EASTERN FRONT OPERATIONAL BATTLES copyright ©2025, Compass Games, LLC
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EASTERN FRONT OPERATIONAL BATTLES copyright ©2025, Compass Games, LLC
TABLE OF CONTENTS 1.0 INTRODUCTION.........................................1 2.0 COUNTERS AND MARKERS....................2 3.0 ABBREVIATIONS AND DEFINITIONS....3 4.0 SEQUENCE OF PLAY..................................4 5.0 ZONES OF CONTROL................................4 6.0 STACKING...................................................5 7.0 SUPPLY.........................................................5 8.0 MOVEMENT................................................6 9.0 HEADQUARTERS.......................................7 10.0 COMBAT....................................................7 11.0 AIR SUPPORT..........................................10 12.0 AIR ATTACK............................................10 13.0 REINFORCEMENT AND REMOVAL....11 14.0 REFORMING UNITS..............................11 15.0 SPECIAL EVENTS..................................11 16.0 IMPROVED DEFENSE POSITIONS.....12 17.0 VICTORY CONDITIONS........................13
GAME CREDITS Copyright © 2025 Compass Games, LLC Game Design: John Thiessen Developer: Greg Warren Project Director: John Kranz Artwork: Bruce Yearian
1.0 INTRODUCTION In May 1942, portions of the Red Army were to attack the German 6th Army, as mandated by Stalin. This was to be a pincers type attack, enveloping Kharkov. The Germans coincidentally were planning an assault in May against the salient which formed the southern base of the Soviet May offensive. The Red Army struck first, and five days later the German attack commenced. These double offensives are covered in “Pincers” and “Operation Fridericus”. As the German Zitadelle offensive of 1943 was winding down, the Soviets launched a major attack on the northern part of the Kursk area. Then on August 3, the Soviets attacked the southern part of the Kursk area. “Orel Salient” and “Operation Rumiantsev” cover these actions. Eastern Front Operational Battles use the same basic rule set in all four games as one would expect in a quad game. The rules are accessible and straightforward for playability, and all aspects, such as movement rates and combat outcomes, are based on historical analysis. The games play at the operational level, with units that are mostly regiments/brigades and divisions in the 1942 games and divisions and corps in the 1943 games.
There are also a few interesting small units in the mix. In the 1943 games, the Germans have a small number of the “animal” units available: Hornisse, Tiger, Brummbar, and Ferdinands (later called Elefants). There are a few Hungarian, Romanian, and Italian units that take part in the action. Both sides have several armored, motorized, and cavalry units in their orders of battle, so that movement and breakthroughs are frequent possibilities. Headquarters allow units within range to benefit from artillery bombardment, disruption recovery, and attack support. Airpower is represented with players able to give CRT column shifts and to attack various ground targets. Some randomized special events affect play. The system isn’t complex, and there are a few optional rules that are available if players want to add some chrome. Gamers should find that ease of play and realistic modeling coexist in this system. All four games in Eastern Front Operational Battles can be played by two players, and they are also readily accessible for solitaire play.
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EASTERN FRONT OPERATIONAL BATTLES copyright ©2025, Compass Games, LLC
1.1 Game Components
2.0 COUNTERS AND
• Four 17” x 22” maps MARKERS • Three countersheets (9/16”) 2.1 Counter Format • Five player aid cards Most Combat Units • Four order of battle displays • One standard rule book • One 1942 exclusive rules card • One 1943 exclusive rules card • One six-sided die If any of these parts are missing or damaged, please contact: Compass Games, LLC Three-factor Combat Units PO Box 278 Cromwell, CT 06416 Phone: 860-301-0477 Email: support@compassgames.com Online game support is available. Visit us on the web: https://compassgames.com You can also use the URL or QR code to reach Some Anti-Tank Units Compass Games online: https://linktr.ee/compassgames
1.2 Game Scale 1942 Games Map: 4 miles or 6.4 km per hex Time: 1 day per turn 1943 Games Map: 6 miles or 9.7 km per hex Time: 2 days per turn
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EASTERN FRONT OPERATIONAL BATTLES copyright ©2025, Compass Games, LLC
• Pips (dots) under the NATO symbol indicate the 2.4 Markers number of steps remaining for the unit. The absence of pips indicates that the unit is on its last step. • Triangle between the combat factor and movement allowance indicates an armor unit for combat purposes. • Underlined movement allowance indicates a mechanized unit for movement purposes. • Black box surrounding white numerals indicates the unit cannot for Zone of Control bonds.
2.2 Unit Type And Size Symbols Unit type and size symbols are shown on the player aid cards.
2.3 Counter Colors Each counter’s background color corresponds to the game in which it is used.
3.0 ABBREVIATIONS AND DEFINITIONS Each counter’s interior color corresponds to the nation represented, while the outer color corresponds 3.1 Abbreviations to the game in which it is used. CRT: Combat Results Table DRM: Die Roll Modification EZOC: Enemy Zone of Control MP: Movement Point TEC: Terrain Effects Chart In addition, the box for the NATO symbol on ZOC: Zone of Control counters are different colors, which reflect the Soviet front affiliation or German army affiliation. 3.2 Definitions Unaffiliated units have a white box for their NATO Armor (for combat purposes): Tank, symbol. Mechanized Corps (Soviet), Panzer, Panzergrenadier (German), Tiger, Assault Gun (Sturmgeschutz). These
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EASTERN FRONT OPERATIONAL BATTLES copyright ©2025, Compass Games, LLC
units have a triangle separating the combat strength and movement allowance on the counter. Mechanized (for movement purposes): Tank, Mechanized Corps, Panzer, Panzergrenadier, Motorized Anti-Tank (Hornisse, Ferdinand), Tiger, Assault Gun, Brummbar. These units have an underline beneath the movement allowance on the counter. Axis: Germany and its allies: Croatia, Hungary, Italy, and Romania
4.0 SEQUENCE OF PLAY
5.1 Effects Of Zones Of Control 5.1.1 Movement. Any unit starting the Movement phase in an Enemy ZOC (EZOC) or entering an EZOC must use the Tactical (lower) movement rate shown on the Movement Allowance Chart during the entire Movement phase. 5.1.2 Retreat. A unit can retreat into an EZOC, but only if it is the only route available. 5.1.3 Reformed Units. A newly reformed unit cannot be placed in an EZOC.
5.2 Zone Of Control Bonds
Each game turn consists of an Initial Segment, followed by two identical player turns. The number of game turns for each game is stated in the gamespecific rules. Each player turn comprises phases which must be completed in the order specified. Some exceptions to the order of phases can be found in the gamespecific rules. The basic sequence of play is as follows: Initial Segment Soviet Player Turn 1. Enemy Air Attack phase 2. Movement phase 3. Combat phase 4. Exploitation Movement phase 5. Disruption Recovery phase 6. Reform Units phase 7. Remove Effective Air Attack markers phase German Player Turn Identical to the Soviet Player Turn Note that the non-phasing player performs step 1, while the phasing player performs steps 2-7. A detailed sequence of play can be found on the back cover of this rulebook.
