NIGHT FIGHT: Solitaire East Front Tactics

NIGHT FIGHT: Solitaire East Front Tactics
NIGHT FIGHT: Solitaire
East Front Tactics
Contents
1.0 Introduction
2.0 Components
3.0 How to Set Up
4.0 Stacking
5.0 Sequence of Play
6.0 Random Events
7.0 Germans Entering the Map
8.0 Movement
9.0 Line-of-Sight
10.0 Spotting
11.0 German Command
12.0 Zones of Control
13.0 Combat
14.0 Rally
15.0 Artillery
16.0 German Special Units
17.0 German Special Equipment
18.0 Soviet Special Units
19.0 Bridges
20.0 Optional Rules
21.0 Scenarios
22.0 Charts and Tables
Credits
Design: Roger Mason & Eric R. Harvey
Development & Final Rules
Editing: Eric R. Harvey
Playtesters: Eric R. Harvey,
Roger Mason, Joseph Miranda,
Chistopher Cummins, Ty Bomba,
Chris Perello, John Long
Map Graphics: Joseph Youst
Counter Graphics: Eric R. Harvey
Production: Chris Cummins
and Callie Cummins
Special Thanks: John Long
© 2015 Decision Games
Bakersfield, CA.
Made & printed in the USA.
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NOTE: To remove the rules from this
magazine, carefully and slowly peel
them from the subscription card they are
attached to by peeling from the top and
then the bottom meeting in the middle.
The card is not intended to be removed.
These rules use the following color system:
Red for critical points such as errata and
exceptions, Blue for examples of play.
1.0 INTRODUCTION
Night Fight is a solitaire wargame whereby
the player commands a group of German
panzers infiltrating and attacking Soviet
forces during the Battle of Kursk, July 1943.
The game is based on an actual night action
when elements of the 6th Panzer Division
infiltrated behind Soviet lines (although there
are several scenarios included with this game
to cover other actions on the Eastern Front).
The player controls the German units, and
the game system controls Soviet forces.
1.1 Game Scale
Each vehicle represents one tank, halftrack,
or truck (and occasionally multiple
tanks, halftracks, or trucks), and each
hex represents about thirty meters from
side to side. Each game turn represents
a span of several minutes, depending
on the action that is occurring.
2.0 COMPONENTS
2.1 Map
The map shows a representative Soviet town
at night. The hexagons are used to position the
counters, regulate the movement of units, and
determine line-of-sight when resolving combat.
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Important: The map is oriented with the
south side up (notice the compass rose in hex
3840); be sure not to transpose the compass
directions referred to in the rules during set-up
and movement. Just remember that the large
river at the bottom is always considered the
north side of the map (not the south side).
Note the hexes on the map that are printed
with an building
ablaze have no
additional effect
on play; that is to
say, there is no
effect from the
fire or smoke on
movement, combat,
or visibility, etc.
2.2 The Counters
There are two general types of counters,
units and markers explained as follows.
Combat
Strength
Anti-Tank
Capability
Unit
Identification
Unit Type
Unit Classification
(Panzer VI, "Tiger")
Weight Classification
(SH = Super Heavy)
Units
Units represent various combat and
support forces. Each unit will have
the following information on it.
Unit type: this is shown by a
picture of the unit type.
Unit classification: the unit type and its
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East Front Tactics
name. For example, a Mark IV tank will
have a Mark IV tank and “Mark IV.”
Combat Strength: this is the large
number on the counters.
Antitank capable: if a unit is capable of
attacking armor, it will have this symbol.
There are two general classes of weapons,
antitank capable and non-antitank.
Unit Identification number: this is
the small number which is unique to
each unit. For example, a “3” would
mean this is the 3rd tank unit.
Weight classification: armored units
will have either Light (L), Medium (M),
Heavy (H), or Super Heavy (SH) armor.
Soft target: all units which are not
armored are “soft” targets.
Note: Movement is not printed on any units;
all German units have a basic movement
of “6.” All Soviet “mobile” units movement
is determined by a die roll (see 8.3). Soviet
“static” units never move, however.
Markers
There are several types of non-unit
counters included in the game, which
are known as markers. These are used
to indicate various conditions of game
play, listed and explained as follows.
a) Soviet Mobile Column: These are printed
“1” to “5,” corresponding to the display
boxes printed on the upper right corner of
the map and they are used to store mobile
units until the moment they are engaged.
The arrow on each marker indicates the
direction in which that Soviet Mobile
Column is moving. The reverse of each
such marker is printed with “Engaged,”
indicating a Soviet Mobile Column that
has temporarily been stopped to undergo a
spotting attempt by a nearby German unit.
b) Spotted: This is used to indicate
a unit that has been spotted.
c) Pinned: This is used to indicate
a unit that has become combat
ineffective (until rallied).
Note: The game’s “Spotted” and “Pinned”
markers (the German crosses) are printed
along the edges of the counter tree and
are intended to be manually cut out with
scissors after the die-cut game pieces
have been “punched” and removed.
d) Wreck: This is placed on the map
when a vehicle type of unit (defined
as any game piece with a “weight
category”) is eliminated.
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e) Bridge Out: This is placed on the map
where a bridge has been destroyed.
f) Artillery: This is placed into a hex where
an artillery barrage is occurring.
g) Panzer Ace: This is an elite German
tank commander and crew.
h) Flares: This is used to aid
spotting and combat.
i) Panzerfausts: This is used to
equip German infantry units with
a one-shot anti-tank weapon.
2.3 Dice
The player will need to provide himself with at
least one six-sided die (two are preferable).
3.0 HOW TO SET UP
To set up the game, follow these
steps in the order listed.
1) Choose which scenario you
want to play (see 21.0).
2) Determine if you want to play a Light,
Medium, or Heavy Intensity game.
It is recommended that new players
start with a Light Intensity game
as a sort of “training exercise.”
3) Determine the visibility on the map
(which applies to all units). Roll one
die per the die roll possibilities listed
on the Visibility Table (located on the
map). Low Visibility equals a visibility
range of two hexes, Medium Visibility
equals a visibility range of four hexes,
and High Visibility equals a range of six
hexes. Then, place the Visibility marker
in the appropriate space on the charts.
4) Determine the local Vegetation
Level. Roll one die per the die roll
possibilities listed on the Vegetation
Table (located on the map). Then,
place the Vegetation marker on the
appropriate space on the charts.
5) Determine the Soviet Troop Quality.
Roll one die per the die roll possibilities
listed on the Soviet Troop Quality
Table (located the map). Then, place
the Soviet Troop Quality marker on the
appropriate space in the charts.
6) Set five Soviet “Dummy” markers off to
the side of the map for now (they will
be added during step “8” below).
7) Set up Soviet static game pieces.
Place all of the Soviet
static game pieces (any
Soviet game piece without
a “weight category” letter
code printed in the lower
righthand corner, such as SH, H, M, and
L) face down and blindly mix them up.
Soviet static game pieces include the
Soviet Artillery, Command Post, Block
House, Supply, and exactly nine of the
other “Dummy” game pieces. Then place
the following quantity of Soviet static
game pieces (face down) in each static
set-up hex (indicated by a yellow star
symbol), depending on the game intensity
you determined during step “(2)” above.
Low Intensity: 1 static unit
per yellow-star hex.
Medium Intensity: 2* static
units per yellow-star hex.
High Intensity: 3* static units
per yellow-star hex.
*During a Medium or High Intensity game
whereby there is more than one Soviet static
game piece to be set up in the same yellow
star hex, each additional Soviet static game
piece (beyond the first one set up there) is not
placed in that yellow star hex, but is instead
randomly placed in one of the six surrounding
hexes (use the scatter diagram below).
After that additional Soviet static game
piece is placed in one of the six surrounding
hexes, then roll another six-sided die and
move it a distance of hexes—away from
that yellow star hex along a straight hex
grain—equal to that second die roll (counted
outward from the yellow star hex).
If any Soviet unit becomes placed off the
map or into a river hex, roll two six-sided
dice and instead place that unit in one of
the 11 map-edge road hexes printed around
the east, north, and west side of the map, in
numerical order from east to north to west.
For example, if rolling a “2,” that unit is instead
placed in map-edge road hex 3400; if rolling a
“3,” it is placed in hex 2900; if rolling a “7,” it
is placed in hex 1011, and so on in that way.
Note that, after setting up all of the Soviet
static units, it is not permitted for the player
to examine the remaining Soviet game pieces
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that were not placed on the map (to deduce
what was indeed placed on the map).
8) Now, set up Soviet Mobile Columns.
Place all the Soviet mobile
units face down, including
the five “Dummy” game
pieces that were set aside
during step “6,” and blindly
mix them all up (while face down). Then
randomly select nine of those counters
for each of the Soviet Mobile Column
markers (some of which could be the
“Dummy” game pieces) and place them
face down in the Mobile Column display
(printed on the map). The total number
of Soviet Mobile Columns will depend
upon the current game’s intensity level.
Low Intensity: 2 Soviet Mobile Columns
Medium Intensity: 3 Soviet
Mobile Columns
High Intensity: 4 Soviet Mobile Columns
Next, place the quantity of Soviet Mobile
Column markers on to the map equal to the
number of columns you determined above (two
for Low Intensity, three for Medium Intensity,
four for High Intensity). To do so, you choose
one Soviet Mobile Column marker and randomly
assign it a set-up hex (indicated on the map
by a black tank silhouette) by rolling a single
die and placing that Soviet Mobile Column
marker on one of the six numbered set-up
hexes (per the die roll, as listed on the map
from 1 to 6), and also doing the same for each
of the other Soviet Mobile Columns determined
above. Each Soviet Mobile Column must be
assigned to a different set-up hex on the map.
Note: In the event that a die roll places
a Soviet Mobile Column marker in the
same numbered hex as another Soviet
Mobile Column marker, re-roll the die.
Finally, after you have placed a Soviet
Mobile Column marker in a hex, face it in
such a way that its arrow symbol is pointed
down a road, but always in a direction that
is facing towards the middle of the map.
