Skip to main content

White Death Rulebook

Page 1

White Death

Velikiye Luki, the Stalingrad of the North

Rulebook and Scenarios


White Death

2

1. Game Components �������������������� 2 2. Game Counters ��������������������������� 3 3. The Game Turn ��������������������������� 4 4. Zones of Control ������������������������ 5 5. Stacking ��������������������������������������� 6 6. Movement ����������������������������������� 7 7. Terrain and Movement �������������� 8 8. Rail Movement ���������������������������� 8

Table of Contents

9. Conventional Fire ����������������������� 9 10. Antitank Fire ��������������������������� 10 11. Artillery Fire ��������������������������� 11 12. Terrain and Combat ��������������� 13 13. Frozen Lakes ��������������������������� 14 14. Morale �������������������������������������� 14 15. Supply and Isolation �������������� 15 16. Weather ������������������������������������ 16

November, 1942 In the south of Russia the German army had torn open the Soviet front with their summer offensive and driven into the Don River bend and south into the Caucasus. By mid-November the German Sixth Army had cleared all but a few blocks of Stalingrad and Army Group A seemed on the verge of reaching the oilfields to the south. Soviet Russia looked to be finally beaten. The Red Army was not beaten, however, and by ruthlessly feeding only the bare minimum of reserves into the battle had managed both to blunt the German drive and accumulate a sizable strategic reserve. Waiting until the Wehrmacht had spent its strength and extended itself to its limit, Stavka carefully planned the boldest Soviet offensives of the war to date. In mid-November, with the freeze negating much of the defensive advantages of rivers and making the northern swamps passable for armored vehicles, the time had come. In the south Vatutin’s Southwest Front, Rokossovski’s Don Front, and Yeremenko’s Stalingrad Front would launch a massive encircling offensive against the Axis troops in the Don River bend and Stalingrad. In the north an offensive of nearly equal proportions would be launched against the German Rzhev Salient by Sokolovski’s Kalinin Front and Konev’s West Front. This twin blow north and south was planned to cripple the Wehrmacht and serve as the prelude to its final expulsion from Soviet soil. Preceding both offensives by several days, however, was a third offensive launched by the right flank of Sokolovski’s Kalinin Front against the city of Velikiye Luki and aimed at cutting the vital Vitebsk-Leningrad railroad. Lieutenant General Purkayev’s Third Shock Army, reinforced with three separate corps, was assigned the mission. Defending the sector were two understrength German divisions plus a number of rear-area security and support troops. Insufficient troops were available to cover the entire front and two ten-mile gaps were patrolled only by small detachments of ski troops. Furthermore, it was anticipated that most local German reserves would be drawn into the intense fighting in the Rzhev Salient, 100 miles to the east. But the Germans had an important advantage. Velikiye Luki had been intensively fortified in preceding months, and all roads in the near-trackless wilderness ran through Velikiye Luki. The stage was set for one of the most bitterly fought battles of the war in the East.

17. Reinforcements ����������������������� 17 18. Replacements �������������������������� 17 19. Bunkers ������������������������������������ 18 20. Bridges ������������������������������������� 18 21. Special Units ��������������������������� 18 22. Garrisons ��������������������������������� 19 23. Optional Rules ������������������������ 19 24. Scenarios ��������������������������������� 21

1.0 Game Components White Death contains these components: • Two Countersheets • One 22” x 34” map • One Velikiye Luki map • Four Order of Battle displays • Four Order of Arrival displays • One double-sided Order of Arrival card • Two double-sided Player Aid cards • Rules Booklet • Two Dice • Game Box If any of these parts are missing or damaged, please contact the publisher: Compass Games LLC PO Box 271 Cromwell, CT 06416 USA Phone: (860) 301-0477 E-Mail: support@compassgames.com Online game support is available. Visit us on the Web: https://compassgames.com You can also use the QR Code above or URL below to reach Compass Games online: https://linktr.ee/compassgames

1.1 The Map

The map covers the area around the city of Velikiye Luki on a scale of one mile per hex (measured from hexside to hexside). The map information is taken from 1:100,000 scale maps captured from the Red Army by the Wehrmacht and then captured from the Wehrmacht by the Allies. Except for Velikiye Luki, all place names appear as they do on the original map in their German spellings. The area around Velikiye Luki is extremely desolate, and over a year of war had turned it into a near-lunar landscape. The area is dotted with swamps which freeze in winter. There are few towns and fewer roads, and by November most of the minor roads had completely disappeared under a blanket of snow. Many of the prewar villages had vanished without a trace, and the monotony of barren, flat plains completely covered by snow made even simple navigation an occasional headache. The city of Velikiye Luki is featured in a number of rules. In order to clearly denote the twelve hexes which constitute Velikiye


Rules Luki, they have all been marked with red hex numbers. Any hex with a red hex number is a Velikiye Luki hex; any other hex is not. Because the fighting around Velikiye Luki can become very congested, an expanded map of the area is included in the game so that gamers can place their counters on it if they wish. The map has a Turn Record Track and a Weather Track. It also has a track for marking supply usage, and a track that is used for recording movement points, railroad movement, and victory points. Only those hexes on the map that have a hex number are used in play. The brown numbers that mark elevation, such as in hex 0331, have no effect on play. The borders of the map, in German and Soviet colors, show each side’s friendly board edges. The various entry areas for reinforcements are shown next to those colored borders. For example, the Soviet Southeastern entry area stretches from hexes 3243 to 3944, which is also marked as friendly to the Soviet side.

1.2 The Cards, Displays, & Rules

One side of each Player Aid card has all of the charts and tables needed for play, and the other side has the Unit Identification Chart. The Order of Battle displays show the organization of the units involved in the battle. Every unit historically involved in the battle (or that could have been) is shown on them. The German side has two Order of Battle (OOB) displays. One of them is used exclusively for Divisional units and the other for Non-Divisional units. The German displays contain a number of lighter images, as well as organizational notes. These lighter images show the historical attachments of the German side. The lighter images and notes are mostly for informational purposes only (to show the historical attachments) so if gamers set up their units on the OOB displays they should not place any units on the lighter images. On the German OOB displays, all formations and units listed in red are non-Wehrmacht units; they are Abwehr, Alarm, Estonian, Garrison, Luftwaffe, Ski, or SS. This does matter for the replacement rules (18.0). Example: The 8th Panzer Division is Wehrmacht, but the 7th Flieger Division is not. The Estonian police unit in the Velikiye Luki garrison is not Wehrmacht, and neither are any of the ski units from Army Group Center. The Soviet OOB displays are organized by the four army and corps formations that took part in the battle, plus a section for optional units (as explained in Rule 23.2). The game also contains four large Order of Arrival displays. These show turn by turn, the reinforcements each side gets and where they arrive. For gamers who are space-challenged, a smaller, double-sided Order of Arrival card contains the same information in an abbreviated form. The back page of these rules has a Sequence of Play and reminders of important game concepts and processes.

1.3 The Counters

The two sheets of counters included represent all of the historical units which fought in the actual battle of Velikiye Luki and some which might have been committed under different circumstances. Additional counters are informational markers used in play. The information on the counters may be read with the assistance of the Unit Identification Chart. Each strength point represents from 150-200 combat infantry, 4 heavy guns, 6-8 light guns, or 4-5 AFVs.

3

2.0 Game Counters When reading this section of the rules, it is very helpful to have the Unit Identification Chart at hand as a reference.

2.1 Combat Counter Fronts

A. Strength and Mobility Type: On the front of each counter, the large number on the left indicates the unit’s starting Strength (measured in Strength Points). The large letter to the right indicates the unit’s Mobility Type. These are the Mobility type meanings: • D: Draft (moved by draft animals) • H: Horse (moved by riding on horses) • L: Leg (walking troops) • M: Motorcycle • S: Ski (ski-mobile troops) • T: Track (tracked vehicles) • W: Wheel (wheeled vehicles) • X: Cannot move If either of the Strength/Mobility values are in blue, it means the unit either does not exert a Zone of Control or has limited Zone of Control capability. If either of those values are green, it means the unit does not suffer from Tank Fright. If the Strength/ Mobility values are red, it means the unit is a Close Combat Unit (per Rule 21.1). If those values are yellow, the 331st Division rule applies (Rule 21.2). If either of those values are white, it means the unit is a Tank Destroyer (per Rule 21.4). B. Unit Symbol: The unit type symbol in the middle of each counter shows what type of unit it is. The Unit Identification Chart has a key which shows what these symbols mean. Each symbol fits in one of three broad unit categories: Personnel, Weapons, and AFVs (as shown on the Unit Identification Chart). Armored Fighting Vehicle (AFV) units bear a silhouette instead of a unit type symbol. If two ‘wheels’ are under a unit symbol (such as for the 3/6 antitank unit shown above) it means the unit is motorized; this has no effect on play. C. Unit Size: Each non-AFV unit has a size indication which is found just above the unit type symbol. The Unit Identification Chart shows what those size symbols mean. AFVs do not have a unit size indication. All Soviet AFV units are battalions; all German AFV units are companies. D. Divisional Units: Certain units are known as Divisional Units. Divisional Units (in game terms) can be part of a Division, Brigade, or even Regiment. This concept affects stacking (Rule 5.0) and artillery fire (Rule 11.0). German Divisional Units all have a green background and have their own OOB display. Units of a specific division share the same color in their unit symbol, have the same green background, and are placed together on the OOB display. They also have a division or brigade identification to the left of the unit symbol box (or, for AFV units, in the upper left corner of the counter). (The lighter images which appear on the German OOB display with the units of a division are not considered divisional units.)


4

White Death

Examples of German Divisional Units are the 1st SS Motorized Brigade or the 83rd Infantry Division. The Velikiye Luki Garrison and Arko 103 are examples of Non-Divisional Units. The two ‘FKD’ units, although historically attached to the 1st SS Motorized Brigade, are not Divisional Units. Soviet Divisional Units share the same color in their unit symbol, have the same-colored background, and are placed together on the OOB display. They also have a division or brigade identification to the left of the unit symbol box (or, for AFV units, in the upper left corner of the counter). Soviet Brigades can be identified by these notations that are part of their identification: MB for Mechanized Brigade; RB for Rifle Brigade; SB for Ski Brigade; TB for Tank Brigade. Certain Soviet corps and army troops bear the identification of their corps or army to the left of the unit box (3SA, 2MC, 5S, 8E). These units do not have specially-colored unit symbols and are not considered to be Divisional Units. Examples of Soviet Divisional Units, from the 3rd Shock Army, are: the 32nd Rifle Division, 184th Tank Brigade, and 389th Tank Destroyer Regiment. The ‘Army Troops’ from the 3rd Shock Army are examples of Non-Divisional Units. E. Unit Identification: The last piece of information on the counter fronts is the specific unit ID. This is found to the right of the unit symbol (or, for AFVs, in the upper right of the counter). If this ID is in white or yellow, it means that that unit has special stacking privileges--see the Stacking Rules (5.0).

2.2 Combat Counter Backs

On the back of each counter is almost all the information that is needed to resolve combats, barrages, and morale checks. The colored boxes have these meanings: • Black: This is the unit’s Morale • Grey: This is the unit’s Antitank factor (*means it can only use its Antitank factor for Defensive Fire) • Green: This is the unit’s Support factor • Blue: This is the unit’s Range • White: This is the unit’s Barrage factor • Red: This is the unit’s Combat factor (*means it cannot Assault; it can only use its Combat factor for Defensive Fire) • Orange: This is the unit’s Defense. A ‘P’ Defense type means Personnel; ‘H’ means Heavy Weapons; ‘L’ means Light Weapons; ‘B’ means Bunker • Colored Circle: This is for identification and help with setup. It is the same color as the unit’s symbol on the counter front. Example: The unit shown is the Soviet III/135th Field Artillery Battalion, which is part of the 357th Rifle Division. (The orange unit symbol interior shows it is part of the 357th Division.) Since the ‘III/135’ designation is in white, the player knows that special stacking rules apply to this unit. It has a Strength of 2 and is moved by Draft animals (D Mobility Type). On the back, its Morale is 7 (black). Its Antitank factor is 3 (grey) and can only be used in defense. Its Support factor is 3 (green). Its Range is 4 (blue). Its Barrage factor is 2 (white). Its Combat factor is 3 (red) and cannot be used to Assault. Its Defense is H (orange) for Heavy Weapons. The orange circle is the same color as the unit symbol on the front and shows that it is part of the 357th Division.

2.2 Other Counters

White Death includes a number of informational markers and counters to track game processes. The red Strength Point markers are used to show the current strength of a unit. Assault markers are used to show when a unit is doing an Assault and also the target hex of the Assault. Isolated markers show when a unit is in that status. No Weapon markers denote a unit that has lost its weapons. No Fire markers are used to mark units that cannot fire, either because they already did a Barrage or because they failed a morale check. The RR markers are used to track rail movement usage. The Initial and Current markers are used to track movement points. The Supply markers are used to track each side’s supply usage. The Soviet VP marker is used to track accumulated Soviet Victory Points during a scenario. It has a ‘+25’ on its back side for when more than 25 victory points are gained. The Weather and Turn markers are used on their respective tracks on the game map.

3.0 The Game Turn White Death is played in a series of game turns, each representing five days of real time. Each game turn will consist of a variable number of impulses, with the exact number of impulses in each turn determined by the decisions and actions of the players. Briefly, each player has ten Movement Points (MP) which they expend each turn. The Soviet player always moves first, and thus takes the first impulse of the turn. The Soviet player decides how many movement points they will expend in their impulse (as few as one or as many as ten). After the Soviet player has finished their impulse, the German player conducts an impulse with as many or as few movement points as they desire. This alternation of movement points continues until one side exhausts its supply of ten movement points for the turn. The other player then conducts one or more impulses consecutively until they also have exhausted their supply of ten movement points. This concludes one turn.

3.1 Impulses

There are two types of impulses: an action impulse and a pass impulse. When a player expends two or more movement points in the Decision Phase (see below) it is an action impulse. In an action impulse, the phasing player conducts movement and combat normally. When a player expends only one movement point in the Decision Phase, it is a pass impulse. In a pass impulse the phasing player may only do rail movement and barrage fire. They cannot do any other movement or type of combat. When conducting an action impulse, the Soviet player must expend three or more movement points, or all remaining movement points if they have less than three remaining. If they


Rules are forced to expend one movement point, it is a pass impulse. Examples: On their first impulse the Soviet player expends 5 movement points. On their second impulse they expend 3 movement points. On their third impulse, they must do a single action impulse using 2 movement points. On their next turn, they do three impulses of 3 movement points each and finish their turn with a 1 movement point pass impulse. This restriction does not apply to the German player; they may use their movement points in any way they wish. During a Soviet impulse the Soviet player is referred to as the phasing player and the German player is the nonphasing player. During German impulses these roles are reversed.

3.2 Sequence of Play

All action within a turn is conducted in the following sequence of play. The Supply Gain Phase is only done once in a turn, at the start of the turn. The End of Turn Phase is only done once in a turn, at the end of the turn. These are color-coded in red as a reminder of this. Phases 1-7 are performed in every impulse. 0) Supply Gain Phase: At the start of each turn (only) both players receive their supply points for the turn (as listed on their Order of Arrival) and advance their Supply marker along the Supply Track by that number. In this phase, the Soviet player rolls for Weather for the turn and the German player rolls for the release of the Velikiye Luki garrison. 1) Decision Phase: In the current Impulse, the phasing player decides how many of their remaining movement points will be spent in that impulse and moves the Current movement point marker to reflect this Impulse’s expenditure of movement points. 2) Supply Phase: The phasing player decides how many supply points to use in the current impulse and reduces their Supply marker(s) by that number. They also must identify all of their Isolated units and place Isolated markers on them. Any units with Isolated markers on them that are no longer isolated have those markers removed. Replacement points (from the Order of Arrival) are used in this phase. 3) Movement Phase: The phasing player receives all current reinforcements, moves all units desired, and marks all Assaults. Each unit may move and/or do other activities up to the limits imposed by the number of movement points chosen in the Decision Phase. Enforce stacking limits at the end of this phase. 4) Barrage Phase: The phasing player conducts all barrage attacks. 5) Defensive Fire Phase: The non-phasing player conducts all antitank and conventional defensive fires against the phasing player’s assaulting units, including the use of support fire from artillery units. 6) Assault Phase: The phasing player conducts all antitank and conventional fires by assaulting units, including support fire from artillery units. Enforce stacking limits at the end of this phase. 7) End of Impulse Phase: The phasing player moves the Initial movement point marker to the same box on the movement point track as that occupied by their Current marker, to show how many movement points will be available at the beginning of the next impulse. All Assault and No Fire markers are removed. 8) End of Turn Phase: At the end of the turn (only) each side’s RR marker is reset to 0 on the Movement and Railroad Track and the Turn marker is advanced one space on the Turn Record Track.

5

3.3 The Movement and Railroad Track

This track is used to monitor each player’s MP usage through the turn. At the start of each turn, each player’s Initial and Current movement point markers will be on the ‘0’ space. When, in the Decision Phase, a player chooses how many movement points to use, they will advance the Current marker by that many boxes on the track. This will serve as a reference for how many movement points their units can use in the current impulse. In the End of Impulse Phase, the Initial marker will be moved to the same space as the Current marker. This process will continue until each player has used up all 10 of their movement points. The track goes to 25, but the blue-shaded boxes are only used to track railroad movement and Soviet victory point gain.

4.0 Zones of Control Most of the units in the game have a Zone of Control (abbreviated ZOC) consisting of the six hexes immediately surrounding them. Garrisons, Bunkers and Bridges do not have a ZOC. A single German Weapons Company that is alone in a hex does not have a ZOC, but if it is stacked with any other combat unit it does exert a ZOC. The blue Strength and/or Mobility values on the front of these units serve as a reminder of their special ZOC status.

4.1 ZOCs and Movement

A unit must stop immediately upon entering a hex in an enemy ZOC (except as noted below) and may not move further that movement phase. The presence of friendly units or their ZOCs in a hex never negates the effects of enemy ZOCs for any game process. A unit which begins a movement phase in an enemy ZOC hex may move out of the hex but expends one extra movement point to do so, in addition to the normal terrain movement cost of the hex entered (see Rule 7.0). Such a unit may move from one ZOC hex directly to another, thus ending its movement. Zones of control affect movement (Rule 6.2 and 8.0), supply and isolation (Rules 15.2 and 15.3), and retreats (Rule 14.3A).

4.2 ZOCs and AFV Units

AFV units are not required to stop upon entering an Enemy ZOC (EZOC), nor are they required to expend one movement point to leave an enemy ZOC. However, each time that an AFV unit leaves an enemy ZOC hex, all enemy units whose ZOC is exited may conduct antitank fire at the moving AFV unit per Rule 10.3. This is done during the movement phase, is resolved immediately, and does not prevent the firing units from firing at more AFVs that exit their ZOC, or from firing in the Defensive Fire Phase. An AFV unit may be fired at each time it leaves an enemy ZOC hex during movement. Moving AFV units which suffer losses during movement from antitank fire must check morale (while still in the hex to be exited) as specified in Rule 14.1, and any AFV unit which fails this morale check immediately ends its movement for that phase. If the unit routs, it suffers the normal effects of routing. An AFV unit which begins its movement phase adjacent to an enemy unit may avoid its antitank fire by paying one movement


White Death

6

point to exit its ZOC hex. The AFV may not avoid fire from units whose ZOC it exits later in the movement phase using this method; it only applies to the first ZOC hex exited.

