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For the Motherland! Rulebook Download

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TABLE OF CONTENTS

(1.0) INTRODUCTION

Oh, the roads, dust and mist Cold, Wind and steppe grass … In snow or wind, Let us remember, my friends! We cannot forget These Roads.

“Oh, the Roads” Russian song from the Great Patriotic War

For the Motherland! is a wargame depicting the fierce fighting between German and Soviet armies on the Eastern Front of World War II from May 1941 to June 1944. The game is designed for two players, with one player controlling German and Axis forces and the other player controlling the Soviet Union. For the Motherland! has six scenarios, each with different setups, duration, and victory conditions.

Game Credits

Designer: Masahiro Yamazaki

Game Artist: Masahiro Yamazaki

Box Cover Design: Bruce Yearian

Translator: Nicola Saggini

Development and Editing: Maurice Fitzgerald and Greg Warren

Playtesters: Hiroshi Ishida, Jason Cawley, and John Clarke

(2.0) COMPONENTS

(2.1)

If any of these parts are missing or damaged, please contact the publisher:

Compass Games LLC

PO Box 271

Cromwell, CT 06416 USA

Phone: (860) 301-0477

E-Mail: support@compassgames.com

Online game support is available. Visit us on the web at https://compassgames.com

(2.2) The Map

The game map covers the western part of the Soviet Union, where most of the battles of the Eastern Front took place. The map also includes portions of Germany, Poland, Finland, Hungary, Romania, Bulgaria, and Turkey. A hexagonal grid has been superimposed on the map to regulate movement and the placement of game pieces. Each hex has a unique four-digit identification number for ease of reference. The map scale is approximately 74 kilometers (46 miles) per hex. Several charts and holding boxes used during the game are printed directly on the map.

(2.3)

The Playing Pieces

The cardboard counters included in the game represent the historical military forces of both sides that took part or could have taken part in the war on the Eastern Front. Units are primarily Corps and Army size. Axis units have Attack, Defense, and Movement Factors printed on the counter. Soviet combat units use variable Strength Chits which provide Attack and Defense factors, and these are obtained through chit-pull. Markers are provided to track unit status and other functions during the game.

Note: The use of “German” in this rulebook refers to Germany only. The use of “Axis” refers to Germany and its allies – Finland, Romania, Italy, Hungary, and Turkey.

Note: The setup hexes listed on the Axis Supply Base counters are used for Scenarios 1, 2, and 6. Other game scenarios will specify different setup hexes, and any Supply Base counter can be placed in those hexes.

(2.4) Unit Information
Axis Combat Unit
Soviet Combat Unit

Combined Arms

Abbreviations

AXIS

Ape Apel 22nd Panzer Division

Arn Arnim 39th Panzer Corps

Ede Edelsheim 24th Panzer Division

Gro Grossman 6th Infantry Division

Har Harpe 41st Panzer Corps

Hol Hollidt 17th Corps

Kar Karelia

Lan Lanz 22nd Corps

Lau Lauhert 39th Panzer Regiment

Lgm Langermann 24th Panzer

Mac Mac 23rd Panzer Division

Mkn Mackensen 3rd Panzer Corps

Pfe Pfeiffer 297th Infantry Division

Pue Puechler 257th Infantry Division

Ram Ramke 2nd Fallschrimjaeger Divsion

Rau Raus 6th Panzer Division

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Rei Reinhardt 421st Infantry Regiment

San Sanne 100th Jaeger Division

Sch Schell 25th Panzer Division

SE South East

Sie Siebert 44th Infantry Division

Str Strecker 11th Corps

SOVIET

Gd Guards

KEV Kiev

KOV Kovpak

LNG Leningrad

Pro Prokopyuk

MOS Moscow

Sh Shock

SLN Stalino

Sib Siberian

STG Stalingrad

TBL Tblisi

TUL Tula

VOR Voronezh

(3.0) SEQUENCE OF PLAY

The game is played in a series of turns, and within each turn are several Phases. Each turn represents one month during the summer and two months during the winter and thaw seasons. In each phase, the player performing the actions is referred to as the phasing player and the other player as the non-phasing player. There is a Turn Record Track printed on the map and a Game Turn marker to place on the track to show the current Game Turn and a Phase Record Track and Phase marker to place on the track to show the current Phase of each Turn.

Sequence of Play (Turns 1 - 11)

1. Mutual Supply Phase

2. Axis Movement Phase

3. Axis Combat Phase

4. Axis Exploitation Movement Phase

5. Soviet Movement Phase

6. Soviet Combat Phase

7. Administrative Phase

Sequence of Play (Turns 12 - 22)

1. Mutual Supply Phase

2. Soviet Movement Phase

3. Soviet Combat Phase

4. Soviet Exploitation Movement Phase

5. Axis Movement Phase

6. Axis Combat Phase

7. Administrative Phase

(3.1) Detailed Sequence of Play TURNS 1 – 11

1. Mutual Supply Phase (9.0)

• Both players determine the supply status for all friendly units on the map.

• The Axis player must withdraw one German unit in Turn 6. (14.0)

• German Air units can conduct Air Supply missions, but not on a Mud Turn (18.1).

• The Soviet player adds any Strength Chits that arrive as reinforcements this turn.

• The Soviet Player applies the effect of Partisan markers currently on the map. (10.1)

• The Soviet Player then can place new Partisans and relocate existing Partisans. (10.2)

• The Axis player removes any expended supply bases. (9.3.4)

2. Axis Movement Phase (5.0)

1) Reinforcements (17.0)

2) Strategic Movement and Sea Transport

3) Movement and Overrun

4) Move Air Base and Supply Base

3. Axis Combat Phase (8.0)

Axis units can attack adjacent Soviet units.

4. Axis Exploitation Movement Phase (5.4)

German Panzer units can use their full Movement Factor for movement and overrun even if starting the Phase in a Soviet ZOC.

German Infantry, Mountain, Supply Base, and Axis Infantry units can move one hex if they are not in a Soviet ZOC at the start of the Phase.

Air Base and Railroad Gun units cannot move.

5. Soviet Movement Phase (5.0)

1) Reinforcements (17.0)

2) Strategic Movement and Sea Transport

3) Movement and Overrun

4) Move Offensive Support units

6. Soviet Combat Phase (8.0)

Soviet units can attack adjacent Axis units.

7. Administrative Phase

a. Soviet Guards and Shock Units (17.2) The Soviet player may convert eligible Combined Arms units on the map to the Guards and Shock units.

b. German Corps (15.2) The Axis player may combine two German Kampfgruppen units in the same hex into one German Corps of the same type.

On Mud Turns, the KG units can be in an enemy ZOC.

c. German Replacements (15.1) On Mud Turns, the Axis player receives a number of replacement points (printed on the Turn Track) to recover steps for German units on the map.

d. Soviet Production (12.1) On a Production Turn, the Soviet player rolls a die for production. If the result is equal to or less than the current production value, one Offensive Support unit is placed on the map as a reinforcement.

e. Soviet Strength Chits (11.0) The Soviet player removes Strength Chits from all Soviet units that are not adjacent to an Axis unit and places them back into their appropriate cup.

Soviet units that are adjacent to an Axis unit and do not have a Strength Chit must be assigned a randomly drawn Strength Chit from the cup.

f. Recovery The Axis player flips all used Air Units to their front side. (14.0)

The Soviet player flips all used Generals to their front side. (16.5)

At the end of Turn 4, the Soviet player must replace all Mechanized Group units on the map with a Combined Arms unit that was eliminated. All Mechanized Group units are removed permanently. (16.4)

End Game Turn

One game turn is complete when all of the above Phases are finished. Advance the game turn marker one space on the Turn Record Track and reset the Phase marker on the Phase Record Track.

TURNS 12 – 22

1. Mutual Supply Phase (9.0)

• Both players determine the supply status for all friendly units on the map.

• The Axis player must withdraw one German unit in Turns 13, 16, and 20. (14.0)

• German Air units can conduct Air Supply missions (but not on Mud Turn).

• The Soviet player adds any Strength Chits that arrive as reinforcements this turn.

• The Soviet Player applies the effect of Partisan markers currently on the map. (10.1)

• The Soviet Player then can place new Partisans and relocate existing Partisans. (10.2)

• The Axis player removes any expended supply bases. (9.3.4)

2. Soviet Movement Phase (5.0)

1) Reinforcements (17.0)

2) Strategic Movement and Sea Transport

3) Movement and Overrun

4) Move Offensive Support units

3. Soviet Combat Phase (8.0)

Soviet units can attack adjacent Axis units.

4. Soviet Exploitation Movement Phase (5.4)

Soviet tank units can use their full Movement Factor for movement and overrun even if starting the Phase in an Axis ZOC.

Combined Arms, Guards, and Shock units can move one hex if they are not in an Axis ZOC at the start of the Phase.

Offensive Support units cannot move.

5. Axis Movement Phase (5.0)

1) Reinforcements (17.0)

2) Strategic Movement and Sea Transport

3) Movement and Overrun

4) Move Air Base and Supply Base

6. Axis Combat Phase (8.0) Axis units can attack adjacent Soviet units.

7. Administrative Phase

a. Soviet Guards and Shock Units (17.2) The Soviet player may convert eligible Combined Arms units on the map to the Guards and Shock units.

b. German Corps (15.2) The Axis player may combine two German Kampfgruppen units in the same hex into one German Corps of the same type.

On Mud Turns, the KG units can be in an enemy ZOC.

c. German Replacements (15.1) On Mud Turns, the Axis player receives a number of replacement points (printed on the Turn Track) to recover steps for German units on the map.

d. Soviet Production (12.1) On a Production Turn, the Soviet player rolls a die for production. If the result is equal to or less than the current production value, one Offensive Support unit is placed on the map as a reinforcement.

e. Soviet Strength Chits (11.0) The Soviet player removes Strength Chits from all Soviet units that are not adjacent to an Axis unit and places them back into their appropriate cup.

