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OPERATIONAL COMBAT SERIES

CONQUEST & LIBERATION


chart does not have an entry for Major
Game Design: Guy Wilde (1941-42),
City (Melitopol) since movement there is
Antony Birkett (1943-44)
unlikely. It is the same as Minor City
Development: Chip Saltsman
1.0 General Special except for being Extremely Close Terrain
and x1/3 for Armor in Combat.
Series Design: Dean Essig
Rules 1.1c Hedgehogs. A player may not build
Research Help: Antony Birkett, James
Hedgehogs higher than Level-2 during
Sterrett
1.1 Map & Terrain play, including “rebuilding” the Level-3
Mapping Research & Playtest Graphics: and Level-4 Hedgehogs that appear in
Dean Essig There is one map with hexes being some scenarios. Level-3 or Level-4
identified by a map letter and number, hedgehogs are reduced by two levels when
Graphics: Dean Essig e.g., hex F10.04 is a city hex in Sevastopol. captured. Level-2 or Level-1 are reduced
Playtesting and Proofreading: Chris 1.1a Geographic Regions. There are by one level.
Anthony, David Antonio, Curtis Baer, rules references to specific geographic 1.1d Ports and Sea Cap. If through a
Eric Brosius, Thomas Buettner, John regions: combination of Damage/unnegated
Edwards, Paolo de Francesco, Mark
Crimea. The land mass south of hex EZOC, any controlled and active port's
Fazakarley, Jim Hambacher, Norman
F16.26 and F27.23 inclusive and capacity falls below 1 SP, then:
Harman, Art Howe, Steve Hunt, Steve
Jansen, Dave Jeffery, Roy Lane, Joao extending to F47.11. For the Axis player, the port is no longer a
Lima, John Madison, Mark Mazer, John Taman Peninsula. The land mass east of Supply Source.
McDougall, Andrew McGee, Gary the Kerch Strait and south of F62.17. For the Soviet player, the port is a limited
Mengle, Dave Mignerey, Brain Moore,
Black Sea. The body of water on the supply source capable of providing trace
Marcus Randall, Chip Saltsman,
western and southern edges of the map. supply for 2 RE per 1T of current port
Antonello Salvatucci, Francesc Sistach,
capacity. Thus, a 2T port could provide
Chuck Soukup, James Sterrett, Neil Kerch Strait. The striped coast hexes near trace for 4 RE of units.
Stevens, Bill Stratton, Kevin Valerien, Ric F48.10. The Kerch Strait is considered
Van Dyke, Mark Veerman, Maurice part of the Black Sea. Black Sea Ports. The Axis player can only
Wahl, Forest Webb, Herman Wu use these ports if he controls Sevastopol.
Sea of Azov. The body of water that The Russians can always use them.
Vassal Module: Jeff Coyle, Herman Wu begins just to the north of the Kerch Strait
and does not include the Sivash. Sea of Azov Ports. These ports are usable
by a side if it controls both sides of the
Sivash. The set of coast and all-sea hexes Kerch Strait and when its condition is not
from F17.26-F17.27 inclusive, extending Ice. The Germans are also required to
Introduction east to F29.24 and south along and control Sevastopol.
including the F29.23 land spit to F34.10-
Crimea is a simulation of the military F34.11 inclusive. EZOC. When in a negated EZOC the
operations during World War II in this capacity of a port is 50% (round up) but
Ukraine. The land mass along the top the Sea Cap used is doubled. Example: a 1
part of the globe. Rather than being
map edge north of Crimea. SP port with a combat unit is in an
offered as a single continuous campaign,
the conflict is instead presented in a series 1.1b Terrain Effects Chart. The EZOC. Its capacity is 2T, and shipping
of seven (7) scenarios which follow the movement/combat effects of the different 2T of cargo to it costs 1 SP of Sea Cap.
historical timeline. terrain types are explained in the aptly This represents night deliveries and
named Terrain Effects Chart (TEC). This
The Gamers, Inc.

creative cargo transport employed by both 1.1g Weather. Each turn’s Weather is F58.00 or F59.01 by expending 1 MP, or
sides. determined by rolling a die for Ground by using Rail Cap to/from a Detrainable
Conditions and a die for Flight hex. No retreats and no entry/exit during
Small Ports. Use OCS Optional Rule
Conditions. the Reaction or Exploitation Phase are
21.11b: The cost of Port Repair (19.0d) is
allowed. Units must stop movement when
reduced to the port's current capacity if The Weather Table gives the full effects of
entering the Box. When leaving the
damage has reduced that capacity to under each condition for the current date.
Novorossiysk Box, units are fueled at no
1 SP. Example: if the current (damaged)
Do not roll for Weather on the first turn SP cost (as if by the “1T per unit”
capacity is 2T, it costs 2T to repair a level.
of any scenario; the applicable conditions method). Contents of the Novorossiysk
Changing Port Capacities. Some Ports are listed in each scenario. Box are kept hidden from the Axis player.
have different capacities depending on the The Novorossiysk Box has a nominal HQ
date: for rebuilding Soviet units. Fighters in this
1.2 Railroads Box do not project a Patrol Zone.
Alushta F21.05: 1T 41-42, 1 SP 43-44
Railroad lines are either Soviet gauge 1.3d Constanta Box. This represents the
Anapa F55.03: 2T 41-42; 2 SP 43-44 (broad gauge) or German gauge (standard Rumanian port of Constanta, which is
Sevastopol F10.04: 8 SP 41-42; during gauge) depending on which side has located 85 hexes from the west map edge.
43-44 it always has 4 hits so a 2 SP Port converted them. The Axis may only use It contains a nominal HQ for rebuilding
Cap. Sevastopol cannot be repaired German gauge lines and the Soviets may Axis units. Units may move in/out of this
during 1943-44. only use Soviet gauge. 1941-42 Scenarios Box only by air transport or the convoy
specify rail conversion rates; during 1943- route (see 1.6).
Sudak F28.06: 1T 41-42, 1 SP 43-44 44 players change gauge using Rail Repair
units, per series rule 13.3f. 1.3e Odessa Box. The city of Odessa is
No Voluntary Port Reduction. Neither
located on the north shore of the Black
side may conduct Voluntary Reduction of 1.2a Off-Map Rail. Neither player may Sea, 16 hexes from the map edge. It
ports (OCS 19.0c). use Rail Cap to move cargo off or on the belongs to the Soviet player with its port
Note: The port of Sevastopol was severely map edges, except that the Soviet Player and Air Base active until 22 Oct 1941 (see
damaged during Manstein's assault in may use Rail Cap to rail cargo to/from the 3.6c). Soviet ground units may only leave
June 1942. The Germans subsequently Novorossiysk Box. Odessa by Sea Cap and may not travel
built up several minor ports as this was there. Only the Air Base is active while
easier than the reconstruction needed at 1.3 Off-Map Boxes under Axis control, from 26 Oct 1941
Sevastopol. until 1 Apr 1944. Odessa does not contain
There are three Off-Map Boxes, each with a nominal HQ for rebuilding units for
Axis Sea Cap Restrictions. Axis Sea Cap a port and an Air Base: Constanta in either player.
is only used between ports on the map, Rumania is used by the Axis,
not to/from Off-Map Boxes. Double the Novorossiysk by the Soviets, and Odessa Note: A Soviet force was besieged in
Transportation Equivalent of any Axis is used by both players at different times. Odessa at the start of Scenario 1. Once the
unit that has Truck or Track MA on its Axis broke through the Perekop defenses
Move Mode side. 1.3a Boxes. No combat or barrage is ever it was decided to evacuate these units to
allowed in these Boxes. Aircraft based here help defend Crimea. The Soviets heavily
(Note: Axis Sea Cap represents light craft refit for free. These Boxes contain trace mined Odessa’s harbor rendering it nearly
and local shipping, which had difficulty supply, however on-map units cannot unusable. Soviet forces liberated Odessa in
moving heavy equipment and vehicles). draw SP or trace supply from them. The April 1944, during which the city suffered
1.1e Spits. Terrain in the Crimea and Air Unit range to an Air Entry Point is additional heavy damage.
Taman Peninsula feature several “Spits,” listed in each Box.
or narrow fingers of land devoid of cover.
Halve the combat strength of units
1.3b Air Entry Points (AEPs). Each AEP 1.4 The Kerch Strait
is associated with an Off-Map Box. Air
attacking Unit movement from the Off-Map Box to 1.4a Permanent Kerch Ferry Crossings.
across a the appropriate AEP (or vice These are printed on the map from
hexside that versa) requires the Taman (F48.08) to both Kerch (F45.10)
has water expenditure of the listed and Kamysh Burun (F44.09). The
on both number of hexes. following applies to both of these
sides of the crossings:
land, e.g., 1.3c Novorossiysk Box. The naval port
F25.20/F26.20 or F26.20/F26.21. of Novorossiysk is located one hex south  The ferries do not function when the
of F59.01. During their Movement Kerch Strait condition is Ice (1.4c).
1.1f Dry Lakes. This terrain is Very Close Phase, Soviet ground units can move
for Combat but Open for Barrage.  Each ferry allows the transport of two
between the Novorossiysk Box and units per turn (2 in one direction or 1

