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Operational Combat Series: v2 (11 May, 2012) ©2012. Multi-Man Publishing, Inc. All Rights Reserved.

Table of Contents Game Design: Dean Essig Series Design: Dean Essig Combining GBII & CB Case Blue Rules 2 General Rules Playtesting: Michael Affeldt, Perry I The Counters 8 Axis Special Rules Andrus, Jeff Behan, Thomas Buettner, 10 Soviet Special Rules Steve Campbell, Jim Daniels, Evans, The following counters in the Case Blue 12 GBII Special Rules Andrew Fischer, Michael Junkin, John set modify GBII counters from the 2001 14 Strategic Victory Kisner, Morris Hadley, Matthias Hardel, edition. In order to bring your consolidated 14 Optional Rules John Hart, Dirk Heinz, Roland LeBlanc, counters in line with what they should have, 15 Experimental Rules Dave Mignerey, Rod Miller, Rick Robinson, do the following: 21 Design Notes & Player Notes Pedro Santos, Jim Stavers, Colin du Toit, 1) Remove all aircraft from GBII and 29 Abbreviations Bruce Webb only use the ones in Case Blue. These 30 Common Rebuild Table Russian Placenames: Kevin Caldwell have been redrawn to be graphically 31 Terrain Effects superior to the old ones and Case Blue Rules Proofing: Mark Fisher, Hans Korting, contains a complete replacement set. Russian Booklet Joe Linder 2) Replace the German 20-4-3 Inf Div 1 Weather Table v2 Rewrite Special Thanks: John Kisner, (707) with 15-4-3 Inf Div (707). The 2 Soviet Repls & Rail Caps who coordinated the effort and did the 707th ID was a later wave unit with a 3 Supply Table heavy lifting to get it done. Thanks, John! smaller organization than it was rated 3 Common Rebuild Table in GBII. 4-5 Terrain Effects 6-23 Russian Order of Arrival 3) Replace the German 20-4-3 Inf Div 24 Terrain Effects Introduction (82) with the 17-4-3 Inf Div (82) for the same reason. Case Blue is a simulation of the campaigns Axis Booklet 4) Replace the 105 Hun Sec Div (4-1-2) 1 Weather Table in the southern USSR from the fall of 1941 until the spring of 1943. It includes a number with the 105 Hun Sec Div (4-0-2). I 2 German Repls don’t want to overrate them. 3 Supply Table & Rail Caps of relatively small scenarios and three 4-5 Terrain Effects general types of campaigns. The core of the 5) There are two sheets of selected GBII 6-22 Axis Order of Arrival game is the second edition of Enemy at the counters included in the Case Blue 23 Common Rebuild Table Gates (EatG), which has been expanded game, these are the GBII counters 24 Terrain Effects to include the drive on . Also needed to play EatG/Case Blue for included is the A advance players who do not have GBII. If you Scenario Book 1 into the Mountains, which can are consolidating your Case Blue 1 6.1 Edge of the World be played as a campaign in its own right counters with your GBII game, you 3 6.2 Khar’kov 1942 or linked to the new EatG. Finally, Case will not need all the unit counters 7 7.1 1 Oct 41 North Blue (CB) is also designed to link with these sheets. Guderian’s II (GBII) to create a 14 7.2 1 Oct 41 South 6) Replace the GBII versions of 8 campaign game covering the entire Eastern 19 7.3 5 June 42 North Corps (8 Mtrd Inf Bde), 10 Tank Corps Front south of Lake Ilmen. 29 7.4 5 June 42 South (11 Mtrd Inf Bde), 7 Tank Corps (62 39 7.5 29 June 42 North Tank Bde, 87 Tank Bde) with the 48 7.6 29 June 42 South versions included in Case Blue. (The 58 7.7 8 July 42 North GBII backs are in error.) 70 7.8 8 July 42 South v2 Rules 77 7.9 26 July 42 Case Blue 7) Remove all Russian Guard Katy This rulebook is designed to serve both Case Battalions from the various Tank, Scenario Book 2 Blue and GBII, whether played combined Mech, and Cav Corps. (They were 1 7.10 19 Nov 42 GBII or separately. Errata has been corrected found to add to the work load, but 13 7.11 19 Nov 42 EatG and some sections underwent revision to not to the quality of the simulation.) 21 7.12 19 Nov 42 Case Blue improve clarity or to enhance linkage with 8) Every effort was made to provide a 25 7.13 29 Jan 43 GBII the 2011 printing of GBII. These are marked complete set of the GBII counters 37 7.14 29 Jan 43 EatG √ for easy identification. Note the Axis and that show up, however briefly, in the 45 7.15 29 Jan 43 Case Blue Russian Booklets have also been revised (published in the new GBII).

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areas south of GBII. To cover for any Blue is the remaining five maps of Case possible mistakes, a small number of Blue (maps F, G, H, J, and K). 1.0 General Rules common unit counters are provided To avoid confusion with the number one, toward the end of Countersheet 10 as there is no map “I”. 1.1 Map & Terrain spares. These are “unnamed” infantry divisions from both sides and a few √ There are a few small- and medium-sized 1.1a Frozen Rivers. Both Major and Minor spare and Truck/Wagon scenarios provided in this game, but the Rivers freeze according to the Weather Extenders. bulk of the setups are presented as groups Table. When this occurs, use the Frozen of scenarios for a given date, one for each versions on the Terrain Effect Chart. of the map sets. These are designed to be 1.1b -Class Rivers. Only the Volga II The Rules played separately or combined into even itself on the EatG and Case Blue maps is larger campaigns. In addition to this game, an actual Volga-Class river. These rivers To eliminate the need for multiple rulebooks, players will also need a copy of GBII are capable of three conditions based on applicable GBII rules are replicated here. In (either edition) to play any of the “GBII temperature—Thawed, Ice Pak, Frozen. order to play any of the linked or non-linked Map Area” scenarios. There are no EZOC affects across the Volga, game possibilities Case Blue presents, you even at Ferry Crossings or when frozen. will only need this rulebook (in addition to Because of the "P" movement cost, supply the OCS series rulebook and the various IV Reserve Markers draw & throw across this river is limited to charts & tables books). Your GBII rulebook the "adjacent is good enough" provision. will be needed only for GBII area scenario Reserve markers are allocated by map set. set ups that are not included here. Rules If you are playing with more than one map Thawed Volga-Class rivers cannot be marked GBII Only apply when the GBII set, the total is cumulative for your side. bridged by HQ bridging capabilities map area is fully in play, if those maps are Once you have them in your sweaty palm, (pontoon units can bridge it). Ground units not in play they can be ignored. you can use them on any of the map sets can never cross a thawed Volga-Class River in play as desired, no need to keep them hexside in any way without the help of a Design Note: These rules contain some isolated to the map set that gave them to pontoon bridge or Ferry. changes to GBII (supply tables, rebuild you. If you are playing a non-linked game, Ice Pak Volga-Class Rivers have broken ice lists, OOAs, and rules changes, to name a you only get the Reserve markers for the floating in them, but have not fully frozen. few). You should use this book to play GBII; game set in play. Ice Pak is handled the same way as when the rules herein supersede those in GBII. the river is Thawed. V Short-Sheeting Treat a Frozen Volga-Class River as a III Map Sets normal thawed Major River—including Some scenarios specify a set of maps that the ability to be bridged by HQs. However, The rules frequently use the short-hand can be used to “short-sheet” the scenario EZOCs still do not cross the Volga. “map set” to describe certain areas of the (that is, play the scenario on a smaller map 1.1c Permanent Volga Ferry Crossings. Each entire game. These are identified by the surface). The scenario will work on the Stalingrad and Kamyshin (EatG C62.18) game that brought them out, GBII, EatG, smaller map area, but some common-sense city hex is connected across the Volga to and Case Blue. GBII consists of the six will be needed in doing so. When playing the east bank hexes via a Permanent Ferry maps making up the Guderian’s Blitzkrieg a short-sheet version, ignore units setting Crossing hexside. These hexsides allow II game. EatG is the four maps of Enemy up off the listed maps (they never enter one counter (any type, size, or kind) per at the Gates (repeated here as Case Blue play). This is a limited, ad hoc, way to play Movement Phase per hexside per direction maps A, B, C, D and the new map E). Case designed for the specific needs of players to cross the river when it is Thawed or Ice who want smaller map surfaces. Pak. Units (which must be in Move Mode) and SPs must start their movement in such a hex and use their entire phase to enter the opposite side (and they cannot move further in that phase). Transport Points can cross loaded (in which case, two counters are allowed). These hexsides also allow attack at x1/4 across the Volga. The ferries can apply to either side and apply to Retreats as well (with the same limitation on number of units per phase). Retreating units can be in any Mode. 1.1d Dry Lakes. These features are for color only. They are the same as Open Terrain. 1.1e Swamps. Swamp hexes freeze over in Moderate Freeze and Deep Freeze weather. H When this occurs, use the Frozen version on the Terrain Effects Chart. Swamp hexes cannot be bridged in any manner. J

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1.1f Small Lakes. Small Lakes are those Italian (Greenish Blue) that cover one or more hexsides, but do Latvian (Pale Green) 1.3 Weather not cover an entire hex. These freeze in Lithuanian (Grey) This game follows the weather through Moderate or Deep Freeze weather. When not Rumanian (Olive) several years. As such, the Weather Table frozen, these lakes form impassable hexside Slovak (Green) shows the progression throughout the barriers to all units and cannot be bridged. Assorted Collaborators (Pale Yellow) seasons. Roll one die on the Weather Table Spanish & French (WYSIWYG) and apply the result. Roll another die to 1.1g Larger Lakes. A “Larger Lake” is a determine the type of flight allowed that hex that is fully enclosed by a lake symbol. Russian Player: turn (full or limited) These freeze in Deep Freeze weather. When (Tan) not frozen such hexes are impassable and The effects of each result are listed below Guards (Red-Tan) cannot be bridged. the table and on the Terrain Effects Tables. NKVD (Red) √ Note the Dark Blue lines on the map Red Air Force (Orange-Tan) √ Some scenarios specify the weather on are either Sea Lines or Lake hexsides Aircraft the first turn. Note that Massive Assaults (depending on if they are on a sea coast or (Orange-Tan with white X) (3.1) also modify the regular determination as part of a lake). They are impassible unless Guards Aircraft (Red-Tan) of flight conditions. crossed by a road or frozen. Sea Lines do Czech (WYSIWYG) not freeze, Lake hexsides do. Estonian (Salmon) √ 1.1h The Straits. This strategic Latvian (Pale Green) strait, marked with the striped pattern on Map F, is considered part of the ; You’ll note that both sides have Latvians just north of this is where the and Estonians. The Axis ones are all Police begins. These hexes act like Frozen Lake Battalions. when they freeze. Ferries here are printed Wagon, Truck, Reserve and Railhead on the map and act like the ones over the markers are colored for their side and can Volga, with the exception that attacks are be used by any of the player’s units— not allowed via them. regardless of nationality. As long as the straits are unfrozen, the ferry Reserve markers are available to be used can be used to connect the railroad at Taman by any nationality of that side, but German to the one at Kerch for trace supply purposes. Minors have their colors on the back of the (When the straits are frozen, an Extender normal German colored counters and the is needed to make this connection. Keep Guard color is on the back of the Russian this in mind when playing scenario 7.15!) ones for whatever purpose you find them 1.1i Rostov. The port at Rostov can only be useful. used if a continuous river path from it to the The German “von Stumpfeld” Division Sea of Azov exists that is never adjacent to (formed in Stalingrad) is an Ost unit an enemy Combat Unit. This is in addition (Yellow), but can form Breakdowns. Use to the Kerch Strait requirement for any Sea German Breakdowns for this division. of Azov port. Only one of the available paths needs to be clear to be able to use the port. 1.2b Divisions and Size-Marking. Series rules regarding size markings on the counter (4.6, √ 1.1j Bridges/Roads over Impassible Hexes. first bullet point) do not apply to Soviet These allow movement and combat into Cav, NKVD, and Rumanian Cav Divisions. prohibited terrain, per charts for Terrain These are all one RE only. Effects on Movement and Combat. 1.2c Units that are not Multi-Unit Formations. These can be split up and used as desired, 1.2 Units without penalty. Such units include Soviet Airborne Corps, the SS Brigades and a 1.2a Counter Ownership and Colors. Case handful of other formations. These can be Blue adds to the already complex series of identified as those that have a higher unit nationalities players must recognize and ID, but do not have an identifying stripe keep aware of so that each player controls Exception: SS Divisions are multi-unit the counters that belong to him. Here goes: formations even though they do not have Axis Player: identifying stripes. German Army (Field Grey) 1.2d Rebuild Lists. Use the Common SS units (Black) Rebuild Tables at the end of this rulebook (Light Blue) and in the Player booklets. Belgian (Pink) Blackshirt Italians (Pale Green) Croat (White) Estonian (Salmon) Hungarian (Steel Blue)

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The OOA tracks the historical Schwerpunkt 2) Sea of Azov. Only by the player that 1.4 Off Map Resources allotment. When playing the full campaign controls both sides of the Straits of 1.4a Off-Map Supply Airlift. Not available (with all three map sets), this is for your Kerch. Control is achieved if the to either player. information only—players are free to make player occupies (or his units were 1.4b Off-Map Rail & Shipping. Either player their own decisions regarding Main Effort. last to pass through) all of the striped can use his Rail Capacity to rail units/SPs In smaller scenarios (those using less than Kerch hexes. the linked game), however, you off any of their map edges and back again entire must 3) Map J Black Sea. The on any of their map edges. The only hexes use the OOA’s allotment. can only use these if Sevastopol’, that can be used for this purpose are those , and are that would have allowed RR movement for controlled by the Germans. The that player normally. Nothing can ever end 1.6 Supply Sources Russians can always use them. its movement off map. Other than off-map √ Each player receives trace supply from 4) . Only the Russians, Rail movement, no other such movement certain map-edge hexes (see 1.6a and 1.6b). period. is allowed and units forced off the map for Rail gauge does not affect this, nor do these any reason are destroyed. Rail hexes cannot map-edge hexes need to be detrainable to √ Important Note: The Kerch Strait (marked be converted from off map. serve as supply sources. with the striped pattern on the map) is considered part of the Black Sea; just north 1.4c Transfers. Numerous units are See 1.7 for ports that sometimes function of this is where the Sea of Azov begins. transferred from game set to game set (for as a supply source for one side or the other. When the Kerch Strait is frozen, ports instance, on 19 Oct 41 the 343 Rifle Div in the Sea of Azov are never functional. transfers from Case Blue to EatG). If both Note: Supply Sources in this game are Remember this when playing scenarios game sets involved are in play, then the used for Supply Trace only. See 1.8 for the using just the EatG maps (Kerch is not on transfer has no effect (ignore it). If one locations available for reinforcing units that map set). map group is in play and the other is not, and SP entry. then the units listed must either be removed √ 1.6a Soviet Supply Sources. All east, north or added as reinforcements (depending on (east of Lake Ilmen), and south map-edge which direction the movement is done). hexes with a railroad or any type of road 1.8 Reinforcement Entry Transfers can be made using units from (including tracks) entering the map are √ The following rules concern entry of the dead pile. When transfers are made as supply sources. If on the north or south troops and SP arriving from outside the reinforcements, the units must enter via edge, the hex must also must be east of the . Under this definition, “transfers” the map edges that would have connected eastward hex containing a German infantry between map sets are not considered to be the map sets if the games were linked. division that is in Trace Supply and at or “reinforcements”—for them, apply Note Furthermore, they must arrive in hexes within 5 hexes of that map edge. #6 in the Arrival Booklets. controlled by the transferring side (i.e., on Sal’sk (CB) G49.21, (CB) H16.19, Only the locations specified below can be the correct side of the frontline as it hits Frovlovo (EatG) C43.15, and all the “star” used for the entry of new reinforcements the map edge). hexes leading to the South Edge Box are (units and SPs). Just because a hex is a supply sources except when occupied by Supply Source for trace purposes does German combat units. not automatically give it reinforcement 1.5 Supply Note the road leading from Stalingrad to entry privileges. If the conditions are met, reinforcements can enter at these hexes at During the Reinforcement Phase a player ’ is treated as a Railroad (see no cost to the player’s rail, shipping, or Port rolls on his Supply Table to see the number 1.12d). Caps. Note that when a rail connection is of SPs he gets that turn. The Supply Tables 1.6b German Supply Sources. All west required, the path must be clear of EZOCs have a “Supply Status” based on time period map-edge hexes with railroads entering (as if being used for Rail Cap). Furthermore, that is modified by a number of factors to the map, and the line running NW from only the given city hexes can be used for see which table column to use. Total the (CB) F13.34, are supply sources. this purpose, not some other detrainable Supply Status numbers of all map sets in hex along the railroad. play (ignore any partial map sets). Elista (CB) H16.19 is a supply source when occupied by Axis units. The following applies if currently controlled 1.5a Schwerpunkt or Main Effort. Both sides by the side in question via the means have a Main Effort they can dedicate to √ When only the CB map set is in play, mentioned (none of these are supply sources any desired map set. The Main Effort can G21.35 functions as an additional supply unless it is specifically mentioned): be changed only on the first turn of each source. calendar month. When it is changed, it can 1.8a German Reinforcement Entry. be changed to any of the three map sets, but 1) via the double track RR can only apply to one map set each month. 1.7 Ports exiting at (GBII) B1.25. The area chosen need not be announced to Functional ports with a current capacity of 2) Konotop via the double track RR the enemy. 1 SP or greater are supply sources for the exiting at (GBII) C1.11. Having the Main Effort assigned to a map player occupying (or last to pass through), set gives that map set… given the restrictions below: 3) via the double track RR exiting at (GBII) C1.11. • a bonus Rail Cap and 1) Map F Black Sea. The Germans can only use these ports if Sevastopol’ 4) Velikiye Luki via the RR at (GBII) • a modifier to the player’s Supply Status. has been taken by the Germans. The A1.09 or A1.12. Russians can always use them.

