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("Living Rules" for Beyond the Urals, as of 03/07/02.) Beyond The Urals An Alternative History Campaign in Russia, 1942 Credits Design & Development: Ty Bomba Playtesters: Rob Franz, Martin Svensson, Christopher Cummins Rules Layout: Callie Cummins Counter Graphics: Larry Hoffman Map Graphics: Joe Youst Contents 1.0 Introduction 2.0 Game Components 3.0 Set Up & Hex Control 4.0 How to Win 5.0 The Turn Sequence 6.0 Stacking 7.0 Zones of Control 8.0 Supply 9.0 Soviet Reinforcements & Replacements 10.0 Movement 11.0 Weather 12.0 Combat 13.0 The Second Front 14.0 Charts & Tables 15.0 Designer's Notes 1.0 Introduction 1.1 Alternative Time Line Beyond the Urals: An Alternative History Campaign in Russia, 1942 (BtU for short) is a two-player, low-to-intermediate complexity, strategic-level simulation of a campaign that might have been had the Germans reached their goals for Operation Barbarossa in 1941 but in so doing still failed to force the capitulation of the Soviet Union. The easiest way this might have come about is simply to imagine Marshal G.K. Zhukov had been defeated by Gen. D.G. Pavlov in the map-wargames held in the Kremlin during January 1941. At that time Pavlov was head of Soviet armored forces and had convinced Stalin the correct strategy to counter any German invasion was to pack the border areas with the best Red Army units. His idea was to thereby contain any German attack at the border, then quickly

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("Living Rules" for Beyond the Urals, as of 03/07/02.)

Beyond The UralsAn Alternative History Campaign in Russia, 1942

CreditsDesign & Development: Ty BombaPlaytesters: Rob Franz, Martin Svensson, Christopher CumminsRules Layout: Callie CumminsCounter Graphics: Larry HoffmanMap Graphics: Joe Youst

Contents1.0 Introduction2.0 Game Components3.0 Set Up & Hex Control4.0 How to Win5.0 The Turn Sequence6.0 Stacking7.0 Zones of Control8.0 Supply9.0 Soviet Reinforcements & Replacements10.0 Movement 11.0 Weather12.0 Combat13.0 The Second Front14.0 Charts & Tables15.0 Designer's Notes

1.0 Introduction1.1 Alternative Time Line

Beyond the Urals: An Alternative History Campaign in Russia, 1942 (BtU for short) is a two-player, low-to-intermediate complexity, strategic-level simulation of a campaign that might have been had the Germans reached their goals for Operation Barbarossa in 1941 but in so doing still failed to force the capitulation of the Soviet Union. The easiest way this might have come about is simply to imagine Marshal G.K. Zhukov had been defeated by Gen. D.G. Pavlov in the map-wargames held in the Kremlin during January 1941.

At that time Pavlov was head of Soviet armored forces and had convinced Stalin the correct strategy to counter any German invasion was to pack the border areas with the best Red Army units. His idea was to thereby contain any German attack at the border, then quickly go over to a counter-offensive that would carry the war back into Germany. Zhukov's brilliant command of the "Blue" side in the wargames, however-with German panzer formation strengths based on what they'd done in Poland and France-revealed the bankruptcy of Pavlov's approach.

Stalin, thus convinced of the correctness of Zhukov's strategy, immediately authorized a strategic redeployment in depth that contained three "echelons" of armies arrayed from the border back to Moscow. Had Pavlov been a better wargamer, his strategy would have

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undoubtedly led to complete Soviet defeat in real life by bringing about the encirclement and destruction of almost all of the Red Army in positions west of the Dvina-Dnepr line. That was, in fact, precisely the campaign the Germans hoped to fight when they first crossed the border on 22 June 1941. For a more detailed discussion of this idea, players are referred to the following book: Fugate, Bryan and Lev Dvoretsky, Thunder on the Dnepr: Zhukov, Stalin and the Defeat of Hitler's Blitzkrieg, Presidio Press, 1997 (ISBN 0-89141-529-7). The second part of the alternative time-line postulated here, that the Soviets kept fighting even after the Germans reached their planned Archangel-Astrakhan stop line, is equally simple to arrive at. Being given no alternatives other than to suffer genocide at the hands of the German conquerors or continue their resistance, no matter how desperate, it is not hard to imagine the Russians' choice, even if they underwent a regime or ideology change.

1.2 The Game Situation It is hard to imagine the Germans, having once gotten this far

beyond their historic high-water mark, could thereafter suffer much serious damage in the east, at least when measured relative to what happened to them historically. At the start of play the Germans are launching what they hope will be nothing more than a large mop-up campaign aimed at occupying one of the last two industrial areas left to their main enemy in Eurasia. They might fail in the sense their plans unavoidably involve pushing a huge force into an area that, in the strategic sense, could otherwise only be considered the middle of nowhere. That is, those forces could probably be at least as well used in a number of other campaigns conducted elsewhere against the still relatively intact Anglo-Allies. The Germans, though, would probably not be risking running into anything like the historic Stalingrad debacle.

The game therefore reflects a situation in which the Germans are clearly on the offensive, fighting to finally and completely defeat a desperate Soviet defense. The defenders, in turn, are trying to hold on to a critical part of their truncated state until the winter again shuts down the campaigning season. The Russian hope is, by surviving another year, they might yet see the time when the still strengthening Anglo-Allies become enough of a threat to the German rear to force Berlin to shut down further offensive operations in the east, withdrawing large segments of the Wehrmacht for redeployment.

1.3 Orders of BattleThe orders of battle are extrapolated from both sides' historic

organizational charts of mid to late 1941. That is, the Germans could be expected to throw everything they had in the east into this, minus only a few corps to cover the almost militarily impassable areas off the northern and southern edges of the map. We can safely figure the Axis satellite armies that proved the Axis' Achilles heel in the real 1942 campaign are off map to the west on anti-partisan duties or perhaps are also helping to hold the extreme flanks.

The 20th Mountain Army is included because it is hard to imagine Hitler could have resisted transferring that headquarters into Russia

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from Scandinavia and assigning it every mountain infantry corps in the army. The mythic qualities inherent in a campaign across the mountains dividing Europe from Asia would have simply been too much for the dictator to have withstood putting together this kind of specialized army to spearhead the operation.

The Soviet order of battle is based on a generous estimate of what they could still have fielded after going through a preliminary debacle of the kind that would have had to have taken place in order for this situation to be created. 1.4 Game Scales

Each hexagon on the map represents approximately 20 miles (32.4 kilometers) from side to opposite side. The Soviet units of maneuver are armies, while all German units are corps. Air power is represented abstractly, with two counters representing the effects of German tactical air superiority. Each full game turn represents one week.

1.5 HalvingThe general rule concerning the halving of numbers in the game is

whenever such a division takes place all remainders are rounded down. Thus, for example, "half" of three is one and "half" of two is one, while "half" of one is zero. There is one exception to that last, however, in that if a combat factor is halved, half of one is one, provided only one unit is being halved. That is, no single unit's combat factor is ever reduced below one for any reason. If, however, there were two or more units in the same battle and both or all were to be halved, then all the involved units' combat factors are first added together and only one division and rounding is made.

