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Baltic Gap v23z Rules
Baltic Gap v23z Rules
Baltic Gap v23z Rules
Game Design: John Kisner and Hans Those interested in seeing the collected
Mielants. errata for the printed game, or wanting 1.0 General Rules
Series Design: Dean Essig. to download other support materials,
should visit: 1.1 Map & Terrain
Research Assistance: John Bowen,
http://www.gamersarchive.net There are two maps, East (E) and West
Jim Broshot, Thomas Burke, Kevin
(W). A hex is identified by a map letter
Caldwell, Roland LeBlanc, Ernesto
and number. For instance, on the East
Sassot, Charles Sharp, and Ludwig
Map the city of Polotsk is hex E9.07.
van Schoor.
Playtesters: Johan Arve, Larry Barrett,
Introduction 1.1a The Terrain Key and numerous
game specific charts, tables and play aids
Allen Beach, Andrea Brusati, John Buse, Baltic Gap depicts the Soviet drive into are printed on the map or in the back
Dominique Chupin, John Collis, Dick Latvia, Estonia, and Lithuania in the of this rules book.
Eichenlaub, Jeff Emde, Christophe summer and fall of 1944. As the game
Foley, Kurt Gillies, Montesaurus Gray, 1.1b Some cities and villages have a
begins, the defense of Vitebsk, a Byelo-
Carl Gruber, Morris Hadley, Mathias Population (POP) value printed on the
russian fortified city located just a few
Hardel, Michael Junkin, Roland map. The last side to move a combat
hexes beyond the southeast corner of
LeBlanc, Peter Lindahl, Andreas unit through a POP location “controls”
the playing surface, has just collapsed.
Lundin, Chuck McKenzie, Dave it for victory determination (4.0). Note
First Baltic Front is advancing westward
Mignerey, Linden Moore, Alan Murphy, that when control of Riga is split, the
through the shredded German line, and
Steve Olson, Steve Poitinger, Jay Potter, player with two of the three hexes gets
will soon threaten all of Army Group
Jim Reasoner, Mike Riley, Dick Sauer, credit for all 4 POP.
North with encirclement. Finally, after
Matt Severns, Russell Stewart, Angela four months of fierce battle, the Red
Sutton, Mark Veerman, Tom West, and Design Note: This is a bit of a misnomer,
Army will win the great prize of this in that POP values are based on a town’s
Max Workman. campaign, Riga, and pocket the enemy industry, airfields, and ports, as well as its
in the Courland region of Latvia. population. Note that Estonian values have
The game allows players to explore this been increased to reflect Hitler’s demand
interesting campaign from a variety that this area not be abandoned.
v2.3 Rules of historical and hypothetical vantage
points. Long campaign games can be 1.1c Entry Hexes are marked by letters
The original rules have been corrected on the map edges. These are mostly used
and clarified. Some of the highlights… enjoyed by up to five players. Several
short scenarios are also provided, and to mark where reinforcements will enter
• A process was added to the Victory these work best with a single player the map (1.9b) and which hexes are
Conditions to make skill differences per side. Expect each turn of play to potential sources of trace supply (2.1
somewhat self-balancing. take an hour or two, depending on the and 3.1).
• There are new “house rule” options complexity of the moves and combats. 1.1d All-lake & all-sea hexsides prohibit
on page 50. land movement except at the yellow
crossing arrows near Rapina (E51.19).
• Significant tweaking was done in
Dedicated to the memory of The yellow arrows reduce the terrain
some scenarios (such as Courland
our good friend Linden Moore. effects to that of a major river hexside.
Pocket).
Terrain Note: There are some potentially Design Note: This shows the limited value Leningrad and Königsberg have nominal
confusing hexsides where rivers run into of narrow-gauge tracks without getting HQs for unit rebuilds, and have ports
lakes: E48.13/E48.14, E51.18/E52.18, into the complexities of tying them into the with unlimited capacity for shipping to
and E56.20/E56.21 are all-lake. overall broad/standard network. and from Baltic Sea ports. Ships move to
and from these boxes per 1.5b.
1.1e Hexes containing multiple terrain 1.2b Rail moves cannot make “off-map”
features (such as woods and hills) are connections (such as from Entry C to 1.3c Kaunas, Narva, and Saaremaa are
usually handled per series rule 6.2d. The Entry D). essentially just holding boxes for rein-
exception is “wooded bog” which is a forcements (see 1.4).
1.2c Reference locations & Entry hexes
nasty terrain type with its own effects are detrainable (these are in addition to Player Note: Unlike some OCS games,
(per the Terrain Effects Chart). the terrain types listed in OCS 13.3c). the off-map boxes are not sources of “free”
1.1f The Panther Line of hedgehogs is supply to be shipped onto the map.
printed on the East Map. These only
benefit German units, and are consid- 1.3 Off-Map Boxes
ered erased after a Soviet combat unit
There are several types of off-map boxes. 1.4 Kaunas, Narva, & Saaremaa
enters the hex.
No combat or barrage is ever allowed in The struggle for the Baltics was directly
1.1g Special Hedgehog Reduction. A these boxes. influenced by events happening outside
hedgehog is reduced by one level when the map frame. Of critical importance
1.3a Air Box. Both players have off-map
captured. Exception: Rule 1.1f applies are the battles at Kaunas and Narva,
boxes containing air bases. In an Air
when reducing the Panther Line. the end of which would lead to massive
Box, there is no SP cost to refit planes.
reinforcement arrivals. Almost as impor-
The Germans control the Luftflotte I tant are Soviet landings on the island of
1.2 Railroads Box; the others are Soviet boxes. The Saaremaa.
bases in each box are a certain number
There are three types of rail lines printed of hexes from a listed Entry Hex, as South of the map, elements of Army
on the map: normal, multi-track, and noted in the box. Missions must take Group Center are defending Kaunas.
narrow gauge. Rail transport exclusively this distance into account. Following the struggle near this city,
made on the multi-track lines uses half the Germans will shift two panzer corps
the normal shipping capacity. If any Cargo for an air transport or air drop to northern Lithuania, with Soviet 5th
portion of a rail transport is made on mission being flown from an Air Box Guards Tank Army hot on their heels.
narrow gauge lines, it uses double the is loaded/unloaded at the Entry Hex To the north, above Lake Peipus, Armee-
normal capacity. noted in the Box. For example, cargo abteilung Narwa is under constant attack
for a mission from the 3rd Air Army by Leningrad Front and will eventu-
Normal and multi-track lines are always Box is loaded at any of the three Entry
in one of two gauges: broad or standard. ally be forced to retreat from northern
A hexes. Ground units are never placed Estonia, falling back toward Riga. This
Players change the gauge of these lines in an Air Box.
using rail repair units, per OCS 13.3f. in turn makes it possible for the Soviets
For railing cargo and trace supply, the 1.3b Königsberg and Leningrad. The to invade Saaremaa, which as a result
German player can only use standard Axis player’s Königsberg Box is linked will effectively bar German shipping
and narrow-gauge rail lines; the Soviet to Entry G. The Soviet player’s Lenin- from the Gulf of Riga.
player can use only broad and narrow- grad Box is linked to Entry A. These Each of these off-map battles will be
gauge lines. The scenarios define the are holding boxes for ground units and concluded randomly. In August, the
starting gauge of each rail line. Show ships. German player makes a roll during every
the limits of broad gauge using rail head In any friendly phase ground units are Weather Phase until release from Kaunas
markers. able to transfer between the Königs- occurs. The same procedure is used in
Narrow-gauge lines cannot be re-gauged. berg Box or Leningrad Box and a linked September to check for the Narva event,
Entry hex (in either direction). This isn’t and in October for Saaremaa. These
To be used for trace supply or trans- considered movement, so even supply rolls use the same chart, which has an
port, a railroad must be connected to a points can do this. increasing event chance as the month
friendly supply source (see 2.1 and 3.1) progresses. A given event can only occur
by tracks of the proper gauge. Example: In his Reinforcement Phase the once, and can only occur in the month
1.2a Narrow-gauge lines cannot be a Soviet player shifts an arriving Eq from indicated.
part of the rail portion of a trace supply Entry A back to the Leningrad Box and
1.4a Kaunas Event (August). Units
connection back to a supply source. But immediately uses that Eq to rebuild a tank
from Kaunas arrive during the Rein-
narrow-gauge rails can be used as part battalion (there is a nominal HQ in the
forcement Phase after the period of delay
of a connection to a supply source to box). During his Movement Phase, the
(1.4d). Soviet ground units appear at
obtain marginal supply (1.11). player then shifts the tank battalion to
Entry F; German ground units appear
Entry A and has it move toward Pskov.
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© 2019 All Rights Reserved.
The Gamers, Inc.
at Entry G. Multi-unit formations take Map Note: Damage tracks and holding
a loss (1.4e).
1.5 Ships & Shipping boxes are not intended to limit movement
Each side has a small navy and limited through the all-sea hexes they obscure, but
1.4b Narva Event (September). Units
shipping points (aka Sea Cap) avail- as a practical matter ships should try not
from Narva arrive during the Reinforce-
able. See the chart on the last page of to end their movement in “covered” hexes.
ment Phase after the period of delay
these rules.
(1.4d). German units appear at Entry H, The eighteen minor ports, such as Sloka
or can be shipped during the Movement 1.5a Ships. German naval units repre-
in W32.13, each have a 1T capacity
Phase at the normal cost in Sea Cap. sent the named cruiser and destroyer
(unmarked) that cannot be damaged.
Soviet ground units appear at Entry I, at escort. Soviet naval units are mixed fleets
which point this changes from a German of light craft and barges, some armed In addition to normal ZOC effects, shut
to a Soviet supply source. Multi-unit with rockets, which move like Landing down Riga or Jelgava when an enemy
formations take a loss (1.4e), and Esto- Craft (OCS 18.1c). In all cases the first Attack-Capable unit is adjacent to the
nian units check for collapse (1.4f ). Axis loss from a barrage attack flips a ship to stretch of major river connecting it to
Sea Cap will be immediately reduced to its damaged side; a second loss sinks it. the Baltic. For similar reasons, Parnu
reflect refugee evacuations (2.2a). and Sloka are shut down when Attack-
1.5b Naval Movement. The German
Capable enemy units occupy the pair
1.4c Saaremaa Event (October). Soviet ships are restricted to Königsberg and
of hexes isolating each port: W54.07/
units from Saaremaa arrive at Entry H the Baltic Sea. Soviet ships are restricted
W54.08 and W33.13/W33.14.
after the period of delay (1.4d), at which to Leningrad, the Baltic Sea, and the two
point this changes from a German to big lakes, Peipus and Pskov.
a Soviet supply source. There are no The Saaremaa Event (1.4c) also controls 1.6 Weather
German reinforcements triggered by this further naval restrictions:
event. See 1.5b for Saaremaa’s powerful Use the Weather Chart to determine
effect on ships and shipping. • Before the event, German ships and the weather conditions for a given game
shipping can operate anywhere on turn. On most turns just two results are
1.4d Delay. When the Kaunas, Narva, the Baltic Sea. Soviet ships and ship- possible: “Flight” or “Limited Flight.”
and Saaremaa events occur, each player ping are limited to Lake Peipus and Late in the campaign, there is also a
openly rolls one die to determine the Lake Pskov (the Baltic is off-limits). chance for “Mud.”
delay for his units released from the
box. Soviet reinforcements arrive after • After the event, German ships and 1.6a When “Limited Flight” is rolled, no
a delay of that number of turns; for shipping cannot move further east air missions can be flown during Reac-
German reinforcements halve the delay than Mazirbe (W45.24). Soviet ships tion and Exploitation; missions can only
roll (round fractions up) to determine and shipping can now be used in the be flown during the Movement Phase.
the number of turns. Neither player can Baltic Sea as far as Mazirbe, but can
1.6b The “Mud” effect is quite simple:
voluntarily delay a group’s arrival past never operate west of that port.
the current turn must be “simulcast”
the turn determined by the delay roll. During a friendly Movement Segment, (OCS 2.4). In addition to the normal
a German ship can spend its entire MA Simulcast rules, mud reduces the MA of
Example: The Narva Event occurs on 5 to move between Königsberg and any air and ground units to zero, so the only
September. The German player rolls ‘3’ for hex allowed by Saaremaa restrictions. possible movement is by rail or sea. Also
his reinforcements, half of which rounds Soviet ships can likewise move to and wait until both players have checked
to a delay of two turns. These units will from Leningrad. trace supply before changing any unit
arrive on 12 September.
1.5c Ports. A Port with at least 1 SP modes. This can cause the campaign to
1.4e Losses. A multi-unit formation capacity is a supply source. See 1.11 for a wind down quickly in October.
(e.g., a panzer division or tank corps) rule which allows smaller ports to deliver 1.6c At the end of each Weather Phase
released from Kaunas or Narva takes marginal supply. Rule 1.5b restricts port in August, September, and October:
one loss when released. The unit should function as it does shipping. make an Event Roll (per 1.4).
be chosen randomly from the Attack- The six major ports have damage tracks
Capable units of the division or corps and extra space for units stacked in those
and added to Dead Pile. hexes (to alleviate map congestion). The 1.7 The Armies
1.4f Estonian Collapse. September’s Riga track, for instance, shows it has a The German (or Axis) player controls
Narva Event also triggers the Estonian maximum capacity of 3 SP (with no the Wehrmacht, Waffen-SS, Latvian,
Collapse. Roll two dice and eliminate damage) and a minimum capacity of 3T Estonian, Lithuanian, Luftwaffe, and
that number of the German Player’s (with four hits), Note that Königsberg navy units. Collectively, these are called
Estonian steps (his choice) from the map and Leningrad (1.3b) function as ports “German” units.
and/or Narva Box. of unlimited capacity.