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Crimea

in each direction), disregarding existing function for Trace only (no shipping is Convoy Interdiction. The Soviet player
Port Cap. Units must be in Move allowed) and ignore the two impassible may interdict the Convoy Route by
Mode. hexsides in hex F47.10. conducting an Interdiction
mission against hex F4.01.
 Ferry usage does not count against Port
Only Soviet Torpedo
Cap, but supply points may not exceed 1.5 The Sivash bombers (1.9h) may conduct
the receiving port capacity and may
The “Putrid Sea” is a large system of this mission. Normal Trainbusting
only be transported in ONE direction.
shallow lagoons some 1 meter deep over mission rules apply (OCS 14.8a) as well as
 Units and SP to be transported must 3-5 meters of silt. Being very shallow, its Soviet Mission Hex Limits (3.2d). If the
start in a ferry terminus and may not waters heat up in the summer and smell result contains an asterisk, the interdiction
move further after being transported. awful. The Axis believed the Sivash to be is successful and lasts until the next Axis
Transport Points can cross loaded. impassable, but the Soviets were able to Clean Up Phase. The effects of Convoy
establish bridgeheads across it. Interdiction are:
 The ferries function for both sides and
cannot be destroyed. 1.5a Soviet Sivash Movement. (1943-  Half of SP shipped are destroyed
44) Each turn, up to 6 Soviet Infantry (round fractions up to the nearest 1T).
 Attacks or retreats are disallowed across
ferries. unit symbol type RE’s may cross from  Each combat unit shipped must roll a
one Sivash Coast hex to an adjacent die. On a 1-2 it is destroyed. On a 3-6
 A terminus in a negated EZOC Sivash Coast hex at a cost of “All.” These it arrives successfully. Multi-step units
functions normally but does not must be Infantry units which have Leg roll for each step.
function in an unnegated EZOC. MA on their Move Mode side. They may
 Should the ferry route (as drawn on the attack across such a hexside, but their
map) be in an EZOC, a die roll is made Combat Strength is quartered; 1.7 Kherson Rail Ferry
for each unit/SP being ferried. On 1-3 movement or attack across the Sivash
Kherson (F6.34) is connected across the
there is no effect, while a 4-6 causes the counts against this 6 RE limit. Once
Dnepr to an east bank hex via a
loss of one (1) step or 50% of the SP across, units may not move or attack into
Permanent Rail Ferry Crossing. It is not
(including Transport Points) with a hex that is out of Trace supply. Note
used when playing only on Map F other
losses being rounded down to the that the limit is per turn, not per
than making F7.34 a Detrainable hex.
nearest T. Movement Segment.
Refer to The Third Winter for rules
 A Soviet Front HQ may not move via 1.5b (1943-44) Soviet Pontoon units concerning the Kherson Rail Ferry.
ferry, but its Command Range does may bridge the Sivash (see 1.8).
extend across it, with each hex on the 1.5c The Sivash is prohibited terrain for 1.8 Pontoon Units
ferry line counting as one hex of its all Naval units.
Command Range. The Soviet player can use Pontoon units
to facilitate river crossings. Pontoon units,
1.4b Taman Rail Connection. The Ferry 1.6 Sevastopol-Constanta whether DG or not, when
Crossing can be used to connect the
Convoy Route oriented to Combat Mode
railroad at Taman to the one at Kerch for have special bridging
trace supply purposes as long as the Strait (1943-44) This Convoy Route connects capabilities as follows.
is not Ice. This is unaffected by an EZOC Sevastopol to the Constanta Box via hex
on the ferry line hexes. F1.02. It is active during 1943-44. It only Major & Minor Rivers. A Pontoon unit
functions for the Axis player. The Convoy creates a “Pontoon Track Bridge” for
1.4c Ice. The striped pattern hexes of the friendly units across all
Route capacity is 2 RE each way and may
Kerch Strait freeze and unfreeze slowly. It adjacent Major and Minor
only be used during the Axis Movement
takes three consecutive turns River hexsides (as if a “track”
Phase. If Sevastopol is in an EZOC, the
with "Freeze" weather is crossing the river). These
Convoy Route still operates if the EZOC
conditions to make the Strait Pontoon Track Bridges disappear if the
is negated. Units (which must be in Move
"Ice." Once "Ice," it requires Pontoon unit leaves the hex. This
Mode) and SPs must start their movement
three consecutive Mud or Dry turns to Pontoon Track Bridge connects the hex
in a terminus and require the entire phase
make the Strait "normal" again. Thus, if the Pontoon occupies to all other
to transit to the other end (they cannot
the Weather rolls generate "Freeze" on 29 transportation lines in the bridged hexes
move further in that phase). Transport
Nov, 1 Dec and 5 Dec, the "Ice" (per OCS 6.2a). An optional marker is
Points can cross loaded. Attacks or
condition takes effect at the start of the included in the game as a play aid.
Retreats via the Convoy Route are not
Dec 8 turn, regardless of that turn's
allowed. The Axis player may not move
Weather. Stripe-pattern hexes have
any ground unit from Sevastopol to
different terrain costs when “Ice.” During
Constanta until a Soviet unit is adjacent to
“Ice” turns, Ports in striped-pattern hexes
the port of Sevastopol (F10.04).

