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GAME SPECIFIC RULES The Third Winter

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late September 1943. By the campaign’s converted to Soviet gauge (ignore units Game Design: Antony Birkett end in late April 1944, four Axis armies being supplied by a Kessel HQ.) Development: Chip Saltsman will have faced four Soviet fronts in a titanic struggle. Several scenarios Design Note: By this point in the Series Design: Dean Essig supplement the main campaign, as the war, the Soviets had immense logistical Research Help: Stéphane Acquaviva, German army fights its “Third Winter” in activities that are not represented by units. Carl Fung, Hans Kishel, Roland LeBlanc Russia. 1.2a Off-Map Rail. Either player can use Mapping Research & Playtest their Rail Capacity to rail cargo off and Graphics: Hans Kishel back on any of their map-edges (as long as Graphics: Curtis Baer, Dean Essig the cargo does not cross the Black Sea). 1.0 Special The only hexes that can be used for this Playtesting Honcho: Marcus Randall Rules purpose are those capable of normal rail Playtesting and Proofreading: Perry movement for that player. No ground unit Andrus, Stéphane Acquaviva, Curtis Baer, can ever end its movement off map. Daniel Broh-Kahn, Dave Barsness, Allen 1.1 Map & Terrain 1.2b Extra Detrainable Hexes. Point of Beach, John Bowen, Art Brochet, Eric Interest hexes on the map are detrainable. Brosius, Thomas Buettner, Malcolm There are four maps labeled A through D. Cameron, Stephen Campbell, Jeff Coyle, Hexes are identified by a map letter and Houndog Cross, Paolo De Francesco, number, e.g., hex B60.10 is a Kharkov city 1.3 Rumania Air Box Myk Deans, Mark Fazakarley, Mark hex. The Axis player has an off-map air base in Fisher, Brian Frew, Jim Hambacher, 1.1a Terrain Effects Chart. The Rumania. It may be used to base up to Norman Harman, Ben Hitz, Todd movement/combat effects are explained four Axis air units at any given time. No Jahnke, Steve Jansen, Dave Jeffery, Todd in the Terrain Effects Chart (TEC). combat or barrage is ever allowed in this Jennings, Troy Kenily, Daniel King, John box. Aircraft based here: Kisner, Jim Kuchar, Roy Lane, John 1.1b Hedgehogs. Hedgehogs may not be built larger than Level-2 and are reduced Madison, Mark Mazer, John McDougall, • Refit for free. Andrew McGee, Dave Mignerey, Kris by one level when captured. • May only fly missions within the Miller, Gerry Palmer, Chip Pharr, Marcus 1.1c Ports. Neither side has a Shipping borders of Rumania (see 2.5a). Randall, Chip Saltsman, Antonello Allowance (Sea Cap), the ports being Salvatucci, Chuck Soukup, Bill Stratton, intended for use in later games. • Must return to the Rumania Air Box Kevin Valerian, Mark Veerman, Forest after any mission (so “going to Webb, Will Willow, Herman Wu, Randy Rumania” is permanent). Yeates, Tony Zbaraschuk 1.2 Railroads The Rumania Air Box is 10 hexes from Railroad lines are either Soviet gauge any hex along the west edge of Map C. (broad gauge) or German gauge (standard gauge) depending on which side has converted them. The Axis may only use 1.4 The Dnepr River Introduction German gauge lines and the Soviets may The Dnepr is one of Europe's major only use Soviet gauge. Players change the The Third Winter depicts the Russo- rivers and is delineated into two River gauge of these lines using Rail Repair German war from the Race to the Dnepr types—Major and “ Class”. units, per series rule 13.3f. in 1943 until the advance to the Standard OCS rules apply for the Major Carpathians in 1944. The game area During the Soviet Player’s Clean-Up River section (hex D31.34 and north), covers parts of Southern Russia, much of Phase, any rail hex more than 20 hexes with the rules below applying only to the , southeastern Poland, and eastern from an Axis combat unit and connected Volga-Class River portion between hexes . The game begins with the to the Soviet rail network is automatically D32.33 and D11.02 inclusive. Germans in full retreat to the Dnepr in The Gamers, Inc.

Once “Ice,” it requires three RE or less. They must start the consecutive Mud/Thaw/Dry turns to Movement Phase in one hex of the Rail make the River “normal” again. Thus, if Ferry and end movement upon the Weather rolls generate “Freeze” on 29 crossing. This crossing does not require Nov, 1 Dec and 5 Dec, the “Ice” condition Rail Cap. takes effect at the start of the Dec 8 turn, • The Kherson Rail Ferry connects the regardless of that turn’s Weather. rail hexes on both banks for the • HQ units and Engineer units do not purposes of trace supply only. Thus, at provide any bridging effects across campaign start, hex D25.04 is an Axis Volga-Class River hexsides. detrainable hex from which units may obtain trace supply even if its 1.4c Combat Across Volga-Class. connection with Melitopol were cut. 1.4a Volga-Class Bridge Destruction. Attacks across the Volga-Class River A “Volga Class Bridge” exists where a portion of the Dnepr have the following • The Kherson Rail Ferry functions for road or railroad crosses a Volga-Class limitations: both players. It cannot be destroyed. River hexside. The Axis player has the • A Volga-Class River hexside without a Design Note: The Kherson Rail option to destroy a Volga Class Bridge the Ferry marker or bridge: only Leg MA Ferry was essentially a barge with rail instant the first Soviet combat unit moves units may attack and only when the into a hex on either side of the bridge. tracks that could transport heavy river is “Ice”. equipment. Success is automatic. If not done immediately, that particular Volga Class • Intact (or repaired) bridges: any units Bridge can never be destroyed. Bridge may attack across at a reduced strength Destroyed markers are provided to (see TEC). 1.5 Pontoon Units indicate the destroyed status of a Volga • A Blown Bridge, Ferry or Kherson Rail Both sides can use Pontoon units to Class Bridge. Bridges across other types of Ferry (see 1.4a, 1.5a or 1.4d): only Leg facilitate river crossings. Pontoon units, rivers cannot be destroyed. MA units may attack across. whether DG or not, that are oriented to Combat • Advance after Combat: No more than Design Note: The Dnepr River is the Mode have special major obstacle the must cross 3 RE can ever advance across a Volga- bridging capabilities as to reconquer the western Ukraine and Class hexside in any Phase. threaten the Balkans. The “Race to the follows. • Retreat: Any unit may retreat across an Dnepr” was exactly that. The southern Major & Minor Rivers. A Pontoon unit intact or repaired bridge. Leg units may section of the river has only a few major creates a “Pontoon Track Bridge” for crossings (as the players will quickly retreat across a Volga-Class hexside friendly units across all adjacent Major discover). The Dnepr River is an only when the river is “Ice.” No units and Minor River hexsides excellent defensive barrier if the Axis can may retreat via a Ferry marker or the (as if a “track” is crossing man it in time. The game starts with the Kherson Rail Ferry. Soviet player trying to secure vital the river). These Pontoon bridgeheads. The Axis player must also 1.4d Kherson Rail Ferry. Kherson Track Bridges disappear if be wary to ensure all their troops are (D14.03) is connected across the Dnepr the Pontoon unit leaves across before destroying the last bridges! to an east bank hex via a Permanent Rail the hex. This Pontoon Track Bridge Ferry Crossing: connects the hex the Pontoon occupies to 1.4b Volga-Class River Hexsides. all other transportation lines in the bridged hexes (per OCS 6.2a). Map- Without a Volga Class Bridge, only Leg printed bridges are unaffected by the MA units can cross a Volga-Class River by presence of a Pontoon Track Bridge. An using a blown Volga Class Bridge, a Ferry optional marker is included in the game as marker (see 1.5a), during “Ice” conditions a play aid. or with the “Soviet Dnepr Bridgehead Enthusiasm” Optional Rule (see 4.3). Play Note: The Pontoon Track Bridge Units with any MA may use the Kherson that is created makes the cost to enter the Rail Ferry (see 1.4d). hex across the bridged river 1 MP in • A Volga-Class River freezes and • This hexside allows 3 RE per turn to normal weather (and more during mud, unfreezes slowly. It takes three cross the river when it is not “Ice” and etc., per the TEC). Note also that OCS 6.1d applies, so if a Track or Truck consecutive turns with “Freeze” neither hex is in an Enemy Zone of Control (EZOC). Units in Move Mode MA unit crosses the river into a swamp weather conditions to make the Volga- hex, it will need to use a road, track or with any MA and/or SPs may move in Class River “Ice.” Use the “Dry” TEC rail when exiting that hex. effects for the Dnepr River until then. either direction, as long as the total is 3

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Volga-Class Rivers. Pontoon units are • Multiple Pontoon units do not speed Design Note: The 3 RE limit is particularly valuable when dealing with the repair process. based on the logistics to pass a Soviet the formidable Dnepr River barrier. Rifle across the Dnepr. The river • The Kherson Rail Ferry cannot be During each turn that a Combat Mode is an extremely challenging military “repaired” into a Bridge. oriented Pontoon unit spends the entire obstacle. A Pontoon brigade in TTW Movement Phase in a hex adjacent to a represents an historical brigade plus many Volga-Class River, it can: pontoon, bridging and ferry units with 1.6 Special Units large quantities of construction A) Deploy a Ferry marker (1.5a) in its equipment, which could support 1.6a German Flak and Soviet AA hex. There is no Supply cost. The considerable activity across a wide area. Units. Both sides deployed substantial ferry is immediately available to Leg anti-aircraft assets during • All Ferry markers are removed MA units (per TEC). the campaign. To reflect immediately when the Volga-Class their impact, these units B) Remove a Ferry marker from the hex River portion of the Dnepr becomes add a Flak Die Roll (units may not use the Ferry to cross Ice. a river in the phase it is being Modifier (DRM) when in • removed). Ferries may only be used by the owning Combat Mode. Only one side. Remove them should the flak unit per hex may C) Conduct Bridge Repair (1.5b) on one Pontoon unit be destroyed or forced to provide this DRM with a adjacent blown Volga-Class Bridge. retreat by combat. Flak battalion/regiment providing a +1 and an AA division a +2. D) Create Pontoon Track Bridges 1.5b Bridge Repair. A Combat Mode These DRMs are printed on the counter. across adjacent Major and Minor oriented Pontoon in a hex containing a River hexsides. hexside with a destroyed Volga Class Design Note: In late-war OCS E) Pontoon units can conduct Bridge Bridge may repair it. Four games such as Beyond the Rhine and Repair and create Pontoon Track turns are required to Baltic Gap, extra flak is assumed to be Bridges simultaneously with repair a bridge. Bridge everywhere (at least when playing the deploying or removing a Ferry Repairing markers are options in those games). In this mid-war marker. provided to track period of rapid movement, we have progress. Repair is permanent (a Volga decided to limit how we represent the 1.5a Ferry Markers. A Ferry marker Class Bridge cannot be destroyed a heavy flak in both armies by providing these assets. creates a limited crossing across every second time under any circumstances). Volga-Class River hexside • to which it is adjacent. As The Pontoon unit must be in the hex 1.6b Rail . Both sides have rail per the Terrain Effects for an entire Movement Phase for that artillery units. These act as normal artillery Chart a Ferry is turn to “count” as one of the four turns except for the following: functionally the same as a of repair. If interrupted, bridge repair • They may only move blown bridge, usable for progress is only halted, not lost. The by rail, which does not movement/combat by Leg units only and bridge is complete at the start of the cost any Rail Capacity. only when the Volga Class River is not fifth Movement Phase. The Dnepr Follow normal rules for rail movement Ice. status as “Ice” or normal does not affect bridge repair in any way. except the starting/ending hexes do • Put a Ferry marker on top of the stack not have to be detrainable If the unit (no hiding it!). Play Note: Thus, if a Soviet Pontoon moves, flip it to its “rr” side. It cannot fire while on its “rr” side. The unit may • A Pontoon unit cannot move until its unit commenced bridge repair on 1 Oct and continued uninterrupted, the bridge flip to its regular side (the one with the Ferry marker is removed (per “B” would be repaired at the start of the Barrage Strength) in the player’s next above). This means a Pontoon unit Soviet 15 Oct Movement Phase. Mode Determination & Movement cannot use its own Ferry to cross. Phase. • Bridge repair does not progress if an • Up to 3 RE per phase can use a Ferry enemy combat unit is adjacent to the • Rail Artillery units forced to retreat to cross each adjacent Volga Class Pontoon unit. If an enemy Attack- after combat are destroyed. River hexside in any Phase. Note: Yes, 9 Capable combat unit occupies either RE could cross, 3 RE going to each of three hex of a partially repaired bridge, then different hexes using the same Ferry marker. all progress is lost. • Use one of the supplied Bridge Repaired markers to indicate a repaired bridge.

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1.6c Special Soviet Assault Units. The formation. Eq cannot be saved for later 1890th Flame-Tank Bn and the Assault Design Note: The German use. Engineer brigades were used to spearhead operational prowess of 1941-1942 has waned considerably. The Axis divisions • “Pax” Receive this number of Pax. Pax attacks on cities (major or in TTW are best thought of as a may be saved later use. minor), forts, hedgehogs, conglomerate of small units absorbed as and across rivers. The the retreat progressed. In many divisions • “Ally” Pax that can only be used to printed Action Rating is the concept of a regiment had disappeared. rebuild Rumanian and Hungarian units. only for attacks Units fought as reinforced battalions, These may be saved future use. into/across a hex or KGs, etc. Remaining German flexibility 1.7b Special Replacements. If there is a hexside that includes resided primarily in their mobile “Yes” in the SR column of the these types of terrain. For divisions. Soviet doctrine generally kept divisions together, only infrequently Replacements Table, the player also rolls any other purpose (attacking a hex spinning off independent regiments. on his Special Replacements Table for without these terrain types, defending, “free” builds: attrition, etc.) the printed Action Rating is reduced by 1. The 1890th does not get the 1.7 Reinforcements • “Arty” Rebuild one Artillery (Arty, above bonus when attacking across a Mortar, or Katy/Werfer) step (not an river. There are two types of reinforcements, entire division), including Artillery or those obtained from the player’s Mortar Regiments which are part of a 1.6d Artillery Divisions. The Soviets respective Replacements Table and the multi-unit formation. possess multi-step artillery and Rocket ones listed on the player’s respective Artillery (Katyusha) divisions. Defense Arrival Schedule. • “Assault” Rebuild one Special Assault strength is the current RE unit (1.6c). value, and Barrage 1.7a Replacements. Each player rolls on • “Flak” Rebuild one Flak unit (1.6a). Strength should be his Replacements Table during his reduced in proportion to Reinforcement Phase. • “AA” Rebuild one AA unit (1.6a). losses. This means an 84- Rebuild Restrictions. Pax and Eq units • “HH” Place a Level-1 Hedgehog in factor, 3-RE unit with 1 loss has a are not used. The handling of each player's any hex in trace supply. Cannot Defense strength of 2 and a Barrage ground unit rebuilds is as follows: increase the level of an existing Strength of 84 x 2/3 = 56. • Flexible Axis Rebuilds. Axis Hedgehog. Replacements, including Special Play Note: Players sometimes overlook • “HQ” Rebuild one HQ unit. Replacements (SR), can be assumed to that as multi-step divisions, these are not • “Pontoon” Rebuild one pontoon unit. independent units and must use the Single be in the hex with any HQ (except Unit Method for fueling (OCS 12.5c Kessel HQs) that is in trace supply. • “Alert” Place one randomly chosen (C)) when in Move Mode. • Rigid Soviet Rebuilds. All Soviet unit from the Alert pool if available (see rebuilds are done in the RVGK-1 or 2.4b). These artillery divisions may fire each RE RVGK-2 Box. See 3.5 RVGK. • “Tiger” Rebuild one German Tiger independently, as if equal units of 1 RE unit. These may be saved for later use were in the hex. Divide the Barrage Replacement Table Results. only if a unit is not available in the Dead Strength by the RE to get the strength per Replacements are used per OCS 13.5. and Pile. A counter is provided to track RE. the Rebuild Charts included in each Player’s Booklet. accumulated Tiger Repls. Design Note: Many Soviet Artillery • “Air” One air replacement can rebuild Except for Tiger steps, all Special Brigade counters were consolidated to help a reduced on-map air unit back to full Replacements are “use or lose” the turn with stacking. strength or rebuild one air unit at full they are received. strength from the Dead pile. They 1.6e Breakdown Counters. The counter 1.7c Arrival Schedules. Each Player cannot be saved for future use. mix is intentionally limited however Book provides a chronological Order of Soviet Airborne divisions and Axis • “Eq” Receive this number of Eq. Appearance and Withdrawal. Mountain Divisions may use “regular” There is an Action Rating (AR) value Arrivals. Each entry indicates where the infantry Breakdown counters. Soviet indicated. Rebuild a unit from the dead units appear. Guards Breakdown counters are not pile with that AR value or less. Note: interchangeable with “regular” units. Axis Eq cannot be used to rebuild aircraft or Withdrawals. When a unit is called on to and Jaeger units must use Axis Tiger units. Eq may be used to be “Withdrawn” by the arrival chart, it or Breakdown counters of their same unit rebuild Artillery or Mortar Regiments a unit with identical factors is immediately type. which are part of a multi-unit removed from play. The exceptions are HQs and components of a multi-unit formation, which require that specific unit

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The Third Winter to be removed. Make withdrawals determining the weather. Some events Soviets. (These hexes convert into regardless of a unit’s current situation may occur only once per game and some Soviet supply sources 8 Jan 1944.) (even if in the Dead Pile, one step have specific preconditions. • Hex B2.35 is an Axis supply source in remaining, or surrounded). Fuel is not September only. (On 8 Oct 1943, it needed to exit the map (no actual converts into a Soviet supply source.) movement is conducted), but internal 1.10 The Armies stocks must be replenished (deducted Soviet units are: 2.1b Axis Unit Arrivals. New or rebuilt from the next Supply Table arrival). air units appear Active at any air base in • Red Army (tan) trace supply. New ground units appear at Design Note: As the Ukrainian • Guards (red-tan) Army or HQ locations (as offensives gained success Stalin began to long as they are in a German gauge • eye wider strategic opportunities. Many of Red Air Force (orange-tan) detrainable hex or at a specific Entry Hex, the withdrawals go to the Belorussian • Guards Aircraft (red-tan) per the Axis Arrival Chart. Exceptions fronts to prepare for the upcoming and special handling: summer Bagration offensive. Transfers to • Czech (red-blue-white unit type box) other sectors of the Eastern Front will be • Repl Table arrivals and Breakout addressed in later series games. Equally, Axis units are: returns (OCS 12.8e) are placed at any the reconquest of the accounts for • Engineer-Capable (OCS 13.8a) the 4th Ukrainian Front’s withdrawal (gray) or Army HQ of the appropriate late in the game. We are trying balance • Waffen-SS (black) managing a player’s overall force structure nationality. Alert units (2.4b) may also and not requiring the removal of units • (dark blue) arrive at any Kessel HQ (2.3a). that might be key to a specific tactical • • SP are placed per the Supply Table situation on the map. Actual unit Luftwaffe (light blue) notes. Placement requires no Rail Cap designations are provided in the Player • Rumanian (olive) Charts & Tables for reference. expenditure. 1T or 2T of the received • Hungarian (steel blue) SP may each be placed at as many Axis Air Bases in trace supply as desired, • Slovak (green) 1.8 Weather including the Rumania Air Box. • Cossack (pale yellow) • Some random events provide a player Weather affects air operations, ground • “German” collectively refers to additional SP to be placed as directed. conditions and combat as per the weather Wehrmacht, Waffen SS, Kriegsmarine This is in addition to SP received from tables. and Luftwaffe units. the supply table. Weather is determined each turn by • Note reinforcements can entrain in an rolling separately for Ground Conditions arrival hex that has a German gauge (one die) and Flight Conditions (two dice). railroad (per OCS 13.6b). Use the row for the current date and read across to find the result in the column 2.0 Axis Special Rules with the number rolled. The full effects of 2.2 Luftwaffe each weather type result are given on the 2.2a Hip Shoots. The Luftwaffe's Ju.87 Weather Table. 2.1 Supply and Reinforcements and Hs.129 units are the only aircraft in • Weather on the first turn of scenarios is 2.1a Axis Supply Sources. The following the game allowed to Hip Shoot. pre-determined (per the General map-edge hexes with any type of road or Information). railroad that enters the map are Axis Design Note: Luftwaffe capabilities supply sources: were significantly affected by the large • Campaign scenarios may end early. • The north edge of map A at game start. distances in Ukraine, the rapidly moving During the Weather Determination campaign, and degraded unit capabilities. Phase if 'Mud' is rolled as the ground (A50.34) and road hexes east condition for three consecutive turns of it become Soviet supply sources 1 2.2b Luftflotte HQ. Each Axis Army during April 1944, the game ends Jan 1944. Rovno (A25.35) and road Group on the Eastern Front had an immediately—at the moment of the hexes east of it become Soviet supply associated Air Fleet. was third Mud weather roll. sources 5 Feb 1944. assigned to Army Group • The west edge of maps A and C. South. It and its assigned 1.9 Random Events • The south edge of map C. air units are identifiable by the color stripe on the Random events are used in all campaign • Hexes on the south edge of Map D are HQ and counters. Note: games but not during smaller scenarios. Axis supply sources in 1943 OR until This rule anticipates additional games covering the Roll on the random events table after Hex D17.01 has been captured by the Russo-German war.

