Raceforberlin
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RaceForBerlin Race for Berlin is a game which simulates the • Zhukov Soviets : Soviet units (red) with a competition orchestrated by Stalin between black NATO symbol, controlled by the Zhukov his two Marshals, Zhukov and Koniev, during player. the fi nal Soviet offensive on Berlin. Each player • Zhukov (or South) Germans: German units controls a part of the Soviet forces AND a part (green) with a black NATO symbol, controlled of the German forces. The player who takes by the Zhukov player. Zhukov’s camp controls the Soviet and German • koniev Soviets : Soviet units (red) with a forces whose counters contain a NATO symbol white NATO symbol, controlled by the Koniev in black. The player who takes Koniev’s camp player. controls the Soviet and German forces whose • koniev (or north) Germans: German units counters contain a NATO symbol in white. The (green) with a white NATO symbol, controlled aim of each player is to play the largest part in by the Koniev player. the encirclement of Berlin and the penetration • american Track : refers to the zones which into its suburbs. The player who has succeeded make up one of the three axes of American the best by the end of the game will be chosen advance from the start of the track (see 2.2) by the “Little Father of the Peoples” to mount to Berlin. The zones which make up a track are the fi nal assault on the Reichstag and lead the marked on the map with a number correspond- Victory Parade in Moscow. ing to that track’s number. • Garrison : the intrinsic garrison of the GLOSSARY OF TERMS USED Berlin zones, designated by a value printed • Berlin (city) zone : designates one of in a shield symbol on the Berlin zones. They the six suburb zones of Berlin (Wedding, comprise the city’s static defences (fl ak towers Prenzlauer Berg, Friedrichshain, Neukölln, etc.), Volkssturm militia and static units Tempelhof and Zehlendorf). These zones are allocated to the city’s defence. marked in grey on the map. • Oder-neisse : designates the river line • Contested zone: only a Berlin city zone may separating the Soviet supply zones from the be contested. A Berlin zone is contested if it rest of the map. contains at least one Soviet unit and its City • nationality : designates a unit’s origin: progress level is less than 2. German or Soviet. They are enemies. Battles Magazine 02 • Camp : designates one of the two players: SETUP strength POINTS Koniev and Zhukov. “Units of the Zhukov UNIT ID Camp” refers to both the Soviet and the Ger- movement man units commanded by the Zhukov player. POINTS • Zone index : number present in each zone THE MAP of the map; the further west the zone, the • The map is separated into zones. Each zone lower the index number. is delineated by zone boundaries (dark lines) • Victory zones: zones which contain Victory or by rivers. Two zones are said to be adjacent Points. if they share a common boundary (exception : the zones in the map insert are treated differ- Time SCale ently – see below). Two zones connected only A game turn represents either one or two days at a corner are not adjacent. For example the of real time. zones of Zossen and Luckau, or the zones of Design note : Most of the turns represent 1 Fürstenberg and Reppen are not adjacent. day as there was a lot of activity during the • Each zone contains a number in a black fighting on the Oder and the Neisse. Turn 1 circle. This is the zone’s index. covers 2 days as the breakout and the crossing • Certain zones contain a flag with one or of the rivers was slow. The +2 modifier on the more letters in it. This is an aid to setup. At dice for the end of turn roll is there to allow the start of the game those units which have each unit to be activated. As the Soviets fought a letter on their counter are placed in the zone their way further and further into Berlin, opera- with the flag bearing that letter. tions outside Berlin began to be less important • Certain zones have a red star above a num- because the Stavka was focused on Berlin. ber. These are victory zones and indicate the number of Victory Points to be won in the zone. UniTS • Certain zones contain a green and white em- Each Soviet army is represented by 2 counters, blem marked with a number. (ex : Jüterbog). and each German division by 1 counter. These zones mark the path of the American exception : The Soviet 