9) Purchase (recruit) the German order of
battle for the scenario you have chosen
to play. This is done by paying Recruit
Points (RP) for any German units of
the German player’s choice, per the
unit costs indicated on the Unit Table
(see the last page of these rules). The
quantity of RP that the player will receive
at the beginning of the game depends
on the intensity level chosen earlier.
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Low Intensity: 100 Recruit Points
Medium Intensity: 200 Recruit Points
High Intensity: 300 Recruit Points
Purchasing (recruiting) only ever occurs
at the beginning of a scenario, except
when additional RP are gained as a
result of a random event (see 6.0).
Note: The German player must purchase
at least one “Command” type of unit
during any scenario he plays.
4.0 STACKING
Each side can pile up to three of its own
units per hex (opposing units may never
stack together under any circumstances).
Stacking is only checked at the end of
each side’s movement phase. Therefore,
stacking limits are ignored while a unit is
moving through another friendly unit’s hex
(although moving through another unit’s
hex does affect movement; see 8.0).
Note: The Panzer Ace does
not ever affect stacking.
As mentioned, opposing units may never
stack together and this also applies
to hexes which would contain Soviet
mobile units trailing behind an unspotted
Soviet Mobile Column. See 8.4.
4.1 Wrecks
Any wreck(s) in a hex are
considered to be equivalent to
one friendly unit (regardless
of the number of wrecks)
when tallying stacking in a hex.
4.2 Stack Movement
A stack of friendly units may move together
as a stack (if not in excess of stacking limits),
but they may not split off into different
directions from that stack during the same
movement (although any unit of a stack may
be “dropped off” as the stack moves on, in
which case that dropped off unit’s movement
is then considered to be ended for that phase).
If a stack enters any friendly unit’s hex, that
friendly unit may then be moved with that
stack (if it has not already moved during that
phase), but it is assumed to have expended as
much movement as that stack up to that point.
4.3 Overstacking
Overstacking can occur (for example,
as a result of a retreat), but no unit in a
hex that is overstacked may ever spot or
fire from that hex (owing to confusion).
Moreover, when firing into an overstacked
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hex, the Combat Results Table is shifted
rightward one additional column.
4.4 Soviet Mobile Column Stacking
Stacking limits do not apply to the units
of any Soviet Mobile Column that are
not yet placed onto the map. However,
a Soviet Mobile Column marker itself
(representing one unit in its own hex) must
be counted as part of any stack normally.
5.0 SEQUENCE OF PLAY
Each scenario entails a maximum of 12 game
turns (although some scenarios specify
shorter games). When playing each game
turn, each turn must be played using the
following sequence of phases, and always in
the strict order as listed. When the last phase
of a game turn is complete, a new game turn
begins, at which time the following sequence
of phases are repeated (until the last turn
of the scenario, which ends the game).
5.1 Random Events Phase (Optional)
Check for one random event for the
current game turn (see 6.0).
5.2 German Fire Phase
The player may fire some, none, or all
German units at any Soviet unit(s) that are
present on the map and have been spotted
(if within visibility range and line-of-sight).
Note: This phase is skipped during
the first game turn of any scenario.
5.3 German Movement Phase
The player may move any German units that
did not fire during the preceding German Fire
Phase above. Each Soviet unit must attempt to
spot (10.0) any German unit that moves within
visibility range and line-of-sight (temporarily
stopping that moving German unit to do so;
see 8.5), and must then immediately fire
at that German unit, if spotted. If a Soviet
spotting attempt is not successful, a moving
German unit may then continue its movement
normally, if the German player prefers.
Note: German units do not ever fire
during the German Movement Phase,
even after they stop moving (there is no
“bounding fire” as in some other games).
See 7.0 when German units will be entering
the map during the first game turn.
5.4 German Rally Phase
The player may attempt to rally any and
all pinned German units (see 14.0).
5.5 Soviet Fire Phase
The player must fire each Soviet unit (if
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present on the map) at a spotted German
unit (that is within visibility range and
line-of-sight), if otherwise eligible.
Otherwise, a Soviet unit must always attempt
to spot a German unit that is within its visibility
range and line-of-sight. If there are multiple
German units within visibility range, a Soviet
unit must always attempt to spot the closest
unspotted German unit (see 10.0). If there
are multiple equidistant unspotted German
units within that Soviet unit’s visibility range
and line-of-sight (see 9.0), that Soviet unit
must attempt to spot one of them per 10.1.
If the spotting attempt is successful, that
Soviet unit must fire at the German unit it
just spotted (which causes that Soviet unit to
be spotted, as well). If the firing Soviet unit
is presently face down, it is flipped face up
when it is fired (regardless of the result).
5.6 Soviet Movement Phase
The player must move each Soviet Mobile
Column marker (if no unit of that column fired
during the preceding Soviet fire phase above) in
accordance with the rules for Soviet movement
(see 8.3). The German player may temporarily
stop a moving Soviet Mobile Column marker to
resolve a spotting attempt against it (see 10.0)
and then immediately fire at that unit, if it is
spotted. If a German spotting attempt (or fire) is
not successful, a moving Soviet Mobile Column
marker must then continue its movement (see
8.3) unless its movement had already ended.
If a Soviet Mobile Column marker’s movement
would cause it to enter any German unit’s hex,
that Soviet Mobile Column marker must stop in
the preceding adjacent hex instead. This does
not result in any spotting attempt or combat; it
halts that column’s movement for the remainder
of the current Soviet Movement Phase.
Note: Soviet Mobile Column units do not
ever fire during the Soviet Movement Phase,
even after they stop moving (there is no
“bounding fire” as in some other games).
5.7 Soviet Rally Phase
The player must attempt to rally all
pinned Soviet units (see 14.0).
6.0 RANDOM EVENTS
(Optional)
Random events are intended to add uncertainty
to a scenario, which is common in war. This
rule is optional and thus only implemented
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at the player’s discretion. If playing with this
rule, the beginning of each game turn must
begin with a Random Events Phase. The effect
of random events throughout the game is
to make a German victory a little tougher to
achieve (or possibly a lot tougher to achieve),
as well as add some excitement to the action.
During the Random Events Phase, the
player must roll two six-sided dice
(only once) and consult the following
list to determine what occurs:
Note: If a dice roll result is an event
that has already occurred, it is
considered to be “No Event” instead
(do not re-roll the dice in that case).
Dice Roll: OccurringEvent
2: No event.
3: Armor Breakdowns. Roll one die for
every German Heavy (H) and Super Heavy
(SH) weight category unit, as well as all
revealed Soviet Heavy (H) weight category
units (if any). On a roll of “1,” each such
unit is considered immediately Pinned.
4: Soviet Command Breakdown. Skip the
current game turn’s Soviet Rally Phase.
5: Soviet Reinforcements. Roll two six-sided
dice to determine the arrival of additional
Soviet reinforcements. The entry hex
will be one of the eleven map-edge road
hexes printed around the east, north,
and west side of the map, in numerical
order from east to north to west.
For example, if the player rolls a “2,”
the Soviet reinforcements will enter via
map-edge road hex 3400; if the player
rolls a “3,” they enter via hex 2900;
if the player rolls a “7,” they enter via
hex 1011, and so on in that way.
Note: If the rolled map-edge road hex is
presently occupied by any other unit (friendly
or enemy), the reinforcements must enter via
the next closest map-edge road hex (that is
not occupied) of the German player’s choice.
If no entry is possible, then this random event
is considered a “No Event” result instead.
Next, determine the quantity of Soviet
mobile type units that will be entering
the map as reinforcements by rolling one
six-sided die. That die roll is equivalent
to the amount of Soviet mobile type
units that are to be randomly drawn
from the pool of all Soviet mobile
units that are not already in play.
The Soviet reinforcements to enter the
map will be an additional Soviet Mobile
Column. The reinforcement Soviet Mobile
Column marker enters the map as a
procession of units exactly per 8.3.
6: Soviets Alerted. Add +2 to all
Soviet spotting attempts.
7: Bridges Blown. Roll one six-sided die
to determine how many bridges are
destroyed (and therefore unusable for
movement). Then, roll two-six sided
dice to determine which bridges are
blown; the dice roll result corresponds
to the hex number of the specific bridge
that is destroyed, listed as follows.
2: 3408
8: 2321
3: 3428
9: 2332
4: 2905
10: 2028
5: 2915
11: 1626
6: 2929
12: 1409, or 1411, or 1429
7: 2312
If a “12” is rolled, determine which of
the major bridges listed is actually blown
by rolling one more six-sided die: If the
die roll is a 1-2, 1409 is blown, if 3-4,
1411 is blown, if 5-6, 1429 is blown.
Place a “Bridge Out” marker (see
the back of some Wreck counters)
on each bridge that is blown.
8: Intelligence Report. The German player
may flip up three face down Soviet
units anywhere on the map, or all of the
face down units of one Soviet Mobile
Column (whether present on the playing
area of the map or in a display box).
9: German Reinforcements. Roll two
six-sided dice and gain that number of
Recruit Points (RP) with which to purchase
additional German units immediately
(except those already eliminated or
presently already on the map). These
additional units enter the map during
the next German Movement Phase via
the same map edge stipulated by the
current scenario (although they are
eliminated instead if unable to enter
the map because of the presence of any
Soviet unit in that map-edge hex).
10: Visibility Changes. Roll anew on the
Visibility Chart and adjust the Visibility
Track accordingly, if necessary.
11: No event.
12: No event.
Once each and every one of the above dice roll
results has occurred, no more random events
are possible during the current scenario.
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7.0 GERMANS ENTERING
THE MAP
All German units (except artillery; see 15.0)
must enter the map on the first turn’s German
Movement Phase. The scenario will indicate
which map edge the Germans enter from.
The German player may enter his units in any
order or manner he prefers, but he must do
so according to the following stipulations.
Soviet static units do not move, except when
compelled to retreat by a combat result.
