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Smolensk Rules

The document provides rules for the wargame Smolensk: Barbarossa Derailed which simulates fighting near Smolensk in 1941. It covers rules for railroads, hedgehogs, off-map boxes, weather, reinforcements and special replacements. The rules also define the armies involved including Axis, Soviet and reinforcement schedules.

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Kenneth Wong
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0% found this document useful (0 votes)
21 views24 pages

Smolensk Rules

The document provides rules for the wargame Smolensk: Barbarossa Derailed which simulates fighting near Smolensk in 1941. It covers rules for railroads, hedgehogs, off-map boxes, weather, reinforcements and special replacements. The rules also define the armies involved including Axis, Soviet and reinforcement schedules.

Uploaded by

Kenneth Wong
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/ 24

Game Design: Hans Kishel regular combat but not by an overrun basing capacity.

Any number of planes


Development: John Kisner (since an advance might be required). in these boxes can be refit each turn (no
cost), and there is “extra” SP available
Series Design: Dean N. Essig that can be flown onto the map via Air
Research Help: Dean N. Essig, John 1.2 Railroads Transport missions. Move to/from these
Bowen, Carl Fung, & Roland LeBlanc boxes as follows:
Railroad lines are always in one of two
Playtesting and Proofreading: Perry gauges, broad or standard. Initially all
Andrus, Rob Arrieta, John Bowen, are broad gauge except as noted in the
scenario setups. 62.xx row costs 20 hexes of range.
Jeff Coyle, Jim Daniels, Carl Fung, For railing cargo and obtaining trace
Dave Jeffery, Michael Junkin, Roland supply:
LeBlanc, John Leggat, Allen Martin, row costs 30 hexes of range.
David Mignerey, Jim Reasoner, & Jim broad
Stravers gauge railroads. Initial Rail Cap is Example: A Bf.110 based off-map is 44
Graphics: Dean N. Essig hexes from Mogilev (15.10).
standard
Vassal Support: Jeff Coyle gauge railroads. Initial Rail Cap is 1.4b Edge Boxes. During their Move-
ment Phase, Soviet ground units (only)
can move between one of their map-edge
Players change the gauge of these lines supply source hexes and these boxes by
using rail repair units per OCS 13.3f. spending 1 MP or by using Rail Cap.
Introduction Show lines converted to standard gauge
by using railhead markers.
Note this is the only time that off-map
movement is allowed by ground units
Smolensk: Barbarossa Derailed is a
(no retreats and no entry/exit during the
simulation of the fighting near Smolensk
Reaction or Exploitation Phase).
in the summer of 1941. It covers the 1.3 Hedgehogs
battles that some historians now feel
doomed the Axis to failure in Russia. 1.3a Defense Lines. Printed on the map Soviet supply sources on the north
are some Hedgehogs (OCS 16.0) that and east map edges.
are permanent and cannot be reduced.
1.3b Limits. Neither player can ever Soviet supply sources on the south
improve a Hedgehog above Level 1. and east map edges.
1.0 General Rules Per 2.3e, the Soviets cannot build any
hedgehogs at all in July.
1.1 Map Notes In addition, units returning to the
map from these boxes are fueled
1.1a Entry Hexes.
1.4 Off-Map Boxes at no SP cost via the “single-unit
letters on the map edges and are mainly
method” (see OCS 12.5c(C)).
used to indicate where reinforcements In these boxes no combat or barrage
will enter the map (2.1 and 3.1). is allowed. If both players agree, for Example: A rifle division spends 2 MP to
1.1b Safe Edges. Map-edge hexes that extra fog of war these can be hidden march from Rzhev (60.34) off the east edge
are a supply source (see 2.1 and 3.1) from view. to the Southeast Box (it could have moved
cannot be entered by enemy ground 1.4a Off-Map Airfields. Each player to either box). It re-enters the map in the
has an off-map air box with infinite next Movement Phase at 29.01 for 1 MP.

Multi-Man Publishing, Inc. 403 Headquarters Drive, Suite 7, Millersville MD 21108


© 2018 All Rights Reserved. Page 1
Smolensk, OCS #17

Play Note: This rule, in combination with “Ftr” Repls.


1.1b, allows the Soviets to menace enemy
1.7 Supply Cache Markers
on-map F-type air unit back up to full
flanks and quickly reinforce sectors along strength, or bring a dead air unit back
the map edges. into play (at any airbase, Active) as a are introduced in the latest
reduced aircraft. (So only one step gets series rules (see OCS 21.10).
Note they are a standard part
be saved for later. of this game (not optional).
1.5 Weather
“Tac” Repls. Both sides begin every scenario with two
Roll to check the weather conditions
Repls, but can only rebuild T, S, and of the markers, and a new one is some-
on every turn except the first turn of a
Tpt air units. times received as a Special Repl (1.6c).
scenario. Ground conditions are always
good, but air operations can be Limited. 1.6c Special Repls. Each turn before 19 Play Note: The Axis (especially) gets a lot
See the Weather Table for details. August, the players also get to roll a die of Supply Cache markers, so arty barrages
on their Special Repl Table to check for will be somewhat common, thus giving
the game a unique flavor. Soviets typically
1.6 Reinforcements save these markers for emergency supply,
one, per the following notes. but will also use them for barrage ammo.
those obtained from the Repl Table and
the ones listed on the Arrival Cards.
Reinforcements arrive per 2.1 and 3.1.
selected randomly from the 12-2-2, 1.8 The Armies
11-1-1, and 10-0-1 divisions that are
1.6a Arrival Schedules. in the dead pile (other kinds, notably Axis units are the Wehrmacht (gray),
Axis arrival cards trace the comings and Waffen-SS (black), and Luftwaffe (light
goings of units during the campaign. way). The rebuilt division returns blue). Soviet units are the Russian army
at -1 step. Additional Soviet rifle (brown), air (orange), and NKVD (red).
Removals. When a unit is called on to
be “Removed” by the arrival charts it, and militia divisions can be rebuilt 1.8a Counter Limits. Breakdown units
or else a unit with identical factors, is at the usual cost (and these do not are limited to the counters provided:
immediately removed from play, regard- require random selection). the Axis has twenty-eight AR4 and two
less of its current situation (even if in AR5 regiments; the Soviets have six
the dead pile or surrounded). Some of AR2 and two AR3 regiments.
these units will return again, but most
are gone for good. Fuel is not needed
to exit the map (no actual movement is
conducted), but internal stocks must be a Supply Cache (1.7) or any one
replenished (deduct this from the next Alarm unit (see 2.3a). 2.0 Soviet Special Rules
Supply Table arrivals).
2.1 Supply and Reinforcements
Frontal Reserves. See 2.3c.
Map-edge hexes east of 12.xx where any
1.6b Variable Arrivals. A player rolls type of road or railroad enters the map
on the Repl Table and the Supply Table are Soviet supply sources. Examples are
to check for variable arrivals during his 13.01, 17.35, and 62.16. Note some
Reinforcement Phase. Each player has Cache (1.7) or any one Aufk/Krd supply sources “shut down” per 2.1a.
unique tables and should place new battalion (see 3.3a).
New and rebuilt air units appear Active
units per 2.1 and 3.1.
at any airfield in trace supply. Usually a
Notes: group of new ground units will appear
cannot be shipped onto at a specific Entry Hex, per the Soviet
the map with Rail Cap, but can be
never be saved cases:
brought in with Air Transport.
for later, so if no such unit is in the
Dead Pile there is no rebuild!
arrival hex (per OCS 13.6b). placed in each detrainable city hex
Design Note: Soviet special repls reflect
Pax and Eq Repls.
Stalin using rebuilt infantry divisions, have valid rail movement paths (per
AT regiments, tank battalions, and gaggles OCS 13.3e) via broad gauge rails.
can be saved for a later turn.
of militia to shield Moscow. As for the
Axis, their Aufk units were refitted in this supply source hexes.
in this game! period, so get special treatment.

Page 2 Multi-Man Publishing, Inc. 403 Headquarters Drive, Suite 7, Millersville MD 21108
© 2018 All Rights Reserved.
The Gamers, Inc.

2.3c Frontal Reserves. At three sched-


returns arrive at any HQs able to get uled times, the Soviets will receive some 3.0 Axis Special Rules
trace supply (OCS 12.6a) by direct
draw, or else in any map-edge supply away (no saving for later). Each batch of
3.1 Supply and Reinforcements
source hexes. Frontal Reserves consists of: Map-edge hexes west of 10.xx where
any type of road or railroad enters the
2.1a Supply Shutdown.
map are Axis supply sources. Examples
sources cease to exist on fixed dates:
are 1.03, 1.26, and 4.00.
old unit is a Removal (1.6a), and
the new unit and SP are placed like New and rebuilt air units appear Active
arriving repls. at any airfield in trace supply. Usually a
west of there) on 19 August. group of new ground units will appear at
Two free rebuilds: an IL.2 air unit
a specific Entry Hex, per the Axis Arrival
and either an HQ or an artillery unit
2.2 Red Air Force
2.3d Soviet Artillery. To combine for
2.2a No Hip Shoots. Soviet air units placed in each detrainable city hex
a single Barrage, all of the firing Soviet
cannot conduct hip shoots.
artillery units must be stacked together.
2.2b No Airborne Landings. Supply have valid rail movement paths (per
2.3e Operational Limits. Soviet units OCS 13.3e) via standard gauge rails.
drops are allowed, but not missions
cannot build Hedgehogs or use Strat
requiring planning (OCS 14.10b).
Mode before the 1 August turn. supply source hexes.
2.2c Early Sturmoviks.
Design Note: Soviet engineers are busy
type was not particularly effective in the working on the printed defensive lines returns arrive at any HQs able to get
summer of 1941. and the shock of Barbarossa prevents use trace supply (OCS 12.6a) by direct
of Strat Mode. Learn to use Edge Boxes draw, or else in any map-edge supply
2.2d Lack of Responsiveness. Soviet source hexes.
(1.4b) to make some rapid moves — this
planes cannot fly missions in their Reac-
is essential given the low Rail Cap!
tion Phase or Exploitation Phase.

