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©) 2019 Compass Games, LLC: Stalin'S World War Iii: Rules of Play

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0% found this document useful (0 votes)
372 views24 pages

©) 2019 Compass Games, LLC: Stalin'S World War Iii: Rules of Play

rules

Uploaded by

Lowtech23
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
  • Introduction
  • Components
  • Turn Sequence
  • Air Superiority
  • Stacking
  • Zones of Control
  • Emergency Mobilizations & Reinforcements
  • Movement
  • Combat
  • Atomic Attacks & US Prestige
  • Campaign Notes
  • Terrain Effects Chart

©) 2019 Compass Games, LLC STALIN’s WORLD WAR III: OPERATION PINCHER in EUROPE Rules of Play 1

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Contents NOTE
1.0 Introduction 2 If you’ve already read
through all the rules of
2.0 Components 3
Part 2: Operation Sandown,
3.0 Set Up & Hex Control 5 it’s not necessary to read
4.0 How to Win 7 all these rules to get
5.0 Turn Sequence 8 yourself up to speed here
with Part 1: Operation
6.0 Air Superiority 9
Pincher. If you’re already
7.0 Stacking 10 familiar with Sandown,
8.0 Zones of Control 10 you only need to read
9.0 Supply 11 sections 3.0 through 6.0,
9.0, 10.0 and 13.0 in the
10.0 Emergency Mobilizations & Reinforcements 12
rules below. If you want
11.0 Movement 15 to play the two games
12.0 Combat 17 together as one combined
13.0 Atomic Attacks & US Prestige 20 mega-monster, be sure to
also read section 14.0 of
Credits 21
the Sandown rules.
Campaign Notes 22

1.0 Introduction
1.1 Stalin’s World War III (SWW3) is an alternative history wargame
intended to investigate the strategic parameters that would’ve been in
place during the first 10 weeks of operations had that dictator lived long
enough to put in motion his plan to start a global conflict in 1953. Had
he lived, the most likely start date would’ve been one coinciding with the
signing of the Korean War armistice in July, in order to achieve maximum
surprise.

His goal in starting such a war in Europe would’ve been to blitz to


France’s Atlantic and Mediterranean coasts – thereby succeeding in an
even grander operation than that of the Germans in 1940 and certifying
himself as history’s greatest military commander – while also overrunning
Yugoslavia and eliminating Tito (whom Stalin loathed). In Asia, under
this strategy, the Communist Chinese and North Koreans would’ve been
tasked only with resuming offensive. operations long enough to tie up
the bulk of the UN forces on that peninsula.

There are rules for atomic bombs, but their use by the Communists is
constrained by their still limited availability historically at that time, as
well as by their lack of a fully dependable means to deliver them. On the
US/UN/NATO side, the limitation is political. That is, 1953 marked the full
blown arrival of the anti-imperialist (“third world nonaligned”) movement
on the world stage. So, if therefore, the Americans try to win by using
enough bombs to blow to bits Stalin’s horde, they would do so much
damage to the environmental and socio-political ecologies as to undo
their victory in the strategic sense.

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1.2 Scales. Each hexagon on the map 2.0 Components
represents 20 miles (32.4 kilometers) from
side to opposite side. The Communist units of 2.1 The components to a complete game of SWW3
maneuver mostly Soviet divisions along with Part 1: Operation Pincher in Europe include these
satellite-nation armies and corps, while those rules, the two mapsheets and two sheets of die-cut
on the NATO side are mostly divisions along counters (totaling 456 counters altogether, which
with a few corps. Air power is represented are also referred to as “units” and “unit-counters”).
abstractly, with counters and rules showing Also included are the player aid cards and dice.
the effects of one side or the other gaining
temporary air superiority over sub-areas within 2.2 The Game Maps illustrate the militarily
the theater of operations. Each full game turn significant terrain found in and around Western
represents one week of ‘real time’ from late July Europe in 1953 when portrayed at this scale. A
to early October 1953. hexagonal (“hex”) grid is printed over the map to
regulate the placement and movement of units
1.3 Counter Colors. Note that the counters for across it. A unit is considered to be in only one
Part 1: Operation Pincher in Europe are slightly hex at any one time. Every hex on the map has a
darker in color than their Part 2 counterparts to unique four-digit identification number printed within
aid in distinguishing the two. it. They’re provided to help find exact locations
more quickly and to allow for the recording of unit
1.4 Definitions. If a rule is said to apply to positions if a game has to be taken down before it
“Communist units,” that means it applies to all can be completed.
the units of that side (see 2.5). If a rule is said
to apply only to “Soviet” units, it applies to all 2.3 Unit-Counters. Most of the unit-counters
the units bearing the “SU” (for “Soviet Union”) represent combat formations; others are provided
abbreviation. If a rule is said to apply to “Allied as informational markers and memory aids. After
(or UN) units,” that means it applies to all the reading through these rules at least once, carefully
units of that side, regardless of their nationalities punch out the counters. Using a nail clipper (or an
(see 2.6). If a rule applies only to some national emery board or purpose-designed counter-clipping
or unit-type subset of Communist or Allied units, device) to remove the nub-like “dog ears” from their
that will be specifically stated. The name “East corners will facilitate the units’ easy handling and
Germany” is used synonymously with “German stacking during play, and it will also demonstrate to
Democratic Republic,” while “West Germany” is your opponents your samurai-like determination and
used synonymously with “Federal Republic of discipline.
Germany.”
2.4 Sample Combat Unit. Each combat unit-
Historical Note. The organizationally semi- counter displays several pieces of information:
autonomous Warsaw Pact satellite nation nationality, specific historic identification, unit type
armies were creations of the post-Stalin era. and size, combat strengths, movement factor and
Here those nations’ units are functionally part possibly other special status.
of the Soviet Army, just as they were historically
at this time. They were uniformed and supplied
solely through Soviet sources; their officers
were Russian, and they had no national
command chains or communications channels
of their own.

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2.5 Nationality. A unit’s nationality, and therefore RPA – Romanian People’s Army
the side it’s on, is shown by its color scheme and SU – Soviet Union
an abbreviation. Sw – Swiss
Trd – Tridentia Alpine Brigade
Communist Side Tri – Trieste Motorized Infantry Division
Soviets – yellow and white on red UK – United Kingdom
Soviet Satellite Nation Allies – yellow and black US – United States
on red USBC – United States Berlin Command
USFA – United States Forces Austria
UN Side WG – West German
Belgian – red and black on yellow Yg – Yugoslavian
French – white and black on blue
Italian – white and black on green 2.7 Unit Sizes. Units’ organizational sizes,
Netherlands – blue and black on orange from largest down to smallest, are shown using
Swiss – red on white the following symbols. If a unit’s size symbol is
United Kingdom – white and black on tan bracketed, that means its an ad hoc formation, put
United States – white and black on olive drab together solely for this campaign, rather than being
West German – red and black on white one regularly carried on the table of organization
Yugoslavian – yellow and black on gray of its army.

2.6 Historical Identification & Abbreviations. XXXX – army


All units are given their specific identities by the XXX – corps
numbers or names used to designate those XX – division [or “groupement” if bracketed]
formations during this period. Those abbreviations X – brigade group
are defined as follows. III – regiment [or “regimental combat team” if
bracketed]
Ar – Ariete Armored Brigade
BCB – British Command Berlin 2.8 Unit Types. The following symbols in each
Be – Belgian counter’s unit-type box distinguish the various
BFA – British Forces Austria combat arms employed here.
BGS – Bundesgrenschutz (Border Guards) Armor/Tank
CdF – Cividale del Friuli Alpine Brigade Artillery
EG – East German Infantry or Combined Arms
FCB – French Command Berlin
Mountain Infantry
FFA – French Forces Austria
Fol – Folgore Motorized Infantry Division Mechanized
Fr – French Motorized Infantry / Motorized Rifle
G – Guards Paratroop
HPA – Hungarian People’s Army Static Garrison
It – Italian
Armored Cavalry
J – Javelin
Jul – Julia Alpine Brigade
2.9 Combat Factors. Attack and defense factors
KVP – Barracked (Kasernierte ) People’s Police
are the measures of each unit’s ability to conduct
Man – Mantova Infantry Division
those types of combat operations. Their specific
NL – Netherlandish
uses are explained in section 12.0.
PPA – Polish People’s Army

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2.10 Movement Factor. This number is a measure
of a unit’s ability to move across the hex grid printed
over the map. Units pay varied movement costs to
enter different hexes, depending on the terrain in
each and, in some cases, the moving unit’s type.
See section 12.0 for details.

