Ring of Fire
Optional Supply Rules

by Keith Beason


In order to handle the administration of these rules, players will need to make a x1 and a x10 supply marker for the each side. Use the Replacement Track to account for how many Supply Points (SPs) each side has accumulated.

1. The Supply Pool: Each player begins the game with a "pool" of points from which combat operations are supplied. Any friendly unit may access the SPs provided they can make a legitimate supply trace at the times designated in the standard rules.

(A) Starting levels are 60 for the Soviet Player, 10 for the German Player.

(B) New SPs arrive at the beginning of each player's Replacement Phase (including turn one). The German receives an additional 5 SPs each turn reinforcements enter the game. This is the total for each turn, not for each reinforcing unit or division. The Soviet player must consult the Soviet Supply Table (see below) to determine how many SPs are received in a given turn. SPs may be used immediately or accumulated in the Supply Pool.

(C) Costs for operations:

    1 point per attack declaration marker placement.
    5 points per Soviet barrage marker placement.
    1 additional point per stack for Maximum Effort assaults.

2. Attack declarations and barrage marker placements are not allowed unless the unit(s) in question pay appropriate supply point costs from the player's "pool" via a legitimate supply trace. There are no limits on the number of barrage markers the Soviet player may place during the game, but no more than four may be placed in a given turn. OOS units may still make attack declarations but are 1/2 strength. If a unit can trace supply it must pay for attack declarations from the Supply Pool. There is no cost for defense or tank combat.

3. When making a supply brace, count from the hex the unit(s) physically occupy, but do not count that hex itself. Supply traces are of unlimited distances except in the following cases:

    (A) Supply traces across an unbridged major river hexside may not exceed 2 hexes distance.
    (B) Supply traces across an unbridged minor river hexside may not exceed 5 hexes distance.
    (C) Supply traces may not be made across more than 3 consecutive wooded hexes.
    (D) Supply traces may always be made via adjacent friendly units regardless of terrain or distance.

Soviet Supply Table

Die RollSupply Points
1-212
3-415
5-618

Note: If playing with the optional recon rules, the Soviet player may cash in his attack declaration markers and place the SPs back in the Supply Pool if the recon unit retreats prior to combat and thereby leaves the target hex vacant. SPs for barrage marker placement in such cases may not be treated in this fashion. They are lost.

Options Designer's Notes

In playtesting it became obvious that the most important problem with the first draft of these rules was that they robbed the Soviet player of the option of making a large number of attacks in order to bring his depth of infantry into play. While the original game allowed too many attacks, the optionals originally limited them too much. A balance had to be found. The supply point totals used here achieve this balance. The Soviet Player can make a lot of attacks all over the board, but will run low on supply after two or three turns; then he must start choosing more carefully.

The original tables were revised. The German table was eliminated as it proved unnecessary. The Germans have enough supply to make calculated counterattacks and the variability factor does not affect their play as much as it does the Soviets'. Meanwhile, the Soviets, with the burden of massive attack, have a simplified but very erratic replenishment system. This should have the desired effect of causing the Soviet player to save up some SPs each turn, particularly from the middle turns on.

The supply trace limit across unbridged major rivers is now 2 hexes. This allows a player to get better position in bringing more troops into play when trying to widen a gap punched in the river line. The minor river trace limit is 5 to give the Soviet player more flexibility should the German successfully hold key road hexes across such terrain. It nevertheless will play a role in Soviet thinking and thus accomplish the intent of these rules.

Well, there it is. I've enjoyed working on these rules. I would appreciate any ROF veterans giving them a road test. It was fun tinkering with your greatgame this way. It is definitely one of my all-time favorites..


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