Smolensk Rules
Smolensk Rules
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Page 4 Multi-Man Publishing, Inc. 403 Headquarters Drive, Suite 7, Millersville MD 21108
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11.03:
3 Pz Div (3 Krd, I-6 Pz, III-6 Pz, 3 Inf,
Scenario 2: Scenario 3:
394 Inf, 75 Arty, Truck) Short Campaign Late July Start
1.19:
an eight-turn scenario allowing players pincers nearly closed behind Smolensk
Level 1 Airbase
to fight the exciting opening battles and the Soviets launching a desperate
2T
along the Dneper and beyond. counteroffensive to keep open the escape
route through Yartsevo.
4.18:
47th Mtr Corps HQ for the game. It lets both players practice
29 Mtr Div (29 Krd, 15 Inf, 71 Inf, 29 and hone strategies for the critical early General Information
Arty, Truck) turns. It can be finished in a (relatively) First Turn: 22 July 41
4 SP short period of time and ends before Last Turn: 8 Sept 41
the strategic redirection of Hoth and Total Game Length: 15 turns
4.25: Guderian — a quirky abstraction that First Player: Soviet
12 Pz Div (22 Krd, I-29 Pz, II-29 Pz, 5 will dominate events in August. Setup Order: Axis first
Inf, 25 Inf, 2 Arty, Truck) Weather: Normal Flight on 22 July
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20 Pz Div (92 Aufk, III-21 Pz) 20.07: 2.18, 23.20, and 34.18 (each):
10 Mtr Div (10 Aufk) 24th Mtr Corps HQ Level 1 Airbase
18 Mtr Div (18 Aufk) 20-4-3 Inf Div (34; -1 step) † 2T
20 Mtr Div (20 Aufk) 3-5-8 Aufk Bn (Lehr)
29 Mtr Div (29 Aufk) 2-4-8 PJ Bn (521) 25.20:
SS-R Mtr Div (R Aufk) 26-2-2 Arty Grp 20-4-3 Inf Div (35; -1 step) †
Converted Axis Rails: 1 SP
01.03 to 2.02 25.23:
01.19 to 4.18 25.06: 20-4-3 Inf Div (5; -1 step) †
01.07 to 4.07 4 Pz Div (34 Krd, I-35 Pz, 12 Inf, 33
Inf, 103 Arty, Truck) † 26.16:
2.02: 18 Pz Div (18 Krd, I-18 Pz, III-18 Pz,
53rd Corps HQ 27.05: 52 Inf, 101 Inf, 88 Arty, Truck) †
20-4-3 Inf Div (167; -1 step) † 3 Pz Div (3 Krd, I-6 Pz, III-6 Pz, 3 Inf, 20-4-3 Inf Div (137; -1 step) †
26-2-2 Arty Grp 394 Inf, 75 Arty, Truck) †
Level 2 Airbase Level 1 Airbase 28.12:
2 SP 2T 20-4-3 Inf Div (263; -1 step) †
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46.20: 56.20:
19th Army HQ 24th Army HQ
Scenario 4:
4-3-6 MC Rgt (27) 26-1-1 Arty Bde 1st Counteroffensive
3-1-1 Alarm Mil Rgt 11-1-1 Inf Div (64)
A shortened version of the Late July
2x 26-1-1 Arty Bde 3-1-1 Alarm Mil Rgt
campaign start.
1 Wagon Point (1)-0-3 RR Rgt (West)
2 SP Level 2 Airbase
2 Truck Points General Information
46.29: 7 SP First Turn: 22 July 41
12-2-2 Inf Div (250, 251) Last Turn: 1 Aug 41
60.34: Total Game Length: 4 turns
48.25: Level 2 Airbase First Player: Soviet
13-3-3 Inf Div (100; -1 step) 2 SP Setup Order: Axis first
Weather: Normal Flight on 22 July
48.30: Stacked with any Soviet HQs:
30th Army HQ (5)-1-1 UR Bde (61, 62, 66) Special Scenario Rules
26-1-1 Arty Bde (2)-4-3 NKVD Bdr Rgt (86, 105) Setup and Special Scenario Rules are