A Zone of Control bond is formed where friendly units’ ZOC overlap. The bond can be formed in a hex or along a hexside. ZOC bonds do not extend off map. However, ZOC bonds may be formed with the map edge if behind the friendly start line.
5.2.1 Exceptions. Headquarters, Artillery units, and Airbases, along with battalions and groups of any unit type cannot form ZOC bonds. Units that cannot form ZOC bonds are indicated with a black box surrounding white numbers on the counters. 5.2.2 Effects A ZOC bond blocks enemy: • Movement 5.0 ZONES OF CONTROL • Supply trace Each ground unit – except headquarters, depots, and • Retreat airbases – has a zone of control (ZOC) consisting of the six hexes on the map immediately surrounding Block means units cannot move, trace supply, or retreat in an EZOC bond hex or across an EZOC the hex it occupies. bond hexside.
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EASTERN FRONT OPERATIONAL BATTLES copyright ©2025, Compass Games, LLC
The supply line cannot: • Enter an enemy-occupied hex. More than one ground unit may occupy a single • Enter an EZOC bond hex. hex on the map. Certain limitations may apply, as • Cross an EZOC bond hexside. outlined in the game-specific rules. However, friendly units negate an EZOC bond hex 6.1 Stacking Limits or hexside for supply tracing purposes. 6.1.1 Stacking limits are outlined in the game7.2 Depots specific rules. 6.1.2 Only units from the same side may occupy a Depots are considered the source from which supply is traced. single hex. 7.2.1 German Depots can be moved 6.1.3 Each side may have up to three air support along railroads but cannot cross the units participate in an individual combat. Start Line depicted on the maps. 6.1.4 Up to two German airbases may occupy a German Depot movement may be single hex. restricted or even prohibited on some turns, as 6.1.5 Headquarters, Depots, and information specifi ed in the game-specific rules. markers do not count toward stacking limits. The German Depot that starts in Bogodukhov (hex 6.2 When Stacking Limits Apply 1915, Operation Rumiantsev map) may move to an 6.2.1 Stacking limits are enforced at the end of each adjacent railroad hex (1815 or 1916) and continue movement phase. Any units in excess of the limit to move by rail from that point. are eliminated as chosen by the owning player. 7.2.2 Soviet Depots can be moved along 6.2.2 Attackers cannot advance after combat into a railroads but cannot cross the start line defender’s hex in violation of stacking limits. depicted on the maps. They may also move off of rail lines using movement 6.3 Examining Stacks allowances given in certain special events. Players may not view the stacks of the opposing side. At the time of combat, all counters must be 7.3 Movement Supply revealed. Once revealed, the attacker cannot cancel 7.3.1 Checking for Supply The phasing player’s the declared combat. Mechanized and Artillery units must check for supply at the beginning of both the Movement phase 6.4 Stacking After Retreat and the Exploitation Movement phase. Place an Out When forced to retreat, if units cannot retreat to a of Supply (OOS) marker on any unit(s) determined hex other than one that would violate stacking limits, to be out of supply. the retreating units may retreat and overstack in a hex, but they add nothing to the strength of the hex All units other than Mechanized and Artillery are if the hex is subsequently attacked. However, any always in supply for the Movement phase. results of that combat still apply to the overstacked 7.3.2 Out of Supply Effects Units determined to be out of supply have their movement allowance units. halved (rounding fractions down). 7.0 SUPPLY 7.3.3 Removal of Out of Supply Markers At the end of the Movement phase and Exploitation Movement To operate at full effectiveness, units must be in phase, the phasing player removes Out of Supply supply. markers.
6.0 STACKING
7.1 Tracing A Line Of Supply
Supply is traced from a unit to a Depot. The supply line range is the maximum length of contiguous hexes a supply line can be traced, as specified in the game-specific rules.
7.4 Combat Supply 7.4.1 Checking for Supply For each individual combat, participating units for each side check for supply. Place an Out of Supply marker on any unit(s) determined to be out of supply.
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EASTERN FRONT OPERATIONAL BATTLES copyright ©2025, Compass Games, LLC
7.4.2 Out of Supply Effects: • Defending units out of supply receive a onecolumn shift to the right on the Combat Results Table (CRT). • Attacking units out of supply have their attack strength halved (retaining fractions). 7.4.3 Removal of Out of Supply Markers At the end of the Combat phase, both sides remove Out of Supply markers. 7.5 Supply Exceptions 7.5.1 First Game Turn All units are in supply for the first game turn; checking for supply is skipped in both the Movement phase and the Combat phase this turn. 7.5.2 Reinforcements. Newly arrived reinforcements are in supply for both the Movement and Exploitation phases in the turn of arrival.
8.0 MOVEMENT Units move by expending Movement Points (MP) for each hex they enter, paying additional MPs for crossing certain hexsides. The cost of entering hexes and crossing hexsides is shown on the Terrain Effects Chart (TEC). Check units for supply before movement in the Movement phase and the Exploitation Movement phase, per Rule 7.3.
8.1 Movement Allowance All units have a Tactical movement allowance shown on the unit counter, shown in Movement Points (MP). Some units have an Extended and Exploitation movement allowance, as shown on the Movement Allowance Chart. Movement points (MP) may be used in the Movement phase, and by mechanized and cavalry units in the Exploitation phase. Units can always move one hex, even if it does not have a sufficient movement allowance to do so.
8.2 Restrictions On Movment
headquarters and airbases are displaced by one hex at the discretion of the owning player, while the enemy depots are destroyed.
8.3 Movement Phase Movement 8.3.1 Tactical Movement Allowance. If a unit begins the Movement phase in an EZOC or if a unit enters an EZOC, the tactical movement allowance printed on the counter is used. 8.3.2 Tactical Unengaged Movement Allowance. If a unit does not begin the Movement phase in an EZOC and does not enter an EZOC during movement, it may double the movement allowance printed on the counter. However, if a unit moves the full doubled movement allowance, it risks being attacked by enemy aircraft. At the end of the unit’s movement, roll on the Movement Hazard Table and apply the result. Note that a unit does not have to roll on the Movement Hazard Table if it does not move the full doubled movement allowance. 8.3.3 Extended Movement Allowance. Mechanized and Cavalry units may use the allowance shown on the Movement Allowance Chart for Extended Movement. Units may begin in an EZOC and enter EZOCs during movement, but they may not move later in the Exploitation Movement phase. Mark all units moving using the Extended Movement Allowance with an No Exploitation Movement marker to indicate they may not move during the Exploitation Movement phase.
8.4 Exploitation Movement
Movement
Phase
Mechanized and Cavalry units may move in the Exploitation Movement phase if they did not move using the Extended Movement Allowance in the Movement phase. Units use the Exploitation movement allowance shown on the Movement Allowance Chart.
8.5 EARLY ATTACK [OPTIONAL, SEE 10.8]
MARKERS
Units cannot move into a hex occupied by If using the early attack optional rule, place an Early enemy units, except for hexes solely occupied by Attack marker on any unit that did not move in the Movement phase. headquarters, depots, and airbases. If a unit moves into a hex containing only enemy headquarters, airbases, and/or depots, the enemy
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EASTERN FRONT OPERATIONAL BATTLES copyright ©2025, Compass Games, LLC
9.0 HEADQUARTERS
10.0 COMBAT
Headquarters can provide certain benefits to friendly units of the same formation within range, as specified on the Headquarters Effects & Ranges table. Units with no marked parent headquarters (independent units) may trace to any headquarters to receive the benefits of that headquarters.
