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Game Rules

Von Manstein´s
Backhand Blow
A Schwerpunkt Series Game

© 2002 GMT Games


2 Von Manstein’s Backhand Blow

The Situation: Von Manstein’s Backhand Blow simulates Each copy of Von Manstein’s Backhand Blow includes:
the Soviet offensive in southern Russia in February/March One 22 x 34 inch map
1943 and the German counterattacks. The Red Army tried to 280 die-cut counters
liberate the farmlands of the Ukraine and the important One Rules Booklet
Donets Basin and to trap two Axis armies against the Sea of 7 Player Aid Cards
Azov. With a considerable superiority in men and material Two six-sided Dice
(more than 1,800 Soviet tanks were facing 354 German
Panzer), it seemed logical from the Soviet point of view to If any of these parts are missing or damaged, we apologize
continue the advance and extend the success of Stalingrad for the inconvenience and ask that you contact us to receive
from the Soviet point of view. any replacement parts needed.
Please send your correspondence to:
However, the Red Army faced two strong adversaries: an
overstretched logistical network and Erich von Manstein, GMT Games ATTN: VMBB
probably the most brilliant operational commander of World PO Box 1308
War II. The wide frontages and scarce resources, combined Hanford CA 93230 USA
with the massive commitment of mobile formations by both Phone: 559-583-1236 (800-523-6111 toll free in
sides created an extremely wild, fluid, and dynamic battle. USA and Canada)
Von Manstein’s Backhand Blow represents the high water Fax: 559-582-7775
mark of operational art during the 20th century. E-Mail: gmtoffice@gmtgames.com
The Game: Von Manstein’s Backhand Blow is a two-player 2.1 The Rules
operational simulation and is basically intended for two Each major section of the rules is assigned a whole number
players, one on each side, although it is also suitable for (1.0, 2.0,...). Subordinate rules are assigned a corresponding
solitaire play. One side represents the German forces of number to the right of the decimal place. For example: 2.1,
Heeresgruppe Süd while the other side controls the Red 2.2,...under rule 2.0; and 2.11, 2.12,... within sub-section 2.1.
Army forces of Southwest and Voronezh Fronts. The This system allows quick and easy cross referencing of rules.
cardboard playing pieces represent the actual units which
participated in the campaign, while the map represents the
2.2 The Game Map
terrain over which the battle was fought.
The game map represents the area of southern Russia in
which the fighting took place. It is based on contemporary
Von Manstein’s Backhand Blow is the first game in GMT´s
German military maps, Red Army military maps captured by
Schwerpunkt series of World War II games. Certain concepts
the Wehrmacht, and contemporary Soviet topographical
and mechanics of Von Manstein’s Backhand Blow can be
maps. Each hex on the map has a four-digit identification
found in other games of the designer, especially Turning the
number, used for game reference purposes only.
Tables (published by Moments in History in 1998), Drive
to the Baltic! (Published by Moments in History in 1999),
Example: The city of Kharkov is located in hex 2510.
and Velikye Luki (published by Moments in History in
2000). However, even veteran players who are familiar with
the other games should study these rules carefully. 2.3 Charts And Tables
The Player Aid Cards contain charts, tables, tracks and
Note: GMT Games published a game titled Lost Victory on displays used to assist players throughout play. These are
the same topic in 1994. The game covers the campaign in listed below, in alphabetical order:
greater detail. Activity Table - lists possible actions of one player during
one Schwerpunkt Segment.
Course of Play: The game is played in game turns, each Attrition Table - resolves Attrition Checks.
representing three days of real time. During a game turn a Combat Results Table (CRT) - resolves combat.
player moves and fights with his units and expends C3I Game Turn Record Track - shows the passage of time, lists
Points. C3I Points and Victory Points.
Game Turn Sequence Track - lists the segments and phases
Object of the Game: The Soviet player must liberate the to be undertaken each game turn.
farmlands of the Ukraine and the important Donets Basin. General Records Track – records Action Points, C3I
The German player must hold the cities in order to keep the Points, and Victory Points.
Ukraine and the Donets Basin under his control.

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German Combat Chits Chart - lists the effects of German


Combat Chits.
German Substitute Unit Display - holds the counters of
German units currently not in play.
German Variable Reinforcements Table - brings German
Variable Reinforcements into play.
Random Events Table - resolves Random Events.
Reinforcement Schedule Chart - lists reinforcements
entering play and the removal and addition of Combat Chits.
Soviet Combat Chits Chart - lists the effects of Soviet
Combat Chits.
Soviet Substitute Unit Display - holds the counters of
Soviet units currently not in play.
Terrain Effects Chart (TEC) - lists the number of Reinforcements have their turn of entry printed on the counter
Movement Points to enter each hex on the map, and how the instead of a setup hex.
different terrain types influence combat.
Terrain Key - shows the meaning of the various map colors
and symbols.
Weather Table – determines the weather conditions of the
current game turn.
Weather Track – shows the weather conditions of the
current and previous game turns.
Variable Reinforcements are marked with an “R” in front of
2.4 The Playing Pieces their setup code, Units that do not exert a Zone of Control
German Variable Reinforcements are marked with an “R” in (ZOC) are marked with a “No ZOC” band. Units which may
front of their setup code. German Verfügungskräfte and not attack have their combat strength in brackets.
Soviet Uprising forces are stationary and may not move; they
have a movement allowance of zero.

The example below is the 586th infantry regiment of the


German 320th Infantry Division. It is a non-motorized
infantry unit with a combat strength of 6, a tactical rating of
2, and a movement allowance of 2. It may benefit from
integrity (16.6) and is initially deployed in hex 3822. It is a
two-step unit (shown by having factors printed on both sides) 2.4.1 Color Scheme
with a reduced strength of 3 on its reverse side. A unit’s nationality is shown by its color scheme. In addition,
it differentiates between Soviet Regular and Guards units and
German Heer, Luftwaffe and Waffen-SS formations.

A. German
Heer gray
Luftwaffe blue
Waffen-SS black
B. Soviet
Soviet Regular gold
Soviet Guards red

2.4.2 Historical Identification


A. German
Many German units are designated by two groups of
numbers/letters. In most cases, the group to the left of the unit
identification box identifies the parent formation; the group
to the right of the unit identification box identifies the unit
itself. Example: 320-586 reads 586th infantry regiment of
320th Infantry Division.

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Nor: Nordland (unit designation)


Some German units are designated by only one group of NSF: Nachschubführer (supply quartermaster)
numbers/letters. The numbers/letters identify the units itself. PD: Panzer-Division (tank division)
Example: FJ11 reads Fahnenjunkerregiment 11. Polt:Poltawa (city; Poltava)
Pol: Polizei (police)
B. Soviet SDK: Streifendienst-Kommando (patrol services
Soviet units are designated by one group of numbers/letters detachment)
to the right of the unit identification box identifies. Example: SS: Schutzstaffel
41G reads 41st Guards Rifle Division. UFS: SS-Unterführer-Schule (Waffen-SS NCO school)
Sta: Stalino (city)
The following abbreviations appear on Soviet units as part of TB: Transport-Begleit-Regiment (transport guard
their historic identification: regiment)
TE: Theodor Eicke (unit designation)
C Cavalry Tec: Technisches-Bataillon (technical battalion)
G Guards Thu: Thule (unit designation)
T: Totenkopf (unit designation)
List of German Abbreviations Tur: Turkmenisch (Turcmenian)
Arb: Arbeits-Bataillon (labor battalion) Url: Urlauber-Bataillon (battalion formed out of men
Bau: Bau-Bataillon (contruction battalion) returning from leave)
Bel: Bjelgorod (city; Belgorod) Ukr: Ukraine (area)
Cha: Charkow (city; Kharkov) VK: Verfügungskräfte (security forces)
Dne: Dnepropetrovsk (city) W: Wiking (unit designation)
Don: Donets (river) Wac: Wach-Bataillon Hermann Göring (guard battalion
DF: Der Führer (unit designation) Herman Göring)
DR: Das Reich (unit designation) Wes: Westland (unit designation)
Dsch: Deutschland (unit designation) WWB: Wehrwirtschaftliches Bergbau-Bataillon (mining
EIW: Eisenbahninstandsetzungswerk (major railway battalion for war economics)
repair shop) Zap: Zaporezhe (city)
FBB: Führer-Begleit-Bataillon (unit designation)
FEB: Feldeisenbahn-Betriebs-Abteilung (field railway 2.4.3 Unit Types
battalion) All units in the game belong to one of the following three
Fel: Feldwirtschafts-Bataillon (field distribution categories - motorized, non-motorized, or stationary.
battalion)
FJ: Fahnenjunker-Regiment (regiment of officer A. Motorized
aspirants)
FSS: Frontsammelstelle (collecting center) Armored/Mechanized Infantry
Füs: Füsilier (unit designation)
FUS: Feld-Unteroffizier-Schule (field NCO school) Armored Reconnaissance
FZK: Feldzeug-Kommando (staff for technical services)
G: Genesenen-Bataillon (convalescent battalion) Tank
GD: Grossdeutschland (unit designation)
Ger: Germania (unit designation) B. Non-Motorized
GFA: Grenadier-Feldausbildungs-Regiment (field
training regiment for riflemen) R Alarm (Variable Reinforcements)
Gre: Grenadier (unit designation)
Her: Herzog (commanding officer´s name) Infantry
HGN: Heeresgruppen-Nachrichten-Regiment (signal
regiment of an army group) C. Stationary / Static
Süd: Heeresgruppe Süd (Army Group South)
HIW: Heeresinstandsetzungswerk (major repair shop) Verfügungskräfte (security forces)
KG: Kampfgruppe (task force)
KoR: Rückwärtige Dienste eines Korps (base services of
a corps)
LAH: Leibstandarte Adolf Hitler (unit designation) Uprising forces
LGN: Luftgau-Nachrichten-Rgt (air sector signals´
regiment)

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Von Manstein’s Backhand Blow 5

2.4.4 Unit Size Frontnahe Auffrischung Markers: marks


The unit-size-symbols printed on top the unit type boxes units that are undergoing Frontnahe
mean: Auffrischung (see 13.1)

[II] Battalion-sized ad-hoc unit German Force Markers – numbers 1 to 10, are
III Regiment included to make handling in “high density”
KG Kampfgruppe areas of the map easier for the German Player
XX Division (see 10.3)
XXX Corps
Soviet Controlled Marker – may be placed on
2.4.5 Steps the map to indicate if an objective or important
Step is an arbitrary term used to describe one increment of a point is controlled by the Soviet Player
unit’s ability to absorb losses. Most units in the game have
two steps, shown by having factors printed on both sides of Game Turn Marker - indicates the current
their counters. The second step comes into play after the unit game turn.
has lost a step in combat; the unit is flipped over to its reverse
side (with lower factors). If a one step unit, or a reduced unit
takes a loss it is eliminated and out of play for the remainder Segment Marker - indicates the current game
of the game. turn segment.

