Onslaught to Orsha Questions, Errata, Clarifications

Thank you for purchasing Onslaught to Orsha, and the distruction of Army Group Center. Heat of Battle is very proud of our new structure and the ability to bring you this action from the industries top designer. Even with the expanded Quality control some things always creep in the final product that are unintentional and some things we just plain missed. The Questions and Answers and errata that follow indicate the issues we know about as of January 2003. With the need to post the replacement page 11 and 12 you receive this sheet so you can soldier on. Please check our web site at www.heatofbattle.com for more issues. You may post questions to [email protected].

With this download version you receive pages 7/8, 9/10, 11/12, 13/14, 15/16, 17/18, and 25/26 with the fol- lowing Q&A, Errata, Clarifications allready incorporated (they are marked with a yellow background).

1. The Russian RG chart has three lines moved over 8. 8.7 Clarification: “for each Infantry RG” excepted HW so that the CG max is missing. Sections which do not include note ‘e’ in the RG Charts. A.Yes that is changed by the replacement page that is sent A. This is correct, the RG Chart takes precidence, as note “e” does individually to each pre-order customer and included in all not apply to these modules after October 10th. Identification of the defective page is accomplished by looking at the Russian RG chart and 9. 9.5: Where are steps 9.619, 9.620 and 9.621 in the RePh noticing the Footnote letters in the first column where num- sequence ? bers should be. A. On page 14 RePh sequence add 9.619, 9.620 and 9.621.

2. Counter sheet: There seems to be misprinted 10. 9.6054: The word “along” is missing at the end of line 6, Armor leaders! before “a(n)”. A.Yes there is a misprint, however, there is a greater need for A. Correct, insert “along” between “,” and “a(n)” in Line 6 Russian Als in this game so we do not view this as an issue. 11. 9.6095: Change “8.6093” reference to “9.6093”. 3. Counter Sheet: One of the 44C Stomovicks have a larger star. 12. 9.6113: What do you mean by “that side’s column” line A.Yes, you can still see the 2 on the counter. 4-5 ? A. Ignore (sides were originally seperated by Nationality). 4. 8.621 Clarification: There is a reference to HW RG type but this type does not exist in RG Charts (HW 13. Page OTO25 (PT Examples): hexes coordinates are section are part of I-type RG). You should use wrong. In example 2 line 10, it should be “<10” not “HW1”, “HW2”, etc. in the RG Charts, right ? “>10” A.Yes HW in 8.621 is meant in this rule to cover all HW sec- tion types 14. The OtO scenario cards have the same historical Perspectives is this a misprint? 5. 622: There is a contradiction between the rule and A.No it is intentional. All of the first few scenarios cover different the example for the additional MMG in a Depleted segments of the exact same action or battle. We are just giving the RG: dr<2 or dr<3 ? player the opportunity to play different segments of the battle. A.Yes, this should be dr =< 4 and dr =< 3 15. 8.611 change the note to read: 6. 8.623 Clarification: You make reference to HW “….At the completion of the last RePh, any and each remaining Platoon but RG Charts list only HW Section. German CPP counts as a Victory Point earned by the Russians..” A. Section and Platoon are used interchangeably 16. CG4 lists the Game End dr to be conducted at the end of 7. German RG Chart: Is note ‘b’ missing for I7 (i.e., turn 6, but the map on turn 5, which is correct? crew for the HMG) ? A.The Map is correct. Game End dr starts at the end of turn 5. A.No, as both are Cupolas with INHERENT crew, but we may have to add a “-” (so it reads HMG and MMG Cupola). 17. 8.618 GERMAN RG TABLE: change the following RG to read: G3 2cm FlaKvierling 38 G5 105 ART (leFH 18)

©2002 Heat of Battle oto otoerrata 51 18. OB13 “Cat’s Lair” limited to using three and the Russians four total OBA mod- HSR 4 states: “No Fortifications (EXC: Mines) may set ules per CG Scenario. up HIP”, but the Germans do not have any mines, or? A. Correct, delete the Exception. E. Aircraft. Can they be retained and then a bunch brought in at one time. The Russian ZIS-5 truck is listed with 33PP Capacity, but should have only 29PP, or is it the wrong truck? For each side a maximum of 2 RGs may be on the map at one A. The counter clipart is erroneous, it is the ZIS-5, with 29 PP as time (i.e. up to a possible 6 total aircraft per side. No additional in Chapter H. aircraft may be entered (nor rolled for entry) until all aircraft of one of the RGs have exited/been destroyed. 19. 9.6112 MMC Battle Hardening Table: Line 4 should read: F. Was the intent really to allow a 10-3 *and* 9-2 for the DR 5-6 Russians with a final DR <=1? If the Russians buy max infantry day 1, they have about 30% chance to 20. 8.71 Russian Leader Chart should read: get 2 or more sets of 10-3/9-2, and 8% chance of 3 or more sets. If more reasonably, they buy max infantry DR German Russian DRM except for the engineers, it’s still 23% chance of 2 or < 1 10-3, 9-1, 8-0 10-3, 9-2, 8-0 +1 Depleted more sets and 5% chance of 3 or more sets. 2 10-2, 9-1, 8-0 10-2, 9-1, 7-0 +/- Historical Yes, One strategy for the Russians could be to load up with 3 9-2, 9-1, 8-0 9-2, 9-1, 7-0 +1 German I2 infantry on the first day. He would get better leadership 4 9-2, 8-1, 8-0 9-1, 8-1, 7-0 -1 Russian I2, that could carry through. However, this is a risk as he may 5 9-2, 8-1, 7-0 9-1, 8-0, 8-0 I4, I5 loose many troops to Artillery and on board Guns that are not 6 9-1, 8-1, 8-0 9-1, 8-0, 7-0 engaged against masses of armor. 7 9-1, 8-1, 7-0 8-1, 8-1, 7-0 F. Are there supposed to be 2 sniper counters per side l 8 9-1, 8-0, 8-0, 9-1, 7-0 ike most CGs? We couldn’t find anything in the rules 9 8-1, 8-0 8-0, 7-0 t hat mentions this. 10 8-1, 7-0 8-0, 7-0 11 8-0, 8-0 7-0, 7-0 No. Only one sniper per side. 12 8-0, 7-0 8-0, 6+1 > 13 8-0, 6+1 7-0, 6+1 Why?

Additional Q&A: There are a significant amount of OT AFVs, lots of critical crews, and there are many DRs per turn which increase the A. Is a Counter Battery Module the same as a normal OBA chance of activating a sniper i.e., during playtesting we deter- module for Retainment purposes? mined that one sniper was adequate.

No. A Counter Battery Module is considered used if it makes an G. Can I see hex R5 from hex M3. attack DR, as it would never place a FFE. No. It is an EmRR, so it acts like a wall or Hillock, thus block- B. Does a Counter Battery Module count against each side’s ing LOS. limit of three/four OBA modules? H. How many Bombardments can be used on a CG Date, No. i.e., can you save them for future scenarios?

C. Can the Germans enter on the north edge of the map? The Russians are limited to using 2 Bombardments per CG Date. Yes. Refer to Entry Area on Pages 6-7. For better clarification, insert “ the north edge” between “edge”, “and” on last sentence of I. Can the Russian Flamethrower tanks recover from an page 6. ‘X’ status of a flamethrower.

D. Can OBA Modules be Retained and used to exceed that No, but they remain in the game like any other AFV. sides daily maximum?

They may be Retained to exceed the limit, but the Germans are ©2002 Heat of Battle oto otoerrata 52 J. 6.33 is confusing, does this mean that a rocket can never achieve a Critical Hit when using ATT?

Per 6.32, yes, a CH can be achieved and would be resolved normally per C1.55. The intent of 6.33 is that there is no chance of a ‘Direct Hit’.

K. Does a Russian Barrage generally follow a north- south or an east-west pattern.

North-south.

L. Can a unit at 1/2 Level (ex. an Em RR) see through an In-Season Orchard to a unit at ground level? Can a unit at 3/4 level (Slope) see through an In-Season Orchard to a unit at ground level?

No to both…..Perry sez

M. Does the 42 DB and the 44 FB come with bombs?

Yes.