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1.9b Rail Artillery. The Axis player has current RE value, and
Play Note: The Pontoon Track
several rail artillery units. These act as Barrage Strength should be
Bridge that is created makes the
normal artillery except for the following: reduced in proportion to
cost to enter the hex across the
losses. This means a 78-
bridged river 1 MP in normal  They can only Barrage if oriented to
factor, 3-RE unit with 1 loss
weather (and more during mud, Combat Mode.
has a Defense strength of 2 and a Barrage
etc., per the TEC). Note also that  They may only move by rail and do so Strength of 78 x 2/3 = 52.
OCS 6.1d applies, so if a Track or in Move Mode. This does
Truck MA unit crosses the river These artillery divisions may fire each RE
not cost any Rail Cap.
into a swamp hex, it will need to independently, as if equal units of 1 RE
Follow the normal rules for
use a road, track or rail when were in the hex. Divide the Barrage
rail movement except that
exiting that hex. Strength by the RE to get the strength per
the starting/ending hexes do not have
RE.
to be Detrainable.
Volga-Class Rivers. The Dnepr River 1.9f Breakdown Counters. The counter
runs from F4.32 to F17.35. In the  Rail Artillery units are destroyed if
mix is intentionally limited. Soviet Guards
unlikely event that ground action takes forced to retreat.
Breakdown counters are not
place there, refer to the game-specific rules 1.9c Dora. (1941-42) The most massive interchangeable with “regular”
for The Third Winter. gun ever built needs special Breakdown counters. Soviet
Sivash. Beginning with the 1 March 1944 rules, if for no other reason Mountain divisions use
turn, a Soviet Pontoon unit may create a than they are fun. Everyone Breakdown units of the same
Pontoon Track Bridge to ONE adjacent wants to fire Dora! Dora uses AR and Guards/regular type.
Sivash Coast hex. The differences from the Rail Artillery rules above and in Axis Jaeger units must use
the Pontoon Track Bridge process addition…. Breakdown counters of their
described above are that the Sivash same unit type.
1) Dora cannot move. Note: Dora is
requires the Pontoon unit to remain in present in Crimea for a short scenario, 1.9g Reserve Mode in Hedgehogs. Units
place for 9 turns to emplace and it crosses without enough time to reposition. in Hedgehogs within 2 hexes of the port
only one hexside. The Pontoon Track hex of Sevastopol may be in Reserve
Bridge becomes functional at the start of 2) Dora can only fire in the Combat
Mode.
the 10th turn. Movement of the pontoon Phase, never in Reaction or
unit will cause a re-start of the process. Exploitation. Dora cannot combine its 1.9h Torpedo Bombers. These units
Should one side of the bridge become barrage with other artillery units. function as described in OCS 18.3e. In
enemy controlled, the process is halted but addition to barraging ships, Soviet
3) Dora fires on the 69-116 column on
the turns invested are not lost – the count Torpedo Bombers may
the Barrage Table with no shifts of any
starts at this point once both sides become conduct Interdiction
kind. Pay the normal supply cost for this
friendly again. Multiple Pontoon units do missions against the
barrage. In addition, if a step loss result
not speed emplacement. Both Sivash Sevastopol-Constanta Ferry
occurs and a Hedgehog is in the target
Coast hexes must be under Soviet control Route per 1.6. The German
hex, reduce its level by that number.
for the bridging to start/proceed. Torpedo Bomber may
Hedgehogs can be eliminated by Dora.
conduct an Interdiction
(Note: HR-7 doesn’t apply to Dora!)
mission against the NRP in hex F47.01,
1.9 Special Units 1.9d Special Soviet Assault Units. halving the Soviet Sea Cap any time an
(1943-44) Soviet assault Interdiction marker is present in this hex.
1.9a German Flak and Soviet AA Units.
engineer brigades were used
Both sides deployed
to spearhead attacks on
substantial anti-aircraft
cities, forts, hedgehogs and 1.10 Reinforcements
assets, particularly later in the
across rivers. The printed Action Rating is There are two types of reinforcements:
war. These units add a Flak
only for attacks into/across a hex or those obtained from the player’s
Die Roll Modifier (DRM)
hexside that includes these types of terrain. Replacement Table and those listed on the
when in Combat Mode.
For any other purpose (attacking a hex player’s Arrival Schedule.
Only one flak unit per hex
without these terrain types, defending,
may provide this DRM. These DRMs are 1.10a Replacements. Each player rolls on
attrition, etc.) the printed Action Rating is
printed on the counter.: a battalion or his Replacements Table during his
reduced by 1.
regiment provides a +1 and a division a Reinforcement Phase.
+2. 1.9e Artillery Divisions. (1943-44) The
Soviets possess multi-step artillery and Rebuild Restrictions. Pax and Eq units
Rocket Artillery (Katyusha) divisions in are not used. The handling of each
some scenarios. Defense strength is the player's ground unit rebuilds is as follows:

