGVXQWLO
reinforcements arrive. In addition, Hovlau’s Hill (4-I14) offers an excellent mortar spotter vantage point, if captured by the Germans.
+LVWRULFDO1RWH State Security Major Shabalin died at the side of General Petrov during a night break out attempt.

Commanders: 2 Initiative: Soviets on Round 1. CAPs per Round: German 8 CAPs Soviet 6 CAPs
Cards: 6KXIÀHDOODFWLRQDQGERQXVFDUGVXQGHU(DFKFRPPDQGHUUHFHLYHVFDUGVLQURXQGDQGFDUGHDFKURXQGWKHUHDIWHU
Map Setup: Maps 3 and 4. Place a Soviet Control Marker on hex 4-I14. Units Setup: 6RYLHWVVHWXS¿UVW.

German Forces: VW$VVDXOWDQG0RUWDU3ODWRRQ Soviet Forces: UG5LÀH3ODWRRQZLWK$UWLOOHU\6XSSRUW


Setup: Place on or south of row 3-D. None may be hidden. Setup: Place anywhere on or north of row 3-H. The SMG unit
represents General Petrov and is place hidden in either Farmstead
3 5LÀHµ 01
1 2 LMG34 09 1 3 5cm Mortar 21 1 3 8cm Mortar 23
3 KH[)RU*:ULWHKLVORFDWLRQRQDSLHFHRISDSHU+HPD\QRW
(4)
PRYHGXULQJWKH¿UH¿JKWEXWPD\SLYRW$OORWKHU6RYLHWXQLWVmay also
2
0 5
11
12
4
0 9
10
12
2
0 2-10
10
13
3
2 3-16
10
13
set up hidden. Pull the 122mm Divisional Artillery

Artillery weapon
122mm Howitzer m38

[5LÀH [/0* [FP [FP 4 5LÀHµ 01 1 3 60*5LÀHV 13 1 3 MMG 18 2 3 50 Mortar 23 1


Mortar Mortar card. The 6
3
3 11 4 11 3 10 2 10
Russian may
0 5 12 0 3 12 0 9 12 0 2-10 13 WDUJHWDQG¿UH Plan artillery strike

Orders: Any unit that moves onto the same hex as the Soviet
during this pre-round
sequence. Fire for effect

this artillery three


during next pre-round sequence.

[5LÀH [60* [00* [FP


Artillery affects target hex and

*HQHUDO¶VLQIDQWU\VTXDGLPPHGLDWHO\FDSWXUHVKLPZLWKRXWD¿JKW 6 surrounding hexes.

Petrov Mortar times during


AYG 1011

7KH¿UH¿JKWHQGVLPPHGLDWHO\LIWKHJHQHUDOLVFDSWXUHGRUNLOOHG
three different rounds. Any
Victory Points: Smoke: 7KH6RYLHWFPPRUWDUDQG Soviet unit may spot for the
93 - Immediately score each Soviet unit eliminated. DUWLOOHU\PD\¿UHVPRNH artillery. The Soviets may plot
93 - Capture the General by moving onto his counter in CC. Orders: Protect the General at all costs! DUWLOOHU\EHIRUHWKH¿UH¿JKW
7KH¿UH¿JKWHQGVLPPHGLDWHO\LIWKH start and may resolve it at the
4VP - Kill the General by eliminating his counter.
General is captured or killed. beginning of round 1.
93&RQWURO+RYODX¶V+LOOKH[,DWWKHHQGRIWKH¿UH¿JKW
Victory Points:
93 - Immediately score each German unit eliminated.
93*HQHUDOVXUYLYHVWKHHQGRIWKH¿UH¿JKW
93 - Control Hovlau’s Hill, hex 4-I14, at the end of the
5RXQG
¿UH¿JKW Initiative
General Petrov
.LOO93
&DSWXUH93
N
5RXQG
Hovlau’s General Petrov
Hill .LOO93
&DSWXUH93
*HUPDQVVHWXSRQRUVRXWKRIURZ'

6RYLHWVVHWXSRQRUQRUWKRIURZ+

Control 93
Hill 93
 Round 3
General Petrov
.LOO93
&DSWXUH93

Farmstead
Round 4
General Petrov
.LOO93
&DSWXUH93

Round 5
General Survives
93
Control 4,
9393
)LUH¿JKW(QGV
6
Player Command: German AI: Soviet
Player Command: German Round 1 Initiative: Mission Track
Soviet German CAP Allocation per Round: 1 Start Mission 2 Draw AI Order Card. 3 Sniper Draw 2 Order Cards. A Soviet
8 Beginning Victory Points: 1 Soviet Action Place a RE counter on the As AI Action: Roll 1D6. artillery strike lands on one of
Cards: All Action and Bonus cards under 20. The hex specified on the card, The Player loses the the hexes listed on one of the
German receives 2 cards in Round 1 and 1 card on any map, closest to a cards (on one of the maps).
rolled number of CAPs.
each Round thereafter. Order Cards: 3-43 Unit. Place “No Enemy” Choose the hex that will effect
Counter into 2nd RE draw
CAP losses are for cur- the most German Units and
Place 5cm Mortar on the hex 4-I14. The Mortar rent Round only. then the fewest Soviet AI.
cup.
can’t move. Place Petrov and No Enemy
Counter in the 1st draw cup. Place two marked 5 Draw AI Order Card. 6 CAP Surplus 8 Seek Cover
RE Counters on hexes 4-F10 and 4-G09. Theses Draw 2 Order Cards. A Soviet
Place a RE counter on the While the Mission artillery strike lands on one of As AI Action:
are Petrov. All other Soviet units are hidden - hex specified on the card, Marker is on this space, the hexes listed on one of the Lowest DV AI closest
place them in the 2nd Rumored Enemy draw cup. on any map, closest to a
the AI adds +1 to all of cards (on one of the maps).
to a Unit
Unit. Place “No Enemy” Choose the hex that will effect
Counter into 2nd RE draw
its die rolls. the most German Units and 4Place a Hasty De-
Counteractions cup.
then the fewest Soviet AI. fense Marker on AI
If Petrov is hit: General Petrov
4Rally (+2 CAP) 9 Draw AI Order Card. 10 Autorally 11 Draw AI Order Card. Draw 2 Order Cards. A Soviet
Place a RE counter on the As AI Action: Place a RE counter on the artillery strike lands on one of
hex specified on the card, Hit AI closest to a Unit hex specified on the card, the hexes listed on one of the
If Petrov is in LOS of a Unit: 5 cm Mortar
on any map, closest to a on any map, closest to a cards (on one of the maps).
4Fire smoke on a LOS hex closest to Petrov 4Autorally Choose the hex that will effect
Unit. Place “No Enemy” Unit. Place “No Enemy”
Counter into 2nd RE draw
If no AI can Autorally, Counter into 2nd RE draw the most German Units and
5 cm Mortar cup. execute the Order Card. cup.
then the fewest Soviet AI.

4Fire smoke on Petrov’s hex


13 BF Confusion 14 Draw AI Order Card. 15 Draw AI Order Card. 16 Draw AI Order Card.
As AI Action: Place a RE counter on the Place a RE counter on the Place a RE counter on the
AI Mission Objectives Fresh Unit closest to a hex specified on the card, hex specified on the card, hex specified on the card,
German Control Marker Mission Objective on any map, closest to a on any map, closest to a on any map, closest to a
Unit. Place “No Enemy” Unit. Place “No Enemy” Unit. Place “No Enemy”
4Mark as spent Counter into 2nd RE draw Counter into 2nd RE draw Counter into 2nd RE draw
Mission Orders If not, exec. Order Card. cup. cup. cup.
Highest FP AI closest to a Soviet Control Marker
or Petrov 17 Draw AI Order Card. 18 Command Exp 19 Draw AI Order Card. 20 End of Mission
Place a RE counter on the Shuffle 2 random Place a RE counter on the
4Fire at the Unit closest to the Control Marker
hex specified on the card, Command Order Cards hex specified on the card,
or Petrov (+2 CAP) on any map, closest to a on any map, closest to a
Score Victory Hex
removed, due to killed 4-I14
Unit. Place “No Enemy” Unit. Place “No Enemy”
AI closest to a German Control Marker Counter into 2nd RE draw
AI, back into the Order Counter into 2nd RE draw
4Move towards cup. Card Deck. cup.

Player Command: Soviet AI: German


Player Command: Soviet Round 1 Initia- Mission Track
tive: Soviet Soviet CAP Allocation per 1 Start Mission 2 3 Advance 4
Round: 6 Beginning Victory Points: A fresh Soviet Unit clos- As AI Action: Unhit
1 German Action Cards: All Action and est to an AI is marked fresh AI closest to a Unit
Bonus cards under 20. The Soviet receives as spent. 4Move 2 hexes (Don’t
make a spent check)
2 cards in Round 1 and 1 card each Round
If not, exec. Order Card.
thereafter. Order Cards: 13-55
Place two RE Counters on hexes 4-F10 and 5 6 CAP Surplus 7 8 BF Confusion
4-G09. Theses are Petrov for AI. Place Gen- A fresh Soviet Unit clos- While the Mission As AI Action:
eral Petrov counter under one of them. est to an AI is marked Marker is on this space, Fresh, Highest FP Unit
as spent. the AI adds +1 to all of closest to an AI
its die rolls. 4Mark as spent
Counteractions If not, exec. Order Card.
Unhit AI closest to a Unit
4Fire (+2 CAP) 9 10 Swift Action 11 12
A fresh Soviet Unit clos- The AI performs 2 Order A fresh Soviet Unit clos-
AI closest to a Soviet Control Marker or est to an AI is marked Card Actions in a row, est to an AI is marked
Petrov as spent. drawing a new Order as spent.
4Move towards Card for the second ac-
tion. Then Player’s turn.