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©2002 Heat of Battle oto otoerrata 53 ©2002 Heat of Battle oto otoerrata 54 The German north edge entry area moves west as the side‘s Front Line Locations (9.605). CG proceeds, and is always > 5 hexes from the most western north edge hex controlled by the Russians; the Plt (Platoon): A CG RG organization type. west edge is always an Entry Area for the Germans. Pocket: An Isolated section of the Perimeter Area created in the Equipment: Any SW/Gun/Vehicle that can be part of a side‘s RePh step 9.6056-.9058. A Pocket may never include any map OoB. Any counter that can be portaged/driven/manhandled edge hex. about the map. RePh (Re-organization Phase): The series of steps performed Escape: A step in the RePh process by which a unit attempts between CG scenarios are OtO CG RePh rules/steps. to exit an Isolated Location, No Man‘s Land, an enemy Retained: All units/Equipment in a side‘s OoB that are available Setup Area, or Uncontrolled Territory that it cannot remain for on-map/off-map setup in the next CG scenario; i.e., all that in, to a friendly Setup Area or Eligible Entry Area; 9.606. remain available from the last CG scenario, all RG purchased since FPP (Fortification Purchase Points): Used to purchase the last CG scenario but prior to the current CG Day, and all fortifications in RePh8.8 . RG purchased on the current CG Day and specifically allowed to set up on-map. Retained units/Equipment (important: see 9.6133 Front-Line Hex: Each Location that belongs to a(n) (Alter- for FT/DC) should be kept in a separate and safe place when not nate) Hex Grain of a Perimeter marked in RePh step 9.605. on-map. Each Front Line Location is part of a “loop” of adjacent Front Line Locations. RG (Reinforcement Group): Usually a number of units/Equipment purchased, as a group, for the use on the CG as additions to a side‘s Full Strength: A RG received complete (All Russian and OoB. Also includes FPP. German forces are at full strength on 23AM). RG Purchase Record: The sheet used to record the units in/ Initial Scenario: The first scenario of a CG. A CGs Initial information-for each CG RG type (see 8.618). One line is filled out Scenario gives each side‘s setup/entry restrictions, starting for each RG purchased. HOB grants permission to photocopy the OoB (possibly including predetermined RG, units, and a pool one provided herein for personal use. of CPP/FPP to spend on additional RG/fortifications), and SSR applicable only to that Initial Scenario. Sect (Section): A CG RG organization type. Isolated Area: A group of adjacent Isolated Locations. Strategic Location: Each entrenchment/pillbox/Cupola/RR/north- south edge map locations, locations occupied by a non-abandoned Isolated Location: A Location that lies within the Perimeter Immobile vehicle with functioning MA, or locations occupied by Area of both sides. an unhooked gun possessed by a crew are Strategic Locations.

LVP (Location Victory Point): 8 Each Map Section has sev- Strength: An I, V, or G type RG is received at Full or Depleted eral Locations marked with a red dot that contains a white Strength; see 8.621. number. This number corresponds to the VP value of that Location. If the K33 bridge is destroyed, the gully Location Weapon: Any SW/Gun/Vehicular-armament/OBA using the becomes the LVP (the last side Controlling the bridge IFT/TH table(s) to cause damage to the opponent. automatically retains/gains Control of the gully and thus the LVP). Other LVP hexes that become Blazes are con- 8.3 THE CG SCENARIOS: The parameters for the Initial CG sidered Controlled by the Russians. Once consumed by Scenario are given in 8.5-.51. Additional scenarios, for the CG‘s a Blaze (9.609) either side can gain/maintain control. remaining 3 CG Dates, are generated in a special between-CG- scenario sequence called the Re-organization Phase (RePh); 9.5. No Man‘s Land: Locations that are either outside both The CG continues until the CG End (8.2). The "start lines" (or, Perimeter Areas or part of a type A (i.e., unoccupied) Isolated Front Line Locations, to use the game term) in a CG scenario are Area (9.606). determined by Locations Controlled by both sides at the end of the last-completed CG scenario. OoB (Order of Battle): All the units, Equipment, and Fortifi- cations of a side that are eligible to participate in the next CG scenario. Includes all Retained units and Equipment, plus all 8.31 Balance: Should each player wish to play the same side RG purchased since the last CG scenario. (A26.5), or if it is determined one side has an edge, the following Balance can be applied to the CG: Perimeter: All of the (Alternate) Hex Grains formed by the placement of the Perimeter markers enclosing a section(s) Russian: of the map. Although the (Alternate) Hex Grains marked The Russians win at CG end if they have accumulated > 18 VP out in RePh step 9.605 might produce > one Perimeter “loop” (i.e., one [or more] “main loops” and one [or more] Pockets), there is still only one Perimeter per side. German: Perimeter Area: All hexes enclosed by, and including, a The Russians win at CG end if they have accumulated > 22 VP

©2002 Heat of Battle oto 7 8.4 CAMPAIGN GAME HISTORICAL SPECIAL RULES: CG10. CONCEALMENT. The Germans set up concealed as The following OtO CG HSR apply in all CG Scenarios and RePh. if the Russians were entering from offboard. Russian infantry units (and their possessed Equipment) setting up in conceal- CG1. MAP. The entire map is in play for all CG Scenarios. ment terrain may be set up concealed, regardless of enemy LOS. Such “?“ need not be purchased; i.e., each is placed CG2. All OtO HSR (found on the Chapter Divider) are in effect freely. Otherwise, A12.12 applies normally. Eligible units may except as amended below. be concealed prior to the opponent viewing the setup. ”?“ pur- chased in the RePh are used as Dummies.

CG3. WEATHER. EC and Weather for each CG scenario are CG11. BORE SIGHTING AND GUNS. BS is determined in RePh step 9.618 [EXC: the Initial Scenario lists the N/A. Non-vehicular Guns can only be moved weather for that scenario]. Wind Force (and direction, if necessary) < 4 hexes [EXC: 5/8“ mortars < 8 hexes] from is determined in RePh step 9.2. previous Locations between CG scenarios [EXC: may set up in any friendly Perimeter non-Isolated Location CG4. GAME END. The Turn Record Chart for all CG scenarios during RePh between 23PM and 24AM. Non-vehicular guns is located on the OtO map. All CG scenarios have a variable setup in buildings/pillboxes/trenches cannot be moved during game length. At the end of game turn 5, and at the end of any RePh]. Russian Guns may also set up in tow < 2 hexes each Game Turn thereafter, the German player makes a Game from previous Locations and may be moved during the sce- End dr: if it is < the circled number in the current turn‘s box nario. Revealed guns do not start the next scenario HIP, but on the OtO CG Turn Record Chart the game ends immediately. may be concealed. HIP Guns that do not lose that status during a CG scenario retain HIP for the next CG scenario. CG5. TERRAIN CHANGES. During the course of the CG, altera- tions of printed mapsheet terrain are bound to occur, all of which CG12. RG SETUP/ENTRY. All RG purchased on the current become “permanent“ (barring subsequent Clearance/Removal or CG Date may either setup or enter as defined bya or b below. Deactivation if applicable). All counters for Fortification, Rubble, All voluntarily Retained RG/units may setup anywhere within Trailbreaks, Shellholes and wrecks are left on-map from scenario that side’s Perimeter in a non-Isolated Location. to scenario. Any terrain Ablaze at scenario end is resolved as per RePh 9.609. A wreck in a terrain Blaze is not removed from play; a) German RG. All Purchased German RG may setup instead, it remains on-map (still treated as a LOS hindrance) and on that CG Date anywhere within their Perimeter in a in step 9.6091 of the next RePh will become a Burnt-Out-Wreck. non-Isolated Location. The Germans may opt to spend A Burnt-Out-Wreck may neither catch Fire nor be Scrounged, one less CPP (NA for Cupolas/Guns/OBA/FPP) for nor may it be removed from play as per D10.4. A Burnt-Out- any number of RGs and enter it from off board or Wreck is a LOS Hindrance in the same manner as a normal wreck. retain it. [Note: All Purchased/Retained units must either be setup or enter no later than turn 2 of the CG6. MASSACRE. Massacre is not allowed in the OtO CG. 24pm CG scenario. German units not placed on board in this manner immediately count as CVP for the CG7. RETAINED RG. Each RG, or part thereof, not entering- Russians]. play/used during a CG scenario is still available for the next CG scenario. Furthermore, each purchased RG, or part thereof b) Russian RG. All Russian RG enters from off board (including any Pre-Registered hex[es]/Offboard Observer assigned on the east edge during the Initial Scenario [EXC: the to an OBA RG), is Retained until Eliminated/Recalled in a CG Russians may opt to expend one additional CPP (per scenario or its subsequent RePh. For purposes of this rule, an RG) for any number of RGs and set them up on board OBA RG is considered "used" if one FFE:1 counter from that in hexes numbered > 42; this also includes any module was placed on board in the last scenario. A retained OoB given RGs ]. RGs purchased after the Initial OBA RG retains any Offboard Observer and all Pre-Registered- Scenario may set up in a non-Isolated Location of the hex[es] assigned to that OBA RG. A retained OBA RG may Russian Perimeter > 9 hexes from a German Front have an Offboard Observer (up to a total of ONE) added during Line Location9. Starting with CG Date 23 PM, the re-organization, but no (new) Pre-Registered hex(es) may be added. Russians may spend one less CPP for any number of RGs and enter them from off board or Retain them. CG8. OPTIONAL VEHICULAR EQUIPMENT. For both sides Optional MGs must be rolled for individually per H1.41/H1.22. If so equipped, no additional CPP cost is assessed. CG13. OBA. The Russians are limited to using a maximum of four and the Germans a maximum of three OBA CG9. STATUS MARKERS. During its setup, each side may opt modules per CG Scenario. When an OBA module to secretly record the BU, CE, TCA, bogged, Immobilized, aban- is selected as a RG, the player may freely select a doned, malfunctioned, disabled, and/or Low-Ammo status of its radio or field phone [EXC: Bombardment, Rocket vehicles/Guns in lieu of placing the appropriate marker(s) on them. module (which comes with an Offboard Observer), or purchase Place the actual marker(s) when the piece is non-concealed and of an Offboard Observer]. Each German Security Area must within 16 hexes of a known enemy unit that has LOS to it. be traced (as per C1.23) to any friendly-Controlled west map ©2002 Heat of Battle oto 8 b edge hex. Each Russian Security Area must be traced (as its structure which included the 189th Assault Gun Battalion (Stugs), per C1.23) to any friendly-Controlled east map edge hex. a Heavy Tank Destroyer Battalion (PzJgIII/IVs) 11, 5th Nebelwerfer Russian Offboard Observers are set up at level 2 on east edge Battalion (120mm Mortars)12, and Army Antiaircraft Battalion 293 (mix hexes; German Offboard Observers are set up at level 2 on of 88s/20s). These forces defended from probably the most dense network of mines, trenches, and bunkers in Army Group Center. Special rotating west edge hexes. Additional levels of “height” for the Off- bunkers (MG Cupolas) were built to house machine-guns as well. Board Observer may be purchased. OPERATIONAL OBJECTIVES: CG14. MAP EXIT. A unit that exits the map for any reason The Russians win if at the end of the last CG Date they have is considered Eliminated, as are any Weapons it may possess. amassed > 20 VP. 1 VP is awarded for each of the following: LVP [EXC: a vehicle Recalled due to low ammo, a Russian unit currently controlled, for every 20 CVP earned, and every 20 EVP that exits the west edge for Victory Points, and those removed earned. CVP are earned normally, EVP are earned for Russian from the map per 9.607]. units exiting off the west edge. [CVP and EVP are cumulative from scenario to scenario. i.e., if the Russians earn 30 CVP, they CG15. SELF RALLY. Each side may attempt to Self Rally get 1 VP and start the next scenario already having earned 10 < two (not just one) non-Disrupted broken MMC, provided CVP; When determining CVP and EVP totals for the one point (as per A18.11) both attempts are carried out before other determination, each type of point is separate. i.e. 20 CVPs = a VP friendly MMC Rally attempts. and 20 EVPs equal a VP but they are not combined.]. See also OtO CG 12a and 9.619. Players can use the EVP, CVP, and overall VP CG16. FORTIFICATIONS. All Fortifications may use HIP charts on the OtO map to track the totals for the Campaign Game. during setup, but are placed on map after all setup (including turn 1 forces entering from offboard) is complete, regardless of LOS ATTACKER: In all four CG Dates the Russian is the Attacker and [EXC: mines, which lose HIP status normally].10 the German is the Defender. In every Scenario the Germans set up first and the Russian moves first. 8.5 Initial Scenario: Included below is the information required to begin the On Track to Orsha CG. For the Initial TACTICAL OBJECTIVES: Scenario, players begin by purchasing Reinforcement Groups The Russians win the Initial CG-Scenario if at Scenario End they and the subsequent steps for preparing those units for play. have amassed > 5 VP as defined in the CG Operational Objectives. Thereafter the Russian must earn > 7 VP in a CG scenario to claim 8.51 OtO Campaign Game: ON TRACK TO ORSHA victory. CG DATES: 23 AM - 24 PM (four CG Dates) June 1944 INITIAL-SCENARIO SET UP SEQUENCE: The German The 16th Guards Rifle Division was one of three heavily reinforced player sets up first; the Russian player moves first.