Soviet Front Markers – indicate the supply


head of a Soviet front.

All Soviet Tank and Cavalry Corps as well as certain German Victory Points Marker: Used on the General
units have four steps. Certain Soviet Infantry Corps have Records Track to mark the current Victory
three steps. These units are represented by two counters, only Points (19.21).
one of which may be in play at any one time. The lower-
valued units are marked with a black dot in the upper right Weather Markers – indicate the
hand corner. At the start of play, these units should be weather of the current game turn,
positioned on the Soviet and German Substitute Unit the previous game turn, and the
Displays until needed (i.e., they are only introduced into play number of continuous game turns with Deep Mud.
as combat losses are absorbed).
2.6 Game Scale
2.5 Game Markers Each hex on the map sheet covers approximately eight
The Game Markers are used as record-keeping devices on the kilometers (8 km / 5 miles) from side to side.
map board or play aid cards. Their use is covered in the rules.
Each game turn represents three days of real time. Military
Activity Points Markers - used on the General units are corps, divisions, regiments, Kampfgruppen, and
Records Track to mark the number of available battalion-seized ad-hoc units.
Activity Points.

Administrative Movement Markers – used to


mark units that conducted Administrative
Movement.
There are several standard conventions and basic concepts
Combat Chits - used for combat resolution. used during play.

3.1 The Die


The game uses a standard six-sided die to resolve probability-
C3I Points Markers - used on the General based events like combat. Certain game mechanics require
Records Track to mark the current C3I Points the roll of more than one die. In these cases, the results of all
available to a player. dice are added. The actual die roll result often will be

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modified by a positive (+) or negative (—) number. This


number is called a Die Roll Modifier (DRM). 3.6 Formations
Certain German units are permanently grouped into
3.2 Fractions and Rounding Rule formations. All units belonging to a specific formation can be
When making a calculation for a unit that produces a fraction easily identified by their designation to the left of the unit
in combat, retain the fraction. When the values for all units identification box; this designation signifies the unit’s parent
on the same side are added, round any remaining fraction formation. In addition, the unit identification boxes of all
down to the next whole number. units part of the same formation are colored identically. The
Wiking and 19th PD formations consist of four elements, all
Exceptions: No unit has its final tactical rating reduced to other formations consist of three elements each. Formations
less than one. The final combat strength of all units on the are important for Stacking (10.0), Moving German
same side may not be reduced to less than one. Formations (see 15.10), Administrative Movement (see 15.7)
and Integrity (see 16.6).
3.3 Cumulative Effects
All modifiers are cumulative. Thus, a unit attacking a Town
in a Forest hex would get a DRM of -3 (-1 for the Town and
-2 for the Forest). A combat value halved twice is quartered.

Once players mutually agree upon a scenario and choose


3.4 Hex Control
sides, they should be sure to follow all special instructions for
Hex Control is the term used to describe which side is "in
the selected scenario that supersede the standard rules. Each
control" of a particular hex at each instant during play. Hex
side places units and game markers on the mapsheet
control is important for Administrative Movement,
according to the "Initial Deployment" instructions. Once
Reinforcements, Supply, and Victory Conditions.
placement is complete, begin normal play.
Hexes into which a unit exerts a Zone of Control (ZOC, see A scenario is divided into several "Game Turns". Each
6.0) are called controlled hexes. A unit always controls the complete game turn is divided into several player phases and
hex it occupies (even if it does not exert a ZOC). If both sides segments. The sequence of play must be followed in the order
extend ZOCs into a hex, the hex is mutually controlled by presented below. Hence, once a player has finished a given
both players. phase or segment and gone on to another, he may not go back
to perform a forgotten action or redo a poorly executed one
Hex control is immediately lost if a unit no longer exerts a unless his opponent graciously permits it.
ZOC into the hex in question. A hex free of units and ZOCs
is controlled by neither player. Hex control changes are Von Manstein’s Backhand Blow is divided into a maximum
immediate, and may occur and reoccur in the same hex any of 17 “Game Turns“ (or less for Scenario One: “Red Army’s
number of times during play. High Water Mark”).

Note: Unlike most wargames, hex control is lost as soon as a 4.1 Move or Fight
unit does no longer exert a ZOC into a hex in Von Manstein’s During each Schwerpunkt segment,
Backhand Blow. This was done because both sides had each player will have the opportunity
insufficient forces available to cover the entire front at all for one movement phase and one
times. combat phase. The player in question must declare in what
order he will carry out his Movement and Combat Phases in
3.5 Fog of War each of his player segments. He may choose to have his units
STACKS: Only the topmost military unit in an enemy stack move first and fight second, or fight first and move second.
may be viewed at all times by the opposing player. After an The decision is always up to that player.
attack has been declared (the target hex and all attacking units
have been named), the opposing player may examine the Each player only makes one Phase Order Declaration per
contents of the enemy stack in question. If a stack contains segment that is applied to all his units throughout that
more than one unit, the topmost unit must be any motorized segment. He may never choose one phase order for some of
unit (if present). If the stack contains two motorized units, the his units and the other phase order for others. Neither player
owning player may choose one unit. Ignore any game may have two of the same kind of phases during the same
markers on top of the topmost military unit. segment; they must always take one movement and one
combat phase.
TRACKS AND DISPLAYS: Both players may inspect all
tracks and displays at all times with the exception of units in
the Force Marker Display.

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Von Manstein’s Backhand Blow 7

4.2 Outline Sequence Of Play Points spent. On the Activity Table, roll two dice and consult
the column corresponding to the number of C3I Points spent.
I. Administrative Segment Divide Activity Points received as evenly as possible
II. First Soviet Schwerpunkt Segment between the two Soviet Fronts.
III. First German Schwerpunkt Segment NOTE: The segment ends immediately if the Soviet player spends
IV. Second Soviet Schwerpunkt Segment zero C3i Points.
V. Second German Schwerpunkt Segment E. Conduct either the Combat or Movement Phase.
VI. Soviet General Segment
VII. German General Segment F. If the Combat Phase was conducted first, now conduct the
Movement Phase, or vice-versa..
4.3 Expanded Sequence Of Play
III. First German Schwerpunkt Segment:
I. Administrative Segment Skip this segment during Deep Mud game turns. The German
A. Advance the Game Turn Marker. player conducts the following activities:
B. Both players simultaneously check for Supply. Mark units A. Conduct Administrative Movement (15.1):
Out Of Supply, and conduct Attrition Checks if required. (1) Move any one unit and any number of Variable
Reinforcements from AMB #2 onto the map.
C. The Soviet player determines the Weather (5.0), and
(2) Move all units from AMB #1 to AMB #2.
places weather markers in the corresponding boxes of the
(3) Place any one unit and any number of Variable
Weather Track.
Reinforcements from the map into AMB #1.
D. Starting GT 7, the German player conducts Frontnahe NOTE: all units part of the same German formation counts as one
Auffrischung (13.1). unit for Administrative Movement purposes.

E. Starting GT 7, The German player may announce Rochade B. Declare in what order the Combat and Movement Phases
this game turn if the weather is frozen (8.4). will be conducted.

F. Starting GT 2, the German player determines his Variable C. Spend C31 Points. Decrease the number of available C3I
Reinforcements, and places them on the map (11.4). Points on the General Records Track by the number of C3I
Points spent. Go to the Activity Table. Roll two dice and
G. The Soviet player places his eligible Reinforcements consult the column corresponding to the number of C31
either on the map or in his AMB #1 (11.2). Points spent (or use the Rochade column on the Rochade
game turn). Adjust the Activity Point Marker on the General
H. The German player places his eligible Reinforcements
Records Track according to the result..
either on the map or in his AMB #1 (11.2). NOTE: The segment ends immediately if the German player spends
I. Starting GT 2, the Soviet player receives and spends zero C3I Points.
Replacements (12.0) D Conduct either the Combat or Movement Phase.
J. Both players add and remove Combat Chits according to E. If the Combat Phase was conducted first, now conduct the
the Reinforcement Schedule, and adjust the C3I Markers on Movement Phase, or vice-versa.
the General Records Track (8.1) according to the Game Turn
track. F. Conduct Personalersatz for non-motorized units (13.2).