The Soviet (or Russian) player controls
the Red Army, Guard, navy, and air, as
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© 2019 All Rights Reserved.
The Gamers, Inc.
cannot be rebuilt, and scheduled all). Unless otherwise noted, Variable Design Note: There was very little Baltic
reinforcements are delayed until a Reinforcements arrive at Entry A-C support for communists following their
proper location is available. (if Soviet) or G (if German). harsh rule in 1939-41, so classic Soviet
• The Soviet player’s reinforcements on 1.10a There are several types of Variable bands did not operate here. (Also an anti-
the south and north edges, including Reinforcements: partisan campaign in the Polotsk area
SP, can also be placed at any Entry before our game begins further limited
Arty. The Soviets (only) will sometimes Communist activity.) And while anti-
Hex on the same edge that is east of receive an Artillery Ammo marker (3.3).
the listed location. Soviet partisans were an annoyance (even
Hogs. The Germans (only) will some- into the 1950s), nothing suggests much
1.9b Entry Hexes. Several specific hexes times receive free hedgehogs (2.4). military significance in 1944.
can have the same Entry designation
(for instance, there are three “Entry A” Garrison. The Germans (only) receives 1.10b Fatherland in Danger! Soviet
locations). These are interchangeable: one Garrison unit (2.5) every turn. troops on German soil trigger an emer-
planes flying from a linked off-map air Eq and Pax Repl. These are taken from gency response. If one or more Soviet
base and reinforcements can enter the the generic, shared pool of these units. combat units are in Germany, add ‘1’
map at any of the locations. For rebuild purposes, the Leningrad and to the German player’s variable replace-
1.9c Withdrawals. When the arrival Königsberg boxes contain nominal HQs. ment and supply table rolls.
schedule calls for a withdrawal, imme- Steps. Receive a 1-step combat unit of
diately remove the unit (or one with the indicated Action Rating. It can be
identical factors) from play. Withdrawn used to rebuild any type of combat unit
1.11 Marginal Supply
units do not have to be full strength, and (artillery, tank, infantry, etc.), the only Certain locations that don’t qualify as
can even be taken from the Dead Pile. restriction is the AR. The player has two full supply sources provide what is called
A withdrawn unit can only return to options: 1) rebuild a destroyed unit, 2) marginal supply. They are:
play if recalled by the arrival schedule. take an available breakdown regiment as A) a port with a current capacity of
1.9d Hypothetical Reinforcements. a reinforcement (Axis only) or increase 1-3 tokens,
There are some German reinforcement the strength of a reduced multi-step unit
(Soviet only) that is within two hexes of B) a detrainable hex that must use a
groups that did not actually participate
an HQ. Note that a rebuilt multi-step narrow-gauge rail to connect back
in this campaign. These are listed as
unit returns with a single step remaining. to a full supply source, and
“hypothetical” on the arrival chart. The
player secretly rolls once for each hypo- C) a map-edge hex within five hexes
Play Note: Breakdown regiments can be of an Entry Hex that is a friendly
thetical group on the turn it is scheduled
rebuilt even if the logical parent isn’t in supply source (per 2.1 and 3.1).
to arrive, and this roll must be ≤ the V#
play (either hasn’t arrived yet or is a hypo-
for the group to shift from hypothetical Two RE of combat units can get trace
thetical unit that failed to arrive).
to actual. Note that with a V# set at ‘0’ supply from each source of marginal
there can be no hypothetical reinforce- Design Note: The Steps result abstracts supply. Marginal supply can be received
ment arrivals. some replacement activity, reducing map by direct draw or HQ throw. Units and
clutter and administrative load in a pretty HQs can draw marginal supply from
Design Note: Some hypotheticals came
intense campaign. The Steps approach also sources in several different hexes, and
close to reality, like the Herman Goering
forces players to rebuild some inferior units, also from more than one source in the
Division which was initially ordered to
which is very appropriate in 1944. same hex.
fight in this campaign. Others are more
far-fetched, such as deployment of Me-262s Planes. Flip over a reduced aircraft, or Design Note: Marginal Supply, regardless
in this backwater or the creation of a Lith- return one from the Dead Pile (at FULL of source, is informally called “Rigatoni”
uanian national division (which never strength) to any air base. Note that Eq (with a nod to Case Blue’s “Sausage”).
happened, due to their refusal to operate cannot be used to rebuild planes. There are two areas dominated by narrow-
as SS volunteers). To purists, it may seem gauge rails where marginal supply is vital:
unrealistic to use hypothetical units, but Partisans. Roll one die and divide by
in Courland near Talsi, and in most of
keep in mind the compensating realism of two (round fractions up). The result is
Estonia. A few regiments can also benefit
an unpredictable arrival schedule. how many Trainbusting markers (simu-
from marginal supply when outside throw
lating partisan activity) arrive. These
range of HQs in places like Utena and
Trainbusting markers are immediately
Braslav. Marginal supply also gives players
placed in wooded bog hexes that do
1.10 Variable Reinforcements a bit of a cushion for their trace supply
not contain enemy combat units. Soviet
drawn from along a map edge. This is
Players roll for variable arrivals every markers must be placed inside the USSR
intended to lessen the impact of a surprise
turn during their Reinforcement Phase. and German markers outside the USSR.
thrust forward to capture an enemy Entry
These replacements cannot be saved for See OCS 14.8 for Trainbusting effects
hex and help the 9th Corps stay supplied as
later arrival (take them now or not at and duration.
it back-peddles toward Germany.
Example 1: Mazirbe (W45.23) is a source ground units that have been released Design Note: Engineers and civilian labor
for 2 RE if its minor port is functioning, from Narva (1.4b). units worked throughout this campaign to
and when connected to a full supply source 2.2a Refugees. When the Narva Event build fortified lines. Their work is repre-
its narrow-gauge detrainable hex can give occurs, the German player must begin sented by giving the Axis these free hedge-
trace supply to another 2 RE. rolling a die every turn for the rest of hogs. Expert tactical use of reserves and
Example 2: It is 5 July so Entry E is an the game to determine how many points defensive artillery are also being indirectly
Axis supply source. As such, the Germans of German Sea Cap are available. The shown under the umbrella of this rule.
can draw marginal supply from map-edge rest of his normal Sea Cap is being used
hexes between E1.25 and E1.35. (These to abstractly evacuate civilian refugees
would still be potential sources of marginal from Baltic ports such as Tallinn, Riga, 2.5 Garrison Units
supply even if Soviet units currently occupy and Memel. There are nineteen Garrison units (ten
Entry E.) Wehrmacht Alert and nine Luftwaffe
Design Note: Between the reduced ship- Flak), none of which have designations.
ping late in the game and the high POP Mix them in an opaque cup and draw
values for ports, the German player is both randomly when needed during setup or
rewarded and hindered by the abstracted
2.0 Axis Special Rules evacuation of civilians.
the Reinforcement Phase.
• Arriving Garrisons are put in any
2.1 German Supply Axis POP location that isn’t next to
Entry G is always an Axis supply source. a Soviet Attack-Capable unit.
2.3 Verbände von Strachwitz
Entry D, E, F, H, and I are sometimes • Eliminated Garrisons are returned
supply sources per 2.1a. Major ports This is a special formation to the cup.
with at least 1 SP capacity are supply marker that can be used to
sources. Keep in mind the effects of pull a stack of independent
Saaremaa (1.5b) on port functioning, Track MA units from the
and that marginal supply (1.11) can be map, for concealment or
received from narrow-gauge rails and ease of stacking. Note units represented
small ports, as well as certain map edge by the marker cannot receive fuel via
the ‘formation method’ of OCS 12.5c. Design Note: The 2nd and 6th Luftwaffe
hexes.
Flak Divisions backed up Herresgruppe
The German player rolls for SP arrival Design Note: Colorful Count Hyazinth Nord during this period, and some Garri-
every turn during the Reinforcement Graf Strachwitz von Gross-Zauche was sons represent elements of these divisions
Phase, using the chart provided. The commander of the panzer troops attached released to the front. Alert battalions also
indicated SP will arrive at Entry G. to Nord. He performed amazing deeds represent Volkssturm (militia) and ad hoc
2.1a South and North Map Edges. with a handful of panzers, and this rule formations of variable quality. Sometimes
Entry Hexes on these map edges begin allows him to assemble a kampfgruppe that a kampfgruppe mentioned in a campaign
the campaign as German supply sources. is easily concealed and fueled. After his narrative is actually just a breakdown regi-
All except Entry G will permanently serious car crash on 23 August, consider the ment in game terms, but sometimes they
cease to function as such when they marker to reflect the extraordinary ability should be thought of as one of the Garri-
become Soviet supply sources (per the of Colonel Meinrad von Lauchert (who sons. For instance, the 4 AR Alert unit
Soviet arrival chart and the Narva and would go on to lead 2nd Panzer Division represents the Herresgruppe Nord training
Saaremaa Events). at the Bulge). school, superbly led by Colonel Maeder.
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Aside from the Me-262, any hypothet- 2) Surprise Counterattack. There is mine how much new supply will arrive
ical arrivals must always come from the no delay for Axis units deploying at Entry A-F and I.
supply of low-rated aircraft. from the Kaunas Box. 3.1a South and North Edges. Entry
3) Change Coordination. If using locations on these map edges are initially
2.7/3.7, eliminate all of the Axis Axis supply sources. All except Entry G
restrictions. If not using 2.7/3.7, will become Soviet supply sources during
impose the Soviet restrictions. At the campaign, per the arrival chart and
the game’s end, award the Soviets the Narva and Saaremaa Events. Before
1 VP. they are supply sources, ignore SP
Design Note: Germany’s chronic lack of arrivals at these locations.
4) Increased Trucks. Add an empty
fuel made it hard to keep planes in the air
organic truck to each panzer and Example: On 8 July the Soviet player rolls
and to train new pilots. The two flavors
panzer grenadier division when it a ‘7’ for supply. He receives 3 SP each at
of air units, combined with the inability
arrives. (Normally these organic Entry A & B & C and 1 SP at Entry D
to use Consolidation (per 1.7c), shows the
trucks are not used.) At the game’s for a total of 10 SP. He does not receive
declining state of the Luftwaffe circa 1944.
end, award the Soviets 1 VP. any supply at Entry E, F, & I since they
5) More Counterattack Support. are not yet supply sources. Note that if the
This option adds 1 to the German reinforcements scheduled to arrive at Entry
2.7 Coordination (optional) player’s variable replacement and D are delayed (3.5), that supply would
Planning and execution suffered from supply rolls in August (only). At also be ignored.
too many rival chains of command. To the game’s end, award the Soviets
reflect this, ground units whose coun- 2 VP.
ters are different colors cannot attack
together or make a combined barrage.
6) Herresgruppe Nord Withdraws. 3.2 Rail & Sea Capacity
This intriguing what-if has Hitler
Defending and spotting for barrage are Rail Cap varies by month per the charts
okaying a more rapid Axis with-
not affected. accompanying this game. It can only be
drawal to a line below the Daugava
used on rail lines connected to a Soviet
Exception: Allow all SS, Lithuanian, River. The game changes in three
supply source. Gauge restrictions (1.2)
Latvian, and Estonian units to “coor- ways: 1) roll the Narva event in
also apply.
dinate” with each other. (This is not July (not September), 2) roll the
meant to imply that all Axis-allied units Saaremaa event in September (not Design Note: The increasing Soviet Rail
were commanded by the SS… it’s just October), and 3) after the Narva Cap reflects the slow repair of “scorched
a simple way to put their largest units event occurs, Estonian POP loca- earth” damage. Primary instrument of
within the proper command hierarchy.) tions are worth zero and the POP that damage was the Wolfsangel, a small
values in Lithuania are doubled. At train pulling what was essentially an iron
the game’s end, award the Soviets plow. As the train moved forward, the plow
2.8 Axis Variants (optional) 2 VP. would cut the wooden railroad ties and
These variants are only appropriate for make the line useless. These could rapidly
the full campaign. Suggested use is this: destroy miles of track.
