1.0 INTRODUCTION into again during Wintergewitter, the 61st tanks, and were fighting for their homeland, 2.0 GAME EQUIPMENT taking 65% losses. These two divisions were while the Rumanians were too few, poorly 2.1 Unit Counters augmented by the 149th Antitank Regi- equipped, and far from home. 2.2 Game Markers CAVALRY ment, along with artillery assets and Both divisions were sent to the rear to 2.3 Map and Charts two corps-level armored regiments. Each become fully motorized. The new divisions 2.4 Game Scale 14.3 Organic Supply Status by Andy Nunez had three cavalry regiments and would have over 11,000 men, 86 tanks and 2.5 Rounding Convention DESIGN each regiment four squadrons, otherwise 22 self-propelled guns each. The 5th Divi- 14.4 Out of Supply Status known as “sabers”. The corps was wrecked sion never received its tanks, due to events 3.0 GAME SEQUENCE 14.5 Effects of Supply Status MARK E. STILLE 3.1 Sequence of Play by the German counter-offensive, taken out elsewhere and the 8th Division was partially 15.0 ENTRENCHMENTS DEVELOPMENT Nobody thinks much about cavalry of line in late December, and withdrawn to under conversion to the 2nd Armored Divi- 4.0 AIR OPERATIONS 15.1 Entrenchment Construction PAUL ROHRBAUGH in World War II. The casual viewer of the be rebuilt in February 1943. Supposedly it sion when the Soviets overran most of Ruma- 4.1 Air Missions 15.2 Entrenchment Effects History Channel sees the lumbering tanks, was disbanded in May 1943, a fine thank nia. The 4th Rosiori was to be converted, GAME GRAPHICS & RULES LAYOUT 4.2 Air Allocation Segment 15.3 Removal of Entrenchments sheets of flame from artillery barrages and you for what the corps went through both but its tanks were crewed by Germans, who 4.3 Air Combat Segment CRAIG GRANDO aircraft winging over and down to strike at offensively and defensively to break the Nazi used the tanks to help cover the Nazi retreat 16.0 SPECIAL UNITS 4.4 Air Interdiction Segment EDITING targets. However, the German army alone grip on . into Moldavia. Rumania surrendered and 16.1 Antiaircraft Units 4.5 Air Bombardment Segment fielded nearly 3 million horses and lost them Rumania started the war with six cavalry the 5th division was disbanded, along with 16.2 Engineer Units JACK BECKMAN, WARREN KINGSLEY 4.6 Air Unit Recovery Procedure at a rate of nearly 900 a day. 52,000 of them brigades. These were divided into three regi- other divisions. The 8th, renamed a Motor- 16.3 German Relief Convoy PRODUCTION COORDINATION perished in the Stalingrad encirclement. In ments apiece, 12 Rosiori and 6 Călăraşi regi- ized Cavalry Division, was part of the new 5.0 STALINGRAD POCKET PHASE 17.0 RECOVERY AND REPLACEMENT C. RAWLING the savage Russian winters, horses provided ments total. The former were considered ter- Rumanian army that went to war against its 5.1 Operation Thunderclap PHASE a certain mobility that vehicles sometimes ritorial regiments while the latter were Impe- former Axis ally in October 1944, but was so 5.2 Operation Thunderclap Initiation Table PLAYTESTING 17.1 Disruption Removal could not. By Stalingrad, had dis- rial Horse Guard regiments. There were seven under-equipped that it was little more than 5.3 Soviet Ring Forces DAVE BOE, BRIAN BRENNAN, solved its only cavalry division, turning it other Călăraşi regiments that did reconnais- an infantry unit. ♦ 17.2 Replacements 6.0 INITIATIVE PHASE DAVE DEITCH, WARREN KINGSLEY, into the 24th Armored Cavalry Division, sance work for other units. The differences 18.0 FOG OF WAR HENRY ROBINETTE, PAUL 6.1 Initiative Determination which retained its horseman symbol and in the types of cavalry were holdovers from 18.1 Limited Intelligence ROHRBAUGH, DALE WOODS yellow uniform insignia. Ironically, this unit, the previous century and by World War II, 6.2 Initiative Requirements 19.0 SCENARIOS attached to the German Sixth Army, was the differences had disappeared. 6.3 Initiative Effects RUSSIAN LANGUAGE PROOFING 19.1 We Are Coming! destroyed in the Stalingrad pocket. The lone The Rumanians started modernization 7.0 FIRST PLAYER PHASE KEVIN CALDWELL 19.2 Hoth’s Last Gasp German cavalry unit was the 57th Cavalry of the cavalry force in 1941. Their goal was 7.1 Player Phase Segments 19.3 Operation Winter Storm Battalion, part of Group Bischof. to have one of the three regiments in each 7.2 Mechanized Activation Soviet cavalry rushed in to seal the pocket brigade be motorized. This motorized regi- 20.0 OPERATION GROSS 8.0 MOVEMENT from both sides. The 4th Cavalry Corps ment would have two three-tank platoons of WINTERGEWITTER: GERMAN blasted into the Rumanians holding the R-1 light tanks. The R-1 was a Czech design 8.1 Movement Procedure MAXIMUM EFFORT VARIANT flank of the Sixth Army, and other Russian from 1932. It was solely an export model. 8.2 Movement Restrictions 20.1 German Optional Units cavalry and mounted partisan bands hunted The Rumanians bought 35 of these vehicles, 8.3 Administrative Movement 20.2 Compensatory Soviet Air Units 8.4 Hasty Attacks LPS PART #CS2007R PRINTED IN THE USA down fleeing Axis troops and ambushed armed with two 7.92 mm machine guns. 20.3 Soviet Army Release COPYRIGHT © 2007 MARK E. STILLE reinforcements and supply convoys, tighten- They were badly outdated by 1941. 9.0 STACKING 20.4 Victory Conditions ing the grip on the trapped Germans. Hitler The organization of the regiments under- 9.1 Stacking Limits ordered a relief effort, which stalled, and the went further changes during the first winter 21.0 DESIGNER NOTES Soviets counterattacked in Operation Little on the Russian Front, adding more firepower 10.0 ZONES OF CONTROL 22.0 WHAT IF? Saturn. Besides Soviet cavalry, the Italians in machine guns and artillery, ironically part 10.1 Zone of Control Limits and Rumanians fielded several cavalry divi- of their inventory being captured 45 mm 10.2 Movement and Supply Effects sions. Dr. John Prados has admirably dealt Soviet anti-tank guns, which they retained 11.0 COMBAT with the Italian cavalry elsewhere. My focus as their standard anti-tank weapon for the 11.1 Types of Combat here is on the Soviet 4th Cavalry Corps and rest of the war (which became handy when 11.2 Combat Sequence two Rumanian divisions, the 8th and 5th. they switched sides and could get Soviet 11.3 Lead Units We’ll start with the Soviets. Sources con- ammunition). 11.4 Combat Resolution flict on the exact makeup of this corps, but These up-gunned brigades were changed 11.5 Combat Results its Wintergewitter time frame lists only two to divisions in March of 1942. In support divisions, the 61st and 81st Cavalry Divi- of the German drive to break the Soviet 11.6 Loss Priorities sions, created in September 1941, which encirclement of Stalingrad, they held too 11.7 Retreats were introduced into battle as part of a rede- large a frontage and were hit hard during 11.8 Advance After Combat signed 4th Cavalry Corps in the fall of 1942. Operation Little Saturn. During Winterge- 12.0 ARTILLERY Sources disagree on the presence of a third witter the Rumanians, already battered from 12.1 Artillery Attacks or even fourth division, and these are likely , simply had too few men. 12.2 Fired Artillery based on German wartime sources. The The 8th Cavalry managed 7600 men, but 12.3 Artillery Missions definitive source is the 12-volume work by the 5th was down to only two regiments in Charles Sharp published by George Nafziger. size. Considering their mission, the units 13.0 DISRUPTION The 4th Cavalry Corps, badly understrength performed a Herculean task, but in the 13.1 Disruption Effects after mauling the Rumanians, was smashed end, the Russians had too many men, better 14.0 SUPPLY 14.1 Supply Status 14.2 Regular Supply Status

28 AGAINST THE ODDS Campaign Study Nº 1 2 WINTERGEWITTER rules WINTERGEWITTER rules 3

READ THIS FIRST 1.0 INTRODUCTION SAMPLE LAND UNIT MECHANIZED UNITS UNIT SIZES Abbreviations We’ve organized the overall structure of the Wintergewitter (Winter Storm) simulates the Front Normal B Bomber rules of this LPS simulation game to follow attack by the German 57th Panzer Corps to Bh Heavy Bomber this game’s sequence of play in introducing open a corridor to the German Sixth Army Unit Size Stacking concepts. The rules themselves are written trapped in the Stalingrad Pocket. Fought (see right) Value DB Dive bomber (Ju-87 Stuka) in a format known as the Case System. This between the 12th and 23rd of December, Tank Assault Gun Heavy Tank Army Corps Division approach divides the rules into Modules (each 1942, the battle sealed the fate of the twenty F Fighter Combat Strength Movement Allowance of which deals with a major important aspect German divisions in the Pocket. The loss of GA Ground attack of play). Modules are numbered sequentially the entire Sixth Army marked what is gener- Back Reduced as well as possessing a title. Each Module is ally considered the turning point of the war Soviet Abbreviations divided into Sections (that deal with a major in the East, if not the Second World War. Unit Type sub-topic inside the Module) which are also Reconnaissance Mech. Inf. Regiment Brigade Battalion BADS Bomber Air Division Wintergewitter is played in a number of game (see right) Proficiency numbered sequentially. Modules and Sec- turns, each with several player phases. The Rating IAD Fighter Air Division tions are introduced by some text that briefly German player must use his initial combat MOTORIZED UNITS describes the subject covered by that particu- Unit ID SADS Mixed Air Division advantage to quickly open a corridor to the lar Module or Section. Finally, the majority pocketed Sixth Army before the Soviet player SHAD Ground Attack Air Division of each Section consists of Cases. These are can react. In addition to the 57th Panzer Company the specific, detailed rules that govern play. 2M Second Guards Mechanized Corps Corps’ attack, the German player may also SAMPLE ARTILLERY UNIT Each Case is also numbered sequentially. The execute the second phase of the relief opera- Mot. HQ Mot. Inf. (7.1) Mot. Cavalry 4C Fourth Cavalry Corps numbering follows a logical progression based tion, an attack by elements of the Sixth Army Front Normal upon the number of the Module of which MAP MARKERS 4M Fourth Mechanized Corps (historically, to link with the advancing relief force. The the Cases are a part. A Case with the number Unit Size Stacking soon to become the Third Guards Mechanized Soviet player must withstand the initial 7.51, for example, is the first Case of the fifth (see right) Value Corps but retains its original designation in German armored onslaught until he can Section of the seventh Module of the rules. Operation Wintergewitter) bring powerful reinforcements into play. He Each Module can have as many as ninety- must prevent any contact between the relief Mot. Engineer Mot. Artillery Rocket nine Sections and each Section can have as Combat Strength Movement Allowance 7TK Seventh Tank Corps force and the entombed Sixth Army, and Strength Disrupted Relief Column many as ninety-nine Cases. The numbering destroy the 57th Panzer Corps. Back Reduced 13TK Thirteenth Tank Corps (in name only, system is designed as an organizational aid. this unit was organized as a mechanized corps) Use it to determine where a Case is located in Artillery Unit Type the rules. 2.0 GAME EQUIPMENT Range (see right) German Abbreviations Motorized AA Proficiency 3.1.4 Each copy of Wintergewitter is composed of Fired Arty Moved Arty Interdiction B Gruppe Bischof the following: Unit ID The example above is the number of the NON-MOTORIZED UNITS JG Jagdgeschwader (fighter squadron) fourth Case of the first Section of the third 560 half-inch counters in two sheets KG Kampfgeschwader (bomber squadron) Module of the rules. One 22 by 34 inch map SAMPLE AIR UNIT when referring to air units or Kampfgruppe (battle group) when referring to ground units Learning to Play the Game Player’s aids with charts, tables and tracks Bridged Bridge Out Organic Supply Front Available (back not shown Flown) L Panzerverband Langenthal (feldgrau color) Begin by familiarizing yourself with all of the This set of rules Infantry Cavalry Engineer or Luftwaffe Ground (blue) components listed for this game. Then skim Defense Factor Proficiency One ten sided dice (a roll of 0 is read as 10) through the charts and rules, reading all the Air-to-Air Bombardment SG Schlachtgeschwader (ground attack squadron) titles of the Modules and Sections. Set up a We hope you enjoy this game. If you have Factor Factor STG Stukageschwader (dive bomber squadron) game scenario or portion of a scenario (after difficulty interpreting the rules, please write Unit Type (see right) Unit ID Out of Supply Construction Entrenchment reading the applicable Module) and play a to us at: ZG Zerstoerergeschwader (heavy fighter squadron) trial game against yourself. During this trial Anti-Aircraft Anti-Tank HQ game, try referring to the rules only when you Against the Odds Magazine Back Flown 6P Sixth Panzer Division PO Box 165 have a question and remember the numbering TRACK MARKERS 14P Fourteenth Panzer Division system we employ makes it easy to look up Southeastern, PA 19399-0165 USA rules when you do. While a trial game may Attn: Wintergewitter 15L Fifteenth Luftwaffe Field Division take you an hour or two, it is the quickest and Or e-mail us at: [email protected] Army / Corps HQ 16M Sixteenth Motorized Division most pleasant way to learn (short of having an experienced friend teach you). We also don’t 2.1 Unit counters 17P Seventeenth Panzer Division recommend attempting to learn the rules Ger. Initiative Sov. Initiative Turn SOVIET RING FORCES AIR UNITS 23P Twenty-third Panzer Division word-for-word. Memorizing all the details The various pieces, called units, represent is an effort that few can do. We’ve written the formations engaged in this battle. Other Have dark print over light background Rumanian Abbreviations these rules to be as comprehensive as possible counters are used as markers to convey infor- – but they are not designed to be memorized. mation important to game play. See chart on C Group Christea Taking in the rules in this way (as you play right. Fighter Ground Attack Dive Bomber Inf Replace Arty Replace Arm Replace Lt Light infantry along) is the best approach to mastering this For movement purposes, there are also three game. We’re always open to suggestions on different unit classes: Mechanized, Motor- Mixed a conglomeration for game purposes of how to improve the comprehension of our ized and Non-Motorized. A chart on the Ring Force Non-Ring Force company-sized heavy weapons units rules. Write to us (see addresses in 2.0) if you right defines these classes by unit type icon. 6C Sixth Corps have an idea on how we can communicate See also 7.1’s note concerning Motorized better with you. Infantry. Bomber Heavy Bomber 7C Seventh Corps 2 WINTERGEWITTER rules WINTERGEWITTER rules 3

READ THIS FIRST 1.0 INTRODUCTION SAMPLE LAND UNIT MECHANIZED UNITS UNIT SIZES General Abbreviations We’ve organized the overall structure of the Wintergewitter (Winter Storm) simulates the Front Normal B Bomber rules of this LPS simulation game to follow attack by the German 57th Panzer Corps to Bh Heavy Bomber this game’s sequence of play in introducing open a corridor to the German Sixth Army Unit Size Stacking concepts. The rules themselves are written trapped in the Stalingrad Pocket. Fought (see right) Value DB Dive bomber (Ju-87 Stuka) in a format known as the Case System. This between the 12th and 23rd of December, Tank Assault Gun Heavy Tank Army Corps Division approach divides the rules into Modules (each 1942, the battle sealed the fate of the twenty F Fighter Combat Strength Movement Allowance of which deals with a major important aspect German divisions in the Pocket. The loss of GA Ground attack of play). Modules are numbered sequentially the entire Sixth Army marked what is gener- Back Reduced as well as possessing a title. Each Module is ally considered the turning point of the war Soviet Abbreviations divided into Sections (that deal with a major in the East, if not the Second World War. Unit Type sub-topic inside the Module) which are also Reconnaissance Mech. Inf. Regiment Brigade Battalion BADS Bomber Air Division Wintergewitter is played in a number of game (see right) Proficiency numbered sequentially. Modules and Sec- turns, each with several player phases. The Rating IAD Fighter Air Division tions are introduced by some text that briefly German player must use his initial combat MOTORIZED UNITS describes the subject covered by that particu- Unit ID SADS Mixed Air Division advantage to quickly open a corridor to the lar Module or Section. Finally, the majority pocketed Sixth Army before the Soviet player SHAD Ground Attack Air Division of each Section consists of Cases. These are can react. In addition to the 57th Panzer Company the specific, detailed rules that govern play. 2M Second Guards Mechanized Corps Corps’ attack, the German player may also SAMPLE ARTILLERY UNIT Each Case is also numbered sequentially. The execute the second phase of the relief opera- Mot. HQ Mot. Inf. (7.1) Mot. Cavalry 4C Fourth Cavalry Corps numbering follows a logical progression based tion, an attack by elements of the Sixth Army Front Normal upon the number of the Module of which MAP MARKERS 4M Fourth Mechanized Corps (historically, to link with the advancing relief force. The the Cases are a part. A Case with the number Unit Size Stacking soon to become the Third Guards Mechanized Soviet player must withstand the initial 7.51, for example, is the first Case of the fifth (see right) Value Corps but retains its original designation in German armored onslaught until he can Section of the seventh Module of the rules. Operation Wintergewitter) bring powerful reinforcements into play. He Each Module can have as many as ninety- must prevent any contact between the relief Mot. Engineer Mot. Artillery Rocket nine Sections and each Section can have as Combat Strength Movement Allowance 7TK Seventh Tank Corps force and the entombed Sixth Army, and Strength Disrupted Relief Column many as ninety-nine Cases. The numbering destroy the 57th Panzer Corps. Back Reduced 13TK Thirteenth Tank Corps (in name only, system is designed as an organizational aid. this unit was organized as a mechanized corps) Use it to determine where a Case is located in Artillery Unit Type the rules. 2.0 GAME EQUIPMENT Range (see right) German Abbreviations Motorized AA Proficiency 3.1.4 Each copy of Wintergewitter is composed of Fired Arty Moved Arty Interdiction B Gruppe Bischof the following: Unit ID The example above is the number of the NON-MOTORIZED UNITS JG Jagdgeschwader (fighter squadron) fourth Case of the first Section of the third 560 half-inch counters in two sheets KG Kampfgeschwader (bomber squadron) Module of the rules. One 22 by 34 inch map SAMPLE AIR UNIT when referring to air units or Kampfgruppe (battle group) when referring to ground units Learning to Play the Game Player’s aids with charts, tables and tracks Bridged Bridge Out Organic Supply Front Available (back not shown Flown) L Panzerverband Langenthal (feldgrau color) Begin by familiarizing yourself with all of the This set of rules Infantry Cavalry Engineer or Luftwaffe Ground (blue) components listed for this game. Then skim Defense Factor Proficiency One ten sided dice (a roll of 0 is read as 10) through the charts and rules, reading all the Air-to-Air Bombardment SG Schlachtgeschwader (ground attack squadron) titles of the Modules and Sections. Set up a We hope you enjoy this game. If you have Factor Factor STG Stukageschwader (dive bomber squadron) game scenario or portion of a scenario (after difficulty interpreting the rules, please write Unit Type (see right) Unit ID Out of Supply Construction Entrenchment reading the applicable Module) and play a to us at: ZG Zerstoerergeschwader (heavy fighter squadron) trial game against yourself. During this trial Anti-Aircraft Anti-Tank HQ game, try referring to the rules only when you Against the Odds Magazine Back Flown 6P Sixth Panzer Division PO Box 165 have a question and remember the numbering TRACK MARKERS 14P Fourteenth Panzer Division system we employ makes it easy to look up Southeastern, PA 19399-0165 USA rules when you do. While a trial game may Attn: Wintergewitter 15L Fifteenth Luftwaffe Field Division take you an hour or two, it is the quickest and Or e-mail us at: [email protected] Army / Corps HQ 16M Sixteenth Motorized Division most pleasant way to learn (short of having an experienced friend teach you). We also don’t 2.1 Unit counters 17P Seventeenth Panzer Division recommend attempting to learn the rules Ger. Initiative Sov. Initiative Turn SOVIET RING FORCES AIR UNITS 23P Twenty-third Panzer Division word-for-word. Memorizing all the details The various pieces, called units, represent is an effort that few can do. We’ve written the formations engaged in this battle. Other Have dark print over light background Rumanian Abbreviations these rules to be as comprehensive as possible counters are used as markers to convey infor- – but they are not designed to be memorized. mation important to game play. See chart on C Group Christea Taking in the rules in this way (as you play right. Fighter Ground Attack Dive Bomber Inf Replace Arty Replace Arm Replace Lt Light infantry along) is the best approach to mastering this For movement purposes, there are also three game. We’re always open to suggestions on different unit classes: Mechanized, Motor- Mixed a conglomeration for game purposes of how to improve the comprehension of our ized and Non-Motorized. A chart on the Ring Force Non-Ring Force company-sized heavy weapons units rules. Write to us (see addresses in 2.0) if you right defines these classes by unit type icon. 6C Sixth Corps have an idea on how we can communicate See also 7.1’s note concerning Motorized better with you. Infantry. Bomber Heavy Bomber 7C Seventh Corps 4 WINTERGEWITTER rules WINTERGEWITTER rules 5

