Bx 2020 Battle for Germany Rules V8.Indd
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BattleThe Destruction offor the Reich, Germany Dec. 1944–May 1945 DELUXE EDITION INSTRUCTIONS 1.0 INTRODUCTION CONTENTS Battle for Germany is a game based on the fi nal 1.0 INTRODUCTION 10.0 GARRISONS campaign fought in Germany between December 2.0 COMPONENTS 11.0 VICTORY 1944 and May 1945 in half-month turns. One player assumes the role of the Western Allies; the other, 2.1 Rules 12.0 HISTORICAL SCENARIO the Soviet Union. Each player moves his units (and 2.2 Map 12.1 Set Up certain German units) and attacks enemy units. 2.3 Charts & Tables 12.2 Scenario Special Rules Three and four player scenarios are also provided. 2.4 Scale 12.3 Optional German East 2.5 Counters Front Concentration These rules use the following color system: Blue for examples of play. Green for designer or 2.6 Defi nitions 13.0 EXPANDED HISTORICAL player notes. Red for errata. 3.0 SEQUENCE OF PLAY SCENARIO 13.1 Scenario Special Rules 4.0 ZONES OF CONTROL 2.0 COMPONENTS 13.2 Optional SS Rule 5.0 MOVEMENT Battle for Germany includes one 22×34 inch 14.0 COLLAPSE IN THE EAST 5.1 Stacking mounted game board, 228 die-cut counters, 1 5.2 German Theater Boundary 15.0 RED STAR/WHITE STAR: (double-sided) player aid card, this rule book, PATTON’S FANTASY 1 six-sided die and storage bags. If anything is 5.2.1 German Units 15.1 Set Up missing or damaged, please contact: 5.2.2 Western Allied & Soviet Units 15.2 Scenario Special Rules Decision Games 5.3 Yugoslavia 16.0 THREE-PLAYER GAME PO Box 21598 Bakersfi eld, CA 93390 5.3.1 Yugoslav Units Inside 16.1 Sequence of Play Yugoslavia 16.2 Set Up Please register this game purchase on-line at: 5.3.2 Soviet Units Outside 16.3 Scenario Special Rules www.decisiongames.com Yugoslavia 17.0 FOUR-PLAYER GAME 6.0 COMBAT 2.1 Rules 17.1 Set Up 6.1 Resolving Combat Each section of the rules is numbered, with 17.2 Sequence of Play 6.2 Results paragraphs within that section indicated by 17.3 Scenario Special Rules. 6.2.1 Retreat a second number, like this: 3.3. Subsections within that paragraph are indicated by a third 6.3 Combat Restrictions 18.0 OPTIONAL RULES number, like this: 3.3.4. When the rules refer to 6.4 Terrain 5.3 Stacking another, related idea, the number indicating that 6.5 Advance After Combat 6.3 Combat 8.0 Courland paragraph will be included parenthetically, like 7.0 REPLACEMENTS this: (3.34). This will assist in fi nding that rule for 12.2 Hitler Mandated West 7.1 Destroyed Units Front Offensive comparison or reference. 7.2 Receiving Replacements 18.1 Offensive Supply Markers 2.2 Map 8.0 COURLAND PG. 9 HISTORICAL BACKGROUND The map represents the area in Central Europe 9.0 EXITING THE MAP BACK 1994 SETUP CHART (see where the fi nal battle for Germany was fought. It PAC for 1975 Setup Chart) is divided into hexagons, called “hexes,” which are used to regulate movement much like the squares on a chessboard. 2.3 Charts & Tables The Set-Up Chart at the end of these rules provides the hex number in which each unit begins each scenario. The Combat Results Table (CRT) is used to resolve combat (6.0), the Terrain Effects Chart (TEC) describes the effect of map CREDITS features on movement and combat, and the First (SPI) Edition Game Design: James F. Dunnigan Turn Record Track (TRT) is used to keep track of Third (Decision Games) Edition the current game turn and also indicates when Development: Donald B. Johnson replacements (7.0) are available. Map Graphics: Joe Youst © 2020 Decision Games, Inc. Counters: Richard Aguirre All Rights Reserved. Production: Richard Aguirre WWW.DECISIONGAMES.COM 2 BATTLE FOR GERMANY RULES 2.4 Scale Soviet Player: Controls all Soviet and Sovi- Setup Symbol (DG set only): Red and white stars Each hex represents 67.1 Km (41.7 miles) from et-Allied units—all Yugoslav, Polish Communist, ( ) indicate Allied units used in the Red Star/White side to side. Each game turn represents half Romanian, and Bulgarian units—and also all Star scenario. Crosses ( ) indicate Axis units. West German units. a month. Offensive Supply Markers: There Soviet units are Bulgarian units are eight markers included for the 2.5 Counters brown. are bluish-green. optional supply rules (18.1). The counters, called units, represent military Romanian units Yugoslav units formations that participated or could have are yellow. are purple. 