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Game Design: Hans Kishel regular combat but not by an overrun basing capacity. Any number of planes Development: John Kisner (since an advance might be required). in these boxes can be reft each turn (no cost), and there is “extra” SP available Series Design: Dean N. Essig that can be fown onto the map via Air Research Help: Dean N. Essig, John 1.2 Railroads Transport missions. Move to/from these boxes as follows: Bowen, Carl Fung, & Roland LeBlanc Railroad lines are always in one of two Playtesting and Proofreading: Perry gauges, broad or standard. Initially all Andrus, Rob Arrieta, John Bowen, are broad gauge except as noted in the scenario setups. 62.xx row costs 20 hexes of range. Jef Coyle, Jim Daniels, Carl Fung, For railing cargo and obtaining trace Dave Jefery, Michael Junkin, Roland supply: LeBlanc, John Leggat, Allen Martin, row costs 30 hexes of range. David Mignerey, Jim Reasoner, & Jim broad Stravers gauge railroads. Initial Rail Cap is Example: A Bf.110 based of-map is 44 Graphics: Dean N. Essig hexes from Mogilev (15.10). standard Vassal Support: Jef Coyle gauge railroads. Initial Rail Cap is 1.4b Edge Boxes. During their Move- ment Phase, Soviet ground units (only) can move between one of their map-edge Players change the gauge of these lines supply source hexes and these boxes by using rail repair units per OCS 13.3f. spending 1 MP or by using Rail Cap. Introduction Show lines converted to standard gauge Note this is the only time that of-map by using railhead markers. movement is allowed by ground units Smolensk: Barbarossa Derailed is a (no retreats and no entry/exit during the simulation of the fghting near Smolensk Reaction or Exploitation Phase). in the summer of 1941. It covers the 1.3 Hedgehogs battles that some historians now feel doomed the Axis to failure in . 1.3a Defense Lines. Printed on the map Soviet supply sources on the north are some Hedgehogs (OCS 16.0) that and east map edges. are permanent and cannot be reduced. 1.3b Limits. Neither player can ever Soviet supply sources on the south improve a Hedgehog above Level 1. and east map edges. 1.0 General Rules Per 2.3e, the Soviets cannot build any hedgehogs at all in July. 1.1 Map Notes In addition, units returning to the map from these boxes are fueled 1.1a Entry Hexes. at no SP cost via the “single-unit letters on the map edges and are mainly 1.4 Off-Map Boxes method” (see OCS 12.5c(C)). used to indicate where reinforcements In these boxes no combat or barrage will enter the map (2.1 and 3.1). is allowed. If both players agree, for Example: A rife division spends 2 MP to 1.1b Safe Edges. Map-edge hexes that extra fog of war these can be hidden march from Rzhev (60.34) of the east edge are a supply source (see 2.1 and 3.1) from view. to the Southeast Box (it could have moved cannot be entered by enemy ground 1.4a Of-Map Airfelds. Each player to either box). It re-enters the map in the has an of-map air box with infnite next Movement Phase at 29.01 for 1 MP.

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Play Note: Tis rule, in combination with “Ftr” Repls. 1.7 Supply Cache Markers 1.1b, allows the Soviets to menace enemy on-map F-type air unit back up to full fanks and quickly reinforce sectors along strength, or bring a dead air unit back the map edges. into play (at any airbase, Active) as a are introduced in the latest reduced aircraft. (So only one step gets series rules (see OCS 21.10). Note they are a standard part 1.5 Weather be saved for later. of this game (not optional). “Tac” Repls. Both sides begin every scenario with two Roll to check the weather conditions of the markers, and a new one is some- on every turn except the frst turn of a Repls, but can only rebuild T, S, and times received as a Special Repl (1.6c). scenario. Ground conditions are always Tpt air units. good, but air operations can be Limited. 1.6c Special Repls. Each turn before 19 Play Note: Te Axis (especially) gets a lot See the Weather Table for details. August, the players also get to roll a die of Supply Cache markers, so arty barrages on their Special Repl Table to check for will be somewhat common, thus giving the game a unique favor. Soviets typically 1.6 Reinforcements save these markers for emergency supply, one, per the following notes. but will also use them for barrage ammo. those obtained from the Repl Table and the ones listed on the Arrival Cards. selected randomly from the 12-2-2, Reinforcements arrive per 2.1 and 3.1. 1.8 The Armies 11-1-1, and 10-0-1 divisions that are 1.6a Arrival Schedules. in the dead pile (other kinds, notably Axis units are the Wehrmacht (gray), Axis arrival cards trace the comings and Wafen-SS (black), and Luftwafe (light goings of units during the campaign. way). Te rebuilt division returns blue). Soviet units are the Russian army (brown), air (orange), and NKVD (red). Removals. When a unit is called on to at -1 step. Additional Soviet rife be “Removed” by the arrival charts it, and militia divisions can be rebuilt 1.8a Counter Limits. Breakdown units or else a unit with identical factors, is at the usual cost (and these do not are limited to the counters provided: immediately removed from play, regard- require random selection). the Axis has twenty-eight AR4 and two less of its current situation (even if in AR5 regiments; the Soviets have six the dead pile or surrounded). Some of AR2 and two AR3 regiments. these units will return again, but most are gone for good. Fuel is not needed to exit the map (no actual movement is conducted), but internal stocks must be a Supply Cache (1.7) or any one replenished (deduct this from the next Alarm unit (see 2.3a). 2.0 Soviet Special Rules Supply Table arrivals). 2.1 Supply and Reinforcements Frontal Reserves. See 2.3c. Map-edge hexes east of 12.xx where any 1.6b Variable Arrivals. A player rolls type of road or railroad enters the map on the Repl Table and the Supply Table are Soviet supply sources. Examples are to check for variable arrivals during his 13.01, 17.35, and 62.16. Note some Reinforcement Phase. Each player has Cache (1.7) or any one Aufk/Krd supply sources “shut down” per 2.1a. unique tables and should place new battalion (see 3.3a). New and rebuilt air units appear Active units per 2.1 and 3.1. at any airfeld in trace supply. Usually a Notes: group of new ground units will appear cannot be shipped onto at a specifc Entry Hex, per the Soviet the map with Rail Cap, but can be never be saved brought in with Air Transport. cases: for later, so if no such unit is in the Dead Pile there is no rebuild! arrival hex (per OCS 13.6b). placed in each detrainable city hex Design Note: Soviet special repls refect Pax and Eq Repls. Stalin using rebuilt infantry divisions, have valid rail movement paths (per AT regiments, tank battalions, and gaggles OCS 13.3e) via broad gauge rails. can be saved for a later turn. of militia to shield . As for the Axis, their Aufk units were reftted in this supply source hexes. in this game! period, so get special treatment.

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2.3c Frontal Reserves. At three sched- returns arrive at any HQs able to get uled times, the Soviets will receive some 3.0 Axis Special Rules trace supply (OCS 12.6a) by direct 3.1 Supply and Reinforcements draw, or else in any map-edge supply away (no saving for later). Each batch of source hexes. Frontal Reserves consists of: Map-edge hexes west of 10.xx where any type of road or railroad enters the 2.1a Supply Shutdown. map are Axis supply sources. Examples sources cease to exist on fxed dates: are 1.03, 1.26, and 4.00. old unit is a Removal (1.6a), and the new unit and SP are placed like New and rebuilt air units appear Active arriving repls. at any airfeld in trace supply. Usually a west of there) on 19 August. group of new ground units will appear at Two free rebuilds: an IL.2 air unit a specifc Entry Hex, per the Axis Arrival and either an HQ or an artillery unit 2.2 Red Air Force 2.3d Soviet Artillery. To combine for 2.2a No Hip Shoots. Soviet air units placed in each detrainable city hex a single Barrage, all of the fring Soviet cannot conduct hip shoots. artillery units must be stacked together. 2.2b No Airborne Landings. Supply have valid rail movement paths (per 2.3e Operational Limits. Soviet units drops are allowed, but not missions OCS 13.3e) via standard gauge rails. cannot build Hedgehogs or use Strat requiring planning (OCS 14.10b). Mode before the 1 August turn. supply source hexes. 2.2c Early Sturmoviks. Design Note: Soviet engineers are busy type was not particularly efective in the working on the printed defensive lines returns arrive at any HQs able to get summer of 1941. and the shock of Barbarossa prevents use trace supply (OCS 12.6a) by direct of Strat Mode. Learn to use Edge Boxes draw, or else in any map-edge supply 2.2d Lack of Responsiveness. Soviet (1.4b) to make some rapid moves — this source hexes. planes cannot fy missions in their Reac- is essential given the low Rail Cap! tion Phase or Exploitation Phase.

Design Note: Soviet air units have shorter 3.2 Luftwaffe ranges than might be expected. Reducing 2.4 Slow Mobilization 3.2a Hip Shoots. Weather permitting, them by half is a simple way to refect their the Luftwafe can conduct hip shoots. restricted operations in this 1-map game. On 12 and 15 July, three Soviet armies (Note OCS 21.4 also works fne with these arrive near Rzhev, , and Spas lower printed ranges.) 3.3 Axis Miscellany always move freely, but all divisions in these armies are locked in place until 3.3a Aufk & Krd Units. Special Repls (1.6c) are needed to rebuild them. 2.3 Soviet Miscellany memory aid). Note that a locked divi- 3.3b Security Needs. City hexes under 2.3a Alarm Units. sion is not allowed to create breakdowns! Axis control (as defned in 5.0c) should the map, in the Dead Pile, or appear be occupied by an Axis Attack-Capable via the Arrival Schedule. Special Repls this table: unit or covered by a ZOC. If not, a Soviet Trainbusting marker (representing Army mix of Alarm units is strictly limited: Date partisan activity) is put in the hex. three 2-1-3 tank battalions, fve 3-1-1 30th 28th 24th any phase. militia regiments, and seven (2)-2-2 12 July 2 - - anti-tank regiments. any Clean Up 15 July 3 3 3 Phase if the security needs are met 2.3b Te NKVD. 19 July - 5 5 or the city is under Soviet control. Regiments (only them, not the non-Bdr units) must be 22 July - - 3 3.3c Variable Exit. On 19 August, start rolling during every Axis Reinforcement the “AR unit” when their hex Example: Te 30th Army arrives on July Phase until a division, either SS Reich or is attacked. Using this high 12th with fve divisions. Te Soviet player 14th Motorized, is Removed (using the AR has a cost: all defending options can immediately mobilize two divisions 1.6a procedure). See Axis Arrival Card. must be taken as losses (including ones (his choice) and move them forward, but that would normally be negated due to the other three are locked in place and 3.3d No Formation Consolidation. the attacker retreating). unable to move at all. On 15 July, the last Axis multi-unit formations cannot make three locked divisions are released. use of Consolidation (OCS 13.9).