2.1.1 Unit abbreviations See chart on the play somewhat). Treat a DR of zero as 10. In 6. Recovery and Replacement Phase 2. The German player does the same with applied. The disadvantaged player may now The German fighter can now attack the mission previous page. all game functions, ratios of .50 and higher any or all of his ready air units (except for return fire with any surviving aircraft. force. It picks one of the Soviet ground attack a. Disruption Removal Segment are rounded up. Ratios of .49 and lower are his ready fighter units). regiments to engage. Fire is simultaneous. A 2.1.2 Unit Size Symbols: Units in Winterge- If after the round of fighter combat the air rounded down. b. Replacement Segment German roll of “six” (modified to eight because witter vary in size. See symbol chart on the 3. Both Air Operations Charts are revealed. superiority player has any remaining aircraft, of a proficiency rating three better than the previous page. Sizes are explained below: The German player may now place his he may now fire on enemy bomber aircraft in c. Fired Marker Removal Segment target unit) results in the abort and disruption ready fighter units in any of his mission the appropriate mission box. For this round Regiment from 800 to 2400 men 3.0 GAME SEQUENCE of the Soviet unit. The Soviet unit, firing with d. Air Unit Recovery Segment boxes. of combat, all fire is simultaneous. No losses a -1 die roll modification, gains a result of no Each turn consists of a number of different are extracted until both sides fire. The inter- Battalion 300-900 men After the last phase has been performed, play effect with a roll of “seven”. The other Soviet phases. These must be performed in strict cepting player designates which units will be proceeds to the next game turn. At the con- 4.3 Air Combat Segment ground attack regiment does not fire, but is now Company 100-200 men sequence. engaged. He may choose to fire on any or all clusion of the last turn of the scenario, the Air combat can only be initiated by fighter free to conduct a ground attack mission. bomber units in the mission box. However, KG ad hoc units of approximately 300 men game is over and victory is determined. units conducting an air superiority mis- 3.1 Sequence of Play each intercepting fighter may fire only once sion. During the Air Combat Segment, each Aircraft units represent 30-90 aircraft. during this round. If more than one fighter 4.4 Air Interdiction Segment A complete game turn consists of the follow- player determines if a unit committed to air 4.0 AIR OPERATIONS unit is allocated against a single bomber unit, This mission may only be per- ing phases: superiority makes an interception. Roll a die 2.2 Game Markers each attacking unit fires separately. Each formed by German air units. The The Air Operations Phase is broken down for each fighter unit. If the result is equal to 1. Air Operations Phase bomber may fire only once during this round German player allocates aircraft Several different types of markers are pro- into a number of segments. Most air unit or less than the unit’s proficiency rating, it of combat and no bomber may fire unless assigned to this mission against vided to facilitate game play. See chart on a. Air Allocation Segment functions occur during the Air Operations has made an interception and may be allo- fired upon. any hex. If a successful result is gained (see the previous page. The most numerous are Phase before ground units are moved. How- cated against enemy units in the appropriate b. Air Combat Segment below), an interdiction zone of five hexes unit strength (Pollard) markers. Each unit’s ever, German DB air units may conduct mis- box on the opposing player’s Air Operations Following the Air Combat Segment, all sur- from the target hex is created. Any unit start- full strength is shown on the front of the c. Air Bombardment Segment sions during the German player phase. At the Chart. Units that fail their proficiency check viving fighter units are placed in the flown ing in or moving into this zone loses the unit. Almost all units possess a reduced end of each game turn, air units attempt to are placed in the flown box. Soviet fighter box. Surviving bomber units may now con- d. Interdiction Segment number of movement points of the result strength that is indicated on its reverse side. recover from disruption and ready for opera- units committed in a mission box with no duct their mission. gained. If multiple interdiction zones are If a unit is forced to suffer a strength point 2. Stalingrad Pocket Phase tions next turn. German units return to the flown box. Example of play During step 1 of the alloca- created which overlap, the movement penalty loss that brings the unit’s current strength Note Opposing fighter units on air superiority a. Operation Thunderclap Initiation tion process, the Soviet player has secretly desig- on any affected Soviet unit is cumulative. between its full and reduced values, or to 4.1 Air Missions missions do not intercept one another. Air units Segment nated two ground attack regiments to conduct Units cannot use administrative movement a strength below its reduced value, then a on air superiority only perform Interception During each Clear weather day turn, air units ground attack missions. These are escorted by into or out of an interdiction zone. Pollard marker is required. Place a Pollard b. German Sixth Army Activation Seg- missions against enemy air units on other mis- may perform one mission. Note Air opera- two fighter regiments. During step 3 of the Air marker under the unit, orienting the marker ment sions. 4.4.1 Interdiction Procedure Total the tions are not permitted in Overcast weather. Allocation Segment, the German player decided so it indicates the number of strength points bombardment strength of the attacking c. Soviet Ring Forces Segment The types of missions are described below: 4.3.1 Combat Procedure Once allocated to commit his best fighter unit, II/JG52, to remaining. When a unit’s losses equal or unit(s). Roll on the Bombardment Table. against enemy air units in the appropriate an air superiority mission against the Soviet exceed its original strength, it is eliminated. 3. Initiative Phase Interdiction Only German units may be Any number result obtained is the number mission box, air combat is resolved. If escorts ground attack force. First the German must assigned this mission. of movement points lost by every Soviet unit are present, they must be engaged first. Play- roll to see if the fighter unit actually intercepts 2.3 Maps and Charts a. Initiative Determination Segment starting in or moving into the newly-created Ground Attack (also called bombardment) ers first determine which set of fighters, the the Soviet units. In the case of this unit, a roll interdiction zone. After completing this mis- The map represents the contested area across 4. First Player Phase All air units with an air-to-ground factor may escorts or the air superiority (intercepting) of eight or less means that the interception was which the battle raged in late 1942. Each sion, aircraft are placed in the flown box. a. Supply Determination Segment be assigned this mission. fighters, have gained “the bounce”. Each made; with a roll of “five”, the players move on hexagon represents one type of predominant player rolls the die and adds its value to to the air combat procedure. First, the bounce Example of play The German player intends Air Superiority Only fighter units may be terrain. The following charts and tables are b. Non-motorized Unit Combat Seg- the highest proficiency rating of one of his is determined. The German rolls a “six” which to attack the Soviet 91st Rifle Division this assigned this mission. necessary for game play. These include: ment engaged fighter units. The player with the is added to the proficiency rating of his fighter turn and decides to commit the II/STG 77 unit Game Turn Record Track c. Non-motorized Unit Movement Seg- Escort Only fighter units may be assigned highest total (ties are re-rolled) has gained unit (eight) for a total of 14. The Soviet player against hex 2538 in an attempt to restrict that ment this mission. the advantage, designating which units takes either of his fighter units (both possess formation’s ability to maneuver. The attack is Combat Results Table (CRT) will be paired in air combat and firing first. a rating of six) and rolls the die. A result of rolled on the seven column of the Bombardment d. Mechanized Unit Movement Segment Bombardment Table 4.2 Air Allocation Segment Once he pairs his fighter units with enemy “seven” gives a total of 13. The German has Table. A roll of “seven” indicates that any Soviet fighter units, those units may only engage gained the bounce. unit within a five hex radius of hex 2538 e. Mechanized Unit Combat Segment During this segment, each player allocates Counter-battery Table in air combat with each other. If one player loses one movement point, and any Soviet unit ready aircraft to the desired mission areas The German now designates his fire against Note Players may perform Segments d. and possesses more fighters than the other, units which subsequently moves into that interdiction Air Combat Table shown on the player’s Air Operations Chart. one of the two escorting fighter regiments. The e. in any order. See Sections 7.1 and 8.1 for must be allocated against all enemy units zone loses one movement point. In most mission areas, the player may assign Soviet player has an additional fighter unit Terrain Effects Chart (TEC) details and restrictions. before more than one unit may fire at a single both mission aircraft and a fighter escort. available which obviously is designated against enemy unit. If more than one fighter unit is Air Operations Charts (one German, one 5. Second Player Phase Each air unit may perform only one mission the sole German unit involved. 4.5 Air Bombardment Segment allocated against a single enemy fighter unit, Soviet) per turn. In order to execute a mission, the During this segment, units assigned to a. Supply Determination Segment each attacking unit fires separately. If the first Next the German player resolves the fire of his unit must be available for operations at the ground attack missions which have survived Detailed Sequence of Play Chart attack forces the enemy unit to abort, the unit. With an air-to-air combat factor of six b. Non-mechanized Unit Combat Seg- start of that turn. All aircraft have adequate the Air Combat Segment conduct attacks additional fighters allocated may not be reas- against the Soviet unit’s defensive factor of five, ment range to operate over the entire game map against enemy ground units. For Soviet air signed. Each unit may fire only once during the combat is rolled on the +1 column of the 2.4 Game Scale and may be moved from the various mission units, the target must be within five hexes c. Non-mechanized Unit Movement this round of fighter combat. Air Combat Table. A +1 die roll modification Each hex is approximately two miles across. boxes onto any target hex on the map. of any Soviet ground unit. German air units Segment is awarded because the German unit has a Each turn is 12 hours. Once units have been designated for engage- may strike any hex on the map. Any number The Air Allocation Segment consists of three higher proficiency rating than its target unit. A d. Mechanized Unit Movement Segment ment, the firing unit’s air-to-air combat of aircraft may be assigned to a single target. steps: roll of “four” (modified to five) means that the factor is compared to the target unit’s defen- 2.5 Dice and Rounding Convention e. Mechanized Unit Combat Segment Soviet unit must abort its mission and return 4.5.1 Air Bombardment Procedure To 1. The Soviet player secretly places any or all sive factor and a differential calculated. Roll A ten-sided die is needed to play Winterge- to the flown box. It cannot return fire. Now the resolve bombardment, the active player allo- Note Players may perform Segments d. and of his ready air units in the mission boxes one die, modify as indicated on the Air witter (having one for each player would speed second Soviet fighter unit can fire. It rolls on the cates the bombardment factors of any ground on his Air Operations Chart. Combat Table, and refer to the Air Combat e. in any order. See Sections 7.1 and 8.1 for -1 column with no die roll modifications. A roll attack mission aircraft against an enemy Table for results. After the player with the details and restrictions. of “five” yields a no result. unit. (Note If using Module 18.0’s fog of war bounce has fired, any combat results are rules, as an alternative to attacking the top 4 WINTERGEWITTER rules WINTERGEWITTER rules 5

2.1.1 Unit abbreviations See chart on the play somewhat). Treat a DR of zero as 10. In 6. Recovery and Replacement Phase 2. The German player does the same with applied. The disadvantaged player may now The German fighter can now attack the mission previous page. all game functions, ratios of .50 and higher any or all of his ready air units (except for return fire with any surviving aircraft. force. It picks one of the Soviet ground attack a. Disruption Removal Segment are rounded up. Ratios of .49 and lower are his ready fighter units). regiments to engage. Fire is simultaneous. A 2.1.2 Unit Size Symbols: Units in Winterge- If after the round of fighter combat the air rounded down. b. Replacement Segment German roll of “six” (modified to eight because witter vary in size. See symbol chart on the 3. Both Air Operations Charts are revealed. superiority player has any remaining aircraft, of a proficiency rating three better than the previous page. Sizes are explained below: The German player may now place his he may now fire on enemy bomber aircraft in c. Fired Marker Removal Segment target unit) results in the abort and disruption ready fighter units in any of his mission the appropriate mission box. For this round Regiment from 800 to 2400 men 3.0 GAME SEQUENCE of the Soviet unit. The Soviet unit, firing with d. Air Unit Recovery Segment boxes. of combat, all fire is simultaneous. No losses a -1 die roll modification, gains a result of no Each turn consists of a number of different are extracted until both sides fire. The inter- Battalion 300-900 men After the last phase has been performed, play effect with a roll of “seven”. The other Soviet phases. These must be performed in strict cepting player designates which units will be proceeds to the next game turn. At the con- 4.3 Air Combat Segment ground attack regiment does not fire, but is now Company 100-200 men sequence. engaged. He may choose to fire on any or all clusion of the last turn of the scenario, the Air combat can only be initiated by fighter free to conduct a ground attack mission. bomber units in the mission box. However, KG ad hoc units of approximately 300 men game is over and victory is determined. units conducting an air superiority mis- 3.1 Sequence of Play each intercepting fighter may fire only once sion. During the Air Combat Segment, each Aircraft units represent 30-90 aircraft. during this round. If more than one fighter 4.4 Air Interdiction Segment A complete game turn consists of the follow- player determines if a unit committed to air 4.0 AIR OPERATIONS unit is allocated against a single bomber unit, This mission may only be per- ing phases: superiority makes an interception. Roll a die 2.2 Game Markers each attacking unit fires separately. Each formed by German air units. The The Air Operations Phase is broken down for each fighter unit. If the result is equal to 1. Air Operations Phase bomber may fire only once during this round German player allocates aircraft Several different types of markers are pro- into a number of segments. Most air unit or less than the unit’s proficiency rating, it of combat and no bomber may fire unless assigned to this mission against vided to facilitate game play. See chart on a. Air Allocation Segment functions occur during the Air Operations has made an interception and may be allo- fired upon. any hex. If a successful result is gained (see the previous page. The most numerous are Phase before ground units are moved. How- cated against enemy units in the appropriate b. Air Combat Segment below), an interdiction zone of five hexes unit strength (Pollard) markers. Each unit’s ever, German DB air units may conduct mis- box on the opposing player’s Air Operations Following the Air Combat Segment, all sur- from the target hex is created. Any unit start- full strength is shown on the front of the c. Air Bombardment Segment sions during the German player phase. At the Chart. Units that fail their proficiency check viving fighter units are placed in the flown ing in or moving into this zone loses the unit. Almost all units possess a reduced end of each game turn, air units attempt to are placed in the flown box. Soviet fighter box. Surviving bomber units may now con- d. Interdiction Segment number of movement points of the result strength that is indicated on its reverse side. recover from disruption and ready for opera- units committed in a mission box with no duct their mission. gained. If multiple interdiction zones are If a unit is forced to suffer a strength point 2. Stalingrad Pocket Phase tions next turn. German units return to the flown box. Example of play During step 1 of the alloca- created which overlap, the movement penalty loss that brings the unit’s current strength Note Opposing fighter units on air superiority a. Operation Thunderclap Initiation tion process, the Soviet player has secretly desig- on any affected Soviet unit is cumulative. between its full and reduced values, or to 4.1 Air Missions missions do not intercept one another. Air units Segment nated two ground attack regiments to conduct Units cannot use administrative movement a strength below its reduced value, then a on air superiority only perform Interception During each Clear weather day turn, air units ground attack missions. These are escorted by into or out of an interdiction zone. Pollard marker is required. Place a Pollard b. German Sixth Army Activation Seg- missions against enemy air units on other mis- may perform one mission. Note Air opera- two fighter regiments. During step 3 of the Air marker under the unit, orienting the marker ment sions. 4.4.1 Interdiction Procedure Total the tions are not permitted in Overcast weather. Allocation Segment, the German player decided so it indicates the number of strength points bombardment strength of the attacking c. Soviet Ring Forces Segment The types of missions are described below: 4.3.1 Combat Procedure Once allocated to commit his best fighter unit, II/JG52, to remaining. When a unit’s losses equal or unit(s). Roll on the Bombardment Table. against enemy air units in the appropriate an air superiority mission against the Soviet exceed its original strength, it is eliminated. 3. Initiative Phase Interdiction Only German units may be Any number result obtained is the number mission box, air combat is resolved. If escorts ground attack force. First the German must assigned this mission. of movement points lost by every Soviet unit are present, they must be engaged first. Play- roll to see if the fighter unit actually intercepts 2.3 Maps and Charts a. Initiative Determination Segment starting in or moving into the newly-created Ground Attack (also called bombardment) ers first determine which set of fighters, the the Soviet units. In the case of this unit, a roll interdiction zone. After completing this mis- The map represents the contested area across 4. First Player Phase All air units with an air-to-ground factor may escorts or the air superiority (intercepting) of eight or less means that the interception was which the battle raged in late 1942. Each sion, aircraft are placed in the flown box. a. Supply Determination Segment be assigned this mission. fighters, have gained “the bounce”. Each made; with a roll of “five”, the players move on hexagon represents one type of predominant player rolls the die and adds its value to to the air combat procedure. First, the bounce Example of play The German player intends Air Superiority Only fighter units may be terrain. The following charts and tables are b. Non-motorized Unit Combat Seg- the highest proficiency rating of one of his is determined. The German rolls a “six” which to attack the Soviet 91st Rifle Division this assigned this mission. necessary for game play. These include: ment engaged fighter units. The player with the is added to the proficiency rating of his fighter turn and decides to commit the II/STG 77 unit Game Turn Record Track c. Non-motorized Unit Movement Seg- Escort Only fighter units may be assigned highest total (ties are re-rolled) has gained unit (eight) for a total of 14. The Soviet player against hex 2538 in an attempt to restrict that ment this mission. the advantage, designating which units takes either of his fighter units (both possess formation’s ability to maneuver. The attack is Combat Results Table (CRT) will be paired in air combat and firing first. a rating of six) and rolls the die. A result of rolled on the seven column of the Bombardment d. Mechanized Unit Movement Segment Bombardment Table 4.2 Air Allocation Segment Once he pairs his fighter units with enemy “seven” gives a total of 13. The German has Table. A roll of “seven” indicates that any Soviet fighter units, those units may only engage gained the bounce. unit within a five hex radius of hex 2538 e. Mechanized Unit Combat Segment During this segment, each player allocates Counter-battery Table in air combat with each other. If one player loses one movement point, and any Soviet unit ready aircraft to the desired mission areas The German now designates his fire against Note Players may perform Segments d. and possesses more fighters than the other, units which subsequently moves into that interdiction Air Combat Table shown on the player’s Air Operations Chart. one of the two escorting fighter regiments. The e. in any order. See Sections 7.1 and 8.1 for must be allocated against all enemy units zone loses one movement point. In most mission areas, the player may assign Soviet player has an additional fighter unit Terrain Effects Chart (TEC) details and restrictions. before more than one unit may fire at a single both mission aircraft and a fighter escort. available which obviously is designated against enemy unit. If more than one fighter unit is Air Operations Charts (one German, one 5. Second Player Phase Each air unit may perform only one mission the sole German unit involved. 4.5 Air Bombardment Segment allocated against a single enemy fighter unit, Soviet) per turn. In order to execute a mission, the During this segment, units assigned to a. Supply Determination Segment each attacking unit fires separately. If the first Next the German player resolves the fire of his unit must be available for operations at the ground attack missions which have survived Detailed Sequence of Play Chart attack forces the enemy unit to abort, the unit. With an air-to-air combat factor of six b. Non-mechanized Unit Combat Seg- start of that turn. All aircraft have adequate the Air Combat Segment conduct attacks additional fighters allocated may not be reas- against the Soviet unit’s defensive factor of five, ment range to operate over the entire game map against enemy ground units. For Soviet air signed. Each unit may fire only once during the combat is rolled on the +1 column of the 2.4 Game Scale and may be moved from the various mission units, the target must be within five hexes c. Non-mechanized Unit Movement this round of fighter combat. Air Combat Table. A +1 die roll modification Each hex is approximately two miles across. boxes onto any target hex on the map. of any Soviet ground unit. German air units Segment is awarded because the German unit has a Each turn is 12 hours. Once units have been designated for engage- may strike any hex on the map. Any number The Air Allocation Segment consists of three higher proficiency rating than its target unit. A d. Mechanized Unit Movement Segment ment, the firing unit’s air-to-air combat of aircraft may be assigned to a single target. steps: roll of “four” (modified to five) means that the factor is compared to the target unit’s defen- 2.5 Dice and Rounding Convention e. Mechanized Unit Combat Segment Soviet unit must abort its mission and return 4.5.1 Air Bombardment Procedure To 1. The Soviet player secretly places any or all sive factor and a differential calculated. Roll A ten-sided die is needed to play Winterge- to the flown box. It cannot return fire. Now the resolve bombardment, the active player allo- Note Players may perform Segments d. and of his ready air units in the mission boxes one die, modify as indicated on the Air witter (having one for each player would speed second Soviet fighter unit can fire. It rolls on the cates the bombardment factors of any ground on his Air Operations Chart. Combat Table, and refer to the Air Combat e. in any order. See Sections 7.1 and 8.1 for -1 column with no die roll modifications. A roll attack mission aircraft against an enemy Table for results. After the player with the details and restrictions. of “five” yields a no result. unit. (Note If using Module 18.0’s fog of war bounce has fired, any combat results are rules, as an alternative to attacking the top 6 WINTERGEWITTER rules WINTERGEWITTER rules 7 ground unit, the bombarding player may attack tion Thunderclap was forbidden by Adolf units for this determination). Once such 6.0 INITIATIVE PHASE Example of play It is turn one. The German movement is different for units in each of any hidden unit in a stack by choosing one at Hitler, who insisted that the Sixth Army a path is established, there is no longer a player plans a total of eight attacks to open his the three movement categories (mechanized, During this phase, possession of the initia- random.) Determine the total bombardment could only conduct such an attack if it also Stalingrad Pocket Phase in subsequent turns, offensive. The Soviet player plans on making motorized and non-motorized). Refer to the tive is determined. The player who gains it factors allocated against the target unit and held its positions along the . This con- and Sixth Army units move as other German only two. Both players roll a single die. The Terrain Effects Chart for exact costs. becomes the first player; the losing player roll on the Bombardment Table. Results are dition rendered the original scope of Thun- units during the regular German Player German player adds his die roll of “five” to becomes the second player for the remainder applied immediately. After completing bom- derclap impossible. However, even given this Phase (even if the path is later cut in a subse- his bid for eight attacks for a total of 13. The of the game turn. 8.1 Movement Procedure bardment, aircraft are placed in the flown restriction, the Sixth Army still could have quent phase/turn). Soviet player adds his die roll of “seven” to his Units may be moved singly or in stacks. If box. committed an armored battlegroup under attack bid of two for a total of 9. The German Once activated, Sixth Army units are placed stacked, the entire stack may only move at the control of the headquarters of the 14th 6.1 Initiative Determination player has gained the initiative and becomes German DB (Ju-87 Stuka) dive on any hex inside the Pocket. If any Sixth the rate of the slowest unit. Slower units in a Panzer Division to punch through the Soviet Each player decides how many attacks (hasty the first player. The German player records his bomber units may conduct bom- Army unit leaves the Pocket and is subseque- stack may be dropped off during the move. ring and open a tenuous corridor to the or prepared, not bombardment) he plans 8 mandated attacks (his bid amount) on the bardment during the Air Bom- ntly forced to return to the Pocket or volun- Movement of one stack must end before approaching relief forces. The commander of to conduct this turn and writes this down, Game Record Track using his Mandated Attack bardment Segment, or they may tarily returns to the Pocket before the Ger- another may begin. Once a player’s hand is the Sixth Army gave this option serious con- keeping it secret from the opponent. Each Marker. be withheld to support the hasty or prepared mans have opened the above-described line removed from a stack/unit its move is fin- sideration before deciding against it. Win- player then openly (not secretly) rolls a single attack of a German mechanized/motorized of communications to the 57th Panzer Corps ished for the turn (play nice!). tergewitter gives this limited option to the die and adds the planned number of attacks infantry (see Section 7.1) unit during its headquarters, Operation Thunderclap is German player. Eastern Front purists may to their respective die rolls. The DR totals 7.0 FIRST PLAYER PHASE Movement Points (MP) may never be accu- Movement or Combat Segment. considered to have ended and all Sixth Army choose to ignore this rule, but players who are revealed and the player with the highest mulated from turn to turn and may never be units are removed from play at the conclu- The player who gains the initiative becomes Example of play Continuing the example from include it will find it heightens the degree gains the initiative. In the case of a tie result transferred from unit to unit. Weather may sion of the current Stalingrad Pocket Phase. the first player for the turn. His opponent Section 4.3, the Soviet ground attack regiment of uncertainty because the Soviet player is roll the dice again. The player with the initia- also impact movement. During several turns, No victory points are awarded to the Soviet becomes the second player. which survived interception is now allocated forced to consider the possibility of facing an tive now becomes the first player and moves road conditions are icy (see Turn Record player for any German units removed from to attack a large German concentration. The attack from two directions. first. Keep track of the Initiative player’s total Track) and all units will treat road hexes as play in this manner. 7.1 Player Phase Segments top unit in the stack is a 12-10 tank battalion; number of planned attacks using the Man- clear terrain. the other units in the stack are unknown. He 5.1 Operation Thunderclap Until the 14th Panzer Division headquarters dated Attack markers as a reminder through- Each player phase consists of five segments A number of other factors can affect a unit’s decides to attack the tank battalion. The ground can trace a supply line to any other German out the turn. Note Failure to meet the attack (see Module 3.0 Game Sequence or the Initiation of Operation Thunderclap may movement capability, including enemy attack regiment has a bombardment value of headquarters unit, the supply situation of all commitment total will result in a loss of victory Detailed Sequence of Play Chart). After only be attempted once per game. It may not zones of control (Module 10.0), disruption five. The attack is rolled on the three column of Sixth Army units exists as described below: points. See below. supply is determined, the phasing player con- be attempted until elements (defined as at (Module 13.0), supply (Module 14.0), and the Bombardment Table after the one column ducts a combat segment with his non-mecha- least 12 stacking points) of the 57th Panzer First turn of activation = Regular supply interdiction (Section 4.4). left shift for attacking an armored unit is 6.2 Initiative Requirements nized units followed by a movement segment Corps have approached to within 10 hexes for his non-mechanized units. Non-mecha- applied. There are no die roll modifications. A Second turn of activation = Organic supply of the Pocket. Once this condition has been The player gaining the initiative roll of “eight” gives a result of “1”. One strength nized and mechanized units are distinguished 8.2 Movement Restrictions met, at the start of any subsequent Stalingrad All subsequent turns = Out of supply must conduct the stated number as indicated below: point is removed from the target tank battalion. • No Soviet unit may enter any hexes inside Pocket Phase the German player can roll a of planned attacks. He can The ground attack unit is placed in the flown the Stalingrad Pocket. single die in an attempt to initiate Operation conduct more if desired. Failure German All Rumanian units, all units of box. 5.3 Soviet Ring Forces the 15th Luftwaffe Field Division, Gruppe Thunderclap. to conduct the planned number of attacks • No unit of either side may cross the Don There are three Soviet armies that man the Bischoff, and the three Relief Convoy units results in forfeiture of victory points (see River. This includes retreats across bridge 4.6 Air Unit Recovery Procedure inner ring of the Stalingrad Pocket. These are non-mechanized. All other Axis units are 5.2 Operation Thunderclap Case 19.3.3). The player who lost the initia- hexes. Air unit recovery is performed during the Initiation Table forces were assigned the mission of prevent- tive is not bound by his planned number of considered to be mechanized. ing a breakout by the trapped Sixth Army. • There is no minimum movement capabil- Recovery and Replacement Phase (see attacks; he can conduct as few or as many as Soviet All units assigned to the 2nd Guards Use the table below to ascertain the result: Soviet Ring Forces are set up within 3 hexes ity. Units cannot move even a single hex if Module 17.0). Before air units can be allo- desired. Mechanized Corps, the 4th Mechanized of the Stalingrad Pocket and may not move they lack the movement points to do so. cated to missions, they must be readied for Die roll 1-5 The attempt fails; permission for Corps, and the 7th and 13th Tank Corps are once placed. operations. All aircraft begin the game ready. Operation Thunderclap is denied. 6.3 Initiative Effects mechanized. All other units are non-mecha- After flying any mission, all aircraft must go Soviet Ring Forces defend in-place and never nized. 8.3 Administrative Movement Die roll 6-10 Operation Thunderclap is initi- The player gaining the initiative becomes the through the readying process. retreat voluntarily. If attacked in any way Units may move up to one and one-half their ated and Sixth Army units are activated. The first player for determining move sequence. Note All motorized infantry units are consid- (bombardment, hasty or regular attacks), normal movement rate if taking advantage Procedure. Each unit in both the flown box nine units of the 14th Panzer Division are If the same player gains the initiative on ered “mechanized” for activation (but use the Soviet Ring Forces must first make a profi- of administrative movement. To do so, they and the disrupted box rolls a single die. If the available in the Stalingrad Pocket. consecutive turns, additional effects come Motorized column of the Terrain Effects Chart). roll is equal to or less than the number indi- ciency check to defend in place. If the unit into play. must not start or move adjacent to enemy cated on the Air Operations Chart for that Modifiers fails the proficiency check it will retreat if units at any point in their movement phase. • On the second consecutive turn, all units 7.2 Mechanized Activation type of aircraft to achieve ready status, the called for in combat. The only Soviet Ring Disrupted units may not use administrative +1 DRM if any German unit is within five of the owning player gain one additional aircraft may be moved to the aircraft avail- Forces units that can move, attack, and per- Following the movement of all non-mecha- movement. Administrative movement cannot hexes of the Pocket. movement point. able box. If the die roll is greater, the unit form counter-battery fire during the Soviet nized units, the phasing player has an option be conducted in an interdiction zone. Ring Forces Segment are those units that remains in the flown or disrupted box and is Note The German player decides what turn the • On the third consecutive turn, all units regarding the order of activation of his mech- have been forced to retreat as a result of not available next turn for operations. DR for initiation of Operation Thunderclap of the owning player gain one additional anized units. The phasing player may execute 8.4 Hasty Attacks occurs. combat and any unit released as described mechanized units’ Movement or Combat movement point and each of his attacks Hasty attacks are conducted during move- below. During each Soviet Ring Forces Seg- Segments in the order he desires, but all If activated, Sixth Army units immediately (hasty and prepared, not bombardment) ment. Each single unit or stack must finish ment, the Soviet player rolls a die for each of movement must be completed before combat 5.0 STALINGRAD POCKET conduct a special player phase. Sixth Army are given a +1 die roll modifier. its movement, including all hasty attacks, the three Soviet Ring Armies that have been can occur, or all combat must be resolved PHASE units may not receive any air support nor any before the next unit or stack may move. attacked (if any) in any manner. If the roll • On the fifth consecutive turn, all units before movement can occur. Units must start the Player Phase stacked One of the great “what-ifs” of the Second replacements. They continue to move once is “eight” or greater, the Soviet player may of the owning player gain one additional together to move and execute hasty attacks World War was the intriguing possibility that per turn during the Stalingrad Pocket Phase release a single unit of that army. This unit movement point and each of his attacks together. Only the German player may use the Sixth Army would have been permitted until the 14th Panzer Division headquarters must follow all movement rules (including (hasty and prepared, not bombardment) 8.0 MOVEMENT to attempt a breakout to link with the relief unit can trace a line of communications to supporting air or artillery units for bombard- perhaps those for moving out of an enemy are given a +2 die roll modifier. Each unit moves across the game map from attack. As originally planned, the second the 57th Panzer Corps headquarters. This ment during a hasty attack, and only in the ZOC as all Soviet Ring Forces adjacent to hex to adjoining hex paying the appropriate phase of the relief operation was to have been path can be of any length, but cannot be Clarification The above movement point German Mechanized Unit Movement Seg- the Stalingrad Pocket are assumed to be in a movement point cost for each hex entered an attack by the Sixth Army, code-named traced through Soviet units or their zones of bonuses are not cumulative. ment. See Section 7.1. German ZOC). and/or each hexside crossed. The rate of Operation Thunderclap. In the end, Opera- control (Soviet ZOCs are negated by friendly 6 WINTERGEWITTER rules WINTERGEWITTER rules 7 ground unit, the bombarding player may attack tion Thunderclap was forbidden by Adolf units for this determination). Once such 6.0 INITIATIVE PHASE Example of play It is turn one. The German movement is different for units in each of any hidden unit in a stack by choosing one at Hitler, who insisted that the Sixth Army a path is established, there is no longer a player plans a total of eight attacks to open his the three movement categories (mechanized, During this phase, possession of the initia- random.) Determine the total bombardment could only conduct such an attack if it also Stalingrad Pocket Phase in subsequent turns, offensive. The Soviet player plans on making motorized and non-motorized). Refer to the tive is determined. The player who gains it factors allocated against the target unit and held its positions along the Volga. This con- and Sixth Army units move as other German only two. Both players roll a single die. The Terrain Effects Chart for exact costs. becomes the first player; the losing player roll on the Bombardment Table. Results are dition rendered the original scope of Thun- units during the regular German Player German player adds his die roll of “five” to becomes the second player for the remainder applied immediately. After completing bom- derclap impossible. However, even given this Phase (even if the path is later cut in a subse- his bid for eight attacks for a total of 13. The of the game turn. 8.1 Movement Procedure bardment, aircraft are placed in the flown restriction, the Sixth Army still could have quent phase/turn). Soviet player adds his die roll of “seven” to his Units may be moved singly or in stacks. If box. committed an armored battlegroup under attack bid of two for a total of 9. The German Once activated, Sixth Army units are placed stacked, the entire stack may only move at the control of the headquarters of the 14th 6.1 Initiative Determination player has gained the initiative and becomes German DB (Ju-87 Stuka) dive on any hex inside the Pocket. If any Sixth the rate of the slowest unit. Slower units in a Panzer Division to punch through the Soviet Each player decides how many attacks (hasty the first player. The German player records his bomber units may conduct bom- Army unit leaves the Pocket and is subseque- stack may be dropped off during the move. ring and open a tenuous corridor to the or prepared, not bombardment) he plans 8 mandated attacks (his bid amount) on the bardment during the Air Bom- ntly forced to return to the Pocket or volun- Movement of one stack must end before approaching relief forces. The commander of to conduct this turn and writes this down, Game Record Track using his Mandated Attack bardment Segment, or they may tarily returns to the Pocket before the Ger- another may begin. Once a player’s hand is the Sixth Army gave this option serious con- keeping it secret from the opponent. Each Marker. be withheld to support the hasty or prepared mans have opened the above-described line removed from a stack/unit its move is fin- sideration before deciding against it. Win- player then openly (not secretly) rolls a single attack of a German mechanized/motorized of communications to the 57th Panzer Corps ished for the turn (play nice!). tergewitter gives this limited option to the die and adds the planned number of attacks infantry (see Section 7.1) unit during its headquarters, Operation Thunderclap is German player. Eastern Front purists may to their respective die rolls. The DR totals 7.0 FIRST PLAYER PHASE Movement Points (MP) may never be accu- Movement or Combat Segment. considered to have ended and all Sixth Army choose to ignore this rule, but players who are revealed and the player with the highest mulated from turn to turn and may never be units are removed from play at the conclu- The player who gains the initiative becomes Example of play Continuing the example from include it will find it heightens the degree gains the initiative. In the case of a tie result transferred from unit to unit. Weather may sion of the current Stalingrad Pocket Phase. the first player for the turn. His opponent Section 4.3, the Soviet ground attack regiment of uncertainty because the Soviet player is roll the dice again. The player with the initia- also impact movement. During several turns, No victory points are awarded to the Soviet becomes the second player. which survived interception is now allocated forced to consider the possibility of facing an tive now becomes the first player and moves road conditions are icy (see Turn Record player for any German units removed from to attack a large German concentration. The attack from two directions. first. Keep track of the Initiative player’s total Track) and all units will treat road hexes as play in this manner. 7.1 Player Phase Segments top unit in the stack is a 12-10 tank battalion; number of planned attacks using the Man- clear terrain. the other units in the stack are unknown. He 5.1 Operation Thunderclap Until the 14th Panzer Division headquarters dated Attack markers as a reminder through- Each player phase consists of five segments A number of other factors can affect a unit’s decides to attack the tank battalion. The ground can trace a supply line to any other German out the turn. Note Failure to meet the attack (see Module 3.0 Game Sequence or the Initiation of Operation Thunderclap may movement capability, including enemy attack regiment has a bombardment value of headquarters unit, the supply situation of all commitment total will result in a loss of victory Detailed Sequence of Play Chart). After only be attempted once per game. It may not zones of control (Module 10.0), disruption five. The attack is rolled on the three column of Sixth Army units exists as described below: points. See below. supply is determined, the phasing player con- be attempted until elements (defined as at (Module 13.0), supply (Module 14.0), and the Bombardment Table after the one column ducts a combat segment with his non-mecha- least 12 stacking points) of the 57th Panzer First turn of activation = Regular supply interdiction (Section 4.4). left shift for attacking an armored unit is 6.2 Initiative Requirements nized units followed by a movement segment Corps have approached to within 10 hexes for his non-mechanized units. Non-mecha- applied. There are no die roll modifications. A Second turn of activation = Organic supply of the Pocket. Once this condition has been The player gaining the initiative roll of “eight” gives a result of “1”. One strength nized and mechanized units are distinguished 8.2 Movement Restrictions met, at the start of any subsequent Stalingrad All subsequent turns = Out of supply must conduct the stated number as indicated below: point is removed from the target tank battalion. • No Soviet unit may enter any hexes inside Pocket Phase the German player can roll a of planned attacks. He can The ground attack unit is placed in the flown the Stalingrad Pocket. single die in an attempt to initiate Operation conduct more if desired. Failure German All Rumanian units, all units of box. 5.3 Soviet Ring Forces the 15th Luftwaffe Field Division, Gruppe Thunderclap. to conduct the planned number of attacks • No unit of either side may cross the Don There are three Soviet armies that man the Bischoff, and the three Relief Convoy units results in forfeiture of victory points (see River. This includes retreats across bridge 4.6 Air Unit Recovery Procedure inner ring of the Stalingrad Pocket. These are non-mechanized. All other Axis units are 5.2 Operation Thunderclap Case 19.3.3). The player who lost the initia- hexes. Air unit recovery is performed during the Initiation Table forces were assigned the mission of prevent- tive is not bound by his planned number of considered to be mechanized. ing a breakout by the trapped Sixth Army. • There is no minimum movement capabil- Recovery and Replacement Phase (see attacks; he can conduct as few or as many as Soviet All units assigned to the 2nd Guards Use the table below to ascertain the result: Soviet Ring Forces are set up within 3 hexes ity. Units cannot move even a single hex if Module 17.0). Before air units can be allo- desired. Mechanized Corps, the 4th Mechanized of the Stalingrad Pocket and may not move they lack the movement points to do so. cated to missions, they must be readied for Die roll 1-5 The attempt fails; permission for Corps, and the 7th and 13th Tank Corps are once placed. operations. All aircraft begin the game ready. Operation Thunderclap is denied. 6.3 Initiative Effects mechanized. All other units are non-mecha- After flying any mission, all aircraft must go Soviet Ring Forces defend in-place and never nized. 8.3 Administrative Movement Die roll 6-10 Operation Thunderclap is initi- The player gaining the initiative becomes the through the readying process. retreat voluntarily. If attacked in any way Units may move up to one and one-half their ated and Sixth Army units are activated. The first player for determining move sequence. Note All motorized infantry units are consid- (bombardment, hasty or regular attacks), normal movement rate if taking advantage Procedure. Each unit in both the flown box nine units of the 14th Panzer Division are If the same player gains the initiative on ered “mechanized” for activation (but use the Soviet Ring Forces must first make a profi- of administrative movement. To do so, they and the disrupted box rolls a single die. If the available in the Stalingrad Pocket. consecutive turns, additional effects come Motorized column of the Terrain Effects Chart). roll is equal to or less than the number indi- ciency check to defend in place. If the unit into play. must not start or move adjacent to enemy cated on the Air Operations Chart for that Modifiers fails the proficiency check it will retreat if units at any point in their movement phase. • On the second consecutive turn, all units 7.2 Mechanized Activation type of aircraft to achieve ready status, the called for in combat. The only Soviet Ring Disrupted units may not use administrative +1 DRM if any German unit is within five of the owning player gain one additional aircraft may be moved to the aircraft avail- Forces units that can move, attack, and per- Following the movement of all non-mecha- movement. Administrative movement cannot hexes of the Pocket. movement point. able box. If the die roll is greater, the unit form counter-battery fire during the Soviet nized units, the phasing player has an option be conducted in an interdiction zone. Ring Forces Segment are those units that remains in the flown or disrupted box and is Note The German player decides what turn the • On the third consecutive turn, all units regarding the order of activation of his mech- have been forced to retreat as a result of not available next turn for operations. DR for initiation of Operation Thunderclap of the owning player gain one additional anized units. The phasing player may execute 8.4 Hasty Attacks occurs. combat and any unit released as described mechanized units’ Movement or Combat movement point and each of his attacks Hasty attacks are conducted during move- below. During each Soviet Ring Forces Seg- Segments in the order he desires, but all If activated, Sixth Army units immediately (hasty and prepared, not bombardment) ment. Each single unit or stack must finish ment, the Soviet player rolls a die for each of movement must be completed before combat 5.0 STALINGRAD POCKET conduct a special player phase. Sixth Army are given a +1 die roll modifier. its movement, including all hasty attacks, the three Soviet Ring Armies that have been can occur, or all combat must be resolved PHASE units may not receive any air support nor any before the next unit or stack may move. attacked (if any) in any manner. If the roll • On the fifth consecutive turn, all units before movement can occur. Units must start the Player Phase stacked One of the great “what-ifs” of the Second replacements. They continue to move once is “eight” or greater, the Soviet player may of the owning player gain one additional together to move and execute hasty attacks World War was the intriguing possibility that per turn during the Stalingrad Pocket Phase release a single unit of that army. This unit movement point and each of his attacks together. Only the German player may use the Sixth Army would have been permitted until the 14th Panzer Division headquarters must follow all movement rules (including (hasty and prepared, not bombardment) 8.0 MOVEMENT to attempt a breakout to link with the relief unit can trace a line of communications to supporting air or artillery units for bombard- perhaps those for moving out of an enemy are given a +2 die roll modifier. Each unit moves across the game map from attack. As originally planned, the second the 57th Panzer Corps headquarters. This ment during a hasty attack, and only in the ZOC as all Soviet Ring Forces adjacent to hex to adjoining hex paying the appropriate phase of the relief operation was to have been path can be of any length, but cannot be Clarification The above movement point German Mechanized Unit Movement Seg- the Stalingrad Pocket are assumed to be in a movement point cost for each hex entered an attack by the Sixth Army, code-named traced through Soviet units or their zones of bonuses are not cumulative. ment. See Section 7.1. German ZOC). and/or each hexside crossed. The rate of Operation Thunderclap. In the end, Opera- control (Soviet ZOCs are negated by friendly 8 WINTERGEWITTER rules WINTERGEWITTER rules 9