During the Combat phase, the phasing may attack enemy units with adjacent units. All units in a stack are not required to participate in an attack; if an adverse result affecting the attacker occurs, those units not participating are not affected. All units in a defending stack defend with their combined combat strength. If all attacking units are adjacent to the defending unit or stack, any number 9.1 Headquarters Range of attacking units may combine their combat Headquarters range can be found on the Headquarters strength to attack. Effects & Ranges table. In a combat phase, no unit may attack or be attacked The Headquarters range may not be traced through more than once. Attacks are resolved one at a time a hex occupied by an enemy unit or through an in any order the attacking player desires. EZOC bond hex or hexside but may be traced 10.1 Combat Procedure through an EZOC. The phasing player chooses an attack to execute. 9.2 Headquarters Benefits Once this process begins, the attack must be carried • Artillery bombardment: To be used in an out to completion. attack, an artillery unit must be within range of 1. Add air support counters; attacker first, followed its headquarters, and at least one attacker must by defender. be within range of its headquarters. Count the hex in which the artillery unit is located but not 2. Add any Special Event chits that are relevant to the combat; attacker first, they may conceal their the hex containing the headquarters unit. chits (or lack of chits) with their hand; defender • Attack support: If, during an attack, over half then adds any Special Event chits relevant to the of the attacking units are out of range of their combat; after all are added, the attacker reveals parent headquarters, then the attack suffers a their played Special Event chits. one-column shift to the left on the CRT. 3. Apply any modifications to either the attacker’s • Soviet air support units: At least one attacking or the defender’s combat strength due to supply unit must be in range of its headquarters for status, disruption, or terrain effects. an air support unit of the same front as the headquarters to be used. (Note: there is no 4. Total the combat strengths of all attacking units and all defending units. similar restriction for German air support units.) Note: Some units have three values on the counter, with the middle value in • Eliminated unit, no DRM: Eliminated units parentheses. These units use the within headquarters range do not suffer a +2 combat strength in parenthesis if they DRM when rolling for their reform turn (see are attacked by tank corps or mechanized corps. Rule 14). Otherwise, they would use the first value, which • Disruption Recovery, automatic: In the is a combat strength of one. Disruption Removal phase, disruption markers are removed from units within headquarters 5. Divide the total combat strength of the attacker(s) by the total combat strength of the defender(s). range. Using these totals, create a combat odds ratio 9.3 Headquarters In Combat (Optional) expressing the attacker’s strength first. Reduce the ratio to one of the odds ratios given on the If a headquarters is involved in an individual combat, Combat Results Table (CRT), always rounding whether attacking or defending, and is stacked with fractions in favor of the defender. at least one unit with one or more strength points, then the headquarters adds one strength point to the combat.
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EASTERN FRONT OPERATIONAL BATTLES copyright ©2025, Compass Games, LLC
6. Once the basic odds ratio has been arrived at, modify the odds column for any column shifts due to the following reasons: • Attacker armor bonus. If the attacker has a mechanized or armored unit and the defender doesn’t have mechanized, armored, or antitank, then the attacker receives one column shift to the right. Note: This bonus may be negated by certain terrain, see the Terrain Effects Chart for details. • Air Support. Each air support unit provides a one-column shift in favor of the owning player. See Rule 11 for more details on Air Support. Note: For combat with the defender in city and forest terrain, two air support units are required to provide one column shift. • Artillery Bombardment. Each attacking artillery unit provides one column shift to the right. • Defender out of supply. Defending units out of supply provides a one-column shift to the right. • Terrain Effects. As defined on the Terrain Effects Chart. 7. Note the correct column on the CRT and roll one die. The intersection of the odds column and the die roll row indicates the results of the attack. Note: The 9:1+ column on the CRT can only be used by the Axis side in the 1942 games. If Romanian, Hungarian, or Italian units are involved in the attack, German combat strength points must make up over half of the total attack strength to use the 9:1+ column. Therefore, the best column the Soviets could use in a 1942 game would be the 8:1 column.
10.2 Combat Results
D1R1*: Defenders suffer one step loss# (total), retreat one hex, and are disrupted. D1R2*: Defenders suffer one step loss# (total), retreat two hexes, and are disrupted. A1/D1: Each side suffers one step loss# (total). No retreat. The defender takes their step loss first. DE: All defenders are eliminated. A De result does not destroy Headquarters and airbases, but instead are disrupted and must retreat two hexes. A1: Attackers suffer one step loss# (total), no retreat. A*: Attacking mechanized and cavalry units are disrupted, no retreat. SL: Special Loss. If the attackers have armor and the defenders have armor or anti-tank, the attackers take one step loss on an armored unit. TB: Tank Battle. If both sides have armor, each side takes one step loss on an armored unit, and defender retreats one hex. (SL|TB): If the attackers are Soviet, apply result SL. If the attackers are German, apply result TB. For any SL, TB, or (SL|TB) results, if the situation does not apply, treat as no effect. # Step loss must be taken by armor if both sides have armor or if the attacker has armor and the defender has armor or anti-tank Headquarters and airbases suffer the same effects as other defending units and thus must retreat and/or be disrupted if that result is obtained. Depots are destroyed if an enemy advances into a hex containing a depot after combat. 10.2.2 Step Losses. Step losses are taken by either flipping the unit over or replacing the unit with the second counter for that unit having one less pip than the unit involved in the combat.
10.2.1 Combat Result Types There are several different results on the Combat Results Table, as listed below: —: No effect. DR1: Defenders retreat one hex. DR1*: Defenders retreat one hex and are disrupted. DR2*: Defenders retreat two hexes and are disrupted. D1R1: Defenders suffer one step loss# (total) and retreat one hex.
Units cannot retreat into or through a hex with enemy units or into or through hexes or hexsides with an EZOC bond. If there is no option but to retreat into or through these hexes, the retreating units are eliminated. Units cannot retreat into an EZOC if there is a retreat path available free of EZOCs. If a unit has no choice but to retreat into an EZOC, it may do so. If there is a choice between retreating into a hex with an EZOC, but occupied by a friendly unit, and
10.3 Retreat
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an unoccupied hex with an EZOC, the retreating unit must retreat to the hex with the friendly unit. Two hex retreats require that the defender end its retreat two hexes away from the original defending hex. A retreated unit does not add its combat strength to friendly units defending a subsequent attack in that hex but is subject to the attack’s result.
10.4 Advance After Combat If a defender’s hex is vacated due to retreat, attacking units that participated in the attack may advance into the defender’s vacated hex, up to the stacking limit. However, advance after combat is not required. Artillery units cannot advance after combat.