1 Wagon Point (2)-0-3 NKVD Sec Rgt (76) the same as in Scenario 3.
2 SP 2x 26-1-1 Arty Bde
3 Wagon Points Victory Conditions
49.18: 3 SP
12-2-2 Inf Div (89)
At any air bases:
49.20: 1x I.153 2x I.16
11-1-1 Inf Div (178) 1x LaGG.3 2x MiG.3
1x Yak.1 2x IL.2
49.21: 1x Pe.2 * 4x SB.2
11-1-1 Inf Div (133) 2x Su.2 * 3x Yak.4 *
1x DB.3 1x TB.3
49.32:
14-1-3 Tk Div (51; -1 step) “*” = one unit begins reduced
52.20:
12-1-4 Mtr Div (103)
52.34:
11-1-1 Inf Div (243)
12-2-2 Inf Div (119)
53.21:
12-1-4 Mtr Div (106)
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46.18: 54.19:
1 Mtr Div (93 Recon, 20 Inf, 12 Tk, 10-0-1 Mil Div (13M; -1 step)
Scenario 6:
13 Arty) 2-1-3 Alarm Tk Bn 2nd Counteroffensive
A shortened version of the Early August
46.20: 54.15:
campaign start.
20-1-3 Tk Div (14, 17; each -2 steps) 24th Army HQ
4-3-6 MC Rgt (9) 26-1-1 Arty Bde
1 Wagon Point General Information
46.29: 2 SP First Turn: 8 Aug 41
30th Army HQ Last Turn: 22 Aug 41
12-2-2 Inf Div (220) 58.27: Total Game Length: 5 turns
10-0-1 Inf Div (134) 49th Army HQ First Player: Soviet
2-1-3 Alarm Tk Bn 12-2-2 Inf Div (246; -1 step) Setup Order: Axis first
26-1-1 Arty Bde 26-1-1 Arty Bde Weather: Normal Flight on 8 Aug
1 Wagon Point 1 Truck Point
2 SP 1 Wagon Point Special Scenario Rules
3 SP Setup and Special Scenario Rules are
48.21: the same as in Scenario 5.
18-1-3 Tk Div (109) 58.34:
12-2-2 Inf Div (249)
48.25:
19th Army HQ 59.30:
Reading List
12-2-2 Inf Div (158; -1 step) 18-1-3 Tk Div (110; -2 steps)
(2)-2-2 Alarm AT Rgt the campaign. John Bowen presents an
26-1-1 Arty Bde 59.33: eclectic mix to get you started:
1 Wagon Point 12-2-2 Inf Div (247) Barbarossa Derailed by David Glantz
2 SP 11-1-1 Inf Div (244)
study of the campaign.
49.20: 60.34:
11-1-1 Inf Div (133, 178) 31st Army HQ Operation Barbarossa & Germany’s Defeat
3-1-1 Alarm Mil Rgt in the East by David Stahel. A good
49.21: 26-1-1 Arty Bde study of the first phases of the war in
13-3-3 Mtn Div (194) Level 2 Airbase Army Group Center.
1 Truck Point The Road to Stalingrad by John Erickson.
50.16: 1 Wagon Point A broad, balanced view of the first two
12-2-2 Inf Div (110; -1 step) 5 SP years of fighting.
Thunder on the Dnepr by Bryan Fugate
51.23: With any Soviet HQs: and Lev Dvoretsky. A unique perspective
12-2-2 Inf Div (248) (5)-1-1 UR Bde (58, 61, 68) that tends to overrate Soviet capabilities
(2)-4-3 NKVD Bdr Rgt (86) and intentions.
53.21: (2)-0-3 NKVD Sec Rgt (76)
11-1-1 Mil Div (8M, 18M; each -1 step) 2x 26-1-1 Arty Bde History of the Great Patriotic War of the
2 Truck Points Soviet Union, Volume 2, edited by P.N.
54.20: 2 Wagon Points
12-2-2 Mil Div (7M; -1 step) 4 SP stresses the importance of the Smolensk
11-1-1 Mil Div (2M) fighting, but alas the English translation
At any air bases: is only on microfilm.
56.20: 1x I.153 * 3x I.16 * The Initial Period of War on the Eastern
32nd Army HQ 1x LaGG-3 3x MiG.3 * Front by David Glantz. A short volume
11-1-1 Inf Div (309) 1x Yak-1 2x Pe.2 * that focuses on specific topics.
8-1-5 Tk Rgt (18, 114) 3x SB.2 2x Su.2 * Barbarossa Unleashed by Craig Luther.
(1)-0-3 RR Rgt (West) 4x IL.2 2x Yak.4 Covers Army Group Center with an
26-1-1 Arty Bde 1x DB.3 1x TB.3 emphasis on small-unit action.
