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AW Playbook
AW Playbook
PLAYBOOK
Ta b l e o f C o n t e n t s
Campaign Game.....................................................................2 Soviet Player’s Notes.............................................................28
Scenarios..................................................................................4 German Player’s Notes.........................................................30
Extended Example of Play...................................................12 Historical Notes.....................................................................31
Designer’s Notes....................................................................26 Dedication..............................................................................32
3. Event Cards
Campaign Game • The German player starts with the Offensive card #55,
Each of the Campaign Games uses its own Victory Conditions Operation Barbarossa, already in his hand.
(17.0). Refer to the Rulebook’s “Setting up the Game” rules • The Soviet player starts with no cards in hand.
section (4.0) for the components layout. • Shuffle all the other cards in their respective piles.
A. Regular Campaign Game • There are no War Goals cards (15.2) drawn yet.
The two Regular/Advanced Campaigns begin on Turn 1. B. Basic Campaign Game
• Short Campaign: Ends after Turn 22 is done. The Basic Campaign starts on Turn 1 and ends after Turn 20
• Long Campaign: Ends after Turn 26 is done. (July/Aug 1944).
Place the two CP markers in the ”0” box of The two CP markers go in the ”0” box of
each player’s Combat Point track. This track each player’s Combat Point track.
is used to note your side’s CPs for each
Combat if needed.
Place the two WSP markers face up in the
Place the two WSP markers face up in the “8” box of each player’s War Status Points
“0” box of each player’s War Status Points Track.
Track.
The two RP markers go, face up, in the “2”
Place the two RP markers face up in the “2” box of each player’s Resource Points Track.
box of each player’s Resource Points Track.
The German player places next to
The German player places next to him on the table his 18 CMs; these
him on the table his 18 CMs; these are available for use as soon as
are available for use as soon as play commences.
play commences.
The Soviet player places next to
The Soviet player places next to him in a “used markers” cup 16 of
him, in a “used markers” cup, 16 his CMs; these are already spent
of his CMs; these are already spent and not available until his Player Turn. Two “Attack!” CMs
and not available until his Player Turn. Two “Attack!” CMs arrive as Reinforcements.
arrive as Reinforcements. The Initiative marker is placed, German-side up, in
The Initiative marker is placed, German-side up, in the map’s War Initiative box next to the Turn Track.
the map’s War Initiative box.
2. Unit Counters
2. Unit Counters Use the counter setup of the Regular Campaign Game.
Soviet Player first; set up on the map as shown on the next page’s
setup picture—plus the counters shown below which may be IMPORTANT! The “1+3 Hungarian”, “Army Group F”, all
set up in any Soviet-Controlled Area (not Hex). the small-sized units but four (see 18.10), and the two “Of-
fensive” card decks, are not used in the Basic Game.
3. Event Cards
Both players start with no cards in their hand.
B. Case Blue IMPORTANT! The “1+3 Hungarian”, “Army Group F”, all
The German “Fall Blau” offensive launched towards the Cau- the small-sized units but four (see 18.10), and the “Offensive”
casus Oil Fields, and the Nazis’ disastrous rendezvous with decks, are not used in the Basic Game.
destiny at Stalingrad. Or maybe the OKH will decide to strike
north, at the Soviet capital?
3. Event Cards
This Scenario lasts six turns, from Turn 7 to Turn 12. • The German player starts with the Offensive card #46, Case
Blue, already in his hand. Offensive cards are not used in
Game Preparation the Basic Game.
1. Markers • The Soviet player starts with no cards in hand.
The Turn marker goes on the “Turn 7” space (May/ • Shuffle all the other cards in their respective piles.
June 1942), German-side up. • There are no War Goals cards (15.2) drawn yet in this
scenario. War Goals cards are not used in the Basic Game.
The two CP markers go in the ”0” box on 4. Victory Conditions
each player’s Combat Point track. This track
is used to note your side CPs for each Com- After Turn 12 is completed, the German player wins if he Con-
bat if needed. trols the Major City of Stalingrad plus two other Soviet War
The German WSP marker goes, “+10” face Aim Sites (2.1.1), or if he has ≥ 19 WSPs and the Soviet player
up, in the “6” box of his War Status Points has ≥ 9 WSPs. Otherwise the Soviet player wins.
Track (i.e., he has 16 points). Start the Game!
The Soviet WSP marker goes, “+10” face Begin the game, following the Sequence of Play, starting with
up, in the “0” box of his War Status Points the Event Phase (6.0).
Track (i.e., he has 10 points).