10.5 Disruption 10.5.1 Disruption Procedure and Effects. Place a Disrupted marker on units that suffer a disruption from combat. Disrupted units suffer the following effects: • Disrupted units cannot attack. • Disrupted units defend at half strength. • Disrupted headquarters reduce their range by two hexes. • Disrupted airbases cannot be used by their air markers. • Disrupted depots’ supply range is reduced by two or three hexes, as stated in the gamespecific rules.
10.6 Disruption Recovery, Automatic Disruption markers are removed in the Disruption Removal phase of the friendly player turn for units within the ‘Disruption Recovery, automatic’ range of its headquarters.
10.7 Disruption Recovery (Optional) Rather than units automatically recovering from disruption, certain conditions can affect the probability of the unit recovering. Roll one die under the following conditions: • If the unit is outside of its headquarters’ Automatic Disruption Recovery range, it fails to recover on a die roll of 3 or 4. • If the unit is out of supply, the unit fails to recover on a die roll of 5 or 6.
If both conditions apply, the unit will fail to recover a die roll of 3, 4, 5, or 6. If neither condition applies, the unit recovers automatically.
10.8 Early Attack (Optional) Any unit that forgoes moving in its movement phase may be marked with an Early Attack marker at the end of the Movement phase. In the following Combat phase, on certain results on the CRT, the attacking units with the marker receive a bonus in the form of an extra attack or an additional advance. All attacking units must be marked with an Early Attack marker to receive the bonus. 10.8.1 Early Attack Procedure. If all attackers are marked with an Early Attack marker and the CRT result is: — or A1/D1, the attacking units may attack the same defending units again. The attacking player may choose to perform this additional attack; it is not mandatory. DR2* or DE, the attacking units may advance two hexes. The first hex advanced into must be the hex the defender vacated. This additional advance is at the attacking player’s option. Remove the Early Attack marker from any units that have made or passed on a second attack (based on the combat result of — or A1/D1), have made or passed on an additional advance (based on the combat result of DR2* or DE), or are ineligible for a second attack. Remove any remaining Early Attack markers at the end of the Combat phase. 10.8.2 Early Attack in Alternate Sequence of Play. The Early Attack marker may be used in turns with an alternate play sequence, as outlined in the game-specific rules. However, they may not be used in the Late Combat phase (see the 1943 gamespecific rules regarding the Late Combat phase). If all attackers are marked with an Early Attack marker and the CRT result is: — or A1/D1, the attacking units may attack the same defending units again. The attacking player may choose to perform this additional attack; it is not mandatory.
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EASTERN FRONT OPERATIONAL BATTLES copyright ©2025, Compass Games, LLC
11.3 Air Support Recovery
11.0 AIR SUPPORT Air support units provide a one-column shift in favor of friendly units during combat, and each may be used once per turn. Air support units are held off-map for the Soviets in both the 1942 and 1943 scenario and the Germans in the 1942 scenarios. In the 1943 scenarios, the Germans have airbases where the air support units are based. If there is an airbase, the air support unit is placed on that airbase, with a limit of one unit per airbase.
11.1 Air Support Procedure 1. In each combat, the attacker allocates their air support units first, followed by the defender. Each side may place a maximum of three air support units per combat. There are no range limits for the use of air support units. However, for the Soviets, at least one attacking unit must be in range of its headquarters for an air support unit of the same front to be used. The air support unit and the headquarters must be from the same front (see Rule 9.2).
In the initial segment of each game turn, flip any air support units from their unavailable side to their available side.
12.0 AIR ATTACK Air attacks take place in the Enemy Air Attack phase and can reduce movement allowance, combat strength, step loss, range for headquarters and depots, or make air support unavailable.
12.1 Air Attack Determination The game-specific rules provide the number of air attacks available to a side. During some game turns, the Soviet player may need to roll a die to determine the amount available. Air attacks must be used during the turn indicated, they may not be saved to be used in later turns. Air support units may be used to perform air attacks, they are flipped to their unavailable side after conducting the air attack. Air attacks may not be used for air support.
12.2 Air Attack Procedure 1. The non-phasing player places Air Attack markers on targets. After all Air Attack markers are placed, the units in the enemy stack may be examined. Targets may be combat units, headquarters, depots, or air support units (onmap or off-map). 2. For each air attack, roll the die and consult the Air Attack Table. There may be a die roll modifier on certain game turns, as specified in the gamespecific rules. 3. Apply the result from the Air Attack Table.
• German air support units may be used to support a German attack or defense, though not both in the same turn. • Soviet air support units may only be used while attacking in a single combat. 2. When an air support unit is used in combat, it is flipped to its unavailable side. 3. Each air support unit provides a one-column shift in favor of friendly units. Note: For combat with the defender in city and forest terrain, two air 12.3 Air Attack Results support units are required to provide one column There are three possible results on the Air shift. Attack Table: 4. Once combat is completed, return the air support unit – on its unavailable side – to either an empty No effect. Remove the Air Attack marker. airbase (German in 1943 scenarios) or off-map Effective Air Attack. Flip the air attack marker to (German in 1942 scenarios and Soviet in all the Effective Air Attack side. scenarios). • Combat units have their movement allowance reduced by one and have their combat strength 11.2 Airbase Retreat halved (retaining fractions). If an airbase moves or retreats, its air support unit • Headquarters and depots have their range cannot be used for combat support that game turn; reduced by one. flip it to its blank side.
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• Air support units are flipped to their unavailable side and may not be used that turn. Deplete. The attacked unit loses one step. Headquarters, depots, and air support units are not depleted; instead, the air attack marker is flipped to the Effective Air Attack side. More than one Effective Air Attack marker on a combat unit has no effect; however, the effect of multiple effective air attacks is cumulative on headquarters and depots.
12.4 Effective Air Attack Marker Removal The phasing player removes Effective Air Attack markers on units of the non-phasing player in the Effective Air Attack Marker Removal phase at the end of each player turn.
13.0 REINFORCEMENT AND REMOVAL
If a unit is surrounded by enemy units and/or EZOC bonds and is destroyed, that unit cannot be reformed.
14.2 Receiving Reformed Units In the Reform Units phase, any units on that turn of the turn track may be returned to play. Units are placed on the map at their lowest reduced level on or adjacent to the hex of the unit’s parent headquarters. The reformed unit may not be placed in an EZOC and must be placed where it is in supply. Depots do not need to be in supply. Independent units can reform on or adjacent to any headquarters of the unit’s Army (German) or Front (Soviet). Headquarters and airbases arrive at a friendly map edge; depots arrive on a railroad at a friendly map edge. A friendly map edge is generally defined as the west map edge for the Axis and the east map edge for the Soviets.
The Order of Battle displays list new units 15.0 SPECIAL EVENTS (reinforcements) and units to be removed from the Each player has special event chits that can be drawn game (removals). during the game. Each individual game specifies 13.1 Reinforcements which events are eligible for that game. Place each Reinforcements enter the Movement phase at the side’s special event chits in an opaque container at location specified on the Order of Battle display. If the beginning of the game. the location is enemy-occupied, the reinforcement In Turn 1, the Soviets can choose the special event may enter on an adjacent non-enemy-occupied hex, chit of their choice, but the Germans do not get a even if in an EZOC, but not in an EZOC bond, or special event chit in Turn 1. Starting in Turn 2, both the reinforcement can be delayed and enter in a sides randomly draw a special events chit each turn. later turn. Once all of the special events chits are drawn, this phase is skipped in the initial segment. 13.2 Removals When indicated on the Order of Battle display to Drawn special event chits may be kept secret withdraw a unit, remove the specified units at the from the opposing player and used at any time once drawn. Once a special event chit is used, it is beginning of the Movement phase. removed from play.