The German player rolls two dice in
secret prior to the game. He chooses 3.0 Soviet Special Rules Sea Cap is set at 1. It can be used to
ship cargo between ports, with Saaremaa
one of the dice to select one of the six
imposing special restrictions per 1.5b.
numbered variants below (or he can take 3.1 Soviet Supply
no variant, at his option). The other die Entry A, B, and C are always Soviet
divided by 2 (round up) is the Axis V# supply sources. Entry D, E, F, H, and I
for this campaign. Only tell the Soviet 3.3 Artillery Ammo Markers
are sometimes supply sources per 3.1a.
player what he needs to know when he Major ports with at least 1 SP capacity Arty Ammo is a Repl Table
needs to know it. are supply sources. Keep in mind the result. Store these markers
1) Free Set Up. This variant allows effects of Saaremaa (1.5b) on port func- in the Leningrad Box until
the Axis player to modify his initial tioning, and that marginal supply (1.11) they are used. While there
deployment. Attack-Capable units can be received from narrow-gauge rails is no limit on how many
that are in an HQ’s grouping and and small ports, as well as certain map can be acquired during the game, further
on the map (not Narva or Kaunas) edge hexes. “Ammo” results are ignored when both
can now shift to any HQ. Other of the provided markers are currently in
Rolls for SP arrival every turn during the Leningrad Box.
units deploy normally. the Reinforcement Phase using the chart
provided. The same roll is used to deter- An Arty Ammo marker can be “spent”
(removing it from the Leningrad Box)
during a Combat Phase. During that arrive or depart at the same Entry on
phase (only), a maximum of 4T is paid the same turn) of Soviet reinforcements
3.8 Soviet Variants (optional)
per artillery barrage when the supply is and withdrawals. Roll one die on the These variants are only appropriate for
thrown by a Combat Mode HQ. For scheduled turn, and if the roll is ≤ V# the full campaign. Suggested use is this:
instance, a 144-factor barrage, which the group is delayed one turn (so if the The Soviet player rolls two dice in secret
normally costs 10T, would cost just 4T. V# = 0, there is no chance for delay). prior to the game. He then chooses one
Every Soviet HQ on the map can poten- No group is ever delayed more than of the dice to select a numbered variant
tially use the reduced barrage cost in the one turn. below (or he can take no variant, at
phase when an ammo marker is spent. his option). Divide the other die by 2
Example: The V# = 2. On 26 June, the (round up) to set the Soviet V# for this
Design Note: The markers represent Soviet Soviet player rolls a die to see if the group campaign. Only tell the German player
stockpiles of artillery ammo being hoarded including 43rd Army HQ arrives at Entry what he needs to know when he needs
for major offensives. C, and gets a 2. Since the roll is not higher to know it.
than the V#, the group is delayed. It will
1) More Support for the General
arrive on 29 June (there is no additional
Offensive. Add 1 to Soviet vari-
3.4 Soviet Air Force delay chance).
able replacement and supply rolls
There are three general types of Soviet Play Note: Do not apply this possible in September (only). At the game’s
air units: the normal aircraft, the elite delay to Kaunas, Narva, and Saaremaa end, award the Germans 2 VP.
Guards (that either have boosted air or arrivals. Also keep in mind that a higher 2) Early Breakthrough at Narva.
barrage ratings), and the Long Range V# increases the chance for reinforcement The Kaunas Event also triggers the
Air Force (which have basing and refit delay. So when using option 3.8, the Soviet Narva Event. Roll for Saaremaa
restrictions). player will probably want to use a low roll in September. At the game’s end,
for his V#. award the Germans 2 VP. (Ignore
this variant entirely, including the
VP, if the Axis selects the Herres-
3.6 Operational Restrictions gruppe Nord Withdraws variant.)
Soviet ground units can never enter a 3) Vasilevsky in Charge. Initially,
hex adjacent to Tilsit (W2.27) or cross Marshal Aleksandr Vasilevsky was
3.4a LRAF. Nine counters represent the Nemen River. This area is a German directing 1st Baltic and 3rd Byelo-
elements of the Long Range Air Force safe haven. russian Fronts; only later would he
(LRAF), marked with a yellow border
also control 2nd and 3rd Baltic
around the counter. These aircraft… Design Note: The drive into the heart of Fronts. Coordination would have
A) must be based in the LRAF Box East Prussia was a different campaign, so been easier had these been under
(never other air bases), this rule (as well as 1.10b) helps keep the his command all along. Under this
focus on the Baltic States. variant, Entry hexes A, B, and C
B) can only refit on the first turn of
every month, and are interchangeable for supply and
reinforcement arrivals (but Lenin-
C) can only perform missions in the 3.7 Coordination (optional) grad Box is still connected only to
Movement Phase. Soviet command was rigid, even at the Entry A). At the game’s end, award
Red Army’s peak in 1944. To reflect this, the Germans 1 VP.
Design Note: The LRAF was mostly used there are three restrictions:
in support of operations in Belorussia and 4) Change Coordination. If using
Poland, so these planes are only available 1) An air mission can only include 2.7/3.7, eliminate all of the Soviet
for one mission per month. Also note some planes flown from a single base. restrictions. If not using 2.7/3.7,
of the IL4 units are Guard formations, 2) Only one independent unit (OCS impose the Axis restrictions. At the
which explains the strength variation. 3.2f ) can attack from a hex. (No game’s end, award the Axis 1 VP.
restrictions are placed on divisions 5) Direct Arrival of the 5th Guards
and multi-unit formations.) Tank Army. Soviet units released
3.5 Reinforcement Delay 3) Artillery units firing a barrage must from the Kaunas Box arrive imme-
Operation Bagration went very well. But be stacked in the same hex. diately (no delay roll).
in this game the collapse of Herresgruppe 6) Partisan Enthusiasm. The Soviet
Mitte (off-map to the south) might not Play Note: That #2 is hard to remember
player does not halve his Partisan
be so swift or complete. Therefore, in and sometimes seems downright unnatural,
rolls (1.10a) and is also allowed
campaign games the V# (1.8) imposes a but at the same time is the most important.
placement within two hexes of an
possible delay on every group (a “group” The intent is to show the independent units
appropriate wooded bog hex (this
being defined as all units scheduled to were used to support rifle divisions, not to
hex can be across a border).
combine into ad hoc tank corps.
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© 2019 All Rights Reserved.
The Gamers, Inc.
for the POP tally (even if the other E) Planes setup Active. Note some
4.0 Victory player has a small lead). So in close Axis aircraft have low values (see
games the final position matters! 2.6). Unless otherwise indicated,
At the end of each turn, make a Victory
half of the planes of each model
Point (VP) Check. Play Note: There are a total of 66 POP (round fractions down) should be
1. Tally how many POP (1.1b) under on the map, with 30 on East Map and 36 “inexperienced” air units.
Soviet control (it’s always Soviet on West. Keep a running tally!
F) The Soviet player is encouraged to
control that is figured, not Axis).
use Consolidation (OCS 13.9) for
2. Find this turn’s Target Number on eligible units in the same hex.
the turn record chart. If the POP
tally exceeds the Target Number, 5.0 Scenarios G) Soviet organic trucks always setup
Full. German organic trucks are
credit the Soviets with 1 VP; if the
not normally used.
POP tally is less than the Target Setup Notes — Important!
Number, credit the Axis with 1 H) Reinforcements appear from the
VP. (No point is scored if the POP A) Scenarios specify the first turn’s Order of Arrivals, Supply Tables,
tally equals the Target Number.) weather and who sets up first and and Repl Tables.
Use the VP marker to keep track who moves first. Thereafter, use
regular initiative/weather rolls. I) One counter per German mobile
of the current winner’s lead. division in this game is a “hypo-
B) Multi-step units that set-up “w/i thetical” that isn’t normally used.
Example: On 26 July, the German player X hexes” can deploy breakdowns. Usually this is the organic truck,
scores 1 VP because the Soviets fell short Note if the side setting up first has which can arrive by variant 2.8 or
of the Target Number of 18 POP. The VP deployed a combat unit in a hex, option 5.6. Another division, the
marker, which is currently in the ‘5’ space, the other side cannot setup in that 11th SS, never had enough trans-
Soviet-side up, is moved back a space to hex (nor trace radius through it). port to warrant an organic, but
show the Soviet lead is now ‘4’.
C) Initial losses are sometimes noted has a hypothetical panzer battalion
3. Some variants (2.8 and 3.8) award in setups. Players will be asked to among the 29 August arrivals.
VP to the other side. These VP are either randomly eliminate one or J) To speed setup, players can just
awarded at the end of the game. more attack-capable units from a worry about the designations for
multi-unit formation or imple- the HQs and multi-unit forma-
4. If the V# is > 0, a check is made on
ment a certain number of losses. In tions. For the rest, just make sure
the first turn of each month to see
the case of a group of units taking the type and factors are correct.
if the Soviets gain 1 VP per 1.8a.
losses, the steps are spread among
5. If the Soviets earned a VP due to the units as desired (they are not K) At the start of a scenario, neither
the POP tally, the Germans get applied to each of the listed units). side has any VP.
1 SP at Entry G. If the Germans
D) Optional Supply Cache markers
scored a VP for the POP tally, the
are now included in the setups and
Soviets get 2 SP at Entry A, B, or
arrival schedules. For more details
C. Exceptions: Halve the amounts Component Errata
see House Rule #8 (page 50).
in scenarios 5.2 & 5.3; give no
extra supply at all in scenarios 5.6 • There were printing errors related
& 5.8. to the “RE indicators” to the left of
the symbol boxes on the Combat
Design Note: This seems to reward player Scenario Index Mode side. Affected are the three
failure, but keep in mind that Hitler and multi-step SS units and Sheet 3‘s
Stalin also have a stake in the outcome! 5.1 The Full Campaign pg 10 Soviet rifle divisions. Move Mode
5.2 The Deep Battle pg 15 sides are correct.
The game ends after the 29 October
turn (or when one side concedes). The 5.3 The Attrition Battle pg 18 • There is no significance in the two
winner is usually based on which side different shades of yellow appearing
5.4 The Baltic Gap pg 22 on the armor-class units (it’s just a
has the most VP. A lead of…
5.5 August Campaign pg 23 cosmetic mistake).
• 10 or more wins a Decisive Victory.
5.6 Doppelkopf pg 27 • The map’s Turn Record Track should
• 5 to 9 wins a Major Victory. refer to scenarios 5.2 and 5.3 (not
5.7 September Campaign pg 30
• 4 or less means the winner isn’t based 6.2 and 6.3).
on the VP tally. Instead, score the 5.8 Courland Pocket pg 35
• Change the 115 Rifle Div to 4-3-5
game as a Marginal Win for the 6.0 Campaign Arrivals pg 40 in Move Mode.
player who won the last VP scored
Railroads E11.02:
5.1 The Full Campaign The only rails converted to Soviet wide 90-1-2 Arty Div (21a, 21b)
gauge are those east of the Panther Line.
On 22 June, Operation Bagration began E11.04:
to make quick work of Army Group 8-1-2 Inf Div (154)
Center. As the right pincer at Vitebsk Soviet Information
(off-map a few hexes from E1.01), First Dead Pile: None
E12.04:
Baltic Front came crashing through the 10-2-2 Inf Div (200)
section of the Panther Line defended 1st Baltic Front
by 9th Corps. After capturing the rail E3.01: E13.04:
junction at Polotsk, the Soviets will be 10-3-3 Gd Inf Div (71) 8-4-3 Inf Div (16 Lith)
able to rapidly advance westward. (1)-0-0 Pontoon Bde (9) 12-4-3 Inf Div (28)
Our game begins on 26 June, with Army 14-4-3 Gd Inf Div (21)
Group North braced for the onslaught. Play Note: The bridge will be needed to 26-1-2 Arty Bde (138)
Its flank is now unanchored, with Army connect troops operating south of the river
Group Center’s 9th Corps cast adrift with trace supply. The five Wagon Points E13.05:
beyond the Daugava and too battered to that arrive with 43 Army (arriving 26 8-2-2 Inf Div (360)
block the enemy advance. Help is on the June at E2.01) will need to set up an
way, however, in the form of reinforce- Extender for the HQ to be supplied. E14.02:
ments drawn from the quiet sectors of 4 Shock Army HQ
North that will assemble at Glubokoye E5.03: (1)-0-3 RR Bde (4)
and Daugavpils. Such redeployments 10-3-3 Gd Inf Div (51) 2x Truck Point
will slow the tide, but will also leave the 4 SP
Panther Line thinly held when Second E7.01:
and Third Baltic Fronts join in a general 6 Gd Army HQ E14.05:
offensive aimed at re-conquest of the 9-3-8 Tank Bde (143) 10-2-2 Inf Div (332)
Baltic States. There is no alternative, 9-4-8 Gd Tank Bde (34)
however, but to deal with one crisis at 3-4-6 Gd AG Bn (333, 335) E15.05:
a time. 26-1-2 Arty Bde (4) 8-1-2 Inf Div (119)
(1)-0-3 RR Bde (1)
Soviet 43rd Army is the first of several 3x Truck Point E17.05:
reinforcing armies to arrive south of the 4 SP 5-3-3 Inf Bde (101)
Daugava. German fall-back planning
must account for threats arriving as far E7.02: E18.04:
west as Entry F. These reinforcements 10-3-3 Gd Inf Div (9) (5)-1-1 UR Bde (155)
guarantee that Soviet spearheads will be
on the West Map in late July, by which E7.03:
time the German line will resemble a 10-3-3 Gd Inf Div (67) 2nd Baltic Front
giant letter J. 5-5-3 Assault Bde (10) E20.03:
8-1-2 Inf Div (325)
The Soviets have many advantages in
the early going, an important one being E8.01:
10-4-3 Gd Inf Div (46) E21.05:
their strong mobile forces. Operational
8-1-2 Inf Div (319)
planning must strike a balance between
fueling the grand sweep on the left and E9.02:
8-2-2 Inf Div (166) E22.04:
hammering the German lines in the
54-1-2 Arty Div (8) 8-3-3 Inf Div (115)
center and right. The German situation
is grim, but not hopeless... welcome to
E10.01: E23.03:
1944 on the Eastern Front.
144-1-1 Katy Div (2) 22 Army HQ
3-2-8 Tank Bn (81)
General Information 26-2-2 Gd Arty Bde (36)
E10.02:
Setup Order: Soviets first 2x Truck Point
8-2-2 Inf Div (29)
First Player: Soviets on 26 June 4 SP
Weather: “Flight” on 26 June
E10.03:
First turn: 26 June 1944 E23.04:
8-2-2 Inf Div (270)
Last turn: 29 October 1944 10-3-3 Gd Inf Div (30)
Reinforcements: per 6.0 schedules
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The Gamers, Inc.
