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ee Battle for Stalingrad RULES OF PLAY Copyright © 1980, Simulations Pubcations nc., New York, N.Y., 10010 Read this First: The rules of this SPI simulation game are organized in a format known as the Case System. This system of organization divides the rules into Major Sections (cach of which deals with an important aspect of play). These Sec- tions 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 Section. Many times this Gencral 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 logical 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, isthe fifth Primary Case of the sixth Major Section of the rules. Many times these Primary Cases are further subdivided into Secondary Cases. A Secondary Case's recognizable by the fact that it has two digits to the right of its decimal point. Each Major Section can have as many as nine Primary Cases and each Primary Case can have as many as nine Secondary Cases. The numbering system is meant as an organizational aid. Using it, Players can always easily tell where a Case is located in the rules. ‘Asa further aid, an outline of the Major Sections and Primary Cases is given at the beginning of the rules. How the Section and Case Numbers Work: Major Section Number Primary Case Number i em Case Number [6.53] ‘The preceding example would be the number of the third ‘Secondary Case of the fifth Primary Case of the sixth Ma- jor Section of the Rules, How to Learn to Play the Game: Familiarize yourself with all of the components. Read all of the General Rules and Procedures and read the tiles of the Primary Cases. Set up the game for play (after reading the pertinent Section) and play a trial game against yourself referring to the rules only when you have a ques tion, This procedure may take you a few hours, but itis the fastest and most entertaining way to learn the rules short of having a friend teach them to you. You should not attempt to learn the rules word-for-word. Memorizing all that detail is a task of which few of us are capable. SPI rules are written to be as complete as possible — they're not designed to be memorized. The Case numbering system makes it easy 10 look up rules when you are in doubt, Absorbing the rules in this manner (as you play) is ‘2 much better approach to game mastery than attempting. tostudy themas if cramming for atest. ‘We hope you enjoy this SPI game, Should you have any difficulty interpreting the rules, please write to SPI, phrasing your questions so that they can be answered by a simple sentence, word, or number. You must enclose @ stamped, self-addressed envelope. We cannot guarantee a proper answer should you choose to phone in your ques- tion (the right person is not always available — and since ‘SPL has published hundreds of games, no one individual is capable of answeringall questions), Writeto: SPI Rules Questions Editor for Battle for Stalingrad 257 Park Avenue South New York, N.Y. 10010 2e4P11 1.0. INTRODUCTION 2.0 HOW TO SET UP AND. PLAY THE GAME 2.1 Setting up the Game 2.2 Playing the Game 3.0 GAME EQUIPMENT 3.1 The Game-Map 3.2 Charts, Tables and Displays 3.3 The Playing Pieces 3.4 Parts Inventory 4.0 SEQUENCE OF PLAY 5.0 AIRPOWER 5.1 Using the Air Power Tracks 5.2 Restrictions on Allocating Air Attacks 5.3 Level Bomber Air Attack Procedure 5.4 Dive Bomber Air Attack Procedure §.5 Flak Units and Anti-Air Attacks 5.6 Air Support for Ground Attacks 6.0 ARTILLERY BOMBARDMENT 6.1 Sequencing Artillery Bombardment 6.2 Restrictions on Hexes that May Be Bombarded 6.3 Restrictions on Units Participating in Bombardment 6.4 Effects of Terrain and Enemy Unit Type on Bombardment 6.5 Mortars 6.6 Soviet Ammunition Depot 6.7 Soviet Survivors 1.0. MOVEMENT 7.1 How to Move Units 7.2 Completing a Units Move 7.3 Movement Inhibitions and Prohibitions 7.4 Overrun (German Player-Only) 78 Instant Counter-Attack 7.6 Deploying Artillery (German Player Only) 7.1 Moving in Support 8.0 STACKING 8.1 Restrictions on German Stacking 8.2 Restrictions on Soviet Stacking 8.3 Stacking in Volga River Bank Hexes 8.4 Restrictions on Observing Stacked German Units 9.0 ZONES OF CONTROL 9.1 Which Units Exert a Zone of Control 9.2 Effects of Terrain on Zone of Control 9.3 Effects of Zone of Control 10,0 GROUND ATTACK 10.1 Declaring Ground Attacks 10.2 Determining the Attack-Type 10.3 Surprise Attack Procedure 10.4 Normal Attack Procedure 10.5 Resolving an Ambush 10.6 Indirect Fire 10.7 Breakthrough 11.0 INITIATIVE AND REACTION 11.1 How to Use the Reaction Chits 11.2 Soviet Capabilities in a Sovie Reaction Phase 11.3 General Chuikov 11.4 Ending an Initiath Reaction Phase 11.5 Final Soviet Reaction Phase 11.6 Strategic Withdrawal (Soviet Player Only) 12.0 SPECIAL SOVIET UNITS 12.1 Soviet Militia 12.2 Workers Brigades 12.3 Volga River Flotilla 12.4 Pontoon Battalions 13.0 SUPPL} 13.1 German Supply 13.2 Soviet Supply 13.3 Soviet Isolation 13.4 Soviet Collapse 14.0 EFFECTS OF TERRAIN 14.1 Armor Type Units and Terrain 14.2 German Infantry Units and Terrain 14.3 Using the Terrain Effects Chart 14.4 Special Terrain Hexes 14,5 The Oil Tanks 14.6 Prohibited and Irrelevant Terrain 15.0 REINFORCEMENTS AND REPLACEMENTS 15.1 German Reinforcements 15.2 German Replacements 18.3 German Withdrawals 15.4 Soviet Reinforcements 15.5 Soviet Replacements 16.0 TRANS VOLGA ARTILLERY 16.1 Deploying TVA Units 16.2 Capabilities of TVA Units 16.3 Kontrpodgotovka (Counter- Preparation Bombardment.) 