INITIAL HISTORICAL SPECIAL RULES:

1. See OtO HSR. Weather is Overcast with Wet EC.

2. All (OoB given and purchased) RGs are received at Full Strength. infantry divisions that were to create holes in the German lines and allow tank forces of the 2nd Guards Tank Corps of the 5th Tank 3. The Russians receive 2 Bombardments per Russian RG note m. Army to make rapid and deep penetrations along the - Highway. The zone of the 16th was south of the highway, and 4. On turn 1 the Russians receive four 44A Fighter Bombers with- along the -Minsk Railroad. They were reinforced with out rockets, and each must make a PTAB availability dr per 6.6. the following units: 148th Tank Regiment (mineroller tanks), 63rd All the OoB given FBs are recalled at the end of turn 2. These air- Guards Heavy Tank Regiment (KVs), 517th Tank Regiment (FT craft may attack even if the Weather is Overcast or Rain (for either tanks), elements of several Self-Propelled Artillery Regiments, 2nd case the Sighting TC DRM for Overcast is applicable per HSR Guards Assault Engineer-Sapper Brigade, as well as numerous towed OtO5.). Other FBs purchased enter per E7.21. artillery units. The Soviet forces trained as a combined arms team prior to the attack, and were well prepared. In most sectors of Army Group Center, the Germans had relatively thin lines, and 5. Cupolas purchased on this CG Date may set up HIP with no most armor and heavy artillery was stripped to defend expected additional FPP expenditure. areas of attack. The area of the highway had seen much heavy fighting in the winter of 1943-44, and the Germans expected an attack 6. Make two Armor Leader DRs (8.72) for the T-34/M43s. to come in this direction. When German intelligence detected the buildup of artillery and armored forces, as well as the movement of 7. The Russians cannot purchase Fortifications (Foxholes) in the ammunition, their reaction was to ensure forces in this area retained initial Scenario. significant combat strength. The 78th Sturm Division, already the most powerful 'infantry' division in Army Group Center, maintained ©2002 Heat of Battle oto 9 AFTERMATH: The Russians opened with a massive artillery preparation 8.611 Purchasing Reinforcement Groups21: Both sides at 0500 which pounded the German positions. Russian aircraft also secretly allot CPP for the purchase of RG. All CPP expended participated in the 'bombardment', even through a rainstorm, pounding are subtracted from that side's current CPP total. The CPP targets all the way from the front line to the division headquarters. expended, those remaining, and the RG(s) purchased may all The Russians attacked with mineroller tanks leading the way and the remain secret. Each side consults its respective RG chart for heavy tanks and engineers trailing them. The heavy assault guns, waves of infantry, and flame-thrower tanks were next. Following were more the different types of RG available, the CPP cost of each, the infantry and the lighter SU-76 Assault Guns. By 0900 the Russian horde number of each that may be purchased during the course of the was attacking into the teeth of the defense. Losses were very high on CG, and any special notes pertaining to each. As each RG is both sides, especially for the Russians. Some forces began to break selected, record its ID (and CPP expended to purchase it) in the through, but dismounted antitank teams took a heavy toll on the Russian "RG Purchased" column, on the line for the current CG Date, armor, and the German positions were mutually supporting and strong on the CG Roster. After all RG are selected write the total in depth, preventing any significant advance by the infantry. The rapid CPP expended in the "Spent" column of the CG Roster for the breakthrough was not achieved on the first day. Higher commands, current CG Date. Then write the number of CPP remaining, now showing more flexibility than previously for the Russians, saw even if zero, in the "Left" column for the current CG Date. Any that penetrations were being made further north, and began to send the 2nd Guards Tank Corps in that direction. Even so, the Russian attack CPP remaining may be used in Recon (RePh step 8.9), or to continued along the highway the next day. Once again the Russians purchase further RG in any subsequent RePh step 8.619(-.6197). suffered staggering losses, but this time the Germans were unable to hold NOTE: At the completion of the last RePh, any and each the position as their own losses were too high, and they realized that remaining CPP counts as a Victory Point earned by the the penetrations to the north would soon surround them. In the early Russians. afternoon of the 24th, Russian 'assault teams' started to capture some of Each RG chart contains the following columns: the key objectives. With this the German defense started to waver and .612 ID: Provides and alphanumeric identification for each fell back. The Russians stayed on their heels and consolidated over 2 RG. All Infantry RG have an ID of "I", all Guns "G", etc. kilometers of ground by nightfall.

8.6 CG commencement and set up steps. 8.613 GROUP TYPE: Lists the name of the RG. This name and its ID are secretly recorded on the purchasing side's RG 8.61 Initial OoB and Purchasing Reinforcement Groups. Purchase Record (RePh 8.618).

INITIAL GERMAN OoB: Reinforced elements of Regiment 195, Sturm Division 78 8.614 FULL/DEPLETED UNIT TYPE: Lists the type(s) of (ELR:3) (SAN:3) units that each RG contains. The numbers listed immediately Set up in hexes numbered < 42 or per OtO CG 12a. to the left and right of the "/" represent the number of that Unit Type received at Full and Depleted Strengths RG: I1 (Rifle Co. I 467) respectively (RePh step 8.621). HW Platoon RG use 8.623 2 x HMG Cupola to determine Depleted Strength; OBA Modules use 8.624. 2 x SdKfz 10/4 The number of aircraft received is determined as per E7.21. AT-Ditch x5 Wire x 10 8.615 CPP COST: Lists the CPP cost of the RG (regardless Trench x 10 of its later determined Strength). This is the number of CPP 4 Minefield hexes each containing 3AT and 6 AP mines that must be subtracted from the purchasing side's current 66 CPP CPP total in order to receive that RG. See also OtO CG12.