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© 2019 All Rights Reserved.
The Gamers, Inc.
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© 2019 All Rights Reserved.
The Gamers, Inc.
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© 2019 All Rights Reserved.
The Gamers, Inc.
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© 2019 All Rights Reserved.
The Gamers, Inc.
Page 22 Multi-Man Publishing, Inc. 403 Headquarters Drive, Suite 7, Millersville MD 21108
© 2019 All Rights Reserved.
The Gamers, Inc.
1st Baltic Front 10-2-2 Inf Div (77, 91, 257, 347, E16.24:
W12.07, w/i 2 hexes: 417; -2 steps) (1)-0-3 RR Bde (4)
10-3-3 Gd Inf Div (71, 90; -1 step) 8-2-2 Inf Div (87, 267)
10-3-3 Inf Div (51) 3-4-6 Gd AG Bn (336) 2nd Baltic Front
9-4-8 Gd Tank Bde (39) 3-3-8 Gd Tank Bn (3, 15) E22.23, w/i 3 hexes:
4-4-6 Gd Tank Bn (2, 64) (4)-2-2 AT Bde (45) 22 Army HQ
4-4-6 Gd AG Bn (333, 335) 54-1-2 Arty Div (8) 12-4-3 Lat Inf Div (43, -1 step)
10-3-6 Mech Bde (47) 26-1-2 Arty Bde (151) 8-3-3 Inf Div (115)
9-3-8 Tank Bde (143) 8-3-3 Inf Inf Div (308 Lat)
3-2-8 Tank Bn (105) W21.14: 10-2-2 Inf Div (182)
5-5-3 Assault Bde (10) 19 Tank Corps (79 Tank, 101 Tank, 8-2-2 Inf Div (26, -1 step)
90-1-2 Arty Div (20a, 20b) 202 Tank, 26 Mot, 8 Gd Tank, 8-1-2 Inf Div (208, 319, 325)
48-1-1 Katy Bde (12) 867 AT, 179 Mort, Truck) 9-3-8 Tank Bde (118)
(1)-0-0 Pontoon Bde (9) 3-2-8 Tank Bn (81)
3x Truck Point W27.13, W27.17, and W33.18: (4)-2-2 AT Bde (18)
3 SP 3 Gd Mech Corps (35 Gd Tank, 7 Gd 90-2-2 Gd Arty Div (6a, 6b)
Truck Extender Mech, 8 Gd Mech, 9 Gd Mech, 26-2-2 Gd Arty Bde (36)
129 Mort, 1823 SU, Truck). 2x Wagon Point
Play Note: The 2nd and 3rd Baltic Fronts At least one Attack-Capable unit must be 2 SP
have each loaned a Truck Point to support in each location.
the drive of 1st Baltic. E24.13:
E14.25, w/i 2 hexes: (1)-0-3 RR Bde (8)
W14.03, w/i 3 hexes: 5 Tank Corps (24 Tank, 41 Tank, 70
43 Army HQ, Tank, 5 Mot, 1261 SU, 277 Mort, E25.19, w/i 3 hexes:
12-3-3 Inf Div (179, -1 step) Truck) 3 Shock Army HQ
10-3-3 Inf Div (235, 306) 3-4-6 Gd Tank Bn (48) 10-3-3 Inf Div (379, -1 step)
8-3-3 Inf Div (145) 5-5-3 Assault Bde (19) 8-3-3 Inf Div (171)
8-2-2 Inf Div (204, 216, 334, 357; -1 48-1-1 Katy Bde (14, 21) 10-2-2 Inf Div (219)
step) 8-2-2 Inf Div (391)
8-1-2 Inf Div (156) E16.26, w/i 3 hexes: 8-1-2 Inf Div (150, 207; -1 step)
9-4-8 Gd Tank Bde (10) 4 Shock Army HQ 9-4-8 Gd Tank Bde (29)
3-4-6 Gd AG Bn (377) 14-4-3 Gd Inf Div (21, -1 step) 3-4-6 Gd AG Bn (373)
5-5-3 Assault Bde (5) 12-4-3 Inf Div (28) 3-2-8 Tank Bn (227, 239)
(4)-2-2 AT Bde (17) 10-2-2 Inf Div (200, 332) 26-1-2 Arty Bde (136)
42-1-1 Mort Bde (31) 8-2-2 Inf Div (239, 311, 360, 378; -1 2x Truck Point
26-2-2 Gd Arty Bde (37) step) 2 SP
8-1-2 Inf Div (119)
W14.15, w/i 3 hexes: (5)-1-1 UR Bde (155) E30.16, w/i 3 hexes:
2 Gd Army HQ 26-1-2 Arty Bde (138) 10 Gd Army HQ
1 Tank Corps (89 Tank, 117 Tank, 2x Truck Point 12-4-3 Gd Inf Div (85, -1 step)
159 Tank, 44 Mot, 354 Gd SU, 2 SP 10-4-3 Gd Inf Div (7, 56, 119)
1437 SU, 108 Mort, Truck) 12-3-3 Gd Inf Div (29, 65; -1 step)
10-4-3 Gd Inf Div (2, 32; -1 step) E16.32, w/i 3 hexes: 10-3-3 Gd Inf Div (8, 22, 30; -1 step)
12-3-3 Gd Inf Div (3, 24, 33; -1 step) 6 Gd Army HQ 8-2-2 Inf Div (37)
10-3-3 Gd Inf Div (87) 10-4-3 Gd Inf Div (46, -1 step) 9-3-8 Tank Bde (78)
10-3-3 Inf Div (126) 10-3-3 Gd Inf Div (9, 51, 67; -1 step) 4-4-6 Gd Tank Bn (13)
8-2-2 Inf Div (263, 346) 10-3-3 Inf Div (47) 3-2-8 Tank Bn (37, 249)
3-4-6 Gd AG Bn (346) 8-2-2 Inf Div (29, 166, 270) 2-2-8 AT Bn (1453)
3-3-8 Gd Tank Bn (32) 8-1-2 Inf Div (154) (4)-3-3 Gd AT Bde (6)
(4)-2-2 AT Bde (14) 9-4-8 Gd Tank Bde (34) (5)-1-1 UR Bde (118)
26-1-2 Arty Bde (150) 144-1-1 Katy Div (2) 84-1-2 Arty Div (27)
Wagon Extender 90-1-2 Arty Div (21a, 21b) 42-1-1 Mort Bde (13)
26-1-2 Arty Bde (4) 26-2-2 Gd Arty Bde (19)
W18.11, w/i 3 hexes: 2x Wagon Point
51 Army HQ E2.22: 2 SP
8-4-3 Inf Div (16 Lith) (1)-0-3 RR Bde (1)
12-3-3 Inf Div (279, -1 step)
3rd Baltic Front Kaunas Box: 14th Air Army Box (*):
E35.15, w/i 3 hexes: 5 Gd Tank Amy HQ 3x IL-2
54 Army HQ 3 Gd Tank Corps (3 Gd Tank, 18 Gd 1x La-5
8-2-2 Inf Div (225, 229, 245, 288, Tank, 19 Gd Tank, 2 Gd Mot, 1x Li-2
321, 374; -2 steps) 1436 SU, 1072 AT, 266 Mort, 1x Pe-2
3-2-8 Tank Bn (511) Truck) 3x Yak-9
(4)-2-2 AT Bde (35) 29 Tank Corps (25 Tank, 31 Tank, 32 * Fighters can also deploy on-map except
26-2-2 Gd Arty Bde (35) Tank, 53 Gd Mot, 1446 SU, 108 not at W33.18.
22-1-2 Arty Bde (5 C) AT, 271 Mort, Truck)
Wagon Point 4-4-6 Gd Tank Bn (14) LRAF Box (all are Active):
1 SP 3-4-6 Gd AG Bn (376) 3x B-25
4-4-6 Gd MC Rgt (1) 3x Gd IL-4
E40.12, w/i 3 hexes: 18-1-2 Arty Bde (201) 1x IL-4
1 Shock Army HQ 3x Truck Point 2x Li-2
10-4-3 Gd Inf Div (52, -1 step) 3 SP
10-3-3 Gd Inf Div (23) 1x Reserve Marker
10-2-2 Inf Div (85) German Information
8-2-2 Inf Div (33, 56, 146, 196, 282, Narva Box: Dead Units:
285, 364; -2 steps) 1x Reserve Marker 3-2-2 Lat Bdr Rgt (3)
9-3-8 Tank Bde (16, 122) 4-4-6 AG Bn (245, 277)
5-5-3 Assault Bde (9) Saaremaa Box: 6-5-6 PJ Bn (519)
3-4-6 Gd AG Bn (326, 332) 8 Army HQ (5)-3-1 PJ Bn (1060)
3-3-8 Gd Tank Bn (33) 10-3-3 Inf Div (7 Est, 249 Est) (2)-3-3 PJ Bn (753)
3-2-8 Tank Bn (51, 258) 8-2-2 Inf Div (72)
2-2-8 AT Bn (724) 8-1-2 Inf Div (109) Randomly select one Attack-Capable
(4)-2-2 AT Bde (48) 9-3-8 Tank Bde (152) unit from both the 7th and 12th Pz
90-1-2 Arty Div (2a, 2b) 3-2-8 Tank Bn (27, 45) divisions and add them to the Dead Pile.
48-1-1 Katy Bde (10) 5-3-3 Mar Bde (260)
42-1-1 Mort Bde (30) (5)-1-1 UR Bde (79) Put one of the two 4-4-3 Assault Bn in
26-1-2 Arty Bde (137) the Dead Pile (player’s choice).
Truck Point Level-1 Air Bases: E5.02, E9.07,
1 SP E14.02, E23.03, E23.07, E35.02,
3rd Panzer Army
E47.03, E57.15, W4.05, W12.08,
W2.21:
E47.11, w/i 3 hexes: W33.18.
3-2-3 Koruck Rgt (590)
67 Army HQ Level-2 Air Bases: E15.25, E47.12,
10-3-3 Inf Div (86, -1 step) W16.16.
W5.12, w/i 4 hexes and west of the
8-3-3 Inf Div (376)
Nevezis River:
8-2-2 Inf Div (44, 128, 291, 326; -1 3rd Air Army Box (*):
16-4-3 Inf Div (69, -1 step)
step) 1x Gd IL-2
14-3-2 Inf Div (ka.H)
(5)-1-1 UR Bde (14) 6x IL-2; -1 step
10-3-2 Inf Div (ka.D)
26-1-2 Arty Bde (7, 141) 2x Gd La-5
Garrison unit (random)
Wagon Point 2x La-5
1 SP 1x Li-2
W5.25:
3x Gd Pe-2
5-2-2 Sec Div (390)
E47.12: 2x Tu-2
Truck Point
10-3-3 Gd Inf Div (53, -1 step) 4x Gd Yak-9; -1 step
8-2-2 Inf Div (198) 4x Yak-9
W8.21, w/i 3 hexes:
3-3-6 AG Bn (1433)
Level-1 Hedgehog
(1)-0-3 RR Bde (26) 15th Air Army Box (*):
9 Corps HQ
4x IL-2
7 Pz Div (I-25 Pz, II-25 Pz, 42 PJ, 6
E53.14: 2x La-5
PG, 7 Gr, 37 Recon, 78 Arty)
42 Army HQ 5x Yak-9; -1 step
12 Pz Div (II-29 Pz, 12 PJ, 25 Gr, 5
Wagon Point
PG, 23 Recon, 2 Arty)
1 SP
18-2-2 Arty Grp (9)
8-2-2 Arty Grp (3PzA)
Available:
Wagon Point
9x Reserve Marker
2 SP
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W20.05, w/i 2 hexes: W23.17, W27.17, and W33.18, w/i At any Soviet airbase:
6 Guards Army HQ 3 hexes: 1x Gd IL-2
5-5-3 Assault Bde (5) 51 Army HQ 6x IL-2; -1 step
3-4-6 Gd AG Bn (335) 4-4-6 Gd Tank Bn (64) 1x Li-2
144-1-1 Katy Div (2) 3-3-8 Gd Tank Bn (3, 15) 3x Gd Pe-2
26-1-2 Arty Bde (4) 3-4-6 Gd AG Bn (336) 2x Tu-2
Truck Point (4)-2-2 AT Bde (17, 45) 4x Gd Yak-9; -1 step
2 SP 90-1-2 Arty Div (21a, 21b) 3x Yak-9; -1 step
26-1-2 Arty Bde (151)
W20.20: 2x Truck Point
8-2-2 Inf Div (263) 2 SP Soviet Arrival Schedule
W22.05: W25.20:
10-3-3 Gd Inf Div (67) 8-2-2 Inf Div (87)
W22.06: W26.12:
10-3-3 Gd Inf Div (9, -1 step) 10-2-2 Inf Div (77)
W22.08: W27.13:
12-3-3 Inf Div (179, -1 step) 12-3-3 Inf Div (279, -1 step)
W22.09: W27.17:
10-3-3 Inf Div (306) 8-2-2 Inf Div (267)
W22.10: W29.14:
10-3-3 Inf Div (235) 10-2-2 Inf Div (347)
W23.06: W32.15:
10-3-3 Inf Div (47, -1 step) 8-2-2 Inf Div (346)
W23.11: W33.18:
8-3-3 Inf Div (145) 10-2-2 Inf Div (417, -1 step)
W23.17: Available:
10-2-2 Inf Div (257) 5x Reserve Marker
3x Supply Cache (optional)
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Design Note: This is the Group of Forces 3rd Air Army Box (*): 3rd Panzer Army
of the Northern Combat Sector. I decided 1x Gd IL-2 W1.29:
the temporary formation wasn’t worthy 6x IL-2; -1 step 16-3-3 Lat Inf Div (15 SS)
of an HQ. 2x Gd La-5 14-3-2 Inf Div (ka.H)
2x La-5 10-3-2 Inf Div (ka.D)
With any HQ of 3rd Baltic Front: 1x Li-2 4-4-6 AG Bn (276)
3x Wagon Point 3x Gd Pe-2
9 SP 2x Tu-2 Play Note: These units are withdrawn on
4x Gd Yak-9; -1 step 12 September.