17.0 SCENARIOS AND VICTORY 17.1 Introductory Scenario 17.2 The Campaign Scenario or [1.0] INTRODUCTION Batle for Stalingrad is a battalion/eompany Jeyel simulation for two Players of the extcal World War I tale forthe renowned Russian city ‘on the Volga River. The conflict raged for seven ‘vsoks in late 1942. Elements of fourteen German sisions ofthe Sixih Army and Fourth Panzer Ar- my engaged dozens of divisions and brigades of the Soviet nd Army in one ofthe blocdiesteam- paiens ofthe war, The game scaleisapproximataly 500 meters to the hex and each GameTurn represents one-week of rel time. Batle for Stalingrad uses 2 game-system of German action and Soviet reaction, highlighting the differences command and tactics emploves by the Germans and Soviets at the time, The Ger ‘mans enjoyed superior application of thet air power anc artillery. Their efficient communica- tions and command structure, under General Friedrich von Paulus, allowed them to maintain completciniitive in the atlewnil hey were well Into the built-up areas of Stalingrad isef. The Soviets, onthe other hand, had poor communica- tions among. their force. Lieutenant-General ‘Vasil Chuikov was hatd pressed vo maintain com- ‘mand ofhisarmy, even nthe most critlealareas Of the city. The campaign was finally decided amon, the burnt out blocks of the dying metropolis, Were the Soviets proved themselves masters ur- ban combat, [2.0] HOW TOSET UP AND PLAY THE GAME GENERAL RULE: Battle for Stalingrad uses 2 unique eame- ‘sistem (0 lusrate low-level combat na strategle siuation, Each Player wil find, os the German or Soviet commande, that he will be directing the ‘pertions of an entize army over a long time period and also carefully deploying assault teams to storm crea tactical objectives. A complete ‘game of Stalingred's played in seven Game-Turns {Githough it recommended thatthe one Game- ‘Turn Introductory Game be played fist 10 gain farnlacty with thesyscer), [2.1] SETTING UP THE GAME, Before besinnina pla, the Players should punch font their unite from the counversheets, sorting them by nationality and unit type. Then the Soviet Player, rollowed by the German Player, places the ‘unis recelved at chestar of play on te map ‘THE SOVIET PLAYER SETS UP HIS UNITS “The Soviet Player conclts the Soviet Deployment Display to determine which wits he places in each ‘ofhis three Deployment Areas. += The South Deployment Area consists ofall the hexes inthe ares bound by the south edge of the same-nup, the German Start Line, the Tsarist River and the Volas River. exes 1534, 1634 and 1735 areconsideredinthe South Area, * The Cenral Deplovment Area consists of allthe hexes in th area bound by the Tsarsta, Volea and Mokraya Mechetva Rivers and the German Siar Line + The North Deployment Area consists ofall he hexes to the north ofthe Mokraya Mechetva River bound by the Volea River andthe German Siar Tine ‘The Deployment Display shows how many ofeach typeof unit are placed in each ates, and £0 which Formation the units belong (divisions, brigades, te), The formations have no eect on play; they are incinded purely for historical interest. For ex fmple, in the South Deployment Area the 24ath Infantry Division inches four 2-8 infantry wis, two 3-8 infantry unis, one 2-8 engineer unit, et Ina given Area, the Soviet Payer may place the units a6 Me sees it, within the foHewing restric 1, Allunits shouldbe placed with thee black-type side Face up. 2. Atleast one Soviet unit must be placed in each hex designated asa Soviet mandatory starting po- sion, Note that woSovet units must beplaced in hex 136, 2. Mili units may only be placed in ight struc. ture, heavystructur, or fortified structure hexes, 4. Theworkerbrigadeunits (inthe central deploy- ‘ment group) must be placed, one per hes, inthe Krasny Oktyabr Works, Batricady Factory and Tractor Fastorynexes 5, The 2289 Ammanition Depot counter must be placed on a ferry hex or within six hexes inclusive ofaferyhex. 6, Stacking restrictions must be observed (see Sec- tion 8.0). ‘The Soviet Player then places his Level and Dive Bomber Airmarkers on the "0" spaces ofthc re- spective Ait Power Tracks, and places the Game- ‘Turn marker on the "Game. Turn 1” space of the ‘TumRecord Track. ‘THE GERMAN PLAYER SETS UP HIS UNITS [After the Soviet Player has placed all his units i fin is Deployment Display, the German Player ‘consuls the German Deployment Display to det Imine which nits he paces iach of his nine Dv sion Deployment Sectors. Each Division Sector Consists of all the hexes enclosed by a Division Boundary ine and the German Sart Line. (Exams- ple: The 94th Infantry Division Secior includes hexes 0335, 0434, 0435, 0436, 0437, 0538, 0836, And 0537). All the German units listed for each {iision on the Deployment Display maybe placed lanywhere within thei designated Division Sector. German units may be placed adjacent to Soviet tumte across the Start Line. Stacking restrictions ust be observed, Onoe the game bepins, division ‘designations have no effect on pay. Four German artillery nits on the display are designated in- dependent, these may be placed in any Divison Sectors the German Player desires. ‘The Get Player then places his Level and Dive Jbomer Ait markers on the spaces marked "on ther respective Ait Power Tracks, The Play~ ‘ers arenow ready tobegin the game, [2.2] PLAYINGTHEGAME Ineach Game-Turn both Players move thei units and conduct many differen forme of atack, All {types of attacks ae resolved by rllingadieand re. ferring tothe Combat Resulte Tale, Whenever a ‘unt has completed a function described in the following paragraphs, te it movement, allack, oF ‘combination of the two, itis Fipped over. A nit that is fipped over may not be used durin the ‘mainder of the Game-Turn. As the Game-Turh progress, prostesively more units wil be fip= ped over. When all the units a Player may wish (0 scare flipped over, the Game-Tura completed. ‘The Players Conduet Ale Attacks ‘pinning withthe Soviet Player, each Player may stick Enemy unite with his’ avaiable Level Bomber and Dive Bomber Air Points. Auacks conducted by the two types of Ar Points are Fesolved aiferently. A Player whose units are tnder attack may conduet Anti-Aie Atacks with flak unt ‘The Players Use Their Arley UnltsTo Bombard nemy Unk Each player's artillery units may attack Enemy Uunlis thet are within range by bombarding them. ‘Aseach riley units used to bombard, iis lip. ped over, The Players take turns resolving bor bardments one attack after another antit both Players have condicied all the bombardments they ean orwishte, “The German Player Moves His Units ‘The German Player may move his units and con- duct overruns and ground