2.11 Step Strength. All ground units in the game


have one or two “strength steps,” which are also
simply called “steps.” That’s an arbitrary term used
to express the ability of a unit to absorb a certain
amount of combat losses before ceasing to be an
effective formation (a measure of its “robustness” in
current US Army jargon). Those units with combat
factors printed on only one side of their counters 3.0 Set Up & Hex Control
are “one-step” units; those with printing on both
sides of their counters are “two-step” units. (Note: 3.1 The players should first decide which of the
two-step units also show an asterisk between their two sides each will control. One player commands
combat factors.) If a two-step unit suffers a one- the Communist forces while the other commands
step loss, it’s flipped over so its one-step side (with the NATO forces. After determining sides, the
the lower combat factors) shows. If a one-step unit, players should each take the units under their
or a two-stepper that’s already been “reduced,” command and sort them onto and around the
suffers a step loss, it’s removed from the map maps according to the instructions below. The
(“eliminated”) and placed into a “dead pile” off to Communist player controls all the Soviet, CPA, EG,
the side. No fully eliminated unit is ever returned to HPA and RPA units. The NATO player potentially
play, at any level of step strength, for the remainder controls all other units (but see 3.2 below). Note
of the game. It is possible for a reduced unit to be that all normal stacking rules apply during set up
brought back to full strength (see 10.6). (see section 8.0). Set up using the step-by-step
sequence given below.
2.12 Reinforcement & Starting Units. Units that
enter play after the game has begun, rather than Design Note. The game wasn’t designed with
starting play already set up on the map, are called solitaire play in mind; however, the system is such
“reinforcements.” See section 10.0 for details on that it can be ‘fudged’ and played in that way.
them.
3.2 Switzerland & Yugoslavia start the game
2.13 Other Marker Counters. The uses of the as noninvolved neutrals; however, the UN player
following counters are explained at the appropriate sets up their units and will likely soon command
points throughout the rest of the rules. them actively in play, as they’re almost certain to
be invaded by the Soviet player. The NATO player
should start the overall set up process by setting
up all Swiss and Yugoslavian units inside their
respective countries.

3.3 NATO Berlin & Austrian Occupation Units.


The NATO player should place all three of his
Berlin units (BCB, FCB & USCB) in that city (5414).

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Then he should place all three of his Austrian 3.7 Communist Reinforcement Units &
occupation units (BFA, FFA & USFA) anywhere in Aerial Supply Marker. The only reinforcement
that country outside of the Soviet occupation zone units mandated as such on the Communist side
within it. are the seven Soviet Airborne Divisions. The
Communist player should set those units, along
3.4 NATO Reinforcements & Aerial Supply with that side’s aerial supply marker, within easy
Markers. The NATO player should set aside, within reach off to the side of the map. He may then
easy reach off to the side of the maps, the two decide to create a further reinforcement pool for
NATO aerial supply markers. He should then take himself by holding off map as many of his Soviet
all the British (UK) brigade groups other than the (SU) divisions (of any or all types) as he desires.
BFA and BCB and place them into a large-mouth He’s not required to place any of those divisions
opaque container (such as a cereal bowl or coffee into such a pool.
mug), into which he then also places all the US
regimental combat teams (excluding the 2nd and Design Note. The main advantage to be gotten
14 Armored Cavalry Regiments). Altogether, those from creating a reserve pool comes from the
UK and US units form his overseas reinforcement fact the units of both sides can’t be nuked while
pool. Last here, he should place face down (so they’re off map in those pools.
their question-marked sides are showing), off to
the side but within easy reach, all 20 French and 3.8 Communist Main Force Set Up. All the units
West German emergency mobilization units so of the Communist side not accounted for above
that none are stacked or otherwise piled atop one in 3.6 and 3.7, are next set up by that player
another. For details on how all those units enter anywhere in East Germany, Poland, Romanian
play after the game has begun, see section 10.0. and Czechoslovakia. Further, though he’s not
required to do so, he may also set up more Soviet
3.5 NATO Main Force Set Up. The NATO player (SU) units in Hungary (but not in Austria).
next sets up all Italian units anywhere in that
country. The single West German unit (the BGS) is 3.9 Marker Deployment. Put the Turn marker
set up anywhere in that country. He set ups all other in the “1” box of the Turn Track printed on the
NATO starting units anywhere in West Germany mapsheet. Put the “x10” marker into the “0” box
and/or France and/or the Benelux. Those units in of the Communist Victory Points Track, and put
aggregate are all those that weren’t put already a “x1” marker into the “7” box of that same track.
dealt with above in rules 3.2, 3.3 and 3.4. Put the “x10” marker and the “x1” marker into the
“9” box of the US Prestige Points Track. Put an
3.6 Communist Initial Set Up. The Communist Atomic Blast marker into the “0” (zero) box of the
player should begin his side’s set up by placing all US Atomic Attacks This Turn Track. Put the Hex
Hungarian and Romanian units in their respective Control markers into any easily reached pile off
countries on the East Map. He should next place to the side of the map. That completes set up.
the two Soviet mechanized divisions marked with
dots on their fronts and “Hungary” on their backs Design Note. As an alternative in regard to the
and place them anywhere in Hungary. He should use of the city control markers, depending on
then place the two Soviet mechanized divisions your tolerance for clutter on the map, you can
marked with dots on their fronts and “Austria” on start by putting one in every city with its proper
their backs anywhere inside his occupation zone side showing. Use the NATO side for Swiss and
within that country. Yugoslavian cities.

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3.10 Hex Control. The idea of “hex control” — IV of every game turn. Of course, the game may
which side “owns” which hexes at any given instant also end at any time if either player assesses the
— is important for purposes of column movement situation to be hopeless and therefore capitulates
(see 11.16) judging victory (see section 4.0) and unconditionally to the other player.
tracing supply (see section 10.0). At the start of
play the Communist side controls all hexes in East 4.3 Victory on Points. Every city and capital in
Germany, Poland, Czechoslovakia, Hungary and East Germany, West Germany, Czechoslovakia,
the Soviet occupation in Austria; the NATO side Hungary and Yugoslavia is worth one victory point
controls all others. The control status of a hex (“V.P.”). Every city and capital city in the Benelux
switches from one side to the other whenever a nations is worth two VP. Every city and capital city
ground unit from the other side enters it. Control in France, Switzerland, Italy is worth three VP. Note
switching is immediate, and may occur and that supply and nuked status of the various kinds
reoccur in the same hexes any number of times of city have no bearing on their VP. Within that
during play. Hex control markers are provided for framework, if the Communist VP total is found to
use on the board to help keep track of which hexes be greater than 60 during Game Turn 10’s Phase
are controlled by which side in areas where the IV, that player is generally declared to have won the
deployment of actual units doesn’t make that clear. game at that time. See 4.4 below for the exception.

3.11 Hex Control & Zones of Control. Don’t 4.4 Yugoslavian Victory Precondition. For the
confuse the idea of “hex control,” explained above, Communist player to win the game via rule 4.3
with that of “zones of control”(a.k.a. “ZOC”), which above, the Yugoslavian city of Belgrade must be
is explained in section 8.0. For now, all you need among those under his control during the Turn
understand in regard to the latter is the fact the mere 10 victory check (no matter what the point tally is
projection of a ZOC into an enemy-controlled hex otherwise). Note that the supply status and nuked
isn’t enough by itself to cause the control status of status of that city has no bearing on whether this
that hex to switch from one side to the other. precondition is judged to have been fulfilled by the
Soviet player.