3x Yak-9.
Leningrad Front W2.21:
E55.24, w/i 3 hexes (and must 15th Air Army Box (*): 4-4-3 Breakdown Rgt
deploy south of the river): 4x IL-2; -1 step
2 Shock Army HQ 2x La-5 W2.28:
10-4-3 Inf Div (125, -1 step) 2x Pe-2 Truck Point
10-3-3 Gd Inf Div (45, 63, 64; -1 4x Yak-9; -1 step
step) W3.19:
10-2-2 Inf Div (131) 14th Air Army Box (*): Level-1 Hedgehog
8-2-2 Inf Div (120) 6x IL-2; -1 step 16-4-3 Inf Div (69, -2 steps)
3-4-6 Gd Tank Bn (31) 1x La-5
3-2-8 Tank Bn (98) 1x Li-2 W4.19:
2-2-8 AT Bn (1811) 1x Pe-2 Level-1 Hedgehog
(5)-1-1 UR Bde (9, 16) 4x Yak-9; -1 step 16-4-3 Inf Div (1, -2 steps)
26-1-2 Arty Bde (161) * Fighters can also deploy on-map.
Truck Point W.5.25, w/i 3 hexes:
5 SP LRAF Box (all are Active): 9 Corps HQ
3x B-25 4-4-6 AG Bn (232)
Available: 3x Gd IL-4 (2)-1-2 Lith HD Rgt (FDF)
11x Reserve Marker 1x IL-4 18-2-2 Arty Grp (9)
Arty Ammo Marker 2x Li-2 8-2-2 Arty Grp (3PzA)
3x Supply Cache (optional) Wagon Point
2 SP
Leningrad Box: German Information
Flotilla Dead Units: W6.20:
8-3-3 Lat Pol KG (Osis) 4-4-3 Breakdown Rgt
Narva Box: 6-2-2 Sec Div (52)
1x Reserve Marker. 6-5-6 PJ Bn (519) W7.19:
(5)-3-1 PJ Bn (1060) Level-1 Hedgehog
Saaremaa Box: 4-4-6 AG Bn (245, 277, 904) 16-4-3 Inf Div (212, -2 steps)
8 Army HQ 3-2-3 Est Pol Rgt (2)
10-3-3 Inf Div (7 Est, 249 Est) (3)-1-2 Est HD Rgt (T) W11.20, w/i 3 hexes:
8-2-2 Inf Div (72) 3-2-3 Bicycle Rgt (3) Level-1 Hedgehog
8-1-2 Inf Div (109) 3-2-2 Lat Bdr Rgt (1, 3, 5) 7 Pz Div (I-25 Pz, II-25 Pz, 42 PJ, 6
9-3-8 Tank Bde (152) PG, 7 Gr, 37 Recon, 78 Arty)
3-2-8 Tank Bn (27, 45) Randomly select two Attack-Capable 16-4-3 Inf Div (252, -2 steps)
5-3-3 Mar Bde (260) units from each panzer and panzergrena- 14-3-2 Inf Div (548)
(5)-1-1 UR Bde (79) dier division and add them to the Dead
Pile. Exception: 11th SS begins with W13.28, w/i 3 hexes:
Level-1 Air Bases: E5.02, E9.07, no losses. Level-1 Hedgehog
E14.02, E23.03, E23.07, E25.30, 12 SS Corps HQ
E35.02, E36.24, E47.03, E47.18, One of the two 4-4-3 Assault Bn goes in 5-2-2 Sec Div (390)
E57.15. the Dead Pile (player’s choice). 18-2-2 SS Arty Grp (12)
Level-2 Air Bases: W4.05, W12.08, Wagon Point
W16.16, E15.25, E47.12, E56.24. 2 SP
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E57.28:
16-4-3 Inf Div (87, -2 steps)
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W40.05: Before play begins, have the German W13.15, w/i 3 hexes:
16-4-3 Inf Div (61) player roll a die and eliminate 4x that 43 Army HQ
number of steps (his choice) from the 12-3-3 Inf Div (179, -1 step)
W40.06: combat units in Saaremaa. Place any 10-3-3 Inf Div (235, 306, 344; -1
Level-1 Hedgehog eliminated units in the Dead Pile. step)
14-2-2 LW Div (12 Fld) 10-2-2 Inf Div (182, -1 step)
8-3-3 Inf Div (145)
W40.07: 3rd Belorussian Front 8-2-2 Inf Div (26, 32, 70, 357; -2
Level-1 Hedgehog W3.15, w/i 3 hexes: step)
14-3-2 Inf Div (563) 39 Army HQ 8-1-2 Inf Div (156, 208; -1 step)
12-3-3 Gd Inf Div (17, -1 step) 5-5-3 Assault Bde (10)
W40.08: 10-3-3 Gd Inf Div (19, 91) 9-4-8 Gd Tank Bde (10)
16-4-3 Inf Div (87) 10-3-3 Inf Div (262, -1 step) 4-4-6 Gd Tank Bn (2)
10-1-2 Inf Div (192, -1 step) 3-4-6 Gd AG Bn (336, 377)
W40.29: 8-2-2 Inf Div (338) 26-2-2 Gd Arty Bde (37)
Level-1 Hedgehog 9-4-8 Gd Tank Bde (28) 144-1-1 Katy Div (2)
(5)-2-0 Navy Flak Bn (239) 2-2-8 AT Bn (927) 90-1-2 Arty Div (21a, 21b)
Truck Point (5)-1-1 UR Bde (152) 54-1-2 Arty Div (8)
1 SP 26-1-2 Arty Bde (139) Wagon Point
Garrison unit (random) Wagon Point 2 SP
2 SP
Available: W17.15, w/i 3 hexes:
9x Reserve Marker W9.03: 5 Gd Tank Army HQ
SvGZ Marker 2 SP 3 Gd Tank Corps (3 Gd Tank, 18 Gd
3x Supply Cache (optional) Tank, 19 Gd Tank, 2 Gd Mot,
1st Baltic Front 1436 SU, 1072 AT, 266 Mort,
Königsberg Box: W9.15, w/i 3 hexes: Truck)
Prinz Eugen 2 Gd Army HQ 29 Tank Corps (25 Tank, 31 Tank, 32
Luetzow 1 Tank Corps (89 Tank, 117 Tank, Tank, 53 Gd Mot, 1446 SU, 108
159 Tank, 44 Mot, 1437 AT, 354 AT, 271 Mort, Truck)
Level-1 Air Bases: W28.26, W32.13, Gd SU, 108 Mort, Truck) 10-3-6 Mech Bde (47)
W33.18, W40.29. 12-3-3 Gd Inf Div (3, 24, 33; -2 4-4-6 Gd Tank Bn (14)
Level-2 Air Bases: W2.28, W13.34. steps) 3-4-6 Gd AG Bn (376)
Level-3 Air Bases: W26.34, W32.10. 10-4-3 Gd Inf Div (2, 32; -1 step) 18-1-2 Arty Bde (201)
10-3-3 Gd Inf Div (87) 2x Truck Point
Any Axis airfield or Luftflotte I Box: 10-3-3 Inf Div (126, -1 step) 8 SP
2x Fw-190 8-4-3 \ Inf Div (16 Lith)
1x Bf-109 8-3-3 Inf Div (115, -1 step) W19.17, w/i 3 hexes:
2x Ju-52 8-2-2 Inf Div (263) 6 Gd Army HQ
2x Ju-87 8-1-2 Inf Div (319, 325; -1 step) 19 Tank Corps (79 Tank, 101 Tank,
9-4-8 Gd Tank Bde (39) 202 Tank, 26 Mot, 8 Gd Tank,
3-3-8 Gd Tank Bn (32) 867 AT, 179 Mort, Truck)
Soviet Information 3-4-6 Gd AG Bn (346) 10-4-3 Gd Inf Div (46, -1 step)
Dead Units: (4)-2-2 AT Bde (14, 25) 10-3-3 Gd Inf Div (9, 51, 67, 71, 90;
5x La.5 42-1-1 Mortar Bde (31) -2 steps)
4-4-6 Gds MC Rgt (1) 26-1-2 Arty Bde (150) 10-3-3 Inf Div (47, 51; -1 step)
Truck Point Wagon Point 8-2-2 Inf Div (29, 166, 270; -2 steps)
2 SP 8-1-2 Inf Div (154)
Design Note: The La.5s are on Map E,
and must be “rebuilt” to enter play. 9-4-8 Gd Tank Bde (34)
W13.13, w/i 2 hexes: 9-3-8 Tank Bde (143)
3 Gd Mech Corps (35 Gd Tank, 7 Gd 5-5-3 Assault Bde (5)
Randomly select two Attack-Capable Mech, 8 Gd Mech, 9 Gd Mech,
units from each Tank and Mech Corps (4)-2-2 AT Bde (36)
1823 AT, 129 Mort, Truck) 90-1-2 Arty Div (20a, 20b)
and place them in the Dead Pile. Excep- 4-4-6 Gd Tank Bn (64)
tion: 10th Tank Corps has one loss. 26-1-2 Arty Bde (4)
3-4-6 Gd AG Bn (380) 2x Truck Point
Pick three of the 5-5-3 Assault Brigades (4)-2-2 AT Bde (43) 8 SP
(player’s choice) to begin in Dead Pile. Wagon Point
2 SP
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5 August, any air base: 29 August, Narva Box, or w/i 3 19 September, Entry E:
2x Pe-2 hexes of E57.15: (4)-2-2 AT Bde (33)
Historically, part of 15th Air Army. 2 Shock Army HQ
10-4-3 Inf Div (125) 29 September, Withdraw:
5 August, Entry B: 10-3-3 Gd Inf Div (45, 63, 64) 2 Shock Army HQ
10-3-3 Inf Div (268) 10-2-2 Inf Div (131) 10-4-3 Inf Div (125)
8-2-2 Inf Div (2, 123, 168) 8-2-2 Inf Div (43, 48, 98, 120, 189, 10-3-3 Inf Div (86)
256) 10-2-2 Inf Div (131)
5 August, Withdraw: 3-4-6 Gd Tank Bn (31) 8-2-2 Inf Div (120, 128, 282, 291,
3x Yak-9 3-2-8 Tank Bn (98) 321, 326)
2-2-8 AT Bn (1811) 3-2-8 Tank Bn (81)
12 August, Entry A: (5)-1-1 UR Bde (9, 16) 3-3-6 AG Bn (1433)
10 Tank Corps (178 Tank, 183 Tank, 26-1-2 Arty Bde (161) (4)-2-2 AT Bde (35, 48)
186 Tank, 11 Mot, 1450 AT, 287 Historically, 2nd Shock crossed the narrows 84-2-2 Gd Arty Div (2a, 2b)
Mort, Truck) between the lakes, using the wagons below 4x Truck Point
as an Extender. The alternative is to have 2x Reserve Marker
12 August, any air base: all or part of this army arrive after the
3x IL-2 Narva Event at Entry I. 29 September, Withdraw and put in
Saaremaa Box:
Historically, part of 14th Air Army. 10-3-3 Gd Inf Div (45, 63, 64)
29 August, Withdraw:
5x Wagon Point and 2x Truck Point are 3-4-6 Gd Tank Bn (31)
15 August, Entry A: 3-2-8 Tank Bn (98)
10-2-2 Inf Div (191) removed from their current location
(first unload any supply they carry). The (5)-1-1 UR Bde (9, 14, 16)
3-4-6 Gd AG Bn (361) 2x Wagon Point
Truck Points are withdrawn from play;
15 August, Entry C: the Wagon Points are placed in either If dead units are withdrawn, just leave
10-3-3 Inf Div (344) the Narva Box or hex E57.15. them in the Dead Pile.
8-2-2 Inf Div (32, 70)
1 September, V# Check (1.8a): 1 October, LRAF:
15 August, Entry F: The Soviets might gains 1 VP, depending Reset LRAF units to Active. See 3.4a.
8-2-2 Inf Div (338) on the V#.
(5)-1-1 UR Bde (152) 5x Supply Cache optional (see p. 50) 1 October, V# Check (1.8a):
The Soviets might gains 1 VP, depending
15 August, Leningrad Box: on the V#.
Flotilla 1 September, LRAF:
Reset LRAF units to Active. See 3.4a. 5x Supply Cache optional (see p. 50)
15 August, Withdraw:
3-2-8 Tank Bn (37, 227, 239) 1 September, Entry A: 1 October, any air base:
3-4-6 Gd AG Bn (373) 61 Army HQ 3x Pe-2
14-4-3 Gd Inf Div (12) Historically, part of 3rd Air Army.