II. First Soviet Schwerpunkt Segment: IV. Second Soviet Schwerpunkt Segment
Skip this segment during Deep Mud game turns. The Soviet Skip this segment during Deep Mud and Mud game turns.
player conducts the following activities: Same as "First Soviet Schwerpunkt Segment".
A. Move Front Markers (14.2). V. Second German Schwerpunkt Segment
Skip this segment during Deep Mud and Mud game turns.
B. Conduct Administrative Movement (15.1): Same as "First German Schwerpunkt Segment".
(1) Move any one unit from AMB #2 onto the map.
(2) Move all units from AMB #1 to AMB #2. VI. Soviet General Segment
(3) Place any one unit from the map into AMB #1. The Soviet player conducts the following activities:
C. Declare in what order the Combat and Movement Phases A. Move Front Markers according to the Soviet Front Marker
will be conducted. Movement Table (14.2).
D. Spend C3I Points. Decrease the number of available C3I B. Conduct Administrative Movement in the following order:
Points on the General Records Track by the number of C3I

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8 Von Manstein’s Backhand Blow

(1) Move any one unit from Administrative Movement Box


#2 to the map.
(2) Move all units from Administrative Movement Box #1 to
Administrative Movement Box #2. Weather affects the number of segments in the current game
(3) Place any one unit into Administrative Movement Box #1. turn, the number of available C3I Points, and (Regular)
Movement. The weather is always Frozen on the first game
C. Declare the order in which the Combat and Movement turn of the game. Starting with the second game turn, the
Phases will be carried out. Soviet player determines the weather of the current game turn
NOTE: No movement can be conducted during the Combat by consulting the Weather Table, and places Weather
Phase, and no combat can be conducted during the Movement Markers in the corresponding boxes of the Weather Track.
Phase.
D. Conduct either the Combat or Movement Phase, provided 5.1 Procedure
that no unit can conduct both combat and movement in this The weather is always Frozen on the first game turn of the
segment. game. Starting with the second game turn, the Soviet player
E. If the Combat Phase was conducted first, now conduct the determines the weather of the current game turn by consulting
Movement Phase (units that attacked cannot move). If the the Weather Table, and places Weather Markers in the
Movement Phase was conducted first, now conduct the corresponding boxes of the Weather Track. The Soviet player
Combat Phase (units that moved cannot attack). rolls two dice and applies any modifiers. The result will either
be Frozen or Mud.
VII. German General Segment
DEEP MUD: If the result is Mud and the previous game turn
The German player conducts the following activities:
has been either Mud or Deep Mud, the weather for the current
A. Conduct Administrative Movement in the following order: game turn becomes Deep Mud.
(1) Move any one unit (or all units part of the same formation)
and any number of Variable Reinforcements from NOTE: The weather is always Frozen when playing Scenario
Administrative Movement Box #2 to the map. One Red Army s High Water Mark (19.1). Simply ignore the
(2) Move all units from Administrative Movement Box #1 to weather determination step.
Administrative Movement Box #2.
(3) Place any one unit (or all units part of the same formation) 5.2 Effects of Frozen Weather
and any number of Variable Reinforcements into Use the Frozen columns on the Terrain Effects Chart.
Administrative Movement Box #1. Both players receive their full number of C3I Points (the
left number on the Game Turn Record Track).
B. Declare the order in which the Combat and Movement
Phases will be carried out. The game turn consists of two Soviet Schwerpunkt
NOTE: No movement can be conducted during the Combat Segments and two German Schwerpunkt Segments, plus one
Phase, and no combat can be conducted during the Movement General Segment for each side.
Phase.
5.3 Effects of Mud Weather
C. Conduct either the Combat or Movement Phase, provided Use the Mud column on the Terrain Effects Chart.
that no unit can conduct both combat and movement in this Both players receive a reduced amount of C3I Points (the
segment. right number on the Game Turn Record Track).
D. If the Combat Phase was conducted first, now conduct the The game turn consists of one Soviet Schwerpunkt
Movement Phase (units that attacked cannot move). If the Segment and one German Schwerpunkt Segment (skip the
Movement Phase was conducted first, now conduct the 2nd Soviet and 2nd German Schwerpunkt Segments), plus
Combat Phase (units that moved cannot attack). one General Segment for each side.

E. Conduct Personalersatz for non-motorized units (see 5.4 Effects of Deep Mud Weather
13.2). Use the Deep Mud column on the Terrain Effects Chart.
VIII. Victory Check Segment Neither player receives C3I Points that game turn.
Both players accumulate Victory Points (19.21) and adjust
the Victory Points Markers on the Victory Points Track.
Determine if the game proceeds or is won by either player.

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Von Manstein’s Backhand Blow 9

The game turn does not have Schwerpunkt Segments for


either side. Only the General Segments for each side are
conducted.

5.5 Historical Weather


The historical weather of each game turn is printed on the
Game Turn Record Track for reference purposes. In addition,
players may decide to use the historical weather instead of
weather determination.

Note: We recommend weather determination.

5.6 Weather And Movement


Please keep in mind that frozen weather means that the
Donets is not a major barrier to movement.

being projected does not negate that EZOC for movement


purposes. Units are able to make a one hex EZOC-to-EZOC
Advance after Combat move during their Combat Phases.
Units may not conduct Administrative Movement when
entering or exiting an EZOC.

NOTE: Friendly ZOCs do not affect the movement of other


friendly units.

NOTE: Units do not exert a ZOC into City hexes in Von


Manstein´s Backhand Blow.

Units require supply to operate with their full factors. Units


are always either In Supply or Out Of Supply (OOS). It is
6.1 Which Units have a ZOC permitted to move units into hexes where they will, or likely
Most units in the game exert a Zone Of Control (ZOC) into will, become OOS.
the six surrounding hexes at all times. Units that do not exert
a Zone of Control (ZOC) are marked with a "No ZOC" band. 7.1 When to Check for Supply
Both players check the supply state of all units
6.2 Negating ZOCs simultaneously during the Administrative
It is possible that both sides exert a ZOC simultaneously into Segment of each game turn. In Supply units
the same hex(es). A friendly unit in a hex containing an remain In Supply, and Out of Supply units
Enemy Zone Of Control (EZOC) does negate that EZOC for remain OOS until the Administrative Segment
the purpose of tracing supply lines (including for Attrition of the next game turn. Out Of Supply units are marked with
Checks, see 7.5) into and through the hex; it does not negate an OOS marker. Units marked OOS during the
that EZOC for (Regular) Movement, Retreat-after-Combat, Administrative Segment of the previous game turn and are
and Administrative Movement. still OOS conduct an Attrition Check.

6.3 Effects of ZOCs Procedure:


A unit must stop its movement in a given Movement Phase • Units with OOS markers that can trace a supply line have
in the first hex it enters containing an EZOC, and may move their OOS markers removed.
no farther that phase. A unit beginning its Movement Phase • Units with OOS markers that cannot trace a supply line
already in an EZOC may move out of that hex provided the retain their OOS markers. Flip their OOS markers to the OOS
first hex entered contains no EZOC. The presence of a
friendly unit and/or ZOC in a hex into which an EZOC is

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10 Von Manstein’s Backhand Blow

Attrition sides. These units must conduct Attrition Checks GUARANTEED MOVEMENT: An OOS unit is guaranteed
(see 7.5). to move at least one hex per movement phase even if
• Units without OOS markers that cannot trace a supply line insufficient Movement Factors are available. Important: All
receive OOS markers. other movement restrictions and rules are still in effect (a unit
may not move from EZOC to EZOC etc.).

COMBAT: OOS units may participate in combat, but have


their Combat Strength and Tactical Ratings halved (see 3.2).

7.5 Attrition Check


All units bearing OOS Attrition Markers (see 7.1) must
conduct an Attrition Check immediately following the
Supply Checks.

Roll one die for each unit in question, and cross reference the
result under the appropriate column of the Attrition Chart
after applying all modifiers. The unit suffers one step loss if
the modified die roll is equal to or greater than the number on
the table. An Attrition check may result in the elimination of
a unit.

7.2 How Units Are Supplied


A unit is In Supply when it can trace a supply line to an C3I is the abbreviation for
appropriate supply source. A supply line consists of an “Command, Control,
uninterrupted line of contiguous hexes traced from the unit in Communication and Intelligence”.
question back to a supply source. Such a Path may be of any The series uses C3i points as an
length, but may not: abstract term to show one side’s abilities and resources in
 Enter hexes occupied by enemy units; conducting mobile operations. Unlike most other wargames,
 Enter hexes containing EZOCs unless there is a friendly in this series units are not guaranteed the ability to move and
unit in the hex to nullify that EZOC for supply tracing fight in any given player Schwerpunkt segments. Instead,
purposes players must spend C3I points in order to let their units move
and fight during a Schwerpunkt segment.
7.3 Supply Sources
German supply sources are all hexes on the western map 8.1 Receiving C3i Points
edge. Soviet supply source hexes are all hexes on the eastern During the Administrative Segment of every game turn, both
map edge from hex 4400 (inclusive) to hex 4426 (inclusive). players check the Game Turn Record Track and adjust their
Units in the Administrative Movement Boxes are C3I points markers on the General Records Track according
automatically In Supply to the number listed. The weather of the current game turn
may influence the number of C3I points available to a player.
A Supply Source ceases to function when it becomes enemy
controlled. Supply sources regain their function the instant NOTE: C3I points may be accumulated from game turn to
they are either friendly controlled or controlled by neither game turn.
player. This process may occur any number of times for each
hex. 8.2 Spending C3i Points
C3I points are spent on the Activity Table during each
7.4 OOS Effects Schwerpunkt Segment (not in the General Segment). After
MOVEMENT: OOS units may move, but have their declaring in what order the Combat and Movement Phases
Movement Allowance (MA) reduced. Regardless of their will be carried out, a player spends zero to three of his
regular value, all motorized OOS units have their movement available C3I points, rolls two dice and consults the Activity
allowance reduced to 3 Movement Factors. Regardless of Table. He then adjusts the Activity points Markers on the
their regular value, all non-motorized OOS units have their General Records Track according to the result.
movement allowance reduced to 1 Movement Factor

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Von Manstein’s Backhand Blow 11

Exception: A Player spending zero C3I points does not how many for combat, but the total may never exceed the
consult the activity table; his segment immediately ends. number of available Activity Points (see 8.2 above). A player
may even spend all Activity Points for movement (leaving
EXAMPLE: Player A has three C31 Points left at the start of none for combat) or vice versa.
his second Schwerpunkt Segment. After declaring that he will
carry out his Movement Phase first and his Combat Phase Activity Points may not be accumulated from segment to
second, he decides to spend two C31 Points. He could have segment; unused points are lost. See also 15.0 and 16.0.
spent either zero (immediately ending his current
Schwerpunkt Segment), one, two or all three C31 Points 9.1 Soviet Fronts
instead. He reduces his The Soviet player must divide the number of available
current C31 Points on the General Records Track by two, Activity Points as evenly as possible between Southwest
consults the Activity Table and rolls two dice. He adjusts his Front and Voronezh Front. If an even number of Activity
Activity Points Markers on the General Records Track Points are generated, each Front must receive the same
according to the result. amount of Activity Points. If an odd number of Activity
Points are generated, one Front (Soviet player’s choice) will
8.3 Weather & C3I Points receive one more point than the other. The Soviet player may
The weather (see 5.0) of the current game turn influences the spend Activity Points assigned to a given Front for movement
number of C3I Points available to a player. and combat without further limitations.