8.616 Date - CG DATE MAX: Lists the maximum number of INITIAL RUSSIAN OoB: RG of this type that may be purchased per CG Date. RGs given Reinforced elements of 16th Guards Rifle Division/36th Guards in a CG Initial Scenario OoB (8.5) never count against this Rifle Corps/11th Guards Army maximum. (ELR:4) (SAN:3) Enter turn 1 or later on the east edge (All, some, none may enter 8.617 CG - CG MAX: Lists the maximum number of RG on any turn) or setup per OtO CG12b. of this type that may be purchased during the course of the CG. Players must keep a written record (using the RG: 3 x V5 (PT-34 Mineroller Plt.) RG Purchase Record; 8.618) of each RG purchased during RG: 2 x V4 (KV-1S Plt.) the CG in order to know if additional RGs of that type RG: I5 (Eng. Co. 628) are still available for purchase. RGs given in a CG Initial 4 x T-34/M43 Scenario OoB (8.5) never count against this maximum. Bombardments (IHSR#3) 6 x Medium Trucks (6 ea. GAZ-MM) 8.618 RG PURCHASE RECORD: After all RG for the current 68 CPP CG Date have been selected (and CPP expended for them), the RG Purchase Record must be updated. In order to record all units/Equipment received in a RG, one line of this sheet must be ©2002 Heat of Battle oto 10 b german reinforcement group chart and notes ID TYPE Notes CPP Date CG Notes I1 Rifle Co. I, 4-6-7 x 12/9 c e 7 2 4 I2 Rifle Co. II, 4-4-7 x 12/9 c e 6 2 4 a: Roll for Armor Leader/Platoon Leader avail- ability on table 8.73 I3 Pioneer Plt., 8-3-8 x 3/2 a c d e 6 2 4 b. Each MG/Mtr/Gun is set up with a 2-2-8 Crew. I4 Assault Plt., 5-4-8 x 3/2 a c e 4 2 4 c: Subject to Depletion I5 HW Sect. I, HMG x 2 b c 2 3 6 d: Units are Assault Engineers (A11.5; H1.22) and Sappers (B28.8; B24.7) I6 HW Sect. II, 81mm MTR x 2 b c 3 3 6 e: SW and Leader types are determined per 8.622 I7 HW Sect. III, HMG-, MMG-Cupola 5 3 5 and 8.7 V1 TD Plt. I, Pz Jg III/IV x 3/2 a c 6 2 4 f: Each OBA Module may also purchase up to two (2) Pre-Registered hexes (C1.73). Each V2 TD Plt. II, Marder II x 3/2 a c 5 2 4 such hex costs an additional CPP. Each Pre- V3 AG Plt. I, StuG IIIG x 3/2 a c 6 2 4 Registered hex is retained as long as the V4 AG Plt. II, StuH-42 x 3/2 a c 6 1 2 module it is assigned to is retained. Barrage is N/A with purchased OBA modules. V5 SP Flk. Sect. I, SdKfz 10/4 x 2/1 c 2 2 4 g: Each module may fire Smoke and HE only. V6 SP Flk. Sect. II, SdKfz 7/1 x 2/1 c 3 2 2 h: Offboard Observer is at level 2 on a friendly G1 AT Plt. I, 75L (PaK 40) x 2/1 b c 5 2 5 controlled west map edge. Location is secretly recorded prior to Russian set up. G2 AA Plt, I, 88L (FlaK 18 o.36) x 2/1 b c 7 2 4 *Players may expend 1 (and only 1) additional G3 AA Plt. II, 20L (FlaKvierling 38) x 2/1 CPP to increase the level of an offboard b c 6 2 3 observer. Thus, an offboard observer may G4 AA Plt. III, 20L (FlaK 38) x 2/1 b c 3 2 5 never be higher than level 3 (CG13). i: A Maximum of 20% FRU of available CPPs G5 Art. Sect. I, 105 (leFH 18) x 2/1 b c 5 1 2 for any CG date may be spent on FFP/ G6 Art. Sect. II, 75* (sIG 18) x 2/1 b c 4 1 3 Minefields (M1 & M2). G7 Art. Sect. III, 150* (sIG 33) x 2/1 b c 6 1 2 j: Minefield consists of 8 minefield hexes con- taining 8AP and 3AT mines each. Minefields G8 Mtr. Sect. I, 120mm (GrW 42) 2/1 b c 4 1 2 must be set up along a single hexrow or hex O1 100+ mm OBA Module f g 3 2 6 grain adjacent to one and only one minefield O2 120+ mm OBA Module f g 4 1 3 hex of the same minefield. k. These units are purchased as stated. F1= the O3 150+ mm OBA Module f g 5 1 3 Stuka as presented in E7.403. F2 = the DB43 O4 Offboard Observer h * 1 2 6 as presented in OtO 5. F3 = 44FB O5 Counter Battery Module 5 1 4 F1 DB Type ‘42 Stuka k 1 1 4 F2 DB Type ‘43 Stuka k 1 1 2 F3 FB Type ‘44 k 1 1 2 M1 Fortifications (50 FPP) i 1 5 10 M2 Minefield j 2 2 4 M3 SAN # Increase 2 1 4

filled out for each RG purchased (or given in an Initial Scenario 8.621 RG STRENGTH TABLE OB) in order to keep track of the number purchased thus for in Final DR RG Strength DRM the CG (8.611). The listing below helps to explain how each < 8 Full Strength +/- Friendly column of the RG Purchase Record is intended to be used. > 9 Depleted Historical DRM

8.62 RG STRENGTH, WEAPONS, AND LEADERS 8.622 INFANTRY COMPANY SW: To determine the number 8.621 Infantry, Gun, And AFV Strength: Using the RG of SW received by each Infantry RG, consult the chart below. A Strength Table, each player makes a separate DR for each Full Strength Infantry RG receives the entire complement of SW Infantry, Gun, AFV, and HW (HW Sect.) RG he has purchased listed for it not in parenthesis; for those SW listed by a number that is denoted with note "c". A Full-strength RG receives in parenthesis, one is received by making a dr < that number. A the number (of specified units) listed to the left of the "/" in Depleted RG must make a dr < to 4 to receive each SW not listed its respective G chart and line; a Depleted RG receives the in parenthesis; for those SW listed by a number in parenthesis, number listed to the right of the "/" (8.614). one is received by making a dr < that number. Record each SW

