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Kiev to Rostov PLAYBOOK 

Game Design by Vance von Borries Table of Contents 1.0 Introduction...... 2 10.3 Battle on the ...... 14 2.0 Game Basics...... 2 10.4 Battle of ...... 15 3.0 Special Rules...... 4 Battle of Sumy Tutorial...... 16 4.0 Special Movement Situations...... 6 10.5 To Kharkov...... 20 5.0 Logistics...... 7 10.6 To Rostov...... 21 6.0 Air Units...... 9 10.7 Kiev to Rostov...... 23 7.0 Special Units and Situations...... 9 11.0 Examples of Play...... 23 8.0 Naval Operations...... 9 12.0 Designer’s Section...... 26 9.0 How to Set Up a Scenario...... 10 13.0 Developer’s Notes...... 28 10.0 Scenarios 14.0 Play Notes...... 29 10.1 Rostov Redemmed...... 11 Extended Sequence of Play...... 30 10.2 Kiev ...... 11

GMT Games, LLC • P.O. Box 1308, Hanford, CA 93232-1308 • www.GMTGames.com © 2008 GMT Games, LLC  Kiev to Rostov PLAYBOOK

• Two Air Unit Status/Unit Rebuilding Cards (one each for Soviet 1.0 Introduction [tan] and Axis [gray]) 1.1 Historical Setting • Cards 1120 die-cut counters in four counter sheets Axis plans for the invasion of the in June 1941 called • One ten-sided die for dividing the invading into three parts, each generally representing one German Group against one Soviet Direc- 2.2 The Game Maps tion (strategic grouping of armies). This game presents the southern 2.21 Maps are used in varying combinations: sector of the Axis invasion. It was in the south that the Germans a. Scenario 1 uses the Separate Scenario Sheet. hoped to achieve their objective of capturing the economic resources b. Scenario 2 uses Maps J, K, and KK. necessary to continue the war indefinitely. c. Scenario 3 uses Map J. d. Scenario 4 uses the Separate Scenario Sheet. 1.2 General Introduction e. Scenario 5 uses Maps J, K, KK, and R. Barbarossa: Kiev to Rostov recreates the World War II campaign in f. Scenario 6 uses Map R. the , the southwestern part of the Soviet Union, historically g. Scenario 7 uses Maps J, K, KK, and R. from mid-August through early December 1941. One player will control the Axis forces (Germans, Hungarians, Italians, Romanians 2.22 Placement Sequence and Slovakians), while his opponent controls the Soviet forces. The • Place Map J first playing pieces represent the actual units that participated in the campaign and the map represents the terrain over which those units fought. The players maneuver their units across the map and conduct • Map K overlaps Map J combat according to the standard rules of play and the additional rules and scenario instructions found in this Play Book. Here, the • Map KK overlaps Maps K and J Axis player faces the challenge of forcing Soviet armies into the greatest encirclement battle of history and then continuing on to • Map R overlaps Maps J and KK major war-winning objectives in a timely manner. The Soviet player must not only deny the Germans their objectives but also counterat- • The Separate Scenario Sheet contains a map tack to drive away the hated fascist invaders from his homeland. section from Map R to allow play of Scenario 1, and a map section from Map KK to allow 1.3 Combining Games play of Scenario 4. This game is part of a series of games covering World War II in the Soviet Union. Players should feel free to combine play of this game 2.23 When using two or more maps, align them so that the hex row or with that of Barbarossa: , (AGS), or Barbarossa: columns on each common edge overlap onto the adjoining map. Army Group Center, (AGC) , both also published by GMT Games. 2.24 Unnumbered half hexes on any exposed map edge are not Kiev to Rostov, (KtR) AGS , continues the campaign depicted in at available for play. identical scales and shares many of the same historical units. It is anticipated that players would want to explore more historical 2.25 Only regional borders are shown. The Soviet Union border is alternatives with combined play. To facilitate such play, some refer- not shown. ences to AGS are found in this Play Book with general guidelines on combining play. 2.26 The Map-V Holding Box This represents a large geographical region adjoining game map KK where no map currently exists. It is for use by Soviet game units only. 2.0 Game Basics The holding box is on the back of Soviet Set-Up Card One 2.1 Barbarossa: Kiev to Rostov contains: Note: The actual Map V will be found in a later game in this se- ries. • Four maps (maps J, K, KK and R) a. Any Soviet ground unit can move to and from the Map-V Holding • Separate Scenario Sheet for Scenarios 1 and 4 Box. Axis units cannot enter it or attack Soviet units there. • Three Soviet Set-Up Cards • Two Axis Set-Up Cards b. The Soviet player can place as many units as he desires in the Map-V Holding Box. There is no stacking limit. Units might be • One 11x17 inch folded Chart Card with Combat Results Table, placed there At Start or as reinforcements. Units enter or leave only Terrain Effects Chart, movement charts, artillery and Non-Op HQ through the east edge of Map KK. Units enter the Box by moving charts to an east edge hex of Map KK and then spending one movement • One 11x17 inch folded Chart Card with “How to Read Units” point to enter the Box. Units leave the Box by spending the terrain information, air combat, AA fire, interdiction effects, overrun and movement point cost for the edge hex they first enter on the east combat-related charts edge of Map KK. East edge hexes that are overlapped by Map R • One light blue 11x17 inch folded Chart Card with Scenario Tables, cannot be used for transfer to or from Map-V Holding Box. Soviet Victory Conditions and a second Combat results Table units can retreat off Map KK into the Holding Box. • One 8 and 1/2 x 11 Card with Turn Record track and Weather DESIGN NOTE: Units in the Box cannot interact directly with Map Table R since that was a different command. © 2008 GMT Games, LLC Kiev to Rostov PLAYBOOK  c. The Map-V Holding Box provides General Supply during the 8.5—Soviet Untried Militia are drawn randomly from an opaque supply determination phase to all units there. cup and placed on set-up cards, with excess units set aside unused. ALL militia units go to the Cannot rebuild Box of the unit rebuilding d. A Soviet artillery unit in the Map-V Holding Box can conduct chart if removed from the map for any reason. fire support combat on any hex on Map KK within its range from the east map edge. Count the edge hexrow as the first hex. Only one 8.6—Soviet UR/MG units are still drawn randomly from an opaque such artillery unit can support any one combat per combat phase; it cup and placed on set-up cards, but they go to the unit rebuilding does not require Attack Supply. chart if removed from the map for any reason. e. Axis units cannot enter the easternmost hexrow of Map KK at any 8.71—Ground combat units to be withdrawn must withdraw at time in any hex north of the intersection of maps KK and R. the strength printed on the scenario set-up card. If the unit is not at DESIGN NOTE: Should the Axis player choose to pursue Soviet that strength, then the owner deducts the necessary steps from ac- units off of Map KK east of Kharkov, this restriction prevents the cumulated replacements steps of the appropriate type, or he reduces Axis player from artificially creating an interlocking line of Axis units of the same type currently on the game map, step-for-step. If units and ZOCs to prevent Soviet re-entry and allow an artificial a withdrawing unit is currently in the Cadre or Eliminated box, the transfer of Axis units south to Map R. owning player must either withdraw another on-map unit with the same unit type symbol and at least equal attack and defense strengths, 2.3 The Playing Pieces or he pays one VP. 2.31 Carefully remove the cardboard playing pieces from the counter 10.79 Exception—Armored, artillery and motorized MSUs cross sheets and sort them into categories. Refer to the “How to Read a major river only at a bridge. When the major river is frozen they Units” information on one of the 11x17 inch Chart Cards. can cross at any location. 2.32 Unit counters are not coded for specific scenarios (as was done Overrun (next three entries): in previous games of this series). 11.41 and 11.43m—Soviet cavalry can now participate in overruns, but must take the first step loss if required. 2.4 Barbarossa Standard Rules (BSRs): Exceptions and Changes 11.42c—Overruns can be made into marsh hexes during dry and frost turns. “No one is forgotten, nothing is forgotten.” — slogan 11.42h—Italian, Hungarian, Romanian, and Slovak motorized units cannot conduct or participate in Overrun, and cannot move with Some BSRs used in earlier games in this series have been changed other eligible Axis units that are conducting Overrun. for use with KtR. Some charts and tables have also been revised. Here are the significant changes to the BSRs, annotated with the 11.5—Most cavalry units of all nationalities now qualify for In- sections in the rulebook where they are found in their entirety. These filtration Movement during their Movement Phases if they move changes can all be retrofitted to all previous EFS games: from one non-clear hex in an E-ZOC to an adjacent non-clear hex in an E-ZOC. 4.2A6—Axis Air Interdiction Phase now directly follows the Air Readiness Phase. 11.76—No air transport is allowed into or out of a town hex during Mud weather unless a friendly engineer is present in the town hex. 6.15—Major Cities no longer serve as supply sources when sur- Engineers are not required for a city or major city or on the Air rounded and unable to trace supply (unless specified otherwise by Unit Status Card. scenario instructions). 12.4—The Soviet player now may fulfill each Mandated Attack by 6.86—The Axis player now has Base units to allow forward deploy- making an attack with at least six steps of combat units (excluding ment of MSUs and Dumps. artillery) at any combat odds in addition to the traditional method 7.22b—Tried Militia units can now be removed from the map to of gaining at least 3:2 odds. provide Type I RPs if they are not in an Axis ZOC (they no longer 14.11 Note: NKVD motorized units cannot utilize Reaction Move- must be in city or major city hexes). ment. 7.22c and 22.7—Zap units are now more versatile sources of Type 16.34 Exception 1—Regardless of how an Armored Train unit is I Soviet RPs. lost in combat, the eliminated Armored Train unit is always placed 7.22h and 7.24—There are no longer any NKVD RPs, but there is in the Cadre Box. a revised NKVD replacement procedure. 17.15—Many air units now have limited on-map ranges. 7.43a—One Type I RP will now move any unit from the Eliminated 17.12 Air Combat—Air Combat Table: This game uses a revised Box to the Cadre Box on the Unit Rebuilding Charts. Table. The original Table was not generating appropriate air unit 8.4c—The Soviet player can now deploy Reservists (one-step losses in certain combat differential columns. Note also the revised infantry and cavalry divisions) as Garrisons to on-map towns able DRMs on the AA Fire Table. to trace supply. 17.3 AA Fire—Changes to the AA Fire Table • Apply a (–1) DRM for a Soviet IL-2 air unit.

© 2008 GMT Games, LLC  Kiev to Rostov PLAYBOOK

• No longer apply a DRM when the firing Soviet unit is more than four hexes from an operational HQ. 3.0 Special Rules Not all BSRs can cover all scenario situations. Additions or modi- • The maximum net AA fire DRM is +2 or –2. fications to BSRs that apply to two or more scenarios begin here. 21.0 Soviet Surrender—The Surrender Table now includes a DRM All rules changes have been noted in the Play Book Rules section showing the increased likelihood of militia unit surrender and the with reference to the appropriate BSR. Take time to familiarize increased likelihood of Surrender during a specified period of the yourself with all additions and exceptions to Barbarossa Standard game. Rules (BSRs) contained in this Play Book and in the scenario you are playing. 23.2—Bridge units now have an Under Construction side, and construction procedures have been altered, especially for Major 3.1 Weather Rivers. 3.11 Historical Weather 23.3—Revised rules for flotilla units in combat: The historical weather for each turn is printed on the Turn Record • Flotillas cannot attack during storm turns Track in the Turn boxes. It can be used in any scenario by prior • Flotillas defending alone cannot receive defensive artillery sup- mutual agreement. port 3.12 Limited Mud 24.0—There are three types of Axis RSC: During Dry Climate condition no more than two turns in a row of • Regular Mud are allowed. If on the third turn Mud occurs, disregard that • Strong (increased attack strength) Mud result and use Dry (no Storm) instead. • Romanian nationality 3.2 Replacements German 1-2-5 RSCs can now be created by expending Axis Type [Exceptions and additions to BSRs 7.1, 7.22, 7.31] I RPs 3.21 Applicable to Both Players Countermix: a. Both players can accumulate Type I RPs up to the limit shown The Kiev to Rostov counter sheet four contains a block of re- on their Loss/Replacement Tracks. printed counters to replace counters originally used in Army Group Note: The limit has been increased for this game. South: • Two Italian units have revised combat strengths; the cavalry b. Each side may receive “use or lose” RPs. If this type of RP cannot and the Bersagliari regiment are now both capable of be used in the turn received, it is lost. Infiltration Movement. 3.22 Soviet Replacements Tables • The four Slovak units have a different nationality color. a. This game uses three Tables: B, C, and D. Use these in the sce- • The five Hungarian units have a different nationality color, and narios specified in the headings on the Table. the cavalry unit is infiltration capable. EXAMPLE: Scenario 8 uses Table B for GTs 29-50 and Table C • The Soviet 136 Reserve Regiment is now the 136 Zap Regiment. for GTs 51-85. • Soviet cavalry divisions now show the yellow MA for infiltration b. When combining this game with AGS, use the AGS Soviet Re- capable units, except for the two militia divisions. Additionally, the placements Table for GTs 6-11. This is Table A (not shown in this standard 3-2-6 cavalry divisions now have reduced side strength game). Beginning GT12 use Table B, as shown in this game. of 1-1-6. c. • The eighteen Romanian units have either revised strengths or are The Tables may allow taking up to two Special Reinforcement Pool infiltration capable. Groups per turn. Results of “2R” alternatively allow the Soviet player to release up to two Garrison hexes for the turn, if desired. As a final alternative the Soviet player could both release one Garrison hex and receive one qualifying Pool Group on a single “2R” result. DESIGN NOTE: The campaign employs several tables because the Ukraine had become a secondary theater of operations by the fall of 1941. By then most Soviet effort, as well as German, shifted to the Army Group Center area for the campaign. Additionally, the Soviets had to find troops to support operations in the . d. Starting GT30 Soviet division-size (XX) armor and motorized units cannot be rebuilt or strengthened with replacements. DESIGN NOTE: Just as with Unit Conversions [PB 4.4], the Soviets could not maintain large mechanized formations. In a sweeping reorganization the remaining personnel and equipment from these divisions provided the cadres for the tank brigades appearing in this game. Tank divisions of the “50” series were maintained for a while longer, but these are not found in this game. © 2008 GMT Games, LLC Kiev to Rostov PLAYBOOK  3.3 Map Exit b. For those units marked “from AGC” apply the opposite of the [Exception to BSR 10.5.7, Exiting Maps] above [PB 3.43a]; they arrive from the AGC game and so should not be received unless withdrawn from that game’s play area. 3.31 Units of both sides can exit scenario specified map edges to fulfill victory conditions. Also, Soviet units can exit and re-enter the c. Use only one counter to represent the same unit. It cannot appear east edge of map KK [PB 2.26]. at the same time in play areas of more than one game. 3.32 A unit spends one MP to exit from a map edge hex (or scenario d. Transferred air units are subject to a time delay. Place transferred area edge hex). Generally, a unit can exit only during a movement air units in the Flown Box with a “Do Not Move 2 GTs” marker phase in which it is allowed to move [exception: PB3.34]. Exited on them. They can undergo Readiness die rolls while under the Do units cannot return to the map unless allowed by PB2.26 or scenario Not Move markers, but add the value of the marker (1 for a 1 GT instructions. Exited units do not require General Supply. Exited units marker, or 2 for 2 GTs) to the Readiness die roll. are not eliminated and do not count in VP calculations. DESIGN NOTE: The time delay as to when air units withdraw from one game and then appear in the next is necessary to provide 3.33 Some scenarios list specific edge hexes (or range of hexes) the automatic Readiness status for those units when they reappear. through which Axis units exit in order for the Axis player to avoid VP This is, in part, because the ground servicing element also needs penalties or to score VPs. If any number of Axis units exit through time to make the transfer. We regret any design inconsistencies from a Victory Point exit area, Soviet units cannot subsequently enter game to game. through that area but they can still exit through that area. e. When combining this campaign game with the AGS campaign 3.34 Units can retreat off the map edge through a scenario designated game, use applicable Army Group South Set-Up Cards plus the exit area. They are now exited and cannot return to play. specially designated lower section on Soviet Set-Up Card Three Front for KtR. 3.4 Reinforcements and Withdrawals 3.41 Units on the Set-Up Cards marked as “Available” are part of 1) Some units shown there are used only when combining the two various pools of such game pieces [such as MSUs] that are used campaign games (due to extensive research, several new Soviet in the scenario. No more than the listed number of each type can units have been identified that were present during the AGS cam- be used. Set aside the rest for use in a different scenario. More (or paign timeframe, but did not survive long enough to be included fewer) of certain types may become available later as shown in the in KtR. Reinforcements section of the Set-Up Cards. 2) Several additional units are common to both games, but set up at different times and in different locations than specified in AGS. 3.42 Withdraw - Cannot Cancel Use the set up locations specified on this card to insure that only [Exception to BSR 8.71] one of each listed unit enters play. Not all withdrawals can be cancelled. Certain withdrawals are 3) Some KtR units replace AGS units for the linked campaign games marked “Cannot Cancel” on the Set-Up Cards. These occur because and then return to KtR when the combined game ends. There is of special historical circumstances. A player cannot pay VPs to cancel one set of units on KtR counter sheet 4 that permanently replace the withdrawal of “Cannot Cancel” units. AGS units. With the exception of the Slovak Motorized Division, DESIGN NOTE: Neither historical participant cancelled any use these units for both AGS and the combined campaign. withdrawal. f. Play begins with GT1 in AGS. From GT1 through GT 28, apply 3.43 Units withdraw at the strength shown on the Set-Up Card. If reinforcements from the AGS Set-Up cards and the Reinforcements the withdrawing unit is at less than the strength shown, then the section of KtR Soviet Set-Up Card Three Front. From GT1 through owner deducts the necessary steps from accumulated replacements GT 28, use only Special Reinforcement Pool Groups found on the steps of the appropriate type, or he reduces units of the same type AGS Set-Up Cards. currently in play on the game map, step-for-step. Note: Once all fifteen untried Soviet Militia Divisions are placed Note: If a withdrawing unit is stronger than the strength shown, on map as of GT 18, one division per turn may move away from its the extra step(s) remain with the unit, but can be used to offset placement hex (Exception to BSR8.53 and 22.64). shortages of identical type steps in other withdrawing units on a g. From GT 29 through GT 85 use only Axis Set-Up Cards Two one-for-one basis. Front and One Back, and Soviet Set-Up Cards Two Front and Three 3.44 Withdrawn air units can be from any air status box, even the Front. Ignore at start unit sections on both Set-Up Cards Two Front. Destroyed Box. Use the applicable Reinforcements and Special Reinforcement Pool Groups from these cards. 3.5 Combining Games h. Map placement: set up the AGS maps E, F and G first. Place When combining series games, players can conduct as much or as KtR Map J over AGS Map F. Place KtR Map K over KtR Map J little switching of units as they desire. and AGS Maps F and G. Place the remainder of KtR maps normally. AGS Map R is not used. a. Some units are marked “to AGC” or “to Crimea.” When combin- ing this game with the AGC game (or the future Barbarossa: Crimea DESIGN NOTE: On AGS Map F, the following hexes are rail hexes: game), units the player chooses not to withdraw will therefore not 6424, 6524, 6625, 6724, 6824, 6923 and 7024. appear in the AGC (or Crimea) play area.