Whenever an eligible unit is moved, each such
unit is moved individually (or as a stack; see
4.0) by moving it from one hex to any adjacent
hex, up to as many contiguous hexes [but never
more than] that unit’s movement allowance.
Some hexes will slow a moving unit’s
movement by subtracting from its movement
allowance as it moves, depending on the
type of terrain in each such hex (see 22.3).
Note: The facing or direction of any German
unit is never relevant during play. A German
unit is always assumed to be automatically
facing or aiming at any direction necessary to Under no circumstances may any unit enter
perform any game function, regardless of how any enemy unit’s hex. A unit may enter
hexes containing other friendly units, if not
its counter is actually positioned in a hex.
remaining overstacked there, but this slows
that moving unit’s movement by -1 per each
a) No German unit’s entry may be
friendly unit’s hex entered (regardless of how
delayed until a later turn.
many friendly units are in that same hex).
b) No German unit may exit and
then reenter the map.
Wrecks also slow a moving unit’s movement
c) No German unit may attempt to spot
by -1 per each wreck hex entered (regardless
or fire prior to entering the map.
of how many wrecks are in that hex).
d) On the first turn, all German units
Note: There is never any movement
must enter and remain on a road.
penalty to leave a hex that already
e) Panzerfaust game pieces may only enter
contains another friendly unit or wreck.
stacked with an infantry or engineers unit.
f) Flare game pieces may only enter
8.1 No Fire & Movement
stacked with a command unit.
Movement is only permitted if that
g) The 15cm sIG 33 gun may only move
unit did not fire during the immediately
when stacked with an SdKfz 251*.
preceding Combat Phase. It is suggested
h) The Pak 36(r) gun may only move
that players orient any units that fired
when stacked with an SdKfz 251*.
differently than units that did not fire as a
helpful memory aid (or, alternatively, use
*But not the engineer-type or supply-type
a coin or spare die, or some other small
SdKfz 251, nor the SdKfz 251/22 (see 8.2).
widget to place atop units that fired).
8.2 German Movement
8.0 MOVEMENT
All German units (except the 15cm sIG 33 gun,
The movement of units during
Pak 36(r) gun, Panzerfausts, and Flares*) have
play is explained as follows.
a normal inherent movement allowance of
“6,” regardless of their type (this represents
The German player is never required
they are all moving together at the same
to move (except during the first
relatively slow pace because it is night).
turn when entering the map).
Soviet Mobile Column markers are always
required to move until their movement
allowance is expended for that turn, or until
their movement is blocked by the presence of
a German unit in a hex, or until movement into
a hex would violate movement restrictions
(such as a blown bridge or because of
stacking limits). Likewise, the Soviet units
associated with a Soviet Mobile Column
marker are always required to move once
placed onto the map (although a Soviet
unit that retreated from a Soviet Mobile
Column becomes a separated unit and
moves independently thereafter; see 8.6).
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*The 15cm sIG 33 gun, Pak 36(r) gun,
Panzerfausts, and Flares can never move
independently, but rather only when
stacked with a SdKfz 251 (that is not
the engineer-type or supply-type SdKfz
251, nor the SdKfz 251/22). See 8.7.
8.3 Soviet Movement
Soviet static game pieces never move, but
otherwise Soviet Mobile Column units are
moved according to the following rules.
During the Soviet Movement Phase, each
Soviet Mobile Column (if no units of that
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column had fired during the immediately
preceding Soviet Fire Phase) must be
moved by the player up to the extent of
its movement allowance. A Soviet Mobile
Column’s movement allowance varies from
turn to turn, and is determined by the roll of
one six-sided die at the start of each Soviet
Movement Phase, which is applicable equally
to every unit of that column: The die roll
result therefore simply equals the movement
allowance for that Soviet Mobile Column for
the current movement phase. However, if
the current Intensity Level is Medium, add
+1 to that die roll. Or, if the current Intensity
Level is High, add +2 to that die roll.
Exception: During the first game turn,
all Soviet Mobile Column movement
is automatically assumed to be a
“6” (no die roll is required).
A Soviet Mobile Column marker that did not
fire must always move if capable of movement,
and Soviet Mobile Column units (if deployed
onto the map) that did not fire during the
immediately preceding Soviet Fire Phase
must always move if capable of movement
(unless any other unit of that column fired
during the fire phase of the same turn, in which
case no unit of that column may move).
When moving, a Soviet Mobile Column must
perpetually move in a direction that follows a
road, but always along a route that will take the
Soviet Mobile Column marker (or the lead unit
of that column) closer, as directly as possible
(albeit only via road hexes), to the Germanoccupied hex it is presently nearest to (by
way of road movement, not direct hexagonal
direction), even if none of those nearest
German units in that hex are actually spotted.
If a different German-occupied hex becomes
closer (either as a result of any German unit’s
movement or during the course of the Soviet
Mobile Column’s movement), that Soviet
Mobile Column will—as of the very next Soviet
Movement Phase—change directions and then
begin to move towards that other Germanoccupied hex instead (because it is now closer),
albeit always only via a road (Soviet Mobile
Columns never intentionally move off a road,
although individual units of a Soviet Mobile
Column that are retreated or become separated
from that column will act independently; see
8.6 (g)). This can happen repeatedly from turn
to turn if units from either side moves about the
map and potentially changes their proximity.
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Note: There may be instances whereby
a Soviet Mobile Column is equally close
to multiple German-occupied hexes.
In such case, the German player must
equitably randomize which of them a
nearby Soviet Mobile Column will move
closer to (via a die roll, or coin toss, or
whatever). This can also change from turn
to turn as the proximity of units change.
However, if, during its movement, any unit of
Soviet Mobile Column (or the Soviet Mobile
Column marker itself) is within visibility range
and line-of-sight of any spotted German unit(s),
that Soviet Mobile Column may potentially
forgo its current destination and move towards
the nearest spotted German unit instead (that
is to say, even if the spotted unit is actually
farther away, contrary to the normal mandate).
To determine this, the German player must
roll one six-sided die, resolved as follows.
1-3: The Soviet Mobile Column continues to
move towards the nearest German unit.
4-6: The Soviet Mobile Column will
instead move towards to nearest
spotted German unit.
A Soviet Mobile Column’s movement
mandate can and will change as units
move about the map, but its movement
mandate is only ever changed at the
beginning of the Soviet Movement Phase,
never during the course of movement.
result of combat results), that Soviet Mobile
Column must then begin movement again
towards another nearest German-occupied
hex (or possibly the nearest spotted German
unit) as explained previously (see 8.3).
*It can happen that a Soviet Mobile
Column—because it can only move along
a road—may not be able to move close
enough to be within visibility range of the
closest German unit. In such case, the Soviet
Mobile Column marker (or the lead unit of
that column) will stop in the road hex that is
as close as possible to the German unit it is
closest to on the map (“closest” is always
defined by the Soviet Mobile Column marker
itself, or the leading unit of that column). If
any German unit moves in such a way so as
to compel that Soviet Mobile Column to then
move again (in an attempt to move closer to
the closest German unit), that Soviet Mobile
Column will therefore do so normally as of
the upcoming Soviet Movement Phase.
Note: The movement of a Soviet Mobile
Column marker or units has no effect
upon the movement of another Soviet
Mobile Column marker or units, except
with regard to stacking and movement
costs (see 4.0 & 8.0, respectively).
8.4 Soviet Mobile Column Dynamics
Soviet Mobile Columns are always moved in
order of their printed number (Column 1, then
Column 2, et cetera). Only the Soviet Mobile
Column marker itself exists and moves on the
map until it is spotted (or until it spots and
Exception: If a Soviet Mobile Column
fires upon a German unit), at which time the
becomes involved in combat, its movement
Soviet mobile units associated with that Soviet
mandate may be nullified by the requisites
Mobile Column marker are all removed from
and strictures of combat (see 9.0 & 13.0).
For example, if a Soviet unit is required to fire at their display box and immediately placed onto
a spotted German unit, it will then be ineligible the map (all of them face down, except for the
spotted column marker’s unit, which is placed
to move during the Soviet Movement Phase
(because units that fire are not eligible to move face up and marked with a spotted marker).
during the movement phase of that same turn).
When placing a Soviet Mobile Column’s
units onto the map, they must be placed as a
A Soviet Mobile Column will continue to move
procession of units, one Soviet unit per hex
towards its mandated destination during the
(starting with the column marker’s hex and then
Soviet Movement Phase until such time that
trailing behind that column marker’s direction of
it is stopped by combat or is unable to move
movement) along the same road that the Soviet
any closer*. Because opposing units cannot
Mobile Column had been traveling along. This
ever occupy the same hex, it is possible and
procession of units must be laid out one unit
eventually likely that a Soviet Mobile Column
behind the other, with no hex gaps between
will be compelled to end its movement
each unit of that procession (in other words,
adjacent to some German-occupied hex or unit
they are to be laid out much like a convoy on a
(this does not result in any spotting attempt
road, one unit per hex, one behind the other).
or combat; it simply halts that column’s
movement). If a mandated destination
is subsequently no longer occupied (as a
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Note: It can happen that, when placing
Soviet mobile units onto the map, the road
hex where a particular mobile unit must
be placed is already occupied by a German
unit, or will result in overstacking with
other Soviet units. In such cases, any such
Soviet mobile unit is instead placed into the
next road hex beyond that German unit or
overstacked hex (as in, farther behind the
column). This does not result in automatic
spotting or combat, but it can be assumed
that these units have stumbled across each
other and inadvertently crossed paths.
A Soviet Mobile Column’s units, once on the
map, are compelled to move towards the
German unit that the column’s leading (front)
unit is closest to. In cases where a column
of units must change direction to move in
a difference direction, a column will never
reverse upon itself (moving backwards) or
move over itself to do so. Instead, that column
will continue to move on the road it is on in the
same direction until it finds an intersection and
another road route that will allow it to move
closer to that closest German unit by any course
that does not cause it to move over other units
of that same column, even if only temporarily.