atitks. The Soviet Player may conduct instant counterattacks agaist German units that move neat 0 ceriain Soviet ‘nis, The German Player moves ond aracks with fone unit or stack of units, and ten flips ie over before moving another. Whenever the German Player conducts any type of attack, the Soviet layer draws a Reaction Chit If the Soviet Player draws. chi hat initiates a Soviet Reaction Phase, the German Player must immediate} stop moving ‘and attacking. with his units. Until the Soviet Player draws such a cit, the German Player con- When the Soviet Player drawsa chit tha niiatesa Sovfet Reaction, he may move and atack with his, Units inthe same method the German Player used However, the Soviet Player is limited inthe num: ber of units he may move, depending on the oll ot adic and the location of his General Chuikov Counter, When the Soviet Player has moved 2s ‘many units as allowed by these imitations and hes brousht any reinforcement aits due him into play, of if he rolls a "6 when conducting any Form of attack, ll Soviet movement soos. “The German Player Moves Again ‘The German Player resumes moving andattacking with is units, However, te may not use those hat face already flipped over. He continues until the Sovit Player again draws Reaction Chit hat in- iates Soviet Reaction Phase “TheSoviet Player Moves Agnin AAS in his fist Reaction Phase, the Soviet Player may move hisunis that arenot fipped over within the imitsmentionedabove Inthie way the Players allemate moving theirunits until the German Player has moved all the units he 0 desires, Then the Soviet Player geis final ance to move his wits, When he is ished, the Game-Turn is declared over and a new one is begun. While playing the fist fw Game-Turns, the Play- esshould keep an eye on the Sequence of Play (see Section 40), which outlines the distinct order in which each Player undertakes the functions of the Game-Tu [3.0] GAME EQUIPMEN [3.1] THE GAME-MAP ‘The 22°34" game-map portrays the vty of Stl fngrad and the surrounding area in 1942. 1 in- les all the terrain significant to the Stalingrad ball, Ic also displays the Terrain Key, Turn Rec- ford Track, German Replacement Tox, and the German and Soviet Air Power Tracks ‘A hexagonal grid is superimposed over the terrain features printed on the mapsheet in order (0 rept larize movement and he positioning of the paying pieces, Each hexagon (or hex") on the map has iReown four dit entity umber “To make the maple Mat, back-fold it against the ‘creases, Small peces of masking tape may be used althecorners of themap to hold tau. —— [3.2] CHARTS, TABLES AND DISPLAYS. ‘Various visual aids are provided fo the Playersin ‘order to simplify and llostrate certain game func: tions, These are the Soviet and) German Deploy ment Digplays, the Reinforcement Display, the “Terrain Effect Char, the Combat Results Table, ‘and the Unit Capabilities Cart. [8.21] Terrain EtFects Cha (Gee charssand tables) 3:22] Combat Results Table (Goechartsand tables) [3.23] Unit Capabilities Cha (Geechartsand tables) (3.3) THEPLAYING PIECES The cardboard pieces represent the military units that took part in the orginal bate. The numbers fd symbole on the pleces represent the fire Strength, movement eapabilty, and the type of unit represented by that piece. The playing picees fare referced o throughout the rules as waits. De- pending on the type of military symbol on a unit, {the numerical values on that unit may have differ- cent meanings, As the Players will note when Teading these rules, the units in Battle for Ste- Tingrad may petorm many different funciions and fare under various restritions, depending on their type, The Unit Capabiliies Chart (3.23) sum- tarizs all these special characteristics for quick {eference when playing the game. [3.31] Each type of unit fas nto one of five gen ‘eral catapories, depending on how the values on the unit are end. Within each category azea num berofparicularunittypes 1, ALL UNITS WITH ONLY TWO VALUES (ront and Beck) u Presirenih-}-+3-B-— ‘Note that all units have identical values on both ser ofthe counters ‘Summary of Type 1 Units: ngieer (2) econ armored Engineer Heavy Recon Soviet (only) Type 1 Unis: wiary Worker i Survivor Sun oacts Marne ‘nay le Iden Mochnerennfenty TB 2, ARMOR AND ANTE-TANK UNITS (Grontand Back) Se FeesrenthA 1982-24 +1 -Moret Fire Strength A isused when attacking into clear {errain hex or when stacked with at least one pat= tlepating infanuy, engineer, worker, or recon saissance unit (2 14.) ‘re Strength Be wsea wien attacking ino any er- ‘ain hex except clear when nr tacked with one of ‘the unit types ised in A, Summary of Type2 Units: Anticon emmy Armor 193, GERMAN INFANTRY UNITS, \rontand Back) ‘re strengin Frestrenetc* 5-4-1 Moverent Fre Strength Cis sed whe firing into any hexex cept a heavy, forified or special sructre terrain hex Gee14.3). Fire Strength D is vsed when firing into a heavy, owtified or special structure terrain hex. Summary Tye Ul Morne Metal Mac es Infantey G3 4, ARTILLERY UNITS (Frontund Back) ' = shown re sirenatt #8 10. 12 -Movement "ame Note that all Soviet unis that are part of the ‘Trans-Volga Arillery group have a Movement Allowance of°0" (2016.1) ‘Summary of Type Ualts: Ary = Morte Mey Rocket Ariliey Note: All_arillery units with 2 Movement Allowance of I8 are considered self-propelled 5. FLAKUNITS (Frontand Back) ‘Types: 1 ES) 2p nici ene 31-12 Volesientiato Type? ats 5) Type B u DEE 3 et anar nanse Dan Ad: Vetus dential 10 Tope misrse 350) 66, MISCELLANEOUS SOVIET UNITS Ee] leone rate eas | SEE | cenracnioy oe hE | Ponronseuation Fe a cee 7, GAMEMARKERS owt ses Leyal Stipe | Gommzent Romer Dive om, | ovmen vive somber ‘Some Level Bomber Binbr Dive P| sorer Dive Bomber Binbe Dpld | German Deployed Ariery Game m Turn on Soviet | SonerRescon cht React [3.32] All units are printed identically on both sides of thsi counter, except that of the front the information isin Black, and on the back jn white ‘This facilitates the movement stem used in Baile for Stalingrad, as desribed in Case7.2 [3.38] Definitions of Terms