4.0 How to Win 4.5 Communist Sudden Death Political Victory.


If, at any time during play, all the capital cities on
4.1 In General, the Communist player is generally the map are all under Communist control during
on the offensive, trying to win by driving into NATO any turn’s Phase IV, play stops and that player
territory as fast as possible and in such a way is declared to have won the game at that time. If
as to bring about the conquest or neutralization Switzerland hasn’t been brought into the war, don’t
of as much of Western Europe as possible. The count Bern in when judging if this victory condition
NATO player generally wins by preventing the has been fulfilled.
Communist player from having fulfilled that side’s
victory conditions as judged at the conclusion of 4.6 Communist Sudden Death Victory via US
Turn 10; however, see 4.9 below for a “Sudden Prestige Collapse. If, at any time during play of
Death” exception that allows for a Communist any turn, the total of US Prestige Points falls to zero
victory earlier than that. (see section 13.9) play stops and the Communist
player is declared to have won the game.
4.2 When to Check for Victory. The various kinds
of victory are generally only checked during Phase

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5.0 Turn Sequence matter what phase order a player chooses, all his
units are allowed to participate to the limit of their
5.1 In General. Every game turn of SWW3 is normal capabilities in both of them. The players
divided into two “player turns,” one Soviet (a.k.a. only make one phase order declaration per game
“Communist”) and one UN (a.k.a. “US”). That full turn, at the start of his own player turns, which is
sequence makes up one “game turn,” of which then applied to all his units throughout that player
there are a maximum of 10 in an entire match. turn. It’s prohibited to choose one phase order for
The Soviet Player Turn is the first player turn in some of your units and the other phase order for
every game turn. Every action taken by a player others.
must be carried out during the appropriate part of
the sequence outlined below. Once a player has 5.4 Ending a Game Turn. Game Turns 1 through
finished a particular phase, or a specific activity 9 are completed when each one’s Phase V is
within a phase, he may not go back to perform concluded. At those times move forward by one
some forgotten action or redo a poorly executed box the Game Turn marker on the Game Turn Track
one unless his opponent graciously permits it. printed on the mapsheet. Game Turn 10, and the
overall game itself, is concluded at the end of its
5.2 Turn Sequence. The game turn sequence Phase IV.
is given below in outline. The rest of the rules are
organized, as much as possible, to explain things 5.5 Game Turn 1 Special Rules. The following
in the order they’re encountered as you go through special rules are applied during Game Turn 1 on
this sequence in each game turn. both maps:
• All units of both sides are automatically in
Turn Sequence Outline supply throughout the turn.
I. Air Superiority Phase • The Communist player adds one to his air
superiority die roll.
II. Soviet Player Turn
A. Soviet Movement or Combat Phase
5.6 Fight/Move Prepared Attack Bonus. During
B. Soviet Combat or Movement Phase
player turns in which either player chooses the
III. NATO Player Turn fight/move phase sequence, all his attacks are
A. NATO Movement or Combat Phase considered “prepared attacks,” and they therefore
B. NATO Combat or Movement Phase gain a one-column-right odds shift in conjunction
C. NATO Franco-German Emergency to all other applicable bonus and penalty shifts.
Mobilization Phase See section 12.0 for more details.
D. NATO Overseas Reinforcement
Phase 5.7 NATO Franco-German Emergency
Mobilization Phases. See 10.3 for details on this
IV. Victory Check Phase phase.
V. Administrative Phase
5.8 NATO Overseas Reinforcement Phases.
5.3 Move/Fight or Fight/Move. At the start of See 10.5 for details on this phase. It is the method
every one of his player turns, the player about to by which UK and US reinforcements enter play on
take that turn must declare in what order he will the map after having come from overseas.
carry out his movement and combat phases that
turn. That is, he may choose to have his units move 5.9 Communist Reinforcements. The only
first and attack after that, or he may make take his Communist reinforcements available are the
combat phase first and movement phase second. Soviet airborne divisions, along with any units that
That decision is always up to each commander. No player deliberately held back during set up (see

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3.7), both of which categories of reinforcement 6.4 Violating Neutrality. If a NATO airpower
are entered into play during any of that side’s marker’s position or range lies in the territory of a
movement phases. still neutral country, that positioning or projection
is simply ignored and that nation continues in its
5.10 Victory Check Phases. At this time during neutrality. If a Soviet airpower marker’s position or
every turn, check to see if the soviet player has range lies in the territory of a still neutral country,
achieved victory based on rule 4.3. that immediately brings the country into the war on
the NATO side.
5.11 Administrative Phases. During these
phases, during Turns 1 through 10, the players 6.5 Airpower’s Effect on Enemy Movement.
should cooperate to clean up around the map, For an enemy unit or stack to make a regular move
moving and adjusting markers as necessary to into a hex that’s in range of one or more of your
prepare for the start of the new turn. airpower markers, it must pay an extra movement
point (MP) to do so for each such hex entered,
for both in-hex and hexside costs. Further, no
6.0 Air Superiority column movement may take place in the range
of an enemy airpower marker. Your own airpower
6.1 In General. At the start of every the Air markers have no effect on the movement of your
Superiority Phases of Turns 1 through 10, both own forces. Note that enemy airpower presence
players openly a die. The side getting the higher in a hex doesn’t absolutely prohibit your units
total has “air superiority” for that turn all across making regular moves into and/or through such
map (reroll ties). If you had air superiority the hexes; it merely makes it more expensive in terms
turn prior, add one to your roll this turn; however, of movement point expenditures. Also note you
that addition may never be greater than one no may only make paratroop airdrops on turns during
matter how on many previous turns you may have which your side has air superiority.
had air superiority. Subtract the lower rolled total
from higher roll total: the winning player gets that 6.6 Airpower & Combat. If you make an attack
many airpower markers (one through five). He into a hex that’s in range of one or more of your
immediately places all those markers as described airpower markers, your attack gains a one-column
below. Note there will never be a turn in which both rightward shift (cumulative with all other applicable
players have airpower markers deployed on the bonus and penalty shifts). Conversely, if an enemy
map at the same time. attack is launched against one of your forces, and
that defending force is in range of one or more of
6.2 Placement. Available airpower markers may your airpower markers, that defense benefits from
be placed in any hexes on the map. Friendly and a one-column leftward shift (cumulative with all
enemy ground unit presence and/or ZOC have no other applicable bonus and shifts). Those shifts
bearing on this. Note, though, no more than one never amount to more than one column per battle,
marker may be placed in any one hex. All available no matter how many markers are in range.
markers must be deployed.
6.7 Marker Retrieval. Deployed airpower markers
6.3 Range. Every airpower marker on the map remain on the map until the Administrative Phase
effects the hex in which it’s placed and all six of of each turn, at which time they’re retrieved for use
the immediately surrounding hexes. That’s termed again in the next turn. Airpower markers are never
its “range.” If the ranges of two or more friendly subject to elimination; all the markers are always
airpower markers overlap, there are no additive available for use as described above.
effects because of it.

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7.0 Stacking projected by units of different sides into the
same hex. Opposing units may simultaneously
7.1 In General. Stacking is the term used to describe project their ZOC into the same hexes.
the piling of more than one friendly unit in the same
hex at the same time. Opposing grounds units will 8.2 Terrain & ZOC. ZOC project into, out
never stack together; only friendly units stack together. of, and across all types of terrain and water
barriers. ZOC don’t extend into or out of neutral
7.2 The stacking rules are in effect for both sides countries.
during set up and all through every phase of every
turn. You therefore need to be careful in regard to the 8.3 Enemy Zones of Control & Movement.
order in which you move your units; otherwise, moves A moving unit must pay one additional MP to
made carelessly early in your movement phases may enter a hex containing an enemy zone of control
work to jam you up later in those phases. If, at the (EZOC). A moving unit must pay an additional
end of any phase, any hexes are found to be over- MP to leave a hex containing an EZOC. A unit
stacked, the player owning the units in those hexes may therefore move from EZOC hex to EZOC
must eliminate enough excess units there, of his hex for a total cost of two additional movement
choice, so as to bring the hexes into compliance with points. “Additional” means in addition to all the
the stacking rules. normal terrain costs otherwise involved in the
move. See section 11.0 for further details. The
7.3 Stacking Limit. The stacking limit for both sides presence of one or more of your units in a hex
is determined by counting steps (see 2.11), rather containing an EZOC doesn’t negate that EZOC
than the more typical counting of units. The per-hex for purposes of counting the movement costs
stacking limit for both sides is 10 steps. of units you want to move there.

7.4 None of the markers pictured in rule 2.13 have any 8.4 EZOC & Supply. Your units are always able
stacking value, and they may be placed in any hexes to trace their supply lines into one EZOC hex
according to the rules for their respective uses. without penalty. In order to trace supply both
into and through one or more EZOC hexes, a
7.5 Both players are always free to examine all stacks friendly ground unit must be in each such hex
on the map and the map sheets, both friendly and in order to “negate” the effect of the EZOC. See
enemy. section 19.0 for details.

7.6 Stacking Order. The top-down/bottom-up order 8.5 EZOC & Retreat After Combat. For
in which units in a hex are piled together has no purposes of defender retreat (DR) combat
significance. results, EZOC are negated by the presence of
friendly units. See 12.20 for details.