© 2008 GMT Games, LLC  Kiev to Rostov PLAYBOOK i. When combining this game with AGS: sides on or adjacent to any hex containing Axis combat units within • Use the AGS Soviet Replacements Table for GTs 6-11. This is 5 hexes (four hexes intervening) of hex J3633. Each placement hex Table A (not shown in this game). Beginning GT12 use Table B, must be eligible for Super Heavy Artillery movement, cannot be in as shown in this game. an uncontested enemy ZOC and cannot exceed stacking limits. • Axis Fuel Shortage [PB5.27] begins on GT10 and lasts through DESIGN NOTE: Historically, the Germans did move their Super GT 83. Heavies from Kiev to the . The intent here is to allow the • The Soviet player cannot conduct Dnepr River Bridge Destruction Axis player to replicate history simply without becoming an Eisen- prior to GT10 [PB4.31]. bahnhauptfuhrer. • The Axis Logistics Pause [PB5.1] can begin as early as GT 25 [PB5.15]. b. In Scenario #7, when the Super-Heavy artillery leaves the scenario for the second time, they are withdrawn to follow von Manstein’s j. At Start Supply Sources. Use AGS for Axis; use KtR for Soviet. Eleventh Army into the Crimea. k. Disregard KtR Scenario #2 Axis Supply Situation and Soviet Map K Restrictions. 4.2 Unit Conversions Some of the scenarios include groups of units marked “Remove l. See Scenario 7 rules for a discussion about how to score VPs - Receive.” During the reinforcements phase the owning player when combining games. removes the indicated unit(s), from wherever located (including from the Cadre or Eliminated boxes). He removes that exact unit. He cannot cancel the removal. He then immediately receives the 4.0 Special Movement Situations indicated unit(s) at the same location as the removed unit(s). If more than one unit is removed, the new unit can be placed at any 4.1 Railroads of the locations occupied by the removed units. The new unit enters 4.11 Axis Rail Capacity play at no more than the same step strength as the unit(s) removed; This begins at seven (7) stacking points per turn, total over all maps if the removed unit is reduced, the new unit enters reduced; if full (not per map as in AGS and AGC), and will decrease over the course strength, it enters at full strength. If more steps are removed than of the game [see Axis Railroad and Supply Chart]. received, the excess is lost. 4.12 Soviet Railroad Capacity Note: One conversion involves the removal of three Soviet Airborne Brigades for a Rifle Division (historically, these brigades rebuilt the a. Total capacity is twelve (12) stacking points, total per turn for destroyed 87th Rifle Division). The division chosen can be a 4-4-4 all maps (not per map). The total does not change over the course or 5-5-4 division from the Eliminated Box. If any brigade to be re- of the game. moved is in the Cadre or Eliminated Boxes, receive the division in b. Soviet Enhanced Railroad Capacity the Cadre Box. If all brigades to be removed are on map, place the 1. All Soviet reinforcements entering through a map edge, includ- division on map at any of the hexes occupied by the brigades. ing units received by Special Reinforcement Pool Groups, and DESIGN NOTE: A unit of lesser capabilities is received in all cases excluding units rebuilt by replacements, can enter play by railroad for Soviet units. In reality, that unit has already lost the men and movement. This railroad movement does not count against normal equipment that made it special. The quickest method of bringing railroad capacity. these game units back into a reasonable approximation of reality is to make a direct exchange. 2. A unit can use Enhanced Railroad Capacity only if it ends its railroad movement in a major city, city, or town. 4.3 Dnepr River Bridge Destruction and Repair 4.13 Axis Rail Conversion 4.31 Only the Soviet player can conduct Bridge Destruction. He a. Maps J, K, KK, and R. The game begins with six (6) Rail Con- is not forced to conduct Bridge Destruction. Only the Dnepr River version Points (RCPs) per turn for all maps and will change over the bridges printed on the map are subject to Bridge Destruction (all but course of the game [see Axis Railroad and Supply Chart]. one of these cross the Dnepr River—the rail bridge near Dneprot- rovsk). Note: Bridge units are not subject to destruction or enemy b. The maximum is 4 RCPs of conversion on any one line. The capture, only temporary removal; BSR 23.25 still applies. maximum increases permanently to 6 RCPs on any one line begin- ning the turn after Logistics Pause [PB 5.1] concludes. 4.32 The Soviet player conducts Bridge Destruction during the So- viet engineering phase. Any Soviet combat unit can conduct Bridge c. When a railhead is received as a reinforcement, treat its place- Destruction. Its supply status has no effect on Bridge Destruction. ment hex as already converted; it does not require RCPs. Railroad The unit can conduct Bridge Destruction only when located in either conversion can be conducted from that hex (beginning with the very of the two hexes that include the bridge hexside and an Axis unit is next hex) starting the turn the Railhead is received. 7 hexes or less from the hex containing the unit conducting Bridge 4.14 Axis Super Heavy Artillery Units. Destruction. All bridges on that hexside are destroyed automatically [exception: PB 4.33c], when Bridge Destruction is declared for a. In Scenarios #2 and #7 on GT 35 remove the three Super Heavy that hexside. A destroyed bridge no longer allows road or railroad Artillery units and place them on movement across it until it is repaired [PB 4.54]. A bridge can be GT 40 of the Turn Record track. The destroyed an unlimited number of times. removal is mandatory. On GT 40 all are placed on Map J on their Mobile © 2008 GMT Games, LLC Kiev to Rostov PLAYBOOK 

4.33 Bridge Destruction Procedure a. During his engineering phase the Soviet player declares which 5.0 Logistics bridges over the Dnepr River he will destroy. He can destroy as 5.1 Axis Logistics Pause many or as few of those allowed as he desires. Only the Axis player conducts Logistics Pause. b. Place a Bridge Destroyed marker on its two point side in either 5.11 On any turn of his choice, GTs 29 through 33 (five turns), the hex adjacent to the bridge. The marker remains until the bridge is Axis player can declare Logistics Pause. He does this at the begin- fully repaired. ning of the supply determination phase (of the Strategic Segment). c. A bridge cannot be destroyed as long as it is within command If he does not declare it by GT33, then it automatically begins on radius (four hexes) of a Soviet Non-Op HQ. GT34. There is only one Logistics Pause during the game. 4.34 Bridge Repair 5.12 The Logistics Pause lasts five complete turns: the turn of declaration and the next four turns. When declared, place the Axis a. Both players can conduct Bridge Repair. A player conducts it Logistics Pause marker on the Turn Record Track on the turn of the during his engineering phase. A friendly combat unit must be in the Logistics Pause declaration. Place the Logistics Pause Ends marker hex that includes the bridge hexside and no enemy combat unit can four turns ahead. Logistics Pause ends during the Axis Engineering be in the hex on the other side of the bridge. Phase. b. The procedure for rebuilding a railroad bridge requires both of the EXAMPLE: The Axis player declares Logistics Pause during GT31. following to be present in at least one of the two hexes that include He then places the Axis Logistics Pause marker on GT31 on the Turn the railroad bridge hexside: Record Track and the Logistics Pause Ends marker on GT35—the 1. A friendly railhead marker, and last turn that Logistics Pause effects take place. 2. A friendly engineer unit in General Supply. 5.13 Logistics Pause Effects DESIGN NOTE: A railroad bridge across a major river would be a. The Axis player receives Special Reinforcement Pool Group extremely difficult to repair. It is required to carry more weight than Four. This includes three Axis Base units [PB 5.14] and requires the a road bridge and the surface must be perfectly level. To accomplish replacement of two truck MSUs with two wagon MSUs [see also this, the Germans massed bridging assets into large organizations, PB 5.52]. The Axis player does receive one Axis Type A RP (one each controlled by an engineer regiment. Interestingly, such assets bright spot in the logistical darkness—the pause allowed motorized included cable ferry functions. By March 1942 the Germans main- units some time to regain strength). tained four groups of ferry and pontoon crossings to supplement repaired bridges. b. During all turns of Logistics Pause reduce Axis ASPs received and railroad capacity as shown on the Axis Railroad and Supply c. Bridge Repair Procedure Chart. 1. During his engineering phase a player declares those bridges he will attempt to repair. He can attempt to repair each bridge only c. Once Logistics Pause is complete the Axis player no longer adds once per turn. the (+1) DRM on the Axis Air Readiness Card. 2. Roll one die and consult the Bridge Repair Table for each attempt. Note: Axis railroad conversion points increase after completion of Apply DRMs and determine the result. Logistics Pause; see PB 4.33. 3. If successful the result will indicate “Remove one point of dam- 5.14 Axis Base Units age.” Now turn the Bridge Destroyed marker from its two-point a. During the reinforcement phase of the turn of decla- side to its one-point side, or remove the marker if it begins with its ration of the Logistics Pause the Axis player receives one-point side face up. Removal of the Bridge Destroyed marker three “Base” units. He places these on their inactive signifies the bridge is fully repaired and can be used. side one each at any town, city, or major city that is 4. If the result is “not repaired,” do not remove the damage point. on a converted railroad hex that is part of a friendly railroad net A player can try again next turn to repair the bridge. Additional [BSR 6.4], of any length, that leads to a friendly map edge supply damage points might be inflicted during the time of repair, if a source. He turns them over to their active side upon the completion Soviet unit later becomes adjacent to the hexside. of Logistics Pause. 5. Road or Railroad Bridges. Notice the differing DRMs for these b. After Logistics Pause is completed, up to four of the allowed on the Bridge Repair Table. When both cross the same hexside, treat ASPs available each turn can start play at each eligible Base unit, them as separate bridges; both are repaired separately (two points each turn, for the rest of the game. These can still, alternatively, for the road, and another two points for the railroad), despite any start at the edge of the game map as done prior to Logistics Pause. graphic showing them together. A Base unit is eligible for MSU (or Dump) placement if it is on its active side and is on a railroad hex that is part of a railroad net to a 6. A bridge may start the scenario destroyed. Check the scenario friendly map edge supply source. A Base can temporarily become rules for a listing of these. not eligible for MSU placement, if enemy units were to block the rail net to a friendly map edge source. Note: Axis ASPs starting at Axis “Bases.” can use either railroad movement, or can move by regular road or non-road movement.

© 2008 GMT Games, LLC  Kiev to Rostov PLAYBOOK c. If lost, a Base unit cannot be rebuilt. It cannot move (or retreat panying non-divisional units) into General Supply and thereby avoid after combat). It defends normally and qualifies as a required Gar- Fuel Shortage effects (and Out of Supply effects) [BSR 6.53]. rison for the hex it occupies. 5.27 When combining this game with AGS, do not test for Fuel 5.15 When combining this game with AGS the Axis player can Shortage until beginning GT10. choose an earlier turn to start Logistics Pause. He has the option beginning GT25, for a total of ten turns that end on GT34. [Histori- 5.3 Soviet Supply Unit Entry cally, German Army Group command delayed the Pause until late 5.31 Soviet MSUs and Dumps enter play through the following during this period.] Apply all Logistics Pause effects even if choosing supply source hexes. to start it during the AGS game. There can be only one Logistics Pause during the combined game. a. They enter through the eastern map edges of: Map Scenarios 5.2 Axis Fuel Shortage J 2 Only the Axis player experiences Fuel Shortage. KK 2, 5, and 7 5.21 During the supply determination phase of every turn the Axis R 5, 6 and 7 player rolls one die for each panzer and motorized formation that has at least one of its units in Out of Supply status (the supply status b. A Soviet MSU can be placed in any major city that is also a supply of the remaining units in the formation does not matter). Roll each source [BSR 6.84d]. A major city hex can operate as a supply source turn for each qualifying formation. Apply the DRMs listed beside if it can trace a Line of Communications [BSR 6.51] to another the Table. major city hex (not another hex of the same city), or to a friendly east map edge supply source. 5.22 Compare the modified die roll result to the Axis Fuel Short- age Table. Note: If a major city is cut off from its Line of Communications, it no longer functions as a supply source [this section eliminates a. If the result is “fails,” then all units of that formation have Fuel BSR 6.5.1 note]. Shortage this turn. b. If the result is “passes,” then Fuel Shortage effects do not apply 5.4 Axis Supply Unit Entry to the units of that formation this turn. All other effects, including 5.41 Axis MSUs and Dumps enter play either at a “Base” [PB 5.14] OoS effects, still apply. or through supply source hexes on a map edge: 5.23 Fuel Shortage Effects a. West edge of Maps K and J, and north edge of Map K (as detailed a. No units of the affected formation can move during their move- in scenario instructions) for Scenarios 2, 5, and 8. ment, or motorized movement, or reaction movement phases. They b. For scenarios 2, 5, and 8 Map J entry is limited to two MSUs cannot conduct one-hex movement. per turn. b. They can attack and defend normally and can retreat or advance c. West edge of Map R for Scenario 7. as a result of combat. Combined Arms Bonus is allowed for affected formation. Panzer Division Integrity bonus is not allowed unless the division is provided Attack Supply [BSR 15.68.c.1]. 5.5 Axis MSU Attrition 5.51 Only the Axis player suffers MSU Attrition. c. Place a Fuel Shortage marker on all units of the formation (re- gardless of their actual supply status). Treat them as OoS for the 5.52 The Axis player exchanges any one truck MSU (0-0-8) with rest of the turn. one wagon MSU (0-0-4) in each of the situations listed below. The truck MSU need not be currently in use on the game map at the d. Units of the formation that are off map in the Active Box are not time of loss. The truck MSU does not return to play; it is no longer affected by Fuel Shortage during the turn of entry. available. The wagon MSU is not one already available but now becomes available for use (or replace the truck MSU currently in 5.24 Certain Axis unit groups are each treated as a single formation. use on the game map). These are: • SS LAH (2 units) • Two with the Logistics Pause for this game (shown in Pool Group • Hungarian motorized (2 units) Four). • Slovak motorized (2 units) • Two with the AGS game [this is the GT14 exchange in that game] The Slovak brigade unit is treated as a non-divisional unit [PB 5.25] • One with the first Mud weather result during Mud Climate for until it converts [PB 4.2] to two units. this game • One with the first Snow weather result (regardless of climate) for 5.25 Non-divisional armored and motorized units are affected only this game if stacked with any unit of an affected formation at the time the division fails Fuel Shortage. 5.26 The Axis player always has the option to spend one (1) ASP (before rolling the die) to put all the formation’s units (and accom-

© 2008 GMT Games, LLC Kiev to Rostov PLAYBOOK  6.0 Air Units 7.4 Combat The Surrender Table now includes a DRM showing the increased “Wo bleibt die Luftwaffe?” (Where is the Luftwaffe?) likelihood of militia unit surrender and the increased likelihood of —Often repeated by the German soldier Surrender during a specified period of the game. 6.1 Air Combat 7.5 Minor Axis Limitations 6.11 Air Combat Table. This game uses a revised Table. The origi- 7.51 Hungarian units cannot stack with or end any movement phase nal Table was not generating appropriate air unit losses in certain adjacent to Romanian or Slovakian units. combat differential columns. Note also the revised DRMs on the AA Fire Table. 7.52 Romanian and Slovakian units cannot stack with or end any movement phase adjacent to Hungarian units. 6.12 Soviet Anti-aircraft Units. Many of these have no movement allowance. These are restricted to Railroad Movement only. They 7.53 Hungarian, Romanian, and Slovakian units cannot participate cannot otherwise move and cannot retreat or advance as a result of in any attack with each other [exception: BSR 15.2.1]. combat. They are also restricted to final positioning (upon concluding 7.54 Italian units cannot end a movement phase within six hexes of railroad movement) in a town, city, or major city. an all-sea hex (or Sea of Azov hex). Immediately withdraw DESIGN NOTE: These were area defense organizations deployed from the game any unit that does. for protection of regional communications centers. The Soviets deployed very few mobile AA guns for tactical protection. These 7.6 Soviet Crimea Garrison would be controlled by an army headquarters; fewer still by Front 7.61 Units of this specially marked garrison group [see Set-Up Card] command. cannot be released unless attacked [PB 7.62] or given a special re- lease [PB 7.63]. The Soviet player can move additional units onto 6.13 The number and frequency of allowed Axis and Soviet Air these hexes, but if still there at the end of the turn they become part Transport missions is listed in each scenario. of the Crimea Garrison. 7.62 Release the entire Garrison any time any unit of the Garrison 7.0 Special Units and Situations is attacked. 7.1 Axis Regiment Substitute Counters 7.63 The Soviet player has the option any time beginning GT40 to [Addition to BSR 24.0] release all of the Crimea Garrison. If he does so, the Axis player scores two (2) VPs. An “R” result is required to be spent to make There are three types of Axis RSC: this release. Hexes J3733 and J4634 are Soviet Supply Sources and • Regular Soviet exit/entry points to the game map. Once the Crimea Garrison • Strong (increased attack strength) is released, Soviet rebuilt units and MSUs may enter through these • Romanian nationality hexes. No entry is allowed if German units have exited to Crimea [PB 7.65]. 7.2 Axis Garrison Requirements 7.21 Each city or major city hex the Axis captures requires a garrison 7.64 The Axis player uses only hex J3733 for exiting “to Crimea;” of one step (of any combat type), or the VPs (at the then current rate) he cannot use J4634. He scores Victory Points for timely exit of his for that city are immediately lost. The required total garrison can be units to Crimea [see Victory Point Schedule]. in any single hex or combination of hexes of that city. 7.22 Starting GT 59 the garrison requirement permanently increases 8.0 Naval Operations by one step for Kiev and Kharkov (to 3 and 4 steps respectively). No naval operations are available for this game. Disregard naval The increase is for the whole city, not each hex. The extra step can be units, Naval Transport, Amphibious Operations, and all port rules placed in any friendly hex of the city and is required so long as any [BSR 6.54] in this game. Such naval rules are found instead in other hex of the city is still friendly and VPs can be scored for the city. games in this series [for example: Barbarossa: ]. DESIGN NOTE: From the very beginning the Germans imposed a Naval operations are restored only when combining this game with policy of deliberate food shortage on the overall population. This Barbarossa: Crimea. meant eventual starvation for many and struck urban populations hardest. Unrest was expected. 7.3 Romanian Artillery Unless located in the Defender Hex Romanian artillery units provide defensive fire support at half strength (drop fractions). No more than two Romanian artillery units can combine to provide fire support in a single combat. German artillery units can combine (and are not reduced) with Romanian artillery up to the four-unit limit. EXAMPLE: If two Romanian artillery units combine, no more than two German units can combine with them. © 2008 GMT Games, LLC 10 Kiev to Rostov PLAYBOOK