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3.4 Guderian & Hoth Design Note: Te Luftwafe would from panzer group owns a given SP, but time-to-time terror-bomb Moscow, and In this campaign, Axis multi-unit forma- generic dumps — and note the ones this is a way to show that. Te Supply tions (the panzer, motorized, and cavalry on Sheet 3 have the “Hoth stripe”— Trains event shows German logistics fnally divisions) were divided between Gude- can be used to keep things clear. catching up to the front. Panzer Group. To put it mildly, they did not coordinate very well during the 3.5 Construction Markers campaign. A thin white stripe difer- Construction markers build needed air entiates Hoth’s units from Guderian’s. 4.0 Optional Rules in any Axis Movement Phase, before 4.1 Situation Changes units move, to put one or the other (the markers are two-sided) in a hex Use one or both. 4.1a Fewer Command Limits. Players (no supply cost). wanting to explore the situation with line” part is very easy to use, but “supply fewer restrictions can ignore 2.3e (Oper- restrictions” adds extra complexity that setup in Scenario #1 and #2 (not in ational Limits) and/or 3.4 (Guderian & Hoth). choice to use one or both parts. once (hold them of-map until used). 4.1b More Axis Supply. It is tough, only applies before 19 August by design, to win with the Germans. If and only afects multi-unit formations. players want more Axis SP, roll Random It does not limit infantry divisions and Events from 8 July to 15 August. independent units at all! Design Note: Fewer Command Limits 3.4a Dividing Line. doesn’t seem like much, but doing so alters railroad that runs generally east from HQ-bridge (OCS 13.8b). Put it on the historical underpinnings of the game. 19.19 to 62.23 divides the two panzer top of the stack, not hidden. - Proceed with caution! More Supply can be tions should stay on or south of this used if the Axis is having trouble achieving a standard air strip (OCS 15.2). historical results. DG a unit from a multi-unit formation at the end of any phase if it is… only if a Soviet combat unit enters 4.2 Try Some House Rules! from the other panzer group, or 4.2a Initiative Rolls. frst the previous turn wins tied rolls. line and in a hex east of . Note 3.6 Random Events 4.2b Efects of Losses. An Axis 4-step the boundary line is not a concern infantry division that is down to its last for units in hexes west of 19.xx. Roll a Random Event (see Axis Arrival step attacks at x1/4 and defends at x1/2. Card) during every Axis Reinforcement 4.2c Minimal Fueling. A Formation 3.4b Supply Restrictions. Phase from 19 July to 15 August (inclu- or HQ can be fueled for 2T (not 1 SP) must evenly divide Supply Table arrivals if the fueled units multiply their MA between Guderian and Hoth, with the Train arrival, but occasionally planes will by x1/4. Furthermore, the fuel marker odd point going to Guderian. SP from be ordered to perform of-map missions. the “wrong” panzer group cannot be must be removed at the end of the phase used to pay the fuel, combat, or barrage (instead of during Clean Up). costs of a multi-unit formation. Aside from this, use of SP is not restricted. Example: If 7 SP are obtained, Hoth must Command Perspective: Semyon Timoshenko be given 3 and Guderian 4. Western Front’s command cadre are imbued with an evacuation mood and regard the matter of […] surrendering the city to the enemy too lightly. […] the GKO considers such a mood among the command cadre to be criminal, bordering on betrayal of the Motherland [and] has ordered us to be assigned to a panzer group. eliminate this mood, which discredits the name of the , with an iron hand. Do not surrender the city of Smolensk under any circumstances.

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5.0 Victory Conditions Intro Scenario: Scenario 1: 5.0a Final Victory Assessment. At the Smolensk Campaign end of the fnal turn, victory is based on On the back of one of the separate cards German planning assumed the Soviet control of certain cities and the hexes is a small scenario that should help new army would be destroyed on the frontier listed in 5.0c. (Exceptions: Scenario 2 players become familiar with the initial and underestimated the depth of their and 4 have a slightly diferent method.) situation facing Panzer Group Hoth. It Soviet Win for Vyazma, Rzhev, and is good practice for the full campaign, unbroken, with the Germans nearing at least 7 of the listed hexes. because the player should try to expend the end of their logistical rope. Axis Win for all hexes of Smolensk, as little supply as possible. Vitebsk, Orsha, Mogilev, Bobruysk, General Information and at least 6 of the listed hexes. of the counters that are used, some- First Turn: 8 July 41 Last Turn: 8 Sept 41 If neither wins, it is a Draw. thing not usually done in OCS games. Total Game Length: 19 turns 5.0b Early Decision Check. At the “see” what is meant by the normal text First Player: Axis start of any turn on or after 19 August, descriptions of the setups (such as the Setup Order: Soviets frst the game ends if either player meets their listings that begin on the next page). Weather: Normal Flight on 8 July condition for a Decisive Win. New players should also read through Special Scenario Rules Soviet Decisive Win the Scenario Setup Notes (below) and for at least 9 the various Design and Situation Notes of the listed hexes. ground units move at 1/2 MA on the in the back of this booklet. Axis Decisive Win for at least 8 of the listed hexes. by mode efects (e.g., DG).

5.0c Victory Locations and Control. Control of the eleven locations listed below determines who wins. Setup Notes motorized divisions in the initial setup. “Control” is given for having an Attack- Put their formation markers in a cup Capable unit in the hex (or being the weather and who sets up frst and and randomly pick… last to have had one there, if the hex is A) 4 that must shift three hexes west empty). Put the provided markers on regular initiative/weather rolls. of listed location, following road. (or near) the key hexes as a reminder B) Reinforcements come from the (For instance, from 11.03 to 9.01.) of their importance, and of which side order of arrivals, supply tables, and B) 4 others that must have one of controls them. repl tables. their Mtr regiments trade places Pochinok (36.13) C) Special Scenario Rules will say if with the Aufk battalion that starts Dukhovshchina (37.24) organic trucks are Empty or Full. in the Dead Pile (the Mtr unit is (38.05) dead and Aufk is alive). D) Multi-step units that set-up “w/i Zharkoyskyy (40.31) X hexes” can deploy breakdowns. Yartsevo (41.21) Design Note: Te “shift west” refects the E) Note some German terms among residual friction of the forced crossing of Dorogobyzh (46.17) the setups: “Krd” is motorcycle, the River and the (failed) Soviet Safonovo (46.20) “Aufk” is armored recon, and “Pz” attacks near Lepel/Orsha. is tank. On page 23 there is a full Pusii (48.25) listing of Abbreviations. Spas Demyansk (52.09) F) When using 3.4b (part of “Gude- The “No Counterattack” Option rian & Hoth”), on-map SP should - be assigned to a Pz Grp during sive right before our game begins. (A Contact Information setup. Use the Dividing Line as smart player would not To order other MMP games, visit: a guide, but the player can freely variant explores what might have been. decide ownership of dumps. multimanpublishing.com tank divisions begin at For game errata and downloads, visit: G) Typically both a long and short full strength. scenario is given for each starting www.gamersarchive.net date (for instance, the frst two To ask a rules question, email: both begin on July 8th). Play the shortened version frst!

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Soviet Set-Up Information 19.03: 12.31: Rail Cap: 2 at start 18-1-3 Tk Div (50; -1 step) 12-2-2 Inf Div (186; -1 step) Reserve Markers: 0 available Supply Cache Markers: 2 available 20.00: 15.19: Reinforcements: Per Order of Arrival 21st Army HQ 11-1-1 Inf Div (64) Variable Repls: Per Repl Table (2)-2-2 Alarm AT Rgt Dead Pile: 26-1-1 Arty Bde 15.21: 12-2-2 Inf Div (6, 24, 42) 1 Wagon Point 12-2-2 Inf Div (17; -1 step) 2x 3-1-1 Alarm Mil Rgt 2 SP 17.18: 9.06: 20.02: 12-2-2 Inf Div (73) 12-2-2 Inf Div (55; -1 step) 14-1-3 Tk Div (55) 11-1-1 Inf Div (155; -1 step) 17.19: 20.03: 12-2-2 Inf Div (108) 10.08: 12-2-2 Inf Div (151) 6-2-3 Inf Div (109) 4-1-1 Inf Div (38 Tk) 20.05: 17.20: 10.12: 6-2-3 Inf Div (219) 20-1-3 Tk Div (13; -1 step) 4-1-1 Inf Div (26 Tk) 20.07: 18.13: 13.10: 12-2-2 Inf Div (148) 12-2-2 Inf Div (53) 4-1-1 Inf Div (210) 21.07: 18.16: 13.01: 4-3-6 MC Rgt (12) 11-1-1 Inf Div (18) 12-2-2 Inf Div (167) 26-1-1 Arty Bde 18.17: 13.05: 23.12: 1 Mtr Div (20 Inf, 41 Inf, 12 Tk, Boris 5-4-4 Abn Bde (8) 13th Army HQ Tk, 93 Recon, 13 Arty) 12-2-2 Inf Div (160) 14.02: (5)-1-1 UR Bde (63) 18.18: 12-2-2 Inf Div (61) 26-1-1 Arty Bde 12-2-2 Inf Div (137) 1 Wagon Point 3-1-1 Alarm Mil Rgt 14.04: 2 SP Level 1 Airbase 12-2-2 Inf Div (102) 1 SP 24.03: 14.06: 11-1-1 Inf Div (121, 143; both -1 step) 18.20: 11-1-1 Inf Div (187) 26-1-1 Arty Bde 20-1-3 Tk Div (17; -1 step)

15.01: 27.05: 18.27: 12-2-2 Inf Div (117; -1 step) 4th Army HQ 20-1-3 Tk Div (14; -1 step) 2-1-3 Alarm Tk Bn 11-1-1 Inf Div (132) 5-3-3 Abn Bde (7) 18.28: 15.10: 26-1-1 Arty Bde 11-1-1 Inf Div (126; -1 step) 12-2-2 Inf Div (172) Level 1 Airbase (2)-4-3 NKVD Bdr Rgt (38) 1 Wagon Point 19.21: 3-1-1 Alarm Mil Rgt 3 SP 11-1-1 Inf Div (233) Level 1 Airbase 1 SP 28.04: 19.23: (5)-1-1 UR Bde (62) 12-2-2 Inf Div (229) 15.11: 13-3-3 Inf Div (100) 12.18: 19.26: 12-2-2 Inf Div (161) 20-1-3 Tk Div (18; -1 step) 17.02: 12-2-2 Inf Div (154) 38.05, 52.09, and 61.04 (each): 19.27: Level 1 Airbase 10-0-1 Inf Div (162; in Move Mode) 17.10: 1 SP 3-1-1 Alarm Mil Rgt 12-2-2 Inf Div (110)