8.0 Zones of Control 8.6 EZOC & Advance After Combat. EZOC
don’t in any way inhibit or stop or block the
8.1 In General. The six hexes immediately ability of victorious units advancing-after-
surrounding a hex containing one or more ground combat. See 12.22 for details.
units constitute the “zone of control” (ZOC) of the units
in that hex. Zones of control extend across all hexsides 8.7 Probing Attacks. EZOC hexes that are
and into and out of types of terrain. All ground units of otherwise empty of enemy and friendly units
both sides project their ZOC at all times in all supply may be the subject of “probing attacks.” See
states. There’s no difference in effect between ZOC 12.23 for details.

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8.8 EZOC & Paradrops. EZOC by themselves 9.6 Terrain & Supply. Within the strictures given
don’t prohibit an otherwise allowably paratroop above, the supply lines of both sides may be traced
drop into those hexes. See 3.7, 5.9, 6.5, 8.8, 9.18, into and through all kinds of terrain except for all-
10.2 and 10.7 for details. sea hexes and hexsides, which is prohibited.

8.9 EZOC, ZOC & Atomic Attack Disruption. 9.7 OOS Movement. If a unit or stack is found to be
See rule 13.6. OOS at the start of its move, the movement factor
of that force is halved for that phase. That halving
remains in effect throughout that movement phase
9.0 Supply even if the moving force moves into a location
where it would’ve been judged to have had supply
9.1 In General, in order for a unit to be able to had it started its move there.
move and fight at its full potential, it must be in
supply. Supply for movement is determined at the 9.8 OOS Combat. If an attack contains one or
moment a given unit begins to move and, once more units that are found to be OOS at the start
determined, that status lasts all during a unit’s of that battle’s resolution, those OOS units have
move. Supply for combat is determined at the start their attack factor halved when that battle’s odds
of each individual battle for all the units of both are calculated. Exception: Soviet artillery divisions
sides involved in that battle. (see 2.8) may not attack at all when OOS. When
halving, round up all remainders. If a defending
9.2 Tracing Supply Lines. No counters are force is OOS at the start of that battle’s resolution,
provided to represent the materiel consumed by those units have their defense factor halved when
the combat units. Instead, that’s abstracted into the that battle’s odds are calculated. When halving,
process of supply line tracing (“tracing supply”). round up all remainders. If more than one unit in
A unit has supply (“is in supply”) if it can trace a a given battle is to be halved, add together the
path of contiguous hexes of any length from a combat factors of all such units and them perform
friendly “supply source hex” to its own location. A just one halving and rounding.
unit without a valid supply line is said to be “out of
supply” or “OOS.” 9.9 Indefinite OOS. No unit is ever reduced in step
strength or fully eliminated simply for being OOS.
9.3 Enemy Units & Supply Lines. Supply paths Units of both sides may remain OOS indefinitely.
may never be traced into enemy occupied hexes.
9.10 Willful OOS. It’s permitted for both players
9.4 EZOC & Supply Lines. A supply line may be to move units into hexes in which they may or will
traced into any one EZOC hex; however, no supply become OOS.
line may ever be traced through an EZOC hex into
any other hex unless there are one or more friendly 9.11 Appropriate Supply Sources. Units may
units in each such EZOC hex. That friendly unit only use supply sources appropriate to their own
presence works to negate EZOC for purposes of side as described in the rules below.
supply line tracing.
9.12 International Supply Line Tracing is
9.5 Enemy Controlled City Hexes & Supply allowed. That is, the supply lines of units of the
Lines. Neither side may trace its supply lines into various nationalities, both friendly and enemy,
or through an enemy-controlled city hex even if that may freely cross each another and may even run
hex is empty of actual enemy units and/or EZOC. through same hex paths.

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9.13 “Nuked” Hexes. On both maps, hexes 9.18 Aerial Supply. A one- or two-hex hex aerial
containing an atomic attack marker may still have supply capacity is available to the side that has air
supply lines traced into and out of them (but also superiority on a map (one hex for the Communists,
see 9.15 below). two hexes for NATO). The advantaged player may
place his side’s aerial supply marker(s) atop any
9.14 Home Country Supply. All units are always one (or two) of his side’s stacks anywhere on
in supply for all purposes when in hexes of their the map anytime during the turn. Friendly units
own country. in that hex, regardless of specific nationalities,
are considered fully supplied while the marker
9.15 NATO Main Supply Sources, which are remains in place. The marker remains in the
potentially available for use as needed by all chosen hex(es) throughout the remainder of
the alliance nationalities in the game, are all the that turn or until it becomes enemy controlled,
friendly-controlled port (coastal city) hexes on the whichever comes first. An aerially supplied unit
map. Note, however, that once a port is nuked (by or stack moving away from the chosen hex might
either side), it loses its supply providing capacity therefore still run into supply difficulties later in the
for the rest of the game. NATO units outside their turn, depending on the phase sequence (see 9.7
home country, but that also aren’t in Italy, must and 9.8 above).
use these supply sources.
9.19 NATO Berlin Garrison Supply. The three
Design Note. The geographers among you will static units (see 11.20) of the NATO Berlin garrison
note there are several inland river ports on the are always in supply; however, that benefit isn’t
map. For game purposes, though, we’re assuming extended to any other units that might make their
those rivers are too quickly jammed up with way into that city.
debris, or are otherwise blocked, for those locales
to function as supply sources. 9.20 NATO Coastal Supply. NATO units in
coastal hexes anywhere on the map are always
9.16 NATO Italy & Denmark Supply. NATO in supply while in those hexes. That remains true
units in Italy must trace supply to the south map regardless of whether a coastal hex has been
edge hexes in that country (3044-3644). Those nuked, and it is equally true in the coastal hexes of
hexes lose their supply-providing capacity while all the various oceans and seas on the map.
occupied by enemy units, but they regain that
capacity as soon as that condition is overturned.
Similarly, NATO units north of the Kiel Canal must 10.0 Emergency Mobilizations &
trace their supply to 5103, 5204 or 5303. Note, Reinforcements
though, that Danish supply source is only available
to NATO units north of that waterway. 10.1 In General. Reinforcements are units of both
sides that don’t start the game already in play on
9.17 Communist Supply Sources, which are the map; rather, they enter play after the war has
potentially available for use as needed by all the already begun.
nationalities on that side in the game, are all the
friendly-controlled hexes on the east map edge 10.2 Communist Airborne Reinforcements.
(5712-5743). Those hexes lose their supply- The seven guards airborne divisions constitute
providing capacity while occupied by enemy the only reinforcements likely to be available to
units, but they regain that capacity as soon as that the Soviet side during the game (the only others
condition is overturned. being whatever units that player set aside via

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rule 3.6). During any turn during which he has 10.4 Franco-German Emergency Mobilization.
air superiority, the Soviet player may decide to At the start of this phase in every turn, the NATO
enter one, some or all of those divisions during player should openly roll one die for the French
any portion of his movement phase. He may pick and one die for the West Germans. Those rolls
as their entry location any enemy-unoccupied are separately halved and rounded down, for
(EZOC and nuclear detonations OK) clear or city final results for both of zero through three. He
or oil city or capital city hex on the map. On any then blindly chooses the corresponding number
given turn, there may not be more than one drop of “groupements” from the flat piles of those
hex selected. That selection made, he places the units he set up according to rule 3.4. “Blindly”
divisions he’s selected into the chosen hex. They/ means looking only at the groupements’ untried
It remain there throughout the rest of the game (question-marked) sides, and operating the units
turn unless eliminated or forced to retreat by UN that way until the first time they go into combat.
attack. During their turn of entry they may not Each groupement may be entered into play, at no
move, and they may only attack (and potentially more than one per hex, via any friendly controlled
advance after combat) if the phase sequence and un-nuked city hexes in their own countries.
chosen for that Soviet player turn is move/fight. Once on the map they operate as any other unit
They are automatically in supply during their drop of their side and nationality. Once their combat
turn no matter the phase sequence. If forced to strengths are revealed, they are never flipped
retreat-after-combat they may do so normally. back to their other (“untried”) side and they are
After their turn of entry, they trace supply like always each only one-step units.
normal units. On subsequent turns they may be
assigned aerial supply under the provisions of rule Both nationalities have “0-0” units in their
9.18 and, further, during their turn(s) of entry the groupement orders of battle. When/if those units
divisions are considered to be using up the Soviet are revealed, they are immediately removed from
side’s aerial supply capacity for that that turn. play and that removal in no way goes toward
satisfying any part of the combat result of the
10.3 Other Communist Reinforcements. If, combat that caused it/them to be revealed. Further,
during set up, the Communist player held back any in being revealed and removed, the 0-0 units also
of his units under the provision of rule 3.7, he may generate a one-column odds shift if favor of the
enter one, some or all of those units at the start of Communist side in whatever combat it/they were
any of his movement phases throughout the game. taking part. That’s a maximum of one shift even
They enter via any east edge Communist supply if more than one 0-0 unit is revealed during the
source hexes (see 9.17), paying to all regular same combat.
movement costs involved starting with their hex
of entry. Unlike the paratroopers, these units may Historical Note. At this time there were
potentially enter via any number of eligible hexes negotiations going on in regard to the formation
during every Soviet movement phase. Note, of what later became know as the Bundeswehr,
though, that no Communist units, once in play on the official army of the Federal Republic of
the map, may ever be withdrawn from it (except Germany. The original suggestion was to create
when eliminated in combat). Also note that, if the a dozen German divisions; however, the whole
Communist player decides to do so, he may enter thing was held up because the French objected
one some or all of his paratroop divisions using to the very idea of that nation’s rearmament. The
this method; however, divisions entered in that government in Paris then indicated they would
way lose their airdrop capacity for the rest of the agree to such a move only when they had the
game. time to mobilize a corresponding number of new
units in their own army. Further, they couldn’t