Fire Strength The relative strength of «unit when Conducting Offensive or Detensve fir. In ad tion, artlery units we this Strength when conduc ting’ Bombardment, and flak units use this ‘Strength whenallacking Enemy AicPints. ‘Movement Allowance: A quaatifiation of aunt's ability to be moved through thehexgrid, expressed in terms of Movement Points. All Soviet unisex pend ane Movement Point foreach ex Iey ente thie all German units expend more or less tha fone Movement Point per hex entered, depending ‘ontheterraininthehet ‘Range: The maximum numberof hexes away from 44largethex an artillery or flak unitmay beand stil conduct fie or bombardment against the hex Range fs counted by including the hex being fired nt, but not the hex oecupied by the fring aril Ieryunit. “Anticair Range: The maxézmam umber of exes ‘vaya Flak unitmey be and sillconduct an Anti- fir atlack on Enem Air Points committed to a he. Gur Types Included for historical interest only, and has no effect on play. However, any artillery foted ¢s 4 Mortar does have special restrictions placed onit(see Case6.5) [3.4] PARTSINVENTORY [A complete copy of Battle far Stalingrad should include 122" 34" gamesmnap 1 200die-cutcounter-sheet 1 a00die-cut counter-sheet ' 2 pagerules (includesarticleand chartsand vables) 1 Gorman Deployment Display 1 Soviet Deployment Disp 1 Reinforcement Display 2 G-ided dice 1 Gameboxassembly aay parts are missing or damaged, illouttheen- closed Complaint Card and return to SP for re placement. Note: The process sed io manufacture Counters sometimes esis nimages being slighty ‘off-center or colors from one counter overlap ping the color of other neighboring counters. Counters displaying sue miner imperfections ‘aot be replaced by SPL. Only counters that are illesiblecan be replaced by SPL [4.0] SEQUENCE OF PLAY ‘Stalingrad splayed in namber of Game-Turns During each Game-Turn Players move thle units and attack the Enemy Players unis. In order for the Players to carryout there functions ina lozical ng fair manner, each Game-Turnis arranged ina figid sequence thal the Players must fllow. The Sequence of Plays divided ino five Stages, some ‘of which are farther divided into Phases. The ma- joesage in the Game-Turh the Operations Stoze. contains Phases that may shit back and forth un expectedly a number of times, asa result of each Player's actions. The Plaver whose Phase is cu Feat In progres is often referred to asthe Phas ing Player, the other Player asthe son-Phasing Player, Each Game-Tusn is executed according 10 the following sequence. A. GAME-TURNPREPARATION STAGE Both Playerscheck thelr units tomake urethey all have the appropriate side face-up. On odd-nom- tered Game-Turas, all units should begin with their black side face-up, and on even numbered Game-Turns with thei white side face-up, as noted onthe Game-Turn Record Track. Each Player places his Air Markers on the spaces ‘marked for the current Game-Tura number on his ‘Air Power Tracks ‘The German Player places any replacement units {available to him this Game-Turn onthe map, B, AIRPOWERSTAGE 1, Soviet Air Phase ‘The Soviet Player may atte German units with his Air Poins, f he has any. The Soviet Player ist allocate ll his available Air Points before he resolves his air attacks. The German Player may ‘conduct an entiair attack Whenever @ Soviet ait stack reso, 2, German AirPhase ‘The German Player may attack Soviet units wit his available Air Poins. He may allocate his Ait ints and revolve thelr stacks in any order he wishes, The Seviet Player may conduct ant-airat- tacks C. ARTILLERY BOMBARDMENT STAGE, Each Player may us sarily nits o bombard [Enemy units that are within range. The Players al- temate executing borbardmens, beginning with the German Player, All artillery bombardment is considered tobe simultaneous, Thus, ifn artilery ‘une that had not yer bombarded was eliminated by Enemy bombardment, it would beallowed to take part in-a Bombardment before it was removed from play. The Players take turns bombarding un- {lone Player has finished all his bombarding. The ‘other Player then fesolves all further bombard- rmenishewishes to conduc. D. OPERATIONS STAGE 1, First German fatativePhase ‘The German Player may move his units, including {einforsements availble to im, within therestrc- tions of theres for movement, Zones of Control dnd stacking. He moves oae stack of units at a time, conducting overruns and sfound attacks ‘asinst Soviet units with that stack before moving “another stack, The Soviet Player may conduct n= Sant counterattacks against moving German units. [As the movement of each German unit is com- pleted, i ie Mipped over. After the esolution of tach overrun, ground atack, or instant counterat- fack in which the German Player takes part, the Soviet Player draws a Reaction Chit, The German Player continues moving and aitacking WIth his units uni the Soviet Player draws a Reaction Chit ‘hat Iniates a Soviel Reaction, All Germaa move- ‘mencand combat then stops. 2, Firs Soviet Reaction Phase The Soviet Player rolls the die to determine how many stacks of wits he may move, in addition to “any units within ewe hexes ofthe General Chuikov ‘ounter. He moves one sack of unisata time and Sonducts ground attacks with that stack before ‘moving another stack. The Getman Player may vonduct instant counterattacks against moving So- viet units As the movement of each unit is com- Dleted, i is lipped over. The Soviet Player may bring feinfoscement units due him into play. When the Sovet Player has moved all the tacks of units hic isallowed to or wishes, the Reaction Phase is completed; all Soviet movement and. combat Stops, This Phase also ends immediately if the Soviet Player rolls a6" on thei when resolving any oFhisgroundattacks, 53, Second German laltiaive Phase ‘The German Player resumes moving his units, as in the fret Initiative Phase, However, he may not ‘ve units that have been Tipped over in the cur- ‘ent or previous phase. This phase continues until ‘another Soviet Reaction Phase is initiated, n the Same manners explained