Rule Book: The Eastern Front
Rule Book: The Eastern Front
RULES OF PLAY
Full Supply: A unit that can trace supply to a full supply source
is in full supply.
General Government: German-annexed Poland
Germany: Germany is defined as the area marked “Greater
Germany”, including “General Government”, as well as the
hex containing Konigsberg. (This is important for placement of
German units.)
Hex Control: Players should keep track of who controls the fol-
lowing: Cities, Ports, Fortresses, Oil, and Victory Point Hexes.
Control of such hexes changes over to the enemy at the instant
an enemy unit enters it, as well as during the Attrition Phase
under particular circumstances (see 13.3.9). Control markers are
provided to be used where needed.
3.0 TERMINOLOGY AND Logistical Lines: The map is divided by two Logistical Lines:
ABBREVIATIONS the Paulus Line and the Caucasus Line. Axis units in the zones
defined by these lines may have reduced movement and combat
*: If a Strategy Card with this symbol is played as an Event or ability.
a Combat Card, it is permanently removed from the game after
this Action Round. It is not removed from the game if it is used Loss Number: The result from a Fire Table during Combat.
as an OPS or RP card. Movement Allowance (MA): The maximum number of Move-
Active Player: The player taking an action during his part of ment Points a unit may spend each turn.
the Action Round. Movement Points (MP): The cost to enter a hex during move-
Axis: Collective term for German, Romanian, Hungarian and ment, as indicated on the Terrain Effects Chart. Hexes in Stalin’s
Italian forces, and the German Vlassov unit. War cost 1, 2 or 3 MP to enter. Note: Some hexsides cost ad-
ditional MPs to cross.
Design Note: The Vlassov unit was made up of Russian POWs
armed by the German. In terms of command it was German; OPS Value: The number of OPS points which a player may
in terms of quality it was Axis. spend for movement or combat in an Action Round. Each card
has an OPS value of between 1 and 4.
Banked OPS: OPS that a player may save for use during OPS
rounds later in the game turn. OPS Round: Any round in which a player spends OPS for the
purpose of Movement or Combat.
Combat Card [CC]: A card that is used to influence combat
resolution. Such cards are indicated by having their OPS value Other Fronts box: A box on the mapboard that is used to hold
in red type and by the notation “CC” to the right of the event units sent away from the East Front by play of Events on Strategy
name. Combat Cards are considered to be Event Cards. Cards. Units that enter the Other Fronts box at reduced strength
remain at reduced strength if and when they re-enter the game.
Combat Strength: The offensive and defensive combat ability
of a unit, used to resolve combat on the Fire Tables. Some units Out of Supply (OOS): Units lacking a supply line to a supply
have their Combat Strength subdivided into distinct Attack and source.
Defense Strengths. Replacement Points (RPs): Points used to rebuild lost combat
Draw Pile: Face down stack of cards from which players draw steps.
their hands at the end of each turn. Victory Point (VP) Hex: Any hex containing a yellow star.
Event Name: An Event’s Name which is underlined indicates When control of any of these hexes changes, the VP marker on
that the Event is a prerequisite for another Event. There will be the General Records Track should be adjusted by 1 in favor of
a marker for these Events, as well as for other Events with long- the new controlling player.
term effects. Players may use these markers on the Turn Record Zone of Control (ZOC): The ability of combat units to project
Track as a reminder that the Event has occurred. their influence into adjacent hexes. Not all units have a ZOC
Festung: Fortresses declared by the Axis player. (see 8.1).
4.0 GAME SET-UP 4.4.4 Soviet units may not move or attack into Romania on
Turn 1.
4.1 MARKER SET-UP Design Note: Soviet forces were initially under orders not to
4.1.1 Place the Turn Record marker on the June 1941 enter either Hungary or Romania.
space of the Turn Record Track.
4.4.5 Attrition is checked as normal this turn (i.e., check Axis
attrition at the end of the Axis Action Round and Soviet attrition
4.1.2 Place the Victory Point marker on the 7 space at the end of the Soviet Action Round). The remainder of the
and the Axis and Soviet Hand Limit markers on the 6 sequence of play for a normal game turn is then followed (Draw
space of the General Records Track. Strategy Cards and End of Turn Phases), ignoring Replacements.
4.1.3 Place the Replacement Point and 4.4.6 On Turn 1 (June 1941), Exploiting German Panzer
Banked OPS markers on the 0 space of the Corps ignore all non-swamp terrain effects.
General Records Track.
4.4.7 On Turns 1 (June 1941) and 2 (Summer 1941), Soviet
4.1.4 Place each player’s Consecutive OPS marker Fronts may not participate in attacks on hexes that contain only
on the 0 space of their Consecutive OPS track. German Panzer Corps.
4.1.5 Place all other markers within easy reach. Design Note: The Soviets were simply not prepared in the
Summer of 1941 to deal with German blitzkrieg operations at
a level that would allow units the size of fronts to counterattack
4.2 UNIT SET-UP
panzer spearheads.
4.2.1 Place the units for both the Axis and the Soviet players
in the hexes listed in section 25.0. 4.4.8 On Turns 1 (June 1941) and 2 (Summer 1941), Soviet
Mech Corps in different hexes may not combine in attacks against
4.2.2 Place units that do not start the game in play to one side.
hexes containing only German Panzer Corps. The effects of
They may enter play as the game progresses.
Combat Cards or Events do not override this restriction.
4.3 INITIAL STRATEGY CARDS Design Note: Soviet Mech units in the Summer of 1941 proved
incapable of this sort of coordination.
4.3.1 Set aside Soviet cards 1 through 6 for later use (see
7.1.3), then shuffle the remaining Soviet Blitzkrieg Cards and
deal 6 to the Soviet player. 4.5 SOVIET MOBILIZATION
4.3.2 Shuffle the Axis Blitzkrieg Cards and deal 6 to the Axis 4.5.1 As an exception to the normal Reinforcement rules
player. (see 7.5.2) during turn 2 (only), the Soviets may play two cards
as reinforcements. Note that these two cards must be played in
4.3.3 Set aside the Axis and Soviet Total War cards for later two separate and non-consecutive Action Rounds. Furthermore,
use. the Soviet player also receives OPS when playing these two
cards on turn 2 (only). This allows the player to spend OPS for
4.4 BARBAROSSA SPECIAL RULES movement and combat as usual, but note that in this instance the
reinforcements placed may move, but not attack, in the round that
Design Note: The following rules simulate the Soviet unpre-
paredness for the initial Axis offensive, Operation Barbarossa. they are placed. Reinforcement units are placed at the beginning
of the Round, before any movement has occurred. When played
4.4.1 Turn 1 (June 1941) consists of a single Axis Action in this manner, each of these two reinforcement cards leave the
Round, followed by a single Soviet Action Round. Exception: If Consecutive OPS count unchanged (see 7.3.2).
the Axis player has the Steppe Fox event, and chooses to play it,
he may immediately play a second card (and this second card de- 4.5.2 Furthermore, during turn 2 (only) the Soviet player
termines which type of Round it is for Consecutive OPS purposes; receives 3 RPs automatically. These RPs are spent during the
see 7.3.2). Players may take any valid Action in his round, except Replacement Phase, as usual. This does not impact the number
that they may not take a Replacement or Reinforcement Action. of RP plays the Soviet player may make that turn. (i.e., up to 2
other cards may be played as RPs during that turn; see 7.4).