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Crimea

 Flexible Axis Rebuilds. Axis from the next Supply Table arrival before Taman (F48.08) – Active per 1.4b.
Replacements can be assumed to be in SP is placed on the map).
2.1b Axis Unit Arrivals. New or rebuilt
the hex with any HQ that is in trace
air units appear Active at any Air Base in
supply.
1.11 Random Events trace supply.
 Rigid Soviet Rebuilds. Soviet
Random events are used in all scenarios New ground units and SP:
Replacements can be assumed to be in
the hex with a Front HQ when they are except for the “Mini” scenarios. Roll on 1941-42. Appear at the 11th Army HQ
in play, otherwise they are in the the Random Events Table (located in the location as long as it is in a German gauge
Novorossiysk Box. Playbook) each turn after determining the Detrainable hex, or at a map-edge supply
weather. source. Up to 2T of the received SP may
Replacement Table Results.
be placed in the Constanta Box.
Replacements are used as per OCS 13.5
utilizing the Common Rebuild Table on 1.12 The Armies 1943-44. Appear in the Constanta Box.
page 12 of this booklet. Soviet units are: Exceptions and special handling:
 “Air” One air replacement can rebuild  Red Army (tan)  Eq may only be used to rebuild
a reduced on-map air unit back to full  Guards (orange) German units. During 1941-42, Pax
strength or rebuild one air unit at full  Red Air Force (light orange) may be used to rebuild Rumanian or
strength from the Dead pile. They  Guards Aircraft (orange-tan) German units. During 1943-44, Pax
cannot be saved for future use.
Axis units are: may only be used to rebuild German
 “Eq (#)” Receive an Eq. Eq have an units.
Action Rating (AR) value indicated,  Wehrmacht (gray)
 Waffen-SS (black)  Before 26 Oct 1943, Pax and Eq are
requiring that a unit from the dead pile
 Kriegsmarine (gray with purple at assumed to appear at any Engineer-
with that AR value or less be rebuilt. Eq
bottom) Capable (OCS 13.8a) Corps or Army
cannot be used to rebuild aircraft. Eq
 Luftwaffe (light blue) HQ which is in Trace Supply. Eq & Air
cannot be saved for future use.
 Rumanian (green) must be used immediately. Pax may be
 “Pax” Receive this number of Pax  saved. Beginning 26 Oct 1943, rebuilds
Ost (pale yellow)
which may be saved for later use.  Slovakian (light green) may only take place in the Constanta
 “Alert” Place one randomly chosen  Croatian (dark green) Box.
unit from the Alert pool (if available)  “German” collectively refers to  SP are placed per the Supply Table
with any Axis HQ. Wehrmacht, Waffen SS, Kriegsmarine, notes. Placement requires no Rail Cap
and Luftwaffe units. expenditure.
 “Special” An un-modified roll of 11-12
provides a rebuild for a Regiment/Bde  Some random events provide a player
or Step of a multi-step division additional SP to be placed as directed.
(Artillery, Mortar, Rocket/Werfer, This is in addition to SP received from
Flak, AA). 2.0 Axis Special Rules the supply table.
1.10b Arrival Schedules. Each side has an  Alert units appear at any Axis HQ, even
Order of Appearance and Withdrawal, if surrounded.
2.1 Supply and Reinforcements
located on pages 15-18 of the Playbook.  Breakout returns (OCS 12.8e) are
2.1a Axis Supply Sources. These depend
Arrivals. Each entry indicates where the placed at any Axis Engineer-Capable
on the shifting course of the war:
units appear. HQ in trace supply (OCS 13.8a).
Novobogdanovka (F36.35) – Active
Withdrawals. When a unit is called on to  Note that reinforcements can entrain in
from 1 Nov 1941 to 29 Sept 1943.
be “Withdrawn” by the arrival chart, it or an arrival hex that has a German gauge
a unit with identical values is immediately Tsyurupinsk (F7.34) – Active from 26 railroad (per OCS 13.6b).
removed from play. The exceptions are Sept 1941 until the “4th Ukrainian Front
HQs and the components of a multi-unit Arrival” per the Soviet OoA in Oct/Nov
formation, each of which requires a 1943. Ceases to be a supply source the 2.2 Luftwaffe
specific unit be removed. Make turn this arrival is rolled. 2.2a Hip Shoots. All German air units
withdrawals regardless of a unit’s current may perform Hip Shoots during 1941-42.
Sevastopol (F10.04) – Active when
situation, even if in the Dead Pile. Fuel is Only German Ju-87D units may perform
controlled by the Axis player. When the
not needed to exit the map (no actual Hip Shoots during 1943-44.
Axis player controls Sevastopol, Black Sea
movement is conducted), but internal
ports can then be used as supply sources 2.2b Luftflotte HQ. (1943-44) Note:
stocks must be replenished (deducted
per 1.1d. This rule only applies when playing

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Crimea with The Third Winter. The full Follow normal rules for rail a path free of EZOCs between these
rule is provided here for reference. movement except the hexes (EZOCs can be negated).
starting/ending hexes do not have to
Each Axis Army Group on  The remnant maintains the “marker &
be Detrainable. Note: at some points
the Eastern Front had an mode” status of its (destroyed) parent
the German Rail Cap in Crimea is
associated Air Fleet. division.
2T. When this is the case, the Army
Luftflotte Krim operated in
HQ can move by using all Rail Cap In the Axis Reinforcement Phase, a
Crimea. It and its assigned air units are
for that turn. remnant battalion that is stacked with a
identifiable by the color stripe on the HQ
Corps or Army HQ can be removed in
and counters. B) They have a Throw range and
order to rebuild a 16-4-3 (with one step
function as any other HQ for supply,
A Luftflotte HQ Marker has these left) if a Pax is also spent. Removed or
combat, Flak DRM and engineer
qualities/limitations: destroyed remnant battalions immediately
functions.
 It must be located at a village or city
become available for placement.
C) Army HQs participate in combat
hex, or a friendly Air Base, a minimum 2.4d Kriegsmarine (KM) Units. (1943-
like normal HQs, except that they
of 10 hexes from an in-supply Soviet 44) May only operate within 3 hexes of an
are destroyed if forced to retreat.
combat unit. all-sea hex. If forced to
 The mission hex for Axis air units
D) If destroyed, they are rebuilt (at no retreat, they must move at
cost) in the next Axis Reinforcement their earliest opportunity
conducting Barrage, Fighter Sweep,
Phase, appearing in any friendly back within 3 hexes of the
and Interdiction missions cannot be
Detrainable hex that is not in an coast.
further than 60 hexes away from a
EZOC. Should no legal hex be
Luftflotte HQ Marker. 2.4e 22nd Infantry Division. (1941-42)
available, the Army HQ is
 A Luftflotte HQ Marker may be moved
The Axis player may not have more than
permanently eliminated, and all Axis
four AR-5 steps in play (this
during the Movement Phase. It must be units suffer a -1 AR penalty for the
unit and breakdowns) at any
moved if a Soviet combat unit comes remainder of the game. Note: This
given time. Note: This unit,
within 10 hexes. Just pick it up and would most likely happen during a
previously the 22nd
place it at a friendly village, city or Air last stand at Sevastopol.
Luftlande-Division, was intended for the
Base, 10 hexes or more from an in-
invasion of Crete but replaced at the last
supply Soviet combat unit. It may
always remain or be placed in 2.4 Axis Miscellany minute. Thereafter it operated as
extremely effective infantry due to its
Sevastopol as long as that city is Axis- 2.4a Axis Cooperation. Axis units of all high-quality personnel.
controlled. If no legal hex remains and nationalities may operate together in any
the Port hex of Sevastopol becomes way. 2.4f Sivash Fortifications. (1943-44) By
Soviet controlled, then remove the 1944, the entrance to
Krim Luftflotte from the game (and the 2.4b Alert Battalions. (1943-44) Alert Crimea had prepared
bullet above still applies). units which don’t start a scenario on the antitank ditches, mines and
map are kept in an off-map fire corridors represented by
 If the hex occupied by the Luftflotte pool. They may only appear special fortification markers.
HQ Marker is attacked, it has no steps via Replacement Table These defenses cannot move, only benefit
and contributes zero combat strength. result. When destroyed, the Axis player when attacked from the
It has no Flak DRM. If alone in the hex they are placed back in the pool for future north and may not be improved upon.
it is immediately displaced to any hex it selection. They are indicated by an alarm Axis units occupying these fortifications
can move to per above. bell symbol. gain the benefits of a Level 2 hedgehog.
2.2c Air Drop Limits. No Axis combat 2.4c Remnants. (1943-44) If a 16-4-3 Armor or Mech units are x1/2 when
unit may be air dropped. Air Dropping SP infantry division (only attacking these hexes. The terrain is
is allowed. these!) loses its last step in classified as Very Close. Once occupied by
combat, not by Attrition or a Russian unit, the counter is inverted,
Breakout, it creates a and it costs +2 MPs for all unit types to
2.3 Axis HQ Capabilities enter the hex for the remainder of the
remnant battalion two hexes away under
2.3a Army HQs. Army these conditions: game. Rail cargo passing through an
HQs represent a higher inverted counter uses double the normal
 A remnant battalion is available (they Rail Cap.
command level and have
are limited by the counter mix).
these special characteristics:
 The placement hex is further west than
A) They can only move by rail
the destroyed division’s hex and there is
(counting as 1 RE against Rail Cap).