1.6 NorthThe compass rose printed on the map show its relationship to

magnetic north. For all play purposes, though, whenever a map direction is referenced in these rules it should be understood the north side of the map is composed of the hexes 1000 to 1028, inclusive. The east side of the map is composed of the hexes 1000 to 4200, inclusive. The south side is 4200 to 4228, inclusive, and the west is 1028 to 4228, inclusive. The corner hexes are therefore each part of two map sides.

2.0 Game Components2.1 The components to a complete game of BtU include these rules, the map sheet and 176 die-cut counters (also referred to as "units" and "unit counters"). Players must provide themselves with a standard six-sided die to resolve combat and other probabilistic game events.

2.2 The Game MapThe game map illustrates the militarily significant terrain found

in the western portion of Siberia in 1942. A hexagonal ("hex") grid is printed over the map to regulate the placement and movement of units across it, much like in Chess and Checkers. A unit is considered to be in only one hex at any one time.

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Each hex contains natural or manmade terrain that can affect the movement of units and combat between units. The terrain on the map has had its exact, real-world configurations altered slightly in order to make it coincide with the hex-grid, but the relationships among the terrain from hex to hex is accurate to the degree necessary to present players with the same space and time dilemmas that would have been faced by their historic counterparts had this hypothesized campaign taken place.

Note also that every hex on the map has a unique, four-digit identification number. They are provided to help find exact locations more quickly and to allow for the recording of unit positions if a match has to be taken down before it can be completed. For example, the industrial center of Ufa is in hex 3216.

2.3 CountersThere are 176 unit counters in the game, most of which represent

combat formations. Others are also provided as informational markers and memory aids. After reading these rules at least once, carefully punch out the counters. Trimming off the "dog ears" from their corners with a fingernail clipper will facilitate easier handling and stacking during play and enhances their appearance.

2.4 Sample Combat UnitEach combat unit counter displays several pieces of information:

nationality (and therefore the "side" each unit is on), specific historical identification, unit type and size, combat and step strengths, movement allowance, and reinforcement or other special status.

2.5 NationalityA unit's nationality is shown by its color scheme.

The German Side20th Mountain Army: white on leaf greenAll other German units: white on black

The Soviet SideRegular Red Army units (all one-steppers): white on redElite Guards and Tank units (all two steppers): red on white

2.6 Historical IdentificationAll units are identified by the numbers used historically to

designate those same formations during this period. The letter "G" on some Soviet units stands for "Guard," while "Sh" is the abbreviation for "Shock."

2.7 Unit SizesUnits' historical organizational sizes are shown by the following

symbols: XXXX - armyXXX Ð corps

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2.8 Unit TypesAll ground units in the game belong to two basic categories:

mechanized ("Mech") or non-mechanized ("Non-Mech"). Mechanized units are those whose primary means of moving across the battlefield is by wheeled and/or tracked vehicles. Non-mechanized units are those whose primary means of locomotion is provided by legs, human and animal. This distinction is important for movement, combat and replacement considerations.

Mechanized Unit TypesPanzer/TankCombined Arms Mechanized

Non-Mechanized Unit TypesInfantryMountain Infantry

2.9 Combat FactorsAttack and defense factors are the measures of each unit's

ability to conduct those types of combat operations. Their uses are explained in section 12.0.

2.10 Movement FactorThis number is a measure of a unit's ability to move across the

hex grid printed over the map. A unit pays varied movement costs to enter different hexes, depending on the terrain and the unit's type (see section 10.0).

2.11 Step StrengthAll ground units in the game have one or two "strength steps,"

also simply called "steps." That's an arbitrary term used to express the ability of a unit to absorb a certain amount of combat losses before ceasing to be an effective formation (a measure of its "robustness" in current US Army jargon). Those units with combat factors printed on only one side of their counter are "one-step" units. Those with printing on both sides of a single counter are "two-step" units.

When units of these sizes are eliminated in play, it doesn't mean every individual within them has been killed. It means enough casualties and equipment losses have been suffered to render them useless for further operations. If a two-step unit suffers a one-step loss, it is flipped over so its reduced side (the one with the lower combat factors) shows. If a one-step unit, or a two-stepper that has already been "reduced," suffers a step loss, it is removed from the map ("eliminated") and placed into a "dead pile" off to the side of the map.

2.12 Soviet Two Step UnitsThere are seven Soviet two-step units in the game: 1st through

5th Tank along with 1st and 2nd Guards Armies. They are printed red-on-white to make them easily distinguishable from all the white-on-red one-step units. When a Soviet two-stepper has been reduced to one-step

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strength, its combat factors are always "1-1." However, when at full, two-step strength its combat values are always unknown until it enter combat, and they are always determined anew each time it does enter combat. That is, a die is rolled by the Soviet player for each involved two-stepper at the time the combat odds calculation process is begun. That result (one through six) is the appropriate combat factor for that one unit for that one battle. Soviet two-step units may never receive replacements, neither as replenishment on the map nor to be reclaimed from the dead pile.

Note that 3rd and 5th Tank Armies start play on the map no matter what date turns out to be Game Turn 1 (see 3.2). The others, though, enter as reinforcements unless the game is rolled to begin on or after June I or June II. In that case, based on the reinforcement entry code printed in each affected unit's upper-left corner, they may also become part of the Soviet side's initial on board force. For example, if Game Turn 1 turned out to be June I, then the Soviet two-step units bearing "3s" in their upper-left would be added to that side's starting forces.

2.13 Soviet Untried UnitsNote that all the white-on-red Soviet units in the game each

contain only one strength step. Their reverse sides show only a "U" (for "Untried"), a unit-type box and a movement factor. All such Soviet units begin the game with their untried side showing, and neither player knowing exactly what is on the reverse sides. They aren't flipped over, thus revealing their exact combat strengths, until the first time they enter combat attacking or defending. Once revealed, untried units are never flipped back to their "U" side while they remain in play. For more details see 9.6.

2.14 Reinforcement & Starting UnitsUnits that enter play after the game has begun, rather than

starting play already set up on the map, are called "reinforcements." Reinforcements can be distinguished from starting units by the fact they-the reinforcement units-have only a one-digit number, "3" or "4," printed in their upper-left corners. Those numbers refer to their earliest possible game turns of entry into play; see section 9.0. Only the Soviet side has reinforcements (five of them); all other Soviet units and all German units begin play already on the map at the start of the game; see 3.3.

2.15 Other CountersThe uses of the following counters are explained at appropriate

points throughout the rest of the rules:¥ Hex Control Markers (see 3.4)¥ German Victory Point markers (see 4.3)¥ Game Turn indicator (see section 5.0)

¥ German Aerial Supply marker (see 8.7)¥ Weather indicators (see section 11.0)¥ German Ground Support Aircraft markers (see 12.17)

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3.0 Set Up & Hex Control3.1 Players should first decide which side each will control. After that they should each take their own side's units and sort them onto and around the map according to the instructions given below.