4.4.2 Units begin the game in their historical set-up positions.
Consequently, Axis units may not move on Turn 1. They may
perform combat, advance after combat, and conduct exploitation
normally.
4.4.3 No units may enter Hungary on Turn 1.
Design Note: Hungary was neutral until July 1941.
A. ACTION PHASE
Each Action Phase is divided into five identical Action Rounds.
Each Action Round consists of an Axis Action Round followed
by a Soviet Action Round. The Axis Action Round allows the
5.0 DETERMINING VICTORY Axis player to take one action; The Soviet Action Round allows
the Soviet player to take one action.
5.1 GENERAL RULES
5.1.1 During the course of the game players keep track of the B. ATTRITION PHASE
VP level. The VP level starts at 7. It increases by 1 whenever the
The Axis Attrition Segment takes place immediately upon the
Axis gain control of a VP hex, and decreases by 1 whenever the
conclusion of the 5th Axis Action Round. The Soviet Attrition
Soviet player gains control of a VP hex. Some events also affect
Segment takes place immediately upon the conclusion of the 5th
the VP level.
Soviet Action Round. During the Attrition segments, OOS units
5.1.2 The Axis player wins an Automatic Victory in one of belonging to the active player are eliminated and OOS friendly-
four ways: controlled Cities, Ports, Oil, and Victory Point hexes become
controlled by the enemy (see 13.3.9).
• If the VP level is 20 or more during the End of Turn Phase of
any turn
C. REPLACEMENT PHASE
• If the Axis controls all of the Oil hexes on the map for two
consecutive End of Turn Phases SOVIET SEGMENT: The Soviet player spends any Replace-
ment Points (RPs) accumulated through play of RP Cards this
• If the Axis controls Moscow, Leningrad and either Rostov or turn (see 7.4). Any RPs not spent are lost.
Sevastapol at the end of Turn 4 (Winter 1942)
• If, at the end of Turn 8 (Winter 1943), the Axis controls AXIS SEGMENT: The Axis player spends any Replacement
Moscow, Leningrad, Stalingrad and Sevastopol, and has cut Points accumulated through play of Cards for RPs this turn (see
the supply line to Baku (so that Baku no longer acts as a full 7.4). Any RPs not spent are lost.
supply source for the Soviets—see 13.2.3).
D. DRAW STRATEGY CARD PHASE
5.1.3 The Soviet player wins an Automatic Victory in one of
four ways: Players may discard any Strategy Cards remaining in their hand
(see 7.6.2). The Soviet player decides first. Each player then
• If the VP level is 0 or less during the End of Turn Phase of any draws cards from their Draw Pile to bring their hand to their
turn current hand size (see 7.1.3). Each player begins with a hand
• If the Soviets control Berlin, Budapest (both Buda and Pest), size of 6 cards. Changes in control of Oil hexes and the effects
Bucharest and Konigsberg at the end of any Soviet Action of certain Event Cards may change a player’s hand size (see 7.6).
Round
• If no supplied Axis unit has moved to the east of the Paulus E. END OF TURN PHASE
Logistical Line before the end of Turn 4 (Winter 1942) • The Axis player may remove friendly Trench markers from
• If the Soviets control all VP spaces in the Soviet Union at the the map
end of any turn between Turns 2 and 12 (inclusive). • The Soviet player may remove friendly Trench markers from
5.1.4 The Campaign Scenario ends if either player achieves the map
an Automatic Victory, or at the end of Turn 18 (Summer 1945). • Any remaining Banked OPS are lost (set the markers for both
If neither player has won an Automatic Victory by the end of the players to zero).
Turn 18 Action Phase, the Axis player wins. There are no draws.
If the war has not ended due to Automatic Victory or reaching
5.1.5 The Tournament Scenario ends at the completion of Turn Turn 18 (Summer 1945), advance the Turn marker to the next
8 (Winter 1943). Players count the number of VP spaces in the space on the Turn Record Track and begin the Sequence of Play
Soviet Union which are controlled by the Axis at that point: the again with the first Axis Action Round.
Axis player wins if the Axis control 9 or more VP spaces; the
© 2010 GMT Games, LLC
Stalin’s War Rules Manual 7
7.2.2 The Axis player conducts the first Action in each Action
Round.
7.2.3 The players continue to alternate taking Actions until
each player has taken five Actions.
7.2.4 As players take Action Rounds they record what type
of round they have taken using a set of Action Round markers,
placing them in the on-map Action Round boxes corresponding
to the action that was taken in that round. These on-map boxes
are color-coded green if the corresponding action advances the
Consecutive OPS count, yellow if it leaves it in place, and grey
if it resets the Consecutive OPS count to 0. Players record the
number of Consecutive OPS they have spent (see 7.3.2) by plac-
ing the Consecutive OPS marker on the on-map Consecutive
OPS track.
7.2.5 Note that, in direct contrast to most other ‘card-driven’
7.0 STRATEGY CARDS games that you may be familiar with, most movement does not
require the expenditure of OPS. More specifically, in any action
7.1 GENERAL RULES phase in which a player has played a card for OPS, played an
7.1.1 In Stalin’s War, the Strategy Cards are the heart of event that grants OPS, or taken the first of the two Automatic 0
the game. The players initiate most actions, including Combat, OPS Round options below, that player is free to move all of his
through the play of Strategy Cards. units. Note that some movement does require OPS expenditure
(see 7.3.3). In this latter case movement will be limited by the
7.1.2 Each player has their own deck of Strategy Cards, sub- amount of OPS that are available.
divided into two groups: Blitzkrieg Cards and Total War Cards.