previously, ie Pleyets continue alternating Phases (with cach Player moving in his Phase those urits not flipped over) until, during a German Initiative Phase, the German Player announces that he hes Finished moving and attacking with all hisunitshe can of wishes toin this Game. Turn, If all his units fare flipped over, he automatically makes this de Glaration. The Soviet Player now hs a final [hance oreact 4, Final Soviet Reaction Phase a. The Soviet Player receves ceplacement armor tits in specified Soviet-occupied fortified struc- ture hexe bb. He may move any unis that are not Mipped ‘ver and conduct ground attacks with them, a: ‘dedi tothe normal restrictions of a Soviet Re ‘ction Phase, nd may bring avalable reinfore=- ‘ments into play. However, he rolls to dice to ‘determine how many stacks of units hemay move ‘When the Soviet Player has completed all the ‘movement hei allowed or desires, ori he rolls Ng" during a Ground Attack, bis “normal move- ment” forthe Game-Turns completed. ce. The Soviet Player may move cerain units that fate not lippet over by Straten Withdrawal 6. The Soviet Player receives replacement worker fd militia units, and may change the location of bis ammunition depot counter. E. GAME-TURNINDICATIONSTAGE ‘One complete Game-Turn is now finished. The Soviet Player checks fr oll tank inition. The Ger- fan Player checks tose fhe has fulfilled thecon- tions. for victory. The Game-Turn marker should be moved tothe next space on the Game- ‘Turn Resord Track, signaling the beginning of new Game-Tura, [5.0] AIRPOWER GENERAL RULE: Both Players receive air power during the course Of the game inthe form of separate Level Bomber land Dive Bomber Aix Ponts. These reassigned to the Players each Game-Turn in accordance with their respective Air Power Tracks (printed onthe map). The Players may us thei Ait Points (acon ‘uct air attacks on Enemy units during thet Phase of the Air Power Sage, Lavel Bomber Air Poins may be used to stack all the Enemy units in a Snele hex, Dive Bomber Ai Points may be used to fttack one Enemy unit, of they may be used t0sup~ Dor ground atacks during the Operations Stage Instead CASES: [.1] USING THE AIR POWER TRACKS. ‘The Air Power Tracks list the number of Air Points of both types the Players receive foreach Gatte-Turn, Each Players Aie Point markers should be placed on their racks in the appropriate Stace, during the Game-Tusn Preparation Stage For example, on Game-Turn 3 the Soviet Player has three Level Bomber Points and no Dive Bom- ber Point; the German Player has 48 Level Bom ‘ber Points and [4 Dive Borer Points “The numbers on the tracks progres in multiples, not single apts. Dive Bomber Points are lise in Increments of 2, Soviet Level Bomber Points i ‘rements of 3, and German Level Bomber Points inincrements of 4. Bach (pe of Air Poin! assigned Toanairattack must be committed minimally in Hated facrement of a multiple thereof. For xam- Dies f the German Player were executing an ara tack with Level Bomber Points, he could only commit 4, 8 12, 16, ec. Points to the attack ‘These increments apply Before any reductions to the Air Point for lerain or ak etacks are taken ‘When a player announces an airatack, he moves the marker for the type of Air Points he i using {down the track an appropiate number of spaces. FForexample, I the German player executed an air attack with six Dive Bomber Points, he would ‘ave the Dive Bomber marker three spaces reward “", When a marker teaches the “0” space orifit ‘ais the arn here), the player has no Ar Points ofthat ypeavailable [5.2] RESTRICTIONS ON ALLOCATING AIR ATTACKS, {8.21 The Soviet Player must allocate all his iailable Air Points to air attacks before resolving {ny of thom (Exeeption: See Case 5.6) For exam~ ple, on Game-Turn 4 the Soviet Player has 2 Dive Bomber Poinis and 6 Level Bomber Points. He ‘mut declare which German unit the Dive Bomber Points will tack, and which one or two hexes the Level Bomber Points willatack, before rolls the die to determine the outcome of any of thea tacks {5.22] The German Player may allocate his Air Points and resolve his air attacks in ay order he wishes. Thus, he could air attack a particular hex svth Level Bomber Points, soe ow that goes, a attack some other exes ais whim, and shen ait fttack a unt in the first hex with Dive Bomber Point or mare Level Bomber Points 15.23] A Player may commit any number of Air Points of tesame ypeto single airatack (inthe Droper increments). Level and. Dive Bomber Points may never be combined in a single at at- {ack aiough he two types could be wed to exe- ‘ute beparateaitatacksin hesame hex. [5.24] The German Player may not execute at at- ‘tacks against Trans Voles Arillry units (see Case 16.26) or against hexes in or east of the Volks River, Soviet pontoon units, the Volga Flotilla ‘unit the General Chuikov counter and the ammu nition depot counter are never affected by German Iivel bomber air attacks inthe hexes they Occupy and may not be air attacked by German Dive Bomber Ponts [5.281 Air Points are not atfeced by range. Any Jhexon the map (except as noted in Case $.24) may beairattacked. [5.3] LEVELBOMBER AIR ATTACK PROCEDURE A level bomber airattackisexeeuted against all he Enemy unis n'a particular hex in the following 1 The Phasing Player chooses an Enemy- coovupied hex and announces how many Level Bomber Ponts heis using toatack the hex. 2. The non-Phasing Player may attack the Level Bomber Posnts with his Tak unis, if he has any avallable within range (ee Case 5.3) flak a lack is successful, the appropriate number of Points is subtracted from the Level Bomber Point, total tacking the ex. 3. The remaining Level Bomber Points may be Further reduced by the terrain in the hex under a tack, a8 noted in column of the Tetra Erfees Chat 44. The Phasing Player rolls the dle, crose-cefer fneing the die result with the adjusted Level Bomber Point total on the Combat Result Table to determine the number of Enemy units eliminated. “Theddieresult may be modified by the terrain the hex, a6 noted in column S of the Terrain