Jean-Claude Besida

Each turn represents three weeks of real time.  Each hex represents approximately 35km.  Units are armies and corps.

1         Counters

Units have the following characteristics:

·         Combat value: used to calculate strength in combat.

·         Movement Allowance:  The number of movement points [PM] the unit can spend during its movement phase.

Motorised units can move again during the exploitation phase at half their movement allowance.  Their PM are shown in white on black. 
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·         Quality:  represents the value of the unit: used to modify combat die rolls.

·         Steps: the number of losses the unit can withstand.  Used for combat and stacking.

2         Sequence of play

·         Axis operations phase

-          Isolation checks (from turn 2)

-          Rebase air units (from turn 2)

-          Rail movement (from turn 2)

-          Fort construction (from turn 4)

-          Movement

-          Combat

-          Exploitation by motorised units

-          Movement of rail markers.

·         Soviet operations phase

-          Isolation checks (from turn 2)

-          Replacements and reinforcements

-          Rail movement

-          Fort construction (from turn 2)

-          Movement

-          Combat

-          Exploitation by motorised units.

·         Victory phase

3         Stacking

A maximum of 6 stacking points (=steps) can be stacked in each hex.

4         Zones of Control

Each unit or stack with at least two stacking points exerts a zone of control (ZoC) into the six adjacent hexes  provided that it would be
able to move there by spending its total movement allowance.

NB: this means that a motorised unit does not project a ZoC into a marsh hex when the weather is “Mud” as its
reduced movement allowance prevents it from moving there.

-          An enemy ZoC is cancelled for supply, rail movement and retreat after combat by the presence of a friendly unit. 
   The presence of a friendly unit does not, however, cancel the requirement to stop normal  or exploitation movement
   when entering  an enemy ZoC.

-           ZoCs do not extend into major city hexes, nor across estuaries, lakes and uncrossable straits.

NB a unit can always retreat into a major city from a combat in an adjacent hex.

5         Movment

·         Movement phase

All units can move from hex to hex by spending the number of movement points indicated on the terrain effects chart (TEC).

-          A unit must cease its movement on entry into an enemy ZoC. [EZoC]

-          A unit must always spend an extra movement point to leave an EZoC.

-          A unit can only move directly from one EZoC to another if it is faster than the enemy units projecting the ZoC. 
   Otherwise, the first hex entered when leaving an EZoC must be free of  EZoCs..

-          A unit can always move at least one hex per phase unless prohibited by the rules above.

·         The Exploitation phase

In clear weather, supplied motorised units may move half their movement allowance (round fractions up) during the exploitation phase. 
In icy weather, exploitation movement is reduced to 2PM for all motorised units, whatever their original movement allowance.

·         Reaction Movement

For each friendly hex attacked during the enemy combat phase, one unit can attempt a reaction move at the moment of combat.

This unit must:

1 - Be motorised or cavalry

2 - Be a maximum of two hexes from the combat (adjacent when the weather is mud or deep freeze).

3 - Not be under attack itself.

4 - If Soviet, not be in an EZoC.

A reaction test is made by rolling D6 and comparing the result to the units quality.  If the result is less than or equal to the unit’s quality
rating the unit may move up to half its PM in any direction.  It may not participate in an overrun attack and must keep to stacking limits. 
Reaction movement itself does not cost PM.

NB  Reaction movement is useful either to reinforce a nearby defender or to open up a path of retreat for a unit
that would otherwise be surrounded by EZoCs

·         Strategic Movement

Any unit that does not enter an EZoC receives an extra 1 PM to spend in its movement phase  (but not during the exploitation
phase).

6         Combat Phase

Phasing units are never obliged to attack.  If several enemy units are in the attackers ZoC, it is not compulsory to attack them all.

Combat is resolved as follows:

·         Choice of combat options:

Before resolving combat, players announce which options they are choosing, in the following order:

-          Aerial and/or naval support (attacker, then defender).

-          Artillery support (defender, then attacker).

-          Paratroop support (attacker only)

-          Joukov option (Soviets only)

-          Coup de main (attacker only).

·         Possible Reaction movement: by one of the defender’s mobile units.  (Possibly reinforcing the defender or
   opening up a path of retreat by neutralising an EZoC.