©2002 Heat of Battle oto 11b russian reinforcement group chart and notes

ID TYPE Notes CPP Max CG Notes I1 Rifle Co., 4-4-7 x 11/8 c e 5 2 4 a: Roll For Armor Leader availability on table 8.73. I2 Guards Rifle Co., 4-5-8 x 11/8 c e 7 2 5 b. Each MG/Mtr/Gun is set up with a 2-2-8 Crew. I3 SMG Co., 5-2-7 x 9/7 c e 4 1 4 c: Subject to Depletion. I4 Guards SMG Co., 6-2-8 x 9/7 c e 6 1 4 d: Units are Assault Engineers (A11.5; H1.22) and I5 Engineer Co., 6-2-8 x 8/6 c d e 10 1 4 Sappers (B28.8; B24.7). I6 HW Sect. I, HMG x 2; .50 Cal x 1 b c 4 2 6 e: SW and Leader types are determined per 8.622 I7 HW Sect. II, 82mm Mtr. x 2 b c 3 2 4 and 8.7. V1 AG Plt. I, SU-76M x 2/1 a c 3 2 5 f: Each OBA Module may also purchase up to two V2 AG Plt. II, ISU-122 x 2/1 a c 5 2 5 (2) Pre-Registered hexes (C1.73). Each such hex V3 AG Plt. III, ISU-152 x 2/1 a c 5 2 5 costs an additional CPP. Each Pre-Registered hex is retained as long as the module it is assigned V4 Tank Plt. I, KV-1S x 2/1 a c 4 3 5 to is retained. V5 Tank Plt. II, PT-34 Mineroller 2/1 a c j 6 3 3 g: Each module may fire Smoke and HE only. V6 Tank Plt. III, ATO-42 x 2/1 a c 6 2 4 However, each Russian OBA module may only V7 Tank Plt. IV, KV-FT x 2/1 a c k 5 2 3 fire ONE SMOKE mission per scenario. V8 Tank Plt. V, KV-PT34 x 2/1 a c 4 2 2 h: Each module is HE only. G1 Art. Sect. I, 76* INF (obr. 27) x 2/1 b c 3 2 2 i: Offboard Observer is at level 2 on a friendly- G2 Art. Sect. II, 76L (obr. 39) x 2/1 b c o 5 2 2 controlled west map edge. Location is secretly G3 AT Plt. I, 45L/45LL recorded prior to German set up. (obr. 32/42) x 2/1 bclo 4 2 3 * Players may expend 1 (and only 1) additional CPP to increase the level of an offboard observer. G4 Mtr. Sect. I, 120mm Thus, an offboard observer may never be higher (PM obr 38) 2/1 b c 5 1 2 than level 3 (CG13). O1 70+ mm OBA Module f g 3 2 8 j: Make a dr for each vehicle; 1-4 is a PT-34(L), O2 120+ mm OBA Module f g 4 2 8 5-6 is a PT-34. O3 150+ mm OBA Module f g 5 1 3 k: Make a dr for each vehicle; 1-3 is a KV-8S, O4 120+ mm OBA Rocket Module h 2 1 2 4-6 is a KV-8. O5 200+ mm OBA Rocket Module h 3 1 2 l: Make a dr for each Gun; 1-3 is a 45LL Model, O6 Offboard Observer i * 1 3 12 4-6 is a 45L Model. O7 Counter Battery Module 4 1 4 m: Each Bombardment affects a 5 hex radius from a center bombardment hex. There are no immune B1 Bombardment m 7 2 6 hexes. See also KGP U.S. RG Note b. F1 Stormovik See OtO 6 1 2 8 n: For each FB RG, make one dr to determine type M1 Fortifications (50 FPP) 1 2 6 of FB received. Then make a dr for each aircraft M2 SAN # Increase 2 1 4 to determine if it is equipped with PTAB. On a dr M3 Reconnaissance 2 1 4 1-2 aircraft has PTAB. See OtO 6.6 o: May expend one extra CPP to receive a number of GAZ-MM trucks equal to the number of Guns received in its appropriate column on the RG Purchase Record received. The truck must enter towing the Gun or on the RG‘s line. be set up adjacent to a Gun from that same RG. EX: The German player Purchases Rifle Company I. If the Company is received at Full, he gets LMGx3 and MMGx1; he must roll < 3 to receive an additional MMG. Had the company been Depleted, he would receive 8.623 HEAVY WEAPONS: A Full-Strength HW Section the LMGs/MMG on a dr < 4, and the additional MMG on a dr < 3. receives all the Weapons and Personnel listed for it in its respective RG Chart. If the Section is Depleted [a MG Cupola German LMG MMG PsK FT DC RG is always received Full], make a Secret dr for each such Rifle I 3 1; (3) 1 0 0 Weapon: an Original dr < 4 results in that weapon being Rifle II 3 1 1 0 0 received (along with the applicable crew); if > 5 that Weapon Pioneer 1 0 0 1 2 and crew are forfeited. [EXC: At least one Weapon is always Assault 1 0 0 0 1 received with a HW RG]. Each Weapon received must set- up/enter possessed by a unit of its respective RG on the first Russian LMG MMG ATR FT DC 50 CG scenario in which it participates. Record each Weapon MTR received in its respective column on the RG Purchase Record. Rifle 1 1 1 0 0 1 Gds Rifle 2 1 1 0 0 2 8.624 OBA MODULE RG22: To determine the Strength of SMG 0 0 0 0 1 0 each OBA Module RG purchased [EXC: Counter Battery Gds SMG (3) 0 (3) 0 1 0 Module], make a Secret DR for each on the appropriate table Engineer 1 0 0 2 5 0 ©2002 Heat of Battle oto 12b below, applying the appropriate DRM listed in the Historical 8.73 ARMOR LEADER/PLATOON LEADER TABLE DRM chart (9.6161). Record the strength of the RG in the “Str.” Column of the RG Purchase Record on that RG's line. German German AL & Eng/Assault Plt. Russian AL drm/DRM 8.624 OBA STRENGTH TABLE dr DR < 1 9-2 10-2 -1 Russian KV Plt.* DR German DR Russian 2 9-1 10-2 +1 German* 2 Plentiful Ammo < 5 Plentiful Ammo 3 8-1 9-2 +1 Mineroller Plt.* 3-8 Normal Ammo 6-11 Normal Ammo 4 8-1 9-1 +1 Depleted unit 9-12 Scarce Ammo > 12 Scarce Ammo 5 8-0 8-1 6 8-0 -.- *AL DR only 8.7 LEADER DETERMINATION: For each Infantry RG > 7 7-0 -.- (EXC: HW Sect) purchased (or OoB-given), make a Secret DR on the 8.71 table to determine the number and type(s) of Leaders received for that RG. Each Infantry leader 8.8 PURCHASING FORTIFICATIONS: Fortifications, which must setup/enter stacked with a MMC of his respective are received by spending FPP, may be purchased on each CG Day RG only during the first CG scenario in which he partic- (the Russians may only purchase Foxholes) if the player has the ipates [EXC: If Retained off-map for an entire scenario]. requisite FPP (purchased in RePh step 8.611). All FPP unspent upon the completion of this step are forfeited. As Fortifications 8.71 LEADER TABLE are selected, the specific types (and strength, if mines) must be recorded on the CG Roster in the “Fortifications“ area. DR German Russian DRM However, the actual on-map positioning of Fortifications may < 1 10-3, 9-1, 8-0 10-3, 9-2, 8-0 +1 Depleted be deferred until that side sets up for the next CG scenario. 2 10-2, 9-1, 8-0 10-2, 9-1, 7-0 +/- Historical 3 9-2, 9-1, 8-0 9-2, 9-1, 7-0 +1 German I2 FORTIFICATION FPP Cost 4 9-2, 8-1, 8-0 9-1, 8-1, 7-0 -1 Russian I2, Foxhole 3/2/1 Squad Capacity 3/2/1 * Trench Counter 6 5 9-2, 8-1, 7-0 9-1, 8-0, 8-0 I4, I5 AT-Ditch Counter 18 ** 6 9-1, 8-1, 8-0 9-1, 8-0, 7-0 AP Mine 2 per Factor 7 9-1, 8-1, 7-0 8-1, 8-1, 7-0 AT Mine 4 per Factor 8 9-1, 8-0, 8-0, 9-1, 7-0 “?” Counters 1 per counter 9 8-1, 8-0 8-0, 7-0 Wire Counter 13 PillBox (a+b+c) x 2 10 8-1, 7-0 8-0, 7-0 HIP 5/3/2/1 11 8-0, 8-0 7-0, 7-0 The Germans may pay double the cost for 12 8-0, 7-0 8-0, 6+1 infantry not possessing 5/8“ ordnance to set up HIP in shellholes. Cupola/squad/HS/crew(SMC) > 13 8-0, 6+1 7-0, 6+1 respectively. No more than 10% (FRU) of the German‘s non-Reserve Infantry squads (plus all SW/SMC set up with them in the same Location) may set up using HIP in a scenario. Guns and their manning crew may freely set up using HIP, as per A 12.34. Neither side may purchase HIP for Cloaked Reserve units/“?“.

* The Russians may only expend FPP on Foxholes; Purchase 8.72 ARMOR LEADERS AND PLATOON LEADERS: during the initial scenario is NA. For each AFV platoon, or platoon sized infantry unit received (even if Depleted), Roll on the following chart ** Max purchase is 15 during CG to determine the leadership quality. Armor Leaders make a DR, while Engineer/Assault Platoons make a dr. Each 8.9 RECONNAISSANCE: Only the Russians can make a Recon armor leader received for an AFV platoon must begin dr, provided it first expends the required CPP for this purpose. each scenario in an AFV of that platoon if possible. They deduct one (or two, for beneficial drm on its Recon dr) from its current CPP total (presently shown in the CG Roster's "Left" column) and records the new total in the "Start" column of the next CG Date. If the Russians do not decide to use Recon, its current CPP total is simply copied in the "Start" column of the next CG Date. The number in the "Start" column always shows the side's CPP total at the start of that CG Date. A Recon Final dr is the number of Locations which the Russians can reconnoiter ©2002 Heat of Battle oto 13b that CG Date, and it is recorded on the OoB CG Roster RePh Sequence sheet in the "Recon" column for the current CG Date. The 9.601 Conclusion of Melee process of inspection does not occur until all on-map setup has 9.602 Marker Removal occurred; see 8.91 for further information on the effects of Recon. 9.603 Rally and Unloading 9.604 Encirclement, Minefields, Bog, Shock 8.91 RECON INSPECTION: After all setup is complete and 9.605 Perimeter Determination all Fortifications [EXC: mines] have been placed on board, the 9.606 Isolation Russians may declare the Location(s) they wish to reconnoiter 9.607 Clearing the Map (8.9), if any. Each reconnoitered Location must be < 7 hexes from 9.608 Prisoners the nearest friendly-Controlled hex. "Reconned" hidden units are 9.609 Extinguishing Blazes placed in their setup Locations concealed. The Russians also 9.610 Wounded Leaders receive right of inspection of those units (A12.16), regardless of 9.611 Battle Hardening and Promotions LOS. If any hidden mines are in the Location, they must be 9.612 New CG Date and SAN Adjustment revealed and placed on-map; however, the type and strength is not 9.613 Equipment Repair and Replenishment revealed. All inspected stacks in Concealment terrain may regain 9.614 Armor Withdrawal any "?" they previously had, regardless of LOS. The Russians 9.615 Fortification Removal could also recon a pillbox in order to determine its contents. 9.616 CPP Replenishment 9.617 ELR Loss/Gain Recon drm 9.618 Weather and EC Determination Spent 2 CPP +3 8.6 Purchasing Reinforcement Groups ** 23/24 AM Scenario +2 8.6-8.72 RG Strength, Weapons, and Leaders ** Russian +1 8.8 Purchasing Fortifications ** 8.9 Reconnaissance ** 9.2 Wind and Unit Setup 9.619 Isolated Unit Setup 9.0 OtO CG Scenarios Victory Conditions: In the Initial CG- 9.620 Ammunition Shortage Removal Scenario the Russian Player wins by accumulating > 5 VP. In each 9.621 Non-Isolated Unit Setup scenario after the first, the Russian Player must accumulate> 7 VP 9.3 Scenario Commencement for Scenario Victory. 9.601 CONCLUSION OF MELEE: All opposing units in 9.1 WIND AND SETUP the same Locations are automatically in Melee, and must undergo a (unlimited) number of Melee rounds until no more 9.2 WIND: Prior to setup, roll for Wind Force/Direction CC attacks can be made. Units are free to perform normal (B25.63-.64). If a Mild Breeze results and there is > one Blaze CCPh activities associated with Melee (i.e., attack, Capture, on-map (9.609), place Drifting Smoke counters immediately. Withdrawal, etc.) The Russians are always considered to be the ATTACKER. Following the conclusion of the first round 9.3 SCENARIO COMMENCEMENT: Players are now ready of RePh Melee in a Location, each still-hidden/concealed to begin the First CG scenario. Both sides announce their current unit therein is revealed, each pinned unit therein becomes ELR and SAN. Since the Russians are always the attacker, unpinned, each CX counter is removed, and each Stun they always move first and the Germans always set up first. counter on a vehicle is flipped to its "+1" side. Vehicles with a Motion counter in a Melee hex remove their Motion counter immediately before CC starts in that hex. 9.4 SCENARIO END: At the End of the first CGS, the Reor- ganization Phase takes place. The rules from 9.5 through 9.621 will govern the RePh action that will take the players back 9.6011 ORDER OF RESOLUTION: Resolve all Melees on to Purchasing Reinforcements and commencement of play . the map in a mutually agreeable sequence [i.e.: in alphanu- meric sequence (e.g., A1, then A10, then B5, then B15, etc.)]. 9.5 RE-ORGANIZATION PHASE (RePh): The following steps (9.601-9.6244 then 8.611-9.3) are performed simultaneously by 9.602 MARKER REMOVAL: All markers/counters listed each side during the RePh, which occurs after each CG scenario. below are removed from the map at this time (Right of Inspec- Each step (and sub-step) must be carried out in the numbered/ tion does not apply to non-revealed stacks): lettered order given; those not applicable to the current situation may a) SR and FFE counters; be omitted. Those steps listed below marked with ** are already b) Smoke counters; presented in rules and must be completed between each scenario. c) Acquisition counters; d) DM, Disrupted, Fanatic, Berserk, HD markers, and Dummy Stacks; e) CX, Motion, CE, BU, and Labor markers; f) Sniper counters.

