Lunge to Stalingrad

August-October 1942

by Jim Arnold


Introduction

Lunge to Stalingrad is a historical Europa battle scenario, depicting the ill-fated attempt by Axis Army Group B to seize the city of Stalingrad during the late summer and fall of 1942.

Components

Counters

All counters in this scenario are found in the games Fire in the East and Scorched Earth.

Map.

Use the map on the inside back cover.

Rules and Charts

Use the rules and charts from Scorched Earth, as modified by the scenario rules and charts.

Special Scenario Rules

Rail Regauging

At the start of play, all rail hexes in the playing area are broad gauge. During each ofhis movement phases, the German player may regauge up to four hexes from broad gauge to standard gauge. These hexes must be contiguous and proceed from the Axis railhead.

The Axis railhead starts at 2314. Note that this hex lies four hexes off the west edge of the playing area. The railhead advances to hex 2310 during the Aug I 42 German player turn, at which time it can be shown on the scenario map with a railhead marker.

Reinforcements and Replacements

Axis reinforcements appear at any friendly owned hexes along the west edge of the playing area. Soviet reinforcements appear at any friendly owned hexes along the north edge of the playing area east of the Don River or along the east edge of the playing area north of the Volga River.

Reinforcements arrive during the movement phase, and must the full terrain cost of the hex at which they appear.

The Soviet player receives no regular or special replacements, and no upgrades. However, he may replace any ground unit in his replacement pool or rebuild any cadre in play for a variable cost in victory points (see the STAVKA Reserves rule). The German player receives regular replacements as listed in the Axis "Lunge for Stalingrad" order of battle and special replacements from the start of play. Replaced units enter play in the same manner as reinforcements for that side.

Replacement limits for special units are governed by Rule 34B of Scorched Earth. For example, the German player may replace only one artillery RE per month, and the Soviet player may replace/rebuild only 6 REs of cavalry units per turn.

Eliminated air units may not be replaced; ignore the Scorched Earth air replacement system, Rule 27.

Playing Area Considerations

Only those hexes containing hex numbers are playable.

A unit may not voluntarily exit the playing area. A unit forced to retreat off a map edge may reenter as a reinforcement during the owning player's next player turn in any friendly owned hex along the map edge from which it retreated. If no friendly owned hex is available along that map edge in the owning player's next turn, the reentry of the retreated unit is delayed until such a hex is available. No victory points are awarded for retreated units unable to reenter play.

Any type B air unit may base off-map. When based off-map, place the air unit in the appropriate holding box. During its air movement step, an air unit based off map may be placed in any friendly owned hex along the edge of the playing area. It may then move normally, using its entire movement allowance. While based off-map, an air unit may not be bombed.

Regular Supply Sources

Axis. Any friendly owned hexes along the west edge of the playing area.

Soviet. Any friendly owned hexes along the north edge of the playing area east of the Don River or along the east edge of the playing area north of the Volga River.

Attacker Retreats

The attacker may, at his option, treat an Attacker Retreat (AR) result as Attacker Stopped (AS).

Special Terrain Considerations

The scenario map was produced using the latest draft Collector Series version of the Scorched Earth maps. It contains terrain types not found in the standard game. These terrain types and their effects on play are described below.

    Great River
    The Volga River in the Stalingrad area is over a mile wide, and qualifies as a great river. The movement effects of a great river hexside are +4 MPs for all units. Combat effects are No AEC; Attacker except Artillery quartered. The hexside itself counts as 2 hexes when tracing an overland supply line.

    Rail Ferry
    Hexside 2134/2101 is a rail ferry hexside. Treat this hexside as a major river hexside for all game purposes. Note that the transportation line does not cross the rail ferry hexside; units may only cross this hexside using regular movement.

    Balka
    The movement effects of a balka hex in clear weather are 4 MPs for Mot/Art wnits and 2 MI's for Other units, with no exceptions. The movement effects of a balka hex in mud weather are 6 MPs for Mot/Art units and 3 MPs for Other units, with no exceptions. The combat effects are -1 to the combat die roll; No AEC.

    Wadi
    The movement effects of a wadi hexside are +1 MP for all units. A wadi hexside has no combat effects.

    Escarpment
    The movement effects of an escarpment hexside are +1 MP for all units. Units attacking across escarpment hexsides are affected by the escarpment only if they are attacking up the escarpment (for example, from 1605 to 1706). The terrain effects of escarpment are Attacker except Artillery halved.

    Point Cities
    Point cities have no effect on either movement or combat. A point city does qualify as a "city" for purposes of Rule 3413; that is, a cadre may be rebuilt in a point city it' all other requirements are met.

Partisans

Due to Axis security assets not directly represented in the game, the Soviet player may not make any partisan attacks during the course of this scenario.