8.4.1 Hasty Attack Procedure The active or reduced status. The stacking values are 11.0 COMBAT 7) The active player now conducts fire combat are indicated on the Terrain Effects Chart. loss, the attacker may advance an additional unit or stack moves next to an enemy unit, depicted on the counter and will differ if the against adjacent enemy unit in the hex indi- All terrain effects are cumulative. number of hexes equal to the unsatisfied Combat is completely voluntary. Units must paying the movement cost to enter an enemy unit is full or reduced strength. cated. Results are applied immediately. result. The defender may never advance after be adjacent to initiate combat (except artil- DRMs are produced in the following cases zone of control, the movement cost for a combat. Air units and game markers stack freely. lery units). Attacks which are made solely 8) If all defending units are destroyed or (also see the Combat Modifications Chart): hasty attack, and the cost to enter the terrain with non-adjacent units are considered retreated, attacking units may advance after A proficiency check is made by rolling one of the defender. Hasty attack movement costs Initiative The player with the initiative has bombardment (see Module 12.0). combat. Defending units may never advance die. If the roll is equal to or less than the pro- vary by unit type: 9.1 Stacking Limits a +1 DRM if he has held the initiative for after combat. ficiency rating of the lead unit, the check is No more than 18 stacking points may three consecutive turns and a +2 DRM if the German units 2 MP passed. If the roll is higher, the check fails. If occupy a single hex. 11.1 Types of Combat initiative has been held for five consecutive the lead unit was eliminated, each unit in the Soviet units 3 MP There are two types of attacks: hasty and 11.3 Lead Units turns (see Section 6.3). Stacking limits only apply at the end of each stack must pass, or fail, this proficiency check prepared. Both are performed against all Each player must select a lead unit for each Rumanian units 4 MP movement segment, immediately before a Unit proficiency The player with the supe- DR on its own. defending units in a hex, not individual engagement. This unit determines unit profi- hasty attack is conducted, and at the conclu- rior proficiency rating receives a combat Note Units conducting a hasty attack do NOT units. A player may initiate any number of ciency die roll modifications for the entire The table below indicates the choices avail- sion of any retreat. Any number of units may bonus for fire combat as indicated below: pay ZOC costs for enemy units that project a hasty attacks against a defending hex in a engagement. Lead units also take the first able to satisfy an optional result and the traverse a hex between these points in the ZOC into the target hex. single Player Phase, limited only by the units losses in any engagement. The lead unit, if +1 or +2 = +1 DRM effects of a proficiency check: Player Phase. If a hex remains over-stacked at available and their movement point expendi- possible, cannot be an artillery or headquar- the end of a movement or combat segment, 11.5.1 Attacker Results Options A hasty attack cannot be executed if the unit ture. However, each defending hex may only ters unit. If these are the only unit types +3 or +4 = +2 DRM lacks sufficient movement points. More than the owning player must remove or reduce be subjected to a single prepared attack per available, they may be designated as a lead > +4 = +3 DRM • No check The affected unit or stack must one hasty attack may be conducted by a stack units sufficient to bring the stack within Player Phase. unit. retreat the number of hexes indicated. If in a single Player Phase if movement points required limits. No DRM is awarded if the players have the conducting a hasty attack, the affected are available. However, any subsequent hasty 11.3.1 Attacking Lead Unit Demise If the 9.1.1 Soviet Ring Forces Soviet non-Ring 11.2 Combat Sequence same proficiency rating. unit’s or stack’s movement ends. attack, even if against the same defending lead attacking unit is eliminated, disrupted, units can stack with Ring Army units. If they hex/units, will still require all steps of the The procedure described below is to be fol- or retreated before an attack is resolved a new Armor Superiority Either player receives • Failed check The affected unit or stack do, however, be sure to keep track if the Ring combat process to be followed (in particular lowed when resolving combat: lead unit is chosen by the attacking player. a +2 DRM if a tank, panzer or assault gun loses the number of strength points equal Army units remain unreleased (Section 5.3). PR checks and defensive fire; Section 11.2). Any/all other attacking units must pass a unit is engaged in the combat and the other to the optional result, may not fire during Note Orienting/rotating un-activated units 1) The active player (the one rolling the dice) Proficiency Check against the new lead unit’s player has no such units present. Several this combat (it may have fired previously Hasty attacks are generally resolved using proved an easy way to do so in play-testing. indicates which hex he will attack. If the PR, to see if they still can participate in the other types of units negate Armor Supe- in this combat), may not advance after the normal combat rules. However, artillery Initiative Player is attacking, the Mandated attack. Those that fail may not attack. If this riority, but cannot generate it themselves: combat, and is disrupted. Place a disrupted units cannot perform defensive bombard- Attack marker is reduced by one space on is an attack by the Initiative Player, and the German self-propelled antitank guns, anti- marker on the unit or stack. 10.0 ZONES OF CONTROL the Turn Record Track. He also selects a lead ments against hasty attacks. The unit or stack number of Mandated Attacks has not yet tank units and antiaircraft units; Soviet anti- unit for the engagement and designates any executing the hasty attack may not combine (ZOC) been met, those units that do pass must still tank units. • Passed check The affected unit or stack eligible artillery units to conduct bombard- fire with any other friendly units that may be Most units possess a zone of control (ZOC) attack. Otherwise the attacker has the option loses the number of strength points ment. If the German player has withheld Combined Arms The German player (only) adjacent to the target hex. which extends into all six adjacent hexes. of calling it off. (Fubar/Snafu is a fact of life in indicated but may conduct combat and Ju-87 units from the Air Phase, he may also receives a combat bonus of +1 DRM if any advance after combat. If the defending hex is vacated, the active war. Deal with it!). of his attacking stacks combines a panzer 10.1 Zone of Control Limits designate these to perform air bombardment units must advance into the vacated hex. against the hex. Exception If the lead unit in a hasty attack is or assault gun unit with a mechanized or 11.5.2 Defender Results Options If the active units have movement points ZOC do not extend across major river hex- eliminated, retreated or disrupted the combat motorized infantry unit. These units must be 2) The inactive player also selects his lead • No check The affected unit or stack must remaining, they may continue moving sides or major river bridges. The following sequence is immediately stopped. The Mandated in the same hex to generate this bonus, not unit and designates any eligible artillery units retreat the number of hexes indicated. and execute additional hasty attacks. If the units do not possess ZOC: Attack marker is not readjusted, however (i.e., just committed to the same attack. to conduct defensive bombardment. defender remains in the original hex, no the hasty attack still counts in that regard). • Failed check The affected unit or stack advance after combat is possible but the Headquarters units Multi-hex attacks If the attacking player has 3) Both players conduct counter-battery fire must lose a number of strength points active units may continue to move and 11.3.2 Proficiency Ratings Each unit has a units in a multi-hex prepared attack, DRMs Company-sized units with eligible artillery units. Note Both motor- equal to the optional result and is unit Proficiency Rating (PR), representing are awarded as indicated below: execute additional hasty attacks if sufficient ized and non-motorized artillery units can disrupted. Place a disrupted marker on the Disrupted units the unit’s training, steadfastness, morale, gen- movement points remain. Each subsequent perform counter-battery fire regardless of the 4 hex attack = +1 DRM unit or stack. An already disrupted unit eral cohesiveness, and efficiency. During any hasty attack on the same defending hex still attacker’s combat phase (whether non-mech or that fails this check must lose the strength prepared or hasty attack, use the PR of the 5 hex attack = +2 DRM requires the attacking unit to pay the move- 10.2 Movement and Supply Effects mechanized). points per this rule but suffers no addi- ment points required to enter the defender’s of ZOC attacking and defending lead units. The PR 6 hex attack = +3 DRM tional ill-effect. hex and those required for a hasty attack, 4) The inactive player may now conduct for the various units in the game is shown on Units must pay an additional 2 movement but not the movement points required to defensive bombardment with all units which the individual counter and differs if the unit Supply Adverse supply conditions result in a • Passed check The affected unit or stack points to enter an enemy ZOC. enter an enemy zone of control. However, if survived counter-battery fire. is full or reduced strength. -1 or -2 DRM. See Module 14.0. loses the number of strength points indi- cated and remains in place. the moving units retreated to satisfy combat Artillery-class units may only enter an enemy 5) The active player conducts bombardment Assault Engineers A +1 DRM is awarded losses or were disrupted, then their move- ZOC if a friendly non-artillery unit is already 11.4 Combat Resolution with artillery (that survived counter-battery if an engineer unit is involved in an attack ment ends. If these results were taken as present or if accompanied by a friendly non- 11.6 Loss Priorities fire) and German DB (Ju-87 Stuka) air units. Several other factors affect combat resolution. against entrenched enemy units (see Section strength point losses, the active unit or stack artillery unit. If present, German DB air units bombard These will cause either a column shift on the 15.2). Reminder The Assault Engineer must After determining the total (i.e., mandated may continue to move until its movement and optional) number of strength points to Units must pay an additional movement separately from artillery units. Combat Results Table (CRT) or a die roll be the lead unit (see Case 16.2.1). points are exhausted. be lost, they are distributed using the follow- point to leave an enemy ZOC. A unit may modification. Column shifts always result 6) The inactive player conducts fire combat ing priorities: A defending stack may be subjected to any move directly from one enemy ZOC to in left column shifts, favoring the defender. 11.5 Combat Results against attacking enemy units with losses DRMs may accrue to either side. Each player number of hasty attacks during a single another if it possesses sufficient movement The first number of the combat result indi- • The lead unit always loses the first point. being applied immediately. Exception If the adds the total number of positive and nega- Player Phase. points. cates any mandatory strength point losses. defending units are disrupted, the active player tive DR modifications and uses the net to • If loss points still remain, additional loss The second number is the optional step loss. Supply cannot be traced through enemy executes step 7 first. Surviving defending units modify all die rolls in the engagement. points are assessed against all armor and 9.0 STACKING ZOC. However, friendly units negate enemy then execute step 6. Note Both mechanized and Mandatory strength point losses are imple- infantry-class units involved in the combat ZOC for purposes of tracing supply. non-mechanized units can perform defensive Column shifts are a result of terrain. These mented immediately. The optional result may (from any and all stacks, not just the one Each unit has a stacking value that corre- fire in a hex regardless of the attacker’s combat shifts are always in favor of the defender, be implemented as a retreat or a proficiency with the lead unit). The owning player sponds to its size and whether it is normal Note Detailed treatment of the effects of ZOC phase (whether non-mech or mechanized). generating left column shifts. Column shifts check. If a unit fails a proficiency check and distributes them at his discretion so long as on combat is provided in Section 11.7. has insufficient strength points to cover the 8 WINTERGEWITTER rules WINTERGEWITTER rules 9