Soviet units that are adjacent to an Axis unit and do not have a Strength Chit must be assigned a randomly drawn Strength Chit from the cup.

f. Recovery The Axis player flips all used Air Units to their front side. (14.0)

The Soviet player flips all used Generals to their front side. (16.5)

End Game Turn

One game turn is complete when all of the above Phases are finished. Advance the game turn marker one space on the Turn Record Track and reset the Phase marker on the Phase Record Track.

Note: The turn sequence changes after Turn 11 and the phase orders for the Axis and Soviets are flipped for Turns 12-22, with the Soviets going first. Actions and restrictions within each phase remain the same. Note that there is only one exploitation phase during a game turn – in Turns 1 -11 for the Axis and in Turns 12-22 for the Soviets.

(4.0) ZONE OF CONTROL

(4.1) ZOC Definition

Combat units exert a measure of control into the six adjacent hexes surrounding the unit. This area of effect is called a Zone of Control (ZOC). Supply Base, Air Base, Railroad Gun, Offensive Support, and Economic Asset units do not exert a ZOC. Partisans and Stalin are not combat units and do not exert a ZOC. ZOCs do not extend across Sea or Lake hexsides or into brown out of play areas.

(4.2) ZOC Effects and Movement Cost

Units must pay two additional Movement Points (MP) to exit an enemy ZOC hex.

Units that start the Movement Phase in an enemy ZOC or enter an enemy ZOC hex during movement, can exit the hex by paying +2 MP, provided the next hex entered does not contain an enemy ZOC.

There is no MP cost to enter an enemy ZOC.

Note: German Panzer units can move directly from one enemy ZOC hex into another enemy ZOC hex (paying +2 MP) during the Movement Phase. No other units may move directly from one enemy ZOC hex into another enemy ZOC hex (5.1.3).

(4.2.1) A unit or stack that retreats into an enemy ZOC without a friendly unit in the hex, loses one step for each enemy ZOC hex the unit or stack retreats into (8.6).

A stack of units retreating together would lose one step for each enemy ZOC hex entered.

(4.2.2) The presence of a friendly unit negates the effects of an enemy ZOC in the hex for retreat and for tracing supply. Units with an Out of Supply marker may never retreat into an enemy ZOC hex unless a friendly unit is in the hex. Enemy ZOCs do not affect Advance after Combat.

(4.2.3) German Supply Base, Air Base, Railroad Gun, and Soviet Offensive Support units cannot enter a hex containing an enemy ZOC (friendly units do not negate the ZOC).

The units can exit an enemy ZOC hex by paying +2 MP. In addition to this cost, Railroad Gun units can exit an enemy ZOC along a Railroad provided the next hex entered does not contain an enemy ZOC.

(4.2.4) National borders do not block a ZOC.

(5.0) MOVEMENT

During the Movement Phase of each turn, the phasing player may move as many or as few units as desired. Units move from hex to hex and expend Movement Points (MP) to pay the cost of each hex entered. The number of MP expended can never exceed the Movement Factor of the unit. Unused MP may not be accumulated from turn to turn or transferred between units.

Overrun is a form of combat that is resolved during movement (7.0).

Additional movement can occur in the Exploitation Movement Phase (5.4).

(5.1) Movement Procedure

Units may be moved individually or as a stack, provided the units were in the same hex at the beginning of the Movement Phase. The cost to enter a hex varies according to the terrain in the hex and the type of unit that is moving. Consult the Terrain Effects Chart (TEC) printed on the map to find the correct number of MP required to enter each hex. The hexside terrain cost for a Minor or Major River is added to the MP cost of the hex to be entered. Ground units may not enter prohibited (P) terrain.

(5.1.1) Any unit that is marked Lack of Supply or Out of Supply has its Movement Factor halved, rounded up (9.5).

(5.1.2) The MP cost of terrain depends on the type of unit being moved. For example, when moving into a woods hex, the cost for a leg unit is 1 MP, while a mechanized unit must pay 2 MP.

Mechanized (Mech) refers to Panzer, Tank, Mechanized Group, and Supply Base units.

Leg refers to Infantry, Mountain, Air Base, Soviet Combined Arms, Shock, Guards, and Offensive Support units.

(5.1.3) Any unit with a Movement Factor of 1 or more may always move ONE hex in the Movement Phase even if it

does not have enough MP to enter an adjacent hex. Units may never move into a prohibited hex.

(5.1.4) German Panzer-only units are allowed to move directly from one enemy ZOC hex to another enemy ZOC hex during the Movement Phase. Note that this capability does not apply during the Exploitation Movement Phase (5.4).

(5.1.5) German Mountain units pay one less MP to move into a mountain hex. Only German Mountain units can move, retreat, or advance after combat, into a High Mountain hex.

(5.1.6) The German Railroad Gun can move along any number of connected Railroad hexes, regardless of terrain, but can never enter an enemy ZOC (even if a friendly unit is in the hex).

(5.1.7) Some Sea and Lake hexes are printed with red arrows indicating Frozen Access. During Snow turns, Soviet infantry units (only) may treat these hexsides as a Minor River for movement.

(5.1.8) All Swamp hexes on the map are treated as Woods during Snow turns.

(5.1.9) Brown-shaded hexes or portions of hexes are considered out of play, essentially functioning as sea hexes/ hexsides, thus are inaccessible for all purposes (movement, combat, and ZOC). As such, hexsides such as 1526/1625, 1625/1626, and 1625/1726, for example, are considered as all-sea hexsides.

(5.2)

Movement Restrictions

(5.2.1) Movement restrictions by country:

• German units cannot enter hexes in Finland.

• Soviet units can enter hexes in any country, except Turkey, unless Turkey enters the war (optional rule 21.2).

• Romanian units can only enter hexes in the Soviet Union and Romania.

• Hungarian units can only enter hexes in the Soviet Union and Hungary.

• Italian units can only enter hexes in the Soviet Union and Germany.

• Finnish units can only enter hexes in the Soviet Union and Finland.

• Turkish units can only enter hexes in the Soviet Union and Turkey (optional rule 21.2).

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(5.2.2) Units may not enter a hex with enemy units, except for Overruns (7.0). Soviet Partisans and Stalin are markers rather than units and do not prevent Axis units from entering the hex.

(5.2.3) German Air Base and the Soviet Offensive Support Group units must be moved only after all the other units.

(5.2.4) Units cannot move off the map, except as noted in (12.2) for Evacuation of Factories and (Optional Rule 21.1.1) concerning the Baku off-map box. The national borders drawn on the map do not affect movement, except as noted in 5.2.1.

(5.3) Strategic Movement

Strategic movement refers to long-distance movement in rear areas away from enemy units. Units performing Strategic Movement may move up to 15 hexes in the Movement Phase regardless of Movement Factor, unit type (Leg or Mechanized) or terrain (except as noted below). Units that use Strategic Movement cannot use regular movement or Sea Transport (5.5) in the same turn. There is no limit to the number of units that can perform Strategic Movement during a friendly Movement Phase, as long as the conditions for Strategic Movement (5.3.1) are not violated.

(5.3.1) Units using Strategic Movement may not be within two hexes of an enemy unit at any time and must start and end the movement in hexes where the unit is in Supply. In addition to combat units, Soviet Soviet Partisans are considered enemy units, rather than markers, regarding strategic movement.

Units using Strategic Movement may not enter a city hex containing an enemy Control marker and may not enter Prohibited terrain.

(5.3.2) Air Base, Supply Base, Fortress, Economic Asset, Out of Supply, and Lack of Supply units cannot use Strategic Movement.

Exception: German Supply Base units may perform Strategic Movement during Mud Turns only.

(5.3.3) The Railroad Bridge connecting the Chongar Peninsula to the Crimean Peninsula (1125-1025) may be used for Strategic Movement (but not regular movement).

(5.4) Exploitation Movement Phase

(5.4.1) In the Axis Exploitation Movement Phase, German Panzer units can move and conduct Overruns using their

full Movement Factor, even if starting the phase in a Soviet ZOC. Overrunning units do not have to spend additional MPs to leave and enemy ZOC.

German Infantry, Mountain, and Supply Base, and Axis Infantry units that are not in a Soviet ZOC at the start of the phase can move one hex. German Air Base and Railroad Gun units cannot move.

(5.4.2) In the Soviet Exploitation Movement Phase, Soviet Tank units can move and conduct Overruns using their full Movement Factor, even if starting the phase in an Axis ZOC. Overrunning units do not have to spend additional MPs to leave and enemy ZOC.

Soviet Combined Arms, Guards, and Shock units that are not in an Axis ZOC at the start of the phase can move one hex. Offensive Support units cannot move.

(5.4.3) Strategic Movement and Sea Transport are not allowed in the Exploitation Movement Phase.

(5.5) Sea Transport

In each friendly Movement Phase, one friendly unit may be moved by sea. The unit must start the Movement Phase in a friendly port hex and move to a friendly controlled port on the same body of water. Units transported by sea may not perform normal movement or Strategic Movement in the same Movement Phase.

Note: The Baltic Sea, Gulf of Riga, and Gulf of Finland are all considered part of the same body of water for this rule.

At the start of the game, the Axis player controls the ports of Danzig (0307), Königsberg (0507), and Constanta (0325). All other ports begin under Soviet control.

(5.5.1) Only German Infantry units, Supply Base units, Romanian units, and Soviet Combined Arms, Guards, and Shock units may be transported by sea. German Supply Base units can only be transported by sea to Königsberg or to Leningrad, not to other ports.

(5.5.2) German Infantry Kampfgruppe count as one-half of a unit for Sea Transport, so two of these units can be transported in a single Movement Phase. However, both units must move to the same port.

(5.5.3) A port hex in an enemy ZOC may be used for Sea Transport. Units that are marked Lack of Supply or Out of Supply may be shipped by sea.