German Battalion Equivalents

A.

4.3 ZOCs and Ski Units

Ski units are defined as any unit that is ski-mobile (it has an ‘S’ mobility type). Ski units are not required to stop upon entering an enemy ZOC unless it is from another ski unit. A ski unit pays the normal 1 MP cost to exit an EZOC, but unlike other units, it can move from enemy non-ski ZOCs to enemy non-Ski ZOCs by paying the same cost.

4.4 ZOCs and Weapons Units

Weapons units (as defined on the Unit Identification Chart) may never enter an enemy ZOC during the Movement Phase (unless using optional rule 23.4). Weapons units which are in an enemy ZOC at the beginning of a movement phase are not required to leave. Weapons units may retreat through enemy ZOCs, and when doing so, are affected like other units (see also Rule 23.1).

4.5 ZOCs and Terrain

Zones of Control do not extend into a town hex. However, units in a town hex do exert a ZOC into every adjacent non-town hex. No unit exerts a ZOC into a hex, or across a hexside, which it cannot enter or cross. Example: An AFV unit does not exert a ZOC into a forest hex unless that hex contains a road which enters the AFV unit’s hex.

5.0 Stacking Stacking is the game function whereby multiple units may occupy a hex together. The maximum number of units that may be placed in a hex is determined by the criteria listed below, and varies for the two sides. Stacking limits are in effect at the end of each Movement Phase and Assault Phase. Thus a unit may move through a hex containing the maximum number of friendly units, but could not end its movement in such a hex. If units are forced to retreat into a hex where they are in violation of the stacking rules, they must retreat additional hexes until they are no longer in violation of stacking. If unable to do so they are instead eliminated. The stacking rules are dense, so in order to help players, clear illustrations are provided in this rules section. Also, the stacking hierarchy, as well as a list of unit sizes, is found on each side’s Unit Identification Chart.

5.1 German Stacking

For stacking, the unit sizes are shown on each player’s Unit Identification Chart. All German AFV units are companies. A. Battalion Equivalent: A Battalion Equivalent is important for German stacking. This concept is defined as: A. Any one battalion counter, or... B Any two companies, or... C. All of the companies of the same battalion. For point C, it is important to note that the counters have been color-coded to facilitate instant recognition. If company units (including AFVs) have the same colored background, the same colored unit symbol, and have their unit IDs in the same white or yellow, they are companies of the same battalion.

B.

C.

I/10

Examples of Battalion Equivalents: Points A and B are easy to follow and are illustrated thus. Point C: The four AFV units of the I/10 battalion have the same colors (and yellow ID numbers) and are thus all companies of the same battalion. In the example below, the three units of the 43rd battalion have the same colors (and white ID numbers) and are thus all companies of the same battalion. On the Non-Divisional OOB, in the group of units ‘From Army Group Center’ the four AFV units of the I/15 battalion have the same colors (and yellow ID numbers) and thus are all companies of the same battalion. In the same OOB group, the four Ski units of the 8th Ski Battalion all have the same colors (and white IDs) and are thus all companies of the same battalion. B. Stacking: The German player may stack in the same hex: 1. Any three battalion equivalents, or... 2. Any four battalion equivalents if they are all from the same Division or Brigade, and... 3. One additional bonus company can be added to any stack. Note: If four battalions from the same division or brigade are stacked (point 2), the additional bonus company (point 3) need not be from the same division or brigade.

German Stacking

1.

+

2.

+

3.

I/10

+ +

+ I/10

43

Examples: Point 1: The III/90 infantry battalion can stack with the 1/8 and 2/6 ski companies, and the I/10 AFV battalion. These are all battalions or battalion equivalents. Point 2: The II/28 infantry battalion, the III/8 Self-propelled Field Artillery battalion, the I/10 AFV battalion (four companies), and the 43 Antitank battalion (three companies) can all stack in the same hex because they are all battalion equivalents from the 8th Panzer Division. Point 3: The 2/95 Antitank company can be added to either of the stacks in points 1 and 2.


Rules 5.2 Soviet Stacking

For stacking purposes, all Soviet AFV units are battalions. The Soviet player may stack in the same hex: 1. All of the units of a single Brigade, or... 2. Any two Non-Divisional artillery or mortar units, or... 3. One regiment and one battalion that are both from the same Division (Divisional Units) or... 4. Any two battalions, and... 5. One Engineer Brigade can be added to any stack. For point 1, the units will have the same background color, unit symbol color, and a Brigade notation in their formation name: MB for Mechanized Brigade; RB for Rifle Brigade; SB for Ski Brigade; TB for Tank Brigade. Point 1 also applies to the 389th Tank Destroyer Regiment. Its unit IDs are white as a reminder that they can stack together. For point 3, all artillery battalions of the same formation constitute a single regiment. The ID of these units is in white as a reminder of this.

Soviet Stacking

1.

or

2. 3.

7

6.0 Movement 6.1 General Explanation

Units move during the Movement Phase of an impulse. Only the units of the phasing player move during a Movement Phase. Each unit of the phasing player has the number of movement points to use that were decided upon in the phasing player’s Decision Phase. Units move by tracing a path through adjacent hexes, expending movement points (MPs) or fractions thereof for each hex entered. Some hexsides require an additional MP expenditure to cross and some hexes require an additional MP expenditure to leave. Units may never enter an enemy occupied hex (exception: see Rule 21.3). Units are moved individually, but if units begin the Movement Phase in the same hex and have the same Mobility Type, they may be moved together as a stack (exception: see Rule 21.3). A unit or stack that is moving cannot ‘pick up’ another unit along the way. A moving stack can ‘drop off ’ units during its move but any units ‘dropped off ’ are finished for moving. A unit’s movement is also finished once the player begins moving the next unit. Different units have different Mobility Types as indicated by the large letter on the front of their counter (see Rule 2.1A). Although all units of the same side have the same number of movement points available to them each impulse (the number which was declared in the Decision Phase), the rate at which they expend them for entering different terrain types is governed by their mobility type. The effects of terrain on movement and mobility types are explained in Rule 7.0.

6.2 Movement-Related Activity

Aside from the costs of movement, there are several other actions which require the expenditure of MPs.

or

4.

5.

Examples: Point 1: All units of the 23rd Rifle Brigade can stack in the same hex. All units of the 389th TD Regiment can stack in the same hex. Point 2: The 3SA and 8E Field Artillery units can stack together. Point 3: From the 28th Rifle Division, the 235th Infantry Regiment can stack with any one of the Field Artillery battalions. From the 46th Guards Rifle Division, all three Field Artillery units (together considered a regiment) could stack with one of the AFV units (which is a battalion). Point 4: Any two battalions from any formations can stack together. Point 5: Any Engineer Brigade can stack with any of the four stacks listed above.

5.3 Limited Intelligence

A player may not examine the contents of an enemy stack except when attacking into that hex via any type of fire or barrage. In all other situations, a player may only see the front of the top combat unit in a stack. They may not examine the front or back of any other counter in the stack, nor may they see the back, or the current strength marker, of the top unit.

A. Assault: In order for a unit to assault an adjacent enemy unit it must expend one MP. When this assault MP is paid, an Assault marker is placed on the attacking unit, the arrow is pointed toward the hex to be assaulted, and that unit cannot expend any more MPs. Thus an individual unit can only assault one hex. However, it is possible for multiple units to move into a hex separately, pay for and be given assault markers, and assault different hexes. A unit is not required to expend any MPs to conduct barrage fire, support fire, or defensive fire--this MP expense is only for assaults. B. Bridges: It costs one MP to build a Bridge and also one MP to destroy a Bridge. (See Rule 20.0.) C. Leaving ZOCs: Units must pay one MP to leave an enemy ZOC except as noted in Rules 4.2, and 21.3. D. Deploying: In order for a unit to engage in Barrage or Support Fire, it must first deploy. Deployment costs one MP and is designated by turning the unit over. Once a unit is deployed it remains deployed until it exits the hex (for any reason). Upon exiting the hex the unit automatically concentrates (i.e. is no longer deployed) and is turned face up. No MP expenditure is required to concentrate. Deployment is only necessary for a unit to engage in Barrage or Support Fire. Deployed and concentrated units may conduct conventional or antitank fire normally. Concentrated units (front side up) cannot Barrage or Support. E. Entraining: It costs one MP to entrain. (See Rule 8.0).


White Death

8

7.0 Terrain and Movement The Terrain Effects chart (TEC) shows the types of terrain and their effects on movement and combat. Different types of terrain require the expenditure of different MP costs to enter. The precise cost to enter a hex of a specific terrain type by units of each mobility category is detailed on the TEC. For certain mobility categories the MP costs for a creek and a river consist of two numbers. The first number is the cost to enter a hex of that type. The second number (in parentheses) is the additional penalty paid to leave that type of terrain. Example: A draft-mobile (D) unit would pay 1 MP to enter a creek hex and would then pay 1 MP per hex to move up or down adjacent hexes of the same creek. However, when it moved out of the creek, it would pay a penalty of 2 MPs plus the cost of the first non-creek hex entered. This extra 2 MP cost to ‘move out of the creek hex’ is going to be the same whether moving to hex 1610 (as shown) or to hex 1612.

B. Roads: The presence of a road in a hex can negate the movement effect of all other terrain in the hex except for river terrain. Only bridges negate the effect of river terrain (see Rule 20.0). In order to gain the benefit of a road and use the road movement rate, a unit must be moving along the road. In other words, it must move from hex to hex via contiguous connected roads. Railroads (RR) are treated exactly like roads for all purposes. For example, if a unit moved into a forest/road hex from a non-road hex (such as from 2931 to 2831) the unit would treat the hex as a forest hex, not a road hex. C. Prohibited Terrain: Some terrain is prohibited to certain mobility types. This terrain is marked on the Terrain Effects Chart with the notation ‘P’. It is prohibited for movement, retreats, assault, or advance, except as noted below. Roads that go through prohibited terrain allow units to move into, retreat into, or advance into that terrain if doing so by contiguous roads. Roads also allow units to assault into or out of prohibited terrain if the hexes are connected by a road.

8.0 Rail Movement

1 1 1

1

2+1

2+1 A. Special Terrain: The entry on the TEC for Clear/Lake simply means that that line is used for both Clear and Lake hexes. Similarly, the entry on the TEC for Road/RR means that that line is used for both Roads and Railroads. If a hex has both forest and a creek, the Forest + Creek line of the TEC is used. For all other non-Road hexes that have multiple terrain types (such as the Town and River in hex 2121) use the terrain type that is most disadvantageous to movement. All-lake hexsides (that is, hexsides that have only water) are special in that they add a cost for crossing the hexside for some mobility types and those costs are dependent on the weather. Such hexsides also have special rules for AFVs (see Rule 13.0). Example: In frost or snow turns, a tracked unit (T Mobility) pays +1 MP to cross a Lake hexside (such as moving from hex 2930 to 2829 in the illustration to the right). In thaw turns, this move is prohibited.

Each player may conduct rail movement. In order to conduct rail movement a unit must be entrained. Personnel units may entrain or detrain on any rail hex; Weapons and AFV units may only entrain or detrain in any town hex on a railroad. (As a reminder, these unit types are delineated on the Unit Identification Chart.) Entraining costs one movement point. Detraining costs nothing. Once entrained, a unit may move an unlimited number of hexes along the railroad provided the railroad can be traced back, uninterrupted by enemy units or their ZOCs, to a friendly board edge (as defined in Rule 1.1). Units using rail movement may not enter a hex in an enemy ZOC. Units cannot remain entrained at the end of an impulse, therefore at the conclusion of rail movement, the unit must be in a hex in which it could detrain so that it will end its rail movement as no longer entrained. This must be done in the moving unit’s Movement Phase. Normal movement can be combined with rail movement both before and after the rail movement. See also optional rule 23.9. Each side may rail move up to 25 strength points of units per turn (not impulse). As each unit is moved by rail, note the number of strength points in the unit and advance that side’s RR marker that number of spaces along the Movement and Railroad Track. This will allow players to track how much rail movement they have done in a turn. Reset the RR markers to 0 at the end of the turn. Example: The German player has 3 MPs. They entrain a 2 Strength Point Tracked AFV in 0501 (1 MP), move the AFV to 1125 and detrain (no cost), and use the remaining 2 MPs to move to hex 1928. A 4 Strength Point Leg infantry unit moves from 0935 to 1136 (1 MP), entrains in that hex (1 MP), moves to 2025 by train and detrains there (no cost), and then moves to 2226 (1 MP). Based on the two units moved, the German player moves their RR marker to the ‘6’ spot of the track.


Rules

9.0 Conventional Fire Conventional fire represents fire against personnel and weapons units with small arms, light mortars, etc. Conventional fire is not used against AFVs. Conventional fire combat takes place during the Defensive Fire Phase and the Assault Phase. All fires (conventional and antitank) can be conducted in any order the owning player desires within a phase.

9.1 Which Units May Fire

All units of the non­phasing player which are being assaulted may conduct defensive fire during the Defensive Fire Phase. All assaulting units fire during the Assault Phase. Units with an asterisk by their combat factor (which is in red) may only fire in the Defensive Fire Phase; they cannot conduct assaults.

9.2 Which Units May Be Fired At

In the Defensive Fire Phase, all units of the phasing player which are assaulting may be fired at by all enemy units from the hex they are assaulting. In the Assault Phase, all units of the nonphasing player in a hex under assault may be fired at by the assaulting units. AFV units may never be fired at by conventional fire (in any phase); they can only be fired at with antitank fire.

9.3 How To Resolve Conventional Fire

Conventional fire of both types (defensive fire and assault) is conducted in five steps. 1) Determine Combat Value: The combat value of a unit is determined by multiplying its Combat Factor (in the red box on the back of the counter) by its remaining strength points. The total conventional fire value attacking opposing units is the sum of all firing units’ combat values. 2) Determine Defense Value: The defense value of a unit against conventional fire is determined by the type of unit and the terrain the unit occupies. For defense value purposes there are three types of units: Personnel units (P), Light weapons units (L), and Heavy weapons units (H). These identifying letters (P, L, and H) are found in the orange Defense boxes on the back of the unit counters. The specific defense values of units are listed on the Terrain Effects chart. For example, a Personnel (P) unit in clear terrain has a defense value of 6. (Note that AFVs use a different system for figuring their defense against antitank fire; see Rule 10.3.) Bunkers have a ‘B’ notation in their orange Defense box; their Defense is covered in Rule 19.0. 3) Determine Odds: Conventional fire in the Defensive Fire Phase is directed from the hex being assaulted against all units in all assaulting hexes. Conventional fire in the Assault Phase is directed against the units in the hex being assaulted. All units firing sum their combined fire values and this total may be apportioned among the units they can fire at in any manner desired within the following limitations: No target unit may be fired at more than once per phase. No unit with an L or H defense type may be fired at with higher odds than any personnel (P defense type) unit that is being fired at, nor may an L or H defense type unit be fired at unless every personnel (P defense type) unit is attacked.

9

By comparing the conventional fire value firing at a unit to its defense value, a simple odds ratio is created. This odds ratio must be converted to one of those listed on the Conventional Fire Table, with fractions always rounded in favor of the defender. Thus a fire value of 29, firing against a unit with a defense value of 10, would become 2:1 odds. 4) Resolve the Combat: The firer chooses the order in which they will attack the opposing units with their conventional fire. Roll one die separately for each target unit and implement the results as found on the Conventional Fire Table. The result will either be a dash (-), MC, or a number (1-4). The dash result means the fire had no effect. The MC result means that the target unit must make a morale check. A number result shows the number of strength points lost by the unit and also the adverse die roll modification to its required morale check. A unit is never required to lose more than half of its remaining strength due to a conventional fire attack unless its remaining strength is one. Thus a unit with a remaining strength of 3 which suffers a result of ‘3’ would lose only one strength point but would check morale with an adverse die roll modification of +3. Losses are noted by placing a strength point marker under the unit showing the number of strength points remaining in the unit. Therefore if a unit with a strength of 8 loses 2 strength points, place a 6 marker under the unit. 5) Make any Required Morale Check: Any MC result, or any loss result, requires the target unit to check morale. Morale is checked as specified in Rule 14.1, with the number result used as an adverse die roll modification; the number of actual losses does not matter for morale checks from conventional fire.

9.4 Advance After Assault

If a hex being assaulted is cleared of all defending units, any of the assaulting units may advance into the vacated hex. Advancing is optional. Defending hexes may be vacated due to conventional combat fire, antitank fire (Rule 10.3), barrage fire (Rule 11.3) and morale checks (Rule 14.2C) but only assaulting units may advance into such vacated hexes; defending units may not do so. Conventional Fire Example: The German I/504 infantry and III/291 artillery are being assaulted by the three Soviet units. (Note that while forest terrain is normally prohibited for draft-mobile (D) units, in this case there is a road in the hex, so the German artillery


White Death

10

can defend in the forest.) For the Defensive Fire Phase, the German artillery unit has a combat value of 4 times its 3 strength for a fire value of 12; because this is defensive fire, the artillery unit can fire. The infantry unit has a combat value of 3 times its 4 strength for a fire value of 12. The total German fire value is 24. The German player assigns 18 fire points to attack the Ski unit and 6 points to attack the Engineer. Both Soviet units being attacked are Personnel units in Clear terrain and have a defense value of 6. The defensive fire against the ski unit is 18:6 for 3:1 odds. The German player rolls a 1. This would cause 2 losses but because a unit cannot lose more than half of its current strength points, the Ski unit will lose 1 strength point and take a morale check with a +2 modifier for the original fire result. The Ski unit passes the morale check. The fire against the Engineer unit is 6:6 for 1:1 odds. The German player rolls a 3 which is an ‘MC’ result. The Engineer fails its morale check and is marked with a No Fire marker (see Rule 14.2). In the Assault Phase, the Soviet player can fire with the infantry unit (which has 8 Strength points) and the Ski unit (which now has only 1 strength point). The Engineer unit cannot fire because it failed its morale check and is under a No Fire marker. The infantry unit has a fire value of 32 and the Ski unit has a fire value of 3. This gives the Soviets a total fire value of 35. The Soviet player really wants to destroy the artillery unit but because of the clause in step 3 of the fire process (referring to H and L defense types) they are limited in their attacks. The German infantry is a P defense type in Forest for an 8 defense value. The artillery unit is an H defense type in Forest for a 3 defense value. The Soviet player assigns 24 fire points to attack the infantry and 11 fire points to attack the artillery so that both attacks are at 3:1 odds. The Soviet player rolls a 3 against the infantry unit for a ‘1’ result. The German infantry loses 1 strength point and makes a morale check with a +1 modifier. The player rolls a 10 for the morale check which, with the +1 modifier, means the infantry unit routs (see Rule 14.2A). The Soviet player rolls a 5 against the artillery unit for a morale check. Normally this would be a straight morale check (against the artillery unit’s morale of 8) but because the infantry unit routed, 1 is added to the roll (see Rule 14.3E). The German player rolls a 7 for the morale check which is no effect.