·         Determine size of attack: according to the largest number of steps either on the attack of defence.  The attacker
   rolls one or two dice:  1 for up to 6 steps;  2 for 7 steps or more.

·         Indicate lead unit: each side, starting with the attacker.  This unit takes the first combat loss and its quality rating is
   used to calculate any quality bonuses.  

When a motorised unit participates in an attack, it must be the lead unit.

The difference in quality between the two lead units gives a positive or negative modifier to the combat  odds(a shift of between –4 and
+4 on the combat results table [CRT].

·         Calculate combat odds: a function of combat values and terrain.  Fractions are rounded in favour of the defender.

·         Apply results: the numbers obtained are the number of step losses for each side.  The defender’s second step loss
   can be converted to a one hex retreat.

The attacker applies his results first.  He may not retreat and must take all results as step losses.

Exceptions:

1- Soviet units cannot retreat on turn one and must suffer all combat results as losses.

2 - Static units (garrisons and militias) cannot retreat and must take all results as losses.

6.1    Retreat and advance after combat

A unit or stack must retreat in the direction of a supply source.  If it retreats into a non-cancelled EZoC it suffers an extra step loss. 
Retreat through enemy units is not allowed.

If not retreat is possible the s tack remains in place and takes the required number of losses.  

Victorious attackers may advance into the defender’s hex up to the stacking limit, ignoring any EZoCs

7         Overruns

Any supplied stack of motorised units which does not start movement in an EZoC may make an overrun attacks during its movement.

Overrun attacks may take place during the movement and exploitation phases but not during the reaction phase.

The overrunning units must spend the PM cost of the defender’s terrain + 1 and then resolve the attack normally.

7.1    Forbidden terrain

Overruns are not allowed in the following terrains: major city, marsh, arctic, across rivers.

7.2    Limitations

Air support is allowed but no naval or artillery support.

At the end of the overrun combat, the attacking units may move into the defender’s hex (if vacated) and continue to spend the rest of
their PM, spending, if necessary +1PM to leave an EZoC.

8         Supply

Supply is judged during the Isolation phase.

To be in supply units must trace a line of supply equal less than or equal to their current PM (as modified by weather) to a supply
source or to a railway leading to a supply source.

Terrain costs depend on whether or not the checking unit is motorised.  The hex of the checking unit is not counted but the supply
source hex is.

EZoCs  block supply lines unless negated by a friendly unit.

Any unit unable to trace supply is out of supply and is marked with an “isolée” marker.

8.1    Penalties

-          No exploitation movement for motorised units.

-          -2 die-roll penalty in attack or a +1 to the attacker when the OOS unit is defending.

In the isolation phase units marked “isolée” which can now trace a line of supply have their marker removed.  Otherwise, the marker
remains in place and each isolated stack loses one step.

8.2    Supply Sources

-          Axis:  the following major cities:  Konigsberg, Warsaw, Helsinki, Bucarest and rail hexes on the western edge of the
   map.  Helsinki may supply non-Finnish units only if Konigsberg, Riga and Talinn are controlled by the Axis.

-          USSR: every major city connected by railroad to the Eastern edge of the map.  Major Russian cities (i.e. all major
   cities in the USSR except Lvov and Riga), when isolated, can act as a limited supply source for four Soviet steps. 
   Permanent forts are always in supply.

-          Ports:  Ports belonging to the side with naval superiority whose land supply lines are cut can act as a limited supply
   source for 2 steps.  In order to achieve naval superiority it is necessary to control 2 out of 3 ports on the Black Sea
   or 3 out of 5 in the Baltic.

9         Reinforcements and Replacments

9.1    Reinforcements

On their turn of arrival reinforcements are deployed one unit per major city in their owning country (Germany: Warsaw or
Konigsberg; Roumania: Bucharest ; Italy , hex 0131, Hungary : hex 0124; Finland : Helsinki ) or as directed in the
scenario notes.

If the arrival hex is controlled by the enemy player the arriving unit must be placed in the nearest friendly town.  These units can be
used normally on their turn of arrival.

9.2    Replacements

Each side receives replacements during its turn.  Every supplied unit which has suffered losses can receive 1 step of replacements each
turn it is on or next to a friendly railway hex – and for German units a maximum distance of 20 rail movement points from the frontier.
(This calculation can be affected by the presence of partisans).  Units receiving replacements can be in an EZoC

-          Basic replacements:  The basic number of replacement steps available each turn is ¼ of German infantry and
   motorised losses and 1/5 of Soviet infantry.    The Finns and Roumanians have one infantry replacement point for the
   whole campaign.