Each player begins the game using only their Blitzkrieg Cards. 7.2.6 The action taken in an Action Round depends upon
The Total War cards are added when Total War is initiated. whether the player plays a Strategy Card or not:
If the player has a Strategy Card, he may play one as an OPS
7.1.3 During the Draw Strategy Card Phase of each turn, the
Round, RP, or Event.
players draw cards from the Draw Pile to bring their hand to
their current hand size. Exception: During turn 1 and turns 3-6, OR
the Soviet player receives certain reinforcements automatically,
from the cards that were placed to one side at the beginning of If the player has no Strategy Cards in their hand, or chooses
the game (see 4.3.1), and then draws cards from his Draw Pile not to play one, the player may take an Automatic 0 OPS
to bring himself up to his current hand limit. Specifically: Round. No Blitz markers may be placed as a result of combat
in such a round (combat may still be possible because of OPS
a) During turn 1, automatically draw cards 1 and 2 (so they will used from ‘Banked OPS’ (see 18.0)). A player has two op-
be available for use on turn 2); tions when taking such a round. First, the player may move
b) During turn 3, automatically draw card 3; or conduct combat with any units. In this case the consecutive
c) During turn 4, automatically draw card 4; OPS marker (see 7.3.2) remains in place (it is not reset to 0)
and the number of OPS received during this round is not af-
d) During turn 5, automatically draw card 5;
fected by the consecutive OPS marker. Second, a player may
e) During turn 6, automatically draw card 6. choose to neither move any units nor activate any spaces for
combat in a 0 OPS round, in which case the player may reset
7.1.4 Each Strategy Card may be used in one of three pos-
the consecutive OPS count to 0 and is allowed to discard one
sible ways: Operations (OPS), Replacement Points (RP), or as an
card from his hand and replace it with a card drawn from the
Event. The same card can be used in the same or a different way
top of the Draw Pile if desired. Note that there are restrictions
each time it is played during a game, but each card may only be
on the execution of 0 OPS Rounds during a Rasputitsa round
used in one way each time it is played. Exception: Reinforce-
(see 15.1.1).
ment plays during Soviet Special Mobilization (see 4.5).
7.3 OPERATIONS
7.2 ACTION PHASE
7.3.1 If a Strategy Card is played as an OPS Card, the player
7.2.1 Strategy Cards are played during the Action Phase of
is allowed to spend a number of OPS Points equal to the modified
each turn. There are five Action Rounds per Action Phase. In
OPS Value of the card (see 7.3.2).
each Action Round, each player is allowed to take one Action.
7.3.2 Players receive fewer OPS for Strategy Cards that are
played for OPS in consecutive rounds. This is tracked using the
Consecutive OPS counter (one for each player), which begins 7.3.4 Place a Move marker in each hex where an
the game in the 0 space on the Consecutive OPS track. If a player OPS was spent. (This is simply to help you keep track
plays a Strategy Card as an OPS Card, place the Round marker of how many OPS have been spent.)
for that Round in the “OPS Round” box of the on-map Action
Rounds area. This box is colored green as a reminder that such 7.3.5 After all Movement is completed, the active player may
a play advances the Consecutive OPS count. The Consecutive use any remaining OPS to mark hexes with Combat markers.
OPS count is then immediately increased by 1, and the counter These markers may be placed in any hex. Once all such mark-
on the Consecutive OPS track is moved accordingly. The number ers have been placed, units in these hexes may initiate Combat.
of OPS received for this card play is then reduced by the number The target of attacks need not be specified in advance. Combat
indicated in the space currently occupied by the Consecutive OPS is always voluntary, and no unit is required to attack. A unit may
counter. Broadly speaking, this results in the player receiving one move, including expending an OPS for movement, and still initiate
less OPS for each consecutive round in which they have played Combat if an OPS is spent to place a Combat marker on the hex
cards for OPS. (But note the exceptions for Soviet Mobilization it is in when its movement is complete. Note that hexes can be
(see 4.5.1) and some ‘0 OPS’ plays (see 7.2.6).) These effects are marked for both movement and combat (at a total cost of 2 OPS).
cumulative and do carry over from one turn to another. When,
during their Action Round, a player plays a Strategy Card for 7.4 REPLACEMENT POINTS
RPs or an event, or takes a 0 OPS round in which no units move 7.4.1 If a Strategy Card is played as a Replacement (RP)
or are involved in combat (see 7.2.6), immediately reset the Card, the player marks the number of RPs listed in the RP Box
consecutive OPS marker to 0. for each nationality on the General Records Track. The player
Example: Suppose the Consecutive OPS count is at 0 at the may not conduct any other actions (e.g., movement) besides
end of the previous turn (for example, a card was played for marking the RPs during this Action Round. Exception: Certain
RPs during the player’s last Action Round). During Action Strategy Cards specifically allow the player both to mark RPs
Round 1 the Axis player plays a Strategy Card for 4 OPS. and either conduct the card’s Event or use the card for OPS. This
The Consecutive OPS marker is placed on the Consecutive is indicated in the text of such cards.
OPS on-map track on the “1st, Full OPS” box, and the full 4 7.4.2 The Soviet player may play a Strategy Card as an RP
OPS are received for activation for movement and combat. If Card twice per turn.
the Axis player plays a Strategy Card for OPS during Action
Round 2 and that card again has a printed OPS value of “4”, 7.4.3 The Axis player may play a Strategy Card as an RP Card
the Consecutive OPS marker is placed in the “2nd, –1 OPS” once per turn. (Exception: The Axis may play 2 RP cards during
box and the player receives 4–1=3 OPS. If the Axis player also Spring Turns in 1942 and 1943 only.) The Axis player may also
plays a Strategy Card for OPS during Action Round 3 and it play one Strategy Card with an Event that provides RPs as an
has a printed OPS value of “4”, the Consecutive OPS marker is Event each turn.
placed in the “3rd, –2 OPS” box and the card’s value is reduced 7.4.4 Players may not play a Strategy Card as an RP Card if
by two and will be worth only 2 OPS. If, in the next round, the they played a Strategy Card as an RP Card in their previous Ac-
Axis player plays a card as an event, the consecutive OPS count tion Round this turn. However, players may play an RP card in
is reset, and the marker is placed in the “0 N/A” box. the last Action Round of one turn and in the first Action Round
7.3.3 A player is free to move any and all of his units, subject of the next turn.
to the restrictions below, during each Action Round in which 7.4.5 RPs are spent during the Replacement Phase of each
he either plays a card for OPS, or takes a 0 OPS round. Move- turn (see 14.0).
ment requires the expenditure of OPS only under the following
circumstances:
7.5 EVENTS
• It costs 1 OPS for a stack of one or more friendly units in an 7.5.1 General Rules
enemy ZOC to completely vacate the hex in which it begins the
Action Round. However, if at least one unit which started the 7.5.1a If a Strategy Card is played as an Event, the instructions
Action Round in a hex remains in it, all other friendly units may on the card must be followed. The player may not move units
leave that hex without spending any OPS. Note: Moving units unless explicitly permitted by the event.
into a hex during an Action Round does not allow all the units 7.5.1b A card may be played as an Event even if some or all of
which started in that hex to be moved without expending an OPS. its effects are not applicable. For example, the Soviet side may
Exceptions: Friendly units may leave an enemy ZOC while play the Event Operation Bagration, which as part of its effect
advancing after Combat and during Exploitation movement activates partisans, even if there are no partisans on the board.
without having to spend OPS.