3.0 SEQUENCE OF PLAY participated in the battle. Polish Commu- West German The game is played in a series of turns, called nist units are white. units are black on game turns. Each game turns is composed of light grey in the DG two player turnss. The player whose player turns edition. is in progress is called the phasing player; his In the SPI edition, all Germans are opponent is the non-phasing player. black on medium grey. a) Soviet Player Turn Errata: In the 1994 counter set, 1 LW 1) Soviet Replacement Phase: After turn and 2 LW are West German units 1, the Soviet player may return previously incorrectly shown in East German colors. eliminated Soviet units to play as replacements. 2) Soviet Movement Phase: The Soviet 2.6 Defi nitions There are two sets of counters: the SPI 1975 player may move all Soviet, Polish Communist, set on the left and the DG/MOVES 1994 set Unit Size Symbol Unit Type Symbol Romanian, Bulgarian, and Yugoslav units. on the right. Once punched they can be easily 3) Soviet Combat Phase: Soviet and sorted by the edition dates on the back side of Soviet-Allied units may attack East German the counters. and Hungarian units. Unit ID 4) West German Replacement Phase: Setup Symbol After turn 1, the Soviet player may return previously eliminated West German units to Attack Strength Movement Allowance play as replacements. Defense Strength In the DG edition all Western Allied and East 5) West German Movement Phase: The German units are white print while all Soviet and Attack Strength: The strength of a unit Soviet player may move West German units. West German units are black print. In the SPI when attacking. 6) West German Combat Phase: West version, the Germans are not differentiated by Defense Strength: The strength of a unit German units may attack Western Allied units. when defending. print color. b) Western Allied Player Turn Movement Allowance: A unit’s ability to 1) Western Allied Replacement Phase: move, expressed in movement points (MPs). After turn 1, the Western Allied player may Unit ID: The historical designation of a unit. return previously eliminated Western Allied units to play as replacements. Unit Size Symbols: DG 1994 DG 1994 SPI 1975 2) Western Allied Movement Phase: The E. German W. German All German Symbol Unit Size Western Allied player may move all US, British, Western Allied Player: Controls all Western XXX Corps Canadian, French, and Polish Exile units. 3) Western Allied Combat Phase: Allied units—all US, British, Canadian, French, XXXX Army and Polish Exile units. This player also controls Western Allied units may attack West Army Group or Front all East German Army, Waffen SS, Luftwaffe, XXXXX German units. and all Hungarian units. 4) East German Replacement Phase: Unit Type Symbols: After turn 1, the Western Allied player may US units are East German return previously eliminated East German olive green. units are white on Symbol Unit Type dark grey in the DG units to play as replacements. or Infantry British and edition. 5) East German Movement Phase: The Canadian units are Western Allied player may move all East red. Hungarian units Armor are grey-green. German and Hungarian units. Polish Exile Hungarian units are Mechanized Infantry 6) East German Combat Phase: East units are bright red. part of the East German and Hungarian units may attack French units are German units. Cavalry Soviet and Soviet-Allied units. light blue. or Airborne c) Turn Phase: If all turns are completed, evaluate the victory conditions to see who won; Mountain otherwise, advance the game turns marker and start a new turn sequence. BATTLE FOR GERMANY RULES 3 4.0 ZONES OF CONTROL 5.2 German Theater Boundary 6.1 Resolving Combat The six hexagons surrounding a hex constitute 5.2.1 German Units Total the attack strengths of all the attacking the Zone of Control (ZOC) of any units in that East German units must try to remain units involved in a specifi c attack and compare hex. Units must stop moving when they enter an east of the German Theater Boundary; the total to the total defense strength of enemy ZOC. West German units must try to remain the units in the hex under attack. State the • All units exert a ZOC at all times. The west of the Theater Boundary. German units may comparison as a ratio of the attacker’s strength presence of ZOC’s is never affected by not cross this boundary, unless forced to retreat to the defender’s strength (like this: 2:1). Round other units. in which case, their identity is changed in off the ratio in favor of the defender to conform • There is no additional cost to enter an accordance with their new position on the other to the odds found on the CRT; thus, an attack of enemy ZOC. side of the Boundary, for example, an East 19 against 7 becomes 2:1.