Design Note: Soviet air units have shorter 3.2 Luftwaffe


ranges than might be expected. Reducing 2.4 Slow Mobilization 3.2a Hip Shoots. Weather permitting,
them by half is a simple way to reflect their the Luftwaffe can conduct hip shoots.
restricted operations in this 1-map game. On 12 and 15 July, three Soviet armies
(Note OCS 21.4 also works fine with these arrive near Rzhev, Vyazma, and Spas
lower printed ranges.) 3.3 Axis Miscellany
always move freely, but all divisions in
these armies are locked in place until 3.3a Aufk & Krd Units. Special Repls
(1.6c) are needed to rebuild them.
2.3 Soviet Miscellany memory aid). Note that a locked divi- 3.3b Security Needs. City hexes under
2.3a Alarm Units. sion is not allowed to create breakdowns! Axis control (as defined in 5.0c) should
the map, in the Dead Pile, or appear be occupied by an Axis Attack-Capable
via the Arrival Schedule. Special Repls this table: unit or covered by a ZOC. If not, a
Soviet Trainbusting marker (representing
mix of Alarm units is strictly limited: Army partisan activity) is put in the hex.
Date
three 2-1-3 tank battalions, five 3-1-1 30th 28th 24th any phase.
militia regiments, and seven (2)-2-2 12 July 2 - -
anti-tank regiments. any Clean Up
15 July 3 3 3 Phase if the security needs are met
2.3b The NKVD. or the city is under Soviet control.
19 July - 5 5
Regiments (only them, not
the non-Bdr units) must be 22 July - - 3 3.3c Variable Exit. On 19 August, start
the “AR unit” when their hex rolling during every Axis Reinforcement
Example: The 30th Army arrives on July
is attacked. Using this high Phase until a division, either SS Reich or
12th with five divisions. The Soviet player
AR has a cost: all defending options 14th Motorized, is Removed (using the
can immediately mobilize two divisions
must be taken as losses (including ones 1.6a procedure). See Axis Arrival Card.
(his choice) and move them forward, but
that would normally be negated due to the other three are locked in place and 3.3d No Formation Consolidation.
the attacker retreating). unable to move at all. On 15 July, the last Axis multi-unit formations cannot make
three locked divisions are released. use of Consolidation (OCS 13.9).

Multi-Man Publishing, Inc. 403 Headquarters Drive, Suite 7, Millersville MD 21108


© 2018 All Rights Reserved. Page 3
Smolensk, OCS #17

Design Note: The Luftwaffe would from


3.4 Guderian & Hoth panzer group owns a given SP, but time-to-time terror-bomb Moscow, and
In this campaign, Axis multi-unit forma- generic dumps — and note the ones this is a way to show that. The Supply
tions (the panzer, motorized, and cavalry on Sheet 3 have the “Hoth stripe”— Trains event shows German logistics finally
divisions) were divided between Gude- can be used to keep things clear. catching up to the front.

Panzer Group. To put it mildly, they


did not coordinate very well during the 3.5 Construction Markers
campaign. A thin white stripe differ-
entiates Hoth’s units from Guderian’s.
Construction markers build needed air
4.0 Optional Rules
in any Axis Movement Phase, before 4.1 Situation Changes
units move, to put one or the other
(the markers are two-sided) in a hex Use one or both.
4.1a Fewer Command Limits. Players
(no supply cost). wanting to explore the situation with
line” part is very easy to use, but “supply fewer restrictions can ignore 2.3e (Oper-
restrictions” adds extra complexity that ational Limits) and/or 3.4 (Guderian
setup in Scenario #1 and #2 (not in
& Hoth).
choice to use one or both parts.
once (hold them off-map until used). 4.1b More Axis Supply. It is tough,
only applies before 19 August by design, to win with the Germans. If
and only affects multi-unit formations. players want more Axis SP, roll Random
It does not limit infantry divisions and Events from 8 July to 15 August.
independent units at all!
3.4a Dividing Line. Design Note: Fewer Command Limits
railroad that runs generally east from doesn’t seem like much, but doing so alters
HQ-bridge (OCS 13.8b). Put it on
19.19 to 62.23 divides the two panzer the historical underpinnings of the game.
top of the stack, not hidden.
- Proceed with caution! More Supply can be
tions should stay on or south of this used if the Axis is having trouble achieving
a standard air strip (OCS 15.2). historical results.

DG a unit from a multi-unit formation


at the end of any phase if it is…
only if a Soviet combat unit enters 4.2 Try Some House Rules!
from the other panzer group, or 4.2a Initiative Rolls.
first the previous turn wins tied rolls.
4.2b Effects of Losses. An Axis 4-step
line and in a hex east of Orsha. Note 3.6 Random Events infantry division that is down to its last
the boundary line is not a concern
for units in hexes west of 19.xx. Roll a Random Event (see Axis Arrival step attacks at x1/4 and defends at x1/2.
Card) during every Axis Reinforcement
3.4b Supply Restrictions. 4.2c Minimal Fueling. A Formation
Phase from 19 July to 15 August (inclu-
must evenly divide Supply Table arrivals or HQ can be fueled for 2T (not 1 SP)
between Guderian and Hoth, with the if the fueled units multiply their MA
Train arrival, but occasionally planes will
odd point going to Guderian. SP from by x1/4. Furthermore, the fuel marker
be ordered to perform off-map missions.
the “wrong” panzer group cannot be must be removed at the end of the phase
used to pay the fuel, combat, or barrage (instead of during Clean Up).
costs of a multi-unit formation. Aside
from this, use of SP is not restricted.

Example: If 7 SP are obtained, Hoth must Command Perspective: Semyon Timoshenko


be given 3 and Guderian 4.
Western Front’s command cadre are imbued with an evacuation mood and
regard the matter of […] surrendering the city to the enemy too lightly.
[…] the GKO considers such a mood among the command cadre to be
criminal, bordering on betrayal of the Motherland [and] has ordered us to
be assigned to a panzer group.
eliminate this mood, which discredits the name of the Red Army, with an
iron hand. Do not surrender the city of Smolensk under any circumstances.

Page 4 Multi-Man Publishing, Inc. 403 Headquarters Drive, Suite 7, Millersville MD 21108
© 2018 All Rights Reserved.
The Gamers, Inc.

5.0 Victory Conditions Intro Scenario: Scenario 1:


5.0a Final Victory Assessment. At the Vitebsk Smolensk Campaign
end of the final turn, victory is based on On the back of one of the separate cards German planning assumed the Soviet
control of certain cities and the hexes is a small scenario that should help new army would be destroyed on the frontier
listed in 5.0c. (Exceptions: Scenario 2 players become familiar with the initial and underestimated the depth of their
and 4 have a slightly different method.) situation facing Panzer Group Hoth. It
Soviet Win for Vyazma, Rzhev, and is good practice for the full campaign, unbroken, with the Germans nearing
at least 7 of the listed hexes. because the player should try to expend the end of their logistical rope.
Axis Win for all hexes of Smolensk, as little supply as possible.
Vitebsk, Orsha, Mogilev, Bobruysk, General Information
and at least 6 of the listed hexes. of the counters that are used, some- First Turn: 8 July 41
thing not usually done in OCS games. Last Turn: 8 Sept 41
If neither wins, it is a Draw.
Total Game Length: 19 turns
5.0b Early Decision Check. At the “see” what is meant by the normal text First Player: Axis
start of any turn on or after 19 August, descriptions of the setups (such as the Setup Order: Soviets first
the game ends if either player meets their listings that begin on the next page). Weather: Normal Flight on 8 July
condition for a Decisive Win. New players should also read through
Special Scenario Rules
Soviet Decisive Win for at least 9 the Scenario Setup Notes (below) and
of the listed hexes. the various Design and Situation Notes
ground units move at 1/2 MA on the
in the back of this booklet.
Axis Decisive Win for at least 8 of
the listed hexes. by mode effects (e.g., DG).

5.0c Victory Locations and Control.


