4 Battle for Moscow Expansion Kit: Winter Counteroffensive Rules [16.3] Stavka Resists: If a German unit enters the hex occupied by Stavka, either during a German Movement Phase or by advancing after combat, Stavka is placed on the next turn on the Game Turn Track, when it reenters play as a Russian reinforcement. Units in the Stavka Holding Box (16.8) are unaffected. If Stavka is stacked with a Russian unit that suffers an adverse Combat result, Stavka is unaffected by that result (but could be forced off the map by a German advance after combat, as per the above). [16.4] The Stavka Planning Segment: During the Housekeeping Phases after Stavka enters play, two new Steps are performed during the Stavka Planning Segment: the Stavka Communications Step and the Stavka Mode Step. [16.4.1] The Stavka Communications Step: If Stavka is not in communication (see 10.0), it is placed on the next turn on the Game Turn Track, when it reenters play as a Russian reinforcement. Units in the Stavka Holding Box (16.8) are unaffected. [16.4.2] Stavka Mode Step: The Stavka unit has two sides, each representing a different mode (Build Up or Attack). The side that is face-up indicates Stavka’s current mode. During this Step, the Russian Player may select either mode and flips the Stavka unit when it changes. The current Stavka mode dictates 1) the Russian Player Turn sequence; 2) whether units can be put into or removed from the Stavka Holding Box, and 3) can affect Russian replacements for that turn. [16.5] Reentering Play: When Stavka is removed from the map, placed on the Game Turn Track and reenters play, it does so in Build Up mode. [16.6] Build Up Mode: On turns when Stavka is in Build Up mode, the following occurs: Russian units may be added to the Russian Strategic Reserve (see 16.8.1). Russian replacements are unaffected and the Russian Player Turn sequence is: Special Movement, Combat, Regular Movement, per the Standard Battle for Moscow game Rules). [16.7] Attack Mode: On turns when Stavka is in Attack mode, the following occurs: Russian replacements are reduced by one (see 16.2). The Russian Player Turn sequence is: Regular Movement, Combat, Special Movement (i.e., the Movement Phases are switched from the usual Russian sequence). Russian reinforcements and replacements (but not released Strategic Reserves) can be placed on the map in Enemy Zones of Control. Russian units may be released from the Russian Strategic Reserve and placed on the map (see 16.8.3). [16.8] The Stavka Holding Box: Units placed in the Stavka Holding Box constitute the Russian Strategic Reserve. As shown by the number of boxes in it, there can only be a maximum of nine Russian units in the Strategic Reserve, of any type, at one time. [16.8.1] Adding Russian Units to the Strategic Reserve: Russian units can only be added to the Strategic Reserve only while Stavka is in Build Up mode according to the following procedures: Newly arriving reinforcements and units rebuilt via replacements can be placed directly in the Strategic Reserve instead of being placed on the map. An on-map unit can move to the hex occupied by the Stavka unit, spend one additional (+1) Movement Point, and be removed from the map and placed in the Strategic Reserve. [16.8.2] Taking Replacements: While in the Strategic Reserve (i.e., the Stavka Holding Box), if Stavka is in Build Up mode, reduced strength units can be flipped back to their full strength sides by receiving a replacement step as per 10.0. [16.8.3] Releasing Russian Units from the Strategic Reserve: Russian units can only be released from the Strategic Reserve and placed on the map while Stavka is in Attack mode. That just-released reserve unit can be placed at any time during either Russian Movement Phase on a hex that must be: In communication (see 10.0); Not in an Enemy Zone of Control; and No more than four hexes away from the Stavka unit. Newly placed reserve units can move normally after being placed on the map. [17.0] AIRBORNE OPERATIONS General Rule Under certain circumstances, the Russian Player can paradrop one Airborne corps per turn onto the map during a Russian Movement Phase (important: not the Russian Special Movement Phase). Qualification To perform a paradrop, that Airborne