0% found this document useful (0 votes)
39 views21 pages

September 1939 Campaign Game Guide

The document describes the game components and rules for a board game that simulates battles from the 1939 Polish campaign. The game uses hexagonal maps and unit counters to represent historical military units and recreate battles. Gameplay involves 11 phases per turn where players move units and resolve combat.

Uploaded by

Czukeno
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
39 views21 pages

September 1939 Campaign Game Guide

The document describes the game components and rules for a board game that simulates battles from the 1939 Polish campaign. The game uses hexagonal maps and unit counters to represent historical military units and recreate battles. Gameplay involves 11 phases per turn where players move units and resolve combat.

Uploaded by

Czukeno
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 21

1.

0 INTRODUCTION UNITS SOVIETS


“September 1939” (W-39) system allows
GERMANS - Headquarters
players to recreate all the major battles of
the 1939 campaign in the regiment scale,
- armored units - Armored units
although battalions are used as well. All the
games of this series were designed as a parts
- reconnaissance units
of the one, big game, so if players have - Reconnaissance units
enough time and space, they can link their
games together and create, one big map of - infantry units
- Motorized Infantry units
the west, north, south, central and partially
eastern Poland and play whole campaign - heavy artillery units
day by day. - Infantry units
An idea of this game was to give players a - motorized artillery units
feel of the 1939 campaign, with both devas- - Cavalry units
tating power of the blitzkrieg and desperate - motorized infantry units
defense of the Polish army. It's important to - Artillery units
remember that German tactics was still in - light artillery units
progress and the Polish campaign was a first
full scale attempt of such combat. Polish - cyclists units SLOVAKS
resistance was also strongest than Germans
expected, even with their superior equip- - Headquarters
ment and air control, as well as the support - motorcycle units
of the Soviet allies.
The rules are fairly easy, while they still try
- headquarters - Infantry units
to capture all the important elements of the
1939 campaign. Each game contains a num-
ber of the historical scenarios and some- - heavy machine gun units
times a hypothetical ones as well. While - Artillery units
each game of this series is stand alone prod-
uct, some minor scenarios might require POLES

U
units from the other games. Types and the description of information
- heavy machine-gun units counters:

2.0 GAME COMPONENTS


- cavalry units - Retreat
[2.1] Each game contains board that pictu-

1
res the battlefield of the one of 1939 battles
fought between Poland versus III Reich and - light artillery units
its allies. The map shows the road network - Level 1 Out of Supply
(primary and seconary roads), towns and - horse artillery units

2
cities, woods, rivers etc., which are vital to
a military operations. A hexagonal grid is
- infantry units - Level 2 Out of Supply
printed on the map to regulate movements
and a placement of units. Each hex is has
it's number. All “W-39” boards were
designed as a part of the series, so they can - Attack
be linked with each other, to create a bigger - armored units
one, so you can play not just a single battles
but also a bigger parts of the whole 1939
campaign. - heavy artillery units - Bridge Destroyed
Map was made in the 1:250 000 scale. Each
hex covers about 3000 m of a real terrain. - Headquarters
[2.2] Counters
- Field fortifications
There are two kinds of counters in the LITHUANIANS
game: combat units that represent historical
troops and information counters. - Headquarters

- Infantry units

1
Artillery Units Counters unit pays from this pool for an admittance to phases from 1 to 11. Player may voluntary
each hex. Units expend Movement Points skip each of his phases if he is not obliged
unit number division according to the type of terrain in the hex to perform any actions there.
9 pal 9 number and the type of a unit. These costs are pre-
sented in The Terrain Characteristic Chart. [3.1] Phases
unit size unit type
The number of sub-units show the amount There's total 11 phases in the turn. A phase
III

Movement 6 1,5 fire of sub-units a unit can be divided up. can be omitted when the activities provided
Points modifier Each non-artillery unit and sub-unit has in it need not be carried out, or players do
a reverse with all characteristic data and an not want to carry them out. There are
obverse where both sides of the conflict are German and Polish phases. All Soviet,
marked. Units' strength points are in The Lithuanian and Slovakian units are perform-
Non-artillery Counters
Unit Charts. The Unit Charts are used for ing their actions in the German phases, but
recording of current strength of the units they have to be done independently, so play-
regiment
15
61 division used in the game. For a certain degree of ge- er moves all the German units first, then the
number number neralization, the game presents regiments Soviet ones.
unit sizei unit type (which can be divided into battalions) and Phase 1 - Weather phase.
III

Movement 6 3 sub-units
self-contained battle groups. However, there During this phase of the game one of the
Points amount are no engineer troops and anti-tank units. players rolls a dice to set the weather for the
Their strength is included in the remaining turn:
All armored, motorized infantry, reconnais- division units. Virtually the artillery of the - 1, 2, 3, 4 - good weather, air counters may
sance and artillery units movement factor division (included in each division) is com- be put on the chart without any obstacles.
10 or greater are called mechanized units posed of a light artillery regiment and - 5 - weather is changed for the worse, the
for the movement purpose. Numbers and a heavy artillery squadron, but in the game placed counters may accomplish only one
names of units show the historical numera- the whole artillery of each division is por- mission (they are turned up with number
tion and designation of a desirable unit, e.g. trayed by one counter which is marked by one facing up);
17/31 means the seventeenth regiment of the number of the division in question (it - 6 – bad weather, the aviation of both sides
the thirty first division. The remaining sym- usually corresponds with the light artillery does not work - distribution of air counters
bols used to the description of units' names regiment numeration). The artillery units over a chart is impossible.
mean: which belong to corpses and armies are Phase 2 – German Movement Phase
ND - National Defense Units marked with their symbols e.g. artillery At the beginning of the phase German pan-
ND Kurpie – National Defense Battalion with an inscription: "art. III" is the artillery icked and disorganized units may regain
"Kurpie" of the third corps. their efficiency. German player may then
R.B. – Rifle Battalion Abbreviations: move any number of his units on the distan-
p.cz – Tank Regiment a/d ratio – the attacker/defender strength ratio ce limited by Movement Points of each unit
pal – light artillery regiment MP – Movement points (with help of the Terrain Characteristics
dac – heavy artillery squadron SP – strength points Chart). German units may conduct Armou-
puł – uhlan regiment ZoC – Zone of Control red Raids. Transport trains may move. Units
sk – horse rifles Rounding a quantity (in favor of defender) may be loaded/unloaded in/off the transport
means the following: all ratios up to xxx.5 trains.
The unit's scale is: are rounded down and all ratios above xxx.5 During this phase of the game German
I – company/squadron, are rounded up. reinforcements enter the board.
II – battalion, Example: 2.5 (2.5:1) rounds down to 2 Phase 3 – Field Fortification Building
III – regiment, (2:1) and 2.5001 (2.5001:1) rounds up to 3 Phase.
X – brigade, (3:1). In this phase German units, which have not
XX – division. moved in this turn, are not disorganized or
A Unit's strength is expressed in the panicked and not covered with a Retreat
strength points (SP). It represents the real 3.0 THE GAME PHASES counters, may build fortifications. They are
strength of a unit, with it's manpower, AND TURNS is marked by Field Fortifications Counter,
equipment, morale and training. placed underneath a the units.
The modifier of a gunfire is expressed in de- All games of the “September 1939” system At the end of this phase Retreat counters are
cimal fractions. It is printed on artillery are played in turns. Each turn represents one removed from German units.
units only and pictures the fire efficiency of day of the real time. During the turn each Phase 4 – The German Attack Phase.
these units. side performs certain actions. Turn is divid- During this phase the German units may
The range of fire show the maximum dis- ed 11 cycles, called Phases. During these attack Polish units. Attacks maybe be sup-
tance (expressed in hexes) of artillery units Phase each side has the right or is obligated ported by artillery and air forces. The
effective fire. It is 3 hexes for all artillery to carry out a number of specified activities. defender, that is to say, the player operating
units. It is forbidden to carry out any activities the Polish units, may support the defense of
Movement factor is expressed in Move- connected with the game apart from the his units with his own artillery. Place Attack
ment Points (MP) and shows a potential phase during which they should take place. counters on all German units which made
ability of movement during the Movement Turn is considered to be finished after the an enemy retreat. Place Retreat counters on
Phase. Having a certain pool of points, the accomplishment of all activities provided in all Polish units which are retreating in con-

2
sequence of the battle. After all attacks are made an enemy retreat. Place Retreat coun- Points in a phase then its total movement
done, German player may conduct Armored ters on all German units which are retreat- ability amount.
Overruns. ing in consequence of the battle. [4.23] A unit does not have to spent all its
At the end of this phase remove all the At the end of this phase remove all the MP in the phase.
Attack counters from Polish units. Attack counters from German units. [4.24] Movement Points which were not
Phase 5 – Polish Counterattack Phase. Phase 10 – German Counterattack Phase. used up in phase do not pass to the next
When all the German attacks are resolved, When all the Polish attacks are resolved, phase.
Polish player may perform counter-attacks. German player may perform counterattacks. [4.25] Movement Points may not be trans-
All Polish units, if they were not attacked in All German units, if they were not attacked mitted from the one unit to another.
the previous phase (see [8.3]), may counter- in the previous phase (see [8.3]), may [4.26] When the player removes his hand
attack all German units in their Zones of counter-attack all Polish units in their Zones from unit's counter, the movement is con-
Control which are not in offensive (do not of Control which are not in offensive (do sidered to be finished; the correction of the
have Attack counters on). Counter-attack is not have Attack counters on). Counter- position is possible in the same phase only
fought like an ordinary combat. During a attack is fought like an ordinary combat. with the opponent's approval.
counter-attack the Germans may use the air During a counter-attack the Polish player [4.3] Terrain Effects.
force and the artillery which were not used may use the air force and the artillery which [4.31] A Unit spends one Movement Point
for an attack in the previous phase and the were not used for an attack in the previous for an entrance at a clear terrain hex; units
Poles may reinforce their assault by the phase and the German player may reinforce have to pay more or less Movement Points
artillery that have not shot during the turn his assault by the artillery that have not shot for an entrance at other kinds of terrain.
yet. The counters symbolizing the escape during this turn yet. The counters symboliz- [4.32] A Unit moving ALONG the primary
and offensive of units are not placed in the ing the escape and offensive of units are not road spends ½ of a Movement Point for
counter-attack phase. placed in the counter-attack phase. hex.
Phase 6 – German Supply Phase Phase 11 – Polish Supply Phase [4.34] A unit entering the road from non-
German player checks if any of his units Polish player checks if any of his units sur- road hex pays a number of the Movement
surrenders to the enemy. Then the German renders to the enemy. In this phase Polish Points equal to the cost of terrain the road
player checks if all this units are supplied player checks if all this units are supplied goes through. The road movement is possi-
(see [14.0]). Place Out of Supply counters (see [14.0]). Place Out of Supply counters ble only between two hexes directly con-
on the units that are not supplied. German on the units that are not supplied. Polish nected by the road
Headquarters may rebuild destroyed and Headquarters may rebuild damaged bridges. [4.35] A unit moving along an secondary
damaged bridges. Polish units may receive reinforcement road, irrespective of terrain it goes through,
from the Reserve Centers. always spends one Movement Point for an
Phase 7 – Polish Movement Phase. entrance on the next hex with that kind of
At the beginning of the phase Polish pan- road.
icked and disorganized units may regain 4.0 MOVEMENT RULES [4.36] Streams and small rivers may be
their efficiency. crossed at any place but non-mechanized
Polish player may move any number of his [4.1] General rules. unit must spend additionally 1, 2 Movement
units on the distance limited by Movement During the Movement Phases the Players Points (stream and small river respectively)
Points of each unit (with help of the Terrain may move as many units as they want in if not using the bridge and adequately 3 or 6
Characteristics Chart). Transport trains may any direction. Units may be moved in any Movement Points in the case of mechanized
move. Units may be loaded/unloaded in/off order, but each nationality has to move units.
the transport trains and Transport Columns. independently, e.g German player have to [4.37] Non-mechanized units are also
During this phase of the game Polish rein- move all the German units first and the he allowed to cross big rivers (the Vistula
forcements enter the board. may move any units of his allies. Units must River, the Warta River, the Bug River). The
Phase 8 – Polish Field fortification move constantly from hex to hex, skipping unit which intends to cross a big river must
Building Phase. a hex is forbidden (players of the opposing (in own Movement Phase) be on the hex
In this phase Polish units, which have not side must see the whole route of a unit. At adjacent to it. In its next Movement Phase
moved in this turn, are not disorganized or the beginning of each Movement Phase all the unit may cross the river by moving onto
panicked and not covered with a Retreat units have their movement limits, represent- the hex on the other side of the the river. A
counters, may build fortifications. They are ed by the certain number of the Movement unit spends 4 Movement Points for crossing
is marked by Field Fortifications Counter, Points (MP). Entering each hex costs the a big river. If unit was attacked, it can't con-
placed underneath a the units. certain amount of the Movement Point tinue crossing. If a hex is occupied by an
At the end of this phase Retreat counters are points. Movement is possible as long as the enemy unit the crossing can only occur as a
removed from German units. unit has enough MP to enter the next hex. result of a combat. Instead of moving, the
Phase 9 - Polish Attack Phase. The movement of units is allowed only dur- unit must engage enemy units in its attack
During this phase the Polish units may ing each side’s Movement Phases or as a or counter–attack phase. If enemy unit(s) is
attack German units. Attacks maybe be sup- combat result. forced to retreat, the attacking unit can only
ported by artillery and air forces. The [4.2] Detailed rules. enter the hex formerly occupied by enemy.
defender, that is to say, the player operating [4.21] A unit cannot enter the hex occupied If no, the crossing is canceled.
the German units, may support the defense by the enemy unit (exceptions: [12.0] and A big river reduces the unit's Zone of
of his units with his own artillery. Place [13.26]) Control extension (see [7.15]), it does not
Attack counters on all Polish units which [4.22] A unit cannot spend more Movement include hexes on the other side of a river.