Control of the eleven locations listed
below determines who wins. Setup Notes motorized divisions in the initial setup.
“Control” is given for having an Attack- Put their formation markers in a cup
Capable unit in the hex (or being the weather and who sets up first and and randomly pick…
last to have had one there, if the hex is A) 4 that must shift three hexes west
empty). Put the provided markers on regular initiative/weather rolls. of listed location, following road.
(or near) the key hexes as a reminder B) Reinforcements come from the (For instance, from 11.03 to 9.01.)
of their importance, and of which side order of arrivals, supply tables, and B) 4 others that must have one of
controls them. repl tables. their Mtr regiments trade places
Pochinok (36.13) C) Special Scenario Rules will say if with the Aufk battalion that starts
Dukhovshchina (37.24) organic trucks are Empty or Full. in the Dead Pile (the Mtr unit is
Roslavl (38.05) dead and Aufk is alive).
D) Multi-step units that set-up “w/i
Zharkoyskyy (40.31)
X hexes” can deploy breakdowns. Design Note: The “shift west” reflects the
Yartsevo (41.21)
E) Note some German terms among residual friction of the forced crossing of
Dorogobyzh (46.17) the setups: “Krd” is motorcycle, the Berezina River and the (failed) Soviet
Safonovo (46.20) “Aufk” is armored recon, and “Pz” attacks near Lepel/Orsha.
is tank. On page 23 there is a full
Pusii (48.25) listing of Abbreviations.
Spas Demyansk (52.09) F) When using 3.4b (part of “Gude- The “No Counterattack” Option
rian & Hoth”), on-map SP should -
be assigned to a Pz Grp during sive right before our game begins. (A
Contact Information setup. Use the Dividing Line as smart player would not
To order other MMP games, visit: a guide, but the player can freely variant explores what might have been.
multimanpublishing.com decide ownership of dumps.
tank divisions begin at
For game errata and downloads, visit: G) Typically both a long and short full strength.
www.gamersarchive.net scenario is given for each starting
date (for instance, the first two
To ask a rules question, email: both begin on July 8th). Play the
shortened version first!

Multi-Man Publishing, Inc. 403 Headquarters Drive, Suite 7, Millersville MD 21108


© 2018 All Rights Reserved. Page 5
Smolensk, OCS #17

Soviet Set-Up Information 19.03: 12.31:


Rail Cap: 2 at start 18-1-3 Tk Div (50; -1 step) 12-2-2 Inf Div (186; -1 step)
Reserve Markers: 0 available
Supply Cache Markers: 2 available 20.00: 15.19:
Reinforcements: Per Order of Arrival 21st Army HQ 11-1-1 Inf Div (64)
Variable Repls: Per Repl Table (2)-2-2 Alarm AT Rgt
Dead Pile: 26-1-1 Arty Bde 15.21:
12-2-2 Inf Div (6, 24, 42) 1 Wagon Point 12-2-2 Inf Div (17; -1 step)
2x 3-1-1 Alarm Mil Rgt 2 SP
17.18:
9.06: 20.02: 12-2-2 Inf Div (73)
12-2-2 Inf Div (55; -1 step) 14-1-3 Tk Div (55)
11-1-1 Inf Div (155; -1 step) 17.19:
20.03: 12-2-2 Inf Div (108)
10.08: 12-2-2 Inf Div (151) 6-2-3 Inf Div (109)
4-1-1 Inf Div (38 Tk)
20.05: 17.20:
10.12: 6-2-3 Inf Div (219) 20-1-3 Tk Div (13; -1 step)
4-1-1 Inf Div (26 Tk)
20.07: 18.13:
13.10: 12-2-2 Inf Div (148) 12-2-2 Inf Div (53)
4-1-1 Inf Div (210)
21.07: 18.16:
13.01: 4-3-6 MC Rgt (12) 11-1-1 Inf Div (18)
12-2-2 Inf Div (167) 26-1-1 Arty Bde
18.17:
13.05: 23.12: 1 Mtr Div (20 Inf, 41 Inf, 12 Tk, Boris
5-4-4 Abn Bde (8) 13th Army HQ Tk, 93 Recon, 13 Arty)
12-2-2 Inf Div (160)
14.02: (5)-1-1 UR Bde (63) 18.18:
12-2-2 Inf Div (61) 26-1-1 Arty Bde 12-2-2 Inf Div (137)
1 Wagon Point 3-1-1 Alarm Mil Rgt
14.04: 2 SP Level 1 Airbase
12-2-2 Inf Div (102) 1 SP
24.03:
14.06: 11-1-1 Inf Div (121, 143; both -1 step) 18.20:
11-1-1 Inf Div (187) 26-1-1 Arty Bde 20-1-3 Tk Div (17; -1 step)

15.01: 27.05: 18.27:


12-2-2 Inf Div (117; -1 step) 4th Army HQ 20-1-3 Tk Div (14; -1 step)
2-1-3 Alarm Tk Bn 11-1-1 Inf Div (132)
5-3-3 Abn Bde (7) 18.28:
15.10: 26-1-1 Arty Bde 11-1-1 Inf Div (126; -1 step)
12-2-2 Inf Div (172) Level 1 Airbase
(2)-4-3 NKVD Bdr Rgt (38) 1 Wagon Point 19.21:
3-1-1 Alarm Mil Rgt 3 SP 11-1-1 Inf Div (233)
Level 1 Airbase
1 SP 28.04: 19.23:
(5)-1-1 UR Bde (62) 12-2-2 Inf Div (229)
15.11:
13-3-3 Inf Div (100) 12.18: 19.26:
12-2-2 Inf Div (161) 20-1-3 Tk Div (18; -1 step)
17.02:
12-2-2 Inf Div (154) 38.05, 52.09, and 61.04 (each): 19.27:
Level 1 Airbase 10-0-1 Inf Div (162; in Move Mode)
17.10: 1 SP 3-1-1 Alarm Mil Rgt
12-2-2 Inf Div (110)

Page 6 Multi-Man Publishing, Inc. 403 Headquarters Drive, Suite 7, Millersville MD 21108
© 2018 All Rights Reserved.
The Gamers, Inc.

19.28: 30.29: Axis Set-Up Information


10-0-1 Inf Div (134; in Move Mode) 19th Army HQ Rail Cap: 0 at start
Level 1 Airbase 4-3-6 MC Rgt (27) Reserve Markers: 14 available
1 SP 26-1-1 Arty Bde Construction Markers: 3 available
1 Wagon Point Supply Cache Markers: 2 available
Design Note: The 25th Rifle Corps was 2 SP Reinforcements: Per Order of Arrival
detraining during the German assault. Wagon Extender Variable Repls: Per Repl Table
Dead Pile:
32.25: He.111
19.32:
(5)-1-1 UR Bde (66) 3 Pz Div (1 Aufk, II-6 Pz)
22nd Army HQ
4 Pz Div (7 Aufk, II-35 Pz)
11-1-1 Inf Div (214; -1 step)
34.18 and 36.13 (each): 7 Pz Div (37 Aufk, III-25 Pz)
(2)-2-2 Alarm AT Rgt
Level 1 Airbase 10 Pz Div (90 Aufk, I-7 Pz)
26-1-1 Arty Bde
1 SP 12 Pz Div (2 Aufk, III-29 Pz)
1 Wagon Point
17 Pz Div (27 Aufk, I-39 Pz)
2 SP
56.20 and 60.34 (each): 18 Pz Div (88 Aufk, II-18 Pz)
Level 2 Airbase 20 Pz Div (92 Aufk, III-21 Pz)
20.28:
2 SP 10 Mtr Div (10 Aufk)
12-2-2 Inf Div (220; -1 step)
20 Mtr Div (20 Aufk)
w/i 3 hexes of 34.17 or 34.18: 29 Mtr Div (29 Aufk)
20.35:
16th Army HQ SS-R Mtr Div (R Aufk)
12-2-2 Inf Div (50)
12-2-2 Inf Div (152) Converted Axis Rails:
11-1-1 Inf Div (46) 01.03 to 2.02
22.19 and 24.19 (each):
16-1-3 Tk Div (57)
3-2-2 Brkdwn Rgt
(1)-0-3 RR Rgt (West) 2.02:
(2)-2-2 Alarm AT Rgt 1 Cav Div (I/21 Cav, I/22 Cav, II/22
22.25:
2x 26-1-1 Arty Bde Cav, Arty)
12-2-2 Inf Div (153)
1 Wagon Point Level 2 Airbase
2 SP 2 Wagon Points
23.20:
5 SP
12-2-2 Inf Div (49; -1 step)
Stacked with any Soviet HQs:
26-1-1 Arty Bde
(5)-1-1 UR Bde (58, 61, 65) 3.07:
Level 1 Airbase
(2)-4-3 NKVD Bdr Rgt (86, 105) 24th Mtr Corps HQ
1 SP
(2)-0-3 NKVD Sec Rgt (76) 4 SP
26-1-1 Arty Bde
23.27:
2 Truck Points 3.12:
12-2-2 Inf Div (158)
9 SP 46th Mtr Corps HQ
10-5-4 Inf Rgt (IRGD)
24.24:
At any air bases: 4 SP
11-1-1 Inf Div (38)
1x I.153 1x I.16
1x MiG.3 1x SB.2 6.06:
24.28:
2x Su.2 3x IL.2 SS-R Mtr Div (R Krd, 11 Inf, Deutld
12-2-2 Inf Div (129)
2x Yak.4 1x Pe.2 * Inf, Fuhrer Inf, R Arty, Truck)
1x DB.3 1x TB.3
25.23:
“*” = one unit begins reduced 8.08:
13-3-3 Inf Div (127)
4 Pz Div (34 Krd, I-35 Pz, 12 Inf, 33
26-1-1 Arty Bde Half of the counters of each plane type Inf, 103 Arty, Truck)
(I.153, I.16, etc.) must begin Inactive.
26.19: Round fractions up. 8.12:
20th Army HQ
10 Pz Div (10 Krd, II-7 Pz, 69 PG, 86
12-2-2 Inf Div (144; -1 step)
Inf, 90 Arty, Truck)
26-1-1 Arty Bde
1 Wagon Point
8.00:
2 SP
10 Mtr Div (40 Krd, 20 Inf, 41 Inf, 10
Arty, Truck)
26.28:
14-1-3 Tk Div (48)