8.5 Spotting & Firing at a
Soviet Mobile Column
A moving Soviet Mobile Column marker (or
the entire column of units, if already placed
on the map) may be temporarily stopped by
the German player if he intends to conduct a
spotting attempt against that Soviet Mobile
Column marker or any on-map Soviet unit
associated with that Soviet Mobile Column
marker (if presently on the map; a unit that
has not been placed on the map may not be
spotted or fired at). If any unit of a Soviet
Mobile Column was already spotted, it may
also be temporarily stopped by the German
player if he intends to fire at that unit.
Flip a Soviet Mobile Column marker over to
its “engaged” side whenever it is temporarily
stopped during a spotting attempt, and
then flip it back to its “column” side if the
spotting attempt was not successful.
Note: Remember, any German unit that fires
at a Soviet unit is automatically considered
spotted by any Soviet unit(s) within visibility
range and line-of-sight of that German unit.
After a spotting attempt against a Soviet
Mobile Column marker (or any on-map unit
associated with that Soviet Mobile Column),
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that Soviet Mobile Column will continue its
remaining movement, if any, unless the German
player decides to fire any eligible German unit
at any spotted Soviet unit of that column.
A Soviet Mobile Column will react in one of
several different ways, depending on the
outcome of German fire, listed as follows.
a) If there was no effect from the German fire,
the column continues movement, if any.
Soviet Mobile Column units that are not yet
on the map are not placed onto the map.
b) If the Soviet Mobile Column marker
was Pinned, Retreated, or Eliminated,
the column stops. Place all Soviet
Mobile Column units associated
with Soviet Mobile Column marker
on the map immediately. The firing
German unit is considered spotted.
c) If any unit of a Soviet Mobile Column was
Pinned, Retreated, or Eliminated, the entire
column stops for that movement phase.
If a Soviet Mobile Column is stopped, it
will remain stopped so long as any spotted
German unit remains within the visibility
range and line-of-sight of any Soviet unit
from that Soviet Mobile Column. When
there is no German unit within visibility
range and line-of-sight of any Soviet
unit from that Soviet Mobile Column,
that Soviet Mobile Column marker will
continue its movement normally (per 8.4)
as of the next Soviet Movement Phase.
8.6 Effects of Combat Against
a Soviet Mobile Column
Whenever any unit(s) of a Soviet
Mobile Column are Pinned, Retreated,
or Eliminated, the following effects
upon the column will occur.
d) If any unit of a Soviet Mobile Column
is eliminated, there is no effect to the
integrity of the column, aside from the gap
left in the column by the removal of the
eliminated unit. However, if an individual
Soviet mobile unit becomes separated from
its Soviet Mobile Column (meaning that it
is no longer adjacent to any other Soviet
mobile unit), that individual unit will then
operate (i.e., move and fire) independently.
See case “(g)” below in such a case.
Note: If a particular Soviet mobile unit is
destroyed, the remainder of that column
may move over its wreck, although that
column’s units must pay an extra movement
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point penalty, normally. A unit may stack
on top of a wreck, per 4.0, if necessary.
e) If any unit of a Soviet Mobile Column is
Pinned, every Soviet unit of that column
remains stopped until that Pinned unit is
rallied and is eligible to move (or unless
it is subsequently separated from the
column by a retreat; see (g) below in such
a case). However, a Soviet Mobile Column
will remain stopped so long as any spotted
German unit remains within the visibility
range and line-of-sight of any Soviet
unit from that Soviet Mobile Column.
f) If any unit of a Soviet Mobile Column is
Retreated, there is no effect to the integrity
of the column, aside from the gap left in
the column by the retreat of the retreating
unit (regardless of where it retreats to, and
regardless of the fact that it is also Pinned
as a result of that retreat). However, if a
mobile unit has been retreated off road (if
it is no longer occupying any road hex), that
mobile unit is considered separated from
its Soviet Mobile Column, and will then
operate (i.e., move and fire) independently.
See case “(g)” below in such a case.
Nevertheless, a Soviet Mobile Column will
remain stopped so long as any spotted
German unit remains within the visibility
range and line-of-sight of any Soviet
unit from that Soviet Mobile Column.
A unit that is retreated from a Soviet
Mobile Column becomes Pinned normally,
and it may be rallied normally (see 14.0).
g) A Soviet unit that is retreated or separated
from its Soviet Mobile Column does not
thereafter rejoin any column. Instead,
that retreated or separated unit is simply
no longer considered attached to its
former mobile column, and therefore acts
independently from thereon (meaning that
it will continue to move independently,
once it is rallied, as directly as possible
towards the nearest German unit on
the map throughout the remainder of
the scenario). Whenever this occurs, an
independent Soviet mobile unit will move
directly towards the nearest German unit
on the map per 8.3, but—unlike a Soviet
Mobile Column—it is not restricted to only
moving along a road (as a Soviet Mobile
Column is). An independent Soviet mobile
unit will move into any hex (except gullies,
full buildings, rivers, and streams) via the
most direct route towards the nearest
World at WAR 44 | OCT – NOV 2015
German unit (or a spotted German unit
instead, per 8.3) throughout the game.
h) It can occasionally happen that a Soviet
Mobile Column of mobile units—as a
result of combat—is segmented into
two or more divided columns (“divided”
is defined as there is no visibility or
line-of-sight from any units of one
segment of a Soviet Mobile Column to
any units of another segment of that
same Soviet Mobile Column). If this
occurs, each segment of that column will
then, thereafter, operate (i.e., move and
fire) as if it was its own, distinct Soviet
Mobile Column. Moreover, in such a
case, those divided units never reform
as a single mobile column again, even if
they subsequently move within visibility
range and line-of-sight of each other.
So long as there are at least two Soviet
mobile units adjacent to one another (on any
connected road), they will operate as a Soviet
Mobile Column normally (either as part of
their original Soviet Mobile Column, or as
a distinct mobile column, if divided). If any
Soviet mobile unit becomes retreated in such
a way that it is not on a road (and such that
it is not adjacent to any other Soviet mobile
unit), it will not function as a Soviet Mobile
Column thereafter, but instead will operate
(i.e., move and fire) completely independently
throughout the remainder of the current
scenario (per the criterion of case (g) above).
8.7 Transport
There are four types
of German units that
can only be moved
when stacked with
(that is, transported
by) another type
of unit, listed as follows.
15cm sIG 33 gun (may only be moved
while stacked with an SdKfz 251*)
Pak 36(r) gun (may only be moved while
stacked with an SdKfz 251*)
Panzerfaust (any quantity of
Panzerfausts may be moved while
stacked with any infantry unit).
Flares (any quantity of Flares may be moved
while stacked with any Command unit).
*Only one gun may be moved (transported)
by an SdKfz 251 (but not the engineer or
supply SdKfz 251, nor the SdKfz 251/22).
Note: The stacking limit is always strictly
three “units,” even while a unit is transporting
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another unit, but game pieces that are
not units (i.e., Flares, Panzerfausts, and
markers) have no effect on stacking, whether
being transported by another unit or not
(although Wrecks do affect stacking).
It is possible for a gun, Panzerfaust, or Flares
marker to be dropped off in a hex while its
transport moves on; this requires no additional
movement costs or special rules (the gun,
Panzerfaust, or Flares marker is simply
deposited in the hex wherever the player
intends to drop it off), but a gun, Panzerfaust,
or Flares marker can only ever be transported
if it begins the current movement phase in the
same hex as the unit that will be transporting it.
Note: Though there are Soviet trucks and
guns included in the game, they never move;
they are static units and only represent
the various kinds of random equipment
that could be encountered by the Germans
as they advance across the map.
9.0 LINE-OF-SIGHT
All combat (firing) requires visibility, a lineof-sight, and successful spotting. In other
words, no unit can be fired at unless it is
spotted within a visible line-of-sight.
Note: There is no facing or direction
required of any unit on the map. A unit
is always considered to be pointed
or aiming in whatever direction it
is attempting to spot and fire.
Visibility is determined during the game
set-up, and is the maximum distance of
contiguous hexes from the spotting unit and
the hex where an enemy unit is present.
This distance is determined by a die roll,
per the Visibility Chart on the map (either
Low visibility, which is a maximum of two
hexes, Medium visibility, which is a maximum
of four hexes, or Full visibility, which is a
maximum of six hexes). In other words, lineof-sight never exceeds maximum visibility.
Note: If a unit fires, it is automatically
considered spotted if it is within visible
range and line-of-sight of any enemy unit.
If within visibility distance, a unit can only be
spotted if it is within the spotter’s line-of-sight,
which is simply defined as a path of hexes
from the spotting unit to the hex where a
spotting attempt will occur. This path of hexes
must be free of all terrain depictions on the
map (such as the corner of a building) directly
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WW44-Rules-v3F.indd 8
in between the spotting unit and the hex
where the spotting attempt will occur. Terrain
types that block line-of-sight are listed on the
Terrain Effects Chart at the end of the rules.
If there is some doubt as to whether a terrain
depiction or a part of a terrain depiction is in
between the spotting unit’s hex and the hex
where the spotting attempt will occur, lay a
small ruler or a taut string between each corner
of the spotting unit’s hex and each corner
of the hex where the spotting attempt will
occur. If there is no straight and uninterrupted
corner-to-corner path between the two hex
locations, that line-of-sight is considered to be
blocked, and no spotting attempt is permitted
therefrom/thereto. However, if any corner of
a hex can be shown to have a clear, straight
line to any corner of the other hex, a spotting
attempt may be attempted therefrom/thereto.
Note: The terrain in the spotting unit’s
hex and inside the hex where the spotting
attempt will occur is ignored when
determining line of sight (for example,
you could attempt to spot from a building
into a treeline hex, provided that there
is no blocking terrain between them).
Units, including wrecks, never affect lineof-sight, whether friendly or enemy.
10.0 SPOTTING
All German units are known
to the player, but all Soviet units begin the
game face down, unknown to the German
player (this applies to Soviet units that
are on the map or off the map as part of a
mobile column that hasn’t been revealed
yet). While it is face down, a Soviet unit
cannot fire. A Soviet unit will be turned
face up when it has spotted a German unit,
or when a German unit has spotted it.
