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1941-43 Barbarossa To Citadel

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The document provides details on battalion organization and scenarios for playing WWII battles on the Eastern Front between German, Soviet and other Axis and Allied forces.

The main Axis forces involved in Operation Barbarossa were the German Army Groups North, Center and South supported by Hungarian, Romanian, Slovakian and Italian troops. The main Soviet force was the Red Army.

Some of the early successes of the German invasion included destroying many Soviet aircraft on the ground, achieving air superiority, and allowing German panzer formations to advance rapidly and encircle large numbers of Soviet troops.

1

Acknowledgements
Thanks to Christopher Brown and the members of Loughton Strike Force for their assistance with
design and play testing. Thanks to Martin Stanbridge and Gary Williams for the Ponyri and Pavlov's
House terrain featured in this supplement and to Joe Bilton for his superb maps that really bring
the scenarios to life.

2
CONTENTS
1. INTRODUCTION 4

2. Eastern front ADDITIONAL RULES 7

3. BATTALION ORGANISATION 10
3.1 Russian Battalion 12
3.2 German Battalion 15
3.3 Hungarian Battalion 18
3.4 Romanian Battalion 20
3.5 Italian Battalion 22
3.6 Finnish Battalion 24

4. Eastern Front Scenarios 26


Campaign Rules 26
Scenario 1 - Advance to Smolensk 27
Scenario 2 - Roads to Moscow 32
Scenario 3 - Counter-Attack at Kharkov 36
Scenario 4 - Operation Blau 40
Scenario 5 - Pavlov's House 44
Scenario 6/7/8 - Kursk, 1943 48
Scenario 6 - Kursk Part I - Assault on Ponyri 50
Scenario 7 - Kursk Part II - Hill 254 53
Scenario 8 - Kursk Part III - Prokhorovka (Tank Battalion game.) 57

5. Briefing & FAQ 61

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1 INTRODUCTION
After defeating the western powers in the 1940 campaign in France and the Low Countries, Hitler
turned his attention to the East and the Soviet Union. Stalin’s Russia was the very embodiment
of the Bolshevik menace that National Socialism so vilified but with whom, to the surprise of
the international community, it had found a working entente in the form of the Treaty of Non-
Aggression signed in August 1939 and heralding the invasion of Poland by both powers in the
following month. Despite the apparent mutual benefits of such a treaty, for Hitler the political
always outweighed the practical and, on June 22nd 1941, more than three million German and Axis
troops invaded the Soviet Union along a 1,800-mile-long front, launching Operation Barbarossa.

The German forces consisted of three army groups. Army Group North under General Wilhelm von
Leeb attacked towards the Baltic states and Leningrad. Army Group South under General Gerd
von Rundstedt attacked into Ukraine aiming at Kiev, and then onto the Black Sea and the Sea of
Azov. Finally Army Group Centre under General Fedor von Bock tasked with taking Smolensk and
eventually the Russian capital, Moscow. Bolstering these army groups were significant formations
of Germany's Axis allies, including Hungarian, Romanian, Slovakian and Italian troops with the
Finns entering the conflict as a co-belligerent within days.

Despite numerous warnings from his own and foreign intelligence sources, Stalin had refused to
believe that Hitler was planning to break the treaty and attack the Soviet Union. As a result, the
German invasion caught the Red Army off guard and achieved complete surprise. This enabled
the Luftwaffe to destroy numerous Russian aircraft on the ground and to secure air superiority.
This allowed the German panzer formations to make great advances into Russian territory that
were as stunning as they were rapid.

On the southern flank of Bock’s Army Group, Guderian’s tanks advanced fifty miles beyond the
frontier on the first day of the invasion and by late June they were at Minsk, 200 miles beyond it.
These lighting penetrations by fast-moving armoured columns in turn were able to encircle vast
numbers of Russian troops who struggled to escape before the slower moving German infantry
divisions closed the pockets entirely. Some 300,000 prisoners were taken in and around Minsk and
this set the tone for the rest of the summer campaign.

In desperation, the Russians were forced to trade space for time, destroying supplies, bridges, and
even evacuating entire factories to the Urals to escape the German invasion. By the end of August,
with German panzer divisions just over 200 miles from the Soviet capital, Hitler ordered that the
drive on Moscow be delayed in favour of focusing on Ukraine to the South, despite the protests
of his Generals.

The Soviet front South of Kiev was broken by the end of July, and in the next fortnight the Germans
swept down to the Black Sea mouths of the Bug and Dnieper rivers. Kleist was then ordered to wheel
northward from central Ukraine and Guderian southward from Smolensk. By the end of September
the claws of this gigantic encircling movement had caught 520,000 men. These disastrous
encirclements were partly the fault of inept Soviet high commanders and partly the result of
Stalin stubbornly overriding the advice of his Generals and ordering his armies to stand and fight
rather than allowing them to retreat to the East and regroup in preparation for a counteroffensive.

4
As winter approached, Hitler stopped Leeb’s northward drive on the outskirts of Leningrad. The
Germans had managed to cut Leningrad off from the rest of Russia but were not strong enough to
take the city itself. Instead, Hitler ordered his forces to starve Leningrad into submission, beginning
a siege that would end up lasting some 872 days until early 1944.

In early October, Hitler ordered the launch of Operation Typhoon, what was intended as the final
German offensive against Moscow. Army Group Centre renewed its advance on the Russian capital
on October the 2nd and its prospects looked bright when Bock’s armies encircled and captured
around 600,000 more Soviet troops around Vyazma. That left the Germans with an almost clear
path to Moscow; however factors were starting to build up against the German offensive. It was
now late October and the primitive road network had become a morass of dense mud with the
weather becoming worse. In addition, the German armed forces were simply being worn out
after months of continuous advances and battles across hundreds of miles of terrain. Some of the
German generals wanted to break off the offensive and to take up a suitable winter positions, but
Bock and the senior German generals wanted to press on, believing that the Soviets were on the
verge of collapse.

However, the delay on the central front caused by Hitler's diversion to the South, had given the
Soviets time to strengthen the defence of their capital and to bring reinforcements to the front
from Siberia. These formations helped the Red Army beat back the attack on the very outskirts of
Moscow, finally halting the German offensive for good as the winter weather finally arrived. Soviet
forces then mounted a surprise counter-attack in early December, putting the Germans on the
defensive and forcing them away from the capital.
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Despite its territorial gains and the damage inflicted on the Red Army, Operation Barbarossa had
failed in its primary objective: to force the Soviet Union to capitulate. However, fighting was far
from over on the Eastern Front. Winter was to be an interlude which bought the Soviets time to
reorganise and re-arm with a mix of home-produced weapons and Lend Lease equipment from
Britain and later the United States.

Some early Soviet successes during the early months of 1942 were instrumental in ensuring that
there was no direct threat to Moscow, but with the onset of summer the Soviet High Command
were faced with renewed German offensives. Hitler ordered Fall Blau to begin in June 1942 but
this time the objective was not Moscow but the Caucasus.

Despite the importance of capturing the Soviet capital as a symbolic political victory, Germany
was faced with the reality that it lacked the industrial and physical resources to maintain a lengthy
campaign in the East. As a result, the fresh objective was to capture the southern Russian oil fields
in the Caucasus.

This offensive began in the same fashion as those of 1941; German armoured attacks broke through
Russian lines and encircled huge number of Soviet troops as they struggled to contain the panzers.
German forces soon pushed all the way to the river Volga and the emblematic, but otherwise
irrelevant, city of Stalingrad. The six-month battle there was to draw the German army into a bitter
war of urban attrition which they were neither trained for nor desired. With the Soviets carefully
feeding in sufficient reserves to hold the Germans in place throughout the autumn, when winter
arrived with its icy blast they had amassed sufficient forces to conduct a devastating counter-
offensive, rapidly breaking through Axis lines to the North and South of the city and rapidly
isolating the German 6th Army. Where the Soviets had previously found themselves trapped in
German “Kessel” so were the 6th Army now encircled and despite frantic relief efforts the 6th Army
capitulated in early 1943 with the loss of nearly half a million men.

The German defeat at Stalingrad was, without doubt, the turning point in the war. Increasingly
the Germans were obliged to choose between building up sufficient fresh forces to stabilise the
Eastern Front or risking all in a massive gamble. With German industry under increasing pressure
from RAF and USAF bomber raids and the finite physical limitations of available German manpower,
they could not achieve both. Hitler, ever the gambler, chose to risk all on the last throw of the dice
in the East with a massive offensive in 1943 against the Kursk salient.

The German reconquest of the Ukrainian city of Kharkov in Spring of 1943 created a clear bulge
in the Soviet lines around the city of Kursk. With Unternehmen Zitadelle the Germans planned to
repeat their earlier successes by creating a huge encirclement of Soviet troops by simultaneously
attacking to the North and South of the Kursk “bulge”. Success was not so much the recapture
of Kursk but the potential to deplete Soviet manpower, which Hitler was sure must be running
out, by creating and then reducing another Kessel; however, the Russian army was no longer the
same army as that which the Germans had encountered in 1941 and 1942. The Russian had learnt
from their defeats and were well-aware what a tempting target such a bulge made. Preparing
deep defensive positions, they allowed the Germans to exhaust themselves, fighting through
the layers of defences, before launching carefully husbanded Russian tank reserves in a counter-
attack, striking and finally blunting the German panzers once and for all.

The German failure at Kursk meant that the option to create a new Hindenberg Line in the East
supported by mobile armoured reserves to overcome any Soviet incursions was lost due to the
limited resources available being frittered away on the chance of a knockout blow that failed to
contact. Germany had surrendered the strategic initiative to the Russian armies and would never
regain it at any level. It would take two years for the Soviets to drive the German armies all the
way back to Berlin but from then on the front lines were always moving West.
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2
eastern front ADDITIONAL RULES
This supplement for ‘O’ Group includes all of the rules that you will need to fight the actions of the
Russian campaign. The following rules are suggested in order to add specific theatre flavour to
your games.

1. Tank Commanders
These are either fielded in an appropriate armoured car or command tank variant of the unit. Tank
commanders use the identical rules to those for Company Commanders; with the following additions:
• Command radius increased to 24".
• May react fire if close assaulted or if a unit has fired at them from close range.

2. The Brummbar and 150mm Guns


The Brummbar and all other AFVs armed with a 150mm gun or larger are now classed as Poor AFVs.
This overrides rule 14.3 Poor AFV rule, p63.

3. Rule Change
Removed rule on page 29, Suppressed or KIA Company Commander, point 'd' and the same rule
on page 76. Units no longer need to pass a troop rating roll to assault if their Company Commander
is suppressed or KIA'd.

4. German 120Mm Mortars.


With ammunition shortages beginning to limit artillery operations, the Germans began to rely
more heavily on mortars to support their operations. From 1943 German 120mm mortars are
considered as Regimental Artillery Support missions, but as they are organic to the formation are
easier to bring in.

• A 120mm Request is treated as a Regimental Artillery Support request with +2 request


modifier. Consequently, these mortars will be available to the battalion on a request score
of 5 or more.
• Second Rate Battalions do not need to be on 5+ HQ Orders to request 120mm mortars.
• 120mm effect is classed as a Regimental Fire Mission with 6D6 firepower. They have a radius
of 5". Apply the ‘Retreat or take 1 Shock’ ruling.
• 120mm mortar requests come from your available artillery support missions. They are
classed as a support mission as the regiment effectively has its own artillery support and is
therefore less likely to receive a positive result when asking for other artillery support.
• The German player may swap all Artillery Support Missions for 120mm Missions. If they do
so, they gain one additional 120mm support mission.

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5. Goliath Demolition Vehicle
• This vehicle is represented by one Engineer or Pioneer section, with the demolition model,
which may operate alone or attached to a platoon. Cost 2 points. Scenario Only.
• Speed = Slow. Must always be with 12" [16"] of its parent Engineer section to move or
detonate.
• Units targeting a Goliath use the infantry & HE fire rules. Suffer a -2D6 modifier. It cannot be
engaged at ranges over 20" [24"].
• Receives Shock as per normal infantry, but always saves on 3+. It cannot rally off Shock. If
the vehicle is suppressed it is considered destroyed.
• It cannot move or detonate if the engineer section (or attached platoon) is suppressed.
• To detonate the vehicle, the engineer section must be given a fire action and have a line of
sight to the target. The vehicle must be within 1" of the target unit or BUA sector.
• To Hit: follow the same procedure as for artillery accuracy, roll 2D6 and 6 or less is harassing,
7+ is on target and 10+ is a critical hit adding an additional 1D6 to HE firepower.
• The vehicle has a HE firepower of 8D6 and ignores all negative modifiers.
• If the detonation is on target then all hits are automatically converted to Shock, there are
no morale tests, (same as Jabo rules). If the detonation is only harassing then the target
takes morale tests on 3+ as normal.
• If used against minefields a lane the width of a standard AFV is cleared through the minefield
strip, the turn after the vehicle contacts the minefield.
• Once detonated or destroyed the engineer section is removed from play in the regroup
phase. They do not count as a loss for FUBAR purposes if removed in the regroup phase.