14.0 REFORMING UNITS
15.1 Soviet Special Events
Eliminated units may be returned to play in the Reform Units phase.
Combat Support: If at least one friendly attacking or defending unit is within six hexes of its parent headquarters, then that combat receives one favorable column shift on the CRT. Loss of Equipment: A German unit that has just received a DR1* or DR2* result in combat loses one step, but only if at least one attacker advances after combat. Front Air Support: May use this as an air support unit for attack or defense and receive a favorable column shift on the CRT. One Soviet attacking or
14.1 Procedure Roll a die the moment a unit is eliminated. Place the eliminated unit on the turn track the number of turns ahead as indicated by the die roll, but at least three turns ahead. Add two to the die roll if an eliminated unit is outside the attack support range to its headquarters. The unit can be returned to play in the Reform Units phase in the turn determined by the die roll.
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EASTERN FRONT OPERATIONAL BATTLES copyright ©2025, Compass Games, LLC
defending unit must be within air support range of any headquarters. Added Strength: Add one strength point to a Soviet unit in combat for either attack or defense. The unit must be within six hexes of any headquarters. German Supply Problems: The Soviets receive a favorable column shift on the CRT, attack or defense. It cannot be used in Turn 1 or Turn 2. Engineers: Negates a defender’s combat benefit from river or improved defense position for this combat. Advance Depot: Allow one depot to move up to 10 movement points or allow two depots to move up to five movement points each. Cannot move into an EZOC at any time. Shturmovik: Use as an air support unit for attack or defense and receive a favorable column shift on the CRT. One Soviet attacking or defending unit must be within air support range of any headquarters. Tank Fright: Receive one additional favorable column shift for a single combat with an attacker armor bonus. Luftwaffe Fuel Shortage: Cancel one German air attack roll. No Event.: No effect; this chit is removed from play immediately.
15.2 German Special Events Combat Support: If at least one friendly attacking or defending unit is within six hexes of its parent headquarters, then that combat receives one favorable column shift on the CRT. Loss of Equipment: A Soviet unit that has just received a DR1* or DR2* result in combat loses one step, but only if at least one attacker advances after combat. Uncoordinated Attacks: If a Soviet attack consists of units of more than one formation, the German defender receives one column shift left on the CRT. Henschel Hs 129: Use as an air support unit for attack or defense and receive a favorable column shift on the CRT. One Soviet attacking or defending unit must be within air support range of any headquarters. Command and Control Problems: Place the chit on one enemy unit farther than three hexes from its headquarters. This unit’s movement allowance has
halved movement allowance in its movement phase in its next player turn. Remove the chit from play once the affected movement phase is over. Tank Fright: Receive one additional favorable column shift for a single combat with an attacker armor bonus. Free Air Strike: May be used to conduct an additional air attack in the Air Attack phase. Stukas: Use as an air support unit for attack or defense and receive a favorable column shift on the CRT. It must be used on a combat hex that is within eight hexes of an airbase. No Event: No effect; this chit is removed from play immediately.
15.3 Recycled Special Events (Optional) As indicated in the game-specific rules, special event chits that have been used and removed from play are put back into the opaque container in the game turn specified and are available to be picked again.
16.0 IMPROVED DEFENSE POSITIONS Note: These improved defense position rules only apply to the 1942 games – Pincers and Operation Fridericus.
16.1 Effects Improved defense positions give a favorable one-column shift to the defender. In addition, the combat strength of the engineer unit is doubled when defending in an improved defense position.
16.2 Initially Set Up Improved Defense Positions As indicated in the setup instructions, these markers are placed on the map at the beginning of the game and cannot be moved.
16.3 Constructed Positions
Improved
Defense
Additionally, the German engineer battalion may construct an improved defense position at any time in the German player turn if the unit is in a town. If the engineer unit remains in the town, the improved defense position remains in the town hex. However,
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the improved defense position is removed if the engineer unit leaves the town hex.
17.0 VICTORY CONDITIONS Victory conditions are outlined in the game-specific rules.
EXAMPLE OF PLAY This example of play uses the units, the map, and the game-specific rules for Orel Salient, 1943.
INITIAL SEGMENT At the beginning of each turn there is an initial segment in which the turn marker is advanced and both sides flip all air support units to their available side. Also, each side draws a special event if allowed and available for that player’s side. For this example of play, each side has some special event markers available to be drawn, and each side draws one at random. The drawn marker can be played when desired and does not have to be played immediately. SOVIET PLAYER TURN The situation in Illustration 1 shows the start of the Soviet player turn, and then the German Air Attack Phase. ILLUSTRATION 1
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1. Enemy (German) Air Attack phase The first phase in the Soviet player turn is the Enemy Air Attack phase (Standard Rules 12). The German side is able to make air attacks based on how many air attacks are available for this turn. The German player decides to use one of these on a unit in the area shown, and the player places an Air Attack marker on the Russian tank corps in hex 2609 (A) . A die is rolled for each air attack, and in this case the result is a 3, which means no effect; remove the Air Attack marker from the map. If the attack were successful, the Air Attack marker would be flipped to the Effective Air Attack side. Air attacks represent mainly bomber type aircraft and their sorties, while air support represents Stukas on the German side and air assault units, mostly IL-2 Sturmoviks, for the Red Army side. Air Attack markers (bombers) are held off map for both sides, as are Soviet air support markers. German air support markers (Stukas) are held off-map in the 1942 scenarios and at airbases on the map in 1943 scenarios. 2. Soviet Movement phase After all German air attacks are resolved, play moves to the Soviet Movement phase (Standard Rules 8). Supply is checked for mechanized and artillery units to make sure their movement is not impaired. In Illustration 1, all Soviet units can trace supply 10 or fewer hexes to the supply source in hex 2308, so no unit is out of supply, and all can move their normal allowance. The artillery unit moved to hex 2208 (B), costing 2 movement points (MP), 1 for the hex and +1 to cross the river. The cavalry unit also moved to 2208 (B), using a total of 3 MP. An artillery unit is allowed to stack with another corps. No Soviet unit can move into hex 2210 (C) as there is a hex bond there between the German units in 2110 and 2311. The 1G tank corps moves to 2310 (D) which costs 4 MP. This exceeds the unit’s tactical movement allowance, but the move is allowed using Extended Movement. By using Extended Movement, the tank corps cannot move in the exploitation phase, so a No Exploitation Movement marker is placed on the unit. Illustration 2 shows the end of the Soviet Movement Phase. ILLUSTRATION 2