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Smolensk, OCS #17

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

5.27: Special Scenario Rules


39th Mtr Corps HQ General Information Axis divisions marked with a cross (†)
10-5-4 Inf Bde (900) First Turn: 8 July 41 can setup within 1 hex of the listed
3 Wagon Points Last Turn: 1 Aug 41 location.
10 SP Total Game Length: 8 turns No units can setup in Reserve Mode.
First Player: Axis
9.18: Setup Order: Soviets first
18 Pz Div (18 Krd, I-18 Pz, III-18 Pz, Weather: Normal Flight on 8 July
52 Inf, 101 Inf, 88 Arty, Truck)
Special Scenario Rules motorized divisions in the initial setup.
10.30: Setup and Special Scenario Rules are Put their formation markers in a cup
20 Pz Div (20 Krd, I-21 Pz, II-21 Pz, 59 the same as in Scenario 1. and randomly pull out…
Inf, 112 Inf, 92 Arty, Truck) A) 5 that must setup with all of their
Victory Conditions combat units in Move Mode.
11.31: At the end of the final turn, victory is
2-5-4 Pio Bn (43) determined by control of certain cities B) 5 others that must have one of
and hexes. their Mtr regiments trade places
13.22: with the Aufk battalion that starts
Soviet Win for Vyazma, Rzhev, and in the Dead Pile (the Mtr unit is
17 Pz Div (17 Krd, II-39 Pz, III-39 Pz,
at least 6 of the listed hexes. dead and Aufk is alive).
40 Inf, 63 Inf, 22 Arty, Truck)
Axis Win for all hexes of Smolensk,
Vitebsk, Orsha, Mogilev, Bobruysk Design Note: The possible Move Mode
14.27:
and at least 7 of the listed hexes. randomizes counterattack vulnerability.
20 Mtr Div (30 Krd, 76 Inf, 90 Inf, 20
Arty, Truck) If neither wins, it is a Draw.
Krichev (27.05) Axis Set-Up Information
15.25: Rail Cap: 2
Demidov (32.25)
7 Pz Div (7 Krd, I-25 Pz, II-25 Pz, 6 Reserve Markers: 14 available
Pochinok (36.13)
Inf, 7 Inf, 78 Arty, Truck) Supply Cache Markers: 2 available
Dukhovshchina (37.24)
Roslavl (38.05) Reinforcements: Per Order of Arrival
At any air bases: Variable Repls: Per Repl Table
Zharkoyskyy (40.31)
1x Bf.109e-7 2x Bf.109e Dead Pile:
Yartsevo (41.21)
5x Bf.109f 4x Bf.110 3 Pz Div (1 Aufk, II-6 Pz)
1x Hs.123 6x Ju.87b 4 Pz Div (7 Aufk, II-35 Pz)
Dorogobyzh (46.17)
2x Do.17z 1x He.111 7 Pz Div (37 Aufk, III-25 Pz)
Safonovo (46.20)
2x Ju.88 2x Ju.52 10 Pz Div (90 Aufk, I-7 Pz)
All planes must begin Inactive. 12 Pz Div (2 Aufk, III-29 Pz)
Note “Control” is defined in 5.0c. 17 Pz Div (27 Aufk, I-39 Pz)
18 Pz Div (88 Aufk, II-18 Pz)
19 Pz Div (19 Aufk, III-27 Pz)

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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) †

4.07: 11.18: 28.14:


(1)-2-5 RR Bn (II/2) 20-4-3 Inf Div (23) † 20-4-3 Inf Div (292; -1 step) †

4.18: 16.14: 29.16:


(1)-2-5 RR Bn (I/2) 20-4-3 Inf Div (258; -1 step) † 2-3-8 PJ Bn (529)
2-4-6 PJ Bn (611)
13.05: 18.16: Truck Extender
20-4-3 Inf Div (255; -1 step) † 4-4-3 Brkdwn Rgt
29.29:
10.12: 18.18: 57th Mtr Corps HQ
13th Corps HQ 7th Corps HQ 19 Pz Div (I-27 Pz, II-27 Pz, 19 Krd,
20-4-3 Inf Div (7) † 20-4-3 Inf Div (28; -1 step) †
2x 26-2-2 Arty Grp 26-2-2 Arty Grp 3-3-6 PJ Bn (561)
1 SP Level 1 Airbase 26-2-2 Arty Grp
1 SP Truck Extender
13.10: 1 SP
20-4-3 Inf Div (31; -1 step) † 19.28:
20-4-3 Inf Div (129; -1 step) † w/i 1 hex of 31.17:
13.12: Level 1 Airbase 47th Mtr Corps HQ
20-5-3 Inf Div (78) † 2T 7-5-7 Flm Bn (100)
5-5-8 AG Bn (184, 192, 203, 226)
14.04: 20.15: 30-2-3 Werfer Rgt (53)
1 Cav Div (I/1 Cav, II/1 Cav, I/2 Cav, 9th Corps HQ 26-2-2 Arty Grp
II/2 Cav, I/21 Cav, I/22 Cav, II/22 4-4-3 Brkdwn Rgt 1 SP
Cav, 1 BC, 1 Arty) † 26-2-2 Arty Grp
1 SP 32.25:
14.08: 39th Mtr Corps HQ
12th Corps HQ 22.19: 12 Pz Div (22 Krd, I-29 Pz, II-29 Pz, 5
4-4-3 Brkdwn Rgt 20-4-3 Inf Div (268; -1 step) † Inf, 25 Inf, 2 Arty, Truck) †
26-2-2 Arty Grp 5-3-8 AG Bn (201) 7-5-7 Flm Bn (101)
1 SP Wagon Extender 3-5-10 PJ Co (1/8)
Wagon Extender 2-5-4 Pio Bn (43)
24.24: 30-2-3 Werfer Rgt (51)
18.05: 5th Corps HQ 1 SP
20-4-3 Inf Div (17; -1 step) † 2-4-8 PJ Bn (643)
18-2-3 Werfer Bn (3, 103) 32.18:
20.05: 26-2-2 Arty Grp 5-5-3 MG Bn (5)
10 Mtr (40 Krd, 20 Inf, 41 Inf, 10 Arty, 1 SP (2)-3-3 PJ Bn (654)
Truck) †

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Smolensk, OCS #17

33.29: Soviet Set-Up Information 18.02:


18 Mtr Div (38 Krd, 30 Inf, 51 Inf, 18 Rail Cap: 4 12-2-2 Inf Div (151)
Reserve Markers: 4 available
Supply Cache Markers: 2 available 19.03:
34.17: Reinforcements: Per Order of Arrival 18-1-3 Tk Div (50; -1 step)
46th Mtr Corps HQ Variable Repls: Per Repl Table 6-2-3 Inf Div (219)
17 Pz Div (17 Krd, II-39 Pz, III-39 Pz, Dead Pile:
40 Inf, 63 Inf, 22 Arty, Truck) † 1 Mtr Div (Boris Tk) 20.00:
29 Mtr Div (29 Krd, 15 Inf, 71 Inf, 29 20-1-3 Tk Div (14, 18) 21st Army HQ
Arty, Truck) † 12-1-4 Mtr Div (69) 12-2-2 Inf Div (24; -1 step)
18-2-3 Werfer Bn (6, 8, 105) 4-1-1 Inf Div (26 Tk, 38 Tk, 210) 4-3-6 MC Rgt (12)
1 SP 12-2-2 Inf Div (17, 49, 172) 26-1-1 Arty Bde
11-1-1 Inf Div (18, 121) 1 Wagon Point
35.25: (5)-1-1 UR Bde (58, 63) 2 SP
20 Mtr Div (30 Krd, 76 Inf, 90 Inf, 20 (2)-4-3 NKVD Bdr Rgt (38)
Arty, Truck) † 3-1-1 Alarm Mil Rgt 20.02:
2-1-3 Alarm Tk Bn 12-2-2 Inf Div (61)
36.13: 2x 26-1-1 Arty Bde
10-5-4 Inf Rgt (IRGD) IL.2 20.03:
Level 1 Airbase 12-2-2 Inf Div (55; -1 step)
2T 15.01:
11-1-1 Inf Div (155; -1 step) 21.02:
39.23: 12-2-2 Inf Div (137)
20 Pz Div (20 Krd, I-21 Pz, II-21 Pz, 15.10:
59 Inf, 112 Inf, 92 Arty, Truck) † 12-2-2 Inf Div (110) 22.02:
Level 1 Airbase 12-2-2 Inf Div (102, 154; both -1 step)
37.24: 2T
10-5-4 Inf Bde (900) 23.03:
15.11: 14-1-3 Tk Div (55)
39.15: 3-1-1 Alarm Mil Rgt
SS-R Mtr Div (R Krd, 11SS Inf, Deutld 23.12:
Inf, Fuhrer Inf, R Arty, Truck) † 16.01: 1 Mtr Div (93 Recon, 20 Inf, 41 Inf,
12-2-2 Inf Div (167; -1 step) 12 Tk, 13 Arty)
40.21: 1 SP
7 Pz Div (7 Krd, I-25 Pz, II-25 Pz, 6 17.02:
Inf, 7 Inf, 78 Arty, Truck) † 11-1-1 Inf Div (187; -1 step) 24.03:
12-2-2 Inf Div (42, 117; both -1 step)
43.14: 17.10:
10 Pz Div (10 Krd, II-7 Pz, 69 PG, 86 12-2-2 Inf Div (53)
Inf, 90 Arty, Truck) †