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A Luftflotte HQ Marker has these tank cannons to help counter Soviet 2.3 Axis HQ Capabilities qualities/limitations: armor. 2.3a Kessel HQs. The pair of special • It must be located at a village or city A) Tank-Busters: Kessel HQs reflect Germany's command hex, or a friendly Air Base, a minimum  Can only perform a Barrage mission and control superiority. Hold them off of 10 hexes from an in-supply Soviet or a Hip Shoot. map until needed. combat unit.  May only barrage a hex containing a A Kessel HQ can be • A Luftflotte HQ is moved during the Yellow or Red symbol unit (see OCS placed with any friendly Movement Phase. It must be moved if 3.2a). If the target hex turns out not combat unit anywhere - a Soviet combat unit comes within 10 to contain at least one of these units, even into a or EZOC- during the hexes. Just pick it up and place it at a the mission aborts. Axis Reinforcement Phase. If destroyed friendly village, city or Air Base, 10 or voluntarily removed, a Kessel HQ may hexes or more from an in-supply Soviet  Require a spotter. return three turns later (put them on the combat unit.  May have other air units as part of Turn Record as a reminder of when they • If the hex occupied by the Luftflotte the mission, but those units cannot appear again). HQ Marker is attacked, it has no steps add their Barrage Strength A Kessel HQ: and contributes zero combat strength. (essentially, they are serving as • It has no Flak DRM. If alone in the hex escorts). Has a Combat Mode defense strength it is immediately displaced to any hex it of 2. B) Perform a Tank-Buster Barrage as can move to per above. • follows: Is not Engineer-Capable. • Once per game, each Luftflotte HQ •  There is a +1 DRM to the roll on the Does not add a +1 DRM to Flak rolls. can place SP on the map in any friendly Barrage Table. • hex within 60 hexes, representing the Is not a point where Axis Repl can use of finite airlift capability. Place  Treat all [1/2], 1/2, 2 or 3 Barrage appear (exception – Alert units). either 2 SP on an Air Base or 1 SP on a Table results as 1 (which includes a • Has the special ability of providing non-air base hex. This is not an air DG result for all surviving units). trace supply to all Axis combat units mission and is not affected by enemy  The Soviet player must choose the within throw range. air unit presence or EZOC. The highest Combat Mode combat counter's front side (with the “1”) Combat or Move Mode units using Leg strength Red or Yellow symbol unit indicates it has not yet done this - after MA pay no MP cost to enter a hex within to take any loss. using this ability, flip the counter to its a 2-hex radius of a Kessel HQ with the “0” side. This SP is over and above that C) Aside from the above, the roll and following restrictions: received from the Supply Table. effects of the Barrage Table are • The maximum such move is 4 hexes. handled normally. 2.2c Mission Hex Limits. The mission • Cannot be combined with regular hex for Axis air units conducting Barrage, D) Losses suffered from Flak must be movement or used for Overrun. Fighter Sweep, and Trainbusting missions taken from a tank-buster. • cannot be further than 60 hexes away Units must stop upon entering a hex or 2.2g Rudel Ju.87G Group. Hans-Ulrich from a Luftflotte HQ Marker. crossing a hexside with an MP cost of Rudel’s tank-buster unit is represented by "All" unless on a road. An unbridged or 2.2d Air Drop Limits. No Axis combat the Ju.87G counter. Aside non-Ice Volga-Class River cannot be unit may be air dropped. Air Drop from the rules for Tank crossed via this method. missions to deliver Supply Points are Busters (2.2f), it is treated • unaffected. as any other air unit. Units must stop upon entering an un- negated EZOC (OCS 4.5b). 2.2e JG 52. 's elite 2.2h Air Strips. The Axis player may • Bf.109G Fighter unit is A unit can receive this movement build and use Air Strips given a special '6' air-to-air advantage from only one Kessel HQ in (OCS 15.2) up to the combat factor. Aside a turn (no “daisy chaining”) limits of the counter mix. from the high rating, it is • They are removed if the Units must end their move no further just another Fighter. hex is occupied by an east than they began. 2.2f Tank-Busters. Hs-129 and Ju-87G attack-capable Soviet unit. units are designated as Design Note: During the mobile battles during this period, the German Tank-Busters, denoted forces demonstrated an ability to escape with red Barrage Strength. large pockets and continue the retreat to Germany developed the Dnepr and beyond, sometimes using several aircraft with anti- “moving pockets.” Equally, fortress cities held on for many weeks.

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Example: Kessel HQ The Axis player has units which are surrounded near Korsun. He places a Kessel HQ in B13.07 during the Reinforcement Phase. It must be placed with a friendly combat unit. • The Wall SS Rgt moves to B12.04 and the Brkdwn Rgt in B12.05 moves to B11.04, both using regular movement since their ending point is more than 2 hexes from the Kessel HQ. • The 9 Mot SS Rgt, 10 SS Mot Rgt, and the Narwa SS Bn all move to B12.05. Narwa must go around B14.06 to avoid the EZOC in that hex. The units pay no MP costs for this move. • The 800 Arty Rgt moves to B11.06. It cannot move to B12.05 or B12.06 because those hexes are further east than its starting point. It has also entered an EZOC. (This move costs 3 Leg MP, so could be done normally.) • The Kessel HQ flips to Move Mode and moves to B12.05. • The 5 SS Arty Rgt can now move to B11.04, as the Kessel HQ does not have to be in Combat Mode for units to make use of its movement properties. • The Brkdwn Rgt in B13.07 may now move to B12.03. The EZOCs along its path have been negated by friendly combat units in those hexes. • The 5 SS Aufk Bn cannot use the Kessel HQ movement properties because it has Track MA (there is also no SP available to fuel it). During the Supply Phase, all the German units can be supplied from the Kessel HQ, using its 1 Throw range plus one hex, assuming they can’t be thrown Trace from outside the borders of this example.

D) Army HQs participate in combat like B) Up to 3 SP of each turn's “Army 2.3b Army HQs. Army HQs represent a normal HQs. They are destroyed if Group HQ” supply may be placed higher command level than is typically forced to retreat after combat or by with the Army Group HQ. shown and have these special combat loss. characteristics: C) They have a Throw range and E) If destroyed, they are rebuilt (at no function as any other HQ for supply, A) They can only move cost) in the next Axis Reinforcement combat, Flak DRM and bridging by rail (counting as 1 RE Phase. The Soviets gain 1 VP for capabilities. against Rail Cap) and destroying an Axis Army HQ each must be located in a D) An Army Group HQ may carry 1 SP time it happens. detrainable hex. with it (indicated by the ‘1’ next to its 2.3c Army Group HQs. Special unit type box). Once per turn during B) Up to 3 SP of each turn's “Army characteristics of Army Group HQs: the Movement Phase, an Army HQs” supply may be placed with Group HQ may place this SP in any each Axis Army HQ. A) These can only move hex within its Throw range. No by rail (counting as 1 RE C) They have a Throw range and Transport Points are involved, just against Rail Cap). They function as any other HQ for supply, place the SP in the new hex. Once must be located in a combat, Flak DRM and bridging expended, invert the counter to its ‘0’ major or minor city hex. capabilities. side to so indicate. The SP must be

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replenished before it can be placed 2.4 Axis Miscellany in an off-map pool. They may only appear again. The HQ replenishes by via a Special Repl result absorbing 1 SP that is present in its 2.4a Fortress Units. The Axis player may and may be placed at hex at the start of a Movement Phase declare each major or minor city he Kessel HQs (2.3a) in (and re-flipping to the ‘1’ side). There controls a Fortress at any addition to the usual is no MA cost for performing these point when an enemy placement options. When actions. It may only carry/place combat unit is within two destroyed, they are placed back in the pool increments of 1 SP. hexes of any hex of the for future selection. city (even in the middle of E) Once per game turn, an Army a Soviet movement segment). This can Design Note: The Germans were Group HQ may add a +1/-1 die roll only be done if a fort unit exists in the falling back into an area which had been DRM to any combat (at least one “available” pool. The Rumanian fort can under 's military rule Axis unit involved in the combat only be placed within the borders of for 2+ years. Alert units are various must be within the Throw range of Rumania. When destroyed, Fortress Units rear-area companies and battalions being the Army Group HQ). This must be are placed back in the pool for future use. conscripted for combat roles; cut-off announced before the dice are Fortress status lasts until the city is Soviet German HQs often by necessity deployed thrown and affects the Combat roll, controlled and applies to all hexes of a such units. not the Surprise roll. multi-hex city. 2.4c Panzer Loss. During their F) Army Group HQs participate in The moment a Fortress is declared: Reinforcement Phase in the Campaign combat like normal HQs. They are • game's first three turns (26 Sept through 1 destroyed if forced to retreat after Place one fort unit and one Level-1 Oct 1943), the Axis player must check for combat or by combat loss. Hedgehog in any hex of the city. Up to two fort units (but only one Hedgehog) panzer loss. Roll two dice and suffer one G) If destroyed, an Army Group HQ is may be placed in different hexes of step loss on a 7-12 result. A result of 2-6 rebuilt (at no cost) in the next Axis Odessa, Kiev and Poltava. Note the is no effect. Only one roll is made per Reinforcement Phase, appearing in number of fort units is a deliberate turn. any friendly major or minor city hex. limit. If the result is a Loss, one Axis Yellow- The Soviets gain 2 VP for this each Armor unit must be placed in the Dead time it happens. In addition, ALL Play Example: At the start of the Pile. Priority must be given to eliminating combats in the game from the game, no Soviet units are within two units east of the Dnepr River, but aside moment of the HQs destruction to hexes of B3.24 and B4.23 (the western from this the Axis player is free to choose. its replacement incur a -1 DRM to parts of Kiev). Let's assume the Soviets advance after combat into B6.23, and the Combat roll when Axis units are Design Note: The Wehrmacht lost this is the first time those hexes are the attacker and a +1 DRM to the more armored vehicles in the long retreat threatened by a nearby Soviet combat Combat roll when Axis units are the due to mechanical failure than throughout unit. The Axis player decides to take this the rest of 1943 - including the battle for defender. one-time chance to declare Kiev to be a . This rule reflects the collapse of Fortress and will also exercise the special recovery and repair shop facilities during Design Note: There is only one Army “can place two in Kiev” exception noted the last stages of the retreat. Group HQ in the game. This rule above. Fort units are placed in B4.23 anticipates additional games covering the and B4.24 (he wants to toughen the Russo-German war. defenses at the bridges) and a Hedgehog 2.4d Remnants. If a 16-4-3 infantry in B4.23. From this point forward, no division (only these!) loses its last step in 2.3d Corps HQ Recovery. Whenever a Axis ground unit in Kiev can ever leave combat, not by Attrition German Corps HQ is eliminated, roll one the city - they can still move, advance, and or Breakout, it creates a retreat into connected city hexes, but never die. On a result of 1-3, the HQ is rebuilt remnant battalion two do so into non-city hexes. at no cost in the next Axis Reinforcement hexes away under these Phase, appearing at any Army or Army • No Axis ground units in the city can conditions: Group HQ. On a roll of 4-6 place the HQ voluntarily move or retreat into hexes • A remnant battalion is available (they in the Dead Pile. outside of the city, even if this requires are limited by the counter mix). taking options as losses. This includes Design Note: Not only was German units which subsequently move into • The placement hex is further west than operational flexibility excellent, they could these city hexes—even by rail. The the destroyed division’s hex, and there quickly recreate command and staff resriction applies to all contiguous city is a path free of EZOCs between these structures from available personnel. hexes, whether or not they contain a hexes (EZOCs can be negated). 2.3e German HQ Supply. German fortress unit. • The remnant maintains the “marker & HQ’s may supply any Axis unit. 2.4b Alert Battalions. Alert units which mode” status of its (destroyed) parent ’t start a scenario on the map are kept division.

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In the Axis Reinforcement Phase, a 12.5c, para C), and place 2T of supply C19.01 inclusive (needs to happen only remnant battalion that is stacked with a with any ONE of the Kampgruppen once). Corps or Army HQ can be removed in that can operate (no supply is placed if During the Axis Reinforcement Phase in order to rebuild a 16-4-3 (with one step the roll results in no active every game turn thereafter roll one die: remaining) if a Pax Repl is also spent. Kampfgruppe). Kampfgruppen may Removed or destroyed remnant battalions use Reserve Markers normally but gain • 1-3 = Rumania surrenders, and all immediately become available for no special benefits from doing so. Rumanian units are immediately placement. withdrawn from the game. Design Note: Axis forces were • 4-6 = Roll again next turn (assuming Design Note: Germany's ability to particularly adept at organizing the conditions still apply). fight with ad hoc units and to retain Kampfgruppen out of different units for cohesive integrity was renowned, even as special purposes or desperate situations. the Wehrmacht's effectiveness declined These were under the command of during this period. resourceful and energetic leaders but 2.5c Hungarian Army Restrictions. heralded the breakdown of the German

divisional formation structure from the • Hungarian units must stay on Map A or 2.4e Axis Kampfgruppe Markers. The pressures of constant combat. Map B. Hungarian units once inside the Axis player has ten western hex columns of Map A (the Kampfgruppe Formation A10.xx column and west) are not markers with these 2.5 Axis Allies allowed to cross back outside this area qualities: (even in retreat). 2.5a Rumanian Army Restrictions. • They may only contain German • A Hungarian HQ can rebuild and Combat units whose Move Mode MA • Rumanian units, once inside the supply only Hungarian units. is either Truck or Track (they do not Rumanian border or the Rumanian air have to be in Move Mode), and they box may not leave. This restriction also must contain at least one such unit. applies to Rumanian air missions. • They may only be placed on the map • Any Rumanian units which start or are 3.0 Soviet Special Rules during the Movement Phase. They may placed outside Rumania are required to be removed during a different stay on Maps C and D. Movement Phase or if the last unit with • 3.1 Supply and Reinforcements them is eliminated, at which time they A Rumanian HQ can rebuild and are placed in their off map holding box supply only Rumanian units. 3.1a Soviet Supply Sources. The for later use. They cannot be destroyed. following map-edge hexes with any type Design Note: The Rumanian Army, of road, track or railroad that enters the • Units stacked with these markers bar a few units that were operating with map are Soviet supply sources: function as a multi-unit formation per AGS, was rebuilding. This long process OCS 13.7. began after the Stalingrad campaign. • The east edge of maps B and D. Units in the game reflect the most effective • They have the same properties as a Pz units that were deployed. All were of • The north edge of Map B east of or PG multi-unit division marker, and relatively low quality, and during this B16.35 (inclusive). the units therein are exempt from OCS campaign Rumania was conducting secret • B2.35 becomes a supply source on 8 12.6f (where all units of a multi-unit negotiations to surrender and change October. This hex immediately formation must “make their trace” to sides. We placed the Rumanian border on the Dnestr River, which the Rumanian converts to Soviet gauge rail. the same source). people always regarded as their historical • Korosten (A50.34) and A50.35 become • Units in a Kampfgruppe marker never boundary. The Rumanian border line Soviet supply sources on 1 Jan 1944. count as more than 3 RE for possible changed via conflicts and annexations Both hexes immediately convert to density shifts. (Use the actual amount, during this period, which we do not show. Soviet gauge. if less than 3 RE.) 2.5b Rumanian Collapse. The • The south edge of Map D becomes a • During each Reaction Phase, the Axis occurrence of either or both of the supply source on 8 Jan 1944 (and rail player rolls 1 die, halving the result following events triggers the Rumanian hexes entering from the map edge (rounding down). This is the number of collapse die roll: immediately convert to Soviet gauge). Kampfgruppen whose units are in • The Soviets occupy both hexes of Iasi • Combat or Move Mode that may (C25.20 & C26.20). Rovno (A25.35), A38.35 and A42.35 operate this Reaction Phase as if they become Soviet supply sources on 5 Feb were released reserves. Furthermore, • The Soviets exit 3 RE of combat units 1944 Rovno’s hex immediately each Kampfgruppe is considered off the map between hexes C13.01 and converts to Soviet gauge rail. fueled for this Phase only (as if by OCS