b. As an Air Transport Mission is conducted, the Air Transport Mis- 9.0 How to Set Up a Scenario sion marker can be placed five game turns ahead to show when the Follow the sequence below: next mission is available. 9.1 Go to the scenario selected 9.36 Place the Logistics Pause in Effect and Logistics Pause Ends 9.11 Each scenario begins by designating: markers on the Turn Record Track Card for later use [PB5.12]. • Map (or Maps) to use 9.37 If using the Turn Record Track, refer to the codes beside the • Which Soviet and Axis Set-Up Cards to select track itself. Place the Game-Turn marker in the beginning Turn Box • Scenario units for the scenario being played. Note: For newcomers, there is a tutorial provided with scenario #4, 9.4 Place Scenario units The Battle of Sumy. 9.41 Place the ground and air units on the Set-Up Cards. Boxes 9.12 Use the following charts and cards for all scenarios: for units setting up on their reverse sides are marked with a black • Soviet and Axis Air Unit Status/Unit Rebuilding Cards triangle. A box with a black triangle indicates that a unit is placed • The two 11 x 17 inch folded Chart Cards on its reverse side because: a. It is at reduced strength. Use the Turn Record Track and other player aid cards as required. b. It is a Non-Op Soviet HQ. 9.2 Maps c. It is a strongpoint under construction. Set up and align the maps and charts so that they will lie flat. d. It is an MSU placed on its Dump side. e. It is an Untried unit. 9.3 Place markers on the charts 9.42 For At Start placement in all scenarios the owning player has 9.31 VP Markers. Place both markers on the specified box of the option to place his Super-Heavy (S-H) artillery units in Mobile the Victory Point Track (located on the Axis Air Unit Status/Unit or Firing mode. Rebuilding Card). 9.43 Place Step Loss, Garrison, Emergency Supply, Out of Supply, or 9.32 Soviet and Axis Armor/Artillery loss markers. Place these in Interdiction Level markers on those units that Set-Up Cards specify the Zero boxes of their respective Loss/Replacement Tracks (located should receive them. Be sure to check the supply status of all units on the Soviet and Axis Air Unit Status/Unit Rebuilding Cards) unless placed At Start, and then properly mark as Out of Supply those that specified otherwise in scenario instructions. cannot trace a supply line. 9.33 Designate any spare marker as the Soviet Mandated Attacks Not Yet Resolved Marker and place it on the Soviet Loss/Replace- 9.5 Transfer At-Start Designated Units ment Track. In most scenarios, this marker will start at zero, but 9.51 Move air units to their appropriate boxes on the Air Unit Status sometimes the Soviets begin a scenario with mandated attacks not charts. yet resolved. 9.52 Place ground units onto the map hexes indicated below the 9.34 Place Soviet and Axis Replacement markers on the boxes unit. of the Soviet and Axis Loss/Replacement Tracks as specified by scenario instructions. 9.53 Place all Railhead, Railcut, Step Loss, and Strongpoint markers in the map hexes designated by the Set-Up cards. 9.35 Place the optional Weather and Air Transport Mission markers on the Turn Record Track card. 9.6 Begin Play a. Weather markers can be used to provide a visual reminder of the Go to the expanded Sequence of Play in the back of this Play Book weather rolled for each turn (there is no Arctic weather marker). and begin play.

© 2008 GMT Games, LLC Kiev to Rostov PLAYBOOK 11 10.0 SCENARIOS 10.1 Scenario #1: Rostov 10.2 Scenario 2: Kiev Pocket “Once and for all, you have to stop looking for possibilities to re- Redeemed (Learning Scenario) treat. Instead you must concentrate on the possibilities of resisting Historical Summary and only resisting.” The Soviet attack was conducted simultaneously from nearly all di- —Stalin to Kiev defenders, September 1941 rections in hopes of overwhelming the defenders. Generally, the plan worked, despite many casualties incurred in crossing the River. After vicious street fighting on the 28th, the Germans withdrew. Historical Summary Having defeated Soviet Southwestern Front at the Uman Pocket on Required: Separate Scenario Sheet 8 August 1941, German High Command looked at many competing objectives to complete the conquest of the Ukraine. After much de- Refer to Separate Scenario Sheet Rostov Redeemed side. This sheet bate they chose, in a sense, to try for all. On 12 August Hitler codified contains the scenario map section, Axis and Soviet unit Set-Up sec- this in an amendment to an earlier Directive. German armies would tions and scenario Turn Record Track. occupy the Dnepr Bend, capture the Crimea, and move towards the 10.11 Scenario Length Kharkov and industrial areas. With these secured they would exploit even further to the east. This had the effect of spreading out There are three turns. Start with the Soviet player segment of GT80 the Axis effort with no clear single objective. But then geography (no Axis player segment) and end at the end of GT82. The weather and the flow of battle intervened. Between Army Group South and for GT80 is automatically Frost (no Lingering Snow). Resolve the Army Group Center (then well to the north) a huge salient devel- Weather Table for both remaining turns. oped centered on the Kiev fortified area. Here, the Soviets deployed virtually all that remained of their Southwestern Front as well as 10.12 Scenario Area Central Front to the north, a total of five armies. The Soviets still As shown on Separate Scenario Sheet. actually held an advantage in manpower and in some armaments, and they held the central strategic position, much of it fortified or 10.13 Placement based along the formidable Dnepr River. The weakness was their a. The Axis player sets up first. 21 Army on the northern flank, an army already reduced and easily b. Resolve Air Readiness beginning GT81. yielding ground. Only the Desna River provided a natural barrier and on 26 August Model’s 3rd Panzer Division, part of Guderian’s 10.14 Scenario Special Rules Panzer Group, broke through even there. a. Supply. Supply Sources are not applicable for either side. Dis- At the beginning of September the great Kiev salient was perhaps regard effects of General Supply for Soviet units at all times. On too obvious a target and the issue had become personal to Stalin. On GT80 all Axis units have only Emergency Supply. On GTs 81 and the Soviet side Zhukov recommended a withdrawal, as early as late 82 all Axis units are Out of Supply. Attack Supply is not required July, but was dismissed and sent to Leningrad. Then overall Soviet for either side (do not apply BSR 15.3.2). commander Budenny also appealed for a withdrawal only to be b. Railroad movement and conversion is not available. Do not use dismissed just before the German pincers creating the Kiev Pocket Railhead or Railcut markers. finally closed. Even his successor, Timoshenko, likewise requested withdrawal. Only Southwestern Front commander Kirponos prom- c. There are no strongpoints, reinforcements, Special Reinforcement ised to hold Kiev. On the German side Halder and others in Berlin Pool Groups, or replacements for either side. pressed for a renewal of the offensive toward Moscow but Guderian joined those who pressed for removal of any threat against Army 10.15 Victory Conditions. Group Center from the south. Use the Victory Conditions Chart and add the following locations (to apply to this scenario only): With Hitler deciding in favor of the objective being Kiev, Guderian’s troops renewed their drive south, moving in earnest from 2 Septem- Bolshiye Sally (R3827) 1VP ber. From the beginning of the war Soviet tactics emphasized attack- Sultan Sally (R3728) 1VP ing and on 6 September Soviet 21 Army was ordered to attack yet again, but this time it had no punch. It could not even get an attack Designer Note: There is an excellent on-line site hosted by Cisco going until the 9th but by then a 20 mile gap had developed in the Serrett that contains an animated tutorial covering this scenario. front line. Here Guderian’s mobile forces were streaming through. Links are available on the GMT website or the CSW website in the On 10 September German 3rd Panzer Div. occupied Romny and the East Front Game Series folder. gap had widened to 40 miles. In another two days they had occupied Lokhvitsa and were already well past their supply tether. Where was Kleist’s 1st Panzer Group? Army Group South had not been idle. The Dnepr Bend was oc- cupied quickly and some crossings over the Dnepr were made. Unfortunately, no bridges were captured save for a pontoon bridge at © 2008 GMT Games, LLC 12 Kiev to Rostov PLAYBOOK

Dnepropetrovsk and a weak wooden bridge near Gornstaypol (soon b. Axis Supply Situation. The Axis advance, especially into the destroyed by Soviet aircraft). These would not sustain any drive to Dnepr bend, had far outpaced the ability of the supply and railroad the east or even to the north, so a major river assault would have construction units to keep up. to be made. The Soviet weak point was Kremenchug. A crossing point was found just downriver and the bridgehead there expanded 1. Map K Railheads (all Supply Sources) gradually in the face of continual Soviet counterattacks. The efficient • At Start—1026, 1028 re-grouping of Army Group South and the concentration of Kleist’s • GT31—place railheads at 1043 and 2152 Panzer Group into the area proved decisive. • GT36—place railheads at 1901 and 2401 • Units using railroad movement begin counting RMPs with the On 10 September Kleist’s troops burst from the Kremenchug bridge- hex on the map edge head. By the 14th they met 3rd Panzer Division at Lokhvitsa. The encirclement was complete but the battle was not. Many Soviet DESIGN NOTE: The map edge rail hex at 1044 does not receive troops found holes for escape while others attempted to fight their a railhead. Axis logistics efforts advanced lines deemed critical at way out. Front commander Kirponos died with an unlucky group. the expense of the rest. The rail line running through Vinnitsa (AGS The front fully collapsed on about the 17th, a surprisingly quick Map G) to hex 1044 was not immediately repaired. The railheads time, revealing low overall morale and poor troop quality, but the at 1026 and 1028 are adjacent to Fastov (AGS Map G) on the main last remnants did not surrender until the 26th. In all the Germans AGS east-west rail line. The lines running southeast from Berdichev claimed a total prisoner bag of 665,212 men, 824 tanks, and 3018 (AGS Map G) to the railhead at 1043 and northeast from Iasi to guns. While the Soviets later disputed the claim, all agree the Kiev Pervomaysk, the hex on AGS Map F adjacent to the railhead at Pocket was the greatest mass encirclement of history. 2151, were both also priority lines. Required: 2. Map J Railhead—at start hex 1021. This railhead cannot be advanced until a Railhead has been advanced to K2752 and one 1. Maps J, K, and KK. (1) additional RCP is spent (regardless of weather) to move it off 2. Set-Up Cards the south edge. Starting the following turn, the Railhead at 1021 • Axis Two Front becomes a normal Supply Source, and is eligible to be advanced. • Soviet Two Front Until then, the railhead is a limited supply source—no more than 3. Units: Refer to the Scenario Set-Up Cards. one MSU per turn is allowed to enter there. Units and Supply Dumps (when allowed to enter) and MSUs utilizing rail transport 10.21 Scenario Length spend 27 RMPs to enter hex J-1021. There are twenty-two turns. Start with GT29 and end with GT50. 3. Map K Supply Source roads—The following roads on Map K are The weather is automatically Dry (no Storm) for GTs 29 and 30. supply roads, each with a 21 hex length on map [BSR 6.3]; start Resolve the Weather Table for all remaining turns. counting with the map edge hex. • At Start—main road hexes 1022, 1027, 2053 and 2152 (hexes 10.22 Scenario Area 2053 and 2152 may only be used for tracing General Supply Use all of maps J, K, and KK until GT 31 when a Railhead reaches this hex—one of many “gray” logistics areas; the Germans did manage to move some 10.23 Placement supplies by captured rolling stock, but nowhere near enough a. The Soviet player sets up first. to allow Attack Supply creation until the line into Pervomaysk was converted) b. Resolve Air Readiness beginning GT30. • GT 31—main road hexes 2053, 2152 and 2253 become fully c. Marker Placement functioning Supply Source hexes, and MSUs can enter (rec- 1. Set the VP markers at eight (8). ommended: place a Roadnet marker on GT 31 of the TRT as a 2. Set the Soviet Replacement markers and the Mandated Attacks reminder). Not Yet Made marker at zero (0). • GT 36—main and minor road hexes 1013, 1017, 1801 and 4201 3. Place two Bridge destroyed markers on their 2 sides on hexes K become fully functioning Supply Source hexes, and MSUs can 1421 and 1422 (both rail bridges are destroyed). enter (recommended: place a Roadnet marker on GT 36 of the TRT as a reminder). PLAY NOTE: The Soviet player would be well advised to destroy the remaining Dnepr River bridges quickly. 4. Map J Supply Source road—The following road on Map K is a supply source road with a 21 hex length on map [BSR 6.3]; start d. The Soviet player resolves the Replacement Table starting counting with the map edge hex. GT29. • At Start—main road hex 1017 may only be used for tracing General Supply until GT 31 (also waiting for the rails to be 10.24 Scenario Special Rules converted into Pervomaysk). a. Soviet Supply Situation • GT 31—main road hex 1017becomes a fully functioning Sup- 1. Supply Sources: Hex J3733 [for Crimea Garrison only until re- ply Source hex, and MSUs can enter (recommended: place a lease] and any railroad hex at the east edge of maps J and KK. Roadnet marker on GT 31 of the TRT as a reminder). 2. The Soviet player receives two ASPs per turn for the entire sce- • Note: Main road hex 1025 is not usable—it leads back to nario. , still under Soviet control. © 2008 GMT Games, LLC Kiev to Rostov PLAYBOOK 13

