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4 Battle for Moscow Rules Battle for Moscow Rules v1.

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eliminated instead. reduced one level for fortifications, but no longer southeast edges (at most, one per city; no [1.0] INTRODUCTION [3.1] The Game Map: The map portrays
Stand Fast: When defending in a Major City
hex (only), the Defender may convert a DR
for the river (since all of the attackers are no
longer across river hexsides), thus making the
“stacking”). Battle Operation Typhoon was the code name for
the area to the west and south of Moscow
where the German army made their fateful
 Existing reduced-strength Russian units,
result to a single step loss and no retreat.
DRL (Defender Retreat and Loss): The
final odds 3:1. In addition, the Russian unit
would be eliminated if forced to retreat since it is
to be restored to full-strength, must also
be in communication with those red
for the German Army’s final lunge to capture
Moscow in late 1941 and is the subject of
dash to capture the Russian capital in late
1941. A hexagonal grid is superimposed on
surrounded by Enemy units and their ZOCs. Battle for Moscow. This offensive was the terrain features on the map. These
defending unit must first take a step loss; then,
if it survives, it must retreat as described for a
[10.0] REPLACEMENTS
border map edge hexes.
 Moscow: As an exception, the Russians
Moscow intended to break the Russian Army and end
its resistance to German conquest. If
hexagonal spaces (we call them “hexes” for
DR result (above). short) define units’ positions just like the
General Rule
(only) can bring in or restore a unit in Table of Contents Operation Typhoon succeeded, it would squares of a chessboard. The map also
 If a full-strength unit takes a loss, flip it Moscow even if it is not in communica-
[1.0] INTRODUCTION ......................1 mean the collapse of Russian morale (or so shows important terrain such as forests,
over to its half-strength side. Both players receive replacements on their tion with a red bordered map edge hex.
[2.0] GENERAL COURSE OF PLAY..1 the Germans believed). If it failed, it would cities, fortifications, rivers, and railroads.
 If a half-strength unit takes a loss, it is respective Player Turns (i.e.,
[10.3] Where German Replacements (and did) leave the exhausted Germans open
eliminated (i.e., removed from the map). during Phases 1 and 5). The [3.0] GAME EQUIPMENT.................1 Explanations of the terrain features are
Appear: Replacements and to a Russian counteroffensive that would
DE (Defender Eliminated): The defending number of replacement steps [4.0] SEQUENCE OF PLAY ...............2 found on the Terrain Effects Chart (TEC).
communications work similarly for the push them forever beyond reach of
unit is entirely eliminated whether it is received each turn is listed on the [5.0] HOW TO WIN ..........................2 [3.2] Game Charts & Tables: Various
Germans, except that they use and trace to Moscow.
currently at full-strength or half-strength. Game Turn Record Track. game aids are provided for the players in
the west (black border) edge of the map and [6.0] SETTING UP THE GAME .........2 Battle for Moscow is played on a map of
EX (Exchange): First, the defending unit Each replacement step allows that player to: Moscow has no special properties. [7.0] ZONES OF CONTROL ..............2 order to simplify and illustrate certain game
the former Soviet Union where the battle functions. These are the Combat Results
takes a step loss as described in a DRL. 1. Place a new half-strength unit on the map [10.4] Use ‘Em or Lose ‘Em: If a [8.0] MOVEMENT ............................2 was fought. It uses playing pieces that
Then the attacking player must lose at least the (using one that was previously eliminated Table (CRT), the Terrain Effects Chart
replacement step is not used, it cannot be [9.0] COMBAT .................................3 represent the actual military units that
same amount of Strength Points from among or, for the Russians, one that was not set (TEC), and the Turn Record Track. They
saved for later turns. It is permanently lost. [10.0] REPLACEMENTS ...................4 participated in this campaign. Each player
the attacking units at that Battle. up on the map at the start of the game). are explained where presented in the
represents a General commanding an Army appropriate rules section.
[11.0] REINFORCEMENTS [11.0] REINFORCEMENTS ...............4
 In both cases, if a full-strength unit is –OR – Group of troops (for the Germans) or a
reduced to half-strength, the amount of the General Rule [12.0] MUD ......................................4 Front of Russian Armies. The individual [3.3] The Playing Pieces: The playing
2. Flip a half-strength unit that is currently pieces represent actual military units that
loss is computed as the original strength on the map over to its full-strength side.