Stacked with any Axis HQs:


4 Truck Points
2 Wagon Points
2 SP Command Perspective: Heinz Guderian
At any air bases: Actions speak louder than words. In the days to come the Goddess of Victory
1x Bf.109e-7 2x Bf.109e will bestow her laurels only on those who prepared to act with daring.
5x Bf.109f 4x Bf.110
The engine of the tank is a weapon just as the main-gun.
4x Ju.87b 2x Do.17z *
3x He.111 * 2x Ju.88 When the situation is obscure, attack.
2x Ju.52
Strike hard and fast and do not separate.
“*” = one unit begins reduced
Logistics is the ball and chain of armored warfare.
Half of the counters of each plane type
(Bf.109e-7, Ju.87b, etc.) must begin We have severely underestimated the Russians, the extent of the country
Inactive. Round fractions up. and the treachery of the climate. This is the revenge of reality.

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26.03: 52.09: 36.22:


11-1-1 Inf Div (143; -1 step) 28th Army HQ 11-1-1 Inf Div (38; -1 step)
(2)-2-2 Alarm AT Rgt
27.03: 26-1-1 Arty Bde 36.33:
12-2-2 Inf Div (6; -1 step) Level 1 Airfield 11-1-1 Inf Div (252)
1 Wagon Point
28.03: 3 SP 38.16:
12-2-2 Inf Div (161) 12-2-2 Inf Div (158; -1 step)
61.04:
28.07: (5)-1-1 UR Bde (65) 40.28:
12-2-2 Inf Div (148) Level 1 Airbase 12-2-2 Inf Div (220)
1 SP 10-0-1 Inf Div (162)
29.01:
4th Army HQ 27.19: 41.27:
(2)-2-2 Alarm AT Rgt 11-1-1 Inf Div (233; -1 step) 10-0-1 Inf Div (134)
26-1-1 Arty Bde
1 Wagon Point 27.20: 40.31:
2 SP 12-2-2 Inf Div (229) 29th Army HQ
7-3-4 Cav Div (50, 53)
29.04: 28.21: 4-2-3 Inf Rgt (1 NKVD)
11-1-1 Inf Div (132) 12-2-2 Inf Div (153; -1 step) 26-1-1 Arty Bde
1 Wagon Point
29.05: 29.19: 2 SP
12-2-2 Inf Div (160) 12-2-2 Inf Div (73)
20-1-3 Tk Div (13; -1 step) 41.18:
29.06: 12-2-2 Inf Div (108)
5-3-3 Abn Bde (7) 30.22:
6-2-3 Inf Div (109) 41.23:
30.08: 12-2-2 Inf Div (91)
5-4-4 Abn Bde (8) 31.19: (2)-2-2 Alarm AT Rgt
20-1-3 Tk Div (17; -1 step)
36.05: 41.25:
10-0-1 Inf Div (145) 32.23: 11-1-1 Inf Div (166)
(2)-2-2 Alarm AT Rgt 12-2-2 Inf Div (144)
42.20:
36.12: 33.19: 12-1-3 Tk Div (101)
3-2-2 Brkdwn Rgt 16-1-3 Tk Div (57; -1 step) 12-2-2 Inf Div (50)
3-1-1 Alarm Mil Rgt
38.05: 34.19:
13th Army HQ 12-2-2 Inf Div (152) 44.28:
12-2-2 Inf Div (222) 10-0-1 Inf Div (242)
Level 1 Airbase 35.19: 26-1-1 Arty Bde
26-1-1 Arty Bde 12-2-2 Inf Div (129)
2 Truck Points 45.13:
6 SP 35.23: 18-1-3 Tk Div (104)
11-1-1 Inf Div (46) 13-3-3 Inf Div (120)
38.07:
10-0-1 Inf Div (149) 36.18: 45.15:
(2)-2-2 Alarm AT Rgt 13-3-3 Inf Div (127) 12-2-2 Inf Div (19)

44.07: 36.20: 46.17:


11-1-1 Inf Div (217) 16th Army HQ 20th Army HQ
(2)-2-2 Alarm AT Rgt 12-2-2 Inf Div (107)
50.10: 26-1-1 Arty Bde 26-1-1 Arty Bde
4-3-6 MC Rgt (31) 1 Wagon Point 1 Wagon Point
2 SP 2 SP

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Smolensk, OCS #17

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)

53.22: Command Perspective: Semyon Timoshenko


12-2-2 Inf Div (248) It is necessary to keep in mind the possibility of simultaneously conducting
two, if not three, offensive operations of various fronts on a theater of
54.17:
11-1-1 Militia Div (6M; -1 step) war with the intention of strategically shaking the enemy’s entire combat
capability as extensively as possible.
54.19: We are harassing them and will go on harassing them until they are totally
11-1-1 Militia Div (4M; -1 step)
exhausted. This is not merely tactics of a definite kind — it is a strategy
54.20: with a broad perspective, directed at definitive and total victory. The
18-1-3 Tk Div (102; -1 step) Russian defence always had preparation for the counter-offensive as its aim.
The Russian war plan here follows the commandment of Clausewitz:
“Swift and powerful transition to the attack — the lightning sword of
retribution — that is the most brilliant part of the defense.”

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Converted Axis Rails: 27.05:


Scenario 5: 01.03 to 2.02 13th Corps HQ
Early August Start 01.19 to 24.19 10 Mtr (10 Aufk, 40 Krd, 20 Inf, 10
01.07 to 24.06 Arty, Truck) †
5-5-3 MG Bn (5)
2.02: 3-5-8 Aufk Bn (Lehr)
Axis needs to capture two of them before
4-4-3 Brkdwn Rgt 26-2-2 Arty Grp
Level 2 Airbase Level 1 Airbase
on 19 August, and then hold on.
1 SP 1 SP

General Information 13.05: 35.06:


First Turn: 8 August 41 12th Corps HQ 24th Mtr Corps HQ
Last Turn: 8 Sept 41 20-4-3 Inf Div (167; -2 steps) † 4 Pz Div (7 Aufk, 34 Krd, I-35 Pz, 12
Total Game Length: 10 turns 26-2-2 Arty Grp Inf, 103 Arty, Truck) †
First Player: Soviet 1 SP 5-5-8 AG Bn (203, 226)
Setup Order: Axis first 26-2-2 Arty Grp
Weather: Normal Flight on 8 August 14.02: 1 SP
20-4-3 Inf Div (31; -1 step) †
Special Scenario Rules 36.04:
Axis divisions marked with a cross (†) 15.10: 20-5-4 Inf Div (78; -1 step) †
can setup within 1 hex of the listed 53rd Corps HQ
location. 20-4-3 Inf Div (255; -1 step) † 37.09:
26-2-2 Arty Grp 9th Corps HQ
Level 1 Airbase 20-4-3 Inf Div (263; -1 step) †
1 SP 5-5-8 AG Bn (184, 192)
26-2-2 Arty Grp
motorized divisions in the initial setup.
16.03: 1 SP
Put their formation markers in a cup
20-4-3 Inf Div (112; -1 step) †
and randomly pull out…
38.05:
A) 5 that must add their Krd battalion 18.04: 7th Corps HQ
to the Dead Pile. 20-4-3 Inf Div (17; -1 step) † 20-4-3 Inf Div (23) †
B) 7 others that must add their Aufk 5-3-8 AG Bn (201)
battalion to the Dead Pile. 20.05: 26-2-2 Arty Grp
20-4-3 Inf Div (131) † Level 1 Airbase
1 SP
Axis Set-Up Information 20.07:
Rail Cap: 2 1 Cav Div (I/1 Cav, II/1 Cav, I/2 Cav, 40.04:
Reserve Markers: 7 available II/2 Cav, I/21 Cav, I/22 Cav, II/22 20-4-3 Inf Div (197; -1 step) †
Supply Cache Markers: 2 available Cav, 1 BC, 1 Arty) †
Reinforcements: Per Order of Arrival 41.07:
Variable Repls: Per Repl Table 24.06: 20-4-3 Inf Div (292; -1 step) †
Dead Pile: 20-4-3 Inf Div (34; -1 step) †
3 Pz Div (II-6 Pz, 394 Inf ) (1)-2-5 RR Bn (II/2) 43.06:
4 Pz Div (II-35 Pz, 33 Inf ) 20-4-3 Inf Div (137; -1 step) †
7 Pz Div (III-25 Pz, 7 Inf ) 24.19:
10 Pz Div (I-7 Pz, 69 PG) (1)-2-5 RR Bn (I/2) 18.18:
12 Pz Div (III-29 Pz, 25 Inf ) 7-3-2 Sec Div (221)
17 Pz Div (III-39 Pz, 63 Inf ) 25.04: Level 1 Airbase
18 Pz Div (II-18 Pz, 101 Inf ) 20-4-3 Inf Div (258; -1 step) † 2T
19 Pz Div (III-27 Pz, 74 Inf )
20 Pz Div (III-21 Pz, 112 Inf ) 29.04: 19.28:
10 Mtr Div (41 Inf ) 20-4-3 Inf Div (7) † 4-3-2 Sec Div (286)
18 Mtr Div (51 Inf ) 2-4-8 PJ Bn (521) Level 1 Airbase
20 Mtr Div (90 Inf ) 2T
29 Mtr Div (71 Inf ) 32.04:
SS-R Mtr Div (Deutld Inf ) 3 Pz Div (1 Aufk, 3 Krd, I-6 Pz, III-6 34.29:
Pz, 3 Inf, 75 Arty, Truck) † 20-4-3 Inf Div (6; -1 step) †