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even bring themselves to tolerate the use of the used for the augmentation is permanently removed
term “division” in regard to the proposed German from play, and such augmentations may never
mobilization, so “groupement” was to have been be undone. For purposes of this rule, the West
substituted, and there were also to be no corps or German BGS unit is considered a two-step division.
army levels of command allowed to the Germans.
All that taken into account, rule 10.4 represents my 10.7 UK & US Paratroop (a.k.a. Airborne)
best estimate of how all this would’ve played out in Arrivals may, at the NATO player’s option, enter
this kind of emergency situation. a nationally appropriate map via airdrop. That is,
when they arrive, and provided the NATO side has
10.5 NATO Overseas Reinforcement Arrivals. air superiority on that turn, that player may enter
During each game turn’s Phase III.D, the NATO them in the same way the Soviet airborne are
player should openly roll two dice and subtract entered. That is, as soon they become available,
two from that number to get a final result of from he may select any enemy-unoccupied (EZOC
zero through 10. That final result is the number of OK) clear or city hex on the map and paradrop the
units he then pulls blindly (without first looking) units into it. Note, however, these units would still
from the reinforcement pool created during set be entering during the Phase III.D, not during the
up according to rule 3.4. The arriving units are NATO Movement Phase. Such units will afterward
generally immediately placed in any functioning need to trace supply normally or be provided aerial
NATO supply source hex on the appropriate map supply. If this kind of entry isn’t made on their turn
(and see 10.7 below for an option). Reinforcement of arrival, the NATO player must enter them as
arrivals may not be delayed. Also note that, regular ground reinforcements.
since NATO reinforcement don’t enter during a
movement phase, it costs them nothing to be Historical Note. The restrictions on NATO
placed onto the map. paratroop entry given above are meant to model
the historic fact that, despite the Anglo-Allies
Design Note. There are no “amphibious invasions” having been the first powers to ever organize a
of non-port or enemy controlled coastal hexes whole “Allied Airborne Army” in WW2, that combat
allowed in the game. This is the start of a war; arm had afterward been allowed to wither away
those kinds of operation take a degree of planning in the years after 1945. On the Soviet side, their
and preparation that’s not yet available here. high command had intensely studied the airborne
operations of WW2 that had been conducted on all
10.6 Augmenting Reduced NATO Divisions. If sides, and they would therefore have been much
a NATO division has been reduced to one step, better prepared in regard to deployment timing
it may potentially be augmented back to full two- and flexibility.
step strength. To be able to do so, it must begin
or end a NATO Movement Phase stacked in a 10.8 No NATO reinforcement of any kind may have
hex with one or more RCT or brigade groups or its arrival delayed to a later turn. Any arriving units
groupements of its own nationality. With that not entered during their turn of arrival are simply put
nationality qualification met, it doesn’t matter the back into the reinforcement pool. All reinforcements
exact type of augmenting unit, even the three ad have their full combat and movement capabilities
hoc brigades that begin in Austria could be used. immediately available upon arrival (within normal
The NATO player may then decide, regardless of turn and phase sequence strictures).
supply state, to remove one of the smaller units
and immediately flip to its full strength side the Design Note. Also see rules 10.9 and 14.10 in
reduced division. This may be done any number of the Sandown game’s rules. Those “Soviet Second
times during any NATO Movement Phase in which Formation Divisions” may also be introduced into
appropriate units are collocated. The smaller unit the Pincher-only-play this game.

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11.0 Movement 11.5 Splitting Stacks. When moving a stack, you
may halt it temporarily to allow a unit or sub-stack
11.1 Every ground unit in the game has a to split off and move away on a separate course.
movement factor printed in its lower-right corner. The units left behind in the original (or “parent”)
That factor is the number of “movement points” stack may then resume their own movement, even
(also called “MP,” “movement factors” and “MF”) splitting off other units if desired. Once you begin
available to the unit to use to move across the moving an entirely different parent stack, or an
hex grid during its side’s movement phases in individual unit that began in a different hex than the
each game turn. Units move from hex to adjacent currently moving parent stack, you may no longer
hex – no “skipping” of hexes is allowed – paying resume the movement of the earlier stack without
varied costs to do so depending on the terrain in, your opponent’s permission.
and barriers along the sides of, the hexes being
entered. In general, the movement of each player’s 11.6 Terrain & Movement. All terrain features on
ground units takes place only during his own player the map are classified into two broad categories:
turn’s movement phase; no enemy movement natural and manmade. Both those categories are
takes place during your own player turn. For the further divided into different types (see below).
exception, see 12.20 “DR.” There is never more than one type of natural
terrain in any one hex, but more than one type of
11.2 Limits. MP may not be accumulated from turn manmade terrain may exist in the same hex.
to turn or phase to phase, nor may they be loaned
or given from one unit or stack to another. A player 11.7 Natural Terrain & Water Barriers. There
may potentially move all, some, or none of his are the following types of natural terrain and
units in each of his movement phases throughout hydrographic features on the map: clear, rough,
the game Moving units aren’t required to expend mountain, polder, river hexsides and all-sea/lake
all their MP before stopping. The movement of hexes and hexsides. The effects those various
each unit or stack must be completed before that features have on the movement of units are
of another is begun. A player may only change the described below and are also summarized on
position of an already moved unit or stack if his the Terrain Effects Chart (TEC) printed on the
opponent agrees to allow it. mapsheet for quick reference during play.

11.3 No Minimum Movement Ability. There’s 11.8 Clear terrain is the “base” terrain of the
no guaranteed ability for any unit to be able to game; it’s devoid of any natural features that would
move at least one hex during a friendly movement enhance defense or slow movement at this level of
phase. To enter any hex, a moving unit must have operations. Each clear hex costs all ground units
sufficient MP available to pay all the involved cost one MP to enter. All city and capital city hexes
or the move may not be made. Also note your units are considered to otherwise be clear terrain (until
never enter hexes containing enemy units. they’re nuked; see section 13.0).

11.4 Stack Movement. To move together as 11.9 Rough. Each rough hex costs most units two
a stack, units must begin a friendly movement MP to enter, except for mountain infantry, which
phase already stacked together in the same hex. pay only one MP. Also see 11.10 below concerning
Units aren’t, however, required to move together passes through some rough terrain areas.
simply because they started a friendly movement
phase in the same hex; such units might be moved
together, individually or in sub-stacks.