Level 2 Airbase
2 Truck Points “*” = one unit begins reduced Barbarossa 1941 by Frank Ellis. A look
2 Wagon Points at the motivations for Barbarossa that
7 SP also relies heavily on tactical accounts.
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27.05: 34.29:
Scenario 7: 20-4-3 Inf Div (162, 267; all are -1 20-4-3 Inf Div (6; -1 step) †
3rd Counteroffensive step) †
Level 1 Airbase 36.13:
2T 10 Pz (10 Krd, II-7 Pz, 86 Inf, 90 Arty,
Truck) †
game. Meanwhile, the Axis must brace
38.05: Level 1 Airbase
for the arrival of numerous enemy tank
7th Corps HQ 2T
formations in September.
26-2-2 Arty Grp
Level 1 Airbase 37.24:
General Information 1 SP 8th Corps HQ
First Turn: 26 Aug 41 7 Pz (7 Krd, I-25 Pz, II-25 Pz, 6 Inf, 78
Last Turn: 8 Sep 41 41.09: Arty, Truck) †
Total Game Length: 5 turns 20-4-3 Inf Div (197; -1 step) 20-4-3 Inf Div (161) †
First Player: Soviet 26-2-2 Arty Grp
Setup Order: Axis first 41.12: 1 SP
Weather: Normal Flight on 26 Aug 20-4-3 Inf Div (7; -1 step) †
39.23:
Special Scenario Rules 42.07: 20-4-3 Inf Div (35; -1 step) †
Axis divisions marked with a cross (†) 20-4-3 Inf Div (23; -1 step) †
can setup within 1 hex of the listed 39.24:
location. 44.03: 14 Mtr Div (14 Aufk, 11 Inf, 14 Arty,
Axis organic trucks all setup Empty. 20-4-3 Inf Div (258; -1 step) † Truck) †
10-5-4 Inf Bde (900)
Roll for Variable Exit (3.3c).
44.12:
20-4-3 Inf Div (268; -1 step) † 39.25:
Axis Set-Up Information 20-4-3 Inf Div (106; -1 step) †
Rail Cap: 2 18.18:
Reserve Markers: 7 available 53rd Corps HQ 39.27:
Supply Cache Markers: 2 available 4-3-2 Sec Div (286) 20-4-3 Inf Div (129; -1 step) †
Reinforcements: Per Order of Arrival (1)-2-5 RR Bn (I/2, II/2)
Variable Repls: Per Repl Table Level 1 Airbase 40.15:
Dead Pile: 1 SP 9th Corps HQ
Bf.109f 20-4-3 Inf Div (263; -1 step) †
7 Pz Div (37 Aufk, III-25 Pz, 7 Inf ) 19.28: 26-2-2 Arty Grp
10 Pz Div (90 Aufk, I-7 Pz, 69 PG) 6-2-2 Sec Div (403) 1 SP
14 Mtr Div (54 Krd, 53 Inf ) Level 1 Airbase
SS-R Mtr Div (R Krd, Deutld Inf ) 2T 40.19:
Converted Axis Rails: 20-4-3 Inf Div (8; -1 step) †
01.03 to 2.02 29.29:
01.19 to 34.18 Wagon Extender 40.20:
01.07 to 38.05 20-4-3 Inf Div (28; -1 step) †
15.10 to 18.18 32.25:
5th Corps HQ 40.21:
2.02: 3-3-6 PJ Bn (561) 20-4-3 Inf Div (5; -1 step) †
7-3-2 Sec Div (221) 26-2-2 Arty Grp
Level 2 Airbase 1 SP 42.15:
1 SP 20-4-3 Inf Div (137; -1 step) †
34.18:
2.18 and 23.20 (each): SS-R Mtr Div (R Aufk, 11SS Inf, Fuhrer 43.14:
Level 1 Airbase Inf, R Arty, Truck) † 20th Corps HQ
2T 20-4-3 Inf Div (87; -2 steps) † 20-4-3 Inf Div (15; -1 step) †
2-5-4 Pio Bn (43) 26-2-2 Arty Grp
15.10: 18-2-3 Werfer Bn (3, 103) 1 SP
20-4-3 Inf Div (252; -2 steps) † Level 1 Airbase
Level 1 Airbase 2T 44.15:
2T 20-5-4 Inf Div (78; -1 step) †
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46.15: 54.19:
12-2-2 Inf Div (19) 11-1-1 Mil Div (2M) Designer Notes
Recently the battle of Smolensk in 1941
46.17: 54.20: has received a great deal of attention and
20th Army HQ 12-2-2 Mil Div (7M; -1 step) analysis. Glantz, Luther, and Stahel have
12-2-2 Inf Div (73) 11-1-1 Mil Div (8M; -1 step) all added information and insight into
3-1-1 Alarm Mil Rgt the fighting around Smolensk and the
(2)-2-2 Alarm AT Rgt 54.15: effects of this battle on Barbarossa and
26-1-1 Arty Bde 24th Army HQ the War in the East as a whole.