Efects Chart [8.31] Units eliminated by level bomber air a lacks ate immediately removed from play. The ‘ving Player choses Which units inthe hex wil bbe eliminated (Exception: See Case $.32)-He must remove the requisite cumber of units. fall the So ‘twits in a fortified structure hex ae climinat (da Survivorunitisereted (see Case 6.7) [8.32] When any elimination result is incurred in an alt attack, any arillry unis in the hex most be destroyed fest. If there are more arillry units in the hex than the combat result indiates must be eliminated, the owning Player chooses which ore [5.33] Level Bomber air etacks may nor be exe tuted against an Enemy-oceupied hex that is ad |acent toa Friendly supe hex. [5.4] DIVE BOMBER AIR ATTACK PROCEDURE {A ive bomber airattack is executed again asin. le Enemy unit, 2s follows: 1. The Phasing Player chooses an Enemy wait that he cam observe (ee Case 8.4) and announces how ‘many Dive Bomber Points heis using to atc 2, The non-Phasing Player may atack the Dive Bomber Points with his ak unit, they are able within range (See Casa 5.) ithe ak attack Is suoeessful, the appropriate number of pons is subtracted fram the Dive Bomber Point tol in theair attack, 4. Theremaining Dive Bomber Points may be fur ihe reduced by the terrain inthe en the wait un der atack occupies, if it is an infantry, machine Bun or engineer uni, as noted in column #of the Terrain Effects Cha. 4. The Phasing Player rolls the dle, erossrefer~ cencing the die result with the adjusted Dive Bomb- €f Point coral on the Combat Result Table to de- ‘ermine ifthe Enemy units eliminated. Te dere sult may be modified by the terrain inthe hen if the unit under attack isan infantry, machine gun, or engineer type, as noted in column Sof the Te. Fain Effects Chat [8.41] A dive bomber sir attack affects only 1 ‘uit, Other nis in the same hex asthe unt being attacked are not affected bythe attack, [5.82] unit under dive bomber air attacks elim inated ita resull of 1” or mores achieved on the ‘Combat Resulls Table, A result greater than "1" has no further effec. (5.43) A unit under dive bomber air atack only receives the terrain benefits listed columns 4 and Sof the Terain Effects Char, if itis an infty, machine gun or engines unl, [s.48]_A dive bomber airatiack may be conducted agains an Enemy uni: in a hex adjacent 10 2 Friendly-oceupied ex. [5.49] Ifadive bomber air attack results ina fort fied structure being cleared ofall Soviet units, 8 Surviverunitisereated (sce Cas 6.) [5.5] FLAKUNITS AND ANTLAIR ATTACKS ‘The non-Phasing Player may use his in-range flak ‘unit to conduct antinne attacks sgainst the Phas ing Player's Air Points during an ir attack. Firs, he totals the Fite Strength ofall the flak unit at. tacking the Enemy Air Points. He then rolls the ic, crss-felerencing the die result with this flak total on the Combet Results Table, fo determine theslumber of Enemy Alt Points lst. Ifthe ai at tack is being conducted by Level Bomber Air Points, the combat result of the ant-air attack is ‘doubled (a comiat resul: of 2 would eliminate 2 Dive Bomber Points or 4 Level Bomber Points). ‘The Phasing Player reduces the number of Points he commited tothe air attack by he appro- priate amount and then proceed to resolve the air Attack, as outlinedin Case. 3 and 34 [5.51] Aa anti-aie attack is conducted by a ‘number of eligible flak units against all the Points committed toa single air attack ina single hex 15.82] A Mak uniciseligible conduct an anti-sir Avickif its within range of the Friendly-occupied Ihex under airattackin accordance with the resrc- tions of Case 3.53. A flak unitis within range of 2 hex if its printed ant-aie range is greater than o= ‘equal tothe distance in exes from theunit’shex to The hen itis firing into (sce Case 3.33). [8.83] A Soviet Mak unit may only attack German Ar Points in one hex, although t may attack A= Points in that hex each and every time they ace commited. That is, once a Soviet flak unit attacks German Air Points in one hex, it may atiack Air Plats ia tha hex onl, forthe remainder of che Game-Tur. A German flak unit may atack any and all Soviet Air Point commited to any hetes ‘within range [8.54] 1a fak unit has ewo printed Fire Stensts Values, the frst one always used when conduct ing ant-irattacks. Some flak units have both 2s antiaie range and an artillery range (se Case 13131). The former value isused only for anti-aira. tacks and the later only for conducting artillery Dombardment and indirect fre (see Section 6.0 and Case 10.5) (5.55) If a flak unit is attacking Level or Dive Bomber Aie Points committed tothe ex it osu pies, its Fire Strength is doubled for he attack. Some flak units do not have a printed ant-air ange; such a unit may conduct ant-air attacks Againat Ai Points commited tothe hee it occurs Oly, butts Fire Strength still éoubled. [5.56] A Hlak unite not flipped aver when it con ducts an ant-air attack. It may atack Aie Points fny number of times and move normally in the (Operations. Stage. Once 2. Soviet flak unit is flipped over (see Case 7.2), it may no longer con fuct-ant-air attacks, German flak its nay Alvays conduct ant-airalacks, whether Mipped (5.89) Air Points climinated by an anti-airatack ate [ont for the duration of the Game-Tuen oa In succeeding Game- Turns, the player cecelves is fullalotment of Ae Points. (5.58) Flak units may conduct anti-ar auacks against Dive Bomber Air Points committed 0 sup- port ground attack during the Operations Stag= (Gee Case 5.6. Soviet flak units ae under the re Sections of Case 8.53 during the Operations Stage, and if a Soviet flak unit 8 moved (tipped over) it may no longer conduct anti-ae atacks (alike the German lak units). [5.59] Terrain has no effecton anti-ar attacks. (5.6) AIRSUPPORTFOR GROUND ATTACKS During the Operations Stage, the Phasing Player may use Dive Bomber Air Pints (only) to support any ground attacks he is conducting (see Section 10.0) Ifhebas any Dive Bomber Air Points avail able (hati, he did noc expend his entire allotment for the Game-Turn in the Air Power Stage. he ‘may ad any portion of them (in increments of {seo to the Fite Strength of his units conducting 2 sround attack [5.61] The Phasing Player commis Air Points 10 support a ground attack at the same time that he ‘commits indirect artery fire support for the st tack (step 2of the ground atiack procedure) [5.62] The umber of Dive Bomber Air Points a Player commis to a ground atack is nor affected by te erain inthe ex under attack (column of the Terrain Effects Chart has no effect on the ‘Air Points). However the adlition (0 the eround tack die rll in column 5 of the Terrain Effects CChareis stil applies ce Case 10.43) {5.63] The non-Phasing Player may conductant airattaeks against Air Points commited to ground cack support with eligible ak units (See Case 5.5). Note that Soviet flak units may no! do soit they are Mipped over Gee-Case 5.58), oF If they hhave already conducted an anti-air attack into a hhox ether than the one under ground attack (see Cases. 53). [5.68] Leve! Bomber Air Points may not be used inthe Operations Stake. [8.65] Air Points may not be used to support an ‘overrun or instant counterattack, The defender in fa ground attack may not use Air Points. Aitacks ‘onicted solely by Ait Poing are mor silowed in the Operations Stage [6.0] ARTILLERY BOMBARDMENTS GENERAL RULE: During the Artilery Bombardment Stase, both Players may ute arillry units to bombard Enemy units Players take tens declaring and executing bombardments. Artillery units use their Fire Strength to bombard, This strength may be re- Guced by terrain, the type of Enemy wits being Tbombatded, oF if Soviet, by other special restic= tions. The modified Fire Stength of bombarding arillery unis i used in conjunction with the Com bbat Rel Table to determine how many, fans, Enemy ants under bombardment are eliminated. Blimination ofall the Soviet units ina hex by Ger ‘man bombardment willsomesines create survivor PROCEDURE: ‘The Player conducting an arilery bombardment declares which Enemy-occupied hex he is bom Daring and which of his in-range aillery units will participate. He then totals the Fie Strength of the involved artillery units, taking into account fany modifiers that may reduce thie strength as noted in the following cates. He rolls the die, rots-referencing the die revalt withthe rtal mod fled Fie Strength on the Combat Resuls Table determine how maay Enemy ants nthe bombard ‘ther sre eliminated, All riley units ieluding flak) that participated in the bombardment are flipped overs they aay not iniiate any Ture ac ‘hom inthe Game-Turn Gee Case 7.2). CASES: [6.1] SEQUENCING ARTILLERY BOMBARDMENT All arillery bombardment is considered 10 oocar ‘Simultaneously. However, since i would be dite cult do this in the game, the Players take turns ‘executing separate bombardments. Firs, the Get~ ‘man Player declares nd executes bombardment, then sae Soviet Paver, then the German Player fain, and $0 on, When one Player has no more bombardments to conduct, either by choice or iF there are no eligible artillery units remaining, the bother Player resolves all his remaining bombard nents consecutively [6.11] All aruiiey units have the opportunity to paricipate in bombardment during the Artillery Bombardment Phare, This, fan airy unit is eliminated by Enemy arilery bombardment, and that unit has not yet participated in » bombard ment, the owning play my use he unit to bom hard before is removed (unless he has already de aed hat he has finished bombarding) [6.12] I all the Soviet units in a hex from which the Soviet Player could poribly execute artilery potting (See Case 6.21) are eliminated by bom Darcment, the hex is stil considered to be Soviet ‘ceupied for purposes of spotting during the te- mainder ofthe Bombardment Phase [6.2] RESTRICTIONS ON HEXESTHAT MAY BE BOMBARDED ‘Any. Enemy-occupied hex may potentially be bombarded by Friendly in-range atilery units. However, the Soviet Player isunder special restric tions concerning which exes he may actually bombard, we other restrictions may limit he ef {ectiveness of his bombardments into certain hex- [6.21] Im order forthe Soviet Payer to bombard hex, it must fulfill one ofthe following thre re quirements: 1, The hex is adjacent to & Sovie-cecupied hex (the Soviet units im the hex may, but need not necessarily, be involvedia the borsbardment), 2, Thebes is within 9 hexes of the Mameyev Kur fan (hex 1726) and theresa east one Soviet unit Jn Mameyer Kurgan, 3, Thefhecis within 3 hes of a hill hex occupied ‘by atleast one Soviet unit {6.22} 1f the Soviet Player is bombarding ‘German-occupied hex tat nor adjacent to aSo- viet-oscupied hex, the total Fire Strength of his bombarding arty units is halved (rounding fractions up, im adehtoa to any other reductions the strenath may incur Thos, the Soviet Player may be able fo bombard a hex by satisfying re ‘irement 2 or 3 n Case 6.21, but unless he can Satisfy requirement 1, the Fire Strength of that bombardment wil be halved 16.23] A hes thats occupied solely by Soviet mil- sig oF survivor units ma’ aot be used for artery Spotting, Ifa hill ex oF the Mameyev Kurgan is ‘eupied solely hy these ype of units, the hex may ‘ot Be used to satisfy requirement 2 of 3 of Case G21, (Exception: A survivor unit in Mameyey Kurgan doessatisiy requirement 2), [6.24] The Soviet Trans Volea Artillery units are not subject (othe restrictions of Cases 621 and 6.22, See Section 16.00 deals {6.28} There is no limit co the numberof mes a biven hex may'be bombarded, aslongas thePlayet has arillery unite available todos (6.26) The German Player may not bombard a hex oscupied solely by a Soviet pontoon uni, the YVolea loti nit thesmamurition damp couater, ‘indo the General Chuikev counter. I other unit types occupy a ex along with one oF more of the Above named units, the hex may be bombarded bur she named unis are not affected by the bom- ardiment. The German Player may. bombard hhexes occupied by Trans Volga Ariley units However allsuch hexes are considered tobe fort- fied structures, Ofer than these restiedons, the German Player may bombard any