AI Mission Objectives 13 Careful Aim 14 15 16


Soviet Control Marker As AI Action: As AI Action: Highest A fresh Soviet Unit clos- As AI Action: Highest
General Petrov Highest FP AI closest FP AI closest to Petrov est to an AI is marked FP AI closest to Petrov
to a Unit 4Fire (+2 CAP) as spent. 4Fire (+2 CAP)
4Fire (+4 CAPS) If not, exec. Order Card. If not, exec. Order Card.
If not, exec. Order Card.
Mission Orders
Unhit AI closest to a Unit
17 18 Command Exp 19 20 End of Mission
4Move towards and then Fire (+2 CAP) As AI Action: Highest Shuffle 2 random As AI Action: Highest
FP AI closest to Petrov Command Order Cards FP AI closest to Petrov Score Victory Hex
AI closest to a Soviet Control Marker or 4Fire (+2 CAP) removed, due to killed 4Fire (+2 CAP) 4-I14
Petrov If not, exec. Order Card. AI, back into the Order If not, exec. Order Card.
4Move towards Card Deck.
)LUH¿JKW5HG,FH
Dec 12, 1941 Personal Journal: “TKHUHDUHRQO\RIXVOHIW:H¿QDOO\IRXQGDQDPHOHVVJURXSRIKRXVHVLQWKLVHQGOHVVZDVWHVHW
SHULPHWHUVHQWULHVDQGKRSHWKHHQHP\GRHVQRW¿QGXV7KHOLWWOHPRRQOLJKWWKHUHLVFDVWVVKDGRZVRQWKHVQRZPDNLQJXVVHH%ROVKHYLNV
everywhere. If it were not for the duty rotation into the warm huts, I would have given up hours ago.” - Private Gerhard Treibmann
General Situation: In early December, the Soviets sent dozens of fresh divisions to the front, while the Germans received neither rations, fuel
or munitions. The Germans holed up where they could, while the winter mobile Soviets controlled the countryside, picking and choosing their
WDUJHWV7KH6RYLHWWKDQGVW6KRFN$UPLHVVODPPHGLQWRWKHUG3]$UP\QRUWKRI0RVFRZ7KH/9,3]&RUSVHQWUHQFKHGLWVHOILQ.OLQ
allowing other divisions of the army to retreat out of the developing encirclement. Small units were stranded throughout the countryside.
$IWHUPDWK.OLQIHOORQ'HFDQGWKHHQWLUHUG3DQ]HU$UP\ZLWKGUHZZHVWLQGHIHDW*URXSVRIRIWHQOHDGHUOHVVPHQZLWKRXWUDWLRQVÀHG
ZHVWZDUGV$UP\*URXS&HQWHUUHJURXSHGGHIHQGLQJDNPIURQWZLWKRXWDLURUKHDY\WDQNVXSSRUWDQGZLWKRXWVXSSOLHV6RYLHW&RORQHO
General Shaposhnikov in a speech to his army commanders, ‘We have, indeed, driven the enemy from the steps of our capital; however, the
war will not be decided here. It will take time.’
Commanders: 2 - 3 Initiative: Soviets on Round 1. Each Soviet commander takes a turn, then the German takes a turn. So the Soviets will
have two turns for each German turn. Special Turn Rule: The German may take two actions per turn. However, the second action must be a
CAP or Card action. If either Soviet commander’s units are completely eliminated, this special two actions per turn rule ceases immediately.
Note: Each commander has his own track sheet. Soviet commanders play for a combined win.
CAPs per Commander: German &$3VSoviets&$3VHDFK
Cards: 6KXIÀHDOODFWLRQDQGERQXVFDUGVXQGHU(DFK&RPPDQGHUUHFHLYHVFDUGVLQURXQGWKHQFDUGHDFKURXQGWKHUHDIWHU
Map Setup: 0DSVDQG3ODFH*HUPDQ&RQWURO0DUNHUVRQKH[HV-+,DQG-Units Setup: *HUPDQVVHWXS¿UVW.
Special Rules: 1. German LMGs jam on a natural 2D6 roll of 4 or less. Un-jam by rallying on a 7 or higher - rally bonuses apply.
2. Snow is on the ground, so all but road movement is slowed. See the snow movement chart which includes all movement penalties.
1LJKWWLPH$//XQLWVDUHOLPLWHGWRD0$;,080/26UDQJHRIKH[HV

German Forces: Remnants of the 14th Motorized Infantry Div. Soviet Forces: ,QIDQWU\&RPSDQ\WK$UP\.
Setup: Place within the village boundaries shown below. 6RYLHW&RPPDQGHU 6RYLHW&RPPDQGHU
3 1
5LÀHµ
201
1 3 3 The Mortar¿UHVZLWKD)3
LMG34 09 8cm Mortar 23 Place on or east of row 1-K. Place south of column 16, map 2
(4)
penalty against open terrain 4 NKVD 20 1 4 5LÀHµ 01 1 3 60*5LÀHV 13 1 4 5LÀHµ 05 1
2 11 4 10 3 10 targets. (This is due to the
0 5 12 0 9 12 2 3-16 13 dampening effect of the snow.)
3 11 3 11 4 11 3 11
[5LÀH [/0* [FP 0 5 13 0 5 12 0 3 12 0 5 12
Mortar [1.9' [5LÀH [60* [5LÀH
Victory Points: Victory Points:
93 - Immediately score each Soviet unit eliminated. 93 - Immediately score each German unit eliminated.
933HU&RQWURO0DUNHUDWWKHHQGRIWKH¿UH¿JKW 93 - Per Control Marker at WKHHQGRIWKH¿UH¿JKW.
7KHPRYHPHQWYDOXHVEHORZDOUHDG\LQFOXGHWKHVQRZPRYHPHQWSHQDOWLHV
5RXQG
+H[7\SH Movement 'HIHQVH +H[7\SH Movement 'HIHQVH
Initiative
Road $3 '0 Heavy Woods $3 6QRZ '0
Open $3 6QRZ '0 Wood Building $3 6QRZ '0
Light Woods $3 6QRZ '0 Stone Building $3 6QRZ '0

5RXQG
N
Control 93 6RYLHWFRPPDQGHU
93 VHWVXS DIWHUWKH
*HUPDQV RQRUHDVWRI
URZ.RQPDS
93 93
Round 3
Control Control

93 93

93
93
Control

Germans set up
ÀUVWRQRUZLWKLQWKH Round 4
YLOODJHSDUDPHWHU
RXWOLQHGLQ\HOORZ

Round 5
Each Control
6RYLHWFRPPDQGHUVHWVXS Marker
DIWHUWKH*HUPDQV VRXWKRI 9393
FROXPQRQPDS
)LUH¿JKW(QGV

7
Player Command: Soviet AI: German
Player Command: Soviet Round 1 Initia- Mission Track
tive: Soviet Soviet CAP Allocation per 1 Start Mission 2 When the Mission 3 Sniper 4 When the Mission
Round: 5 each Commander Beginning Track Marker lands on As AI Action: Roll 1D6. Track Marker lands on
Victory Points: 1 German Action Cards: this space, execute the The Player loses the this space, execute the
All Action and Bonus cards under 14. Each current Order Card as if rolled number of CAPs. current Order Card as if
it is a Command Order CAP losses are for cur- it is a Command Order
Soviet Commander receives 2 cards in
Card. rent Round only. Card.
Round 1 and 1 card each Round thereafter.
Order Cards: 1-43 5 When the Mission 6 CAP Surplus 7 When the Mission 8 Seek Cover
Soviet Player takes two turns in a row - one Track Marker lands on While the Mission Track Marker lands on As AI Action:
for every Soviet Commander. this space, execute the Marker is on this space, this space, execute the Lowest DV AI closest
current Order Card as if the AI adds +1 to all of current Order Card as if to a Unit
it is a Command Order its die rolls. it is a Command Order 4Place a Hasty De-
Counteractions Card. Card. fense Marker on AI
AI closest to a Unit that is flanking
4Fire (+2 CAP) 9 When the Mission 10 Autorally 11 When the Mission 12
Track Marker lands on As AI Action: Track Marker lands on
Highest FP AI closest to a Unit this space, execute the Hit AI closest to a Unit this space, execute the
4Fire (+2 CAP) current Order Card as if 4Autorally current Order Card as if
it is a Command Order If no AI can Autorally, it is a Command Order
Card. execute the Order Card. Card.
AI Mission Objectives
Soviet Control Marker 13 BF Confusion 14 When the Mission 15 When the Mission 16
As AI Action: Track Marker lands on Track Marker lands on
Fresh Unit closest to a this space, execute the this space, execute the
Mission Objective current Order Card as if current Order Card as if
Mission Orders 4Mark as spent it is a Command Order it is a Command Order
Highest FP AI closest to a German Control If not, exec. Order Card. Card. Card.
Marker
4Fire at the Unit closest to the Control 17 When the Mission 18 Command Exp 19 When the Mission 20 End of Mission
Marker (+2 CAP) Track Marker lands on Shuffle 2 random Track Marker lands on
this space, execute the Command Order Cards this space, execute the All: Score Victory
AI closest to a Soviet Control Marker current Order Card as if removed, due to killed current Order Card as if Hexes
4Move towards it is a Command Order AI, back into the Order it is a Command Order
Card. Card Deck. Card.