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Smolensk, OCS #17

29.29: 2.18 and 23.20 (each): 44.12:


3-5-10 PJ Co (1/8) Level 1 Airbase 20-4-3 Inf Div (268; -1 step) †
Truck Extender 2T
With any Axis HQs:
32.25: 37.24: 4 Truck Points
19 Pz Div (19 Aufk, 19 Krd, I-27 Pz, 57th Mtr Corps HQ 2 Wagon Points
II-27 Pz, 73 Inf, 19 Arty, Truck) † 20 Pz Div (92 Aufk, 20 Krd, I-21 Pz, 2 SP
II-21 Pz, 59 Inf, 92 Arty, Truck) †
34.17: 2-4-8 PJ Bn (643) At any air bases:
47th Mtr Corps HQ 30-2-3 Werfer Rgt (51) 1x Bf-109e * 5x Bf.109f *
7-5-7 Flm Bn (100) 18-2-3 Werfer Bn (3, 103) 2x Bf.110 2x He.111 *
2-4-6 PJ Bn (611) 1 SP 2x Ju.87b * 1x Ju.88
26-2-2 Arty Grp 1x Ju.52
1 SP 38.16: “*” = one unit begins reduced
29 Mtr Div (29 Aufk, 29 Krd, 15 Inf,
34.18: 29 Arty, Truck) † Half of the counters of each plane type
39th Mtr Corps HQ (Bf.109e-7, Ju.87b, etc.) must begin
20 Mtr Div (20 Aufk, 30 Krd, 76 Inf, 39.28: Inactive. Round fractions up.
20 Arty, Truck) † 18 Mtr Div (18 Aufk, 38 Krd, 30 Inf,
5-5-8 AG Bn (189, 210)
7-5-7 Flm Bn (101) Soviet Set-Up Information
2-5-4 Pio Bn (43) 40.19: Rail Cap: 4
26-2-2 Arty Grp 20-4-3 Inf Div (8) † Reserve Markers: 6 available
Level 1 Airbase Supply Cache Markers: 2 available
Wagon Extender 40.22: Reinforcements: Per Order of Arrival
5 Truck Points 10-5-4 Inf Bde (900) Variable Repls: Per Repl Table
4 SP Dead Pile:
40.24: 1x IL.2
35.22: 20-4-3 Inf Div (5, 106; both -1 step) † 1x SB.2
7 Pz Div (37 Aufk, 7 Krd, I-25 Pz, II-25 1x Yak.4
Pz, 6 Inf, 78 Arty, Truck) † 40.26: 4th Army HQ
20-4-3 Inf Div (129; -1 step) † 1 Mtr Div (41 Inf, Boris Tk)
36.13: 20-1-3 Tk Div (13, 18)
18 Pz Div (88 Aufk, 18 Krd, I-18 Pz, 41.15: 18-1-3 Tk Div (104)
III-18 Pz, 52 Inf, 88 Arty, Truck) † 46th Mtr Corps HQ 14-1-3 Tk Div (51)
30-2-3 Werfer Rgt (53) SS-R Mtr Div (R Aufk, R Krd, 11SS Inf, 6-2-3 Inf Div (109)
Level 1 Airbase Fuhrer Inf, R Arty, Truck) † 12-2-2 Inf Div (17, 49, 61, 102,
2T 10-5-4 Inf Rgt (IRGD) 117, 154, 167, 172)
Wagon Extender 2-3-8 PJ Bn (529) 11-1-1 Inf Div (18, 46, 155, 187)
18-2-3 Werfer Bn (6, 8, 105) 10-0-1 Inf Div (145, 149)
37.18: 1 SP 4-1-1 Inf Div (26 Tk, 38 Tk, 210)
8th Corps HQ 4-3-6 MC Rgt (27, 31)
20-4-3 Inf Div (28; -1 step) † 41.16: (5)-1-1 UR Bde (62, 63, 66)
26-2-2 Arty Grp 17 Pz Div (27 Aufk, 17 Krd, 40 Inf, (2)-4-3 NKVD Bdr Rgt (38, 105)
1 SP I-39 Pz, II-39 Pz, 22 Arty, Truck) † (2)-2-2 Alarm AT Rgt
3-1-1 Alarm Mil Rgt
37.21: 43.14: 2-1-3 Alarm Tk Bn
5th Corps HQ 20th Corps HQ 2x 26-1-1 Arty Bde
12 Pz Div (2 Aufk, 22 Krd, I-29 Pz, 10 Pz Div (90 Aufk, 10 Krd, II-7 Pz, 86
II-29 Pz, 5 Inf, 2 Arty, Truck) † Inf, 90 Arty, Truck) † 20.00:
20-4-3 Inf Div (35; -1 step) † 26-2-2 Arty Grp 21st Army HQ
3-3-6 PJ Bn (561) 1 SP 12-2-2 Inf Div (42; -1 step)
26-2-2 Arty Grp 26-1-1 Arty Bde
1 SP 44.13: 1 SP
20-4-3 Inf Div (15) †
39.21: 20.02:
20-4-3 Inf Div (161) † 12-2-2 Inf Div (55, 151; both -1 step)

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21.02: 52.05: 41.23:


11-1-1 Inf Div (132; -1 step) 12-2-2 Inf Div (53; -1 step) 12-2-2 Inf Div (50, 89, 91)
11-1-1 Inf Div (217) (2)-2-2 Alarm AT Rgt
24.03:
11-1-1 Inf Div (143; -1 step) 52.09: 42.20:
28th Army HQ 12-2-2 Inf Div (108)
27.03: 3-1-1 Alarm Mil Rgt
12-2-2 Inf Div (6) (2)-2-2 Alarm AT Rgt 42.21:
26-1-1 Arty Bde 12-1-3 Tk Div (101; -1 step)
29.01: Level 1 Airbase 3-1-1 Alarm Mil Rgt
18-1-3 Tk Div (50; -2 steps) 1 Wagon Point
12-1-3 Tk Div (55; -1 step) 3 SP 42.25:
6-2-3 Inf Div (219) 11-1-1 Inf Div (166)
4-3-6 MC Rgt (12) 53.05: 10-0-1 Inf Div (162)
26-1-1 Arty Bde 43rd Army HQ
4-3-6 MC Rgt (20) 42.27:
29.02: (2)-2-2 Alarm AT Rgt 16-2-5 Mtr Div (107; -1 step)
12-2-2 Inf Div (137, 148, 160; all -1 26-1-1 Arty Bde 12-2-2 Inf Div (251; -1 step)
step) 1 SP 26-1-1 Arty Bde

31.03: 56.06: 43.16:


11-1-1 Inf Div (121) 11-1-1 Inf Div (280, 282) 12-2-2 Inf Div (107, 161)

41.02: 59.05: 43.18:


5-3-3 Abn Bde (7) 12-2-2 Inf Div (269) 11-1-1 Inf Div (233; -1 step)
6-2-4 Cav Div (47)
61.04: 44.20:
42.02: 3rd Army HQ 16th Army HQ
7-3-4 Cav Div (21 Mtn, 52) 5-4-4 Abn Bde (214) 12-2-2 Inf Div (119)
(5)-1-1 UR Bde (65) (2)-2-2 Alarm AT Rgt
43.01: 26-1-1 Arty Bde 26-1-1 Arty Bde
13th Army HQ Level 1 Airbase 1 Wagon Point
12-2-2 Inf Div (24; -1 step) 2 Truck Points 2 SP
5-4-4 Abn Bde (8) 2 Wagon Points
26-1-1 Arty Bde 6 SP 45.15:
1 SP 18-1-3 Tk Div (102; -2 steps)
36.33: 12-1-4 Mtr Div (103; -1 step)
45.04: 11-1-1 Inf Div (252; -1 step)
2-1-4 Cav Div (43) 45.17:
6-2-4 Cav Div (32) 40.29: 12-2-2 Inf Div (73, 129, 229; each -1
12-2-2 Inf Div (250; -1 step) step)
45.11: 10-0-1 Inf Div (242)
11-1-1 Mil Div (4M; -1 step) 46.14:
40.31: 12-2-2 Inf Div (19)
46.08: 29th Army HQ
12-2-2 Inf Div (222) 11-1-1 Inf Div (243; -1 step) 46.17:
11-1-1 Mil Div (6M; -1 step) 7-3-4 Cav Div (50, 53) 20th Army HQ
4-2-3 NKVD Inf Rgt (1) 13-3-3 Inf Div (127; -2 steps)
46.12: 26-1-1 Arty Bde (2)-2-2 Alarm AT Rgt
18-1-3 Tk Div (105; -2 steps) 1 SP 26-1-1 Arty Bde
12-1-4 Mtr Div (106; -1 step) 1 Wagon Point
3-1-1 Alarm Mil Rgt 41.18: 2 SP
26-1-1 Arty Bde 12-2-2 Inf Div (144; -1 step)
46.16:
50.10: 41.21: 12-2-2 Inf Div (152, 153; both -1 step)
13-3-3 Inf Div (100) 11-1-1 Inf Div (38, 64; one is -1 step)

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Smolensk, OCS #17

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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Smolensk, OCS #17

45.14: 46.08: 40.28:


20-4-3 Inf Div (292; -1 step) † 12-2-2 Inf Div (222) 12-2-2 Inf Div (220, 250; one is -1 step)
10-0-1 Inf Div (242; -1 step)
With any Axis HQs: 46.03:
5-5-8 AG Bn (184, 189, 210) 12-2-2 Inf Div (278) 40.31:
4 Truck Points 11-1-1 Inf Div (217) 29th Army HQ
1 Wagon Point (2)-2-2 Alarm AT Rgt 12-2-2 Inf Div (246; -1 step)
2 SP 7-3-4 Cav Div (50, 53)
46.11: 4-2-3 NKVD Inf Rgt (1)
At any air bases: 11-1-1 Inf Div (303) 26-1-1 Arty Bde
1x Bf-109e * 4x Bf.109f 1 Wagon Point
2x He.111 * 1x Ju.88 46.12: 1 SP
1x Ju.52 13-3-3 Inf Div (120)
“*” = one unit begins reduced 41.23:
48.08: 11-1-1 Inf Div (38, 64; one is -1 step)
Half of the counters of each plane type 18-1-3 Tk Div (104; -2 steps)
(Bf.109e, Ju.88, etc.) must begin Inac- 41.25:
tive. Round fractions up. 50.10: 16-2-5 Mtr Div (107; -2 steps)
12-2-2 Mil Div (1M, 17M; each -1 step) 10-0-1 Inf Div (162)

Soviet Set-Up Information 51.09: 41.26:


Rail Cap: 4 11-1-1 Mil Div (5M, 18M; one is -1 11-1-1 Inf Div (166, 244)
Reserve Markers: 6 available step)
Supply Cache Markers: 2 available
Reinforcements: Per Order of Arrival 52.02: 41.27:
Variable Repls: Per Repl Table 18-1-3 Tk Div (105; -2 steps) 14-1-3 Tk Div (51; -1 step)
Dead Pile: 10-0-1 Inf Div (134)
1x I.16 52.09: 26-1-1 Arty Bde
1x MiG.3 33rd Army HQ
3x IL.2 10-0-1 Mil Div (9M, 21M; both -1 step) 42.17:
2x SB.2 26-1-1 Arty Bde 12-2-2 Inf Div (107)
1x Su.2 Level 1 Airbase
2x Yak.4 1 Wagon Point 42.19:
1 Mtr Div (93 Recon, 41 Inf, 12 2 SP 12-2-2 Inf Div (91, 153; one is -1 step)
Tk, Boris Tk)
20-1-3 Tk Div (14, 17) 53.05: 42.20:
12-1-4 Mtr Div (103, 106) 43rd Army HQ 12-2-2 Inf Div (108, 119)
6-2-3 Inf Div (109) 18-1-3 Tk Div (109; -2 steps)
8-1-5 Tk Rgt (114) 12-2-2 Inf Div (211) 42.21:
12-2-2 Inf Div (61, 158) 26-1-1 Arty Bde 12-2-2 Inf Div (50, 89)
11-1-1 Inf Div (46, 233) 1 Wagon Point
10-0-1 Inf Div (145) 1 SP 43.23:
4-1-1 Inf Div (26 Tk, 38 Tk, 210) 19th Army HQ
4-3-6 MC Rgt (9, 20, 27, 31) 57.01: (2)-2-2 Alarm AT Rgt
2x 3-1-3 Alarm Mil Rgt 12-2-2 Inf Div (279) 26-1-1 Arty Bde
2x 2-1-3 Alarm Tk Bn 1 Wagon Point
2x (2)-2-2 Alarm AT Rgt 61.04: 1 SP
(2)-4-3 NKVD Bdr Rgt (38, 86, 28th Army HQ
105) 26-1-1 Arty Bde 44.17:
(5)-1-1 UR Bde (58, 61, 63, 66) Level 1 Airbase 13-3-3 Inf Div (100)
1 Truck Point
44.07: 3 SP 44.20:
10-0-1 Inf Div (149) 12-2-2 Inf Div (144, 161; one is -1 step)
34.31:
45.11: 12-2-2 Inf Div (251; -1 step) 45.17:
12-2-2 Inf Div (53; -1 step) 11-1-1 Inf Div (243, 252; each -1 step) 18-1-3 Tk Div (102; -2 steps)
12-2-2 Inf Div (129; -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

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Smolensk, OCS #17

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.

of operations, so it has been wired into Command Perspective: Joseph Stalin


the game. Some of the Axis withdrawals
are headed through Entry K, tangling Comrades, our forces are numberless. The overweening enemy will soon
almost immediately with Soviet 22nd learn this to his cost. Side by side with the Red Army many thousands of
workers, collective farmers and intellectuals are rising to fight the enemy
south, to capture Gomel and then drive aggressor. The masses of our people will rise up in their millions. The working
on behind Kiev.
people of Moscow and Leningrad have already begun to form vast popular
For better or worse, the decision was
levies in support of the Red Army. Such popular levies must be raised in
-
tion. We did wrestle a bit with making every city which is in danger of enemy invasion; all the working people
the Germans exit at Entry E and K, but must be roused to defend our freedom, our honour, and our country in
it seemed artificial to ask them to finesse our patriotic war against German fascism.

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The Gamers, Inc.

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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© 2018 All Rights Reserved. Page 21
Smolensk, OCS #17

of a unit already in the dead pile. Some


notes of potential interest: in designing even a relatively small game panzer groups shift toward Leningrad
- like this? Hans packed in a lot into a and Kiev. As if by magic, both sides have
sion (12-1-4) is transformed into tight collection of game-specific rules! large numbers of troops disappear. Be
the 107th. (Take note there is also What I really love about developing an aware of these impending withdrawals
a rifle division with that number.) OCS game is my ringside seat watching
the design, research, and testing teams a good time to stress that it is ok to
regiments, so we call it a motorized strive to make the final product better. remove a unit with identical factors. So
division (some sources give it a tank when the Soviets remove those thirty
took several years, and its development divisions, the first look should be to
mother, with 204 tanks, so it rates took another two. By the time Smol- the Dead Pile.
as a 16-2-5. By the time GBII begins ensk -
it has been worn down to a 12-2-5. but will be severely limited by supply
wanted the testers to say it was perfect concerns. Supply arrivals decline pretty
as an odd “yellow” division because and we were done. To their credit, they drastically after all the loaded trucks and
its motorized regiment was left in found aspects of our “good enough”
- were something less than great, and per turn is woefully inadequate for an
sion devolves into an 8-1-5 tank the game became better for the efforts. army that includes a dozen (or more)
regiment. It is worth noting that mechanized formations. To win under
my friends Perry Andrus, John Bowen, these logistical constraints, use your fuel
be disbanded in either August or Stephen Campbell, Jeff Coyle, Roland wisely and ammo sparingly.
September, many becoming inde- LeBlanc, and John Leggat. Not surpris- Near the initial frontline are three cities:
pendent tank regiments or brigades. ingly, all are +6 shifts in my book! Vitebsk, Orsha, and Mogilev. Clearing
them requires some maneuver to cut the
Division (12-1-4), after losing all of enemy supply paths, but ultimately will
its vehicles, has an infantry regiment boil down to street fighting.
added and is reformed as straight Situation Notes
rifle division (a 10-0-1). Smolensk, as a 1-map OCS design, has is another serious obstacle. It is essential
Red Air Force. GBII put some serious some “edge” issues. to quickly capture the bridge at Bykhov
range restrictions on Soviet air missions. or get a unit forward so a Construction
To the west lies Minsk. Several hundred marker can be placed to bridge the river.
In Smolensk all of the air units were thousand Soviets were pocketed there,
supporting the armies fighting on this and as our game begins the remnants southeast from Vitebsk is very inviting
cut the ranges in half. to a German thrust trying to cut the
supply columns. An interesting chal-
lenge faced by the Axis is the proper the 20th Army to a fight to the death,
positioning of Extenders during the
use in combat, and was not particu- first weeks of action. Each panzer group need to delay a direct German advance
larly effective. As such, the planes are can deploy a wagon and truck Extender, upon Smolensk.
portrayed as weakened, 1-step units.
forward is tricky. Equally important, the
Optional Rules. Smolensk has a clean course, is that a panzer breakthrough
rule set that runs less than five pages. will cut one of his armies out of supply.
away, putting the Orsha gap at the limit
Even so, the Soviets must cling tena-
the optionals, and the interesting one ciously to key blocking positions and
is 4.1a, which lets players remove some accept the fact that some units will be
to deploy (and pay refit) on the map.
the Soviets to build hedgehogs and use Supply Cache marker will be helpful,
lie the battlegrounds of Velikiye Luki staving off attrition for a turn, and it is
trivial, but it really helps them a great and Gomel. Imagine the temptation also wise to concentrate some wagons
to expand the scope to include these for potential use as an Extender.
huge, because Guderian & Hoth were actions! But these are side-shows (unless
loose cannons in this campaign: bril- the design expanded to Kiev, etc.). Given the plodding nature of the Red
liant, yes, but impossible to control. Army, another challenge will be disen-
Letting the player, as von Bock, freely gaging from the Dneper line. In Move
few “edge of the world” issues affecting Mode it takes two turns for a “fast” rifle
manuever his panzer divisions and allo-
cate his SP is a very interesting what-if. division to get from Orsha to Smolensk