[13.0] GAME BALANCE .........COVER German ground units represent corps (from
Only the Russians receive a fought in this campaign. The numbers and
minus the reduced Strength. [14.0] GAME CREDITS ..........COVER the Latin word “corpus,” meaning body) of
“Friendly Controlled” Defined: Friendly reinforcement unit. It sets up as symbols on the playing pieces represent the
For Example: a full-strength German panzer indicated in the Setup Rule (6.0 [15.0] DEVELOPERS NOTES ..COVER approximately 25,000 soldiers and what
controlled means that your units were the strength and type of unit simulated by the
unit with 9 Strength Points takes a loss; it is #1) on the Game Turn Track. was left of their equipment after the long
flipped to its Reduced-Strength, 4-point side. last ones to have entered that city. [0.0] USING THESE RULES particular playing piece. The playing pieces
drive across western Russia in the summer
That loss is measured as 5 Strength Points. All cities are owned by the Russians at the Placement of Reinforcements
of 1941. The Russian ground units are shall henceforth be referred to as “units.”
New gaming terms, when they are
Finally, if the defending unit survived, it must beginning of the game except for those that This unit is placed on its full-strength side initially defined, appear in dark red armies of approximately 40,000 men each. Sample Military Units
retreat as per a DR result. start occupied by German units. in any hex along the northeast, east, or
lettering for quick referencing. [2.0] GENERAL COURSE The German Player controls the German
“In Communication” Defined: In southeast (red-bordered) map edge that is (field gray / light gray) units. The Russian
 Note that if the defending unit is eliminated The instructions for this game are
because it is unable to retreat, the attacking communication, for the Russians, means not occupied by another unit, nor in an OF PLAY Player controls the other (red / pink) units.
being able to trace a path (of any length) Enemy ZOC. organized into major “Rules” sections as
player does not match that additional loss. Battle for Moscow is a two-player game:
from the hex in question to the northeast, shown in large green CAPS font and Front Back
AL (Attacker Loss): One attacking unit (of [12.0] MUD One player assumes the role of the Axis Size
east, or southeast (red border) edges of the represented by the number to the left of
the attacker’s choice) takes a step loss, as de- (Germany) and the other player assumes the (corps)
map. Excluding the origin hex, this path General Rule the decimal point (e.g., rule 4.0 is the Type
scribed in the DRL result. It does not retreat, role of Russia (the Soviet Union). Each
cannot enter a hex containing an enemy unit fourth rule). These rules generally explain (Panzer)
however. No attacking units ever retreat in Turns 3 and 4 are “mud” turns (others are player moves his units and executes attacks ID (46th)
Battle for Moscow. or an Enemy Zone of Control. “clear” and have no effect). On mud turns, the game’s components, procedures for
on enemy units in turn, attempting to fulfill
Note that, unlike in some other wargames, the following special mud rules apply: play, the game’s core systems and mech- Combat Strength Movement Allowance
Combat Example: Here you see two different the game’s Victory Conditions.
friendly units do not negate the effects of [12.1] Mud Effect on Movement: All anics, how to set it up, and how to win. (special Panzer move)
German attacks on a Russian unit. In Figure 1, To move from one space (called a “hex” for
the odds begin at 15 to 4, or 3:1. They are enemy Zones of Control for any reason. movement, except Russian Rail Movement, With each Rule, there can be “Cases” that its shape) to another, each unit expends a Unit Type Symbols
reduced one level for the river and another one [10.1] One Step at a Time: You can’t use is reduced to one hex per Phase. further explain a rule’s general concept or portion of its Movement Allowance.