8.4.1 Hasty Attack Procedure The active or reduced status. The stacking values are 11.0 COMBAT 7) The active player now conducts fire combat are indicated on the Terrain Effects Chart. loss, the attacker may advance an additional unit or stack moves next to an enemy unit, depicted on the counter and will differ if the against adjacent enemy unit in the hex indi- All terrain effects are cumulative. number of hexes equal to the unsatisfied Combat is completely voluntary. Units must paying the movement cost to enter an enemy unit is full or reduced strength. cated. Results are applied immediately. result. The defender may never advance after be adjacent to initiate combat (except artil- DRMs are produced in the following cases zone of control, the movement cost for a combat. Air units and game markers stack freely. lery units). Attacks which are made solely 8) If all defending units are destroyed or (also see the Combat Modifications Chart): hasty attack, and the cost to enter the terrain with non-adjacent units are considered retreated, attacking units may advance after A proficiency check is made by rolling one of the defender. Hasty attack movement costs Initiative The player with the initiative has bombardment (see Module 12.0). combat. Defending units may never advance die. If the roll is equal to or less than the pro- vary by unit type: 9.1 Stacking Limits a +1 DRM if he has held the initiative for after combat. ficiency rating of the lead unit, the check is No more than 18 stacking points may three consecutive turns and a +2 DRM if the German units 2 MP passed. If the roll is higher, the check fails. If occupy a single hex. 11.1 Types of Combat initiative has been held for five consecutive the lead unit was eliminated, each unit in the Soviet units 3 MP There are two types of attacks: hasty and 11.3 Lead Units turns (see Section 6.3). Stacking limits only apply at the end of each stack must pass, or fail, this proficiency check prepared. Both are performed against all Each player must select a lead unit for each Rumanian units 4 MP movement segment, immediately before a Unit proficiency The player with the supe- DR on its own. defending units in a hex, not individual engagement. This unit determines unit profi- hasty attack is conducted, and at the conclu- rior proficiency rating receives a combat Note Units conducting a hasty attack do NOT units. A player may initiate any number of ciency die roll modifications for the entire The table below indicates the choices avail- sion of any retreat. Any number of units may bonus for fire combat as indicated below: pay ZOC costs for enemy units that project a hasty attacks against a defending hex in a engagement. Lead units also take the first able to satisfy an optional result and the traverse a hex between these points in the ZOC into the target hex. single Player Phase, limited only by the units losses in any engagement. The lead unit, if +1 or +2 = +1 DRM effects of a proficiency check: Player Phase. If a hex remains over-stacked at available and their movement point expendi- possible, cannot be an artillery or headquar- the end of a movement or combat segment, 11.5.1 Attacker Results Options A hasty attack cannot be executed if the unit ture. However, each defending hex may only ters unit. If these are the only unit types +3 or +4 = +2 DRM lacks sufficient movement points. More than the owning player must remove or reduce be subjected to a single prepared attack per available, they may be designated as a lead > +4 = +3 DRM • No check The affected unit or stack must one hasty attack may be conducted by a stack units sufficient to bring the stack within Player Phase. unit. retreat the number of hexes indicated. If in a single Player Phase if movement points required limits. No DRM is awarded if the players have the conducting a hasty attack, the affected are available. However, any subsequent hasty 11.3.1 Attacking Lead Unit Demise If the 9.1.1 Soviet Ring Forces Soviet non-Ring 11.2 Combat Sequence same proficiency rating. unit’s or stack’s movement ends. attack, even if against the same defending lead attacking unit is eliminated, disrupted, units can stack with Ring Army units. If they hex/units, will still require all steps of the The procedure described below is to be fol- or retreated before an attack is resolved a new Armor Superiority Either player receives • Failed check The affected unit or stack do, however, be sure to keep track if the Ring combat process to be followed (in particular lowed when resolving combat: lead unit is chosen by the attacking player. a +2 DRM if a tank, panzer or assault gun loses the number of strength points equal Army units remain unreleased (Section 5.3). PR checks and defensive fire; Section 11.2). Any/all other attacking units must pass a unit is engaged in the combat and the other to the optional result, may not fire during Note Orienting/rotating un-activated units 1) The active player (the one rolling the dice) Proficiency Check against the new lead unit’s player has no such units present. Several this combat (it may have fired previously Hasty attacks are generally resolved using proved an easy way to do so in play-testing. indicates which hex he will attack. If the PR, to see if they still can participate in the other types of units negate Armor Supe- in this combat), may not advance after the normal combat rules. However, artillery Initiative Player is attacking, the Mandated attack. Those that fail may not attack. If this riority, but cannot generate it themselves: combat, and is disrupted. Place a disrupted units cannot perform defensive bombard- Attack marker is reduced by one space on is an attack by the Initiative Player, and the German self-propelled antitank guns, anti- marker on the unit or stack. 10.0 ZONES OF CONTROL the Turn Record Track. He also selects a lead ments against hasty attacks. The unit or stack number of Mandated Attacks has not yet tank units and antiaircraft units; Soviet anti- unit for the engagement and designates any executing the hasty attack may not combine (ZOC) been met, those units that do pass must still tank units. • Passed check The affected unit or stack eligible artillery units to conduct bombard- fire with any other friendly units that may be Most units possess a zone of control (ZOC) attack. Otherwise the attacker has the option loses the number of strength points ment. If the German player has withheld Combined Arms The German player (only) adjacent to the target hex. which extends into all six adjacent hexes. of calling it off. (Fubar/Snafu is a fact of life in indicated but may conduct combat and Ju-87 units from the Air Phase, he may also receives a combat bonus of +1 DRM if any advance after combat. If the defending hex is vacated, the active war. Deal with it!). of his attacking stacks combines a panzer 10.1 Zone of Control Limits designate these to perform air bombardment units must advance into the vacated hex. against the hex. Exception If the lead unit in a hasty attack is or assault gun unit with a mechanized or 11.5.2 Defender Results Options If the active units have movement points ZOC do not extend across major river hex- eliminated, retreated or disrupted the combat motorized infantry unit. These units must be 2) The inactive player also selects his lead • No check The affected unit or stack must remaining, they may continue moving sides or major river bridges. The following sequence is immediately stopped. The Mandated in the same hex to generate this bonus, not unit and designates any eligible artillery units retreat the number of hexes indicated. and execute additional hasty attacks. If the units do not possess ZOC: Attack marker is not readjusted, however (i.e., just committed to the same attack. to conduct defensive bombardment. defender remains in the original hex, no the hasty attack still counts in that regard). • Failed check The affected unit or stack advance after combat is possible but the Headquarters units Multi-hex attacks If the attacking player has 3) Both players conduct counter-battery fire must lose a number of strength points active units may continue to move and 11.3.2 Proficiency Ratings Each unit has a units in a multi-hex prepared attack, DRMs Company-sized units with eligible artillery units. Note Both motor- equal to the optional result and is unit Proficiency Rating (PR), representing are awarded as indicated below: execute additional hasty attacks if sufficient ized and non-motorized artillery units can disrupted. Place a disrupted marker on the Disrupted units the unit’s training, steadfastness, morale, gen- movement points remain. Each subsequent perform counter-battery fire regardless of the 4 hex attack = +1 DRM unit or stack. An already disrupted unit eral cohesiveness, and efficiency. During any hasty attack on the same defending hex still attacker’s combat phase (whether non-mech or that fails this check must lose the strength prepared or hasty attack, use the PR of the 5 hex attack = +2 DRM requires the attacking unit to pay the move- 10.2 Movement and Supply Effects mechanized). points per this rule but suffers no addi- ment points required to enter the defender’s of ZOC attacking and defending lead units. The PR 6 hex attack = +3 DRM tional ill-effect. hex and those required for a hasty attack, 4) The inactive player may now conduct for the various units in the game is shown on Units must pay an additional 2 movement but not the movement points required to defensive bombardment with all units which the individual counter and differs if the unit Supply Adverse supply conditions result in a • Passed check The affected unit or stack points to enter an enemy ZOC. enter an enemy zone of control. However, if survived counter-battery fire. is full or reduced strength. -1 or -2 DRM. See Module 14.0. loses the number of strength points indi- cated and remains in place. the moving units retreated to satisfy combat Artillery-class units may only enter an enemy 5) The active player conducts bombardment Assault Engineers A +1 DRM is awarded losses or were disrupted, then their move- ZOC if a friendly non-artillery unit is already 11.4 Combat Resolution with artillery (that survived counter-battery if an engineer unit is involved in an attack ment ends. If these results were taken as present or if accompanied by a friendly non- 11.6 Loss Priorities fire) and German DB (Ju-87 Stuka) air units. Several other factors affect combat resolution. against entrenched enemy units (see Section strength point losses, the active unit or stack artillery unit. If present, German DB air units bombard These will cause either a column shift on the 15.2). Reminder The Assault Engineer must After determining the total (i.e., mandated may continue to move until its movement and optional) number of strength points to Units must pay an additional movement separately from artillery units. Combat Results Table (CRT) or a die roll be the lead unit (see Case 16.2.1). points are exhausted. be lost, they are distributed using the follow- point to leave an enemy ZOC. A unit may modification. Column shifts always result 6) The inactive player conducts fire combat ing priorities: A defending stack may be subjected to any move directly from one enemy ZOC to in left column shifts, favoring the defender. 11.5 Combat Results against attacking enemy units with losses DRMs may accrue to either side. Each player number of hasty attacks during a single another if it possesses sufficient movement The first number of the combat result indi- • The lead unit always loses the first point. being applied immediately. Exception If the adds the total number of positive and nega- Player Phase. points. cates any mandatory strength point losses. defending units are disrupted, the active player tive DR modifications and uses the net to • If loss points still remain, additional loss The second number is the optional step loss. Supply cannot be traced through enemy executes step 7 first. Surviving defending units modify all die rolls in the engagement. points are assessed against all armor and 9.0 STACKING ZOC. However, friendly units negate enemy then execute step 6. Note Both mechanized and Mandatory strength point losses are imple- infantry-class units involved in the combat ZOC for purposes of tracing supply. non-mechanized units can perform defensive Column shifts are a result of terrain. These mented immediately. The optional result may (from any and all stacks, not just the one Each unit has a stacking value that corre- fire in a hex regardless of the attacker’s combat shifts are always in favor of the defender, be implemented as a retreat or a proficiency with the lead unit). The owning player sponds to its size and whether it is normal Note Detailed treatment of the effects of ZOC phase (whether non-mech or mechanized). generating left column shifts. Column shifts check. If a unit fails a proficiency check and distributes them at his discretion so long as on combat is provided in Section 11.7. has insufficient strength points to cover the 10 WINTERGEWITTER rules DETAILED SEQUENCE OF PLAY each such unit in the combat takes at least units whose ZOC have been entered may Motorized units may conduct an advance one loss point. No unit may be eliminated conduct a special opportunity fire combat. up to the maximum number of hexes permit- 1. AIR OPERATIONS PHASE B. Soviet Ring Forces Segment Hasty Attack, and the lead unit is eliminated, until every other such unit has taken at All units whose ZOC have been entered may ted, but must stop at the first enemy ZOC retreated or disrupted, the attack immediately A. Air Allocation Segment 1. Roll for the release of a unit from any least one strength point loss. fire. The firing player designates fire against entered if they deviate from the path of ends. Before the die is rolled, determine any the retreating unit or stack, without reference retreat. Soviet Ring Army that has been attacked. • If loss points still remain, each artillery- 1. Soviet player secretly places any of his column shifts or die roll modifications that to any combat modifications such as terrain 2. class unit loses one point. Infantry-class units may only enter the ready air units in the boxes on his Air Opera- Soviet Ring Forces units that have been will modify combat. Mandatory strength shifts and DR modifiers. All results obtained retreated as a result of combat or that have vacated hex of the defender. Cavalry units tions Chart. point losses are extracted; optional results If loss points still remain, the loss priority against the target unit or stack are taken as been released can move. may advance up to two hexes subject to 2. German player does the same with his are satisfied by a retreat or with a proficiency cycle is repeated. HQ units, if present, lose a strength point losses. Retreating units may enemy ZOC. ready non-fighter units. check. (Exception If the defending units are strength point (which would eliminate them) not return fire. 3. INITIATIVE PHASE disrupted, the active player executes step 7 first. 3. Both Air Operations Charts are revealed; only after every other unit in the hex has No unit may advance across an un-bridged A. Each player decides how many attacks will be Surviving defending units then execute step 6). the German player can now place his ready been eliminated. 11.8 Advance After Combat major or minor river hexside. Units may conducted in the turn. Defending units may never advance after advance across bridge hexsides. fighter units in any of his mission boxes. combat. If all defending units are eliminated or forced B. Each player decides how many attacks (hasty 11.7 Retreats B. Air Combat Segment (perform for each mission to retreat in combat (hasty or prepared), If all defending units are destroyed by bom- or prepared, not bombardment) he plans to 7. The active player now fires against adjacent box with a fighter unit assigned to air superiority) Units are retreated by the owning player. all attacking non-artillery class units can bardment before a planned hasty attack is conduct this turn and writes this down, keeping enemy units as described in step 6 above. Retreating units must retreat the full number advance after combat. This option must conducted, the attacking units advance into 1. If the fighter unit is in an Air Superiority it secret from the opponent. Each player then Results are applied immediately. If all defend- of hexes indicated from the firing enemy be exercised immediately before the next the defender’s hex and can continue to move box that corresponds to a mission by enemy openly rolls a single die and adds the planned ing units are destroyed or retreated, advance unit. A stack of retreating units can be split combat is resolved. The length of the advance if any movement points remain. Note The aircraft, the fighter unit performs a proficiency number of attacks to their respective die rolls. after combat can be conducted. Defending up by the owning player if so desired. If is equal to the distance of the defender’s MP cost for the Hasty Attack must still be paid, check; units failing the check are placed in the The player with the highest total gains the initia- units may never advance after combat. terrain prevents a unit or stack from retreat- required retreat. When a defending unit however. If all defending units are destroyed flown units box; those passing go to step 2. tive. In the case of a tie result roll the dice again. C. Non-mechanized Unit Movement Segment ing, it must stand and take optional losses is eliminated, the attacker may advance a by bombardment before a planned prepared 2. If escorts are present, determine which set The player with the initiative now becomes the Each stack or unit is moved individually. Hasty in strength points and suffer a disruption. If distance equal to the total of any unfulfilled attack is conducted, the attacking units of fighters has gained the bounce. first player and moves first. Keep track of the Attacks are permitted during movement. Each possible, units must retreat towards a friendly mandatory and/or optional results (do not roll an unmodified attack on the Combat Initiative player’s total number of planned attacks 3. Player with the bounce may designate unit or stack completes its movement before the supply source. Units can only retreat through count the defender’s hex when calculating Results Table and take the total of all manda- using the Mandated Attack markers as a reminder engagements and resolve combat. next can begin. the number of additional hexes the attacking throughout the turn. an enemy zone of control if no other path is tory and optional results as an advance; at a D. Mechanized Unit Movement Segment available. units may advance in this case). minimum, attacking units always advance 4. Non-advantage player may return fire with C. Determine if the player holding the initiative (as described in “C” above) For Example The German player has three into the defender’s hex provided the terrain surviving aircraft. Units cannot retreat across major rivers. has gained additional advantages by holding the steps of units in a combat and incurs a 2/4 permits (again, not across un-bridged major 5. E. Mechanized Unit Combat Segment Infantry-class units may retreat across an If intercepting aircraft survive, they may initiative for two, three or five consecutive turns. CRT result. Two steps must be eliminated per or minor river hexsides). (as described in “B” above) un-bridged minor river hexside with no engage the mission force. Fire is simultaneous. the 2 portion of the CRT result. The surviv- Note additional losses. Armor and artillery-class Comprehensive combat example of play The C. Perform bombardment 4. FIRST PLAYER PHASE Players may perform segments “D” and “E” ing step will seek to retreat four hexes per the 4 in any order. See Module 7.0 for details and restric- units may retreat across an un-bridged minor German player announces he will mount a pre- A. Supply Determination Segment portion of the CRT result, but is eliminated in 1. Select a target unit. If more than one tions. river hexside but lose one additional strength the first hex it enters as a result of being hit due pared attack against Soviet units defending an hidden unit is present in a single hex, the B. Non-mechanized Unit Combat Segment point per river hexside crossed. This loss is elevated hex. The Soviet defenders include a 5-5 target unit is chosen at random if the top unit to retreat opportunity fire (Case 11.7.1). The 1. The active player indicates which hex he 5. SECOND PLAYER PHASE assessed against the entire stack, not each attacker can advance up to three hexes in addi- infantry regiment (proficiency rating 5) stacked is not desired. unit. Units may retreat across bridges with with a 4-8 antitank regiment (proficiency 4). will attack and designates his lead unit and Identical to “4. First Player Phase” tion to the defender’s hex. 2. no losses. However, if these bridges are in an The Germans are attacking from two hexes; one Total the number of ground attack factors any artillery units that will conduct bombard- present; apply modifications per the Bom- interdiction zone, the retreating unit or stack Advance after combat is calculated in hexes, with a 6-12 and a 5-12 motorized infantry ment in support of the attack. Active player 6. RECOVERY AND bardment Table. The presence of antiaircraft loses a number of strength points equal to not movement points. The first hex entered battalion and another hex with a 12-10 tank reduces Mandated Attack marker by one on REPLACEMENT PHASE units in the target hex modifies the attack. the Game Turn Record Track. The German the current movement point penalty in effect must always be the hex vacated by the battalion stacked with a 7-10 mechanized A. Disruption Removal Segment 3. Results from the Bombardment Table are player may also designate Stuka units if avail- from the interdiction. Any artillery unit that defender. Advances after the defender’s hex infantry battalion. Each disrupted unit performs a proficiency applied immediately. able. Artillery units conducting 2-hex bom- is forced to retreat is marked as fired. need not follow the path of retreat, but may check; if successful, the disruption marker is be conducted in any direction depending on The German player designates the 12-10 tank bardment (not supporting an attack) are also Units forced to retreat off the edge of the battalion (proficiency 8) as his lead unit. He 4. The German player may withhold Ju-87 designated at this time (Case 12.3.1). removed. the unit type of the advancing units. (Stuka) units for later use in his movement map are not eliminated. If possible, they designates two artillery units within range to 2. The inactive player also designates his lead B. Replacement Segment If following the exact path of retreat of the support the attack with a bombardment. The and/or combat phase(s). return on the exit hex during their next unit and any artillery units that will be used in 1. Add scheduled replacements to each defending unit or stack, an advancing unit D. Perform interdiction (German player only) Player Phase. If this hex is enemy-occupied, Soviet player selects the 5-5 infantry regiment support. nationality’s total. the affected units return at the nearest hex may ignore all enemy ZOC. If the advancing as his lead unit. He designates a 4(3)4 artillery 1. Total the number of ground attack factors 3. Counter-battery fire is performed by eli- 2. Determine combat attrition replacements not in an enemy zone of control and closest unit deviates from the path of retreat, it may regiment to support the combat. present; the presence of antiaircraft units in to their supply source. have to stop upon entering the first enemy gible units of both sides. by taking the total losses to each unit type and There is no counter-battery fire so the Soviet the potential interdiction zone modifies the zone of control. 4. The inactive player conducts defensive multiplying by the appropriate recovery rate. If no other path of retreat is available, units player uses his supporting artillery unit to attack. bombardment with designated units which 3. Assign and absorb accumulated replace- may retreat through enemy ZOC. In this Units have different capabilities in advance conduct defensive bombardment. He decides 2. Roll on the Bombardment Table; any survived counter-battery fire. ments. Excess replacements may not be saved. case, the enemy units whose ZOC have been after combat: to bombard the hex without the German tank number result creates an interdiction zone entered may conduct a fire attack against battalion to avoid the one column shift for in which Soviet units lose movement points 5. The active player conducts bombardment 4. Replace any lost headquarters units. Armored/Mechanized units may conduct the retreating units. A unit cannot end its firing at armored targets. He selects the top equal to the result gained. with designated air and artillery units. If pres- an advance up to the maximum number of C. Fired Marker Removal Segment retreat in an enemy ZOC - it must continue unit of the other stack (the 6-12 motorized ent, air units attack separately from artillery hexes permitted. If they deviate from the 1. Remove fired markers from all indirect fire to retreat until it reaches a non-controlled battalion) to bombard and uses the 3 column 2. STALINGRAD POCKET PHASE units. path of retreat, Soviet armored units must weapons units. hex, even if this means retreating farther than on the Bombardment Table with no die roll 6. stop upon entering the ZOC of a German A. Operation Thunderclap Initiation Segment The inactive player conducts fire combat the indicated result. If a unit is surrounded modifications. The roll is a 6 which results in a against enemy units with losses being applied D. Air Unit Recovery Segment armored or artillery-class unit. German and suffers an optional result, it must make a “No Effect”. 1. If conditions permit, the German player immediately. In a Prepared Attack, select a armored units which deviate from the path 1. Roll for recovery of all flown and disrupted proficiency check. may roll to determine if Operation Thunder- new lead unit if the original was eliminated, of retreat and are forced to stop only if they units. Now the German player conducts bombard- clap commences. retreated or disrupted. Perform PR check(s) 11.7.1 Retreat Opportunity Fire When enter the ZOC of a Soviet armored unit. ment. With seven factors firing, he uses the 7 2. Place recovered units in the Ready Units 2. If Operation Thunderclap has been initi- to determine what attacking units can con- retreating units enter an enemy ZOC, those column on the Bombardment Table choosing box of the Air Operations Chart. ated, Sixth Army units are activated. tinue with the Prepared Attack. If it is a WINTERGEWITTER rules 11 FIRE COMBAT RESULTS TABLE (11.4) to attack the top Soviet unit (the 5-5 infantry as step losses during retreats. The Soviet player 12.2 Fired Artillery regiment). The die roll of 6 gives a result of 1 subtracts one point from his infantry regi- Total Factors Firing Artillery units which have already Die which is immediately applied to the target unit. ment (Soviet player’s choice) and completes the fired have their movement allow- Roll 1 2 3 5 8 10 12 15 20 25 30+ retreat of four hexes. The German player now Now the Soviet player conducts regular fire ance halved. German artillery conducts an immediate advance after combat. 10+ / 1 / 1 / 2 1 / 3 1 / 3 1 / 3 2 / 3 2 / 3 2 / 4 2 / 4 2 / 4 combat. He can fire at either of the attacking units can move up to one-half of All attacking units can advance a maximum stacks - he chooses to fire at the armored stack. their movement allowance and still conduct 9 / 1 / 1 / 1 / 2 1 / 3 1 / 3 1 / 3 2 / 3 2 / 3 2 / 4 2 / 4 of four hexes; the motorized units must stop He now totals his strength points. The infantry bombardment with half their factors (use upon entering the first Soviet ZOC if they 8 / / 1 / 1 / 1 / 2 1 / 3 1 / 3 1 / 3 2 / 3 2 / 3 2 / 4 regiment fires with 4 (after its 1 point loss from a moved marker to indicate such a unit). deviate from the Soviet’s retreat path, but the 7 the bombardment) and the antitank regiment Soviet artillery units which use any move- / / / 1 / 1 / 1 / 2 1 / 3 1 / 3 1 / 3 2 / 3 2 / 3 panzer and mechanized infantry battalions can with 4. His total is 8 so the 8 column on the ment points or German artillery units which 6 / / / / 1 / 1 / 1 / 2 1 / 3 1 / 3 1 / 3 2 / 3 advance four hexes in any direction (after enter- CRT is used. There are no modifications since move more than half of their movement ing the defender’s hex) unless they encounter the 5 / / / / / 1 / 1 / 1 / 2 1 / 3 1 / 3 1 / 3 the firing units are in supply and the unit pro- allowance have a fired marker placed on ZOC of a Soviet tank unit. 4 / / / / / / 1 / 1 / 1 / 2 1 / 3 1 / 3 ficiency of the Soviet lead unit is inferior to the them. The exception is rocket artillery, which German lead unit which means no unit profi- can move its full movement allowance before 3 / / / / / / / 1 / 1 / 1 / 2 1 / 3 ciency DRM is awarded to the Soviet player. A 12.0 ARTILLERY or after conducting bombardment. Rocket 2 / / / / / / / / 1 / 1 / 1 / 2 roll of 10 yields a result of 1/3. artillery units are marked “Fired” but can still Artillery units can conduct ranged attacks perform movement. 1 / / / / / / / / / 1 / 1 / 2 The German player must distribute the one against enemy units. mandatory result as a strength point loss. This Any artillery unit that is forced to retreat is must come from the lead unit, the tank bat- 12.1 Artillery Attacks marked as fired. Results = Mandatory Loss / Optional Column Shifts talion. The German player elects to make a Artillery units may never move adjacent to proficiency check. Using the proficiency rating Any artillery unit with a range factor can cumulative an enemy unit and then engage in direct Active Player Optional Results Non-Active Player Optional Results of the lead unit, a single die is rolled. The result conduct bombardment. These units are the Defender in offensive fire combat in the same Player 1 left Elevated terrain is 8 which is equal to or less than the lead unit’s only ground units which do not have to be • No Proficiency Check Retreat number of • No Proficiency Check Retreat the number Phase; however, if a German artillery unit 1 left Defender in Swamp terrain proficiency rating so the check has been passed. adjacent to enemy units to execute combat. hexes indicated. If conducting a hasty attack, of hexes indicated. began the Phase with a stack which is This means that the 3 optional result has to Artillery units can also conduct regular fire movement ends. 1 left Defender in Village terrain conducting a hasty attack, it may conduct • Failed Check Lose the number of strength be taken as strength point losses. However, the combat, but cannot conduct both in the bombardment in support of the hasty attack, 1 left Defender in Entrenchment German units can still conduct combat and same Player Phase (unless the unit is defend- • Failed Check Lose the number of strength points indicated and is disrupted. An already movement points permitting (Note This is 2 left Defender across Minor River advance after combat. For these losses, the ing, see below). Other special characteristics points indicated. May not fire during this disrupted unit suffers no additional ill-effect. the only way any artillery may participate in a German player must take the first from the lead of these units include: combat (may have fired previously), may not hasty attack. And yes, the artillery unit still pays • Passed Check Lose the number of strength unit, the second from the accompanying 7-10 advance after combat and is disrupted. Die Roll Modifiers • They are restricted when moving into the hasty attack MP cost, even if “dropped off” points indicated and remain in place. mechanized infantry battalion, and the third cumulative enemy ZOC (see Section 10.2) to conduct fire at range.) • Passed Check Lose the number of strength from either unit (in this case it comes from the points indicated. May conduct combat and 6-12 infantry unit). • They conduct one bombardment mission Initiative 12.3 Artillery Missions and advance after combat. per game turn. However, mechanized and +1 held 3 consecutive turns The German player can now conduct his fire non-mechanized artillery units cannot Procedures combat. Modifications to the attack are in bombard together (since they are active While artillery units may initiate only one +2 held 5 consecutive turns order. The lead German unit has a greater during separate segments of the turn). bombardment mission per turn, they may proficiency than the lead Soviet unit (8 vs. Armor Superiority Artillery units (of any kind) may not bom- always conduct defensive fire in response to COUNTER BATTERY TABLE (12.3.2) 5), so a +2 DRM is awarded. The attacking bard if adjacent to any enemy unit unless an enemy hasty or prepared attack (Section +2 see Section 11.4 stack with a tank battalion and a mechanized the artillery unit is stacked with a friendly 11.2, step 6). Additionally, artillery units Factors Firing infantry battalion generates a +1 combined non-artillery unit. An artillery unit may, may conduct fire combat at units retreating Die Roll 1 2 3 4 6 8 10 12+ Lead Unit Proficiency arms DRM—a total of 3 DRMs will be used. of course, conduct defensive fire combat into their ZOC as many times as the situa- Now the total strength of the German units is +1 1-2 greater than opponent against any attacking enemy unit. tion arises in a turn. These types of fire do 10 or more S S S 1 S 1 S 1 S 1 S 1 S 2 calculated—27. The German units will fire on not result in a fired marker being placed nor 9 S S S S 1 S 1 S 1 S 1 S 1 +2 3-4 greater the 20 column of the CRT because the defend- • If an artillery unit is engaged in fire combat does a fired marker prohibit these kinds of ing units are on elevated terrain (this moves the without being stacked with a non-artil- 8 +3 5 or more greater fire. Artillery units can perform one of the S S S S S 1 S 1 S 1 attack from the 25 column to the 20 column). lery unit, the artillery unit fires with only following missions during each game turn: 7 S S S S S 1 S 1 Supply Status The German roll of 7, modified to 10, gives a one-half its factors. In this case all results 2/4 result. suffered by the artillery unit are treated 12.3.1 Bombardment Artillery units can 6 S S S S S 1 -1 organic supply as mandatory results. If the artillery unit conduct bombardment during either Player The Soviet player must first allocate the 5 S S S S -2 out of supply survives, the owning player retreats the Phase; non-mechanized artillery during the mandatory strength point losses. The first goes to artillery unit 2 hexes (place a fired marker non-mechanized combat segment and simi- 4 S S S the lead unit (the infantry unit) and the second German Combined Arms Attack on the unit). Attacking units may advance, larly mechanized artillery during the mecha- goes to the antitank regiment. For the optional 3 S S ignoring the artillery unit’s ZOC (rotate nized combat segment. All targets must be +1 Active player only result, the Soviet player elects to retreat and the affected artillery unit 90 or 180 degrees within range. To determine range, the hex 2 or less surrender the elevated hex. During his retreat, to indicate the loss of its ZOC), a number of the firing unit is not included, but the Multi-hex Prepared Attack the Soviet player has to enter the ZOC of the of hexes equal to the CRT result (manda- target hex is. For defensive bombardment, 6-12 and 5-12 German motorized infantry Results +1 from 4 hexes active player only tory and optional losses combined). range is measured to the friendly unit under battalions. Those two units fire at the retreat- S = Target unit suppressed: place a fired marker on the unit attack. Additionally, targets must be within +2 from 5 hexes active player only ing Soviet stack with a strength of 11 with no Artillery combat is conducted 1 or 2 = Reduce target unit by number of strength points indicated two hexes of a friendly unit. The hex being modifications. Rolling on the 10 column of the during either Player Phase. When- +3 from 6 hexes active player only bombarded does not have to be the subject CRT, a 5 gives a result of -/1. The Soviet stack ever an artillery unit conducts Modifiers cumulative of a hasty or prepared attack during the same Engineer Leads vs Entrenchment must lose a single combat point because all bombardment or a counter-bat- +1 die roll modification if friendly unit is adjacent to target hex Player Phase. losses, mandatory and optional, are extracted tery mission, it is marked with a fired marker. 1 column to the left if target unit is Entrenched +1 Active player only 12 WINTERGEWITTER rules WINTERGEWITTER rules 13

