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07/26/2008 16:45 2184427950 Official * Korsun Pocket Errata Page 3 Contents, Diemount, Desperation Breakout, Pertsans and ‘Sctnartofasiaclis may all be found Gn page 17, nol page? Pate Flow to Reed the Counters: The typical intasry unit shouldbe the fSeke shade asthe nest twe-ceamples: i i so ® German anit Page 7 Avillery Movement: 210 mm German Rocket vais are trated a2 Ligh Arie for movement purposes aed Heavy Ailery Yor combat batpores. They requie three anime point to fie, ot two eg indicated 1 ie Couniercrfaa'n the ruler Book, Mark tem sith wo dots. Page 7 Zones of Control: Flendly wnits do not negate EZOC during Paye & Vibiliy: OK, OK I hear you. Yes, the reason rocket units are Sportable at one her further than Usual is the Focket tale and Unit Ta Battery that Raven fired yer don't reveal any Of the above, If you ean Femembet who har and wha hasn't fired wiuhoue maskers, fine? no, ge thead and make your own markets. Page # Wilby: In che last paragraph, should read “..een that covered beta clear for purposes of servation info But not @vovER that hex.” Page € Reconnaisionce: Optiona): Enemy sacks in gqver uring Poor ot Eas wubiy or foried nang vat. may ROC Becoming Un the and ofthe (Fendly movement phase Page Tank/AntiTank Support: During playteting i ws obvious that EiMech Compe and tet $S C2 Die were both xm uly strong but Oe penny dite drop oni after the ene wa publneds The problem i hat units faving basieally companyetized rank of aereult gun unity for organic sgpor ere able to combine hair tank/anntank factors im one bale ‘Th brought my etenton Wo to U “tae ecw lon. The ener ston teat al mee and aa ens, The ae eaten etal meh aed TES calla ent YGoeeS Ee 7g aed eae fea cen esac eens oe Sea See Ti Sv he eet For those who want a mote realistic Gx, write me for the deals, i fnvolvet mating op new counters Page 9 Tonk/AntiTank Support: Note that no more than one company bat any numer of batialons (within stacking Hmits), my ane fs T7AT Nippon stengshin any one base 7 Page 9 Diversionary Attacks: The odds Incling appropriate sts ate EnEieed before any FPF is weed ea Page 10 Advance Afler Combat: may advance toush cacmy #190 Wess and const at and airy cotomns, Geto the Page 11 Arilers Fire: Acilery fite of any type directed soley apsinst Bile deployed companies halves, before alf ther modifications. Baye 11 Defensive Berrage: Optional; when fring Defensive Barrage, the fine player mon atack enemy unis according Yo the fllowing ro. fin non cai unis thems tank supported uns ana air aot thexe ive been atecked by some artery At pure tant Sls Page 11 Iniruve Fite may not be used with Defensive Barat Page 12 Supply: The act of llocaing supply points co divisional supple nls during MASS docs nol involve the use of At@ny/From delivers Page 12 Supply Dumos: Supply dumps cceated during the coure of play Eo'tot onsen delivery meat Pate 13 Supply: The German Infantry Division's motorited antitank ballon i'd exsepuon tovihe Tle that motorised units en Oni Be opted by moxotsed supply uns: Tee nee may be rapped Sy thee Monat (rorearsun) sop unite age 4 Alt: Optional: When plotting te activity forthe tur, there ace RAT HUMAD GUNS RULE AU Clase Support: Close suppor missions are al those alc atacks of enemy ‘ints she are in the 2OC of (iendly unt. Simply plot CS, he numer ‘deignation of the Army that they af to support that turn (CS, 2B 36 ‘SEAD Thea unite perform their aeacks Hike arlery at the apprepaats ‘phase of the tor. date nricln mien sucks om srry els atin ‘pete: ett land aa gute essary wn oan RESAG ats ay ed ne, rcpt Resin, pots © eeeslerSeK Moonta Bana eked eA etal thal Scale tetra superar selon ua Sa uae COP Seite ot aerate it peunsecneny onus ars ens treo Seamer ake cfantaece cans inet te See ee ee ters er ca Te geting ar wil anes eee en re SASS Sak Ss Sore Rage 18 Anti Aircraft All German pure nk batalions, and all Soviet Katyviha coke guncher unit should be given alight AA factor of Srey ‘Vege only in thehes they we in, The Gietman factor ecsable whatever Trmation he wit i lo: the Soviet factor may only be used tm Buster, Page 15 And Aircraft: When computing an AA stack, use the ai unt i wir icemgdh ate detense factor Pass 1 Rego rd: Geman enforcement He 1h Pe Div ae i ree t Fra aa Telaforcement Fil add t mots ent bak, Tepe era Tea gos oe taal bw Page 1 Scena Hi opposed to be ied th Tank Ary Deut,” Page 21 Scenario #4: Special Rules: The area East ofthe line Tarashichs Galles Budyanche Meidanovka-GriloTikich River-South map ede 1 ‘out of play, In addition, the hee of 2venigorodka that ws on the West frank of the iver shouldbe considered to be occupied by Soviet uni and German urits ere not allowed to move ina iz ZOC (... adjacent fo the fea), Note that Soviet reinforcentenes or area S arrive at Lukyanoves on Cooeps, S2HwEd should relly be $2 Ps HAtBg/S94 (nor 404}. “The antitank and engincer battalions of 167th Div should be uted (0 feplace the mising ones Irom Tand Div (German) Pexe 24 Order of Battle: ‘Soviet Jon 25, {6h Tank Army support means: delete one bridge br. add one ‘moureng be, Sth Guar Tank Army support means: 689¢h AT Ret is musing Irom the counter mist make yeur Own Reinforcements Jan 25"A/M-Jen 31 Night: 34h AT Bde and 27 Eng Bn have both been omaiced vom the countermix, make YOUr ‘own. (Both ate motorized) German Feb! Teh, Korps $05 Ferdinand Bn Gesignation of 47th Prk Sfa\Be Ycorpn alley of Ist SS Px Div and Pr Rat Backe should belied at Feinforcertente Soviet Feb 44th Army suppor means: delete Hh AA Div, 4th Gd AT Re Ben {The'feference to Ind Tank Army: Gen dele Tse Dirinian Frone support means listed for Sen 25 AM Sowiel Feb 10 42th Army suppor meant: delete 9th AA Div, should be in (and bears the Bagdanov should be should be Identical (0 those Counter Mis In addition tothe above corcestions, there area (ew extra unis in she ‘hunter mie Jncluded 331/16? and 339/16) and the ether supporting Units of feith Die (or anc in fol your own scenarios, They may be Use you are playing 4 eampaie® game and reach the Feb 18 AM Tate. Bring them in area 2. The Soviet t62nd Rifle Div just seems to have owes ay Ih the counter mie Actually the unit wet just off map tothe West part of dun Army. bring them in st you wish, Feb 1B AM in ares 7 New Optional Rule (recommended): tn Scenarios #1, 2, and and the Campaign Came, Soviet parsane may ‘ot move unl the Jan, 28 Right sur ones I) hey are sacked oF 21 Rey fre cena bya ie il Eath Soviet Night turn, xe fled for ach fartsan omit’ $ rol of "ie will teense the wait for Phe! WUT Cre GWithouc this erie, the aggressive wie Of patians ray osu inthe Seniuction of the bridges te Baybaty. Staroteliye, Meshinoh 898 pouty Derenkover and Stay: Rehavet,electslyenfombing 98 ing) LITTLE STALINGRAD GN THE DNEPR January 25th to February 17th, 1944 * Poder Sone Design and Development by Jack Radey Artwork and Production by Ina Clausen Printed by Lompa Printing and Lithograph Co. -F ©Copyright 1979 by People’s War Games Please send comments, questions and complaints to: People's War Games 3972 Gardenia Place Oakland, CA 94605 INTRODUCTION 4 Game Seale GAME COMPONENTS: 4 ‘Counters ‘Counter Symbol, How 10 Read Counters, ‘Counter Abbreviations Maps ‘Turm Record Track ‘ir Baser Play Aids SEQUENCE OF PLAY 6 WEATHER ‘Variable Weather Weather Effects, MOVEMENT 6 ‘Movement Type Movement and ZOC = ‘Ailery Movement Overrun Reinforcements ZONES OF CONTROL (Z0C) 1 Strong ZOC Weak ZOC OC and Supply OC and Viiity OC Visiilty Intention STACKING 1 Stacking and Movement Stacking and OBSERVATION, VISIBILITY AND RECONNAISSANCE 8 Observation ‘Visibily, Line of Sight, Cover Reconnassance COMBAT 8 Stacking and Combat Sequence of Combat ‘Requlrements and Restrictions Muldunit, Muldhex Combat Combat Resolution ‘Shifts on Combat Results Table Regimental Support, TankjAnstonk Support, Engincer ‘Support, Ambush, Surpie Attack, Terrain Effects and Night “Teron Effects on Combat, Line of Sight ‘and Arilry Diversionary Attacks ‘Combat Results Morale Morale Ratings Retreat ‘Advance after Combat ARTILLERY un Formations Spotting ‘Organic and Attached Emplacements Alery Fire Direct Fite, Terrain and Villy, Counter ‘Battery Fire, Defensive Berage, Offensive Barroge Final Protective Fire (FPF) Independent Fire. Incensive Fire Heavy Arilery ‘Antilery Fire aod Building Shoot and Scoot Artillery as Replacements SUPPLY 2 Sopply Dumps Supply Units Front/ Army Delivery Means Mutual Army Supply Sections (MASS) ‘Mutual Supply Determination Section (MSDS) ‘Supply Stated of Combat Units ‘Attached Uaits ‘Artilery Supply “Ammo Powis, “Within One Move" Intensive Fie ‘Direct Fire 5 AIR “ ‘Ale Units ‘Fighter Units, Ground Attack Units, Bomber Unis, Transport Unis ‘Ais Baser Sortie i ‘Combat Air Patrol (CAP), Escort, Ground Attack, ‘Deep Strike, Air Supply EXTRA NIGHT TURN, FATIGUE 1s Extra Night Turn Combat oe Etec Fatigue Recovery ENGINEERS, BUILDING AND DEMOLITIONS 5 Engineers Building ‘Dug In, Fortified Building Pontoon Bridges ‘and Rebuilding Demolished Bridges, Improving Roads Demalitions BATTALION BREAKDOWN: AND COMPANIES 6 Battalion Breakdown Rebulding « Battion ‘Companies DISMOUNT 7 DESPERATION BREAKOUT v7 PARTISANS a SCENARIO INSTRUCTIONS 4 To Stat Supply Records Vitory Uman Depletion ‘Movement Resreto German Ait Allowance Reinforcements from other Maps and Withdrawals ‘Variable History How to Use The Situation Maps REINFORCEMENT RECORD 8 Soviet Optional aria dates SCENARIO NO. 1 6th Tank Army's Debut 9 SCENARIO NO. 2 On to Zvenigorodka 20 SCENARIO NO. 3 The Pocket is Formed a SCENARIO NO. 4 “I will rescue you” Gen. Hube 21 SCENARIO NO.5 von Vormann Tries Again 22 SCENARIO NO. 6 Testing the Ring n SCENARIO NO. 7 Massacre on the G ich 23 SCENARIO NO. & The Korsun Pocket Campaign 24 ROLL YOUR OWN SCENARIO 4 COUNTER ERRATA 24 ORDER OF BATTLE 24 Jan. 25 NER'S NOTES 6 Why Korsunt Where's the Fudge Grate BIBLIOGRAPHY 27 INTRODUCTION Korsun Pocket i 2 grand tactical operational simulation of what the Soviets called the Korsun- Shevehenkoveky Operation andthe Germans called the Teherkasay Packet. Thisbaltle which raged rom “January 25 through February 17, 1944, was the first large seale enczclement of German forces after Stalingrad. and. marked the end of the German attempt to stalemate the Red Army on the banks of the Dnepr ‘While Korsun Pocket is by no means a simple ‘game, many of the concepts Should be familia to Experienced gamers. I strongly recommend reading the rules thoroughly few times and playing ove oF ‘more of the smaller scenarios before tacking the campaign game. ‘Game Sale Korsun Pockets played ona 1:10,000 scale map, with one mile per hex. The day i divided Intotwo fvehour day tras and a night turn thatis 14 Nour Tong, including the optional Extra Night Turn. Most units are battalions, representing at full strength 600-900-men, 60-70 tanks, or 8:12 anilery pieces. GAME COMPONENTS One Rases Book Six Counter Sheets Map Sections A,B,C, and D “Tove Situation Maps Jan. 25, Feb. 1, Feb. 10 (One plas de Three Air Base Cards ‘Two Turn Record Te ‘One set of Play Aids ‘One resealable plastic bag I any parts are missing or damanged, please write ks PEOPLE'S WAR GAMES 3972 Gardenia Place ‘Oakland, California 94605 Please wend damaged part with letter Counters Counter Symbols (5) totam, security, Rie, Guards Rie [3] Airtore BQ Machine Gun BZ canatry EE Mechanind Rie, Panzer Grenadier Reconnaissance Tank, Panzer [2 Mororeyte Es [Ey Ensincee [BAT constrstion biicge [D. ansitane ZA Anwaicerat Cod anitery Aitlery (cavalry) Setf Propelled Actllery [GL] German Rocket Launcher (Nebelwerer) Soviet Rocket Launcher (Katy) Maule (German self propelled octet tench) [2 sur [Oy Headquarters 4 company if ao symbol battalion regiment brigade division comps korps aemy front motorized © DEGOGGOC0 supply dump In Colum Aaillry Column Fortified Dug in Emplaced building TO | ammo points unsupplied ” + | pontoon bridge fatigue marker SS | suppty unit status improved road ow Zo Read the Counters FRONT BACK FULL STRENGTH DEPLETED. ‘Typical Infantry Battalion z division # che f depletes defense strength ee regiment # fank/antitank “Typical "pure" tank Unit» (ne uignicance) support = strength sank type ‘Mk IV) tank strength 2 antitank —} strength 3 Typical Antitank Usit regiment army # {cannot i Sone) antitank Support strength gun ype (6.2mm) ‘Typical Supply Uni supply pins} dane svon Snel EE) combat _— Seng allowance Unit IT OF BATTERY ses 3 ammo E poins o fire baerage strength” FPP strength sirto air Typical Air Unit gun type thowiter) J lowance ‘defense srength combat —_ strength sir sround ace ba (barrage) a damaged strength ‘of ammo points that Eanbecamea| 784 size (army) —f Counter Abbreviations Sonet Ary AA AntiAierat Division "Bd Brigade | Bonar unit means bomber (Pe-2) corps Cy Cavalry Division DAM Damaged Div Divisional Artillery Regiment F Fighter (Yak3) FA Fortified Area gun Guards GA Guards Areny/on air unit means Ground At- tack (I-2 Sturmavik), GB Guards Brigade GC Guards Corps (Rife) GCC Garde Cavalry Corps GCy Guards Cavalry Division GAb Guards Airborne Division” GMek Guards Motoreyele Regiment GRLB Guards Rocket Launcher Brigade GTC Guards Tank Corps GTA Guards Tank Ary HB Howitzer Brigade HG Heavy Gun HHS Heavy Howiter Brigade Hw Heavy Howitzer How, Hw Howitrer J Toteph Stalin should be 3S but no space) Konev General van Konev's advance HQ As KV-85 heavy tank [ABA Light Artillery Brigade 7.2mm MB Medium Arley Brigade MC Mechanized Corps ‘Mea Medium Artillery Mu Bd Heavy Morar Brigade 120mm P Parzen POL Petrol, Oil, Lubricantsa captured dump Re Repiment S asin S76, S85, $1520.76, ‘ult guns of various types TT348T-Me, T85-T-34/65/ on ar unit means transport (U2) 3 Tk Tank TA Tank Army Te Tank Corps UF Ukraisian Front German ‘army B Korps Gruppe Bjon sir unit means Bomber u88) Baeke Heavy Panzer Regiment Backe Ba Brigade F Ferdinand (Porsche “Elephant” heavy tank de strove) F ina unit means Fighter (Me-109) FRE Feld Ersatz replacement battalion Fas Fusilier reconnaissance unit GA_on sir unit means. ground attack (Ju 87 “sucka Ger SS motoriaed regiment “Germania” of Sth SS Panzer Dison K Korps KG, Kg, ky Kampfgruppe division remnants MN “Maulier" German sell propelled rocket launcher company [Mx mixed antitank bation (some self propelled, Some towed) INP "Nashorn” heavy tank destroyer tank support strength P Panther MEV tank Irv sNarva” SS. motorized battalion ‘Nazis of sth SS Panzer Division POL Petrol Oi, Lubricatscaptured supply dump Pr Panzer, armored PrA Panzer Acmy EAH Ist SS Panver Division “Adolph Hite” Pak Panzerkorpe Rg Repiment RG Repiment Gruppe remnants ofa regiment UBS, SU1S2 a ‘See Security Battalion StG Sturmgeshute assault gun TT Tiger Mk Via beavy tnkyin 2 teansport (14-52) Vik 3th SS Panzer Divison “Viking” Waln SS) Motorized Brigade “Wallonien™ at- {ached to Viking ‘Wes SS Motorized Regiment *Westland™ of th 'SS Panzer Division. For units that are part of division, the number to the left of the sash indicates the regiment, he bold number tothe right indicates the division. All wits fot otherwise marked ar battalions withthe follow: ing exceptions: Soviet Rocket Launcher, Antitank, Heavy Howitzer, and Cavalry units represent half repiments While not strictly historia they work better on the pamescale then either ful regiments oF the next lower breakdown. In some cases certain tank, antitank, engine, construction, motoreele, ‘le, units have ther individual battalion number t0 the left ofthe slash and the numberof thee superior formation in bold to the right. In all eases where & ‘egiment or brigade symbol appears onthe counter (Cx) the left hand number that particular unit's {individual number, while the right hand aumber is that of its superior formation (corps, army, fron, ‘te, Unitsof Korps Gruppe Bare marked Reisen Gruppe number/ Division mumber/B. "Any unit with a movement allowance of 10 or more, and all heavy artillery, are motorized units ‘The two dats on th bottom of the unit type Box T) copear when there are both motorized and stonrmotorzed units of that type presen, tea! German antitank unite ate motorized 20 no dots Sppean, but some Soviet antitank nite are horse attwn and some are motorized 30 the later are acca ‘TheMap The Korsunarcaisa ertleandwellstled sgviculural area, well euited for growing sugar bee's, ‘There are suga’ efinries in many of the larger towne, as well as an occasional dstilery, Waetor ation, ete Windmills dot the landscape, “ust north ofthe edge of Map A, the Dnepe makes 1 small loop, almost touching the map again at Chodoroy. This loop contained the Bukrin bridge head, seene of many bloody battles in October 1943 including the ‘ist (and ast) large seale Soviet paratroop operation. The Dnepe then tras north again and curves upstream about sixty miles tothe Ukrainian capital ‘of Kiev. Uman lies tweaty miles directly below the Towerket hand comer of Map C. Twenty miles tothe southeast ofthe lower right hand corner of Map Dis the large town of Kirovgorod, while Nikipol is 2 further 125 miles southeast This was the eastern ‘most German position inthe Ukraine inthe begin= fing of 1944, or all farther purposes in the discussion of the ‘ame, north wil be considered tobe the top edge of the map. although the compass rose on The map, Jndiate true north, It was aeoessary tot the map slighty to et the whole bate ina reasonably ied The sale is 1:100,000 or one mite per hex. The oviginal maps wed were German Army maps either ‘copied from captured Soviet mape or actual Soviet, aff maps with German names printed under the Cyrillic: While these maps included an enormous amount of detail, they sadly did not include any information onthe location of fords over the numer tus steams and rivers No doube many existed But | have heen unable to discover where ‘Considerable effort was made to produce 8 map that has somewhat natural lines toe Ava esl there are several places where the terrain doesnot cgily follow the tex grid. The folowing rule should guide your terrain interpretation. Hat east a quater of hex contaias either Broken, Woods or Rough ter rain symbology. or at teast two “buildings” of Vilage, then geat he hex tke the appropiate terrain type As for the rules lawyer who insists he doesnt Nave to pay the movement cost to cross a sream because the hex heen containea