The two RP markers go, face up, in the “2”
box of each player’s Resource Points Track.
Game Preparation
1. Markers • The German player must chose four German Large units to
The “Turn” marker goes on the “Turn 14” space (July/ each suffer a one-step loss (not Axis-Allied).
Aug 1943), German-side up. • Place all Reinforcements in the boxes on the Turn track, for
Turn 14 to Turn 18.
The German WSP marker goes, “+10” face • In the Basic Game, the Soviet player places on the map the
up, in the “4” box of his War Status Points “Shock Armies” unit, brown-side up (shown below), in any
Track (i.e., he has 14 points). Zone he Controls.
• Remove from the game, and add as Upgrades available for
The Soviet WSP marker goes, “+10” face the Soviet, the following counters:
up, in the “6” box of his War Status Points
Track (i.e., he has 16 points). Axis and Soviet units out of game:
The two RP markers go, face up, in the “4”
box of each player’s Resource Points Track.
Kursk Setup
Game Preparation
1. Markers
The Turn marker goes on the “Turn 19” space (May/ Soviet player: set up in any Soviet-Controlled Zones:
June 1944), Soviet-side up.
Bagration Setup
The German WSP marker goes, “+10” face German player: set up in any German-Controlled Zones:
up, in the “5” box of his War Status Points
Track (i.e., he has 15 points).
The Soviet WSP marker goes, “+10” face
up, in the “6” box of his War Status Points
Track (i.e.; he has 16 points). 3. Event Cards:
The two RP markers go, face up, in the “0” • The Soviet player starts with the Offensive card #47, Uranus-
box of each player’s Resource Points Track. Saturn, already in his hand (Exception: The Soviet player
does not start with this card in the Basic Game).
The German player places next to him on the table, in a “used • The German player starts with no cards in hand.
markers” cup, the following nine CMs; these are considered
• Shuffle all the other cards into their respective piles.
already spent. All remaining German CMs are not used in this
scenario. • There are no War Goals cards (15.2) drawn yet in this
scenario. War Goals cards are not used in the Basic Game.
+2
Both players draw the top card from their respective Event decks
and add the CPs of the cards to their total. Drawn are German
card #17 and Soviet card #13. The German card is worth +0 CP
points, and the Soviet +1 CP (there are no timing restrictions
for random draws; see 2.4.3).
+4
The used “Combat” markers on the stacks are flipped to their into the Soviet Captured Units box. As indicated in that box,
“Done” sides to indicate that the stacks have completed their the Soviet player should immediately lose –1 WSP (–1 WOP
Combat Phase activation. Basic Game), but his WSP total is already zero, thus the WSP
In the Basic Game, card #01, Von Manstein (not useable for marker cannot go lower on the track. The Pincer Maneuver also
the Event), would have been worth +3 CP instead (2.4.4), for a succeeds, and a German “Pocket” marker is put in the Area.
“DC” result and no Pocket.
Third German Combat: The 3rd Panzer + 9th Army attack the
Western Front, with the 2nd Panzer in Support. It is not difficult
terrain, so will be resolved as a Battle (12.3). The German player
has a Mobile Armor unit on top of the attacking stack, the attack
is coming from two Zones, it is not difficult terrain, and there
is a Major Offensive marker in the attacked Area, therefore a
Pincer Maneuver can be attempted (12.6.2).
+6
The German units advance into Bialystok, and the 3rd Panzer
continues on to Lepel using Mobile Exploitation, as it has an
“Armor” marker and is a Mobile unit. A “Mobile” marker is
also put on the 2nd Panzer, allowing it to also advance one
extra Zone, capturing the Major City of Minsk. This capture
immediately gives the German player +1 WSP; see 15.1.4. The
CMs are flipped to their “Done” sides; since there are now three
German stacks instead of the original two, one available CM
must be put on the new stack (12.10), so a “Support” marker
is used and flipped.
Since the enemy Area was captured, the “Major Of-
fensive” marker located there is put on Offensive card
#55, Operation Barbarossa, in front of the German
player (exception: not in the Basic Game), to indicate
A “Pincers” marker is put on top of the targeted stack, it may score WSPs in the Objective phase (12.11).
An “Armor” marker is put on top of the attacking
stack, which is worth 6 CP (3 CP for the 3rd Panzer, The 2nd Panzer cannot Mobile Advance into the Marsh Area,
2 CP for the 9th Army, 1 CP for the Luftflotte), and the support- not because it contains a Soviet Stack, but because the Zone’s
ing 2nd Panzer adds another 2 CP—for a total of 8 CP. The terrain forbids it (see 12.9, first bullet). Note that the Mobile
Soviet stack is only worth 2 CP. CMs are shown on the map for the example of play, but in an
actual game they are just discarded when used (12.9).