Pick a target hex which is within the range ful, the player conducting counter-battery When disrupted, place a "Dis" Rumanian independent units trace the first 14.5.1 Out of Supply Effects Units never German antiaircraft units include the famous of the artillery unit and also within two totals the number of attacking factors (more marker on the unit. This may not segment of supply directly to any division are lost or suffer attrition due to their supply 88mm antiaircraft guns that proved very hexes of a friendly unit. Each bombardment than one unit may participate) and finds the be removed until the next Recov- headquarters that in turn traces supply to a status. If a disrupted unit is out of supply, effective when used in a ground role against is directed at a single unit. If using the fog appropriate column on the Counter-bat- ery and Replacement Phase (see corps headquarters. add one to its disruption recovery die roll. enemy tanks. Anytime a German antiaircraft of war rules, hidden enemy units in a stack tery Table. An “S” result indicates that the Section 17.1). Units may remain out of supply indefinitely unit is in a hex attacked by a Soviet force 14.2.3 German Supply German units trace may be bombarded but the actual target unit enemy artillery unit has been suppressed (i.e., units are not eliminated solely for being which includes a tank unit, an additional supply to their division headquarters. This is chosen at random (roll a die, flip a coin, and a fired marker is placed on the affected out of supply). mandatory loss result is added to the combat supply line cannot exceed ten hexes. The etc. Play nice!). Headquarters units may not unit. Numerical results indicate the number 14.0 SUPPLY result obtained by the German player. This division headquarters must in turn trace a be subjected to bombardment. If selected at of strength points lost by the target unit. All mandatory loss result must be taken by a In order for units to move and fight at full supply line of any length to the south or west random, pick another unit in the stack or units conducting counter-battery fire have a 15.0 ENTRENCHMENTS Soviet tank unit present in the attack. effectiveness, they must be able to trace a (south of the Don River) map edges. German the top unit if the headquarters unit is the fired marker placed on them. supply line to a valid supply source. independent units may trace supply directly All undisrupted units only hidden unit. Individual artillery units If a counter-battery unit fails its proficiency to any division headquarters. (except company- 16.2 Engineer Units may not split their fire against different units check, that unit may try again later in the 14.1 Supply Status sized and headquar- Engineer units possess the special in the hex, but the fire of more than one turn to fire counter-battery when circum- ters units) can build capabilities described below: artillery unit may be combined against a Each unit is always in one of three supply 14.3 Organic Supply Status stances permit. It may continue attempting entrenchments. Units do not have to be in single enemy unit. After the inactive player statuses: regular supply, organic supply, or Units which were in regular 16.2.1 Assault Combat During combat counter-battery missions until it passes a supply to build entrenchments. The number conducts counter-battery fire (see below), out of supply. Supply is determined in the supply the preceding Player Turn, against a defender in entrenchments, the proficiency check (as long as no enemy units of entrenchment markers that can be in play determine the total bombarding factors Supply Determination Segment in each but which now cannot trace a attacking force receives a +1 DRM during have moved adjacent). A failed attempt to is limited by the countermix. and find the corresponding total at the top Player Turn. supply line to an appropriate combat resolution if an engineer unit is pres- conduct counter-battery fire does not result of the Bombardment Table. Roll a single division or corps headquarters (or if they ent. If this capability is used, the engineer in a fired marker being placed on the unit. 15.1 Entrenchment Construction die and cross-index the die roll to find the 14.2 Regular Supply Status can the divisional/corps headquarters cannot must be the attacking force’s lead unit. result. If hit results remain should the first Example of play Two Soviet 51st Army artil- trace to an In Supply army headquarters) or At the start of the unit’s Player Phase, each Units are in regular supply if they can trace 16.2.2 Bridging unit be eliminated by the bombardment the lery units (total of 10 factors, both with a pro- which trace a supply line exceeding allowable building unit must remain in place, not a valid supply line to a supply source. Units Soviet and German excess are applied to another unit (selected ficiency of 4) are designated for counter-battery limits, are considered to be using organic moving or engaging in combat. If this trace supply through headquarters units. engineer units can at random if more than one is present). If duties when the German player states that he supply. Units in organic supply status are occurs, place an entrenchment construction build and destroy needed, repeat this process until all bombard- will use an artillery battalion to support a key 14.2.1 Soviet Supply For Soviet units, a assumed to be consuming stocks carried with marker (shovel image) on the unit. If the bridges. To build a bridge, an engineer unit ment hits are applied or no defending units attack. However, only one of the units passes valid supply line includes two segments. the units and are marked with an Organic building unit becomes disrupted or comes must begin its Player Phase on the desired remain, whatever occurs first. its proficiency check and can actually fire. This The unit must first trace a supply line to its Supply marker. under attack (not bombardment), then the hex and remain there throughout the entire unit (strength of 6) rolls a 7 on the Counter- division headquarters (or corps headquarters marker is removed. At the start of the unit’s Bombardment is more effective if conducted phase. At the end of the phase, the bridge battery Table which suppresses the German in the case of tank and mechanized corps) next Player Phase, the marker is turned over against a target adjacent to a friendly (or 14.4 Out of Supply Status is completed if the building unit passes a unit. The German unit cannot bombard and which cannot exceed eight hexes for non- to its entrenchment side (“F” with circle). spotting) unit. If no spotting unit is avail- Units which were drawing proficiency check. To destroy a bridge, the both the firing and targeted unit have “fired” motorized units and fifteen hexes for tank able, there is a -1 DRM. organic supply the preceding engineer unit must begin adjacent, or move, markers placed on them. and motorized units. The second segment is 15.2 Entrenchment Effects Player Turn, but which still to the bridge and expend six movement If successful, artillery bombardment can traced from the division/corps headquarters cannot trace a supply line to an Units must expend half of their movement points if motorized and three movement inflict strength point losses and disrupt target to an army headquarters. This portion of the appropriate division or corps headquarters allowance to leave entrenchments. points if non-motorized. An engineer may units. A number result equals the number of 13.0 DISRUPTION supply line can be of any length. In order to be part of a valid supply chain, army head- (or if they can the divisional/corps head- Units in an entrenchment gain a one column blow a bridge if out of supply, as long as it strength points lost by the target unit. A “D” As a result of bombardment or regular fire quarters must be able to trace a supply line quarters cannot trace to an In Supply army shift to the left for all combat, including has the requisite number of MP. Markers are result disrupts the target unit. combat, a unit may become disrupted. of any length to the north or east (behind headquarters) or which trace a supply line hasty and prepared attacks as well as bom- provided for new and destroyed bridges. 12.3.2 Counter-battery. Artillery units Soviet lines) map edges. exceeding allowable limits, are considered bardment. that are not adjacent to enemy units (in 13.1 Disruption Effects to be out of supply. These units flip their 16.3 German Relief Convoy this case, artillery units really means artil- Soviet independent units trace the first seg- Organic Supply marker over to the Out of Once disrupted, a unit suffers the following 15.3 Removal of Entrenchments The three Relief Convoy markers lery units; mortar and rocket units may not ment of supply directly to any Soviet division Supply side. effects: provided represent 800 vehicles conduct counter-battery fire, nor can they or corps headquarters, and then to any army An entrenched marker remains in place as carrying approximately 3000 be subjected to counter-battery fire) can be • Its movement allowance is halved. headquarters. 14.5 Effects of Supply Status long as a friendly unit remains in the hex. Any friendly unit moving into the hex gains tons of supplies bound for the used for counter-battery fire. Artillery units • It loses its zone of control. The Soviet 4th Cavalry Corps and 1st and The following effects apply according to a the benefit of being entrenched. Whenever beleaguered Sixth Army. The following rules firing counter-battery can do so regardless of 13th Guards Rifle Corps headquarters act as • Disrupted units may not conduct hasty or unit’s supply status: the hex is vacated of all friendly units the apply to these units: when the attack is taking place (non-mecha- army headquarters for their subordinate units prepared attacks. entrenchment marker is removed. nized or mechanized phase). The results of for supply purposes. These corps headquar- Movement • These are treated as infantry-class units, but the counter-battery attack are implemented • If defending, does not fire first in the ters trace supply to friendly map edges as do move as motorized units with the move- immediately. A successful result will prevent combat sequence. It can fire second, how- army headquarters. Regular Supply no effect ment factor indicated on the counter. the enemy artillery unit from carrying out its 16.0 SPECIAL UNITS ever. This is the only time that attacking Organic Supply no effect assigned mission. 14.2.2 Rumanian Supply For Rumanian The following units have unique abilities or • They may never enter an enemy ZOC even units fire first. if friendly units are present. units, a valid supply line includes two seg- Out of Supply one-half movement limitations in the game. At any time during either Player Phase when • It cannot fire at enemy units retreating ments. The unit must first trace a supply line • Convoy markers have no stacking value, either player indicates that one of his artillery through an adjacent hex. to its division headquarters which cannot Combat 16.1 Anti-Aircraft (AA) Units units will fire, the opposing player allocates but there may never be two convoy mark- exceed eight hexes. The second segment is ers in the same hex. Additionally, any other any friendly artillery unit(s), not adjacent to • Cannot spot for artillery. traced from the division to its corps head- Regular Supply no effect All air units conducting bom- an enemy unit, that will conduct counter- bardment subtract one from their unit traveling through a hex occupied by a If a stack of units contains both disrupted quarters. This portion of the supply line can Organic Supply -1 DRM for all combat, battery against the firing unit. The player’s die roll if attacking a hex where Convoy marker may not do so at the road rate. and undisrupted units, the entire stack is not be of any length. In order to be part of a including artillery bom- counter-battery artillery unit(s) must be in an enemy antiaircraft unit is pres- considered to be disrupted. Such a mixed valid supply chain, corps headquarters must bardment • They have no combat value or capability range of the targeted enemy artillery unit ent. Air units conducting Interdiction total stack retains its ZOC and its ability to fire be able to trace a supply line of any length to to absorb loss requirements. If a Soviet (which can be beyond the two hex limit from the number of antiaircraft units present in first (with the entire strength of the stack) in the south or west (south of the Don River) Out of Supply -2 DRM for all combat, unit moves through a hex occupied solely a friendly unit used for bombardment) and the potential interdiction zone and modify defensive combat. map edges. including artillery bom- by a Convoy, the Convoy is destroyed and must pass a proficiency check. If success- bardment their die roll by -1 for each AA unit present. cannot be replaced. 12 WINTERGEWITTER rules WINTERGEWITTER rules 13

Pick a target hex which is within the range ful, the player conducting counter-battery When disrupted, place a "Dis" Rumanian independent units trace the first 14.5.1 Out of Supply Effects Units never German antiaircraft units include the famous of the artillery unit and also within two totals the number of attacking factors (more marker on the unit. This may not segment of supply directly to any division are lost or suffer attrition due to their supply 88mm antiaircraft guns that proved very hexes of a friendly unit. Each bombardment than one unit may participate) and finds the be removed until the next Recov- headquarters that in turn traces supply to a status. If a disrupted unit is out of supply, effective when used in a ground role against is directed at a single unit. If using the fog appropriate column on the Counter-bat- ery and Replacement Phase (see corps headquarters. add one to its disruption recovery die roll. enemy tanks. Anytime a German antiaircraft of war rules, hidden enemy units in a stack tery Table. An “S” result indicates that the Section 17.1). Units may remain out of supply indefinitely unit is in a hex attacked by a Soviet force 14.2.3 German Supply German units trace may be bombarded but the actual target unit enemy artillery unit has been suppressed (i.e., units are not eliminated solely for being which includes a tank unit, an additional supply to their division headquarters. This is chosen at random (roll a die, flip a coin, and a fired marker is placed on the affected out of supply). mandatory loss result is added to the combat supply line cannot exceed ten hexes. The etc. Play nice!). Headquarters units may not unit. Numerical results indicate the number 14.0 SUPPLY result obtained by the German player. This division headquarters must in turn trace a be subjected to bombardment. If selected at of strength points lost by the target unit. All mandatory loss result must be taken by a In order for units to move and fight at full supply line of any length to the south or west random, pick another unit in the stack or units conducting counter-battery fire have a 15.0 ENTRENCHMENTS Soviet tank unit present in the attack. effectiveness, they must be able to trace a (south of the Don River) map edges. German the top unit if the headquarters unit is the fired marker placed on them. supply line to a valid supply source. independent units may trace supply directly All undisrupted units only hidden unit. Individual artillery units If a counter-battery unit fails its proficiency to any division headquarters. (except company- 16.2 Engineer Units may not split their fire against different units check, that unit may try again later in the 14.1 Supply Status sized and headquar- Engineer units possess the special in the hex, but the fire of more than one turn to fire counter-battery when circum- ters units) can build capabilities described below: artillery unit may be combined against a Each unit is always in one of three supply 14.3 Organic Supply Status stances permit. It may continue attempting entrenchments. Units do not have to be in single enemy unit. After the inactive player statuses: regular supply, organic supply, or Units which were in regular 16.2.1 Assault Combat During combat counter-battery missions until it passes a supply to build entrenchments. The number conducts counter-battery fire (see below), out of supply. Supply is determined in the supply the preceding Player Turn, against a defender in entrenchments, the proficiency check (as long as no enemy units of entrenchment markers that can be in play determine the total bombarding factors Supply Determination Segment in each but which now cannot trace a attacking force receives a +1 DRM during have moved adjacent). A failed attempt to is limited by the countermix. and find the corresponding total at the top Player Turn. supply line to an appropriate combat resolution if an engineer unit is pres- conduct counter-battery fire does not result of the Bombardment Table. Roll a single division or corps headquarters (or if they ent. If this capability is used, the engineer in a fired marker being placed on the unit. 15.1 Entrenchment Construction die and cross-index the die roll to find the 14.2 Regular Supply Status can the divisional/corps headquarters cannot must be the attacking force’s lead unit. result. If hit results remain should the first Example of play Two Soviet 51st Army artil- trace to an In Supply army headquarters) or At the start of the unit’s Player Phase, each Units are in regular supply if they can trace 16.2.2 Bridging unit be eliminated by the bombardment the lery units (total of 10 factors, both with a pro- which trace a supply line exceeding allowable building unit must remain in place, not a valid supply line to a supply source. Units Soviet and German excess are applied to another unit (selected ficiency of 4) are designated for counter-battery limits, are considered to be using organic moving or engaging in combat. If this trace supply through headquarters units. engineer units can at random if more than one is present). If duties when the German player states that he supply. Units in organic supply status are occurs, place an entrenchment construction build and destroy needed, repeat this process until all bombard- will use an artillery battalion to support a key 14.2.1 Soviet Supply For Soviet units, a assumed to be consuming stocks carried with marker (shovel image) on the unit. If the bridges. To build a bridge, an engineer unit ment hits are applied or no defending units attack. However, only one of the units passes valid supply line includes two segments. the units and are marked with an Organic building unit becomes disrupted or comes must begin its Player Phase on the desired remain, whatever occurs first. its proficiency check and can actually fire. This The unit must first trace a supply line to its Supply marker. under attack (not bombardment), then the hex and remain there throughout the entire unit (strength of 6) rolls a 7 on the Counter- division headquarters (or corps headquarters marker is removed. At the start of the unit’s Bombardment is more effective if conducted phase. At the end of the phase, the bridge battery Table which suppresses the German in the case of tank and mechanized corps) next Player Phase, the marker is turned over against a target adjacent to a friendly (or 14.4 Out of Supply Status is completed if the building unit passes a unit. The German unit cannot bombard and which cannot exceed eight hexes for non- to its entrenchment side (“F” with circle). spotting) unit. If no spotting unit is avail- Units which were drawing proficiency check. To destroy a bridge, the both the firing and targeted unit have “fired” motorized units and fifteen hexes for tank able, there is a -1 DRM. organic supply the preceding engineer unit must begin adjacent, or move, markers placed on them. and motorized units. The second segment is 15.2 Entrenchment Effects Player Turn, but which still to the bridge and expend six movement If successful, artillery bombardment can traced from the division/corps headquarters cannot trace a supply line to an Units must expend half of their movement points if motorized and three movement inflict strength point losses and disrupt target to an army headquarters. This portion of the appropriate division or corps headquarters allowance to leave entrenchments. points if non-motorized. An engineer may units. A number result equals the number of 13.0 DISRUPTION supply line can be of any length. In order to be part of a valid supply chain, army head- (or if they can the divisional/corps head- Units in an entrenchment gain a one column blow a bridge if out of supply, as long as it strength points lost by the target unit. A “D” As a result of bombardment or regular fire quarters must be able to trace a supply line quarters cannot trace to an In Supply army shift to the left for all combat, including has the requisite number of MP. Markers are result disrupts the target unit. combat, a unit may become disrupted. of any length to the north or east (behind headquarters) or which trace a supply line hasty and prepared attacks as well as bom- provided for new and destroyed bridges. 12.3.2 Counter-battery. Artillery units Soviet lines) map edges. exceeding allowable limits, are considered bardment. that are not adjacent to enemy units (in 13.1 Disruption Effects to be out of supply. These units flip their 16.3 German Relief Convoy this case, artillery units really means artil- Soviet independent units trace the first seg- Organic Supply marker over to the Out of Once disrupted, a unit suffers the following 15.3 Removal of Entrenchments The three Relief Convoy markers lery units; mortar and rocket units may not ment of supply directly to any Soviet division Supply side. effects: provided represent 800 vehicles conduct counter-battery fire, nor can they or corps headquarters, and then to any army An entrenched marker remains in place as carrying approximately 3000 be subjected to counter-battery fire) can be • Its movement allowance is halved. headquarters. 14.5 Effects of Supply Status long as a friendly unit remains in the hex. Any friendly unit moving into the hex gains tons of supplies bound for the used for counter-battery fire. Artillery units • It loses its zone of control. The Soviet 4th Cavalry Corps and 1st and The following effects apply according to a the benefit of being entrenched. Whenever beleaguered Sixth Army. The following rules firing counter-battery can do so regardless of 13th Guards Rifle Corps headquarters act as • Disrupted units may not conduct hasty or unit’s supply status: the hex is vacated of all friendly units the apply to these units: when the attack is taking place (non-mecha- army headquarters for their subordinate units prepared attacks. entrenchment marker is removed. nized or mechanized phase). The results of for supply purposes. These corps headquar- Movement • These are treated as infantry-class units, but the counter-battery attack are implemented • If defending, does not fire first in the ters trace supply to friendly map edges as do move as motorized units with the move- immediately. A successful result will prevent combat sequence. It can fire second, how- army headquarters. Regular Supply no effect ment factor indicated on the counter. the enemy artillery unit from carrying out its 16.0 SPECIAL UNITS ever. This is the only time that attacking Organic Supply no effect assigned mission. 14.2.2 Rumanian Supply For Rumanian The following units have unique abilities or • They may never enter an enemy ZOC even units fire first. if friendly units are present. units, a valid supply line includes two seg- Out of Supply one-half movement limitations in the game. At any time during either Player Phase when • It cannot fire at enemy units retreating ments. The unit must first trace a supply line • Convoy markers have no stacking value, either player indicates that one of his artillery through an adjacent hex. to its division headquarters which cannot Combat 16.1 Anti-Aircraft (AA) Units units will fire, the opposing player allocates but there may never be two convoy mark- exceed eight hexes. The second segment is ers in the same hex. Additionally, any other any friendly artillery unit(s), not adjacent to • Cannot spot for artillery. traced from the division to its corps head- Regular Supply no effect All air units conducting bom- an enemy unit, that will conduct counter- bardment subtract one from their unit traveling through a hex occupied by a If a stack of units contains both disrupted quarters. This portion of the supply line can Organic Supply -1 DRM for all combat, battery against the firing unit. The player’s die roll if attacking a hex where Convoy marker may not do so at the road rate. and undisrupted units, the entire stack is not be of any length. In order to be part of a including artillery bom- counter-battery artillery unit(s) must be in an enemy antiaircraft unit is pres- considered to be disrupted. Such a mixed valid supply chain, corps headquarters must bardment • They have no combat value or capability range of the targeted enemy artillery unit ent. Air units conducting Interdiction total stack retains its ZOC and its ability to fire be able to trace a supply line of any length to to absorb loss requirements. If a Soviet (which can be beyond the two hex limit from the number of antiaircraft units present in first (with the entire strength of the stack) in the south or west (south of the Don River) Out of Supply -2 DRM for all combat, unit moves through a hex occupied solely a friendly unit used for bombardment) and the potential interdiction zone and modify defensive combat. map edges. including artillery bom- by a Convoy, the Convoy is destroyed and must pass a proficiency check. If success- bardment their die roll by -1 for each AA unit present. cannot be replaced. 14 WINTERGEWITTER rules WINTERGEWITTER rules 15