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3. Soviet Combat phase Illustration 2 also shows the beginning of the Soviet Combat phase (Standard Rules 8). All units can trace supply (Standard Rules 7, 1943 Game-Specific Rules 7.1) to the depot in hex 1713, so none are marked out of supply. The 20 tank corps (combat strength 8) attacks the German 134 infantry division (4) in hex 2110 (E), and the Soviet player commits the 15 Air Army air support unit (Standard Rules 11). This is not the first turn of the game, so the German side can commit an air support unit to defense but declines to do so. Soviet air support units are held off map, and when used are flipped to their unavailable side. The odds are 8 to 4, equal to 2:1 on the combat results table (CRT), with a shift right for the air support plus an attacker armor shift right in clear terrain, boosting the odds to 4:1. The result of the die roll is a 1 (DR2*), causing the defender to retreat two hexes and become disrupted. The defender retreats to hex 1911, places a Disrupted marker on the unit, and the attacker advances into hex 2110. The 1 Gd tank corps (combat strength 10) and the B/63 infantry corps (5) attack the Panzergrenadier division (6) in hex 2311 (F), at 15 to 6, for 2:1 odds on the CRT. The German division and the Soviet corps both have armor, so there is no attacker armor bonus. The result of the die roll is a 3 (DR1) for a defender retreat. The German defenders retreat to hex 2211, while the tank corps advances after combat into hex 2311. The A/3 infantry corps (combat strength 6), 2G cavalry corps (2), and the 2 artillery corps attack the German 321 infantry division (4) in hex 2109 (G), at 8 to 4 for 2:1 odds, with a shift right for the artillery, making a 3:1 attack on the CRT. A 4 is rolled (DR1), giving a defender retreat result. The German infantry division retreats to hex 2010 and cavalry corps advances into vacated hex 2109, but artillery cannot advance after combat. Illustration 3 shows the end of the Soviet Combat phase. ILLUSTRATION 3
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4. Soviet Exploitation Movement phase Illustration 3 also shows the beginning of the Exploitation Movement phase (Standard Rules 8.4). Eligible mechanized and cavalry units check supply, and all are in supply. The 1G tank corps in hex 2311 cannot move this phase because it used extended movement. The 20 tank corps in hex 2110 moves to 2111, and the cavalry in hex 2109 moves to 2110. Each move costs 1 MP. The tank corps cannot move to 2112 (H) because of the hex bond (Standard Rules 5.2) across the hexside. At the end of this phase, remove No Exploitation Movement markers (1G tank corps) and Out of Supply markers (there are none in this example of play). Friendly units in violation of stacking limits (Standard Rules 6) are eliminated at the end of this phase, though there are none in this example. 5. Soviet Disruption Removal phase In the Disruption Removal phase friendly (phasing player) disrupted markers are removed, but there are no disrupted Soviet units. 6. Soviet Reform Units phase In the Reform Units phase (Standard Rules 14), destroyed units may be brought back to the map, but none are eligible in the example. 7. Remove Effective Air Attack markers phase Finally, Soviet Effective Air Attack markers are removed from German units. The marker, which was placed in the previous turn, is removed from the Panzer division in hex 2012 (I). The situation at the end of the Soviet player turn is shown in Illustration 4. ILLUSTRATION 4
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GERMAN PLAYER TURN 1. Enemy (Soviet) Air Attack phase First is the Enemy Air Attack phase. Red Army Air Force bombers attack the Panzer division in hex 2012 (I) by using one of the available Air Attack markers. The die roll is a 1, resulting in no effect, remove the Air Attack marker from the map. 2. German Movement phase Then, in the German Movement phase, the disrupted 134 infantry division moves adjacent to the river in hex 2011 (J). No other moves are made. 3. German Combat phase In the combat phase, all German units are in supply, tracing to the supply source in hex 1713 on the rail line near Orel. The disrupted 134 infantry division cannot attack, but the 5 Panzer and 10 Panzergrenadier divisions, along with ground air support from the base in hex 1913, attack the 20 tank corps in hex 2111 (K). The Soviet side cannot commit air support units to defense in combat. In addition, the German player expends one of their available special events: Combat Support. This allows a favorable CRT column shift if at least one of the attacking units is within six hexes of its parent HQ. Both attackers actually fulfill this requirement, however only one column shift is received. After the attacker decides whether to commit a special event, the defender may do so, but in this case declines. The situation before combat is resolved is shown in Illustration 5. ILLUSTRATION 5
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16 (10+8) attacks 8, with one shift right for air support and another shift right for the special event chit, for a final 4:1 attack. The die roll is a 2 (DR1*), causing the Soviet 20 tank corps to become disrupted and retreat one hex to 2210. The German player decides not to advance after combat, hoping the line will hold and keep the Panzer division unengaged. The air support marker is flipped to its Unavailable side and returned to the airbase. 4. German Exploitation Movement phase The German side makes no exploitation movement. Illustration 6 shows the situation after the Combat phase and after the Exploitation Movement phase. ILLUSTRATION 6
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5. German Disruption Removal phase The disrupted marker is removed from the German 134 infantry division in hex 2011 (L). 6. German Reform Units phase In the Reform Units phase, the formerly destroyed German 34 infantry division is eligible to return to the map this turn. It can be placed on or adjacent to a headquarters that the unit belongs to, as long as the hex in which it is placed is in supply. Hex 1810 (M) meets both of these criteria and the infantry division is placed there. 7. Remove Effective Air Attack markers phase German Effective Air Attack markers are removed from Soviet units. There were no German Effective Air Attacks, so no markers need to be removed. ILLUSTRATION 7 This concludes one turn of the scenario. Illustration 7 shows the end of the German player turn, and the game turn.