-          Extra replacements:  The Soviets receive 3, 2 or 1 infantry replacement steps each turn from turn 2 depending on
   their control of major cities (see the replacement table).  Additionally, they receive one motorised replacement step
   per turn from turn 3 if they control Leningrad and Kharkov (see the replacement table).  The Germans gain an extra
   5 steps of  infantry replacements and 3 motorised steps for the whole game.

-          Loss markers:  In the course of  each combat the loss marker is advanced one box for each step destroyed unless,
   at the time of its destruction, the unit has an isolated marker or if it is surrounded by un-negated EZoCs .  During
   each side’s replacement phase one replacement point is available for each 4 (German) or 5 (USSR) steps
   eliminated.  Move the loss marker backwards 4 or 5 steps for each replacement step received.  The marker cannot
   be moved beyond 10.

   The following units are not counted when calculating losses: cavalry, militia, airborne, forts.

   Example: The Soviet infantry replacement marker is on box 7 (corresponding to 7 steps eliminated up to
   now).  The Soviet player receives one replacement step and the marker is placed on box 2.  (7 – 5).

Replacements are used to create new, combined units, to replenish weakened units or to rebuild destroyed units.  A rebuilt unit has only
one step.  The Soviet player may place them in any controlled town.  The German player places them as if they were reinforcements.  A
weakened unit is rebuilt in place.

A German corps (infantry, security or panzer) is permanently out of the game once its final step has been destroyed.  They can,
however, be replaced with an “ersatz” 3-3-3 corps by spending the same kind of replacement point as the rebuilt unit.  Soviet
mechnaised corps can neither be replenished when they are damaged nor rebuilt when destroyed.

10     Rail

Each player may move units in the rail movement phase by spending the rail points available each turn (2 for the Axis, 4 for the Soviets).

10.1 Limit

The cost is 1 rail point per step of the unit moved.  This movement can have a maximum length of 20 hexes entirely on connected rail
hexes belonging to the friendly network.  The unit carried must be in supply and cannot be in an EZoC at any point of its movement
(unless negated by a friendly unit).  This movement uses up all the unit’s movement allowance.

10.2 Friendly Network

At start, each country’s rail network is that contained within its borders.  Every connected rail hex between a rail marker and an Axis
supply source belong to the Axis rail network.  Every connected rail hex between a rail marker and a Soviet supply source belong to the
Soviet rail network.

10.3 Rail Markers

The Axis player uses rail markers to indicate which part of the Soviet rail network he controls.  At the end of each operations phase,
each marker can be moved 3 connected rail hexes, so long as they are not in an EZoC.  Rail segments of a maximum of 3 hexes long
between two junctions are considered to be controlled by the Axis at the instant when each end receives a rail marker.  Markers freed up
when two previously unconnected branches are combined can be re-used instantly on other parts of the rail network.

11     Aviation

Each side has air corps.  The first figure on the counter represents the favourable column shift conferred by the unit, the second its
range in hexes.  The Axis has 4 air corps and the Soviets 2.  Soviet air corps arrive as reinforcements during the course of the game at
any major city controlled by the Soviet player.

11.1 Air bases

Cities act as air bases.  Each minor city can base 1 air corps and each major city 2.  In the communal phase of each turn, both players can
rebase all their air corps.  The new airbase must be a city within the range of the air corps (i.e 6 hexes for the Axis and 5 for the Soviets). 
If an enemy unit enters an airbase, any air corps present are eliminated and re-enter play two turns later as reinforcements.

11.2 Air support

First the attacker decides whether he will allocate air support before each attack.  Only one air corps per side may participate in a single
combat.  Each air corps may intervene once per turn either in attack or defense.

12     Special Rules

12.1Naval Movement

Each side can move one unit of a maximum of two steps per turn, between friendly ports on the same sea (Baltic or Black Sea).  Only
the side who controls the majority of ports on the sea in question may move in this way.  The unit must start the
movement phase in a port.  Naval movement uses up all the unit’s movement points.

12.2 Axis Countries

-          Roumania:  Roumanian units cannot be stacked with nor attack with Hungarian units.