©2002 Heat of Battle oto 14b 9.603 RALLY AND UNLOADING: All currently broken and connecting (Alternate) Hex Grains. The section thusly units of both sides automatically rally, even if Disrupted. No enclosed is the Perimeter Area. When fully completed (at the end DR are made. All Passenger/Rider Personnel and Equipment of step 9.6066), the Perimeter Area must contain every friendly may [EXC: at the conclusion of a PM scenario they must unit, and may contain some enemy units. Each side is free to try be unloaded] be unloaded into their Vehicle's Location (a and enclose as many Locations within its Perimeter Area as unit unloading into an AP minefield is not immediately it is able to, without violating any rule. If the "loop" is attacked, but 9.6042 will apply). When step 9.603 has been determined properly, each side will be able to start at any Front completed, CG-Scenario End has occurred. Line Location and, by moving only into an adjacent Front Line Location, and never re-entering the same Front Line Location, 9.604 ENCIRCLEMENT, MINEFIELDS, BOG, SHOCK eventually end up back at that starting Front Line Location.

9.6041 ENCIRCLEMENT: Each Encircled unit [EXC: 9.6051 NO MAN’S LAND: Since each side is marking a prisoner] must take a separate 1TC (leadership DRM may Perimeter, there are often sections of the map outside of both apply if present and at owner's choice). If it passes its 1TC, Perimeter Areas and sections where the two Areas overlap. Hexes it remains in the present Location (Encircled markers are not outside of both Perimeter Areas are No Man‘s Land, as are removed until 9.6064). Failing the 1TC results in the unit's hexes within both Perimeters that contain no units; 9.6062. The immediate Elimination [EXC: Encircled Vulnerable PRC of overlapping hexes containing units are Isolated Areas. A Strategic an Immobile vehicle are Eliminated, leaving the vehicle Location can never be a No Man's Land Location, as one side will abandoned]. Each prisoner that an Eliminated Encircled always Control it. unit was Guarding must, if possible, be claimed by another unit in that Location friendly to the Eliminated unit. If the 9.6052 CONTROL MARKERS: Each side may (at any time prisoner is not claimed, it is considered Rearmed (A20.551) during/after a CG scenario) place a friendly Location Control and may automatically possess any Equipment dropped by marker in a Strategic Location (see Definitions: 8.2) that it its Eliminated Guard. Otherwise, any Equipment that an currently Controls (or is awarded Control of, as per A26.13), Eliminated Encircled unit possessed is left in the Location if that Location‘s Control might affect victory determination unpossessed. or alignment of the Perimeter. The Control marker must be removed (or flipped over) if the Controlling side loses Control 9.6042 MINEFIELDS: Each Mobile of that Location. Note that non-Strategic Locations may still be vehicle (and its Vulnerable Inherent crew/ Controlled (as per A26.11-.12) but never receive a Control marker. riders, if required; B28.43) in any type of minefield undergoes the appropriate 9.6053 MAP EDGE MARKERS: First a Perimeter marker is type(s) of mine attack(s), fully resolved in the normal manner, placed in each friendly-Controlled map-edge hex that is adjacent as if it is attempting to exit the minefield Location [EXC: to an enemy-Controlled map edge hex. Each such marker is then if the crew breaks, it is unloaded in Good Order into the pointed towards another friendly Perimeter marker along a map- minefield's Location]. Each infantry unit in an AP minefield edge (Alternate) Hex Grain that is devoid of enemy-Controlled hex (including a crew that just unloaded due to a minefield hexes. Since the Control of map-edge Locations is especially attack) must take a NTC (leader's DRM can apply); failure important, players are urged to leave the map-edge Perimeter of the TC causes Casualty Reduction. [EXC to both: A markers on map during play. Note that the map-edge Perimeter unit theoretically able to exit the minefield hex without being markers usually occur in pairs, pointing towards each other. attacked by the mines and without having to enter a minefield/ enemy-Controlled Location need not take the NTC; ex: via a 9.6054 PERIMETER MARKERS: Each side now places Trailbreak]. In all cases, each surviving unit must remain in Perimeter markers, one at a time, in Locations that contain a its respective Location in that minefield hex until its Perimeter friendly Infantry MMC/Control-marker; it makes no difference is determined in 9.6066. which side places first, or if both sides place simultaneously. As each Perimeter marker is placed, it must be pointed towards a 9.6043 BOG: Each non-abandoned, bogged/Mired vehicle Location containing another friendly Perimeter marker, along a(n) must undergo Bog Removal attempts (D8.3) until it is either (Alternate; E12.11) Hex Grain that is devoid of non-SMC enemy unbogged or immobilized (MP expenditure is irrelevant). units/Control-markers. In addition, the new (Alternate) Hex Grain may not overlap another friendly (Alternate) Hex Grain (even 9.6044 SHOCK/UK: Each Shocked/UK AFV must undergo on the map edge) [EXC: in a hex already containing a friendly recuperation attempts (C7.42) until either the marker is Perimeter marker]. The placement of Perimeter markers must removed or the AFV is Eliminated. continue in this manner until each side has formed a closed "loop" of connecting (Alternate) Hex Grains (including map-edge 9.605 PERIMETER DETERMINATION: The Front Line [Alternate] Hex Grains) which that side is satisfied encloses the between the Russians and Germans is now determined. In largest Perimeter Area legally possible (although at this point not general, each side attempts to draw a closed "loop(s)" of always encompassing every friendly unit). It is possible to have adjacent Locations around a section of the map by marking > one such closed "loop" in this manner. The markers in this step "build on" the map-edge markers placed in the previous step. ©2002 Heat of Battle oto 15b 9.6055 READJUSTMENT: Each side is free to remove or readjust No Man's Land) ADJACENT to a type A or B Pocket (only) their previously-placed Perimeter markers until satisfied with its are Controlled by one side, all Locations of that Area become Perimeter, as long as all of the markers are legally positioned. A non-Isolated and pass to the Control of that side. If this side may even start over, but it must begin again with step 9.6053. occurs, the enemy Front Line Locations that delineated the Pocket are no longer considered Perimeter Locations 9.6056 POCKETS13: Each friendly unit still outside its Perimeter for that side]. Each Location of a type C Isolated Area is in a Pocket [EXC: a SMC alone cannot create a Pocket]. Area is Controlled by the occupying side. Each type D In order to enclose friendly unit(s) within a friendly Pocket, two Isolated Area has some Locations Controlled by each side. (if possible) Perimeter markers are placed simultaneously in hexes that contain such friendly non-SMC unit/control marker. The two 9.6063 ESCAPE FROM ISOLATION: Any unit in an markers are pointed towards each other along a(n) (Alternate) Hex Isolated Location may attempt to Escape by making a DR on Grain that is devoid of non-SMC enemy units/Control markers. the Escape Table. If more than one Infantry unit in the same After the two markers are thusly positioned, additional Perimeter Location wishes to Escape, they may combine themselves into markers may (if possible) be placed (as per 9.6054) in order to one or more stacks. Each stack then makes its own Escape DR. expand the Pocket and enclose other friendly unit(s). Nor any One German squad stacked with each leader may freely Deploy. map-edge hex (if the latter should happen, see 9.6057). If a Any SW/Gun may be dropped or transferred/dismantled (if Pocket consists of only one hex, no Perimeter marker is needed possible) prior to its possessor's Escape attempt. Guns since the units enclosed will remain on-map and must set up cannot accompany an Escaping unit [EXC: if dismantled]. in that hex for the next scenario [EXC: Escape; 9.603]. All Pockets are Isolated Areas and part of the friendly Perimeter Area, Final DR Infantry Vehicle even though physically separate from the main Perimeter Area. < 8 Escapes Escapes 9 Escapes, Replaced (1,2) Escapes 9.6057 If the process of expanding a Pocket adds a map-edge 10 Escapes, Cas. Reduced (2) Abandoned (3) hex to a Pocket, that section of the Perimeter Area ceases to be a (crew Escapes) Pocket and is considered to be a "normal" section of the Perimeter 11 Escapes, Replaced then Abandoned (3) Area (i.e., as if it had been marked out in step 9.6054). The Casualty Reduced (1,2) (crew Eliminated) Isolated status of any Location within that section does not change. > 12 Eliminated Eliminated (3) (CS NA) 9.6058 At this point, each side gains Control of all non-Isolated Locations within their Perimeter Area and removes all enemy 1: A unit that would become Disrupted is Eliminated instead. Control markers from such Locations. Each friendly SMC that 2: Use Random Selection for a stack. is still outside of the friendly Perimeter Area is Eliminated. 3: In current hex and facing Each Location of an Isolated Area maintains its present Control status; all No Man's Land hexes become un-Controlled. DRM: +x (Armor) Leader/Heroic DRM (NA to a lone SMC) 9.606 ISOLATION: Isolated Areas are of four types (A-D), -1 If lone, unwounded SMC based on the units enclosed therein: -1 If < 2 hexes from a friendly-Controlled , non-Isolated A) No unit(s); hex B) Only SMC of one or both sides; -1 If adjacent to friendly-Controlled, non-Isolated hex C) MMC/vehicle(s) of one side;* +1 Per HS equivalency > 1 HS using same Escape DR* D) MMC/vehicle(s) of both sides;* +1 Per PP > IPC being carried (unit with most excess PP * The presence of SMC (of either side) does not alter the classifica- determines this DRM for a stack; a stacked leader may tion combine to increase a MMC’s IPC)* +2 If Encircled* 9.6061 EFFECT ON UNITS14: In a type B Isolated Area each +2 Captured AFV enclosed SMC must attempt to Escape (9.6063). In a type C *NA to AFV Isolated Area each enemy SMC must attempt to Escape. In a type C/D Isolated Area each unit/Weapon enclosed begins 9.6064 ESCAPE RESULTS: If a unit survives the Escape the next scenario with Ammunition Shortage (A19.131) [EXC: attempt it and each SW/Gun portaged by it is Retained. All Escaped (9.6063); Eliminated (9.6094-.6095, 9.610, 9.6132, and Encircled markers are now removed. 9.6134-.6136)]. The ID of some may need to be recorded to distinguish them from others not suffering the same penalties. See 9.6065 If the Escape of a unit(s) changes the type of an 9.6242 for setup restrictions in Isolated Areas. Isolated Area, 9.6061-.6062 must be consulted again to determine the effects on remaining unit(s) and hex Control. 9.6062 EFFECT ON HEX CONTROL: Each type A, and each type B, Isolated Area becomes No Man's Land 9.6066 DRAWING THE PERIMETER15: The Perimeter [EXC: If all of the Controlled Locations (i.e., ignoring determination procedure is now complete. Both sides should