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19.28: 30.29: Axis Set-Up Information 10-0-1 Inf Div (134; in Move Mode) 19th Army HQ Rail Cap: 0 at start Level 1 Airbase 4-3-6 MC Rgt (27) Reserve Markers: 14 available 1 SP 26-1-1 Arty Bde Construction Markers: 3 available 1 Wagon Point Supply Cache Markers: 2 available Design Note: Te 25th Rife Corps was 2 SP Reinforcements: Per Order of Arrival detraining during the German assault. Wagon Extender Variable Repls: Per Repl Table Dead Pile: 32.25: He.111 19.32: (5)-1-1 UR Bde (66) 3 Pz Div (1 Aufk, II-6 Pz) 22nd Army HQ 4 Pz Div (7 Aufk, II-35 Pz) 11-1-1 Inf Div (214; -1 step) 34.18 and 36.13 (each): 7 Pz Div (37 Aufk, III-25 Pz) (2)-2-2 Alarm AT Rgt Level 1 Airbase 10 Pz Div (90 Aufk, I-7 Pz) 26-1-1 Arty Bde 1 SP 12 Pz Div (2 Aufk, III-29 Pz) 1 Wagon Point 17 Pz Div (27 Aufk, I-39 Pz) 2 SP 56.20 and 60.34 (each): 18 Pz Div (88 Aufk, II-18 Pz) Level 2 Airbase 20 Pz Div (92 Aufk, III-21 Pz) 20.28: 2 SP 10 Mtr Div (10 Aufk) 12-2-2 Inf Div (220; -1 step) 20 Mtr Div (20 Aufk) w/i 3 hexes of 34.17 or 34.18: 29 Mtr Div (29 Aufk) 20.35: 16th Army HQ SS-R Mtr Div (R Aufk) 12-2-2 Inf Div (50) 12-2-2 Inf Div (152) Converted Axis Rails: 11-1-1 Inf Div (46) 01.03 to 2.02 22.19 and 24.19 (each): 16-1-3 Tk Div (57) 3-2-2 Brkdwn Rgt (1)-0-3 RR Rgt (West) 2.02: (2)-2-2 Alarm AT Rgt 1 Cav Div (I/21 Cav, I/22 Cav, II/22 22.25: 2x 26-1-1 Arty Bde Cav, Arty) 12-2-2 Inf Div (153) 1 Wagon Point Level 2 Airbase 2 SP 2 Wagon Points 23.20: 5 SP 12-2-2 Inf Div (49; -1 step) Stacked with any Soviet HQs: 26-1-1 Arty Bde (5)-1-1 UR Bde (58, 61, 65) 3.07: Level 1 Airbase (2)-4-3 NKVD Bdr Rgt (86, 105) 24th Mtr Corps HQ 1 SP (2)-0-3 NKVD Sec Rgt (76) 4 SP 26-1-1 Arty Bde 23.27: 2 Truck Points 3.12: 12-2-2 Inf Div (158) 9 SP 46th Mtr Corps HQ 10-5-4 Inf Rgt (IRGD) 24.24: At any air bases: 4 SP 11-1-1 Inf Div (38) 1x I.153 1x I.16 1x MiG.3 1x SB.2 6.06: 24.28: 2x Su.2 3x IL.2 SS-R Mtr Div (R Krd, 11 Inf, Deutld 12-2-2 Inf Div (129) 2x Yak.4 1x Pe.2 * Inf, Fuhrer Inf, R Arty, Truck) 1x DB.3 1x TB.3 25.23: 8.08: 13-3-3 Inf Div (127) “*” = one unit begins reduced 4 Pz Div (34 Krd, I-35 Pz, 12 Inf, 33 26-1-1 Arty Bde Half of the counters of each plane type Inf, 103 Arty, Truck) (I.153, I.16, etc.) must begin Inactive. 26.19: Round fractions up. 8.12: 20th Army HQ 10 Pz Div (10 Krd, II-7 Pz, 69 PG, 86 12-2-2 Inf Div (144; -1 step) Inf, 90 Arty, Truck) 26-1-1 Arty Bde 1 Wagon Point 8.00: 2 SP 10 Mtr Div (40 Krd, 20 Inf, 41 Inf, 10 Arty, Truck) 26.28: 14-1-3 Tk Div (48)

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11.03: Scenario 2: Scenario 3: 3 Pz Div (3 Krd, I-6 Pz, III-6 Pz, 3 Inf, 394 Inf, 75 Arty, Truck) Short Campaign Late July Start

1.19: an eight-turn scenario allowing players pincers nearly closed behind Smolensk Level 1 Airbase to fght the exciting opening battles and the Soviets launching a desperate 2T along the Dneper and beyond. counterofensive to keep open the escape 4.18: route through Yartsevo. 47th Mtr Corps HQ for the game. It lets both players practice 29 Mtr Div (29 Krd, 15 Inf, 71 Inf, 29 and hone strategies for the critical early General Information Arty, Truck) turns. It can be fnished in a (relatively) First Turn: 22 July 41 4 SP short period of time and ends before Last Turn: 8 Sept 41 the strategic redirection of Hoth and Total Game Length: 15 turns 4.25: Guderian — a quirky abstraction that First Player: Soviet 12 Pz Div (22 Krd, I-29 Pz, II-29 Pz, 5 will dominate events in August. Setup Order: Axis frst Weather: Normal Flight on 22 July Inf, 25 Inf, 2 Arty, Truck) 5.27: Special Scenario Rules 39th Mtr Corps HQ General Information Axis divisions marked with a cross (†) 10-5-4 Inf Bde (900) First Turn: 8 July 41 can setup within 1 hex of the listed 3 Wagon Points Last Turn: 1 Aug 41 location. 10 SP Total Game Length: 8 turns No units can setup in Reserve Mode. First Player: Axis 9.18: Setup Order: Soviets frst 18 Pz Div (18 Krd, I-18 Pz, III-18 Pz, Weather: Normal Flight on 8 July 52 Inf, 101 Inf, 88 Arty, Truck) Special Scenario Rules motorized divisions in the initial setup. 10.30: Setup and Special Scenario Rules are Put their formation markers in a cup 20 Pz Div (20 Krd, I-21 Pz, II-21 Pz, 59 the same as in Scenario 1. and randomly pull out… Inf, 112 Inf, 92 Arty, Truck) A) 5 that must setup with all of their Victory Conditions combat units in Move Mode. 11.31: At the end of the fnal turn, victory is 2-5-4 Pio Bn (43) determined by control of certain cities B) 5 others that must have one of and hexes. their Mtr regiments trade places 13.22: with the Aufk battalion that starts Soviet Win for Vyazma, Rzhev, and 17 Pz Div (17 Krd, II-39 Pz, III-39 Pz, in the Dead Pile (the Mtr unit is at least 6 of the listed hexes. 40 Inf, 63 Inf, 22 Arty, Truck) dead and Aufk is alive). Axis Win for all hexes of Smolensk, Design Note: Te possible Move Mode 14.27: Vitebsk, Orsha, Mogilev, Bobruysk randomizes counterattack vulnerability. 20 Mtr Div (30 Krd, 76 Inf, 90 Inf, 20 and at least 7 of the listed hexes. Arty, Truck) If neither wins, it is a Draw. Axis Set-Up Information 15.25: Krichev (27.05) Demidov (32.25) Rail Cap: 2 7 Pz Div (7 Krd, I-25 Pz, II-25 Pz, 6 Pochinok (36.13) Reserve Markers: 14 available Inf, 7 Inf, 78 Arty, Truck) Dukhovshchina (37.24) Supply Cache Markers: 2 available Reinforcements: Per Order of Arrival At any air bases: Roslavl (38.05) Zharkoyskyy (40.31) Variable Repls: Per Repl Table 1x Bf.109e-7 2x Bf.109e Yartsevo (41.21) Dead Pile: 5x Bf.109f 4x Bf.110 3 Pz Div (1 Aufk, II-6 Pz) 1x Hs.123 6x Ju.87b Dorogobyzh (46.17) 4 Pz Div (7 Aufk, II-35 Pz) 2x Do.17z 1x He.111 Safonovo (46.20) 7 Pz Div (37 Aufk, III-25 Pz) 2x Ju.88 2x Ju.52 10 Pz Div (90 Aufk, I-7 Pz) All planes must begin Inactive. 12 Pz Div (2 Aufk, III-29 Pz) Note “Control” is defned in 5.0c. 17 Pz Div (27 Aufk, I-39 Pz) 18 Pz Div (88 Aufk, II-18 Pz) 19 Pz Div (19 Aufk, III-27 Pz)

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20 Pz Div (92 Aufk, III-21 Pz) 20.07: 2.18, 23.20, and 34.18 (each): 10 Mtr Div (10 Aufk) 24th Mtr Corps HQ Level 1 Airbase 18 Mtr Div (18 Aufk) 20-4-3 Inf Div (34; -1 step) † 2T 20 Mtr Div (20 Aufk) 3-5-8 Aufk Bn (Lehr) 29 Mtr Div (29 Aufk) 2-4-8 PJ Bn (521) 25.20: SS-R Mtr Div (R Aufk) 26-2-2 Arty Grp 20-4-3 Inf Div (35; -1 step) † Converted Axis Rails: 1 SP 01.03 to 2.02 25.23: 01.19 to 4.18 25.06: 20-4-3 Inf Div (5; -1 step) † 01.07 to 4.07 4 Pz Div (34 Krd, I-35 Pz, 12 Inf, 33 Inf, 103 Arty, Truck) † 26.16: 2.02: 18 Pz Div (18 Krd, I-18 Pz, III-18 Pz, 53rd Corps HQ 27.05: 52 Inf, 101 Inf, 88 Arty, Truck) † 20-4-3 Inf Div (167; -1 step) † 3 Pz Div (3 Krd, I-6 Pz, III-6 Pz, 3 Inf, 20-4-3 Inf Div (137; -1 step) † 26-2-2 Arty Grp 394 Inf, 75 Arty, Truck) † Level 2 Airbase Level 1 Airbase 28.12: 2 SP 2T 20-4-3 Inf Div (263; -1 step) †

4.07: 11.18: 28.14: (1)-2-5 RR Bn (II/2) 20-4-3 Inf Div (23) † 20-4-3 Inf Div (292; -1 step) †

4.18: 16.14: 29.16: (1)-2-5 RR Bn (I/2) 20-4-3 Inf Div (258; -1 step) † 2-3-8 PJ Bn (529) 2-4-6 PJ Bn (611) 13.05: 18.16: Truck Extender 20-4-3 Inf Div (255; -1 step) † 4-4-3 Brkdwn Rgt 29.29: 10.12: 18.18: 57th Mtr Corps HQ 13th Corps HQ 7th Corps HQ 19 Pz Div (I-27 Pz, II-27 Pz, 19 Krd, 20-4-3 Inf Div (7) † 20-4-3 Inf Div (28; -1 step) † 2x 26-2-2 Arty Grp 26-2-2 Arty Grp 3-3-6 PJ Bn (561) 1 SP Level 1 Airbase 26-2-2 Arty Grp 1 SP Truck Extender 13.10: 1 SP 20-4-3 Inf Div (31; -1 step) † 19.28: 20-4-3 Inf Div (129; -1 step) † w/i 1 hex of 31.17: 13.12: Level 1 Airbase 47th Mtr Corps HQ 20-5-3 Inf Div (78) † 2T 7-5-7 Flm Bn (100) 5-5-8 AG Bn (184, 192, 203, 226) 14.04: 20.15: 30-2-3 Werfer Rgt (53) 1 Cav Div (I/1 Cav, II/1 Cav, I/2 Cav, 9th Corps HQ 26-2-2 Arty Grp II/2 Cav, I/21 Cav, I/22 Cav, II/22 4-4-3 Brkdwn Rgt 1 SP Cav, 1 BC, 1 Arty) † 26-2-2 Arty Grp 1 SP 32.25: 14.08: 39th Mtr Corps HQ 12th Corps HQ 22.19: 12 Pz Div (22 Krd, I-29 Pz, II-29 Pz, 5 4-4-3 Brkdwn Rgt 20-4-3 Inf Div (268; -1 step) † Inf, 25 Inf, 2 Arty, Truck) † 26-2-2 Arty Grp 5-3-8 AG Bn (201) 7-5-7 Flm Bn (101) 1 SP Wagon Extender 3-5-10 PJ Co (1/8) Wagon Extender 2-5-4 Pio Bn (43) 24.24: 30-2-3 Werfer Rgt (51) 18.05: 5th Corps HQ 1 SP 20-4-3 Inf Div (17; -1 step) † 2-4-8 PJ Bn (643) 18-2-3 Werfer Bn (3, 103) 32.18: 20.05: 26-2-2 Arty Grp 5-5-3 MG Bn (5) 10 Mtr (40 Krd, 20 Inf, 41 Inf, 10 Arty, 1 SP (2)-3-3 PJ Bn (654) Truck) †