7.5.1c If a Strategy card with an asterisk (*) symbol is played
• Strategic Movement (either rail or sea) costs 1 OPS per unit as an Event, it is permanently removed from the game at the end
moved. Only SCUs may use Strategic Movement (see 10.2). of the Action Round. The card is not removed from the game if
Exception: Axis Naval Evacuation (see 10.2.7). is used as an OPS or RP card.
7.5.2 Reinforcement Event Cards 7.5.3 Reinforcing units listed inside parentheses () are placed
7.5.2a Each player can bring new units (reinforcements) into on the map with their flipped (weaker) side uppermost.
play by using Strategy Cards that give reinforcements as Events.
Only Events with the word “Reinforcements” in the event name 7.5.4 Soviet Invasion Event Card
are considered to be Reinforcement cards. Only one Reinforce- The Soviet Black Sea, Black Death card allows the Soviet Ma-
ment card may be played per turn by each player. rine Army to move from any friendly port on the Black Sea to
any unoccupied coastal hex. After landing, the Marine Army is
Exceptions: 1. Neither player may play a Reinforcement card always in supply in a coastal hex as long as the Soviets control
during the June 1941 turn; 2. The Soviet player may play two one port on the Black Sea.
reinforcements during Soviet Mobilization (see 4.5).
7.5.5 Combat Cards
7.5.2b If a player cannot place all of the reinforcements listed
7.5.5a Combat Cards are Events that can be played during a
on a card on the map, the card may be played but units not placed
Combat to influence it. First, the Attacker chooses whether to
are permanently removed from the game.
play Combat Cards, and reveals those cards; then the Defender
7.5.2c Reinforcing units are placed in that nation’s capital does the same. Combat Cards are the only cards which can be
and/or any friendly-controlled Full Supply sources, Cities, or played during the opponent’s Action Round.
Fortresses in that nation (provided the city/fortress is in full
7.5.5b If a player plays any Combat Cards and wins the Com-
supply). There are several exceptions noted on the Event Cards
bat, the player places those Combat Cards face up on his side of
and below.
the map. (Exceptions: 1. Combat Cards marked with an asterisk
• Soviet Total War (TW) Fronts (i.e., Front units received as (*) are permanently removed from play immediately after use; 2.
reinforcement on Total War cards) are exchanged on a one for Combat Cards that explicitly state they may only be used once per
one basis for full- or reduced-strength fully supplied on-map turn are immediately dicarded.) The player may, if he chooses,
Soviet Blitzkrieg Fronts. These units are listed in green text as use these face up cards to influence Combat in future Action
a reminder. Place the TW Front in the hex of the Blitz Front Rounds. The cards may be used to influence one other Combat
they are replacing, while the replaced Blitz Front is removed per Action Round (not including the current Action Round),
from the game. The TW Front enters at full-strength regardless initiated by either player, in which their conditions apply, for
of the strength of the removed Front. the balance of the turn (however, see 7.5.5c). Note that Soviet
• Most Soviet Total War Guard Armies with a “G” designation Combat Cards Operation Uranus and Sturmovik are exceptions to
(i.e., “4G” through “11G”) are exchanged on a one for one this rule. They affect all attacks that round, regardless of combat
basis for full- or reduced-strength fully supplied on-map results, after which they are discarded. Likewise, Axis Combat
Soviet Army (only) SCUs. Place the Guard Army in the hex Card Luftwaffe Support remains in force for the entire turn,
of the Soviet Army it is replacing; the replaced Soviet Army regardless of combat results.
is permanently removed from the game. These units are listed
7.5.5c If a player loses a Combat and has used any Combat
in green text as a reminder. The Guard Army enters at full-
Cards, whether played specifically for this Combat or saved from
strength regardless of the strength of the removed Soviet Army.
a previously won Combat, those Combat Cards are discarded.
Design Note: Guards armies 1G-3G were formed directly,
not from existing armies, and so go onto the map without 7.5.5d At the end of each Turn, all Combat Cards which were
replacing any army. played must be discarded even if the player was victorious in
every battle in which the card was used. Place the cards in the
• Soviet Guard Tank Armies (units with a “GT” designation) player’s Discard Pile.
are exchanged on a one for one basis for any full- or reduced-
7.5.5e A Combat Card can be used a maximum of once per
strength fully supplied on-map Soviet Tank Armies. Place the
Action Round until it is lost due to 7.5.5c or 7.5.5d. (Exceptions:
Guard Tank Army in the hex of the Tank Army it is replacing;
Operation Uranus, Sturmovik and Luftwaffe Support; see 7.5.5b.)
the replaced Soviet Army is permanently removed from the
game. These units are listed in green text as a reminder. The
Guard Tank Army enters at full-strength regardless of the
strength of the removed Tank Army.
• Italian units enter at Bucharest and/or Odessa (in each case if
Axis controlled).
• The capital of Hungary is Buda.
7.6 HAND SIZE ZOCs have no effect on Advance After Combat or Exploitation.
Also recall that moving units into a hex during an Action Round
7.6.1 General Rules does not allow all the units which started in that hex to be moved
The maximum/minimum hand size is as follows: without expending an OPS (see 7.3.3).
• No player may ever have a hand size greater than 7.
• No player may ever have a hand size less than 4. Exception: The
Axis player has no minimum hand size on turns 16 through 18.
The maximum/minimum hand size may change because of:
• Control of Oil hexes (see 17.1)
• Play of certain Events that reduce hand size
7.6.2 Both players have the option to discard any or all of the
Strategy Cards remaining in their hand before they draw new
cards. Players may examine the cards that their opponent
discards.
7.6.3 If a player needs to draw a Strategy Card but their draw
pile is empty, reshuffle the discards to form a new draw pile.
7.6.4 Total War is triggered at the beginning of the Card Draw
Phase if it is turn 6 or later and either of the following conditions
are satisfied:
• Either player has removed 12 “*” Strategy Cards from the
game by playing them as Events.
• The players have removed a combined total of 20 “*” Strategy
Cards from the game by playing them as Events.
Total War can never be triggered before Turn 6.
When Total War is triggered, each player adds their Total War
cards to all their discards and undrawn Blitzkrieg cards and
reshuffles them to form a new Draw Pile.
9.0 STACKING
8.0 ZONES OF CONTROL (ZOC) 9.1 GENERAL RULES
8.1 The following units have Zones of Control when in full 9.1.1 A maximum of four (4) combat units may stack per hex.
supply (see 13.1.2): 9.1.2 Only one LCU may stack per hex.
• All LCUs
9.1.3 The following unit types do not count for stacking, but
• Soviet Mech Corps, Tank Armies, and Guard Armies
there may only be one of each type per hex:
• German Panzer Corps
• Stalin
No other units have ZOC. Units without a ZOC are indicated by • the Bunker
the presence of a faint white square at the border of their playing • Soviet Fortified Zone
piece. Units in fortress supply (see 13.2.4) have no ZOC. • Partisans (Active or Inactive).