10.0 Antitank Fire Antitank fire represents the fire of armor-piercing weapons against armored vehicles. Antitank fire takes place during the Defensive Fire Phase and the Assault Phase. All fires (conventional and antitank) can be conducted in any order the owning player desires within a phase.

10.1 Which Units May Fire

All units of the non­phasing player which are being assaulted, and which have an antitank factor (in the grey box) may conduct antitank fire during the Defensive Fire Phase. All assaulting AFV units may conduct antitank fire during the Assault Phase. An asterisk by its antitank factor means a unit may only use antitank fire in the Defensive Fire Phase; they cannot use it in an assault. All non-AFV units have an asterisk by their antitank factor.

10.2 Which Units May Be Fired At

Only AFV units may be fired at by antitank fire. In the Defensive Fire Phase, all AFV units of the phasing player which are assaulting a hex may be fired at by the units in the hex being assaulted. In the Assault Phase, all AFV units of the non-phasing player in a hex under assault may be fired at by the assaulting AFV units.

10.3 How To Resolve Anti-Tank Fire Antitank fire is conducted in five steps.

1) Determine Antitank Value: The antitank value of a unit is determined by multiplying its antitank factor (in the grey box) by its remaining strength points. The total antitank fire value attacking opposing AFV units is the sum of all firing units’ antitank values. Fractional antitank values are retained as fractions (not rounded up or down). 2) Determine Defense Value: The defense value of an AFV unit is printed on the back of the counter (in the orange box). Note that, unlike other units, an AFVs defense value is a number. AFV units that are in a town or forest hex, or that are assaulting into a town hex or a forest hex (by road or railroad), have their defense value number reduced by one. 3) Determine Odds: Antitank fire in the Defensive Fire Phase is directed against the units in all hexes that are assaulting the defending hex. Antitank fire in the Assault Phase is directed against the units in the hex being assaulted. All units firing sum their combined antitank values and this total may be apportioned among the units they can fire at in any manner desired (exception: see rule 21.4). By comparing the antitank fire value firing at a unit to the target’s defense value, a simple odds ratio is created as specified in Rule 9.3, step 3. A single AFV unit may be fired at more than once if desired, but each attack is rolled for separately. Also, only one morale check is made for the defending AFV after the last attack on it is made, using the total of all losses as a modifier. Example: A player has a 12 anti-tank value firing at an AFV with a 2 defense value. The firer could do a single 6:1 attack; or two 3:1 attacks; or three 2:1 attacks; or a 4:1 attack and a 2:1 attack; or twelve 1:3 attacks; or any other possible combination. See Rule 23.6 for an optional modification of this process. 4) Resolve the Combat: The firer chooses the order in which they will attack units with their antitank fire. Roll one die separately for each target unit and implement the result shown. A dash (-) result means the fire had no effect. A number result shows the number of strength points lost by the unit, and also the adverse die roll modification to its required morale check. Unlike conventional fire, losses from antitank fire are never altered. 5) Make Required Morale Checks: Any loss result requires the target unit to check morale. Morale is checked as specified in Rule 14.1, with the total number of strength points lost used as an adverse die roll modification.

10.4 Limitations on Fire

Personnel (P) units and AFV units may fire both antitank and conventional fire in a single phase; that is, they can use both their antitank and combat values in the same Defensive Fire Phase or Assault Phase. Weapons (L and H) units, however, may fire only one or the other in a single phase.


Rules

11

11.0 Artillery Fire Certain units are capable of indirect fire. These units are distinguished by the presence of a Range (in blue) and Barrage Factor (in white), and in some cases a Support Factor (in green), on the back of their counter. All such units will be considered as artillery for the purposes of these rules, whether or not they bear the field artillery symbol. There are two types of indirect fire: Support Fire and Barrage Fire. Antitank Fire Example: The Soviet AFV in hex 2832 and the infantry in 2932 are assaulting the German defenders. The single Soviet AFV unit in 2931 cannot assault because AFVs cannot assault into a forest hex unless there is a road or railroad connecting the hexes (which the AFV in 2832 has). In the Defensive Fire Phase, the German player can fire both conventional and antitank fire from the AFV and the infantry unit. However, the artillery unit must make a choice to do one or the other. The player decides to use the artillery’s antitank values against the Soviet AFV. Therefore, the German player has a 4 antitank fire value for the infantry, a 9 value for the artillery, and an 8 value for the AFV, for a total antitank value of 21. The Soviet AFV has a defense value of 4, but this is reduced by one to a 3 because it is assaulting into a forest hex (see Rule 12.3). With a 21 antitank value, the German player opts to use 18 points to do a 6:1 attack and the remaining three points to do a 1:1 attack. A separate die roll is made for each attack. The German player rolls a 2 for the 6:1 attack which is a 2 strength point loss and rolls a 1 for the 1:1 attack which is a 1 strength point loss. After the last antitank fire is finished the Soviet AFV will take a morale check with a +3 modifier. The AFV unit passes the morale check. Note that the Soviet AFV took 3 strength point losses which is more than half of its current strength. This is correct for antitank fire; the losses are not reduced as for conventional fire. In the Defensive Fire Phase the German player also attacks the Soviet infantry with a 12 conventional fire value for the infantry and a 3 value for the AFV, for a total conventional fire value of 15. Given the 6 defense value of a Personnel unit in a clear hex, the attack is 15:6 or 2:1 odds. The German player rolls a 6 for no result. In the Assault Phase, the Soviet player also gets to do conventional fire and antitank fire. The antitank fire will be the 2 remaining strength points of the AFV times its 8 antitank factor for a 16 value. Note that the infantry cannot fire antitank fire because its antitank value is defense-only. The German AFV has a 4 defense which is reduced by one to 3 because it is defending in a forest hex (Rule 12.3). The attack then is 16:3. The Soviet player opts to use 9 factors for a 3:1 attack, 6 factors for a 2:1 attack, and 1 factor for a 1:3 attack. They roll a 6 for the 3:1 attack, a 5 for the 2:1 attack, and a 2 for the 1:3 attack, all of which have no result. For their conventional fire, the Soviet player has a 36 conventional fire value from the infantry and a further 12 conventional fire value from the AFV (2 strength points remaining times its 6 combat value) for a total conventional fire value of 48. They use 32 factors against the infantry (defense value of 8) for 4:1 odds and 12 factors against the artillery (defense value of 3) for 4:1 odds. The combat proceeds per normal conventional fire rules. Note that either player could have done their fires in any order so that the Soviet player could have attacked the German infantry first with conventional fire, the German AFV next with antitank fire, and the German artillery last with conventional fire.

11.1 Support Fire

Deployed artillery (see Rule 6.2D) may fire support missions. A support mission adds the support value of one or more artillery units to the conventional fire value of a combat. Support Fire cannot be added to antitank fire and does not affect AFVs. Support fire may be conducted in the Defensive Fire Phase (by the nonphasing player) and in the Assault Phase (by the phasing player). Artillery support is allocated during the respective phases; thus, no allocation is necessary before the fire is executed. A. Support Fire Limitations: Artillery units firing support may not fire conventional fire or antitank fire during that phase. Support Fire done by the nonphasing player in the Defensive Fire Phase is conditioned by their supply expenditure per rule 15.1D. The phasing player cannot do support fire if they have chosen the Assault Only supply option (see Rule 15.1A). Soviet artillery units may only add their support values to stacks containing units of their same brigade or division; see the Divisional Units rule (2.1D). (Note that non-Divisional Soviet units may not fire support and thus do not have support factors.) Example: The Soviet player may only support an infantry unit of the 7th Rifle Division with artillery from the 7th Rifle Division. The German player may add the support value of up to one full stack of non-divisional artillery, or one full stack of artillery from another division, to the combat value of a stack. Additionally they may add the support values of as many artillery units of the same division as desired. Example: The German player would like to support infantry of the 83rd Division with artillery. They may use any and all artillery of the 83rd Division to support the attack, and they may also support with either a stack of artillery from the 8th Panzer Division, or a stack of artillery that is a mix of units from Arko 103 and the Velikiye Luki garrison. For Germans and Soviets, whenever units of two or more divisions and/or brigades are either stacked together in a hex on the defense or are involved in an assault on a single enemy hex (whether stacked together or assaulting from different hexes) the owning player must designate one of the involved divisions or brigades as the controlling headquarters. All units in the attack or defense are then considered to be part of that one division or brigade for artillery support purposes. Example: If units of the Soviet 26th Rifle Brigade and 249th Rifle Division were assaulting an enemy hex, and the owning player designated the 249th Division as the controlling headquarters, then all artillery units of the 26th Rifle Brigade would be considered to be from another division and could not support the assault.


12

White Death

B. Tracing Support Fire: Support fire is always traced to the hex of the friendly unit that is being supported, whether it is Defensive Fire Phase support or Assault Phase support. A unit can do support fire in its own hex. If the hex receiving support fire is at a distance greater than half a firing unit’s range, that firing unit’s support value is halved (retain fractions). Artillery cannot support hexes that are beyond their printed range (blue box). C. Support Fire Procedure: Determine the support value of supporting artillery units by multiplying their support factor by their current strength (modified by range, per Rule 11.1B). In the Defensive Fire Phase, the total support value is added to the total combat value of the friendly units engaging in defensive fire, even if those friendly units have a ‘No Fire’ marker. In the Assault Phase, the total support value is added to the total combat value of the units assaulting, but there must be at least one unit assaulting in order to add Support. The combined combat value of support fire plus conventional fire is then apportioned against the opposing units per rule 9.3.

B. Barrage Fire Procedure: Barrage fire is conducted in 3 steps. 1) Determine Barrage Value: Multiply the barrage factor (in white) of a unit by its remaining strength to obtain its barrage value. If a unit is firing at a target hex at greater than half its range, halve the unit’s barrage value (retain fractions). Units may not fire at a target at greater than their printed range. The sum of all firing units’ barrage values is the total barrage value attacking a hex. If the barrage total is more than 70, the remaining value above 70 is also used against the target hex with the same die roll and modifiers. Example: If a player attacks a hex with a total barrage value of 80, they will resolve it as one attack on the 60-70 column of the Barrage Table and also one attack on the 10-19 column. This double attack will be made against every unit in the target hex with the same die roll being used for both columns (although a different die roll is rolled against each unit attacked). 2) Resolve the Attacks: Each barrage attack is resolved separately against each unit in the target hex, but the full barrage value is used against each unit in the hex. (The barrage value is not split up between targets as is done for conventional fire and antitank fire.) If a hex has a Bunker, it must be barraged first but after that the defender chooses the order in which the units in the hex will be attacked. Certain types of terrain and unit types modify the barrage die roll; since this can vary with different units in the same hex, one die is rolled separately for each unit in the target hex with all appropriate die roll modifications made for that target. All die roll modifications are cumulative with two exceptions: 1) AFVs never receive the bunker die roll modification (though other units do); 2) Bunkers themselves receive only the bunker die roll modification and not that of any other terrain in the hex. Note that P and AFV defense types have their own modifiers but H and L defense types do not. A Personnel (P) unit in a Bunker hex receives a +2 modifier for its unit type, a +7 modifier for being in a bunker, and a +3 modifier for being in a town, for a total +12 modifier.

In their Defensive Fire Phase, the Germans must make a choice whether to have their artillery unit fire Support Fire, conventional fire, or antitank fire. They choose the latter option so that they can attack the assaulting AFV, and also because they did not pay supply for High Intensity Defensive Support (Rule 15.1D). In the Assault Phase, the Soviet 9th Guards regiment has been designated as the controlling headquarters of the assault, so the III/28 artillery can add Support Fire to hex 2931 (which is within its 4 Range). It has a Support factor (green box) of 3. The Support factor of 3 times its strength of 2 makes a 6 total. This 6 value will be added to the total conventional fire value of the assaulting units.

11.2 Barrage Fire

Barrages are conducted against any hex that is within range of a barraging unit. Only deployed artillery of the phasing player may fire barrages. Barrages are only conducted during the Barrage Phase. A barraging unit may only fire once in its barrage phase, and a single hex may only be barraged once in a barrage phase. A. Barrage Fire Limitations: Artillery units firing barrage fire may not fire support, antitank, or conventional fire during that impulse. After a unit barrages, place a No Fire marker on the unit to show that it cannot use any more fires in this impulse. Remove all such markers at the end of the impulse.

The columns on the Barrage Fire Table correspond to the total barrage value of the attack. The number result is the number of strength points lost by the unit being barraged. A barrage result may not force a unit to lose more than half its remaining strength points in the phase, unless the unit has a remaining strength of one. This does not apply to bunkers, which lose as many strength points as called for regardless of the remaining strength of the bunker (see Rule 19.0). If the barrage causes a loss, the target unit takes a morale check with the actual strength point loss sustained as an adverse die roll modification. If several attacks are run on a unit (from a Barrage of over 70 factors), only one morale check is made with the total actual loss result serving as the modifier. 3) Make Required Morale Checks: Morale is checked as indicated above and specified in Rule 14.1. Note that, unlike morale checks from conventional fire, morale checks from a barrage are modified by the actual losses taken from the barrage. In this example, the German player is barraging with two units. The hex being barraged is within the range (blue box) of both units but it is over half the range of the rocket unit, which will halve its barrage value. The barrage factor (white box) of the rocket unit is 20, times its strength of 3, which gives a barrage value of 60, modified to 30. The barrage factor of the artillery is 6, times its strength of 3, which


Rules

A gives a barrage value of 18. The total barrage value is 48 which will be resolved on the 40-49 column. (If the rocket unit was in hex A, its barrage value would be not be halved and the barrage would have a 78 value. This would be resolved against each unit in the target hex on the 60-70 column and the 4-9 column.) For the attack against the infantry regiment, the German player rolls a 3. Because the infantry has a P (Personnel) defense type, they add 2 to this roll; also, the infantry is defending in a town and creek so they add +3 for the town and -1 for the creek. That brings the final roll up to 7. On the 40-49 column, a roll of 7 is a result of 2 losses plus a morale check with a +2 modifier. Against the artillery, the German player rolls a 2. There is no modifier for attacking an H (Heavy weapons) defense type; however, they still add the modifiers of +3/-1 for the unit defending in the town/creek. A final roll of 4 on the 40-49 column is 3 losses. The actual loss will be only 1 strength point (since the unit cannot lose half or more of its current strength) plus a morale check with a +1 modifier. C. Observation: To conduct a barrage at full effectiveness the target hex must be observed. If the target hex of a barrage is not observed by or for all firing units, then 1 is added to the die roll for every two hexes (or part thereof) of range from the farthest barraging artillery unit that cannot observe the target. i. Which Units May Observe: Any German combat unit may observe for any other German unit and for itself. Any Soviet artillery unit may observe for itself. Any Soviet unit may observe for any Soviet non-divisional artillery unit and for any artillery unit of its own division or brigade. ii. How Units Observe: A unit observes a target by tracing a line of sight which does not pass through any blocking terrain, from its own hex to that of the unit to be observed. The line of sight (LOS) may not normally be longer than two hexes. Units adjacent to a slope hexside, and on the high side of that hexside, which are tracing line of sight across the slope hexside, may observe to a range of three hexes. To determine this, draw an imaginary line between the centers of each hex and if it passes through a slope hexside of the observer’s hex, the LOS bonus is gained. A unit in hex 1415 can trace LOS to hex 1513 but not to hex 1613.

13

Units on high ground that are observing hexes which are not on high ground may also observe to a range of three hexes. High Ground hexes do not block LOS; they simply give a spotting bonus to units who are in them. A unit in hex 0311 can trace LOS to hex 0314. iii. Blocking Terrain: A line of sight may extend from a unit in a town or forest hex and to a unit in a town or forest hex, but it may never pass through a town or forest hex or along a town or forest hexside. A line of sight up a slope hexside never extends farther than into the hex immediately across the slope hexside. A line of sight may never be traced down a slope hexside except by a unit that is adjacent to the hexside. Units in 0310/0311 and 0509 cannot trace LOS to each other. iv. German Observation Battalion: Stationed initially in Velikiye Luki is the German 17th Observation Battalion which included a sound ranging company and a flash ranging company. This unit may observe any deployed Soviet artillery unit within seven hexes of it and in LOS. At the German player’s request, the Soviet player must identify any and all stacks with deployed artillery that can be spotted by this unit. All normal LOS, slope, high ground, and blocking terrain rules apply; this unit just has an extended basic LOS range. v. Soviet 3rd Shock Army Guards Rocket Regiment: When this unit is deployed, it may be seen from one hex farther away than other units. (Thus, a unit on High Ground could see it from four hexes.) When it is deployed and in LOS of any German unit, the Soviet player should place it on the top of any stack and identify it to the German player. vi. Snow: During snow turns all units (including the German 17th observation battalion) may only observe adjacent units. There are no modifiers to this.

11.3 Advance After Barrage

If a player has declared an assault on a hex and the hex is completely vacated of enemy units as a result of barrage fire, the player may nevertheless occupy the vacated hex as if a successful assault had been conducted.

12.0 Terrain and Combat The primary effect of terrain on combat is to determine the defense value of non-AFV units for purposes of conventional fire. The defense value of terrain types is listed on the Terrain Effects chart. These defense values are not cumulative; if several types of terrain are in the same hex (for example, river and town) the most advantageous terrain is used for the defender’s defense value.


White Death

14

Terrain can add modifiers to the die roll for barrages. Unlike conventional fire, all terrain modifiers are cumulative for barrages.

12.1 Prohibited Terrain

A unit may not assault across a prohibited hexside or into a prohibited hex. For example, an AFV unit (T Mobility) could only assault into a forest hex along a road. Prohibited terrain does not prevent artillery from firing barrage attacks or support fires into a hex, nor does it prohibit any unit from firing defensive fires into a hex.

12.2 Slopes

A unit firing down a slope hexside has its combat factor and its antitank factor doubled. Example: All fire from hex 2439 into 2539 is doubled.

13.2 Thaw Turns

On any turn with thaw weather, AFV units may not cross full lake hexsides at all. In addition, each AFV unit which crosses a partial lake hexside must roll for tank losses as specified above. In thaw weather AFVs crossing a partial lake hexside do not roll for tank loss per this rule if they are moving along a road or railroad. Historical Note: Given the generally flat terrain, the sparse vegetation, and the uniform snow covering, it was nearly impossible to tell where lakes began. Consequently a number of Soviet tanks did drive into lakes early in the campaign by mistake.

14.0 Morale

12.3 AFVs

AFV units either in a town or forest hex, or assaulting into a town or forest hex, have their Defense values reduced by one. For example, a Soviet T-70 battalion in a town hex would have its Defense value reduced from 2 to 1.