Frozen: Full amount of C3I Points (left number on the Game The German player is not restricted in this way.
Turn Record Track).
Mud: Reduced amount of C3I Points (right number on the
Game Turn Record Track).
Deep Mud: No C3I Points

Example: The weather is Mud; the Soviet player receives 2 Stacking is the piling of more than one unit into the same hex.
C3I Points on Game Turn 6. The number of units allowed in each hex is called the stacking
limit. Stacking limits are only in effect at the end of each
Movement Phase or upon completion of Retreats or
8.4 Rochade
Advances after Combat. Stacking limits do not apply during
Starting with Game Turn 7, the German player may declare
movement; any number of friendly units may move through
the Rochade (“Castling the King”) once during a game on
a hex at no extra MP cost. Markers have no stacking value
any one Frozen weather game turn.
and may be added to any stack.
Effects:
If a hex is found to be overstacked at the end of a Movement
The number of German units that may conduct
Phase or upon completion of Retreats or Advances after
Administrative Movement is increased.
Combat, the owning player must remove the excess units
The German player may neither receive nor spend C3I (owning player's choice) from the game.
Points during the Rochade game turn (C3I Points
accumulated on previous game turns are unaffected). Instead,
10.1 Soviet Stacking
the German player rolls on the Rochade column of the
The Soviet player may stack up to three military units
Activity Chart during each of his two Schwerpunkt
(divisions and/or corps) in one hex. Soviet Uprising markers
Segments. Dring one German Schwerpunkt or General stack for free. Soviet units that have their combat strengths in
Segment of the Rochade game turn, up to five German units brackets ( ) stack for free.
or formations (plus any number of Variable Reinforcement
units) may move from the Administrative Movement Box #2 10.2 German Stacking
to the Map.
The German player may stack up to four
Kampfgruppen/regiments in one hex. Two, three or four
Kampgruppen/regiments from the same parent formation
counts as two units when stacked in the same hex. German
units that have their combat strengths in brackets ( ) stack for
Activity Points are used to generate movements and combats free.
during Schwerpunkt Segments (not in the General Segment).
During a Schwerpunkt Segment, the phasing player decides EXAMPLE: The 19th Pz and the SS Wiking Division (total
how many Activity Points he will spend for movement and eight units) could stack in the same hex, because each
German division counts as only two regiments.

© 2002 GMT Games


12 Von Manstein’s Backhand Blow

10.3 Force Markers


The German player has Force Markers (numbered 1 to 10) Soviet reinforcements arriving at entry hexes 4100
available. He may substitute units on the map with a Force or 4403 (see the Soviet Reinforcement Schedule)
Marker to make stacking/handling in crowded areas on the Voronezh Front
map easier. Take the units located in a hex and put them into
a box on the Force Marker Display. Place a Force Marker of Soviet reinforcements arriving at entry hexes 4413
the corresponding number onto the map hex. Force Markers or 4419 (see the Soviet Reinforcement Schedule)
are not combat units and move across the map according to Southwest Front
the lowest MA of the units in the box on the Force Marker
Display. Substituting units with Force Markers and vice versa 11.4 German Variable Reinforcements
does not cost MPs. The opposing player may always ask for All units marked by an “R” are German Variable
the identity of one unit in a Force Marker Display box (see Reinforcements. Following the Setup Instructions, all
3.5 Fog of War). German Variable Reinforcements have to be placed in one
container or cup from which they can be easily drawn at
random. Starting with Game Turn 2, the German player
consults the German Variable Reinforcements Table once
during each Administrative Segment. He rolls one die and
cross-references the result under the appropriate column. The
Reinforcements are units entering play after the game begins. result indicates the number of German Variable
Check the Reinforcement Schedule and the game turn Reinforcements drawn by the German player at random. This
number printed on the counters to determine at what time process stops for the remainder of the game if all German
they appear. Variable Reinforcements have been drawn.

11.1 Reinforcement Arrival PLACEMENT: German Variable Reinforcements show a


Players place eligible Reinforcements either on the map setup code next to their “R” marking. They must be placed in
(determine the entry hex on the Reinforcement Schedule), or that hex, and may not be initially placed in the Administrative
in the Administrative Movement Box #1 during the Movement Box. A German Variable Reinforcement is
Administrative Segment (player's choice). All permanently lost if its setup hex has been Soviet controlled at
reinforcements enter play In Supply and at full strength. any time during the game. The German player may not re-
Reinforcements may not be delayed. draw other German Variable Reinforcements in such a case.

11.2 Administrative Movement Boxes ZERO STRENGTH UNITS: German Variable


Reinforcements come with either a combat strength of 0, 1,
A reinforcement placed in an Administrative Movement Box
or 2. If a 0-strength Variable Reinforcement is drawn, it is not
may enter play only by Administrative Movement.
set up on the map but placed to the side. It will not enter the
Reinforcements must be placed in the Administrative
game. The German player is not allowed to draw another unit
Movement Box if the entry hex is enemy controlled, or
placement of the unit in question would cause overstacking. for a 0-strength Variable Reinforcement. 0-strength Variable
Reinforcements do not count for VPs (19.21).
11.3 Reinforcement Arrival
German Reinforcements enter the game:
• Via their Entry Hex (refer to the German Reinforcement
Schedule).
• Instead of entering the map at their Entry Hexes, any or all The Soviet player receives Replacements to strengthen units
reinforcement units or formations may enter the German Ad- that suffered step losses. Replacements come in two types:
ministrative Movement Box #1. Motorized and Non-motorized. Starting with the second game
turn, the Soviet player determines the number of
German Variable Reinforcements (see 11.4) may be placed replacements by consulting the Soviet Replacement Table
on the map (only). during the Administrative Segment of each game turn, and
places Replacement Markers in the corresponding boxes of
Soviet Reinforcements enter the game in one of three the General Records Track.
different ways:
(1) Via their Entry hex (see the Soviet Reinforcement Replacements may be accumulated from game turn to game
Schedule); turn. It is not necessary to divide them evenly between the
(2) Via Administrative Movement Box #1; two fronts.
(3) Soviet units may also be placed on a Soviet Front Marker
(subject to stacking restrictions):

© 2002 GMT Games


Von Manstein’s Backhand Blow 13

PROCEDURE: A Soviet unit that has suffered one or more Auffrischung if all units that are part of the formation are
step losses during previous game turns may receive one eliminated; these units are out of play for the remainder of the
replacement (maximum) during the Administrative Segment game.
of any game turn if the unit is In Supply, in range of a Front
Marker (12 hexes), and an appropriate Replacement is RESTRICTIONS: Units undergoing Frontnahe
available. Eliminated Soviet units may not receive Auffrischung may neither move (apart from moving from
replacements and may not be rebuilt in that way (eliminated Administrative Movement Box #1 to Administrative
Soviet units are out of play for the remainder of a game). Each Movement Box #2) nor attack during the game turn in
replacement rebuilds one step; motorized replacements are question; they defend normally. The grey marker is limited to
limited to motorized units, and non-motorized replacements formations of the Heer; the black marker to formations of the
are limited to non-motorized units. Simply flip the unit in Waffen-SS. Therefore, the German player may conduct
question to its front side, or bring into play the “stronger” Frontnahe Auffrischung with all units of one formation of the
counter in case of a tank or cavalry corps. Reduce the Heer located in the same hex (or Administrative Movement
Replacement Markers on the General Records Track by “1“ Box), and with all units of one formation of the Waffen-SS
for each replacement spend. Replacements may set up in an located in the same hex (or Administrative Movement Box).
EZOC. Starting with Game Turn 7, both markers are available each
game turn.
Note: Units located in the Administrative Movement Box
may receive replacements. NOTE: In order to rebuild a previously eliminated German
motorized unit, the eliminated unit must be placed in a hex
MOVEMENT EFFECTS: Soviet units that received containing one or more surviving units of the same formation
replacements are permitted to move and attack as normal on that bear the appropriate Auffrischung Marker.
the turn they receive replacement steps.
13.2 Personalersatz
A German non-motorized unit that previously has suffered a
step loss may be flipped back to its front side by disbanding
one German Variable Reinforcement unit during any German
Segment (Schwerpunkt Segment or General Segment). Both
The German player may strengthen units that suffered step units must be either stacked in the same hex, or be located in
losses by Reorganization. Reorganization is done in two the Administrative Movement Boxes (the units may be
ways: located in different Administrative Movement Boxes). The
Frontnahe Auffrischung for motorized units units may be Out of Supply. Disbanded German Variable
Personalersatz for non-motorized units Reinforcements are out of play for the remainder of the game,
but are not considered eliminated for Victory Point purposes.
13.1 Frontnahe Auffrischung Eliminated German non-motorized units may not receive
The German player receives two markers labeled Frontnahe Personalersatz ("personnel replacements") and may not be
Auffrischung (“reorganization near the front under battlefield rebuilt. German non-motorized units are allowed to move and
conditions”) on Game Turn 7. One marker is grey and used fight in the segment they absorb Variable Reinforcements.
for German motorized formations of the Heer, the other
marker is black and used for German motorized formations Note: The units receiving Personalersatz may be located in
of the Waffen-SS. one or both Administrative Boxes.