tiny slic ofthe far ‘bank, best him about the face witha blunt instru ment untl he becomes calmer. Example: on Map D {nthe upper left hand corner isthe large village of GORODISHCHE. The name ofthe village croses a Broken terrain hex that slops over into the surround ing hexes. Only the one hex there is considered Broken. (Clear Terrain: Thies very gently rolling, good farm land, apt to be Doggy when wet Woods: The smaller patches are mostly orchards, some ofthe larger ate well laid out forest preserves ‘with fire ais. They tend to bes mixture of conifers [nd deciduous types. The largest forest on Map Bis ‘nas piece of high ground but the slope is quite (radual so iis not shown. ‘Broken: This tends to be eut by numerous ravines and small ridges, plenty of defilade. ‘Rough: Like Broken but steeper yet, with fairly” Untamed forest covering it. A good place t look for params. Swamp: Very wet, low lying ground, with numerous Sinall ears. In warm weather vitally bottomless Village: Almost all of the buildings ate of wood and pechaps plaster, the largest villages might contain ome brick structures. Cherkassy undoubiedly has more ofthe later. Most villages ate well spread out, ‘with large vegetable gardens. Some of those on the nap had doubtless been burned down by the Nazi or Inthe course of fighting. A few ofthe smaller villages were omitted from the map, as were the ralroad ations, foresters cabin, et. At ther option, play= fru may wish 10 consider vilages destroyed after being atacked by heavy acillry or bombers: you will need to make your own markers, Causeway. Arased roadbed through a swamp. Primary Road. Gravel topped, it is doubtful there teas asphalt anywhere on the map. ‘Secondary Road. "Improved" drt road. There were flso many teary roads on the orginal map but ‘ince they were ite more than wagon ruts they had Tite game significance except where difficult terrain is eroned and the roads appear as Paths ‘Railroad: With eased, drained and graded road- ted, n wet weather they epresented the best bet for many vehicles. As far as 1 can tl thee was no Fanetioning railroad oa the map. Hil: For the moe part the bills an theznap do nat ‘represent the individual peaks they lookike Rather, they are the highest points on gendy rising ground where mos hilltops werebetween 180 and 280 meters Inelevation, Much ofthe Broken and Rough terrain ttelevated and ifyou wish to play callie tha, i will fot offend me. Aigfiel. Really an airstrip, since no aircraft were ised here andthe facitier were jos for unloading supplies and loading the wounded. The location is Approximate; there may also have been as many a5 two others although only one source alludes to ths River. The Gniloi Tkich River where much of the German breakout came 10 pref was described as “rhiny yande wide, sk Yo nine feet deep” with water temperature near freeing. and wth swift ‘current Most other rivers were of similar sre. Note {hat the south bank of the Dnepe Rivers the edge of the playing ara. ‘Sirears: Mostly nartow and shallow, but often with Steep banks. Marshy Hesse: Any vehicle atempting to cross wlllether have to be towed out witha tank oe heavy tractor or ce abandoned. Lakes: Treat them lke a sal piece of river for 20 purposes bu they eannot beerossed or bridged. Note {hat some lakes are mistakenly shown with marshy sides; ths i an errr. bridges: Amos ll ofthe bridges on the board ae Shown on the source maps. No doubt a goodly umber, certainly including the railroad bridge at KANEV, had been destroyed long since. Optionally, A players wee any further need for movement re tion, iti probably reasonable to assume that nits ‘with a tank support strength underlined of nt) of 3 for more can only use bridges that either are erosed by some type of road ofthat are pontoon bridges. ‘Margin: Inthe border ofthegaap ate Lnes connecting ‘onboard roads sith nimbers indicated on them: ‘The number represents the number of secondary {oad hexes between the two on-board pois. Units ‘may move off the map, over these connectors, and ‘hick on to the map if In Column. Remember that Units on there roadsarenot on the board and have mo tlfcct on oo-hoard activity untlthey reenter the map Likewise, they may not be atacked while of ofthe ‘map, To Set Up the Mops: Lay them down nthe following order C,D, Ay B. Note that this willeover the #6 at {he bottom of Map C- OOOOPS. The maps may not precisely align due to some distortion ofthe hex gd ‘uring production Map Erraia: Map B, lower left hand comner— secondary foad should connect Nabakov Khutor ‘with Vaiyava (a8 indicated on Map D). Map D, ‘enter left-he Shpalka River should be considered to bea sean east ofthe railroad bridge in southern SHPOLA ‘Turn Record Track On the two parts of the Turn Record Track (the long pieces of paper with the ate, weather, ad eroses and stars on them) willbe {ound the historical weather foreach cura i players wish to Ute it). The Soviet stars and German crosses Indicate the arrival of reinforcements, check the Reinforcement Arrival Chart under the appropriate number to determine what arrives where andin what condition, ‘Air Bases The thre pieces of paper labeled Sth Air ‘Army, dnd Air Army and VIII Air Korpsaretheoff- turd Air Bases. Each Air Base contane the name of the base and its antiaircraft strength (A A'3). The sori allowance forthe Air Army) Korpisindicated Under the boxes, depending on the Ground Condi- tions, (The three numbers indicate Frozen or Snow) Mud Deep Mud. Remember that this number will be halved, dropping fractions, on Raining or Snow. ing torn and that no sorties are allowed during Fog or Blizzard Play Aide These are fof onthe third long piece of paper inthe game, Hefoe cutting these out, ay be ‘esirmble 1 tape of glue them to cardboard (the thickness ofa filecard or lefolder works we. After ‘cutting them outa indicated and folding them, itis robably best to hold them together with ther paper ‘lips or masking apes that you canflatten them out Tor storage again. When they areallassembled place them on.a board edge easly visible to both payers ‘and unambigiously facing the map edge. Now ata jance you can tll he time of day, weather, ground Conditions antFWibily SEQUENCE OF PLAY 1. Weather Determination Section 2. Mutual Air Allocation and Superiority Section 3. Mutual Army Supply Section (MASS) (AM ame turns only) 4 Mutual Supply Determination Section (MSDS) 5. First Payer Turn ‘AS Movement Phase B. Building and Demolition Phase . Counter Batery and Surprise Attack Phase D. Defensive Burrage Phase (second player) E Combat Phase 6, Second Player Turn (A: through E.) 7. Fatigue Reduction Section © Game Turn Indieation ‘At the end ofthe Night Game Turn there isan Extra ‘Night Turnavalableat the player's option. See Night Rules 6 WEATHER ‘There are tree variables that determine the weath x in Korsun Pocket: Temperature, Atmospheric Condition and Ground Condition. There are (wo types of Temperature: Cold or Warm: sx types of ‘Atmosphere Condition: Clear, Cloudy, Raining ‘Snowing Bizzard and Fog; and four typeof Ground Condition: Frozen, Snow, Mud and Deep Mud. “To determine weather condition, players may cither use the historical weather ar printed on the ‘Turn Record Track or use the Vanable Weather ‘Table, The First Players esponsiblefor Keeping the Play Aide (Weather, Visibility, and Game Turn display) corectlyoniented and for determining and fecording the weather when using the Variable ‘Weather option. Both players must pay close atten tion tthe weather and visibility a8 will strongly fect movement, construction, ZO, supply anda funtion. TE players agree to use the Variable Weather Table, the First Player should role one die twice each turn, The fist roll determines the temperature, the second the atmogpherie condition. IT the second result is Precipitation possible, the player rolls again con- sulting the Precipitation column on the table. (se Variable Weather Table) MOVEMENT ‘The Movement Allowance of unitisexpressedin Movement Points. A unit user Movement Points (MP) to enter hexes, cross certain hexsdes, lave ot enter certain Zones of Control (ZOO), change forms ‘ons, perform overrua, break down into companies for build up from same, The fate at which a unit fxpends MPs depends on the Unit type, the forma~ tion of the unit, and the ground conditions, The amount of MPs available to unt wil vary accord ing tothe unit type andthe supply sate ofthe unt No unit may expend more MP than its Movement Allowance in one turn Ini movement phase, a player may move some, allor none of his units. Each unt or stack of units is ‘moved individvally from hex to hex, paying appro- Drate MP coe foreach ex entered. Ait may not five MPs from turn to torn nor may any Unit se Shother units MPs, Movement ‘Types All units aré divided into three types for movement purposes: Foot units havea movement allowance of6and cary the symbols (Bo. cerman oniy) Ser) Hore units havea movement allowance of or 98nd cary the symbols: L712) (2) SA 2) lease note that while cavalry units may eross rivers paying the horse cost, all horsedratan artillery, Snttank, and supply units may only eros at bridges or with engineer assistance. ‘Motortzedunis havea movement allowance of 100r higher, excet for Heavy Artillery units which are motorized. but slow. Motorized umeatry the rote) ED SS) A Ce) a] (=) nfcape—[o (Seeman oniyy FA (BE soviet onty) In order to find the MP cox of entering a particu lar hex, cross index the unit movement type, sccording tothe formation the nit i in, with the terrain eects chart appropriate forthe ground con dition: Exeept to perform overrun, unit may never enter a hex containing an enemy combat unit. Re- fardles of their movement allowance all no% ‘motorized units may always move one hex pt turn ‘This dors not allow movement from one Strong Enemy Zone of Control (EZOC) to another (see Zane of Control Rules). Movement andZOC A unit must stopits movement 25 Soon asi eners a hex that sin Strong Enemy OC. A unit pays 2 MP to lave a hex int Weak Enemy ZOC. ‘A unit may move directly from one Weak EZOC toanather. Any ZOC ofan enemy it ‘hati Dug In costs one additional MP toentertifan fnemy uni is Fortied ts ZOC cons two sitions MP (see Engineer Rules), ‘Formations All units i the game are in one of two Formations: Deployed or In Column. A Deployed ‘unit isin combat formation, spread out and ready to Fight or take cover. All units ae normally deployed Deployed units may freely move trough other units ‘A unt Im Column is ined upto ave elfiienty. Al units that are In Column have an In Column ‘marker placed on them Itcosted MP fora battalion Sized unit to change Tormation. Unite may change to In Column at any point during their movement Phase, paying the 4 MP cost. However, a batalion Sized unit may only deploy aut of Coburn at the Beginning ofthat unis movement. Company sted unis pay only 2 MP to change formation ad may change formation at any poim in their move pro ‘viding they sil retain 2 MP. ‘Units may not change formation while in EZOC, with one exception. 1/the unit isin Woods, Vile, Broken of Rough Terrain, it may deploy (rom Column in EZOC. ‘Unite In Column use the Column section ofthe Terrain Fifects Char to caleulatemovement cox. It {hey move direcly Irom one connected road hex 12 nother, nits In Column may ore roads and brid, paying appropriate costs. Units that are Deployed ever benefit from roads or bridges. Itisimportant note that units Tn Column may not move through cach other at any point nor may they be stacked together (se Stacking Rules). Movement caused by combat, ie, advances and retreats, is nor considered tobe movement and does rot cost MPs. ‘Artillery Formations Arillery may be in one of ‘hee formations: In Batery (Che font ofthe eount= 2), Out of Battery (the back of the counter) oF Anillery Column (carked with a > [At the beginning of the friendly movement phase ‘ach aillery unt that snot in Ailery Column may freely change from In Battery to Out of Battery or vice versa No artlry unit may flip into Batery Goring the same turn in which i comes out of Colum, ‘Aa Artillery Column on a road is considered 10 ‘occupy two adjacent road hetes in addition tothe thx the unit iin. Orient the arrow on the marke ‘ep indicate the appropriate hetes. Friendly units In Column may not enter these hexes nor may 3m ‘Aatillery Column move adjaceat toa friendly unt In Colum on the same road Artillery Movement For purposes of movement al tly i lassie in one of four categories: Light, “Medium, Heavy and Self-Propelled. Note that wale Light and Medium arilery may be either horse <érav or motorized, Heavy and Self-Propelled ari tery always motored. Light_Aniery includes Nebelwerer [N]150, 16 ¢00 C2106, 120 mortar (2120, and Cavairy Antiry [271 Light aniery can move | MP er tara while Ta Battery, or up to2 MP perturn Out Df Battery. To. move further they must go into Anillery Column “Medium Anillery includes 105 how L®}105, 100, pn [2)100, 150 nowL#]150,, Div Arty Ret Ce loiy tow ret C2 THiow . and Med Gun Ret [2] Mes Medium artillery may move 1 MP per tura while (Oxt of Battery To move forther they must be in ‘Anitlery Column, Heavy Arillry includes 170 gun C2 ]170, 210 sow [2.}210, 203402 Too, 152 gon liste and 210 rocket 0]210. Heavy Artery may only ‘move in Arillery Columa, ‘Sel-Propelled Artery includes Katyusha 1 een Maite, and Geman sl prope- ted [GD] units. Self-Propelled Artillery may move prota af sonnet alone ate and eat cmc chonnce Ou Sue OF SS seetuery opin Aaey Cokn in order to use roads and bridges, Sell Propelled Artillery can also perform the "shoot and scoot" maneiver (ee Artery Rule) ‘Note that Light and Medium arillery units may not use their Out of Battery movement ability the fame turn in which they come out of Colum. ‘Overrun Overrun is a special form of combat that ‘movement phase, any unit bearing one of thefollow- ing symbo's SS) , 3), BE). 21. may tverun any enemy nonank type unit (one which ‘doesnot bear one ofthe firs thre symbols) tate In Column. To be overrun the enemy unit must bein ‘Gla, Village, of Broken terrain, on any terrain ‘ype tnd ona road. The units performing the overrun rust be Deployed. "The overruning unit moves into the enemy's hex, ‘ignoring the EZOC and paying MP in addition the normal terain com to enter the hex. The defenders strength is halved for being Tn Column fnd the overrunning wit atacks using the normal Combat procedure (ee Combat Rules) The combat ‘ests ae applied immediately. TT the combat results are adverse tothe atacke, the atlacker must reteat out of the ex and may ‘move no farther. The defender now avtomatially becomes Deplojed. Ifthe rerull is advere to the defender, the defender mos retreat out ofthe Rex, taking a! one sep los for retreating through an ‘neny ZO. The attacker does no! advance ater ‘combat The attacker could then continu to move if ithad sufficient MP remaining, ignoting the ZOC of the overrun unit A stack of unite may overrun an ‘nem unit otaing their attack strengths into one stack Enemy soppy nits and Artiry Columns may be ‘overrun in any train by any nowarillry combat Unit in any formation fora cox of 2 MP plsthe cost, ‘of enterng the ex. The defending unit automatic ly destoyes (For further explanation, see Combat Roles) Reiaforcements During the cours ofthe game, both fides wil receive reinforcements according tothe Turn Record Track andthe Reinforcement Record Reinforcements ener the map at their designated eniry area a desrbed in the scenario instructions dicing the fendly movement phase "To bring reinforcements on to the map, setup all units tobe brought in at each enty road tna columnn ‘on an assumed foad that is considered to extend aff ‘ofthe map fom the entry ex. The assumed road is Considered tobe ofthe ame type asthe on-map road iteonnecs wth. All reinforcement are In Column Gn the turn they enter the map. As each successive Unitenters the map it pays a movement cost toner the entry hex using road movement rates, and any ‘movement point ost that would be necessary tO reach the entry hex, moving on the assumed road. ‘Tha, fhe ist unit ina column paid MPtoenter the map, the second wil pay 1 MP, the third 114 MP and 1000, Stacking restrictions apply on the assumod roa, as do prevalling ground and visibility conditions. Unite that have not yet entered the map may in no way affect any activity oni, and silly enemy lunits not onthe map may atin any way afect units Tined up on the assumed road ‘Units may never enter the map through an ency hex that it in EZOC of i oocupied by an enemy combat unit ‘Optional A player may decide to bring hit eco forcements in & diferent entry zone than the one indiated inthe Reinforcement Record. Todo this, the player announces his itenion two tres priorto the scheduled arrival of the reinforcements, The feinforcements will now arrive eyo turn later than ‘orginally scheduled. The Germ player may shit Wis teinforcements eas or west by one entry zone for ‘every two turns delay incared. The Soviet Fronts ‘may shift their enforcement by one zone north or South for every two turns delay incurred. Than, ‘German reinforcements ean potentially be moved up to three zoner to the eat or west, the Soviet ‘einforcements may only beshifed one zone northor south ZONES OF CONTROL ‘A units Zone of Control ZOC) consists ofthe six hexes adjacent tothe hex the wit oeeupies. ZOCsdo fotertend across Rivet and Lake hexsdes, Friendly 20Ce never alert friendly units in any way: (endl tunis are affected only by enemy ZOCs (EZOCS). A ‘units ZOC may be modified by the density of nits in 4 her, visibility conditions, engineering works o the ‘Supply state of the unit An EZOC can halt or slow movement, require a unit to attack the enemy unit ‘rerting the EZOC, block supply tines, inflict, ‘Casualties during retreats and prevent unite from changing formation. ‘Strong ZOCe All deployed, non-artery combat ‘nit or stacks of units that consist of atleast two ‘eps exerta Song ZOC, (Notethat al non-rtllry battallon-sized combat nite that are face up (all Strength) have two stepe all companies, depleted ‘combat units, artillery units, HQ units, bridge, ‘constriction snd some engineer units Rave only one ep.) Alo, any Deployed combat unit thats Dug (or Fortified exers'a Strong ZOC. Units entering a Strong EZOC must top and move no farther