10.1 Soviet Spotting Attempt
During the Soviet Fire Phase and the German
Movement Phase, each Soviet unit that did
not yet fire will always attempt to spot the
closest unspotted German unit that is in its
visibility range and within its line-of-sight
(even if there are other already-spotted
German units nearby), but each Soviet
unit may only ever conduct one spotting
attempt per phase, and only against the
closest* unspotted German unit.
*If there are multiple equidistant unspotted
German units (that are closest), a Soviet unit
must always attempt to spot the unit with
the higher combat strength before the unit
with a lower combat strength. If multiple
equidistant unspotted German units have
the same combat strength, the German
player must somehow randomize (with a
die roll, or coin toss, etc.) which German
unit that Soviet unit will attempt to spot.
If a Soviet unit fails to successfully spot
any particular German unit, that Soviet unit
is nevertheless eligible to fire at any other
spotted German unit normally. A failed spotting
attempt has no effect on any other legal firing.
Note: Soviet units never attempt to spot
during their own movement phase, even
if moving adjacent to an enemy unit.
When a moving German unit enters a Soviet
unit’s line-of-sight (if within visibility range)
during the German Movement Phase, the
moving German unit is momentarily stopped
while the Soviet unit conducts a mandatory
spotting attempt (although a Soviet unit
may only ever spot one German unit per
phase, even if other moving German units
subsequently move within or through
that same Soviet unit’s line-of-sight).
If the spotting attempt is successful, that
Soviet unit is flipped face up, and then it
must immediately fire (if it is printed with a
combat strength of at least “1” or higher) at
the German unit it just spotted (which causes
that Soviet unit to be spotted, as well).
Exception: Though a Soviet unit must still
always attempt to spot an eligible German unit,
a Soviet unit does not always necessarily fire at
the unit it spots (if there is another German unit
nearby that is a higher target priority per 13.2).
10.2 German Spotting Attempt
During the German Fire Phase and the Soviet
Movement Phase, any German unit that
did not yet fire may (but is not required to)
attempt to spot any unspotted Soviet unit
that is present on the map and within visibility
range and within its line-of-sight (see 9.0), but
each German unit may only ever conduct one
spotting attempt per phase, though against
any Soviet unit that the German player prefers
(if within visibility range and line-of-sight).
Note: German units never attempt to spot
during their own movement phase, even
if moving adjacent to an enemy unit.
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Because the German player may only attempt
to spot a Soviet unit that is present on the
map, only a Soviet Mobile Column marker
itself is subject to a German spotting attempt
prior to the placement of the column’s units
on the map (in other words, the German
player may never attempt to spot unrevealed
Soviet mobile units that are assumed to be
trailing behind the column marker itself).
10.3 Spotting Attempt
To conduct any unit’s spotting attempt, the
player must simply roll one six-sided die
(whether it is a German spotting attempt or
a Soviet spotting attempt), and apply the
modifiers listed below, resolved as follows.
Die roll of 1: No effect
Die roll of 2: No effect
Die roll of 3: No effect
Die roll of 4: Spotted*
Die roll of 5: Spotted*
Die roll of 6: Spotted*
*All enemy units in that same hex are spotted.
Die Roll Modifiers
Any German unit spotting: +1
If attempting to spot an adjacent enemy unit: +1
If attempting to spot a unit that is in
or adjacent to a Flares hex: +1
Any Soviet unit spotting if the current Soviet
Troop Quality is “Guards” (see 3.0): +1
If attempting to spot a German T-34(r): -2
If attempting to spot a German
SdKfz 234 (recon): -1
If attempting to spot an enemy unit in any
building or Dense vegetation hex: -2
Any Soviet unit spotting if the current Soviet
Troop Quality is “Recruits” (see 3.0): -1
Note: Wrecks do not affect
spotting attempts.
A Soviet unit is only revealed (placed face up)
if it successfully spots or is, itself, spotted,
but any unit is considered to be spotted if a
successful spotting attempt occurs against
that unit’s hex (in other words, if a spotting
WW44-Rules-v3F.indd 9
attempt is successful, all units in the hex are
considered spotted). When a unit is spotted, a
“Spotted” marker is placed atop that unit (and
remains with that unit until the instant that it
is no longer within the visibility range and lineof-sight of any enemy unit at which time the
spotting marker is then immediately removed).
Note: Any unit that fires at any enemy unit is
automatically spotted if it is within the lineof-sight and visibility range of any enemy unit.
When a successful German spotting attempt
has occurred, the spotted hex may be attacked
by any German unit within visibility range
and line-of-sight. When a successful Soviet
spotting attempt has occurred, the spotted
hex must be attacked by every eligible
Soviet unit (if not otherwise required to
attack another priority target per 13.2) that
is within visibility range and line-of-sight.
Exception: If a “Dummy” is revealed to have
successfully spotted a German unit, that
dummy is removed from the map instead and
its spotting attempt is disregarded (dummy
units cannot ever successfully spot). However,
if a German unit has conducted a successful
spotting attempt against a Soviet unit that’s
revealed to be a dummy, it is still considered
to be a German spotting attempt, normally.
10.4 Spotting a Soviet Mobile Column
Before the mobile units of any Soviet Mobile
Column are placed onto the map, only the
Soviet Mobile Column marker itself can
spot or be spotted. Once a Soviet Mobile
Column marker spots or is spotted, all of the
units associated with that Soviet Mobile
Column are then placed onto the map
(trailing behind that Soviet Mobile Column
marker per 8.3). If a Soviet Mobile Column
marker is spotted, only the leading (front)
Soviet unit of that column is considered
spotted at this time (all of the trailing units
must be spotted individually, normally).
Once the associated units of a Soviet Mobile
Column are placed onto the map, they are
initially placed face down (except the leading
unit, if spotted), but they are then individually
eligible to attempt spotting, and can likewise
be spotted immediately (at which time they are
then turned face-up) by any eligible German
units within visibility range and line-of-sight.
Note: If the leading unit of a Soviet Mobile
Column marker is revealed to be a Dummy,
remove it from the map normally. The
World at WAR 44 | OCT – NOV 2015
column remains on the map nonetheless,
and face down normally (until each unit
is spotted). The next unit behind is then
therefore considered to be the leading unit.
However, once a Soviet Mobile
Column unit is placed on the map, it
remains on the map (whether spotted
or not) for the rest of the game.
11.0 GERMAN COMMAND
Some German units are
identified as “Command” units,
and can be beneficial to the
German player as follows.
A
When a moving Soviet unit enters a German
unit’s line-of-sight (if within visibility range)
during the Soviet Movement Phase, the moving
Soviet unit may be (but is not required to be)
momentarily stopped while an eligible German
unit conducts a spotting attempt (although a
German unit may only ever spot one Soviet
unit per phase, even if other moving Soviet
units subsequently move within and through
that same German unit’s line-of-sight).
A German command unit may transport and
employ “Flares” to aid spotting attempts.
A German unit that is within visibility and
line-of-sight of a German command unit may
add +1 to their Rally die roll (see 14.0).
A German command unit may employ
artillery fire against any enemy hex within
visibility range and line-of-sight (see 15.0).
Exception: A pinned command unit cannot
provide command, employ flares, or artillery.
12.0 ZONES OF CONTROL
No unit in this game projects any kind of
zone of control. Aside from the restriction
that opposing units cannot ever occupy
the same hex, a unit’s movement is never
affected by the proximity of any other unit
(notwithstanding the effects of combat).
13.0 COMBAT
Combat is defined as a single
unit firing at another unit that
has been successfully spotted.
German firing can only occur
during a German Combat Phase
against spotted Soviet units, or
during an enemy Movement Phase
against moving and spotted Soviet units.
Whether a German or Soviet unit, each
individual unit in the game that has
successfully spotted any enemy unit is eligible
to fire once per each eligible phase, but never
more (except per 16.0), regardless of how many
other targets may be spotted or within line-ofsight during the course of that same phase.
For example, a Soviet mobile unit may fire
once during the Soviet Combat Phase, once
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again during the German Movement Phase
(against a moving and spotted German unit).
Designer’s Note: Given the scale of the
game, there are no range limits other than
those imposed by visibility and LOS.
Combat (firing) is always resolved in order,
selecting any one firing unit and one spotted
enemy unit, one at a time, and resolving each
unit’s fire to completion before beginning the
next unit’s fire, if any. The player does not
have to designate what all of the firing units
will be firing at before he begins; he chooses
one firing unit and one target, one at a time.
Note: No unit may fire while it is moving
during its own movement phase.
13.1 Firing Soviet Units
Soviet units may only fire at German units that
are spotted (if within visibility range and lineof-sight). In such cases, every Soviet unit that
can fire must fire at whatever German units
are spotted, and must themselves be placed
on the map if part of a column that is capable
of firing at the spotted target (furthermore, all
Soviet units that fire are considered spotted,
as well, if within the visibility range and
line-of-sight of any German unit). If there are
multiple spotted German units to be fired at,
each firing Soviet unit must fire at a German
unit according to a target priority (see 13.2).
Note: When firing at a stack of enemy
units, the units in that stack are always
considered to be equally close to any firing
unit, regardless of their type or their stacking
order. However, each unit in a stack is
nevertheless always targeted individually
(they are never combined as a single target).
All of the Soviet firing requirements can
be expressed as a target priority list,
which means that—given a choice of
multiple targets—a Soviet unit must fire
at a German unit near the top of the list
before a German unit near the bottom of
the list, if possible to do so (see below).
13.2 Target Priority List
If given a choice of multiple targets (whether
in the same hex or different nearby hexes),
a firing Soviet unit must fire at German units
per the following order of priority, meaning
that a firing Soviet unit will always choose to
fire at a German unit that fulfills more of the
following criteria than another German unit
that fulfills less of the following criteria.
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1) A German unit that has not yet been fired at.
2) A German unit that is not pinned.
3) A German unit that is closer.