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5) Khar’kov via the double track RR 13) √ Any East map-edge Rail and Road 5) Astrakhan. If the Germans occupy north via Kursk, Konotop and (GBII) (any type, including Tracks) hexes. Astrakhan’, the Soviets apply #4 C1.11. (if not in play, then north GBII √ Where a RR connection is needed, the above even if the rail line is still open. off the EatG maps via (EatG) A35.35 ability to use rail cap must exist (with All of the above effects are cumulative. will suffice.) respect to enemy ZOC). Note a slight 6) Poltava via (EatG) A1.25. exception regarding Stalingrad: the Soviet Historical Note: The oil fields around RR connection only needs to reach Sloboda. and south towards and around 7) Rostov via RR to Khar’kov and were the single largest oil fields known in Khar’kov must also be active. √ 1.8c Soviet Limited Placement (optional). 1941. The (Maikop Field) and Sal’sk, Elista, and Frovlovo are limited to 8) √ Any West map-edge Rail or Road Armavir while smaller were critical in that no more than 6 RE of reinforcements (units (any type, including Tracks) hexes. they were connected by the largest pipeline and SP) arriving per turn. This maximum to the western , a 454 km 12” pipe, 9) √ If ONLY the Case Blue maps are is reduced by 1 RE for each adjacent hex that was moving close to 1.5 million tons in play, then all Axis reinforcements occupied by German combat units. (Note (m) of oil by the late 30s. The larger ‘Baku can either enter via the player’s Case that supply source status isn’t affected by Fields’ were connected by pipes to Baku and Blue Rail Cap, or can alternately adjacent enemy units.) arrive at G21.35. thence shipped to either Astrakhan’ or later to Gur’ev (a Caspian port farther east of Astrakhan’). The oil fields south of Gur’ev 1.8b Soviet Reinforcement Entry. 1.9 Economic Issues (the Emba Fields) were linked to Gur’ev Economically, the most important points by pipeline and thence to the Ural complex 1) Moscow via any of the RRs exiting via a pipeline that became operational in east off GBII maps D or E. on the game maps are the oil fields near Maikop and Grozny in the far southern 1936 moving 1.2 million tons (m). The 2) Stalingrad via the RR east of the Caucasus. Similarly important are the other Caspian area fields near Krasnovodsk Volga or the Volga itself if no Axis important transportation routes which were linked to the port of Krasnovodsk by units are adjacent to it north of carried the bulk of the Caucasus oil to pipelines and then shipped to Astrakhan’ Stalingrad. the Soviet war machine from the port of or Gur’ev. 3) Sevastopol’ if the port is functional. Astrakhan’ to Moscow and central . With the outbreak of the war Astrakhan’ The Baku field was the most important field, on the Volga became the terminus for all 4) Khar’kov if connected to the east and Astrakhan’ the only way to effectively oil shipments to Moscow and ‘European map edge by any Russian functional deliver oil to central Russia. Russia’ with Gur’ev on the Ural River the RRs. 1) Maikop Oil Fields. If the Germans source for all oil bound for the newly created 5) if connected to the east map occupy all three oil fields near Ural industrial complex. By 1942 the Axis edge by a functional double track RR. Maikop and the German Krasnodar had occupied the Krasnodar and Armavir 6) South Edge Box (always). Oil Exploitation Brigade unit is in fields but also controlled the Ukraine any oil field hex, then the Germans which was the primary destination for the 7) Sal’sk (Case Blue G49.21) allows get a modifier to their Supply Status. oil. With the attack on Stalingrad the Axis reinforcement arrivals (but see option There is no negative effect for the interdicted the Volga, the primary transport 1.8c) and is also a supply source when Soviet Player. Since the Maikop fields means for oil to Moscow and central Russia. not occupied by Axis units. serviced primarily the Ukraine their To counter this the Soviets ripped up the 8) Elista (Case Blue H16.19) allows loss did not materially affect the Baku-Batumi pipeline and re-laid it from reinforcement arrivals (but see option Soviet war effort. Astrakhan’ north to Saratov, starting in 1.8c) and is also a supply source when April and completed in November 1943. 2) Grozny Oil Fields. If the Germans not occupied by Axis units. occupy all three oil fields near Grozny 9) Astrakhan’ (Case Blue H59.18, and the German Krasnodar Oil (GBII only) H60.18) if not occupied by Axis Exploitation Brigade unit is in any 1.10 Tree Bark Soup units. If Soviet-controlled, it is also oil field hex, then apply the Supply There are 10 “Tree Bark Soup” Tree Bark a supply source. Class modifiers to both tables. Note Soup markers in the game (not to be 10) Rostov via RR to Armavir (J43.35) that if the Oil Bde is in any oil field confused with the special-use and then Makhach Kala (K54.03). hex, it can affect both Maikop and “Sausages” below). These can Grozny. be used by either player to 11) Frolovo (EatG C43.15) allows obviate trace supply needs for one turn in 3) Stalingrad Transportation. If the reinforcement arrivals (but see option the area where used. If an area is found to be Germans on the bank of the Volga 1.8c) and is also a supply source when out of trace supply in his Supply Phase, the occupy a contiguous line of at least not occupied by Axis units. player can place one or more of his Tree Bark 3 railroad hexes, apply the Soviet Soup markers to keep from being marked 12) √ Any North or South map-edge Supply Table Supply Status modifier. Rail and Road (any type, including Out of Supply and having to roll on the Tracks) hexes, provided they are east 4) Verkhniy Baskunchak Rail Lines. If Attrition Table. The Soup marker can only of the frontline (defined in 1.6a). This the Germans occupy any hexes of be placed in a Heavy Woods hex (player’s is based on the maps being used (so the Russian rail line leading north choice of where) which is not adjacent to there is still a “north edge” when just from Verkhniy Baskunchak (EatG (or occupied by) any enemy combat unit. using CB). Also note that irregular E14.10), inclusive, the Soviet player All friendly units (any number) at or within areas can create additional “edges” applies the Supply Status modifier to five hexes of the Soup counter are “in” trace (like where EatG juts east of GBII). his table. supply. Only units with Leg MAs printed on

Multi-Man Publishing, LLC 403 Headquarters Drive, Suite 7, Millersville MD 21108 © 2012 All Rights Reserved. Page 5 Case Blue, OCS #10 their Move Mode side can do this. Each unit is placed back into the pile of available • In scenarios that begin before 1 Aug 42, must be able to trace a path to the marker Sausages for use in a future turn). The the Axis player can use all Secondary free of enemy ZOCs (friendly units do not player must declare the use of the Sausage Roads (but never Tracks) for Trace negate EZOCs for this purpose). Remove before the die is rolled. Supply purposes in the special CB area. All hexes along these roads are the marker at the end of the Supply Phase The second case is if the Axis player was not “detrainable” for this purpose. An in which it was used. able to get 2T into the , in this case Extender can be linked to one of the The player can only use his Tree Bark Soup the Sausage is automatically expended when road features that serves as a Trace markers once. When used, give it to the it feeds the pocket. Remove the Sausage Supply source. other player for him to use. The number of from play permanently. Soup markers remains constant throughout • In scenarios that begin after 1 Aug 42, the game, but they pass back and forth the Axis player can use Russian Gauge between the players. 1.12 Railroads railroads for trace purposes (not actual Rail Cap) anywhere on Maps G, H, J, Strat Mode units cannot use Tree Bark 1.12a Map-Based Rail Caps. Both players and K as long as no hex used is further supply. have Rail Caps which are different on than 10 hexes from an attack-capable different map sets. Obviously when rail Design Note: Obviously, this represents Axis unit. Beyond that, the railroad movement is used on only one map set, use foraging going on behind pocketed troops. must follow the other rules regarding the Rail Cap from those maps. Both sides were capable of doing this, but using Railroads for trace purposes. the less-urban Russians were more prepared Should the rail movement run from one Design Note: The “after 1 Aug 42” version to do so at start (so they start the game with map set to some other, use the Rail Cap was the rule used in the original Case Blue the markers in their possession). Naturally, of the DESTINATION set. So, if you rail rules. It has since been decided that this players will attempt to hoard the markers something from GBII to EatG, you would makes German advances in this area too so as to keep them out of the hands of the use the EatG Rail Cap to do it and there easily supplied, hence the “before 1 Aug enemy—which is fine and expected. They would be no use of the GBII Rail Cap. The 42” change that was written into the new will be used only when really needed. Main Effort or Schwerpunkt bonus Rail Cap can only be applied to the chosen map set. edition of GBII. Adapting this change to the late-42 and early-43 scenarios would The boundaries of the Case Blue and EatG require a tedious reworking of the German 1.11 Sausages Rail Caps are shown on the map with the logistical net on those scenarios, so to keep Sausage markers abstractly represent “Green Barbells.” South of the Barbells the things simple we just allow them to use the the hoarded food supplies and austerity Case Blue rail cap must be used, north of “easy” special rule for trace. measures within Axis pockets. The Axis the barbells (up to the GBII map edge) use player is given 10 Sausage markers at the the EatG Rail Cap. Hexes containing the 1.12d Russian Road Trace. The Russians beginning of the game and they can be barbells themselves can use either Rail Cap. can trace supply using the road just west placed on the map at the start of any Supply The is in the EatG Rail Cap area, of the Volga from Astrakhan’ to Stalingrad Phase in order to give trace supply to local while the on the eastern as if it was a railroad. Rail Cap can be used units. A Sausage can only be placed in portion of Map F is in the Case Blue area. there and connects to normal railroads as Major or Minor City hexes. Each Sausage 1.12b Rail Gauge. The at start German if the road was, in fact, a railroad. Use all can feed (for trace supply) any number of railheads are given in the various setups. It the railroad rules regarding this road. The Axis units. HQs can be used to draw and is up to the German player to extend them Axis player can never make use of this road throw from a Sausage to the units. using his railroad engineer units. Likewise, as a railroad. Each Sausage can feed units for one Supply the Russian player can convert them back 1.12e Rail Cap & Rail Segments. A segment Phase. If used, the Sausage might be to his gauge using his rail engineers. of railroad can only be used by the player’s removed (see below), but if so it is, it is Both players can only use their rail capacity Rail Cap if that segment is usably connected gone for good (it is not given to the Russian on rail hexes of their own gauge (railheads to the rest of the player’s rail network. player afterward). Sausages must be used themselves are considered to be German In other words, the player cannot use his the turn they are placed. Place them in the gauge). EXCEPTION: See the Captured Rail Cap in a portion of railroad that is Supply Phase right before checking for Rolling Stock in 2.6f. not connected to the rest of his rail net removal below. for whatever reason (enemy units, lack of 1.12c Special Trace Supply in Case Blue. conversion, etc.) Segments such as these 1.11a Sausage Marker Removal. There are Both sides are given the ability to connect can be used for trace purposes, even though two cases that can exist when a pocket uses to trace supply sources using roads in the real rail cap cannot be used there. Sausages for trace supply. sparsely-populated region south of Rostov and east of Kerch. These roads must, of 1.12f The Dnepr River Bridges. The German First, if the player is able to get 2T or more player’s rail heads cannot cross the Dnepr into the pocket (by air, land or sea) since course, be “linked” to supply sources where they intersect with a detrainable hex or River (EatG hexes A14.02 and B12.27) the last Axis Supply Phase. The 2T must until 1 Nov 41. arrive in a location at or within Leg MP supply-source port. Draw range from the Sausage city hex. If √ The Russians are allowed to use all III 1.12g Rail Artillery. Both sides this is the case, then roll one die. On a 1-3 Secondary Roads and Tracks for Trace have several rail artillery units. 0 remove the Sausage permanently (it does Supply anywhere on Maps G, H, J, and K. 6-2 - These act as normal artillery its job of feeding the pocket). If the result except for the following: √ The Germans have two special rules that is 4-6, then the Sausage feeds the pocket, can be used depending on when the scenario 1) They can move any distance along but is not removed from play (instead it begins (not the current turn being played): friendly rail hexes during the regular

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Movement Phase (only). This Historical Note: By far the most impressive River between EatG C7.26 and C46.07 movement does not cost the player gun used in the bombardment of Sevastopol’ (inclusive). any of his Rail Capacity. If the unit was the enormous 80cm (31.5-inch) √ 1.13a Cheap Russian Infantry. One Pax moves, flip it to its “RR” side. It railway gun “Dora”, the biggest gun ever can be used each turn to rebuild any 12-2-2, cannot fire while on its RR side. Flip built. Originally designed in 1937 by the 11-1-1 or 10-0-1 Russian Infantry Division the unit over to its regular side (the Krupp Works for use against the strongest from the dead pile to full strength. Select one with the barrage strength) in the fortifications of the French Maginot Line, the division randomly from all those of next Clean Up Phase. Dora, of course, it was not completed until early 1942. Built these three types currently in the dead pile is different (see #3 below). in secret on Hitler’s orders, in cooperation (use a cup). 2) Rail Artillery units forced to retreat with the Heereswaffenamt or HwaA (Army Ordinance Office), it was known Only the first Pax received each turn can in combat against their hex are be used for the ‘cheap’ division rebuild (so destroyed. officially as the80cm Kanone (E) “Dora”, (E-Eisenbahn-Railway). if not all map sets are being used, the turn’s 1.12h Dora. The most massive gun ever cheap division might be rebuilt outside the built needs special rules, if for no other Dora was a masterpiece of mechanical and play area). The special “first Pax” rule can- reason than they are fun. Everyone wants metallurgical engineering, but its huge size, not be used to cheaply replace steps from to fire Dora! Dora uses the Rail Artillery weight, and expense, and the logistics and reduced divisions on the map; it is only for rules above and in addition…. manpower (over 5,000 men) required for its rebuilding a destroyed division. transportation (twenty-five railcars alone 1) Dora uses 1 RE of Rail-Cap when carried the gun components), rail erection, moved. and operation made it impractical. Dora 1.14 Emergency Pools 2) In order to flip Dora to its Combat weighed an incredible 1,170 tons and when Mode, all of the following must be ready for action was taller than a two-story Both sides have small pools of Emergency true… building. It therefore required camouflage, Reinforcements. These arrive as numbers of a large detachment of antiaircraft artillery, counters via each side’s Repl Table. Allow a) it must be in a detrainable hex, and smoke projectors for protection. With a that number of raw counters, regardless b) it must have been stacked in that hex gun crew of 450 just to operate it, it could of size, type or affiliation, to arrive when with a Combat Mode German RR fire about three rounds per hour. Because called for by that table. The player can Bn for at least 4 continuous turns, it could not traverse, it fired from a special choose any counters he likes to satisfy the curved section of double track, which had c) and the player must expend 1 SP. number, or he can decide to not bring any to be laid in advance. Only the 280mm M65 on at all. Units can also be released from 3) Dora can only fire in the Combat Phase, “Atomic Cannon,” developed for the U.S. Reinforcement Pools via never in Reaction or Exploitation. Army in the 1950’s could claim to be more the Order of Arrival. powerful and destructive gun than Dora. 4) Dora fires on the 69-116 column In a change from GBII, these units are no Dora was grandiose in size and power, on the Barrage Table with no shifts longer under the control of the player with but finally came to naught, like Hitler’s of any kind. Pay the normal supply a VP cost for use. cost for this barrage. In addition, maniacal dreams of conquest. if a numbered result occurs and a — Many thanks to Roland LeBlanc and Hedgehog is in the target hex, reduce Steve Campbell for their help on this rule. its level by that number. Hedgehogs can be eliminated by Dora. back into play (it also comes back as a full strength aircraft). If no dead aircraft steps 2.0 Axis Special Rules √ 1.12i The Unfinished RR. The railroad of the right type exist, the result is wasted. between Baschagovskaya (H48.11) and Cherninsk (K43.24) has not yet built when The player might get one or more Artillery 2.1 Hip Shoots the campaign begins. The Soviet player has or Katyusha Brigade rebuilds. These can be The Luftwaffe can conduct hip shoots. The the option to declare this stretch of track used to rebuild any brigades or points of Hungarian, Rumanian, Croatian, Slovakian, completed anytime on or after 1 Nov 42. these types that are dead (these rebuilds are and Italian Air Forces cannot do so. Any Before he does this, none of the 23 rail wasted if there are none available). Axis unit can spot for a Luftwaffe hip hexes that comprise this connection are √ Truck rebuilds from the Repls Table are shoot (German Liaison Officers are all usable by either player. not limited to those destroyed or captured. over the place). The German table also has some “Negative Truck Results” forcing the player to kill one 1.13 Replacements regular Truck Point of his choice (the lost 2.2 Nikolayev & “The Corner” Truck Point cannot be an Organic Truck). During the Reinforcement Phase, a player Just off the SW corner of the EatG maps rolls for Repls on his Repl Table to There are some German Repls listed on is that little corner between EatG and Map determine the arrivals for that turn. The the German Order of Arrival—these are in F, the following applies there. result is the number of each item the player addition to any he might get off the table. 2.2a Nikolayev Off Map Air Bases. There is can get or rebuild. Eq Repls are not used to Follow the directions on the table for linked a major Axis air base at Nikolayev in this rebuild aircraft in this game. games and various un-linked combinations. corner. The Axis player is free to base any An air replacement from this table can The Russian player gets to roll twice on of his aircraft there. There are two off-map either bring an aircraft on the map back his Variable Reinforcement Table if there Level 3 Air Bases available with free refits. up to full strength or bring a dead aircraft are Axis combat units north of the Don There is a box representing these air bases

Multi-Man Publishing, LLC 403 Headquarters Drive, Suite 7, Millersville MD 21108 © 2012 All Rights Reserved. Page 7 Case Blue, OCS #10 on Map F. There is no range cost to get subject to this attrition normally and roll √ When a Fortress is declared, the German to or from this box, but all range counts for each point independently. These Truck player can “issue” one of the units below to must be made from EatG B1.25 or Case losses can be rebuilt. any German HQ which is out of trace supply, no more than one per HQ, in the HQ’s hex. Blue F25.35. Ground units can never be in Note that Truck Point can also be lost due Furthermore, for every unit issued to an out the box, and there is no supply in the box to the German Repl Table. available for air transport. of trace HQ, one of these units can be issued 2.3c Frostbite. The Axis infantry suffered to an HQ which is still in trace. The units 2.2b Movement of Ground Units. Axis greatly when the first freeze hit in the winter are: (3)-3-3 Kor Bn (531, 550, 580, 585, ground units can freely move from Case of 1941. Ill-prepared for cold conditions, and 593). Add all of these units to the set Blue F22.35 to EatG B1.26 (or vice versa) large numbers of men were incapacitated up of Scenario 7.14. They each be stacked without any MP cost. when their wet leather boots met with with a different German HQ, three of them freezing temperatures. inside the Stalingrad pocket, two outside it. 2.3 Weather of 1941-42 When the first Freeze (any type) turn of 1941 occurs, apply this rule: Roll one die Execute each of the following rules when for each Axis infantry division. On a 1-3, 2.5 German Strategic Choice the listed weather happens within the destroy one step of that division (this can On 31 Dec 41, or at the start of any 1942 Weather Determination Segment. Use is be taken from a Breakdown regiment at or scenario starting before Sept 1942, the based on the first such turn according to the within 5 hexes of the division, if any). On German player in a game involving the Weather Table result for the area in play. a 4-6, there is no effect. This rule applies EatG or Case Blue maps must secretly Most are one time only events and all have only once. choose his strategic objective in the south. already occurred in any scenario starting During the Spring of 1942, a number of This can either be the two sets of oil fields (if after January 1942. Pax Repls appear on the German Order chosen, he must go get both) or Stalingrad. 2.3a Panje Wagon Commandeering. In of Arrival. These are in addition to those Once chosen, he need not reveal this choice the fall of 1941, the Germans frantically rolled for on the German Repl Table and until VPs are counted at the end of 1942 commandeered local transportation to represent some of the men previously lost and cannot change it. It is up to the German shore up the collapsing German transport to frostbite returning to frontline service. player to use the Russian player’s lack of network. 2.3d Frozen Engines. On the first Moderate knowledge as to his goal to keep him from √ Apply this rule twice during 1941. Do Freeze or Deep Freeze turn of 1941 (once allocating all his assets to the defense of so on the first Light Mud turnand the first only), roll one die for each Axis Yellow one or the other. Mud turn, and on a map-set by map-set symbol unit (Panzer, AG, SP AA, etc.). On Should the game be a complete linkage basis. If one or both rounds of Panje Wagon a 1 or 2, destroy the unit, on any other roll of all three games, the player can select Commandeering have not yet occurred by the unit is unaffected. Moscow as his 1942 objective. In that case, 29 Dec 41, execute them on this turn. everything about victory in 1942 is wrapped Every other Major or Minor city hex held by up in Moscow and there are no southern the Germans generates one Wagon Point for 2.4 Fortresses objectives. Good luck. the Germans. Work systematically across The Axis player can declare a “Fortress” Design Note: The purpose of this rule is to the map starting in the north-west corner when out of trace supply in an area with a keep the Russian player from knowing his in a manner such as: “Wagon Point...skip... Major or Minor City within it. The Fortress opponent’s strategic goal and creating the Wagon Point...skip” and so on. can only include hexes at or within 10 hexes world’s greatest fortress on the one site he 2.3b Truck Attrition. After the travails of the of such a city hex. The Fortress ceases to knows the Germans must take to win. As summer and fall campaigns, the German exist when trace supply is re-established. any wargamer knows, the 1942 campaign truck fleet was falling apart. The final blow Fortress declaration can occur at any time was marked by indecision and conflicting happened as the mud season ended and the or phase. orders from Hitler. First, the armies were to trucks were frozen in place up to their axles drive down the side of the Don and screen in the now hard mud. Efforts to pull them While in a Fortress, Axis units get the Stalingrad to protect the flank of a general free resulted in many being permanently following advantages: advance to the oil fields. Then, when Hitler damaged. 1) Units are never forced to replenish became impatient, he split the advance to √ Apply this rule once during 1941, on the Internal Stocks as long as the unit is both take Stalingrad and the oil fields at the first turn of Freeze (any type) after any Mud within the Fortress. same time. Over time, this morphed into a single-minded obsession to take the city. In turn. Do so on the entire map, even if only 2) Artillery can use Internal Stocks to fire game terms, the rule makes all this happen certain map-sets are experiencing the mud/ barrages (same Low and Exhausted indirectly. To do well (and take advantage freeze sequence. If Truck Attrition has not rules as other units). yet occurred on 29 Dec 41, execute Truck of the Russian player’s lack of knowledge), Attrition then. 3) One Fighter per Air Base can refit for the player must make the advance toward free. both look convincing. While this wasn’t Roll one die for each truck point (organic what Hitler was trying to do, he did a fine and regular) in the German army. On a 1, 4) Defensive combat supply is free; no need to use Internal Stocks for job of keeping the Russians (and his own remove the truck point (it is destroyed), army) off balance. place any load it might have on the ground defense. There is no freebie for (an exception to the organic truck unloading artillery even if firing for defensive restriction). Any other roll has no effect. purposes—in those cases, they must Truck Points contained in extenders are use their Barrage Internal Stocks per #2 above.