(5.5.4) Sea transport on the Black Sea can only be used by the side that currently controls Sevastopol. Sea Transport is not allowed from a port on the Baltic Sea, Gulf of Riga, or Gulf of Finland, to a port on the Black Sea or Sea of Azov.

(5.5.5) The Soviet Player may use Sea Transport on the Baltic Sea, Gulf of Riga, and Gulf of Finland, only when Leningrad is under Soviet control.

(5.5.6) The Axis player may use Sea Transport on the Baltic Sea, Gulf of Riga, and Gulf of Finland, only when Königsberg is under German control.

(6.0) STACKING

The placement of more than one unit in a hex is called Stacking. There is a limit on the number of units that may stack in the hex. The Stacking limit applies only at the end of each phase. Players may temporarily exceed the stacking limit while moving, retreating, or advancing after combat. At the end of any phase, if a hex is found to exceed the stacking limit for any reason, excess units must immediately be eliminated, and the opposing player gets to choose the units to remove.

(6.1) Axis Stacking

The Axis player can stack up to three German Corps units, one Air Base, one Supply Base, and one Railroad Gun unit. Each corps unit counts as one regardless of the current strength of the unit.

(6.2) Axis Allies Stacking

Each Romanian, Italian, Hungarian, and Finnish army unit counts as 3 Corps for stacking regardless of the current strength of the unit. These units can never stack with German Corps or other combat units.

(6.3) Soviet Stacking, Turns 1-11

On Turns 1 to 11, the Soviet player can stack a maximum of one Combined Arms Army, Mech Group, Shock, or Guards with one Fortress unit, one Offensive Support unit, and one Economic Asset unit.

(6.4) Soviet Stacking, Turns 12-22

On Turns 12 to 22, the Soviet player can stack one Combined Arms Army, one Shock or Guards or Tank Army, one Fortress unit, one Offensive Support unit, and one Economic Asset unit.

(6.5) Free Stacking

Air units, Strength Chits, Stalin, and Partisans do not count for stacking.

(6.6) Checking

Stacks

At any time during the game, players may check the contents of their own stacks and enemy stacks, including Strength Chits assigned to units.

(7.0) OVERRUN

In the Movement Phase and the Exploitation Movement Phase, moving units or stacks may conduct Overruns. Overrun is a form of combat that is resolved during movement. If an Overrun succeeds and the enemy units retreat or are eliminated, the units conducting the Overrun can continue moving and may perform additional Overruns.

(7.1)

Overrun Procedure

Move a unit or stack adjacent to a target hex and declare an Overrun. Overruns are made from the adjacent hex and the attacking units do not enter the hex unless the defender retreats or is eliminated. The attacking units must have 3 MP available to pay for the Overrun. Units with less than 3 MP remaining cannot conduct (or take part in) an Overrun. Overrunning units do not have to spend additional MP to leave an enemy ZOC hex.

Total the Attack Factors of the Overrunning unit or stack and total the Defense Factors of enemy units in the target hex. At this point, if the odds are less than 1:3, the attacker gets an automatic A2 result, and the Overrun is over. If the odds are 1:3 or better, resolve the Overrun in the same way as a regular Combat. The Attacker may add one available Air Unit to support the Overrun.

If the Overrun succeeds and the enemy units are eliminated or retreat, the units conducting the Overrun must enter the vacated hex. The units that conducted the Overrun may continue moving if they have MP remaining and may conduct another Overrun if they can pay the 3 MP cost. If an overrun fails to dislodge the defending enemy units, the attacking units must remain in the hex adjacent to the target and end movement for the phase.

Note: Snow Turns have differing effects on overruns for both the Axis (18.2.3) and the Soviets (18.2.4)

(7.2) Overrun Restrictions

Overruns are not allowed across a Major River, across a Sea or Lake hexside, across a Frozen Access hexside, into a Mountain hex, a City hex, a hex containing a Fortress unit, or into a Swamp hex (except on Snow Turns). Overrun is allowed across a Minor River hexside.

(7.2.1) Overrun is not allowed from a hex that exceeds the stacking limit. Units that are Lack of Supply or Out of Supply cannot perform an Overrun.

(7.2.2) When an Overrun is successful, the units conducting the Overrun do not pay any additional MP to enter the vacated hex and can ignore any enemy ZOCs in the vacated hex.

(7.2.3) One German Air unit can be used to support German units conducting an Overrun (not defending). A Soviet Offensive Support unit may be used to support Soviet units conducting an Overrun (not defending).

(7.2.4) In the Exploitation Movement Phase, only German Panzer and Soviet Tank units may conduct Overruns.

(7.2.5) During Snow Turns, Soviet units pay 2 MP to conduct an Overrun, instead of 3 MP.

(7.2.6) Units of the same type (Leg or Mechanized) can conduct an Overrun together even if they have different Movement Factors. Units of different types (Leg vs. Mechanized) cannot conduct an Overrun together.

(8.0) COMBAT

Combat can occur between opposing units in adjacent hexes when initiated by the phasing player. The phasing player is the Attacker and the non-phasing player is the Defender. Combat is always voluntary. The attacker is not required to declare all combats at the beginning of the Combat phase and is free to initiate and resolve combats in any order they choose.

(8.1) Procedure

Perform the following steps for each combat:

STEP 1: Total the Attack Factors of all attacking units and total the Defense Factors of all units in the target hex. Soviet combat units that do not have a Strength Chit must draw one for the combat.

Note: The Defense Factor of the defending unit(s) may be modified due to attacks across River hexsides (8.4.1).

STEP 2: Compare the totals and express the numbers as an odds ratio (attacker to defender). Round the odds in favor of the defender to match one of the odds columns on the Combat Results Table.

Example: Odds of 15 to 4 become 3:1 odds and odds of 11 to 12 become 1:2 odds (rounded in favor of the defender).

STEP 3: The attacker must declare the use of Air Support (German), Railroad Gun support (German), or Offensive Support (Soviet) and indicate the units providing the support.

STEP 4: Determine all column shifts that apply to the current combat including combat modifiers for Terrain and German Air Support and adjust the final odds column to the right or left.

Note: The odds ratio may be modified due to terrain located in the hex of the defending units (8.4 and Terrain Effects Chart).

STEP 5: The attacker rolls one die, applies any relevant die roll modifications, and finds the result on the Combat Results Table. The attacker applies combat results first by taking Step Losses and conducting Retreats, followed by the defender performing any Advance After Combat. Then the defender applies combat results by taking Step Losses and conducting Retreats, followed by the attacker performing any advance after combat.

STEP 6: The phasing player may initiate another combat and repeat the Combat procedure until all combats are resolved.

Note: Snow Turns have differing effects on combat for both the Axis (18.2.3) and the Soviets (18.2.4)

(8.2) Column Shifts

Column shifts always start on the end columns (7:1+ or 1:3) of the Combat Results Table (CRT) if the actual odds ratio is higher than 7:1 or lower than 1:3. For example, if an odds ratio is calculated as 9:1, a column shift of 2 Left starts on the 7:1+ column and shifts left to the 5:1 column. Odds of 1:5 with a column shift of 2 Right starts on the 1:3 column and shifts up to the 1:1 column. Otherwise, column shifts are made from the odds ratio calculated in Step 2. (8.2.1) Die roll modifiers are cumulative. If a modified die roll is greater than 9, it is treated as 9.

(8.3) Combat Restrictions

(8.3.1) No hex may be attacked more than once in the same combat phase and no unit may attack or be attacked more than once in the same phase.

(8.3.2) The phasing player may only attack one hex at a time and cannot target more than one hex in a single combat. A defending hex can be attacked from up to six adjacent hexes.

(8.3.3) Units stacked in the same hex may attack different hexes as long as each attack is conducted as a separate combat. All defending units in a hex must be attacked as one combined defense strength.

(8.3.4) There is no limit to the number of attacks the phasing player can make in a friendly Combat Phase. Each unit can attack or be attacked only once in each Combat Phase.

(8.3.5) The Attack Factor of a unit cannot be divided and used in separate combats. For example, a unit with an Attack factor of 7 cannot use 3 factors for one combat and 4 factors for another combat.

(8.3.6) Fortress Units cannot attack. Ignore the Attack Factor on the assigned Strength Chit and only use the Defense Factor. The Fortress unit counter has the letter code in parentheses (C) as a reminder.

(8.3.7) Finnish, Hungarian, Romanian, and Italian units may participate in combat with German units but may never participate in combat with units of a different nationality, other than German.

(8.3.8) Units with an Attack factor of zero can never participate in an attack.

(8.3.9) Combat cannot take place across a Sea or Lake hexside except Frozen Access hexsides.

(8.4) Terrain Effects on Combat

Except for Minor River and Major River hexsides (described below), the terrain of a hex or hexside does not affect Attack Factors or Defense Factors. Terrain can affect combat in the form of column shifts based on the terrain in the defending hex. Combat modifiers are listed on the Terrain Effects Chart.

(8.4.1) Combat modifiers for Minor and Major Rivers only apply if all units are attacking across the river.

• Minor River If all units are attacking across a Minor River hexside, add 2 to the total Defense Factor of the targeted defending unit(s).

• Major River If all units are attacking across a Major River hexside, the total Defense Factor of the targeted defending unit(s) is doubled.

If all units are attacking across a combination of Minor and Major River hexsides, use the modifier for Major River.

(8.4.2) The Kerch Strait (1227-1327) is treated as a Major River hexside for combat modifier purposes. Tank and Mechanized units cannot attack across the Kerch Strait.

(8.4.3) On Snow Turns, Soviet infantry units (only) can attack across a Frozen Access hexside (red arrows) and treat the hexside as a Minor River. Retreat and advance after combat are not allowed across a Frozen Access hexside (18.2.2).

