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Leningrad The Advance of Army Group North Summer 1941 Copyright © 1879, Simulations Publications, Ine., New York, N.Y, 10010 Read this First: ‘The rules ofthis SPI simulation game are organized in a format known as the Case System. This. system of organization divides the rules into Major Sections (each of which deals with an important aspect of play). ‘These Sections. are ‘numbered sequentially as well as being ‘named, Each of these Major Sections is introduced by a General Rule, which briefly describes the subject of the Sec- tion. Many times this General Rule is followed by a Procedure which describes the basic action the Player will take when using the rules in that Section. Finally, the bulk of each Major Section consists of Cases, ‘These are the specific, detailed rules that actually regulate play. Each of these Cases is also numbered. The ‘numbering Follows a lopial system based "upon the number of the Major Section of which the Cases are a part. A Case with the number 6.5, for example, is the fifth Primary Case of the sixth Major Section ‘of the rules, The numbering system is ‘meant as an organizational aid. Using it, Players can always easily tell where a Case is located inthe rules, Asa further aid, an ouiline of the Major Sections and Primary Cases is given atthe beginning of therules, How the Section and Case Numbers Work: Major Section Number Primary Case Number [6.5] ‘The preceding example would be. the number of the fifth Primary Case of the sixth Major Section ofthe Rules. How to Learn to Play the Game: Familiarize yourself with all of the com- ponents. Read all of the General Rules land Procedures and read the tiles of the Primary Cases. Set up the game for play {after reading the pertinent Section) and play atrial game against yourself referring fo the cules only when you have a ques- tion, This procedure may take you a few hours, butt isthe fastest and most enter- taining way to learn the rules short of hav- ing @ friend teach them to you. You should not attempt to learn the rules word-for-word. Memorizing all that detail is @ task of which few of us are capable, SPI rules are written to be as complete as possible — they're not de- signed to be memorized. The Case ‘numbering system makes it easy to look up rules when you are in doubt. Absorb- ing the rules in this manner (a you play) is ‘a much better approach to game mastery ‘than attempting to study them as if eram- ming fortes We hope you enjoy this SPI game. Should you have any difficulty interpreting the Fules, please write to SPI, phrasing your questions so that they can be answered by a simple sentence, word, or number. You must enclose a stamped, self-addressed envelope, We cannot guarantee a proper answer should you choose to phone’ in Your question (the right person is not al- ‘ways available — and since SPI has pub- lished hundreds of games, no one indivi- dual is “capable of answering all questions). Write to: SPI Rulles Questions Editor for Leningrad 257 Park Avenue South New York, N.¥. 10010, How to Start Equipment Basic Procedur Movement of Units Zones of Control Disengagement Overrun 8.0 Combat Pre-Conditions 9.0 Combat Resolut 10.0 Combat Results 11.0 Supply 12.0 Armor 13.0 Air Power 140 Soviet Untried Units 15.0 Soviet Forts 16.0 Reinforcements and Replacements 17.0 Surprise 18.0 How to Win [1.0] How to Start COMMENT Leningrad sa simulation of the campaign by the Germans. 10 capture Leaingrad. from the Soviets inthe summer of 1981 PROCEDURE: The Players should skim through the rues reading only the bold-sentence headlines ithe ‘aris rules sections. Pees that begin the eame ‘on the map shouldbe placed accord tothe ine Sttuctons om the map. The remaining pieces should be placed in the appropriate boxes an the ‘Turn Record/ Reinforcement Tack. Atibispoiat he Players should review the Sequence of Play and begin a ial game, referring to che details of herules when they haveaquestion. [2.0] Equipment GENERAL RULE: ine ye consists ofthe rules, chars, map Faye eda sisted ieand conor theGame Turn CASES: [2.1] The Game-Map represents the terrain on which the campaign ‘was fought. ‘An hexagonal grid is superimposed on the map fo regulate movement and posoning of the playing pieces [2.2] The Torrain Effects Chart ‘summarizes how the features on the map affect movement of the playing pieces. [2.3] The Combat Results Table is the primary means for resolving combat. [2.4] The playing pieces represent actual military units that took part in the campaign. There are thee ypes of playing pleoes — the combat units (called “unis, Soviet forts, and German air units. There are up to sv items of i Formation onthe from and back face of a sombat unit, depending on the group, type, satus and na tionality ofthe unt. These include the units Com bat Strength, Attack Swength, Defease Stenath, Movernent Allowance, unit type (armor, mechan ‘aed, or infancy) ite name”” oF military design. tion; unit sae, untsid satus, end Panzer comps designation 286P11 How to Read the Units GERMAN UNIT trond) oe cae Tg xe pune ie desiration }-2 3 Jp on De conte 10-8} Movement GERMAN UNIT (back) ee oy fe ek TB SOVIET UNIT (ron) xt unt se esgnation Lo SZ]—t unis Tone tape 8 BB ome ‘Dafne Sain SOVIET UNIT (back) xx unt Ped —9fSQ] Unie Sone oJ Bot