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3.1b Soviet Unit Arrivals. Newly arriving • An Air Army HQ may be moved withdrawn on 1 April 1944). Front or rebuilt air units appear active at any air during the Movement Phase. Just pick boundaries and a Front HQs “Posture” base that is in trace supply. Ground unit it up and place it in any hex, no closer (Offensive or Regrouping, per 3.3c and reinforcements appear at Front HQ than 5 hexes from an in-supply Axis 3.3d) are very important. Scenario setups locations, an RVGK box, or at a specific combat unit (ignore units being will indicate each starting Front Posture. Entry Hex, per the Soviet Arrival Chart. supplied by a Kessel HQ). Design Note: While the Red Army Exceptions and special handling: • If the hex occupied by the marker is was successfully undertaking deep • Breakout returns (OCS 12.8e) are attacked, an Air Army HQ Marker has penetration attacks in late 1943/early placed at any Soviet Engineer-Capable no steps and contributes zero combat 1944, command and control were still (OCS 13.8a) HQ in trace supply. strength. It has no Flak DRM. If Axis evolving. They would reach their peak in combat units enter its hex, it is the summer of 1944. This rule reflects • Rebuilds arrive at either RVGK Box immediately displaced to any hex it can these limitations and requires careful (see 3.5). move to per above. planning from the Soviet Player. Front HQs represent a large area of logistical • 2 SP must be placed at each Front HQ 3.2c Mission Hex Limits. Apply the activity, not “units in a hex”. location. Remaining SP are placed in following range restrictions to Fighter any distribution the player wishes at: Sweeps, Trainbusting or any type of 3.3a Front HQ Qualities Regardless of  Any Front HQ location. Barrage missions: Posture, a Front HQ has these qualities:  Kharkov (B59.10) or Kiev (B5.24). • The mission hex for independent air A) Front HQs may only occupy a rail units (no stripe) must be within 15 hex with an unbroken line of Soviet  B16.35, B2.35, Korosten (A50.34), hexes of any Front HQ or Air Army gauge rails back to a Soviet supply Rovno (A25.35) and Road or Rail HQ Marker. source. hexes on the south edge of Map D if under Soviet control. (Some of these • Air units with Frontal Air Army stripes B) The hex a Front HQ occupies locations only become active on certain (3.2b) may only count this distance becomes a Detrainable Hex. dates per the Soviet Player Book and must from their own Front HQ/Air Army A Front HQ Flak DRM is +2 be captured before they can be used!) HQ Marker. C) (printed on the counter).  1T or 2T of the received SP may be Play Note: Placing KT-X markers (or D) A Front HQ cannot be destroyed. placed at as many Soviet Air Bases tile spacers) is a useful way to mark air in trace supply as desired. mission limits. It is unaffected by DG or Train- busting. Should an enemy combat • Some random events award a player 3.2d Air Operations. unit enter the hex containing a additional SP to be placed as directed. Front HQ, or should it no • Air units from different Air Armies These are in addition to amounts from longer have a rail connection to a may not combine in the same mission. the supply table. Soviet supply source, simply Independent air units may combine displace it five hexes or more to Soviet reinforcements may entrain in an with any air units. another hex it can occupy (per arrival hex that has a Soviet gauge railroad • 3.3d below). Any supply in its hex is (per OCS 13.6b). Air units assigned to a Front which is in Regrouping Posture (3.3d) may not moved along with the Front HQ. perform Fighter Sweeps or missions E) Each Front HQ has a “Command which are resolved on the Barrage 3.2 Red Air Force Radius” which: Table. Missions which are resolved on 3.2a No Hip Shoots. Soviet air units the Barrage vs. Facility Table are  Extends 10 hexes in all directions. cannot conduct Hip Shoot missions. unaffected. Fighters project a Patrol  Does not extend into hexes with 3.2b Frontal Air Armies. Some of the Zone and may Intercept. enemy combat units, un-negated Soviet air units are allocated to a specific 3.2e Air Drop Limits. Only the Soviet EZOC or hexes which a Truck MA Air Army, which are each associated with 1st Gds Abn Bde is drop-capable, and any unit could not enter during current a Front HQ (see 3.3). drops made by this unit must be pre- weather conditions. Note that this Colored stripes are used planned (per OCS 14.10b). Command Radius functions differently to identify these counters, than a “Throw Range.” The intent is that matching the color stripe a Command Radius extends 10 hexes in on the Front HQ. 3.3 Front HQs all directions until it encounters the front Each Frontal Air Army has an Air Army Front HQs are used to simulate the Red line or impassible terrain. HQ Marker, which must adhere to the Army's rigid command structure in this  Allows an Army HQ Assigned (see following: period. For most of the game there are 3.3b) to a Front and within the four Front HQs (the 4th Ukrainian is Command Radius of its Front HQ to Draw (OCS 12.3a) from the

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Front HQ hex. Only HQ units can Command Radius. There is no  It cannot end its movement within do this (though the detrainable hex maximum limit. 20 hexes of another Front HQ or created by the Front HQ functions within 5 hexes of an in-trace Axis D) Units are free to move across a Front normally). Combat Unit (except those drawing boundary as long as the above Trace Supply from Kessel HQs).  There is no penalty for an Army minimums are maintained. HQ assigned to a Front being  The 1st and 2nd Ukrainian Front E) Any supply which is located within outside the Command Radius of its HQs may never enter a hex south the Command Radius of a Soviet Front HQ other than not being able of xx.25 on Map C or D. The 3rd Front HQ Marker may not be to Draw from the Front HQs hex. and 4th Ukrainian Front HQs may transported (by rail or transport never enter a hex north of xx.05 on point) outside the Front boundary. Map A or B. Design Note: At this point in the (Exception: A loaded Organic Truck war, the Soviet Army had sufficient vehicles to create 200+ Truck Transport can carry up to an SP if traveling with B) Units which are both within a Points. Our intent is to reflect that lift its formation.) Assigned HQs may Front’s Boundary and can receive capability abstractly. not draw or throw supply across trace supply from an assigned Army their Front Boundary marker. The HQ located within the Command mechanics of a unit “making its Radius of the Front HQ have these 3.3b Front Boundaries. Trace” during the Supply Phase is attributes/limitations: unaffected and can be traced across  They add 1 to the lead unit's printed A) Boundaries between Fronts must be Front Boundaries. clearly delineated. During the Soviet AR when defending. 3.3c Offensive Posture. An eligible (see Reinforcement Phase, place a  They do not have to pay for 3.3e) Front HQ may be changed into boundary marker counter sprue (or defensive combat supply. some other thin straight marker) Offensive Posture (flip the counter) at the with one end at the front line that start of a Soviet  They may not conduct Artillery indicates which hexes are part of Reinforcement Phase. A Barrages. Should the Axis player which Front. Be sure there are no maximum of two Front attack units which meet these ambiguous hexes. The boundary HQs may be in Offensive conditions, then conduct a barrage markers can be oriented in any Posture at any time, and on each attacking stack using the 12- direction, but the line it creates either one or two that are eligible may be 16 column on the Barrage Table with extends 10 hexes forward and 10 designated so during a reinforcement no DRMs prior to combat. There is hexes behind the front lines. Once phase. A Front HQ in Offensive Posture no supply cost for these barrages, placed, this boundary is fixed until has these characteristics: nor do any artillery units need to be in range. This applies to overruns the player's next Reinforcement A) It cannot move. Phase. and to combat. B) Only Fronts in Offensive Posture  They subtract 2 from the lead unit's B) During the Reinforcement Phase, all may use Artillery Markers. Army HQs on the map must be printed AR if they conduct an Assigned to a specific Front. Any 3.3d Regrouping Posture. A Front HQ attack. can be changed into Regrouping Posture number of Army HQs may be re-  Have a 2 SP limit on attack supply (flip the counter) at the end of a Soviet assigned at this point, but the per turn per Front HQ. Assignment is fixed until the next Reinforcement Phase. A Reinforcement Phase. It is not Front HQ in Regrouping  Units which do not meet the necessary for the HQ to be within Posture has these conditions listed in B above do not the Front boundary to which it is characteristics: receive these benefits/penalties. assigned, the intent being to move C) It cannot use an Artillery Barrage A) It may move. there later in the Turn. Marker. C) A minimum of four Army HQs must  It may only move by rail and must end movement in a valid hex (per Play Note: Front Posture will always be assigned to and within the effectively define where the Soviets are 3.3a). The cost is 5 RE of Rail Cap boundary of each Soviet Front. Each allowed to attack. Furthermore, the effects Front must also have one tank corps, (adjust normally for multi-track given to units defending in Regrouping one mechanized or corps and lines and Trainbusting). Any supply Posture will severely limit Axis attack one artillery or Katy division within in the hex may be transported along possibilities in these areas. However, throw range of an Assigned Army with the Front HQ at no additional “Regrouping” does not mean “Inert,” as these units are capable of limited HQ located within the Front’s cost. operations and considerable movement.

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3.3e Change Limits. Use the Soviet Off • During the Air & Ship Barrage Special characteristics of RVGK markers: Map Display provided to keep a record of Segment, Soviet artillery units which A) They may only move by rail and the turn a Front HQ changes to Offensive are a) in Combat Mode, and b) in the must end movement in a detrainable Posture, as each must adhere to the same or contiguous hexes, may barrage hex. This costs 5 RE of Rail Cap following: the placement hex and any two (adjust normally for multi-track lines adjacent hexes. These barrages are 'free' • A Front HQ must remain in Offensive and Trainbusting). (no supply cost). Posture for a minimum of three turns. B) Cannot be railed into or through a It may switch to Regrouping Posture • Units which conduct such a barrage are hex that is within 10 hexes of an Axis after three turns and must do so after free to fire in the Barrage Segment of combat unit. (Exception: Ignore nine turns. the same turn, paying normal supply units being supplied by a Kessel costs. • A Front HQ must remain in HQ.) Regrouping Posture for a minimum of 3.4b Not Ready. After conducting the C) They have no combat value. three turns with no maximum. After free barrages (above) flip the marker and three turns, a change to Offensive put it 9 turns ahead on the Player Aid Card D) Contents of the RVGK Boxes are Posture can be made per 3.3c. (or use the turn track). hidden from the Axis player by fog The marker is “Ready” in of war. • Random Events may change these the Soviet Reinforcement limits in some cases. 3.5b RVGK Box Minimums. The two Phase of that turn (some RVGK boxes combined must hold the • Soviet Front status is not hidden from Random events may shift following at a minimum (but see 3.5c the Axis player. the marker’s position). below): Play Example: On 1 October 1943, Design Note: This rule reflects the Tank and/or Mech corps 6 the 2nd Ukrainian Front is changed to stockpiling of munitions prior to major Regrouping Posture (leaving 1st Soviet offensives and the barrages that Ukrainian Front as the only one in preceded attacks. It is also likely to Cavalry corps 1 Offensive Posture). On 5 October, with stagger those offensives in historical three Fronts in Regrouping Posture, the fashion, due to the way Artillery Barrage Artillery and/or Katy divisions 2 Soviet player would be able to switch 3rd Markers are recycled. Their barrage (not brigades) Ukrainian or 4th Ukrainian into takes place in the “Air & Ship Barrage Offensive Posture (but not 2nd Segment” to allow the Axis player some Infantry divisions 3 Ukrainian, because it is not allowed to go ability to use Reserves. back on Offensive Posture until 12 October at the earliest). Tank Army HQ 1

3.5 RVGK For a multi-unit formation to count towards the minimum, at least one unit 3.4 Artillery Barrage Markers The RVGK is used for rebuilding of shattered formations and to realistically must be in an RVGK box (even if just the The Soviets have four Artillery Barrage simulate the Red Army's management of Organic Truck). All its remaining units Markers with one being available to each strategic reserves. These strategic reserves must be in either the RVGK box or the Front when in Offensive Posture. Each are divided into 'RVGK-1' in the south Dead Pile. None may be deployed on the scenario will list which are “Ready” and and the 'RVGK-2' in the north. map. “Not Ready” at game start. Each RVGK Box is further divided into a Should the formations in the RVGK 3.4a Ready. A “Ready” Artillery Barrage Rebuilding section for divisions and corps boxes fall below the minimum due to Marker can be spent during any Soviet Air that are not fully rebuilt and a Ready withdrawals or deployments, formations & Ship Barrage Segment by placing it on section for units that are full-strength and sufficient to restore the minimum must the map. The effects and restrictions are: thus ready for deployment. enter the RVGK at the first available opportunity. • The Front HQ must be in Offensive 3.5a RVGK Markers. These markers are Posture and the placement hex must be used to show the approximate on-map There is no maximum limit on additional both adjacent to a Soviet combat unit location of units that are currently in the corps, divisions and/or independent units and within the Throw associated RVGK Box. (all types) that can be in an RVGK Box. range of an HQ which is RVGK-1's marker must 3.5c Entering the RVGK. During the both Assigned to and always end its movement Soviet Reinforcement Phase, units on the within the Command on Map C or D, and map within 20 hexes of an RVGK Marker Range of that Front. RVGK-2's marker must AND which could reach that Marker by a stay on Map A or B. path as if they were moving by Strat Mode can enter the associated RVGK Box (they

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The Third Winter cannot start in or move through an Players will find it helpful to cycle Tank • 18th SS PG Division (all units) EZOC). Simply remove the units from Army HQs in and out of the RVGK to • 42nd Jaeger Division the map and place them in the associated release these units. box. This requires no fuel expenditure. • 2 Truck Points  All Truck and Track MA units may Rebuilt units are placed in an RVGK Box receive “free fuel” in the phase they • 3 SP in the Soviet Reinforcement Phase. are released (using the “Single Unit • 1x He 177 • Units in an RVGK Box are Method” in OCS 12.5c). automatically in trace supply. (These units enter at Lvov or within 10  Units may not enter and exit the hexes of Lvov along the west map edge. • All “living” units of a multi-unit RVGK on the same turn. All Organic Trucks are full.) formation must enter the box together Released units are free to move as desired - part of a formation can never remain 4.2 Jansen Fueling Rule. A multi-unit (even to the other RVGK area). on the map or be put in a different formation (“MUF”, such as a Soviet Mech RVGK Box. corps or German Pz division) can fuel and move in a player’s Movement Phase (not • Organic Trucks maintain their current 3.6 Special Truck Extenders. the Reaction or Exploitation Phases), for load status when entering an RVGK The Soviet player may not make normal the supply cost of only 1T, with the Box. use of truck Extenders under the series following restrictions: 3.5d Exiting the RVGK. Units only exit rules (OCS 12.7). Instead, he has available • The units to be moved cannot start, an RVGK Box under two circumstances: two Special Truck Extenders (“STE”). move or end next to an enemy unit of A) The instant an Axis combat unit When deployed on the any kind (to include air bases, supply moves within 5 hexes of an RVGK map, each STE functions dumps, transport points, etc.). Marker, every unit in the associated as a truck Extender for • These units can only be in Combat RVGK Box is put on the map the extension of Trace Supply range in Mode. Road movement costs at least within 3 hexes of the Marker. accordance with OCS 12.7. The only 1MP per hex (weather effects must be (Exception: Ignore units being method to move an STE is to take it off followed). A Road still functions to supplied by a Kessel HQ.) The the map during the Movement Phase and negate other terrain in the hex for RVGK Minimums must be restored place it in the “Moving” section of the movement purposes. after dealing with the enemy threat. Special Truck Extenders Holding Box. (No foot-dragging allowed.) During the Soviet Clean Up Phase, move • All units of the MUF are not required to use Jansen Fueling. Any unit B) At the start of the Soviet Movement each STE from the Moving section to the requiring fuel can use the Single Unit Phase, units in an RVGK Box may Ready section. During the Soviet Method described in 12.5c, if desired. be released as long as they adhere to Movement Phase, an STE in the Ready the following: section may be deployed on the map wherever the Soviet Player desires. If an Development Note: Steve Jansen is  Released units are placed anywhere Axis combat unit moves into a hex the leader of the Baltimore NEBO within 5 hexes of the associated containing a STE, immediately place the Grognards, our war gaming club. He developed this house rule during our recent RVGK Marker. STE into the Moving section of the STE play of Beyond the Rhine. Our club has  The RVGK Minimums must be Holding Box. An STE cannot convert been using this rule with great results maintained. into Truck Transport Points. since April 2016. Give it a try; I think you will find it works very well. (Highly  Corps and multi-step units must be recommended.) full-strength (with no missing steps or dead units). 4.0 Optional Rules 4.3 Soviet Dnepr Bridgehead Play Note: Some Soviet corps contain Enthusiasm. Each turn, up to 6 Infantry- units that enter play later than the rest of type RE’s which can be thrown Trace 4.1 58th Panzer Corps. On 12 April 1944 the formation. Late arrivals do not delay from an HQ assigned to a Front on release from the RVGK until they or later, the optional “Operation Offensive Posture may cross a Volga-class appear. Players can use the Soviet multi- Margarethe” forces can deploy. Bringing River hexside at a cost of “All”. “Infantry- unit formation display as a reference. any or all of these units into play gives the type” includes Infantry, Parachute, or Soviet player 2 VP. The units are: Marine which have Leg MA on their  Independent units (OCS 3.2f) are • Move Mode side. They may attack across only released in conjunction with a 58 Pz Corps HQ such a hexside, but their Combat Strength Tank Army HQ that is also exiting • Panzer Lehr Division (all units) is quartered. Either moving or attacking the box. Up to 5 RE may be released • across counts against the 6 RE limit. Note along with each such HQ. Note: 16th SS PG Division (all units)

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The Gamers, Inc. that the limit is per turn, not per • -1 VP if Axis combat units occupy Movement Segment. Nikopol (D35.13) and at least ten hexes Design Note: The Third Winter’s design aims to capture the full strategic that are both south of the Dnepr and and operational aspect of this vast Design Note: The Soviets displayed within five hexes of Nikopol in the campaign. Historically, the Soviets eagerness and creativity in generating Soviet Player Clean Up Phase of the 1 captured Kiev, Odessa, Uman, Vinnitsa, many small bridgeheads over the Dnepr. Feb 1944 Turn. The units do not have and Tarnopol by the end of the This rule is recommended as a play to be in Trace Supply. Campaign Game for 10 VPs. They balance mechanism to give the Axis came very close to eliminating the 1st Pz • player additional challenges early in the +2 VP for the capture of Kiev. (all 5 Army HQ and to getting units onto the game. hexes, vicinity B04.24). map edge between A1.18 and A1.35. However, direct OKH interventions • +2 VP for the capture of Odessa 4.4 Mountain Units. A mountain unit meant the Soviets lost 2 VP because (C55.04/C55.05/C56.04). attacking into or defending in a mountain Axis forces controlled Nikopol’s ore terrain hex adds +1 to its action rating. • +2 VP for the capture of Uman resources and were still on the strategic (A58.01). Dnepr at the start of Feb 1944. The 4.5 Series Optional Rules. Supply result was an 8 VP draw (the campaign Caches (OCS 21.10) are not used in this • +2 VP for the capture of Vinnitsa ended due to mud approximately 26 game. We strongly recommend the use of (A41.12/A42.11). April 1944). The Soviets failed to blast OCS 21.2 Proportional Loss and OCS to the board edge, but the campaign • +2 VP for the capture of Tarnopol resulted in seriously weakened Axis HR-7 Artillery Factors with The Third (A14.22). forces for the 1944 summer campaigns. Winter. The Soviet player will need to move very