(8.5) Combat Results

Results that start with A apply to the Attacker and results that start with D apply to the Defender. Mandatory step losses are indicated by white numbers on a red-orange background. All numeric combat results, except mandatory step loss results, may be taken as a step loss or a retreat in any combination. However, units with no Movement Factor may not retreat, thus are required to take all numeric results as step losses.

An AE result indicates that all attacking units are eliminated and a DE result indicates that all defending units are eliminated.

For mandatory step losses, the value on the left is Attacker step losses and the value on the right is Defender step losses. Excess step losses are ignored if all units are eliminated.

Example: Soviet attack on a stack of two German Corps units gets a D2 result. The German player can satisfy the result in one of three ways:

a) Lose one step on each Corps unit.

b) Retreat both units two hexes.

c) Take one step loss on one unit and retreat both units one hex.

(8.5.1) Step Loss When allocating step losses, a unit cannot take a second step loss until all other participating units have taken one step loss. Units that are unable to retreat must take the entire combat result as step losses.

(8.5.2)

Axis Units

• German Corps, including Panzer and Panzer SS Corps units have three steps. The first and second steps are

represented by the front and back of the unit counter. The third step is represented by a Kampfgruppe (KG) unit of the same type.

• Axis allied army units also have three steps, and the third step is represented by an “*” army unit with the same unit name.

• All other Axis units have one step.

(8.5.3)

Soviet Units

• Soviet Combined Arms, Guards, Shock, Tank, Mechanized Group, and Fortress units have two steps represented by the front and back of the Strength Chit assigned to the unit.

• All other Soviet units have one step.

(8.6) Retreat

Units that choose to apply combat results as a retreat may retreat to different hexes, but each hex of a retreat must be

farther away from the original combat hex. Each retreat of one hex reduces the combat result number by 1. Players always retreat their own units.

(8.6.1) If there are multiple hexes a unit can retreat to, the actual hex is decided according to the following priorities:

1. empty hex not in an enemy ZOC

2. hex with a friendly unit and no enemy ZOC

3. hex with a friendly unit in an enemy ZOC (negated)

4. empty hex in an enemy ZOC

(8.6.2) Units in a stack that retreat into an enemy ZOC hex that does not already contain a friendly unit, must take one step loss (not one per unit). Units with an Out of Supply marker cannot retreat into an enemy ZOC hex unless it is negated by a friendly unit present in that hex.

(8.6.3) German Panzer, Soviet Tank, and Soviet Mechanized Group units that retreat across a Major or Minor River hexside lose one step.

(8.6.4) Units cannot Retreat into a hex occupied by enemy units, across a Sea or Lake hexside, or across a Frozen Access hexside. German Railroad Guns may only retreat along a Railroad.

(8.6.5) If units retreat to a hex containing other friendly units and the hex is attacked later in the same Combat Phase, the retreated units cannot participate in the combat and are eliminated if any friendly unit in the hex suffers a combat result requiring a step loss or retreat.

(8.7) Advance After Combat

After applying all combat results, if all units of one side have retreated or have been eliminated, surviving units of the opposing side that participated in the combat may advance. Advance after combat is not mandatory, but the decision to advance must be made before resolving any other combat. All advance after combat is done by hexes, not by movement points.

The number of hexes which the winning side’s units may advance after combat is equal to the combat result applied to the losing side minus the result applied for step losses (see 8.7.1 for additional restrictions).

(8.7.1) Advance after combat is a maximum of two hexes. Advancing into a second hex is not allowed unless the enemy units have retreated two or three hexes or have been eliminated.

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German Panzer, Soviet Tank, and Soviet Mechanized Group units can advance a maximum of two hexes. All other units can only advance one hex.

(8.7.2) The first hex of an advance must be into the hex that was just vacated. The second hex can be any hex chosen by the player. The first hex of an advance may cross a Major or Minor River hexside, but the second hex cannot. Advance can never cross a Sea or Lake hexside or Frozen Access hexside. Advancing units ignore enemy ZOCs.

(8.7.3) Offensive Support units, Railroad Gun units, units with a Movement Factor of zero, and units that did not participate in the combat cannot advance after combat.

Example 1: Defender has a D3 result, takes one step loss, and retreats two hexes. Attacker can advance up to two hexes.

Example 2: Attacker has one step, Defender has two steps, and the result is mandatory 1/1. Attacker is eliminated, Defender takes one step loss and cannot advance.

Example 3: Defender has two steps and the result is D2. Defender takes one step loss and retreats one hex. Attacker can advance one hex (only).

(9.0) SUPPLY

Provision of supply overshadows all actions taken by an army. If the necessary ammunition or fuel is not supplied, the chance of a unit surviving combat is significantly reduced. Therefore, players must make every effort to provide supply to their units.

(9.1)

Supply Status

In the Mutual Supply Phase of each turn, both players must determine the supply status for all of their units. Units that are judged to be in supply are considered to be in supply for the rest of the turn. Units that are not in supply are given a Lack of Supply marker. If already marked Lack of Supply, the Lack of Supply marker is flipped to indicate the unit is Out of Supply. The supply status marker remains with the unit for the rest of the turn.

Note: German Supply Base units and Soviet Economic Asset units are always in supply and can never be marked Lack of Supply or Out of Supply.

(9.1.1) If a German Air Base or a Soviet Offensive Support unit cannot trace a Supply Line, the unit is removed and may return to the game as a reinforcement three turns later. Place it on the turn record track three turns ahead of the current turn to indicate this.

(9.1.2) Soviet units (not Offensive Support units) that are in or adjacent to a hex containing a Factory may be marked Lack of Supply but can never be marked Out of Supply.

(9.1.3) Isolated Units. Units marked Out of Supply (not Lack of Supply) that cannot trace a Supply Line of any length to a valid Supply Source are Isolated and subject to attrition. Roll a die for each hex containing an Isolated Unit and refer to the table below to determine Step Losses. The owning player can choose the units that take the Step Losses from the Isolated units in the hex.

German Air Base and Soviet Offensive Support, Combined Arms, Guards, and Shock units can return as reinforcements three turns later (17.1). Soviet Tank Army units can return as reinforcements five turns later (17.1). Other units are permanently eliminated.

(9.2) Supply Line

A Supply Line is a contiguous path of hexes from a unit to a valid Supply Source. Supply Lines cannot pass through a hex that contains an enemy unit, enemy control marker, or enemy ZOC (unless negated by a friendly unit in the hex). Supply Lines cannot cross Sea or Lake hexsides.

Supply Sources can supply an unlimited number of units.

(9.2.1) On Snow turns, Soviet infantry units may trace a Supply Line across a Sea or Lake hexside marked with a red arrow (Frozen Access). Tank, Offensive Support, and Mechanized Group units cannot.

(9.2.2) The Railroad Bridge connecting the Chongar Peninsula to the Crimean Peninsula (1125-1025) may be used to trace a Supply Line either directly by units or as a Railroad connection.

(9.3)

Axis Supply

Axis units are in supply if a Supply Line with a maximum length of 4 hexes can be traced directly to a valid Supply Source or to a Supply Base located on a Railroad with a Supply Line of connected Railroad hexes back to a valid Supply Source.

(9.3.1) The Supply Source for Axis units is any hex adjacent to the map edge area marked W, H, and R. The Supply Source for Finnish units is any hex adjacent to the map edge area marked F.

(9.3.2) If a Soviet control marker is in Helsinki, all Finnish units are automatically Out of Supply and cannot trace to a Supply Source (F).

(9.3.3) Special Axis Supply. Axis units that are at least 6 hexes away from a Soviet unit (ignore Out of Supply Soviet units) may trace a Supply Line of any length to an Axis Supply Base or Supply Source.

(9.3.4) Axis Supply Base. Supply Base units that cannot trace a Supply Line along a Railroad can be expended in order to provide supply to Axis units. Flip the Supply Base counter to the Expended side and treat the Supply Base the same as a Supply Base with a valid Supply Line. The expended Supply Base must be removed at the end of the Mutual Supply Phase.

Note: Supply Base units that are expended (or eliminated in combat) can return as a reinforcement three turns after removal.

(9.3.5) German Air Supply. In the Mutual Supply Phase of each turn, the Axis player may use available Air Units to change the status of German units from Out of Supply to Lack of Supply (14.2).

(9.4) Soviet Supply

Soviet units are in supply if a Supply Line with a maximum length of 4 hexes can be traced directly to a valid Supply Source or to a Railroad hex with a Supply Line of connected Railroad hexes back to a valid Supply Source.

(9.4.1) The Supply Source for Soviet units is any hex adjacent to the map edge area marked E or S.

(9.5) Supply Effects

Units that are marked Lack of Supply have their Attack Factor and Movement Factor halved (round up). Units that are Out of Supply have their Attack Factor, Defense Factor,

and Movement Factor halved (round up). Out of Supply units can never retreat into an enemy ZOC unless the hex is occupied by a friendly unit. Units that are Out of Supply or Lack of Supply cannot conduct Overruns or use Strategic Movement.

(9.5.1) German units that are Out of Supply cannot receive replacement steps (15.0) or combine KG (15.1). Soviet Combined Arms units that are Out of Supply cannot be converted (17.2). Lack of Supply units are not affected.

(9.6) Sea

Supply

Soviet Offensive Support units, German Supply Base and Air Base units, and Axis Ally units cannot use Sea Supply.

(9.6.1) If the Axis player controls Odessa and Sevastopol and both ports have a Supply Line connected by Railroad to a valid Supply Source, German units can trace a Supply Line of two hexes to any port on the Black Sea (not the Sea of Azov).

Note: If Sevastopol is occupied by an Axis unit at the beginning of the Mutual Supply Phase, the Soviet player may not use Sea Supply from Odessa. If the Soviets subsequently recapture Sevastopol, the Soviet player may use Sea Supply from Odessa.

(9.6.2) If the Axis player controls Danzig and Königsberg, and both ports have a Supply Line connected by Railroad to a valid Supply Source, German units can trace a Supply Line of two hexes to any port on the Baltic Sea, Gulf of Riga, and Gulf of Finland.