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Crimea

2.4g Sevastopol Garrison Unit. (1943-  At a specific Entry Hex, if listed on the 3.2c Frontal Air Armies. In the 1943-44
44) The Sevastopol Garrison unit is a Soviet Arrival Chart scenarios, further changes have taken
static 2-step unit which is also a Level-1 place. Some of the Soviet air
Exceptions/special handling:
Hedgehog. It has 1 RE per units are allocated to specific
step. This unit can never  During 1941-42, Rebuilds are assumed Air Armies, each of which are
move, be transported, or to be in the Novorossiysk Box, which associated with a Front HQ
retreat after combat. It is has a nominal HQ for this purpose. (see 3.3). Colored stripes are used to
shown as “Attack-Capable” to give it a During 1943-44, rebuilds are assumed identify these counters, matching the
ZOC when not DG but is never allowed to be present at any Front HQ location. color stripe on the Front HQ.
to attack because it is immobile. The Eq, Air and Special Rebuilds must be
Each Frontal Air Army has an Air Army
counter only has one orientation, Combat used immediately. Pax may be saved.
HQ Marker, which must adhere to the
Mode. Its inherent Hedgehog cannot be  Breakout returns (OCS 12.8e) are following:
improved to Level-2.
placed at any Soviet Engineer-Capable  An Air Army HQ may be moved
All options must be taken as step losses (OCS 13.8a) HQ in trace supply.
during the Movement Phase. Just pick
when the Sevastopol Garrison unit is  Arriving SP are placed in any it up and place it in any land hex within
attacked. The Garrison must be the last
distribution the player wishes at: its Front Boundary (3.3b) no closer
Axis unit eliminated in the hex.
than 5 hexes from an in-supply Axis
 Any Front HQ location (if in play).
Units stacked with the Sevastopol combat unit.
Garrison unit may be in Reserve Mode.  The Novorossiysk Box.  If the hex occupied by the marker is
 Some random events award a player attacked, an Air Army HQ Marker has
additional SP to be placed as directed. no steps and contributes zero combat
These are in addition to amounts from strength. It has no Flak DRM. If Axis
3.0 Soviet Special Rules the supply table. combat units enter its hex, it is
immediately displaced to any hex it can
 Soviet reinforcements may entrain in
move to per above.
an arrival hex that has a Soviet gauge
3.1 Supply and Reinforcements railroad (per OCS 13.6b). 3.2d Mission Hex Limits. During 1943-
3.1a Soviet Supply Sources. 44 scenarios, apply the following range
restrictions to Fighter Sweeps,
 F59.01 and F62.02 are permanent 3.2 Red Air Force Interdiction, or any type of Barrage
Soviet supply sources. missions:
3.2a No Hip Shoots. Soviet air units
 Any controlled port per 1.1d. cannot conduct Hip Shoot missions.  The mission hex for independent air
 Novobogdanovka (F36.35) and 3.2b Soviet Air Evolution. Soviet air units (no stripe) must be within 15
Velikiye Kopani (F10.31) are capabilities developed over the period of hexes of any Front HQ or Air Army
activated with arrival of the 4th the game. During 1941-42, Soviet aircraft HQ Marker.
Ukrainian Front per OOA die roll in are restricted in that they can only do  Air units with Frontal Air Army stripes
Oct/Nov 1943 when playing the Fighter Sweep and Barrage missions at or (3.2c) may only count this distance
“Cross of Iron” scenario or 26 Jan 1944 within 20 hexes of their base. (Other from their own Front HQ/Air Army
otherwise. When they become active, mission types are not restricted.) There are HQ Marker.
the rail line from F36.35 to Velikiye also some phasing restrictions:
Kopani (F10.31) inclusive becomes 3.2e Air Operations.
 From 26 Sept 41 until 1 May 42, Soviet
Soviet gauge, even though it goes off  Air units from different Air Armies may
aircraft may only function in the Soviet
the map around F31.35. not combine in the same mission.
Movement Phase. During this period,
3.1b Soviet Unit Arrivals. Newly they are unable to move or barrage in Independent air units may combine
arriving or rebuilt air units appear active at the Soviet Reaction or Exploitation with any air units.
any Air Base that is in trace supply. Phases.  Air units assigned to a Front which is in
Ground unit reinforcements appear at:  On 1 May 42 Soviet aircraft can Regrouping Posture (3.3d) may not
 Temryuk (F55.09) function in the Soviet Movement and perform Fighter Sweeps or missions
Exploitation Phases. They still cannot which are resolved on the Barrage
 Taman (F48.08) Table, with missions resolved on the
use the Reaction Phase until 1943.
 The Novorossiysk Box  Soviet Fighters conduct Interception
Barrage vs. Facility Table unaffected.
Fighters still project a Patrol Zone and
 A Front HQ location (during 1943-44) normally. may Intercept.