3
[4.38] While entering the hex which Point cost to stack or unstack. moment of division
includes a wood, the unit must spend +1 or [5.2] Detailed Rules: [6.23] After the division, all sub-units have
+3 (in the case of mechanized units) [5.21] Units of total strength of more then 9 the same characteristic as other units.
Movement Points in addition. SP of the one nationality can't occupy one [6.24] A unit may also divide during Attack
Note: hexes where a wood covers 100% of hex after the completion of each phase. Phases and Counterattack Phases. The divi-
a surface reduce the effect of a Control Zone Units of total strength of more then 14 SP of sion is accomplished before the fight has
(see [7.17]). the one nationality can't not stay on the hex been determined.
If unit is marching through the wood along designated as strongholds. [6.25] The sub-units which form a stack and
with railroad tracks, it has to pay: [5.22] Each artillery unit has 1 SP for stack- belong to one unit may merge again, but
Infantry – 1 MP per hex ing and river crossing purpose. only if they were originally a parts of the
Cavalry – 2 MP per hex [5.23] Each 1 SP of the armored unit is same unit.
Mechanized – 3 MP per hex halved for a stacking purpose. [6.26] There is no additional Movement
Artillery – 2 MP per hex Example: Points cost for division or merging the units.
[4.39] Effects of terrain on units' movement Player may stack total 18 SP of the armored [6.27] The unit which player decided to
are added up. units on the one hex, because each of their 1 divide must divide itself strictly into such a
Example: a mechanized unit climbing up a SP counts as a half. number of sub-units as it possessed at the
hill which is overgrown with wood spends 1 There might be also a situation that 5 SP of beginning of the battle or still possesses at
MP entering the hex, 2 MP for climbing up the infantry stacks with 8 SP of the armored this moment of the game (the number of
the hill and 3 MP for the wood, which gives units on the same hex. In such situation, sub-units the unit consisted of may have
totally 6 MP. player may use all the 13 SP in the combat. been reduced by the SP loses).
[4.40] Soviet mechanized units movement [5.24] Units of the different nationalities The example:
depends on their mechanical reliability. Lot (e.g. Germans and their allies) may move At the beginning of the battle 62 Infantry
of them suffered such problems which lim- through each other, but they can't finish Regiment (6 SP) may have been split into
ited their speed. When such unit starts its their movement on the same hex. three battalions (1st, 2nd and 3rd), each of
movement, player has to make a roll to see them having 2 SP. After heavy losses during
if no mechanical failures occured: 6.0 DIVISION OF UNITS INTO the second day of the battle (elimination of
1 – Unit has its normal MP SUB-UNITS 1st battalion and losses in the second – total
2 – Unit has 10 MP loss of the 3 SP) 78 Infantry Regiment may
3 – Unit has 8 MP [6.1] General Rules: now divide itself into two sub-units:
4 – Unit has 6 MP All units which are marked as consisting of - II battalion of 1 SP
5 – Unit has 4 MP the number of sub-units may be divided into - III battalion of 2 SP.

I III II
6 – Unit has 0 MP smaller tactical units, e.g. regiments into
battalions. Only units with a red circle with
Player makes a roll for each unit, not for a a number of sub-units in the down right cor- 62 2 1 2 1 2 1
stack. Unit has to make a move first, then ner of the counter may divide. Each regi-
the player may make a roll for another unit. ment that can be divided, has its own battal-
ions counters. 7.0 THE ZONE OF CONTROL
[4.4] Effect of Friendly Units.
[4.41] A unit may move through a hex occu- 10
26
pied by another Friendly Unit or its Zone of
Control (see 7.0) without spending any
III

6 3
additional Movement Points.
[4.42] There is no limit of the number of
Friendly Units that may be moved through a I/10
26 II/10
26 III/10
26
particular hex during a Movement Phase.
[4.5] Effects of the German Air Force.
II
II
II

6 6 6
The German entire air supremacy effective-
ly restricted the movement of Polish units
on the battlefield. According to the weath-
er and the number of planes (counters) [6.2] Detailed Rules:
employed in a battle, the Germans have [6.21] A unit consisting of several sub-units
been able to slow down the Polish unit's may divide itself at any moment during
movement (detailed information - see 10.0). Movement Phase. The player who has [7.1] General Rules:
decided to do that, removes such unit from [7.11] The Zone of Control of a unit covers
the board and puts a definite number of sub- the six hexes surrounding the hex occupied
5.0 STACKING units instead. They may move in their by that unit.
Movement Phase using Movement Points of [7.12] All units (except artillery units and
[5.1] In the "September 1939" system one mother unit left according to ordinary rules Headquarters) have Zones of Control in
hex may be occupied by several units of dif- described in [4.0]. every moment of the game (exception, see
ferent kinds. [6.22] The sum of sub-units strength must [8.51] and [22.16]).
[5.11] There is no additional Movement be equal to the mother unit strength in the [7.13] The presence of several Zones of

4
2 1
Control on enemy or Friendly units at the Control it must immediately stop regardless an attack, must be attacked.
same hex does not cause any consequences; of the amount of Movement Points which

A
all Zones of Control exist independently of have not been used yet in this phase (the
each other - they neither negate or exclude unit can no longer move in this phase).

B
themselves. A hex may thus be controlled (exception - see:12.0).
by several units (enemy or friendly). [7.22] A unit never pays an additional cost
[7.14] The friendly Zone of Control never to enter an Enemy Zone of Control.
affects Friendly Units. [7.23] Moving an own unit within Enemy
[7.15] The Zone of Control never extends Zone of Control (in particular within The

I.
into the hexes on the opposite bank of a big Zones of Control of unit(s) on one hex) is
river and a lake. allowed only during the pursuit (see: 12.0).
[7.17] The Zone of Control never extends Otherwise it is forbidden.
through the hexes covered by woods in [7.24] During the retreat a unit may pass
100%. There is no Zone of Control on such through thehex in Enemy Zone of Control Example: (see I) if the unit A attacks the
hex. but only when another Friendly unit is on unit 1, the unit 2 must be also attacked by
that hex. The retreating unit (stack) loses 1 the unit B or A (it is in the Zone of Control

forest
strength point (from the sum of all its of the attacking unit A). In the second case
points) for each hex crossed this way. (see II) the unit 2 does not have to be
attacked when the unit A attacks the unit 1.
retret [7.3] Zones of Control abandonment [8.23] An enemy unit may be attacked at the
2
[7.31] If a unit begins an own Movement same time by any number the units which
Phase within enemy Zone of Control it can are in its Zone of Control. In this case the
A leave it voluntarily without spending any strength of all attacking units is combined.
additional Movement Points. A single unit may attack several enemy
3 1 [7.32] During the same Movement Phase a units (if they are in its Zone of Control).
unit may leave the Zone of Control of one Then the defender sums up strength of all
enemy unit and enter the ZoC of other defending units.
road enemy unit; it may also move directly from

2 1
one Zone of Control to another but it cannot
move within Zones of Control of the same
enemy unit.
Example:
8.0 COMBAT

B A
The unit A took its position in a wood and is
expecting a frontal attack. Meanwhile the
unit number 1 turns the enemy back seizing [8.1] General Rules:
the opportunity of the fact that there are no [8.11] Combat between units may be con-
Zones of Control in a hex100% covered by ducted only during Attack and Counter-

II.
wood and cuts off the enemy's possible attack Phases (exception see: [12]). A unit
retreat. In the meantime the main forces are may attack or be attacked only once per
attacking in front. If forced to retreat, unit A phase (exception: [12.2]).
may avail of the same rule and retreat next [8.12] A unit may be attacked only when it
to the unit number 1 (only through the field is in the enemy unit's Zone of Control at the
in 100% covered by the wood) ignoring its beginning of the opponent's Attack or [8.24] In the case when several units are
Counter-attack Phase (exception: a unit may defending on the one hex, it is forbidden to
be attacked if it is on the opposite side of big attack each of them separately. In this situa-
river or on the hex 100% covered with tion the combat should be resolved in one
wood, even if it is not actually in enemy attack and strength of all defending units
No
influence
Zone of Control). occupying the same hex is summed up.
ZoC [8.13] The attacking player is considered as [8.25] It is allowed to divide the combat into
"the attacker" when his Attack or Counter- several attacks when the attacking units
attack phase is on, the other player is then occupy the same hex, e.g. units A and B
"defender". attacking the unit 2 and then the unit C -
attacking the unit 1.
[8.2] Attacks and their limitations Note: It is the way of getting out from the
[8.21] A unit may but does not have to encirclement - a unit (if allowed) divides
)

attack an opponent's unit or units which are itself into sub-units. In the attack phase the
in its Zone of Control at the beginning on strongest units attack the weakest unit in the
Zone of Control. the own attack or counter-attack phase opponent's group and the weakest sub-unit
(exception: [8.28]). is sacrificed to engage remaining enemy
[7.2] Zones of Control and movement. [8.22] All enemy's units which are in the units.
[7.21] After a unit enters an enemy Zone of Zone of Control of the unit which performs [8.26] The attacker resolves all attacks in

5
1
[8.3] Allowance and Restrictions of –3 would change 3:1 into 1:2 in the same
counter-attacks. case.
[8.31] All rules described in [8.2] except
[8.28] are obligatory in a Counter-attack [8.5] Combat Results.