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© 2018 All Rights Reserved.
The Gamers, Inc.

along the good road, and to skedaddle


from anywhere else (or with one of the unique, in that Army Group Center Common Rebuild Chart
“slow” rifle divisions) takes even longer. must fend off strong Soviet attacks with Aircraft — only via Repl Table
Ideally, you begin the great retreat when what is essentially an infantry army. Anti-Tank Bn (German) — 1x Eq
going second in the turn, but optimal German quality will still largely win out, AT Alarm Rgt — Special (see 1.6c)
timing is a luxury not always given by but at Smolensk a heavy toll in blood Artillery Rgt or Bde — 2x Eq
the initiative rolls. would be collected along the long road Arm Car Bn — 1x Eq
to Moscow. Arm Recon Bn (Soviet) — 1x Eq
Hoth and Guderian want to close a big Assault Gun (AG) Bn — 1x Eq
pocket there and decimate the enemy Aufk Bn (German) — Special (1.6c)
retreating from the Dneper. Timoshenko Bicycle Cavalry Bn — 1x Pax
- Abbreviations Breakdown Rgt — return to pool
ment and keep a strong shield protecting Cavalry Bn (German) — 1x Pax
Arm — Armor
Cavalry Div (Soviet) — 2x Pax
Abn — Airborne
Hoth” rule imposes friction on attempts Flm Panzer Bn — No Rebuild
AC — Armored Car
to form a tight pocket near the Dividing HQ (any size or type) — 1x Eq + 1 Pax
AG — Assault Gun
Infantry Bde — 2x Pax
AT — Antitank
some of 20th Army to escape a possible Infantry Div step — 2x Pax
Arty — Artillery
trap at Krasnoye in July, and also prove Infantry Div (Red) — No Rebuild
Aufk — Armored Reconnaissance
the salvation of 16th Army at Smolensk Infantry Rgt — 2x Pax
Bdr — Border Guard
itself. Krd (Motorcycle) Bn — Special (1.6c)
Boris — Borisov Tank School
MG Bn — 1x Pax
Cav — Cavalry
Militia Div step — 1x Pax
open terrain north of the city dooms any Deutld — Deutschland
Militia Alarm Rgt — Special (see 1.6c)
defense of Smolensk once the Germans Flm — Flamethrower
Motorcycle (MC) Rgt — 2x Pax
have advanced past Demidov. Yes, there Gds — Guards
Mtn Cav Div — 2x Pax
are considerable reinforcements, but you Grp — Group
Mtn Inf Div step — 2x Pax
gotta know when to hold and when to Inf — Infantry
NKVD Border Rgt — No Rebuild
fold — the rifle divisions saved in July IRGD — Inf Rgt Gross Deutchland
Panzer Bn — 1x Eq
will be bolstering your attacks in August KG — Kampfgruppe
Para Inf Bde (Soviet) — 3x Pax
and September. Krd — Kradschutzen (motorcycle)
PG (Arm Inf ) Rgt — 1x Eq + 1x Pax
M — Moscow Militia
Most players leading the Soviets will Pio Bn — 2x Pax
MC — Motorcycle
PJ Bn — 1x Eq
MG — Machine Gun
is natural, given the AR differentials, but RR Bn or Rgt — 1x Pax
Mtr — Motorized
this is a game where both sides need to Sec Rgt — 1x Pax
Mtn — Mountain
attack. But pick those fights wisely: Sec Div step — 1x Pax
NKVD — Security/Police (Soviet)
Tank Alarm Bn — Special (see 1.6c)
Para — Parachute
and artillery to advantage. Tank Bn, Rgt, or Bde — 1x Eq
PG — Pz Grenadier (mech infantry)
Tank Div step — 1x Eq + 1x Pax
Transport Points — see OCS 13.5e
are in Move Mode and scattered a Pio — Pioneer (engineer)
UR Bde — 1x Pax
bit too freely. When they wander Pol — Police
Werfer Bn — 1x Eq
into your ambush, let them have it! Pz — Panzer
Werfer Rgt — 2x Eq
R — Das Reich
Repl — Replacement Reminder:
is nearly out of supply, even a few A Ftr or Tac repl only rebuilds 1 step.
RR — Railroad
tokens for defense can be hard to
Sec — Security
come by. Furthermore, after estab-
SS — Schutzstafel
lishing an aggressive posture your
UR — Fortified Area
opponent will tend to play more
Werfer — Nebelwerfer rockets
cautiously.

every Soviet attack culminates in the


dreaded AL2 result, but there will also
be times when the German player begins
Command Perspective: Fedor von Bock
to doubt whether his army can take the If, after all the successes, the campaign in the east now trickles away in
pounding for much longer. dismal defensive fighting for my army group, it is not my fault.

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© 2018 All Rights Reserved. Page 23
Smolensk, OCS #17

Terrain Effects Chart


Movement Special Modifiers
Feature Combat Line Track Truck Leg Armor Mech Other
Open Open 1 1 1 [x 2] [x 2] x1
Woods Close 2 3 1 x1 x1 x1
Forest Close 3 4 2 x 1/2 x1 x1
Swamp Very Close P P 3 x 1/2* x 1/2* x 1*
Village Close ot ot ot x1 x1 x1
Minor City Very Close ot ot ot x 1/2 [x 1/2] x1

Secondary Road ot 1/2 1/2 1/2 ot ot ot


Track ot 1 1 1 ot ot ot
Railroad ot 1 1 1 ot ot ot
Minor River ot +3 +5 +1 [x 1/2] [x 1/2] [x 1/2]

Lake/Blocked ot P P P [x 1/4]* [x 1/4]* [x 1/4]*


[x#] — Attack times the multiple in brackets; Defend at x 1. P — Movement Prohibited.

Axis Supply Table Axis Repl Table Special Repl (1.6c)


Prior to 19 August, each turn roll a die
Roll Early Late Roll Ftr Tac Pax Eq to check for “free” rebuilds.
2-3 3 1 7 or less - - - -
4-5 5 2 8 - - 1 - Soviet Table Axis Table
6-8 7 3 9 1 - 1 - 1-2 Div & Cache 1-4 Cache
9-10 9 4 10 1 1 2 1 3-6 Div & Alarm 5-6 Aufk/Krd
11-12 11 5 11-12 2 1 2 1

See 3.1 for placement -1 to rolls on or after 19 August


“Early” is before 19 August Also check Special Repl (1.6c)
“Late” is on or after 19 August

Soviet Supply Table Soviet Repl Table Weather Table


Roll Early Late Roll Ftr Tac Pax Eq Limited Normal
2-3 5 3 6 or less - - - - Flight Flight
4-5 7 4 7-8 - - 1 - Roll one die —> 1 2-6
6-8 9 5 9 1 - 2 1
9-10 11 6 10 1 1 2 1 “Limited Flight” means air missions are
11-12 13 7 11-12 2 1 2 1 not allowed in Exploitation or Reaction
(they are only allowed in the Movement
See 2.1 for placement -1 to rolls on or after 19 August Phase). Also, Hip Shoot missions are
not allowed on these turns.
“Early” is before 19 August Also check Special Repl (1.6c)
“Late” is on or after 19 August “Normal Flight” means the standard
series air rules apply.

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© 2018 All Rights Reserved.

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