6. Soviet Commissars
The Commissar enables a Russian player to use the Take Cover Rule twice in a game, see 24.9 pg
98 of the main rules. The Commissar costs 1 point.

7. Limited Artillery
This rule can be applied to poorly supported formations, such as some Axis formations or badly
damaged formations whose artillery support was limited or subjected to counter-battery fire and
interdiction.
The Limited Artillery rule requires a modified score of 8 or more to achieve a Zeroed In result when
rolling for accuracy. A score of 3 to 7 is a Harassing result.

8. Shifting a Company Boundary.


If a player decides to alter a company boundary during the course of a game, other than through
Consolidation or bringing on a Reserve Company on the rear table edge, this costs a First-Rate
Battalion one HQ Order or a Second Rate Battalion two HQ Orders.
A Company Boundary can be moved left or right and forwards or backwards or a combination
thereof.

9. Snipers.
The loss of a Sniper does not contribute towards a FUBAR marker.

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10. Field Defences.
Defending battalions may deploy field defences from the list below:
FIELD DEFENCES
Type Point Cast Limit
Trench for one Infantry Platoon 1 Four
Gun Pit for one Gun Platoon 1 Two
Gun Pit for one Heavy Weapon Platoon 1 Two
Wire Entanglement 1 Two
Dug Out for one Heavy Weapon Platoon 2 Two
Bunker for one Heavy Weapon Section 2 One
Minefield 2 Two
Antitank Obstacles 2 Two

Notes: The limit indicates the maximum number of this type of field defences which may normally
be selected. Players may elect to ignore this limit if fighting on specific defensive lines which call
for more defences to be present.

Deploying Field Defences


Field Defences may be deployed on table within the deployment zone before the initial Battalion
Deployment Dice are rolled. Bunkers, trenches and dug-outs deployed in this manner allow an
additional ambush unit for free as per Section 4.5, pg 18 of the main rules - Ambush Units.

In addition, ambush units that are infantry platoons may deploy in trenches or dug-outs, heavy
weapon platoons may deploy in dug-outs, gun-pits or trenches and gun platoons may deploy
in gun-pits. This is not allowed if the ambush deploys in dense woods, BUAs or other impassable
terrain. This must be noted down with your ambush unit before the game starts. For example,
'Infantry Platoon in trench in South-West Orchard'. When ambush units deploy in this manner
consider that there is a small network of trenches, gun-pits or dug-outs around the terrain feature
in which the ambush unit is deploying in and thus allows the field defence to be placed at any
facing with the unit. Once field defences are placed on table they cannot be moved and their
facing cannot be changed.

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1 eastern front battalion
Historical Orders of Battle
organisation
The following lists provide historical orders of battle for the major land-based units on both sides.
Using the lists, both players field their core battalion, consisting of the Battalion HQ, Battalion
Mortars and Forward Observer, alongside two or three infantry companies, each with a company
commander and three infantry platoons. Players then add supports from available Battalion
and Regimental support assets followed by any Divisional level supports they wish to include,
according to their orbat. It is entirely possible, and indeed encouraged, for the players to use
specific orders of battle to represent particular units in a specific action. However, a points system
is provided for ease of use.

How Many Points?


Players should decide upon the size of the game they wish to play. The size of your battle or how
much time you have will dictate how many points to allocate. Below is a suggested guide as to
how many points to employ, though players are perfectly free to allocate a set number of points,
if they prefer, or simply add more points, to enlarge a game.

Smaller Game Points Medium Game Points Larger Game Points


Attacker Defender Attacker Defender Attacker Defender
15 + 1D6 10 + 1D6 20 + 2D6 15 + 1D6 35 + 2D6 25 + 2D6

• Attacking battalions gain three Artillery Missions.


• Defending battalions gain two Artillery Missions but this can be reduced to just one if this
is appropriate for the scenario.

Battalion Ability & Morale


Battalion Ability: The Battalion HQ is rated as either First Rate or Second Rate. There are no points
cost associated with battalion ability.

Battalion Morale: Battalion morale is rated as either Combat Effective or Tenacious. This represents
the formation's overall enthusiasm and determination in battle.
• A Combat Effective battalion costs 0 points.
• A Tenacious battalion that is not large costs 5 points.
• Restriction: Second Line and Green battalions cannot be classed as Tenacious, unless Large.

LARGE BATTALIONS (See Section 2.3.)


Large Battalions are Tenacious for 0 points; however, the value of the fourth FUBAR marker will
vary according to how large the battalion actually is.

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• If your supporting sections total between 11 and 13, the fourth FUBAR is worth just two
sections, as opposed to the usual four.
• If your supporting sections total 14 or more, the fourth FUBAR is worth the normal four
sections.
For example, a large battalion with 12 supporting section counts as Tenacious and will be defeated
on receiving four FUBAR markers; however, the final marker is only worth two lost sections.

SELECT SUPPORTS
Players refer to the appropriate Support List to select their support assets.
• Players may choose from both Battalion and Divisional Supports.
• All supports are rated as Regulars.
• A Player may upgrade up to three support platoons to Confident at a cost of 1 point per
platoon.
• One Confident Infantry, Gun or Tank support platoon may be upgraded to Veteran, at a cost
3 points. A single section upgraded for 2 points. Heavy weapons cannot be veteran.
• A reinforcement company includes its Company commander.
• Players may downgrade a fourth Infantry Company to Second Line or Green.
• A Second Line Company costs -1 point. A Green Company costs -2 points.
• AFVs, Guns and Engineers cannot be downgraded.

SUPPORT NOTES
On the battalion support tables, the cost of the platoons selected may vary depending on the
number of assets present. This is indicated by multiple numerical values such as “1/2/3. This
indicates where the player may deploy either one, two or three sections/platoons and apply the
appropriate points cost. These points will also be indicated in the same manner.

Units marked with * are limited to one unit per battalion fielded.

Units marked with ** are limited to three units per battalion.

A unit is either a section or a platoon; the player may choose which option to take.

Red Units: Units or weapons listed in red are subject to an availability roll due to their numbers
being limited. On a roll of 1 to 3 on a D6 they are unavailable and may not be selected. On a roll of
4 to 6, they are available.

Divisional Supports Legend


# Low Velocity Gun.
+ Superior Gun
SS = Softskin. WK = Weak. LT = Light. MD = Medium. BT = Battle. LBT = Late
AFV Types
Battle. INF = Infantry. HV = Heavy. SHV = Super Heavy.
Speed S = Slow. A = Average. F = Fast.
(!) AFV main gun cannot adopt a Hull Down position.

Full Support Lists for AFVs & guns are available on the 'O' Group AFV and Gun Lists at the following
address: http://www.generaldebrigade.blogspot.com

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3.1
BATTALION ORGANISATION
The Russian Battalion
1941 - 1942
Step One: Core Infantry Battalion (5 points). The Russian player receives the Battalion HQ Company,
(HQ and FO) and three Infantry companies. An infantry company consists of one Company
Commander and three Infantry Rifle platoons. From 1941-42 Russian platoons were square, with
four sections. From 1943 onwards use the battalion organisation as shown in the main rule book, p91.

Battalion Rating: Russian Battalion HQs are classed as Second Rate with Rigid Reserves.

F.O. Battalion H.Q.

1 Company 2 Company 3 Company

BATTALION & REGIMENTAL SUPPORTS


Step Two: The player may then add Battalion & Regimental supports. Each support can only be
selected once.

82mm Mortar Platoon


(Free - 0 points)

Anti-Tank Platoon (2 points) Anti-Tank Platoon


3 x PTRD A/T Rifle sections 1 x 37mm/short 45mm A/T gun + tow = 2 points
2 x 37mm/short 45mm A/T gun + tow = 3 points

Cannon Platoon Anti-Tank Platoon 1942


1 x 76mm Infantry Gun and tow = 2 points 1 x long 45mm A/T gun and tow = 2 points
2 x 76mm Infantry Gun and tow = 4 points 2 x long 45mm A/T gun and tow = 3 points

Reinforcement Platoon (3 points) Sapper Platoon (4 points)


1 x Infantry platoon. OR 3 x Assault Engineer sections (SMGs)
Reinforcement Company (10 points) Add flamethrower (+1 point)
Add 1 or 2 x Hasty Mines (+1/2 points)

Reconnaissance Platoon (3 points) Assault Platoon (+1 point)


1 x Infantry platoon. May have SMGs Equip one infantry platoon with SMGs

AA Platoon
Commissar Detachment (1 point) 1 x HMG Section + truck = 3 points
1 x Commissar. See Additional Rule 6. 2 x HMG Section + truck = 6 points

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Russian Infantry Training Characteristic.
Poor Training: From 1939-44 Russian Regular infantry platoons lose an additional 1D6 firepower if
they move and fire.
Russian Tanks: Russian designed tanks are Poor AFVs. All AFVs are without radios from 1939-42.

Strength in Numbers:
Defending: Up to 1944, when a defending Russian Battalion loses a platoon from the enemy Opening
Bombardment it is immediately replaced with a Green Rifle Platoon. This does not happen if the lost
platoon was already rated as Green. If a section is also lost in the bombardment this cannot come
from the Green replacement platoon.
Attacking: From 1942 the Russian opening bombardment adds one extra turn of interdiction to the
defenders interdiction turns.
All Russian Battalions ignore the first two Green Section Losses.

Relieved of Command: Once per game the player may use two HQ Orders to "replace" a company
commander, following a Battalion ‘O’Group dice roll that results in a Hesitant Company. The player
immediately rerolls all his Battalion ‘O’Group dice, ignoring the previous scores and Hesitant
Company result.

13
DIVISIONAL SUPPORTS.
Step Three: The player may then add Divisional supports.

O GROUP RUSSIAN VEHICLE LIST


All Russian designed tanks are classed as Poor AFVs. All AFVs are without radios from 1939-42.
UNIT TYPE GUN H.E. A/T ARMOUR SPEED YEAR COST NOTES
T37/38 MG 3 - 2/2 - WK A 39 -/3** Recce
BA20 MG 3 - 2/2 - WK A 39 -/3** Recce
BA6 or 32 45mm# 3 4 2/2 - WK F 39 2/4** Recce (!)
T26 MG 3 - 3/3 - LT A 39 2/3** (!)
T26 37mm# 3 4 3/3 - LT A 39 -/4** (!)
T26s 45mm# 3 4 4/3 - LT A 39 -/5 (!)
T26 FT - - 4/3 - LT A 40 3/-* (!)
BT5 45mm# 3 4 3/3 - LT F 39 2/4 (!)
BT7 45mm# 3 4 4/3 - LT F 39 3/5 (!)
BT7A Short 76mm# 5 3 4/3 - LT F 39 4/-* (!)
T28 Short 76mm#+MG 5 3 5/4 - MD S 39 4/7** Multi-turreted (!)
T28E M2 Short 76mm#+MG 5 3 7/5 - BT S 40 5/8* Multi-turreted (!)
T35 Short 76mm# + 45mm# 5/3 3/3 5/4 - BT S 40 8/-* Multi-turreted (!)
T34A Early 76mm L11# 4 6 7/5 - BT A 40 -/8 (!)
T34 76mm L11# 4 7 7/5 - BT A 42 -/6 (11) (a) (!)
KV1 Early 76mm L11# 4 6 10/8 - HV S 40 8/14* (!)
KV1 76mm 4 7 10/8 - HV S 42 8/14* (!)
KV1S 76mm 4 7 9/7 - INF A 42 7/12* (!)
KV2 Short 152mm# 7(+) 8 10/8 - HV S 40 10/-* (!)
KV8 FT + 45mm# -/3 -/3 10/8 - HV S 40 10/-* (!)
T60 20mm# 4 3 4/3 - LT A 41 -/3 Recce (!)
T70 45mm# 3 4 4/3 - LT A 42 -/3 Recce (!)
BA64 MG 3 - 2/2 - WK F 42 -/2* Recce
OT34 76mm + FT 4 7 7/5 - BT A 40 5/-** (!)
PT34 T/34 Mine Roller 4 7 7/5 - BT S 41 2/4* Scenario only
Valentine 2pdr# 3 5 8/6 - INF S 42 -/7 (b) No HE
Valentine 6pdr 4 7 8/6 - INF S 42 -/9 Poor
Matilda II 2pdr# 3 5 9/7 - INF S 42 -/9 No HE
Churchill 2pdr# 3 5 9/7 - INF S 42 -/9 No HE
Churchill 6pdr 3 7 9/7 - INF S 43 -/12*
M3 Lee 37mm#/75mm 3/5 4/6 6/4 - MD A 42 -/5** (!)
Stuart M3 37mm# 3 4 4/3 - LT F 41 -/4* Recce in 1943
M3 GMC 75mm 5 6 2/2 - WK A 42 3/5*
M3A1 Scout MG 3 - 2/2 - WK F 41 -/3** Recce
76mm Zis 3 76mm 4 7 - - 42 3/5 Heavy Gun +
tow
85mm 52K/ D8 85mm+ 5 9 - - 41 6/-* Heavy Gun +
tow

(a) May purchase four AFVs (split into two separate platoons) using the bracketed cost.
(b) May be Recce for +1 point. If used for Recce do not apply the Reconnaissance AFV Spotting
Dice A/T modifier.