Player Command: German AI: Soviet


Player Command: German Round 1 Mission Track
Initiative: Soviet German CAP Allocation 1 Start Mission 2 When the Mission 3 Advance 4
per Round:10 Beginning Victory Points: Track Marker lands on As AI Action: Unhit A fresh German Unit
1 Soviet Action Cards: All Action and Bo- this space, execute the fresh AI closest to a Unit closest to an AI is
nus cards under 14. The German receives current Order Card as if 4Move 2 hexes (Don’t marked as spent.
it is a Command Order make a spent check)
2 cards in Round 1 and 1 card each Round
Card. If not, exec. Order Card.
thereafter. Order Cards: 13-55
Soviet AI takes two turns in a row - one 5 When the Mission 6 CAP Surplus 7 8 BF Confusion
for every AI Commander. German player Track Marker lands on While the Mission A fresh German Unit As AI Action:
may take two actions per turn. However, this space, execute the Marker is on this space, closest to an AI is Fresh, Highest FP Unit
the second action must be a CAP or Card current Order Card as if the AI adds +1 to all of marked as spent. closest to an AI
action. it is a Command Order its die rolls. 4Mark as spent
Card. If not, exec. Order Card.

Counteractions 9 When the Mission 10 Swift Action 11 12


Highest FP AI closest to a Unit Track Marker lands on The AI performs 2 Order A fresh German Unit
4Fire (+2 CAP) this space, execute the Card Actions in a row, closest to an AI is
current Order Card as if drawing a new Order marked as spent.
it is a Command Order Card for the second ac-
Card. tion. Then Player’s turn.
AI Mission Objectives
German Control Marker 13 Careful Aim 14 When the Mission 15 16
As AI Action: Track Marker lands on A fresh German Unit
Highest FP AI closest this space, execute the closest to an AI is
to a Unit current Order Card as if marked as spent.
Mission Orders 4Fire (+4 CAPS) it is a Command Order
AI closest to a German Control Marker If not, exec. Order Card. Card.
4Move towards
17 When the Mission 18 Command Exp 19 20 End of Mission
Highest FP AI closest to a Soviet Control Track Marker lands on Shuffle 2 random A fresh German Unit
Marker this space, execute the Command Order Cards closest to an AI is All: Score Victory
4Fire at the Unit closest to the Control current Order Card as if removed, due to killed marked as spent. Hexes
Marker (+2 CAP) it is a Command Order AI, back into the Order
Card. Card Deck.
)LUH¿JKW7KH0RQVWHUV
June 23, 1941 Personal Journal: “First encounter with T34’s. Our 15th Panzer regiment was skirting the western side of Radekhiv, storming a
hill to the south and routing the enemy. As we crested the hill, my crew was shouting in elation as we hit tank after tank. Then we encountered
a terrible monster that I will never forget - the T34.” - 2nd Leutenant Fried.
General Situation:$IWHUWZRGD\VRIKHDY\¿JKWLQJIRUWKHFLW\RI3U]HP\VOWKH*HUPDQVEODVWHGWKURXJKWKH5XVVLDQVRXWKHUQGHIHQVHV
aiming their Panzer groups deep into enemy territory. Soviet General Andrei Vlassov led a counter attack with the IV Corps 32nd Tank Division to
FXWRIIWKH*HUPDQ¶VOHDGDWWDFNLQJHOHPHQWV$*HUPDQUHFRQXQLWRIWKHWK3DQ]HU5HJLPHQWZDVWKH¿UVWWRVWXPEOHDJDLQVWWKH6RYLHWVDQG
was shocked by the heavy T-34 tanks, which simply rolled over their forward most infantry, 3.7cm anti-tank guns, and PzII scout tanks.
$IWHUPDWK7KH6RYLHWVVNLOOIXOO\FRPPLWWHGWKHLUIRUFHVDJDLQVWWKH*HUPDQÀDQNVLQÀLFWLQJVXEVWDQWLDOGDPDJH%\HYHQLQJWKH*HUPDQV
had regrouped and tore through the Soviet defenses capturing the city of Luzk two days later. A year later, the Soviet General Vlassov would
command the German Wehrmacht’s Vlassov Army as part of the Russian Liberation Army.

Commanders: 2 Initiative: Germans on Round 1. CAPs per Round: German 9 CAPs Soviet 9 CAPs
Cards: 6KXIÀHDOODFWLRQDQGERQXVFDUGVXQGHU(DFKFRPPDQGHUUHFHLYHVFDUGVLQURXQGDQGFDUGHDFKURXQGWKHUHDIWHU
Map Setup: 0DSVDQG3ODFH6RYLHW&RQWURO0DUNHUVRQKH[HV'(%DQG&Units Setup: 6RYLHWVVHWXS¿UVW.

German Forces: QG3ODWRRQ WK3DQ]HU5HJLPHQW Soviet Forces: VW/LJKW7DQN UG0HG7DQN3ODWRRQV


Setup: Place all units on map 1 as listed below each counter. Units Setup: Place all units on map 3 as listed below each counter. The
placed with a vehicle are considered loaded. BT-7 light tanks set up hidden.
3 Opel Blitz 37 1 2 3,7 PaK36 28 3 2 SdKfz 251 39 1 2 LMG34 09 1 3 Pz 38(t) E 48 1 2 Pz II F 45 1 4 5LÀHµ 01 1 3 45 ATG 28 4 3 Truck 35 1 5 BA-10 37
1 5 T-26 41 1 5 BT-7 45 1
+2

-2 11 2 10 3 12 4 10 3 13 4 12 3 11 3 10 -2 11 4 12 4 13 4 12
-1 0 11 5 5 13 0 5 13 0 9 12 5 7 16 4 8 15 0 5 12 6 7 13 -2 0 11 6 8 14 6 8 14 6 8 15
[7UXFN [3D. [ [/0* [3]W [3],,I [5LÀH [$7* [7UXFN [%$ [7E [%7
)* )* * * J09 ,,, (. E08 F08 ' %' Hidden on
E09 PDSVRU
3 Pz III E Orders: Send fast moving light tanks into the
49 1 3 Pz IV E 53 1 5HLQIRUFHPHQWV(QWHU5RXQG Orders: Hold the hill hexes
HQHPLHVUHDUÀDQNLQJSRLQWVRIUHVLVWDQFH 7VHQWHUDORQJURDG* %DQG&DWDOOFRVWV
3 13 5 14 Your platoon must take the hill hexes 4-B12 5 T-34a 48 1 5 T-34b 52 1 Destroy as many German tanks
5 7 15 3 8 16 DQG& ZLWKWKH7ÀDQNDWWDFNDV
[3],,,H [3],9H Special rules: The German PzIVe tanks may 5 15 5 15 possible and attempt to drive the
./ -. ¿UHVPRNH 7 8 19 8 9 19 Germans back north.
[7D [7E
Victory Points: Victory Points:
93 - Immediately score each Soviet unit eliminated. 93 - Immediately score each German unit eliminated.
93 - For each hex 3-D14 & 3-E11 controlled at the end of each round. 93 - For each hex 3-D14 & 3-E11 controlled at the end of each round.
93)RUHDFKKH[% &FRQWUROOHGDWWKHHQGRIURXQG 93)RUHDFKKH[% &FRQWUROOHGDWWKHHQGRIURXQG
4VP)RUHDFKKH[% &FRQWUROOHGDWWKHHQGRIWKH¿UH¿JKW 4VP)RUHDFKKH[% &FRQWUROOHGDWWKHHQGRIWKH¿UH¿JKW

5RXQG 5RXQG Round 3 Round 4 Round 5


Control Control
Initiative '(
'( Control Control
Control 9393 '( '( 9393
'( 9393 9393 %&
%&
9393 4VP 4VP
9393
)LUH¿JKW(QGV