• +2 VP for the surrender of Rumania. aggressively and drive the Axis westward • +1 VP per Axis Army HQ eliminated. to achieve a complete victory. (Can be awarded multiple times.) 5.0 Victory Conditions • +2 VP if the Soviet player destroys the Army Group South HQ unit. (Can be In the campaign game, the Soviet player awarded multiple times.) accrues Victory Points (VP) and the total Abbreviations • is used to determine who wins. +2 VP for having at least one Mech or Tank Corps occupy a map edge hex AA – Anti-Aircraft • Soviets Win with a VP score of 12 or between A1.18 and A1.35 inclusive. To Abn — Airborne more. be counted, the Tank or Mech corps AC — Armored Car • Axis Win if the VP score is 6 or less. must have at least 4 RE on the map AG — Assault Gun edge (stacked or spread apart) during a Arm — Armor • Any other result is a Draw. Soviet Player Turn Clean-Up Phase. Arty — Artillery 5.0a Victory Points. Specific cities and The units do not have to be in Trace AT — Antitank map locations may have a Victory Point Supply. Aufk — Armored Reconnaissance Bake — Dr. Franz Bäke (Commander of value. The last side to move a combat unit • +2 VP for having a Mech or Tank Heavy Panzer Regiment Bäke, and a pre- through a VP hex “controls” it for victory Corps occupy a map edge hex between war dentist) determination. Points are awarded for C13.01 and C19.01 inclusive. To be Balck – (Commander of achieving historical goals, and the counted, the Tank or Mech corps must XLVIII Panzerkorps) schedule below will drive both players to have at least 4 RE on the map edge Bde — Brigade match history without necessarily (stacked or spread apart) during a Bdr — Border following its precise path. Unless Soviet Player Turn Clean-Up Phase. Bn — Battalion otherwise noted, no point can be awarded The units do not have to be in Trace Breith – Hermann Breith (Commander of multiple times. Supply. (Note: The critical Ploesti oil fields III Panzerkorps) • are 7 hexes below C3.01.) -1 VP if Axis Combat Units occupy Brkdwn — Breakdown either hex of Poltava (B41.06/B42.06) • +2 VP if the Axis player deploys the Cav — Cavalry in the Soviet Player Clean Up Phase of optional 58th Panzer Corps (4.1). Co — Company the 5 Oct 1943 Turn. Cz — Czech 5.0b Sudden Death. The game ends Div — Division • -1 VP if one or more Axis combat units early with an Axis win if the VP score Erz — Ersatz are adjacent to the Dnepr between reaches -2. Similarly, it ends early with a FJ — Fallschirmjäger (Parachute Infantry) Kiev (B04.24) and Dnepropetrovsk Soviet win if the VP score ever reaches 16. (D44.24) in the Soviet Player Clean Up Flm — Flamethrower Phase of the 1 Feb 1944 Turn. The Gd — Guard units do not have to be in Trace Supply. Grp — Group

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The Third Winter

Hube – Hans-Valentin Hube, of Hube’s , by a designer named Dean My core Russian design idea was to Pocket fame (Commander of 1st Panzer Essig. The game captured the principles display the Russian army’s historical Armee) and ideas I believed truly represented the combat structure. It had great hitting and Hung — Hungarian Eastern Front at the Operational combat staying power but rigid command and Inf — Infantry level. After playing this game I was control. This was now a battle-hardened Jg — Jäger (light infantry) hooked and played all that Dean and The army, with Rifle divisions supported by Katy — Katyusha rocket launcher, named Gamers produced. Five years ago, at self-propelled gun (SU) and AT units. after a popular wartime Soviet folk song. Consimworld, over a Tempe burger, John Action ratings are thus raised and the first KG — Kampfgruppe Kisner and I explored an OCS game idea elite Russian AR5 units appear. Equally, Kor — Köruck (Axis rear area command) I had in my head. Hube’s Pocket in the 90s though, this army was plagued by the Krd — Kradschutzen (motorcycle) had shown part of the titanic struggle that restrictions and factions within its LW —Luftwaffe Field Unit went on in Ukraine during 1943-44. The command. These are highlighted by the MC — Motorcycle scale of the battles and their ferocity had Frontal and RVGK structure. The result MG — Machine Gun not been seen before in warfare. John and was a juggernaut that could not be used as Mort — Mortar I discussed my ideas about how OCS one complete force at any one time. Mot — Motorized could be used to recreate the full The Front and RVGK command and Mtn — Mountain campaign. John had already designed the replacement systems underpin my design. Para — Parachute excellent Baltic Gap, which was a short The four powerful Ukrainian Fronts must PG — Panzer-Grenadier (Mech infantry) campaign when compared to the theatre be used in close cooperation to overcome PJ — Panzerjäger (antitank) action I wished to build. Therefore, it two German Panzer Armies, two German Pio — Pioneer (engineer) could not demonstrate all the strengths Infantry armies and their allies. In total the Pol — Police and limitations of the Red Army of that game contains 85% of the Wehrmacht’s Pz — Panzer period of the war. Encouraged by both mechanized strength at this stage of the Repl — Replacement John and Dean and armed with the MMP war and 75% of the Red Army’s. This Rgt — Regiment design parameters, I set about creating my plethora of units lends the game well to RR — Railroad game, The Third Winter. team play and creates a finely balanced Rum — Rumanian Reference sources, as I expected, were in game all the way through to April 1944. I RVGK — Reserve of the Supreme High many cases contradictory. Another cannot thank enough the stalwart group Command challenge given the size of the game was of playtesters who have offered advice Sec — Security that unit composition and deployments and challenged me appropriately. The SS — Schutzstafel changed rapidly throughout 1943-44. One game is far better for all their hard work. SU — Samokhodnaya Ustanovka (Self- Tank Corps might have had a dozen unit When combined with the ever-present propelled), collectively refers to Soviet SP counters, for example. I therefore took a OCS supply challenges, I believe there is a Artillery, AT with Track MA, and AG unit designer decision to lock down units to balanced game for both players, as the types. their arrival composition and when there German Army enters its “Third Winter” Tk — Tank was deployment conflict to utilize Lage on the Ost front. UR — Ukreplyonny Raion (Fortified Ost maps. I also made many designer Zone) A few words of special thanks to close. decisions about smaller combat units to Vorman – Nikolaus von Vormann Dean Essig has been tireless in his support depict how the German army was (Commander of 23 Pz Div and then and encouragement to the man “from beginning to disintegrate as a division- XLVII Panzerkorps) over the pond.” To Hans Kishel, whose based fighting force. Many units arrived Werfer — Nebelwerfer rocket launcher Illustrator skills and map work I am very and were immediately absorbed by thankful for. To Curtis Baer, a man with a existing Kampfgruppen. Therefore, units kindred sense of humour and an clearly recorded in several actions got a incredible attention to detail. To John counter; otherwise not. Kisner for getting this off the ground. Designer Notes By these decisions I managed to stay Last, but not least, to Chip Saltsman, within John’s and later Chip’s guidance developer extraordinaire, for his guidance, By Antony Birkett over counter numbers. Yet I believe I excellent ideas and patience. Finally, I I have played wargames in the UK since have also managed to include all would like to jointly dedicate the game. the early 70s and the halcyon days of appropriate units. Thus, to go by fellow First to my dear wife Helen. She does not Drang Nach Osten. The Eastern Front has designers Roland LeBlanc’s great line, understand the hobby but has always been always been my major interest and I have “There is only one Order of Battle, the there with words of encouragement and collected books and games on this topic correct one.” I believe I have achieved coffee. Also, to my dear friend and for the past 45 years. One day I came this. I am sure though, there will be some gaming colleague Marcus Randall. A 30- across a product called Guderian’s who believe otherwise. year opponent with a dry sense of humor across the table, a deep knowledge of

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OCS, and a play style which has earned deep penetration attacks with even more 3-5, 4-4-5 or 5-4-5 battalions. The SU-122 him the nickname “Hog” Randall. effective Tank-Cavalry Armies. (built on a T-34 chassis) and SU-152 (built on a KV-1 chassis) were later supplanted Random Events. These were a lot of fun by JSU versions (built on Josef Stalin tank to research. We took the general concept chassis) over the course of the Third Winter from Beyond the Rhine and searched for campaign. These were true assault guns historical (or historically plausible) events Developer Notes that doubled as very effective tank that might have a game-level effect, destroyers, capable of blowing the turret without massively changing the flow of By Chip Saltsman off a Tiger tank. the campaign. These events can also “Deadlines and commitments. introduce the potential for campaign- Soviet Tank units. By this point in the What to leave in, what to leave out?” altering decisions, such as Hitler Directive war, Soviet tanks had reached the #53, which along with Manstein's firing “swarm” stage. The four Fronts had --Bob Seeger, lyrics to Against the Wind marked a profound shift in the German approximately 5,000 armored vehicles at The task of a developer is akin to that of a defensive methods. the start of the campaign. Most brigades throughout the game represent a mix of book editor. Some submissions are Soviet SU units. Representing Soviet SU T-34/76 variants and the newly arrived strong, and others require extensive re- (Samokhodnaya Ustanovka) units in OCS up-gunned T-34/85. Soviet units tended writing and grooming. I had the good terms has been a challenge. While they are to use a variety of equipment and many fortune to get involved with a well- Armored Fighting Vehicles, many were reequipped their predominant vehicles designed effort by Antony Birkett, which not employed the way Axis forces used during the campaign. The Soviets had a large dose of development work their StuG equipment. In addition, most designated many tank units as armored already done by John Kisner. of what the Soviets denoted Regiments regiments, which are represented as during the war were operationally We spent much of our focus on: battalions in OCS Regimental Equivalent battalion sized. We polled a number of terms. It is a mistake to assume perfect Soviet Fronts. How could we represent OCS game designers to talk through the uniformity, but here are notes on some of the capabilities of the four Soviet Fronts best way to portray them. The “Great SU the counters: depicted in TTW? Fronts were the debate” resulted in these depictions: primary operational focus of command 10-5-6 Guards Tank Bn – and logistical activity for the Soviet forces These are JS-2 tanks, just but have not yet been represented in OCS being fielded at the end of games (the concept was immediately the campaign. Soviet imported into Hungarian Rhapsody). SU-76 = Tank symbol + arty point practice was to deploy Reading the historical accounts, Fronts symbol + no color. You will see these as these in battalion size. tended to be in an “Offensive” or 2-2-6 battalions in Third Winter (and one 5-4-5 Guards Tank Bn – “Regrouping” Posture as directed by 6-2-6 brigade). The SU-76 was mainly Guards units are rated . Accordingly, each Front used as self-propelled artillery and assault slightly higher as they represented in The Third Winter is either gun support, but the vehicle could not were kept nearer their switched “on” to Offensive Posture or hold its own in a tank-on-tank establishment of 30-34 “off” to Regrouping Posture. There are engagement. limits to how many turns a Front can tanks. These units represent heavy tanks, spend in Offensive Posture. The SU-85 = AT symbol + no color. mainly KV-1 and KV-85s. Depicted as 3-2-6 or 3-3-6 battalions, sequencing of Fronts as On or Off can be 8-4-8 Guards Tank Bde – these vehicles were built around an 85- important. Players will find that it isn't Generally equipped with mm anti-tank gun and its principal role necessary to stay on Offensive every 65 T-34 tanks when at was tank-destroyer. They were rendered possible turn—switch on, seize some full-strength. terrain, cause problems for the Germans, obsolete when T-34/85's bearing the then “Regroup” while you conduct same cannon were deployed in large 4-3-6 Tank Bn – These operations elsewhere. Repeat. At this numbers. represent mixed groupings of light tanks, stage of the war, Fronts tended to advance SU-100 = AT symbol + yellow color. normally used in infantry to a certain depth, reach the end of their These were the successor to the SU-85, support. logistical rope, and then reset for the next with an extremely powerful 100-mm offensive. We debated carefully the cannon. They did not enter mass 5-4-4 Guards Tank Bn duration a Front could be “on” and “off,” production until late in 1944 so do not (48, in 5th Guards Tank as well as the number of Fronts that could appear in Third Winter. Corps) – This unit is be on Offense simultaneously. Games set equipped with Lend JSU-122/JSU-152 = Tank symbol + AG in 1944 will feature multiple Fronts doing Lease Churchill tanks. letters + yellow color. Represented by 4-

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The Third Winter

Though slow, the Soviets liked its armor dealing with constant decisions about PJ units without yellow protection and reliability. which divisions to rebuild. This is more in box are older model keeping with decisions of a historical Marder vehicles. These The 4-4-5 Guards Tank commander trying stave off the Soviets. were less effective as anti- Bde (6) is also equipped The game often mirrors history with a tank platforms but still with Lend Lease tanks, in collapse in structure of most Panzer welcome to beleaguered Axis troops. this case Matilda IIs. It divisions by the spring of 1944, and has sufficient numbers that we rated it 1 The 7-4-4 PJ Bn (653) is a players will be manning the line with RE in size. heavy tank destroyer anything they have at hand. We also did Ferdinand unit. At the Consistency between games. Eagle- not have room for several more end of 1943, the surviving eyed gamers will note a few changes from countersheets! Several researchers vehicles were modified and upgraded units in earlier OCS games. The sole 5 AR carefully went over multiple sources so based on their experiences at Kursk. The Leg Move unit, the 2nd Fallschirmjäger that the non-standard strengths and unit unit fought in Italy and then transferred Division, is 5 MA on its Move Mode side, ratings reflect the variations in available back in time for the battles late in this instead of a 6. This unit did not possess equipment. German units are grouped by campaign. They were renamed Elefants in the transport to justify a higher rating. predominant vehicle: May 1944. Axis RR Eng MA is a 3, as we believe the German armor with 7 ones in earlier games are too speedy. The 3-3-6 Armored MA are late-model Mk.III Soviet Rail Cap will also seem much lower Artillery are equipped (with 50 mm cannons) compared to other OCS games set on the with StuG Ausf. F, with a and Mk.IV with long- East Front. The “missing” Rail Cap is 105 mm howitzer, used barreled 75mm cannons delivering SP to Front HQ, moving units for infantry support. (F, G, H and J models). to/from the RVGK boxes, etc. RVGK. This was a mechanism we liked German armor units with German Tank units. The Axis forces so much we pulled it forward into 8 MA are predominantly had approximately 2,000 armored vehicles Hungarian Rhapsody with very few changes. Panthers. It is considered at campaign start. German tank units were Soviet practice was to keep units in action one of the best tanks of handled with aggressiveness and daring until they were used up (particularly World War II for its using whatever vehicles were available. mobile formations). They were then excellent firepower protection, although They often had impact far larger than their withdrawn for rest and refit, and the its reliability and was less impressive. numbers. However, German units RVGK mechanism allowed for strategic suffered from a multiplicity of different Tigers are denoted with a redeployment as well. vehicle designs with overengineered "T" in their unit symbol. Rudel and Tank Busters. This was a components requiring unique parts. On a There are several ways to mechanism that we liked so much in Tiger or a Panther, the entire track and portray the operational Hungarian Rhapsody that we copied it into wheel system often had to be removed for impact of small-but The Third Winter . Rudel's career is amazing a minor repair. The priority given to new powerful units in OCS terms. At first, we to follow. He is credited with the tank manufacture de-emphasized spare designated certain units as containing destruction of over 500 tanks and parts, so that most battalions abandoned “Heavy” tanks, which added another level hundreds of other vehicles and was the more vehicles to maintenance that were of Anti-Tank effect leading in turn to most decorated German serviceman of destroyed in combat. “Heavy” AT units, etc. We eventually World War Two. discarded this in favor of company-sized When that comes to "what units do we units with a high Action Rating. This Soviet Air Armies. We tinkered several have on the map for a particular reflected the way Tigers were historically times with the Mission Hex Limits for formation" you might need 5 more employed in combat. Soviet air units. The Soviets used their Air counters for a unit like the 3rd Panzer Units tactically and did not fly very far past Division to represent all the various Assault Gun units are the front line. Over the course of the configurations at various points during generally Sturmgeschütz game, growing Soviet flexibility is the campaign. Their full Panther Battalion (StuG) III or IV, with represented by increasing numbers of didn't arrive until later in 1944, but they long-barreled 75mm units which are not assigned to a specific (and other units) received ad hoc panther guns. Air Army. deliveries ahead of that point. We set the Yellow-box PJ units best representation of each Panzer Victory Conditions. These and SP levels represent Marder IIIs and Division for the whole game but manage are the most challenging thing to fine- various models of Sd.Kfz. the overall German force through the tune. The goal is to provide players with 250 and 251s vehicles. reinforcement schedule and replacement historically accurate objectives (in an rate--this allows for a historical flow of operational context), but which also units but also the challenge for players of

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The Gamers, Inc. reflect the challenges they face. And do so was a real design challenge to deal with the directing Fronts to conduct offensives, as simply as possible! frequent comings and goings of individual which lasted roughly 2-12 turns in OCS units during the campaign. Some departed game-scale time. Ziemke notes that these Free barrage for units in Regrouping and returned to the campaign area several tended to achieve some level of tactical Posture?! The Red Army was very good times. SU units were sometimes surprise, but more importantly kept the at setting up defensive fortified zones and independent or transferred between German defenders off-balance. had a large number of artillery units which mobile Corps They moved around a lot, “Employing the peculiar rippling effect were very effective on defense. Once a on both sides. We decided not to make a that marked their offensives, the Russians, Front went over to Regrouping Posture, huge list of unit shifts and focused instead thwarted in one place, had shifted to their main defensive power came in the on the overall force structure and major others, adding weight to the offensive form of artillery through the creation of removals/reinforcements. This means laterally.” Each offensive “repeated the fire command structures alongside the you may find a few unit substitutions in a pattern of overwhelming concentration, inauguration of artillery brigades and given scenario-but the overall force is particularly of artillery, on a narrow divisions. The Soviet ability to set up accurate. front.” At the conclusion of a given “UR” (Ukreplyonny Raion) fortified zones offensive, a Front would shift to defense which defended a wide area while the Playtesters. It has been a great pleasure while rebuilding units, restocking supply, maneuver units rested and replenished is to work with Antony Birkett, John Kisner, and preparing the next attacks. not one used in Western armies. “Tank Curtis Baer, and the dedicated group of Destroyer” units (builders of tank-traps playtesters who played a part in bringing The Soviets at this stage of the war were and other defenses) created defensive The Third Winter to the market. Marcus developing their deep strike capabilities belts very quickly. Artillery, mortar and Randall, Mark Fazakarley, Thomas that would be perfected in the summer of machine gun interlocking fire zones Buettner, and Roy Lane were particularly 1944, the predominant Soviet military proved difficult for the Axis to overcome, active and dedicated playtesters over years doctrine until the 1980s. By late 1943, they and they tended to leave defensive zones of development. still had difficulty fully exploiting their alone. Think of the sudden switch to armored forces during breakthroughs Regrouping Posture like ancient Roman with their Tank and Mechanized Corps as armies building a fort every night. OCS compared to the German Panzer doesn't really show the scads of rear-area Divisions. But they had reached a new units (engineers, logistics, etc.) that Historical Commentary stage in their employment of artillery. provide these capabilities. They are Grouped artillery divisions made their instead integrated into the Regrouping By Chip Saltsman first appearance, and the duration and Posture defensive benefits. The Third Winter covers the critical weight of the barrages indicated that the Soviet Army now had enough guns and Pontoon units. The Axis player has one campaigns in Ukraine during the period ammunition for lavish emplyment to level Army Group level Pontoon unit, as much September 1943 - April 1944. This series the defenses and make the way easier for of their heavy equipment had by this point of battles pulled in 75% of the Soviet and tanks and infantry. All four Fronts which been pulled back for construction of 85% of the German armored and took part in the campaign were renamed defensive fortifications such as the mechanized forces, nearly 60 mobile on October 20, 1943, and we have used Panther line and Atlantic Wall. The divisions. The campaign proved to be the the newer names throughout for Soviets had a plethora of support units for bloodiest in the war to date and The Third convenience: bridging, ferrying and similar activities Winter covers the major engagements: the that are represented by their battle for Kiev, the winter counterstroke • 1st Ukrainian Front - Previously the Pontoon/ferry counters. These could of Manstein’s ‘fire brigades,’ the tank . The Front was operate multiple activities throughout a battles at Kirovograd, the Korsun- commanded by General Nikolai F. five-mile hex. The Dnepr River is a Cherkassy pocket, the moving 1st Panzer Vatutin until he was ambushed and meandering wide, but not too deep, river Army battles (known as Hube's Pocket), mortally wounded in February 1944 by at this point, rather than the fast-moving the fortress battles around Tarnopol in the Ukrainian Insurgent Army. Volga or Rhine rivers. This allowed the spring of 1944, the baptism of fire for Coincidentally, Vatutin's two brothers pontoon/ferrying operations to take place II SS Panzer Corps and the slugfest in were also killed in action during across a wide area instead of being Rumania. The spring mud season brought February-. He was focused on just a few key crossing points. The Third Winter campaign to an end, by succeeded by Marshal Georgy K. which time both armies were exhausted— Zhukov (on a temporary basis). The Rumanians or Romanians? Sometime but the Wehrmacht was doomed. of the 1st around the 1970's, English-speakers Ukrainian Front was Nikita shifted from Rumania to Romania. We The Armies Khrushchev, and the commissar of its kept the “u” for a period feel. Throughout the campaign, the Soviets was his protégé Leonid Where is the xxxth division which I managed their armies through four Front Brezhnev, both of whom lead the can see on a specific historical map? It commands. STAVKA operated by after the war.