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33.29: Soviet Set-Up Information 18.02: 18 Mtr Div (38 Krd, 30 Inf, 51 Inf, 18 Rail Cap: 4 12-2-2 Inf Div (151) Reserve Markers: 4 available Supply Cache Markers: 2 available 19.03: 34.17: Reinforcements: Per Order of Arrival 18-1-3 Tk Div (50; -1 step) 46th Mtr Corps HQ Variable Repls: Per Repl Table 6-2-3 Inf Div (219) 17 Pz Div (17 Krd, II-39 Pz, III-39 Pz, Dead Pile: 40 Inf, 63 Inf, 22 Arty, Truck) † 1 Mtr Div (Boris Tk) 20.00: 29 Mtr Div (29 Krd, 15 Inf, 71 Inf, 29 20-1-3 Tk Div (14, 18) 21st Army HQ Arty, Truck) † 12-1-4 Mtr Div (69) 12-2-2 Inf Div (24; -1 step) 18-2-3 Werfer Bn (6, 8, 105) 4-1-1 Inf Div (26 Tk, 38 Tk, 210) 4-3-6 MC Rgt (12) 1 SP 12-2-2 Inf Div (17, 49, 172) 26-1-1 Arty Bde 11-1-1 Inf Div (18, 121) 1 Wagon Point 35.25: (5)-1-1 UR Bde (58, 63) 2 SP 20 Mtr Div (30 Krd, 76 Inf, 90 Inf, 20 (2)-4-3 NKVD Bdr Rgt (38) Arty, Truck) † 3-1-1 Alarm Mil Rgt 20.02: 2-1-3 Alarm Tk Bn 12-2-2 Inf Div (61) 36.13: 2x 26-1-1 Arty Bde 10-5-4 Inf Rgt (IRGD) IL.2 20.03: Level 1 Airbase 12-2-2 Inf Div (55; -1 step) 2T 15.01: 11-1-1 Inf Div (155; -1 step) 21.02: 39.23: 12-2-2 Inf Div (137) 20 Pz Div (20 Krd, I-21 Pz, II-21 Pz, 15.10: 59 Inf, 112 Inf, 92 Arty, Truck) † 12-2-2 Inf Div (110) 22.02: Level 1 Airbase 12-2-2 Inf Div (102, 154; both -1 step) 37.24: 2T 10-5-4 Inf Bde (900) 23.03: 15.11: 14-1-3 Tk Div (55) 39.15: 3-1-1 Alarm Mil Rgt SS-R Mtr Div (R Krd, 11SS Inf, Deutld 23.12: Inf, Fuhrer Inf, R Arty, Truck) † 16.01: 1 Mtr Div (93 Recon, 20 Inf, 41 Inf, 12-2-2 Inf Div (167; -1 step) 12 Tk, 13 Arty) 40.21: 1 SP 7 Pz Div (7 Krd, I-25 Pz, II-25 Pz, 6 17.02: Inf, 7 Inf, 78 Arty, Truck) † 11-1-1 Inf Div (187; -1 step) 24.03: 12-2-2 Inf Div (42, 117; both -1 step) 43.14: 17.10: 10 Pz Div (10 Krd, II-7 Pz, 69 PG, 86 12-2-2 Inf Div (53) Inf, 90 Arty, Truck) †

Stacked with any Axis HQs: 4 Truck Points 2 Wagon Points 2 SP Command Perspective:

At any air bases: Actions speak louder than words. In the days to come the Goddess of Victory 1x Bf.109e-7 2x Bf.109e will bestow her laurels only on those who prepared to act with daring. 5x Bf.109f 4x Bf.110 Te engine of the tank is a weapon just as the main-gun. 4x Ju.87b 2x Do.17z * 3x He.111 * 2x Ju.88 When the situation is obscure, attack. 2x Ju.52 Strike hard and fast and do not separate. “*” = one unit begins reduced Logistics is the ball and chain of armored warfare. Half of the counters of each plane type (Bf.109e-7, Ju.87b, etc.) must begin We have severely underestimated the Russians, the extent of the country Inactive. Round fractions up. and the treachery of the climate. Tis is the revenge of reality.

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26.03: 52.09: 36.22: 11-1-1 Inf Div (143; -1 step) 28th Army HQ 11-1-1 Inf Div (38; -1 step) (2)-2-2 Alarm AT Rgt 27.03: 26-1-1 Arty Bde 36.33: 12-2-2 Inf Div (6; -1 step) Level 1 Airfeld 11-1-1 Inf Div (252) 1 Wagon Point 28.03: 3 SP 38.16: 12-2-2 Inf Div (161) 12-2-2 Inf Div (158; -1 step) 61.04: 28.07: (5)-1-1 UR Bde (65) 40.28: 12-2-2 Inf Div (148) Level 1 Airbase 12-2-2 Inf Div (220) 1 SP 10-0-1 Inf Div (162) 29.01: 4th Army HQ 27.19: 41.27: (2)-2-2 Alarm AT Rgt 11-1-1 Inf Div (233; -1 step) 10-0-1 Inf Div (134) 26-1-1 Arty Bde 1 Wagon Point 27.20: 40.31: 2 SP 12-2-2 Inf Div (229) 29th Army HQ 7-3-4 Cav Div (50, 53) 29.04: 28.21: 4-2-3 Inf Rgt (1 NKVD) 11-1-1 Inf Div (132) 12-2-2 Inf Div (153; -1 step) 26-1-1 Arty Bde 1 Wagon Point 29.05: 29.19: 2 SP 12-2-2 Inf Div (160) 12-2-2 Inf Div (73) 20-1-3 Tk Div (13; -1 step) 41.18: 29.06: 12-2-2 Inf Div (108) 5-3-3 Abn Bde (7) 30.22: 6-2-3 Inf Div (109) 41.23: 30.08: 12-2-2 Inf Div (91) 5-4-4 Abn Bde (8) 31.19: (2)-2-2 Alarm AT Rgt 20-1-3 Tk Div (17; -1 step) 36.05: 41.25: 10-0-1 Inf Div (145) 32.23: 11-1-1 Inf Div (166) (2)-2-2 Alarm AT Rgt 12-2-2 Inf Div (144) 42.20: 36.12: 33.19: 12-1-3 Tk Div (101) 3-2-2 Brkdwn Rgt 16-1-3 Tk Div (57; -1 step) 12-2-2 Inf Div (50) 3-1-1 Alarm Mil Rgt 38.05: 34.19: 13th Army HQ 12-2-2 Inf Div (152) 44.28: 12-2-2 Inf Div (222) 10-0-1 Inf Div (242) Level 1 Airbase 35.19: 26-1-1 Arty Bde 26-1-1 Arty Bde 12-2-2 Inf Div (129) 2 Truck Points 45.13: 6 SP 35.23: 18-1-3 Tk Div (104) 11-1-1 Inf Div (46) 13-3-3 Inf Div (120) 38.07: 10-0-1 Inf Div (149) 36.18: 45.15: (2)-2-2 Alarm AT Rgt 13-3-3 Inf Div (127) 12-2-2 Inf Div (19)

44.07: 36.20: 46.17: 11-1-1 Inf Div (217) 16th Army HQ 20th Army HQ (2)-2-2 Alarm AT Rgt 12-2-2 Inf Div (107) 50.10: 26-1-1 Arty Bde 26-1-1 Arty Bde 4-3-6 MC Rgt (31) 1 Wagon Point 1 Wagon Point 2 SP 2 SP

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46.20: 56.20: Scenario 4: 19th Army HQ 24th Army HQ 4-3-6 MC Rgt (27) 26-1-1 Arty Bde 1st Counteroffensive 3-1-1 Alarm Mil Rgt 11-1-1 Inf Div (64) A shortened version of the Late July 2x 26-1-1 Arty Bde 3-1-1 Alarm Mil Rgt campaign start. 1 Wagon Point (1)-0-3 RR Rgt (West) 2 SP Level 2 Airbase 2 Truck Points General Information 46.29: 7 SP First Turn: 22 July 41 12-2-2 Inf Div (250, 251) Last Turn: 1 Aug 41 60.34: Total Game Length: 4 turns 48.25: Level 2 Airbase First Player: Soviet 13-3-3 Inf Div (100; -1 step) 2 SP Setup Order: Axis frst Weather: Normal Flight on 22 July 48.30: Stacked with any Soviet HQs: 30th Army HQ (5)-1-1 UR Bde (61, 62, 66) Special Scenario Rules 26-1-1 Arty Bde (2)-4-3 NKVD Bdr Rgt (86, 105) Setup and Special Scenario Rules are 1 Wagon Point (2)-0-3 NKVD Sec Rgt (76) the same as in Scenario 3. 2 SP 2x 26-1-1 Arty Bde 3 Wagon Points Victory Conditions 49.18: 3 SP 12-2-2 Inf Div (89) At any air bases: 49.20: 1x I.153 2x I.16 11-1-1 Inf Div (178) 1x LaGG.3 2x MiG.3 1x Yak.1 2x IL.2 49.21: 1x Pe.2 * 4x SB.2 11-1-1 Inf Div (133) 2x Su.2 * 3x Yak.4 * 1x DB.3 1x TB.3 49.32: 14-1-3 Tk Div (51; -1 step) “*” = one unit begins reduced

52.20: 12-1-4 Mtr Div (103)

52.34: 11-1-1 Inf Div (243) 12-2-2 Inf Div (119)

53.21: 12-1-4 Mtr Div (106)

53.22: Command Perspective: Semyon Timoshenko 12-2-2 Inf Div (248) It is necessary to keep in mind the possibility of simultaneously conducting two, if not three, ofensive operations of various fronts on a theater of 54.17: 11-1-1 Militia Div (6M; -1 step) war with the intention of strategically shaking the enemy’s entire combat capability as extensively as possible. 54.19: We are harassing them and will go on harassing them until they are totally 11-1-1 Militia Div (4M; -1 step) exhausted. Tis is not merely tactics of a defnite kind — it is a strategy 54.20: with a broad perspective, directed at defnitive and total victory. Te 18-1-3 Tk Div (102; -1 step) Russian defence always had preparation for the counter-ofensive as its aim. Te Russian war plan here follows the commandment of Clausewitz: “Swift and powerful transition to the attack — the lightning sword of retribution — that is the most brilliant part of the defense.”