E
4
4

2
Pz II F
8

45
12
15

14
13
1
3
5

43
Pz IV E

8
8

T-26
53
14
16

93
5

4
6
1

Control
14
1

13
41

93
8
T-26
3
5

4
5

6
Pz IV E
8

53

93
14
16

Control
14
1

12
5
3

37
Pz III E

8
BA-10
7

4VP
49
13
15

4
6
5

93
1
4
4

Control
Pz II F
8

45

93
12
15

1
0
4

12
1

11
LMG34

5
3

3
3
0

02
9

Pz III E
SdKfz 251
09

5LÀHµ

5
7
10
12
5

49
13
15
39
5
2

3
0
13
12

1
1
+2
3,7 PaK36

14
13
-1
-2

5
3

3
3
5

42
Pz 38(t) E
Opel Blitz
28

8
T-26
13
10 11

7
0

48
37

6
5

4
13
16
11

1
1

5
2

23,7 PaK36

11
4

11
-1
-2

13
10

1
3
5

28
Opel Blitz

35
28

45 ATG

0
0
13
10 11

Truck
3
38
11

-2
-2
3

3
6

3
1

4
4

12
1

11
Pz II F

01
8

5LÀHµ

5
45
12
15

3
0

Control 93
4VP

7
Entry
8
Player Command: German AI: Soviet
Player Command: German Round 1 Mission Track
Initiative: German German CAP Alloca- 1 Start Mission 2 When the Mission 3 Sniper 4
tion per Round: 9 Beginning Victory Track Marker lands on As AI Action: Roll 1D6. Draw AI Order Card.
Points: 1 Soviet Action Cards: All Action this space, execute the The Player loses the Place a RE counter on
and Bonus cards under 30. The German current Order Card as if rolled number of CAPs. the hex specified on the
it is a Command Order CAP losses are for cur- card, on maps 3 or 4,
receives 2 cards in Round 1 and 1 card closest to a Unit’s flank.
Card. rent Round only.
each Round thereafter. Order Cards: 1-43
2 Soviet BT-7 set up hidden - place them 5 6 CAP Surplus 7 Seek Cover 8
in Rumored Enemy draw cup, with 2 No While the Mission As AI Action: Draw AI Order Card.
Enemy counters. All: Score Victory Marker is on this space, Lowest DV AI closest Place a RE counter on
Hexes 3-D14, 3-E11 the AI adds +1 to all of to a Unit the hex specified on the
its die rolls. 4Place a Hasty De- card, on maps 3 or 4,
Counteractions fense Marker on AI closest to a Unit’s flank.
AI closest to a Unit that is flanking
4Fire (+2 CAP) 9 Reinforcements 10 Autorally 11 When the Mission 12
As AI Action: Track Marker lands on Draw AI Order Card.
T-34s enter. Hit AI closest to a Unit this space, execute the
If any T-34 is in the Draw Cup: All: Score Victory
Place a RE counter on
Draw an AI from the Draw Cup 4Autorally current Order Card as if the hex specified on the
Hexes 3-D14, 3-E11, If no AI can Autorally, it is a Command Order card, on maps 3 or 4,
4Move onto the hex 4-G01 and then clos- 4-B12, 4-C05 closest to a Unit’s flank.
execute the Order Card. Card.
est to a Mission Objective or Unit
13 14 BF Confusion 15 When the Mission 16
AI Mission Objectives As AI Action: Track Marker lands on Draw AI Order Card.
German Control Marker All: Score Victory Fresh Unit closest to a this space, execute the Place a RE counter on
Hexes 3-D14, 3-E11 Mission Objective current Order Card as if the hex specified on the
4Mark as spent it is a Command Order card, on maps 3 or 4,
Mission Orders If not, exec. Order Card. Card. closest to a Unit’s flank.
Highest FP AI closest to a Soviet Control
Marker 17 18 Command Exp 19 When the Mission 20 End of Mission
4Fire at the Unit closest to the Control Shuffle 2 random Track Marker lands on
Marker (+2 CAP) Command Order Cards this space, execute the All: Score Victory
All: Score Victory
removed, due to killed current Order Card as if Hexes 3-D14, 3-E11,
Hexes 3-D14, 3-E11
AI, back into the Order it is a Command Order 4-B12, 4-C05
AI closest to a German Control Marker
Card Deck. Card.
4Move towards

Player Command: Soviet AI: German


Player Command: Soviet Round 1 Initia- Mission Track
tive: German Soviet CAP Allocation per 1 Start Mission 2 3 Advance 4
Round: 9 Beginning Victory Points: As AI Action: Unhit A fresh Soviet Unit clos-
1 German Action Cards: All Action and fresh AI closest to a Unit est to an AI is marked
Bonus cards under 30. The Soviet receives 4Move 2 hexes (Don’t as spent.
make a spent check)
2 cards in Round 1 and 1 card each Round
If not, exec. Order Card.
thereafter. Order Cards: 13-55
5 6 CAP Surplus 7 8 BF Confusion
While the Mission A fresh Soviet Unit clos- As AI Action:
All: Score Victory Marker is on this space, est to an AI is marked Fresh, Highest FP Unit
Counteractions Hexes 3-D14, 3-E11 the AI adds +1 to all of as spent. closest to an AI
its die rolls. 4Mark as spent
PzIVe closest to a highest FP, unspent Unit
If not, exec. Order Card.
with a LOS to an AI
4Fire smoke on a LOS hex of highest FP, 9 Reinforcements 10 Swift Action 11 12
unspent Unit to break LOS to the most AIs The AI performs 2 Order A fresh Soviet Unit clos-
T-34s enter. Card Actions in a row, est to an AI is marked
Highest FP AI closest to a Unit All: Score Victory drawing a new Order as spent.
Hexes 3-D14, 3-E11, Card for the second ac-
4Fire (+2 CAP)
4-B12, 4-C05 tion. Then Player’s turn.

AI Mission Objectives 13 14 Careful Aim 15 16


Soviet Control Marker As AI Action: A fresh Soviet Unit clos-
All: Score Victory Highest FP AI closest est to an AI is marked
Hexes 3-D14, 3-E11 to a Unit as spent.
4Fire (+4 CAPS)
Mission Orders If not, exec. Order Card.
AI closest to a Soviet Control Marker
4Move towards 17 18 Command Exp 19 20 End of Mission
Shuffle 2 random A fresh Soviet Unit clos-
Command Order Cards est to an AI is marked All: Score Victory
Unhit AI closest to a Unit All: Score Victory
removed, due to killed as spent. Hexes 3-D14, 3-E11,
4Move towards and then Fire (+2 CAP) Hexes 3-D14, 3-E11
4-B12, 4-C05
AI, back into the Order
Card Deck.
Monster Tanks – Göringstrasse!
The Battle of Berlin – April 26th, 1945
Historical Overview: At the beginning of 1945, World War II was drawing to a bitter end. Allied forces had crossed the Rhine and were quickly
advancing into German territory, while the Red Army was steam rolling through eastern Germany. Marshal Zhukov himself commandered the
Soviet spearhead aimed at Berlin. Massive Soviet forces of tanks and guard infantry were marching on the German capital, which Stalin’s
propaganda had dubbed ‘Berlog’ - the Beast’s Lair. Bloody last stand battles raged between the Red Army and the desperate German forces
defending their capital. Deep in the reinforced concrete below the broken city, the German Fuehrer Adolf Hitler continued to descend into
madness, moving nonexistent army divisions across maps as he put all of his hope into the illusion of Wunderwaffen - secret weapons capable
of beating back the overwhelmingly superior Allied and Soviet forces and winning the war. Unfortunately for Hitler, the secret weapons never
materialized. With their backs literally against the wall, the ragtag defenders of Berlin were forced to rely on blood and iron. Wehrmacht
VROGLHUVSUHVVJDQJHGROGPHQDUPHG+LWOHU\RXWKDQGIRUHLJQ:DIIHQ66IDQDWLFVGHVSHUDWHO\WULHGWRVWHPWKH5HGÀRRGKRSLQJWREHDWEDFN
the aggressors even at the cost of their own lives. All to no avail - the Red Army was triumphant, liberating Berlin by the sheer force of their
numerical supremacy.
What, however, if Hitler’s Wunderwaffe had become reality, even if only to the least degree? What if German manufacturers had been able to
¿QDOL]HRQHRIWKHLUµIXWXULVWLF¶ZHDSRQVRQHWKDWLQUHDOLW\KDGSDVVHGWKHWHVWLQJVWDJHDQGZDVLQDFWXDOSURGXFWLRQ":RXOGWKRVHODVWJLDQWVRI
hubris and steel have been able to prolong the Reich’s existence, even if just for a few days or weeks?

)LUH¿JKW2YHUYLHZThrough the suburbs of Berlin, Soviet tanks and hordes of infantry are steadily advancing towards its downtown sector,
EUXVKLQJDZD\DQ\IRUPRIUHVLVWDQFH+RZHYHUDW*|ULQJVWUDVVHDVWUHHWOHDGLQJGLUHFWO\WR+LWOHU¶VODVWEXQNHUWKH5HG$UP\IRUWKH¿UVWWLPH
meets real resistance. Fanatic soldiers of the French Waffen SS Division “Charlemagne” are barring the way. These experienced combat soldiers
prefer death in combat to a life in a French prison. They make the Russians pay dearly in blood for every advance of an inch. Surprisingly, the
French SS soldiers receive reinforcements in the form of two tanks formerly unknown to the Soviet - hulking monsters that can shred Soviet
attacks within seconds. These tanks are the ‘Maus’ and the ‘Panther F’, experimental German tanks issuing from the secret “Kummersdorf”
ODERUDWRU\7KH\DUHUXVKHGWKURXJK¿QDOSURGXFWLRQDQGDUHWKURZQLQWREDWWOHDWWKHVSHFLDOUHTXHVWRIWKH)XHKUHUKLPVHOI$IWHUKHDULQJRIWZR
attacks being repulsed by the Wunderwaffen, General Chuikov, the hero of Stalingrad and Zhukov’s champion in Berlin, decides to send in his
own big guns. The super heavy “Joseph Stalin 3” tanks, beasts deserving of a chance to spearhead an attack on the German monster tanks.
Using the JS-3 heavy tanks, the local Soviet commander should hopefully be able to break through the line of the French SS combat veterans to
blast open the proverbial gate to Hitler’s last retreat…