4) A German unit that is anti-tank capable
if the firing unit is anti-tank capable.
5) A German unit that is printed with
a higher combat strength.
All else being equal, a firing Soviet unit
will always prioritize the above criteria
in the numerical order listed above.
For example, if there are two nearby German
units, one of which is pinned and closer than
another that isn’t pinned, a Soviet unit will
choose to fire at the German unit that is not
pinned (even though it is farther away) unless
that German unit had already been fired
at, in which case, a Soviet unit will choose
to fire at the pinned German unit instead
(because it has not been fired at yet).
If, ultimately, there are multiple equidistant
German units that are identical in terms
of their priority criteria, the player must
randomize in some way (via a die roll, or
a coin toss) which one is to be fired at.
13.3 Firing Procedure
To resolve firing, follow these steps.
1) Nominate the firing unit and the
spotted enemy unit to be fired
at during the current phase.
2) Subtract the target’s Combat Strength from
the firer’s Combat Strength, and find that
result column on the top row of the CRT.
Note: A supply depot, when targeted,
is assumed to have a combat strength
of “0,” but a supply depot does not
ever spot or fire at any enemy unit.
See 18.0 (Soviet Supply Depot).
3) Possibly shift that determined column,
left or right, based on various
battlefield conditions (see 22.5):
Note: A unit stacked directly atop a
Panzerfaust is considered anti-tank capable.
4) Roll two six-sided dice and cross-reference
that dice roll result with the shifted (if
any shifts applied) column on the CRT.
5) Apply the results immediately (see below).
13.4 Combat Results
Combat results apply as follows
(regardless of the target type).
Elim: The target is eliminated immediately
and permanently. Place a wreck in that
target’s hex if the eliminated target
is Light, Medium, Heavy, or Super
Heavy weight category unit (see 13.6).
Otherwise, remove the eliminated
target from the map immediately.
Retreat: The target must retreat immediately
(although other untargeted units in the
same hex are not affected). The retreating
unit (even if the unit is a static type unit)
is therefore immediately moved a distance
of hexes farther from the enemy unit
that caused the retreat result (regardless
of its movement up to that point).
The exact distance is determined by a sixsided die roll (regardless of terrain costs);
the German player may always choose
the path of the retreat (via hexes that the
retreating unit is normally permitted to
enter) and the destination of that retreat’s
mandated distance, but only if the path
and destination are not occupied by any
enemy unit (of any type or status), and
only if the stacking limit would not be
exceeded in the destination hex (stacking
is ignored along the retreat path, however).
Furthermore, if possible, a retreat must not
be closer to any already-spotted enemy unit
(within line-of-sight and visibility range) if
multiple retreat options exist (although, if
this is not feasible, this stipulation may be
ignored). Retreating units do not ever spot.
Note: In the case of artillery fire, the
retreating unit must retreat farther away
from the nearest enemy unit, but in a way
that would put it in the same hex—or as
close as possible—as another friendly unit
(so long as that retreating unit retreated the
full distance required of its retreat roll).
A retreating unit remains spotted provided
that it is still within visibility range and line of
site during the entirety of its retreat. If, in any
hex, a retreating unit moves beyond visibility
range or line-of-site of all enemy units (even if
only temporarily), it is not considered spotted
at that moment. However, a retreating unit is
indeed considered to be a moving unit normally
and subject to spotting and even fire from other
enemy units that are eligible to spot and fire
at it normally as the retreat is conducted.
A retreated unit is also automatically pinned
(see below) once its retreat is complete.
Pinned: The target is pinned down. If
the target is moving, it must stop
moving and may not move or fire until
it is “rallied” (see 14.0). Additionally,
pinned units do not ever spot.
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Note that no unit can be pinned more than
once (there are no double-pins, etc.), and if
a unit that is already pinned becomes pinned
again, no additional effect is imposed, and
its subsequent rally attempt is not affected
or modified. A unit that is pinned must still
retreat, however, if required to do so.
In all cases, a combat result is
always implemented fully before
any other activity begins.
13.5 Wrecks
A wreck counter is placed on the
map in the hex in which any unit
printed with a weight category
was destroyed. A wreck is
equivalent to a unit for stacking purposes, but it
may not move. It may be towed away (moved)
by a tank recovery vehicle, however (see 16.0).
14.0 RALLY
During a side’s Rally Phase, you must
check all Pinned units (of that side) on the
map to see if they rally. Soviet units only
attempt to rally during the Soviet Rally
Phase, and German units only attempt to
rally during the German Rally Phase.
To rally a unit, roll one die for each pinned
unit. Add or subtract to/from the die roll all
applicable modifiers listed below to the Rally
Table (see below). If the result is “Rallied,”
remove the Pinned marker. Otherwise, the
marker remains on the unit. That unit will
become eligible to be potentially rallied
during the next friendly Rally Phase.
Die Roll of 1: No Rally
Die Roll of 2: No Rally
Die Roll of 3: No Rally
Die Roll of 4: No Rally
Die Roll of 5: Rallied
Die Roll of 6+: Rallied
Rally Die Roll Modifiers
All German units: +1 (or +2 if
Waffen SS; see 20.1)
If a German Tank Ace is stacked in that hex: +1
If the unit is currently In Command: +1
If a Soviet unit and if the current Soviet
Troop Quality is “Guards” (see 3.0): +1
15.0 ARTILLERY
The player can purchase German
artillery strikes like any other
units, but these are held off the
map and only used when “called
WW44-Rules-v3F.indd 11
in” by the German player. They are not units,
however (they do not spot, for example).
15.1 German Artillery
The German player may call in an artillery
strike during his combat phase by nominating a
hex of his choice and rolling a single six-sided
die. If there is a line-of-sight (within visibility
range) from any German Command unit to the
nominated hex, that artillery strike will only
potentially “scatter” on a die roll of “1.” If there
is a line-of-sight (within visibility range) from
any German regular unit (but no command
unit) to the nominated hex, that artillery strike
will scatter on a die roll of “1-2.” If there is
no line-of-sight from any German unit at all,
that artillery strike will scatter on a die roll of
“1-3.” An artillery strike that does not scatter
attacks the intended hex, normally (see 15.3).
15.2 Soviet Artillery
Unlike German artillery, Soviet artillery strike
markers are considered to be regular Soviet
static units inasmuch as they are blindly
placed onto the map like any other static
unit per 3.0 (7), and therefore must attempt
to spot and attack German units, normally.
However, unlike a regular static unit, a Soviet
artillery strike—when encountered—must be
picked up and then placed into the hex where
it successfully spotted a German unit. No
scatter occurs; a Soviet artillery strike attacks
whatever German unit it spotted in that hex,
which is then resolved normally per 15.4.
Soviet artillery is only encountered when
a Soviet artillery marker successfully
spots a German unit and then attacks it
(see 15.4), never when it is spotted.
Soviet artillery strikes cannot be fired at,
and no German unit may intentionally enter
any Soviet artillery strike marker’s hex.
15.3 Artillery Scatter
If an artillery strike scatters, it is not placed
in the nominated hex, but is instead placed
in one of the six surrounding hexes (this is
determined by rolling another six-sided die
and then placing the artillery strike marker
according to the die roll result as indicated by
the scatter diagram below), and next rolling
another six-sided die and moving that scattered
artillery strike marker a distance of hexes—
away from the nominated hex along a straight
path of hexes—equal to that second die roll.
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That artillery strike will then immediately
attack whatever hex it scatters to (per 15.4),
whether occupied by friendly or enemy units.
15.4 Artillery Effect
An artillery strike marker attacks all
units in the hex where it strikes, which
is simply resolved like any normal attack
(using the artillery strike marker’s printed
combat strength) per 13.4. However, only
the “Overstacked” CRT column shift, if
applicable, is relevant to an artillery strike.
Note: Even terrain does not affect an artillery
strike attack; a building or trees could actually
increase artillery’s lethality, and therefore
provide no defensive benefit in this game.
15.5 Salvos
Each artillery strike marker (whether German
or Soviet) can be conduct one attack, only, and
then is removed from the game permanently.
16.0 GERMAN SPECIAL UNITS
The game includes various special units
that entail special rules, listed as follows.
16.1 Captured T-34s
These are tanks that the Germans had
captured from the Soviets, used to infiltrate
enemy lines. A captured T-34 unit is a normal
German unit in every respect except that it
imposes a -2 die roll penalty during any Soviet
spotting attempt against the hex it occupies.
16.2 Panzer Ace
A Panzer Ace represents a
superior tank commander and
crew. The player may purchase
and place a Panzer Ace marker
atop any German unit with a
weight category of “M”, “H”, or “SH” at the
start of the scenario. The Panzer Ace must
stay with that unit for the remainder of the
game, or until its vehicle is destroyed (at which
point the Panzer Ace is also eliminated).
A Panzer Ace gives its vehicle the
following special abilities.
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East Front Tactics
+1 column shift on the Combat Results Table
when firing (but not when fired at).
+1 to the Rally die roll of any German
unit in the same hex.
Note: The Panzer Ace does not count for
stacking and cannot be attacked separately
from the vehicle it is placed with.
16.3 Engineers
These types of units can prevent bridges
from being blown (see 19.3).
16.4 Recon Vehicle
The German SdKfz 234 is considered to be a
recon vehicle and therefore is more difficult
to spot during Soviet spotting attempts. Thus,
any Soviet spotting attempt against an Sdkfz
234 suffers a -1 spotting die roll penalty.
16.5 Tank Recovery Vehicle
A Tank Recovery Vehicle automatically rallies
any one Pinned German mobile type unit (of
the German player’s choice) that is adjacent
to it during the German Rally Phase.
Additionally, a Tank Recovery Vehicle can
move any wreck. To do so, the Tank Recovery
Vehicle must start its movement in the same
hex as the wreck that it intends to move. The
Tank Recovery Vehicle then moves, with the
wreck underneath it. The two together have a
movement of “3.” At the end of their move, the
Tank Recovery Vehicle can drop off the wreck
and continue to move (if it has movement points
remaining to do so), or keep moving the wreck
(if it has movement points remaining to do so).