this turn. Unie begining a riendly movement phase ina Strong EZOC may leave that EZOC at a cast of hall of their movement allowance in addition to the terrain cost ofthe frst hex they enter. A uit may never move from one Strong EZOC directly into father, ‘Weak Z0Cs Non-artlry combat units that have ro more than one step ina her, artillery units In oF (Out of Battery, and all non ariery combat unite In Columnexerta Weak Z0C. Weak ZOCS function in All ways like Strong ZOCs except that uait may ontinge to move aller entering a Weak EZOC, paying two additonal MP foreach hex it eaves that Bin Weak EZ0C. ‘The following units exert no ZOC: HQ, supply Antilery Column, constuction and bridge unis ‘These units may never enteran EZOC unless there is ‘Miendly unit that nt one of heabove listed types in the hee. ZOC and Supply Supply lines may not be traced through hex tats in any kind of EZOC unless the hex is occupied bya friendly unt. Units may feteat through EZOCs, bu foreach EZOC hex a friendly Unit or sack enter, i must sulfer a one step loss. ZOC and Combat If 8 players unit begins the irenaly "Combat Phase in EZOC, the payer is requized in some way to attack every hex containing ‘enemy units that are exerting the EZOC. Units that ate Dug In, Forifed, or Rough ot Vilage hexes are not required to attack enemy units exerting & ZOC on their hex. ‘The enemy unit wil sill be ‘equired to attack them in some way if they remain adjacent during the enemy's combat phase unless the enemy units also mone ofthe above listed terrain ‘ype. nits that cree a iver direct into exes in the 2OC of an eneniy unit adjacent to theriver must stop land in the combat phase attack the enemy unit, 90 ‘matter what kind of ZOC itis exerting Unies there ‘Sa foendly non artillery combat unitinvoved inthe attack who has nether jest crossed the river (as ‘escrbod above) nor is aitacking directly across the fiver, the defender reoeives defensive shifts (ee ‘Gomibat Roles) as i the attackers) was attacking directly across the river: ZOC and Visbty A units ability to contol the terrain around itisdependentonisabiliy to observe trea in question. In Poor or Zero Visbilty, consult the ZO€ Visibility Chart to determine a particular tnit’s ZOC (eee ZOC Visibility Char). Redvced ‘means that a Strong ZOC becomes a Weak one, 4 ‘Weak one is no longer & ZOC. Zero Visblty Inflation When moving directly between two enemy units, roll one die, 2 1 result forces the moving Unit 10 attack one ofthe enemy ‘units eoll again, an odd number indicates the enemy ‘unit to the lef, aneven result one tothe right. The Zero Visibility Surprise Atack table i wed andthe llack is thea carried out ike an Overrun STACKING “Two or more nits occupying the same hex at the nd ofthe friendly movement phase i called stack, ‘There are two sizes of unis, Battalionsized (Bo- sized) which includes everything except companies, tnd Companies (German only) attalionsized units include all unis bearing the following symbols oo steric pe box: L] C] 2] anaatitig [)- conpy ois ened ‘Stacking and Movement There may never be more than four German unt or three Soviet units pe hex tthe end of any (iendly movement phase. There ‘ay never be more than thre Ba-sized units ina Bex tthe end of the fiendly movement phase. There ‘may never be more than one Bresized unit and one Company In Coburn in one hex at any time during the game, Thus, Deployed units may freely move through friendly units egardless of the friendly units Formationand may stack with them atthe end ofthe friendly moverent phase within the above listed testrictions Note, however, that units Ta Colima fannot move through each other at any point, al- though they may move frely through Deployed iendlyunits (See Movement Rules-Arillry Move- ment for special features of Artery Colurans) Stacking and Combat During any combat phase, 20 ‘ore than two Bn-sized unite and one company unt for one Bn-sized unit and two companies, or three Companies ean use their combat strength in one hex ‘This apples to attackers and defenders. (See Combs ad Artery rues for more detail) OBSERVATION, VISIBILITY, AND RECONNAISSANCE, Otnervation All nits have the ability to observe enemy units depending on the visibility, the distance between unis, intervening terrain and the terran that the enemy unit isin Unite that are not om il {opt have a maximum observation range of 10 heres in Good visibility conditions. Unis on fill exes have an observation range of thee hexes is Good visibility, provided the hex being observed i not on the same hill asthe observing unit, During Poor visibility, observation range of all units reduced to one hex (adjacent hexes). During Zero sbi, observation is not possible 1 Yesbicy During all AM or PM game turn in which Cleat, Cloudy, Raining or Snowing weather prevails, ‘sibility s GOOD. (Snowing and Raining do not tifect visibility a8 these conditions are considered fntermittent) During all AM or PM turns in which Considered POOR: During all Night turns in which there is Fog of Blizard, visibility is ZERO. Line of Sight Thebine fight of units that re not on bills s Blocked by intervening Hil, Village, Woods, Broken and Rough hexes. The line of sight of wits ‘on leis blocked ony by intervening hills Ifa line of sight passes through any par of, oralong he hexside of any hex containing any ofthe above listed terrain ‘ypen, its blocked. Line of sight is considered to be {rom hex center to hex center, fyoueant ages, eta piece of thread. A unit must beable to trace ine of Fight to unit in order to observe i ‘Cover Units that rein cover cannot be observed by omadjacent enemy unis. Cover consists of all Vilage, Woods, Broken, Rough, Dug In and Forti fied eke. @ In Rocket launcher units Rattery are observable ata distance one hex greater than 2 units usual observation range in Good and Poor visibility conditions, regardless of what cover the socket unt iin, “Air units may spot, and attack, enemy units In Column in Village and Broken hes. If an enemy unit in cover is observed by any fciendly unit (adjacent) all other fieedly sits may reat that covered hex as clear for perposes of ‘observation. Reconmaisance A player must be able to teiti- mately observe an enemy stack in order fo examine Which units are init During the finaly movement phase it is permissableto movea unit adjacent toan Enemy unit in cover and then, before moving any ‘ore Unit, to examine the contents of the enemy Stack to determine. what other units should be brought upto join the attack. The first unit to dothis is committed now to attack the enemy sack, and if the reconnaissance discovers thatthe hex it hard nut to crack, it may be tough uk for thereon force To keeping with the spirt ofthis rule, watchingas an enemy player examines his own stacked units, oF S586 up, oF drops something. of, in addition, too Careful study of the enemy Order of Bate or Reinforcement Record is considered unsportsman- Tike play and out of Keeping withthe simulation ‘COMBAT During the ftiendly combat phase, the player hote phase itis becomes the attacker and the other player the defender, despite the overall situation in fhe seenario. Stacking and Combat No more than two bn-szed, nomartery combat units may use their combat Strengths i attack or defense in one hex. No more than thre units of any size may use their combg strengths in one hex. Thus, the leal maximum combinations are two Soviet br-sized units, or two ‘German bn anda company, two German companies land ba, or three German companies there are. more unity in the hex than are permite to fight, the owning player decides which ‘wil partiipate in combat. All units in the hex are lected by retreat oradvanceaftercombat resltson the Combat Results Table (CRT). Mandatory losses ‘must be taken Trom units committed to combat. I there are mate loses required than the committed tits can fulfil, then the loses are taken from ‘ancommntted unis. Within the stacking limits, any umber of artillery units may fire missions from one fhe against non-adjacent hexes Sequence of Combat The sequence of resolving combat i as follows. Fist, the attacker may fire Counter Batery Five aganat enemy artillery units that are In Battery and observed by feendly units. 8 ‘The attacker then announces all of i atacks, and if condition are appropriate announces al attempted Sorpne Attacks and rll for them on the Surprise ‘Attack Table ‘Aer the atacker rolls, the defender may fire Defensive Barrage fie at any ofthe attacker’ units that are making attacks this turn. The attacker then ‘ileulates his attacks, indicating which units are Participating in which attacks. The defender then [Rnnounces which of his defending units wil be used ‘and what Final Protective Fire (FPF) willbe com- titted to each battle, The attacker resolves the attacks in any order he wishes, computing the odds, folling one die and applying all combat results Immediately Tor each attack, Optional The atiackercan announce which enemy nits will be attacked by his non-artlley ground combat unite and then” both sides may secretly commit their arillery for Offensive Barrages and FPF, revealing them battle by bate, While more realtc, this procedureisalso more ime consuming. Requirements and Restrictions Units in EZOC at the beginning of the friendly combat phase must stack those enemy units in some way. Every hex ‘containing enemy units that exert a ZOC on fiendly Units must be attacked either by friendly units Adjacent to them of by arilery fire or aie srkes Every friendly unit or stack of untsin EZOC must be involved in some attack within the rectrictions ofthe stacking rules. Novunit may divide its combat Strength. No unit may attack or be attacked more {han once per combat phase Units ina supply stat of U-4orin Village, Rough, Dug In ot Forti hexes are not required to attack dajcen enemy units However, the enemy units are ill required to atack such units doing the enemy's ‘combat phase, unless the adjacent enemy uitsarein ‘ne ofthe situations listed above themecves, ‘Units In Column formation have their combat strengis halved. Unis atackng from Swamp hex- ‘and units in certain supply and fatigue eateshave their attack strength halved, When halving combat ‘rengtbs, round fractions down, but no unit may ‘ver have its attack stength reed below 1 Units with parentesized () attack strengths can- not move into hexes where they would be forced to attack unless there is another Iriendly unit with a “nparenthesized atack strength in the same hex. Units with parenthesid atack strengths who find themselves forced to attack alone ins bex resreat fone hex instead. Units with parentheszed atack ftrengts may atack normally stacked with riend- Iy units with 'anparenthesized attack strengths Muldunie, Muliber Combat If there are several ‘nisin one hex, they may separately attack different enemy units in’ diferent exes. Units in different hhexes must combine ther attack strengths to attack ‘ingle hex. For anattack to be resolved as one attack, ailatacking and defending non-artilery combat ‘units must be adjacent. When there is morethan one remy unit ina hex, the stack must beattacked in one tack. Combat Resolution To resolve an attac, total the attack stengihs ofall uss auacking ne bexand barrage strengths of all supporting artery and nits, Compare this total with the total defease fHrength ofall defending units plus any added FPF "Hrength to achieve probability ratio expressed as attackers strength to defender’ strength: Round this off in favor of the defender (29-10-2-1). If appro- Driate, foal relevant Tank Support Strength points nd subtract Antiank Suppor Sizength points ‘Total any combat shifts thatthe attacker and de- fender have due them including those produced by Tank or Antitank superiority, and shift the odds appropriately. Having this determined the final odds, the at tucker rolls one die and reads the result fom the ‘CRT, This result applied immediately, al losses, retreats and advances are executed and the same procedure is folowed again foreach attack until a, tacks have been resolved Shifts on the Combat Results Table There are 15 ferent factors that can affect thefial odds. For the attacker they ate Tank Support, Regimental Sup: por, Engineer Suppert, Ambush, Surprise Attack; for the defender, AntiTank Support, Regimental Support, Hills, Marshy Hexsidesy Rivers, Broken, Vilage, ‘Woods, Rough, and Dug tn exes and ‘ight, These conditions will shift the odds to the bet orrighton the CRT. Inany one attack there may bea het shift of no more than four permitted in the ‘combat odds. Naturally, one shift tothe left wil ance ov one shift tothe right and vie versa, Shifts to the ight are indicated with a+ andshiftstothe eft with ‘Regimental Support Every sack of units that ‘contains two battalions ofthe same Infantry, Rifle, (Gas Ril, Gas Abo, Motz Inf, Pz Grenadier, of SS Grenadier Repimen,or of the same Mot Rie Mechanized, or SS Brigade or two baaized nits of the same Cavalry Regiment is eligible for a regi- ‘mental support shit. oth defending and attacking units may receive regimental support. Attacking stacks that have rep Imenal support receive a #1 shift, defending sacks Teetive 1-1, Unlike other Kinds of support, is not necesary for both of the units ofthe regiment to be ‘committed tothe combat in order to recevethe sil Hence a stack consisting of two Rifle Bs ofthe same regiment and an AT Br could commit the AT bnand ‘ne ofthe file bas to defend the hex and stil receive the egimental support shill. The repimental number ‘ofa unit ifound tothe eftoftheslashabovetheunit ‘symbol. While some repiment contain to bas and ‘others three, only two ae evr needed tobe eligible {os regimental suppor “Two defending German bas who are eligible for ‘regimental support oth receive it if both bns are Adjacent or ae sacked together. Note that while Some other types of bs carry a regimental number, ‘only those types listed above are eligible, the other ‘epiental numbers are for sentation ony TankjAmiTank Support. Tank support shits apply to altacking unite only, antitank. shifts to ‘elenders only. Alluntscapableofprovidingtank or fnttank support have a tank/antiank ‘support Strength. This the aumber printed directly to the eft ofthe unit symbot +L) 37) “Thete are two Kinds of nits that esa give Tank Support: puretank units [5} (ankorassane gun) and tank supported units ES) Tank ftpported unt are mixtures oftanks or assault guns nd motorired infantry. "Tank supported units may use their tank support strength under ny circumstance, regardless of te presence or absence of other friendly units inthe {ame hex. Pre nk unite are tank support capable tind must be tacked pith unit of equal siz bearing ‘ne of the following symbol a order tous stank suppor stenet: BS) BS) GS) 1 & ‘Thee are two Kinds uni that can ives suppor All units that are pore tank or tank 5up- ported, and all Soviet MG bns are considered Snttank supported and can use their antitank sup- port strength under any circumstances, regards of {he presence or abrence of other fieniy units in the hex” All antitank, German self-propelled artery, {nd engineer units, as well as some artillery and Antaiteaft unite are anak support capable Qu 2) 7B. For these nits to ase their antitank suppor strength, they ust be stacked witha unit oft bast equal sie of fone ofthe types listed above in the tak ules ‘Antitank support may only be wed to defend against an attack involving pure tank or tank sup- ported units, Anitank support can be sed against = {tank attack that is unable, duet lack ofaccompany- ing infantry, to use its own tank suppor strength ‘All non-artilery combat units without a printed ‘antank strength but with an atack strength of | or (Beater can recive minimal antitank support under ‘Gertain creumstances, Minimal anda support ‘Provides | point of anzank suppor stength. Min {hal andank support can only be used by units in a hex which as no unit with a printed anilank support strength committed to Ks defense, The ‘maximum antitank strength of a. bex receiving ‘minimal antitank support is 1. Company nits Without a printed antitank suppor strength do not ‘eocive minimal antitank support. “To use Tank/ AntiTank support, total the tank support points of units committed wo the attack and ‘compare that withthe total antitank wpport potnts ‘committed to the defense in each combat, there are more tank support points than antitank support points, the odds are shifted +1; if there are twice as ‘any tank points at antitank point its #2 i three times as many is 3; and i there sre four mes as ‘many or more its #4, Similarly if there are more Anttank suppor pointsthan tank suppor points, the (dds are shifted “I, i double -2, if tpl =} and if ‘quadruple 4 and notify the tank's oext of kin. 2 Note that no more than one company may use ts "Rank/AntTTank support strength in any one bate." ‘tank or antaak units we their supportetength to iaflvence a battle, and their side is ethes forced ‘or chooses to take & loss, the fst step lost must be {rom « participating ank or antitank unit a sppro- Date. Any additional losses may be taken from any luis the owning player chooses ‘Note that certain units have ther tank support strength underlined. This indicates that their tank support i provided by assault guns Asa result thie tank support strength ie one exe than the printed number, although their andtank support strength Femalas the same. Soviet mech rifle unite donot have ther tank support sttength undelined, sine their tank support came from T-Ss, KVe and at east 15 ‘Shermans “There is one Nashorn(elf-proplled E&mm tank estes) company in the game. Ittemarked with ‘oindicatethat although t bears an armor symbol, it has no tank support strength at al, ony a antitank support strength. "Tank unis may atack across rivers. However, they may only we their tank suppor strengths and advance after combat i the tani unit is attacking {eros bridge and itis In Column. AntiTaak nite do not use thee aniank support strength against ‘ross river task atacks that cannot use thelr tank support strength Exgincer Support: Eaginers committed oatacks against Dug In or Forti hexes give the attacker a AT shift. Engineers committed to a combat in which they provide engineer support and in which thei side isforeed toorchoosestotake asteploss,arerequted