3.2 Determining the Start DateThe climate in the Asian heartland is unpredictable in terms of

just when ground conditions will prevail that allow the start of active, large-scale campaigning. Accordingly, before either player sets up any units on the map, the German player should roll a die to determine the actual start date of the campaign. That is, a die roll of one means play begins on Game Turn 1/May III. A roll of two would mean play begins on what's shown on the Turn Record Track as "Game Turn 2/May IV," etc. Play may therefore actually begin on any game turn from May III to June IV, depending on the die roll.

Note that Soviet Guard and Tank Army reinforcements arrive on Game Turns 3 and 4 (Jun I and June II). If the die roll starts play on or after those dates, then the affected units become part of that side's initial set up rather than coming in as reinforcements (see section 9.0). No matter what game turn actually turns out to be the first game turn of play, refer to the game turn numbers printed on the map when dealing with reinforcements, etc. For example, June I is always referred to as "Game Turn 3."

3.3 Set UpThe Soviet player sets up first. He places all his initially

available units, which include all those one- and two-step units that lack a reinforcement code number in their upper-left corners, anywhere on the map other than in the Gold Row (see 10.17). Then the German places all his available units anywhere in the Gold Row. Both players must observe stacking limits (see 6.0) during initial placement. 3.4 Hex Control

In this game the idea of "hex control"-which side "owns" which hexes at any given instant-is only important for "victory point" (VP) hexes. At the start of play the German player controls all hexes within the Gold Row while the Soviet player controls all the rest.

The control status of a hex switches form one side to the other whenever a ground unit from the other side enters it or exerts an uncontested zone of control into it (see section 7.0). Control switching is immediate and may occur and reoccur in the same hexes any number of times during play. Hex control markers are provided for use on the board to help keep track of which victory point hexes (see 4.2 below) are controlled by which side throughout play.

4.0 How to Win4.1 The German player is generally on the offensive, striving to win the game by driving east to conquer as fast as possible what remains of this critical portion of the Soviet industrial base. The Soviet player wins by preventing his opponent from doing that.

Only the German gains or loses victory points (VP). The Soviet player doesn't keep track of any VP total of his own. Use the VP Track

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printed on the map sheet to keep constant score of the German VP situation. At the start of play the German has zero (0) VP.

4.2 Victory Point HexesEach industrial and natural resource hex on the map is worth one

VP. That is, each time the German player gains control of a natural resource or industrial hex his VP total is increased by one. Control of the same VP hex may be traded back and forth between the two sides any number of times during play. Each time a VP hex's control status switches, increase or decrease the German VP total by one. Note that the supply status of VP hexes is irrelevant when considering their VP status.Design Note: Natural Resource hexes (the crossed pick-and-shovel icons, for example, see hex 3315) are OTiH for all movement and combat purposes. That is, they carry no movement or combat penalties of their own. All that is determined by the other terrain in and around those hexes. For their significance in play, see rule 4.2.

4.3 Accruing VPBoth players should keep constant track of the number of VP

accrued by the German player. At any time during any game turn the German player has a certain minimum number of VP, he may roll the die and consult the Victory Table to determine if he has won the game at that point by causing the economic and morale collapse of his enemy.

Note there are 68 VP on the map. If a game turn is in progress and the German player comes to control 35 or more VP, action on the map is temporarily halted while he rolls a die and checks that result against the Victory Table (14.4) to see if he has won the game.

Notice the table is divided into five categories based on the spread of victory points controlled by the German player. For example, if he controlled 43 VP at the time of a die roll check, the German player would need to roll a one or two to win the game. Any other result would mean play continued until the German player had enough VP to get into another category on the Victory Table and then make another die roll check.

4.4 Die Roll Victory ChecksIt is critical to note the German player is never allowed to make

more than one victory check per Victory Table category per game. For example, if the German had gained 35 VP and therefore made a die roll check on the table within that point spread, but missed the die roll result he needed to win there (a one), he could not roll again on the table until such time as his VP level put him in the next higher category (42 or more VP). The action on the map is temporarily suspended and a die roll check made the instant the German player breaks into a new point spread category on the Victory Table. If the German gets all the way to 68 VP without winning via a die roll check, he is considered to have won the game at that point.

4.5 Soviet Victory

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The Soviet player wins by preventing the German from fulfilling the victory conditions given above until the game ends (see 5.8). No draws are possible. 5.0 The Turn Sequence5.1 Each game turn of BtU is divided into two player turns of sequenced steps (also called "phases"). Every action taken by a player must be carried out in the appropriate phase as described below. Once a player has finished a particular phase he may not go back to perform some forgotten action or redo a poorly executed one unless his opponent graciously permits it.

5.2 Game Turn Sequence OutlineThe turn sequence is given below in outline. Note the German

player is the first to take his player turn throughout every game turn.I. Weather Determination PhaseII. German Player Turn

A. German Replacement PhaseB. German Movement or Combat PhaseC. German Combat or Movement Phase

III. Soviet Player TurnA. Soviet Replacement & Reinforcement PhaseB. Soviet Combat PhaseC. Soviet Movement Phase

IV. Second Front Phase

5.3 Weather DeterminationThis phase is skipped until the beginning of the September I game

turn. Before then the weather is always considered "Dry (D)," See section 11.0 for details.

5.4 Move or FightAt the start of every one of his player turns, the German player

must declare the order in which he will carry out his movement and combat phases that turn. That is, he may choose to have his units move first and fight second or fight first and move second. The decision is always up to him. Note the Soviet player's phase sequence is always fight and then move.

No matter what phase sequence the German player chooses for one of his player turns, all his units are allowed to participate to the limit of their normal capabilities in both phases. Moving or fighting doesn't preclude a unit performing both tasks each German player turn; only the order of execution is variable. 5.5 Declaration Strictures

The German player makes only one phase order declaration per player turn, at the start of each of his own player turns, which is then applied to all his units throughout that turn. He may not choose one phase order for some of his units and the other phase order for others. Nor may he decide to have two of the same kind of phases

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during the same player turn. He must always take one movement and one combat phase; only their order of execution may be switched.

5.6 German Phase Sequence Combat EffectsWhenever the German player chooses the move/fight sequence, all

his attacks against defenders in clear hexes suffer a one-column leftward (1L) odds shift in addition to any other applicable odds shifters. Similarly, when the German player chooses the move/fight sequence, any of his panzer corps attacking into hills, mountains or industrial hexes must use their defense factors as their attack factors.

5.7 Second Front PhaseThis phase is skipped during the first game turn of play,

whatever calendar date that turns out to be. Begin checking it at the end of the second game turn of play, whatever calendar date that turns out to be. See section 13.0 for more details.

5.8 Ending a GameA game ends at the end of the November III game turn, or when the

first "S" weather is rolled (see section 11.0).