Movement Summary of Cal Types ro ie _ oe oh dtd B87 ot ty a as a Fort ms -e _ a. os 8 (2.5) Combat Strength is the basic ower of a German unit when attacking or defending. [2.6] Attack Strength is the basic power of a Soviet unit when attacking, and Defense Strength is the basic power of ‘8 Soviet unit when defending. "The Calum Shifts Chart wil dell how the strengths of the units of oth nationalities are a= ‘occa when engaged in combat. [2.7] A unit's Movement Allowance is the basic number of hexes @ unit may mave in one Movement Pha "This abity is expressed in terms of Move ‘ment Poins. Differing amounts. of Movement Poin are expended to ener ferent types of te- {2.8} Only Panzer corps unit designations have an effect on play. All other military designations and unit size are included for historia interest only, The game Scale is one Game-Turm represen ane week of eal time, and one hex repeesents 20 miles from besside to hexside, [3.0] Basic Procedure ‘The Sequence of Play ‘The Players take turns moving their uit and ing attacks. The order in which they take these factions is deserbed In this Sequence of Play Ouiine, One compleion of the Sequence of Play is called a Game-Turn, Exch Game Turn consists lof two Player-Turns. Each Player-Turn consiss of our Phases. ‘The German Player-Turn ‘Step One: German Replacement Phase "The German Player brings cligible depleted units up to fll stength Step Two: German Movement Phase "The German Payer may movehis unis, bring in reinforcements and conduct overruns, ie may ‘ove as many or a fe units or stacks of units as he wishes, one after another, and conduct over ‘Step Three: German Combat Phase "The German Player may attack adjacent Soviet units. He may perform these attacks in any frder he wishes, applying che results immediately fseachatack made, ‘Step Four: German AirInterdition Phase “The German Player may place any previously ‘uncommitted ai unit on the map. Note that ll his air unite have been used in previous Phases, this Phase ome. ‘The Soviet Player-Turn ive: Soviet Fortfeaion Phase ‘The Soviet Player may place forts. They are placed on any hex within 4 heves 0! Leningrad Gnclusive) to which a valld supply line cam be traced Step Six: Soviet Movement Phase Step ‘Step Seven: Soviet Combat Phase “These two Steps are executed exactly like the German Movement and Combat Phases, except the Soviet Player is moving and attacking. ‘Step Eight: Game-Tuen Indication Phase TInterdicting ait units are removed from the ‘mapand the Game-Turns complete, ‘These ight Steps are repeated foreach ofthe 12 Game‘Turns. The game is then over and the Players determinethe itor. [4.0] Movement of Units (GENERAL RULE: Each unit has a Movement Allowance repre senting the basic numberof hexest may movein a Single Movement Phase. Each Player moves only his own units during the Movement Phase of his Player-Turn. Combat may not occur during this Phase, although overrun, a form of movernent 1nd combat, may occur inthe Movement Phase, PROCEDURE: Units move one ata time, orn stack of upto thee, hen-by-hex in any direction or combination of directions thatthe Player desites. The Move: ‘ment Phase ends when the Player announces that Fhehas moved allo his units that he bas chosen to. CASES: [4.1] A unit may never exceed its ‘Movement Allowance Daring its Movement Phase, each unit may move as far as its Movement Allowance permite Basically, each unit spends ane Movement Point oF ts toal Allowance foreach er that it enters Units may move less than. their Movement Allowance, Units are never forced to move during their Movement Phase. Unite may never lend of _sccumlateunaeed Movernent Points [4.2] The number of Movement Points a unit must spend to enter a hex depends ‘on the type of terrain in the hex. ‘The cost to enter a clear cereain her is one Movement Point. The gost 10 enter ther heres, however, mas be higher or lower. These cost are pected on the Terrain Effects Chart, Whet & ‘nit enters a hex through a road hexsde, i py ‘only th cost for moving one hex along the rosd Fegardless ofthe ype of terrain entered, Converse- Iyya road has absolutely no effect om movement if itisenteredshv oughta nooead side [8.3] Regardless of terrain, a unit'may which it begins Its Movement Phase by expending all of its Movement Points (Exception: see 6.4). [4.4] A unit may never enter oF pass through a hex ‘containing an Enemy unit. [45] More than one unit may move together at the same time. So long as they begin the Movement Phase in ‘he same het, upto three Friendly unite may move together asa stack during the Movement Phase, ‘except wen dlsengagin (ee 6.0) A stack moves therate of the slowest uit inthe stack. Any Unit may bresk off froma stack at anytime during the Movement Phase. [4.6] No more than three units may ‘occupy the same hex at any time during the game except for German Initial Placement on Game-Turn One. ‘A unio stack may move through a hex oc cupied by another Unit Or stack. However, no ‘mare than tree Friendly unite may ever bei the Same hot at any ime during the Game-Turn, The German Player mast comply with the stacking tat he moves each unit during the Movement hase of his first Player-Tua. Ifthe stacking init is iolated, the Enemy Player gets to choose which tunis are to be destroyed (so that only three units remain inthe ex). 