Historical Notes:
The Panzerkampfwagen VIII “Maus” (“Mouse”) was a super heavy tank developed by Ferdinand Porsche around 1943-1944. It turned out to
be a purely utopist project, sheer megalomania fueled by Hitler’s delight in overblown projects. Weighing 190 tons and armed with a 12.8cm gun,
QHDUO\DOOSODQVWRHYHUDFWXDOO\¿HOGWKH0DXVZHUHGLVPLVVHGE\WKHWLPHWKH¿UVWSURWRW\SHZDV¿QLVKHGLQ*HUPDQ\¶VUHVRXUFHVZHUHWRR
sparse to allow for a project such as the Maus. Only the prototype was built to completion and the Germans were to have destroyed it as the Red
Army was about to conquer Kummersdorf, where the Maus was designed.
Some sources, however, claim that the Maus was actually used to fend off the Red Army, being destroyed without having much of an impact
on the battle. All remaining manufactured parts for Maus production were reused in the defense of Berlin 1945. In fact, some gun turrets were
DFWXDOO\EXLOWLQWREXQNHUVDVKHDY\DUWLOOHU\7KHVHFRQYHUWHG0DXVJXQWXUUHWVDFWXDOO\¿UHGRQWKH5HG$UP\VHYHUDOWLPHVEXWDVDSLHFH
of static artillery rather than as a tank. Oddly enough, German engineers designed a tank even heavier than the Maus - detailed plans were
¿QLVKHGIRUWKHµ/DQGNUHX]HU35DWWH¶ WKHµ/DQG&UXLVHU35DW¶ DWDQNZHLJKLQJWRQVDQGFDUU\LQJDVPDLQDUPDPHQWDJXQ
turret designed for a battleship. This monstrosity, however, was too much even by Hitler’s standard. Although it would have been ready for
construction, the Ratte never made it past the blueprints stages.
The Panther F was designed as an upgrade to the Panzer V ‘Panther’ tank. It was to be equipped with a much leaner turret and with range-
¿QGLQJHTXLSPHQW0XFKRILWVGHVLJQZDVZHOODKHDGRILWVWLPHDQGLWVEOXHSULQWVVXSSRVHGO\KDGVLJQL¿FDQWLQÀXHQFHVRQWKHGHVLJQRIPDQ\
post-war tanks developed by Soviet and Allied companies.
The IS-3, “Ioseph-Stalin-3”, was the only one of all these giants to actually make it into serial production, beginning in May 1945. However, the
,6QHYHUVDZFRPEDWDJDLQVWWKH*HUPDQVRQO\DJDLQVWWKH-DSDQHVHRQWKH0DQFKXULDQIURQW,QWKLV³:KDW,I´¿UH¿JKWZHKDYHGHFLGHGWR
predate the production of the IS-3 by a few months to allow it to brave its maiden voyage in the streets of Berlin.
The stats for all of the tanks in this game are based on actual blueprint and prototype data.
Waffen SS Division ‘Charlemagne’. After the German army realized that the war would drag on for quite a while, the Waffen-SS started to
recruit heavily from friendly local populace, forming entire divisions composed of foreign soldiers. These included French, Danish, Russians,
%RVQLDNV&URDWV&RVVDFNVDQGRWKHUVWKDWZHUHZLOOLQJWR¿JKWIRU*HUPDQ\IRURWKHUSROLWLFDODQGQDWLRQDOLVWLFUHDVRQV(YHQPRUHWKDQ
,QGLDQVYROXQWHHUHGWR¿JKWXQGHUWKHVZDVWLND1RWDOORIWKHPZHUHPXFKRIDKHOSWKRXJKWKH%RVQLDN'LYLVLRQZDVEHWWHUNQRZQIRU
brutal atrocities than for battle prowess while the Indian Legion, stationed in France, was more prone to fall victim to the pleasantries of French
culture than the attacks of French partisans. In a strange twist of history, the last defenders of Hitler’s Reichskanzlei were actually French
Waffen SS soldiers of the SS Division “Charlemagne”. Much to the surprise of war correspondents, the soldiers of Charlemagne proved to be
combat hardened fanatics that would not willingly give up an inch of ground. The French held off the Soviets with a death defying determination,
impressing even their opponents. The last soldiers to receive the Iron Cross were soldiers of Charlemagne, although only a handful of members
saw the end of the war. Some, and many other German SS soldiers, would again bear arms together a few years later in Vietnam, this time
¿JKWLQJXQGHUWKH)UHQFKÀDJ

Commanders: 2 Initiative: Soviets on Round 1.


CAP Allocation per Round: Germans 8 CAPs Soviets 10 CAPs each. (CAPs adjustments cannot fall under 4 for either side.)
Cards: 6KXIÀHDOODFWLRQDQGERQXVFDUGVXQGHU(DFKFRPPDQGHUUHFHLYHVFDUGVRQURXQG,QHDFKURXQGWKHUHDIWHUWKH*HUPDQ
player receives 1 additional card and the Soviet player receives 2 additional cards.
Map Setup: Map 5. Place Road BlocksRQ''&DQG(
Place Rubble FRXQWHUVRQ&''())*,DQG-
Place TrenchesRQ**+*(
Place Barbed Wire on F10. Place a BridgeFRXQWHU UHSUHVHQWVD6RYLHWSRQWRRQEULGJH RQ%
Place Control Markers, German side up, on Hex C10 and J10.

*|ULQJVWUDVVH - 'HVLJQHGE\1LFN%XFKPDQQ&RS\ULJKW‹$FDGHP\*DPHVZZZ$FDGHP\*DPHVFRP 1
7KLV¿UH¿JKWUHTXLUHVFRPSRQHQWVIURP$ZDNHQLQJWKH%HDUQG(G:UHFNVDQG'HVWUXFWLRQ([SDQVLRQ6KHHWDQG0RQVWHU7DQN([SDQVLRQ6KHHW

German Forces: Defenders of Berlin Soviet Forces: 8th Guards Army


Kampfgruppe Kummersdorf with Prototypes Mixed Soviet Assault Forces
6HWXS5RXQG3ODFHDQ\ZKHUHRQ0DS (QWHUIURPWKHQRUWKHUQHGJHRI0DS
3 Maus M01 1 3 Panther F M12
1 3 88 Flak18 33
7 5 JS-3 M15
1 5 T-34 85 M01 1 5 KV-85 M03 1 4 5LÀHµ 01 1

6 20 5 17 6 10 7 21 5 17 5 17 3 11
17 25 25 13 22 22 12 19 12 13 12 24 11 10 20 11 10 19 0 5 12
1x Maus 1x Panther F 1x Flak 18 1x JS-3 2x T34/85 1x KV-85 [5LÀHV
Place hidden
(OHPHQWVRIWKHUG:DIIHQ66*UHQDGLHU'LY³&KDUOHPDJQH´ 5RXQG6RYLHW,Q¿OWUDWLRQ)RUFH
6HWXS5RXQG3ODFHLQDQ\7HUUDLQWKDWJLYHVD'0%RQXV (QWHUIURPWKHHDVWHUQRUZHVWHUQHGJH
2 Units may be set up hidden. Hasty Defense may be placed with RI0DS FKRRVHRQHHGJH 
any unit. Place Roadblock anywhere on Map 5.
5 T-5
Pantera
M11
1 3 60*5LÀHV 13 1
2 Pioneers 16 1 3 5LÀHµ 01
1 2 LMG34 09 1 2 HMG34 19
2
5 16 4 11
2 11 4 10 5 10 13 12 21 0 3 12
4 12
3 12 0 5 12 0 9 12 1 12 12
3
1x 4x SMG-
2x Pioneers [5LÀHV 3x LMG 1x HMG Pantera 5LÀHV
5 Panzer M14 1 3 8cm Mortar 23
3 Hasty +
Orders: :HDUHVRFORVH%HWZHHQXVDQGWKHLQQHUPRVWKHDUWRI
Schreck
(4) Defense

-1 10 3 10
+1 WKH5HLFKDUHRQO\DIHZÀLPV\)UHQFKPHQDQGWKHVHPRQVWHUV
11 2 13 2 3-16 13 +1 15 WKH1D]LVKDYHWKRXJKWXSLQWKHLUVHFUHWODEV1HYHUPLQG7KH\
1x Panzer- 1x 8cm 6x Hasty 1x Roadblock DUHQRWWKHRQO\RQHVDEOHWRUHO\RQKHDY\¿UHSRZHU&KXLNRY
schreck Mortar Defense has sent us some JS-3 to tackle these German abominations.
:HZLOOVODVKWKURXJKWKHLUGHIHQVHV1RERG\VWRSVWKHJORULRXV
Orders: )RUPDQ\\HDUVZHKDYHEHHQ¿JKWLQJIRUWKHJORU\RIWKH advance of the Red Army - no secret German tanks, no French
5HLFKQRZOHWXVPDNHRXU¿QDOVWDQGDQGGLHZLWKKRQRU0RVWRI 1D]LVQRERG\$VVRRQDVZHFRQWUROWKH*|ULQJVWUDVVHZHFDQ
us will never see another sun rise - let us ensure that the Soviet sun VHQGRXUIRUFHVDJDLQVWWKH)XHKUHUKLPVHOIRQZDUGIRU6WDOLQ
rises to face myriads of Soviet graves. Through the kindness of the
Fuehrer, we have received two secret weapons. With their help, we
will bury the Bolsheviks in the ruins of our beloved capital. Victory Points:
2VP - Immediately score each German unit, except the Maus,
Victory Points: eliminated.
1VP - Immediately score each Soviet unit eliminated. 7VP - Immediately score for destroying the Maus-Prototype.
2VP - Immediately score for destroying the JS-3. 1VP - At the end of each round for controlling Hex C10.
1VP - Per control marker at the end of each round. 2VP - At the end of each round for controlling Hex J10.