unit must begin the Russian Player’s Movement Phase in either the Moscow hex OR the © 2011 Frank Chadwick, Lance McMillan and Stavka Holding Box (regardless of Stavka’s current mode). Procedure To execute the paradrop, the Russian Player places that Airborne unit on any hex: Not occupied by an enemy unit; and No more than six hexes away from its departure point (i.e., Moscow or the Stavka unit). Restrictions: An Airborne unit cannot move on the turn it conducts a paradrop! Each Airborne unit can only conduct one paradrop per game. There are several other important differences between deploying a unit out of the Strategic Reserve and paradropping. A paradropped unit: 1) need not be placed in communication (i.e., it can be paradropped behind enemy lines); 2) it may be placed in an EZOC; and 3) can be placed up to six hexes away (not four) from the Stavka HQ unit. Another difference is that units are deployed out of the Strategic Reserve during either Russian Movement Phase, while paradrops can only occur during the normal Movement Phase. [18.0] STALIN The Stalin marker is only used in the Campaign Game. It sets up in the Moscow hex on its “Moscow” side. [18.1] The Loss of Stalin: If at any time a German unit enters the Moscow hex while the Stalin marker is still there, the game immediately ends in a Sudden Death German victory. [18.2] Evacuating Stalin From Moscow: To avoid a Sudden Death defeat, the Russian Player may evacuate Stalin from Moscow as follows: Procedure At the start of any Russian Player Turn, before receiving replacements, the Russian Player declares Stalin is being evacuated. Flip the Stalin marker to its “Kuibyshev” side and place it in the Stalin Evacuated Box on the Player Aid mat. Stalin cannot return. Evacuation Penalty: During the Russian Player Turn (only) on which Stalin is evacuated, Russian morale suffers and the following penalties are applied: Russian replacements are reduced by one (this is cumulative with 16.2), and Any Russian attacks made that turn suffer a one odds column shift to the left. End Game Penalty: The Russians lose one Victory Point (5.2) at the game’s end if Stalin has been evacuated to Kuibyshev. Victory Point Games Battle for Moscow Expansion Kit: Winter Counteroffensive Rules v1.1 Battle for Moscow Expansion Kit: Winter Counteroffensive Table of Contents [1.0] INTRODUCTION ............................. 1 [3.0] GAME EQUIPMENT ....................... 1 [4.0] SEQUENCE OF PLAY...................... 1 [5.0] HOW TO WIN ................................ 1 [6.0] SETTING UP THE GAME ................ 2 [8.0] MOVEMENT................................... 2 [9.0] COMBAT ........................................ 3 [10.0] REPLACEMENTS.......................... 3 [11.0] REINFORCEMENTS ...................... 3 [12.0] WEATHER ................................... 3 [16.0] STAVKA HEADQUARTERS ........... 3 [17.0] AIRBORNE OPERATIONS............. 4 [18.0] STALIN ........................................ 4 [0.0] USING THESE RULES [1.0] INTRODUCTION In a desperate attempt to capture Moscow by the end of 1941, the Germans launched a final attack on the city called Operation Typhoon. When their offensive finally ground to a halt just short of their goal, the Germans assumed the Soviets had similarly run out of reserves – they were wrong. The Soviet counteroffensive initially succeeded in pushing the Germans back from Moscow, liberating both Kalinin and Kaluga. But when Hitler insisted on a “hold at all costs” strategy, the Russians were stopped by a stubborn defense in front of Rzhev. This expansion kit adds two new scenarios. The first is a Campaign Game extending the play to early March, 1942, when the Spring thaw turned the countryside into a quagmire and brought the Soviet counteroffensive to a halt. The second scenario starts where Operation Typhoon ended and the Russians began their own offensive. Parts Inventory This expansion kit adds the following: ● Eight 5/8” square pieces ● 1 plastic High Tide token ● 1 Player Aid mat overlay/extension Unit Type Symbols Airborne Mechanized Stavka Cavalry Unlike all other combat units in the game which have two sides, the Russian airborne corps have only a single full-strength (front) side; the back of these units is