4.7] Generally, a unit must stop upon entering a hex that isn the Zone of Control (see 5.0) of an Enemy unit. ‘Whenever anit enter «hex that is directly adjacent to an Enemy unt, the moving unit must immediaely stop and move no further that Phase {unless the unit subsequently disengages), The preseace of another Fendly unit ina hex does not hegatean Enemy Zone of Conte for purposes of movement. A nit may escape an Enemy Zone of ‘Control through disengagement (se 6.0) and as a result of combat or overan se 10.0). [4.8] A unit may not leave the map, and If forced to retreat off map, itis eliminated. 4.9] Terrain Effects Chart (ove charts and tables) [5.0] Zones of Control GENERAL RULE: ‘The six hexes adjacent ro combat unit are called the Zone of Control (hereafter called Z0C) Of that unit Friendly ZOCS inhibit movement of Enemy units and may affect an Enemy Player ablity to retreat his units and tace supply. unit "exerts2 ZOC into all types of terran, excep across allsea or alblake hesids. IT's Friendly itis in ‘an Fhemy controlled hex, all Enems unis exerting thelr ZOCS tnto the hex also are inthe Friendly ‘ots 2OC. Thete is no added effet when more ‘than one of a Player's unitsexer'a ZOCintoa hen [6.0] Disengagement GENERAL RULE: ‘Under certain conditions, a Friendly unit may disengage from an Enemy-controled hex in ite “Movement Phase by pasingan extra costin Move- ‘ment Point in addition to the terrain cost of the hexitisentering PROCEDURE: ‘Units may be disengaged singly ori tacks of two, but there must be another Fricndly combat ‘unit remaining inthe hex atthe instant of dsen- agement CASES: (6.1) A German mechanized or armor unit pays an added cost of two Movement Points each time it disengages and may disengage at ‘anytime during its, Movement Phase. [6.2] German infantry and all types of Soviet units pay an added cost of three Movement Points to disengage and may disengage only {rom the hex in which they begin the Movement Phase. [6.3] There must be a Friendly combat unit remaining in the hex at the instant of disengagement. ‘A Player could, for example, disengage two unit from a thre-unit stack, move another init io the original hex, and then dseneage the third unit fromthe original stack, 16.4] No unit in the game may disengage by directly entering another Enemy controlled hex. [7.0] Overrun GENERAL RULE: ‘Overrun isa form of combat which occurs during the Movement Phase. A unit or stack of ‘units Which conducts an overrun may continue 10 ‘move and overrun, depending on the result ofthe ‘overrun and whether or notte units) have Move- ‘ment Poins remaining fer the overran PROCEDURE: ‘At any point during the Movement Phase, a unit (or stack of uns) may overrunan Enemy unit (Grstack of units)inan adjacent hes. The overrun- ning units expend three Movement Points each and then conduct an “attack” against the defend: Jing units (ee the procedures in Seetions 8.0 and 9.0), Ifthe overran is sucesstul, one unit most ad- vanceinga the hes. CASES: (1.1) The Initial Combat Ratio is shifted ‘wo columns to the left when resolving 17.2] A unit may disengage and overrun in the same Movement Phase. [7.3] An overrun costs three Movement Points regardless of what the terrain is in the overrun hex. {7.41 A stack of up to three Friendly units may participate in the same overrun. ‘The units must begin the Movement Phase stacked in the same Bex and must be moved fogeter as a stack, The units could be moved In- dependently after the overrun was resolved 17.5], An overrun is conducted against all the Enemy units in one hex. There is n0 limit to the number of separate overruns that may be conducted against the same Enemy unit) or the same hex in any one Move- ment Phase, (7.6) When the Enemy unit(s) that is ‘overrun is eliminated or retreated, the overrun is successful. ‘The Friendly unit(s) which exceuted the over: run mut absorb any losses as called for by the Fesoluton ofthe overrun Gee Section 10.0, Com- ba Resulls), and atleast one overranning unk ‘must be advanced into the vacated he. 10.7] When the overrun Enemy unitis) is not ellminated or retreated, the overrun is unsuccessful. Tf the overrun is unsuccessful, the overrun- ring. units) may either absoro the Tostes) oF retreat (ee 10-0, Combat Result). Irche overrun- ing unit(s) rettea!, their movement js over for {hat Movement Phase, andi they do not retreat, their movement may" continue (concevably in- ‘cluding addtional overrun item). Am Enemy ‘unit whieh is overrun may never advance after the Dverrun even f the overnning unis) retest [8.0] Combat Pre-Conditions (GENERAL RULE: During a Player's Combat Phase, a Player ray inate an attack between one or more of his luis and any adjacent Enemy uni). Combat is Voluatary except during Game-Turn One, (see 113) PROCEDURE: "The Player examines the postions of his ‘units, determining which ae in Enemy ZOCS. Ate tacks are conducted using the Combat Results ‘Table and the procedures detailed In Section 9.0, Comat Resolution, cases: [8.1] A unit must be in the Zone of Control of an Enomy unit In order to attaok it, [8.2] No unit may attack more than ‘once, nor may a given unit be the object of more than one attack, in a single Combat Phase, (8.3) As many Friendly units as are In the Zone of Control of an Enemy unit(s) can participate in an attack fon that