Lost Victories

Stalingrad Counteroffensive

Scenario Rules

by Bradley Skeen


Scenario Rules

1. Scenario Duration. The Scenario begins with the Soviet Player turn of Nov II 42 and ends after the German Player turn of Mar I 43.

2. The Playing Area. The playing area is limited to that part of maps 4A and 8A inclusively defined by the northern hex row of the maps, the hex column 2 hexes to the west of Dnepopetrovsk, the hex column 7 hexes to the east of Stalingrad, and the C weather line (note that this excludes the Crimea). Axis units required to retreat off the south or east edge of the map, or Soviet units required to retreat off the west edge, are eliminated. All other units may enter at the friendly controlled hex nearest the hex from which they retreated during the next friendly movement (but not exploitation) phase. The supply source for the Soviet Union is any controlled hex on the northern or eastern map edge (or any three major cities connected by rail). The supply source for the Axis is any controlled hex on the northern or western map edge.

3. Low Capacity Railroads. The dashed-line road symbol actually represent low capacity rail lines. Units may move along low capacity rail lines using rail movement as usual, but they count twice their usual RE size against rail capacity. A low capacity RR element supply line 7 hexes in length may be traced between the RR element and a road, Truck, or overland element in any weather condition or weather zone.

4. Terrain Modifications. All the following modifications are on Map 4A.

  • The river Chir runs along hexsides: 2305/2405, 2305/2306, 2205/2306, 2206/2306, 2206/2307, 2206/2207, 2107/2207, 2107/2108, 2107/2007, 2006/2007.

  • Rough hexes: 1904, 2003, 2306, 2405.

  • A low capacity RR runs through hexes: 0609, 0709, 0809, 0909,1009.1109,1208,1308.

  • Roads (dotted-line) run through hexes:
      1005 to 1307 to 1308 to 1509 to 1608 to 2006 to 2107 to 2207 to 2307.
      1608 to 1709 to 17 10 to 18 10 to 1811. 2006 to 2008 to 1909 to] 912.
      1513 to 1613 to 1614 to 1715 to 1716 to 1616 to 1618. 3402 to 3303 to 3305 to 3205 to 3207 to 3108.
      3110 to 2712 to 2812 to 2814.

  • Stalingrad is a two hex city including 4A:2101 and 4A:2201 (both are partial hexes).

  • Izyum is a reference city in hex 4A: 1422

    5. Nov II Surprise Effects. During the Nov II 42 Soviet turn the following special rules are in effect:

  • Soviet cavalry divisions may expend their full movement allowance of 8 MPs during the Exploitation Phase, if they did not attack during the Combat Phase.

  • Axis ZOCs are ignored across major river hexsides; Rumanian units have reduced ZOCs.

  • Axis DAS and CAP missions may be flown only over hexes in or adjacent to Stalingrad.

  • If the result of AS is achieved against Rumanian units (only), the Soviet Player may ignore the result and roll again. The second result (even if AS) must be accepted. In any attack in which the Soviet Player uses this option he must eliminate attack SPs equal to one half the total Rumanian defense strength in addition to any other result.

  • If using Scenario Optional Rule 2 "ZOCs", Rumanian units are destroyed or reduced to cadre if they retreat into a hex in any enemy ZOC under any circumstances.

    6. Air Rules. Players should integrate the air rules from Second Front into the SE rules (see the article by Victor Hauser in TEM 47).

    Exceptions: Eliminated Soviet Lend Lease types may not be replaced. Since Air Cycle replacement points are broken down by months in the reinforcement schedule, players may expend up to all of their Air RPs in a single turn and may freely save their Air RPs from turn to turn.

    VVS units may fly GS and DAS missions in the following proportions to ground units:

      per Tank Army HQ 2 air units
      per C/M XXX 3 air units
      per C/M cadre 1 air unit
      per any XX except cav 1 air unit
      per Gds Inf/Art XX 2 air unit
      per 2 Cav XXs 1 air unit
      per 2 Gds C/M X 1 air unit

    7. Partisans. Due to the presence of Axis forces not directly represented in the game, the Soviet player may make no partisans attacks, nor may optional rule 40 be used.

    8. Resource Points. Resource points are held in an off-map pool and may be expended or placed in any hex in regular supply at any time in the Player Turn.

    9. Self Supporting Divisions. Luftwaffe Field Forces (2-6 and 3-6 Infantry Divisions), all Security XXs, and Soviet Cavalry Divisions are self-supporting only. That is, they do not support unsupported units stacked with them. However, a Soviet Cavalry Corps (any two Cav XXs stacked together) provide full support to any units stacked with them.

    10. Reinforcements and Replacements. Each player receives reinforcements and replacements as listed on the scenario order of battle.