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11.10 Mountains & Passes. Each mountain hex 11.16 Column Movement. Overland (but
costs most units three MP to enter, except for not aerially) supplied units may double their
mountain infantry, which pay only one MP. Note movement factor whenever they conduct a move
that the passes shown on the map effectively such that they don’t start in an EZOC, don’t enter
function as highways through their hexes (both one anywhere along it, or end their move it in a hex
rough and mountain). That is, as long as a moving containing one. The presence of friendly units in
unit moves from one pass hex to another pass hex EZOC hexes doesn’t serve to negate those EZOC
by crossing a pass hexside, that move only costs for purposes of determining column movement
that unit one MP. Also note, though, a nuked pass eligibility. Further, column movement may never be
hex ceases to function as such for the rest of the used to enter an enemy controlled and un-nuked
game. city or capital city hex even if no actual enemy units
or EZOC are present there.
11.11 Polder hexes generally cost only one MP to
enter; however, either player may announce he’s 11.17 Cumulative Costs. The total movement
“blowing the dikes” (but the Soviet player may only cost for entering any hex is always the sum of all
make that announcement on a turn during which the applicable in-hex and hexside costs.
he has air superiority). Once that announcement
is made, all polder hexes are permanently flooded, 11.18 Multi-National Stack Movement. On
and they thereafter cost all units of both sides 3 the NATO side, if one or more stacks begin their
MP to enter. The flooding can’t be undone. Movement Phase containing units of more than
one nationality, all the units in that stack lose
11.12 River Hexsides. Rivers run between one MP that phase on that account. That penalty
hexes, along the hexsides, rather than existing in- doesn’t increase beyond one no matter how many
hex. Every river hex side may generally be crossed nationalities are in a given stack. There is no such
by units by paying one extra MP for that crossing. penalty on the Communist side.
“Extra” means in addition to whatever normal
movement cost is involved for the hex being moved 11.19 NATO Sea Moves. During each of that
into. Exception: if a river hexside is being crossed side’s movement phases, the NATO may move-
into or from an un-nuked city or capital city hexside, by-sea up to one full stack of units. Each such
that crossing carries no extra MP cost. move must begin and end in a friendly controlled
and un-nuked port. Units that make sea moves
11.13 All-Sea/Lake Hexes & Hexsides. No may not move in any other way or attack that turn.
movement or combat is generally allowed across That latter condition remain in place no matter the
or into them, but see 11.19 below for the exception. phase sequence being used that turn.

11.14 Manmade Terrain & Movement. Manmade 11.20 NATO Berlin Garrison. The three units
terrain exists in the following types: cities, capital of the NATO Berlin garrison are “static.” That is,
cities and passes. The latter have already been they never move once placed on the map except
explained above in 11.10. possibly to go into the dead pile when eliminated
in combat.
11.15 Cities & Capital [Link] cost for entering
un-nuked city and capital city hexes is one MP 11.21 Geographic Restrictions. Hungarian,
for all units. Except for purposes of adjudicating Romanian and Yugoslavian units may only move
victory (see section 4.0) there are no functional and fight in hexes in and/or immediately adjacent
differences between city and capital city hexes. to Hungary, Romania and Yugoslavia. Swiss units,

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while that country is still neutral may only move 12.4 Indivisibility of Individual Units. No single
inside Switzerland (and, of course, they may not attacking unit may have its attack factor divided
fight at all). Once (if) Switzerland has been brought and applied to more than one battle. Likewise, no
into play by Soviet invasion, Swiss units may move defending unit may have part of its defense factor
and fight in Switzerland and all hexes immediately attacked by one or a few attackers while another
adjacent to Switzerland. Italian units may only part is attacked by others. No attacking unit may
move and fight in hexes in and immediately attack more than once per combat phase, and no
adjacent to Italy (that would exclude Switzerland, defending unit may be attacked more than once
though, while that country is still neutral). per combat phase.

Design Note. The restrictions on Italian movement 12.5 Attack Sequencing. There’s no arbitrary
and combat given above don’t reflect any kind of limit on the number of attacks each player may
neutrality on that nation’s part. Rather, it reflects the resolve during his combat phases. The attacker
fact that in 1953 their more recently reorganized need not declare all his attacks beforehand, and
armed forces – though part of NATO – weren’t he may resolve them in any order he wishes, as
logistically prepared to move beyond those limits. long as the resolution of one is completed before
that of the next is begun.
11.22 Paratroop Airdrops. See rules 3.7, 5.9,
6.5, 8.8, 9.18, 10.2 and 10.7. 12.6 Stacks Attacking & Defending. It’s not
necessary for all the units you have stacked in a
given hex to participate in the same attack. Some
12.0 Combat of the units in a stack might attack into one hex
while others attacked into some other hex or
12.1 Attacks take place between adjacent simply didn’t attack at all. No defending unit may
opposing units during the combat phases in every ever refuse combat; all units in an attacked hex
player turn. Attacking is always voluntary; the mere must participate in its defense.
fact of enemy unit adjacency doesn’t necessitate
your units launch attacks against those adjacent 12.7 Combat Procedure. Normally the attacking
enemy units. Both players are always free to attack player should strive to have several times more
or not, as each chooses on a case by case basis, attack factors involved in a battle than the defender
during both of his own combat phases in each turn has defense factors. Such battles are called “high
throughout the game. The player whose combat odds” attacks. To resolve such fights, the attacking
phase it is, is considered the “attacker,” and the player begins by calculating his “odds.” Do that
other player is considered the “defender,” no matter by adding together the attack factors of all the
the general situation across the map. attacking units involved in the battle; then add up
the defense factors of the enemy units defending
12.2 Multiple Defenders in One Hex. If there are in the battle. Divide the defender-total into the
two or more enemy units in a hex being attacked attacker-total and round down any remainder.
by your units, you may only attack that stack as if it For example, if 26 attack factors attack 7 defense
were one combined defending unit. factors, the situation yields an odds ratio of 3:1
(“three to one”). That is, 27÷7=3.71, which rounds
12.3 Multi-Hex Attacks. An enemy occupied hex down to 3. To turn that “3” into a ratio, you must
may be attacked in one battle by as many of your set a “1” next to it on the right. Thus “3” becomes
units as you can bring to bear from one, some or “3:1,” which corresponds to a column-heading on
all the surrounding hexes; however, no more than the Combat Results Table (CRT) printed on the
one hex may ever be the object of any one attack. mapsheet.

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12.8 Poor Odds Attacks. Battles in which the 12.15 River Hexsides. Unit attacking across a
attacking force has fewer combat factors than river hexside have their attack factors halved on that
the defender are called “poor odds attacks.” account. When halving, round up all remainders. If
Procedures in such situations are modified from more than one unit is to be halved, add together
what’s described above in that here you divide those attack factors and make just one division.
the defender’s total by the attacker’s, round up all
remainders, and set the “1” on the left side of that 12.16 Cities & Capital Cities. Shift the odds two
result. For example, if a force with 5 attack factors columns leftward (2L), and no concentric attack
is attacking a force with 11 defense factors, it’s bonus (see 12.18) is ever possible when attacking
a poor odds attack. In that case, divide 11 by 5 any defenders in a city or Ruhr city. Further, convert
(11÷5=2.2), and round up (2.2 becomes 3); then DR combat results to BB (see 13.23).
set a “1” on the left of that “3,” yielding odds of 1:3
(“one to three”). 12.17 Combat Air Support. If your side has air
superiority (see section 6.0) and you conduct
12.9 CRT Odds Limits. Note the column one or more attacks and/or defenses within one
headings on the CRT range from 1:2 to 6:1. Final or more of those airpower marker’s ranges, those
odds greater than 6:1 always receive automatic combats get a one-column odds shift in your side’s
“DE” results. Odds less than 1:2 always receive favor. That bonus is never increased beyond one
automatic “AL1” results. odds shift per battle, however, even if a particular
combat is in range of more than one marker.
12.10 Odds Shifters. Combat odds may be
modified by the terrain in the defender’s hex and 12.18 Concentric Attack. If a defending hex
around its perimeter, as well as by other factors is attacked by units in opposite hexes, or by
described below. All applicable odds shifters are units from three surrounding hexes with one hex
cumulative in their effects. That is, in every battle, between each and the next attacker-occupied hex,
all applicable shifts are applied to get one final left or by units from more than three hexes, that attack
or right shift. Leftward shifts favor the defender; may be eligible to receive the “concentric attack”
rightward shifts favor the attacker. one-column right odds shift bonus. The concentric
shift is never awarded for attacks into un-nuked
12.11 Clear Terrain. Units defending in clear city or capital city hexes, but is otherwise always
terrain hexes devoid of all other terrain features available when the attacking units are positioned
derive no benefit to their defense. as described above.

12.12 Rough. Units defending in rough hexes 12.19 Final Combat Resolution. After all
receive a one-column-left (1L) odds shift on that applicable odds shifts have been applied, the
account. attacker rolls a die and cross-indexes that result
beneath that proper odds ratio column to get a
12.13 Mountains. Units defending in mountain “combat result.” For example, a result of “6” rolled
hexes receive a two-column-left benefit on that for an attack made at 3:1 odds yields a combat
account. result of “EX.”