unltis). [8.4] Defending units in a hex generally must be attacked as a group. ‘Uniti a hex under attack rst defend with 1 combined strength. However, units whic have fetreated nto a hex which undergoes an attack i ‘the same Comba: Phase do not add their strengths to those of ether units in the hex. If the defending Units suffer an adverse combat result (oss or ettea), the. previously recated units are utomatically dstoyed 18.5] More than one hex may be the object of the same attack. ‘All stacking units must be adjacent to all defending unite inorder to conduct single com: bined tack, {8.61 A unit’ full strength must always be used whenever itis, wolved in combat. [9.0] Combat Resolution (GENERAL RULE: ‘An “attack” is the comparison of the strength of a specific stacking force with hat of & specific defending force which is resolved by the throw of a die ix connection with The Combat ‘Resuls Table- The reslls may affect ether Or both theatackerand the defender, PROCEDURE: The attacking Player totals the Combat (or ‘Avzach) Strength ofall his units involved in ans tack and divides this total by the combined Com. Dba (Defense Sirengthoftheunit or units beng a tacked. The resulting comparison is called the In- ‘al Combat Ratio. The Player locates the column heading on the Combat Results Table tht cor- responds (0 the Initial Combat Ratio, He then ongelts the Column Shifts Chart (9:6) for any modifications to the Ratio, These modifications produce the Final Combat Ratio, The attacking Player rolls the die and crosssndexes the die number with she final Combat Ratio Column and reads the result The dicated result applied ine mediately, before going on to any other attacks, When he has made all his attacks, the Payer an nouneestheend of his Combat Phas, cases: [p.1] The attacking Player must ‘announce which of his units are involved in @ given attack against a specific defending unit oF group of units. He must calculate and announce the Initial and Final Combat Ratios, afer fest specifying ‘which units are parteipating in theattack United Units must be specified as pariipating before thee strengths are reveled, The attacking Plager smay resolve attacks in any order he chooses, [9.2] If the Initial Combat Ratio higher (or lower) than the lowest) column shown on the table, the Ratio stil is used as the basis for ‘computing the Final Combat Ratio. [9.3] If the Final Combat Ratio is higher {or lower) than the highest (or lowest) column shown on the table, it is simply treated as the highest (or lowest) column available. [9.8] The Combat Ratio Is always rounded off in favor of the defender. Thus, if 1 Combat Strength Points attack 4, the Combat Ratiois rounded off 0 "210 1." [9.5] Combat Results Table (Gee charts and tables) [9.4 Column Shifts Table (Gee charts and able) [10.0] Combat Results (GENERAL RULE: "The abbreviations on the Combat Results “Table wil indicate how the attacking and defend. {ng waits ace affected by that stack or overrun. A unit will be ether unaffected, eliminated, or given the option to retreat or accep losses, a rest of fan attack or overrun, ‘There are three combat sul: By Yan. CASES: [10.1] A result of “1/~" or “-/1" means that one affected unit must lose one ‘step or all affected units must retreat fone hex. ‘The Player whose unitis affected may elect to ther retreat or take te step ors (28 10.7). [10.21 A result of "2/-" or "-/2" means that affected unit(s) must either lose two stops, all retreat two hexes, or lose fone step and all retreat one hex. ‘Toretreat the nit must be eligible (te 10.) [A Playor who chooses to rereat units one hex and take @ one step loss takes the step loss fist. The ‘German Player may distribute a hwo step Toss (0 two different units — one step per unit — or he ‘may lininateafullsrength unt [10.3] Some results af such ag""1/1" or “2/1, results, "The defender applics his result fist, whether ite step losses or a retreat. Then the attacker ap- havebeen aplie, they may advance after combat the defending Hex is vacant, The defender may neveradvanceina split revlt 10.4) A ropult of E/- or -/E means that all steps for the unit(s) involved are eliminated. 110.5) A German unit has two steps and 2 Soviet unit has one. 'A German unit may be fipped ove o absorb a one step loss, while a Soviet unit would be timinated (10.6) Units are retreated (by their ‘owner) one ata time, never in stacks, imany order the owner chooses. [10.7] Units may be retreated only into "sate" hexes Tf there ino safe hex available, of if «uit recreats off the map, the retreating. unit is limited. Ahexiesafeif 1 By entering the hex, a retreating uit in- creases the distance in exes between it and the nearest Enemy unit hat caused he eres, the ‘Enemy unit has reeeated, the distance is measured ‘rom the Enemy unit's orginal hex. "2 There ar fewer than three other Friendly unitsin thee. 5. The hex is notin an Enemy ZOC, The presence of a Friendly unit in a hex negates the Enemy ZOC in hat hex for purposes of rele [10.8] Whenever possible, a unit must retreat into a vacant safe hex. [00.9] When a hex is vacated as a result of combat, as many a6 three victorious participating units may ‘advance into each hex. ‘Avietorious attacking units one that has not retreted. A victorious defending uni one tat “Suffered no los or regex inthe