Note that an RP could have been spent to flip the “Major
Offensive” marker and gain 1 CP (12.1). Fourth German Combat: The 4th Army + Luftflotte III at-
tack the Fortified I unit in Pinsk. It’s difficult terrain, and will
Final Combat Total is 8 CP – 2 CP = +6 CP. To resolve the thus be resolved as an Assault (see TEC). The stack attacking
combat, the German player randomly draws card #28, Tiger is worth 4 CP; the stack defending is worth 1 CP, and adds the
Tanks, and checks the Battle Results table at the bottom of the 1 CP defensive terrain bonus of the Marsh, for a total of 2 CP.
card for the Combat’s outcome.
Both players now draw the top card from their respective decks
and add their card’s CP to their total. The German player draws
card #22, and Soviet card is #26. The German card is worth +1
CP, and the Soviet card is worth +2 CP.
+5
Reinforcement
Rebuilt
by Event
to Reserve
Rebuilt
Reinforcement
Soviet Combat Phase Northwest Front in the Kiev Major City Hex cannot Support as
The Soviet player has three “Attack!” markers left (one was used it is Disrupted (see TEC).
in the previous Phase) and will initiate two attacks in this Phase. The German player decides to use one of his two re-
The two “Pockets” are almost impossible to rescue and will maining “Support” CMs on the stack in Bialystok,
score the German player +2 WSP in next turn’s Supply Phase. allowing Luftlotte II to add +1 CP to the defense
(12.2.2). The attackers are worth 4 CP; the defenders have 3 CP,
Since the Soviet player cannot score WSPs this turn, he’ll try +1 CP from the Supporting stack, and +1 CP for the Terrain, for
to get “BB” and “EQ” Combat results to make the German a total of 5 CP. The Soviet player could use his #32, Indecisive
player lose some precious steps. Führer, event for its +1 CP value (2.4.4), but feels lucky and
decides not to, as the card’s Event is very powerful (i.e., it
First Soviet Combat: The Southwest Front + Tank Group I en-
cancels a just-played card).
gage the German 4th Army in the Pinsk marsh area. It’s difficult
terrain, and will be resolved as an Assault (12.3). The adjacent
The attack failed, but Assault Combat can be very fickle, and
even at bad odds you can sometimes eke out a good result if
the two random draws are favorable to you.
Second Soviet Combat: Another long shot. Wishing for a “BB”
result, the Central Front attacks the 4th Panzer. This is not dif-
ficult terrain, and will thus be resolved as a Battle.
+0
–2
The Soviet stack is worth 3 CP, the German also 3 CP. No Sup-
port can be given and no cards are played. Final Combat Total
is 3 CP – 3 CP = +0 CP. The Soviet player randomly draws
from his deck card #05, For The Motherland!, and checks
its Battle Results table for the Combat’s outcome.
Both players draw the top card from their respective Event decks Soviet card #05
and add to their CP total the SP of the card. Soviet card #37 is
drawn, as is German card #26. The Soviet card is worth +0 CP Under “0”, result is “AB” = Attacker Broken.
points, the German +1 CP. The Lead Attacker retreats one Zone or loses one step. Thus,
the Central Front retreats to Velikiye Luki and gets an “Unsup-
plied” marker. The Soviet CM is turned to its “Done” side. This
concludes the Soviet Combat Phase.
German-made
Pockets will be
removed for WSP
scoring during the
next Supply Phase
Reserves and
“Stalin Line” Event
The Soviet player wants none of it, and Offensive card #51, Hitler Orders Attack!, left out of a pos-
plays his card #32, Indecisive Führer, sible three cards, awarding just one “Major Offensive” marker
to cancel the German Expert Staff (2.4.12), and less scoring opportunities. The Soviet has no more
Work. The Soviet player gleefully reads cards he can play, with a “Dummy” one in hand.
the card’s WW2 quote aloud, just to rub
some extra salt into the wound: “I do Let’s do a “historical” narrative out of this card play. Hitler
not expect my generals to understand decided to change war plans (card #32) and all the German
me!” (Hitler). His opponent is not Army’s staff work (card #53) goes down the drain. Initial
happy. The card also instructs the Ger- Barbarossa Plans (card #55) are scrapped, to be replaced
man player to draw one extra Event by maneuvers of rapid exploitation aimed at creating enemy
card, which turns out to be card #21, pockets (card #21).