The movement of the Convoy is important not in an enemy ZOC. If the headquarters • Un-stacked units on the map may be 61st Cavalry Division, within 5 hexes of start The following willalso release based upon a The 57th Panzer Corps HQ unit and the 3 for victory determination. See Module 19.0. unit is in an enemy ZOC, the unit may be observed if they are not covered by any line between hexes 1045-2042. DR whenever a German unit comes within Relief Convoy units begin within 1 hex of 1652. placed adjacent to any other unit of the same type of game marker. 10 hexes of any of their subordinate units: 81st Cavalry Division, within 2 hexes of hex The following independent units may start division. Independent units may use any • A stack of units must display its largest 1832. 7th Tank Corps (12 units), within 2 hexes of within any of the start areas above: 3/57and 17.0 RECOVERY AND headquarters. However, if a unit is destroyed unit, measured by remaining strength hex 2616. 651 Motorized Engineer Battalions, II/Lehr REPLACEMENT PHASE during the turn and is not reentered into play 302nd Rifle Division, within 5 hexes of start points, on top. The owning player chooses Panzer Battalion. during the next Recovery and Replacement line between hexes 2142-2840. 38th Rifle Division (5 units), within 1 hex of During this phase, disrupted units may which unit will be displayed if more than Phase, it is considered permanently lost and hex 3711 . Rumanian ground units: attempt to recover. Additionally, both players one unit possesses equal strength. Units is removed from play. 126th Rifle Division, within 5 hexes of start receive and immediately assign replacements under the largest (top) unit are hidden. line between hexes 2940-3747. The turn following a German unit’s coming VI Corps: to augment the strength of eligible units. A headquarters unit, if lost, automatically within 10 hexes of a subordinate unit’s set up • If the unit is entrenched, it is hidden, even 91st Rifle Division, within 5 hexes of start HQ unit and Corps' 2 independent units, returns during the next Replacement Phase hex as described above the Soviet player rolls if it is the top unit. line between hexes 3847-4842. within 1 hex of hex 1945. 17.1 Disruption Removal and appears adjacent to any of its subor- a die, during the Stalingrad Pocket Phase, Each disrupted unit attempts to become dinate units. No replacement points are • Players may not make any types of notes to Independent Units: and modifies it as follows: 8th Cavalry Division (5 units), within 2 undisrupted separately. To remove its disrup- expended. However, if all of its subordinate track enemy strength or locations. hexes of start line between hexes 2942-3450. units are permanently lost the HQ may not 254th Tank Brigade (2 units), hex 4514. +1 if the German player then has more tion marker, the unit must pass a proficiency Players can attempt to bombard units even if VP than the Soviet player. 18th Infantry Division (8 units), within 2 be replaced and is also permanently out of 51st Army independent units (5 antiaircraft check. If the unit is out of supply, add one to their exact identity is not known, assuming hexes of start line between hexes 2143-2541. play. +1 if any Soviet Ring Army unit has been the die roll. the bombarding player wishes to do so rather regiments, 4 engineer battalions, 4 antitank activated. Subject to the limitations/requirements than target the top-most unit of a stack. regiments, 1 mortar regiment, 3 antitank VII Corps: brigades, 1 artillery regiment, 2 artillery bri- 17.2 Replacements of this rule, the Soviet player may allocate If more than one hidden unit is stacked +1 Operation Thunderclap has been ini- HQ unit, hex 4053. gades, 2 rocket brigades, 1 rocket battalion, There are two types of replacements in Win- replacements to any of his eligible units, together, the bombarding player randomly tiated (Section 5.2). 2 motorized infantry battalions, 2 infantry 5th Cavalry Division (6 units), within 2 tergewitter, scheduled and combat attrition. Ring or Regular force units, regardless of the selects which unit will be bombarded (simply brigades) may be stacked with/adjacent to If the modified DR exceeds the number of hexes of start line between hexes 3550-4047. Scheduled replacements appear on the Turn source of any losses that created the replace- have the owning player place them in some ment points (i.e., losses that lead to replace- sort of container and let the bombarding any of the formations of the 51st Army (all hexes between the German unit’s closest Record Track. These are always infantry-class with one or distributed among any of those incursion and the unit’s set up hex all Soviet 4th Infantry Division (10 units), within 2 replacements. ments from Ring Force units do not have to player pick one, or roll a die). hexes of start line between hexes 4343-4843. be allocated only to other Ring Force units). comprising the 51st Army). units of the formation are permanently During combat resolution, the identity and released. If the modified DR is less than or The second type of replacements are from Remember, German Sixth Army units may 85th Tank Brigade (2 units) and the 149th Independent units: combat attrition. During each game turn, the never receive replacements. strength of all engaged units is revealed to the equal to the number of hexes determined Antitank Regiment must be assigned to the 7th Motorized Artillery Regiment, in any VII strength point losses for each nationality are enemy player. above the formation remains in reserve for 4th Cavalry Corps and/or the 81st Cavalry Corps unit area. recorded. For replacement purposes, losses Example of play The Soviet 302nd Rifle Divi- now. Perform a release DR whenever the sion bore the brunt of the German attack on Division. are tracked by three types—armor, infantry occasion arises as per this rule. 57th Cavalry Battalion, hex 4246. turn one and suffered heavy losses. Altogether, 19.0 SCENARIOS Reserve units: and artillery. Once the loss totals are known, Note See Section 19.3 for deployment of Soviet players use the calculations below to deter- nine infantry strength points (including an Wintergewitter has four scenarios. The first, 57th Engineer Battalion, hex 4443. entire 5-5 infantry regiment) and one artil- These formations may not move until: Ring Force units. mine how many combat attrition replace- We are Coming!, simulates the first three days German air units: Elements of IV and VIII lery-class strength point were lost. During the ment points are available for each type: of the German relief attack and serves as a • Released per the Turn Record Track. Soviet air units: Fliegerkorps: Replacement Phase it is determined that the good introductory scenario. The second, 8th Air Army (all ready at game start): Soviet losses multiplied by 0.25 302nd Division will receive two infantry Hoth’s Last Gasp, covers the crucial period • Attacked by German or Rumanian ground I Gruppe/JG 52 replacement points (9 x .25 = 2.25 rounded units. German losses multiplied by 0.50 from 16-19 December 1942 when the 57th 235th, 268th, and 287th Fighter Divisions down to 2) and no artillery replacement points I and II Gruppe/ZG 1 Panzer Corps made its last attempt to break • Enemy units end a Player Phase within 5 (IAD). Rumanian losses multiplied by 0.25 (1 x .25 = .25 rounded down to 0). The Soviet through to the Sixth Army. There are also hexes of any subordinate unit of the par- I and II Gruppe/SG 1 player decides to allocate one of the infantry 202nd and 226th Ground Attack Divisions Use the rounding convention on all resulting two campaign scenarios. The first covers ticular formation. points to one of the division’s infantry regiments (SHAD). I, II and IV Gruppe/STG 2 fractions. Indicate the calculated number of the entire period of the relief attack from still in play and takes the other point to recon- Once released, they may move without fur- combat attrition replacement points available 12-23 December. The second is a campaign 270th Bomber Division (BAD). I, II and IV Gruppe/STG 77 stitute the destroyed infantry regiment. This ther restriction. to each type with the markers provided. scenario variant with optional German units unit is placed on or adjacent to the divisional 289th Mixed Division (SAD). I and II Gruppe/KG 51 that allows the players to explore the results 4th Mechanized Corps (16 units), within 2 17.2.1 Assignment of Replacements Infan- HQ unit. of a maximum German effort. hexes of hex 1817. Reinforcements: See Turn Record Track I and II Gruppe/KG 55 try replacements may only augment infantry- class units. Armor replacement points may 13th Tank Corps (14 units), within 2 hexes 19.1.2 German Set-Up The German player All start in ready status. 18.0 FOG OF WAR 19.1 We Are Coming! only augment armor-class units. Artillery of hex 3929. sets up second. Reinforcements: See Turn Record Track. points may only augment artillery-class units. In order to preclude Wintergewitter from Scenario start: AM 12 December 235th Tank Brigade (2 units), hex 3812. German ground units: If not used immediately during the Replace- becoming an exercise in opportunism by Scenario end: PM 14 December Conditional Reinforcements: ment Phase, they are lost. two players possessing perfect intelligence 234th Tank Regiment (1 unit), hex 3912. 6th Panzer Division, less its reconnaissance Group Christea (Rumanian VII Corps - 4 on enemy units, a method of introducing 19.1.1 Soviet Set-Up The Soviet player sets battalion (total 15 units): Starts within 3 To receive replacements, a unit must be in 87th Rifle Division (5 units), within 1 hex of units) enters on hex 4831 following the game some of the uncertainty and tension of war up first. hexes of the start line between hexes 1046- regular supply status. Units can receive an hex 3816. turn when VII Corps units first gain control is required. 2043. 6th Panzer Division reconnaissance unlimited number of replacements per turn, Soviet ground units: No units may start of hex 4831. battalion begins in hex 2641. up to their original strength. Simply flip the entrenched, reflecting the tactical surprise 300th Rifle Division (5 units), within 1 hex of hex 3410. 19.1.3 Victory Conditions unit or modify its strength marker to reflect 18.1 Limited Intelligence gained by the Germans and the lack of 23rd Panzer Division: The German player its new strength. These rules are an attempt to interject what is defensive preparations by the Soviets. 4th Guards Rifle Division (5 units), within 1 may select units totaling 23 stacking points German: generally known as the “fog of war”: from the division's 15 total units. Units Units that have been destroyed may re-enter 51st Army: hex of hex 2503. A decisive victory if he controls Verkhne- selected start within 2 hexes of hex 2841. The play through the use of replacement points. • Neither player may look at an enemy unit's Kumsky (hex 2428) at scenario end. Army HQ unit, within 1 hex of hex 4030. 315th Rifle Division (5 units), within 1 hex remaining units go into the division's force Units returned in this manner enter during strength marker except during combat of hex 1915. pool and enter according to the schedule on A marginal victory if he has 75 stacking the Replacement Phase and are placed on resolution. 4th Cavalry Corps HQ unit, within 2 hexes the Turn Record Track. points across the Aksai River between hexes or adjacent to their headquarters unit, but of hex 1836. 2331 and 3431. 14 WINTERGEWITTER rules WINTERGEWITTER rules 15

The movement of the Convoy is important not in an enemy ZOC. If the headquarters • Un-stacked units on the map may be 61st Cavalry Division, within 5 hexes of start The following willalso release based upon a The 57th Panzer Corps HQ unit and the 3 for victory determination. See Module 19.0. unit is in an enemy ZOC, the unit may be observed if they are not covered by any line between hexes 1045-2042. DR whenever a German unit comes within Relief Convoy units begin within 1 hex of 1652. placed adjacent to any other unit of the same type of game marker. 10 hexes of any of their subordinate units: 81st Cavalry Division, within 2 hexes of hex The following independent units may start division. Independent units may use any • A stack of units must display its largest 1832. 7th Tank Corps (12 units), within 2 hexes of within any of the start areas above: 3/57and 17.0 RECOVERY AND headquarters. However, if a unit is destroyed unit, measured by remaining strength hex 2616. 651 Motorized Engineer Battalions, II/Lehr REPLACEMENT PHASE during the turn and is not reentered into play 302nd Rifle Division, within 5 hexes of start points, on top. The owning player chooses Panzer Battalion. during the next Recovery and Replacement line between hexes 2142-2840. 38th Rifle Division (5 units), within 1 hex of During this phase, disrupted units may which unit will be displayed if more than Phase, it is considered permanently lost and hex 3711 . Rumanian ground units: attempt to recover. Additionally, both players one unit possesses equal strength. Units is removed from play. 126th Rifle Division, within 5 hexes of start receive and immediately assign replacements under the largest (top) unit are hidden. line between hexes 2940-3747. The turn following a German unit’s coming VI Corps: to augment the strength of eligible units. A headquarters unit, if lost, automatically within 10 hexes of a subordinate unit’s set up • If the unit is entrenched, it is hidden, even 91st Rifle Division, within 5 hexes of start HQ unit and Corps' 2 independent units, returns during the next Replacement Phase hex as described above the Soviet player rolls if it is the top unit. line between hexes 3847-4842. within 1 hex of hex 1945. 17.1 Disruption Removal and appears adjacent to any of its subor- a die, during the Stalingrad Pocket Phase, Each disrupted unit attempts to become dinate units. No replacement points are • Players may not make any types of notes to Independent Units: and modifies it as follows: 8th Cavalry Division (5 units), within 2 undisrupted separately. To remove its disrup- expended. However, if all of its subordinate track enemy strength or locations. hexes of start line between hexes 2942-3450. units are permanently lost the HQ may not 254th Tank Brigade (2 units), hex 4514. +1 if the German player then has more tion marker, the unit must pass a proficiency Players can attempt to bombard units even if VP than the Soviet player. 18th Infantry Division (8 units), within 2 be replaced and is also permanently out of 51st Army independent units (5 antiaircraft check. If the unit is out of supply, add one to their exact identity is not known, assuming hexes of start line between hexes 2143-2541. play. +1 if any Soviet Ring Army unit has been the die roll. the bombarding player wishes to do so rather regiments, 4 engineer battalions, 4 antitank activated. Subject to the limitations/requirements than target the top-most unit of a stack. regiments, 1 mortar regiment, 3 antitank VII Corps: brigades, 1 artillery regiment, 2 artillery bri- 17.2 Replacements of this rule, the Soviet player may allocate If more than one hidden unit is stacked +1 Operation Thunderclap has been ini- HQ unit, hex 4053. gades, 2 rocket brigades, 1 rocket battalion, There are two types of replacements in Win- replacements to any of his eligible units, together, the bombarding player randomly tiated (Section 5.2). 2 motorized infantry battalions, 2 infantry 5th Cavalry Division (6 units), within 2 tergewitter, scheduled and combat attrition. Ring or Regular force units, regardless of the selects which unit will be bombarded (simply brigades) may be stacked with/adjacent to If the modified DR exceeds the number of hexes of start line between hexes 3550-4047. Scheduled replacements appear on the Turn source of any losses that created the replace- have the owning player place them in some ment points (i.e., losses that lead to replace- sort of container and let the bombarding any of the formations of the 51st Army (all hexes between the German unit’s closest Record Track. These are always infantry-class with one or distributed among any of those incursion and the unit’s set up hex all Soviet 4th Infantry Division (10 units), within 2 replacements. ments from Ring Force units do not have to player pick one, or roll a die). hexes of start line between hexes 4343-4843. be allocated only to other Ring Force units). comprising the 51st Army). units of the formation are permanently During combat resolution, the identity and released. If the modified DR is less than or The second type of replacements are from Remember, German Sixth Army units may 85th Tank Brigade (2 units) and the 149th Independent units: combat attrition. During each game turn, the never receive replacements. strength of all engaged units is revealed to the equal to the number of hexes determined Antitank Regiment must be assigned to the 7th Motorized Artillery Regiment, in any VII strength point losses for each nationality are enemy player. above the formation remains in reserve for 4th Cavalry Corps and/or the 81st Cavalry Corps unit area. recorded. For replacement purposes, losses Example of play The Soviet 302nd Rifle Divi- now. Perform a release DR whenever the sion bore the brunt of the German attack on Division. are tracked by three types—armor, infantry occasion arises as per this rule. 57th Cavalry Battalion, hex 4246. turn one and suffered heavy losses. Altogether, 19.0 SCENARIOS Reserve units: and artillery. Once the loss totals are known, Note See Section 19.3 for deployment of Soviet players use the calculations below to deter- nine infantry strength points (including an Wintergewitter has four scenarios. The first, 57th Engineer Battalion, hex 4443. entire 5-5 infantry regiment) and one artil- These formations may not move until: Ring Force units. mine how many combat attrition replace- We are Coming!, simulates the first three days German air units: Elements of IV and VIII lery-class strength point were lost. During the ment points are available for each type: of the German relief attack and serves as a • Released per the Turn Record Track. Soviet air units: Fliegerkorps: Replacement Phase it is determined that the good introductory scenario. The second, 8th Air Army (all ready at game start): Soviet losses multiplied by 0.25 302nd Division will receive two infantry Hoth’s Last Gasp, covers the crucial period • Attacked by German or Rumanian ground I Gruppe/JG 52 replacement points (9 x .25 = 2.25 rounded units. German losses multiplied by 0.50 from 16-19 December 1942 when the 57th 235th, 268th, and 287th Fighter Divisions down to 2) and no artillery replacement points I and II Gruppe/ZG 1 Panzer Corps made its last attempt to break • Enemy units end a Player Phase within 5 (IAD). Rumanian losses multiplied by 0.25 (1 x .25 = .25 rounded down to 0). The Soviet through to the Sixth Army. There are also hexes of any subordinate unit of the par- I and II Gruppe/SG 1 player decides to allocate one of the infantry 202nd and 226th Ground Attack Divisions Use the rounding convention on all resulting two campaign scenarios. The first covers ticular formation. points to one of the division’s infantry regiments (SHAD). I, II and IV Gruppe/STG 2 fractions. Indicate the calculated number of the entire period of the relief attack from still in play and takes the other point to recon- Once released, they may move without fur- combat attrition replacement points available 12-23 December. The second is a campaign 270th Bomber Division (BAD). I, II and IV Gruppe/STG 77 stitute the destroyed infantry regiment. This ther restriction. to each type with the markers provided. scenario variant with optional German units unit is placed on or adjacent to the divisional 289th Mixed Division (SAD). I and II Gruppe/KG 51 that allows the players to explore the results 4th Mechanized Corps (16 units), within 2 17.2.1 Assignment of Replacements Infan- HQ unit. of a maximum German effort. hexes of hex 1817. Reinforcements: See Turn Record Track I and II Gruppe/KG 55 try replacements may only augment infantry- class units. Armor replacement points may 13th Tank Corps (14 units), within 2 hexes 19.1.2 German Set-Up The German player All start in ready status. 18.0 FOG OF WAR 19.1 We Are Coming! only augment armor-class units. Artillery of hex 3929. sets up second. Reinforcements: See Turn Record Track. points may only augment artillery-class units. In order to preclude Wintergewitter from Scenario start: AM 12 December 235th Tank Brigade (2 units), hex 3812. German ground units: If not used immediately during the Replace- becoming an exercise in opportunism by Scenario end: PM 14 December Conditional Reinforcements: ment Phase, they are lost. two players possessing perfect intelligence 234th Tank Regiment (1 unit), hex 3912. 6th Panzer Division, less its reconnaissance Group Christea (Rumanian VII Corps - 4 on enemy units, a method of introducing 19.1.1 Soviet Set-Up The Soviet player sets battalion (total 15 units): Starts within 3 To receive replacements, a unit must be in 87th Rifle Division (5 units), within 1 hex of units) enters on hex 4831 following the game some of the uncertainty and tension of war up first. hexes of the start line between hexes 1046- regular supply status. Units can receive an hex 3816. turn when VII Corps units first gain control is required. 2043. 6th Panzer Division reconnaissance unlimited number of replacements per turn, Soviet ground units: No units may start of hex 4831. battalion begins in hex 2641. up to their original strength. Simply flip the entrenched, reflecting the tactical surprise 300th Rifle Division (5 units), within 1 hex of hex 3410. 19.1.3 Victory Conditions unit or modify its strength marker to reflect 18.1 Limited Intelligence gained by the Germans and the lack of 23rd Panzer Division: The German player its new strength. These rules are an attempt to interject what is defensive preparations by the Soviets. 4th Guards Rifle Division (5 units), within 1 may select units totaling 23 stacking points German: generally known as the “fog of war”: from the division's 15 total units. Units Units that have been destroyed may re-enter 51st Army: hex of hex 2503. A decisive victory if he controls Verkhne- selected start within 2 hexes of hex 2841. The play through the use of replacement points. • Neither player may look at an enemy unit's Kumsky (hex 2428) at scenario end. Army HQ unit, within 1 hex of hex 4030. 315th Rifle Division (5 units), within 1 hex remaining units go into the division's force Units returned in this manner enter during strength marker except during combat of hex 1915. pool and enter according to the schedule on A marginal victory if he has 75 stacking the Replacement Phase and are placed on resolution. 4th Cavalry Corps HQ unit, within 2 hexes the Turn Record Track. points across the Aksai River between hexes or adjacent to their headquarters unit, but of hex 1836. 2331 and 3431. 16 WINTERGEWITTER rules WINTERGEWITTER rules 17

Soviet: Independent Units: above the formation remains in reserve for German air units: Elements of IV and VIII 21st Army: Army HQ unit, 52nd Guards The Soviet player gains victory points for the now. Perform a release DR whenever the Fliegerkorps: Rifle Division (5 units), 293rd Rifle Division following actions: A decisive victory if he holds Verkhne- 85th Tank Brigade (2 units) and 149th AT occasion arises as per this rule. (5 units), 2 independent units. Kumsky and there are less than 50 stacking Brigade with any 4th Cavalry Corps, 61st I Gruppe/JG 52 1 for every 50 German strength points point across the Aksai between hexes 2331 and/or 81st Cavalry Division units. Note See Section 19.3 for deployment of Soviet 57th Army: Army HQ unit, 15th Guards destroyed at the end of game. This I and II Gruppe/ZG 1 and 3431. Ring Force units. Rifle Division (5 units), 422nd Rifle Divi- is determined by taking the original 5 antiaircraft regiments, 4 engineer battal- I and II Gruppe/SG 1 sion (5 units), 143rd Rifle Brigade, 156th strengths of German units and comparing A marginal victory if he holds Verkhne- ions, 5 antitank brigades, 1 mortar regiment, Soviet air units: Motorized Rifle Regiment, 61st and 90th them to their game-ending strength levels. Kumsky. 1 antitank regiment, 1 artillery regiment, 2 I, II and IV Gruppe/STG 2 8th Air Army. Roll a die for each of these Tank Brigades, 35th Tank Regiment, 9 other The difference is the number of strength artillery brigades, 2 rocket artillery brigades, Note If both players score a marginal victory units. With a DR of 1 the unit is placed in independent units. points lost. 1 rocket artillery battalion, 2 motorized I, II and IV Gruppe/STG 77 the game ends in a tie. Soviet player, expect a the flown box; otherwise the units are ready infantry battalions, and 2 infantry brigades 64th Army: Army HQ unit, 36th Guards 1 for each German Mandated Attack not visit from the Commissar Khruschev and his at start: I and II Gruppe/KG 51 start in any of the areas above. Subtract 2 Rifle Division (5 units), 29th, 157th, 169th, carried out (only if the German player is NKVD minions. German player, a Gestapo armor points, 1 infantry point, and 10 artil- 235th, 268th, and 287th Fighter Divisions I and II Gruppe/KG 55 and 204th Rifle Divisions (each 5 units), the Initiative player in a turn). staff car has just pulled up in front of your com- lery strength points from any combination of (IAD). 96th, 97th, 149th, 154th, Rifle Brigades, mand tent… 10 units are in a ready status, the remainder 1 if the German player commences Opera- these units. 66th Naval Infantry Brigade, 38th Motor- 202nd and 226th Ground Attack Divisions in the flown box. tion Thunderclap and fails to open a cor- Historical note In the actual battle, the Ger- ized Brigade, 56th Tank Brigade, 166th Tank Reserve units: (SHAD). ridor into the Pocket. mans successfully pushed the bulk of the 6th Reinforcements: See Turn Record Track. Regiment, 7 other independent units. and 23rd Panzer Divisions across the Aksai These may not move until: Victory Margin Table 270th Bomber Division (BAD). Conditional Reinforcements: 19.3.2 German Set-Up The German player but were unable to hold Verkhne-Kumsky, thus • Released per the Turn Record Track. sets up second. VP Total Result gaining a marginal victory. 289th Mixed Division (SAD). Group Christea (Rumanian VII Corps - 4 • Attacked by German or Rumanian ground Reinforcements: See Turn Record Track units). Enters on hex 4831 following the German ground units: See Case 19.1.2. 8 German decisive victory 19.2 Hoth’s Last Gasp units. game turn when VII Corps units first gain 19.2.2 German Set-Up. The German player control of hex 4831. Rumanian ground units: See Case 19.1.2. 5 German significant victory Scenario start: AM 16 December • Enemy units end a Player Phase within 5 sets up second. German air units: See Case 19.1.2. 2 German marginal victory hexes of any subordinate unit of the par- 19.2.3 Victory Conditions Scenario end: PM 19 December German ground units: ticular formation. German Reinforcements: See Turn Record Track. 1 Draw 19.2.1 Soviet Set-Up. The Soviet player sets 6th Panzer Division (-2 arm, -4 inf, -1 art), Once released, they may move without fur- Conditional Reinforcements: See Case 0 Soviet marginal victory up first. within 2 hexes of 2531 and/or 2334. Decisive Victory: 100 stacking points across ther restriction. the Myshkova River between hexes 2223 and 19.1.2. Soviet ground units: (some units with -1 Soviet significant victory 4th Guards Rifle Division, within 1 hex of 23rd Panzer Division (-1 arm, -2 inf, -1 art), 3524. German Sixth Army Attack Group: 14th reduced strength; indicated with -X arm hex 2503. within 2 hexes of 3131 and/or 2937. Panzer Division (8 units). See Section 5.2. -2 Soviet decisive victory (armor points), -X inf (infantry points), and Marginal Victory: 50 to 99 stacking points -X art (artillery points). Losses are allocated 315th Rifle Division, within 1 hex of hex 17th Panzer Division, see Turn Record Track. across the Myshkova River between hexes 19.3.3 Victory Conditions Victory is deter- Historical Note In game terms, the battle 2223 and 3524. resulted in a Soviet marginal victory with the in any way desired among the units of the 1915. The 228th Assault Gun Battalion, 3/57 and mined at the conclusion of the 23 December parent formation. PM turn. The victory point total of the Germans crossing the Myshkova River and The following willalso release based upon a 651 Motorized Engineer Battalions, and Soviet German player is compared to that of the approaching to within 18 hexes of the Pocket 51st Army: DR whenever a German unit comes within II/Lehr Antiaircraft Battalion set up with any Decisive Victory: No German units across Soviet player. This net result (which may be to gain 1 VP and the Soviets badly battering 10 hexes of any of their subordinate units: division above. Army HQ unit, anywhere north of hexrow the Myshkova River between hexes 2223 and a negative number), is compared to the table the 57th Panzer Corps by destroying over 50 German strength points to gain 1 VP. xx24. 7th Tank Corps (12 units), within 2 hexes of The 57th Panzer Corps HQ unit and the 3 3524. below to determine victory. hex 2616. Relief Convoy units begin within 5 hexes of 4th Cavalry Corps HQ unit, hex 1436. 1652. Marginal Victory: 49 or fewer German The German player gains victory points 38th Rifle Division (5 units), within 1 hex of stacking points across the Myshkova River (VPs) for the following actions: 20.0 Operation Gross 61st Cavalry Division (-4 inf, -1 art), within hex 3711. Rumanian ground units: between hexes 2223 and 3524. 2 hexes of 1935. 1 if any German unit ever advances to Wintergewitter: the German The turn following a German unit’s coming VI Corps Historical note In the actual battle, the Ger- within 18 hexes of the Stalingrad Pocket. Maximum Effort Variant 81st Cavalry Division (-2 inf), within 2 within 10 hexes of a subordinate unit’s set up mans managed to get elements of 6th Panzer This scenario depicts a maximum German hexes of 1537. HQ unit and Corps' 2 independent units, 1 if any German unit ever advances to hex as described above the Soviet player rolls across the Myshkova at Vasilevka (hex 3424) effort to relieve the Pocket. It allows the within 2 hexes of 2043. within 5 hexes of the Pocket. 91st Rifle Division (-1 inf), within 4 hexes of a die, during the Stalingrad Pocket Phase, but with less than 30 stacking points resulting German player to employ formations and 4441 but behind 12 December start line. and modifies it as follows: 8th Cavalry Division (-1 inf), within 2 hexes in a Soviet marginal victory. 1 if during any time in the game a cor- assets which were not present in the actual of 3141. ridor is opened into the Pocket (defined battle. In each case a plausible case can be 126th Rifle Division (-4 inf), within 2 hexes +1 if the German player then has more 19.3 Operation Wintergewitter as a path of hexes free of Soviet units made that they easily could have been used of 3836. VP than the Soviet player. 18th Infantry Division (-1 inf), within 1 hex of 1941. Scenario start: AM 12 December and their ZOCs (Axis units block Soviet in the relief attack had an all-out effort been 302nd Rifle Division (-8 inf, -2 art), within +1 if any Soviet Ring Army unit has been ZOCs for this purpose). This VP is not desired. To maintain game balance, there is a 1 hex of 3433. activated. VII Corps Scenario end: PM 23 December awarded if the corridor exists at the end of victory point penalty associated with the use the game. of these forces. 13th Tank Corps (-5 arm, -9 inf), within 1 +1 Operation Thunderclap has been ini- HQ unit, hex 4146; 4 independent units 19.3.1 Soviet Set-Up The Soviet player sets hex of 3431, 3428, and 3127. tiated (Section 5.2). (7th Motorized Artillery Regiment, Gruppe up first. 1 for each Relief Convoy marker which This scenario uses all elements of Scenario Bischof, 57th Cavalry Battalion, 57th Engi- Ground units: See Case 19.1.1. enters the Pocket. 19.3 with the following exception: 4th Mechanized Corps, 235th Tank Brigade, If the modified DR exceeds the number of neer Battalion) within 3 hexes of 4146. 1 for each Soviet Mandated Attack not car- 234th Tank Regiment, 254th Tank Brigade hexes between the German unit’s closest Air units: See Case 19.1.1. 20.1 German Optional Units (-10 arm, -12 inf, -3 art), within 1 hex of incursion and the unit’s set up hex all Soviet 5th Cavalry Division (-1 inf), within 2 hexes ried out (only if the Soviet player is the 2129, 2428, 2728. units of the formation are permanently of 3542 but south of Aksai River. Reinforcements: See Turn Record Track. Initiative player in a turn). The following groups of optional forces are released. If the modified DR is less than or available: 87th Rifle Division, within 1 hex of 3223 4th Infantry Division, within 2 hexes of start Soviet Ring Forces: These forces are set up 5 if a corridor exists at the conclusion of the equal to the number of hexes determined line between hexes 4343-4843. within their designated starting areas adja- game. 57th Panzer Corps support units (2/40, 5/46, 300th Rifle Division, within 1 hex of 1721 cent to the Stalingrad Pocket, within 3 hexes 602, and 844 Artillery Battalions, and 203 of the Pocket. 16 WINTERGEWITTER rules WINTERGEWITTER rules 17