-          Finland: Finnish units south or east of their 1940 frontiers may move normally but cannot enter an EZoC.  (A
   Finnish corps could perfectly well capture Leningrad if the Soviets did not garrison it).  They may attack over the
   border but only if they themselves are within it.

-          Hungary:  The two Hungarian units only enter the war following initial succeses in operation Barbarossa (see
   paragraph 13 – Victory).

-          Italy: Italian units may not enter any hex adjacent to the Black Sea or the Sea of Azov.

-          Garrisons:  Axis units can be used to garrison objective cities.

12.3 Weather

-          Weather Zones:  The map shows two weather zones, North and South, which have variable weather conditions as
   shown on the turn track..  The first weather condition shown is for the Northern zone and the second for the
   Southern.

-          Fine weather (“Temps Clair”):  No effect.

-          Mud: (“Boue”) All units only have 2 movement points, except cavalry which have 3.  As a result, marshes and
   mountains become inaccessible to motorised units which additionally cannot cross rivers in forests).  Motorised units
   cannot exploit.  No reaction movement.  No air support.

-          Icy (“Gel”): All infantry units only have 2 movement points, all motorised and cavalry units 3.  All motorised units
   can exploit with 2 movement points.  German air support is halved (+1 rather than +2).

-          Deep Freeze (“Grand froid”):  All infantry units have 2 movement points, all motorised and cavalry units 3.  No
   motorised exploitation is allowed.  Combats have a –1 penalty to the die roll with the exception to combats involving
   mountain troops, Finnish troops, Guard Corps and Shock Armies.  No reaction movement.  German air support is
   halved (+1 rather than +2).

12.4 Fortifications

There are two kinds of fortification.  Permanent (i.e Sevastopol) and fortifications built during the course of the campaign.

-          Permanent fortification at Sevastopol:  Its combat value is shown on its counter.  During combat, add this value
   to any defending Soviet units in its hex.  The defender can also use its quality rating of 3.  The fort has two steps.

-          Campaign fortifications:  attackers receive a DRM of –1.  Campaign fortifications are automatically destroyed
   once all friendly units have left its hex.

-          Construction:  The Soviet player can fortify 2 hexes per turn from turn 2 and 3 from the moment that the Axis
   controls 8 victory points (triggering Total Mobilisation) up to a maximum of 12 forts on the map.  Forts may be
   freely destroyed in order to place them somewhere else.  The German player can fortify one hex per turn from turn 4
   up to a maximum of 3 forts on the map.

Forts may be constructed in any hex adjacent to a minor or major city or in the city itself so long as the hex is in supply and not in an
EZoC.  The fortification marker is placed at the beginning of the player’s operation phase and is immediately active.

12.5 Airborne Units

-          Initial Airborne units:  at the beginning of the game, the Soviet player has 5 airborne corps (at Minsk, Kharkov,
   Dvinsk, Kiev and Odessa) but no means to drop them.  Each airborne Corps is an infantry worth 0 steps and can
   spend 3 movement points.  When it participates in a combat stacked with at least one other Soviet unit, the airborne
   corps gives a DRM of +1 on attack or –1 on defense.  The airborne unit is eliminated whatever the result of the
   combat.  An airborne corps which is not stacked with another Soviet unit is immediately destroyed when an Axis
   unit of quality 3 or greater enters its hex.  At the end of turn 5, all of the initial Airborne units are eliminated.

-          Reconstituted Guard Airborne corps: On turn 7, the Soviet player receives a reconstituted Guards Airborne
   Corps and a second on turn 8.  These Corps can enter play in two ways:

-          The Soviet player stacks these immediately with any non-isolated Soviet unit and uses them in the same way as the
   initial Corps.

-          They are kept off-map until the movement phase when the Soviet Player decides to drop them.  In a Soviet
   movement phase,a Guard Airborne Corps can be dropped up to  6 hexes from a Soviet supplied city which is not in
   an EZoC.

If the drop hex does not contain an enemy unit the Airborne Corps is destroyed on a roll of 5 or 6.  If the hex is occupied by an enemy
unit, the Airborne Corps is destroyed on or roll of 3, 4,, 5 or 6.

In the combat phase following an airdrop the Airborne Corps may support a single friendly attack on its hex or any adjacent hex, giving
a +1 DRM and blocking any retreat through or reaction movement into its drop hex.