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Scenario 5: Converted Axis Rails: 27.05: 01.03 to 2.02 13th Corps HQ Early August Start 01.19 to 24.19 10 Mtr (10 Aufk, 40 Krd, 20 Inf, 10 01.07 to 24.06 Arty, Truck) † 5-5-3 MG Bn (5) 2.02: 3-5-8 Aufk Bn (Lehr) Axis needs to capture two of them before 4-4-3 Brkdwn Rgt 26-2-2 Arty Grp Level 2 Airbase Level 1 Airbase on 19 August, and then hold on. 1 SP 1 SP

General Information 13.05: 35.06: First Turn: 8 August 41 12th Corps HQ 24th Mtr Corps HQ Last Turn: 8 Sept 41 20-4-3 Inf Div (167; -2 steps) † 4 Pz Div (7 Aufk, 34 Krd, I-35 Pz, 12 Total Game Length: 10 turns 26-2-2 Arty Grp Inf, 103 Arty, Truck) † First Player: Soviet 1 SP 5-5-8 AG Bn (203, 226) Setup Order: Axis frst 26-2-2 Arty Grp Weather: Normal Flight on 8 August 14.02: 1 SP 20-4-3 Inf Div (31; -1 step) † Special Scenario Rules 36.04: Axis divisions marked with a cross (†) 15.10: 20-5-4 Inf Div (78; -1 step) † can setup within 1 hex of the listed 53rd Corps HQ location. 20-4-3 Inf Div (255; -1 step) † 37.09: 26-2-2 Arty Grp 9th Corps HQ Level 1 Airbase 20-4-3 Inf Div (263; -1 step) † 1 SP 5-5-8 AG Bn (184, 192) 26-2-2 Arty Grp motorized divisions in the initial setup. 16.03: 1 SP Put their formation markers in a cup 20-4-3 Inf Div (112; -1 step) † and randomly pull out… 38.05: A) 5 that must add their Krd battalion 18.04: 7th Corps HQ to the Dead Pile. 20-4-3 Inf Div (17; -1 step) † 20-4-3 Inf Div (23) † B) 7 others that must add their Aufk 5-3-8 AG Bn (201) battalion to the Dead Pile. 20.05: 26-2-2 Arty Grp 20-4-3 Inf Div (131) † Level 1 Airbase 1 SP Axis Set-Up Information 20.07: Rail Cap: 2 1 Cav Div (I/1 Cav, II/1 Cav, I/2 Cav, 40.04: Reserve Markers: 7 available II/2 Cav, I/21 Cav, I/22 Cav, II/22 20-4-3 Inf Div (197; -1 step) † Supply Cache Markers: 2 available Cav, 1 BC, 1 Arty) † Reinforcements: Per Order of Arrival 41.07: Variable Repls: Per Repl Table 24.06: 20-4-3 Inf Div (292; -1 step) † Dead Pile: 20-4-3 Inf Div (34; -1 step) † 3 Pz Div (II-6 Pz, 394 Inf) (1)-2-5 RR Bn (II/2) 43.06: 4 Pz Div (II-35 Pz, 33 Inf) 20-4-3 Inf Div (137; -1 step) † 7 Pz Div (III-25 Pz, 7 Inf) 24.19: 10 Pz Div (I-7 Pz, 69 PG) (1)-2-5 RR Bn (I/2) 18.18: 12 Pz Div (III-29 Pz, 25 Inf) 7-3-2 Sec Div (221) 17 Pz Div (III-39 Pz, 63 Inf) 25.04: Level 1 Airbase 18 Pz Div (II-18 Pz, 101 Inf) 20-4-3 Inf Div (258; -1 step) † 2T 19 Pz Div (III-27 Pz, 74 Inf) 20 Pz Div (III-21 Pz, 112 Inf) 29.04: 19.28: 10 Mtr Div (41 Inf) 20-4-3 Inf Div (7) † 4-3-2 Sec Div (286) 18 Mtr Div (51 Inf) 2-4-8 PJ Bn (521) Level 1 Airbase 20 Mtr Div (90 Inf) 2T 29 Mtr Div (71 Inf) 32.04: SS-R Mtr Div (Deutld Inf) 3 Pz Div (1 Aufk, 3 Krd, I-6 Pz, III-6 34.29: Pz, 3 Inf, 75 Arty, Truck) † 20-4-3 Inf Div (6; -1 step) †

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29.29: 2.18 and 23.20 (each): 44.12: 3-5-10 PJ Co (1/8) Level 1 Airbase 20-4-3 Inf Div (268; -1 step) † Truck Extender 2T With any Axis HQs: 32.25: 37.24: 4 Truck Points 19 Pz Div (19 Aufk, 19 Krd, I-27 Pz, 57th Mtr Corps HQ 2 Wagon Points II-27 Pz, 73 Inf, 19 Arty, Truck) † 20 Pz Div (92 Aufk, 20 Krd, I-21 Pz, 2 SP II-21 Pz, 59 Inf, 92 Arty, Truck) † 34.17: 2-4-8 PJ Bn (643) At any air bases: 47th Mtr Corps HQ 30-2-3 Werfer Rgt (51) 1x Bf-109e * 5x Bf.109f * 7-5-7 Flm Bn (100) 18-2-3 Werfer Bn (3, 103) 2x Bf.110 2x He.111 * 2-4-6 PJ Bn (611) 1 SP 2x Ju.87b * 1x Ju.88 26-2-2 Arty Grp 1x Ju.52 38.16: 1 SP “*” = one unit begins reduced 29 Mtr Div (29 Aufk, 29 Krd, 15 Inf, 34.18: 29 Arty, Truck) † Half of the counters of each plane type 39th Mtr Corps HQ (Bf.109e-7, Ju.87b, etc.) must begin 20 Mtr Div (20 Aufk, 30 Krd, 76 Inf, 39.28: Inactive. Round fractions up. 20 Arty, Truck) † 18 Mtr Div (18 Aufk, 38 Krd, 30 Inf, 5-5-8 AG Bn (189, 210) 7-5-7 Flm Bn (101) Soviet Set-Up Information 2-5-4 Pio Bn (43) 40.19: Rail Cap: 4 26-2-2 Arty Grp 20-4-3 Inf Div (8) † Reserve Markers: 6 available Level 1 Airbase Supply Cache Markers: 2 available Wagon Extender 40.22: Reinforcements: Per Order of Arrival 5 Truck Points 10-5-4 Inf Bde (900) Variable Repls: Per Repl Table 4 SP Dead Pile: 40.24: 1x IL.2 35.22: 20-4-3 Inf Div (5, 106; both -1 step) † 1x SB.2 7 Pz Div (37 Aufk, 7 Krd, I-25 Pz, II-25 1x Yak.4 Pz, 6 Inf, 78 Arty, Truck) † 40.26: 4th Army HQ 20-4-3 Inf Div (129; -1 step) † 1 Mtr Div (41 Inf, Boris Tk) 36.13: 20-1-3 Tk Div (13, 18) 18 Pz Div (88 Aufk, 18 Krd, I-18 Pz, 41.15: 18-1-3 Tk Div (104) III-18 Pz, 52 Inf, 88 Arty, Truck) † 46th Mtr Corps HQ 14-1-3 Tk Div (51) 30-2-3 Werfer Rgt (53) SS-R Mtr Div (R Aufk, R Krd, 11SS Inf, 6-2-3 Inf Div (109) Level 1 Airbase Fuhrer Inf, R Arty, Truck) † 12-2-2 Inf Div (17, 49, 61, 102, 2T 10-5-4 Inf Rgt (IRGD) 117, 154, 167, 172) Wagon Extender 2-3-8 PJ Bn (529) 11-1-1 Inf Div (18, 46, 155, 187) 18-2-3 Werfer Bn (6, 8, 105) 10-0-1 Inf Div (145, 149) 37.18: 1 SP 4-1-1 Inf Div (26 Tk, 38 Tk, 210) 8th Corps HQ 4-3-6 MC Rgt (27, 31) 20-4-3 Inf Div (28; -1 step) † 41.16: (5)-1-1 UR Bde (62, 63, 66) 26-2-2 Arty Grp 17 Pz Div (27 Aufk, 17 Krd, 40 Inf, (2)-4-3 NKVD Bdr Rgt (38, 105) 1 SP I-39 Pz, II-39 Pz, 22 Arty, Truck) † (2)-2-2 Alarm AT Rgt 3-1-1 Alarm Mil Rgt 37.21: 43.14: 2-1-3 Alarm Tk Bn 5th Corps HQ 20th Corps HQ 2x 26-1-1 Arty Bde 12 Pz Div (2 Aufk, 22 Krd, I-29 Pz, 10 Pz Div (90 Aufk, 10 Krd, II-7 Pz, 86 II-29 Pz, 5 Inf, 2 Arty, Truck) † Inf, 90 Arty, Truck) † 20.00: 20-4-3 Inf Div (35; -1 step) † 26-2-2 Arty Grp 21st Army HQ 3-3-6 PJ Bn (561) 1 SP 12-2-2 Inf Div (42; -1 step) 26-2-2 Arty Grp 26-1-1 Arty Bde 1 SP 44.13: 1 SP 20-4-3 Inf Div (15) † 39.21: 20.02: 20-4-3 Inf Div (161) † 12-2-2 Inf Div (55, 151; both -1 step)

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21.02: 52.05: 41.23: 11-1-1 Inf Div (132; -1 step) 12-2-2 Inf Div (53; -1 step) 12-2-2 Inf Div (50, 89, 91) 11-1-1 Inf Div (217) (2)-2-2 Alarm AT Rgt 24.03: 11-1-1 Inf Div (143; -1 step) 52.09: 42.20: 28th Army HQ 12-2-2 Inf Div (108) 27.03: 3-1-1 Alarm Mil Rgt 12-2-2 Inf Div (6) (2)-2-2 Alarm AT Rgt 42.21: 26-1-1 Arty Bde 12-1-3 Tk Div (101; -1 step) 29.01: Level 1 Airbase 3-1-1 Alarm Mil Rgt 18-1-3 Tk Div (50; -2 steps) 1 Wagon Point 12-1-3 Tk Div (55; -1 step) 3 SP 42.25: 6-2-3 Inf Div (219) 11-1-1 Inf Div (166) 4-3-6 MC Rgt (12) 53.05: 10-0-1 Inf Div (162) 26-1-1 Arty Bde 43rd Army HQ 4-3-6 MC Rgt (20) 42.27: 29.02: (2)-2-2 Alarm AT Rgt 16-2-5 Mtr Div (107; -1 step) 12-2-2 Inf Div (137, 148, 160; all -1 26-1-1 Arty Bde 12-2-2 Inf Div (251; -1 step) step) 1 SP 26-1-1 Arty Bde

31.03: 56.06: 43.16: 11-1-1 Inf Div (121) 11-1-1 Inf Div (280, 282) 12-2-2 Inf Div (107, 161)