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3.2f Air Drop Limits. The Soviet player the map (each hex of the ferry line Reinforcement Phase. It is not
may not conduct Air Drops of units. Air drawn on the map counts as one hex necessary for the HQ to be within
Dropping SP is allowed. of the Command Range) and across the Front boundary to which it is
Kerch Strait hexes when “Ice.” Note assigned if it is intended to move it
that this Command Radius there later in the Turn.
3.3 Front HQs functions differently than a “Throw
C) A minimum number of Army HQs
Note: This rule generally applies should Range.” The intent is that a
must always be assigned to and
several Front HQ appear in a game. The Command Radius extends 10 hexes
within the boundary of each Soviet
full rule is here for reference, and the in all directions until it encounters
Front. Each Front must also have a
Coastal Front will have an important the front line or impassible terrain.
minimum set of units/ formations
logistical role.  Allows an Army HQ Assigned (see within throw range of an Assigned
Front HQs are used to simulate the Red 3.3b) to a Front and within the Army HQ located within the Front’s
Army's command structure in 1943-44. Command Radius of its Front HQ Command Radius.
For scenarios taking place during this to Draw (OCS 12.3a) from the
D) Units are free to move across Front
period there is just one Coastal Front HQ Front HQ hex (trace included).
boundaries as long as the above
(the 4th Ukrainian arrives for one Only HQ units can do this (though
minimums are maintained.
scenario). Some of the wording of this rule the Detrainable hex created by the
anticipates combined games when Front HQ functions normally). E) Any supply located within the
multiple fronts are active. Front Command Radius of a Soviet Front
 There is no penalty for an Army HQ
boundaries and a Front HQ’s “Posture” HQ Marker may not be transported
assigned to a Front being outside the
(Offensive or Regrouping, per 3.3c and (by rail or transport point) outside
Command Radius of its Front HQ
3.3d) are very important. Scenario setups the Front boundary. (Exception: A
other than not being able to Draw
will indicate each starting Front Posture. loaded Organic Truck can carry up
from the Front HQ’s hex.
to one SP if traveling with its
3.3a Front HQ Qualities. Regardless of 3.3b Front Boundaries. Note: This rule formation.) An assigned HQ may
Posture, a Front HQ has these qualities: does not apply in Crimea. It is provided not draw or throw supply across its
A) Front HQs may only occupy a rail for continuity with Third Winter but Front Boundary marker. The
hex with an unbroken line of Soviet ignore it when playing Crimea as a stand- mechanics of a unit “making its
gauge rails back to a Soviet supply alone game. When the Soviet forces closed Trace” during the Supply Phase are
source. in on Sevastopol, the 4th Ukrainian Front unaffected and can be traced across
took command of all units on the Front Boundaries.
B) The hex a Front HQ occupies peninsula.
becomes a Detrainable Hex. 3.3c Offensive Posture. An eligible (see
A) Boundaries between Fronts must be 3.3e) Front HQ may be changed into
C) A Front HQ Flak DRM is +2. clearly delineated (not necessary if Offensive Posture (flip the
D) A Front HQ cannot be destroyed. It only one Front is on the map). counter) at the start of a
is unaffected by DG or During the Soviet Reinforcement Soviet Reinforcement Phase.
Trainbusting/ Interdiction. Should Phase, place a boundary marker A Front HQ in Offensive
an enemy combat unit enter the hex counter sprue (or some other thin Posture has these characteristics:
containing a Front HQ, or should it straight marker) with one end at the
A) It cannot move.
no longer have a rail connection to a front line to indicate which hexes are
Soviet supply source, simply displace part of which Front. Be sure there are B) Only Fronts in Offensive Posture
it five hexes or more to another hex it no ambiguous hexes. A boundary may use Artillery Markers.
can occupy (per 3.3d below). Any marker can be oriented in any
3.3d Regrouping Posture. A Front HQ
supply in its hex is moved along with direction, but the line it creates
can be changed into Regrouping Posture
the Front HQ. extends 10 hexes forward and 10
(flip the counter) at the end of a Soviet
hexes behind the front lines. Once
E) Each Front HQ has a “Command Reinforcement Phase. A
placed, this boundary is fixed until
Radius” which: Front HQ in Regrouping
the player's next Reinforcement
Posture has these
 Extends 10 hexes in all directions. Phase.
characteristics:
 Does not extend into hexes with B) During the Reinforcement Phase, all
A) It may move.
enemy combat units, un-negated Army HQs on the map must be
EZOC or hexes which a Truck MA Assigned to a specific Front. Any  It may only move by rail and must
unit could not enter during current number of Army HQs may be re- end movement in a valid hex (per
weather conditions. It CAN be assigned at this point, but the 3.3a). The cost is 5 RE of Rail Cap
traced along a Ferry route printed on Assignment is fixed until the next (adjust normally for multi-track lines

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Crimea

and Trainbusting). Any supply in the turn a Front HQ changes to Offensive adjacent hexes. These barrages are 'free'
the hex may be transported along Posture, as each must adhere to the (no supply cost).
with the Front HQ at no additional following:  Units which conduct such a barrage are
cost. Note: The Soviets never have 5  A Front HQ must remain in Offensive free to fire in the Barrage Segment of
RE of Rail Cap in the game. A Front
Posture for a minimum of three turns. the same turn, paying normal supply
HQ can move by using all Soviet
It may switch to Regrouping Posture costs.
Rail Cap for the turn, from either the
after three turns and must do so after
Taman or Crimea Rail Cap as 3.4b Not Ready. After conducting the
nine turns.
appropriate. It cannot cross the free barrages (above) flip the marker and
Kerch Strait by either Ice or the  A Front HQ must remain in put it 9 turns ahead on the
Kerch Ferry. Regrouping Posture for a minimum of Player Aid Card (or use the
three turns with no maximum. After turn track). The marker is
 It cannot end its movement within
three turns, a change to Offensive “Ready” in the Soviet
20 hexes of another Front HQ or
Posture can be made per 3.3c. Reinforcement Phase of that turn (some
within 5 hexes of an in-trace Axis
 Random Events may change these
Random events may shift the marker’s
Combat Unit.
position).
limits in some cases.
B) Units which are within a Front’s
 Soviet Front status is not hidden from
Design Note: This rule reflects the
Boundary and can also receive trace
stockpiling of munitions prior to major
supply from an assigned Army HQ the Axis player.
Soviet offensives and the barrages that
located within the Command Radius
preceded them. These barrages take place
of the Front HQ have these
in the “Air & Ship Barrage Segment” to
attributes/limitations: Play Note: The effects given to allow the Axis player some ability to use
 They add 1 to the lead unit's printed units defending in Regrouping Reserves.
AR when defending. Posture will severely limit Axis
attack possibilities in these areas.
 They do not have to pay for However, “Regrouping” does 3.5 Soviet Naval Operations
defensive combat supply. not mean a Front’s units are 3.5a Amphibious Landings. Amphibious
 They may not conduct Artillery “Inert”-they are capable of Landings of combat units require a certain
Barrages. Should the Axis player limited operations and number of preparatory turns. It requires 3
attack units which meet these considerable movement. turns to prepare an
conditions, conduct a barrage on amphibious landing that
each attacking stack using the 12-16 uses only Marine (Naval
column on the Barrage Table with 3.4 Artillery Barrage Markers Infantry) units. It takes 5
no shifts prior to combat. There is Each Soviet Front has an Artillery Barrage turns if any non-Marine units are
no supply cost for these barrages, Marker available when in Offensive included. During this period, the units/SP
nor do any artillery units need to be Posture. Each scenario will list which are and sufficient Naval Transport to carry
in range. This applies to overruns “Ready” and “Not Ready” at game start. them must be in the Novorossiysk Box.
and to attacks in the Combat Phase. Designating a specific landing hex is not
This barrage takes place after step 2 3.4a Ready. A “Ready” Artillery Barrage
required. Amphibious Landings need not
of the Combat Sequence (OCS Marker can be spent during any Soviet Air
occur on the turn the marker is available;
9.2). & Ship Barrage Segment by
they can remain ready indefinitely. Units
placing it on the map. The
 They subtract 2 from the lead unit's making Amphibious Landings are in trace
effects and restrictions are:
printed AR if they conduct an supply on the turn they are landed.
 The Front HQ must be in Offensive
attack. Naval transport of units or SP which
Posture and the placement hex must be
 Are subject to a 2 SP limit on unload using a Port’s capacity or within 2
both adjacent to a Soviet combat unit
attack supply per turn per Front hexes of a Beachhead Marker do not
and within the Throw range of an HQ
HQ. require preparation.
which is both Assigned to and within
 Units which do not meet the the Command Range of that Front. 3.5b Beachhead Marker. During 1943-
44 the Soviet player has one
conditions listed in B above do not  During the Air & Ship Barrage
receive these benefits/penalties. Beachhead Marker with
Segment, Soviet artillery units which
these properties:
C) It cannot use an Artillery Barrage are a) in Combat Mode, and b) in the
same or contiguous hexes, may barrage  It may be placed in a friendly coast hex
Marker.
the placement hex and any two within 10 hexes of the Coastal Front
3.3e Change Limits. Use the Soviet Off HQ during the Reinforcement Phase.
Map Display provided to keep a record of