B C
Phase when attacks are conducted. A [8.51] The following symbols may appear

A
counter-attack gives a unit a possibility of in the first part of a combat result:
attack twice in the same turn. A1, A2 - All attacking units retreat by one

2
[8.32] The units which may counter-attack
are: 1:1 2:1 3:1 4:1 5:1 6:1

III.
- the ones which were not attacked by non-
artillery units or artillery and/or Air Force
with the sum of fire modifiers greater then 3
in the opponent's last attack phase; or two hexes respectively, any defending
- the ones which do not have attacking unit involved in a combat may stay in its
any order and combination he wishes. enemy units (with attack counters on them) place or pursuit the enemy retreating units.
[8.27] In case when the attack is taken up in their Zones of Control (as opposed to B1, B2, B3, B4 - All defending units retreat
simultaneously from 3, 4, 5, or 6 hex, the [8.28] - they do not have to attack them in by one, two, three or four hexes respective-
attacker/defender ratio is modified (see: an Counter-attack Phase but they also must ly.
[8.4] and [8.4] - explanation) by values of not counter-attack if they are in their ZoCs). B5 - All defending units retreat and lose
+1, +2, +3 or +4, respectively. [8.4] Resolving the combat. their Zones of Control during the next turn.
Example: the units A, B, C, D attack the To resolve an attack or counter-attack the
unit 1 from four hex, the attacker/defender following procedure is conducted: [8.52] It was quite a common situation at
ratio is modified additionally (according to a) The attacker chooses the attacked unit(s) the 1939 battlefields the Poles fought till the

B
[8.27]) by the +2. and the unit(s) which attack(s) (together last man, despite the heavy losses.
with artillery); Following rule allows player to recreate

A C
b) The attacking unit's strength is divided such situations. It is still a question if it's
by the defender's unit’s strength and the worth to sacrifice soldier's life to keep the

1
obtained ratio is rounded to the closest inte- key position at all cost.
ger (eg. 2.5:1 rounds to 2:1, 2.50001 ;1 The unit or units forced to retreat may
rounds to 3:1); remain on its hex at the cost of SP losses. To
c) The obtained result is modified according check the amount of these losses, player

D
to effect of terrain, the presence of com- should refer to the column obtained in (e) in
mands, supporting artillery and/or air force the Losses Table. The intersection of that
and number of attack directions as well (see column and the row corresponding to the

IV.
[8.27]). All the modifiers positive for the combat outcome gives the losses the unit(s)
attacker are included first and then the has(ve) to take in order not to give up the
defender's modifiers are included; position.
d) Having the modified ratio, the adequate
column should be found on the Combat Example: Let's assume that attacker's
[8.28] All units, which at the beginning of Result Tables chart (CRT); the ratios greater strength was 7 and the combat result was
their own attack phase (not the counter- to 10:1 are treated as 10:1 and the ratios less B2. In this case the defeated unit (or units)
attack phase) have the attacking enemy than 1:4 - as 1:4; must lose one SP to stay in the same place.
units (having attack counters on them – e) Attacker makes a 2D6 roll and finds the
meaning they successfully attacked in their result in the column. [8.53] An attacking unit which has been
last attack phase) in their Zones of Control, f) To see if the attacker suffered any loses, forced to retreat may also stay in its hex at
must attack. This does not affect the units in 2D6 rolls is made. Result is find in the the cost of losses. In such a case in the
field or/and stationary fortifications. “Attacker's Loses After Combat” table in Losses Table, in the "strength" row you
[8.29] The attacker's several units do not the verse with defender's SP and shows the must find the range including the defender's
have to attack several defender’s units at the number of SP that attacker's units lost in the strength (not the attacker’s). Having the
same time unless the defending units or/and combat. applicable column you must find the results
the attacking units occupy one hex, e.g. (see Explanation: The sum of modifiers (in at the proper intersection (in this case we
III) units 1 and 2 attack the units A, B, C (or [8.4]c) is a quantity expressed by a positive treat A results as they were B results).
inversely). Only a simultaneous attack from or negative number which changes the Example: Let's assume that the attacker has
several (or from one) hexes, directed to one attacker/defender strength ratio by an ade- to retreat 2 hexes and defender's strength
hex or an attack from one hex upon several quate amount of positions to the left or to was 8 (7-12 column). If Attacker wants to
hexes are allowed. An Attack Phase (or the right. Negative modifiers shift the pri- stay at his hex, his unit must loses 1 SP.
Counter-attack Phase) lasts as long as all mary result to the left and the positive - to
mandatory attacks have been resolved. the right, e.g. The attacker's/the defender's [8.53a] The defender may also retreat par-
[8.30] Germans and their allies can't attack ratio is 3:1, the modifier +3 shifts the pri- tially by smaller number of hexes than the
together, they have to attack individually. mary result by three positions to the right result forced him to. In this case the retreat-
giving the result 6:1. The negative modifier ing unit sustain losses proportional to the

6
number of hex it does not retreat (e.g. unit accomplish a pursuit moving by the same more than two hexes from the position of
has received B3 as a combat result with (or less) amount of hexes as defeated unit defending unit(s).
total of 15 SP of the attacker; the unit may has been forced to retreat (exception: a pur-
retreat 3 hexes, stay and lose 3 SP or retreat suit across a big river, see [4.37]). “Attack” Example: Attacker's SP is 20 with +3 mod-
2 hexes and lose 1 SP for remaining B1 counters are placed on all units in pursuit. ifier, while defender's SP is 3 with -2 mod-
result) [8.72] The first hex entered by a victorious ifier. Odds are 8:1. Attacker rolled 7, which
[8.54] A unit's strength reduction is marked unit must be the hex formerly occupied by a brings B2 result. Defender has to retreat 2
by a reduction of a strength points at unit's retreating unit (or any of such hexes if there hexes, but he may also keep his position at
table. When a unit is composed of several were several retreating units), the further the cost of the 3 SP (according to [8.52]. If
sub-units, the player allocates possible loss- direction of a pursuit depends on the victo- defender decides to fight till the last man,
es within his own discretion, but it is rec- rious player's decision. attacker may occupy defender's hex only. If
ommended to do it evenly. [8.73] A unit moving in pursuit along the attacker would roll 2 and get B4 result, then
[8.55] The loss of SP of a unit is irreversible path of retreat (the hexes that defeated unit defender would have to retreat 4 hexes. If
(exception see [23.0]). The unit which was retreating through) ignores Zones of he'd decide to defend, his unit would be
strength has come down to 0 is eliminated Control of the enemy units. eliminated (4 SP loss) and the attacker
from the game. [8.74] A unit that performs pursuit is oblig- would be allowed to occupy defender's hex

B
[8.56] If more stacks were involved in the ated to stop on the first hex which does not and move one more hex.

12
combat where loses were suffered, SP belong to a retreat path
reduction must be done evenly. [8.75] While performing pursuit unit moves
[8.57] If artillery unit suffers SP losses, it is irrespective of Movement Points it possess-
eliminated from the game. es and of terrain type (except an impassable
terrain and big rivers).
[8.6] Retreat. [8.76] Pursuit may be performed by all vic-

A
[8.61] A defeated unit which decided to torious units involved in a combat except
retreat, may move in any direction with artillery units.
objective to retreat as far from the attacker
as possible. If it's possible, it should retreat Example (see: V): The units A and B have
into direction of “its” board edge. It may not attacked the unit 1 and have forced it to
enter the enemy's Zone of Control during retreat by four hexes. The victorious units
the retreat (unless it is retreating through performs a pursuit: the unit A going along
friendly unit and there are no other hexes the opponent's retreat path, ignores the [8.78] When the attack is unsuccessful, only
free of enemy ZoCs to escape – see [7.24]), unit's 3 Zone of Control and moves by four the attacking units must retreat. Other
impassable terrain (a swamp for tank units) fields but the unit B moves only by two Friendly Units, that were not involved in the
or move beyond the edge of the map. It is hexes along the opponent's retreat path and combat but occupied the same hex, must
also prohibited to cross a big river during after entering the field in the unit's 3 Zone stay in their place. In this case a pursuit is
the retreat. Otherwise the retreating unit of Control (the field is not placed on the forbidden.

V.
loses an appropriate amount of strength retreat path) it must stop.
points and/or stays on the last hex possible Example: Units 1 and 2 con-

2
to retreat. ducts two attacks: in the first
Example: attack the unit 1 attacks the unit
The defender obtained the result B4 but A, in the second one the unit 2
after retreating two hexes player finds that attacks the unit B. In the result
the further movement is blocked by a big of the unsuccessful first attack
river. In such cause the retreating unit suf- the unit 1 retreats but the unit 2

A
fers loss of the strength points. The amount remains on its place till the
of those points is read in the point of inter- moment of the own attack's

1
section of the B2 and the proper column of result and thereby foils unit's A
the Defender's Losses Table. pursuit.
[8.62] Defeated units retreat irrespective of

3 B
movement points they posses and of terrain [8.79] The next attack may be
type (except an impassable terrain and the resolved only when the results
big rivers). of the previous combat have
[8.63] Place “U” (Retreat) counters on all been fully resolved first
retreating units. (described in [8.5], [8.6],
[8.64] For each retreating unit (Stack) play- [8.7]).
er makes a D6 roll. 1,2 result means that
unit (stack) lost 1 SP. [8.77] A victorious unit can't perform a pur- [8.8] Effects of Terrain in a Combat.
suit if a defending unit has been eliminated [8.81] Terrain influences the combat by it's
[8.7] Pursuit. in consequence of the loss of SP but it kept modifiers (see: [8.4]). The specification of
[8.71] If a unit (attacking or defending) its position thanks to this loss. In the result all types of terrain and the corresponding
decided to retreat, all victorious units may of this procedure the attacker may move no with them modifiers are presented in the