41.02: 59.05: 43.18: 5-3-3 Abn Bde (7) 12-2-2 Inf Div (269) 11-1-1 Inf Div (233; -1 step) 6-2-4 Cav Div (47) 61.04: 44.20: 42.02: 3rd Army HQ 16th Army HQ 7-3-4 Cav Div (21 Mtn, 52) 5-4-4 Abn Bde (214) 12-2-2 Inf Div (119) (5)-1-1 UR Bde (65) (2)-2-2 Alarm AT Rgt 43.01: 26-1-1 Arty Bde 26-1-1 Arty Bde 13th Army HQ Level 1 Airbase 1 Wagon Point 12-2-2 Inf Div (24; -1 step) 2 Truck Points 2 SP 5-4-4 Abn Bde (8) 2 Wagon Points 26-1-1 Arty Bde 6 SP 45.15: 1 SP 18-1-3 Tk Div (102; -2 steps) 36.33: 12-1-4 Mtr Div (103; -1 step) 45.04: 11-1-1 Inf Div (252; -1 step) 2-1-4 Cav Div (43) 45.17: 6-2-4 Cav Div (32) 40.29: 12-2-2 Inf Div (73, 129, 229; each -1 12-2-2 Inf Div (250; -1 step) step) 45.11: 10-0-1 Inf Div (242) 11-1-1 Mil Div (4M; -1 step) 46.14: 40.31: 12-2-2 Inf Div (19) 46.08: 29th Army HQ 12-2-2 Inf Div (222) 11-1-1 Inf Div (243; -1 step) 46.17: 11-1-1 Mil Div (6M; -1 step) 7-3-4 Cav Div (50, 53) 20th Army HQ 4-2-3 NKVD Inf Rgt (1) 13-3-3 Inf Div (127; -2 steps) 46.12: 26-1-1 Arty Bde (2)-2-2 Alarm AT Rgt 18-1-3 Tk Div (105; -2 steps) 1 SP 26-1-1 Arty Bde 12-1-4 Mtr Div (106; -1 step) 1 Wagon Point 3-1-1 Alarm Mil Rgt 41.18: 2 SP 26-1-1 Arty Bde 12-2-2 Inf Div (144; -1 step) 46.16: 50.10: 41.21: 12-2-2 Inf Div (152, 153; both -1 step) 13-3-3 Inf Div (100) 11-1-1 Inf Div (38, 64; one is -1 step)

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46.18: 54.19: Scenario 6: 1 Mtr Div (93 Recon, 20 Inf, 12 Tk, 10-0-1 Mil Div (13M; -1 step) 13 Arty) 2-1-3 Alarm Tk Bn 2nd Counteroffensive

46.20: 54.15: A shortened version of the Early August campaign start. 20-1-3 Tk Div (14, 17; each -2 steps) 24th Army HQ 4-3-6 MC Rgt (9) 26-1-1 Arty Bde 1 Wagon Point General Information 46.29: 2 SP First Turn: 8 Aug 41 30th Army HQ Last Turn: 22 Aug 41 12-2-2 Inf Div (220) 58.27: Total Game Length: 5 turns 10-0-1 Inf Div (134) 49th Army HQ First Player: Soviet 2-1-3 Alarm Tk Bn 12-2-2 Inf Div (246; -1 step) Setup Order: Axis frst 26-1-1 Arty Bde 26-1-1 Arty Bde Weather: Normal Flight on 8 Aug 1 Wagon Point 1 Truck Point 2 SP 1 Wagon Point Special Scenario Rules 3 SP Setup and Special Scenario Rules are 48.21: the same as in Scenario 5. 18-1-3 Tk Div (109) 58.34: 12-2-2 Inf Div (249) 48.25: 19th Army HQ 59.30: Reading List 12-2-2 Inf Div (158; -1 step) 18-1-3 Tk Div (110; -2 steps) (2)-2-2 Alarm AT Rgt the campaign. John Bowen presents an 26-1-1 Arty Bde 59.33: eclectic mix to get you started: 1 Wagon Point 12-2-2 Inf Div (247) Barbarossa Derailed by David Glantz 2 SP 11-1-1 Inf Div (244) study of the campaign. 49.20: 60.34: 11-1-1 Inf Div (133, 178) 31st Army HQ & Germany’s Defeat 3-1-1 Alarm Mil Rgt in the East by David Stahel. A good 49.21: 26-1-1 Arty Bde study of the frst phases of the war in 13-3-3 Mtn Div (194) Level 2 Airbase Army Group Center. 1 Truck Point Te Road to Stalingrad by John Erickson. 50.16: 1 Wagon Point A broad, balanced view of the frst two 12-2-2 Inf Div (110; -1 step) 5 SP years of fghting. Tunder on the Dnepr by Bryan Fugate 51.23: With any Soviet HQs: and Lev Dvoretsky. A unique perspective 12-2-2 Inf Div (248) (5)-1-1 UR Bde (58, 61, 68) that tends to overrate Soviet capabilities (2)-4-3 NKVD Bdr Rgt (86) and intentions. 53.21: (2)-0-3 NKVD Sec Rgt (76) 11-1-1 Mil Div (8M, 18M; each -1 step) 2x 26-1-1 Arty Bde History of the Great Patriotic War of the 2 Truck Points , Volume 2, edited by P.N. 54.20: 2 Wagon Points 12-2-2 Mil Div (7M; -1 step) 4 SP stresses the importance of the Smolensk 11-1-1 Mil Div (2M) fghting, but alas the English translation At any air bases: is only on microflm. 56.20: 1x I.153 * 3x I.16 * Te Initial Period of War on the Eastern 32nd Army HQ 1x LaGG-3 3x MiG.3 * Front by David Glantz. A short volume 11-1-1 Inf Div (309) 1x Yak-1 2x Pe.2 * that focuses on specifc topics. 8-1-5 Tk Rgt (18, 114) 3x SB.2 2x Su.2 * Barbarossa Unleashed by Craig Luther. (1)-0-3 RR Rgt (West) 4x IL.2 2x Yak.4 Covers Army Group Center with an 26-1-1 Arty Bde 1x DB.3 1x TB.3 emphasis on small-unit action. Level 2 Airbase 2 Truck Points “*” = one unit begins reduced Barbarossa 1941 by Frank Ellis. A look 2 Wagon Points at the motivations for Barbarossa that 7 SP also relies heavily on tactical accounts.

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Scenario 7: 27.05: 34.29: 20-4-3 Inf Div (162, 267; all are -1 20-4-3 Inf Div (6; -1 step) † 3rd Counteroffensive step) † Level 1 Airbase 36.13: 2T 10 Pz (10 Krd, II-7 Pz, 86 Inf, 90 Arty, Truck) † game. Meanwhile, the Axis must brace 38.05: Level 1 Airbase for the arrival of numerous enemy tank 7th Corps HQ 2T formations in September. 26-2-2 Arty Grp Level 1 Airbase 37.24: General Information 1 SP 8th Corps HQ First Turn: 26 Aug 41 7 Pz (7 Krd, I-25 Pz, II-25 Pz, 6 Inf, 78 Last Turn: 8 Sep 41 41.09: Arty, Truck) † Total Game Length: 5 turns 20-4-3 Inf Div (197; -1 step) 20-4-3 Inf Div (161) † First Player: Soviet 26-2-2 Arty Grp Setup Order: Axis frst 41.12: 1 SP Weather: Normal Flight on 26 Aug 20-4-3 Inf Div (7; -1 step) † 39.23: Special Scenario Rules 42.07: 20-4-3 Inf Div (35; -1 step) † Axis divisions marked with a cross (†) 20-4-3 Inf Div (23; -1 step) † can setup within 1 hex of the listed 39.24: location. 44.03: 14 Mtr Div (14 Aufk, 11 Inf, 14 Arty, Axis organic trucks all setup Empty. 20-4-3 Inf Div (258; -1 step) † Truck) † 10-5-4 Inf Bde (900) Roll for Variable Exit (3.3c). 44.12: 20-4-3 Inf Div (268; -1 step) † 39.25: Axis Set-Up Information 20-4-3 Inf Div (106; -1 step) † Rail Cap: 2 18.18: Reserve Markers: 7 available 53rd Corps HQ 39.27: Supply Cache Markers: 2 available 4-3-2 Sec Div (286) 20-4-3 Inf Div (129; -1 step) † Reinforcements: Per Order of Arrival (1)-2-5 RR Bn (I/2, II/2) Variable Repls: Per Repl Table Level 1 Airbase 40.15: Dead Pile: 1 SP 9th Corps HQ Bf.109f 20-4-3 Inf Div (263; -1 step) † 7 Pz Div (37 Aufk, III-25 Pz, 7 Inf) 19.28: 26-2-2 Arty Grp 10 Pz Div (90 Aufk, I-7 Pz, 69 PG) 6-2-2 Sec Div (403) 1 SP 14 Mtr Div (54 Krd, 53 Inf) Level 1 Airbase SS-R Mtr Div (R Krd, Deutld Inf) 2T 40.19: Converted Axis Rails: 20-4-3 Inf Div (8; -1 step) † 01.03 to 2.02 29.29: 01.19 to 34.18 Wagon Extender 40.20: 01.07 to 38.05 20-4-3 Inf Div (28; -1 step) † 15.10 to 18.18 32.25: 5th Corps HQ 40.21: 2.02: 3-3-6 PJ Bn (561) 20-4-3 Inf Div (5; -1 step) † 7-3-2 Sec Div (221) 26-2-2 Arty Grp Level 2 Airbase 1 SP 42.15: 1 SP 20-4-3 Inf Div (137; -1 step) † 34.18: 2.18 and 23.20 (each): SS-R Mtr Div (R Aufk, 11SS Inf, Fuhrer 43.14: Level 1 Airbase Inf, R Arty, Truck) † 20th Corps HQ 2T 20-4-3 Inf Div (87; -2 steps) † 20-4-3 Inf Div (15; -1 step) † 2-5-4 Pio Bn (43) 26-2-2 Arty Grp 15.10: 18-2-3 Werfer Bn (3, 103) 1 SP 20-4-3 Inf Div (252; -2 steps) † Level 1 Airbase Level 1 Airbase 2T 44.15: 2T 20-5-4 Inf Div (78; -1 step) †

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45.14: 46.08: 40.28: 20-4-3 Inf Div (292; -1 step) † 12-2-2 Inf Div (222) 12-2-2 Inf Div (220, 250; one is -1 step) 10-0-1 Inf Div (242; -1 step) With any Axis HQs: 46.03: 5-5-8 AG Bn (184, 189, 210) 12-2-2 Inf Div (278) 40.31: 4 Truck Points 11-1-1 Inf Div (217) 29th Army HQ 1 Wagon Point (2)-2-2 Alarm AT Rgt 12-2-2 Inf Div (246; -1 step) 2 SP 7-3-4 Cav Div (50, 53) 46.11: 4-2-3 NKVD Inf Rgt (1) At any air bases: 11-1-1 Inf Div (303) 26-1-1 Arty Bde 1x Bf-109e * 4x Bf.109f 1 Wagon Point 2x He.111 * 1x Ju.88 46.12: 1 SP 1x Ju.52 13-3-3 Inf Div (120) 41.23: “*” = one unit begins reduced 48.08: 11-1-1 Inf Div (38, 64; one is -1 step) Half of the counters of each plane type 18-1-3 Tk Div (104; -2 steps) (Bf.109e, Ju.88, etc.) must begin Inac- 41.25: tive. Round fractions up. 50.10: 16-2-5 Mtr Div (107; -2 steps) 12-2-2 Mil Div (1M, 17M; each -1 step) 10-0-1 Inf Div (162)