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these HQs, one for each of the campaign’s These units are shown in the game by four 2.6 Special Axis Units possible Massive Assault. security battalions. These form in 2.6a Axis Minor HQs. Place a number of Alert Battalions equal to one battalion per month, starting on the first turn of each month. This starts the month • Hungarian HQs can only supply the sum of the rolls at or within 3 hexes after the Axis captures it until all are in play. Hungarian and German units. of any German HQ, Airbase, German-held Village/City, or German Gauge Railroad No attack can be made at or within • Rumanian HQs can only supply hex (even if the hex is occupied by Russian five hexes of a RONA unit. Rumanian and German units. units). These units can be split up into as 2.6h KG Scherer. (GBII Only) This • Italian HQs can only supply Italian and many of the above locations as desired. security unit was formed in Nov 1941 and German units. The placement hex can be adjacent to historically was disbanded the following • German HQs can supply German units enemy units. May. It can be created (after it becomes and any Axis nationality not listed Alert Battalions can be generated more available per the arrival schedule on 1 Nov above. than once in this manner—destroyed ones 41) in any City or Village hex to which the Exception: German HQs can supply any can come back on later rolls. The player Russians have cut off trace supply. All it Axis unit when Sausages are being used in can remove these units at any time so they can do is buck up the defense of that hex. the place of trace supply. might be available for future rolls. It cannot move or be rebuilt. 2.6b Hungarians vs. Rumanians. The 2.6f Captured Rolling Stock. Hungarian and Rumanian Armies would The Germans were able to put rather fight each other than the Russians. a small amount of Russian Gauge railroads into use for Rumanian and Hungarian units (air or themselves while they waited 3.0 Soviet Special Rules ground) can never do any of the following: for the regauging effort to catch up with 1) Stack. the front. 3.1 Massive Assault 2) Attack the same hex. The 2T capacity unit (Bryansk) comes into The Russian player can make four (4) being the first time any German unit enters 3) Use the same Air Base or fly in the Massive Assaults during the game. A the Bryansk city hex. same mission. Massive Assault lasts for two turns and, One 1 SP capacity unit (Krasnograd) comes once used, it is gone permanently. If any of these conditions are violated (even into being the first time any German unit accidentally), remove all the units of both √ No Massive Assault is allowed before enters the Krasnograd village hex (EatG nations permanently. 1 Dec 41. A20.14). 2.6c T-34 and other Odd Tank Declare a Massive Assault in the Russian I One 1 SP capacity unit (Melitopol) comes Units. The 2/66 Pz Bn was Movement Phase. There will be no German T-34 into being the first time any German unit 2/66zvb formed from captured Russian Reaction Phase in that turn and the Russians 5 enters the Melitopol city hex (Case Blue 1 6 T-34 . It was not used as have the initiative in the next turn as well. F43.32). a commando unit and is just Essentially it allows the Soviet player to a few extra tanks for the Germans to use. They act as German trucks that can only create a “double-move” at the time of his The Germans also have an abundance of move on Soviet gauge railway hexes choosing (provided the player realizes it is French (Fr), Captured (Cap), Tiger (Tgr), and need detrainable hexes for loading best to do this at the bottom of a turn). This and Radio-controlled Tanks (Fkl). These all and unloading. They require no fuel and is a game-wide effect—it is not constrained act like regular armored units (given their cannot move on full-German gauge hexes to a specific map set or sets. values), with no special rules pertaining (including the Railhead hexes). Weather Note that use of a Massive Assault allows to them. does not affect them. The Russians cannot the German player to make rolls for Alert capture these trains and they are destroyed 2.6d Porters and Camels. These arrive using Battalions and Alarm KG HQs (2.6e). when a Russian unit enters their hex (they the OOA, they are simply slow wagons. cannot retreat). Weather and Massive Assaults: Do not 2.6e German Alert Units. roll for flight conditions on the first turn All these trains are removed from play II During his Movement Phase of a Massive Assault (including the first Alert during the Reinforcement Phase of 1 Feb 42. 3 on the first two turns after a turn of scenarios starting with a Massive 23 Soviet Massive Assault begins, 2.6g RONA (Russkaia Assault, such as anything starting 19 Nov the Axis player can roll two Osvoboditelnaia Narodnaia 42). On the first turn, the Russian player dice to generate up to that number of Alert Armiia. (GBII Only) The can select the flight conditions he desires. Battalions. Russian People’s Liberation Army was an anti-partisan Design Note: The Massive Assault rule √ The upper limit that can be in play at unit was formed from Russian volunteers is the result of much experimentation and any one time is 20 (exception: the limit is operating in the Bryansk sector. By March discussion regarding the best and most 7 if only the GBII map-set is being used). 1942 it included six infantry battalions, one elegant way to give the Russians a usable Rolls for Alert units cannot be made at any artillery battalion (20 guns) and one tank advantage that comes from their superior other time. company (12 vehicles, surely captured operational planning and discipline, not to On the first of these turns, the Axis player ones). It was quite effective in keeping the mention their fine art of strategic masking also gets one “Alarm KG HQ” unit that Navlyam-Lokotiy-Dmitrovsk area (south of operations. Historically, three of these must set up following the same rules as Bryansk) free of partisans, even though its Assaults were used in the time-frame of the the Alert Battalions (below) and must stack methods were savage. This unit was later game: Moscow in 1941, Uranus/Mars, and with at least one of them. There are four of known as the Kaminski Brigade. Little Saturn in 1942.

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3.4c Moscow Military District. (GBII Only) 3.2 Seaborne Assaults 3.3 The South Edge Box The MMD aircraft (members of the 6 PVO Four times during the game, and not more This is an off-map holding box for Russian for the most part) represent those aircraft than once per turn, the Soviet player can units (ground and air) off the southern edge dedicated to the defense of Moscow itself. execute a “Seaborne Assault” This allows of the Case Blue maps. Units can move These units are marked with a white X to him to land troops and SPs on parts of the from the box to the map based on the hexes differentiate them from other Soviet aircraft. coastline he could not normally get to, which given, by normal movement, sea, or rail. Such aircraft can be allocated only to the do not allow normal shipping (i.e. no port Units can move into the box or out of it local defense of Moscow. These units can or an enemy held port), and is a simplified in a given turn (but never both). Yes, this only be based at or within 5 hexes of any version of the usual OCS landing rules. makes for relatively rapid transfers of Soviet Major City hex of Moscow. If no such base √ Landings are made during the Soviet troops along the southern map edges, tell exists, destroy the MMD aircraft. They can Movement Phase, with no advanced your swine opponent to deal with it. be used (in any desired manner) but only planning needed. The landing hex (or hexes) No MA or Range is used to get to these at or within 5 hexes of a Moscow city hex can be of any terrain. There is no ALT roll; transfer hexes. (this includes Patrol Zone projection and success is automatic. Combat units are interception). Axis units (including their planes) are never landed in Combat or Move Mode; SP are allowed to enter this box. If any of these units suffer losses, available just placed in the hex even if there is no air repls from the Soviet Repl table must be port. There is no movement after landing. The South Edge Box is… used to replace MMD aircraft before using Each of the following applies to Seaborne • A supply source and can be used for the any to replace non-MMD aircraft. Assaults: arrival of reinforcing units and supplies. 3.4d Moscow Military District Hiding Aircraft. All units in the box are always in trace a) √ If Novorossiysk (J4.33) is Soviet (GBII Only) Players are tempted to place supply. occupied and functional for Sea non-MMD aircraft into the MMD basing Cap, the Seaborne Assault’s landing • A nominal HQ for unit rebuild purposes. area so they are safe from enemy attack. capacity is 6 RE. Otherwise, its • Not a nominal dump available for any This is fine, but any aircraft that bases at landing capacity is 3 RE. purpose, but is able to refit aircraft for or within 5 hexes of any Major City hex b) √ Landing hexes must be unoccupied free. of Moscow are subject to all the MMD rules, even though they are not real MMD coastline hexes on CB Map F, G, • √ …a 3 SP port on both the Black Sea or H. There are some additional aircraft. This restriction applies until they and the Caspian Sea (two separate transfer to a new base (outside that MMD restrictions: in the Black Sea they ports). must be south of xx.17 on Map F, and area) and become Inactive at that base (in in the Sea of Azov they must be within Note that HQs in the Box cannot throw to other words, they cannot transfer and remain ten hexes of an unfrozen Kerch Strait the map and HQs on the map cannot draw Active). Obviously, such aircraft are not hex occupied by a Soviet combat unit. from the Box. Units can move to the box or constrained by the ‘if no base within 5 hexes To state the obvious, frozen Kerch from the box in a given game-turn, not both. exists, they are destroyed’ rule. hexes are also off-limits. 3.4e Guards Aircraft Conversions. Guard c) Cargo capacity is figured using normal Aircraft Conversions become available transportation equivalents (OCS 4.7). 3.4 Red Air Force according to the Order of Arrival. These allow the Soviet player upgrade (in the Cargo can come from any Black 3.4a Hip Shoots. The Red air force cannot current or a future Reinforcement Phase) Sea port or ports (they can come use hip shoots. from different locations in the same any aircraft he likes (see note below). The 3.4b Lack of Responsiveness. Until the assault). procedure is simple: just remove a non- reforms of the VVS (the Red Airforce) in Guards aircraft from the map, putting it in d) The landings can only be done in the spring of 1942 (from 1 Oct 41 until the dead pile (it is available to be rebuilt in the Soviet Movement Phase and any 1 May 42), Soviet aircraft are unable to the next Soviet Player Turn), and then put unused capability cannot be saved for move or barrage in the Soviet Reaction the new Guards aircraft (always Inactive) on later. The use of any of the landing or Exploitation Phases. Until then, they any Russian airbase. The removed aircraft capacity represents the use of one of can only function in the Soviet Movement can be reduced (the Guards still comes in the four available Seaborne Assaults. Phase. full strength). e) The landing hex or hexes can be of When the above restriction is lifted (1 May √ Guards aircraft cannot be rebuilt (or have any terrain. 42), the Russian aircraft can use the Russian a step replaced) using the normal aircraft f) Seaborne Assaults do not use the Movement and Exploitation Phases, but replacement system. But if destroyed, they player’s shipping capacity. they never get use of the Reaction Phase. go back into the available pool for Guards Conversion (and can be brought back during g) √ Landings in the Kerch Straits (1.7) Neither of these restriction periods affect the normal air operations applicable to the the next Soviet Reinforcement Phase using hexes cannot be made when they are the procedure above). frozen. various German phases (flak effects, etc.). √ Russian aircraft are restricted in that Note: An aircraft can only be upgraded they can only do Fighter Sweep, Barrage, to Guards status if it has the same type of and Trainbusting missions at of within 20 air-to-air rating, parenthesized or not, as the hexes of their base. (Other mission types Guard aircraft. This prevents a bomber from are not restricted.) being upgraded to a Guards fighter, and a fighter being upgraded to a Guards bomber.

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Movement Phase (this rule does not apply 3.5g Stalingrad Worker Alert Units. 3.5 Soviet Units in any other phase). If this restriction cannot Independent of the above, and only once √ 3.5a Guards Infantry Exchanges. The be met, all the units of the offending corps during the campaign, in any phase that a Soviet player is periodically given Guards are DG (including any units with which German unit approaches at or within 5 hexes Exchanges per the Order of Arrival. The they happen to be stacked). of any Stalingrad city hex, the Soviet player player can exchange (in the current or a This DG does not recover until the end of can immediately place all six Worker Alert future Reinforcement Phase) the Guards a Soviet Movement Phase when the Tank units in Stalingrad city hexes (no more than unit for the non-Guards unit of his choice Corps is again together. Do not recover two per hex). Unlike the Worker Alert units given the following requirements. normal DGs at that point, only those created above, these are just regular combat units A Guards Exchange can be made using any by this rule. (This sounds complicated, but (in other words, they can build any level of Soviet unit of the same type with an Action shouldn’t be too hard to remember most hedgehog and cannot build air bases). They Rating of no more than TWO less than of the time.) cannot leave the Stalingrad city hexes and are destroyed if forced to do so. the Guards unit obtained. In other words, Important: A point to consider is that if a if the Action Rating of the new Guards unit Tank Corps has one of its brigades rebuilt 3.5h Pontoon Units. The Soviet player has is four, it must be exchanged for a unit that it will automatically become DG unless or a number of Pontoon Bridging units. To has an Action Rating of at least two. until the player gets the parts together again. bridge with a pontoon unit, the pontoon unit The procedure is simple: just remove a It might be best to take the Tank Corps out of must be in Combat or DG Mode (Combat non-Guards unit from the map, putting it action, rebuild it, and then send it back (the side up). Pontoon bridges, unlike HQs, in the dead pile (it is available to be rebuilt way the Soviets did it) to avoid this effect. totally negate the MP cost of the feature bridged, and can do so even to the Volga in the next Soviet Player Turn), and then 3.5d Soviet Tank “Battalions.” The Russian put the new Guards unit in the same hex. (even when Ice Pak). Pontoon units never units shown as Tank Battalions are actually negate a river hexside’s combat terrain The Guards unit retains any step losses, called Regiments in Soviet Orders of Battle; internal stocks, out of supply, or DG status effects. During any Movement Phase—even they are only battalions in the Western sense. while in Combat Mode—a pontoon unit the exchanged unit might have had. Note This has little effect on the game (but might that even if the step size of the unit changes can “flip” across the river it is bridging into cause some to pause when thinking about any hex across the river from where it is during the conversion, one step lost before the order of battle), basically only the RE is one step lost after. bridging. Pontoon Bridges negate all river size is an issue. hexsides of the hex they occupy—even Exception: A three-brigade Airborne 3.5e Soviet Artillery. To combine for a single if the hexsides belong to different rivers. Corps (even if Airborne in name only) can Barrage attack, all the firing Soviet Artillery Pontoon units cannot be captured or used be used to convert into a Guards Division units must be stacked together. by the enemy. without following the above unit or Action Rating requirements. If not all brigades are 3.5f Worker Alert Units. These √ 3.5i NKVD Border Regiments. NKVD available, the new division arrives with one units can only be created in Border Regiments (only, not “non-Bdr” step lost per brigade missing. 1941. The Russian player can NKVD units) must apply their AR to their bring on any number of Worker stack when in defense (they have no effect 3.5b Guards Corps Exchanges. The Alert units he wants during his on attack ARs). However, this comes with a Order of Arrival lists some “Guard Corps Reaction Phase. They are placed in city or cost: all defending options must be taken as Exchanges” (Cav, Tank, and Mech Corps). village hexes east of GBII 48.xx or EatG losses (including any that might normally be These list both the new Guards units and 25.xx (inclusive), or in city on the Case negated because the attacker retreats, etc.). the units to be removed. The exchange Blue map set. The hex cannot be adjacent Also, the NKVD unit must be the last step procedure is simple: replace the listed to German combat units, and no more loss taken in the hex. Furthermore, if the unit in place (on the map or in dead pile) than one such unit can be created in one NKVD unit is alone in a hex, it defends with the new Guards unit. The Guards unit hex each turn. with an AR of zero (0). Use the zero AR retains any markers (for internal stocks, out for Attrition purposes, if the Border unit is of supply, or DG status) the exchanged unit √ Worker Alert units can be generated more chosen to provide the needed Action Rating. might have had. If the incoming formation than once in this manner—destroyed ones has more counters than the one being can come back on later turns. The upper 3.5j Ski Units. These were formed locally removed, simply stack any excess counters limit of Worker Alert units that can be in for winter operations. with any of the ones that exchange normally. play at any one time is always 6, regardless Separate Ski Battalions. These of the number of map-sets in play. The non-Guards corps that was replaced is were formed during the winter removed from play (it cannot be rebuilt). Once created these units are the same as of 1941/42. When these units any other Soviet unit with the following become available, they can 3.5c Soviet Tank Corps Coordination. All two exceptions: be formed in any Soviet Tank Corps must stay together in a compact Movement Phase in any Infantry Division formation. This rule has no effect on Soviet 1) They cannot build Hedgehogs greater hex (generate two ski battalions for each Cavalry, Mechanized Infantry or Airborne than Level 1. divisional step eliminated—follow the AR Corps, or the distance between different 2) They can build and improve air bases. requirements of Breakdown regiments). corps. Once on the map, these can be used as any All Worker Alert units are removed from normal unit (given ski movement abilities). To be considered in a compact formation, play during the Russian Reinforcement They can be reabsorbed like Breakdown all on-map units of each Tank Corps must Phase of 1 Jan 42 (this does not include regiments if the player desires and there be adjacent to every other unit in the corps. those that have been, or will be, created are two such units in the division’s hex. This is checked at the end of every Soviet in 3.5g below). Removed (or held back) battalions can be