19 August, Entry F: 12-3-3 Gd Inf Div (75)
(4)-2-2 AT Bde (25, 39) 10-2-2 Inf Div (23) 12 October, Leningrad Box:
8-2-2 Inf Div (55, 82, 356, 397, 415) Flotilla
22 August, Entry F: 10-1-2 Inf Div (212)
3-4-6 Gd AG Bn (380) 26-2-2 Gd Arty Bde (38) 15 October, Withdraw:
(4)-2-2 AT Bde (36, 43) 1x Reserve Marker 54 Army HQ
10-4-3 Gd Inf Div (56)
8 September, any air base: 8-2-2 Inf Div (225, 285)
2x Yak-9 (4)-2-2 AT Bde (43)
Historically, part of 14th Air Army. 26-2-2 Gd Arty Bde (35)
Early Narva Event: Note that variants
2x Wagon Point
in 2.8 and 3.8 may change the timing of
15 September, Entry E: 2x Reserve Marker
the Narva Event. In the case of an early
10-1-2 Inf Div (192)
event, immediately add the 2nd Shock
2-2-8 AT Bn (927) 19 October, Withdraw:
Army (normally a 29 August reinforce-
3x Yak-9
ment) to the Narva Box. These units
will arrive after the normal delay (1.4d).
1 July: 22 July:
German Arrival Schedule 1x Pax 10-4-6 Pz Bde (101)
Hypothetical arrivals are conditional on 1x Eq (2)-1-2 Lat HD Rgt (1, 2, 3, 4)
a die roll (1.9d). All transport points 2x Supply Cache optional (see p. 50) 1x Pax
arrive loaded. Planes arrive Active at 1x Eq
any air base.
1 July (hypothetical):
14-2-2 Lith Inf Div (SK) 26 July (hypothetical):
26 Jun, Entry D: 1.HG Pz Div (II Pz, III PJ, I Flak, II
This unit is not used if this roll fails. Lithu- Flak, III Flak, I PG, II PG, Recon,
9 Corps HQ
ania wanted a national army, and refused Arty)
16-4-3 Inf Div (252, -2 steps)
to form a volunteer SS division serving
10-3-2 Inf Div (ka.D) This division is not used if this roll fails. If
Germany. Diplomatic efforts came close
6-2-2 Sec Div (201) the roll succeeds, make another roll to see
to producing a division in June of ’44.
4-4-6 AG Bn (245) where the division is placed: 1-2 = Now,
18-2-2 Arty Grp (9) 3-4 = Kaunas Box, 5-6 = Narva Box.
5 July:
Wagon Point The division always appears at Entry Area
3-2-3 Lith Pol Rgt (1)
9 Corps must delay the sweep of 1st Baltic (5)-3-1 PJ Bn (1060) G, even if released by Narva Event, and
Front along the south map edge as best it arrives with losses equal to the roll of one
can, but not get trapped doing so! 5 July, At Entry I: die (player's choice as to which units arrive
43 Corps HQ in the Dead Pile). Ignore 1.4d and1.4e
26 June, Hex E35.15 (hypothetical): 16-4-3 Inf Div (58, 61, 225) for this division.
12 Pz Div (25 Gr, 5 PG, II-29 Pz, 12 11 SS PG Div (11 Recon) Historically, HG Panzer was sidetracked in
PJ, 23 Recon, 2 Arty) 18-2-2 Arty Grp (43) Poland, but came very close to seeing action
The division will arrive 29 July if the roll Wagon Point here. The division was not fully formed
fails. Historically, the under-strength 12th 1x Reserve Marker when it entered combat near Warsaw in
Panzer was sent to Herresgruppe Mitte and August. Unlike other panzer divisions, it
did not return until August, but the great 8 July (hypothetical): does not have an optional Organic Truck.
what-if of this campaign is Nord retaining 12-5-6 PG Bde (vWerth)
its fire brigade. This unit is not used if this roll fails. 29 July:
7 Pz Div (I-25 Pz, II-25 Pz, 42 PJ, 7
26 June, Hex E29.09 (hypothetical): 8 July (hypothetical): Gr, 6 PG, 37 Recon, 78 Arty)
16-4-3 Inf Div (69) 4-4-6 AG Bn (277) 12 Pz Div (II-29 Pz, 12 PJ, 25 Gr, 5
PG, 23 Recon, 2 Arty)
The division will arrive 29 July if the roll Place unit in Dead Pile if this roll fails. 16-4-3 Inf Div (69)
fails. Historically, 69th Division was sent Historically, the “Fuhrer Escort Brigade” 5-2-2 Sec Div (390)
to Herresgruppe Mitte from 16th Army and 277 StuG Bn were rushed from East 8-2-2 Arty Grp (3PzA)
reserves. This roll determines if it deploys Prussia and attached to IX Corps, holding
on-map. ground just south of our map until the Randomly select one Attack-Capable unit
situation at Kaunas was stabilized. They from each of the panzer divisions and place
29 June, Entry E (hypothetical): could easily have been used here. it in Dead Pile. Note the 12th panzer
10-3-3 SS Pol KG (Gott) and/or 69th infantry might already be in
12 July: play, per the 26 June hypothetical rein-
29 June, Entry I (hypothetical): 14-3-2 Inf Div (ka.H) forcements, in which case the listing here
16-4-3 Inf Div (170) 4-4-5 PJ Bn (731) should be ignored.
3-2-3 Est Pol Rgt (2)
29 June (hypothetical): 1 August:
1x Bf-109 (inexperienced) 15 July, Entry I: Begin rolls for Kaunas Event (1.4a)
1x He-111 (inexperienced) 16-4-3 Inf Div (227) 2x Supply Cache optional (see p. 50)
None of the above trio of hypotheticals
are used if these rolls fail. They represent 15 July (hypothetical): 5 August (hypothetical):
some interesting what-ifs that would have 3-4-3 SS Inf KG (6) 9-5-4 Tgr Bn (501)
helped narrow the gap between Mitte and Place 6th SS in Narva Box if this roll This King Tiger unit is not used if this
Nord. The 3rd Panzer Army’s SS police fails. Historically, the hastily rebuilt unit roll fails. In the actual fight, the 501st
were committed south of our game map, arrived at Narva in mid-July, but could and 505th battalions (see 12 September)
as was the 170th Division, which was sent have been sent to Riga. fought south of our game map.
from Narva to reinforce Mitte in late June.
The aircraft represent a heightened effort.
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outflank Pskov by crossing the Velikaya his OB commissioned for the game. I’ve
Strategy Notes upstream, or else shift some good AR edited his remarks slightly, and where
divisions northward for a direct assault appropriate have added some italicized
This campaign starts 26 June, one turn
on the city. paragraphs of my own commentary.
after the Soviets ripped a seam between
Army Groups Center and North. The August is dominated by the arrival of Rifle Units: The Rifle Division stan-
inevitability of this breakthrough is fixed the panzer divisions. It will take the dard is almost irrelevant, because there
by the various reinforcing armies that entire average supply arrival, six SP, to was no attempt to keep any unit up to
arrive on the south edge of the map. fuel them, so try and save an SP here full strength. There was a standard way
Players are advised to compare the 26 and there to prepare for the big coun- of conserving manpower: reduce the
June and 8 July starts to brace themselves terattack! There are two uses for these number of rifle sub-units while keeping
for how things look after four turns of panzers. The first is to try and clear the all the heavy weapons possible. Thus
game action—this also gives the German road from East Prussia to Riga. Siauliai a rifle division with 5,000-7,000 men
player a fair idea of how many units dominates this road, something both would start by disbanding the 3rd rifle
should be shifted to defend the hanging players need to keep in mind as the deep company in its rifle battalions, or the
right flank. operation peaks in late July. Given the 3rd rifle platoon in as many compa-
potential for the panzers to do real harm, nies as necessary. Eventually, it would
Comparing these setups also shows how
in team games the Soviets will need to start disbanding rifle battalions — by
little action occurs in the center and
make a communal effort to reinforce December 1944 there were a number of
north areas of the front those first few
1st Baltic Front with infantry, armor, rifle divisions with 7 or fewer rifle battal-
turns. Essentially what happens there
and supply from the other two fronts. ions. But, for as long as they possibly
is the Germans transfer a few units to
Daugavpils and the Soviets gather supply The Germans will want to shift a panzer could, all rifle divisions would have the
for a big offensive that will kick off 8 division or two east of Riga, either upon artillery regiment and as many of the
July. arrival or after any counter-offensive heavy mortars as they could man.
has petered out. Here there is another I have to note the “Nationalist” units in
The main German worry in July is the
critical highway to keep clear: the road the Baltic: the Latvian Corps (130th),
timing of 16th Army’s withdrawal, a
from Pskov. The mere threat of a hidden Estonian Corps (8th) and the Lithua-
problem complicated by the dearth of
panzer division is enough to keep the nian Division (16th Rifle). The Estonian
roads and rails west from Opochka and
Soviets at bay somewhat, but you’ll defi- Rifle Corps was the last Guards Rifle
the lack of cover west of Osveya. The
nitely want something in the area when unit designated in the war, in June 1945,
German player needs to make good use
they call your bluff. along with both its divisions (7th, 249th
of Rail Cap to transport some infantry
back quickly, and as such the Soviet As the German left collapses toward Rifle). The 16th Lithuanian Rifle Divi-
player should Trainbust the important Riga, that area becomes really packed on sion was nicknamed the “Jewish Divi-
routes. In the center of the map, Soviet both sides of the front. It’s at about this sion” in the Red Army, because about
spearheads from 1st Baltic Front will point in the campaign that the Soviets half its manpower came from Lithu-
threaten the retreat through Ludza, and shifted the axis of their assault from anian Jews who had fled ahead of the
the road to Ostrov can also be cut by Riga to Memel. This worked very well Nazis in 1941. The unit was used as an
the advance of 2nd Baltic Front without historically, so both players should keep assault division throughout the war, and
much warning. I suggest having some that in mind. An early drive on Memel by 1944 was doing some serious score-
wagons ready to form an extender link is discouraged by a couple of things, the settling with the Germans. The 43rd
into Karsava, just in case. The German arrival of the panzers very close to there, (Latvian) Guards Division was another
right is generally a mess, and it’s wise to and the “Fatherland in Danger!” rule. “assault” division: in 1943 the division
have a Stug force ready to pounce on went through over 15,000 replacements!
Baltic Gap requires something fairly
any Soviet tanks trying to pocket your unique in this series from the German The Guards Rifle Divisions had offi-
infantry as it runs for Rezekne. player: sustained, careful, painstaking cially started receiving SU-76 battalions
2nd Baltic Front should concentrate on defensive fighting. Historically, Army (12x SU-76) in place of their antitank
an initial breakthrough near Novorzhev. Group North withdrew under heavy battalions in June 1944. However, by
A direct attack at Idritsa is tempting, pressure to a final resting place at Cour- 1945 only about 40% of the divisions
but the combination of bogs and hogs land, and that same challenge awaits had actually received them, and I have
makes that tough. The goal should be players in this game. no evidence that any of the Guards rifle
nothing fancy, just attrition at a decent units in the Baltic had theirs by October.
exchange of steps. By this stage of the war, there was very
little difference in tactical competence
3rd Baltic Front’s main objective is Pskov Soviet Research Notes between ‘ordinary’ rifle divisions and
and an advance into Estonia. Two alter- Guards rifle divisions. There were units
natives are given: make the main push Here follow some notes compiled by of both types with excellent reputations
at Ostrov (or south of there) and try to Charles Sharp in 1994 and attached to in defense or attack.
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Baltic Gap shows a substantial quality truck, with much improved mobility Trucks. Alas, the Soviets didn’t often
gap between Guards and ordinary units and speed of fire and setup. Alas, no give designations of the non-combat
that isn’t really supported by Sharp. I was indications that any of these were in the support units. However, by this stage of
guided by a list of divisions receiving the Baltic before the end of 1944. the war they had a significant advantage
Order of the Red Banner award during By 1944, about 75% of all antitank guns over the Axis from the Lend-Lease trans-
the campaign, but mostly fell back on the were 76mm. Most of the 45mm left port the US provided. By mid-1944,
old equation Guards = Quality. were in rifle regiments, while the rest of each Front had a Truck Brigade with
the antitank regiments and brigades had three regiments and each army had a
Fortified Sectors (UR). These were
57mm (which actually had a better AT separate Truck Regiment. Each regi-
each authorized artillery-machinegun
kill-ratio than the 76mm), and by fall ment could motorize a rifle division,
battalions, and had lots of heavy MG,
1944 some of the antitank brigades were or provide about 2,000 tons of supply
AT gun and AT rifle, and light mortar
replacing one regiment with an SU Regi- lift. When 2nd Shock Army was shifted
firepower — but virtually no riflemen.
ment of 21x SU-85. As far as I know, from the Narva region to Tartu on 3-16
They were primarily used to hold ground
none appeared in the Baltic brigades September, it was done using a mass
so someone else could be free to attack.
until after the period of the game. concentration of truck regiments.