tosufferthefirstloss. This, however, superseded by the requirement for tank suppor units to take the fist such loss. If anks and engineers suppor an tack that suffers more than one step los, the tanks ‘must take the first step and the engineers the second, Ambush: Any time an attack i made entirely by nomarillery combat units that are in cover against fn enemy unit that is In Colum, itis considered an ‘Ambush and the attacker receives a +1 shift The ‘elender may not support the ambushed unit with acillery in any way. Surprise Atvack: Dung Poor Visibility turns, the attacker may use the Surprive Attack Table in an attempt (0 produce a favorable shift in the combat ‘odds. During Zero Visibisty turns any attacks made ‘must use the Surprise Attack Table, The attacker consults the appropriate column ofthe table, rolls ‘one die and holds his breath, the attack succeeds, the defender may not choose to take loses rather than retreat. Commated attack ing units may only advance into the defende’ ex, no mater how far the defender retreats. Units Sacked with attacking units, but not committed to ‘combat, may advance normally. If all defending Units are Exhausted, subtract one from the de rll (Gee Surprise Attack Table) ‘The Surprise Atack Table is consulted atthe end of the Counter Battery phase. Any atlacking units that receive a + result may not be fired on during the Defensive Barrage phase ‘Terrain Effects and Night The defender may receive various shifts forthe train his units are defending. (See the Terain Effects on Combat, Line of Sight, and rllry Chart) Note that tera shits are Cmilative a unit defending the part ofthe vilage of Lenina that i on hill woul reosive a2 hit The only typesof terran shifts that ae not cumulativeare the shifts fora cose iver attack and night. See ZOC rules for more detail on crost river attacks, Ifa efender is geting a shift for any type of terrain, lgnore the sit for night altogetber (Gee Terrain fects on Combat, Line of Sight and Arillery Char) Diversionary Attacks Although an attacker may ‘wish to concentrate most of his attack strength on & Key position, he must sil attack every enemy unit ‘exerting ZOCs on his wits In oder to deal with this ‘obligation, he may use adjacent combat units, ati Jer fire, ground altack ar units, or any combination thereat: However itis done, mitimum odds must be {chieved against each defending hex, dependent on ‘he terrain type (1-4 against unitsincear terrain, agaist units in wooded village or Broken exes, ct) ‘The odds are calculated before any Final Protective Fire isadded tothe defender strength. Any nit that is freed to altack at worse than minimum odds sulomaticaly takes a2 step lossandisthrown back? hexes Combat Results Once the odds are determined, the attacker then rolls one ie and read the results, All Feauls preceded by an A refer tothe attacker, those bya D to the defender. The number following the Teter indicates the numberof exes tha the wit oF stack of unite must retreat If this number i so followed by another number in parentheses, the relevant unit(s) must suffer lose of this many sep Step Reduction: All Ba-sized, nos-artlery com bat units have two steps. The feot of the counter represents the ull strength ofthe wat. When the unit takes a step loss, ip over the counter to the unit's feduced strength side. Irth unit ose second step, is eliminate. All arillery. 1, supply, construction, bridge, Soviet divisional engineer bas and company-sited ‘nits consist of one step only and if they take one ‘ep lots they are eliminated. The back of thee units ont represent a reduced strength unit. Retreats are never mandatory. Ia player wishesto stand in place rather than retreat he may do so bY Sullering a loss of steps equal tothe umber of exes of retreat required. The owning player may beak the loss down ashe chooses ifa stack of unite sullered a 'DQ(1 result they could lose thre stepe and standin place with the survivors; take two steps low and Fetret one hex; orsuller one step loseand retreat two hexes. Ifthe player wishes to retreat, all unis committed to the combat and all unite stacked wit ‘hem not committed to # ilfeent combat, must retreat the appropriate amount, However, a one ep loss means One step lost fom one unit, no one step {om each unit involved, AI/DI rele are applied firt tothe delender and then tothe attacker, NO advance afer combat s possible with this rest Morale (Optiona) if players wish the option totake Tees eather than retreat not automatialy avail able For eachuntorstack ofunitsa player hes Stand and take losses rather than retreat the player ‘ut roll one die, the derollisequal to ores than the unit's morale rating, the unit may stand fast and take loses. If the die rolls greater than the units ‘morale rating, the unt must retreat the fll amount Called for. If units with different morale ratings ‘ocupy the same hex rol the die only once butappiy the retuls individually. Thus, some units may ron ‘and leave other (braver unit 0 take it on the chin ‘Morale Ratings All Panzer Divs, 8S Panzer Div Tank Corps, Mech Corps, Gds Abn Div, Gds Rifle ‘ating of 4 ll Taf Div, Rifle Div, Partinn, and all independent (Korps and Acmyy level) asstlt gun, recon, meyl oreav recon unitstadall AT unite have ‘2 morale rating of 3. All KG (kampferuppe), Fort fied Are, artillery and all other units have a morale ‘ating of 2. Units that are Exhured have their ‘morale rating reduced by I Ifa frendly HQ unit is Within one half move, ad Ito the morale rating of ‘lV unie in combat, Retreat Retreats are indicated on the CRT in terms fof hexes, not movement points. Retreats are com ‘ducted by the owning player according tthe folow- ing prions: i hex free of EZOC 2) toward the nearest endly supply source 5) through the clearest tern. Units may not enter the same hex tie during a fetreat, A unit or stack of units may retreat through EZOC if there is no other route open to ther, but ‘must le one step foreach enemy controled hex centered ‘A suack of retreating units must retreat asa stack. Defending units may reat through or into fiendly sits Wilation of stacking rules. However, units that end a retreat oversacked must correct the stuation by the end ofthe next friendly movement hase, or else the excess units are eliminated (tbe ‘owning player choosing the units to be eliminated) "Attacking unis forced to retreat toa hex whereas coverstacked condition would result mist continue Fetreat until they reach ahex where they may legally sack, retreating units nd thet revreat na hex which subeoquently attacked during the same. combat ‘phase, the units already attacked add nothing tothe Aefense of the hex and are eliminated if the other ‘fiendly units im the hex slfer any combat resuk. Units may never retreat through terrain where they ‘would be prohibited in normal movement “Arley units that are foeod to retreat and are not already Out of Battery immediately become so. If they ate forced to retreat farther than they would be allowed to move normally (dependent ontheartillery ‘movement type and th ground condition), they are tliminated instead ‘Advance after Combat If the defenders hex is ‘cated duc either toretreat orcimination, attacking tunits may advance into the vacated hex and beyond, ss many exes as the defender retreats oF a8 any, hhexes asthe defending wit had lft to retreat whenit swat eliminated. Mud reduces Motz advance ater Combat to two hexes, Deep Mud to one hex. ‘Advance after combat i sbways optional and may be halted at any point All atacking unis, except pure ‘ank and recon units, that advance after combat must follow the exact path the defender retested through “Tank and recon unite may advance in any Way they choose as tong as the Rist ex they enter 8 tbe Selenders vacated hex. Advancing units may pot iolate sacking restrictions. Advancing units la Column may advance one hex further than ‘bey ‘would otherwte beable odo. With the exception of the defenders vacated hex, advancing units must 9 ‘top upon entering the fist EZOC of any other type. Pure tank units advancing after combat may ignore the ZOCs of enemy wns thal have mo more than minimal AT suppor. No unt may advance more than one hex through terrain which would cost more than 3 MP to move ‘hrough, Units attacking across a River henside may fudvance only into the defende's vacated hex, and stacking Motz vnits can ony advance over a River ‘cron bridge (ee Dismount Roles). Remember ‘hat committed units making successfl surprise attacks in Zero Visibility may only advance into the defenders vacated hex. However, nits stacked with the attacker, bot uncommited, may advance nor mally ‘Unite advancing after combat, whether Deployed or In Column, may advance through enemy ssppiy Units and anilery columns, destroying them in the process. This will expend one hex worth of the iacker's advance distance, ie a unit advancing 3 hexesalter a suocessful attack could advance 2bexes and overrun one enemy supply unit Combat Example In the situation inthe istration ‘tthe German Counter Batery Phase in an AM turn with Good Visibility, A powerful group from SthSS Pe Div Vikings ing to take the bill wet of Zavadovka. The ills defended by two battalions of 18)7GAb with 7GAb'e divisional arilery, and rock- hand andtank unite from 52nd Army i support. ey There is no counter battery fire because the Germans cannot observe any Soviet atlry. IE there was a unit of Viking I hex northeast of Miropolve or in Glushk, they would be able 10 ‘observe and call counter batery fie onthe 176/52, focke unit Thee because the fll would not block their lie of sight and rocket units In Battery are ‘observable atone hex further than usual) “The Soviet player decides to fire al of his artillery ina defensive barrage choosing te SSS Recon Bnas the best target, The division atlry epiment sing {he one Ammo Point available ives withastrengthof 3, the 17G/S2A rocket unit fees witha strength of 6 and uses up its ammo reerves. Remove the ammo Point fom the Board and place a U-1 marker on the rocket unit, The total defensive barrage i 9, stack ing the recon bes defense strength of gives us9-8 or TFL The Soviet player rolls 5, 30 the defensive barrage has no eflect, a watt of ammo, Hada I, 208 3 been roled, the recon bn would have t0 either Tetret one hex of take a one stp loss ‘The German player then totals up the auacker's steengths, tank support points, and appropriate Shifts: Committing one motorized infantry battalion (emote inf ba) and the recon ba from stack A, he ‘counts 13 (attack strength), and 2 (lank suppor Points); fomstack Bhe commits one motzinfbnand the Ferdinand ba counting, +1 (regimental support St since 2bns of the Germania Ret are present)and 23. Together this adds up (022 +1 and 5. He then fires oH tis artery: the 150 bo uses Intensive Fire, emoving the Ammo marker and replacing withan Ammo | 105 bn uses Direct Fire using no ammo, ilery units double their barrage strength ‘ving a total of 10 additional stack stength points ‘Thusthe German total is 32 attack strength, 1 shi and $ tank support points (32 »¥ and 3), The Soviet strength on the il, commiting he full strength airborne bn and the antank bn, totals 10 ‘efense strength, -2sblt(-1 for regimental support, forthe hill) and 3 antitank support points (102 and). "To reduce 32+1 and 5 to 10-2 and 3 ta combat ratio, frst compare the tank/antitank strength $3 ives the Germans a-o1 if for tank superioniy. ‘That eaves 32°20 10-201 32-10 0r3-1.(Atthis poi {he Soviet player wishes he had saved bis divisional atlery regiment to fire FPF a5 one more defense ‘Hrength point would make it 32-11 or 21, On the other and ifthe defensive barrage had worked and the econ bn driven off the odds would be 29+1 and} 1010-2 and Sor -1. That would have been bad news Torthe Germans with a 33% chance of singastepof Ferdinands “The Germans now rol to resolve the combat and rollad, A tat Se odds produces a D- result I the Soviets wish to hang on tothe il they mast remove the 4G5/52A antitank unit. In their next combat hase, they would be required to attack sacks A and Ba formidable task without any arilery amino sos| | Eos | | — a7 | |_oe ARTILLERY ‘Anillery rite function diferently than other ‘combat units. Artery units have only one step and When foreed to take a step loss they are climinated ‘An artillery unit may be in one of three formations ‘The font side of the unit represents is In Battery state, the backside represents ts Out of ater tate, {nd in addon, Out of Battery units may have an ‘Anillery Column marker placed on them. The numbers on the front ofthe Counter are the Barrage ‘Strength the Final Protective Fie (FPF) Stength dnd ite Range. On the back are its Attack Strength (always 0) He Defense Strength, and its Movement ‘Allowance, Anartllry unit uses its Defse Stength ‘whether iis In 07 Out of Batter. the unt is in ‘Anillery Column, its Defense Strength is automati- {lly one (I). To use its Barrage or FPF strenth an Stilley unt must be In Batery, to use is Mover ‘ment Allowance, most arillery units must be Out of Battery Gee Movement Roles for artillery move= sent) Unlike other combat usits atllery units may engage in combat in nonadjacenthexes within thee ‘ange. When measuring the range, count the target, the not the hex the atlry unt iin, An atlery unit may use its Barage Strength to attack enemy ‘units within range by itself orn combination with ‘other fendly unite, The FPF stength may be added {o the defense strength of feendly units within range (thetarget hex in thiscae isthe hex the fend unit sin), Arley units may Gre no morethanonceeach player tr, Thus unit that fie during the Counter EBaltery Phase of the tur may not fire during the (Combat Section and units that fre Defensive Bar- rage may not fire FPF daring the same torn, Formations Artilry units that are not In Column may flip from Ia Battery to Out of Battery and vice ‘vers a the beginning of their movement phase Let {s say an atilery unit wishes to change its fing position. At the beginning of its friendly movement hase the unt flips rom a BattrytoOxtof Battery, pays four MP to go into Column and then moves the fest ofits movement allowance In Column. Assim {ng this is enough to ge tots new fring position, the unit goes out of Column a the beginning of the next friendly movement phase, pays four MP, and emains Out of Battery. Note that an artillery unit ‘may not ip to a Balter inthe same turnin which it expends MP to g0 out of Column, During the next frendly movement phase the artillery unit ena ito Im Battery andif other requirements (sce below) are suet it may fire during this turns Counter Battery oF Combat phase Spotting ta order to fire, artillery must havea target Which can be observed by ether the atllry unit [sat (Ditee Frese below), ora friendly uni in ‘communication with the artery unit. Thecearetwo ‘rays for an arilery unit to bein communication ‘ith a friendly wait (aed the spotting ent). The miley unit must ether be adjacent tothe spoting Unit, nwiieheateitmakesnodiffeence what parent formation the spoting unit belongs to, or else the alery nit mt eof he same paret formation as the spoting unit and in the case of Soviet arly, emplaced (sce below). Note that artillery may feely ‘se its barrage Strength to support attacks by units ‘tha ate not of the same paren formation jstaslong sthe unit that is spotting the arget or thems FPF ‘may onl be ied to suppor units ofthe sameparent formation and must be spotted for by the unit recciing i Organic and Attached For purposes of determining ‘whicharilleryispartof what large unt there aretwo ‘ypes of arullry. organic and attached. Organic selery consists ofallartler units which ae part of Divison sized unite (including Soviet Tank and Mech Corps and German Kampfgruppe and Korps Gruppe) and have their Division et) number inthe ‘upper ight comer. Organic artillery may only be spotted fr by units oftheir owa Division (ete). They ‘may never be spoted for by nonadjacent units not of thet Division, ‘Some artillery units have a Corps designation in their upper right corner (75C, VIIK). All soviet Corps amily is considered t0 be organic to that ‘Corps, This means that any unit ofthe Corps or of “any Division attached tothe Corps may spot forthe ‘Corps anilley. It is very strongly discouraged, But not legal, to attach organi auilry to formations ‘ther than the pareat one. ‘All artillery units that are not organic are con- sidered attached. Atached arilery units inciude all ‘German Korps artilery and all Soviet Artillery with ‘an Army or Front designation (0A,2UF). In order to have ther fire spotted for, attached atilery must. beattached toa particular Corp (Korps). Attached ‘tllery ean only be called for by units ofthe Corpsto ‘which they ate attached. Attachment and rettach- Tent may only take place at the beginning of the {iiendly movement phise, Atachment sannounced and should be Kept clear and unambiguous. As last ‘sort if the attachment i ard to dear, wate on {catch paper of make Corps designation and stack ‘them withthe artillery. Optional: Soviet ailery may only be attached or reatached during the AM ‘Army Supply Section. Emplacement Soviet Artilery may only be spotted for by nonadjacent unis ifthe artillery is Emplaced. ‘To Emplace Soviet artillery, the arillery unit must stan the friendly movement phase not In Column. "Theunit mut ip I Battry itis not aeeady so and 7 pia an Eplacng arter|_% _Jontopotiie nity uct Atte bepatng of te ec nay veent pha ip Empl marhsoet itsEmplacedside|___] -Theartleryunitisnow Considered to have is pone wires lad ad its guns fegistered and may now be spotted for normally Emplaced markers may only be placed or fipped in Good visibility "While emplacing, the artery may not fire: fits tacked by an enemy unit the emplacing marker is Femoved. Emplaced markers do not affect the defen five strength of the unit If an arilery unit is ‘emplaced, friendly artery units that move into the Same hex and ate of the same type (light, medium, heavy, self propelled) and ofthe same parent forma tion, (Divor Corps) becomeemplaced automaticaly Other artillery Units must go through the seme ‘emplacing procedure. An Emplacement marker is Femoved when allatilery units underitareemoved {rom the hex. Soviet rifle bs that are surrounded by ‘enemy units and ZOCs may not spot for arilery