5. Place OoS markers on all Axis units that cannot trace a Supply DESIGN NOTE: Stalin’s insistence on standing fast around Kiev Line during the supply determination phase of GT29 (skip the forced the command and staff elements to remain in place long Emergency Supply markers for GT29 only). Place 21 hex Roadnet after they should have evacuated. markers in hexes K 1324 and 3547. All interconnected main road 4. Beginning GT36 the Axis receives an additional 4 RCPs per turn hexes between these two points are the Axis map K Roadnet. Trace to be used only on the rail-net from K1901 to K2713, or from a Line of Communications 7 hexes from any of the Roadnet hexes. K2401 to K3610. Once conversion of these hexes is complete, Any Axis units outside of that 7 hex radius receive Out of Supply these 4 RCPs are lost. The RCPs cannot be used beyond these markers. points. He also receives an additional 4 ASPs per turn to enter 6. Exception: Axis (and Soviet) Special Placement At Start groups only through the north edge of Map K at any friendly shaded hex. are exempt from supply considerations until GT 36 or both Kiev The ASPs and RCPs are for use only with this group and are no hexes become Axis controlled, whichever comes first. longer allowed for use beginning GT49. DESIGN NOTE: As should be obvious from a look at the open- 5. Axis Special Placement reinforcements (GT36) include RSCs. ing situation, the German supply lines are already over-stretched If not enough are currently available, then pick up those needed before this game begins. The Germans had assembled an im- from elsewhere on the game maps. mensely complex patchwork system to support their advance. Note. It would be a very good idea to plan ahead for this event to We first examined the situation with a very detailed analysis of avoid the loss of infantry steps currently in play. when certain roads and railroads opened and the movement costs required to enter each. Much of this has been heavily simplified in 6. As of GT36, all Special Placement units (see Set-Up Cards) have favor of moving play of the game forward. When combining this the same General Supply requirements as all other units. game with AGS you will have very different results depending on 7. Special Placement units for both sides coming under a Declared where the Axis player focuses his railroad conversion. The system Attack by opposing units currently free to move are immediately presented here appears to be the best average result. released for regular game play. c. Axis and Soviet “Special Placement” units At Start d. Starting GT43 and ending GT 49 (inclusive) the Axis player loses one (1) VP for each complete turn neither of the two Kiev hexes is 1. The Special Placement At Start groups of units are shown on Axis controlled and both can trace a Line of Communications to Soviet Set-Up Card Two Front and Axis Set-Up Card Two Front. anywhere on the east edge of the scenario area. Treat each unit as an individual Garrison unit until GT36 or start- ing the turn after both Kiev hexes are Axis controlled, whichever e. Soviet Replacements. See Soviet Replacements Table. comes first. They can be strengthened by regular replacements procedure while still a Garrison. 10.25 Kiev City Special Rules DESIGN NOTE: Those Soviet units on-map At Start are of 5 Army The rules below either summarize other rules or apply only because which is being pursued by German . All are actually of a changed supply status of Kiev, a major city of two hexes. off-map on GT29 but will arrive at these locations by GT35, in a. Through GT 49, the Soviet player cannot have more than four time for regular play starting GT36. We do this to simplify game (4) ASPs on or within 4 hexes of either Kiev city hex at the end matters, reduce the required map space, and avoid odd events of his engineering phase. Eliminate any excess. After GT 49, this that could skew the game. restriction does not apply. 2. Those Soviet reinforcement units on Soviet Set-Up Card Two Front marked as GT35 “Special” represent the Soviet forces b. Through GT 49 for any turn the Soviet player receives a Mandated retreating before Guderian’s advancing forces. When placed on Attack by result of the Replacements Table, one Mandated Attack map on GT 35, place Do Not Move 1GT markers on each hex. requirement is automatically satisfied if he controls both Kiev hexes. Against competent play, the chances are slight, but if an Axis unit After GT 49 this no longer applies. occupies the placement hex of any Soviet unit scheduled to appear c. Soviet units in Kiev are subject to Surrender if an Axis unit (with on GT35, it cannot enter play. ZOC) is adjacent, even though Axis ZOC does not extend into the 3. Soviet Map K restrictions. major city hexes. • Until GT 37, except for the At Start and GT 35 Soviet unit d. Kiev Surrounded [Exception to BSR 20.4]. Once neither Kiev groups, no other Soviet unit can enter hexes north or west of hex can trace a Line of Communications [BSR 6.2] (i.e., surrounded), the Desna River from hexes 1520 through 3306, and the Seym the city hexes no longer function as supply sources. Once this occurs River from hexes 3306 to 4809. apply the following within 4 hexes of either Kiev city hex: DESIGN NOTE: While the Axis forces suffered from a collapsing logistical system, the Soviets had problems of their own. With • A unit rebuilt by replacements cannot be placed there. most of their first-line combat units and headquarters destroyed, • Zap and militia units there cannot be converted to RPs. the Soviets had pieced together a new line manned by hastily • MSUs and Dumps cannot be placed there. mobilized reservists, or worse, led by inexperienced staffs. Though • Bridge units cannot be placed there (unless an MSU is expend- the Axis threat from the north was perceived, it was beyond the ed). Soviets’ ability to effectively defend against it. Note: Strongpoints can still be placed at or in the area of Kiev, even • All Soviet HQ units at start or placed on Map K west of hexrow though it may be surrounded. 40xx may not move until GT 36 unless forced to retreat, and may not utilize Air Transport until GT 40 e. Soviet Replacements Table B (not Tables C or D) results suffer © 2008 GMT Games, LLC 14 Kiev to Rostov PLAYBOOK reduction by one (1) I-Type RP each turn both Kiev city hexes are from Perekop. They restored the front in the northern sector and surrounded [PB 10.25d] or are not Soviet controlled. then handed off to the German 49th Mountain , now diverted from supporting operations into Crimea. The SS then shifted efforts Note: Table B is not used beyond GT50, so there is no RP reduction to the center and south, restoring stability there as well. on Tables C or D. The ’s difficulties got the attention of German High Com- f. Release Soviet Special Placement units [PB 10.24.c]. mand. Gen. von Mackensen’s 3rd Motorized Corps was directed to g. Extra Axis VP loss applies [PB 10.24d]. attack south from the Dnepropetrovsk area east of the Dnepr River. This cut into a thinly defended sector covered by an overstretched h. The Victory Point Schedule awards the Axis player a variable Soviet 12 Army, the northern wing of Southern Front. With the number of VPs depending on the turn he captures each Kiev city weather holding clear, the panzers advanced quickly, cutting behind hex. 9 and 18 Armies. The bulk of these armies was caught, surrounded, and surrendered by 11 October, the commander, Lt. Gen. 10.26 Victory Conditions. Smirnov, being killed in the fighting. This pocket yielded another See Victory Conditions Chart. 64,325 Soviet prisoners, 126 tanks, 519 guns, and much material. German forces had gained another great victory and the road to Rostov lay open. Soviet morale and fortunes were now at perhaps 10.3 Scenario 3: Battle on the the lowest point of the entire Barbarossa campaign. And then the Sea of Azov rains came. Required: Historical Summary 1. Map J When Gen. von Manstein took command of the German 11th Army 2. Set-Up Cards he found it lacking any real concentration. Somehow, the Army • Axis One Front was expected to continue its advance eastward through • Soviet One Front to Rostov and the Donbas industrial region, while simultaneously capturing the entire Crimean peninsula to the south. In both direc- 3. Units: Refer to the Scenario Set-Up Cards. tions the Soviets were numerous and entrenched in strong defensive positions. So Manstein altered the plan. He sent one German corps 10.31 Scenario Length. to support Romanian (of two corps) holding the Soviets There are six turns. Start with the Soviet player turn of GT48 and in check in front of Melitopol, while he concentrated his remaining end with the end of GT53. The weather is automatically Dry (no strength to break into the Crimea. Storm) for all turns of the scenario. On 24 September Manstein began his attack on the Perekop Isth- 10.32 Scenario Area mus, the gateway to the Crimea. Although given heavy artillery and a. Use only Map J east of hexrow 3100. air support, the narrowness of the isthmus and the lack of natural features meant the German assault teams had the hardest possible b. Soviet units cannot enter, at any time, hexes along the north edge conditions in which to fight through the ten mile deep Soviet defense of the map. system. Fortunately for the Germans, the Soviet defenders were shaky and poorly coordinated. By the third day German infantry 10.33 Placement had crossed the Tatar Ditch and defeated a tank-led counterattack. a. The Axis player sets up first. Thereafter, the defense yielded ground more quickly. Three days later the Germans had broken the remaining defense works and advanced b. Resolve Air Readiness beginning GT49. to the Ishun Lakes area, but were exhausted. The Soviets suffered losses that included 10,814 prisoners, 34 tanks, and 62 guns. With c. Set the Mandated Attacks Not Yet Made marker at zero (0). reinforcements their line still held (just to the south of the game area) so the final reckoning would not come until a few weeks later when 10.34 Scenario Special Rules the Germans broke through to the area. a. Both sides disregard Attack Supply (for this scenario) but do trace General Supply. Apply effects of OoS to units that cannot trace a To relieve their comrades trying to hold the Perekop, Soviet High Supply Line. Command ordered Southern Front (9 and 18 Armies) to attack the Axis line in front of Melitopol. On 26 September the attack began b. Supply Sources with their entire force, all 12 divisions. They withheld no reserves. 1. Axis—Hexes 3225, 3232, 4501, 5001 In the center the German divisions held off successive waves of at- 2. Soviet—Hexes 3733, 6201, 7011, 7015, 7016 tackers, but on both flanks the Romanians wavered. To the south at Akimovka the 5th Cavalry Bde lost half its strength before sealing c. No railroad movement or conversion is allowed for either side. the breach with a counterattack. In the northern sector the situation Do not use Railhead or Railcut markers. became more anxious as Romanian 4th Mountain Bde collapsed d. There are no replacements for either side. and its artillery was overrun. Strangely, the Soviets failed to exploit this one success. e. Strongpoints in addition to those on map at start cannot be con- structed. The situation remained serious until the arrival of the SS LAH Bde

© 2008 GMT Games, LLC Kiev to Rostov PLAYBOOK 15 f. Armor and Artillery Step Losses do not count for VPs for either Motorized RD), now restored to full strength. Along with renewed side. Soviet air activity it lent considerable weight to Soviet attacks. Soviet forces broke through to Shtepovka but stopped there as action to the 10.35 Victory Conditions north took on greater importance. a. The Soviet player wins if all the following apply at the end of In battles from 27 September through 4 October the Soviets the scenario: eliminated the threat of a penetration between their two armies, 1. He has no Mandated Attacks remaining, and forcing the Germans away from the area. They claimed the capture 2. all of the following locations are friendly: or destruction of 40 tanks, 32 guns, more than 500 vehicles, over 2000 German soldiers, and much material. The Germans claimed Kuybyshevo 6512 the destruction of many enemy tanks and capture of 1100 men. The Melitopol 5320 Germans were unperturbed about their losses and regarded the battle Orekhov 5611 as simply a strongly defended area to be by-passed. To them, the 3. and any three of the following locations are friendly: real battle was the Typhoon offensive, now underway and yielding huge successes. Akimovka 5123 Mal. Belozerka 4716 Balki 4714 Veseloye 4819 Required: Separate Scenario Sheet (Battle of Sumy side) Genichesk 4831 Nikopol 4112 10.41 Scenario Length b. Alternatively, the Soviet player wins, regardless of locations held [10.35a], if the Axis player has lost a total of 12 or more steps during There are four turns. Start with GT50 and end with GT53. The the course of the scenario. weather is automatically Dry (no Storm) for all turns. c. The Axis player wins if he avoids Soviet victory conditions. 10.42 Scenario Area Use only the Sumy Special Map. 10.4 Scenario 4: Battle of Sumy 10.43 Placement (Learning Scenario) a. The Soviet player sets up first. Historical Summary b. Resolve Air Readiness each turn starting GT51. In late September German command was busy with preparations 10.44 Scenario Special Rules for the Typhoon offensive, due to begin in just a few days. As a preliminary operation, indeed as the opening move of Typhoon, a. There are no Supply Sources. Disregard effects of General Supply, German 48th Motorized Corps, formerly with Army Group South, Attack Supply and Soviet Surrender. received orders to move through Shtepovka to Sumy, using the b. Railroad movement and conversion is ignored. Do not use Rail- Psel River to cover its right flank. Ultimately, it was to join with head or Railcut markers. Guderian’s Panzer Group 2 in the drive on Orel (well to the north of the game area). German command was flush with the victory c. There are no replacements for either side. of the Kiev encirclement just days before and discounted reports d. Strongpoints cannot be constructed. of renewed Soviet strength, particularly since German battlefield intelligence discovered a gap in the Sumy sector. A gap indeed e. There are no Air transport Missions. briefly existed here between Soviet 40 Army and 13 Army (to the north of the game area). Soviet command had been struggling to f. All map hexes are in range of all air units. cover many holes in the front since the loss of so many units in the gigantic Kiev encirclement. It directed Gen. Belov’s 2 Cavalry 10.45 Victory Conditions Corps to cover this gap. a. The Axis player wins if five of the seven stars (printed on map) are friendly to him at the end of the scenario. On 28 September German tanks and motorized infantry attacked in their usual manner, immediately forcing Belov’s cavalry out of the b. The Soviet player wins if either: positions they had occupied only the day before. According to plan 1. The Axis player fails to achieve his victory conditions; or the German units pursued to the northeast. But as they spread out, 2. The Axis player has suffered at least 6 steps of losses during the gaps opened in their own lines. Promptly the next morning, Soviet course of the scenario (regardless of the total of captured stars). 129 Tank Brigade attacked through these gaps and finished the day by claiming the destruction of many German tanks, vehicles, infantry, Note: Sumy is marked with two stars. and equipment. The Germans, for their part, thought they had made good progress although against strengthening resistance. The next day proved even tougher. German 16th Motorized Division encountered heavy resistance on a hill near Lebedin and 25th Motor- ized Division was heavily engaged by Soviet attacks at Shtepovka. The real fight occurred over the next two days. Joining the battle was Soviet 1 Guards Motorized Rifle Division (formerly 1 Moscow © 2008 GMT Games, LLC 16 Kiev to Rostov PLAYBOOK

of the 9th Panzer and the three units of 16th Motorized, into hexes Tutorial: 1408 and 1409 respectively, adjacent to the 131+160 Regiments of This narrative does not provide a definitive “how to” plan for ei- the 5th Soviet Cavalry Division. The 25th Motorized Division (two ther side. In fact, less than optimal moves may have been made to units to hex 1411) and 619th Artillery (to hex 1309) are positioned highlight game mechanics. to attack the under-strength 11+96 Regiments of the 5th Cavalry The Sumy battle pits a mobile, but battered, Axis force against a Division. All movement is through Clear terrain, and all units have larger Soviet force. After you set up both forces, note the follow- more than enough MPs to reach their attack hexes. The Axis player ing: declares attacks against both Soviet occupied hexes and places Declared Attack markers on both. The only hope for Axis success rests squarely on the reduced 33rd Panzer Regiment of the 9th Panzer Division. So long as two of the The Axis player has chosen the weak point in the Soviet line. The other 9th Panzer units attack with the panzer regiment, the Axis Soviet 40 Army HQ is an Operational HQ with a Command Value player gets a –1 DRM for Panzer Division Integrity [BSR15.68], and of one [BSR22.12]. The HQ can issue either one No Retreat or Ad- possibly another –1 DRM for a combined arms attack [BSR15.67]. ditional Retreat Order to an in-range Declared Combat, but both If the three units of the 16th Motorized Division attack with the 9th defender units are out of the four-hex Command Range [BSR22.11]. Panzer, that division also qualifies for a –1 Panzer Division Integrity The HQ also has the ability to activate one in-range motorized unit DRM [BSR15.68]. The Soviets are more powerful, so the only real for reaction movement [BSR22.12.b], and the 1Tank Brigade is hope the Axis player has is to maximize his mobility advantage and within the HQ’s four-hex Command Range. It also must be within continue to attack with the favorable DRM advantage. The single three hexes of a Defender Hex of a Declared Combat to use reac- regiment of 10th Motorized and two regiments of 25th Motorized tion Movement [BSR14.1], but instead it is four hexes away from are good units, but neither of these formations qualifies for Panzer the Declared Combat in hex 1508. Both defending Soviet cavalry Division Integrity. They will serve most often as screening units for units are on their own. the two workhorse divisions. If the panzer regiment is eliminated, The Axis player now allocates both of his air units [BSR15.1]. The Axis chances for victory plummet to next to nothing. Dummy unit is placed face-down on the 131+160/5 cavalry defender The Soviet forces are more suited to attack than defense; unfortu- hex. The He111 air unit is placed face-down on the 11+96/5 cavalry nately they have been positioned in a cordon defense, invitingly defender hex. The Axis player decides that the chance to gain a –1 spread out, in order to screen 5 of the VP hexes from the Axis player. DRM in the attack against 11+96/5 cavalry is more necessary than Their strongest formation, the 1st Guards Motorized Division enters possibly offsetting a +1 DRM from the Soviet SB bomber unit if it play only after the Axis forces have moved and attacked first. The is allocated to the 131+160/5 cavalry defender hex. Soviets must wait to assess the results of the initial German attack The Soviet player decides to allocate both his fighter and bomber before determining how to proceed. air units to the 11+96/5 cavalry defender hex. Things look hopeless against the two division German attack, but if the Soviet bomber can Game Turn 50 add a +1 DRM to this combat die roll, the likelihood of an Axis step Strategic Segment: All of the actions in the Strategic Segment loss increases. All air units are revealed. The Axis Dummy air unit have either been deleted or completed in advance for the scenario, is removed and put back in the Ready Box. In the Declared Attack except for: on hex 1510, there might be air combat [BSR17.3]. • Reinforcements—the Soviet player sets aside the four units for Air Combat: Because at least one Firing unit is present (a Soviet the 1st Guards Motorized Division for entry during his player fighter), players must first determine Air Initiative. And because Segment. the only firing unit is a Soviet unit, the Soviet player automatically • Air Interdiction—the Axis player opts not to commit either of his wins Air Initiative [BSR17.32.a], but he still rolls and finds the air units to it. result on the Air Initiative Table. If he rolls a 6 or 7, no air combat would occur and the Firing unit would go to the Flown Box without Axis Player Segment firing. Instead, he rolls a 3 and this allows air combat to occur. The The Axis player decides that he does not have enough units to punch Soviet fighter is matched against the lone German He111bomber. through the Soviet line and threaten Sumy immediately. There are The fighter has an Air Combat Rating of one, and the bomber has too many Soviet units are available to circle around the Axis flanks an Air Combat Rating of two, but only the fighter can fire. The de- and cause serious damage. fending bomber’s Air Combat rating is subtracted from the fighter’s yielding a total of –1. The Soviet player uses the –1 column of the Instead, the Axis player decides to launch attacks against isolated Air Combat Table [BSR17.33]. He rolls poorly—a 9, meaning the Soviet units to inflict unanswered losses and take the initiative away German bombers get away unscathed. The Soviet fighter unit goes from the Soviet player. If he is able to weaken the Soviets for two to its Flown Box. or three turns while keeping his force relatively intact, he may have enough strength late in the scenario to capture and hold enough AA Fire [BSR17.4]: No Soviet cavalry unit is AA capable so the victory hexes to win. German bomber unit automatically contributes a –1 DRM to the combat and returns the Flown Box. Two of the three units of 25th Axis Movement: An overrun [BSR11.4] is out of the question be- Motorized are present, so that formation is AA capable. There are no cause none of the starting Axis stacks are strong enough to muster Axis DRMs, so the Axis die roll of 9 yields an Aborted result. The the minimum 5 to 1 odds needed for a German overrun attempt, so Soviet bomber unit is cannot contribute a +1 DRM to the combat, the Axis player concentrates his two effective divisions, the four units and goes to its Flown Box.