14
3.2
Battalion Organisation
The german Battalion
1941 - 1942
Step One: The core German Grenadier Battalion costs 5 points for which the German player receives
the Battalion HQ Company, including the HQ and FO, along with three Infantry companies. An
infantry company consists of one Company Commander and three Infantry Rifle platoons. In
1941 German platoons were square, with four sections. Then from 1942 onwards the platoon
had three sections.
From 1943 onwards use the battalion organisation as shown in the main rule book, p89.
Alternatively, the German player may field a Schutzen or PanzerGrenadier battalion for 10 points.
These three troops types are all classed as "panzergrenadiers", see 2.4 p10 & German Infantry
Training Characteristic, p90.

Battalion Rating: German Battalion HQs are classed as First Rate with Flexible Reserves.

F.O. Battalion H.Q.

1 Company 2 Company 3 Company

BATTALION & REGIMENTAL SUPPORTS


Step Two: The player may then add Battalion and Regimental supports. Only one option may be
selected from each Support Platoon and this may not be duplicated
Machine Gun Company
80mm Mortar Platoon (Free - 0 points)
Machine Gun Platoon
1/2/3/4 x MG34/42 MMG sections (2/3/5/7 points)

Anti-Tank Platoon Howitzer Platoon (4 points)


1 x PaK 36 37mm A/T Gun + tow = 2 points 1 x SIG/Bison 150mm section
2 x PaK 36 37mm A/T Gun + tow = 3 points
(Stielgranate = 2 shots from 1942.) Pioneer Platoon (4 points)
3 x Assault Engineer sections (SMGs)
Add flamethrower (+1 point)
Light Howitzer Platoon
Add 1 or 2 x Hasty Mines (+1/2 points)
1 x IG18 75mm Infantry Gun + tow = 2 points
2 x IG18 75mm Infantry Gun + tow = 4 points Assault Platoon (+1 point)
Equip one infantry platoon with SMGs
Anti-Tank Platoon
1 x PaK 38 50mm A/T Gun + tow = 3 points PanzerGrenadier Halftracks
2 x PaK 38 50mm A/T Gun + tow = 4 points 3 x halftrack platoons (+2 points)
Equip 1 infantry Company with halftracks.
Reinforcement Platoon (3 points)
1 x Infantry platoon. OR Platoon Leaders Halftrack (+1 point)
Reinforcement Company (10 points) Equip 1 halftrack with 37mm/75mm gun

15
German Infantry Training Characteristic.
Rate of Fire: German SF MMGs, attached MMGs and Infantry platoons gain: Each Double 6 from their
firepower dice roll = +1 hit.
Schutzen & Panzergrenadiers reroll one miss if target is spotted or in the open. +2 firepower dice
at close range instead of the usual +1. In addition, Schutzen & Panzergrenadiers always lose close
combat draws.

Kampfgruppe: German battalions may choose to group battalion and/or support assets into a
separate "company" or unterkampfgruppe under the command of a "Kampfgruppe Commander",
(3 points). Kampfgruppe Commanders use the same rules as Company Commanders, except the CC
Action cannot be used to increase HQ Orders.

Auftragstaktik or Mission Tactics: German 1st Rate Battalions will win Initiative draws, but do not
gain the bonus Order.

16
DIVISIONAL SUPPORTS.
Step Three: The player may then add Divisional supports.
UNIT TYPE GUN H.E. A/T ARMOUR SPEED YEAR COST NOTES
Pz38(t) 37mm# 3 4 6/4 - MD A 41 -/5
PzIIF-G 20mm# 4 3 4/3 - LT A 41 2/4** Low Profile, (c)
PzIIIG 50mm L42# 4 5 5/4 - MD A 40 -/5**
PzIIIH-J 50mm L42# 4 5 6/4 - MD A 41 -/6**
PzIIIL-M 50mm L60 4 7 7/5 - BT A 42 -/7**
PzIVE-F 75mm L24# 5 6 6/4 - MD A 41 4/7**
PzIVF2 75mm L43+ 4 8 7/5 - BT A 42 -/8**
Panther Long 75mm+ 4 11 11/6 - HV A 43 8/14** Scenario only in 1943
Tiger I 88mm L56+ 5 11 11/8 - HV S 42 10/18* Scenario only
Ferdinand 88mm L70+ 5 13 13/9 - SHV S 43 12/22* Scenario only, No MGs
StuG A - E 75mm L24# 5 6 6/4 - MD A 40 4/7** Low profile, (!)
StuG F - G 75mm L43+ 4 8 7/5 - BT A 42 4/7 Low profile, (!)
StuH42 105mm L28# 6 7 7/5 - BT A 42 4/8* Low profile, (!)
PanzerJager 1 47mm# 3 5 2/2 - WK A 40 3/5** No MGs
Marder 2 or 3 75mm L48+ 4 9 4/2 - LT A 42 3/6
231/2 A/C 6 Rad 20mm# 4 3 2/2 - WK A 39 2/4** Recce
Nashorn 88mm L70+ 5 13 4/3 - LT A 43 7/14* Scenario only in 1943
Brummbar 150mm# 7(+) 8 11/6 - LBT A 43 7/14* Scenario only, (d)
SiG/Bison 150mm# 7(+) 8 2/2 - WK S 40 4/8* (d), No MGs
221 A/C MG 3 - 2/2 - WK F 39 -/3** Recce
222 A/C 20mm# 4 3 2/2 - WK F 39 2/4** Recce
231/2 A/C 8 Rad 20mm# 4 3 2/2 - WK F 42 2/4** Recce
Sdkfz 251 or 250 75mm L24# 5 6 2/2 - WK A 42 - Low profile, (e)
Sdkfz 251/10 37mm# 3 4 2/2 - WK A 40 - Low profile, (e)
Sdkfz 250/10 37mm# 3 4 2/2 - WK A 41 - Low profile, (e)
Sdkfz 10/5 20mm# 4 3 2/1 - WK A 39 2/4** Auto-cannon, (!)
20mm Flak 30/38 20mm# 4 3 - - 39 2/3** Light Gun
75mm PaK 97/38 75mm# 5 7 - - 42 3/5* Heavy Gun
75mm Pak 40 75mm L46+ 4 9 - - 42 4/6* Heavy Gun
88mm Flak 36/41 88mm+ 5 11 - - 40 5/10 Heavy Gun
(c) May be Recce from 1940
(d) Classed as Poor AFVs.
(e) +1 point for platoon commander's halftrack. See Section 20.1 p89 of the main rules.

17
3.3 the hungarian battalion
Battalion Organisation
Step One: The core Hungarian Battalion costs 5 points for which the Hungarian player receives
the Battalion HQ Company, including the HQ and FO, along with three Infantry companies. An
infantry company consists of one Company Commander and three Infantry Rifle platoons. Each
platoon consists of three rifle sections.

The Hungarian player has the option to increase the size of his companies to four platoons.

Battalion Rating: Hungarian Battalion HQs are classed as Second Rate with Rigid Reserves.

F.O. Battalion H.Q.

A Company B Company C Company

BATTALION & REGIMENTAL SUPPORTS


Step Two: The player may then add Battalion and Regimental supports. A Support Platoon may
only be selected once and each option within the platoon only selected once.

81mm Mortar Platoon Machine Gun Platoon


(Free - 0 points) 1/2/3 x Schwarzlose MMG sections
(2/4/6 points)

Anti-Tank Platoon
1 x 40mm A/T gun + tow = 2 points Anti-Tank Platoon
2 x 40mm A/T gun + tow = 3 points 2 x 20mm A/T Rifle sections = 2 points
Stielgranate = 1 shot per gun 1942 2 x Panzerfaust A/T section = 2 points 1943
1 x Panzerschreck section = 1 point 1944
Anti-Tank Platoon
1 x 47mm A/T gun + tow = 3 points Anti-Tank Platoon 1943
1 x 50mm A/T gun + tow = 3 points

Reinforcement Platoon
1 x Infantry platoon = 3 points. OR Pioneers
Reinforcement Platoon per Company = 9 points Two Hasty Mines = 2 points

Reconnaissance Platoon
1 x Infantry platoon = 3 points.

18
Solothurn 20mm AT Rifle Range: 14" [18"] A/T Firepower: 3
Regimental A/T Platoon. May attach to Infantry platoons. Use standard Infantry AT Weapon
rules (page 66 of main rules).

GUN H.E. AT NOTES


40mm Anti-tank Gun 3 5 Light Gun

Infantry Training Characteristics:


The following Training Characteristics apply to Hungarian troops.
Poorly Equipped: Infantry platoons do not have integral platoon AT rifles.

Prepared Positions: Defending Hungarian battalions gain two field defences for 0 points;
either trenches sufficient to hold a platoon plus any attachment or dug outs or gun pits or a
combination of both types.

Limited Artillery: Hungarian Artillery Support Missions use the Limited Artillery Rule: Zeroed In
on a score of 8+ to represent limited guns. This does not apply to Battalion Mortars.

DIVISIONAL SUPPORTS.
Step Three: The player may then add Divisional supports.
UNIT TYPE GUN H.E. A/T ARMOUR SPEED YEAR COST NOTES
Csaba 39M MG/AT Rifle 3 -/2 2/2 - WK A 39 -/2* Recce (*)
Toldi 1 MG/20mm AT Rifle 3 -/3 2/2 - WK A 41 -/2* Recce, (*)
Toldi 2 40mm# 3 5 4/3 - LT A 42 -/5* Low Profile
Nimrod 40mm# 4 5 4/2 - LT A 41 -/5* Auto-cannon, No MGs
Turan 40mm# 3 5 6/4 - MD A 42 -/6**
Turan 2 Short 75mm# 5 6 6/4 - MD A 43 -/6*
Zyrini 2 Short 105mm# 6 7 7/5 - LBT A 44 -/6* (!), No MGs
Panzer 38t 37mm# 3 4 6/4 - MD A 41 -/5*
Panzer IV H 75mm L48+ 4 9 8/5 - LBT A 43/44 4/8*
StuG G 75mm L48+ 4 9 7/5 - BT A 44 4/-* Low profile, (!)
Hetzer 75mm L48+ 4 9 8/4 - BT A 44 4/-* Low Profile, (!), (f )
Tiger 1 88mm+ 5 11 11/8 - HV S 44 12/-*
Pak 40 AT Gun Long 75mm+ 4 9 - - 43 4/-* Heavy Gun + tow
(f ) Classed as Poor AFV if using moving fire

19
3.4
Battalion Organisation
the romanian battalion
Step One: The core Romanian Battalion costs 5 points for which the Romanian player receives
the Battalion HQ Company, including the HQ and FO, along with three Infantry companies. An
infantry company consists of one Company Commander and three Infantry Rifle platoons. Each
platoon consists of four rifle sections.

The Romanians initially had three large sections, so for ease of play Romanian platoons are classed
as square with four sections for the entire campaign.
Battalion Rating: Romanian Battalion HQs are classed as Second Rate with Rigid Reserves.

F.O. Battalion H.Q.

1 Company 2 Company 3 Company

BATTALION & REGIMENTAL SUPPORTS


Step Two: The player may then add Battalion and Regimental supports. Only one option may be
selected from each Support Platoon and this may not be duplicated.

81mm Mortar Platoon Machine Gun Platoon


(Free - 0 points) 1/2/3 x ZB54 MMG sections
(2/4/6 points)

60mm Mortars 1942


3 x 60mm mortar sections = 2 points

Anti-Tank Platoon Anti-Tank Platoon


1 x 37mm A/T gun + tow = 2 points 1 x 47mm A/T gun + tow = 3 points
2 x 37mm A/T gun + tow = 3 points
Stielgranate = 1 shot per gun 1942 Anti-Tank Platoon Pak 40 1943
1 x 75mm A/T gun + tow = 4 points
Anti-Tank Platoon Pak 38 1943 2 x 75mm A/T gun + tow = 7 points
1 x 50mm A/T gun + tow = 3 points
Anti-Tank Section
1941-42. 2 x A/T Rifle sections = 2 points 1942
Reinforcement Platoon
1 x Infantry platoon = 3 points. OR
Reinforcement Company = 10 points. Pioneers
Two Hasty Mines = 2 points
1943-44.
Green Reinforcement Platoon = 3 points.
Scout Platoon (3 points)
1 x Infantry platoon. OR
1 x Infantry Reconnaissance platoon.
Green Reinforcement Company = 9 points.

20
Infantry Training Characteristics:
The following Training Characteristics apply to Romanian troops.
Poorly Equipped: Infantry platoons do not have integral platoon AT rifles.

60mm Mortar: In 1942 the Romanian platoon gained a 60mm mortar to supplement a reduced
platoon complement in men. 60mm mortars must be attached to infantry platoons, each one
receiving one 60mm mortar section. They can be allocated to one company or across all three, but
are limited to three platoons. Once attached, a 60mm mortar section permits one re-roll for an initial
platoon miss. It does not fire independently.