Units are called upon to take morale checks from combat results. Any strength point loss from antitank fire, barrage fire, or conventional fire causes a morale check. Additionally, an ‘MC’ result from conventional fire causes a morale check. When required to take a morale check, a unit does so immediately upon suffering the losses or gaining the ‘MC’ result.

12.4 Bunkers

14.1 Morale Check Procedure

Units assaulting from a hex containing a bunker do not receive the terrain benefit for the bunker, but instead use the defense value for the town hex. Non-AFV units in a Bunker hex use the defense value of the Bunker, whereas AFVs get no benefit from it. Note that Bunkers are both a terrain type and a unit type for barrages.

13.0 Frozen Lakes The lakes shown on the map are frozen throughout the period covered by the game but are sometimes more frozen than at other times. For this reason the ability and cost to cross a lake hexside is dependent on the weather (as shown on the Terrain Effects Chart). In addition to the normal costs and prohibitions shown, under certain circumstances the phasing player will roll for AFV loss through ice collapse. The effects listed below also apply for retreat and advance after combat. A ‘partial lake’ hexside has any amount of lake crossing it (such as the hexside between 2931 and 2830). A ‘full lake’ hexside has only lake and no land (such as the hexside between 2930 and 2829). The Terrain Effects chart entry for ‘Lake Hexside’ applies to full lake hexsides. Movement through a partial lake hexside is regulated by the terrain of the hex being entered.

13.1 Frost or Snow Turns

On any turn with either frost weather or snow weather, an AFV unit may cross a full lake hexside at the cost shown on the Terrain Effects chart. Each AFV unit that does so must roll for tank loss. Roll one die per unit per hexside crossed. On a roll of 1, one strength point is lost.

Whenever a player must check the morale of a unit, they roll two dice and compare the modified diceroll result to the morale value printed on the back of the unit counter (in the black box). For conventional fire, the diceroll is modified by the number of losses the unit could have taken (i.e. the number result from the particular combat chart) not the actual number of losses taken. For losses from antitank and barrage fire, the diceroll is modified by the actual number of losses taken. These are the three possible morale check results: Pass: If a unit’s modified diceroll is equal to or less than its printed morale value, the unit has passed its morale check and is unaffected. Fail: If the modified diceroll is one or two higher than its printed morale value, the unit has failed its morale check. Rout: If the modified diceroll is three or more higher than its printed morale value, the unit routs.

14.2 Effects of Morale Checks

A. Rout Result: Whenever a non-AFV unit suffers a Rout result from a morale check, the unit loses one strength point (in addition to any it may have lost in combat) and is retreated two hexes by the owning player. (Note that a unit with one strength point that routs is eliminated.) The retreat route must place the unit two hexes away from its original hex and must be generally away from the closest enemy units to the greatest extent possible, even if this would take the unit through an enemy ZOC. AFV units suffer the same retreat result but do not lose the additional strength point. B. Fail Result: The result of a Fail morale check result varies depending on the situation: i. Fail from Barrage: A unit which checks morale due to a barrage attack and fails may not fire defensive fire that impulse. Place a No Fire marker on the unit to indicate this state. Remove all such markers at the end of the impulse. ii. Fail from Defensive Fire: A unit which checks morale as a result of enemy defensive fire (either conventional or antitank)


Rules and fails may not assault; either remove the Assault marker from the unit or, if it is part of an assaulting stack, place a No Fire marker on it. iii. Fail from Assault: A defending unit which checks morale due to the fire of enemy assaulting units (either conventional or antitank) and fails, must retreat two hexes in the same manner as a rout result. However the unit does not suffer the extra strength point loss as is done for a Rout result. C. Advance After Morale Check. If a hex is completely vacated of defending units due to a Rout or Fail morale check result, any phasing units that assaulted into that hex may occupy the hex, up to the limits of stacking.

14.3 Additional Morale Considerations

A. Zones of Control: If a unit which retreats from a morale check enters a hex with any ZOCs, it loses one additional strength point. A unit never loses more than one strength point due to retreats through ZOCs, regardless of how many ZOCs the unit retreats through. See also optional Rules 23.1 and 23.5.) B. Overstacking: If units are forced to retreat into a hex where they are in violation of the stacking rules, they must retreat additional hexes until they are no longer in violation of stacking. If unable to do so they are instead eliminated. C. Tank Fright: German AFV units, antitank units, and heavy antiaircraft units, plus all units stacked with them, are immune to tank fright. All units of either side that are in a town hex are also immune to tank fright. All other units are vulnerable to tank fright, including Soviet AFV units. German units that are not subject to Tank Fright have their Mobility type and/or Strength value shown in green. Whenever a unit vulnerable to tank fright is Assaulted by an enemy stack containing an enemy AFV unit, the defending unit must take a morale check following the combat at one level worse than normal. That is, if the combat did not require the unit to check morale (a dash result) it does so with an unmodified die roll. If the unit gained an ‘MC’ result from the combat, it checks morale with a +1 modifier. If the combat result called for it to check morale with an adverse die roll modification of +1, it does so with a modification of +2, etc. This is not an extra morale check but rather a modification to the morale check required by the Assault’s result, even if there was no effect (a dash result). D. Isolated: Any unit which is isolated (see Rule 15.0) and which is required to check morale, does so with an additional adverse die roll modification of +1. E. Friendly Routed Units: If an attack on a unit in a hex causes the unit to Rout, all other units in the hex that must make a morale check from a combat result against them, will do so with an additional adverse die roll modification of +1 to the roll, and suffer all the normal effects. Each unit which routs increases the cumulative additional adverse die roll modification for units checking morale in the hex in that phase. This rule does not apply to units that already passed their morale check before the unit routed, or to units that do not have to make a morale check. F. Eliminated Units: If an attack on a unit in a hex totally eliminates the unit, then all other units in the hex that are forced to take

15

morale checks will do so with an adverse die roll modification of +1 per unit previously eliminated (just as per point E above). This rule does not apply to units that already passed their morale check before the unit was eliminated, or to units that do not have to make a morale check, or if, in retreating, a unit is eliminated in a hex other than the hex it started in. G. Snow: During a snow turn any non-AFV unit required to take a morale check and which is not in a town hex does so with an additional adverse die roll modification of +1. H. Bunkers: If a non-AFV unit is in a hex with a bunker, and is not assaulting out of the hex, and the bunker has at least three remaining strength points, the unit is never required to take a morale check regardless of the combat result. (This morale effect of bunkers is noted by the ‘3+’ indication in the morale box on the back of the bunker’s marker.) Bunkers themselves never check morale, regardless of their strength. (See also Rule 19.0)

15.0 Supply and Isolation Logistical constraints in White Death are taken into account by three processes: expending supply, tracing supply, and isolation. Supply expenditure for the phasing player, and the isolation status of their units, is determined in the Supply Phase of each of their impulses.

15.1 Expending Supply

Each player receives supply points every turn in the Supply Gain Phase. This is only done at the start of the turn. Supply points may be expended at the first opportunity or saved for use in later impulses or turns. Currently accumulated supply points are recorded on the Supply Track for each side by use of the Supply markers. (Each supply marker has a ‘+10’ notation on its back side in the unlikely instance that a player should accumulate more than 10 supply points.) Supply points are expended for four activities: assault, barrage, rocket barrage, and high intensity defensive support. In the Supply Phase of their impulse, the phasing player declares how many supply points they will use that impulse, per the selected activity. Their supply marker is then moved down the Supply Track by that number of points. Supply Phase Example: On turn 3, the German player receives 2 supply points in the Supply Gain Phase. They had 1 point left from the previous turn so they move their supply marker to the 3 space on the Supply Track. In the Supply Phase of their first impulse, they decide to do a Rocket Barrage activity (which costs 3 supply points) and move their supply marker to the 0 space on the Supply Track. They will not have any more supply to use in the other impulses of turn 3. A. Assault Only (1 supply): If the phasing player wishes to only assault in an impulse, they must expend one supply point. The expenditure of one supply point allows as many units as desired to assault. No barrage or support fire can be done. B. Barrage + Assault (2 supply): If the phasing player wishes to conduct barrage fire or support fire, they must expend two supply points. This is not in addition to the one for assaulting but rather


16

White Death

instead of it. Therefore if the phasing player expends two supply points, as many units as desired may assault and conduct barrages. (However, remember that in Pass impulses, there are no assaults.) If this supply expenditure is chosen by the German player, all German rocket artillery units conduct barrage fires at half of their printed barrage factors. C. Rocket Barrage + Assault (3 supply): Only the German player is required to expend supply for a rocket barrage. If three supply points are expended, as many units as desired may assault and fire barrages, and all German rocket artillery units fire at full effectiveness. D. High Intensity Defensive Support (1 supply): In the Defensive Fire Phase, if the nonphasing player expends one supply point, all their artillery units may conduct support fires in that phase with their full printed support factors. If the nonphasing player chooses to not expend one supply point for this activity, then all of their artillery units with a support factor have that factor reduced to 1 for Defensive Fire Phase support fire.

15.2 Tracing Artillery Supply

For an artillery unit to conduct barrage or support fire at full effectiveness it is necessary for it to trace supply. An artillery unit is in supply if it can trace a path of seven hexes or less to a road or railroad which runs back to a friendly board edge. This status is checked at the moment the unit would like to fire. For the Soviets the eastern and southeastern edges are friendly. All other edges are friendly for the German player. (These friendly edges are color coded on the map.) Both the initial seven hexes to the road or railroad, and then the subsequent road or railroad route must be free of enemy units and their ZOCs. Friendly units do not negate enemy ZOCs for this or any other rule. Artillery units that are not in supply may not conduct Barrage attacks and if they have a support factor, it is reduced to 1.

A. Receiving Supply Points: Velikiye Luki initially has the same number of supply points as the general German supply pool (2 points on turn 1). Therefore the German player will start turn 1 with both of their supply markers on the 2 space of the Supply Track. Whenever the German player receives supply points, the indicated number is added to their regular supply marker and a like amount is added to the Velikiye Luki supply marker. The Velikiye Luki supply is only received if a supply route can be traced from any hex of the city. (The supply route is traced just as for Isolation--see Rule 15.3.) If, in the Supply Gain Phase, a supply route cannot be traced from the city, that turn’s supply points must be airdropped. The number of supply points airdropped is the same as the number of points called for on the Order of Arrival, but there is a chance that some or all will be misdropped. Roll a die once for each supply point. In frost and thaw weather the supplies are received on a roll of 1-4. In snow weather the supplies are received on a roll of 1-2. The Weather Chart has reminders of these results under the chart. B. Expending Supply Points: Velikiye Luki supply points may only be expended to conduct operations by units that are in Velikiye Luki town hexes, and the units in Velikiye Luki may only use Velikiye Luki supply points to conduct operations. Thus, the troops in Velikiye Luki are effectively a separate entity for supply point purposes from troops outside of Velikiye Luki. The German player can make different supply choices (per Rule 15.1) for Velikiye Luki and the rest of the army. C. Avoiding Isolation: In addition to the normal functions of supply expenditure, the German player may expend one Velikiye Luki supply point in the Supply Gain Phase at the beginning of a turn to allow the troops in the city to avoid the effects of isolation. If this is done, no troops in Velikiye Luki hexes will be checked for Isolation in any phase of the current turn, and any that are currently isolated have that marker removed.

15.3 Isolation

All combat units are subject to the effects of isolation; bridges and bunkers are not. Isolation status is primarily checked in the Supply Phase of each impulse but it also can be checked at the start of any phase. Any units that are determined to be isolated will have an Isolated marker placed on them. Any units with Isolated markers that are found to be no longer isolated have the marker removed. Any units which cannot trace a path of any length (and through any terrain) that is free of enemy units and their zones of control, back to a friendly board edge, are isolated. Isolated units have their antitank and conventional combat factors halved (retaining fractions) and if required to take a morale check do so with an additional adverse die roll modification of +1. (The Isolated marker has reminders of the combat, antitank, and morale effects of being isolated.) Units which can trace such a supply path are not isolated.

15.4 Velikiye Luki

The Velikiye Luki fortress area is the twelve hexes of Velikiye Luki (which are shown by red hex numbers). This area constitutes a special case for supply. A separate supply marker is provided to keep track of supply points in Velikiye Luki.

16.0 Weather In the Supply Gain Phase of each turn, the Soviet player rolls a die to determine the weather for the turn. The Weather Table (under the Turn Record Track) indicates what weather will result from the die roll on a turn-by-turn basis. Three weather conditions are possible: Frost, Thaw, and Snow. Example: On turn 7, the Soviet player rolls a 6; the weather for that turn is snow. The back page of these rules has a helpful summary of Weather effects.

16.1 Thaw

In thaw turns, lakes and rivers will not support the weight of heavy equipment. Full lake hexsides have a separate entry on the Terrain Effects chart for thaw turns. In thaw turns, D, T, and W mobility types cannot cross full lake hexsides and partial lake hexsides cause an AFV loss on a roll of 1. Thaw also affects rivers. During thaw turns no D, T, or W mobility type unit may cross a river except at a bridge. Such units still pay the same movement point cost to enter and leave a river hex, but must leave the river hex on the same side of the river as they entered from. In thaw turns, Velikiye Luki airdrops succeed on a roll of 1-4.


Rules 16.2 Frost

Frost weather is the normal weather condition--cold and clear. All lake hexsides and rivers are frozen. In Frost turns, use the Frost/ Snow entry on the Terrain Effects chart for movement across full lake hexsides. Full lake hexsides cause an AFV loss on a roll of 1. Velikiye Luki airdrops succeed on a roll of 1-4.

16.3 Snow

In Snow Turns, use the Frost/Snow entry on the Terrain Effects chart for movement across full lake hexsides. All lakes and rivers are frozen. Full lake hexsides cause an AFV loss on a roll of 1. Velikiye Luki airdrops succeed on a roll of 1-2. The artillery spotting range is reduced to adjacent hexes (Rule 11.2C vi) with no modifiers. On Snow turns, non-AFV units that are not in a town add 1 to their morale checks (Rule 14.3G).

17.0 Reinforcements The game includes Order of Arrival displays which show, turn by turn, each side’s reinforcements. These are made so that players can set up the units on the displays before the game starts. For gamers who do not have the space for that, a condensed Order of Arrival card is also included. The entries on this Order of Arrival card are presented in the same format as the scenario setups; see Rule 24.0, section 3 for a description of how to read the entries. New units (reinforcements) appear as called for by the Soviet and German Orders of Arrival. As a general rule, new units appear at the beginning of a player’s first impulse, although some units are specifically noted as appearing at the beginning of the player’s second impulse of the turn. If a player expends all 10 movement points on their first impulse, any second impulse reinforcements would instead arrive on the first impulse of the next turn. Units enter play at one of several entry areas (see below) and can arrive already entrained (and thus use rail movement to enter the map) or can arrive using normal movement.

17.1 Soviet Entry Areas

There are three Soviet entry areas, all of which are marked on the map. The Northeastern Entry Area (NE) comprises all hexes on the north edge of the map east of the Lowatj River. The Eastern Entry Area (E) comprises all hexes on the eastern edge of the map. The Southeastern Entry Area (SE) comprises the eight easternmost hexes on the south edge of the map.

17.2 German Entry Areas

There are four German entry areas, all of which are marked on the map. The Southern Entry Area (S) comprises the ten hexes on the southern map edge immediately east of the Lowatj River. The Southwestern Entry Area (SW) comprises the two southern­most railroads exiting the western edge of the map, and all map edge hexes between them. The Western Entry Area (W) comprises the railroad exiting the map due west of Nowossokoljniki and the four map edge hexes on either side of it. The Northwestern Entry Area (NW) comprises the railroad exiting the map in the northwest corner and the four map edge hexes on either side of it.

17

17.3 Reinforcement Entry

A reinforcing unit may move onto the map in any map edge hex of its specified entry area. When it does so, it pays the MP cost to enter the map edge hex and continues movement from there.

17.4 German Alternate Entry Areas

Any German unit scheduled to appear in the Southern Entry Area may appear the same turn in the Southwestern Entry Area. Any German unit scheduled to appear in either the Southern or Southwestern Entry Areas may appear one turn later in the Western Entry Area. Units scheduled to arrive in the Western or Northwestern Entry Areas do not have an alternate entry option.

17.5 German Closed Entry Zones

If there are no German units within ten hexes of the southern map edge, no German units may appear in the Southwestern Entry Area. If there are no German units on the east side of the Lowatj River and south of Velikiye Luki (that is, in a hex whose last two digits are 24 or higher) no German unit may appear in the Southern Entry Area. Intrinsic garrisons (Rule 22.2) do not count for this rule; their presence will not keep an entry area open.

18.0 Replacements Replacements represent drafts of new men used to bring depleted units up to strength. Both the German and Soviet players receive replacement points as specified on the Orders of Arrival. In the Supply Phase of a player’s first impulse of a turn the replacement points received that turn may be added to the strength of nonIsolated Personnel unit (per the Unit Identification Chart). Units already completely destroyed may be rebuilt to partial or full strength and may be placed in the hex of, or adjacent to, any nonIsolated friendly unit. No unit may be raised above its original (printed) strength. German replacement points may only be used for German Army units--those units whose organization or name is not in red on the Setup Charts. Those units and organizations in red on the Setup Charts (Abwehr, Alarm, Estonian, Luftwaffe, Ski, SS, intrinsic Garrisons) cannot receive replacements. German Personnel (P) units in Velikiye Luki which have avoided the effects of isolation only by the expenditure of a supply point (Rule 15.4C) may not receive replacements. Soviet replacement points may be used with any Personnel (P) unit. Starting on turn 5, and in every subsequent turn, both the Soviet player and the German player may repair one strength point of AFVs per turn in the Supply Phase of their first impulse. That is, any non-isolated AFV unit in play which is below strength may be raised one strength point. On turn 10 (only) the Soviet player may refit one tank Brigade of their choice. Any tank brigade with any units still in play may be refit. All units of the tank brigade, whether in play or destroyed, are removed in the Turn 10 Supply Phase of the Soviet Player’s first impulse (just pull them of the map no matter what their condition) and they then enter the east edge of the map at full strength in the Movement Phase of the first Soviet impulse of the next turn (turn 11).


White Death

18

19.0 Bunkers The German player has up to seven bunker counters which are deployed in Velikiye Luki per the setup instructions for the scenario being played. Bunkers have a number of unique features. While a bunker is not a combat unit, it has many characteristics of a combat unit. Bunkers have a printed strength (either 10 or 15) and can only suffer losses from barrage fire. Bunkers always take exact and full losses from barrages; the losses are not altered for losing ‘over half its size’ as is done for combat units. Each bunker counter has an assumed antitank and conventional combat factor of 1. Thus a bunker with a remaining strength of 7 would have both an antitank and conventional fire value of 7. Bunkers may use their antitank and conventional fire factors only in defensive fire. The back side of a Bunker counter is marked similarly to a combat unit to show its special values. When a non-AFV unit in a bunker hex is supposed to make a morale check, if at the moment the morale check is made the bunker has a strength of three or more, the unit does not have to make the morale check. This does not apply to units which are assaulting from a bunker hex; they take all normal morale checks. A non-AFV unit in a bunker hex receives the terrain modifiers for town and bunker when under barrage fire, and uses the 15 Defense Value (for bunker terrain) against conventional fire. AFV units never receive any of the benefits of being in a bunker hex. Bunkers do not need to have a combat unit in their hex to use their fire factors. Bunkers do not have zones of control (which is noted by its strength being in blue). Bunkers may not be fired at using conventional fire, but an assault may be declared against a bunker hex even if there are no German units in the hex. In this case the Soviet units would not fire at all, but would occupy the bunker hex if they survived the bunker’s defensive fire. A Soviet unit may not enter a bunker hex except as a result of an assault. If, during an Assault Phase, there are no German units in a bunker hex, any surviving Soviet units which assaulted the hex may enter it. Once occupied by a Soviet unit, a bunker is destroyed; remove its marker. Bunkers may not observe for Artillery.