Special Rules
Panzerfaust: *HUPDQSLRQHHUDQGULÀHXQLWVKDYHDFFHVVWR3DQ]HUIDXVWV OLNHD:HDSRQFDUG DQGFDQ¿UHWKHPDVDQDFWLRQIRU$3V$SSO\
WKHIROORZLQJ)LUHSRZHUBlue 10 / Red -1 FP5DQJH6KRUWUDQJHDQG&&PRGL¿HUVDSSO\,IWKHXQPRGL¿HGDWWDFNGUHVXOWLV OHVVWKDQ 
the supply of Panzerfausts is exhausted and can no longer be used by the Germans. The Panzerfaust (“Tank Fist”) was one of the most effective designs
of the Reich: Simple, very cheap to produce and easy to use, it proved to be probably the most famous anti-tank weapon of World War 2 and was the basis for
FRXQWOHVVRWKHUDQWLWDQNV\VWHPV'XULQJWKHGHIHQVHRIWKH5HLFKDQGHVSHFLDOO\LQWKHQDUURZVWUHHWVRIWKH*HUPDQFLWLHVWKH3DQ]HUIDXVWZDVWKH¿UVWDQG
only line of defense against the Soviet tanks.

6RYLHWLQIDQWU\ ULÀHVDQG60* FDQXVHWKH3DQ]HUIDXVWWRRDOWKRXJKWKH\KDYHWRSD\$3IRU¿UHRQHDVDQDFWLRQ,IWKHXQPRGL¿HGDWWDFNG


UHVXOWLV” HTXDORUOHVVWKDQ WKHVXSSO\RI3DQ]HUIDXVWVLVH[KDXVWHGDQGFDQQRORQJHUEHXVHGE\WKH6RYLHWVThe Soviets did not possess
any comparable anti-tank weapon, but they were quite happy to use any Panzerfaust they could lay their hands on. Finding them in conquered German army
SRVLWLRQVGLGQRWSURYHWREHGLI¿FXOW7KH5HLFKSURGXFHGRYHUPLOOLRQRIWKHPOHDYLQJPRUHWKDQHQRXJKIRU6RYLHWXVH

Ammunition shortages: The German player cannot modify any attack die roll with CAPs.

0RQKRQQHXUV¶DSSHOOH¿GHOLWp$OO668QLWVWUHDWDOOKLWFRXQWHUVDVD³)RRWXQQHUYHG´FRXQWHU7KHRQO\H[FHSWLRQLVWKH³)RRW.,//('´
counter, which still counts as an instant kill. Just like regular SS, the French Waffen-SS-soldiers of Charlemagne insisted that “their Honor was Loyalty”.
Soviet forces highly respected and feared the SS and Waffen-SS as enemies, and the soldiers of Charlemagne lived up to this respect. During the defense of
%HUOLQQRERG\IRXJKW¿HUFHURUZLWKOHVVFRQFHUQIRUWKHLURZQVXUYLYDOWKDQWKH)UHQFK66VROGLHUV7KH\NQHZZHOOWKDWOLIHKDGQRWKLQJLQVWRUHIRUWKHPDQ\PRUH
and history proves them right: The few of them captured alive and handed to the French authorities were abused in prison and then executed without trial.

Red Flood: Destroyed Soviet T34-85 and KV-85 tanks may attempt to re-enter the game during the round after they are destroyed. At the
EHJLQQLQJRIWKHURXQGDIWHURQHRIWKHVHWDQNVLVGHVWUR\HGDQGDIWHU6RYLHW&$3VKDYHEHHQUHVHWD'GLHUHVXOWRIRUKLJKHULPPHGLDWHO\
allows a tank to be removed from the CAP track to re-enter the battle as a reinforcement that can enter from the northern edge on round 2 or,
from round 3 on, either the eastern, northern or western edge of the map. A 2D6 result of 6 or less results in a tank being permanently out of the
JDPHDQGUHPDLQLQJQRWKH&$3WUDFN7KLVGLHUROOPD\QRWEHPRGL¿HGZLWK&$3V7KH*HUPDQSOD\HUVWLOOJDLQV93VHYHU\WLPHKHGHVWUR\V
a Soviet unit, including re-constituted tanks. The Red Army stormed Berlin with exceeding numerical superiority, outnumbering the city’s defenders by far.
Tanks especially were churned out by Soviet factories in numbers large enough to deprive German commanders of any respite.

Round 1 Round 2 Round 3 Round 4 Round 5


Initiative Reinforcements Control C10
Control C10 Control C10 Control C10 Control C10 1VP 1VP
1VP 1VP 1VP 1VP 1VP 1VP 1VP 1VP Control J10
Control J10 Control J10 Control J10 Control J10 1VP 2VP
1VP 2VP 1VP 2VP 1VP 2VP 1VP 2VP )LUH¿JKW(QGV

2 *|ULQJVWUDVVH - 'HVLJQHGE\1LFN%XFKPDQQ&RS\ULJKW‹$FDGHP\*DPHVZZZ$FDGHP\*DPHVFRP
6RYLHW5HLQIRUFHPHQWV(QWHU5RXQG

+2

1
+2

+1

15
+2 +2 +2

+2 +2 +2

+1

15
+2

6RYLHW)RUFHV(QWHU5RXQG
+2

+2 +2

+2 +2

+2

16
+
Control Control
Göringstrasse
15
+2

+2

+2 16

+2

+2

16 +2

+2 +1

16 15

+2

16

+1

15

6RYLHW5HLQIRUFHPHQWV(QWHU5RXQG
*|ULQJVWUDVVH - 'HVLJQHGE\1LFN%XFKPDQQ&RS\ULJKW‹$FDGHP\*DPHVZZZ$FDGHP\*DPHVFRP 3
Player Command: Soviet AI: German
Player Command: Soviet Round 1 Initia- Mission Track
tive: Soviet Soviet CAP Allocation per 1 Start Mission 2 3 Sniper 4 Draw AI Order Card.
Round: 10 Beginning Victory Points: As AI Action: Roll 1D6. Place a RE counter on
1 German Action Cards: All Action and The Player loses the the hex specified on the
Bonus cards under 40. The Soviet receives rolled number of CAPs. card. Place “No Enemy”
CAP losses are for cur- Counter into RE draw
2 cards in Round 1 and 2 cards each Round
rent Round only. cup.
thereafter. Order Cards: 1-43 Adjusting
Difficulty: For an easier Mission, the Ger- 5 6 CAP Surplus 7 Draw AI Order Card. 8 Seek Cover
man AI can’t use CAP modifications. While the Mission Place a RE counter on As AI Action:
Flak 18 + 2 German Units may be set up Score Victory Hexes Marker is on this space, the hex specified on the Lowest DV AI closest
hidden - place them in Rumored Enemy C10, J10. the AI adds +1 to all of card. Place “No Enemy” to a Unit
draw cup. its die rolls. Counter into RE draw 4Place a Hasty De-
cup. fense Marker on AI

9 Reinforcements 10 Autorally 11 Draw AI Order Card. 12


Counteractions As AI Action: Place a RE counter on
If the JS-3 has not been destroyed: Soviet Infiltration Hit AI closest to a Unit the hex specified on the
Highest FP AI closest to the JS-3 Force enters. 4Autorally card. Place “No Enemy”
4Fire (+2 CAP) Score Victory Hexes If no AI can Autorally, Counter into RE draw
C10, J10. execute the Order Card. cup.
AI Mission Objectives 13 14 BF Confusion 15 Draw AI Order Card. 16
Soviet Control Markers As AI Action: Place a RE counter on
Score Victory Hexes Fresh Unit closest to a the hex specified on the
C10, J10. Mission Objective card. Place “No Enemy”
4Mark as spent Counter into RE draw
Mission Orders If not, exec. Order Card. cup.
Highest FP AI closest to a German Control
Marker 17 18 Command Exp 19 Draw AI Order Card. 20 End of Mission
4Fire at the Unit closest to the Control Shuffle 2 random Place a RE counter on
Marker (+2 CAP) Score Victory Hexes Command Order Cards the hex specified on the Score Victory Hexes
C10, J10. removed, due to killed card. Place “No Enemy” C10, J10.
AI closest to a Soviet Control Marker AI, back into the Order Counter into RE draw
4Move towards Card Deck. cup.

Player Command: German AI: Soviet


Player Command: German Round 1 Mission Track
Initiative: Soviet German CAP Allocation 1 Start Mission 2 3 Advance 4 When the Mission
per Round: 8 Beginning Victory Points: As AI Action: Unhit Track Marker lands on
1 Soviet Action Cards: All Action and Bo- fresh AI closest to a Unit this space, execute the
nus cards under 40. The German receives 4Move 2 hexes (Don’t current Order Card as if
make a spent check) it is a Command Order
2 cards in Round 1 and 1 card each Round
If not, exec. Order Card. Card.
thereafter. Order Cards: 13-55 Adjust-
ing Difficulty: For a harder Mission, the 5 6 CAP Surplus 7 When the Mission 8 BF Confusion
German Player can’t use CAP modifications. While the Mission Track Marker lands on As AI Action:
Score Victory Hexes Marker is on this space, this space, execute the Fresh, Highest FP Unit
Counteractions C10, J10. the AI adds +1 to all of current Order Card as if closest to an AI
its die rolls. it is a Command Order 4Mark as spent
Highest FP AI closest to the Maus
Card. If not, exec. Order Card.
4Fire (+2 CAP)
9 Reinforcements 10 Swift Action 11 When the Mission 12
If an AI is in the Draw Cup: The AI performs 2 Order Track Marker lands on
Draw an AI from the Draw Cup Soviet Infiltration Card Actions in a row, this space, execute the
4Move onto the map hex closest to a Mis- Force enters. drawing a new Order current Order Card as if
sion Objective or Unit Score Victory Hexes Card for the second ac- it is a Command Order
C10, J10. tion. Then Player’s turn. Card.