©2002 Heat of Battle oto 16b now record their Perimeter on a photocopy on a reduced-size 9.6091 BURNING WRECKS: Each Burning Wreck has its Blaze OtO map found on the back of the Chapter OtO divider marker transferred to the Burnable Terrain (if any) in its Location (e.g., both sides draw their Perimeter on the same photocopy, (one of the following sub-steps will apply to the newly created using a different colored marker for each Perimeter drawn). terrain Blaze); otherwise, that Blaze marker is removed. The Wreck Mark each hexside that a friendly Front Line Location shares itself is replaced with a Burnt-Out-Wreck counter (OtO CG5). with a No Man's Land or non-Isolated, enemy-Controlled Location. This procedure converts the connecting (Alternate) 9.6092 BRUSH, ORCHARD, WOODEN RUBBLE: Mark each Hex Grains into a more understandable form on the reduced- location as Open Ground (i.e. by using a Rice Paddy Bank counter; size map. The type (A-D) of an Isolated Area should also be G8.21); previous terrain features do not exist [EXC: Shellholes]. recorded. 9.6093 BUILDING: Place a wooden rubble counter in the building Location that contains a Blaze. Each Isolated unit/ Equipment that would have been confined to setting up in that 9.607 CLEARING THE MAP: Each player now removes building is Eliminated, and those formerly Isolated rubble hexes all remaining non-Isolated units/Equipment from friendly- become Controlled by the opponent. Controlled Locations and places them in their proper box on his copy of the Chapter OtO divider (8.15). [EXC: 9.6094 FLAME SPREAD: For each Flame, make a dr; 1-4 it A Gun/AFV in either a Building Location/Trench/Pillbox is removed, 5-6 it becomes a Blaze. All such Blazes will be in (OtO CG11) and Immobile vehicles are left on the map]. effect at the start of the next CG scenario. Each Isolated unit/ Equipment confined to setting up in a Location now containing 9.6071 ISOLATED AREAS: Units/Equipment in Isolated Blaze is Eliminated (replace an AFV with a Burnt-Out-Wreck). Areas are not cleared from the map, and each must be left on the map in its current Location. 9.6095 FORTIFICATIONS: Each Fortification/Equipment in a Blaze Location (including a building just reduced to rubble per 9.6072 RETAINED EQUIPMENT AND SCROUNGING: 9.6093) is Eliminated [EXC: Entrenchment/Pillbox, although all All removed items, as well as all Equipment left on-map, Equipment therein is Eliminated]. are considered Retained by the side Controlling its location. Each such item may be Eliminated [EXC: an AFV becomes a wreck or burnt-out wreck] if its Retainer wishes to do so, after any desired Scrounging attempt (D10.5).

9.6073 HIDDEN FORTIFICATIONS: Each Location that contains a hidden minefield and is now owned by the Russians 9.610 WOUNDED LEADERS: Each side makes a dr for each is placed on map with its composition/strength revealed. Each currently wounded leader. On a Final dr of < 2 the leader on-map Fortification (i.e., from previous CG scenarios) is is retained in his wounded state. On a Final dr > 3 the Controlled by the side Controlling its Location, regardless of leader is considered to have sustained wounds serious enough which side Controlled it previously. to require his evacuation (or, if Isolated, to have died from his wounds) and is Eliminated. There is a +1 drm if the leader is confined to setting up in an Isolated Area (9.6061; 9.619). 9.608 PRISONERS16: All prisoners Guarded by a non-Isolated unit are 9.611 BATTLE HARDENING AND PROMOTION Eliminated. An Isolated Guard may retain possession of his prisoner(s) 9.6111 RECOMBINING: All Retained same-class HS with the (though the latter may be freely transferred to another friendly same strength Factors must now Recombine (A1.32) so that no unit in the same Isolated Area), or free them. If freed, more than one of each HS type is Retained. [EXC: Isolated prisoners are automatically Retained by the side friendly to it. HS may only Recombine with other Isolated HS of the correct An unarmed MMC is Replaced by a friendly Conscript MMC type allowed to set up in the same Isolated Location(s); 8.618]. of the same size; a freed SMC is Replaced by its original SMC type. 9.6112 HEROES AND MMC: On each side, each Retained Hero [EXC: heroic leader; 9.6113] is Eliminated; however, each 9.609 EXTINGUISHING BLAZES: Each Location that is such Elimination enables that side to Battle Harden one MMC marked with a Blaze counter (not Flame) at game end is of the owner's choice (in the same Isolated Area as that considered to have its terrain features consumed by the fire. Hero, if applicable). In addition, each side now makes one During the following sub-steps (9.6091-.6097) remove each Secret DR to determine the number of Retained Infantry Blaze counter and make the appropriate terrain alterations. MMC eligible for Battle Hardening. In all cases, an Elite MMC (as well as a crew) which is Battle Hardens becomes Fanatic (but only for the duration of the next scenario; 9.602d) No MMC may Battle Harden more than once per RePh. ©2002 Heat of Battle oto 17b 9.6112 MMC BATTLE HARDENING TABLE 9.613 EQUIPMENT REPAIR AND REPLENISHMENT