Multi-Man Publishing, LLC 403 Headquarters Drive, Suite 7, Millersville MD 21108 © 2012 All Rights Reserved. Page 11 Case Blue, OCS #10 reused any number of times. These units Guderian’s troops (for simplicity, all are removed from play during the Russian Germans starting on GBII Map C) are set 4.4 Partisans Reinforcement Phase of 12 April 42 and up in their 30 Sept 41 jump-off positions. Loosely-organized bands of can never be used again. To reflect the extra operational time, they soldiers who escaped the early can move an extra 1/3 MA in each phase √ The upper limit of Separate Ski Battalions pockets in the Army Group that can be in play at any one time is 7 of the 1 Oct 41 turn the units are eligible to Center area harassed German move. Round the resulting value normally. (exception: the limit is increased to 16 if rear areas in the winter of In other words, move the units normally but the GBII map-set is being used). 1941/42. These actions are represented by use 133% of the printed MA instead. They Partisan Attack markers. True organized Any Separate Ski Battalion that is destroyed get no further benefits, additional phases, partisan activities (occurring later) are not in combat is removed from play and cannot or combats. covered explicitly in the game. be rebuilt or used again in the game. When the battalions are pulled en masse from the Turn 1 reinforcements, even if they come in The Soviet player is given a number of game on 12 April 42, convert any remaining on Map C, do not get this movement benefit. Partisan Attacks available each month per to Pax Repls at the rate of one Pax per Bn. Meanwhile, other troops on GBII Maps A the Order of Arrival. The player should and B got started on 2 Oct 41. So, while count out the correct number of Partisan Ski Brigades. In the winter of Attack markers to keep track of the number 1942/43, the Red Army formed Guderian’s Map C units are getting a bit more movement on the first turn, these guys available, and place them on the map to actual Ski Brigades rather than show where they are being used. the more ad hoc battalions of will get a little less. On Maps A and B, no the winter before. When these German unit in or entering Reserve Mode √ Unused Partisan Attacks markers are become available they can be built using can move their usual 1/4 MA in the German converted into Pax Repls at the end of the Pax Repls (at a cost is 1 Pax per brigade). Movement Phase (they move normally month, and placed into Stalin’s or any Soviet The player can build as many or as few in the Reaction or Exploit Phases). Only Army HQ’s hex. Reserve Mode is affected on these maps. as he wants (given the countermix) and The player can use any number of the use them normally until disbanded. Once available Partisan Attacks in one turn (this disbanded, they revert to Pax Repls that can number is not restricted by the countermix). be used normally again. During the Russian 4.2 Stalin’s No Retreat A marker remains on the map until its effect Reinforcement Phase of 12 April 43, all Early in the campaign, Soviet Rail Capacity is over. Each Partisan Attack can only be remaining Ski Brigades must be disbanded cannot be used to detrain an attack-capable used once during that month. and converted back into Pax Repls at the combat unit in a position further east from All Partisan Attacks are announced and rate of one Pax per Bde. where it entrained. (This requirement to end executed during the Soviet Movement Place the recovered Pax Repls into Stalin’s further west does not affect the actual route Phase. The Soviet Player can use his Partisan or any Soviet Army HQ’s hex. used to get there.) Combat units that are Attacks in any hex at or within 10 hexes not attack-capable, as well as SPs, are still √ 3.5k Hedgehog Limits. The Russians are of any Swamp or Heavy Woods hex on the free to use rail movement in any direction. restricted to building Level 1 and Level 2 GBII maps. Hedgehogs in the EatG and CB Map Areas This restriction is lifted when a German Each Partisan Attack can be used in one of until the Germans set foot north of the Don combat unit moves east of the GBII A41. the ways below, or else be converted into River between EatG C7.26 and C46.07. xx or B41.xx hexrows (inclusive) or 1 a regular unit (see 4.4a). After the Germans move across the river in November 41, whichever happens first. 1) √ Railroad Interdiction. The Soviet this area, Level 3 and Level 4 Hedgehogs The GBII 41.xx tripwire does not extend player identifies a Railroad hex. This can be built. Exception: The Russians can south of GBII Map B; only German combat does not affect the railroad for trace always build hogs of any level within five units on GBII Map A and B count. supply but doubles the rail capacity hexes of Sevastopol (F17.04). cost of anything moving through that Design Note: This rule does not deal hex. There is no additional effect with the micro-management of units, but for more than one attack along a rather the inability to create a withdrawal single rail line, or for a rail path of major proportions using the railroads. that is also being traced through a 4.0 GBII Special Rules Such freedom was not available. For Trainbusting marker. The railroad the most part, units were able to execute remains interdicted for the remainder These rules apply to GBII when played tactical withdrawals with freedom. Here, of the calendar month. as a stand-alone, and when GBII is linked I’m trying to keep ‘strategic’ withdrawals 2) Airbase Raids. Partisan Attacks can with the other games. under control. “raid” any airbase using the Barrage vs Facility Table. Each Partisan Attack does this independently during 4.1 Start Dates 4.3 Soviet Defense Lines the Soviet Movement Phase (so more Guderian’s 2nd Panzer Group got a leg up The printed Level-1 Hedgehogs represent than one can hit a target hex, but they in Operation Typhoon by beginning the the Soviet Defense Lines. They are normal do so separately). Treat the Partisan attack a day or two earlier than the rest of Level-1 hedgehogs in all respects except Attack as a 13 point barrage, but Army Group Center. This equates to about they cannot be destroyed. subtract from this value the combat 1/3 of a turn of extra movement. strength of any Axis units in the target hex.

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4.4a Conversion into Regular Only the German player counts Victory Design Note: Some feel that the capture Units. Partisan Attacks can be Points in this game. Certain Soviet actions of Moscow would end the War in the East. exchanged for the “real unit” give or take VPs from the German player, I do not believe this to be the case. What Partisan Irregular Battalions. but only one total is maintained. would happen, I believe, is that Stalin’s war machine would continue, but would be Each Partisan Attack can A player “holds” a hex for victory purposes hurt badly, by the loss. You will find that the generate one such battalion, given the if he occupies the hex or was the last to Russians are still in the war should they lose countermix limit at any one time (8) and occupy it. A city is “held” only if each city Moscow (and have a chance to retake the the following requirements. Once created, hex associated with that city is held (one or city), but that they are hurt in transportation the Partisan Irregular Battalion becomes two hexes in most cases, the seven Major and some production (4.2a), and will to just another Russian unit with no special City hexes in the case of Moscow). abilities or exemptions. fight (4.2b, 4.2c). 4.2d reflects the loss of Each scenario will list the Victory Point some Lend Lease truck shipments from the To create a Partisan Irregular Battalion, each levels applicable to that scenario. US. The net effect of this rule is to give the of the following must be fulfilled: Victory Points are awarded due to the Germans something serious to aim for in a) There is an Airborne or Guards unit German player holding certain cities, the early parts of the campaign (rather than in the desired hex. options used, and if Stalin is captured or digging in to hold on for the long haul) and b) The phasing and location requirements evacuated. to keep players from charging after Sudden Death windmills. of a Partisan Attack are met. Add VPs given to the German player c) One or more Partisan Attacks markers and subtract VPs listed as costs from the are available to be exchanged and the German player’s on-map VPs to determine countermix allows additional Partisan the German VP total. 5.0 Strategic Victory Irregular Battalions to be formed. Victory in this game is determined by simply If all these are met, place the number of doing better or worse than the historical Winning this game in a strategic sense is desired battalions in the Airborne or Guards frontal location. a matter of seizing geographical locations unit’s hex. Any number of battalions can by specified. Victory goes to the be made at one time and one place, given side that accumulates the most “Strategic the countermix limit and the number of 4.7 Moscow: The Big Plum Victory Points” in the time played. These available Partisan Attacks. campaign victory conditions supersede the Victory is a long-term issue in this game. ones in GBII. These victory conditions Moscow is a major issue, but is not the are superseded by any victory conditions magic bullet that will end the war in one belonging to the scenario itself. 4.5 Stalin and the Government fell swoop. If the Germans hold over half Evaluate Strategic Victory on 31 Dec 41, 31 The Soviet Government the city (4 of the 7 Major City Hexes) the Dec 42 and at the end of play May, 1943. (Stalin) is in the Kremlin in effects set out below take effect. These Stalin Moscow. Stalin cannot move effects are turned on or off automatically In 1941, Strategic Victory is determined Stalin normally, but the Soviet player as the city hexes change hands (there is using Moscow, Khar’kov, Sevastopol’, can evacuate him (and the no redress for effects already suffered in and Rostov. earlier turns), with the exception of 4.2b. If Government) for a cost of 5 SPs of Rail In 1942, Strategic Victory is determined the Germans hold all 7 hexes at the end of Capacity (he can only move by rail from using Moscow, Sevastopol’, and the play, they get the VPs for Moscow as well. city hex to city hex, or off map). Each time result of the German Strategic Choice he is evacuated, give the German player 1 4.7a Incoming Russian Repls, SPs, Rail Cap. (either Stalingrad or the Maikop/Grozny Strategic Victory Point. Divide Repls and Rail Cap by 2 (round Oil Fields). normally). Remainder is lost. Russian Stalin has no combat ability and requires At the end of the game, Strategic Victory Supply Table rolls are always considered no supply expenditures. He may act as is determined using Smolensk, Khar’kov, to be a “2” (i.e. the table minimum). an HQ for the purposes of building or Rostov, Sevastopol’ and the result of the rebuilding units. 4.7b Partisans. No Partisan Attacks allowed German Strategic Choice (either Stalingrad If any German attack-capable unit enters from this point on. This restriction does not or the Maikop/Grozny Oil Fields). end if the Russians regain control of the city. his hex, he is captured and the Germans get Each location listed above is worth One bragging rights. 4.7c Russian Action Rating 4 Units. No Strategic Victory Point (SVP). Soviet reinforcements arrive that have an The player must physically occupy or be the Action Rating of 4. No Guards conversions last to pass through each hex of the given to AR 4 are allowed. Dead AR 4 units 4.6 Stand-Alone Victory Points feature to gain credit for it. What follows is the original GBII victory cannot be rebuilt. If playing through more than one period, calculation system. It will be needed to 4.7d No New Trucks. No Soviet Truck Point total all available points. If a set of maps play the smaller scenarios in GBII and reinforcements arrive, including any from containing an objective is not in play, neither can be used as it always has to serve for the Repl Table. player gains the points. campaign game victory. When playing a campaign using the EatG or CB mapsets, You must play better than history to win. even if GBII is also included, use the victory A win is having at least two more SVPs conditions in 5.0. than the enemy.

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Example of Historical Victory Count An available commando can be deployed to (and only those) can be hoarded for later 1941: The Russians hold Moscow, stack with any friendly HQ at the start of any rebuilds using the usual rules. Sevastopol’, and Rostov while the Germans friendly Movement Phase. (Commandos Since rebuilds from the dead pile occur hold Khar’kov. 3 SVPs for the Russians, 1 are held off-map until deployed.) They are instantly, the resultant unit enters play at SVP for the Germans. Russians win 1941. free from all supply considerations (fuel, any friendly HQ that is in Trace Supply. Step trace, combat). They can be used either as losses being replaced on the map require 1942: The Germans chose Stalingrad and an airdrop unit or as a ground-only unit. In held it at the end of the year (though they the unit in question to be in real Trace either case, a commando cannot be put in Supply (not Tree Bark Soup, Sausages, or are currently surrounded and doomed), Reserve or Strat Mode. and they have taken Sevastopol’, while the other stand-ins). • If used as an airdrop unit, a commando Russians hold Moscow. 1942 is a tie for the B) One Repl Rebuilds. Every step costs only year (2 SVP for the Germans vs 1 SVP for can never enter Move Mode. one Repl to rebuild, regardless of what the the Russians) and the campaign (4 SVP for Commandos are an exception to the Common Rebuild Table calls for. If the table the Russians vs 3 SVP for the Germans). normal Air Transport requirement of calls for 2x Pax, then the step rebuilds with Move Mode. A commando cannot 1x Pax. If it is a mix (e.g. 1x Pax, 1x Eq), 1943: The Russians now hold Rostov and airdrop onto Major City hexes, but Stalingrad, so the Russians get 2 SVPs then the step is rebuilt using 1x Pax unless otherwise follows the series rules for the unit has a Tracked MA (on either side of and the Germans get 3 SVPs (Smolensk, parachute drops. Sevastopol’, and Khar’kov). This brings the counter), in which case it costs 1x Eq. the campaign victory tally to a 6 SVP tie. • If used as a ground-only unit, a This option has a pretty neutral effect, so commando cannot airdrop and can has no official “impact rating.” never enter Combat Mode. A commando can do the following: 6.0 Optional Rules 1) Act as a normal combat unit (except 6.2 Options Affecting the Axis for the special mode requirements, Salt and Pepper to taste… 6.2a Better Winterized Locomotives. etc.). Historically the German units least equipped The options are all rated for impact, such as 2) Spot for artillery or air strikes. for the weren’t the combat “+2 Soviet” or “+5 German.” Players can troops, but German railway engines. This 3) Capture enemy airfields, supply use options as desired, but if rough parity variant assumes that German locomotive dumps, trucks, wagons and such. is desired we suggest using these ratings designers somehow understood the future as a rough guide. 4) Fight Partisans. German commandos need for engines to withstand ridiculously can be used in an Anti-Partisan role. low temps. Ignore the Dec-Jan, 41-42 The German player can eliminate Supply Table columns and use the Oct-Nov, 6.1 Options Affecting Both Sides an undeployed Brandenburger unit ‘41 column until 1 Feb 42, then switch to √ 6.1a Wiggle. In any scenario, allow each on the last turn of a month, and this the appropriate column at that point. results in the Russian player losing HQ to reposition any one stack within its This option has a +5 German impact. throw range. If it repositions a frontline half (round normally) of his available stack (adjacent to an enemy unit), units Partisan Attacks for each of the next 6.2b A Schwerpunkt should be a Schwerpunkt. in the stack can set up at or within 1 hex six months. In a fit of idiocy, OKH or Hitler (who gets the of the listed set up hex. If it repositions a Normally, commandos are “no rebuild” blame depends on who gets asked), shifted stack that sets up in the rear (not adjacent units, but destroyed German Brandenburger 5,000 tons of Army Group Center’s few to an enemy unit), units in the stack can set companies are automatically rebuilt on 1 trucks to right before up at or within 2 hexes of the listed hex. Jan 42. (So they are thus each “available” opening the Typhoon . Using Apply the wiggle to each unit in a stack for two deployments during the campaign this variant, the German player avoids that independently, and don’t allow units to cross before being withdrawn on 15 Dec 42.) detachment and his 1941 setups are altered: the frontline. Wiggle can be used to ‘splay give the Germans 5 additional truck points This option is mostly neutral, but if GBII out’ an infantry division into Breakdown on the GBII maps and 5 fewer truck points isn’t in play it has a +1 Soviet impact. regiments in the given range, but cannot on the EatG maps (player’s choice). be used to move hedgehogs or air bases. √ 6.1c Rebuild Options. Not specific to just This option is neutral overall, but when This option is good to use once players CB or GBII, this option is applicable to all GBII isn’t in play it has a +3 Soviet start to optimize their opening moves. OCS games. It addresses the fully justified impact and when EatG isn’t in play it habit of players to hoard Repls so that their has a +3 German impact. √ 6.1b Commandos. The two German “good” units are immediately rebuilt should Brandenburger companies (9 &10/800 zbV they get killed off. There are several ele- 6.2c No Crete Disaster. This variant assumes Commando), the three Soviet Commando ments below, use all of them if you want that the German invasion of Crete did not companies (16, 17, 18), and the NKVD this option to work as intended. cause over 300 Ju-52s to be destroyed. Battalion (OMSBON) are Allow the German player to set up an A) No Hoarding. Allow no Repls received to normally used as regular combat units. additional eight Ju-52’s at start. Also, allow actually enter the map. They must be used Under this option, they have a more the 7 Flg Div to start the campaign set up at the moment they are created to rebuild specialized role. at any German air base, rather than come what is available in the dead pile or to re- on as a reinforcement. Note the German 6-5-3 Mtrd Commando place step losses on the map. If a scenario Rgt (287.Snd) does not have these comes with Repls set up and in play, those This option has a +5 German impact. specialized abilities.

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6.2d Spanish Blue Division. While marching √ B) Rebasing Restrictions. Until May 1942, toward Vitebsk in Sept, 41, the Blue no Russian Fighter can take advantage of 8.0 Experimental Rules Division (250th Inf Div) was expected to Series rule 14.11 (base transfer and remain by Morris Hadley and Thomas Buettner be sent into Army Group Center’s final Active). drive to Moscow. At the last minute, Hitler Development by Dean Essig This is a refinement of the restrictions intervened and sent the Spaniards north to in 3.4b, and has a +2 German impact. Leningrad instead. This option allows them to be sent toward Moscow as originally 6.3c Release of the MMD. This option is Introduction planned. based on the rather far-fetched concept With the publication of Guderian’s Blitz- This option has a +1 German impact. that Stalin is not as concerned with the air krieg II and Case Blue players can simulate defense of the capital and chooses to release most of the in WW2 from 6.2e Hitler Hold on German Tank Production. those aircraft dedicated to its defense to October 1941 into March of 1943. Dean’s Hitler held back much German armor general use. Remove the restrictions of philosophy has always been to focus on production during the first six months of 3.4c and 3.4d. the player as the operational commander Barbarossa (not wanting to waste them on This option has a +4 Soviet impact. and keep the “extra-theater” elements to a this, soon-to-be-over, operation). As such, minimum. There are two very good reasons there is a backlog of six EQ repls available. 6.3d Soviets Don’t Waste Flight Instructors. for this: to maintain playability and to If this option is used in a 1941 campaign, The Soviets committed many of their flight contain the design challenge. This focus the German player has six extra Eq Repls instructors to the Battle for Smolensk in and apparently simple game mechanics are he can bring on as reinforcements whenever the late summer. This wasn’t particularly hall-marks of the OCS system. While the he chooses. He must ignore the Eq Repls effective and had unfortunate long-term series started as an examination of limited given to the German player on the Order consequences. Here you can choose to operational situations, the “Typhoon” of- of Arrival before 1 Apr 42, however, since avoid that trap. fensive in 1941 and the “Uranus” offensive these are the same tanks. Remove 10 air units from the at-start Soviet of 1942-43, the combined Guderian’s This option has a +2 German impact. Air Force (choose these by random drawing Blitzkrieg II and Case Blue games cover from the air units available at start, counting such a large period that strategic consider- √ 6.2f No Hip Shoots during Limited Flight. both regular and MMD air units). The ations are unavoidable. Only allow Hip Shoots if flight conditions benefit is that on and after 1 March 42 all These optional rules give players the ability are Normal. Soviet air-to-air ratings are increased by 1. to add some strategic variables back into This option favors the Soviets, but has This option has neutral impact (its cost the game. Much of the following is based no official “impact rating.” It is strongly to the Soviets is “built in”) in campaigns on the works by Richard J. Evans’ Third recommended. beginning in 1941. In campaigns Reich in Power, Adam Tooze’s The Wages beginning in 1942 or 1943, it has a +5 of Destruction and the DVA Series Das Soviet impact. Deutsche Reich und der Zweite Weltkrieg. 6.3 Options Affecting the Soviets √ 6.3e Stalin Doesn’t Love Kiev. Stalin listens 6.3a Red God of War. This option assumes to Zhukov and pulls his troops out of the the Soviet education system produced Hindsight and Morality Kiev area in time to let the Germans snap far more artillery officers capable of the Hitler’s Nazi- and Stalin’s Soviet their jaws shut on a largely empty Kiev mathematical computations needed to have Union were two of the most odious regimes Pocket. Add 10x 12-2-2 Inf Divisions to a much more modern artillery arm. Doctrine, in history. The War in the East is intimately the front-line at-start forces (these are accordingly, is not nearly as restrictive. linked to the increasing brutality of the Nazi “extra” divisions; use future reinforcements Remove the artillery restriction in 3.5e. regime culminating in the planned annihila- and eventually swap them out for “dead” tion of entire peoples. For military historians This option has a +2 Soviet impact. divisions when more arrivals are needed). the conflict continues to be of interest as These must set up in the furthest west it is one of the largest and most intense 6.3b VVS Restrictions. The Russian Air positions available stacked with or between campaigns ever fought. These optionals are Force went through a major period of other Russian units. development during the time frame of in the spirit of examining the conflict from these games. Players who want to explore This option has a +5 Soviet impact. a historical military perspective. the increasing effectiveness of the Russian For most post-war observers, that Hitler airpower should use this rule. There are two felt that the USSR presented much less of parts: Range and Rebasing Restrictions. a military obstacle than France is mind- A) Range Restrictions. Until May 1942, boggling. German preparation for the entire no Russian aircraft can conduct a Fighter initial campaign was planned by a miniscule Sweep, Barrage, or Trainbusting mission staff based on a delusory and ridiculously (other mission types are not restricted) low Intelligence estimate. Conversely the further than 10 hexes from its airbase. On USSR had begun many reforms that would and after 1 May 42, the range restriction ultimately ensure victory but, under Stalin, is extended to 20 hexes. Exception: Long adopted a strategic posture that was equally Range Bombers and Transports are exempt wrong. Worse, Stalin continued to maintain from this rule. (These are the IL-4, TB.3, the fiction that his pre-war strategy was valid Pe.8, Li.2 and G.2.) well beyond the point of reason, costing the