for the defending unit’s fortifications, for final two replacements during the same Player [12.2] Mud Effect on Combat: The basic procedure. Cases might also restrict Combat is resolved through Battles by
combat odds of 1:1. Turn to create a new full-strength unit. Combat Strengths of Panzer and Tank the application of a rule by denoting comparing the total Strength Points of Infantry Shock Panzer or Tank
Creating a new full-strength unit from one units are totaled and then halved when exceptions to it. Cases (and Subcases) are adjacent opposing units and expressing the Infantry
off the map would take two turns of attacking (only, not when defending). an extension of a Rule shown in the way comparison as a simplified probability ratio
replacements (and two total replacement Retain fractions when halving (e.g., half that they are numbered. For example, (“odds”). A die is rolled, and the outcome Infantry: composed primarily of
steps; one received on each of those turns). of 9 is 4.5). The Strength of Infantry units is Rule 4.1 is the first Case of the fourth indicated on the Combat Results Table infantry divisions
unaffected. Rule; and Rule 4.1.2 is the second Sub- (CRT) is then applied to the units involved. Shock: infantry divisions with massive
[10.2] Where Russian Replacements
Appear: Newly placed Russian units (i.e., For Example: In the previous Figure 2, if it were case of the first Case of the fourth Rule. artillery reserves
a mud turn, the three German units would be
[3.0] GAME EQUIPMENT
those being brought in from off the map) Important information is in red text. Panzer (Tank, Armor): composed of
appear by being placed along the northeast, reduced to a total Combat Strength of 12.5 (i.e., Parts Inventory primarily armored divisions
losing 4.5 from the Panzer). That would make
References to examples of a Rule or Case
east, and southeast edge of the map, along ● 1 11” x 17” map
the odds 3:1 before adjusting for terrain effects. are in blue text and this font. Unit Size Symbols
Figure 1 Figure 2 the red border, in any empty hex not in an ● 1 set of 40 5/8” square game pieces
enemy Zone of Control – OR – in any Note that if an Exchange combat result Text in shaded boxes, like this, provides ● 1 Player Aid sheet (terrain + turns) XXX XXXX
The attack in Figure 2 is similar, except for the empty, friendly controlled city (cities are the voice of the game’s designer, who is ● 1 Rules booklet Corps Army
occurs on a mud turn, the attacker’s losses
addition of the 2-strength German 42nd infantry highlighted by white-dashed hexside are based on the units’ printed strengths, addressing you to explain an idea or ● 1 BattlessonTM sheet Unit Type is either infantry (foot soldiers)
corps – but that makes a big difference! The markings) that is in communication with not their halved values for the mud. concept that is not, itself, a Rule or a or armored (German “panzer” or Russian
Not included is one 6-sided die needed for
odds are now 17 to 4, or 4:1. These odds are still the red-bordered east, northeast, or Case. “tank”).
resolving battles.

© 1986 Frank Chadwick and 2009 Victory Point Games © 1986 Frank Chadwick and 2009 Victory Point Games
2 Battle for Moscow Rules Battle for Moscow Rules 3

Combat Strength measures a unit’s value Russian Player Turn [7.0] ZONES OF CONTROL [8.2] Restrictions: The following [9.0] COMBAT [9.1] Long Odds: After Step 2, above, if
in battle as expressed in Strength Points; 5. Russian Replacement Phase. The restrictions apply: the odds are above 6:1, reduce them to 6:1.
higher numbers are stronger. General Rule General Rule
Russians receive replacements. [8.2.1] Enemy Units: A unit can never After Step 3, above, if the odds are below
Movement Allowance determines how far Each unit has a Zone enter a hex containing an enemy unit. In each Combat Phase (Phases 3 and 7), all 1:1, that attack has no effect on either side.
6. Russian (Special) Rail Movement
the unit can move as expressed in of Control (“ZOC”) friendly units may attack adjacent enemy
Phase. All Russian units that begin this [8.2.2] Stacking: A unit can enter a hex [9.2] Terrain Effects on Combat: As
Movement Points. that consists of the six units. Attacking is completely voluntary;
Phase on a rail line may move along it. containing a friendly unit, but there can shown on the Terrain Effects Chart, if the
hexes surrounding it units are never compelled to attack.
Unit Size and ID (identification) are 7. Russian Combat Phase. All Russian only be one unit in a hex at the end of defending unit is in a forest, major city (i.e.,
(see diagram), A “Battle” is an attack on one enemy unit
included purely for historical interest and units may attack. each Phase. Moscow or Tula), or is a Russian unit in a
including hexes by any or all of the attacking player’s units
have no effect on game play. [8.3] Zone of Control: A unit entering an fortification hex, reduce the odds by one
8. Russian Movement Phase. All Russian occupied by enemy that are adjacent to that Battle Hex and the
All units have two sides: A full-strength Enemy Zone of Control must immediately level (e.g., a 4:1 attack becomes a 3:1, a 3:1
units may move (including those that units. Enemy Zones die being cast to determine its outcome.