7
Terrain Characteristics Chart. the Enemy Movement Phase or during a ing artillery) not sooner than the attacker
[8.82] Only terrain occupied by the defend- pursuit if the Enemy non-artillery unit pass- presents the total forces which would par-
er influences the combat - the only excep- es through that hex. During this procedure ticipate in attack (non-artillery units,
tion are swamps (see: [8.97]). the enemy unit spends an additional 1 artillery support and possible air support).
[8.83] The effects of terrain are cumulative, Movement Point (during movement phase). Adding new units to the attack after the dec-
e.g. a total modifier for a hill (-2) covered If the armored unit performs this action, a laration is forbidden (to prevent manipula-
by forest (-1) makes -3. D6 roll is made – result 1 means that such tion of attacker/defender ratio).
[8.84] Rivers (all types) and bridges have an armored unit lost 1 SP. Artillery units in
effect on a combat only when the majority field and stationary fortifications can't be [9.4] Individual artillery attacks
of attacking units (the sum of their strength destroyed in this way. [9.41] Artillery units may conduct individ-
points, not numerical force) is on the other [9.17] Artillery unit may fire only once per ual attacks without other types of units
side of a river or a bridge. turn. being involved.
[8.85] When several units are being [9.2] An attack support. [9.42] Artillery unit(s) may attack only one
attacked at the same time and each of them [9.21] Artillery may support an attack only hex during Attack Phase.
is in a different terrain, the most profitable during the own Attack or Counter-attack [9.43] One hex may be attacked by several
modifier is taken. Phase. An attacked unit(s) must be within artillery units in one attack.
the range of artillery supporting an attack. [9.44] Results of the Individual Artillery
Example: Three units placed on different When the defending units are in different Fire are checked in the Individual Artillery
hexes are being attacked in the single com- hexes, it is enough for at least one to be Attack Table.
bat. One of them has field fortifications. within the range of artillery. [9.45] Units that are targets of the
The units have positions as follows: hills [9.22] An attack may be supported by any Individual Artillery Fire suffer loses in the
(with fortification, total –3 modifier), a for- amount of artillery units provided they SP, but never retreat.
est (-1) and a town (-2). Considering the belong to the division conducting attack or [9.46] Sum of fired modifiers is rounded to
rule [8.85], the most profitable modifier is are corps auxiliary units such division the closest full value (e.g. 2.40 makes 2, 2.6
taken for them, that is –3 (fortifications in belongs to. makes 3).
the hills). [9.23] The attacking player is obligated to [9.47] Artillery may support the defense of
indicate the artillery units supporting an Friendly Unit which is being targeted of the
[8.86] Roads have not effect on a combat. attack. Individual Artillery Attack, but only when
[8.87] The units attacking from swamps [9.24] When several artillery units supports the attacking artillery unit is within the
have their SP halved (rounding up). same attack, their fire modifiers should be range of its fire.
[8.88] Armored and reconnaissance units sum up. [9.48] If the attacked units are in the fortifi-
standing in a forest or attacking the oppo- Example: The attack odds are 2:1. The cations, their loses are halved.
nent's units which are in a forest, have their attacking player supports an attack with
SP halved (rounding up). three artillery units, which modifiers are: 1, [9.5] Direct combat of the artillery
[8.89] Armored or reconnaissance units 0.7 and 0.4, the sum of modifiers is 2.1 and [9.51] The artillery unit, which is in the
attacking or defending in a town have their the modified ratio changes from 2:1 to enemy unit's Zone of Control at the begin-
SP halved (rounding up). The above rule is 4.1:1, rounded up to 4:1. ning of player's Attack or Counter-attack
not accomplished if the armored or recon- phase, may attack only the units on adjacent
naissance units occupy the same hex or per- [9.3] Defense support. fields. It is forbidden to attack at longer dis-
form an attack with infantry or cavalry units [9.31] Artillery units may support friendly tances. A fire modifier is used to attack.
participation. units' defense during the enemy's Attack or The rule [8.22] is not obligatory for an
Counter-attack Phase. artillery.
9.0 ARTILLERY [9.33] The unit which defense is being sup- [9.52] The artillery unit in the enemy Zone
ported must be within the range of assisting of Control at the beginning of enemy Attack
[9.1] General Rules artillery fire (note also: [9.48]). or Counter-attack Phase may only support
[9.11] Artillery is the only kind of units that [9.34] A defense may be supported by sev- the friendly non-artillery units' defense if
may participate in combat while being not eral friendly artillery units, but only if they they both occupy the same hex. A fire mod-
in the Enemy Zone of Control. belong to the defending division or are ifier is used during supporting the defense.
[9.12] Artillery units affect combat by corps auxiliary units that such division [9.53] The artillery unit in the enemy unit's
Artillery Fire Modifier they possess (see: belongs to. Zone of Control at the beginning of enemy
example in [8.4]). [9.35] If the enemy attacks several units, at Attack or Counter-attack Phase and not
[9.13] Artillery that supports combat may least one of them must be within the range sharing the hex with the friendly non-
not retreat, unless it is on the same hex that of assisting artillery fire in order to support artillery unit, defends itself using 1 SP. It
retreating unit. the defense. can't support defense of other units, but it
[9.14] Artillery may never take part in a Example: Odds are 2.75:1, defender is sup- still can be supported by other artillery
pursuit. ported by the artillery with a 1 modifier, so units..
[9.15] Artillery units do not have Zones of according to the [9.35] it works as a -1 mod- [9.54] Fortified artillery units occupying the
Control. ifier. Thanks to that odds are 1:1.75 and same hex together with the friendly non-
[9.16] The artillery unit, which is not after rounding up, it's 2:1. artillery unit(s) halves the strength (round-
stacked with another non-artillery Friendly [9.36] The defender may declare the support ing up) of attacking enemy armored units. If
unit on the same hex, may be eliminated in of his own artillery (indicating the support- the defender decides to use an artillery in

8
this way, he may not use it to support the unit counter to attack a single hex, save to the units movement. An air unit with Strength
defense. The attacker must mark possible one exception: on the 1st and 2nd September Factor 2 destroys the bridge if a player rolls
losses among armored units and the defend- the German Air Force may not use more then 1 on D6. Rolling 2 means that the bridge is
er must mark them among artillery units two air counters on the single hex. damaged and any other results mean that
(which means elimination of an artillery unit attack was unsuccessful. For a unit with
if a stack suffers any losses, since the one [10.2] Air Attack Procedure Strength Factor 1 rolling 1 means damaging
point of losses means elimination of an [10.21] In order to use air force, air of a bridge. During a single phase the bridge
artillery unit; note that such a loss will be counter(s) should be placed on the hex the may be attacked by the maximum two units.
counted with multiplying fire modifier by player wishes to attack or to defend. To per- The second damage counts as destruction of
six ). While counting the losses full strength form Individual Air Attacks air counters the bridge.
of the attacker is used. must be placed on the the enemy units. [10.36] Hexes covered with wood can't be
[10.23] Polish player always places his air targets of the Individual Air Attacks.
10.0 AIR FORCES units first. Player may decide to write down [10.37] Despite the result, Individual Air
Polish and German air counters do not corre- in secret the locations they want to use their Attacks might cause disorganization of the
spond with real numeration of units. They air units and to reveal them simultaneously. attacked unit. To see if it happened, player
represent the total strength of the air units If both player place their air units on the makes a D6 roll. If the result is lower that the
involved in the battle. same hex, both air units are removed – it is sum of the air units strength, attacked stack
Lotnictwo
considered that the air battle occurred and is disorganized. If it was already disorga-
Lotnictwo niemieckie none of the side could perform any other nized, it becomes panicked then.
2 – si³a 2 actions. Despite the amount of the modifiers used,
[10.24] When setting a final odds for the rolling 6 always means a failure of the disor-
Lotnictwo combat (in Attack or Counter-attack Phase), ganization attempt.
Lotnictwo niemieckie roll a D6 for each of air units involved in
1
– si³a 1 attack. The results: [10.4] Weather

2
6 - air unit returns to the base (a counter is [10.41] A number of air counters is stated
Lotnictwo 1 immediately removed from the board); precisely for each day. The counters indicate
Lotnictwo polskie 5 - air unit remains on the board, but the only potential ability of Air Force, however
– si³a 2 counter is turned face up (with the strength it doesn't mean that all support points will be
factor 1); counter is removed from the board allowed to use in all the turns. The employ-
[10.1] General Rules if it had one strength point already (due to ment of Air Force depends on the weather.
[10.11] At the beginning of the each turn the weather) before this procedure. [10.42] At the beginning of the each turn,
players receive an air support as indicated in 4 - 1 - air unit remains on the board. one of the Players makes a roll and checks
the scenarios. Air power of each side is After the accomplishing of this procedure, the weather (see: [3.1] Supply and Weather
expressed in the certain number of the coun- all air units that are still on the board may Phase).
ters. Each counter has a reverse and an attack the enemy (using their remaining The description of the procedure and its con-
obverse (which differs in strength factor strength). sequences is described in [3.1] Supply and
only). A strength factor has just the same Weather Phase.
effect on a combat as an artillery fire modifi- [10.3] Individual Air Attacks
er. [10.31] Individual Air Attacks take place in [10.5] Disruption of the land units move-
[10.12] Air force may be used for support the the Movement Phase before any movement ment
attacks or the defense of friendly units. Rules actions. [10.51] German air units may block or slow
for its use and effects are the same as in the [10.33] When an attack is conducted only down movement of the Polish units. To per-
case of artillery use (see: [8.4] - c and with air forces, artillery units can't support form such operation, German player has to
[9.38]). the defense. use air units with maximum 2 SP on a single
[10.13] Air units may conduct Individual Air [10.34] The units in fortifications attacked hex.
Attacks or cooperate with artillery (only) in with air raid have their losses halved. [10.52] 1 SP of the air units used on the hex
Individual Attacks; in such a case the same [10.35] If the Air unit attack the transport causes land units to pay additional 1 MP to
rules as in [9.4] and [9.47] are in effect. train, player rolls D6 for each air counter enter such hex. 2 SP extends the influence of
When conducting an Individual Air Attack, involved. Results: the air units on all neighboring hexes as well.
the initial odds are 1:1. While resolving an - 6 – elimination of the train (its counter is [10.53] Wood hexes are immune for such air
Individual Air Attack, the result 1-5 (regard- removed from the board and it does not par- operations.
less of an effect) causes that the attacked ticipate in the game any more); transported
unit's (units') mobility is reduced by half in units lose 1 SP and in the immediate 11.0 FORTIFICATIONS.
its immediate Movement Phase (such unit is Movement Phase have their MP halved.
covered with the S1 counter). - 5 - half of the train's Movement Points has [11.1] General Rules.
[10.14] Transport trains may also be the tar- been lost, without any effect on transported [11.11] All units which did not move in the
gets of an Individual Air Attacks (see: units. last Movement Phase, are not covered with
[10.35]). - 4 - 1 attack was a failure. Retreat counters and are not disorganized or
[10.15] Air Forces may not be used for [10.36] Air force can also target bridges on panicked may build fortifications during
attacks on the units in the woods. the big rivers. An attack is conducted at the their own Fortifications Building Phase. This
[10.16] Player may use more than one air beginning of enemy Movement Phase before fact is marked by the location of the Field

9
xxxxxxx
Fortifications counter below such unit/s. [11.4] Stationary do not modify the odds.
[11.12] Field Fortifications may be built on Fortifications. [12.16] When artillery unit is attacked, it
any hexes regardless of the terrain type There were Polish Stationary Fortification defends with 1 SP. The rule [9.64] is com-
(exception - it is forbidden to build Field lines in certain places along the border (espe- pulsory during the raid. In this case 1 SP is
Fortifications at swamp). cially at Silesia and Masovia) and around the not counted into the sum of defending units.
[11.13] The Field Fortifications counter is some towns (Modlin or Mława). They even