16.6 Supply Trucks & Halftracks
Each supply truck or supply
halftrack may provide extra
ammo for any German unit(s)
that are within three hexes
of its present hex, thereby
allowing every supplied German unit to fire
twice instead of only once during a particular
phase. A supplied German unit may be fired
twice at the same enemy target, or at two
different enemy targets instead, but that
supply truck or halftrack is then permanently
removed from the game thereafter.
17.0 GERMAN SPECIAL
EQUIPMENT
The game includes various special game pieces
that entail special rules, listed as follows.
Flares: The player may purchase
flares at the beginning of the
game, expending one RP per
one Flares marker. A Flares
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WW44-Rules-v3F.indd 12
marker is then assigned to any Command
unit (place it under that Command unit).
Thereafter, the German player can employ
a Flares marker during any phase where a
German unit will be attempting to fire at
a Soviet unit. To do so, the German player
moves that Flares marker to any hex that
is within six hexes of the Command unit it
is stacked with. For the remainder of that
game turn, all Soviet units in and adjacent
to that Flares hex are automatically within
visible range (if within line-of-sight),
regardless of the current visibility (see
9.0), although this does not result in an
automatic spotting of any Soviet unit.
Note: Flares and Panzerfausts are printed
on opposite sides of the same counters; the
player must purchase one or the other when
purchasing a Flares/Panzerfausts counter.
It is permitted for a Panzerfausts marker
to be transferred to any other unpinned
German infantry or engineer unit that is
stacked in the same hex, but this may
only ever occur at the beginning of the
German Combat or Movement Phase.
18.0 SOVIET SPECIAL UNITS
The game includes various special units
that entail special rules listed as follows.
Artillery: A Soviet artillery unit is considered
a normal Soviet static unit in all respects,
and will attempt to spot and then attack
exactly like any normal Soviet unit.
However, a Soviet artillery strike counter
cannot ever be spotted or fired at (although
no German unit may intentionally enter
any Soviet artillery strike’s hex, per
the normal rules prohibiting opposing
units from occupying the same hex).
After a Flares marker has been employed, it
Soviet Engineer Units: If any Soviet engineer
is removed (as of the next phase to follow its
unit becomes placed (during set-up) in
employment) from the game permanently.
the same hex as any bridge, that bridge
is considered to be destroyed (place a
Panzerfausts: The German
“Bridge Out” marker in that engineer’s
player may purchase
hex), although this has no effect upon the
Panzerfausts at the beginning
Soviet engineer unit itself, which remains
of a scenario, expending
in that hex as a static unit, normally.
one RP per one Panzerfausts
Command Posts: All Soviet
marker (but only during scenarios that are
units that are within three
August 1943 or later). A single Panzerfausts
hexes of a Command Post unit
counter must therefore be transported by
automatically benefit from
any German infantry or engineer unit (place
a +1 Rally die roll modifier.
it directly below that carrying German unit).
Soviet Supply Depots: All
Thus, during the German Combat Phase,
Soviet units which are
that German unit may fire its Panzerfausts
within three hexes of a
at any single spotted Soviet unit (whether
Supply Depot must roll
mobile or static) within visibility range
twice whenever firing at
and line-of-sight. A Panzerfaust is
any single target. Unlike German supply
assumed to possess a combat strength
vehicles, this does not expend the Supply
that is automatically triple that of the
Depot. However, if any Soviet Supply
carrying German unit (“6” in the case of
Depot receives a Pinned, Retreat, or
German infantry and engineer units).
Eliminated result, then roll one die to
Note: Panzerfausts and Flares are printed
see if there is an explosion. On a roll
on opposite sides of the same counters; the
of “1” only, the depot cooks off, and all
player must purchase one or the other when
units in that same hex are eliminated
purchasing a Panzerfausts/Flares counter.
automatically and immediately. All other
units, friendly and enemy, within two hexes
When resolving combat, a Panzerfausts
are attacked with a combat strength of 3.
marker does indeed qualify the carrying
Block Houses: A Block House
German unit as anti-tank capable, although
is considered a normal
a fired Panzerfausts marker is automatically
Soviet unit except that its
removed from the game after its attack
combat strength is variable
is resolved (regardless of the result).
each time that it fires at
any German unit. This variable combat
If a carrying German unit is pinned,
strength is determined by a single sixretreated, or eliminated, its Panzerfausts
sided die roll whenever any Block House
marker always shares the same fate.
is firing at a German unit; that die roll
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is equal to that Block House’s combat
strength when it is currently firing
(only). Any subsequent fire from a Block
House requires a new six-sided die roll,
regardless of the result of any previous
fire (even if against the same target).
Note: Block Houses are not considered
to be anti-tank capable.
19.0 BRIDGES
Besides random events or
scenarios that may cause bridges
to become blown, bridges can also
be inadvertently collapsed when
entered by “Super Heavy” weight category
German vehicle units, explained as follows.
Whenever any German unit with a weight
category of “SH” enters any bridge hex
anywhere on the map, the German player must
roll one die to determine if that bridge collapses
(which thereby automatically eliminates that
German vehicle unit, and any other German
unit stacked with it in that same hex when
the bridge collapses). If the die roll is “1,” that
bridge collapses (place a “Bridge Out” marker
atop that bridge hex), and that hex is thereafter
not considered to be bridged throughout the
rest of the scenario and is instead assumed to
be whatever other terrain depiction is in that
hex (i.e., either a gully, river, or a stream).
Exception: If any German engineertype unit enters or is stacked in the same
hex as a bridge, that bridge is immune
to collapse (but only while that German
engineer unit is present there).
19.1 German Engineers
In the above two cases, if a
German engineer is stacked
with the offending unit, subtract
“1” (-1) from the die roll.
L
Note: There is no difference in
game terms between a bridge
over a gully, river, or stream.
20.0 OPTIONAL RULES
20.1 Waffen SS
The game assumes that all German units are
regular army units (Wehrmacht). However,
before the game begins, the player may
instead assume that all of the German units
are Waffen SS, in which case all German
rally die rolls are modified with a +2.
During the German Kharkov Counterattack
WW44-Rules-v3F.indd 13
Scenario (see 21.3), all German units
are considered to be “SS.”
20.2 Competitive Play
Two or more players can play Night
Fight, explained as follows.
‑
At the start of a scenario, divide up the German
RP between the players evenly, dropping any
fraction. Each player then recruits their own
units. Next, determine which player will be
first and second during each game turn by
rolling a die, switching off between turns.
In other words, if the die roll has one player
going first on the first turn, the other player
goes first on the second turn, alternating
each turn thereafter; that order applies
throughout the phases of that turn, as well.
With this optional rule, the player’s units
cannot ever end any move stacked together.
Furthermore, the Command unit of one
player cannot ever provide command to other
player’s units. Moreover, supply vehicles
cannot supply any other player’s vehicles,
although there are no other restrictions
in terms of player cooperativeness.
Victory, as outlined by the current scenario,
remains as given below (see 21.0), although
the player whom is the first to achieve that
scenario’s victory condition, or who more
thoroughly fulfills that victory condition
is considered the winner among them.
21.0 SCENARIOS
21.1 Ghost Column at Kursk Scenario
By the 11 July 1943, Operation Citadel
was starting to bog down. Maj.
Franz Bake of the 6th Panzer Division was
ordered to make a night attack and seize
the bridge at the village of Rzhavets. Bake
used captured Russian T-34 tanks to lead his
columns and mislead the Russian defenders.
The Germans were able to slip deep into the
Russian defense before being discovered.
But, as the Germans approached the bridge,
the Russians managed to blow it up.
Date: July 1943
Scenario Length: 8 turns
Germans Enter: Enter from south (top)
map edge (via any road hex).
Victory: At the end of the eighth game turn,
the German player must roll two six-sided
dice; if that dice roll is less than (<) the
quantity of unpinned German units that
are presently north of (below) the river,
the German player wins the scenario.
Special Rules: At the end of each game
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turn, the German player must roll two
six-sided dice per each of the three river
bridges spanning the large river; if any
dice roll is less than (<) the current game
turn, that bridge is destroyed (place a
“Bridge Out” marker on that bridge).
The German player may not purchase
Panzerfausts during this scenario.
21.2 Stalingrad Breakout Scenario
After the 6th Army was cut off at Stalingrad,
Operations Winter Tempest and
Thunderclap were organized to relieve the
surrounded army. Winter Tempest was the
spearhead from Gen. Hoth driving eastward
towards Stalingrad. Thunderclap was
the plan for a breakout to the west from
Stalingrad. This scenario is based on the
possibility that Hitler ordered a breakout
attempt to meet the oncoming relief force.
Date: January 1943
Scenario Length: 12 turns
Germans Enter: Enter from east (left) map
edge (via any road hex except hex 1000).
Victory: At the end of the twelfth game
turn, the German player must roll two
six-sided dice; if that dice roll is equal to
or less than (<) the quantity of unpinned
German units that have exited the
map via road map-edge hex 1644, the
German player wins the scenario.
Special Rules: The German player may not
purchase any units with a weight category
of “H” or “SH.” Additionally, the German
player may not purchase Panzerfausts
or SdKfz 166s during this scenario.
21.3 Kharkov Counteroffensive Scenario
From 7 to 15 March 1943, SS panzer units
of the 4th Panzer Army were involved in the
counterattack to recapture Kharkov. Elements
of three SS armored divisions began an attempt
to encircle the city. This scenario is based on
units of the SS Panzer Division “Das Reich”
approaching the outskirts of Kharkov and
the encountering Russian resistance there.
Date: March 1943
Scenario Length: 12 turns
Germans Enter: Enter from south (top)
map edge (via any road hex).
Victory: At the end of the twelfth game
turn, the German player must roll two
six-sided dice; if that dice roll is equal
to or less than (<) the quantity of
unpinned German units that are presently
occupying any map-edge road hexes,
the German player wins the scenario.