(front) side and a reduced-strength (back) end its movement for that Movement Phase. attack becomes 2:1, and so on).
moved by rail in Phase 6). of Control have important effects on
side (in a different shade of color for easy There is no penalty or effect for leaving an Procedure If all of the attacking units in a Battle are
Administrative movement, combat, and replacements.
recognition during play) that is half the Enemy Zone of Control. First, the attacking player (or “attacker;” across a river from the defending unit,
9. Housekeeping Phase. Advance the [7.1] Movement Effect: A unit entering an
Combat Strength of its full-strength side Movement Example: Here are some different i.e., the German Player during the German reduce the odds by one level.
Game Turn marker or, if the last turn was enemy Zone of Control (“EZOC”) must
(rounded down). Losses in combat can ways that the German 6th Corps could move. Combat Phase, and the Russian during his All of these terrain effects are cumulative!
played, stop and determine the winner. immediately end its movement for that
reduce a full-strength unit to a reduced- The numbers in the illustration show how many Combat Phase) announces all his Battles;
Movement Phase (as per Case 8.3). Units For Example: The
strength unit. Replacements can turn a Movement Points it has spent from its Move- that is, he declares in advance which enemy
reduced-strength unit into a full-strength
[5.0] HOW TO WIN may freely leave EZOCs and thus can move
units he will attack and which of his own
Germans are attacking
directly from one hex in an EZOC directly ment Allowance of four (4), the second number Moscow as illustrated.
unit. The Germans win if they along each unit’s bottom, to enter that hex. (“friendly”) units will attack them.
control Moscow at the end of to another hex in an EZOC, but must then During Step 1, the
The six-sided die, which players  Once Per Combat Phase: A single unit
must provide, is used only with the
Combat Results Table to determine
& Game Turn 7. The Russians
win if they control Moscow
stop.
[7.2] Combat Effect: Units cannot end
The German 6th Corps can move to hex A or B,
but must stop immediately because it has
entered the Enemy Zone of Control exerted by
may only attack once per Combat Phase,
and a single enemy unit may only be
combined strength for
the German attackers is
and any one other city. Any other result their retreat in an EZOC; they are computed as 16.
the result of attacks. The die has nothing to the Russian 10th Army (Case 8.3). attacked once per Combat Phase.
(i.e., the Germans control every city but eliminated if they do. (See Case 9.3.) In Step 2, this value is
do with movement of units.  Battle Commitment: Once all of a
Moscow) is a draw. “Control” of a hex [7.3] Effect on Replacements: Zones of The German 6th Corps can also move to hex C divided by the defen-
[4.0] SEQUENCE OF PLAY (e.g., Moscow) is defined in Rule 10.0. and stop because it has used up its entire player’s battles have been announced for
Control also affect how a path can be traced der’s strength of 5; 16 ÷ 5 reduces to 3:1 odds.
Movement Allowance for that Movement Phase that Combat Phase, the attacking player
Game Length: There are seven Game to allow for Replacements. (See Case 10.3.) In Step 3, terrain effects are checked, and the
[6.0] SETTING UP THE GAME (and it must also stop because it has entered an can’t change his mind.
Turns in the Battle for Moscow. [8.0] MOVEMENT odds column is reduced twice: once for the
Procedure Enemy Zone of Control). The Battle Sequence
Time Scale: Each Game Turn represents defender being in Moscow, and again because
1. Place the Game Turn marker General Rule In moving to hex D or E, the German 6th Corps Battles are resolved one at a time in any all of the attacking units are across river
approximately one-to-two weeks of real
on the 1 box of the Game Turn Units are moved during the Movement has also spent its entire Movement Allowance order the attacking player desires. For each hexsides. Thus, the new (reduced) odds column
time, depending on the weather. For
Track and the Russian 1st Phases (i.e., Phases 2, 4, 6, and 8) of each for that turn. Note that hex D is a forest hex, and Battle, the following sequence is followed: for this battle is 1:1.
example, turns 3 and 4 each represent
Shock Army on the 4 box Game Turn. Movement works essentially therefore costs two Movement Points to enter 1. Total the Combat Strengths of all the
approximately two weeks because the mud Example #2: The Germans attack a Russian
(when it arrives as a the same way in each Phase. (as per the Terrain Effects Chart on the Player attacking units in that Battle.
slows down the battle. unit in Tula; there are two shifts to the left: one
Reinforcement, see 11.0). Aid Sheet).