6.0 Stacking6.1 "Stacking" is the word used to describe the piling of more than one unit into a single hex at the same time.

6.2 Stacking & MovementStacking rules are in effect at all times throughout the game

turn. Players should therefore pay particular attention to the order they move their units in crowded areas of the board. Otherwise, moves made carelessly early in the phase may block your ability to move other units later in the phase. There are no limits, however, on the number of units that may enter and pass through a given hex over the course of a segment, phase, player turn or game turn as long as the stacking limits are met on a hex-by-hex, instant-by-instant basis.

If any hex containing stacked units of either side is found to be "over stacked"-that is, exceeds the stacking limits given below-at the start or end of any phase (see also 12.21), the opposing player is immediately allowed to remove to the dead pile his choice of the minimum number of involved enemy units necessary to bring the violating stack back into limits.

6.3 Stacking LimitsBoth players may stack up to two of his own side's ground units

in any hexes.

6.4 Free Stacking UnitsNone of the markers in rule 2.15 have any stacking value. That

is, they may be added freely to any stack according to the particular rules for their use.

7.0 Zones of Control

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7.1 Every ground unit in the game on both sides exerts a "Zone of Control" (or "ZOC") into the six hexes surrounding its location hex. There is no qualitative difference between a hex containing ZOC exerted there by one unit or by several. The ZOC of both sides may be simultaneously exerted into the same hexes.

7.2 LimitsZOC extend into and out of all hexes and across all hex sides, no

matter the terrain involved, and they are exerted equally by ground units of all types of both sides regardless of supply state and step strength. That means, for example, even though mechanized units are prohibited from attacking into or out of mountain hexes except via transport lines (see 12.15), their ZOCs still extend normally into and out of such hexes.

7.3 ZOC Effects on MovementAll moving ground units must stop their movement for that phase

in the first hex they enter containing an enemy zone of control ("EZOC"). Units beginning their side's movement phase already in a hex containing an EZOC may move out of that hex provided the first hex they enter contains no EZOC. Units in such a situation may then enter another EZOC hex after moving into that first EZOC-free hex, but they would then be forced to halt their movement there for that phase.

Soviet units are never allowed to move directly from one EZOC to anther EZOC, but carefully note the important exception to this prohibition for German units described below.

7.4 EZOC to EZOC MovementIn all weathers German units that begin their side's movement

phase in an EZOC may move from such locations into hexes immediately adjacent that also contain EZOC ("EZOC to EZOC movement"), but having done so they may then move no farther that same phase. The moving German units' supply state is irrelevant, but normal terrain prohibitions must be taken into account.

7.5 EZOC & German SupplyGerman supply lines may be traced into, but not through, hexes

containing unnegated Soviet ZOC.

7.6 Negating EZOCThe presence of a friendly ground unit in a hex containing an

EZOC negates that EZOC for the purposes of tracing supply lines through the hex as well as conducting retreats-after-combat into that hex (see 12.21). Friendly unit presence doesn't negate EZOC for movement purposes. EZOC never work to block advances-after-combat for either side (see 12.26).

8.0 Supply8.1 Soviet units are always considered fully and automatically supplied, but German units need supply to be provided to them in order to operate at their full movement and combat potentials. There are no counters representing the actual materiel consumed; instead, that

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process is represented by "supply line tracing" to "supply source hexes."

Design Note. The area being campaigned across here is a military industrial complex larger than the Ruhr. It is filled not only with factories for making war materiel, but also with warehouses for storing it and marshaling yards for moving it. For all practical purposes, then, while fighting in this area during this period the Soviets simply can't be dependably put out of supply. Of course, the rules concerning their unknown combat strengths go a long way toward simulating the kind of day-by-day uncertainty that always exists with logistics when fighting of this intensity is going on.

8.2 German Supply StatesThere are three supply states for German units, and each ground

unit of that side always exists in one of them: 1) overland supply, which is also called "regular supply," 2) aerial supply, and 3) out of supply, which is also referred to as "OOS" and "unsupplied."

8.3 German Supply SourcesThere are four German supply source hexes on the map; they are

the four transport-line entry/exit hexes within the Gold Row (1727, 2727, 3628 and 3927). A German supply source hex loses its supply providing capabilities when occupied by a Soviet unit. Supply capacity is fully restored; however, the instant Soviet occupation is ended. That process may occur any number of times during the game.

8.4 Tracing German Supply LinesEach German unit's supply line has two portions: a non-transport-

line portion and transport-line portion. The non-transport-line portion extends back, cross-country, from the unit's location hex a maximum of 10 non-mechanized movement points to a transport-line hex. From there the supply line is traced only along the course of the transport-line, never again leaving the contiguous transport-line path, over distances of any length, back to a German supply source hex.

Units located in transport-line hexes are not required to make use of a non-transport-line supply line portion; they may simply trace directly back along the transport-line to a supply source. Similarly, units within 10 non-mechanized movement points of a supply source need not make use of a transport-line supply line portion; they may simply trace directly to the supply source hex.Design Note. See 10.15 for more details on transport lines.

8.5 Tracing LimitationsWhen counting the 10 movement point non-transport-line portion of

a supply line, count from the unit back to the transport-line. Don't count the hex the unit is in; do count the hex in which the transport-line being traced to is located. Always keep in mind that once a supply line has jumped on to its transport-line portion, it may not leave it again to create a second non-transport-line portion.

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No portion of any German supply line may ever be traced into or through hexes containing Soviet ground units. Supply lines may always be traced into Soviet zones of control, but they may only be traced through them if one or more German units occupies each such hex in order to "negate" that enemy zone of control while the tracing takes place.

8.6 German Regular SupplyA German unit is in regular overland supply if it can trace a

supply path consisting of contiguous hexes, no longer than 10 non-mechanized movement points, unblocked by Soviet ground units and/or their unnegated ZOC, from its location hex to an appropriate supply source hex or to a transport-line hex that in turn leads to a supply source hex. Units of the German side with regular supply have their full, printed movement and combat factors available for use. Also see rule 10.17.

8.7 German Aerial SupplyThe German aerial supply marker can provide this kind of supply

to any German units in its hex of placement and in the six surrounding hexes. Units receiving aerial supply are in supply only for defensive purposes. They are considered OOS for attack and movement.

The aerial supply marker may be committed to any hex on the map any time during the game turn and, its supply effects are immediate, but it may never be committed to more than one hex per game turn. Note also that the aerial supply marker may not move with the units beneath it.

8.8 Effects of Being OOSGerman units are never reduced in step-strength or eliminated for

simply for being OOS. Units may exist indefinitely in the OOS or any other supply state, but OOS units have their movement and combat factors halved. The German player may deliberately move his units into hexes wherein they will or may become OOS.

8.9 When to Check SupplyThe German player should check the supply status of each of his

units at the start of its movement and again at the start of each individual battle in which he has forces involved on offense or defense. German units found to be OOS at the start of their movement have their movement factors halved for that phase. German units found to be OOS at the start of any battle, either on offense or defense, have their corresponding combat factors halved.