blank, denoting the fact that these units have no reducedstrength (back). The Russian Stavka unit is a special headquarters with no Combat Strength. [4.0] SEQUENCE OF PLAY The Battle for Moscow Expansion Kit integrates with the Basic Game Rules numbering system and supplementing those rules. If there is a conflict between the two rules sets, the Expansion Kit rules take precedence. [3.0] GAME EQUIPMENT ● 1 Player Aid set up map and game notes ● 1 Rules booklet [3.2] Game Charts & Tables: The left side of the Expansion Kit Player Aid mat is placed on top of the right side of the Battle for Moscow mat such that the Expansion Kit Game Turn Track completely blocks out the Basic Game’s Turn Track. [3.3] The Playing Pieces: The following new unit types are included: Game Length: There are fourteen Game Turns in the expanded Battle for Moscow game. Alternately, players may choose to play an abbreviated game of just the last seven Game Turns (Turns 8-14) covering only the Russian Winter Counteroffensive. How the New Sequence of Play Works: The first four Phases of each turn (i.e., the German Player Turn and the Russian Replacement Phase of the Russian Player Turn) are unchanged. The next three Phases can differ depending on the Russian’s posture, shown by which side of the Stavka Headquarters unit, if in play, is up (either Attack or Build Up). While in Build Up posture, the Russian Player Turn’s Phases 6, 7 and 8 are unchanged (i.e., Special Movement, Combat, and then Regular Movement). While in Attack posture, the two Russian Movement Phases are reversed (i.e., Regular Movement, Combat, and then Special Movement). Also, two more activities are performed during the Housekeeping Phase: the Russian Army’s posture for the next turn and rolling for next turn’s weather. 8. Russian (Special) Rail Movement Phase. All Russian Mechanized Cavalry and Reserve units (only) can move again (including those that moved in Phase 6). Administrative 9. Housekeeping Phase. A. Stavka Segment: The Russian Player checks the Stavka HQ unit’s LOC and decides whether to change its posture. B. Game Turn Marker Segment: Advance the Game Turn marker or, if the last turn was played, stop and determine the winner. C. Variable Weather Segment: If the Game Turn marker was just advanced into a variable weather turn, the German player rolls a die to determine that turn’s weather. [5.0] HOW TO WIN Victory is determined primarily through the control of cities, regardless of their “in communication” status (see Rule 10.0). [5.1] The Winter Counteroffensive scenario (see 6.0) is won as follows: The Russian Player wins if he controls Moscow and has 6 or more cities on the map at the end of the game The German Player wins if he controls Moscow and it is “in Communication” (see 10.0) -OR- if, at the end of the game, he controls any six cities (including Moscow if it is not “in Communication”). Any other result is a Draw. [5.2] The Campaign Game ends immediately if either player achieves an Automatic “Decisive” Victory, defined as follows: The German Player wins an Automatic Victory the instant a German unit enters Moscow if the Stalin marker resides there (see 18.1). The Russian Player wins an Automatic Victory at the end of any Game Turn if his forces control every city on the map -OR- at the end of Game Turn 11 if the German Player has not placed the High Tide token. End Game Victory: If neither player achieves an Automatic Victory, play continues through Game Turn 14. The winner is determined by comparing the Russian’s VP score to the box the High Tide token resides in on the Campaign Game Victory Meter. Procedure Russian Player Turn (Attack posture) 6. Russian Movement Phase. All Russian units may move. 7. Russian Combat Phase. All Russian units may attack. © 2011 Frank Chadwick, Lance McMillan and 1 Victory Point Games 2 Battle for Moscow Expansion Kit: Winter Counteroffensive Rules Procedure At the end of the first German Player Turn that a German unit either moves into/through the Moscow hex or conducts an attack against defending Russian forces in the Moscow hex, the German Player receives the plastic High Tide token. Once, at the end of any German Player Turn thereafter (including the turn it was received), the German Player