8.2 ZOCs extend into all adjacent hexes, with the follow- 9.1.4 Stacking is in effect at all times except during regular
ing exceptions: ZOC do not extend across impassable hex-sides and strategic movement, exploitation, and retreat (although it
(i.e., lake and sea hex-sides); ZOCs do not extend into Fortress applies at the end of movement, exploitation, and retreat).
or Festung hexes; Axis ZOCs do not extend into a hex with a
Soviet Fortified Zone marker. 9.2 SPECIAL RULES
8.3 All units must stop upon entering an enemy ZOC. 9.2.1 Hungarian and Romanian units may never stack in the
Units in an enemy ZOC may only exit the hex if a friendly unit same hex.
remains in the hex or an OPS is spent to allow the unit(s) to move.
Units may not move directly from one enemy ZOC to another, 9.2.2 Partisans may never stack with any other Soviet units.
or retreat or trace supply through an enemy ZOC. (Exception:
friendly units negate enemy ZOC for retreat and supply only.)
10.2.2 Units may move any distance by rail along rail lines.
They may begin their move in an enemy ZOC provided the hex
contains another friendly unit, and provided that unit does not
itself use Strategic Movement, but they may not thereafter enter
a hex in an enemy ZOC. Axis units using rail movement may
ignore one Inactive Partisan unit, but must stop upon entering a
second such hex in a single rail move.
10.2.3 A player may use all rail hexes for rail movement,
provided they can trace an uninterupted line of rail hexes free
of enemy units, enemy ZOC, or enemy controlled city/oil/VP/
Port/Fortress hexes to a friendly supply hex. Exception: Axis
units may not use rail movement in the USSR during Turns 1-4,
or in the Baltic Republics (Latvia, Estonia and Lithuania) during
turns 1-2.
10.2.4 Axis units may never use rail movement in the Caucasus
Zone. Soviet units may never use rail movement in Germany.
10.0 MOVEMENT 10.2.5 The Axis player may use Strategic Movement to Sea
Move one SCU per turn in the Baltic Sea and one SCU per turn
10.1 GENERAL RULES in the Black Sea/Sea of Azov. The unit must start and end its
move in a friendly port, (the presence of enemy ZOC does not
10.1.1 Clear hexes cost 1 MP to enter regardless of the pres-
prevent such a move), and may not move east of a port under
ence of towns/cites/fortresses/festungs. Movement costs for other
Soviet control.
terrain types are listed on the Terrain Effects Chart.
10.2.6 The Soviet player may use Strategic Movement to
10.1.2 If multiple terrain types exist in a hex, the unit pays the
Sea Move 1 SCU per ACTION ROUND in the Black Sea/Sea
greatest of the associated MP costs. For example, it costs 2MPs
of Azov only. The unit must start its move in a friendly port,
to enter Astrakhan (hex 3032).
but may move to any non-enemy-controlled hex, regardless
10.1.3 Movement must be from hex to adjacent hex. Hexes of the presence of enemy ZOC, but never west of an Axis-
may not be skipped. controlled port.
10.1.4 A unit may never spend more Movement Points than its 10.2.7 The Naval Evacuation Event allows the Axis player to
Movement Allowance in a single turn. Unused Movement Points evacuate any 1 LCU from a port hex to another friendly port hex
cannot be accumulated for future turns or transferred to other farther west. The LCU is automatically reduced to its last step
units. Exception: Units may always move a single hex (only), strength.
even if the cost of that move would ordinarily be greater than
their MA, provided the movement is legal in every other way. 10.3 TRENCHES
(For example, a Soviet shock unit, with a MA of 2, may enter a 10.3.1 A player may attempt to build a trench in
mountain hex.) a hex containing one of his LCUs by expending 1
10.1.5 Supplied Axis units that start their move east of the OPS. The LCU may not move, but other units in the
Paulus Logistical Line on Turns 1 to 4 have their Movement hex may move freely. After all Movement for the
Allowance reduced by 1. Action Round is complete, the player rolls a die for each hex
which has an LCU attempting to entrench. If the die roll is 1-3
10.1.6 Units may not enter a hex that contains enemy units. place a Trench marker in that hex. Only one entrenchment attempt
Exception: Axis units may move through, and stack with, Inac- can be made per hex per Action Round. Note: The Soviet player
tive Soviet Partisans. may attempt to entrench only after play of the People’s Militia
Event, the Axis only after play of the Hedgehogs Event.
10.2 STRATEGIC MOVEMENT
10.3.2 Friendly Trenches are removed from the map either
10.2.1 If a Strategy Card is played as an OPS Card, the player when the hex becomes enemy controlled or enemy occupied or
may also use Strategic Movement to move SCUs. Strategic as the player chooses during the End of Turn Phase. The number
Movement occurs at the same time as regular movement. How- of trench markers provided with the game is an absolute limit.
ever, a unit cannot use normal movement or attack on the same
round that it uses strategic movement. It costs 1 OPS per SCU
to move by rail or by sea. A player may expend OPS to conduct
Strategic Movement during the same Action Round that OPS are
also spent for other movement or attacks.
depending upon the Terrain Effects of the defending hex to 8. Defender Retreat: If the requirements are met (see 11.4),
determine his Fire Column. Both players may also shift a the defender may have to retreat one or two hexes. The de-
column due to effects of German Mobile Defense (see 20.0). fender may have the option to cancel the retreat by taking an
Each player will also shift one column to the left if any of his additional step loss (see 11.4.3 and the Terrain Effects Chart).
units are OOS (see 13.3.5). The Axis player may also shift due
to the effects of weather (see 15.1.2). Finally, the Axis player 9. Attacker Advance/Place Blitz markers: If the
shifts one column to the left when attacking during turns 1-4 defender retreated or was completely eliminated,
if the unit or units being attacked in that combat are east of the the attacker has the option to advance with any re-
Paulus Line and all attacking units are in full supply. This step maining units into the vacated hex, regardless of ZOC (see
is conducted simultaneously. All column shifts are cumulative. 11.5). If the Attacker has units that are allowed to Exploit, he
may place a Blitz marker in the vacated hex, as long as at least
Design Note: The column shift relating to the Paulus Line one such unit advances into it and the hex is not forest, rough,
reflects the poor supply chain to easternmost Axis units swamp, mountain, city, Fortress, Festung, across a major
during the early stages of the offensive. As such, it does not river or the Kerch crossing (see the Terrain Effects Chart).
apply to OOS units, since they will already receive a column
shift for being out of supply. Exception 1: If the Soviets received no Lend-Lease Banked
OPS at the start of any Turn (see 18.3), no Soviet Blitz markers
Column shifts cannot cause the Fire Column to be off the may be played that Turn.