Panzerblitz!. It’s a good 41/42 card, so not a terrible trade-off
if you don’t count the missed WSP scoring opportunities of the
canceled card(s).
The German player still has a powerful hand of four playable
Event cards; this will help compensate for the weak Major
EQ
1 RP spent
DB
Mobile Exploitation
= Pincers
DB
D1
DB
The maps on pages 24 and 25 show, in broad strokes, the German There are two possible strategies for these moves:
Movement and Combat Phases. Effort was made to surround • Exploit to Dnepropetrovsk in the south, and Smolensk in the
and pocket as many Soviet units as possible. middle, to get closer to Moscow. As there is a Soviet unit
Note that German Event card #08, Counterblow, is played to in the latter Area it would become “Contested” (you may
remove a Soviet “Support” marker, and even if the defender has advance into an Area occupied by only one enemy stack).
a Tank unit, it does not have the “Armor Icon” condition, since • Exploit to surround as many Soviet units as possible all over
it’s not the Attacker (see 22.1). the map.
Not shown here, the German player used three “Mobile” markers
to have his Panzer Armies Mobile Exploit after Combat (12.9).
New Pockets
Unsupplied
Let’s Play!
“It is not heroes that make history, but history that makes
heroes.” ~ Joseph Stalin
As with my previous design, I hope that this small game will
entice you into learning more about this decisive military cam-
paign, show how close a fight it was, explain the why’s of the
strategies used by both sides, and hopefully give you many hours
of enjoyable challenges and gaming fun.
I tried to simulate as closely as possible, without any artificial
rules, both sides’ historical capabilities and advance rates. With
a little experience, players will be able—barring extremely bad
luck—to achieve success with the Germans in the early game,
but the Russian “bear” will be licking its wounds, and the later
payback will be terrible!
Designer’s Notes This game is not overly difficult to play, even if at first the learn-
ing might feel daunting to a person not well-versed in conflict
This is my second designer’s take of the critical struggle between simulation games. The mechanics have been streamlined so to
the WW2 Soviet and Nazi war machines. The other, No Retreat! let the player make the big strategic decisions without being
The Russian Front, published over ten years ago, was my first muddled in an endless series of computations and bothersome
commercial wargame. Both share the same design philosophy procedures. Have no fear, there is a full section about tactics
and scale. and strategies in this Playbook, combined with the extensive
examples of play to help you make sense of it all. It should
This is Absolute War! make the initial experience a breeze, especially if you try the
Reporter: “How do you explain the USSR not surrendering in “no-frills” Basic game first.
1941/42?” After a few practice runs, you should be able to go through a
Russian Veteran: “We flooded the Germans with our cadavers, campaign or scenario at a brisk pace. The game will not play
we drowned them in our blood.” you, you’ll play the game! Enjoy.
While doing research for these games, many of my beliefs about
Orders of Battle
this campaign in Russia were debunked. I learned that, right up
to the end of war, the Wehrmacht was able to field a powerful “The Pope? How many divisions has he got?” ~ Joseph Stalin
army despite having taken staggering losses, to the Allies dis- For a relatively small wargame, a large amount of research was
may during the Battle of the Bulge! I was flabbergasted to find involved, the undertaking taking over eight years of off-and-on
that, during each year of this grueling contest, the Soviet army work, from the first concept to the final product. I studied the
suffered casualties amounting to more than their total front line actual performance and locations of all the armies and Fronts
strength (well over 30 times more casualties than the US Army of this campaign, and this in one-month steps from 1941 to
suffered in the war), yet the Russians never gave up, extracting 1945. A system to show the relative strengths, weaknesses, and
their revenge in 1945 and taking Berlin against a fanatic enemy. peculiarities of the two sides in presence was created. This was
I also discovered that Lend-Lease supplied more than 25% of a huge challenge, as I wanted to portray without too much fuss
all Russian war resources. Especially critical were the deliveries the gradual upgrade of the Soviet armies during the war, and
of trucks, sophisticated machine-tools to make Stalin’s industry also the degradation of the German infantry arm and operational
run, rails, steam engines, half of all the explosives, half of the capabilities, all this at an even better level than No Retreat!
aluminum (the T-34 tanks’ diesel engines were made of that achieved. You should find the game able to represent most his-
metal), uniforms, weapons, tanks, airplanes, radios, clothes, torical situations with a good degree of accuracy.