Final DR # of DRM 9.6131 AFV: Each side performs the applicable step(s) below MMC for each AFV in a friendly-Controlled Location. < 0 4 -3 Friendly side won this scenario 0-1 3 -1 Per 30 CVP (FRD) amassed by a) Each abandoned non-Isolated AFV may remain 2-4 2 player in previous scenario abandoned, or may be remanned and operated by any 5-6 1 Retained unit of that side (as per A21.22). Such a >7 0 remanning unit must begin the next scenario man- ning that AFV. 9.6113 LEADER: On each side, each Retained Heroic leader b) Each manned immobilized AFV (only during the Battle Hardens and loses his heroic status [EXC: a heroic 10-3 post CG Date 23 PM RePh) must make a dr on loses his heroic status with no additional effect]. Each side also the table below to determine if the Immobilization is makes one Secret DR to Battle Harden a Retained Infantry leader, repaired. An immobilized vehicle after any other CG using the following table [EXC: 9.6114]. If the leader selected Date remains immobilized. is not currently Retained by that side or was already Battled Hardened due to being Heroic, the player may Battle Harden 9.6131 IMMOBILIZATION REMOVAL TABLE the next lower grade Retained non-wounded leader if possible. (only at the conclusion of the 23 PM scenario) Final dr Effect drm 9.6113 LEADER BATTLE HARDENING TABLE < 4 Becomes Mobile * +x Per armor > 5 No Change leader DRM DR Leader Type DRM +1 If only Non- < 2 10-2* -2 Side won Last CG Day’s Scenario *Retained; clear from map if Qualified Use 3 9-2* -1 German non-Isolated (A21.13) is poss. 4 9-1* +1 If Isolated 5 8-1* 6-7 8-0 9.6132 WEAPON REPAIR: Each side now makes a separate 8-9 7-0 dr on the table below for each malfunctioned non-Captured 10-12 6+1 Retained weapon.

*May Ignore in order to BH lower grade leader 9.6132 WEAPON REPAIR TABLE

9.6114 PROMOTION OUT OF THE RANKS: In lieu of making Final dr Effect drm a DR on the 9.6113 Table, the player may choose to either: < 2 Repaired -2 if Vehicular-mounted > 3 Eliminated* -x Weapon Repair a) exchange one non-Isolated unwounded 8-0 Infantry Number Leader for two 7-0s; +1 if only Non-Qualified or Use (A21.13) is possible b) exchange one non-Isolated unwounded 8-1 Infantry +1 if Isolated Leader for one 8-0 and one 7-0. *If Vehicular-mounted, the Weapon is Disabled; if MA, the 9.612 NEW CG DATE AND SAN ADJUSTMENT AFV is placed under RECALL (9.6141) [EXC: Mineroller tanks are only Recalled if MA and roller are disabled].

9.6121 NEW CG DATE: Each passage of the RePh step repre- 9.6133 FT/DC: Each FT/DC removed from play during the sents the start of a new CG Date. preceding scenario (regardless of why it was removed) is Retained by its original owning side only if the Original 9.6122 SAN ADJUSTMENT: Each side whose SAN is currently effects DR causing its removal was < 10; otherwise, > 3 must make a dr, with a + drm equal to that side’s SAN it is Eliminated. Place each such Retained SW in the minus 4. A Final dr of > 5 immediately reduces that side’s friendly side’s “Retained” box on the OtO Chapter divider. current SAN by one. Each side whose SAN is currently zero has it automatically raised to 2 (no CPP expenditure is necessary). 9.6134 CAPTURED WEAPONS: Make one dr for each func- tioning Captured Retained Weapon: if < 3 it is Eliminated (Disabled if vehicular mounted). Each already malfunctioned Captured Weapon is Eliminated (or Disabled). Disablement of MA by either means does not cause Recall.

©2002 Heat of Battle oto 18b Multi-Applicable Vehicle Notes: PT4 - Recall: A mineroller tank is not recalled if its Main Armament becomes Disabled. It is recalled if the MA HOB Z. Starting in June of 1944, S5 and sM8 are available. is Disabled and the roller is damaged. Use a Mineroller Damaged counter to mark a tank with a damaged mine roller. PT1 - Movement: A PT (Mine Roller Tank) can only change VCA within its hex during its movement phase, but does so at a cost of 2 MPs. A PT may NOT enter building/woods (EXC: Trail Break)/rubble, use VBM, or conduct an OVR. The minimum road entry MP cost is 1- NOT 1⁄2. A PT may not attempt to enter any type of Water Obstacle/stream, including a Ford. It may not attempt to assist (D8.3) another vehicle in Bog removal, but another vehicle may assist a bogged PT per D8.3. Bog: A PT crossing a wall/hedge hex side must take a Bog DR; if it bogs it remains in the hex it was trying to exit. A PT must also make a Bog DR any time it attempts to enter a hex > a full level higher (EXC: if moving on a paved road) than its current hex. A Bog DR for any circumstance incurs an additional +1 DRM. PT2 - Clearance: A PT clears mines like a flail tank (B28.7-.72) with some exceptions. The player EXAMPLE 1: owning the mines must announce their presence, In this example, the PT is using the normal entry MP per hex; the but not type or strength, when a PT enters a hex type and strength of the minefield is unknown to the player con- with mines. When a PT enters a mine hex, the following trolling the PT. When it enters W44, the opposing player need happens: a partial trail break is AUTOMATICALLY created only state that mines are present, but he is not required to disclose across the hexside it moved through, it used the remainder of the type or strength. The PT cannot move out of W44 this move- its MPs in the hex, and must remain in Motion. If the PT used ment phase. It used 1 MP to enter W44, and automatically used twice (or more, but less than all) the normal MP to enter the its remaining MPs (13) in W44, and must remain in motion. A mine hex, it must attempt mine clearance with a DRM of +2. trail break is automatically created along the W44-W45 hexside. If the PT used the normal MP to enter a hex, it must attempt A clearance DR must be attempted during the CCPh per the ASOP. mine clearance with a DRM of +4. If it usee of all MPs as Since the PT used the normal MP to enter the mine hex, it suffers a per B28 it must attempt mine clearance, but with a DRM of +4 DRM on the attempt. An Original DR < 6 results in a zero. In any of these cases, a final DR of > 12 affects the complete trail break being placed, either on the W44-W43, PT as per B28.71-72 (EXC: If any AT Mines are present, the or W44-X43 hexside (i.e. a hexside within the VCA). An tank is destroyed; if ONLY AP mines are present, a final DR of Original DR > 8 results in the mine roller being permanently > 12 is considered to permanently damage the roller, and has no damaged. Had the hex contained AT mines, an Original DR other effect on the tank). When a mine roller is damaged (place of > 8 would have resulted in the tank being destroyed. the provided Mineroller damaged counter1), all rules/modifiers remain in effect, with the exception that clearance is N/A.

Regardless of the MPs expended to enter a hex, a PT is NOT attacked directly by mines. Even if otherwise not allowed to do so, a PT must BU immediately when it enters a minefield hex. Infantry using armored assault (D9.31) with a PT that enters an AP mine hex is attacked by the mines, but at 1⁄2 fire- power. (Example: a 6 FP mine hex would attack at 2 FP). Contrary to B28.7, a PT still makes a clearance attempt in a hex occupied by infantry, provided they entered that location using armored assault. [Note: Infantry may not Advance into a partial Trail Break if the PT must make a clearance attempt in the CCPh]. Wire affects a PT in the same way as any other tank; however, the wire is removed if the colored die is a 1 or 2, and the PT is not bogged regardless of the final DR if the wire is removed. PT3 - Fire Effects: Due to the obstruction caused by the mine rollers, a special +2 To Hit DRM applies to the determination of a front-hull hit against a PT unless the firer is at least one EXAMPLE 2: full level higher than the target. This is identified by the +2 The PT used all MP to enter H39, and the infantry is using HH on the counter. When a hit through the VCA of PT results Armored Assault. This automatically creates a Trail Break on the in immobilization, make a dr: 1-3 the roller is damaged, 4-6 H39-H40 hexside. However, the 8 AP factors force the infantry to the tank is immobilized. The BMG of a PT may not fire undergo a 4 +/- 0 attack on the IFT. The tank must also take a Bog at a target that is > one level lower than its location. It Check DR for the wire. The result is a 2, 6. The 8 total would nor- fires at a same level target with a +1 DRM. TheMA mally result in a Bog; however, the colored 2 eliminates the wire and CMG incur a +1 TH or IFT modifier (whichever is and the tank is NOT Bogged. A clearance DR must be attempted applicable) if attacking a target > one full level lower. in the CC Phase. Because the PT used all its MPs to enter the mine Slopes have no additional effect on any weapons of a PT. hex, its clearance attempt is conducted with no DRM. It is suc- cessful on an Original DR < 10. If successful, a trail Break could be placed on either the H39-H38 hexside or H39-G39 hexside. ©2002 Heat of Battle oto 25b OtO Counter Note: (1) Mineroller Damaged Counter: During playtest it was realized quickly that a “Mineroller damaged” counter was needed to keep track of the PT status. The decision to add a system counter was not an easy one, especially since only one side was needed. A counter only printed on one side would look rather awkward and wrong, so we decided to reward our playtesters and all the helping hands at Heat of Battle with their personal Armor Leader counter. So this is not a bug or accident, it is intentional :-)

©2002 Heat of Battle oto 26b