12.14 Polder. Units defending in polder hexes 12.20 Combat Results are defined and applied
derive no benefit to their defense, no matter if as follows.
they’re flooded or not.

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DE = Defender Eliminated. Remove to the 12.21 Apportioning Losses. Within the strictures
dead pile all involved one-step defending given above, both players are always free to
units; then reduce to one-step strength all apportion his own side’s step losses among his
involved two-step defending units. Survivors involved attacking or defending units as he sees fit.
hold their position.
12.22 Advance-After-Combat. At the end of every
BB = Bloodbath. Both sides lose one step attack, whenever the defender’s hex is left empty
(grand total) from among their involved units. of all units (no matter the reason), the victorious
Each player chooses which among his own attacking units may advance-after-combat into that
involved units he’ll reduce or eliminate. That hex. Stacking limitations must be observed. Such
ends the battle unless the attacker player advances aren’t part of normal movement; they don’t
immediately and openly decides to eliminate cost any MP, but advancing units must still observe
a second step from among his involved units. normal terrain prohibitions. EZOC don’t block
If he does so, the defending player must advances after combat. Advancing-after-combat is an
remove another step from his involved force option; it’s never mandatory; however, the decision to
or take a DR result. That escalatory process advance must be made immediately after the battle is
may go on, at the attacker’s option, until such resolved and before that of another is begun. It’s not
time as he’s down to his last step. He may not necessary for advancing attackers to stack-full the
choose to entirely wipe out his involved force. newly won hex; the victorious player may send just one
or a few units. There’s never any defender advance-
AL1 = Attacker Loses 1 Step. The attacking after-combat; victorious defenders and simply hold in
player must eliminate one step (total) from place.
among his involved units. The choice of which
step to lose is always up to the attacking 12.23 Probing Attacks. If you have units located such
player. that they’re adjacent to one or more hexes containing
enemy units, and those same units of yours are also
DR = Defender Retreat. The player owning adjacent to one or more hexes that contain only
the defending force must move it from its EZOC, you may decide to attack into the empty-but-
present hex to any adjacent hex into which EZOC-containing hex(es) in a procedure known as a
it can move while still observing the stacking “probing attack.” Probing attacks are conducted using
limit. If no such hex is available, the defending the same general procedures as regular attacks, with
force remains in place and suffers a DE result the important exceptions no odds calculation process
instead. If more than one hex is available to is undertaken and neither side can in anyway suffer
receive the retreating force, the owning player any step losses. Instead, just announce the probing
generally has his choice; however, if retreat attack and then make an advance-after-combat into
hexes are available and some contain EZOC the probed hex. Probing attacks count as “attacks”
and others don’t, a non-EZOC hex must be in regard to one-attack-per-unit-per-combat-phase
chosen. If an EZOC hex has to be retreated stricture.
into, the retreating force must lose one step
(total) on that account (owning player’s choice Design Note. Please carefully read the rule above. Its
as to which unit in it to reduce or eliminate). skillful application during play is essential to maximize
The presence of a friendly unit in an EZOC both sides’ chances of battlefield success. On the
hex negates that EZOC for retreat purposes, offensive, in an otherwise deadlocked situation,
but stacking limits must still be taken into probing attacks can be used to open up new operational
account. In that regard, a retreating force opportunities. While on the strategic defense, in in an
must be considered in a unitary fashion; that otherwise disastrous situation, probing attacks can
is, all the units in it go or stay together. provide a means of rescue and escape.

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12.24 Multi-National Attacks & Defenses. at the time his opponent made that declaration. If
Whenever an attack by the NATO side contains both players declare they want to make an atomic
units of more than one nationality, that generates attack at the same time, the NATO player decides
a one-column odds shift in favor of the Communist which attack will be resolved first. Note that no
side. Both sides may conduct multi-national single non-atomic action may be interrupted while
defenses without penalty, and there are never any it’s actually in process. Also note the NATO player
penalties involved with multi-national Communist may never make more than one atomic attack
attacks. declaration at a time. The Communist player is
always allowed to carry out at least one discreet
12.25 Soviet Artillery Attack Restriction. In activity (movement or battle resolution) before
general, Soviet artillery divisions attack in the another interrupting declaration may be made by
same way as all other units; however, there is the NATO commander.
an exception. That is, in any given attack there
may never be any more artillery attack factors 13.5 Attack Resolution. The player making an
involved than there are non-artillery attack factors. atomic attack should openly roll two dice (or one
Any excess amount is ignored during the odds die twice) and then consult the Atomic Attack
calculation process. (Of course, that means Terrain DRM (Dice Roll Modifiers) Table to get a
artillery units may never attack by themselves.) final numeric result. The dice roll result is reduced
by the modifier given for the terrain type in the hex
where the attack is taking place.
13.0 Atomic Attacks & US Prestige
13.6 Atomic Attack Results. The numeric result
13.1 First Use. On Turn 1, the NATO player may not obtained using the process above is the number
make any atomic attacks until after the Communist of steps the attacked player must immediately
player has made an atomic attack. On subsequent eliminate within the attacked hex. He’s generally
turns that stricture is no longer in effect. free to eliminate and reduce his involved units in
any way he sees fit in order to satisfy the overall
13.2 Limits. The Communist player may never step-loss requirement. The only exception is on
make more than one atomic attack per turn. Except the NATO side: if one or more French Javelin units
within the stricture given above in 13.1, the NATO are in a targeted hex, they may not be reduced or
player may potentially make any number of atomic eliminated until all other involved units have first
attacks per turn. Neither player is ever required to been eliminated.
make any atomic attacks.
It’s possible no step losses will be required. Even
13.3 Targeting Eligibility. Any hex on the map so, all atomic attacks result in the disruption of all
may be attacked atomically (“nuked”) by either the surviving units in the target hex. Show that by
player. Enemy unit presence isn’t needed in order placing the mushroom cloud marker atop such
to allow for an attack to be made into a hex. units, keeping it there until that turn’s Administrative
Phase, when it would be moved to a position below
13.4 Atomic Attack Timing. Within the strictures the units and their disruption is ended. Disrupted
given above, at any time during any friendly or units may not move or attack and, if attacked, their
enemy movement or combat phases, either player status grants their opponent a 1R column shift.
may simply say “Halt! I will now conduct an atomic Further disrupted units exert no ZOC while in that
attack!” With that announcement, the other player state.
should complete whatever operation (movement
or a battle’s combat resolution) he was conducting

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Design Note. Javelin units were specifically A fourth and any subsequent attacks get that same
organized and trained so as to maximize their third-attack treatment, but then a two is added to it
survivability on the “atomic battlefield.” In that (“1d6/2ru+2”) .
regard, they anticipated the later development of
US “pentomic divisions.” Also note, in all attacks, if the target hex was until
then an un-nuked city in West Germany, France,
13.7 Nuked Cities & Capital Cities. If a city or the Benelux or Italy, the NATO player must then
capital city hex is once nuked (no matter the final increase his rolled up prestige point debit by
step loss result in that attack) the hex is thereafter another one point, or by two in the case of capital
considered a rough terrain hex rather than a city cities.
or capital city hex (also see 9.15). For Communist
VP purposes, though, continue to count nuked city A track is printed on the map to keep track of the
and capital city hexes as such. number of US atomic attacks made each turn.
Note that US prestige only goes down over the
13.8 Atomic Detonation Markers. Within the course of a game; no debited points may ever be
strictures given above, there’s no limit on the regained. Also note Communist atomic attacks
number of times any given hex may be nuked have no effect on any of this, and see 4.6 for the
per turn or over the course of an entire game. ultimate significance of all of it.
Each time a strike is made into a hex, no matter
the operational result, place a mushroom cloud Fin.
detonation (a.k.a. “blast”) marker there (see 2.11).
If there are one or more blast markers in a city hex,
the normal entry costs for the in-hex terrain there
are increased by one (total, no matter how many
markers are present. If one more hexes become
multiply nuked, feel free to remove all the markers
but one, since the effects of each blast aren’t
cumulative.