© 2008 GMT Games, LLC Kiev to Rostov PLAYBOOK 17

Combat: The Axis player decides to resolve the combat against hex hex 1708, the 9th Panzer stack splits. The 9th Panzer Recon unit 1510 first. He has one in-range artillery unit, the 619th Regiment spends 1/2 MP to enter and move through hex 1809 on a minor and allocates it to the combat. Note that in most scenarios, it is road, and 1MP to enter and move through woods hex 1908 on necessary to expend Attack Supply to add artillery support strength the minor road. The 9th Panzer Recon has spent 4 MPs out of [BSR15.32.c]. its 4 and 1/2 MPs available. It now spends its remaining 1/2 MP to enter hex 2009 through a minor road hexside and occupy The Axis player has six attack factors plus two artillery support fac- Lebedin. The remainder of the 9th Panzer spends 1/2 MP to enter tors for a total of eight. The Soviet player has defense strength of hex 1808 through the minor road hexside. Their final 1/2 MP two. At this point the attacker would normally expend Attack Sup- remains unspent because it is insufficient to enter any adjacent ply to allow artillery support and negate the +2 DRM for attacking hex. without Attack Supply [BSR15.32]. 4) The 16th Motorized also splits. The two motorized regiments The defender strength is divided into the attacker strength, yielding spend 3 MPs to move to hex 1507, adjacent to the 5+136/9 Soviet odds of 4 to 1 for this combat. The Axis player issues no orders, and cavalry. The 16th Motorized Recon unit remains in place as a there are no Soviet orders to reveal, so the net DRM for the attack is reaction movement unit. computed. In this case, there is only the Axis –1 DRM for CAS, so 5) Finally, the 20th Motorized regiment moves back to hex 1306 the Axis die roll will have a –1 DRM applied. The die roll is 6, and to occupy Nedrigaylov, but more importantly, to escape the pos- the –1 DRM modifies it to 5 (fortunately for the Axis player). The sibility of being surrounded and destroyed by the Soviets. result is one defender step loss and no attacker step loss. Since the 11+96/5 Cavalry is a one step unit, the loss removes it from play. It There are no actions to perform in the Axis Engineering Segment. is placed in the Soviet Cadre Box [BSR16.24]. The two victorious Play now shifts to the Soviet Player Segment. German motorized regiments advance into the now vacant Defender Hex 1510, but the artillery remains stationary (artillery units cannot advance after combat). For the combat in hex 1508, there is no artillery to allocate. The total German attack strength is 18, and the total Soviet defense strength is 3, yielding odds of 6 to 1. Note that in most cases Attack Supply would need to be expended here for optimal attacker results. There are no orders to issue or reveal. The Axis player has a –3 DRM (–1 for 9th Pz Div Integrity; –1 for Pz Div Integrity for the attacking 16th Motorized; and –1 for Combined Arms Bonus since there are no Soviet tank, anti-tank or AA units to counter the combination of the German panzer regiment and accompanying motorized infantry [BSR15.67]. The Axis die roll is 5, modified by the –3 DRM to 2. The result is three steps lost and a retreat for the defender and no steps lost for the attacker. The defending cavalry unit has only two steps, so the 3-step loss removes it from the map and places it in the Soviet Cadre Box. The 9th Panzer Division advances into the now vacant Defender Hex. Both combats have been highly successful for the Axis player, and the Soviet player looks at the newly created gap in his lines and wonders where the Axis player will move his units. Axis Motorized Unit Movement Phase [BSR10.2]: The Axis player now moves his motorized units up to one half of their normal movement allowance, retaining fractions. Refer to the Terrain Effects Chart for the following movements: 1) 619th Artillery Regiment cannot move and remains in hex 1310. 2) 25th Motorized splits and moves in two directions to threaten The Soviet player wants to counterattack the exposed 16th Motor- the Soviet 295 Rifle Division in hex 1612. The 35th Regiment ized Division, but his units are out of position. The Soviet Player moves one hex to 1511 (cost 2MPs—one MP for entering the clear Segment is not identical to the Axis Player Segment. The Motorized terrain hex through a non-road hexside, and one MP for entering Movement Phase occurs first, followed by Combat, and then the an enemy Zone of Control). The 119th Regiment spends 2 MPs Regular Movement Phase. Soviet cavalry can move in the Motor- to cross the river and enter hex 1610, and one more MP to enter ized Movement Phase, but with only half of their normal movement hex 1709. allowance. Motorized units (those with their movement allowances in a red box) move their full MA. The Soviet player cannot throw 3) The 9th Panzer spends 2 MPs to cross the river and enter hex both cavalry units and tank brigades against the 16th motorized, 1609. Hex 1609 is a minor road hex, and 9th Panzer now spends because neither the 129 Tank Brigade nor the 72+108/9 Cavalry 1/2 MP to enter hex 1708 through the minor road hexside. In © 2008 GMT Games, LLC 18 Kiev to Rostov PLAYBOOK unit have enough movement allowance to cross the unbridged river ish both the attacker and defender severely. The Axis player could and enter the 16th Motorized Division’s ZOC. There is another pos- have chosen to issue a No Retreat order. The Axis player would have sibility—the 20/10M regiment in hex 1306. received a +1 DRM that could have potentially worsened the Soviet player combat result. The downside for this order is that one addi- During the Soviet Motorized Movement Phase, a Soviet HQ can tional step loss is applied to the printed combat result [BSR16.41]. activate a number of non-motorized units equal to their Command The Axis player is trying to avoid step losses, so does not opt for this Rating that cannot normally move in this phase. Such units have to order. The Axis player now turns the Orders marker for the Soviet be within the HQ’s Command Range. The Soviet player uses the 40 player to see the Additional Retreat option. Army HQ to activate the in-range 227 Rifle Division, and places an Activated marker on it. The 227th spends 2 and 1/2 MPs to enter hex There are no DRMs. Though the Soviet player has committed two 1305 (1.5 MPs to enter hexes 1404, 1304 and 1305 along the minor armor type units to the attack, the Soviet infantry division is not road, plus 1MP to enter 20/10M’s ZOC). The 129 Tank Brigade one of the qualifying other units to allow a Combined Arms attack expends 3 and 1/2 MPs also to enter hex 1305. The 1 Tank Brigade [BSR15.67]. Even though the Soviet 227 Rifle and 129 Tank are spends 3 MPs to move to hex 1406. attacking across a river hexside, the 1 Tank is not, so the Axis defend- ers do not receive the +1 DRM for defensive river terrain. The Axis Other movement: The 72+108/9 Cavalry unit spends its 3 MPs to player chose to issue Additional Retreat instead of No Retreat. move to hex 1806, and the 1st Guards Motorized Division enters the map as a stack at hex 2202, and expends 1 and 1/2 MPs to The Soviet player rolls the die and gets a 5. The result is Attacker move along the main road to Sumy. At Sumy the 2/4 Guard Rocket one step loss plus asterisk, and Defender retreat. expends 4 of its remaining 6 and 1/2 MPs to move through hexes 2304, 2205 and 2105 to hex 2107. The Soviet player has to block The Soviet player turns the 227Rifle to its reduced side. The asterisk the approaches to Sumy, and this artillery regiment will be a part of result does not apply because: that force—a good thing, for if left by itself, it cannot stop move- • This was not a Soviet Mandated Attack ment along the minor road to Sumy because it has no ZOC, and • The attack was not made against a strongpoint or fortified line with a defense strength of one when by itself, it would be an easy • There were no Attack Supply considerations target for elimination. • Since there were no qualifying defending units, Armor Attrition The remaining three units of the 1 Guards spend 2 and 1/2 more MPs [BSR16.32.c] does not apply. to move to hex 2005 (moving on a minor road through non-clear terrain costs 1MP per hex). All three units have now spent 4MPs. The Retreat and Advance: Because the Axis player opted for Additional two motorized units have 1 MP left. The 12/1GdM and 175/1GdM Retreat, the Soviet player now retreats each Axis unit three hexes both spend 1/2 more MP to end their movement in hex 1905. The instead of the Axis player retreating each unit two hexes. The So- 6/1GdM spends its last MP to move to hex 1904. The Soviet player viet player cannot intentionally retreat these units in a direction elects not to move the 5+136/9 Cavalry unit this phase. If it remains that would result in loss or destruction if a safe path is available adjacent to the two motorized regiments of 16th Motorized, the Ger- [BSR16.41.b], but there are many safe paths available, and the man units are not eligible for Reaction Movement [BSR14.11.a]. Soviet player chooses hex 1007 for both units. The Axis player is now regretting his choice of Additional retreat. With movement ended, the Soviet player now declares an attack on hex 1306, and places a Declared Attack marker on the hex. The Soviet player opts not to advance. Leaving units in hex 1306, a clear hex in close proximity to strong Axis forces, does not seem Reaction Movement: Axis forces are more flexible than Soviet prudent. forces. Any motorized unit within three hexes of a Defender Hex that is not in a Soviet ZOC can move up to half of its MA. The Soviet Movement Phase: only ZOC a reacting unit can enter is the attacker ZOC into the • Since it was activated in the motorized Movement Phase, the 227 defender hex, and it does not spend an MP for entering that ZOC Rifle is not eligible to move in this phase when it would normally [BSR14.13]. The only qualifying Axis unit is the 341/16M Recon move. unit (had the Soviets not remained adjacent to the remainder of • The Soviet player elects not to move the 295th Rifle. Though 16th Motorized, the entire division could have reacted with dire alone and far from the bulk of Soviet units, it remains a threat in results for the Soviet attackers). The 341/16M spends 3 of its 4 and being, and ties down Axis units to screen it. 1/2 available MPs to move through hexes 1308 and 1307 and enter Defender Hex 1306. • Both cavalry units move with their full MA this phase. 72+108/9 cavalry spends 4 and 1/2 MPs to move to hex 2107 (after entering Combat: There are no air units for either side in the Ready Boxes, hex 2007 through a hill hexside, the Soviets use the minor road to so there will be no CAS. There is no supporting artillery for either enter hex 2107) and reinforce the 2/4 Gd Rocket Battalion. The side. The basic odds of 3 to 2 (9 Soviet attack factors against 6 Axis 5+136/9 cavalry spends 3 MPs to move to hex 1605. defense factors) are the final odds. • 6/1GdM spends 2 MPs to move to hex 1703, and now that it is Orders: The Soviet attacking units are all out of the 40 Army HQ’s on a minor road hex, spends its last 1/2 MP to move through a Command Range, so they can receive no attack orders. The German minor road hexside into hex 1603. player elects to issue an Additional Retreat order to the Defender • 12 and 175/1GdM both spend 2 MPs to move to hex 1906. Hex, and places that marker face down on the hex (again, the Axis • 1st Tank Brigade spends 1/2 MP to move to hex 1505 through forces are more flexible than their Soviet counterparts). The 3 to 2 a minor road hexside, and then spends its remaining 2 MPs to odds column on the Combat Results Table has the potential to pun- © 2008 GMT Games, LLC Kiev to Rostov PLAYBOOK 19

cross the river hexside and enter hex 1605 and stack with 5+136/9 The intent is to degrade the capabilities of the 40 Army HQ by Cavalry. successfully interdicting it. The downside for the Axis player is • The 129 tank brigade remains with the reduced 227 Rifle in hex that he will have no air units to counter Soviet air units during the 1305, and 40 Army HQ also remains in hex 1904. upcoming player segments. Both air units are placed face down on the interdiction hex. There are no actions to perform in the Soviet Engineering Segment. Play now shifts to the Game Turn Interphase. The Soviet player must choose whether or not to contest the Axis mission with his fighters. Though he has two units, both are greatly The Activated marker is removed from the 227 Rifle, and the Turn inferior in combat ability to the Bf109, and the odds are good that Marker is advanced to GT 51. one or both fighters might be destroyed. The Soviet player commits his two fighter units. The Axis player reveals his two air units. The He111 can only perform interdiction as a Mission unit. The Bf109 is dual capable. It can perform interdiction, or engage in air combat. The Axis player declares it will be a Firing unit [BSR17.31.b.2}. Air Initiative: The die is rolled to determine if either side’s Firing units has the initiative [BSR17.32}. The die roll is 5, giving the Axis Bf109 the initiative. The Axis player decides his Bf109 will engage the MiG-3 unit, and let the I-16 through to attack his He111 unit. The Bf109 rolls on the +2 column, and gets a 2. The MiG-3 is destroyed, but firing is simultaneous between firing units. The MiG-3 die roll is a 10 on the –2 column, indicating no result. The MiG-3 goes to the Destroyed Box and the Bf109 returns to the Flown Box. The I-16 rolls against the He111 on the –1 column, rolling a 2. The He111 is aborted and returned to the Flown Box (being a Mission unit, it cannot fire back). There will be no interdiction of hex 1904, and the 40 Army HQ will be able to issue one order, activate one non-motorized unit, and allow one motorized unit to react. The tutorial ends at this point. The Soviet player has established a solid defensive line, and the Axis player will not be able to attack Game Turn 51 any hex at high odds as was done on GT 50. Additionally, the Soviet Strategic Segment: All of the actions in the Strategic Segment has a potential for two combat DRMs because his two SB bombers have either been deleted or completed in advance for the scenario, will not face any Axis air opposition—just Axis AA. Thus far the except for: die rolls have generally been in favor of the Axis player, but this • Reinforcements—the Soviet player sets aside the 126+205AA unit will probably change. It’s a virtual certainty that the Axis player for entry during his player Segment. The Soviet player also places will begin to take significant step losses, and that this scenario will the MiG-3 and SB reinforcement air units in the Soviet Air Unit probably remain in doubt down to the last die roll. Feel free to play Ready Box. The Axis player also receives one air unit, a Bf109, out the rest of this scenario from this point, or re-set and try it from as a reinforcement. It is placed in the Axis Air Unit Ready Box. the beginning. • Air Unit readiness. Both players must now roll for each unit in their Flown Boxes to determine if they move to the Ready Box, or remain in the Flown Box. The Soviet player moves each air unit on a roll of 1 through 8, and there are no DRMs. He rolls a 6 for the SB unit and a 3 for the I-16 unit. The Axis player rolls a 7 and his He111 unit also moves back to the Ready Box. • Air Interdiction. The Axis player opts to commit his newly arrived Bf109 fighter and the He111 bomber units to an Air Interdiction Mission against hex 1904.

© 2008 GMT Games, LLC 20 Kiev to Rostov PLAYBOOK

ally reached their provisional objectives, save that of Rostov for 1st 10.5 Scenario 5: To Kharkov Panzer Army [see Scenario 7], and were no longer under pressure Historical Summary from the Soviets. The plan was that once supplies were accumulated With the conclusion of the Kiev Pocket operations, the focus of and railheads advanced the Army Group could resume its advance to action in Russia shifted to the north, to the final German offensive the Don and then the Rivers. As things turned out, this would against Moscow, Operation Typhoon. Following new directives from not happen until the following summer. Berlin, German and Guderian’s Panzer Group left the Required: Ukraine, taking with them some units originally assigned to Army Group South, including a full motorized corps [see Scenario 4]. In 1. Maps J, K, KK, and R a similar manner, starting in late September German 11th Army 2. Set-Up Cards went south into Crimea. Army Group South may have faced much • Axis Two Back weakened opposition, but was itself much weakened by the transfers • Soviet One Back and still had to contend with the same size of front and changing • Soviet Two Back priorities over distant objectives. 3. Units: Refer to the Scenario Set-Up Cards. Despite the reduced means a general offensive was fully underway by 1 October, coinciding with Typhoon. As a result of confused 10.51 Scenario Length operational planning, Axis armies went off in several directions at There are twenty turns. Start with GT51 and end with GT70. The once. The 6th Army began its uninspired drive on Kharkov while weather is automatically Dry (no Storm) for GT51. Resolve the 17th Army was directed to the River and then into the Donbas Weather Table for all remaining turns. industrial area with Voroshilovgrad as the objective. Only Kleist’s Panzer Group had real success. It easily sliced through Soviet 12 10.52 Scenario Area Army defenses just west of Pavlograd and cut south to get into Use all of maps J, K, KK, and R. the rear of Soviet Southern Front’s 9 and 18 Armies, meeting up with elements of 11th Army near Berdyansk [see Scenario 3]. The 10.53 Placement removal of the bulk of these two armies almost opened the door a. The Soviet player sets up first. to Rostov. Practically the only thing left defending Russia in this sector was mud. b. Resolve Air Readiness each turn starting GT 52. The 17th Army managed an early start but had to spend much effort c. Marker Placement just to support the flanks of 6th Army and . This 1. Set the VP markers at fifty-eight (58). allowed fierce Soviet resistance to develop in front of Krasnograd 2. Set the Soviet Replacement markers and the Mandated Attacks in late September, so a panzer division was summoned to assist. But Not Yet Made marker at zero (0). even with this addition, the Army’s strength continued to dissipate 3. The Soviet player resolves the Replacements Table starting as it pursued divergent objectives: Kharkov to the north, the Donets GT51. River to the east, and Voroshilovgrad to the southeast. The 17th Army took Lozovaya on 10 October but was now nearly halted by 10.54 Scenario Special Rules cold, rain, and exhaustion. a. Axis Crimea Withdrawal The 6th Army experienced severe delays in concentrating for an 1. The Axis player is required to withdraw to Crimea various units offensive and yet even as its attack gained strength Soviet 38 Army over several turns, the first group withdrawing on GT53. For each counterattacked; one particularly nasty attack being with armor on withdrawal turn the Axis player withdraws the exact combat units 14 October. The Soviets in the area had recovered and manned a shown on his Set-Up Card, at the strengths shown. These units whole new front line with good troops, but were still so thinly spread are required to move across the game map and then exit the map they could only react to events. With practically no motorized units [PB 3.3] at hex J3733 on or before their required exit turn. Obvi- and poor logistical support (since bridges over the Dnepr River were ously, Soviet units blocking the exit hex must be driven away or not yet rebuilt), 6th Army seemed only to plod forward. It missed destroyed in order to complete the exit by the end of the turn of opportunities to take advantage of gaps in the line to encircle more each withdrawal. Soviet units. Despite the difficulties, the Army managed after heavy 2. The Axis player loses 1 VP for each turn, beginning the end of the fighting to capture Kharkov on 24 October and from there sent for- required turn of withdrawal, if not all units of every group to that ward detachments to establish bridgeheads across the Donets River. date have completed their withdrawal, regardless of the number By now the 6th Army was spent and would pass the winter there. of units or groups that have not completed their withdrawal. The Soviets had pulled back all the way to the Oskol River and were EXAMPLE: The GT53 and GT64 units all complete their map amazed they were not pursued. They then quickly reoccupied the exit on the turns required. The GT57and GT62 units do not exit no-man’s land in between the front lines. until GT64. No VP penalty is incurred GTs 53 through 56 since By the end of October Army Group South had halted operations the GT53 units exited on time. The Axis player is assessed 7 VPs except in the zone of 1st Panzer Army (now renamed from “Panzer since the GT57 unit did not exit until seven turns later. The GT62 Group”). Because of mud, severely constrained logistics, and a low units also exited GT64, but no extra VPs are assessed since the level of motorization, only small detachments could maneuver. penalty is already in effect for the GT57 units. Fortunately for Army Group South, Berlin agreed they had gener- Note: The Axis Crimea Withdrawal is the only one that requires