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Soviet Union well over 4.3 million casual- Ignore any Luftwaffe ground unit removals (mostly artillery) was never made good. The ties including 2 million killed and captured or transfers. was broken up piecemeal to fill in 1941 alone. Since players benefit from A few specialty Luftwaffe units are not AGNs need for replacements in the face of hindsight, the various options are balanced converted and remain as is, coming into strong local Soviet attacks during the latter based on the likelihood of actual occur- play at the normal time (to include possible half of 1942. Leningrad was never attacked. rence and not necessarily in relation to removals and transfers). This includes all In this option the Axis player is forced to the effort required to implement. So some Abn Inf units (such as 100 zbV or the Sturm aggressively attack towards Rostov and very easy things, such as not ordering that regiment battalions) and the 7 Flg Div. Sevastopol both in 1941 and 1942 or lose all Soviet Communist leadership be shot forces to other theaters. Earlier than histori- on sight (the Order), were a cal success for the Axis garners Strategic fundamental part of the Nazi ideology and 8.1b 1st Kavallerie Division remains Cavalry. Victory Points. The requirement to make as such should be very difficult to change This famous Prussian Cavalry formation this effort will impact the campaign game in the game’s context. was withdrawn in the winter of 1941 and by swinging the balance more toward the reconstituted as the 24th Panzer Division. Russians—as few players ever expend Here players can keep the Division as a anything like the effort done historically 8.1 Axis Experimental Cavalry formation and put the replacements to achieve these objectives, saving those to other uses, at a cost. One of the elements that has emerged resources to cause havoc elsewhere. from scholarship is just how inefficient Keep the 1st Cavalry Division on the map the Nazi-German economy was and how until the first moderate frost. Then either Required Effort vs Rostov and Sevastopol much of this inefficiency was driven by 1) remove the division until the following the unalterable and terrible irrationality of 1st “mud” turn (any) or 27 game-turns By 1 Jan 1942 the Axis player must have the ideology. Perversely enough, within the whichever is longer or 2) choose to keep launched at least one spotted (units adja- ideological constraints of the Hitler Regime, the division. cent) barrage on any city hex of Rostov the Nazi-State did manage to run things If the division is removed for the winter, you and any level 3 or higher Hedgehog hex more efficiently than previously assumed. can rebuild 2 Pax worth of losses “for free”. of Sevastopol. Failure to barrage either of The result is that structural changes have them results in the permanent removal the far more to do with “changing” the ideol- If not removed, immediately eliminate 22 Inf Division on 1 Jan 1942. If only one ogy of the Nazi-regime than any technical 3 Wagon Points and receive no “free” is barraged, permanently removal of the 22 or economic factor. A classic example is replacements. and 132 Inf Divisions, 610 Flak Bn and 30 the use of Luftwaffe Ground personnel. Corps HQ on that date. From any functional perspective, creating Design Note: Russian winters were ex- tremely hard on European horses. If by 1 August 1942 the Axis player has a duplicate “Army” out of nothing in the taken Sevastopol itself, only the histori- middle of a war made no sense. But through Players must make this choice during both cal withdrawals occur, otherwise he must the lens of Nazi Ideology, the Luftwaffe winters 41-42 and again 42-43. withdraw the equivalent in full-strength was a “pure” creation of the Nazi-State units instead and cannot use any eliminated Using this option, the Axis player can re- untainted by “recidivist” thinking like that or units with destroyed steps to fulfill the move one panzer division any time before in the Prussian “Feudal” dominated Army. requirements. This includes all steps of any 15 November 1941 and rebuild it for “free” Since Nazi-ideology stated that the “Will multi-unit formation. to Victory” was more important than mere (excluding any organic trucks) but including tactical and technical competence, it fol- its to PG conversion lowed naturally that the Luftwaffe should and its PJ Battalion. This is one-time only, The 1942 Siege Train be a far better fighting force. When it failed, so consolidating and shipping the most the Party’s Army, the SS, was entrusted with destroyed panzer division is advisable. The Hitler felt the whole of the Crimean and “saving” the Reich. division returns on 1 and remains above all Sevastopol posed a critical threat in play normally thereafter. to the Rumanian oil fields. In early 1942 OKW/OKH released a massive siege train The 24th Panzer Division is not used if this 8.1a Luftwaffe Ground Force Rationalization. to reduce the fortress, arguably the most option is chosen. Typical of the Nazi regime’s fiefdoms, when heavily fortified city in the world at the Army losses needed to be replaced Goering time. In this option the siege train arrives in the spring of 1942, as it did historically: refused to allow Luftwaffe personnel to be 8.1c 11th Army: The “Siege Army” German made available. When finally forced by the 54 Corps and 30 Corps. Historically the 1 Apr 1942: 2x Siege Arty Bn Stalingrad debacle to release Luftwaffe 11th Army with these two Corps were 1 May 1942: Dora RR Gun Bn, 2xRail personnel, the soldiers were introduced tasked with the job of taking Sevastopol under separate Luftwaffe formations. Mortar Bn (Odin, Thor), 459 RR Gun Bn, “prior” to the Axis campaign in the south 688 RR Gun Bn Here the Axis player can simply take the in 1942 (Fall Blau). Historically, this took manpower as part of the regular Army until the 4 July. Immediately following its (Heer) replacement pipeline. Convert any fall, the 11th Army was transferred north entering Luftwaffe units to Repls they to Leningrad where it was to take the would use to be built, but have them arrive city in the same fashion. The campaign’s one month later than they would have. This estimated expenditure of 70,000 Axis simulates the additional training needed. casualties (2,000 officers) and the 50,000 tons (100 30-car trains) of ammunition

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Wiking was maintained initially by a large 11th Army Order of Battle and Location Status percentage of foreign volunteers, though Arrival Departure Unit New Arrival Notes this changed as the war went on. Below the Start 15 Aug 42 54 Corps HQ To AGN DR SS Panzer Division is being used as a stand-in for an up-gunned Wiking. Start 15 Aug 42 30 Corps HQ To AGN 1 Apr 42 15 Aug 42 28 Jäger Div To AGN 5 Oct 41 1 Aug 42 170 Inf Div To AGN “No Waffen-SS” arrival and set up Start 15 Aug 42 24 Inf Div To AGN changes in addition to the rules above: Start Remain 46 Inf Div To AG “A” • GBII Oct 41 Start: Add the 5th Panzer Div (Organic Truck); 3rd Panzer Div Start Remain 50 Inf Div To AG “A” (III/6 Pz Bn); 26-2-2 Arty Bde; 5x Start 19 Aug 42 72 Inf Div To AGC 4-4-3 Breakdown Rgts and 1x Eq Repl Start 1 Aug 42 22 Inf Div To the Aegean anywhere on or behind the start line. 12 Oct 41 26 Aug 42 132 Inf Div To AGN • 5 April 42: Do not remove the 4-4-4 Emergency 1 Aug 42 Dora RR Gun 1 May 42 SS Cav Rgt (1 SS, 2 SS), and replace 2xRail Mortar Bn one destroyed Arty Rgt (not Bde), if Emergency 1 Aug 42 1 May 42 (Odin, Thor) there is one in the dead pile. Emergency 1 Aug 42 459 RR Gun Bn 1 May 42 • 1 June 42: Add the GD Mtr Div (2 Pz Emergency 1 Aug 42 688 RR Gun Bn 1 May 42 Bn), and the GD 26-4-3 Arty Rgt is Emergency 1 Aug 42 2x Siege Arty Bn 1 Apr 42 36-2-1 retained throughout the game. Start 1 Aug 42 2x Arty Bde 26-2-2 • 1 Oct 42: Rebuild any four German 5 Dec 41 1 Aug 42 RR Bn 106 Panzer, AG, Pz Recon or Krad Bns, Start 1 Aug 42 Flak Bn 22 (7)-4-3 one PJ or Flak Bn, plus one Arty unit (any kind), and one Organic Truck. Add Start 1 Aug 42 Flak Bn 610 (7)-4-6 4x Pax Repls to the reinforcements. 15 May 42 5 Aug 42 (Fkl) 300 renamed (Fkl) 301 Remove SS-Wiking (all).

Design Note: This represents the SS LAH being released prior to the end of the cam- paign season instead of being held back to 8.1d Centralized Axis Logistics. Use both 8.1f No Waffen-SS. In this option, the SS is form a Corps. of these optionals: confined to its internal security function and • Better winterized locomotives (6.2a) does not duplicate the field army structure. • 1 Dec 42: Rebuild any six German This option can only be chosen for a October Panzer, AG, Pz Recon or Krad Bns, one • Reduced Infantry attrition (ignore 2.3c) 1941 campaign start. PJ or Flak Bn, plus one Arty unit (any All of the SS mobile formations except kind), and one Organic Truck. Add 4x 8.1e Major German Airlift. Remove all Ju- the Wiking Division and Das Reich Panzer Pax Repls to the reinforcements. 52s from Emergency Reinforcements and Division (DR) are permanently removed Design Note: This represents the SS TK OoA. Ignore the transport aircraft arriving from play. being released earlier instead of being held on 1 Jan 1943. Do not use the LAH Bde, R Mtr Div, SS back to form a Corps. One Ju-52 arrives on the first turn of the Cavalry Division, LAH and TK. very first Soviet Massive assault and one All independent SS units remain and enter • 1 Jan 43: GD Mtr Div (Tiger Co); plus more on 19 August 42. The remainder arrive and exit per the OoA normally except it can be rebuilt twice. after any Soviet massive Assault on or after where noted. • 29 Jan 43: SS Panzer Corps HQ 1 Sep 1942 as follows: Ignore the Aufklärungs Battalion Reorga- (simulating an Army HQ with extra Turn Unit nization on 29 March 42. They all remain transport); Enter SS-DR Pz Div (R Aufk +1 1x Ju-52 in play and can be rebuilt normally. Bn, 1-DR, 2-DR Pz Bn, DR AG Bn, +2 1x Ju-52 Führer PG Rgt, Deutld Mtrd Inf Rgt, +4 1x Ju-52 Additionally, roll one die for each Eq Repl DR PJ Bn, DR Arty Rgt, Organic Truck), +13 2x He.111zbV, obtained from the Axis Repl Table: rebuild any 16-2-3 Werfer Bn. [Instead Ju.86 of taking the SS-DR Division, Players Fw.200 Roll Receive… Do.17 w/ Glider, can elect to rebuild any five German He.46 w/Glider 1-2 only the original Eq Repl Panzer, AG, Pz Recon or Krad Bns, one He.111zbV w/Glider PJ or Flak Bn, plus one Arty unit (any 3-4 the Eq Repl + one Pax Repl He.111z w/Glider kind), and one Organic Truck.] Add 4x 5-6 the Eq Repl + another Eq Repl. Pax Repls to the reinforcements.

This simulates the removal of major inef- Design Note: This represents the Wik- ficiencies that were historically incurred ing converting from a “volunteer” unit by the adding yet another “ground Army” to the SS showcase combat formation. in the form of the Waffen SS.

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Party retained final control. While allowing 8.2d Earlier Soviet Mechanized Corps 8.2 Soviet Experimental the Soviet state to maintain cohesion Formation. The Soviet Mechanized Corps An appreciation that has emerged since through ruthless discipline during the evolved into their premier offensive force, opening (and now sadly closing) of Soviet- critical first 18 months, this dual command but due to losses couldn’t be staffed until era archives is of just how well the Soviets structure often lead to poor combat results. the end of 42 and didn’t come into their ran their war economy and they’re ability Here players can move to a unified command own until the summer of 43. In this option to “out-think” the German High command structure from the start. the Soviet player can choose to form the on a strategic level. This contrasts greatly At the beginning of any Scenario starting in first wave of Mechanized Corps earlier, with the terrible Soviets operational per- 1941 or June 1942, the Soviets can declare but this delays the formation of follow on formance through the second period of the that the have been subordinated Mechanized Corps. war which improved, but was still making to the military commanders. Exactly one Note: No cadre is left to form the other corps. serious operational mistakes, until the end month (9 turns) later Soviet combat results • 1 Mech Corps, 2 Mech Corps and 3 of the war. This creates two problems: are affected as follows: Mech Corps enter 3 months early: 1 Firstly, when it comes to numbers of re- When any Action Rating 1 or 2 unit or any Mech Corps on 8 June 1942, 2 Mech placements and quality of weapons most unit with a Move Mode Action Rating less Corps on 12 June, and 3 Mech Corps historians would agree that the Soviets than it has in Combat Mode (many Soviet on 19 June. were at the apex of expected efficiency, in Mech and Armored units) is selected to be • All others enter 2 months late, includ- contrast to the Nazi-German government. the Action Rating unit of a combat (the ing all Guards conversions: 4 Mech This limits the number of plausible major combat’s “brain”) the surprise roll itself Corps on 15 December 1942, 1 Gds options open to the Soviets. determines if there is a change to the unit’s Mech Corps & 13 Mech Corps on 1 Secondly, the operational matters are what Action Rating. Jan 1943, 6 Mech Corps on 5 February, the system itself is about and Dean has 5 Mech Corps on 12 February, 3 Gds placed as few restrictions as possible on Roll Result Mech Corps on 19 February, and 2 Gds both players. This leaves little room for Doubles Reduce the Action Rating by 1 Mech Corps on 22 February. modification. 7 Use the printed Action Rating Other Increase the Action Rating by 1 That said, the Soviets do get some options and can try to build a higher-quality force Doubles defined as both dice reading the 8.2e Soviet “Maskirovka” Operational sooner at the cost of large, low-quality same numeric result. Deception: The Front Reserve Box. The forces earlier on. Soviets were able to conduct large scale This effect ends on 1 Nov 1942. deception operations with varying success throughout the war. This option allows the 8.2a Better Infantry Training. Many of the Historical Note: The Soviet command struc- Soviets to create a hidden “off-map” holding lower AR Soviet Infantry in 1941 and ture grew together in large part because box. This notional box, the Front Reserve 1942 were so rated because of the hurried ‘bad’ commanders usually being killed or Box (FRB), can then be filled with units and training of both troops and their leadership, captured by the Axis and ‘good’ command- supply (but no air units) which do not appear especially in higher formations. Here the ers, either Commissars or military, being on the map. The purpose is to allow the Soviet player can elect to increase the given control. The political control early on ability to build large force concentrations quality of the lower AR forces by allowing was able to maintain military cohesion in without alerting the Germans. The Front them more time to train. the face of catastrophes that probably would Reserve Box units are spread out over a very cause most governments to collapse. But this Replace any 10-0-1 or 11-1-1 Infantry Divi- large area surrounding the placement hex did result in very unimaginative, doctrinaire but in much lower states of readiness. The sions on map or arriving as a replacement thinking that almost certainly increased the with an 11-1-1 or 12-2-2 upgrade. units were formed into combat capable units size and scope of these disasters. shortly before being committed to battle. A single Action Rating upgrade (i.e. 10-0-1 These operations use large amounts of staff to 11-1-1 or 11-1-1 to 12-2-2) pushes the unit and logistical resources, hence the SP cost. off map for 8 plus 1d6 turns at which time √ 8.2c Additional Soviet Off Map Airbases. it enters as a regular reinforcement. Place These Level-3 bases are treated much like Earlier in the war the Soviets had trouble co- lower Action Rating unit into the dead pile. those in South Edge Box: cannot be attacked, ordinating and managing their Maskirovka refit is free, etc. Supply and units (up to 6 operations which accounts for the smaller A 10-0-1 can upgrade all the way to 12-2-2 REs) can be stored at these for transport use sizes and greater chances of delay at that by the same process but for a 16 plus 1d6 or airborne landings. time. turns of delay. Saratov: The AEP is at EatG C62.27. It is The Soviet player can “buy” a certain-sized No division can become an Action Rating 15 hexes off-map. Front Reserve Box by expending SPs. SPs 3 unit in this way. are expended in the usual manner as if the Ryazan: The AEP at EatG C9.35. It is 45 FRB hex was drawing them itself. This option expires on 1 Sep 1942. hexes off-map. Ryazan is in GBII E17.10. Only use if GBII is not in play. The Front Reserve Box must be located on a hex that contains both: 8.2b Earlier Commissar Military Reforms. The Soviets maintained a separate military 1. A rail connection to a functioning and political leadership chain-of-command supply source or map edge. that was finally disbanded in late 1942. This 2. A city, minor city or village. “split” leadership was to ensure that the

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Once selected the FRB cannot be moved, If an FRB is discovered, it activates that although the FRB can be emptied and a turn and all Release Dice Rolls are modi- FRBs 11/41 to 3/42 new one purchased elsewhere. A given fied by –3. FRB’s allowed at any one time: 1 FRB cannot be ‘upgraded’ after placement. Do not roll for discovery for an FRB that Cost Cap Duration Release Record the location of the FRB and it can is being activated that turn by the player. 6 SPs 4 REs 5 turns 6 or more begin to accumulate units and SPs. The An FRB is automatically discovered if any 10 SPs 7 REs 3 turns 7 or more “Cap” of the FRP is the maximum number Axis unit moves adjacent to its hex. At of RE/SP that can “fill” the box (see below). the moment this happens, pause the Axis An FRB has a “Duration,”which is the Player Turn for the Soviet player to make FRBs 4/42 to 8/42 maximum number of turns it may exist his Release Dice Rolls (with the –3 above). FRB’s allowed at any one time: 2 after its creation. Example: If a 5-turn Soviet units that pass set-up anywhere at duration box is created on the Nov 1 turn or within a 2 hexes of the FRB, including Cost Cap Duration Release it would have to be released no later than hexes adjacent to Axis units (ZOC or no 12 SPs 8 REs 8 turns 6 or more the Nov 19 turn. ZOC), but not in any hex containing Axis units (including the one that triggered the While the FRB exists, it (and the units release). Following this procedure, the Axis theoretically within it) is unaffected by any FRBs 11/42 to end of game player resumes his turn and can continue Barrage that happens to hit its hex. to move with the triggering unit should it FRB’s allowed at any one time: 3 have MA remaining. Cost Cap Duration Release Filling and Emptying 8 SPs 6 REs 10 turns 4 or more A Front Reserve Box is filled by moving Activation and Release Rolls 18 SPs 12 REs 7 turns 5 or more units to its hex location by rail or regular To Activate a Front Reserve Box, first place 30 SPs 20 REs 5 turns 6 or more movement, in any phase. Extenders and any convenient marker on the FRB’s hex at empty Transport Points cannot be stored Play Note: Combining Front Reserve Boxes the beginning of a Soviet turn. Following in a FRB (it is ok for loaded trucks and with a Massive Assault gives the Soviet the Soviet Combat Phase, the units in the wagons to be in the FRB. Units cannot be player the ability to gain an incredible FRB get to move (in their own little post- in Reserve while in an FRB. There are no operational surprise. However, FRBs are Combat Movement Segment, provided they additional entry costs other than that of expensive both in SPs and in the resources pass the Release Roll below by rolling the normal movement. Road movement costs necessary to keep them from being discov- listed value or more). If released, they can can be used. Once in the hex, place the unit/ ered (both strong fighter coverage and solid move from FRB hex using their full MA. SP/Transport Point in any convenient place frontlines). They also take time to fill and They cannot overrun or move into ZOCs, off map. Units inside an un-Activated FRB have a limited duration so timing is very but they can move adjacent to enemy units. do not count for stacking, density or any important. The smaller, cheaper and longer Units released from a FRB are not eligible other purpose. Once Activated, the units duration FRBs are useful on the defense as for any activity in the Exploitation Phase, that successfully release become normal they can be placed along likely routes of nor can they enter Reserve Mode the turn on-map units for stacking and so on. advance and the released for shock effect they are released. Units can be moved out at any time (except on the flanks. A major effect will be the An FRB can be Activated from the turn an actual Activation, which follows the rules existing threat that the FRB places on the following its creation until automatically below instead) but at a cost of all their MA Axis, empty looking flanks in backwater released at the end of its duration. (i.e. they move out one hex and stop using sectors might no longer be ‘empty.’ the “you can always move one hex” rule. An To check for Release, roll two dice for each FRB can be emptied by moving all the units unit (once for a multi-unit formation), each out of it, thus freeing it for use elsewhere. SP, and each Transport Point. If the unit/ SP/Transport Point passes the roll (success range is on FRB Tables to right), it arrives in Discovery the release turn. If not, it enters as a regular Following each Soviet Combat Phase, the reinforcement in the next Soviet player turn Soviet player checks each FRB to see if it (and not directly from the FRB). is discovered (yeah, you gotta trust your Design Note: The Soviets often had trouble gaming buddies). Roll one die for each getting units into position on time. The delay FRB, it is discovered on a modified roll actually a staff error resulting in units not of 1 or less. getting sent to the right places. Modifiers (all are cumulative): +1 FRB inside Soviet Patrol Zone -3 FRB inside Axis Patrol Zone -1 FRB at or within 2 hexes of an Axis unit that is in Trace Supply