The Corps is then eliminated, whatever the result of the combat.

-          7th Fallschirmjaeger.  On turn 3, the German player recieves  the 7thFjD.  He can use it in two ways:

-          Either to add one infantry replacement point to the total usable during the campaign, or

-          It can be dropped within 7 hexes of an Axis controlled city.  It survives the drop on a roll of 1 to 5 or 1-4 if it
   dropped on an enemy-occupied hex.  It supports all friendly attacks on its drop hex or any adjacent hex giving a +1
   DRM, preventing any retreat or reaction movement into its hex.  It is eliminated whatever the result of the combat.

Neither side can make an airdrop on a major city.

12.6 Coups de main

-          Procedure: any time a German unit wishes to attack across a river, it can attempt a “coup de main” to avoid the
   usual combat penalties.  The coup de main succeeds on a 4-6.

-          Limits: 2 coups de main are allowed on turn 1 and 1 on turn 2.  They are not allowed subsequently.

12.7 Partisans

From the turn on which the Axis controls 18 VPs, the Soviet player receives 2 Partisans.

Placement: Partisans are placed at the beginning of the Soviet operations phase in any hex that is at least 5 hexes inside
the USSR’s Western frontier.  Only one partisan may be placed per hex.  One of the units must be placed North of the
hex row containing Bobruisk.

Within this constraint, the soviet player can place partisans every turn as he wishes.  Non-eliminated partisans stay on the map
indefinitely but cannot move.

NB: Partisan counters represent zones of activity rather than specific units.

Effect: A rail hex containing Partisans cost 4 points (out of the total allowance of 20) instead on one for rail movement
and for transferring replacements.  Partisans have no other effect.

Retreat:  If a Partisan unit finds itself in the ZoC of any Axis unit (or in the same hex for combat units without ZoCs) it is
removed from play until the end of the turn.  Eliminated partisans become available for redeployment on the next turn.

Major Cities:  If a Russian major city (i.e. any Soviet major city except Riga or Lvov) is left ungarissoned at any time
(even before partisans would normally be available) the Soviet player can choose to place a partisan there.  It takes
effect immediately.  The VPs for a major town liberated by partisans are subtracted from the Axis VP total even if it
subsequently reoccupied.

12.8 Turn 1

The following rules only apply during the first game turn:

-          The Soviet player must take all combat results as losses.  No retreats are allowed.

-          No Soviet naval support is allowed.

-          German motorised units may ignore the effects of Soviet ZoCs on movement during the movement and exploitation
   phases.

-          All German attacks receive a +1 DRM

-          Only basic Soviet replacements are allowed (1/5 of infantry losses for a maximum of 2 steps) and not the additional
   replacements (tied to control of major cities) receivable in subsequent turns.

-          Soviet ZoCs do not extend beyond the borders of the USSR.

Note: These rules simulate the effect of surprise as well as the Soviet unpreparedness of the first weeks of the
war.

12.9 Baltic Fleet

The Soviet player owns a VMF (Voenno Morskoi Flot – Navy) unit with 2 steps representing support by the Baltic fleet.

This unit provides a +1 DRM in attack and –1 DRM in defense to one combat per turn in a coastal hex within 3 hexes of a Soviet naval
base.  Initial bases are Leningrad, Talin and Riga.  After the turn in which the Axis control Konigsberg, Talinn, Riga and
Helsinki, the Gulf of Bothnia is considered as mined and the VMF may only support combats in Leningrad and the two
adjacent coastal hexes (1204 and 1305).

To eliminate the VMF, the Axis player must assign one air corps (only) to this mission (in fine and icy conditions only) to the exclusion
of any other combat mission.  The VMF is reduced by 1 step on a roll of 1 to 3.  It is permanently eliminated when it loses its second
step.

12.10         Special Terrain Types

-          Rivers:  If a unit is not entering an EZoC, or the weather is Icy or Deep Freeze, crossing a river costs no extra
   movement points.  

-          Lakes and straights:  Hexes and hex-sides marked as lakes are normally impassible.  A unit does not exert a ZoC
   across them  nor can it initiate combat across them.  In Deep Freeze weather conditions, lake hexsides are ignored. 
   Full lake hexes (Lagoda, Onega, Peipous) can be crossed (subject to the rules on ZoC effects – see section 5) but a
   unit cannot end its movement on one.