31st Army (Koniev advance and the figure indicates the particular camp) is represented by only one counter. track (1, 2 or 3). The Soviet and German units of the Zhukov • The Berlin zones contain a shield symbol player have a black NATO symbol, those of the bearing a number. This number represents the Koniev player a white value of the zone’s garrison. zhukov KONIEV NATO symbol. plaYER plaYER • Lines formed by black triangles (for example in the Guben zone) represent German defence lines. If a Soviet attack is made across such a MECHANISED line it suffers a DRM penalty of -1 (see CRT). • The map contains an insert which is an ARMOURED enlargement of the Seelow Heights zone. Race For Berlin 03 strength The zones in the insert are considered to be Hitler’s orders. Finally each player may draw POINTS adjacent to zones on the main map, for move- an Event Chit. movement ment and for combat, if they are connected by POINTS a white line. For example, the zone of Prötzel 2.1 reinfOrCemenTS – a.1 is adjacent to those of Bernau, Strausberg and 2.1.1 At the start of each game turn, each Fustenwalde. These white lines may be marked Soviet army (note : only one roll even if the “river” or “road”. This means that any movement army consists of two counters) and each or attack between these two zones is considered German division allowed to do so (11.5 – 11.6) to be along a road or across a river. must make a reinforcements roll. If the result Design note : Since most of the fighting in is higher than 6 (1d6 + the current turn) the the north took place in a limited area until the unit is available and placed unactivated on the German lines were broken, I had to separate map. This test is not carried out for German and enlarge this part of the map. Otherwise units of XII Army. this area would have had lots of counters on 2.1.2 From turn 4 onwards, the Zhukov only 3 or 4 zones, which would have reduced player tests to see if the units of the German playability. XII Army are available. On a result higher than 8 (1d6 + the current turn), the units of XII Army 1.Game SeqUenCe may enter the game from the following turn. a- administrative Phase 2 units per turn are chosen at random and A.1- Reinforcements placed on the map in their arrival zone. A.2- American Advance Design note : The German XII Army was A.3- Orders from Hitler positioned to defend western Germany but was A.4- Event Chits brought back to break the encirclement of Berlin. B- logistics Phase Harbouring no illusions about the outcome of B.1- Supply the battle, its commander preferred to break the B.2- Replacements encirclement of IX Army so that its units could C- Operations Phase cross the Elbe and surrender to the western C.1- Soviet impulse - Zhukov camp allies. Its concentration was slow, and XX Corps C.2- Soviet impulse - Koniev camp could only start its attack on the 24th April. C.3- German impulse - Koniev camp (north) 2.1.3 A unit which arrives as a reinforce- C.4- German impulse - Zhukov camp (south) ment is placed in its arrival zone. If that zone is C.5- Test for end of Operations Phase occupied by a unit from another nationality, it D- end of Turn Phase enters through the nearest supply point at the edge of the map. 2. aDministraTiVe PhaSe - a During the Administrative Phase the players 2.2 ameriCan AdvanCe – a.2 check the availability of their reinforcements, 2.2.1 The players test for the advance of check the American advance and determine the American troops each game turn by rolling Battles Magazine 04 a 1d6 on a table, depending on the current progress into a zone which is Soviet controlled game turn. if it is free of any Soviet troops. In that case, - Turns 1 to 3 : the player who had controlled the zone loses 1 to 2 : capture of a zone on track 1 control of it. 3 : capture of a zone on track 2 2.2.6 If the Americans progress to a zone 4 to 6 : no effect containing German units, each German unit - Turns 4 to 8 : undergoes a test (on a 1d6). If the result is 1 to 2 : capture of a zone on track 1 less than or equal to 4, the unit is withdrawn 3 : capture of a zone on track 2 from the game. If the result is greater than or 4 : capture of a zone on track 3 equal to 5, it is placed in an adjacent zone with 5 to 6 : no effect a higher index than the zone in question (at - Turns 9 and 10 : the choice of the owning player) clear of any 1 to 2 : capture of a zone on track 1 Soviet units.