© 2008 GMT Games, LLC Kiev to Rostov PLAYBOOK 21

units to move across the map and then exit the map. All other A now superior Soviet Southern Front advanced successfully, if withdrawals allow units merely to be picked up and removed slowly, against the German northern flank, and then halted mo- from play. We chose this design solution to present the Axis player mentarily at the Tuzlov River. The positions they occupied posed a with the same dilemma his historical counterpart faced about the considerable threat to German forces in Rostov now coming under allocation of his troops. He is ordered to capture the Crimea but attack from nearly all directions. On the 28th von Rundstedt ordered the only viable entry to the Crimea is blocked by Soviet combat a withdrawal from Rostov but on the 30th Hitler countermanded the units (in and around hex J3632). Obviously, these must be removed order. With that von Rundstedt resigned his command of Army Group to satisfy the withdrawal. South. Hitler then appointed Field Marshal Walther von Richenau 3. Units withdrawing at a strength level less than that required cause to command. Richenau, however, could do nothing to change the RPs to be subtracted from those available to make up the deficit overall situation and so 1st Panzer Army resumed its withdrawal, to complete that required withdrawal. The complete regular re- eventually stopping on the Mius River line on 2 December. placements procedure to restore them before they exit need not The cancellation of Hitler’s orders cost the Germans their command- be followed. If not enough RPs are available immediately remove er but it preserved their army and they still held positions valuable sufficient steps from other units of the same type already in play for a renewed offensive. The Soviets had suffered comparatively (and in General Supply). lightly, only 33,000 casualties and 42 tanks in the offensive phase. 4. If Soviet units later block the exit hex, withdrawn units do not The Soviets record the Rostov Operation in their histories as the first return, the Withdrawal is not cancelled, and withdrawn units do offensive operation that created favorable conditions for the Soviet not return. Red Army to go over to the offensive at Moscow. b. Soviet Garrisons. Refer to the Soviet Replacements Table on Required: Scenario Card Two for normal garrison release. 1. Map R c. Soviet Supply Sources: Any railroad hex at the north edge of 2. Set-Up Cards Map KK and north, south, and east edges of Map R, hex J3733, and • Axis Three Back (printed on map R) any friendly major city. • Soviet Three Back (printed on map R) d. Axis Supply Sources: Any railroad hex at the north and west 3. Units: Refer to the Scenario Set-Up Cards. edges of Map K and west edge of Map J. Base units are available for forward placement of MSUs and Supply Dumps if their rail nets 10.61 Scenario Length to map edge supply source hexes remain uncut. There are fifteen turns. Start with GT69 and end with GT83. The weather is automatically Frost for GT69. Resolve the Weather Table e. Soviet Replacements. See Soviet Replacements Table. for all remaining turns. 10.55 Victory Conditions 10.62 Scenario Area See Victory Conditions Chart. Use all of Map R. 10.63 Placement 10.6 Scenario 6: To Rostov a. The Soviet player sets up first. Historical Situation b. Air Readiness In late fall of 1941 Army Group South made one final lunge for 1. Resolve Air Readiness each turn starting GT70. Readiness has Rostov-on-the-Don. Often called the “gateway to the Caucasus,” already been pre-determined for GT69. Rostov would hold the key to the campaign to the south for the coming year. The German offensive began on 5 November and 2. Apply a (+2) DRM to all Readiness die rolls for the Axis “Ju87” fought the mud perhaps as much as the Russians. German 14th unit. Panzer Division and 49th Mountain Corps pushed eastwards in an 3. Apply a (+1) DRM to all Soviet Air Readiness die rolls if an enveloping move directed through Shakty and . The Axis combat unit is on or adjacent to hex R4029 (Rostov). Germans were stalled by continuing bad weather and what proved c. Marker Placement to be a strong defense by the Soviet Southern Front’s rebuilt 9 and 1. Set the VP markers at zero. 18 Armies. Sensing an opportunity, the Soviets directed their rebuilt 37 Army to the area, and with the other two armies launched a 2. Neither Axis Replacement marker is used; there are no Axis counteroffensive on 17 November. replacements in this scenario. Strongpoint results on the So- viet Replacements Table that include “E” also include treating After regrouping their motorized troops German command launched Voroshilovgrad (R3012) as a major city for this purpose [BSR its final drive on Rostov on November 16th with 3rd . 7.2a]. Begin the Soviet Replacements markers at zero (0). Concentrated on a narrow front and with air and artillery support, 3. Disregard Soviet Mandated Attacks results on the Soviet Re- it broke through the Soviet front in two days. On the 20th the first placements Table until beginning with GT70. Germans entered Rostov and by the end of the day most of the city was occupied. Yet still, within the vicinity of the city and particularly 10.64 Scenario Special Rules on their northern flank, the Germans were noticeably outnumbered. a. There are no Axis Garrison requirements. Their situation was precarious.

© 2008 GMT Games, LLC 22 Kiev to Rostov PLAYBOOK b. Supply Sources d. Hitler Plan Effects 1. Axis Supply Sources: Main road at hexes 1019, 1020, 1036, and 1. The Axis player can build strongpoints. This continues even if 1037. the Hitler Plan is later cancelled [PB 10.75e]. The Axis player 2. Soviet Supply Sources: Main road and railroad hexes at 1001, can start the construction of as many strongpoints as he desires 1003, 2001, 3601, 4039, 4138, 4814, 4834, and 4836, and both each turn [BSR 18.3.5] but only an engineer unit can construct Rostov hexes. a strongpoint. 2. No Retreat Orders. This automatically applies to all German units c. Railroad Capacity while defending in combat situations where initial combat odds 1. Axis: None (before reaction) are 5-1 or less. Use a No Retreat marker. This 2. Soviet: 6 stacking points per turn. does not apply to other Axis nationalities unless stacked with a German unit. The Soviet player now announces initial combat d. The Non-Op 56 Army HQ odds for all combats before the Axis reaction phase. 1. It cannot start recovery procedure until GT72. It automatically becomes Operational on GT74 if it has not already become so. 3. Garrisons. Place a Garrison marker on all hexes where a German unit occupies a friendly strongpoint (except where an engineer 2. It cannot move until it recovers to Operational status. type occupies the strongpoint without other German units present). 3. It cannot disband. Any German unit moving through that Garrison hex, or remaining in it, also joins that Garrison. One Garrison hex can be released e. Reinforcements Entry per turn during the replacements phase. 1. Soviet Reinforcements enter as shown on the Set-Up Card. MSUs 4. The Axis player scores 2 VPs if at any time after the Hitler Plan enter at any friendly Supply Source. is in effect he moves any SS unit into either Rostov hex for at 2. Axis reinforcements enter as shown on the Set-Up Card. MSUs least one complete game phase. These VPs are not scored if the enter at any friendly Supply Source. Axis player scores VPs for either Rostov hex at the end of the 3. Subject to turn availability each player can bring in any or all of scenario or if the conditions are fulfilled after the Hitler Plan is his Special Reinforcement Pool Groups, at his discretion, at the cancelled. rate of one Group per turn. DESIGN NOTE: Essentially, this represents a propaganda victory and the correct political troops have to do it. For good game play, f. Rostov city hexes provide a (+1) DRM instead of a normal (+2) we want every encouragement to induce the Axis player to move DRM for a major city. [The local Soviet authority failed to prepare forward while under the Hitler Plan. the city for defense.] e. Cancel the Hitler Plan. If the Hitler Plan comes into effect, the 10.65 Axis Victory Plans Axis player can cancel it and change back to the Compromise Plan. On 6 September Hitler issued Directive #35. It called for the re- He can do this on any turn beginning GT78 by spending five (5) sumption of the “advance on Moscow,” and for the simultaneous VPs. He cannot subsequently change back to the Hitler Plan. Once destruction of the Soviet Southern Front and the continuation of the the Hitler Plan is cancelled, use the Compromise Plan VP Schedule. advance toward Rostov. This plan was actually a compromise of di- VPs scored under the Hitler Plan while the Hitler Plan was in effect vergent ideas that had developed through the summer and fall. With are not lost or adjusted; they remain. the great initial success of the advance on Moscow, the “Typhoon” offensive, Hitler pressed for still more divergent objectives. With DESIGN NOTE: We do not want a player locked into impossible his dream of a complete military solution in the East he renewed victory conditions even though his historical counterpart, Rundstedt, demands for impossible objectives far to the east of Moscow and was indeed in such a situation. He chose to disobey Hitler’s orders Rostov, generally the line Vologda-Gorki-Stalingrad-Maikop (all and immediately paid the price by losing his position in command. far off the game map). In the end, Hitler’s plan became the official The heavy VP cost reflects this choice. plan but it had become militarily impossible. 10.66 Victory Conditions a. There are two possible Victory Plans that will be in effect dur- a. Should the Soviet player exit four combat units off the west edge ing the course of the scenario. The Victory Plan currently in effect of Map R, hexes R1024 through R1039, he automatically and im- determines the column to use on the Victory Point Schedule, and mediately wins the game, regardless of VP total. thus the actual number of VPs to score. Ignore the other column. The Axis player starts with the Compromise Plan. During the game Design Note. We doubt this will ever happen but it prevents game- that Plan may change to the Hitler Plan through results obtained on wise solutions to play. It also reflects that should so many Russians the Victory Plan Table. get into Axis rear areas, Axis forces in the Crimea would be threat- ened and the offensive against Rostov would likely be cancelled to b. Compromise Plan. The scenario begins with this Plan. All rules deal with the threat. are written assuming the Compromise Plan is in effect. b. Victory Levels. See Victory Conditions Chart. c. On GT77 the Axis player determines whether there will be a change in Victory Plan. He rolls one die and consults the Victory Plan Table for a result. Depending on the result, he either continues with the Compromise Plan or changes to the Hitler Plan.

© 2008 GMT Games, LLC Kiev to Rostov PLAYBOOK 23 10.7 Scenario 7: Kiev to Rostov 10.75 Victory Conditions Campaign a. See Victory Conditions Chart. Required: b. When combining this game with the AGS campaign scenario (AGS Scenario 5) total the VPs scored with the AGS game with 1. Maps J, K, KK, and R those scored for this game and compare the total to the Victory 2. Set-Up Cards Levels shown on the “with AGS” column on the Victory Condi- • Axis One Back tions Chart. • Axis Two Front c. For those VP locations common to both games use the VP scoring • Soviet One Back shown in Kiev to Rostov. • Soviet Two Front • Soviet Three Front Note: Only for Kiev do VPs for locations vary between the two 3. Units: Refer to the Scenario Set-Up Cards. games. 10.71 Scenario Length. There are fifty-seven (57) turns. Start with GT29 and end with GT85. 11.0 Examples of Play The weather is automatically Dry (no Storm) for GTs 29 and 30. 11.1 Air Mission Examples Resolve the Weather Table for all remaining turns. Note: The maximum number of air units either player can assign to 10.72 Scenario Area. any air mission (Interdiction or CAS) is three. Use all of maps J, K, KK, and R. Example 1: Interdiction 10.73 Placement Any map hex can be a mission hex for an Interdiction mission. During the Axis Air Interdiction Phase the Axis player declares an a. The Soviet player sets up first. Interdiction mission against a map hex containing a Soviet HQ. The b. Air Readiness. Resolve Air Readiness each turn starting with Axis player takes one BF109 F (fighter) unit, one JU87 B (bomber) GT30. and one JU88 B (bomber) unit from the Ready Box of the Air Unit Display and places them face down in the mission hex. c. Marker Placement The Soviet player decides to oppose 1. Set the VP markers at eight (8). the mission with two MIG-3 F (fight- 2. Set the Soviet Replacements markers and the Mandated Attacks ers) from the Ready Box on the Soviet Not Yet Made marker at zero (0). Air Unit Display, and places them 3. Place two Bridge destroyed markers on their 2 sides on hexes K face up in the mission hex. Because 1421 and 1422 (both rail bridges are destroyed). both players have air units in the mission hex, they must now resolve PLAY NOTE: The Soviet player would be well advised to destroy Air Combat. the remaining Dnepr River bridges quickly. A point of clarification: In Air Combat, all air units are either mission d. At Start units units or firing units. Bombers (B type air units) are easy to classify. 1. For Axis use Scenario 2 Axis Set-Up Card Two Front They are always mission units. Their Air Combat Rating is used 2. For Soviets use Scenario 2 Soviet Set-Up Card Two Front defensively only. They never fire during Air Combat. Many fighter (F type air units) are dual capable, possessing CAS or Interdiction e. Reinforcements and Replacements ratings as well as an Air Combat Rating(ACR). When dual capable 1. Soviet Reinforcements. Refer to Soviet Set-Up Cards Three Front. fighters are present in an air combat, the owning player must im- Use all fifteen Special Reinforcement Pool Groups. mediately and irrevocably declare whether they are being used as 2. Soviet Replacements. Use Soviet Replacements Table B dur- mission units (performing CAS or Interdiction with those ratings ing its designated turns, then Table C for the remainder of the and using their ACR defensively) or firing units (using their ACR scenario. to fire on opposing units). 3. Axis Reinforcements and Replacements. Refer to Axis Set- The Axis player now reveals his three air units. Because the BF109 Up Card One Back. Use all nine Special Reinforcement Pool is dual capable, the Axis player announces that it will be a firing Groups. unit for this Air Combat. 4. Since Map R is included Soviet reinforcements shown by the The Axis player rolls one die and refers to the Air Initiative table. The Set-Up Card as arriving on the east edge of Maps J or KK arrive result of “1” indicates “Axis Initiative, Local Tactical Advantage.” instead at the east edge of Map R. Axis Initiative allows the Axis player, within limits, to structure 10.74 Scenario Special Rules the matching of opposing air units for Air Combat resolution. Lo- cal Tactical Advantage applies only to a possible second round of a. Use Scenario Special Rules PB 10.24 and 10.25, and use PB Air Combat, and will be covered later. Opposing firing units must 10.54. be matched against each other, so the Axis player allocates his one

© 2008 GMT Games, LLC 24 Kiev to Rostov PLAYBOOK

BF109 against one of the MIG-3 units. The Axis player must now Situation: The Axis player has declared an attack against a hex con- allocate a mission unit against the remaining MIG-3 because he has taining several Soviet units, two of which are AA units. A Declared no other firing units remaining. Because it is his choice of which Attack marker has been placed on the hex. At the start of the Axis mission unit to use, he chooses the JU88 with its ACR of three Combat Phase, the Axis player allocates all desired CAS missions, instead of the JU87 with its ACR of one. The JU88 will be much and one of them is allocated to this particular Declared Attack. harder for the MIG-3 to abort or damage. If the Soviet player had Unlike Interdiction, the only allowable mission hexes for CAS mis- the Initiative, the weaker JU87 would have been chosen. sions are hexes bearing Declared Attack markers. The Axis player allocates from the Ready Box a BF-109 and a JU-87, placing them All firing units fire simultaneously in Air Combat. Mission units do face down on the mission hex. Once the attacking player (the Axis not fire—they simply defend with their ACRs. The Soviet player player in this case) has allocated all CAS missions, the defending fires at the JU-88 with his MIG-3, indexing the –1 column of the player allocates his CAS missions to any hexes containing Declared Air Combat Table (MIG-3 ACR of 2 minus JU-88 ACR of 3). He Attack markers. The Soviet player allocates two MIG-3 fighters and rolls a 6 (No Effect) result. an SU-2 bomber from the Ready Box to perform a CAS mission in Now both players fire in the BF-109 vs. MIG-3 engagement. The the example hex, and moves the units face up to the map. German player indexes the +2 column on the Air Combat Table (BF- 109 ACR of 4 minus the MIG-3 ACR of 2) and the Soviet player indexes the –2 column (MIG-3 ACR of 2 minus the BF-109 ACR of 4). The Axis player rolls a 5, which damages the MIG-3. The Soviet player rolls a 3, which has no effect. The MIG-3 is returned to the Damaged Box. The BF-109 remains for the second round due to Axis Local Tactical Initiative. In most instances Air Combat would now be concluded. However, because the Axis player received a Local Tactical Initiative result, Because both players have air units in a mission hex, they perform any unengaged Axis firing unit may choose a new target and fire Air Combat: again. The only Axis firing unit, the BF-109, is unengaged (its MIG- 1. The Axis player does not need to declare his BF-109 is functioning 3 opponent from the first round of air combat limped back to the as a firing unit—it does so automatically because it has a CAS Soviet Damaged Box). The only remaining Soviet unit is the other rating of zero. MIG-3, so it becomes the target unit. The Axis player again indexes the +2 column, rolls the die and obtains a 3, which is a “destroyed” 2. The Axis player checks for Air Initiative by rolling one die and result. The MIG-3 is sent immediately to the Soviet Destroyed Box. referring to the Air Initiative Table. The die roll is 6, which indi- Because it was the target unit in a Local Tactical Initiative situation, cates that all firing units return to their respective Flown Boxes. it cannot fire back. The rest of the Air Combat procedure is skipped. Air Combat is over. All remaining firing units (in this case, the BF- Both players’ mission units must undergo AA fire, because both 109) return to their respective Flown Boxes. The JU-87 and JU88 sides have ground combat units qualified to deliver AA fire in or continue the Interdiction mission. adjacent to the mission hex. The Soviet player is able to conduct AA fire because a HQ occupies The Axis player rolls a 3 with no DRMs which results in a No Ef- the mission hex (it could have also occupied any of the six hexes fect result. The Soviet SU-2 unit remains in the mission hex. The surrounding the mission hex). The HQ will provide a +1 DRM to Soviet player rolls a 10, modified by a +2 DRM (those two Soviet each Soviet AA die roll. The Soviet fires first at the JU-88. The die AA units contribute +1 DRM each), which yields a Damaged result roll is 8 (modified to 9 due to the HQ DRM), obtaining an Abort when applying the –1 Stuka DRM. The Stuka is removed from the result. The JU-88 is placed immediately in the Axis Flown Box. The map and placed in the Axis Damaged Box. next die roll against the JU-87 is a 5, but this time the HQ DRM The SU-2 now automatically contributes its CAS Rating of one to is cancelled out by the JU-87’s own DRM of –1 against AA fire. the Declared Attack as a +1 Defender DRM. Return the SU-2 to the The final die roll result remains 5, which equals “No Effect” on the Flown box. Place a one numeric marker in the hex if desired. table. The JU-87 remains in the mission hex after Air Combat and AA fire, so it automatically performs its mission. The Axis player 11.2 Overrun Example receives one level of Interdiction in the mission hex for each Axis Interdiction rating point remaining in the hex (up to a maximum of Situation: It is the Axis Movement Phase. The weather for the turn two levels). The JU-87 has two Interdiction rating points, so the Axis is Dry. The Axis player decides to Overrun the Soviet artillery bri- player places a Level Two Interdiction marker in the mission hex and gade in hex A with the Overrunning force shown in the illustration moves the JU-87 to the Flown Box. The air mission is concluded. The (all of the German motorized units begin the Axis Movement Phase Interdiction marker remains in the mission hex until it is removed stacked together in the hex adjacent to hex A, so all can move in the during the Game Turn Interphase. Until removed, it turns the mis- same Overrunning stack). sion hex and the six surrounding hexes into a Zone of Interdiction Because the Soviet artillery unit is stacked in a hex with a Strong- affecting the Soviet player (for a complete list of Interdiction Effects, point, the Axis player must achieve 12-1 odds to Overrun. The Axis refer to the Air section of the 11x17 Chart Card). force has thirteen attack strength points. The Soviet unit (being a Example 2: CAS lone artillery unit in an Overrun situation) defends with its defense strength of one only. With odds of 13-1, the Axis force meets one © 2008 GMT Games, LLC Kiev to Rostov PLAYBOOK 25