AI Mission Objectives 13 14 Careful Aim 15 When the Mission 16


The Maus As AI Action: Track Marker lands on
German Control Markers Score Victory Hexes Highest FP AI closest this space, execute the
C10, J10. to a Unit current Order Card as if
4Fire (+4 CAPS) it is a Command Order
Mission Orders If not, exec. Order Card. Card.
AI closest to a German Control Marker
4Move towards 17 18 Command Exp 19 When the Mission 20 End of Mission
Shuffle 2 random Track Marker lands on
Unhit AI closest to a Unit Score Victory Hexes Command Order Cards this space, execute the Score Victory Hexes
4Move towards and then Fire (+2 CAP) C10, J10. removed, due to killed current Order Card as if C10, J10.
AI, back into the Order it is a Command Order
Card Deck. Card.
Sandomierez Counter Attack
General Situation: In early August 1944 the First Ukrainian Front crossed the Vistula River near the Polish city of Sandomierez. The
Germans counter-attacked with armored forces including their new King Tiger tanks to eliminate the bridgehead. However, the Soviets had
T-34/85’s and were very well hidden. Near the village of Oldegow, the two forces met.
Historical Aftermath: The German forces walked into an ambush. A pair of Soviet T-34/85’s, led by Captain P. Ivushkin, knocked out several
King Tigers with shots to their side and rear. The German counter-attack failed, and the debut of the King Tigers demonstrated they were not
as good on the offense as the defense.
7KLV¿UH¿JKWUHTXLUHVFRPSRQHQWVIURP6WRUPVRI6WHHO$ZDNHQLQJWKH%HDUQG(GDQGWKH0RQVWHU7DQN([SDQVLRQ6KHHW

Commanders: 2 Initiative: Germans on Round 1. CAP Allocation per Round: German 5 CAPs Soviet 6 CAPs
Cards: 6KXIÀHDOODFWLRQDQGERQXVFDUGVWKURXJK(DFKFRPPDQGHUUHFHLYHVFDUGVLQURXQGDQGFDUGHDFKURXQGWKHUHDIWHU
Veterans Cards: Soviets receive the Hidden Actions card.
Map Setup: Maps 1 and 2. Place Soviet control marker on hex +

German Forces: 1st Plt, 501st Heavy Tank Battalion Soviet Forces: 3rd Plt, 6th Guard Tank Corps
Setup: The Germans enter along southern map edge. Setup: Two T-34/85’s may be placed anywhere north of map 1, row G,
hidden. The remaining units are placed anywhere north of row D, map 2.
3 Königs
Tiger
M02 1 3 Tiger Ie #1
1 3 Pz IVh #1
1
5 T-34 85 M01 1 5 T-34c #1
1 5 SU-122 #1
1
6 20 6 19 5 15
15 21 23 12 18 21 11 14 18 5 17 5 16 6 15
11 10 20 9 10 19 9 11 18
1x King Tiger 1x Tiger 2x PzIVh
2x T-34/85* 4x T-34c 1x Su-122
Orders: Your platoon must take the village of Oldegow. Orders: Ambush the Germans and prevent them from taking
Victory Points: Oldegow
1VP - Immediately score each Soviet unit eliminated. Victory Points:
1VP&RQWURO+H[+DWWKHHQGRIHDFKURXQG 1VP - Immediately score each Pz IVh eliminated.
2VP - Immediately score each Tiger eliminated.
3VP - Immediately score each King Tiger eliminated.
Terrain note: Due to the sandy terrain, vehicle track bonuses are
downgraded by one level (i.e., a T-34 maneuvers like it has one, not 1VP&RQWURO+H[+HQGRIURXQGV
two track bonuses). Roads are ignored except through woods. *Soviet T-34/85’s can use the hidden actions card once per tank

Round 1 Round 2 Round 3 Round 4 Round 5


Initiative: Germans: score Germans: score All: score All: score
Germans Control Hex Control Hex Control Hex Control Hex
Germans: score
Control Hex )LUH¿JKW(QGV

N
Remaining Soviet vehicles north of Row D
Hidden T-34/85’s north of row H
German Entry

Control 1VP
1VP

Oldegow

Sandomierez - 'HVLJQHGE\'DQ&DUH\&RS\ULJKW‹$FDGHP\*DPHVZZZ$FDGHP\*DPHVFRP 1
Player Command: German AI: Soviet
Player Command: German Round 1 Ini- Mission Track
tiative: German German CAP Allocation 1 Start Mission 2 3 Sniper 4 Draw AI Order Card.
per Round: 5 Beginning Victory Points: As AI Action: Roll 1D6. Place a RE counter on
1 Soviet Action Cards: All Action and Bo- The Player loses the the hex specified on the
nus cards through 30. The German receives rolled number of CAPs. card, on Map 1. Place
CAP losses are for cur- “No Enemy” Counter
2 cards in Round 1 and 1 card each Round
rent Round only. into RE draw cup.
thereafter. Order Cards: 3-43
2 Soviet T-34/85’s may be set up hidden 5 6 CAP Surplus 7 Draw AI Order Card. 8 Seek Cover
- place them in Rumored Enemy draw cup. While the Mission Place a RE counter on As AI Action:
German: Score Vic- Marker is on this space, the hex specified on the Lowest DV AI closest
Counteractions tory Hex 2-H08 the AI adds +1 to all of card, on Map 1. Place to a Unit
its die rolls. “No Enemy” Counter 4Place a Hasty De-
Highest FP AI closest to the King Tiger
into RE draw cup. fense Marker on AI
4Fire (+2 CAP)
9 10 Autorally 11 Draw AI Order Card. 12
Highest FP AI closest to the Tiger As AI Action: Place a RE counter on
4Fire (+2 CAP) German: Score Vic- Hit AI closest to a Unit the hex specified on the
tory Hex 2-H08 4Autorally card, on Map 1. Place
If no AI can Autorally, “No Enemy” Counter
AI Mission Objectives execute the Order Card. into RE draw cup.
German Control Marker
13 14 BF Confusion 15 Draw AI Order Card. 16
As AI Action: Place a RE counter on
All: Score Victory Hex Fresh Unit closest to a the hex specified on the
Mission Orders 2-H08 Mission Objective card, on Map 1. Place
Highest FP AI closest to a Soviet Control 4Mark as spent “No Enemy” Counter
Marker If not, exec. Order Card. into RE draw cup.
4Fire at the Unit closest to the Control
17 18 Command Exp 19 Draw AI Order Card. 20 End of Mission
Marker (+2 CAP)
Shuffle 2 random Place a RE counter on
All: Score Victory Hex Command Order Cards the hex specified on the All: Score Victory Hex
AI closest to a German Control Marker removed, due to killed card, on Map 1. Place
2-H08 2-H08
4Move towards AI, back into the Order “No Enemy” Counter
Card Deck. into RE draw cup.

Player Command: Soviet AI: German


Player Command: Soviet Round 1 Initia- Mission Track
tive: German Soviet CAP Allocation per 1 Start Mission 2 3 Advance 4
Round: 6 Beginning Victory Points: 1 As AI Action: Unhit A fresh Soviet Unit clos-
German Action Cards: All Action and Bo- fresh AI closest to a Unit est to an AI is marked
nus cards through 30. The Soviet receives 4Move 2 hexes (Don’t as spent.
make a spent check)
2 cards in Round 1 and 1 card each Round
If not, exec. Order Card.
thereafter. Order Cards: 13-52
5 6 CAP Surplus 7 8 BF Confusion
While the Mission A fresh Soviet Unit clos- As AI Action:
German: Score Vic- Marker is on this space, est to an AI is marked Fresh, Highest FP Unit
Counteractions tory Hex 2-H08 the AI adds +1 to all of as spent. closest to an AI
its die rolls. 4Mark as spent
AI closest to a Unit that is flanking
If not, exec. Order Card.
4Fire (+2 CAP)
9 10 Swift Action 11 12
If an AI is in the Draw Cup: The AI performs 2 Order A fresh Soviet Unit clos-
Draw an AI from the Draw Cup German: Score Vic- Card Actions in a row, est to an AI is marked
4Move onto the map hex closest to a Mis- tory Hex 2-H08 drawing a new Order as spent.
sion Objective or Unit Card for the second ac-
tion. Then Player’s turn.