combat, Advance Aer combat san option which must be exercised immediately before going on to resolve further ‘combat in that Phase. A unit only forced to ad- ‘ance after combat as the result of a succesful lverrun, otherwise i is optional (ee 7.0) A vic: Torious units) may occupy one oF both of the hexes vacated ata result ofa two hex retreat. A unit may advance into an Enemy controlled hex (even when advancing dvecly from an Enemy ontelled hes), Revreats and advances donot re ‘vir the expenditure of Movement Points. Units Sthich advance into ahex-wbich war vacated bythe "lhmination ofall the Enemy units which occupied that hex may notadyance any further. [11.0] Supply GENERAL RULE: 1m order fora unit to move and atack ais full poseatia, must be in supply. A unit is con sidered to be in supply if Line of Supply can be traced between that i'anda supply source PROCEDURE! ‘Supply for movement is determined at the moment given unit bins fo move. Supply for ombat and overran i determined at the ime the ‘Combat Ratio is calculated. A Tine of Supply traced from the unit toa supply source hex oF Toad hex connected 10 a Supply source by an Uninterrupted series of road hexes Thesupaly ne may beup to five Movement Poinis in length trom the unit to the supply source orraad he. A supp Tine may be traced at the armor/mechanized rate jn roads and through cies, CASES: 1.1) An unsupplied unit's Movement Allowance is halved dropping all fractions. ‘The unit retains either its ull or halved Move: ment Allowance throushout the phase, regardiss Of whether it moves aut of oF ito supply during the Phas. 111.2) Hf any units involved in an attack ‘or overrun are unsupplied, the Combet Ratio is shifted two columns. any attacking units are unsupplied, shift Jett If any defending units are unsupplied, shit sight 1113] A Line of Supply consists of ‘2 continuous, connected line of hexes, none of which may be occupied by for in the Zone of Control of an Enemy uni ‘A Line of Supply may be traced into and through a hex in an Enemy ZOC if the Enemy- controlled hexis occupied bya Friendly nit [11.4] A supply source hex may supply fan unlimited number of units. [11.5] A supply source may be a city or '@ mapedge hex. "The German Player's supply sourses are the ‘ree hexesin Eas Prussia — 0111, 0112ang0U3 ‘The Soviet Player's supply sources are the four Leningrad hexes (2505, 2608, 2605, and 2705), Tallinn (1601), Riga (6908) end mapedge exes 2713, 2906and2908 11.6] Forts and air units affect Enemy Lines of Supply (see 13.0 and 16.2), [12.0] Armor (GENERAL RULE: "The Combat Ratio is affected by the presence of an armor unit and/or a German Panzer eorps Paricipatingin combat or overr CASES: [22.1] When all the units of a German Panzer corps are stacked In the same hex, they receive a column shift in combat and overrun. "The Combat Ratio i shifted one column for ach Pander corps involved in the combat or over fun. The column shit for attacking is recived om Iy fal the units in the corps atack. Single step losses to navidual units of Panzer corp do nck prevent the comps from gaining the shift. fa unit rom a corps has been eliminate, the shifts no longer posible. Note: the 39th Cazps contains Iytwounite but isstill considered a Panzer core. [02.2] When an armor unit (not mechanized) is involved in combat or ‘overrun, the owning Player, receives @ ‘eolumn shift. ‘The Player eceves only one column shift for armor regardless ofthe umber of armor units in ‘volved. For an attacker to receive the shift the Aefender must occupy an unferiied clear tetra hex. The shift is always received om defense (Ex- cxpilon: se 123). 12.3] The German Player does not receive the column shifts for Panzer ‘corps (12.1) and armor (12.2) when. defending in @ Soviet city hex. (02.4) The shifts described in Cases 12.1 and 12.2 are cumulative. [13.0] Air Pows a GENERAL RULE: The German Player has ewo alr units which may be used to affect combat, overrun, Soviet ‘ovement, and Soviet supply PROCEDURE: Tie German Player may place an airunit ona German unit whichis attacking or being attacked, before the die rolled. When used for interdice ‘on, the air unit is placed on a hex during the Air Inteldietion Phase, CASES: 3.1] The Combat Ratio is shifted fone column for each air unit involved ina combat, [Af units may not attack by chemselves and are never affected by results on the Combat Results Table, Airunite never coumt apne stack inglimis. [13.2] Alr units are allocated to combat before Soviet untried units ‘are revealed. 113.3) An interdicting alr unit doubles ‘the Movement Point cost of a hex for ‘Soviet unlts and Soviet lines of supply. “The cost is quadrupled if two air units inter dict the he, 113.4) Soviet units which begin the Movement Phase in an interdicted hox pay double (or quadruple) the Movement Point cost for the first hex ‘they enter 113.5] Each air unit may be used only ‘once per Game-Turn. [14.0] Soviet Untried Units GENERAL RULE: All Soviet units star play with thee attack and defense strengths unknown to either Player, ‘Toindicate this the units are placed with their un~ tied face showing. The unit are then randomly placed on their set-up hexes and on the Game- “Tarn Revord Track as reinforcements ‘CASES: 114.1] The strengths of an untried unit are revealed only after an overrun or ‘attack has been announced, “The combat or overran may not be called off for reallocated once the untied unite have besa revealed 114.2] There are two types of untried units: armored (which includes mechanized) and infantry. [15.0] Soviet Forts GENERAL RULE: The Soviet Player receives a number of forts German the Soviet Player may place a fort ‘ona her to which he can trace a valid supply Une {from a Leningrad hen), hati within Tour heres ot Leninrad (i CASES: (05.1) Soviet units receive a ‘one column shift to the left when defending in a fort hex. {15.2) An unoccupied fort doubles the ‘Movement Point cost for any German unit entering or tracing a Line of Supply through the hex. "The fortis eminated when occupied by a German unt 115.3] Once placed, a fort may not be moved. 