Tank & Mechanized Units. All Briefly during testing, the game had rules
of the Tank Brigades were authorized Assault Engineer-Sapper Brigades had
5 battalions of combat engineers, with to motorize rifle divisions using trucks. In
65x T-34 tanks, or Lend-Lease equiva- the end I decided Strat Mode did pretty
lents (Sherman, etc.). The separate Tank a lot of flamethrower, demolition, and
minesweeping capability. Some of them much the same thing without the need for
Regiments (39x T-34) were designed for another special rule. Using truck points
direct infantry support duties, and so were starting to get engineer-tank regi-
ments (each 39 tanks, about 1/2 were to motorize infantry units would have
were much more likely to have Lend- allowed us to directly show the “Forward
Lease tanks in them — they also had a mine-rollers) and/or flamethrower tank
regiments (40 tanks, including 18 with Detachments” (described below), but the
much lower priority for getting T-34/85 problem with giving the Soviets the wild
tanks, except for the Guards Tank Regi- flamethrowers) assigned. Normally, they
would be parceled out to assaulting rifle card of extra mobility is that a crafty player
ments, which were pretty well-equipped. could use that mobility to form ersatz mech
The Heavy Tank Regiments represent units as support.
corps that might break the game. So after
21 tanks. Mass production of the IS-II NKVD Units. The old “Border regi- a few false starts, I opted for a conservative
started in February 1944, but there were ment” designation of the NKVD was representation of standard OCS mobility
still a lot of older KV-85 or even KV-1S code indicating the infamous “Retreat- choices based on mode.
or KV-1 tanks around. Also, the tank Blocking” units. Regiments contained
units in the Baltic and Leningrad Fronts 1,000-1,500 men and covered the rear Tactics & Operations. By mid-
did not have priority for the new tanks, area of one or more armies, depending 1944, the Soviet Army had matured
which mostly went into the Belorussian on how fierce the fighting was. They considerably, and was not operating the
Fronts building up for the Bagration were armed with automatic weapons same way it had operated in the early
Offensive, or to the Ukrainian Fronts up to heavy MGs, but no artillery. By years of the war. The basis for Soviet
facing the bulk of the panzer units in late 1944 they were basically running offensive operations was the Forward
the south. out of things to do, since there were Detachment. David Glantz’s book “The
few instances where Soviet units were in Soviet Conduct of Tactical Maneuver”
SU Regiments were also authorized 21
danger of retreating very far any more. (Chapter 6), covers the use and effects
vehicles by May 1944. The ISU-122 was
In November 1944 the Red Army’s own of the Forward Detachments in detail.
the premier “Tiger Hunter” in the Soviet
rear area security units were officially Basically, a Soviet division would front-
Army, able to kill the cat at over 1,000m
disbanded and in December many of load its combat power into a regiment/
range. The ISU-152 had much less AT
the NKVD regiments were withdrawn brigade-sized unit which would race
ability, but was considered perfect for
and used to form Divisions for rear- ahead to seize and hold the objective
pounding enemy strongpoints and posi-
area security duty in ‘liberated’ coun- ahead of the main unit. Tank and mech-
tions.
tries: one each for Czechoslovakia, East anized corps regularly formed detach-
Another source suggested the 152’s were just ments around a tank or mech brigade
Prussia, Hungary, and Rumania, and
as good as the 122’s in the Tiger Hunter with attached SU, AA, AT, and Engineer
two for Poland (which shows how much
role. I didn’t want either type of battalion units as needed for the mission. Rifle
the Russians trusted the Polish Home
to have more than ‘3’ factors, so I gave divisions and corps would also form
Army!).
units of both stripes the same ratings. “Mobile” detachments, by mounting
I decided not to include the dozen Border ordinary rifle units on SU regiments or
Guards Mortar Brigades represent 48x
Regiments that Sharp identified. There separate tank regiments/brigades, and
M-31 launchers. Each launcher had 24
are an awful lot of units in the game as attaching whatever mobile units were
rails on the ground. Some brigades were
it is, and the need for these had long past. available (such as Guards Mortar and
being equipped with BM-31-12 by June
1944: 12 rails mounted on a big US AT regiments). By late 1943, they were
also not adverse to taking a Truck Regi- patrol boat in operations in 1944. The required quite a bit of extra rules weight
ment or Battalion (see above), mounting official reason was ‘the adverse mine and a delicate balance that seemed very
infantry in it and using that as the basis situation in the Gulf of Finland’—the hard to achieve.
for a Forward Detachment. Axis had been mining the straits between The relationship between Saaremaa and
Forward Detachments were invariably Hango and Talinin since 1941, and the the port of Riga is so important that the
composed of a rifle regiment or tank Soviet navy was woefully lacking mine- island sideshow seemed to be a potential
brigade, plus with additional support, sweeping ability. I suspect that another game-breaker, so I decided it made a better
they’re hard to represent with standard potent reason was that most of the larger game just to turn that into a random event.
unit counters. Also, especially in the vessels had been stripped of all but their The Germans still have the option, when
armored forces, they frequently “put gunnery crews to provide personnel for making those 1 October withdrawals, to
the strongest unit forward” — if a tank the naval and marine brigades fighting make an abstract “fight” for the island,
corps was low on tanks due to combat in the defense of Leningrad 1941-1943. but the outcome is inevitable.
losses, they would add tank companies In none of the naval or general histories
is there any indication that the Baltic The reverse seemed the case in the Peipus
from the other brigades to the Forward crossing: it was usually inconsequential, in
Detachment so it would be full strength Fleet ever recruited or received replace-
ments for the 87,000+ men sent into some games the Soviets had already “turned
for its mission. This sometimes resulted the corner” west of Pskov, and in others the
in the brigade-sized forward detachment the ground forces.
ALT invasions by those amphib-rifle divi-
having almost all the tanks in a Tank The fleet was tied up supporting opera- sions were quickly defeated (too weak to
Corps, while the rest of the corps trailed tions against the Finns (two amphibious really do much). As a practical matter, the
behind with mostly support units and operations plus coastal bombardment) crossing arrows point the route by which
riflemen! until mid-July. After that date, various any serious crossing must come anyway.
By mid-1944, Forward Detachments cutters and tenders were available for So what the Soviets end up with are those
regularly operated 10-100 km ahead of coastal operations (out of Leningrad flotilla units, but no landing craft.
the bulk of their parent unit (division and Kronstadt). These 126 small ships
or corps). In the Bagration Operation in could “lift” about 10,000 men and their
late June 1944, in fact, some Forward equipment (up to divisional artillery,
Detachments were up to 150 km ahead not above 122mm howitzers or 85mm Designer's Notes
of their support. This makes it important cannon), and they managed to rig a few
of the larger boats to carry T-34 tanks The Destruction of Army Group
to show these units in a game that tries
and a handful of SU-100s — not even Center was an S&T issue game from
to show divisional-level operations in
in battalion strength, but they overawed my first year as a subscriber. My opinion
1944-45, but it isn’t easy to show the
the defenders on the islands. The biggest of the East Front in the fateful summer
flexibility of formation with standard
problem was that they had trouble oper- of ’44 — or at least of Operation Bagra-
unit cardboard. The only saving grace
ating at distances. Based at Kronstadt tion, the Soviet offensive that knocked
is that successful Forward Detachments
they could mount operations beyond the Germans out of Byelorussia — was
were rarely formed in the middle of an
Tallinin, but they could not reach the quickly formed: too unbalanced to be
operation: they were set up before an
Moon Island archipelago (Gulf of Riga) interesting to game. Given this lesson
assault started for specific missions.
without bases near Narva and Tallinin. from my formative gaming years, that I
Don’t bother double-checking the counter would design a game on what could be
sheets, because there are no overt represen- In June the Chudskoye Flotilla (on what
called “The Destruction of Army Group
tations of Forward Detachments. I decided the Germans and most westerners insist
North” is nothing short of amazing.
they were just too fiddly for a game of on calling Lake Peipus) was re-formed
with River Craft Brigades 23 and 25. Bagration’s central objective was Minsk,
this counter density. Furthermore, there
These totaled 19 patrol boats, 8 rocket- a city far south of our map, and the
are already some rifle divisions that move
firing launches, and 20 tenders. The northern arm of this massive attack came
faster than others, so you do get the effect
lot could ferry about 6,500 men across crashing through Vitebsk. The 1st Baltic
of a staggered advance (just not to the
the lake for a landing, which they did Front was tasked with protecting the
degree reported by Sharp). Certainly a case
on 16-19 August with elements of the exposed right flank of the operation,
could be made for giving the Soviets some
128th and 191st Rifle. It may be an arti- with a course pointed southwest toward
breakdown regiments that can “ride” on a
ficial designation, but you might want to Kaunas. The initial rupture in the defen-
tank brigade (or whatever), but that’s an
specify that pair of divisions as “amphib- sive line between Vitebsk and Polotsk
option for creative types to explore with
ious-capable” to limit the number of was followed by a textbook “deep opera-
house rules.
amphib operations attempted. tion” westward, and this quickly resulted
Red Banner Fleet. The Baltic Fleet As originally designed, this game featured
in a forty-mile separation — what the
still had one battleship, two cruisers, and Germans would call “the Baltic Gap”
two amphibious operations, the crossing of
twelve destroyers available, but it never — between Center and North. Compli-
Lake Peipus and the capture of Saaremaa.
used any surface vessels larger than a cating the German position was the fact
Testing determined that explicit coverage
Page 46 Multi-Man Publishing, Inc. 403 Headquarters Drive, Suite 7, Millersville MD 21108
© 2019 All Rights Reserved.
The Gamers, Inc.
that Army Group North was pinned allowed the counterattack to recover decade of dust because no one was moti-
in place by a combination of holding more ground and grind more of the vated to develop his submission. Fresh
attacks by 2nd and 3rd Baltic Fronts enemy to dust, but in the long run the off a rewarding experience testing Rod
and Hitler’s disinclination to allow any Germans didn’t have enough of a tactical Miller’s excellent Korea game before
voluntary retreats. It would be asked edge to make up for the overall inferi- it was released, I decided to give Hans’
to hold the current line while simul- ority in numbers. What they could still game a long look. After a few months
taneously stretching its right flank to do is pounce on Soviet mistakes—for of background reading, I signed on to
re-establish contact with Center. instance, slam into a tank or rifle corps create a revised version of the project.
As the Soviet penetration deepened in that’s on the move—and use the panzer The most obvious change is in scope.
the last week of June, the commander threat to bring the Soviet spearheads I decided to enlarge the playing field
of 1st Baltic Front, I.K. Bagramyan, to bay. from 22x34 to 44x34, which required
grew reluctant to veer away from his The Baltic Campaign of ’44 contains all new maps to be drawn, mainly from
right flank protection, the 2nd Baltic the elements that make a game worth the 1:500,000 scale maps (circa 1977)
Front, and also recognized the seeds playing. This was a very mobile battle that Dean has stockpiled for much of
had been sown for the destruction of with both sides taking a turn on the the world. From these I made a general
Army Group North. By this point in the offensive, and these are the situations in terrain analysis: hills, woods, bogs (and
war, Soviet command was sufficiently which OCS really shines. Historically, “wooded bogs” where those last two
nimble to revise the initial plan on the the Soviets would prevail in the Baltics, overlapped). Rivers were drawn from
fly: Bagramyan’s axis of advance was but I don’t think it was preordained. encyclopedia maps (circa 1960) that
tilted to run due west and he would There is also fertile ground for alternate seemed to show about the right “density”
attempt the envelopment of an entire histories to take root, such as “what if of waterways (the more detailed maps
German army group and the recapture Army Group North had retained its one show every stream and little river). For
of the Baltic States. panzer division as a strategic reserve?” villages and towns, I used actual popu-
It took about one week for Operation The high command guessed wrong when lation as a primary factor, so a 1952
Bagration to wreck Army Group Center. it kept so many panzer divisions near gazetteer of the world was an important
After one month, Soviet spearheads were the old Hube’s Pocket battleground in arbiter when debating to call a place a
at the outskirts of Warsaw. The pacing of anticipation of the summer battle, and reference point or village, with 2,000
events in the Baltics is superficially quite it is not beyond the pale to imagine a being the approximate boundary. To
similar, in that by July’s end 3rd Guards more balanced distribution of reserves be classed a city, a different authority
Mech Corps had reached Tukums and leading to something short of “destruc- was consulted: some US Army Engineer
isolated Army Group North. There were tion of Army Group Center.” maps (1:250,000), drawn in the early
crucial differences: although North had No plausible what-if would have allowed 1950’s, that distinguished between built-
given ground, it was not yet defeated, Germany to turn the tables and retake up areas (cities) and lesser settlements.
and after its rapid 300-mile advance the strategic initiative in 1944, but Army The two smallest “cities” (Heydekrug
1st Baltic Front was tired, spread thin, Group North was in a decent position to and Valmeira) had a shade under 10,000
and vulnerable. High summer brought meet certain modest goals, with survival people, and the three largest “villages”
the arrival of Grossdeutchland and five topping the list. Hitler complicated this (Rezekne, Taurage, and Viljandi) nudged
German panzer divisions, a familiar plot mission, since he also wanted North to past that, but generally speaking this
twist in the long-running East Front hang onto the Baltic coast to ensure turned out to be the dividing line. Roads
drama. But the August counterattack certain resources flowed into German and railroads were also taken from the
would meet stalemate instead of glory, factories and well-trained submarine Corps of Engineers maps, with addi-
and at summer’s end Army Group North crews flowed out to the Atlantic. For tional research taken from the internet
was pushed into the Courland Pocket. that reason, voices calling for a retreat (where, for instance, I found excellent
to the south bank of the Daugava River articles on Baltic railroads and airfields
Why did the counterattack fail? Chances during this period).
for success looked pretty good on paper, were silenced. However much sense it
even with the panzers nowhere near full made to shorten the line (and to take The orders of battle underwent a simi-
strength, because the Soviets didn’t have steps to avoid getting trapped outside larly thorough revision. The Gamers had
a local superiority in tanks when Opera- Germany), there was no way to fit that commissioned two researchers, Charles
tion Doppelkopf began. Two factors into a war-winning strategy (however Sharp and Thomas Burke, to confirm
stand out: the panzers no longer had far-fetched such strategies had become). the Soviet OB back in 1992, and their
a decisive performance advantage and Baltic Gap also grew from a simple documents made this game click — I
were also a bit late onto the field. By conceit: the OCS model is so inherently never could have checked the Soviet
mid-August Bagramyan was prepared for interesting that virtually any WWII- OB with the resources at my disposal.