    A. Axis. Italy, Hungary and Rumania receive no replacement points or special replacements during the game. Axis reinforcements may enter play in any of three ways as indicated in the order of battle:

      RR: In any friendly controlled standard gage rail hex not in enemy ZOC from which a continuous line of rail hexes may be traced to the northern or western map edge. The unit does not pay any movement costs; however, subtract any MPs used up by harassment if any rail line of communication hexes were subjected to harassment bombing. The rail line of communication may not include a destroyed bridge.

      Army Group A. Units of Army Group A are initially deployed in an off-map holding box. During the course of the game certain units or certain numbers of REs are released. As long as the Axis player controls Rostov and each of the rail line hexes extending south of the city, released units may enter as reinforcements in any friendly controlled hex on the south map edge; they may be entrained but subsequent movement counts against the on map rail capacity. Once the Soviet player has gained control of Rostov or severed Axis communications with the southern map edge, these units may no longer be received as reinforcements.

      East: as in the standard rules.

      Replaced units are treated as East reinforcements.

  • Infantry Division Reorganization. 8-6, 7-6, and 6-6 Infantry Divisions and cadres may be reorganized to their 5-7-6 strength per the reorganization chart. If an infantry division is eliminated while isolated substitute (if possible) the corresponding 5-7-6organization unit in the replacement pool.
      Available 5-7-6 XXs: 9, 24, 44, 45, 57, 68, 75, 76, 79, 82, 88, 84, 111, 111, 168, 198, 295, 298, 299, 383, 384, 385, 387, 389.

  • Partial Disbanding. Once the Axis player can no longer trace a line of communication along the rail line from Rostov to the South map edge (but not earlier than Feb II 43), he may partially disband one infantry division of Army Group A each turn.

    Procedure: Reduce the desired division to cadre and immediately receive a number of infantry RPs equal to the difference between the unit's full and cadre strength. (Note: This represents the unit's personnel abandoning their heavy equipment and being flown to reinforce units in the Ukraine).

    B. Soviet. Soviet reinforcements may enter play in any of four ways as listed in the scenario order of battle:

  • Specific MD. As in the standard rules.

  • Any MD. These units may be placed in any on board MD as in the standard rules, or may be treated as RR (in which case their RE size counts against on board RR Capacity).
      RR. Theses units may be placed in any Soviet controlled broad gage rail hex not in enemy ZOC from which a continuos line of rail hexes may be traced to the eastern or northern map edge, or may be placed in any friendly controlled hex of the northern map edge. The unit does not pay any movement costs; however, subtract any MPs used up by harassment if any rail line of communication hexes were subjected to harassment bombing. If they are placed on a low capacity rail line their RE size (not double their RE size) counts against the Soviet on board rail capacity.

      South. These units may be place in any friendly controlled hex along the C weather line on map 8A.

    Replacements. Cadres may be rebuilt as in the standard rules. On board MDs and the Stalingrad factory (if not in enemy ZOC) generate RPs (including those for special drafting at liberated cities) as in the standard rules. Infantry RPs received as reinforcements or generated through special replacements may be added to any on map MD, or may be used to replace units in off map districts which immediately enter play as RR reinforcements. Units replaced by arm or art RPs may enter play as RR reinforcements or be placed at the Stalingrad factory provided it is not in enemy ZOC. Note that replaced units entering play as RR reinforcements count against the on board RR Capacity.

      Rocket Artillery units may be replaced at a cost of 2 Art RPs, regardless of unit strength.

      Motorized Rocket Artillery units may be replaced at a cost of 2 art RPs and 1 arm RPs, regardless of unit strength.

      2-1-8 Mortar brigades may be replaced at the cost of one Art RP.

      3-6 Riffle XXs. The Soviet player may flip one 3-6 Rifle XX to its 4­6 side per turn if the unit meets the requirements for conversion.

    11. Victory Conditions. (See VP chart at the end of these rules.) At the end of the Game the Soviet Player receives Victory Points for controlling certain geographic objectives. An objective is controlled if an unisolated Soviet unit occupies the hex at the end of the Mar I 43 German Player Turn. Determine victory by adding the total awards. The historical performance of 4 VPs represents a substantial Soviet Victory. Since this action was the decisive one of the war any lesser total would represent a failure of the Soviet offensive that would probably allow the Germans to achieve a stalemate on the Eastern front and stiffen their resistance to the Allied invasions in the West. The war might be prolonged indefinitely. A result greater than 4 would probably result in the destruction of Army Group South and the collapse of the Eastern front in 1943. Operation ROUNDUP might then be launched against France on schedule in 1943 and end the war perhaps a year earlier, or, conceivably, result in an army-led coup against the Nazi regime.

    12. Initial Deployment. The Axis Player deploys his units first. Both players must deploy their units so that each front line hex is either occupied by a unit or is in friendly ZOC.

    More Lost Victories: Stalingrad Counteroffensive


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