Special Rules: All German units are
considered “SS” per 20.1. The
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East Front Tactics
German player may not purchase
Panzerfausts, PzKpfw Vs, or SdKfz
166s during this scenario.
21.4 Counterattack at Kiev Scenario
In November 1943 the Germans were trying to
recapture Kiev. Gen. Hoth and the 4th Panzer
Army were tasked with capturing the city. One
of the first attacks was led by the 25th Panzer
Division and Tiger Battalion 509. The ensuing
battle was a confusing engagement with the
Germans bumping into columns of T-34s.
Date: November 1943
Scenario Length: 10 turns
Germans Enter: Enter from
west (right) map edge.
Victory: By the end of the eighth game
turn, there must be a demonstrable
road route south of (above) the river
from the west (right) side of the map
to the east (left) side of the map, and
which is not within the visibility range
and line-of-sight of any Soviet unit
anywhere along that road’s route.
Special Rules: The German player
automatically receives one free
Command tank and one SdKfz 6-2.
22.0 CHARTS & TABLES
22.5 CRT Column Shifts
Apply the following shifts cumulatively
to the CRT when firing, if applicable.
Terrain Shift
If the target is in terrain that imposes a
“Combat Shift”: Per the TEC (22.3).
Outgunned Shift
If the firer (including artillery) is not antitank capable, but the target is anti-tank
capable: Shift two columns left.
Note: A unit stacked directly
atop a Panzerfaust is indeed
considered anti-tank capable.
Flares Shift
If the target (of either nationality) is in
the same hex or adjacent to a Flares
marker: Shift one column right.
Range Shift
If the firer* is adjacent to the target:
Shift three columns right, or;
If the firer* is two hexes from the target:
Shift two columns right, or;
If the firer* is three hexes from the
target: Shift one column right.
*Not applicable to artillery fire.
Elite Shift
If the firer is a German “SS” unit:
Shift one column right.
If the firer is a Soviet unit and the current
Soviet Troop Quality level is “Guards*”:
Shift one column right.
If the firer is a Soviet unit and the
current Soviet Troop Quality level is
“Recruits*”: Shift one column left.
*Regardless if the firing Soviet unit
is printed as “Guards” or not.
Armor Shift
If the firer’s weight category is “heavier”
than the target’s weight category (or
if the target has no weight category,
but the firer does), or if the target is
not anti-tank capable, but the firer
is: Shift one column right.
Tank Ace Shift (see 16.0)
If the firer is anti-tank capable and stacked with
the Tank Ace: Shift one column right.
Overstacked (see 4.0)
If the target hex is currently overstacked:
Shift one column right.
22.2 Soviet Unit Chart
SOVIET UNIT
RP
Cost
Combat Anti-tank
Strength Capable?
Weight
category
Description
Command Post
0
0
No
-
Soviet Headquarters Staff
Supply
0
N/A
No
-
Supply dump
M1910 Maxim
0
4
No
-
Medium machine gun
KV-2
0
4
No
Heavy
Soviet tank with 152mm gun
ZiS-3 (76mm)
0
3
Yes
-
Soviet 76mm anti-tank gun
M-42 (45mm)
0
2
Yes
-
Soviet 45mm anti-tank gun
Infantry
0
2
No
-
Soviet infantry platoon
Guards
0
3
No
-
Soviet elite infantry platoon
T-34
0
3
Yes
Medium
Soviet tank with 76mm gun
Truck
0
0
No
-
Soviet truck used for transporting
infantry, guards, Zis-3,
M-42, or M1910 Maxim
Recon
0
1
Yes
Medium
Undefined reconnaissance vehicle
KV-1
0
4
Yes
Heavy
Soviet tank with 76mm gun
Su-76
0
3
Yes
Light
Soviet assault gun with 76mm gun
T-26
0
2
Yes
Light
Soviet tank with 45mm gun
Dummy
0
N/A
No
N/A
False Information
Block House
0
N/A
No
Heavy
Fortification
Artillery
0
3
No
N/A
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22.1 German Unit Purchase Chart
GERMAN UNIT
RP
Cost
Combat Anti-tank Weight category Description
Strength Capable?
Command tank
8
1
No
Medium
Panzer III with additional commo equipment
and main gun replaced with dummy gun.
Command car
4
1
No
-
Kubelwagen staff car.
PzKpfw III
7
3
Yes
Medium
Panzer III with 50mm gun.
PzKpfw IV
9
4
Yes
Medium
Panzer IV with 75mm gun.
PzKpfw V (July 1943+)
11
5
Yes
Heavy
Panther tank with 75mm gun.
PzKpfw VI (March 1943+)
14
6
Yes
Super Heavy
Tiger tank with 88mm gun.
SdKfz 234 (recon)
5
2
Yes
Light
Puma with 50mm gun.
SdKfz 138
8
4
Yes
Light
Marder self-propelled anti-tank gun (75mm
or sometimes a captured 76mm gun).
StuG III
9
4
Yes
Medium
Assault gun with 75mm gun.
sIG 33 (Sf)
8
6
No
Light
Self-propelled 150mm howitzer.
15cm sIG 33
7
6
No
-
150mm howitzer. May only be moved when
stacked with a regular SdKfz 251.
SdKfz 6-2
4
3
No
-
Flak truck with 37mm gun.
SdKfz 166 (July 1943+)
9
6
No
Medium
Brummbar with 150mm assault gun.
T-34 (r)
8
3
Yes
Medium
Captured Russian T-34 tank in German service.
Infantry Platoon
3
2
No
-
Zug is the German term for platoon.
Engineer Platoon
4
2
No
-
Infantry with specialized equipment.
SdKfz 251/22
6
4
Yes
Light
Halftrack with mounted 75mm gun.
Pak 36 (r)
5
4
Yes
-
Captured Russian 76mm gun in German service. May
only be moved when stacked with a regular SdKfz 251.
Recovery tank
6
1
No
Super Heavy
Tiger tank converted into recovery vehicle
(what a waste of a Tiger, eh?)
SdKfz 251 (with supply)
4
1
No
Light
Halftrack with extra ammunition, etc. May
not transport other game pieces.
Truck (with supply)
2
0
No
-
Truck with extra ammunition, etc. May
not transport other game pieces.
Artillery Strike
6
6
No
N/A
An artillery salvo.
Flares
1
N/A
No
N/A
Flare pistol shot. May only be moved
when stacked with another unit.
Panzerfausts
(August 1943+)
1
Triple
Yes
N/A
German infantry-operated personal antitank weapons. May only be carried by a
German infantry or engineer unit.
Panzer Ace
10
+1
+1
+1
Skilled panzer commander and his crew.
SdKfz 251
3
3
No
Light
Halftrack used for transporting the Pak 36 or 15cm
sIG 33. Armed with a mounted machinegun.
SdKfz (with engineers)
5
2
No
Light
Halftrack loaded with engineering
equipment. May not transport other game pieces.
SdKfz 161 (January 1945)
OPTIONAL
8
4
No
Medium
Anti-aircraft tank (the Ostwind, or East Wind) that
may be purchased, but was not available during
any of the scenarios included in the game.
WW44-Rules-v3F.indd 15
World at WAR 44 | OCT – NOV 2015
R15
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22.3 Terrain Effects Chart
TERRAIN
Movement
Cost
LOS Block
Combat Shift
Road
1
No
Shift one column right.
Open
2
No
0
Building (partial*)
2
Yes
Shift two columns left (when firing at
infantry, guards, engineers only)
Building (full*)
3
Mobile units cannot enter
Yes
Shift two columns left
Block House
4
No
Shift three columns left (when firing at
infantry, guards, engineers only)
Clear Vegetation hex
1
No
0
Normal Vegetation hex
2
Yes (blocks whole hex, not just
where artwork is printed).
Shift one column left
Dense Vegetation hex
3
Yes (blocks whole hex, not just
where artwork is printed).
Shift one column left
Gully
3
No
Shift one column left
Wood Bridge
1
No
0
River Bridge
1
No
0
3
(infantry, guards,
engineers only)
No
0
River
Cannot enter
No
Not applicable
Stream
Cannot enter
No
Not applicable
Destroyed Wood
Bridge (Bridge Out)
Set-up hex
Other terrain in hex
Other terrain in hex
Per other terrain in hex
Mobile Set-up hex
Other terrain in hex
Other terrain in hex
Per other terrain in hex
Friendly unit or wreck
of either side
2 extra movement
points to enter
No
Not applicable
*A partial building is defined as any building that does not completely encompass the entire hex it is printed in (for
example, hex 2508); a full building is defined as any building that completely encompasses the entire hex it is printed
in (for example, hex 2509). Note: Hexes 1917, 1509, and 1529 are considered to be partial building hexes.
22.4 Night Fight Combat Results Table (CRT)
-4
-3
-2
-1
1
2
3
4
5+
2
-
-
-
-
-
-
-
-
-
3
-
-
-
-
-
-
-
-
Pinned
4
-
-
-
-
-
-
-
Pinned
Pinned
5
-
-
-
-
-
-
Pinned
Pinned
Retreat*
6
-
-
-
-
-
Pinned
Pinned
Retreat*
Retreat*
7
-
-
-
-
Pinned
Pinned
Retreat*
Retreat*
Elim
8
-
-
-
Pinned
Pinned
Retreat*
Retreat*
Elim
Elim
9
-
-
Pinned
Pinned
Retreat*
Retreat*
Elim
Elim
Elim
10
-
Pinned
Pinned
Retreat*
Retreat*
Elim
Elim
Elim
Elim
11
Pinned
Pinned
Retreat*
Retreat*
Elim
Elim
Elim
Elim
Elim
12
Pinned
Retreat*
Retreat*
Elim
Elim
Elim
Elim
Elim
Elim
*A Retreat result is also a Pinned result after the retreat is completed. Pinned units must retreat,
even if pinned. Any eliminated unit with a weight category leaves a wreck in the hex where it was
eliminated.
WW44-Rules-v3F.indd 16
7/28/15 4:07 PM
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