B
removed from the board if at the end of if some of them were already outdated

C
Movement Phase none of friendly units (Brześć), they were still important pieces of
occupies a hex where Field Fortifications the Polish defensive plans. A
are. [11.41] The strength of the unit which is
[11.14] During the same Movement Phase a attacking across the edge of Stationary

1
unit is allowed to leave the Field Fortifications is halved and after this, the
Fortifications hex and if any other friendly ratio the attacker/the defender is calculated.
unit enters such hex, it may occupy such [11.42] Stationary Fortification gives the
Field Fortifications, without a need of build- defender an additional modifier -4.
ing a new ones. [11.43] When the defending units are in
[11.15] The Field Fortifications counter is Stationary Fortifications, their losses are Example: The attacking unit 1 may not
removed from the board if the unit occupy- halved (rounding down). directly enter the hex occupied by the unit B
ing that hex was eliminated of forced to because it would have to attack all units A,B
retreat as a result of a combat. Example: After a combat the Polish regiment and C. It is possible, however, to annihilate
[11.16] Once destroyed, Field Fortifications defending Mława fortifications obtained the at first the unit A and then the unit B.
may be built again at the same hex (accord- result B3 and it is forced to retreat 3 hexes, Unit spends its Movement Points as follows:
ing to [11.11]). but the player decides to keep the position at - for an entrance into the first hex a unit
a cost of strength points loss. The attacking spends 1 Movement Point (as for an entrance
[11.2] An effect of Field Fortifications on a units had 30 SP, so defender should pay 4 SP into a clear terrain );
combat and on a movement. to keep the position but because of being in - for an entrance into the second hex unit
[11.21] Field Fortifications affects defense Stationary Fortifications he losses 2 points spends 4 Movement Points (one point for an
only. It gives -2 modifier. instead (in accordance with [11.43]). entrance into a clear terrain and three points
[11.22] The modifier is used if at least one of - see [12.12] - for the annihilation of a unit A)
the attacked units is in the Field 12.0 ARMORED RAIDS - the cost of the entrance into the third hex is
Fortifications (see: [8.83] and [8.85]). identical.
[11.23] The Field Fortification modifier is The overwhelming power of the massive
used regardless of the terrain modifier. armored attacks was one of the reasons of the [12.2] Armored Overrun
quick German advance. Armored Raids are A certain German units may perform a quick,
Example: Three units on different hexes are the specific form of movement and combat surprising attacks called “Armored
being attacked. One of them is in the Field combination and are the only combat permit- Overrun”. Such attacks were very effective,
Fortifications. The units have positions as ted in Movement Phase by Germans. especially against weaker and non fortified
follows: hills (-1 and along with Field enemy units.
Fortification -2, which totally makes -3), a [12.1] Detailed rules. [12.21] Following types of the German units
forest (-1) and a town (-2). Considering the [12.11] Raids may be conducted only by may perform Armored Overrun:
rule [8.83], the most profitable modifier is mechanized units and at last 2/3 of their SP - Armored,
taken for them, that is –3 (for the Field must be tanks. - Motorized,
Fortification in the hills). [12.12] Units conducting a raid may enter - Reconnaissance
the hex occupied by the enemy units at an [12.22] Armored Overrun may be performed
[11.24] Field Fortifications do not affect the additional cost of three Movement Points but in the German Attack Phase, after resolving
combat result if the attacking unit is in the only when the modified (by terrain effect or all the other German attacks. Only the units
Field Fortifications. fortifications) odds ratio (calculated normal- mentioned in the [12.21] may perform it.
[11.25] Field Fortifications do not affect the ly, but without an artillery and air support) is [12.23] Player may use only a half of the SP
units' movement in any way. at last 10:1. If these conditions have been ful- of the units involved in the Armored
filled, the raiding units may enter that hex Overrun.
[11.3] Fortified Lines and all the enemy units there are eliminated. Example A: According to the stack limits,
[11.31] These positions gives the defender (note that [8.22] and [8.24] must be account- 18 SP of the Armored units might be stacked
the modifier –3 to the attacker/defender ratio ed for) on the one hex or 14 SP of the armored units
if the defending units are attacked through [12.13] The raiding units can't move within and 2 SP of the infantry. If such units are
the edge of the hex that contains Fortified ZoCs of Polish units (all Movement restric- about to perform Armored Overrun, they
Lines. tions must be considered) save to the one that may use 9 SP and 7 SP respectively.
[11.32] If a unit at the hex with the Fortified is a target of the raid. Example B: In the German AttackPhase
Line is not attacked through the edge with [12.14] During one Movement Phase the units of the 1st Armored Division (1 and 2
Fortified Line, it receives the modifier –2 as same units may conduct as many raids as p.cz, 4 pzmot and 1 brozp – 27 SP together)
if it was in Field Fortifications. their MP limit allows for. attacked Polish I/84 infantry battalion. In the
[12.15] Artillery units participating in a raid result of the combat, Germans lost 1 SP,

10
I/1 1 support during a combat.
3 [13.22] If all attacking units are in the com-
12
I/2 1 30 mand range of their Headquarter, the ratio is

II
I/84
3 modified additionally by +1.
12
[13.23] If all defending units are in the com-
1 6
II
30

II
I/84 1
Rozp. mand range of their Headquarter, the ratio is
15
modified additionally by -1.
I/1 1 6 I/2 1

II
II
3 3 [13.24] The effect of Headquarters on a com-
12 12
bat is not cumulative, the presence of a
1 30
II

II
II/4 II/84
strz. greater number of Headquarters gives no
more modifiers than 1.
12 6
II

II
[13.25] Headquarters may not attack alone
nor enter the hex occupied by enemy
Headquarters or units.
while Polish battalion retreated 3 hexes. [12.28] Artillery can't support Armored [13.26] Headquarter is considered eliminated
Germans performed a pursuit and reached Overruns. when the enemy unit moves through or stops
the ZoC of the another Polish unit – II/84. [12.29] If player decides to perform on a hex occupied by the sole Headquarter,
When all the attacks are resolved, player Armored Overrun after the combat, his for instance during the enemy Movement
may perform another attack with his units armored units are first to suffer any loses in Phase or in consequence of a pursuit.
(only those are were mentioned in the this combat.
[12.21], with the half of the SP. In that case, [12.30] During the Armored Overrun player [13.3] Bridge Building.
1 pcz. and 4 pzmot. (15 SP/2 – 8 SP) attack may perform Armored Raid, according to the [13.31] If during the Supply Phase
I/84, while 2 pcz. and 1 brozp. (12 SP/2 – 6 [12.1]. Cost of the non fortified artillery is +1 Headquarter is in the 3 hexes range of the
SP) attack II/84. MP higher and for the fortified artillery it is destroyed or damaged bridge, such bridge is
[12.22] Armored Overruns are performed +3 MP higher. considered rebuild (if it's player's will). It
according to the basic combat rules. They can't be done if there is enemy unit on the
may be supported with Headquarters and air 13.0 HEADQUARTERS any side of the bridge.
units, if they are in range. [13.32] Polish Headquarters can rebuild
[12.23] If in the result of the Armored Headquarters represent commanders of damaged bridges only.
Overrun defender is destroyed and the num- armies and battle groups on the Polish side
ber of the suffered losses was higher than the and commands of corpses at the German [13.4] Effect of Headquarters on panicked
units SP, attacking units may move forward. side. Headquarters affect the combat by bet- and disorganized units
The number of the hexes they may move is ter coordination of actions of in their direct [13.41] Any panicked or disorganized unit
equal to the difference between defender's vicinity (better communication with nearby that shares the same hex with Headquarter at
SP and the loses his suffered. units). the beginning of it's Movement Phase, may
Example C: Polish I/84 (2 SP) was sur- try to regain full combat efficiency. In order
rounded by the two German armored units 3 2 to do that a dice roll has to be conducted for
(12 SP) as the result of the Armored each stack/unit:
Overrun. Odds are 6:1 and the rolls brings 1, 2, 3, 4, 5 - disorganized unit regains full
B2 result. Polish unit can't retreat (all the combat efficiency
Zasięg dowodzenia wyrażony jest na
possible hexes are in the enemy ZoC) so it is żetonie (a jeśli nie jest to wynosi 2) 1, 2, 3, 4 - panicked unit regains full combat
destroyed. If the result would be B3 and efficiency
Polish unit would suffer 3 SP loss, then the [13.1] Detailed Rules. Unit that regained combat efficiency is mar-
German units could enter the hex where [13.11] Headquarters have neither Control ked with S1 counter so it may move in the
defender was and move one more hex. With Zone nor Strength Points. same Movement Phase with a half of its MP.
the B4 result, Germans could enter the [13.12] Headquarters have 12 MP.
defender's hex and move two more hexes. Headquarters move just like mechanized 14.0 SUPPLY
If such combat would take place in the units (during the Movement Phase) with all
beginning of the German Attack Phase, both restrictions. Supplying the army (with ammunition, food,
German units could perform Armored [13.13] Headquarters may share hexes with medicine etc.) is the basic element of con-
Overrun then. other units. They have no SP so they do not ducting military operations. The lack of sup-
[12.26] If player declares Armored Overrun, count to the stack limits. ply essentially affects combat ability of the
his units are forced to stop in the first ZOC of [13.14] Each Headquarter has a command units. It was a big problem of many Polish
the enemy unit and attack such unit. It can be range factor on it's counter. If it's not print- units during the 1939, since they were cut off
done only if the cost of the terrain on such ed, it is 2. the supply by the fast movement of the
hex is 1 MP or less. If it is impossible (for German mechanized units.
example, by the terrains restrictions), [13.2] An Effect of Headquarters on a
Armored Overrun is canceled. Combat. [14.1] A supply line.
[12.27] Armored Overrun is the only situa- [13.21] All units which that are in the com- [14.11] A supply line is a sequence of adja-
tion when one unit may be attacked twice in mand range their own Headquarter, are con- cent hexes that links supply base with a unit.
the one Attack Phase. sidered under it's full command and gain it's [14.12] A supply line may not go through the