Soviet: Independent Units: above the formation remains in reserve for German air units: Elements of IV and VIII 21st Army: Army HQ unit, 52nd Guards The Soviet player gains victory points for the now. Perform a release DR whenever the Fliegerkorps: Rifle Division (5 units), 293rd Rifle Division following actions: A decisive victory if he holds Verkhne- 85th Tank Brigade (2 units) and 149th AT occasion arises as per this rule. (5 units), 2 independent units. Kumsky and there are less than 50 stacking Brigade with any 4th Cavalry Corps, 61st I Gruppe/JG 52 1 for every 50 German strength points point across the Aksai between hexes 2331 and/or 81st Cavalry Division units. Note See Section 19.3 for deployment of Soviet 57th Army: Army HQ unit, 15th Guards destroyed at the end of game. This I and II Gruppe/ZG 1 and 3431. Ring Force units. Rifle Division (5 units), 422nd Rifle Divi- is determined by taking the original 5 antiaircraft regiments, 4 engineer battal- I and II Gruppe/SG 1 sion (5 units), 143rd Rifle Brigade, 156th strengths of German units and comparing A marginal victory if he holds Verkhne- ions, 5 antitank brigades, 1 mortar regiment, Soviet air units: Motorized Rifle Regiment, 61st and 90th them to their game-ending strength levels. Kumsky. 1 antitank regiment, 1 artillery regiment, 2 I, II and IV Gruppe/STG 2 8th Air Army. Roll a die for each of these Tank Brigades, 35th Tank Regiment, 9 other The difference is the number of strength artillery brigades, 2 rocket artillery brigades, Note If both players score a marginal victory units. With a DR of 1 the unit is placed in independent units. points lost. 1 rocket artillery battalion, 2 motorized I, II and IV Gruppe/STG 77 the game ends in a tie. Soviet player, expect a the flown box; otherwise the units are ready infantry battalions, and 2 infantry brigades 64th Army: Army HQ unit, 36th Guards 1 for each German Mandated Attack not visit from the Commissar Khruschev and his at start: I and II Gruppe/KG 51 start in any of the areas above. Subtract 2 Rifle Division (5 units), 29th, 157th, 169th, carried out (only if the German player is NKVD minions. German player, a Gestapo armor points, 1 infantry point, and 10 artil- 235th, 268th, and 287th Fighter Divisions I and II Gruppe/KG 55 and 204th Rifle Divisions (each 5 units), the Initiative player in a turn). staff car has just pulled up in front of your com- lery strength points from any combination of (IAD). 96th, 97th, 149th, 154th, Rifle Brigades, mand tent… 10 units are in a ready status, the remainder 1 if the German player commences Opera- these units. 66th Naval Infantry Brigade, 38th Motor- 202nd and 226th Ground Attack Divisions in the flown box. tion Thunderclap and fails to open a cor- Historical note In the actual battle, the Ger- ized Brigade, 56th Tank Brigade, 166th Tank Reserve units: (SHAD). ridor into the Pocket. mans successfully pushed the bulk of the 6th Reinforcements: See Turn Record Track. Regiment, 7 other independent units. and 23rd Panzer Divisions across the Aksai These may not move until: Victory Margin Table 270th Bomber Division (BAD). Conditional Reinforcements: 19.3.2 German Set-Up The German player but were unable to hold Verkhne-Kumsky, thus • Released per the Turn Record Track. sets up second. VP Total Result gaining a marginal victory. 289th Mixed Division (SAD). Group Christea (Rumanian VII Corps - 4 • Attacked by German or Rumanian ground Reinforcements: See Turn Record Track units). Enters on hex 4831 following the German ground units: See Case 19.1.2. 8 German decisive victory 19.2 Hoth’s Last Gasp units. game turn when VII Corps units first gain 19.2.2 German Set-Up. The German player control of hex 4831. Rumanian ground units: See Case 19.1.2. 5 German significant victory Scenario start: AM 16 December • Enemy units end a Player Phase within 5 sets up second. German air units: See Case 19.1.2. 2 German marginal victory hexes of any subordinate unit of the par- 19.2.3 Victory Conditions Scenario end: PM 19 December German ground units: ticular formation. German Reinforcements: See Turn Record Track. 1 Draw 19.2.1 Soviet Set-Up. The Soviet player sets 6th Panzer Division (-2 arm, -4 inf, -1 art), Once released, they may move without fur- Conditional Reinforcements: See Case 0 Soviet marginal victory up first. within 2 hexes of 2531 and/or 2334. Decisive Victory: 100 stacking points across ther restriction. the Myshkova River between hexes 2223 and 19.1.2. Soviet ground units: (some units with -1 Soviet significant victory 4th Guards Rifle Division, within 1 hex of 23rd Panzer Division (-1 arm, -2 inf, -1 art), 3524. German Sixth Army Attack Group: 14th reduced strength; indicated with -X arm hex 2503. within 2 hexes of 3131 and/or 2937. Panzer Division (8 units). See Section 5.2. -2 Soviet decisive victory (armor points), -X inf (infantry points), and Marginal Victory: 50 to 99 stacking points -X art (artillery points). Losses are allocated 315th Rifle Division, within 1 hex of hex 17th Panzer Division, see Turn Record Track. across the Myshkova River between hexes 19.3.3 Victory Conditions Victory is deter- Historical Note In game terms, the battle 2223 and 3524. resulted in a Soviet marginal victory with the in any way desired among the units of the 1915. The 228th Assault Gun Battalion, 3/57 and mined at the conclusion of the 23 December parent formation. PM turn. The victory point total of the Germans crossing the Myshkova River and The following willalso release based upon a 651 Motorized Engineer Battalions, and Soviet German player is compared to that of the approaching to within 18 hexes of the Pocket 51st Army: DR whenever a German unit comes within II/Lehr Antiaircraft Battalion set up with any Decisive Victory: No German units across Soviet player. This net result (which may be to gain 1 VP and the Soviets badly battering 10 hexes of any of their subordinate units: division above. Army HQ unit, anywhere north of hexrow the Myshkova River between hexes 2223 and a negative number), is compared to the table the 57th Panzer Corps by destroying over 50 German strength points to gain 1 VP. xx24. 7th Tank Corps (12 units), within 2 hexes of The 57th Panzer Corps HQ unit and the 3 3524. below to determine victory. hex 2616. Relief Convoy units begin within 5 hexes of 4th Cavalry Corps HQ unit, hex 1436. 1652. Marginal Victory: 49 or fewer German The German player gains victory points 38th Rifle Division (5 units), within 1 hex of stacking points across the Myshkova River (VPs) for the following actions: 20.0 Operation Gross 61st Cavalry Division (-4 inf, -1 art), within hex 3711. Rumanian ground units: between hexes 2223 and 3524. 2 hexes of 1935. 1 if any German unit ever advances to Wintergewitter: the German The turn following a German unit’s coming VI Corps Historical note In the actual battle, the Ger- within 18 hexes of the Stalingrad Pocket. Maximum Effort Variant 81st Cavalry Division (-2 inf), within 2 within 10 hexes of a subordinate unit’s set up mans managed to get elements of 6th Panzer This scenario depicts a maximum German hexes of 1537. HQ unit and Corps' 2 independent units, 1 if any German unit ever advances to hex as described above the Soviet player rolls across the Myshkova at Vasilevka (hex 3424) effort to relieve the Pocket. It allows the within 2 hexes of 2043. within 5 hexes of the Pocket. 91st Rifle Division (-1 inf), within 4 hexes of a die, during the Stalingrad Pocket Phase, but with less than 30 stacking points resulting German player to employ formations and 4441 but behind 12 December start line. and modifies it as follows: 8th Cavalry Division (-1 inf), within 2 hexes in a Soviet marginal victory. 1 if during any time in the game a cor- assets which were not present in the actual of 3141. ridor is opened into the Pocket (defined battle. In each case a plausible case can be 126th Rifle Division (-4 inf), within 2 hexes +1 if the German player then has more 19.3 Operation Wintergewitter as a path of hexes free of Soviet units made that they easily could have been used of 3836. VP than the Soviet player. 18th Infantry Division (-1 inf), within 1 hex of 1941. Scenario start: AM 12 December and their ZOCs (Axis units block Soviet in the relief attack had an all-out effort been 302nd Rifle Division (-8 inf, -2 art), within +1 if any Soviet Ring Army unit has been ZOCs for this purpose). This VP is not desired. To maintain game balance, there is a 1 hex of 3433. activated. VII Corps Scenario end: PM 23 December awarded if the corridor exists at the end of victory point penalty associated with the use the game. of these forces. 13th Tank Corps (-5 arm, -9 inf), within 1 +1 Operation Thunderclap has been ini- HQ unit, hex 4146; 4 independent units 19.3.1 Soviet Set-Up The Soviet player sets hex of 3431, 3428, and 3127. tiated (Section 5.2). (7th Motorized Artillery Regiment, Gruppe up first. 1 for each Relief Convoy marker which This scenario uses all elements of Scenario Bischof, 57th Cavalry Battalion, 57th Engi- Ground units: See Case 19.1.1. enters the Pocket. 19.3 with the following exception: 4th Mechanized Corps, 235th Tank Brigade, If the modified DR exceeds the number of neer Battalion) within 3 hexes of 4146. 1 for each Soviet Mandated Attack not car- 234th Tank Regiment, 254th Tank Brigade hexes between the German unit’s closest Air units: See Case 19.1.1. 20.1 German Optional Units (-10 arm, -12 inf, -3 art), within 1 hex of incursion and the unit’s set up hex all Soviet 5th Cavalry Division (-1 inf), within 2 hexes ried out (only if the Soviet player is the 2129, 2428, 2728. units of the formation are permanently of 3542 but south of Aksai River. Reinforcements: See Turn Record Track. Initiative player in a turn). The following groups of optional forces are released. If the modified DR is less than or available: 87th Rifle Division, within 1 hex of 3223 4th Infantry Division, within 2 hexes of start Soviet Ring Forces: These forces are set up 5 if a corridor exists at the conclusion of the equal to the number of hexes determined line between hexes 4343-4843. within their designated starting areas adja- game. 57th Panzer Corps support units (2/40, 5/46, 300th Rifle Division, within 1 hex of 1721 cent to the Stalingrad Pocket, within 3 hexes 602, and 844 Artillery Battalions, and 203 of the Pocket. 18 WINTERGEWITTER rules WINTERGEWITTER rules 19

Assault Gun Battalion). The four artillery 20.4 Victory Conditions Germans attacked again, this time break- ment and combat advantages in an attempt The fog of war rules were added in an simply ignores the personalities concerned. battalions were assigned to the relief attack ing through the Soviet defenses. Verkhne- to show the effect of one commander forc- attempt to add some uncertainty into the In reality, there was no real prospect of Hitler Victory is determined as in Scenario 19.3 from the First Panzer Army, which was then Kumsky was again taken, this time by a night ing the other into a reactive mode. For the minds of the players. Though handled ever giving his concurrence for a breakout with the following addition: becoming mired in the Caucasus Mountains. assault on 18 December. By 19 December, German player in WG, possession of the ini- abstractly, they do not approximate the operation that would have entailed giving A combination of lack of transport and The Soviet player receives 2 VP if the German the Germans had reached the Myshkova tiative is essential if his smaller force is to out- actual confusion and lack of information up the city of Stalingrad. Just as importantly, delay in releasing the units by their original player uses the 16th Motorized Division, and River with the 6th and 17th Panzer Divisions maneuver his larger opponent. The effects of available to commanders. there were no prospects of any breakout headquarters meant that they did not actu- 1 VP each if the German player employs the and had established a bridgehead at Vasily- not maintaining the initiative may seem overly being conducted without such permission. Though the possibility of a breakout by the ally arrive in the area of the game map until 15th Luftwaffe Field Division and/or the evka across a captured bridge. The Soviets harsh. In part, they were designed to make the This would have been the case whether Sixth Army was remote given Hitler’s ada- after the failure of Operation Winter Storm. 57th Panzer Corps support units. battered the bridgehead with heavy attacks Soviet player go over to the offensive instead Paulus or any other general was commander mant refusal to sanction a withdrawal from The assault gun battalion was an asset of the on 20 and 21 December. On 22 December of simply responding to the attack of the of Sixth Army. Historical Note Players wanting to take this the Volga, such an eventuality is included Fourth Panzer Army which, though avail- the Germans had regained ground they had relatively small German spearhead and then German dream scenario one step farther may in WG. Had the relief forces actually suc- This passage alone demonstrates Hitler’s able, does not appear to have been actually previously lost in the bridgehead and were attempting to smother it. In the actual battle, employ the 17th Panzer Division from the start ceeded in getting to within approximately 20 views on the subject. It is a transcript of an employed. If this group of units is used, they preparing to launch the final attack that was the Soviets continually launched a series of of the scenario. Historically, this unit was with- kilometers of the Pocket, an attack by at least exchange with Zeitzler from the 12 Decem- start on Turn one in any German set-up area. hoped would bring them to the Pocket. But attacks despite suffering heavy losses. held by Hitler to buttress the weak German some elements of the Sixth Army was possible. ber situation conference at Führer Headquar- events elsewhere on the fragile southern wing 15th Luftwaffe Field Division (5 units plus 4 defenses north of the area on the game map and The movement sequence is meant to show This is reflected in the game and puts the onus ters: of the German front dictated that this attack independent units from the 57th Antiaircraft was not committed until after the commence- the primacy of armor and motorized units in on the German player to gain ground quickly would never occur. On 23 December, the Hitler “I have, on the whole, considered one Regiment: 96, 2/61, I/26, I/61 Antiaircraft ment of Operation Winter Storm. the open steppes south of Stalingrad. Non- to increase the likelihood of a breakout. 6th Panzer was withdrawn and with it any thing Zeitzler. We must not give it [Stalin- Battalions). This unit was attached to the motorized units must attack and then move, German hope of punching through to the Of the four scenarios, the first (We are grad] up now under any circumstance. We 57th Panzer Corps for Operation Winter restricting their utility in such a mobile Pocket. Coming!) is the most freewheeling and is best won’t win it back again. We know what that Storm, but was not used because of concerns 21.0 DESIGNER NOTES battle. Motorized units move and fight sepa- suited as an introductory scenario. Hoth’s Last means. Nor can I mount any surprise opera- that its level of training was not satisfac- The failure of the German attack sealed the rately. This reflects the inability of both sides Wintergewitter (WG) simulates a desperate Gasp covers the Germans’ attempt to break tion. This time we were unfortunately too tory (not an unreasonable concern given the fate of the Sixth Army. Against the 51st to fully coordinate their forces. For the Ger- and dramatic battle. Following the encircle- loose and regain some momentum to cross late. Things would have been quicker if we poor results of Reich Marshal Goring's plan Army, reinforced by the well-equipped and mans, this shows the inability of the Ruma- ment of the Sixth Army by the Soviet attack the Myshkova River and move toward the hadn’t hung about Voronezh so long. There to build his own army). Players wishing to full-strength , Operation nian forces to keep up with the advance and launched on 19 November 1942, the Ger- Pocket. The campaign scenario shows the one might perhaps have slipped through at explore the impact of these units may start Winter Storm never really had a chance of for the Soviets it models their inability to mans began to assemble a relief force. The full difficulty of the German task but offers the first assault. But to imagine that one can them on Turn one within one hex of hex success. However, the advance of the 6th fully coordinate the operations of motorized operation that was finally mounted begin- the German player the possibility of coordi- do it a second time, if one goes back and the 1652. Panzer Division to within 48 km of the and infantry forces. ning on 12 December was a massive gamble. nating his relief operations with a potential material is left lying, that’s ridiculous. They Pocket was a remarkable achievement. WG 16th Motorized Division (17 units). Unlike Only a single full-strength panzer division WG is rich in tactical flavor. A key theme is breakout from the Pocket. Players looking can’t take everything with them. The horses gives players an opportunity to explore this the 15th Luftwaffe Field Division, the 16th was available, supported by another weak- the superior capabilities of quality units. This to substantially change the nature of the his- are weary; they have no draught power left. I dramatic battle. Motorized was an experienced formation ened panzer division and Rumanian rem- results in DRMs for combat and the ability torical battle need to explore the last of the cannot feed one horse with another. If these that was near full strength. Since summer, nants, to cover the approximately 110 kilo- One of the strengths of WG is its orders of to stand firm in combat when desired. This four scenarios and add additional German were Russians, I’d say: one Russian will eat this formation was guarding the 4th Panzer meters to the Pocket and hold open a cor- battle. The German OB is drawn from the allows units to press home attacks in spite units to the relief force. These additional another. But I cannot let one nag eat another. Army's right flank, patrolling the Kalmuck ridor for either supplies to be delivered or for actual war diary of the Fourth Panzer Army of losses. Quality units also recover from the forces often provide the German player That’s no good, that’s lost therefore. Nor can Steppe. While assembling his force to launch the Sixth Army to withdraw through. Such (microfilmed copies of which are held in crippling effects of disruption more readily. with the combat power necessary to quickly one say: things will be different in two day’s Operation Wintergewitter, Field Marshal von a small force would have to strike quickly to the National Archives) and from Manfred The use of supporting fire is also a key aspect overwhelm the 51st Army before the arrival time, give me a helping of oats. In two days Manstein requested that he be given this for- hope to get close enough to the Sixth Army Kehrig’s incomparable Stalingrad (a German of combat. Proper use of artillery and air of the 2nd Guards Army forecloses the pros- the horses won’t be any better. What isn’t mation. His request was refused and the divi- to allow it to break out. language account published in 1974). Aside assets is essential to create a breakthrough or pects of a breakthrough to the Pocket. brought out by motor will be left behind. sion remained in the vicinity of the town of from determining some of the unit strengths to break up enemy assaults. Artillery, when There are so many heavy artillery mortars The actual attack opened on the morning of No attempt will be made here to tell players Elista, only 48 hours’ march from the battle of the 17th and 23rd Panzer Divisions, little massed, is devastating. For the Soviets, it can inside, all that is lost.” 12 December and gained immediate results. how to exploit the strengths and weaknesses to punch through to the Sixth Army. If this guesswork was required. Players curious as bring German attacks to a standstill and gives The armor of the 6th Panzer Division, with of both sides. Suffice it to say that the player Zeitzler “We have a vast amount of army powerful formation is used, it may begin on to the composition of a 1942 full-strength the plodding Soviet infantry units a chance to extensive air support, quickly sliced through who conducts careful planning and success- artillery inside.” AM 12 December anywhere behind the 12 panzer division are referred to the 6th Panzer, attack successfully. German artillery and air the under-strength and unprepared Soviet fully integrates all combat arms will gain an December start line. which began the attack at almost full-strength. units can provide the extra firepower needed Hitler “We can’t possibly replace the stuff we 51st Army. By the morning of the 13th, advantage. Both sides possess powerful units to force a breakthrough instead of merely have inside. If we give that up, we surrender German elements had reached the Aksai The Soviet OB was drawn primarily from for attacks and weaker units useful only for inflicting more attrition on a defender. the whole meaning of this campaign. To 20.2 Compensatory Soviet Air Units River in the vicinity of Zalivskiy and by Kehrig’s work and a superb Soviet 1943 Gen- screening the main assault. If these assets are Rocket artillery is especially useful for both imagine that I shall come here another time is Add the following three Soviet Air Units to that afternoon had seized Verkhne-Kumsky. eral Staff study on the battle published in used wisely, both players have the means to sides with its ability to move its full capabil- madness. Now, in winter, we can construct a the at-start Soviet forces should any of the By that point the Soviets realized the English by Brassey’s. While the OB is solid, achieve their objectives. The game system is ity and still fire. The air rules demonstrate blocking position with those forces. The other German Optional units be put into play: intent and scope of the German attack and it is most difficult to determine the actual rich enough to reflect the varying capabili- the proper historical uses of German and side has the possibility of moving transports moved the 4th Mechanized and 13thTank- strengths of units down to the regiment level ties of the units involved and to allow the 220th and 283rd Fighter Divisions (IAD). Soviet air assets. When available in significant up on his railway. When the ice breaks, he has Corps to counter it. In a series of swirling and some inspired guesswork was involved in player to experiment to find the best ways to battles involving 160 German tanks and numbers, the Luftwaffe can give the German the Volga available to him and can use it for 228th Ground Attack Division (SHAD). this process. Soviet units vary from the half- employ his forces. player a decisive (if fleeting) advantage. transports. He knows what depends on it. We approximately 350 Soviet tanks, the German strength rifle divisions of the 51st Army to are not coming back here a second time. That advance was halted and Verkhne-Kumsky the full-strength and powerful formations of Another key aspect of WG is the use of 20.3 Soviet Ring Army is why we must not leave here. Besides, too recaptured. The opening stages of the attack the 2nd Guards Army. strength markers. The game system is attri- 22.0 WHAT IF? The Soviet player may release one unit from had seen the Germans gain a bridgehead much blood has been shed for that.” tion-based by design. In WG, large units will M any have argued that the Sixth Army each attacked Ring Army per turn. No die across the Aksai and inflict serious losses on While a good order of battle is often enough not be destroyed in a 12-hour turn, never to could have broken out, and with some cost Aside from all his tangential references, this roll is performed, as this is automatic, and the Soviets. to make a bad game look good, WG seeks return. For the small inconvenience of using in heavy equipment, have been saved. This passage clearly reveals what Hitler’s mindset the unit to be released is chosen by the Soviet to combine a solid OB with a challenging The German advance resumed on 16 Decem- strength markers, actual losses can be shown claim wishes away two major issues: 1) would was on the issue of surrendering Stalingrad. player. The unit(s) may be released as long but playable game system. Possession of the ber when German armor unsuccessfully and units will melt away over time, not be permission for a breakout have been granted, He had mastered unpleasant situations before as each (non-breached) hex of the Pocket in initiative is key in WG. The effect of initia- attacked dug-in Soviet infantry on the high destroyed in a single disastrous attack. The and 2) would it have been successful? on the Eastern Front and he believed that that Army’s sector is occupied by an infantry tive is difficult to reflect in a war game but ground north of their Aksai bridgehead. On replacement system demonstrates the resil- the current crisis could simply be overcome or armor unit of the Ring Army. was an important aspect of warfare in Russia. iency of units, which are continuously being Assuming that permission for a complete by sufficient will. Just as he had in the ter- the 17th, again with heavy air support, the In WG, possession is rewarded with move- rebuilt after suffering losses. breakout would ever have been granted rible winter of 1941-42, Hitler would not 18 WINTERGEWITTER rules WINTERGEWITTER rules 19