1US.4) No more than two forts may xy on any one Game-Turn. ‘The Soviet Payer may delay enry of fortsto slater Game-Turn, [05.5] Forts do not count against stacking limits. "Nomore har one fort may occupy a hes [16.0] Reinforcements and Replacements GENERAL RULE: In addition fo the forces with which they start ‘he game, both Players reeive reinforcements du ing the Movement Phases of specified Game. ‘Turns. The German Player may bring reduced slrenath units back to fullstenatiby replacement ‘CASES: [06.1] When reinforcements are placed ‘on the map, the arriving unit must pay the Movement Point cost for entering the hex. Wren more than one unit or stack of units ntersin thesame hex, hey enter without regard 10 Which one entered first (ie. it doesn't cost units ‘ofe 10 enter the map because they are entering ehind’thetiest uni) 162) Ifa reinforcement unit's only ‘entry hex is occupied by an Enemy unit, ‘three Friendly units, it may enter in the nearest unoccupied hex. Irewo hexes are equiistamt, the owner may choose he hex of entry. A unit may enter the map inanenemy 20C. 118.3] A Player may hold back all or part of the reinforcements due him ina Game-Turn and enter them on the ‘same entry hex on a later Game-Turn (Exceptions: See 16.5 and 17.4). 106.4} If Leningrad is occupied, ‘the reinforcements due to enter there enter on and between hexes 2301 and 2801 finelusive). [16.5] The Soviet Game-Turn One reinforcements may not be delayed. [16.6] A German unit which has taken a step loss may be rebuilt to full strength by spending an entire Game-Turn in an East Prussia, city, or Soviet city hex. ‘The replacement hex must be free of Enemy Zocs and in. supply. for units to. receive replacements. Thus, 9 unit enters a replacement hex on Game-Turn One, spends the entire Gamme- ‘Turn Two there, and is turned to its fll strength side during the replacement phase of Game-Turn ‘Three 16.7] The presence of German units does not negate an Enemy Zone of Control for purposes of replacement. 16.8] Up to three units may recelve replacoments in a hex per Game-Turn. ‘A given unit may receive replacements any numberof times during the couse ofthe ame. [16.8] The replacement procedure may be ended before the unit has completed replacement. “The proceire would have to hepin anew ina later Game-Turn, 17.0] Surprise GENERAL RULE: "The Soviets suffer the effects of surprise on Game-Turn One, and the Germans may be af {ected by surprise on Gare-Turn Seven depending ‘onthe actions ofthe Soviet Player ‘CASES: 117.1] Soviet units may not delay reinforcements, disengage, or overrun on Game-Turn One. 117.2} All Soviet units must be ‘adjacent to a German unit at the end of the Soviet Movement Phase of Game-Turn One. "The German unit need not be the one closes to the unit atthe start of the Soviet Movement Phase, Thore unite which are unableto moveadja- ‘ent to.a German Unit mist expend thei tll Movement Allowance moving toward the nearest (Ga Movement Points) German uit. Fxeeption: ‘The Soviet units in hexes 0208 and 2204 may not rove atallon Gamne-Turn One (07.3) All Soviet units adjacent to German units during the Soviet Combat Phase of Game-Turn ‘One must attack. ‘Allthe German nits to which Soviet uit adjacent need no: be attacked, but all the units Atleast one adjacent hex must be attacked. [17.4] If all 9ix Soviet infantry units slated to enter hex 2713 on Game-Turn Soven enter as scheduled, all Soviet attacks made that Game-Turn receive & four column shift. "The sift apples to every attack made by the Soviets on Game-Turm Seven, not just those made by the reinforcing unis. The column shift ape plies even if the waits re forced to enter ona hex ‘ther than 2713 de to the presence of German tunis. If the Soviet Player delays the entry of the reinforcements, the 4 column shift bonus i lost ‘The bonus may only be applied on Game-Turn Seven. If delayed the units entero hex 2908 on Game-Turn Eight and 2906 on Game-Turm Nine orlater. [18.0] How to Win GENERAL RULE: ‘Victory in Leningrad is calculated in Victory Pins. The gameends at the conclusion of Game- ‘Turn Twelve, and Vietoryndetermined. There are levels of Vitory, Tactical and Strategie Vie PROCEDURE: ‘After the game has ended, total the Vetory Pins earned by each Player and subrract the Soviet Player's Victory Points from the German Player's Victory Points. The resulting number, cither positive or nesatve, is compared 0 the Schule in Case 18.3 to determine the vitor and theLevetof Victory, CASES: [18.1] The Soviet Playor receives Victory Points for reduced or