11
hex including an enemy unit or enemy unit's as “fast” have to make a break for refueling 17.0 REPLACEMENTS
Zone of Control (exception: [14.13]), across once for each four days of moving. So, if the
the rivers (save to the bridges) and swamps Armored Division “K” was moving in the During the game, both sides receive replace-
(save to the roads that run through the 1st, 2nd and 3rd of September, it has to stop ments in the form of new units. All infor-
swamp). at the 4th of September. It may also stop and mation concerning the time and the
[14.13] A supply line may go across the hex refuel at the 3rd of September, to be able to entrance's place on the board have been
with the enemy unit's Zone of Control if move at 4th, 5th and 6th. described in each scenario.
there is a friendly unit on this hex. [14.43] Only supplied units can be refueled.
[14.14] Supply bases for German units are [11.44] To mark that the unit is gonna be [17.1] Detailed Rules.
cities in the Germany. refueled, place an inverted “S1” counter on it Explanations:
[14.15] Supply bases for the Polish units are at the beginning of its Movement Phase. It is - a designation of a type 3500 informs that all
described in the scenarios. removed at the start of it's next Movement units which are on this hex must start their
[14.16] Only units linked with their supply Phase. movement from the hex having this hex;
bases with supply lines have a supply. [11.45] Unit that refuels may fight, but it - a designation of a type 3546-4636 informs
[14.17] Units in the Stationary Fortifications can't perform pursuit. If it is forced to retreat that the units may start to move from any hex
are always considered as supplied. or disorganized, refueling is canceled. adjacent to the edge of the map between the
hexes 3546-4636 (inclusive);
[14.2] Detailed Rules. [14.5] Polish cities and supply - Pn means that the army enters the game
[14.21] A supply of all units on the board is Following rule pictures the problems that from the north edge of the board;
checked in the Supply Phase (considering Germans met at the first weeks of the war. - Wsch means that the army enters the game
[14.16]). Many destroyed Polish units turned into par- from the east edge of the board, etc.;
Counters representing "out of supply 1" are tisans, attacking the supply lines and causing - (N) means that the army enters the game
placed on the units which have no supply. If the unrest behind the enemy lines. from Germany.
a unit is not supplied in the next Supply [14.51] Each city and town in Poland which [17.11] New units may enter the board at any
Phase again, a supply counter should be is not in the five hexes range from any non- moment during Movement Phase.
turned over to the other side "out of supply HQ German unit, cuts the German line of [17.12] Units may enter the board combined
2" and so on, till it reaches 6. Each of this supply. To avoid such problems, German into stacks.
number is a out of supply level. player has to use some of his troops to secure [17.13] While entering the board, a unit also
[14.22] When a unit regains a supply, the the supply lines. spends 1 Movement Point for the first hex
counter is removed (the removal is only pos- adjacent to the edge of the map (the one from
sible during the Supply Phase). 15.0 UNITS ARRANGEMENT which the unit started its movement).
[14.23] At the begin of the Supply Phase, Before the start of the game, players should [17.14] When replacement enters the board,
each player makes a roll for each of his out set up their units on the hexes, according to the Players should keep the rules relative to
of supply unit. If the result is smaller that the scenario's set up information. For the stacking and consequences issued from
than the out of supply level, unit surrenders units that are entering the board during the them. Units that enter the board from one
and it is removed from the game. game as reinforcements, their starting hexes hex and their total strength is greater than 24
[14.24] If the 6 is rolled, nothing happens, even were provided in the scenarios. SP (see: [5.22]) should gather into stacks (in
if the out of supply level is higher than six. If the scenario isn't stating otherwise, all the accordance with [5.21]) before entering the
[14.25] German units have +1 modifier for units have their maximum SP at the begin- board.
the surrender check roll. ning of the game The first stack starts the movement from a
hex in accordance with the rule [17.13]. Each
[14.3] Effect of supply on a combat and on Special Notes: following stack spends one additional
a movement - All the Polish units marked as “U” have Movement Point.
[14.31] The units with "out of supply” have Field Fortifications. Example: On 5th September the units of 5
the attack SP halved (rounding up). If there - On the first day of the combat, all German ID enter the board from any (one) hex on the
are some units with “out of supply” on the units may use up only a half of their MP. east edge of the map. A total strength of all
same hex, their SP are summed and then - Crossing the State Border towards the units is 18 SP so they have to be grouped into
halved and rounded up. opponent's country cost 1 MP. two stacks. When the first one enters e.g. the
[14.32] If a mechanized unit has "out of sup- hex 49,2, it spends 1 MP (a clear terrain) and
ply 1" its MP are halved. When mechanized 16.0 CAMOUFLAGE 1 MP for entering the board while the second
unit has "out of supply 2" or more, it cannot stack must spend 3 MP when it enters the
move at all. Each counter has an obverse (with all data board from the same hex.
[14.33] The artillery which has "out of sup- concerning such unit) and a reverse (nation- [17.15] Units may not enter the board from
ply 2" may not fire. al status). The Players may move their units the hex occupied by an enemy unit or from
with the revers face up, to hide their real the hex in the enemy unit's Zone of Control.
[14.4] Supply of the German fast units strength from the enemy. The show-down In such a case replacements may enter from
[14.41] Following rule concerns German must occur immediately when enemy units the nearest hex.
units with 12 and 15 MP and it expresses are in the enemy Zone of Control or when an [17.16] All replacements may be delayed by
possible problems with fuel supply. Such air counter is placed on the same such hex. any amount of turns.
units are considered as “fast”. [17.17] The units which delayed their entry
[14.42] Each of the units that are considered by one turn, may start their movement from

12
the hex (adjacent to the edge of the map) by [18.24] Loading procedure edges of a bridge, declares "destruction of a
six hex to the left or to the right in relation to Loading procedure is the same as unloading. bridge". After this procedure, the bridge is
primarily specified hex. They cannot start on If both train and boarded unit has MP left, considered as destroyed and the counter “Z”
the other side of a big river or from enemy the train can continue movement (up to the (as destroyed) is placed on the edge of the
territory unless stated otherwise. limit of 60 MP par day) according to the MP hex where the bridge was. Any river crossing
Example: Units of the Armored Division of transported unit(s) that are left. The equiv- through such edge requires procedure
“K” enter the board in the third turn from the alent is as follows: described in [4.37]. Reconstruction of a
hex 150 of the west edge of the map. If play- – for infantry and non-motorized artillery, bridge proceeds according [13.3].
er decides to delay their enter, they might each 1 MP left allows train to spend it's 10 MP [20.12] Damaged bridges can be used by
enter the board in the fourth turn and they'll – for cavalry, each 1 MP left allows train to infantry and cavalry units only if they spend
be able to start their movement in the 6 hexes spend it's 7 MP respectively +2 and +4 MP for crossing a
range (of the board's edge) from the hex 150. for motorized units, each 1 MP left allows river on such bridge.
Delaying the entry for the one more turn train to spend it's 5 MP
extends by the another 6 hexes from each side. Example: An cavalry unit has spent 6MP to [20.2] Ferries
get to the train waiting for it in clear terrain. [20.21] Ferries can transport infantry (+2
18.0 TRANSPORT TRAINS The unit has total of 9 MP so it cannot board MP), cavalry and artillery (+3 MP) and recon
Each scenario gives player a certain number the train during current movement phase as it units (+5 MP) to the other side of the river.
of the transport trains at his disposal (repre- needs 5 MP to perform the operation. It is [20.22] During one phase a ferry can trans-
sented by the counters). considered unloaded and can move on in cur- port up to 24 SP of units.
rent phase (3 MP left) or wait till the next [20.22] Ferries can be destroyed and dam-
[18.1] General Rules phase to board the train. aged just like the bridges, but they can't be
[18.11] Every train counter may transport up rebuild.
to 9 SP of infantry, artillery an cavalry or 18 [18.3] Detailed rules
SP of tanks. [18.31] It is forbidden to load artillery, cav- 21.0 DISORGANIZATION
[18.12] Trains can move up to 60 hexes dur- alry and mechanized units in the woods
ing a day (on the railways only). Polish trains (unless it happens in the town that is located [21.11] Any unit that retreated as a result of
cannot cross country borders. in the woods). a combat by more than one hex may be dis-
[18.13] Trains with a units transported have [18.32] If attacked by the land enemy unit, organized. To check whether such unit was
1 Strength Point for the defence purpose. If transported units are fighting with 1 SP. If disorganized, a player has to roll a dice. The
they are forced to retreat and have no way they are forced to retreat, both train and results are as follows:
out on tracks, they are annihilated together transported units are eliminated. – B5 , a result of 1, 2, 3, 4 – disorganization
with transport units. [18.33] If enemy unit enters the hex with – B4 , a result of 1, 2, 3 – disorganization
[18.14] If an empty train is attacked it is empty transport train on, it may destroy the – B3 , a result of 1, 2 – disorganization
destroyed automatically train with the cost of 1 MP. If attacked dur- – B2 , a result of 1 – disorganization
[18.15] An empty train can be destroyed in ing the combat, empty train is instantly elim- [21.12] Headquarters do not disorganize
enemy Movement Phase (for additional 1 inated. [21.13] A disorganized unit cannot fortify
MP) or during a pursuit if an enemy units [18.34] Each scenario describes the number itself
moves on or through the hex where it is and the set up of the transport trains for each [21.14] If disorganized unit retreated through
located. side. another friendly unit(s) a dice roll must be
made to check whether any of these units
[18.2] Unloading procedure. 19.0 TRANSPORT COLUMNS was disorganized too. The result of 1 means
[18.21] In order to unload unit from the train, In some games of the “September 1939” sys- that disorganization spread and that both dis-
player has to pay a number of the MP, tem there are Transport Columns. They are organized units have to retreat (the same
according to used for a quick transport of the units in the amount of hexes that is left for unit primari-

1
for infantry areas where transport trains can't be used. ly disorganized).
– 1 MP in towns/cities To Load a unit into the Transport Column it

AB
– 2 MP in clear terrain and in hills it enough for the unit to enter the hex where
– 3 MP in other types of terrain Transport Column is. Loading cost is 2 MP.
for cavalry and non-motorized artillery Each Transport Column may carry up to 6
– 2 MP in cities SP of the infantry. Unit may be unloaded in
– 3 MP in towns the same phase and it may use it's MP, if it
– 4 MP in clear terrain and in hills still has any.
– 5 MP in other types of terrain If attacked, Transport Column is instantly
for mechanized and armored units eliminated and transported units are fighting [21.15] Each 8 SP of the armored units
– 4 MP in cities with 1 SP. involved in the attack gives -1 modifier for
– 6 MP in towns the disorganization roll.
– 8 MP in clear terrain and in hills 20.0 BRIDGES AND FERRIES [21.16] Each Air Force Strength Point
– 10 MP in other types of terrain involved in the attack gives -1 modifier for
[18.23] After unloading the unit, transport [20.1] Bridges the disorganization roll.
train may be removed from the board. Players may destroy bridges on the big [21.17] Result 6 always means that unit is
rivers. The player whose unit is at one of the not disorganized.