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8.3 Emergency Forces Axis Emergency Forces from 10/41 through 3/42 The real emergency forces are split between Track Unit Maps the emergency force pool and regular OoA. +2 1x Ju-52 GBII This option breaks them out and attaches +3 Schlemm Bde GBII them to specific game events. Axis Emergency Forces from 4/42 through 3/43 8.3a Axis Emergency Forces. The bulk of the Axis emergency forces were created and Track Unit Maps Notes released as the result of large-scale Soviet +1 Mieth Corps HQ Any 6-5-3 LW KG (Stahel). Any Offensives, in OCS the “Massive Assaults.” Mtrd Inf KG (Adam, Heilman, Any The first Massive Assault was the “Stalin Huffman, Spang) LW KG (Heinemann) Offensive” launched on 5 December 1941, Cossack Cav KG (v.Pannwitz) CB but in game turns declared at the “bottom” (Soviet player turn) of 1 Dec 41. The +2 6 Pz Div (I/11 Pz Bn, II/11 Pz Bn, Any From Strategic Reserve Germans were woefully unprepared for 6 Krad MC Bn, 4 Mtr Inf Rgt, in France these attacks and virtually no manpower 114 PG Rgt, 76 Arty Rgt, reserves existed. Organic Truck) Lt Pz Bn (700 zbV), Any Fkl Pz Co (Abndrth) The actual turn as well as the ‘tracking Any time’ from when the massive assault was +4 Ost Bn (615, 616, 617, 619) launched is noted below. When used, this rule replaces the existing +5 8 Pz Div (I/10, III/10 Pz Bn, GBII From AGN; arrives either Emergency Reinforcement system in its 8, 28 Inf Rgt, 59 Aufk Bn, 8 Krad Bn, via rail or any Axis con- entirety. 43 PJ Bn, 8 Arty Rgt, Organic Truck) trolled road/rail hex on the north edge of GBII The first “Massive Assault” ineach period unlocks the extra Axis reinforcements listed. +6 20 Mtr Div (76, 90 Mtrd Inf Rgt, GBII From AGN; arrives either The “start turn” is the ‘bottom half’ of the 30 Krad MC Bn, 20 Arty Rgt, via rail or any Axis con- turn the Soviets declare the Massive Assault; Organic Truck) trolled road/rail hex on the the “Track” is the number of turns after that north edge of GBII declaration that the listed reinforcements +7 Ost Inf Div (v.Stumpfld) EatG or CB enter. The extra reinforcements enter at any City or HQ hex in trace supply. Aircraft can enter on any supplied Air Base. The “Maps” column indicates the map-set a unit must be placed; if that map-set is not in play the reinforcement does not enter.

8.3b Soviet Emergency Forces. There are no longer any “Emergency” or “South Edge Box” forces. Those forces in Case Blue are now part of the & Turkish Border Force and are released when or if the following conditions are met.

Group 1: Release if any Axis unit moves Group 2: Released if any Axis unit comes Group 3: Released if any Axis unit comes south of row xx.20 on Map F (Crimea) or within 3 hexes of Kransnodar or Armavir within 10 hexes of Grozny. Enter any south on the 15 Dec 41 turn whichever happens whichever occurs first. Enter at Grozny or edge supply source or South Edge Map Box. first. Enter at the port of Novorossiysk. any south edge supply source. • 45 Army HQ, • 44 Army HQ, • 10-3-3 Mtn Inf Div (77, 83) • 13-4-3 Mtn Inf Div (20) • 12-2-2 Inf Div (151), • 12-2-2 Inf Div (394) • 10-3-3 Mtn Inf Div ( 83) • 10-2-2 Mtn Inf Div (138) • 11-1-1 Inf Div (75, 345, 400, 402, • 12-2-2 Inf Div (409) • 11-1-1 Inf Div (386, 390) 404, 408) • 11-1-1 Mil Div (1 Baku, 2 Baku, 3 • (2)-0-3 NKVD Sec Rgt (116 RR, 119 Baku) RR) • 10-1-2 Mtn Inf Div (68)

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8.4 Logistical Inertia RR Conversion Slowdown (Level 1) Each RR unit can only convert 2 hexes per For Further Reading... What follows is a series of adjustments to turn. Such units can stack (to a maximum There are a number of fine works that can the logistical network in Case Blue and of three in one hex) so that they convert a be used to gain a better understanding of especially in massive linked games of Case 6 hex length per turn. what happened on the central section of the Blue and GBII. These are concepts jotted Eastern Front during this time period. Let out by Dean from notes and ideas from Mor- me just say that Guderian’s Panzer Leader, ris and Thomas. One should be cautioned in Panje Wagons (Level 2) Haupt’s Army Group Center or Assault on that these options are designed with expert Do not use Panje Wagon Commandeering Moscow, 1941, Stolfi’s Hitler’s Panzers play levels in mind. If you are just starting East, Fugate’s , and out in OCS or these massive games, I’d or Truck Attrition. Instead, on the first Freeze (of any type) in 1941, convert each anything by “Paul Carell” are not among advise sticking to the rules as written until them. Feel free to disagree, but that is my you get a great deal of confidence in your Truck Extender on the maps into a Wagon Extender. Allow the new Wagon Extender opinion—each of these fails in one way or ability to squeeze every bit of performance in many (take your pick). out of your OCS army. At that point, you’ll to shift position up to 5 hexes so as to al- be ready to deal with the “brakes” being low the Trace Supply network to continue The best volumes on the Battle for Moscow applied below. Interjected too soon in your to function as best it can. are Klaus Reinhardt’s Moscow —The development and you’ll find they make a Turning Point (ISBN 0-85496-695-1) from difficult task nearly impossible. the German perspective and Battle for Russians with Greater Depth (Level 1) Moscow: The Soviet 1942 General Staff Each rule indicates if it is merely (“Level Allow the Russian player to redeploy 6 Study, Michael Parrish, editor (ISBN 0-08- 1”) or intensely restrictive (“Level 2”). infantry divisions (12-2-2 or 11-1-1) and 035977-9) from the Soviet point of view. Even experts will have difficulty operating one Army HQ from within 10 hexes of under any Level 2 rules, even if the result More general works that have reasonably Spas Demansk to any desired hexes nearer is a better simulation of the actual events. complete discussions of this fairly forgotten to Moscow. portion of the front are Ziemke’s Moscow to Stalingrad: Decision in the East (good Extenders (Level 1) sections on the “clean up battles” in 1942), Distribution Inefficiency (Level 2) as well as Clark’s Barbarossa (ISBN 0-688- The player can convert regular Transport In the first winter during any Freeze turn 04268-6) and Seaton’s The Russo-German Points to Extenders as per the normal rules, (any type), the Axis cannot pay 1 SP per War, 1941-45 (ISBN 0-89141-392-8). These but once converted, they must remain an Corps or 1 SP per division for fuel. Instead, volumes (together with Ziemke’s Stalingrad Extender for the remainder of the game he must pay 1T per unit. to Berlin) form the best commonly available (in other words, they cannot return to general histories of the War in the East, “free truck/wagon” status). Any Extend- though Clark and Seaton do not discuss the ers specified in the set up must remain as Summer of 1942 Special Russian Rein- summer 42 operations in AGC in their effort such for the entire game. Transport Points forcements (Level 1) to cover the preparations and execution of must “unload” any cargo before convert- the Stalingrad Campaign. For a better view ing. Extenders can never carry actual SPs. Allow the Russian player to obtain two 12- from the Soviet side of the hill, I suggest To convert into an Extender, the Transport 2-2 (or worse) infantry divisions from the John Erickson’s two volume set The Road Points pay 1/2 MA. dead pile each turn as reinforcements from 29 Jun 42 until 15 Aug 42. These represent to Stalingrad and The Road to Berlin. Extenders have two modes (both using the release of additional strategic reserves Of interest to players looking for much the same counter-side, so designate them during the disastrous initial period of the more information on the German side of the by their orientation in the hex): Move and German 1942 summer offensive. war, I can suggest looking into Germany Emplaced. It costs 1/2 MA to switch from and the Second World War which is being one mode to the other. reprinted by Oxford in English from the Move Mode Extenders move using an MA of German originals. They are in the process 10 (giving both Truck and Wagon Extenders of putting out Volume V (in two parts), the same “speed” when changing location). Volume IV covers the opening of the war Move Mode Extenders cannot be used for against Russia (earlier volumes covered Trace Supply. the German pre-war build up, the initial Emplaced Extenders can move 1 hex per conquests and the Mediterranean theater). turn or can be moved by Rail Cap at a cost I am not sure how many volumes are in the of 5 REs. Emplaced Extenders can be used offing, but these are as close to a German for Trace Supply. version of Official Records of WW2 we are likely to ever see. Do not roll for capture if the enemy enters a hex containing an Extender. Merely place Naturally, any of the many works by Col. the Extender into Move Mode and displace are worth a read for you in it up to 10 hexes out of the way. general, but for the game’s topic I can suggest Zhukov’s Greatest Defeat (ISBN 0-7006-0944-X) which covers Operation Mars in great detail and his self-published works on The Forgotten Battles of the

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Soviet-German War (especially volumes frightening proportions and price (not to thanks to Kurt Gullies for pointing this I through III). His various atlases were of mention strained backs and liability claims out). My information for the Ju-87b some help in the design of the game, but from UPS and Postal workers!). Splitting shorted it some load capacity (especially were less useful than you might think as the the game would be the only way to get when compared to the later Ju-87d). Kurt maps in the books were difficult to make out the job done. That said, I already had a would argue that the “b” should have the and sometimes sketchy on their coverage. goodly-sized chunk of the project done (in same value as the “d”, but the now smaller the form of EatG) and figured that it was difference between the two reflects the time to put together the remake of GB with ammunition changes occurring by the time correct linkages into EatG and a capstone the “d” is in service rather than specifically of the planned Case Blue game to flesh more bomb load. As for the Ju-88, my out the entire Eastern Front from Lake original figures had its bomb load too small GBII Design Notes Ilmen to the Caucasus Mountains, Oct 41 and I made no allowance for its limited (Original) through May 43. dive bombing abilities. These new numbers fix these issues and as above replacements In that process, I chose to redo the EatG GBII is part of a project of mine that has maps so the graphics and terrain features for the earlier games have been provided. been sneaking its way to completion a would correctly link with the re-researched The Red Airforce and its restrictions were little at a time over the years. The goal is maps. In that process, besides creating the subject of much debate during testing. to be able to fight the Eastern Front at 5 GB the Replacement map set you’ll need for At first there were no restrictions. Later we miles per hex. Originally, I had planned to the linkage, I also shifted the original tried various levels (to include a limitation do the three projected games covering the GB maps further west. This did two things: it on how far from their base many could opening stages of Barbarossa first, capping allowed for the furthest western advance of operate—a rule which was a pain to use and that project with a remake of the first OCS the Russians during this period (to Velikiye pretty much took the Russian air force out of game (Guderian’s Blitzkrieg), but this Luki) and created the need for more map the game). It is important to remember that plan changed along the way. First, it was space to the east (to bring Moscow into what little the Red Airforce can manage to do obvious that while the German player would play). The shift was a very good thing for in the early stages of this game is important be having a great time stomping the Red the game, as the additional eastward area to the Russian player—it represents one of Army into the ground, the Russian player included space needed by the Germans for the few things he has to work with! The rule would be assigned to “just take your lumps any attempt to encircle Moscow as well evolved to its most restrictive form and then and enjoy it”. Next, a rival game series as the area around Stalinogorsk where (amazingly) arguments started based on the appeared and promptly put out games on Guderian’s Panzer Group did go, but wasn’t Russians being too easy to trample. I backed the very subjects we were projecting. covered in the original maps. off the most restrictive forms to the version So, rather than follow the original plan, Finding that quite a few units appear in you see here which feels “about right”. It is I chose to change direction and instead EatG this game (some with revised unit values and a compromise, of course, because it must focus on a set of linked games covering all with revised graphics), I made a decision balance real capabilities in a way that does the swing period of the War in the East to include in all remaining not become a playability nightmare. Suffice (late 41 until the summer of 43). I feel this Case Blue counters. That plus the mapset will it to say, there are loads of Russian aircraft period gives both players more to do and EatG fully replace the game within the here (more and more as time goes on), but makes for a more interesting game than EatG framework of the linkage, so not only will they are hindered in being as useful and the early stage I originally intended. The the most up-to-date systems and methods flexible as their German counterparts. early stage reflected a Russian force ill- be used (in graphics, unit portrayal in the This is the first OCS game to include equipped and prepared to handle the much system, and research), but a guy could put separate air replacements on the Repl more experienced and well-trained German together the entire linkage with , the Tables. This was done due to the nature of Army. By the summer of 43, however, the GBII mapset, and and won’t the combat here. I could not allow the air Red Army has overcome most or all of its EatG Case Blue need itself. replacements to be handled literally as the original problems, gained the experience EatG numbers coming in were almost (or were) and doctrine needed to make the Germans matched by losses happening behind the dance to their tune as needed (even when scenes (training losses, mechanical failures, the Germans pick the time and place, as at Air Units accidents, and so on). Since these extra Kursk). Therefore between the last sputters Some air unit types and values are different losses were not accounted for literally, of Barbarossa in the fall of 1941 and the here from earlier games. The Po-2 and having the literal replacements show up summer campaign of 1943, the best situation Bf.110 have both been re-organized as would mean both side’s air forces would presents itself: the Germans are just off “Fighters” (however poor they might be grow to an over-abundant level very rapidly. their peak, with plenty of punch remaining at it). Given the changes to the air system The same would be true if a player had and the Russians are at the tail-end of over the years (downgrading the perfect good luck in keeping his real losses low. their poor performance time and building defensive nature of CAP), the bar to what Tying the air replacements to the Repl throughout the period into a world-class is and what is not a fighter could be lowered Table and to only those air units actually operational level force (in the latter respect somewhat to allow these types into the lost or damaged meant that the player they arguably became the world’s finest “club”. On the bonus countersheet, you’ll could (probably) keep his air units up to operational-level army by 1944). All that find replacements for the earlier game’s air strength (given the differences between the made for a great game subject. units to reflect these changes. two sides) but would not have an excess My next concern was how to implement Likewise, the barrage strengths of Ju-88’s to create more air units than his side could this concept into game form. Putting it and Ju-87b’s have been revised (many really support. A great help in this area was all in one box would create something of

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Kurt Gullies’ wonderful air OOB which but it is better to err on the side of using too out. What he is forgetting is that he won’t allowed me to find the strength maximums much Bark, than not enough. Your mileage be damaging the Russians as much as was and production rates for everything so as may vary! done historically and, historically, they were to make that all work. able to recapture much of the map. He just The other issue we ran into was the number made the amount of work they must do far of Russian infantry divisions which less than it was before. I think he’ll find his managed to escape from the loosely held “position of strength” to lack the depth he Opening Moves pockets (before the German infantry could needs to make it to the finish line. Much testing work was done on the very seal them more tightly). None of the Russian first moves of the game (on the theory that players would dare try this as they knew the if things didn’t work out very well in the slow moving infantry would get part-way beginning relative to what history showed, out into the open only to get overrun out Scenarios the game would diverge too quickly into in the open. Their answer, predictably, was The meat of this game is in the big scenarios. never-never land). The game shouldn’t to not bother trying. The Breakout Rule I don’t know how many gamers have told track the history too well (as that would was invented to allow these slow units a me that they don’t bother to play the small make for overly predicable outcomes), but chance to pole-vault to friendly lines when scenarios as they prefer to jump into the it also shouldn’t diverge too rapidly (so as the opening presented itself (which only main event. Likewise, players of small to ensure that the model was performing occurs in loosely held pockets). games have complained that small scenarios accurately). This process led to a number of larger games aren’t interesting to them of special rules and a slow realization of (as they want to play the whole thing, too). just how tight things were on the German 1942 Here, both groups get what they asked side at the start of this campaign. How to handle the 1942 strategic issues was for: a wide range of really interesting big scenarios and only a handful of littler ones. Several playthroughs showed the Germans a very important matter to me in this design. forming the historical pockets at the right This will be negated when the final linkage times, but that the pockets collapsed too is completed (as the player will just “do quickly and that the numbers of Soviet units it” the way he wants). However, for GBII Credits and Thanks... that did escape from the pockets historically I wanted the decision to not be a trivial As has always been my fortune in these could not do so. The Attrition Table itself matter. While the Germans lose quite a few big projects, many have come forward to was grounded in a number of historical troops to an effort in the south, they take selflessly provide help where and when pockets (the table was designed using with them a large pile of Russians. It may needed. eight historical pockets and a computer turn out to the German player’s advantage to model reflecting the expected life span go south so as to keep his gains from being The researchers (especially Lynn Brower, of each—comparing this to the historical lost more easily as the game progresses... Kurt Gullies and Robert Rossiter) truly result allowed the table to be fine-tuned or the player might find himself in need of gave their all in finding difficult bits of to give the appropriate rates). Given that additional ground so as to win. Lastly, there information and assembling them into a the table would give the proper answers are those who will want to see what 1942 form that made them most useful to me. with the correct inputs, the rapid pocket looks like with a Moscow objective instead. Jesper Schneider provided wonderfully disintegration could only mean that there detailed information concerning the wasn’t enough supply in the pockets when incredibly sorry state of the Reich railway they were formed (the ARs in this game Victory system in the east and the exaggeration of were technically better than the ones that the the muddy season during that first winter. As in , I opted for bare-bones victory table was based on, so that wasn’t the issue). DAK The testers (some of whom were especially assessment in this game. In keeping with my long suffering) came through with the Giving the Russians more forward supply philosophy that the game is what is playing energy and effort needed to run more of was tossed around (and tried) as a means of the “fun”, not counting up points at the end, this game through the mill than any of my extending the life of the pockets. This had I chose to evaluate the victory based on the earlier designs. Special thanks must go to the right effect (the pockets lasted longer), historical happenings. To win this game as Andrew Fischer for his many edits and the but had a severe drawback: the Germans the Germans you must do better than they player’s notes below (as well as having to could capture some of the supply and to the did historically. End up with the historical slog through the opening turns more than SP-hungry Germans, these points were a number or less, you lose (I decided that the any human alive), to Maurice Buttazoni goldmine. This is where the Tree Bark Soup pure historical example was effectively a and Bill Quoss who made the effort to link supply came from as a means of giving both German loss...feel free to argue if you come up with myself (requiring many hours of players a limited ability to live off the land. out exactly on that number.) Tree Bark couldn’t be captured and used to driving) so as to play the game here with fuel a Panzer Division (as real supply could) Additionally, I stayed away from any rules me, and to Bruce Webb for going over the plus the exchange between the players kept forcing historical behavior. There is a big OOA’s endlessly looking for conflicts. it from being used too frequently. carrot on the map (Moscow) and it will be Several of the testers gave long and detailed in the German players best interest to try accounts of (what seemed to be) the move Some might argue: “OK, I won’t use any to capture it while the chance exists (early of every counter in their games. Tree Bark so the Germans don’t get it.” on), but if he decides to take a few western Naturally, after all the efforts of so many The problem is, as a Russian, you’ll need edge cities and sit tight, that’s his business. people to make this game as great as those historical pockets to help tie down I think he is making a big mistake, but I possible, my power was limited to thwarting Germans which would otherwise be rushing won’t stand in his way. He might be thinking their efforts by making errors I didn’t allow forward to Moscow. It is a balancing act, he can entrench where he is with limited them to catch. Enjoy your game! losses and hold the ball until the time runs