PLACEMENT: The German player may place the markers


on any German motorized unit(s) during each Administrative
Segment starting with Game Turn 7. The unit(s) in question
may be either on the map, or in the Administrative Movement
Boxes. The unit(s) must be In Supply and may not be adjacent The Soviet player controls two Front
to an enemy unit during placement. Both markers may be Markers, labeled Southwest Front and
placed in the same hex. Voronezh Front. They represent the
command and logistical centers of the
EFFECTS: All units that are part of one formation (German appropriate fronts of the Red Army.
player’s choice) located in the same hex receive up to two
steps each during the Administrative Segment of the next Unlike German units, Soviet units must
game turn. Previously eliminated units of the formation in be in range of a Front Marker in order to conduct the
question may be rebuilt in that way; they are placed in the following activities:
same hex. A formation may not conduct Frontnahe Receive Activity Points

© 2002 GMT Games


14 Von Manstein’s Backhand Blow

Conduct Administrative Movement


Receive Replacements
Use full capabilities of certain Soviet Combat Chits
In addition to “normal” movement, von Manstein´s
NOTE: When making multi-hex attacks, if one hex Backhand Blow uses Administrative Movement (see below).
containing a Soviet unit or units is within range of a Soviet Please check the Sequence of Play.
Front Marker, the Soviet player may expend Activity Points
to make the attack even if the remaining hexes containing 15.1 Movement and Activity Points
Soviet units are not within range. The maximum number of units that a player may move
during one Movement Phase during any Schwerpunkt
A unit is in range of a Front Marker if it can trace a line of Segment is limited by the number of available Activity
not more than twelve hexes (count the Front Marker’s hex, Points. Reduce the Activity Point Marker on the General
but not the unit’s hex) to the Front Marker. The line may be Records Track by 1 for each unit that has moved. In general,
traced through enemy units and/or EZOCs. The unit must be a player is free to spend none, some, or all available Activity
only in range at the moment the selected activity (see above) Points for movement purposes, but the Movement Phase
is supposed to occur. Units placed in the Soviet always ends when the player has no Activity Points
Administrative Movement Box are always considered to be remaining.
in range of a Front Marker.
15.2 Movement and the General Segment
14.1 Restrictions on Front Markers Movement during the General Segment does not cost C3I or
A Front Marker must be able to trace an uninterrupted line of Activity Points. However, a unit may either move or attack
contiguous hexes (in the mind´s eye) back to a Soviet supply (owning player's choice) during a single General segment,
source at any time during a game turn. Such a path may be of (never both).
any length, but may not:
enter hexes occupied by enemy units; 15.3 Movement and Supply
enter hexes containing EZOCs unless there is a friendly The supply state of a unit has no effect on its ability to be
unit in the hex to nullify that EZOC for this purpose activated for non-administrative movement during either a
Schwerpunkt Segment or a General Segment.
The Soviet player immediately displaces a Front Marker to
the next available hex the front marker could legally move 15.4 Movement Allowance (MA)
into closer to a Soviet supply source and fulfilling all With the exception of static units that may never move, every
requirements if: unit has a MA printed in the bottom-right corner of the
the hex is entered by an enemy unit; counter.
the Front Marker fails to trace an uninterrupted line of
contiguous hexes back to a Soviet supply source The MA is the number of Movement Points (MPs) available
to the unit in one Movement Phase. Units are not required to
14.2 Moving Front Markers expend all their available MPs before stopping. Units move
The Soviet player may move each Front Marker either zero, from hex to adjacent hex (no "skipping" of hexes is allowed),
one, or two hex(es) during Soviet player segments. The paying varied costs to do so, depending on the terrain in and
Soviet player determines the movement allowance of each around the hex being entered. The movement of each player's
Front Marker by consulting the Soviet Front Marker units takes place only during his own Movement Phases.
Movement Table. He rolls two dice for each Front Marker
and determines the result after applying any weather Exceptions: Random Events, Combat Refusal, Advance-
modifiers. The Front markers are immediately moved after after-Combat, Retreat after Combat.
their MA is determined. Terrain Effects, Terrain Features and
EZOCs are not checked. Like other units, a Front Marker may 15.5 Restrictions
not move into a hex occupied by an enemy unit.. Each unit may move only once during a Movement Phase,
and no unit may move farther than its MA allows. No friendly
unit may ever enter hexes containing enemy units or move
off the map. MPs may not be accumulated from phase to

© 2002 GMT Games


Von Manstein’s Backhand Blow 15

phase, nor may they be transferred from one unit to another. Note: Both players should realize that proper use of
The movement of each individual unit or stack must be Administrative Movement will often spell the difference
completed before that of another is begun. A move may not between victory and defeat in von Manstein's Backhand
be redone unless the opposing player consents. Blow—it is that crucial to game play.

15.6 Terrain Effects Each player may conduct Administrative Movement during
The movement costs to enter a hex or cross a hexside are each of his Player Segments in the following order:
listed on the Terrain Effects Chart (TEC). Some terrain costs
are different for motorized and non-motorized unit types. In (1) Move one unit (or all units that are part of the same
addition, weather conditions may have an impact upon terrain formation in the case of the German player) from
costs. Administrative Movement Box #2 to any eligible hex on the
map. In addition, the German player may move any number
Major Rivers of German Variable Reinforcements from Administrative
Crossing a Major River costs a unit all MPs during Deep Mud Movement Box #2 to hexes on the map.
turns. The unit in question must start its Movement Phase PLACEMENT: The unit/stack in question may be placed
adjacent to the Major River hexside and may cross it by adjacent to or stacked with friendly unit(s) (or a Soviet Front
expending all MPs. A bridge negates river movement costs, marker in the case of the Soviet player in a hex to which the
for all types of rivers. unit/stack can trace an uninterrupted line of contiguous hexes
free of enemy units and/or EZOCs (a friendly unit in the hex
Road Hexes does not negate an EZOC for this purpose) to a friendly
A unit that is moving from one Road hex directly to another supply source. The hex of placement may not be adjacent to
adjacent Road hex through a hexside crossed by the Road enemy unit(s). Stacking limits are in effect.
symbol ignores all other terrain in the hex entered (including
minor river hexsides) and uses the Road movement rate (see (2) Move all units from Administrative Movement Box #1 to
the TEC). Administrative Movement Box #2.

15.7 Administrative Movement (3) Move one unit (or all units part of the same formation that
Administrative Movement does not cost C3I Points, Activity are stacked in the same hex in the case of the German player)
Points, or MPs. A player may conduct Administrative from the map to Administrative Movement Box #1. In
Movement even if he spends zero C3I Points during a current addition, the German player may move any number of
Schwerpunkt segment. German Variable Reinforcements from the map to
Administrative Movement Box #1. The unit/stack in question
is picked up from the map and placed in Administrative

© 2002 GMT Games


16 Von Manstein’s Backhand Blow

Movement Box #2. The “pick up hex” has to be In Supply


and may not be adjacent to enemy units.

Restrictions
Units may either use Administrative Movement or 16.1 In General
(Regular) Movement during one player segment, never both. Combat takes place between adjacent opposing units during
Out Of Supply units may not conduct Administrative the Combat phase of a player's Schwerpunkt Segment or
Movement. General Segment. The phasing player is considered "the
Units using Administrative Movement may not attack attacker", and the other is "the defender", no matter what the
during the same player segment. overall situation may be. Attacking is always voluntary; a
German units undergoing Frontnahe Auffrischung cannot unit is never required to attack. The attacker need not declare
conduct any kind of Administrative Movement. all of his attacks beforehand, and he may resolve them in any
order he likes, as long as the resolution of one is completed
Important: Neither player may conduct Administrative before the next is begun.
Movement during Game Turn 1 (all segments).
16.2 Combat and Activity Points
15.8 Additional Soviet Restrictions The number of different combats that a player may initiate
Soviet units must be in range of a Front Marker in order to during one Combat Phase of a Schwerpunkt Segment (not
conduct Administrative Movement. This is true for units General Segment) is determined by the number of Activity
placed on the map (from Administrative Movement Box #2) Points generated by the Activity Table. Reduce the Activity
and units picked up from the map (and put in Administrative Points Marker on the General Records Track by "3" for each
Movement Box #1). combat initiated. It does not matter how many enemy and/or
friendly units participate in a combat; each combat initiated
15.9 Rochade costs the attacker three Activity Points.
If the German player has declared the Rochade (see 8.4), he
may move up to five units (or all units part of up to five
formations) during any one segment of the game turn in
question from Administrative Movement Box #2 to the map. A B 6 2 2
The units may be placed in different hexes, but all units that
are part of the same formation must be placed in the same
hex. All other rules and restrictions are in effect. 13 4 6 18 5 6 7 2 2
Note: It is possible to “mix” individual units and formations;
however, the maximum number is five (e.g., the German
player could move all units that are part of three formations 6 4 7 10 4 6 6 2 2 6 2 2
plus two individual units.)
The example above shows two combats during a German
15.10 Moving German Formations Schwerpunkt segment.
German units belonging to the same formation may move as
one stack. These units must begin their Movement Phase A) In A, the Soviet player has Tactical Superiority (a 5
already stacked, move together, and end their movement in compared to the German 4's) and so may conduct combat
refusal (16.7). He declines, so the Soviet player draws
the same hex. Reduce the Activity Points Marker on the
five Combat Chits. Because of Tactical Superiority, the
General Records Track by “1“ for each stack that has moved
Soviet player may use up to three of his Combat Chits
(not by “1“ for each unit that has moved) during a German and the German player may use only one. Note: had two
Schwerpunkt Segment. or more of the GD units been stacked together, they
would have qualified for the Integrity Bonus and their
Of course, stacked units of a formation may move
Tactical Rating would have been increased to 5.
independently, however, in that case each unit pays 1
Activity Point. B) In combat B, both sides have the same Tactical rating
(2) but the German player has a Concentric Attack which
15.11 Moving German Variable Reinforcements increases his Tactical rating by +1. This gives the
German Variable Reinforcements move for free (always, for German Player Tactical Superiority in this combat, which
allows him to draw three chits and keep all three. The
the entire game). Do not reduce the Activity Points Marker
Soviet player draws two and keeps one. Note: no chits
on the General Records Track during a German Schwerpunkt
are drawn until combat A is completely resolved.
Segment.
Note: All other rules are in effect.