Limited Artillery: Romanian Artillery Support Missions use the Limited Artillery Rule: Zeroed In on a
score of 8+ to represent limited guns. This does not apply to Battalion Mortars.
120mm Mortars: From 1942 Romanians may use 120mm mortars.

DIVISIONAL SUPPORTS.
Step Three: The player may then add Divisional supports.

UNIT TYPE GUN H.E. A/T ARMOUR SPEED YEAR COST NOTES
R1 Tankette MG 3 - 2/2 - WK A 39 -/2* Recce
Sdkfz 222 20mm# 4 3 2/2 - WK F 41 2/3* Recce
R2 (Pz35T) 37mm# 3 4 5/4 - MD A 41 -/4*
Pz38(t) 37mm# 3 4 6/4 - MD A 42 -/5*
T3 (PzIIIN) Short 75mm# 5 6 7/5 - BT A 43 5/-*
T4 (PzIVF1) Short 75mm# 5 6 6/4 - BT A 43 4/-*
T4 (PzIVG) 75mm L48+ 4 9 8/5 - LBT A 44 5/-*
TA (StuG G) 75mm L48+ 4 9 7/5 - BT A 43 5/-* Low profile, (!)
R35 Short 37mm 3 3 5/4 - MD A 39 -/4* Low profile/Poor
R35 VC 45mm# 3 5 5/4 - MD A 44 -/4* Low profile/Poor, No MGs
T60 Tank Hunter 76mm 4 7 2/2 - WK A 43 3/-* Low Profile/Poor
76mm AT Gun 76mm 4 7 - - 42 3/-* Heavy Gun + tow
Resita AT Gun Long 75mm+ 4 10 - - 44 4/7* Heavy Gun + tow

21
3.5
BATTALION ORGANISATION
the italian battalion
Step One: The Core Italian Infantry Battalion costs five points, for which the Italian player receives
the Battalion HQ Company, including the HQ and FO, and three Infantry companies. An infantry
company consists of a Company Commander and three Infantry Rifle platoons. Italian Infantry
platoons were organised into two large squads, each consisting of a fire section with light machine
guns and a manoeuvre section of riflemen. This essentially equates to four sections per platoon,
so for ease of play, Italian platoons follow the four (square) section organisation.

Alpine and Blackshirt platoons had the standard three section organisation.

Battalion Rating: Italian Battalion HQs are classed as Second Rate with Rigid Reserves.

F.O. Battalion H.Q.

1 Company 2 Company 3 Company

BATTALION & REGIMENTAL SUPPORTS


Step Two: The player may then add Battalion and regimental supports. Each support can only be
selected once.

Support Company Machine Gun Platoon


81 mm Mortar Platoon: 0 points 1/2/3 Breda MMG sections= 2/4/5 points

Anti-Tank Platoon
Anti-Tank Platoon One 47mm AT gun and tow = 2 points
2 x 20mm Antitank Rifle sections = 2 points Two 47mm AT guns and tows = 4 points

Flamethrower Platoon
Infantry Gun Platoon 1 x Assault Engineer Platoon with integral
One 65mm gun and tow = 2 points flamethrower = 5 points
Two 65mm guns and tows = 4 points

L3/35 Reconnaissance Platoon


Two L3/35 tankettes = 3 points
Reinforcements Swap one L3/35 section for one CV35 LF
One Infantry platoon = 3 points OR Flamethrower section: +1 point
One Reinforcement Company = 10 points (Lose platoon reconnaissance ability.)

22
Italian Infantry Training Characteristics:
The following Training Characteristics apply to Italian troops.
Limited LMGs: Apply the limited LMG rule, (Poor Training) due to the distinct inferiority of the
Breda LMG.
Poorly Equipped: Infantry platoons do not have integral platoon AT rifles.
Vehicles: All AFVs are without radios from 1939-42.

45mm M35 Mortar: These mortars were organised into a mortar platoon, permitting
Italians to allocate significantly more light mortars to a single Company. Therefore, the
player indicates which of their Companies gains additional mortars. This Company's infantry
platoons do not apply the Limited LMG rule. This rule also applies to Companies graded as
Second Line, therefore an Italian Second Line Company issued the extra light mortars ignores
the Poor Training modifier.
47mm EP: From June 1941, the 47mm gun receives a +2 firepower modifier with a Critical
A/T Hit, instead of the usual +1.

Limited Artillery: Italian Artillery Support Missions use the Limited Artillery Rule: Zeroed In
on a score of 8+ to represent limited guns. This does not apply to Battalion Mortars.

GUN H.E. AT NOTES


47mm Antitank Gun 3 5 Light Gun
65mm Infantry Gun 4 3 Light Gun

Solothurn 20mm AT Rifle Range: 14" [18"] A/T Firepower: 3


Regimental A/T Platoon. May attach to Infantry platoons.
Use standard Infantry AT Weapon rules (page 66 of main rules).

VEHICLE GUN H.E. A/T ARMOUR SPEED NOTES


L3/35 MG 3 - 2/2 - WK A Poor, Low profile, (!)
L3/35 LF FT - - 2/2 - WK A Poor, Low profile, (!)

DIVISIONAL SUPPORTS.
Step Three: The player may then add Divisional supports.
All AFVs are without radios from 1939-42.
UNIT TYPE GUN H.E. A/T ARMOUR SPEED YEAR COST NOTES
Autoblindo 40 A/C 20mm# 4 3 2/2 - WK F 40 2/4** Recce
L6/40 20mm# 4 3 4/3 - LT A 41 -/4** Recce
M11/39 37mm# 3 4 4/3 - LT A 39 -/5* (!), Poor
M13/40 47mm# 3 5 5/4 - MD A 40 -/5
M15/42 47mm# 3 5 6/4 - MD A 42 -/6*
Semovente M40 Short 75mm# 5 6 6/4 - MD A 41 4/8* Low profile, (!), Poor
Semovente M41/42 Short 75mm# 5 6 6/4 - MD A 42 4/8* Low profile, (!), Poor
88mm Flak 36/41 88mm+ 5 11 - - 40 6/-* Heavy Gun + tow
90mm 90/53 Lancia 90mm+ 5 11 0/0 - SS S 41 5/-* (!)

23
3.6
BATTALION ORGANISATION
the finnish battalion
Step One: Core Infantry Battalion (5 points). The Finnish player receives the Battalion HQ
Company, (HQ and FO) and three Infantry companies. An infantry company consists of 1 x Company
Commander and 3 x Infantry Rifle platoons. The Finnish platoon was made up of 4 sections but
some of these sections were relatively small so, for ease of play, are a three section organisation.

F.O. Battalion H.Q.

1 Company 2 Company 3 Company

Battalion Rating: Finnish Battalion HQs are classed as Second Rate with Rigid Reserves.

BATTALION & REGIMENTAL SUPPORTS


Step Two: The player may then add Battalion and Regimental supports. Each support can only be
selected once.
Machine Gun Company
1/2/3 x Maxim MMG sections (2/4/5 points)

81mm Mortar Platoon


(Free - 0 points) Anti-Tank Section (1 points)
1 x A/T Rifle section in Winter War

Anti-Tank Platoon (3 points)


2 x 25mm A/T gun and tow
Soumi SMG Platoon
Equip 1 platoon with SMGs (+1 point)
Anti-Tank Platoon (2/3 points)
1/2 x 37mm A/T gun and tow
Reconnaissance Platoon (3 points)
Reinforcement Platoon (3 points) 1 x Infantry platoon. May have SMGs
1 x Infantry platoon. OR
Reinforcement Platoon per Company (9 points)
Add 1, 2 or 4 x Hasty Mines (+1/2/3 points)
Continuation War:
Anti-Tank Platoon (2/3 points)
1/2 x short 45mm A/T gun and tow
Continuation War:
Anti-Tank Platoon (2 points)
Continuation War, 1942: 2 x Lahti L-39 20mm A/T Rifle sections
Anti-Tank Platoon (3 points) Anti-Tank Section, 1944 (1 point)
1 x 50mm Pak 38 Gun and tow 1 x Panzerfaust section

24
GUN H.E. AT NOTES
25mm Antitank Gun 1 4 Light Gun

20mm AT Rifle: Lahti L-39 Range: 14" [18"] A/T Firepower: 3


Regimental A/T Platoon. May attach to Infantry platoons.
Use standard Infantry AT Weapon rules (page 66).

Finnish Infantry Training Characteristics.


The following Training Characteristics apply to Finnish troops.
Poorly Equipped: No inherent A/T rifles until June 1941.
Skis: Finnish reconnaissance infantry have skis and move as normal in Deep Snow, Combat Patrols
use Rapid Move whilst in Deep Snow.
Snipers: A Sniper may re-roll 3D6 from one attack roll once per game. (Includes rerolling three misses.)
20mm A/T Rifle: When attached to an infantry platoon, the platoon has the house-breaking rule (pg 59).

Preregistered Artillery.
When defending Finns may allocate up to two pre-registered targets for Battalion Mortars at no HQ
Order cost, in addition to the Preregistered Target rule, 24.8.
Finns use the Limited Artillery Rule: Zeroed In/two phase smoke on a score of 8+ to represent limited
guns/ammunition.

Initiative
A defending Finish battalion starts the game on three HQ Orders.
Finnish battalions vs. Russians will win Initiative draws, but do not gain the bonus Order.

DIVISIONAL SUPPORTS.
Step Three: The player may then add Divisional supports.
WINTER WAR
All Russian designed tanks are classed as Poor AFVs and are without radios from 1939-42.
UNIT TYPE GUN H.E. A/T ARMOUR SPEED YEAR COST NOTES
45mm A/T Gun Short 45mm# 3 4 - - 39 2/-* Light Gun + tow
FT-17 Pillbox MMG 4 1 4/3 - LT - 39 2/-* Low profile, (g)
T26 37mm# 3 4 3/3 - LT A 39 -/5* Poor, (!)
T37/38 MG 3 - 2/2 - WK A 39 -/3* Low Profile, Poor, (!)

CONTINUATION WAR
All Russian designed tanks are classed as Poor AFVs are without radios up to 1942
UNIT TYPE GUN H.E. A/T ARMOUR SPEED YEAR COST NOTES
Pak 97/38 Gun 75mm# 5 7 - - 43 3/-* Heavy Gun + tow
Pak 40 Gun 75mm L46+ 4 9 - - 43 4/-* Heavy Gun + tow
T26 37mm# 3 4 3/3 - LT A 39 -/3** Poor, (!)
T28 Short 76mm# + MG 5 3 5/4 - MD S 41 4/-* Multi-turreted, Poor (!)
BT-42 114mm Howitzer# 6 4 4/3 - LT A 43 3/-* Poor, (!), No MGs
T34 76mm L11# 4 7 7/5 - BT A 43 4/-* Poor, (!)
T-34/85 85mm+ 5 9 8/6 - LBT A 44 6/-* Poor, (!)
StuG G 75mm L48+ 4 9 7/5 - BT A 43 4/8* Low Profile, (!)
PzIV J 75mm L48+ 4 9 8/5 - LBT A 44 5/-*
(g) Pillbox, Immobile Unit. Must be placed as a free ambush unit at the beginning of the game.
Classed as a vehicle for all firing against it. Destroyed if forced to retreat.
25
4 THE EASTERN FRONT
1941 - 1943
The follows scenarios are cover eight actions of the Russian campaign. They may be played
individually or may be played in sequence to form a small campaign using the following rules.

Campaign Rules
Each scenario is played in order, beginning with Scenario One and ending with Scenario Eight. All
scenarios can be played on a 6’ by 4’ - 5' table, although with larger scale figures, 20mm and above
extending that to 7’ by 5’ - 6' is recommended.

Winning & Losing: Both sides will receive one victory point per FUBAR they inflict upon the enemy
in every game. Also, gain one victory point if you win the battle but didn’t defeat the enemy purely
on FUBARs.

Forces: In each scenario, the player uses the forces shown. The numbers indicated in the Order of
Battle Tables indicate the number of units present.

The player with most victory points after all eight scenarios have been played is the winner.
However, the level of victory can vary.

Campaign Victory Points Tier


• If the Germans win by four or more points = Triumph in the East! German victory!
• If the Germans win by one to three points = The struggle continues! German victory!
• If the Germans lose = Germany is no longer capable of offensive action on the eastern front.
The strategic initiative passes over to the Russians. Russian victory!
• A Draw! = The Germans are contained! The war in the East will drag on for several more years.

‘O’ GROUP BARBAROSSA CAMPAIGN RECORD


BATTLE RUSSIAN POINTS GERMAN POINTS
1. ADVANCE TO SMOLENSK
2. ROADS TO MOSCOW
3. COUNTER-ATTACK AT KHARKOV
4. OPERATION BLAU
5. PAVLOV'S HOUSE
6. ASSAULT ON PONYRI
7. HILL 254
8. PROKHOROVKVA
TOTAL:

Table Size
Tables sizes for all scenarios are roughly 6 foot long by 4 to 5 foot deep for 15mm or smaller figures,
proportionally larger for 20mm figures or larger. Larger tables of 7 foot by 5 foot for 15mm or
larger scales are certainly recommended.