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favorable to operations, i.e. before the mud Dean’s advice to you in the first version of Player’s Notes sets in. During this time you must be very Guderian’s Blitzkrieg remains—DON’T aggressive, encircling and destroying as PANIC. While this may appear easier said by Andrew Fischer much of the Russian army as possible and than done, especially after you have lost Set out below are some of the observations advancing as far as you can. The Russian some thirty divisions over the first two I made and conclusions I reached while will receive many more reinforcements turns, the advice is well founded. The key playtesting this game. than you during the course of the game and to successful play is to maximize your you will need the space later in the game advantages, trade space and units for time, The first thing players must realize is that when the Russian commences his offensive and do things the German player does not this is a big game, comprising some six operations. expect you to do or does not want you to do. maps and thousands of counters. It is also a long game, extending over some 20 months MUD—the scourge of the German Army! At the beginning of the game you will be of operations (180 game turns). Therefore, Or is it? The mud, when it comes, will presented with an awesome challenge—to the ways to victory, for both sides, are reduce your transport and operational extricate some fifty divisions from two or long and varied—players may opt for the capability to almost zero. You will find more large pockets created by the German historical approaches taken by both sides it difficult to make progress during the mobile formations, while denying control or may follow their own strategic paths or mud season, and you need to of the main roads and rail lines to the to victory. Certainly the German player is prepare yourself for the onset of the mud. German for as long as possible. You will required to make a fundamental decision Ensure that your forward supply dumps probably not succeed, but plan your defense in the spring of 1942, either to go south or are fully stocked, rail lines are converted well - establish pre-determined fortified to focus on Moscow. as far forward as possible and HQ’s are lines of resistance that will be filled with optimally positioned. However, the mud reinforcements and units retreated from will also be your ally, as the Russian will the front lines. Use breakout movement also be hampered in his efforts to conduct to free units from loose pockets. Use your German Player any meaningful operations. Use the time to transport assets to get some supply into the You have a mobile army with high action organize yourself for the next phase in the pockets—save the tree bark soup markers ratings and a highly responsive airforce. game, making ready for the next operation. as the German will also have a need for You also start the game with the operational By December 1941, the Russian Army them in the winter of 1941. initiative. However, you are operating at the will be significantly stronger and better The German Army, although highly mobile, very end of your lines of communication positioned than the foe you encountered will be forced to advance along certain lines with a limited rail capacity. In addition, in October. You will also be suffering of communication (roads and rail lines). resources are limited both in terms of the effects of the first winter, which will Identify choke points and likely axes of supplies and reinforcements. greatly damage your Army both in terms of advance, and defend these points in depth, So what does all this mean to you? Have materiel and flexibility. At about this time making use of hedgehogs and artillery in a PLAN! It is essential that you determine the operational initiative will switch to the reserve. You are also blessed (cursed?) your operations very carefully, ensuring that Russian player, and your focus will change with a number of NKVD Border regiments, the units are available, the supply has been from complete offense to active defense. that with their action rating of 4 are useful stocked and distributed and the operational Active defense is probably the most difficult for holding key hexes (to the last man!). objectives are clearly defined. concept that the OCS player has to master, However, beware of the penalty for their use, Use your tactical strengths to your and in this game you will get all the practice especially in terrain of the German player’s advantage—conduct hip shoots at key you need. The front line is long and the units choosing. You will not be able to defend the locations, overrun during the Movement available to you are insufficient to cover entire frontline, nor will this be necessary. Phase using your mobile divisions, and use the length of the front. This is especially Hedgehogs will compensate somewhat for your ample supply of Reserve markers to true if you choose the historical (Southern the action rating differential, and may force penetrate mobile units deep into the Russian Front) option in summer 1942. A number the German to conduct positional assaults rear areas in the Exploit Phase. of good articles on this very subject can be using his artillery. Your limited supply position means that found in Operations. Counterattack the German whenever you you will have to destroy your enemy by get the opportunity, even if the odds may and mass surrender rather than not be all that favorable. Such attacks will by bludgeoning him to death. Most of your Russian Player hopefully divert the German’s attention supply will be spent fueling your mobile away from more important issues and may You have a slow, lumbering, as yet immature make the German cautious. Sometimes a units, leaving almost no supply for artillery giant of an army. You start the game at fires and positional battles. The shortage of small counterattack will elicit a massive a severe operational disadvantage, still response from the German, a clear sign adequate reinforcements also means that reeling from the defeats of the previous you need to husband your forces carefully. that you have hit a live nerve. The major three months. Your army has been reduced risk of not counterattacking is that you give Make your operations swift, striking quickly to barely trained conscripts, is badly the German player complete freedom of and at objectives some distance behind positioned and ripe for the picking by a operations, something that will probably the Russian main line of resistance—the German Army that appears to have all cost you a great deal more in the long Russian will find it difficult to relocate units the advantages. However, you should not run than any losses suffered due to towards the rear to counter your deep thrusts. despair—the game is long and there will counterattacks. be many twists and turns along the road You will need to make the most of the to victory. When the mud season arrives you will get first few weeks when the weather is still a respite from the German attacks. Use

Multi-Man Publishing, LLC 403 Headquarters Drive, Suite 7, Millersville MD 21108 Page 24 © 2012 All Rights Reserved. The Gamers, Inc. this time to deepen your main defensive the suffering you endured during the early fragments with current combat experience lines, get supply into the forward lines, part of the game. were mixed with newly mobilized regular deploy your reinforcements and develop I need to say a few words about the Russian reserve units and raw militia levies with a reserve force, however small, to counter cavalry divisions (actually regiments by no combat experience and often little or no breakthroughs by the German player. The western standards). These units can be training. The prewar () Soviet mud will end soon enough and the German highly effective in cutting German lines of Table of Organization & Equipment (TOE) will no doubt come at you again. communication, as they can move through called for a fully equipped infantry division By the winter of 1941 your army will have EZOC’s, have high Movement Allowances, to have three rifle regiments (9 infantry Bn) grown into a substantial force, still woefully some fair Action Ratings and can use tree two artillery regiments (5 artillery Bn) and unresponsive and slow, but the German bark soup to forage. Combined with the a large complement of specialist battalions should have paid a high price for the gains use of the partisans, you can create quite including antitank, antiaircraft, engineers he has made thus far. And the effects of some havoc in the German rear areas, tying and support services (medical, signals, the first freeze turn will have weakened up units that the German sorely needs in maintenance). Fully manned, this unit his army. Your time has come to launch the front line. would have 14,454 officers and enlisted. some offensive operations of your own. Three months later and after the opening Beware—your army is not the German German attack the official Soviet infantry division TOE called for three rifle regiments Army—you will need to have realistic, Both Players achievable objectives for your operations, one artillery regiment and reduced support plenty of supply for your artillery and Gaming, like any other competitive pursuit, units totaling 10,790 officers and enlisted. infantry combats and a healthy dose of is also a psychological battle. Few players Nevertheless the average size of Soviet humor (there will be quite a few defender take account of this unseen, but very real, infantry divisions facing the Germans on surprise results, and it’s better to laugh level in their games, yet it is often the the Moscow front on 1 October 1941 was than cry). The German will be thin on the decisive element in most games. Therefore, only 7000 men. ground, with many lines held by a thin do something unexpected and out of Mobilization of manpower, training and screen of units, and any losses he suffers character, try something different, take a equipment for rebuilt and new infantry will be sorely missed. chance, do something the other guy does not units was a problem for the Soviet Army but want you to do—you may just throw your the most severe shortage was experienced Like your Army, your airforce is large, opponent completely off balance. ungainly and until the summer of 1942 officers. The combination of prewar totally unresponsive. However, use your A final word about Tree Bark Soup—there Stalinist purges of the officer corps and the airforce well and the German player will is a tendency, especially early on for the destruction of units in encirclement battles complain no end about the lack of balance Russian, to use tree bark soup markers left a desperate shortage of officers. in the air war. Just tell him that ‘quantity almost frivolously to save any group of The Soviet Army tried several expedients to has a quality all of its own’. Take every units. Beware—once used these markers increase the number of infantry formations opportunity to tackle the Luftwaffe, sweep pass to the other player, he may find a more for front line duty. The earliest expedient his fighters, and bomb his airbases. Look for judicious use for them than you, leaving was raising untrained militia units. Soviet opportunities to strike at his forward mobile you to rue your earlier decisions. You have Army high command quickly realized that units, many of which will be beyond CAP been warned. these units were ineffective and militia units range and adjacent to your units. were converted to regular units or used You are also blessed with a large rail to provide manpower for damaged units capacity—many players do not appreciate starting in late 1941. Infantry units were the benefits this strategic mobility affords Soviet OOB Notes also raised from other Soviet security and you, focusing instead on the tactical by Lynn Brower military branches primarily NKVD and situation to the advantage of the German Soviet Navy. player. Use your trucks and wagons to move PBI (Poor Bloody Infantry) The next expedient was infantry brigades supply around the map, saving your rail which appeared in front line armies starting Soviet infantry units went through a huge capacity to move your units to key positions. with the first Soviet winter counter offensive transformation between 1941 and mid The German will be surprised to see lines in Dec 41—Jan 42. Infantry brigades were 1943. In October 1941 Soviet infantry of resistance forming where it previously used to counter the shortage of officer consisted of units which had survived or appeared there were none. cadre, especially field grade officers who avoided the initial German assault and usually commanded and staffed regiments Because you have so many units on the subsequent . The majority of and divisions. The Soviet infantry brigade map, there will be plenty of opportunities new infantry units arriving in the front lines was highly variable in composition but for you to practice what the Russians were the last of the mobilization of prewar nominal TOE was 3 infantry battalions, called Maskirovka, the art of masking trained reservists and untrained militia. The light and heavy mortar battalions, 1 artillery your intentions by concealing units. This Japanese attack on the US reduced the threat battalion, antitank battalion and a limited will have the German paranoid about where to the Soviet far east. This allowed Stalin to number of support and service units usually the next blow might fall. Hopefully, you redeploy some well trained first line units company sized. Such a brigade contained can keep the German player off balance from central and eastern to bolster 4,350 officers and enlisted. These units for large parts of the game. the western defense. were equivalent to many infantry divisions By the end of summer, 1942 the German Both the quality and size of Soviet infantry currently in combat. The biggest problem player will be firmly on the defensive and units varied greatly in late 1941 and early with the Soviet infantry brigade was lack of you will be able to exact vengeance for all 1942. Prewar divisions and division staying power. Support organizations in the

Multi-Man Publishing, LLC 403 Headquarters Drive, Suite 7, Millersville MD 21108 © 2012 All Rights Reserved. Page 25 Case Blue, OCS #10 brigades, especially logistic services, were force in the world was massacred in less Army fielded by far the largest cavalry force small in size and poorly trained. Infantry than 6 weeks.” The time period presented in World War II. Thirteen divisions on June brigades went into the line or into attacks in Guderian’s Blitzkrieg II follows the 22 1941 became 81 cavalry divisions and in late 41 and early 42 and melted away rebirth of the Soviet Army tank force. 7 separate regiments in January 1942 at because they could not supply and support In August 1941 the Soviet Army started the high point of the Soviet cavalry force. their combat units. In late 1942 the Soviet forming tank brigades. In some cases Soviet cavalry was successful because of Army was reorganizing surviving infantry brigades were formed from the wreckage two factors. First the Soviet Army inherited brigades to full divisions and disbanding of destroyed units in other cases they were and expanded a tradition of cavalry forces. others to provide replacements for damaged assembled out of units in training. The They had the experience and infrastructure infantry divisions. driving force in late 1941 was the necessity to raise, train and equip effective cavalry The first Guards infantry divisions started of getting operational tank units to the front forces. appearing in late 1941. Guards designation line armies to oppose the German advance. The second factor was operational mobility was most often awarded to units which The basic pattern of the tank brigade in the terrain of Soviet Russia. Cavalry conducted successful offensive operations. organization used for the rest of the war was had lost its place on the tactical battlefield Renaming a unit as Guards with special set with the first official TOE of 23 August long before World War II. But a soldier on badges and extra pay was a morale support 1941; 2 tank battalions and 1 motorized horseback could still move farther faster to the unit and set an example for other units infantry battalion. That first TOE grouped than a soldier on foot. In fact, in road- to achieve. But perhaps the greatest benefit the tanks under a regimental headquarters poor Russia, horse mounted forces could to the Soviet Army was identification of and listed a light antiaircraft battalion as a sometimes move farther and faster than units which could be relied on to perform fourth battalion. By 13 (3 motorized forces. in combat. Early Guards divisions had the weeks later) the official TOE removed the In late 1941, Soviet cavalry units provided same organization as their founding unit. regimental HQ and the AA battalion. This the operational mobility to conduct Starting in late 1942 Guards divisions were brigade structure contained recon, signal, offensive operations in the winter counter- given their own TOE with from 10-30% maintenance, and medical companies in the offensive which drove the Germans back extra automatic weapons, 7-10% more brigade headquarters. The only significant from the gates of Moscow. The cavalry manpower and one extra battery of artillery. change to this basic structure (except better division TOE for July 1941 contained three In late 1941 Soviet Army infantry was a tanks) was the addition of a third tank regiments of 940 men each and a horse mix of prewar organizations, mobilized battalion in mid-1943. artillery battalion. However actual cavalry reservists and untrained militia. Unit quality The tank brigade was a simple effective organizations in the field varied widely and combat power varied widely. From late combat unit structure which embodied the especially after December 1941. With 1941 throughout 1942 the Soviet Army combined arms principle of tank-infantry infantry units as -bound as Germans searched for a sustainable infantry force cooperation directly in its organization. and with large tank units destroyed in the capable of both defensive and offensive The unit was effective in combat and summer fighting, the Soviet Army formed combat operations. The pattern for that force could be controlled by officers with limited operational or pursuit groups from one emerged in early 1943 as a mix of guards and training and experience in mechanized unit to three cavalry divisions and sometimes regular infantry divisions. These divisions operations. included an infantry brigade or ski battalions were organized to reduce the manpower and even small tank units. and increase the firepower compared to the The problem with the tank brigade was In early 1942 most of the cavalry divisions prewar divisional structure. limited endurance in combat, especially in offensive operations. The Soviet Army’s were grouped into cavalry corps with two solution to this problem was the tank corps to three cavalry divisions each. These units had the same manpower strength as a full Soviet Tank Force which began to appear in the spring of 1942. The May 1942 tank corps TOE called for 3 strength infantry division but they did not All Soviet Army organizations underwent tank brigades and a motorized rifle brigade have the firepower of either the infantry change after the Germans attacked in 1941. plus guards mortar, antiaircraft, motorcycle division or a tank corps. The main advantage But no component of the Soviet Army battalions and an expanded maintenance of the cavalry corps was better mobility underwent greater change than Soviet tank capability with both motor vehicle and in poor terrain and/or bad weather. The forces. All Soviet tank units larger than armored vehicle maintenance battalions. rebuilding of the Soviet Army tank forces battalion were effectively totally destroyed resulted in a steady decline in the number The Soviet Army tank corps unit structure by the end of July 1941. In the middle of of cavalry divisions after early 1942. was continually refined during the rest a war, the Soviet Army completely rebuilt of the war in the east. Changes included its tank forces. improvements in tanks and the addition Soviet Artillery The pre-war organization of Soviet Army of assault guns and artillery components. tank forces went through many changes However the tank brigade and the tank Soviet non-divisional artillery is depicted between 1930 and . On the eve corps remained the basic unit structure for in OCS as brigade-size units. Historically of the German attack the soviet tank park Soviet Army tank forces in World War II. the first Soviet artillery brigades appeared consisted of 23,106 vehicles organized in early in 1943 as the Soviet Army deployed 29 motor-mechanized corps and 7 separate artillery divisions. From the start of the divisions. But, quoting Charles Sharp, “... The Last Cavalry War war until 1943 the largest Soviet artillery by 1941 the Red Army’s tank forces were so organization was the regiment. Soviet unorganized, untrained, poorly maintained The battle on the Eastern Front in World artillery is shown in OCS as brigades to & equipped that 90% of the largest tank War II was the last cavalry war. The Soviet reduce the number of unit counters and to

Multi-Man Publishing, LLC 403 Headquarters Drive, Suite 7, Millersville MD 21108 Page 26 © 2012 All Rights Reserved. The Gamers, Inc. better simulate the Soviet operational use unleashing several hundred (or thousand) formation and improved training of brigade of artillery. rocket rounds in less than a minute could size units which saw combat in the second In June 1941, the Soviet Army had over produce a highly effective area fire and subsequent winters in Russia. 112,000 guns and mortars and deployed saturation barrage. over 230 non-divisional artillery regiments. The OCS use of artillery or Katyusha By December 1941 the Soviet Army had brigade counters is a method for simulating Aerosans lost 100,000 guns and mortars. Even Soviet operational use of artillery in World Of all the unit types field by the Soviet with wartime production priority artillery War II. Soviet artillery doctrine relied on Army, aerosan’s have a good claim to being weapon strength in the Soviet Army in mass fires centrally controlled. The use of one of the strangest. Basically an aerosan December 1941 was half that at the start of brigade size units simulates Soviet practice was a snowmobile, but not the familiar the invasion. This was the low point. From of massing artillery units. Using brigade compact track-driven vehicle of the late 1942 on, the number of artillery weapons reduces the number of counters (and player twentieth century. An aerosan was a large in the front line armies steadily increased. work load) that would be required to track box mounted on a sled and driven over Even with these losses the Soviet Army’s hundreds of artillery regiments. snow covered surfaces by an airplane engine problem was not lack of weapons, but how driving a propeller. The closest comparison to use the weapons they had effectively. The is the air boat used in the Florida everglades. solution was two-fold: a reorganization of They were originally developed and used artillery control and a new weapon system. in the Soviet Arctic regions in the 1930’s. Controlling artillery fire on targets the Red Army Odds & Ends Large numbers of aerosans were built gunners cannot see requires a group of well and deployed but they had little success trained specialists using optical observation, Airborne as combat vehicles. By the second winter most remaining battalions were relegated to ground survey, and communications The Soviet Army was one of the first mili- transport operations and patrolling the rail equipment. The Soviet Army’s problem tary forces in the world to experiment with lines in the Military District. was not enough specialists or special delivery of military units to the battlefield equipment. The prewar Soviet organization entirely by parachute. Airborne units in the located indirect fire specialists at the Soviet Army survived the initial German artillery regiment, division and corps onslaught and were developed and used NKVD level. After 1941, these specialists both as elite assault infantry and as air People’s Commissariat for Internal Affairs were relocated and concentrated at Army dropped units. is the closest translation of the acronym. The level. For example, the pre-war infantry NKVD was not part of the Soviet Army. division had two artillery regiments; a light The winter of 1941-42 saw the first Soviet NKVD operated units that had impact on artillery regiment (24 guns 1038 men) and a air drop operations. Unfortunately the lack combat operations in three areas during motorized howitzer regiment (36 guns 1,277 of sufficient air transport capacity meant the war on the eastern front. Among the men). Non-divisional artillery regimental that none of these initial operations could be functions of the NKVD were provision of organizations were similarly large and conducted with forces larger than a brigade. “border” and “internal” guard forces. complex. After 1941, an infantry division These operations were not successful and had one light artillery regiment with 24 the Soviet airborne forces gained more On 22 June 1941 there were 47 ground and guns and 557 men. Divisional artillery in notable success as elite assault infantry. 6 naval Border Guard units. The average the Soviet Army was organized and trained The Soviet Army attempted only one more ground unit contained 1000 -1500 men and to fire directly on targets the gunners large scale airdrop operation at Kanev in was equivalent to a lightly armed infantry could see. Indirect fire capabilities and 1943. This operation again demonstrated regiment. In most areas these were the first the specialists that made it possible were that the quality of the troops was good but units to experience the German assault. concentrated at the army command level. the support organization for transport and According to Sharp; “on 25 June 1941, Non-divisional artillery regiments became resupply of such complex operations had three days after the war started, an order units which moved, maintained and fired not been mastered. was issued giving the Border Guards a the guns at targets identified and directed new mission: covering the rear areas of the from army staff. Soviet Army and the new ‘State Border’.” The Guards “Mortar” unit was the second Ski Units NKVD as an internal state security method for providing effective artillery The Soviet Army formed the first regular ski organization was lead by trusted Communist firepower used by the Soviet Army. Guards units in the late fall of 1941. As so much else Party members and certainly contained “Mortar” was the name given to rocket that was done that first year of the war these more committed party members than were artillery units in the Soviet Army—the units were improvised on the spot. There found in Soviet Army units. NKVD units Katyushas. Rocket artillery provided were a few pre-war reserve Ski regiments and personnel were used to form cadre’s for the Soviet Army with two significant but most of the first winter’s ski battalions regular army units especially in the first year advantages. The weapons were simple were formed by the simple expedient of of the war. Many of the units formed from and inexpensive to produce and operate pulling out all the men in a given unit who NKVD cadre’s provide reliable combat compared to conventional artillery. And could ski. This kind of ad-hoc formation performance. they reduced the need for indirect fire often led to units with very little cohesion NKVD as the general internal security force control specialists. Each individual rocket and predictably low combat performance. provide a number of specialized units for was inherently inaccurate compared to The failures and successes of the improvised controlling and protecting the railroads of a single well directed artillery shell, but ski battalions of the first winter led to the the .