The Sea of Azov cannot be crossed in Deep Freeze weather.

Exception: The straights of Kertch (hex 1930/2031) can be crossed by the side with naval superiority in the Black Sea by
expending an extra 1 MP.

NB: This obliges the Axis to take Sevastopol if they wish to approach the Caucasus by this route.

·         Arctic Terrain:  2 MPs to enter, no motorised overrun, -1 column shift in favour of the defense.

12.11         Special Soviet Units

-          Louga and Neva operational groups:  These units appear on turns 2 and 3 near Leningrad.  They cannot be
   recreated once destroyed.

-          Militias: From the moment that the Axis control 5 victory points, the Soviet Player receives 2 Opolchenie (Militia)
   counters.  They can be placed one per major city controlled by the Soviets but only if an Axis unit has moved
   adjacent to it for the first time.

Note:  The deployment of militia can therefore interrupt the Axis exploitation phase.  It represents a
concentrated effort by the local authorities to defend a city.

These units are static, they cannot move or retreat.  They can be voluntarily destroyed by the Soviet player.  When a Militia is
destroyed, it comes back the next turn and can be freely deployed – although not at the same city.  (Each city may only generate one
Militia unit).

-          Mobile Groups:  To create a mobile group from a Cavalry Corps the Soviet player must spend one motorised
   replacement point during the replacement phase.  The cavalry corps is then turned onto its Mobile Group side and
   subsequently moves as a motorised unit.  The 3 Groups (Kachalov, Ermakov and Khostenko) enter the game on
   their mobile sides and can be rebuilt in the same way.  These units cannot be returned to play once destroyed.

-          Shock Armies:  The Soviet player has 4 shock armies (6-3-3 / 4-3-3) available from turn 7.  One shock army can
   be created each turn.  To create a 3-step shock army spend 1 infantry replacement point in the replacement phase. 
   This shock army then takes the place of a normal 2-step army.

-          Guard Cavalry Corps:  The Soviet player has 3 Guard Cavalry Corps (Belov, Dovator and Kriouchenkine).  On
   their turn of arrival they enter on their cavalry side (reduced) in any Soviet controlled city.  In order to create a
   mobile group from a Guard Cavalry Corps, the Soviet player must spend 1 motorised replacement point in his
   replacement phase.  The Guard cavalry Corps is then turned to its group mobile side and moves as a motorised unit.

These units may not return to play once destroyed.

12.12         Artillery Support

Both players have artillery support points available:  6 points for the German for the whole game (of which a maximum of 3 can be used
per turn).  3 points for the Soviet player, usable from turn 7 (with a maximum expenditure of 1 per turn).

Before any kind of combat (other than overrun) each side may allocate 1 artillery support, starting with the defender.  The artillery
marker is adjusted on the appropriate track.  Each artillery support adds one automatic step loss to the enemy.  Artillery support can
only be used in a combat if one of the friendly units participating in the combat is on or adjacent to a controlled railroad.

12.13         Joukov

For one attack or defense per turn, starting on the turn when the Axis controls !0 VPs, the Soviet player may use the Joukov option.   
When attacking, Joukov has the following effect:  1 automatic step loss to the Soviet and a +1 DRM.  In defense, the bonus is an extra 1
step loss on each side.

NB: In attack and defense the Joukov option can be used in conjunction with other modifiers.

E.g.: A Joukov attack + artillery + airborne: 1 automatic loss to the Germans, 1 for the Soviets and +2 to the
die.

13     Victory

Victory is judged by control of geographic objectives at the end of the game.  Major cities conquered by the Axis but ungarissoned do
not count as part of the total.   A minor city is controlled by the Axis if an Axis unit was the last to have occupied it.

The level of victory is recorded on the victory points track.  As soon as the Axis captures its objectives, the following take effect
immediately:

-          3 VP Better late than never: The following Hungarian units enter play as reinforcements on hex 0124: Gyorhadtest
   (next turn) and the 8th Security Corps (in two turns).

-          5 VP: The motherland is in danger:  The two Soviet militia units (Opolchenie) enter play.

-          8 VP: Mobilisation:  The Soviet player may construct three forts per turn instead of two.

-          10 VP: STAVKA reorganisation: The Soviet player may use the Joukov option.