must also lose one step. Overrun movement ceases. The only option remaining to the Axis player for occupying hex C is to declare an attack against the hex at the end of the Axis Movement Phase after possibly moving more Axis units adjacent to hex C and bringing Axis artillery into support range. Note: At the start of this example, the Axis player had another Over- run option available. Because the Soviet unit in hex A has no ZOC, the Overrunning stack could move into hex B and declare an Overrun on the reduced division in hex C. Though the Overrunning stack would be adjacent to two Soviet units, it would only be in the ZOC of the one being overrun, so the Overrun would be permitted. The of the two pre-conditions for Overrunning a fortification hex. It cost to move into hex B is four MPs (one MP for the Soviet ZOC, meets the second because a motorized Engineer unit is part of the one MP for entering the hex off-road and plus two MPs for the woods Overrunning stack. in the hex). The Overrun MP cost is again two MPs. The Overrun will be conducted at 6-1 odds, eliminating the 5-1 Odds DRM. The The Axis player refers to the Overrun Table, rolls the die and obtains Overrun can still fail, but the odds of losing a step will be less. The a six. The Axis player now applies the relevant DRMs: trade-off is that insufficient MPs remain to also Overrun the Soviet 1. Odds Ratio DRM: this DRM is –2 because the Overrun odds are unit in hex A even if the Overrun against hex C succeeds. 13-1 (exceeding the 10-1 ratio that provides the –2, but not quite 14-1 which would provide –3). 11.3 Soviet Artillery Support 2. Defender Condition DRM: there is a –1 DRM because all the units Example One being overrun (the only unit in this case) are artillery units. Normally only one qualifying Soviet artillery unit can contribute its support strength to any declared attack (defending or attacking). 3. Terrain DRM: there is a +2 DRM for the Strongpoint in the In this example the Soviets are defending, and either the artillery Overrun hex. unit in hex A (the defender hex) or the artillery unit in hex B could The net DRM is –1 ( –2, –1 and +2), so the modified Overrun die contribute its support strength to the defense but not both. To maxi- roll is five. This result falls in the 3-7 range of the Overrun Table, mize defense strength, the Soviet player would probably contribute yielding an Overrun Succeeds result. The Soviet unit does not have the defense strength of the artillery unit in hex A and contributing to lose a step, but the Axis player places an Overrun marker on the the support strength of unit and retreats it two hexes. The Axis Overrunning stack must the artillery unit in hex now advance into the vacated Overrun hex, having expended two B. Examples two and and one half MPs (one MP for the Overrun attempt, one half MP to three highlight the two enter the Overrun hex on a main road and plus one MP for enter- conditions where more ing a hex with a Strongpoint). The Soviet unit in the Overrun hex than one Soviet artil- did not exert a ZOC, but even if a Soviet ZOC had been exerted, lery unit is allowed to there would have been no MP cost paid because the Overrunning contribute its support stack began its movement adjacent to the Overrun hex. The Axis strength. player “drops off” the Engineer unit and the flak battalion in hex Example Two A. The Engineer is left behind to destroy the Strongpoint during When defending, if two or more Soviet artillery units occupy a de- the upcoming Axis Engineering Phase. The flak battalion is left to fender hex, each of those units may contribute their support strength protect the Engineers. to the defenders in the hex. In this example, the Soviet player would The reduced Overrun stack keeps moving, entering hex B on the probably opt to have the two artillery units in hex A (the defender minor road at a cost of one MP for entering a non-clear terrain hex hex) contribute their support strengths. The Soviet player also has the on a minor road and plus one MP for entering the ZOC of the Soviet option for one artillery unit in hex A to contribute its support strength unit in hex C (making a total of four and one half MPs expended so and the other contributes its defense strength or for both artillery units far). The Axis player determines if Overrun into hex C is possible. in hex A to contribute their defense strengths and the artillery unit The MP cost to Overrun into hex C would be one MP for the Overrun in hex B contributes plus one MP for entering hex C (a non-clear terrain hex) on a minor its support strength. road. Adding two more MPs would yield a cumulative total of six What the Soviet player and one half MPs. All the Axis units have MAs of seven—enough cannot do is have the to pay the Overrun MP costs. The Overrunning stack has ten attack artillery unit in hex B strength points—just enough to meet the minimum 5–1 odds level contribute its support for a “German only” Overrun against the reduced Soviet division strength if either (or with two defense strength points. The Overrun die roll is made, and both) artillery units in an eight is obtained. This time the DRMs are unfavorable for the hex A contribute their Axis player. There is a +2 DRM for the 5-1 odds level and another support strengths. +2 DRM for the hill terrain in hex C. The modified die roll is eleven. Note: If a defender hex is within the Command Range of a Non-Op Even though the total DRM is +4, the maximum Overrun DRM is HQ , only one Soviet artillery unit can contribute its support strength +3/–3. Not only does the Overrun fail, but the Overrunning stack © 2008 GMT Games, LLC 26 Kiev to Rostov PLAYBOOK regardless of how many artillery units occupy the defender hex. FJ: Fallschirmjager (parachute); Veterans of Holland and Crete, these troops were the elite of the German armed forces. Example Three Geb: Gebirgsjager (mountain); these troops were well-trained and Another way for more than one Soviet artillery to provide support is equipped and organized for warfare in mountainous terrain. They to be stacked with an operational in-range HQ. In this example, the were more mobile (with only two infantry regiments) than regular Soviet player could have four artillery units (the maximum) provide infantry but were wasted in non-specialist actions. support to hex A, the defender hex. There are two artillery units in the defender hex which can contribute their support factors [refer to GD: Gross Deutschland infantry regiment Example Two], plus the two artillery units stacked with the opera- Korne: Unit commander’s name: Col. Radu Korne. tional HQ in hex C. Theoretically, up to four artillery units could be stacked with the HQ in hex C and contribute their support strengths Le: Leicht (light); to gain mobility these divisions had only two to a declared attack (both on attack and defense). As in example infantry regiments instead of the usual three, and their artillery was two, the artillery unit motorized, but they ended up serving in standard infantry division in hex B cannot con- functions. tribute its support M: Motorized. In 1942 the title would change to Panzer-Grena- strength if any of the dier. artillery units in hex A MG: Machinegewehr (machine-gun) or hex C are contrib- uting their support Mtn: Mountain strengths. Pasubio: Italian 9th “Pasubio” Infantry Division Note 1: If the de- Pz: Panzer (armored). fender hex were to be in Sich : Sicherungs (security unit); these formations contained little the Command Range of a Non-Op HQ, only one of the five artillery heavy equipment and were intended strictly for occupation duty. units in this example could contribute its support strength. Slovak: Slovakian Note 2: Axis Air Interdiction can reduce the number of artillery units stacked with a HQ which can contribute their support strengths SS: (lit. “Protection Squad”); most of these units by one for each Interdiction Level. In this example, a Level One belonged to the Waffen (combat) branch of the SS. Interdiction marker in hex C would allow only one of the two SSLAH: SS Leibstandarte ; these were the elite among artillery units in that hex to contribute its support strength. If hex the SS and effective in combat. Still only a brigade in size, it was C contained a Level Two Interdiction marker, none of the artillery organized as four large, well-armed motorized infantry battalions units in that hex could support [refer to Interdiction Effects on the plus smaller attached units. Most personnel were veterans. 11x17 Chart Card]. SSR: SS Reich Division; Regiments: D = Note 3: The available support strength of eight (each of the four Deutschland, DF: Der Fuhrer. This was an effective and well-re- qualifying artillery units has a support strength of two) exceeds the garded division. defense strength of seven (the division with a defense strength of five SSW: SS Wiking Division; Regiments: Ger = Germania, NL = Nor- and the tank brigade with a defense strength of two) in the defender dland, WL = Westland. These regiments included volunteers from hex. The Soviet player can either have all four artillery units support Norway, Denmark, and Holland; all well armed and equipped. with only seven of the available eight support strength points, or can support with three of the four qualifying artillery units (six support Torino: Italian 52nd “Torino” Infantry Division strength points), and have one of the two defender hex artillery units contribute its defense strength. – SOVIET – Abn: Airborne; shortages of trained and ready formations forced the Soviets to commit airborne troops to the front line. All Soviet 12.0 Designer’s Section airborne personnel were jump-trained, determined, and steady. 12.1 Unit Abbreviations Most airborne units were converted to Guards status during sum- mer, 1942. – AXIS – Army: For simplification some small historical units have been Ber: Bersaglieri (sharpshooters); they were widely respected as consolidated into larger game units. This is a composite unit assigned good troops. This unit is actually part of the 3rd Celere but operated directly to army HQ command. independently. It was fully motorized and included two companies Chesnov: Unit commander’s name; this was an ad hoc grouping of of motorcyclists. a school unit with militia from Kharkov. CCNN: Camicie Nere (Blackshirts); part of the (Italian) Fascist Gd: Guards; denoting experienced, motivated, and reliable troops, Militia, this unit was the 63rd “Tagliamento” Legion. They were this honorific title was conferred on formations that had distinguished intended for assault but nowhere did they live up to pre-war ex- themselves in combat. Such honors usually brought an increase in pectations. rank for the commander, more pay for everyone, and greater priority Celere: Italian 3rd Celere “Principe Amedeo Duca d’Aosta” Divi- in re-supply and reinforcement. It would also mean a change in tacti- sion; it includes two regiments of horsed cavalry. cal organization and increase in authorized equipment, but most such

© 2008 GMT Games, LLC Kiev to Rostov PLAYBOOK 27 increases could not be accomplished until the spring of 1942. 12.2 Suggested Reading K: Cavalry 1. Boog, Horst, et al, Germany and the Second World War, Vol. IV, Oxford, 1998. MG: Machine-gun; Because they had few or often no vehicles at this time, these units were usually positioned in fortifications and 2. Cooling, B.F. (ed), Case Studies in the Development of Close Air controlled by a UR (Fortified Area) brigade HQ. Support, Washington, 1990. Mtn: Mountain 3. Erickson, John, The Road to Stalingrad, New York, 1975. Naval: Naval Infantry Brigade; many former “sailors” were orga- 4. Glantz, David M., When Titans Clashed, Lawrence, KS, 1995. nized into land combat units. Generally, they took disproportionate 5. Glantz, David M. Colossus Reborn, Lawrence, KS, 2005. casualties because of poor basic infantry tactics, but made up for this by a refusal to yield. 6. Haupt, Werner, Army Group South, the Wehrmacht in Russia 1941-1945, Atglen, PA, 1997. NKVD: Narodnyy komissariat vnutrennykh del (People’s Com- missariat of Internal Affairs); these units would not hesitate to 7. v.Manstein, Eric, Lost Victories, Chicago, 1958. fire on their own troops to keep them in line. All regulars, Border 8. Muller, Richard, The German Air War in Russia, Baltimore, Guards, and internal security regiments which participated in the 1992. campaign are shown in this game; the last notorious for slaughter 9. Seaton, Albert, The Russo-German War, New York, 1971. of their prisoners. 10. Van Creveld, Martin, Supplying War, Cambridge University Rostov: The Rostov militia regiment Press, 1968. SF: Southern Front; a composite unit controlled by Front HQ. 11. Ziemke, Earl and M.E. Bauer, From Moscow to Stalingrad: SWF: Southwestern Front; a composite unit controlled by Front Decision in the East, Washington, 1987. HQ. Tk: Tank; This game distiguishes tank “divisions” or units of a tank 12.3 Designer’s Notes division by this abbreviation. Barbarossa: Kiev to Rostov constitutes the fifth in a series of games that covers the war in the Soviet Union during 1941. We outfitted this UKP: Udarnyy Komssomolskiy Polk (Communist Youth Union game with the same rules, analysis, scale, and substantially the same Regiment); these were intended as shock troops. Each is listed by charts and tables you will find in earlier games in this series. You city (Dnepropetrovsk, Kiev, and Voroshilovgrad). will also find that each installment should fit together well enough Volnov: The Volnovakha militia regiment that it will be possible to play them all together. Zap: Zapasnyy polk (Replacement Rgt.); these units had reserve, We chose to end the game early in December since this is the time replacements, and depot functions. Zap units could find themselves when major military operations ended. This is earlier than origi- on the front line during emergencies, and there were plenty of nally desired but we saw it as burdensome to saddle players with emergencies during 1941. There were also replacement and training meaningless turns of play. The final choice of the conclusion date divisions, brigades, separate battalions, training detachments and fit our choice for victory conditions much better. In broadest terms centers that were subordinated to military districts and fronts but the Axis invaded the Soviet Union with the intent to achieve victory only the regiments are shown here. NKVD rear area security units by conduct of a Blitzkrieg campaign. Such a style of campaigning would send gathered-up Red Army stragglers to an army Zapasnyy requires certain objectives to be taken according to a timetable. If regiment for sorting out and re-equipping. delays become too serious, the schedule is upset, the enemy may Note: Some Soviet AA units have a city name to indicate their recover, and a quick victory would no longer be possible. For KtR original sector of defense. the historical timetable became upset when German High Command and Hitler vacillated over what should be the prime objectives, Soviet Military Schools: As Axis forces advanced eastward, the Moscow or economic resources. Failure to achieve their Blitzkrieg Soviets mobilized their training formations and academies as regular objectives would lead directly to attritional war, a war in which fighting units; anything to stop the invader. Many school units were the Soviet Union would hold an advantage; indeed, it used that ad- evacuated far to the east but some were caught up in the fighting. vantage to achieve eventual total victory. So we have set a victory Those actually participating in combat during the time of this game point scoring system based on the German timetable for victory in are represented here. Abbreviations used in the game: 1941. If the German player cannot adhere to the required pace he DAU: Dnepropetrovsk Artillery School will not achieve decisive victory. The dates you see generally follow KAU: Kiev Artillery School the phased objective lines developed by planners in Berlin prior to KTTU: Kiev Tank Technical School the start of the Barbarossa campaign. It also still burdens the Soviet NKU: Novocherkassk Cavalry School player to linger at some victory locations in order to deny the Axis PVTU: Military Tractor School the higher VP score. RAU: Rostov Artillery School RPU: Rostov Infantry School At this game’s scale, a higher degree of map accuracy is required. Map research problems here were solved by much the same method as was done in the earlier games in the series. We should note the KtR maps continue the same high standard of research found with the rest of the series. Generally though, achievable accuracy drops off

© 2008 GMT Games, LLC 28 Kiev to Rostov PLAYBOOK the farther east the maps go. While researching I found that figuring Group South, we are stuck with dealing with it. Regardless, the just what hill, swamp, or road to include in this set of game maps to German army made use of their pontoons and kept advancing. But have been interesting, even if often tedious and frustrating. Some pontoons cannot carry a train and no trains mean a quickly worsen- scenarios required a close examination of German situation maps. ing supply status for those on the far side of the river. This situation, I traced the progress of each division to determine exactly when it combined with worsening weather and persistent Soviet resistance, entered or left the play area. There is less accuracy with the Soviets conspired to slow and eventually halt the German armies. Any game because the situation maps are confusing and that in turn is because on this subject must deal with the fact that the Axis did not open their so many records were lost. Even so, much can be deduced based on first railroad bridge until November 6th at Dnepropetrovsk, thirty-six experience, the written record, and allowance for breaking up units days after German engineers began work to repair it. to cover emergency situations. Scenario 4, Battle of Sumy, is one of those little dream scenarios General research presented essentially the same problem here in this that highlights most of the game system in microcosm; essentially game as it has for the earlier games in this series, that being a short- a Learning Scenario. Care has been taken to make it and the AGS age of good English language sources for this particular campaign. Learning Scenario, Rostov Redeemed, balanced and interesting As stated before, there is still a paucity of these for all East front for repeat play. These situations are relatively free of outside influ- campaigns of the war. There is, as you may expect, a vast body of ence; they involve combined arms attacks by both sides; and should sources and researcher Tom Burke examined many make for very interesting battle games at the tactical scale for some of these. We encourage you, if interested, to visit the archives for enterprising designer. additional information. The result of Tom’s considerable efforts in interpretation can be seen in the great detail in game OoB. Some We hope we have produced a game you will enjoy playing. Finally, situations deserve more discussion. let me extend my considerable appreciation and thanks to the play- testers, to researcher Tom Burke, and to all who have generously Some German Bf109s have strength 3 instead of 4; this reflects the written of their support of this game series and of what they hope difference between type E and the better type F aircraft, perhaps to see in future games. a bit exaggerated but necessary. Air units moved back and forth a great deal, even from game to game, and so were hard to follow in Vance von Borries the historical record. The 8th Air Corps, not historically present, was originally shown as an optional Pool Group Reinforcement but no German player ever passed on taking this group. It was too big, too 13.0 Developer’s Notes powerful, and so is not shown. The same also seemed to apply to an The East Front Series remains a veritable work in progress. additional Panzer corps for Guderian (also not included). German Much of the change from game to game is driven by newly uncovered heavy artillery has certainly made appearances in other games but is Soviet sources. We have an obligation to portray the combatants as appropriate and perhaps better depicted here (a scaling advantage). accurately as possible, but we have to balance any changes against Like the rest of the series this game will not depict terror weapons the integrity of the existing game system. or actions nor will we digress into political policies any more than My two primary tasks as developer are to insure the playability how these might directly affect military operations. With that in mind of the scenarios and to maintain continuity of the EFS system. I we have omitted certain details regarding SS activities in occupied believe you will enjoy the scenarios. areas, so no death squads, almost no police battalions, and no terror bombing of cities. Keep in mind that these particular SS troops or About the continuity: Barbarossa: Army Group South represented SS-controlled troops (the police) were poorly trained and equipped the start of the venerable EFS system as we know it today, but a for action against a properly-armed opponent. good ten years have elapsed since it came out. The EFS system has evolved through Barbarossa: Army Group Center and North, and While many Soviet units appear in the Special Reinforcement Pools, now Kiev to Rostov. The challenge has always been to make sure it is noticeable that Soviet High Command was reinforcing only any changes will work as well in earlier versions as they do in the sparingly. The fully organized armies were going to the Moscow current version. I believe we have succeeded, but you, the gamers, area. Generally, the Pool Groups represent either special strategic will be the ultimate judges. You will note in section 2.4 that there reserves or groups not quite ready for combat due to lack of arms, are a significant number of changes and additions to the Barbarossa delayed trains, etc.; a release of such a group means the arms or the Standard Rules (BSR). While some are truly new, many additions to trains could have arrived earlier. Also, Stalin withheld some units the BSRs are “special” rules that have appeared so often in earlier without regard to the military situation. For the overall counter mix playbooks that they have become the “standard” rules over time. we decided on a number of consolidations, or pairing together units of the same function, such as with artillery units. Generally, we found Enjoy! that such consolidations significantly reduced time required for set- up and play and reduced the risk of game-wise play distortions. In Tony Curtis contrast, we split apart only a few divisions into their component regiments and did this to get a correct battle feel and to properly cover long frontages. Games involving bridge demolition often seem rigged to me. It is very frustrating to work hard on a plan of attack and then see the vital bridge blown away. And then what if all the bridges are blown? Basically, since this worst case is just exactly what happened to Army © 2008 GMT Games, LLC Kiev to Rostov PLAYBOOK 29