may place the High Tide token on the Victory Meter in the space corresponding to the current number of cities that are German controlled (including Moscow) as shown on its top-left half. Once placed, the German player cannot move this token again. The German Player must time the placement of the High Tide token carefully to achieve the best possible score. The placement of the High Tide token establishes the number of Victory Points (VPs), as shown on the bottom-right half of that same box on the Victory Meter, that the Russian Player must exceed in order to win (or equal to tie) the game. VPs are scored at the end of the game (only) as follows: Russian units left; these units are set aside, available to be rebuilt via replacements. 3. Then the German Player takes all his units and flips two 12-6, one 10-6, one 9-6, and one 8-6 Panzer corps, along with one 8-4, one 7-4, and one 6-4 Infantry corps to their reduced-strength sides. He then places his units on the map in the hexes marked with a black cross on the map (see the Player Aid sheet). At least one unit must be placed in each indicated hex. Only reduced-strength units can be placed in the three hexes indicated by the flipped arrow symbols (i.e., hexes 1002, 1102, and 1206). 4. The Stalin marker and the High Tide token are not used in this scenario. 5. Play commences with the Turn 7 Russian Replacement Phase (i.e., mid-Game Turn). The game then follows the Sequence of Play (as per Section 4.0) until Game Turn 14 is completed. +1 VP per Russian controlled city (except for Moscow, which scores +2 VPs) -1 VP if Stalin has been evacuated to Kuibyshev (see 18.2) German Panzer Losses: After its placement on the Victory Meter, the Russian Player moves the High Tide token down one box whenever a German Panzer corps is destroyed (not just reduced) and removed from the map. Even if later replaced, the High Tide token is never adjusted back upward. General Rule Units are moved during the Movement Phases (i.e., Phases 2, 4, 6, and 8) of each Game Turn, but the Russian Movement Phases vary in their order based on the current mode of the Stavka unit (see 16.0). [6.0] SETTING UP THE GAME Procedure A full Campaign Game sets up as Battle for Moscow does, with play extending beyond Game Turn 7 should the Germans not win prior to then (see 5.0). Note that additional Russian Reinforcements are placed on the Game Turn Track (see 11.0). For the Winter Counteroffensive scenario, use the following: Procedure 1. On the Game Turn Track, place the Game Turn marker (on its Russian Player Turn side) on Turn 7, and the remaining Russian Reinforcement units on their respective Game Turns (see 11.0). 2. The Russian Player takes one full-strength Shock army, five full-strength Infantry armies and five reducedstrength Infantry armies. These are placed one per hex, among the hexes marked with a red star ( ) on the map (see the Player Aid sheet). There should be six [8.0] MOVEMENT New Rule: Stacking [8.2] Stacking: When playing with this Expansion Kit, more than one unit may remain in a hex. [8.2.1] Stacking Limit: A maximum of two friendly units can be stacked together in a hex at the end of each Phase or at the end of a Retreat (see 10.6). Exception: No more than one Army-size unit (either reduced- or full-strength) can be in a hex at the end of a Phase. Thus, one Russian army and one Russian corps, or two Russian corps units can stack together. Alternately, two Axis corps units can stack together. [8.2.2] Overstacking Penalty: At the end of each Phase, units found in violation of the above Stacking Limit are removed from the map by their owning player. [8.2.3] “Stack Free” Counters: Both the Stalin marker and Stavka Headquarters unit may stack for “free” in any hex with other Russian units or each other. [8.2.4] No Coexistence: A unit can never enter a hex containing an enemy combat unit. German units may enter hexes containing only Russian stack free units. Entering Moscow while the Stalin marker is there results in an immediate German victory (see 5.0). Entering a hex with the © 2011 Frank Chadwick, Lance McMillan and Stavka unit causes it to be placed on the next turn of the Game Turn Track to reenter play (see 16.3 and 16.5). [8.3] Zone of Control: A unit