Soviet Set-Up Information 51.09: 41.26: Rail Cap: 4 11-1-1 Mil Div (5M, 18M; one is -1 11-1-1 Inf Div (166, 244) Reserve Markers: 6 available step) Supply Cache Markers: 2 available Reinforcements: Per Order of Arrival 52.02: 41.27: Variable Repls: Per Repl Table 18-1-3 Tk Div (105; -2 steps) 14-1-3 Tk Div (51; -1 step) Dead Pile: 10-0-1 Inf Div (134) 1x I.16 52.09: 26-1-1 Arty Bde 1x MiG.3 33rd Army HQ 3x IL.2 10-0-1 Mil Div (9M, 21M; both -1 step) 42.17: 2x SB.2 26-1-1 Arty Bde 12-2-2 Inf Div (107) 1x Su.2 Level 1 Airbase 2x Yak.4 1 Wagon Point 42.19: 1 Mtr Div (93 Recon, 41 Inf, 12 2 SP 12-2-2 Inf Div (91, 153; one is -1 step) Tk, Boris Tk) 20-1-3 Tk Div (14, 17) 53.05: 42.20: 12-1-4 Mtr Div (103, 106) 43rd Army HQ 12-2-2 Inf Div (108, 119) 6-2-3 Inf Div (109) 18-1-3 Tk Div (109; -2 steps) 8-1-5 Tk Rgt (114) 12-2-2 Inf Div (211) 42.21: 12-2-2 Inf Div (61, 158) 26-1-1 Arty Bde 12-2-2 Inf Div (50, 89) 11-1-1 Inf Div (46, 233) 1 Wagon Point 10-0-1 Inf Div (145) 1 SP 43.23: 4-1-1 Inf Div (26 Tk, 38 Tk, 210) 19th Army HQ 4-3-6 MC Rgt (9, 20, 27, 31) 57.01: (2)-2-2 Alarm AT Rgt 2x 3-1-3 Alarm Mil Rgt 12-2-2 Inf Div (279) 26-1-1 Arty Bde 2x 2-1-3 Alarm Tk Bn 1 Wagon Point 2x (2)-2-2 Alarm AT Rgt 61.04: 1 SP (2)-4-3 NKVD Bdr Rgt (38, 86, 28th Army HQ 105) 26-1-1 Arty Bde 44.17: (5)-1-1 UR Bde (58, 61, 63, 66) Level 1 Airbase 13-3-3 Inf Div (100) 1 Truck Point 44.07: 3 SP 44.20: 10-0-1 Inf Div (149) 12-2-2 Inf Div (144, 161; one is -1 step) 34.31: 45.11: 12-2-2 Inf Div (251; -1 step) 45.17: 12-2-2 Inf Div (53; -1 step) 11-1-1 Inf Div (243, 252; each -1 step) 18-1-3 Tk Div (102; -2 steps) 12-2-2 Inf Div (129; -1 step)

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46.15: 54.19: 12-2-2 Inf Div (19) 11-1-1 Mil Div (2M) Designer Notes Recently the battle of Smolensk in 1941 46.17: 54.20: has received a great deal of attention and 20th Army HQ 12-2-2 Mil Div (7M; -1 step) analysis. Glantz, Luther, and Stahel have 12-2-2 Inf Div (73) 11-1-1 Mil Div (8M; -1 step) all added information and insight into 3-1-1 Alarm Mil Rgt the fghting around Smolensk and the (2)-2-2 Alarm AT Rgt 54.15: efects of this battle on Barbarossa and 26-1-1 Arty Bde 24th Army HQ the War in the East as a whole. 1 Wagon Point (2)-2-2 Alarm AT Rgt “Who won” seems to depend on how 1 SP 26-1-1 Arty Bde you view victory. Both sides committed 1 Wagon Point errors that wargamers, with the near 46.18: 1 SP perfect intel we possess, would never 1 Mtr Div (20 Inf, 13 Arty) 56.20: make. I have decided, as I did in The Blitzkrieg Legend (TBL), that I do 46.20: 32nd Army HQ 16th Army HQ (1)-0-3 RR Rgt (West) making the same decisions and mistakes. 2-1-3 Alarm Tk Bn 26-1-1 Arty Bde I know that some might say that I have 26-1-1 Arty Bde Level 2 Airbase made it impossible for the historical 1 Wagon Point 1 Truck Point outcome to happen (much like in TBL). 1 SP 4 Wagon Points But what I am interested in creating is a 6-1-4 Cav Div (45) 6 SP simulation showing what the situation 46.29: 56.27: was like and what each side faced at the 30th Army HQ 11-1-1 Mil Div (4M; -1 step) each player can make of it, in the face 18-1-3 Tk Div (110; -2 steps) of some higher-level decisions that were 3-1-1 Alarm Mil Rgt 58.27: 26-1-1 Arty Bde 49th Army HQ for the Axis side, since the Soviets were 1 Wagon Point 26-1-1 Arty Bde 1 SP 1 Truck Point 2 SP Admittedly, several counterofensives 47.14: were ordered by Stalin/STAVKA. I did 11-1-1 Mil Div (6M; -1 step) 58.34: not feel a “mandated attacks” rule was 11-1-1 Inf Div (309) 12-2-2 Inf Div (247, 249) needed, however, because to stand a chance in the game the Soviets will have 48.14: 60.34: to attack a lot in order to wear down 11-1-1 Inf Div (133, 178) 31st Army HQ 26-1-1 Arty Bde 26-1-1 Arty Bde Level 2 Airbase 48.15: 1 Truck Point them out and win. Losses will be heavy, 12-2-2 Inf Div (6, 110; each -1 step) 4 SP but the Soviets need to take the fght to 12-2-2 Inf Div (229; -1 step) the Germans; every token the enemy With any Soviet HQs: spends on the defense is one less panzer 48.25: (5)-1-1 UR Bde (62, 65, 68) battalion being fueled for action. 12-1-3 Tk Div (101; -1 step) (2)-0-3 NKVD Sec Rgt (76) My favorite rule restricts the two panzer 3-1-1 Alarm Mil Rgt 2x 26-1-1 Arty Bde 2 Truck Points area. It simulates the historical lack of 49.20: 4 SP cooperation between the commands of 13-3-3 Mtn Div (194; -2 steps) Guderian and Hoth, as well as the frag- At any air bases: mentation of goals. Finally, it refects the 49.21: 1x I.153 * 2x I.16 12-2-2 Inf Div (152, 248; both -1 step) 1x LaGG.3 * 2x MiG.3 and its vacillation over what strategic 20-1-3 Tk Div (18; -2 steps) 1x Yak.1 * 4x IL.2 direction to pursue. 2x Pe.2 * 2x SB.2 * 53.22 1x Su.2 1x Yak.4 10-0-1 Mil Div (13M; -1 step) 1x DB.3 1x TB.3 “*” = one unit begins reduced

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their way of the map. At the same time, experience prior to Barbarossa, so their Developer Notes we recognized the potential for a player panzer battalions are AR4. The Blitzkrieg Legend anticipating the 19 August removals and Aufk & Krd Battalions. took on the complex question of how doing gamey things with the panzers, Repl” roll shows these units reftting for decisively in May of 1940. His latest will stop the worst potential abuses! design, Smolensk Construction Markers. In The Blitz- mimics the one used for the new Supply a question: How did the Soviets manage krieg Legend the Axis has special air Cache markers and for Soviet Alarm to stop those panzers in July of 1941? units (more on them below). Working within the OCS model can Variable Withdrawal.- sometimes be a challenge. For instance, similar, allowing fghters at forward air drawals were mostly conducted around here in Smolensk the Soviets need to strips to cover the Dneper crossings. 19 August, but the SS Reich Division attack even though they must do so at a It goes a step further, also letting the hung around for an extra week or two. negative AR diferential, and as a result We decided to make the timing of this will often fail spectacularly. But these could have been achieved by adding unpredictable and also make it uncer- attacks will bleed precious SP and steps counters for construction engineers, but tain whether it or 14th Motorized Divi- from the defenders, and will ultimately this seemed easier and the markers also sion would be ordered to exit the map. be worth the occasional AL2. put strict limits on usage. Edge Boxes. Supplies & Replacements. - In mid- boxes to make rapid redeployments. esting. In addition to the qualitative July a crisis at Velikiye Luki draws eyes In July, for instance, before the Soviets diference in typical AR, we also see from Smolensk, and it is then that the can use Strat Mode, a march west from contrasts in logistics and replacements. last of the extra SP (on loaded trucks) Rzhev is a slow-go — it is much faster arrives. In the following month Kiev so 2T spent on a defense is important. takes center stage, and this fght siphons For the Soviets, spending a few SP on an 21st and 22nd Armies, as well as places attack that includes an artillery barrage arrival charts are thus constructed to to marshal forces for counterattacks puts less strain on the supply net. Soviet slow the pace as time passes, and shift (especially from the south). replacements are also relatively plentiful, the initiative towards the Red Army. Soviet Alarm Units. 24 independent and this lessens the pain of recovery Luftwafe. anti-tank regiments were committed to from those AL2 results. Group Center is being supported by this battle (usually detached from rife One of my concerns, as series honcho, is divisions). Several dozen “fghter battal- to maintain a certain level of orthodoxy theater. Soon the Ju.87s and Bf.110s ions” of militia were raised in cities such in its various designs. So Smolensk, for will fy of in support of ofensives to as Mogilev and Smolensk. A few battal- example, needs to ft pretty closely with the north or south, but it is a glorious ions were detached from tank divisions the decisions made in Case Blue, but concentration on a single game map to try their hand at infantry support. there is still freedom to borrow other while it lasts. Panzer Battalions. Strengths of these but towed anti-tank guns and small talk about some of these issues: vary because some had four companies Russian battalions are usually consid- Te Flanks. By mid-July, Hitler was (rather than 3) and some still had small- ered beneath the level of simulation… already far along the decision-path that but here, with the target environment would lead to the Axis diversion away rich in light Pz.II tanks, how could we from Moscow and toward the fanks. of operations, so it has been wired into Command Perspective: the game. Some of the Axis withdrawals are headed through Entry K, tangling Comrades, our forces are numberless. Te overweening enemy will soon almost immediately with Soviet 22nd learn this to his cost. Side by side with the Red Army many thousands of workers, collective farmers and intellectuals are rising to fght the enemy south, to capture Gomel and then drive aggressor. Te masses of our people will rise up in their millions. Te working on behind Kiev. people of Moscow and Leningrad have already begun to form vast popular For better or worse, the decision was levies in support of the Red Army. Such popular levies must be raised in - tion. We did wrestle a bit with making every city which is in danger of enemy invasion; all the working people the Germans exit at Entry E and K, but must be roused to defend our freedom, our honour, and our country in it seemed artifcial to ask them to fnesse our patriotic war against German fascism.