STAVKA Reserves

The Soviet player may choose any unit listed below as a reinforcement. Selected units may enter play in any Soviet movement phase on or after the turn shown.

The German player is awarded the VPs listed for each unit of the STAVKA Reserves that enters play.

Aug I 42
2x 5-4-8 Cav XX 5, 6 (Gds) 10 VPs Each]
1x 3-8 Cav XX 32 16 VPs]

Oct I 42
2x 3-8 Cav XX 61,81 [6 VPs Each]

Oct II 42
1x 9-7-8 Tank XXX 26 [36 VPs]
1x 11 -8 Mech XXX 4 [44 VPs]
3x 2-6* Rifle X 93,96,97 [4 VPs Each]

In addition, the Soviet player may replace any ground unit in his replacement pool or rebuild any of his cadres in play using STAVKA Reserve assets. A replaced unit enters play as a reinforcement during the Soviet player turn it is replaced. A cadre must meet the normal requirements of Rule 34B to be rebuilt. For each unit replaced or rebuilt in this manner, the German player receives VPs equal to four times the unit's attack strength. Note: Treat 0-strength units as having an attack strength of I for purposes of this rule.

Example 1: The Soviet player selects a 2-6 Art X from his replacement pool to reenter play as a replacement. The German player receives 8 VPs for this event.

Example 2: The Soviet player has a 3-8 Tank Cadre in Kamyshin (1532) out of Axis ZOCs. He rebuilds it to a 9-7-8 Tank XXX The German player receives 24 VPs for this event.

Victory

At the end of the Oct 1142 turn each player totals his victory points (VPs) in order to determine a winner. VPs are awarded for the elimination of enemy units during play, ownership of territory at the end of play, and special events as they occur. Players should keep a running total of their VPs during the course of the game.

VPs are not awarded for enemy units in the replacement pool at the start of play; only units eliminated or reduced to cadre during play count for VP purposes.

When a unit is reduced to cadre, calculate the VPs based on the difference between the unit's full strength and cadre strength. Example: An 11-10 PzG XX is reduced to cadre. The Soviet player is awarded 24 VPs (11 - 5 = 6 x 4 = 24).

Soviet VP Awards.

    Per Axis non-c/m attack strength point 2
    Per Axis c/m attack strength point 4
    Per German air unit 4
    Control of Stalingrad 100 per hex
    Enclaved in Stalingrad (see optional rule) 75 per hex
    Control of a hex west of the Don River and within 6 hexes of Kalach (2203) 50
    Control of a hex south of hexrow 22 and within 4 hexes of Kalach (2203) 50
    Entry of Grossdeutschland PzG XX 40

German VP Awards.

    Per Soviet non-c/m attack strength point 1
    Per Soviet c/m attack strength point 2
    Per Soviet air unit 2
    Control of Stalingrad 100 per hex
    STAVKA Reserves (see rule): Variable

The player with the greater number of VPs at the end of play is declared the winner.

Scenarios

Start Date

Aug I 42. This is the historical scenario, reflecting the conditions of the actual campaign. Use the Aug I 42 orders of battle. The Soviet player sets up first; followed by the German player. The scenario starts with the initial phase of the Aug I 42 German player turn and ends upon completion of the Oct II 42 Soviet player turn.

Start Date

Jul II 42. This alternate scenario allows the German player to get a head start to Stalingrad by avoiding the historical mistake of sending the 4th Panzer Army southwest to pocket Rostov in mid-July, possibly the critical mistake that cost the Germans victory in the campaign.

Use the Jul II 42 orders of battle. The Soviet player sets up first; followed by the German player. The scenario starts with the initial phase of the Jul II 42 German player turn and ends upon completion of the Oct II 42 Soviet player turn.

Optional Rules

Enclaves

When an EX, HX, or DR result is obtained against units defending in a majorcity hex, the defender may elect to retreat within the hex to an "enclave," provided the hex has at least two contiguous, ' hexsides free of enemy units. When the defender elects to form an enclave, the attacking units may still advance into the hex with the defender. The attacker is henceforth considered the "dominant" side, the defender the "enclaved" side. If the hex contains a fort counter, it is removed; half of all defending position AA (rounding up) are eliminated. Neither side controls the hex (however, the Soviet player receives 75 VPs if enclaved in a Stalingrad hex at the end of play; see Soviet VP awards). Both sides have full stacking.

Each side places an arrow marker in the enclave hex indicating the hexside to serve as their line of communications. The hexside chosen must have other friendly units across from it. The dominant side's units in the hex have a ZOC in all surrounding hexes except the one pointed to by the enclaved side's arrow, while the enclaved side has a ZOC only in the hex pointed to by its arrow and the two adjacent hexes. If friendly units capture the hex that the enemy's arrow marker points to, the arrow marker is removed, and all enemy units in the enclave hex are subsequently considered to be isolated.