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ADDITIONAL EXAMPLES EARLY ATTACK EXAMPLE This example of combat using the Early Attack optional rule (Standard Rules 10.8) uses units, map, and the game-specific rules for Orel Salient, 1943. Illustration 8 shows the situation at the beginning of a Soviet Combat phase. None of the Red Army units have moved during the Movement phase, but the 6G mechanized corps in hex 2412 (N) had been hit by an effective air attack at the beginning of this player turn. ILLUSTRATION 8
Illustration 9 shows the situation once Early Attack markers have been placed and Early Attack combat is about to occur. ILLUSTRATION 9
First, 6G mechanized corps (combat strength 10) attacks 321 infantry division (4) in hex 2313 (O); both units are in supply. The 6G mechanized corps’ combat strength is halved due to the effective air attack, so its combat strength is 5 (half of 10) to 4, which is 1:1 odds, with a shift right on the CRT due to the
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to the attacker armor bonus, for a 2:1 attack. The die roll is 2 (DR1), which is a defender retreat one hex result. The German unit retreats one hex to hex 2312, and although the attacking corps has an Early Attack marker, it cannot attack again or advance two hexes because the combat result does not allow it (Standard Rules 10.8.1). The 6G mechanized corps does advance one hex after combat into hex 2313, which was vacated by the retreating unit. The Early Attack marker is removed. Next, the 1G tank corps (combat strength 10) attacks the 134 infantry division (4) in hex 2314 (P); both units are in supply. The attack is at 10 to 4, for 2:1 odds, with a shift right for the attacker armor bonus, giving final odds of 3:1. The result of the die roll is 1 (DR2*), which causes the defender to retreat two hexes and become disrupted. The German unit retreats two hexes to hex 2114 and a Disrupted marker is placed on it. The Early Attack marker allows the tank corps to advance two hexes, which it does, advancing first to hex 2314 (the hex the defender vacated), then to hex 2214. The Early Attack marker is removed. Finally, the B/63 infantry corps (combat strength 6) and the B/65 infantry corps (3) attacks the 299 infantry division (4) and the 656 Ferdinand brigade (1) in hex 2215 (Q). Since the attack is by two infantry divisions, the Ferdinand brigade does not use the parenthesized “4” combat strength, which is only used if attacked by either tank or mechanized corps. The early attack can be carried out since both attacking units have an Early Attack marker. In this case, the German defenders and the B/63 infantry corps are all in supply. However, the B/65 cannot trace supply to an appropriate source – either off map or to an on-map supply source. Since the B/65 is from the Central Front, it cannot trace supply to the Bryansk Front supply source, so an Out of Supply marker is passed on the unit. The attack is 7.5 (6 + 1.5 [for B/65 out of supply] to 5 (4 + 1), for 1:1 odds. The result of the die roll is 4 for an SL (Special Loss) result. This result only applies if the attacker has armor and the defender has either armor or anti-tank. Since this does not apply to this combat, the result is considered to be No Effect (–). The no effect result allows the two attackers to attack again if desired. The Soviet player decides to press on with the assault, the result of the die roll for the second attack is a 3 (A1/D1), which causes each side to suffer a step loss (see Standard Rules 10.2.2), with no retreats. The German player decides to reduce the 299 infantry division to a 2-2, and the Soviet player decides to reduce the A/63 infantry corps to a 3-2. The Early Attack markers are removed from both units. ILLUSTRATION 10
Illustration 10 shows the end of the Combat phase after retreats, advances after combat, step losses, and removal of Early Attack and Out of Supply markers.
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ILLUSTRATION 11
SETUP EXAMPLE This example uses the map, the counters, and the order of battle display from Operation Rumiantsev and uses Red Army (Soviet) Steppe Front units. For setup, some ground units are to be placed in specified hexes, and other units can be placed at the player’s discretion, within certain limits. The air support unit for the Steppe Front (5 Air Army) is placed off-map for future use. In general, air support for the Soviets must be used with ground units and headquarters of the same front (see Standard Rules 9.2), while German air support units do not have this restriction. Illustration 11 shows the units that must be placed in specified hexes. The A/57, B/57, and C/57 infantry corps must be placed one each in hexes 3015 (R), 3017 (S), and 3019 (T), then a Steppe Front supply depot must be placed in each of hexes 2909 (U) and 3013 (V). The air support unit for the Steppe Front (5 Air Army) is placed off-map for future use during combat. Remaining units of Steppe Front must be placed adjacent to the start line and between hexes 2909 (U) and 3013 (V), inclusive. The exception is the HQ, which can be placed anywhere except adjacent to the start line. However, don’t forget to consider the headquarters’ range – in this scenario, eight hexes – when setting up. Within these limits, the player can choose where to place the units. Also, note that for setup and Turn 1, the Soviet player may stack two corps in the same hex. One possible setup for the remainder of this front is shown in Illustration 12.
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DESIGNER’S NOTES
ILLUSTRATION 12
It’s fair to say that World War II eastern front is a topic that many find interesting, as do I. After reading about the actions in May 1942, I found several good books on the subject, and from there, I designed “Baiting the Bear” and “Springing the Trap.” Later, I thought the same system and scale could apply to other east-front operations. After finding some books on the 1943 Kursk Offensive, I decided the Soviet counteroffensive was a better fit at this scale, allowing more maneuver and exploitation. This quad is an adaptation of the two games mentioned above. I wanted to make the games playable. From what people are saying online, they are still enjoying SPI East Front games published in the 1970s, and I suppose that’s because of these games’ sheer playability and enjoyment factor. From a historical perspective, I tried to do better than the ‘70s games with more recently published reference material. I hope players enjoy playing the games in this quad. I realize everyone has their own “acceptability rating”, to use SPI’s old term, but I hope gamers find this series lands in a comfortable spot in terms of playability and historicity.
RULES COMMENTARY In this series, air rules have been abstracted, so the players don’t have to perform plane-to-plane combat, interception, counter-interception, etc. Instead, players can control air attacks and ground support. Air attacks target individual hexes. These represent the effects of all types of bombers and dive bombers. Air support is one or more column shifts on the combat results table. This represents close air support of dive bomber (Stuka), Schlacht (Hs 129), and Soviet assault (Shturmovik) air units. Only the German side can use air support CRT shifts on defense, portraying the experience and ability of Stukas to quickly and accurately aid ground combat. Air units consist of bombers and different types of air attacks, but we have abstracted out fighters. Instead, both sides take losses as automatically prescribed, consistent with historical outcomes. This abstraction allows accessible playability while generating realistic results. Given the limited area covered by the maps and the scales of the games, aircraft have an unlimited range over the extent of the maps.
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The Red Army Air Force does not use airbase counters, as the airbases are off the map. This is also the case for the Germans in the 1942 games. In the 1943 games, however, some Luftwaffe airbases are on the map, and they may have to move their location because of ground advances by Red Army units. The positive die roll modifier (+1) on the Air Attack Table for the Red Army on May 13 in Pincers represents the peak of the effect of air power the Soviets had on that sector in the game, which declined after that. The other DRMs for Air Attack represent the peak of the cumulative effect on ground targets by air attacks, but they start to decline due to attrition of the aircraft themselves. The first turn of these games follows a special sequence of play where combat occurs before movement. This represents the planned offensives where the attacker was in place and able to attack in the morning as the offensive begins. Zones of control in the series by themselves don’t block enemy movement and retreat, but they do slow enemy units, forcing them to use tactical movement allowances. Zones of control create a strong ZOC if friendly ZOCs overlap. This is sometimes referred to as interlocking zones of control or ZOC bonds. If friendly units can form a hex or hexside bond, they can then block enemy retreats and movement, as well as block enemy supply trace. This gives the effect of a solid line, which in real terms occurs even if, in a game view, there is an empty hex between friendly units. Headquarters in this series are difficult to destroy because HQs aren’t combat units, and they would withdraw, if not flee, from approaching enemy strength rather than get caught up in fighting if possible. However, it is possible to disrupt them. When a headquarters is stacked with a friendly unit, it adds a strength point to attack or defense due to better command and control, as well as directly commanding any small units, remnants, and artillery that do not show up in actual counters. Disruption resulting from combat represents units that are physically disorganized or fatigued, lack ammunition, lack command and control, or a combination of these effects. The reform of destroyed units simulates units that have reorganized from being dispersed, recovering
from fatigue, being resupplied, receiving replacement men and material, or some combination of these factors.
THE SCENARIOS During the time period these games cover, cavalry in the Red Army was an exploitation force, theoretically to be used for that purpose rather than holding the line. Cavalry divisions and corps were smaller than infantry divisions and corps. Tank corps were also created for exploitation capabilities, while tank brigades were used as infantry support during attacks. Tank brigades could prove helpful since the Germans were short of good anti-tank weapons, especially in 1941 and 1942, as were allied Hungarian, Italian, and Romanian units. The Soviets had the luxury of a large number of tanks and could form both tank brigades and tank corps units.