13.9 US Prestige. Every turn, if/when the NATO


player makes that side’s first atomic attack, he must,
immediately after resolving the attack itself, openly
roll another die. He halves that result, rounding
down any remainder to get a final result of zero
through three (which procedure is abbreviated as
“1d6/2rd”). He then deducts that amount from his
total of Prestige Points.
CREDITS
A second attack during the same turn on either Game Design & Development: Ty Bomba
map requires another such roll, but that time the Project Manager: Ken Dingley
halved result is rounded up if there’s any remainder Graphic Design: Mark Mahaffey
(“1d6/2ru”). Playtesting: Ty Bomba, Grant Cardwell,
Christopher Perello & Sherman Tutweiler
A third attack in every turn gets that same second- Box Design: Mark Mahaffey and Brien Miller
attack procedure, but then a one is also added to Produced by: Ken Dingley and Bill Thomas
it (“1d6/2ru+1). for Compass Games, LLC.

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CAMPAIGN NOTES by Ty Bomba Since the USSR still didn’t have the atomic
bomb, the overarching idea was to defeat
Stalin’s Plan. the nuclear monopoly of America with
At the end of World War II the Soviet Union conventional numerical superiority on the
had some 12.7 million personnel under ground and in the air.
arms, with the Red Army forming the largest
single component with approximately At the same time, the smaller postwar
477 division-equivalents supported by Red Army was to be made more combat
about 35,500 combat aircraft. The labor efficient via full motorization. (During the
requirements for postwar reconstruction war, the Red Army had employed 3.5
allowed for only 4.4 million personnel to million horses to meet its transport needs.)
be kept in service along with about 24,000 The mechanization program was mostly
aircraft. That demobilization had taken completed by the end of the 1940s.
place by the start of 1948.
Despite the greater access to Kremlin
Meanwhile, however, the US military went records from the early Cold War era
from a wartime high of some 14 million granted to historians since the dissolution
personnel down to 1.4 million. The military of the USSR, no document has as yet
aircraft inventory shrank from 68,400 to emerged delineating when Stalin moved
20,800. Further, the draft ended in March from his doctrine of strategic defense to
1947 and all the services thereafter began one of strategic offense. Even so, though
complaining of a severe lack of trained it remains impossible to distinguish exactly
manpower. In comparison, all men and when he crossed that line, we know that
women in the USSR remained eligible for by 1950 he had indeed moved past it in his
call up, or call back, from the ages of 17 thinking.
through 50.
Early in that year he carried on a dialogue
Despite that numeric advantage, Stalin was with Mao Tse-tung as to the feasibility of
initially concerned in the postwar period overrunning South Korea without bringing
merely with holding and consolidating on US intervention. Stalin encouraged
the territorial gains made in 1945. Stalin’s the initially reluctant Chinese dictator to
thinking at the time was officially expressed go ahead in preparing and supporting the
as doctrine in the 1947 promulgation (within North Koreans for that effort. He admitted
the Kremlin) of a document titled The Plan the US might be drawn into the fighting,
for the Active Defense of the Territory of but asked: “Should we fear this?”
the Soviet Union.
He answered his own question by saying:
It predicted the next war would begin with “In my opinion, we should not, because
a US-led attack into the Central European together we will be stronger than the USA
lands occupied by the Soviets. In turn, and England, while the other European
the Red Army’s initial mission would be to capitalist states…do not present serious
defeat that aggression at the border before military forces. If a war is inevitable, then
it could reach the Motherland proper. The let it be waged now, and not in a few years
goal was to be “securing the invulnerability when Japanese militarism will be restored
of the boundaries established by as an ally of the USA and when the USA and
international agreement after World War Japan will have a ready made bridgehead
II.” on the continent in the form of…Korea.”

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After the war was begun, and he was next trying US Plans.
to encourage direct Chinese intervention to bring “Operation Dropshot” was completed by the US
it to a victorious end, Stalin further assured the Joint Chiefs of Staff on 31 January 1949. Intended
Chinese by saying: “Americans don’t know how to for use from then through 1957, it contained within
fight….They are pinning their hopes on the atomic it the earlier promulgated “Operation Pincher,”
bomb and air power. But one cannot win a war but it differed from all the earlier plans in three
with that. One needs infantry, and they don’t have significant ways and, in effect, closed out the
much infantry; the infantry they do have is weak.” period today referred to as the “early Cold War.”

In January 1951 he summoned to the Kremlin First, it included the idea the Soviets would,
the leaders and defense ministers of all the east sometime during the period in which the plan was
European satellites. He told them he intended to to be kept in place, acquire atomic bombs of their
overrun all of Europe, explaining the ongoing and own. It then further predicted, even if a new world
indecisive fighting in Korea clearly proved the West war began with only conventional means, the
was weak. His further analysis was the current fighting would soon escalate to the use of nuclear
communist bloc conventional military superiority weapons by both sides.
would only last another three or four years, after
which growing nuclear stockpiles would likely Second, it rejected the idea (which had been
render it irrelevant. Those pronouncements part of all the other plans drawn up since 1945,
were followed, throughout 1951 and 1952, with of simply abandoning Western Europe to the
increasing arms expenditures. opening Soviet offensive. That change was
necessitated by larger political developments,
In March 1953, as those programs and namely the founding of the North Atlantic Treaty
preparations were nearing their fulfillment, Stalin Organization (NATO, signed 4 April 1949).
died. The official version said it was due to a
combination of stroke and stomach hemorrhage. That is, US diplomats and generals knew
He was 74, and had been a smoker and drinker they couldn’t expect any Western European
throughout his life, so the official explanation is government to agree to join an alliance in which, if
plausible on the face of it. Even so, there are war came, the first strategic measure taken would
reasons to believe the alternative explanation – be to abandon their territory to the aggressor.
broadly accepted in Russian popular culture – The new intention was therefore to increase US
that the dictator was actually assassinated (by and allied ground forces in western Germany to
poisoned wine) in a plot fostered by those around the point they would be strong enough to make
him in the Central Committee. a fighting withdrawal – while wearing down the
invading Red Army – to a line along the Rhine/
The rationale was, those on the Central Committee Ijssel Rivers-Alps-Piave River.
had been feeding Stalin inflated reports in regard
to the progress of the Soviet Union’s military and If that line couldn’t be held, further stands would
economic recovery since the end of World War be made at the base of the Brittany and Normandy
II. They knew, if the acid test of a new war came peninsulas in France, the Pyrenees, and the
about, they would be revealed in their lies. That Apennines. In a codicil added to the larger plan in
would mean bullets in the backs of their skulls. February 1950, first-time provision was made for
Since the new world war’s launch date had finally the use of small-yield “tactical” nuclear weapons
been set by Stalin (according to this theory) for on the battlefield to aid that defense.
sometime that summer, they had to act. One way
or another, then, Stain’s death likely aborted a
new world war at that time.

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Terrain Effects Chart
Terrain Type Movement Point Cost (11.0) Combat Effects (12.0)

Clear 1 No Effect

1 or 3
Polder No Effect
(3MP after flooding, see 11.11)

2
Rough 1L
(Mountain infantry pay only 1 MP per hex; see 11.9)

3
Mountain 2L
(Mountain infantry pay only 1 MP per hex; see 11.10.)

Pass 1, 2 or 3
(To pay only 1 MP, units must move from pass hex to pass hex via 2L
Hexside a pass hexside; otherwise 3MP in Mountain or 2MP in Rough.)

City or 2L & DR convert to BB


1
Capital City & No Concentric

River No Effect or +1
(If crossing from or into an un-nuked city, no extra cost is involved; Attackers Halved
Hexside otherwise pay extra to cross the hexside.)

All-Sea or All-Lake
Not Allowed
Hex or Hexside

International
No Effect
Boundary Hexside

Soviet Austrian No Effect


Occupation Zone (see 3.3)

Combat Results Table (12.20) Atomic Attack Terrain DRM (13.5)


Die Roll 1:2 1:1 2:1 3:1 4:1 5:1 6:1 Die Roll Clear / Polder -2
1 DR DR DE DE DE DE DE 1 Rough -3
2 BB DR DR DE DE DE DE 2 Mountain / City / Capital City -4
3 BB BB DR DR DE DE DE 3
4 AL1 BB BB DR DR DE DE 4
5 AL1 AL1 BB BB DR DR DE 5
6 AL1 AL1 AL1 BB BB DR DR 6
Final odds less than 1:2 have automatic AL1 results.
Final odds greater than 6:1 have automatic DE results.

Geographic Restrictions Table (11.21)


Nationality Only Move & Fight In:
HPA, RPA, & Yg Hungary, Romania, Yugoslavia, & adjacent hexes.
Sw While neutral, only Switzerland. Once invaded, Switzerland & adjacent hexes.
It Italy & adjacent hexes (but not Switzerland while its still neutral).

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