Soxiet-oceu- pied ex; hehas no"spoting” requirements, [6.3] RESTRICTIONS ON UNITS PARTICIPATING INBOMBARDMENT Only arilery units may pasicipate in bombard ment, inluding all artilery unit sypes sted in Case 3.31 and Mak nits witha printed artillery range. Any number of alley units may parti Dteina ingle bombardment, but hey must all be Within range of the hex being bombarded, and it Soviet, must fulfil addtional requirements n this Case [o.31} An anillery unicis within range of hex to bebombarded fits printed ranges greater than or qual tothe distance in hexes from the artillery Unit's hexto te hex in question, [6.32] In order for more han one Soviet artillery lunittopartcipateina sinele bombardment, ll the Aillery unite mast be stacked the se hex, OF in adjaoent henes, This retricton also applies {0 Soviet unis conducting indirect fie during the Operations Stage [see Case 10.66) EXAMPLE: A eae ees kia B 4 Inexamples A and B, al three Soviet artillery units may participate ina single bombardment. In ex Simple C, unite 2 and 3 may both be used in one Bombardment, but unit 1 may not. [t could be sed in 9 separate Bombardment en the same or a Aiterent Enerny-oocupied bex [6.33] An arillery unit may bombard an Enemy unit ia an adiacent hex (see Case 6.46). Soviet ati lery bombarding an adiacen hex & Subject re sitions of Case 6.32. [6.34] Soviet Trans Volga Ailey units are not subject tothe restrietions of Case 6.32(see Section 16.0) [6.4] EFFECTS OF TERRAIN AND ENEMY UNIT ‘TYPE ON BOMBARDMENT (6.41) Column 4 of the Terrain Effecis Chart is ‘ied when units under bombardment oseupy a heavy’ or fortified sirueite hex (Exception: See Case6.45) [6.42] Column 5 of the Terrain Effecis Chart tlnays used when units under bombardment oc- ups alight structure, heavy structure, woods, for- tiled sirature, or park ex [6.43] 1f hex under bombardment contains only armor units (including light or heavy arm), the Total Fire Strength of the bombarding unis i quartered (Exception: See Case 6.45 and 6.46) [6.48] Ifa ex under bombardment contains one br more armor units and at leas ne ether type of Unit, the total Fire Strength of the bombarding bmits is halved (Exeeption: See Cases 6.48 and {6 IF the Bombardment results inthe eimina- tion of units in the hex, the amor unis are elimi hated afer all other unit types in the hex ate femoved [6.45] 1f heavy of fortified structure hex com tains any armor unit, the Fire Strength of units Dombarding the hes is modified as noted in co: tumn 4 ofthe Terrain Etfeeis Chart, nov according to Cases 6.43 nd.44. (6.46) 1F an atilery vit is bombarding Enemy ‘ait in an adjacent hex, column 4 of she Terrain Eeots Chart Is not used, and the presence of Enemy armor units has no effect oa the artillery lanit’s Fite Stenath (Exception: See Case 6.5). If ——— other arillery units nor adjacent to the Enemy unlis were pareipating, hei Fire strength would beaffected, but not the Fre Sirengih ofthe adjac- cents [6.41] The above modifiers also apply to artillery Units conducting indirect fire during the Opers- tions Stage (see Case 10.64). {6.48} When hatving the Fire Sireneth of artilery Units, halve the combined Fire Strength of all the lunits to hich the eduction apples, then round the fraction up if necessary. When quartering the Fire Strength, divide by our, then round the frac: tion up if necessary, [6.49] When a hex containing artery units is ‘bombatded, the arillery units must be eliminated first, if losses are called Tor (however, see Case 61D. ot [6.5] MORTARS. wee Airy unis designated ax mortars (noted bya tire atthe base of the unit type symbol) have Special resititions. If'a moar arilery unit is bombarding an adjacent Enemy-occupied hex, ts Fire Strength is haved, and it may be affected by ‘he moles in column 4 of the Terrain Effects ‘Chart or bythe mealies for bombarding Enemy srmor units (ee Case 6.43 and 6.4) even though Adjacent. However, the effeis of «mortar ar- illey unit bombarding an adjacent hex are nor ‘cumulative with the effects of terrain or Enemy ar- tor. The single reduction most favorable 10 the tanit’s bombardment is used. (Example: Ita mor: ‘ararillery unit were bombarding an adjaceat hex containing only armor units, its Fire Strength ‘would be quartered only.) These penalties also ap- ply to mortar artillery units conducting any sort of fire in the Operations State. Ifa mortar arillry units nat adjacent to the hex into which is f= ing, itis weated as anormalarillery unt [6.6] SOVIET AMMUNITION DEPOT “The Soviet counter “2289 Ammunition Depat’” represents the central storage area for ll Soviet ar. tlery ammunition wes of the Volga River. Aslong as this counter ison the map, Soviet arillery units ‘ay be used to their Fal effect, within the retri tions ofthis Section. If the counter is ever not on the map, the Fie Stzgth ofall Soviet artillery units i haved (counding fractions up) forall pu poses until the counters again in play. This peal ty is in addition to any other reduction the units may itu [6.61] The ammunition depots initially deployed ‘many ferzy hex or within six hexes ofa ferty hex. ‘Once placed, i¢ may not be moved a5 a normal unit. However, at the end ofthe Final Soviet Reac= tion Phase in each Game-Turn, the Soviet Payer ‘may cclocate the depot by moving the counter co ny other hex within sic hexes of non-Genman Deeupied ferry hex. [6.62] The ammunition depot counter does 201 count asa unit for purposes of stacking and not fected by any form of German attack or fre. {6.63} German units may be moved into a hex c= cupied solely by the ammunition depot counter (exception to Case 7.32) IF this event occurs, the Aepat immediatly removed from ply. [6.68] 1f she ammunition depot counter has been Femoved from pay, the Soviec Player may pace it back on the map during the next Final Soviet Rese ton Phase, inaccordance with Case 6.61 [6.65] Sovict Trans Volga Ariery is not affected by theremovalof the ammunition depot. [6.7 SOVIET SURVIVORS allthe Soviet unis ina fortified structurehexare

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