Tables. If the column shifts would take the Fire Column below
Design Note: This exception reflects the effects of a lack of
the leftmost column or above the rightmost column, any ad-
trucks and spare parts if shipments from the US are cut off.
ditional shifts are ignored.
5. Determine Results: Each player rolls a die and cross refer- Exception 2: No Blitz markers may be placed during a 0 OPS
ences it with his Fire Column to determine his result. This step round (see 7.2.6).
is conducted simultaneously. A player may place no more than 4 Blitz markers in a single
6. Take Losses: Each player must now apply the Combat losses round. If a Blitz marker is placed, the attacker may advance
required by his opponent’s result, Defender first. into that hex in excess of stacking limits if desired, but stack-
ing will be checked as usual after exploitation is complete. If
7. Determine Combat Winner: If one side (only) is com- an attack involves multiple attacking units, some of which are
pletely eliminated, then the other side is considered the winner crossing river hexsides, a Blitz marker may only be placed if
of the combat. Otherwise, the player who inflicts the higher the attacker advances an exploitation-capable unit across a
Loss Number wins the Combat. Note that neither Combat non-river hexside into the defender’s vacated hex.
Cards that inflict or remove step losses, nor the extra Soviet
loss that results from use of the Zhukov event, affect determi- 11.3 TAKING LOSSES
nation of the combat winner. The losing player must discard 11.3.1 The result of each player’s die roll on the fire table is
all played and selected Combat Cards. The winning player is their opponent’s Loss Number.
allowed to keep any played or selected Combat Cards active
unless the text on the card explicitly prohibits this, or the Event 11.3.2 Losses are taken by reducing or eliminating combat
name is asterisked (the Combat Cards stay face-up in front of units. Each step removed from a unit counts one towards fulfilling
the player and can be used in subsequent Action Rounds). If the Loss Number. No unit may take a second step loss in a combat
both players’ Loss Numbers are the same, or all units of both (including losses from Combat Cards) unless every other combat
sides are completely eliminated, both are considered to have unit of that side has taken a step loss in that combat. Exception:
lost and must discard any selected Combat Cards. Exception: the Stalin counter may take a step loss only if all other combat
The attacker wins if all of the following conditions apply: units in its hex have been eliminated.
• The Loss Numbers are the same 11.3.3 Important rule: The first step loss in any attack (not
• The Attacker has a surviving fully-supplied Mechanized/ defense) must be taken from a panzer, tank or mechanized unit
Guard/Tank/Panzer SCU if possible.
• The Defender does not have a surviving fully-supplied Mech/ 11.3.4 Asterisked results can cause a loss only to an SCU. If
Guard/Tank/ Panzer SCU the affected player only has LCUs involved in the combat, no loss
• The defending hex does not contain a Swamp, Trench, Festung, is taken (but the original loss number is still used to determine
or Fortress. the winner of the combat in step 7 of 11.2.1). A player may not
choose to apply an asterisked result to an LCU.
11.3.5 Note that Combat Cards that alter losses (e.g., the Tiger
Event) take effect after the winner of the battle is determined.
11.3.6 Eliminated units are available for recreating during the Retreats should also obey the following conditions, where pos-
Replacement Phase. Place such units in the Eliminated Units box sible, where the items are listed in order of priority (from highest
where they are available to be be replaced in any subsequent to lowest priority).
Replacement Phase (see 14.0). However, Axis LCUs that are • Must avoid retreating into enemy-controlled cities if possible,
eliminated while they are OOS are placed on the turn record but may retreat into an empty city if not. They do not gain
track three turns later. When the Turn marker advances into a control of enemy controlled hexes they retreat through, but
space that contains Axis LCUs, they are placed in the Eliminated they do gain control of the hex in which they end their retreat.
Units box and may now be replaced. Exception: The Soviet
Southwest Front is represented by two counters. The first time • Must end their retreat in supply if possible.
that the Soviet Southwest Front is eliminated it is replaced by • Axis units may not retreat into a hex containing an Inactive
the counter corresponding to its weaker version. Place the re- Partisan marker if any other retreat route is available. Axis
placement SW Front counter in the Eliminated Units box and units which are forced to retreat into a hex with an Inactive
permanently remove the original SW Front unit. Partisan marker stop their retreat in that hex.
11.4.5 If defending units retreat into a hex which is attacked
11.4 RETREATS later in the same Action Round, the units which already retreated
11.4.1 If the Attacker wins the Combat, any defending units not do not add their Combat Strength to the Combat against this
eliminated must retreat unless the defender uses the No Retreat hex. In addition, if any Loss Number, asterisked or otherwise, is
option (see 11.4.3). Exception: Defending units in a Festung achieved, the already retreated units are immediately eliminated
must ignore all retreats and do not lose any additional steps. and do not count towards fulfilling the Loss Number.
Retreating units may retreat to different hexes. 11.4.6 Units with a movement factor of 0 are eliminated if they
11.4.2 The number of hexes of the retreat depends upon the are forced to retreat.
difference in the Loss Numbers. If the difference is zero or one, 11.4.7 Attacking units never retreat.
the defender must retreat one hex. Otherwise, the defender must
retreat two hexes.
11.5 ADVANCE
11.4.3 No Retreat Option: Defending units in Forests, Moun- 11.5.1 Any remaining attacking units may advance into the
tains, Swamps, Trenches, or Fortresses may chose to ignore a defending hex, regardless of enemy ZOCs, if the defending units
retreat by taking one additional step loss. The step loss can be retreat or are completely eliminated, provided the following
from any defending unit, without regard to the restrictions of restrictions are followed:
11.3.2. The one additional loss cancels the retreat, regardless of
• Stacking limits are obeyed.
the number of retreat hexes required. At least one defending step
must remain in the hex after the additional loss or the No Retreat • The attacking units do not advance into a hex from which they
option may not be taken. cannot trace a line of supply.
11.5.2 If the Attacker advances a Soviet Tank or Guard SCU or
11.4.4 Units which cannot perform a retreat nor use the No
a German Panzer Corps SCU, he may place a Blitz marker in the
Retreat option are eliminated. Units that are eliminated for failure
hex provided this is not prohibited by the type of terrain in that
to retreat, or eliminated while OOS, are treated as if they were
hex (see 12.1.4 and Terrain Effects Chart). In this case the attacker
eliminated due to OOS (see 13.3.8).
may advance units without regard to stacking limits, since stack-
Units which retreat must follow the restrictions below: ing will not be checked here until exploitation is complete (see
• Must retreat a number of hexes exactly equal to that required 9.1.4). The Attacker must do so before executing the next attack
by 11.4.2. or the opportunity to place the Blitz marker is lost. Exception:
The Axis player may place only one Blitz marker in a hex east of
• May not enter a hex containing an enemy unit nor an enemy the Paulus Line per Action Round during Turns 1-3 (June 1941
Fortress/Festung through Fall 1941). (Note that Axis exploitation is prohibited in
• May not retreat from a port by sea Winter 1942, due to the special effects of that winter turn (see
• May not retreat into an un-negated ZOC (see 8.3) 15.1.2), and in the Caucasus (see 12.1.3).) Note that no Blitz
markers may be placed in a 0 OPS round.