20.0 Bridges Bridges are not printed on the map as they can be built and destroyed during the course of the game. At the start of Scenario 1 and also the Campaign Game, there are four standing bridges across the Lowatj River. Per each scenario’s instructions, place the blue bridge counters in the hexes shown on them.

20.1 Destroying Bridges

Any Engineer, Construction, or Railroad Construction unit (see the Unit Identification Chart) may destroy a bridge by entering the bridge hex and expending one additional MP. The bridge counter is then removed permanently from play. The unit may continue moving if desired.

20.2 Building Bridges

The four Soviet Engineer brigades and the one German 3rd Bridge Construction battalion are capable of building bridges. Each of these units may build one bridge during the course of the game. Each of these units has a bridge included in the counter mix with their unit identification on it (which is the only bridge they can build). To build a bridge the unit moves into a river hex and expends one additional movement point. The correct bridge counter is placed in the hex with the building unit, which may then continue movement if desired. The bridge remains on the map until destroyed.

20.3 Bridge Effects

A bridge counter in a river hex negates the river for movement, advance, and retreat purposes but the hex is still considered as river for Defense Type. A unit entering a bridge hex pays the cost of the ‘Road’ line of the TEC to enter the hex. If a bridge has been destroyed in a hex, that hex is treated as a river for all purposes.

21.0 Special Units A number of units in the game have special characteristics or abilities as detailed below. Several of them have color-coded strength and mobility values to help players remember their abilities.

21.1 Close Combat Units

All Soviet submachine gun (SMG) and engineer units, and all German engineer, commando, and parachute units are considered Close Combat Units, either by equipment or by training. When these units are defending in a town or forest hex, or are assaulting into a town or forest hex, they double their antitank and conventional combat factors. Any antitank and/or combat values that they have that are defense-only are doubled but they are still defense-only. Close Combat units have their strength and mobility values in red.

21.2 German 331st Infantry Division

All things considered, the 331st Division was about as bad as it could be, as a look at its morale values will indicate. One additional handicap that this division of over-aged reservists suffered was that two of the three commanders of the infantry regiments were elderly and in poor health, so much so that they were physically incapable of taking the field. When the division went into action, the one healthy regimental commander had to lead each of the regiments in succession as it attacked. In the game, only one of the three infantry regiments of the division (557, 558, or 559, each of which has two battalions) may assault in any one impulse. These troubled units have their strength and mobility values in yellow.

21.3 Brandenburg Commandos

Although later in the war the Brandenburgers were converted to conventional motorized infantry, at this stage they were still chosen and trained for special operations. The elements of the 803rd Regiment present at Velikiye Luki contained a very high proportion of men fluent in Russian, and on several occasions elements of the battalion were able to bluff their way through Soviet lines.


Rules Brandenburg commando companies may attempt to move through Soviet units and/or their ZOCs during the German movement phase. There is no extra ZOC cost for doing so. For each hex containing either a Soviet unit or its ZOC that is entered by a Brandenburg unit or stack of units, roll a die once. On a roll of 1 the Brandenburgers have been found out and end their movement for the phase. If discovered while in a hex with Soviet units, the Soviet units are allowed to run one conventional fire attack against the German unit or units, following which the Brandenburgers must be moved back to the hex from which they entered the Soviet-occupied hex. If they retreat or rout from the combat result, the retreat must also be through that hex. Brandenburgers may attempt to lead a column of non-Brandenburg troops through Soviet units or ZOCs (and in fact this is how the few troops who managed to escape from Velikiye Luki did so). Units may stack with one or more Brandenburg units up to the stacking limit and move with it (paying the highest MP cost for the Mobility types involved); they do not have to start the turn stacked together. However, for each non-Brandenburg unit in the stack, subtract 1 from the die roll for detection when moving through enemy occupied or controlled hexes. There is no extra ZOC cost for this movement. If the German 2/66 tank company (equipped with captured T-34 tanks) is stacked with a Brandenburg company, it is treated as a Brandenburg unit for purposes of the detection die roll. Its unit color is the same as the Brandenburg units as a reminder of this.

21.4 Tank Destroyers

There are four tank destroyer units in the game: the one German Marder II company, the one Soviet SU122 battalion, and the two Soviet SU-76 battalions. (The Soviet tank destroyers are all part of the 389th Tank Destroyer Regiment.) Tank destroyers behave as AFVs for all purposes except that a tank destroyer may not be attacked by antitank fire unless all other AFV units in the hex are also attacked at odds equal to or greater than those against the tank destroyer unit. Tank Destroyer units have their strength and mobility values in white.

22.0 Garrisons In scenarios 1 and 6, the troops initially placed in Velikiye Luki, Isotsha, and Nowossokoljniki are garrison units and have restrictions until they are released. Before they are released, any of these garrison troops can freely move within the town they garrison, barrage or support any hex, do defensive fire, and even Assault. However, they may not leave the town they garrison and if forced to do so for any reason, they are eliminated. At the beginning of turn 2 the Isotsha and Nowossokoljniki garrisons are released and have no restrictions. In scenarios 2-5, the Velikiye Luki garrison has already been released.

22.1 Velikiye Luki Garrison

In scenarios 1 and 6, starting on turn 2, in the Supply Gain Phase of each turn, the German player rolls a die to determine if the Velikiye Luki garrison is released. On turn 2 the garrison is released on a roll of 1; on turn 3 it is released on a roll of 1 or 2; on turn 4 on a roll of 1-3, etc. These release numbers are noted

19

on the Turn Record Track. Once they are released, stop rolling for their release and they function like every other German unit. The Velikiye Luki garrison release has no effect on the Velikiye Luki supply rules of 15.4.

22.2 Intrinsic Garrisons

All towns west of the Lowatj River that are on a railroad (except for Velikiye Luki and Nowossokoljniki) have an intrinsic garrison. There are 10 such towns and 10 garrison markers for them. Each garrison is considered to be one strength point of Personnel (P) with a combat factor of 4* and a morale of 6. They have no anti-tank value, no ZOC (thus their blue values), do not count for stacking, and cannot move or retreat. If forced to retreat, garrisons are eliminated. Per each scenario’s instructions, place a garrison marker on each eligible town hex. If there is no other German unit in the town hex, the garrison must be eliminated before Soviet units enter the hex; any loss from any cause eliminates the garrison. If there are other German units in the town hex, the garrison is ignored for combat; i.e. the garrison may not fire, cannot be fired at, and it is eliminated if all German units in the hex are eliminated or forced to retreat. Intrinsic Garrisons do not count for Victory Point purposes.

23.0 Optional Rules 23.1 Abandoned Equipment

Either player may at any time declare that a Weapons unit is abandoning its equipment. A unit which abandons its equipment retains its current remaining strength but it no longer has any artillery or antitank factors, and its combat factor (in red) is reduced to a 1* value. It additionally becomes Leg-mobile (L mobility) and is allowed to enter enemy ZOCs as if it were a Personnel unit (which in fact it has become). Special No Weapon counters are provided to place on such units in order to show that they have abandoned their equipment. The No Weapon counters have the changed unit values notated on them, including the ‘L’ for Leg-mobile. The Soviet 3SA Guards rocket regiment may not voluntarily abandon its equipment. If this rule is used, then all Weapons units also automatically abandon their equipment when they are forced to retreat into or through an enemy ZOC. Units which have abandoned their equipment are not considered eliminated for victory purposes. (Of course, strength point losses in the units do count as losses for victory.) Each side may re-equip an unlimited number of ‘No Weapon’ units except that the German player may not re-equip rocket artillery units. To re-equip a ‘No Weapon’ unit, the unit must be exited from the map at a friendly board edge. German units appear re-equipped (but still at their former remaining strength) on the first German impulse of the turn that is two game turns later. Soviet units appear re-equipped (but still at their former remaining strength) three game turns later. When the unit exits the map, place it on the Turn Record Track 2 or 3 turns forward from the current turn as a reminder of the turn of re-entry. Reequipped units enter the map as reinforcements in the owning player’s first impulse of the turn at any friendly entry area.


20

White Death

23.2 Optional Reinforcements

The entire German 7th Flieger Division was stationed at Velizh (about 20 miles southeast of the south edge of the map) and could have been committed to the battle except for Reichsmarschall Göring’s desire to maintain it as a force in being. As it was, only one battalion was committed to battle. At the start of the first German impulse of turn 12, the German player rolls a die. On a roll of 1 the entire 7th Flieger Division is received. On a roll of 2-6 only the single parachute battalion (III/1) is received. If the German player rolls a 1 (and thus receives the entire 7th Flieger Division) at the start of the Soviet player’s second impulse, they roll a die once for each of the following formations: 54th Rifle Brigade, 24th Cavalry Division, and 334th Rifle Division. On a roll of 1-4 the formation is received as a reinforcement on that impulse. In addition, the Soviet player automatically receives the 47th Rifle Division as a reinforcement on that impulse. These units appear in the entry areas indicated on the Order of Arrival. If the Soviet player receives the 24th Cavalry Division, the three cavalry regiments of the division may, per the player’s choice, execute cavalry charges as part of any assault they are involved in. In a cavalry charge, all German non-AFV units which are not stacked with an AFV unit, and are not in a town or forest hex, suffer the tank fright effects of Rule 14.3C. Cavalry charges may not be made against a town or forest hex. Also, the defense value of any unit executing a cavalry charge is halved (retain fractions) for the defender’s defensive fire. Historical Note: German staff appraisals after the battle make much of the fact that the relief attempt came very close to succeeding without the entire 7th Flieger Division and that with all of this elite division in action the success of the drive would have been assured. As with many “might have beens” this assumes that the Soviets would have done nothing different. In fact, 3rd Shock Army retained one excellent Rifle Division in army reserve and there were two divisions and a brigade on the flanks of the battle area, either in reserve or very lightly engaged, which in an emergency could have been committed. This is the reason for the Soviet response if the German player gains the 7th Flieger Division.

23.3 Ski Units

Both players have a number of ski units (denoted by their ‘S’ mobility type). In addition to being able to move through enemy zones of control (see Rule 4.3), ski units may retreat before combat. At the end of the phasing player’s Movement Phase, ski units of the non-phasing player that are being assaulted may retreat one hex, provided the hex being retreated to is not adjacent to any of the attackers, and is not in the ZOC of an enemy ski unit. Following this retreat, any enemy ski unit which was committed to assault the defending ski unit may advance into the vacated hex and conduct its assault normally in the Assault Phase. If still being assaulted, the retreating ski unit conducts defensive fire as normal. Following the resolution of this assault, any other units which were assaulting the original hex may advance into it as well. The retreat of the ski unit being attacked, the pursuit by assaulting ski units, and the advance after combat of the non-ski units must not violate stacking limits; if stacking limits would be violated, the action cannot be done. Example: A Soviet stack with a ski battalion and an SMG battalion is assaulting a German ski unit. At the end of the Soviet Movement Phase, the German player declares a retreat to an adjacent hex. The Soviet player advances their ski unit into the vacated hex to continue the

assault. (Note that both Soviet units retain their Assault markers.) In the Defensive Fire Phase, the German ski unit fires at the Soviet ski unit only (since it is no longer adjacent to the Soviet infantry unit). In the Assault Phase, the Soviet ski unit fires at the German ski unit. Whatever the result of the Soviet ski unit’s Assault, the Soviet SMG unit can advance into the hex originally vacated by the German defender. As a further option, allow that a single German ski-mobile company that is alone in a hex does not exert a ZOC. If the Ski company is stacked with any other combat unit, the hex does exert a ZOC. (This is the same rule that is applied to German anti-tank companies.) Rule 23.3 makes Ski units very powerful; this ZOC option tones them down a bit.

23.4 Weapons Options

A. Light Weapon units (those with an ‘L’ Defense value) can enter an enemy ZOC if there is already a friendly Personnel unit in the hex or they are moving with a friendly Personnel unit into the hex. B. In the rules, single German AT companies have limited ZOCs. Allow that German AT companies that are alone in a hex do exert a ZOC versus Soviet AFVs (only).

23.5 Retreating AFVs

When an AFV unit retreats into a hex with enemy ZOCs, they do not automatically lose an SP (per Rule 14.3A). Instead, all units that are adjacent to the hex must do antitank fire at the retreating AFV unit. Only SP losses count from such fire; there are no morale checks since the unit is already retreating.

23.6 Antitank Fire

A. The method of applying antitank fire in White Death has proven a challenge to many players over the years. As an option, refine the process of antitank fire as follows. Any antitank fires must be resolved on the highest odds column possible. Any antitank factors remaining beyond what is necessary to reach the highest possible odds column can be used to make further antitank attacks based on the same ‘highest column’ parameter. No more than one 1:3 attack can be made against a single unit. Examples: A side has a 28 antitank value firing at an AFV with a 2 defense. The firing side will resolve a 6:1 attack (using a 12 value), then another 6:1 attack (using a 12 value) and finally a 2:1 attack (using the remaining 4 value). In another attack, a side has a 14 antitank value firing at an AFV with a 3 defense. The initial fire will be on the highest column that can be reached, which is the 3:1 column (using a 9 antitank value). The remaining 5 antitank value will be resolved as one fire on the 1:1 column (using a 3 value) and one fire on the 1:3 column (using the remaining 2 value). B. Allow that Personnel units with an antitank factor can attack AFV units. While this rule is convenient, be aware that it upsets the historical balance of arms in the game; players should act and think like the commanders and use their AFVs to attack enemy AFVs.

23.7 Combined Arms

When an assault is made by ‘combined arms’ the attacker subtracts 1 from their die roll. The assaulting units do not need to be in the same hex. For the Soviets, the assault must include at least one AFV unit, and one Infantry or SMG unit from the same Division or Brigade as the AFV unit. For the Germans, the assault must include at least one AFV unit and one infantry-type unit. (For the Germans, infantry-type units are the types of Personnel units on the Unit Identification Chart that have the word ‘infantry’ somewhere in their description.) The German units do not need to be from the same Division.


Rules

SCENARIO I

23.8 Isolation Effects

Isolated units do not project a ZOC unless they are in a town hex.

Purkayev’s Attack (Turns 1-4)

23.9 Rail Conversion

Due to the realities of rail line conversion, Soviet units can only use Rail Movement east of the Lowatj River and Germans can only use Rail Movement west of the river.

24.0 Scenarios White Death contains five scenarios ranging from two to four game turns in length, plus a thirteen turn campaign game. Each scenario covers one of the five distinct phases of the campaign. Each of the scenario descriptions contains the following information: 1. Historical Background and Summary: This section is simply a situation report of what has gone before the scenario start. 2. Setup: This section delineates where units may be initially deployed. In all scenarios the German player sets up first. Soviet units may then set up anywhere within their setup limits but not in a German-occupied hex or in a German ZOC. Artillery units can set up deployed. This section also shows which units are set up. If a formation is listed with no notations, the entire formation is used. Also, in order to help players with setup, the parent unit or organizational area on the OOBs are noted in (parentheses) for each entry. Any special details are noted in [brackets]. Soviet formations are noted by these abbreviations: 3 SA is 3rd Shock Army; 5 S is 5th Guards Shock Corps; 2 MC is 2nd Mechanized Corps; 8 E is 8th Estonian Rifle Corps. 3. Losses to Date: This section tells the number of strength points of a general type lost by certain units. The losses may be distributed as desired among the component units of their formation. If AFV losses are listed by AFV type, assign them to units with those specific AFVs. For example, a listing may read, 9th Guards Rifle Division: 6 SP infantry, 2 SP artillery. The 6 strength points of infantry losses could be distributed among the three component regiments of the division as desired and the artillery losses could be distributed among the artillery battalions as desired. 4. Victory Conditions: Only the Soviet player receives victory points (VPs). VPs are counted at the end of the game, but VPs gained for occupying railroad hexes need to be tracked as they are gained during the scenario. Mark each impulse’s railroad VP gains with the Soviet VP marker and track these VP gains on the Movement and Railroad Track. Note that the VP marker has a ‘+25’ notation on its back side so that if the Soviet player gains more than 25 VPs, flip the marker over and continue tracking VPs. Calculate all other VP gains at the end of the game and add them to the VP marker total. Victory conditions are phrased in terms of combat unit SP losses, bunkers destroyed, and victory objectives held. Obtaining victory conditions will give the players victory points, which will provide an indication of level of victory. However, the victory point schedules are at best a simplistic and crude measure of victory; players are strongly encouraged to rely instead on the historical summaries as a guide to their goals and success in achieving them.

21

1. Historical Background and Summary

Since the German front was only thinly held, a major rupture of the line was little problem. Purkayev’s 3rd Shock Army did face several problems, however. First among these was a real shortage of heavy artillery. Although Kalinin Front made available one heavy mortar regiment and one heavy artillery regiment, most of the front’s supporting assets were tied up in the assault on the Rzhev salient. Once the front stabilized and massive barrages became necessary to break key points of resistance, it would be necessary to rely on massing divisional assets, and that could cause problems. Second, all roads led through Velikiye Luki, and it was unlikely that the city could be taken by immediate direct assault. Until the city was at least partially in Soviet hands it would be difficult to put even divisional artillery across the Lowatj River. The resulting tactical situation was fraught with potential peril: Velikiye Luki had to be taken to threaten the Nevel-Leningrad railroad in strength. Velikiye Luki, to be taken, had to be isolated and then pounded into submission by heavy concentrations of artillery. To surround it troops had to be put across the Lowatj, but to mass the artillery concentration necessary to take the city the troops would have to leave their divisional guns on the east bank, thus leaving them vulnerable to a counterstroke. Purkayev’s solution was probably the only viable option open to him. Infantry and armored elements penetrated the German lines as quickly as possible and made for the Lowatj and the railroad beyond it. Surrounded German units were left behind for the follow-up echelons to deal with. By the end of the first scenario (about twenty days of fighting) the Soviets were across the Lowatj in strength and, while they had little artillery with them and had temporarily run out of steam, they had kept the Germans offbalance. Advanced elements of the 3rd Shock Army had in places been within sight of the vital rail line and had clearly gained a tactical success.