13
Example: Germans performed attack with 9 est reorganization center. These centers are moving and fighting for the entire day and is
SP of the armored units (-1) and 1 SP of the described for each scenario. not within an enemy ZoC regains full effi-
air units (-1). Polish defenders get B2 result. [22.13] If the shortest way is blocked by an ciency at the end of a turn.
If Polish unit retreats, it makes a D6 roll with enemy unit or its ZoC the panicked unit is [22.22] Every panicked unit in the reorgani-

1
-2 modifier. Rolling 1, 2 or 3 disorganizes eliminated. zation center that does not move and is not
Polish unit. within enemy ZoC during a whole day

A
regains full efficiency at the end of a turn.
[21.2] Disorganization's effect on move- 23.0 RESERVE CENTERS
ment and combat
[21.21] Disorganization does not affect Punkt. [23.1] Detailed Rules
Reorg.
movement. na tym polu jednostka During the 1939 Polish army had Reserve
[21.22] Every disorganized unit fights with Centers for reorganization and strengthening
ulega eliminacji

its SP halved (rounded up), artillery modi- the troops. They were used to gather
fiers are also halved. [22.14] Panicked unit fights using 1 SP. reservists and reinforce the units that suf-
[21.23] Units that has 1 SP after disorganiza- [22.15] Panicked units cannot fortify. fered losses in the combat.
tion loses its ZoC. [22.16] Panicked units do not have ZoCs. Reserve Center may strengthen the units that
[21.24] Any losses of such units are counted [22.17] Any losses of such units are counted have a supply line and are within 6 MP from
on the basis of their full SP. on the basis of full strength of an unit. it. Each Reserve Center may distribute 1 SP
[22.18] If an enemy non-artillery and non- per Turn, so one unit which is the range of
normalnie 1,5 1,0 0,6 0,5 0,4 command unit passes through the hex on the Reserve Center may regain 1 SP in the
which panicked unit is located, such unit is player's Supply Phase.
w dezorganizacji 0,8 0,5 0,3 0,3 0,2
eliminated (such elimination requires spend- Reserve Center is removed from the board if
ing additional 1 MP). any enemy unit appears in the 3 hexes range
[22.19] If panicked unit retreats through from it.
22.0 PANIC other friendly unit(s) a dice roll is made to Only lost SP may be regained with the help
check whether this unit disorganizes or panic of the Reserve Center.
[22.1] Detailed rules (if it was disorganized already). 1 means that Only infantry and cavalry units may be rein-
[22.11] If already disorganized unit is disor- units is disorganized (panicked). If unit panic forced with Reserve Centers.
ganized again, it is considered panicked. this way, it has to retreat together with pri-
[22.12] During it's own Movement Phase marily panicked unit.
every panicked unit must move on the short- [22.20] Regaining full efficiency
est way (using its all MPs) towards the near- [22.21] Every disorganized unit that wasn't

14
SCENARIo

Kock, 1 october
1-6 October 1939

After crossing the river Bug, Independent Operational Group “Polesie” could finally catch some breath, because
Soviets had to cross the Bug first, but also because they had to respect the demarcation line that separated Soviet and
German occupation zones. Polish forces were in the so called “free” zone now, between two enemies. General Kleeberg
wanted to march on Warsaw, but he get an information about capitulation of the capital city of Poland. His most impor-
tant, political target vanished. March on south seemed to be impossible. There was only one way – to cross the Wisła
between Dęblin and Kozienice and to reach Mwiętokrzyskie Mountains. Reconnaissance reported that there was not a sign
of any big German units on the way to Wisła, so such maneuver had a chance to be successful. With favorable circum-
stances there was even a chance to capture arsenal in Stawy, which would be a great help for Kleeberg's poorly armed
units.Polish soldiers started marching since dawn, without any serious reaction of the enemy at first. Only a patrols had
to fight with small German groups from time to time.

Set up:

POLES: GERMANS: 15 MG, II/49 Art Białobrzegi


I, II, III KOP 5632 (1) 3rd Army: 29 MotDiv Grójec
SGO Polesie HQ 3830 II Corps HQ 911
Mastek, Żór., Brożel 4030 61 InfDiv Warszawa 6017 (1) SOVIETS:
Podlaska CavBrig (Pl) 3627, 3628 217 InfDiv 913 (1) 4th Army:
“Zaza” CavDiv: 11 InfDiv 915 (1) 8 Rifle Division Siedlce (3)
14 dak, 5 u, 2 u, 10 u 4130 1 CavBrig 1916 143 RD Międzyrzec Podlaski (3)
4 dak, 1 u, 3 sk, 3 sz 4131 XIV Mechanized Corps HQ 4 RD Siemietycze (2)
50 InfDiv 4130 Kozienice 6 RD Brześć (2)
60 InfDiv 3428 (1) 13 MotDiv Kozienice 29 Armored Brigade Brześć (1)
93/13 MotDiv Dęblin (1) 52 RD Włodawa (1)
1 Recon Kałuszyn 45 RD 5735

Victory Conditions:
POLES:
– Instant victory if Dęblin is captured by Poles OR if at last 10 SP of the Polish units cross the Wisła.
– For each destroyed 1 SP of the German or Soviet forces – 1 Victory Point.
– For each day with Polish units still on board after 6 October – 4 Victory Points.

GERMANS:
– Instant victory if HQ of the Independent Operational Group “Polesie” is destroyed.
– For each destroyed 1 SP of the Polish forces – 1 Victory Point.

NOTES:
– Historical scenario
– Scenario ends when the last Polish unit is destroyed.
– At 2 X Germans may move II/93 only and it has to attack Kock.
– At 3 X Germans may move three units (player's choice) of the 13 MotDiv.
– Since 4 X Germans may move all units of the 13 and 29 MotDiv.
– Other German units may move only if any Soviet unit will cross the hexline 34xx on west .
– Soviet and German units can't stack together, but they may attack together in the one phase.
– All the bridges on Wisła (save to the Puławy bridge) are destroyed.
– Initiative: Poles.
– Brześć (2) means that the units may set up in the two hexes range from this hex.
– Abbreviations: CavBrig – Cavalry Brigade, CavDiv – Cavalry Division, InfDiv – Infantry Division, MotDiv – Motorized
Infantry Division, RD – Rifles Division, ArmBrig – Armored Brigade.

15
SCENARIo

Kock, 5 october
5-10 October 1939

With the dawn coming, a cannonade became more intensive. It was a sign that Germans were supported with yet
another division. The number of the ways out of the encirclement decreased. To fight the way out seemed to be the only
option. But how to fight when Polish soldiers had a few ammo for their guns, artillery had no ammo at all, and the field
hospitals were full of the wounded ones.
Surrender seemed to be the only logical solution, but not all the units were eager to lay down their weapons. They'd
rather try to force their way south to find the hideout in the forests and mountains and to continue their struggle there.
This scenario gives players a chance to check if such option was possible or not.

Set up:

POLES: GERMANS: SOVIETS:


SGO “Polesie” HQ 3228 3rd Army 4th Army
Podlaska CavBrig 3227 (1) II Corps HQ 911 8 Rifle Division Siedlce (3)
“Zaza” CavDiv 3129 (1) 1 Recon Kałuszyn 143 RD Międzyrzec Podlaski (3)
50 InfDiv 3228 61 InfDiv Warszawa 6017 (1) 4 RD Siemietycze (2)
60 InfDiv 3229 217 InfDiv 913 (1) 6 RD Brześć (2)
11 InfDiv 915 (1) 29 Armored Brigade Brześć (1)
1 CavBrig 1916 52 RD 4528 (1)
XIV Mechanized Corps HQ Dęblin 45 RD 4831 (1)
13 MotDiv Kozienice
93/13 MotDiv Dęblin
33/13 MotDiv, 1 Art 3629 (1)
66/13 MotDiv, 3 x Art 3431 (1)
15 MG, II/49 Art 3032
29 MotDiv 2925 (1)

Victory Conditions:
Poles:
– For each destroyed 1 SP of the German or Soviet forces – 1 Victory Point.
– For each day with Polish units still on board after 6 October – 4 Victory Points.

GERMANS:
– Instant victory if HQ of the Independent Operational Group “Polesie” is destroyed.
– For each destroyed 1 SP of the Polish forces – 1 Victory Point.

NOTES:
– Brześć (2) means that the units may set up in the two hexes range from this hex.
– Abbreviations: CavBrig – Cavalry Brigade, CavDiv – Cavalry Division, InfDiv – Infantry Division, MotDiv – Motorized
Infantry Division, RD – Rifles Division, ArmBrig – Armored Brigade.
– Historical scenario.
– Scenario ends when the last Polish unit is destroyed.
– Each Polish unit has “Lack of supply 1”.
– Soviet and German units can't stack together, but they may attack together in the one phase.
– Polish units has 1 SP each.
- Initiative: Poles (½ MP in the first turn).

16
SCENARIo

BARBAROSSA 1939
1-15 October 1939

General Chuikov had a two different sets of commands that he had to follow, depending on the situation. According
to the first set, he get all the competences to negotiate with Poles and to make them his allies against Germans. In the sec-
ond set, he was told to execute all the captured Polish officers as the “enemies of the people”.
So, when the Soviet leading units met up with the Germans and lot of the Soviet soldiers begun to desert on west, Soviet
commander sent his envoys to the Polish HQ. They were totally surprised when they found out that there are German
envoys at the Kock as well. Initial order and courtesy quickly turned into the disagreement and bidding with their offers
for Poles. Each side wanted Polish soldiers by their side, so their offers were getting higher and higher...
Poles were actually just a background, each side wanted to have their occupation zone clean and safe with the further
preparations for the total war. But the conflict was dangerously close and each spark could set a flame of war between
recent allies.

Set up:

Poles: GERMANS: 29 MotDiv Grójec


I, II, III KOP 5632 (1) 3rd Army:
SGO Polesie HQ 3830 II Corps HQ 911 SOVIETS:
I/135 3830 61 InfDiv Warszawa 6017 (1) 4th Army:
Mastek, Żór., Brożel 4030 217 InfDiv 913 (1) 8 Rifle Division Siedlce (3)
Podlaska CavBrig (Pl) 3627, 3628 11 InfDiv 915 (1) 143 RD Międzyrzec Podlaski (3)
“Zaza” CavDiv: 1 CavBrig 1916 4 RD Siemietycze (2)
14 dak, 5 u, 2 u, 10 u 4130 XIV Mechanized Corps HQ 6 RD Brześć (2)
4 dak, 1 u, 3 sk, 3 sz 4131 Kozienice 29 Armored Brigade Brześć (1)
50 InfDiv 4130 13 MotDiv Kozienice 52 RD Włodawa (1)
60 InfDiv 3428 (1) 93/13 MotDiv Dęblin (1) 45 RD 5735
1 Recon Kałuszyn
15 MG, II/49 Art Białobrzegi

Victory Conditions:
SOVIETS
– For each destroyed 1 SP of the German or Polish forces – 1 Victory Point.

GERMANS:
– For each destroyed 1 SP of the Soviet or Polish forces – 1 Victory Point.

NOTES:
– Abbreviations: CavBrig – Cavalry Brigade, CavDiv – Cavalry Division, InfDiv – Infantry Division, MotDiv – Motorized
Infantry Division, RD – Rifles Division, ArmBrig – Armored Brigade.
– Hypothetical scenario.
– Game ends when one of the sides gains 20 VP.
– All the bridges at Wisła (save to the Puławy bridge) are destroyed.
– Game starts with a bidding – each side secretly notes how many VP it will sacrifices to get Poles at its side. Both offers are
revealed at the same time and the side that offered more VP gains a control on the Polish units.
– Initiative – the side which is not allied with Poles.
– Poles and their ally can't stack together nor attack together.
– Poles move in their ally's movement phase.

Exaple: division nuber 5 DP


I II III battalion number
19 2 1 2 1 2 1
regiement number 26 2 1 2 1 2 1 strength points
16
SCENARIo

BREst
14-17 September 1939

Divisions of the general Guderian's Armored Group broke the Polish positions at Wizna and made their way on
Białystok and then – onto all north-eastern Poland. With this maneuver, Polish front at north was ultimately doomed to
fail and German claws were about to lock on Brześć and Włodawa. Riding along the northern bank of the river Bug, these
units reached the fortress Brześć at 14 September. First probe attacks failed, so Germans begun their preparations for the
full scale assault, with two divisions ready. On thhe other side, Poles had just a few poorly armed and freshly made bat-
talions along with small artillery. There were also two companies of the outdated, World War I-made Renault 17 tanks,
but these were not a real opponents for the German tanks and were eliminated quickly. An assault lasted three days which
is still a miracle, if you'd compare both sides forces. It's enough to say that Poles hadn't enough troops to even fully cast
their defensive lines.