(9.6.3) If the Soviet player controls Tuapse or Novorossiysk and that port has a Supply Line connected by Railroad to a valid Supply Source, Soviet units can trace a Supply Line of two hexes to any port on the Black Sea (not Sea of Azov).

(10.0) PARTISANS

Partisan markers represent the effect of Soviet partisans on German supply. The Soviet player receives three Partisan markers as reinforcements during the game. These markers are placed on German Supply Bases.

(10.1)

Partisan Interdiction on Supply

In the Mutual Supply Phase, the Axis player rolls a die for each German Supply Base with a Partisan marker. The Soviet player places the indicated number of Out of Supply markers on German combat units within four hexes of the Supply Base, starting with units that are nearest the Base. The size of the combat unit (Corps, Kampfgruppe) does

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not matter. German Supply Base, Air Base, Railroad Gun, and Axis units other than German cannot be marked Out of Supply.

Die RollOut of Supply Units

This represents the affected German Combat unit being engaged in anti-partisan operations in the rear area with a reduced capacity to carry out combat operations in the current turn.

(10.2) Placement and Movement

In the Mutual Supply Phase of each turn, after the effects of Partisans are applied, both new (reinforcement) and existing Partisan markers (those not currently on a German Supply Base) are placed on a German Supply Base. Each Partisan marker must be at least five hexes from another Partisan marker. Partisan markers already on the map and located on a German Supply Base can be relocated from one Supply Base to another in this step, the location must be within five hexes of the current hex.

(10.3) Partisan Effects on Supply

If a German Supply Base unit with a Partisan marker is expended to provide supply, friendly units must be within 3 hexes of the Base to be in supply.

(10.4) Axis Reinforcement Restrictions

Axis reinforcements cannot be placed on a Supply Base with a Partisan marker.

(10.5) Other Partisan Effects

(10.5.1) Partisan markers cannot be eliminated.

(10.5.2) Axis units using regular movement (not strategic movement) may enter and move through hexes with Partisan markers.

(10.5.3) Partisan markers remain in the hex when a Supply Base unit moves, retreats, or is removed.

(11.0) SOVIET STRENGTH CHITS

Soviet Army, Mechanized Group, and Fortress units do not have an Attack Factor or Defense Factor printed on the counter, only a letter code and Movement Factor are displayed. The attack and defense factors of these units are determined by a random pull of a Strength Chit, which is

then placed with the unit to determine these values. Strength Chits placed with these units must match the letter code on the counter (A, B, C).

During setup, the Soviet player must put all the Strength Chits (A*, B*, C*) into three separate opaque containers (cups or mugs). Strength Chits without the * will be added later as they become available as reinforcements.

(11.1) Placement

(11.1.1) Before Combat During the game, if a Soviet Army, Mechanized Group, or Fortress unit participates in a combat or Overrun (attacking or defending) and the unit does not already have a Strength Chit, the Soviet player must draw a Strength Chit with the same letter code as the unit and place it under the unit.

(11.1.2) Next to Enemy Unit In the Administrative Phase, if any Soviet Army, Mechanized Group, or Fortress unit adjacent to an Axis unit does not have a Strength Chit, the Soviet player must draw a Strength Chit with the same letter code as the unit and place it under the unit.

(11.2)

Removal

(11.2.1) Not Adjacent to Enemy Unit In the Administrative Phase, any Soviet unit with a Strength Chit that is not adjacent to an Axis unit has the Strength Chit removed and returned to the container with the same letter code.

(11.2.2) Strength Chits remain with the unit they have been assigned to until the unit is eliminated, or until the Administrative Phase and the unit is not adjacent to an enemy unit.

Note: Strength Chits with a * are not returned to the container and are not reused. Strength Chits without the * are always returned to the container and can be reused multiple times.

(11.3)

Steps

Players should note that each Strength Chit has a fullstrength side on the front and a reduced-strength side on the back. When a unit takes a loss in combat, the Strength Chit with the unit is flipped over just like a combat unit with two steps. Any time a new chit is drawn for a unit, the chit is always placed on the full-strength side.

(11.3.1) Fortress units cannot attack and only use the Defense Factor printed on their Strength Chit when defending. The Fortress unit counter has the letter code in parentheses (C) as a reminder.

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(12.0) ECONOMIC ASSETS

There are five types of Soviet Economic Asset units: factory, oil field, oil pipeline, coal mine, and ore. Ore represents mineral resources such as iron, nickel, and manganese. The Defense Factor of Economic Asset units represents workers and citizens organized as militia for local defense. Economic Asset units affect the production of Soviet Offensive Support units.

Economic Asset units have only one step which can be taken as a step loss to satisfy combat results. When an Economic Asset unit is eliminated, the unit is placed in the first available box on the Eliminated Economic Assets track on the map (one unit per box). The number of units placed on the track affects the production of Soviet Offensive Support units (13.0).

Economic Asset units cannot move and are always considered to be in supply.

(12.1) Production

Production Turns are indicated by a Factory symbol on the Turn Record Track. In the Administrative Phase of each Production Turn, the Soviet player rolls a die, and if the result is equal to or less than the Production Number in the last box containing an Economic Asset unit, the Soviet player receives one Offensive Support unit. An Offensive Support unit is taken from the on-map OSM Waiting Box and placed on the map in any hex that is currently in supply and not in an enemy ZOC (even if a friendly unit is in the hex). The Soviet player can never have more than 10 Offensive Support units on the map at any given time.

(12.2) Factories

Factory Economic Asset units (only) may be removed (evacuated) from the map to prevent a reduction in the Production number caused by eliminated Asset units. In the Administrative Phase of a Production turn, one Factory unit may be removed and placed in the Evacuated Factories Box (not on the Eliminated Economic Assets track). Factories are the only Economic Asset units that can be removed voluntarily.

(12.2.1) Only Factories located on a Railroad connected to a Soviet Supply Source hex on the map edge can be evacuated

(removed). The railroad path cannot pass through hexes containing an enemy unit or an enemy ZOC unless negated by a friendly unit in the hex.

(12.2.2) Factory units in an enemy ZOC at the start of the Administrative Phase cannot be evacuated (a friendly unit in the hex does not negate the enemy ZOC).

(13.0) SOVIET OFFENSIVE SUPPORT

Offensive Support markers represent independent assets such as artillery, rocket launchers, armor, cavalry, engineers, ski troops, and aircraft. Offensive Support units can only be used to support Soviet units conducting an attack in regular combat or as an Overrun. When supporting an attack or overrun, the Offensive Support unit must be within three hexes of the target hex and adds +3 to the combat resolution die roll. Terrain and enemy ZOC do not affect the ability of Offensive Support units to provide support.

Note: The Offensive Support die roll modification MUST be applied to ALL attacks occurring within 3 hexes of the Offensive Support unit.

Offensive Support markers that do not start setup on the map or appear as a reinforcement are placed in the OSM Waiting Box.

(14.0) GERMAN AIR UNITS

In scenarios starting with Turn 1, the Axis player has three Air Base units and five Air units. Air Units are placed in the German Air Unit box, while Air Base units are placed on the map. Each German Air unit can be used for one mission each turn, as either Air Support or Air Supply. Air missions must be carried out within four hexes of an Airbase. Only one mission can be performed by each Air Unit each turn.

In the Recovery Phase of each turn, all Air Units in the German Air Unit box are flipped face up and are available for missions in the next turn.

The Axis player must withdraw one German Air Unit at the beginning of the Mutual Supply Phase on Turns 6, 13, 16, and 20. Withdrawn Air units are removed from the German Air Units Box and are out of play for the rest of the game.

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(14.1) Air Support

During an Axis Combat Phase, the Axis player may use available Air units to provide support to attacks made by German units only. During an Axis Movement or Exploitation Movement Phase, the Axis player may use available Air units to provide support to an Overrun made by German Units. Air units can only support combats and Overruns on target hexes (hexes occupied by Soviet units) within four hexes of an Air Base. When a combat or overrun is supported by an Air unit, the Combat Strength Ratio is shifted two columns to the right. There is no limit to the number of Attack Support missions that can be performed per turn other than the number of available, unused, Air units. After each support mission, the Air unit is returned to the German Air Units Box and flipped face down to show the Used side. Only one Air unit may be used in each combat and overrun.

In the Recovery portion of the Administrative Phase, the Axis player flips all used Air Units to their front side.

(14.2) Air Supply

In the Mutual Supply Phase of each turn, the Axis player may use available Air Units to change the status of German units from Out of Supply to Lack of Supply. Each Air unit can affect one German unit within four hexes of an Air Base. Air Units used for Air Supply missions are returned to the German Air Units Box and flipped face down to show the Used side.

(14.3) Weather Effects

During Mud Turns, the number of Air units available in the German Air Units Box is halved (round down). During Snow Turns, the Axis Player may use Air units for Air Supply missions, but not for Attack Support missions.

(15.0) GERMAN

(15.1) Replacement Steps

REPLACEMENTS

In the Administrative phase of each Mud Turn, as shown on the on-map Turn Record Track, the Axis player receives replacement steps. The number of replacement steps received is shown on the Turn Track in the form of i#/p#, where “i” means replacement steps for Infantry or Mountain units and “p” means replacement steps for Panzer units. The replacement steps are used to recover steps in German units on the map. For each replacement step, one step may be added to a unit of the same type.

Example: On the Turn Record Track, turn 7 shows i7/ p3, which indicates there are 7 Infantry or Mountain replacement steps, and 3 Panzer replacement steps received.

(15.1.1) Replacement steps cannot be received by units that are in Lack of Supply or Out of Supply status. Units in an enemy ZOC hex can receive replacement steps.

(15.1.2) When replacement steps are received, one Infantry (i) replacement step can be used for Finnish units. This represents German reinforcements sent to the arctic front and Finnish Units transferred to the south. No replacement steps can be used for other Axis units.