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The Third Winter

• 2nd Ukrainian Front - The renamed created in The Third Winter area and it had Hube led the “moving pocket” escape Steppe Front. Its commander was a very short history. of his Army during the Battle of the General (July 1943 - May Kamenets-Podolsky pocket, also One of the most critical moments of 1943 1944, who was promoted in February known as “Hube's Pocket.” In April was the decision by Stalin on how to 1944 to Marshal of the Soviet Union). 1944, Hube was summoned to proceed after the capture of Kharkov. Germany to be decorated by Hitler but • 3rd Ukrainian Front - The former Marshal Zhukov wanted to pause and was killed in a plane crash while Southwestern Front. The Front was regroup before launching a thrust to the returning to the front. commanded by General Rodion Dnepr. Stalin wished to attack without Malinovsky, who was subsequently delay in order to prevent the Germans • - Led by General Otto promoted to Marshal, and served as from destroying infrastructure, and also to Wöhler. This Army started the Defense Minister of the Soviet Union deny the Wehrmacht any opportunity to campaign in the vicinity of Kirovograd in the late 1950s and 1960s. catch its breath. The consequence of this and ultimately retreated into Hungary. decision were terrible casualties suffered Wöhler served six years in prison for • 4th Ukrainian Front - Previously by the Red Army, but the bloody frontal war crimes and lived in designated the Southern Front. It was attacks drove the Germans back to and until his death in 1987 at age 92. commanded by Marshal Fedor over the Dnepr. The Germans were Tolbukhin. In early 1944 the Front • - Commanded by forced to juggle inadequate resources in swung south off The Third Winter map Karl-Adolf Hollidt. the face of multiple threats the entire area and focused on the of Recreated after Stalingrad, the 6th campaign. the Crimea. Army fought in the Krivoy-Rog- The major Axis formations in TTW are: Nikopol and ultimately retreated This particular campaign does not back into Rumania. Hollidt was commence with fresh, rested troops. Both • Army Group South - Field Marshal convicted of war crimes and sides have battled all summer and many . Manstein is imprisoned until 1949. He died in 1985, units were significantly reduced. But The considered one of the most able the last surviving Wehrmacht Third Winter story is one of increased German commanders of the war. He Generaloberst. Soviet ability to operate at an ever-higher commanded Army Group South operational tempo while fighting a throughout the campaign until his • 3rd Rumanian Army - General Petre Wehrmacht where the divisional structure dismissal by Hitler in March 1944. His Dumitrescu. This formation was is beginning to break down. Buttar notes: memoir, Verlorene Siege (1955), reconstructed after Stalingrad and “The ability of the Red Army to learn and translated into English as , fought in the campaign north of the improve through the war stands out in was highly critical of Hitler's leadership, Crimea. contrast to the Wehrmacht. Soviet and dealt with only the military aspects • 4th Rumanian Army - Commanded doctrine, training and planning constantly of the war, ignoring its political and by General Ioan Mihail Racovi. This is attempted to learn from previous ethical contexts. Manstein died near the second incarnation of the Army, successes and failures, resulting in a steady in 1973, the last-but-one after its destruction at Stalingrad. They improvement in performance. By surviving Field Marshal. were primarily involved in defensive contrast, official German doctrine barely • - battles along the Rumanian frontier changed, with adaptation to changing (until end of November 1943), during Spring 1944. After Rumania's circumstances owing more to local followed by . After the surrender, this Army reappears in arrangement and the experiences of a war, Raus wrote and co-wrote a Hungarian Rhapsody, fighting for the diminishing number of battle-hardened number of books and publications Soviets. officers and NCOs than to any formalized focusing on analysis of the tank tactics attempt to assess and learn from events. • 1st Hungarian Army - General István used by his forces on the Eastern The only significant German innovations Náday. The Hungarian Army was Front. in terms of unit structure came in the form primarily an occupation force until of the independent Tiger battalions, a • - Eberhard von forced to take up front-line action as number of independent Panther Mackensen (until end of October fighting reached the Carpathian battalions, and the creation of the new 1943), Hans-Valentin Hube thereafter. Mountains. artillery divisions. Whilst the first of these Mackensen's units were the first to • Luftflotte 4 - Commanded by Otto proved their worth on many occasions, reach Kiev during the initial Barbarossa Deßloch. the Panther battalions might arguably battles in 1941 and he found himself have been better used to bringing existing defending the city two years later. Hube The Race to the Dnepr panzer divisions up to strength, and the replaced Mackensen as Soviet forces Following the furnace-like battles at artillery divisions were a disappointment.” closed in on the city and commanded Kursk (which would be in hex B63.32 if Only the 18th Artillery division was the 1st Panzer Army through most of the map extended that far) in July 1943, the rest of The Third Winter campaign. the Soviets unleashed a Summer

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Offensive to recapture the Donets basin. the condition of Army Group South in The Russians, realizing on 2 October that Starting on 3 Aug 1943, it swept over the fall of 1943 was such that the river they had reached a line that the Germans (recaptured 5 Aug 1943) and provided at most a modest degree of meant to hold, broke off the offensive for Kharkov (B60.09, 21 Aug 1943). Erich natural protection and a tenuous a week (1-8 October) while they von Manstein, Army Group South handhold. Buttar observes that “the regrouped and brought up fresh units. commander, had been pushing OKH and German retreat had been conducted with The 4th Ukrainian Front spent much of Hitler for a decision on whether to hold considerable skill in the face of immense October pounding against German units the Donets river line (requiring more adversity and there had been little defending Zaporozhe (D45.15) and troops) or pull back to the Dnepr River. opportunity for the pursuing Soviet forces forced the Axis across the river by 15 Hitler, who Ziemke observes “avoided to trap any significant formations east of October. Simultaneously, its units any decision that was not already the great river, but there was widespread battered their way into Melitopol inevitable,” envisioned an “East Wall” dismay amongst the German troops when (D44.01), where fighting continued until that would follow the line of the Dnepr they crossed to the west bank to find that 23 October. Once the German lines were from Kiev to Zaporozhe and then south few if any positions had been prepared for broken, the 4th Ukrainian advanced to the to Melitopol. (This line was referred to as them.” lower Dnepr by 5 November, isolating the the Panther Line in the area of Army Beyond military considerations, there Crimea (just off-map to the south) and Group Center and the Wotan Line in the were important political and economic leaving the bridgehead at Nikopol area of Army Group South.) But it wasn't reasons for defending the Dnepr River (D35.13) as the only German force east of until 8 September, after a month of line. By holding the Soviets in Ukraine, the river. desperate counterattacks to maintain Hitler hoped to prevent the German allied some semblance of a front line, that he The 2nd Ukrainian Front had several countries, Rumania, Hungary and authorized a withdrawal “in principle” to bridgeheads, but Konev made his main Bulgaria, from leaving the Axis military- this position. effort out of Mishurin Rog political bloc. The control of the area also (approximately hex D33.31) in mid- What followed was a running battle, as the allowed the German leadership to export October towards Kirovograd (D16.28, Axis forces scrambled to get across the food and important strategic raw materials (present day ) and Krivoi Dnepr at the five major crossing points to Germany. In their calculations for Rog (D25.19). Manstein evaluated this as (Kiev, Kanev, Cherkassy, Kremenchug stubborn defense, the Germans attached the most critical threat and brought his and Dnepropetrovsk). They had to particular importance to the retention of mobile divisions (including the 1st SS disengage from the Soviets, traverse an western Ukraine and Crimea with their Panzer and 1st Panzer divisions newly enormous water barrier, and then fan out rich food resources, manganese arrived from the West) into the swirling to protect the river line. Over two-and-a- production centers around Nikopol battle. The situation became much more half months, the Soviet Summer (D35.13), iron ore production centers complicated when Malinovsky's 3rd Offensive pushed Axis troops back 150 around Krivoy Rog (D25.19), , and Ukrainian Front forced its way across the miles. The Third Winter begins on 26 Sept the Black Sea basin with its first-class Dnepr at Verkhnodneprovsk 1943, as the tired armies are arriving at the seaports. (approximately hex D37.28) on 22 Dnepr. The first Soviet bridgehead was Battle for the Dnepr October, capturing Dneprodzerzhinsk established on 22 September at the (D39.26) and Dnepropetrovsk (D44.23) confluence of the Dnepr and Pripyat The Soviets were just as eager to cross the by 26 October. Malinovsky then oriented Rivers (hex B6.32), and they seized a Dnepr and prevent the Germans from his forces southwest intending to outflank second with airborne troops at Kanev digging in and effecting a stalemate. the Axis forces battling the 2nd Ukrainian (B12.12) the night of Sept 24-25. Accounts describe how Russian soldiers Front. But hampered by lack of supplies crossed using anything that would float— The Dnepr, the second largest Russian and muddy ground conditions, both timbers, gasoline drums, wooden doors, river, affords the strongest natural defense Soviet Fronts were fought to a standstill even straw wrapped in ponchos—while line in western Russia, especially when without capturing either Kirovograd or the engineers constructed causeways for defending from the west. The main Krivoi Rog. They went over to the the heavy equipment. These techniques channel varies in width from a third of a defensive to rebuild their depleted units were crude but “conducted on so large a mile to more than a mile, and the ground and restock supply. The Axis forces had scale and with such great persistence that near the river can be swampy over an succeeded because of the fresh mobile it was overwhelmingly effective.” By the extended area. Steep cliffs along the west formations but these had nothing like end of the month, 23 bridgeheads had bank rise nearly 300 feet near Kiev, and adequate replacements. They were been created on the western side (some of the high ground continues along most of afforded little respite as the situation at them very small in game terms). German the lower river. The east bank is flat and Kiev deteriorated shortly afterwards. troops launched heavy counterattacks on treeless, and the bare steppe stretches almost every bridgehead, hoping to Vatutin's 1st Ukrainian Front obtained the away to the horizon. Fortified and annihilate them before heavy equipment largest initial bridgehead near Kanev by adequately manned, the Dnepr line would could be transported across the river. occupying the Bukrin bend (the area near have been almost ideally defensible; but

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The Third Winter

B11.16) at the end of September. The The 4th Panzer Army was in deep trouble. The Dnepr-Carpathian Offensive Axis rushed 24th Panzer Corps to the area However, the situation changed with the As 1944 approached, the Dnepr line “now and sealed off the bridgehead. The Soviets arrival of Hermann Balck's 48th Panzer cracked and crumpled” as Erickson puts crammed the Bukrin bend with six Tank Corps, comprising the 1st SS Panzer it, was still held by the Germans. Both and Mechanized corps and 14 rifle Division Leibstandarte, 1st Panzer Erich von Manstein and Ewald von Kleist divisions, facing off against three panzer Division and 7th Panzer Division. (commander of Army Group A) divisions, two panzer grenadier divisions Manstein launched his counterblow in demanded that their forces be allowed to and two infantry divisions. Difficulty in mid-November. Balck drove his forces pull back to more defensible positions. supplying such a large force and stubborn north to Brusyliv (approximately hex They were overruled by Hitler who Axis defense meant that attacks on 12 A58.25) and then west to retake Zhitomir. ordered his armies to stand where they October and 21 October both went Rybalko sent the 7th Guards Tank Corps were. Despite Hitler's orders, German nowhere after several days of fruitless to counter the German assault. A huge troops retreated, often in direct disregard pounding. Still, this tied down German tank battle ensued, which continued until of orders or after submitting fictitious forces and the Soviet equipment could be the latter part of November, when the reports to justify their actions. Where time replaced. Stalin's (and therefore Vatutin's) autumn mud halted all operations. By 5 and materials permitted, defensive lines attention now turned to the small December, the mud had frozen and 48th were prepared. At this point, the bridgehead at Lyutezh (approximately hex Panzer Corps conducted a wide sweeping combined German-Rumanian-Hungarian B5.26), just north of Kiev (B4.24). attack north of Zhitomir. Catching the forces in Army Group South had a total Red Army by surprise, the German forces At Lyutezh, the Soviets had packed the of 93 divisions (including 18 panzer and 4 sought to encircle the Soviet 60th Army. bridgehead with Rifle divisions and the panzer-grenadier), 2 motorized brigades, Reinforced with the 2nd Parachute 5th Guards Tank Corps. Late in October, 3 heavy panzer battalions of Tiger tanks, Division, the Germans drove eastward, Vatutin redeployed the entire Third Tank 18 StuG Assault Gun Brigades, several putting the Soviets on the defensive. With Army, commanded by Pavel Rybalko, anti-tank battalions, and many artillery, Fastov also being threatened, the 60th from the Bukrin bend north to the construction, engineering and other units. Army withdrew from Korosten. Vatutin Lyutezh area. This was an extraordinary There were approximately 1,000 was forced to ask STAVKA for more achievement over difficult and muddy operational tanks out of some 2,000 in reserves and was allocated the 1st Tank terrain. The Soviet preparations were these Ukraine battles. This amounted to Army and the 18th Army. These new considerable, including the installation of 40% of all German troops and 72% of all units, along with additional Corps from 26 bridges and 87 ferries. Many of the panzer divisions stationed on the Eastern other sectors, were hastily rushed Soviet bridges were built underwater, Front. westward. At its peak in early December making them difficult to detect. The 1st Ukrainian had 66 Rifle divisions, 3 STAVKA planned the main blow over Germans were uncertain whether the cavalry divisions, and 8 Tank/Mech the winter to fall in what the Soviets anticipated Soviet assault had far-reaching corps. Thus, the Red Army stopped the referred to as “Right-bank” Ukraine, objectives from the outset or was merely German advance, went back on the smashing the German lines in a great for the capture of an initial bridgehead to offensive, and retook Brusyliv. Both sides avalanche of men and tanks. All told, at be exploited later. were exhausted by late December, but the the start of the 1st, 2nd, 3rd, They would soon find out. The Soviets 1st Ukrainian was being reinforced and and 4th Ukrainian Fronts had a total of 21 fired an immense artillery barrage and planning for its next activities. combined-arms armies, 3 tank armies and attacked on 3 November, with the 3rd 4 air armies - a total of 169 rifle divisions, Meanwhile, Konev began a new offensive Tank Army exploiting on 4 November, 9 cavalry divisions, 18 tank and with the 2nd Ukrainian on 14 November. compelling the German 7th Corps to mechanized corps, 31,000 guns and Though hampered by mud and Germans, retreat and evacuate Kiev. The Soviets mortars, approximately 2,000 tanks, and Cherkassy (B18.07) fell on 14 December captured Kiev on 6 November. The 1st over 2,300 combat aircraft. The avalanche to an assault across the Dnepr combined Ukrainian Front now exploded out of the fell on the Axis forces in the form of with an advance upstream as the immense bridgehead. By 7 November, Soviet multiple distinct offensive operations. bridgehead expanded. They could not spearheads had already reached the reach Krivoi Rog or Kirovograd and Zhitomir-Berdichev Offensive important railway node at Fastov STAVKA ordered the Front to go (A60.19), 50 kilometers south-west of Vatutin's 1st Ukrainian Front launched its inactive on 20 December. The 4th Kiev. Zhitomir (A48.24) was taken on 12 next operation on December 24 with Ukrainian made multiple assaults on the November and Korosten (A50.34) on 17 attacks against the German 4th Panzer Nikopol bridgehead throughout November. In 10 days, the Soviets had Army, to the west and south-west of Kiev. December without significant ground advanced 150 kilometers and opened up a This blow was struck at the most sensitive gained. huge gap between Army Group Center point for Army Group South - its and Army Group South. northern flank, threatening to cut its main forces off from the rail lines leading to