• May not retreat back into the original defending hex if
retreating two hexes
• May not end their retreat adjacent to the original defending
hex if retreating two hexes
• May not end their retreat over-stacked, but may retreat through
a hex in violation of the stacking limits. In cases where
the Defender has no other route, they would choose which
retreating units would be able to stack within limits and which
will be eliminated.
13.0 SUPPLY
13.1 GENERAL RULES
13.1.1 Units must be in supply to perform most actions. Supply
12.0 EXPLOITATION is determined at the following times:
• For the active player: at the beginning of each Action Round
12.1 ELIGIBILITY and during the Attrition Phase.
12.1.1 Soviet Tank and Guard units (but not Mech Corps) and
• For the non-active player: at the instant of combat. (Supply is
German Panzer Corps SCUs are the only units which may Ex-
only checked for those units that are involved in a combat.)
ploit. Soviet Mech Corps may exploit after playing the Operation
Uranus Event. 13.1.2 Supply Status is measured by the distance a unit is from
12.1.2 A unit must be in Full Supply to Exploit (although it a friendly supply source. To be in full supply, units must trace
may move to an out of supply position during exploitation). a supply path of four hexes or less to a friendly supply source
hex, or to a rail line and then along the rail line to a friendly
12.1.3 Axis units in the Caucasus Zone may not Exploit. supply source hex. Alternately units may trace up to four hexes
Neithier may Axis units Exploit into the Causasus Zone. to a friendly port, provided the player controls at least one other
port on that Sea (Baltic or Black Sea/Sea of Azov only) and a
Design Note: The Axis logistical capacity was stretched to its
line of supply can be traced from that other port (as if it were
limits in the vast, relatively undeveloped landmass of the Soviet
Union. Even after the Germans had improved their logistical
itself a unit). Only one such port-to-port link may be included
infrastructure for operations east of the Dnepr after Barbarossa, in a supply path for any given unit.
they still lacked the capacity to operate at full effectiveness in
13.1.3 Units may never trace supply through enemy units,
the Caucasus.
enemy-controlled Fortresses, Festungs, Trenches, Cities, Oil
hexes or Victory Point hexes, or Active enemy Partisans, un-
12.1.4 A unit must occupy, or be adjacent to a hex with a Blitz
negated enemy ZOCs, or across impassable hexsides.
marker in order to Exploit. It need not have been involved in the
combat that led to the placement of the Blitz marker, nor is it 13.1.4 Note that units using the Soviet Black Sea, Black Death
required to enter the Blitz-marked hex. It may not have already Event are always in supply in a coastal hex as long as the Soviets
exploited in that round (i.e., only 1 exploitation is allowed per control one port on the Black Sea (see 7.5.4).
unit, per round).
12.2 PROCEDURE
12.2.1 Exploitation takes place after all combats, advances and
retreats for that Action Round have been completed.
12.2.2 Exploiting units may move up to half their Movement
Allowance in hexes (not Movement Points), rounding up. For
example, a unit with a MA of 5 would be able to exploit up
to three hexes.
12.2.3 During Turns 1-4 (June 1941 through Winter 1942), all
German Panzer Corps that begin their exploitation in a hex east
of the Paulus Line will have a movement allowance of 4, due
to rule 10.1.5; as such, their maximum Exploitation movement
will be two hexes. (Note that placement of an Axis Blitz marker
is prohibited during Winter 1942 anyway, due to the effects of
the Russian Winter – see 15.1.2)
16.2.3 The Soviet player may build one fortress during the 17.1.4 If the Axis controls no Oil hexes, the Axis player’s hand
game by playing the Event The Volga Has Only One Bank. It size is reduced by one.
cannot be placed in a hex that is OOS.
17.1.5 If the Axis player controls three or more Oil hexes, the
Axis player’s hand size is increased by one.
16.3 FESTUNGS
16.3.1 The Axis player may build Festungs after 17.1.6 If the Soviets control only 1 Oil hex, the Soviet player’s
playing the Festung Event. A player cannot have hand size is decreased by one.
more Festungs in play than are provided in the 17.1.7 If the Soviets control no Oil hexes, the Soviet player’s
counter mix. hand size is decreased by two.
16.3.2 Festungs are built at a cost of 1 OPS per Festung. When
building a Festung place it in any non-enemy-controlled, in-
supply town or city hex which does not already contain a Festung. 18.0 BANKED OPS
16.3.3 Once placed a Festung cannot be moved. A Festung is
18.1 GENERAL RULES
eliminated when a Soviet unit enters the hex; return the Festung
marker to the counter mix for use in future turns. 18.1.1 Banked OPS are Operation Points that a player may
hold and spend at some point during that turn. Specifically, they
16.3.4 Units that start in or enter a Festung hex may never may be spent in any action round in which the player has played
leave the hex unless eliminated. a card for OPS, played an event that grants OPS, or has elected
to take an automatic 0 OPS round in which units may move and/
16.3.5 Festungs provide supply for Defense and Attrition
or conduct combat.
purposes and cancel all retreats.
18.1.2 Banked OPS may not be saved from one turn to the
16.4 STALIN next. Any Banked OPS not spent by the the End of Turn Phase
16.4.1 Stalin is a normal SCU combat unit with no are lost.
attack or movement factor, or ZOC. 18.1.3 Banked OPS, once recorded (use the Banked OPS
marker), are not lost until spent or until the end of the current
16.4.2 Stalin must always be the last step eliminated in combat. Turn.
16.4.3 Stalin never retreats due to combat. Defending units 18.1.4 A player may not Bank OPS except as noted below. A
stacked with him do still retreat if on the losing side, but in such player cannot choose to bank unspent OPS from the play of an
a case Stalin must remain in place and Axis units may advance Operations Card.
into the hex and eliminate Stalin, thereby permanently removing
the Stalin counter from the game. 18.2 AXIS BANKED OPS
16.4.4 Stalin does not count for stacking purposes. 18.2.1 Starting on Turn 2, the Axis player receives 1 Banked
OPS at the beginning of his first Action Round of each turn.
16.4.5 Stalin may only be moved out of Moscow by rail Stra-
tegic Movement at the usual cost of 1 OPS. Stalin may be moved 18.2.2 The Axis stops receiving Banked OPS after the Hitler
back to a friendly controlled Moscow only by rail Strategic Takes Command Event is played.
Movement at a cost of 1 OPS.
16.4.6 Stalin may move only twice during the game; once out
of Moscow, and once back into Moscow.
16.4.7 The Soviet player may receive Banked OPS (see 18.0)
only if Stalin is currently in Moscow.