26
SCENARIO 1
ADVANCE TO SMOLENSK, 1941
June 22nd 1941 saw the start of Operation Barbarossa with German formations attacking across the
Russian border. These initial German attacks enjoyed great success and, despite pockets of heroic
resistance, Germans forces soon pushed over 300 miles, deep into Russia. Army Group Centre,
under the command of General von Bock captured Minsk on 26th June with an encirclement
action capturing over 300,000 prisoners.

By early July the next objective for Army Group Centre was the great Russian city of Smolensk.
By July 4th the 7th Panzer Division, forming part of the northern arm of Army Group Centre
under command of General Hoth, swung towards Vitebsk but was halted by Soviet defences. In
the defence of Smolensk Soviet generals launched numerous counter offensives to drive back
the Germans columns, many of which were now over-stretched with large distances separating
one command from another. One such attack was the Lepal counter-offensive where the Red
Army attacked with significant amounts of armour into a gap between the advancing Germans
formations in the vicinity of Senno, West of Vitebsk. Despite initial success these attacks developed
into meeting engagements with the German panzer forces under Hoth's command. In the next
week of fighting the 7th, 12th, 17th and 18th Panzer Divisions defeated and destroyed the 5th and
7th Mechanised Corps and supporting rifle divisions from Timoshenko's 19th Army. The 5th and
7th Mechanised Corps were beaten back towards Smolensk, leaving over 800 destroyed tanks on
the battlefield. This scenario represents just one of the many actions as the 7th Panzer Division
struggled to contain counter-attacking Russian forces desperate to hold the Vitebsk perimeter.

Rather than push on in the face of these Russian counter-attacks, General Hoth ordered a change
of direction, and crossed the Duna River to the North of Vitebsk, and by the 8th July his forces were
attacking Vitebsk from the rear. By 13th July the Germans had finally broken through and were
heading eastwards to form the northern enveloping arm encircling Smolensk.

At Smolensk the Soviet troops held the defensive line as best they could, struggling to keep the
last few routes out of Smolensk to the East open. Stalin ordered that the Smolensk defenders
"stand until the last man". Bridges into the city were demolished, as the NKVD rounded up as many
men as possible to hold the cities defences. Numerous bombing raids were conducted on the city
until the Germans finally completed their encirclement on 26th July, but not before numerous
Red Army elements had escaped the trap.

The city held out until the 13 August before surrendering, with the capture of hundreds of thousands
of prisoners and thousands of items of military equipment. The final capture of Smolensk now
opened the road to Moscow.

27
MISSION
The Russians must drive the Germans back over the river and inflict at least one FUBAR on the
Germans by the end of the game. From turn 10 onwards, if the German player has two or less units,
(full or otherwise) over the river at the beginning of any phase, then it is deemed the Germans
have been pushed back over the river.

Company Commanders, FOOs and Combat Patrols do not count towards the unit total. Alternatively,
inflict three FUBARs on the Germans.

The Germans win by avoiding the Russian win conditions or by inflicting three FUBARs on the
Russians by the end of the game.

The game ends after 16 turns.

DEPLOYMENT
Meeting Engagement: This scenario is a meeting engagement between the Russians and the
Germans. As a result, both battalions are classed as the attacker for all rule purposes. Moreover, for
the initial deployment dice roll, each score of 5-6 is an on-table unit, each score of 2-4 is a combat
patrol and each score of 1 is simply no effect/no deployment. The German player deploys first.

If using a 4 foot deep board then the Russians may deploy up to 6" from their respective board
edge whilst the Germans may deploy within 3" of their board edge. If using a 5 foot deep or larger
board, the Russians may deploy up to 12" from their respective board edge whilst the Germans
may deploy within 9" of their board edge.

ORDER OF BATTLE
Russian: 2nd Rate Battalion - 19th Army. Regular - Combat Effective.

COMPANY UNIT SECTIONS TROOP RATING


HQ - -
Battalion HQ 82mm Mortars - -
FOO + transport 1 Commander
Company Commander 1 Commander
1 Company 2 x Infantry Platoon 4 Regular
1 x SMG Platoon 4 Regular
Company Commander 1 Commander
2 Company 2 x Infantry Platoon 4 Regular
1 x SMG Platoon 4 Regular
Company Commander 1 Commander
3 Company
3 x Infantry Platoon 4 Second Line
Maxim MMG 2 Regular
Support Platoon
PTRD Anti-Tank Rifle 1 Regular
Anti-tank Platoon Short 45mm A/T Gun + tow 1 Regular
Canon Platoon 76mm Infantry Gun + tow 1 Regular
Recce Platoon BA10 Platoon 2 Regular/Poor/Recce
Tank Platoon BT7 Platoon 2 Regular/Poor

28
German: 1st Rate Battalion - 7th Panzer Division. Regular - Combat Effective.
COMPANY UNIT SECTIONS TROOP RATING
HQ - -
Battalion HQ 80mm Mortars - -
FOO + transport 1 Commander
Company Commander 1 Commander
1 Company
3 x PanzerGrenadier Platoon 4 Regular
Company Commander 1 Commander
2 Company
3 x PanzerGrenadier Platoon 4 Regular
Company Commander 1 Commander
3 Company 3 x PanzerGrenadier Platoon 4 Regular
Company Transports (Trucks) 2 -
MG Platoon MMG Platoon 1 Regular
A/T Platoon 37mm A/T Gun + tow 1 Regular
1 x Pioneer SMG Platoon 3 Regular
Pioneer Platoon
1 x Anti-Tank Rifle section 1 Regular
221 A/C MG section 1 Recce/Regular
Recce Platoon
222 A/C 20mm section 1 Recce/Regular
REINFORICEMENTS: Arrive Turn 5
Assault Gun Platoon StuG Short 75mm 1 Confident
SPECIAL RULES
Square Platoons: For both the Russians and the Germans, infantry platoons from all three infantry
companies are Square.
German Reserves: The German reinforcements arrive in reserve on Turn 5.
Artillery Missions:
The Russians have two HE artillery support missions and one smoke mission.
The Germans have two HE artillery support missions and one smoke mission.

29
TERRAIN
1. The open terrain should have a number of crop fields scattered about.
2. The rise is higher than all woods and BUAs.
3. The river is impassable to vehicles and guns except at the fords and the bridge. The river is
passable to infantry, see below.
4. River Crossing: All units may cross the river via the main bridge without penalty.
• All vehicles and Guns (towed or man-handled) may also cross at the fords but any
movement is subjected to the Rough Terrain rules.
• Infantry and Combat Patrols may cross the river by a ford without penalty.
• Infantry and Combat Patrols may also cross the river at any point without a bridge or a
ford but are subject to the following constrains. The infantry unit/combat patrol must
advance to within 1" of the river and halt. Then, upon receiving another move action they
are simply placed on the immediate other side of the river within an 1". This uses up all
the units movement for that action and any subsequent firing enquires the -2D6 moving
modifier (-3D6 if Russian).
5. Deploying Combat Patrols across the River: If a Company Commander wishes to deploy a
combat patrol across the river from their position, regardless of the location of any ford or
bridge, then the combat patrol must be placed within 8" of the Company Commander and
within 1" of the river.
6. The bank of the river was sunken and thus any firing at units that are within 1" of the river
are classed as in cover and requires the Spotting Dice.
7. All BUAs are standard BUA sectors and elevated.
8. The farms are single story and classed as wooden BUAs causing a -1D6 firepower modifier
and Spotting Dice requirement.
9. The railway line does not provide any cover.

30
31
SCENARIO 2
ROADS TO MOSCOW, 1941
By October 1941 the Germans were closing in on the strategic objective of Moscow. One of the
major Germans panzer formations leading the offensive against the Russian capital was Guderian's
24th Panzer Corps, which was attacking up the Orel to Mtsensk road with apparently few Soviet
Army units between it and Moscow.

In order to buy time to build a coherent defence at Mtsensk, just under two hundred miles to the
West of Moscow, the Soviets hastily threw in elements of their 1st Guards in an attempt to halt or
at least hold the attacking German panzers.

The first real Russian attempt to blunt the German onslaught was near Voin on the Orel-Mtsensk
road. At the core of the Russian defence were the new T-34 tanks of the 4th Tank Brigade. The push
to Moscow was now about to get a great deal tougher for the Germans.

The Russian 4th Tank Brigade successfully did its job. Although German casualties were probably
fewer than the Russians, the Germans were nonetheless shocked by the well-coordinated defence
which included one of the first times the Russians actually had managed to use their T-34
tanks en-masse. The German attack recoiled as a result, losing precious days resupplying and
reorganising.

This action permits plays to play a larger ‘O’Group game on the eastern front. Players can reduce
the size of the game if they wish by removing from the German order of battle the Reserves, the
Pak 38 50mm gun and tow and the PzIVs. Also remove the Reserves from the Russian order of
battle. Both battalions are then classed as Combat Effective rather than Tenacious.

MISSION
The Germans must secure the village of Voin, (both BUA sectors) therefore controlling the main
road or inflict four FUBAR markers on the Russians before the end of the game.
The Russians win by avoiding the German victory conditions.
The game ends after 25 turns.
(If playing the smaller game the German victory conditions are reduced to inflicting three FUBARs
on the Russians and the game ends after 18 turns.)

DEPLOYMENT
The Germans are the Attackers. The Russians are the defenders. Both battalions use the standard
game deployment rules.

32
ORDER OF BATTLE
German: 1st Rate Battalion - 35th Panzer Regt. Regular - Tenacious.
COMPANY UNIT SECTIONS TROOP RATING
HQ - -
Battalion HQ 80mm Mortars - -
FOO + transport 1 Commander
Company Commander 1 Commander
1 Company
3 x Infantry Platoon 4 Regular
Company Commander 1 Commander
2 Company
3 x Infantry Platoon 4 Regular
Company Commander 1 Commander
3 Company
2 x Infantry Platoon 4 Regular
MG Platoon MMG 2 Regular
A/T Support A/T Rifle section 1 Regular
A/T Platoon 50mm A/T gun + tow 1 Regular
Reconnaissance Platoon SdKfz 231 20mm 2 Confident
Medium Panzer Platoon 2 x PzIII G Platoon 2 Confident
Medium Panzer Platoon 1 x PzIV Platoon 2 Confident
RESERVES
AA Platoon FlaK-36 88mm & tow 1 Regular
Pioneer Platoon 1 x Assault Engineer SMGs 3 Confident

Russian: 2nd Rate Battalion - 4th Tank Brigade. Regular - Tenacious.


COMPANY UNIT SECTIONS TROOP RATING
HQ - -
Battalion HQ 82mm Mortars - -
FOO + transport 1 Commander
Company Commander 1 Commander
1 Company
3 x Infantry Platoon 4 Regular
Company Commander 1 Commander
2 Company
3 x Infantry Platoon 4 Regular
Company Commander 1 Commander
3 Company
3 x Infantry Platoon 4 Regular
Support Platoon Maxim MMG 2 Regular
A/T Platoon PTRD A/T Rifle section 2 Regular
A/T Platoon 45mm A/T gun + tow 2 Regular
Light Tank Platoon BT-7 Platoon 2 Regular/Poor
RESERVES
Tank Platoon 2 x T/34 Platoon 2 Regular/Poor

33
SPECIAL RULES
Battalion ‘O’Group Dice. Both Russian and German battalions are Large and receive 10
Battalion ‘O’Group dice and 10 dice for Opening Deployment. (If playing the smaller game
both battalions are Standard and receive 9 Battalion ‘O’Group dice each.)

Russian Defences. The Russians may choose to dig in the either 45m A/T guns or the Light
Tanks in gun pits. The tanks may reverse out of the gun pits if the Russian player wishes to do
so.

Square Platoons: For both the Russians and the Germans, infantry platoons from all three
infantry companies are Square.

Tenacious: The fourth and final FUBAR marker for the Germans is worth four section losses
whilst the fourth and final FUBAR marker for the Russians is only worth two sections.

Artillery Missions:
The Russians have two HE artillery support missions and no smoke. The Germans have three
artillery HE support missions and one smoke mission.

TERRAIN
1. The open terrain should have a number of crop fields scattered about.
2. The village of Voin consists of two BUA sectors. All built up area sections are wooden
buildings providing a -1D6 firepower modifier and Spotting Dice. All BUA sectors are
elevated. The farm is single story.
3. The ravine is impassable to all AFVs and all guns both towed and manhandled. The
ravine has no effect on infantry movement. Any infantry in the ravine are classed as in
cover with a -1 Firepower dice modifier and require the spotting dice.
4. The rises are the same height as woods and BUAs. The high ground is higher than both
the rises and BUAs.

34
35
SCENARIO 3
COUNTER-ATTACK AT KHARKOV, 1942
On 12th May 1942, Soviet forces under the command of Marshal Timoshenko launched an
offensive against the German 6th Army at Kharkov from a salient established during the winter
counter-offensive.

The Russian high command had been determined to retake Kharkov with an encirclement of their
own. Attacks had been on-going since January 1942 and March saw a major Russian counter attack
under General Timoshenko. His plan involved a major offensive on two fronts, one attack coming
in from the North by and another from the South by against very thin and stretched German lines.
Timoshenko planned to break through the initial German lines and then large mobile reserves
would punch forward to exploit the breakthrough. Despite logistical difficulties and limited fuel
and ammunition the Russian offensive went ahead on 12th May.