entering an Enemy Zone of Control must immediately end its movement for that Movement Phase. There is no penalty or effect for leaving an enemy Zone of Control during a Movement Phase. A unit can move directly from one EZOC to another. Exception: Russian Mechanized-Cavalry units can ignore German Zones of Control that extend into Forest or Swamp hexes and thus do not have to end their movement there due to EZOCs. That is, they do not have to end their movement when entering a Forest if the German ZOC is exerted into a Forest. This “infiltration” only applies to movement, not retreating during combat! Special Movement [8.4] “Road” Movement: A unit moving along a rail line (i.e., moving from one hex to an adjacent hex connected by a rail line between their adjoining hexside) To benefit from a rail pays only one Movement line, it must cross the Point (1 MP) to enter that hexside being moved hex, regardless of the through normal costs to enter it (see the Terrain Effects Chart). In effect, it is using the rail line as a road through the rough terrain. [8.5] Special Movement Phase: Not every friendly unit can move during a player’s Special Movement Phase. Friendly Infantry units in an EZOC cannot move during their Special Movement Phase. [8.5.1] Tank Units: German Panzer and Russian Mechanized-Cavalry units can always move during both of their friendly Movement Phases and expend their entire Movement Allowance in each. [8.5.2] “Reserve” Infantry: A friendly Infantry unit that does not start its Special Movement Phase in an EZOC is in reserve and may move during that Movement Phase, but it can only expend up to half of its Movement Allowance at that time (but see Russian Rail Movement, below). It can enter an EZOC normally. [8.5.3] Russian Rail Movement: Russian Infantry units that begin their Special Movement Phase on a rail line hex and not in an EZOC can use “Rail Movement.” That is, they can expend their entire Movement Allowance (instead of just half, as above), but only if their entire Special Movement Phase movement is conducted along connected rail hexes. Note: Russian Victory Point Games Battle for Moscow Expansion Kit: Winter Counteroffensive Rules Infantry units which use Rail Movement can end their movement in an EZOC. Soviet Rail / Reserve Movement Example: A Soviet Infantry Army begins the Soviet Special Movement Phase not in an EZOC and on a rail line. It could move up to four hexes along connected rail line hexes, or could spend two Movement Points going in any direction. [9.0] COMBAT General Rule The Combat Phases (3 and 7) remain essentially unchanged, with the following provisions: [9.1] Stacking Effects on Combat: All units in the defending hex must be attacked together; their Combat Strength is totaled. Important: Only one unit may attack through each hexside. That is, while more than one unit may occupy the same hex, only one can attack across each hexside. Combat Example: The Germans are making a thrust at Moscow as illustrated above. The three Panzer corps are attacking the Soviet 1st Shock army (the 10-4), and the two German 6-strength corps cannot participate because only one unit can attack through each hexside (indicated by the symbol). The German 35th Infantry corps, however, has another hexside available to attack through, so an attack is declared for it against the untried Soviet Infantry army to the southeast. [9.2] Terrain Effects on Combat Results: Soviet Airborne units defending in Forest or Swamp terrain may ignore the requirement to retreat as a result of DR, DRL and EX combat results. Other units stacked with them must still retreat when instructed to do so. [9.3] Combat Results Explanation: When a stack of two defending units are attacked: DR (Defender Retreat): Each defending unit is retreated separately, and if it retreats into or through a hex or hexes in an EZOC, it loses one step. If it is forced to end its retreat in an EZOC, it is eliminated. DRL (Defender Retreat and Loss): The defender must take a step loss from one defending unit… EX (Exchange): First, the defender must take a step loss from one defending unit… [9.4] Moscow Ablaze: After the High Tide token is placed, or during the Winter Counteroffensive scenario, Moscow no longer provides its