foodstuffs, etc. Stalin famously said at the Yalta Conference in Speaking of accuracy, some of the smaller military units present
1945 that “Without Western aid we could not have done it”, his were added-in to get more granularity, yet without getting the
players into slavishly moving hundreds of counters on a huge erything else: attacks, support, exploitations, strategic moves,
game map. The map of this game and its predecessor have com- repairing air units, etc. Usually you should have just enough to
mon origin, but instead of using hexes, this game’s map mostly go around, but not when there is a lot of action on the map, so
uses “Areas” of a much bigger size, the morphology of which use these carefully! Which brings us to the Support CMs—their
was inspired by the hexagon-based map. This helped to make the use can be critical to the game. You can save a few by stacking
said Areas look natural, better conforming to the geographical large units together, but it comes at a cost, as then you may not
constraints of the land. Keeping some of the “traditional” hexes be able to cover your frontline as effectively against enemy
in use, I got a nice hybrid map that simulates without fuss the armor, as these will be able to exploit after combat in an Area
important cities and their rail hubs. that does not contain two friendly stacks, getting an automatic
I also tried to give it a better “you are there” feeling by putting Pincer Maneuver marker! A large concentrated stack is also
on the counters actual military symbols used used by both sides, more vulnerable to bad combat results compared to two smaller
and also by adding some historical quotes to the cards, tailored stacks in the same Area.
to the various events. I hope you like it. You must have noticed that defensive Support is more demand-
ing; you can’t support an adjacent non-contested Area from
another adjacent Area, unless with an Air unit. You may always
give support from a Hex location, because of the better trans-
portation network this smaller Zone represents. The attacker
does not have this constraint: adjacent stacks in all terrain may
help (maximum of one per Zone). Too, the non-Initiative player
places his markers first. Plan your frontline accordingly!
with his own devilish card play! If you start a year’s summer
months with a full hand of playable cards, including a couple
of major offensives, and a maxed-out RP track, then things are
rosy, even if the situation on the ground is not: you have very
effective tools to reverse or enhance the game’s general tempo.
Surprise the enemy!
Victory!
“Germany will either be a world power or will not be at all.”
~ Adolf Hitler
You should carefully read and understand rule 17.0, “How to
Win”. While the scenarios have their own, defined victory condi-
tions, rules section 17.0 details how to win the Campaign Games.
There are two main ways to win these: Instant victory and Game
End victory. The Game End conditions are straightforward; you
pretty much have to control some significant parts of the map-
board. The Instant victory conditions are more concerned with Soviet Player’s Notes
the control of the War Aim sites, yet one is more interesting:
the War Status Point victory. It can be won by having a +19SP Here are my own guidelines on how to play the Soviets. It is not
advantage on the WSP scoring and controlling three enemy War a difficult game to learn, but it can take time to master fully,
Aim sites. It’s harder to win this way against the Soviets as they as there are lots of variables in play at all times. The first few
play last and have one Player Turn to score points over Zero. It’s years are critical.
also harder against the Germans in the late game as the Soviets
lose many WSP in the last game turn Events. This kind of WSP Stalin’s Orders
Victory is not easy to get, but just the threat could goad your “It takes a very brave man not to be a hero in the Red Army.”
opponent to make substandard plays. If you are trailing badly ~ Joseph Stalin
in the “WSP war”, you too might have to change your strategy • Most of the time you will have enough RPs to rebuild most of
and win some extra WSPs. your army every turn, just don’t get units killed “Unsupplied”
Speaking about WSPs, it will be quite difficult to plan the or over-extend yourself by having tank country Areas of
objectives you have to take, as the cards indicating these are easy terrain not covered by two stacks each if possible, to
mostly random draws, albeit you have some options with the foil German mobile exploitation. This will be difficult to do
“Offensive” cards. Check the map of the WSP locations at the as you initially have barely enough units to cover the whole
end of the Rulebook; it’ll give you some pointers about the criti- front. Try to funnel the Panzers into the defenses of your
cal areas to control. And yes, a Western Allies’ Victory is very choice!
possible if both sides play indifferently; you’ll argue about who • The Major Cities of Leningrad and Sevastopol are a very
won and claim a “Moral Victory” in your memoirs after the war! good anchoring points. Try not to lose both.