Pincers, 1942 Pincers begins on May 12 and focuses on the Red Army’s attempt to take Kharkov. Historically, the Germans launched an offensive of their own on May 17, which was remarkably successful. This occurs mostly to the south of the playing area and off-map. The game ends when it does because it was then when both sides began shifting forces to the south where the German breakthrough occurred. This game uses a familiar movement-then-combat sequence, except for the first turn. That reflects the Soviets being already in position and launching the attack early in the morning on May 12. Note that the Germans built up strongpoints over the winter prior to the game’s beginning, and these are set at the start of the game. Only the German engineer unit in a town or city can build an Improved Defense position during the game, which happened historically in Krasnograd.
Operation Fridericus, 1942 The game Operation Fridericus combines the Soviet offensive in Pincers and the German attack of Fridericus. No unit can move south of the Separation Line through May 16 because the German process of logistics and deployment was ongoing until May 17. This line also preserves some realistic fog of war, as the Russians did not realize the full potential of the coming German attack on the South Front.
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Sturmgeschutz Abteilung 245, a group of early model Sturmgeschutz self-propelled guns, is represented by the German unit 245, which is considered an armored unit. Unit 670 is Abteilung 670, which comprises self-propelled anti-tank guns on tank chassis. In July 1942, German Leichte divisions were renamed Jager divisions. This occurred after the scope of the two 1942 games, but Fridericus does include some Leichte units. These units were like infantry, but they only had eight infantry battalions in a division and did not include the heavy artillery battery that infantry divisions normally contained. German mountain divisions (Gebirgsjager) were formed in a similar manner to Leichte/Jager divisions, with the addition of specialized training for mountain warfare. The Italian Barbo unit’s full name was Raggruppamento Barbo. It comprised two cavalry regiments plus several assorted companies. The Italian battlegroup consisted of two infantry battalions and two artillery groups. Admittedly, it is a minor unit but is included with a bit of chrome for completeness. Russian tank corps that are cut off from supply at the end of the 1942 games are considered destroyed because it’s assumed they will soon surrender or be destroyed. German units in such a state would likely receive rescue assistance.
Orel Salient and Operation Rumiantsev, 1943 Due to their preparation and artillery bombardment, the Soviets disregard the defense line terrain benefit the Germans have for combat on the first turn of Orel Salient and Operation Rumiantsev. The Germans introduced new armor types during the 1943 Kursk campaign but could not
bring victory. These armored vehicles had some effectiveness, though their limited numbers meant they were not decisive. Also, the new Panther tank, the Panzer V, had mechanical problems that still needed to be worked out. The “Brummbar”, translated to English as “Grumbler” or “Grouch” (it does not mean Grizzly Bear), was a self-propelled heavy howitzer. The Germans termed the vehicle “Sturmpanzer”. The Germans equipped the heavy self-propelled anti-tank vehicle called “Ferdinand” with the very effective 88mm anti-tank gun, similar to the “Hornisse” (Hornet) self-propelled gun. — John Theissen —
BIBLIOGRAPHY The reference books that I found most useful for the 1942 action were Kharkov 1942 by David Glantz and the similarly titled Kharkov 1942 by Robert Forczyk. For the 1943 battles, there are many titles dealing with the offensives in the Kursk area. One that I found most helpful for orders of battle is The Battle of Kursk by David Glantz and Jonathan House. Forczyk, Robert. Kharkov 1942: The Wehrmacht Strikes Back. Osprey Publishing Ltd., United Kingdom, 2013. Glantz, David M. Colossus Reborn: The Red Army at War 1939-43. University Press of Kansas, Kansas, 2005. Glantz, David M. Kharkov 1942: Anatomy of a Military Disaster. Sarpedon, New York, 1998. Glantz, David M. and House, Jonathon M. The Battle of Kursk. University Press of Kansas, Kansas, 1999. Healy, Mark. Kursk 1943. Osprey Publishing Ltd., United Kingdom, 1992. Jukes, Geoffrey. Kursk: The Clash of Armor. Ballantine Books Inc., New York, 1968.
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German Player Turn
SEQUENCE OF PLAY Initial Segment 1. Move Game Turn marker to the next turn. 2. Flip all used air support units to their available side. 3. Draw a Special Event chit if allowed and available.
Soviet Player Turn 1. Enemy Air Attack phase a. German player places Air Attack markers on Soviet units b. Roll for air attack for each marker 2. Movement phase a. Remove units as called for by the Reinforcement and Removal track b. Check supply for Mechanized and Artillery units c. Place units as called for by the Reinforcement and Removal track d. Move units using Tactical Movement e. Move units using Extended Movement f. Remove Out of Supply markers g. Eliminate over-stacked units h. Place Early Attack markers on any units that have not moved 3. Combat phase For each combat: a. Add air support units b. Add special event chits c. Check for supply, and apply modifiers to combat strength for out of supply, disruption, or terrain d. Total attacker and defender combat strength e. Determine odds ratio for combat f. Apply any column shift modifiers g. Determine combat result for each combat After all combat is completed, remove Out of Supply markers 4. Exploitation Movement phase a. Check supply for Mechanized units b. Move eligible Mechanized and Cavalry units c. Remove Out of Supply and No Exploitation Movement markers d. Eliminate over-stacked units 5. Disruption Removal phase a. Remove Disrupted markers from Soviet units 6. Reform Units phase a. Check for return of eliminated units 7. Remove Effective Air Attack markers phase a. Remove Soviet Effective Air Attack markers from German units
1. Enemy Air Attack phase a. Soviet player places Air Attack markers on German units b. Roll for air attack for each marker 2. Movement phase a. Remove units as called for by the Reinforcement and Removal track b. Check supply for Mechanized and Artillery units c. Place units as called for by the Reinforcement and Removal track d. Move units using Tactical Movement e. Move units using Extended Movement f. Remove Out of Supply markers g. Eliminate over-stacked units h. Place Early Attack markers on any units that have not moved 3. Combat phase For each combat: a. Add air support units b. Add special event chits c. Check for supply, and apply modifiers to combat strength for out of supply, disruption, or terrain d. Total attacker and defender combat strength e. Determine odds ratio for combat f. Apply any column shift modifiers g. Determine combat result for each combat After all combat is completed, remove Out of Supply markers 4. Exploitation Movement phase a. Check supply for Mechanized units b. Move eligible Mechanized and Cavalry units c. Remove Out of Supply and No Exploitation Movement markers d. Eliminate over-stacked units 5. Disruption Removal phase a. Remove Disrupted markers from German units 6. Reform Units phase a. Check for return of eliminated units 7. Remove Effective Air Attack markers phase a. Remove German Effective Air Attack markers from Soviet units
End of Game Turn Please consult the game-specific rules for modifications to the sequence of play. Note: The non-phasing player performs step 1 of each player turn, while the phasing player performs steps 2-7.
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