to which they cannot trace aine fre af enemy units and 2OCs, When emplaced sllached arilery is eat~ tached toa different corp, the Emplaced marker is Femoved and the unit mus be reemplaced ‘Note that there are 16 Emplaced markers that are darker than the rest This i done 30 that you can place thee markers on your non-divisional aily Ind easily distinguish i from the est. AArillery Fie Artillery units ean atack using their barrage srength or add to the defense strength of friendly unit by using their Final Protective Fie (FPR) strength. When artillery engages in combat fagtinet nonadjacent exes using ie barrage ot FPF ‘Mrength, the arilery unit sues no adverse esl, regardless ofthe combat result I the artillery isused to fire on adjacent enemy unite, adverse combat ‘esulis do apply tothe aller unit. ‘When artilery is attacked it wes its defense strength and is affected by all appropriate results Allery that is In Battery and suffers an adverse ‘combat revit iflipped Out of Uatery and retrentas appropriate Ifthe required retreat exceeds the units ‘moverent ability whea performed as movement, then the artillery unit i eliminated. Remember that an Anillry Column thas forced reteat fist goes four of Column before i eves "Ass te cave with other unit, atlry nits may only engage in combat once per player turn. Also a tly unis barrage and FPF strengths must be tied at a whole and may not be divided among several combat Direct Fire: I artillery units are able to observe their target, thie barrage strength is doubled. This does not apply to arty units observing downhill targets from ahillhexata distance of over two bexes In this cae, the barage strength is normal. Direct Fire never consumes any artillery ammo (se Supply Rules), FPF may be fired at double strength ving Direct ire if the arilery unit can observe the efending uit’ hex. “The following units do not double thee barrage strength when ring Dicect Fire all 120 mortar and AT rocket unit. Furthermore, rockets units ring Direct Fire use anno normaly Terrain and Visibility: When arilery attacks are fired into Vilage, Rough, Dug In and Fortified hexes, the foal barrage strength of the arilery halved. A Dug In or Fortified marker has no further all on Village or Rough hexes inthis regard. See ‘Terrain Effects on Combat, Line of Sight and Aaillery Chart ‘During Poor visibility, the tol of all barrage andor FPF stcengts in each combat are haved ‘While heavy artillery isnot halved bythe above listed teqain types all arilery ie halved due to Poor ‘sity, This halving is cumulative with thehaling forthe terrain pes so that a barrage ied against Vilage during Poor visibly is quartered ‘During Zero visibility, artillery units may use only their barrage/strenglhe to attack adjacent enemy tis, and the barrage strength i halved. FPF may ot be fied during Zero visibility. Counter Battery Fire: During he friendly Counter Battery phase, plajer may fire on any observed ‘enemy artillery unis that are Ia Batery. Observed ‘Counter Battery fire is resolved normally, using the batrage strength ofthe attacking artillery agninst he Gelense strength of the defending unit. Counter Battery fire may be conducted against all, some or just one enemy artillery unit ina hex, inany way the attacker chooses a long as no defending unit is ‘tacked more than once and no attacking nit participated in more than one attack Fricdly uit adjacent vo enemy artery units In Battery may be committed to attack the atilery ating the Counter Battery phase. The attacking Player may then fire Counter Batery Gre at the Enemy artery. Ifthe enemy artillery is destroyed forced out of the hex, the friendly attacking uait ‘could immediately advance into the hex. Ifthe enemy tlery is not forced out ofthe hex, the nonartilry Stacking unit would then resolve is attack normally ‘uring the combat phase, after the enemy arillery had a chance to fire a Defensive Barrage. Defensive Barrage. After the attacking player has Siredall his Counter Batiery fie the defending plavet ay use hi arly to fre a Defensive Barrage Jipaint enemy units that are attacking friendly ont This includes enemy artilery units that are Tn Battery and are adjacent to faendly units. Defensive Barrages may be fired aginstany one enemy unitina target hen. If one wished to attack several enemy ‘Units in one hex, the attacks would be resolved separately and would involve different friendly arte icry units Defensive Barrage attacks are resolved as ‘normal combat Ian enemy unit suffers e retreat fesult it may all choote to ake ar-equivalent sep {oss and participate in the upeoming stack. How ‘ver, the participation would be atthe units new feduced strength. Defensive Barrages may not be a fied at enemy units that have achieved a+ result on the Surprise Attack Table “Offensive Borage: Dusting. the friendly combat phase, friendly artillery may adits barrage strength fo the attack strengths of attacking unit. All the filler units attacking one Bex (otal their barrage Strengths, modify them or terrain and visibility and Add them to the attack stengths of the friendly Auscking units ‘inal Protective Fire (FP). Defending atilery units tht did not fire Defensive Barragire may ad theie FPF strength 10 the defense strengths of feendly units beingaltacked. FPF may notbeadded tw the defense strengths of unitsthatare under attack solely by enemy arillery fire and/or airstrikes. FPP is modified for visibility but not for terrain. (Op- tional If all attacking units are attacking from hes that are in covering terrain that would halve Darrage fie and the covering train is part ofthe same terra feature that the defenderisin, then FPF {shalved. Thu, stacks from an adjacent village hex ‘would caisethe FPE to behavled onl ithe defender Were ina hex ofthe some village). Arilery units that ae in EZOC may not fre FPF. Independent Fire: Artillery units may atack any enemy units that can be observed by appropriate Iendly units even ino friendly unit is adjacent 10 the target. Independent fre may be used ofl the obligation offend units toattack adjacent enemy Units (if the friendly units involved in some other tack) a5 long as minimum odds are met. Indepen- ent fre is weated like any other attack and 6 re ent fie is treated like any other attack and is re {Solved during the fendly combet phase Tntencive ‘Fire. Intensive Fie may be used in ‘conjunction wth any other kind of freencept Dicet Fire. Intensive Fire doubles the Barrage or FPF strength of aniery units by doubling the ammo txpenditure of the unit (See Supply rues) Heavy ‘Arilery may not fre Intensive Fie, sll-propelled units that ire Intensive Fie may not exerise the “thoot and s:00t” option (see below). Company sized arilery units uae T ammo point when fring Intensive Fie Heavy Arilery: Heavy artery includes all 152 ‘gun, 203how, [TOgun, 210how and 210rKt artilery Units: Alt heavy artery is treated as Motz formove- ‘ment purposes despite ts movement allowance, When heavy arly fires against hexes that are Woods, Villages, Dug In or Fortified, it barrage strength is not halved. Any atack which results ina ‘combat result unfavorable tothe defender eases the Femoval ofthe Dug In or Fortified marker. Heavy ‘rillry may not fire Defensive Barrage missions Artillery Fie and Building Any time a unit in the Proces of building anything (Digging, Fortfyng, bridge) is fired on by artery at atleast minimum ‘odds, the building marker is desuoyed. With the exception of pontoon ‘bridges, which are placed ‘back under the nit that was arrying it the unt forced to retreat, the bridge i destroyed, Shoot and Seoot Seif Propsled artillery (German SSP arty, Mauiier, and Soviet Katyusha units) may Steely ip Out of Batery any time they fre. The decision must be made at soon a the unt ies. The ‘nit, ofcourse; may not fip back to In Battery ual the next friendly movement phase Aatilery as replacements Arilery units may be disbanded to provide manpower for depleted infan- luy units, This may become a desirable course of action due to lack of supplies or bad ground condi fons that immobilize the artillery. In order to be disbanded, an arly unit must bewithinatix Foot MP of an Infantry, Fuser, Inf Rgt Grp, FE, or Rife, Gas Rifle or 1G unit that has lost one step. At the beginning of the movement phase; move the arillery unit aif it were foot ont to the inf unit ‘Then remove the arilery unit, placing ii the dead pile and flip the infantry unit over tos full strength fide. The infantry unit may then move using any emaining MP the artery unit would have had If n the waite start in the same hex the infantry unit can ‘move its full movement allowance. Artilry units ‘may never be remanned by reversing the prowess ‘Arillery Supply See Supply Rules. Stop at this point and take a deep breath SUPPLY Supply played a criteal rolein the Korsun Pocket bate, a6 in any encirclement operation. The game thus elects both the ability of the two rides 10 Drovide supphes to ther forward units, and the ity of unis to cary limited amounts of supply swith them Supplies, with the exception of artilry ammuni- tion, ae handed in terms of Supply Pints. Arilry ee | fesesns maces Aenea Sega ceeee hem eet Sa noses crsicnastsim oan Secreta enemieraa! on dence ed to Sees atae as seaatsee acre an cena beer inn Oo et es a Sesame ua Markers Air supply misions are Now uring this section and limited amounts of alley ftnmuniton can be moved onto the board “Thus while the supply portion of the gars is more - nents judgment and abit. ‘The Korsun Pocket atte i ne exception. Both "Paul Carel” and his echo at SP, Steven B. Patrick, severely crtce the Sovet command for missing’ a golden opportunity. When the Soviet Pincers closed at Zvenigorodka, the Soviet amor {gin to defend the outer ing ‘The rts contend thatall the Soviets had to do was orn south through the SS-ile-wide hoe between Ist Panzer Army at Ryshanovka and 8th Army a Sltopol, to destroy the whole German southern Mank “What wat avalabe on January 29 co xB through ‘hat hole? The th Tank Army had been forced by the ‘German counterattack (aking place off board to the ‘est of Map C) to send Sth Mechanized Corps some 30 mies off board to Teter. Tat left Sth Guards Tank Corps, a badly understrength unit that was holding inthe Popovks-Olkhovets area with part of itsforesandatackng the pocketin the Stebev area tithe rest Asforth Guards Tank Army, January B found it with 20h Tank Corps stad from Zvenigorodka to Shpoa, and 29th Tank Corps at ‘Vodyanoye-Lipyanka. Both had been out of contact wih Amy Supiy mp Sethe 2th thie Tear and flanks tere belo harased oy roving grou of German tanks and submachine gamers of 11th {td [ath Panzer Divisions. The Ifth Tank Corps as ngaged in a furious tate at Kaplanovia: Ta owt to reopen supp ins to 20th and 29%h Tank ‘Corps. The inner wall ofthe pocket was not closed yetelther. ‘As Tor the German armor, on January 2h, 1708 Panzer Division had taken up defensive postions ‘between Ivanki (bottom of Map ) and Talnoye (three mile south of Zokolovolsha on the primary road). The 16th Panzer was oa its way join 17th, land Int SS Panzer (50 miles away) was getting ready {edothesame, Thereformations Were tifed but faitly rong. The 8th Army was also building up 47th Panzer Kogpe as an armored striking free on ts ft Mank, with 13th and 24th Panzer, both strong divisions, moving over tosuppor rd, 11th, and 1th Panzer around Novo Mitgorod ‘Suppore the Soviets tured south. What could have been accomplished? A raid on Uman, 20 rikes south of Map C, would have been fun with massive German supply dumps and air bases, provided the ‘anders did't cum into anjting to slow themup. But {ohave committed any oral ofthe thre tank corps in posiion to exploit the hol in German lines (th ‘Guards, 20th, 29th) would have ben the very height of folly. The probable resus of such adventursm Would have becn the destruction or upping of two Soviet Tank Armies and the failure to pocket any German unit at Korsua, Instead of sticking their head in noOse, the Soviet armer was used 10 Accomplish ity mision—tihe destruction of enemy forces inthe Korsun Pocket. “All ofthis ito explain why the Soviet player does nor gain any "victory points” from sending armored ‘its (or any units) off the south map edge. An important thing fr the Soviet player to remember is thatthe southern map edge should be reatedasifone for more, panzer divisions were likely 10 appear anywhere along tat any moment. Neither ideimthe sctual battle ada complete enemy order of battle, oF fn order of appearance char, ofan accurate loag- ‘ange weather foreast, for that mate, ‘Now I could ly a bunch of rules ike barbed wire along the southern map edge to Keep the Soviet player honest, but Tm not goingto. Both sides should {ty to play asi they were entrusted with a large part oftheir reapective nations armored striking power If you gett destroyed for Ite purpose, your nation's ‘hance at victory and yourearer prospects are going fo suller accordingly. Ifyou want to rimulae the problems of opera- sional wafare circa 1948 inthe Ukraine you should have no problems with this approach. Ifyou find an historically unreasonable tactic by squeezing tank ‘column betwocn two paragraphs o ules, dow doit! For those of you who want to wi and don' care whether or not its realistic jus as long a seems to bein the ries, try this one. When your opponent leaves the room, remove his units from the mapand place ther in the dead pile Thisis egal, just sid so. Fou have just won the game, Areyou happy? Now go find another opponent and another game please Depletion Many waits wil begin the battle depleted, {hat is, having already taken serious casualties in previous battles. Some divisions will havea paren- {hesized number next to them 180th Rifle Div (ClO) on the Order of Battle td Order of Appea sno Charts. Thismeansthat the 180th Rifle vison has lost 10 steps prior to being placed on the board "To deplete unit, use the following priory. Fist recce the infantry battalions in the division. Only ‘when each ifanty battalion has been flipped over may the player deplete other units: antitank first, then engineer. Oace all infantry, antiank, and tngineer unite have each taken a one-step loss, the player may take any additional losses from any unit Inthe division he chooses. Sowithten steps depleted, the 180th Rile Division would have all nine rie battalions and ite antitank bataion Mipped over to their depleted side “Some unit, ia particular German divisions and Soviet tank corps may have specific instructions as towhich nits are depleted Movement Restrictions In reality, defending com- fmander cannot look at the map and ge the sane ‘ear pistureof the enemy’s dispositions thats wat famer can. Infact, communications with the sector tinder attack ate very Likely to break down. Likewise eins, and misleading atillery “preparations” in ajacentsectorscanall end to delay the commitment ‘ol reserves, It isimpossible to exactly Guplcatethese ‘conditions im KORSUN POCKET without making. the fame unplayable. Consequently, some units wil Be moveable atthe start of a scenario. These oops wil have condition tated Under which they may be Teleased: either after a certain date, orf the enemy stain certain objectives. "Any divsionsaed unit that has any sub-unit at tacked by any nomartllery ground combat unit ‘utomatically released and may henceforth move ‘normally. Corps support units may be moved one {urn aler any sub-unit of the corps attacked. ADy nit that is eleased for any reason is considered re- Jease forall subsequent turns. In addition, players ‘Should keep the following conceptin mind. Imagine Aivisionsized unit ix holding’ a section of front ‘Although the division islf has not ben attacked, it ‘willbe fleased one turn after the endly division on ‘the lank (or both) is freed to break contact with itdue to enemy attacks. There ae alot of variables here and players judgment dif, the ist rle beas reasonable to Your opponent asyou would wish him to be to you: the second rules stop arguing and rall the dice. German Air Allowance Allscenariosthat involve all fourmaps tkewise involve alltheair units ofthe VITT ‘Air Korps and 2ad and Sth Air Armies. When a ‘Seenato cll for using two oF fewer maps and the forces of only oe Soviet Front and German Army this poses no problem for the Soviets as their Ait ‘Armies ate subordinate to thir respective Fronts ‘But for the Germans the problem is more complex. ‘The German ai effort was divided several ways, between fying CAP and Ground Attack missions for Ist Panzer Army and the &th Army, and fying support and supply for “Gruppe Stemmerman.” But ‘here funtion were not constants andthe Germans ‘ould concentrate on one mission in one particular torn and a diferent one the next. OF course, this procedure lft other sectors bare of air cover. “Tvs, for scenarios that involve one oF 0 maps, the German player should roll oe die atthe begio- hing ofeach Mutual Air Allocation, ete, Sectionand, Consul the following able to find the percentage of ‘VII Air Korps sores that willbe avaiable to him that crn, 313 63/2 aan ann ban Read the result forthe current ground condition Frozen or-Bnom/ Mud Deep Mul. ‘The German player keeps the die result to himseif ntl both players have plotted thet air missions, then reveals it tothe Soviet player Reinforcements From Other Mape asd Withdrawals Incertain scenarios, reinforcements willappear from other maps that are not play. These ae treated as Any othe reinforcements, "Tete ate also requirement to withdraw cera units of the map. This shouldbe done as rapidly as possible, Variable History Although this game i designed to simulate the bale at the Korsun Pocket, you can play it any way you ke, For example, the game is fnuch mote unpredictable and exciting using the Variable Weather Chart, When using variable wes thera “hot hand” withthe dice that produces along sng of ware weather will pil) bog the game down to its eyes in Deep Mud. You do not have to Say there for days, cursing the weather (any reading ‘nthe battle will show how historical this i), the Ge, andthe designer. Go abead and cheat, if you both agree to, and make it colder. Afterall itis February, and th game's therefor you to play with, hot vice vera. Figure that afer three days of solid srarm weather, the odds 08a cold snap are