-          18 VP: Partisans!: The two Soviet Partisan counters enter play.

If the Axis obtain 20 VP before the end of turn 6, they win an immediate sudden-death victory and the game ends.

Note: This represents, for example, the fall of Moscow and other major cities before the onset of winter and before the Red
Army and Soviet military production have had time to be reorganised.

Determining victory on turn 10: 

-          Major Soviet Victory: The Axis controls 14 or fewer VPs.

-          Minor Soviet Victory: The Axis controls between 15 and 19 VPs (the historical outcome was 19 points).

-          Draw: The Axis controls 20 to 25 points.

-          Minor Axis Victory: The Axis controls between 26 and 30 points.

-          Total Axis Victory: The Axis controls 31 points or more.

Points for controlling objectives:

-          Moscou: 6

-          Leningrad: 4

-          Rostov, Kharkov, Sevastopol: 3

-          Kiev, Odessa, Dnepropetrovsk, Voronej: 2

-          Lvov, Minsk, Riga, Volkhov, Rjev, Kalinine, Vyazma, Kalouga, Toula, Koursk, Smolensk,
   Velikye-Louki, Bryansk, Stalino, Orel: 1

-          Finnish occupation zone: 1.  To gain this victory point no Soviet unit must be present in Finland or North of the
   border of the Finnish Zone (hexes 1204 to 1803).

14     Scenarios

14.1Historical Scenario

Units are set up in their historical positions.

14.2 Hypothetical Scenario

Units may be set up freely within the following constraints:

-          Soviet Player:  All hexes adjacent to the frontier mus either be occupied by a combat unit or in a ZoC.  All minor
   cities within four hexes of the border and all major cities within eight must be occupied with at least two stacking
   points.

-          German player.  Minor Axis country units must be deployed in their own countries.  Up to 6 steps of German
   combat units may be deployed in Roumania and a maximum of 2 in Finland.  All other German combat units must be
   set up in Poland.

14.3 Optional Rules

Soviet Compulsory Attacks (historical, benefits Axis).

On turns 1, 2 and 3, the Soviet player rolls 1d6 and divides the result by two, rounding down.  The result is the number of hexes that
must be attacked during the turn.  If the required number of attacks are not made, German VPs for the turn are increased by 1.

Simulates Stalin’s tendency to order futile counter-attacks, a folly that he at least temporarily abandoned in the automn after the
situation had become desperate.

No Fallschirmjaeger: (historical, benefits the Soviets).

The German does not receive the 7FjD as a reinforcement.

After the costly victory in Crete, the paratroops were used as infantry and fought in Army Group North.

Capture of Murmansk (hypothetical: benefits the Axis).

On turn 5, the Axis player rolls 1d6.  On a result of 6, Murmansk has fallen to attack by general Dietl.  Dietl’s mountain corps
appears immediately as a German reinforcement in Helsinki. 

An unlikely outcome given the lack of resources Dietl had to achieve his objectives and the skilful defence of Murmansk.

Early Siberian Reinforcements (hypothetical: benefits the Soviets)

The following Soviet units arrive earlier than shown on the reinforcement schedule:

-          58th Army (turn 6)

-          59th Army (turn 7)

-          60th Army (turn 8)

Instead of waiting for winter, the Kremlin quickly decides that there is no danger to Siberia from the Japanese.

Masters of Blitskrieg (benefits the Axis)

The follow rule is applicable during the Soviet supply phase in clear and freeze weather.

Each Soviet unit that has just been isolated and is next to a Panzerkorps which itself is not marked with an Isolé marker, receives an Isole
marker and immediately loses a step, without waiting for the next turn.

Recently isolated Soviet units tended so disintegrate more quickly when under pressure from German motorised units.

15     Historical Deployment

15.1Axis forces:

·         Finland

In Carelia (1301 or 1401): 6th and 7th Corps (2-4-3).

Adjacent to Vyborg (1102 or 1103): 2nd and 4th Corps 2-4-3.

Helsinki (0804): Reserve Corps 2-3-3

Anywhere – Oinonnonen Group (Chasseurs) 2-4-3

·         Army Group North

Konigsberg (0112): Bef 101, Luftwaffe, 23.AK 3-4-3

18th Army (within 1 hex of 0312): LAK 4-4-3, 26.AK 3-4-3, 38.AK 3-4-3