one column odds reduction (1) to German units defending there. This applies only to Moscow. [10.0] REPLACEMENTS General Rule If the Stavka unit is in Attack mode, the Russians receive one fewer replacement step that turn (see 16.2). There is no effect on Russian replacement steps when the Stavka unit is in Build Up mode. [11.0] REINFORCEMENTS The extended Russian reinforcements are as indicated in the Setup Rule (6.0 #2), the Game Turn Track and on the units. Reinforcement Schedule Game Turn 4: One Shock Army. Game Turn 7: Stavka Headquarters. Game Turn 8: One Shock Army, and Two Mechanized-Cavalry Corps. Game Turn 10: One Shock Army and One Airborne Corps. Game Turn 11: One Airborne Corps. Additional Reinforcement Locations Reinforcements cannot create an over-stacking situation (see 8.2) when placed. The Russian Player may also place an arriving Reinforcement unit directly into the Stavka Holding Box (see 16.8.1) if there is an available space in that box and the Stavka unit is in Build Up mode. Important: If the Stavka unit is in Attack mode, Russian reinforcements and replacements can be placed on the map in Enemy Zones of Control (see 16.8.3). Reinforcements must be placed on their turn of entry or they are lost. [12.0] WEATHER General Rule Weather turns are not always fixed and there are some new weather effects, as summarized on the Player Aid mat. Procedure [12.1] Random Weather: At the end of the Housekeeping Phases of Game Turns 1, 4, 7 and 11, after the Game Turn marker is advanced to the next (variable weather) Game Turn but before that turn commences, the German Player rolls a die to determine the weather for that turn. On a roll of ! through $ the previous turn’s weather continues in effect. On a roll of % or ^, it changes to the weather condition shown on this expansion kit’s Game Turn Track. © 2011 Frank Chadwick, Lance McMillan and 3 [12.2] Mud: On Turns 3 and 4 (and possibly Turns 2 and 5), Mud conditions apply as follows: Movement in Mud: All movement in both the Regular and Special Movement Phases, except Russian Rail Movement, is reduced to one hex per Phase. Combat in Mud: The Combat Strengths of Panzer and Mechanized units are totaled and then halved when attacking (only, not when defending). Retain fractions when halving (e.g., half of 9 is 4.5). The strength of Infantry units is unaffected. [12.3] Snow: On Turns 9, 10 and 11 (and possibly on Turns 8 and 12) Snow conditions apply as follows: Movement in Snow: It costs two (2) Movement Points to enter a clear terrain or city hex during snow; road movement [8.4] is not possible during Snow conditions. Forest and Swamp hexes are unaffected. Combat in Snow: Rivers are frozen and have no combat effect. Frostbite during Snow: At the end of the German Player Turn during snow, if the German Player has conducted any attacks, he must reduce one full-strength unit of his choice that participated in an attack. If all German units that participated in attacks are already at reduced strength, one must be eliminated. If the German Player did not conduct any attacks that turn, then no frostbite effect is applied. Replacements during Snow: If Snow conditions are in effect, the German Player receives no replacements that turn. [16.0] STAVKA HEADQUARTERS General Rule The Russian Stavka Headquarters unit (hereafter referred to simply as “Stavka”) represents the on-map location of the Soviet Strategic Reserve. Its principle purpose is to show the operational posture (or “mode”) of the Russian Army (i.e., Build Up or Attack) and serve as the assembly area for Russian units held (off map) in the Stavka Holding Box on the Player Mat. [16.1] Stavka Characteristics: Stavka enters play in Build Up mode as a Russian reinforcement on Game Turn 7. It does not count for stacking purposes (8.2.3), does not exert a Zone of Control (7.0), and has no Combat Strength (even if there are Russian units in the Stavka Holding Box). Although it moves like a normal Infantry unit, it cannot voluntarily enter an EZOC. [16.2] The Russian Replacement Phase: When Stavka is in Attack mode (16.7), the Russians receive one less (-1) replacement step that turn (but never fewer than zero). Victory Point Games
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