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 As long as the Beachhead Marker is Note: The Soviets found that their ships  Enter/leave a port.
within 10 hexes of the Coastal Front were much more vulnerable to the  Traverse the Kerch Strait.
HQ, it is a Soviet 1 SP port with the Luftwaffe when at sea than in port. At  Travel past F15.01.
same qualities as an LST port (see OCS Sevastopol they were integrated into a very  Travel past F1.17/F1.18.
18.4f). effective artillery fire control system. Use the route that requires ships to enter
 Soviet Naval Transports may land units
During 1942 the Luftwaffe improved its the fewest possible coastal hexes. Ships
anti-ship operations (deploying KG 26 cannot enter hexes containing enemy
or SP at a friendly coastal hex within 2
and using Italian motor torpedo boats), ground combat units except F15.01,
hexes of the Beachhead Marker
forcing the Soviets to pull their navy back F1.17 and F1.18 (when they are actually
(including into an EZOC). This does
to Poti (near Turkey) except for periodic sailing around the land).
not require planning (3.5a) but does
raids or amphibious landing support.
require an ALT Roll.
 Units may Draw SP from the
3.5d Naval Release Points (NRPs). 3.6 Soviet Miscellany
These are “AEPs for ships.” NRPs
Beachhead Marker as if they were 3.6a Soviet Artillery. During 1941-42,
function only for the Soviet player and
drawing from the Front HQ’s hex. all Soviet artillery units making a single
connect to the Novorossiysk
However, units which draw SP in this Barrage must be stacked in the same hex.
Off-Map Box. It costs no
way must consume double the SP
movement points for a ship 3.6b UR Brigades. (1941-42) The Soviet
required (e.g., fueling a tank battalion
to transfer to or from either 82 UR Brigade has full engineering
would require 2T, not 1T).
NRP. A naval unit can only move in one capability.
 The Soviet player may remove the direction in a given phase (into the
Beachhead marker at any time. If the Novorossiysk Box or out of it). Ships may (1943-44) Any turn when a
hex containing the Beachhead Marker not move directly from one NRP to the UR Brigade is within a
is captured, the marker can displace to other. Regrouping Front boundary,
another legal hex or be removed at the does not move, and can
3.5e Soviet Naval Transports. These receive Trace Supply from
Soviet player’s option.
function as Landing Craft as follows: an HQ assigned to that
 Once removed, place the Beachhead Regrouping Front, its
 Naval Transports
marker 9 turns ahead on the record associated MG Brigade and
move at normal ship speed
track, at which point it will be available Field Engineer Brigade may
(20 hexes) and have flak
again. be placed in the same hex.
values as marked.
 If positioned in the Sea of Azov or a The Field Engineer unit is also a Level-1
 They may carry and unload units and Hedgehog. These two units are eliminated
Kerch Striped hex when the Kerch
SP either at a port or by the ALT table. if the UR Brigade either moves for any
Strait is Ice, the only impact on the
SP loaded on a Naval Transport is reason (including retreat), or if it is within
above is that cargo cannot be shipped
NOT available for use by units even in an Offensive Front boundary. Units
to it.
the same hex. attacking such a UR Brigade stack suffer
Note: The Soviets maintained an army-  1941-42: Naval Transports are limited the Regrouping Front benefits plus the
sized force near Kerch from Nov 1943 to fortification benefits. A UR Brigade stack
to transporting units that have Leg MA
April 1944 without use of a normal OCS can benefit from Hedgehogs in their hex,
on their Move Mode side and SP. They
port. but the combined effect of the Hog and
are placed in the Dead Pile immediately
3.5c Soviet Ships. after landing units/SP via the ALT Field Engineer Brigade cannot be greater
table. They cannot be rebuilt. than Level-2. A UR Brigade eliminated in
The Soviet BB, CL and combat must be rebuilt normally, but its
Black Sea ships may not  1943-44: They may transport units associated MG and Field Engineer units
enter the Sea of Azov in this with Leg or Truck MA as well as SP. are always available with no rebuild cost
game. Note: The Sea of Azov Immediately after landing units/SP via during the next Soviet turn the UR
is shallow and unsuited for “deep water” the ALT table or if destroyed in combat Brigade is eligible for this placement.
naval operations. they are automatically rebuilt in the
Novorossiysk Box 9 turns later. Note: The use of UR brigades in their true
Soviet ships can enter and end their move role has been abstracted. Backed by
in friendly ports. They may enter coastal Note: Soviet Naval Transports were a numerous defensive Front assets, this is a
hexes adjacent to a port to do so, but not wide variety of craft pressed into service to better attempt to reflect their true
stop there. When in port, add 1 to the carry units and supplies. They were capabilities later in the war.
unit’s protection and do not double the nothing like Normandy-style Landing
Barrage Strength of attacking air units Craft. 3.6c Odessa. (1941) In certain scenarios
(OCS 18.3c). the Soviet player will start with designated
3.5f Coastal Hexes. All ships may enter units in the Odessa Holding Box. These
coastal hexes in order to:

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Crimea

units are activated and available for Place the German gauge railhead in mandatory. Movement costs to the
transfer to the map on the turn any Axis Crimea F10.31/CB F17.31. Crimea are free. If Crimea is isolated,
ground unit moves south of the xx21 hex  Players deploy air units from the Case
then 1 step per turn from the 3 divisions
row. Sea Cap must be used to transport arrives at Sevastopol.
Blue Scenario but may only move units
them to any viable port or the
equal to the number listed in Crimea Should Russian forces move within 15
Novorossiysk Box. The Reserve Marker
Scenario 1 (the Axis uses the three hexes of Sevastopol (F10.04), the
that starts in the Odessa Box is available to
Bf.109 air units available). German player may attempt evacuation.
the Soviet player the turn after the
 Start play with the 26 Sept 1941 turn.
Two REs a turn may be evacuated to
Maritime Op Group HQ is moved out of
Odessa if German controlled. Roll 1d6
the Odessa Box. Once activated, the Only units from the Crimea Scenario
for each unit/RE: on a 1-4 the
Soviet player has four player turns to may move. All other units are frozen
evacuation is successful, on a 5-6 the
withdraw units from the Odessa Box. until the 1 Oct 1941 turn, when the
unit(s)/REs are lost. Only units that are
After the fourth turn, any remaining units Axis automatically wins the Initiative
Leg MA in Combat Mode may be
in the Box are placed in the Dead Pile. die roll and all units are released.
evacuated.
The turn after the Odessa Box is empty it  During Sept 1941, available air units
changes control to the Axis player. Other than this evacuation, neither
may only perform missions where the
Odessa nor Kherson function as ports
3.6d Soviet Rail Cap. The Soviet player mission hex is in Crimea. The Soviet
for cargo and Crimea Sea Cap cannot be
has two separate Rail Caps, one for player uses the Crimea Rail Cap. Each
used on the Third Winter Maps. Both
Crimea/Ukraine and one for the Taman side uses the Crimea Supply and
function as trace supply sources.
Peninsula. These may not be combined in Replacement Tables on 29 Sept.
Kherson ceases to be a trace supply
any way. The Crimea Rail Cap requires Reserve Marker use is limited to the
source if enemy units occupy any hex on
Soviet control of a network containing Crimea Scenario 1 limit.
the north bank (D9.03 to D13.03)
two or more Detrainable hexes, connected  Starting 1 Oct 1941, use the Case Blue AND any hex on the south bank
by a rail line, at least one of which is a Port
Rules, OOA, Supply and Replacement (D9.02 to D14.02 or D10.01 to
of at least 1 SP capacity or a map-edge
Tables, and Victory Conditions, except D14.01). Any of the hexes are sufficient;
supply source. The boundaries of the
the Soviets use the Odessa box per the enemy units could be several hexes
different Rail Caps are shown on the map
Crimea 3.6c and NRPs instantly apart.
with a “Green Barbells” symbol in
transfer Soviet ships to/from any Black
F48.08. Special event rules will also allow the
Sea port on CB Map J. Use the 1 Oct
movement of troops in and out of
Soviet movement restrictions.
Crimea.
The Third Winter. Combining Crimea
Use the Axis Krim Luftflotte Marker.
with The Third Winter eliminates the
4.0 Optional Rules “edge of the map” effect south of the 4th
Make separate weather rolls for the
Crimea map. If flight is Limited on one
Ukrainian Front. Place the Crimea map
but Normal on the other, it affects air
beneath Third Winter Map D.
4.1 Combining Crimea with units both at their Air Base and mission
other OCS games When conducting rail movement between hex.
the Crimea map and Third Winter, use
Case Blue. The Crimea map is an Soviet Player. There will be five Front
the Rail Cap of the destination map set.
updated version of Case Blue map F, with HQs instead of four. The Coastal Front
the hex grid shifted 7 hex columns to German Player: HQ posture (Offense/Regrouping) is
include the Taman Peninsula. You can use independent of the Fronts in The Third
17th Army (1943-44). ALL Axis units
the map from Crimea if you prefer but Winter, but minimum/maximum turns
beginning in the Crimea or Taman
will need to transpose any hex references. in that Posture must be followed. Turns
Peninsula must remain on Map F and
that the Coastal Front is Regrouping
You can combine Crimea Scenario 1 with south of F16.26 and F27.23 inclusive
may be played as simulcast turns if
CB Scenario 7.2 using these steps: (unless affected by a game-specific rule).
agreeable to both players. When playing
All allocated reinforcements and
 Set up CB Scenario 7.2 normally, with The Third Winter, the Coastal
replacements must remain in Crimea
except do not place any of the units that Front minimums are one Army HQ
(or be shipped there from Constanta).
start on Map F on or south of Fxx.25 and one RE of artillery. The big Soviet
Sevastopol is an Axis Supply Source as
(CB Map F)/Fxx.26 (Crimea Map F). unit withdrawal of the 4th Ukrainian
long as it is Axis occupied. The Odessa
Front units on 1 Apr 1944 still takes
 Use the Crimea Scenario 1 setup for Box is not in use.
place, as these units refit before their
Soviet ground units, Air Bases and Three divisions (73, 111, 336) marked Crimean offensive.
Hedgehogs and German ground units as arriving in Crimea are withdrawals
(except do not use the 11th Army HQ). from TTW. These transfers are

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The 26 Jan 44 Crimea setup indicates


five Soviet units/stacks which shift their
Common Rebuild Table Crimea Contents.

positions from The Third Winter setup. A complete game should contain:
Units that cost 1 Pax:
The 4-4-6 Gd Tank Bn (6) appears in  "Infantry type" Bn (Inf, Pio, Sec,
• OCS Rulebook (version 4.3)
the 26 Sept 43 setup for both games. • Crimea Game-Specific Rulebook
Construction, Kor, Mountain,
Pick one (the unit moved around a lot). • Crimea Game-Specific Playbook
Cavalry, Engineer, Ld)
• OCS v4.3 Charts and Tables
The 8 Apr 44 scenarios for both games  Wagon Point
• One Game Map (22x34)
are not designed to be played together,  Pontoon Bde
• Two Game Specific Countersheets and
but if you wish to, two other Soviet  Rail Engineer Rgt.
one v4.3 Marker Countersheet
units appear in the setup/OOA for both Units that cost 2 Pax: • 6 Display Cards (Axis Charts & Tables,
games: the (5)-1-1 AA Div (76) and the Axis Player Display, Soviet Charts &
 "Infantry type" Regiment, KG,
SU Bn (1449) (a 2-2-6 in Crimea and Tables, two Soviet Player Displays,
Brigade or Step of a multi-step
an upgraded 3-3-6 in Third Winter). Terrain Effects Chart)
division (UR, Infantry, Mountain,
Both units are difficult to pin down in • Box and Dice
historical sources. You will need to Cavalry, Jg, Motorized Infantry,
choose one map set for each of them. Motorized Cavalry, Police, Marine,
Naval Infantry)
Victory Conditions. Use the victory  HQ with Leg MA
conditions from The Third Winter but Units that cost 1 Eq:
add Soviet capture of both Sevastopol
 "Equipment type" Battalion
hexes as +2 VP.
(Artillery, Mortar, Rocket/ Werfer,
Flak, AA, Armor, Recon,
4.2 Series Optional Rules Motorcycle, Assault Gun/Stug, SU,
We recommend use of Proportional Loss Anti-tank/PJ)
 Some specific Regiment/Bde/ KG
(OCS 21.2) during play. Supply Caches
(OCS 21.10) are not used in this game. (Motorcycle, Armor, Armored
Recon, Anti-tank, Light Tanks)
 Truck Point
Units that cost 1 Eq and 1 Pax:
 PG (Armored Infantry) step
Errata Counters  HQ with Truck MA

Hungarian Rhapsody: Units that return to a Pool:


 Axis Alert units (arrive by Repl Table
The Fusilier Regiment of the Axis FHH
(Feldherrnhalle) PG Division had a roll)
misprinted unit identification (just the  Soviet Partisan units (arrive by
umlaut appeared). Corrected counter random event)
provided. Units that require a “Special” result
from a Repl Table roll:
Smolensk: Contact Information:
 "Equipment type" Regiment/ Bde or
Two German infantry divisions have the To order other games from MMP,
Step of a multi-step division (Artillery,
wrong Move Mode values. The 35th visit:
Mortar, Rocket/Werfer, Flak, AA)
should be a 10-4-5, the 78th a 10-5-6.
http://www.mmpgamers.com/
Units that are No-Rebuild (marked with
Sicily II:
a yellow circle): For game errata and downloads, visit:
The missing MC.202 is now provided.  Ski units http://www.ocsdepot.com
Korea II:  Rail artillery
To chat about OCS and obtain
 Siege artillery
The Move Mode values of four of the UN speedy answers to your rule
 Assault Engineers
counters have been corrected. questions, visit
 Unique Armor units (Flammpanzer,
http://www.consimworld.com/
The Blitzkrieg Legend: French tanks, Fkl)
To contact the developer, email:
The Dutch 5th Cavalry Battalion had an
incorrect AR in Move Mode. csaltsman0914@gmail.com

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