A massive opening bombardment by both artillery and aircraft heralded the new Russian offensive.
The Russia attacks went in directing their force against the isolated German strongpoints, or
Stützpunkt, usually centred on a few villages in the area. Attacked by masses of Russian infantry
supported by significant amounts of Russian armour, including T34s, KV1's and lend-lease armour,
the poorly supported German infantry struggled to hold the line. Many simply turned and fled
when their ineffective anti-tank guns failed to stop the Russian armour. The Germans were forced
to throw in any reserves they had into the line to prevent the Russian breakthrough, which included
using artillery pieces in the direct fire role, something they had previously been forced to do at the
Battle of Arras in the 1940 France campaign against British heavy tanks.

The opening day of the offensive had proved a Russian success, with most German frontline
positions taken or overrun. However after the initial Shock the Germans high command was
quick to respond. Panzer Divisions were released from reserve and ordered to counter-attack
advancing Russian forces. In addition Germans commanders had diverted significant amounts of
air power to the threaten sector and by day two the German tanks and aircraft were successfully
counterattacking. The Russian tank reserves were not in place to assist their forward infantry
elements and the Soviet infantry were pushed back by the attacking Germans. Unable to fully
appreciate the dynamics of the battlefield, Timoschenko shifted reserves from one area to another
or failed to commit reserves at all. This command confusion saw the battlefield initiative switch to
the Germans.

Over the next four days the Russians continued with their offensive as best they could but
increasing Germans successes causing significant losses blunted their attacks as German tanks
and aircraft exploited their successful counterattack, eventually forcing the Russians to abandon
the attack on Kharkov as a costly failure.

36
MISSION
The Russians must take the Stutzpunkte, (both BUA sectors) or inflict three FUBAR markers on the
Germans before the end of the game.

The Germans win by avoiding the Russian victory conditions.

The game ends after 15 turns.

DEPLOYMENT
The Russians are the Attackers. The Germans are the defenders. Both battalions use the standard
game deployment rules.

ORDER OF BATTLE
Russian: 2nd Rate Battalion - 175 Rifle Division. Regular - Combat Effective.
COMPANY UNIT SECTIONS TROOP RATING
HQ - -
Battalion HQ 82mm Mortars - -
FOO + transport 1 Commander
Company Commander 1 Commander
1 Company
3 x Infantry Platoon 3 Regular
Company Commander 1 Commander
2 Company
3 x Infantry Platoon 3 Regular
Company Commander 1 Commander
3 Company
3 x Infantry Platoon 3 Green
Support Platoon Maxim MMG 1 Regular
Tank Platoon T60 2 Regular/Recce
Tank Platoon Roll on Tank Availability Table.
RESERVES: Arrive Turn 6
Tank Platoon Roll on Tank Availability Table.
Assault Platoon 2 x SMG Infantry Platoon 3 Regular

Russian Armour. The Russian player rolls twice in the game for armour type.
The first roll is at the start of the game to determine their immediate tank support.
The second roll is on Turn 6 to determine the armoured reserves.

DICE SCORE ARMOUR TYPE NUMBER OF SECTIONS TROOP RATING


1 Matilda 2 2 Regular/no HE
2 BT5 or T26 4 Regular/Poor
3 Valentine 2 Regular/no HE
4-5 T34 2 Regular/Poor
6 KV1 1 Regular/Poor

All tanks types are only available once. May choose support type if you roll the same type twice.

37
COMPANY UNIT SECTIONS TROOP RATING
HQ - -
Battalion HQ 80mm Mortars - -
FOO + transport 1 Commander
Company Commander 1 Commander
1 Company
3 x Infantry Platoon 3 Regular
Company Commander 1 Commander
2 Company
3 x Infantry Platoon 3 Regular
Company Commander 1 Commander
3 Company
2 x Infantry Platoon 3 2nd Line
MG Platoon MMG 1 Regular
A/T Support A/T Rifle section 1 Regular
A/T Support 50mm A/T gun & tow 1 Regular
A/T Support 37mm A/T gun & tow 2 Regular
Mines Hasty Mines 2 -
RESERVES: Arrive Turn 6
AT Platoon 105mm Howitzer + tow 1 Veteran
1 x SMG platoon + integral
Pioneer Platoon 3 Confident
Flamethrower
SPECIAL RULES
Battalion ‘O’Group Dice. The Russian battalion is Large and receives 10 Battalion ‘O’Group dice
and ten dice for Opening Deployment. The German battalions is Standard and receives nine
Battalion ‘O’Group dice.
Russian Reserves: All Russian reserves arrive in reserve on Turn 6, must be allocated to a Company.
Tank Desant: One Russian SMG platoon may be used as Tank Riders.
German Defences. The German 37mm, 50mm PAK and MMG may be in dug outs, if placed in
ambush at the start of the game.
German Reserves: All German reserves arrive in reserve on Turn 4.
German 105mm. This weapon has an H.E. firepower of 6 and an AT firepower of 7.

Artillery Missions:
The Russians have two HE artillery support missions and no smoke.
The Germans have no artillery missions.

TERRAIN
1. The Stutzpunkte village consists of one wooden BUA sector and one standard BUA
sector, (non-wooden). Wooden BUAs cause a -1D6 firepower modifier and Spotting Dice
requirement. The wooden BUA sector is nearest the road.
2. The standard BUA sector is elevated. All wooden BUAs including the farms are single story.
(The farms are also classed as wood, with a -1D6 firepower modifier and Spotting Dice
requirement.)
3. The rise is the same height as woods and BUAs.
4. The ravines are classed as cover and block line of sight from ground level.
5. The ploughed fields are classed as open terrain but also rough terrain for vehicle movement.
6. The open terrain should have three low crop fields deployed on the left flank and three low
crop fields deployed on the right flank. Players should alternately place each field in turn.
.
38
39
SCENARIO 4
OPERATION BLAU, 1942
Fall Blau, or Case Blue was the German plan for the 1942 strategic summer offensive in southern
Russia with the objective of capturing the southern Russian oil fields in the Caucasus. Army Group
South of the German Army was divided into Army Groups A and B. Army Group A was tasked with
fulfilling Operation Edelweiss by crossing the Caucasus Mountains to reach the Baku oil fields,
while Army Group B protected its flanks along the Volga by fulfilling Operation Fischreiher.

To support this major summer offensive, the Hungarian 2nd Army was engaged in the general
advance towards Voronezh, being tasked with crossing the Tim River and to attack Russian
positions holding the town of Tim itself.

On June 30th, the advancing Axis troops reached the fortified town of Tim, where the Soviets
put up stubborn resistance. The initial Hungarian advance through Soviet lines was slow. Lacking
in combat experience, the Hungarian troops only managed to take Tim with the assistance of
German forces, and then it took four days of heavy fighting before they eventually pushed the
Russians back towards the Don River.

In the South, the Germans forces enjoyed far better success and secured the Bryansk pocket on their
way to crossing over the Oskol River, the last major obstacle before the River Don and Voronezh.
The Hungarian advance continued more swiftly after this, with the lead elements reaching the
Don River by July. There, the rest of the main body of the Second Army arrived at the river three
days later, taking over security duties from the German Panzer Divisions, having advanced over
150 kilometres.

The Soviet collapse in the South allowed the Germans to capture the western part of Voronezh on
6th July with Army Group A capturing Rostov on 23 July and then moved South from the Don
to the Caucasus, capturing the demolished oilfields at Maikop by early August. However, strong
Russian resistance and the long distances from Axis sources of supply prevented the Germans
from completing their strategic objective of capturing the main Caucasus oilfield at Baku.

By late August the lead German elements reach the West bank of the Volga and Stalingrad. The
battle for Stalingrad had begun.

MISSION
The Hungarians/Germans must take the outer perimeter of Tim, by securing three out the five
BUAs and farms, or inflict three FUBAR markers on the Russians before the end of the game.
The Russians win by avoiding the Russian victory conditions.

The game ends after 16 turns. If using the Germans the game ends after 14 Turns.
40
DEPLOYMENT
Battalion Rating: Italian Battalion HQs are classed as Second Rate.

The Hungarians/Germans are the Attackers. The Russians are the defenders. Both battalions use
the standard game deployment rules.
ORDER OF BATTLE
Hungarian: 2nd Rate Battalion - Light Division. Second Line - Combat Effective.
COMPANY UNIT SECTIONS TROOP RATING
HQ - -
Battalion HQ 81mm Mortars - -
FOO + transport 1 Commander
Company Commander 1 Commander
1 Company
4 x Infantry Platoon 3 Regular
Company Commander 1 Commander
2 Company
3 x Infantry Platoon 3 2nd Line
Company Commander 1 Commander
3 Company
3 x Infantry Platoon 3 2nd Line
MG Platoon MMG 1 Regular
Reconnaissance Platoon Toldi 1 2 Regular/Recce
Antitank Platoon 40mm A/T gun + tow 1 Regular
RESERVES: Arrive Turn 5
Tank Platoon Pz38t 37mm 2 Regular

OR

German: 1st Rate Battalion - 387 Infantry Division. Regular - Combat Effective.
COMPANY UNIT SECTIONS TROOP RATING
HQ - -
Battalion HQ 80mm Mortars - -
FOO + transport 1 Commander
Company Commander 1 Commander
1 Company
3 x Infantry Platoon 3 Regular
Company Commander 1 Commander
2 Company
3 x Infantry Platoon 3 Regular
Company Commander 1 Commander
3 Company
2 x Infantry Platoon 3 Regular
MG Platoon MMG section 1 Regular
Reconnaissance Platoon Panzer II 2 Regular/Recce
Light Howitzer Platoon 75mm Gun + tow 1 Regular
RESERVES: Arrive Turn 4
Tank Platoon PzIIIJ 50mm L42 2 Confident

41
Russian: 2nd Rate Battalion - 212th Rifle Division. Second Line - Combat Effective.
COMPANY UNIT SECTIONS TROOP RATING
HQ - -
Battalion HQ 82mm Mortars - -
FOO + transport 1 Commander
Company Commander 1 Commander
1 Company
3 x Infantry Platoon 3 2nd Line
Company Commander 1 Commander
2 Company
3 x Infantry Platoon 3 2nd Line
Company Commander 1 Commander
3 Company
2 x Infantry Platoon 3 2nd Line
Support Platoon Maxim MMG 1 Regular
A/T Platoon PTRD A/T rifle section 2 Regular
Canon platoon 76mm Infantry Gun + tow 1 Regular
A/T Platoon 45mm AT Gun M1937 + tow 1 Regular
RESERVES: Arrive Turn 5
Tank Platoon T34 1 Regular/Poor

SPECIAL RULES
Battalion ‘O’Group Dice. All battalions are Standard and receive nine Battalion ‘O’Group dice.
1. The Russians may dig in their 76mm gun and the MMG into gun pits if placed in ambush at
the beginning of the game.
2. One infantry platoon may be entrenched if placed in ambush at the beginning of the game.
3. The T/34 arrives in Reserve on Turn 5 and must immediately be allocated to any infantry company.

Artillery Missions:
The Hungarian/Germans have two artillery support missions and no smoke.
The Russians have one artillery mission.

TERRAIN
1. The rise is the same height as woods and BUAs.
2. The open terrain should contain several fields, ploughed fields and a couple of vehicle wrecks.
3. Both farms are single story and classed as wooden BUAs causing a -1D6 firepower modifier
and Spotting Dice requirement.
4. The villages are standard BUA sectors and all are elevated.

42
43
SCENARIO 5
PAVLOV'S HOUSE, STALINGRAD, 1942
The culmination of Fall Blau for von Paulus' 6th Army was to be the capture of the city of Stalingrad
on the banks of the River Volga. After defeating the two Soviet armies facing him, Paulus was then
ordered to take the city and so began an urban slogging match that would last from August 1942
through to February 1943 and would end in the complete destruction of the German 6th Army.
The Battle of Stalingrad hinged around pitched battles for strategic and tactical strongpoints within
the city, including areas such as the Mameav Kurgan Hill, the Grain Elevator, the Tractor Factory
and Pavlov's House. The battle often descended into daytime attacks by the Germans, fighting for
every factory, house and basement as they combated stiff Russian resistance. After these attacks
had finished, the Russian defenders would follow up at night by infiltrating reinforcements and
equipment, often via sewers, back into vital positions. This style of warfare was aptly described as
Rattenkrieg or "Rat War".
Pavlov's House was the name given to a four-story block of flats, near the River Volga which
overlooked 9th January Square. It gained its tactical importance as this square was open ground
and the apartment gave excellent fields of fire across it. The Russians initially occupied the building
in September 1942 and, like Stalingrad itself, was to be held to the last man. One of the initial
defenders was a certain Sergeant Yakov Pavlov.
Pavlov took command of the small detachment holding out in the flats and immediately set about
shoring up its defences. He had barbed wire and mines deployed in front of the building to hinder
German attacks. Machine-gun were set up opposite avenues of approach, while anti-tank rifles
were positioned on the upper floors and roof where they could fire down on the weaker top
armour of the attacking German tanks.
Due to its tactical importance the Germans repeatedly assaulted the building, enduring a hail
of fire from machine guns and anti-tank rifles during their attacks and suffered heavy losses as a
result. Nonetheless, the Russian defenders were whittled down, in spite of the communications
trench they had dug to permit more reinforcements to arrive in relative safety.
Despite these constant German attacks, the Russian defenders under Pavlov held out until relieved
by the counter-attacking Soviet forces in November 1942. As a result of this action Pavlov was
turned into a national hero, being award the Hero of the Soviet Union for his defence of what
would become known as "Pavlov's House".