2. Setup

A. German Setup Group 1: Sets up in 3rd Mountain Division Sector (east of the Lowatj River, west of Kunja Creek, on or south of the Tabory-Velikiye Luki railroad). • 3rd Mountain Division • 743 Engineer Battalion (516th Engineer Regiment) • 506 Artillery Battalion (Attachments (to Divisions)) • 5th Ski-Jäger Battalion (Army Group Center) Group 2: Sets up in the 83rd Division Sector (east of the Lowatj River, west of Kunja Creek, on or north of the Tabory-Velikiye Luki railroad): • 83 Infantry Division [7 battalions; do not use the 5 battalions detailed to the Velikiye Luki garrison] • 3rd Ski-Jäger Battalion (Army Group Center)


22

White Death

Group 3. Sets up in Nowossokoljniki: • 9th Construction Regiment • 663 and 795 Security Battalions (LIX Corps) • 843 Antiaircraft Battalion (LIX Corps) • 185 Assault Gun Battalion [2 companies] (LIX Corps) • I/55 and III/55 Rocket Artillery Battalions (Arko 103) • 3 Bridging Battalion (516th Engineer Regiment) • 12/803 Commando Company (803 Brandenburg Regiment) Group 4. Sets up in Isotsha: • 303 Antiaircraft Battalion (LIX Corps) Group 5. Sets up in Velikiye Luki: • All units listed on the German Setup Chart as the Velikiye Luki Garrison [11 battalions] • 83rd Infantry Division [the 5 battalions listed as being attached to the Velikiye Luki Garrison] • 15 SP Bunker in 2021; 10 SP Bunkers in 2022, 2123, 2222, 2322, 2422, 2522 Group 6. Place one Intrinsic Garrison in each of these hexes: 0501, 0406, 0407, 0716, 0618, 0329, 0235, 1125, 1430, 0640 B. Soviet Setup All Soviet units set up in any non-prohibited hex east of Kunja Creek. From the 3rd Shock Army • 28 Rifle Division • 184 Tank Brigade • 603 Mortar Regiment (Army Troops) • 613 Artillery Regiment (Army Troops) • 3 SA Guards Rocket Regiment (Army Troops) From the 5th Guards Shock Corps • 257 Rifle Division From the 2nd Mechanized Corps • 44 Ski Brigade C. General Setup • One Bridge is placed in each of the following hexes: 2122, 2123, 2025, and 1637. • Neither player begins the scenario with any accumulated supply points.

3. Losses

None. All units begin Scenario I at full strength.

4. Victory Conditions

The Soviet player receives victory points as follows: • For each town hex on the north-south railroad that runs from 0501 to 0137 which is occupied by a Soviet unit at the end of a Soviet impulse: +5 VPs per town hex per impulse. (Mark points gained with the Soviet VP marker.) • For each 10 SP of German combat units eliminated: +1 VP • For each 20 SP of Soviet combat units eliminated: -1 VP • For each bunker totally destroyed: +10 VPs Victory level is determined by the following schedule: • 0-10 VPs: German Victory • 11-20 VPs: Soviet Marginal Victory • 21-30 VPs: Soviet Tactical Victory • 31-40 VPs: Soviet Strategic Victory • 41+ VPs: Soviet Overwhelming Victory Historical Result: Soviet Tactical Victory with about 22 VPs.

SCENARIO II

Woehler’s Response (Turns 5-7) 1. Historical Background and Summary

For Army Group Center, the attack could not have come at a worse time. The best of the army group reserves were inevitably sucked into the desperate inferno raging about the Rzhev salient, and no help could be expected from higher up as the High Command desperately juggled troop assignments to find reserves for the cataclysm engulfing the southern flank around Stalingrad. Army Group North was able to part with an understrength Panzer division, and an infantry division on garrison duty in East Prussia was railed into the area, but major reinforcements beyond these would have to come from what limited army group assets could be shaken loose. Army Group’s initial response was to have the troops in Velikiye Luki fight their way out, a task which they were probably capable of given the weakness of the Soviet units actually across the Lowatj. Hitler intervened at this point, however, and demanded that the fortress be held and relieved by attacks from the troops outside the pocket. Army Group protested that the troops in the area lacked the strength to break through to the beleaguered garrison, but in retrospect it is probably true that had Velikiye Luki been abandoned in early December it would have been nearly impossible to stop 3rd Shock Army short of Nowossokoljniki and the Nevel-Leningrad railroad. With the need to rescue the garrison from the outside it soon became obvious that General Chevallerie’s LIX Corps could not control units both along the entire front and in the pocket as well as coordinate the relief attempt; the operation had simply grown beyond a single corps proposition. Consequently a new headquarters was created - Gruppe Woehler, commanded by Lt. General Woehler, Army Group Center’s chief of staff. Even by austere German staff standards, the staff of the new command was small - six officers, three clerks, three drivers, and three orderlies, working in a one-room peasant hut. By mid-December Woehler was able to take command of the relief force (now swollen by the addition of a motorized division from Army Group Center reserve) and brought to the command the valuable knowledge that came with the army group chief of staff position - location of supply depots and the ability to call in accumulated favors. Woehler’s command was small, but it never lacked winter clothing. Woehler faced two initial tasks. First, there were two groups of troops cut off southwest of Velikiye Luki, most of the remnants of the 3rd Mountain Division and 83rd Infantry Division that had held the LIX Corps front line. Second, the general front had to be strengthened and prepared to serve as a jumping-off point for the relief drive. Assigning the southern flank to the old LIX Corps units, Woehler instructed the encircled troops to fight their way out on their own. The southern flank was not much of a concern as the II Luftwaffe Corps holding the area to the south (off the map) was only lightly engaged and could probably shake loose a division


Rules in the near future. The northern flank was nearly impassable and could be guarded by small detachments. Consequently, Woehler used his main strength to reinforce the center and clear the area up to the Guschtschino-Tschernosjom line. The relief attempt, when launched, would drive northeast from this line, with its flanks protected by lakes to the north and the Lowatj to the east.

2. Setup

A. German Setup Group 1. In Velikiye Luki: • 15 SP Bunker in 2021; 10 SP Bunkers in 2022, 2123, 2222, 2322 • Entire Velikiye Luki garrison, including the 5 battalions from the 83rd Infantry Division [set up in any bunker hex; each bunker hex must have at least one Personnel unit] Group 2. On or adjacent to Tschernosjom (hex 1430): • 3 Mountain Division • 743 Engineer Battalion (516th Engineer Regiment) • 506 Artillery Battalion (Attachments (to Divisions)) • 5 Ski-Jäger Battalion (Army Group Center) Group 3. On or adjacent to hex 1734: Any four battalions of 83rd Infantry Division (other than those in Velikiye Luki) Group 4. East of the Lowatj River and west of the 19.xx hex row: All remaining units of the 83rd Infantry Division Group 5. On or west of the line traced from hex 1001 south to hex 1034, southeast to hex 1637, and southwest along the Lowatj River to 1243: All other German units from the scenario 1 setup, and the Order of Arrival for turns 1-4. Group 6. Place one Intrinsic Garrison in each of these hexes: 0501, 0406, 0407, 0716, 0618, 0329, 0235, 1430, 0640 B. Soviet Setup Group 1. West of the Lowatj River, and east of the line traced from hex 1001 south to hex 1034, southeast to hex 1537: • All units of 18, 34, and 43 Mechanized Brigades (2 MC) • All units of 33 and 36 Tank Brigades (2 MC) • All units of 31 Rifle Brigade and 44 Ski Brigade (2 MC) • Infantry units of 381 Rifle Division (2 MC) • 68 Motorcycle Battalion (2 MC Corps Troops) • All units 184 Tank Brigade and 45 Ski Brigade (3 SA) • Infantry units of 21 Guards Rifle Divisions (3 SA) • Infantry units of 28 Rifle Division (3 SA) • Infantry units of 9 Guards Rifle Division (5 S) • Infantry units of 19 Guards Rifle Division (8 E) Group 2. East of the line traced from hex 2601, down the Lowatj River to hex 1835, and then south to hex 1843: • All other Soviet units from the scenario 1 setup, and the Order of Arrival for turns 1-4. Group 3. Set up the 3 SA bridge on any hex of the Lowatj River north of hex 2034 but not in Velikiye Luki. C. General Setup • Only set up Bridges in hexes 2123 and 1637. • The German player starts with 3 supply points in Velikiye Luki and 1 supply point in the general pool. • The Soviet player starts with no supply points accumulated.

23

3. Losses

A. German Losses Divisional Units • 3 Mountain Division: 4 SP mountain infantry, 1 SP antitank, 1 SP engineer • 8 Panzer Division: 3 SP infantry, 1 SP Pz III, 2 SP antitank • 20 Motorized Division: 2 SP infantry • 83 Infantry Division (excluding units in Velikiye Luki): 8 SP infantry, 3 SP heavy infantry • 291 Infantry Division: 1 SP heavy infantry Non-Divisional Units • 1 Ski-Jäger Battalion (Army Group Center): 2 SP ski • 3 Ski-Jäger Battalion (Army Group Center): 1 SP ski, 1 SP antitank • 185 Assault Gun Battalion (LIX Corps): 2 SP AFVs [1 from each company] • Any Non-Divisional personnel units: 9 SP • Velikiye Luki garrison [including the 83rd Infantry Division elements]: 6 SP infantry, 5 SP antiaircraft, 2 SP bunkers B. Soviet Losses From the 3rd Shock Army • 21 Guards Rifle Division: 3 SP artillery, 15 SP infantry • 28 Rifle Division: 14 SP infantry • 45 Ski Brigade: 2 SP • 184 Tank Brigade: 1 SP SMG, 2 SP T-70 • 3SA Guards Rocket Regiment: 3 SP From the 5th Guards Shock Corps • 9 Guards Rifle Division: 1 SP infantry • 46 Guards Rifle Division: 8 SP infantry, 5 SP AFVs • 257 Rifle Division: 3 SP infantry From the 2nd Mechanized Corps • 381 Rifle Division: 14 SP infantry • 44 Ski Brigade: 1 SP

4. Victory Conditions

The Soviet player receives victory points as follows: • Each town hex on the north-south railroad that runs from 0501 to 0137 which is occupied by a Soviet unit at the end of a Soviet impulse: +5 VPs per town hex per impulse. (Mark points gained with the Soviet VP marker.) • Each 10 SP of German combat units above 50 eliminated: +1 VP • Each 20 SP of Soviet combat units above 80 eliminated: -1 VP • Each bunker totally destroyed: +10 VP • Each of the following towns held at the end of the scenario: Guschtschino, Tschernosjom, Kostelewo: +5 VP • If Velikiye Luki is isolated at the end of the scenario: +20 VP Victory level is determined by the following schedule: • 0-20 VPs: German Strategic Victory • 21-30 VPs: German Tactical Victory • 31-40 VPs: German Marginal Victory • 41-50 VPs: Soviet Marginal Victor • 51-60 VPs: Soviet Tactical Victory • 60+ VPs: Soviet Strategic Victory Historical Result: German Tactical Victory with about 27 VPs.


White Death

24

SCENARIO III

The First Relief Attempt (Turns 8-9) 1. Historical Background and Summary

The isolated elements of 3rd Mountain Division and 83rd Infantry Division had broken out. The front on the south, a more difficult proposition than had been envisioned, had been stabilized by the intervention of 1st SS Motorized Brigade, and in fact Soviet troops had been drawn off the more important central front by the SS attack. The troops in Velikiye Luki were grudgingly losing ground, but exacting a stiff price for it. In the central area ground had been gained. In short, all of Woehler’s most important goals had been at least partially achieved. It was time for the relief attempt itself to be launched. Purkayev, while not complacent, must have met Woehler’s first relief attempt with more confidence than he had felt for the last two weeks. With the bulk of 2nd Mechanized Corps in action across the Lowatj River, he could at least match any armored strength the Germans would throw against him, but the fact remained that the Germans had definitely regained the initiative. The Red Army’s task now was to repulse the German attack with sufficiently bloody losses both to maintain the siege of Velikiye Luki and stand a chance of resuming the drive toward the NevelLeningrad railroad. The German drive was launched shortly before Christmas and made good initial progress, but it bogged down at about the half way point in the face of mounting Soviet resistance.

2. Setup

A. German Setup Group 1. In Velikiye Luki: • 15 SP Bunker in 2021; 10 SP Bunkers in 2022, 2123, 2322 • Entire Velikiye Luki garrison, including the 5 battalions from the 83rd Infantry Division [set up in any bunker hex; each bunker hex must have at least one Personnel unit] Group 2. West of the line traced from hex 1201 south to hex 1229, southeast to hex 2134, and south to hex 2144: All other German units from the scenario 1 setup, and the Order of Arrival for turns 1-7. Group 3. Place one Intrinsic Garrison in each of these hexes: 0501, 0406, 0407, 0716, 0618, 0329, 0235, 0640 B. Soviet Setup On or east of the line traced from hex 1201 south to hex 1229, southeast to hex 2134, and south to hex 2144: All Soviet units from the scenario 1 setup, and the Order of Arrival for turns 1-7. At least 20 artillery units must set up east of the Lowatj River. Set up the 3 SA and 2 MC bridges on any hex of the Lowatj River north of hex 2034 but not in Velikiye Luki.

C. General Setup • Only set up one Bridge in hex 1637. • The German player has 2 supply points in Velikiye Luki and 1 supply point in his general pool. The Soviet player has no supply points accumulated.

3. Losses

A. German Losses Divisional Units • 1st SS Motorized Brigade: 2 SP motorized infantry, 1 SP heavy infantry, 1 SP AFVs • 3 Mountain Division: 5 SP mountain infantry, 1 SP mountain artillery • 8 Panzer Division: 4 SP infantry, 1 SP armored infantry, 1 SP Pz III, 2 SP Pz 38t, 2 SP antitank • 20 Motorized Division: 4 SP infantry • 83 Infantry Division [excluding elements in Velikiye Luki]: 9 SP infantry, 3 SP heavy infantry, 2 SP artillery • 291 Infantry Division: 1 SP heavy infantry, 1 SP engineer, 3 SP infantry Non-Divisional Units • 1 Ski-Jäger Battalion (Army Group Center): 2 SP ski, 1 SP antitank • 3 Ski-Jäger Battalion (Army Group Center): 1 SP ski, 1 SP antitank • 185 Assault Gun Battalion (LIX Corps): 3 SP AFVs • Non-divisional Personnel units: 14 SP • Velikiye Luki garrison [including 83rd Infantry Division elements]: 12 SP Personnel units, 8 SP antiaircraft, 1 SP rocket artillery, 12 SP bunkers B. Soviet Losses From the 3rd Shock Army • 21 Guards Rifle Division: 3 SP artillery, 15 SP infantry • 28 Rifle Division: 7 SP infantry • 360 Rifle Division: 4 SP infantry • 45 Ski Brigade: 5 SP • 184 Tank Brigade: 1 SP SMG, 3 SP T-70, 2 SP T-34 From the 5th Guards Shock Corps • 9 Guards Rifle Division: 5 SP infantry • 46 Guards Rifle Division: 8 SP infantry, 6 SP AFVs • 257 Rifle Division: 6 SP infantry • 92 Tank Brigade: 1 SP KV-1 From the 2nd Mechanized Corps • 381 Rifle Division: 14 SP infantry • 44 Ski Brigade: 2 SP • 31 Rifle Brigade: 2 SP infantry, 1 SP artillery • 33 Tank Brigade: 2 SP T-70, 1 SP T-34 • 36 Tank Brigade: 1 SP SMG, 2 SP T-70 • 18 Mechanized Brigade: 2 SP T-34, 2 SP infantry • 34 Mechanized Brigade: 1 SP T-70, 1 SP infantry • 43 Mechanized Brigade: 1 SP T-70 From the 8th Estonian Rifle Corps • 7 Estonian Rifle Division: 6 SP infantry • 249 Estonian Rifle Division: 2 SP infantry


Rules 4. Victory Conditions

The Soviet player receives victory points as follows: • For each town hex on the north-south railroad that runs from 0501 to 0137 which is occupied by a Soviet unit at the end of a Soviet impulse: +5 VPs per town hex per impulse. (Mark points gained with the Soviet VP marker.) • For each 10 SP of German combat units above 80 eliminated: +1 VP • For each 20 SP of Soviet combat units above 100 eliminated: -1 VP • For each Bunker totally destroyed: +10 VP • If Velikiye Luki is isolated at the end of the scenario: +20 VP Victory level is determined by the following schedule: • 0-10 VPs: German Strategic Victory • 11-20 VPs: German Tactical Victory • 21-30 VPs: German Marginal Victory • 31-40 VPs: Soviet Marginal Victory • 41-50 VPs: Soviet Tactical Victory • 51+ VPs: Soviet Strategic Victory Historical Result: Soviet Marginal Victory with about 31 VPs.

SCENARIO IV

The Second Relief Attempt (Turns 10-11) 1. Historical Background and Summary

Gruppe Woehler had failed in its first attempt to break through to Velikiye Luki but had managed to inflict severe losses on the defending Soviet units. 3rd Shock Army troops had been severely hampered by a scarcity of divisional artillery on the west bank and had been forced to accept disproportionate manpower and armored vehicle losses to make up for the deficiency and keep the pocket sealed. More guns were coming across now, however, and ammunition was getting across in the critical area around Velikiye Luki itself. Gruppe Woehler’s drive had been terminated in the face of this mounting resistance and could only be resumed when additional troops became available. The troops made available to beef up the relief attempt consisted of two additional infantry divisions, but it soon became apparent that only one of them was capable of making a significant offensive contribution. Another attempt had to be made, though, as the situation in Velikiye Luki was becoming desperate. The fortress was now permanently cut in half, and on January 5 the Soviets had cleared both sides of the Lowatj River in the town by a converging north-south attack. Unless the siege could be lifted immediately, the garrison was finished. Woehler’s second relief thrust made good ground and came within about three miles of linking up with the troops in the Citadel, but Purkayev’s weary tankers and riflemen found the energy to go over again to the offensive, this time against the flanks of Woehler’s penetration, and the German spearhead itself was forced to go over to the defensive to avoid encirclement.

25

2. Setup

A. German Setup Group 1. In Velikiye Luki: • 15 SP Bunker in 2021; 10 SP Bunkers in 2022, 2322 • Entire Velikiye Luki garrison, including the 5 battalions from the 83rd Infantry Division [set up in any bunker hex; each bunker hex must have at least one Personnel unit] Group 2. West of the line traced from hex 1201 south to hex 1223, southeast to hex 1726, south to hex 1732, southeast to hex 2435, and south to hex 2443: All other German units from the scenario 1 setup, and the Order of Arrival for turns 1-9. Group 3. Place one Intrinsic Garrison in each of these hexes: 0501, 0406, 0407, 0716, 0618, 0329, 0235, 0640 B. Soviet Setup On or east of the line traced from hex 1201 south to hex 1223, southeast to hex 1726, south to hex 1732, southeast to hex 2435, and south to hex 2443: All Soviet units from the scenario 1 setup, and the Order of Arrival for turns 1-9. At least 20 artillery units must set up east of the Lowatj River. Set up all four Soviet Bridges (3SA, 5S, 2MC, 8E) on the Lowatj River in any hex north of hex 2132 but not in Velikiye Luki. C. General Setup • Only set up one Bridge in hex 1637. • The German player begins the scenario with one supply point accumulated in the general pool and two supply points in Velikiye Luki. The Soviet player has no supplies accumulated.