Assault Gun Battalion). The four artillery 20.4 Victory Conditions Germans attacked again, this time break- ment and combat advantages in an attempt The fog of war rules were added in an simply ignores the personalities concerned. battalions were assigned to the relief attack ing through the Soviet defenses. Verkhne- to show the effect of one commander forc- attempt to add some uncertainty into the In reality, there was no real prospect of Hitler Victory is determined as in Scenario 19.3 from the First Panzer Army, which was then Kumsky was again taken, this time by a night ing the other into a reactive mode. For the minds of the players. Though handled ever giving his concurrence for a breakout with the following addition: becoming mired in the Caucasus Mountains. assault on 18 December. By 19 December, German player in WG, possession of the ini- abstractly, they do not approximate the operation that would have entailed giving A combination of lack of transport and The Soviet player receives 2 VP if the German the Germans had reached the Myshkova tiative is essential if his smaller force is to out- actual confusion and lack of information up the city of Stalingrad. Just as importantly, delay in releasing the units by their original player uses the 16th Motorized Division, and River with the 6th and 17th Panzer Divisions maneuver his larger opponent. The effects of available to commanders. there were no prospects of any breakout headquarters meant that they did not actu- 1 VP each if the German player employs the and had established a bridgehead at Vasily- not maintaining the initiative may seem overly being conducted without such permission. Though the possibility of a breakout by the ally arrive in the area of the game map until 15th Luftwaffe Field Division and/or the evka across a captured bridge. The Soviets harsh. In part, they were designed to make the This would have been the case whether Sixth Army was remote given Hitler’s ada- after the failure of Operation Winter Storm. 57th Panzer Corps support units. battered the bridgehead with heavy attacks Soviet player go over to the offensive instead Paulus or any other general was commander mant refusal to sanction a withdrawal from The assault gun battalion was an asset of the on 20 and 21 December. On 22 December of simply responding to the attack of the of Sixth Army. Historical Note Players wanting to take this the Volga, such an eventuality is included Fourth Panzer Army which, though avail- the Germans had regained ground they had relatively small German spearhead and then German dream scenario one step farther may in WG. Had the relief forces actually suc- This passage alone demonstrates Hitler’s able, does not appear to have been actually previously lost in the bridgehead and were attempting to smother it. In the actual battle, employ the 17th Panzer Division from the start ceeded in getting to within approximately 20 views on the subject. It is a transcript of an employed. If this group of units is used, they preparing to launch the final attack that was the Soviets continually launched a series of of the scenario. Historically, this unit was with- kilometers of the Pocket, an attack by at least exchange with Zeitzler from the 12 Decem- start on Turn one in any German set-up area. hoped would bring them to the Pocket. But attacks despite suffering heavy losses. held by Hitler to buttress the weak German some elements of the Sixth Army was possible. ber situation conference at Führer Headquar- events elsewhere on the fragile southern wing 15th Luftwaffe Field Division (5 units plus 4 defenses north of the area on the game map and The movement sequence is meant to show This is reflected in the game and puts the onus ters: of the German front dictated that this attack independent units from the 57th Antiaircraft was not committed until after the commence- the primacy of armor and motorized units in on the German player to gain ground quickly would never occur. On 23 December, the Hitler “I have, on the whole, considered one Regiment: 96, 2/61, I/26, I/61 Antiaircraft ment of Operation Winter Storm. the open steppes south of Stalingrad. Non- to increase the likelihood of a breakout. 6th Panzer was withdrawn and with it any thing Zeitzler. We must not give it [Stalin- Battalions). This unit was attached to the motorized units must attack and then move, German hope of punching through to the Of the four scenarios, the first (We are grad] up now under any circumstance. We 57th Panzer Corps for Operation Winter restricting their utility in such a mobile Pocket. Coming!) is the most freewheeling and is best won’t win it back again. We know what that Storm, but was not used because of concerns 21.0 DESIGNER NOTES battle. Motorized units move and fight sepa- suited as an introductory scenario. Hoth’s Last means. Nor can I mount any surprise opera- that its level of training was not satisfac- The failure of the German attack sealed the rately. This reflects the inability of both sides Wintergewitter (WG) simulates a desperate Gasp covers the Germans’ attempt to break tion. This time we were unfortunately too tory (not an unreasonable concern given the fate of the Sixth Army. Against the 51st to fully coordinate their forces. For the Ger- and dramatic battle. Following the encircle- loose and regain some momentum to cross late. Things would have been quicker if we poor results of Reich Marshal Goring's plan Army, reinforced by the well-equipped and mans, this shows the inability of the Ruma- ment of the Sixth Army by the Soviet attack the Myshkova River and move toward the hadn’t hung about Voronezh so long. There to build his own army). Players wishing to full-strength 2nd Guards Army, Operation nian forces to keep up with the advance and launched on 19 November 1942, the Ger- Pocket. The campaign scenario shows the one might perhaps have slipped through at explore the impact of these units may start Winter Storm never really had a chance of for the Soviets it models their inability to mans began to assemble a relief force. The full difficulty of the German task but offers the first assault. But to imagine that one can them on Turn one within one hex of hex success. However, the advance of the 6th fully coordinate the operations of motorized operation that was finally mounted begin- the German player the possibility of coordi- do it a second time, if one goes back and the 1652. Panzer Division to within 48 km of the and infantry forces. ning on 12 December was a massive gamble. nating his relief operations with a potential material is left lying, that’s ridiculous. They Pocket was a remarkable achievement. WG 16th Motorized Division (17 units). Unlike Only a single full-strength panzer division WG is rich in tactical flavor. A key theme is breakout from the Pocket. Players looking can’t take everything with them. The horses gives players an opportunity to explore this the 15th Luftwaffe Field Division, the 16th was available, supported by another weak- the superior capabilities of quality units. This to substantially change the nature of the his- are weary; they have no draught power left. I dramatic battle. Motorized was an experienced formation ened panzer division and Rumanian rem- results in DRMs for combat and the ability torical battle need to explore the last of the cannot feed one horse with another. If these that was near full strength. Since summer, nants, to cover the approximately 110 kilo- One of the strengths of WG is its orders of to stand firm in combat when desired. This four scenarios and add additional German were Russians, I’d say: one Russian will eat this formation was guarding the 4th Panzer meters to the Pocket and hold open a cor- battle. The German OB is drawn from the allows units to press home attacks in spite units to the relief force. These additional another. But I cannot let one nag eat another. Army's right flank, patrolling the Kalmuck ridor for either supplies to be delivered or for actual war diary of the Fourth Panzer Army of losses. Quality units also recover from the forces often provide the German player That’s no good, that’s lost therefore. Nor can Steppe. While assembling his force to launch the Sixth Army to withdraw through. Such (microfilmed copies of which are held in crippling effects of disruption more readily. with the combat power necessary to quickly one say: things will be different in two day’s Operation Wintergewitter, Field Marshal von a small force would have to strike quickly to the National Archives) and from Manfred The use of supporting fire is also a key aspect overwhelm the 51st Army before the arrival time, give me a helping of oats. In two days Manstein requested that he be given this for- hope to get close enough to the Sixth Army Kehrig’s incomparable Stalingrad (a German of combat. Proper use of artillery and air of the 2nd Guards Army forecloses the pros- the horses won’t be any better. What isn’t mation. His request was refused and the divi- to allow it to break out. language account published in 1974). Aside assets is essential to create a breakthrough or pects of a breakthrough to the Pocket. brought out by motor will be left behind. sion remained in the vicinity of the town of from determining some of the unit strengths to break up enemy assaults. Artillery, when There are so many heavy artillery mortars The actual attack opened on the morning of No attempt will be made here to tell players Elista, only 48 hours’ march from the battle of the 17th and 23rd Panzer Divisions, little massed, is devastating. For the Soviets, it can inside, all that is lost.” 12 December and gained immediate results. how to exploit the strengths and weaknesses to punch through to the Sixth Army. If this guesswork was required. Players curious as bring German attacks to a standstill and gives The armor of the 6th Panzer Division, with of both sides. Suffice it to say that the player Zeitzler “We have a vast amount of army powerful formation is used, it may begin on to the composition of a 1942 full-strength the plodding Soviet infantry units a chance to extensive air support, quickly sliced through who conducts careful planning and success- artillery inside.” AM 12 December anywhere behind the 12 panzer division are referred to the 6th Panzer, attack successfully. German artillery and air the under-strength and unprepared Soviet fully integrates all combat arms will gain an December start line. which began the attack at almost full-strength. units can provide the extra firepower needed Hitler “We can’t possibly replace the stuff we 51st Army. By the morning of the 13th, advantage. Both sides possess powerful units to force a breakthrough instead of merely have inside. If we give that up, we surrender German elements had reached the Aksai The Soviet OB was drawn primarily from for attacks and weaker units useful only for inflicting more attrition on a defender. the whole meaning of this campaign. To 20.2 Compensatory Soviet Air Units River in the vicinity of Zalivskiy and by Kehrig’s work and a superb Soviet 1943 Gen- screening the main assault. If these assets are Rocket artillery is especially useful for both imagine that I shall come here another time is Add the following three Soviet Air Units to that afternoon had seized Verkhne-Kumsky. eral Staff study on the battle published in used wisely, both players have the means to sides with its ability to move its full capabil- madness. Now, in winter, we can construct a the at-start Soviet forces should any of the By that point the Soviets realized the English by Brassey’s. While the OB is solid, achieve their objectives. The game system is ity and still fire. The air rules demonstrate blocking position with those forces. The other German Optional units be put into play: intent and scope of the German attack and it is most difficult to determine the actual rich enough to reflect the varying capabili- the proper historical uses of German and side has the possibility of moving transports moved the 4th Mechanized and 13thTank- strengths of units down to the regiment level ties of the units involved and to allow the 220th and 283rd Fighter Divisions (IAD). Soviet air assets. When available in significant up on his railway. When the ice breaks, he has Corps to counter it. In a series of swirling and some inspired guesswork was involved in player to experiment to find the best ways to battles involving 160 German tanks and numbers, the Luftwaffe can give the German the Volga available to him and can use it for 228th Ground Attack Division (SHAD). this process. Soviet units vary from the half- employ his forces. player a decisive (if fleeting) advantage. transports. He knows what depends on it. We approximately 350 Soviet tanks, the German strength rifle divisions of the 51st Army to are not coming back here a second time. That advance was halted and Verkhne-Kumsky the full-strength and powerful formations of Another key aspect of WG is the use of 20.3 Soviet Ring Army is why we must not leave here. Besides, too recaptured. The opening stages of the attack the 2nd Guards Army. strength markers. The game system is attri- 22.0 WHAT IF? The Soviet player may release one unit from had seen the Germans gain a bridgehead much blood has been shed for that.” tion-based by design. In WG, large units will M any have argued that the Sixth Army each attacked Ring Army per turn. No die across the Aksai and inflict serious losses on While a good order of battle is often enough not be destroyed in a 12-hour turn, never to could have broken out, and with some cost Aside from all his tangential references, this roll is performed, as this is automatic, and the Soviets. to make a bad game look good, WG seeks return. For the small inconvenience of using in heavy equipment, have been saved. This passage clearly reveals what Hitler’s mindset the unit to be released is chosen by the Soviet to combine a solid OB with a challenging The German advance resumed on 16 Decem- strength markers, actual losses can be shown claim wishes away two major issues: 1) would was on the issue of surrendering Stalingrad. player. The unit(s) may be released as long but playable game system. Possession of the ber when German armor unsuccessfully and units will melt away over time, not be permission for a breakout have been granted, He had mastered unpleasant situations before as each (non-breached) hex of the Pocket in initiative is key in WG. The effect of initia- attacked dug-in Soviet infantry on the high destroyed in a single disastrous attack. The and 2) would it have been successful? on the Eastern Front and he believed that that Army’s sector is occupied by an infantry tive is difficult to reflect in a war game but ground north of their Aksai bridgehead. On replacement system demonstrates the resil- the current crisis could simply be overcome or armor unit of the Ring Army. was an important aspect of warfare in Russia. iency of units, which are continuously being Assuming that permission for a complete by sufficient will. Just as he had in the ter- the 17th, again with heavy air support, the In WG, possession is rewarded with move- rebuilt after suffering losses. breakout would ever have been granted rible winter of 1941-42, Hitler would not 20 WINTERGEWITTER rules TIPPING POINT: have hesitated to relieve any commander It is entirely probable that the Sixth Army the fresh troops of the 2nd Guards Army and ermany’s attempt to relieve its Storm kicked off. who would have attempted to thwart his will could have broken through the inner Soviet to a lesser extent, the 51st Army, still hold- army at Stalingrad provides an was therefore able to configure by ordering an unauthorized breakout from defensive ring around the pocket. The Soviets ing unbroken lines. The LVII Panzer Corps interesting snapshot of strategic a strategy to counter it, almost LEADERSHIP IN Stalingrad. Even assuming Paulus was the had originally estimated that the surrounded would have been in no condition to aid the and tactical leadership during this cutting off the entire Caucasus type of character who would boldly disobey Germans totaled some 85,000-90,000 men Sixth Army by this period and would have G period. This tipping point of World War II, in the process. The decision to orders, which of course he was not, Hitler instead of the actual strength of three times done well to simply hold the Myshkova River “WINTER STORM” when the Soviets launch an offensive that launch the more modest “Little would have had to look no further than the that number. To contain the unexpectedly bridgehead. No doubt, by weight of numbers by Andrew Mulholland Sixth Army’s pro-Nazi Chief of Staff, Major large German force, the Soviets held seven alone, some of the Sixth Army’s troops would will eventually take them to Berlin, rep- Saturn” effectively halved General , to take Paulus’ armies around the pocket. Nevertheless, south have broken through to safety. However, resents both the coming of age of the Red Manstein’s offensive power, as job. Even if the firebrand commander of the of the pocket, the ring was not particularly based on German breakout operations later Army and the beginning of the end for the XLVIII Panzer Corps remained 51st Corps inside Stalingrad, General Walter well defended. By massing its remaining in the war when the relief force was not Wehrmacht. “Winter Storm” presents us on the Chir to deal with the von Seydlitz-Kurzbach, (who had already armor, some 100-120 tanks, and with the successful in linking up with the pocketed with a self-contained slice of history: a single crisis. Consecutively, Yeremenko’s pleas for were no attempts attempted to stampede Paulus into an early ferocity brought on by men now given new forces, this would likely have been a frac- operation, on a manageable scale, which in reinforcement were eventually met with the to cut off Hoth’s entire force, and the breakout) had been appointed Sixth Army hope for their salvation, a breakthrough by tion of the Sixth Army’s remaining force. In many ways exemplifies this transition. release of 2nd Guards Army and the steady overall approach was attritional. As the Ger- commander, it would have taken more then Sixth Army would have been difficult for the February 1943, two corps of German troops If the pendulum swung in Russia’s favor drawing off of reinforcements from the forces mans advanced, Soviet forces retreated to the actions of a single individual to stage a Soviets to stop. broke out of the Korsun pocket after the at the end of 1942, this was the result of a around Stalingrad to stiffen his line. On the new positions and reinforcements were fed breakout. Such a complex operation would relief force had pushed to within about eight number of factors, particularly resources critical sector, he had sufficient strength to into the line. Resistance was stubborn, and Even after breaking through, the key to have required the cooperation of all levels of miles of the pocket. Of the 50,000-60,000 and the political backdrop. Perhaps Tolstoy stop Hoth when he needed to. local commanders strung together a series of bridging the 30 miles to the nearest German command within Sixth Army, as well as the troops that began the breakout, 25,000- positions was mobility. Yet, by the middle of was right, and all wars have an unstoppable This maturity, the ability of the Soviet well-managed counter-attacks against first active cooperation of Luftwaffe and Army 30,000 reached German lines, all without December, the Sixth Army was practically dynamic of their own. Be that as it may, there command to enact rational decisions in a the Aksai, and then the Myshkova bridge- units outside of the pocket. To think that all heavy equipment. Later, in February 1945, the immobile. Since the encirclement had begun, is no doubt that leadership styles, doctrines flexible manner, marked a contrast to the heads. Yet this was mostly an orderly and of these entities would have cooperated in remaining troops of the garrison defending a total of 747 cubic meters of fuel had been and abilities exercise a powerful influence on hysteria of 1941. Stalin had built a compe- controlled process. The large scale routs an operation against orders, while facing the Budapest attempted to breakout. Estimates flown into the pocket. This amounted to 10% war at all levels. tent and trusted team. Although the para- and encirclements that were so typical of prospect of relief and possibly arrest or worse, of the garrison’s strength at that point range of the requirement demanded by Sixth Army. In Winter Storm, we see a mixed picture noia and purges would resurface after 1945, the fighting in 1941 were not repeated in defies imagination. from 16,000 to 30,000. Despite the fact that The mobility radius of the army’s armored that tells us a lot about political and by the end of 1942 he was learning to allow Winter Storm. the nearest German lines were only some 12 But, for the sake of discussion, let us suppose vehicles was 25 miles in early December, leadership at this critical juncture. And with the High Command to do its job. In Winter Storm we see an increasingly miles away, only 785 reached safety. In both that von Manstein’s 18 December less-than- and certainly less by mid-December. There that, we find pointers to trends that ulti- Yet on the battlefield itself, Winter Storm proficient Soviet high command effectively cases, the surviving troops were in no condi- categorical orders to Paulus to execute a were no emergency stocks of fuel remain- mately characterize the rest of the war on the presented a different picture. German units, controlling a battle that could have posed a tion to remain at the front. In Sixth Army’s breakout were successful in prodding Sixth ing. In addition to the lack of motor fuel, case, the number of troops reaching safety Eastern Front. although badly depleted, generally displayed serious threat to their ambitions. It is true Army into action. Again, for the sake of the Sixth Army’s primary source of motive would probably have been a small percent- At the strategic and operational level, the tactical sophistication that had been a that Stalin delayed the dispatch of 2nd discussion, let us suppose that the operation power, horses, was also severely degraded by age of the overall force and those surviving German leadership during Winter Storm hallmark of German fighting since 1939. Guards Army, but ultimately, he deferred to was scheduled to commence on or about 20 mid-December. Many of the army’s horses would have been in no condition to partici- was a mess. Irrespective of the disparity in Hoth wisely used the ill-equipped Ruma- the experts. Thoroughly adept at the deploy- December, giving the Sixth Army time to were outside the pocket when the army was pate in subsequent defensive operations. numbers, there can be little doubt that some nians in a supporting role and instead relied ment of massed armor formations, Soviet prepare and the LVII Panzer Corps time to surrounded on 23 November. Of those that of Paulus’ Sixth Army could have been saved on his two panzer divisions to form the cut- resources and strategic leadership were begin- reach the Myshkova River and move closer to remained, most were emaciated due to a The impact of a breakout also has to be consid- had different, clearer and more timely deci- ting edge of the offensive. The integrated use ning to impose their will on the Axis armies. the pocket. However, as we have seen, after fodder shortage and many had been slaugh- ered. Instead of holding out until 31 January, sions been taken. of armor, panzer-grenadiers, artillery and At the tactical/grand tactical level however, reaching the Myshkova River on 19 Decem- tered to feed the troops. The lack of horses and in the case of the northern pocket until The chain of command was ineffec- tactical air-support still proved its worth, as the Russians still had some way to go. But by ber, the LVII Panzer Corps was stopped cold. meant that the Sixth Army’s infantry divisions 2 February 1943, the Sixth Army would have tive. Theoretically in charge of Sixth Army, his tiny force punched across the steppe and the middle of 1943 they had a suite of tactics Its attempts to expand the bridgehead over could have carried few heavy weapons or sup- collapsed when the breakout was conducted. Manstein was obviously constrained in his secured a foothold over the Aksai and then that complemented their numeric superior- the Myshkova were fruitless. plies with them during the breakout. What the effect would have been on the ability to exert his will. Argument still rages the Myshkova. After crossing the Myshkova, ity to the full. tenuous German defenses in front of Rostov In reality, by 19 December, it was obvious The condition of the troops themselves of an additional seven Soviet armies cannot as to whether the famous “Thunderclap” Kirchner handled his LVII Panzer Corps For the Germans, the reverse was true. to anybody with a full understanding of the was a matter of great concern if they were be known. However, as it was, the retreat- order was ever issued. It certainly should with considerable flexibility, coolly switch- High quality command at the divisional/ facts that the Sixth Army could not be saved. expected to make a march of 30 miles across ing German forces were just able to escape have been. But the very fact that it remains ing units around to meet tremendous pres- corps level was negated by the hopeless stra- Ironically, the command staff least informed the open steppe in winter. Initially, food was through the Rostov bottleneck. The impact of shrouded in confusion really says all one sure at a series of different points. Inevitably tegic position imposed from above. After of the situation was that of Sixth Army itself, not a high priority item in the airlift into the additional Soviet forces into the equation, sup- needs to know about the German high com- however, Russian numbers prevailed and it Winter Storm, Manstein secured sufficient which did not seem to appreciate that Hoth’s pocket. Thus, as early as 26 November, daily ported by supply lines no longer blocked by mand during this period. Manstein, new to was here that momentum was lost, as the strategic independence to conduct a skilful attack had been stopped and that there was rations were cut to 350 grams of bread, 120 the Sixth Army in Stalingrad, is incalculable. command at this level, was feeling his way two divisions were whittled down—and withdrawal from the Caucasus and a bril- no longer any prospect that a corridor could grams of meat or horsemeat, and 30 grams of into his relationship with Hitler and the 17th Panzer arrived too little and too late. liant counter-attack at Kharkov. Yet he was be opened into the fortress. This failure to fat. Ten days later, the bread ration was cut to In conclusion, if the Sixth Army had poisonous intrigues at Führer HQ. He failed Over on the Chir, Balck’s command of the overruled at Kursk and irrational diktat from comprehend the true state of affairs regard- 200 grams. The state of the troops was such conducted a breakout on or about 18-20 to secure sufficient resources for the project 11th Panzer Division provided a textbook Hitler became the norm after that. As the ing Sixth Army’s situation played a role in that on 21 December the first deaths by star- December, undoubtedly some person- and to issue unambiguous breakout orders example of battlefield flair that stunned and German armies rolled back across Eastern preventing Paulus from undertaking prepara- vation were reported. nel would have been saved. This number to the nervous Paulus. Hitler always saw blocked considerably superior Soviet forces. Europe, the talents of their battlefield lead- tion for a breakout and prevented him from is up for debate. That they would have Assuming Sixth Army succeeded in punch- urging it to Hitler as a last option. been in no shape to continue operations is Winter Storm as an attempt to reinforce and Russian tactical/grand tactical leadership ers increasingly focused on extracting forces ing a hole in the inner defensive ring, beyond debate. The release of the Soviets re-supply Sixth Army. Manstein knew that a in Winter Storm was workmanlike, if unin- from the latest sweeping Russian encircle- However, again for the sake of discussion, let what would have followed was a horde of forces around the pocket would have had breakout was the only hope and yet this fun- spiring. At this level Russian leaders were ment. Offensive mobile warfare gave way to us assume that Paulus did seize this opportu- undernourished soldiers, without heavy potentially fatal consequences for the entire damental dichotomy was never resolved. not permitted the freedom of action enjoyed fluid defense. nity to mount a breakout operation to save weapons, storming across the open steppe in German southern wing. The final irony to For the Russians, Winter Storm repre- by their German counterparts. Human Winter Storm therefore represents a hint at least part of his army. With the relief force the middle of winter to the nearest friendly the situation may have been that by mid- sented proof of an effective and responsive wave tactics were still reported, although of things to come. And it reminds us that in still stuck on the Myshkova, the distance for positions 30 miles away. To counter this December, Hitler was correct -- the Sixth high command. Zhukov correctly identified the integration of armor and infantry was war, competent strategic leadership is more Sixth Army to cover to the nearest German exodus, the Soviets could muster consider- Army served a greater purpose by remaining Manstein’s axis of advance before Winter more sophisticated than it had been. There important than dazzling tactical panache. ♦ line was some 30 miles. Covering that dis- able forces. Not counting the 64th and 57th in Stalingrad and fighting to the end than by tance would have been the real problem for Soviet Armies holding the southern part of breaking out. any breakout. the inner ring, Sixth Army would have faced

AGAINST THE ODDS Campaign Study Nº 1 29