© 2002 GMT Games


Von Manstein’s Backhand Blow 17

A Schwerpunkt Combat Phase may end either when there are once per Combat Phase (Exception: 18.0 Random Events).
insufficient Activity Points remaining to conduct an attack, Units that have their combat strength in brackets may not
or the Attacking Player declares no more attacks. attack; they may only defend.

Combat during the General Segment does not cost C3I or 16.4 Combat Resolution
Activity Points. A player is not limited to the number of STEP 1: The Attacker declares an attack (during a
attacks that may be made during the General Segment. Schwerpunkt segment, at least 3 Activity Points must be
However, a unit may either attack, or move (owning player's available on the General Records Track for an attack to be
choice) during a single General segment, (never both). declared). If sufficient points are available, reduce the total
by 3 for each attack declaration.
The supply state of a unit has no effect on its ability to be
activated for combat during either a Schwerpunkt Segment or STEP 2: Each player determines his Tactical Points Value
a General Segment. An OOS unit has its combat strength and (see 16.51). Compare the Attacker's Tactical Points Value to
tactical value halved (7.4). the Defender's and determine Tactical Superiority (see
16.52).
In Soviet attacks, at least one participating unit must be in
range of a Front Marker if APs are to be spent. STEP 3: The defender may conduct Combat Refusal if he
holds Tactical Superiority and the defending force consists
NOTE: No unit is forced to move in order to participate in entirely of motorized units (see 16.7).
combat (or vice versa). No unit may conduct Administrative
Movement and attack during the same Player Segment. STEP 4: Each player draws, selects and reveals Combat Chits
according to the Tactical Superiority determination (see
16.3 Combat Restrictions and Limits 16.5).
An enemy occupied hex may be attacked in one combat by
as many friendly units as the attacker can bring to bear from STEP 5: Determine the Combat Odds by applying all
the surrounding hexes; however, no single attack may target modifiers (see 16.8 & 16.9).
more than one hex.
STEP 6: The Attacker rolls two dice and cross-references the
No single attacking unit may have its combat strength divided result under the appropriate column of the CRT. Treat final
and applied to more than one combat. Likewise, all defending dice roll results of less than "2" as "2", and results of more
units in a hex must be attacked as one combined defense than "17" as "17".
strength. A unit may neither attack nor be attacked more than

© 2002 GMT Games


18 Von Manstein’s Backhand Blow

STEP 7: Apply the result immediately (defender first), and stacked with at least one other unit of its parent
including any mandatory or voluntary Retreat-After- formation.
Combat/Advance-After-Combat results. Place drawn
Combat Chits back into the containers (see 16.5). Exception: A unit that is part of Wiking or 19th PD
formation must be stacked with at least two other units of its
STEP 8: Resolve any Random Events that occurred because parent formation.
of a natural '2' or '12' rolled on the CRT (see 18.0).
This bonus becomes unavailable when two units of any
16.5 Combat Chits formation have been eliminated, and remains unavailable
The Combat Chits are placed in two containers or cups—one until those eliminated units are rebuilt through Frontnahe
for each player—from which they are drawn at random. Auffrischung.
Some Combat Chits are added to and removed from play
during the course of the game according to the Reinforcement 16.7 Combat Refusal
Schedule. A defending force consisting entirely of motorized units and
holding Tactical Superiority may (defending player's choice)
16.51 DRAWING COMBAT CHITS: To determine their retreat two hexes if neither of the two retreat hexes are in an
Tactical Points Value, each player looks for the unit with the EZOC. Defending units conducting Combat Refusal must
highest Tactical Rating involved in the combat. Each player retreat two hexes (they may not retreat one hex). Following
randomly draws a number of Combat Chits from his the retreat, enemy units which were attacking the original
container equal to the Tactical Rating of the selected unit. defender's hex may advance into it, but may not advance into
Keep in mind any modifier to the Tactical Rating and any a second hex. The Activity Points spent by the attacker are
modifier for Concentric Attack (see 16.92). Chits are drawn lost.
hidden and kept hidden. Both players place the drawn
Combat Chits back into the containers at the end of Combat 16.8 Combat Odds
Resolution. Compare the combined combat strength of the participating
attacking units to the total combat strength of the units
Solitaire guideline: Draw Combat Chits normally. Then defending the hex, keeping in mind all modifiers. Express the
select chits first for the player who does not have tactical comparison as a numerical odds ratio (attacker to defender).
superiority and then for the player who does. In the case that Round off this odds ratio to the left in favor of the defender
neither player has tactical superiority select first for the to conform to the simplified odds ratio categories found on
defender and then for the attacker. the Combat Results Table (CRT). Note that the CRT does not
contain odds ratio categories for all odds ratios; move
16.52 TACTICAL SUPERIORITY. To determine who has downwards in favor of the defender in such cases.
Tactical Superiority in a given combat, compare both players'
Tactical Points Value. The player with the higher Tactical The column headings on the CRT range from 1:2 to 19:1.
Points Value has Tactical Superiority. Attacks which are worse than 1:2 yield an automatic combat
• The player with Tactical Superiority may use up to three of result of “4/0“ (but roll two dice for possible SNAFU
his drawn combat chits, and his opponent may use only one. (16.10.1) or Random Events (18.0)). Attacks which are better
• If neither player has Tactical Superiority (both have the than 19:1 are treated as 19:1 (but roll two dice for possible
same Tactical Point Value), each player may use two of his SNAFU (16.10.1) or (Random Events (18.0)).
drawn combat chits.
EXAMPLES:
NOTE: Neither player is forced to play Combat Chits, nor (1) The Attacker’s total combat strength is 29, the defender's
may a player ever play more combat chits than he drew for total is 13; the odds ratio in this combat is 2:1.
that combat. A player may not draw additional chits because (2) The Attacker’s total combat strength is 3, the defender's
of Tactical Superiority. total is 4; the odds ratio in this combat is 2:3.
NOTE : Certain Soviet Combat Chits require the defender's 16.9 Combat Modifiers
hex to be in range of a Soviet Front Marker. As detailed below, certain situations provide modifiers to the
final combat result. All modifiers (DRMs, modifiers of the
16.6 German Integrity combat strength, modifiers of the tactical rating) are
The Tactical Rating of a defending or attacking German unit cumulative. In these cases, round down all remainders, but no
that is part of a formation is increased by two (+2) if it unit or stack ever has its combat strength or tactical rating
qualifies for the Integrity Bonus. In order to receive the reduced to less than one. In addition, the final combat
Integrity Bonus, a German unit must be part of a formation

© 2002 GMT Games


Von Manstein’s Backhand Blow 19

strength of all units on the same side may not be reduced to created by units attacking into a City hex or across a Major
less than one. River hexside.

EXAMPLE: If three 1-strength units in a stack are halved, the 16.93 TERRAIN EFFECTS
stack would have a combat strength of one. Certain terrain features generate DRMs favorable for the
defender. See the TEC for full details.
Important: The final DRM of a combat may never total less
than "—10" or higher than "+10". MINOR RIVERS: Rivers generate a DRM of —2 if all units
are attacking across River hexside(s). Rivers generate a DRM
NOTE: There may be some Combat Chits that let you round of —1 if at least one unit is not attacking across River
fractions up. In this case, the Combat Chits take precedence. hexside(s).
See the Combat Chits Charts.
MAJOR RIVERS: Units attacking across a Major River
16.9.1 COMBAT CHITS: The selected Combat Chits are hexside have their combat strength halved and do not qualify
simultaneously revealed by both players. The effects of for a Concentric Attack.
Combat Chits are explained on the Combat Chits Charts.
Some combat chits may be useless in certain situations or NOTE: The combat effect of rivers apply in all weather
their effects may be reduced. Combat Chits which increase conditions.
the number of Combat Hits are set in effect first. After that, Major Rivers and Retreats: A unit must stop a retreat after
each player may determine the order in which they play crossing a Major River hexside; it may not retreat further.
Combat Chits reducing Combat Hits. Following the spirit of A unit cannot cross a Major River hexside to extend a
this rules section, each player may reduce losses in the order retreat path to a second hex.
most favorable for him.
Major Rivers and Advance: Units may not advance a
EXAMPLE: The German player plays Combat Chits #4 second hex if attacking across a Major River hexside, or
Fanaticism and #8 Mission Tactic. His Combat Hits are if the advance would require crossing a Major River
unchanged while the Soviet ones are increased by one. hexside.

16.9.2 CONCENTRIC ATTACK: Whenever a defending Bridges: Bridges do not negate the above effects.
hex is attacked by units in directly opposite hexes, or by units
in three hexes with one hex between each one and the next, CITIES: Units attacking a city hex do not qualify for a Con-
or by units in more than three hexes, a Concentric Attack is centric Attack. A defending force located in a city hex is
taking place. The Tactical Rating of attacking units is never forced to retreat; however, it may do so (defending
increased by one (+1) if the attacker is attacking player's choice). The attacker receives a —5 DRM.
concentrically.
BROKEN TERRAIN: The attacker receives a —1 DRM
The presence of other units of the same side as those being when attacking into Broken terrain.
concentrically attacked in hexes next to the attacked hex does
not negate the effect. A Concentric Attack can never be FOREST: The attacker receives a —2 DRM when attacking
into Forest terrain.

MARSH: The attacker receives a —3 DRM when attacking


into Marsh terrain.

TOWNS: The attacker receives a —1 DRM when attacking


into a Town.