9.0 Soviet Reinforcements & Replacements9.1 Reinforcements are new Soviet units that enter the game after play has begun. They are identifiable by the one-digit numbers printed in their upper-left corners (see 2.12), which correspond to the number of the earliest possible game turn of their entry into play on the map.

The Soviet player may choose to delay some or all of his reinforcements' arrivals, as well as replacements reclaimed from the dead pile, but he doesn't have the ability to accelerate reinforcement

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arrivals. Delayed Soviet reinforcements are simply held off-map by that player until the start of one of his movement phases when he does want to enter them.

Soviet reinforcement units, as well as replacements being reclaimed from the dead pile, may be entered any time Soviet movement phases; however, no single placement hex may receive more than one full stack (see section 6.0) of units per movement phase. Soviet two-step reinforcement units are always entered into play at their full step-strength. They have their full movement and capabilities available to them from their instant of placement.

9.2 Soviet Reinforcement Entry The Soviet player's reinforcements may enter play via friendly

controlled transport-line hexes along the board's east edge. Their hex of placement counts against each entering unit's movement allowance for that phase. Units may enter via hexes containing EZOC, but they must then halt their movement in that placement hex for the remainder of that phase. Units may be entered at any times throughout the Soviet movement phase.

9.3 Soviet ReplacementsReplacements are levies of new troops and equipment, not

themselves represented by counters, used to reclaim entirely eliminated units from the dead pile. Each replacement increment-called a "step"-is able to replenish one step of combat strength.

Once used, a replacement step is permanently committed to its receiving unit; it can't afterward be recalled or transferred to any other unit. The Soviet player may not accumulate replacement steps from turn to turn. Those not used on their turn of receipt are forfeit.

9.4 Soviet ReplacementsThe Soviet player receives one replacement step on Game Turn 1

and during every game turn thereafter. Each Soviet replacement step may be used by that player to reclaim from the dead pile any one-step untried unit. Soviet two-step units may never be replenished on the map or reclaimed from the dead pile once eliminated.

When Soviet one-step units are eliminated, they should be held by that player in a convenient location off to the side of map with their untried sides again showing upward. When reentered via the replacement process, the Soviet player draws them randomly, without looking at their tried sides, and reenters them into play as untried units (see 2.13)

9.5 Dead Pile ReclamationSoviet one-step units may be reclaimed from the dead pile using

replacements and then reentered into play as if they were reinforcement units. Every one-step Soviet may go in and out of the dead pile any number of times during play no matter what the circumstances of their eliminations. Design Note. The rationale for denying the German player reinforcements and replacements is as follows. With the removal of the

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Soviet Union from the European power balance at the end of 1941, Hitler immediately turned his gaze elsewhere. The Z-Plan for naval construction was put back into effect; Goering was authorized to begin producing just about any new aircraft design he wanted; fresh panzer and paratroop units were organized to spearhead new campaigns into the Middle East, the Azores, the Canaries, etc.

It was only when long-range Luftwaffe photo-reconnaissance produced evidence of the vast industrial base still available to the Russians that Hitler authorized this new eastward effort. To carry it out he authorized the concentration of the broad mass of units still in Russia, then turned them over to his best field commander there (probably Guderian, no doubt a field marshal in this time line). Viewing the offensive primarily as a mop-up operation, he tasked that commander with "clearing the board" in the east without having to draw down any further on the resources being marshaled for the new campaigns to come against the Anglo-Allies.

10.0 Movement10.1 Every ground combat unit in the game has a "movement factor" printed in its bottom-right corner. That factor is the number of "movement points" (also called "movement factors," and "MFs" and "MPs") available to the unit to use to move across the hex grid during its side's movement phases throughout the game. Units move from hex to adjacent hex-no "skipping" of hexes is allowed-paying varied costs to do so depending on the type of unit moving and the terrain in the hexes being entered. The movement of each player's ground units takes place only during his own player turns; no enemy movement takes place during your own player turns (exception: see 12.21, retreat- and advance-after-combat).

10.2 LimitsMPs may not be accumulated from turn to turn or phase to phase,

nor may they be loaned or given from one unit to another. A player may potentially move all, some or none of his units in each of his movement phases throughout the game. Units that move are not required to expend all their MPs before stopping. The movement of each unit or stack must be completed before that of another is begun. A player may change the position of an already moved unit or stack only if his opponent agrees to allow it.

10.3 Minimum Movement AbilityEach unit is generally guaranteed the ability to move at least

one hex during a friendly movement phase by expending all its MF to do so. But this guarantee doesn't allow units to enter hexes otherwise impassable to them, nor does it allow units otherwise prohibited from doing so the ability to move directly from EZOC to EZOC (see section 7.0).

10.4 Enemy UnitsUnits may never enter hexes containing enemy units.

10.5 Stack Movement

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To move together as a stack, units must begin their movement phase already stacked together in the same hex. Units are not, however, required to move together simply because they started a movement phase in the same hex. Such units might be moved together or individually.

10.6 Splitting StacksWhen moving a stack you may halt it temporarily to allow a unit

to split off and move away on a separate course. The unit left behind in the split-off hex may then resume its own movement, but once you begin moving a different stack, or an individual unit that began in a different hex than the currently moving stack, you may no longer resume the movement of the first stack or unit without your opponent's permission.

10.7 Different MFs in StacksIf units with different movement factors are traveling together

in a stack, the stack must use the movement factor of the slowest unit within it. Of course, as the slower unit exhausts its MF, you may drop it off and continue with the faster unit.

10.8 Terrain & MovementAll terrain features on the map are classified into two broad

categories: natural and manmade. Both of those categories are further divided into several different types (see below). There is never more than one type of natural terrain in any one hex, but one or more types of manmade terrain may also exist in one hex.

10.9 Natural TerrainThere are three types of natural terrain on the map: clear,

hills, and mountains. The effects of those features on movement are described below and are also summarized on the Terrain Effects Chart (or "TEC," see 14.2) for quick reference during play.

10.10 ClearAs is usual in wargames, clear terrain is the "base" terrain of

this game, but in this relatively wild and undeveloped area it is not defined as being devoid of natural features that would enhance defense or slow movement. Aside from the main transport lines shown on the map, there are hardly any militarily significant roads or trails in this area. Similarly, though no rivers are shown on the map, the area is actually honeycombed with many small but wild watercourses. Clear terrain here is therefore actually a much tougher proposition than is usually the case. Accordingly, each clear hex costs all mechanized units, as well as all non-mechanized units other than German mountain infantry corps, two MP to enter. Only German mountain infantry corps pay one MP to enter a clear hex. For a hex to be considered clear terrain, clear terrain must be the only kind of natural terrain in the hex.

10.11 Hills

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All mechanized units pay six MP per hill hex entered; mountain infantry pay two MP, and all other non-mechanized units pay three MP. A hex containing any portion of hill terrain is considered to be hill terrain.