How the Turns Work: Each turn is divided Each unit has a Movement Allowance that 2. Divide this total by the Combat Strength for the major city and one for the fortification hex.
2. Take the remaining sixteen Russian represents the distance in hexes it can move of the defending unit, dropping any
into nine parts or “Phases” that are [9.3] Combat Results Explanation: These
performed in the exact order listed below.
armies and flip them to their reduced- in each eligible Movement Phase, subject to E remainder (or “fractions”), to get one of outcomes can occur during Step 4 of a Bat-
strength side. Place one of these Weather and Terrain Effects. (See the the odds levels provided on the Combat
All actions in one phase must be finished 4 tle as shown on the Combat Results Table:
reduced-strength Russian units on each Player Aid Sheet for these tables.) Results Table.
before the next phase can begin. D 3, 4 NE (No Effect): Nothing happens.
hex marked with a red star (). Since all
The first four phases are the German In a Movement Phase, the player moves any 3 For Example: An attacker’s 16 total Strength
Russian units are the same strength, it DR (Defender Retreat): The defending unit
“Player Turn;” the next four are the or all of his units that qualify (i.e., only Points engage in a Battle against a defending is retreated (i.e., moved) two hexes by the at-
doesn’t matter which unit goes where. 3
Russian Player Turn. panzers in the Panzer Movement Phase, and unit with a strength of 4. The odds are 4:1 (four tacking player as follows:
There should be two Russian units left.
only Russian units on rail lines in the Rail 4 to one). Note that 15 attacking 4 is only 3:1.
Procedure 3. The German Player then sets up one full- Movement Phase). Units move one at a 2 C  Two Hexes: The unit must end up two
B 3. Determine if the combat effects of hexes away from the defending hex (i.e., it
German Player Turn strength German unit on each hex time, from hex to hex, in any direction or terrain have lowered the odds column. cannot zigzag; each hex of retreat must take
1. German Replacement Phase. The containing a black cross (!). The exact combination of directions. 1
1 4. Roll the die and consult the Combat that unit a hex further from the defending
Germans receive replacements. setup is very important as it determines [8.1] Russian Rail Movement: In the Rail Results Table; cross-index the row of the hex).
what the Germans are capable of doing Movement Phase, any (and only) Russian
2. German (Special) Panzer Movement number rolled with the odds column to  Avoid EZOCs: If possible, the unit must
on Game Turn 1. units that start the phase on a rail line can
Phase. All German armor (i.e., panzer) determine the result. avoid entering an Enemy Zone of Control at
units may move. 4. The German Player commences the first spend their Movement Allowance and move 1 any time during a retreat.
Game Turn starting with his Combat in accordance with the rest of this rule with 5. Apply the combat result immediately.
3. German Combat Phase. All German
Phase*. The game then follows the this exception: They can only move along
A 6. Advance after combat: If the defending
 Unavoidable EZOCs: If the unit must
units may attack. retreat through a hex or hexes in an EZOC,
Sequence of Play (as per Section 4.0) hexes that are connected by a rail line and unit is no longer in its hex (i.e., it has
4. German Movement Phase. All German it loses one step. If it is forced to end its
until the last Game Turn is completed. do so at a cost of 1 Movement Point per hex been eliminated or forced to retreat), one retreat in an EZOC, it is eliminated.
units may move (including panzers that regardless of terrain (e.g., a forest hex attacking unit may immediately move
*Since all German units begin at full  No Units: The unit may never retreat into
moved in Phase 2). counts as only one hex for movement Also note that there is no additional cost in into the defender’s just-vacated hex.
strength and are physically placed in their or through an enemy-occupied hex, nor end
starting positions, the German Player during Russian Rail Movement). Movement Points to cross the river hexsides, as 7. Conduct the next pending Battle, if any. its retreat in a friendly-occupied hex.
receives neither Replacements nor Special in some other wargames. In Battle for
The Combat Phase is over when all Or Else: If there is no retreat path which
Movement on Game Turn 1. Moscow, river hexsides only affect combat, not
previously announced Battles are resolved. satisfies all of these conditions, the unit is
movement.

© 1986 Frank Chadwick and 2009 Victory Point Games © 1986 Frank Chadwick and 2009 Victory Point Games

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