eliminated German units at the tend of the game Victory Points or each reduced mechanized ' Victory Points foreach reduced armor unit, 12 Vistory Points foreach elminaed rmecharived vi 1S Vietory Point fo each eliminated armor [18.21 The German Player receives 30 Victory Points per hex for occupying, with units that are in supply, hexes 2604 and 2705 at the end of the game. “The occupying unite mur bein supply forthe ‘Vitory Points tobe carne. [18.3] The Soviet Vietory Point Total is subtracted from the German Victory, Point Total to determine the victor. Siormorepeinss— GermanSteateic Victory 110 30points German Tactical Vitory = 20:00 points Soviet Tactical Victory =2orlesspoints Soviet Strategic Vietory REINFORCEMENT SCHEDULE, German Reinforeements Game Entry Hex Tum Unite) or Area, 1 air : 2 st Fast Prusia 6 ut ast Prusie 7 Laie - 1039 Panzer Corps 2213 anit Soviet Reinforcements Game- Turn Unitis) Entry Hex 1 113A ma 2 ayia 2306 or 2908 3 2 fons! - 4 3LtA 2713, 2906 2908 dion? a s 21 2601 1A 2713, 2906 or 2908 2 fons 2 6 on 2713, 2906 or 2908 2 fone a 7 on 23 a 2601 1A 2501 2 fone 5 5 u 2906 0F 2908 tA, 250. 2Tous? 5 ° u 2908 im 4 Any Leningrad hex nol ‘Any Leningrad ex eto ‘Any Leningrad hex 1 =Infentry Division and A ~ Armored Division Notes: ‘When units have more than one eney hen listed, some of the units may enter in each hex oral units ‘ay enter the same hex. East Prussia consists of thre hexes and the units may enter any Hex or hexesas desire USoviet Game-Turn One reinforcements may not be delayed, These units mus enter the map as scheduled 2. Forts are placed in Leningrad or within four hexes of a Leningrad hex. The pavement hex must beable o race valid supply Hine from Leningrad G=e130), 3, I he x infantry divisions slated 10 enter ex 2713 are entered thet, all ove ltacks made on Game-Turn Seven receive a four column shift 10 theleft(se 17.8). 4. Hall Leningrad hexes are occupied by German ‘alts, the reinforcements enter on of between exes 2301 and 2801 DESIGNER'S NOTES If the German Player emulates historical tay and tates, the results wil parallel hea ‘wal campaign so closely it will be spooky. The panzrs will race through the lowlands and reach the Leningrad area in a depleted state. Only through sheer lck and gros incompetence by the Soviet Player wil the panzers take Leningrad un suppored by infantry. Proper use of Soviet rein. foreements should make Leningrad impreenable by mid-game i che Germans haven't launched & balanced, concentrated assault by thet, ‘A good sirategy for the German Player iste ‘make hase slowly. Panzzrs should combine with lnantry to encircle and destroy hopefully atleast of the 11 forward Soviet infantry divisions on Game-Tura |. The entre army group so show be melpositioned to mest the Soviet counter ck the ae tra, Saving air support for defense on Game-Turn I could mean elimination of a eable chunk of the counterattackng forse, The German Payer should strive 1 each the Luga in force by GameTuen 4 07 5, with both panzer corps pots in lear terrain near theriver's ‘mouth, A bridgehead may be formed across the Tinga carer if it doesn't mean imperiing the ppanzers" supply lines. By mid-game the German Player should have in fullswingan assault on three axes — from the lower Lupa, up the Pskow Leningrad highway, and through Novgorod — while protecting his lank south of Lake fimen. An ‘assault along the Volkhov from Novgorod wo Lake Ladoga is important because, once the lke is reached, Soviet reinforcements from the east and South ate barred from entering Leningrad. The last few turs willbe spent in hammering at Len: Ingrad, but the German Player wil stand a fir shane of winning the battle of atrtion if the Soviet Player can't ring his I2divsionsof Game: Turns 7 through 9 reinforcements into the city from the south andeas. ‘What the Soviet Player does west of the Dvina can be decisive, If be ean stop the Germans from frossing the river in force for three Game-Tutns, he stands a good chance of holding Leningrad. Although required to counterattack on Game ‘Turn 1 the Soviet Player shoul, where possible, avoid an atack on a panzer corps unless he it assured of at lest [orl adds, Moreover, the Soviet Player must postion himself so that his ounteratacking. units won't be encircled on Game-Turn 2. He alo can “cheat” a bt atthe ‘of the exe by deploying units on the 13x. [ex hexrows 0 they cam form a defensive Hine on the Dvina on Game-Turn I without engaging Ger ‘Through mid-game, the Soviet Player should use as few units as posible inthe Lake Peipie skoy-Vellkaya area 0 delay the German advance while building. fortified line along the Lugs Novgorod and the Volkhoy corrider should be held until Game-Tura 10atleast.On Game-Tura? he Faces a rical decision oa the use of 34th Ar- yy, entering from hex 2713: Should he attack the ‘German righ: lank or move the 34h north to Len Inga ‘Should the Luga line be breached, the Soviets should try t fall back in good order toa fortitied perimeter in Leningrad. If the Soviet Player can et all his reinforcements into the city, he shoud win. Remember, 2 repetition of the historical SBoltion ofthe cyan in itself enough towin for the German Player. Isolation is only @ means toward theend of eapeuring the ct. (Note: The Finns aren't represented in the game. Alchough historically they