10.12 MountainsMechanized units may only enter mountain hexes when moving along

transport lines (see below, 10.15). Mountain infantry units pay two MP per mountain hex entered, while all other non-mechanized units pay four MP per mountain hex entered. A hex containing any amount of mountains is considered to be all mountains. If a hex contains both hills and mountains, that hex is a mountain hex.

10.13 Manmade TerrainManmade terrain exists in two types: industrial hexes and

transport lines. In this game manmade terrains have effects on movement.

10.14 Industrial HexesAll units may enter industrial hexes at the cost of only one MP

per hex.

10.15 Transport LinesThe transport lines shown on the map represent an amalgam of the

area's road and rail net. In practice, though, given these time and space scales, they will function in the game only the way roads are usually used in most wargames.

Any moving unit of both sides may use transport lines to negate the terrain costs usually involved in moving from hex to hex when going cross-country. That is, when moving along the course of a transport line, each hex entered costs all moving units only one MP no matter what higher terrain movement costs would otherwise be involved.

Note that units may use transport line movement during any portions of their movement in every one of their side's movement phases throughout the game. That is, a unit might move via a transport line for a portion of its movement, then go cross country to another transport line hex, and then begin moving along that new transport line, etc.

10.16 Off Map MovementExcept within the provisions of section 9.0, no unit once in play

on the map may be moved, advanced or retreated after off it.

10.17 The Gold RowThe "Gold Row" consists of all the hexes along the board's

extreme west edge. All the hexes in it are clear terrain (some containing transport lines). All normal rules apply to this row with the following important exceptions: Soviet units may never move or attack into any Gold Row hex, nor do their zones of control extend into it. German units operate normally in all ways when in, as well as when moving through, the Gold Row. German ZOC extend into and out of

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it, and German units in it are always automatically considered to be in regular overland supply.

Design Note. The Gold Row is a device to illustrate the fact the Soviets can't hope to push decisively into the German rear area in this situation. The invaders have simply gained too much depth. Of course, Siberia east of the Urals also has considerable depth to it, but because of its undeveloped state and the fact the Germans, not the Russians, now hold the vital Moscow transport hub, the Soviets can no longer effectively make use of the vast spaces still controlled by them. That is also the reason there are no RVGK rules in this game.

10.18 Movement & WeatherAll the movement costs given above are for "D" weather, for

explanation of the effects of other kinds of weather on movement, see section 11.0 below.

11.0 Weather11.1 At this scale of simulation, weather slows unit movement across the map and may affect combat. See 5.3, and at appropriate times consult the Weather Effects Table (14.1) printed on the map sheet and roll a die to determine each game turn's weather. The weather markers can be placed by the Weather Table as a reminder of the weather for that turn.

11.2 "D" Weather"D" means dry ground. There are no special weather effects on

movement or combat, and "D" is considered the automatic weather norm for all turns not requiring a die roll. Exactly when dry weather will take effect at the start of each game is uncertain however. See 3.2 for details on resolving that.

11.3 "R" Weather"R" means the autumn rains have begun. All German units lose one

MP from their movement factors during "R" turns. There is no effect on Soviet units.

11.4 "M" Weather"M" means enough rain has fallen to generate the muddy quagmire

conditions known in Russia as rasputitsa. All "D" weather terrain costs are doubled for both sides. Once "M" weather is rolled, no more "D" or "R" weather may occur, no matter what the die roll indicates. Weather die rolls are therefore made after the advent of "M" weather only to see when "S" weather will begin.

Note that during "M" weather, non-mechanized units other than German mountain infantry corps will be able to move into mountain hexes only under the provision of rule 10.3.

11.5 "S" Weather"S" means there is heavy snowfall with temperatures continuously

below freezing. Siberian deep winter has set in. The game ends the first time "S" weather is rolled.

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12.0 Combat12.1 Combat takes place between adjacent opposing units during the combat phases in every player-turn. Attacking is always voluntary. The mere fact of opposing units' adjacency and presence in each other's ZOCs does not necessitate combat. The player whose turn it is, is considered the "attacker," and the other player is considered the "defender," no matter the overall situation across the map.

12.2 Two Defenders in One HexIf there are two enemy units in a hex being attacked the stack

must be attacked as if it were one combined defending unit.

12.3 Multi-Hex AttacksAn enemy occupied hex may be attacked in one battle by as many of

your units as you can bring to bear from one, some or all of the surrounding hexes, but no more than one hex may ever be the object of any one attack. For example, a unit in 3112 may not attack into both 3212 and 3213 during the same combat phase.

12.4 Indivisibility of UnitsNo single attacking unit may have its attack factor divided and

applied to more than one battle. Likewise, no defending unit may have part of its defense factor attacked by one or a few attackers while another part is attacked by others. No attacking unit may attack more than once per combat phase, and no defending unit may be attacked more than once per combat phase.

12.5 Attack SequencingThere is no artificial limit on the number of attacks each player

may resolve during his combat phases. The attacker need not declare all his attacks before hand, and he may resolve them in any order he wishes as long as the resolution of one is completed before that of the next is begun.

12.6 Stacks AttackingIt is not necessary for all the units stacked in a given hex to

participate in the same attack. Some of the units in a stack might attack into one defender hex while others attacked into some others or simply didn't attack at all. No defending unit, though, may ever refuse combat.

12.7 Fog of WarNeither player may ever look beneath the top unit of enemy stacks

until the time comes in the combat resolution process for odds computation. Once such an examination has been made, the attacker may no longer call off that attack. Note, though, the German VP total is always known to both players.

12.8 Combat ProceduresNormally the attacking player should strive to have several times

more attack factors involved in a battle than the defender has defense

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factors. Such battles are called "high odds" attacks. To resolve such fights, the attacking player begins by calculating his "odds." Do that by adding together the attack factors of all the attacking units involved in the battle; then add up the defense factors of the enemy units defending in the battle. Divide the defender-total into the attacker-total and round down any remainder.

Fore example, if 26 attack factors attack 7 defense factors, the situation yields a ratio of 3:1 ("three to one"). That is, 27Ö7=3.71, which rounds down to 3. To turn that "3" into a ratio, you must set a "1" next to it on the right. Thus "3" becomes "3:1," which corresponds to a column-heading on the Combat Results Table (CRT, see 14.3). And don't forget to take involved German units' immediate supply situation into account; see section 8.0.

12.9 Poor Odds AttacksBattles in which the attacking force has fewer combat factors

than the defender are called "poor odds attacks." Divide the defender's total by the attacker's, round up all remainders, and set the "1" on the left side of that result. For example, if a force with 5 attack factors is attacking a force with 11 defense factors, it's a poor odds attack. In that case, divide 11 by 5 (11Ö5=2.2), and round up (2.2 becomes 3); then set a "1" on the left of that "3," yielding odds of 1:3 ("one to three").

12.10 Odds Limits & Lines on the CRTNote the column headings on the CRT range from 1:3 to 7:1. Final

odds greater than 7:1 are resolved without a die roll; their results are always "0/4." Odds less than 1:3 are also resolved without a die roll; their results are always "2/0."