16.10 Combat Results


Combat results consist of two numbers separated by a slash
(" / "). The number to the left of the slash applies to the
attacking units and the number to the right of the slash applies
to the defending units. The numbers themselves indicate how
many Combat Hits a side suffers. Each Combat Hit must be
either absorbed as a Step Loss or a Retreat Hex (16.11). The
final number of Combat Hits may be increased or reduced by

© 2002 GMT Games


20 Von Manstein’s Backhand Blow

Combat Chits. A final combat result of zero ("0") means that to retreat hexes; further Combat Hits must be absorbed as step
the side receiving that result is entirely unaffected. losses. A Combat Hit taken as a retreat hex requires that all
defending units retreat one hex; if two Combat Hits are to be
APPLYING COMBAT HITS: Results against the defender absorbed by retreat, then the units must retreat two hexes.
are always applied before those against the attacker. All step
losses must be equally distributed among all involved units; RETREAT LENGTH: Defending non-motorized units (or
no unit may absorb two step losses until all other units have motorized units bearing OOS markers) may never retreat
absorbed one step loss; no unit may absorb three step losses more than one hex. Defending supplied motorized units
until all other units have absorbed two step losses. (only) may retreat up to two hexes. A mixed defender stack
of motorized and non-motorized units cannot retreat two
NOTE: The first hit DOES NOT have to come from the unit hexes.
with the highest Tactical Points Value.
NOTE: A motorized unit may not retreat two hexes if it only
16.10.1 SNAFU Combat Result got one Combat Hit.
SNAFU effects are generated by unmodified die rolls of 3 or
11 during combat resolution (Step 6 of the Combat MANDATORY RETREATS: If the final number of Combat
Resolution Process). If an unmodified 3 is rolled, the Hits exceeds the total number of defending units, the
defender suffers one additional Combat Hit. If an unmodified defender must retreat all defending units at least one hex; this
11 is rolled, the attacker suffers one additional Combat Hit. retreat absorbs one Combat Hit. The defender may retreat
(voluntarily) a second hex if all requirements are fulfilled, but
16.11 Retreats the maximum retreat path length of two hexes is still in effect.
Only the defender may retreat; the attacker must absorb all
Combat Hits as Step Losses. Retreating does not cost MPs. NO RETREAT POSSIBLE: If the defender must retreat, but
Retreat after-Combat allows the defender to cancel either one cannot, he has to absorb all Combat Hits as step losses and
(all defending units retreat one hex) or two (all defending takes one additional step loss.
units retreat two hexes) Combat Hits from the total number
of Combat Hits scored against his force during that combat. RETREAT GUIDELINES: In general, retreating units must
The defender may convert a maximum of two Combat Hits try to retreat towards the nearest friendly supply source. Units

© 2002 GMT Games


Von Manstein’s Backhand Blow 21

that begin a retreat stacked may split up so long as each unit advance after combat; they simply hold their position.
in the stack retreats the one or two hexes declared by the Stationary units can never advance.
defender. A retreat can enter and/or end in a vacant hex in an
EZOC or a friendly occupied hex in an EZOC (subject to
stacking limits). Each stack retreating into an EZOC (even if
into a friendly occupied hex [6.2]) suffers one step loss for
each hex in an EZOC. A unit may be eliminated in this way.
The Soviet player consults the Soviet
RETREAT RESTRICTIONS: Uprising Table whenever a Soviet unit
 No unit may retreat off the map or into impassable first moves within three hexes of any City
terrain. hex. The result is either Failure or
 No unit may retreat into enemy occupied hexes, or into Success.
friendly occupied hexes causing overstacking.
 A motorized unit may retreat through a fully stacked hex Notes:
as long as it does not end its retreat in that hex.  Kramatorsk (4128) and Konstantinovka (4331) are
 Stationary units can never retreat. not treated as cities for Soviet Uprising.
 Motorized units can never retreat into Marsh hexes in  There is only one uprising attempt per city hex per
Mud or Deep Mud conditions. Motorized units can never game.
Retreat or Advance-After-Combat across unbridged
Major River Important: Uprising Results:
Failure: Nothing happens, play continues.
STATIONARY UNITS AND RETREATS: Stationary units Success: The counter showing the German stationary
may not retreat after combat. If the defending player retreats Verfügungskräfte of the city in question is flipped over to its
a unit after combat, he has to eliminate a stationary unit in the back side, showing the Soviet Uprising Forces. The
stack. This absorbs one Combat Hit. Verfügungskräfte are permanently lost. The city becomes
friendly to the Soviet player if no other German unit is located
RETREAT HEX IS ATTACKED IN THE SAME COMBAT in the city hex. The Soviet Uprising Forces are permanently
PHASE: If a unit retreats into a friendly-occupied hex lost if at least one other German unit is still located in the city
(including Combat Refusal, see 16.7) that is later attacked in hex.
the same Combat Phase, the unit retreated does not add its
values to the hex's defense. It cannot be used to absorb
Combat Hits and it cannot retreat. The unit is eliminated if
the unit(s) with which it is stacked retreat or are eliminated.
DESIGN NOTE: Players have more information than their
16.12 Advance-After-Combat
historical counterparts, can predict many events, and are
Whenever the defending hex is vacated in a combat, one,
able to prevent certain events from happening simply by not
some or all of the involved attacking units may occupy it
doing them. To reflect things beyond the control of the player,
(paying attention to the stacking limit). This is true even if
Random Events (REs) are inserted into the normal sequence
the advance is made from an EZOC hex directly into another
of play.
EZOC hex (but see below).
When conducting a RE, the normal sequence of play is
TWO HEX ADVANCE: If the attacker had Tactical
interrupted for the duration of the event. Each RE thus
Superiority during combat resolution and the defender
constitutes a sort of mini-phase within a combat phase. There
retreats his units two hexes, or all defenders are eliminated,
may be any number of REs during a given combat phase.
attacking In Supply motorized units (only) may advance a
second hex. Units may not advance a second hex if the
REs are generated by unmodified dice rolls of 2 or 12 during
advance is made from an EZOC.
combat resolution (Step 6 of the Combat Resolution Process).
After applying all combat results for that combat, including
Units advancing a second hex are not required to follow the
any Retreats-after-Combat and/or Advances-after-Combat,
exact retreat path of the defender.
the phasing player rolls two dice and consults the Random
Events Table. When the RE is done, continue with the normal
PROCEDURE: Advances are not mandatory, but the
sequence of play.
decision to do so must be made immediately before the next
combat resolution process is begun. Advancing does not cost
Movements and Combats generated by REs are free and do
MPs or MFs. Advancing units may split up. Defenders never
not cost Activity Points. A unit that has already moved

© 2002 GMT Games


22 Von Manstein’s Backhand Blow

(including Administrative Movement) and/or attacked in the Players receive VPs for inflicting step losses. VPs for step
current segment may move or attack again via REs. All other losses are permanent. VPs awarded for enemy step losses are
rules are in effect. recorded on the Victory Points Track the instant the step is
eliminated.

VPs awarded for enemy step losses are recorded on the


Victory Points track the instant the step is eliminated. Each
step loss eliminated as a result of combat or attrition is worth
Von Manstein’s Backhand Blow includes two scenarios. 1 VP, regardless of unit type. German Variable
First, players choose which scenario they will play and then Reinforcements disbanded for Personalersatz (13.2) and 0
select which side they will command. The Soviet player strength German Variable Reinforcements (11.4) do not
commands all Soviet units, while the German player count for VPs.
commands all German units.
VPs awarded for objectives are recorded during the Victory
The first game turn of a scenario always starts with the 1st Check Segment once each game turn. An objective must be
Soviet Schwerpunkt Segment (see 4.2). Weather is always occupied by a friendly unit to capture the VPs listed; Soviet
Frozen during Game Turn 1, and neither player may conduct Uprising units do not qualify to earn VPs. The Unit may be
Administrative Movement during game turn 1 (all segments). OOS and does not have to trace a supply line to a friendly
Place the Soviet C3I Points Marker in the “5” space, and the source to the objective. If an objective is retaken by the
German C3I Points Marker in the “2” space on the General German Player, the VPs are subtracted from the track.
Records Track. All other markers are placed in the “0” space
on the General Records Track. VPs awarded for objectives are earned once (not once each
game turn) during the Victory Check Segment; VPs are
Starting with Game Turn 2, the regular sequence of play is in recorded only if there is a change from a previous turn. If an
effect. objective is retaken by the German player, the VPs are
subtracted from the Victory Points Track. These events may
19.1 Scenario One - Red Army’s High Water Mark happen several times during a game, resulting either in VPs
This scenario starts with Game Turn 1 and finishes at the end added to the Victory Point Track (--> objective liberated by
of Game Turn 4, covering the first 12 days of the campaign. Soviet player), or VPs subtracted from the Victory Point
It can be completed in less than two hours, allowing players Track (--> objective retaken by German player).
to get their feet wet with the game system. Victory is
determined at the conclusion of Game Turn 4. Victory is determined at the very end of each game turn. The
Soviet Player is declared the winner if the current VP number
German Victory: No Soviet units are west of the Donets exceeds the span of numbers printed on the Game Turn
River. Record Track; the German Player is declared the winner if
Soviet Victory: One or more cities on the map are Soviet the current VP number is lower than the span of numbers. The
controlled. game immediately ends if one player qualifies for victory,
Draw: Any other result. otherwise the game continues. The game ends in a draw if
neither player qualifies for victory at the end of Game Turn
19.2 Scenario Two – Von Manstein’s Backhand 17.
Blow
GAME LENGTH: This scenario recreates the entire NOTES: "Soviet / German unit west / east of Donets River":
campaign, which stretched over 51 days of fierce fighting. VPs are awarded / subtracted once (not once each game turn)
The scenario starts with Game Turn 1 and finishes at the end during the Victory Check Segment; VPs are adjusted only if
of Game Turn 17, allowing players to recreate the historical there is a change from a previous turn. The VPs are adjusted
campaign in its entirety. With an estimate playing time of 10 if the Soviet / German player does not meet the requirement
hours, this scenario is the centerpiece of the game. any longer. These events may happen several times during a
game, resulting for example either in VPs added to the
19.21 VICTORY CONDITIONS: Both Players Accumulate Victory Point Track (if Soviet unit west of Donets River), or
Victory Points (VPs) for enemy step losses and for certain VPs subtracted from the Victory Point Track (if there is no
objectives; see the Victory Points Chart for details. VPs Soviet unit west of Donets River any longer).
awarded to the Soviet Player are added to and VPs awarded
to the German Player are subtracted from the Victory Points
Track.