(15.2) Axis Kampfgruppe

In the Administrative Phase of each Game Turn, the Axis player may combine two German Kampfgruppe (KG) units of the same type into one Corps-sized unit. Only German Kampfgruppe can combine into Corps and only German Corps units that have been eliminated can be formed. In order to combine, the two KG units must be in the same hex.

There is no limit to the number of Kampfgruppe combinations that can be performed in a single Administration Phase.

(15.2.1) Two German 4-3-8 Panzer KG units can combine into a 9-8-7 Panzer Corps unit. Two German 2-3-5 infantry KG can combine into a 5-7-4 infantry Corps unit. Corps units cannot break down into KG units.

Note: Combining two single step KG into a full-strength Corps unit (three steps) has a net gain of one step.

(15.2.2) KG units that are Lack of Supply, Out of Supply, or in an enemy ZOC cannot combine into Corps (even if a friendly unit is in the hex).

Note: During Mud Turns, KG units in an enemy ZOC hex can combine into a Corps.

(16.0) SPECIAL RULES

(16.1) German SS Panzer Corps

The German SS Panzer Corps is a three-step unit represented by two counters. The SS Panzer Corps can recover steps using German Panzer replacement Points and can integrate two SS Panzer 4-4-9 KGs into a single 9-9-9 SS Panzer Corps. With respect to unit integration, the SS Panzer Corps

is completely separate from the other Panzer Corps units and KG units.

(16.2) German Railroad Gun

Railroad Gun support represents the shelling of fortified positions using a Railroad Gun or other large caliber howitzers. The Railroad Gun can only support an attack on a Fortified City hex or a hex containing a Soviet Fortress unit. When supporting an attack, the Railroad Gun must be within two hexes of the target hex and adds +4 to the combat resolution die roll. Terrain and enemy ZOC do not affect the ability of the Railroad Gun to provide support.

Note: Unlike Soviet Offensive Support units, the Axis player can decide whether or not to use Railroad Gun units for combat, before rolling the die.

(16.2.1) The Railroad Gun may not be used to support an Overrun.

(16.2.2) The Railroad Gun may not be used to support an attack if the Railroad Gun unit is in an enemy ZOC unless the Railroad Gun is stacked with another friendly unit.

Note: The Railroad Gun can only be used once and is removed from the game immediately after the combat is resolved.

(16.3) Italy Surrenders

The Axis player must remove the Italian 8th Army unit from the map in the Administrative Phase of Turn 17, as shown on the Axis Replacement Sheet. Ignore this rule if the Italian 8th Army unit has already been removed.

(16.4)

Soviet Mechanized Group

Soviet Mechanized Group units (four in total) are part of the mechanized Corps that was deployed around the western border at the beginning of the war. Each Mechanized Group has a strength of C and a Movement Factor of 5. Mechanized Group units that are removed or eliminated in combat can never return to the game.

In the Administrative Phase of Turn 4, all remaining Soviet Mechanized Group units on the map are replaced onefor- one with eliminated Combined Arms units (17.1.2) scheduled to return to play in Turn 7. If there are not enough available scheduled to return in Turn 7, then use units scheduled to return in Turn 6, then Turn 5, if necessary.

(16.5) Soviet Generals

During the game, the Soviet player receives General Zhukov, Vasilevsky, and Konev as reinforcements, these markers are placed in the Soviet General Units box on the map. Generals can be used to either draw two strength chits, choosing which to use, for units without strength chits; or replace the strength chit of a unit that already has a chit.

When drawing a Strength Chit for a unit without a chit, the Soviet player can declare the use of one of the available Generals. Using a General allows the Soviet player to draw TWO Strength Chits and choose which one to assign to the unit. The chosen Strength Chit is placed under the unit and the discarded Strength Chit is returned to its container. If the discarded chit has an *, it is not returned to the container and is removed from the game.

When drawing to replace a Strength Chit for a unit that already has a chit, the existing chit must be discarded and the newly drawn chit placed under the unit. The discarded Strength Chit is returned to its container. If the discarded chit has an *, it is not returned to the container and is removed from the game.

When a General is used in either manner, flip the General marker to the Used side to indicate that the General may not be used again in the current Turn. Each General may be used once in each turn. Generals may be used immediately on the turn they arrive.

In the Recovery Phase of each turn, all Generals are flipped face up and are available for use in the next turn.

(16.6) Stalin

If an Axis unit enters Moscow, the Soviet player rolls a die. On a result of 1 to 4 Stalin escapes and the Stalin marker is placed in the Evacuated Factories Box. When the Soviet player recaptures the city, the Stalin Marker is returned to the Moscow hex. On a result of 5 or 6, Stalin is killed, and the Stalin marker is removed from play permanently.

If Stalin is killed, some scenarios (20.2, 20.3, 20.6) require a die roll to see if the Soviet Union surrenders. See the scenario special rules for details.

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(16.7) The Railroad Bridge

The Railroad Bridge connecting the Chongar Peninsula to the Crimean Peninsula (1125-1025) can be used for Strategic Movement and for tracing a Supply Line. Movement, Overrun, Combat, Retreat, and Advance after Combat is not allowed across the hexside and ZOC does not extend across the hexside. The Railroad Bridge cannot be destroyed.

(17.0) REINFORCEMENTS

On the Turn Track, each box containing a Soviet star or Axis cross indicates the arrival of reinforcements. All units arriving as reinforcements have the game turn of arrival printed in the upper right corner of the counter. For example, a unit arriving on Game Turn 4 has a GT4 on the counter. Reinforcement units are placed on the map in the friendly Movement Phase. Axis units are placed on or adjacent to a Supply Base located on a Railroad hex connected to a Supply Source. Soviet units can be placed on or adjacent to any Railroad hex connected to a Soviet Supply Source. Reinforcement Units cannot be placed in a city or port hex containing an enemy Control marker or in any hex containing an enemy unit or enemy ZOC (even if a friendly unit is in the hex).

Note: Reinforcement units are in supply during the game turn they arrive on the map.

(17.1)

Eliminated Units

Some eliminated units are placed on the on-map Turn Record Track to appear in a later turn as regular reinforcements.

(17.1.1) German Air Base and Supply Base units that are eliminated or removed are placed on the Turn Record Track three turns ahead of the current turn.

(17.1.2) Soviet Combined Arms, Guards, Shock, and Offensive Support units that are eliminated are placed on the Turn Record Track three turns ahead of the current turn.

(17.1.3) Soviet Tank units that are eliminated are placed on the Turn Track five turns ahead of the current turn (instead of three).

(17.1.4) The Soviet player must roll a die for each Soviet unit that was previously eliminated and is attempting to return as a reinforcement. On a result of 1, 2, or 3 the unit arrives and is placed on the map. On a result of 4 or 5 the unit does not arrive and is placed back on the Turn Record

Track for the next turn. On a die roll result of 6 the unit is removed from the game permanently. There is no limit to the number of times a unit can be delayed.

(17.2) Soviet Guards and Shock Units

Unlike other reinforcements, Soviet Guards (Gd) and Shock (Sh) units are placed in the Conversion Holding Box upon receipt. At the beginning of the Administrative Phase, the Soviet player may use some or all of the Guards and Shock units in the Conversion Holding Box to replace Combined Arms units on the map. The Combined Arms units are removed from play permanently.

(17.2.1) When converting Combined Arms units into Guards and Shock units, draw a new B Strength Chit to replace the existing chit. The new B strength chit is placed on the front full-strength side even if the existing chit had step loss.

(17.2.2) Combined Arms units that are Lack of Supply, Out of Supply, or in an enemy ZOC cannot be converted (even if a friendly unit is in the hex).

Note: During Mud Turns, Combined Arms units in an enemy ZOC can be converted to Guards or Shock units.

(17.3) Soviet Strength Chits

The Soviet player receives Strength Chit reinforcements with slightly higher factors as the game progresses, representing improvements in Soviet morale and fighting ability. Strength chits that arrive as reinforcements are added to the corresponding chit pool (A, B, or C) at the start of the Mutual Supply Phase (not in the Movement Phase as with unit reinforcements).

(18.0) WEATHER

Weather in the game can be Clear, Mud, or Snow. Weather affects Supply, Combat, Overrun, Movement, and Air Unit missions.

(18.1) Mud Turns

On the Turn Record Track, turns 4, 7, 11, 14, 18, and 21 are a Light Brown color to indicate Mud Turns. During Mud Turns the following rules are in effect.

(18.1.1) Axis The number of Air Units available to the Axis player is halved (round down). German Supply Base units may perform Strategic Movement (5.3) and German KG units in an enemy ZOC may combine into Corps (15.1).

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(18.1.2) Soviet Soviet Combined Arms units in an enemy ZOC may be reorganized into Guard or Shock units (17.2).

(18.2) Snow Turns

On the Turn Record Track, turns 5, 6, 12, 13, 19, and 20 are a Light or Dark Gray color to indicate Snow Turns. Dark Gray is used to indicate the First Winter of the war. During Snow Turns the following rules are in effect.

(18.2.1) All Swamp hexes are treated as Woods terrain for movement.

(18.2.2) Sea and Lake hexsides with a red arrow are Frozen Access hexsides. Soviet infantry units (only) can treat a Frozen Access hexside as a Minor River for movement and attack. However, retreat and advance after combat are not allowed across a Frozen Access hexside.

(18.2.3) Axis When resolving an Overrun during the first winter of the war (Snow Turns 5 and 6), all Axis Units including Germans have their Attack Factor reduced to 1/4 of their normal value and their Defense Factor reduced by 1/2 of their normal value (round fractions down).

When resolving an Overrun during the second and third winter of the war (Snow Turns 12-13 and 19-20), all Axis Units including Germans have their Attack Factor and Defense Factor reduced by 1.