Treat movement into or out of an enclave hex as movement through an enemy ZOC. Once a side has formed an enclave, it must retreat out of the hex the next time a retreat is called for. In subsequent attacks (by either player), units may join in an attack on the city from outside the hex through all hexsides except the one pointed to by the "friendly" arrow. A retreat from an enclave hex by the enclaved side is treated as a retreat through ZOC. A retreat from an enclave hex by the dominant side is conducted as if the dominant side alone occupied the hex. Once one side retreats out of an enclave hex, the enclave conditions in that hex are immediately suspended.

Variable Overruns (Modifies Rule 13: Overruns)

When using this rule, overruns at odds of 10: 1 and 12:1 are no longer automatic. Rather, the phasing player may attempt to overrun a hex at odds of 3:1 or greater using the variable overrun table on the "Lunge to Stalingrad" play aids chart.

Overrun attempts occur during the movement and exploitation phases. The phasing player may attempt an overrun by moving units into a single hex adjacent to the enemy units to be overrun; the units attempting the overrun may not exceed the stacking limit of the hex. The odds for the overrun attempt are computed in the same way that combat odds are, taking all terrain, supply, fort, AEC, ATEC, and support modifications into account except for defensive air support. Defensive air support is ignored for overrun purposes. Roll one die and modify the die roll with the modifiers given on the variable overrun table. Cross- index the modified die roll with the proper odds column of the variable overrun table to determine if the overrun attempt is successful.

A "-" result means the overrun attempt is unsuccessful; the units which participated in the attempt must end their movement for the phase. A numbered result indicates the overrun is successful, provided all participating units have sufficient MPs to pay the designated overrun MP cost plus the terrain, weather, and ZOC costs to enter the hex being overrun. (ZOC costs are not paid due to units in the hex being overrun, but are paid due to enemy units in adjacent hexes.) Add +1 to the MP cost if the defending units are in a fort. Note that a participating unit must have sufficient MPs to pay the full MP costs, even if it has not moved at all in the phase.

If the overrun attempt is successful, the moving units may advance into the hex. This advance is optional, but each overrunning unit must spend the required MPs even if it does not advance. After executing an overrun, the units may continue moving if they have sufficient MPs remaining.

Example: During his Aug II 42 movement phase, the German player moves a 16-10 Pz XX, 12- 10 Pz XX, 11-10 PzG XX, and 2-1-10 Aslt Gun II into hex 2004. The Soviet player has a 3-6 Rifle XX, 2-6 Rifle Cadre, 3-8 Tank Cadre and 2-8 Tank Cadre in hex 2104. The German player announces his stack will attempt to overrun hex 2104. The overrun odds are 4:1, +3 (regular odds are 4:1, +2; an additional +1 is added for all Germans in the overrun). The German player rolls one die and obtains a "3" which is modified to "6" and cross-indexed on the 4:1 column of the variable overrun table for a result of "-" .

The overrun attempt is unsuccessful; the German units attempting the overrun must end their movement in hex 2004.

Defending units in a hex successfully overrun are completely eliminated and removed from play (even if they have cadres).

The defending units in a hex may not be the target of more than one overrun attempt per movement or exploitation phase.

Overrunning units may use the road movement rate when attempting an overrun if all other considerations for road movement are met.

An overrun attempt against a unit with a defense strength of zero may be made by any unit with an attack strength greater than zero using the 20:1 column of the variable overrun table.

Temporary Bridges and Causeways

An engineer unit may reduce the MP and supply line cost of a major or great river hexside. The engineer unit must start the movement phase adjacent to the river hexside and may not move at all that turn. If these conditions are met, ground units may reduce the MP cost to cross the hexside by 1 MP, provided the move is into or out of the engineer's hex. When tracing an overland supply line, major river hexsides of the engineer's hex are ignored and great river hexsides count as only one hex.

An engineer unit may reduce the MP and supply line cost of a swamp hex. The engineer unit must start the movement phase in the swamp hex and may not move at all that turn. If these conditions are met, ground units may reduce the MP cost of the swamp hex by I MP. When tracing an overland supply line, the swamp hex counts as only one hex.

If stationary in a swamp hex adjacent to a major or great river, an engineer unit may use both of these abilities simultaneously.

If an engineer unit uses either of these abilities in a turn, it may attack, but is not allowed to advance after combat or retreat. If a c/m engineer unit uses either of these abilities in a turn, it may not move in the exploitation phase.

Scenario Credits

Design: Jim Arnold
Development: Rick Gayler
Map Research: A.E. Goodwin
Map Graphics: Winston Hamilton
Playtest and Advice: Robert Gobel, Victor Hauser, Preston Kent, Gary Quick, William Rodgers, and Charles Sharp

Variable Overrun Table

Stalingrad City Display


Lunge to Stalingrad August-October 1942


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