21.0 BIDDING
Players who find the game unbalanced, or who are playing in a
tournament environment, may elect to bid for the right to play the
side of their preference. Bids will made in terms of a one-time
addition of automatic RPs to be spent from Turn 2 onwards by
the other side (players may receive at most 3 automatic RPs per
turn). Recall that the standard game includes 3 automatic RPs
19.0 NATIONAL RESTRICTIONS for the Soviets, to be spent on Turn 2, so automatic RPs received
from bidding are applied cumulative with that. For example, a bid
19.1 ROMANIAN UNITS of 2 to play the Axis would result in the Soviets receiving their
19.1.1 Romanian units may never enter a hex in Hungary. If usual 3 RPs on Turn 2, followed by 2 more on Turn 3. Whereas
forced to violate this rule, they are eliminated. No single combat a bid of 5 to play the Soviets would result in the Soviets receiv-
may involve both Romanian and Hungarian units. ing no automatic RPs and the Axis player receiving 2 automatic
RPs on Turn 2.
19.2 HUNGARIAN UNITS
Design Note: Players who are new to the game are likely to
19.2.1 Hungarian units may never enter a hex in Romania. If find the learning curve for the Soviets somewhat steep. For
forced to violate this rule, they are eliminated. No single combat that reason we strongly recommend playing your first few
may involve both Hungarian and Romanian units. games as if there was a bid of 3 for the Axis side (resulting in
the Soviets receiving 3 RPs on Turns 2 and 3). Once you feel
19.3 SURRENDER more confident with the Soviets you can drop this bid closer to
0 (which we believe to be balanced with experienced players).
19.3.1 Axis minor countries (i.e., Romania and Hungary) sur-
render if their capital is enemy-occupied at the end of any Turn.
In such a case remove all units of that minor permanently from
the game (whether currently in play or not).
23.1.2 Players who prefer to let fate decide the rate at which
Soviet reinforcements arrive in the early part of the war may
ignore rule 4.3.1 and instead shuffle the Soviet Blitz reinforcment
cards (card numbers 1-6) into the Blitz deck before drawing their
initial hand.
Design Note: Our experience is that the Soviet position will
be very poor unless two Reinforcement cards are played on
turn 2, so players should use this optional rule at their peril. It
is fun for players who like a wild ride, however!
Romanian Units
3rd Army [1627] 4th Army [1629]
INDEX
0 E
0 Ops round. 7.2.6 Easily Forgotten Rules. 24.0
Events. 7.5
A
Exploitation. 12.0
Action phase. 7.2
Barbarossa effects. 4.4.6
Action round. 7.2.1
OOS restrictions. 13.3.7
Advance. 11.5
Procedure. 12.2
Attrition
Winter 1942 restrictions. 15.1.2
OOS effects. 13.3.8
Automatic victory. 5.1.2, 5.1.3 F
Festungs. 11.4.1, 16.3
B
Movement effects. 16.3.4
Baku
Supply effects. 16.3.5
Supply. 13.2.3
Fortress supply. 13.2.4
Banked OPS. 18.0
Fortified Zone. 8.2, 9.1.3
Hitler Takes Command effects. 18.2.2
Fortresses. 16.2
Lend Lease effects. 18.3.2
Full supply. 13.1.2
Stalin effects. 18.3.1
Stavka. 18.3.4 G
Barbarossa. 4.4 Game markers. 2.2.2
Bidding. 21.0 German mobile defense. 20.0
Blitz. 11.2.1 (step 9), 11.5.2, 12.1.4 (also see Exploitation)
H
C Hand size. 7.6
Caucasus Zone. 12.1.3 Oil effects. 17.0
Combat. 11.0 Hex control. 3.0, 13.3.9
Combined attacks. 11.1.3 Hungarian units. 19.2
Geographic restrictions. 11.1.9
I
Losses. 11.3
Initial hand size. 4.3
Resolution. 11.2
Invasions. 7.5.4
Winter 1942 effects. 15.1.2
Combat Cards (CCs). 7.5.5 L
OOS restrictions. 13.3.4 Lend Lease. 18.3.2
Combat markers. 7.3.5 Effects on blitz. 11.2.1 (step 9)
Combat resolution
OOS effects. 13.3.5 M
Consecutive OPS. 7.3.2 Map zones. 2.1
Move markers. 7.3.4
D Movement. 10.0
Discards. 7.6.2 Nationality restrictions. 19.0
OPS cost. 7.3.3
N S
National restrictions. 19.0 Sea movement
Naval evacuation. 10.2.7 Soviet. 10.2.6
No retreat option. 11.4.3 Southwest Front. 11.3.6, 14.2.1
Soviet attack restrictions. 4.4.7, 4.4.8
O
Soviet Mobilization. 4.5
Oil. 17.0
Spring Thaw. See Rasputitsa
Operations (OPS). 7.3
Stacking. 9.0
Ops
Stalin. 16.4
0 Ops round. 7.2.6
Stavka. 18.3.4
Banked. 18.0
Strategic movement. 10.2
Consecutive. 7.3.2
OOS restrictions. 13.3.2
Other Fronts box. 3.0
Stalin. 16.4.5
Out of Supply (OOS) penalties. 13.3
Strategy cards. 2.3, 7.0
P Supply. 13.0
Partisans. 10.1.6, 11.1.7, 16.1 Path. 13.1.2, 13.1.3
Activating. 16.1.6 Wources. 13.2
Elimination. 16.1.6 When to determine. 13.1.1
Removal. 16.1.5 T
Paulus Logistical Line
Total War. 7.6.4
Combat effects. 11.2.1 (step 4)
Tournament scenario. 22.0
Exploitation effects. 11.5.2, 12.2.3
Trenches. 10.3
Movement effects. 10.1.5
OOS restrictions. 13.3.3
R
U
Rail movement. 10.2.2, 10.2.4
Units
Partisan effects. 10.2.2
LCU. 2.2.1
Rasputitsa. 15.1.1
Non-replaceable. 2.2.1
Reinforcements. 7.5.2
SCU. 2.2.1
Replacement
Upper Silesean Industrial Region (USIR). 14.2.2
Eliminated units. 11.3.6
Replacement points (RPs). 7.4 V
Replacements. 14.0 Victory determination. 5.0
German Spring 1942 and 1943. 7.4.3 Volga crossing restrictions. 11.1.10
Special rules. 14.2
W
Retreat. 11.4
Weather. 15.0
Failure to retreat. 11.4.4
Winter 1942. 15.1.2
Length of. 11.4.2
No retreat option. 11.4.3 Z
Retreat path. 11.4.4 Zones of Control (ZOC). 8.0
Romanian units. 19.1
Type:
Size: Armor Infantry Mech Cavalry
Corps Army Front
XXX XXXX XXXXX
CSIR Shock Inf. Maritime Partisan Mountain