When resolving Combat or Overrun during a Snow Turn, combat results against Axis units must be taken as a Retreat, and Step Losses are only taken when units cannot retreat. During Snow Turns, the Axis player may use Air Units for Air Supply but may not use Air Units for Air Support missions.

(18.2.4) Soviet Soviet units conducting an Overrun during a Snow Turn pay 2 Movement Points instead of 3.

During the Snow Turns of the first winter (Turn 5-6), all Soviet attacks in regular combat or Overrun add +3 to the combat resolution die roll.

During the second and third winter (Turn 12-13 and 19-20), all Soviet attacks in regular combat or Overrun add +1 to the die roll.

(19.0) VICTORY CONDITIONS

Victory is based on the number of Soviet Economic Asset units eliminated and the number of cities controlled at the end of the game. Specific victory conditions are given in each scenario along with the number of Victory Points

awarded for objectives listed in the scenario. The final level of Victory in the game is determined by the total number of Victory Points awarded at the end of the scenario. Victory Points (VP) are awarded to the Axis player for eliminating Soviet Economic Assets (including those that begin play in the Eliminated Economic Asset Box), and to one player or the other for control of specific Cities listed in the Victory Conditions of each scenario. The final number of VPs can be adjusted up or down based on the formation of a Front Line for both sides.

(19.1) Control of Hexes

In order for a player to “take control” of a City or Port hex, a friendly unit must either be in the hex or have been the last to pass through that hex.

When an Axis unit enters or moves through a City or Port hex in the Soviet Union, a German control marker must be placed in the hex. Therefore, the City and Port hexes in the Soviet Union that either do not have a German control marker or that have Soviet Control Marker after a successful recapture (see 19.1.1) by the Soviet player are considered to be under Soviet control.

When a Soviet unit enters or moves through a City or Port hex outside the Soviet Union, a Soviet control marker must be placed in the hex.

Example: In Scenarios 1, 2, 3, or 6, if there is a German Control marker on Moscow (hex 2113) at the end of the game, the German player would receive 10 VPs for controlling Moscow at the end of the game. If Moscow would have a Soviet Control marker at the end of the game, that indicates that Moscow has been recaptured, and the German player would receive 5 VPs, as a recaptured city (one controlled by the German side earlier in the game, but since recaptured by the Soviet side.)

(19.1.1) Recapture. When a friendly unit enters a City or Port hex containing an enemy control marker, the enemy control marker must be replaced with a friendly control marker to indicate the City or Port has been recaptured.

Note: Recapture means that a City or Port was under enemy control at one point but has been retaken by friendly units.

copyright ©2025, Compass Games, LLC

Example: There is a German control marker on Kiev (hex 1017). In a later game turn, the Soviets drive the German units out of Kiev and advance into the hex. Remove the German control marker and replace it with a Soviet control marker. The Soviet control marker on a city in the Soviet Union indicates that the city has been recaptured.

(19.1.2) City and Port control are not affected or changed by Partisan markers or by being in an Enemy ZOC.

(19.1.3) To score Victory Points for controlling a City, the player must trace a continuous line of hexes of any length from the City hex to a supply source. The line cannot be traced through a hex that contains an enemy unit or an enemy ZOC (unless negated by a friendly unit) and may not cross a sea or lake hexside or prohibited terrain.

(19.1.4) At the end of the game, a City hex with a friendly control marker that does not contain a friendly unit and is in the ZOC of an enemy unit, does not count for a VP award.

(19.2) Front Line

At the end of a scenario, each player must be able to draw a continuous line of hexes from a coastal hex on the Baltic Sea (including the Gulf of Riga and the Gulf of Finland) to any coastal hex of the Black Sea (including the Sea of Azov). Each hex in the line must be occupied by a friendly unit or be in the ZOC of a friendly unit with no enemy units in the hex. Enemy units negate a friendly ZOC for the purpose of this rule. Units that are Lack of Supply or Out of Supply can be used for the formation of the Front Line. Stalin and Partisan markers cannot be used as part of the Front Line. At the end of a scenario, a VP modification is made depending on whether each side has formed a Front Line. See the scenario details for the VP awarded.

(20.0) SCENARIOS

For the Motherland! has six scenarios, each with different setups, duration, and victory conditions. Players must agree in advance on which of the six scenarios to play before starting the game:

Operation Barbarossa: 7 turns, starting May-June 1941

Road to Stalingrad: 12 turns, starting May-June 1941

Fall Blau: 10 turns, starting May-June 1942

Operation Uranus: 3 turns, starting NovemberDecember 1942

Operation Zitadelle: 7 turns, starting July 1943

For the Motherland!: 22 turns, starting May-June 1941

Scenario information is presented in this booklet and the Setup information for each Scenario is presented on the Setup Cards. Scenarios 1, 2, and 6 use the same Setup Card but have separate scenario information.

(20.1) Operation Barbarossa - Scenario 1

Start: May-June 1941 (Turn 1)

End: March-April 1942 (Turn 7)

Length: 7 Game Turns

Special Scenario Rules

1. During the Axis Movement Phase of Turn 1, German units (only) can ignore the terrain effects of Minor Rivers.

2. Units in Romania and Finland cannot move or attack on Turn 1. They may defend and retreat as normal.

3. During Turn 1, neither side can perform strategic movement.

Victory Conditions

Victory is based upon points earned by the AXIS player for eliminated Soviet Economic Asset units, for Soviet cities controlled by the Axis player at the end of the game, and for Soviet cities that had been recaptured (thus were under German control at an earlier point in the game) by the Soviet player at the end of the game. The formation of a Front Line for both sides will affect the number of VPs awarded (19.2).

Front LineAxis VP

If the Soviet player has not formed the Front Line, for each hex needed to complete the Soviet Front Line

If the Axis player has not formed the Front Line, for each hex needed to complete the Axis Front Line

Victory Level

Determine the total number of VP awarded to the Axis player and refer to the table to determine the final Victory Level.

Axis VPVictory Level

(20.2) Road to Stalingrad - Scenario 2

Start: May-June 1941 (Turn 1)

End: November-December 1942 (Turn 12)

Length: 12 Game Turns

Special Scenario Rules

1. During the Axis Movement Phase of Turn 1, German units (only) can ignore the terrain effects of Minor Rivers.

2. Units in Romania and Finland cannot move or attack on Turn 1. They may defend and retreat as normal.

3. During Turn 1, neither side can perform strategic movement.

4. If an Axis unit enters Moscow and Stalin is killed (16.6), the Axis player rolls a die to see if the Soviet Union surrenders. Add +1 to the die roll if Leningrad is controlled by the Axis. The surrender die roll only occurs once during the game, the first time an Axis Unit enters Moscow.

Die Roll

1-3 No Effect, No Surrender 4-5 Willingness to continue the war declines. Return all * Strength chits to the pool.

6

Soviet Union surrenders. Game ends with Axis Strategic Victory.

5. At the end of Turn 5 (November-December 1941), if the Soviet Player controls or has recaptured the cities of Leningrad (1705), Moscow (2113), Voronezh (1919), and Rostov (1726), the Soviet player rolls a die. On a roll of 1 or 2, the game ends with a Soviet Strategic Victory.

Victory Conditions

Victory is based upon points earned by the AXIS player for eliminated Soviet Economic Asset units, for Soviet cities controlled by the Axis player at the end of the game, and for Soviet cities that had been recaptured (thus were under German control at an earlier point in the game) by the Soviet player at the end of the game. The formation of a Front Line for both sides will affect the number of VPs awarded (19.2).

If the Soviet player has not formed the Front Line, for each hex

to

the Soviet Front Line

If the Axis player has not formed the Front Line, for each hex needed to complete the Axis Front Line -2

Victory Level

Determine the total number of VP awarded to the Axis player and refer to the table to determine the final Victory Level.

Axis VPVictory Level

21-25Soviet

26-30Draw

31-35Axis

36-40Axis

41+Axis

(20.3) Fall Blau - Scenario 3

Start: May-June 1942 (Turn 8)

End: August 1943 (Turn 17)

Length: 10 Game Turns

Special Scenario Rules

1. If an Axis unit enters Moscow and Stalin is killed (16.6), the Axis player rolls a die to see if the Soviet Union surrenders. Add +1 to the die roll if Leningrad is controlled by the Axis. The surrender die roll only occurs once during the game, the first time an Axis Unit enters Moscow.

Die Roll

1-3 No Effect, No Surrender

4-5

Willingness to continue the war declines. Return all * Strength chits to the pool.

6 Soviet Union surrenders. Game ends with Axis Strategic Victory.

2. At the end of Turn 12 (November-December 1942), if the Soviet Player controls or has recaptured Leningrad (1705), Moscow (2113), Voronezh (1919), and Stalingrad (2424), the Soviet player rolls a die. On a roll of 1 or 2, the game ends with a Soviet Strategic Victory.

Victory Conditions

Victory is based upon points earned by the AXIS player for eliminated Soviet Economic Asset units, for Soviet cities controlled by the Axis player at the end of the game, and for Soviet cities that had been recaptured (thus were under German control at an earlier point in the game) by the Soviet player at the end of the game. The formation of a Front Line for both sides will affect the number of VPs awarded (19.2).

Operation Uranus - Scenario 4

Start: November-December 1942 (Turn 12)

End: March-April 1943 (Turn 14)

Length: 3 Game Turns

Special Scenario Rules

No special rules are used in this scenario.

Victory Conditions

Victory is based upon points earned by the SOVIET player for Soviet cities controlled by the Soviet player at the end of the game. The formation of a Front Line for both sides will affect the number of VPs awarded (19.2).

Victory Level

Determine the total number of VP awarded to the SOVIET player and refer to the table to determine the final Victory Level.

c.

e.

g. Administrative Phase

Victory Conditions

Zitadelle - Scenario 5

Start: July 1943 (Turn 16)

End: May-June 1944 (Turn 22)

Length: 7 Game Turns

Special Scenario Rules

Victory is based upon points earned by the SOVIET player for Soviet cities controlled by the Soviet player at the end of the game. The formation of a Front Line for both sides will affect the number of VPs awarded (19.2).