Germany. Manstein attempted to counter

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The Gamers, Inc. the offensive with a flank attack by the around Korsun-Schevchenkovsky Rovno-Lutsk Offensive Fourth Panzer Army, while (B09.09) from the south. In turn, the Vatutin's forces continued attacking on simultaneously requesting reinforcements Kirovograd Operation, and the the right flank, coming near to the and permission to shorten the line by neighboring Zhitomir-Berdichev important supply centers of Lvov and withdrawing. On December 27, Manstein Offensive, formed a salient around the Tarnopol in the Rovno-Lutsk Offensive, directly asked Hitler for permission to pull few German units still on the Dnepr near which opened a 110-mile gap between back his troops, but once again he was Kanev, creating the conditions for the Army Group South and Army Group ordered to hold. subsequent Korsun-Schevchenkovsky Center. Rovno (present day , Offensive. Vatutin's offensive rolled west, capturing A25.35) and Lutsk (just off the north map key locations as it went: Korosten Korsun-Shevchenkovsky Offensive edge, where hex A17.37 would be) were (A50.34) fell on December 29, and both captured on February 2. 1st Despite a thaw which created very muddy Zhitomir (A48.24) followed on Ukrainian’s offensive had been very conditions that encumbered both armies, December 31. Novograd Volynskiy successful, but the Front was now spread the 2nd Ukrainian Front attacked the (A39.32) and Berdichev (A45.20) were out over 300 miles (50 hexes) and fuel and south of the Korsun bulge on January 24 taken around 6 January. Having advanced ammunition were running low. following the traditional heavy to a depth of 50 to 125 miles, 1st bombardment. They broke through and Nikopol-Krivoi Rog Offensive Ukrainian almost completely cleared the easily repelled a German counterattack. German forces from the Kiev and Having made several unsuccessful Two days later, the 1st Ukrainian Front Zhitomir regions and tore immense holes attempts to capture Nikopol before, the sent in the 6th Guards Tank Army from in the German lines, including one of 35 3rd Ukrainian Front attacked from north the north, which met up with the forces miles near Zhitomir. To close the gaps in of the Dnepr 30 January, and elements of advancing from the south on January 28, their defense and to stop the Soviet the 4th Ukrainian Front to the south of it encircling about 60,000 Germans in 11 offensive in this sector, Manstein joined in a day later. The Soviet troops and 42 Army Corps around Korsun, in a transferred 12 divisions of the 1st Panzer broke through the 6th Army's lines, pocket named “Little Stalingrad” due to Army from the southern Ukraine to this capturing Apostolovo (D28.15) on 5 the ferocity of the fighting. On February 4 area. The reserves turned out to be almost February, splitting the army in half. Manstein dispatched Hans Hube, completely spent, which affected the Nikopol (D35.13) fell on 8 February, but commanding the 1st Panzer Army, further course of operations. To parry the despite heavy losses the troops in the including 47 and 3 Panzer Corps to assist subsequent attacks of the Soviet troops, bridgehead, including the German IV in a relief attempt. 47 Panzer Corps the German command was forced to Army Corps, were able to retreat across attacked from the south-east, while 3 deploy troops from Western Europe, as the Dnepr. The IV Army Corps launched Panzer Corps attacked from the west, but well as from Rumania, Hungary, and an unsuccessful counterattack against both were bogged down by the mud. Yugoslavia. Apostolovo around this time, resulting in Zhukov issued a surrender demand to the a temporary Soviet pause in order to Kirovograd Offensive forces trapped in the pocket on February prepare for the advance against Krivoi 8 but was turned down. After a hard battle Konev's 2nd Ukrainian Front next joined Rog (D25.19) in the northwest portion of of attrition, 3 Panzer Corps was eventually the fray by launching the Kirovograd the salient. Two armies of the 3rd able to reach Lysyanka (in hex B4.06), Offensive on January 5. One of its first Ukrainian Front began the advance close to the trapped forces, and German accomplishments was to block III Panzer towards that city on 17 February and forces in the pocket attempted to break Corps' attempted reinforcement of the captured it on 22 February. Other armies out. Approximately half escaped, albeit Fourth Panzer Army, which was from the front then resumed the advance with heavy losses in abandoning wounded simultaneously being attacked by 1st and captured several bridgeheads over the and equipment. Running out of supplies Ukrainian Front in the Zhitomir- Inhulets river (runs from D27.30 to and harried by airstrikes and advancing Berdichev Offensive. At this point, D17.04), which became the next German ground forces, Wilhelm Stemmermann, Manstein flew to Hitler's headquarters in defensive line. Fighting in the area died commander of the trapped forces, East to ask permission to down, but the Soviet gains paved the way decided to attempt a final break-out on withdraw but was again refused. for subsequent advances during the the night of February 16-17. The Soviets second phase of the Dnepr-Carpathian The Kirovograd offensive pushed the took approximately 15,000 prisoners, and Offensive. Germans back 25-30 miles from the killed at least 10,000 Germans, including Dnepr. The most important result of the Stemmermann. The battle was waged While the offensive appeared to slow operation was the liberation of under incredibly brutal conditions, with down in late February, the Soviets were Kirovograd (D16.28), a major stronghold Russian POWs shot by the Germans preparing for the second phase of the and an important road junction, during the retreat, and Konev admitted to offensive, soon to be launched on an even destabilizing the defense of the 8th allowing his cavalry to massacre troops larger scale. German Army. Capturing Kirovograd attempting surrender with upraised hands. threatened the flanks of German forces

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Uman-Botoşani Offensive the units of the II SS Panzer Corps as and, by April 6, had driven the defenders reinforcements, the first transfer of forces past the Dnestr River and isolated Odessa The campaign was now moving extremely to the Eastern Front at the expense of the (C55.05). The city capitulated on April 10, fast. On March 5 Konev's 2nd Ukrainian Western Front since Hitler's Führer and Soviet troops began entering launched the Uman-Botoşani Offensive, Directive 51. On March 30, Hube's forces Rumania proper. advancing rapidly. On March 10, the 2nd attacked out of the pocket, and, because Ukrainian Front destroyed two Panzer Campaign End Soviet military intelligence was unaware of Corps by capturing them at the fall of the arrival of II Panzer Corps, and The defeat of Army Group South and Uman (A58.01). because he moved west, instead of south Army Group A, and the clearing of the Kamenets-Podolsky pocket (“Hube's Pocket”) as Soviet commanders were expecting, he German forces from Right-bank Ukraine was successful. By April 10, Hube's forces and Crimea had radically changed the This was the biggest and most important had met up with the Fourth Panzer Army. strategic situation. With the Red Army Soviet operation of the Dnepr-Carpathian Despite this small success, Hitler blamed capturing the Lvov-Odessa railway, the Offensive. After the slackening of the his generals for the overall strategic main supply lifeline of Army Group Soviet effort at the end of February, the success of Soviet forces and fired the South, and reaching the Carpathian OKH, the headquarters for the Eastern commanders of Army Group South and Mountains, the front of Army Group Front, believed any further offensive Army Group A (von Manstein and von South was split into two parts - north and effort in that sector unlikely. However, the Kleist, respectively). They were replaced south of the Carpathians. The northern Soviets were secretly preparing an even with and Ferdinand portion was pushed back into Galicia greater offensive, bringing in all six tank Schörner, appointed to command the (Poland), while the southern portion was armies stationed in the Ukraine region. renamed Army Groups North and South pushed back into Rumania. The Soviet deception measures were Ukraine, indicating his intent to recapture successful, and most Germans were The northern portion was renamed Army this territory. surprised when, on March 4, the 1st Group North Ukraine, while the southern Ukrainian Front (now commanded by Polesskoe Offensive portion became Army Group South Marshal Zhukov after Vatutin's death) Ukraine, which was effective from 5 April Meanwhile, in the south, the 3rd launched the Proskurov-Chernovtsy 1944 (although very little of Ukraine Ukrainian Front was advancing on Offensive, with a fierce artillery barrage. remained in German hands). As a result of Odessa (C55.05) and into the Rumanian- Due to the extremely muddy conditions, this split, the connection between these administered Transnistria. After three it was hard for the defending Germans to two new army groups had been broken. days of heavy fighting, his spearheading remain mobile, but the Soviet forces had Now, the southern group of German 8th Guards Army had advanced only 5 adequate supplies of tracked tanks and forces would have to use the long miles (8.0 km), but it had broken the crust trucks, giving them the advantage. roundabout route through the Balkans, of Hollidt's Sixth Army, and quickly with all its supplies being rerouted over Bereznegovatoye-Snigirevka Offensive advanced 25 miles (40 km) towards the Rumanian railroads, which were in Novyy Bug (D16.17), nearly encircling the Malinovsky's 3rd Ukrainian Front joined poor condition. defenders. Despite Hitler's orders by launching the Bereznegovatoye- forbidding retreat, German forces fell The Soviet success during this offensive Snigirevka Offensive the next day, while back to the Bug River (A39.10 to D08.08) paved the way for a series of major Tolbukin's 4th Ukrainian Front was by March 11. The same day, Hollidt offensives in the summer of 1944. First, detached to begin preparations for the managed to break out from his conditions were created to develop Crimean Offensive (during the April-May - primarily because attacks in the Lublin direction on the flank 1944 Crimean Offensive, the German Malinovsky had divided his forces at and rear of Army Group Center, which 17th Army was annihilated and. its 5 Nikolaev (D08.08) - and was able to were accomplished during the Lublin- German and 7 Rumanian divisions were improvise a defensive line on the Bug by Brest Offensive. Secondly, conditions largely destroyed.) These Fronts advanced March 21. However, he had lost Hitler's were created to attack towards Lvov and rapidly, while Konev's 2nd Ukrainian confidence, and was sacked, to be eastern Poland, which was accomplished Front moved to cut off the withdrawal of replaced with Maximilian de Angelis. On during the Lvov-Sandomierz Operation. the First Panzer Army by capturing March 28, pressed hard all over the line, Thirdly, conditions were created to Chertkov (A13.15) on March 23. The German troops began to fall back from develop attacks deeper into Rumania and First Panzer Army, now commanded by the Bug. the Balkans, which were accomplished Hans Hube, was entirely encircled by during the Jassy-Kishinev Operation. March 28. During the encirclement, Eric Odessa Offensive von Manstein flew to Hitler's For the German forces deployed in By March 25, the Prut (A10.06 to C25.01) headquarters and asked him to revoke his Ukraine, the personnel losses were had been breached and the 3rd Ukrainian directive that required all encircled significant. During the campaign, 9 Front was dispatched to secure Odessa. formations to form “fortresses” where infantry and 1 Luftwaffe field divisions On April 2, Chuikov's 8th Guards Army they were. He was successful and received were destroyed, while 7 panzer and and 46th Army attacked through a blizzard

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Nearly all the rest of the divisions were city is now officially spelled , and One in the north being, do they force the heavily damaged as well, suffering at least Ukrainians say “Keev.” Several other Dnepr river north of Kiev, or reinforce 50% losses in personnel, while some were cities have been renamed as well: Lvov is the Bukrin bridgehead seized by left with just remnants of their troops. For now , Kirovograd is now paratroopers? Another, further south is instance, 18 of the 39 divisions belonging Kropyvnytskyi, Dneprodzerzhinsk is now how can they seize bridges, or use to Army Group A were categorized as Kamianske and Dnepropetrovsk has Pontoon units to cross the Dnepr Kampfgruppen, or battle groups, become Dnipo. Moldova (the area successfully? meaning that the divisions were so referred to as at the time of depleted as to actually be the equivalent of World War 2) also declared independence If the German player can hold the Dnepr, little more than reinforced regiments. in 1991. Chisinau (then Kishinev, C38.15) then he receives powerful autumn is the capital of Moldova, which stretches reinforcements with which he can According to German General Kurt von along the west bank of the Dnestr north challenge the Russians during the winter. Tippelskirch, the defeat of the German past Balti (C31.28) almost to Mogilev- However, there will never be enough forces in Right-bank Ukraine was the Podol'skiy (A33.03). The “breakaway” German infantry. The use of “fortress” biggest since Stalingrad: “Since the time part of Moldova called Transnistria breakwaters in the open steppe is critical. when the German armies followed a extends on the east bank of the Dnestr Manstein’s Fire Brigade principle is also thorny path from the Volga and the River from approximately C47.08 to an excellent tactic. Here, if possible, group Caucasus, retreating to the Dnepr, this C42.27. 2-3 panzer divisions with truck points and was their biggest defeat. Even such skilled SPs. generals as Manstein and Kleist could not A representation of the Dnepr River in save the German troops.” game terms today would appear like a For the Russian player, the tactic is press series of linked lakes resembling a string with your rifle divisions. Maintain a solid Hitler's firing of Manstein and Kleist on of sausages. The Dnepr River system of line and use your armor and its 30 March, and his replacing them with dams, created to control periodic replacement rate to wear the Panzers Model and Schörner, illustrated how he flooding, has turned much of the river down. You can gain air superiority where wanted generals who would drive their into reservoirs 1-2 hexes wide. There are you wish, so drive forward. Your RVGK troops to the utmost and extract from major dams at Kiev (B4.24), Kanev mechanized replacement rate is high, so them the last ounce of capacity for (B12.12), Kremenchug (D30.34), above your losses can be replaced. However, do resistance. It was also a tacit admission Dneprodzerzhinsk (D39.26), Zaporozhe ensure you utilize all your Fronts with a that the Wehrmacht had lost its maneuver (D44.15), and at Novaya Kakhovka clear strategy. Without one, the panzers capability and would henceforth be (D25.04). Chernobyl, site of the 1986 may fight you to a standstill. delaying and denying instead of nuclear reactor disaster, is in hex B5.34. conquering. His renaming Army Group The Exclusion Zone extends from South as “ Ukraine” A59.35 to B6.32 and off map to the north. and Army Group A as “Army Group South Ukraine” were empty gestures with Game Play Notes the Soviets tide reaching the Carpathians and the borders of Rumania. Manstein By Chip Saltsman had consistently shown flashes of military Game Play Notes genius that made him indispensable in Soviet Player individual crises. In the aggregate, By Antony Birkett Congratulations, Comrade! You have however, his displays of talented been granted one of the highest honors The late September campaign starts with generalship had only made it harder for available to a Soviet leader: command of the Germans in full retreat after the failed Hitler to avoid the realization that one/several Soviet Fronts as they move to Zitadelle offensive. This OCS game does Germany was not merely passing through rid the Motherland of the Nazi invader! not start with a static front and players will a period of adversity but entering one of But Stalin wants results, and he is need to familiarize themselves closely with hopelessness. impatient with delay. the set up as the front is very fluid. The Map Notes: Some of the physical and first challenge is to successfully extract the Crossing the Dnepr political terrain has changed considerably German army to the west bank of the The Third Winter campaign starts 26 since the winter of 1943/44. With the Dnepr both in its major river area and its September 1943, about a month into what breakup of the Soviet Union, Ukraine Volga-class river area by a series of historians consider the “Battle of the became a separate country in 1991. Much bridges. The river line must be held if Dnepr”. Hitler gave the order for Army of present-day Ukraine is portrayed on victory conditions are to be met and allow

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Group South to retreat to the Dnepr line stealthily preparing hidden crossings. freeze. You must be over in force by on 15 September 1943. At game start, Maskirovka is strongly encouraged. early/mid-January, because you still German formations still occupy Poltava have a long way to go . . . • What does “spread out the Axis” look (B41.06/42.06) and the chaotic air drop at like? They should see 2-3 counters in • Proper RVGK management is a must, Kanev has just taken place (23 Sept). every hex all along the Dnepr. This way particularly cycling Tank Army HQ Soviet formations are closing up on the you can position things beneath the top through the off-map boxes frequently river and have established a few counter (pontoons, step loss markers, so they can bring out independent units bridgeheads. Mech Corps, etc.) Show the Axis a as they are rebuilt. The RVGK is an You face the same options as the Soviets Ferry somewhere and make them excellent strategic redeployment and did historically. Marshal Zhukov and concentrate their forces, then cross maskirovka mechanism. Deputy Chief of Staff A. I. Antonov elsewhere. Behind this line are more Advancing to the Carpathians recommended taking time to regroup the units masking what is stacked Soviet forces, find a weak point or two to underneath. At last! You have broken the Dnepr River exploit, and stage a set-piece crossing line, and your forces are ready to smash • Prepare the battlefield for your followed by a breakout. the Hitlerite Germans. Once again, you crossings/offensives—build airfields Stalin preferred to attempt to cross the need to make more problems for the Axis with overlapping Patrol Zones and river on a wide front without waiting, than they can handle. spread out your Fighters, so the Axis which would give the Germans little time must work hard to knock them down. • Get creative with your Front on/off to prepare, but which would lead to much Your air force has limited reach and cycles, combined with spinning rebuilt higher casualties. cannot wage a deep campaign against Tank/Mech corps out of the RVGK Some considerations as you make your the Luftwaffe, but it can establish a and into the battle. plans: presence over the battle area that the • Remember that while “Regrouping” Axis must fight in order to conduct • Ultimately, you need a rail crossing. Fronts are inactive, that doesn't mean bombing missions. That will wear them There are exactly eight of them: Kiev they are “Inert.” They can move to down over time. Constantly bash the (B5.24), Kanev (B12.12), Cherkassy contact, redeploy units, build hogs, Axis air. Put your AA Divisions on (B17.08), Kremenchug (D28.34 & conduct Fighter Sweeps, etc. your own airfields or points where Axis D30.34), Dnepropetrovsk (D44.23), air is likely to visit (a Level-3 Air Base, • On the offensive, you are running a Zaporozhe (D43.15), and Kherson AA Division and HQ means a net +6 mulching machine. You are NOT the (D14.03). All but two require capturing Flak DRM, generating a step loss on a German army, with its rapier-like speed a major city hex in addition to crossing 5 or better). and narrow penetrations. Think in the Dnepr. The river is “only” a Major metaphors like fighting with a battle River north of hex D31.34, which is • Your bridgeheads will have a target hex axe, grinding out a stump or driving a easier to cross (the Dnepr is three (west of the Dnepr), a ferry/pontoon Zamboni. Your army is suited to kilometers wide at some points—it is hex, and a marshalling/Reserve operate on a broad front and move the third largest river in Europe after creation hex. Work the sequence of west, forcing the Germans to hustle out the Volga and Danube). The Axis play so you can cross on the first turn of positions you don't then need to player will study the map just like you of a double turn (or even the reaction assault. and is sure to create a stout defense of phase of the turn prior). Plan how to each crossing. What is an enterprising use your Artillery Barrage Markers in • One counterintuitive Zamboni tactic is Soviet commander to do? support of the crossing. Once across, to use your mobile formations to hit the build hogs to protect your bridgehead, Axis defensive line while your AR3 and • You start the game with two pack it with troops and work to expand AR4 infantry is in Reserve. Move the bridgeheads in hand: Kanev and B6.32. it. Gang the pontoons together. You infantry forces forward during Exploit Pack these aggressively and use them to have 9 of them, so look for places to set so that they absorb German tie down Axis forces. up several, particularly if they can attack counterattacks. The next turn, your • The problem with the “one big assault” into a single hex. Look for Close terrain mobile formations will be able to enter approach is that the Axis has multiple on the east bank in which to stage your Reserve. You might combine this with mobile formations that would love to forces. Once you have a bridgehead, a short-cycle Front Offense, which confront just one big assault. Far better perhaps you switch that Front to grabs terrain for three turns and attracts to make many problems for the Regrouping Posture and fill it up/Hog Axis mobile formations, but then Germans. Spread out their defense by it up. switches to Regrouping. creating multiple bridgeheads, making • You have to get across the Dnepr, but • You actually have more mobile obvious crossing preparations (that you don't have to RUSH. Set up, wait formations than you can fuel and use. may or may not be intended), and for crummy weather/limited or no But move they must, for you need to be flight, and perhaps for the Dnepr to