gogo Increare turn by turn If both players agree thesetup naps may be ignored exerpt to delineate the font Ine, The dvalable units may then best up to cover front line in any way the players choose, "The most obvious “what i about the batle concerns the 24th Panzer Division. This fllstuength Givin bad boen the remaining mobile reserve of German Army Detachment Schnorer at Nikopol, ‘00 mies southeast of Map D. It was marched over ‘ed roads and through mud tothe southeast corner ‘of Map C, on the road to Yekaterinopo. It was to Join 47th Panzer Korps effort on February ath But At the last moment, it was ordered back to Nikopol ‘where the Soviets were breaking through. Asaresul, itwas not avaliable for ether bate ‘There are several ways to inclode 24th Panzer in the game. Both players can simply agree that it wll become avilable on the AM turnof February 3ron the road to Yekaterinopel, Map C. Alternately, the German player can have the option to bring it in ‘anytime after February 3rd AM, realizing that if be does so be has shifted the balance ofthe battle in is favor and thus cheapened any victory he might achieve as far as bragying rights are concerned, He ‘might alo consider the relauve advantages of hold- ing the 2th in offboard reserve until a favorable ‘moment, thus forcing the Soviets to be prepared at ‘many points ‘While the second of these approaches willeave the Soviet player guessing, the German player wil til know whether be has am ace up his sleeve of not the bat, the sudden withdrawal of 24th Panzer fame as surprise to von Vormann of XLVIL Panzer Korps, who had been depending on it. 1 mutually so deste, the German player may roll wo dice every ‘AM turn between February 1st and February Sth See if 24th Panzer willarrve. The division willappeat fon roll of? or 12 I'not summoned by Februa Sth, consider that i ison its way back to Nikopok How to Use the Situation Mape First assemble the ‘nits of each division sted, onthe order of bate, ‘deplete them as indicated, and find their setup Iocation on the map. Where a division's location is indieated by a line this means that the sub-oits of this division may bein or behind any ofthe exes through which the line passes The division must do ifs best to cither havea unit ora ZOC covering each hex tha the ine pases through, Where a division's position indicated by a cite rather than alin, all ofthe division's sub-unts must be on or within that rte, “The units may bein any formation. The presence ‘of Dug-in or Fortified markers will be indicated i the scenario instructions ‘All Corps, Army, and Front support means may bbe eely Set up ‘behind the front line of their respective subordinate units. In some cases where ‘Unis were detached from thee paren formation and assigned to some other organization, a special note willbe made in the soenaio nots, REINFORCEMENT RECORD German All German reinforcements enter the south ‘edge ofthe map in one of four Entty Zones: W.X,Y and Z. Reinforcements may eter the board through any oad entering the map in their Entry Zone. Enty ‘one W isthe area south of the OnoryiTikch River: Entry Zone X is between the Gory Tikich and the Goi Tikch Rivers, Entry Zone V is between the Gril Tkich and Bolshaya Vyss Rivers and Entry Zone Zis south of the Bolshaya Vs River, When 4 German cross followed by a number appears on the Turn Record Track, consult the list below ¢o find out what units appear where and in 1. Jan, 26 PM: 1PrA:269th StG/3PzK (1), mote eng bn) 3P2K—Enter W 2, Jan 26 Nigh KASH Ret Rew/ATPEK, | sal) 47PeK-~Eater Z Jan. 27 AM: IPZA:SO6th Tiger/3P2K, 1 my aPak—Enter W Jan, 27 PM: IPZAG1 150 okt ba/3P2K, 1 mot 10Sbn/3P2K—Eater W Jan 27 Night #A:StH SIG/47PPK (1), 1 eng ‘on /ATPLK Enter Z Jan, 28 PM IPrA:STIh RKt Rgt/3P2K, 1 bridge ba/3PrK, 3P2K HQ—Enter W Jan. 29 PMC IPzA1 bridge ba/3P2k, 1210 How p/7K—Enter W 8. Hea. 30 AM: IPZA-2 FE bn/K, | FEbn/3P2K, ath Rt Ret/SP2K—Enter W Jan. 30 PM: TP2A:1 motz 105 bn/3P2K, 1 mote ‘eng ba/3P2K—Enter W 10, Jan. 30 Night: IPZA‘1 7h Pe Div Recon if MiIV gone)-—Enter X Jan, 3UAMC: IP2A/ /BA: 16th Pz Div (recon) Enter W) 203d StG/47PAK (1), 376th lal Div (1,2 105 how bas gone) Enter Z 12, Jag, 31 PM: P2A//BA:1 motz eng bn/3 P2X,2 150 rkt bn) 3P2K—Enter W/any 3 ba of 13th Pr Div—Eauer ¥ 15, Jan, 31 Night 1P2A2 bridge ba/3Prk, | FE ba ‘3PxK-Enter W 1M, Feb, | AM: BAsest of 13th Pr Div Entry 4, 26th Panther Ba/47PeK, | motz 105 ba/47P2R 5315)167(-2)-—Eoter Z 15, Feb | PM: 1P2A//BA: 1210 kt bo/3PEK Enter ‘W//1 bridge ba/47PzK, I motzeng ba/47P2K, 1210 how eo/47P2K— Enter Y Feb. I Night: BA:1 AA ba/47P2K—Enter Z. 11, Feb. 2 PM: 1PrA:2210 kt ba /3PrK—Enter W_ Ig Feb, 3 AM: IPra/ /(GA):PzRgt Backe—Enter W [N(optonel 24P2 Div enter Y) 19, Feb. 3 PM: 8A266th Inf gt, 1 supply unit 10S bo/all of nd Taf Div--EnterZ 20, Feb, 3 Night IPzAsLet SS Pa Div (not including aillery)—Enter W 21, Feb. 5AM: IPrA‘one group of Ist Pz Div— Ener W 22, Feb. 5 PM: IPzAcartlery of Ist SS Pr Div. Enter W 24, Feb. 6 Night 1P2A:!sepropeled artery ba/ 7K—Enter W 25. Feb. T AM: IPzAcone group of Ist Pz Div— Emer W 26, Feb. 6 AM: IPrAcone group of Ist Pr Div Emer W 27, Feb. 8 PM: Ad antitank bo/47P:K-—-Enter Z 28, Feb. 9 AM: IPrAcremaidner of Ixt Pr Div, 22Kth SIG/3P2K—Enter W 24, Feb iam 167 be Soviet All Soviet Ist Ukrainian Front reinforee- ments arsive none of two areas, or T-Srepresens i rouds entering the western map edge north of the Gailoi Tkich River, and T represents all thore between the GnioiTikich andthe Gnoryi Tikich. All Second Ukrainian tenforcements arrive in one of two areas, Uor V.U represents allroadsenteingthe fast edge of the map north of Alexandrovka, V Fepresents al those south of Alexandrovka, When a Soviet star (lowed by a nimber appears on the ‘Tarn Recotd Teack, cons thelist below to find out ‘what units appear where and in what shape |. Jan. 26 AM: 2UF Enver U 2 Jan 27 PM: IUF:32nd Antisank (AT) Bde-3)— Enter § 4. Jan. 27 Night: 2UF-10th AT Bde-3), 3008 AT Baet-3)—Enter U 4, Jan. 28 AM: 2UF:AIl units of 49th Corps.6th ‘Gd Abn Dis(-6) 94th Ga Div-7), 8th Rifle Div (8, ghd Bde Enter Ur FEAT soe ast Torti Rate Daioh 6 Jan. 31 AM: IUF//2UF:Sth Mech Corps (a it Jef)—Enter T// 110th Gd Div-7), 233¢d Rife Div(-10)—Enter V 7, Feb. 3AM: 1UF//2UF:16th Tank Corps Enter S//49th Lt Arty Bde, 11th AT Bde(-3) Enter U 8, Feb, 3 PM: 2UF-27th Hy Gun Bde—Enter U 9. Feb. 3. Night: 1UF//2UF:ird Tank Comps— Enter S// 116th Rifle Div(-7}—Enter V 10, Feb. 4 PM: 1UF:2nd Tank Army HQand sup- port units—Enter AL Feb, 5 Night 2UF:27th Gd Tk Bde—Enter U 12. Feb, 7 AM: 1UF:3rd Gd Abn Dis(-6)—Enter S 13. Feb. 7 PM: 1UF:2nd Gd Abn Dis(-5)—Enter S 14 Feb. 9 AM: 1UF//2UF:340th Rifle Div(-10}— Enter §//31st AT Bde(-3¥—Enter U 15, Feb. 9 PM: OOOPS mistake on Tum Record “Track—no reinforcement 16, Feb. IAM: 1UF//2UF:202nd Rifle Div(-7)— Enter S//252nd Rifle Div(-10)—Eater U 17. Feb, 12 PM: 1UF:163rd Rifle Div(-11)—Enter T 18, Feb, 14 Night: 2UF)4ist Gd Div'9), Bist Ga Din(-6)—Enter U /19, Fe idee 162 x Optional Variable Arrival Note that the historical + arrival of reinforcements depended, among other things, on the road conditions. When using the ‘Vanable Weather Table, players may wish to vary ‘the entry day of reinforcements. To do 0, count the ‘number of turns between the beginning ofthe game ‘and the arrival date of the reinforcements in which there was Mud and Deep Mud. Compare this with the historical weather recorded on the Turn Record Track. For every turn of Mud more than historically indicated, the reinforcements will arive one tara later. For every tura more of Deep Mus, it will be delayed three turns. Similarly for every turn less of ‘Deep Mud, the reinforcements will arrive two turns ‘earlier, for every turn less. of Mud they will arrive one turn earlier. ‘SCENARIO #1 History. Marsbal Vatutin's 1st Ukrainian Front had begun 2 drive south against th and Ist Panzer ‘Arm on Christmas eve, 1943, withthe objective of taking Vinnitss nd Uman. They had been stopped ‘hort oftheir goal and thrown back some distor by owerful German counterattack. On January 24h, the right wing of the Front was preparing to anack west foward: Rovno-Ltck and touth-west toward Shepetovka. The center ofthe Fron, tr Tank Any, fand the igh wing of 40th Ary were being poued by Ist Panzer Arty and taking serious loses. ‘The Front’ left wing, consisting of part of Gen- eral Zmachenko's 4th Army, General Trofimenko's Wreak 27th Army, and the newly formed 6th Tank ‘Army of General Kravehenko, were set to jump off feat the German salient around Kors. “German intelligence had discovered the build up on January 24th, correctly identying the Sth Mech nized Corps and the 359th Rifle Division, with Alley and rocket launehersinsupport.and over 70 tanks (including 15 Shermans) camoflaged ia and ‘round Tinovka, The German 34th Infant Division ‘etending the Vinograd area was consequent ren- forced and 5th Mechanized was unable to make much progress on the 26th when it attacked. However, the other corps of 6th Tank Army General Kravehenko's own veteran, but det Strength Sth Guards Tank Corps, reinforced wth 2 tank brigade and some assault guns from Sth Mech- nized, managed t0 hit the seam between the ter [9th Infantry of Seventh Korps and the badly Undesttengtt Eth Infantry of Forty Second Korps Down the main road they sped, seizing the Lissank bdee, rlasingtheunite of 6th Rie Dvisionane their own comrades of 6h Guards Motorized Rife 19 Brigade at Tichonovka which had been surounded for'more than two weeks, and fall racing into Zeenigorodka to join up withthe lead elements of General Rotmistrovs Sth Guards Tank Army. The hole they tore inthe German line enabled 27th Army to advance to Boguslav, Shanderovka, and finally, Olshana to meet the cavalrymen of Sth Guards Don Cossack Corps. The Korsun Pocket was formed. Scenario Length: Seenatio 1 & 1S turns tong, from AM January 26th to Night January 30, 1984.1. is played on Maps Aand C and involves the fores of {et Ukrainian Front and Ist Panzer Army. Deployment: Deployment is according to the January 25th situation maps all German front line ‘units may start Dug In, except between Burt and Kaney, Map A, where they may start Fortified German units may start the game broken into companies. Korps reserves, except fr actillery, may Star onthe front line. The Zvengrdka supply dump ‘must be deployed in Zvenigorodka The Soviets may have all their frontline units Dug Inexcept those from Kagariyk tothe Dacpr, Map A, which may be Fortified “The Soviet foree at Tichonovka (2 depleted bat talions of 358/136 and one depleted battalion of {6GB/SGTC) stars Dug In and U-2. Ther is proba- ‘bly no need to deploy Dug In markers on the Soviet assault forces although catious players may dosoif ‘hey wish, The German player setup first, the Soviet player moves first and isthe Fist Player for this Reinforcements and Wihdrawels Both players receive the reinforcements for It Ukrainian Front and Ist Panzer Army (1-UF aod I PeA) respectively from the reinforcement record between January 26th ‘AM and January 30 Night turns, In addition, the German payer receives the folowing reinforcements on th primary road enlerngjustabovethe southeast ‘comer of Map A January 26th PM—New/5 ‘January 26th Night—1 ba of Germania Motz Inf Rt, I Anttank ba, 1 Motz Eng bn, 1150 RL bn, one Panther Co,, and 1 full soppy unit carrying two ammo points, all from Sth SS. Viking Panzer Division January 30 AMI SP arty bn, 1 8 AA ba; both ‘of Sih SS. The Soviet player must, on the January 8th Night ‘urn, withdraw te Sth Mechanized Corps off the east ge of Map Ca as rapily as possible. It ‘will reenter the map in the same spot on Janvary 31 ‘AM: inthe same state of depletion in which i left ‘The Soviets receive the following reinforcements from the Primary Road Kazatskoye Zvenigorodka from the east edge of Map C: January 28th AM—8 Gd, 155 Te Bes, of 207C ‘oth dep) January 29th AM—rest at 20 TC (al dep) January 30th AM—at Tolstoye—Ilth Gd Cav Dw, Ist Gd Meng ‘These unit’ supply units are all marked “None Allocated" and each carries only one supply point fand one ammot point. There units ae elements of 2nd Ukrainian Front and may not move out of an ca bounded by the Shpalka River iol Tkich River, Zvenigorodks, Gudsovka, Tarkssovka, Shev- chenokovo, Dymkov, Olhana’and the swamp cat fof Olshana. Within these coafines these units fone ‘on normaly Special Rules: None Weather: The January 26 AM weather is Temperature—Cold ‘Aumosphere-Fog Ground —Frozen Visibilty—Poor ‘Supply: The scenario starts ater the January 26th ‘AM. MASS and MSDS. The an snd off oat ‘dumps begin the senario as follows man Soviet Koran Zrengrdk 1stPzA UF Supply 2530 1S 100, ‘Ammo 200 100 sl 20 Ist Panzet Array may place upto 50 ofits 75 Ammo Pints onthe board athe start ofthe seenario, no more than 1055 of the ammo at Zvenigorodka and Kersun may be placed ater than a the dumps. Ist Ukrainian Front may place 73 ammo points onthe ‘board other than atthe dumps. et Ukrainian Front ‘ay distribute its ammo andsupply pointsamongits Subordinate army's dumpe as it wishes, Movement Restrictions: Except for reinforcements ‘no German unit may move unt ope ofthe following Conditions is met it's parent division attacked by enemy nonarillery ground combat uit; 24 neg boring division sized unit is forced to break contact with is flank, doe to enemy action, 3) 2 Korps Support units rleaed the tum aftr any division of its Kocps is attacked, asin I; 4 the German player relaes it by rolling one die every friendly movement ‘hase upto Jan. 29 AM, the veut being the mamber Of German ‘Battalion-sied units that are released that turn; 5) the Jan. 29 AM tur bine. From an, 2AM on, al German waite may move frely. The German player is required to make every reasonable attempt o hold its fortified line on Map A unl the Jan. 29 AM turn or until the Soviets hold Lisyanka and Zvenigorodka, whichever comes fis. ‘Both players are required omakeevery attempt to maintain continuous line of fendly unite of ZOCS connected 0 the point where heir westernmost lank eaches the western map edge. Victory Conditions: The Soviet objective, inorder of importance are Zvenigorodka, Bogusiav,Olshans, Steblev, Vinograd, Ryshanovks, and destroying Ger- ‘man units. The aim of Ist Ukrainian Front was to orm a corridor, a wide as possible, between the German Seventh and Fortyccond Korps, withthe walls ofthe corridor covered by Soviet units of ZOCS Cutting off the Korsun supply dump from the south fie ofthe map, The Soviets historically took most of these objectives except for Stebley and inflicted moderate losses on the Germans, "The Soviet objectives fell according to the fllow- ing schedule. The players can use ths to judge their performance against the historic achievement. ‘Zrenigorodka—Jan. 28 PM. Boguslay Jan. 28 Night (Otshana-—Jan.31 Night Stebley_—Feb. 16 PM. Vinograd—Jan. 29 AM RyshanovkaJan, 28 PM ‘The German objectives are to keep the Soviet layer from Tulling his victory conditions, orto Aelay their fuiliment to Keep valid supply line to the Korsun suppiyFlump: to preserve as much a3 possible oftheir original strength; and to inflict losses fn the Soviets, Comments. Athoughthisis scenario #1, itis not the best scenario to start with (Wy 14). The German Player isina hellofaixanditwiltakea great deal of Sill tooth sow the Soviet drive and to keep from being. swept under by it. Historically, the only German division tht took gris lesser his part ofthe battle was the 8th, To holdup Kravehenko's tanks fora day or two atthe cost ofosing the thor 198th divisions as effective fighting forces i no German vitor, “The Soviets must Hkewise fight with an ee to keeping their loses down, An attempt to Sast ‘through all the thickest parts of the German line wil probably give the Germans asure victory, and even if the objectives are taken, the cost will probably be oo high I Tst Ukrainian Fronthasnostronginfantry or armored forces left when 3rd Panzer Korps comes charging tothe rescue in a week or, ther i ging to be seriou trouble ‘This scenario i an exercise in breakthrough and exploitation. Remember to move your supply eche- Tongs up in order to keep Your spearheads in supply. SCENARIO #2, On to Zvenigorodkat History: On the eastern face of the salient, an together different situation prevailed. General Ko- ‘eV 2nd Ukranian Front had concluded the biter battle for Korovgorod. Both sides had suffered heavily, several German infantry and panzer-eren der divisions and Soviet mechanized corp bad been reduced to shadows oftheir former selves. German, intligence had placed the Soviet armored foros massed around Korovgorod (southeast of map D) sand were ensely awaiting a renewed Soviet offensive there. But they had been fooled. ‘With the rest ofhisront quit, Genera Konevhad secretly massed the Sth Guards Tank Army of General Rotmistrov onthe sector Verbovia-Balan- dino, This move was camouflaged by the we of ‘wooden dummies and artillery tractor with the mufflers removed. ‘There is evidence that some ‘eople are mislead by it even upto this dr. Likewise 4h Guards Army and $id Army, along with the Sth Guards (Don Cossack) Cavalry Corps were massed to smash their way through the weak (German 389th and Sed Pancer divisions, ‘On the 25th of January the blow fell, euting ‘trough Ostnyashka before evening withthe 2th and 29th Tank Corps leading. These unite raced head, fighting off German counteratacks on theit Manis’ and rear and seizing Zhoravks, Lebedin, Shpola and on the 28th, Zvenigorodka. ‘The Germans promplly counteatacked, with parts of STth and Viking divisions striking from Pastorskoye briefly linked up in Tishkovka with the [dv and 14th Panzer Divisions attacking fom Novo Mirgorod. Tihkovka and. Kapitanovia changed hhands repeatedly, but by January 29, Konev's te serves, the [8th Tank Corps and the Cavaty Corps, ‘eopened communications withspearheads snd Geo: eral Stemmerman's Eleventh Korps wa cat of. Scenario Length: The scenatio length is 15 turn, from Jan. 25 AM. to Jan. 30 Night, only Mape Band Dare ured, Deployment Deployments according tobe Ja, 25 situation maps. All German assault gun battalions ‘must setup 12 hexes fom the frontline. All German front line units may be Dug In. Fortified markers may be placed as follows 10 between Miyev-Vyasavok-Topilno (markers ‘must be within one hex of the Olshana River between the first two villages). 