3. Losses

A. German Losses Divisional Units • 1st SS Motorized Brigade: 3 SP motorized infantry, 1 SP heavy infantry, 1 SP AFV • 3 Mountain Division: 5 SP mountain infantry, 1 SP mountain artillery • 8 Panzer Division: 6 SP infantry, 2 SP armored infantry, 2 SP antitank, 1 SP Pz III, 4 SP Pz 38t • 20 Motorized Division: 6 SP infantry, 1 SP motorcycle, 1 SP engineer • 83 Infantry Division [excluding elements in Velikiye Luki]: 9 SP infantry, 4 SP heavy infantry, 3 SP artillery • 205 Infantry Division: 1 SP infantry • 291 Infantry Division: 2 SP heavy infantry, 2 SP engineer, 5 SP infantry • 331 Infantry Division: 2 SP infantry Non-Divisional Units • 1 Ski-Jäger Battalion (Army Group Center): 2 SP ski, 1 SP antitank • 3 Ski-Jäger Battalion (Army Group Center): 2 SP ski, 1 SP antitank • 5 Ski-Jäger Battalion (Army Group Center): 1 SP ski • 185 Assault Gun Battalion (LIX Corps): 3 SP AFVs • 18 Panzer Battalion (18 Panzer Division): 1 SP Pz III


26

White Death

• FKD armored infantry (Attachments (to Divisions)): 1 SP • Non-Divisional Personnel units: 16 SP • Velikiye Luki garrison [including 83rd Infantry Division elements]: 16 SP Personnel units, 8 SP antiaircraft, 1 SP rocket artillery, 2 SP field artillery, 14 SP bunkers B. Soviet Losses From the 3rd Shock Army • 21 Guards Rifle Division: 16 SP infantry, 3 SP artillery • 28 Rifle Division: 7 SP infantry • 360 Rifle Division: 6 SP infantry • 45 Ski Brigade: 6 SP • 100 Rifle Brigade: 2 SP infantry • 129 Tank Brigade: 1 SP T-60, 1 SP T-34 • 184 Tank Brigade: all units eliminated • 389 Tank Destroyer Regiment: 2 SP SU-76 From the 5th Guards Shock Corps • 9 Guards Rifle Division: 7 SP infantry, 4 SP artillery • 46 Guards Rifle Division: 9 SP infantry, 6 SP T-34 • 257 Rifle Division: 9 SP infantry • 92 Tank Brigade: 1 SP KV-1 From the 2nd Mechanized Corps • 381 Rifle Division: 14 SP infantry, 2 SP artillery • 31 Rifle Brigade: 4 SP infantry, 1 SP artillery • 33 Tank Brigade: 2 SP T-70, 2 SP T-34, 1 SP SMG • 36 Tank Brigade: 3 SP T-70, 2 SP T-34, 2 SP SMG • 44 Ski Brigade: 3 SP • 18 Mechanized Brigade: 2 SP T-70, 3 SP infantry • 34 Mechanized Brigade: 1 SP T-70, 2 SP infantry • 43 Mechanized Brigade: 2 SP T-70, 2 SP T-34, 4 SP From the 8th Estonian Rifle Corps • 19 Guards Rifle Division: 2 SP infantry • 7 Estonian Rifle Division: 10 SP infantry, 2 SP artillery • 249 Estonian Rifle Division: 6 SP infantry • 45 Tank Brigade: 2 SP T-70

4. Victory Conditions

The Soviet player receives victory points as follows: • For each town hex on the north-south railroad that runs from 0501 to 0137 which is occupied by a Soviet unit at the end of a Soviet impulse: +5 VPs per town hex per impulse. (Mark points gained with the Soviet VP marker.) • For each 10 SP of German combat units above 110 eliminated: +1 VP • For each 20 SP of Soviet combat units above 170 eliminated: -1 VP • For each bunker totally destroyed or captured: +10 VP • If Velikiye Luki is isolated at the end of the scenario: +20 VP Victory level is determined by the following schedule: • 0-10 VPs: German Strategic Victory • 11-20 VPs: German Tactical Victory • 21-30 VPs: German Marginal Victory • 31-40 VPs: Soviet Marginal Victory • 41-50 VPs: Soviet Tactical Victory • 51+ VPs: Soviet Strategic Victory Historical Result: Soviet Marginal Victory with about 32 VPs.

SCENARIO V

The Final Relief Attempt (Turns 12-13) 1. Historical Background and Summary

Gruppe Woehler and 3rd Shock Army now staggered as two punch-drunk fighters, both seriously hurt and neither able to gain a decisive advantage over the other. There was little hope of relieving what scattered parts of the Velikiye Luki garrison remained in the ruined city, but 3rd Shock Army had abandoned hope of cutting the Nevel-Leningrad railroad as well. While the Germans had avoided complete disaster, they had paid too high a price in blood to do so, and all that remained was to attempt to salvage as much as possible. Woehler decided on one final attempt to rescue as many survivors from the Citadel area as possible. Where brute force had failed, perhaps guile would succeed. The Brandenburgers would make their way through the Soviet lines and then spearhead a breakout attempt by the defenders of the Citadel. On January 10 a company of Brandenburgers riding on captured T-34 tanks and German assault guns broke into the city. The breakout attempt came on the night of January 13-14 and was to link up with the relief attempt now spearheaded by a fresh battalion of paratroopers (the only battalion released by 7th Flieger Division). A handful of troops managed to break through.

2. Setup

A. German Setup Group 1. In Velikiye Luki: • 15 SP Bunker in 2021; 10 SP Bunker in 2322 • Entire Velikiye Luki garrison, including the 5 battalions from the 83rd Infantry Division [set up in any bunker hex; each bunker hex must have at least one Personnel unit] Group 2. West of the line traced from hex 1201 south to hex 1224, northeast to hex 1622, southeast to hex 1823, south to hex 1830, southeast to hex 2534, and south on hex 2544: All other German units from the scenario 1 setup, and the Order of Arrival for turns 1-11. Group 3. Place one Intrinsic Garrison in each of these hexes: 0501, 0406, 0407, 0716, 0618, 0329, 0235, 0640 B. Soviet Setup On or east of the line traced from hex 1201 south to hex 1224, northeast to hex 1622, southeast to hex 1823, south to hex 1830, southeast to hex 2534, and south on hex 2544: All Soviet units from the scenario 1 setup, and the Order of Arrival for turns 1-11. Set up all four Soviet Bridges (3SA, 5S, 2MC, 8E) on the Lowatj River in any hex north of hex 2132 but not in Velikiye Luki. C. General Setup • Only set up one Bridge in hex 1637. • The German player begins the scenario with one supply point accumulated in Velikiye Luki. The Soviet player has no supplies accumulated.


Rules 3. Losses

A. German Losses Divisional Units • 1st SS Motorized Brigade: 4 SP infantry, 2 SP heavy infantry, 2 SP AFVs • 3 Mountain Division: 5 SP mountain infantry, 1 SP mountain artillery • 8 Panzer Division: 6 SP infantry, 2 SP armored infantry, 2 SP antitank, 1 SP Pz III, 5 SP Pz 38t • 20 Motorized Division: 8 SP infantry, 2 SP motorcycle, 2 SP engineer • 83 Infantry Division [excluding elements in Velikiye Luki]: 9 SP infantry, 4 SP heavy infantry, 3 SP artillery • 205 Infantry Division: 4 SP infantry, 2 SP heavy infantry • 291 Infantry Division: 2 SP heavy infantry, 2 SP engineer, 5 SP infantry • 331 Infantry Division: 8 SP infantry, 1 SP engineer Non-Divisional Units • 1 Ski-Jäger Battalion (Army Group Center): 2 SP ski, 1 SP antitank • 3 Ski-Jäger Battalion (Army Group Center): 2 SP ski, 1 SP antitank • 5 Ski-Jäger Battalion (Army Group Center): 1 SP ski • 185 Assault Gun Battalion (LIX Corps): 3 SP AFVs • 18 Panzer Battalion (18 Panzer Division): 1 SP Pz II, 3 SP Pz III, 1 SP Pz IV • FKD armored infantry (Attachments (to Divisions)): 2 SP • Non-Divisional Personnel units: 16 SP • Velikiye Luki garrison [including 83rd Infantry Division elements]: 22 SP Personnel units, 10 SP antiaircraft, 1 SP rocket artillery, 4 SP artillery, 13 SP bunkers B. Soviet Losses From the 3rd Shock Army • 21 Guards Rifle Division: 17 SP infantry, 3 SP artillery • 28 Rifle Division: 9 SP infantry • 32 Rifle Division: 2 SP infantry • 360 Rifle Division: 7 SP infantry • 45 Ski Brigade: 6 SP • 100 Rifle Brigade: 4 SP infantry • 184 Tank Brigade [now rebuilt]: 1 SP T-70 • 389 Tank Destroyer Regiment: 2 SP SU-76, 1 SP SU-122 From the 5th Guards Shock Corps • 9 Guards Rifle Division: 8 SP infantry, 4 SP artillery • 46 Guards Rifle Division: 11 SP infantry, 6 SP T-34 • 257 Rifle Division: 9 SP infantry, 3 SP artillery • 357 Rifle Division: 3 SP infantry • 92 Tank Brigade: 2 SP KV-1 From the 2nd Mechanized Corps • 18 Mechanized Brigade: 3 SP T-70, 3 SP infantry • 34 Mechanized Brigade: 2 SP T-70, 1 SP T-34, 2 SP infantry • 43 Mechanized Brigade: 2 SP T-70, 2 SP T-34, 5 SP infantry, 1 SP artillery • 381 Rifle Division: 14 SP infantry, 2 SP artillery • 31 Rifle Brigade: 4 SP infantry, 1 SP artillery • 33 Tank Brigade: 3 SP T-70, 2 SP T-34, 1 SP SMG • 36 Tank Brigade: 3 SP T-70, 2 SP T-34, 2 SP SMG • 44 Ski Brigade: 4 SP

27

From the 8th Estonian Rifle Corps • 7 Estonian Rifle Division: 10 SP infantry, 2 SP artillery • 19 Guards Rifle Division: 5 SP infantry • 249 Estonian Rifle Division: 7 SP infantry • 45 Tank Brigade: 3 SP T-70, 2 SP T-34

4. Victory Conditions

The Soviet player receives victory points as follows: • For each town hex on the north-south railroad that runs from 0501 to 0137 which is occupied by a Soviet unit at the end of a Soviet impulse: +5 VPs per town hex per impulse. (Mark points gained with the Soviet VP marker.) • For each 10 SP of German combat units above 140 eliminated: +1 VP • For each 20 SP of Soviet combat units above 190 eliminated: -1 VP • For each SP of German units initially in Velikiye Luki which survives: -1 VP • For each bunker totally destroyed or captured: +10 VP Victory level is determined by the following schedule: • 0-10 VPs: German Strategic Victory • 11-20 VPs: German Tactical Victory • 21-30 VPs: German Marginal Victory • 31-40 VPs: Soviet Marginal Victory • 41-50 VPs: Soviet Tactical Victory • 51+ VPs: Soviet Strategic Victory Historical Result: German Tactical Victory with about 18 VPs.

SCENARIO VI

The Velikiye Luki Campaign (Turns 1-13) 1. Historical Background and Summary See notes for previous scenarios.

2. Setup

As for Scenario I.

3. Losses None

4. Victory Conditions

The Soviet player receives victory points as follows: • For each town hex on the north-south railroad that runs from 0501 to 0137 which is occupied by a Soviet unit at the end of a Soviet impulse: +5 VPs per town hex per impulse. (Mark points gained with the Soviet VP marker.) • For each 10 SP of German combat units eliminated: +1 VP • For each 10 SP of isolated German combat units eliminated: +1 (additional) VP • For each 20 SP of Soviet combat units eliminated: -1 VP • For each bunker totally destroyed or captured: +5 VP


White Death

28 Victory level is determined by the following schedule: • 0-20 VPs: German Strategic Victory • 21-30 VPs: German Tactical Victory • 31-40 VPs: German Marginal Victory • 41-50 VPs: Soviet Marginal Victory • 51-60 VPs: Soviet Tactical Victory • 61+ VPs: Soviet Strategic Victory

Historical Result: Soviet Tactical Victory with about 55 VPs.

DESIGNER’S NOTES 1. The Battle

The introduction to the rules and the historical commentary for each scenario cover most of the important points of the battle around Velikiye Luki in the winter of 1942/43, but a couple additional points deserve mention. Velikiye Luki has not received as much attention as might be expected as it has largely been overshadowed by the battles around Stalingrad and Rzhev taking place at the same time. Nevertheless, Velikiye Luki was important both in its own right and in the context of the other two battles. Velikiye Luki is a small battle only by comparison to the truly massive battles of Rzhev and Stalingrad. The Red Army committed thirteen divisions and sixteen major brigades to the action and the Germans responded with eight complete (or nearly so) divisions and the manpower equivalent of at least four more divisions in non-divisional units. The battle is important also in that it serves as an interesting disproof of what has come to be the conventional wisdom on the middle period of the fighting on the Eastern Front. It has often been held that in this period the Soviets succeeded offensively only when several factors were in their favor; generally, careful planning and overwhelming numbers are considered prerequisites. At Velikiye Luki, however, Purkayev’s 3rd Shock Army was fighting under far-from-ideal conditions. While outnumbering the German troops committed, the Soviet superiority was hardly overwhelming considering the objectives of the assault. Counting all troops committed to action throughout the battle, Purkayev held a bare 1.5:1 superiority over Woehler’s force in both infantry and guns of 75mm and above (although this does include German security units, construction battalions, etc. in the proportion, as these units were thrown into the fighting). Only in armor did Purkayev hold a 3:1 edge, with about 500 Soviet tanks facing around 160 German AFVs of all types. While failing in its ultimate goal of cutting the Nevel-Leningrad railroad, the 3rd Shock Army nevertheless managed to inflict a clear tactical reverse on the German forces in the Velikiye Luki area. One measure of the German reverse is the scale of casualties suffered: Gruppe Woehler had been bled white by the end of the action. While admitting this fact in general terms, post-war German sources have nevertheless tended to play down the magnitude of German losses. The joint U.S.-German collaboration after the war, entitled Operations of Encircled Forces, claims that 5,000 troops were lost in Velikiye Luki itself, while Carrell’s Scorched Earth admits to 7,500. In fact, examination of the initial strength of the garrison, combined with the fact that fewer than 500 German troops escaped the encirclement, yields a loss figure

of between 9,000 to 10,000 men as a minimum. Adding the 12,000 casualties that Operations of Encircled Forces attributes to the relief force yields a minimum German casualty figure of 22,000 men, and this does not include losses suffered by German units in the area but not in the relief attempt (3rd Mountain Division, for example, which took a severe beating). A final consideration is the effect Velikiye Luki had on the other operations taking place simultaneously. It is difficult to tell what effect, if any, it had on the Rzhev salient offensive; since that Soviet offensive was a costly failure, there has been little speculation as to what effect additional German troops would have had. If anything, Velikiye Luki may have had a more important effect on the Stalingrad fighting, even though that was much further away. Two good divisions, the 20th Motorized and the 291st Infantry, had already been alerted for transfer to Army Group South when it proved necessary to commit them to the Velikiye Luki area instead.

2. The Game System

Every game company has a more-or-less standard procedure for game research, design, and development, and the Workshop is no exception. White Death, however, is a rather notable departure from procedure for us. As a glance at the game credits will reveal, the major research work on the game was done by Shelby Stanton, who may be familiar to you as an author on a number of military subjects. Shelby has been a friend for some time and has helped on a number of research projects in the past. This time, however, Shelby picked the subject, did the research, and then submitted the entire package to us. All we needed to supply was a game system. (This was done after considerable advance negotiations and only because, from past experience, we have come to value and trust Shelby’s work greatly. Please don’t try this yourself.) This approach could have foundered on a number of reefs, but Shelby is also an experienced gamer and much of his research was in operational accounts rather than exclusively in raw OB and map material. Consequently, he was able to choose a map scale and unit level around which to work, one that was retained with only slight modification. With the bulk of the research out of the way (about all we did was to fill in spots as to some Soviet unit identifications), I had the opportunity to concentrate on operational accounts and play around a lot with the game system, trying to achieve an integrated movement/combat system which would have some elements of simultaneity to it as well as a strong tactical feel for combat resolution. There isn’t much that is radically new about the final system, but it is put together a little differently than usual. Part of the inspiration for the movement system comes from a British game, Desert Rats. This game, for those of you who haven’t seen it, allows all units on a side to move and fight, with all units having expended as many movement points as the unit that moved the farthest. A player keeps doing this until all of his units have exhausted their movement points. It struck me that this was a fairly clever way of changing movement more towards an expression of the passage of time rather than just coverage of terrain. The problem I saw with it is that, with different movement factors for different unit types, fast units did not actually get anywhere faster; instead, they just kept moving after everyone else had stopped. To remedy this, I grafted on the movement system from our old game Avalanche - all units have the same number of movement points but expend them at different rates based upon mobility categories. Avalanche had only three mobility


Rules

29

categories (leg, track, and wheel), and one of the things I found so attractive about the Velikiye Luki system was that it allowed a progressive refinement of the system by the addition of four more categories. (I considered adding sled-mobile, but I could find no clear evidence that anyone in the battle was primarily sled-mobile, and good ideas can be carried too far.)

afraid I have to assume responsibility for that. The unit is listed as having “KV tanks” and without thinking I requested KV-85 silhouettes from the art department. I later realized that these could not be KV-85s (a bit early for them) and changed the unit ratings accordingly, but I forgot to let the art department in on the news.

The combat system is a modification of the system used in Operation Crusader with considerable adjustments for the difference in relative turn length. Morale was retained as an important element of the system in that it provided one more way to shade the relative values of units. One of the elements of the battle that I found most interesting, as I mentioned before, was the great diversity of units involved, in terms both of type and quality. It seemed to me that to fail to reflect that diversity would do the situation a severe disservice.

B. Soviet Artillery: To keep clutter on the backs of the counters down to a minimum, we did not print the weapon type with which a unit was equipped. All Soviet divisional artillery regiments were equipped with a mixture of 76mm and 122mm guns. The first and second battalions of the regiment consisted of two batteries (of four guns each) of the former and one battery of the latter. The third battalion of the regiment consisted of one battery of each. The organic artillery of the rifle and mechanized brigades was equipped with 76mm guns. The single artillery brigade in the game had about 30 152mm howitzers. The heavy mortar regiment consisted of two battalions, each with three batteries, each with six 120mm mortars. The corps- and army-level independent artillery regiments each consisted of three battalions, each of three batteries, each of two 122mm guns. The single guards rocket regiment is, of course, equipped with Katyusha multiple rocket launchers. Earlier in the war, these units were available in only limited numbers and army and front commanders were usually held personally responsible for preventing their loss. By the time of Velikiye Luki, loss of a rocket regiment was not as likely to end a general’s career abruptly, but there was still a strong premium on their remaining intact, hence the prohibition against the unit abandoning its equipment.