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Finally a note should be made of the NKVD was all done as the project found the edges makes for a more accurate simulation of Special Motorized Brigade for Special of what was needed and tried to come to what was going on. Assignments. Again quoting from Sharp: grips with just how large it was. I followed the DAK (you know it when you “Whenever the Soviets use the modifier Originally, I was using the GBII tables win) model for victory. This is a massive ‘special’ twice in the same title, look for supply and so on directly, but repeated game for those that want to see the how, for something very peculiar indeed!” In testing showed that they were generally a whys and get into detail of what went on October 1941 two of these brigades were little too lenient on SP amounts and repls, in these campaigns. The fun comes from reformed as motorized regiments in a single especially late in the game’s time period. the process of finding out and trying your brigade “For Special Assignments”. These The revised tables here are the ones that plan against the enemy. For those looking units were the forerunner of the postwar should be used in games of GBII , especially to count points at the end and think the Spetsnaz groups. when using the new v4.0 series rules. I also fun of the game comes then, I’m happy reworked a large number of special GBII for them, there are plenty of toys for them rules (or just plain deleted them) here both to play. This is a game for guys who take to conform to the non-VP based structure their history seriously. of the linked game and to just chop away Players will find the initialEatG situation some clunkiness in the older game’s gears. Case Blue Design Notes to be familiar to the 1994 game, but very The precise requirements for various different in feel. Gone are many of the Many of you have been waiting for this reinforcement entry locations come from special rules needed in the original. Why? game for years. The design effort was of a the operational concerns of the sides Simply because the drop in available magnitude I had never dreamed of before involved. For example, Kharkov needs supply made it so the actions I had to use undertaking it. It dwarfed the previous job to be connected to the western map edge, brute force to stop before became either done to create DAK. Before moving on, which everyone expects, but specifies the not reasonably possible or unproductive let me single out several of individuals exact rail lines that must be used. This does side-shows. Testing has shown this to be deserving great praise. a number of things in the context of the a superior representation of the concerns, Roland LeBlanc, chief Axis researcher. linked gameset and in 1942 in particular. strengths, and limitations of both sides. Where he found some of this stuff, I’ll never The Germans become very sensitive to The German player will want a goodly-sized know, but he’s the one guy on the planet who threats to that railroad and actually find the (and strong) pocket. Not only will you find knows where every Axis unit was at all times initial Blau offensive to take Voronezh to the desire to not burn precious fuel stocks in (including the most fleeting of temporary be a useful thing to do. the pocket to run out with some pretty beat units) and can provide sources to prove it. The economic issues (1.9) are the answer up Panzer Divisions, but you’ll welcome as Without him, the Axis OOB would never to the guys who always wondered “How many Rumanians as possible to help form have gotten to the level of detail you see are you going to make the Germans drive a solid wall. The very limited ‘real’ supply here. His information was so good, I was deep or go to Stalingrad?” Of them, the in the pocket means that there will come a forever in the situation of an embarrassment additional SPs for the Germans is a bit time where the just can no longer of riches (something I’d only seen once exaggerated, as my German researcher do a “Thunderclap” offensive to break out… before, in the much smaller framework of pointed out: “getting the crude is one and just like in real life, you’ll have the North Africa). He did an super-human level thing, moving it to a refinery and making ability to do it only once. The inability of of work to get all this data. something useful out of it something else.” the Russians to go pushing on the Donets Lynn Bower, chief Russian researcher. The rest is what one would expect of the right away means that he can (and should) Once again, Lynn was the backbone of the disruptions to the Russian war effort. There launch a reasonable relief attempt. It might Russian OOB effort. He provided month to is value there in the long run. The Germans even work, giving the Russians something month OOBs for the entire Russian military are not forced to do these things, they are to worry about. With the Sausage rules, it is from the original Soviet microfilms. I don’t merely in their interest to do them. important to give your best effort to a real want to know how many hours that took, air lift (and the last thing you want to do Sausages are the answer to a thorny problem but I can imagine. is ditch the close airfields and go rushing that dates all the way back to the original to the West in retreat). Kurt Gillies. In spite of the tragic passing EatG playtesting in 1992-3. Without of his wife and a number of deployments to giving the guy sub-types of SPs to deal On the Russian side, the very limited number Iraq, Kurt was able to track down the Red with (geometrically increasing workload), of SPs coming in each turn means you’ll Air Force for me in great detail. Once again the trick was to give the Stalingrad Pocket need to save up for the next offensive (if providing more information than I could enough to live on for the historical amount you want it to have any meaning). If you possibly use in a playable game. of time. When we did, players instantly used play games with the pocket or waste energy All the Playtest Teams. These guys found that ‘food’ to fuel panzer divisions and cause zipping back and forth (or trying to push that playtesting is work, not necessarily fun. problems they shouldn’t be able to create West too soon), you’ll find your offensive Have at it, boys, now you can relax and just in the opening moments of the Russian stalled and of limited power. The offensive play the game. offensive. The ability to eat horseflesh from to finish off the pocket will take a major artillery and wagons was the final method in amount of effort as well, not an afterthought This game started as an extension of GBII. the old game. Here, Sausages do the same or something done too early like it used to Along the way, it ate EatG, mutated to job plus they are designed to completely be in the old game. reproduce many GBII counters, and avoid counting the units in the pocket which, eventually dropped its Crimea scenario set Every offensive the German player tries to as a side effect, means the German player is do here will be marked by the sheer lack ups into a small, stand-alone game (which actually better off allowing a lot of units to will be coming along at a later date). This of resources to get the job done (after he be in the pocket (such as Romanians) which gets done cussing about it). Mechanized

Multi-Man Publishing, LLC 403 Headquarters Drive, Suite 7, Millersville MD 21108 Page 28 © 2012 All Rights Reserved. The Gamers, Inc. movements start and stop in lurches because to what you have to deal with…well…the Jg—Jäger of short fuel supplies. Any player who mug across the table is thinking the exact Katy—Katyusha moves Panzer Divisions a ‘few hexes a same thing. The one of the two of you best KG—Kampfgruppe turn’ to keep up with the infantry will go able to appreciate that (and make the other Kor—Korück crazy (and lose). The 1941 drive to Rostov guy feel he’s right, his situation stinks and Krd—Kradschutzen is incredibly difficult to do. The Russians your rolling in wealth) will win. Krsndr—Krasnodar can’t do a lot to stop your advance, but they Krysg—Kreysing won’t have to, your supply situation will L—Lehr do that for them. 1942 is different, then it LAH—Leibstandarte is a matter of making bold moves when Abbreviations Lat—Latvian you can and sitting and waiting when you 23.Mar—23 March Ld—Landesschützen can’t. It is doubtful you’ll be able to form 3.Gen—3 January Lngmk—Langemarck any large pockets of Russians, as they will Abn—Airborne Lt—Light be able to continue to back up while you get AG—Assault Gun LVF—Legioné Volunteer Francais your logisitics in order, your best bet is to AH—Adolf Hitler LW—Luftwaffe try to kill off the weakest parts of the herd Armen—Armenian M or Mech—Mechanized (since it is unlikely the Russian player will Arty—Artillery (m)—Motorized rebuild them and they are needed by him as Astkn—Astrakhan’ MC—Motorcycle placeholders in the lines he hopes to set up Azerb—Azerbaijani M.Cerv—Monte Cervino later). Driving deep toward the mountains is AT—Anti-Tank MG—Machine Gun an art-form similar to running an offensive Aufk—Aufklärung Mil—Militia in North Africa. The retreat from there is Bde—Brigade Mod—Moderate likewise very difficult and a good test of a Bdr—Border Mos—Moscow player’s efficiency… I recommend the 19 Bergmn—Bergmann Mtn—Mountain Nov 42 Case Blue scenario as a benchmark Bn—Battalion Mtr or Mtrd—Motorized a good player can use to see how good he Brkdwn—Breakdown Nat Gd—National Guard is and for guys starting out who want a low Brs—Bersaglieri NKVD—Soviet Internal Security unit density difficult puzzle to solve. Brynsk—Bryansk Nordld—Nordland OMSBON—“Separate Special Designation For the Russians, as is the case in GBII, the Cap—Captured Motorized Rifle Brigade” first step is to learn how to not lose heart. Cauc—Caucasus Para—Parachute All those cool Panzer units the German Cav—Cavalry PG—Panzer Grenadier player is bragging about have a very short CB—Case Blue Pio—Pioneer leash. Once you learn to keep a cool head, Cdo—Commando PJ—Panzerjäger your next step is to learn how (and when) Co—Company Pol—Police to launch local counterattacks to derail the Com—Composite or Communist Pz—Panzer German advance while at the same time d—Dismounted PzVb—Panzer Verband avoiding entanglements that will keep you Deutld—Deutschland R—Reich or Rifle from salvaging as much of your army as Div—Division Rec—Reconnaissance possible for later. Let’s face it, your guys —Don Basin Rgt—Regiment don’t go very fast. You’ll learn about city Dp—Deep RONA—Russian People’s Army defenses at the same time as the German DR—Das Reich Panzer Div RR—Railroad player learns how to take them, so neither EatG­— Rum—Rumanian of you are getting any hints. Just like the Est—Estonian Schbrg—Schönberger Germans, in the 19 Nov 42 Case Blue FA—Field Artillery Sec—Security scenario you can learn all about running Finn—Finnish Sep—Separate an offensive on fumes (that’s fair, since FJ—Fallschirmjäger Sp—Spanish the Germans have to do that all the time). Fkl—Funklenk Stgrd—Stalingrad Time will come when you can start running Fld—Field SVP—Strategic Victory Point offensives of your own (real ones, not Flg—Flieger T—Totenkopf Mtrd Div spoiler attacks). These require planning, Flm—Flamethrower Ter—Territorial imagination, and quite a bit of logistical Fr—French Tgr—Tiger preparation. It will take weeks to build the Ftr-Pico—Fretter-Pico TK—Totenkopf Panzer Div initial dumps you need for something like Füs—Füsilier nd Tk—Tank Uranus. Don’t skimp, you will regret it. GBII—Guderian’s Blitzkrieg, 2 edition GD—GrossDeutschland Trng—Training Both players will frequently be sratching Gd—Guards Turk—Turkistani their heads regarding the ability to get all Georg—Georgian UR—Fortified Area that is required of them done with as little Germ— Voro—Voronezh as they are getting. Fear not, you can do it Gren—Grenadier VV—Railroad Security if you treat each SP as if made of pure gold Grp or Gp—Group W—Wiking and spend them as if you had to pay for Hun—Hungarian Werfer— them yourself. Always remember, you see Ind—Independent Westld—Westland your situation (and think it stinks) and think IRGD—Infanterie Regiment Gross zbV—For special employment the other guy is getting over easy compared Deutschland

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Common Rebuild Table

Aerosan No Rebuild Luftwaffe (LW) Div (or KG) Step 1x Pax Alert Bn Return to Pool Luftwaffe (LW) Rgt 1x Pax Alert Bde Return to Pool Naval Bde (Soviet) 2x Pax Aircraft Only via Repl Table Mech Infantry Bde (Soviet) 1x Eq, 1x Pax Arm Car Bn 1x Eq MG Bn 1x Pax Arm Recon Bn 1x Eq Militia Div Step 1x Pax Artillery Bde 2x Eq Militia Rgt 1x Pax Artillery Bn 1x Eq Mortar Bn 1x Eq Artillery Battery 1x Eq rebuilds two Motorcycle (MC) Bn (Track Mvt) 1x Eq Artillery Grp 2x Eq Motorcycle (MC) Bn (Truck Mvt) 1x Pax Artillery Rgt 2x Eq Motorcycle (MC) Bde (Truck Mvt) 2x Pax Assault Engineer Bn 2x Pax Motorcycle (MC) Rgt (Truck Mvt) 2x Pax Assault Gun (AG) Bn 1x Eq Mtn Cav Div 2x Pax Assault Gun Co No Rebuild Nehring Inf KG 1x Pax Anti-Tank (AT) Bn 1x Eq Oil Exploitation Bde No Rebuild German Aufk (Arm Recon) Bn No Rebuild Ost Bn 1x Pax rebuilds two Bicycle Bn 1x Pax Panzer Bn 1x Eq Bicycle Cavalry Bn 1x Pax Para Infantry Bde (Soviet) 3x Pax Bicycle Rgt 2x Pax Para Inf Rgt 3x Pax Border (Bdr) Rgt No Rebuild Para Inf Bn 2x Pax Blackshirt (Blk) Rgt 2x Pax PG (Arm Inf) Rgt 1x Eq, 1x Pax Bryansk Train No Rebuild Pio Bn 2x Pax Cap Pz Co (or T-34 Pz Bn) No Rebuild PJ (Antitank) Bn 1x Eq Cavalry Bde 2x Pax Pol Bn 1x Pax rebuilds two Cavalry Bn 1x Pax Pol Rgt 1x Pax Cavalry Div 2x Pax Pontoon Grp 1x Eq Cavalry Div (dismounted) 2x Pax RR Arty Bn No Rebuild Cavalry Rgt 2x Pax RR Arty Rgt No Rebuild Cavalry Artillery Bn 1x Eq RR Bn or Rgt 1x Pax Cavalry Artillery Rgt 2x Eq Schnell Bn 1x Pax Commando Co No Rebuild Sec Bde 1x Pax Fkl Pz Co No Rebuild Sec Bn 1x Pax rebuilds two Flak (Antiaircraft) Co 1x Eq rebuilds two Sec Div Step 1x Pax Flak (Antiaircraft) Bn 1x Eq Sec Rgt 1x Pax Flm Panzer Bn No Rebuild Ski Bn Return to Pool HQ (any size or type)) 1x Eq, 1 Pax Ski Bde 1x Pax Infantry Bn 1x Pax Stalin No Rebuild Infantry Bde 2x Pax Tank Bde (non-Soviet) 2x Eq Infantry Div Step 2x Pax Tank or Lt Tank Bde (Soviet) 1x Eq Infantry Div (Red Symbol) Step 2x Pax Tank Bn 1x Eq Infantry Rgt 2x Pax Tank Co 1x Eq rebuilds two Irregular (Irrg) Bn Return to Pool Territorial Bn 1x Pax rebuilds two Jäger (Jg) Div Step 2x Pax UR Bde 1x Pax Jäger (Jg) Bn 1x Pax Werfer Bn 1x Eq Katyusha Bde 2x Eq Werfer Rgt 2x Eq Katyusha Rgt 2x Eq Korück (Kor) Bn 1x Pax

Multi-Man Publishing, LLC 403 Headquarters Drive, Suite 7, Millersville MD 21108 Page 30 © 2012 All Rights Reserved. The Gamers, Inc. Terrain Effects on Movement Weather-> Normal Lt Mud Mud MA Type-> Track Truck Leg Track Truck Leg Track* Truck Leg Open or Dry Lake 1 1 1 3 8 2 8—3 All 3 Secondary Road 1/2 1/2 1/2 1 2 1 3—1 4 2 Track 1 1 1 1 4 1 6—2 8 2 Railroad 1 1 1 1 4 1 6—2 8 2 Light Woods 2 3 1 6 All 2 All—6 All 4 Heavy Woods 3 4 2 All All 2 P—All P 4 Minor River +3 +5 +1 +3 +5 +1 +3 P +1 Major River P P All P P All P P All Volga-Class River P P P P P P P P P Ice-Pak Volga-Class P P P NA NA Hills 1 2 1 2 6 1 6—2 All 2 Rough 3 5 2 4 6 2 All—6 All 3 Mountain P P All P P All P P All Swamp P P 3 P P 4 P P 6 Lake P P P P P P P P P Frozen Lake P 1 1 NA NA Frozen Kerch Strait P 1 1 NA NA Frozen Swamp 5 6 3 NA NA Frozen Volga-Class River P P All NA NA Frozen Major River +4 +6 +2 NA NA Frozen Minor River +2 +3 ne NA NA

Features not listed have no effect on movement.

“Normal” weather is everything except Lt Mud or Mud. Use Normal for calculating Draw, Throw and Extender MP counts, regardless of weather. Exception: Use Frozen types if available. Trucks can load or unload in place, regardless of the weather effects above. Trucks finding themselves locked down due to weather in P terrain, remain in place unaffected, but cannot move and are destroyed if forced to do so. *—For German Tracked units, apply the MP cost before the dash (if any), Russian ones use the value after the dash. p—Prohibited ne—No Effect NA—Not Applicable

Terrain Effects on Combat Type Combat Line Armor Mech Other Open or Dry Lake Open [x2] [x2] x1 Light Woods Close x1 x1 x1 Heavy Woods Close x1/2 x1 x1 These charts are the same as the ones included Hills Close x1 x1 x1 in Case Blue, and officially replace the ones Rough Very Close [x1/2] [x1/2] x1 included in the 2001 printing of Guderian’s Blitzkrieg II. Mountain Extremely Close x1/3* [x1/2*] x1 Swamp Very Close x1/2* x1/2* x1 Major City Extremely Close x1/3 [x1/2] x1 Minor City Very Close x1/2 [x1/2] x1 Village Close x1 x1 x1 Major River ot [x1/4]* [x1/3] [x1/2] Minor River ot [x1/2] [x1/2] [x1/2] Volga-Class River ot P P P *Road Only Ice-Pak Volga-Class ot P P P [#] affects attackers only, defending units are x1. Lake or Lake Hexside P P P P Features not listed have no effect on Combat, Frozen Lake Open P [x1/2] [x1/2] use other terrain to determine any combat Frozen Kerch Strait Open P [x1/2] [x1/2] terrain effects. Frozen Swamp Close x1/2 [x1/2] x1 ot—Use Other Terrain Frozen Major River P—Prohibited. Attacks are allowed across "P" or Frozen Lake Hexside ot [x1/2] [x1/2] [x1/2] terrain at roads or Pontoon Bridges in all such Frozen Minor River ot [x1/2] x1 x1 cases, the terrain effect is [x1/4] Frozen Volga-Class River ot [x1/4] [x1/3] [x1/2]

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