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approaching the western map edge • You can win the game. It is sufficient that is their power player, and it is during March/April 1944. to hold your territorial losses to Kiev, difficult to recover (the Soviets average Uman and Vinnitsa. March and April a rebuild of one Artillery step every 15 • When the game breaks open, it is 1944 feature a lot of Mud turns, which turns). tempting to chase and kill German will slow the Soviets in a sea of sludge. units. But units aren't worth VP's (other • We found that the Axis can place HQ's And you get a VP for having a unit on than their presence prevents you from 5 Movement Points from Uman to the the Dnepr north of Dnepropetrovsk capturing VP locations). Keep your east (B7.02) and northeast (A59.12) to on February 1 as well as another for eyes on the Victory Point prizes! throw SP's. This covers a lot of the maintaining a bridgehead near Nikopol. Besides seizing Kiev, Tarnopol, Uman battle area and doesn’t require Rail Cap How long can you maintain a defense Vinnitsa, and Odessa, you will need or Transportation Points for SP that is in these areas? Finally, the Soviets have two more of these geographic placed in Uman. four turns to reduce Poltava, but who objectives: A Mech/Tank Corps in an says you can’t fly in more units or SP? • Make good use of your special HQ entry hex near Lvov, same with the units. Kessel HQs allow surrounded southwest corner of the map or forcing • You only have EIGHT (!) Reserve units to hang on or slip through to a Rumanian surrender (must capture Markers. They are critically important. friendly lines. Army Group South has a Iasi (C25.20/26.20) and exit units into In lieu of having reserves, you can +1 DRM that should be used every Rumania). None of these will be easy to contend with Soviet incursions by turn. reach. When you are clear of the DG'ing their big stacks (west of the Dnepr, at least one Front needs to be river and anything you can spot east of • Protect your own bridgeheads east of driving hard for Lvov, and a second the River), which reduces their oomph. the Dnepr, particularly in City hexes going flat out for Rumania. Reserve Markers are so important that such as Kiev (B5.24) and Zaporozhe you should always hide them under (D44.15), particularly in hogs. It is very German Player other units. challenging to take one of these hexes Having pounded our forces into pulp at if it can be constantly replenished. • If possible, station strategic reserves on Kursk, the Soviets unleashed a Kremenchug (D30.34) looks attractive detrainable hexes, so they can be counteroffensive aimed at reclaiming but can be ZOC-blocked by Soviet redeployed by rail if needed. Strive to Ukraine. Each year, their strength grows units on either side. have 2 Panzer Divisions positioned this while our forces lose irreplaceable units way at all times-they are your • Build your own set of Air Bases, so you and men. We must use the line of the deep/deployable emergency reserves. have two Patrol Zones over every Dnepr as a shield and destroy any forces section of the Front. Build them to that manage to cross! • If you see a bridgehead attempt Level 2, so that they can still refit two forming which will cross into Open Welcome to the hardest task in the OCS, units in the Mud. Bombers can be Terrain on the west bank of the river, conduct of an active defense. You have stationed near Uman and Odessa and consider the “Baer 1-step back most of Germany's mobile formations at reach the entire map. You can also have defense”: your disposal, but you will be hard pressed close-in Air Bases with Stukas that have in what will seem like the arcade game  Back off a hex. proximity and the right-shift that Whack-A-Mole. Here is some guidance: comes with it.  Let the Soviets come over and • First off, read the notes for the Soviet THEN react with overruns. • It is entirely possible to burn out the player. We will wait as you do this . . . Axis mobile formations battling Soviet  Crush the units that cross. incursions head on. You cannot win an • Now consider how to confound your  Create such a killing zone requires attritional battle and your Soviet opponent. You will need mobile that you have the Initiative and is opponent would love to fight one. Is formations available to deal with their more difficult in the October mud. there some way to sidestep their incursions. Swap out Panzer advance and strike its flanks? If you formations in the line with infantry as  On the other hand, some play the first month or two at soon as possible. You can't pull every bridgeheads don’t seem to lead to “convention tempo” the last half of the multi-unit formation off the front line, anything, such as ones into Swamp game will get even more difficult. but you must position some mobile terrain, and can just be screened. Slashing panzer battles are fun, but the divisions as fire brigades. Yet you don't • Don't be afraid to build hogs on Open constant wear on your forces may cause want to lose infantry steps (you usually terrain hexes on the west bank of the your front to become lace-thin by get a Pax each turn, and two are needed . Artillery is important and February 1944. We have seen Soviet to replace an infantry step). The Dnepr should be spread out, even if it can't be players whose campaign plan was to Rail bridges the Soviets require must be in Reserve Mode. eliminate Axis infantry steps to the Hogged and well-defended. point that manning a defensive line • Killing Soviet infantry is good. became impossible. Mech/Tank is better. Best is artillery—

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The Third Winter

• At some point, your panzer and air Marchand, Jean-Luc (2010): Order of Battle Fey, Will (1996): Armor Battles of the Waffen forces will have been worn down by Soviet Army World War 2, Volumes 13-16 SS, 1943-1945, Winnipeg, Manitoba, J.J. constant use, and the Soviet crossing (unit attachment by month), West Fedorowicz Publications areas start to break out. Your biggest Chester, Ohio, Nafziger Collection Harrison, Richard W. (2018) The Battle of decision will be to designate a “go Nafziger, George F. (2000) The German the Dnepr, West Midlands, United time” to run from the river. If the Order of Battle (3 volumes), London, UK, Kingdom, Helion & Co. Dnepr freezes, it's probably time. Then Greenhill Books/Lionel Leventhal you will be utilizing the terrain and Haupt, Werner (1998): Army Group South: Minor/Major River lines as you Nafziger, George F.: Romanian Order of The Wehrmacht in Russia 1941-1945, Atglen, backpedal. You won't ever have as Battle World War II, Bainbridge Island, Pennsylvania, Schiffer Publishing, Ltd. strong a defensive position again, so Washington, Barbarossa Books Manstein, Erich von (1958): Lost Victories, time this very carefully. Nevenkin, Kamen (2008): Fire Brigades, Chicago, Illinois, Henry Regnery Co. The Panzer Divisions 1943-1945, Winnipeg, Nash, Douglas E. (2002): Hell’s Gate: The Canada, J J Fedorowicz Publishing Battle of the Cherkassy Pocket, January- Niehorster, Leo W.G. & Cole, Lowry February 1944, Stamford, Connecticut, Bibliography (various): German Army 1933-1945, An RZM Imports. Order of Battle, multiple volumes, Milton Nebolsin, Igor (2015): Stalin’s Favorite. Keynes, UK: Military Press Primary Sources Volume 1: January 1943-June 1944: The Sharp, Charles C. (1995): Soviet Order of Combat History of the 2nd Guards Tank Army Bergstrom, Christer (2005): Jagdwaffe Battle in World War 2, Volumes 2-12 (unit from Kursk to , West Midlands, United (multiple volumes), Englewood Cliffs, histories), West Chester, Ohio, Nafziger Kingdom, Helion & Co. New Jersey, Classic Publications Collection Reynolds, Michael (1999): Men of Steel: I SS Boevoi sostav Sovetskoi armii (“Combat Tessin, Georg (1967): German Order of Panzer Corps: The and Eastern composition of the Soviet army”), Official Battle (Verbände und Truppen der deutschen Front, 1944-45, Cambridge, Second World War Soviet Army order of Wehrmacht und Waffen-SS im Zweiten Massachusetts, Da Capo Press battle published in five parts, Moscow, Weltkrieg, 1939 – 1945), Frankfurt am Reynolds, Michael (2008): Sons of the Reich: Russia, Voroshilov Academy of the Main, Germany, Mittler General Staff and Voenizdat, 1963-1990. The History of II SS Panzer Corps, Too numerous to list Unit histories and Philadelphia, Pennsylvania, Casemate Frieser, Karl-Heinz (2017): Germany and back up books/sources etc. Publishers the Second World War, Volume VIII, The Eastern Front 1943-44, Oxford, United Vuksic, Velimir (2005): SS Armour on the Kingdom, Oxford Press General Reading Eastern Front, 1943-1945, Winnipeg, Manitoba, J.J. Fedorowicz Publications Hardesty, Von (1982): Red Phoenix: The Buttar, Prit (2019): Retribution, The Soviet Rise of Soviet Air Power 1941-1945, Reconquest of Central Ukraine, 1943, Oxford, Ziemke, Earl F. (1968) Moscow to Berlin: The Hopkins, Minnesota, Olympic Marketing Osprey Publishing (Buttar’s sequel: The German Defeat in the East, New York, New Corp. Reckoning: The Defeat of Army Group South, York, Military Heritage Press 1944, was published in November 2020, Hinze, Rolfe (2009 English translation): too late to be used as a game reference but Crucible of Combat, German defensive battles in is another readable and well-done effort). the Ukraine 1943-44, West Midlands, United Kingdom, Helion & Co. Carell, Paul (1994): : The Random Event Table Russian-German War 1943-1944, Atglen, Jentz, Thomas L. (1996): Panzertruppen: Pennsylvania, Schiffer Publishing, Ltd. Use the Random Event Table each turn, The Complete Guide to the Creation & Combat (Carell writes very well with many just after the Weather Determination Employment of Germany's Tank Force, Atglen, anecdotes, but understand that he is a Segment and before the Initiative roll. Pennsylvania, Schiffer Publishing, Ltd. former Nazi propaganda leader with a Roll Twice. First roll (1 die): Lage Ost situational maps Sept 43- Apr very “noble German effort” point of 44. Available via Axis Forum at view!) • 1-4 - Common Event https://forum.axishistory.com/ Erickson, John (1983) The Road to Berlin: • 5 - Rare Event Madeja, W. Victory (1987): The Russo- Stalin’s War with Germany, New Haven, • 6 - No Event German War, 2 Volumes Summer 1943-Spring Connecticut, Press 1944, Game Book Marketing Co. Second Roll (2 dice, use a colored die as the tens digit and a white die as the ones digit. For instance, a red '6' and a white '5'

Multi-Man Publishing, LLC. 403 Headquarters Drive, Suite 7, Millersville MD 21108 © 2021 Multi-Man Publishing, LLC., all rights Reserved. Page 27 The Gamers, Inc. would be read as a roll of '65'.) Locate the 22 Partisan Offensive! The Soviet player and removes that many Reserve markers appropriate random event. Most are self- gets to immediately place three from play (take units out of Reserve if explanatory. Some events have weather or Trainbusting markers anywhere in necessary, to satisfy the result). Reserve time considerations, situational Ukraine (outside Rumania), and the Axis markers are unavailable during the next preconditions, or are one-time only. player must remove 2 SP from the map. game turn and return to play in the Soviet Sometimes there will be an event In addition, during this turn the Soviet Reinforcement Phase the turn after that. substituted (per the italicized player can add a +1 DRM to any two 35 Extra Lend-Lease. The Soviet player instructions); sometimes no event at all. If Combat die rolls (not Surprise rolls), receives a B-25 counter. This event may two random events are somehow in which must be announced before any dice happen twice during the conflict, the lower numbered event takes are thrown). game. If rolled a third or precedence. 23 Luftwaffe Reserves Released. The subsequent time, treat it Axis player immediately places 1x as “no event.” Fw.190A at any Air Base, Active. This unit Common Events: 36 Surprise! Roll a die. An odd result may only be received once. If it has gives the “Surprise” result to the Soviets, 11 Luftwaffe Reserves. The Axis player already occurred, change this event to the an even result to the Axis player. The next receives two “Air” replacements this turn, Axis player receives 1 additional Air Repl ground combat by your opponent that in addition to what is received via the during their Repl Phase this turn. Replacement Table. results in “Attacker Surprise” is switched 24-25 Soviet Patrol Boat Raids. Place 2 to “Defender Surprise” keeping the same 12-13 Dispute. Soviet commanders argue Trainbusting markers on any hex adjacent odds column shift. This effect is available over the future strategic direction. No to the Dnepr River at or downriver of only this turn. Front HQ can be changed to Offensive Dnepropetrovsk (D43.24 or D43.25 are 41-42 Re-Roll Counter. Roll a die. Odd Posture this turn or next turn. Current the furthest upriver these may be placed). result gives the “Re-Roll” counter to the status is unaffected. Front HQs can If all these Dnepr hexes are in Soviet Soviet player, even result to the Axis switch to Regrouping Posture normally. control, then the Trainbusting markers player. The Re-Roll This event may only happen once. If it has may be placed adjacent to the Estuary counter may be used at already occurred, treat as “no event.” hexes between Nikolaev and Odessa (the any time by the estuaries beginning at D7.05, D2.05, 14 Hungarian Puppet Government. possessing player to re- C60.05, and the two beginning at C56.05). The Hungarians are released from their roll any ONE dice roll geography limits (2.5c) and may move 26 Extra Lend-Lease. The Soviet player (Supply, Reinforcement, Flak, Air freely. Pre-condition: Must be 1944. If it is receives two “Air” replacements this turn, Combat, Barrage, Surprise or Combat still 1943, or if the event has already in addition to what is received via the roll). It may not be used to re-roll occurred, treat as “no event.” Replacement Table. Initiative. Once used, however, it is immediately given to your opponent who 15 Increased Tempo. The Soviet player 31-32 Stalin Impatience. One Front on may then use it at their discretion. The Re- may switch any one Regrouping Front Offensive Posture must conduct three Roll counter can be held onto as long as a HQ to Offensive Posture for this one turn ground combat attacks (using the Combat player wishes. It may be passed back and only. This can be done even if two Front Table) which expend not less than 6 SP forth any number of times throughout the HQs, the normal maximum, are already in (total for all three) during this turn. remainder of the game. This event only Offensive Posture. In addition, 5 SPs are Penalty for not making the attacks: happens once. received in the hex with the Front HQ During Clean-Up, the Soviet player rolls Marker. The Front returns to Regrouping one die and removes that many Reserve 43 Lend-Lease Interruption. The Posture during the next Soviet markers from play (take units out of Soviet player receives 2 fewer SP from Reinforcement Phase. This one turn does Reserve if necessary, to satisfy the result). their supply roll this turn, and one fewer not count for the 3.3e Change Limits These Reserve markers are unavailable Eq from the Replacement roll (if there are (minimum three turns in Regrouping during the next game turn and return to more than one, Soviet player choice). Posture before the Front can switch to play in the Soviet Reinforcement Phase 44-45 Extra Fuel. Roll a die. An odd Offensive Posture). the turn after that. result gives the “Extra Fuel” result to the 16 Inertia. The First Player from last turn 33-34 Hitler Demands Action. The Soviets, even result to the Axis player. automatically wins the initiative on this Axis player must conduct a ground Two multi-step formations may be fueled turn (as if they won the initiative die roll). combat attack against a named location this turn at no SP cost. (city or village) or a hex containing a 21 Initiative. The First Player for this turn 46 Weird Things Happen in War. Each Hedgehog marker during this turn. An will automatically win the initiative on player chooses three of their opponent's attack of any size will fulfill this event. next turn (as if they won next turn's multi-unit formations, the Soviet player Penalty for not making the attack: During initiative die roll). designating numbers 1-3 and the Axis Clean-Up, the Axis player rolls one die numbers 4-6. Roll a die to determine

Multi-Man Publishing, LLC. 403 Headquarters Drive, Suite 7, Millersville MD 21108 Page 28 © 2021 Multi-Man Publishing, LLC. all rights Reserved. The Third Winter which one of the six has ALL its units 63-64 High Initiative. The Axis Player 24-25 OKW Reinforces Ukraine. immediately DGed. Players get no special may have one additional Kampfgruppe German reserves arrive: 2x AR4 Eq and fog of war information before making operate during the Reaction Phase of this 2x AR5 Eq in addition to those received their choices. turn (add one to the die roll result after from their Replacement Roll. halving and rounding down). 51 Partisan Attack. The Soviet Player 26 Crisis Off-Map. Hitler heeds the chooses any one Air Base that is in the 65-66 Low Initiative. No Axis warnings over Army Group Center's Ukraine (outside Rumania). All aircraft at Kampfgruppen may operate during the panzer reserves. During the the Air base must go Inactive and may not Reaction Phase of this turn (unless using Reinforcement Phase, the Axis must Refit during this turn. a Reserve Marker). remove one panzer and one PG division. The selected divisions must have at least 8 52 Partisan Attack. The Axis Rail Cap is Combat Units (between them) on the reduced by 2 this turn only. Rare Events: map. They return as reinforcements three 53 Anti-Partisan Operations. The Axis 11-12 RVGK Reinforces Ukraine. The turns from now, but with two fewer player must remove three steps of units to Soviet player receives an additional 10 SP Combat Units (select two randomly which counter partisan activities. The steps must in the hex of any Front HQ in Offensive will be placed in the Dead Pile upon be Attack-Capable and cannot be Police Posture. Precondition: A Front HQ must return.) Pre-condition: This is a one-time or Security units. Roll one die for each be in Offensive Posture. If not, treat as event. If it has already happened, treat as step to determine how many turns in the “no event.” “no event.” future the units return (treat each as a 31-32 Ploesti Raids Ineffective. The successful Breakout). A Partisan Random 13-14 Crimean Troops. Germany Axis receives 5 SP in Lvov immediately. Event (#22, 51 & 52) rolled during turns accelerates the evacuation of the Crimea. when any of these units will be off map Receive 5x German Pax and 3x Ally Pax 33-34 STAVKA Prioritizes Air. Soviet becomes “No Event.” Creating (as long as Rumania is still an Axis Ally) in air strength is boosted. Immediately Breakdown units to comply with this addition to those received from the rebuild up to five air units to full strength event is permitted. Replacement Table. from the Dead Pile. 54 Plentiful Ammo. Up to six Axis 15 OKH Reinforces Ukraine. German 35-36 Rumania Adopts National artillery barrages conducted during this reserves arrive: 8x Pax and 1x Air step in Defense Footing. Rumanian units are turn have their artillery barrage costs addition to those received from the released from their geography limits (2.5a) reduced by 2T per barrage. Replacement Table. Also, if not yet in and may move freely. Also, the Axis player play, 1st Mountain Division arrives by rail may immediately place nine Level-1 55-56 Hero. The player (no Rail Cap cost). Pre-condition: This is Hedgehogs along the western bank of the that wins the initiative roll a one-time event. If it has already Dnestr River (adjacent to the river from gets a “+1 AR” counter. happened, treat as “no event.” A10.10 to C50.04 inclusive). Pre- This must be placed condition: This is a one-time event. If it immediately on any unit, 16-21 Rumanian Sudden Surrender. All has already happened, treat as “no event.” raising that unit's AR Rumanian air units are removed value by 1 for this turn. immediately. Rumanian ground units are 41-42 Hitler Directive #53. All available Remove the counter removed at the end of the game turn— fortress units and up to five alert units (if during the Clean Up they cannot move, attack, or barrage this available) are immediately deployed in Phase of the Second Player Turn. turn, but can defend normally if attacked. minor or major cities controlled by the Pre-condition: Must be 1944. If it is still Axis. Pre-condition: Must be 1944. If it is 61 Axis Fortification Effort. The Axis 1943, or if Rumania has already still 1943, or if the event has already player receives 5 Hedgehog markers in surrendered, treat as “no event.” The occurred, treat as “no event.” (Note: This addition to any received via the Soviet player receives 2 VP for a directive was actually issued 8 March Replacement Table. They are placed in the Rumanian surrender. 1944.) same manner. 22-23 No Retreat! Hitler insists Kiev be 43-44 Civilian Panic. Due to refugees 62 Soviet Logistics Problems. Move held at all costs to prevent further clogging the streets, Axis ground units any one Artillery Barrage Marker Ukrainian revolts. Immediately place 3 SP must stop moving if they enter a minor or backwards two turns so it will be available and two fortress units (if available) in the major city hex this turn (whether traveling that much later. If any Barrage Markers city. Kiev also becomes a fortress city by Rail or ground movement). Limited to are currently “Ready,” select one at (2.4a) if it isn't already. Pre-condition: At city hexes within 20 hexes of a Soviet random to move backwards two turns. If least one hex of Kiev must be Axis- Combat unit. no Barrage Marker is “Ready,” select the controlled. If not, the Axis player selects one that is closest. If more than one is the Axis-controlled city with the closest 45-46 Scorched Earth. The Axis player equally closes to being “Ready,” select one Soviet Attack-Capable combat unit to immediately places three Axis at random. become a Fortress. Trainbusting markers within four hexes of

Multi-Man Publishing, LLC. 403 Headquarters Drive, Suite 7, Millersville MD 21108 © 2021 Multi-Man Publishing, LLC., all rights Reserved. Page 29 The Gamers, Inc. any Axis Combat Unit. They are removed for this turn only. Randomly select if more 65-66 Dismissal by Hitler. A during the Soviet Player’s Clean Up Phase. than one Front is in Offensive Posture. It German Army Commander has been returns to Offensive next turn, but the dismissed by Hitler. The Axis player rolls 51-52 Extra Lend-Lease. The Soviet missed turn counts against its total of 9 one die and removes that many Reserve player receives one AR4 and one AR5 Eq before going Regrouping. markers from play (take units out of replacements this turn, in addition to what Reserve if necessary, to satisfy the result). is received via the Replacement Table. 61-62 Front Offensive Success. The markers return to play in the Axis Randomly select a Front currently on 53-54 Rumanian Rail Collapse. All Reinforcement Phase of the next turn. Offensive Posture. It may stay on Offense Rumanian rail lines (that enter even one two additional turns (up to 11) before hex of Rumania) are treated as if they have being required to switch to Regrouping a permanent Trainbusting Marker for the Posture. remainder of the game. Pre-condition: Must be 1944. If it is still 1943, or if the 63-64 Front Offensive Curtailed. event has already happened, treat as “no The Axis player chooses a Front currently event.” on Offensive Posture. It may stay on Offense two fewer turns (up to 7) before 55-56 Front Commander Killed. One being required to switch to Regrouping Front on Offensive Posture must Posture. If it has already been on Offense immediately go on Regrouping Posture for 7 turns, the change is immediate.