12.11 Combat ModifiersThe odds obtained in the calculations described above may be

modified ("shifted") by the terrain in the defender's hex, as well as by other factors described below. All applicable combat modifiers are cumulative in their effect. That is, in every battle all applicable modifiers are determined and their effects taken into account before the "final odds" are determined and the die is rolled to get a combat result.

12.12 Minimum Combat FactorsNo lone unit or stack in the game ever has that combat factor

reduced below "1" for any reason(s). Whenever stacked or multi-unit or multi-hex situations arise in which combat factor reductions are to be made, total all the units' factors subject to a common reduction, then make just one grand reduction, rounding down any remainder (also see 1.5).

12.13 Clear Terrain Soviet units defending in clear hexes during German player turns

in which the fight/move sequence is chosen receive no terrain benefits; however, when the German phase sequence is move/fight,

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Soviet defenders in clear hexes receive a one-column leftward (1L) odds shift.

12.14 Hills Units defending in hill hexes always receive a one-column

leftward (1L) odds shift. For example, a 3:1 attack would become a 2:1 attack.

Also note German panzer units are must use their defense factor as their attack factor when attacking into hill hexes and the phase sequence is move/fight.

Mountain infantry units attacking into hill hexes use their defense factors as their attack factors when calculating the combat odds for that battle, no matter what the phase sequence.

12.15 MountainsUnits defending in mountain hexes always receive a two-column

leftward (2L) odds shift. For example, a 3:1 attack would become a 1:1 attack. Also note German panzer units are must use their defense factor as their attack factor when attacking into mountain hexes and the phase sequence is move/fight.

Mechanized units of both sides may attack into or out of mountain hexes only if they are doing so from one transport line hex to another transport line hex that is joined by the drawn course of the transport line (contiguous). For example, such an attack might take place from hex 2907 to 2908, but not from 2907 to 3007.

German mountain infantry units attacking into mountain hexes use their defense factors as their attack factors when calculating the combat odds for that battle, no matter what the phase sequence. 12.16 Industrial Hexes

All units of both sides defending in industrial hexes always gain a two-column leftward (2L) odds shift for doing so, and both sides' combat results are increased by one, with zeros becoming ones. Note, though, this rule doesn't supersede rule 12.10. That is, battles with final odds off the extreme ends of the CRT are still resolved without a die roll and their automatic "0/4" and "2/0" results are unchanged.

12.17 Ground Support AircraftThe German player has two ground support aircraft counters

available for his use throughout the game, no matter the weather. He may commit an aircraft counter to support any one battle, either offensive or defensive, that's taking place within 10 hexes of any Gold Row hex or any friendly controlled and overland supplied industrial hex.The planes have no stacking or combat values of their own, nor may they be given up to satisfy combat step losses. They effect of an aircraft counter is to generate a one column odds shift in favor of the German side. No more than one counter may be committed to any one battle. Each plane counter may be used once per game turn.

12.18 Concentric Assault

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If a defending Soviet unit is attacked by German units from opposite hexes, or by units from three hexes with one hex between each and the next, or by units from more than three hexes, that German attack gains a two column rightward (2R) odds shift. This bonus is also available to attacking Soviet units, but when they gain it they only achieve a one-column rightward (1R) odds shift. In the accompanying diagram, the defending unit in the center is being concentrically assaulted.

Design Note. See rules 5.6 for more odds shifters.

12.19 Final Combat ResolutionAfter all applicable modifiers have been applied and a final CRT

odds column determined, the attacker rolls a die and consults that table (14.3) to get a "combat result." For example, a roll of "5" at odds of 6:1 yields a combat result of "0/2."

Apply all modifiers before going to the CRT to find each battle's final odds column. For example, if you are attacking at 20:1 (twenty to one) and there are modifiers operating that give a 2L shift, you're then actually attacking at 18:1. That means you'd resolve that battle without a die roll, obtaining an automatic "0/4" result in accordance with the note printed beneath the CRT. You don't convert the original 20:1 to a 7:1, the highest odds column on the CRT, and then shift 2L; you apply all modifiers first, then go to the CRT to find your column.

12.20 Combat ResultsThe number to the left of the slash in a combat result applies to

the attacker. The number to the right applies to the defender. Those numbers may be absorbed in two ways: 1) step loss or unit elimination, and 2) defender retreat. Note, however, the defender retreat option is only available to German defending units.In each battle the defender must always completely absorb his combat result before the attacker absorbs his.

12.21 German Defender Retreat-After-CombatOnly the German player has the option of retreating all his

involved defending units in a battle one hex (never more) in order to satisfy one increment of that fight's combat result. A retreating German unit or stack may retreat into any adjacent hex empty of Soviet units and their unnegated EZOC. If there is more than one such hex available, the German player must retreat his units in the direction that takes them closer to their nearest source of overland supply. If more than one route fulfills that requirement, it is his choice, but stacking rules may never be violated when making a retreat.

12.22 Retreat MovementRetreat-after-combat doesn't use up German MP, and it has nothing

to do with the costs involved with movement phase movement. Retreating units, however, must still observe normal movement prohibitions. For example, German panzers retreating after combat may not retreat into or out of mountain hexes except along the path of a transport line.

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Retreating-after-combat is an all or nothing proposition for the involved German defenders. That is, the German player may not retreat just one unit from a defending stack, leaving the other behind. Both go or both stay, and the move of the entire retreated force-no matter how may steps and units it contains-satisfies only one increment of the combat result.

Stacking limits must be observed in retreat movement. If the only retreat path open would result in over-stacking in that hex, the defending units must all stand their ground and absorb the entire combat result as step losses. A retreating stack may be broken up to allow its component units to retreat individually into different hexes only if stacking restrictions both require it and allow for it.

Whenever a defending German force will both retreat and take a step loss, it should first absorb the step losses in its original hex, and then the survivors perform the retreat.

12.23 No Retreat Into BattleIf defending German units from one battle retreat into a hex

containing other friendly units, and that hex comes under attack that same combat phase, the units that retreated into the new hex in no way contribute to their new location's defense. Further, if the defenders in the new hex receive any combat result other than zero, the just-retreated-in units are automatically eliminated and their elimination does not serve to satisfy any of the current combat's defender result.

12.24 Step LossesEvery strength step given up from involved units in a battle

satisfies one increment of that fight's combat result. For example, flipping a two-step unit to its reverse side satisfies one increment of a combat result of "2," while eliminating the unit would completely satisfy that result. Both players are always completely free to apportion their step losses as each sees fit among his own involved units in each battle.

12.25 Zero ResultsA "0" (zero) combat result means the involved units of that side

are not affected in any way-no retreats and no step losses.

12.26 Advance-After-CombatWhenever the defender's hex is left vacant of defenders, either

by step loss or retreat, the victorious attacking units may advance-after-combat into that hex. Stacking limitations must be observed. Such advances aren't part of normal movement, and they don't cost any MPs, but advancing units must still observe normal terrain prohibitions just as described in retreats in rule 12.22. Note that advances-after-combat may be made from EZOC to EZOC by all types of victorious attackers from both sides.