© 2002 GMT Games


Von Manstein’s Backhand Blow 23

the basic game system rather than portraying them as


independent functions under the player's direct control. In
other words, the Schwerpunkt Series concentrates on the
Board wargames are constantly and - in certain areas - "interesting stuff' - maneuver and combat - and avoids
dramatically evolving during the last decades. The elements that are beyond the scope of the commander in
components quality, graphical presentation, and research all charge.
have improved a lot. One evolution I dislike though. In the
seventies, games of moderate level complexity averaged Friction: Serious students of military history will agree that
about eight pages of rules, one map and one countersheet. friction was and still is the most important aspect of warfare.
Today, typical intermediate complexity games have Battles and campaigns normally develop a dynamic course of
magazine sized rulesbooks, two maps and 600+ counters. As their own which can never be fully controlled by the
a result, players spend a considerable amount of time getting opponents. I dislike game systems giving players full control
their feet wet with the game system, teaching the rules to an over everything, allowing them to do almost anything they
opponent is very difficult, and finishing the campaign game want with their forces, resulting in completely synchronized
in one session is impossible. The hobby has lost a significant actions. This aspect has been integrated into many game
number of gamers in this way because time and space are the mechanics like Action Point determination and Combat
most critical assets for many players today. Chits. These concepts add friction with a minimum of
complexity to the game system, avoid unrealistic chess-like
The central ideas of the Schwerpunkt Series were developed game play, and force the player to fight his opponent rather
because of a strong demand by players for fast playing, easy than the game system.
to learn, non-simplistic games with the following precepts:
(1) for an experienced player, learning the game is possible Sequence of Play: A traditional "Igo-Hugo" sequence of play
in less than two hours was out of the question because it is too limited to capture the
(2) teaching the game to an opponent takes no more than 15 decisive aspects of ETO WWII battles/campaigns. By
minutes dividing a game turn into Schwerpunkt Segments and
(3) playing the game to completion is possible in one session General Segments for each side, the sequence of play allows
(4) each game consists of an easily assimilated number of a kind of interaction without burdening players with the
components (e.g. only one map) amount of work and bookkeeping of an elaborate interactive
game system.
Certain concepts of GMT's Schwerpunkt Series first
appeared in Moments in History's T3 system, consisting of Moreover, it forces players to plan Schwerpunkt for actions
Turning the Tables (published by MiH in 1998), Drive to the and operations like their historical counterparts did. The other
Baltic! and Velikye Luki (both published by MiH in 2000), important point of the sequence of play is allowing each
all by the same designer. However, the Schwerpunkt Series player to decide what action to carry out first in each of his
is much more than a streamlined and revised version of the segments: Fight or Move. This easy mechanic gives the
T3 system. In addition to the incorporation of various players' player more control over his activities, thereby reflecting the
suggestions and ideas, the changes and modifications were decisions of real-world HQs ("Assault followed by
done in order to cover all important aspects of WWII Breakthrough" or "Maneuver before Combat") in a smooth
battles/campaigns in the ETO. As the result, the Schwerpunkt way.
Series is no longer limited to the Eastern Front but can deal
with every ETO WWII battle/campaign. The following C3I Points: This rather abstract term reflects each side's
highlight some design decisions made while the Schwerpunkt abilities to control and run operations (command control
Series was conceptually outlined. efficiency) as well as available resources (fuel, ammunition,
general supplies). Similar to the decision what action to carry
Basic Concepts: The Schwerpunkt Series is based on the out first in each of his segments (Fight or Move?), C3I Points
idea of "Mechanical Simplicity". Mechanical simplicity give the player some control over his activities, but face him
means structuring the many complex elements of a game in a with the dilemmas of uncertainty and friction. C3I Points
way that does not overburden the player with memorization work hand in hand with the sequence of play, preventing
or bookkeeping. Mechanical simplicity does not mean completely synchronized actions found in most games of this
simplicity; it means a clear definition and contrast of themes. complexity level.
As a result, the game mechanics are realistic in effect and
smooth in execution. Combat Units: Similar to my previous designs, the military
units in a Schwerpunkt Series game represent the fighting
In order to make a game really playable, I find it imperative formations actually used rather than the administrative
to concentrate on the most important factors of the subject organizations. I really wonder why so many games are still
chosen. Therefore, I incorporated many aspects directly into showing administrative organizations... Such an approach is

© 2002 GMT Games


24 Von Manstein’s Backhand Blow

misleading because administrative organizations may This rulebook edition by James Currie, 2023. It incorporates
seriously differ from the fighting formations actually used. all known errata as well as selected Q&A. For use by owners
of the Game.
Order of Battle: Research has always been an important
aspect of my designs. To my comfort, I live in Central Europe
with access to local primary sources. Important information
is available from native speakers and battlefield tours. My
military training and practice as well as extensive experience
in military history are of additional help. In short, I guarantee
that each game of the Schwerpunkt Series comes with a
stateof-the-art OOB.

Combat System: The combat system integrates various


important aspects of combat with a strong emphasis upon
uncertainty and combined arms warfare. The combination of
Tactical Superiority determination and Combat Chits made it
possible to go with a rather elaborate combat system without
increasing the complexity of the game or lengthening the
rules. Players will notice that the combat system captures the
flair of World War II warfare, provides a strong tactical feel
during resolution, and produces realistic results. However, it
is still easy to handle and can be quickly resolved.

The Schwerpunkt Series is a game system full of choices and


uncertainty yet still very playable. Its mechanics guarantee a
high solitaire suitability. Moreover, no two games will ever
be the same. In addition, the Schwerpunkt Series is made for
YOU, the player. I am open to all ideas and suggestions. The
large sized hexes as well as dividing the rules into Series and
Exclusive Rules booklets are just two examples that we are
listening to what you want.

Enjoy the games!


—Dirk Blennemann
2002

Should any questions concerning play arise, we will gladly


answer them.
dirk.blennemann@t-online.de (the designer)
UBlennemann@aol.com (the developer)
gmtoffice@gmtgames.com (the publisher)

CREDITS
Game Design: Dirk Blennemann
Development: Uli Blennemann
Editing: Bob Irelan, Uli Blennemann
Playtesting: Volkmar Böse, Detlef Borchert, Dirk
Dahmann, Edgar Forschbach, Robert Holzer, Bob
Irelan, Christoph Ludwig, Rainer Mattern, John
McGuffog, Norbert Möhring
Art Director: Rodger MacGowan
Counter and Map Art:Mark Simonitch
Package Design: Rodger MacGowan
Production: Tony Curtis

© 2002 GMT Games


Von Manstein’s Backhand Blow 25
26 Von Manstein’s Backhand Blow

SEQUENCE OF PLAY
I. Administrative Segment III. First German Schwerpunkt Segment:
A. Advance the Game Turn Marker. Skip this segment during Deep Mud game turns. The
German player conducts the following activities:
B. Both players simultaneously check for Supply. Mark
units Out Of Supply, and conduct Attrition Checks if A. Conduct Administrative Movement (15.1):
required. (1) Move any one unit and any number of Variable
Reinforcements from AMB #2 onto the map.
C. The Soviet player determines the Weather (5.0). (2) Move all units from AMB #1 to AMB #2.
D. Starting GT 7, the German player conducts Frontnahe (3) Place any one unit and any number of Variable
Auffrischung (13.1). Reinforcements from the map into AMB #1.
NOTE: all units part of the same German formation counts as one
E. Starting GT 7, The German player may announce unit for Administrative Movement purposes.
Rochade this game turn if the weather is frozen (8.4).
B. Declare in what order the Combat and Movement
F. Starting GT 2, the German player determines his Phases will be conducted.
Variable Reinforcements, and places them on the map
(11.4). C. Spend C3I Points. Roll two dice and consult the Activity
Table. Adjust Activity Markers on General Records Track.
G. The Soviet player places his Reinforcements either on NOTE: The segment ends immediately if the German player
the map or in his AMB #1 (11.2). spends zero c3i Points.

H. The German player places his Reinforcements either on D Conduct either the Combat or Movement Phase.
the map or in his AMB #1 (11.2). E. If the Combat Phase was conducted first, now conduct
I. Starting GT 2, the Soviet player receives and spends the Movement Phase, or vice-versa.
Replacements (12.0) F. Conduct Personalersatz for non-motorized units (13.2).
J. Both players add and remove Combat Chits according to
IV. Second Soviet Schwerpunkt Segment
the Reinforcement Schedule, and adjust the C3I Markers
Skip this segment during Deep Mud and Mud game turns.
on the General Records Track (8.1).
Same as "First Soviet Schwerpunkt Segment".
II. First Soviet Schwerpunkt Segment:
V. Second German Schwerpunkt Segment
Skip this segment during Deep Mud game turns. The
Skip this segment during Deep Mud and Mud game turns.
Soviet player conducts the following activities:
Same as "First German Schwerpunkt Segment".
A. Move Front Markers (14.2).
VI. Soviet General Segment
B. Conduct Administrative Movement (15.1): Same as a Soviet Schwerpunkt Segment except movement
(1) Move any one unit from AMB #2 onto the map. and combat does not require Activity Points and units may
(2) Move all units from AMB #1 to AMB #2. either move or fight (not both).
(3) Place any one unit from the map into AMB #1.
VII. German General Segment
C. Declare in what order the Combat and Movement Same as a German Schwerpunkt Segment except
Phases will be conducted. movement and combat does not require Activity Points and
units may either move or fight (not both).
D. Spend C3I Points. Roll two dice and consult the Activity
Table. Divide Activity Points received as evenly as VIII. Victory Check Segment
possible between the two Fronts. Both players accumulate Victory Points (20.21) and adjust
NOTE: The segment ends immediately if the Soviet player spends the Victory Points Markers on the Victory Points Track.
zero c3i Points. Determine if the game proceeds or is won by either player.
E. Conduct either the Combat or Movement Phase.
F. If the Combat Phase was conducted first, now conduct
the Movement Phase, or vice-versa.

© 2002 GMT Games


P.O. Box 1308, Hanford CA 93232-1308
www.GMTGames.com

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