the blow; two weeks earlier, this would era campaign can make a good game. Each worked up a detailed study that
not have been the case. Without ques- Hans Mielants designed an OCS game included notes on unit sizes and equip-
tion, better luck and timing would have on this subject in 1992 that collected a ment. That’s why Baltic Gap can show
distinct Soviet assault gun regiments, for variety of factors, not the least being my he would demand a reinforced infantry
instance — from Sharp’s report I knew desire, as a player, to have a battalion of division to smash into the flank of 6th
which had SU-85s, 122s, or 152s. (The StuGs be different from one of Marders. Guards Army, and needless to say the
few dozen SU-76 regiments were used as As previously mentioned, the SU-76s handful of actions that weren’t canceled
infantry support weapons, so those aren’t aren’t shown by counters. Instead they’ve ended poorly. Army Group North was
explicitly shown.) I cannot over-stress been “added” to infantry units that were on its third commander — the first two
my debt to these top-flight historians. generally part of the same formation were sacked/transfered for reluctance
Although Sharp & Burke helped build (corps or army). The divisions with an to follow orders transmitted from the
a more accurate order of battle, Hans SU-76 have two points added to their Wolf ’s Lair — in less than a month
Mielants is the one who provided the strength (which is why the strongest rifle when the meddling stopped (mainly
variations in the Soviet rifle divisions; divisions ended up as 14’s). due to the failed assassination attempt,
with just a few exceptions, I went with Generally, the late-war German army but in part because its new commander,
his decisions for which were stronger or has become slower. Partially this reflects Ferdinand Schörner, was a trusted Nazi).
weaker than the norms. enemy air superiority and generalized Making individual rifle divisions pretty
“trainbusting” beneath the layer of simu- weak means that ad hoc attacks against
The German OB was also a collabora- those divisions (especially when caught
tion. I’m especially grateful to Roland lation, but the heart of the problem
was a literal shortage of trucks. Panzer in Move Mode) will sometimes make
LeBlanc and Hans Mielants. Roland sense, so I think the game works fine as
helped nail down some of the small Axis divisions don’t get organic trucks (except
when playing with the “increased trucks” a simulation without any overt “Hitler
units and their equipment, and Hans Rule.” The VP Checks put just enough
gave me a framework. (By the way, his variant) because deep operations just
weren’t possible in 1944. outside pressure on the German player
submission broke the infantry divisions to hold the important ground without
down to regiments, which would have It is difficult to maintain an offensive making him a mere puppet on a string.
been interesting and definitely “some- without artillery support. This will natu-
thing new,” but I couldn’t get that level rally slow the game’s pace, since artil- There are no books (at least in English)
of detail to fit within the counter sheet lery groups are slow and unwieldy and devoted to this campaign, but chapters
limit.) their ammo costs are high. The Soviets can be found in several good sources.
must be patient, as the wait (to build Erickson’s “Road to Berlin”, Glantz’s
Both sides suffered heavy losses in the “Clash of Titans”, and Ziemke’s “Stal-
twelve months preceding Baltic Gap. up dumps and deploy the guns) will be
worth it. One account of the campaign ingrad to Berlin” are the best general
They differed, however, in the ability to accounts. You get a tighter focus from
replace those losses. Germany went into gives special praise to German use of
firepower, and unlike some OCS games Newton’s “Retreat From Leningrad”, but
its fourth Russian summer leaner than it aside from a few nuggets it is mostly just
had ever been, while the Soviet military defensive artillery barrages can be very
important here—especially if the Soviets disconnected fragments of German post-
continued to expand. The disparities in war debriefings needing better annota-
guns, tanks, and planes were growing routinely start packing several divisions
into attacking hexes. Both players face tion. Best of the bunch is “Crumbling
most rapidly, and the newest generation Empire”, by Samuel Mitcham. He only
of Soviet leaders was top-notch. hard decisions with respect to artillery
use: supply is limited, but the chances covers events from the German perspec-
It was a challenge to assign units appro- of combat success are closely linked to tive, but the chapter on this campaign
priate action ratings, strengths, and step the enemy being in DG mode. made me realize that there really was a
values, since neither army was operating game to be made.
anywhere near full paper strength. The The air war is very one-sided, and the
Luftwaffe is going to get pounded. But It was frustrating while trying to do
Soviets continued to add units (they research, but I must say the lack of narra-
employed 138 rifle divisions during this “free” step replacements are common, so
don’t be afraid to fly. Soviet air losses can tive material (at least in terms of acces-
campaign!) but 5,000-man divisions sible English-language sources) made my
were common among the veteran forma- actually be harder to replace over time,
since they do so many air barrages that first solo game quite a revelation. We all
tions, so it wasn’t just for game balance enjoy using games to teach us about a
that the bedrock of the Red Army is flak losses will steadily accumulate. Some
players like to bomb the German ports campaign, but to me it was fascinating
now reduced to an 8-point division. to realize that OCS was teaching lessons
Essentially what I’ve done here is take and airfields, others stick mostly to close
air support missions, but one thing all that I had not consciously “designed”
what would on paper be 3-step divisions into the game. I hope the rest of you
with 14-18 factors and re-calibrate them players find is that even the huge Soviet
air force cannot do everything. experience a similar thrill of discovery.
as if one step was already lost. So the
best Guards divisions would thus be A general theme from my reading was Baltic Gap sharpened over the course
12’s, and so on. that Hitler would order attacks to close of three years of development. Espe-
the gap between Center and North that cially valuable were some intense games
Tank units also show subtle variations in at conventions, where we were able to
movement, combat, and AR to reflect a used driblets, not mass. Every few days
string together several long days. Larry
Page 48 Multi-Man Publishing, Inc. 403 Headquarters Drive, Suite 7, Millersville MD 21108
© 2019 All Rights Reserved.
The Gamers, Inc.
and Monte here in Iowa, and Dave’s • The Victory Conditions seemed to
group in Ohio, are deserving of special work very well with test groups, but
POP Locations
thanks for helping with the fine-tuning. almost immediately there were cries 14- Estonian POP locations:
The playtest games revealed a situation that one side or the other couldn’t 4- Parnu (W55.07)
with lots of turmoil and excitement. The win. This was probably partly due to 2- Petseri (E47.18)
action surrounding German attempts a combination of skill and strategy 4- Tartu (E56.24)
to fight their way out of encirclements differences, and since there was such 2- Valga (E46.29)
seemed especially intense—for example, a sharp divide of opinion it was hard 2- Viljandi (E55.33)
I know that I’ll never forget the conven- to tell whether the Germans or the 3- German POP locations:
tion action near “Veerman’s bridge” (in Soviets needed help. This led to what 2- Memel (W13.34)
E41.14). This is what makes replays of I think is a pretty clever balancing 1- Heydekrug (W07.32)
the campaign so very rewarding to both mechanism: when one side gets a
sides. Army Group North’s dramatic VP, the other side gets some SP (to 26- Latvian POP locations:
ending at Courland Pocket turned out help it catch up). 1- Cesis (W38.01)
to be a great deal more than merely the 2- Daugavpils (E15.25)
• On a related note, Sudden Death 1- Griva (E14.25)
story of its destruction. was killed after seeing too many 1- Gulbene (E36.24)
problematical outcomes. It had been 1- Jekabpils (E25.31)
envisioned as a way for games to 2- Jelgava (W27.13)
v2 Notes end early with dignity — avoiding
the “I can’t win so let’s start over”
1- Koknese (E27.34)
1- Krustpils (E25.30)
song and dance — but it turned out 1- Kuldiga (W33.27)
Generally speaking, I was very happy
to be a rule that also led to “Hold 3- Liepaja (W26.34)
with the way Baltic Gap turned out.
Panevezhys at all costs and we’ll win 1- Ludza (W26.17)
There were far too many mistakes that
the war” nonsense. 1- Rezekne (E25.19)
needed correcting, though — the kind I
fear are related to being in my 50s (and • On the next page is a compilation 4- Riga (W33.10)
now 60s). Regardless of why, once the of House Rules for Baltic Gap. It 1- Skrunda (W28.26)
errata sheet tipped past a crammed full was very tempting to make some 1- Sloka (W32.13)
page I began thinking about how to of these standard and to toss some 1- Tukums (W33.18)
generate a nice v2 rulebook. The vague into the dumpster, but my thinking 1- Valmeira (E42.34)
impulse became a reality after learning is that they work well as a stockpile 2- Ventspils (W40.29)
to do page layout for The Blitzkrieg of minor rules additions that players
Legend (and the rulebooks in the series can feel free to use (or not). 14- Lithuanian POP locations:
that followed). Recently retired from Honcho chores, I 1- Birzhai (W19.05)
I think most of the errata is related to decided it would be fun to update some 1- Kedainiai (W05.12)
what one might describe as clarifica- of the game-specific rulebooks with the 1- Mazeikiai (W22.34)
tions and minor fixes, but a few are larger font we started using in Tunisia 2- Panevezhys (W12.08)
substantial: II and some extra polish. Baltic Gap, 1- Radviliskis (W14.15)
my first OCS project, is a suitable place 1- Raseiniai (W07.19)
• The August and Courland Pocket 2- Shiauliai (W16.16)
to begin doing this.
scenarios needed some revisions. 1- Shvenchionys (E3.28)
They simply had not been tested Many thanks to those of you who have
1- Taurage (W05.25)
enough. been so supportive. I hope you all enjoy
1- Telsiai (W17.25)
this revised rules set.
1- Ukmerge (W04.05)
1- Utena (E09.33)
36 (m)
Women
Kostenko
223
UR UR UR
160
XX
2 20
111
161
119
2
5
2
2
223
regiments. To reflect these, add 1 Flak introduces them as fixed 4 (non-variable) 1 the fact 1that they 1have a specific parent
modifier against all Barrage missions. reinforcements 8-0(see Arrival 8
12 2 4 2
25 Charts) 2 (5)
and 1 (5)
division. 1 (5) 1 (5) 1
1 12 2
5 12 22 12 22
adds them to the setups. If you don’t X II III XX
7 Gd (m)
X X III XX XX
6 Gd (II)
57 (m)
Exception: don’t apply this point against XX
3 Mos
5 Mos
D. An FD’s lunge forward required lots
201
156
38
36
Mil Mil
3
2
2
Trainbusting and anti-ship barrages. have the official markers, use coins or 3 of trucks,
12 5 7 3 6 5
3 3 2
7 6 4 2 4and this 3 23diversion
3 23of assets
12 2was
5 11 11 11 11
2) 52. Soviet Recruiting. Roll a die the first poker chips! temporary. As such, an FD can only be CB Replacements (2)
time each minor city is entered by a 9. Forward Detachments. Historically, XX
in Move Mode on the turn it is created,
XX XIII II II XX Op IIGp II XXX XXX
12.Tk
XX XX XX XX XX XX X X XX
36 (m)
Women
Kostenko
36 (m)
203
Ind-1
620
197
AG
223
an importantURcomponent
618
UR of theURSoviet UR Phase
223
161
160
66
119
202
111
111
52
13
Soviet ground unit during the campaign.
2
2
2
2
XX
57 (m)
XX
NKVD
NKVD
NKVD
XX XX
2.Pz
7 Gd11.Pz
57 (m)
XX XX
(m)
9.Pz
3 Mos
5 Mos
304
3 Mos
5 Mos
231
621
553
519
156
201
156
38
36
34
37
6 Gd
3
Mil Mil
2
Mil Mil
2
2
2
XXX XX X X
12.Tk
FD FD FD FD FD
2179
FD FD
115
28
Ost
24
Ost
Ind-1
6621
Ost RR
212
106
620
197
17
Sec AG
618
620
203
13
2
3
13
Gott
NKVD
NKVD
FD
11.Pz
FD FD
2.Pz
FD
279
FD FD FD
9.Pz
Pol
304
43
553
75
Kor
85
33
621
29
65
231
621
Ost
519
34
Ost
519
156
37
50
2
2
3
4
6 SS
FD
6 SS
179
115
FD FD FD FD FD FD
115
28
24
17
21
2
12
3
2
X
X
that is on Map W.
X KG X III III III III III III III
Gross
KG
Gross
Gott
Gott
FD FD FD FD FD FD
279
Pol Pol FD
43
33
29
85
65
75
2
2
4
3
2
2
3
4
124 6 1043 10 3 3
53 14 5414 6414 2 14 2 14 2 14 2 14 2 14 2 14 2 14 4 3 3 3 3 4 3
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The Gamers, Inc.
An All-Lake Hexside with a “Crossing arrow” (e.g., E52.19) is treated like Major River
[x#] Attack times multiple; Defend at x 1
* Attack needs a road if movement is ‘P’ (OCS 9.1f)
P Movement prohibited
na Combat not allowed
ot Dependent on Other Terrain in Hex
Shipping Capacities
Rail Soviet German
Jun 6 6 Weather Table (one die)
Jul 9 5
Aug 12 4 Month Mud Limited Normal
Sep 15 3 Jun-Jul - 1 2-6
Oct 18 2 Aug-Sep - 1-2 3-6
Oct 1 2-3 4-6
Sea 1 6*
* Roll a die for SeaCap
after Narva Event (2.2a)
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© 2019 All Rights Reserved.