Advancing-after-combat is an option. It is never required. The decision to advance must be made immediately after the battle is resolved and before that of another is begun. Advancing attackers need not consist of two units. The victorious player may send just one unit.

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There is never any defender advance-after-combat; victorious defenders simply hold their place.

13.0 The Second Front13.1 Historically, during 1942-43 the Western Allies had several plans-code named "Bolero," "Sledgehammer," "Round Up," etc., whereby they intended to launch a hurried, perhaps even desperate, cross-Channel invasion of France if it appeared the Soviet Union was about to leave or be knocked out of the war. Certainly, then, we can figure the commencement by the Germans of the offensive modeled in this game would have fit that criterion, thereby bringing on the activation of one of those plans. Accordingly, the German player must periodically check to see if the Second Front has been opened and then to determine Hitler's reaction to it.

13.2 Invasion & ReactionStarting with the end of the second complete game turn of play,

whatever date that is in each game (see 3.2), the German player rolls a die. If the result of that roll is a six, the Second Front has been opened somewhere on the coast of France. If a one through five is rolled, no action is taken-since no invasion has yet been launched-until the end of the next game turn, when an identical check is made again. Such checks are made once per game turn until such time, if ever, a six is rolled.

When a six is rolled, no further action is taken until the end of the next game turn. That is, a week must go by while the situation on the beachhead develops and Hitler makes up his mind what he wants to do about it. At the end of that next game turn the German player rolls one die twice, subtracting one from each result.

13.3 FŸhrer Mandated WithdrawalsThe first modified die roll result, a zero through five,

represents the number of panzer corps that must be immediately withdrawn for redeployment to the west. The second modified die roll result, also a zero through five, represents the number of infantry corps that must be immediately withdrawn for redeployment to the west. Note that the German player may use regular infantry and/or mountain infantry corps in any combination to satisfy the "infantry" withdrawal requirement.

13.4 Withdrawal Strictures & ProcedureIn both categories the corps selected for withdrawal need not be

at full strength. Some or all of them may be reduced. Selected corps must, however, be in overland supply to be eligible for withdrawal. No corps may be withdrawn from the dead pile.

The selected corps are immediately and permanently removed from the map. No hex to hex movement takes place. Withdrawn corps may never be returned to play under any circumstances. If for any reason the German player fails to make the mandated withdrawals, play stops and he immediately forfeits the game to the Soviet player.

14.0 Charts and Tables

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Located on the map.

15.0 Designer's NotesThis game's genesis began some years back, when I first saw the

Urals extension maps for the Europa series. It was such interesting terrain, I thought, surely there should be a campaign to match the topographic drama of those mountains. For some time after that, though, I just couldn't figure an appropriate alternative history time line that would allow for any kind of World War II-era combat on that western border of Asia.

The historic Zhukov-Pavlov wargame scenario, described in the first section of the rules, finally provided a reasonable way to generate a rationale for a "counter factual" outcome to Operation Barbarossa. That is, had the Soviets packed the border area in Poland with the troops that historically formed most of their second and third strategic echelons, the initial fighting in the days just after 22 June would have no doubt been more dramatic, but it's outcome - given the qualitative disparity between the two opposing armed forces at the time - also would have remained an assured German victory.

From there, even though they would surely have suffered more casualties than occurred historically in the border fight, the Germans could have made the trans-Dnepr/Dvina Rivers portion of the campaign into the pursuit operation they originally hoped and planned for it to be. With the bulk of the Red Army encircled and annihilated west of those two rivers, there would have been no defense in depth, no time to redeploy deep reserves from the Far Eastern fronts, and no "Gen. Mud" or "Gen. Winter" to aid in shutting down what essentially would have been an already completed invasion.

Further on in the time line, it's always seemed to me - reading between the lines of Hitler's rationales for not going directly at Moscow during July and August, when his forces had the best chance of getting there - what he really feared was not failing to take Moscow. What he really feared was expending the blood and materiel necessary to capture the place and then having nothing decisive come from it. After all, there was no law of man or nature that absolutely decreed the Soviets had to capitulate once Moscow fell. Certainly, their supply, communication and transport situations would have become acutely worse once the city was denied them, but that didn't necessarily mean they had to end the war, not as long as their armed forces and citizenry were willing to go on.

Especially given the success of their historic industrial evacuation effort, we can see the loss of Moscow would not have denied them the material means needed to go on fighting. Extending that same line of thinking, we can also see that neither would any German follow-on advance east of Moscow, to their projected Archangel-Astrakhan stop-line, have worked to deal such a definitive, war-ending blow to a Soviet (or now perhaps just Russian) regime determined to go on resisting. To do that, the Germans would have had to have advanced into the true industrial heartland of their enemy: the Ural industrial region shown on the BtU map.

Yet another necessary component for the genesis of BtU came about during my research for the "Death & Destruction" add-on to my Proud

Page 26: decisiongames.comdecisiongames.com/E-RULES/BtU_Lvng_Rls.doc  · Web view6.1 "Stacking" is the word used to describe the piling of more than one unit into a single hex at the same

Monster design, when I found some maps showing the actual layout of the factory complexes that grew up across the western Siberia area late in 1941. The first thing to notice is the Soviets really didn't evacuate everything east of the Urals, as seems to be commonly believed. The industrial area actually begins slightly west of, and then straddles, the mountains. Whether it was laid out that way historically from a sense of confidence the invaders would never get that far, or for some other, more fundamental, reasons of industrial planning, I've not yet been able to find out.

The next problem with the game came from how to make it interesting for two players. Given the fact the Russian army would have to be conceived, given the game's parameters and rationale, as having taken a far worse hit than occurred historically, that was no easy task. In fact, for many of you, I probably haven't succeeded at making BtU an "interesting" two-player game. There's no getting around the fact what we are modeling here is a classic "desperate defense," not anything near an even-up meeting engagement. Against competent German play, you're not going to see "Operation Uranus" style strategic counterattacks from the Russian player.

My advice then, for those who don't have the inclination or outlook necessary to play and win while commanding armies in such desperate straits, is to play solitaire. I've crafted the system to make that relatively easy to do. There's not much stacking; the counter density is low, and the untried unit system for the Russians works to add an element of two-player-like uncertainty despite the fact you may find yourself pushing cardboard from two sides of the table.

Don't think, though, the German mission is a cake walk. The ruggedness of the terrain, the still not inconsiderable strength of what remains of the Red Army, the Second Front rules, the uncertain length of the game due to a possible late start and variable victory levels, and the quick approach of the Siberian winter all work to keep the attackers on a tight timeline. Any German player who doesn't understand that basic fact from the get-go is bound to lose. Time is decidedly (even if not decisively) on the Russian players side. The German force is the strongest it's going to be at the start of turn one, and only goes downhill from there.

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