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leave them out? So we decided some- Tank Divisions. (where, for instance, the 107th is supe- thing like the Garrison Pool in Baltic rate. Some had eight tank battalions, rior to the 106th). Tanks and trucks Gap could be used to work these units some six, and some four — and the were in short supply during this period, into Smolensk — and hopefully the actual number of tanks in a battalion so most of the motorized divisions have also varied wildly. Roland LeBlanc and been made non-rebuildable. notion that we should add hundreds John Bowen lent considerable support of anti-tank units to GBII! as we fne-tuned the diferences. Note case, an elite unit in the pre-war Red Miltia Divisions. Instead of using a the remnants of two of them, the 26th Army. In GBII its Guards incarnation single cookie-cutter to rate these units, and 38th, are depicted as 1-step infantry is a 3-step 10-4-5 division; here it is we were guided by what variety of rife units because all of their vehicles were deemed worthy of being shown as a division each would transform into later lost in fghting before our game begins. multi-unit formation. Motorized Divisions. in the year. Some were seriously under- Conversions. strength when they took the feld. 220th were motorized in name only, “conversions” of divisions (actually there NKVD Border Regiments. We toned and the 109th & 219th had very low were others, but they were abstracted). down the usual rules for these retreat- motorization (and no remaining tanks) What this usually means is an old divi- kind of fanatical defensive battles here. shown as fast Leg. Another two (the few new battalions or regiments, and - sometimes is given a new number. Of AR4 is a rarity), but cannot be rebuilt great importance to the Soviet player is motorized divisions. Variation in AR the fact that it can be a “free” rebuild is mostly drawn from the GBII ratings

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of a unit already in the dead pile. Some notes of potential interest: in designing even a relatively small game panzer groups shift toward Leningrad - like this? Hans packed in a lot into a and Kiev. As if by magic, both sides have sion (12-1-4) is transformed into tight collection of game-specifc rules! large numbers of troops disappear. Be the 107th. (Take note there is also What I really love about developing an aware of these impending withdrawals a rife division with that number.) OCS game is my ringside seat watching the design, research, and testing teams a good time to stress that it is ok to regiments, so we call it a motorized strive to make the fnal product better. remove a unit with identical factors. So division (some sources give it a tank when the Soviets remove those thirty took several years, and its development divisions, the frst look should be to mother, with 204 tanks, so it rates took another two. By the time Smol- the Dead Pile. as a 16-2-5. By the time GBII begins ensk- it has been worn down to a 12-2-5. but will be severely limited by supply wanted the testers to say it was perfect concerns. Supply arrivals decline pretty as an odd “yellow” division because and we were done. To their credit, they drastically after all the loaded trucks and its motorized regiment was left in found aspects of our “good enough” - were something less than great, and per turn is woefully inadequate for an sion devolves into an 8-1-5 tank the game became better for the eforts. army that includes a dozen (or more) regiment. It is worth noting that mechanized formations. To win under my friends Perry Andrus, John Bowen, these logistical constraints, use your fuel be disbanded in either August or Stephen Campbell, Jef Coyle, Roland wisely and ammo sparingly. September, many becoming inde- LeBlanc, and John Leggat. Not surpris- Near the initial frontline are three cities: pendent tank regiments or brigades. ingly, all are +6 shifts in my book! Vitebsk, Orsha, and Mogilev. Clearing them requires some maneuver to cut the Division (12-1-4), after losing all of enemy supply paths, but ultimately will its vehicles, has an infantry regiment boil down to street fghting. added and is reformed as straight Situation Notes rife division (a 10-0-1). Smolensk, as a 1-map OCS design, has is another serious obstacle. It is essential Red Air Force. GBII put some serious some “edge” issues. to quickly capture the bridge at Bykhov range restrictions on Soviet air missions. or get a unit forward so a Construction To the west lies . Several hundred marker can be placed to bridge the river. In Smolensk all of the air units were thousand Soviets were pocketed there, supporting the armies fghting on this and as our game begins the remnants southeast from Vitebsk is very inviting cut the ranges in half. to a German thrust trying to cut the supply columns. An interesting chal- lenge faced by the Axis is the proper the 20th Army to a fght to the death, positioning of Extenders during the use in combat, and was not particu- frst weeks of action. Each panzer group need to delay a direct German advance larly efective. As such, the planes are can deploy a wagon and truck Extender, upon Smolensk. portrayed as weakened, 1-step units. forward is tricky. Equally important, the Optional Rules. Smolensk has a clean course, is that a panzer breakthrough rule set that runs less than fve pages. away, putting the Orsha gap at the limit will cut one of his armies out of supply. Even so, the Soviets must cling tena- the optionals, and the interesting one ciously to key blocking positions and is 4.1a, which lets players remove some to deploy (and pay reft) on the map. accept the fact that some units will be the Soviets to build hedgehogs and use Supply Cache marker will be helpful, lie the battlegrounds of Velikiye Luki staving of attrition for a turn, and it is trivial, but it really helps them a great and Gomel. Imagine the temptation also wise to concentrate some wagons to expand the scope to include these for potential use as an Extender. huge, because Guderian & Hoth were actions! But these are side-shows (unless loose cannons in this campaign: bril- the design expanded to Kiev, etc.). Given the plodding nature of the Red Army, another challenge will be disen- liant, yes, but impossible to control. Letting the player, as von Bock, freely gaging from the Dneper line. In Move few “edge of the world” issues afecting Mode it takes two turns for a “fast” rife manuever his panzer divisions and allo- cate his SP is a very interesting what-if. division to get from Orsha to Smolensk

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along the good road, and to skedaddle from anywhere else (or with one of the unique, in that Army Group Center Common Rebuild Chart “slow” rife divisions) takes even longer. must fend of strong Soviet attacks with Aircraft — only via Repl Table Ideally, you begin the great retreat when what is essentially an infantry army. Anti-Tank Bn (German) — 1x Eq going second in the turn, but optimal German quality will still largely win out, AT Alarm Rgt — Special (see 1.6c) timing is a luxury not always given by but at Smolensk a heavy toll in blood Artillery Rgt or Bde — 2x Eq the initiative rolls. would be collected along the long road Arm Car Bn — 1x Eq to Moscow. Arm Recon Bn (Soviet) — 1x Eq Hoth and Guderian want to close a big Assault Gun (AG) Bn — 1x Eq pocket there and decimate the enemy Aufk Bn (German) — Special (1.6c) retreating from the Dneper. Timoshenko Bicycle Cavalry Bn — 1x Pax - Abbreviations Breakdown Rgt — return to pool Cavalry Bn (German) — 1x Pax ment and keep a strong shield protecting Arm — Armor Cavalry Div (Soviet) — 2x Pax Abn — Airborne Flm Panzer Bn — No Rebuild Hoth” rule imposes friction on attempts AC — Armored Car HQ (any size or type) — 1x Eq + 1 Pax to form a tight pocket near the Dividing AG — Assault Gun Infantry Bde — 2x Pax AT — Antitank Infantry Div step — 2x Pax some of 20th Army to escape a possible Arty — Artillery Infantry Div (Red) — No Rebuild trap at Krasnoye in July, and also prove Aufk — Armored Reconnaissance Infantry Rgt — 2x Pax the salvation of 16th Army at Smolensk Bdr — Border Guard Krd (Motorcycle) Bn — Special (1.6c) itself. Boris — Borisov Tank School MG Bn — 1x Pax Cav — Cavalry Militia Div step — 1x Pax open terrain north of the city dooms any Deutld — Deutschland Militia Alarm Rgt — Special (see 1.6c) defense of Smolensk once the Germans Flm — Flamethrower Motorcycle (MC) Rgt — 2x Pax have advanced past Demidov. Yes, there Gds — Guards Mtn Cav Div — 2x Pax are considerable reinforcements, but you Grp — Group Mtn Inf Div step — 2x Pax gotta know when to hold and when to Inf — Infantry NKVD Border Rgt — No Rebuild fold — the rife divisions saved in July IRGD — Inf Rgt Gross Deutchland Panzer Bn — 1x Eq will be bolstering your attacks in August KG — Kampfgruppe Para Inf Bde (Soviet) — 3x Pax and September. Krd — Kradschutzen (motorcycle) PG (Arm Inf) Rgt — 1x Eq + 1x Pax M — Moscow Militia Most players leading the Soviets will Pio Bn — 2x Pax MC — Motorcycle PJ Bn — 1x Eq MG — Machine Gun is natural, given the AR diferentials, but RR Bn or Rgt — 1x Pax Mtr — Motorized this is a game where both sides need to Sec Rgt — 1x Pax Mtn — Mountain attack. But pick those fghts wisely: Sec Div step — 1x Pax NKVD — Security/Police (Soviet) Tank Alarm Bn — Special (see 1.6c) Para — Parachute Tank Bn, Rgt, or Bde — 1x Eq and artillery to advantage. PG — Pz Grenadier (mech infantry) Tank Div step — 1x Eq + 1x Pax Transport Points — see OCS 13.5e Pio — Pioneer (engineer) are in Move Mode and scattered a UR Bde — 1x Pax Pol — Police bit too freely. When they wander Werfer Bn — 1x Eq Pz — Panzer into your ambush, let them have it! Werfer Rgt — 2x Eq R — Das Reich Repl — Replacement Reminder: is nearly out of supply, even a few RR — Railroad A Ftr or Tac repl only rebuilds 1 step. tokens for defense can be hard to Sec — Security come by. Furthermore, after estab- SS — Schutzstafel lishing an aggressive posture your UR — Fortifed Area opponent will tend to play more Werfer — Nebelwerfer rockets cautiously. every Soviet attack culminates in the dreaded AL2 result, but there will also be times when the German player begins Command Perspective: Fedor von Bock to doubt whether his army can take the If, after all the successes, the campaign in the east now trickles away in pounding for much longer. dismal defensive fghting for my army group, it is not my fault.

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Terrain Effects Chart Movement Special Modifers Feature Combat Line Track Truck Leg Armor Mech Other Open Open 1 1 1 [x 2] [x 2] x 1 Woods Close 2 3 1 x 1 x 1 x 1 Forest Close 3 4 2 x 1/2 x 1 x 1 Swamp Very Close P P 3 x 1/2* x 1/2* x 1* Village Close ot ot ot x 1 x 1 x 1 Minor City Very Close ot ot ot x 1/2 [x 1/2] x 1 Secondary Road ot 1/2 1/2 1/2 ot ot ot Tr a c k ot 1 1 1 ot ot ot Railroad ot 1 1 1 ot ot ot Minor River ot + 3 + 5 + 1 [x 1/2] [x 1/2] [x 1/2] Lake/Blocked ot P P P [x 1/4]* [x 1/4]* [x 1/4]*

[x#] — Attack times the multiple in brackets; Defend at x 1. P — Movement Prohibited.

Axis Supply Table Axis Repl Table Special Repl (1.6c) Prior to 19 August, each turn roll a die Roll Early Late Roll Ftr Tac Pax Eq to check for “free” rebuilds. 2-3 3 1 7 or less - - - - 4-5 5 2 8 - - 1 - Soviet Table Axis Table 6-8 7 3 9 1 - 1 - 1-2 Div & Cache 1-4 Cache 9-10 9 4 10 1 1 2 1 3-6 Div & Alarm 5-6 Aufk/Krd 11-12 11 5 11-12 2 1 2 1

See 3.1 for placement -1 to rolls on or after 19 August “Early” is before 19 August Also check Special Repl (1.6c) “Late” is on or after 19 August

Soviet Supply Table Soviet Repl Table Weather Table

Roll Early Late Roll Ftr Tac Pax Eq Limited Normal 2-3 5 3 6 or less - - - - Flight Flight 4-5 7 4 7-8 - - 1 - Roll one die —> 1 2-6 6-8 9 5 9 1 - 2 1 9-10 11 6 10 1 1 2 1 “Limited Flight” means air missions are 11-12 13 7 11-12 2 1 2 1 not allowed in Exploitation or Reaction (they are only allowed in the Movement See 2.1 for placement -1 to rolls on or after 19 August Phase). Also, Hip Shoot missions are not allowed on these turns. “Early” is before 19 August Also check Special Repl (1.6c) “Late” is on or after 19 August “Normal Flight” means the standard series air rules apply.

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