MISSION
The Germans must take and hold Pavlov's House by the end of the game or inflict three FUBAR
markers on the Russians before the end of the game.
The Russians win by avoiding the German victory conditions.
The game ends after 14 turns.

DEPLOYMENT
The Germans are the Attackers. The Russians are the Defenders. Both battalions use the standard
game deployment.
The Russian Forward Defence Line runs across the table no further forward than the end of Pavlov's
House nearest the German lines.
The German Start Line runs across the table parallel to the forward edge of the blockhouses on
the German board edge.
44
ORDER OF BATTLE
Russian: Second Rate Battalion - 13th Guards - Regular - Combat Effective.
COMPANY UNIT SECTIONS TROOP RATING
HQ - -
Battalion HQ 82mm Mortars - -
FOO + transport 1 Commander
Company Commander 1 Commander
1 Company
3 x Infantry Platoon 3 Regular
Company Commander 1 Commander
2 Company
3 x Infantry Platoon 3 Green
Support Platoon PTRD A/T section 2 Regular
MG Platoon MMG section 1 Regular
AT Platoon 45mm AT Gun + tow 1 Regular
Sniper Sniper 1 -
RESERVES:
A/C Platoon BA32 armoured car 1 Regular
MG Platoon MMG section 1 Regular
3 Company Company Commander 1 Commander
Arrives Turn 5 3 x Infantry Platoon 3 Regular
Gun Platoon 76mm Infantry Gun + tow 1 Regular
Arrives Turn 5

German: 1st Rate Battalion - 71st Infantry Div. Regular - Combat Effective.
COMPANY UNIT SECTIONS TROOP RATING
HQ - -
Battalion HQ 81mm Mortars - -
FOO + transport 1 Commander
Company Commander 1 Commander
1 Company
3 x Infantry Platoon 3 Regular
Company Commander 1 Commander
2 Company
3 x Infantry Platoon 3 Regular
MG Platoon MMG 2 Regular
1 x Pioneer Platoon SMGs 3 Confident
Pioneer Platoon
1 x AT Rifle 1 Confident
Reconnaissance platoon SdKfz 231 20mm 1 Confident
Gun Platoon 75mm Infantry Gun + tow 1 Regular
RESERVES:
3 Company Company Commander 1 Commander
Arrives Turn 2 2 x Infantry Platoon 3 Regular
Assault Gun Platoon StuG Short 75mm 1 Regular
Arrives Turn 2

45
SPECIAL RULES
Battalion ‘O’Group Dice. Both battalions are standard size and receive nine Battalion ‘O’Group dice.

Sgt Pavlov. This heroic Russian NCO is represented by enabling the Russian player to employ the
Take Cover rule (See 24.9) once at any point in the game.

Sniper. The Russian player receives 1 x Sniper section. (See 24.3 Sniper optional rules.)

Antitank Rifle fire. All AT rifle fire from Pavlov's House is considered elevated and able to hit the
top armour of AFVs. Thus, any A/T Rifle fire from Pavlov's House always uses the target's Flank/Rear
armour value. This does not apply to AT guns.

Hasty Mines: The Russian player may deploy one set of hasty mines anywhere within their FDL.

Wire: The immediate front of Pavlov's House facing the German Start Line is covered by a wire
entanglement. This should cover the forward narrow edge of Pavlov's House and no more.

Russian Reserves. All Russian reserves are available from Turn 2, except for 3 Company and the
Gun platoon which are available from Turn 5.

Wire Cutters. All German platoons are equipped with wire clearing equipment, see 10.4.

German Reserves. 2 Company are available from Turn 2. The StuG section is available from Turn 2.

Artillery Missions:
The Germans have two artillery HE support missions limited to Regimental Artillery. The Russians
have one HE artillery support missions limited to Regimental Artillery.

TERRAIN
1. Pavlov's House, the Mill outer buildings, block houses and small generator house are all
building BUAs.
2. The Ruins are classed as cover with only a -1D6 Firepower modifier for both Infantry and HE fire.
3. Tram & Railway Lines. One tram section is placed by the Germans anywhere along the
tramline. One tram section is sufficient to give cover to a platoon of infantry.
4. One railway cart section is placed by the Russians anywhere along the railway line. One cart
section is sufficient to give cover to a platoon of infantry.
5. The contour gives cover to German infantry units directly on the contour line. It does not
block line of sight and does not give cover to any units that are not lining the contour rise.
Players can represent this slight rise which lichen or similar terrain.
6. The orchard does not block line of sight and can be fired through. Any fire passing through
the orchard incurs the Spotting dice.

46
47
SCENARIO 6, 7, 8
KURSK, 1943
After the savage defeat that the 6th Army suffered at Stalingrad, the German Army slowly recovered
and by spring 1943 was on the offensive again. By March German forces had retaken Kharkov
and stiffening Russian resistance had left, at the conclusion of the German spring offence, what
became known as the Kursk salient. The eastern front then settled down for the next summer
offensive, which would see the German armies attempt to encircle the Kursk salient, codenamed
Operation Zitadelle. However, the Russians had stabilised their front and the German would soon
find that the days of easy victories in the East were over.

The battle to encircle the Kursk salient was initially scheduled for May 1943, but delayed until early
June. One of the reasons for the delay was Hitler's desire to see the next generation of German
tanks, the Tigers, Panthers and Ferdinands, available for the offensive. However, these delays only
aided the Russians who used the extra time to build numerous defensive lines within the salient,
including antitank gun positions and minefields, and also built up large tank reserves that were
available to counter any strategic breakthrough. All the while Russian forces had been supplied
with vital intelligence on German preparations via the British intelligence services after their
breaking of the German top secret Enigma coding machine. Operation Zitadelle began in on July
5th, with the two German pincers lead by Army Group Centre in the North and Army Group South
in the South.

The following three scenarios cover the highlights of the Kursk offensive; first there is action in the
North as the German 9th Army smashed into the northern flank of the Soviet positions around the
northern bulge of the Kursk salient. General Pukhov's 13th Army bore the brunt of this German
attack, and by the third day of the offensive his first echelon positions had been breached and the
Germans were advancing along the Kursk-Orel railway line towards the village of Ponyri, using the
newly arrived Ferdinand break-through assault guns. This village was a rail collection point for the
local farms and a major intersection of local roads, thus both the German and Russian armies were
determined to control it. The fight for Ponyri, amongst some of the fiercest fighting at Kursk, lasted
for six days, sucking in greater and greater numbers of men and tanks, while on one day alone the
village changed hands five times. Finally, by the 12th July the Germans were forced to halt their
attacks through exhaustion and attrition.

The second scenario moves to the South and focuses on the stand of the 7th Guards Anti-Tank
Brigade holding Hill 254 against attacks from the German 11th Panzer Division. The Germans
launched their attack early on 7th July, met Russian resistance early on but succeeded in pushing
through both Russian minefields and noticeable areas of high ground held by Soviet infantry.
These areas of high ground were referred to as "Hills", such as Hill 245 or Hill 260, although often
these were simply rises of the ground rather than genuine hills. Nonetheless they did proved
focal points for resistance and offered superior lines of sight across the confused battlefield. One
prominent feature was Hill 254, defended by the 14th Independent Antitank Artillery brigade
under Colonel Zabotin. These brave Russians held the line and were credited with knocking out

48
numerous German tanks, blunting the German attacks in this area.

The third and final scenario covers the vast tank engagements in the vicinity of Prokhorovka,
following the committal of the Russian tank reserves. The action covers an incident where German
armour was caught crossing a Russian antitank ditch, with a company of German tanks advancing
past one of these anti-tank ditches with the remaining companies yet to cross, when they ran into
a significant Russian armoured counter-attack.

The Battle for the Kursk salient continued with major losses to both sides until the 12th July, when
news of the Allied invasion of Sicily prompted Hitler to call off the faltering offensive. Several
smaller, more local offensives did continue until the 17 July when all offensive operations finally
ceased. The Germans had failed in their objective to encircle the Russian armies within the Kursk
salient and this defeat lead to a turning point in the war. From now on the Germans armies would
surrender the initiative to the Russians, who now seized the strategic offensive.

49
SCENARIO 6
KURSK Part I PONYRI, THE NORTHERN BATTLE

MISSION
German: Hold three of the four key objectives in Ponyri (Suppressed units do not count) or inflict three
FUBAR markers on the Russians before the end of the game.

Russian: Hold three of the four key objectives by the end of the game or inflict three FUBAR markers
on the Germans before the end of the game.

Key Objectives are: the schoolhouse, the tractor depot, the railway station and the water tower.
The game ends after 18 turns

DEPLOYMENT
The Germans are the Attackers. The Russians are the Defenders. Both battalions use the standard
game deployment.
The German on table forces may deploy up to 12” in from their table edge.
The Russian forces can deploy anywhere up to and including the furthest edge of Ponyri village.

ORDER OF BATTLE
Russian: 2nd Rate Battalion - 81st Infantry Div. - Regular - Combat Effective.
COMPANY UNIT SECTIONS TROOP RATING
HQ - -
Battalion HQ 82mm Mortars - -
FOO + transport 1 Commander
Company Commander 1 Commander
1 Company
3 x Infantry Platoon 3 Regular
Company Commander 1 Commander
2 Company
3 x Infantry Platoon 3 Regular
MMG section 1 Regular
Support Platoon
PTRD A/T section 2 -
Sniper Sniper 1 -
Minefield 1 -
Field Defences
Hasty Mines 2 -
Tank Platoon SU 122 1 Regular/Poor
RESERVES:
Anti-Tank Platoon 76mm Field gun + tow 1 Regular
Anti-Tank Platoon 57mm gun + tow 1 Regular
Company Commander 1 Commander
3 Company 1 x Workers Platoon 3 Green
2 x SMG Platoon 3 Regular
Heavy Tank Platoon KV1 2 Regular/Poor

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German: 1st Rate Battalion - 86th Infantry Div. Regular - Combat Effective.
COMPANY UNIT SECTIONS TROOP RATING
HQ - -
Battalion HQ 80mm Mortars - -
FOO + transport 1 Commander
Company Commander 1 Commander
1 Company
3 x Grenadier Platoon 3 Regular
Company Commander 1 Commander
2 Company
3 x Grenadier Platoon 3 Regular
MG Platoon MMG 2 Regular
Pioneer Platoon 1 x Pioneer Platoon SMG + FT 3 Confident
Reconnaissance platoon SdKfz 231 20mm 1 Regular
Assault Gun Platoon Ferdinand 2 Confident
RESERVES: Arrive Turn 2
Company Commander 1 Commander
3 Company
3 x Grenadier Platoon 3 Regular
Assault Gun Platoon Brummbar Short 150mm 1 Regular
Engineers Engineer section + 1 Regular
Goliath Demolition Vehicle

SPECIAL RULES
1. Engineer Section + Goliath. See Eastern Front Additional Rules, Number 4.
2. The Russians have one trench system capable of holding one infantry platoon and one gun-
pit for a single gun section.
3. The Ferdinand/Elefant and Brummbar are tanks which were almost exclusively used during
the battles of Kursk. As a result, these tanks cannot be purchased or used in a normal game
of ‘O’Group and may only be used in specific scenarios where these tanks are known to
actually have been deployed such as the battles of Kursk and some engagements in Italy.
The details of both tanks are given below, notably the Ferdinand has no MGs, so suffers a
-1D6 firepower during AFV Overruns and Tank Hunting.

UNIT TYPE GUN H.E. A/T ARMOUR SPEED YEAR COST NOTES
Ferdinand/Elefant 88mm L70+ 5 13 13/9 - SHV S 43 12/22* No MGs, Scenario Only
Brummbar 150mm# 7(+) 8 11/6 - LBT A 43 7/14* Scenario Only

Artillery Support Missions.


The Germans have three artillery missions and one smoke mission.
The Russians have two artillery missions.

TERRAIN
1. Ponyri village should comprise of three key objectives, being the schoolhouse, the tractor
depot and the water tower, and three other BUA sectors as shown on the map. All BUAs in
Ponyri village and all four key objectives are elevated.
2. Hill 263 (left hand side of the map) is higher than all BUAs, key objectives and woods.
3. The rise on the right-hand side of the map is the same height as woods, BUAs and key
objectives. Units cannot observe from the rise beyond intervening woods or BUAs.
4. The open terrain should contain several crop fields and orchards.
5. The railway line does not provide any cover.
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SCENARIO 7
Kursk PART II, HILL 254, THE SOUTHERN BATTLe

MISSION
German: Capture the village and inflict at least one FUBAR on the defenders. The village is
deemed captured if there is a German non-suppressed infantry unit garrisoning the BUA or a non-
suppressed German tank section within 1" of the BUA (regardless of Russian occupation) at the
start of any Player Phase.

