The Drive on Metz - Victory Point Games

The Drive on Metz - Victory Point Games
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
 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.
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).
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).
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:
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
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
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
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.
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
● 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
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
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).
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
[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.
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
Victory Point Games
Battle for Moscow Expansion Kit: Winter Counteroffensive Rules
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).
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:
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
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
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
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
 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.
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.
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.
[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
[12.2] Mud: On Turns 3 and 4 (and possibly
Turns 2 and 5), Mud conditions apply as
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.
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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