If the Axis player has not formed the Front Line, for each hex needed to complete the Axis Front Line -2

Victory Level

Determine the total number of VPs awarded to the SOVIET player and refer to the table to determine the final Victory Level.

1. The Soviet player may not use Soviet General Units in the Axis Combat Phase of Turn 16. 2. On the first turn only (Turn 16), use the following modi

14-18Draw

10-13Axis Tactical Victory

6-9Axis Operational Victory

5 or lessAxis Strategic Victory

(20.6) For the Motherland! - Scenario 6

Start: May/June 1941 (Turn 1)

End: May-June 1944 (Turn 22)

Length: 22 Game Turns

Special Scenario Rules

1. During the Axis Movement Phase of Turn 1, German units (only) can ignore the terrain effects of Minor.

2. Units in Romania and Finland cannot move or attack on Turn 1. They may defend and retreat as normal.

3. During Turn 1, neither side can perform strategic movement.

4. If an Axis unit enters Moscow and Stalin is killed (16.6), the Axis player rolls a die to see if the Soviet Union surrenders. Add +1 to the die roll if Leningrad is controlled by the Axis. The surrender die roll only occurs once during the game, the first time an Axis Unit enters Moscow.

Die Roll

1-3 No Effect, No Surrender

4-5 Willingness to continue the war declines. Return all * Strength chits to the pool.

6 Soviet Union surrenders. Game ends with Axis Strategic Victory.

5. At the end of Turn 5 (November-December 1941), if the Soviet Player controls or has recaptured the cities of Leningrad (1705), Moscow (2113), Voronezh (1919), and Rostov (1726), the Soviet player rolls a die. On a roll of 1 or 2, the game ends with a Soviet Strategic Victory.

6. At the end of Turn 12 (November-December 1942), if the Soviet Player controls or has recaptured the cities of Leningrad (1705), Moscow (2113), Voronezh (1919), and Rostov (1726), the Soviet player rolls a die. On a roll of 1 or 2, the game ends with a Soviet Strategic Victory.

Victory Conditions

Victory is based upon points earned by the AXIS player for Soviet cities controlled by the Axis player at the end of the

game, for Soviet cities that had been recaptured (thus were under German control at an earlier point in the game) by the Soviet player at the end of the game, and for Axis cities that are not controlled by the Soviets at the end of the game. The formation of a Front Line for both sides will affect the number of VPs awarded (19.2). In addition, a VP reduction is received based on the location of certain Soviet units, as listed below.

The Axis player earns VP for each of the following major cities that are NOT Soviet controlled. The city may contain an Axis control marker indicating it has been recaptured.

If the Axis player has not formed the Front Line, for each hex needed to complete the Axis Front Line

The Axis player receives a VP reduction based on the following:

• Deduct 3 VP from the Axis VP total for each Soviet Combined Arms Army, Shock Army, Guards Army, and Tank Army in Germany.

• Deduct 2 VP from the Axis VP total for each Combined Arms Army, Shock Army, Guards Army, and Tank Army in Finland, Hungary, and Romania. This is limited to a maximum reduction of 4 VP per country.

Victory Level

Determine the total number of VP awarded to the AXIS player and refer to the table to determine the final Victory Level.

(21.0) OPTIONAL RULES

The following rules can be used if players wish to increase historical accuracy, or if they need to adjust the balance of the game to bridge the players’ skill gap.

(21.1) Baku

The Fall Blau summer offensive was launched in the spring of 1942 and was aimed at the oil fields of the Caucasus region. At that time, the largest oil-producing region in the Soviet Union was Baku on the Caspian Sea. If German troops had reached Baku, the Soviet military economy would have been severely damaged.

(21.1.1) In the Axis Movement or Exploitation Phase, German Panzer units (only) can move from hex 2434 into the Baku box located in the lower right corner of the map. The move requires 5 MP to be expended to enter the box.

(21.1.2) When a German Panzer Unit moves into the Baku Box, the Soviet player must immediately roll a die to

determine if the Soviet Union surrenders. If the result is 1-4, the Soviet Union surrenders and the game ends with an Axis Strategic Victory. If the result is 5 or 6, the Soviet Union does not surrender, but the Axis player rolls a die and eliminates a number of Factory units equal to the result. The Axis player may choose which Factory units to eliminate. The eliminated Factory units are placed in the Eliminated Economic Asset Box.

(21.1.3) The Soviet Union surrender die roll for Baku only occurs once during the game. If the Soviet Union does not surrender, the German Panzer units in the Baku box are returned to hex 2434 in the Administrative Phase of the same turn.

(21.2)

Turkish Front

Had Germany been able to reach the interior of the Caucasus in the summer of 1942, Turkey may have joined the Axis. The combat capabilities of the Turkish Army were not significant, but if Turkey entered the war on the Axis side, it is likely the Soviet Union would have to deploy some units on the southern border.

(21.2.1) At the start of the Administrative Phase, the Axis player rolls one die for each German unit in a hex south of the Turkey trigger line (1632-2034).

If the German unit has a valid supply line, Turkey enters the war on a die roll of 1 to 3.

If the German unit does not have a valid supply line, Turkey enters the war on a die roll of 1.

Die rolls for Turkish entry can be made in all Administrative Phases when German units are south of the trigger line.

(21.2.2) If Turkey enters the war, the Axis player immediately places the two Turkish Corps units in hex 1735. Each Turkish Corps unit has two steps. Turkish units cannot stack with German or other Axis units. Turkish units (only) can use hex 1535, 1634, and 1735 (area T for supply) as a valid Supply Source and may have a supply line extend up to 4 hexes from a valid Supply Source.

Designer Notes

The origin of For the Motherland! (FtM) was the game War for the Motherland (WftM) which was released in the United States by the Fresno Gaming Association (FGA) in 1994. I had played a number of Russo-German war games before designing War for the Motherland but felt unsatisfied with existing designs. So, I decided to design a

strategic-level game that covers the campaign of the Eastern Front from May 1941 to June 1944, on a Soviet army and German corps scale. In 2004, I self-published a revised version of War for the Motherland in the 9th issue of the magazine Six Angles. In 2007, Red Star Rising, the English version of War for the Motherland, was published by MMP, and the Chinese version was published by the Kuro Neko Design Workshop in 2020.

To express the dynamic development of the Russo-German war, I made a rule to switch the player who holds the initiative in the middle of the campaign by simply changing the Sequence of Play. The first half of the campaign allows the Axis to take the initiative, and in the second half of the campaign, the Soviet player can take the initiative. I think this is an important point in reproducing the characteristics of the Russo-German war campaign. By clarifying the turnover of war and impressing the change in the tide of the war, it is possible to create a development similar to history. When designing War for the Motherland, I was inspired by the methods used in other games. One of them was the Strength Chit system used in the SPI game Operation Typhoon. This method has the advantage that the combat strength of each unit changes each time the game is played, and the development of the game also changes with each play. In many Russo-German war games, the combat strength of Soviet units remains the same from 1941 to 1944 (or 1945). However, the Soviet army had a higher fighting power in the summer of 1944 than it did in the summer of 1941. So, I increased the average Strength Chits assigned to Soviet armies as the game progressed. Strength Chits with low combat strength have an asterisk (*) printed on the counter, and once used, are removed from the game. As reinforcements arrive, Strength Chits with higher combat strengths are added to the chit pool. In addition to these improvements, Soviet army units that are not adjacent to Axis units are able to remove their Strength Chits, even if the unit has already suffered a step loss, and draw a new chit for the next combat. With these systems you can feel the flow of the Russo-German war as the Soviet army, which was a “disorderly crowd” in June 1941, became stronger as the war progressed, and in the summer of 1944 had more combat power than the German army. In addition to typical factors such as the specific number of weapons, tanks, and the morale of soldiers, the Attack and Defense factors printed on the Strength Chits also reflect the quality of the leadership and actual military capabilities.

Stacking restrictions have changed. In the second half of the campaign, when the Soviet army takes the initiative, Tank, Guards, and Shock army units are allowed to stack with one Combined Arms Army. This makes it easier to set the focus of the Soviet offensive and allows for more dynamic front movements.

The supply system in War for the Motherland was a form of daisy chain with German supply units. In For the Motherland!, the supply system is simplified with units tracing supply to a rail hex or (German) supply base which is connected to a supply source. Soviet partisans are also related to supply. In many Russo-German war games, partisans are simply placed on the map in the form of obstacles. However, the impact of partisans on the German supply network was not reproduced very well. Partisans interfered with the transportation of German supplies but also attracted German reserves. Partisans are placed on German supply units, and their effect on German combat units is determined by a die roll. To prevent the effect of Partisans from reaching front-line units, the German player must place spare units close to each supply unit.

In For the Motherland!, Fortress units are placed in Sevastopol, Leningrad, and Moscow. The reason for this treatment is that once a city fell, the fortress would lose its effectiveness, so only the defending Soviet army would benefit from the fortress. And by using Fortress units with a Strength Chit, the defense effect of the fortress will change each time the game is played.

Soviet Generals and Stalin, are introduced in For the Motherland!. In battles where Soviet play seems to be important, using a General gives the Soviet army a little bit of an advantage and not be excessive.

War for the Motherland contained three scenarios (1, 2, and 6). Scenario 3 was added in the second edition. For the Motherland! expands the number of scenarios by adding Scenario 4, Operation Uranus and Scenario 5, Operation Zitadelle. In Russo-German war games, in many cases, scenarios later in the war typically use a start line that is the same as the historical situation and For the Motherland! strives to reproduce the correct phase of the Russo-German war in each period. However, the order of battle in each scenario is not identical to the historical situation and some units are handled differently to balance the game.

I love this new design and hope you enjoy it too. Good luck! Masahiro Yamazaki

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