succeeded in gt ting to the xx02 lateral hesrows north of Len. Ingrad in September, the Finns wisely decided Against joining ina dec assault om the cty unless the Germans were "rapping onthe door” of Len- ingrad themselves. From the Flash viewpoint, such a rap session never occurred. In an event, ‘the Finnish presence has been abtencted in the tzame through a reduced northern reinforcement Fate, In the actual campaign, the Soviets rushed sions to Leningrad from the Finish front, and just as quickly rushed chem back as various rises lrosein thenorh, Dick Ruin Design Credits Designer: Dick Rustin Physical Systems and Graphs: Redmond A. Simonsen Ruler Rewrite: Eve Smith aytsters avis Grasfiad, Henry Milenski, Potor Vathis, Wally Willame Jr Roles Editing: Exle Goldberg Production: David Engler, Rosalind Fruchtman, ‘Tod Koller, Manfred F. Milkuhn Miche! Moore, Bob Ryer ‘0, “A 04a a 8s asso, oy. nope on & &: 9: 2: S, MB Bs 23 ee st se ot ot ee ce oe ce [ae oa es a Sr S ee Be Se oe we es Ge bay a se oe eke are BEBE SEE eee eos a8, s : & : ep en en en SB @o5 a een es D on sn en en an on en en se eee ge eB en sn on en sn so en en See 8 8 8 8 en ene soem eens en tsa en Se & Sf Sf Sf eo en sn en eo en gn on’ en ee fe ee ee & ees cee coy er cee Moy MOS HOY MOF HOF as ee ee Ll Se (go ess ces oxy exe seg aa ors oe io G ee ‘et ‘a see ose ae sey see oS: tas a ore see see see SS ee ee : sug exe ave zz sex see see zz Se Se Gk Bs ms Be as 1 3m wy (43) swon2ag 40 fen e109." ure 2d eonuap st 40 suoH398 JO UE) quody 3300 ) TAN Wonsag Jauno: powBuma7 esac tem [4.9] Terrain Effects Chart Terrain Type Movement Point Costs, "To Enter or Cross ‘Clear Roadt [9.5] Combat Results Table ‘Armor/mech: Combat Ratio. iy oe 1419 124-1 21 SEE ET gt za en ot moa 1 ee 2) 3A WA Soviet City 2 -/E W/E -/2 -/L2 2 A- - O E ee rr Lc Sram, 4 SE 2-2, WW WV > E> B/E zal 42 6 -/2 -/2 2 Wi Wi W- W- 2- Y- E/- E/- E/- E/- Rverhowide! Doubleremineot ot 1] gop ia aa any 2 on BB BB ‘Unocoipad* Doutireain com for | FEA EOE pnd ee Fort German units and supply ee oemengiee | eee ae Sumenneneeers ( Shenson SN ee Be eons ceo ees none ‘defender rakes loses or reteate fst shen hesttacker applies hires Note: 1 The Road movement rate only applics when the road hex is entered through a road hexside 2B Thus to cross a river into a swamp fen, @ unit ‘would expend & Movement Points [9.6] Column Shifts Chart Shift the Initial Combat Ratio column (o the right or left if any of these circumstances apply to that attack: Shift Left Two Columns Shift Left One Column Shift Right One Column Shift Right Two Columns. Overrun (see 7.1) Defender occupies City, swamp or hill hex.! Attacking force includes ‘Armor unit (See 12.2) Defender unsupplied (see 11.2) Attacker unsupplied Defender occupies fort Per attacking air unit (ee 11.2) (Goviet Player only)? (ee 13.1) Defender behind a river Per attacking Panzer hexsidets) Comps (see 12.1) Defending force includes i: Armor unit (See 12.2)¢ Soviets defending in Soviet ity hex er defending Panzer Comps (see 12.1) er defending air unit (Gee 13.1) Colum shifts are cumulative. Example: [Fan atack had two Fight 3. This shite only appli Wall atacking units are atackine across wwardshifisand thre eftward shit, the el shift would be one lt Noves: 1. The defender receives only one column shift even though the defending unitsmay occupy more han one sich hex. 2, The defending Soviet units receive only a ane column shift even ‘hough they may occupy more than one fr. ‘ver hensides, 4. These two shifts do not apply when defending German units ‘ceupy Soviet City hex. Important Note: On Gane-Turn Seven the Soviet Player may recive 4 Tourcolumn shift nallhic attacks (se 17.4). Leningrad Counter Section Nr. 1 (100 pieces): Front ‘Quanity of Sections ofthis identical type ingame: 1. Total quantity 6f Secon (al {pet in game: 1 femme ioe | cx |e [ab ee cr | zea | so | aoa | soa | 250 | apa | apa | aca | (225 | 225] 225| 225| 225| 325 4-25 | fra Fort | Fort | Leningrad Counter Section Nr. 1 (100 pieces): Back fe ee Aw Silos i ications, Jars avon. N vo PRUSSIA a TERRAIN KEY QW 2 City Hex Soviet Gity Hex Clear Hex Swamp Hex Town Hex Hill Hex Soviet Set-up Road Hex River Hexside ~ Allsea Hexside GOOG = National Border How to Set-up the Game To start, the German Player should place 7 in- faniry units on hex O111,® infantry ute on hex ‘O13, and 2fnfantey and the units of te 41st and 456 Panzer Corps on hex 0112. The Paazer Comps are made up of three unit each fora total of 8 tits deployed on hex O112, The remaining units fnter at reinforcements and are pled on the Game-Turn Record. Track, The Soviet Player turn all his units that the untied faces of all he Units are up. The unite are separated by type, i faniry and armor. The Soviet Payer thn random ly pleks units and places chem on their starting set- up heres. The units are pled on the set-up Hewes by type, I=Infantry and A=Armor, and by number per hex (either one orto). The remaining Soviet units are placed, with ther untried faces up, fon the Game-Turn Record Track, NOTE: The ‘Soviet reinforcements for Game-Turns 9 through 12 must be drawn from those units which have been eliminated, They are drawn on the Game- ‘Turn they enter and are untried units, unknown (0 ther Player, when they enter

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