5 between Staroselye-Derenkover “The Shpola dump should be deployedin Sbpola. The Soviet player may lace Dug ln markers onany front line units but it probably a wasted efaxrin the sectors where the Soviets plan to attack. Al Soviet arllery may start Emplaced, The German player sts ‘Up fra, the Soviet player moves first. Reinforcements and Withdrawal. Both payers re- ve the reinforcements for the 2UF and 8A te spectively from the reinforcement record. The Get- ‘an player ust exit certain elements of Viking SS Panzer Division off the west ede of Map B on the Drimary road that starts between Nabakoy Khutor And Valyava, Oh, you want to know which hex that {ead is sopposed to bein? Lets cll it te hex diresly ‘adjacent to both towns. Ue the Viking uni listed in Scenario #1 and the exiting times. Special Rules. Part of the 294th Rille Division it ‘Shown setupon heeft bank ofthe Dnepr ie. , ot of play. To cross the river, oe ba per turn may be ferried tothe right bank to any hex fre of German units or ZOCs. These unite must trace a normal supply line to bein supply and may not retreat back tcross the Dep. Alternately, beginningon any tn in which there are no German units adjacent to the ‘Dorp, the unite of 29418 Rill that aze onthe lft bank of the Daepr may be brought into play as feinforcements. They enter the map across the rail toad bride at Cherkasy. Weather: The Jan. 25 AM. weathers: “Temperature Cold ‘Atmosphere—Fog Ground—Frozen Visibility Poor Supply: The senatio starts after the Jan. 25 AM, ‘MASS and MSDS. The on and off board supply damp contain the following: Shyole 3A 2UF Supply 4040250 Ammo 75 = 60200, ‘th Army may place 40 ofits 60 ammo points on the board, 7 points of ammo from the Shpola dump tay be placed outside of the dump. 2d Ukraininan Front may pace up to 125 ammo points on the board. 2nd Ukr. Front may distribute {is ammo_and suppiy points among its subordinate dumps asi wishes. "Note that if the Germans hae troops ut off from supply from the sooth edge of the map, they may feccive an unlimited amount of supply and # ammo points pet MASS from any road that enters the west fege of Map B. “Movement Resiitons: Except for reinforcements, ‘bo German unit may move unt one ofthefollowing Conditions is me: Its parent division tatiacked by ‘enemy norarillery ground combat unis: 2)a neigh boring division is fore to break contact with the flank of the units parent division due to enemy ‘ction: 3) a Korps support units released when any Unit of the Korps is atacked 4 the th SS Viking, Th and 14th Panzer Divisions are released on the an. 26 AM. turn; 5) the units released by rolling the ‘ie (ae scenario fl forthe method); 6) the Jan. 28 [Night tum i reached, at ths point all German units ‘may move freely. Note thatthe regiment of 37th division that sets up a Zerdyukovka ie fee to move fn the frst game turn “The Germans must attempt to maintain line of units and ZOCs with no gaps of more than one uncovered hex facing (within 5 hexes of the Dnepr River between just NW of Kreshchatk and Losoval ‘Both players ae required to make every lfor 10 maintain 2 continuous front of units and ZOCs Connected to the point where thet southers-mort Mank reaches the southern edge of Map D. Victory Conditions. The Sovie objective ito st wp 4 comidor to ‘cutoff the German salient around Koraun, To meet the historical schedule, the Soviet plage should exit two tak brigades and two other ‘motorized novartilry combat units on the primary oad off the westedge of Map D just south of Topilng by the Jun. 28 PM. tur. By the Ja. 30 PM. ura, the balance ofa tank corps (less the 4 units) should have cited the same point lus cavalry division and the guards motoreyele regiment at Tolstoye- On Jan. 30 PM. the Soviets should have a continuous road ink from any supply dump or from the eastern board ‘edge (o their exit hexes on the western edge of Map 1D. Hstoncaly, the Sovets st up sn exteral line, Novo” Ositnyashka-Tishkovka-Turiya-Lipyanka Tolmach-Kapustno-Ikrenoye and an interal line, not yet sold, Dnepr River-Bolio lyn Swamp- Berernik-Konstantinovka-Rotmistrovks-Zignayes- a-Tereschki-Toplno-Takstoye by Jan. 30 Night. Comments I the Germans can hold the shoulders of any penetration on Jan 25, they may have a chance for 2 mobile battle between four of thet panzer divisions and ewo tank corps of the tk Guards Tank ‘Army. That should not bean agether displeasing rrowpect. is hollng the shouler nin hat ‘oun of ey at wl be tnconfoale "wo es ttn eres ae paramount separa, ond so fens Steams The td Uiaiman From appear fo hve an overwcining ims bt a Sov payer may gly fi Cat the fining to be verve hte on ‘And altouphisdvson eto pasted ke tains thei jmp off postions, ther tres or {eur ayo tying tebe up to bata tack tony trong oath Sot pager any betolng ee Germans costam wa of Dont fare some ore infantry somewhere (Theanrer forthe Geman salary "no fr the Sov, “sup a tae) “he Sov must emembr hat oak a shor boot aunts Geman open funk ex of Nove gored wl proving en open (ave) Mano {iegoutem bed pe yo of png wih RetGmelaton chs ih and Poet Daons were expected from Wa decton pre On guestion lot of Germ plage arty to ast Who ite fool honk Ving Te ‘mp ie ison Teron esp ire wa to arp tou of ares way Te dion we bang fey recmupped and real vain ‘Corgi al poplsiooandcondcag ant pertzen foepe (Th uhoks es teen Eas, rerty and Gove kad bet allo paras Sct 190 an nny reed oy he nh wma Sove rato iuwba) The genie of the Wesland and Gemasia repos wee rey gen andunmetinicdVale ‘itch conerptEasern European ale Gr ane They hea peotaby have mor ingot Tener than Ths sons ore wok tha Satake mochmorervarding Bother bavesome Bung power and ahh the tls sonar the Sov is ot at bal as ook whe ett wo SCENARIO #3 ‘The Pocket Is Formed. Hiszory: On January 5, 1944, Ist Panzer Army ‘warned that ualess i pulled is Forty Second Korps below the Ross River, a disaster threatened. Two days Inter, Hitler refused to allow the pull out, fgambling that the couateratiacks beng organized by ‘Army Group South's Manstein would halt the advancing armies of Ist Ukrainian Front and sill leavea jumping off place on the Daepr for adiveon Kiev from the south, Fat chance. Athough Vatutin's Int Tank and 40th Armies were beaten back between Vinaitsa and Uman, and Konevs 2ad Ukranian Front was fought toa draw after taking Kirowgorod, the next move was Zhukov’, not Manstelns Scenario Length: This scenario combines scenarios Vand #2intoa four map game. Alldeployments and forces avalable are the same with the following ‘exceptions, On the Jan. 25,AM., PM. and Night turns; nowaite may move on Maps Aor C. The uns ‘of SSS Viking division that ate withdravn from one tap and appear on the other are no longer required to-do this When otherwise (red from movement festrictions, they may move wherever they Tike Victory conditions fequire the Soviets to cut all German supply lines tothe Korsun supply dump. At the end of the scenario. the Soviets should hold Vinograd, Ryshanovka, Zvenigorodka, Shpola, e- bodin, Zhuravka, Kaptanoves onthe outer ine and Kanev, Bogusiny, Shanderovka, Dymko, Tostoye, Zignayevka,Tashiyk and Smelaon the inner line If they can drive all German frees in the south below the Gnoryi Tikich and Bolshaya Vyss Rivers, and lake Steblev, Olshana and Gorodishch, they have ‘done very well indeed and much surpassed history IT the Germans can preven a pocket fom being cut off a all they win hands down, the Germans can deny the Soviets some or all of their objectives, this canbe considered some measure ‘of German victory. Remember, this ijt the fist ound of a three found fight if one side has is ‘objectives in hand but few troops lett hold them, the taste of victory is going to get pretty sour quickly. Comments: Tis isa good senaro forfour or more player. On the other hand, ifthe Soviet team is Competent this no going 1 be alot of fun forthe Germaos, unless they enjoy a clifhanger ofa defen- tive battle, Things (or the German players to think About include how to fight a rear guard action ‘without sacrificing the rear guards, when theatilery ‘hould fire and when it should run, whether iti better to Break the enginers up into companies to tend tothe work of bridge demolition of to keep ‘them in battalions to bull strong points to fall back ifthe Soviet payer fais heed the lessons ofthe Gist few years of war and atacks ead on across & broad from, oF fails vo suppor is armored spear~ beads with motorized infantry and supply units, or insists on trying to smash through German strong pointsrather than goingaround them, then he should be prepared to pay a high butcher’ bill SCENARIO #4 “I will rescue you.” Gen. Hube, Ist Panzer Army to the cut-off forces in the Korsun Pocket. Hissory: With the Forty Second and Beventh Korps cut off around Korsun, the German command Srasted no time assembling forces for a counter- tNtack, Brett's Third Panzer Korps was ordered to finish it attack against First Tank Army and shift as to relieve the pocket, In fact, something even ‘more ambitious was planned. Third Panzer Korps ted by the 16th Panzer Division was to cut through {he shoulder ofthe Soviet positionat Tinovka, seize bridge over the Grulot Tikich and then drive on Medvin. From there, the Germans could smash 6th ‘Tank Army from terear and ike eas to relieve the pocket, This was to be coordinated with the attack of Forty Seventh Panzer Korp through Shpola to \Vyasavok, thusrelieving the pocket and rapping wo Soviet tank armies around Zvenigorodka. "After resting and reiting, T6th and 17th Panzer Divisions jumped off on February 4, making good Initial progress bridgehead over the Galli Teh was taken at Kosyakovka-KuchKovka, but that was abr as ey got Freshly transfered from STAVEA reserve, Gen cra Bogdenow’s dnd Tank Army with its brand new SSL and JSU-122 tanks and tank destroyers hit the ‘German bridgehead and crushed Atthe sain ime, ‘arm ar mass ete into the Ukraine and trucks find tanks began to etl into the Ukrainian mud, Supply ines turned into deep bogs. Freer followed thaws, let, sow and rain fl, alternating with fog for variety. Brith’ fist attempt to fre the pocket slithered toa halt infront of Bogdanov'sheavy tanks ‘Scenario Length: This scenario is 21 turns ong, rom Feb. 3 AM. to Feb. 9 Night. Only Map Cis ted in his Scenario, Deployment: Although the scenario begins on the Feb, 3 AM. turn, the situation was basically un changed trom Feo. IAM, at least in terms of {he locaton of units; with the exception of Sth Mech Corps Iemay be deployed anywhere within 4 hexes of Vinograd, north of the rail ine. Use the Feb. 1 ‘Scenario map. All front ine nits may be Dug Ia, 20 Forfed markers are deployed on the map. All Soviet artillery may be emplaced. The Soviet players setup first and the German player moves frst Reinforcements: Players rocve all reinforcements forthe Ist Ukrainian Front and Ist Panzer Army (IUF and 1 PzA), There areno required withdrawals from the map. Before starting the scenario, the a German player should divide Ist Panzer Division into five broups, two of 4 units each snd theee of 3 ach. Then place the groups in ordersothat itis eat ‘which will enter the boar fist, which second, ete Weasher-The Feb. 3 AM. weather is Temperature Warm ‘Atmosphere Cleat Ground—Mud Visibility Good Supplies: The scenaso begins with the Mutual Air Allocation, te, section; MASS and MSDS for Feb, SAM. are skipped. The on and off board dumps contain the following: TPA UF Supply 050 ‘Ammo 75100 ‘The Ist Ukrainian Front recives supplies atthe rate of 60 annano points and 38 supply points per MASS Sinoe 22th Atos not in pay in this soenrio I PzA may place ofits ammopoinison the ap, 1 UF may place 0 ammo pointson the board ouside of dumps, 1 UF may distribute its supply and Femaining ammo points among its subordinate army's dumps as desired, Movement Restrictions. No Soviet units may move ‘until te fllowing conditions are met 1) the Ger- mans atiack any sub-unit of the same division; 2).a neighboring division-sized unit i forced to break ‘contact withthe flank of the division in question; 3) corps support units are released when anyunitafaay ‘ivsion belonging to the corps is attacked; 4) 5th ‘Guards Tank Corps and Sth Mech Corps are auto- ‘matically released on Feb. 4 PM; 8) Fed. 6 AM is reached, After Feb, 6 AM all Soviet wits may move freely. Reinforcements are always fre to move except that, all units of Zad Tank Army may not fos tothe south bank of the GnilotTikich River ‘nl Feb, 6 AM. of unless a German unit eomes within two hexes of the same rive, ‘Both players must make very attempt tomaintain _acontinuousline of fiendly unitsof ZOCs connected to the point where ther westernmost lank reaches the western map edge. Victory Conditions If the German player can stab- lisha supply line from the south edge ofthe board to either Medvin, Shcherbashintsy, Petrovskoye, or ‘Morenzy, he gains a decisive victory (hi opponent should be taken out and sho) Ifthe German player fan establish and hold a bridgehead north of the Gaitoi Tikich River that sin supply at the end ofthe scenario, he gains a major victory. The Soviesgaina victory by preventing either Irom happening. At Sezaro' Sen, proper tenon should be paito rhe Comments: This ie the smallest scenario in Koraun Pocket and probably the bloodiest A no-bold- barred punchout betwen one Panzer Korps and two Tank Armies. Players ay easly find themselves holding on by thee Singerals in one sector and only a few miles away conducting a smashing offensive While lopsties and supply lines figure im this soo nario, the slugfert isthe thing ‘An important terrain feature to watch outforisthe ‘marshy stream from Bushanta to Vablonovka. L)- Ing across lateral ines of communication, it ends 0 force players to commit themselveson onesie or the ‘other of i. Concentration, quick reaction to oppor- ‘unites, and sound planning wil all pay of here. SCENARIO #5 von Vormann Tries Again History: Ahough the initial counterattacks of For \y-Sevenih Panzer Korps had cut off Konevs speat- heads, the subsequent Reavy fighting in the Tish Kovka-Kapitnovka area had gone apsinst the Ger- ‘mans and by January 300, the Soviets had estab- lished communications with ther lead elements in 2 ‘Zvenigorodka. The 2nd Ukranian Front then began shifting infantry west to line the coridor, 20th Guards Corps marched on Oishana to relive the cavalry and ink up with 270 Arany of Ist Ukrainian Front, and 49th Corpe was assigned to stiffen the Sth Guarés Tank Army on the outer front around Sho. The Germans wasted no time cither. The 13th Panzer Division was pulled out ofthe ine south of Kirovgorod and hurried north to reinforce Genera von Vormann's 47h Panzer Korps. Likewise, the 2th Panzer Division was brought up from Sehnor fers proup at Nikopol. The objective was to cut through the thin Soviet ine weet of Shpoa a link ‘up with Stemmerman’ {1th Korpsin the Vyasavok Burty area. On February Ist they attacked 'At the last mint, Soviet attacks on the Nikopol bridgshead forced the 2th Panzer to retrace itssteps fd left von Vormann with only one fall blooded Panzer Division, The 2ath ended up spending is time ‘crawling back and forth through the mud and fled {o bein iter place atthe Fight time. The 47th Panzer Korps first struck at Iskrenoye- \Vasilovka and Tolmach, onl to be stopped by direct alley fre and airstrikes, The Chie of Staff of Sed ‘Army radioed to Ss Air Army, "Smash the tanks in the wenity of Zabolevka and Tolmacb, the ae the tnemy’s, Bont touch the artilery-its ours” Coun teratacks by 29th Tank Corp forced the Germansto change diretion ‘On the sth of Februar, the attack shifted toward ‘he ens ofShpola sinking at Vadyanoyeand toward ‘Levedi. Stopped at Lebein, the atackers then eit toward Shpola but Soviet reinforcements stopped ‘hem again and by the Teh, theatackshadall petered ‘Meanwhile, the 4th Guards-Army jumped. off gaint the pocket on February 3rd and succesfully ‘eared Gorodishcheby the 9th. Inthe press, some ‘enemy units were encrled and destroyed around Vyassvok ‘Scenario Lengths: Scenario #5 is 21 game turns long, from Feb, 1'AM. to Feb, 7 Night Tt i played on Maps B and D and involves the Torce of the 2nd UUksainian Front ad 8th Army. Deployment: Deployment is according tothe Feb. 1 situation map. All units east of the Smela-Novo “Mirgorod railroad may sct up Dug In, as ay all units of the Wallonien SS Brigade. AI atached Soviet artery of S3rd Army and 2nd Ukranian Front must be set up eat ofthis railroad, No So- vet artillery west of the railroad may set up Em placed The Germans may deploy 13 Fortified markers between Dereakover Starosellye-Miyev-Vyasavok ts: described in Scenario #2. The Sovie player sts up Sirs, the German player moves fist Reinforcements: Payers receive all scheduled rcin- forcements for 2UF and 8A from the enforcement record Special Rules: None Weather: The Feb. 1 AM. weather is: ‘Temperature—Coli ‘Atmosphere—Bliczard Ground Snow Visibility Poor Supplies. The scenario starts after the Feb I AM. MASS and MSDS. The om and off board dumps contain the following Korun 8A 2UF septs 301s Ammo * o The Korrun dump lis off the west edge of Map B, connected tothe board bythe railroad running into Gorodithehe from the northwest, Every MASS the German player may alocatean unlimited member of supply points and eight artery ammo points from this source, There i no need to fy ai transport missions to keep this dump in supply. The Sth Army ‘may place all fits ammo points onthe board south fof the Soviet frontline; 2 UF may place 50 ammo points on the board outside of dumps, 35 of which Imust be east of the Smela Novo Mirgorod raload Tine Movement Restrictions: Unless attacked by enemy units orunkessa GermanunitentersShpols, 8thand 28th Tank Corps may not move untlthe Feb. 2Night turn. Both players must do everything posible 0 maintain contact withthe southern mapege at their farting point. The pocket forees and the Soviets facing them must attempt to maintain a line con ‘ected with the western map edge. Victory Conditions: The German player wins by having a ine of supply into Shpola and no Soviet ‘nits in Shpola at game's end. This will produce a ‘major German victory Ifthe Germans ean establish ply line into the pocket and preservelt at game's fod thi i a decisive victory. The Soviets win bY voiding the German victory conditions. Addition- Ally, the Soviets have the objective of taking Goro- ‘ishche, Take into account loses ifited 8s com pared to losses taken, particularly in armor, Comments: This is not one of the more balanced ‘scenarios, von Vormannistoo heavily outnumbered the scenaro is played only on Maps B and D, 2 cztain amount of history will be distorted also, The doth Guards Rifle Comps of th Guards Army attacked Goredishehe by way of Olshana-Petro- paviovka, thos oatflanking the Olshanks Rive lie ‘you want to include this action, we scenario #6 If nots rele that the results toresriet the Guards ‘Armny. 