AI Mission Objectives 13 14 Careful Aim 15 16


Soviet Control Marker As AI Action: A fresh Soviet Unit clos-
All: Score Victory Hex Highest FP AI closest est to an AI is marked
2-H08 to a Unit as spent.
4Fire (+4 CAPS)
Mission Orders If not, exec. Order Card.
AI closest to a Soviet Control Marker
4Move towards 17 18 Command Exp 19 20 End of Mission
Shuffle 2 random A fresh Soviet Unit clos-
Unhit AI closest to a Unit All: Score Victory Hex Command Order Cards est to an AI is marked All: Score Victory Hex
4Move towards and then Fire (+2 CAP) 2-H08 removed, due to killed as spent. 2-H08
AI, back into the Order
Card Deck.
X Oktybra State Farm
-XO\ “Driver, crush the gun!” - Vasily Krysov, from Panzer Destroyer
General Situation: During late July, the Germans launched their Fall Blau offensive in the southern Soviet Union. Near the Don River, the
6RYLHWWK6HSDUDWH+HDY\7DQN%ULJDGHRIWKHWK7DQN&RUSVRIWKHVW7DQN$UP\DWWDFNHGWKH*HUPDQVDFURVVWKHÀDW'RQ6WHSSHLQ
an effort to slow the German offensive. At the X Oktybra State Farm, KV-1S tanks supported by infantry assaulted the positions of the German
60th Motorized Division of the XIV Panzer Corps.
Aftermath: The 1st Tank Army’s counterstroke blunted the drive of the XIV Panzer Corps. The Soviets lost heavily, more than the Germans,
EXWWKH;,93DQ]HU&RUSVKDGWRKDOWLQRUGHUWR¿JKWRIIWKHGHWHUPLQHG6RYLHWDWWDFNV7KH6RYLHWVZRXOGPDNHXSWKHLUORVVHVLQWLPHEXW
WKH*HUPDQVZRXOGQRWDVWKH\GURYHHDVWWRZDUGV6WDOLQJUDG)XUWKHUPRUHWKHFRXQWHUVWURNHGHPRQVWUDWHGWKDWLQWKH6RYLHWVZRXOG
¿JKWKDUGWRVWRSWKH*HUPDQVDQGWKHUHZRXOGEHQRPDVVHQFLUFOHPHQWVRIRUSDQLFE\WKH5HG$UP\DVKDSSHQHGLQ
7KLV¿UH¿JKWUHTXLUHVFRPSRQHQWVIURP6WRUPVRI6WHHO$ZDNHQLQJWKH%HDUQGHGDQG0RQVWHU7DQNV([SDQVLRQ6KHHW

Commanders: 2 Initiative: Soviets on Round 1. CAP Allocation per Round: German 8 CAPs Soviet 6 CAPs
Cards: 6KXIÀHDOODFWLRQDQGERQXVFDUGVWKURXJK(DFKFRPPDQGHUUHFHLYHVFDUGVLQURXQGDQGFDUGHDFKURXQGWKHUHDIWHU
Veteran Card: The Soviets can use the Overrun card once.
Map Setup: Maps 2 and 8. Place German control marker on hex 2-G08.

German Forces: 92nd Mot. Infantry, 2nd Pz Rgt Soviet Forces: 158th Hvy Tank Bde and 131st 5LÀH'LY
Setup: Place units anywhere on map 2. PaK guns must start in a Setup: T-70’s start on map 8 east of row I. Remaining units arrive
gun pit. RQWXUQDQ\ZKHUHDORQJWKHHDVWHGJHRIPDS60*5LÀHVPD\
3 5,0 PaK38 30 4 3 PaK40
5 3 5LÀHµ 01
1 2 LMG34 09 1 3 8cm Mortar 23
3 2 HMG34 20
2 HQWHUULGLQJWDQNV5LÀHµHQWHURQIRRW
(4)
4 5LÀHµ 01 1 3 60*5LÀHV 13 1 5 KV-1S M04 1 5 T-34b 52 1 5 T-70 #1
1
3 10 3 10 2 11 4 10 3 10 5 10
8 10 13 11 15 13 0 5 12 0 9 12 2 3-16 13 1 12 12
3 11 4 11 5 17 5 15 3 13
2x PaK 38 1x PaK40 2x Inf 41 2x LMG 1x 8cm 1x HMG 0 5 12 0 3 12 9 10 19 8 9 19 6 6 18
(Front DV is
a red 13. )
Mortar [5LÀH 4x SMG 3x KV-1S 1x T-34B 2x T-70
+ 5LÀHV
+0 +2 Orders: Take the State Farm by storm and defeat the German
+2 15 16 armored reserves.
3x Gunpits +2 is black 4x Wire 4x Trenches Victory Points:
for guns/vehicles this FF 1VP - Immediately score each German unit eliminated.
3 PzIIIL #1
1 3 Pz IVf2
1 Reinforcements:(QWHUWXUQDW$ 5VP - For hex 2-G08 controlled at the end of round 5.

4 14 5 14
Orders: Hold the State Farm and counter at-
9 10 17 11 11 17
tack to destroy the Soviet armor. Counter note: If you don’t have three KV-1S
2x PzIIIL 1x PzIVF2 counters, use regular KV-1 tanks but play with
Victory Points: the values of the KV-1S. Round 1
1VP - Immediately score each Soviet unit eliminated. Initiative: Soviet
1VP - For hex 2-G08 controlled at the end of each round. Score: German

N
Round 2
Score: German

X Oktybra
Round 3
1VP
T-70 set up east of Row I

Control
Score: German
5VP Reinforcements:
German
Panzer
Entry

Round 4
Score: German

Round 5
Score: German,
Soviets

)LUH¿JKW(QGV

Sandomierez - 'HVLJQHGE\'DQ&DUH\&RS\ULJKW‹$FDGHP\*DPHVZZZ$FDGHP\*DPHVFRP
Player Command: Soviet AI: German
Player Command: Soviet Round 1 Initia- Mission Track
tive: Soviet Soviet CAP Allocation per 1 Start Mission 2 3 Sniper 4 When the Mission
Round: 6 Beginning Victory Points: 1 As AI Action: Roll 1D6. Track Marker lands on
German Action Cards: All Action and Bo- The Player loses the this space, execute the
nus cards through 20. The Soviet receives rolled number of CAPs. current Order Card as if
CAP losses are for cur- it is a Command Order
2 cards in Round 1 and 1 card each Round
rent Round only. Card.
thereafter. Order Cards: 1-43
5 6 CAP Surplus 7 When the Mission 8 Seek Cover
While the Mission Track Marker lands on As AI Action:
German: Score Vic- Marker is on this space, this space, execute the Lowest DV AI closest
Counteractions tory Hex 2-G08 the AI adds +1 to all of current Order Card as if to a Unit
its die rolls. it is a Command Order 4Place a Hasty De-
Highest FP AI closest to a Unit
Card. fense Marker on AI
4Fire (+2 CAP)
9 Reinforcements 10 Autorally 11 When the Mission 12
If an AI is in the Draw Cup: As AI Action: Track Marker lands on
Draw an AI from the Draw Cup German reinforce- Hit AI closest to a Unit this space, execute the
4Move onto the map hex closest to a Mis- ments enter at 2-A10. 4Autorally current Order Card as if
German: Score Vic- If no AI can Autorally, it is a Command Order
sion Objective or Unit
tory Hex 2-G08 execute the Order Card. Card.

AI Mission Objectives 13 14 BF Confusion 15 When the Mission 16


Soviet Control Marker As AI Action: Track Marker lands on
German: Score Vic- Fresh Unit closest to a this space, execute the
tory Hex 2-G08 Mission Objective current Order Card as if
Mission Orders 4Mark as spent it is a Command Order
If not, exec. Order Card. Card.
Highest FP AI closest to a German Control
Marker
17 18 Command Exp 19 When the Mission 20 End of Mission
4Fire at the Unit closest to the Control Shuffle 2 random Track Marker lands on
Marker (+2 CAP) Command Order Cards this space, execute the
German: Score Vic- All: Score Victory Hex
tory Hex 2-G08 removed, due to killed current Order Card as if 2-G08
AI closest to a Soviet Control Marker AI, back into the Order it is a Command Order
4Move towards Card Deck. Card.

Player Command: German AI: Soviet


Player Command: German Round 1 Mission Track
Initiative: Soviet German CAP Allocation 1 Start Mission 2 3 Advance 4
per Round: 8 Beginning Victory Points: As AI Action: Unhit A fresh German Unit
1 Soviet Action Cards: All Action and Bo- fresh AI closest to a Unit closest to an AI is
nus cards through 20. The German receives 4Move 2 hexes (Don’t marked as spent.
make a spent check)
2 cards in Round 1 and 1 card each Round
If not, exec. Order Card.
thereafter. Order Cards: 13-53
5 6 CAP Surplus 7 8 BF Confusion
While the Mission A fresh German Unit As AI Action:
German: Score Vic- Marker is on this space, closest to an AI is Fresh, Highest FP Unit
Counteractions tory Hex 2-G08 the AI adds +1 to all of marked as spent. closest to an AI
its die rolls. 4Mark as spent
Highest FP AI closest to a Unit
If not, exec. Order Card.
4Fire (+2 CAP)
9 Reinforcements 10 Swift Action 11 12
If an AI is in the Draw Cup: The AI performs 2 Order A fresh German Unit
Draw an AI from the Draw Cup German reinforce- Card Actions in a row, closest to an AI is
4Move onto the map hex closest to a Mis- ments enter at 2-A10. drawing a new Order marked as spent.
German: Score Vic- Card for the second ac-
sion Objective or Unit tory Hex 2-G08 tion. Then Player’s turn.

AI Mission Objectives 13 14 Careful Aim 15 16


German Control Marker As AI Action: A fresh German Unit
German: Score Vic- Highest FP AI closest closest to an AI is
tory Hex 2-G08 to a Unit marked as spent.
4Fire (+4 CAPS)
Mission Orders If not, exec. Order Card.
AI closest to a German Control Marker
4Move towards 17 18 Command Exp 19 20 End of Mission
Shuffle 2 random A fresh German Unit
Unhit AI closest to a Unit German: Score Vic- Command Order Cards closest to an AI is All: Score Victory Hex
4Move towards and then Fire (+2 CAP) tory Hex 2-G08 removed, due to killed marked as spent. 2-G08
AI, back into the Order
Card Deck.

You might also like