Set up: NOTES:


– Historical scenario.
POLES GERMANS: – Initiative: Germans.
Plisowski, art. Brześć 20 MotDiv 5613 (1) – Scenario uses German units from
112, 113 ArmComp Brześć 10 ArmDiv 5710 (1) the Game “Mława 1939”.
M/34, M35, M/82 Brześć (2)

GERMANS
4 ID 11 ID 13 Mot. Division. 29 Mot. Division.
I II III I II III I II III I II III
10 2 1 2 1 2 1 2 3 2 1 2 1 2 1 33 3 2 1 3 2 1 3 2 1 15 3 2 1 3 2 1 3 2
52 3 2 1 2 1 2 1 23 2 1 2 1 2 1 I II III I II III
103 2 1 2 1 2 1 44 2 1 2 1 2 1 66 3 2 1 3 2 1 3 2 1 71 3 2 1 3 2 3 2
I II III
61 ID 217 ID 93 3 2 1 3 2 1 3 2 1
I I
I II III I II III
Rec. 3 2 1 Rec. 3 2 1
151 3 2 1 2 1 2 1 311 3 2 1 2 1 2 1
162 2 1 2 1 2 1 346 3 2 1 2 1 2 1
176 2 1 2 1 2 1 389 2 1 2 1 2 1
SOVIETS
15 MG 3 2 1
1 Rec.. 3 2 1 29 Arm. Brig..
1 2 3
I 3 2 1 3 2 1 3 2 1
1 2 3
II 3 2 1 3 2 1 3 2 1
POLES 1 2 3
III 3 2 1 3 2 1 3 2 1
60 ID 50 ID I
Rozp 3 2 1
I
II III III III
182 2 1 2 1 2 1 178 2 1 2 1 2 1
183 2 1 2 1
4 RD 6 RD 8 RD
179 2 1 2 1
184 2 1 2 1 I II III I II III I II III
180 2 1 2 1 2 1
39 2 1 2 1 2 1 84 2 1 2 1 2 1 151 2 1 2 1 2 1
Podlaska CB 101 2 1 2 1 2 1 125 2 1 2 1 2 1 229 2 1 2 1 2 1
220 2 1 2 1 2 1 333 2 1 2 1 2 1 310 2 1 2 1 2 1
Niew. 5u 9 sk Bogdan
1 2 1 2 1 2 1 45 RD 52 RD 143 RD
I II III I II III I II III
Cavalry Division „Zaza” 10 2 1 2 1 2 1 58 2 1 2 1 2 1 487 2 1 2 1 2 1
1u 3 sk 3 sz 61 2 1 2 1 2 1 112 2 1 2 1 2 1 635 2 1 2 1 2 1
2 1 2 1 2 1 253 2 1 2 1 2 1 205 2 1 2 1 2 1 800 2 1 2 1 2 1

18
Terrain Effects Chart
Terrain: Combat modifier
Mechanized Units Other units

Clear Terrain 1 1 -

City 2 1 -2
Town 1 1 -1
Primary Road 1/2 1/2 -
Secondary Road 1 1 -
Wood +3 +1 1
Swamp nieprzejezdne +2 atakuj¹cy z bagien walczy 1/2 PS

Lake nieprzejzdne nieprzejzdne zabroniony

Big River tylko po mostach patrz: [4.37] atakuj¹cy walczy 1/2 PS

River +6 +2 -2
Stream +3 +1 -1
Mountains niedostępne 3 (jedn. górskie 2) -4
Hills 2 1 -1

INDIVIDUAL ARTILLERY ATTACKS


2 x D6
modifica-
To count the total number of the Artillery Fire modifier,
tors 2 3 4 5 6 7 8 9 10 11 12
player has to count the terrain and fortifications influence.
All terrain modifiers are the same as combat modifiers in - - - - - - - 1 1 1 1
0,4-0,8
the Terrain Effects Chart.
Example: Attacker's artillery fires with 5.5 strength. 0,9-1,2 - - - - - - 1 1 1 1 1
Defender is in the woods (-1) and in the Field Fortifications 1,3-1,6 - - - - - 1 1 1 1 1 2
(-2). So we have to move three verses up, from the 5.3-5.6 1,7-2,0 - - - 1 1 1 1 1 2 1 2
to the 4.1 – 4.4.
2,1-2,4 - - 1 1 1 1 1 2 2 2 2
2,5-2,8 - 1 1 1 1 1 2 2 2 2 2
2,9-3,2 - 1 1 1 1 2 2 2 2 2 2
3,3-3,6 - 1 1 1 2 2 2 2 2 2 3
3,7-4,0 - 1 1 2 2 2 2 2 2 3 3
4,1-4,4 - 1 2 2 2 2 2 2 3 3 3
4,5-4,8 - 2 2 2 2 2 2 3 3 3 3
4,9-5,2 - 2 2 2 2 2 3 3 3 3 3
5,3-5,6 - 2 2 2 2 3 3 3 3 3 3
5,7-6,0 - 3 2 2 3 3 3 3 3 3 3
6,1-6,4 - 3 3 3 3 3 3 3 3 3 3
6,5- - 3 3 3 3 3 3 3 3 3 3

19
COMBAT RESULTS
2D6 less
1:4 1:4 1:3 1:2 1:1 2:1 3:1 4:1 5:1 6:1 7:1 8:1 9:1 10:1

2 -- -- B1 B2 B2 B2 B2 B3 B3 B3 B4 B4 B4 B5

3 A1 A1 -- B1 B2 B2 B2 B2 B3 B3 B3 B4 B4 B4

4 A1 A1 -- -- B1 B2 B2 B2 B2 B3 B3 B3 B4 B4

5 A1 A1 A1 -- B1 B1 B2 B2 B2 B2 B3 B3 B3 B4

6 A2 A1 A1 A1 -- B1 B1 B2 B2 B2 B2 B3 B3 B3

7 A2 A2 A1 A1 -- B1 B1 B1 B2 B2 B2 B2 B3 B3

8 A2 A2 A1 A1 -- B1 B1 B1 B1 B2 B2 B2 B2 B3

9 A2 A2 A2 A1 A1 -- B1 B1 B1 B1 B2 B2 B2 B2

10 A2 A2 A2 A1 A1 -- -- B1 B1 B1 B1 B2 B2 B2

11 A2 A2 A2 A2 A1 A1 -- -- B1 B1 B1 B1 B2 B2

12 A3 A2 A2 A2 A2 A1 A1 A1 -- B1 B1 B1 B1 B1

ATTACKER'S LOSSES AFTER COMBAT:


2 x D6
Defender
SP 2 3 4 5 6 7 8 9 10 11 12

1 - - - - - - - - - 1 1
2-3 - - - - - - 1 1 1 1 1
4-5 - - - - - 1 1 1 1 1 2
6-7 - - - - 1 1 1 2 2 2 2
8-9 1 - - 1 1 2 2 2 2 2 2
10-11 1 - 1 1 2 2 2 2 2 2 2
12-13 1 1 1 2 2 2 2 2 2 2 3
14-15 2 1 2 2 2 2 2 2 2 3 3
16-17 2 2 2 2 2 2 2 2 3 3 3
18-19 2 2 2 2 2 2 2 3 3 3 4
20-21 3 2 2 2 2 2 3 3 3 4 4
22-23 3 3 2 2 2 3 3 3 4 4 4
24-25 3 3 3 2 3 3 3 4 4 4 5
26-27 4 3 3 3 3 3 4 4 4 5 5
28-29 4 4 3 3 3 4 4 4 5 5 5
30+ 4 4 4 3 4 4 4 5 5 5 6

DEFENDER'S LOSSES:
Attacking SP: 1-6 7-12 13-18 19-24 25-30 31-36 37-42 43-48 49-54 55-60 61-66 67-72

B1 1 1 1 2 2 3 4 5 6 7 8 9
B2 1 1 2 3 4 5 6 7 8 9 10 11
combat
B3 1 2 3 4 5 6 7 8 9 10 11 12
result
B4 2 2 4 5 6 7 8 9 10 11 12 13
B5 2 3 5 6 7 8 9 10 11 12 13 14

20
TABLE OF THE FIGHTING UNITS CASUALTIES
Sum of daily POLES GERMANS-SOWIETS Sum of daily
casualties Single daily casualties Single daily casualties casualties

, , , , , , , , , , , , , , , , 8 IX , , , , , , , , , , , , , , , ,
, , , , , , , , , , , , , , , , 9 IX , , , , , , , , , , , , , , , ,
, , , , , , , , , , , , , , , , 10 IX , , , , , , , , , , , , , , , ,
, , , , , , , , , , , , , , , , 11 IX , , , , , , , , , , , , , , , ,
, , , , , , , , , , , , , , , , 12 IX , , , , , , , , , , , , , , , ,
, , , , , , , , , , , , , , , , 13 IX , , , , , , , , , , , , , , , ,
, , , , , , , , , , , , , , , , 14 IX , , , , , , , , , , , , , , , ,
, , , , , , , , , , , , , , , , 15 IX , , , , , , , , , , , , , , , ,
, , , , , , , , , , , , , , , , 16 IX , , , , , , , , , , , , , , , ,
, , , , , , , , , , , , , , , , 17 IX , , , , , , , , , , , , , , , ,
, , , , , , , , , , , , , , , , 18 IX , , , , , , , , , , , , , , , ,
, , , , , , , , , , , , , , , , 19 IX , , , , , , , , , , , , , , , ,
, , , , , , , , , , , , , , , , 20 IX , , , , , , , , , , , , , , , ,
, , , , , , , , , , , , , , , , 21 IX , , , , , , , , , , , , , , , ,
, , , , , , , , , , , , , , , , 22 IX , , , , , , , , , , , , , , , ,
, , , , , , , , , , , , , , , , 23 IX , , , , , , , , , , , , , , , ,
, , , , , , , , , , , , , , , , 24 IX , , , , , , , , , , , , , , , ,
, , , , , , , , , , , , , , , , 25 IX , , , , , , , , , , , , , , , ,
, , , , , , , , , , , , , , , , 26 IX , , , , , , , , , , , , , , , ,
, , , , , , , , , , , , , , , , 27 IX , , , , , , , , , , , , , , , ,
, , , , , , , , , , , , , , , , 28 IX , , , , , , , , , , , , , , , ,
, , , , , , , , , , , , , , , , 29 IX , , , , , , , , , , , , , , , ,
, , , , , , , , , , , , , , , , 30 IX , , , , , , , , , , , , , , , ,
, , , , , , , , , , , , , , , , 31 IX , , , , , , , , , , , , , , , ,
, , , , , , , , , , , , , , , , 1X , , , , , , , , , , , , , , , ,
, , , , , , , , , , , , , , , , 2X , , , , , , , , , , , , , , , ,
, , , , , , , , , , , , , , , , 3X , , , , , , , , , , , , , , , ,
, , , , , , , , , , , , , , , , 4X , , , , , , , , , , , , , , , ,
, , , , , , , , , , , , , , , , 5X , , , , , , , , , , , , , , , ,
, , , , , , , , , , , , , , , , 6X , , , , , , , , , , , , , , , ,

Summary

German armies combat efficiency.

You might also like