PMD Rules.Qxp:PMD Final 7/26/11 9:58 PM Page 1 PMD Rules.Qxp:PMD Final 7/26/11 9:58 PM Page 2
Total Page:16
File Type:pdf, Size:1020Kb
PMD_Rules.qxp:PMD Final 7/26/11 9:58 PM Page 1 PMD_Rules.qxp:PMD Final 7/26/11 9:58 PM Page 2 PROUD MONSTER DELUXE The Russo-German War, 1941-44 Copyright © 2011, Compass Games, LLC., All Rights Reserved TABLE OF CONTENTS 1.0 INTRODUCTION 8.9 Axis Supply Concentration Markers 14.0 MOBILE ASSAULT (MA) 1.1 Summary 8.10 Paulus Pause 14.1 MA Unit Type Restrictions 1.2 Game Scale 8.11 Supply Effects of Sivash & Kerch Straits 14.2 MA Stacking 1.3 Scenarios 8.12 Other Port Supply Requirements & Effects 14.3 MA Procedure 1.4 Turn Notation 9.0 REINFORCEMENT PHASE AND REFIT 14.4 MA Terrain and Weather Limitations 1.5 No Zone of Control PHASE ACTIVITIES 14.5 MA Supply 2.0 GAME COMPONENTS 9.1 Reinforcements 14.6 MA and Rivers 2.1 Game Contents 9.2 Reorganizations 14.7 MA Success or Failure 2.2 Game Map 9.3 Off-Map Conversions 14.8 Axis Seasonal Offensive 2-round MA 2.3 Game Charts 9.4 On-Map Conversions 14.9 MA Within a Jointly-occupied Hex 2.4 Game Counters 9.5 Replacements (Rebuilds and Refits) 14.10 MA From Off-map Areas 3.0 GLOSSARY 9.6 Removals 14.11 Moving Other Units into an MA Hex 9.7 Withdrawals 15.0 SPECIAL CAPABILITY UNITS 4.0 HOW TO WIN 9.8 Voluntary Reduction & Elimination 15.1 German Regular Inf. Divisions - At Start 4.1 Victory Conditions Summary 15.2 AFV Combat Bonus - At Start 4.2 Hex Control 10.0 SEA TRANSPORT AND SOVIET 15.3 German Flak Corps - At Start 4.3 Map Edge Hexes AMPHIBIOUS INVASIONS 15.4 Air Units - At Start 4.4 Moscow Victory 10.1 Seas 15.5 German Artillery HARKO - At Start 4.5 Victory Point Victory 10.2 Sea Transport 15.6 Cavalry Raid - At Start 4.6 Oil Center Victory 10.3 Axis Sea Transport Limits 15.7 Combat Engineers - Turn 124 4.7 Soviet Victory via Manstein Gambit 10.4 Soviet Sea Transport Limits 10.5 Soviet Amphibious Invasions 15.8 4 Paratroop Corps & Partisans - Turn 201 5.0 SEQUENCE OF PLAY 15.9 Mech Upgrades - Turn 205 5.1 Turn Summary 11.0 GROUND MOVEMENT 15.10 German Long Range Artillery - Turn 209 5.2 Outline Sequence of Play 11.1 Normal Ground Movement 15.11 Soviet Artillery - Turn 219 5.3 First Week Special Rules 11.2 Axis Strategic Movement 15.12 Soviet Pontoon Bridges - Turn 220 5.4 Seasonal Offensive Week 11.3 Soviet Strategic Movement 15.13 Leningrad Counter-Fire Corps - Turn 221 5.5 Soviet First Winter Offensive Effects 11.4 Volga River Interdiction 15.14 German Heavy Mech Units - Turn 223 5.6 Axis 1943 Summer 2 Week Attack 12.0 WEATHER 15.15 Soviet Guards Rocket Divs. - Turn 223 5.7 Manstein Gambit 12.1 Weather Zones 15.16 Soviet Fortified Area - Turn 309 6.0 STACKING 12.2 Weather Chits 15.17 Blaupunkt East Paradrop - Turn 313 6.1 Stacking Limits 12.3 Optional Historical Weather 15.18 The 1943 Soviet Paradrop - Turn 313 6.2 Stacking Order 12.4 Weather Effects 15.19 German Korps Abteilung Units - Turn 314 6.3 Stack Examination and Enforcement 13.0 PREPARED ASSAULT (PA) 15.20 German 19SS ID - Turn 318 6.4 Reserves Markers 13.1 Close Combat 15.21 German Mobile Artillery Division - Turn 319 7.0 AXIS MINOR ALLIES 13.2 Combat Odds Calculation 15.22 German Assault Gun Brigades - Turn 319 7.1 General Minor Allied Unit Restrictions 13.3 Concentric PA 15.23 German 11SS PGD Conversion - Turn 323 7.2 Specific Minor Allied Unit Restrictions 13.4 Hex Effects on Combat 15.24 German 20SS ID - Turn 407 7.3 Non-German Units in German Colors 13.5 Maximum CRT Odds Shift 16.0 GAME NOTES 8.0 SUPPLY 13.6 Combat Resolution 16.1 Game Credits 8.1 Ultimate Supply Sources 13.7 Combat Results 16.2 Developer’s Notes 8.2 Overland Supply 13.8 Defender Retreat 16.3 Player’s Notes 8.3 Checking Supply 13.9 Step Losses 16.4 Soviet Untried Units by Don Johnson 8.4 Supply States 13.10 Possible Attacker Loss Reduction 8.5 Supply Effects 13.11 Normal Combat Loss Procedure 8.6 Offensive Supply Markers 13.12 Close Combat Loss Procedure 8.7 Axis Air Supply 13.13 Eliminated Axis Unit Handling 8.8 GAS Line Effects 13.14 Eliminated Soviet Unit Handling 13.15 Advance After Combat © 2011 Compass Games, LLC 2 PMD_Rules.qxp:PMD Final 7/26/11 9:58 PM Page 3 PROUD MONSTER DELUXE : THE RUSSO -G ERMAN WAR , 1941-44 This game is dedicated to Dr. John Popiden 1949-2009, an expert in the If both players are new to the game, it is suggested that both ‘41 Command magazine Proud Monster