1 Wagon Point (2)-2-2 Alarm AT Rgt
“Who won” seems to depend on how
1 SP 26-1-1 Arty Bde
you view victory. Both sides committed
1 Wagon Point
errors that wargamers, with the near
46.18: 1 SP
perfect intel we possess, would never
1 Mtr Div (20 Inf, 13 Arty)
make. I have decided, as I did in The
56.20:
Blitzkrieg Legend (TBL), that I do
46.20: 32nd Army HQ
16th Army HQ (1)-0-3 RR Rgt (West)
making the same decisions and mistakes.
2-1-3 Alarm Tk Bn 26-1-1 Arty Bde
I know that some might say that I have
26-1-1 Arty Bde Level 2 Airbase
made it impossible for the historical
1 Wagon Point 1 Truck Point
outcome to happen (much like in TBL).
1 SP 4 Wagon Points
But what I am interested in creating is a
6-1-4 Cav Div (45) 6 SP
simulation showing what the situation
was like and what each side faced at the
46.29: 56.27:
30th Army HQ 11-1-1 Mil Div (4M; -1 step)
each player can make of it, in the face
18-1-3 Tk Div (110; -2 steps)
of some higher-level decisions that were
3-1-1 Alarm Mil Rgt 58.27:
26-1-1 Arty Bde 49th Army HQ
for the Axis side, since the Soviets were
1 Wagon Point 26-1-1 Arty Bde
1 SP 1 Truck Point
2 SP Admittedly, several counteroffensives
47.14: were ordered by Stalin/STAVKA. I did
11-1-1 Mil Div (6M; -1 step) 58.34: not feel a “mandated attacks” rule was
11-1-1 Inf Div (309) 12-2-2 Inf Div (247, 249) needed, however, because to stand a
chance in the game the Soviets will have
48.14: 60.34: to attack a lot in order to wear down
11-1-1 Inf Div (133, 178) 31st Army HQ
26-1-1 Arty Bde 26-1-1 Arty Bde
Level 2 Airbase
48.15: 1 Truck Point them out and win. Losses will be heavy,
12-2-2 Inf Div (6, 110; each -1 step) 4 SP but the Soviets need to take the fight to
12-2-2 Inf Div (229; -1 step) the Germans; every token the enemy
With any Soviet HQs: spends on the defense is one less panzer
48.25: (5)-1-1 UR Bde (62, 65, 68) battalion being fueled for action.
12-1-3 Tk Div (101; -1 step) (2)-0-3 NKVD Sec Rgt (76) My favorite rule restricts the two panzer
3-1-1 Alarm Mil Rgt 2x 26-1-1 Arty Bde
2 Truck Points area. It simulates the historical lack of
49.20: 4 SP cooperation between the commands of
13-3-3 Mtn Div (194; -2 steps) Guderian and Hoth, as well as the frag-
At any air bases: mentation of goals. Finally, it reflects the
49.21: 1x I.153 * 2x I.16
12-2-2 Inf Div (152, 248; both -1 step) 1x LaGG.3 * 2x MiG.3 and its vacillation over what strategic
20-1-3 Tk Div (18; -2 steps) 1x Yak.1 * 4x IL.2 direction to pursue.
2x Pe.2 * 2x SB.2 *
53.22 1x Su.2 1x Yak.4
10-0-1 Mil Div (13M; -1 step) 1x DB.3 1x TB.3
“*” = one unit begins reduced
their way off the map. At the same time, experience prior to Barbarossa, so their
Developer Notes we recognized the potential for a player panzer battalions are AR4.
The Blitzkrieg Legend anticipating the 19 August removals and Aufk & Krd Battalions.
took on the complex question of how doing gamey things with the panzers, Repl” roll shows these units refitting for
decisively in May of 1940. His latest will stop the worst potential abuses!
design, Smolensk Construction Markers. In The Blitz- mimics the one used for the new Supply
a question: How did the Soviets manage krieg Legend the Axis has special air Cache markers and for Soviet Alarm
to stop those panzers in July of 1941? units (more on them below).