An area where I felt refinement was required over the Operation Crusader combat system was the procedure for allocating supporting artillery and observing for it. The smaller number of major formations and the higher reliance on created battle groups in Africa made for a generally higher degree of flexibility in crossattachment of units than was desirable in an east front game, hence the greater attention in the rules to considerations of divisional integrity and artillery observation. Owners of Jack Radey’s Korsun Pocket game will recognize that my observation rules have been greatly influenced by it. With fairly involved movement and combat rules already settled on, my primary remaining concern was to keep the game as playable as possible. To this end I kept the profile of the supply rule as low as was possible while keeping it consistent with its effect upon the battle; I eliminated air power altogether as it had virtually no overall impact on the outcome (aside from the airdropping of supplies into Velikiye Luki, which has been abstracted).

3. Soviet Units

I will attempt in this section to answer as many questions about the Soviet units that were asked by the playtesters as I can recall, as well as explain some of the things I feel might raise questions in your mind. A. Soviet Armor: The Soviet tanks in the game, when compared to the antitank and defense ratings of German AFVs, definitely come off second-best. The thing to remember is that just because a counter has a silhouette of one T-34 doesn’t mean that the relative value ratings are for one-to-one tank fights. Each Soviet counter is a tank battalion and each German counter is a tank company. Thus Soviet factors take into account both a generally lower level of tactical proficiency and the more primitive command and control procedures. This latter consideration is the reason Soviet tank units are vulnerable to tank fright. There were several times in the battle when Soviet armor either appeared to or actually did panic in the face of relatively small numbers of German AFVs. One solution would have been to give Soviet AFVs very low morale ratings, but that would not really have been the answer. The problem was not Soviet tank crew morale but rather was a difficulty in coping with fluid action. Many of you will notice that the Soviet tank units identified as KV-1s bear the silhouette of a KV-85. Absolutely correct, and I’m

C. Soviet Unit Identification and Composition: We were lucky in that we were able to discover most of the Soviet unit IDs down to battalion level for the units engaged at Velikiye Luki. There are some exceptions, and, in an attempt at truth in counter identification, these are indicated with a question mark. Some Soviet units have been omitted from the game and are divided instead among other units both as a measure of counter economy and to provide Soviet units that are included with a little healthier combat factor. Specifically, each rifle division’s engineer battalion (160 men) and antitank battalion (twelve 45mm guns and thirtysix antitank rifles) is incorporated in the strength of its component infantry regiments. In each of the rifle brigades, the brigade mortar battalion (twelve 82mm and four 120mm mortars) is incorporated in the strength of its rifle battalions. The exact supporting artillery available to 3rd Shock Army (other than the 603rd and 613th regiments) is not known, but it is known that the army was below strength in heavy artillery and drew on its divisional guns to make up the difference. The artillery units included in the game are a guess, but probably a pretty close one. There are several unusual armored units in the game that bear mention. The 92nd Tank Brigade is definitely equipped with KVs (21 operational when committed) although these vehicles were almost always concentrated in breakthrough tank regiments. On the other hand, the 34th Breakthrough Tank Regiment, which would normally have KVs, instead initially had 44 T-34s. The two organic tank battalions of the 36th Tank Brigade are known, but the reinforcing battalion is not. The only evidence of this reinforcement is a German intelligence report at the time from the area which lists the brigade’s strength as 88 mixed T-34s


30

White Death

and T-70s, well over a brigade’s standard strength of 53 tanks. Apparently suspecting a transcription error, an anonymous German staff officer wrote in the margin, “Is this verifiable?” The response written in another hand was “Yes.” During the battle, the 184th Tank Brigade was destroyed and rebuilt. When rebuilt, it was also redesignated the 78th Tank Brigade, which caused some temporary confusion in German intelligence. Separate counters for the 78th are not included. One final armored unit, which (in contrast to the others) is a guess, is the unidentified T-60 battalion of the 24th Cavalry Division. All we know about the division at that time is that it consisted of the three horsed cavalry regiments listed and apparently did not have any divisional artillery present; it was listed as “partially mechanized”.

distributing the troops between the other two. (Although TO&E did not officially reduce infantry regiments to two battalions on a permanent basis until much later, the practice was used as a field expedient as early as 1941.) The only divisional regiments in the game which had not undertaken this measure were those of the 8th Panzer Division (having two battalion regiments to start with) and those of the 20th Motorized Division (which were up to strength). The heavy infantry battalion are, as indicated on the counter, the divisional Schnell battalions, a term which defies meaningful translation. The Schnell battalion combined the functions of a divisional antitank/heavy weapons battalion, a recon unit, a reliable assault spearhead, and a divisional motorized reserve. A heavy infantry symbol seemed the closest compromise.

D. If I Had to Do It Over Again. Now that all is finalized, if I had to start from scratch there are a couple of things in the countermix I would change. Soviet engineer brigades were tiny - about the size of a battalion - but I suspect I may have underrated them. Their book strength ran from 500 to 600 men, and a strength of 3 rather than 2 may be more appropriate. Likewise, I may have underrated the Soviet SMG battalions by about a strength point. I would consider including a guards rocket regiment for 5th Guards Shock Corps in addition to the regiment of 3rd Shock Army, although this last addition would have to be playtested quite thoroughly, as one more rocket regiment could considerably hasten the fall of Velikiye Luki. Since there is no solid evidence about the exact extent of the German fortifications, the Barrage CRT and bunker modifications are based on the current artillery levels in the game and attempt to approximate the historical rate of destruction. Care should be exercised in OB tinkering due to the effect of this artillery/bunker interrelationship. [Developer Note: The SMG and Engineer units have been updated as stated.]

C. The SS: As with regular infantry, the two SS infantry regiments present had each disbanded an infantry battalion to bring the others up to strength. The SS heavy infantry battalion is not a Schnell battalion, but rather a composite assault force consisting of an armored car company, an engineer detachment, and one company from each of the two regiments of the brigade (troops left over from the disbanded battalions). The assault gun company of the brigade is not actually an SS unit but is the 459th Army Assault Gun Company, attached to the brigade. It was printed in SS colors for two reasons. First, the company remained attached to the brigade and was later absorbed into the SS. Second, there was no more room on the army color block.

4. German Units

As with the section on Soviet units, I’ll attempt to answer questions which might arise. A. German Fortifications: The two major post-war German sources on Velikiye Luki tend to discount the effects of the Velikiye Luki fortifications on the protracted resistance of the garrison. Operations of Encircled Units describes them as a ring of “hasty field fortifications around the town” and Carrell goes so far as to say that the defenders held out only through “sheer bravery”. Neither of these characterizations of the fortifications as being sketchy perimeter works explains the contemporary German records relating to them or the final message of the commander of the eastern half of the pocket: “With last strength and ammunition still holding two bunkers in center of city.” To suggest that the Germans had failed to extensively fortify the city is to pass beyond courage to foolhardiness. The Red Army had made repeated attempts to take the city during the summer of 1942, and there was every indication that they would resume their attempt at their earliest convenience. The Germans had nearly an entire year to prepare the city’s defenses, and period records indicate that they put the time to good use, constructing an intensive and indepth system of hardened bunker complexes incorporating many German-recovered, emplaced T-34s. B. German Infantry: The German divisional infantry battalions were all up to strength due to the uniquely German practice in the face of losses of disbanding one of the battalions of a regiment and

The 43rd Estonian Police Battalion, while in separate Estonian colors, is technically under the jurisdiction of the SS. The correct designation of the unit is “Estnische Schutzmannschaft Bataillon 43”. Numerous Estonians had joined the Germans following the invasion of the Soviet Union (and many fought for the Soviets as well, as a glance at the countermix will reveal), and most of them were not fascist per se, but rather nationalists who saw no hope of re-establishing Estonian autonomy short of a military defeat of the USSR. The Estonian SS Battalions, as far as I have been able to determine, however, were fascists. D. Luftwaffe Assault Guns: At this time, there was no formal 2nd LW Assault Gun Battalion. The unit in the game is an ad hoc battalion, composed of spares and recently repaired assault guns for the five assault gun companies under II LW Corps. It reported 20-30 assault guns present for possible assistance if 7th Flieger Division was committed. E. Ski Antitank Companies: One of my playtesters asked me what good a horse drawn antitank company was to a ski battalion. Each ski-jäger battalion, shortly before the Soviet offensive, had an antitank company attached to it, and this was the first time they saw action with the battalion. If it is any consolation to you, the commanders of the ski battalions apparently asked much the same question and never had it answered to their satisfaction. Throughout the battle, the antitank companies effectively served as corps troops, assigned to stiffen less-mobile infantry components of whatever formation the ski battalion was attached to. 6. Artillery: The Germans employed a wider variety of ordnance at Velikiye Luki than did the Red Army. All weapons were organized into four-gun batteries, and thus the strength of an artillery unit (generally 3) is the number of batteries in the battalion. The specific types of ordnance, and units employing them, are: • 10cm Guns: one battalion (II/70) • 10.5cm Howitzers: fifteen battalions (I & II bns of the 20, 80,


Rules 183,205,291, and 331 rgts, 6 LW bn, and I, II, & III bns of 1 LW rgt) • 15cm Howitzers: four battalions (506, 846, II/47, II/8) • 21cm Howitzers: one battalion (833) • 7.5cm Mountain Howitzers: two battalions (I & II/112) • 8.8cm Heavy Antiaircraft: one battalion (6 LW AA) • Mixed 10cm Guns and 15cm Howitzers: six battalions (III bn of the 183, 291, 20, 331, 205, and 112) • Mixed 10.5 cm Howitzers and 15cm Howitzers (SP): one battalion (III/80) • Mixed Heavy Howitzers: one battalion (845) • Mixed Weapons (one battery each 15cm howitzers and captured Soviet guns): one battalion (SS FKD) • 15cm Nebelwerfers: seven battalions (I, II, & III/11, I & II/3, I & III/55)

5. Victory Conditions

Victory conditions are an attempt at quantifying precise criteria for the determination of victory, but, as indicated in the rules, players will enjoy the game much more if they concentrate more on the overall goals of the two sides and less on counting exact victory points. For one thing, counting step losses at the end of an exciting and closely fought scenario can definitely take the edge off. The overriding goal of the German player is to keep the NevelLeningrad railroad open. If the railroad is cut for any significant period of time, the Germans lose. An additional consideration is to minimize German losses while maximizing Soviet losses. Generally, the Germans should target a 2:1 casualty ratio, although it will take a superior German player, or good die rolls, to do so. Also, casualties suffered by isolated units are more costly in an absolute sense, since stragglers and wounded become prisoners rather than eventually returning to service. Both sides should be prepared to abandon equipment if it will enable a weapons unit to escape a tight situation - men are more important than machines (unless the machines are Katyushas). The game lasts until turn 13, although the last positions in Velikiye Luki actually fell on turn 12. It is easily possible that the city defenses can be reduced as early as turn 9 or 10, and thus the German pressure from the west is essential to divert artillery and ammunition from the siege force. Frank Chadwick

DEVELOPMENT NOTES I remember when White Death was on the shelves of the game stores. I never purchased it because a battalion-scale East Front game was not my interest. (Battalion-scale North Africa was very much my interest which is why I did own Operation Crusader.) Still, I remember the game well and it is very interesting that 45 years later I found myself working on a redesign of it. My involvement in the project was entirely accidental. Compass Games agreed to accept my daughter Phoebe as an intern for her graphic design degree. For her internship, Phoebe was supposed to redo all the White Death graphics. The game arrived, she began working on it, and I got drawn in to the redesign. Having been playing wargames for over 50 years and being a published designer, it was natural to lend that experience to the project.

31

White Death is actually a very innovative game, especially for 1979! It is quite nuanced in how it represents the capabilities of each type of unit and their movement. The Impulse/Movement Point system is very clever. I can see where it influenced later game designers. In a sense I am sorry I missed out on this very forward-looking game back in 1979! In doing the redesign, the mandate was simple: update all the graphics, fix any errata, but do not change the game. Working within that framework we did several things. First was a total overhaul of the 1970s-era graphics. Phoebe did a splendid job of making the graphics new and colorful. Box art, map art, counter art, charts...all got a thorough makeover. As I read the rules and got involved in the game, I saw that there were many things that could be done to help gamers learn and play the game. Thus we built in many mnemonic helps for gamers. White Death has many special rules for nuances of different combat units; we represented them with different colors for the units’ Strength/Mobility values. The backs of the counters now have the wonderful color-coding for the various unit values. That concept makes them so much easier to use. We placed the various tracks on the playing area so no separate track cards are needed. We aligned the Weather Table with the Turn Record Track for ease of use. We added the ability to track railroad movement and Victory Points and made markers for that. (Neither of those was in the original game; presumably the gamer kept track of railroad movement and VPs on scratch paper.) We added coloring for each side’s board edges and also marked the reinforcement entry areas. All of this graphics helps means less time flipping through the rules. The charts and player cards are perhaps my favorite change, as we created easy-to-use, bold charts, Order of Arrival and OOB cards. Lastly, we made a blown up map for Velikiye Luki which should be a help to gamers; Velikiye Luki can get really congested! We added new markers to represent Isolated units, marking No Fire status, and No Weapon status; none of those were in the original game. The rules, as was typical for GDW rules, were short on illustrations and were presented in a “here are the bare bones, now go figure it out” format. They were not bad rules, just not player-friendly. I am a teacher by nature so my desire was to make the rules more accessible by giving many more examples and filling out the rules verbiage. In redoing the rules, I read through every single post about White Death on the Consimworld and Boardgamegeek forums. I wanted to make sure that the new rules answered every question that had ever been asked on these forums about the game. The redo of the rules had already Game Credits anticipated and answered about Game Design 60% of those questions but there Frank Chadwick were some really good questions, some of which I would have Redesign Developer never seen. Mathew Hinkle We sincerely hope that this Artwork remake of this innovative game Phoebe Hinkle will find new life and a new gaming audience in the 21st Copyright © 2025 century. Compass Games LLC Mathew & Phoebe Hinkle


32 Sequence of Play 0) Supply Gain Phase Gain Supply Points. Roll for Weather. Roll for Velikiye Luki release.

1) Decision Phase

Decide on Movement Points for Impulse. Move Current marker based on choice.

2) Supply Phase

Decide on Supply use & reduce Supply. Remove and add Isolated markers. Use Replacement points.

3) Movement Phase

Receive reinforcements. Move units and mark Assaults.

4) Barrage Phase

Conduct Barrage attacks.

5) Defensive Fire Phase

Non-phasing player does antitank and conventional defensive fires, & does support fire from artillery units.

6) Assault Phase

Phasing player does antitank and conventional fire by assaulting units, & does support fire from artillery units.

7) End of Impulse Phase

Move Initial marker to the same box as the Current marker. Remove Assault and No Fire markers.

8) End of Turn Phase

Reset each side’s RR marker to 0. Advance Turn marker.

Weather Effects Thaw

. Velikiye Luki Airdrop on roll of 1-4 . Partial Lake hexside AFV loss on roll of 1 . D, T, and W mobility type units cannot cross rivers

Frost

. Velikiye Luki Airdrop on roll of 1-4 . Full Lake hexside AFV loss on roll of 1

Snow

. Velikiye Luki Airdrop on roll of 1-2 . Full Lake hexside AFV loss on roll of 1 . +1 to non-AFV/Town Morale Checks . Spotting Range is 1 hex

White Death Supply (15.0)

Barrage Observation (11.2C)

Zones of Control (4.0)

Barrage Fire (11.2) . Trace to enemy hex being Barraged . Halve Barrage Value if over half Range . If target is unobserved +1 to roll for every 2 hexes or portion to target . Losses cannot be more than half a unit’s current Strength vs. H, L, P Defense . Losses are actual vs. Bunkers . Full fire vs. every unit in target hex

Movement Points (6.0, 7.0)

Support Fire (11.1)

Conventional Fire (9.0)

Strength Point Loss

. Assault only: 1 Supply . Barrage + Assault: 2 Supply . Rocket + Assault (German): 3 Supply . Defensive Support: 1 Supply . Avoid Velikiye Luki isolation: 1 Supply . Artillery cannot trace supply: No Barrage and Support Factor reduced to 1

. Non-AFV/non-Ski must stop on entering . Ski must stop on entering Ski ZOC; +1 to move from non-Ski ZOC to non-Ski ZOC . Non-AFV +1 MP to exit an ZOC . Antitank Fire vs. AFV from ZOC exit . Weapons units may not move to ZOCs . Lose 1 SP for retreat through ZOC . ZOCs do not extend into Towns or terrain Prohibited to a unit’s movement . + Cost of terrain moved through . +1 MP for an Assault . +1 MP to build or destroy a Bridge . +1 MP for non-AFV to exit an EZOC . +1 MP to Deploy artillery . +1 MP to Entrain . +1 MP for AFV to avoid antitank fire from first EZOC exit . Cannot fire at AFVs . Can only fire at H or L Defense types if all P Defense types are attacked, and such fire may not be at higher odds . Combat Factor down Slope is x2 . Close Combat units x2 for Town/Forest

Antitank Fire & AFVs (10.0)

. H and L units must choose Conventional or Antitank Fire . -1 to AFV Defense for Town/Forest . Antitank Factor down Slope is x2 . Close Combat units x2 for Town/Forest . Can only fire at Tank Destroyers if all other AFVs are attacked, and such fire may not be at higher odds

Tank Fright (14.3C)

. German AFVs, AT units, and Heavy AA are exempt (green colored) & units stacked with them are exempt . Units in Town are exempt . Affected units make Morale Check at one worse level

. 2 hex base Spotting Range . 3 hexes from top of Slope . 3 hexes from High Ground . 1 hex in Snow . +1 hex vs. Soviet 3SA Rocket regiment . 7 hexes vs. deployed Soviet artillery from German 17th Observation bn

. Trace to friendly hex being Supported . Halve Support Value if over half Range . Soviets can only Support units of same Division or Brigade . Germans can use any Support from same Division and also from one other hex . If Defensive Support Supply is not paid, Defensive Support Factors reduced to 1

. Losses from conventional fire and Barrages cannot be more than half a unit’s current strength . Losses from Antitank fire are not modified; they are actual . Lose 1 SP for retreat of any length through Enemy ZOC . Lose 1 SP when non-AFV Routs

Morale Checks (14.0) . MCs from Barrage and Antitank fire are modified by actual losses . MCs from conventional fire are modified by the table result. . Not if in Bunker with 3+ Strength . +1 if unit is Isolated . +1 for every unit that has Routed . +1 for every unit that is eliminated . +1 for non-AFV/Town in Snow Turns . Pass: roll is Morale or less; no effect . Fail: roll is 1 or 2 over Morale; retreat 2 . Rout: roll is 3+ over Morale; retreat 2 hexes & 1 SP loss for non-AFV units


Turn static files into dynamic content formats.

Create a flipbook
White Death Rulebook by compassgames - Issuu