wargame and a much-valued Historical setups be used. The ‘41 Free setups have more flexibility playtester in this one. He is missed. than the historical setups; this is an advantage to the side using it if the Ecclesiastes 9:10a Whatever your hand finds to do, do it with all your other side sets up historically, so if one player is more experienced, it might, .... (TNIV) may help to balance things to let the less experienced set up using the free setup. If both players want to explore setup redeployment possibilities, then both should use the Free setups. Finally, if one wants 1.0 INTRODUCTION to explore the situation and options in 1942, there is that scenario. 1.1 Summary Each takes their side’s setup information and follows the instructions. At game start, the Axis player(s) should sit along the playing map’s west Proud Monster Deluxe is a simulation of the Russo-German War from edge and the Soviet players(s) along the east edge. As the action June 22, 1941 to April 15, 1944 (when the Soviets reached the western sweeps across the map; the players may need to move around. map edge). In this operational wargame of intermediate complexity the Axis player controls all Axis forces (Germans and Axis minor allies) and The game can easily be played by four people, two on each side, by the Soviet player controls the armed forces of the Soviet Union. The dividing the map area roughly in half, for example, at first along the Axis player is on the strategic offensive at first, attempting to crush the North/South line. It is suggested that each player get about half of the Soviet Union in a lightning campaign seizing key urban hexes (and expected action, so this initial partition can change. It is best to have perhaps oil centers) within the western part of the Soviet Union shown one player on each side be the commander in chief as this allows for on the map. At first, the Soviet player is on the strategic defensive more rapid decision making concerning such matters as overall trying to thwart the Axis advance; assuming the Soviets survive, at strategy, reinforcement allocation, and adjudication of any concerns some point they will go over to the strategic offensive and try to push near the command boundary. Teaming with a partner can also help the Axis forces out of the Soviet Union. mitigate mistakes in tactics and implementing the rules correctly. It is also possible to play with more than 2 people on a side, as a The original Proud Monster was published in Command magazine suggestion, the Axis can be divided into Army Groups North, Center issue 27 in 1994 and the Death and Destruction expansion was and South and the Soviets can be divided into Northern, Southern and published in issue 34 in 1995. This deluxe edition combines both with Interior commands. goals of adding more historicity, simplifying some complexity and keeping the fun of the originals. Do not assume a rule that was in the original is the same in this one unless it is found in these rules. 1.4 Turn Notation There are two ways to indicate a turn, the expanded form and the 1.2 Game Scale condensed form. The expanded form of a turn is given, for example, as 1941 Jun 3&4, which can be stated as “1941 June weeks 3 & 4.” The Each hex on the map represents about 20 miles from side to side. The condensed form of a turn is given as a three digit number where the first units are mostly divisions , but there are also corps, brigades, digit is the last digit of the year (1941, 1942, 1943, or 1944) and the regiments and battalions. Each turn except the first represents about other two digits are the turn number in that year (01 through 24), this is 15 days (for simplicity this is called either the first 2 game weeks of the the form used on the counters. month or the last 2 game weeks); the first turn represents the first 8 days of the invasion (in game terms, the fourth week of June 1941). The campaign game starts on the one week turn of 1941 Jun 4 (turn 112) and must end on 1944 Apr 1&2 (turn 407) but will usually end 1.3 Scenarios sooner; a campaign game will have at least 1 turn and at most 68 turns; The players decide between themselves the scenario to be played and if one side is doing substantially better or worse than history during a which side each will command, this might be by side preference or by victory check turn the game will end at that point.