Working within the OCS model can Variable Withdrawal. -
sometimes be a challenge. For instance, similar, allowing fighters at forward air drawals were mostly conducted around
here in Smolensk the Soviets need to strips to cover the Dneper crossings. 19 August, but the SS Reich Division
attack even though they must do so at a It goes a step further, also letting the hung around for an extra week or two.
negative AR differential, and as a result We decided to make the timing of this
will often fail spectacularly. But these could have been achieved by adding unpredictable and also make it uncer-
attacks will bleed precious SP and steps counters for construction engineers, but tain whether it or 14th Motorized Divi-
from the defenders, and will ultimately this seemed easier and the markers also sion would be ordered to exit the map.
be worth the occasional AL2. put strict limits on usage.
Edge Boxes.
- Supplies & Replacements. In mid- boxes to make rapid redeployments.
esting. In addition to the qualitative July a crisis at Velikiye Luki draws eyes In July, for instance, before the Soviets
difference in typical AR, we also see from Smolensk, and it is then that the can use Strat Mode, a march west from
contrasts in logistics and replacements. last of the extra SP (on loaded trucks) Rzhev is a slow-go — it is much faster
arrives. In the following month Kiev
so 2T spent on a defense is important. takes center stage, and this fight siphons
For the Soviets, spending a few SP on an 21st and 22nd Armies, as well as places
attack that includes an artillery barrage arrival charts are thus constructed to to marshal forces for counterattacks
puts less strain on the supply net. Soviet slow the pace as time passes, and shift (especially from the south).
replacements are also relatively plentiful, the initiative towards the Red Army.
Soviet Alarm Units. 24 independent
and this lessens the pain of recovery Luftwaffe. anti-tank regiments were committed to
from those AL2 results. Group Center is being supported by this battle (usually detached from rifle
One of my concerns, as series honcho, is divisions). Several dozen “fighter battal-
to maintain a certain level of orthodoxy theater. Soon the Ju.87s and Bf.110s ions” of militia were raised in cities such
in its various designs. So Smolensk, for will fly off in support of offensives to as Mogilev and Smolensk. A few battal-
example, needs to fit pretty closely with the north or south, but it is a glorious ions were detached from tank divisions
the decisions made in Case Blue, but concentration on a single game map to try their hand at infantry support.
there is still freedom to borrow other while it lasts.
Panzer Battalions. Strengths of these but towed anti-tank guns and small
talk about some of these issues: vary because some had four companies Russian battalions are usually consid-
The Flanks. By mid-July, Hitler was (rather than 3) and some still had small- ered beneath the level of simulation…
already far along the decision-path that but here, with the target environment
would lead to the Axis diversion away rich in light Pz.II tanks, how could we
from Moscow and toward the flanks.
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leave them out? So we decided some- Tank Divisions. (where, for instance, the 107th is supe-
thing like the Garrison Pool in Baltic rate. Some had eight tank battalions, rior to the 106th). Tanks and trucks
Gap could be used to work these units some six, and some four — and the were in short supply during this period,
into Smolensk — and hopefully the actual number of tanks in a battalion so most of the motorized divisions have
also varied wildly. Roland LeBlanc and been made non-rebuildable.
notion that we should add hundreds John Bowen lent considerable support
of anti-tank units to GBII! as we fine-tuned the differences. Note case, an elite unit in the pre-war Red
Miltia Divisions. Instead of using a the remnants of two of them, the 26th Army. In GBII its Guards incarnation
single cookie-cutter to rate these units, and 38th, are depicted as 1-step infantry is a 3-step 10-4-5 division; here it is
we were guided by what variety of rifle units because all of their vehicles were deemed worthy of being shown as a
division each would transform into later lost in fighting before our game begins. multi-unit formation.
in the year. Some were seriously under- Motorized Divisions. Conversions.
strength when they took the field. 220th were motorized in name only, “conversions” of divisions (actually there
NKVD Border Regiments. We toned and the 109th & 219th had very low were others, but they were abstracted).
down the usual rules for these retreat- motorization (and no remaining tanks) What this usually means is an old divi-
kind of fanatical defensive battles here. shown as fast Leg. Another two (the few new battalions or regiments, and
- sometimes is given a new number. Of
AR4 is a rarity), but cannot be rebuilt great importance to the Soviet player is
motorized divisions. Variation in AR the fact that it can be a “free” rebuild
is mostly drawn from the GBII ratings
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