Russians: Avoid the German win conditions.


Either side will automatically lose if it receives its fourth and final FUBAR marker.
The game ends after 18 turns

DEPLOYMENT
The Germans are the Attackers. The Russians are the Defenders. Both battalions use the standard
game deployment.

ORDER OF BATTLE
Russian: 2nd Rate Battalion - 14th Anti-Tank Artillery + 3rd Mechanised Brigades. Large - Tenacious
COMPANY UNIT SECTIONS TROOP RATING
HQ - -
Battalion HQ 82mm Mortars - -
FOO + transport 1 Commander
Company Commander 1 Commander
1 Company 2 x Infantry Platoon 3 Regular
1 x 76mm Field Gun Platoon + tows 2 Confident
Company Commander 1 Commander
2 Company 2 x Infantry Platoon 3 Regular
1 x 76mm Field Gun Platoon + tows 2 Confident
MMG 2 Regular
Support Platoon
PTRD A/T Rifle 3 Regular
Anti-Tank Platoon 57mm A/T Gun + tow 1 Confident
Anti-Tank Platoon Long 45mm A/T Gun + tow 2 Confident
Assault Gun Platoon SU76 Platoon 2 Regular/Poor
Minefield 2 -
Field Defences Hasty Mines 2 -
Wire Entanglements 2 -
RESERVES: Arrive Turn 7
Company Commander 1 Commander
3 Company 2 x Infantry Platoon 3 Regular
1 x SMG Platoon 3 Regular
Tank Platoon T34 76mm Platoon 2 Regular/Poor

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German: 1st Rate Battalion - 11th Panzer Division. Large - Tenacious
COMPANY UNIT SECTIONS TROOP RATING
HQ - -
Battalion HQ 80mm Mortars - -
FOO + transport 1 Commander
Company Commander 1 Commander
1 Company
3 x Infantry Platoon 3 Regular
Company Commander 1 Commander
2 Company
3 x Infantry Platoon 3 Regular
Company Commander 1 Commander
3 Company
3 x Infantry Platoon 3 Regular
MG Platoon MMG 2 Regular
Reconnaissance Platoon SdKfz 231 20mm Platoon 2 Confident
Tank Platoon PzIII Long 50mm Platoon 2 Confident
Tank Platoon 2 x PzIV long 75mm Platoon 2 Regular
RESERVES: Arrive Turn 7
Heavy Tank Platoon Panthers 2 Regular

SPECIAL RULES
Battalion ‘O’Group Dice. Both battalions are Large size and receive ten Battalion ‘O’Group dice.

Opening Deployment Roll and Panthers. The German Attackers are Large and thus roll 10D6
for their opening deployment Roll. However, due to the many mechanical breakdowns of the new
Panther tank at Kursk, if the attacker rolls two or more 1’s for their opening deployment roll then
one of the German Panthers breaks down before the battle. As a result, when the Panther platoon
arrives on-table mark one of the sections with a damage marker to represent the break-down.

German Reserves: German reinforcements arrive in reserve on Turn 7 and may be deployed as
usual in your Combat Phase.

Russian Reserves. Russian Reinforcements are available at the start of Turn 7 and may be deployed
as usual in your Combat Phase.

Russian Prepared Positions: The defending Russians start the game on three HQ orders instead
of two to represent their prepared positions and good intelligence on German intentions.

Tenacious. The Russian force is tenacious and the final fourth FUBAR marker is worth two sections.
The German force is also tenacious and the final fourth FUBAR marker is worth two sections.

Tank Desant: The Russian SMG platoon of 3rd Company may be used as Tank Riders. If used as
tank riders the platoon must be mounted on the T34s.

Artillery.
• The Russians have three HE missions and one smoke mission.
• The Germans have two HE missions and one smoke mission.

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Field Defences.
• Hasty Mines: The Russian player may deploy two sets of hasty mines anywhere within
their FDL.
• Minefields: The Russian Player may deploy two minefields anywhere within their FDL.
• Wire Entanglements: The Russian Player may deploy two wire entanglements anywhere
within their FDL.
• In addition, the Soviets have one trench system. Moreover, all 76mm guns deployed in
ambush are in gun-pits. See Eastern Front Additional Rules, number 10.

TERRAIN
1. All farms are single story and classed as wooden BUAs causing a -1D6 firepower modifier
and Spotting Dice requirement.
2. Both rises are the same height as all woods and farms. Units cannot observe from one rise
to the other, if there is intervening woods or farms.
3. The open terrain between the rises should contain several fields, ploughed fields and a
couple of vehicle wrecks.

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SCENARIO 8
Kursk PART III, PROKHOROVKA, THE TANK BATTLE

MISSION
The Germans must inflict four FUBARs on the Russians to win the game. The Russians must inflict
three FUBARs on the Germans to win the game. The Russians will receive an additional victory
point if they destroy more than eight German tanks due to the fact that at this stage of the war the
German army could not sustain such heavy vehicle losses.

DEPLOYMENT
The Russian on table forces may deploy up to 6” from their table edge.
The German player first rolls their opening deployment dice and adds one to the total amount of
ambush units obtained if he initially rolled less than three ambush units.
Ambushes: A minimum of two ambushes must be deployed on the main rise within the German
Forward Defence Line and these units must be a Tank Platoon from either 1 Tank Company or 2
Tank Company. All other remaining ambushes must be deployed forward of the tank ditch.
Opening Deployment Roll. Exactly the same as the standard game rules; they are not altered in
a Tank Battalion game.

ORDER OF BATTLE
Russian: 2nd Rate Battalion - 5th Guards Tank. Large - Tenacious
COMPANY UNIT SECTIONS TROOP RATING
Battalion HQ HQ - -
Tank Company Commander 1 Commander
1 Company 2 x T70 Platoon 2 Regular/Poor/Recce
2 x T34 76mm Platoon 2 Regular/Poor
Tank Company Commander 1 Commander
2 Company 1 x T70 Platoon 2 Regular/Poor/Recce
3 x T34 76mm Platoon 2 Regular/Poor
Heavy Tank Platoon KV1 Platoon 2 Regular/Poor
Company Commander 1 Commander
3 Company 2 x Infantry Platoon 3 Regular
1 x SMG Platoon 3 Regular
1 x MMG Platoon 1 Regular
Support Platoon
1 x Anti-tank Rifle Platoon 2 Regular
Anti-tank Platoon 1 x 57mm AT Gun + tow 1 Regular
RESERVES: Arrive Turn 4
Tank Company Commander 1 Commander
4 Company
3 x T34 76mm Platoon 2 Regular/Poor
Heavy Tank Platoon SU 152 Platoon 2 Regular/Poor

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German: 1st Rate Battalion - 2nd SS Panzer. Regular - Combat Effective
COMPANY UNIT SECTIONS TROOP RATING
Battalion HQ HQ - Regular
Tank Company Commander 1 Commander
1 Company 1 x PzIII Long 50mm Platoon 2 Regular
2 x PzIV Long 75mm Platoon 2 Regular
Tank Company Commander 1 Commander
1 x PzIII Long 50mm Platoon 2 Regular
2 Company
1 x PzIV Long 75mm Platoon 2 Regular
1 x PzIV Short 75mm Platoon 1 Regular
Company Commander 1 Commander
3 Company
3 x Infantry Platoon 3 Regular
Support Platoon 1 x MMG Platoon 2 Regular
Anti-tank Platoon 50mm Pak 38 AT Gun + tow 2 Regular
Assault Gun Platoon StuG G 75mm L48 Platoon 2 Regular
RESERVES: Arrive Turn 5
Heavy Tank Platoon Tiger Platoon 2 Confident
SPECIAL RULES
Battalion ‘O’Group Dice. The German battalion is standard size and receives nine Battalion ‘O’Group
dice. The Russian battalion is Large size and receives ten Battalion ‘O’Group dice. The Russian
attackers also roll 10D6 for their opening deployment roll because of their Large battalion size.

Tenacious. The Russian battalion is tenacious and the fourth FUBAR marker is worth four sections.

Tank Commanders. These are either fielded in an appropriate AFV type of the unit.
Tank commanders use the identical rules as Infantry Company Commanders; with the following
additions:
• Command radius increased to 24".
• May react fire if close assaulted or if a unit has fired at them from close range.
• Important: As per the usual rules, you cannot engage Tank commanders unless they are
the closest enemy unit in range and arc.

Combat Patrols. For this scenario, the tank companies of both battalions do not generate any
combat patrols. The infantry companies however, still generate 3 combat patrols each as per the
usual rules.

Artillery & Close Air Support. For both battalions, there are no inherent battalion mortars or off-
board artillery for this scenario. However, both sides receive two Close Air Support Missions with
two attacks each. See optional rule 24.7 pg 98 of the main rulebook. Due to the chaotic nature of
the battle, one close air support attack per mission must target either a T70 or T34 for the Germans,
whilst the Russians must target either a PzIII or PzIV.

Tank Company Boundaries & Allocation of Tanks. Company boundaries for tank companies
work in the exact same way as infantry company boundaries do. Moreover, tanks platoons directly

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under the command of tank commanders at the start of the game such as all the Russian T34s
cannot be reallocated/redeployed to another company. They are completely inherent to the
company just like infantry platoons under an infantry company commander. The only tanks that
can be deployed or redeployed to companies of your choosing are those that do not start under
the command of any company/Tank commander such as the Russian KV1s or German StuGs.

TERRAIN
1. The main rise and the two smaller rises are higher than any wood.
2. The open terrain should have a number of crop fields scattered about.
3. The railway line does not provide any cover.
4. The tank ditch should cover the majority of the board width and ends at the railway line.
There is also a gap through the tank ditch via the road. Tanks and Guns may not stay in
the ditch and must either stay behind it or cross to the other side. Infantry may man the
ditch and any subsequent firing at them requires the Spotting Dice. For vehicles to cross
the ditch they must first advance and halt within 1" of the ditch. Next turn, vehicles may
attempt to cross the ditch by using the rough terrain rules in the main book.

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‘O’ GROUP G2 BRIEFING - FAQs
1. Attached MMG with an SMG, Assault Rifle or Panzergrenadier Platoon. These platoons
still gain their +2 close range firepower modifier instead of +1. Panzergrenadiers also
receive their reroll for spotted targets or targets in the open, giving a potential four initial
rerolls.
2. Rule Changes. Removed rule on pg 29, Suppressed or KIA Company Commander, point
'd' and the same rule on pg 76. Units no longer need to pass a troop rating roll to assault if
their Company Commander is suppressed or KIA'd. In addition, the Brummbar and all other
AFVs armed with a 150mm gun or larger are now classed as Poor AFVs. This overrides rule
14.3 Poor AFV rule, p63.
3. What happens to an attached heavy weapon if its infantry platoon is entirely KIA'd?
For ease of play an attached weapon simply reverts to a single section and may continue
to operate as normal.
4. Company Commander Order. The Company Commander Order is not a standard order
and cannot be used on its own to issue units with an order. It is a separate and distinct
"order" which, when using the Company Commander Action solely permits a unit that has
already received an order this phase to receive another order. The Company Commander
Action will "open the door" to permit this second activation and then uses Company or HQ
orders to actually get the unit to do what he wants.
5. React Fire & Pivoting. Units cannot react fire or react move to any enemy movement or
firing that is not within their front arc. If they can't see the enemy, then they can't react to
him and nor may they pivot or move in order to react fire. This includes turreted tanks and
AT guns.
6. Artillery Attack - Retreat or take One Shock. After every artillery or air support mission
attack any units caught in the beaten zone who are either in the open or in "light" cover
must make a decision to either take one additional Shock or retreat. A unit can ignore this
rule if they are in "heavier" cover such as BUA, trench or bunker. But if your units are in the
open or in cover such as crop fields, woods or a hedgerow then you must apply the rule.
7. Platoon Rout Test. A three section platoon must take a rout test when reduced to the last
rifle section. An attached heavy weapon does not alter this rule.
8. Which Recon AFVs can deploy onto Combat Patrols. Only recon armoured cars, halftracks,
carriers or wheeled vehicles may deploy off a combat patrol. Any recon unit that is a fully
tracked tank, such as a Stuart or Luchs, cannot deploy off a combat patrol.
9. Firing Integral Weapons (A/T or Flamethrower). One standard platoon rifle section fires
the integral weapon instead of issuing normal fire, the other platoon sections can still fire
as normal, all under the same Fire action.
10. Multiple Defending Units In Close Combat. All units fight if within 1" of the attacking unit
or in the same BUA.
11. Reserve Company Boundary. When deploying a reserve company either on the table
edge or via Consolidation, the player may alter existing company boundaries to suit this
new deployment in any manner he sees fit. This includes overriding or ignoring existing
company boundaries until the reserve company has fully established its new position on
the table.

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