Extravagant losses will bankrupt AGS and fatally cripple its ability 14.0 Play Notes to keep advancing. Many of these observations are from long-time EFS play tester Warren Kingsley—to Warren, Thanks! South of the Dnepr, the Axis supply difficulties will be, if anything, more severe than further north, but the Soviets are correspondingly Both players will be challenged in Kiev to Rostov. weaker. The best Axis strategy may be to press ahead continually The Axis player starts most scenarios in deep logistical trouble. The as far east as prudent (possibly Melitopol), while Soviet units are spearheads have literally outrun their logistics. Ahead of them looms few and far between, then turn back and deal with the Soviets in the the Dnepr River, one of the largest in Europe. Although a formidable Perekop Isthmus in a timely manner to allow VP penalty-free exit. defensive barrier, the real challenge comes on the other side after The Axis player should always keep an eye on the scenario VP the Soviets have destroyed the existing Dnepr bridges. It is almost charts. By threatening critical VP locations where early loss yields impossible to repair the railroad bridges within the timeframe of the large numbers of VPs, the Axis player can force the Soviet player scenarios (as it was historically). Those of you familiar with previ- to heavily reinforce these areas at the expense of others where the ous EFS games know the consequences of operating far ahead of a Axis player can profitably advance. railroad net for any extended period of time. There are never enough ASPs, and now the Axis player has to decide whether to expend them Tactical hints: Keep the motorized formations concentrated. This to put units in General Supply to keep moving at full speed, or to has been good advice in all EFS games. It is worth going without allow units to remain out of supply and using the ASPs to put units engineer support to concentrate many of these units at critical bridge participating in lower odds attacks into Attack Supply, trusting that repair sites to expedite rebuilding, especially at the rail bridges. Fuel CAS DRMs can allow higher odds attacks to succeed without too shortages may be inevitable early, but concentrate your motorized many asterisk step losses for no Attack Supply. The problem in all formations where one ASP expended will place several formations scenarios (even those where Attack Supply is not used) is the Axis back into supply for two turns. That way you will not be crippled by forces are on an unforgiving timetable, and the number of attacks fuel shortages later. Conserve your infantry strength. If your infantry that need to be made will easily exceed the available Attack Supply. is burned up early, you will lose. You need a lot of infantry in the late Losses will mount. Another problem lies with diverging objectives. game to attack in conjunction with the motorized formations, and to The blessing of Guderian’s arrival on GT 36 turns into a curse fifteen effectively screen large areas of the front. Intentionally commit the turns later when all of his troops return to AGC, taking with them non-divisional motorized regiments to combat instead of screening. three of the original AGS motorized divisions—a Panzer Division Each motorized step lost from these units is a motorized step not and two Motorized Divisions (Operation Typhoon soon became lost from a motorized or panzer division. the pre-eminent operation, and both Army Groups South and North A final comment for the Axis player: Those who have played the lost critical motorized formations to the effort). Added to this is the Rostov scenario in AGS need to be even more respectful of the decision to send a full army (von Manstein’s 11th) into the Crimea, Soviets in this scenario because those numerous Soviet Cavalry further depleting Army Group South in its drive to the east. Divisions are now Infiltration capable. The Axis forces are just too weak to pursue divergent advances, The Soviet player cannot savor the Axis problems too long, for he and the Axis player must plan to concentrate decisively to break has his own serious problems. Assuming he is playing against a through. It’s the old story—try to do everything, and you will end competent Axis player, he will lose a huge number of units—many up doing nothing. Crossing the Dnepr—early on, the Axis player irreplaceable—when the Kiev Pocket forms. If he is skillful and should endeavor to establish two or three bridgeheads. There are somewhat lucky, he will inflict enough losses on the Axis forces many crossing sites, but logistically, the further east you go, the to cripple their ability to attack and advance later. Try whenever harder it will be to support a crossing. Probably the main crossing possible save HQs, and keep artillery and tank units out of the will not occur much further east than Kremenchug. Concurrently, historical pocket area. Move them to the area east of a north-south the Axis player has to keep prudent pressure on Kiev. Sitting idly line running through Dnepro-Petrovsk. Future success depends on in front of Kiev will allow the Soviet player to send too many units saving enough of these units. east to seal off bridgeheads. However, he cannot afford to burn up excessive amounts of Attack Supply and step losses in attacks It is generally better to lose territory than units. The Soviet player there, for he will need both desperately east and north of the Dnepr should be equally mindful of the VP charts and hold tenaciously later. Once the bridgeheads are established, the Axis player should only until the VP levels for locations fall to the lower level, and advance the railroad net as close to the Dnepr as possible, bring then be prepared to lose these locations if the Axis forces push, forward Attack Supply, and then use the motorized unit mobility to rather than continue to lose units that will be needed later. At some move quickly concentrate on one bridgehead as the decisive breakout point, the units themselves become more important than the VPs, area for the southern pincer of the Kiev Pocket. Proper Axis play or the locations. will form a Kiev Pocket and the Soviet losses will be enormous, but the supply restraints will be so great that the Axis player won’t be Be mindful that mud can dry as quickly as it sets in, and that when it able to fully exploit the advantage. While he should use his numeri- does, the Axis player moves first. Don’t get caught. Soviet reservists cal advantage to keep killing Soviet units, he needs to be mindful can help plug gaps in much the same way as receiving rebuilt units in that the units departing to AGC and the Crimea cannot be burned cities and major cities. Remember Soviet cavalry’s ability to infiltrate up and leave in a severely depleted state. They leave at strength in non-clear terrain. Resist the temptation to buy too many Special levels close to what they had when they entered. Many of the RPs Reinforcement Pool Groups. The VPs the Axis player receives for you receive will be required to rebuild normal losses in these units. many groups equal the VP values of many objective cities.

© 2008 GMT Games, LLC 30 Kiev to Rostov PLAYBOOK

EXPANDED SEQUENCE OF PLAY

A. STRATEGIC SEGMENT (both players for all 4. Reinforcement/Withdrawal Phase phases) a. Victory Plan determination [PB 10.75]. 1. Weather Determination Phase. b. Remove available Axis/Soviet reinforcements and chosen Pool Determine weather condition from scenario instructions or the ap- Groups from Set-Up Cards. Adjust Axis VP marker if necessary. propriate scenario Weather Table [5.1]. If Storm, move all air units Set aside ground units but place air units on the Air Unit Status in Ready Boxes, and reinforcing or replacement air units [9.2], to Charts [8.21 - 8.23]. the Flown Box. c. Withdraw required units (or their substitutes) or pay VPs [8.7]; 2. Supply Determination Phase adjust VP marker on the VP Track [25.1]. a. Axis player decides whether to conduct Logistics Pause [PB 5. Air Readiness Phase 5.1]. Refer to the Air Unit Status Cards. b. Trace supply to all on-map units [6.1]. In hexes where supply a. Resolve Readiness for air units in Flown Boxes [9.11]. status has changed remove Fuel Shortage, Emergency Supply, or Out of Supply markers if now in General Supply [6.62]; turn Emergency b. Resolve Readiness for air units in Damaged Boxes [9.11]. Supply markers to Out of Supply [6.64]; place new Emergency Supply markers [6.63]. 6. Axis Air Interdiction Phase a. Axis player designates Interdiction mission hexes. c. Remove MSUs or turn over Dumps serving as one-turn supply sources. Remove Emergency and Out of Supply markers from hexes b. Axis player places air units from his Ready Box face down on now in General Supply [6.62]. mission hexes [17.23]. d. Both players emplace Bridge units with their Under Construction c. Soviet player places fighters from his Ready Box on mission side face up [PB 4.55a]. hexes [17.23], as desired. e. Receive Attack Supply Points (ASPs) [6.81]; convert ASPs into d. Axis player reveals units and declares which are mission and MSUs or Dumps; set these aside until the friendly movement phase firing units [17.31.b.2]. [6.83 and 6.84]. e. Resolve air combat [17.33]. f. Resolve Axis Fuel Shortage [PB 5.2] for certain Axis units that are OoS. f. Soviet player resolves AA Fire against surviving Axis mission air units [17.4]. 3. Replacements Phase g. Place Interdiction markers on mission hexes that still contain Axis a. The Soviet player refers to the scenario Set-Up Card or Replace- mission air units [13.14] and place air units in the Flown Box. ments Chart for: 1) Use-or-Lose RPs: spend now or lose [7.24 and 7.25]. B. AXIS PLAYER SEGMENT 2) I-Type RPs: adjust the Infantry “REPL” marker for: 1. Axis Movement Phase • New RPs received [7.22] a. Turn bridge units from their Under Construction side to their • RPs are received for each eligible militia step active side if across non-major river [PB 4.55d]. converted [7.22b] b. Place Receiving Replacements markers on desired on-map units 3) ZAP units in a city/major city/town can be exchanged for an [10.12]. eligible one step unit from the Cadre Box [7.22.c.1] c. 4) “R” results: Remove one Garrison marker now, or set aside Conduct ground unit movement. All unit types are allowed to chosen Pool Group(s) to enter as reinforcements; adjust VP move. Movement procedures allowed: marker if necessary [7.26.b]. • Reinforcement entry [10.13.g] • One-hex movement [11.9] 5) Strongpoints (including E-Type). Set these aside until the • Railroad [11.1] Soviet engineering phase [7.21]. • Strategic [11.3] b. Spend Type I RPs to move Zap units from the cadre Box to the • Overrun [11.4] Active Box [7.22.c.3]. • Infiltration [11.5] c. The Axis player refers to the scenario Set-Up Card for: d. Conduct Air Transport missions [11.7]. 1) Use-or-Lose RPs: Spend these now or lose them [7.33]. e. Adjust VP Track for VP hexes occupied. 2) I-Type RPs and A-Type RPs: adjust Axis Repl. Markers [7.31 and 7.32]. © 2008 GMT Games, LLC Kiev to Rostov PLAYBOOK 31 2. Axis Attack Declaration Phase 5. Axis Motorized Movement Phase Declare all attacks and mark Defender Hexes with Declared Attack a. Only the following units are allowed to move [see Movement markers [12.0]. Phase Chart]: • Motorized—at only one-half MA 3. Soviet Reaction Phase • Cavalry—at only one-half MA a. Eligible motorized units conduct Reaction Movement moving at b. Movement procedures allowed: one-half MA [14.11]. • Reinforcement entry [10.13.g ] (for motorized and cavalry units b. Designate artillery support for Defender Hexes [14.2]. only) • Overrun [11.4] c. Issue Retreat or No Retreat orders [14.3]. • One-hex movement [11.9] 4. Axis Combat Phase c. Adjust VP Track for VP hexes captured [25.12]. a. CAS missions 6. Axis Engineering Phase 1) Axis player moves air units from his Ready Box to any desired Defender Hex and places them face down [17.23]. a. Turn over on-map Strongpoint Under Construction markers; place new Strongpoint Under Construction markers in allowed hexes 2) Soviet player moves air units from his Ready Box to any [18.31 through 18.35]. desired Defender Hex [17.23]. 3) Axis player reveals his air units and declares them as mission b. Conduct Axis Railroad Conversion [19.2]. or firing units [17.31.b.2]. c. Place Fortified Line Destroyed markers and remove Strongpoints 4) Axis player resolves air combats in any order desired [18.13]. [17.33]. d. Remove Overrun markers from Soviet units [11.44 note]. 5) Both players resolve AA Fire as necessary [17.4]. e. Expend Axis RPs; remove Receiving Replacements markers 6) Net the surviving opposing CAS points in each mission hex. [7.41]. Increase receiving units by the allowed number of steps. Convert remaining CAS points into a combat die roll DRM [15.13]. f. Remove Do Not Move One GT markers from Axis units. Turn any Do Not Move Two GT markers on Axis units to their One GT side. b. Axis player designates all Declared Attacks that are Attack Sup- plied and designates those MSUs or Dumps that will provide the g. Conduct Bridge Repair [PB 4.54] for certain listed bridges across ASPs [15.3]. major river. c. Axis player resolves Declared Attacks in any order desired [15.2]. h. Turn Bridge Under Construction units to active sides if across Follow the sequence below for each Declared Attack: major river [PB 4.55e]. 1) Axis player allocates artillery support if the attack receives i. Attack Supply [15.4]. Turn an Axis S-H artillery unit to its firing side, if desired, if it did not move during the turn [23.43.b]. 2) Axis player totals participating attack and support strengths [15.51]. j. The Axis player completes Logistics Pause [PB 5.12]. 3) Soviet player reveals Untried units and removes any with zero defense strength [15.54]. C. SOVIET PLAYER SEGMENT 4) Soviet player totals participating defense and support strength Note the change in sequence. When a phase is noted “same as,” return [15.54 and 15.55]. to the identical phase in Segment B and substitute “Soviet” wherever 5) Expend Axis ASP(s) if Attack Supply is designated “Axis” appears, and “Axis” wherever “Soviet” appears. [15.56]. 1. Soviet Motorized Movement Phase 6) Determine final odds [15.57]. a. Place Receiving Replacements markers on desired on-map units 7) Axis player issues any Additional Retreat or No Retreat orders [10.12]. [15.58]. 8) Any Defender Orders marker is revealed [15.59]. b. Conduct ground unit movement: 9) Net Axis and Soviet DRMs. The final DRM cannot exceed 1) Unit types allowed to move are [refer to Movement Phase +3 or –3 [15.6 and 15.7]. Chart]: 10) Resolve the combat on the CRT [15.8]. • Motorized—at full MA 11) Remove Declared Attack, Orders, and Numeric markers • Cavalry—at one-half MA [15.81.h]. • Armored Train—at full MA • Units activated by operational HQs—at full MA 12) Apply combat results [16.1 through 16.4]. 13) Adjust Step Loss and VP Tracks as needed [16.25]. 2) Movement procedures allowed: 14) Conduct Advance After Combat [16.5]. • Reinforcement entry (motorized and cavalry only) [10.13.g] • One-hex movement [11.9] 15) Adjust VP Track for VP hexes captured [25.12]. • Armored Train [11.1.2 exception] © 2008 GMT Games, LLC 32 Kiev to Rostov PLAYBOOK • Overrun [11.4] 6. Soviet Engineering Phase • Motorized Infiltration [11.5] Same as Axis engineering phase except: c. Adjust VP Track for VP hexes regained [25.12]. a. Soviet engineers speed strongpoint construction [23.11] and are required for Soviet railroad conversion [19.3] 2. Soviet Attack Declaration Phase b. Cutting Axis rail lines [19.4] Same as Axis phase [12.0]. c. Remove Overrun markers from Axis units [11.44 note] 3. Axis Reaction Phase d. Destroy Dnepr River bridges printed on the map [PB 4.53] Same as Soviet phase. e. Spend Soviet RPs to remove Receiving Replacements markers 4. Soviet Combat Phase from on map units [7.4.1] and increase each receiving unit by one Same as Axis combat phase [15.0 and 16.0]. step. 5. Soviet Movement Phase f. Spend Soviet RPs to move units from the Cadre Box to the Active Box, or the map [7.4.3.d] a. Turn Bridge units from their Under Construction side to their active side if across non-major river [PB4.55d]. g. Spend Soviet RPs to move units from the Eliminated Box to the Cadre Box b. Conduct ground unit movement: 1) All unit types are allowed to move except: h. Eliminate excess ASPs at Kiev [PB 10.2.4.b]. • Units with Activation markers • Units with Receiving Replacements markers 7. Soviet Surrender Phase • Armored Trains that moved in the motorized movement a. Perform surrender checks. Units that fail are placed in the Elimi- phase nated Box [21.0]. Note: Motorized units move at one-half MA [see Movement Phase b. Adjust Step Loss and VP Tracks as needed [25.13]. Chart]. D. GAME TURN INTERPHASE 2) Movement procedures allowed: 1. Remove all Activated markers. • Reinforcement entry [10.13.g] • Armored Train [10.14] 2. Soviet player performs Non-op HQ recovery or disbandment • One-hex movement [10.5.3 exception] [22.26.b]. • Railroad [11.1] 3. Axis player converts each Mandated Attack not yet made into VPs • Strategic [11.3] for any VP hex captured during the turn and still held at the end of • Overrun [11.4] the Soviet Player Segment; adjust the VP Track [7.26.a.2]. • Infiltration (Cavalry) [11.52.b] 4. Move the Game-Turn marker ahead by one box on the Turn 3) Zap Unit Infantry Rebuilding. A Zap unit may add one Type I Record Track. step to an eligible unit during the Soviet Movement Phase [7.22. c.2] c. Air Transport movement [11.7] d. Adjust VP Track for VP hexes regained [25.12].

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© 2008 GMT Games, LLC