10.4 frontal asault on the. Vyasavok: [Nozatichev postion. Asan option, players may wish to require the Soviet player to exit two divisions off the west edge of Map D through Topino s soon as possible SCENARIO #6 ‘Testing the Ring Hitory: The first large German pocket since Stain- {ad had boen formed onthe Dnepr'right bank. The Soviets braced themselves to hold the outer ing against the inevitable German rele effort and began to squeeze the pocket. The Germans massed 8 panzer divisions and launched a vigorous counterattack to free the two imprisoned Korps. Alin van, however, since all of the atiacks bonged down from heavy lowes, Soviet counterattacks and mud upvo a mec deep. The ring was badly dented in places but stil holding ‘Scenario Length: Scenario #6 i 27 turns long from Feb. | AM. to Feb, 9 Night. All four maps are used for this senario and both Soviet Fronts and both German Armies participate Deployment: Deployment is according tothe Feb. 1 situation map. Follow all setup instructions for Scenarios #4 and #3 with theflloWingencepions:on Map C only the following unite may be Dug othe Soviet 232nd, 74th and 38th Rifle Divisions, Ger ‘man—the sth Infantry Division no Soviet artillery may be emplaced on Map C east of Tinovka. The Soviet player ses up fis; the German player moves fit. Reinforcements. As per scenarios #4 and 45 Special Rule: There ae two ways in which players ‘may simulate the situation that caused Ist Panzer ‘Army to jump off two days later than Sth Army. The fircistohaveallunis ofthe |PeA and | UF et ups per scenario #4 and not move until Feb. 3AM. The 2th Army of | UF should beallowed to move fey, fas should those German units setup on Maps A and C that are in the pocket, The Ist Ukrainian Proat should atign a certain amount of ammo and supply fo the 2th Army's dump and let them use that unt the Feb. 3AM. MASS. ‘The alternate approach involves setting al forces ‘up secording tothe Feb. I situation map, and rolling ‘Wo die foreach divsion-sized unit of | PrA and | UP (except 27th Army) and reading the esta the fhumber of Exhausted markers 10 deploy on the ‘ivsion's unite. No-supply unit could start the ‘Sconaro carrying ammo points, The ropply units of {ean and 17th Panzer Drvisions would be marked [None on Hand. Weather Feb. 1 AM. weather is: Visiblty—Poor ‘Supplies: Seenari 6 stats after the Feb. 1AM, MASS and MSDS. The on and off board dumps contain the following: Korn 1P2A 8A Sey 30 2D Aamo 12 1UF 2UF us 40 “The Korsun dump may place 40 ofits ammo points fn the boerd outside ofthe dump and inside of the pocket. The Ist Panzer Army may place 20 ammo points onthe board, Sth Acmy may place all 40 oft {immo points on the board in ie respective sector The Ist Ukranian Froat may place all 30 ammo points on the baard onside of Gump, od Ukrainian, Front may place Sdammopointsoutideofdumpsas per scenario #5 “Movement Restrictions. As per seenarios #4 and Vietory Conditions. The German objective iso ext two corridors into the encircled frees, establishing Sopply line fiom the southern map edge to the Korsun dump and posibly surrounding some Soviet forces in the bargain. This isa decisive German victory. If the Germans can break through to the pocket, tracing a path tothe Korsun dump fee of Soviet "unit and ZOCs, with of without a valid ‘supply line init should sil be considered a decisive ‘iaory, The Germans achieve a major victory by ‘Capturing any or all of the following: Shpola, 20) part of the Verbovka-Shpela secondary rosd, Ol- hana, or any bridgehead in supply north of the Gili Tikich River. The Soviets objectives include Gorodishche, the Korsun aie, and denying the Germans ther victory conditions. Both sides should receive credit for inflicting losses on the enemy. Comments: A fine senatio for five of sx players. ‘Before starting, players should decide what they are going to. do about the 24th Panzer Division, a Explained in the variable history section. Watch out for sudden changes in the weather, plan your ope tions carefully but also be prepared to drop plan in order to seize an opportunity. This scenario i less 3s oth the German pocket and the Soviet outer line have Begun to harden, Ifyou waste Lime in stacking, you will probably find yourell facing deeply fortified lie, studded with antitank weapons and backed up by wellsited artillery with plenty of ammo. On the other hand, too hasty an Back without adequate support may break the back of your hitting power before you can getstarted, The ‘answers wo find your enemy's weakest poi and get there “fastest with the mostest™ SCENARIO #7 Massacre om the Gnioi Tikich History. The fest German efforts 10 relieve the pocket had Tailed. The size of the pocket was ontracting, it casualties mounting, more and more ofits 15.000 vehicles being abandoned in the mud oF turned ino columns of black smoke by the incessant Stormavik stacks ‘Von Vorminn’s 47h Panzer Koaps was played out, low on tanks and without sufficient infantry strength to do much more. Breth’s Sd Panzer Korps wat stll in fsely good shape, though, Despite powerful counterattacks by 2nd Tank Army, Breth ‘Sisengaged three panzer divisions aod concentrated them between Rizin and Vinograd. They stuck on February 10, cutting clean through to Lisyanka by the next day. At the same time, the foes ia the pocket, now dubbed "Gruppe Stemmerman” al- tacked south toward Shanderovka "This caused a cris in the Soviet command, Marshal Zhukov, coordinating both Fronts, eport- fed to STAVKA that Kravehenko of 6th Tank Army had failed to use his foreseflectively and ordered that Trofimenko, commander of 27th Army, move fon Dzhurrhentsy to take contro ofthe battle on the Griloi Titich Soviet air reconnalseance was por ing up to 160 panzers in Brith’ leading unis. AIL communication with 47th Rifle Corpe HQ was lost fnd the situation in the Riino-Lisyanka sector was ‘tar rriedly, reserves were dispatched to defend the rive line. Likewise, th Guards Tank Army bepanto ‘hit westwards toward the planned breakout zone ‘The Germans were stopped in Lisyanka, ‘A this point, General van Koney, commander of 2nd Ukrainian Front, sa his opportunity. Learning that a German attack from within the pocket had laken Khilk, Komarovka and Novo Buda, he called Stalin and apparently suggested that his neighbor, ‘Vatuin, wae losing the bate and that be, Kone, should take over the operation of containing and festroying the pocket. Stalin agront and ordered Vatutin to deal with the Ist Ukrainian Fronts offensive ia the Lutsk-Rovno direction atthe frend of the Fronts line, Zhukov was given personal esponsibility for hating Breithsauack and Kone frat given 27th Army which by now was down (wo divisions and «wo foried areas and the job of ‘mopping up the pocket. As a result, ony the 2nd Ukrainian Front received offical credit for the ‘ctory at Korsun, and toon afterwards, General Konev became Mershal Kone. 'No one made any significant progress between the lath and the 16th except forthe forces of S2nd and 4th Guards Armice who took Kormun and closed in fon Stcbley from the northeast. Along the Grilot Tikieh, German attack was followed by Soviet counterattack and 3rd Panzer Kops was bled white without teing able to take hill 738, overlooking Oktyabr. Some divisions lost 0% of their strength in «few days. Finally, the pocket was ordered to break ‘out on the night of February 16 Many German accounts of the breakout claim anyother {rom 30,000 to 40,000 escapes out of breakout force variously estimated at from 45,000 to 56,000. However, Wageners Heers Gruppe Sud laims only 20,000, The earlier Soviet accounts {laimed that allot a handful” were either killed ot ‘captured, but more recent accounts indicate around ‘700 escapes. Just from the description ofthe ast desperate breakout isl, which found mos of the German troops tying to eros deep and fas cy river withovt a bridge while under attack by tanks find cavalry. [find 14000 probably as accurate pues a5 is possible ‘Scenario Length: This sonatio it 24 turns long from Feb 10 AM.to Feb, 17 Night. Allfourmapsareused and the foros, of both Soviet Fronts and. both German Armies Deployment Deployment isaccordingto the Feb. 10 situation maps. All ront ine unite may be Dug tn With the following exceptions: 3rd Tank Corps, 16 Tank Corps, th Mech Corps, 40th Rifle Dison, [n'SS Panzer and ll forces inand direttfacngthe pocket, All Soviet atilry may start Emplaced, The Sone player sts up first and the German player moves first, Reinforcemonts Use al scheduled teinforcements Special Rules: Nove Weather: The Feb. 10 AM. weather is: Temperature—Warm ‘Atmosphere—Rain Ground-—Mud Visibility Good Supply: The scenario begins after the Feb. 10 AM. MASS. and MSDS. Alr allocation i performed normally for this turn, however, The on and off board. dumps begin the scenario containing the following Konun 1P:A 8A 1UF 2UF Supply 4045-40120 Oe ‘Ammo 70 150 100 20 210, ‘The pocket forces, Gruppe Stemmerman, may deploy 30 ammo poins ourgde of the Korsun dup, Ist Panzer Army 70 ammo points and Sth Army 50 The Ist Ukrainian Front may place 1ODammo points on the board outside of dumps and the 2nd Ukrain {an Front may aso place 100 The Soviet Fronts may Gisburse ammo and. supply points among ther Subordinate armies dumps as they wish Movement Restrictions: The following nits are restricted in their movement al units of th Guards ‘Tank Army, th Guards Cavalry Corp, Ist Guards Airborne, 6th and 69th Guards and Goth, 8th, 89h and 138th Rifle Divisions. Unless attacked, these Units are released onthe following schedule: Feb, 12 AM.—Sth Guards Tank Army Feb. 13 Night—Sth Guards Cavalry Corps Feb, 14 Night Everything else. Victory Conditions: Blood. The Soviets objective is to annihilate the pocket and inflict as heavy eas: tales as possble'on the rei columns, especialy the armor. The German objective isto fee the pocket land Kill a2 may Red Armiymen 2s posible inthe proces. Comments: This scenario is much more playable than Tooks due to the face that large sections ofthe frontline wil be quiet for extended periods. The Germans will have to move fast, any delays will be ‘oly. The rele Tores must both eros rivers, wich ina thanklesjob against prepared defenses. Ian be ddone with plenty of sir and atlry support, but itis ‘much better to get there before the defenders are prepared. “The Soviets have tice threats o worry about and cssentally two. groups of armor. Historically, Roumisrov left 18th Tank Corps co deal with 47h Panzer Korps and shifted 20th and 20th Tank Corps to the Potechapintsy-Drhurohentsy sector, while Bogdanov's and Kravehenko's tankers continuously fuacked Breiths flanks, Casualties were high on both sides. SCENARIO #8 ‘The Korsun Pocket Campaign History, At the end of January 1988, the armies of ‘Nazi Germany and the Soviet Union stood facing tach other like two punch-drunk fighters who hag been on their feet too long, Since early July thread ben a continuous series of offensives and eourer~ ‘tfensives of unparalleled ferocity. The Soviets had broken the back of the German offensive at Kursk, fought their way into the Ukraine and across the Daepe by November. Furious German courtet- attacks, succesful in places, were all eventually halted and at Christmas the Soviets attacked again. Fresh German panzer divisions were riled in rom {quiet sectors in Western Europe and theowa atthe {tdvancing armies ofthe Furst and Second Ukrainian Fronts. Stctched to the liait, both Fronts were falted again and Marshal Vati’s forces pushed back above Uman, The costs Rad been astronomical fon both sides Bath were operating unis that were ‘Shadows of thee former selves. 23 ‘The Soviet troops were going into battle having recently pased through the Left Bank ofthe Dnepr, the devastation of which was to earn Mansein his ‘onvictionas a warcriminalat Nuremberg. They had Some scores to setleand lot of dead ro avenge. Over the German's heads hung the fat ofthe 6th Army the previous winter. Many units at Korsun bore the umber of divisions destroyed at Stalingrad ‘And tl. a German salient stubbornly lungto the DDaepr below Kanev, dividing Vatutin’s oat from Konev's and offering the Germans an opportunity to sirke straight north along the Daepr to Kiev cutting Into the lank and rear of Ist Ukrainian Front Hier che to gamble for these high stakes and refused to Pull back the exposed salient. But the gamble failed nd Zhukov sruck. Kenev and Vatotin drove into the flanks of the salient and in three days, two German Korps were tapped in the KORSUN POCKET. Scenario. Length: The Korsun Pocket Campaign ‘Game may go from Jan, 5 AM. wo Feb. I7Night(72 ‘ame turns) of longer if so desired but its quite possible to bring ito a conclusion in les time than {hat All maps ad all units ae used, Deployment Deployments according othe Jan.25 tion map. Use deployment instructions from fcenario #3. The Soviet Ist Ukrainian Front sts up fit then all the German units, then the 2nd ‘Ukrainian Front, The Soviet player moves first Reinforcements and Withdrawals: ANl scheduled {einforcement are recive, The only required with- ‘rawals ae the Sovet Sth Mech Corp (whic alo feturns a8 per scenario #1) and the 136th Rifle Division which must withdraw from the west edge of the map starting Feb. 9 AM. Special Rules: any divison-sized unit loses two or ‘more motorized supply units due to enemy action, ‘hey may replace one supply unit per such dvision- sized unit once per game. The replacement supply Unit ie taken out of the dead pile and becomes ‘allable 21 tors fromthe turn that player wsesthis ‘Option. Atthat ime, deduct two points capacity fom the appropriate army’s MASS delivery means. The unit enter the board atthe dump or board edge leading to the dump that contributes the trucks. Weather: As per scenario #2 Movement Restrictions. As pet scenarios and #2 Supplies: As per scenarios Land #2. Remember that ihe Supply rate changes during the game Victory Conditions: Thereisonly one objectivein the organ Pocket Campaign Game. Kilenemy soldiers and destroy enemy equipment. There is no numerical sale provided for groging victory. Ifyou wish to ‘count your combat and tank factors etc, both before ‘and afer the game, please be my guest. However, fit ‘Snot clear who won when you gettotheend, a sight ‘numerical edge is just that neither of you won or BOL usuly You Won't need aealeulator to tll who won of lost, youll Know. Comments: What can say? you have thetimeand interest to play thie scenario, please drop me a ine and let me know how iteomes out. My beat advice to plan ahead. Confine your attacks tothe sectorsthat are critical and conserve your strength when you can Itshould be SOP for oops not otherwise employed to dig. Likewise, no enganeer should ever std ide. Plan yoursupplsothatit wllbein poston tobe effective ‘but not exposed. Concentrate your efforts armor, aller, ammunition, ait power and strong infantry ‘nits—on the Key point and smash yoursel hole “The defender must nottry to bestrongeverywhere, the result wl be tobe inferor athe point of atack. Aaron serie mest be kept meet any enemy Tn general, you willhave far more tasksto perform than specialized units available 4 perform them It 4 won't hurt to writeup an operations order each AM. {urn with objectives set for each Army and Corps. ROLL YOUR OWN SCENARIO While the battle of the Korsun Pocket is an ieresting bit of bistory, you can do aot more wth the componens of this game than jst simulate one bate, You can setup other bates, historical or hypothetical, and fight them out; attack a deeply ccheloned defensive position; conduct a meeting ‘engagement between 4 Tank Army anda Panzer Korps or any other station you cae to setup. You fea set the weather for high Summer or a winter in ‘which the seams and swamps eee solid, Youcan ‘art your ons ul strength or as tattered remnants, "Armies and Fronts operating under decent con- dione should receive one supply point per supply Unit per day and have a reserve ftwo or thee points per supply unt. The Soviets should receive enough timo point for each artillery unit to five once pet day and the Germans enough fortwo shot” per day per arillery unit A set piece offensive might start Iwith as many a8 10 “shots” per amillery unit in the "Supply dumps along with hres of four days worthof supply points. "Air suengihe will vary withthe particular sit- Remember that prior to December 1943 most German divisions were organized very differently, and slmost no Soviet tank brigades were equipped with 734/855. Do your own research and use your imagination. COUNTER ERRATA ‘All203ram Howitzer and 210mm Rocket Launch: cermite should be marked with a+ inthe upper lef- hand corner to signify that they usetwo ame points very time they fe, ‘One battalion of the 45th Mech Brigade) th Mech, Corps (§5MB/SMC) has a eavalry symbol onthe back instead of a mech symbol o'the 2SHHB/AOA should actually be the 25th “Guards Heavy Howitzer Brigade (25GHHB/40A) but there wastt room on the counters. The brigade THQ has it correction the front of the counter, cverywhere else the O is omitted. For the same reason (room to typeset), German Korps designations arin Arabicratherthan Roman numeral, 310, 7°52 Hw Bd should be 52 Hw Ba/ 464 (00 room esi Fhe tank strength onthe back of 5 SS Division's ‘Recon battaionshould be underlined, Iiscorrecton the from, ‘Somchow the enginer and antitank batalions of the German 72nd Division got omitted altogether, Please make your own, ORDER OF BATTLE How to read the Order of Battle—Parenthesized notations refer to misting sub-unit indicated by the Word "minus"; number gfeunits or particular units

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