Soviet RVGK Example of Play 1 - Situation The illustration shows the RVGK boxes at the start of the Soviet Player Turn. The Soviet player is delighted by a Repl Roll of “11” resulting in 3 Pax, 2 AR4 Eq, 1 AR5 Eq, 2 Air and 1 Special. The subsequent roll for the “Special” is a “6” for an Assault unit. Notes • Units may not be transferred between the RVGK 1 boxes and the RVGK 2 boxes.

• The 5th Shock Army HQ is a 12-0, similar to a Tank Army HQ, but cannot be used to deploy independent units. • The RVGK boxes are hidden from the Axis player. Use this for any “Maskirovka” desired. There is no prohibition against putting units with no losses into the RVGK box as a strategic redeployment tactic, but they cannot exit and enter the map on the same turn. • During playtesting, we found that a team of Soviet players was well advised to designate just one to manage the RVGK activity.

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Soviet RVGK Example of Play 3 - Movement Phase • Exiting the RVGK boxes is done at the start of the Movement phase (before other on-map units move). • There are 8 Tank/Mech Corps in the RVGK: 5th Gd Tank and 3rd Tank in the “Ready” box of RVGK 1; 16 Tank, 29 Tank and 5th Gds Mech in the “Ready” box of RVGK 2; 18 Tank in the “Rebuilding” box of RVGK 1; and 5th Mech in the “Rebuilding” box of RVGK 2. The minimum for Tank/Mech Corps is 6, so the Soviet player deploys the 5th Gd Tank Corps within 5 hexes of the RVGK 1 marker and the 16th Tank Corps to within 5 hexes of the RVGK 2 marker. • The 5th Tank Army HQ can be deployed along with up to 5 RE of independent units, so the Soviet player places the HQ and the 53 Gd Tank Bn, 58 Gd Tank Bn, 1 Gd MC Rgt, 1889 SU Bn, 33 Arty Bde and 14 Assault Eng Bde (total 4.5 RE) within 5 hexes of the RVGK 2 marker. They do not need to be placed in the same hex. • There are 6 Infantry Divisions in Soviet RVGK Example of Play 2 - Reinforcement Phase the RVGK: 38th Inf Div in the “Ready” • Entering the RVGK is done during the Reinforcement Phase. The Soviet box of RVGK 1; 14th Gd and 31st Inf player pulls the battered 18th Tank Corps and 4th Gd Abn Div off the map Div in the “Ready” box of RVGK 2; 4th and into the “Rebuilding” box of RVGK 1. He is allowed to see his Repl roll Gd Abn and 163 Inf Div in the before deciding whether to bring units into the RVGK, and to rebuild them “Rebuilding” box of RVGK 1; and 69th in the same phase. Units may not enter and exit the RVGK on the same Gd Inf Div in the “Rebuilding” box turn. of RVGK 2. The minimum number of Inf Div is 3, so the Soviet player • Two Pax are used to bring the 14th Gd Inf Div to full strength, and it is deploys the 14th Gd and 31st Inf Div moved up to the “Ready” area of RVGK 2. within 5 hexes of the RVGK 2 marker. • The Soviet player wants to get the 5th Gd Tank Corps back into action, so Four remain in the RVGK, one above uses the three Eq to finish rebuilding it (1 Eq each for the 22 Gd Tank Bde, the minimum. Units are not 1462 SU Bn and 454 Mort Rgt). Two of the Eq are rebuilding units of lower required to be deployed—they can AR. Most artillery/mortar/rocket units require a specific “Special” result for remain in the “Ready” box for as long as rebuild, but the ones associated with a multi-unit formation can also use Eq. desired. The entire Tank Corps moves up to the “Ready” area of RVGK 1. • The 1st Gd Cav Corps, 3rd Gd Katy Div • The “Special” is used to rebuild the 14 Assault Eng Bde. Coming straight and 16b Arty Div, plus the 2nd Tank from the Dead Pile, it can go to either RVGK box, and the Soviet player Army HQ all meet the minimum places it with a set of units he plans to deploy with the 5th Tank Army. requirement for those units. Even though being “Ready” none can be • The two Air Repl bring reduced on-map air units up to full-strength. deployed without falling below the • The Soviet player could rebuild the 139 UR Bde (at a cost of 1 Pax), minimum. but chooses to save the third Pax, which he records on the off-map • The just-deployed units requiring fuel display. are all fueled for this Movement phase only.

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Front Command Radius hex. Only HQ units can do this (though Command Radius before the Axis the detrainable hex created by the counterattack. Now this is blocked by Example of Play Front HQ functions normally). the enemy units and terrain impassible to Truck MA movement, even though

The Soviet player has created a large it is nine hexes away. Note that the 4th bridgehead across the Dnepr at Count from the Front HQ to each Gd Army HQ and units near it can still Dnepropetrovsk. An Axis counterattack Assigned HQ to determine if it can be be thrown Trace from the split the Soviet forces into several groups. reached in 10 hexes. HQ. Whether an HQ is within its It is the Soviet Movement Phase. All HQs Front’s Command Radius can change • 12th Army HQ (D43.24) – It is five on the map are Assigned to the 3rd due to enemy action! Ukrainian Front. The Weather condition hexes away from the Front HQ, so is is Dry. within the Command Radius. • 53rd Army HQ (D37.29) – 10 hexes Notes: away from the Front HQ, so is within Applicable Front Command the Command Radius. The Command • When the ground conditions are Radius Rules Radius is unaffected by the Minor River “Freeze,” it allows Front Command and gains no benefit from the Road. Range to extend into Swamps and (From 3.3a) Each Front has a “Command across Major Rivers. Radius” which: • 27th Army HQ (D36.30) – It is 11 hexes away from the Front HQ, so is • This isn’t Draw/Throw, so “adjacent is • Extends 10 hexes in all directions. NOT within the Command Radius. good enough” doesn’t apply. • Does not extend into hexes with enemy “Adjacent is good enough” does not • The sole benefit of being within the combat units, un-negated EZOC or apply to Command Radius, as this is Front’s Command Range is that the hexes which a Truck MA unit could not not Supply Draw/Throw mechanics. HQ can Draw SP and Trace from the enter during current weather • 2nd Gd Tank Army HQ (D38.26) – Front HQ hex. There is no penalty for conditions. Note that this Command Nine hexes from the Front HQ along being outside the Command Range, Radius functions differently than a the road, but the Command Radius is and HQs in this situation function “Throw Range.” The intent is that a blocked by the EZOC in D40.26 and normally Command Radius extends 10 hexes in D41.26. If the Soviet player places units all directions until it encounters the in those hexes, negating the EZOC, front line or impassible terrain. then the HQ would be within the • Allows an Army HQ Assigned (see Command Radius. 3.3b) to a Front and within the • 4th Gd Army HQ (D44.20) – This Command Radius of its Front HQ to HQ had been within the Front Draw SP and Trace from the Front HQ

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The Third Winter

Pontoon Example of Play 1 looking SU units. Though a few hexes units only and only when the River is not away from a bridge, the Hills are “Close” Ice. Once the “Race to the Dnepr” has terrain which will help protect the • Put a Ferry marker on top of the stack reached the river line the real test begins: crossing from likely Axis counterattacks. (no hiding it!). how, where and when to cross. This Soviet forces moved into this lightly example will focus on the “how”. defended area last turn and are now going • A Pontoon unit cannot move until its “Where” is dependent on assembling the first for a double turn. This illustration Ferry marker is removed (per “B” accompanying units with a Pontoon unit shows units at the start of the Soviet above). This also means a Pontoon unit to enable the “when”. Movement Phase. cannot use its own Ferry to cross. • Up to 3 RE per phase can use the Ferry to cross to each adjacent hex in any The Soviets have 9 Pontoon units which Applicable Pontoon Rules can be used to repair bridges once both given Phase. have been captured. More importantly (From TTW 1.5a) Pontoon units are Pontoons can place Ferry Markers to particularly valuable when dealing with enable crossing the Volga Class Dnepr the formidable Dnepr River barrier. 1.4c Combat Across Volga-Class. It is River and capturing the “other” end of the During each turn that an Engineer- imperative to understand that in OCS an bridge. Getting across the Dnepr is a Capable (OCS 13.8a) Pontoon unit attack can be made only where movement strategy unto itself. Preplanning where to spends the entire Movement Phase in a is possible (OCS 9.1f), as per the Terrain cross is essential to ensure the hex adjacent to a Volga-Class River, it can: Effects Chart. This means attacks across accompanying units are available to cross the Volga-Class Dnepr River are limited Deploy a Ferry marker (1.5a) in that hex. once the Soviet is required to reveal where to certain hexsides and units. There is no Supply cost. The ferry is the Ferry Markers are located. Maskirovka immediately available to Leg MA units • A Blown Bridge, Ferry or Kherson Rail is needed to keep the Pontoon units (per TEC). Ferry (see 1.4a, 1.5a or 1.4d): only Leg hidden from the German player’s view MA units may attack across. until they are flipped to their deployed side per the following examples of play. • No more than 3 RE can ever advance 1.5a Ferry Markers. A Ferry marker after combat across a Volga-Class creates a limited crossing across every hexside in any Phase. adjacent Volga-Class River hexside. Per The Soviet player has selected a the Terrain Effects Chart, a Ferry is Note: Combat across a Ferry is [1/4] for bridgehead area across the Volga-Class functionally the same as a blown bridge: Leg MA units only. River section of the Dnepr between usable for movement/combat by Leg Kremenchug and Dneprodzerzhinsk. The Pontoons are hiding under innocent-

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Pontoon Example of Play 2 – be multiple crossing efforts to dilute the Axis response. Movement Phase This example focuses on Ferry mechanics, The two Pontoon units flip to their but there are plenty of other Soviet • Once across, build Hogs to protect Combat Mode side, making them activities needed to support a crossing: your bridgehead, pack it with troops and work to expand it. Gang the Engineer Capable (OCS 13.8a). They both • Your bridgeheads will have a target hex pontoons together. You have 9 of deploy Ferry markers on top of their (west of the Dnepr), a Ferry/pontoon them, so look for places to set up stacks. hex, and a marshalling/Reserve several, particularly if they can attack creation hex. Work the sequence of into a single hex. Look for Close terrain play so you can cross on the first turn on the east bank in which to stage your Three RE can cross to each adjacent hex of a double turn (or even the reaction forces. Once you have a bridgehead, across the Volga-Class River. The 66th phase of the turn prior). Gd Inf Div moves from 34.31 to 33.31 perhaps you switch that Front to and the 1st Gd Abn Div crosses from • Your opponent will likely have mobile Regrouping Posture and fill it up/Hog 35.30 to 34.29. The Terrain cost is “All” formations ready to pounce on any it up while establishing another so they can go no further. The other hexes crossings. Spread out the Axis defense crossing area elsewhere. by creating multiple bridgeheads in- across the Dnepr adjacent to the Ferries • Anticipate your opponent’s moves. being, making obvious crossing contain Axis units, so no additional They will bring their best Panzer forces preparations (that may or may not be crossing is possible. and try to attack your units in Open intended), and stealthily preparing Terrain. Until you have a bridge, only hidden crossings. Maskirovka is your Leg MA units will be able to cross. strongly encouraged—the Axis player The Soviet player assembles his Reserve Prepare to frustrate their reaction with should see 2-3 counters in every hex all units. Six RE of units enter Reserve and AT units, Trainbusting, defensive along the Dnepr so your planned move into 34.31. The 7th Gd Abn Div artillery, air units and high-AR crossing areas are not obvious. enters reserve and moves into 35.30, Breakdown counters in each hex. along with the loaded Wagons (which • Not shown are other Soviet activities to cannot enter Reserve). Another division support the crossing: building Air goes into Reserve in 34.32. The two SU Bases to provide Patrol Zones over the Battalions move out of the Pontoon hexes bridgehead, preparing an Artillery (they can’t use the Ferry with their Track Barrage marker, positioning artillery in MA). Each Ferry hex is now stacked to its reserve to DG Axis counterattacks and limit of 10 RE. The weather is Limited moving up additional units which can Flight, so these stacks are spared the cross in upcoming turns. There should attention of the Luftwaffe.

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The Third Winter

The 3 Wagon points remain in place. They will be available to cross in the next Soviet Movement Phase to better supply the advance. They cross just like other Leg units, whether loaded or unloaded. 1 Wagon Point is equivalent to 1 RE. Had the Soviet player positioned a unit in Reserve in this hex, it would be able to cross in the Soviet Reaction Phase during the upcoming Axis player turn.

A total of 19 steps of Soviet Pontoon Example of Play 3 – Pontoon Example of Play 4 – units have crossed the Dnepr, along with Combat Phase Exploit Phase 3 SP. This will be challenging for the Axis player to dislodge. However, they must The Soviet player makes two attacks: The Soviet player has three Reserve stacks advance several hexes to help capture a and releases all of them to move. 34.30 – The German Brkdwn unit is bridge. Not shown are the next set of attacked at 6:1 by 66th Gd Inf Div and The 62nd Gd Inf Div moves across the Soviet units which should be adjacent to two units coming across the Ferry (the Ferry to 34.30. the Ferries and able to enter Reserve and 58th Inf Div and 14th Assault Eng, both move into the Ferry locations during the The 359th Inf Div and 28th AT Bde move of which are quartered). The Assault Eng next Soviet player turn. across the Ferry to 33.31. Six RE have can provide its 4 AR as the lead unit, since now used this Ferry, 3 RE across each of it is attacking over a river. There is no two hexsides. The Soviet player has surprise and the Combat roll of “7” Note that the “Up to 3 RE per phase can use the brought the AT unit to provide AT effects becomes an 8 for an Ao1/DL1o1. The Ferry to cross to each adjacent hex in any given in anticipated defense in some of the German Brkdwn is destroyed and the Phase” means 3 RE can cross per hexside per Open terrain. 14th Assault Eng takes the option as a phase total. You can’t have 3 RE move from loss. The 58th Inf Div advances across the The 7th Gd Abn Div moves across the 33.31 to 34.31 in the same phase as 3 RE moves river (any number of RE may attack Ferry to 35.29. Again, 6 RE have used this from 34.31 to 33.31. across a Ferry during Combat, but no Ferry, 3 RE across each of two hexsides. more than 3 RE can Advance after The 38th Inf Div moves to 34.31, so that Combat). it can cross the Ferry in the next Soviet 35.29 – The 1st Gd Abn Div and 163rd Movement Phase. Inf Div (quartered) attack the Alert unit. The odds are 9:1 with a +2 in Close Terrain. The surprise roll is Defender surprise with 3 shifts, and the Combat roll of “6” becomes an 8 for an Ao1/Do1. The Soviets take a step loss, and the Alert unit retreats a hex. The 163rd Inf Div advances after combat.

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Countersheet 7 October 5 Map A, west edge - (4)-4-3 AT contemplated for use in future OCS Bn (6 Canadian) games. October 8 Map A, west edge - (4)-4-3 AT Errata Counters. Bn (63) Hungarian Rhapsody: March 1 Map A, west edge - (4)-4-3 AT The Fusilier Regiment of the Axis FHH Bn (7 Canadian) (Feldherrnhalle) PG Division had a Interdiction Markers. Third Winter Contents. misprinted unit identification (just the umlaut appeared). Corrected counter A number of players have questioned the A complete game should contain: provided. phrase “Trainbusting” for activities that more often are used to impede an • OCS Rulebook (version 4.3) Smolensk: opponent’s road movement. A set of • Game-Specific Rulebook Two German infantry divisions have the Interdiction Markers are provided for • Scenario Booklet wrong Move Mode values. The 35th players use. These are functionally should be a 10-4-5, the 78th a 10-5-6. identical to Trainbusting markers in • Two Player Booklets (Axis and accordance with OCS Rule 14.8. In each Soviet) Sicily II: instance just substitute Interdiction for • Two OCS v4.3 Charts and The missing MC.202 is now provided. every mention of Trainbusting in rule 14.8 and you’ll be good to go. Tables Beyond the Rhine: Fog of War – Zero “Strength” Step • Four Game Maps (22x34) and The British 157 Bde of the 52.AL division Loss Markers. One Scenario Map (11x17) now has a leg movement factor of 3 in • Seven Game Specific Combat Mode. The Move Mode side As far as we know there is no use for a Countersheets and three v4.3 remains unchanged (truck MA -16). four-strength step loss marker, which is the back side of a three-step marker. Marker Countersheets The Blitzkrieg Legend: There are no five step units in the OCS. • Twelve Display Cards (Two The units of the British 50th Inf Division So, instead of this four-step loss side, we TEC, one Turn Record Track were mistakenly shown as regiments created these zero step markers to aid the and Reinforcements Display, instead of brigades. This has no effect on fog of war. (Thanks to Mark Mazer for four Multi Unit Formation play, but replacement counters are this idea). Simply place a zero-step marker Displays (two Axis and two provided. under a full strength four step unit and Soviet), one Soviet RVGK you have created some uncertainty in the Display, two Player Record mind of your opponent. In addition, you Supplemental Counters. Tracks (Axis and Soviet), two could use one of these markers to place Breakdown Display Cards (Axis Beyond the Rhine: under a single step brigade, regiment, or and Soviet) battalion with the same fog of war effect. Roland LeBlanc has revised the • Box and Dice Commonwealth order of battle by Give it try and let me know what you providing seven anti-tank battalions. Five think. British and two Canadian have been added. Place each unit with the associated New Marker Sheet Corps HQ in the OOA as below. The The Third Winter comes with a new OCS Contact Information: 63rd is independent and arrives October Marker Sheet. It has a few changes from To order other games from MMP, visit: 8. earlier versions: http://www.mmpgamers.com/ September 5 Map A, west edge, south of • Interdiction and Zero Strength Step 25.xx - (4)-4-3 AT Bn (73) Loss Markers per above. For game errata and downloads, visit: September 8 Map A, west edge, south of • Railhead Markers are colored for ease http://www.ocsdepot.com 25.xx - (4)-4-3 AT Bn (86) in indicating the owning side. To chat about OCS and obtain speedy September 12 Map A, west edge, south of • Revised Supply Point Marker Mix answers to your rule questions, visit 25.xx - (4)-4-3 AT Bn (91) reflects our survey on relative numbers http://www.consimworld.com/ September 29 Map A, west edge - (4)-4-3 used during play. To contact the developer, email: AT Bn (62) • No Pax/Equip Repl Units. These are [email protected] not used in the recent Hungarian Rhapsody, TTW and are not

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