• Clear and Wooded terrain is almost impossible to defend with “Red” units have not arrived yet. Continue the attrition war:
“Leg” stacks against a competent German player’s Panzer make them pay for every Major City hex taken; they can be
Armies, so be aware that you’ll most certainly get your line supported by nearby troops, Not a Step Back! At the end of the
breached. Bring in some Tanks! year, when winter comes, you can mount bigger attacks against
• You have to start wearing down the Germans as soon as weak parts of the enemy line. You must by now have a dozen
possible. But don’t overdo it and create holes in your lines! improved units: You did remember to have lots of Tank Armies
The “BB” combat result is your friend: small-scale counter- built in that lot, right? These, even if not yet “Mobile”, will very
attacks are good, even at weak odds. Don’t forget that using effectively protect your troops from the deadly Panzers.
a “Major Offensive” marker makes the Germans lose a WSP 1943: The tide starts turning. Now the fun begins, Soviet Army
in the ensuing Bloodbath result. style. You get a lot more playable maneuver-oriented Event
• Always keep a minimum of one or two units in the Strategic cards, and good Major Offensive cards. Use them! Late in the
Reserve box if you intend to attack in your turn, so as to plug year, if you chewed through enough of the Wehrmacht, you’ll
any holes created by bad Combat results. have the capability of making large territorial gains; a lot of the
• Attrition up north, maneuver down south. If you ever have Germans will be at half-strength by now, don’t let them recover.
the possibility of killing isolated German units, go for it! This Make at least three attacks per turn, bare minimum, six at lower
will help final victory immensely. odds are better than just a few high-odds attacks, unless of course
you have the possibility of a big Area encirclement happening.
• You won’t have many opportunities to make many “Pockets” Be aware that taking unnecessary losses will divert those pre-
early on as your tanks lack mobility; you’ll have to wait for cious Event cards for RPs instead of the victorious offensives
your Red-Color armored units to arrive. In the meantime, you want to make.
you can just surround whole areas “Strategically” and
pound them to death, like happened in Stalingrad, Minsk, 1944: Put the Soviet steamroller into high gear! The majority
Konigsberg, etc. of your units will be “Red”, the Leg units having two steps, the
Tanks having two Support Points and “Mobile” at last. These,
• Go after lone enemy infantry, especially Axis Allies, except
plus the numerous small elite units you now possess, will make
perhaps the Finns, who are a very hard nut to crack in their
for an unbeatable killer combination. The Germans can still stop
northern wilderness.
you at places, so hit them where they are weak, and exploit the
• Starting in late 1943 you can pretty much strike anywhere holes mercilessly. The WSP totals should be well in your favor
you wish, so start doing some serious killing and advancing. right now, or at least on par. If not, try to form as many “pockets”
Be aggressive, now is payback time. On to Berlin! as possible to even the score, and capture the Romanian Oil Well
• Don’t neglect your Partisans. Their military effect on the to stop dead any remaining Panzer menace. If all goes well, start
game is minimal, but they’ll nibble incessantly at the polishing those medals for the big victory parade next year! If
German’s invaders heels, and they might allow you to gain an you are playing the Shorter Campaigns, it’s now or never.
impressive amount of WSPs when pitted against a too-busy 1945: The Soviet player must not be too complacent; the en-
enemy, or at least cause them to lose some precious RPs. emy can still spring some nasty surprises on him despite the
overwhelming superiority of the Red Army. The Soviet WSP
The Soviet War Years total should be lowered each and every turn (representing the
“If we come to a minefield, our infantry attacks exactly as if it progress of Western Allies Armies’ Attacks against Germany).
were not there.” ~ Georgy Zhukov By this time German Air support has dwindled to nothing, bomb
1941: Your forces start weak and indifferently deployed. You’ll them to death! Don’t let the Western bourgeois beat you to the
take quite a beating in this awful year. But don’t despair, with all finish line, on to Berlin!
the reinforcements and replacements you’ll get, the Red Army
will “keep on ticking”. For this to happen, you must strive to field
on the mapboard the majority of your troops each and every turn.
Get your “Forts” units deployed in Objective Major City Hexes
and other critical areas, look for counter-attacks, and let the Nazis
bleed for a change! Remember that they cannot upgrade troops
before 1942 except for their Air units, and that they’ll strive not
to lose many while they are on the offensive: you have to do the
killing. Winter is the obvious time to go on the Offensive if you
have enough reserves, but try not to overdo it: the Germans are
dangerous foes. If everything goes awry, don’t lose Leningrad
and Moscow, Comrade, it can be bad for your health…
1942: It’s another dangerous year. You probably do not have
that much ground to give up, your army is improving, but not
yet able to fight the Germans on even terms as your two-step A column of Russian IS-2 tanks with infantry riders
on the outskirts of Berlin in 1945.